Martuk – Overlord of Fifty Faces – Deceiver and master illusionist. Neutral Evil.
No one knows what Martuk looks like. Some say Martuk is female, some say male. The truth of the matter is Martuk does not have a known form or gender. It possesses hosts, willing and unwilling, turning them into soulless vassals for it to do with as it pleases.
Some say Martuk is of Quori descent, but the Quori speak of Martuk in hushed tones, of stories where even they have been controlled by it. Others suggest Martuk is undead or a demon, but so far no evidence has been found to support either conjecture.
Martuk is able to possess multiple entities simultaneously, depending on the willpower of the possessed host(s). Because of this, it can possess an unlimited number of mindless undead and is often in control of hundreds or more. Paladins seem to be completely immune to Martuk’s possession ability, and because of this it harbors a healthy animosity and trepidation when dealing with them.
Adventure I: A Broken Seal
At the beginning of our story, Martuk’s essence is entombed in a statue, which becomes animated by a Lord of Dust. This statue goes on a rampage in House Cannith and the heroes must stop it. Destroying the statue ends the immediate threat on the city, but unleashes Martuk into the world.
Prevalent Monster Types: Stone Juggernaut.
Objective:Save as much of the Cannith District as you can, preserving life and property. Fight the Juggernaut in three stages, each after a rampage.
This is a no-fail quest with XP-heavy objectives and very little quest completion XP.
Adventure II: The Necromancer
With hope in short supply, the party must recruit the only person known to have faced Martuk and survived—Dreadlord Giddeon. There’s only one problem: he’s dead. The party must find his remains and bring them to the Temple of the Sovereign Host for resurrection.
Prevalent Monster Types: Zombies, Ghasts, Spectres, Wraiths, and a Demilich.
Objective: Defeat the Demilich and recover its phylactery.
Heavily trapped rooms and anti magic zones. Puzzle floors and an upside down gravity room.
Adventure III: The Risen
The Dreadlord revived, the party must raid the tomb of Gerard Dryden and retrieve his bones. Unfortunately, some new denizens have taken up residence inside the crypt and they have no interest in being friends…
Prevalent Monster Types:Giant Ant Worker, Giant Ant Soldier, Giant ant Drones, Giant Ant Queen, Various Quori(OPTIONAL)
Objective:Either kill the Queen and retrieve the remains or (VERY DIFFICULT) ally with the Queen and receive a special sigil for the Raid which summons the Queen and her Soldiers.
The party's choice is simple: Either kill the Queen, or help her free the colony from the Quori infestation. This requires the party to enter her mind.
Rewards:(OPTIONAL) Sigil of the Queen Mother
Adventure IV: The Extinguished Flame
With the fallen Dryden risen from the dead, a betrayal! The Dreadlord has fled and sided with Martuk. Ally yourselves with various factions across Eberron and take the battle to them!
Prevalent Monster Types:
Droaam:Orcs, Ogres, Medusae
Giants:Hill Giants, Stone Giants, Fire Giants
Knights of the Silver Flame:Paladins, Cavaliers, Soldiers
House Cannith: Warforged, Golems, Artificers
House Jorasco: Wizards, Sorcerers, Bards
Undead: Zombies, Ghouls, Wights, Spectres
Objective:Ally yourselves with up to three of the five factions on the battlefield by performing tasks against the undead for them. You will receive a special sigil which you can use in the raid to summon them as allies.
Rewards:Sigils of Droaam, Giantkind, the Silver Flame, House Cannith, House Jorasco.
Raid: The Final Battle
Use the sigils you attained from your previous adventure to summon allies to help you in the Final Battle with Martuk’s forces. The raid will be forced to split up into a few groups, and if any one group fails in their mission, or Dryden is permanently slain, then all is lost!
Prevalent Monster Types:
Zombies. Lots of zombies. An endless supply of them, in fact. 18 will spawn at a time, every 20 seconds, for ten minutes, starting at CR:9, and each generation of zombie being 1 CR greater than the one before.
Zombie Lords. This baddie has power over the undead and can summon up to 8 zombies equal to his CR. All zombies within a certain range of a Zombie Lord heal fully every five seconds. Zombie Lords are invulnerable as long as there are any zombies within its radius. Pale Masters should be especially careful: Zombie Lords can hold them in stasis without save for two minutes. Pale Masters in stasis are immune to damage, but also cannot act.
Orcs, Ogres, Medusae under control of Martuk, if the Droaam sigil was not impressed upon a sigil stone.
Hill Giants, Stone Giants, Fire Giants under control of Martuk, if the Giantkind sigil was not impressed upon a sigil stone.
Warforged and Golems if the Sigil of House Cannith was not impressed upon a sigil stone.
Objective: Impress up to three sigils on the three sigil stones, and if the Sigil of the Queen Mother is in your possession, impress that upon the giant ant mound to summon her and her allies as well.
Use your allies to stem the zombie tide. Command them to defend key points and engage the enemy at each point simultaneously. This will most likely require the raid to split up into three or four smaller groups. If you have used the Sigil of the Queen Mother, then one of the four locations can be held by her alone, as the ants spawn endlessly as they die, locking one encounter into a stalemate.
There are eight Zombie Lords. As they die, the forcefield that protects Martuk's Inner Sanctum will weaken and collapse, allowing the raid survivors a chance to fight it. Martuk has possessed Dreadlord Giddeon, and amplified his abilities. When he is defeated, Gerard Dryden will approach the body. The raid will receive a warning message that they know something bad is about to happen. If someone with a good Diplomacy or Bluff skill talks to him before he reaches the remains, they can convince him that its still dangerous and to let the raid handle it, and Giddeon will return as a potent and gigantic spectre. Defeating this spectre ends the raid successfully. If no one stops Dryden, he will become possessed and fight the raid as an immensely powerful anti-paladin. Once Dryden is dropped to 25% of his HP, he will regain control long enough to kill himself, ending the raid successfully.