Return to the Therran Scenario Page
Summary:
The PCs have learned that Abrinda is a succubus working for House Mercur. They are now ordered by Trade Lord Barnabus to raid House Mercur and wreak a horrible vengeance. In the course of doing so, they will confront the succubus (if she is still alive) as well as Ragyfir and the remaining member sof the Splinter Arrow mercenary group. Finally, the PCs will learn the ultimate truth about House Mercur and who is really running them.
Assumptions:
The PCs are in the employ of House Riverine.
Location:
Far Coast, Dwillingir
Historical Date:
N.S. 32, Summer or Fall
DM's Introduction:
The events of this scenario follow directly on the heels of the scenarios entitled "The Tower of the Mage", "Ruins of Evil", "The Corrupted", and "A Fistful of Souls." In "The Tower of the Mage", the PCs sought an audience with the mysterious mage Hagistre in order to determine the location of a demon named F'harikk'il who was mentioned on a piece of parchment the PCs had recovered from Ragyfir's castle near Lake Cald. Having made their way through Hagistre's strange and deadly obstacle course of eight trials and finally meeting the mage firsthand, the PCs were assigned two tasks in exchange for the mage offering to locate F'harrik'il and transporting the PCs to his home plane. Having completed the two tasks, the PCs journeyed to F'harrik'il's home plane, a veritable city of fiends called Y'tik-foligis. Here they recovered Nemis' soul splinter and also learned the true identity of Abrinda, that she was a succubus working for House Mercur. The PCs returned to Therra and confronted Abrinda.
The scenario assumes that the events in the scenario "Bank Shot", "The Tower of the Mage", "Ruins of Evil", "The Corrupted", and "A Fistful of Souls" have taken place. Specifically, it assumes the PCs have managed to obtain the Nemis soul splinter from the nalfeshnee Exteriryx and managed to learn Abrinda's secret from the glabezru Razkurig'il. It is also assumed that the PCs returned to Dwillingir and confronted Abrinda, who then teleported away to House Mercur.
Some of the assumed starting conditions of this scenario may not have occurred. For example, Abrinda may have been killed by the PCs when they confronted her after returning from Y'tik-foligis. In this case, Abrinda will not be present in this scenario. Simply remove her from all references and encounters.
It may also be that the PCs did not learn of Abrinda's true identity from Razkurig'il. In this case, as mentioned at the end of "A Fistful of Souls", Abrinda will have attacked the PCs at a vulnerable moment shortly after having returned, along with Ragyfir and the rest of the Splintered Arrows. In this case, whether this attack succeeds or not, Abrinda will be exposed and the PCs will have the proper motivation to undertake this scenario. Of course, the DM will then need to adjudicate the presence of Abrinda, Ragyfir, and the Splintered Arrows accordingly depending upon their fates as a result of the attack.
DMs are also referred to the "Mercur Papers" document in the DM Only section of the Therra website. That provides essential background data that places information presented in this introduction into greater context. DMs
Given the specific nature of this scenario to other events in the Riverine campaign, a lot of accommodation is made in this scenario for the historical PCs and circumstances. DMs running this scenario with other PCs will have to make adjustments accordingly. In addition, while the motivation for this scenario is specific to Therran events, DMs can still likely find some useful parts of this scenario to run in their own campaigns.
Note: This scenario is the fourth in the last sequence of events that is intended to finish the Riverine campaign. As such, DMs should be aware that, as befits the end of a campaign, encounters are more dangerous. In addition, important secrets of the Riverine campaign are revealed herein.
Background:
The Soul of Nemis:
The full details of Nemis and his current plight are related in the scenario "Bank Shot". Nemis was a ranking wizard in the Onlor mage guild called "Blood and Thought". Nemis had been given possession of an artifact, the Crystal of the Ebon Flame, by the great silver dragon loremaster Octonneor de Lurgente. The dragon had been a guardian of the artifact, deigning to keep it from mortal hands to avoid the mischief and misery that could be perpetrated by the crystal. But when he went to war to fight the final battles against the Deceiver, though he hid his lair and protected his hoard, he did not feel comfortable leaving the artifact behind unattended. So he gave the artifact over to Nemis, a mage whose guild the dragon had friendly relations. Nemis was charged with warding the crystal until the dragon should return from war.
Octonneor did return, but gravely wounded and suffering from exhaustion. Needing to rest and rejuvenate and fearing he was too weak to protect the artifact, he bade it remain with Nemis.
Somehow the drow matron N'araktheel learned of the location of the crystal. And wanting its power for her own ambitions, she used the services of various fiends to learn of the wards and protections surrounding the Blood and Thought guildhall, Nemis, and the artifact. The drow matron then made an arrangement with a particularly brutal human mercenary named Ragyfir and his band known as the Splintered Arrows. She had the demon F'harikk'il provide Ragyfir with a gem of great power. This gem, shaped like a small star, could be thrust into the spine of Nemis and, in doing so, trap the mage, body, mind, and soul within the gem. Once done, and with the crystal successfully in the hands of N'araktheel, the demon offered to split the prize of Nemis within the gem into three pieces. One piece, Nemis' intellect, would go to Ragyfir, giving him control over the mage's arcane powers. Such ability would turn Ragyfir from a potent fighter to a potent fighter/wizard. A second piece, containing Nemis' body, would be given to N'araktheel, as a trophy and plaything for her amusement. The third piece, Nemis' soul, would be given to F'harikk'il as payment for his services.
For fiends, souls are currency and food. The consumption of a soul is a thing of immense pleasure for a fiend, and the more powerful the soul, the more delectable the experience. But souls are also valuable as currency, for ownership of a soul implies status and power, like a nobleman flaunting his luxuries. In addition, this particular soul is valuable to the PCs, since Ragyfir cannot access or utilize Nemis' intellect without the bearer of Nemis' soul allowing it to happen. In fact, the PCs seek Nemis' soul gem not only to free Nemis, but to deny Ragyfir access to his wizardly powers.
F'harikk'il eventually turned the soul gem over to a glabezru named Razkurig'il, who was his overlord. This glabezru kept the gem for a time, for he had encountered the PCs years earlier (in the scenario entitled "The Tower of Tharikthiril") and has followed their career since. But eventually the glabezru needed to settle a debt with a nalfeshnee named Exteriryx. This nalfeshnee is the current holder of Nemis' soul, which he retains as a piece of his wealth and status. What Exteriryx does not know is that the PCs are close allies of Curinax, the Riverine House Mage. Curinax' long lost lover, Shannon, was captured by Exteriryx and she dwells in thrall with him still.
The Current Situation:
The PC have just confronted Abrinda (or vice versa) and know she is a succubus in league with House Mercur.
Part One - Vengeance is Mine:
Once Trade Lord Barnabus finds out that the love of his life, Abrinda, is actually a succubus in league with House Riverine's greatest rival, House Mercur, he will fly into an uncharacteristic rage. Barnabus, always calm and cool and calculating and a willing player of the "Game of Houses" has now been emotionally wounded more than ever before. After his rage subsides, during which time he will throw things, curse Abrinda and House Mercur, and beat his fists bloody against the walls of his audience chamber, he will call an emergency house council in the dining chamber. There, he will have regained his composure. He will summarize the situation for all present, and announce that as far as he is concerned the Game of Houses is over. Mercur has crossed the line by maneuvering him to fall in love with a fiend, and this is now war.
This pronouncement will cause concerned murmurs and shocked looks from many of the merchants of the house. Barnabus will look to the PCs (who should, by now, be itching to strike a blow at House Mercur) and tell them that he would like them to strike directly at House Mercur:
|
I turn to you, my friends, once again. This affront to decency and the very Game of Houses itself cannot be allowed to stand. House Mercur has crossed the line. They have made this a war. And if it is a war they want...then a war they shall have! I cannot order or command you folk. But I make this request. Your leashes are removed. I know some of you have almost as much reason as I to hate Mercur and wish to wreak vengeance upon them. I want you to strike at the Mercur Guildhouse. With extreme prejudice. Burn it to the ground if you like. Put whomever to the sword as you desire. I only ask for the heads of the Trade Lord Arghanisin Feristus, the House Enforcer Ketushi Nodorium, the ranking mage Garastian of Fallismuth, and the Commander of the Guard Jenneil Hannastra. This Ragyfir, if he is there, should be removed from the face of Therra as well. And I don't need to mention that the demoness who posed as my wife should be dispatched as well. I need none of them brought to me alive, though if you do I shall introduce them to certain apparatus we have stored in the dungeons below us. But I just want House Mercur in Dwillingir wiped clean. If you choose to spare the rank and file, so be it. They are likely innocent of most of the Mercur depredations anyways. All I ask that that you not harm innocents in the area. Confine our rage to House Mercur. Is this a violation of the Game of Houses? Yes. And as such I know some of you may be worried. But I will take the blame for this. These are my orders as Trade Lord and if there is retlation, whether Imperial or from Riverine, I will try to let as much as possible fall on me. If some of you wish not to participate in this, then I understand and will not hold it against you. If enough of you refuse to go, then I assure you I shall have to hire a band of ruthless cutthroats to do the job and lead them myself. But mark my words, vengeance will happen! |
Some of the assembled merchants will protest, but most seem to understand the situation and are at least willing to acquiesce, even if they do not agree.
The PCs now have a chance to respond. If they agree to conduct this raid, then Barnabus will be thankful, and will ask that, once the PCs have done their job and rooted out all of the higher-ups in the House, he would like them to report to him their success. Should the PCs learn anything of great importance during their raid, he would also like them to return to him and divulge this information to him and House Riverine.
If the PCs as a whole refuse, then the scenario cannot proceed. In a pinch, have Barnabus lead a group of mercenaries into House Riverine. Curinax will agree to accompany him, as will some of the house soldiery. The DM can assume they succeed and discover that the drow are behind House Mercur and at least one survivor reports back to Riverine and the PCs with this information. While this would effectively skip this scenario, it would at least allow the final two scenarios to continue.
If one or more PCs refuse to take part in this strike for political or alignment reasons, then the DM can substitute NPCs for them to run during the raid. If a PC mage is declining, then Curinax (Transmuter 10) can take his place. If a warrior is declining, then Varinoth (Fighter 6), the House Commander could join in. Similarly, if a cleric declines, then Kelliene the Indolle priestess (Cleric 7) could accompany the PCs.
Part Two - Raid on House Mercur:
House Mercur is located in Dwillingir in a large manor house purchased from a noble family.
Should the PCs wish to research some information about House Mercur, below is typical of what can be learned with some relatively simple Gather Information or Knowledge (local- Dwillingir) checks. Presumably, by this time, the PCs are already quite familiar with House Mercur and likely already know all of the below.
|
History: House Mercur is one of the twelve sanctioned Merchant Houses of the Empire of Antorium. Its pedigree is ancient, tracing its lineage to its origins as a company of heralds and messengers. Known for their bravery and timeliness in getting messages through even hostile territory, Family Mercur eventually began to transport small parcels, and this developed into a large-scale transport and shipment company over time. Along with the other Merchant Houses, Mercur was eventually powerful enough, squeezing its rivals out of the transport business by means both fair and foul, to attain House status. It has held this status continually for centuries. In the Far Coast, House Mercur was one of the first Houses to enter the province, first setting up an outpost in the town of Noscrused. Their intent was to use the town as a hub to import Imperial goods to the soldiers and farmers who would populate the province. As such, Mercur became the premiere importer into the region. However, it was House Riverine, its erstwhile rival for many centuries in the Imperial Heartland, which first recognized the province as a possible source of export to the Heartland from the Province. Mercur had missed this opportunity, and by the time they realized the potential profits to be made from the various riches of the land, including trade with friendly Thaneeri, House Riverine had insinuated itself into the mercantile fabric of the Province. Riverine, displaying its intent to trade to instead of from the Empire, based its House in Dwillingir at the time a two-bit outpost of ramshackle buildings surrounding a small castle. Riverine correctly recognized, however, that the Empire would want to move the Province's "centre of political gravity" as far north as possible, both as a means to consolidate power near the Thaneeri, as an effective deterrent, and to keep the vehicles of state as far from the Imperial Heartland as possible so as to discourage any uprising of veterans that might threaten the Emperor. In addition, Dwillingir's position at the mouth of the Chulette River and on the coast of the Oto Sea also ordained its eventual status as capital and most populous town of the Province. House Mercur persisted in its ignorance of the opportunities of import from the Province for quite some time, too humiliated to admit that Riverine was right by adopting their markets and trying to compete with their rivals. Eventually, however, Mercur began to develop exploitation of markets in the southern half of the Province, far enough from Dwillingir to allow them to become the ascendant House in the region. Even this proved insufficient in the face of the sudden demand for Ice People goods after the War of the Gem. The market for ivory, whale products (including ambergris) and other Ice Goods proved so lucrative that Mercur purchased the manor house of a nobleman in Dwillingir and formed it into a House outpost. In the last two decades, this new outpost has become so important that the Trade Lord of House Mercur in the Far Coast as relocated to it, and the old headquarters in Noscrused is now merely a southern outpost for the House. As far behind Riverine as Mercur was, however, the other ten Houses of the Imperium were farther behind still, and this has allowed Mercur to become, arguably, the second most powerful House in the Far Coast, and certainly still the most powerful in the southern third of the Province. Businesses: Mercur specializes still in import to the Province, and it holds the best and most lucrative contracts for shipping manufactured Imperial goods into the Province. These include weapons, ceramics, textiles, craftworks, and other goods not found within the Far Coast. The caravans of Mercur travel to its massive warehouses in Noscrused and then are sub distributed throughout the Province. It is known that the House often attempts to fix the price of certain goods in the Province by regulating the inventory in its Noscrused warehouses, which it guards with the utmost secrecy. For example, it might withhold large shipments of blue-paint porcelain pottery until the demand is high enough that it can release its inventory onto the market faster than prices can fall. House Mercur also runs a good many of the messenger and herald services in the Province, as well as passenger coaches. They are also well inculcated into the slave trade. Mercur has also taken the lead in the transport of timber and rare woods from the Province to the Empire. She has lucrative contracts with many of the major shipyards of the Imperium and in many of these has exclusive rights to supply masts and hull timber for the yards. The House also has good relations with certain of the Pasheks of Gerilong. In many cases these were the result of successful schemes of estrangement played upon the other Houses in the region, and although it by no means dominates the Gerilongi silk market, it is a player, peer to the half dozen Houses that ply that market. Organization: House Mercur in the Far Coast is run by a Trade Lord named Arghanisin Feristus. By all accounts he is a savvy businessman and consummate schemer, known for his devious and intricate schemes and his persistence in pursuing a market once he sets his sights on it. He is rumoured to have some ability with magicks, though whether this is simply Mercur propaganda cannot be ascertained. The Trade Lord is unmarried some say because he ultimately trusts no one but himself, but he is known to prefer women and has dalliances from time to time. Mercur's Enforcer is Ketushi Nodorium, a man said to be half Nygotian and half Antorian, and he is also called "The Invisible Blade" for his ability to wield daggers so quickly that they become a blur. Ketushi is known to display his prowess on occasion in the Dwillingir arena, carving up some hapless slave as a means to keep in shape and to display his prowess to the other Houses. House Mercur is known to employ several mages. The most powerful and well known of these is Garastian of Fallismuth, who is said be an invoker of no small power, though it is also rumoured he fled from the college at Ferrantio when Queequeg came to assault the place. He is known to have several wands, including one that spits balls of fire and another that shoots lightning. The House Guard in Dwillingir is likely the same size as Riverine's, three to four dozen warriors. Mercur employs mercenaries quite often more often than does Riverine. Mercenary companies known to be in the employ of Mercur include the Splintered Arrow band, the War Shapers of Aghorrit (an obvious pun), and the Band-o'-Liars (another pun). Of these, Splintered Arrow is the most active, utilized by the House as bullyboys and muscle. The Commander of the Guard of the House is Jenneil Hannastra, a women who is reputed to be an expert with a rapier. The fact that a female can command a group of rough and tumble house soldiery belies her forcefulness and capabilities. Headquarters: The House building in Dwillingir is a large structure, close in size to House Riverine, but with no fence or courtyard surrounding it. The building is likely four stories tall, with a flat roof. There are no windows in the place, and the roof is patrolled by guards and guard dogs. There are several doors to the place, the front one being wide double doors sufficient to allow a large wagon through, though rarely do wagons enter the building directly. The House keeps stables near its warehouse at the town docks. |
House Mercur:
House Mercur is situated in the extreme southwest of Dwillingir, in the lee of Castle Dwillingir and its keep. in the section of town called "the Ups" in recognition of its wealthier residents. The house sits at the western end of the Street of Nobles, adjacent to the Court of Princes, and it shares a small bit of parkland with several other structures on its block.
The House was once the manor of a nobleman, and is 40 ft tall, comprised of four stories 10 ft high as evident by the bricked up windows that once allowed light and air into the nobleman's residence. As is typical for Trade Houses, no windows are present in order to help maintain security. Several brick chimneys rise from the top of the building, and some of these emit a stream of smoke.
The building is of solid stone, with exterior walls being 2 ft thick and comprised of 1 outer ft of superior masonry and an inner 1 ft of reinforced masonry. This gives the walls a hardness of 8, 270 hp, a break DC of 45, and a Climb DC of 25.
Interior walls are superior masonry and are 1 ft thick (hardness 8, 90 hp, break DC 35, Climb DC 25).
Outer doors are of iron, 2 inches thick (hardness 10, 60 hp, break DC 28). Inner doors are all good wooden doors 1.5 inches thick (hardness 5, 15 hp, break DC 18).
The roof of the place is flat, with a small 1 ft tall stone lip and small gutters piercing the lip to allow drainage. Guards do patrol the roof (as detailed below).
Unless otherwise stated, all halls and rooms have oil lamps in sconces or hanging from chains that illuminate them. These lamps can be removed and carried by hand.
Because this scenario is not an exploration mission of the House, but a military style raid, a full and complete description of every room of the House is not given, nor are statistics given for all of the House members. Instead, the basic function of the room is given, along with a very brief description. Any unusual or pertinent details are also outlined. Unimportant house members are simply given a class and level and it is up to the DM to provide statistics as necessary. As most of these are low level and probably more interested in fleeing or surrendering than fighting, they present almost no challenge to the PCs. If the PCs are intent on actually exploring the House or looting items, the DM would be well-served to simply assign an overall gold piece value to the loot and leave it at that.
In general, it is assumed that the PCs are interested in assaulting the heads of the House and these are given full statistics and their chambers are more thoroughly detailed.
Approaching the House:
Gaining access to House Mercur shouldn't be too difficult for the PCs. While the place is guarded, it is not expecting trouble of the type the PCs are about to inflict upon it, relying on the Game of Houses for their own personal safety.
There are guards with dogs on the roof of the place, and these pace the perimeter of the roof, thereby keeping a watch not only on the grounds around the building, but even on the rooftops of the surrounding buildings, all of which are lower in height than House Mercur.
The small parkland east of the building provides some cover against the watchers, and may be the best way to sneak up to the place using purely mundane means.
All doors leading to the exterior are locked. They all bear eye slots to look through, which are also latched and openable only from the inside. The locks consist of a stout iron bar, to be removed by someone on the inside. The double doors facing the Court of Princes bear a chain that, when pulled, clangs an entry bell to summon a servant.
Interior doors are locked if they are so noted or if they are living quarters. In the latter case, the key to such locks (Open Lock DC 25) are on the person of the individual(s) who dwell in that room.
The means by which the PCs actually enter the House are also varied, and left to the DM and the players. Suffice to say that a well-reasoned plan should gain them access. Once again, remember that House Mercur is not an armed camp on alert. Specifically, it could be quite possible for the PCs to simply disguise themselves and concoct some sort of business with House Mercur and essentially be invited right in the front door! However, such an approach is likely to involve some time invested in the days or weeks prior establishing a business relationship with some worthy Mercur trader and proposing a big business deal. Mercur routinely checks on backgrounds and references, so the PCs will have to conduct some due diligence in pulling off such a scam. Alternatively, it wouldn't be too difficult for the PCs to abduct or slay a resident or two from the House and use magic or even disguises to pose as the resident(s) long enough to gain admittance to the place. In this case the DM can ratchet up the tension by having other House members engage them in conversations and see if the PCs can bluff their way past.
Ground Level:
![]() |
Audience Chamber
| This chamber consist of a marble floor set with purple rugs. Along the west wall are a set of important-looking chairs on a slightly raised dais. Tapestries and banners adorn the walls decorated with the logo of House Mercur. |
Barracks
| This is the quarters for the house guards on this floor. There are bunk beds for 8 guards, as well as some crude furnishings. There is also a weapon rack and several strongboxes for personal items. |
Chapel
| This chamber forms a small chapel to Indolle, as evidenced by the stone alter and the decorations on the walls bearing the holy symbol of the God of Trade and Commerce. Several wooden pews are also present. |
| This is a fancy and plushly appointed dining chamber with several polished wooden tables and many fine chairs. |
Entry Chamber
| This large chamber has a fancy marble floor and bears several marble statues of various males and females of all types, including nobles, soldiers, merchants, and bureaucrats. Several divans are present, as well as hooks for cloaks and outer garments. |
Hallway
| This long hallway has a set of stone stairs that rises to the ceiling. Beneath this stairway another set descends into the floor. |
| This kitchen is a cluttered affair, with a brick oven, counters, and various foodstuffsa and utenstils scattered about. |
Larder
| This room is full of hanging sausages and game, along crates and barrels and sacks and boxes and several wheels of cheese. |
| This comfortable chamber is decorated with plush and luxurious furnishings. A stone spiral staircase winds up into the ceiling. |
| This chamber boasts several divans and low tables as well as lush potted plants. |
| This is a somewhat well-appointed living quarters, decorated with tapestries depicting desert caravans. |
There are various shelves here
holding scrolls and ledgers that the priest uses to memorialize
trade contracts and the like. Nothing in these records contains
anything incriminating or of much use beyond the knowledge of
some future trade contracts that may have been just recently signed.
Slaves
| This is the quarters for the house slaves. There are crude accommodations for a dozen slaves. |
Storage
These are a series of closets
holding a variety of mundane items.
Second Level:
![]() |
Barracks
| This large chamber sports many bunk beds, a table and chairs, and various footlockers, weapon racks, and armour stands. |
Creatures: At any given time there are 18 House Guards here, half of whom are sleeping and the rest lounging around. The rest of the guards are either out of the House off duty or patrolling on the roof.
Bedroom
| This is a bedroom for some well-to-do person. |
Commander
| This is a bedroom for some well-to-do person, decorated with various martial trophies and exotic weaponry. |
Garedrobe and Baths
| This room contains various privies curtained off, as well as filled wash basins and a section containing copper baths. Shelves hold linens and various oils, combs, soaps, and unguents. |
| This is a plain but comfortable bedroom. |
Hallway
| At the eastern end of this hallway is a set of stone stairs that rise into the ceiling and descend into the floor. |
| Several desks and chairs are here in this carpeted chamber, along with shelves holding scrolls. Along one wall are hung maps of caravans routes in the region and throughout the Empire. |
Library
| This is a comfortable reading room and library. Shelves line the walls, filled with books and scrolls. |
Living Chamber
| This is a living chamber for some well-to-do person. |
Recreation Room
| This room is clearly a game parlour, as evidenced by the table with three-dragon ante plaques and toeksn set upon it. Also here are various ornate chess boards, a wrestliong mat, wooden swords, a dartboard, and other forms of indoor recreation. |
Third Level:
![]() |
Antechamber
| A stone spiral staircase winds up from the floor and then continues up into the ceiling. Likewise, to the south a stone staircase ascends to the next floor and descends to the previous floor. |
| This room is the bedroom for a well-to-do person. |
Dormitory
| This room serves as a domicile for 8 persons as evidenced by the bunk beds here. There are also a plain table and chairs and some other living furniture of plain, simple make. |
Garedrobe
| This area consists of privies as well as wash basins and two copper bath tubs. |
| This room is the common area for a well-to-do person. |
Living Quarters
| This room is a plain but comfortable living quarters. |
Lounge
| Containing some fur rugs, divans, and a warm fireplace, this room looks to be a lounge of some sort. |
Storage
| This room contains many crates and barrels and other numdane items. |
Fourth Level:
![]() |
Antechamber
| A stone spiral staircase winds up from the floor and then continues up into the ceiling, where it ends in a wooden trap door reinforced with iron bands. |
Council Chamber
| This room contains an ornate table and comfortable chairs, along with a sideboard with bottles of wine and goblets upon it. A small cabinet holds rolls of paper. |
Enforcer's Bedroom
| This is the bedroom of a well-to-do individual and contains many examples of Morakki craftsmanship, including urns and vases and woven wall hangings. |
Of course, these notes reflect what Ketushi was told about the secret passage by the Trade Lord.
Enforcer's Common Room
The door to this room is trapped, with the bypass switch hidden near the door frame (Search DC 25).
| Poison Needle Trap CR 2; mechanical; touch trigger; repair reset; switch bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fort save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17. |
| This is the common room of a well-to-do individual and contains many examples of Morakki craftsmanship, including urns and vases and woven wall hangings. |
Treasure: 6 vials of blue whinnis poison are located here in a wooden rack, as well as 2 vials of antitoxin.
Guest Room
| This well-appointed living quarters appears dusty and somewhat unused. |
Mage's Bedroom
| This is a lavishly appointed bedroom with ornate wardrobe and mirrors and tapestries displaying exotic and often extra-planar vistas. |
Mage's Common Room
The door to this chamber from
the Antechamber is locked by an arcane lock spell (CL 7)
cast by Garastian.
| This living chamber is decorated with exotic furnishings of obvious expense and boasting an amazing variety of intricate designs and craftsmanship from all over Therra. |
| This chamber is both an alchemical laboratory and arcane library, as evidenced by the shelves of ancient tomes and scrolls and the long work tables full of arcane apparatus. |
Treasure: There are a variety of potions stored here, including 3 potions of protection from evil (CL 1), a potion of jump (CL 1), an oil of magic weapon (CL 1), 2 potions of cure light wounds (CL 1), potion of enlarge person (CL 1), potion of cat's grace (CL 3), and 3 vials of antitoxin.
Servants
| This room seems to be the modest living quarters for four individuals. |
Creatures: The servants are generally only present here at night when asleep. They are all Commoners of 1D4 levels and Experts of 1D2 levels.
Trade Lord's Bathroom
| This marble-floored room includes several screened toilets, an inset bath and small pool, and several massage tables. |
| This large chamber is sumptuously appointed with a massive canopied bed with fine satins, luxurious divans, imported teakwood tables and dressers, and an ornate wardrobe. |
Trade Lord's Foyer
| This room is furnished wtih several couches and chairs intermixed with potted plants, vases, and large paintings. Furs and rugs decorate the floor and a large hearth dominates the southwestern corner. A set of stone stairs enters the room in the east from the level below. |
The doors to this chamber can
be locked (Open Lock DC 30) with the key on the person of the
Trade Lord. However, he usually leaves the doors unlocked so that
the House Servants can attend to his quarters.
| This richly furnished chamber contains intricate furnishings made of hard-to-get materials, and contains many divans and cushioned chairs and carved tables to allow its owner to lounge or entertain guests in comfort. |
The door to this chamber is locked
(Open Lock DC 35) with the key on the person of the House Enforcer.
| The small room contains several large leather sacks, six small chests, and several larger iron chests. Metal shelves hold a variety of items, including vials of liquid, several scrolls, a few tomes, and a variety of precious or semi precious pieces of jewelry or household items. |
| This chamber is decorated with a variety of items hanging on the walls. These include shields and arms that have clearly seen use, stuffed heads of various creatures and animals, and a few Thaneeri totems and tribal items. Small plaques have been pounded into the walls beneath each item. In addition, on pedestals throughout the room are small marble busts of human males. |
The busts are former Trade Lords of this House, and each pedestal bears a name and dates served.
Roof Level:
![]() |
| The roof of the building is flat, with a 1 ft tall stone lip running along its perimeter that is pierced by small holes for drainage. A wooden trap door pierces the floor of the roof area, and to the east is a large iron cage with wooden roof that serves as a kennel, its floor littered in straw and complate with feeding and watering troughs. |
Creatures: Six House Guards are here at all times, patrolling the roof, and they will have 3 war dogs on leashes with them. The guards patrol the perimeter, looking out over the street and courtyards, and the dogs are trained to bark at any suspicious activity, which includes sneaking and hiding. They have also been trained to bark at any invisible creatures they sense, whether by smell or other senses.
Basement Level:
![]() |
Antechamber
| This large chamber is fairly empty, with dust in the corners. A set of stone stairs ascends into the ceiling to the southwest. |
The door to this chamber is locked
(Open Lock DC 30), with the key on the mages in the Mages Quarters
on this level and Garastian.
| The door here bears a strange sigil burned into its face. |
When the door is opened or bypassed:
| Within the chamber are a variety of stores, including crates and bags, but also jars and small boxes stacked on shelves. From those jars that are of glass and the few items that are exposed, it is apparent the contents are exotic in nature and that this room serves to store items that are useful in arcane craft. Clearly much of what is here involves material components for spells and ingredients for potions. |
| This room contains four plain beds and a table and chairs as well as a brazier and a barrel of water. |
Jailor
| This room contains a rough fur pallet and spartan furnishings. |
Laboratory
| This large chamber is a well-stocked alchemical and arcane laboratory and workroom, filled with tables laden with intruments, burners, flasks and vials, alembics, mortars, and other such equipment. A brick hearth and an iron cauldron sit in the northwest corner. |
| Curtains and screens divide this chamber into four sections, each containing modest living arrangements for one person. |
Creatures: The four mages serving the House Mage live in this chamber.
Mundane Stores
The door to this room is locked
(Open Lock DC 25), with the key on the House Treasurer in Level
Two.
| This chamber is full of boxes, crates, barrels, and sacks and has shelves stocked with mundane household items. |
| Eight cells line this hallway, the doors of which are iron with a small barred window set into each. |
Secret Passageway
The secret door to this chamber is well hidden, requiring a DC 32 Search check to locate the door and the portion to press to open it. The door is also warded by a greater arcane lock spell (CL 18) cast by Everik'stri (see "Old Friends and Older Enemies") that is also attuned to the following persons:
The end of the passageway leads to a spiral staircase that winds down deep into the earth and leads to the Cavern of Gloom (see Part Three below).
Splintered Arrows
| This large chamber is a plain but comfortably appointed living area for about a dozen persons. Three beds are screened off from the rest by wooden partitions, while the remaining 10 beds are comprised of five bunk beds in a comman area. |
A search of the chamber (Search DC 25) will turn up, amongst Ragyfir's bedding and personal items, a parchment written in Ragyfir's hand that reads "main tunnel danger, left at the way that looks like a diamond with white stalactite at the top (half mile), right at the way that has the scratch mark horizontally along its right top past cave with glowing yellow fungi around small pool (half mile)". This is a reminder to Ragyfir to avoid a cave along the main tunnel to the House Vrielservi Home Cavern that has been taken over by a purple worm. The notes describe a detour. Ragyfir never goes to the drow unescorted, but he has this note just in case he ever needs to. The PCs may be able to glean the existence of the subterranean passages beneath House Mercur from this note.
Creatures: Any surviving Splintered Arrows members live here, including Ragyfir and 10 Splintered Arrow warriors who are here resting between assignments. Half of the warriors are awake and armed at any time.
Torture Chamber
| This horrific chamber contains a variety of torture devices and restraints. |
Dramatis Personae:
Below are the statistics for those members of the House who are likely to play a role against the PCs in their raid on House Mercur. DMs may notice that the statistics presented here do not necessarily match those presented in other scenarios and sections of the Therran website. This is because of the conversion from D&D 3.0 to D&D 3.5 and due to the fact that NPCs also advance in levels over time. The list below includes two members of the Splintered Arrows who survived the PCs' attack on the Lake Cald fortress (refer to the scenario entitled "Bank Shot"). If the PCs took part in that adventure, the DM should adjust which Splintered Arrows are present to account for the results of that scenario. It is possible none survived, and therefore Ragyfir will be alone here without his minions.
House Guards:
These are your basic house guards. They are relatively loyal to House Mercur, which pays them well and treats them well, but most are failed soldiers or mercenaries and most are not willing to throw their lives away needlessly. The guards do not sleep in their armour, but otherwise wear armour and bear arms while in the house proper or off duty in the town streets. They barrack either on the ground level barracks or the main second level barracks. The guards like and admire Jenneil, the House Commander, and will rally to her in times of dire circumstances. However, should she fall, the guards are likely to lose morale rather quickly.
| HOUSE GUARDS
CR 1 Male human Warrior 2 N Medium humanoid (human) Init +0; Senses Listen +5, Spot +5 Languages Common AC 15, touch 10, flat-footed 15 hp 13 (2 HD) Fort +4, Ref +0, Will +1 Spd 30 ft (6 squares) Melee longsword +5 (1D8+2) Ranged light crossbow +2 (1D8) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Combat Gear longsword, light crossbow, bolts (20) Abilities Str 14, Dex 10, Con 12, Int 10, Wis 12, Cha 8 Feats Alertness, Weapon Focus (longsword) Skills Intimidate +4, Jump +4, Listen +5, Spot +5 Possessions combat gear, studded leather, heavy wooden shield, belt pouch, 1D20 cp, 1D20 sp, 1D6 gp |
House Priest:
Kandir, the House Priest, is relatively new to his position, having taken the place of the retired priest Jeggyrim, who now serves in an Indolle Temple in the Imperial Heartland. He is a man in his early thirties, with short blond hair and a slight paunch. Kandir is likeable and mild mannered, and takes a stance aloof to the schemes and inner workings of House Mercur. As such, the hierarchy of House Mercur does not make him privy to their schemes, instead merely relying on him for healing and ministering to the flock. In an assault, Kandir will attempt to defend the House and its members, but mostly by way of spells and healing, disdaining actual combat. If truly endangered, he will attempt to invoke his standing as an Indolle Priest to keep him from being harmed or slain.
Most of the time Kandir will be found in the ground level Chapel or Priest's Quarters.
| KANDIR - HOUSE
PRIEST CR 4 Male human Cleric 4 (Indolle) LN Medium humanoid (human) Init +0; Senses Listen +3, Spot +3 Languages Common, Low Morakki AC 10, touch 10, flat-footed 10 hp 23 (4 HD) Fort +5, Ref +1, Will +7 Spd 30 ft (6 squares) Melee quarterstaff +4 (1D6+1) Ranged light crossbow +3 (1D8) Space 5 ft; Reach 5 ft Base Atk +3; Grp +4 Special Actions Divine Cleansing, Divine Vigour, turn undead (5/day, +2 synergy bonus) Combat Gear quarterstaff, light crossbow, bolts (20), potion of shield of faith +2 (CL 1), potion of cure moderate wounds (CL 3), holy water vials (3), divine scroll of dispel magic (CL 5), divine scroll of flame strike (CL 9) Spell Prepared (CL 4, melee touch +4, ranged touch +3) 2nd - deific vengeance (DC 15), elation, gembomb(d), lesser restoration 1st - bless, command (DC 14), comprehend languages, message(d), protection from evil 0 - detect magic, guidance, light, mending, resistance Domains Trade (detect thoughts 1/day for 2 rounds), Wealth (Appraise is class skill, bonus feat Skill Focus [appraise]) Abilities Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 14 Feats Combat Casting, Divine Cleansing, Divine Vigour, Skill Focus (appraise) Skills Appraise +4, Concentration +7, Diplomacy +8, Knowledge (religion) +7, Profession (trader) +8, Spellcraft +6 Possessions combat gear, potion belt, spell component pouch, silver holy symbol to Indolle, 12 gems (of minimum value to cast the gembomb spell), scroll case, Mercur medallion of gold and amber worth 500 gp |
House Commander:
Jenneil is a canny fighter, who relies on her wits more than her blade, though she is not too shabby with the latter. She is tall and slim, in her late thirties, with a stern countenance that is only broken when she deigns to smile. He red hair is shoulder-length and usually kept tied in back. In a fight, she will attempt to rally her guards and then formulate an intelligent plan of attack. She is not averse to falling back, and will not use her men recklessly. She is not a fanatic follower of the House, and will not throw her own life away for the House if alternatives present themselves. She will usually activate her ring of blurring at the first sign of trouble, quaffing her shield of faith potion once she determines the nature of the threat. Jenneil can usually be found in her quarters on the second level or in the adjacent barracks gaming with her men.
|
JENNEIL HANNASTRA - COMMANDER
OF THE GUARD CR 6 Jenneil need not designate the same target for this ability as for the Dodge feat. If she designates the same target, the bonuses stack. Grace (Ex) Jenneil gains a +1 competance bonus on Ref saves. She loses this bonus when wearing medium or heavy armour or when carrying a medium or heavy load. Insightful Strike (Ex) Jenneil is able to place her finesse attacks where they deal greater damage. She applies her Int bonus as a bonus on damage rolls (in addition to any Str bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to her insightful strike. Jenneil cannot use this ability when wearing medium or heavy armour or when carrying a medium or heavy load. |
|
Ring of Blurring This silver ring is set with a large stone that seems to swirl with the colours of the prism. Its wearer may activate a blur spell 3/day. Faint illusion; CL 3; Forge Ring, blur; Price 8400 gp |
House Enforcer:
Ketushi is a half-Morakki with Nygotian ancestry. He is short and stocky, but with a grace about him that belies his stature. His head is bald, but he wears a thin black mustache and a sharp goatee and is believed to be in his early thirties. Ketushi is supremely confident in his ability to prevail in any one-on-one melee fight, and this cockiness may land him in hot water against the PCs. If trouble occurs, he is likely to quaff his potion of invisibility and then wait for the opportunity to sneak attack a lone intruder, preferrably a soft target like a mage, with his dagger of venom. Ketushi is often out of the House on errands and scounting missions during the daytime, but is usually present in the evenings. He often roams the House, speaking with personnel and inspecting for trouble. When not roaming, he is usually found in his rooms on the fourth level.
Despite Ketushi's diligence as House Enforcer, he knows absolutely nothing about the true power behind House Mercur, the drow. He does know of the secret door in the basement level, but has been told it is an escape route into the sewers that is warded by some very lethal traps and glyphs set there before Ketushi was made Enforcer. Ketushi has a whole set of passwords handed down to him by the Trade Lord to neutralize these traps, but has never had call to travel that way. Of course, there are no such traps, and should Ketushi ever penetrate the greater arcane lock spell and venture down the stairs at the end, he would never be allowed to return.
|
KETUSHI NODORIUM - HOUSE ENFORCER
CR 9 Feint Mastery (Ex) Ketushi can take 10 on all Bluff checks when feinting in combat when armed with a dagger or kukri, even if stress and distractions would normally prevent him from doing so. Uncanny Feint (Ex) Ketushi has the ability to feint in combat as a move action rather than a standard action. Ketushi can use uncanny feint inly when armed with a dagger or kukri. Unfettered Defense (Ex) Ketushi benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of Int bonus (if any) per invisible blade class level to his AC in addition to any other modifiers he would normally receive. If Ketushi is denied his Dex modifier to AC, he also loses this bonus. Unfettered defense functions only when Ketushi is not wearing armour and is armed with one or more daggers or kukris as his only weapons. |
House Mage:
Garastian is a middle aged man with a pinched face set between bushy brown eyebrows and a square beard below his chin. He wears the robes of the College of Invocation at Ferrantio, and always carries his two wands prominently displayed in his sash, one made of crystallized magma that shines with an inner fire, and another of amber that has tiny pruple sparks playing along its surface. He is usually found in his complex of room on the fourth level, where he is often studying or researching some solution for the House's problems. Occasionally, he can be found in the basement level tutoring the other mages of the house or working in the laboratory there.
In combat, Garastian will take a few rounds to cast protective spells such as aura of lightning, mage armour, and shield. He will then likely try to grab Ketushi if the Enforcer is nearby and dimension door to the site of trouble. Like most mages, Garastian prefers to stay away from combat, and to that end, if it looks as if he is vulnerable, he will cast protection from arrows and use one of his many scrolls to keep foes at bay. He tends to use his own spells first before relying on his two wands, for they are very valuable to him and provide a good deal of his fearsome reputation and he is loathe to expend charges from them when he has his own prepared spells to use.
| GARASTIAN OF
FALLISMUTH - HOUSE MAGE CR 7 Male human Wizard 7 (Evoker) NE Medium humanoid (human) Init +1; Senses Listen +1 (+3 when familiar in reach), Spot +1 (+3 when familiar in reach) Languages Common, Amorian, Draconic, Elven, High Imperial AC 11, touch 11, flat-footed 10 hp 20 (7 HD) Fort +2, Ref +5, Will +6 Spd 30 ft (6 squares) Melee mwk quarterstaff +5 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +3; Grp +4 Combat Gear masterwork quarterstaff, wand of fireball (CL 5, 24 charges, DC 15), wand of lightning bolt (CL 5, 26 charges, DC 15), arcane scrolls of dispel magic (2) (CL 7), arcane scroll of fly (CL 5), arcane scroll of minor globe of invulnerability (CL 7), arcane scroll of web (CL 3, DC 13), potion of cure serious wounds (CL 5), potion of cure moderate wounds (CL 3), potion of sanctuary (CL 1, DC 11), potion of fox's cunning (CL 3), potion of blur (CL 3) Wizard Spells Prepared (CL 7, melee touch +4, ranged touch +4): 4th - defenestrating sphere (DC 19), dimension door, resilient sphere (DC 19) 3rd - dispel magic, resonating bolt (DC 18), sound lance (DC 18), watcher retaliation 2nd - aura of lightning, electric loop (DC 17), protection from arrows, resist energy, see invisibility 1st - mage armour, magic missile (2), persistent blade, protection from evil, shield 0 - dancing lights, detect magic, flare (DC 15), light, resistance Prohibited Schools enchantment, illusion Abilities Str 12, Dex 12, Con 10, Int 18, Wis 12, Cha 11 SQ familiar (alertness, deliver touch spells, empathic link, share spells) Feats Combat Casting, Scribe Scroll, Spell Focus (evocation), Sudden Empower, Sudden Maximize, Sudden Silent Skills Appraise +9 (+11 with alchemical items), Concentration +10, Craft (alchemy) +14, Decipher Script +10, Knowledge (arcana) +14, Search +6, Spellcraft +16, Tumble +6 Possessions combat gear, spell component pouch, masterwork potion belt, scroll organizer, grey pearl worth 100 gp, House Mercur medallion of platinum and garnet worth 500 gp, key to Arcane Stores Spellbook (located in his workroom) spells prepared plus: 4th - black tentacles, greater floating disk, summon monster IV, spell burn 3rd - fireball, fly, great thunderclap, haste, lightning bolt, slow 2nd - arcane lock, ethereal chamber, false life, flaming sphere, knock, rainbow beam, scorching ray, seeking ray, web 1st - alarm, burning hands, comprehend languages, creature lore, detect secret doors, detect undead, jet of steam, magic weapon, mount, object lore, sticky floor, true casting 0 - breeze, dancing lights, detect curse, detect disease, detect poison, disrupt undead, dwelling sense, electric jolt, flame on, mage hand, mending, prestidigitation, quill, ray of frost, read magic, shelve, sonic snap, written word |
| EGGSNATCH -
WEASEL FAMILIAR CR n/a N Tiny magical beast Init +2; Senses low-light vision, scent; Listen +1, Spot +3 AC 18, touch 14, flat-footed 16 hp 10 (7 HD) Fort +2, Ref +4, Will +6; improved evasion Spd 20 ft (4 squares), climb 20 ft (4 squares) Melee bite +7 (1D3-4) Space 2.5 ft; Reach 0 ft Base Atk +3; Grp -9 Atk Options attach Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5 SQ speak with master, speak with similar creatures Feats Agile, Weapon Finesse Skills Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Search +2, Spot +3, Tumble +7 Attach (Ex) If Eggsnatch hits with his bite attack, he uses his powerful jaws to latch onto the opponents body and automatically deals bite damage each round he remains attached. Eggsnatch, while attached, loses his Dex bonus to AC and has an AC of 12. An attached Eggsnatch can be struck with a weapon or grappled itself. To remove an attached Eggsnatch through grappling, the opponent must achieve a pin against him. |
Trade Lord:
Arghanisin is first and foremost a trader and schemer. He relies on his wits and charm to maintain his standing rather than his meagre wizardly training and substandard combat capabilities. That said, he does have enough strategic magic in his possessions to pose somewhat of a threat, though that depends greatly on his being able to successfully cast spells from his arcane scrolls. The trade lord is a coward at heart, caring for nothing but his own skin, and will avoid combat like the plague until victory is assured, during which he will suddenly make himself a part of the final victory.
The Trade Lord is a dark haired man in his early fifties, with no facial hair. He is taken to wearing rich robes and furs and his House brooch is always prominently displayed.
Arghanisin is terrified of N'araktheel and the drow, but realizes he has no choice in the matter, as she is now firmly emplanted as the power behind the House. For this reason, he also despises Ragyfir, for he realizes that the mercenary leader outranks him in the matron mother's eyes. Nevertheless, despite his fear of both, Arghanisin also enjoys the prospects of power and wealth that the drow plot may bring him, and so he is a willing participant in their plans, despite the fact that he has little choice. He has seen, firsthand, the torture methods used by the drow, and as such, fears them far more than House Riverine or Imperial authority. He is more than willing to die before divulging anything that he knows about the drow, and DMs should grant him a +4 circumstance bonus to Will saves or any other check or save to avoid divulging information about the drow. Nevertheless, should he be made to talk, he knows of the drow, their leader, and the fact that they plan to infiltrate House Riverine and then all of the Houses of the Far Coast and eventually take over the province as a drow surface queendom.
Arghanisin can usually be found in his rooms on the fourth level.
| ARGHANISIN FERISTUS
- TRADELORD CR 6 Male human Aristocrat 2/Expert 3/Rogue 1/Wizard 1 NE Medium humanoid (human) Init +1; Senses Listen +8, Spot +8 Languages Common, Draconic, High Imperial, Low Morakki AC 14, touch 14, flat-footed 13 hp 27 (7 HD) Fort +1, Ref +4, Will +10 Spd 30 ft (6 squares) Melee +1 dagger +4 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +3; Grp +3 Atk Options Combat Expertise Combat Gear +1 dagger, wand of colour spray (CL 1, 43 charges, DC 11), wand of hold person (CL 5, 17 charges, DC 14), potions of serious healing (2) (CL 5), potion of invisibility (CL 3), potion of barkskin +2 (CL 3), potion of shield of faith +2 (CL 1), arcane scroll of dispel magic (CL 7), arcane scroll of fire shield (CL 7), arcane scroll of black tentacles (CL 7) Wizard Spells Prepared (CL 5, melee touch +3, ranged touch +4): 1st - magic missile, shield 0 - detect poison, message, resistance Abilities Str 10, Dex 13, Con 10, Int 16, Wis 15, Cha 16 Feats Combat Expertise, Cosmopolitan, Practiced Spellcaster, Scribe Scroll, Skill Focus (profession [trader]) Skills Appraise +10, Bluff +12, Concentration +7, Decipher Script +6, Diplomacy +14, Disguise +2 (+4 acting), Forgery +5, Gather Information +12, Intimidate +9, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (local-Dwillingir) +8, Listen +8, Profession (trader) +13, Sense Motive +12, Spellcraft +7, Spot +8 Possessions combat gear, +1 leather armour, potion belt, spell component pouch, House Mercur brooch of platinum and diamond worth 3500 gp, gold and ruby ring of office worth 1700 gp, key to Trade Lord's Living Room. Spellbook (located in his bedroom) spells prepared plus: 1st - alarm, comprehend languages, expeditious retreat, lesser blindness/deafness, sleep 0 - cleanliness, cool/heat, daze (DC 13), detect magic, disrupt undead, hear me!, light, mage hand, mending, minor ward, open/close, prestidigitation, read magic, resist water, silent portal, sober up |
Mages:
These mages serve Garastian, in exchange for tutelage and the use of the laboratory to further their studies. They are most often found in their quarters in the basement level or in the laboratory.
| HOUSE MAGES
CR 4 Male and Female human Wizard 4 N Medium humanoid (human) Init +5; Senses Listen +3, Spot +3 Languages Common, Draconic, Elven, High Imperial AC 11, touch 11, flat-footed 10 hp 11 (4 HD) Fort +1, Ref +2, Will +5 Spd 30 ft (6 squares) Melee quarterstaff +2 (1D6) Space 5 ft; Reach 5 ft Base Atk +2; Grp +2 Combat Gear quarterstaff, wand of magic missiles (CL 3, 35 charges), arcane scroll of dispel magic (CL 7), potion of cure light wounds (CL 1) Wizard Spells Prepared (CL 4, melee touch +2, ranged touch +3): 2nd - mirror image, scorching ray, see invisibility 1st - colour spray (DC 14), mage armour, ray of enfeeblement, shield 0 - detect magic, flare (DC 15), light, resistance Abilities Str 10, Dex 13, Con 10, Int 16, Wis 12, Cha 12 Feats Combat Casting, Improved Initiative, Scribe Scroll, Sudden Still Skills Cocnentration +7, Craft (alchemy) +8, Decipher Script +8, Knowledge (arcana) +10, Listen +3, Profession (trader) +4, Spellcraft +12, Spot +3 Possessions combat gear, spell component pouch, House Mercur medallion of silver and garnet worth 50 gp, key to Arcane Stores Spellbook (located in their quarters) spells prepared plus: 2nd - arcane lock, false life, knock, seeking ray, web 1st - alarm, burning hands, comprehend languages, magic missile, magic weapon, mount, object lore 0 - breeze, dancing lights, detect curse, detect disease, detect poison, disrupt undead, dwelling sense, electric jolt, flame on, mage hand, mending, prestidigitation, quill, ray of frost, read magic, shelve, sonic snap, written word |
Galanaraxxusthimsil (Gah-LAN-ar-ax-us-thim-sil):
Formerly the Lady Abrinda of House Riverine, the statistics below reflect the succubus in her full glory, having retrieved her weapons from the wardrobe in House Riverine and he other magic items from various caches in the Dwillingir sewers (accessible only via teleport). Galanaraxxusthimsul, like most demons, is out for her own personal glory and pleasure. Nevertheless, she fears N'araktheel and will not think of betraying the drow matron. While succubi prefer subtle methods to actual combat, she is no coward, especially since her actual body is in meditation on a hidden demi-plane and, thus, should she be slain, she would simply return to her body.
If she was slain or captured in House Riverine (see the scenario entitled "A Fistful of Souls"), then she will not be present in this scenario. Otherwise, she will have alerted House Mercur to her exposure by the PCs and House Mercur will be on alert. She will be quartered with Ragyfir in the basement, preparing to help defend Mercur against the inevitable counterstrike. Should hostilities break out, Galanaraxxusthimsul will flee with Ragyfir to the Cavern of Gloom (see below), but no further. The succubus is not worried about dying on this plane, but is already worried about N'araktheel's reacting to her exposure and does not wish to compound that by not fighting the PCs to the very bitter end. While she knows that if defeated she will merely return to her home plane, she worries that N'araktheel might summon her again and torment her as punishment.
In combat, Galanaraxxusthimsul casts her protective sorcerer spells and then uses charm monster and suggestion at range to disrupt the cohesion of her foes. Once done, she will rely on her high AC and her +1 fleshgringing nagaika to harry foes. If things are dicey, she will teleport to a place where she can summon a vrock. That said, she will not flee a fight with the PCs for the reasons already given. If necessary she will go down swinging and possibly plot her revenge on the PCs for a later time.
|
GALANARAXXUSTHIMSUL (ABRINDA)
CR 16 Energy Drain (Su) Galanaraxxusthimsul drains energy from a mortal it lures into some act of passion or by simply kissing the victim. If the target is not willing to be kissed, Galanaraxxusthimsul must start a grapple, which provokes an attack of opportunity. The kiss or embrace bestows a negative level. The kiss also has the effect of a suggestion spell asking the victim to accept another kiss from the succubus. The DCs to resist the suggestion and to remove the negative level are both DC 25. Fiend's Favour (Su) Once per day Galanaraxxusthimsul may grant a touched creature a +3 bonus to one of the creature's ability scores. This bonus lasts for one day and stacks with other bonuses. When the effect expires, the creature suffers a -3 penalty for the next day unless this ability to used on them again. Mind Shielding (Su) Galanaraxxusthimsul gains complete immunity to detect thoughts, discern lies, and any attempt to magically determine its alignment or to determine or force it to tell the truth. Summon Demon (Sp) Once per day Galanaraxxusthimsul can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd level spell. Tongues (Su) Galanaraxxusthimsul has a permanent tongues ability (as the spell, caster level 12th). Galanaraxxusthimsul usually uses verbal communication with mortals. * +10 circumstance bonus when used with change shape ability. |
Ragyfir:
Ragyfir is a fearsome, sadistic bastard, in his mid forties with a bald head and clean-shaven face. He bears a tattoo of a cord of broken arrows on his chest and has a silver nose and a golden left ear. Ragyfir is N'araktheel's prime servant amongst the humans of the Far Coast, and he is privy to much of her plans. Unlike Galanaraxxusthimsul, Ragyfir fears death like any human, but he has been a firsthand witness to the torments of the drow that he would prefer a clean death in combat to punishment at the hands of the dark elves.
In combat, Ragyfir will take some time to cast defensive spells from Nemis on himself. These will likely include shield, mirror image, and greater invisibility. He then will favour solid fog and slow to soften opponents or break up their formations and then close to attack, possibly using brilliant blade on his spiked chain. When making an attack of opportunity, Ragyfir will use his Improved Trip feat to trip opponents, then striking them for a free attack when they fall prone. If really pressed, he will cast repulsion to push his foes away.
Should Ragyfir's access to Nemis be sundered (by means of the Nemis soul splinter), then the warrior's confidence will be shaken. He will only know this has happened if he sees the splinter in the possession of the PCs or he tries to cast a spell. In either event, he is likely to run towards the lower caves, hoping that the drow there will aid him. If Galanaraxxusthimsul is with him she will urge him to turn and fight, finally succeeding in the Cavern of Gloom (see below). He will certainly make for the secret door and run down the passage towards the Cavern of Gloom in any event, hoping that the greater arcane lock spell will buy him some time.
|
RAGYFIR - LEADER OF THE SPLINTERED
ARROWS CR 14 Study Opponent (Ex) Ragyfir is adept at spotting weaknesses in his foes' fighting styles. If Ragyfir takes a total defense action, he gains a dodge bonus to AC against any opponent who attacks him in melee combat during that round. This dodge bonus begins the round after that opponent attacks him and lasts for the duration of the combat. |
|
Nemis Mind Splinter This is a small sapphire chip glows and twinkles with a strange radiance. The chip is set upon a silver choker chain. The mind splinter is one third of a large sapphire formerly inset into a rod that was specially prepared by demons in the service of the drow matron N'araktheel to capture the wizard Nemis. Once captured, the gem was splintered into three parts, each containing a facet of Nemis (mind, body, and soul). The mind splinter contains the mind of Nemis, and given his status as a wizard, this is the most powerful splinter. Normally, possession of this splinter would merely allow one to read the thoughts of Nemis if the splinter were touched. However, Ragyfir underwent a ritual performed by the uridezu F'harrik'il and had a portion of Nemis' soul bound between himself and Nemis' mind. This has allowed Ragyfir to command Nemis' mind and to allow Nemis to work his wizardly magic through Ragyfir's body. Ordering Nemis to cast a spell is a free action. However, the actual casting of the spell takes the standard amount of time, and Ragyfir supplies the somatic, verbal, and material components. Ragyfir is also subject to normal spell failure penalties for wearing armour. The spells seem to emanate from the gem, and for most purposes the wearer of the gem is considered to be the caster (e.g. for spells with a range of caster or personal). Nemis sees through the wearer's eyes and can rememorize spells by having the wearer study his spellbooks. He cannot access his spellpool class ability. Mind-affecting spells may be cast on the gem and will affect Nemis' mind accordingly. The gem radiates strong conjuration magic. |
| NEMIS' MIND
CR n/a Male half elf Wizard 8/Mage of the Arcane Order 4 N humanoid (elf) Languages Common, Amorian, Draconic, Dwarvish, Elvish, Halfling, Sylvan Fort -, Ref -, Will +10 Wizard Spells Prepared (CL 12, spell failure 10% [from Ragyfir's chain shirt], +16 melee touch, +15 ranged touch): 6th - brilliant blade, repulsion (DC 19), 5th - feeblemind (DC 18), overland flight, teleport 4th - dimensional anchor, fire shield, greater invisibility, solid fog 3rd - dispel magic, fireball (DC 17), hold person (DC 17), nondetection, slow (DC 17) 2nd - electric loop (DC 16), invisibility, mirror image, see invisibility, wind armour 1st - disguise self, magic missile, ray of enfeeblement, shield, true strike 0 - acid splash, daze (DC 14), detect magic, detect poison Abilities Str -, Dex -, Con -, Int 18, Wis 14, Cha - Feats Combat Casting, Spell Penetration, Sudden Empower, Sudden Still Skills Concentration +15, Knowledge (arcana) +19, Spellcraft +19 |
Jamminus:
Jamminus is a war priest of Aghorrit, one of those dedicated to slaughter and the viciousness of war rather than honour and just conflict. In fact, she joined the Splintered Arrows after informing on Imana, the Chosen of Indolle who intended to visit the Aghorriti temple to discuss her dreams of brooding war. Knowing her betrayal was likely to be ferreted out by her temple elders, she decided to join with Ragyfir instead. She has since remained loyal in service of her god, for Aghorrit is, like war itself, served by both the good and the evil. After the assault on the Lake Cald fortress, Jamminus has become the number two person in the Splintered Arrows. The priestess has, since the assault, become much more friendly and attached to Ragyfir, and they are currently lovers. She will attempt to keep near to Ragyfir in a fight, using her spells to support him and heal him.
She is a dark-haired woman with pale skin and raven tresses in her mid thirties, with two prominent battle scars on her cheek and forehead.
| JAMMINUS CR
8 Female human Cleric 8 (Aghorrit) LE Medium humanoid (human) Init +1; Senses Listen +3, Spot +3 Languages Common, High Imperial AC 17, touch 12, flat-footed 15 hp 44 (8 HD) Fort +7, Ref +3, Will +9 Spd 20 ft (4 squares) Melee +1 halberd +9/+4 (1D10+4) Ranged light crossbow +7 (1D8) Space 5 ft; Reach 5 ft Base Atk +6; Grp +8 Special Actions Divine Might (+2 damage), Divine Vigour, rebuke undead 5/day (+2 synergy bonus) Combat Gear +1 halberd, light crossbow, crossbow bolts (20) Spell Prepared (CL 8, melee touch +8, ranged touch +7) 4th - combat blessing, poison (DC 17), spell immunity(d) 3rd - blindness/deafness, cure serious wounds, dispel magic, magic vestment(d), ring of blades 2nd - bull's strength(d), cure moderate wounds, elation, resist energy, silence (DC 15) 1st - bless, cure light wounds (2), enlarge person(d), entropic shield, shield of faith 0 - dancing bandages, detect magic, detect poison, guidance, light, resistance Domains Courage (+4 save vs fear to allies and self within 10 ft), Destruction (smite 1/day, +4 attack and +8 damage), Strength (+8 Str 1/day for 1 round) Abilities Str 14, Dex 12, Con 12, Int 12, Wis 16, Cha 15 Feats Divine Might, Divine Vigour, Domain Spontaneity, Martial Weapon Proficiency (halberd) Skills Concentration +12, Diplomacy +9, Heal +10, Knowledge (arcana) +4, Knowledge (religion) +9, Spellcraft +9 Possessions combat gear, ring of mind shielding, chainmail, spell component pouch, steel holy symbol |
Munistre:
Munistre is the scout, spy, and thief of the band. He earned his nickname by being able to sneak or talk his way into or out of almost anywhere. The oily man is thin and somewhat small and sports a thin mustache and short, cropped black hair. He is in his early forties, but appears somewhat younger, as he takes pains to oil and pamper what he regards as a dashingly beautiful face. The Slick (his nickname) dislikes direct combat, finding it gauche and...well...dangerous. He much prefers to spring into combat and out again, striking and returning to safety. He makes it his business never to get caught toe-to-toe in combat with a superior opponent. So far he has been successful in this endeavour.
| MUNISTRE CR
8 Male human Rogue 8 CN Medium humanoid (human) Init +9; Senses trapfinding, Listen +10, Spot +10 Languages Common, High Imperial, Low Morakki AC 17, touch 15, flat-footed 17; improved uncanny dodge, trap sense +2, uncanny dodge hp 50 (8 HD) Fort +4, Ref +10, Will +3; evasion, trap sense +2 Spd 30 ft (6 squares) Melee mwk rapier +7/+2 (1D6+1) Ranged shortbow +11/+6 (1D6) Space 5 ft; Reach 5 ft Base Atk +6; Grp +7 Atk Options sneak attack +4D6 Special Actions Spring Attack Combat Gear masterwork rapier, shortbow, arrows (2), tanglefoot bags (2), thunderstones (2), potion of cat's grace (CL 3), potion of cure light wounds (CL 1) Abilities Str 12, Dex 20, Con 14, Int 14, Wis 12, Cha 13 Feats Dodge, Improved Initiative, Mobility, Spring Attack Skills Appraise +4, Balance +14, Bluff +9, Climb +4, Diplomacy +7, Disguise +8 (+10 acting), Escape Artist +13, Forgery +7, Gather Information +8, Hide +14, Intimidate +3, Jump +8, Knowledge (local - Far Coast) +6, Listen +10, Move Silently +10, Open Lock +12, Search +5, Sense Motive +8, Sleight of Hand +8, Spot +10, Tumble +18 Possessions combat gear, masterwork leather armour, belt pouch, masterwork thieves' tools |
Splintered Arrow Warriors:
These are members of the Splintered Arrow mercenary band, and all are evil, hateful men who serve Ragyfir through intimidation, fear, and promise of wealth, power, and rapine. They will fight ferociously as long as Ragyfir is present, but will flee the field if he falls.
| SPLINTERED ARROW
WARRIORS CR 3 Male human Fighter 3 NE Medium humanoid (human) Init +3; Senses trapfinding, Listen +3, Spot +5 Languages Common AC 17, touch 11, flat-footed 16; Dodge, Shieldmate hp 28 (3 HD) Immune shaken Fort +5, Ref +2, Will +1 Spd 20 ft (4 squares) Melee glaive +6 (1D10+4) or Melee longsword +6 (1D8+3) Ranged longbow +4 (1D8) Space 5 ft; Reach 5 ft (10 ft with glaive) Base Atk +3; Grp +6 Atk Options Power Attack Combat Gear glaive, longsword, longbow, arrows (20), dagger Abilities Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 11 Feats Blooded, Combat Reflexes, Dodge, Power Attack, Shieldmate Skills Intimidate +4, Listen +3, Ride +3, Spot +5 Possessions combat gear, banded mail, heavy steel shield, belt pouch, 2D10 cp, 2D12 sp, 2D6 gp |
The Assault:
The DM should run the assault depending upon whether House Mercur is on alert or not. If the House is not on alert, then the DM should run things accordingly. That means people will, depending upon the time or day or night, be in various logical parts of the House going about their business. Guards (including the Splintered Arrows warriors) that are not on duty generally do not wear armour. The commander and enforcer do wear their armour at all times, including while sleeping. Munistre and Ragyfir wear their armour when sleeping, and Jamminus wearrs her chainmail at all times except when sleeping. House Mercur, as a rule, does not expect trouble. After all, they are located in the heart of the capital of the Far Coast, surrounded by Imperial Guards and the town watch. And they are protected from their fiercest rivals by the rules of the Game of Houses, unwritten rules of conflict and competition that govern the Imperial Merchant Houses. Therefore, unless the PCs somehow make thier intentions known, or Abrinda managed to escape the PCs' wrath in the previous scenario entitled "A Fistful of Souls", House Mercur will not be on alert.
A House not on alert should be fairly easy pickings for a party of prepared PCs. After all, the House Guards are low level and many of them will be entirely out of armour. Furthermore, assuming the PCs can get into the House undetected (not too difficult a task), then the response of the House is likely to be piecemeal, and various persons or groups hear the fighting, figure out what's going on, grab up weapons and shields, and hasten to the location.
On the other hand, should the House be on alert, then shifts will be doubled, so that the number of guards off duty decreases to 1/4th of those in the House. Furthermore, with 24 hours notice, those guards off duty outside of the House can be recalled, so that the numbers withinn are swelled considerably. Patrols will be set within the House, and response times will be much reduced. If Abrinda managed to escape the PCs and fled to House Mercur, then the House will be expecting an assault.
Whatever the circumstances, some members of the House will fight harder than others. The house guards are simply hired men-at-arms and will not fight to the death en masse. Similarly, the house mages all are more loyal to themselves than the House. Ketushi is arrogant and likely to fight until he falls. Similarly, Garastian is very sure of himself and likely to fight to the death. The Splintered Arrows also will not surrender, nor will Abrinda. On the other hand, desite Arghanisin's capability to fight, he is loathe to combat intruders and will instead hole up in his chambers until the trouble is over.
Finding the Secret:
There are many ways for the PCs to find out that the drow are behind House Mercur. In general, once the secret door in the basement is located, it likely the PCs will follow it and encounter the first drow guards. Nevertheless, there is a chance the PCs will never locate that secret door. In that case, the DM has two options.
The first is that the drow involvement is never found out. Simply crushing House Mercur is enough to severely disrupt N'araktheel's plans, though it doesn't prevent her from trying again. The DM can then reintroduce the Matron Mother's machinations later in other ways. Of course, this leaves hanging the fate of Nemis' body splinter and the artifact stolen from Blood and Thought is not recovered.
The second is to have the Imperial authorities who come to search the House later on, or anyone else who happens to wander into the House, to discover the secret door. Unable to pierce the greater arcane lock on the door, and wary as to what might be behind the doors, such person(s) might contact the PCs. More likely, Imperial authorities or looters tunnel around the locked secret door, find the passageway, head down the stairs, and are never heard from again (the drow guards kill them). Allies waiting up top also head down and they, too, are never heard from again. Remaining allies, now very nervous, perhaps inform the PCs that something dangerous lurks down the stairs past the secret doorway and ask them to investigate further.
Part Three - The Cavern of Gloom:
Refer to the Cavern of Gloom map below.
![]() |
The spiral staircase at the end of the Secret Passageway descends into the earth for some 500 ft. The staircase is enclosed, so there is no danger of falling, though the way is steep and should be treated as a steep staircase for movement and combat purposes.
About halfway down the staircase is a permanent alarm spell (CL 9) that covers the entire staircase in a 20 ft radius. The spell has been modified to cause a gem in the Lower Level of the cavern to glow when activated.
At the bottom of the staircase lies the Cavern of Gloom. This cavern is the first outpost of the drow House Vrielsevri, essentially serving as a guard post between the surface world and the exile home of the House. It was chosen primarily because of the location of a minor earth node and a concentration of faerzress that happened to be fortuitously located deep below Dwillingir and House Mercur.
Of House Mercur, only Ragyfir of the Splintered Arrows, Arghanisin Feristus the Tradelord, and the succubus Galanaraxxusthimsul have ever been to this cavern, and these three are the only ones who know of its existence. Even then, neither Ragyfir nor Arghanisin are aware of the fact that there is a lower level of the cavern and that a squadron of drow guards is always stationed there. Similarly, all three have been warned that there are traps on the adamantine double doors that lead beyond the cavern, though all three have been past these doors. Nevertheless, usually when meetings are to take place between Mercur and the drow, they are conducted here.
Upper Level (EL 15):
| The long stairway finally ends in a stone hallway that stretches south for some 40 ft before opening into a large cavern. The cavern is natural in appearance, with jagged walls and an uneven floor and ceiling, though there are no stalactites or stalagmites present. The walls have natural turns and spaces in them that could be passageways or simple niches of some sort. The ceiling is approximately 25 ft overhead. |
| At the far southern end of the cavern are a set of double doors. These are massive valves, some 20 ft high and each 5 ft wide and made of some sort of black metal that gives off a mauve sheen. Carved into the face of each door is a black, lidless eye the pupil of which is a large piece of amethyst or some other purple crystal. |
The floor here is a hewn stone floor, meaning any atttempt to run or charge requires a DC 10 Balance check (failure means the character cannot move in that round). Walls are unworked stone walls (DC15 Climb check). The shafts of the seven holes in the floor are extremely smooth (DC 30 Climb check).
The effect of the earth node in the Lower Level extends to this level, though only the outer shell, which rises 10 ft up into this chamber. This level is also considered to be within the influence of the faerzress below. Anyone coming within 30 ft of the node effects can make a DC 20 Int check to sense its presence (though without familiarity it will feel as if some sort of brooding power is present).
The doors are locked by a greater arcane lock spell (CL 10), which is attuned to open for anyone who says the command word to activate a drow house insignia of House Vrielsevri (this does not actually use the power of the insignia).
Traps:
There are a variety of traps in this chamber.
Floor: A number of drow glyphs have been set in the chamber. These are all glyphs of darkness (CL 4) and are shown on the map as blue dots. Each of these glyphs, with the exception of the one in the center (surrounded by the red box on the map), is set to activate whenever it comes under the area of effect of a darkness spell. The central glyph of darkness is set to activate whenever anyone enters the area of the red box (which extends to the ceiling) without clutching in one's left hand a drow house insignia of House Vrielsevri.
This means that if a PC steps into the red square, the central glyph of darkness will activate. This will, in turn, activate the glyphs nearest it, which will activate other glyphs and so forth until the entire cavern is covered in darkness spells in the matter of a single moment.
| Darkness Glyph Traps (12) CR 3 (for all of the traps together); magic device; proximity trigger (alarm) for the central glyph and spell trigger for the other glyphs; automatic reset (upon end of spell duration); spell effect (darkness, 4th level sorcerer); Search DC 28; Disable Device DC 28. |
Doors: The doors are warded by three very powerful traps. Each of the doors bears a drow glyph of scintillating sphere which will activate whenever either of the doors is touched. The spells are centered upon the 5 ft square before each door. The area of overlap will subject the victim to both effects.
| Scintillating Sphere Glyph Traps (2) CR 6 each; magic device; touch trigger; automatic reset (each round); spell effect (scintillating sphere, 11th level sorcerer, 10D6 electricity, DC 17); Search DC 28; Disable Device DC 28. |
In addition, if the doors are opened by someone who is not clutching a drow house insignia of House Vrielsevri in his left hand, the gems in the center of each door will flare and a bebilith will be summoned, to attack any non-drow present.
| Summon Bebilith Glyph Traps (2) CR 10 each; magic device; touch trigger; automatic reset (after 2 minutes); spell effect (summon monster IX [bebilith], 18th level sorcerer); Search DC 34; Disable Device DC 34. |
|
BEBILITHS (2) CR n/a Poison (Ex) Injury, Fortitude DC 24, initial damage 1D6 Con, secondary damage 2D6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. Rend Armour (Ex) If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4D6+18 points of damage to the opponents armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hp is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. Web (Ex) A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 ft, with a range increment of 10 ft. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Str check. The web has 14 hp and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round). |
Holes: The holes each have a drow glyph of hold monster enscribed halfway down them. These glyphs will activate against any creature that passes them in the hole that is not clutching a drow house insignia of House Vrielsevri in its left hand.
| Hold Monster Glyph Traps (7) CR 6 (for all of the traps together); magic device; proximity trigger; automatic reset (each instance); spell effect (hold monster, 11th level sorcerer, DC 19); Search DC 30; Disable Device DC 30. |
Creatures: If the alarm sell has been set off on the stairs, or if any noise is made approaching the cavern (the sound of a group of PCs descending the stairs if some are in metal armour will almost certainly be enough), then the drow elves from the Lower Level will have ascended to this level via levitate through their holes. They will then lurk in the shadows in the 5 ft square of their hole just below the floor of the Upper Level, with only their heads exposed to view the cavern.
When the darkness spells activate, the drow will make a 5 ft move with their levitate and then unleash a volley of hand crossbows during what will almost assuredly be a surprise round. Thereafter, they will attack as best they are able to capture or slay intruders. They will not chase intruders past the halfway point of the staircase.
If the initial intrusion into the cavern is by Ragyfir and/or Abrinda, then the drow here will remain quiescent, under orders not to attack until any other resistant has ended. This to preserve the secrecy of the drow involvement. Therefore, should Abrinda and/or Ragyfir ascend to this level, they will realize that they cannot easily proceed through the double doors. Abrinda will even remark to Ragyfir (should they both be present) that they can go no further.
Only once Abrinda and/or Ragyfir are defeated will the drow attack.
Lower Level:
|
This large cavern resonates with a soft, mauve glow that seems to emanate from purple striations in the walls. Several large stone columns support the ceiling, while a pool of water sits in the southwestern corner, fed by trickles that emerge from cracks in the wall above the pool. The floor is very rough and uneven, and the ceiling drips with small stalactites. The chamber is 20 ft tall. In the center of the chamber is a large chunk of crystal, some 8 ft in diameter and 4 ft tall. The top of the crystal is relatively flat and glowing purple sigils and diagrams have been etched into it. To the north are seven silk pallets set upon stone shelves. Another protrusion seems to be used as a table, as it contains metal eating utensils and a strange, fluted carafe of black metal. Also set upon the table is a large red gem held in a metal tripod. Near the table are strange barrel-shaped objects. |
The gem on the table is attuned to the alarm spell on the staircase and glows when the spell is activated. The gem is attuned only to alarm spells cast by a particular drow mage (Everik'stri in the next scenario "Old Friends and Older Enemies").
The barrel-shaped objects are, in fact, barrels made from the stalks of fibrous, giant mushrooms. They hold supplies and various foodstuffs that include fungi, creamy cheeses, and bits of meats and jerky. The carafe holds a strange wine made from fungus.
The crystal in the center is the node origin for a class 2 earth node. The class 2 layer is defined by the red circle on the map, which is 20 ft in diameter. The class 1 layer is defined by the orange circle on the map, which is another 20 ft out from the inner circle.
As described on pages 49-51 of Underdark, this earth node has several powers.
First, it adds its class level to the caster level of any spell cast within its area if the caster makes an Int check equal to DC 10 + spell level for class 1 and DC 15 + spell level for class 2. A caster can elect to lower the caster level increase in order to lower the DC. The drow with the Node Spellcasting feat can make a Spellcraft check instead.
Second, the node grants the spells node lock and soften earth and stone.
Third, the node has 2 items cached within it. These are a small rainbow coloured crystal shaped like a D8, and a small dull grey crystal shaped like an ellipsoid. The former is a rainbow ioun stone which provides 5 power points per day, and the latter is a dull grey ioun stone, a burned out ioun stone that can provide a single power point before beomcing completely useless. It requires a DC 18 Spellcraft check to retrieve an item (though there is no way for the PCs to know that there are items cached within without somehow compelling one of the drow to speak of it).
Creatures: Seven drow arcane guards dwell here, on alert for intruders coming from the surface or from creatures trying to reach the surface from below (much less likely).
| ARCANE GUARDS
(7) CR 9 Male drow Fighter 4/Sorcerer 4 NE Medium humanoid (elf) Init +7; Senses darkvision 120 ft, Search check when within 5 ft of secret door; Listen +3, Spot +4 (+8 underground) Languages Elven, Abyssal, Drow Sign Language, Dwarven, Undercommon AC 21 (25 in faerzress), touch 13 (17 in faerzress), flat-footed 18 (22 in faerzress) hp 42 (8 HD) Immune sleep spells and effects Vulnerable light blindness SR 19 Fort +6, Ref +5, Will +6; +2 on Will saves vs spells and spell-like abilities, +2 vs enchantment spells and effects Spd 30 ft (6 squares) Melee drow mission blade +8/+3 (+10/+5 in faerzress) (1D6+2 [+4 in faerzress]) Ranged mwk hand crossbow +10/+5 (1D4) Space 5 ft; Reach 5 ft Base Atk +6; Grp +7 Atk Options Combat Expertise Combat Gear drow mission blade (+1 drowcraft finder shortword plus blindsight [1/day, CL 3]), masterwork hand crossbow, crossbow bolts (20), drow knockout poison (DC 13, unconscious 1 minute/ unconscious 2D4 hours) (4), drow house insignia (spell) (blur 1/day, CL 5), potion of haste (CL 5), potion of cure moderate wounds (CL 3) Spell-Like Abilities (CL 8): 8/day - levitate (CL 8, 10 minute duration) 1/day - dancing lights, darkness, detect good, detect magic, faerie fire Sorcerer Spells Known (CL 4, 10% spell failure, melee touch +7, ranged touch +9): 2 (4/day) - web (DC 15) 1 (7/day) - obscuring mist, true strike, web walking 0 (6/day) - acid splash, caltrops, daze, disrupt undead, mage hand, ray of frost Abilities Str 13, Dex 16, Con 12, Int 14, Wis 12, Cha 17 Feats Combat Expertise, Highborn Drow, Improved Initiative, Improved Levitation, Node Spellcasting, Rapid Reload Skills Climb +5, Concentration +10, Hide +3 (+5 with cloak), Jump +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Listen +3, Search +4 (+8 underground), Spellcraft +10, Spot +4 (+8 underground), Survival +1 (+5 underground) Possessions combat gear,+2 drowcraft mithril chain shirt, +1 drowcraft mithril buckler, lesser piwafi (as cloak of elvenkind, but drowcraft quality when exposed to sunlight), masterwork potion belt, spell component pouch Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
Tactics: These drow, like most of their kind, are clever, crafty, and well-trained. They are also used to working as a group, and are very aware of the power of arcane and divine spells.
Assuming they have enough warning (e.g. from the alarm spell on the stairs), they will first use their levitate ability and will then coat their bolts with knockout poison (the DM can assume they take enough time to do this successfully). They will then each levitate up into their holes, until each is in position, with his head looking out into the Upper Level. When they actually hear or see that intruders are about to enter the chamber (for example, as they approach the bottom of the stairs), they will use their blur ability from their drow house insignia and then activate the blindsight ability from their blades. Thus prepared, they will then watch their foes as they enter the chamber, casting true strike on themselves in the round before it looks like the darkness glyphs will be activated.
Once the glyphs are set off, the drow will, during their surprise round, take a 5 ft movement up (using levitate) and shoot their hand crossbows (under the effect of true strike). Thereafter, one of the drow will cast a web spell to best effect while the rest quaff their haste potions. They will then try to stay out of melee if at all possible, using levitate to hover above intruders and fire crossbow bolts at them. They will only use their poisoned bolts when they attack at full value. Once they have expended their poison bolts, they will close to melee, casting obscuring mist, or web walking as necessary. At least one drow will cast a web spell each round of the combat. The drow will also tend to go after spellcasters first, considering them the most dangerous foes.
These guards will fight to the death. They are not charged with trying to warn their mistresses of intrusion, though they can report any trouble when they are relieved by a similar patrol every week.
Beyond the Doors:
Beyond the double doors is a carved passageway that descends into the darkness. What lies beyond is detailed in the next scenario, entitled "Old Friend and Older Enemies".
Drow Glyphs:
Drow use glyphs that are similar in most ways to a glyph of warding, except that such glyphs are permanent and can be crafted by arcane casters. In essence, they are not spells unto themselves but simply magical traps.
Experience Points:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:
There are no specific story bonuses for this scenario.