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Introduction:
This large-scale scenario is the final in the historical original Therran campaign series. The player characters have been chosen and have proven themselves as those responsible to bear the final Gem of Power to the Hall of Slumber in order to awaken the gods.
The year is 5513 A.D. and it is the first day of the Month of the Sun. The Deceiver has launched what may be his final great assault on the forces of good. The sun, first sullied by a crack on its face, is now obscured by a huge chunk of earth that the Deceiver has hurled into the air to eclipse it. In this now perpetual twilight, his forces have gained the advantage.
Pouring forth from drow elf tunnels that pockmark the Free Lands, and bolstered by inhuman armies marching south from the north, the Free Peoples of Therra have been sorely pressed. All of the northern borderlands are taken. Jaggarth has lost fully half of its territory and it is only by the leadership and resolve of the highest of Meredros temples that the capital of that great nation has not fallen. Dwarven armies marching from the nearby Aynayjor Mountains have been pressed back, though the evil armies have up to now not ventured into those mountainous areas.
Meanwhile, armies of drow and other creatures emerging from drow tunnels have crossed the Halgorr and Upper Antorian rivers, striking into the Antorian Marches and into Vosh-gerr. Another such group appeared in the heart of Imtorr and linked up with howling masses coming around the Imbarr Divide. These joined and as one massive thrust marched to the River Calum and then east, seeking to separate Wyr from Imtorr.
After heavy fighting, the Deceiver's forces managed the linkup at the confluence of the Halgorr and Imbarr, isolating the southern nations.
Meanwhile, a strong force assisted by nighttime ship invasions marched from the Lost Kingdoms and easily razed the Near Coast. This force was rebuffed by the stolid defenders of Bleton, aided by the dwarf King Khyzamil III, and so the evil force turned south towards Iligor, where they currently battle the knights of the Order of the Platinum Dragon. The stalwart Iligori navy has aggressively patrolled the Haven Straits, especially at night, so that their forces could not be flanked by seabourne invasion. This has diverted a significant number of the Deceiver's invasion boats south to Onlor, where they have presented a deadly nuisance, but no credible threat of actually dominating the Isle.
Lower Vilg, reeling from the onslaught of the Vilgum Civil War, was easy prey to the first main strike of the Deceiver out of the Death Marches, and that land was completely overrun. These forces have now also marched south to the sea and have successfully cut off Bleton from the harried southern kingdoms.
This is the situation as the party arrives. Vilg is lost to the Deceiver, as is the Near Coast. Jaggarth is composed of isolated strongholds and a somewhat secure far southern stretch, but she is isolated from all but the Aynayjor dwarves.
Imtorr is in even more dire straits.
she is isolated from all other nations, completely surrounded
and most of its countryside is overrun. Only the strongest cities
remain as bastions of resistance.
Wyr and Vosh-gerr are still more or less whole, though fierce
fighting rages on their northern frontiers. They have been cut
off by land from all other nations, although a sealift of Imperial
forces is being undertaken between Vosh-gerr and Antorium.
Antorium stands intact, though its Upper Marches have been penetrated and its forces now engage the main body of the Deceiver's eastern armies about 50-75 miles southeast of the Upper Antorian River. The Imperial forces are being slowly pressed back by a huge force of humanoids, drow, and inhuman creatures, and this is bolstered by evil red dragons and fire giant shock troops. Despite this pressure on the Imperial forces, she has agreed to a sea lift of troops into Vosh-gerr hoping thereby to divert the Deceiver's forces to that land and allow the Empire to re-establish its river defense lines.
Bleton and Iligor stand besieged but strong. Iligor is quite distant from the Deceiver and the evil army of the west has its supply lines stretched to the limit. Further, the Knights of Iligor are unroutable, heavily armed and armoured, and backed by redoubtable priests and wizards. Bolstered by Grey Elves from the Iligor Forest, the evil armies are, up to now, limited to the Near Mountains and the Near Swamps and the city of Toreem, which they have recently taken after a very bloody siege.
Bleton has been heretofore spared both because of some timely aid from its dwarves from the hills north of Bleton and because the main thrusts of the Deceiver have not fallen upon it. Nevertheless, a mid-sized drow army did emerge from the drow tunnels of the West Mountains, but a strong watch had long been placed on this tunnel and the drow were routed, even in the twilight.
Onlor has experienced some raids, mostly by invasion ships frustrated by the staunch navy of Iligor and so landing at the mouth of the Slontol River. These raids have caused misery for the peoples of Algol and Lochnirr, but have posed no serious threat yet to the sovereignty of the Isle.
The Morakki east has only recently begun to awaken to the threat in the west. Commensurate with Morakki conservatism and their inherent distrust of the Westerners, and with long bitter memories of their previous entanglements with the West, it has taken somewhat of a wake-up call kindled by the actions of the Player Characters themselves, acting as emissaries from the West, to cause them to begin to consider what to do about the developing war.
Morakki mystics have read foreboding signs in the entrails of their sheep and in the configurations of the stars, and they have recently begun to whisper into the ears of their lords. Foremost of those who urge aid to the West is the Pashek of Gerilong, who was aided by Westerners to his throne and feels that he owes the West a favour in return (refer to the Therran scenario entitled "The Lost Isle"). The Emperor of Xydlont himself has finally called a great convocation of the leaders of the Morakki, and even now arrangements for this once in a millennium event are being made.
However, it is uncertain whether Morakki aid will be timely or sufficient to save the West. Nooses of evil close on Jaggarth and Imtorr and once they fall, it is feared enough troops will be freed to thrust through Bleton and take Iligor from the flank, and to press the Empire out of the Upper Marches altogether, eventually threatening the Imperial Heartland itself!
In fact, the current leaders of the Free Lands can see no way to stop this from happening, and they are desperately casting for a solution to save the day. For just this reason, they have called a Great Council to debate what their next united course of action should be, for they are certain that only united and with a single cohesive plan will they be able to slow the Deceiver long enough for aid from the East to reach them.
But the difficulties of such a united front are great, for such a plan would invariably have to sacrifice some things for the greater good, and this can be galling to those who are called to so sacrifice. Thus has the Council met in vain for the last two weeks and things become more desperate in Imtorr and Jaggarth.
The Plot:
Having received the Gem of Power from Flupnir's high priest (see "The Lost Isle" scenario), the party teleports into the chambers of the Great Council. There they explain their situation to the Council. As the Council debates, Bahamut appears and announces the aid of the good dragons from the south. With this a plan is formulated.
The party is to enter the drow tunnels and use them to proceed north to the Woods of Terror. There they will emerge and make their way to the Hall of Slumber.
Meanwhile, the forces of the Free People will unite with the dragons and make a massive thrust north towards the evil fortress of Mordasht. Such a brazen, pathetic, suicidal maneuver should intrigue the Deceiver, and cast his attention upon the advancing armies of good, hopefully diverting his gaze from the party until it is too late.
The party enters the drow tunnels and makes its way north, encountering the drow, its cities, and many other denizens of the underworld. Pursued by the drow, they are forced to flee deep into the earth, encountering the chthonic mind flayers. The flayers, convinced to help the party, send them to the eldest of the eld and the deepest of the deep, the aboleth. There the party must win their inhuman aid to emerge in the Woods of Terror.
From there the party makes its way through those haunted woods, encountering all manner of terrors, before arriving near the Hall.
There they meet Demogorgon, the Maug guardian of the Hall. Here, finally, the destiny of the Scion of Orcus (from "The Final Tower" scenario) is revealed, as that being has made its judgement to fight for good. Demanding the vial of wild magic the party carries, he swallows it and grows into his full Maug form, becoming, in essence, the first good Maug ever. The new Maug meets Demogorgon in battle, and although he is torn asunder by that mightiest of all Maug, the battle provides the party enough time to slip away from the evil one.
Now, attacked by retrievers and other beasts from the foulest pits of evil, they must win their way to the Hall and place the Gem upon its setting at the door, thereby freeing the gods and saving the world!
Note to Bewildered DMs:
This scenario is the culmination of a heroic second edition AD&D campaign that spanned almost 9 years of real time. Many important antecedents or prerequisites for this campaign, such as the Scion of Orcus the party befriended in "The Final Tower" scenario, are assumed and required for the literal running of this campaign. Obviously, the campaign also assumes possession of the Gem of Power from "The Lost Isle" scenario.
DMs are encouraged to read the other Therran scenarios before reading this one, so that they have a good grounding in what is going on here. DMs not running a Therran campaign or not running a historical one can still use many facets of this scenario in their own campaigns.
First, this scenario fully and completely deals with the drow of Therra and provides most of their main tunnels, their three cities, and the lair of Lolth. DMs running Underdark campaigns in Therra or in other worlds will find much to use here. This scenario also introduces the mind flayers and aboleth to Therra. Unlike in many other worlds, these creatures are enigmas heretofore unknown to even the wisest sages, and although evil, they are a pure and ancient, uncaring evil that considers itself above even the gods themselves.
Many of the encounter charts and encounter set pieces can be lifted whole cloth and inserted into any Underdark campaign.
In addition, the write-up of the Woods of Terror can be used to represent any really wicked and haunted woods. A DM could use only that section to populate his own evil woods and then send a high level party into those woods to perform some quest or to fight the evil therein.
So, the author's advice to DMs reading this pack is to read it through, enjoy it, and then lift whatever ideas you wish from it. For those DMs who have decided to run a historical Therran campaign, you have everything you need right here.
Good luck!
A Final Note:
This is the final scenario in a save-the-world epic campaign. This is all she wrote. It is now or never and the stakes have never been higher. It is time for Player Characters to sacrifice their valuables and their lives in pursuit of their goals. As such, this scenario is very deadly. The end of this plot is designed to have a significant chance of wiping out the entire high level party and thereby end the campaign with the end of the world. As such, DMs not running this scenario as an apocalyptic one should perhaps carefully consider toning down the viciousness of some of the encounters, especially in the later portions of the scenario.
The DM will need the following books to use all aspects of this scenario:
Dungeon Master's Guide
Player's Handbook
Monstrous Manual
Monstrous Compendium 1
Monstrous Compendium 2
Monstrous Compendium 3
Monstrous Compendium 4
Mystara Monstrous Compendium
Planescape Monstrous Compendium
Planescape Monstrous Compendium 2
Drow of the Underdark
The Illithiad
All of the Complete Handbooks
Weapons and Armour
Player's Option: Combat and Tactics
Player's Option: Spells and Powers
Player's Option: High Level Campaigns
Encyclopedia Magica volumes 1-4
Shaman Supplement
Should the DM not have access to these tomes, he is encouraged to substitute another item or to devise something that seems to fit the description and situation given in the scenario.
Contents:
This is a massive scenario, spanning over 600 pages of 10-point type not counting maps, and it is likely one of the largest ever designed for fantasy roleplaying. As such DMs should read the entire scenario several times through. Certain parts, mainly Part 3, are very free-form, essentially providing an overview of the entire drow realm and allowing the party to proceed through as best they see fit. As such, this section will require much improvisation and insight on the part of the DM and he is urged to study and learn this part very well and to come armed with his own ideas for adventures and scenarios.
Part One - The Great Council
Part Two - Into the Dark
Part Three - The Drow Realm
Part Four - Beneath the Darkness
Part Five - Into the Light
Part Six - The Haunted Woods
Part Seven - At the Hall of Slumber
Part Eight - The End of All (and Perhaps the Beginning)
PART ONE - THE GREAT COUNCIL
Introduction:
The party teleports into the Council chambers. They are introduced by Jerregobe the White to the Council and the Gem is revealed. As debate ensues, Bahamut appears and announces his people's arrival. The plan to deliver the Gem is formulated and the party is equipped and given great gifts to help them achieve their goals. They are then escorted to a little-used tunnel that enters the drow realms and bid good luck.
The Arrival:
The teleport from the Flupniran High Priest's chamber on the Lost Isle (please refer to the scenario of that name) leads the party to appear smack in the middle of the Great Council chambers. Momentarily disoriented, the party will appear in the centre of the huge mahogany table being used as the conference table. Over a dozen folks of many races and mien are seated at or standing near the table, and with the party's arrival, many nearest the party will leap from their chairs or tumble out of them. A few disappear, perhaps teleporting or simply going unseen.
Wands and staves and swords and bows are whipped out, and an amazing amount of really powerful looking magicks instantly crackle in the air. The party feels a hundred magical probes searching their bodies and their minds, a psychic rape of a sorts, though none of the probes feels foul or evil.
Only three figures do not react so.
One, an astonishingly beautiful man with golden eyes and large graceful feathery wings and a robe of scintillating energy simply leans against the wall with his arms folded across his chest and a longbow of pure mithril at his shoulder. He is a solar and the highest commander of the servitors of the gods who have come to Therra to aid the Free Peoples. He does not react because he is never surprised and because he has instantly sized up the party and read every thought they possess within a portion of a second.
The second is Jerregobe the White. He seems older than when the party last saw him, and his beard whiter and hair thinner. He also bears strange scars on his face and hands. He merely smiles and carries a knowing look in his eyes as he winks at the party.
The third is Sir Cromwell, Paladin of Meredros and right hand of the Highest Paladin of Meredros. He travelled with the party for many years before leaving to rescue Jerregobe from the clutches of the Maug Yeenoghu. He instantly recognizes the party and welcomes their coming.
Jerregobe will quickly realize he had better say something soon before the party is incinerated. He will stand and raise his arms and in a voice that is clearly magically augmented (thanks to the solar) yell for all present to "HOLD!"
As the room becomes still, balanced on a razor's edge, Jerregobe will explain that this is the party of whom he has spoken at these councils. He then invites the solar to scan the party to make certain they are whom Jerregobe believes. The solar will indicate that he has already done so, and they are those whom Jerregobe says. One man, an Imperial representative, will speak a few words of doubt "how can we be absolutely certain?" At this the elven Queen Imerild will stand and ask if there is truly anyone present here who would doubt the word and assurance of a solar. No one will challenge her and the Imperial representative will clear his throat and beg forgiveness. The solar, indicating there is nothing to forgive, will smile and give the floor back to Jerregobe.
Jerregobe will introduce the party and then introduce all those present in the room, inviting the party to get off of the table and occupy seats near him which seem to magically appear.
These are those introduced by Jerregobe and their descriptions:
Sir Cromwell Disreli Undergrants, Lord of Undergrants Hold in Onlor and Paladin Esquire to Sir Gangerholt of Beregos - A noble but fierce looking man of solid height and build wearing gleaming field plate (with helmet set on the table). A bastard sword with a bejewelled pommel sits in a scabbard across his shoulders. He has a slight beard and his face bears the mark of many scars, though they merely add to his rugged good looks.
Sir Gangerholt of Beregos, Champion of Truth and highest Paladin of Meredros - An older man of perhaps 50 years but in whose face and eyes the light of truth and goodness shine. He wears mithril plate armor and at his side is Thongerros, the Holy Avenger, most powerful weapon of good known to the current age. The sword, in its scabbard, often hums softly.
Her Highness and Serene Mistress of the Forests, Queen Imerild of the High Elves - An exotic and absolutely ravishing woman with forest green hair and pale skin the colour of winter snow on the forest greens. Her eyes show kindness and also wariness and her features are lithe, sharp, and angular. Her eyes seem to bore right in to those upon whom she casts her gaze. She is dressed in glittering elven chainmail and carries a staff that appears to be a live plant of some sort, for the staff occasionally twists and writhes in her gentle grasp.
His most Puissant and Skilled King Khyzamil III, Ruler of the Dwarves of the West Mountains, Lord of the Ironaxe Clan, and Steward of the Dwarves of Bleton - A stolid looking dwarf, with a long brown beard streaked with grey and a similar tuft of coloured hair in a ring around his balding pate. His nose is large and round at the end, and his eyes flash with intelligence. He wears a shirt of mithril chain which peaks out of his overgarment, a stone grey coloured cloak whose hood is pulled back. At his side is an iron mug that seems to be magically full of ale at all times.
Warleader of the Servants of the Divine Ones, Agamaroth - A solar, an astonishingly beautiful man with golden eyes and large graceful feathery wings and a robe of scintillating energy. He wears a longbow of pure mithril across his shoulder. At his side is an empty quiver that glows softly with an argent emanation. He radiates immense beauty, even joy simply by looking at him, and his demeanour is one of absolute assuredness in his own goodness and the rightness of his actions, but also utter kindness. However, one can also see the immense power and potential for massive violence that can be directed at evil from within that body. His eyes seem to read all thoughts and lay the object of his gaze naked before him.
His Lord Jhevemir Satori, King of Bleton, Yeoman of Yeomen, Vanguard of the West - An earnest, earthy looking man of middle age, wearing what looks to be farmer's clothes and leather armour until one takes a close look at his accoutrements and realizes that they are actually of the finest materials and construction, and deliberately designed to appear as ordinary clothing. He wears the signet ring of his kingship and upon his brow is a small circlet of gold which bears the runes of the kings of Bleton. He carries no visible weaponry. He appears very wary and his eyes constantly move around the table, sizing everyone up and constantly rethinking his judgement of the persons before him.
First Scion of Iligor the Great, Truest Blood of the Ruling Family, Hamardest the Pure, King of Iligor and Commander of the Order of the Platinum Dragon - A regal man, if with an air of pomposity, but certainly his gaze shows he is also a man of wisdom, though prone to action. He is young for a king, perhaps in his early thirties, and wears no beard, but has closely cut dark black hair shaven in the manner of knights. He wears fine purple and maroon robes and a tabard with the sigil of the Order of the Platinum Dragon upon it. He wears a ring on his right hand of gold and a strange purple gem which constantly glows from deep within the mounted stone.
Hufir Thawt, Voice of his most Imperial Majesty the Emperor of Antorium and its Provinces, Spokesman for the Free Peoples of the East, Highest Mage of the Imperial College of War Magicks and Destructive Dweomerkraft, Under-mage to the Imperial Archmage, Keeper of the Third Imperial Relic and Dominator of the Vanquished Fiend named Xatchathorix - If Hamardest the Pure lent an air of pomposity, this man literally oozes it. Every inch of his posture and manner screams his discomfort with the fact that he is not leading this Great Council and that everyone present has not acquiesced to his obviously correct opinions. He sports a small beard and his age is difficult to pin down, almost certainly magic has been invoked with regard to his aging. He wears a formal mage's robe and frock, covered with sigils and glyphs, many of which tell of his affiliation with the War College of the Imperium. He is bejewelled extensively, and every jewel seems to bear an insignia or some other device designed to display a rank or accomplishment. He always seems to affect a slight tilt of the head that allows him to manage to look down on those to whom he speaks even when he is sitting and they are standing. He holds a staff of power and two stones whirl around his head too fast to make out the shape and colour thereof. A silver box of snuff sits always at his wrist on the council table.
Queen Edel of Vinch, Representative of the Realms of Onlor, Wife to King Marinol the Wise, First Lord of Algol, Sheriff of the High Realms, Warden of Westmarch - A courtly woman who still maintains an earthy sense of humour and, despite her human heritage, a sort of halfling twinkle to the eye. She smokes a clay pipe constantly, and often reaches into her belt pouch to produce a fine halfling candy which she pops into her mouth. She is dressed in a velvet gown with a brightly decorated conical hat upon her head which has been festooned with pink and purple diaphanous veils. She wears an enruned bracelet which allows her to telepathically communicate with her husband should the need arise.
Highest Brother of the Rose, Mondereene the Summoner and Standing Representative of the Duchy of Imtorr - A very elderly man, whose slow physical movements belie a still sharp wit. A strange looking creature, about 2' tall and humanoid though with green skin and a long sloping nose stands upon his shoulder. He wears the robe of his guild, festooned with roses whose stems writhe into mystic runic patterns. At his side is a quiver of at least a dozen wands, and in his hands he holds a staff of power.
Canaris Emboldeen, Bard of the Court of Wyr and Witness and Herald of the Great Council - A middle-aged man in his mid thirties, with slight elven features, though not enough to call him a half-elf. He is quick of movement and wit and his eyes seem to miss nothing, absorbing everything. He wears a minstrel's clothing, though nothing too gaudy, and his cloak is travel-worn, though it bears runes along its hems and cuffs and collar. He carries a large instrument case slung over his shoulder, which may hold a lute or mandolin. He wears a green feathered forester's cap and is usually writing in a large book with quill in hand and ink and blotter nearby, apparently taking minutes of the Great Council. He wears no armour, but sports two amethyst bracers that pulsate subtly and he bears a scabbard which holds a broadsword with an elaborate pommel shaped like dancing dryads.
General Tangerrhoff, Supreme Commander in Chief of the Allied Armies of the Free Landers - Perhaps the most famous Western warrior of the current era, and one of the most respected warriors ever, General Tangerrhoff served in Jaggarth before the outbreak of war. Sent to Imtorr to command the united Free Armies, he has come to the Council to hear its decisions. A grizzled old veteran who is missing his left eye (he wears a patch over it) and his right ear, as well as two fingers on his left hand, his one good eye and ear seem to be more capable than most people with a pair of each. He is wont to lean back in his chair, adopting a casual attitude, and does not speak much, chewing on whale blubber (a trick he learned during a campaign against the peoples of the North) and listening. When he does lean forward to chime in, the occurrence is rare enough that everyone listens and extends great weight to the man. He does not give one whit for politics he is a warrior pure and simple and will not even debate such matters unless it directly affects his war efforts.
He wears strangely designed boots, which are often propped up on the council table. He is dressed in ornate cuirbolli armour (treat as brigandine) and a chain shirt lies draped over the chair behind him. He carries no weapon on him, but radiates an aura of calm prowess and danger nonetheless.
His Eminence, Hammer of Vosh-gerr, High Priest of Aghorrit, Berith of Nakor - A serene seeming man, in a grey cloak whose hood is drawn atop his obviously grey hair. A short beard of pure white sprouts from his chin and neck. Tattoos of all sorts, including runic and weapon shapes decorate his face and hands. Ringmail glitters from within the folds of his cloak and hanging from his belt is a bejewelled and be-runed war hammer with a wicked spike on one end. A platinum holy symbol to Aghorrit hangs from a silver chain around his neck, along with an amulet in the shape of a battle axe. Unlike the General, Berith radiates the tension of a coiled snake, almost unmoving and saying very little beyond a nod or shake of the head, as if he is saving himself for the battles to come.
Lady Kallila, Mother Superior of the Convent of Bleton's Mercy and High Priestess of Vastalla - Common at important councils is the presence of a Vastallan nun to both bless the proceedings and to cast a genteel touch to any decisions made, this older woman bears a motherly face and eyes that literally brim with compassion. That those joyous eyes are now constantly rimmed with tears and bear deep bags thereunder speak more of the troubles of these times which press on her soul rather than her advancing years. She wears the headdress and habit of a Vastallan nun, and little ornamentation besides, though she does bear in her right hand a rod whose top is in the shape of an upraised palm from which beams of light sail forth. When she smiles, they are genuine, but the smile quickly fades as she remembers what is happening outside the council chambers to the world at large.
In addition, there is, of course, Jerregobe the White (or the Wise), Leader of the Council of White and the Order of the Swan, Dedicated Foe of the Deceiver and Master of the Divinatory Arts - An elderly man, with a long silver beard and a completely bald head. His eyes twinkle with knowledge and he generally affects a slight smirk that seems to indicate that he knows more than you and is not willing to tell you everything, though it is for your own good. He is dressed in white robes and a white cloak and bears a staff of power. He has a bundle of scrolls and parchments and books at his reach on the table and smokes a pipe of clay that is clearly of halfling origin. A silvered mirror whose border is enscribed with runes stands on a metal tripod. The face of the mirror swirls as if looking upon a dense roiling fog.
Deep and vicious scars cover his face and hands, as if whipped mercilessly. His left hand shakes a bit and when he walks he bears a limp.
The Great Council:
The Great Council is being held in a secret council chamber in the hills of Bleton in the new caverns of the Ironaxe Clan. The council is hosted, therefore, by King Khyzamil III. The room is warded from scrying and teleportation, both by magicks and by the will of the solar and by magical lead which was incorporated into the design of the room. The chamber is 100' wide and 200' long and an amazing 100' high, without any vaulting or buttressing, a marvel of either mechanical or magical engineering.
There are several divans set along the walls, and of course the council table and chairs dominate the room, the table being some 50' long and 15' wide.
Food and drink are set out at intervals along the table, and a bell is attached to a string near a door made of adamantium to serve as a notice of egress or exit.
Maps are hung from the walls or spread out on the council table, and off to one side is a sand table with lead figurines upon it, arrayed for battle.
Elite dwarven guards stand outside the door, and the passageways around the chamber are littered with traps and devices to confound intruders. Several dwarven battleragers stand nearby.
Although there are no apparent vents of any kind, the temperature is comfortable here and the air is nice and dry. Smoke from the pipes is somehow removed from the room and the smell of 15 persons who have been in council for weeks has not affected the earthy odor of the place.
Light is provided by continual light spells, at least 10 of which dot the place, cast upon the ceiling and walls.
The Continuing Council Meeting:
After the party is introduced, Jerregobe will ask for the floor and explain again the activities of this party. He will then ask permission of his host to formally invoke the party as Council Members and to give them the floor, for Jerregobe points out they certainly have a tale to tell the Council, especially in light of the fact that they have teleported into a chamber that is immune to such magicks! The dwarf king will do so, and the vote will be unanimous, though with some reluctance on the part of the representative of the Imperium.
The party will be sworn in as Council Members, told to obey the rules of decorum herein and to reveal these proceedings to no one not a member of the Council. Should the party agree, they will be asked to relate their story to the Council. Jerregobe will tell them that they are amongst absolute allies here and that nothing, not even the most insignificant or embarrassing portion of the tale should be omitted.
The solar will make sure that nothing is falsified or omitted. Should the party at this late date decide to not swear the oath of council or to refuse to tell their entire tale, then it is up to the DM to take appropriate action. Such is unlikely for a party that has already proven its worth and is now faced with the end of the world.
The Council members will grill the party thoroughly, displaying their collective intelligence and ingenuity in doing so, for nothing significant or insignificant is immune to questioning. As such, it will take most of a full day for the party to finish telling its tale.
At some point, of course, the party will say that they have a Gem of Power. This will evoke sudden gasps and even words of skepticalness and disbelief. Jerregobe will urge the party to show the Gem to the Council if it has not already, and upon doing so the entire Council, risen from their chairs to see it, will gasp in amazement. The solar will walk forward and look at the Gem. He will then reach out and touch it and a look of utter ecstasy will cross his face. He will then shed tears and bow down before the Gem, kiss it, and then rise to his previous position. That act will, of course, leave no doubt in the mind of anyone that this is a Gem of Power.
Assuming the party has finished its tale, a confused babble will fill the chamber, as everyone talks about this revelation. Some will ask how the party knows this Gem is real and not the fake of Flupnir. Others will simply cry tears of gladness that they have defeated the Deceiver. Jerregobe will mutter that the job is only just begun.
After a while Jerregobe will quiet the Council down and after a moment to regain its composure, the Council will begin to deliberate on what to do next.
The deliberation, perhaps the most important ever undertaken by any council of mortals, will take a long time. At least 3 days will go by, and more likely a week. The Council takes three meals a day in its chambers and there are chamber pots and water closets behind secret doors in the council chambers, as well as baths. Late in the night, the Council adjourns and party members will be taken to their quarters, only to be woken up bright and early the next morning to continue the Council. It is up to the DM how much of the debate he wishes to roleplay out, but topics of discussion and points of contention will include:
1. Whether this Gem is real or a Flupniran fake
2. Whether to do anything with the Gem immediately or save it until the last possible moment
3. How to get the Gem to the Hall of Slumber (by magic, by air, by sea, by land and by what course)
4. Who should bear the Gem (the Council, the mightiest heroes alive, the party, the solar and his minions)
5. Whether this Gem is a joke of Flupnir's
6. Whether this Gem is a trick of the Deceiver
7. Whether the Deceiver knows about the gem
Eventual answers to these issues are:
1. The Gem is real. The tests laid out by Flupnir and its revelation only during what seems to be the final battle suggests that it is real, though if a Flupniran fake could fool the Deceiver it could certainly fool the solar. In any event, there is nothing to do but proceed on the assumption that the Gem is real. Even if it were not real, though, there is every reason to act as if it were (see item 7 below).
2. There is no real benefit to waiting, now seems to be the ordained time to proceed.
3. Magic is impossible, as accounts of those who have attempted to teleport to the Hall of Slumber describe horrific consequences. Teleporting near the Woods or within the Deceiver's lands could call attention to the Gem and its bearers. In addition, teleporters would have no idea where they were teleporting. They could arrive in the middle of an army, near a Maug, or some other precinct of immense danger. In addition, it has been known that the Deceiver's minions often change the face of the landscape, or sometimes cast Hallucinatory Terrain to fool scryers and teleporters.
By sea gains nothing, and is even more dangerous because there is less place to hide at sea and one would have to sail near to the Deceiver's fortress to make it to the Hall. And the ice and weather would make passage impossible after a point and require a long land trek in any event.
By air is not desirable because those so going would stick out like a sore thumb and attract the attention of dragons and Maugs and then the Deceiver himself. By air is far too obvious.
4. A huge point of contention, but it will be pointed out that Flupnir chose the party for a reason. In addition, the absence of the mightiest heroes of renown or any of the Council will go noticed. Finally, when the final plan is formulated (see below), it will become apparent that the party must be the ones to bear the Gem.
5. This whole thing could be some sort of elaborate ruse by Flupnir, but if it is, who is to say it will not turn out for the better (see item 7 below).
6. It makes no sense for the Deceiver to do this. And if it is, then all is lost anyways.
7. If it were truly the Gem and the Deceiver knew of it he would emerge and display himself in his full glory to capture the Gem. None could resist him. This might, however in and of itself awaken the gods. And perhaps this Gem is a fake after all, designed by Flupnir to force the Deceiver into the open in the hope that his presence exposed in full power would be enough to waken the gods from slumber. If this be true, then it behooves the Council to act exactly as if it were real, so that the Deceiver would also believe it so and emerge. In this case, the Council must maintain every effort to hide it from the Deceiver, even though the goal is for him to eventually find it, for only by applying our best efforts to hide it from him can we hope to actually convince him it is real. Anything less and he will instantly see through the ruse.
So it goes that it will eventually be decided that the party should bear the Gem and that it should be bourne by land. A great debate will then ensue as to the best route to take and how the party can best be helped in its mission.
Jerregobe will ask Queen Imerild if she has the research on the origins of the drow that Jerregobe requested she compile. The Queen will smile graciously and produce a tome, from which she will read to the Council. The tome contains, in much elongated form, the historical information from the Therran DM essay called The Drow of Therra (also presented in Part Three of this scenario). Jerregobe will note that the drow came from the Blanthil Forest (now the Woods of Terror) and therefore there must be a drow tunnel that eventually emerges into those woods and near to the Hall of Slumber.
Eventually, the following will be decided:
· The party should make its way into the drow tunnels and negotiate them north until they find the ancient drow way up to the Woods of Terror. The drow tunnels are far from the eyes of the Deceiver and given Lolth's history, there is even a slight chance that should she capture the Gem she might not reveal it to her master.
· The party should be relatively small, and should not contain any leaders or heroes who might be missed and looked for by the Deceiver or his Maugs.
· The party should bear the Gem of Power into the Woods of Terror, through that land, and to the Hall of Slumber with the goal of awakening the gods by placing the Gem into its place on the great doors of the Hall.
· In order to divert the Deceiver's attentions away from the Gem bearers, the united forces of the Free Folk should mass an army of most or all of their remaining forces and march on the Deceiver's Lair. This completely illogical act will confound the Deceiver and force him to waste time and energy trying to figure out what we have in mind should we arrive at his fortress. He might even think we seek to goad him into revealing himself fully in a vain last hope to waken the gods, Should he think this, he will likely be more confident that victory is his as we take this last act of desperation and he is likely to sink his presence deeper into his fortress so as not to risk awakening the gods.
This last point draws heated debate. Many of the secular leaders on the Council say it would be impossible for their armies to abandon the defense of their homelands and to leave their lands and women and children to the forces of the Deceiver. The counter argument is that should this quest fail, the Deceiver shall have their lands, women, and children anyways, within a generation at most.
The nay-sayers will then point out that even with a minimal garrison left in the field to defend the homelands, the combined forces assembled would not be enough to march successfully to the Deceiver's Tower or even close to it, certainly not enough to pose an actual threat that the Deceiver would take such a concern over.
This last argument is potent, and many who were on the fence start to agree that it would be folly to attempt such a thing should it have no chance of success. Better to let the Gem bearers undertake their quest and defend the homelands as best as possible and pray the quest succeeds.
Jerregobe in particular is adamant that the Gem quest cannot succeed without this diversion and argues that even though it is beyond hope that their combined might can threaten the Deceiver's fortress, it must be attempted. Perhaps, he says, aid will arrive in time as it has done before.
The Dragons Come:
As Jerregobe makes this last point the party sees the solar smile a bit and wink subtly towards a corner of the room. Suddenly, a man will appear in a cloud of silvery sparkles. Once again the Council readies for battle, but the man, who has platinum hair and wears platinum scale armour and possesses a face whose commanding aura and beauty is second only to the solar's, raises his hands and says that he is unarmed and that he is a friend.
The Imperial representative will complain that for a chamber safe from teleportation quite a lot of it seems to be going on, to which the solar will reply, "only to those I allow to enter".
The strange man will then mention that he was invited to these proceedings. As the Council ponders this riddle, he will be asked by the Imperial mage who invited him. The man will point to Queen Imerild and indicate that she invited him. He will say that her people sang the song, the ancient song they have sung before, when they showed his people the goodness deep within their evil hearts and the same song they sang when the world before convulsed in agony as the Deceiver rampaged.
This time, he says, he has come not for a battle, but for the final battle, for he has heard the note of desperation in the song this time. And this is why he is so late in coming, for he had to roust all of his kin, all except his clutches and their watchmothers.
"Every single one of them has come to my call and I have gathered them to come to your song milady. I am Bahamut, lord of the dragons of metal and my people, every one of them, stand ready to end their long lives in service of this world."
The Council chamber will be stunned. Hamardest will instantly prostrate himself on the ground and tremble. Queen Imerild, eyes dripping tears, will slowly rise, kneel before Bahamut, and kiss his hand before hugging it in tears. She will whisper to him that she had sung her song for many nights and had thought she sang in vain. Bahamut will comfort her with a gentle hand stroking her green hair and assure her and the Council that he would never turn away if the need were great, and it is greatest now.
Bahamut will then say he has heard much of the plan presented before the Council, and he is certain with he and his kin, over 2,000 dragons, a united army can come close to the fortress of the Deceiver and, in fact, "we can shake the walls around him but good enough to keep his full attention towards us and perhaps enough to tempt him to rouse a bit".
With that, the plan is decided.
The End of the Council:
The party is dismissed from the Council and ordered to rest up and provision up for the coming trip. They are advised to remember that they will be travelling over 1,000 miles underground, and that they cannot teleport or in any way come back to the Free Lands, lest their quest be exposed. The Council estimates it will take approximately six weeks to begin to gather the armies and formulate battle plans, so the party has that time to study spells and otherwise get ready. The massing of the armies will take time for many reasons. First for purely logistical reasons it takes time even in a magic-wielding world to gather an army of such huge size and equip it for such a major campaign. In addition, the mustering must be done subtly, both to not alert the Deceiver as to their intentions until the army is actually assembled and ready (lest he strike before the army gathers and defeats them in detail), and so that the Deceiver's forces do not immediately perceive that the armies guarding the Free Lands have been reduced and so spare the under-defended homelands some time of grief and misery.
The dwarf King offers the party whatever mundane equipment they need, and Jerregobe also says additional aid of a more useful sort will be forthcoming after the Council finishes.
The party is now free to stay in the deeper sections of the Ironaxe Clan. However, due to their knowledge of the quest, they are not allowed to leave the safety of the deep clan, and are always with an elite dwarven escort. During this time, they may request whatever they need from a dwarven steward who is assigned to them. The party will also be given full access to any skills and non-weapon proficiencies (NWP) they wish to learn if such are within the capabilities of the assembled. This includes most normal NWP, most of the high level option proficiencies from the Players Option: High Level Campaigns rulebook, and weapon masteries including up to High Mastery but not Grand Mastery. Party mages will be taught whatever spells the assembled wizards have in their spellbooks. Assume that pretty much any common spell from the rulebooks is available. The party will have all of the spell ink they can use.
After six weeks, the Council will end. Jerregobe will meet with the party and ask them if all is at the ready. He will look over their equipment and suggest anything that the DM notices may be missing (food, water, mules, rope, etc.). He will then state that there are gifts to be given the party for the success of their quest, and these will be presented to them in the Council chambers the next day.
The Gifts:
In the Council chambers, the Council will present the party its gifts. Each gift is listed along with who gave it.
· A stone about the size of an egg made from a strange blue rock which will grant a Wish once for its holder (from the solar)
· A staff of power (25 charges) presented to a party wizard (from Jerregobe [or Mondereene should a party member belong to his guild])
In Therra, Staves of Power work differently than traditional ones. Staves of Power are items of status given to wizards of certain schools of magic or guilds of magic when they reach certain levels of proficiency (usually 11th level). When such a staff is created, it is unattuned. The staff becomes attuned during a short magical ceremony wherein the staff is presented to the candidate. At this time the candidate decides upon the command word for the staff. This word activates the staff's powers, but need not be uttered aloud merely thought by a mage who holds the staff.
Staves of Power can be recharged. Any charges used by the mage to whom the staff is attuned automatically regenerate at the rate of 1 charge every 2 days. However, charges used by an unattuned mage do not regenerate ever they are lost permanently. Should a staff of power reach zero charges it simply crumbles to dust.
Only one mage may ever be attuned to a given staff ever during the life of the staff.
The staff of power that would be given by Mondereene would have different powers than the one given by Jerregobe, for the Summoners would never give a staff that bore invocation powers.
Brotherhood of the Rose Staff of Power:
Continual Light (1 charge)
Darkness 5' Radius (1 charge)
Levitation (1 charge)
Unseen Servant (1 charge)
Protection from Evil, 10' radius (2 charges)
Globe of Invulnerability (2 charges)
Monster Summoning I (1 charge)
Monster Summoning II (2 charges)
Monster Summoning III (3 charges)
Monster Summoning IV (4 charges)
Curtain of Blackness (as per Wand of Conjuration - 2 charges)
Prismatic Sphere or Wall (one colour at a time from red to violet
for 1 charge per colour)
In addition, the wielder gains a +2 to AC and saves and may recognize
any cast or written conjuration/summoning spell for no charges.
It strikes as a +2 staff and if one charge is expended it causes
double damage.
· A Wand of Conjuration (100 charges) presented to a party wizard (from Mondereene [or Phandore's Wand of Fire - see Encyclopedia Magica V4 pg 1491 from Jerregobe if the staff of power is presented from Mondereene])
· A suit of human-sized Elven Rainbow Chainmail +3 (refer to Encyclopedia Magica V1 pg 81) (from Imerild)
· Azuredge - Slayer of the Netherborn (see Encyclopedia Magica V1 pg 112). This axe is inhabited by a spirit of an Ironaxe Clan heroine. It will only allow itself to be wielded by a doughty warrior or warrior priest (from Khyzamil)
· A Crossbow Bolt of Drow Slaying (from the solar)
· A suit of metal Armour +2 appropriate to a fighter in the party (i.e. Ringmail or Banded Mail or Platemail, but not Plate Armor or Field Plate) (from Hamardest)
· Gem of Insight (from Bahamut)
· A Rod of Resurrection (the very one Kallila carries) with 22 charges which may only be used by a wielder who has not slain a sentient creature within the last 24 hours (from Kallila)
· The following Magic Scrolls:
Wizard Scroll at 11th level with Water Breathing, Conjure Air Elemental-Kin, Airy Water, and Gust of Wind
Wizard Scroll at 8th level with Enchanted Weapon, Sense Shifting, Patternweave, and Lesser Sign of Sealing
Wizard Scroll at 14th level with Neutralize Gas, Magic Jar, Spectral Force, Charm Plants, and Repulsion
Wizard Scroll at 7th level with Remove Curse, Dispel Magic, and Locate Creature
Wizard Scroll at 12th level with Legend Lore and Halo of Eyes
Priest Scroll at 10th level with Feign Death, True Seeing, and Cloak of Bravery
Priest Scroll at 9th level with Raise Dead
Priest Scroll at 13th level with Blade Barrier, Word of Recall, Heal, and Remove Paralysis
Priest Scroll at 6th level with Zone of Truth, Telepathy, Accelerate Healing, Nap, and Speak with Dead
· The following Magic Potions:
Potion of Climbing
Elixir of Health
Potion of Fire Breath
12 Potions of Extra Healing
3 Potions of Fire Resistance
Potion of Stone Giant Strength
12 Potions of Healing
Potion of Heroism
2 Potions of Invisibility
Potion of Invulnerability
Philtre of Glibness
2 Potions of Speed
Potion of Super-Heroism
2 Potions of Growth
2 Potions of Sweet Water
In addition, the party will be bolstered by additional members.
Imerild will present her daughter, Princess Imerika, who she says is an adept warrior and mage.
Canaris the Bard will also accompany the party, both to provide his talents and to chronicle what is the greatest quest and greatest tale ever to be told. It would be a sin not to have a bard along to sing the tale should the quest be successful.
Berith will provide a warpriest named Thalonn the Brave. This warpriest will be subordinate to any ranking warpriests in the party, otherwise he will report to the party leader.
Write-ups for these characters are provided below.
Finally, Khyzamil will note that he has two final members of the quest group to introduce. He will beckon the Council to accompany him to the Chamber of the Dead.
The Dead:
Khyzamil leads the party to a vast chamber shaped much like a Roman amphitheatre, except that the seats are all around in Coliseum fashion. The place is large enough to hold 500 people, and that many, mostly dwarves, are present. The Council takes a place near the dwarf King, who occupies a seat of honour.
Down below, as the party watches, a funeral takes place. Several dwarven families in the stands daub tears from eyes and grieve for their beloved.
As the ceremony progresses, two stone sarcophagi will raise up out of the floor as the presiding dwarven priest of Mergurr intones "Bring forth the Dead. May all who knew them come and pay their final respects."
Several dwarven families will file down and observe the open caskets. Mothers will cry and touch their dead children, father dwarves will look forlorn but stoically hold their tears. Young children too small to see in the casket will simply touch the side with awe.
After this, the dwarf King will stand and shout "Let it be so from this day forth that these two dwarves have passed beyond the circle of the living. Let all those present, and all those who dwell amongst us call them dead, for so they are. They are the Dead. They have indeed died."
The sarcophagi will then be lowered into the ground, with the dwarf priest donning a skull mask and intoning a final hymn. With that the theatre will clear. The dwarf King will now invite the party to meet the Dead.
Back in the Council chamber will be seen the two dwarves who were just recently motionless in the sarcophagi. They stand rigid, though breathing, and their eyes stare off as if into space.
The Dwarf King will explain:
These are the Dead. We dwarves are of a unique makeup. We remember past injustices committed against our people and we pass them on from father to son through their seed, so that each dwarf feels as if all injustices have been done to him personally. This is why dwarves never forget an enemy or a friend.
Some dwarves are trained to take all of their rage at the injustices done their people and pour them out all at once in battle, working themselves into a berserk frenzy. These are the dwarven Battleragers, our elite vanguards.
Most non-Dwarves believe that our Battleragers are the height of manifestation of dwarven battle rage, but this is not so. Highest of all is the Dead. These are dwarves who, unlike the Battleragers, who emanate their anger in mighty bursts in all directions, focus the communal rage of our people tightly, into a thin, needle like lance of incomparable sharpness. To attain such a focus, no worldly influences may intrude, lest they dissipate the honed edge of their fury. So these dwarves agree to cast off all of the bonds of life, both spiritually and emotionally and mentally. In essence they die, but they allow the empty vessels of their bodies to fill with the rage. They are pure focused dwarven rage.
These are the Dead. They have already died. Funeral rites have been prepared and heir families have mourned. They are, in all respects, already lost to us, they only now exist to serve, to delay the moment of final physical death until called upon to do so.
I give these two Dead to you, to help you on your quest. The Dead are unique. They are almost mindless. They will only obey your commands, the commands of the party to whom I present them. Should you issue conflicting commands, I have instructed them to obey you in this order (and he points to each party member in an appropriate order). Without command, they will do nothing. They will not move, they will not eat, they will not relieve themselves, they would eventually stand and starve to death or die of thirst. You must command them in all things, for they have no will of their own.
Now, their commands can be general in nature, but not too complex. Tell them to follow you. To eat when it is meal time. To fight or to guard. These they can do. And they are very powerful fighters, though they lack initiative and foresight.
But here is their real value. The Dead excel at holding spaces. In this they are supreme. It is said four Dead held off the entire army of the Deceiver for eight hours when the Grashtilum fell to their forces, allowing many dwarves to escape.
Your two Dead can hold a passageway 30' wide or less. They must be ordered to do the Dance of Passage. Once commanded to do so, you must flee, for the Dead cannot stop this dance, they will dance it until they are overcome or until their rage dissipates and they fall over dead. Only a power on the order of an archmage should be able to overcome the Dance. Otherwise, none shall pass them for between fourteen and eighteen hours.
Use them thus only in extremis, when pursuit is close and there are no other choices. Do not use them if the enemy can easily take another way. But also do not feel any guilt for using them in a hopeless situation, for they are the Dead, and the have already died this day.
With that, he will give the Dead over to the party.
And with that, the party for the Quest of the Gem is complete.
Statistics for the NPCs travelling with the party are presented below. The DM should feel free to present these stats to the players and allow them to run the NPCs during combat as long as they do nothing out of character, with the DM playing them during non-combat situations.
Princess Imerika:
Class: Fighter/Mage
Level: 7/8
Alignment: Chaotic Good
Race: High Elf
Sex: Female
Age: 110
Strength - 15 (55/170 lbs max,
8 open door, 7% bend/lift)
Intelligence - 17 (75% learn spell, 14 per level)
Wisdom - 16 (+2 mental defense)
Dexterity - 19 (+3 react/missile, -4 AC)
Constitution - 12 (80% shock, 85% res survive)
Charisma - 17 [18 to elves] (10[15] henchmen)
Hit Point: 39
Armour Class: Base = 3 (elven chainmail +2), with dexterity = -1, with 1 handed weapon = -3. Elven chain coif +2 on head (AC 3).
Movement Rate: Base 12, +3 for dexterity = 15, 12 if lightly encumbered
Encumbrance: 45 lbs (Elven Chainmail 20, Coif 5, Longbow 3, Arrows 2, Longsword 4, Dagger 1, Spellbook 5, Miscellaneous 5) [can carry 11 lbs before becoming lightly encumbered]
Weapon Mods: +1 to hit with sword and bow, +3 to hit with missiles, +1 to hit with longbow, +2 damage at point blank range [30'], fire first with coverage
Number of Attacks: Melee 3/2, Longbow 3/1
THAC0: 14
Racial Abilities: Communion, Elvensight (60'), Manifestation, Reverie, Resistant to Heat and Cold, 50% resistant to disease, Bond, Split Move and Fire, Split Fire and Move, Double Arrow Shot, Foot Shot, Hanging Tree Shot, Quickdraw Shot, Stapling Shot, Trick Shots, 90% resistance to sleep and charm related spells, Find secret doors [1 in 6 if within 10', 2 in 6 searching], Find concealed doors [3 in 6], Move through forests and natural terrain silently and invisibly, -4 to enemy surprise under proper conditions, Immune to ghoul touch
Non Weapon Proficiencies: Read/Write Elvish [18], Read/Write Common [18], Bowyer/Fletcher [18], Spellcraft [15], Herbalism [15], Survival (Forest) [17], Singing [17, 18 to elves], Alertness [17], Speak Orcish [17], Animal Lore [17], Swimming [15], Weather Sense [15], Tracking [16], Dancing [19]
Weapon Proficiencies: Longbow, Longsword, Dagger, Specialized in Longbow, Double Specialized in One Handed Weapon Style
Spellpoints: 101 (4th level max, 5 per level)
Spellbook (100 pages, 99 used): Read Magic, Detect Magic, Charm Person, Sleep, Friends, Colour Spray, Light, Camouflage, Knock/Lock, Seeking, Forget, Scare, Protection from Poison, Hold Person, Sepia Snake Sigil, Protection from Normal Missiles, Wind Wall, Dispel Magic, Suggestion, Charm Monster, Confusion
Note: Each spell in the book has a Sepia Snake Sigil spell cast upon it.
Mundane Possessions: Quiver, Scabbard, 5 arrows, 5 silver arrows, Spellbook, Backpack, Belt pouch, Sashling, Leather Gloves, Honey leather pallet, Spell components enough to cast each of her spells 12 times.
Magical Possessions: Longsword +2, Elven Chainmail +2, Longbow +1, Cloak of Elvenkind, Boots of Elvenkind, 3 Arrows of Triple Extended Range, 2 Wooden Arrows, 4 Arrows +1.
Wealth: 200pp, 100gp, 200sp, Silver diadem of station with a large emerald (15000gp), Silver ring with deep blue sapphire (family heirloom worth 6000gp).
Canaris:
Class: Bard (True Bard kit)
Level: 8
Alignment: Neutral Good
Race: Human
Sex: Male
Age: 40
Strength - 13 (45/140 lbs max,
7 open door, 4% bend/lift)
Intelligence - 16 (70% learn spell, 11 per level)
Wisdom - 10
Dexterity - 17 (+2 react/missile, -3 AC)
Constitution - 15 (+1 hp, 90% shock, 94% res survive)
Charisma - 16 (8 henchmen)
Hit Points: 49
Armour Class: Base = 2 (bracers), with dexterity = -1, with 1 handed weapon = -2
Movement Rate: Base 12, +2 for dexterity = 14, 11 if lightly encumbered
Encumbrance: 34 lbs (Spellbook 5, Broadsword 4, Daggers 2, Lute 4, Flute .5, Ink 3, Journal 5, Vellum 1, Writing Equipment 1, Repair Kit 3, Strings and Picks .5, Miscellaneous 5) [can carry 11 lbs before becoming lightly encumbered]
Weapon Mods: +2 to hit with missiles
Number of Attacks: normal
THAC0: 17
Bardic Abilities (adjusted for no armor): Climb Walls (90), Detect Noise (50), Pick Pockets (45), Read Languages (45)
Non Weapon Proficiencies: Read/Write Common [17], Singing [16], Musical Instrument (Lute, Whistle Flute) [16], Local History (Wyr) [16], Ancient History [15], Speak Elvish [16], Read/Write Elvish [16], Etiquette [16], Heraldry [16], Gaming [16], Swimming [13], Tumbling [17], Tightrope Walking [17]
Weapon Proficiencies: Broadsword, Specialized in One Handed Fighting Style, Dagger, Alertness
Spellpoints: 60 (3rd level max, 5 per level)
Spellbook (100 pages, 94 used): Read Magic, Detect Magic, Sound Bubble, Dancing Lights, Expeditious Retreat, Copy, Dictation, Erase, Light, Taunt, Identify, Silence 15' radius, Protection from Cantrips, Fool's Gold, Pyrotechnics, Shatter, Choke, Locate Object, Know Alignment, ESP, Tasha's Uncontrollable Hideous Laughter, Wizard Lock, Wall of Sound, Dispel Magic, Spectral Force, Fireflow*
* Fireflow is normally a Wild Magic spell, but Canaris has picked up its knowledge during his previous adventures and now knows it just like his other spells.
Mundane Possessions: Dagger (in belt), Dagger (in boot), Spellbook, Instrument case with lute, Belt pouch with pick and strings, Instrument repair kit, Silver flute, Blank journal, Set of fine quills, Set of vellum rolls, Jars of sepia ink, Blotting set, High soft traveling boots, Feathered cap, Scabbard, Backpack
Magical Possessions: Bracers of Protection AC 2, Cloak of Comfort (Encyclopedia Magica V1 pg 299), Broadsword of Dancing (will never attack fairy folk such as dryads but will attack elves and drow), Doss Lute (Encyclopedia Magica V4, pg 1329)
Wealth: 60pp, 150gp, 100 sp, 200cp, Copper cloak pin in the shape of a musical note (50gp)
Thalonn the Brave:
Class: Priest
Level: 6
Alignment: Lawful Good
Race: Human
Sex: Male
Age: 28
Strength - 16 (+1 dmg, 70/195
lbs max, 9 open door, 10% bend/lift) [18/99 with girdle (+2 to
hit, +5 dmg, 235/380 lbs max, 15 open door, 3 open locked door,
25% bend/lift)]
Intelligence - 10
Wisdom - 15 (+1 mental defense)
Dexterity - 11
Constitution - 18 (+2 hp, 99% shock, 100% res survive)
Charisma - 9 (4 henchmen)
Hit Points: 47
Armour Class: Base = 1 (banded mail, girdle), with shield = 0. Closed helm on head (AC 3).
Movement Rate: Base 12 (with girdle base 14), 9 if lightly encumbered (with girdle 11 if lightly encumbered)
Encumbrance: 73 lbs (Footman's mace 10, Horseman's mace 6, Banded mail 35, Closed helm 10, Medium shield 7, Miscellaneous 5) [can carry 27 lbs before becoming moderately encumbered](with girdle, can carry 162 lbs before becoming lightly encumbered)
Weapon Mods: +1 to hit and +2 damage with footman's mace due to specialization, footman's mace gains +2 to hit vs mail-wearing opponents, horseman's mace gains +1 to hit vs mail-wearing opponents
Number of Attacks: 3/2 attacks per round with footman's mace due to specialization
Other Mods: Closed helm provides a -1 penalty to surprise and penalties to checks involving vision and hearing (see Arms and Equipment Guide)
THAC0: 18
Priestly Abilities: Incite Berserk Rage
Non Weapon Proficiencies: Read/Write Common [11], Religion (Aghorrit) [15], Engineering [7], Healing [13], Spellcraft [8], Blacksmithing [16 (18 with girdle)], Heraldry [10], Riding, Land-based [18]
Weapon Proficiencies: Footman's Mace, Horseman's Mace, Specialization in Footman's Mace
Spellpoints: 70 (3rd level max,
6 per level)
Major Spheres: All, Combat, Protection, War, Healing
Minor Spheres: Travelers, Necromantic, Creation
Normal Spell Choice (cost): Bless (4), Command (4), Cure Light Wounds (4), Cure Light Wounds (4), Sanctuary (4), Protection from Evil (4), Spiritual Hammer (6), Resist Fire (6), Aid (6), Dispel Magic (10), Prayer (10)
Mundane Possessions: Footman's mace, Horseman's mace, Banded mail, Closed-face helmet, Medium shield, Backpack, Silver holy symbol, 6 vials of holy water, Pouch with spell components for 12 castings of normal spell choice, Belt, Tabard with regimental insignia
Magical Possessions: A single glass sphere of Battle Shroud Gas (Encyclopedia Magica V2 pg 537), Girdle of Priestly Might (Encyclopedia Magica V2 pg 535)
Wealth: 35gp, 250sp, 100cp, Bronze badge of regimental command inlaid with mother of pearl (150gp)
The Dead (both have the same statistics):
Class: Warrior
Level: 6
Alignment: Neutral
Race: Mountain Dwarf
Sex: Male
Age: 100
Strength - 18/51 (+2 to hit, +3
dmg, 160/305 lbs max, 13 open door, 25% bend/lift
Intelligence - 8
Wisdom - 8
Dexterity - 10
Constitution - 18 (+4 hp, 99% shock, 100% res survive)
Charisma - 0 (1 to dwarves) (0 henchmen)
Hit Points: 61
Armour Class: Base = 3 (plate mail), with shield = 2. Great helm on head (AC 1).
Movement Rate: Base 6
Encumbrance: 84 lbs (Plate mail 50, Battle axe 7, Great helm 20, Medium shield 7)
Weapon Mods: +3 to hit and +3 damage due to mastery in battle axe, +1 to hit orcs, half-orcs, goblins, and hobgoblins
Number of Attacks: 3/2 attacks per round with battle axe due to specialization
Other Mods: Great helm provides a -2 penalty to surprise and penalties to checks involving vision and hearing (see Arms and Equipment Guide)
THAC0: 15
Dead Abilities: Immune to Enchantment, Charm, and all Mental-affecting spells including Psionic effects, Dance of Death (see below), May not be resurrected or raised from the dead, Lose all Non Weapon Proficiencies, Lose Charisma
Racial Abilities: Infravision 60', -4 to be hit by ogres, trolls, ogre mages, giants, and titans, +5 save vs magical or poison attacks, 20% magic malfunction
Non Weapon Proficiencies: Speak Common [8], Speak Dwarvish [8]
Weapon Proficiencies: Battle Axe, Specialized in Battle Axe, Mastery in Battle Axe
Mundane Possessions: Battle Axe, Plate mail, Great Helm, Medium Shield
Dance of Death:
This is the primary ability of the Dead. It is intended to be used as a last-ditch effort to hold a tunnel or passageway against overwhelming odds so that the remainder of the dwarves can escape. This ability is irrevocably terminal to the dancers, so may only be used once.
A single Dead can hold a 15' wide stretch of passageway 15' tall. Each additional dead may add 15' of width and 5' of height. Thus two dead may hold a passageway 30' wide and 20' tall.
The dance takes 2 rounds to get started. During this time, the dead must have a bladed weapon in hand of at least hand axe size. The dead begin a rhythmic stomping dance in the place they are told to hold, waving their axes around them in an increasingly complex weaving pattern, and grunting. The Dead must always be placed in more or less a straight line.
The dance begins slowly, but by the end of the second round, it has increased in speed such that the dancers' feet and weapons begin to blur. The grunting now becomes blurred into a low humming sound.
By the start of the third round, the dance is in effect.
During the first two rounds, the Dead are vulnerable. They cannot use dexterity bonuses, and may not attack. The dance may only be interrupted by the death or incapacitation of the dancers. Should several Dead start a dance and one or more be incapacitated, the remainder will continue on with their dance. If this causes a gap in the dance line, then separate smaller dances will occur.
Once a dance is functional, things change. The entire line of dancers melds into a strange blur that appears to cover the entire passageway. Almost nothing can pass through the area of effect of the dance. Living matter will be shredded into a thousand pieces instantly (instant death) with no saving throw. Corporal beings hit by magical weapons will have a chance of being damaged equal to the proportion of dancers that had weapons that could affect the creature. But in any case, even if no magical weapons were danced with, the being will be forced back unharmed by the dance.
Non-corporeal creatures may pass through unharmed if they can avoid magical weapons within the dance, otherwise they are destroyed instantly.
Missile weapons are shredded by the dance, even magical ones, and do not pass through. Energy, fire, lightning, and magic also cannot pass through the dance, the effects are shredded or dispersed. Spells, weapons, gasses or missiles aimed at the dance itself cause it no harm. The effects are again "shredded" on contacted. An area of effect spell could affect those on the caster's side of the dance wall however.
Spells that affect the area under or around the wall or that cause an effect to appear past the wall may be cast as normal. In other words, the wall stops spell effects, but does not block line of casting.
There are ways to defeat a dance wall. One is to widen the massage magically or to collapse the floor, which would drop the dance down with the floor. Dig spells are particularly useful here. Collapsing the ceiling would provide a way over the dance, but the dance would shred even tons of rock as it fell on it, leaving the dance intact.
The Dead cannot stop their own dance once started. They dance for a number of hours equal to the lowest constitution score of the dancers. At that time, the dance stops and the dancers collapse dead en masse. They may not be raised or resurrected.
What if the Party Won't Cooperate?
The DM must allow the party to come to the same consensus as the Council. That is, he should guide the party into seeing the wisdom of the strategy of taking the Gem north through the drow tunnels. However, ultimately, the party is entrusted with the Gem and it is their call as to how to proceed.
The DM should, through Jerregobe and the other Council members, try to convince the party that the drow tunnels are the way to go. A careful reading of the drow histories reveals that Lolth was expert at keeping her true strength hidden from the Deceiver and her rival Maugs for millennia, and most of the Maug have little or no power or authority in the underworld. In addition, the Deceiver has shown little interest in the underworld, except as a current means of launching his latest war. The Deceiver seems concerned only with conquest of the surface, and this fact may mean his attentions will not lightly delve beneath the earth's surface.
In addition, and very importantly, a very close reading of the drow history reveals that Lolth is almost like a spurned lover of the Deceiver. She craved in the past the Deceiver's attention, and even despite her successes, he ignored her and rewarded others. It is very likely that while Lolth serves the Deceiver, she is also very wary of making the same mistake again. Should the party fail and Lolth gain the Gem, there is every hope she will not immediately turn it over to the Deceiver. At the very least she will want to negotiate a tremendous amount of power and reward for turning over or even revealing the existence of the Gem. In addition, she will almost certainly wish to make sure her archrival Demogorgon is neutralized or eliminated in the bargain. Such a period of bargaining could allow the Free Folks to at least attempt to recover the Gem from her by main force before she reveals it to the Deceiver.
There is even, Jerregobe speculates, a chance that, having been so spurned for her past services to the Deceiver, that she may no longer trust his good graces and she might, however unlikely, seek to instead bargain for a place of power with the Slumbering Gods, by offering to awaken them herself. Admittedly, the chances of this are small, but they are certainly better than should any other Maug gain control of the Gem.
The risks of a by sea or flying strategy have already been discussed. Parties that insist on these two courses should get what they deserve. The DM can have the going simply start out rough and get rougher, in the hopes that the party will realize its mistake and retreat and try it the Council's way before they are killed altogether.
The risk of teleporting should be more severe. It is an absolute plot-wrecker for the party to simply teleport into the ground next to the Hall and place the Gem into the door. How exciting is that? Anyone teleporting within 200 miles of the Hall is simply lost. His body is twisted by the strong magicks against teleportation set up by the Deceiver and Demogorgon and he would only ever return as an undead nightmare creature of the Deceiver.
Anyone teleporting outside of 200 miles of the Hall should have a chance of encountering a rather large army. In addition, the Maugs maintain a vigilant watch over their territories and can sense magicks such as teleportation. They also often scry and divine into their areas, and so would soon discover such an action. Teleportation is such a dangerous spell that the Maug, in wartime, set magical watches that do nothing but report teleportations back to them. They would eventually wonder what a party of adventurers was doing teleporting behind enemy lines. Such an action is suspicious and would bring the Maug's personal attentions very quickly.
Even simply marching overland is not a great idea, though this is perhaps the most sensible of all the alternate options. The DM could scrap this scenario write-up and devise one detailing the adventures and hardships the party might have making their ways across battle lines and to the Halls of Slumber. The problems with this overland strategy are:
1. The party must navigate through
lands literally infested with the Deceiver's minions, and
2. They must cross enemy battle lines, and
3. They must essentially face at least half a dozen Maug (not
directly necessarily, but their minions and influence) over the
course of their journey, and
4. Should they be captured, the Gem is certainly and almost immediately
gone and in the hands of the Deceiver with no second chance of
redemption, and
5. The Deceiver is much more likely to turn his attentions and/or
sense the Gem above ground and in his own lands than he is in
the underworld.
Nevertheless, a good DM will make sure the party sees the wisdom of the Council's course and feels that the decision was actually theirs. No one likes to have their characters forced into a course of action just to make it fit into the DM's plans. If ultimately as a DM you have foolish or stubborn players, then give them a fool's reward.