Return to the Therran Scenario Page
Summary:
The PCs must travel to the domain of the demonlord Kostchtchie and slay him.
Assumptions:
The PCs are the Heroes of the Gem.
Location:
Kingdom of Slumber
Historical Date:
N.S. 31, Spring
DM's Introduction:
This scenario follows some years later on the heels of the scenario entitled "The Fimbulwinter". If the DM is using this scenario as part of a non-historical campaign, then he will have to alter the background slightly to provide the PCs with motivation to undertake the scenario. Perhaps the PCs are summoned by a king whose kingdom has been assaulted by The Fimbul. He is now defeated, but this last task remains.
Background:
The Glacier:
Some five years ago, the Kingdom of Slumber was assaulted by a sect of Lothar worshippers who considered the moderate clime of the Kingdom to be an affront to their deity and to the natural order of the world. These fanatics were determined to restore arctic conditions to the Kingdom, and their high priest, an epic level spellcaster known as The Fimbul, created a massive spell called Lothar's Cleansing to turn 20 mile radius patches of land into arctic glaciers. He made his first strike by casting the spell into the heart of Korvar's Canton, covering the Hall of Slumber, the Obelisk of Decree, and most of the central region of the Canton in an ice age. In response, the Heroes of the Gem located and assaulted The Fimbul's floating iceberg. There they slew the high priest and released from imprisonment the demonlord Kostchtchie, whom The Fimbul was using to power his Lothar's Cleansing epic spell. The demonlord faded away into the Astral Plane, and the Heroes decided not to slay the being, but left him to go his own way. Despite slaying The Fimbul and releasing Kostchtchie from his prison, the glacier in the heart of Korvar's Canto remained.
For the last five years, Korvar has tried to find a way to remove the glacier from his kingdom. Even the most powerful greater dispel magic spells and wish and miracle spells would not diminish the glacier even a tiny bit. But eventually he discovered a ritual that could remove the glacier entirely. The only problem was that the source of the glacier had to be slain as part of the ritual. As the source that powered Lothar's Cleansing was the demonlord, only his death could allow the ritual to succeed. Yet, Korvar had no idea how to find Kostchtchie, who was prone to wander the multiverse as a bitter loner. It was only when word of the demonlord was passed to Slumber from some mercenaries of a merchant house in the Far Coast that Korvar was able to determine the demonlord's new lair. So armed, Korvar now intends to conduct the ritual of dispelling, and he needs the other Heroes of the Gem to proceed to Kostchtchie's homeland and slay him.
Part One - Audience:
Korvar's Audience:
Korvar will have summoned the Heroes using sending spells and other magical means of communications. Given the teleport circles present in all of the palaces of the Cantons of Slumber, it is a simple matter for the Heroes to gather. In Korvar's megaron, the High Priest of Aghorrit makes his friends welcome, offering them food and drink. He then gets down to business.
|
My friends, I have asked you here to help finish what we started five years ago. As you remember, you slew that Lotharite fanatic called The Fimbul and stopped him from his mad plan to revert the Kingdom of Slumber into frostfell. That was well done indeed, and with the threat abated, there was no need to confront the fiend Kostchtchie, who was left to return to his dismal existence wandering the multiverse. However, The Fimbul had managed to get off his first blast, and the heart of my beloved Canton lay under an arctic glacier. Not only has this made it impossible for my citizens to live in their towns and residences in the affected region, but the loss of farmland and grazing lands has put a severe hardship on my Canton's ability to feed its citizens. I thank all of you for your aid to my subjects and your efforts to keep them fed and sustained. For the last five years I have tried to find a means to dispel the Fimbul's glacier. But no magic I know of has worked. Not even a direct call for miracle from the gods. I was close to giving up in despair when I finally came upon a great ritual that looked like it would serve to remove the glacier. The ritual was quite complex, and took a long time to prepare, but I was capable of pulling it off. The only problem is that in order for the ritual to be completed, the originator of the spell must be slain. At first I was puzzled, for was not The Fimbul the caster of the spell? And then I was distressed, for if that were true, the ritual required consummation at the death of the originator. So if The Fimbul were the originator...then it was too late to do anything. But fortunately I learned that by "orginator" the ritual required the conduit of power for the spell to be negated. And in this case The Fimbul had used Kostchtchie to power his spell. A glimmer of hope appeared. Indeed, it was divine providence that you chose not to slay Kostchtchie when you first had the chance, for had you done so, then the ritual would have been lost to me forever. Even so, this information could not be put to use, as Kostchtchie was seemingly impossible to find. He could literally be anywhere in the multiverse. But then we received that missive from those Riverine chaps in the Far Coast, telling us about the encounter the ki-rin guardian of the sacred dome had with Kostchtchie and his minions. Not only did this story highlight the fact that Kostchtchie was a threat who was plotting revenge upon us in particular and humanity in general, but it also gave me some clues as to where Kostchtchie was lairing. Apparently, the demonlord's desire for revenge has induced it to build a lair, possibly to raise an army of some sort to attack us or at least to establish a base of power and influence to thwart us. In any event, I was able to determine the demiplane that Kostchthcie currently resides upon...the same one that the ki-rin stumbled into. I have prepared the two gems of the ritual of negation, and now I need you to journey to the demonlord's demiplane and slay him. Will you do this? |
Assuming the PCs agree, Korvar will explain how the ritual works. He and his priests will journey to the very heart of the glacier with one of the ritual gems. Meanwhile, the other gem will be given to the PCs. They are to slay Kostchtchie and, within several minutes of his death, press the gem into the demonlord's forehead. The gem will then activate, as will Korvar's twin gem, and he and his priests will perform the words of sundering and the ritual of negation.
Korvar will offer to cast a plane shift to send the PCs to the demiplane. If the PCs are comprised of more than 8 creatures, then he will prepare another casting of the spell. While there is no specific time limit to begin the adventure, Korvar is eager for the PCs to get started.
If the PCs express a desire to travel to Kostchtchie's demi-plane by way of astral projection, Korvar will state that he does not recommend the PCs risking it given the description of what happened to the ki-rin and the fact that a being like Kostchtchie might be able to sever the silver cord. If the PCs insist, then Korvar can use his divinatory spells to determine the colour of the colour pool leading to the Iron Wastes. The PCs can then will themselves through the Astral Plane towards the colour pool (treat it as description only, taking 1D10x50 hours). The DM should arrange for Astral Plane encounters before they finally arrive at Stoldottir Gate.
If asked about Kostchtchie and his demiplane, Korvar can provide some information, though he is not very learned about the planes. However, the PCs themselves can do some study and recollection and make a Knowledge (religion) or Knowledge (planes) check to learn about Kostchtchie (refer to page 68 of Hordes of the Abyss for details, ignoring references to the 23rd plane of the Abyss and replacing his patronage of frost giants with his alliance with several clans of fiendish frost giants). In addition, Korvar can tell them that the demiplane the demonlord dwells upon is exceptionally frigid, and that it is not likely that Kostchtchie has had time to gather a massive army of minions to him yet. In fact, the demonlord is known to despise tanar'ri and has few if any that serve him. Korvar can warn the PCs about the great wyrm white dragon Svafnir, as well as a description of the Glacier Citadel where the demonlord dwells and the other major features of the plane as described on pages 135-136 of Hordes of the Abyss (with changes as detailed later in this adventure).
If the PCs question Korvar as to the power of the demonlord, he will explain that Kostchtchie is what the Maugs were in primordial times, before the Deceiver invited them to treachery. Those beings that joined the Deceiver received a part of that god's divine spark and were elevated in power beyond all mortals. But Kostchtchie either refused the Deceiver's call or was overlooked and he never gained the status of a Maug. Perhaps that explains the being's bitterness against tanar'ri and most every other type of creature in general.
Korvar will remind the PCs that Kostchtchie is still a very dangerous opponent, and that, like all tanar'ri, he can teleport at will. As such, the PCs are advised to provide a means to keep him at hand. The demonlord is renowned for his rage and berserkness, so perhaps those charcteristics can help as well.
Finally, Korvar will advise the PCs to try to strike Kostchtchie from surprise and swiftly. Should the PCs have to retreat and regroup, the demonlord will have time to gather his minions, making it much harder to slay him.
Part Two - The Iron Wastes:
In Therra, there are no Outer Planes. Instead, outsiders inhabit demi planes created by divine beings or powerful casters in the Astral Plane. Kostchtchie currently resides on a demi-plane known as the Iron Wastes. Legend says that this demi-plane was created by Lothar himself as part of a larger plane upon which that god resided. When Lothar went into Slumber, his plane was shattered into pieces, each of which formed its own demi-plane. The Iron Wastes is one such piece. Kostchtchie once laired in the Iron Wastes ages ago, before his rage caused him to wander the planes in a fit of pique of frustration. It was only the focusing of his rage upon humankind that has allowed him control over his emotions enough to return to his homeland and attempt to rebuild it anew and gather forces unto him there.
Therra's Iron Wastes are close to the description in Hordes of the Abyss. However, some important differences exist, and these are detailed below.
![]() |
IRON WASTES PLANAR TRAITS
The Iron Wastes is a place of unrelenting blizzards and icy rifts, measuring 2000 miles in diameter. The edges of the demi-plane end in walls of ice that curve to form a dome 1000 miles high. These walls are essentially impenetrable. There is no day or night here, only a pallid grey gloom that permeates the entire demi-plane. Visibility is similar to a very overcast twilight, and there is no direct sunlight to bother creatures with sunlight vulnerability.
Weather in the Iron Wastes ranges from cold to extreme cold. DMs should roll a D3 every four hours to determine temperature. 1 = cold, 2 = severe cold, 3 = extreme cold. Refer to Frostburn for more details. In addition, roll percentile dice each four hour period, and consult the table below.
| Roll |
|
| 01-80 | No precipitation |
| 81-90 | Precipitation (snow and sleet) |
| 91-99 | Snowstorm |
| 00 | Blizzard |
Refer to Frostburn page 13 for effects and duration of precipitation.
Arrival:
The PCs will arrive 5 to 500 miles away from the citadel in a random direction, as per the plane shift spell. They will have no way of knowing how far they are from the citadel nor in what direction it lies without magical means. This may mean that they spend some time travelling and possibly encountering other landmarks of the region.
Encounters:
DMs are encouraged to use the encounter table on page 137 of Hordes of the Abyss. Other encounters are possible, including a flight of mavawhan for example. If repeat encounters start to occur, the DM should adjust them to keep such encounters fresh. Encounters will occur 5% of the time, checking each hour on the move or each 3 hours if encamped and taking precautions to keep concealed. All frost giants encountered will have the fiendish template.
Location Descriptions:
The descriptions below are, of necessity, brief. The exploration and plundering of these are beyond the scope of this adventure. If the PCs visit these locations (other than the Glacier Citadel), the DM should design layouts, additional hazards and minions, and suitable treasure. Most of the locations are worthy of a full blown scenario.
The main inhabitants of the locations are given primarily in case the PCs assault Kostchtchie and retreat, allowing the demonlord to gather some of his minions to him and possibly to mount a raid on the PCs, even if that involves crossing the planes. For example, if the PCs attack Kostchthcie and retreat to the Material Plane, the demonlord might gather Svafnir and some other forces and attack the PCs using astral projection.
Blackstream Rift:
Rare warmth blasts in great gouts from this glacial rift, which extends leagues into darkness. Periodically, the depths rumble with terrble screams that seem to come from multiple mouths of the same unholy creature. By order of Kostchtchie, several groups of fiendish frost giants stationed along the west edge of the rift routinely deliver sacrifices into the gaping crevasse to appease its master, Gogbehomel, a shivhad who used to rule the demi-plane during Kostchthcie's absence. The creature retreated to the rift after a battle for supremacy against Kostchthcie, which it lost, but rather than face the terrible creature again, the demonlord hopes to appease it with regular sacrifices.
The shivhad will not be an issue for the PCs unless they decide, for some reason, to descend into the rift to encounter it. If so, it is up to the DM to decide how deep the rift is and what else, if anything, might be down there. The shivhad likely did not take much if any treasure down there with it when it fled from Kostchtchie, but some treasure may have fallen into the rift coincidentally. It is theoretically possible for the PCs to contrive some way to try to parley with the shivhad to convince it to aid them against Kostchtchie. The shivhad will have no part of any such scheme, since it believes that it is superior to any PCs (even Heroes of the Gem), and since Kostchtchie defeated him, the demonlord will certainly easily defeat the PCs. If the PCs elect to fight the sivhad and manage to prove they are formidable enough to beat it, then the shivhad might reconsider, but it would much rather, especially if it can get the PCs to admit that their goal is to slay Kostchthcie and then leave, let the PCs and the demonlord spend themselves and then come after whomever remains and does not flee the plane quickly. On the other hand, should the PCs magically compel the shivhad to aid them, then the creature could be an invaluable ally, as even a charm spell would be enough to convince it to ally with the PCs.
|
SHIVHAD CR 21 Absorb Cold (Su) Any cold spell or effect targeted on a shivhad that fails to overcome its SR is absorbed into the creature's body. This effect cures 5 points of damage per level of the spell or effect absorbed. Cold Aura (Su) A shivhad radiates an aura of extreme cold. Any creature within 60 ft of a shivhad takes 3D6 points of cold damage at the beginning of its turn each round. This aura extinguishes nonmagical flames in its area as well. Crush (Ex) A shivhad can drop its body on opponents three or morre size categories smaller than itself (usually, Medium or smaller) as a full-round action, using its weight to crush them. A crush attack affects as many creatures as can fit under the sivhad's space. Each creature in the affected area must succeed on a DC 33 Ref save or be pinned, automatically taking 4D6+11 points of bludgeoning damage. Thereafter, if the shivhad chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes bludgeoning damage each round. Glacier Bond (Su) A shivhad has a mystical bond with its home glacier. As long as it remains on this glacier, it can determine the exact location of any living creatures in contact with the glacier, up to a range of 10 miles. This knowledge grants it a +6 insight bonus to AC and Ref saves against any opponent who is also in contact withh its glacier, and allows the shivhad to pinpoint otherwise hidden or invisible targets with ease. The statistics presented above do not include this bonus. |
There are a total of two dozen fiendish frost giants stationed here, along with three fiendish frost giant clerics. At any time half of this number is stationed at a camp in the center of the western side of the rift, along with one of the clerics. The remainder are usually out on patrol along the rift's western edge. These are mounted upon dire rhinos and consist of two patrols of six giants each led by a cleric.
|
FIENDISH FROST GIANT CR 11 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
|
FIENDISH FROST GIANT CLERIC
CR 13 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
|
FIENDISH WAR DIRE RHINOCEROS
CR 11 Trample (Ex) As a standard action, a dire rhinocreos can trample opponents at least one size category smaller than itself. This attack deals 2D12+15 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Ref save (DC 28) for half damage. |
The Glacier Citadel:
Whenever the muse strikes him, Kostchtchie bellows orders to his followers from the sweeping terrace of this immense ice fortress, carved into a glacier flowing between two mighty peaks. The cracking, jumbled palace serves as the demonlord's personal redoubt and is off limits to all residents of the demi-plane except for the blackguard fiendish frost giants that serve as Kostchtchie's personal bodyguards and enforcers. Huge advanced leucrotta prowl the cavernous passages and feasting chambers within, scattering for safety in the event of one of Kostchtchie's legendary rages.
See Part Three for further details.
Grjotgardheim:
This towering fortress of massive ice blocks is home to Grjotgard, a vampire blackguard frost giant who is commander of Kostchtchie's growing legions. The vampire commands the blackguard legion that serves the demonlord and is pressed with recruiting and forming the burgeoning army with which Kostchtchie hopes to attack the human lands.
Grjotgard's forces consist of twenty four fiendish frost giant blackguards as well as a single fiendish frost giant cleric.
|
FIENDISH FROST GIANT BLACKGUARD
CR 15 Rock Catching (Ex) A frost giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
|
FIENDISH FROST GIANT CLERIC
CR 15 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
|
GRJOTGARD CR 19 Aura of Despair (Su) A blackguard radiates a malign aura that causes enemies within 10 ft of him to take a -2 penalty on all saving throws. Children of the Night (Su) Monstrous vampires command the lesser creatures of the world and once per day can call forth 1D6+1 fiendish rat swarms, 1D4+1 fiendish bat swarms, or a pack of 3D6 fiendish wolves as a standard action. These creatures arrive in 2D6 rounds and serve the monstrous vampire for up to 1 hour. Create Spawn (Su) A creature slain by a monstrous vampires energy drain rises as a vampire spawn 1D4 days after burial. If the monstrous vampire instead drains the victims Con to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a monstrous vampire if it had 5 or more HD. In either case, the new monstrous vampire or spawn is under the command of the monstrous vampire that created it and remains enslaved until its masters destruction. At any given time a monstrous vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed monstrous vampires or vampire spawn. A monstrous vampire that is enslaved may create and enslave spawn of its own, so a master monstrous vampire can control a number of lesser monstrous vampires in this fashion. A monstrous vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a monstrous vampire or vampire spawn cannot be enslaved again. Dominate (Su) A monstrous vampire can crush an opponents will just by looking onto his or her eyes. This is similar to a gaze attack, except that the monstrous vampire must use a standard action, and those merely looking at it are not affected. Anyone the monstrous vampire targets must succeed on a DC 23 Will save or fall instantly under the monstrous vampires influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Drain Blood (Ex) A monstrous vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1D4 points of Con drain each round the pin is maintained. On each such successful attack, the monstrous vampire gains 5 temporary hit points. Energy Drain (Su) Living creatures hit by a monstrous vampires slam attack (or any other natural weapon the monstrous vampire might possess) gain two negative levels. For each negative level bestowed, the monstrous vampire gains 5 temporary hit points. A monstrous vampire can use its energy drain ability once per round. Fast Healing (Ex) A monstrous vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a monstrous vampire forced into gaseous form has no effect. Once at rest in its coffin, a monstrous vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su) As a standard action, a monstrous vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Rock Catching (Ex) A frost giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. Spider Climb (Ex) A monstrous vampire can climb sheer surfaces as though with a spider climb spell. Monstrous Vampire Weaknesses Repelling a Monstrous Vampire Monstrous vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things dont harm the monstrous vampirethey merely keep it at bay. A recoiling monstrous vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a monstrous vampire at bay takes a standard action. Monstrous vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all. Slaying a Monstrous Vampire Reducing a monstrous vampires hit points to 0 or lower incapacitates it but doesnt always destroy it (see the note on fast healing). However, certain attacks can slay monstrous vampires. Exposing any monstrous vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a monstrous vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a monstrous vampires heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creatures head and fill its mouth with holy wafers (or their equivalent). |
|
FIENDISH BAT SERVANT OF GRJOTGARD
CR m/a * A fiendish bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. |
The Howling Rift:
Wind rips through this jagged rift to create a keening scream that echoes throughout the demi-plane. Deep within the crevasse, icy tunnels hide the birthing warrens of a huge colony of fiendish frost worms. The overcrowded caverns occasionally belch forward new littlers of fresh young, who emerge on the surface in raveous desperation.
|
FIENDISH FROST WORM CR 14 Cold (Ex) A frost worms body generates intense cold, causing opponents to take an extra 1D8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits. Death Throes (Ex) When killed, a frost worm turns to ice and shatters in an explosion that deals 12D6 points of cold damage and 8D6 points of piercing damage to everything within 100 feet (Reflex half DC 22). Trill (Su) A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1D4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worms trill for 24 hours. The effects caster level is 14th. * A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment. |
Stoldottir Gate:
This gate is where the colour pool leading from the Astral Plane to this demi-plane emerges. As such, several squadrons of fiendish frost giants are stationed here to attack any intruders and deal with other visitors. It was here that the ki-rin Korribikoru was blown by the psychic storm and was ambushed.
|
FIENDISH FROST GIANT CR 11 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
Svafnir's Lair:
A scab of ice and snow caps this immense mountain peak, named for the great wyrm white dragon that dwells at its zenith. The proud, fiercely territorial beast serves Kostchtchie as a mount in important battles, recognizing the demonlord as the only superior being on the demi-plane. The dragon was brought here, along with her hoard, from the Material Plane by Kostchtchie. She was an ally of the Fimbul who has turned to Kostchtchie as a means of gaining revenge against humankind and to avoid coming into conflict against the demonlord.
She tolerates the presence of a tribe of fiendish fensir who dwell in a connected series of caves that honeycomb the mountain and virtually worship her as a protective goddess.
Svafnir disdains the use of magic items, considering them merely as treasure and a form of status, but refusing to use them as a "crutch". Her hoard contains a tremendous amount of items and coins, but she will not wield them in battle.
|
SVAFNIR CR 21 Crush (Ex) This special attack allows a flying or jumping Svafnir to land on opponents as a standard action, using her whole body to crush them, causing 4D6+19 points of bludgeoning damage. Crush attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as can fit under the dragons body (20 ft by 20 ft). Creatures in the affected area must succeed on a DC 36 Reflex save or be pinned, automatically taking 4D6+19 bludgeoning damage during the next round unless Svafnir moves off them. If Svafnir chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they dont escape. Freezing Fog (Sp) It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell (DC 29 Ref save to avoid falling). Svafnir is immune to the grease effect because of her icewalking ability. This ability is the equivalent of a 5th-level spell. Frightful Presence (Ex) Svafnir can unsettle foes with her mere presence. The ability takes effect automatically whenever Svafnir attacks, charges, or flies overhead. Creatures within a 360 ft radius are subject to the effect if they have 35 HD or less. A potentially affected creature that succeeds on a DC 32 Will save remains immune to Svafnirs frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4D6 rounds and those with 5 or more HD become shaken for 4D6 rounds. Dragons ignore the frightful presence of other dragons. Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Svafnir climbs must be icy. It is always in effect. Keen Senses (Ex) Svafnir sees four times as well as a human in shadowy illumination and twice as well in normal light. Rend (Ex) If Svafnir strikes the same opponent with two claw attacks, she automatically deals 4D8+19 points of damage. She cannot grab an opponent at the same time she rends that opponent. Snatch (Ex) Svafnir can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If Svafnir gets a hold on a creature Medium or smaller, she squeezes each round for automatic bite or claw damage. A snatched opponent held in Svafnirs mouth is not allowed a Ref save against her breath weapon. Svafnir can drop a creature she has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1D6 points of damage per 10 feet traveled. If Svafnir flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. Tail Sweep (Ex) This special attack allows Svafnir to sweep with her tail as a standard action. The sweep affects a half circle 30 ft in diameter, wherein Small or smaller opponents take 2D6+19 points of bludgeoning damage, Ref save DC 36 for half damage. |
The tribe of fiendish fensir that dwells inside Svafnir's mountain number 20 adults plus another 7 noncombatant younglings. They are led by a powerful fensir frostmage named Cambrinnsmitter.
DM's should alternate the spells prepared amongst fensir encountered.
|
FIENDISH FENSIR CR 6 Once per round, a fensir that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The fensir must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A fensir can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. Fensirs have a +1 racial bonus on attack rolls when throwing rocks. Sunlight Vulnerability (Ex) If a fensir is caught out in sunlight, it turns into stone as if by a flesh to stone spell without a save. If in the area of a sunbeam or sunburst spell, a fensir must make a Fort save or be turned to stone, in addition to the normal effects of the spell. Fensirs can sense automatically when the sun is about to set or rise up to 1 hour ahead of the event. |
|
CAMBRINNSMITTER CR 13 Once per round, a fensir that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The fensir must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A fensir can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. Fensirs have a +1 racial bonus on attack rolls when throwing rocks. Sunlight Vulnerability (Ex) If a fensir is caught out in sunlight, it turns into stone as if by a flesh to stone spell without a save. If in the area of a sunbeam or sunburst spell, a fensir must make a Fort save or be turned to stone, in addition to the normal effects of the spell. Fensirs can sense automatically when the sun is about to set or rise up to 1 hour ahead of the event. |
Volstaad:
The bloody small town off Volstaad serves as the primary gathering place of Kostchtchie's army and followers. Kostchtchie warped many of the ancestors of the fiendish frost giants here ages ago, and he has personally gathered these tribes into the Iron Wastes, so that the hetman of each tribe believes himself to have the ear of the demonlord as an honoured favourite. Disagreements over who better serves the great demonlord frequently end in brutish festivals of savage warfare.
There are a total of 150 adult fiendish frost giants here, formed into three tribes of 50 each. Each tribe is ministered to by a cleric and led by a hetman.
|
FIENDISH FROST GIANT CR 11 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
|
FIENDISH FROST GIANT CLERIC
CR 13 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
|
FIENDISH FROST GIANT HETMAN
CR 15 Rock Catching (Ex) A frost giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
Part Three - The Glacier Citadel:
The citadel has not been mapped out. It is a massive structure composed entirely of glacial ice that seems to sprout directly out of the glacial ice between two tall peaks. Most of it is empty of both creatures and furnishings, as Kostchtchie has yet to take the time to tend to it. In fact, the outer portions of the citadel seem to grind and move slowly of their own accord, as if they were still part of an active glacier. As such, cracks and rents pierce the perimeter of the citadel, and sometimes great collapses occur. When this happens, Kostchtchie has his frost mages and frost giants rebuild the crumbled portions. It should be apparent to the PCs, from the size of the structure, that it will take at least several hours of exploration to locate Kostchtchie without some sort of magical aid.
The ice of the citadel is magical, and cannot be easily melted or pierced. The hewn ice ice walls have a hardness of 16, 120 hit points, a break DC of 70, and a climb DC of 55. Floors are hewn ice, requiring a DC 15 Balance check to run or charge. Doors in the place are magically treated hewn ice slabs (hardness 8, hp 80, break DC stuck 35 and locked 48). Stairways are ice stairs, increasing the DC of Balance and Tumble checks by 10 and prohibiting running or charging.
Unless otherwise indicated, the interior of the citadel is dark, though the outer portions often have cracks allowing the twilight of the plane to diffuse into the place. Temperature inside is always severe cold.
Citadel Denizens:
Hound of Kostchtchie:
Kostchtchie's favoured pets roam the halls of the citadel in great numbers. These are a unique breed of huge fiendish leucrottas, creatures that so delight in cruelty and rage that the demonlord considers them kindred spirits. Such beasts are known as hounds of Kostchtchie and roam in packs of 1D4. At least 80 of these creatures roam the citadel.
|
HOUND OF KOSTCHTCHIE CR 15 Iron Guts (Ex) A hound of Kostchtchie has a +4 racial bonus on Fort saves against disease and poison. Mimicry (Ex) A hound of Kostchtchie has the ability to mimic animal cries and voices in any language. It can duplicate the voices of its victims, including screams, with uncanny accuracy. A hound of Kostchtchie has a +8 racial bonus on Bluff checks made to imitate another's voice, and it uses its Wis modifier (instead of Cha) when making Bluff and Disguise checks. Poison (Ex) Injury, Fort DC 29, initial and secondary damage 1D6 Str. Sure Footed (Ex) A hound of Kostchtchie has a +4 racial bonus on Balance checks, and it ignores movement penalties for moving on slopes. However, a hound of Kostchtchie lacks hands and thus cannot climb ropes or vertical walls. |
Mavawhan:
These are one of the few tanar'ri that Kostchtchie will have anything to do with. They are native to the demi-plane, having dwelt here since Lothar's time, and they now serve the demonlord in his citadel, in addition to running feral on the verges of the demi plane. They are encountered in flights of 2D6, and there are at least 120 of these creatures in service to Kostchtchie.
|
MAVAWHAN CR 9 Freezing (Su) A ceature damaged by a mavawhan's sting attack is injected with a terrible fluid that quickly freezes the victim from the inside out. The victim must make a DC 22 Fort save each round to resist taking 1D6 points of cold damage and 1 point of Dex damage from this creeping freezing liquid. This freezing continues for 5 rounds before it ends. Any magical fire damage applied to the victim immediately ceases the damage as well, but resistance to poison or disease offers no protection against this supernatural attack. The effects of multiple stings are cumulative. Icewalking (Ex) A mavawhan can move across icy surfaces with complete ease. It can even move across vertical or inverted icy surfaces, as if under the effects of spider climb (although the mavawhan moves at its normal speed when doing so). Summon Tanar'ri (Sp) Once per day, a mavawhan can attempt to summon 1D4 babaus or one mavawhan with a 50% chance of success. This ability is the equivalent of a 4th level spell. |
Entering the Citadel:
Entrance into the citadel should be no problem. Kostchtchie does not concern himself with security or wards, considering himself strong enough to repel any threat. The PCs can simply attempt to walk into the front door of the place, a gaping maw some 40 ft square that enters into the a massive hallway that runs deep into the massive ice structure. The way is akilter from the churning glacier, and bears no valves across its face.
Similarly, various cracks in the fortress walls as well as open windows can be entered, some of these high above the ground. There are also towers with roofs that can be alighted upon which contain ice doors that enter the citadel.
At any given time, a full flight of twelve mavawhans guard the approaches to the fortress. Unless the PCs can apprach and enter unseen, they will be subject to attack from this flight. The demons are too bloodthirsty to bother to raise an alarm or otherwise alert Kostchtchie.
Within the Citadel:
Wandering encounters within the citadel are left to the DM's discretion. These can include hounds of Kostchtchie, mavawhans, and possible fiendish frost giants on some business in the citadel. The DM is encouraged to design interesting encounters utilizing interesting set pieces of terrain within the citadel...perhaps a fight along a spiral staircase of slippery ice, or a combat across an ice bridge spanning a chasm within the citadel.
Several set piece encounters are presented below. The DM should have the PCs encounter these as they attempt to approach Kostchtchie's throne room, where the demonlord awaits their pleasure.
Travel times given for each encounter assumes the PCs are exploring carefully. If they have some magical means to locate Kostchtchie, or somehow know where they are heading, then the DM can reduce the travel times to 25% of normal.
Encounter #1 - The Hounds (EL 20):
This encounter should be relatively soon after the PCs enter the citadel (perhaps 1D3 minutes). It should, in fact, be their first introduction to the hounds of Kostchtchie.
![]() |
The PCs will enter from the north.
| This large chamber of ice looks akilter, as if some great force pushed the far half of the place to the west. The sheer walls give way to a ceiling some 25 ft overhead. In the center of the chamber, vague shapes seem to be encased under the ice floor. The shapes appear vaguely Medium size. Beyond a narrower passageway heads southeast from the chamber. |
If the shapes and voices are approached, the PCs will note four shapes at area A on the map. The shapes appear to be humanoid, standing upright about a foot or two under the ice floor. At least one shape has feathery wings, and a DC 30 Spot check will determine that the figures are a male high elf, a female wood elf, one is an astral deva, and another a bralani eladrin. The latter would require a DC 20 Knowledge (planes) check to properly identify, otherwise simply appearing as a strange looking elf. The two elves are dressed in elvish robes and cloaks and appear to be mages or sorcerers. The deva is dressed only in a white loin cloth. The bralani is dressed in a blue and white tabard emblazoned with the holy symbol of Galasiria set over a chain shirt, with a sheathed longsword at its belt.
Two flanking sections of the wall are actually a thin film of ice. It would take a DC 30 Spot check or a DC 20 Search check to notice the difference. Behind this thin film of ice are two additional portions of the chamber. The ice film has a hardness of 2 and 5 hit points and a break DC of 10. They magically repair at a rate of 1 hit point per round.
Area D is another thin film of ice covering a deep pit. The ice film here is thin enough to collapse with as little as 10 lbs of weight set upon it. It takes a DC 30 Spot check or a DC 20 Search check to notice the film.
| Ice-Spike Pit Trap: CR 6; mechanical; location trigger; manual reset; DC 20 Ref save avoids; 60 ft deep (6D6, fall); pit ice spikes (Atk +10 melee, 1D4 spikes for 1D4 plus 1D6 cold each); Search DC 20; Disable Device DC 20 |
Creatures: A pack of 6 hounds of Kostchtchie hides here, three behind each of the ice films at areas B and C.
|
HOUND OF KOSTCHTCHIE CR 15 Iron Guts (Ex) A hound of Kostchtchie has a +4 racial bonus on Fort saves against disease and poison. Mimicry (Ex) A hound of Kostchtchie has the ability to mimic animal cries and voices in any language. It can duplicate the voices of its victims, including screams, with uncanny accuracy. A hound of Kostchtchie has a +8 racial bonus on Bluff checks made to imitate another's voice, and it uses its Wis modifier (instead of Cha) when making Bluff and Disguise checks. Poison (Ex) Injury, Fort DC 29, initial and secondary damage 1D6 Str. Sure Footed (Ex) A hound of Kostchtchie has a +4 racial bonus on Balance checks, and it ignores movement penalties for moving on slopes. However, a hound of Kostchtchie lacks hands and thus cannot climb ropes or vertical walls. |
Tactics: The hounds are using their voice mimicry ability and the unique configuration of the room to throw their voices so that it appears that the shapes under the ice at area A are speaking and pleading for release. The houds will wait until one or more of the PCs is investigating area A up close, and will then spring to the attack, bursting through the ice film. The hounds know of the pit at area D and will try to bull rush opponents into the trap. Even after the trap is sprung, the hounds will attempt to ram victims into it.
Development: The shapes under the ice are dead bodies, preserved by the cold.
Treasure: The bodies under the ice have little of value on them. The bralani's chain shirt is normal and the sword is broken in twain. However, each has a divine scroll of inflict light wounds (CL 1) on its person, so that anyone using detect magic or arcane sight will note the presence of magic and be further tempted to investigate the shapes.
Encounter #2 - The Chasm (EL 19):
This encounter can take place some 3D10 minutes after encounter #1. The DM should inform the PCs that they come across, from time to time, chasms and crevasses cutting through rooms and hallways, many too far to jump. The PCs should inform the DM how they intend to cross such obstacles, including how they will cross the ones with bridges of ice. Once the PCs have set forth a procedure, then the DM should introduce this encounter while the PCs are in the midst of the crossing. If necessary (for example, such crossings use up resources), the DM can presume that there are 1D3 crossings prior to this one, the last one 1D10 minutes prior to this crossing.
![]() |
The PCs will have entered from
the south. Once the DM sets up the PCs in the midst of their crossing,
read the description below.
|
This large chamber of ice looks as if it has once possibly been a single smooth-floored chamber. It is apparent, however, that a glacial fault line has run right through the center of the chamber, and this fault has shifted, resulting in a large chasm that crosses the center of the chamber. The chasm is about 80 ft wide, and is spanned by a 10 ft wide span of ice that has been set across the chasm much like a log across a river. The span is 5 ft thick, and therefore the ice must be enchanted or reinforced in order to be able to even support its own weight. Across the chasm is the other half of the room's floor, and a passageway at the far end that proceeds to the northeast. The ceiling rises up between 50-60 ft, with jagged shards of ice jutting down over the chasm. The west and east ends of the chasm are blocked by immense jumbled walls of ice that have been ground together by glacial action. Even now the ice creaks and groans under the continuing pressure. The chasm is 80 ft deep, and ends in a V-shaped valley. |
The dragon, Izssery'fin, has not brought his hoard with him, as he considers it safer left at home with his various guardians and traps. Instead, being somewhat of a loner and desiring not to be bothered by the hounds of Kostchtchie that roam the citadel halls, he has elected to rest in a cave he has dug into the south wall of the chasm using his Power Attack feat. The cave is located at the bottom of the chasm, to the east as indicated on the encounter map. It is set flush against the sheer vertical walls of the chasm, such that it is not easy to see until the chasm is more than halfway crossed, and even then the person must be looking specifically at the eastern portion of the rift to spot it.
The cave is 20 ft wide by 20 ft tall and extends back 50 ft.
|
IZSSERY'FIN CR 19 Crush (Ex) This special attack allows a flying or jumping Izssery'fin to land on opponents as a standard action, using its whole body to crush them, causing 4D6+21 points of bludgeoning damage. Crush attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as can fit under the Izssery'fins body (20 ft by 20 ft). Creatures in the affected area must succeed on a DC 31 Reflex save or be pinned, automatically taking 4D6+21 bludgeoning damage during the next round unless Izssery'fin moves off them. If Izssery'fin chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they dont escape. Force Resistance (Ex) Izssery'fin has a +4 racial bonus on saves against force-based spells and effects. Freedom of Movement (Su) Izssery'fin can move and attack normally despite any magic that usually impedes movement, such as hold monster, paralysis effects, slow fog, slow, and web spells. Frightful Presence (Ex) Izssery'fin can unsettle foes with his mere presence. The ability takes effect automatically whenever Izssery'fin attacks, charges, or flies overhead. Creatures within a 240 ft radius are subject to the effect if they have 29 HD or less. A potentially affected creature that succeeds on a DC 30 Will save remains immune to Izssery'fins frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4D6 rounds and those with 5 or more HD become shaken for 4D6 rounds. Dragons ignore the frightful presence of other dragons. Keen Senses (Ex) Izssery'fin sees four times as well as a human in shadowy illumination and twice as well in normal light. Strength of Will (Ex) Izssery'fin has a +4 morale bonus on saves against charm and compulsion effects. Tail Sweep (Ex) This special attack allows Izssery'fin to sweep with his tail as a standard action. The sweep affects a half circle 30 ft in diameter, wherein Small or smaller opponents take 2D6+21 points of bludgeoning damage, Ref save DC 31 for half damage. |
Tactics: While Izssery'fin is normally at repose in his lair, he is still quite alert, and usually has his head right at the entrance to his lair. Unless the PCs can contrive to move absolutely silently across the chasm and not come within 60 ft of the dragon's cave opening, he will be aware of them and will attack. He will not use his orb of storms, as the storm of vengeance will hinder his maneuverability. Instead, his first act will likely be to cast maze on the most improsing warrior-type in the group, and then open with a crushing despair breath before attempting to take another foe out with his resilient sphere. Beyond that, he is comfortable staying at range and simple bombarding foes with his disruptive force breath weapon, shaping it into a cone if necessary.
If forced to fight, he will attempt to use his Wingover feat and Adroit Flyby Attack to harrass his foes without suffering attacks in return. If that turns out to be difficult, he will use his crush attack and his Tumble skill to place himself in the best melee position, confident that he can always escape by using his Tumble skill to fly up out of combat without provoking attacks of opportunity.
At first, the dragon will consider the PCs simple prey, easy to handle. When this turns out not to be the case, if the combat seems to be going against him, he will flee, attempting to first gather his yugoloth friends and then warning Kostchtchie that intruders are present in the citadel.
If the PCs flee from Izssery'fin, the dragon will pursue them.
Development: The dragon's cave is empty, save for the eaten corpses of several mavawhans and a hound of Kostchtchie. If Izssery'fin chooses to flee to the yugoloths, it will take him a full 10 rounds moving at a speed of 200 ft to reach them. Most of the corridors in the citadel are at least 20 ft wide, enough for him to fly, though there are enough turns and twists that even with his Wingover feat, he will have to land sometimes and scamper at his land speed. Once he warns the yugoloths, who will form up to hunt the PCs, he will take another 10 rounds to reach Kostchtchie, and will be encountered with the demonlord.
Encounter #3 - Kostchtchie's Throneroom (EL 22):
This encounter will take place 2D10 minutes after encounter #2.
![]() |
The passageway leading to Kostchtchie's
throneroom is a 30 ft wide by 20 ft tall straight hall that extends
for 80 ft before reaching a massive set of double ice slab doors.
The doors are closed and require a DC 20 Str check to push open.
|
This grand chamber of ice has a vaulted ceiling some 30 ft overhead. To either side of the doorway, giant-sized ice stairs rise to galleries that form a balcony of ice 15 ft high along each of the side walls. The galleries have side walls 8 ft tall. In the center of the chamber is a pit 30 ft wide by 70 ft long. The sides of the pit are sheer at the top, and from its depths comes a column of steam hissing up to the ceiling, where droplets of ice then cascade back down into the pit. At the far end of the chamber is a three tiered dais upon which is set, incongruously a lush velvet and teak throne of immense proportions. The throne is set with precious gems and gold and silver inlays of all sorts, as well as mother-of-pearl carvings along its sides. The whole area is infused with a grim aura of brooding malevolence, which manifests in furtive shadows that play amongst the ice crystals and sibilant whispers that echo through the chamber. |
In addition, Kostchtchie has cast two symbols of weakness in this chamber. Kostchtchie, Kostchctchie's Son, and Kuthirsjarn are all attuned to both symbols and cannot be affected by them. The first is set into the floor 30 ft south of the double doors. The symbol is set to trigger whenever any good aligned creature looks at it. This means, in general, the moment the ice doors are opened, the symbol will activate. The second symbol is set into the front backrest of Kosthctchie's throne. It is not visible when the demonlord is sitting on it, but is visible when he stands up and leaves the throne. This symbol is set to activate upon anyone who looks upon it.
The pit is 200 ft deep and ends in a geothermal hot spring that is scalding hot. Anyone falling into the sheer-walled pit suffers 10D6 damage from the fall and then suffers the same fate as if having been submerged in lava. The scalding water deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the pit), which deals 20d6 points of damage per round. Damage from the water continues for 1 round after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). An immunity or resistance to fire serves as an immunity to the scalding water. However, a creature immune to fire might still drown if completely immersed in the water.
Kostchtchie keeps this pit open, despite the heat it generates, as a means of theatening his cold minions. His favourite tactic is to use telekinesis to bull rush a victim over the side of the pit and into the scalding steam, which will quickly destroy most cold subtype creatures. However, he is certainly not above using this tactic against other enemies as well.
Creatures: Kostchtchie will be in his throne, even if he knows the PCs are coming. Kostchtchie's Son (he has no proper name) will be standing on the dias to the right of his father. Kuthirsjarn will be atop the east balcony. If the tarterian dragon has fled to this room, it will be atop the west balcony, well hidden behind the balcony wall until the fight breaks out.
Kostchtchie's Son is the offspring of the demonlord and Kuthirsjarn many years ago. The demonlord coupled with the giantess and then resumed his wanderings without giving her or his son another thought, but when Kosthtchie began to muster allies, his son and his son's mother answered the call. Kuthisjarn had never given her son a name, hoping that Kostchtchie would one day honour his offspring by naming him, but ungrateful demonlord merely refers to him as "The Son".
|
KOSTCHTCHIE'S SON CR 15 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
Kuthirsjarn is the mother of Kostchtchie's Son. She is loyal to the demonlord despite his frequent mistreatment of her and occasional beatings. She is now too old to bear another child for Kostchtchie, but still serves as his advisor and his servant.
|
KUTHIRSJARN GIANT CR 15 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
If Kuthirsjarn sounds her iron horn of valhalla, then use the following statistics for the barbarians summoned. These appear as blue skinned humans.
| VALHALLA BARBARIAN
CR n/a Male human Barbarian 5 N Medium construct Init +2; Senses Listen +9, Spot +1 Languages Giant AC 18, touch 12, flat-footed 18; improved uncanny dodge hp 58 (5 HD) Fort +8, Ref +3, Will +2 Spd 40 ft (8 squares) Melee battle axe +8 (1D8+3) Ranged composite longbow +7 (1D8+3) Space 5 ft; Reach 5 ft Base Atk +5; Grp +8 Atk Options rage 2/day Combat Gear battle axe, composite longbow (+3 Str bonus), arrows (20) Abilities Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 8 SQ construct traits, fast movement, illiteracy, trap sense +1 Feats Combat Reflexes, Dodge Skills Climb +11, Intimidate +7, Jump +11, Listen +9 Possessions combat gear, chain shirt, heavy wooden shield |
Kostchtchie is in no mood to parley. He never is. This unsubtle entity will simply leap to the attack once he sees the PCs enter his throne room.
|
KOSTCHTCHIE CR 21 Rock Catching (Ex) Kostchtchie can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if he would normally be hit by a rock, Kostchtchie can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) He must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) Kostchtchie can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments of 140 ft each. Stunning Blow (Su) Kostchtchie's attacks are particularly powerful. Each time he critically hits an opponent, that opponent is automatically stunned for 1 round unless he makes a DC 36 Fort save (DC 29 when Kostchtchie is raging). Summon Tanar'ri (Sp) Once per day, Kostchtchie can automatically summon 2D4 babaus or 1 goristro. This ability is the equivalent of a 9th level spell (CL 20). True Seeing (Su) Kostchtchie is under the constant effect of true seeing. This effects cannot be dispelled. |
If Kostchtchie elects to summon a tanar'ri, he will usually summon a goristro.
|
GORISTRO CR n/a Rock Throwing (Ex) A goristro is trained to throw rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments of 150 ft each. See Invisibility (Ex) A goristro constantly sees invisible creatures, as if under the effect of a see invisibility spell. This ability cannot be dispelled. Stamp (Su) Up to 3/day, a goristro can produce a shock wave that sends its foes careening off-balance by stamping on the ground as a standard action. The shock wave lasts for 1 round and duplicates te effects of an earthquake spell in an 80 ft radius around the goristro. The goristro and others of its kind are unaffected by the earthquake. |
Tactics: Unless they are disguised, Kostchtchie and Kuthirsjarn will instantly recognize the PCs as formidable foes and will not hold back. They will alert Kostchtchie's Son to this fact immediately, as a free action.
Kostchtchie's first act is likely to be summoning a goristro. This creature will then seek to bull rush victims into the scalding pit or use its Awesome Blow feat to push them in, though it will likely use its first action to cast levitate on itself so as to avoid becoming a victim of the pit itself. Given the PCs may have fallen under the sway of the first symbol of weakness, they should be easy to bull rush. However, DMs should note that the goristro is not attuned to either symbol, and can be affected by them.
While the goristro fights, Kostchtchie will use his spell-like abilities. He will save his harm spell for a fighter-type that threatens him, since he knows that warriors have weak wills. He will use his telekinesis to try to fling victims into the scalding pit or to disarm foes with impressive looking weapons ro hand-held magic items (such as Eracuss' staff of the magi).
Meanwhile, Kostchtchie's Son will also leap into the fray after casting unholy aura and then a horrid wilting to soften up the PCs. If he can he will also try a blasphemy spell, though he is smart enough to know it is unlikely to affect many of the Heroes of the Gem.
Kuthirsjarn will try to remain out of the combat as much as possible, despite being a formidable foe. She will first quaff her potion of barkskin, and then sound her iron horn of valhalla. By then all of the various allies of Kostchtchie should be present, and she will have moved towards the combat, so she will cast her haste spell to greatest effect. After that she will use her ray of dizziness and then either continue with her spells or cast wind armour and then wade into combat while inspiring courage.
Both Kostchtchie's Son and Kuthirsjarn will fight to the death as long as Kostchtchie is still around. The demonlord will certainly remain in the fight as long as he can, and if the PCs can put up enough of a challenge and use a Bluff or Diplomacy check to overcome Kostchtchie's Sense Motive check, they can enrage the demonlord so much that he will not think of fleeing, instead fighting to the death. It is up to the PCs to figure this out, however.
Otherwise, should the battle become an obvious loss for Kostchtchie, he will not hesitate to use his greater teleport spell to flee in order to gather reinforcements and reclaim his citadel.
DMs should remember that the magic circle against good effects attached to the unhallow spells prevent non-evil aligned creatures from being summoned into the area.
Developments: If Kostchtchie is killed, the PCs can deploy their ritual gem. Once the gem is pressed into the demonlord's forehead, it will suddenly glow emerald green and a green line of energy will shoot out of the gem, through the citadel walls, and high into the sky, eventually piercing the dome of the demi-plane. The beam will last for 1 minute, as Korvar completes the ritual, and will then wink out, the gem now a worthless piece of crystal.
The Mercenaries (EL 19):
Kostchtchie has hired a group of yugoloth mercenaries to supplement his burgeoning forces. These fiends lair in the citadel, but will not necessarily be encountered by the PCs. They can come into play in some circumstances, including:
If alerted by the tarterian dragon, the yugoloths will fly towards the dragon's lair, also working to cut off the PCs before they reach Kostchtchie's throne room. The yugoloths hope to have the fun and reward of defeating and looting intruders on their own.
The mercenaries are led by an ultraloth named Urguinil'rith. He is the brains of the group, and its magician, and although he is the strategic leader of the group, he defers tactical decisions to Ber'yl'vrith, a nycaloth commander. Ber'yl'vrith leads a troop of six nycaloths, while Urguiil'rith has two canoloths as pets. When on the move, nycaloths carry the canoloths, while Ber'yl'vrith carries Urguinil'rith.
|
CANOLOTH CR 5 Improved Grab (Ex) To use this ability, a canoloth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking attaks of opportunity. It can pull a grabbed opponent of Medium or smaller size into its mouth in the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn't paralyzed (see below). Paralysis (Ex) Those hit by a canoloth's tongue attack must succeed on a DC 17 Fort save or be paralyzed for 1D6+2 minutes. Summon Yugoloth (Ex) Once per day, a canoloth can attempt to summon a mezzoloth or 1D3 canoloths with a 40% chance of success. |
|
NYCALOTH CR 10 Improved Grab (Ex) To use this ability, a nycaloth must hit with 2 claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to either deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below). Liftoff (Ex) A nyaloth can only use this ability when airborne. A nyaloth that gets a hold on a nonflying opponent of Medium or smaller size an ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth's fly speed drops to 60 ft and it takes a -3 penalty on Hide and Move Silently cheks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can't carry a load of more than 800 pounds. Rake (Ex) Attack bonus +18, damage 1D6+2. A nycaloth that gets a hold can make two rake attacks with its hind legs. Summon Yugoloth (Ex) Once per day, a nycaloth can attempt to summon another nycaloth or 1D3 mezzoloths with a 30% chance of success. |
|
BER'YL'VRITH CR 10 Improved Grab (Ex) To use this ability, a nycaloth must hit with 2 claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to either deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below). Liftoff (Ex) A nyaloth can only use this ability when airborne. A nyaloth that gets a hold on a nonflying opponent of Medium or smaller size an ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth's fly speed drops to 60 ft and it takes a -3 penalty on Hide and Move Silently cheks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can't carry a load of more than 800 pounds. Rake (Ex) Attack bonus +18, damage 1D6+2. A nycaloth that gets a hold can make two rake attacks with its hind legs. Summon Yugoloth (Ex) Once per day, a nycaloth can attempt to summon another nycaloth or 1D3 mezzoloths with a 30% chance of success. |
|
URGUINIL'RITH CR 13 Summon Yugoloth (Ex) Once per day, a nycaloth can attempt to summon 1D4 nycaloths, 1D6 mezzoloths, or another ultraloth with a 35% chance of success. |
Experience Points:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:
There are no specific story bonuses for this scenario.