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The Mercane of Vecine
A Therran Mini-Scenario for a party of PCs of ECL 18

 

Summary:

The PCs must stop a foolish archon from selling his soul for love.

Assumptions:

The PCs are good aligned.

Location:

The demi-plane of Vecine

Historical Date:

718 A.C. Late Spring or Early Summer

DM's Introduction:

This scenario is very loosely based on some aspects of Shakespeare's "A Merchant of Venice". It is a short roleplaying adventure meant as a side trek. In the historical campaign, one of the PCs wanted to do a favour for a celestial in exchange for future planar ally services.

Laisithvir is a lord amongst word archons (Tome of Magic page 264), commanding a large estate, celestial minions, and an extensive library. However, he has a fool for a son. While most word archons are quite intelligent and wise and capable of holding their emotions in check, for whatever reason his son Basthvir, has no brakes on his emotions and is rather foolish.

Also dwelling on the demi-plane of Vecine is an astral deva lady by the name of Portisemt. While all astral devas are charismatic and beautiful, Portisemt is even moreso. So much, in fact, that she has been constantly hounded by celestial suitors. But celestials, being immortal, rarely engage in marriage. Only the lawful celestials tend to commit so, and beecause it is forever, they are reticent to do so and take such engagements very seriously.

In order to quell the suits for her hand in marriage and to bring order to a very chaotic process, Portisemt has devised a test. And she has announced that only those who pass her test may plead their troth to her. In no way does passing this test obligate Portisemt to marry the victor...only to accept his courtship.

The nature of the test is known to all (and is described below). Several well known celestials have taken the test and failed, but all are bound not to tell which casket they chose, and so the test continues.

Basthvir is absolutely smitten by Portisemt. Wearing his heart on his sleeve, which is a very un archon-like attitude, he has become absolutely obsessed with passing the test, pleading his case to Portisemt, and he is sure that he can win her heart and they can spend an eternity together.

A mercane (one of the merchants of the netherplanes) arrived in Vecine recently and learned that Basthvir is desperate to pass the test. Normally such a fact would not interest a mercane, who tend to deal in the buying and selling of items, but this mercane is actually a powerful logokron devil, archenemies of the word archons, and he has come to Vecine looking for potential ways to strike at the celestials. When he learned of Basthvir's obsession with Portisemt, he devised a plan to win the foolish archon's very soul. What a coup that would be! The soul of an archon and the son of the lord of their kind as well!

The devil, using rare and epic magic to conceal its nature, is posing as Shelox the mercane. He has approached Basthvir and offered to sell him the answer to pass Portisemt's test in exchange for a service. However, the contract of agreement has some rather obscure wording that also puts the archon's soul at risk.

How does Shelox know the answer to Portisemt's test? Easy. He suspected the truth, and using his epic disguise capability he posed as three different suitors and made three different guesses. This allowed him to determine the answer to the Lady's test.

And so, Basthvir is on the verge of signing the contract and, likely, his very soul away when our story begins...

Part One - A Father's Worry

The PCs are contacted by a celestial with whom they have had prior dealings or, if that is not applicable, by a trusted goodly priest or even by Laisithvir himself. This contact is likely to be in the form of a sending, and there can be several of them, each becoming more urgent and asking the PCs to come to the plane of Vecine. If the PCs continue to balk, then at some point Basthvir will sign the contract, fail the service, and lose his soul. Should this occur the PCs may earn the emnity of Laisithvir and certainly their reputation amongst the celestial will decrease such that calling them with spells like planar ally may require more payment for services than normal. Paladins and exalted characters may have to atone.

Assuming the PCs agree, then an agent of Laisithvir will arrive to teach the PCs the proper tuning fork to allow them to plane shift to Vecine. This will take a week under tutelage of the agent, who might be a friendly cleric or a celestiaal whom the PCs call or summon to the Material Plane.

Once the PCs have the means to travel to Vecine they will be urged to do so with all due haste.

Vecine is a typical celestial plane, and its nature is beyond the scope of this scenario. Suffice to say it is orderly and beautiful and comprised of a massive gentle grassy slope that ascends out of sight into the clouds. Celestial versions of animals roam the hillside, and small towns and estates dot the rolling hillsides. Small fluterring cherubs (nude winged babies) can be seen here and there throughout the plane. The plane is moderately good aligned, such that evil creatures suffer a -2 penalty on all Charisma-based checks. All other planar characteristics are normal.

The PCs should head to Laisithvir's estate, a massive keep populated by lesser celestial minions of all types. Laisithvir is an imporing specimen of his type, his grand wings of paper and books fluttering behind him as he hovers atop his throne.

Laisithvir will cordially greet the PCs and thank them for coming. He will then dismiss his guards and courtiers and explain the situation:

I am of the order of word archons...those who are learned in the truenames of things and seek to bring order and weal to the multiverse through the knowledge of all things.

Our people are logical and thoughtful and properly reserved, except for one...my son Basthvir. Basthvir is my only progeny, and though he is good hearted and tries hard, he is not like others of our kind. He is rash and impulsive and subject to strong emotions. In other words, as the saying goes amongst mortals, he wears his heart on his sleeve.

It is unseemgly, and I admit he and I are somewhat estranged because of it, but I do love him as a lord and a father and I do worry for him.

But now there has arisen an issue that has me uneasy. You see, there dwells on this plane a Lady named Portisemt, who is a deva and regarded as one of the most beautiful and well-spoken of her kind. I have only met her a few times and I can tell you that she has even left an impression on me.

My son, like many of those who dwell her, seeks her hand in marriage. Now I know you mortals are familiar with marriage, but for we archons and celestials it is different. First, we are immortal, and so we do not pledge our troth lightly. Also, our kind is very beholden to laws and vowss and promises. For us marriage is eternal. And for that reason, we do so rarely and carefully.

The Lady Portisemt, no doubt frustrated by the constant attempts at courtship and wishing to lend some semblance of sanity and order to the process, recently announced a test she has devised to winnow out her potential suitors. Any suitor may take the test, but she will only hear the plea of he who passes it. And, she has made clear, failure to pass the test will bar the suitor forever from her consideration. Mind you, passing the test does not guarantee the Lady will marry the victor...only that she will allow him to court her. Because the result of failure is so final, so far only a handful of suitors have taken the test, and none have passed it.

Now you are wondering what this has to do with me or my son. Well, my son is apparently deeply in love with the Lady. What's more, he has recently announced to any who would listen that he has the answer to the test and that he will shortly take it, will certainly pass it, and will convince Lady Portisemt to marry him.

I cannot explain why, but when I heard this I became concerned. How could my son who is, how can I put this properly, prone to foolishness and impulsivity, be so certain he knows the answer to the test? It would be more like him to dither and fret and end up never actually taking the test. So I am curious at the least. And that is why I have asked for you.

I cannot do this myself. As I said my son and I are estranged, and he would not react well to my prying. Furthermore, I think it best not to send a celestial because my son may be suspicious of such a person approaching him, thinking them to be a rival for the Lady's affections. And simply stating my concerns, whether myself or via a proxy, will be met with hostility by Basthvir. But a group of mortals could apprach him under some pretext. We archons cannot lie. It is not in our nature. But you mortals seem to be good at it. You could make up some pretext to come to him and he might trust you and you could find out what is going on.

Find this out and I will be in your debt.

The PCs can ask any questions of Laisithvir, though he doesn't know much more. He can direct the PCs to his son's abode, which is a small manor house about 4 hours flight from Laisithvir's abode. Laisithvir does not know the nature of Portisemt's test, other than it involves some sort of choosing. But he is sure his sone could explain it in detail, as could celestials in the town near to his son's manor which is also near to the Lady's tower.

With that, the PCs should head to Basthvir's abode.

Part Two - The Foolish Son

Basthvir dwells in a modest abode. He dwells there alone, with a small library as befits a minor word archon.

As his father has said, Basthvir is foolish and impulsive. While a normal word archon has an Intelligence of 22, a Wisdom of 16, and a Charisma of 17, Basthvir has an Intelligence of 16, a Wisdom of 12, and a Charisma of 11. While these might make him fairly well equipped amongst mortals, it puts him in the very lower eschelons of word archons and allows him to have emotions and impulses that rival mortals.

The PCs can approach Basthvir however they like. As a word archon who has lived his life on Vecine, his Sense Motive ability is not highly developed (+11 to the check) and so the PCs should be able to come up with some excuse as to why they are knocking on his door and to befriend him and steer the conversation towards Portisemt and the contest.

The exact proceeding of this meeting is left to the players and DM. The DM should not make it too hard at all for the PCs to win Basthvir's trust. He is not used to lies or being fooled and so is trusting and gullible. In speaking with the word archon, the PCs should be able to learn the following:

Part Three - The Test

Portisempt's test is as follows:

She has 3 caskets, one of gold, one of silver, and one of lead. Each casket bears a plaque:

The gold casket reads: "Who chooseth me shall gain what many desire."

The silver casket reads: "Who chooseth me shall get as much as he deserves."

The lead casket reads: "Who chooseth me must give and hazard all he hath."

If the suitor can guess which casket bears her platinum brooch, he shall be the one who can court her.

No suitor may tell take the test more than one time, ever. And all who take the test are bound by solemn cosmic oaths not to divulge which casket they chose.

Basthvir is not certain exactly how many others have taken the test before him, but he says it is not too many, perhaps a half dozen or so, for the test is new and many suitors are afraid to take the test and fail and never be able to try to win Portisemt's hand.

The test is protected mystically from all forms of divination, and no such spells will aid with the passing of the test.

The answer to the test is that the brooch is in none of the caskets.

Part Four - The Contract

The PCs can (and should) press Basthvir as to how he is so certain he knows the answer. A little prodding, and a promise by the PCs that they will not dilvulge this information to any other potential suitor, will get him to admit that he met a mercane in the town market who came to him with an offer to give him the answer to the test. Basthvir believes the mercane has the knowledge, as the contract is very specific in this fact.

If the PCs ask to see the contract, Basthvir will produce it. It is written in Celestial as is as follows:


CONTRACT OF AGREEMENT


This agreement is made freely between Shelox on the one hand and Basthvir, progeny of Laisithvir, on the other.

Whereas Basthvir has stated that he doth love with all his heart and soul the lady deva Portisemt,

And whereas Portisemt has declared that she shall not wed any being that cannot pass her test, which involves, in its entirety, solving a puzzle,

And whereas Shelox has stated that he can provide the answer to the puzzle,

Now therefore let all beings, lawful or otherwise, know that the parties wish to enter into the following agreement:

Upon signature of this agreement, Shelox shall impart to Basthvir the answer to the puzzle, such that Basthvir shall be readily able to solve the puzzle and thereby have a chance to win the hand of Portisemt. Shelox in no way guarantees that

Portisemt shall respond to the proper solution of the puzzle in any particular way, only that the puzzle shall be solved in the manner that Portisemt wishes it to be solved.

In exchange for this service, Basthvir shall agree to perform a single service for Shelox. Shelox guarantees that such a service shall not be impossible, shall not harm or defraud any innocent being, and shall not increase the general woe of the multiverse. Basthvir agrees that time is of the essence, and that he shall perform this service within 24 hours of solving the puzzle.

Should Shelox in any way fail to provide the proper solution to the proper puzzle, then this agreement shall be null and void and Basthvir shall owe nothing to Shelox.

Should Shelox fulfill his contractual obligation, but Basthvir fail to perform the service requested, then Basthvir shall agree to surrender, in perpetuity, his love for Portisemt and all the sources thereof to Shelox' s disposition. He shall agree never to court her, speak to her, or have any relationship to her for all time without Shelox' s express approval.

All of Shelox's rights in this agreement shall inure to the benefit of his heirs, designees, and assignees upon his demise.

Both beings, being free of compulsion, magical or otherwise, do freely give their assent to the above terms and conditions, enforceable by all of the powers and oaths of the multiverse.

__________________
Basthvir

___________________
She-lox

The crux of the contract are these words:

In paragraph 2: "Whereas Basthvir has stated that he doth love with all his heart and soul the lady deva Portisemt,"

And in the third to last paragraph: "...then Basthvir shall agree to surrender, in perpetuity, his love for Portisemt and all the sources thereof to She-lox' s disposition."

So paragraph 2 says the source of Basthvir's love is his soul (along with his heart), and in the later paragraph he agrees to surrender the sources of his love (including his soul) to Shelox's disposition.

In this way, the contract allows that if She-lox gives the correct answer, and if Basthvir cannot perform the task in the appointed time, then his soul belongs to She-lox! Even should Basthvir die in attempting his service, his soul would go to Shelox.

Part Five - Onward and Upward

What the PCs do at this point is up to them. There are various approaches they could take. Some of the more likely ones are listed below:

The PCs could realize the contract is for Basthvir's soul:

If this happens, the PCs could attempt to talk Basthvir out of the agreement. He will tend to refuse, saying that he doesn't see anywhere that he is giving up his soul and, in any even, he will point out that the contract allows him to do a task that is neither impossible nor evil in any way. In short, he is blinded by love and willing to risk all for love.

The PCs could take a copy of the contract to Laisithvir or even simply inform him of what is happening. Laisithvir will be very concerned and ask the PCs to return with the contract or a copy of it (if they don't already have it with them). Upon reading the agreement he will easily see that the contract could involve Basthvir offering up his soul and he will be puzzled why a mercane would draft such an agreement. Nevertheless, he will urge the PCs to return to Basthvir and somehow convince him not to sign the agreement. In the meantime, he will have some of his servants investigate the mercane Shelox, though he says that all who enter Vecine are examined for impure hearts and by true seeing.

The PCs could agree to help with the service:

The contract mentions a service to be performed, but doesn't say that basthvir has to do it alone. The PCs can agree to allow Basthvir to sign the agreement, answer Portisempt's test correctly, and then help him perform the service. It would be best for the PCs to let Basthvir go alone to Shelox to get the service, otherwise the devil could, seeing the PCs arrayed to help him, think up an even harder test.

In any event, no matter what happens, even if the PCs manage to convince Basthvir that the agreement is indeed for his very soul, he will beg the PCs to let him sign and to help him complete the service. In other words, he is willing to gamble even his immortal soul on his chance at Portisempt!

The PCs could confront She-lox:

If the PCs initially confront She-lox about the contract in general, but without realizing that it is an agreement for Basthvir's soul, the mercane will deal with them patiently and personably. He will not reveal anything to the PCs of any interest, including how he might know of the answer to the test. Instead he will give cryptic answers such as "because it is my business to know such things". He will not describe the service he will ask of Basthvir, other than to say it is accomplishable and all goodly creatures will rejoice in its success.

Given She-lox' ridiculously high Bluff skill, it is unlikely he will divulge anything that will directly point to his true nature.

If She-lox is directly confronted with the idea the contract is for Basthvir's soul and that She-lox is a devil or in league with such, he will deny it, feign insult, and begin to pack up his things as if to leave. Only if the PCs attack him or attempt to stop him will he reveal his true nature, changing form into a logokron devil and fighting the PCs. He should be a tough but manageable challenge for the PCs.

SHE-LOX CR 23
Tome of Magic page 265
Advanced logokron devil
LE Large outsider (baatezu, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft, see in darkness; Listen +41, Spot +41
Aura symbol of pain (DC 20)
Languages Infernal, Abyssal, Celestial, Common, Draconic, Ignan, telepathy 100 ft


AC 35, touch 11, flat-footed 33
hp 412 (33 HD); DR 15/good
Immune fire, poison
Resist acid 10, cold 10; SR 24
Fort +26, Ref +25, Will +23

Spd 20 ft (4 squares), fly 40 ft (average) (8 squares)
Melee +2 thundering halberd +39/+34/+29/+24 (2d8+9) and +2 thundering halberd +39/+34/+29 (2d8+9)
Melee +2 thundering halberd +41/+36/+31 (2d8+9)
Space
10 ft; Reach 10 ft
Base Atk +33; Grp +43
Special Actions summon baatezu
Combat Gear +2 thundering halberds (2), arcane scrolls of greater dispel magic (4) (CL 15), divine scrolls of heal (3) (CL 15), divine scrolls of fiendish quickening (CL 14), divine scrolls of greater plane shift (3) (CL 13)
Spell-Like Abilities (CL 15):
At will - greater teleport (self plus 50 lbs of objects only), major image (DC 21)
Utterances (TL 15):
Lexicon of the Evolving Mind
5th - critical word of nurturing (reverse only), preternatural clarity (DC 21)
4th - morale boost (DC 21)
2nd - hidden truth, silent caster (DC 21)
1st - inertia surge

Abilities Str 22, Dex 24, Con 26, Int 26, Wis 20, Cha 19
Feats Combat Casting, Enlarge Utterance, Greater Multiweapon Fighting, Improved Initiative, Improved Multiweapon Fighting, Minor Utterance of the Evolving Mind, Multiweapon Fighting, Obscure Personal Truename, Personal Truename Backlash, Quicken Utterance, Truename Research, Utterance of the Evolving Mind, Weapon Focus (halberd)
Skills
Bluff +40, Concentration +31 (+35 casting defensively), Diplomacy +40, Disguise +40 (+44 acting), Escape Artist +25, Gather Information +33, Intimidate +36, Knowledge (arcana) +36 (+38 truename research), Knowledge (dungeoneering) +36 (+38 truename research), Knowledge (local) +36 (+38 truename research), Knowledge (nature) +38 (+40 truename research), Knowledge (planes) +36 (+38 truename research), Knowledge (religion) +36 (+38 truename research), Listen +41, Sense Motive +33, Spellcraft +34 (+38 scrolls), Spot +41, Survival +17 (+21 abveground natural environments or underground or on other planes), Truespeak +64, Use Magic Device +32 (+36 scrolls)
Possessions combar gear plus +3 full plate armour, greater amulet of the silver tongue +10, planar tuning fork to Tiamat's demiplane, planar tuning fork to Vecine, planar tuning fork to Shelox' demiplane


See in Darkness (Su) All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Summon Baatezu (Sp) Once per day a logokron devil can attempt to summon 1d3 barbed devils or 1 ice devil with a 75% chance of success. This ability is the equivalent of a 6th-level spell.

Symbol of Pain (Su) The tattoo on the tongue of a logokron devil is a continuously active symbol of pain (as the spell, DC 30). All baatezu have immuity to a logokron devil's symbol of pain. The save DC is Charisma-based.

UTTERANCES:

critical word of nurturing (ToM p247) - reversed: deal 8d6 dmg to subject and if you concentrate for 1 round (as standard action) subject takes another 8d6 dmg at end of your turn if in range.

hidden truth (ToM p239) - normal: grant target +10 bonus on Knowledge check (or bardic knowledge or lore) and can use skill even if untrained; reversed: target gains +10 on Bluff check for 1 round.

inertia surge (ToM p240) - normal: freedom of movement effect for 1 round; reversed: target cannot move from the space it occupies.

morale boost (ToM p 240) - normal: remove fear for 5 rds; reversed: target becomes frightened (W neg).

preternatural clarity (ToM p241) - normal: within 5 rds subject gains +5 insight bonus to single attack, opposed ability or skill check, or save as immediate action afer d20 is rolled, this use discharges the spell; reversed: target subject to confusion spell (W neg).

silent caster (ToM p242) - normal: target can apply Silent Spell feat without increase in level; reversed: target is silenced (W neg).

SPELLS:

fiendish quickening (BoVD p95) - 1 full round, r pers, 1 rd/lvl) - caster's teleport or greater teleport spell-like ability is Quickened, though it can still only be used 1/round.

FEATS:

Enlarge Utterance (ToM p229) - double range of utterance (usually to 120 ft) for +5 Truespeak DC.

Minor Utterance of the Evolving Mind (ToM p229) - learn a 1st level utterance from the Lexicon of the Evolving Mind.

Obscure Personal Truename (ToM p229) - +4 on the DC to speak or research your personal truename.

Personal Truename Backlash (ToM p229) - if a creature fails to utter your personal truename by 5 or more it suffers 1d6 dmg per HD you have.

Quicken Utterance (ToM p231) - speak utterance as a swift action for +20 Truespeak DC.

Truename Research (ToM p229) - +2 bonus to Knowledge skill checks made to discover a creature's personal truename and cost to research is halved.

Utterance of the Evolving Mind (ToM p230) - learn a 2nd level utterance from the Lexicon of the Evolving Mind.

Shelox' Disguise: She-lox is disguised by what amounts to epic magic. While not explained in this scenario, the DM should assume that no non-epic means will divulge She-lox' true nature or alignment in any way whatsoever. While such undefeatable devices should be used carefully by the DM, in this case it is necessary for the plot to advance and PCs who are smart should be able to figure out the potential nature of Shelox by careful reading of the contract.

Developments: She-lox will fight the PCs, if exposed, out of pique, but will in no way sacrifice his life for this scheme. If the going gets tough he will attempt to flee, using greater teleport to escape and then use his planar device to leave Vecine.

Other Avenues:

A competent group of PCs is likely to think of a lot of other solutions. The DM is encouraged to go with the flow and allow whatever ideas the PCs have ultimately have a good chance of succeeding if well thought out.

For example, if a PC is an aasimar, he could take the test and attempt to pre-empt Basthvir! If the PCs have befriended the archon he will consider this to be an immense betrayal.

It is also possible the PCs could guess the answer to the Lady's test and impart that knowledge to Basthvir. He will be loathe to trust the hunch of the PCs over the certainty of the mercane, but a PC would a sufficient Bluff or Diplomacy skill to change his attitude from indifferent to helpful might be able to convince him.

The PCs could attempt to speak with Portisempt to convince her not to accept Basthvir's testing. She will see the PCs and courtesously speak to them briefly, but unlike Basthvir, she is not very emotional and seems a bit unconcerned by the whole thing. Nevertheless, she will not agree to refuse to let Basthvir take her test, as she already proclaimed it open to all celestials of pure heart (i.e. good alignment).

Part Six - The Service (EL 22)

Should Basthvir sign the agreement, She-lox will tell him the answer (the brooch is in none of the caskets). Basthvir will immediately to go Portisempt and take the test and pass it. He will be ecstatic, and with a flourish will tell Portisempt that he must undertake a brief quest and then return to court her. The word archon will return to She-lox and be told of the service. He must travel to the demiplane of Tiamat, the queen of evil dragons, and obtain a large blue gem from a massive crystalline cave therein and return the gem to him. The gem pulses with a flickering green flame within. She-lox does not know what guardians will be present, but he does know that Tiamat herself is not at this particular lair of hers.

If the PCs indicate to She-lox they intend to aid Basthvir in his quest, he will protest, claiming that the word archon must perform the service alone. Of course, nowhere in the contract does it say this, but the devil will relent since he does not expect a group of mortals to be able to complete the task either.

If She-lox believes that Basthvir is performing the quest alone, he will provide the archon with 2 divine scrolls of greater plane shift (CL 13) and a tuning fork that leads to Tiamat's home plane and another that leads back to Vecine. He will describe the very cavern that holds the gem so that he can travel right to the location.

If She-lox knows the PCs will help Basthvir, he will inquire whether they can plane shift, and if they can, he will provide them with the tuning forks but not the scroll.

Should the service not be completed in the alotted time, She-lox will immediately depart for his home plane to receive Basthvir's soul.

Tiamat's Cavern:

Tiamat's cavern is located on a demiplane claimed by the queen of dragons. She has several lairs on several planes, so it is not surprising that she is not present here, which is fortunate for the PCs and Basthvir.

The details of the plane outside the cavern is not germaine to this scenario, so if the PCs want to somehow explore the plane outisde the cavern the DM should make it up as he goes along.

The plane is strongly evil-aligned, such that all non-evil creatures suffer a -2 penalty to Intelligence, Wisdom, and Charisma checks.


The cavern is massive, being some 30 ft tall at the edges and vaulting to over 65 ft tall in the center. It is lit by strange, flickering glows coming from thousands of tiny crystals that emit light of various colours, including fiery orange, electric blue, sickly green, wan grey, and snowy white.

Five large tunnels enter the cave, each being roughly 20 ft in diameter and all of which descend natural steps into the cavern proper.

Several large stone columns support the ceiling, the one in the center being extremely large and its face carved with images of a five-headed dragon.

Four large piles of treasure sit in the cave, each being between 4 - 6 ft tall at its center.

Several mostly eaten caracsses of unidentifiable creatures litter the area, along with bones that are charred or partially dissolved.

The floor and ceiling of the cavern are worn smooth.



The treasure piles (see Treasure below) count as dense rubble to all creatures except dragons.

Dense Rubble

It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Balance and Tumble checks, and it adds 2 to the DC of Move Silently checks.

The south face of the largest stone column bears a carving of a five-headed dragon whose heads meet and all simultaneously hold in their mouths a single large blue crystal inside of which dances a flickering green flame.

Creatures: Tiamat does not leave her lairs unguarded. 5 aspects of tiamat are here, and these are especially strong aspects, imbued by the dragon queen with more of her essence than normal. The dragons are at the locations shown on the map (AT) and the 3 shown atop treasure piles will be sleeping, while the other 2 are awake and alert.

ADVANCED ASPECTS OF TIAMAT (5) CR 17
Miniatures Handbook page 54
CE Large dragon (extraplanar)
Init +5; Senses blindsense 60 ft, darkvision 120 ft, low-light vision; Listen +26, Spot +26
Languages Draconic, Infernal

AC 24, touch 10, flat-footed 23
hp 250 (20 HD); DR 10/epic
Immune paralysis, sleep
Fort +18, Ref +13, Will +15

Spd 30 ft (6 squares), fly 50 ft (10 squares) (clumsy)
Melee 5 bites +27 (2d6+3)
Space
10 ft; Reach 10 ft
Base Atk +20; Grp +31
Special Actions breath weapon, Hover

Abilities Str 25, Dex 12, Con 22, Int 19, Wis 16, Cha 18
Feats Ability Focus (breath weapon), Cleave, Great Cleave, Hover, Improved Initiative, Power Attack, Weapon Focus (bite)
Skills
Diplomacy +6, Intimidate +27, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (planes) +27, Knowledge (religion) +27, Listen +26, Search +27, Sense Motive +26, Spot +26, Survival +26 (+28 following tracks or +28 on other planes)


Breath Weapon (Su) Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. An aspect of Tiamat breathes a 60 ft cone, for 16d6 acid, cold, electricity, or fire damage. Targets may make a DC 28 Reflex save for half damage. The save DC is Constitution-based.
 

Tactics: These are not subtle creatures, and they only have two weapons, their bites and their breaths. They will tend to coordinate their breaths so that they always have a breath weapon available amongst them each round. They will also use a variety of energy types in order to test their foes for protections, resistances, and vulnerabilities.

Developments: The aspects serve as Tiamat's guards and, as they are a part of her, they will fight to the death.

Treasure: The large blue crystal in the stone column is the gem She-lox seeks. It radiates strong invocation and abjuration magic. See the details of the gem below.

The treasure piles in the place are mostly coins. In total the piles include:

36,000 cp
36,000 sp
54,000 gp
2,200 pp
26 gems worth 17,150 gp
24 jewels worth 26,750 gp
A ring of improved climbing
A divine scroll of greater planar ally, summon monster VIII, symbol of death, summon monster IX, find the path (CL 17)
A crystal ball

The Gem:

The gem is the encapsulated breath of Tiamat herself. The dragon queen breathed all five of her breath weapons into the crystal and that power is contained in the form of the flame within the gem.

The gem has several uses. If it is broken (it has a hardness of 20 and 65 hp) it will release the energy in a 100 ft radius. The damage done is based on the distance from the gem. Anyone in the same square suffers 11d6 each of acid, cold, electricity, and fire damage. Those within 10 ft suffer 10d6 damage of each type. For every 10 ft distance thereafter, subtract 1d6 damage of each type. A DC 25 Reflex save will halve all of the damage.

The gem can also be used as a power component for epic magic involving any of the energy types contained within. Treat the gem as 100,000 gp and 50,000 xp for the crafting of epic magic items or epic spells.

Basthvir:

Since Basthvir will almost certainly accompany the PCs into Taiamat's cavern, his statistics are presented below. DMs should remember to include him in the experience calculations, since he is a formidable fighter.

BASTHVIR CR 9
Tome of Magic page 264
Male word archon
LG Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft, low-light vision; Listen +11, Spot +11
Aura aura of menace (20 ft, DC 20)
Languages Celestial, tongues


AC 24, touch 11, flat-footed 23
hp 105 (10 HD); DR 10/evil
Immune electricity, petrification
SR 18
Fort +13 (+17 vs poison), Ref +8, Will +8

Spd 30 ft (6 squares), fly 80 ft (16 squares) (good)
Melee +1 holy warhammer +17/+12 (1d8+10 plus 2d6 holy)
Space
5 ft; Reach 5 ft
Base Atk +10; Grp +16
Special Actions Enlarrge Utterance, Extend Utterance
Combat Gear +1 holy warhammer
Utterances (TL 10):
Lexicon of the Perfected Map
1st - shockwave (DC 15)
Lexicon of the Evolving Mind
4th - potent word of nurturing
3rd - incarnation of angels
2nd - archer's eye

Abilities Str 22, Dex 13, Con 23, Int 16, Wis 12, Cha 11
Feats Combat Casting, Enlarge Utterance, Extend Utterance, Skill Focus (truespeak)
Skills
Concentration +16 (+20 speaking defensively), Diplomacy +12, Gather Information +2, Intimidate +10, Knowledge (arcana) +13 (+15 truename research), Knowledge (geography) +13 (+15 truename research), Knowledge (local) +13 (+15 truename research), Knowledge (nature) +13 (+15 truename research), Knowledge (planes) +13 (+15 truename research), Listen +11, Search +13, Sense Motive +11, Spellcraft +15, Spot +11, Survival +1 (+3 on other planes, when following tracks, and when avoiding getting lost or hazards in aboveground natural environments), Truespeak +24
Possessions combat gear plus +2 breastplate


Aura of Menace (Su) A righteous aura surrounds word archons that fight or get angry. Any hostile creature within a 20 ft radius of an archon must succeeed on a DC 17 Will save to resist its effects. Those who fail take a -2 penalty on attack rolls, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Magic Circle Against Evil (Su) A magic circle against evil effect always surrounds an archon (CL 10). The defensive benefitss from the circle are not included in the archon's statistics block.

Togues (Su) All archones can speak with any creature that has a language, as though using a tongues spell (CL 14). This ability is always active.

 

 

UTTERANCES:

archer's eye (ToM p236) - normal: target's ranged attacks ignore concealment; reversed: target gains protection from arrrows.

incarnation of angels (ToM p239) - normal: grant target the celestial template; reversed: target gains fiendish template.

potent word of nurturing (ToM p247) - normal: grant creature gfast healing 10; reversed: deal 6d6 dmg to subject and if you concentrate for 1 round (as standard action) subject takes another 6d6 dmg at end of your turn if in range.

shockwave (ToM p 252) - r 100 ft, 20 ft spread; Fort sv or knocked prone plus 1d4 nonlethal dmg, stable creatures or with 4+ legs gain bonus to save (usually +4).

FEATS:

Enlarge Utterance (ToM p229) - double range of utterance (usually to 120 ft) for +5 Truespeak DC.

Extend Utterance (ToM p229) - double duration of utteranc (usually to 10 rounds) for +5 Truespeak DC.

Denoument:

The scenario can end in many ways. Some of these are dealt with below.

Basthvir can be dissuaded from signing the agreement. If so, unless the PCs guess the true answer to the test and advise him (as described previously), he will take the test, guess one of the caskets, and be crestfallen when he is rejected. While Basthvir is depressed, his father will be satisfied and agree to aid the PCs in kind sometime when they need his help.

Basthvir can sign the agreement, pass the test, and then the PCs can complete the service for She-lox. The devil will be disappointed, but he still gets the gem, which is itself a nice prize. He will count this as a success and depart. Basthvir will spend the next couple of centuries courting Portisempt (it is up to the DM whether she finally relents and marries him) and his father will be satisfied and agree to aid the PCs in kind sometime when they need his help.

Basthvir can sign the agreement and fail the service, in which case he will immediately perish and his heart and soul come into the possession of She-lox. In this case Laisithvir will be distraught and order the PCs to leave the plane.

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:

 

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