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PART FIVE - INTO THE LIGHT
This small part is significant because the party must battle the avatar of Lolth herself, and because it is likely the Dead will fight their last stand herein. In addition, the first encounter with the minions of Demogorgon takes place here. This makes this part brief but memorable.
Part One - The Chamber of Lolth
The magical hole in Room 4 of Level Five of the Great Temple of Lolth leads to a great set of spiraling stairs cut into the solid rock of the earth. The ceiling here is 20' high and the walls 20'apart and the steps are quite steep. After a good half a mile or so the steps and spiral of the tunnel ends as the passageway now takes on a 20 degree slop and heads north, though occasionally bending slightly east and slighty west.
The tunnel here is 20' tall and 30' wide and is natural-seeming but is actually bored through the rock by Lolth herself. There are no slatactites or stalagmites and the way is rather smooth. However, occasional small shelfs and natural-looking steps do appear from time to time.
A little ways beyond, the tunnel emerges into a chamber that is 40' tall and square, being 120' per side. At the far end of the chamber, hidden in gloom, the passageway continues.
Alas, for the party must now face the most fearsome guardian yet, for Lolth and Demogorgon (who rules the land above) are bitter rivals and do not trust each other. Lolth continually fears an invasion by Demogorgon and his forces, and this is partially the reason her High Temple guards the way into the Drow Empire from above. Both the temple and this chamber are essentially meant to guard the below from the above. Unfortunately for the party, these guardians happen to be just as effective guarding the above from the below.
Lolth entrusted no one but her own essence to guard this chamber. She left behind a shadow of herself, miniscule in power compared to the actual Maug Lolth, but powerful enough to serve as a potent guardian.
Unless the party has been exceptionally stealthy, Lolth will have several rounds to prepare. She will likely have a Shield spell up and she has Protection from Fire active at all times (since it lasts until used up). She will also likely have time to have summoned one or more rounds of spiders to aid her in the coming battle.
Lolth has three forms:
A giant black widow spider
A human-sized exquisitely beautiful female drow elf clothed in small wriggling black spiders
A giant black widow spider with a coldly beautiful female drow head
Statistics for the latter two forms are identical and given in parentheses below.
Lolth can change from one form to another, but it takes an entire round, during which time she is AC 0 and may not take any other actions.
Lolth's Avatar (AC -2(-4), MV 15 wb9, HD 16, hp 128, THAC0 5, #ATT 1 (2), D by weapon (+9 due to STR) or (4-16+poison+webs), Weapons shortsword (Fa 1D6/1D8 kdD6), Armour in drow form may sheathe herself instantly in drow metal chaimail +5, giving her an AC of -7, SA webs (in spider form may cast 30' long strands like a Web spell that also do 1-4 damage from corrosive secretions per round unless a save vs poison is made, Lolth can cast 2 strands per round in any direction as well as bite or use a spell-like power), poison (in spider form, bite victim must save at -4 or die after 1-2 rounds of twitching agony), Lolth powers (see below) summon spiders (at will), SD ESP on one drow within 60'magic weapons to hit, immune to poisons, half damage from cold and electricity, triple damage fromholy water, Heal herself 3/day (this prevents the use of spells or spell-like abilities in that round), telepathy (90' range), MR 70%, AL CE, XP 23000, Source: Drow of the Underdark)
Lolth Powers (at 16th level):
In Spider Form:
Comprehend Languages
Confusion (creature looked at only, save vs paralyzation to avoid)
Darkness 15' radius
Dispel Magic
Dimension Door
Tongues
True Seeing
Phase Door (2/day)
Read Magic (2/day)
In Drow Spider Form:
All of the above
Clairvoyance (1/day)
Change Self (1/day)
Domination (1/day)
Mind Blank (1/day)
Black Tentacles (1/day)
In Drow Elf Form:
Only those powers unique to the
Drow Spider Form
Spells as a 16th level priest and 14th level wizard:
Priest Spells:
Curse, Invisibility to Animals, Command, Protection from Good, Faerie Fire, Obscurement, Cause Fear
Enthrall, Hold Person, Charm Person or Mammal, Heat Metal, Chill Metal, Silence 15' radius, Withdraw
Dispel Magic, Bestow Curse, Summon Insects, Cause Disease, Cause Blindness, Protection from Fire, Animate Dead
Giant Insect, Detect Lie, Free Action, Abjure, Protection from Lightning, Dimensional Anchor
Dispel Good, Quest, Insect Plague, Flame Strike
Blade Barrier, Command Monster, Conjure Fire Elemental
Firestorm
Wizard Spells:
Magic Missile, Shield, Reduce, Detect Phase, Grease
Web, Mirror Image, Ray of Enfeeblement, Glitterdust, Detect Invisibility
Lightning Bolt, Slow, Blink, Dispel Magic, Vampiric Touch
Fire Shield, Shout, Phantasmal Killer, Improved Invisibility
Cloudkill, Lower Resistance, Summon Shadow, Chaos
Death, Chain Lightning
Banishment
Lolth can always Summon Spiders:
01-20 = D8+8 large spiders
21-50 = D6+6 huge spiders
51-90 = 2D4 giant spiders
91-00 = 1D4 phase spiders
Magic Items:
Drow Metal Shortsword +5
Part Two - The Tunnel
Past the chamber of Lolth, the tunnel continues sloping up and heading generally northward. It bears the same dimensions as the tunnel before Lolth's chamber.
As the Drow Empire, in third dimension, is actually shaped like a saddle, meaning that its ends are closer to the surfaced than its heart, the tunnel is not too long. It stretches for 15 miles, meaning that it traverses just over a mile vertically. As the slope is fairly pronounced, even non-dwarves can sense it and the going will be tiring. Movement for the party will be at 1/2 normal due to the slope, though for short bursts and brief combat it can be at normal movement.
Significantly, spiders and other multi-legged creatures are not slowed traveling the passageway.
The Chase:
It is almost inconceivable that the party will not set off an alarm. The avatar of Lolth at the very least will send a telepathic message to any drow she can and she will certainly inform Lolth herself of the party's intrusion from below. Lolth will then likely inform a favoured noble matron or other priestesses in the Fane and the drow will rouse and muster against the party.
Assuming the party is traveling at normal Type A tunnel rates, it will take the party 2 days to traverse the passage. If the party wishes to proceed at double time (which will technically increase the party's surprise chances, but given that there are no random encounters in the tunnel, it doesn't matter of course, the party doesn't know this) they can traverse the tunnel in a single day of hard travel.
At sometime during the trek up the tunnel, the drow forces will muster against the party. The exact nature of the force is not detailed. Assume it is a massive and powerful army consisting of powerful wizards, hordes of spiders, trolls, ogres, bugbears, and demons and other netherworld allies. The force will chase the party, seeking retribution for all the party has accomplished. It may be thought by the drow that they are in league with Demogorgon and are actually returning home from their improbable raid.
The DM can handle the chase in several ways. First, hordes of spiders should be able to catch the party, due to the fact that they do not travel at half speed in the sloping tunneland because they generally have a faster movement rate than the party. Certain demons and extra planar creatures should also catch the party in this fashion as they can teleport a half a mile several jumps at a time.
As the horde develops, the DM can run the party on yet another merry chase. If the party has been very clever and bypassed the High Temple entirely (in the historical campaign the party changed into bats, flew up the the stalactite atop the High Temple, cast two Paswalls and a Disintegrate spell to tunnel into the base of the tunnel, and then used an Anti-magic Shield to bypass the Forbiddance) then the DM can have some of the more powerful drow from the temple make an appearance mounted on giant or gargantuan spiders.
Whatever the circumstances, this time there is no side passage. This means the party will have to engage in a running battle. Alternatively, if the party has saved the Dead until this time, it would be the perfect opportunity to use them. The Dead will basically block the passageway entirely allowing the party to escape. A few demons might be able to teleport past and engage the party, but the Dead will effectively stop the majority of the drow army, allowing the party to successfully escape to the end of the tunnel and the surface!
On the other hand, the DM should make certain to punish the party if they have not been able to keep the Dead alive and save them until this point. The DM should, without the Dead, make the party fight its way up the tunnel.
The Light at the End of the Tunnel:
Eventually, the party will reach a point where the drow will no longer follow, for the drow fear entering the demesne of Demogorgon. The party should notice the purusing forces slowing down or stopping (alternatively, if the Dead are dancing and blocking the passageway then it would have quieted down long before).
The party will eventually round a corner and see the exit.
The exit is a wide opening 30'in diameter that exits from a small, 60' diameter cave which the tunnel emerges into approximately 30' after the corner is rounded. The cave is empty, save a small pool of water and the dripping of water from stalactites into the pool.
The outside is dark, even in daytime, for the Deceiver has still blocked the sun to cast the world into a perpetual twilight and the Forest of Blanthil itself shades what little light remains.
Trees and undergrowth can be seen, and to the party, even the dim twilight might be welcomed after spending so long underground.
Dwelling above the exit from the tunnel, on the outside, are two retrievers, servants of Demogorgon. These are set here as sentinels, and they obey a night hag, who normally dwells within the cave but is currently just outside the cave and around the corner out of sight tending to her mount.
The retrievers will attack those emerging from the cave from above. During the ensuing scuffle, the hag will mount her nightmare and come to investigate. She will then likely stay to cast some spells before fleeing to warn others of the party's arrival. Even should the hag be held or slain, she will let out an eerie wail that is answered by hoots and hollers amidst the trees and the trees themselves will rustle. Such sounds will then travel away from the tunnel exit, being carried to other parts of the forest.
Retrievers (2) (AC -2, MV 18, HD 10+10, 70 ea, THAC0 9, #ATT 4, D 3-18 (x4), SA eye rays (2 per round may fire, but each ray must recharge for 6 rounds thereafter), fear (sight causes all creatures of fewer than 4HD to save vs spell or flee for 2-12 rounds), regeneration (damage from silver or nonmagical weapons regenerate at 2hp per round), AL CE, XP 15000 ea, Source: Planescape Compendium 2)
Eye Rays:
1 - 12D6 Fireball with a 30 yard range and a 5' blast radius, save vs breath for half damage
2 - 12D4+12 Cold Ray on one target within 30 yards, save vs breath for half damage
3 - 12D6 Lightning Bolt 5' wide and 20 yards long, save vs breath for half damage
4 - Flesh to Stone on one target within 30 yards, save vs petrification, save means Slowed for 3-8 rounds
Night Hag (AC 0, MV 9, HD 8, hp 48, THAC0 13, #ATT 1, D 2-12, SA nightly visits, hag abilities (see below), disease (bite causes save vs poison or contract a disease), SD +3 or silver or cold iron weapons to hit, immune to Charm, Sleep, Fear, fire and cold, MR 65%, AL NE, XP 12000, Source: Planescape Compendium)
Hag Abilities (at 8th level, 1 at a time, each 1/turn):
Know Alignment
Magic Missile (4 missiles up to 5 times per day)
Polymorph Self
Ray of Enfeeblement (3/day)
Sleep (affects evil creatures up to 12HD unless they save vs spells)
Nightmare (AC -4, MV 15 fl36[C], HD 6+6, hp 41, THAC0 15, #ATT 3, D 4-10/4-10/2-8, SA burning hooves (ignites combustibles), paralyzing cloud (noxious vapours require all within 10' to save vs paralyzation or suffer -2 to hit and damage), AL NE, XP 2000, Source: Planescape Compendium)
PART SIX - THE HAUNTED WOODS
The party has emerged in the near center of the Woods of Terror, known as the Blanthil Forest in the days of eld when the elves ruled this area. Though far to the north on the Continent of Jerranq, the Blanthil Forest was set in a place of honour near the Hall of Slumber, in recognition of the elves' favour amongst the gods and of their status as eldest of the free races. As such, due to the powers of the gods and the elves, the area of the Woods and the Hall of Slumber were mild in temperature and sylvan in nature, a stark contrast to the freezing cold which dominates Hagrog to the southeast, the Mountains of Ill Repute (aka the Grashtilim) to the south and west, and the icy seas to the north.
The Woods themselves are completely evil and twisted. The air is oppressive, and those of good ilk proceeding through the Woods will be constantly ill at ease. Elves of good alignment will feel it worse, for they are tied to this land and its twisting and taintedness will gnaw at an elf from the inside, making him sick and depressed. All elves suffer a -1 penalty to all rolls while within the Woods. This includes to hit, damage, skill checks, saving throws, etc. For percentile rolls (such as utilizing thief skills) subtract 5% from the chance of success. AC is not affected, since it does not involve a roll.
The trees of the Woods are black and drip a foul smelling sap. Their trunks are warped and twisted in such a way as if the trees themselves were being tortured and weep in pain. But this misery of the trees is crossed with a brooding malevolence that emanates from the trees themselves. It is as if the trees have undergone a horrendous ordeal and it has warped them into insanity and malign rot.
The undergrowth is wild and frequently pierced with thorns, some of which drip with acid or poison. Occasionally, the vague shape of forms can be discerned in the trunks of trees or even the faces of boulders. It is as if elves or spirits of the wood were entrapped within these things and are now preserved in a rictus of agony.
Movement through the Woods is quite arduous and slow. The air, though not as cold as the surrounding lands, is not the idyllic sylvan climate it once was. A chill, bitter wind now whistles through the trees, producing a sound that is a cross between a sigh and a moan. It can be often noted that the leaves and trees often sway in directions differing from that of these chill zephyrs.
The realm of Demogorgon is protected by Maug dweomers designed to prevent invasions (usually by other Maug). As such, no teleportation or dimension travel will be effective beyond half a mile.
Travel will be at 1/4th the normal movement rate. This means a party whose slowest member moves at a rate of 9 will normally move 18 miles per day. In the Woods that movement will be reduced to 4.5 miles per day. If the slowest rate is 12, the party will traverse 6 miles per day.
The party will likely not know where they are in the Woods, however a look at a map or at the suggestion of the DM, will show that the surest way to reach the Hall of Slumber is to march due north and then head along the coastline east until the Hall is reached.
It is 200 miles straight north to the coastline. Should the party wish to take a different route, the DM will have to adjudicate accordingly. At various movement rates, the journey north will take:
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The party will have to either create its own food (there should be a priest capable of casting Create Food and Water by now) or forage. The latter is dangerous, as almost all of the plants and animals herein are tainted. The fruits and nuts are unlike any seen in the Free Lands to the south. Assume a rather large chance that any fruits or nuts tested taste horrible or cause sickness, incapacitation, or death. Any supposedly normal animals captured (such as squirrels or deer) will be found to either be mutated in some fashion, or bear evil markings (such as two red eyes on the fur on the back) or some other sign of taint. If consumed, they are likely to cause sickness or death to good aligned folk. Some of the monsters found on the wandering encounter chart are edible. This will be noted in their descriptions.
Water is also tainted. It can sustain life, but protracted consumption of native water will cause a person to eventually come under the effects of a Curse spell (the opposite of Bless) until such taint is purged from the system.
Most of the trek through the Woods of Terror will involve wandering encounters. There is, however, a vital set encounter presented thereafter which will give the party the tools they need to complete the quest.
Wandering Encounters:
Encounters will be many and often deadly in these Woods. This place is not the second most evil place in Therra (outside of Mordasht itself) for nothing! Many creatures encountered herein are twisted or mutated version of indigenous creatures warped by the same evil that warped the land.
Check for encounters 4 times per day. Assume the final time is at night. If the party keeps lights or a fire on at night, roll an extra encounter check at night. Allow a 15% chance of an encounter for each check. If an encounter is indicated, then immediately roll another check for the same period and, if successful, add another encounter to the same period. Continue to roll successive checks for the same period until a check roll is failed. For each successive successful check rolled, another encounter is indicated for that same period. Multiple encounters can be simultaneous, separated by mere minutes, or come hours apart at the DM's option.
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Abrian |
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Abyss Ant |
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Beast of Chaos |
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Behir |
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Bodak |
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Bonespear |
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Bugbear |
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Dragon |
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Elemental, Earth Weird |
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Faerie, Petty - Bramble |
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Fhorge |
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Ghostlight |
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Gnasher |
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Nymph, Unseelie |
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Plant, Dangerous or Intelligent |
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Quill |
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Retriever |
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Sprite, Unseelie Faerie |
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Tanar'ri |
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Troll |
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Undead |
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Unicorn, Black |
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Vorr |
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Wastrel |
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Wraithworm |
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Yeth Hound |
Abrian (4-40) - These evil, flightless birds are mutated from graceful creatures related to peacocks that used to roam the Blanthil in happier times. They are now very aggressive, hoping their superior numbers will prove telling.
Abrian (AC 6, MV 18, HD 2+3, hp 14 ea, THAC0 17, #ATT 2, D 1-3/1-8, SA shriek (4 or more that shriek together force any within 20' to save vs spell of be deafened for 1-6 rounds, deaf suffer -1 to surprise and 20% miscast of verbal spells, if 8 or more shriek, the effects are doubled and last 1-4 hours plus victims suffer -1 to hit and to AC), AL CE, XP 175 ea, Source: Planescape Compendium 2)
Each flock of 10+ is led by an elder female.
Elder (AC 6, MV 18, HD 3+6, hp 24 ea, THAC0 15, #ATT 2, D 1-3/1-8, SA shriek (4 or more that shriek together force any within 20' to save vs spell of be deafened for 1-6 rounds, deaf suffer -1 to surprise and 20% miscast of verbal spells, if 8 or more shriek, the effects are doubled and last 1-4 hours plus victims suffer -1 to hit and to AC), AL CE, XP 270 ea, Source: Planescape Compendium 2)
In addition, if an elder is present, there is also a 50% chance of a shaman present.
Shaman (AC 6, MV 18, HD 3+6, CL Pr, LV 2, hp 24 ea, THAC0 15, #ATT 2, D 1-3/1-8, SA shriek (4 or more that shriek together force any within 20' to save vs spell of be deafened for 1-6 rounds, deaf suffer -1 to surprise and 20% miscast of verbal spells, if 8 or more shriek, the effects are doubled and last 1-4 hours plus victims suffer -1 to hit and to AC), Spell Points: 8, AL CE, XP 270 ea, Source: Planescape Compendium 2)
Spells Memorized [All (Major), Animal (Major), Plant (Major), Guardian (Major)]:
Entangle (4), Bless (4)
Abyss Ant (5-30) - These are warped versions of giant ants, once ubiquitous in the forest before evil came. They have now been infused with a malign intelligence beyond their communal intelligence and are evil as well.
Encounters with these will usually be with foraging or hunting parties. Allow, however, a 5% chance that a lair has been encountered. In this case, multiply the number encountered by 10.
Lair - A lair's territory will be 1000 yards per 50 ants in the lair. This is patrolled aggressively. Parties of D6+4 ants range 7-10 miles beyond the perimeter. The lair consists of tunnels going as far as 50' belkow ground. The queen is huge and bloated and lays eggs. 60% of the colkony is above ground while 40% lair below. The Queen has 2D10 bodyguards in her chamber at all times.
Abyss Ant (AC 3, MV 18, HD 3, hp 17 ea, THAC0 17, #ATT 2, D 1-6/1-6+2 points of acidic poison, SA sting (no save, delivers 2 points of acidic poison along with its normal damage), spit acid (10' range, 2-8 damage who may save vs wand to avoid damage, SD telepathy 600' range, AL NE, XP 175 ea, Source: Monstrous Compendium 1)
Queen (AC 3, MV 18, HD 6, hp 34 ea, THAC0 15, #ATT 1, D 1-6, SA spit acid (10' range, 2-8 damage who may save vs wand to avoid damage, SD telepathy 600' range, AL NE, XP 650 ea, Source: Monstrous Compendium 1)
Beast of Chaos (1 or 2-7) - These are normal beasts of the forest that have been warped horribly by the evil that has taken over the forest. They are insane with pain and evil and, though not evil themselves, are likely to attack out of simple delirium. Actual form of the beast can be anything native to the forest. Size tends toward size M due to the warping.
Roll on the table below. Animal also shows the size, whether it flies, and whether it is found solitary (S) or in groups (G):
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Deer (M), G |
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Badger (M), S |
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Weasel (M), S |
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Bear (M), S |
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Bat (S) - flyer, G |
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Boar (M), G |
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Porcupine (M), S |
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Wolf (M), G |
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Wolverine (M), S |
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Other (varies), varies |
Beast of Chaos (AC 0, MV 18 (bats fly 24[B]), HD 9, hp 51 ea, THAC0 11, #ATT 5, D 1-4/1-4/2-8/1-6/1-6, SA rage (bright light gives them +2 to attack rolls and initiative for as long as the light lasts or for D4+2 rounds if instantaneous), SD immune to Hold, Slow, Haste, Fear, and all forms of magical confusion, MR 30%, AL CN, XP 3000 ea (Flyers 4000 ea), Source: Monstrous Compendium 4)
Behir (1-2) - These horrid creatures wander the woods seeking prey. Their territory is often marked by lightning struck and burnt trees and undergrowth.
Behir (AC 4, MV 15, HD 12, hp 80 ea, THAC0 9, #ATT 2 or 7, D 2-8/2-5 or 2-8/1-6 x 6, SA lightning bolt (1/10 rounds, causes 24 damage, half if save vs breath is made, range as a 12th level wizard), talons (first attack is bite and squeeze, if the latter hits, then on ensuing rounds, the behir bites and attacks with 6 talons), swallow (on a natural 20 attack roll swallows size M or smaller prey whole, victim loses 1/6th of its starting hp per round until it dies, meal is digested in 12 turns, inner AC is 7 but the victim attacks at -1 cumulative for each round swallowed and must have a size S slashing or piercing weapon in hand at the time of swallowing to attack), SD immune to electricity and poison, AL NE, XP 7000 ea, Source: Monstrous Manual)
Bodak (1) - These are the bodies and spirits of ancient elves and other mortals of goodly nature who were overcome by the vilest of evil magicks, usually Maug spawned. They are now thoroughly twisted and corrupted. However, there is a 5% chance that a given bodak will see something in the faces of demeanours of the PCs that sparks a memory of its former life. Such a bodak will spend the first round of the encounter pausing, perhaps even muttering about elder days or even weeping. It will then attack at -2 to hit for the rest of that encounter.
Bodak (AC 5, MV 6, HD 9+9, hp 54 ea, THAC0 11, #ATT 1, D by weapon, Weapons club (Fa 1/r 2/4/6 1D6/1D3 kdD8), SA death gaze (30' range, save vs petrification or die, 1 victim per round), SD bodak immunities, +1 weapons to hit, immune to Charm, Hold, Sleep, and Slow spells, immune to poison, sunlight causes 1 damage per round, AL CE, XP 5000 ea, Source: Planescape Compendium)
Bodak Immunities:
Acid - Full
Cold - Half
Electricity - None
Magic Fire - Half
Normal Fire - None
Gas - Half
Iron Weapon - Full
Magic Missile - Full
Poison - None
Silver Weapon - None
Bonespear (1) - These horrid beings are warped insects once indigenous to the Blanthil. They are not evil, as their insect brains were too primitive to actually be twisted to evil, but they are quite aggressive and dangerous. Unlike extra-planar bonespears, these can fly half the time.
Bonespear (AC 1 head/5 body, MV 6 (possibly fly 12[C]), HD 5+2, hp 34 ea, THAC0 15, #ATT 2 or 1, D 3-6/3-6 or 2-12, SA harpoon (head spears may be fired 40' and if the attack hits by 4 or more the harpoon sticks into the victim, headspears take 1 full round to draw back to the bonespear to fire again, stuck victims are drawn to the bonespear at a STR of 17, bonespear and victim roll STR checks and the highest roll wins, if the bonespear wins it drags the victim 10-40' closer to the mouth, harpoon can be ripped out with a STR check but does 3-6 extra damage, sinew connecting the harpoon can be severed by hitting AC 2 and doing 12 damage by Type S weapons), surprise (-1 to enemy surprise rolls), AL N, XP 650 ea, Source: Planescape Compendium 2)
Bugbear (4-32) - Although it is a coincidence that both Demogorgon and Lolth favour bugbears as humanoid slaves, these are entirely loyal to Demogorgon. They are tough beings here, inured to the hazards of these woods.
Bugbear (AC 5, MV 9, HD 3+1, hp 20 ea, THAC0 17, #ATT 1 or 2, D by weapon (+2 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour furs and leather hides and wooden shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)
Possessions:
Poison (herbal poison that the bugbears usually coat their arrows with, Type C poison, 25 damage in 2-5 minutes, save for 2-8 damage)
The troop will be led by a leader.
Leader (AC 4, MV 9, HD 4, hp 25 ea, THAC0 17, #ATT 1 or 2, D by weapon (+2 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/ sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour furs and leather hides studded with metal and wooden shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 175 ea, Source: Monstrous Manual)
Possessions:
Poison (herbal poison that the bugbears usually coat their arrows with, Type C poison, 25 damage in 2-5 minutes, save for 2-8 damage)
In addition, allow a 50% chance the troop is accompanied by a shaman of Demogorgon.
Shaman (AC 6, MV 9, HD 4, CL Pr, LV 4, hp 22 ea, THAC0 17, #ATT 1 or 2, D by weapon (+2 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour furs and leather hides, SA surprise (-3 to opponent surprise rolls), Spell Points (13 WIS): 29, AL CE, XP 175 ea, Source: Monstrous Manual)
Spells Memorized [All (Major), Animal (Major), Astral (Minor), Chaos (Major), Charm (Minor), Combat (Major), Divination (Minor), Guardian (Minor), Healing (Minor), Necromantic (Minor), Protection (Major), Summoning (Major)]:
Bless (4), Endure Heat (4), Battlefate (4), Protection from Good (4), Chaos Ward (6), Aid (6), 1 free orison
Magic Items:
Footman's Mace +1
Potion of Healing
Poison (herbal poison that the bugbears usually coat their arrows with, Type C poison, 25 damage in 2-5 minutes, save for 2-8 damage)
Dragon (varies) - There are two varieties of dragons that lair here, green dragons and forest linnorm dragons. Each is thoroughly evil and lords over his portion of the woods.
Allow a 50% chance to encounter either type.
Roll on the chart below to determine the age of the dragon. Age will help determine how many dragons will be encountered.
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Hatchling |
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Very Young |
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Young |
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Juvenille |
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Young Adult |
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Adult |
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Mature Adult |
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Old |
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Very Old |
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Venerable |
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Wyrm |
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Great Wyrm |
Hatchlings - These will be encountered in the lair and will number 1-3. In addition, for linnorm, there will always be a female of age 5-7 (D3+4). For green dragons, there will always be a female of age 5-7 (D3+4) and will be a male of age 5-7 (D3+4) there 50% of the time.
Very Young - For green dragons only, allow a 50% chance that the encounter is with 1-3 very young dragons accompanied by a female of age 5-7 (D3+4) (01-75) or a mated pair of age 5-7 (D3+4) (76-00). This encounter does not necessarily occur in the lair.
Young Adult, Adult, Mature Adult - Allow a chance that a mating pair is encountered. For linnorm the chance is 5%. For green dragons the chance is 15%.
All remaining encounters will be with singular specimens.
As dragon statistics vary wildly based upon age, no statistics are presented here. The DM should refer to the appropriate entries:
Green Dragon - Monstrous Compendium
Forest Linnorm Dragon - Monstrous Compendium 1
Elemental, Earth Weird (1) - These creatures are manifestations of the blighting of the very land itself.
Earth Weird (AC 0, MV 9, HD 8+3, hp 45 ea, THAC0 13, #ATT 1, D 1-8 (15' reach), SA smothering (hit wraps around victim's neck and causes 1-8 damage per round and forces a CON check each round to avoid passing out for 2-12 rounds), SD 2 rounds to form, normal edged and blunt weapons inflict 1 damage (no STR bonus),magic weapons do full damage, water attacks act as Slow spell and allows normal weapons to have full effect, dissolves if immersed in water for 10 rounds, Wind Wall or Control Winds causes 1-10 damage and the werid loses initiative for 2 rounds, reduction to 0 hp forces it to take 4 turns to reincorporate, it must be brought from 1 hp to -10 hp instantly to destroy it, Plant Growth or Spike Growth traps the weird for an hour, Passwall or Move Earth spell slays it instantly, AL CE, XP 5000 ea, Source: Monstrous Compendium 1)
Faerie, Petty - Bramble (2-16) - These were once petty faeries of other, more benign types, but they have either been warped by the evil of the woods or were simply the descendents of evil faeries that once were the minority in the forest and are now the dominant faerie type in these woods.
Petty Bramble Faerie (AC 2, MV 3, HD ¼, hp 2 ea, THAC0 20, #ATT 1, D 1-6, SA poison (spines force a save vs poison at -3 or suffer -2 to hit and damage for 2-20 rounds, save for half effect and duration, multiple poisonings are cumulative), anti-flying (1/day may cast at a size S or T flying creature which grounds it for 6D6 rounds with a save vs spells to avoid, range 10 yards), charm mount (1/day may charm a size S mammal to serve as a mount, save vs spell to avoid, mount serves for 24 hours), wrestle (size 1' or less once hit are shaken for 1-2 damage per round), SD spines can damage any picking up or biting or clawing, MR 5%, AL NE, XP 175 ea, Source: Monstrous Compendium 3)
Fhorge (1 or 2-8 or 3-9) - These non-evil creatures are forest boars warped into a more vicious and fierce species. A fhorge encountered will be with a lone male (01-60), females and sow (61- 90), or an entire family group (91-00).
A family group includes 1 male, 2-4 sows, and the remainder young. Usually the male splits off from the group to forage and hunt, but the entire group can occasionally be encountered.
Fhorge meat is quite edible.
Male Fhorge (AC 6 [head AC 3], MV 15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1 or 2, D 3-18/1-3, SA surprise (-1 to enemy surprise rolls), charge (needs 20', while charging, only the head may be hit, +2 to hit and +1 damage per die, if the attack roll hits by 4 or more the victim must save vs paralyzation or be knocked down, the fhorge is at +4 to hit a knocked down opponent), tail (may not attack with this on a charge, may attack rear opponents at -4 to hit), SD +2 save vs mind-affecting or emotion-based spells, fight until reduced to -10 hp, AL N, XP 1400 ea, Source: Planescape Compendium 2)
Sow Fhorges (AC 6 [head AC 3], MV 15, HD 3+3, hp 21 ea, THAC0 17, #ATT 1 or 2, D 2-12/1-3, SA surprise (-1 to enemy surprise rolls), charge (needs 20', while charging, only the head may be hit, +2 to hit and +1 damage per die, if the attack roll hits by 4 or more the victim must save vs paralyzation or be knocked down, the fhorge is at +4 to hit a knocked down opponent), tail (may not attack with this on a charge, may attack rear opponents at -4 to hit), SD +2 save vs mind-affecting or emotion-based spells, fight until reduced to -10 hp, AL N, XP 650 ea, Source: Planescape Compendium 2)
Young Fhorges (AC 6 [head AC 3], MV 15, HD 2+2, hp 13 ea, THAC0 19, #ATT 1 or 2, D 2-8/1-3, SA surprise (-1 to enemy surprise rolls), charge (needs 20', while charging, only the head may be hit, +2 to hit and +1 damage per die, if the attack roll hits by 4 or more the victim must save vs paralyzation or be knocked down, the fhorge is at +4 to hit a knocked down opponent), tail (may not attack with this on a charge, may attack rear opponents at -4 to hit), SD +2 save vs mind-affecting or emotion-based spells, fight until reduced to -10 hp, AL N, XP 420 ea, Source: Planescape Compendium 2)
Ghostlight (1) - These will-o'-wisp creatures seek to lure others to their doom. Usually, this will involve leading others into the lairs of dangerous beings. The DM should immediately make another encounter check to see if a lair is nearby. If so, the ghostlight will try to manipulate the party to the lair (by perhaps dominating a party member and having him run off to the lair). If no lair is nearby, the ghostlight will attempt to simply dominate a party member and have it run off.
Ghostlight (AC -4, MV fl18[A], HD 7, hp 46 ea, THAC0 13, #ATT 1, D 2-5, SA energy drain (hit drains 1 point from each characteristic recovered after 1 turn of rest per drain), hypnotic display (Dancing Lights effect that, within 30' causes any who watch for more than 1 round to save vs spells or become Confused for 2-12 rounds), dominate (must hit its victim, if so victim must save vs spell or the ghostlight flows over the victim's body and dims to invisibility and controls the victim completely), SD +2 weapons to hit, AC 0 when motionless or dominating, Teleport 200' 1/turn, Invisibility for 5 rounds at a time, MR 35%, AL CE, XP 6000 ea, Source: Planescape Compendium 2)
Gnasher (2-10 [normal] or 2-12 [winged]) - Once possibly cooshee (elven dogs), these are now twisted, evil creatures that hunt unceasingly for things smaller than they to torture and kill. Most encounters will be with normal gnashers (01-75) but a minority will be with winged gnashers (76-00).
Gnasher (AC 6, MV 15, HD 3, hp 18 ea, THAC0 15, #ATT 1, D 1-6, SA knockdown (attacks cause a knockdown of D10, a prone opponent is attacked at +2 damage and -4 AC), AL CE, XP 120 ea, Source: Monstrous Compendium 1)
Winged Gnasher (AC 5, MV 12 fl6[E], HD 4, hp 26 ea, THAC0 15, #ATT 1, D 1-8, SA surprise (-2 to enemy surprise rolls if gliding down from above), knockdown (attacks cause a knockdown of D10, a prone opponent is attacked at +2 damage and -4 AC), SD glide (50' horizontal for every 10' vertical, maximum horizontal of 200'), leap (20', but attack at -2 to hit when attacking during a leap), charge (can dive from up to 20' height giving +2 to hit but -1 AC to the gnasher), AL CE, XP 270 ea, Source: Monstrous Compendium 1)
Each type will always be led by an additional pack leader who is +1 HD and +5 hp and (in the case of winged gnashers) +1 to hit. Leaders are worth 270 XP (normal) or 420 XP (winged).
Nymph, Unseelie (1) - The forest near these creatures if found in their lair (50%) will be particularly warped, noticeably so.
These beings will almost always (90%) have charmed beings with them. Assume 1-6 bugbears (see the entry for bugbears above) will always be accompanying her. They will show signs of weakness and age. Assume the bugbears gain only a +1 to damage due to STR.
Unseelie Nymph (AC 7, MV 12, HD 4, hp 24 ea, THAC0 17, #ATT 0, D nil, SA charm (anyone seeing the nymph must save vs spell at -2 or fall in deep love, even elves suffer a -15% to their charm resistance), withering (wither surrounding plants, every week a victim spends with the nymph causes the loss of 1 point of CHA and the prime requisite ability, can be restored by certain powerful magicks), SD Dimension Door at will, MR 50%, AL NE, XP 2000 ea, Source: Monstrous Compendium 4)
Plant, Dangerous or Intelligent (varies) - Refer to the table below. These are various plants warped by the evil of the woods. In general, unless stated otherwise, attacks against branches, limbs, and pods do not count against the plant's main total hit points.
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Bloodthorn |
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Bloodsipper |
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Choke Creeper |
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Hangman Tree |
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Ironmaw |
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Obliviax |
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Quickwood |
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Razorvine |
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Snapper Saw |
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Sundew, Giant |
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Thornslinger |
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Treant, Evil |
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Twilight Bloom |
Bloodthorn (1-6) - These briar patch-like growths with red berries and patches of leaves remain extremely still until a victim passes within 10'. Then the thorn studded vines lash out trying to wrap around and drain a victim of blood. Each patch has 3-8 HD and as many vines. Patches tend to grow together such that many of the vines overlap.
Note: This species differs from the species of the same name detailed in the Monstrous Compendium 2.
Bloodthorn (AC 3, MV 1, HD 3-8, hp 6 per HD ea, THAC0 15, #ATT 1 per HD, D 1-6 plus special, SA blood drain (attack that hits by 4 or more wraps around a victim and drains the damage it caused in hit points every round, wrapped victim may escape with a bend bars/lift gates roll, vine can be cut by a Type S weapon and is AC 3 with 8 hp, thorns of a severed vine will still drain blood until a round is taken to carefully remove them, killing the plant will not stop already embedded thorns from draining), SD retreats from open flame and any vine damaged by fire unwraps and curls up under the main plant, AL N, XP 175 ea (3HD), 270 ea (4HD), 420 ea (5HD), 650 ea (6HD), 975 ea (7HD), 1400 ea (8HD), Source: Planescape Compendium 2)
Bloodsipper (1) - This plant will be preceded by the smell of copper in the air. Anyone stepping on a vine extended from this plant will release its mature pods (2-12 of them). Each pod holds a mouth and four claws attached by a tether to the main plant. Pod tethers are 20' long.
Bloodsipper (AC 1, MV 0 [pod denizen 15], HD 20 [pod denizen 4], hp 94 ea [pod denizen 25 ea], THAC0 nil [pod denizen 17], #ATT 1 per pod denizen, D 1-8 plus drain, SA blood drain (a denizen that hits drains blood at 4 hp per round, tether can be severed by 10 hp of damage delivered by slashing weapons, but the pod denizens will continue to operate independently until slain), immature pods (if these are cut open a stench emerges causing a save vs paralyzation or suffer -4 to all actions, checks, and saves for 1 turn), SD salt causes 2-8 damage and cause pod denizens to retreat, AL CN, XP 1000 ea plus 175 per pod denizen, Source: Monstrous Compendium 4)
Choke Creeper (1) - These horrendous predators usually are found wrapped around a strong tree, and they tend to drop down onto prey. Assume a creeper is 20-160' long.
Choke Creeper (AC 6 [main]/5 [branch], MV 1/2, HD 25, hp 1 per HD per 20', THAC0 7, #ATT 8 or more, D 1-4, SA branches (4 branches per 10' of main vine, up to four branches can attack a single target, if a branch hits the victim may make a single bend bars roll to escape, otherwise they are held until the branch is severed, branches have 2 hp per 20' of main vine length, victims suffer 1-4 damage per round and have a 10% of strangling and dying the next round), SD immune to torch fire, 1 hp of damage per die from cold (which also stuns the sections struck for 2-5 rounds), electricity doubles the creeper movement and attack rate for 2-5 rounds, AL N, XP 18000 ea, Source: Monstrous Manual)
Hangman Tree (1) - These carnivorous monsters have thrived in the evil demesne that the woods have become. They will certainly attempt to entrap and consume passersby.
Determine age by rolling percentile dice. On a roll of 95-00 roll another set and add it 94.
Trees have hit points as follows:
0-4 years = 1 hp/HD move 6'
5-20 years = 2-3 hp/HD move 6'
21-75 years = 4-5 hp/HD move 2'
76-150 years = 6-7 hp/HD move 2'
151+ years = 8 hp/HD move 2'
Hangman Tree (AC 3, MV 0 [2'-6'/hr], HD 6, hp depends on age (see below), THAC0 7, #ATT 3, D 1-3 each, SA perfume (30'-80' cloud that causes those inhaling it to believe the tree is a normal one or even a kindly treant), vines (each tree has D4+5 noose vines but can control only 3 at a time, a noose that hits does damage per round and drags the victim up towards the stomach high in the tree, on the fifth round the victim is dropped into the stomach and takes 3-12 acid damage per round, a single bend bars can free a victim, each vine is AC 5 and has D8+12 hp), SD lightning inflicts double damage, cold shocks tree into dormancy until thawed, magical darkness causes it to attack at half rate, MR 5% per decade up to 95%, AL N(E), XP 1400 ea, Source: Monstrous Manual)
Ironmaw (1-4) - These horrendously evil trees represent some of the worst of the twisted trees in the woods. They hate all life and hunger constantly.
Ironmaw (AC 1, MV 1, HD 9, hp 60 ea, THAC0 11, #ATT 2-5 limbs plus 1 bite, SA limbs have a reach of 20', mouth has a reach of 5', surprise (may camaouflage to look like surroundings, opponents suffer a -4 to surprise rolls), entangle (on a natural 19 or 20 the limb entangles its victim, victim may attempt a single bend bars to escape, victim may dig in heels instead of attacking which allows a STR check [for every point below his STR he rolls he is dragged 1' less], limbs drag victim 10' per round towards the mouth, limbs are AC -2 and have 15 hit points and are only vulnerable to edged weapons), clamp (bite clamps down and causes continuing bite damage every round), SD immune to Type B weapons, AL NE, XP 4000 ea, Source: Planescape Compendium 2)
Obliviax (2-12) - These mossy growths hang from trees, sometimes in symbiosis with other evil plants or creatures, awaiting memories and spells upon which to feed.
Obliviax (AC 10, MV 0, HD ¼, hp 2 ea, THAC0 20, #ATT 0, D nil, SA memory drain (all within 60' must save vs spells or lose all memory within 24 hours, once a moss steals memories it does not attack for 24 hours, victims who eat the living moss must save vs poison [success means memories are regained, failure means illness for 3-18 turns], AL NE, XP 35 ea, Source: Monstrous Manual)
Quickwood (1 or 2-4) - These evil trees are found singly (01-90) or in groups (91-00). Though normally neutral, the quickwoods native to Blanthil were twisted into evilness by the tainting and now patrol the woods attacking independently or serving masters. Assume if quickwoods are found in a group then they are set as spies and the DM should immediately make another encounter check to see if the master responds.
Quickwood (AC 5, MV 1 [roots MV 3], HD 5-10, hp 6 per HD, THAC0 15/13/11, #ATT 1, D 3-12, SA roots (up to 90'long and can burrow through topsoil, attacks immobilize victims and pull them back to the tree and mouth at a rate of 20' per round, roots are AC 5 and have 10 hp and are treated as size L, they are immune to blunt weapons and take 1 hp from piercing weapons, tree has D6+12 roots but if 6 are severed it will withdraw the remaining), SD perspiration (immune to fire), immune to lightning, poison, and gases, immune to most spells that do not specifically affect plants including mind-affecting spells that don't affect plants, fear aura (if attacked by a spell, the spellcaster must save vs spells or the spell is absorbed by the tree, if the save is successful the spell works normally, but in either case a fear aura is radiated 10'per level of the spell, fear is as per the wizard spell at 9th level of effect), AL NE, XP 2000 + 1000 per additional HD ea, Source: Monstrous Manual)
Razorvine (1) - This growth is generally not very dangerous by itself. But it can be dangerous if another creature uses it (for example, to throw a PC into a patch of the stuff). Fhorges and quills can eat the stuff, but otherwise it is inedible. Razorvines have 2-20 vines.
Razorvine (AC 5, MV 0, HD n/a, hp 5 per vine, THAC0 20, #ATT special, D see below, SD unaffected by nonmagical fire, AL N, XP 35 per vine ea, Source: Planescape Compendium 2)
If someone tries to handle or reach into or carefully wade through the vines he must either save vs death or make a DEX check or suffer 1-3 damage plus base AC.
If someone tries to hack through the vines, they recoil and slash when severed, attacking the severer with an attack roll. A hit does 1-4 damage plus base AC. Someone caught in the patch also is subject to this attack.
If someone falls or is thrown into the vines, he suffers 1-6 plus base AC damage. He then only takes damage if he moves. It takes 1-3 rounds to move out of the vines.
Each vine has 5 hp and AC 5 and is only affected by Type S weapons. Cutting half the vines can free someone in a patch, cutting all the vines will clear the patch until it regrows, pulling out every single root will destroy the patch.
Base AC includes armour worn and magical devices that protect the entire body, but excludes DEX, shields, and devices like boots of striding and springing.
Snapper Saw (1-2) - These carnivorous plants will tempt prey with large white, edible berries. They are also opportunists and will attack anything within reach. They first attack with their snapper leaves, strong, ribbed leaves which are set on the ground in a 5'-7'radius around the plant proper. Once a snapper leaf has a victimentrapped, the saw stalks saw at him, causing blood to drop onto the ground and nourishing the plant thereby. Each plant has D4+2 snapper leaves and a like number of saw stalks.
Snapper Saw (AC 9, MV 0, HD 5, hp 30 ea, THAC0 15, #ATT 3-6, D 2-5 per attack, SA trap (each snapper leaf grabs 1-2 victims on an attack roll that ignores all armour but DEX and magic, STR check pulls free), saw (each trapped victim is attacked by a saw stalk and gains no DEX bonus to AC, stalk may attack someone even if they break free in that round), SD central body is not attackable while the snapper leaves are up except that someone held by a snapper leaf can attack the central body with a a size S piercing weapon.
Saw Stalks are AC 4 and have D8+16 hp.
Snapper Leaves are AC 7 and have D8+8 hp.
Sundew, Giant (1-4) - These growths appear as a pile of rags or perhaps a corpse, as flies often buzz around them. Anyone coming within 5' is attacked by its tendrils.
Giant Sundew (AC 7, MV 1, HD 8, hp 40 ea, THAC0 13, #ATT 6 per target, D 1-3 per tendril, SA sap (for every 3 tendrils that attach with its sticky sap victim suffers -1 to attack rolls, each tendril causes 1 damage per round from a mild enzyme, if a natural 20 is rolled the sap has clogged the mouth and nose and the victim will suffocate in 2-4 (x5) rounds, vinegar or alcohol will dissolve the sapm each tendril may be snapped with an open doors roll and this may be attempted once per round per tendril), AL N, XP 2000 ea, Source: Monstrous Manual)
Thornslinger (3-12) - These menaces will shoot thorns at those within 30' as a defensive mechanism, as their sticky sap is only useful for trapping insects and small, unintelligent animals.
Thornslinger (AC 9, MV 0, HD 4, hp 22 ea, THAC0 nil, #ATT 1 volley, D 2-8, SA thorns (2-8 damage to all within 30' with no to hit roll required), dew (central stalk and leaves are covered with a sticky dew which causes any who touch it to be held fast if they have a STR of 13- or for 1-4 rounds if a STR 14+, an acid is secreted causing 1-3 damage per round to anyone stuck), SD somewhat resistant to flame in that open flame is extinguished after 1 round and oil burns for only 2 rounds, AL N, XP 270 ea, Source: Monstrous Manual)
Treant, Evil (1-20) - These tree beings have long been converted to insane, evil beings that now roam the woods in perpetual tortured agony and hatred for the living.
Evil Treant (AC 0, MV 12, HD 7-12, hp 6 per HD, THAC0 13/11/9, #ATT 2, D 2-16 or 3-18 or 4-24, SA animate trees (can animate up to 2 trees in a 60 yard range which take 1 round to uproot and then move at 3 and act like a 12 HD treant), SD fire attacks are +4 to hit and +1 damage and treants save vs fire at -4 (includes animated trees as well), AL CE, XP 2000 plus 1000 per HD above 7 ea, Source: Monstrous Manual)
Twilight Bloom (1-10) - These fern-like plants pose a great danger due to the potency of the poison they drop from their cup-like flowers onto passersby.
Twilight Bloom (AC 8,MV 0, HD 3, hp 16 ea, THAC0 17, #ATT 1, D nil, SA poison (if hit, save or die instantly), AL N, XP 175 ea, Source: Monstrous Compendium 2)
Other plants may exist in the Woods of Terror. The DM is encouraged to come up with other varieties.
Quill (1-6) - Yes, even the lowly porcupines of the forest have been twisted by the evil infecting the woods. However, they are not themselves evil and tend to maintain their vegetarian disposition. As such, they will not attack unless threaten or molested. However, if both the quill and the party are surprised, then it is likely the party has stumbled too close and will be attacked.
Quill meat tastes bad but is nourishing.
Quill (AC 5, MV 6, HD 3, hp 16 ea, THAC0 17, #ATT 2, D 1-3/2-7, SA throw quills (fire 1-4 spines 20' range at a THACO of 20, each does 1-3 and sticks), sticking spines (spines that are stuck cause 1 damage to remove unless a normal Healing NWP or DEX check at -4 is made, leaving a spine in a wound allows a 10% per day of festering which causes 1 damage per day unless a save vs poison is made and this continues until 3 consecutive saves are made or a Cure Disease spell is cast), SD quills (attacking with natural weapons cause a counter attack at THAC0 17 by 2-5 spines causing 1-3 damage each, attacking with hand held melee weapons of size M or smaller is subject to a counter attack from 0-3 quills at a THAC0 of 20 causing 1-3 damage each), AL N, XP 270 ea, Source: Planescape Compendium 2)
Retriever (1-3) - These abominations were created by Demogorgon in mockery of Lolth, as if proclaiming that he could even enslave her beloved spiders and improve upon them. These servitors of Demogorgon roam the woods, searching for and eliminating intruders.
Retriever (AC -2, MV 18, HD 10+10, 70 ea, THAC0 9, #ATT 4, D 3-18 (x4), SA eye rays (2 per round may fire, but each ray must recharge for 6 rounds thereafter), fear (sight causes all creatures of fewer than 4HD to save vs spell or flee for 2-12 rounds), regeneration (damage from silver or nonmagical weapons regenerate at 2hp per round), AL CE, XP 15000 ea, Source: Planescape Compendium 2)
Eye Rays:
1 - 12D6 Fireball with a 30 yard range and a 5' blast radius, save vs breath for half damage
2 - 12D4+12 Cold Ray on one target within 30 yards, save vs breath for half damage
3 - 12D6 Lightning Bolt 5' wide and 20 yards long, save vs breath for half damage
4 - Flesh to Stone on one target within 30 yards, save vs petrification, save means Slowed for 3-8 rounds
Sprite, Unseelie Faerie (2-20) - These were sprites and other fair and mischievous faeries of the forest who have now been twisted to evilness. They will delight in tormenting the party.
Unseelie Faerie Sprite (AC 6, MV 6 fl18[B], HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons tiny sword (VFa 1D2/1D2 kdD4), tiny bow (Fa 2/r 2/4/6 1/1 kdD3), SA fear (sight causes Fear as the spell as cast by a 7th level wizard), sleep poison (arrows coated with a sleep poison, save or fall asleep for 2-8 hours), spell use (each can cast 1 wizard spell per day at the minimum level to cast), SD invisibility at will, MR 25%, AL CE, XP 420 ea, Source: Monstrous Compendium 2)
Spells usually chosen by Unseelie Sprites:
Magic Missile
Lightning Bolt
Cloudkill
Monster Summong I
Fireball
Web
Tanar'ri (varies) - Refer to the table below. Most tanar'ri are in the service of Demogorgon and are likely to either attack the party or flee to get reinforcements.
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Armanite |
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Bar-Igura |
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Vrock |
All tanar'ri have the following powers, usable at a level equal to their HD or equal to their other powers:
Darkness 15' radius
Infravision
Telepathy
Teleport without Error (1/week per 10% of MR, with 1/week for
those with no MR)
All tanar'ri, unless stated otherwise, have the following immunities:
Acid - Full
Cold - Half
Electricity - None
Magic Fire - Half
Nonmagical Fire - None
Gas - Half
Iron Weapon - Full
Magic Missile - Full
Poison - None
Silver Weapon - Full [vrock takes half damage]
Armanite (2-20) - When Lolth conquered the Blanthil she subverted some groups of centaurs to her cause and corrupted and twisted them into armanites. When Demogorgon wrested the woods away from Lolth, he spared a few of the armanite bands that swore loyalty to him.Over the centuries, these bands have bred and swelled and now a large number of armanites roam the woods,doing the bidding of their Maugish master. Of course, a great many of these are now fighting in the war, and so where once great towns and villages of these dotted the woods, now only scattered bands and patrols do so.
Armanite (AC 2, MV 18 fl18[C], HD 5, hp 31 ea, THAC0 15, #ATT 2 and 1, D 2-12/2-12 and by weapon type, Weapons bastard sword (Av 2D4/2D8 kdD10, +1 vs mail or plate), short composite bow (Av 2/r 10/20/36 1D8+1/1D8+1 kdD6), heavy lance (Sl 1D8+1/3D6 kdD12, x2 damage with mounted charge), Armour heavy platemail, SA spark bolts (arrows may be charged to do +2-16 damage, save vs spell for half damage), flight (1/day for 1 hour maximum, armanite gallops in the air as if climbing an inviswible hill), crushing hooves (on a natural 20, hooves crush a shield [01-75] or breastplate [76-00] reducing the AC by 1, magical armour can save vs crushing blow, if armour or shield is not worn, ignore those results), armanite powers (see below), SD +2 weapons to hit, armanite immunities (see below), AL CE, XP2000 ea, Source: Monstrous Compendium 3)
Every band is led by a knecht, a powerful armanite.
Knecht (AC 0, MV 21 fl21[C], HD 8, hp 46 ea, THAC0 13, #ATT 2 and 1, D 3-18/3-18 and by weapon type (+7 due to STR), Weapons bastard sword (Av 2D4/2D8 kdD10, +1 vs mail or plate), short composite bow (Av 2/r 10/20/36 1D8+1/1D8+1 kdD6), heavy lance (Sl 1D8+1/3D6 kdD12, x2 damage with mounted charge), Armour heavy platemail, SA +3 to hit due to STR, spark bolts and weapons (arrows and melee weapons may be charged to do +2-16 damage, save vs spell for half damage), flight (1/day for 1 hour maximum, armanite gallops in the air as if climbing an inviswible hill), crushing hooves (on a natural 20, hooves crush a shield [01-75] or breastplate [76-00] reducing the AC by 1, magical armour can save vs crushing blow, if armour or shield is not worn, ignore those results), armanite powers (see below), SD +2 weapons to hit, armanite immunities (see below), AL CE, XP2000 ea, Source: Monstrous Compendium 3)
Armanite Immunities:
Acid - Full
Cold - None
Electricity - None
Magic Fire - Half
Nonmagical Fire - None
Gas - Half
Iron Weapon - Full
Magic Missile - Full
Poison - None
Silver Weapon - Full
Possessions:
24 Barbed Sheaf Arrows (damage as sheaf arrows +1)
Bar-Igura (2-12) - These demons are the favoured of Demogorgon, for they share his simian heads and they are well adapted to forests. The bar-igura worship Demogorgon as a god and they are his most numerous troops. As such, a great many are fighting and dying in the war. Still, many roam the woods.
Bar-Igura (AC 0, MV 9 climb15, HD 6+6, hp 36 ea, THAC0 15, #ATT 3, D 1-6/1-6/2-12, SA spring attack (spring 40' and attack in the same round), camouflage (95% hide in shadows), bar-igura powers (see below), MR 30%, AL CE, XP 8000 ea, Source: Planescape Compendium)
Bar-Igura Powers (at 6th level):
Change Self (2/day)
Detect Invisibility
Dispel Magic
Entangle
Fear (by touch)
Invisibility (2/day)
Plant Growth
Spectral Force (2/day)
Telekinesis
Vrock (2-8) - These vulture demons do quite well in the environs of the woods and serve as messengers and scouts for Demogorgon. As with his other tanar'ri servitors, most are away to the wars, but some have remained to serve in the woods.
Vrock (AC -5, MV 12 fl18[C], HD 8, hp 54, THAC0 13, #ATT 5, D 1-4/1-4/1-8/1-8/1-6 or by weapon (+7 damage due to STR), SA spores (1/3 rounds, spray spores on all within 5', causes 1-8 damage and begin to sprout causing 1-2 damage per round for 10 rounds, killed by Bless, Neutralize Poison, or holy water, Slow Poison halts the growth), Screech (1/battle, deafens all within 30' and stuns for 1 round those who fail a CON check), vrock powers (see below), fast (always win initiative and always strike in Very Fast phase), SD never surprised, +2 or better weapon to hit, MR 70%, AL CE, XP 19000, Source: Planescape Compendium)
Vrock Powers (at 10th level):
Detect Invisibility
Detect Magic
Dispel Magic
Mass Charm
Mirror Image
Telekinesis
Troll (varies) - Refer to the table below. All are quite
evil and quite ravenous.
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|
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Mutate |
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Spectral Troll |
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Spirit Troll |
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Troll |
Mutate Troll (4-16) - These trolls are physically less strong than normal trolls, but have been twisted by the vile transformation of the land, even despite their normally evil nature. Most are assumed to have a functioning extra arm.
Mutate Troll (AC 4, MV 12, HD3+3, hp 21 ea, THAC0 17, #ATT 4, D 2-5/2-5/2-5/2-9, SD regenerate (3 hp per round 3 rounds after taking damage, fire or acid is not regenerated, a roll of 20 from an edged weapon severs a limb, if regenerates 20 damage there is a 20% chance a vestigal limb grows as well, vestigal limbs have a 50% chance of becoming functional in 24 hours), AL CE, XP 1000 ea, Source: Monstrous Compendium 4)
Allow each mutate a 25% chance of D3 additional mutations:
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Arm (claw 2-5) |
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Arm (claw 2-5) |
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Leg |
|
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Tail (whip 4-9) |
|
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Eye (+1 to surprise rolls) |
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Eye (+1 to surprise rolls) |
|
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Tentacle (constrict 2-5 per round) |
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Internal Organ |
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Head (bite 2-9) |
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Wings (fly 12[E]) |
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Pincer (claw 2-4) |
|
|
Pincer (claw 2-4) |
Spectral Troll (1) - These vile creatures are the spirits of trolls slain both in the battles against the elves and in the later battles against Lolth. They now hate all creatures and all life.
Spectral Troll (AC 0, MV 12, HD 8, hp 48 ea, THAC0 13, #ATT 3, D 3-6/3-6/3-10, SD magic or silver weapons to hit, undead immunities, AL CE, XP 1400 ea, Source: Monstrous Manual)
Spirit Troll (1) - Similar to spectral trolls, these creatures are the spirits of trollish shamans that used their anchor to the spirit world to remain on the plane after death. They are invisible, even when attacking, and are very very dangerous.
Spirit Troll (AC 0, MV 12, HD 8, hp 48 ea, THAC0 13, #ATT 3, D 2-5/2-5/3-6, SA strength drain (claws drain STR, when STR reaches 1 or 2 the victim goes comatose, when STR reaches 0 the victim dies), SD regenerate 3 hp/round 3 rounds after damage is taken, undead immunities (e.g. immune to cold), hit point drain (fang damage is used by the troll to heal itself), magical weapons to hit, AL CE, XP 3000 ea, Source: Monstrous Manual)
Troll (1-12) - These brutes simply revel in evil and hunger the way all trolls do. Most of the trolls haunting these woods are off to war, but some remain.
Troll (AC 4, MV 12, HD 6+6, hp 42 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA throw stones (20 yards, 1D8 damage), SD regenerate (3hp/round 3 rounds after first blood, fire and acid damage is not regenerated), thin limbs (edged weapons striking with a natural 20 sever limbs, which then fight on), climb sheer walls 80%, AL CE, XP 1400 ea, Source: Monstrous Manual)
Undead (varies) - Refer to the table below.
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Banshee |
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Ekimmu |
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Ghost |
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Ghost, Casura |
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Ghoul |
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Heuceva |
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Shadow |
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Spectre |
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Wight |
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Wraith |
Banshee (1) - These creatures
were created en masse when Demogorgon attacked Lolth, for a great
many evil elves were in her service. In addition, a few were created
from good elves whose spirits became embittered by the loss of
their beloved forest. Now they haunt the land envious of the living
and seek to cause pain and death wherever possible. Against powerful
parties, a banshee will come within 30', wail,and then, if too
many remain alive or un-fearful, will retreat to a hidden lair
and return the next day. Banshees typically roam a 5 mile radius
from their lairs.
Banshee (AC 0, MV 15, HD 7, hp 40 ea, THAC0 13, #AT T 1, D 1-8,
SA death wail (1/day, anyone within 30'must save vs death or die),
fear (sight causes all to save vs spell or flee in terror for
10 rounds, 50% likely to drop carried items in hand),
SD +1 weapons to hit, undead immunities, immune to electricity
and cold, MR 50%, AL CE, XP 4000 ea, Source: Monstrous Manual)
Ekimmu (1 or 1-4) - These undead form when elves died in particularly forlorn fashion and were never properly buried. They are usually (01-75) encountered alone, but sometimes (76-00) in small groups. They appear like a ghostly minotaur.
Ekimmu (AC -6 or as host, MV 12 or as host, HD 8, hp 46 ea, THAC0 nil or as host, #ATT 1 or as host, D nil or as host, SA possession (save vs spell or host is possessed, a successful save means that person cannot be possessed by that ekimmu, possessed hosts will not cast spells or use complex magic but tend to attack physically, ekimmu takes 1 damage for every 2 inflicted on the host, Protection from Evil stops possession, Dispel Evil exorcises the ekimmu and gives it immunity from that ekimmu, Holy Word exorcises all ekimmu and drives them away, burying the remains of the ekimmu will dispel it immediately), SD undead immunities, invisible, transfers undead immunities to host, AL CE, XP 3000 ea, Source: Monstrous Compendium 2)
Ghost (1) - Usually the dead of elves that defended Blanthil, these are now pitiful, moaning spirits who are embittered and fey.
Ghost (AC 0 or 8, MV 9, HD 10, hp 54 ea, THAC0 11, #ATT 1, D age 10-40 years, SA sight (sight of ghost causes mortals to save vs spells or age 10 years and flee for 2-12 turns [priests above 6th level are immune to this and others above 8th level gain a +2 to the save]), Magic Jar (60 yard range), SD magical weapons do full damage, silver weapons do half damage, nonmagical weapon do no damage, spells have no effect unless they specifically target undead or the spellcaster is ethereal, undead immunities, AL LE, XP 7000 ea, Source: Monstrous Manual)
Ghost, Casura (1) - These spirits are manifest at the sight of particularly gruesome slaughters. They despise all life and will form a maelstrom of debris.
Casura (AC 0, MV nil, HD 22, hp 152 ea, THAC0 5, #ATT 4, D 3-18, hurl (damage is caused by hurled stones and branches which can reach anywhere in the focus area of 60' radius plus normal throwing range with no penalties for longer ranges), fear (those caught in a casura must save vs paralyzation or flee for 1 turn), SD undead immunities, MR 75%, AL CE, XP 15000 ea, Source: Monstrous Compendium 2)
Ghoul (2-24) - These ravenous undead are usually derived from the bodies of the various humanoid races that dwell in the woods, animated by the inherent vileness of the woods themselves or by the will of Demogorgon.
Allow a 10% chance that any pack of ghouls includes 1-4 ghasts.
Ghoul (AC 6, MV 9, HD 2, hp 12 ea, THAC0 19, #ATT 3, D 1-3/1-3/1-6, SA paralyzation (save or be paralyzed for 3-8 rounds except for elves, SD kept at bay by Protection from Evil, undead immunities, AL CE, XP 175 ea, Source: Monstrous Manual)
Ghast (AC 4, MV 15, HD 4, hp 32 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA stench (10' r save vs poison or attack at -2 to hit), paralyzation (effects elves, 5-10 rounds unless save), SD undead immunities, cold iron inflicts double damage, Protection from Evil requires cold iron to keep at bay, AL CE, XP 650 ea, Source: Monstrous Manual)
Heucuva (1-10) - The restless souls of those elvish priests who turned to Lolth during the original battles for Blanthil, many have survived to this day, and they wander to woods seeking priests of the gods to attack. They will swarm over priests to the exclusion of all others. Heucuva will use their polymorph ability to appear as elvish priests or pilgrims, though this will be rather incongruous in these woods and the heucuva cannot speak only moan. They are not very intelligent, so such a ruse will not hold for long.
Heucuva (AC 3, MV 9, HD 2, hp
13 ea, THAC0 19, #ATT 1, D 1-6, SA disease (attack causes a save
vs poison or a disease will be contracted causing the victim to
lose 1 STR and CON per day until cured, SD silver or +1 weapons
to hit, undead immunities, polymorph 3/day, AL CE, XP 270 ea,
Source: Monstrous Manual)
Shadow (2-20) - Thriving in the shadowy confines of the woods,
these creatures seek warm blooded living beings to drain. They
are the malevolent spirits of sprites and dryads warped and tied
to the land they once loved.
Shadow (AC 7, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 1, D 2-5, SA strength drain (each hit drains 1 STR point for 2-8 turns, humans or humanoids brought to 0 hp or 0 STR become shadows, non-humans simply collapse), SD +1 weapons to hit, undead immunities, AL CE, XP 420 ea, Source: Monstrous Manual)
Spectre (1-6) - These horrendous spirits are almost always elves who have lingered due to a malign soul and an abiding anger at both life and death.
Spectre (AC 2, MV 15 fl30[B], HD 7+3, hp 59 ea, THAC0 13, #Att 1, D 1-8, SA energy drain (lose 2 points from each characteristic), SD +1 weapons to hit, undead immunities, AL LE, XP 3000 ea, Source: Monstrous Manual)
Wight (2-16) - Wights are sometimes undead elves and other times undead evil humanoids of particularly strong will and nasty disposition.
Wight (AC 5, MV 12, HD 4+3, hp 27 ea, THAC0 15, #ATT 1, D 1-4, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, AL LE, XP 1400 ea, Source: Monstrous Manual)
Wraith (2-12) - Wraiths are the spirits of elves which have been entrapped by vile sorcery or a simple hatred of life.
Wraith (AC 4, MV 12 fl24[B], HD 5+3, hp 31 ea, THAC0 15, #ATT 1, D 1-6, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, cannot attack in sunlight, AL LE, XP 2000 ea, Source: Monstrous Manual)
Other undead are possible, though rare, in the woods. The DM can introduce vampires and even a lich if the situation warrants or the DM wants to expand an encounter into a full adventure.
Unicorn, Black (1-4) - Even the noble aqnd pure unicorns were susceptible to the evil change that overcame the Blanthil Forest. While most perished and some escaped, others became evil version of their former selves. They are thoroughly evil and vicious but also cunning.
Black Unicorn (AC 3, MV 24, HD 4+4, hp 28 ea, THAC0 15, #ATT 4, D 1-6/1-6/1-4/1-12, SA charge (30' straight, horn attack only but causes 3-12 damage), Cause Light Wounds (3/day), SD Teleport without Error (1/day), AL CE, XP 975 ea, Source: Monstrous Compendium 3)
Vorr (3-12) - These evil canines are possibly warped versions of wolves or wild dogs. Whatever their ancestry, they are now quite dangerous and thoroughly evil. They enjoy harassing and tormenting their prey, using pack tactics to run their prey ragged and thoroughly terrify them.
Vorr (AC 6, MV 15, HD 3+4, hp 24 ea, THAC0 17, #ATT 3, D 1-3/1-3/2-8, SA knockdown (if the bite hits by 4 or more, the victim must maje a STR check or be dragged down, where they are +4 to be hit and -4 to hit unless they spend a round to stand back up), move silently (60%), hide in shadows (50%), surprise (attack by surprise is +4 to hit and does double damage), SD shadow form (1/night, up to 10 minutes, cannot be harmed by physical means, 90% invisible [75% if moving], Light or Continual Light forces the vorr back into physical form and blinds it for 1-3 rounds), AL CE, XP 420 ea, Source: Planescape Comendium 2)
33% of packs are led by a shaman. If this is so, then there will be 2 additional bodyguards of maximum hit points.
Shaman (AC 6, MV 15, HD 3+4, CL Pr,LV 3, hp 24 ea, THAC0 17, #ATT 3, D 1-3/1-3/2-8, SA knockdown (if the bite hits by 4 or more, the victim must maje a STR check or be dragged down, where they are +4 to be hit and -4 to hit unless they spend a round to stand back up), move silently (60%), hide in shadows (50%), surprise (attack by surprise is +4 to hit and does double damage), SD shadow form (1/night, up to 10 minutes, cannot be harmed by physical means, 90% invisible [75% if moving], Light or Continual Light forces the vorr back into physical form and blinds it for 1-3 rounds), Spell Points: 15, AL CE, XP 650 ea, Source: Planescape Comendium 2)
Spells Memorized [All (Major), Divination (Major), Protection (Major), Animal (Major)]:
Protection from Good (4), Detect Good (4), Charm Person or Mammal (6), 1 free orison
Wastrel (10-100) - These thoroughly evil and amazingly dangerous birds haunt the woods in great flocks. Individually they are formidable, but in flocks they are feared by even the most powerful of the denizens of the Woods of Terror. They will use the terrain of the woods to their best advantage, wounding their victims and then hiding and draining them. The flock will usually descend on the party in a quick attack of 1 or 2 rounds. After that, they will shadow the party and drain their victims.
Wastrel (AC 6, MV 3 fl15[C], HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1-3, SA ability drain (a bird that has wounded a victim may drain him if within 100 yards [it must average 100 yards distance over 24 hours], victims lose 1 CON and ½ point of each other ability per day though a save vs spell reduces that day's drain to ½ CON and no other loss, when a score reaches 2 the victim may no longer travel without aid, when a score reaches 0 the victim dies, the wastrel's bite wounds may not heal during this time, if the range is exceeded for a day or the draining bird is killed, the drain stops and abilities are regained at 1 point each per day, though if an ability is drained to 2 ot less it is permanently reduced by 1, Heal spell restores all lost scores instantly, Restoration restores a permanently lost ability), track (unerringly locate a draining victim within 1 mile), SD terrain (will use cover to provide -2 to -4 to hit with missile weapons, MR 50%, AL NE, XP 270 ea, Source: Planescape Compendium 2)
Wraithworm (1) - Possibly forest pythons or jaculi that were twisted by the evil transformation of the forest, these solitary hunters are very dangerous, especially to lone victims. Wraithworms are not inherently evil, but the twisting of the forest has given them more powers. They will use their abilities to sneak up on prey and then try bite and poison a victim and trail him until he dies.
Wraithworm (AC 5, MV 9, HD 5+3, hp 34 ea, THAC0 15, #ATT 1, D 1-8, SA energy drain (bite drains 1D2 points from each characteristic unless a save vs spell is made), poison (bite forces a save vs poison at -2 or the victim takes 3-12 damage every hour for the next D6 hours and during this time the victim is -4 to attack rolls, AC, and saving throws), gaze (creatures under 4HD meeting its gaze must save vs spell or become paralyzed for 2-8 rounds), SD Wraithform (1 turn per hour, as the spell), may be held motionless if turned by a priest (as a spectre), half damage from cold and negative energy, MR 30%, AL N, XP 3000 ea, Source: Planescape Compendium 2)
Yeth Hound (4-16) - Like vorr, these creatures are likely decended from wolves native to the forest. They are now thoroughly warped, and it may be that they are the spirits of dead wolves, though they do not exhibit any undead characteristics. The yeth enjoy terrorizing their victims, breaking up cohesive groups of prey, and then hunting down individual members for sport and food.
Yeth Hound (AC 0, MV 15 fl27[B], HD 3+3, hp 20 ea, THAC0 17, #ATT 1, D 2-8, SA fear (baying causes all within 90' to save vs spells or flee in panic, only 1 save is needed per encounter per victim, panic lasts until the baying can no longer be heard), SD magic weapons cause damage equal to their bonus or 1 hp of damage if no bonus (no STR bonus), silver weapons cause 1 hp of damage (no STR bonus), immune to normal weapons, MR 10%, AL NE, XP 975 ea, Source: Planescape Compendium)
The Essence of Evil:
This encounter is vital for the final success of the scenario and campaign. It provides the PCs with a magic item that will allow them to prevail in the final encounter. Should the PCs refuse to take the bait and take part in this portion of the scenario, the DM will have to either have one of the kholiathra simply out and out tell the party that they will be rewarded with a magic item that will aid them on their mission (which is a bit heavy handed and unrealistic, since they do not know what the mission is) or the DM will have to let the party proceed and let the mission fail or allow the party to devise an alternate way to complete the campaign.
While it might be said that it is bad scenario design to pin the entire thing on a single decision, that is the nature of heroic quests. A good party should have no compunctions about helping the elvish spirits and defeating the essence of evil.
The party will be part way through its trek through the woods when they espy the figure of a glassy, naked elven female sobbing while sitting on a log. While the party watches, she will look up and then flee the party, using her abilities to do so as best as she can.
Sometime later, 6 of these figures will appear to the party and request to speak with them in Elvish. They are kholiathra, elvish guardian spirits.
Kholiathra (6) (AC 0, MV fl24[A], HD 3+3, hp 27 ea, THAC0 17, #ATT 1, D 1D10, SA luck (may impart bad ro good luck to anyone within 20', luck adds or subtracts 4 from any roll made by the individual, 1 roll per round may be affected), SD invisible at will (even while attacking), MR 25%, AL NG, XP 650 ea, Source: Monstrous Compendium 2)
The kholiathra will tell the party that they sense goodness and light from the party's souls, a thing they had not thought to see for centuries untold. They will beg the party to accompany them, for their master is in need of aid and they are powerless to help him.
If the party will not follow, the kholiathra will mention their master's name as Hilathinil Barvirol. Any elf or bard will recognize this name as the name of the most famous and bravest elven warrior hero of the ancient ages, rumoured to have fallen in terrible battle in the defense of Blanthil. If Imerika is with the party, she will demand that the party investigate and will be determined to go by herself if necessary.
Should the party follow, they will travel a few hours until arriving at a particularly dense and dark portion of the woods. The kholiathra will begin to hum softly and chant, and a curtain of light will split the gloom. The curtain is a mere sliver of an opening, but the kholiathra will slip into it and motion for the party to follow. Within is a glade approximately 100 yards in diameter. The glade is absolutely beautiful, reflecting ancient Blanthil in all of its glory, with flowers, healthy trees, etc. A few birds chirp from the trees and insects and small mammals of normal variety skitter about. Even the sun shines overhead.
The kholiathra will explain that by great magicks, they have been able to preserve this tiny slice of goodness in the Woods of Terror. Here and here only the heart of ancient Blanthil beats. Yearly, the heart grows smaller and the kholiathra fewer, but still they maintain it and hope that someday it will be the seed from which a new Blanthil will bloom.
The kholiathra will then explain their problem.
The kholiathra were guardians for the ancient hero Hilathinil Barvirol and his henchmen. The group was ambushed in the forest by the minions of Lolth and a great battle raged and Lolth herself was injured. However, Lolth and her sorceress Matarathel combined to cast a great spell, of a kind never seen before, and this spell struck down the hero with pure evil, some vile combination of the negative material plane, the plane of shadow, and Lolth's own evil essence. The hero was struck down, and the battles passed over his grave, but the evil essence conjured by Lolth lingered and was not recalled to the planes from which it originated. Whether Lolth intended this or not is unknown, but in any case Lolth was eventually banished from the woods and Demogorgon either does not know or does not care about it.
The essence of evil has remained lo these many years, and it has entrapped the spirit of poor, brave Hilathinil so that his soul has remained in utter agony for centuries, unable to find peace or solace.
The kholiathra will beg for the party to destroy the essence and free the spirit of Hilathinil. They can offer no reward themselves, but if the party asks they will posit that perhaps Hilathinil can reward the party somehow.
Once again, Imerika will not bypass this request. If necessary, she will march off alone to free the hero, even despite the gravity of the party's mission.
The kholiathra don't know much about the essence, nor how it may be defeated. They will say that they can lead the party to the location where the essence lingers. They will mention that they believe the essence has deteriorated in power over the years.
The party can rest in the glade for as long as they like. Day and night exist in the glade as normal, though the clime is always temperate and sylvan. Fruit and fresh water are plentiful.
The essence is contained in a cavern located some 5 miles from the glade. The kholiathra will tell that the hero and his henchmen took refuge in the cave from the ambush and never emerged.
The cave is located in the side of a huge rock some 120' tall. The opening is 50' in diameter and opens into a tunnel that descends into the rockside and eventually the hillside behind it. The passageway is 30' in diameter and travels roughly straight ande slightly downward for a good 500 yards before entering a large cavern. The cavern is approximately 90' in diameter with a ceiling 40' high. A few stalactites and stalagmites dot the chamber and drop water into a pool in the centre of the cave that is approximately 20'in diameter and 5' deep at its centre. The water is murky and cold.
The evil dwells in this rear cavern. It will manifest once as many of the PCs as possible have entered the cavern at one time. Until then, the essence hovers near the ceiling on the border ethereal. The essence is part cloud and part ooze. It exists partly on the ethereal plane, partly on the negative plane, partly on the material plane. When the party enters, it will descend, manifest partially out of the ethereal and into the material, and attack.
Essence of Evil (AC - 6, MV 0, HD 100, hp 800, THAC0 5, #ATT 16, D 3-18 vs good, 2-12 vs neutral, 1-6 vs evil, SA tendrils (up to 4 may attack an individual, each tendril causes a save vs magic or suffer energy drain of 1 point from each characteristic, tendrils also have a permanent Dispel Good on them), Unholy Word 1/day (radiates 30' out from the body of the essence, SD +2 or better weapons to hit, immune to all mind-affecting spells, Dispel Magic 1/3 rounds (in addition to attacks) at 16th level, immune to negative energy attacks and energy drain, immune to illusions, immune to cold, double damage from positive energy, double damage fromholy water, MR 120%, AL NE, XP 100000)
The essence is size G, being approximately 80' in diameter and 30' tall. It appears as a shifting cloud of shadowy ectoplasm from which tentacular tendrils writhe. Misty eyes appear in the body, looking this way and that.
The essence can Detect Good and Detect Invisibile at will and these powers are always active. It can see and attack on the ethereal and astral planes with the same statistics as presented above and can attack on all three planes simultaneously.
The essence is partially native to this plane due to the magicks that created it, and therefore is not treated as an extra-planar creature.
The essence radiates an aura that cuts off all contact with the astral plane within a 100' radius of the body. It is this effect that has trapped the soul of Hilathinil within the cavern.
The essence has dwelt in this cavern for so long that it has essentially co-opted it into its own demi-plane. This does not mean that the cavern is on another plane per se, but the essence has managed to pinch it off dimensionally from the rest of the material. As such, no teleportation or dimensional traveling will take a person or thing out of the cavern. The tunnel itself can be manipulated by the essence such that it can be warped in space to the effect that running down the tunnel away from the essence will lead right back to the essence. Space and distance within the cave is the essence's to control. That said, conjuration and summoning spells will function within the cave.
The party, once in the caves, will have to defeat the essence in order to leave.
Once the essence is defeated, out of the pool will arise the ghostly spirit of Hilathinil. He will appear as a nude elf male of amazingingly handsome appearance. He will thank the party in Elvish and ask who the party is and why they have come. He will then ask what year it is and what the situation is in the world.
Once he is assured of the party's goodness, he will tell the party that his remains lie in the pool. He will request that the party retrieve his remains and bury them in a clean spot (the glade of the kholiathra will suffice). He will tell the party that they can keep what items they find with his remains as long as they vow to use them in the cause of goodness.
Along with the skeletal remains of the hero are:
Gadanil - Elven Chainmail +5 created by Galasiria herself. The armour is weightless and will size itself to fit anything from a Halfling to an ogre.
Alastrurial - A Longsword +4 Defender
Terenthal - A round Medium Shield +5
Boots of Striding and Springing
Girdle of Storm Giant Strength
Fauntauril - Longbow +4 with double the range
Nadir - Helm of Brilliance (2 diamonds, 4 rubies, 10 fire opals, 20 opals)
Other pieces like a cloak hint at other powerful magic items that were destroyed during the combat.
Note: The party needs a Wish spell to complete the adventure. If they have blown all of their wishes or if the DM wants to, he can include a Ring of 1 Wish on the remains as well.
Once the body and items are taken, Hilathinil will emerge with the party and be greeted joyously by the kholiathra. He will be overjoyed to find that the small glade of goodness still exists and even more elated to learn that it is the glade of his ancient home. The hero will request that the party bury him there. He will promise to meet the party there one last time and will then disappear.
Once the party and the kholiathra return to the glade, the spirit of the hero will appear for the last time. The kholiathra will beg him to remain, but he will refuse, saying his time has come. He is too long dead to be resurrected and will refuse any Wish spells offered to him, as he will state that his spirit is so tired that remaining longer would be an agony.
He will lead the party to a tree and intone some magical phrases. A hole will magically appear in the trunk and the hero will urge the party to remove what is contained within.
Within the hole are:
24 Arrows +3
16 Arrows +2
Ilanthur - The Heart Arrow, a slender shaft graced with the feathers
of a phoenix. The shaft has no head but is enchanted to never
miss what is aimed at if within range of the bow.
The hero will explain that Ilanthur was given to him by a solar, and he was never able to find an arrowhead worthy of the shaft. The shaft will not break and may be fired again if recovered, but it is useless without a head.
The Heart Arrow and Gadanil are artifacts of this world, god-created, and cannot be destroyed or damaged by normal means. The other items can be damaged or destroyed normally.
Once the hero has presented the party with these gifts, he will thank the party for rescuing his remains and will ask that they bury him under his tree and conduct what rites and blessings they know. If the party agrees, he will smile and disappear.
The party may again remain in the glade as long as they like before departing. The kholiathra will be quite grateful and will bemoan the party's leaving, wishing them luck all the same.
PART SEVEN - AT THE HALL OF SLUMBER
The Final Pages:
The party will eventually reach the end of the woods. At first they will hear the tremendous crashing of waves as they smash against the high cliffs that divide land from sea in this area. These are punctuated by occasional smashing and cracking sounds as icebergs are smashed against the cliffs and pound back into the ocean.
The woods generally go right up to the cliffs if the party has traveled straight north from the tunnel emerging into the woods. If their course diverged, then they may find a stretch of un-forested land between the edge of the woods and the sea cliffs. This un-forested land is not protected by the (twisted) sylvan climate of the woods, and is instead a bitterly cold and windswept land. Party members not taking precautions against arctic conditions should suffer accordingly, especially in winter.
Such arctic conditions are likely to be only briefly experienced by the party, as the stretch of land that forms the peninsula upon which the Hall of Slumber rests is also under the climatic protection of the greater powers. In this case, when the gods chose their site for the construction of the Hall, they imbued the land about it with exceptional climate and beauty so that the gods would be close to the very best of the world they had created while they slept.
Therefore, the entire peninsula from its northernmost tip down to where it meets the Woods of Terror is of moderate clime.
For the arctic portion of the trek, the DM should feel free to consult normal arctic wandering monster tables as presented in the AD&D Monstrous Compendiums.
The Hall of Slumber and its Environs:
The land in a 200 mile radius around the Hall of Slumber has been blessed by the gods with a moderate climate. In high winter a light dusting of snow may fall to the ground, but in general, the area boaststhe best and in some cases mildest characteristics of each of the four seasons.
The land of the peninsula was once quite beautiful, composed of rolling meadows, hills of grass and scrub, and copses of healthy trees. And while Demogorgon has not been able to entirely thwart the power of the slumbering gods and twist this land as he did the Blanthil Forest, still the area is marred by the neglect and abuse heaped upon it by the minions of the Maug.
In addition, both Demogorgon and the Deceiver himself have lain enchantments over the entire 200 mile radius surrounding the Hall. In effect, these additional enchantments have been laid atop the enchantments set by the gods and gain power from the godly blessings and twist them to their new purposes.
In the days before the Deceiver grabbed all seven gems from the hands of the mortals to whom they had been bequeathed, the Deceiver worried about one of the mortals getting to the Hall with a gem and awakening the gods. To hinder this, the Deceiver laid a great spell about the place which prohibits all forms of teleportation or extra-dimensional travel within a 200 mile radius of the Hall. Any such attempts to do so within the radius will simply fail. Any attempts to teleport into the radius fromwithout will fail half of the time and will fail and cause a catastrophic mishap the other half.
A catastrophic mishap might be that the teleporter turns into a tanar'ri, loses a limb, warps in some hideous fashion, or is even slain or disintegrated. No matter what happens, in no way will the teleporter arrive within the 200 mile radius.
This ward works against Teleport, Dimensional Folding, Dimension Door, Shadow Walk, and similar spells including psionic powers that allow one to travel from one spot to another without actually traversing the space in between (e.g. Dream Travelling).
In addition, the area is proof against any sort of extra-planar activity. Once again, the Deceiver was worried that some aasimon or other entity of good would take a gemand attempt to access the Hall ethereally. Any attempt to go ethereal within the 200 mile radius will fail. All other extra-planar means of travel also fail. No Gate, Conjure Elemental, Astral Spell, Plane Travel, Probability Travel or any other ability that involves leaving the material plane or summoning something from another plane will function here. Summong spells that do not involve extra-planar creatures will function here. In addition, extra-planar creatures that are summoned to this plane outside of the radius may enter the radius once they have arrived on this plane. Extra-planar creatures who have been summoned to this plane and then enter the radius are still recalled to their plane when their spell duration ends or is dispelled or the being is banished or dismissed.
Wandering Encounters:
The peninsula is patrolled by the minions of Demogorgon. It is a hellish place that is heavily guarded. Traversing the 250 miles or so from the edge of the Woods to the Hall of Slumber will be no easy task. In fact, the journey will take time as follows:
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Wandering encounters should be checked for 4 times per day, with an additional 2 checks if the party keeps lights or fires burning at night. The open terrain here makes exposed light sources a beacon for miles around.
Encounters will occur 25% of the time during each check. If an encounter is indicated, then immediately roll another check for the same period and, if successful, add another encounter to the same period. Continue to roll successive checks for the same period until a check roll is failed. For each successive successful check rolled, another encounter is indicated for that same period. Multiple encounters can be simultaneous, separated by mere minutes, or come hours apart at the DM's option.
The landscape is dotted with evil fortresses, keeps, and towers that are the demesne of various tanar'ri and yugoloth lords in the service of Demogorgon. While the party could conceivably pay a visit to one of these strongholds, each is populated by many foul beings and might contain many levels of dungeons beneath its exterior. Even depleted as many of these strongholds are due to the war, the party is better of avoiding such places whenever possible. The designation (m) means these can be rolled as minions.
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Death Knight |
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Dracolisk |
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Foulwing |
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Khaasta (m) |
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Leucrotta |
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Retriever |
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Tanar'ri (m) |
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Troll (m) |
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Undead (m) |
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Vaath |
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Yugoloth (m) |
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Special |
Death Knight (1-3) - These are the elite soldiery of Demogorgon, and some of the most feared creatures in all of Therra. Tales tell of heroes of the ancient ages and old Amoria who were corrupted or captured and broken by Demogorgon and who were changed into these foul servitors. Death Knights usually command entire armies on the field of battle, but a large cadre of them also serve as guardians of Slumber. The ones encountered here are on patrol, searching for intruders, including the forces of other Maugs (Lolth and Orcus are the main rivals of Demogorgon).
Any Death Knight encountered will be mounted, half the time on a nightmare (01-50) and the other half on a foulwing [refer to the entry below] (51-00). All Death Knights are well accoutred in the finest ancient armour and weaponry. In addition, there is a 75% chance that any Death Knights encountered will have minions serving them. If so indicated, reroll on the wandering monster chart and any (m) result indicates those creatures are encountered as minions. If a non (m) result is indicated, ignore it.
Death Knight (AC -8, MV 12, CL Wa, LV 12, HD 9, hp 60 ea, THAC0 9, #ATT 5/2, D by weapon (+6 due to STR), Weapons bastard sword (Fa 1D8/1D12 kdD8, +1 vs mail or plate), Armour platemail +3, large shield +3, proficiency in large shield, SA +3 to hit due to STR, specialized in bastard sword (+1 to hit, +2 damage, 5/2 attacks per round), death knight powers (see below), SD dispelled by Holy Word, special magic resistance (if 11 or less is rolled on the MR roll, the spell is reflected back at the caster if not an area effect spell), MR 75%, AL CE, XP 6000 ea, Source: Monstrous Manual)
Death Knight Powers (at 20th level):
Fear (constantly generated in
a 5' radius)
Detect Magic
Detect Invisibility
Wall of Ice
Power Word Blind, Kill, or Stun (1/day)
Symbol of Fear or Pain (1/day)
Fireball (20D6 1/day)
Magic Items:
Bastard Sword +2
Platemail +3
Large Shield +3
Nightmare (AC -4, MV 15 fl36[C], HD 6+6, hp 41, THAC0 15, #ATT 3, D 4-10/4-10/2-8, SA burning hooves (ignites combustibles), paralyzing cloud (noxious vapours require all within 10' to save vs paralyzation or suffer -2 to hit and damage), AL NE, XP 2000, Source: Planescape Compendium)
Dracolisk (1-2) - As Demogorgon has an affinity for reptilian abomination, given his own reptilian part-nature, it is natural that he has a few of these creatures in his service. They deign to bear no riders, but they do scour the countryside searching for food, prey to torment, and intruders to slay.
Dracolisk (AC 3, MV 9 fl15[E], HD 7+3, hp 44 ea, THAC0 13, #ATT 2, D 1-6/1-6/3-12, SA breath (stream of acid 3/day 5' wide and 30' long causing 4-24 damage or half if a save vs breath is made), petrify (anyone within 20' whose gaze is met must save vs petrifaction or be turned to stone, those avoiding its gaze fight at -4 to hit, 10% chance only to be affected by its own gaze), AL CE, XP 3000 ea, Source: Monstrous Manual)
Foulwing (1-4) - These horrendous creatures are bred as mounts by some of the Death Knights, but a few have escaped into the wild and successfully bred. All are rapacious and evil and delight in torment and destruction.
Foulwing (AC 3, MV 6 fl12[C], HD 6, hp 32 ea, THAC0 15, #ATT 5, D 2-5 (x3)/1-4 (x2), SA ammonia breath (during round of contact and the following round opponents suffer -1 to attack rolls do to irritation), blood drain (instead of its normal attacks a foulwing can attack with its two wing claws and forego its bite attack to instead pin an opponent, this requires a separate attack against which armour does not count [but shields, DEX, and magical protection does] which if it hits means the victim is pinned, pinned person may escape by having a STR of 16+ and making a STR check 1/round, otherwise, those pinned will be subject to blood drain from 3 tubelike tongues doing 25 damage per round, pulling free of a tongue causes 2 damage), AL NE, XP 1400 ea, Source: Monstrous Compendium 1)
Khaasta (12-48) - These beings are the favoured minions of Demogorgon outside of the Woods of Terror (where bugbears are valued for their stealthiness). Although most Khaasta are chaotic neutral with evil tendencies (such as those found in Flupnir's Tower on the Lost Isle), these specimens are thoroughly evil. They tend to be dominated by their masters, tanar'ri, yugoloths, and death knights, and ill treated at that.
Khaasta (AC 2, MV 9, HD 3+3, hp 21 ea, THAC0 17, #ATT 2, D 1-6 and by weapon (+1 due to STR), Weapon halberd (Sl 1D10/2D6 kdD12, +2 vs plate or mail), longbow (Av 2/r 10/20/34 1D8/1D8 kdD6), Armour breastplate and half helm, SA specialized in missle style (includes mounted archery), AL CE, XP 175 ea, Source: Planescape Compendium 2)
NWP:
Ride (13)
75% of khaasta groups encountered will be mounted upon giant lizards. These are bred as mounts but are trained only to bear khaasta into battle. Mounted khaasta gain a +1 to hit non-mounted foes but may not use their bite attack.
Giant Lizard Mounts (AC 2, MV 15, HD 3+1, hp 16 ea, THAC0 17, #ATT 1, D 1-8, Armour plate barding, SA double damage on an attack roll of 20 and then clamp for double damage each round thereafter, AL N, XP 175 ea, Source: Monstrous Manual)
All khaasta bands will be led by a warleader, who will be mounted if the rest of the troops are mounted.
Warleader (AC 2, MV 10, HD 6+6, hp 42 ea, THAC0 15, #ATT 3/2+1, D1-8 and by weapon (+3 due to STR), Weapon halberd (Sl 1D10/2D6 kdD12, +2 vs plate and mail), longsword (Av 1D8/1D12 kdD8), Armour breastplate and half helm, SA specialized in halberd (+1 to hit, +2 damage, 3/2 attacks per round), AL CE, XP 650 ea, Source:Planescape Compendium 2)
NWP:
Riding (15)
Magic Items:
Longsword +1
Halberd +1
50% of bands will have a wise one amongst them.
Wise One (AC 5, MV 9, HD 4, hp 25 ea, THAC0 17, #ATT 2, D 1-6 and by weapon (+1 due to STR), Weapons battle axe (Av 1D8/1D8 kdD10), Spell Points (14 WIS): 33, AL CE, XP 650 ea, Source: Planescape Compendium 2)
Spells Memorized [All (Major), Animal (Major), Astral (Minor), Chaos (Major), Charm (Minor), Combat (Major), Divination (Minor), Guardian (Minor), Healing (Minor), Necromantic (Minor), Protection (Major), Summoning (Major)]:
Bless (4), Command (4), Endure Heat (4), Enbdure Cold (4), Battlefate (4), Aid (6), Chant (6), 1 free orison
Leucrotta (1-8) - These strange beasts are not native to the area, but have been imported over the years by various denizens to use as watchdogs and scouts. They now thrive in great numbers patrolling throughout the area. Most are branded as belonging to one master or another, usually a death knight, tanar'ri, or yugoloth lord.
Leucrotta (AC 4, MV 18, HD 6+1, hp 33 ea, THAC0 15, #ATT 1, D 3-18, SA imitation (make noises sounding like men, women, children, or domestic animals in pain), crushing jaws (if a hit is scroed against someone with armour and/or a shield, the victim must save vs crushing blow for the shield, once the shield is gone, the same holds true for armour), SD retreat (can retreat without provoking an attack of opportunity if it turns its back on an opponent, may kick in retreat with 2 hind legs, each causing 1-6 damage at no penalties to hit), AL CE, XP 975 ea, Source: Monstrous Manual)
Retriever (1-6) - A great many of these loathsome constructs haunt this area and they are found in larger packs here than even in the Woods of Terror.
Retriever (AC -2, MV 18, HD 10+10, 70 ea, THAC0 9, #ATT 4, D 3-18 (x4), SA eye rays (2 per round may fire, but each ray must recharge for 6 rounds thereafter), fear (sight causes all creatures of fewer than 4HD to save vs spell or flee for 2-12 rounds), regeneration (damage from silver or nonmagical weapons regenerate at 2hp per round), AL CE, XP 15000 ea, Source: Planescape Compendium 2)
Eye Rays:
1 - 12D6 Fireball with a 30 yard range and a 5' blast radius, save vs breath for half damage
2 - 12D4+12 Cold Ray on one target within 30 yards, save vs breath for half damage
3 - 12D6 Lightning Bolt 5' wide and 20 yards long, save vs breath for half damage
4 - Flesh to Stone on one target within 30 yards, save vs petrification, save means Slowed for 3-8 rounds
Tanar'ri (varies) - Consult the table below for the exact type of tanar'ri encountered. There will be 4 "units" of tanar'ri encountered. Each unit is generated from the table below. This will allow for mixed groups of tanar'ri to be encountered.
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Bar-Igura |
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Bulezau |
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Hezrou |
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Glabezru |
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Marilith |
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Rutterkin |
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Vrock |
All tanar'ri have the following powers, usable at a level equal to their HD or equal to their other powers:
Darkness 15' radius
Infravision
Telepathy
Teleport without Error (1/week per 10% of MR, with 1/week for
those with no MR)
All tanar'ri, unless stated otherwise, have the following immunities:
Acid - Full
Cold - Half
Electricity - None
Magic Fire - Half
Nonmagical Fire - None
Gas - Half
Iron Weapon - Full
Magic Missile - Full
Poison - None
Silver Weapon - Full *
* = vrock, hezrou, glabezru, and marilith take half damage from silver weapons
Bar-Igura (1-4) - Not as plentiful here as in the Woods of Terror, where the terrain favours them, these are still favoured by Demogorgon and serve as minions for the more powerful entities hereabout.
Bar-Igura (AC 0, MV 9 climb15, HD 6+6, hp 36 ea, THAC0 15, #ATT 3, D 1-6/1-6/2-12, SA spring attack (spring 40' and attack in the same round), camouflage (95% hide in shadows), bar-igura powers (see below), MR 30%, AL CE, XP 8000 ea, Source: Planescape Compendium)
Bar-Igura Powers (at 6th level):
Change Self (2/day)
Detect Invisibility
Dispel Magic
Entangle
Fear (by touch)
Invisibility (2/day)
Plant Growth
Spectral Force (2/day)
Telekinesis
Bulezau (1-6) - Although a great many of these tanar'ri are away fighting in the wars, a large complement remains to guard the Hall of Slumber and the manors and fortresses of their masters.
Buleazau (AC -1, MV 9, HD 7+3, hp 43, THAC0 13, #ATT 4 or 3, D 2-5/2-5/2-16/1-3 or 2-16/1-3/and by weapon (+6 for STR), Weapons huge halberd +2 (Sl 2D10/4D6 kd2D10), SA head butt (on a natural 19 or 20 with a head butt it knocks a size M or smaller opponent back D6+4 feet and stuns it for 1-3 rounds), rage (25% chance per round when fighting, 75% chance in a round when it is hit and does not damage its foe, AC worsens to AC 1 but gains +2 to hit and +4 to save vs fear, emotion, or mind affecting spells including Hold spells, rage lasts until all foes are gone or the bulezau ahs not been engaged for 5 rounds), bulezau powers (see below), SD +1 or better weapons to hit, MR 25%, AL CE, XP 9000, Source: Planescape Compendium 2)
Bulezau Powers (at 7th level):
Cause Fear
Command
Detect Invisibility
Shout (1/day)
Wall of Fog
Magic:
Halberd +2 (abyssal weapon, dissolves when the tanar'ri is destroyed)
Hezrou (1-2) - These slimy horrors often lead vrock, rutterkin, and other lesser tanar'ri.
(AC -6, MV 12, HD 9, hp 54 ea, THAC0 11, #ATT 3, D 1-6/1-6/4-16, SA hezrou tanar'ri powers, hug (if both claws hit, does 2-8 per round automatically and bite hits automatically, victim must check a save against 1/2 his STR score to escape, or if the hezrou takes 20 damage in one round it releases), stench (anyone within 10' must save vs. Paralyzation of lie helpless and gagging, those who save are at -2 to hit and initiative), SD tanar'ri immunities, +2 or better weapons to hit, half damage from other non-magical attacks, never surprised, double human hearing and smell, MR 70%, AL CE, XP 14000 ea, Source: Planescape Compendium)
Hezrou Powers (at 9th level):
Animate Object
Blink
Duo-Dimension (3/day)
Produce Flame
Protection from Magical Missiles
Summon Insects
Unholy Word
Wall of Fire
Telepathy
Plane Shift
Glabezru (1-2) - These canny and clever horrors are high up the tanar'ri hierarchy and are often the masters of fortresses and castles.
Glabezru (AC -7, MV 15, HD 10, hp 61 ea, THAC0 11, #ATT 5, D 2-12/2-12/1-3/1-3/2-5, SA grab (if claw hits, grabs unless victim makes a DEX check, grabbed attacks at -4 or can make a STR check to break free instead of attacking), glabezru powers (see below), +2 weapon to hit, MR 50%, Al CE, XP 12000 ea, Source: Planescape Compendium)
Glabezru Powers (at 10th level):
Burning Hands
Charm Person
Confusion
Detect Magic (always active)
Dispel Magic
Enlarge
Mirror Image
Power Word Stun (7/day)
Reverse Gravity
True Seeing (always active)
Marilith (1) - These weapon mistresses are, like the glabezru, at the top of the tanar'ri food chain in the area. As such, they are often the masters of castles or strongholds, but sometimes can be found as consorts to glabezru.
Marilith (AC -9, MV 15, HD 12, hp 67 ea, THAC0 9, #ATT 7, D 4-24 and six weapons, Weapons short sword +1 (Fa 1D6/1D8 kdD6), battle axe +1 (Av 1D8/1D8 kdD10), footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), kau sin ke +1 [whipping chain] (Av 1D8/1D6 kdD8, +1 vs shields), scimitar +1 (Av 1D8/1D8 kdD8), mace-axe (Sl 2D4/1D6+1 kdD10), SA constriction (trapped victim takes damage each round and must make a CON check or fall unconscious, 10% per STR over 14 a victim can escape each round), marilith powers (see below), SD +2 weapons to hit, never surprised, immune to illusions and mind-affecting spells, MR 70%, Al CE, XP 23000 ea, Source: Planescape Compendium)
Marilith Powers (at 12th level):
Animate Dead
Cause Serious Wounds
Cloudkill
Comprehend languages
Curse
Detect Evil
Detect Magic
Detect Invisibility
Polymorph Self (7/day)
Project Image
Pyrotechnics
Telekinesis
Magic Items:
Marilith favour magical weapons. The DM should vary the selection if more than one is encountered.
Shortsword +1
Battle Axe +2
Footman's Mace +1
Longsword +1
Scimitar +1, +3 vs elves
Unholy Dagger +2, radiates Protection from Good 10' radius at all times and causes 1-4 negative energy damage vs good aligned creatures, double that against paladins and good aligned priests.
Rutterkin (4-16) - These are the fodder of the local forces. They are brutish and stupid but fierce when driven into battle by a powerful entity.
Rutterkin (AC 0, MV 12, HD 4, hp 25 ea, THAC0 17, #ATT 1 or 2, D 2-7/2-7 or by weapon, Weapons 3-armed blade fired from sling stick (Fa 3/r 4/8/12 1D6/1D6 kdD6), snap-tong (Sl 2D4/1D4 kdD4 inflicts damage each round once hit until opponent breaks free by hitting the weapon which has AC 5), flachet saw-toothed sword (Av 2D4/1D6 kdD8 +1 to hit vs unarmoured opponents), SA rutterkin powers (see below), feel pain from claw attack (groan and yelp when they attack with their claws), MR 10%, AL CE, XP 2000 ea, Source: Planescape Compendium)
Rutterkin Powers (at 4th level or minimum needed to cast the spell):
Fear (by touch)
Fly
Telekinesis (3/day)
Vrock (1-4) - Used as scouts and skirmishers, these cruel creatures are quite numerous in this land, where their flying abilities serve them in good stead.
Vrock (AC -5, MV 12 fl18[C], HD 8, hp 54, THAC0 13, #ATT 5, D 1-4/1-4/1-8/1-8/1-6 or by weapon (+7 damage due to STR), SA spores (1/3 rounds, spray spores on all within 5', causes 1-8 damage and begin to sprout causing 1-2 damage per round for 10 rounds, killed by Bless, Neutralize Poison, or holy water, Slow Poison halts the growth), Screech (1/battle, deafens all within 30' and stuns for 1 round those who fail a CON check), vrock powers (see below), fast (always win initiative and always strike in Very Fast phase), SD never surprised, +2 or better weapon to hit, MR 70%, AL CE, XP 19000, Source: Planescape Compendium)
Vrock Powers (at 10th level):
Detect Invisibility
Detect Magic
Dispel Magic
Mass Charm
Mirror Image
Telekinesis
Troll (varies) - Consult the below table.
| Roll | Troll |
| 01-10 | Giant Troll |
| 11-35 | Two-Headed Troll |
| 36-90 | Troll |
| 91-00 | Roll Twice |
Giant Troll (1-12) - Bands of these brutes wander the land, picking on those weaker than they and serving those who can master them. Some of these wear collars or armbands signifying their allegiance.
Giant Troll (AC 4, MV 12, HD 8, hp 43 ea, THAC0 13, #ATT 1, D by weapon (+7 due to strength), SA grab and hurl opponents, hurl rocks 3-200 yards away for 2-16 damage, SD catch boulders 25%, regenerate 2 hp per round, cannot be brought below 1 hp unless 10hp of fire damage taken, cannot reattach severed limbs, AL CE, XP 1400 ea, Source: Monstrous Manual)
Two-Headed Troll (1-3) - These cross-breeds often lead troll bands in the service of their masters. As they have average intelligence, they are capable of carrying out complex and subtle orders.
Two-Headed Troll (AC 4, MV 12, HD 10, hp 58 ea, THAC0 11, #ATT 4, D 5-8/5-8/1-12/1-12, SA throw stones (20 yards, D8 damage), SD regenerate 1 hp per round, cannot reattach limbs, surprised only on a 1, AL CE, XP 3000 ea, Source: Monstrous Manual)
Troll (1-12) - Like the khaasta, these are the fodder of the armies of the local lords. But they are difficult to control and spend a good deal of their time prowling the countryside looking for prey, until rounded up and organized by their masters.
Troll (AC 4, MV 12, HD 6+6, hp 42 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA throw stones (20 yards, 1D8 damage), SD regenerate (3hp/round 3 rounds after first blood, fire and acid damage is not regenerated), thin limbs (edged weapons striking with a natural 20 sever limbs, which then fight on), climb sheer walls 80%, AL CE, XP 1400 ea, Source: Monstrous Manual)
Undead (varies) - Consult the following table. (m) denotes minion undead.
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Ghoul (m) |
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Lich |
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Spectre (m) |
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Vampire |
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Wight (m) |
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Wraith (m) |
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Roll Twice |
Ghoul (2-24) - These ravenous undead are usually derived from the bodies of prisoners and captives tortured by Demogorgon or his minions.
Allow a 10% chance that any pack of ghouls includes 1-4 ghasts.
Ghoul (AC 6, MV 9, HD 2, hp 12 ea, THAC0 19, #ATT 3, D 1-3/1-3/1-6, SA paralyzation (save or be paralyzed for 3-8 rounds except for elves, SD kept at bay by Protection from Evil, undead immunities, AL CE, XP 175 ea, Source: Monstrous Manual)
Ghast (AC 4, MV 15, HD 4, hp 32 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA stench (10' r save vs poison or attack at -2 to hit), paralyzation (effects elves, 5-10 rounds unless save), SD undead immunities, cold iron inflicts double damage, Protection from Evil requires cold iron to keep at bay, AL CE, XP 650 ea, Source: Monstrous Manual)
Lich (1) - A few of these powerful undead dwell as lords here. If a lich is encountered, it will usually have minions with it. Reroll on the undead encounter chart and if a minion undead is indicated, then they will be present attending to their master, the lich. If later liches are encountered, the DM should alter the spells memorized so that the party does not become wise as to what spells they are likely to be facing. In Therra, liches can be as low as 12th level. To determine the level of the lich, roll 3D6 and treat any roll under 12 as 12.
Allow a 25% chance that any lich encountered is riding a nightmare.
Lich (AC 0, MV 6, CL Wi, LV 12-18, HD 12-18, hp 6 per HD, THAC0 9 to 5, #ATT 1, D 1-10, SA aura (all under 5 HD who see the lich must save vs spell or flee in terror for 5-20 rounds), paralysis (anyone touched must save vs paralysis or be unable to move until the paralysis is dispelled), SD +1 weapons to hit, Spell Points (19 INT): 258-633, AL CE, XP 8000 ea, Source: Monstrous Manual)
Spells Memorized: Magic Missile (4), Shield (4), Protection from Good (4), Chromatic Orb (4), Ray of Enfeeblement (6), Mirror Image (6), Detect Invisibility (6), Alter Self (6), Invisibility (6), Fireball (10), Dispel Magic (10), Dispel Magic (10), Slow (10), Stoneskin (15), Minor Globe of Invulnerability (15), Ice Storm (15), Magic Jar (22), Wall of Force (22), Demishadow Monsters (22), Death Fog (30), Invulnerability to Magic Weapons (30)
Additional Spells Memorized:
13th level: Detect Phase (4), Detect Magic (4), Haste (10), Bands of Sirellyn (10), Monster Summoning III (22)
14th level: Prismatic Spray (40), Glitterdust (6)
15th level: Power Word Stun (40), Fire Shield (15)
16th level: Incendiary Cloud (50), Feeblemind (22)
17th level: Sink (50), Cloudkill (22)
18th level: Meteor Swarm (60), Domination (22)
Magic Items:
Cloak of Shielding (as brooch, absorbs 27 more magic missiles)
Ring of Contingency (wizard may cast a spell up to 3rd level into the ring and then set conditions as the Contingency spell) - Lich has Dispel Magic set to activate whenever a dispel-able enemy spell affects him.
Wand Conjuration (56 charges remaining)
Spectre (1-6) - These horrendous spirits wander the land, being the remnants of tortured souls twisted by Demogorgon or the spirits of evil souls that have lingered to serve the evil the dwells in this land. Allow a 25% chance that these ride on nightmares.
Spectre (AC 2, MV 15 fl30[B], HD 7+3, hp 59 ea, THAC0 13, #Att 1, D 1-8, SA energy drain (lose 2 points from each characteristic), SD +1 weapons to hit, undead immunities, AL LE, XP 3000 ea, Source: Monstrous Manual)
Nightmare (AC -4, MV 15 fl36[C], HD 6+6, hp 41, THAC0 15, #ATT 3, D 4-10/4-10/2-8, SA burning hooves (ignites combustibles), paralyzing cloud (noxious vapours require all within 10' to save vs paralyzation or suffer -2 to hit and damage), AL NE, XP 2000, Source: Planescape Compendium)
Vampire (1-2) - These dread beings serve as minor lords or lieutentants of the land. If a vampire is encountered, it will usually have minions with it. Reroll on the undead encounter chart and if a minion undead is indicated, then they will be present attending to their master, the vampire.
Vampires encountered in this land tend to be humanoids who advanced to positions of power and were "blessed" with vampirism. Many of them therefore display the features of their heritage, including orcs, goblins, bugbears, etc.
Vampire (AC 1, MV 12 fl18[C], HD 8+3, hp 49 ea, THAC0 11, #ATT 1, D 5-10 or by weapon (+4 due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), SA energy drain (2 points from each characteristic per touch), +2 to hit due to STR, gaze (charm person, save at -2), SD +1 weapon to hit, regenerate 3hp/round, gaseous form when reduced to zero hp but must reach its coffin in 12 turns of be destroyed, undead immunities, half damage from cold or electricity, gaseous form at will, shape change into large bat, summon 10-100 rats or bats in 2-12 rounds, Spider Climb at will, repelled by garlic, recoil from mirrors or lawful good holy symbols, burned by lawful good holy symbols for 2-7 damage, destroyed by direct sunlight, loses 1/3rd of hp when immersed in running water and destroyed if brought to zero hp, killed by driving a wooden stake through the heart [but will rise if the stake is removed unless the head is chopped off and the mouth stuffed with holy wafers], cannot first enter a home without being invited, AL CE, XP 8000 ea, Source: Monstrous Manual)
Wight (2-16) - Wights are undead evil humanoids of particularly strong will and nasty disposition.
Wight (AC 5, MV 12, HD 4+3, hp 27 ea, THAC0 15, #ATT 1, D 1-4, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, AL LE, XP 1400 ea, Source: Monstrous Manual)
Wraith (2-12) - Wraiths are the spirits which have been entrapped by vile sorcery or a simple hatred of life.
Wraith (AC 4, MV 12 fl24[B], HD 5+3, hp 31 ea, THAC0 15, #ATT 1, D 1-6, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, cannot attack in sunlight, AL LE, XP 2000 ea, Source: Monstrous Manual)
Vaath (2-8) - Packs of these foul creatures roam the land, searching for prey to run down and devour.
Vaath (AC 3, MV 15, HD 4+2, hp 27 ea, THAC0 17, #ATT 2, D 1-8/1-4, SA poison (save or die in 2-5 rounds), burrowing tentacle (range of 10', bites for 1-4, victim makes a STR check or the tentacle mouth burrows doing 1-4 damage per round automatically, after 3-6 rounds the mouth reaches the base of the skull, severing the skull from the spine and paralyzing the victim from the neck down and killing it in 5-10 rounds, anyone witnessing this burrowing must make a WIS check or be stunned in horror for 1-3 rounds, anyone who is burrowed and severed but not killed must save vs death magic or lose 1 WIS permanently due to sanity loss), AL NE, XP 975 ea, Source: Monstrous Compendium 3)
Yugoloth (varies) - Consult the table below for the exact type of yugoloths encountered. There will be 3 "units" of yugoloths encountered. Each unit is generated from the table below. This will allow for mixed groups of yugoloths to be encountered.
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Canaloth |
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Dergholoth |
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Mezzoloth |
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Nycaloth |
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Piscoloth |
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Yagnoloth |
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Ultraloth |
All yugoloth have the following powers, usable at a level equal to their HD or equal to their other powers:
Alter Self
Animate Dead
Cause Disease
Charm Person
Improved Phantasmal Force
Produce Flame
Teleport without Error (1/week per 10% of MR, with 1/week for
those with no MR)
All yugoloth, unless stated otherwise, have the following immunities:
Acid - None
Cold - Double
Electricity - Full
Magic Fire - None
Nonmagical Fire - None
Gas - Half
Iron Weapon - None*
Magic Missile - Full
Poison - None
Silver Weapon - Full
* = unless affected by normal weapons
Canaloth (1-3) - These creatures tend to serve as watchdogs and hunting dogs for their yugoloth masters.
Canaloth (AC 0, MV 18, HD 6+12, hp 50 ea, THAC0 15, #ATT 3, D 1-6/1-6/6-15, SA mandibles (destroy armour on a natural 19 or 20 attack roll, though magic armour gets a save vs crushing blow), tongue lash (instead of melee attacks, 20' range, causes 1D6 damage and victim must save vs paralyzation or be helplessly entangled, canaloth can draw victim to its mouth and automatically bite next round, victim may make a bend bars to escape or allies can help with a total of 34 STR to pull free, tongue can be attacks by type s weapons, AC4, 15 hp), canaloth powers (see below), SD immune to sight affecting spells, blinded by strong stenches combined with loud noises, telepathy, +1 or better weapon to hit, MR 25%, AL NE, XP 9000, Source; Planescape Compendium 2)
Canaloth Powers (at 6h 1evel):
Cloudkill (1/day)
Darkness 15' radius
Fear
Passwall
Shout (1/day)
Dergholoth (2-5) - These horrid creatures serve as elite soldiery in the ranks of the lords of this land. They often form the command element of groups of lesser humanoids, though they are none too smart themselves.
Dergholoth (AC -3, MV 12, HD 8+16, hp 61 ea, THAC0 13, #ATT 5, D 2 claws (9-12 each), by weapon type (+8 due to STR) (x3), Weapons longsword (Av 1D8/1D12 kdD8), spear (Av 1d6/1D8 kdD6, set vs charge), battle axe (Av 1D8/1D8 kdD10), SA grab (if two claws hit an opponent, opponent is grabbed and is +2 to be hit by the grabbing dergholoth though the two grabbing arms cannot attack, grabbed opponents can fight but may not move until they make a STR check against half of their STR score), chatter (1/day causes all under 7HD to save vs spell of be Feebleminded for 1-6 rounds), dergholoth powers (see below), SD never surprised, no flanks or rear, parry (each weapon not used to attack improves AC by 2), +1 or better weapon to hit, yugoloth immunities (see below), yugoloth powers (see below), MR 40%, AL NE, XP 12000 ea, Source: Planescape Compendium)
Dergholoth Powers (at 8th 1evel):
Darkness 15' radius
Fear
Sleep (2/day)
Mezzoloth (2-7) - Even more powerful and ubiquitous that the dergholoth,
and not much brighter, are these terrifying beings. They delight
in warfare and in attacking those whom they can prey upon without
fear of retaliation by their masters.
Mezzoloth (AC -4, MV 15, HD 10+20, hp 83 ea, THAC0 11, #ATT 2 or 1, D 7-12/7-12 or by weapon (+6 due to STR), Weapon morningstar (Av 2D4/1D6+1 kdD10, +1 vs plate), Armour medium shield +2, SA mezzoloth powers (see below), SD normal damage from cold, +2 weapons to hit, immune to paralysis and charm and Suggestion spells, MR 50%, AL NE, XP 21000 ea, Source: Planescape Compendium)
Mezzoloth Powers (at 10th level):
Burning Hands
Cause Serious Wounds
Cloudkill (1/day)
Darkness 15' radius
Detect Invisibility (always active)
Detect Magic
Dispel Magic (2/day)
Flame Strike (1/day)
Hold Person
Mirror Image
Sleep
Trip
Nycaloth (1-2) - These captains and generals of the armies of Demogorgon often command small keeps and fortresses of their own where they commandx lesser yugoloth.
Nycaloth (Nycadaemon) (AC -7 (-9 vs missiles), MV 12 fl36[C]. HD 11+22, hp 88 ea, THAC0 9, #ATT 2 or 1, D 9-16/9-16 or by weapon (+8 due to STR), Weapons two-headed axe (Sl 2D8/2D8 kdD12), Armour large shield, SA +3 to hit due to STR, bleeding (claws cause seeping wounds hat bleed for 1-6 damage per round until healed magically), yugoloth powers (see below), SD immune to weapons below +2, immune to enchantment/charm spells, yugoloth immunities (see below), nycaloth powers (see below), MR 70%, AL NE, XP 25000 ea, Source: Planescape Compendium)
Nycaloth Powers (at 11th 1evel):
Command (3/day)
Comprehend Languages (always active)
Telepathy
Detect Invisibility (always active)
Detect Magic (always active)
Dimension Door (3/day)
Dispel Magic
Enlarge (or Reduce)
Fear (by touch)
Invisibility
Mirror Image (3/day)
Polymorph Self
Project Image
Read Magic (always active)
Reverse Gravity (1/day)
Wind walk
Word of Recall (1/day)
Wraithform (1/day)
Magic Items:
Two-Headed Axe +2
Piscoloth (2-8) - These tend to dwell near the coast, and many dwell in strange fortresses within the frigid waters of the coast, guarding approach from the seas. Despite yugloth vulnerability to cold, their aquatic nature and resistance to water based attacks preserves them even in almost freezing waters.
Piscoloth (AC -5, MV 6 sw18, HD 9+18, hp 68 ea, THAC0 11, #ATT 2, D 2-16/2-16, SA severing (pincers may sever a limb on a natural 20 to hit, victim must save vs paralyzation or lose an arm [01-60] or leg [61-00], metal armour grants a +2 to the save, with an additional +1 for each plus of armour), sting (attack with mouth tentacles doing 1-10 damage and save vs paralyzation at -2 or die in 6 turns unless healed by a Neutralize Poison), piscoloth powers (see below), SD never surprised, +1 weapons to hit, water based attacks inflict -1 per die, MR 40%, AL NE, XP 19000 ea, Source: Planescape Compendium)
Piscoloth Powers (at 10th level):
Bind
Blink
Emotion
Jump
Know Alignment
Meld into Stone
Phantasmal Killer (2/day)
Protection from Good
Resist Fire
Scare
Stinking Cloud
Yagnoloth (1) - The nobility of the yugoloths, these almost always command bodies of lesser yugoloths. They are mean, vile, and brutal, and that is to their own minions! Yagnoloths have supreme confidence in their physical prowess and abilities and will use them intelligently and to great effect.
Yagnoloth (AC -4. MV18, HD 10+20, hp 85 ea, THAC0 11, #ATT 2, D 1-12/1-12 or by weapon (+10 due to STR), Weapons bastard sword (Av 1D8/1D12 kdD8, +1 vs mail or plate), footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), SA +4 to hit due to STR, stun (attacks with its claws cause save vs paralysis or be stunned for 2-12 rounds), acid breath (3/day may breath acidic gas in a 5' square in front of them that does 6-36 damage or half if a save vs breath is made and the victim is stunned for 1-6 rounds or half if a save vs paralysis is made), devour (feed on an unconscious/sunned life force devouring 10-100% of the victim's hit points and ability scores, rounding fractions up, this takes 5 rounds and the feeding is interrupted without loss to the victim if the victim awakens, the abilities are restored is the yugloth is slain within 1 day, otherwise a Restoration is required), shocking grasp (3/day for 1D8+10 damage), SD +1 weapons to hit, half damage from earth-based attacks, MR 40%, AL NE, XP 20000 ea, Source: Planescape Compendium)
Magic Items:
Bastard Sword +1
Ultraloth (1) - These are the ultimate leaders of the yugoloth forces, and second in command to Demogorgon himself. All are great lords in the land and command several manors, keeps, and fortresses. These will be mounted half the time, and if mounted, this will be on a foulwing (01-50) or a nightmare (51-00). Refer to the entries above for the respective mounts.
Ultraloth (AC -8, MV 15 fl15[C] sw 15, HD 13+26, hp 116 ea, THAC0 7, #ATT 2 or 3/2, D 1-12/1-12 or by weapon (+9 due to STR), Weapons bardiche (Sl 2D4/2D6 kdD12, +2 vs plate or mail), SA +3 to hit due to STR, specialized in 2H weapon style (increases speed of the weapon by 1 phase), high mastery in voulge (+3 to hit and damage, speed increased by 1 phase, critical on a 16+), ultraloth powers (see below), gaze of fascination (save vs spell or stop fascinated as if by Hold Person, if save is made the ultraloth may Alter Self into a person the victim loves or respects), SD +3 weapons to hit, never surprised, MR 60%, AL NE, XP 26000 ea, Source: Planescape Compendium)
Ultraloth Powers (at 15th level):
Airwalk
Animate Object
Bind
Call Lightning
Color Spray (7/day)
Control Winds
Detect Invisibility (always active)
Detect Lie (always active)
Detect Magic (always active)
Detect Poison (always active)
Detect Scrying (always active)
ESP
Fear
Fire Storm (1/day)
Geas
Know Alignment (always active)
Mass Suggestion (1/day)
Passwall
Pass without a Trace (always active)
Read Magic (always active)
Shout
Solid Fog
Symbol (any type, 1/day)
Wall of Fire
Magic Items:
Bardiche of Death (+3 weapon which transfers the damage it causes to its wielder, but only up to the wielder's normal hit points, in addition, any good aligned being hit by the weapon must save vs death or be slain instantly, weapon will burn good aligned wielders causing 1D6 damage per round and will not function except as a +3 weapon, for neutral wielders the weapon will cause 1D3 damage per round and will not function except as a +3 weapon)
Ring of Protection from Good 10' radius (always active)
Special - Any evil exotic encounter of the DM's choice, including, perhaps, evil dragons.
Planned Encounters:
The following are planned encounters that will definitely occur during the party's trek from the Woods of Terror to the Hall of Slumber. The DM should administer all of these encounters in the order presented, though the exact timing of them is up to the DM.
Planned Encounter #1 - The Land Arises
As the party treks through this unholy land, the land itself will arise against them, empowered by the evil of the Deceiver himself and the tender ministrations of Demogorgon.
As the party approaches a rise, a great shape will bulge from the ground of the ridge itself. This will twist and turn as it rises to a height of 40', assuming the shape of a roughly humanoid crfeature composed of dirt and earth and shrubs. Two great reddish eyes stare with malignance.
This creature is much like a nature elemental (as per the Monstrous Compendium 2), but is different in two significant ways: it is chaotic evil in alignment, and its regenerative powers are limited.
Evil Nature Elemental (AC 0, MV 12, HD 18, hp 144, THAC0 5, #ATT 2, D 5-50/5-50, SD regenerate (if in contact with earth, regenerates 10 hp/round), immune to protection from evil/good spells, AL CE, XP 15000, Source: Monstrous Compendium 2)
The creature will attack until destroyed and will pursue the party relentlessly. As it does not need to sleep it will likely eventually catch even a fast moving or flying party.
Planned Encounter #2 - The Knight of Death
Note: The purpose of this encounter is to make certain the party meets at least one death knight and learns their capabilities so that in the final scene of this scenario the party knows what it is facing. If the party has already encountered death knights and the DM wishes he can forego this encounter.
The party will encounter a war party consisting of a death knight mounted upon a foulwing. With him fly 6 vrock tanar'ri. When they espy the party from on high, the death knight will order the vrocks to dive to the attack while he rains magical death on the party from above before descending to combat.
Death Knight (AC -8, MV 12, CL Wa, LV 12, HD 9, hp 60, THAC0 9, #ATT 5/2, D by weapon (+6 due to STR), Weapons bastard sword (Fa 1D8/1D12 kdD8, +1 vs mail or plate), Armour platemail +3, large shield +3, proficiency in large shield, SA +3 to hit due to STR, specialized in bastard sword (+1 to hit, +2 damage, 5/2 attacks per round), death knight powers (see below), SD dispelled by Holy Word, special magic resistance (if 11 or less is rolled on the MR roll, the spell is reflected back at the caster if not an area effect spell), MR 75%, AL CE, XP 6000, Source: Monstrous Manual)
Death Knight Powers (at 20th level):
Fear (constantly generated in
a 5' radius)
Detect Magic
Detect Invisibility
Wall of Ice
Power Word Blind, Kill, or Stun (1/day)
Symbol of Fear or Pain (1/day)
Fireball (20D6 1/day)
Magic Items:
Bastard Sword +2
Platemail +3
Large Shield +3
Foulwing (AC 3, MV 6 fl12[C], HD 6, hp 32, THAC0 15, #ATT 5, D 2-5 (x3)/1-4 (x2), SA ammonia breath (during round of contact and the following round opponents suffer -1 to attack rolls do to irritation), blood drain (instead of its normal attacks a foulwing can attack with its two wing claws and forego its bite attack to instead pin an opponent, this requires a separate attack against which armour does not count [but shields, DEX, and magical protection does] which if it hits means the victim is pinned, pinned person may escape by having a STR of 16+ and making a STR check 1/round, otherwise, those pinned will be subject to blood drain from 3 tubelike tongues doing 25 damage per round, pulling free of a tongue causes 2 damage), AL NE, XP 1400, Source: Monstrous Compendium 1)
Vrock (6) (AC -5, MV 12 fl18[C], HD 8, hp 54, THAC0 13, #ATT 5, D 1-4/1-4/1-8/1-8/1-6 or by weapon (+7 damage due to STR), SA spores (1/3 rounds, spray spores on all within 5', causes 1-8 damage and begin to sprout causing 1-2 damage per round for 10 rounds, killed by Bless, Neutralize Poison, or holy water, Slow Poison halts the growth), Screech (1/battle, deafens all within 30' and stuns for 1 round those who fail a CON check), tanar'ri powers (see below), fast (always win initiative and always strike in Very Fast phase), SD tanar'ri immunities (see below), never surprised, +2 or better weapon to hit, MR 70%, AL CE, XP 19000, Source: Planescape Compendium)
Tanar'ri Powers (at 10th level):
Detect Invisibility
Detect Magic
Dispel Magic
Mass Charm
Mirror Image
Telekinesis
Darkness 15' radius
Infravision
Telepathy
Teleport without Error (1/week per 10% of MR, with 1/week for
those with no MR)
All tanar'ri, unless stated otherwise, have the following immunities:
Acid - Full
Cold - Half
Electricity - None
Magic Fire - Half
Nonmagical Fire - None
Gas - Half
Iron Weapon - Full
Magic Missile - Full
Poison - None
Silver Weapon - Half
Planned Encounter #3 - The Dread One
An extraordinarily powerful being dwells in this land, the right hand servant of Demogorgon, an ancient ally who is almost a sort of familiar to the Maug. The being's reptilian nature is pleasing to Demogorgon, as is its rapaciously evil nature and the fact that, like its master, it possesses two heads.
The being's name is Dread Bearer; it is a linnorn dragon of singular strength and power. There is only one such beast in all of Therra.
Dread Bearer should be encountered a day or two before the party reaches the vicinity of the Hall of Slumber itself.
Dread Bearer will be seen by the party on high. The dragon has been alerted to the party's presence by the arise and defeat of the twisted nature elemental previously encountered, and now seeks to please its master by delivering up the party (alive or as corpses) as a gift.
The party will first observe Dread Bearer as it flies towards them. Being such a massive creature, 250' long in body and again that in its tail, it will not be hard to spot the beast from afar. Under the effects of a Haste spell it will approach the party at a movement rate of 45. As it approaches, the party will feel the aura of its corruption even from a great distance and they will be able to observe that as the beast passes over copses of trees, even the vile twisted plant life bends away from the looming presence of Dread Bearer.
Dread Bearer - Great Wyrm Dread Linnorm Dragon (AC -12, MV 18 sw12, HD 28, hp 224, THAC0 -3, #ATT 3 plus special, D 5-50+12/5-50+12/6-60+12/special, SA right head breath (cone of chilling wind 120' long and 60' wide at the base, knocks back victims 2' per point of damage done, does 24D8+12 damage, half if a save vs breath is made), left head breath (cloud of hot dust 80' long, 50' wide, 30' high, does 24D8+12 damage or half if a save vs breath is made), spell like abilities (see below), wizard spells (see below), tail slap (may attack to the front as a normal attack doing 18-72 damage as listed above, or may attack in the rear against up to 12 foes doing 18-72 damage and victims must save vs pertification at -12 or be stunned for 2-5 minutes), may not kick or wing buffet (no rear legs or wings), may perform other dragon special maneuvers involving flying if under the effects of a Fly spell (except glide), dragon aura (50 yard radius, save vs pertification at -4 or suffer -2 to hit and damage rolls), each head may use innate powers while physically attacking (but not while breathing), each head may perform an independent action each round, SD +1 or better weapons to hit, immune to Magic Jar or any other possessions (due to its dual-headed nature), MR 95%, AL CE, XP 28000, Source: Monstrous Compendium 1)
Note: The writeup in the Monstrous Compendium 1 is incorrect concerning its breath weapons. Like all dragons, each head can breath once every 3 rounds.
Spell Like Abilities (at 20th level):
Telekinesis (at will)
Move Earth (4/day)
Power Word, Stun (3/day)
Energy Drain (on a successful bite attack)
Antipathy-Sympathy (2/day)
Wizard Spells Memorized (at 20th level with a casting time of 1):
Protection from Good
Chromatic Orb
Gaze Reflection
Taunt
Spook
Magic Missile
Shield
Protection from Paralysis
Shatter
Summon Swarm
Detect Invisibility
Mirror Image
Dispel Magic
Fly
Fireball
Dispel Magic
Haste
Fire Aura
Halo of Eyes
Celerity
Dimension Door
Transmute Rock to Mud
Feeblemind
Chaos
Dread Bearer will know it is about to fight a party of very powerful foes. As such, it will have the following spells cast as it approaches:
Gaze Reflection
Shield
Protection from Good
Protection from Paralysis
Fly
Celerity
Halo of Eyes
Haste
Mirror Image
Fire Aura
The party will likewise have at least 10 rounds to prepare for combat. Dread Bearer flies at a movement rate of 45 counting the Celerity and Haste spells. DMs should be familiar with all of the spells castable by Dread Bearer, as they present him with substantial immunities and benefits.
Also, Dread Bearer's natural movement rate allows him to attack in Slow instead of Very Slow. Under the haste, this increases to Fast!
Dread Bearer will first attack with spells, likely opening up with a Fireball or Transmute Rock to Mud. He will then revert to his breath weapons, right head then left head in alternating rounds subject to the 1/3 round breath limit per head. After the breaths, the creature will close to melee.
Whether the party defeats Dread Bearer or it flees, Demogorgon will now be aware that something is amiss, for either Dread Bearer will inform him, or he will know when his "familiar" has perished.
Um .Ouch!:
Yes, Dread Bearer is one mean son of a gun and he has the potential to take out the entire party. This encounter is the final real combat encounter of the entire campaign and the make or break for the party. As such, it should rank as the most difficult fight the party has ever had to face.
And while Dread Bearer's breath weapons will do an average of 62 damage even if the save is made, the party has plenty of forewarning of his coming. Players and characters experienced enough to have made it this far should know basic dragon-fighting tactics. Rule #1 spread out! Dread Bearer should only be able to catch 1 or 2 party members at most with each breath. If the party is stupid enough to bunch up against a dragon well that is what Wish spells are for should the party have an extra one floating around. Otherwise, the party is going to have to use hit and run tactics to wear down Dread Bearer's spells. Once his Dispels are used up, the party can buff up on spells and use Lower Resistance to subject Dread Bearer to the party's attack magicks. Meanwhile, the best warriors need to keep striking at the dragon and then running off to get healed.
Once a successful Lower Resistance spell is cast, the fight should become much easier. Should the party not have access to that spell, then they will have to slog it out physically, which presents a much harder challenge.
Keep in mind, as the DM, that Dread Bearer is nasty, but he is not exceptionally intelligent (INT of 14), so he can be fooled and/or goaded. Illusion spells can be utilized effectively to draw away some of his attacks. However, a 14 INT is not exactly an imbecile either, so play the part well.
The Final Scenes:
These are the final scenes culminating the entire Therran campaign, and as such they are presented as set-pieces which the DM must strive to imbue with as much drama and tension as possible. Pacing and DM descriptive abilities are put to good use here. The DM should pay particular attention to the notes detailing what to do if the party is missing certain tools to complete the quest.
On outline of what SHOULD occur follows:
1. The party encounters Demogorgon, who has come to confront the slayers or attackers of his familiar Dread Bearer. Demogorgon confronts the party but is challenged by the scion of Orcus rescued from the Final Tower (see that scenario) and grown into full power by consuming the vial of wild magic carried by the party. The scion takes Changeling and uses it (in a new form) to fight Demogorgon. He urges the party to flee and the massive fight rages as the party flees.
2. The party will flee the titanic struggle of the two Maugs and will, after several minutes or tens of minutes of running, top a rise and see the Hall of Slumber, several miles in the distance, tall and grand.
3. As the party makes for the Hall, they are attacked by retrievers and other minions of Demogorgon. The intensity of attacks builds and builds.
4. The party comes to within clear sight of the Hall, perhaps 200 yards of the Hall. There, they can see the dread guard arrayed against them, and the forces of evil approach them en masse from behind.
5. The party SHOULD figure out to use their Wish spell to bind the Gem of Power to the shaft of Ilanthur (the Heart Arrow given to them by the elvish hero they rescued from the essence of evil) and shoot it with Fauntauril, the enchanted double-ranged longbow taken from the same elvish hero.
6. The shaft will strike true. At the last moment, a great wail will arise from the far west as the Deceiver, the Gem of Power now revealed to him, realizes his doom. A great black hand of shadow will stretch out from Mordasht at incredible speed and block the way between the speeding shaft and the receptacle for the Gem. The Gem will flare in power and the shaft will burn right through the hand of the Deceiver and strike true the Gem into the receptacle. The doors to the Hall of Slumber will open.
7. A bright light will emerge from the doors as they swing wide open. The party will lose consciousness.
Scene 1:
The party rounds a high tor and there, on a small rise, stands Demogorgon, 30' tall and in resplendent evil. He appears as a reptilian humanoid with two lizard-like tails, two tentacles for arms, and topped by two heads in the shape of insane mandrils or baboons. A pulsating shadow ebbs and throbs around his form and the very grass whithers at his clawed feet. To gaze into his eyes is to drown in the very depths of madness, and his form bespeaks of awesome strength and godlike speed.
Demogorgon is supremely confident. He has no idea why the party has come, but to even his godlike intellect, there is no conceivable way a Gem of Power still exists. He will speak, his voice being like the babbling and shrieking of a thousand madmen, and mock the party, asking why such a pathetic group of rogues and thieves have dared to invade his demesne. He will ask to be amused or regaled with their tale before he shrives them and twists them into foul mockeries of their former selves.
As the party gulps, prepares to flee, or what have you, the scion of Orcus will quietly demand that he be given the vial of wild magic held by one of the party members. He will state that he has finally madce his choice, for the success of the quest now dangles on the edge of a razor and he can tarry no longer. He has chosen to side with goodness.
Should he be given the vial, he will quickly drink it. In the space of a few seconds, he sheds the mantle of a child and begins to quickly grow into adolescence. He will step forward at the moment that Demogorgon asks who of the party's members believes he has the might to challenge Demogorgon.
The scion will step forth and accept the challenge. Demogorgon will laugh and ask who he is. The scion will explain as below, but all during this conversation, he will grow in height and take on the stature of a mightily muscled man until, at the time of battle between the two, he will stand 25' tall and have the shape of a black skinned, horned and fanged giant:
In many ways I am the son of my father, Orcus, your most hated rival. He had me created in such a way that my frame, when imbued with a bit of his essence, would magnify that essence and create a being, a son if you will, of a power to approach that of his. Together, father and son, we would confront you Demogorgon and defeat you and take all that is yours as our own. For even you could not stand against the power of Orcus and half again.
But to this Demogorgon will laugh.
A pretty plan child. But where is your father? I see him not. I smell him even less. He is not here. And so by your own admission you are merely half your father. You will barely cause me concern ere I rend you asunder.
Turning to the party:
You have done well I suppose mortals, to survive long enough to bring this assassin to me, but he is not worthy to confront me. He will die quickly, and then I shall take my revenge upon you nigglings for your affront in this.
The scion will reply:
Nay Demogorgon. You err. For although I was made to magnify essence, it is not the scrap of essence of my father which now courses through my veins. I have drunk of Errisht-takirr. Do you know that name Demogorgon? It is known in some circles as the Maug Bane. It is the power that sundered the Right Hand of the Deceiver he whose station you usurped. The Wild Magic. And it's pure essence flows within me and is magnified a thousand fold.
The scion will then yell for the bearer of Changeling to toss the weapon to him. The weapon will change into a lajatang and the scion will swing it in one swift motion, gouging a huge gash across Demogorgon's chest. The latter will growl:
Then you have proven your bona fides godling. But you face the mightiest of all Maug. Errisht-takkir or not you will die!!
And with that the two titanic powers will begin to fight. As they do, lightning will leap between them and magical energies will dance around them, some multi-coloured and clearly of the Wild Magic and others black and foul.
As the battle rages, the scion will yell to the party:
Run you fools! Run on. You can do no good here. Hurry!
And Demogorgon will impart:
Yes, run mortal fools. When I have finished with this one I will find you no matter how far you flee, and I will make your deaths a wonderment to even the most ancient and learned of torturers!
With that, the party had better flee on towards their goal.
What if there is no scion?
If there is no scion of Orcus accompanying the party, then it is likely that the DM should simply assume Demogorgon is off fighting the war and the party will not encounter him. Alternatively, the party itself could fight an avatar of Demogorgon on the level of Lolth's avatar, though likely a bit more powerful.
What if there is no Wild Magic?
If the party has no Wild Magic, but the scion of Orcus is with them, then the DM can either have the scion simply grow into power from the very essence of goodness embodied by his decision to side for good. Should this occur, the DM should play up angelic lights surrounding him and the magic he manifests during the battle should be positive energies instead of Wild Magic.
Scene 2:
Some 5 minutes later, as tremors shake the earth and titanic screams rend the air from the battle behind them, the party will top a rise and see down before them, past a wooded area, upon a small rise against the backdrop of the icy seas the Hall of Slumber.
Even from this distance, some 5 miles away, the Hall is spectacular. The structure is of a strange pure white marble, its corners adorned with amazingly intricate carvings too far away to be enjoyed in any detail. The entire structure is square in floorplan, some 100 yards to a side, and the whole is 200 yards tall, topped by a flat roof.
Two massive doors of some grey material face the party, these being some 50 yards wide and 100 yards tall.
As the party watches, flying shapes can be seen in the distance, not hovering over the Hall itself but scouring the countryside around it as if searching for something or someone. It should be clear to the party that attempting to fly to the Hall could be very dangerous.
As the party observes, they hear screeches, roars, and the distinctive chittering sounds of retrievers approaching from some distance behind them. They'd better get moving!
Scene 3:
The party will make its way to the Hall. The DM should take great pains to make this chase exciting. When Demogorgon was aroused (or when Dread Bearer was dealt with) the minions of Demogorgon mustered in force.
Should the party travel by way of ground, the DM should throw various enemies at them from the encounter charts. However, the DM should build these in intensity, so that just before the next scene, the party is surely fighting for its life. This will also likely deplete the party of spells, so that they are less likely to try and take the Hall by main force.
The exact encounters of this portion are left to the DM, since this should be a balancing act. The DM can pre-roll encounters, or he can generate them on the fly. Balancing act aside, the DM should make these encounters dangerous and if they defeat the party, then so be it.
Should the party take magical means to approach the Hall, the DM should take reasonable counter measures. Flying towards the Hall invisibly might seem a good idea, but many minions haunting this land can detect invisibile creatures. A few vrocks actively searching for the party are sure to detect them (since they have Detect Invisibility at will) and they can screech an alarm that will have flying denizen after flying denizen attacking the party. Likewise, any searchers with Detect Magic at will will be so utilizing this ability and so polymorphed or shapechanged party members will be so spotted.
It is, however, recommended that no death knights attack the party at this stage. Save them for a later scene so that their appearance is abrupt and terrifying in its majesty - something not possible if the party has already killed half a dozen of them.
In the original campaign, this portion was handled by rolling up twenty random encounters from the wandering monster charts (rerolling death knights) and tossing them against the party in fairly rapid succession. I did not utilize all twenty encounters, but did use enough to make it clear to the party that to stop was to die and that the hordes of hell were on their heels!
Scene 4:
The party comes to within double bowshot range of the Hall. If on the ground, the party will come to the edge of the woods and see the Hall up ahead some 400 yards. Standing guard before the Hall is its elite guard, a force of some 50 death knights that ring the Hall. Each knight is constantly casting Detect Invisibility and Detect Magic, so the party is quite unlikely to sneak up on them. As the party has heretofore encountered death knights, the prospect of 50 fireballs of 20 dice (that's 1000 dice of damage for you math majors!) should wipe out any thoughts of a frontal assault.
The death knights surround the Hall in a circle, resting upon swords stuck point first into the ground.
The party will notice that there is a single slot about 5' up at the point where the two massive grey doors meet. This slot is quite small and seems to be about the same size as the Gem of Power.
Here the party is faced with their final decisions. As they ponder their next move, they should begin to hear the sounds of pursuit from behind in the distance.
Scene 5:
The DM should, at this point, allow the party some time to rest and plan their next move, though occasionally the DM should remind them of the approaching hordes. But the party needs enough time to figure out what they need to do.
The party should have:
· The Gem of Power
· A Wish spell
· The Heart Arrow Ilanthur
· Fauntauril the Longbow
If the party lacks any one of these, then the DM will have to improvise some means of completing the quest. This scenario doesn't contemplate such a means, as the tools have been presented in this quest and therefore should be available to the party. The party could even try to somehow distract the knights and then make for the slot. A good party should come up with a good plan and a good DM should be able to improvise and allow the party a shot at the plan working. There should, however, be a chance for any such plan to fail!
Assuming the party has these tools, then the DM will have to decide how much time to allow them and, more importantly, whether to nudge or hint them in the right directions. High level parties often have many spells and magic items at their beck and call, and even a Wish spell can become lost in the pile of magic available to them. Whether the DM wishes to resort to INT checks or even hints that spells like the Idea spell or other advisatory spells might be useful here is up to each DM. In the end, however, the DM should realize that the party has been handed the tools needed to complete the quest, and if they don't put these tools to use, then they should not reap the rewards of success.
The method to complete the quest is actually quite simple. Wish the Gem of Power onto the Heart Arrow shaft. Since the Heart Arrow shaft never misses, it can be fired at a range of 400 yards from Fauntauril and will unerringly strike the Gem receptacle on the doors. How simple!
Note: Remember, according the Players' Option; combat and Tactics (page 129) outside of melee and on an open battlefield, the range of missile weapons is 5 yards per square not 5' per square. Thus a longbow with a flight arrow can shoot 42 squares or 210 yards. Fauntauril, therefore, can shoot some 420 yards. As a DM, if you think your players are unfamiliar with this rule, you have to walk a very difficult line. It would be a shame for the players to divine the proper plan of shooting the gem into the door but then underestimate the range of the longbow and have them be slain en masse by a suicide charge across the 400 yard interval. On the other hand, it would be a dead giveaway to players who had not figured out the correct way to complete the quest if the DM were to simply offer up the info.
At sometime towards the end of the party's period of allowed deliberation, the DM should describe the demise of the scion of Orcus. Even powered as he was, Demogorgon proved the mightier, and a shriek will rend the air and the booming laughs of Demogorgon will be heard, miles away but not nearly far enough.
What if the party is lacking Fauntauril or the Heart Arrow?
If the party lacks Fauntauril, then they can fire the Heart Arrow with the Gem attached from another bow. In this case, the party will have to close range a bit to the maximum range of the bow in question. This could involve facing some of the death knights guarding the Hall and might even have to involve some party members sacrificing themselves by drawing fireballs from the death knights and the bow wielder somehow closes to within firing range.
A non-encumbered, Hasted person can sprint the distance between 200 yards and normal longbow range in 1 round! A non-Hasted non-encumbered person can sprint the distance for 2 rounds and then make a half move and fire the third round much more dicey than a Hasted person, but certainly possible with clever play.
If the party lacks the Heart Arrow, then things become more difficult. Obviously, the DM could allow the person to fire the Gem Wished onto any shaft or missile weapon or simply slung with a sling. The chance to actually hit the receptacle is pretty slim. Assume the receptacle has an AC of -10 and strength bonuses do not count for any to hit rolls. The party can, in this case, take their best shot.
What about Wish?
An enterprising party might simply attempt to do away with the bother of wishing the Gem onto the Heart Arrow and shooting it and try to just Wish the Gem directly into the receptacle. In this case, the Wish will fail because of the Deceiver's magic which specifically counters any attempts to transport beings or items. A kind DM can have the Wish simply not activate in the first place, thereby not causing the party to lose its Wish.
What about Telekinesis?
The spell has two modes. The first moves so slowly that the death knights would be able to block the receptacle and possibly catch the Gem. The second mode launches the object as fast as a missile, but that would require a to hit roll against AC -10 just like shooting any missile at the target.
What about anything else?
The general idea is, of course, to have the party Wish the Gem onto the Heart Arrow and fire it at the receptacle. Nonetheless, a high level party is going to have a multitude of tools at its disposal, and the party may find another way to complete the quest despite having the tools. The DM should both attempt to thwart such solutions while at the same time allowing them to have a chance to succeed.
For example, assume the party casts a Non Detection spell and then an Invisibility spell on a rogue and has him sneak up with the Gem to simply walk up and place it into the receptacle. A pretty un-climactic ending to an entire campaign! Instead, allow the death knights their chance to notice something amiss both by way of the Move Silently roll and by allowing them their save vs spells to notice an invisible creature (they have an INT of 13 or more and are treated as creatures of more than 10 HD due to their 20th level spellcasting ability). Given that 6 death knights making saves to detect the croodling thief, this plan SHOULD fail, but has a chance to succeed. In such a case, the DM should create as much tension as possible having a death knight stare suddenly right at the rogue, sniffing suspiciously.
Scene 6:
Scene 6 assumes the party has figured out the prescribed method for getting the Gem to the receptacle. The DM should have, once the party figures out what to do, the hordes of hell emerge behind the party and attack. This could lead to a tense round or two of combat as the plan is put into operation.
Finally, the shaft is loosed and streaks towards its target. From behind, the twin screams of Demogorgon tear the air. This is instantly answered by an even more hellish scream from the distant west.
Time seems to slow.
At incredible speed, a malign, shadowy black hand stretches over the horizon. It is so massive and so evil that there is no doubt this is the very hand of the Deceiver, emerged fully from Mordasht in a final act of desperation. As the arrow streaks towards its goal, the hand positions itself between the path of the arrow and the receptacle! Too late it seems is the Heart Arrow, for the Deceiver's hand even now readies to grasp the last hope for mortal kind.
And then, at the last moment, the Gem of Power at the head of the arrow glows as bright as a star and in this flare of godly power the Gem and arrow burn a hole right through the palm of the Deceiver and continue through, amidst the agonized scream of the god in pain, into the receptacle!
As the world seems to come to a hush and time seems to stop for one split moment, the doors to the Hall open the tiniest crack and a blazing white light seeps through, heralding the glory of the gods to come.
Scene 7:
The doors will slowly, soundlessly swing open, the immense white light becoming too brilliant to bear. The death knights will fall to their knees, shrieking in terror and shielding their inhuman eyes. Some will begin to disintegrate away under the force of the goldy aura emerging from the Hall. As the doors open completely, the party will, as one, lose consciousness. Victory is at hand!
PART EIGHT - THE END OF ALL (AND PERHAPS THE BEGINNING)
The Party is Victorious:
Should the party successfully complete the quest, they will awaken to a glorious day full of sunshine, the first sunny day in quite some time. The sun is fully healed.
The party is in a tent with noble furnishings and within or nearby are Jerrgobe and whichever members of the Great Council the DM wished to have survived the battles to and surrounding Mordasht. Bahamut is here as well, as is Sir Gangerholt. His companion, Sir Cromwell, has perished before the gates of Mordasht bravely fighting Yeenoghu. All of those mentioned in Meredros' speech bequeathing Gems of Power are also present, including the Emperor of Xydlont.
Jerregobe will welcome the party, as will everyone of the Council members. They will then be given food and wine and Jerregobe will, with clay pipe in hand, tell the party what occurred after the doors were opened.
We were fighting our last stand before the very gates of Mordasht itself. Even the Emperor of the Morakki came to us on that field of slaughter, and he and his wu jen and samaurai and Wild Mages wounded even Maugs. But too puissant were we, for at the end the god himself emerged from his halls girded for battle. Then we were dismayed, for we feared that having so emerged, he might divine your presence and abandoned the field to take your Gem. All of our magic we directed at the god, and Bahamut himself and every dragon left attacked the god, and though not a wound he suffered, still the attack was mighty enough to distract him for but a while.
Then, as he prepared to strike us down en masse, suddenly his head turned to the east and a dread fell upon all of his servants. Even his Maug stopped to gaze eastward and quivered. And the Deceiver screamed a scream of immortal frustration and we saw him cast his arm out eastward over the horizon.
At that moment we prayed, and when the Deceiver screamed again and a great pure light arose like a column to the heavens over the horizon and blasted the chunk of earth out from before the sun, we knew the gods had returned and you had succeeded!
I cannot describe accurately what happened next, for no mortal can gaze upon the collective might and fury of the gods unleashed and comprehend such power. But the gods were careful, and not wishing the wield the energies necessary to destroy the Deceiver, for such would likely rend a portion of the world asunder, they instead shackled him and those Maugs they could lay hands on in godly forged chains and they led them back to the Hall.
Many of us who could made for the Hall, and we found that our teleport magicks now functioned, for the gods erased the wards set upon the land by the Deceiver. And the gods decided and proclaimed that while the Deceiver's plan was, in the end, a plan of treachery, the only way it could fool the gods was by virtue of being both logical and reasonable. Thus, the gods have decided to again enter Slumber, for they have deemed that the world is indeed too delicate a flower to exist in the direct presence of the gods. They proclaimed that the worship of mortals allowed them to walk the world in their dreams, and that this brought them great pleasure and so should continue.
It is a sad truth, however, that the Deceiver and his Maugs will also be able to walk the world in dreams and cause evil through their worshippers but there is no other hope for the world.
Most of the gods have gone, but three have remained, for they wish to speak to you, the saviours of the world directly.
And with that, the party will be ushered out into the brilliant sunlit day. The Hall is opened and standing before it are three entities who radiate immense power just by standing there, almost unmoving.
These are Meredros - god of truth and honour, Vastalla - goddess of healing, and Flupnir - the trickster.
Merdros: Welcome and hail heroes of mortalkind and saviours of the world! I am Meredros, and Vastalla and Flupnir accompany me, the last of the gods to re-enter Slumber. Listen well and do not speak, for our time here must be short ere we enter godly sleep.
You have saved us all, mortal and god, and for that no amount of gratitude will suffice. Even the gods themselves are inadequate to repay your service. However, it is seemly that we are not daunted thereby into failing to make what reward we can.
Vastalla: We cannot return those who have died or perished on your quest. To do so would be to break the threads of the universe, and I will not challenge Mergurr in such matters. For those many souls who perished in this horrendous war and the wars previous, I can only tell you that their souls are succored in the bosom of the gods.
Flupnir: And finer bosoms you never did see!
Meredros: Ahem. Well. Time grows short. We hereby grant to you as an everlasting token of your service the honour of ruling the lands that ward the Hall of Slumber. All of the lands in a 200 mile radius of the Hall, these we, the gods, bequeath to you and your heirs and those you and your heirs deem fit to rule them. No other king may claim them, and you shall use this land to venerate the Hall of Slumber and do honour to the gods within. This obelisk shall commemorate this proclamation for all of time.
And with that an obelisk of strange silver stone will emerge from the ground and grow to a height of 75'. The obelisk is 20' square at its base and all along its length are runes and pictures detailing the deeds of the party and the grant of land to them.
Meredros: And now, before we go to Slumber, we shall present mortalkind with seven Gems of Power which can open the Hall of Slumber should the gods be needed again. Do so not lightly, but only when the direst of circumstances threatens the very existence of life or the world itself, for to call upon us is to ever tempt us into another conflagration that would destroy the world.
To these I bequeath these Gems:
· To the Queen of Elves
and Elvenkind, one Gem
· To Bahamut and the dragons who follow him, one Gem
· To the dwarves under their king currently in the Land
of Bleton, one Gem
· To the halflings of Onlor, merry children of that blessed
land, one Gem
· To the Emperor of Xydlont, in the hope that there will
be renewed peace between all of the children of the gods, one
Gem
· To the Church of Meredros and its most revered Paladin,
one Gem
· And finally, the last Gem, the only surviving Gem of
the original seven Gems of Power, that which they bore through
peril and flame to save the world, to the heroes.
And each worthy will be given such a gem on an adamantium chain.
Meredros: I am assured that these Gems are not forgeries, isn't that true Flupnir? And that they are the only ones. There are none others secreted away somewhere. Is that not correct Flupnir?
Flupnir will nod sheepishly.
Vastalla: Then we are done. And none too soon, for even I feel the desire to leave this place and go amongst the world and take its pain as my own. We three shall leave and enter Slumber. Once again, you have our eternal thanks mortal heroes. Know that there are many wounds to heal and dead to grieve for. I carry as much sorrow at this with me into Slumber as you who must bear it directly. Be heartened by the great victory you have won here today. But much healing is to be done. Blanthil cries for healing.
Meredros: Aye, but be also vigilant, for though the Deceiver's armies are scattered and disheartened, they are not annihilated. And though many Maug we caught and took into Slumber, not all are accounted for. And though the Deceiver sleeps with us, he will be worshipped and grant power to those who plot on his behalf. The world is not cleansed of evil, and so it remains to you to guard against it. But know that any evil you face will not be of godly mein but of lesser sphere. Even the Maug that remain will be shorn of much of their power. There is much to reclaim that will not be retaken easily. Grashtilim and Helkazum remain outside of dwarven hands this day.
But enough. We must not tarry! We go now into Slumber. And he who engineered our salvation he shall have the honour of being the last god to enter Slumber and he shall close the door to the Hall. Flupnir shall do this, for this victory is his as much as yours.
Meredros casts a long, stern gaze at Flupnir.
Meredros: You WILL enter the Hall before closing the door WON'T YOU Flupnir?
Flupnir: But of course! Would I lie?
Meredros will simply glare at Flupnir a bit longer as Vastalla enters the Hall. Finally, Meredros will turn and just before entering the Hall will look back a final time and point a stern finger at Flupnir. Flupnir will whistle a tune and glance upwards the picture of innocence (not!).
Meredros will then enter the Hall. Only Flupnir remains. He will take a deep breath and quickly close the doors to the Hall before him!
Only to catch them at the last minute before they close.
Flupnir: Just kidding!
And with a wink, the Trickster will open the doors, enter the Hall, and close them tight.
The Party Fails:
If the party fails, what happens next is up to the DM. Some of this depends upon how the party fails. If the party is slain by wandering monsters in the underdark, then the Gem might be lost for who knows how long before being rediscovered. Perhaps a group of PC svirfneblin or even PC drow find the gem! Perhaps sometime later in a world where only Onlor and the East are free of the Deceiver a new party must search the underdark and find the Gem and then complete the quest.
Should the drow gain the Gem, they might be loath to turn it over to the Deceiver for reasons already made clear. Lolth may wish to keep the Gem as a bargaining chip or as a secret means of revenge should the Deceiver spurn her once more. It is quite possible that Lolth might use the Gem herself to open the Hall of Slumber and then request a reward from the gods. Or she may just secret it and it would be up to a new party to wrest it from her clutches (perhaps by journeying to her demi-plane and exploring her spider ship!).
Should the forces of the Deceiver (including Demogorgon) gain the Gem, then the Deceiver will get the Gem and destroy it. Should this happen, the campaign can either be over with the world forever lost to the Deceiver, or a new campaign could be run in a world dominated by evil. Perhaps only the lands to the far south, where Bahamut dwells, are free. And perhaps another way has been found to defeat the Deceiver. Perhaps a way not involving awakening the gods at all
Denoument:
The party will receive 1 million
XP for completing the quest. They will be worldwide famous heroes
and will now have the task of ruling a kingdom. What happens next
well
that's another story.
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