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Summary:
The PCs attempt to loot the tomb of a Thaneeri prince. In doing so, they uncover a Thaneeri mystery cult dedicated to worshipping the prince, protecting his tomb, and slaying white dragons. The cult has stolen a trio of white dragon eggs and the wyrm matron is now coming to reclaim them.
Assumptions:
The PCs are in the employ of House Riverine
Location:
The Far Coast
Historical Date:
N.S. 26, Summer
DM's Introduction:
The crucial events behind this scenario are best captured in the song popular around the northern Empire of Antoria.
| Hammon's
Lament In elder days before the light of reason did the Empire bring when cuinilot did rule these lands of this hoary time I sing Many hundreds years ago the eldest scion of Thaneer called Hammon by his tribe did rule as king without peer Two brothers had barbaric liege all three strong and proud in baritone he'd rant and bray and frenzy the unwashed crowd Until one day did there arrive Anashluur the wyrm of white whose father had been slain by Thaneer's blade gleaming bright The great dragon landed hie and bellowed rimes of frost "As I my father's blood revenge so shall your father's son be lost!" And then the beast did fly away into the morning gloom and bided he a time, they say to savour Hammon's doom One moonless night then came when Anashluur flew to snatch Hammon's youngest brother a bait with which to catch The eldest and the bravest who took up arms and shield and even that very night trod across the glowing field Up to the dragon's lair he came and stood, a man unafraid of impending death he shouted his demand "Let us this matter finish O dragon of the north revenge or end shall be yours so ware and come thee forth!" And the great beast did emerge from his frosted cave and Hammon knew his doom but his brother he would save And so the two did fight with graven axe and snowy breath no quarter asked or given in this contest to the death Thrice did Anashluur breathe his icy blasting lash and thrice his claws did rake each cutting bloody gash And when a mortal man might fall and bleed upon the snow still did Hammon bravely fight and would not be laid low For came he not to prevail that day he knew his cause was lost none but his father in any way could o'ercome that lord of frost But e'er did the cuinilot king backpedal and retreat luring it from the cave before his certain defeat And so the younger brother had the chance to flee and fly while Anashluur and Hammon echoed shout and cry When Hammon saw his brother fled he knew the time was nigh to strike a final blow so fell that both of them should die So called he 'pon spirits foul in exchange for mortal soul to grant his axe the power to see him to his goal The axe of Hammon did blaze afire a dragon bane was born and Hammon's hide and shield did the claws and breath now scorn And with a last and mighty cut the axe clove dragon's neck and Hammon died that very day 'neath Anashluur's bloody wreck Solemn then were those that found Hammon's body harried and so they built a tomb to him in which he would be buried And it is said that e'en to this day Hammon's shield and axe and hide in his tomb amongst the wards with him do reside. |
The Fall of Hammon:
Hammon was the eldest son of legendary Thaneer, mythic founder of the barbarian tribes descended from him called the Thaneeri. He ruled his people, in tandem with his two younger brothers, Vingeer, and Thalur. And although all three brothers were equal as sons of Thaneer, still Hammon was the eldest and the most powerful warrior amongst them, and so he was truly an overking of his people, in deed if not in title.
One day, in his 48th year, a great white dragon came to Thaneeri lands. This was Anashluur the Spike, son of one of the most terrible white wyrms ever known, Alakkarinlon the Terror. Alakkarinlon had claimed the northern portion of what is now Thaneer for over a millenium, and when the people of Thaneer began to encroach on his lands, he fought them. Finally, the people cried out for Thaneer, and he came forth and in an epic battle laid low the wyrm, skinning him and taking his armour for his ownand making a mighty axe out of his bones. But Alakkarinlon's mate had foreseen his downfall and had taken his progeny north into hiding. Amid the Wild Peaks, she raised them and taught them and set each sibling against the other, until a single one remained, Anashluur, the strongest and most worthy of the scoins of Alakkarinlon. In Anashluur's final test of readiness, he fought and slew his own mother, and she, with her dying breath, praised her son and bid him to take his revenge and so set his destiny and redeem his legacy.
And so, as set forth in Hammon's Lament, Anashluur kidnapped Vingeer and took him to his lair as bait. Anashluur wished to slay all three brothers, but he feared facing both of the warrior brothers together, Hammon and Thalur. But Vingeer was a skald and not as puissant a fighter as the other two. And further, the dragon knew that Hammon considered himself the guardian of his youngest, more genteel sibling and would not wait to summon Thalur.
Indeed, Hammon did rush forth, and he challenged the dragon to combat and then drew the beast far enough away from his cave that Vingeer could escape. By then Hammon was severely wounded, and he knew he was about to fall. But he had a surprise for Anashluur, for he had taken with him the Amulet of Effishnir, a powerful talisman forged by his father and his fey mother. This amulet contained the essence of a demon of flame that had been bound within by Hammon's parents. Hammon telepathically communed with the fiend, and offered it its freedom if he would destroy the wyrm. This fiend agreed, but needed a body to inhabit in order to manifest. Hammon offered is own body, and in return asked merely that the demon depart his body for the netherworld once Anashluur was slain, so that he might be buried with honour at his father's side. To this the demon agreed, but as Hammon was in the midst of crushing the amulet and unleashing the spirit, it added a final spiteful condition. Indeed it would depart Hammon's body; but only by the command of a horse-riding Thaneeri brave. Of course, this was thought to be an impossible condition, for no Thaneeri warrior would dare to ride a horse, as such was considered a taboo and a sign of pathetic weakness. But time was short and Hammon was about to fall to Anashluur's frosty breath, and so the prince agreed to this final condition, and he crushed the amulet.
Effishnir's spirit launched into Hammon's body, sundering the prince's soul in scalding flame. Into his axe swept Effishnir's flame powers, fueled by shards of Hammon's essence. Into his shield and hide armour spewed the flame demon's ichor, anchored by Hammon's fading will. And so armed, Effishnir slew Anashluur in a cut that severed the wyrm's neck. But Effishnir had long been trapped in the amulet, and was not steady of foot or agile of limb, unused to a body. The dragon fell atop the demon's newly won body, crushing it in a snap of bones and a tearing of muscles.
Vingeer, meanwhile, had sprinted back to his tribe and gathered what warriors he could, along with priests of the clan, and hurried back to the battlefield, hoping to aid his brother. When he saw the wreck of Anashluur, he knew hope, but when he spotted his brother's twisted leg poking out from under the massive, scaly body, he feared the worst. Almost hysterically, the warriors used levers to push the dragon aside. The priests rushed forward and saw the damage done and knew no mortal could have survived. They didn't despair however, for they knew they could call upon their god Lothar to entice the prince's spirit back into his body. But when the priests saw the body twist, and the glowing embers in the eyes of their prince, they knew that something was amiss.
The priests used their lore and magic to examine Hammon's body, and they realized that what moved its twisted limbs was not the prince. Indeed, when Hammon's body began to speak, it was in a language that the priests only barely recognized, the tongue of the fiends of the abyss. The priests questioned Effishnir, and upon learning what had happened, abjured the demon to leave the body, useless though it was. But the demon refused, for it believed it could one day heal the vessel in which it dwelt, and at the very least, it could punish Hammon for tricking it into taking his body, as if somehow the prince knew that the demon would be cheated of his flesh by the vagaries of a falling dragon.
The last words the demon spoke were:
| Only shall I leave on the day that a brave of the loins of Thaneer commands me so. But no ordinary brave must it be, but one who has willingly dishonoured himself by riding a horse into battle, and he willingly and with no knowledge of the condition I have set forth. For only then will I know that the Thaneeri have fallen so far from grace and honour that my vengeance upon he who bound me and he who tricked me is complete! |
So the priests took up the body and instead of burying it alongside Thaneer, they constructed a special tomb upon a hillside. And they rested this body in the tomb, with its armour and weapons, for they believed the weapons cursed by the power of Effishnir as much as the body. Then the priests set wards and guardians upon the tomb and within it, not as much to keep intruders out (though they did wish to keep graverobbers from desecrating the prince's body), but to keep the demon within. Then the most loyal of these priests took solemn vows and formed a cult to tend to the prince and his resting place. And so did Hammon's body reside these many centuries.
The Cult of Hammon:
The Cult of Hammon is a mystery cult of the Thaneeri. A very secretive and select coven, most Thaneeri themselves have never heard of it or only know of it by way of whisper and innuendo. This cult was originally dedicated to several purposes:
1. To find a way to free Hammon's body from Effishnir
2. To ward his body from desecration
3. To keep the demon Effishnir from escaping with Hammon's body
4. To wreak revenge upon white dragonkind, and especially to wipe out the line of Anashluur the Spike
The coven was led by spirit shamans, for they took a great interest in spirits in the hope to learn how to remove Effishnir's spirit from their prince's body and as a way to potentially redeem Hammon's spirit to the afterlife. In addition, the cult worshipped the progeny and bloodline of Hammon, turning somewhat into an ancestor worship religion.
Over the millenia, the cult dwelt in the area of what is now Hammon's Creche. A temple was built near the tomb, and the cult manned it with shamans and cult guardians. It also sent out its slayers to kill any white dragons it could find, often travelling many hundreds of leagues to exact their vengeance. When the Empire of Antoria invaded the Far Coast, they drove out the cultists, though they did not or could not pierce Hammon's tomb. The cultists fled north and split into cells to dwell amongst the remaining Thaneeri tribes. But they still kept to their lore and continued to hunt the great white wyrms. And they longed to resume their watch over Hammon's resting place. But in the centuries that passed since the Empire invaded, the cult has forgotten the final words of Effishnir, for the very fact that the rider who could set Hammon's body free had to be entirely unaware of the demon's conditions made such lore secret and only recorded on tablets in the temple itself. When the cult fled their temple, they lost the tablets and eventually the knowledge how to free Hammon passed from the ken of even the cult itself.
The Current Situation:
When rumours of gold surfaced in the hills around Hammon's Creche a few years ago, one miner, named Breekan, and his workmen chose to delve into the hill atop which rested Hammon's Tomb. While the tomb and the ruins of the temple nearby had fell reputations, the miners felt they were far enough below the tomb and the hilltop to be free of any danger. They were wrong, for as they delved, the eventually pierced a shaft that had been dug by the Thaneeri as a part of Hammon's Tomb. Fell creatures spilled from that wound and slew the miners, who never returned to tell their tale. Eventually the creatures returned to the Tomb proper, but the mine was abandoned, as the locals assumed that the miners had fallen afoul of poison gas or, as some rumoured, spirits of the Tomb.
Meanwhile, the shaman Ysteria of the cult of Hammon has received visitations from spirits in her dreams. These have informed her that a breach in Hammon's Tomb has opened, and in response, she has gathered her coven and come to the mines in order to guard against desecrators.
Coincidentally, at the time of these dreams, Ysteria and her minions had just completed the kidnapping of three white dragon eggs. Their goal was to lure a white wyrm matron whom they had determined was of the line of Anashluur. The coven assaulted the matron and her mate in the northern verges of the Aynayjor Mountains and managed to slay the male. Meanwhile, others of the coven had snuck in and taken the matron's three eggs. Originally, they had planned to destroy these eggs in a ritual sacrifice to the memory of Hammon and to Lothar. But when the matron escaped the assault, the coven determined to first use the eggs as bait to lure the matron into a final battle. When the shaman moved the coven to the Breekan Mines, they took the eggs with them.
Concurrently, the dragon matron has discovered the location of her brood. She now is winging her way south, to recover her eggs and to wreak punishment on those who dared to slay her mate and affront her so.
The PCs will learn of the legend of Hammon and hear tales of the abandoned mines. This adventure assumes that the PCs are treasure seekers, interested in procuring Hammon's axe, armour, and shield, as well as rumours of other treasure buried with him. They will have to defeat Ysteria and her coven, who assume the PCs are tomb robbers (which is not inaccurate), not knowing that these tomb raiders actually present the means to free their beloved Hammon's body. The PCs will then have to penetrate Hammon's tomb, deal with the guardians and wards therein, and finally possibly banish Effishnir from Hammon's body. Thinking their job done, the PCs will emerge from the tomb and mines only to be assaulted by the white dragon matron.
Note:
This scenario makes extensive use of incorporeal creatures, from the spirits of the temple ruins to the spirit shaman of the Cult of Hammon to the various tomb guardians. DMs are urged to refer to Libris Mortis, pages 140-143 for the fullest explanation of incorporealness. Lacking access to that book, the explanation of the incorporeal subtype from Monster Manual III is vital, as it explains various abilities of these creatures much better than in the original Monster Manual.
Player's Introduction:
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You have travelled the Dwarf Road from Dwillingir toward Nirzumbil, and are spending the night in Hammon's Creche, the last Imperial settlement high in the foothills of the Aynayjor Mountains before the inns and Imperial guardposts end and the road winds its way through the lonely mountain passes up to the dwarven lands. Your business with the dwarves is your own. Perhaps you come to trade, or perhaps to gain access to the fabled giant bee honey that is said to come from their lands. Whatever the reason, you are determined to take advantage of the last comfortable bed and warm fire and good drinks available for the next three weeks or so until youu arrive at Nirzumbil. And so, you find yourselves in the Dog's Tongue Inn, feasting on pheasant and potatoes and drinking fine mead and ale, when a male bard takes the stage, breaks out his lute, and, as the crowd quiets and the din subsides, he begins to play and sing... |
Part One - Hammon's Creche:
Refer to the Hammon's Creche Area Map below for details of the area surrounding the village.
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The Village:
Named after the great tomb of the eldest son of Thaneer that still resides undisturbed on a large hill overlooking the village, Hammon's Creche was originally the site of a Thaneeri temple and cult that worshipped Hammon and guarded his final resting place. The remains of the temple are still off to the side of the village, and the villagers avoid the ruins, claiming that it is haunted at night and that sometimes people go missing who wander too near to the ruins.
The tomb atop the hill is, to all accounts, undisturbed, though villagers can tell of adventurers who left the village and ascended the hill to plunder or investigate the tomb. The few of these who returned never claimed to have actually pierced the tomb, instead having been driven off by various horrific guardians that ward the tomb's approach.
The village itself is home to 800 souls, and the place is well fortified with a stone wall and stone towers, for it is a frontier village that is exposed to the wilds of the Aynayjor Mountains. The village sees a good deal of traffic to and from Nirzumbil, both human and dwarf, traveling along the Imperial roadway from Wayward.
There are several mines in the nearby mountains, and the folk of the village are engaged in raising goats, some highland farming, and working various mines.
The Bard:
The song the bard sings is Hammon's Lament.
After that song, the bard sings a few other ditties and collects some coins in his hat. He then retires to a table to take some drinks. He can be approached with ease should the PCs wish. The bard's name is Invarius of Ghant (Bard 3) and he is quite friendly. If the PCs sit with him to discuss the song, eventually some of the other patrons of the place will amble over to listen in and to offer their opinions.
If asked about the song, the bard
says that he authored the song himself, out of legends and tales
common to the region and from some talks with Thaneeri slaves
who cared to discuss their people's ancient lore. The tune is
poached from an old Imperial drinking song. The legend from the
song is well known, though Invarius has heard several versions
of the tale, and some differ on what exactly Hammon did to defeat
the dragon. Some also say the Thaneeri prince was buried with
gems and jewels and bars of gold as well, though the bard points
out that Thaneeri generally did not use gold and precious metals
as means of exchange (which brings sour looks from the patrons).
Some of the other folks add some conjecture and point out that
the tomb is warded by deadly traps and ancient magic and spirits.
Some older ones tell of adventurers who tried to rob the tomb
and never returned. As far as they know, the doors have never
even been opened since Hammon was buried.
One person mentions that he heard that some of the spirits of
the tomb have gotten loose and haunted the Breekan Mine. A few
others scoff at this, saying that the mine merely petered out
and the miners left without coming back to Hammon's Creche. Others
say it was abandoned because of poison gas. But a few say that
the mine was haunted by spirits, and a few of those say it was
Thaneeri spirits.
If the PCs want to find out more rumours concerning the tomb and the mine, they can spend 1D6 gp and make a Gather Information check (with a given DC result also netting all of the rumours associated with lower DCs):
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| 5 | There are temple ruins near the village that are believed to have been built by the Thaneeri of Hammon's time. They are haunted. A few years ago a young boy lost his father to the spirits of the ruins, though a priestess and some warriors recovered the man's body. |
| 10 | The tomb atop the hill is guarded by fell spirits who will attack any who even approach the tomb doors. None have ever been able to pierce those doors. |
| 15 | Breekan never left his mine. None of his workers did as well. Their bodies still rest within, though its not sure what got them. |
| 20 | Some folk have reported recently seeing a spectral lady dressed in white walking at the base of Hammon's tor, near the mine entrance. |
| 25 | The miners must have somehow broken into the tomb. Perhaps they even entered the tomb. But none have been brave enough to try that way. A few folk entered the mines to check on the miners. But some did not return and those that did reported strange sounds and ghostly presences and fled for their lives. |
| 30 | The temple ruins near the village were built by a cult that worshipped Hammon and was dedicated to warding his resting place. |
None of the villagers is particularly concerned about strangers exploring the temple ruins, the tomb, or the mine. They are not worried about any sort of spiritual retaliation against the village proper, and are simply likely to believe that the foolish adventurers will not be seen ever again. No villagers or guides will accompany the adventurers, though they can tell that the mine entrance is on the opposite side of Hammon's Tor, at its base.
The Tor:
A tor is is a tall, rocky hill, such as are found in the Scottish Highlands in real life. Hammon's Tor is some 500 feet tall and roughly 1000 ft in diameter, forming an overall slope of 45 degrees. The top of the tor is crested by some rather large boulders. The hill is covered with grass, tall because no sheep or other animals will go on the hill to crop it. Occasional boulders lie here and there, but there are no trees or bushes growing anywhere on the hill proper.
The hill is situated to the northwest of the village, about a quarter of a mile away. In the autumn and winter its top is often covered in mist or clouds.
The Rootless Thaneeri:
Some aspects of this scenario call for a Thaneeri warrior who rides horses to be present. The Thaneeri, as a rule, do not ride horses. It is considered a taboo, especially for warriors, and a sign of weakness and disability. No right-thinking Thaneeri warrior would ever be caught dead riding a horse as long as blood flowed to his legs.
However, after the Empire invaded the Far Coast, many Thaneeri were taken as slaves. Over the millenium since then, some Thaneeri slaves who hail from a long line of slaves have lost much of their heritage, and a few of these have been known to ride horses, having seen the advantage of such beasts of burden. Even these are rare, for some Thaneeri have held the taboo alive through centuries of slavery and in many cases new Thaneeri slaves brought in from the north have renewed many Thaneeri traditions amongst the long-time slaves, and so the taboo often persists.
If the PCs happen to have in their group a Thaneeri warrior who rides a horse, then the DM does not need to introduce this encounter. Please note that the requirement is that the warrior have willingly ridden horses and that this riding not be wittingly because of a desire to free Hammon's body. It must have been a longterm lifestyle choice.
It happens that a Thaneeri warrior who rides horses is present in the village. His name is Batthiden (pronounced Bat-heeden), and he is a 30 year old Thaneeri. Batthiden was born to an Imperial master from his mother, who hailed from a long line of slaves. His master was denied a son due to the death of his wife, and the boy's father was borrowed to breed from another master and his mother died in childbirth, and so Batthiden's master ended up taking a shine to the boy and raising him in many ways as if he were a son of his own. He gave the young slave an Imperial education, and taught him the arts of warfare, including riding and cavalry tactics. The master even gave him an Imperial name, Battimirus. But as the boy became educated in the history of the Imperial war against the Thaneeri, his natural inquisitiveness urged him to learn more of his own people, and talk to slaves newly acquired from Thaneeri lands, and he grew to respect his heritage and slowly began to renounce his master. Eventually, the boy ran away from his master and fled north, to the Far Coast. He attempted to reunite with his people, but learned to his dismay that the Thaneeri are a xeonophobic people, and not a united folk, and as he had no tribe affiliation, he was regarded as little better than a beggar or brigand in Thaneeri society. Barely escaping slavery at the hands of his own people, he returned to the Far Coast and renamed himself Batthiden. He has since made his way up and down the Far Coast as a mercenary, hiding his slave brand (located on the left side of his neck) under a mixture of makeup and clothing.
Batthiden is currently in Hammon's Creche considering crossing the mountains into Jaggarth and looking for work there. He is short of funds and getting a bit depressed and discouraged at his lack of fortunes, and will jump at the opportunity to hook up with a group of adventurers willing to raid Hammon's Tomb. If the PCs have at all inquired about the tomb or the mine or the temple, he will discern the PCs' intentions and seek them out, offering his services for a share of the treasure if possible, but otherwise for good pay. He will proudly announce that he speaks and reads Thaneeri, which may potentially make him desirable to the PCs if they have no one of their own to read or speak the language. Barring that, he will gladly lie and claim he has raided other Thaneeri tombs and knows of the common traps and wards set upon them. If that doesn't work, he will simply throw himself on the mercy of the PCs and beg them to allow a down-on-his-luck warrior a chance to make some coin.
In the event that the PCs still refuse Batthiden, the PCs should at least see him dejectedly get on his horse (which should, in and of itself be a thing for the PCs to take note of) and ride to his camp just outside of the village (as he cannot afford an inn). In this way, if the PCs do, during this scenario, find out they need a horse-riding Thaneeri, they know where to find him.
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* Batthiden: Male human Aristocrat 1/Fighter 5; CR 5; HD 1D8+3 plus 5D10+15; hp 56; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft (10 ft with lance); AC 17 (touch 11, flat-footed 16); Atk +10 melee (1D8+4, masterwork longsword) or +8 melee (1D8+3, lance) or +7 ranged (1D8, longbow); AL N; SV Fort +7, Ref +2, Will +4; Str 14, Dex 13, Con 17, Int 14, Wis 12, Cha 12. Height 6 ft 3 in. Skills and Feats: Appraise +6, Bluff +5, Climb +5, Diplomacy +2, Disguise +5, Gather Information +3, Handle Animal +6, Jump +6, Knowledge (history) +5, Listen +4, Ride +10, Sense Motive +4, Spot +4, Survival +2, Swim +6; Block Arrow, Dodge, Fleet of Foot, Mounted Combat, Ride-By Attack, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: masterwork longsword, chain shirt, heavy steel shield, lance, longbow, arrows (15), dagger, explorer's outfit, backpack, waterskin, 3 days' rations, whetstone, flint and steel, torches (3), belt pouch, 10 cp, 4 sp, 1 gp. Languauges: Common, High Imperial, Thaneeri. |
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* Light Warhorse: Large animal; CR 1; HD 3D8+9; hp 28; Init +1; Spd 60 ft; Space 10 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 15); Atk +4 melee (1D4+3 [x2], hooves) and -1 melee (1D3+1, bite); SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Length 6 ft. Skills and Feats: Listen +4, Spot +4; Endurance, Run. Possessions: leather barding, saddle, bit and bridle, saddlebags. |
The Guard Houses and Bridge:
These two stone guard houses were built by the Empire to watch the Creche Stream bridge. The bridge is of dwarven make, being a stone arched structure some 15 feet wide and supported by columns sunk into the stream. The bridge is decorated with worn carvings of dwarves erecting Imperial castles and city walls. The columns are shaped like dour dwarves holding mauls at rest.
The houses are square, two storey structures with battlemented roofs atop which rest a ballista and a light catapult. Each is manned by a dozen Imperial soldiers (Fighter 1) and led by a sergeant (Fighter 3). There are four light warhorses stabled at each. In addition, each tower bears an ivory horn with which to sound an alarm for the nearby village.
Crechwood:
The tip of these woods extends down towards Hammon's Tor, as if reaching for it. These woods are primarily deciduous trees, with a smattering of evergreens. The woods are not known for any particular danger, though they are wild and reports of gnolls surface from time to time, especially in the northern end of the woods.
Part Two - The Temple Ruins:
This temple was built by the Cult of Hammon as a headquarters for the coven to watch over their prince's tomb. When the Empire invaded the region, the coven fought viciously against the invaders, worried that they would desecrate the tomb. The Imperials fought back with as much viciousness as the defenders, and as such the temple was cast into ruins and the cult scattered and driven north in Thaneeri lands. However, so fanatic was the cult that the ruins became haunted by those who felt their duties did not end even in death. For centuries now, the ruins have had a sinister reputation, especially at night, and none of the villagers will dare enter the area at night, and few are brave enough to do so even in the daytime.
The ruins are divided into two parts, an above ground map detailing the portion of the ruins that are accessible above the ground, and an underground map dealing with the dungeons and cellars of the place.
Temple Ruins Above Ground:
Refer to the Temple Ruins Above Ground Map.
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The area is a jumble of fallen stones, overgrown grass, briars, and fallen branches. The entire map area, except for the stone flooring, is treated as light undergrowth (2 squares to move, conealment, +2 DC Tumble and Move Silently checks, DMG page 87) due to the grass and brush grown rampant in the area. The areas indicated on the map as in olive green are heavy undergrowth (4 squares to move, concealment with 30% miss chance, +5 DC Tumble and Move Silently checks, +5 to Hide checks, no running or charging, DMG page 87) and include areas of tangled bushes, briars, ivy, and creepers. All trees are standard except for a single massive tree near the center of the place, a hoary old oak tree.
Unless otherwise stated, single line walls are stone masonry . This stonework is fairly crude, and a DC 5 Knowledge (architecture and engineering) check can determine that the work represents about where the pinnacle of ancient Thaneeri stonework reached before the Imperial invasion. Stones are rough cut, retaining most of their natural place, and fitted into place with mortar that patches in the gaps. In many spots the mortar has crumbled away, leaving walls precariously balanced and standing because of the support of undergrowth or a bit of remaining mortar. Assume the Strength DC required to breach the masonry is halved due to its precarious condition.
Dotted lines on the map show where the flooring extends without walls present. Stone flooring is generally of fairly uneven stones (treat as uneven flagstone, DC 10 Balance check to run or charge across, DMG page 60), smoothed down by centuries of wear and the treading of sandalled feet. In most places, plants have grown through the flagstones, in some places even bushes and saplings have torn through. Furthermore, the stones from the roofs of the place have collapsed, spreading stones of various sizes across the floors. No roof in the entire ruins has survived intact. Treat all of the floors as light rubble (+2 DC Tumble and Balance checks, DMG page 60). Some areas indicated by grey shading on the map are treated as dense rubble (2 squares to move, +5 DC Tumble and Balance checks, +2 DC Move Silently checks, DMG page 60). These represent places where large chunks of the roof have piled up.
Unless stated otherwise, single line walls are from 3 ft to 8 ft tall. If necessary, roll 1D6+2 for a given 10 ft section to determine the height.
Double line walls are the remains of the walls that surrounded the temple. These were round stones packed with mortar and were once 15 feet high. Over time, most of this wall has crumbled, and those stands that remain are between 8 ft and 15 ft tall (1D8+7 ft) including the several feet of packed earth underneath them that still forms a supporting rampart.
If it matters during play, all undead entities in the ruins speak only Thaneeri. They do not understand Common at all.
1. The Grinning Tower:
The Grinning Tower is a tower set nearest to the village. It is perhaps 300 yards from the village walls, surrounded by tall grass that ranges up to 4 ft tall. Brush and scrub surround the tower, which wards the way into the rest of the ruins. The tower is so named because of a smile-shaped crack that faces the village.
The tower is broken at the top, and there is no saying how tall it used to be. The remains are jagged, perhaps 25-35 ft tall. The remains of a single window pokes near the top of a jagged piece of wall.
Entry into the tower is by way of a gaping hole in the east wall that may have once held a door or doors. The hole is 5 ft tall and 8 ft wide. The tower itself is 30 ft in diameter.
Within the tower is a jumble of stone blocks that may have come from the collapsed top of the tower. The tower is open to the sky. Bat guano is everywhere, and a Knowledge (nature) check of DC 15 will determine that the guano is from dire bats.
A Track check (DC 25) or a Search check (DC 20) will notice dried drops of blood on the underside of some of the stone blocks.
In the middle of the floor of the tower, a rusted iron trapdoor in the ancient stone floor will be seen. A successful Track check (DC 20) will note that it appears that the stones have been cleared away from the trapdoor, certainly sometime long after the collapse of the tower (in fact, it was cleared by the PCs most likely during the scenario entitled "A Gem in the Hand"). The trapdoor is openable by a pull on a rusted iron ring. Within are stone stairs leading into the darkness, eventually emerging into area 1 of the underground portion of the ruins.
Dwelling within the tower, typically hanging from jutting stones about 15 to 20 feet up, are 3 dire bats. These creatures have managed to survive here because they leave at night to hunt, thereby avoiding the worst of the undead that haunt the place. In fact, the place's reputation means it is actually a nice place for the bats to roost during the daytime, as few humans or other dangerous creatures will approach the place to molest them as they rest.
They will be present during daylight hours, and at dawn or dusk will be leaving or returning from their hunting. At night, they will not be present.
If present, these bats will attack anyone entering the tower, and once roused, will continue to attack until the intruders flee far from the area.
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* Advanced Dire Bats (3): CR 5; Large animal; HD 12D8+48; hp 103; Init +6; Spd 20 ft, fly 40 ft (good); AC 20 (touch 15, flat-footed 14); Atk +12 melee (1D8+6, bite); SQ blindsense 40 ft; AL N; SV Fort +10, Ref +12, Will +8; Str 18, Dex 22, Con 18, Int 2, Wis 14, Cha 6. Wingspan 15 ft. Skills and Feats: Hide +8, Listen +12*, Move Silently +13, Spot +10*; Alertness, Dodge, Flyby Attack, Mobility, Stealthy. * -4 to these skills if blindsense is negated. |
2. Main Temple Ruin:
This place was likely the main chapel of the ancient Thaneeri temple. It is now mostly a pile of rubble, with vines and creepers and undergrowth assaulting it from the north and the south.
Close examination of the rubble reveals what may have been statues or carvings that were smashed and ruined, and a close examination of the walls reveals faded frescoes now too weather worn to make out anything more than flaking paint chips. Other areas show worn carvings, defaced in some place by sharp inscriptions in High Imperial, including initials of what were probably conquering soldiers of the Imperial Legions and exhortations for Thaneeri to die or meet other horrible or humiliating ends. Even these newer inscriptions are a millenium in age and weather worn.
Beneath the northern dense rubble pile is an open stairway that leads down to area 10 of the underground portion of the ruins. It is impossible to find this entrance from above ground without first clearing away the rubble pile. This will take 4 man hours, with a successful DC 15 Str check being made to progress each man hour. Thus, if six PCs attempt to clear the rubble and three of them succeed at their DC 15 Str checks, then 75% of the rubble has been cleared away. PCs can elect to aid the check of a companion rather than roll themselves. Once the rubble is cleared, the stairway, 10 feet square, is clearly visible descending into the darkness.
The PCs can also clear the southern rubble pile. It will take 3 checks of DC 15 Str checks to clear it.
Buried in each rubble pile are the animated remains of Thaneeri tomb guards, trapped when the Imperial Legions tore the roof with magic and siege weaponry. Although slain, their dedication, fanatacism, and hatred of the Empire has allowed their bodies to remain as undead. However, they are trapped within their rubble piles and cannot harm the PCs until freed. Each group will be freed when over half of the required checks to clear the pile have been made.
The Northern rubble holds a swordwraith, the body of an elite tomb guardian who now waits to be freed in order to wreak vengeance upon and bring battle to tomb raiders and Antorians. The wraith is dressed in ancient Thaneeri accoutrements (Knowledge [history] check of DC 15 will reveal this), which have survived the centuries due to the aura of the wraith and their inherent enchantments.
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* Tomb Guardian Swordwraith: Male sword wraith Barbarian 5/Pious Templar 2; CR 9; Medium undead; HD 7D12; hp 51; Init +2; spd 40 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +12/+7 melee (1D8+3, masterwork battleaxe) or +9/+4 ranged (1D6+3, throwing axe); SA rage 2/day, smite 1/day, strength damage; SQ darkvision 60 ft, DR 10/magic and slashing, fast movement, improved uncanny dodge, mettle, trap sense +1, turn resistance +2, uncanny dodge, undead traits; AL NE; SV Fort +7, Ref +3, Will +7; Str 17, Dex 14, Con -, Int 10, Wis 12, Cha 12. Height 6 ft 5 in. Skills and Feats: Climb +9, Heal +4, Hide +6, Intimidate +7, Jump +8, Knowledge (religion) +6, Listen +11, Move Silently +6, Spot +3, Survival +5, Swim +8; Alertness, Instantaneous Rage, Iron Will, Power Attack, True Believer, Weapon Focus (battleaxe). Special Attacks: Smite (Su): 1/day, +4 attack bonus and +2 damage to a single melee attack. Strength Damage (Su): A creature struck by a swordwraith's melee weapon takes 1 point of Str damage. Special Qualities: Mettle (Su): A pious templar's special blessing allows him to shrug off magical effects that would otherwise harm him. If a pious templar makes a successful Will or Fort save that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial", "Fortitude half" or similar entries can be negated through this ability. Possessions: masterwork battleaxe, +1 studded leather armour, heavy steel shield, throwing axes (3). Spells Prepared (2; base DC = 11 + spell level): 1 - boneblast, demonflesh. |
The southern pile holds two Thaneeri warriors that have animated over time as corpse creatures. Both will be released at the same time.
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* Corpse Creature Thaneeri Warriors (2): Male corpse creature Barbarian 5/Pious Templar 1; CR 7; Medium undead; HD 6D12; hp 45; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +10 melee (1D6+4, slam); SA rage 2/day; SQ darkvision 60 ft, fast movement, improved uncanny dodge, mettle, trap sense +1, uncanny dodge, undead traits; AL NE; SV Fort +6, Ref +2, Will +4; Str 18, Dex 13, Con -, Int 12, Wis 13, Cha 10. Height 6 ft 2 in. Skills and Feats: Climb +10, Heal +3, Intimidate +8, Jump +10, Knowledge (religion) +7, Listen +8, Survival +8, Swim +10; Cleave, Power Attack, True Believer, Weapon Focus (battleaxe). Special Attacks: Mettle (Su): A pious templar's special blessing allows him to shrug off magical effects that would otherwise harm him. If a pious templar makes a successful Will or Fort save that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial", "Fortitude half" or similar entries can be negated through this ability. Possessions: heavy steel shield. Spells Prepared (1; base DC = 11 + spell level): 1 - blade of pain and fear. |
3. Ruined Buildings:
These two buildings are identical in that they are empty of creatures and their walls bear only the faintest trace of decoration and ancient Thaneeri carvings.
Searching through the dense rubble in the southern building will turn up a copper and amber necklace on a DC 25 Search check. Each of the eight amber pieces containing a small beetle with strange blue markings. This necklace is worth 1,500 gp.
4. Large Building:
This building is choked with dense rubble and heavy undergrowth. Lurking hidden within the undergrowth in the southeast portion of this ruin is a wight, the emaciated body of a long dead priestess of the Cult of Hammon. She will attack all intruders mercilessly. She hides in this area during daylight hours to escape the sun, for although it does not technically harm her, she finds the daylight sickening after a while. Nevertheless, she will emerge even in broad dayight to punish intruders into her temple grounds.
If she senses intruders, using her tomb sense ability, then she will likely begin to stalk the intruders, using her proficiency in Hide and Move Silently and awaiting the best time to strike. This could possibly be when the PCs are dealing with other entities of the ruins, such as the trapped undead in area 2.
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* Advanced Wight Priestess: Female wight Tomb Warden 3; CR 8; Medium undead; HD 8D12 plus 3D12+3; hp 87; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +8 melee (1D4+1 plus energy drain, slam); SA create spawn, energy drain, power of the dead; SQ darkvision 60 ft, tomb sense, turn immunity, undead traits; AL LE; SV Fort +5, Ref +1, Will +10; Str 12, Dex 12, Con -, Int 11, Wis 16, Cha 18. Height 5 ft 3 in. Skills and Feats: Hide +8, Listen +9, Move Silently +16, Spot +9; Alertness, Blind-Fight, Toughness. Special Attacks: Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Energy Drain (Su): Living creatures hit by a wights slam attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points. Power of the Dead (Su): While it is within the tomb, graveyard, or similar resting place it protectds, a tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus equal to its Cha modifier (minimum +1) on attack rolls, damage rolls, and saves. A tomb warden can use this ability 1/day, and its effects last for 10 minutes. Special Qualities: Tomb Sense (Su): While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effect extends to every portion of the tomb. Turn Immunity (Ex): As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal. Possessions: robe of false life (as vest of false life), headband of ferocity, silver holy symbol of Cult of Hammon. |
The holy symbol of the cult is a crystal with etchings of runes for honour, warding, vigilance, and restoration.
5. Calendar Chamber:
The floor of this building is etched with circular carvings and strange marks. A DC 25 Knowledge (history) check or a DC 20 Knowledge (nature) check can determine that these marks formed a means to measure time and therefore the building must have had a roof with a slit cut into it to allow sunlight to fall on certain marks at certain times of the day. In addition, certain marks written in Thaneeri suggest that these spots were used to sight nighttime stars through the same slit at certain times of the year to verify the date.
A DC 30 Search check will turn up some very faded Thaneeri inscriptions carved into the south wall. The inscription seems mostly covered by the dense rubble that has fallen into the southwest corner, but the words "...cleanse the vessel..." can be seen without dealing with any rubble. Several faded runes after this scrap suggest that at least a few words followed the trio of Thaneeri word runes.
If the PCs take the time to clear the rubble (requiring 0.5 man hours and a single DC 15 Str check) they can read the rest of the inscription, though some words are simply too faded to be discerned. Words unreadable are provided for the DM in brackets.
| Here is [marked] the passage of the stars and sun awaiting the [time] when our master shall be freed [from his bondage] and shall come he who has forsaken his brave heritage and whose cowardice shall cleanse the vessel [of our master's flesh]. |
6. Ancient Gates:
This area marked the ancient gates of the temple. These were wooden and have long since rotted away to nothingness. Rusted iron hinges are still bolted into the standing walls of the flanking gatehouses.
7. Crumbled Tower:
This tower is in worse shape than the Grinning Tower (area 1). It is only some 10 ft to 15 ft tall and jagged on the top where stones have fallen. Many of these can be seen amidst the tall grass surrounding the tower, but others form a pile of dense rubble within.
It is clear that some of the rubble was stacked in a pile here at one time, though the spider webs and dust suggest this may have been long ago. The tower is now empty and overgrown with weeds and grasses.
A secret door is hidden in the southern part of the tower floor. It requires a DC 35 Search check to locate, due to the grass and dirt that have covered it over. If the entire floor is cleaned of debris and plants, then the door requires a DC 20 Search check. The door has no discernible handle, as it was meant to be opened from below, but it could be levered open with a strong metal blade and some effort. The door leads to a 5 ft square opening that descends by a rusted iron ladder into the depths below, eventually coming out into area 12 of the underground portion of the ruins.
The Ruins at Night:
The above ground ruins at night are a very dangerous place. While the dire bats in area 1 are gone, the wight priestess in area 4 is still quite active at night.
In addition, three dangerous spirits haunt the grounds at night. These spirits lair in the underground during the day, wandering from place to place, and thus the PCs are likely to encounter them in one place or the other. Refer to the Temple Wandering Spirits section below for statistics for these creatures.
The DM should feel free to have these spirits encounter the PCs above ground at night. They would usually be encountered singly, but could converge if a fight goes on long enough or generates enough light.
Temple Ruins Underground:
Underground passages are generally 8 ft tall, while rooms are 10 ft tall unless otherwise stated. Torch sconces line all of the walls, pounded in at every 5 ft interval or so, but all are empty and the entire complex is dark.
Walls are masonry walls, except in area 2, which is comprised of superior masonry walls. The floor is smooth, though dusty and rife with cobwebs and small bits of stone.
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1. Cellar:
The stairs from area 1 of the above ground ruins lead down 25 ft horizontally and 10 ft vertically to a dusty cellar.
The room at the bottom is 8 ft tall and is square, roughly 30 ft per wall. The corners of the room are steeped in cobwebs and a gloom seems to roil from a dark hole in the wall opposite the stairs. The hole is about 5 ft square and looks as if it were dug from the other side into the chamber.
The room is otherwise empty.
2. Sunken Chamber:
The hole from area 1 leads to a 5 ft square passageway that heads northwest for 15 ft before opening into another chamber. This is 40 ft square and 7 ft high, and steps descend 5 ft to the floor, which is choked with rubble and shadowy forms that might be unmoving bodies. A strange pale green mist wisps in small serpentine whips around the chamber.
The walls of the chamber are of superior masonry and adorned with Thaneeri runes of blessing and protection. A single rune on the ceiling is painted in fiery orange and represents the Thaneeri concept of redemtpion (more properly interpreted as "return to honour"). Amongst these runes, faded frescoes show Thaneeri priests and priestesses interring a deceased royal.
The bodies within the mist are the corpses of zombies and a dread warrior slain by adventurers (see "A Gem in the Hand"). There are the corpses of 3 human zombies here as well as the husk of a dread warrior still dressed in rotting hide armour and a heavy steel shield. None of these forms are animated or pose any danger.
There is a secret door built into the far wall of this chamber (DC 30) that leads into area 3.
3. Inscripted Chamber:
Stairs from area 2 lead down 10 ft into this chamber, which is 10 ft tall.
A statue in the chamber's center is adequately crafted, and displays a valiant Thaneeri warrior slashing through a dragon's neck with a battleaxe. The dragon is not much bigger than the warrior, and its tail is coiled around the warrior's legs and arms like a snake. Examination of the eyes of the warrior and the dragon indicate that at one time gems may have been inset into them.
The walls of the place are covered with inscriptions of every sort. Every stone has such an inscription, and they cover every wall and the ceiling.
Many of these inscriptions are worn and unreadable, especially those on the walls nearest to the floor and those nearest to the passageways leading out of the north and south of this chamber. Some of them have apparently been defaced and replaced with graffiti from Imperial soldiers who entered the place during the sack of the temple.
All of the inscriptions are in Thaneeri, and the ones that are readable seem to exhort Hammon or recount his many heroic deeds. They are in no particular order, and it would take a good hour to read them all. In addition, reading the ones on the ceiling or high up on the walls would require the reader to be able to climb or fly or levitate, as the carved runes are rather small and cannot be accurately read from a distance.
The inscriptions do, as a whole, confirm the events of the song "Hammon's Lament".
Some inscriptions seem strange:
| He of flame and fear has in our lord died. Effishnir shall be cursed! |
| What can quench the fires of dishonour? Does fire quell the flame? |
| Unhappy are those who brood and wait for cowards to save them. |
| Even our lord's legacy was tainted and these now rest with him. |
4. Well Room:
This room is dome shaped, the apex reaching some 15 ft above the floor. It measures some 30 ft in diameter, and the center of the chamber is a circular shaft approximately 25 ft in diameter.
This shaft is a well, now covered in cobwebs and mostly dried up. However, the bottom of the shaft, 40 ft below the floor level of the chamber, does have about a foot of standing water, this green and brackish and liable to make anyone drinking it nauseated for 1D10 minutes about 1 minute after drinking a mouthful or more (Fort save DC 16 to negate). A steady drip of water can be heard on a DC 9 Listen check, as water from runoff high atop the tor makes its way into the well and then evaporates or drains away.
5. Sanctum:
Stairs from area 4 lead down 10 ft to this chamber, which is 10 ft tall and served as a holy sanctum for the Cult of Hammon.
There are four pillars here, carved to resemble dragons rearing skyward, with wings bent close to their backs. A Knowledge (arcana) check of DC 15 will determine that the dragons are white dragons.
At the far end of the chamber is the battered remnant of an altar of some sort. It is now a jumble of stones, some evidencing carvings of one sort or another, and if the PCs are using some sort of light source, they will see a glint of metal buried amidst the remains of the altar.
Several skeletons lie here, some of them with smashed skulls or broken ribs. One of the skeletons has a tarnished and bent silver holy symbol to Lothar near its neck. The symbol is modified somewhat from a standard Lothar symbol in that the crystal is etched with Thaneeri runes for honour, warding, vigilance, and restoration.
Three shadows dwell here, priests of the cult charged with guarding the altar with their lives, as the last stand against the Imperials was made here. The skeletons that lie on the ground are the bodies of these priests, and when the Imperial desecrated their altar by smearing horseflesh upon it, their spirits lingered, now evil and bitter and hungering for revenge.
These will emerge from the walls to attack any intruders, seeking to change them into shadows. Once roused, they will pursue anywhere underground and, if at night, even above ground in the ruins and beyond that, though they will not enter the village of Hammon's Creche. The greater shadow will use its Spring Attack feat to leap out of solid objects, attacks, and then merge back into the object for total cover.
The greatest of the three shadows was the high priest of the cult.
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* Greater Shadow: CR 8; Medium undead (incorporeal); HD 9D12; hp 60; Init +2; Spd fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 12); Atk +6 melee (1D8 Str, touch); SA create spawn, strength damage; SQ darkvision 60 ft, incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14. Height 6 ft. Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alterness, Dodge, Mobility, Spring Attack. Special Attacks: Create Spawn (Su): Any humanoid reduced to Str 0 by a greater shadow becomes a shadow under the control of its killer within 1d4 rounds. Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe. A creature reduced to Str 0 by a greater shadow dies. This is a negative energy effect. * +4 bonus on Hide checks in areas of shadowy illumination, -4 penalty on Hide checks in brightly lit areas. |
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* Shadows (2): CR 3; Medium undead (incorporeal); HD 3D12; hp 21; Init +2; Spd fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 13 (touch 13, flat-footed 11); Atk +3 melee (1D6 Str, touch); SA create spawn, strength damage; SQ darkvision 60 ft, incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13. Height 6 ft. Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge. Special Attacks: Create Spawn (Su): Any humanoid reduced to Str 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 Str 0 by a shadow dies. This is a negative energy effect. * +4 bonus on Hide checks in areas of shadowy illumination, -4 penalty on Hide checks in brightly lit areas. |
The metal in the altar is a +1 battleaxe. This axe was wielded by a dread warrior in area 2 some years ago, but the axe was taken by adventurers who slew the dread warrior. Thaneeri undead attacked the adventurers in their home in Dwillingir and demanded the return of the axe, which they did. The undead of the temple then returned the axe here to the altar, where it lies now.
6. Prison:
This chamber was once a dungeon for the cult. The remains of the reinforced iron door that once barred entry into the room can be seen in the form of iron hinges and twisted iron bands. All of the rest of the door has long rotted away.
Within is rubble and a lot of spider webs. These webs provide a +5 circumstance bonus to Hide checks as well as concealment from ranged attacks into the room.
A mohrg dwells within the room. This was a cult apostate who had been captured and imprisoned for murdering a priestess and her acolytes. Scheduled to be sacrificed on the cult altar, his throat was slit and he was disemboweled by the high priest of the cult as he and the last of his minions fled into area 5 to make their last stand.
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* Mohrg: CR 8; Medium undead; HD 14D12; hp 91; Init +9; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 23 (touch 14, flat-footed 19); Atk +12 melee (1D6+7, slam) and +12 melee (paralysis, tongue touch); SA create spawn, improved grab, paralyzing touch; SQ darkvision 60 ft, undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10. Height 6 ft. Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility. Special Attacks: Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhgs control. They do not possess any of the abilities they had in life. Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. |
The mohrg rests still in the same metal chains it was imprisoned with when it was a living human. These chains have rusted and weakened enough that the mohrg can burst them with a DC 10 Str check as a standard action. It will do this the minute is hears living intruders or sees light, using its Move Silently ability to do so quietly and its Hide ability and Climb skill to set an ambush, possibly hanging over the entrance waiting for someone to peek in. Once it engages, it will try to take the fight into area 4, where it can paralyze foes and then toss them down the well. It is not particularly worried about being pushed down the well, as it can fairly easily climb back out.
7. Mosaic Chamber:
This chamber is more a widening of the passageway than a room proper. The south wall is curved, and a mosaic of polished, coloured stones set into the wall. Many of the pieces have fallen out or been pried out, but enough of the mosaic remains, perhaps 15% to 20% of the total, to see that it likely depicted Hammon in his legendary battle with Anashluur. It appears that his axe is flaming, and his shield is warding against the frosty breath of the dragon.
Another section of the mosaic shows Hammon crushed under the dead dragon, and another shows him being interred into the tomb atop the tor.
A final section shows something rather remarkable. A Thaneeri warrior atop a horse, riding towards the tor.
8. Pillared Hall:
This dusty, cobweb riddled hall contains many pillars, shaped like flaming battleaxes. In the center of the chamber is a smashed stone pedestal, atop which possibly rested a large stone tablet. This tablet is now in pieces on the floor surrounding the pedestal. If the tablet pieces are examined, there is Thaneeri writing chiseled into them. If the pieces are assembled (requires two successful DC 15 Int checks, made once per 30 minutes), it forms an inscription that reads as follows (it should be noted that the inscription rhymes in Thaneeri):
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From the foul deceiver's mouth
was the curse pronounced, Only a warrior steeped in
shame shall remove the taint. This our greatest secret must
be, Such is the perfidy of Effishnir,
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9. Battle Chamber:
The original purpose of this chamber is now lost.
However, it is apparent that an ancient battle took place here, as bits of bone and smashed skulls and rusted shards of weapons and helms litter the chamber.
Close examination of the bones and the walls show charring, as if a great burst of flame scoured the place.
10. Glyphed Chamber:
When the Imperials assaulted this place, they had already collapsed area 2 of the above ground ruins, thereby blocking the top of the stairway in the western wall of this chamber. As such, none of them ever bothered to traverse the stairs, and this has left an ancient glyph of the temple intact after all these years.
The glyph is set into the ceiling above the landing where the stairs turn from north-south to east-west. It is set to go off if anyone not wearing a holy symbol of the cult passes it.
| * Glyph of Warding Trap: CR 5; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 10th level cleric, 5d8 frost, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft); Search DC 28; Disable Device DC 28. |
Within the chamber, two alcoves to the north and south are covered in cobwebs that are, in turn, covered in dust, such that in the gloominess of the chamber they appear to be part of the walls. A Spot check of DC 15 can determine that there is something strange about the center of the north and south walls, and anyone approaching within 5 ft will be able to see that they are web covered openings.
By that time, though, it may be too late, for within each alcove is a dread warrior. These were temple guards who were slain and then animated over time. There are 8 dread warriors in total, and one of them is a twice-evolved advanced specimen, the carl who led these warriors in their final battle against the Imperial legions.
These warriors have armed themselves with rotted Imperial scale armour patched together and in some cases pounded into the flesh of their bodies. They bear Imperial shields, battered but with insignia recognizable with a DC 10 Knowledge (nobility and royalty) check. Their weapons are entirely metal, rare for ancient Thaneeri, but obviously reserved for these elite temple guardians.
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* Advanced Twice-Evolved Dread Warrior: Male dread warrior Tomb Warden 1; CR 7; Medium undead; HD 6D12 plus 1D12+3; hp 52; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 10, flat-footed 18); Atk +10 melee (1D8+5, battleaxe); SQ darkvision 60 ft, fast healing 6, resistance to positive energy 10, turn immunity, undead traits; AL NE; SV Fort +2, Ref +2, Will +5; Str 20, Dex 11, Con -, Int 5, Wis 11, Cha 10. Height 6 ft 3 in. Skills and Feats: Climb +14, Jump +13, Spot +11; Positive Energy Resistance, Power Attack, Toughness, Weapon Focus (battleaxe). Special Attacks: Spell-Like Abilities (at caster level 7th): 1/day - greater invisibility, haste. Possessions: scale armour, battleaxe, heavy steel shield. |
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* Dread Warriors (7): CR 3; Medium undead; HD 4D12+3; hp 30; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +6 melee (1D8+3, warhammer); SQ darkvision 60 ft, undead traits; AL NE; SV Fort +1, Ref +1, Will +4; Str 16, Dex 11, Con -, Int 5, Wis 11, Cha 10. Height 6 ft 2 in. Skills and Feats: Climb +14, Jump +13, Spot +8; Power Attack, Toughness, Weapon Focus (warhammer). Possessions: scale armour, warhammer, heavy steel shield. |
The carl will cast haste in the round before the dread warriors attack, likely as PCs begin to peer into or step into the chamber. On the round of attack, the carl will cast greater invisibility on himself and then move to attack spellcasters, especially clerics.
11. Chamber of Bones:
The original purpose of this chamber is not determinable. A pile of human bones is set into the center of this chamber. These are where the Imperial legionnaires began to stack the bodies of their fallen foes, for eventual burning, but when strange sounds and unnatural zephyrs began to manifest in the area, they hastily fled.
12. Antechamber:
This chamber is empty of any obvious features. The passageway to the northwest winds its way to a spot under the Crumbled Tower (area 7 of the above ground ruins). There a shaft ascends 20 ft to the tower, scaled by a rusty iron ladder.
This ladder is not entirely stable, and anyone using the ladder will have to make a DC 10 Ref save or plummet 15 ft to the ground below. If the PCs state they are going very carefully, allow them a +2 circumstance bonus to the saving throw.
Temple Wandering Spirits:
Three incorporeal spirits wander the temple, below ground during the day and both below and above at night. It is up to the DM when and where to introduce these encounters, and they can be run singly or in a group of two or all three spirits.
1. Murk:
This being appears as a vaguely humanoid wavering silhouette of grey mist. It was one of the higher level priests of the cult and hungers to satiate its craving.
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* Advanced Murk: Male murk Ephemeral Expemplar 3; CR 8; Medium undead (incorporeal); HD 9D12 plus 3D12; hp 72; Init +2; Spd fly 30 ft (good); AC 20 (touch 18, flat-footed 17); Atk +8 melee (1D6 Wis, touch); SA confer negative level, Wis damage; SQ darkvision 60 ft, improved deflection, incorporeal traits, inescapable craving, +3 turn resistance, undead traits; AL CE; SV Fort +4, Ref +9, Will +10; Str -, Dex 16, Con -, Int 7, Wis 13, Cha 14. Height 6 ft. Skills and Feats: Hide +13, Listen +12, Search +7, Spot +13; Alertness, Baleful Moan (DC 18), Combat Reflexes, Daunting Presence (DC 18), Ghostly Grasp, Lightning Reflexes. Special Attacks: Confer Negative Level (Su): Any humanoid reduced to Wis 0 by a murk (see Wisdom damage below) gains one negative level. The DC is 16 for the Fort save to remove a negative level. When a murk bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour. A murk that bestows a negative level on a 1 HD creature kills the creaure, which becomes a murk under the control of its killer within 1D4 rounds. Wisdom Damage (Su): The touch of a murk deals 1D6 points of Wis damage to a living foe. Special Qualities: Inescapable Craving: A murk has an inescapable craving for Wis and life force, which it satisfies by using its Wis damage and confer negative level abilities. Possessions: heavy steel shield. |
2. Apparition:
This vengeful spirit appears as a female Thaneeri priestess, clad in torn ceremonial robes. Its eyes burn with crimson light. She will attempt to slay as many victims as possible with her spectral strangulation.
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* Apparition: CR 7; Medium undead (incorporeal); HD 8D12; hp 52; Init +6; Spd fly 30 ft (good); Space 5 ft; Reach 5 ft; AC 15 (touch 15, flat-footed 13); SA create spawn, spectral strangulation; SQ detect living creature, incorporeal traits, plane shift, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura; AL CE; SV Fort +2, Ref +3, Will +7; Str -, Dex 14, Con -, Int 10, Wis 13, Cha 16. Height 5 ft 9 in. Skills and Feats: Hide +13, Listen +12, Search +11, Spot +12; Alertness, Blind-Fight, Improved Initiative. Special Attacks: Create Spawn (Su): A creature slain by an apparition rises in 1D4 hours as an apparition. Spawn are not commanded by or under the control of the apparition that created them. They possess none of the abilities they had in life. Spectral Strangulation (Su): An apparition attacks an opponent by implanting a suggestion in the victim's mind, convincing it that it is being strangled. The apparition must be on the same plane as the target (normally the Material Plane) to use this ability and must normally use its plane shift ability before it can attack using this ability. The target of the spectral strangulation feels the bony claw-like fingers of the apparition at its throat - even through armour. The target must succeed at a Will save (DC 17) to disbelieve the suggestion. On a failed save, the victim must immediately succeed at a Fort save (DC 15) or die from fright due to heart failure. If the Fort save is made, the victim acts as if affected by a fear spell for 1D4 rounds. If the target succeeds at the Will save, it cannot be affected by that apparition's suggestion for one day. A creature protected by protection from evil or magic circle against evil cannot be affected by the apparition's spectral strangulation. Special Qualities: Detect Living Creature (Su): An apparaition can sense living creatures up to 100 ft away. Plane Shift (Su): An apparition is an ethereal creature. As a full round action, an apparition can plane shift as per the spell from the Ethereal Plane to the Material Plane or vice versa. On the Material Plane, the apparition is incorporeal, while on the Ethereal Plane it is corporeal. Sunlight Powerlessness (Ex): Apparitions on the Material Plane are utterly powerless in natural sunlight (not merely from a daylight spell) and flee from it. An apparition caught in sunlight cannot attack and can take only partial actions. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an apparition at a distance of 30 ft. They will not willingly approach nearer than that and will panic if forced to do so; they remain panicked as long as they are within that range. |
3. Demiurge:
This horrific spirit appears as a barbaric Thaneeri warrior with sunken nose, hollow eye sockets, and sickly pale white flesh. Its hair is unkempt and it wears nothing more than tattered rags. It will attempt to transfix its victim if it is alone and then soul touch it. Otherwise, it will not bother to transfix if involved in combatting a large group of foes, instead attempting to soul touch as many victims as possible. All the while, the spirit will grunt and rave in barely recognizable Thaneeri expletives and curses.
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* Demiurge: CR 6; Medium undead; HD 8D12; hp 51; Init +6; Spd fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 16 (touch 16, flat-footed 12); Atk +6 melee (1D4 cold, chill touch); SA chill touch, soul touch, transfixing gaze; SQ incorporeal traits, susceptibility to cold iron, undead traits, unnatural aura, SR 20; AL CE; SV Fort +2, Ref +4, Will +8; Str -, Dex 15, Con -, Int 14, Wis 14, Cha 18. Height 6 ft 4 in. Skills and Feats: Hide +13, Intimidate +10, Listen +14, Search +12, Sense Motive +11, Spot +15, Survival +8; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative. Special Attacks: Chill Touch (Su): The touch of a demiurge brings the cold of the grave and deals 1D4 points of cold damage to a living creature touched. Soul Touch (Su): By making a successful melee touch attack against an opponent of Large size or smaller, a demiurge can move through a foe's body, thereby forcing that other creature to succeed at a Fort save (DC 18) or die as the unnatural shock of unlife permeates its soul. If the save succeeds, that opponent cannot be affected by that demiurge's soul touch for 24 hours. Transfixing Gaze (Su): Any creature within 30 ft meeting the demiurge's gaze must succeed at a Will save (DC 18) or be subject to a hold monster spell at caster level 8th. Special Qualities: Susceptibility to Cold Iron (Ex): A weapon forged of cold iron ignores the demiurge's incorporeal state and deals normal damage. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an apparition at a distance of 30 ft. They will not willingly approach nearer than that and will panic if forced to do so; they remain panicked as long as they are within that range. |
Part Three - The Cult Mines:
The Breekan Mines are located at the base of the western face of Hammon's Tor.
The mines are of hewn stone, shored up every 20 ft or so by stout wooden beams and nailed crossbeams. Iron hooks have been pounded into each beam, to allow miners to hang their lanterns when working.
Ore cart railways are signified by a wide grey line. This represents a double metal track joined by wooden tines used to guide metal ore carts through the mine. The floors of the railed passages are relatively smooth. The floors of portions of the mine that are not railed are considered hewn stone floors, and a DC 10 Balance check is required to run or charge across such a floor, failure means the character can still act, but cannot run ot charge in that round (DMG page 60).
Unless otherwise stated, all passages and caverns are 10 ft tall. Ceilings are clear of stalactites.
ENTRY AREA:
This area represents the outer portion of the mine. In this area, Ysteria has set up a few "haunting" to scare casual intruders away. She prefers to avoid confrontation with would be graverobbers, but knows that her initial hauntings will only scare away the casually curious.
During the time the cult arrived, a manticore has discovered the mines and has decided to make its lair here, from which to hunt in the nearby mountains. The cultists have considered rousting the beast, but have come to believe that it serves as an efficient, if inadvertant, guardian, and it has not yet bothered them or assaulted them in any way.
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1. Mine Entrance:
Lare piles of rocks and stones and dirt dominate the area, here and there within The entrance to the mine is 15 ft wide and bounded by a wooden beam lintel. The crosspiece bears the carving in Common:
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Some wag has crossed out the "b" in "beaten" to make the message more humourous.
The beginning of a rusty ore cart track is here, proceeding into the darkness of the mine. At its terminus, a rusted ore cart has tipped over, with chunks of rock and ore spilled out from it. Several discarded mining picks also lie here and there.
A DC 17 Track check of the entry area will turn up the footprints of some Large quadraped (the manticore from area 5). A DC 20 Track check will turn up sign of several recent Medium bipeds (the cultists). These can both be tracked inside the mines at a +5 DC due to the hard ground. The manticore trail leads to area 5, while the cultist trails lead down both passages to the Cultist Area of the mines.
At the portion of the main tunnel marked '1A', allow the PCs a DC 15 Listen check to hear the squeaking sounds of the bat swarms in areas 2 and 3. If they do, a DC 10 Knowledge (nature) check performed by a person who heard the sounds can recognize them as at least three bat swarms.
2. West Side Cave:
This cave is 15 ft tall. Two swarms of bats lair here during the daytime, leaving the cave mostly empty at night. Bat guano covers the floor, and it writhes with various normal sized beetles, centipedes, etc.
These swarms will attack anyone bearing light sources into the area while they are present. If the swarms in area 3 are roused, these will rouse 1D3 rounds later and move to attack.
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*Bat Swarms (2): CR 2; Diminutive animal (swarm); HD 3D8; hp 13; Init +2; Spd 5 ft, fly 40 ft (good); Space 10 ft; Reach 0 ft; AC 16 (touch 14, flat-footed 12); Atk (1D6, swarm); SA distraction, wounding; SQ blindsense 20 ft, half damage from slashing and piercing, low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4. Diameter 10 ft. Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes. Special Attacks: Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fort save or be nauseated for 1 round. Wonding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hp per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleesing can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. |
3. East Side Cave:
This cave is 15 ft tall. Three swarms of bats lair here during the daytime, while only a single swarm is present during the night. Bat guano covers the floor, and it writhes with a literal capret of vermin, mostly centipedes.
These swarms will attack anyone bearing light sources into the area while they are present. If the swarms in area 2 are roused, these will rouse 1D3 rounds later and move to attack.
In addition, 2 swarms of centipedes are amidst the guano. These will attack any creatures entering within 30 ft of the area. Each round of combat, allow a 25% chance that the bats will rouse. If combat with the centipedes involves any area effect spells or other flashy or loud effects, then the bat swarms will automatically rouse.
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*Bat Swarms (3): CR 2; Diminutive animal (swarm); HD 3D8; hp 13; Init +2; Spd 5 ft, fly 40 ft (good); Space 10 ft; Reach 0 ft; AC 16 (touch 14, flat-footed 12); Atk (1D6, swarm); SA distraction, wounding; SQ blindsense 20 ft, half damage from slashing and piercing, low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4. Diameter 10 ft. Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes. Special Attacks: Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fort save or be nauseated for 1 round. Wonding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hp per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleesing can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. |
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*Centipede Swarms (2): CR 4; Diminutive vermin (swarm); HD 9D8-9; hp 31; Init +4; Spd 20 ft, climb 20 ft; Space 10 ft; Reach 0 ft; AC 18 (touch 18, flat-footed 14); Atk (2D6 plus poison, swarm); SA distraction, poison; SQ blindsense 20 ft, immune to weapon damage, swarm traits, tremorsense 30 ft, vermin traits; AL N; SV Fort +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2. Diameter 10 ft. Skills and Feats: Climb +12, Spot +4; Weapon Finesse. Special Attacks: Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 13 Fort save or be nauseated for 1 round. Poison (Ex): Injury, Fort DC 13, initial and secondary damage 1D4 Dex. |
4. Cave of Bones:
This cavern is 20 ft tall. The floor is littered with bones, mostly of animals, including dear, mountain lions, and even a black bear. A few human bones are intermixed with the mess, and a few of these have gibbets of flesh on them, indicating recent kills. A few flies buzz over the mess and a few maggots wriggle around on the ground underneath. These are the victims of the manticore in area 5.
5. Manticore Lair:
This cavern is lair to a manticore that came here from the southern Aynayjor Mountains. The manticore was driven out of its own territory when it failed to win a female from a rival. The beast fled north to safety and found the hunting relatively good here.
Since coming to the mines, the creature has learned that some humans apparently lair in deeper in the mines. They occasionally seem to sneak past him to the outside, but only rarely, and the manticore has no desire to potentially upset his comfortable lair by rousting a bnch of mine-dwelling humans that apparently are not interested in bothering him or competing with him in any way.
Nonetheless, he hopes one day to catch one by itself, drag it back to its lair, and question it about its fellows and their goals.
That said, the manticore knows the cultists and their garb and will attack any non-cultists it encounters.
New to the region, and having primarily hunted animals in order to avoid retirbution from the local humans, the manticore currently has no treasure.
If the manticore hears noises or becomes at all aware of intruders, it will at least seek to investigate, and will attack non-cultists. It can recognize Thaneeri, even if it does not speak it, and should the PCs speak that language solely, it will assume they are cultists and not attack.
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* Advanced Manticore: CR 7; Large Magical Beast; HD 12D10+60; hp 127; Init +3; Spd 30 ft, fly 50 ft (clumsy); Space 10 ft; Reach 5 ft; AC 20 (touch 12, flat-footed 17); Atk +16 melee (2D4+5 [x2], claws) and +14 melee (1D8+2, bite) or +14 ranged (1D8 [x6], spikes); SA spikes; SQ darkvision 60 ft, low-light vision, scent; AL LE; SV Fort +14, Ref +12, Will +5; Str 20, Dex 16, Con 20, Int 7, Wis 12, Cha 9. Length 11 ft. Skills and Feats: Listen +7, Spot +10, Survival +4; Flyby Attack, Improved Natural Armour (2), Multiattack, Track, Weapon Focus (spikes). Special Attacks: Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 ft with no range increment. All targets must be within 30 ft of each other. The creature can launch only twenty four spikes in any 24 hour period. |
6. False Scare:
This widening connects several passages in this area of the mines.
Blood has been splashed all over the walls here, and in the center of the chamber are six wolf skeletons. The skeletons are standing, crouched, ready to pounce, and a feral red gleam flickers in their hollow eyes.
This whole tableau is a fake set up by the cultists to scare away intruders. The wolf skeletons were gleaned from six wolves the cultists hunted down and slew, binding their skeletons in sinew and mud so that they stand up and remain whole. The red eyes are formed out of fire beetle glands, from he beetle den located in the Cultist Area of the mines. The blood on the walls was from the wolves.
7. The Lich:
Mining implements have been scattered on the floor here, picks and opened crates and empty lanterns being amongst the items here. Barrel staves form arcs on the ground as they lay admist coils of hemp rope and flattened was candles.
At the far wall, opposite the entrance, is what appears to be a throne formed out of various barrels and crates.
Sitting on the throne is a skeletal figure, whose eyes burn a feral red. He wears rune covered bracers on his bony wrists and a tattered cloak on his shoulders. In his right hand is a strange, twisted rod covered in runes and topped with a large pink gem.
When the PCs enter the chamber, they will trip a thin wire that runs across the entry way. The wire then passes along the east wall, hidden by debris, before running up to the skeleton. The skeleton is held together in the same way the wolf skeletons in area 6, and the eyes are fire beetle glands. The wire connects to the skeleton's head, neck and right arm.
When the trip wire is tripped, it pulls the wire. The skeleton's mouth opens and the head moves back, the whole effect as if the skeletal figure is laughing menacingly. The right hand also moves up, as if aiming the strange rod at the entrance to the place (and therefore at the PCs).
In actuality, nothing more happens. If the PCs step away from the wire the skeleton goes back to its original position.
The rune covered bracers are actually barrel bindings, twisted into bracers and covered in meaningless runes that can be recognized as Thaneeri childhood nonsense rhymes by anyone able to read that language. Similarly, the menacing rod in the skeleton's hand is a twisted mining pick head again covered in Thaneeri nonsense writing and topped by a valueless pink quartz crystal.
Like area 6, this chamber is designed by the cultists to scare away intruders. While it may be presumptuous of them to assume that persons already wise to the deception in area 6 would again be fooled, the fact that this skeleton moves is more than likely to scare casual explorers.
8. The Warning:
At this point the cart track splits into two directions. There is an iron lever at the split that was once used to switch the tracks, but it is now rusted solid and cannot easily be moved.
Set upon the lever is a human skull. Scratched into the east wall above the lever is written in Common:
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This warning was written by Ysteria, whose Common is not perfect. Anyone who speaks Thaneeri and who specifically inquires about the strange sentence structure will be able to recognize that the syntax matches the Thaneeri language.
If the alarm has not been raised amongst the cultists, then once a PC sets foot in the passageway at the estern edge of this map they will note the glow of light from area 3 of the Cultist Area.
9. The Graveyard:
Although the miners all perished deeper within the mines, the cultists have taken their bones and stacked them all here, as a final warning to intruders. The skeletons have been artfully arranged to be posed in positions as if the miners had died running or crawling into this chamber and trying to flee to area 8 and presumably out of the mines altogther. Some picks and rusted weapons are still near bony fingers.
Anyone looking closely at the bones and making a DC 20 Heal check can determine that the bones are mismatched. A given thigh bone supposedly next to a femur are not of the proper size to match.
One skeleton wears a torn leather coat. Sewn into the front pocket of the coat is the name "Breekan". This was Breekan's coat, but the bones wearing it are not Breekan's at all.
If the alarm has not been raised amongst the cultists, then once a PC sets foot in the small passageway to the east they will note the glow of light from area 1 of the Cultist Area.
10. The Dead End:
If the PCs have already mapped the passageway travelling southeast from area 8, then it should become apparent that the miners were attempting to connect the two tunnels in a big loop with the cart track. Why this was so is not fathomable.
The cart track ends here with an iron cart stop, and anyone with Knowledge (dungeoneering) or Knowledge (architecture and engineering) who makes a DC 5 check can determine that the tunnel was being hewn and mined here. Despite the lack of a last wooden support, the tunnel looks solid and there seems to be no risk of collapse.
CULTIST AREA:
The Hammon cultists live in this area of the mines, and as such, the areas are lit by oil lamps hung from the old miner hooks on log supports present in the caves. It should therefore be pretty easy for the PCs to determine that someone or something dwells in this portion of the mine if the PCs can sneak into the area without alerting the cultists.
The cultists will always assume that the PCs are potential graverobbers. Given that they have bypassed the warnings and mock scares, as well as potentially the manticore, the cultists will rightly assume that the PCs are no ordinary commoners poking around the mine. They will assume the PCs are graverobbers.
The cultists are entirely ignorant of the means to free the Prince's body. As previously mentioned, the lore of the cult regarding Effishnir's conditions of release has been lost. Therefore, no amount of attempt at parley by the PCs will convince the cultists to let them pass or ally with them. It is possible that, by means of mind controlling magic, the PCs could force cooperation from one or more cultists. However, all of the cultists consider entry of the tomb an act of desecration that is considered an act against its nature. It allows a new saving throw at a +2 bonus to break the control.
The cultsist will adjust their tactics to meet whatever threat is presented by the PCs. They don't need to slay the PCs, only to chase them away and stop them from entering the tomb. Nonetheless, they hate tombrobbers and will not hesitate to fight to the death to defend their charge. If PCs are captured, they will be used as hostages in order to obtain oaths that the PCs will never again attempt to enter the tomb. This will be as solemn an oath as possible, and the cultists will also likely commandeer some of their hostages' valuables.
The oath required by the cultists will be administered by Ysteria if she is alive. If administered by the shamaness, she will invoke a spirit to mystically shadow the oathtaker, who will be subject to the effects of a bestow curse spell as if cast by a 10th level caster should the oath be broken. If Ysteria is dead or unavailable, then the oaths will still be required, but will have no magical effect. Any oathtakers who are caught trying to re-enter the tomb will be slain out of hand.
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Tactics:
It is likely the cultists will know the PCs are coming. If the PCs have battled the manticore or used sonic-based spells that make loud noises or cause sonic damage, then the cultists will have heard the din and will know intruders are coming. The first action of the sentries will be to cover the lights in all areas of this section, so that it appears deserted. Such covers are simple leather flaps that can be removed very easily if light is needed. Each will then quickly send a runner to areas 2 and 4 to alert the cultists there and coordinate plans. Thereafter, they will hide and wait to ambush the intruders, suddenly removing a light flap and attacking.
If the PCs don't make undue noise but carry light sources, then the sentries in areas 1 and 3 will likely take note once they see the light. One sentry will quickly run to areas 2 and 4 to warn the others, and then to the opposite sentry area to warn them.
In most cases, Ysteria and Torrcoj will coordinate the battle, usually sending warriors to flank the PCs while the acolytes use magic from a distance. Meanwhile, Ysteria will summon up as many as two uses of summon nature's ally IV and two of summon nature's ally III, likely to call forth two minor xorns and two thoqqua, to take advantage of their ability to burrow through the mine walls and come at the PCs from any direction, especially to go after spellcasters. Then the shamaness will use her spirit form ability as detailed below.
1. Northern Sentry Cave:
This cave is between 10 ft and 15 ft tall and supported by wooden logs set firm between floor and ceiling. Oil lamps of Thaneeri design hang from hooks on these logs.
Four cult warriors and an elite cult warrior dwell here, sleeping on simple fur pallets. Various old crates and barrels have been converted into chairs and a table, and a couple of barrels have been rehabilitated to hold water. A bear bladder holds lamp oil, extracted from whales from the Oto Sea, and this hangs from a hook on a log near the north wall.
Hanging from ropes to the east are several deer carcases, gutted and butchered, the meat cut and set upon deer fur and heavily salted. The cultsist pull off bite sized chunks and sear them in the oil lamps, thereby cooking their meat without an undue amount of smoke or the need to go outside.
Down the side passage south of the area is a middens where refuse and waste are disposed of.
2. Worship Chamber:
This chamber is where the acolytes and Torrcoj dwell.
The ore cart tracks end in the middle of this cave, which is 20 ft high at its center, and a few logs support the ceiling.
Four fur pallets are in the place, well as makeshift chairs and a table rigged from crates and discarded mining equipment. A barrel holds nuts and berries, and several skins are full of water and sour Thaneeri wine.
The entrance to the tunnel to the east is noticeably colder than the cool air of the mines. This temperature change is sudden and noticeable and fills the 5 ft square in front of the entrance. The coldness gets more and more severe as the tunnel is traversed.
The tunnel to the east ends in a shrine to the Cult of Hammon. This includes a pile of rocks upon which rests a wooden plank, to serve as an altar. Carvings of runes and glyphs holy to the cult and to Lothar are gouged into the plank, which has also been decorated with swirls of dried blood (from animals and the acolytes). Similar decorations have been painted in dried blood upon the walls of this tunnel.
Set upon the plank are three leathery white eggs, Tiny in size, buried in snow surrounded by blocks of ice. A patch of brown fungus grows along the bottom of the plank. This fungus will not be readily apparent by casual observation, as the underside of the plank is set against the rock pile.
| * Brown Fungus: CR 2; cold in 30 ft radius; 3D6 of nonlethal cold damage to living creatures within 5 ft; fire within 5 ft causes the mold to double in size; cold damage instantly destroys it. |
The brown mold was brought by the cultists (dragged on the plank by 15 ft long ropes behind them) along with the snow and ice in order to keep the white dragon eggs alive. While they have no desire to save the eggs, they believe that the dragon matron may use magical means to determine if her clutch is still alive, and therefore dead eggs have no value as bait for the matron. Two of the eggs are already dead, the wyrms within having failed their DC 25 Con check for being removed from nest and tended by a nondragon. The last one has survived so far. Refer to Draconomicon for further details.
3. Southern Sentry Cave:
This cave is between 10 ft and 15 ft tall and supported by wooden logs set firm between floor and ceiling. Oil lamps of Thaneeri design hang from hooks on these logs.
Four cult warriors and an elite cult warrior dwell here, sleeping on simple fur pallets. Various old crates and barrels have been converted into chairs and a table, and a couple of barrels have been rehabilitated to hold water. A bear bladder holds lamp oil, extracted from whales from the Oto Sea, and this hangs from a hook on a log near the north wall.
Hanging from ropes to the east are several deer carcases, gutted and butchered, the meat cut and set upon deer fur and heavily salted. The cultsist pull off bite sized chunks and sear them in the oil lamps, thereby cooking their meat without an undue amount of smoke or the need to go outside.
Down the side passage east of the area is a middens where refuse and waste are disposed of.
4. Spirit Cave:
This cave is where Ysteria and her current lover, an elite warrior, dwell.
There is a large fur pallet in the center of the chamber, which serves as both couch and bed. Several carved stone braziers hold incense, and a large mortar and pestle are nearby to grind herbs and the like.
Hanging from the northeast wall is a scraped bear hide upon which has been painted a stunning representation of a vulture with flames for eyes (Ysteria's spirit guide). Runes in dried blood surround the figure, abjuring in Thaneeri the vulure spirit to ward the Prince's body and to return his shell to a pure state by exorcising the foul spirit within.
Rolled up in the fur pallet is a vellum map and a charcoal stick. A map of the Hammon's Creche area has been drawn on the vellum, with labels in Thaneeri.
The Tomb is labelled: "Tomb of our lord. Powerful wards. None may pass. Safe."
The Mine is labelled: "Dreams led us here. Spirits loosed from tomb, but wards breached. Must guard against looters and desecrators of the Empire."
The Temple Ruins are labelled: "Dreams tell me to search here as soon as possible, something lost can be found. But many angry spirits dwell here."
Cultist Statistics:
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* Ysteria: Female spirit shaman 10; CR 10; Medium humanoid (human); HD 10D8+20; hp 73; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 15); Atk +8/+3 melee (1D6+1, +1 handaxe) or +9/+4 ranged (1D6, shortbow); SA chastise spirits (5/day, 10D6, DC 22), ghost warrior, spirit form 1/day; SQ blessing of the spirits, detect spirits, follow the guide, guide magic, spirit guide (vulture), warding of the spirits, wild empathy; AL LN; SV Fort +11, Ref +7, Will +12; Str 10, Dex 15, Con 15, Int 15, Wis 16, Cha 14. Height 5 ft 8 in. Skills and Feats: Concentration +15, Diplomacy +10, Heal +10, Knowledge (history) +7, Knowledge (nature) +9, Knowledge (planes) +7, Knowledge (religion) +7, Listen +13, Spellcraft +7, Spot +13, Survival +8 (+10 in aboveground natural environments or on other planes), Swim +2; Alertness, Augment Summoning, Dodge, Elemental Spellcasting, Mobility, Spell Focus (conjuration). Special Attacks: Chastise Spirits (Su): A spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits. Chastising spirits is a standard action that deals 1D6 damage/shaman level to all spirits within 30 ft of the shaman. The affected spirits get a Will sace (DC 10 + shaman level + Cha modifier) for half damage. When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance - the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + Cha modifier. Ghost Warrior (Su): A spirit shaman confers the ghost touch special ability to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal AC (not her touch AC) against any touch attack delivered by an incorporeal creature. Spirit Form (Su): A spirit shaman learns how to temporarily transform himself (and his equipment) into a spirit. 1/day, as a standard action, he can make himself incorporeal for up to 1 minute. While incorporeal, a spirit shaman gains all the advantages of the incorporeal subtype, including immunity to all nonmagical attack forms, a 50% miss chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armour or natural armor bonus to AC, but gains a deflection bonus equal to her Cha modifier (minimum +1). He has no Str score against corporeal creatures or objects and cannot make physical attacks against them, but he gains the ability to make a melee touch attack (add the spirit shaman's Dex modifier to his attack roll) that deals 1D6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purposes of overcoming DR. Special Qualities: Blessing of the Spirits (Sp): A spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which he travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward ferself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so. Detect Spirits (Sp): The spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shamn can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits. Follow the Guide (Su): A spirit shaman's spirit guide helps him mantain control of his mind. If a spirit shaman is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to succeed on his saving throw. Guide Magic (Su): As a free action, a spirit shaman can assign his spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while his spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman's normal Concentration modifier. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with. Warding of the Spirits (Sp): A spirit shaman can perform a special rite 1/day to ward himself and his companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes/level and otherwise functions like magic circle against evil, except it protects against spirits. Possessions: +1 handaxe, +1 death ward leather amour, robes of resistance +2, amulet of health +2, heavy wooden shield, shortbow, arrows (20), cold iron arrows (10), holy symbol of Cult of Hammon, explorer's outfit, spell component pouch, belt pouch, flint and steel, torches (6), sack, copper armband studded with amethysts and toumaline worth 150 gp, silver diadem set with a large frontpiece of amber worth 200 gp. Spells Retrieved (cast 6/7/7/7/5/3; base DC = 12 + spell level): 0 - detect magic, fire eyes, resistance; 1 - cure light wounds, entangle, produce flame; 2 - barkskin, flaming sphere, resist energy; 3 - cone of flame, summon nature's ally III; 4 - arc of lightning, summon nature's ally IV; 5 - spore cloak. Languages: Thaneeri, Common, Lothuk. |
While Ysteria's abilities may seem to be sparse and not very formidable outside of battling spirits, she is a very intelligent and canny leader who makes the most of what she's got. Her standard battle tactic is to go into spirit form. From there, she can still wield her weapons using her ghost warrior ability, or use her touch attack. However, she is more content to cast spore cloak and then move through victims (even though she will be subject to attacks of opportunity). She will adjunct this with resist energy, and depending on the capabilities of her foes, can retreat through solid walls and then cast enough such resist energy spells to ward her against all energy types. She can also use her bow to shoot arrows at foes, since once the arrows are released they become corporeal.
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* Elite Cult Warriors (3): Male human Barbarian 5/Pious Templar 2; CR 7; Medium humanoid (human); 5D12+20 plus 2D10+8; hp 78; Init +2; Spd 40 ft; Space 5ft; Reach 5 ft; AC 19 (touch 12, flat-footed 17); Atk +12/+7 melee (1D8+3, masterwork battleaxe) or +9/+4 ranged (1D6+3, composite shortbow); SA rage 2/day, smite 1/day; SQ fast movement, improved uncanny dodge, mettle, trap sense +1, uncanny dodge; AL N; SV Fort +11, Ref +5, Will +6; Str 17, Dex 14, Con 18, Int 10, Wis 12, Cha 12. Height 6 ft 3 in. Skills and Feats: Climb +8, Intimidate +3, Jump +8, Knowledge (religion) +4, Listen +6, Spot +4, Survival +7, Swim +6, Tumble +7; Alertness, Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (battleaxe). Special Attacks: Smite (Su): 1/day, +4 attack bonus and +2 damage to a single melee attack. Special Qualities: Mettle (Su): A pious templar's special blessing allows him to shrug off magical effects that would otherwise harm him. If a pious templar makes a successful Will or Fort save that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial", "Fortitude half" or similar entries can be negated through this ability. Possessions: +1 studded leather armour, +1 heavy wooden shield, masterwork battleaxe, composite shortbow (+3 Str bonus), arrows (20), potion of cure moderate wounds at 3rd level, barbarian's outfit, holy symbol to Cult of Hammon, belt pouches, sack, flint and steel, torches (6). Spells Prepared (2; base DC = 11 + spell level): 1 - magic weapon, resurgence. Languages: Thaneeri, Common |
These elite warriors are the dedicated bodyguards of the spirit shamaness and she has taken them as her lovers from time to time. They are intensely loyal to her and will gladly give their lives to protect her and to follow any order she gives. They command the lesser warriors of the cult. These warriors are named Bruyeti, Gunsigor, and Retsyin.
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* Torrcoj the Skald: Male human Bard 6/Warrior Skald 3; CR 9; Medium humanoid (human); HD 6D6+12 plus 3D6+6; hp 79; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +10/+5 melee (1D12+3, masterwork greataxe) or +10/+5 ranged (1D6+2, composite shortbow); SQ bardic knowledge +10, bardic music (9/day plus 1 time at +5 Perform, chant of fortitude, countersong, demoralize, fascinate, inspire courage +1, inspire competence, suggestion, word of rejuvenation), darkvision 60 ft; AL CN; SV Fort +7, Ref +11, Will +8; Str 14, Dex 17, Con 15, Int 14, Wis 14, Cha 16. Height 6 ft 2 in. Skills and Feats: Appraise +7, Balance +10, Bluff +8, Concentration +12, Decipher Script +7, Diplomacy +10, Escape Artist +6, Gather Information +5, Hide +8, Intimidate +5, Jump +9, Knowledge (history) +7, Listen +13, Move Silently +8, Perform (oratory) +15, Perform (wind instruments) +8, Perform (sing) +7, Sense Motive +7, Sleight of Hand +7, Spellcraft +5, Spot +7, Swim +5, Tumble +10; Chant of Fortitude, Combat Casting, Dodge, Lingering Song, Mobility. Special Qualities: Bardic Music - Chant of Fortitude: You can expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) the benefit of the Diehard feat until the end of your next turn. You can use this feat multiple times consecutively to keep yourself and your allies conscious. Even while this feat is active, you or your allies die if reduced to -10 hp or lower. This feat does not functionin an area of magical silence. Bardic Music - Demoralize: The warrior skald's poetry bursts enemy morale. Once they've heard the warrior skald's epic oratory for a full round, opponents within 20 ft must succeed on a Will save (DC 10 + warrior skald levels + Cha modifier) or be shaken (-2 morale penalty on attacks, damage, and saves) as long as the warrior skald continues to recite and for 5 rounds thereafer. This is a mind-affecting, language-dependent ability. Bardic Music - Word of Rejuvenation (Su): A warrior skald can inspire his allies so they shake off the effects of fatigue. Fatigued characters who hear the warrior skald speak for a minute are no longer fatigued, and exhausted characters are only fatigued. The warrior skald can use this ability only once per hour. It is a language-dependent ability that counts as one daily use of bardic music. Possessions: masterwork hunting horn, masterwork greataxe, composite shortbow (+2 Str bonus), arrows (20), amulet of laeral's tears (24 temporary hp included in statistics), joyous star song, moonstone mask, spell component pouch, masterwork ivory flute, belt pouch, barbarian's outfit, holy symbol to Cult of Hammon, ivory bracers carved with scrimshaw of an axe cleaving a flame (worth 75 gp each). Spells Known (cast 3/4/3; base DC = 13 + spell level): 0 - daze, detect magic, mage hand, mystical performance, read magic, resistance; 1 - charm person, cure light wounds, inspirational boost, joyful noise; 2 - befuddle, elation, heroism. |
Torrcoj is a bard who enjoys to sing and accompany his fellows into battle. Most of his spells are designed to aid combat, and then he is content to sing his chant while he wades into his foes. He is an occasional lover of Ysteria, and received his moonstone mask from the shamaness.
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* Cult Acolytes (3): Female human Cleric (Aghorrit) 3/Spirit Shaman 1; CR 4; Medium humanoid (human); 4D8+4 plus 1D8+1; hp 32; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +3 melee (1D8+1, heavy mace) or +3 ranged (1D4, sling); SA turn undead (5/day, +2 synergy bonus); SQ spirit guide (vulture), wild empathy; AL LN; SV Fort +6, Ref +2, Will +8; Str 12, Dex 13, Con 12, Int 13, Wis 16, Cha 15. Height 5 ft 8 in. Skills and Feats: Concentration +7, Heal +8, Knowledge (nature) +4, Knowledge (religion) +6, Listen +6, Spellcraft +5, Spot +6, Survival +6; Alertness, Combat Casting, Combat Expertise, Divine Vigour. Possessions: studded leather armour, heavy wooden shield, heavy mace, sling, bullets (10), dagger, talisman of barkskin at 6th level, holy symbol to Cult of Hammon, spell component pouch, belt pouch, explorer's outfit, copper armband studded with amethysts worth 75 gp. Priest Spells Prepared (4/3/2; base DC = 13 + spell level): 0 - cure minor wounds, dancing bandages, light, resistance; 1 - bless, doom, shield of faith; 2 - hold person, silence. Domains: Courage (+4 morale bonus on saves vs fear to allies within 10 ft) and War (Martial Proficiency with favoured weapon, Weapon Focus with favoured weapon). Domain Spells (1/1): 1 - magic weapon; 2 - spiritual weapon. Spirit Shaman Spells Retrieved (cast 3/3; base DC = 12 + spell level): 0 - detect magic, fire eyes, light; 1 - sandblast. |
These cult acolytes serve Ysteria loyally. They are war priestesses, but still prefer to use their magic to support others.
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* Cult Warriors (8): Male human Barbarian 3; CR 3; Medium humanoid (human); HD 3D12+9; hp 34; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 15); Atk +6 melee (1D8+4, battleaxe) or +5 ranged (1D6, shortbow); SA rage 1/day; SQ fast movement, illiteracy, trap sense +1, uncanny dodge; AL N; SV Fort +6, Ref +3, Will +2; Str 16, Dex 15, Con 17, Int 10, Wis 12, Cha 10. Height 6 ft 3 in. Skills and Feats: Climb +8, Intimidate +2, Jump +8, Listen +8, Survival +7, Swim +8; Combat Reflexes, Dodge, Power Attack. Possessions: battleaxe, shortbow, arrows (20), studded leather armour, heavy wooden shield, barbarian's outfit, holy symbol to Cult of Hammon, belt pouch, flint and steel, sack, torches (3). |
These warriors are loyal to the cult and will serve Ysteria to the death. They are brave and capable.
SPIRIT AREA:
This area is haunted by undead released from the oubliette when the miners accidentally pierced the wall at area 4. The undead released were initially a horde, angry and tormented by the corruption of the fiend Effishnir and eager to taste human flesh. They raged throughout the entire mine for a time, but then eventually the call of their ward, the tomb, drew them back, as did the will of Effishnir, which wants them to guard the tomb from any sort of intrusion and to prevent the unlikely day when the Prince's body may be cleansed.
Still, some of the undead have remained in this section of the mines. They dare not go out of the area, for they do not have the will to do so any longer. In addition, all of them are specially abjured from ancient time to be unable to harm anyone who is wearing the holy symbol of the cult.
The area is completely unlit, and the various side tunnels, including the one leading to area 4, are only hastily shored up with wooden beams, as these were being dug just as the miners were killed.
A few bones can be found here and there, as well as other remnants of the miners including picks, candles, a couple of wooden cages with bird skeletons inside, bits of cloth, spilled lanterns, etc.
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1. Central Cavern:
This cavern is 15 ft tall and empty of anything except for the usual detritus mentioned above. When the PCs enter this area, two wraiths in the form of Thaneeri warriors armed with greataxes will emerge from the passage from area 4 to attack intruders.
If combat occurs, the second wraith will howl out in Thaneeri "Breekan, come", and Breekan the wraith will emerge from area 2 to join the fight.
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* Advanced Wraiths (2): CR 5; Medium undead (incorporeal); HD 6D12; hp 39; Init +7, Spd fly 60 ft (good); Space 5 ft; Reach 5 ft; AC 15 (touch 15, flat-footed 12); Atk +6 melee (1D4 plus 1D6 Con drain, touch); SA constitution drain, create spawn; SQ darkvision 60 ft, daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str - Dex 16, Con -, Int 14, Wis 14, Cha 15. Height 6 ft. Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +13, Search +13, Sense Motive +9, Spot +13, Survival +2 (+4 tracking); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative. Special Attacks: Constitution Drain (Su): Living creatures hit by a wraiths incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points. Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Special Qualities: Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
If somehow the PCs are able to enter here without alerting the wraiths (i.e. no sounds and no light sources), then the wraiths will be hovering in area 4, where they normally reside.
2. Side Cavern:
Here Breekan actually perished. When the miners hit the wall of the oubliette at area 4, they immediately summoned Breekan. The mine owner was the one who foolishly gave the order to breach the wall, releasing the spirits that killed them all. Breekan immediately fled, and, now knowing the mines very well, for he was camped outside the mines, he ran down this dead end passageway.
Desperate, the owner futiley hid under an ore cart that had been wheeled down this passageway to carry out some particularly large rocks. However, the wraiths heard his whimpering and heavy breathing and simply attacked through the cart, draining the hapless mine owner and turning him into a wraith under the control of one of the wraiths in area 1.
Breekan the Wraith appears as a middle aged Imperial man with a balding pate, mustache, and trimmed beard. He wears a leather coat with the word "Breekan" embroidered on the picket, exactly like the coat found in area 9 of the Entry Area of the mines. Brekan's coat was ripped away from his body in the initial panic of the undead attack by a miner, who fled with it and was subsequently slain.
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* Breekan the Wraith: CR 6; Medium undead (incorporeal); HD 5D12; hp 32; Init +7, Spd fly 60 ft (good); Space 5 ft; Reach 5 ft; AC 15 (touch 15, flat-footed 12); Atk +6 melee (1D4 plus 1D6 Con drain, touch); SA constitution drain, create spawn; SQ darkvision 60 ft, daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str - Dex 16, Con -, Int 14, Wis 14, Cha 15. Height 6 ft. Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +13, Search +13, Sense Motive +9, Spot +13, Survival +2 (+4 tracking); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative. Special Attacks: Constitution Drain (Su): Living creatures hit by a wraiths incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points. Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Special Qualities: Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
Breekan the wraith normally lairs with his body, hidden under the ore cart at the end of the passageway. If the wraith hears anyone approach or disturbs the ore cart, the wraith will spring out and attack, likely by surprise. It will try to wait until its target is within 15 ft so that it can charge and attack from surprise.
If the wraiths mentioned in area 1 fight the PCs, the one that controls Breekan will call to him in Thaneeri. While Breekan does not understand the language, he knows enough to come to his master's call, and will join the fight in area 1.
If the second wraith from area 1 is destroyed, Breekan the wraith is freed from his control. Such is his will and the makeup of his soul that he will instantly become an empancipated spawn. His alignment will instantly turn to Neutral Good and he will attack any wraiths that remain within sight. He will break off attacking any of the PCs (unless they happen to appear like a wraith).
If the second wraith mentioned in area 1 is slain before Breekan emerges, then the PCs will hear Breekan the wraith sobbing and weeping under the ore cart. He will not attack, and will not emerge until his ore cart is moved aside.
Breekan the Wraith appears as as he did in life, an Imperial with mustache and beard of middle age and a bit of a paunch and balding pate. He wears a coat of leather with the name "Breekan" embroidered in it (like the coat found in area
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* Breekan the Emancipated Wraith: Male wraith Emancipated Spawn 1; CR 7; Medium undead (incorporeal); HD 6D12 plus 1D12; hp 47; Init +7, Spd fly 60 ft (good); Space 5 ft; Reach 5 ft; AC 15 (touch 15, flat-footed 12); Atk +5 melee (1D4 plus 1D6 Con drain, touch); SA constitution drain, create spawn; SQ darkvision 60 ft, daylight powerlessness, incorporeal traits, +4 turn resistance, undead traits, unnatural aura; AL NG; SV Fort +1, Ref +4, Will +7; Str - Dex 16, Con -, Int 14, Wis 14, Cha 15. Height 6 ft. Skills and Feats: Bluff +5, Diplomacy +10, Hide +11, Intimidate +10, Listen +13, Search +13, Sense Motive +12, Spot +13, Survival +2 (+4 tracking); Alertness, Blind-Fight, Bullheaded, Combat Reflexes, Dodge, Improved Initiative, Negotiator, Skill Focus (profession [mining]). Special Attacks: Constitution Drain (Su): Living creatures hit by a wraiths incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points. Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Special Qualities: Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
Breekan the Emancipated Wraith will, once peaceful contact is established with the PCs, recall bits of his life and then bemoan his current state. He will ask the PCs if they can lay him to rest. A cleric who can destroy him using his turn undead ability can do so, but it is doubtful there is a cleric powerful enough to do so amongst the PCs. He can also be laid to rest by being reduced to zero hit points.
If the PCs wish to speak with him first, he can tell his tale. There is not much to tell. He spotted traces of gold in the streams around the area and they seemed to center upon Hammon's Tor. He did some initial samples in the hillside and they looked promising. So he entered an Imperial claim on the base of the hill and hired workers to mine into the hillside.
Breekan figured his mine was so far below the level of Hammon's Tomb that there was absolutely no danger of disturbing the the guardians and wards of that place.
For a time the mine was working smoothly. No gold was found in any appreciable quantity, but Breekan was sure he was on the right track. After a time, however, his men hit a strange curved wall of stone. Still not thinking there was any way it could be connected with the tomb 500 ft above, he ordered his men to break the wall, hoping perhaps it was some ancient treasury that predated even the Thaneeri arrival to these lands.
Alas, when the wall was broken, spirits of all sorts flowed through the breach, slaying all living flesh they could find. He attempted to flee, but took a wrong turn and ended up trying to hide under an ore cart. The last thing he remembered was the icy cold touch of death filling his heart as he lay sobbing under the cart.
Breekan can possibly be made to temporarily accept his condition. This would require a Diplomacy check to change his attitude from Indifferent to Helpful (a DC 30 Diplomacy check). If the check is DC 40 or greater, then the PCs can convince him to remain in his state permanently, as an emancipated spawn. Otherwise, assuming the DC 30 check is made, then the PCs can at least convince Breekan to accompany them into the Tomb, especially if they can come up with some sort of justification as to how doing so would atone for his mistake in opening the breach in the first place (the DM should require the PCs to come up with a believable justification, with a Bluff vs Sense Motive check if the justification is a blatant lie). Without such a justification, no amount of Diplomacy will convince him to accompany the PCs.
3. South Cave:
This 10 ft tall cave is home to an umbral owlbear. The beast sought to hibernate here several winters ago, before the manticore and cultists had arrived. During its sleep, the creature was assaulted by guardians of the tomb and slain, remaining as an umbral spirit. It is, due to the nature of its creation, still bound not to attack those wearing the holy symbol of the Cult of Hammon.
The owlbear still believes it is an owlbear, and that this cave is its lair. It will attack any creatures, living or spirit, that enters its cave, though it will be especially hungry to drain the Str from living creatures after its long "nap".
The owlbear's skeleton lies in the western portion of the cave, and the umbral bear often "sleeps" amongst its own bones, making it difficult to see at first.
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* Umbral Advanced Owlbear: CR 7; Large undead (incorporeal); HD 8D12; hp 55; Init +3; Spd fly 40 ft (perfect); Space 10 ft; Reach 5 ft; AC 13 (touch 13, flat-footed 10); Atk +7 melee (1D8 Str, touch); SA create spawn, strength damage; SQ darkvision 60 ft, inescapable craving, +2 turn resistance; AL CE; SV Fort +2, Ref +4, Will +7; Str -, Dex 17, Con -, Int 1, Wis 14, Cha 12. Length 7 ft. Skills and Feats: Listen +9, Spot +9; Alertness, Track. Special Attacks: Create Spawn (Su): Any humanoid reduced to Str 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1D4 rounds. Strength Damage (Su): The touch of an umbral creature deals Str damage to a living foe. Special Qualities: Inescapable Craving: An umbral creature has an inescapable craving for Str, which it satisfies by using its Str damage ability. |
4. The Oubliette:
It is a custom of the ancient Thaneeri, when they entomb their royalty, to include an oubliette, a long shaft into which supposedly any ill will or sins committed by the entombed are cast and forgotten. In some sense, the depth of the oubliette is thought to indicate the depth of sins committed by the entombed.
The custom of an oubliette is one no longer used by the Thaneeri, not after their loss to the Imperium. However, any PC who makes a Knowledge (history) check of DC 30 will recall this fact and be able to surmise that the 15 ft diameter shaft here leads up to the tomb proper.
The shaft is made of Thaneeri brickwork. Its western wall has clearly been broken into by miners' picks, and several of these lay near the opening where they were dropped by the frightened miners.
This oubliette is some 450 ft high, with absolutely no openings or protrusions or obviousl means of climbing present. A search of the floor will reveal various items, some smashed, that were tossed down the oubliette from above. These items symbolically represent Hammon's sins, but they are too symbolic, too smashed up, or too ancient to really decipher. Some do seem to potentially deal with infidelity and cruelty, and one perhaps with jealousy.
The walls of the oubliette are masonry walls, and so require a DC 20 Climb check to ascend.
If the two wraiths mentioned in area 1 have not been alerted to the PCs and moved into that cave, then they will be encountered here, at the bottom of the oubliette, usually hovering about 10 ft above the ground.
The oubliette is technically a part of Hammon's Tomb. As such, undead native to the tomb can attack anyone entering this area, even if they are wearing the holy symbol of the Cult of Hammon.
If the PCs ascend the oubliette, refer to area 1 of Hammon's Tomb (see below).
Part Four - Hammon's Tomb:
The Doors:
The main doors of the tomb are essentially meant to be unbreachable. The entire point of the scenario is for the PCs to have an opportunity to enter the tomb by way of the mine breach. Otherwise, the tomb doors have withstood centuries of attempts to breach them, and so it would hardly be reasonable to expect the PCs to succeed against them when so many before them have failed.
Assaulting the doors can be frustrating if the players are the types who are very unsubtle and direct. Nevertheless, the DM should administer the wardings of the doors with impartiality. If the PCs have done a bit of roleplaying in the village, then they should have heard the villagers state that many many people have attempted the doors and failed over the centuries. The DM should emphasize and NONE have EVER breached them!
The doors are set amid a jumble of large boulders at the top of the tor, perhaps 20 ft below the crown of the hill. They face south and are two massive iron portals some 10 ft tall and 5 ft wide each. There is no handle or apparent way to pull them open from the outside, and the doors are covered with Thaneeri runes of warding and danger.
In a ring some 50 ft away from the doors is a band of bones. The band is some 20 ft wide, but most of the bones are concentrated in the outer 5 ft of this band. The bones are a mixture of small animals, birds, and humans, with most of the human bones along the south part of the ring, facing the doors. Most of the bones deeper into the ring are of birds.
This ring of bones shows where the wards of the door begin to operate. Any living being that enters within 50 ft of the tomb will be subject to three necromantice warding attacks each round, for as long as they remain within 50 ft. Bird skeletons have gone deeper into the ring of bones because they usually are in flight when attacked and their momentum carries them forward even as they die.
A necromantic warding is essentially a ball of negative energy powered by the spirits of the tomb. Each attack has a range of Long as if cast by a 15th level caster and attacks as a ranged touch attack with a +6 attack bonus. An attack that hits does 1D6 points of negative energy damage and imparts a negative level. A DC 14 Fort save is required after 24 hours or the victim loses a level. The warding cannot be dispelled, though an antimagic field can protect against it. For purposes of some abjurations, the warding is treated as an 8th level spell. Each attack appears as a ghostly ball of energy that streaks from the tomb doors towards its target.
There are unlimited necromantic wardings available to the tomb, and it can cast an unlimited amount every round (e.g. should multiple living creatures approach simultaneously). The wardings are incorporeal and do not need a line of sight to attack. They do need a line of effect, but it need only be an incorporeal line of effect (i.e. only a force effect counts as blocking line of effect).
Should a spellcaster cast any sort of spell upon the tomb, the caster will be subject to a single necromantic warding attack.
The doors themselves are sealed by the spirits of the tombs. For all intents and purposes, they will not be opened and cannot be breached. Anyone attempting to teleport or dimension door into the tomb will be foiled by the spirits that ward the walls of the tomb. The doors are held shut by the spirits, and even a knock spell will fail, as the doors creak slightly as if trying to open, but then a ghostly glow fills the door crack and it shuts quickly.
The doors of the tomb radiate overwhelming abjuration and necromantic magic. The spirits and the warding cannot be turned or rebuked. While not originally evil, the presence of Effishnir has slowly corrupted the spirits of the tomb, so that now they detect as evil.
It was only the mistake of the tomb builders that their ward did not reach to the bottom of the oubliette that has allowed the PCs to potentially breach the tomb.
The Tomb:
The tomb is made of masonry walls, bricked over the hewn stone walls of the passages tunneled by the Thaneeri. Unless otherwise stated, all passages are 8 ft tall and all room 10 ft tall. There are no light sources present.
All stairs ascend or descend vertically as much as they traverse horizontally.
No outer walls of the tomb may be breached by magical means. There are spirits of ancient Thaneer essentially bricked and mortared into these walls, and these will actively repel attempts to passwall or stone shape or teleport or otherwise magically pass through from within the tomb to without. The walls detect as undead and radiate overwhelming abjuration and necromantic magic. The spirits will not stop such activities within the tomb itself, so the inner walls may be so passed, and the spirits do not stop physically breaking through the walls, though the door wards will attack anyone outside of the tomb itself within 5 ft of the doors, even if tunneling in from the outside. This effect does not prevent summoning spells.
These spirits cannot be turned or rebuked. While not originally evil, the presence of Effishnir has slowly corrupted the spirits of the tomb, so that now they detect as evil. Many have been warped from more benign forms of guardians into evil undead types.
Refer to the Tomb Map.
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1. Oubliette:
As detailed in area 4 of the Spirit Area of the Breekan Mines (see above), ancient Thaneeri tombs of royalty often contained a oubliette or deep shaft down which symbolic representations of the sins and faults of the entombed were flung. This shaft is 450 ft deep and made of masonry (DC 20 Climb check). There are no handholds or intended means of descent, as the tomb builders never expected anyone or anything to have the need to do so.
Lairing at the top of the oubliette is a blood amniote. The ancient Thaneeri had empowered the spirits of this tomb with blood sacrifices from captives, criminals, and even from willing sacrifices. However, the presence of Effishnir has warped many of these spirits into reveling in the mode of their creation. These spirits became corporeal, congealed together, and went mad with bloodlust, forming a blood amniote.
This particular blood amniote has caused 34 points of Con damage in its existence, against the miners during the initial flood of undead in the mines.
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* Blood Amniote: CR 9; Huge undead; HD 10D12; hp 65; Init +5; Spd 30 ft, climb 20 ft; Space 15 ft; Reach 10 ft; AC 26 (touch 13, flat-footed 21); Atk +9 melee (2D6+6 plus blood call, slam); SA blood call; SQ blindsight 60 ft, DR 10/-, darkvision 60 ft, fast healing 5, inescapable craving, ooze traits, self spawn, undead traits; AL N; SV Fort +3, Ref +8, Will +2; Str 19, Dex 20, Con -, Int -, Wis 1, Cha 1. Diameter 15 ft. Skills and Feats: none. Special Attacks: Blood Call (Su): Whenever a blood amniote strikes a living creatre in melee combat, its touch causes the target's body to expel a portion of its own blood through the pores. The expelled blood gathers and flows across the intervening distance between the prey and the blood amniote. This attack deals 1D4 points of Con damage to the foe. This ability has no effect on plants or oozes. If a blood amniote deals as many points of Con damage during its existence as its full normal hit point total, it self spawns (see below). Special Qualities: Incescapable Craving: A blood amniote has an inescapable craving for blood, which it satisfies by using its blood call ability. Self Spawn (Ex): If a blood amniote deals as many points of Con damage during its existence as its full normal hit points total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote's full normal total. |
With its natural climb speed, the amniote has no problem negotiating the walls of the oubliette. If it senses living creatures approaching within 60 ft of the top of the shaft, it will slide down to attack the intruders. Given its size and reach, it can even attack those flying up the center of the shaft.
2. Carved Hall:
This widening of the passageway is only 8 ft tall. The north and south walls are carved with Thaneeri runes, but they are difficult to read due to dust and cobwebs coating the walls. If the dirt is cleared away, a process taking 2 rounds per 5 ft section, then the words can be read.
The north wall reads:
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Cursed be Effishnir, fiend of flame, who gave our lord his greatest victory and cast him into his greatest defeat. For lo! His fire did cleave the great worm Anashluur. And lo! Did the demon habit our lord's body and scour his noble soul. Woe unto us, who must await a time when our people are dishonoured and cowards, for only then can the demon be driven from the body of our lord and his soul returned to the Place of Warriors. |
The south wall reads:
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And here are the final words of foul Effishnir, spake in the tongue of the void and rendered into the tongue of heroes: Only shall I leave on the day that a brave of the loins of Thaneer commands me so. But no ordinary brave must it be, but one who has willingly dishonoured himself by riding a horse into battle, and he willingly and with no knowledge of the condition I have set forth. For only then will I know that the Thaneeri have fallen so far from grace and honour that my vengeance upon he who bound me and he who tricked me is complete! |
As the PCs enter this chamber, they will come within 60 ft of the crypt chanter in area 3 and be subject to its effects. Refer to area 3 below.
3. The Chamber of Dirges:
This twenty foot square chamber is adorned with frescoes of Hammon defeating various foes, including him wielding a flaming greataxe clad in armour of white scales with a shield hovering before him.
Haunting this area is a crypt chanter, in the wavering form of a Thaneeri skald strumming on a lute. The being will attempt to drain victims, though it will only be aware of the PCs in area 12 if it makes a Listen check or sees light sources. Once it sees intruders in area 2 and has played its music for a few rounds, unless it is successfully giving negative levels (and thereby gaining temporary hit points), it will emerge to investigate and attack, using its touch attack or its melody as appropriate.
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* Crypt Chanter: CR 7; Medium undead (incorporeal); HD 7D12; hp 45; Init +8; Spd 30 ft, fly 30 ft (perfect); AC 19 (touch 19, flat-footed 15); Atk +7 melee (1D8, touch); SA create spawn, draining melody; SQ darkvision 60 ft, daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +2, Ref +6, Will +7; Str -, Dex 18, Con -, Int 14, Wis 14, Cha 20. Height 6 ft. Skills and Feats: Hide +14, Intimidate +13, Listen +14, Perform (sing) +14, Search +12, Spot +14; Alertness, Blind Fight, Improved Initiative. Special Attacks: Create Spawn (Su): Any humanoid slain by a crypt chanter through its draining melody (see below) becomes a crypt chanter 1D4 rounds later. Spawn are under the command of the crypt chanter that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. Draining Melody (Su): A crypt chanter constantly sings, creating a magically charged allure. All creatures within 60 ft of a crypt chanter must make a DC 18 Will save or stand dazed as long as the music continues. This is a sonic, mind-affecting, compulsion effect. Beginning on the round after becoming dazed, creatures that failed the first saving throw must make a second saving throw (same DC) to avoid being affected as if by the enthrall spell. Enthralled victims also begin to gain 1D2 negative levels per round while the song continues, as long as they remain within range. If a creature gains a number of negative levels at least equal to its HD, it dies and becomes a spawn. When a crypt chanter bestows negative levels on a victim, it gains 5 temporary hp for each negative level bestowed. These temporary hp last for up to 1 hour. Creatures that successfully save upon hearing a crypt chanter's music cannot be affected by that crypt chanter's music again unless the chanter ceases singing for 1 full round (releasing all those it previously held in thrall) and begins a new song. Special Qualities: Daylight Powerlessness (Ex): A crypt chanter is utterly powerless in natural sunlight (not merely a daylight spell) and flees from it. |
4. Amphora Chamber:
This chamber is cluttered with amphorae of all shapes and sizes, all of ancient Thaneeri make, most of them glazed clay and decorated with Thaneeri designs of monsters, gods, and accomplishments of Thaneer.
The amphorae are mostly covered in wax, the few not being empty, as if whatever had been inside had evaporated over the centuries. In the ones covered by wax are contained various wines, oils, holy water, and unguents, all designed to be pleasing to the benign spirits of Mergurr that escort the soul to its final resting place.
These amphorae make the chamber impossible to run or charge through, and Tumble checks are at +5 DC. The amphorae can be smashed fairly easily, though this will make a jumble of shards equivalent to light rubble.
If the barrow wight in area 5 hears or sees intruders in or approaching area 4, it will slink in, using the amphorae as cover in which to hide. It will then use its hide in plain sight ability with the amphorae to assault the PCs.
5. Barrow Chamber:
Steps lead down from area 4 into this room, which contains a stone platform in the center that is 5 ft wide and 10 ft long and 3 ft high. Remnants of burial shrouds, now blackened flecks of cloth, can be seen on the altar.
A favoured female slave of Prince Hammon was buried here. Hammon's wife insisted on it, as she (rightfully) believed the prince was dallying with the slave and wanted the slave killed. In any event, it was custom for slaves to be buried with Thaneeri nobility so that their souls would have aid and servants in the afterlife.
The slave was quite angry at being slain and entombed with her prince, especially when Hammon's wife had runes carved into the walls proclaiming the slave as an adulterer and seducer and a dishonourable whore and harridan. This anger lingered into the afterlife, particularly when the slave was denied some of the more important rites of burial and had a Thaneeri rune of dishonour branded upon her forehead.
This animus, empowered by the fell presence of Effishnir, has caused the slave to arise as a barrow wight. She hates all life, especially nobility, and will attack anyone who seems to be a nobleman. She wear tattered robes and the remnants of a slave shift and her forehead is gouged and scarred horribly, for when she arose, the wight took a shard from the amphorae in area 4 and gouged out the brand of dishonour on her brow.
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* Barrow Wight Slave: Female barrow wight Lurking Terror 3; CR 7; HD 6D12 plus 3D12; hp 59; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +7 melee (1D4+3 and energy drain, slam); SA create spawn, deathly power, energy drain, insanity gaze; SQ darkvision 90 ft, hide in plain sight, +2 turn resistance, undead traits; AL CE; SV Fort +3, Ref +4, Will +9; Str 14, Dex 13, Con -, Int 11, Wis 13, Cha 16. Height 5 ft 6 in. Skills and Feats: Climb +6, Escape Artist +9, Hide +9, Listen +9, Move Silently +16, Search +8, Spot +9; Blind Fight, Dodge, Power Attack. Special Attacks: Create Spawn (Su): A humanoid slain by a barrow wight becomes a barrow wight in 1D4 rounds. Spawn are under the command of the barrow wight that created them and remain enslaved until their death. They do not possess any of the abilities they had in life. Deathly Power (Ex): A lurking terror adds its class level to any save DCs for the extraordinary and supernatural special attacks possessed by an undead creature of its kind. This ability has no effect on the lurking terror's spells or spell-like abilities, nor on any special abilities gained from its nonundead kind, feats, or class features. Energy Drain (Su): Living creatures hit by a barrow wight's slam attack receive one negative level. The Fort save to remove the negative level has a DC of 19. Insanity Gaze (Su): Affected by insanity, as the confusion spell cast by a 9th level caster, 30 ft range, Will save (DC 19) negates. Special Qualities: Hide in Plain Sight (Ex): A lurking terror can use the Hide skill even while being observed, as long as it has cover or concealment. Possessions: cheap costume jewelry (bracelet, headband, armband) worth nothing. |
6. Room of the Wards:
This chamber is domed, the walls 10 ft high and then curving towards the center, the apex being some 15 ft above the floor. The dome is painted black and streaked through with white, lightning-like veins of silver. Where these strokes strike are painted red Thaneeri runes of warding and necromancy.
The center of the chamber contains a huge mass of amber crystal, some 5 ft in diameter and 6 ft tall. Imprisoned within the amber is some sort of ghostly shape that seems to shimmer and writhe slightly. The amber radiates overwhelming abjuration and necromantic magic, as well a faint evil. It detects as undead as well.
This crystal powers the wards of the tomb and is the source of the necromantic warding guarding the tomb and its doors as well as the spirits in the walls of the tomb. Its essence has been slightly corrupted by Effishnir, and thus it radiates faint evil.
The crystal is a power beyond the scope of normal spells or magic items. It can be thought of as a minor artifact, created by the ancient Thaneeri utilizing lost lore. The being imprisoned within is a power spirit, possibly a daughter of Thaneer himself, and there is no current way for the PCs to harm, dispel, or otherwise affect the crystal or to free or communicate with the figure within.
7. Main Chamber:
This large chamber is buttressed by four pillars of stone carved crudely into the shape of a valkyrie, a Thaneeri female warrior said to have some of the faerie blood of Thaneer's wife flowing through her veins. They wear winged helms and leather armour and wield greataxes.
Two of the pillars are cartyatid columns (northeast and southwest), enchanted by ancient Thaneeri clerics using a modified ritual that substitutes animate objects for the statue spell. These will animate and attack any living creature that enters area 7 and passes any pillar, pursuing anywhere within the tomb.
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* Caryatid Columns (2): CR 6; Medium construct; HD 6D10+20; hp 53; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 22 (touch 13, flat-footed 19); Atk +12 melee (1D12+9, +2 greataxe) or +9 melee (1D4+2 [x2], slam); SQ break weapon, column form, construct traits, hardness 8, magic weapon; AL N; SV Fort +2, Ref +5, Will +3; Str 20, Dex 16, Con -, Int 6, Wis 1, Cha 1. Height 6 ft. Skills and Feats: Diplomacy -3, Sense Motive +4; Improved Sunder, Power Attack, Weapon Focus (greataxe). Special Qualities: Break Weapon (Su): A caryatid column is imbued with a supernatural defense against weapon attacks. Whenever a creature strikes a caryatid column withh a melee weapon, the weapon must succeed on a Fort save (DC 13) or break and become useless, dealing no damage to the caryatid column. As usual, a magic weapon uses either the wielder's save bonus or its own save bonus, whichever is better. Nonmagic ranged weapons automatically shatter upon hitting the caryatid column, dealing no damage. Magic ranged weapons receive a Fort save (DC 13) to resist this effect. Column Form (Ex): When at rest (not commanded, or waiting to fulfill a command), a caryatid column takes the form of a simple column of stone. This column is about 2 ft in diameter, and it extends up to the ceiling of the chamber or to a height of 25 ft, whichever is less. Unless commanded otherwise, a caryatid column remains in this form until attacked, and it even allows creatures to climb it (Climb check DC 15). A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that resemble runes. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves to structral purpose since it bears none of the ceiling's weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 ft of a caryatid column. Changing forms is a free action, and a caryatid column can change once per round. Magic Weapon: A magic weapon is incorporated into a caryatid column at the time of its creation. This weapon, a +2 greataxe, functions in all respects like a normal magic weapon of its type, with one exception: Whenever it is out of the caryatid column's hands, it reverts to stone and becomes a nomagical sculpture. Should the caryatid column then pick up the weapon, it regains its normal form and magical qualities. If a caryatid column needs both hands free, it can stow its weapon by simply pressing it against its side; the weapon then merges with the caryatid column's body and can be retrieved by the caryatid column as any character would draw a weapon. Possessions: +2 greataxe (see magic weapon above). |
8. Chamber of the Dragon:
This chamber contains the remains of Anashluur, so that Hammon could be close to the glory of his deeds. In addition, as is Thaneeri tradition, the tokens and trophies of his defeated enemies are also here.
Broken weapons and shield and armour of all kinds are here, most of it Thaneeri and all of it ancient. The organic portions have all rotted away, but enought remains so that it is obvious what the items were. These are in a pile around a stone pedestal in the room's center that is 4 ft tall and 5 ft square. Set upon this pedestal is the skull of an ancient white dragon. The skull is obviously a draconic creature, and the beast was Huge size. A Knowledge (arcana) check (DC 10) will reveal that the skull is of a true dragon. A DC 15 check reveal it is a white dragon. And a DC 20 check reveals that it is an ancient white dragon. Finally, a DC 30 check reveals that the skulls is of a male ancient white dragon. The skull is quite old and yellowed and crumbling and not worth much even as an alchemical item, as all of the vital essences have long since leeched away.
9. Entry Chamber:
This small chamber is 10 ft below the level of the double doors to the tomb, which loom to the south.
Carved into the stone floor in the center of the place are Thaneeri runes that read:
| Woe to you tombbreakers, robbers, thieves, and desecrators, for the spirits of the unliving ward this sanctuary and shall add you to the sum of the dead within! A curse on you, your children, and your progeny until the end of time if you do not flee these halls at once! |
Carved into the inscription is a glyph of warding. This glyph activates when any living creature passes the inscription on the floor.
| Glyph of Warding Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [spell], 5th level cleric, bestow curse, DC 14 Will save negates); Search DC 28; Disable Device DC 28. |
10. Antechamber:
As the PCs round the first corner from area 7, they will notice a ruddy, sanguine glow from up ahead. The glow is faint.
This chamber is unadorned, except for four pillars that support the ceiling 12 ft overhead. These pillars are unadorned, but the eastern side of the two southernmost pillars are blackened with scorchmarks. The next pillar to the north also has a light crusting of ash on its souutheastern quarter.
The floor between area 11 and the southernmost pillars is also coated with ash. The two iron portals to the east are glowing red hot and cast a redness throughout the entire chamber.
The temperature is warmer than normal even in the west portion of the chamber, and become noticeably hotter near the hallway towards area 11.
If the hallway between area 10 and 11 is entered, four magmins will emerge from the red hot doors. These are summoned by Effishnir and occurs automatically. Effishnir can call these 1/day, and so every day the PCs enter this hallway while Effishnir is still within Hammon's body, they will be subject to this encounter. These are considered to have been called, not summoned. The magmins will attack until slain.
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* Advanced Magmins (4): CR 4; Small elemental (fire, extraplanar); HD 4D8+8; hp 26; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 17); Atk +6 melee (1D8 fire plus combustion, touch) or +6 melee (1D3+3 plus combustion, slam); SA combustion, fiery aura; SQ DR 5/magic, darkvision 60 ft, elemental traits, immunity to fire, melt weapons, vulnerability to cold; AL CN; SV Fort +5, Ref +6, Will +1; Str 15, Dex 11, Con 14, Int 8, Wis 10, Cha 10. Height 4 ft. Skills and Feats: Climb +4, Spot +5; Great Fortitude, Lightning Reflexes. Special Attacks: Combustion (Ex): Anyone a magmin touches must succeed on a DC 14 Ref save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmins last successful attack. Magmins can also ignite flammable materials with a touch. Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 14 Fort save or take 1d6 points of heat damage per round from the intense heat. Special Qualities: Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 14 Fort save or melt away into slag. |
When the magmins emerge from the doors, the doors quickly cool to the touch and the ruddy glow fades away.
11. Hammon's Sepulchre:
The doors to this chamber are of iron, with no handle or rings to pull to open the door. However, a lever can be used to open the doors, which are heavy but unlocked. It requires a DC 20 Str check to lever open the doors, and any wooden hafted item used as a lever must make a Fort save equal to the Str check or snap. Any metal lever gains a +3 circumstance bonus on the Fort save. If the lever snaps, then the Str check does not open the doors.
Within is the resting place of Prince Hammon. Four pillars support the ceiling 12 ft overhead, these being plain and unadorned.
The walls are set with mosaics of polished stones, now dusty, that show Hammon being birthed from a green-skinned sylvan woman and he marrying a blond-braided lass in the Thaneeri marriage tradition by tying a leather strip around the wrists. Another mosaic shows Hammon fighting elves alongside his two brothers.
To the east, three stone steps lead up to a 10 ft square bier that is 2 ft off of the floor of the room and which ceiling is 2 ft below the room's ceiling. A 4 ft high stone shelf fills the bier, and resting on the shelf is the body of Hammon.
The body of Hammon rests on the bier, in anything but gentle repose. Its skin is drawn tightly against the bones, which are crushed as if under a great weight. Open wounds still show through the skin, exposing yellowing bones. Hair hangs down in straggly strings, but is still long and blonde. Tattooes and runes have been inked all over the body, though they are faded and difficult to make out. The corpse is dressed in a suit of white dragon scale armour, and a greataxe of bone with a red metal head is still clutched in his hands. Upon his chest is set a heavy shield of white dragon scales.
The eyes of the body stare upward, but are anything but lifeless. Wisps of smoke curl up out of the mouth, nose, eyes, and ears of the body, and a red gleam from the eyes casts a glow upon the ceiling of the bier 4 ft above the stone shelf. The body seems to twitch and writhe slightly if observed closely for a bit.
Scattered about the shelf around the body are various pieces of ancient Thaneeri jewelry worth a total of 5,000 gp (approximately 15 pieces, which can be determined randomly if necessary).
The body of Hammon is possessed by the spirit of Effishnir, a fiend of flame from ancient times, a piece of the god Somni-tul that broke off of the being when it separated from the Tul.
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* Effishnir in Hammon's Body: CR -; Medium outsider (evil, fire); HD 20D8; hp 90; Init -3; Spd 0 ft; Space 5 ft; Reach 0 ft; AC 7 [plus prone] (touch 7, flat-footed 7); Atk +25 melee (nil) or +12 ranged (touch); SA spell-like abilities; SQ darkvision 60 ft, DR 20/epic, immunity to fire, regeneration 10, vulnerability to cold, SR 30; AL CE; SV Fort +12, Ref +9, Will +16; Str 30, Dex 5, Con -, Int 24, Wis 18, Cha 20. Height 6 ft 2 in. Skills and Feats [only those applicable in its current state]: Knowledge (arcana) +30, Knowledge (planes) +30, Knowledge (religion) +20, Listen +27, Sense Motive +24, Spellcraft +30, Spot +27; Point Blank Shot, Precise Shot. Special Attacks: Spell-Like Abilities: At will - greater dispel magic, scorching ray (only 1 per eye). As caster level 20th. Special Qualities: Regeneration (Ex): The body of Hammon takes lethal damage only from epic sources that are also good or that do cold damage. |
The corpse has a tight grip on both the greataxe and the shield, and holds them with a Str of 30. Its armour also cannot be removed nor the body moved or manipulated in any physical way. The general gist is that it will be almost impossible for the PCs to harm Effishnir or the body without first freeing the demon from the body. No non-epic spell will expel the fiend, not even spells such as protection from evil. The corpse will attack anyone entering the room or opening the doors to the room. It has a speed of 0 ft, and cannot move from its position on the bier; in fact, it can only swivel its head. Even if granted a speed (by way of a longstrider spell, for example, it cannot move from its current position).
Note: The fiend Effishnir has much more powerful abilities while inhabiting Hammon's body because he is using Hammon's own soul and his own spirit to power his abilities. Once freed, Effishnir's abilities decrease significantly.
However, if a horse-riding Thaneeri, one who has chosen to ride horses with no prior knowledge whatsoever of the history of the demon's last words and the conditions he set for his release, approaches to within 10 ft of the body on the bier and commands Effishnir to leave the body (in any language), then there will be a shaking throughout the tomb and a spectral howl as Hammon's body begins to twitch and writhe. The smoke and eye glow will leave the body and coalesce in a single round into a being of pure flame, the freed spirit of Effishnir.
The freed spirit of Effishnir appears essentially as a balor, though made entirely of flame. It has a humanoid body, large wings, and a horned head, all made entirely out of flames. It stands 10 ft tall, but does not bear a whip or sword. Any damage taken by the being in Hammon's body will be healed.
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* Effishnir Released: CR 12; Large outsider (evil, fire); HD 20D8; hp 90; Init +4; Spd 40 ft, fly 60 ft (perfect); Space 10 ft; Reach 10 ft; AC 28 (touch 13, flat-footed 24); Atk +25 melee (1D8+10 plus 2D6 fire [x2], claws) or +19 ranged (touch); SA spell-like abilities; SQ darkvision 60 ft, DR 15/magic, immunity to critical hits, fire, poison, and paralyzation, regeneration 5, telepathy 100 ft, vulnerability to cold, SR 20; AL CE; SV Fort +12, Ref +16, Will +18; Str 30, Dex 18, Con -, Int 24, Wis 18, Cha 20. Height 6 ft 2 in. Skills and Feats: Balance +20, Bluff +22, Climb +20, Concentration +23, Decipher Script +11, Diplomacy +24, Escape Artist +20, Intimidate +22, Jump +22, Knowledge (arcana) +25, Knowledge (planes) +30, Knowledge (religion) +20, Listen +27, Search +24, Sense Motive +24, Spellcraft +32, Spot +27, Tumble +24; Dodge, Flyby Attack, Improved Flyby Attack, Iron Will, Mobility, Point Blank shot, Precise Shot. Special Attacks: At will - greater dispel magic, scorching ray. As caster level 20th. Special Qualities: Regeneration (Ex): Effishnir takes lethal damage from cold damage or from good-aligned weapons and spell effects. He will also take lethal damage from Hammon's vengeful strike ability. |
When Effishnir is released, he will laugh and, telepathically, express his joy that finally the Thaneeri have sunk to such a mongrel state that a cowardly horse rider has expelled him from the Prince's body. However, he states, he is still not at all pleased at being expelled, and intends to take his revenge on the PCs before he returns to the void of space and time. With that, he begins to attack the PCs.
However, 1 round after Effishnir begins his attack, the PCs will see the body of Hammon suddenly twitch, rise up off of the bier, and hiss in Thaneeri:
| No Effishnir! You shall finally face me. For the gods have granted me this short time to finally vanquish you and to spare these worthies your depredations! |
And with that, Hammon's revenant body will animate to the attack (having used a move action to rise and a free action to speak). Effishnir was his killer as far as the revenant is concerned. Any damage taken when Effishnir was in Hammon's body will be healed.
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* Hammon's Revenant: CR 17; Medium undead; HD 16D12; hp 118; Init +3; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 28 (touch 13, flat-footed 25); Atk +19/+14/+9/+4 melee (1D12+15 plus 1D6 fire, Terror's Bane); SA greater rage 5/day, legacy items, paralyzing glare, vengeful strike; SQ darkvision 60 ft, DR 4/- and 5/magic, fast movement, find the guilty, illiteracy, immunity to acid, cold, electricity, gas, polymorph, and mind-affecting attacks, improved uncanny doodge, indomitable will, legacy items, fast healing 3, trap sense +5, turning immunity, uncanny dodge, undead traits; AL N; SV Fort +10, Ref +10, Will +10; Str 22, Dex 17, Con -, Int 14, Wis 16, Cha 17. Height 6 ft 5 in. Skills and Feats: Balance +12, Climb +14, Diplomacy +6, Intimidate +12, Jump +18, Knowledge (history) +3, Knowledge (nobility and royalty) +7, Listen +21, sense Motive +6, Spot +12, Survival +14, Swim +16, Tumble +14; Cleave, Dodge, Iron Will, Least Legacy (Hammon's Hide), Least Legacy (Hammon's Shield), Least Legacy (Terror's Bane), Lesser Legacy (Hammon's Hide), Lesser Legacy (Hammon's Shield), Lesser Legacy (Terror's Bane), Lightning Reflexes, Mobility, Power Attack, Spring Attack. Special Attacks: Paralyzing Glare (Ex): The first time a revenant confronts its killer, its killer must make a Will save (DC 20) or be paralyzed for 2D4 rounds. Vengeful Strike (Ex): Any melee attack the revenant makes against its killer inflicts an addition +1D10 damage. This damage will be lethal to Effishnir. Special Qualities: Find the Guilty (Ex): So long as a revenant and its killer are on the same plane of existence, the revenant will know which direction its killer can be found in and how far away it is. Depending on the magical abilities of the base creature, this extraordinary sense may even work across planar boundaries. Fast Healing (Ex): a revenant regains lost hit points at the rate of 3 per round, except for damage dealt by fire, as long as it has at least 1 hp. Fast healing does not restore hp lost from starvation, thirst, or suffocation, and it does not allow the revenant to regrow or reattach lost body parts. Possessions: Terror's Bane, Hammon's Hide, Hammon's Shield. Languages: Thaneeri Note: Hammon is assumed to wield all of the legacy items at their full power. |
Hammon's axe, armour, and shield are legacy items (see Weapons of Legacy). If the DM is not using legacy items in his campaign, then he should treat the item as indicated after the legacy information.
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* Terror's Bane: This is a greataxe made of the bones of a great wyrm white dragon into which has been magically melded an axe head of a strange red metal. Nonlegacy Game Statistics: +1 greataxe; cost 2,320 gp. History: Terror's Bane was the legendary axe of Thaneer, the founder of the Thaneeri barbarians. When he died, he bequeathed his weapon to his eldest son Hammon. Hammon bore the axe throughout his life, until he was slain fighting the white dragon Anashluur. Hammon died in the conflict, and the axe was entombed with him. (DC 15) Terror's Bane was crafted by Thaneer himself from a bone of the great white wyrm Alakkarinlon the Terror. Thaneer fought the beast for control of the northern Thaneeri lands, and the fight was a terrible one in which the barbarian demi-god called upon his mortal thews and faerie alliances to defeat and cast down the terrible dragon. Once he took the bone of the wyrm, he then called upon spirits of fire and earth to forge for him an axe head that bore the strength and sharpness of earth with the heat of fire. These spirits presented to him the axe head, and singing the song of bones Thaneer caused the dragon bone to reach out and grasp the axe head and become one with it. And so was Terror's Bane born. (DC 18; Defeat of the Dragon) Thaneer wielded the axe for the rest of his life, and bequeathed it to his eldest son, Hammon. Hammon bore the axe for years, until he found himself in a duel against Anashluur the Spike, a descendent of Alakkarinlon. Anashluur had kidnapped Hammon's youngest brother in an attempt to draw the prince out into combat. This he did, and the two fought while the younger brother escaped. Finally, as he was about to succumb to his wounds, Hammon called upon Effishnir, a great fiend of fire, to take his body and his weapon and use it to slay the dragon. Hammon's axe burst into flame and clove the dragon's neck. However, the demon possessed Hammon's body, meaning to take it over and wreak havoc upon the Tribes of Thaneer. But as Anashluur fell, his body collapsed atop Hammon, crushing the body and rendering it useless to the demon. The body of Hammon was entombed near Hammon's Creche, and Terror's Bane was buried with him. (DC 26; Call upon Demonfire) Legacy Rituals: Two rituals are required to unlock all the abilities of Terror's Bane. Defeat of the Dragon: You must use the axe to make the killing blow of a white dragon of at least young adult size. You may have help attacking the dragon, but you must make the killing blow and have done at least 20 points of damage with the axe to the dragon before the final blow. You must then perform the ritual with the heart and blood of the dragon, spending 24 hours in meditation and carving a new rune into the bone handle of the greataxe. Cost: 2,500 gp. Feat Granted: Least Legacy (Terror's Bane). Call upon Demonfire: You must call forth an entity of flame and allow it to possess you. You must then use your strength and courage to master the spirit and force it into the axe. The ritual to summon forth the entity requires 3 days of meditation and fasting. The entity then enters your body and causes 12D6 fire damage. You must then contend with the demon, making a DC 15 Will save to expel the demon into the axe, awakening its final powers. The save must be attempted each round, but failure causes 3D6 fire damage and 1 point of Con drain. No magic may be used by you during this ritual, neither spell nor magic item, nor may any spell be cast upon you during this time. Cost: 12,500 gp. Feat Granted: Lesser Legacy (Terror's Bane). Wielder Requirements:
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If not using legacy items, treat as a +1 keen flaming dragon bane greataxe.
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* Hammon's Hide: This is a suit of white dragonhide scale armour has runes etched on every scale. Nonlegacy Game Statistics: +1 white dragonhide scale armour;
cost 1,400 gp. The wearer gains a +1 circumstance bonus to Survival
checks in frostfell environments. History: Hammon's Hide was the legendary armour of Thaneer, the founder of the Thaneeri barbarians. When he died, he bequeathed his armour to his eldest son Hammon. Hammon bore the armour throughout his life, until he was slain fighting the white dragon Anashluur. Hammon died in the conflict, and the armour was entombed with him. (DC 15) Hammon's Hide was crafted by Thaneer himself from the scales of the great white wyrm Alakkarinlon the Terror. Thaneer fought the beast for control of the northern Thaneeri lands, and the fight was a terrible one in which the barbarian demi-god called upon his mortal thews and faerie alliances to defeat and cast down the terrible dragon. Once he took the hide of the wyrm, he then imbued it with magic, calling upon the spirits of air to give make it light of weight and imbuing it with magic to protect him against dragons seeking to revenge themselves upon him or his progeny. (DC 18; Defeat of the Dragon) Thaneer wore the armour for the rest of his life, and bequeathed it to his eldest son, Hammon. Hammon wore the armour for years, until he found himself in a duel against Anashluur the Spike, a descendent of Alakkarinlon. Anashluur had kidnapped Hammon's youngest brother in an attempt to draw the prince out into combat. This he did, and the two fought while the younger brother escaped. Finally, as he was about to succumb to his wounds, Hammon called upon Effishnir, a great fiend of fire, to take his body and his weapon and use it to slay the dragon. The demon's essence poured into Hammon's armour, strengthening it against the dragon's tremendous blows and freezing breath. With his armour, and his axe, Hammon slew the great wyrm. However, the demon possessed Hammon's body, meaning to take it over and wreak havoc upon the Tribes of Thaneer. But as Anashluur fell, his body collapsed atop Hammon, crushing the body and rendering it useless to the demon. The body of Hammon was entombed near Hammon's Creche, and Hammon's Hide was buried with him. (DC 26; Call upon Demonfire) Legacy Rituals: Two rituals are required to unlock all the abilities of Hammon's Hide. Defeat of the Dragon: You must trace the runes on the scales of the armour in the blood of a white dragon of at least young adult in age. A 24 hour ritual must be intoned over the blood. Cost: 1,700 gp. Feat Granted: Least Legacy (Hammon's Hide). Call upon Demonfire: You must call forth an entity of flame and allow it to possess you. You must then use your strength and courage to master the spirit and force it into the armour. The ritual to summon forth the entity requires 3 days of meditation and fasting. The entity then enters your body and causes 12D6 fire damage. You must then contend with the demon, making a DC 15 Will save to expel the demon into the axe, awakening its final powers. The save may be attempted each round, but failure causes 3D6 fire damage and 1 point of Con drain. No magic may be used by you during this ritual, neither spell nor magic item, nor may any spell be cast upon you during this time. Cost: 12,000 gp. Feat Granted: Lesser Legacy (Hammon's Hide). Wielder Requirements:
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If not using legacy items, treat as +2 white dragonhide scale armour that provides energy resistance 5 (cold), evasion, and fly 1/day.
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* Hammon's Shield: This is a heavy shield of white dragonhide that has a carving of a dragon etched into its face. Nonlegacy Game Statistics: +1 heavy white dragonhide shield;
cost 1,340 gp. The wearer gains a +1 bonus to checks to resist
bull rush and overrun attacks. History: Hammon's Shield was the legendary shield of Thaneer, the founder of the Thaneeri barbarians. When he died, he bequeathed his armour to his eldest son Hammon. Hammon bore the shield throughout his life, until he was slain fighting the white dragon Anashluur. Hammon died in the conflict, and the shield was entombed with him. (DC 15) Hammon's Shield was crafted by Thaneer himself from the scales of the great white wyrm Alakkarinlon the Terror. Thaneer fought the beast for control of the northern Thaneeri lands, and the fight was a terrible one in which the barbarian demi-god called upon his mortal thews and faerie alliances to defeat and cast down the terrible dragon. Once he took the hide of the wyrm, he then imbued it with magic, calling upon the spirits of air to inhabit the shield and imbuing it with magic to protect him against dragons seeking to revenge themselves upon him or his progeny. (DC 18; Defeat of the Dragon) Thaneer bore the shield for the rest of his life, and bequeathed it to his eldest son, Hammon. Hammon bore the shield for years, until he found himself in a duel against Anashluur the Spike, a descendent of Alakkarinlon. Anashluur had kidnapped Hammon's youngest brother in an attempt to draw the prince out into combat. This he did, and the two fought while the younger brother escaped. Finally, as he was about to succumb to his wounds, Hammon called upon Effishnir, a great fiend of fire, to take his body and his weapon and use it to slay the dragon. The demon's essence poured into Hammon's shield, strengthening it against the dragon's tremendous blows and freezing breath. With his shield, and his axe, Hammon slew the great wyrm. However, the demon possessed Hammon's body, meaning to take it over and wreak havoc upon the Tribes of Thaneer. But as Anashluur fell, his body collapsed atop Hammon, crushing the body and rendering it useless to the demon. The body of Hammon was entombed near Hammon's Creche, and Hammon's Shield was buried with him. (DC 26; Call upon Demonfire) Legacy Rituals: Two rituals are required to unlock all the abilities of Hammon's Hide. Defeat of the Dragon: You must trace the etching on the front of the shield in the blood of a white dragon of at least young adult in age. A 24 hour ritual must be intoned over the blood. Cost: 1,500 gp. Feat Granted: Least Legacy (Hammon's Shield). Call upon Demonfire: You must call forth an entity of flame and allow it to possess you. You must then use your strength and courage to master the spirit and force it into the armour. The ritual to summon forth the entity requires 3 days of meditation and fasting. The entity then enters your body and causes 12D6 fire damage. You must then contend with the demon, making a DC 15 Will save to expel the demon into the axe, awakening its final powers. The save may be attempted each round, but failure causes 3D6 fire damage and 1 point of Con drain. No magic may be used by you during this ritual, neither spell nor magic item, nor may any spell be cast upon you during this time. Cost: 13,000 gp. Feat Granted: Lesser Legacy (Hammon's Shield). Wielder Requirements:
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If not using legacy items, treat as +3 heavy white dragonhide shield that provides resist energy 1/day.
Aftermath:
Hammon's revenant will fight Effishnir to the death (or re-death) and Effishnir will also fight until he is slain, for the latter will merely be dispersed to the Astral Plane to reform over time.
Assuming Effishnir is defeated and Hammon's revenant survives, then he will speak to the PCs in Thaneeri, thanking them for freeing his soul and defeating Effishnir. He will proclaim that his soul must now go on to the be with the gods, and that he knows he cannot stop the PCs from taking his axe, armour, and shield. However, he will also state that such items are unworthy to lie in state forever, and should be wielded by those who are worthy.
| These items I bequeath to you. They contain some of my essence, as well as the magics of my father and even the essence of Effishnir, though none of his evil. But they will only perform for you as you prove yourself worthy. The least of these tests I will tell you now. Other tests await you before you may fully wield these items and prove yourself worthy. |
He then reveals to the PCs the rituals necessary to gain the Least Legacy feat for all three items. He will not actually give over the items yet.
| Now I must depart to my rest. Having given you my items and these jewels, I only ask that you do not sully my body, but lay it to rest and intone a prayer upon it, that I may find my respite. |
If the PCs agree, he will teach them a short prayer. He will then lie down on the bier. Should a PC say the prayer and make a Knowledge (religion) DC 5 check, then a sigh of breath will be heard to leave the prince's body and his soul will depart to the afterlife. They may now take the legacy items and the jewelry.
If the PCs do not intone the prayer, then the revenant will not give over the items, though he will allow the PCs to depart.
Should Hammon be slain by Effishnir, the PCs can, if they are able, slay the demon and then take the prince's treasure for themselves.
The Tomb Hereafter:
The tomb will now lose its spirit guardians. The necromantic wards will leave the front doors and the amber crystal in area 6 will go blank. All auras of evil and magic will leave the walls and doors of the tomb, as well as the crystal. The spirits will depart as well.
Eventually, dreams will reach further members of the Cult of Hammon in Thaneeri lands and they will send an expedition to check on the tomb. They will use divinations to discover that their master has been freed, and will bear no ill will to the PCs. They will, however, establish a permanent, rotating honour guard to live in the tomb and guard the now decaying body of their lord. This honour guard will last as long as Imperial authorities allow it, and will generally consist of a Cleric/Spirit Shaman and 6 Barbarian warriors.
The Temple Ruins Hereafter:
The spirits haunting the temple ruins will remain, as they are still quite angry at the Imperials for slaying them and wrecking their temple.
The Mines Hereafter:
It is up to the DM to decide if Breekan was correct and there is gold to mine. The PCs could, on proving Breekan's demise, stake an Imperial claim for themselves and hire miners to work the mines. The DM should perhaps require Diplomacy rolls to convince miners that the undead are gone. Hiring a bard to sing the tale of the cleansing of the tomb and of Hammon's body could also help over time.
Part Five - The Matron:
The mother of the dragon eggs held by the cultists in the mine has tracked down her last progeny and now seeks to reclaim it. She is quite enraged, and unwilling to distinguish between Imperials and Thaneeri. She doesn't know if the ones who have her eggs will emerge from the tomb doors or the mine entrance, both of which she has discovered, though she suspects the mine entrance as the necromantic ward of the doors attacked her as she approached the first time.
The matron will arrive at a time that the DM deems convenient. She should definitely arrive, if not before, then after the PCs have defeated Effishnir and gained access to Hammon's legacy items, since he meets the main requirement for the Least rituals of those items. The only time the DM should have her arrive before then is if the PCs take an inordinately long amount of time exploring the mines, temple ruins, and tomb. If they constantly fight and retreat to rest, then the DM should "reward" such cautious play by assuming the matron finally arrives. The PCs will then be attacked as they leave to rest, and not knowing about the legacy items that await them, will be unlikely to use the matron to satisfy the requirements of the rituals.
The matron will perch atop the western boulders that crown the top of the tor. From there, she can watch the tomb doors and down slope to the mine entrance. She will keep low, so that her presence is not noticeable from afar.
When she sees any sign that someone is emerging from either entrance, she will ready to swoop down upon them. She intends to breath upon them, hopefully from surprise, and then to engage in combat. She will gladly attack from the air, breathing on the PCs from afar. She will not engage in melee combat unless it looks as if victory is assured.
If the PCs retreat back into the tomb or mines, she will not initially follow, as she knows she is at a severe disadvantage in such close quarters. She will instead seek to wait out the PCs.
During this time, it will be possible for the PCs to parley with her. She only speaks Draconic. She wants two things:
1. Her egg back, unharmed
2. Revenge upon the cultists
If the PCs can convince her that they are not allied with the cultists, they can offer her the egg back and possibly negotiate their way out of the situation. In no way will she offer any of her blood to the PCs, not knowing what magical or ritualistic use they could put it to. The matron is, as common with her kind, much more interested in surviving and will not give up or unduly endanger her life to save her offspring.
The PCs will have to change her attitude from Hostile to Unfriendly initially, using Diplomacy skill. This can be done by convincing the matron that the PCs are not in league with the cult. If the PCs can convince her they actually slew the cultists (perhaps by showing her the bodies), they can gain a +5 circumstance bonus to this check.
Once this is done, they then have to change her attitude from Unfriendly to Indifferent using the Diplomacy skill to convince her to make the egg surrender in exchange for her departing without attacking the PCs.
The PCs need to be careful. The matron is angry, chaotic, and evil. Her word is only as good as the PCs are strong enough to keep her at bay. She would certainly love, no matter what the PCs have said or done, to see the cultists dead, recover her egg, and slay the PCs and take their wealth. Nevertheless, if the PCs are canny and do things carefully but with strength, they can effectuate the transfer and have the matron leave, returning to her lair to the north.
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* Adult White Dragon: CR 10; Large dragon (cold); HD 18D12+72; hp 189; Init +0; Spd 60 ft, burrow 30 ft, fly 200 ft (poor), swim 60 ft; Space 10 ft; Reach 5 ft (bit and wing 10 ft, tail slap 15 ft); AC 26 (touch 9, flat-footed 26); Atk +23 melee (2D6+6, bite) and +18 melee (1D8+3 [x2], claws) and +18 melee (1D6+2 [x2], wings) and +18 melee (1D8+9, tail slap); SA breath weapon, frightful presence, spell-like abilities, spells; SQ blindsense 60 ft, DR 5/magic, darkvision 120 ft, icewalking, immunity to cold, magic sleep effects, and paralysis, low-light vision, SR 18; AL CE; SV Fort +15, Ref +13, Will +13; Str 23, Dex 10, Con 19, Int 10, Wis 11, Cha 12. Length 31 ft. Skills and Feats: Concentration +10, Diplomacy +2, Escape Artist +4, Hide +20, Intimidate +5, Knowledge (arcana) +4, Knowledge (geography) +3, Listen +20, Move Silently +20, Search +10, Sense Motive +10, Spot +20, Swim +10; Adroit Flyby Attack, Flyby Attack, Hover, Iron Will, Maximize Breath, Overcome Weakness, Suppress Weakness, Wingover. Special Attacks: Breath Weapon (Su): 40 ft cone, 6D6 cold, Ref DC 23 half. Frightful Presence (Ex): 180 ft radius, HD 17 or fewer, Will DC 20 negates. A potentially affected creature that succeeds on a Will save remains immune to that dragons frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Spell-Like Abilties: 3/day - gust of wind; 1/day - fog cloud. Caster level 6th; save DC 11 + spell level. Spells: As 1st-level sorcerer. Sorcerer Spells Known (cast 5/4; save DC = 11 + spell level): 0 - daze, detect magic, disrupt undead, mage hand, resistance; 1 - mage armour, shield. Languages: Draconic |
If the PCs do not fight the matron, but manage to negotiate a peace with her, then they should receive XP as if they overcame a CR 5 challenge.
Should the matron be killed, the PCs have to decide what to do with the remaining live dragon egg. If they intend to raise the dragon, refer to the Draconomicon for details. Even if they attempt to transport the egg or hatch the hatchling to sell, there are difficulties involved. Again, refer to the Draconomicon.
Experience Points:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows: