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Flowers in the Battle
A Therran Scenario for a party of PCs of ECL 17

 

Summary:

The PCs must raise an army to fight a flowery battle against the sun priests of Azlan.

Assumptions:

The PCs have completed the scenario "The Book of Revelations - Part Two" and have recovered the Spellbook of Karsus. One PC is a wizard.

Location:

Xbalanque temple in Xonochouco

Historical Date:

710 A.C. winter.

DM's Introduction:

From past events, the PCs and the trio of worthies that includes Pizotzin the priest of Xbalanque, Malinal, the priestess of Hunaphu, and Yayauhqui, the enigmatic "madman" leader of the karsites, believe that the PCs from Jerranq were brought to Sazhansiir by the gods in order to bring the gift of wizardry to the peoples of Azotchtla. In order to do this, the PCs sought to recover the spellbook of Karsus from the clutches of the yuan-ti. It was felt that if Karsus, an acknowledged hero of Azotchtlan history, were the source of wizardly learning, then it would make the concept of teaching this arcane lore to Azotchtlans palatable.

Indeed, without this spellbook proving that wizardry is the lore and craft of Karsus, it would be impossible for the PCs and the trio to have any chance to disseminate wizardry to the Azotchtlans. But now that the book is recovered, the prospect of getting the populace to accept wizardry, even stemming from the lore of Karsus, still proves quite daunting. To this end, after hearing more about other information the PCs learned during their sojourn in V'ssanaqua'ss, the trio comes up with a daring plan...

Part One - The Plan

The PCs have recovered the Spellbook of Karsus from the yuan-ti city of V'ssanaqua'ss and have transformed back to their natural forms after posing as broodguards for a long period of time.

Once they let Pizotzin know they have returned, he will summon Malinal and Yayauhqui and request to see the spellbook. The trio will examine the book and, with the permission of the PCs, cast spells like legend lore in order to determine the authenticity of the tome. The trio will also ask the PCs to tell them what they learned during their time in V'ssanaqua'ss. Given the fact that the PCs have been in a unique position ot scout the city and to learn about yuan-ti internecine politics, city defenses, et al, any information the PCs can impart would be invaluable.

Assuming the PCs disgorge all or most of the information they learned at V'ssanaqua'ss, when they describe the contents of the mural in the central atrium of the Dome of the Tail, the trio will be clearly shocked and amazed. They will grill the PCs on the details of this mural and will even fetch a dozen divine scrolls of silent image from the nearby trickster temple so that one of the PCs who can use such a scroll (assuming at least 1 is able) can create an image of the mural.

The trio will note the similarity between the mural's depiction of the mystic vortex and the description by the PCs of the vortex that brought them from Sazhansiir. If the PCs agree that the two appear similar, the trio will become quite thoughtful. They will then excuse themselves, asking the PCs to return in a week after they consult amongst themselves and perform divinations regarding all that they have learned. The PCs are welcome to take the spellbook with them.

After a week, the trio will summon the PCs and gather in a very secret meeting room deep beneath the Xbalanque temple. There, Pizotzin will outline their suggested plan.

First, Pizotzin will point out the various groups that will be threatened by the prospect of Azotchtlans learning wizardry:

The Scaled Ones: Obviously, this will be the group most directly opposed to this prospect. Scaled ones have had a distinct advantage due to their access to arcane magic. This advantage would be lost if the Azotchtlans practiced wizardry. Pizotzin does not think the scaled ones knew what potential the spellbook had, or they likely would have destroyed it on sight, and for now the scaled ones likely believe that some southern enclave of yuan-ti have dared to teach broodguards magic and sent them to infiltrate V'ssanaqua'ss and steal the tome as a means of humiliating V'ssanaqua'ss.

Nevertheless, it is only a matter of time before the scaled ones learn not only the potential significance of the spellbook, but also that the humans have it in their possession. Even if they do not find out about it on their own, once the word gets out that wizardry is being taught, they will learn of it and know its source.

As such, the scaled ones will likely do everything in their power to stop the initial dissemination of the lore. Right now, that dissemination is tenuous, resting on a single tome and one (or more) teacher(s) (the PC who has wizard levels). If the scaled ones can eliminate one or both, then they will have succeeded in keeping wizardry from the Azotchtlans. However, once this lore becomes disseminated amongst the Azotchtlans, then the "snakes will be out of the hole" as the Azotchtlans like to say, and there will be no more imperative for the scaled ones to go after the book or the PC wizard.

Therefore, the best means to deal with the scaled ones is to have the wizard PC teach the first batches of students in some very safe and secret spot. The trio invites the PCs to ponder likely locations.

The Fezen: The Fezen will react much like the scaled ones. While Azotchtlan priests have access to some destructive magic (i.e. flame strike, et al), the Fezen have access to more widespread and consistent destructive magic via their invocations. The Fezen believe that this access is all that keeps them free of conquest by the Azotchtlans, who outnumber the Fezen greatly. Therefore, the Fezen will see Azotchtlan wizardry as a threat to their existence and will attept to throttle it before it can be disseminated. However, once the lore is widespread, it is likely their interest will turn to stealing it and securing it for their own use.

As such, responding to the Fezen threat is precisely the same as responding to the Scaled One threat.

The Spellthieves: The spellthieves are the only Azotchtlan group with access to arcane magic. Not only can they cast arcane magic they steal (presumably from scaled ones), but this constant theft of arcane magic results in residual power accumulating within them and this eventually allows them to cast minor arcane magic. Given their current monopoly on Azotchtlan-sanctioned arcane magic, dissemination of wizradry would prove a threat to their uniqueness in Azotchtlan society.

However, although they might lament Azotchtlan wizardry, the spellthieves are not large enough or powerful enough to do much about it, and they would still retain usefulness, as their ability to steal magic is still unparalleled.

The Priesthoods: This is the biggest threat to the dissemination of wizardry. While the scaled ones and Fezen are a threat only until the lore is spread, the priesthood will be a threat for all time. And given its ubiquity in Azotchtlan society and its preeminence in the power structure of the Azotchtlan nations, this threat would be real, continuous, and potentially insurrmountable. Currently, the priesthood enjoys its position at the peak of the Azotchtlan power hierarchy because of its near monopoly on acceptable magic in Azotchtla. Spellthieves are a very small, select group, and incarnum magic is little practiced outside of the incarnum races, which are a small percentage of the Azotchtlan population and often shunted to the peripheries of the Azotchtlan Lands.

Allowing secular elements of Azotchtlan society, including secular rulers who are effectively subordinate to the priesthoods, to learn powerful magic will, of necessity, severely degrade the power of the priesthoods.

After some debate, the trio has concluded that there is likely no way to effectively overcome this opposition, which is sure to include the majority of the Azotchtlan populace and its secular rules. The issue of arcane magic and corruption of the soul is simply too ingrained in the teachings of the priesthoods, and although the PCs have proven to the trio, and a few other elements of Azotchtlan society, that their wielding of arcane magic is not corrupting, it is much too few to make a difference.

Instead, the trio believes that the only way to eventually gain acceptance of wizardry is to undermine the priesthoods with an easier "wedge" issue first. If the prieshood can be so undermined, it might make it possible to then introduce the idea of wizardry and have it accepted by Azotchtlan society. However, even this undermining won't be directly sufficient. Rather...it might set off a chain of events that could succeed.

The trio proposes that this wedge issue be what the PCs saw on the mural in the Dome of the Tail.

Orthodox Azotchtlan lore, taught by the priesthoods for centuries, is that the gods created the Azotchtlans and gave them their lands in Sazhansiir at the beginning of time. The lands given to them were a virtual paradise, and, as such, the Azotchtlans had no reason to learn martial arts or offensive or defensive magics. They built no fortifications or walls.

When the Wormlord and the Progenitors came to this land from across the sea, they were able to easily conquer and enslave the Azotchtlans, who had no means to resist them.

This lore has been used by the Azotchtlans to justify their possession of the Azotchtlan Lands. These are the lands given to them by the gods. It justifies their absolute claim and rulership of these lands, as well as explaining how such a great society of Azotchtlans could be overcome by so few interlopers.

However, the history portrayed by the mural in V'ssanaqua'ss is much different. It tells that the Azotchtlans were not given their lands by the gods. Instead, they dwelt in islands far across the sea to the north and were abducted and brought to Sazhansiir as slaves by the scaled ones.

While neither version of history does anything to lessen the evil visited upon the pre-Azotchtlan humans by the scaled ones, and while it cannot be easily argued that the Azotchtlans are not entitled to the lands they claimed and settled, having been brought to Sazhansiir against their will, still there are metaphysical differences between the two stories and, more importantly, if the mural's version is correct, then the priesthoods' version is false...

The PCs who hale from Jerranq will likely corroborate the mural's version of history. After all, the vortex that brought them to Sazhansiir was linked to the Heynosht Archipelago, whose islanders bear a striking physical resemblance to the Azotchtlans. Other instances (e.g a strange tale told to the PCs in an inn in Onlor) will lend credence to the mural's version.

The trio will propose that the PCs and they travel around the Azotchtlan Lands preaching this new discovery. They will say that the PCs infiltrated V'ssanaqua'ss (a heroic deed in and of itself) and learned this true history, which has been verified by the knowledge of the PCs and even by divination magics. The trio and PCs will subject themselves to inquisitional tribunals and truthsaying magics in order to make their case. Silent image spells on scrolls will also be used to illustrate the mural.

The trio does not think this issue will undermine the priesthoods sufficiently. However, they do believe it can get enough adherents and cast enough doubt on this issue of orthodoxy that the the priesthoods will be forced to respond, and the most conservative elements thereof, such as the sun priests of Azlan, will no doubt oppose it.

If the issue can be built into a frenzy by just before midsummer, the sun priests of Azlan, who will seek to lead the opposition, can be forced to take vehement and absolute stands against the "heresy". At that point, the PCs can challenge the sun priests of Azlan to flowery battle.

The Azlan sun priests will have no choice but to accept. They will have devoutly and vehemently supported their claim of correctness, and backing down would be unthinkable. If the PCs can meet the sun priests in battle and defeat them, it will accomplish the following:

1. It will eliminate the most powerful and resolute potential opposition to wizardry.

2. Since flowery battles are believed, by the populace, to be blessed by the gods such that the victor has the blessing of the gods, PC victory would convince the populace that the mural history is correct. This will prove that the priesthood is not always right.

3. If the PCs are able to defeat the most powerful priesthood in flowery battle, which priesthood would then dare to potentially have to face them in a later flowery battle over the issue of wizardry?

In all respects, the trio believes, if the sun priests can be goaded into a position where they have to accept flowery battle over the issue of the mural history and if the PCs can defeat them, then although the fight to get wizardry accepted will still be long and difficult, it will ultimately succeed!

Part Two - Preparation

While flowery battle won't be challenged until midsummer when the sun priests have committed their opposition, the PCs will need to raise an army before then, so that it is ready to go. It is important, in order for the plan to succeed, that the time between the challenge to flowery battle and Sacred Time be short, so that the sun priests cannot formulate some way to wriggle out of their predicament (even assuming they would want to in the first place). As such, the time to raise an army is now.

The PCs will be told that no elements of Azotchtlan society can take part in this flowery battle. Should any elements of Azotchtlan society take part in the battle, then this might be seen as a political issue or a power grab. Instead, this must be seen purely as an ideological battle. As such, all of the PCs' army elements must come from outside Azotchtla proper.

Similarly, the PCs should not include any scaled ones or slave races of the scaled 0nes in their army. That means no lizardfolk, saurials, etc.

Finally, no Fezen should be included, so that the battle doesn't seem to be a Fezen plot to undermine the Azotchtlans.

These restrictions do not preclude recruitment of followers of the PCs who dwell in their stronghold. It also does not exclude recruitment of dusklings (who are not thought of as Azotchtlans), members of the Sapphire Hierarchs (who are based well outside of Azotchtla) or even firenewts (who, despite their vaguely reptilian appearance are not regarded as scaled ones).

Who the PCs recruit is up to them. The trio can inform the PCs that flowery battle will allow up to 9 commanders to command 72 soldiers each. That means, typically, up to 9 PCs and their cohorts (and any other high level commanders they can convince to join them), and 648 soldiers. The 648 limit includes animal companions, but does not include familiars or mounts (or psicrystals).

The players should be informed that the mass battle rules from the Miniatures Handbook will be used for the flowery battle, with some modifications to accommodate the PCs.

Recruitment:

The PCs should begin to recruit and raise an army for the upcoming battle. Given their level, they should have had the chance to have made plenty of friends and potential allies during their adventures. Given the historical scenarios and actions by the PCs, below are a listing of potential recruits, what they will offer, and what price they will exact. This listing is, of course, not complete and will be amended by the previous actions of the PCs.

Given the time constraints involved and the fact that the PCs need to start proselytizing soon in order to be ready for the midsummer deadling, the PCs can either delegate some of their number to recruit while others begin to proselytize, or the PCs can quickly recruit using magical means of fast travel.

Additionally, given the need for these far flung recruits to converge in a matter of months in Azotchtla, the PCs will also have to arrange to magically transport their army to Azotchtlan Lands.

Mass battle statistics for these recruits will be presented later in this scenario.

Catfolk:

The catfolk will agree, if the PCs aided them previously, to send 4 unformed units (36) of catfolk archers (Ranger 4).

Dakons:

If the PCs have formed relationships with the dakons, they can ask for help from the ape creatures, who will agree to send up to 4 unformed units (16) of dakons (Warrior 3).

Dusklings:

The old duskling, Gorottomoroggo, whom the PCs met on their journey into the Hurlotzin Lands and who now is at residence in their stronghold will offer, with no need of any payment or services, to provide 4 unformed units (36) of dusklings (Totemist 3).

Feral Garguns:

The garguns will agree, if the PCs befriended them previously, to send 4 unformed units (36) of gargun warriors (Barbarian 4).

Firenewts:

In exchange for payment, which will be at least 900 gp per infantry unit and 1,250 gp per cavalry unit, the firenewts will offer to send up to 5 formed units (9) of cavalry (Barbarian 1 on striders), 4 formed units (100) of infantry (Barbarian 1), and 6 commanders (Barbarian 3, 2 of whom are on striders). The commanders each will command a unit and are included in the price of the unit. If the PCs have had peaceful relations with the firenewts they will start as indifferent. Otherwise, adjust accordingly. Note: While normally cavalry units cannot be formed. the close, almost symbiotic, relationship between the firenewts and their striders allows this.

Githzerai:

If the PCs aided Zerth Zerimon and stopped the white slaad from being released, then the githzerai at the monastery of Zerth Ad'lun will still be reluctant to send aid in a human political matter. However, with some convincing, they would agree to send a single formed unit (25) of warrior monks (Psychic Warrior 3/Monk 3), but substantial payment or service would need to be offered.

Goliaths:

The goliaths at Thella-lu will agree to let the PCs command some of them in battle if they return with the head of a powerful dusk giant and retrieve, intact, the heads and spirits of two revered goliaths. If the PCs succeed, they will receive up to 4 formed units (100) of goliath warriors (Barbarian 4). Refer to Part Three - The Dusk of War for further details.

Any wandering bands of goliaths that the PCs may have befriended will not be able to spare the numbers of warriors needed by the PCs. The only goliath aid must come from Thella-lu.

Karsites:

Yayauhqui will offer 2 formed units (50) of karsite warriors to the cause. Although Yayauhqui is part of the Azotchtlan power structure and cannot participate in the battle, his karsites dwell outside of Azotchtla.

Killorens:

The killorens are reluctant to intrude into human affairs, especially in far off lands. However, assuming the PCs have helped the killorens, they can certainly round up at least 1 unformed unit (9) of killoren archers (Scout 2/Ranger 1) willing to go. Depending upon diplomacy rolls and other means, the PCs can supplement this with up to 3 more unformed units (27) of archers (Scout 2/Ranger 1).

Lava Children:

Assuming the PCs aided the lava children who dwell near their stronghold, they will offer a single unformed unit (9) of lava children (no class levels) as well as the services of He-Who-Walks-With-Embers (Ranger 7).

Raptorans:

The raptorans will have to be convinced to lend a hand by whatever means the PCs possess. This could involve bribes, threats, or whatever else the PCs can manage. Assume payment of at least 100 gp per raptoran is needed. If the raptorans are made friendly they will offer up to 4 unformed units (36) of raptoran skirmishers (Ranger 5). If helpful, they will also offer their warchief (Ranger 10, Races of the Wild page 85). The raptorans will begin as indifferent if the PCs aided them previously (e.g. in obtaining material components for the histaachi brew). Otherwise they will be unfriendly (i.e. suspicious).

Sapotecs:

If the PCs took part in the scenario "Mechica", and successfully liberated the Sapotecs from Mechican rule, they will offer the services of up to 4 formed units (100) of warriors (Fighter 4) and up to 4 unformed units (36) of skirmishers (Ranger 4)

Sapphire Hierarchs:

The Sapphire Eidolon has advised the hierarchs, about a week prior to the PCs' visit, to take a piece of it and form a new temple in the ruins near the Eixtenitzi Fortress. If the PCs grant them perpetual use of the ruins, the temple will offer the service of a formed unit (25) of sapphire guards (Cleric 3/Incarnate 3/Sapphire Hierarch 1). If the PCs bargain well, she will add in up to two more formed units (50) of temple soldiers (Soulborn 3).

If the hierarch is made helpful (she starts at friendly if the PCs have made friends with them in previous scenarios, otherwise the DM should set the initial attitude accordingly), she will also offer the services of a formed unit (25) of temple soldiers (Soulborn 3).

Others:

Of course, there may be other sources of recruitment based on past adventures of the PCs. In these cases the DM will have to adjudicate accordingly.

Part Three - The Dusk of War

The dusk giants dwell in a cave situated at the northeastern end of a steep vale, some 75 miles from Thella-lu, that runs southwest to northeast for about 1,500 ft. The sides of the vale are quite steep, with the top of the vale being between 50 ft and 70 ft above the vale floor. The floor of the valley is between 200 ft and 300 ft wide, with a stream running down the middle, surrounded by tall grass and thorny bushes.

Traversing the vale walls requires a DC 5 Climb check. However, a DC 15 Survival check will locate one of half a dozen areas where the traversal is easier (DC 0 Climb check).

The rest of the vale is comprised of boulders and scrub grass as well as small bushes.

A large flock of mountain sheep, including rams, and even some dire rams dwell in the vale.

Unless otherwise stated, numbered locations are lit by crude large torches thrust into niches and holes in the walls. The light is enough to provide illumination throughout those locations.

Passageways are generally as tall as they are wide. Light from adjoining numbered locations ony penetrates into the passages as a normal torch would (20 ft full illumination, 40 ft for shadowy illumination). However, due to the dusk giants' low-light vision, this will usually be sufficient for them to competently navigate the passageways.

The floors are hewn stone while the walls are unworked stone (Climb DC 15, hardness 8, 900 hp per 5 ft, break DC 65).

Hewn Stone Floor

Rough and uneven, hewn floors are usually covered with loose stones, gravel, dirt, or other debris. A DC 10 Balance check is required to run or charge across such a floor. Failure means the character can still act, but can’t run or charge in this round.

1. Entrance (EL 8)

Viewing the entrance from without:


Set in the crotch of a steep mountain vale, this cave opening sits astride a waterfall that plummets from the top of the cliffs 60 ft above into a small pool that flows out into a stream that runs the course of the valley.

The ground before the opening is punctuated by large boulders and smashed tree trunks.

The opening itself is roughly oval, some 37 ft wide and 18 ft tall at its center, decreasing to about 8 ft tall at its ends.



Once the PCs can glimpse within:

The cave entrance rises to a height of about 35 ft, punctuated with stalactites, all of which have either been smashed off so that only the jagged root remains or are small and smooth and out of the way of passage into and out of the cave. The floor is strewn with discarded and gnawed upon bones, some old and yellowed and others fresh enough to have gibbets of rancid meat still hanging upon them.


Examination of the bones will reveal, with a DC 20 Knowledge (nature) check, that the bones are of animals native to these mountains.

Creatures: 4 least dusk giants are always here, ostensibly guarding the entrance to the caves but often bored and lax. There is a 35% chance that each of the given giants is sleeping and snoring away. That means there is a slight chance that all four will be asleep!

LEAST DUSK GIANTS (4) CR 4
Heroes of Horror page 147
CE Medium giant
Init +1; Senses low-light vision; Listen +11, Spot +11
Aura pall of twilight 10 ft
Languages Dusk Giant, Draconic, Gol-Kaa, Ignan


AC 20, touch 11, flat-footed 19
hp 51 (6 HD)
Fort +9, Ref +3, Will +4

Spd 30 ft (6 squares)
Melee 2 claws +9 (1d4+5) and bite +7 (1d4+2)
Melee greatclub +9 (1d10+7) and bite +7 (1d4+2)
Ranged sling +5 (1d4+5)
Space
5 ft; Reach 5 ft
Base Atk +4; Grp +9
Atk Options Power Attack
Special Actions Cleave, rend 2d4+7
Combat Gear greatclub, sling, bullets (20)

Abilities Str 20, Dex 13, Con 18, Int 14, Wis 14, Cha 15
SQ cannibalize
Feats Cleave, Multiattack, Power Attack
Skills Climb +14, Intimidate +11, Listen +11, Spot +11
Possessions
combat gear plus studded leather armour, hide sack containing various crude trinkets and 1d4 gems worth 1d4x100gp each.

Cannibalize (Ex) Dusk giants gain power - Strength, Constitution, even size and muystical abilities, by consuming other creatures. The details of this ability are set forth on page 148 of Heroes of Horror.

Pall of Twilight (Su) A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 10 ft radius around a greater dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a 2 penalty on all saving throws because of the despair it elicits.

Rend (Ex) If a dusk giant hits with both claw attacks, it latches onto its target's body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1.5 times the giant's Strength modifier.

Tactics: Dusk giants are not stupid, and although these guards are lax, they will concentrate first on raising an alarm against any threat that appears credible. Raising the alarm consists of yelling and shouting and banging their clubs against the walls, the latter of which at least one will spend a round doing. The giants will then attempt to hold their ground as they await reinforcements.

2. Common Area (EL 11)


This rounded cavern is 40 ft tall at its center, declining to about 30 ft at its edges.

Several firepits have been dug into the floor at various places around the chamber, and these are alight with bonfires.

The rest of the cavern is strewn with fur pallets, crude wooden, bone, and stone tools, and other signs that this is the dwelling area for a number of Medium-sized creatures.



There are a total of 20 fur pallets here (16 to accommodate the least dusk giants within the caves and 4 more for a hunting party that is outside of the vale and won't return for a week or more).

Each fire pit is 3 ft deep and 4 ft in diameter and is shown on the map as a small orange circle.

Creatures: 12 least dusk giants dwell here. They are a mixture of males and females of various ages. There are no children present. At any time, 2d3 of the giants will be asleep.

LEAST DUSK GIANTS (12) CR 4
Heroes of Horror page 147
CE Medium giant
Init +1; Senses low-light vision; Listen +11, Spot +11
Aura pall of twilight 10 ft
Languages Dusk Giant, Draconic, Gol-Kaa, Ignan


AC 20, touch 11, flat-footed 19
hp 51 (6 HD)
Fort +9, Ref +3, Will +4

Spd 30 ft (6 squares)
Melee 2 claws +9 (1d4+5) and bite +7 (1d4+2)
Melee greatclub +9 (1d10+7) and bite +7 (1d4+2)
Ranged sling +5 (1d4+5)
Space
5 ft; Reach 5 ft
Base Atk +4; Grp +9
Atk Options Power Attack
Special Actions Cleave, rend 2d4+7
Combat Gear greatclub, sling, bullets (20)

Abilities Str 20, Dex 13, Con 18, Int 14, Wis 14, Cha 15
SQ cannibalize
Feats Cleave, Multiattack, Power Attack
Skills Climb +14, Intimidate +11, Listen +11, Spot +11
Possessions
combat gear plus studded leather armour, hide sack containing various crude trinkets and 1d4 gems worth 1d4x100gp each.

Cannibalize (Ex) Dusk giants gain power - Strength, Constitution, even size and muystical abilities, by consuming other creatures. The details of this ability are set forth on page 148 of Heroes of Horror.

Pall of Twilight (Su) A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 10 ft radius around a greater dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a 2 penalty on all saving throws because of the despair it elicits.

Rend (Ex) If a dusk giant hits with both claw attacks, it latches onto its target's body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1.5 times the giant's Strength modifier.

3. Lesser Cave (EL 14)


This cavern is 30 ft tall and punctuated by five wide niches in addition to two passages to the north and south. Each niche contains a large fur pallet set upon a stone shelf and various macabre decorations including skulls, bones, flayed hides, etc.

In the center of the cave is a 10 ft diameter pit from which a fire burns.



The firepit is 5 ft deep.

Creatures: 5 lesser dusk giants dwell here. These are the elite warriors of the clan.

LESSER DUSK GIANTS (5) CR 9
Heroes of Horror page 147
CE Large giant
Init +0; Senses low-light vision; Listen +17, Spot +17
Aura pall of twilight 20 ft
Languages Dusk Giant, Draconic, Gol-Kaa, Ignan


AC 23, touch 9, flat-footed 23
hp 138 (12 HD)
Fort +15, Ref +4, Will +8

Spd 40 ft (8 squares)
Melee 2 claws +20 (1d6+12) and bite +18 (1d6+6)
Melee greatclub +20/+15 (2d8+18) and bite +18 (1d6+6)
Ranged rock throwing +8 (2d6+12)
Space
10 ft; Reach 10 ft
Base Atk +9; Grp +25
Atk Options Power Attack
Special Actions Cleave, Improved Sunder, rend 2d6+18
Combat Gear greatclub, 6 Small stones
Spell-Like Abilities (CL 12):
1/day - enervation, ray of enfeeblement

Abilities Str 34, Dex 11, Con 25, Int 14, Wis 14, Cha 16
SQ cannibalize, rock catching
Feats Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack
Skills Climb +27, Intimidate +18, Listen +17, Spot +17
Possessions
combat gear plus studded leather armour, hide sack containing various crude trinkets, and 2d4 gems worth 1d6x100gp each.

Cannibalize (Ex) Dusk gians gain power - Strength, Constitution, even size and muystical abilities, by consuming other creatures. The details of this ability are set forth on page 148 of Heroes of Horror.

Pall of Twilight (Su) A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 20 ft radius around a greater dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a 2 penalty on all saving throws because of the despair it elicits.

Rend (Ex) If a dusk giant hits with both claw attacks, it latches onto its target's body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1.5 times the giant's Strength modifier.

Rock Catching (Ex) A lesser dusk giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the giant would normally be hit by a rock, it can make a Reflex save to catch the rock as a free action. The DC is 15 for a Small rock, 20 for a Medium once, and 25 for a Large one (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) A greater dusk giant can hurl rocks of 40 to 50 pounds (Small objects) out to a distance of up to five range increments. A dusk giant has a +1 racial bonus on attack rolls when throwing rocks. The range increment for a greater dusk giant is 120 ft.

4. Chieftain's Cave (EL 22)

This large cavern is divided into two parts.

The first part, to the south, consists of a section roughly 40 ft by 20 ft with a ceiling 25 ft high.

The exit to the north is screened by a thick fur curtain.

Creatures: A huge fiendish monstrous scorpion stands guard here, a pet of the chieftain. It knows all of the dusk giants of the clan personally and will attack any strangers unless commanded by the chieftain.

HUGE FIENDISH MONSTROUS SCORPION CR 9
CE Huge magical beast (extraplanar)
Init +0; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4
Languages Abyssal (understand only)


AC 20, touch 8, flat-footed 20
hp 75 (10 HD); DR 5/magic
Resist cold 10, fire 10; SR 15
Fort +10, Ref +3, Will +3

Spd 50 ft (10 squares)
Melee 2 claws +11 (1d8+6) and sting +6 (2d4+3 plus poison)
Space
15 ft; Reach 10 ft
Base Atk +7; Grp +21
Atk Options improved grab, Power Attack
Special Actions constrict 1d8+6, smite good (1/day, +10 damage)

Abilities Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2
Skills Climb +10, Hide -4, Spot +4

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting requiring a DC 18 Fortitude save and causing 1d6 initial and secondary Con damage. The save DC is Constitution-based.

Beyond the thick curtain (hardness 2, 15 hit points) (which requires a Standard action to push open unless the opener has a Strength of 30+ or is size Huge or larger) is the main cavern:


This large cavern is 35 ft tall and decorated with grisly trophies of shrunken goliath heads, skulls, flayed skins, and other body parts of past victims.

A niche along the eastern wall contains a huge rock throne imbedded with colourful stones and gems and with bones and skulls inset into it.

To the northeast is a stone shelf upon which rests a heap of fur, clearly serving as bedding.

To the northwest, a massive boulder has been shoved up against the wall.



The boulder was rolled into place by the chieftain to block access to and from area 5. Moving the stone requires suitable equipment, magic, or a Strength check of 36.

Creatures: The chieftain Gravinulgorj lairs here with his 3 consorts (each of whom is a lesser dusk giant). He is usually found sitting on his throne gnawing on a haunch of flesh from some creature, flanked by his consorts, but there is a chance (25%) that he is in bed with his consorts, in which case he is sleeping (01-66) or copulating (67-00).

GRAVINULGORJ CR 22
Heroes of Horror page 147
Male fiendish dusk giant Cleric 12 (Orcus)
CE Huge giant (extraplanar)
Init +0; Senses darkvision 60 ft, low-light vision; Listen +25, Spot +25
Aura pall of twilight 30 ft
Languages Dusk Giant, Abyssal, Draconic, Gol-Kaa, Ignan


AC 32, touch 9, flat-footed 31
hp 465 (30 HD); DR 10/magic
Resist cold 10, fire 10; SR 25
Fort +30, Ref +9, Will +20

Spd 40 ft (8 squares)
Melee 2 claws +40 (1d8+20) and bite +38 (1d8+10)
Melee+2 clouting stone greatclub +41/+36/+31/+26 (3d8+30) and bite +38 (1d8+10)
Ranged rock throwing +20 (2d8+19)
Space
15 ft; Reach 15 ft
Base Atk +22; Grp +49
Atk Options Power Attack
Special Actions Awesome Blow, Cleave, Improved Overrun, Improved Sunder, rebuke undead (11/day, +2 syngery bonus), rend 2d8+29, smite good (1/day, +20 damage), Sudden Silent
Combat Gear +2 clouting stone greatclub
Cleric Spells Prepared (CL 16 [17 evil], ranged touch +20, melee touch +39):
6th - geas/quest
(d), greater dispel magic, heal
5th - fire in the blood, greater command
(d)(DC 20), investiture of the orthon, resonating resistance
4th - damning darkness, death ward
(d), freedom of movement, investitutre of the erinyes (DC 18), summon undead IV*
3rd - cure serious wounds, demon wings
(d)*, dispel magic, energy aegis, girallon's blessing, invisibility purge
2nd - augury, desecrate
(d)*, hold person (DC 17), silence (DC 16), veil of shadow, wave of grief (DC 17)*
1st - bless, entropic shield, nightshield, protection from good
(d)*, remove fear, resurgence, shield of faith
0 - cure minor wounds, detect magic, detect poison, mending, read magic, summon holy symbol
* = evil spells
Domains: Demonic (+1 profane bonus to attack and damage for unarmed and natural attacks), Domination (Spell Focus [enchantment]), (Evil (+1 CL to evil spells), Undeath (Extra Turning)
Spell-Like Abilities (CL 30):
1/day - dimension door, energy drain (DC 23)
2/day - shield, slow (DC 17)
3/day - enervation, ray of enfeeblement

Abilities Str 48, Dex 10, Con 32, Int 14, Wis 18, Cha 18
SQ cannibalize, rock catching, spontaneous inflict
Feats Awesome Blow, Cleave, Combat Casting, Divine Vigour, Extra Turning, Improved Overrun, Improved Sunder, Iron Will, Multiattack, Power Attack, Practiced Spellcaster, Spell Focus (enchantment), Sudden Silent
Skills Climb +40, Concentrate +18 (+22 casting defensively), Intimidate +25, Knowledge (arcana) +10, Knowledge (planes) +7, Knowledge (religion) +16, Listen +25, Spellcraft +16, Spot +25
Possessions
combat gear plus +3 studded leather armour, stone unholy symbol, carved bones (for augury spell), bound heads (see below), sack containing 16 gems worth a total of 16,000 gp, 250 gp of incense, 12 vials of unholy water, and 50 lbs of powdered silver worth 250 gp

Cannibalize (Ex) Dusk gians gain power - Strength, Constitution, even size and muystical abilities, by consuming other creatures. The details of this ability are set forth on page 148 of Heroes of Horror.

Pall of Twilight (Su) A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 30 ft radius around a greater dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a 2 penalty on all saving throws because of the despair it elicits.

Rend (Ex) If a dusk giant hits with both claw attacks, it latches onto its target's body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1.5 times the giant's Strength modifier.

Rock Catching (Ex) A greater dusk giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the giant would normally be hit by a rock, it can make a Reflex save to catch the rock as a free action. The DC is 15 for a Small rock, 20 for a Medium once, and 25 for a Large one (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) A greater dusk giant can hurl rocks of 60 to 80 pounds (Medium objects) out to a distance of up to five range increments. A dusk giant has a +1 racial bonus on attack rolls when throwing rocks. The range increment for a greater dusk giant is 140 ft.

FEATS:

Divine Vigour (CW p108) - standard action and turn or rebuke check for +10 ft base speed and +2 temp hp per character lvl, lasts Cha mod in minutes.

Practiced Spellcaster (CA p82) - +4 CL up to HD.

Sudden Silent (CA p83) - 1/day cast spell as if with the Silent Spell feat.

SPELLS:

damning darkness (LoM p210) - r touch, object, 10 min/lvl, SR (damage only); as darkness but good creatures take 2d6 dmg/rd and non-good non-evil creaturs take 1d6 dmg/rd.

demon wings (FCHoA p92) - r pers, 10 min/lvl; wings give fly spd = land spd with average maneuverability, can carry medium and heavy burdens while flying at reduced speed.

energy aegis (PHB2 p111) - immed, r cl, 1 creature, 1 rd, SR; subject gains resistance 20 vs next attack against specified energy type.

fire in the blood (HoH p129) - r pers, 1 min/lvl; strike with slashing or piercing attack initiates cumuative damage upon that foe, increasing each time it strikes you (1d6 the first time, +1d6 each time until 5d6 on the 5th strike when the spell ends).

girallon's blessing (SC p106) - r touch, creature, 10 min/lvl, SR; subject gains additional pair of arms, gets 4 claw attacks doing 1d4 dmg (+Str bonus), if foe struck by 2 claws in same rd, rend for 2d4 +1.5 Str bonus, cannot use weapons and claws at same time.

investiture of the erinyes (FCToNH p102) - r cl, 1 living creature, 1 min/lvl, SR; on its turn target can beckon to one creature it can see as free action, if creature fails Will sv it will move closer to target until it reaches adjacent square where it will take no further actions.

investitutre of the orthon (FCToNH p104) - r cl, 1 living creature, 1 min/lvl, SR; as immed action no teleportation within 20 ft for 1 rd, gain sonic shield (as fire shield but vs sonic), gain resist fire 10, considered evil outsider for bane effects, after expiration subject fatigued for 1 min.

nightshield (SC p148) - r pers, 1 min/lvl; +1 resistance bonus to saves (+2 at CL 6, +3 at CL 9) and negates magic missiles.

resonating resistance (BoVD p102) - cmp fiend, r pers, 1 min/lvl; foe must roll twice to overcome caster's natural SR and if either roll fails the check fails.

resurgence (SC p174) - r touch, creature, SR; subject makes a 2nd save vs ongoing effect.

summon undead IV (SC p215) - 1 rd, r cl, 1 rd/lvl; summons an allip, ghast, or wyvern zombie.

veil of shadow (SC p228) - r pers, 1 min/lvl; gain 20% concealment even vs darkvision, dispelled in daylight or light spell of 3rd lvl or higher, see invisibility does not counter, but true seeing does.

wave of grief (SC p236) - 30 ft cone, 1 rd/lvl, Will neg, SR; -3 penalty to attacks, saves, and checks.

MAGIC ITEMS:

clouting (CA p143) - on hit target knocked back 10 ft unless DC 19 Fort sv, if failed, another DC 19 Fort sv of stunned for 1 round.

CONSORTS (3) CR 10
Heroes of Horror page 147
Female advanced lesser dusk giants
CE Large giant
Init +0; Senses low-light vision; Listen +20, Spot +20
Aura pall of twilight 20 ft
Languages Dusk Giant, Draconic, Gol-Kaa, Ignan


AC 24, touch 9, flat-footed 24
hp 138 (15 HD)
Fort +17, Ref +7, Will +9

Spd 40 ft (8 squares)
Melee 2 claws +23 (1d6+13) and bite +21 (1d6+6)
Melee greatclub +23/+18 (2d8+19) and bite +21 (1d6+6)
Ranged rock throwing +10 (2d6+13)
Space
10 ft; Reach 10 ft
Base Atk +11; Grp +28
Atk Options Power Attack
Special Actions Cleave, Improved Sunder, rend 2d6+16
Combat Gear greatclub, 6 Small stones
Spell-Like Abilities (CL 15):
1/day - enervation, ray of enfeeblement

Abilities Str 37, Dex 11, Con 26, Int 14, Wis 14, Cha 16
SQ cannibalize, rock catching
Feats Cleave, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Power Attack
Skills Climb +31, Intimidate +21, Listen +20, Spot +20
Possessions
combat gear plus studded leather armour, crude jewelry worth 1,200 gp, hide sack containing various crude trinkets, and 3d4 gems worth 1d6x100gp each.

Cannibalize (Ex) Dusk gians gain power - Strength, Constitution, even size and muystical abilities, by consuming other creatures. The details of this ability are set forth on page 148 of Heroes of Horror.

Pall of Twilight (Su) A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 20 ft radius around a greater dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a 2 penalty on all saving throws because of the despair it elicits.

Rend (Ex) If a dusk giant hits with both claw attacks, it latches onto its target's body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1.5 times the giant's Strength modifier.

Rock Catching (Ex) A lesser dusk giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the giant would normally be hit by a rock, it can make a Reflex save to catch the rock as a free action. The DC is 15 for a Small rock, 20 for a Medium once, and 25 for a Large one (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) A greater dusk giant can hurl rocks of 40 to 50 pounds (Small objects) out to a distance of up to five range increments. A dusk giant has a +1 racial bonus on attack rolls when throwing rocks. The range increment for a greater dusk giant is 120 ft.

Bound Heads:

Gravinulgorj, in his sojourn to the netherplanes, learned a gruesome ritual that allows him to bind a foe's spirit into its severed head. This ritual is long and exacting and basically requires a helpless victim.

Once bound, the spirit can do nothing but gibber and shriek, and this can be silenced at will by the binder, in which case the heads mouth and babble soundlessly.

Each head retains a single spell, spell-like ability it possessed in life and can cast that ability 3/day. The spell retained is random, although the binder can attempt to influence this during the ritual by making a DC 25 Knowledge (religion) check. If the check succeeds, then the ability chosen by the binder can be retained, up to a maximum spell level of the Knowledge (religion) check minus 25. For example, if a 25 is rolled for the check, then only 0 level spells can be retained.

Gravinulgorj has two goliath heads bound to him. He wears these on his belt. He has also placed a special curse on the heads such that if any goliath raises a hand against him or attacks him in any way, the heads will burn away in a hellish gout of fire and the spirits within will be destroyed utterly.

On the other hand, if the heads are retrieved intact and returned to the goliaths, the spirits can be extracted and sent to the afterlife in peace.

Each head can be targetted. Each has 20 hit points and is treated as a sunder attack. Since the heads are objects, they are not subject to damage from area attacks unless attended objects are affected. If the binder wearing the heads rolls a 1 on a saving throw, a head can be affected.

If the heads are destroyed, the spirits within will be consigned to oblivion just as if the curse had enacted (see above).

Each head can be commanded to cast its retained spell as a free action by the binder (but only once per turn) as long as the heads are within 60 ft. The target of the spell must have line of sight and/or effect to both the binder and the bound head. Each head may only act once per turn. While the heads do actually cast their spells, these are considered to have verbal components only and do not provoke attacks of opportunity. A head's spellcasting cannot be disrupted by causing damage (unless the head is fully destroyed), but silence is effective and the spells can be counterspelled.

Head #1 (of a dawncaller named Hurdolking) casts shout at CL 12 3/day (DC 18)

Head #2 (of a druidess named Ghalirolk) casts flame strike at CL 9 3/day (DC 19)

Treasure: The gems in the throne are worth a total of 4,200 gp.

5. Larder

A massive stone boulder blocks access to this small cavern, which is 10 ft high and unlit.

Creatures: Within are a half dozen goliaths, bound by thick straps hand and foot and blindfolded. These goliaths are normal specimens of their type (N, Barbarian level 1) who were caught by the dusk giants and are used as an emergency food source should the chieftain need it. Some of the goliaths have been captive for a year or more. They will gladly aid rescuers, although they are not very capable and would need several minutes to regain the use of their limbs and eyesight.

6. Unholy Shrine (EL 11)


This cavern is 30 ft tall and is dominated by a massive column of black crystal that throbs and hums with some sort of power. Within the crystal, vague visages of horrified faces appear near the surface, silently screaming or pleading for release, and then are drawn back into the center and out of sight.

The walls are covered with splashes of blood, some drawn into ominous looking runes or figures.

Set before the eastern face of the central pillar is a black stone altar 10 ft wide by 5 ft long by 7 ft high. The altar is engraved with reliefs of skeletons tearing apart humanoid figures.



This is the sanctum of vile power of the chieftain. The crystal, while foreboding, has no actual malign power. However, it radiates strong evil (but no magic).

The altar is the focus of an unhallow spell (CL 17), which radiates out to a 40 ft radius from the center of the altar. A dispel magic spell (CL 17) is tied to the site (which allows the caster to direct a dispel magic anywhere within the radius of the unhallow as he sees fit).

The crystal pillar has a hardness of 7 and 500 hit points. When destroyed it will burst apart in a black cloud of miasma and unholy screams that will wisp away within 1d6 rounds.

Creatures: 16 shadows dwell here, 4 of them commanded by the chieftain using his command undead class ability. The other 12 shadows are the created spawns of the 4 commanded shadows, created from goliath victims. They exist within the walls of the chamber, spread out evenly and within 5 ft of the wall face, with their faces just emerging from the wall so that they can see the chamber. Assume they have rolled a 32 on their Hide check (including modifiers for shadowy illumination).

SHADOWS (16) CR 3
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft; Listen +7, Spot +7


AC 13, touch 13, flat-footed 11; Dodge; Miss 50% (incorporeal)
hp 19 (3 HD)
Fort +1, Ref +3, Will +4

Spd fly 40 ft (good) (8 squares)
Melee incorporeal touch +3 (1d6 Str)
Space
5 ft; Reach 5 ft
Base Atk +1; Grp -

Abilities Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
SQ +2 turn resistance, create spawn, incorporeal traits, undead traits
Feats Alertness, Dodge
Skills Hide +8*, Listen +7, Search +4, Spot +7

Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

In addition, the chieftain has created a mummy from a goliath body using his create undead spell (which he has access to from the Undeath domain). This mummy actually dwells within the crystal pillar but can see and hear through it and can emerge from it or enter it at will. If the mummy is within then the crystal pillar is destroyed, it is destroyed as well.

MUMMY CR 5
LE Medium undead
Init +0; Senses darkvision 60 ft; Listen +8, Spot +8
Aura despair (DC 16)
Languages: Gol-Kaa


AC 20, touch 10, flat-footed 20
hp 55 (8 HD); DR 5/-
Vulnerable fire
Fort +4, Ref +2, Will +8

Spd 20 ft (4 squares)
Melee slam +11 (1d6+10 plus mummy rot)
Space
5 ft; Reach 5 ft
Base Atk +4; Grp +11

Abilities Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
SQ undead traits
Feats Alertness, Great Fortitude, Toughness
Skills Hide +7, Listen +8, Move Silently +7, Spot +8

Despair (Su) At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Rot (Su) Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Secret Doors: The altar can be lifted up with a great amount of strength. Beneath it is a hollow 5 ft cube that holds the treasure (see below).

Treasure: Within the hollow are the following:

Herbs, oil, and incense with 12,000 gp suitable (only) for casting an unhallow spell

24 vials of unholy water

150 lbs of powdered silver (worth 750 gp)

Diamonds worth a total of 15,000 gp

Black onyx gems worth a total of 4,000 gp

Returning the Heads:

If the heads are returned to Thella-lu, the chieftain will be quite happy. He will have Gravinulgorj's head mounted on a wooden stake at the gates to Thella-lu. Meanwhile, he will turn the heads over to the tribal priests, who will perform a ritual to free the spirits and send them to their resting place. The PCs will be invited to watch the ritual and, if they do, the spirits will each come before the PCs and offer them a spiritual gift.

The spirit of Hurdolking will grant each PC a single, one-time use of the shout spell as a spell-like ability at CL 12.

The spirit of Ghalirolk will grant each PC a single, one-time use of the panacea spell as a spell-like ability at CL 9.

Part Four - On the Road of Heresy

The PCs must make sure that they accomplish two tasks in the time before Sacred Time. They must recruit their army, assemble it, and transport it to Azotchtlan Lands. And they must successfully goad the sun prests of Azlan into challenging them to Flowery Battle or at least make them stake their reputation on their opposition such that they cannot afford to refuse a challenge by the PCs.

Recruitment has been dealt with above. It should not be an issue for a high level group of PCs to magically travel around Sazhansiir to recruit allies and to arrange magical transportation to the Azotchtlan Lands over the course of several months.

Goading the sun priests is another matter, and the DM should allow the PCs to come up with a plan. Simply putting together a "dog and pony" show and touring the lands should eventually be enough to goad the sun priests, given the heretical nature of the assertion. But playing out at least one of these presentations and having hecklers and even more serious detractors could prove fun and interesting. Nevertheless, assuming the PCs do even a remotely competent job at making their case, they will start to attract many detractors and a growing minority of supporters. If taking their case to the "streets" and preaching to the commoners, fist fights and even riots might break out.

The PCs will be cautioned not to try to actually preach their heresy in Azlan. Merely getting close to the borders should be sufficient to attract major Azlan attention. and eventually the PCs may notice Azlan sun priests listening to their preachings. Even should the PCs limit their presentations to nobles and other priesthoods, eventually Azlan priests will worm their way into such meetings.

In any event, as midsummer approaches, the sun priests should be worked up into enough of a frenzy, often with priests making flashy demonstrations of manatlan offerings outside of wherever the PCs are speaking, that the time will be right, and the PCs can challenge the sub priests to flowery battle. This should be at least a month before Sacred Time, to allow the challengers to muster an army. If there is not enough time, then the challenge can be made but the battle scheduled for the following Sacred Time.

This challenge is done formally by a wreath of yellow, blue, and white flowers woven into a very specific pattern and then dashed with the blood of those making the challange. This wreath is then delivered to a representative of the factio being challanged and ceremonial words are said, which includes a description of the conflict and what outcome is desired.

The faction has a week to respond, though usually the response is given within 24 hours (as the representatives can use sending spells to consult with their superiors). The response is either accepting the challenge, by wearing the wreath on a representative's head and sprinkling his own manatlan upon it, or rejected by cutting the wreath and throwing it at the challengers' feet.

Needless to say, the sun priests will accept the challenge.

The arrangements for the flowery battle are dealt with in Part Six.

Part Five - The Order of Battle

The actual roster that the PCs bring to battle will vary depending upon whom they recruit. As such, there is no way to provide mass battle statistics for every possible unit the PCs may recruit. Instead, what is given is the historical order of battle when the scenario was run with the original PCs. DMs are encouraged to use these as examples when creating any other units.

It should be noted that several historical PCs had the Leadership feat, and so most of the commanders of the army were gleaned from their higher level followers.

Units are presented in the format of miniatures cards in the same way D&D miniatures stats were formatted.

Note that the PCs cannot recruit more than 648 individuals for their army. This number does not include the 9 overall commanders (represented by the PCs, their cohorts, and any high level recruits). The army itself can have many commanders (technically subcommanders).

DMs are invited to print the cards out and laminate them to use them during the battle.

PC Order of Battle:

Troops:

Awakened Tree

Lone Unit (1) [36 points]

LVL: 16

SPD: 2

AC: 12

HP: 150


MELEE ATTACK:
+15 (20)
RANGED ATTACK: --
TYPE: Gargantuan plant

SPECIAL ABILITIES: Difficult 4; DR 5; Melee Reach 4; Plant (immune confusion, critical hits, dominate, incite, paralysis, poison, sleep, sneak attack, stun)

World of Therra

 Catfolk Archers

Unformed Unit (9) [20 points]

LVL: 4

SPD: 8

AC: 17

HP: 35


MELEE ATTACK:
+4/+4 (5)
RANGED ATTACK: +8 (5)
TYPE: Humanoid (Catfolk)

SPECIAL ABILITIES: Monstrous Humanoid Foe (+5 damage against Monstrous Humanoids); Rapid Shot (attack twice with ranged attack in exchange for a -2 attack penalty on both shots)

SPELLS:
1st - hunter's mercy [ ] (self; on its next activation, the first ranged attack it makes does triple damage if it hits)

World of Therra

 Dakons

Unformed Unit (4) [28 points]

LVL: 5

SPD: 6

AC: 15

HP: 35


MELEE ATTACK:
+9/+9 (10)
TYPE: Large Monstrous Humanoid

SPECIAL ABILITIES: Melee Reach 2

World of Therra

 Duskling Totemists

Unformed Unit (9) [15 points]

LVL: 3

SPD: 6

AC: 18

HP: 30


MELEE ATTACK:
+3/+3/+3 (5)
RANGED ATTACK: +3 (5)
TYPE: Fey (extraplanar, incarnum)

SPECIAL ABILITIES: Threefold Mask of the Chimera (no AC penalty against attacks from side or behind); Totem's Protection (+4 saves against Magical Beasts)

World of Therra

 Firenewt Riders

Formed Unit (9) [24 points]

LVL: 4

SPD: 8

AC: 17

HP: 30


MELEE ATTACK:
+7/+7 (10)
MOUNTED MELEE ATTACK +3 (5)
TYPE: Large Monstrous Humanoid (fire, mounted, reptilian)

SPECIAL ABILITIES: Fireball [ ] [ ] (Replaces attacks, range 12, radius 2; 5 fire damage; DC 18); Fire Breath [ ] (Replaces attacks, range 2, 5 fire damage; DC 12); Healed by Fire (fire damage that would normally be inflicted upon this creature (were it not immune to fire) instead heals the creature by the amount of fire damage done); Immune Fire; Rage 5 [ ] (rage for consecutive activations equal to rage rating, increases attack by +2 and damage by 5; AC decreases by 2; may not cast spells; thereafter -1 to attack and -1 to AC); Mounted Combat (When moving at double speed [other than making a charge], a creature with this ability can make a single melee attack or ranged attack at any point in its path. When making a melee attack against a smaller foe, the mounted creature gains +1 to its attack roll); Powerful Charge 5; Save +1; Vulnerable Cold

World of Therra

 Firenewt Warriors

Formed Unit (25) [15 points]

LVL: 3

SPD: 8

AC: 15

HP: 20


MELEE ATTACK:
+3 (5)
TYPE: Monstrous Humanoid (fire, reptilian)

SPECIAL ABILITIES: Fire Breath [ ] (Replaces attacks, range 2, 5 fire damage; DC 12); Immune Fire; Rage 5 [ ] (rage for consecutive activations equal to rage rating, increases attack by +2 and damage by 5; AC decreases by 2; may not cast spells; thereafter -1 to attack and -1 to AC); Vulnerable Cold

World of Therra

 Githzerai Monks

Formed Unit (25) [23 points]

LVL: 6

SPD: 6

AC: 18

HP: 35


MELEE ATTACK:
+5/+5 (5)
RANGED ATTACK: --
TYPE: Humanoid (Extraplanar)

SPECIAL ABILITIES: Daze [ ] [ ] [ ] (range 6; Stun Humanoid of level 4 or below; DC 12); Save +4; Spell Resistance; Stunning Attack [ ] (DC 15)

SPELLS:
Psionics
3 pp - burst 1 pp (self; +2 speed this turn, swift action); offensive precognition 1 pp (self; attack +1)

World of Therra

 Goliath Warriors

Formed Unit (25) [20 points]

LVL: 4

SPD: 8

AC: 14

HP: 35


MELEE ATTACK:
+8 (10)
RANGED ATTACK: --
TYPE: Monstrous Humanoid

SPECIAL ABILITIES: Powerful Build (Atreated as one size larger for any and all purposes except for the actual size of the minature and the amount of space it occupies); Rage 5 [ ] (rage for consecutive activations equal to rage rating, increases attack by +2 and damage by 5; AC decreases by 2; may not cast spells; thereafter -1 to attack and -1 to AC)

World of Therra

 Karsite Fighters

Formed Unit (25) [26 points]

LVL: 6

SPD: 4

AC: 18

HP: 45


MELEE ATTACK:
+9/+4 (10 magic + magic drain)
RANGED ATTACK: --
TYPE: Humanoid (human, karsite)

SPECIAL ABILITIES: DR 5; Magic Drain (affected creature's damage loses magic and cannot gain magic, DC 15); Spell Healing (whenever its Spell Resistance prevents a spell from affecting it, this creature heals 10 hp); Spell Resistance

World of Therra

 Killoren Archers

Unformed Unit (9) [16 points]

LVL: 3

SPD: 6

AC: 14

HP: 15


MELEE ATTACK:
+3 (5)
RANGED ATTACK: +4 (5)
TYPE: Fey

SPECIAL ABILITIES: Aberration Foe (+5 damage against Aberrations); Cold Iron Anathema (if struck by a foe using cold iron weapons,suffers +5 hp of damage from the attack); Save +1; Skirmish +5 (damage +5 if this creature has moved at least 2 squares this turn)

MAGIC: potion of cure light wounds [ ] (self; heal 5 hp)

World of Therra

 Lava Children

Unformed Unit (9) [25 points]

LVL: 4

SPD: 6

AC: 16

HP: 25


MELEE ATTACK:
+4/+4/-1 (5)
RANGED ATTACK: --
TYPE: Humanoid (earth, fire, lava child)

SPECIAL ABILITIES: Immune Fire, Metal (attacks made by metal weapons have no effect; against any foe wearing metal armour gains +5 bonus to attack rolls; can move through metal obstacles as if they were not there); Rend +5; Vulnerable Cold

World of Therra

 Rapotoran Warriors

Unformed Unit (9) [26 points]

LVL: 5

SPD: F8

AC: 15

HP: 35


MELEE ATTACK:
+7 (5)
RANGED ATTACK: +7 (5)
TYPE: Humanoid (raptoran)

SPECIAL ABILITIES: Aberration Foe (+5 damage against Aberrations); Flight; Rapid Shot (attack twice with ranged attack in exchange for a -2 attack penalty on both shots)

SPELLS:
1st - hunter's mercy [ ] (self; on its next activation, the first ranged attack it makes does triple damage if it hits)

World of Therra

 Sapotec Archers

Unformed Unit (9) [20 points]

LVL: 4

SPD: 6

AC: 12

HP: 20


MELEE ATTACK:
+5 (5)
RANGED ATTACK: +6 (5)
TYPE: Humanoid (human)

SPECIAL ABILITIES: Animal Foe (Damage +5 against Aninals); Rapid Shot (attack twice with ranged attack in exchange for a -2 attack penalty on both shots)

SPELLS:
1st - hunter's mercy [ ] (self; on its next activation, the first ranged attack it makes does triple damage if it hits)

World of Therra

 Sapotec Warriors

Formed Unit (25) [20 points]

LVL: 4

SPD: 6

AC: 16

HP: 30


MELEE ATTACK:
+7 (10)
RANGED ATTACK: --
TYPE: Humanoid (human)

SPECIAL ABILITIES: Cleave; Power Attack 2H (may decrease its attack roll by 5 and increase its damage by 10)

World of Therra

 Sapphire Hierarchs

Formed Unit (25) [42 points]

LVL: 7

SPD: 6

AC: 13

HP: 35


MELEE ATTACK:
+5 (5)
RANGED ATTACK: +3, range 6 [ ] (5)
TYPE: Humanoid (incarnum, reptilian)

SPECIAL ABILITIES: Fire Shield 10 (any creature that hits this creature with a melee attack takes 10 fire damage); Melee Reach 2; Smite Evil +5 [ ]; Spell Resistance; Turn Undead 3 [ ]; Turn Undead 6 [ ]

MAGIC: potion of cure serious wounds [ ] (self, heal 20 hp)

SPELLS:
1st - bless [ ] (all allies Range 10; +1 attack), entropic shield [ ] (self; +4 AC against ranged attacks), protection from evil [ ] (touch; +2 AC and saves against attacks by evil creatures)
2nd - resist energy [ ] [ ] (touch, resist 10 against a single energy type)

World of Therra

 Sapphire Soldiers

Formed Unit (25) [15 points]

LVL: 3

SPD: 6

AC: 16

HP: 25


MELEE ATTACK:
+5 (5)
RANGED ATTACK: --
TYPE: Humanoid (incarnum, reptilian)

SPECIAL ABILITIES: Immune Paralysis; Smite Evil +5 [ ];

MAGIC: potion of cure light wounds [ ] (self, heal 5 hp)

World of Therra

Commanders:

 Firenewt Rider Leader

Commander 1 [40 points]

LVL: 6

SPD: 8

AC: 18

HP: 50


MELEE ATTACK:
+7/+7 (10)
MOUNTED MELEE ATTACK +6 (5)
TYPE: Large Monstrous Humanoid (fire, mounted, reptilian)

COMMANDER EFFECT: Uncanny Dodge (followers suffer no penalty to AC for being attacked from the sides or rear)

SPECIAL ABILITIES: Fireball [ ] [ ] (Replaces attacks, range 12, radius 2; 5 fire damage; DC 18); Fire Breath [ ] (Replaces attacks, range 2, 5 fire damage; DC 12); Healed by Fire (fire damage that would normally be inflicted upon this creature (were it not immune to fire) instead heals the creature by the amount of fire damage done); Immune Fire; Rage 6 [ ] (rage for consecutive activations equal to rage rating, increases attack by +2 and damage by 5; AC decreases by 2; may not cast spells; thereafter -1 to attack and -1 to AC); Mounted Combat; Powerful Charge 5; Save +1; Vulnerable Cold

World of Therra

 Firenewt Warleader

Commander 1 [24 points]

LVL: 5

SPD: 8

AC: 16

HP: 40


MELEE ATTACK:
+6 (5)
TYPE: Monstrous Humanoid (fire, reptilian)

COMMANDER EFFECT: Uncanny Dodge (followers suffer no penalty to AC for being attacked from the sides or rear)

SPECIAL ABILITIES: Fire Breath [ ] (Replaces attacks, range 2, 5 fire damage; DC 12); Immune Fire; Rage 6 [ ] (rage for consecutive activations equal to rage rating, increases attack by +2 and damage by 5; AC decreases by 2; may not cast spells; thereafter -1 to attack and -1 to AC); Vulnerable Cold

World of Therra

 He-Who-Walks-With-Embers

Commander 2 [79 points]

LVL: 11

SPD: 8

AC: 17

HP: 85


MELEE ATTACK:
+12/+12/+12 (5)
RANGED ATTACK: --
TYPE: Humanoid (earth, fire, lava child)

COMMANDER EFFECT: Woodland Stride (followers move at full speed through undergrowth)

SPECIAL ABILITIES: Elemental Foe (+5 damage against Elementals), Immune Fire, Metal (attacks made by metal weapons have no effect; against any foe wearing metal armour gains +5 bonus to attack rolls; can move through metal obstacles as if they were not there); Power Attack 1H (may decrease its attack roll by 5 and increase its damage by 5); Rend +5; Vulnerable Cold

SPELLS:
1st - blades of fire [ ] (self; melee attacks deal +5 fire damage for the current activation)

World of Therra

 Chamincotl

Commander 8 [35 points]

LVL: 6

SPD: 6

AC: 17

HP: 35


MELEE ATTACK:
+7 (10 magic)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Motivate Urgency (+1 to spd)

SPECIAL ABILITIES: Grant Move Action [ ] (your warband; gain an extra move during your activation); Intimidating Strike (when enemy struck in combat, it must make a morale check, in addition to any others required)

World of Therra

 Iminxinca

Commander 3 [25 points]

LVL: 5

SPD: 6

AC: 13

HP: 35


MELEE ATTACK:
+3 (5)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Remove Fear (+4 to morale saves)

SPECIAL ABILITIES: Healing Hands (whenever this creature casts a spell that heals, it heals +5 hp over printed amount)

SPELLS:
1st - cure light wounds [ ] [ ] [ ] (touch; heal 5 hp), remove paralysis [ ] (range 6; radius 2; remove Paralysis from allies); 2nd - cure moderate wounds [ ] [ ] (touch; heal 10 hp); 3rd - cure serious wounds [ ] (touch, heal 15 hp)

World of Therra

 Pachuachti

Commander 3 [28 points]

LVL: 5

SPD: 7

AC: 16

HP: 30


MELEE ATTACK:
+6 (5)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Blessing of Uemac (+1 attack)

SPECIAL ABILITIES: Turn Undead 5 [ ]

MAGIC: wand of cure light wounds [ ] [ ] [ ] (touch, heal 5 hp)

SPELLS:
1st - bless [ ] (all allies Range 10; +1 attack), entropic shield [ ] (self; +4 AC against ranged attacks), protection from evil [ ] (touch; +2 AC and saves against attacks by evil creatures)
2nd - hold person [ ] (range 6; Paralysis on humanoid type, DC 15), resist energy [ ] (touch, resist 10 against a single energy type)
3rd - prayer [ ] (all allies Range 6; +1 attack and save; all enemies Range 6; -1 attack and save)

World of Therra

 Ganima

Commander 4 [15 points]

LVL: 3

SPD: 6

AC: 14

HP: 20


MELEE ATTACK:
+5 (5)
RANGED ATTACK: --
TYPE: Outsider

COMMANDER EFFECT: Favour of Meredros (AC penalty from being attacked from side or rear reduced by 1)

SPECIAL ABILITIES: Resist 5 Acid, Cold, Electricity; Save +4

SPELLS:
Sorcerer Spells
1st - [ ] [ ] [ ] [ ] bless (all allies Range 10; +1 attack), cure light wounds (touch; heal 5 hp), shield of faith (touch, +2 AC)

World of Therra

 Xericonchtli

Commander 2 [22 points]

LVL: 4

SPD: 6

AC: 18

HP: 30


MELEE ATTACK:
+9 (10)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Combat Reflexes (+4 attack when making attacks of opportunity)

SPECIAL ABILITIES: Cleave; Mobility (+4 AC against attacks of opportunity); Power Attack 1H (may decrease its attack roll by 5 and increase its damage by 5)

World of Therra

 Aabindre

Commander 5 [14 points]

LVL: 2

SPD: 6

AC: 17

HP: 15


MELEE ATTACK:
+5 (10)
RANGED ATTACK: --
TYPE: Outsider

COMMANDER EFFECT: Smite Evil (+5 hp damage against evil foes)

SPECIAL ABILITIES: Lay on Hands (touch; heal 10 hp); Save +4

World of Therra

 Uetamachitl

Commander 5 [18 points]

LVL: 3

SPD: 6

AC: 17

HP: 20


MELEE ATTACK:
+5 (5)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Resilient Troops (+1 to save)

SPECIAL ABILITIES: Power Attack 1H (may decrease its attack roll by 5 and increase its damage by 5)

World of Therra

 Zerth Zerimon

Commander 4 [40 points]

LVL: 7

SPD: 10

AC: 17

HP: 40


MELEE ATTACK:
+6/+6 (5 magic)
RANGED ATTACK: +8 (5)
TYPE: Humanoid (extraplanar, psionic)

COMMANDER EFFECT: Grant Mobility (+4 AC against attacks of opportunity)

SPECIAL ABILITIES: Daze [ ] [ ] [ ] (range 6; Stun Humanoid of level 4 or below; DC 13); Mobility (+4 AC against attacks of opportunity); Save +4; Spell Resistance; Stunning Attack [ ] [ ] (DC 16)

SPELLS:
Psionics
3 pp - force screen 1 pp (self; +4 AC)

World of Therra

 Kinderaxe

Commander 1 [22 points]

LVL: 4

SPD: 4

AC: 21

HP: 60


MELEE ATTACK:
+9/+4 (10 magic + 5 acid)
RANGED ATTACK: --
TYPE: Monstrous Humanoid (fire, reptilian)

COMMANDER EFFECT: Uncanny Dodge (followers suffer no penalty to AC for being attacked from the sides or rear)

SPECIAL ABILITIES: Fire Breath [ ] (Replaces attacks, range 2, 5 fire damage; DC 12); Immune Fire; Rage 9 [ ] (rage for consecutive activations equal to rage rating, increases attack by +2 and damage by 5; AC decreases by 2; may not cast spells; thereafter -1 to attack and -1 to AC); Vulnerable Cold

 

World of Therra

Sun Priest Order of Battle:

Troops:

 Clay Golem

Lone Unit (1) [56 points]

LVL: 11

SPD: 4

AC: 22

HP: 90


MELEE ATTACK:
+14/+14 (20)
RANGED ATTACK: --
TYPE: Large Construct

SPECIAL ABILITIES: Requires Instruction (this creature is confused if it activates when out of command); DR 5; Melee Reach 2; Spell Resistance All

World of Therra

 Combat Medics

Formed Unit (25) [28 points]

LVL: 7

SPD: 4

AC: 20

HP: 35


MELEE ATTACK:
+4 (5)
RANGED ATTACK: --
TYPE: Humanoid (human)

SPECIAL ABILITIES: Sacred Healing [ ] [ ] (replaces attacks, all living creatures within 6 squares heal 10 hp, no effect on nonliving creatures); Turn Undead 7 [ ]

SPELLS:
1st - cure light wounds (unlimited uses) (touch, heal 5 hp)
3rd - searing light [ ] (sight, 10 damage, or 20 damage against Undead)
4th - cure critical wounds [ ] [ ] (touch, heal 30 hp)

World of Therra

 Fire Genasi Dervishes

Formed Unit (25) [30 points]

LVL: 6

SPD: 6

AC: 18

HP: 50


MELEE ATTACK:
+9 (10 magic)
RANGED ATTACK: --
TYPE: Outsider

SPECIAL ABILITIES: Dual Activation (this creature can take two turns in each round, each turn counts as one of your activations in that phase); Mobility (+4 AC against attacks of opportunity)

World of Therra

 Illuminators

Formed Unit (25) [12 points]

LVL: 4

SPD: 4

AC: 19

HP: 30


MELEE ATTACK:
+4 (5)
RANGED ATTACK: --
TYPE: Humanoid (human)

SPECIAL ABILITIES: Illuminator (creatures within 6 squares do not benefit from Conceal, Hide, or Invisible); Mystic Light (evil creatures within 6 squares get attack -2)

World of Therra

 Large Fire Elementals

Unformed Unit (4) [50 points]

LVL: 8

SPD: 10

AC: 19

HP: 60


MELEE ATTACK:
+10/+10 (10+5 fire)
RANGED ATTACK: --
TYPE: Large Elemental

SPECIAL ABILITIES: Difficult 12 (reduced to Difficult 6 for forces of the Sun); Requires Commander Ally; DR 5; Fire Shield 5 (any creature that hits this creature with a melee attack takes 5 fire damage); Immune Fire; Melee Reach 2; Mobility (+4 AC against attacks of opportunity); Vulnerable Cold

World of Therra

 Sacred Watchers

Unformed Unit (9) [18 points]

LVL: 5

SPD: F6

AC: 21

HP: 30


MELEE ATTACK:
+10 (10)
RANGED ATTACK: --
TYPE: Undead

SPECIAL ABILITIES: Evil Undead Slayer (damage +10 against evil Undead enemies); Fearless; Flight; Incorporeal

World of Therra

 Sunbows

Unformed Unit (9) [20 points]

LVL: 4

SPD: 6

AC: 16

HP: 25


MELEE ATTACK:
+5 (5)
RANGED ATTACK: +8 (10)
TYPE: Humanoid (human)

SPECIAL ABILITIES: Precise Shot; Selective Shot 2 (this creature can target each ranged attack against the nearest or second-nearest enemy).

World of Therra

 Sunspear Spikers

Formed Unit (25) [32 points]

LVL: 4

SPD: 4

AC: 20

HP: 30


MELEE ATTACK:
+7 (10)
RANGED ATTACK: --
TYPE: Humanoid (human)

SPECIAL ABILITIES: Fearless; Melee Reach 2; Set against Charge 10 (enemies that charge this creature take 10 damage after their charge movement but before making their melee attack)

World of Therra

 Sunspear Towers

Formed Unit (25) [38 points]

LVL: 4

SPD: 4

AC: 20

HP: 30


MELEE ATTACK:
+5 (10)
RANGED ATTACK: --
TYPE: Humanoid (human)

SPECIAL ABILITIES: Fearless; Phalanx (+2 AC against attacks from the front, as well as a +1 bonus to saves [from any direction] as long as it has 1 other creature with this ability adjacent to it [in mass battles, as long as its unit is formed and not routing]); Tower Shield (By foregoing its next activation, can receive total cover against any ranged attacks or ranged spells that affect it; can be continued indefinitely by continuing to give up activations, but while under cover, the creature's AC is reduced by 4 and cannot make attacks of opportunity; creatures with this ability suffer a -2 penalty to their melee attack rolls, which has already been included in their statistics)

World of Therra

 Sun Priests

Formed Unit (25) [24 points]

LVL: 4

SPD: 4

AC: 17

HP: 20


MELEE ATTACK:
+4 (5)
RANGED ATTACK: --
TYPE: Humanoid (human)

SPECIAL ABILITIES: Turn Undead 4 [ ]; Turn Undead 8 [ ]

SPELLS:
1st - cause fear [ ] (range 6; target creature of level 5 or below makes a morale save), cure light wounds [ ] [ ] (touch; heal 5 hp)
2nd - deific vengeance [ ] (range 6; 19 damage, or 20 damage to Undead; DC 14), resist energy [ ] (touch, resist 10 against a single energy type)

World of Therra

Commanders:

 Blessed of the Sun

Commander 5 [47 points]

LVL: 8

SPD: 4

AC: 19

HP: 60


MELEE ATTACK:
+10/+5 (5 magic)
RANGED ATTACK: +10 (5 magic + 5 fire)
TYPE: Humanoid (human)

COMMANDER EFFECT: Followers flanking an enemy (in mass battle, attacking the side or rear of a formed enemy) get +4 AC

SPECIAL ABILITIES: Turn Undead 8 [ ]

SPELLS:
1st - cure light wounds [ ] (touch; heal 5 hp); magic weapon [ ] [ ] (touch; attack +1, ignore DR)
2nd - cure moderate wounds [ ] [ ] (touch; heal 10 hp)
3rd - mass resist energy [ ] (your warband, resist 20 against a single energy type)
4th - mass shield of faith [ ] (your warband; +2 AC)

World of Therra

 Spear Leader

Commander 3 [23 points]

LVL: 6

SPD: 4

AC: 17

HP: 45


MELEE ATTACK:
+10/+5 (5 magic)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Followers get save +2

SPECIAL ABILITIES: Melee Reach 2; Persistent (this creature can activate normally on any turn it rallies); Trip (replaces attacks; Stun; DC 13)

MAGIC: potion of cure moderate wounds [ ] (self, heal 10 hp)

World of Therra

 Eagle of Light

Commander 2 [21 points]

LVL: 4

SPD: F12

AC: 15

HP: 30


MELEE ATTACK:
+7 (10)
RANGED ATTACK: --
TYPE: Large Magical Beast

COMMANDER EFFECT: Follower attacks treated as magic (ignoring DR)

SPECIAL ABILITIES: Flight, Flyby Attack (this creature can move up to its Speed and make a single melee attack at any point during its move); Power Dive [ ] (replaces turn; this creature can move up to twice its Speeed, but at least 1 square, then deal 15 damage to 1 adjacent enemy at the end of its move; DC 17)

World of Therra

 Marshalling Light

Commander 6 [35 points]

LVL: 6

SPD: 4

AC: 19

HP: 45


MELEE ATTACK:
+7 (10)
RANGED ATTACK: --
TYPE: Humanoid (human)

COMMANDER EFFECT: Hardy Soldiers (follower gain DR 5)

SPECIAL ABILITIES: Grant Move Action [ ] (your warband; gain an extra move during your activation)

World of Therra

 Illuminating Marksman

Commander 2 [34 points]

LVL: 6

SPD: 6

AC: 16

HP: 35


MELEE ATTACK:
+7/+2 (5)
RANGED ATTACK: +10/+5 (10 magic)
TYPE: Humanoid (human)

COMMANDER EFFECT: Followers gain +2 ranged attack

SPECIAL ABILITIES: Precise Shot; Selective Shot 2 (this creature can target each ranged attack against the nearest or second-nearest enemy).

World of Therra

The Sun Temple Battle Roster will be as follows:

6 formed units of Sunspear Spikers (150 troops)

4 formed units of Sunspear Towers (100 troops)

12 unformed units of Sunbows (108 troops)

6 unformed units of Sacred Watchers (48 troops)

2 formed unit of Sun Priests (50 troops)

4 unformed units of Large Fire Elementals (16 troops)

2 formed units of Illuminators (50 troops)

2 formed units of Fire Genasi Dervishes (50 troops)

2 formed units of Combat Medics (50 troops)

6 lone units of Clay Golems (6 troops)

6 Illuminating Marksmen (6 commanders)

3 Eagles of Light (3 commanders)

2 Blessed of the Sun (2 commanders)

1 Marshalling Light (1 commander)

8 Spear Leaders (8 commanders)

Total count: 622 individuals formed into units, 6 lone creatures, and 20 commanders = 648 individuals.

The 9 overall commanders of the force are as follows:

Oromoxco - The supreme high priest of the sun and the most powerful priest in Azotchtlan Lands (most powerful in terms of political and religious power and one of the top in terms of level). Oromoxco is regarded as a "son of the sun" and is believed to be divine.

Hezzenjir - The leader of the spellthieves. She is allied with the sun priesthood in order to protect her group's monopoly on arcane magic.

3 Sun High Priests - These are 3 of the highest ranking sun priests in Azlan, subordinate only to Oromoxco.

2 Sun Marshals - Commanders of the armies of the sun god.

2 Sun Generals - Technically subordinate to the Sun Marshals, but in reality their peers.

OROMOXCO CR 17
Male human Cleric 17 (Oromoxco)
LN Medium human (humanoid)
Init +5; Senses Listen +9, Spot +15
Languages Azotlan, Ignan


AC 27, touch 11, flat-footed 26
hp 111 (17 HD)
Fort +17, Ref +11, Will +24

Spd 20 ft (4 squares)
Melee +5 spear +19/+14/+9 (1d8+7)
Ranged javelin of lightning (5d6 electricity, DC 14)
Space
5 ft; Reach 5 ft
Base Atk +12; Grp +14
Special Actions
Divine Metamagic, Divine Vigour, Extend Spell, Quicken Spell, turn undead (10/day, +2 synergy bonus)
Combat Gear +5 golden binding keen spear, javelins of lighting (6), wand of lesser restoration (CL 3, 48 ch), wand of neutralize poison (CL 7, 22 ch), wand of remove curse (CL 5, 16 ch), wand of remove disease (CL 5, 18 ch), wand of remove blindness/deafness (CL 5, 30 ch), divine scrolls of greater dispel magic (3) (CL 17), potions of cure serious wounds (3) (CL 5), potions of hide from undead (2) (CL 1), potions of remove paralysis (2) (CL 3), holy water (3)
Cleric Spells Prepared (CL 17, melee touch +13, ranged touch +13):
9th - mass heal, storm of vengeance (DC 28), time stop
(d)
8th - chain dispel, earthquake (DC 27), stormrage, sunburst
(d) (DC 27)
7th - control weather, fortunate fate, greater harm, heaven's trumpet (DC 26)**, repulsion
(d) (2) (DC 26)
6th - antilife shell, greater dispel magic (2), heal, mass frostbun (DC 25), sunbeam
(d) (DC 25)
5th - bear's heart, divine retribution (DC 24), fire in the blood, psychic turmoil, righteous wrath of the faithful, spell resistance, unearthly heat
(d) (DC 24)
4th - air walk, assay spell resistance, dimensional anchor, fire shield
(d), moon bolt (DC 23), mass shield of faith, recitation, spell immunity
3rd - energy aegis, haste
(d), invisibility purge, mass aid, mass conviction, mass resist energy, prayer, wind wall
2nd - benediction, close wounds, elation, hold person (DC 21), lesser restoration, silence (DC 21), soul ward, sunstroke
(d) (DC 21)
1st - bless, command (DC 20), entropic shield, nightshield, protection from good, protection from evil, resurgence, shield of faith, true strike
(d)
0 - detect magic, detect poison, guidance, light, mending, read magic
Domains: Nobility (1/day, +2 morale bonus to saves, attacks, and damage to all allies who hear you speak for 1 round, lasts 6 rounds), Sky (+5 ft to fly speed, Spot is class skill), Summer (native of wastes, +2 bonus on Wis checks during summertime), Sun (greater turn undead 1/day), Time (Improved Initiative)
Contingency freedom of movement on self if grappled, swallowed, or otherwise hindered in a way where freedom of movement would help
Spell Phylactery death ward on self if targeted by any attack or spell against which it would be effective

Abilities Str 15, Dex 12, Con 14, Int 12, Wis 28, Cha 17
SQ spontaneous heal
Feats Combat Casting, Divine Metamagic (Quicken Spell), Divine Vigour, Extra Domain Spell (repulsion), Extend Spell, Extra Turning, Improved Initiative, Quicken Spell
Skills Concentration +20 (+24 casting defensively), Diplomacy +8, Knowledge (arcana) +15, Knowledge (planes) +8, Knowledge (religion) +21, Spellcraft +19, Spot +15, Survival +9 (+11 other planes)
Possessions combat gear plus golden celestial armour,+5 golden blinding heavy shield, cloak of resistance +5, periapt of wisdom +6, belt of priestly might, boots of sidestepping, spell phylactery on head, golden holy symbol to Oromoxco studded with rubies (5,500 gp), spell component pouch, ivory couatl decorated with gems (1,500 gp, contingency focus), masterwork potion belt

** Oromoxco is considered an archon for purposes of casting this spell due to his station

FEATS:

Divine Metamagic (CD p80) - metamagic feat chosen used as free action by spending turn attempts equal to level adj +1.

Divine Vigour (CW p108) - spend turn attempt to gain +10 base speed and +2 temp hp/lvl for Cha mod in minutes.

Extra Domain Spell (MHB p26) - cast one extra spell per day from a chosen domain spell.

SPELLS:

bear's heart (DotF p81) - r 20 ft, living allies up to 1/lvl, 1 rd/lvl; allies gain +4 Str plus +1d4 temp hp/CL, when spell ends allies take 1 pt nonlethal dmg per CL.

benediction (CC p116) - 1 full rd, r touch, creature (but not caster), 10 min/lvl or disch, SR; grant +2 luck bonus to saves, disch to reroll att roll, save, skill check, or ability check and take higher roll.

chain dispel (PHB2 p105) - r cl, one or more creatures no two more than 30 ft apart; each creature subject to targeted dispel magic (max CL 25).

close wounds (SC p48) - immed, r cl, 1 creature, SR; cures 1d4+1/lvl (max +5).

divine retribution (CC p119) - r pers, 10 min/lvl or disch, sv W part, SR; any creature attacking you takes 1d6 dmg/lvl (max 15d6) and 1d4

elation (BoED p98) - r 80 ft, allies, 1 rd/lvl, SR; +2 morale to Str and Dex and +5 ft to speed.

energy aegis (PHB2 p111) - immed, r cl, 1 creature, 1 rd, SR; resistance 20 against one energy type.

fire in the blood (HoH p129) - r pers, 1 min/lvl; 1d6 dmg to foe dealing piercing or slashing dmg on you increasing +1d6 with each such hit from that foe (max 5d6), spell ends when any foe takes 5d6.

fortunate fate (SC p99) - 1 min, r touch, living creature, 10 min/lvl or disch, SR; when killed from hp dmg or effect curable by heal, heal spell on subject.

greater harm (HoH p130) - r cl, 1 creature, sv W 1/2, SR; 1d12 dmg/lvl (max 20d12) but not below 1 hp.

heaven's trumpet (BoED p101) - 120 ft, sv F neg, SR; save or be paralyzed for 1d4 rds.

mass aid (SC p8) - r cl, creatures no more than 30 ft apart, 1 min/lvl, SR; +1 morale to att and sv vs fear, 1d8+1/lvl (max +15) temp hp.

mass conviction (SC p52) - r med, allies in 20 ft r, SR; +2 morale on saves +1/5 lvl (max +5).

mass frostburn (FB p95) - r cl, 1 creatue/lvl no two more than 30 ft apart, sv F 1/2, SR; 3d12 frostburn dmg +1/lvl (max +20), cures cold creatures.

mass resist energy (SC p174) - r cl, 1 creature/lvl no two more than 30 ft apart, 10 min/lvl, SR; resist 10 (20 at lvl 7 and 30 at lvl 11) against energy type.

mass shield of faith (SC p188) - r cl, 1 creature/lvl no two more than 30 ft apart, 1 min/lvl, SR; +2 deflection to AC (+1/6 lvl, max +5).

moon bolt (SC p143) - r cl, 1 living or undead creature or 2 such no more than 15 ft apart, sv F 1/2 (living) or W neg (undead), SR; living creature takes 1d4 Str dmg per 3 lvl (max 5d4), undead fall helpless for 1d4 rds and thereafter -2 to att and Will saves for 1 minute.

nightshield (SC p148) - r pers, 1 min/lvl; +1 resist to saves (+2 at CL 6, +3 at CL 9), negates magic missiles.

recitation (SC p170) - r 60 ft, allies, 1 rd/lvl, SR; +2 luc to AC, att rolls, saves (+3 if worship same deity).

resurgence (SC p174) - r touch, creature, SR; make 2nd save vs ongoing spell, spell-like ability, or supernatural ability.

righteous wrath of the faithful (SC p177) - r 30 ft, allies, 1 rd/lvl, SR; gain 1 additional attack, +3 morale to att and dmg.

soul ward (CC p127) - r touch, creature, 1 min/lvl or disch, SR; choose Int or Wis or Cha and absorbs next 5 dmg to the score, if cast twice absorbs 8 for two scores, if cast thrice absorb 10 for all three scores.

stormrage (SC p210) - r pers, 1 min/lvl; fly spd 40 ft, immune to thrown weapons and projectile ranged attacks, unaffected by wind, disch electric bolt 1/rd (SR applies) at standard act (no AoO) ranged touch attack 100 ft (+3 att if wearing or carrying alot of metal) dealing 1d6 electricity dmg/2 lvl (max 10d6) with no save.

sunstroke (Sand p123) - r cl, living creature, F part, SR; target takes 2d6 nonlethal dmg, save or become fatugued (or exhausted if fatigued), damage and fatigue cannot be healed until heatstroke condition is treated.

unearthly heat (Sand p125) - r touch, living creature, 1 rd/lvl, F neg, SR; subject takes 1d6 lethal and 1d6 nonlethal dmg per rd, save negates dmg that rd, creature taking dmg is fatigued (or exahsuted if fatigued), subject in heavy clothes or armour take -4 to save.

MAGIC:

belt of priestly might (MIC p74) - followers of deity can wear others take 1 neg level, +1 enhance to natural armour and +2 to Str.

binding (MIC p29) - 2/day swift action, next successful att your turn acts as dimensional anchor for 10 minutes.

boots of sidestepping (MIC p78) - 3/day, swift action, gain extra 5 ft step.

HEZZENJIR CR 16
Female human Spellthief 16
N Medium human (humanoid)
Init +5; Senses trapfinding; Listen +10, Spot +10
Languages Azotlan, Draconic, Slith

AC 22, touch 15, flat-footed 22; Combat Expertise, Dodge, Mobility
hp 88 (16 HD)
Fort +9, Ref +12, Will +10; +2 vs spells, absorb spell, evasion

Spd 30 ft (6 squares)
Melee +3 obsidian dagger +16/+11/+6 (1d4+4)
Ranged +1 sling +18 (1d4+2)
Space
5 ft; Reach 5 ft
Base Atk +12; Grp +13
Atk Options Combat Expertise
Special Actions
arcane sight (CL 16, 6/day), Combat Reflexes, detect magic (CL 16, 6/day), sneak attack +4d6, Spring Attack, steal energy resistance 20, steal spell (8th), steal spell effect, steal spell-like ability, steal spell resistance
Combat Gear +3 obsidian dagger, +1 sling, sling bullets (12), wand of dimensional anchor (CL 7, 12 ch), wand of magic missile (CL 9, 16 ch), arcane scrolls of dimension door (2) (CL 7), wand of charm monster (CL 7, 23 ch), potions of cure serious wounds (4) (CL 5), potion of remove blindness/deafness (CL 5), potion of bear's endurance (CL 3), potion of shield of faith +4 (CL 12), potions of lesser restoration (2) (CL 3), potion of heroism (CL 5)
Spells Known (CL 8, melee touch +13, ranged touch +17):
4th (2/day) - arcane eye, greater invisibility, stoneskin
3rd (2/day) - dispel magic, fly, haste, nondetection
2nd (4/day) - invisibility, mirror image, protection from arrows, resist energy
1st (4/day) - protection from evil, protection from good, shield, true strike
Stolen Spells (usable for 1/2 hour after battle begins) death ward (CL 12), harm (CL 12) (DC 22), heal (CL 12)

Abilities Str 12, Dex 21, Con 14, Int 15, Wis 11, Cha 22
SQ discover spells
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Lightning Reflexes, Mobility, Spring Attack
Skills Balance +7, Bluff +15, Concentration +21, Decipher Script +7, Diplomacy +8, Disable Device +12, Escape Artist +15, Hide +15, Intimidate +8, Jump +3, Knowledge (arcana) +12, Listen +10, Move Silently +15, Search +12, Spellcraft +23 (+25 to decipher scrolls), Spot +10, Survival +0 (+2 follow tracks), Tumble +24, Use Magic Device +25 (+29 scrolls), Use Rope +5 (+7 to bind)
Possessions combat gear plus +4 studded leather, gloves of dexterity +4, cloak of charisma +4, ring of evasion, spell component pouch, diamnond dust (1,000 gp for nondetection and stoneskin), masterwork potion belt

SUN HIGH PRIESTS (3) CR 15
Male and Female human Cleric 15 (Oromoxco)
LN Medium human (humanoid)
Init +5; Senses Blind-Fight; Listen +6, Spot +6
Languages Azotlan, Ignan

AC 24, touch 11, flat-footed 23
hp 98 (15 HD)
Fort +16, Ref +11, Will +19; evasion

Spd 20 ft (4 squares)
Melee +2 keen spear +14/+9/+4 (1d8+3/19)
Ranged +1 returning javelin +12 (1d6+2)
Space
5 ft; Reach 5 ft
Base Atk +11; Grp +12
Special Actions
turn undead (6/day, +2 synergy bonus)
Combat Gear +2 keen spear, +1 returning javelin, wand of death ard (CL 7, 27 ch), wand of freedom of movement (CL 7, 33 ch), divine scrolls of dimensional anchor (2) (CL 7), potions of cure serious wounds (3) (CL 5), potion of remove blindness/deafness (CL 5), potion of remove curse (CL 5), potion of remove paralysis (CL 3), potion of bear's endurance (CL 3), potion of cat's grace (CL 3), holy water
Cleric Spells Prepared (CL 15, melee touch +12, ranged touch +12):
8th - earthquake (DC 25), stormrage, sunburst
(d) (DC 25)
7th - ethereal jaunt, fortunate fate, greater harm, repulsion
(d) (2) (DC 24)
6th - antilife shell, greater dispel magic (2), heal, mass frostbun (DC 25), sunbeam
(d) (DC 23)
5th - divine retribution (DC 22), psychic turmoil, righteous wrath of the faithful, spell resistance, unearthly heat
(d) (DC 22)
4th - air walk, fire shield
(d), moon bolt (DC 21), mass shield of faith, recitation, spell immunity
3rd - energy aegis, haste
(d), invisibility purge, mass aid, mass conviction, mass resist energy, prayer, wind wall
2nd - benediction, close wounds, elation, lesser restoration, silence (DC 19), soul ward, sunstroke
(d) (DC 19)
1st - bless, command (DC 18), entropic shield, protection from good, protection from evil, resurgence, shield of faith, true strike
(d)
0 - detect magic, detect poison, guidance, light, mending, read magic
Domains: Nobility (1/day, +2 morale bonus to saves, attacks, and damage to all allies who hear you speak for 1 round, lasts 6 rounds), Summer (native of wastes, +2 bonus on Wis checks during summertime), Sun (greater turn undead 1/day), Time (Improved Initiative)

Abilities Str 13, Dex 12, Con 14, Int 12, Wis 24, Cha 15
SQ spontaneous heal
Feats Augment Healing, Blind-Fight, Combat Casting, Divine Vigour, Great Fortitude, Improved Counterspell, Lightning Reflexes
Skills Concentration +20 (+24 casting defensively), Diplomacy +7, Heal +11, Knowledge (arcana) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +18, Survival +7 (+9 other planes)
Possessions combat gear plus +3 golden breastplate, +3 golden heavy shield, cloak of resistance +3, ring of evasion, golden holy symbol (Oromoxco), spell component pouch, masterwork potion belt

FEATS:

Augment Healing (CD p79) - +2 points per spell lvl to dmg healed by conjuration (healing) spells.

Divine Vigour (CW p108) - spend turn attempt to gain +10 base speed and +2 temp hp/lvl for Cha mod in minutes.

SPELLS:

benediction (CC p116) - 1 full rd, r touch, creature (but not caster), 10 min/lvl or disch, SR; grant +2 luck bonus to saves, disch to reroll att roll, save, skill check, or ability check and take higher roll.

close wounds (SC p48) - immed, r cl, 1 creature, SR; cures 1d4+1/lvl (max +5).

divine retribution (CC p119) - r pers, 10 min/lvl or disch, sv W part, SR; any creature attacking you takes 1d6 dmg/lvl (max 15d6) and 1d4

elation (BoED p98) - r 80 ft, allies, 1 rd/lvl, SR; +2 morale to Str and Dex and +5 ft to speed.

energy aegis (PHB2 p111) - immed, r cl, 1 creature, 1 rd, SR; resistance 20 against one energy type.

fortunate fate (SC p99) - 1 min, r touch, living creature, 10 min/lvl or disch, SR; when killed from hp dmg or effect curable by heal, heal spell on subject.

greater harm (HoH p130) - r cl, 1 creature, sv W 1/2, SR; 1d12 dmg/lvl (max 20d12) but not below 1 hp.

mass aid (SC p8) - r cl, creatures no more than 30 ft apart, 1 min/lvl, SR; +1 morale to att and sv vs fear, 1d8+1/lvl (max +15) temp hp.

mass conviction (SC p52) - r med, allies in 20 ft r, SR; +2 morale on saves +1/5 lvl (max +5).

mass frostburn (FB p95) - r cl, 1 creatue/lvl no two more than 30 ft apart, sv F 1/2, SR; 3d12 frostburn dmg +1/lvl (max +20), cures cold creatures.

mass resist energy (SC p174) - r cl, 1 creature/lvl no two more than 30 ft apart, 10 min/lvl, SR; resist 10 (20 at lvl 7 and 30 at lvl 11) against energy type.

mass shield of faith (SC p188) - r cl, 1 creature/lvl no two more than 30 ft apart, 1 min/lvl, SR; +2 deflection to AC (+1/6 lvl, max +5).

moon bolt (SC p143) - r cl, 1 living or undead creature or 2 such no more than 15 ft apart, sv F 1/2 (living) or W neg (undead), SR; living creature takes 1d4 Str dmg per 3 lvl (max 5d4), undead fall helpless for 1d4 rds and thereafter -2 to att and Will saves for 1 minute.

recitation (SC p170) - r 60 ft, allies, 1 rd/lvl, SR; +2 luc to AC, att rolls, saves (+3 if worship same deity).

resurgence (SC p174) - r touch, creature, SR; make 2nd save vs ongoing spell, spell-like ability, or supernatural ability.

righteous wrath of the faithful (SC p177) - r 30 ft, allies, 1 rd/lvl, SR; gain 1 additional attack, +3 morale to att and dmg.

soul ward (CC p127) - r touch, creature, 1 min/lvl or disch, SR; choose Int or Wis or Cha and absorbs next 5 dmg to the score, if cast twice absorbs 8 for two scores, if cast thrice absorb 10 for all three scores.

stormrage (SC p210) - r pers, 1 min/lvl; fly spd 40 ft, immune to thrown weapons and projectile ranged attacks, unaffected by wind, disch electric bolt 1/rd (SR applies) at standard act (no AoO) ranged touch attack 100 ft (+3 att if wearing or carrying alot of metal) dealing 1d6 electricity dmg/2 lvl (max 10d6) with no save.

sunstroke (Sand p123) - r cl, living creature, F part, SR; target takes 2d6 nonlethal dmg, save or become fatugued (or exhausted if fatigued), damage and fatigue cannot be healed until heatstroke condition is treated.

unearthly heat (Sand p125) - r touch, living creature, 1 rd/lvl, F neg, SR; subject takes 1d6 lethal and 1d6 nonlethal dmg per rd, save negates dmg that rd, creature taking dmg is fatigued (or exahsuted if fatigued), subject in heavy clothes or armour take -4 to save.

SUN MARSHALS (2) CR 14
Male human Marshal 14
LN Medium human (humanoid)
Init +1; Senses Blind-Fight; Listen +10, Spot +10
Aura resilient troops (60 ft, +3 saves), watchful eye (60 ft, +6 Ref saves)
Languages Azotlan

AC 22, touch 11, flat-footed 21
hp 105 (14 HD)
Fort +12, Ref +7, Will +11

Spd 20 ft (4 squares)
Melee +1 keen flaming burst spear +15/+10 (1d8+3 plus 1d6 fire/19)
Ranged +1 composite longbow +12/+7 (1d8+3)
Space
5 ft; Reach 5 ft
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions
Combat Reflexes, grant move action 3/day
Combat Gear +1 keen flaming burst spear, +1 composite longbow (+3 Str bonus), arrows (20), cold iron arrows (20), silver arrows (20), potions of cure serious wounds (4) (CL 5), potion of protection from evil (CL 5), potion of protection from good (CL 5), potion of shield of faith +3 (CL 6), potion of bear's endurance (CL 3), potion of bull's strength (CL 3)
Auras Known:
Major - motivate attack +3, motivate care +3, resilient troops +3
Minor - demand fortitude +6, force of will +6, master of opportunity +6, motivate dexterity +6, over the top +6, watchful eye +6

Abilities Str 16, Dex 12, Con 16, Int 11, Wis 10, Cha 22
Feats Blind-Fight, Combat Reflexes, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (diplomacy), Weapon Focus (spear)
Skills Bluff +16, Diplomacy +23, Disguise +6 (+8 acting), Intimidate +20, Listen +10, Sense Motive +18, Spot +10, Survival +10, Swim +9
Possessions combat gear plus +2 gold breastplate, +2 gold heavy steel shield, cloak of charisma +4, masterwork potion belt

SUN GENERALS (2) CR 14
Male human Fighter 14
LN Medium human (humanoid)
Init +2; Senses Blind-Fight; Listen +5, Spot +5
Languages Azotlan

AC 23, touch 12, flat-footed 21; Dodge, Mobility
hp 133 (14 HD)
Fort +14, Ref +9, Will +7

Spd 20 ft (4 squares)
Melee +1 keen flaming burst spear +23/+18/+13 (1d8+10 plus 1d6 fire/19)
Ranged +1 composite longbow +17/+12/+7 (1d8+6); Far Shot
Space
5 ft; Reach 5 ft
Base Atk +14; Grp +20
Atk Options Point Blank Shot, Power Attack, Precise Shot
Special Actions
Combat Reflexes
Combat Gear +1 keen flaming burst spear, +1 composite longbow (+6 Str bonus), arrows (20), cold iron arrows (20), silver arrows (20), potions of cure serious wounds (4) (CL 5), potion of protection from evil (CL 5), potion of protection from good (CL 5), potion of shield of faith +3 (CL 6), potion of bear's endurance (CL 3), potion of bull's strength (CL 3)

Abilities Str 22, Dex 15, Con 18, Int 11, Wis 10, Cha 13
Feats Blind-Fight, Combat Reflexes, Dodge, Far Shot, Greater Weapon Focus (spear), Greater Weapon Specialization (spear), Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (spear), Weapon Specialization (spear)
Skills Intimidate +18, Jump +16, Listen +4, Spot +5, Swim +10
Possessions combat gear plus +2 gold breastplate, +2 gold heavy steel shield, belt of giant strength +4, gloves of dexterity +2, ring of resistance +1, masterwork potion belt

Part Six - The Battle Proper

The flowery battle uses the mass combat rules in the Miniatures Handbook. DMs are advised to become very familiar with those rules beforehand and to have the players become familiar with them as well.

Note: A mass combat of this size is likely to take more than a few sessions to complete! Be prepared to keep the battle map intact between sessions or to note the positions and statuses of the various units.

The arrangements for the battle are as follows (and the PCs can be made aware of all of the rules of the battle beforehand):

The location of the battle is chosen by the Uemac high priesthood, using divinations to the god of war. The location is typically a place somewhere in Azotchtlan Lands and often where a historic battle took place. For this battle, the location will be somewhere in northwestern Xonochouco, in a rolling field where an ancient battle between the Fezen and Azotchtlans took place.

The battle will take place on the final day of Sacred Time.

The field of battle will be an area roughly 1,150 ft wide by 800 ft long. This should fit on a standard wet erase battlemat treating each 1 inch square as 25 ft.

The Consecrated Battlefield:

The double red lines surrounding the battlefield represents the limit of the consecration magic enacted by the Uemac priests. No spell effects can pierce this barrier, which serves to protect spectators and to prohibit them from interfering in the battle.

This barrier extends 70 ft above the battlefield and then forms a ceiling. It also extends 15 ft beneath the ground and then forms an underground floor. In this way no spells or effects can leave the battlefield by air or underground as well.

No person or unit can enter the battlefield once the barrier is enacted. No person or unit can be involuntarily pushed out of the field of battle. Any magical effect that would cause this instead stops when the boundary is met. The barrier can be penetrated voluntarily by beings who wish to flee the battlefield, but they are out of the battle for the duration. Note that effects that panic or frighten enemies are not considered involuntary. Similarly, routing units who leave the barrier are not considered to be involuntarily leaving it. Such frightened or routing units and creatures that leave the barrier are out of the battle.

The barrier also enacts a limit to flying magic within its precincts. No creature or unit may end its movement above the ground. This includes levitation, flying, or any other effect. Any creature that goes ethereal or plane shifts is considered to have left the battlefield and cannot re-enter it. However, teleport or dimension door or other such magic does function normally.

The Central Area:

Uemac demands that participants in the flowery battle be active and aggressive. While this does not prohibit subtle tactics and waiting games, no one wants a flowery battle where both sides sit around waiting for the other side to do something. So the central area of the battlefield is specially consecrated, such that any side that holds its banner within the area while the other side's banner is not so held gains a bonus. This is dealt with under The Banners section below.

This central area is enchanted to prohibit all wall spells from functioning within its area. This includes any spell with the word "wall" in it, as well as any spells that absolutely or effectively prohibit movement within. The solid fog spell, for example, would not be prohibited since while it slows movement, it does not prohibit it. Spells like entangle or web also are not prohibited. This enchantment is enacted so that one side cannot simply wall off the central area.

The Banners:

Each side is given an enchanted banner, emblazoned with whatever symbol, coat of arms, or sigil it desires. This banner is magicked so that only members of its side may touch or otherwise move the banner, even by means of magic. These banners are also indestructible during the battle and cannot directly be affected by any spell effect.

When a banner is held by a unit or creature and is displayed for a full round within the central area, and the other banner is not, then the side represented by the displayed banner gains a +1 bonus to attack rolls and saves. This bonus only applies to mass combat, not to D&D combat, so the Loins (see below) are affected but the Heads (see below) are not. If the banner is held aloft in the central zone, uncontested, for multiple consecutive rounds, greater benefits can accrue as follows:

1-5 full rounds = +1 bonus
6-10 full rounds = +2 bonus
11-15 full ronds = +3 bonus
16-20 full rounds = +4 bonus
21+ full rounds = +5 bonus

If, at any time, both sides' flags are held aloft in the central area, or no sides' flags are held aloft in the central area, then the bonus is negated and the round count must be restarted anew.

Note all mass combat units of the side gain the banner bonus, whether they can see it or not.

The Choice of Start:

The 75 ft wide band of grey along each edge of the battlefield represents the starting area of the combat. All units and creatures must set up in this area. Choice of starting area is determined by random draw. The side that selects its starting area must also set up its forces first.

Terrain:

There is various terrain on the battlefield as follows:

Green patches represent woods. They are 30 ft tall. These are treated as difficult partial cover terrain as described on pages 151 and 152 of the Miniatures Handbook.

Black lines represent ruined high walls. These are treated as impassible total cover terrain as described on pages 151 and 152 of the Miniatures Handbook.

Blue lines are small streams. These are treated as difficult terrain as described on page 151 of the Miniatures Handbook.

Blue solid areas are small lakes. These are treated as impassible terrain as described on pages 151 and 152 of the Miniatures Handbook.

Brown lines are hills, with darker contour lines representing higher elevations. Each contour line represents 10 ft of movement. Hills are total cover terrain as described on page 152 of the Miniatures Handbook. Furthermore, moving up slope is treated as difficult terrain as described on page 151 of the Miniatures Handbook.

The Armies:

Each army is divided into two parts. The first is known as the "Heads of the Army". These are 9 individuals who may not be attached to any units. These Heads must always be lone individuals.

The second part is known as the "Loins of the Army". This is the rest of the force.

This division is important for two reasons. First, because the Heads can never join with any units of the Loin. This is justified in Azotchtlan tradition by a desire of Uemac to see the leaders of each faction exposed and possibly meeting each other on the field in single combat(s).

Second, because the Heads will be engaging in normal D&D play during the battle, while the Loins will be engaging in mass battle rules. This difference is utilized because translating the PCs into mass battle rules is not only difficult but would, of necessity, force the PCs to forego many of their spells, clas abilities, and magic items as many of these are beyond the scope of the mass battle rules or are too complex to be handled thereby.

So, each side will have 9 individuals who will be participating in this battle using standard D&D rules. The rest use the mass battle rules.

Initiative:

Initiative will be checked once at the start of the combat. For the Heads, initiative works just like normal D&D. The DM rolls a single initiative roll for the mass battle at a +0 modifier. This is the initiative count at which time the mass battle will operate each round. When the mass battle initiative count is reached, a single round of mass battle is conducted per the rules. That means each side's Loins roll for initiative and then movement and actions alternate as indicated in the mass battle rules. Once the mass battle round is finished, any remaining Heads finish their initiatives for the round. Heads can delay and ready actions, but cannot ready an action or act in any way during the mass battle portion of the round. This rule is necessary to avoid unecessary complications in the interaction between the Heads and the Loins. The only exception to this is that Heads can take attacks of opportunity or immediate actions during the mass battle round. But they may not take movement actions, standard actions, swift actions, free actions, or delayed actions during the mass combat round unless these are a part of their immediate action (for example, an immediate spell that allows a PC to take a movement action right away could therefore move during the mass combat round).

Interaction:

There will be many times when the Heads interact with the Loins during the battle. This can include area of effect spells, melee or ranged combat, et al. Special rules are needed to adjudicate these effects, but no set of rules can cover every instance and so DM judgment is likely to have to come into play. The rules below ONLY apply when Heads cast spells at Loins.

Area of Effect spells can only effect a unit if at least half of the unit is included in its effects. If half or more of a unit is in the area of effect but the entire unit is not, then the unit gains the benefits of improved evasion against the effect (even if it is not a Reflex save effect). This means a failed save does half damage and a successful save does not damage. Spells that do not cause damage must include the entire unit in its area of effect and must be able to affect the entire unit for it to be effective. This means, for example, a bless spell will not function if only 24 of the 25 individuals in a formed unit are in the area of effect. THis also means a haste spell cannot affect a medium sized formed unit unless it is cast at 25th caster level!

If a spell has both a damaging effect and a non-damaging effect, then the damage follows the area of effect damage rule above and the non-damaging effect follows the area of effect non-damaging rule above. For example, if a spell causes 6d6 radiant damage in an area and also blinds its victims, but only 50% of a unit is in the area of effect, then the unit will get a save against the damage (with improved evasion) but is not subject to the blinding effect.

Spells that harm or disable a single creature or a specific number of creatures can be cast at a unit. Such damaging spells simply operate as normal. For example, a PC who casts a magic missile spell at a unit can target the unit and the unit will take the damage as normal. Spell effects that disable an individual or individuals cause the unit to have to decide to accept the effect on the entire unit or treat the individual(s) as eliminated from the battle. This is taken from the paralysis condition on page 159 of the Miniatures Handbook. In this case the DM must adjudicate whether the effect is severe enough to have effectively disabled the individual. Otherwise, it has no effect unless it can affect the entire unit. For example, a doom spell cast on a unit would have absolutely no effect since it only affects a single creature, and the shaken condition is not severe enough to disable the individual. It would not be fair to put the unit in a position to have to have all members shaken or eliminate a unit member from such a minor effect.

Loins can cast spells at Heads. The Loins adjudicate the spell effects exactly as if the spell had been cast in normal D&D. For example, if a Combat Medic unit casts a searing light at a PC, it would be treated exactly like a searing light spell in D&D. However, units are always subject to limits on ranged attacks for spells requiring ranged attack rolls when attacking Heads (this is so a single unit of 25 members cannot cast 25 spells simultaneously at a PC or NPC!), and no matter how many members of a unit cast a magic spell or use a special ability, all are considered to have used it at that time. Furthermore, a unit can only target a single other unit or area with all of its spell effects in a given action.

This means the DM needs to be careful when giving units (especially formed units) powerful spells or area of effect spells. Giving a 25 person formed unit of 5th level wizards access to a fireball spell could result in 125d6 of fire damage hitting a single PC in 1 round! While this is technically realistic, it is not advisable for fun or balanced play. If the DM wants such magic to be available for the mass combat, he can institute an optional rule whereby only a single instance of multiple simultaneous castings of an area of effect spell can affect a Head.

For example, a formed unit of Combat Medics can make a ranged attack with its facing edge plus the rank behind it. That means for a fully formed Combat Medic unit, 10 searing lights could target an individual creature. However, since ranged attack numbers against unformed units and lone creatures are halved, the 10 searing lights becomes 5 searing lights. The remaining 20 members could not attempt to cast their searing lights against an additional creature or unit at the same time. Nevertheless, all 25 are treated as having used up that searing light spell.

In all cases, when Heads attack Loins, all damage is rounded to the nearest 5 points of damage. For Loins, saves are the same as their saves in mass combat. Loins do not have differing Fortitude, Reflex, or Will saves. The DM should use common sense when, for example, Heads cast spells at Loins. For example, if a Head casts a spell that does not work against undead, then a Loin unit of undead would not be affected, even if it doesn't say so on the mass battle card.

Heads:

Heads cannot attach to any units. They are always lone creatures. Heads may pick up their side's banner and deploy it in the central area.

Practical Considerations:

It is recommended that the DM prepare counters for the units and individuals in the battle. Here is a template on Excel showing the counters used in the historical flowery battle. Units are comprised of white boxes representing its members, which can be crossed off as they are eliminated. Also included are some measuring sticks for counting distance in 5 ft increments on the battlefield. It is recommended that the DM purchase wooden squares of 1 inch by 1 inch by 1/8th inch or 1/4th inch and paste the counters onto these wooden pieces, to create nice, sturdy unit counters that won't be moved accidentally or be shoved around. DMs can cut the wooden squares to smaller sizes to use for individual creatures. Commanders can be placed atop the unit they are attached to; in the front if leading from the front and in the rear if leading from the rear.

Even with counters, a lot of record keeping will be needed for the battle, including tracking command points spent each round as well as spell effects. Here is a set of sheets for use to keep track of the various effects, initiative count, and the like during the battle.

Beginning of the Battle:

Pre-casting of spells is allowed. However, the consecration ceremony takes between 30 and 41 minutes (1d12+29) to complete, and at no time during this ceremony may any spells be cast or magic items be activated or any actions of any kind undertaken. Concentration may not be maintained. All individuals in the battle must instead spend the entire time taking part in the consecration ceremony. This means long term spells and effects can be precast, but any spell or effect lasting less than 40 minutes should not be cast before the ceremoney.

Once the ceremony is ended, the barrier will rise and appear as a vague reddish field of magic boxing in the battlefield. The consecrating priests will leave by means of magic and a horn and drums will sound, signifying the beginning of the flowery battle ( and time to roll initiative!).

During the Battle:

The battle is a holy rite to Uemac, the god of battle. The god, and the spectators, expect bravery and aggression in battle, not passivity. Remember that the PCs are attempting to win the Azotchtlan people to their side. As such, if they sit back and do not take part in the battle or hide and take cover, then even if their side wins, they may find it more difficult or even impossible to accomplish their eventual goals. The DM can signal this by having spectators boo or hiss (which is especially heinous in Azotchtlans society) and urge the PCs to fight like the gods intended.

Resolving the Battle:

The battle need not be to the death, though it often is. The PCs' side can surrender. If they do, they can forget about having the Azotchtlan people agreeing to learn wizardry, and their status and prestige will lower accordingly. Additionally, provided the PCs used arcane magic during the battle, their defeat will signal that arcane magic is inferior to divine magic and the people will reject it out of hand.

The sun priest side will not surrender unless and until all of its Heads are dead or disabled/defeated (except for Hezzenjior, who is not as fanatic as the sun priesthood). Even then, at least half of their units must also be defeated. Once this happens, the sun priest troops will surrender and the battle will be over.

Afterwards:

The PCs, assuming they win, have proven the rightness of their contention that the Azotchtlan people came from the north and were brought here by the scaled ones. They then must decide how to enact the next phase of their plan. Timing is important. Too soon and it will be obvious that introducing wizarrdry all along was their plan. Too long and the sun priesthood could reconstitute (though unless it is a really long time, they won't directly challenge the PCs to flowery battle again!). The plan advised by Pizotzin and Malinal is set forth below.

Part Seven - And Wizard Makes Three

At some point after the PCs win the flowery battle, they should meet with Malinal and Pizotzin and discuss when and how best to introduce wizardry to the Azotchtlans. Malinal and Pizotzin will questions the party's wizard(s) as to how many apprentices they can teach. They will then recommend that the PC wizards take on a class of first generation Azotchtlan wizards and teach them the art in some very safe and very secluded location. They recommend that this first batch of wizards be recruited quietly and without fanfare. The first class should be comprised of notable Azotchtlans, since the first lcass, once they become wizards, will then make their knowledge public and recruit the next class more publicly. In fact, it is suggested that both the first and second class generations be taught under the PC auspices and in secret. Thereafter, there should be enough Azotchtlan wizards that their enemies could not hope to slay them all and the "snake will be out of the bag" for good.

The teacher must use the Book of Karsus to teach the new students. Specifically, the students will only agree to learn cantrips and the spells in the Book of Karsus. Later, once they have mastered wizardry and trust it more, they will venture out into other spells. But for now, they can only be convinced that the Karsus spells are not soul corrupting.

The PCs can choose any secure and secret location to teach the first class. If the PCs have made friends with the Heroes of the Gem, then the Kingdom of Slumber might provide a refuge. Or there could be planar locations or secret locations in Sazhansiir, including various secluded vaults the PCs may have come upon during their adventures. In any event, each wizard PC can train six apprentices at once. Since the first batch of apprentices will be comprised of upper level clerics and other worthies who are already experienced in the way of magic in general, it will take approximately 3 years to teach the first class. The PC wizards must be present at the class for most or all of this time, so he or she is effectively out of the campaign for this time. It is recommended that the DM encourage the rest of the PCs to take a break, develop marriages or have children, craft magic items, and relax after a long, grueling career of adventuring.

Once the first class is finished, they will all be 1st level wizards. Assuming there is 1 PC wizard, that means there will be 6 new Azotchtlan wizards. The second generation class will now involve those 6 new wizards each taking 6 students of their own under tutelage, supervised by the PC. In another 4-5 years, the second generation will become 1st level wizards and there will now be a total of 42 new Azotchtlan wizards! These 42 will then be released from seclusion and sent into the Azotchtlan Lands to start their own classes, thereby dissemintating wizardry throughout the Azotchtlan Lands (a process that will take many years to complete).

As mentioned, the 1st class should be comprised of established, well-respected, and higher level students. Malinal and Pizotzin will each nominate a member of the upper eschelon of their temples as class members. They will also recommend that the PCs include a member of the spellthieves, to placate that faction. At least one member of the Azotchtlan secular nobility should also be included, so that there is no worry that the priesthood seeks to monopolize this power. If the PCs agree to this, that leaves 2 slots left to be chosen by the PCs (assuming there is only 1 PC wizard).

The second class can have a wider variety of members. Malinal and Pizotzin will recommend a balance of priests and nobles to assuage the power balance in the Azotchtlan hierarchies. While recruiting for the second class, the Fezen will get wind of it and demand inclusion in the class. The final approval of this is up to the PCs, but both Malinal and Pizotzin will recommend it in order to avoid a war between Fezen-tir and the Azotchtlans. They will point out that it is likely they will eventually learn the art anyways as it becomes more and more common, so it might be better to teach them now.

Once the second class is over, the PCs have accomplished their goal. Wizardry is now a burgeoning part of Azotchtlan society. They have effected a massive change for the better on an entire people!

Experience Points:

It is recommended that the PCs get experience for the other Heads, divided by the number of their Heads. So, in the case where the PCs have 9 Heads, then they would get experience for defeating the 9 sun priest heads, divided by 9 (and then half again for Therra). While cohorts do not normally count for dividing experience, they will in this case. Nevertheless, although cohorts are counted for dividing experience, they still only gain experience as normal (that is, as a ratio of their level to their master's level).

 

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