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Summary:
The PCs must collect an artifact for the alienist Hagistre as part of a bargain to convince the mage to direct them to the demon they seek. This artifact is buried in the ruins and dungeons of the Maug Orcus in the land of Mordasht.
Assumptions:
The PCs are in the employ of House Riverine.
Location:
Far Coast, Dwillingir
Historical Date:
N.S. 32, Early Summer
DM's Introduction:
The events of this scenario follow directly on the heels of the scenario entitled "The Tower of the Mage" and precede the scenario entitled "The Corrupted". 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. Now, having made their way through Hagistre's strange and deadly obstacle course of eight trials and finally meeting the mage firsthand, the PCs can plead their case directly to him.
This scenario hearkens back to the old-fashioned dungeon crawls. It involves the PCs attempting to delve into a multi-level dungeon in order to recover a treasure. There is no time limit specifically set against the PCs and there are not a lot of surprising plot twists.
The scenario assumes that the events in the scenario "Bank Shot" and "The Tower of the Mage" have taken place. Specifically, it assumes the PCs have managed to obtain the documents of Ragyfir from the scenario, including the strange piece of paper scribed as follows:
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If the PCs have not been involved in the events of "Bank Shot" and "The Tower of the Mage", then the DM can still use this scenario quite easily. The PCs can simply be hired by the strange and reclusive mage Hagistre to recover the artifact in return from some favour that better fits the DM's campaign or simply in exchange for a reward. It is left to the DM to determine what would be a suitable reward.
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
Note: This scenario is the first 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 PC s 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 Tower:
The Tower of the Mage has been just outside the walls of Dwillingir for over 175 years. It was built in the year 5371 AD by a young conjurer of some repute named Hagistre. Hagistre had made quite a name for himself in the Brotherhood of the Rose, a conjurer's guild headquartered in the Vosh-Gerr region. Even at the early age of 30, Hagistre was already considered a master conjurer, knowledgeable about the various planes of existence and able to summon and master an amazing variety of fiends and extraplanar entities. Indeed, the wizard was known for his insatiable appetite for knowledge and esoteric lore.
However, Hagistre became bored with study of the planes. In his explorations, he came across tantalizing hints of something that might exist beyond the planes, even beyond the seas of chaos that lap at the outer shores of existence. Obsessed with this knowledge, and thinking it worthy of his intellect, he began to explore what he came to call the Outre Realm or the Far Realm. It is a realm where chaos itself originates, a realm of twisted possibilities and outrageous notions rejected by the cosmos. Study of this strange realm proceeded slowly, and Hagistre was continually bothered by the demands of his guild, civilization in general, and worried that rival mages would try to seize upon his work and take the glory of its initial explorations for themselves.
And so the wizard determined to find a place where he could conduct his work in peace. A place near enough to some semblance of civilization, so that he could dwell in a place of law and order and not subject to the dangers of the wilderness, and also a place where he could procure materials both exotic and mundane when necessary, but still a place removed from the prying eyes of nobles and mages. Eventually, Hagistre determined that Dwillingir was the place that met his needs. The mage came to the Far Coast and by means both fair and not so fair managed to purchase a small hillock of land just outside of the town for his own. His tower was built quickly (some say too quickly) and the mage then began to conduct his exploration of the Far Realm.
At first Hagistre emerged from his tower from time to time, to do shopping, order supplies, or to simply parley with other local wizards. But eventually, his obsession with his task, and his growing, almost paranoid jealousy of his explorations coupled with the suspicions of the townsfolk prompted the wizard to step forth from his tower less and less often, until he finally simply stopped leaving altogether.
Since then, the tower has been the subject of many rumours and innuendos. From time to time strange shapes are seen landing on the top of the tower at night. At other times, strange lights are seen coming from the tower, despite the lack of windows. Even earth tremors and other possibly natural phenomenon are attributed to the owner of the tower. Indeed, the owner himself is subject to rumour. Normal humans do not live for over 200 years. Some townsfolk speculate that the wizard (few remember his name) died long ago. Others agree but believe an apprentice now dwells there, having carried on the will of his master, or perhaps several in a line of apprentices. Others think the wizard is not human. Perhaps a long lived elf or half elf or even an outsider of some sort.
Hagistre is certainly no longer human. He is an alienist of great power, perhaps the most accomplished alienist in all of Therra. Certainly others have tried to tap and explore the mad washings of the Far Realms, but but none of transcended time and his own body in his metaphysical journeys of exploration and discovery. To this time, he has managed to evade the fate destined eventually for such a high level alienist. The powers of the Far Realm have not come for him...yet. And so, he has managed to stay alive and living even after all of these years.
Hagistre does not like intrusion. He is already somewhat paranoid, though not irredeemably so, but certainly does not wish to have his actions or experiments observed. In addition, many of his procedures are very dangerous and very dependent upon circumstances, such as the stars being perfectly aligned. Interruptions can decimate his progress for years at a time, and can endanger both himself and his surroundings. As such, he has set an amazing variety of guardians and wards to keep out intruders. However, Hagistre is not entirely gone from the world yet. He recognizes that there might be those who have a real and urgent need of him. So he has set ways for the strong and clever and persistent to pass his wards and eventually make their way to meet him. Hagistre figures that anyone brave or stupid enough to test themselves against his guardians and succeed is certainly worthy of an audience. Casual intrusions are kept away and only urgent requests are allowed to bother him.
In addition, the time needed for intruders to navigate his wards allows Hagistre to hopefully interrupt his experiments at a non-dangerous time and to allow the wizard time to prepare defenses in case the intruders should prove hostile.
And so, the wizard has set his tower as a test for those who come a-calling. Supplicants must use their prowess and intellect to pass the various extra-dimensional wards placed by the eccentric and possibly mad mage.
The Current Situation:
The PCs have just now managed to finished the eight stages of Hagistre's obstacles course. They have entered his chamber and now prepare to parley with the mage in order to find the demon F'harikk'il.
Part One - Negotiations:
Hagistre's Audience:
Hagistre's chamber is a space too big to be in his tower. In fact, it seems to go on forever, a 10 ft high pillared stone hall that proceeds out of sight in all directions except behind the PCs, where the doors have now closed.
Seated on a throne some 50 ft away from the PCs is Hagistre the mage, an elderly bearded man in rune-embroidered robes that are smudged with dirt. His eyes radiate a strange blue light (from his permanent arcane sight spell), and a translucent shroud of force ripples over his body (his epic shroud of protection spell). The hood of his cloak is pulled down over his brow, but a bottom lid of a third eye in the middle of his forehead can just be glimpsed. The man's beard and hair is unkempt, and his eyes wide and darting. His impression is instantly one of a sort of mad genius. Hagistre's form crackles with various defensive spells, and there are several wands tucked into his belt and a staff in his hand. He is staring directly at the PCs, and after a moment while the PCs take all of this in, he says "Well...you have braved much and come all this way. Have you come to try your hand at my treasures and lore? Have you been hired to supplant me? I am ready for it if you are!"
Assuming the PCs do not wish to fight an epic level mage, and are respectful in their presentation, then they can relay their needs to Hagistre. The mage reacts favourably to mention of Curinax, and asks for news of the town, though a DC 20 Sense Motive check will reveal he is just being polite and really doesn't care. He has the air of someone who is busy and eager to get back to his work.
Hagistre, upon hearing that the PCs want information leading to the demon F'harikk'il, will want to know why the PCs seek that fiend. While he is curious to know, he doesn't really have a vested interest one way or the other, but simply desires to get some measure of the PCs and their intentions. Assuming the PCs answer somewhat responsibly, the mage will inform them that he needs a bit of time to think about it and will then get back to them. He will stand up and clap his hands, whereupon a creature very much like Jeves (from the beginning of "The Tower of the Mage") will appear and formally escort the PCs back out the adamantine double doors from which they came, except now these doors open into an impossibly long hallway. The creature, whose name is Jevris, will lead the PCs to the fifteenth door on the right and open it, escorting the PCs into a sumptuous chamber that contains exactly enough beds of exactly the right size for the PCs, beautiful furniture including a roaring fireplace, thick carpets, a glittering chandelier, and a bathroom with several copper tubs and running water.
Jevris will snap his fingers and unseen servants will arrive carrying trays of victuals and drinks and set them before the PCs. Then the construct will bow and leave the PCs to their relaxation, the unseen servants also exiting the chamber.
| JEVRIS CR 2 LN Medium construct Init +0; Senses darkvision 60 ft, low-light vision; Listen -2, Spot -2 Languages Common, High Imperial AC 14, touch 10, flat-footed 14; Combat Expertise hp 37 (3 HD) Fort +1, Ref +1, Will -1 Spd 30 ft (6 squares) Melee slam +5 (1D6+4) Space 5 ft; Reach 5 ft Base Atk +2; Grp +5 Abilities Str 16, Dex 10, Con -, Int 13, Wis 6, Cha 12 SQ construct traits Feats Combat Expertise, Skill Focus (profession [butler]) Skills Diplomacy +7, Knowledge (arcana) +7, Profession (butler) +7 Possessions expensive kaftan robe, whisk broom, handkerchief |
The PCs will have about 12 hours to relax. Given the trials they likely have been through to get here, such a rest is likely to be needed and appreciated. Their door will be locked and is effectively unopenable by any means, should a PC desire to go snooping about. Should the PCs make immense effort to somehow escape their room, the DM should have Hagistre intervene and ask them (politely at first) to stay put. In any event, the entire tower is under the effect of a permanent dimensional lock spell.
After this time, Jevris will arrive again, give the PCs another meal via unseen servants, and then announce that the master is ready to parley with them. The PCs will be escorted out of the room and instead of stepping into the long hallway, they will find themselves stepping into a round chamber some 50 ft in diameter. Seated on a high-backed wooden chair is Hagistre. He will gesture, and as Jevris leaves down a spiral staircase along one wall, wooden chairs will appear for the PCs to sit down upon. Hagistre will inquire as to whether the PCs were comfortable and rested. Assuming all is well, he will proceed. Hagistre is prone to cackle madly when amused, as he will at several times during his speeches. He will also, when excited, froth at the mouth and spray spittle as he talks.
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I know who you are, and you perhaps think you know a little of me. That is well. But I shall tell you more, for I will need your aid, and I sense you are no rival to me and my work. I was once a very learned conjurer of the Brotherhood of the Rose...indeed that very guild of mages that Eracuss belongs to. And for many years I practiced the art of summoning netherbeings and bending them to my will. And I conversed with a great many of them, fiends, archons, angels, modrons, inevitables, and many creatures that doubtless you've never even heard of. And these conversations filled me with a wanderlust. And so I even travelled the planes, swimming in the Ether, riding the Aster. I have stood upon the spire of an emir's tower in the City of Brass. I have touched the essence of purity in the plane of light. I have braved the twisted realm of shadows. Yes I saw much in my youth. But that very inner drive I possess, that impelled me to explore the multiverse, the drive to wonder what was beyond...just out of sight...would not relent. And so I began to wonder what was beyond this cosmic cradle we call home. I knew of the farthest regions of the Astral Plane. And I knew, as all learned conjurers know, of the great seas of entropy that lap at the shores of our multiverse. These seas are the stuff of creation, home of the enigmatic slaadi and adopted home of the gith philosophers. But surely, I thought, even chaos must have an end...or rather a beginning. What, I wondered, was beyond the limbo of chaos? That was a question that began to obsess me. I researched the issue for many years, questioning the slaadi, researching ancient tomes, and even consulting with the zerths of the gith. And eventually I learned that there was an end to even boundless chaos. There was a far shore of that entropic sea. Some had theorized it. Others had even glimpsed its indirect effects, but no one had ever truly found it, explored it, and studied it. That is what I do. It is what I have devoted my life to and why I came here to study. It is a realm created by the interaction between the void of nothingness and the far side of chaos. Where they meet is a realm beyond anything we have ever known or even conceived of. A realm of pure possibility where the most ancient of proto-powers rumble in incomprehensible dreams. The Far Realm I call it. I study this place, removed from us by space, time, and even comprehension. Such study is very difficult, even dangerous. The mind balks at even contemplating such an alien place as that. And it is difficult even to make contact with the place. The stars must be in perfect alignment, the ingredients I must use to make my poultices very exacting and exotic. That is why I make it difficult for supplicants to disturb me. Every intrusion is time lost exploring the Far Realm and a distraction from my studies. |
It will be clear to the PCs, as Hagistre says the above, that he is really enjoying explaining his work to the PCs. It is likely he rarely gets a chance to do so. However, if the PCs press him for too much additional information regarding his research, he will suddenly clam up about it and it will be clear that he is once again suspicious that the PCs are perhaps trying to steal some of his work for their own.
In any event, Hagistre will take a sip of wine that suddenly appears in a goblet in his hand and will continue.
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And so to you and your distraction from my studies. I am certain, with the various means at my disposal, that I can find what you want, most particularly, the nature of this F'harikk'il and his current whereabouts. What's more, I am prepared to provide you transport there by providing you with a tuning fork of the proper frequency to plane shift there. However, such research will cost me time, as I consult my library, and the libraries of others and summon and speak with various entities. And time, as I have explained, is very important to my work. Even if it takes a mere week to find what you need, I do not just lose a week of my work. There are star alignments during that week that might not occur for another year, or decade, or even centuries. No, it is a sore thing you ask, and it requires payment in kind. What payment? Well, by all logic, something that will save me time. I expend time away from my work and you reward me by something that saves me time...or rather two somethings. And there you have it. There are two items I know of that, in my possession, would greatly aid my research. Save me years perhaps. I propose that while I research the location of this being you seek, you go and procure these two items. By the time you return, and likely even before then, I will have your information. Then we can trade and both be the better for it. Would this proposition interest you? |
Assuming the PCs say yes, Hagistre will explain.
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I seek two items. I know where both are, due to divinations, study, and consultation with various entities. I don't suppose I need to tell you they are in dangerous places. Well they are. If they had been easy to lay my hands on I would have done it long ago and not need your assistance. And though I am certainly a powerful and capable mage, I have not wished to risk my neck alone in getting these items, nor have I wished to abandon my own work to get them. And so we come to you. These items are in two separate spots, in lands far away from here. I have the means to teleport you near to the spot and can provide you the means to teleport back here. You will go and find the first item and return it to me. Once done, you may recuperate here in my tower and then go and find the other. On bringing the second item back to me, I will provide you with a scroll with two spells of plane shift and a tuning fork for the location of the entity you seek and a fork to return you to Therra. I will also impart to you any knowledge I have gleaned as to the nature and proclivities of this F'harikk'il. I am afraid I will not divulge the location of the first item and what that item is until you agree, as I do not wish to have you go off and snatch the item from me. I have said it is dangerous, though I think a group capable of passing my wards and course should be able to manage. What say you? |
Should the PCs agree, then Hagistre will tell them of the first item. He will not tell them of the second item and quest until the PCs have returned to him with the first item.
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The first item I seek is a translucent rounded crystal. If you know your recent history, you know that the Heroes of the Gem, when they entered the twelfth and final tower of Flupnir, found a pedestal surrounded by Morakki runs of power, and atop the pedestal was a strange crystal sphere, not entirely unlike a crystal ball used by divinators. The Heroes determined that this crystal had great scrying powers, far beyond those of most magic items, and in it they saw the advancing armies of the Deceiver closing in on them. In their haste, they tried to remove the crystal, but could not without risking destroying the item itself. And so they left it behind and went on to save us all from darkness. But after the Heroes fled, the Maug Orcus returned to the tower, for he had used it as an outpost and had entrusted it to a cambion general of his. No longer assured that his outpost was safe, the demonlord took the crystal and repaired with it to his lair in Mordasht. There the crystal remained. And there it remains even still. For Orcus shortly after engaged in various military campaigns for his master and was mustered in the final assault on Mordasht, where he, like most of his ilk, were dragged into Slumber along with his foul master. Orcus' great castle was flung down in ruins. But in the rank dungeons and festering hell pits beneath his fortress the crystal remained. And it is there still. My magic says it is so. I want this crystal. With its powers, I can construct a scope that will allow me to actually view the Far Realm! Think of it, rather than mere hints and magical descriptions of this place, I will be the first person on Therra to witness this region! I want to you reclaim the crystal and return it to me. |
That is Hagistre's first of two tasks. He will answer questions the PCs might have, the most common of which are summarized below.
Q: What does the crystal look like? How will we recognize it over, say, a more mundane crystal ball?
A: The crystal is the same size as a crystal ball, and is strangely translucent, instead of clear, with a greying mist whisping within its confines. Further, if held up to moonlight, tiny silvery Morakki runes can be seen running along its two axes. It will also radiate overwhelming divination magic.
Q: Is there danger in the dungeons of Orcus?
A: The maug himself is certainly trapped in Slumber, and most of his loyal lieutenants were slain in the final battle or by the gods or were banished to the netherplanes. Nonetheless, the entire region of Mordasht remains a fouled and dangerous place and certainly in the decades since things have managed to crawl back into the forgotten passageways. In addition, there is no telling what may have been left behind from the old days that managed to escape the final battles.
Q: How deep are the dungeons of Orcus?
A: I have no idea.
Q: Where, within the dungeons of Orcus is the crystal kept?
A: I have no idea. I am only certain that as of yesterday the crystal resided still within its precincts.
Q: Will we have to get near to the ruins of the Citadel of the Deceiver?
A: No. Orcus' castle was a good 20 miles distant from Mordasht proper. I would recommend staying clear of that place. For as dangerous as Orcus' dungeons might be, the Deceiver's detritus is even more so.
Q: Can we keep what we find?
A: Certainly. My only claim is on the crystal. Of course, I would be willing to purchase any interesting items you might find should I find them desirable. But you have all claim on everything but the crystal.
Q: Do we have to leave immediately?
A: No. If you need some time to prepare you may stay here. I will not let you leave the tower, except to begin your quest, and I will lay a strong geas on all of you to complete the quest. If you need any special materials, I will try to get them for you.
Q. Will we be able to rest there without running afoul of the geas?
A. Most certainly. As long as you are resting in order to be able to continue your quest in the most expeditious manner, you shall not be punished.
Hagistre will let the PCs rest here for up to a week to prepare. If the PCs need something, they can pay Hagistre and he will summon a being to go purchase the item from Dwillingir. He will not procure anything that cannot be purchased in Dwillingir. He will also send messages to people in Dwillingir as long is such messages do not divulge the nature of his studies or the details of the PCs' quest.
If the PCs wish to include an additional person in this quest (e.g. a PC that did not take part in the previous scenario or a cohort that is not present), Hagistre will summon an outsider most appropriate to that person's alignment and request the outsider to invite the person to teleport to the tower to join with the PCs. Hagistre will give the outsider a small rod that serves to to the tower the person who concentrates on it.
Once everyone is present and ready to go, Hagistre will pronounce extended geases (from arcane scrolls he has scribed) on every PC. These last for 42 days. He will then present the PCs with a single silver rod (similar to the one that the outsider summoned to retrieve any extra PCs was given) and instruct the PCs to each drip a drop of blood onto the rod. Hagistre will inform the PCs that this rod is now keyed to the PCs and when grasped by one of them and concentrated upon, will teleport the PCs back to this tower. The rod will only function if the crystal is touched to it, and it will only transport those who are within 20 ft of the rod. The rod only works once and radiates strong conjuration magic. It is an epic form of the refuge spell created by Hagistre (see Hagistre's refuge below).
Then, when the PCs are ready, Hagistre will cast a greater mass teleport spell (which he has memorized in place of his foresight spell) on the PCs, sending them to the arrival point east of Orcus' ruins in the region of Mordasht. Hagistre will inform the PCs that they will arrive some miles to the east of the ruins. If asked why he is having them arrive a distance from the ruins, he will state that the location is the closest to the ruins that he has been able to scry a being (in this case one of the Knights of the Iron Glacier). The mage will tell the PCs to strike south of their arrival point until they reach the Kargenz River. Follow the river west until they reach the Lake of the Dead. Skirt the northern shore of the lake until they reach the line of hills marching from the north to the lake. On the southern tip of these hills will be the castle ruins of Orcus.
If for some reason the PCs and their gear weigh enough that it would take multiple castings to teleport them to the site, then Hagistre will memorize additional castings of the spell in place of his other 9th level spells as needed. If the PCs do not have cold weather clothing, Hagistre will suggest that he procure a set for each of them.
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HAGISTRE CR 21 Alien Transcendence (Su) Hagistre, because of long association with alien entities and intense study of insane secrets, transcends his mortal form and becomes an alien creature. His type changes to outsider. Additionally, he gains DR 10/magic and resistance to acid 10 and electricity 10. Upon achieving alien transcendence, Hagistre has undergone a minor physical change, a third eye in the middle of his forehead. Hagistre can hide this abnormality in a hood, but the eye is not under his control and sometimes moves, twitches, opens, or otherwise animates of its own accord. This applies a -4 penalty on Disguise checks Hagistre makes to conceal his true nature. Anyone who shares Hagistre's predilection for study of the Far Realms immediately recognizes his transcendent nature and Hagistre gains a +2 circumstance bonus on all Cha-based skill checks and ability checks when interacting with such beings. He gains a +2 circumstance bonus on Intimidate checks involving any other creatures to whom he reveals his abnormal nature. Insane Certainty (Ex) Hagistre's mad certainty has crystallized into a truly chilling mania. He gains an additional 3 hit points, but his mental facilities continue to degrade. His penalty on Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures increases to -10. Mad Certainty (Ex) Hagistre's certainty in the power of entities beyond the reach of normal space and time lend him an unnatural fortitude, granting him an additional 3 hit points. However, constantly dwelling on such beings is mentally corrosive, and his mind had begun to fracture. Hagistre takes a -4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence non pseudonatural creatures. Summon Alien Whenever Hagistre would use any summon monster spell to summon a celestial or fiendish creature, he instead summons a pseudonatural version of that creature. Hagistre has given up the ability to summon nonpseudonatural creatures with a summon monster spell. Timeless Body (Ex) Hagistre has learned the secret of perpetual youth. He no longer takes ability penalties for aging and cannot be magically aged. Ability score bonuses from aging still accrue, and any penalties he might have already taken remain in place. * indicates a spell that is already cast |
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REVBARGG, PSEUDONATURAL TOAD
FAMILIAR CR n/a True Strike (Su) Once per day, Revbargg can gain a +20 insight bonus on a single attack roll. In addition, he suffers no miss chance against a target that has concealment or total concealment when making this attack. |
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Mass Teleport, Greater This spell functions like mass teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you and the subjects of the spell disappear and simply reappear in your original location. Interplanar travel is not possible. |
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Extended Peripety Abjuration Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends. |
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Hagistre's Refuge Conjuration (Teleportation) This spell is an epic version of the refuge spell. You create powerful magic in a small silver rod. This rod contains the power to instantly transport its attuned possessor any others attuned to it across any distance within the same plane to your abode. Once the rod is transmuted, you must give it willingly to a creature or creatures who must attune themselves to the rod by spilling a drop of blood upon it. To make use of the item, one of those attuned to the item speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the characters heavy load) are instantly transported to your abode. Any other attuned creatures within 20 ft of the rod, and their possessions, are also transported. No other creatures are affected (aside from a familiar that is touching the subject). A maximum of 10 creatures may be attuned to the rod. The caster may, at the time of transmutation, also cast a geas/quest spell into the rod, thereby setting a condition only upon which the rod may be activated. Such condition can include completion of a task, possession of a certain item, etc. Material Component: A silver rod intricately carved with runes and studded with gems worth 3,000 gp. |
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Shroud of Protection Conjuration (Creation, Force) A translucent shroud of force surrounds the subject of shroud of protection, providing a +13 armor bonus to Armour Class. Unlike mundane armour, shroud of protection entails no armour check penalty, arcane spell failure chance, or speed reduction. Because shroud of protection is made of force, incorporeal creatures can't bypass it the way they do normal armour. |
Part Two - The Region of Mordasht:
Arrival:
Refer to the Mordasht Environs Map below for a larger scale overview of the surrounding area, including the spot at which the PCs will arrive.
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The PCs will arrive at the spot indicated, in an area with a large pine forest to the north and northeast and rugged highlands to the west. The sound of a river thunders to the south. The area is a well hidden dell between two small hillocks, and there is evidence that this site has been used as a campsite at some point in time not to far in the past. A DC 20 Search check will turn up the signs of a campfire and peg holes in the ground where several tents were likely set. A DC 25 Search check will turn up a single horseshoe buried under some stones, and a DC 30 Search check will locate a corroded and pitted iron holy symbol to Meredros half buried in the dirt.
This campsite is one frequently used by the Knights of the Iron Glacier when they cannot make it back to their encampment before nightfall. The dell is sheltered from the wind and a fire can be lit without its glow being seen for very far. If the PCs elect to rest here for a long period of time, the DM should assume half the normal chance of an encounter, with the other half chance resulting in a patrol of Knights of the Iron Glacier.
The Environs:
Fortunately for the PCs, it is summer, and so the climate in the area is somewhat mild, at least for an arctic region. When Mordasht was active, its furnaces and ash helped to warm the same land it polluted, but since the Deceiver's Slumber, the climate has reverted to its normal state.
The weather in the area is considered Cold during the daylight hours, and Severe Cold at night. The effects of this (from Frostburn) are shown below:
Cold - Unprotected characters must make a Fort save each hour (DC 15, +1 per previous check) or take 1D6 points of nonlethal damage. Characters whose protection against cold is at least level 1 or higher (cold weather outfit, Cold Endurance feat) are safe at this temperature range.
Severe Cold - Unprotected characters must make a Fort save every 10 minutes (DC 15, +1 per previous check) taking 1D6 points of nonlethal damage on each failed save. A partially protected character need only check once per hour. For complete protection against severe cold, a character must have a level of protection 2 or higher (for example, wearing a cold weather outfit and fur clothing). A character whose level of protection is only 1 is considered partially protected.
The labeled items on the above map are not detailed here, as they are beyond the scope of this adventure. Should the PCs attempt to investigate locations such as the Ruins of Mordasht, the Tower of Urgasht, or the Pit of Hasterishtenth, the DM should try to discourage them, as these are very dangerous locations that should be beyond the capabilities of the PCs. The DM would be perfectly in line to have the PCs encounter increasingly tough wandering monsters the closer they get to such locations, until the PCs are discouraged from proceeding closer.
This scenario assumes the PCs will head more or less directly to the castle ruins and then either rest in proximity to the castle, return to their arrival location to rest, or seek rest in the Iron Glacier encampment.
The terrain of the lands that are not forest, mountains, or hills on the map are essentially tundra, comprised of rolling permafrost covered plains punctuated by glacier deposited boulders, occasional hardy scrub brushes, and a rare pine tree. Maximum sighting distance is 6D6x40 ft.
Rivers are fast and quite frigid. They are generally 100 ft wide and is considered rough water (Swim DC 15) that will sweep anything floating in them 30 ft downstream per round.
If the PCs are following the Kargenz River, then they cannot get lost. If they elect to cut through the forest, then they will encounter a medium forest with a DC 15 Survival check to avoid becoming lost.
For all purposes, the region of Mordasht is considered to be a part of the Frostfell environment.
The Journey:
It is approximately 50 miles from the arrival point to the castle ruins. It is another 10 miles from the arrival point to the Iron Glacier encampment. As the terrain is trackless, overland movement is reduced to 3/4ths normal. This means a Speed of 30 ft will travel 18 miles in a day. A Speed of 20 ft will traverse 12 miles per day.
There is a 15% chance per three hours of an encounter in the region if the PCs are travelling. If stationary, this chance drops to 15% per six hours, and if somewhat concealed, the chance drops to 15% per twelve hours. If an encounter is indicated, the DM should roll the encounter chance again and if another encounter is indicated, then that means another encounter takes place during the period in question. If further consecutive encounter chances are indicated, then still more encounters occur during the period in question. It is up to the DM to space multiple encounters within a given period, whether the encounters are simultaneous or spaced randomly apart.
| D100 |
|
| 01-15 | Animal |
| 16-20 | Carcass Eater |
| 21-26 | Devil Dog |
| 27-35 | Dire Animal |
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|
Dragon |
| 37-40 | Frost Giant |
| 41-43 | Frost Salamander |
| 44-46 | Frost Worm |
| 47-58 | Gargoyle |
| 59-61 | Gathra |
| 62-63 | Glacier Snake |
| 64 | Ironclad Mauler |
| 65-70 | Knight of the Iron Glacier |
| 71-73 | Remorhaz |
| 74-76 | Shadow Wolf |
| 77-81 | Snow Goblin |
| 82-87 | Snow Spider |
| 88-91 | Troll |
| 92-97 | Undead |
| 99-00 | Winter Wolf |
Encounter Descriptions:
Animal (EL varies):
These represent a variety of animals to be found native to the area. Such animals are generally shy of other non-animals, and are especially so in this dangerous land. As such, no statistics are presented for these creatures, as it is not expected that the PCs will interact with them except, perhaps, to hunt or gain information (e.g. speak with animals) or to use magic to recruit them as allies. If an animal encounter is indicated, the DM can decide what type of animal is encountered and how many. Native species include:
Of these, only the brown bear is particularly aggressive against Medium humanoids, and even these are generally content to keep their distance unless threatened or hungry.
Carcass Eater (average EL 4 or 6)
These small but dangerous pests have infested Mordasht for millennia, thought to have evolved from rats or some other rodent. They have preyed upon the death and slaughter that haunted this region during the reign of the Deceiver, and enjoyed another flourishing in the aftermath of the Battle of Cerimallin. In feasting on the corpses of that battlefield, a number of these creatures became corrupted by the exotic corpses and the lingering magical residues and acquired the Beast of Xvim template. However, with the region now much less populated, their numbers have declined somewhat, and those that have survived are hardier and more apt to hunt in packs.
An encounter will be with 1D4+5 of these creatures. Allow a 25% chance that the carcass eaters have the beast of Xvim template. Otherwise, they are of the "normal" variety. If a beast of Xvim pack is indicated, at the DM's option it can be assumed they have feasted on enough HD to increase their own HD by 1 or more.
| ADVANCED CARCASS
EATER CR 1/2 N Small animal Init +3; Senses low-light vision, scent, Track; Listen +3, Spot +3 AC 15, touch 14, flat-footed 12 hp 15 (2 HD) Fort +6, Ref +6, Will +1 Spd 30 ft (6 squares), burrow 10 ft (1 square) Melee bite +5 (1D4-1); or Melee 2 claws +5 (1D2-1) and bite +0 (1D4-1) Space 5 ft; Reach 5 ft Base Atk +1; Grp -4 Atk Options blood frenzy (+4 Str and Con, -2 AC) Abilities Str 8, Dex 17, Con 17, Int 2, Wis 12, Cha 6 Feats Track, Weapon Finesse Skills Hide +8, Listen +3, Spot +3 Blood Frenzy (Ex) A carcass eater that deals damage in combat against a living creature scents blood, which causes it to fly into a frenzy the following round. While in a blood frenzy, a carcass eater gains +4 to Str, +4 to Con, and -2 to AC. Sensing its victim's death, the carcass eater claws and bites until its opponent is brought to negative hit points, at which time the creature immediately gains an additional bit attack against its fallen foe. This attack automatically hits, dealing 1D4+1 points of damage (which takes into account the +4 Str bonus). A carcass eater cannot end its rage voluntarily. |
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ADVANCED BEAST OF XVIM CARCASS
EATER CR 1 Feed (Su) When a beast of Xvim slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force. For every 8 HD or levels the beast consumes, it gains one Hit Die. The beast can delay this feeding for up to one day per Hit Die it has; after that time, the victim's life force is beyond its reach. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail. Frightful Presence (Ex) Activated when the beast of Xvim makes a loud sound (a roar, growl, or other sound), this extraordinary ability forces creatures within 30 ft with fewer Hit Dice than the beast to make a Will save (DC 11) or become frightened. The effect lasts for 5D6 rounds. When the beast activates this power, its eyes glow bright emerald green. |
Devil Dog (average EL 9):
The wolves of Mordasht, devil dogs hunt in packs throughout the land and are unafraid of taking down creatures larger than themselves. They are relatively intelligent, and will use pack tactics to their full advantage, often ganging up to take down one creature while others harry the rest of their prey. Devil dogs will be encountered in packs of 2-16.
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DEVIL DOG CR 3 Throat-Rip (Ex) As a full-round action, a devil dog can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fort save (DC 10 + damage dealt) or die. Opponents killed in this manner cannot be raised, but resurrection, true resurrection, or the like can restore the slain creature to life. * +6 racial bonus on Hide checks in areas of snow and ice. |
Dire Animal (EL varies):
A variety of dire animals dwell in the harsh conditions present in Mordasht. Many of these moved into the area after the fall of the Deceiver, as the absence of the presence of large armies of giants and fiends and orcs have made the region more hospitable to them.
To determine the exact type of dire animal encountered, consult the table below. Many dire species are aggressive, so each entry gives a % chance that the beasts encountered are aggressive.
| D100 |
|
| 01-15 | Dire Bear |
| 16-30 | Dire Elk |
| 31-45 | Dire Hawk |
| 46-50 | Dire Horse |
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Dire Porcupine |
| 61-85 | Dire Rat |
| 86-00 | Dire Wolverine |
Dire Bear (average EL 8) aggressive 10%:
Encounters will be with 1D2 dire bears. If 2 are indicated, allow a 50% chance that the second is a cub (treat as a black bear, will flee unless cornered), in which case the chance of aggressiveness doubles. Generally, dire bears like to be left alone and will not bother PCs unless surprised or threatened.
| Dire Bear CR
7 N Large animal Init +1; Senses low-light vision, scent; Listen +10, Spot +10 AC 17, touch 10, flat-footed 16 hp 105 (12 HD) Fort +12, Ref +9, Will +9 Spd 40 ft (8 squares) Melee 2 claws +19 (2D4+10) and bite +13 (2D8+5) Space 10 ft; Reach 5 ft Base Atk +9; Grp +23 Atk Options improved grab Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Skills Listen +10, Spot +10, Swim +13 Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. |
Dire Elk (average EL 9) aggressive 45%:
Encounters will be with 1D20 dire elks. If aggression is indicated, it means 1D3 of these will break off from the herd to attack the PCs. In addition, if any PCs are spotted by the dire elks within 40 ft of the herd, then 1D3 of these will also break off and attack. The remainder of the herd will, if directly threatened, have half their number attack while the rest flee.
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Dire Elk CR 7 This attack deals 1D8+10 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty to a Ref save (DC 23) for half damage. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. |
Dire Hawk (average EL 3) aggressive 5%:
Encounters will be with 1D2 dire hawks. These animals almost never act aggressively towards the PCs. However, they might pose a threat to familiars and other small flying creatures, especially as they have young to feed this time of the year.
| Dire Hawk CR
2 N Medium animal Init +6; Senses low-light vision; Listen +7, Spot +7 (+15 in daylight) AC 19, touch 16, flat-footed 13 hp 32 (5 HD) Fort +6, Ref +10, Will +6 Spd 10 ft (2 squares), fly 80 ft (average) (16 squares) Melee 2 claws +9 (1D4+1) and bite +4 (1D6) Space 5 ft; Reach 5 ft Base Atk +3; Grp +4 Abilities Str 12, Dex 22, Con 15, Int 2, Wis 15, Cha 11 Feats Alertness, Weapon Finesse Skills Listen +7, Move Silently +8, Spot +7* * +8 racial bonus on Spot checks in daylight |
Dire Horse (average EL 6) aggressive 40%:
Encounters will be with 1D20 dire horses. If aggression is indicated, it means 1D3 of these will break off from the herd to attack the PCs. In addition, if any PCs are spotted by the dire horses within 40 ft of the herd, then 1D3 of these will also break off and attack. The remainder of the herd will, if directly threatened, have half their number attack while the rest flee.
| Dire Horse CR
4 N Large animal Init +1; Senses low-light vision, scent; Listen +8, Spot +8 AC 16, touch 10, flat-footed 15 hp 87 (8 HD) Fort +12, Ref +7, Will +8 Spd 60 ft (12 squares) Melee 2 hooves +11 (1D6+6) and bite +6 (1D4+3) Space 10 ft; Reach 5 ft Base Atk +5; Grp +15 Abilities Str 22, Dex 13, Con 22, Int 2, Wis 15, Cha 11 Feats Endurance, Run, Toughness Skills Listen +8, Spot +8 |
Dire Porcupine (average EL 6) aggressive 5%:
Encounters will be with 1D6 dire porcupines. These creatures are very unaggressive unless approached or threatened.
| Advanced Dire
Porcupine CR 2 N Medium animal Init -1; Senses low-light vision, scent; Listen +6 AC 12, touch 9, flat-footed 12 hp 25 (3 HD) Fort +6, Ref +3, Will +4 Spd 30 ft (6 squares) Melee 1D6 quills +7 (1D4+4) and bite +1 (1D4+4) Space 5 ft; Reach 5 ft Base Atk +2; Grp +6 Atk Options quills Abilities Str 18, Dex 8, Con 16, Int 2, Wis 12, Cha 11 Feats Toughness, Weapon Focus (quills) Skills Hide +7, Listen +7 Quills (Ex) When a dire porcupine strikes with its tail, it dislodges 1D6 quills that automatically break off and lodge in the opponent's flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Each 1 minute thereafter, the quill moves deeper into the opponent's flesh, dealing 1D3 additional points of damage. Removing the quill takes 1 full round and deals 1D6 additional points of damage. If the quill has been embedded for more than 10 rounds, a Str check at DC 10 is needed to remove the quill. For every minute after that, the DC to remove a lodged quill increases by +1. An unarmed or melee touch attack against a dire porcupine causes 1D4 quills to break off and lodge in the attacker. |
Dire Rat (average EL 7) aggressive 50%:
Encounters with these dangerous pests will be with 1D20 creatures. They are fairly aggressive, though their aggression often involves trying to swarm a pack animal or steal food, especially in a camp.
| Advanced Dire
Rat CR 1 N Medium animal Init +3; Senses low-light vision, scent; Listen +5, Spot +5 AC 15, touch 14, flat-footed 12; Dodge hp 16 (3 HD) Fort +4, Ref +6, Will +4 Spd 40 ft (8 squares), climb 20 ft (4 squares) Melee bite +6 (1D4 plus disease) Space 5 ft; Reach 5 ft Base Atk +2; Grp -2 Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4 SQ disease Feats Alertness, Dodge, Weapon Finesse Skills Climb +11, Hide +8, Listen +5, Move Silently +4, Spot +5, Swim +11 Disease (Ex) Filth fever - bite, Fortitude DC 11, incubation period 1D3 days, damage 1D3 Dex and 1D3 Con. |
Dire Wolverine (average EL 5) aggressive 80%:
Encounters will be with 1D2 dire wolverines. They are very prone to attack creatures without provocation and with little regard to the number or size of their foes. Of course, they will not necessarily fight to the death, fleeing and climbing trees to escape if a fight is going against them.
| Dire Wolverine
CR 4 N Large animal Init +3; Senses low-light vision, scent, Track; Listen +7, Spot +7 AC 16, touch 12, flat-footed 13 hp 45 (5 HD) Fort +8, Ref +7, Will +5 Spd 30 ft (6 squares), climb 10 ft (2 squares) Melee 2 claws +8 (1D6+6) and bite +3 (1D8+3) Space 10 ft; Reach 5 ft Base Atk +3; Grp +13 Atk Options rage Abilities Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10 Feats Alertness, Toughness, Track Skills Climb +14, Listen +7, Spot +7 Rage (Ex) A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. |
Dragon (EL 8):
A single young adult white dragon named Yraxus currently is active in the region. This does not mean there are not other stronger dragons that occasionally haunt the area, but those are either chased away or eventually slain by some of the stronger denizens of the region, including the dreaded linnorms. Nevertheless, a young adult, too arrogant to heed or to young to have heard the warnings to stay away, is now lairing in the hills to the far northwest of the map. He has found a nice cave there, and is using it as a temporary refuge until he can fashion an ice cavern in the Iron Glacier itself. The beast has no treasure as of yet, and so is often on the prowl for victims. There is only one such dragon in the region. If it is slain or otherwise dealt with, no other dragons will be encountered.
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Yraxus, Young Adult White
Dragon CR 8 Frightful Presence (Ex) A young adult white dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 150 ft are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 17) remains immune to that dragons frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4D6 rounds and those with 5 or more HD become shaken for 4D6 rounds. Dragons ignore the frightful presence of other dragons. Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Keen Senses (Ex) A young adult white dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. |
Frost Giant (average EL 10):
Encounters will be with a single or pair of frost giants. They don't lair in the region, having their homes either further to the north in the heart of the Iron Glacier, or amidst the peaks of the Grashtilim Mountains. Nevertheless, small raiding parties do traverse the region, hunting for sport, treasure, or slaves and sacrifices.
Frost giants will tend to pick on smaller creatures, at the least testing their mettle and trying to gain some treasure and captives. However, if met with sufficiently lethal force, they can be driven off.
At the DM's option, if these frost giants are driven off, they could return days later in a larger hunting group, likely comprised of a half dozen of the brutes, along with a leader (possibly a cleric) and several winter wolves. In such a case, the PCs would be well advised to attempt to evade the party rather than fighting it head on.
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FROST GIANT CR 9 Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
Frost Salamander (average EL 8):
These fearsome creatures are more prevalent along the northern glaciers, but various circumstances and ecological pressures often drive a few of these beasts south into this region. These creatures hunt alone or in pairs and are almost always aggressive. They use their Hide and Move Silently abilities to sneak up on their prey or to set an ambush. In the former case, they are well aware that their cold aura gives them away and so will break into a charge once they are 20 ft away. If hidden in ambush, they will often let their prey blunder into their aura and, if two are present, the other will circle around out of sight and sneak closer to bring another aura in behind the prey. Encounters will involve 1D2 of the creatures.
| FROST SALAMANDER
CR 7 CE Medium magical beast (cold) Init +2; Senses darkvision 60 ft, low-light vision; Listen +3, Spot +3 Aura cold AC 17, touch 12, flat-footed 15 hp 78 (12 HD); DR 10/magic Immune cold Vulnerable fire Fort +9, Ref +10, Will +5 Spd 30 ft (6 squares), climb 30 ft ( 6 squares) Melee 4 claws +12 (1D6/19-20) and bite +10 (1D6) Space 5 ft; Reach 5 ft Base Atk +12; Grp +16 Abilities Str 11, Dex 15, Con 12, Int 6, Wis 12, Cha 7 Feats Alertness, Blind-Fight, Improved Critical (claw), Multiattack, Stealthy Skills Climb +8, Hide +12, Listen +3, Move Silently +11, Spot +3 Cold Aura (Ex) A frost salamander emanates such intense cold that each creature within 20 ft takes 1D8 points of cold damage per round (no save). Magical effects that shield against cold work against this aura, but normal measures (such as heavy furs or insulation) do not. |
Frost Worm (EL 12):
Three of the huge beasts dwell in the region, having come from the north in search of prey and good hunting. The three do not dwell together or cooperate in any way, and sleep in dens during the height of the summer days, emerging during the cooler nights to hunt. If all three frost worms are disposed of by the PCs, no further encounters with frost worms will occur during this scenario.
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FROST WORM CR 12 Cold (Ex) A frost worms body generates intense cold, causing opponents to take an extra 1D8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits. Death Throes (Ex) When killed, a frost worm turns to ice and shatters in an explosion that deals 12D6 points of cold damage and 8D6 points of piercing damage to everything within 100 feet (Reflex half DC 22). Trill (Su) A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1D4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worms trill for 24 hours. The effects caster level is 14th. * A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment. |
Gargoyles (EL varies):
Gargoyles were some of the favourite servants of the Deceiver, as they are tough, hardy, highly mobile, and very easy to care for since they need no food or water (or even air) and no real living spaces as they are content to simply perch someplace for days on end until needed. The first gargoyles were bred by the Deceiver out of corrupted earth, and a great many of these survive and haunt the region to this day. There are four main types of gargoyles that roam the region, searching for prey to torment and often serving more powerful evil masters.
To determine the type of gargoyles encountered, consult the table below.
| D100 |
|
| 01-10 | Four-Armed Gargoyle |
| 11-35 | Gargoyle |
| 36-85 | Kir-Lanan |
| 86-00 | Margoyle |
Four-Armed Gargoyles (average EL 9):
These somewhat rare creatures are simply mutated gargoyles. They act in all ways like their 2-armed brethren (see below) and will be encountered in wings of 1D12+4. The gargoyles who dwell here are considered native to the region for purposes of calculating their ability to withstand the frigid environment.
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FOUR-ARMED GARGOYLE CR 4 * The Hide bonus increases by +8 when a four-armed gargoyle is concealed against a background of stone. |
Gargoyles (average EL 9):
Encounters will be with 1D12+4 gargoyles. They will either be encountered on the wing, searching for prey, or possibly perched amongst rocks or even in trees, motionlessly waiting for prey to leap upon. The gargoyles who dwell here are considered native to the region for purposes of calculating their ability to withstand the frigid environment.
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GARGOYLE CR 4 * The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone. |
Kir-Lanan Gargoyles (average EL 10):
Kir-Lanan gargoyles were bred by the Deceiver in the War of the Gem, at the outset of hostilities, to supplement his gargoyle forces with more intelligence and trainability, including the ability to wield sorcerous magic. This change necessitated a sundering of their connection to elemental earth, and this caused them to lose many of the defensive characteristics of gargoyles such as their DR and freeze abilities. However, the infusion of negative energy into their breeding process, which granted them their intelligence and sorcerous powers, in many ways compensated for the loss of their earthen ties.
With the demise of their beloved master, the kir-lanans are still quite common in the region. Great hives of the creatures dot the upper ruins of Mordasht itself as well as many of the nearby Grashtilim mountain peaks.
The gargoyles who dwell here are considered native to the region for purposes of calculating their ability to withstand the frigid environment. Nevertheless, it is common for sorcerous kir-lanans to know the endure elements spell and to cast it upon their entire wing.
Encounters will be with 1D6 kir-lanans. Most will be warriors. In groups of 4 or more, one will always be a sorcerer who leads the wing. Kir-lanans consider the entire region as their territory, and will at the very least investigate intruders, likely seeking to attack those they believe they can defeat or those who are obviously one-time enemies of the Deceiver. However, powerful enemies can potentially parley with the creatures, exchanging threats or bribes for information.
DMs should feel free to change the spells known and magic items of subsequent kir-lanan sorcerers encountered after the first.
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KIR LANAN WARRIOR CR 7 Negative Energy Touch (Su) Three times per day, a kir-lanan can empower its touch with negative energy, similar to the chill touch spell. If it hits with a melee touch attack, it deals 2D6 hit points of damage and 1 point of Str damage. A successful Fort save (DC 14) negates the Str damage. The kir-lanan heals the same number of points of damage as it causes with this attack, though it cannot exceed its normal maximum hit points by this means. A kir-lanan can use a claw attack to deliver this negative energy effect, but it must hit with a regular claw attack. It does not regain hit points for the claw damage it inflicts, just the negative energy damage. |
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KIR LANAN SORCERER CR 7 Negative Energy Touch (Su) Three times per day, a kir-lanan can empower its touch with negative energy, similar to the chill touch spell. If it hits with a melee touch attack, it deals 2D6 hit points of damage and 1 point of Str damage. A successful Fort save (DC 14) negates the Str damage. The kir-lanan heals the same number of points of damage as it causes with this attack, though it cannot exceed its normal maximum hit points by this means. A kir-lanan can use a claw attack to deliver this negative energy effect, but it must hit with a regular claw attack. It does not regain hit points for the claw damage it inflicts, just the negative energy damage. |
Margoyle (average EL 9):
Margoyles are simply gargoyles with a tiny tinge of fiendish blood and a bit of dire essence thrown in as well. They formed the elite commanders of the Deceiver's formations of gargoyles, and as such most were slain in the final battles of the War of the Gem. Nevertheless, a few survived and remain in the region.
Encounters with margoyles will be similar to those with normal gargoyles. 1D4 margoyles will be encountered, and if 3 or 4 are indicated, they will be leading a wing of 1D3+3 gargoyles (see above).
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MARGOYLE CR 5 * The Hide bonus increases by +8 when a margoyle is concealed against a background of stone. |
Gathra (average EL 11):
These large beasts were bred by the forces of the Deceiver from kine and boar stocks sent to the netherworld and mixed with the blood of fiends. They are vicious and powerful beasts that were used by demons and devils as mounts. Most of the gathras in Therra died during the War of the Gem, but some escaped the carnage and have now gone feral.
Encounters will be with 1D2 gathras, which will tend to charge into any groups of creatures smaller than they.
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GATHRA CR 10 Trample (Ex) As a full-round action, a gathra can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The gathra merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling gathras space is subject to the trample attack. If a targets space is larger than 5 feet, it is only considered trampled if the gathra moves over all the squares it occupies. If the gathra moves over only some of a targets space, the target can make an attack of opportunity against the gathra at a -4 penalty. A gathra that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there's a legal position thats closer. This attack deals 2D6+8 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Ref save (DC 20) for half damage. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. |
Glacier Snake (average EL 4):
These large furred snakes often come down from the mountains to hunt. They are quite aggressive against creatures that are smaller than they, and will seek to incapacitate a victim and then drag it away to consume at its leisure. They are solitary creatures, and so only one at a time will be encountered.
| ADVANCED GLACIER
SNAKE CR 4 N Large animal Init +3; Senses low-light vision; Listen +11, Spot +11 AC 18, touch 12, flat-footed 15 hp 45 (6 HD); fast healing 1 Fort +8, Ref +8, Will +3 Spd 20 ft (4 squares), climb 20 ft (4 squares) Melee bite +10 (1D8+7) and sting +10 (1D8+5) Space 10 ft; Reach 5 ft Base Atk +4; Grp +15 Abilities Str 25, Dex 16, Con 16, Int 2, Wis 12, Cha 2 Feats Alertness, Improved Natural Armour, Improved Multiattack, Multiattack, Weapon Finesse Skills Balance +11, Climb +11, Hide +8, Listen +11, Spot +11 |
Ironclad Mauler (EL 9):
These are magically engineered dire bears used by the forces of the Deceiver as shock troops. Like most of the Deceiver's forces, the maulers were mostly wiped out in the final battles of the last war. However, several squads survived and still roam the area, charging any group of foes that look like they might have been enemies of the Deceiver during the War. That means most humans and non-evil humanoid races . Fortunately, the surviving maulers are now solo wanderers, having lost the cohesion of their units over time.
|
IRONCLAD MAULER CR 9 Improved Grab (Ex) To use this ability, an ironclad mauler must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Light Fortification (Ex) An ironclad mauler's grafted armour protects its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. anytime an ironclad mauler is hit by a critical hit or sneak attack, it has a 25% chance to resist the extra damage. Sickening Aura (Su) An ironclad mauler is surrounded by a field of negative energy. Any creature that comes within 10 ft of an ironclad mauler must make a DC 22 Fort save or become sickened. This condition lass for 1 hour. A creature that succeeds on the saving throw is immune to that creature's aura for 24 hours. Undead and constructs are immune to this aura. Trample (Ex) As a full-round action, an ironclad mauler can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The ironclad mauler merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling ironclad maulers space is subject to the trample attack. If a targets space is larger than 5 feet, it is only considered trampled if the ironclad mauler moves over all the squares it occupies. If the ironclad mauler moves over only some of a targets space, the target can make an attack of opportunity against the ironclad mauler at a -4 penalty. An ironclad mauler that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there's a legal position thats closer. The trample attack deals 2D6+16 points of bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 28 Ref save to take half damage. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. |
Knight of the Iron Glacier (EL 13):
These represent patrols of the organization called the Knights of the Iron Glacier. These worthies are generally warriors or paladins of Meredros who have taken up the duty of keeping a watch on the Mordasht region and suppressing or at least containing any evil festering within. The knights are naturally cautious and somewhat distrustful of strangers, even of humans, since it is known for human worshipers of the Deceiver or his Maugs to try to enter Mordasht to take up renewed worship or to dig up lost treasures of the evil god.
Any strangers who are not proven evil or allies of the Deceiver will be escorted to the Knights' encampment to speak with their leaders. Thereafter, assuming the PCs have the blessing of the Knights, further encounters will be friendly, and these patrols will be glad to share information and pleasantries with the PCs.
Encounters will be with 12 mounted warriors, led by a Knight and a sub-commander.
| KNIGHT OF THE
IRON GLACIER CR 8 Male human Paladin 6/Knight of the Iron Glacier 2 LG Medium humanoid (human) Init +1 (+3 in Frostfell); Senses detect evil, Listen +7, Spot +7 Aura courage (+4 save vs fear, 10 ft radius), good Languages Common, Draconic AC 23, touch 11, flat-footed 22 hp 73 (8 HD) Immune diseases, fear Fort +14, Ref +6, Will +10 Spd 20 ft (4 squares) Melee +1 bastard sword +11/+6 (1D10+3); or Melee mwk lance (mounted) +11/+6 (1D8+2) Ranged mwk composite longbow +10/+5 (1D8+2) Space 5 ft; Reach 5 ft Base Atk +8; Grp +10 Atk Options Ride-By Attack, smite evil 2/day (+3 attack, +6 damage) Special Actions turn undead (6/day, 3rd level cleric) Combat Gear +1 bastard sword, masterwork composite longbow (+2 Str bonus), masterwork lance, wand of cure light wounds (CL 1st, 44 charges), potion of cure moderate wounds (CL 3rd), potion of eagle's splendour (CL 3rd), arrows (20), iron arrows (12), silver arrows (12) Spells Prepared (CL 3rd, +10 melee touch, +9 ranged touch) 1st - bless weapon, protection from evil Spell-Like Abilities (CL 3rd) At will - detect evil 1/week - remove disease Abilities Str 14, Dex 13, Con 17, Int 12, Wis 14, Cha 16 SQ divine grace, frostfell awareness +2, lay on hands (18 hp/day), special mount (empathic link), warmount Feats Animal Affinity, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Ride-By Attack Skills Diplomacy +10, Handle Animal +10, Heal +4, Knowledge (local - Mordasht) +3, Listen +5 (+7 in frostfell), Ride +14 (+16 on war megaloceros), Sense Motive +7, Spot +5 (+7 in frostfell), Survival +4 Possessions combat gear, +1 full plate armour, cold weather clothing, fur clothing (only worn at night), +1 heavy steel shield, silver holy symbol to Meredros, silver and opal badge of station (650 gp), masterwork potion belt |
|
WAR MEGALOCEROS WARMOUNT CR
n/a Improved Grab (Ex) To use this ability, a war megaloceros must hit a Medium or smaller opponent with its gore attack. If it gets a hold, the megaloceros scoops up the opponent with its antlers and can toss it aside. Toss (Ex) A war megaloceros can vigourously shake any creature caught in its horns and fling it in a random direction. Resolve the toss as a bull rush maneuver (+9 check modifier), except that there is no attack of opportunity, since the megaloceros has already grabbed its foe when it tries to toss the victim. The war megaloceros does not need to move with its foe in order to throw its foe more than 5 ft. If the tossed victim beats the war megaloceros' Str check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed. |
| SUB-COMMANDER
CR 5 Female human Paladin 5 LG Medium humanoid (human) Init +1; Senses detect evil, Listen +2, Spot +2 Aura courage (+4 save vs fear, 10 ft radius), good Languages Common AC 21, touch 11, flat-footed 20 hp 47 (5 HD) Immune diseases, fear Fort +10, Ref +5, Will +6 Spd 20 ft (4 squares) Melee mwk bastard sword +8 (1D10+2); or Melee mwk lance (mounted) +8 (1D8+2) Ranged mwk composite longbow +7 (1D8+2) Space 5 ft; Reach 5 ft Base Atk +5; Grp +7 Atk Options Ride-By Attack, smite evil 2/day (+3 attack, +5 damage) Special Actions turn undead (6/day, 2nd level cleric) Combat Gear masterwork bastard sword, masterwork composite longbow (+2 Str bonus), masterwork lance, wand of cure light wounds (CL 1st, 32 charges), potion of cure light wounds (CL 1st), arrows (20), iron arrows (10), silver arrows (10) Spells Prepared (CL 2nd, +7 melee touch, +6 ranged touch) 1st - bless weapon Spell-Like Abilities (CL 2nd) At will - detect evil Abilities Str 14, Dex 13, Con 16, Int 10, Wis 14, Cha 16 SQ divine grace, lay on hands (15 hp/day), special mount (empathic link) Feats Exotic Weapon Proficiency (bastard sword), Mounted Combat, Ride-By Attack Skills Diplomacy +4, Handle Animal +8, Heal +3, Ride +11, Sense Motive +3, Survival +3 Possessions combat gear, full plate armour, cold weather clothing, fur clothing (only worn at night), heavy steel shield, iron holy symbol to Meredros, silver badge of station (50 gp) |
| SPECIAL MOUNT
HEAVY WARHORSE CR n/a N Large magical beast Init +1; Senses low-light vision, scent; Listen +8, Spot +7 AC 22, touch 10, flat-footed 21 hp 45 (6 HD) Fort +8, Ref +6, Will +3; improved evasion Spd 35 ft (7 squares) Melee 2 hooves +7 (1D6+4) and bite +2 (1D4+2) Space 10 ft; Reach 5 ft Base Atk +4; Grp +12 Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 SQ special mount abilities (empathic link, improved evasion, share saving throws, share spells) Feats Alertness, Endurance, Run Skills Listen +8, Spot +7 Possessions bit and bridle, chain shirt barding, military saddle, saddlebags, winter blanket, tent |
| WARRIOR CR 3 Male or Female human Fighter 3 LG Medium humanoid (human) Init +1; Senses Listen +0, Spot +0 Languages Common AC 18, touch 11, flat-footed 17 hp 30 (3 HD) Fort +6, Ref +2, Will +2 Spd 20 ft (4 squares) Melee longsword +6 (1D8+2); or Melee lance (mounted) +5 (1D8+2) Ranged composite longbow +4 (1D8+2) Space 5 ft; Reach 5 ft Base Atk +3; Grp +5 Atk Options Combat Reflexes, Power Attack, Ride-By Attack Combat Gear longsword, composite longbow (+2 Str bonus), lance, arrows (20), iron arrows (6), silver arrows (6) Abilities Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10 Feats Combat Reflexes, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (longsword) Skills Handle Animal +5, Intimidate +1, Jump +4, Ride +9, Survival +2 Possessions combat gear, chainmail, cold weather clothing, fur clothing (only worn at night), heavy steel shield, wooden holy symbol to Meredros, wooden holy symbol to Aghorrit, iron badge of station (5 gp) |
| HEAVY WARHORSE
CR 2 N Large animal Init +1; Senses low-light vision, scent; Listen +5, Spot +4 AC 18, touch 10, flat-footed 17 hp 30 (4 HD) Fort +7, Ref +5, Will +2 Spd 35 ft (7 squares) Melee 2 hooves +6 (1D6+4) and bite +1 (1D4+2) Space 10 ft; Reach 5 ft Base Atk +3; Grp +11 Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Listen +5, Spot +4 Possessions bit and bridle, chain shirt barding, saddle, saddlebags, winter blanket, tent |
Remorhaz (EL 7):
These predators burrow into the ground to await prey, often then springing out of their holes to snatch and swallow their prey.
| REMORHAZ CR
7 N Huge magical beast Init +1; Senses darkvision 60 ft, low-light vision, scent; Listen +8, Spot +8 Aura heat AC 20, touch 9, flat-footed 19 hp 73 (7 HD) Fort +10, Ref +6, Will +3 Spd 30 ft (6 squares), burrow 20 ft (4 squares) Melee bite +13 (2D8+12) Space 15 ft; Reach 10 ft Base Atk +7; Grp +23 Atk Options Awesome Blow, Improved Bull Rush, improved grab, Power Attack, swallow whole Abilities Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 Feats Awesome Blow, Improved Bull Rush, Power Attack Skills Listen +8, Spot +8 |
Shadow Wolf (average EL 8):
These undead wolves resulted from the corruption of native wolves of the region by Orcus the demon prince. They now roam the land in packs, seeking to consume the living. Encounters will be with 1D12 of these creatures.
|
SHADOW WOLF CR 3 Trip (Ex) A shadow wolf can assume a corporeal form as a free action and bite (as a standard action) a foe in an attempt to trip the opponent. A shadow wolf that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow wolf. Shadow wolves use their Dex modifier on trip attacks. |
Snow Goblin (average EL 8):
These small humanoids were native to the region before even the Deceiver came to Mordasht. In fact, it is believed that normal goblins were bred from the stock of these beings. In any event, they served the Deceiver as his slaves and scouts and battle fodder in northern battles, and waves of snow goblins were slain en masse during the final battles around Mordasht. Since the Deceiver's demise, the snow goblins have experienced a sort of liberation, as many of them have taken their fate into their own hands. Others are still dominated by more powerful creatures of the region.
The snow goblins encountered will be independent clans, often out hunting for food or scouting for information, possibly to sell to interested parties. They are by nature both cruel and cowardly, and will easily break and run if met with determined resistance. They can also be dealt with for information, whether by bribery or coercion.
Even so, the goblins are still likely to attempt an ambush of the PCs, usually involving dropping a tree as a deadfall trap or dropping an avalanche if the terrain provides. Assume, in both of these cases, that victims will be attacked with a +10 attack roll for 3D6 points of damage.
Snow goblin hunting parties will consist of 1D12+6 snow goblin warriors, led by a sergeant.
| SNOW GOBLIN
WARRIOR CR 1 Male or female snow goblin Warrior 2 NE Small humanoid (goblinoid) Init +1; Senses darkvision 60 ft; Listen +1, Spot +2 Languages Goblin, Common AC 16, touch 12, flat-footed 15 hp 13 (2 HD) Fort +4, Ref +1, Will -1 Spd 30 ft (6 squares), climb 20 ft (4 squares) Melee morningstar +4 (1D6+1) Ranged javelin +4 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +2; Grp -1 Combat Gear morningstar, javelins (6) Abilities Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6 SQ booming voice Feats Alertness Skills Climb +8, Hide +5, Intimidate +2, Listen +1, Move Silently +5, Spot +2 Possessions combat gear, fur clothing, leather armour, light wooden shield Booming Voice (Ex) Snow goblins can be heard over great distances, and their powerful voices can be quite intimidating. snow goblins gain a +4 racial bonus on Intimidate checks. |
| SNOW GOBLIN
SERGEANT CR 2 Female snow goblin Warrior 3 NE Small humanoid (goblinoid) Init +1; Senses darkvision 60 ft; Listen +4, Spot +4 Languages Goblin, Common AC 16, touch 12, flat-footed 15; Dodge hp 19 (3 HD) Fort +4, Ref +2, Will +1 Spd 30 ft (6 squares), climb 20 ft (4 squares) Melee morningstar +5 (1D6+1) Ranged javelin +5 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +3; Grp +0 Combat Gear morningstar, javelins (6) Abilities Str 13, Dex 13, Con 12, Int 10, Wis 10, Cha 8 SQ booming voice Feats Alertness, Dodge Skills Climb +8, Hide +6, Intimidate +5, Listen +4, Move Silently +6, Spot +4 Possessions combat gear, fur clothing, leather armour, light wooden shield Booming Voice (Ex) Snow goblins can be heard over great distances, and their powerful voices can be quite intimidating. snow goblins gain a +4 racial bonus on Intimidate checks. |
Snow Spider (EL varies):
These vermin hunt the region, often lairing in the pine forests and ranging into the plains looking for food to return to their brood. Unlike normal spiders, these roam and hunt in packs.
Consult the table below to determine the size of snow spider encountered.
| D100 |
|
| 01-50 | Small Snow Spider |
| 51-85 | Medium Snow Spider |
| 86-95 | Large Snow Spider |
| 96-00 | Huge Snow Spider |
Small Snow Spider (average EL 3):
These small vermin are encountered in nests of 1D12.
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SMALL SNOW SPIDER CR 1/2 Poison (Ex) Bite - Fort DC 10, initial damage 1D3 Dex, secondary damage paralysis * In snowy or icy environments, a snow spider's bonus on Hide checks improves by +4 |
Medium Snow Spider (average EL 6):
These medium vermin are encountered in colonies of 1D6.
|
ADVANCED MEDIUM SNOW SPIDER
CR 2 Poison (Ex) Bite - Fort DC 12, initial damage 1D4 Dex, secondary damage paralysis * In snowy or icy environments, a snow spider's bonus on Hide checks improves by +4 |
Large Snow Spider (average EL 8):
These large vermin are encountered in colonies of 1D6.
|
ADVANCED LARGE SNOW SPIDER
CR 4 Poison (Ex) Bite - Fort DC 16, initial damage 1D6 Dex, secondary damage paralysis * In snowy or icy environments, a snow spider's bonus on Hide checks improves by +4 |
Large Snow Spider (average EL 10):
These huge vermin are encountered in colonies of 1D6.
|
ADVANCED HUGE SNOW SPIDER
CR 6 Poison (Ex) Bite - Fort DC 18, initial damage 1D8 Dex, secondary damage paralysis * In snowy or icy environments, a snow spider's bonus on Hide checks improves by +4 |
Troll (EL varies):
Trolls were used commonly by the Deceiver as shock troops, as they can survive in most climes and are extremely hardy. Those that survived the wars still remain in the region, looking for food and/or sport.
Consult the table below to determine the type of troll encountered.
| D100 |
|
| 01-20 | Ice Troll |
| 21-30 | Mountain Troll |
| 31-85 | Troll |
| 86-00 | Two-Headed Troll |
Ice Troll (average EL 7):
These marauders range throughout the region, though they are more common to the north in the glaciers and in the higher peaks of the Grashtilim Mountains. They are encountered in bands of 1D6.
|
ICE TROLL CR 3 Rend (Ex) If an ice troll its with both claw attacks, it latches onto the opponent's body and tears the flesh. his attack automatically deals an additional 2D6+6 points of damage. Vulnerability to Slashing Weapons (Ex) If an opponent rolls a natural 20 with a slashing weapon against an ice troll (and subsequently confirms the critical hit), the ice troll must succeed on a Fort save (DC 10 + damage taken) or lose a limb (roll 1D6: 1-3 arm, 4-6 leg; 50% chance of either left or right). An ice troll that loses a leg falls to the ground but can continue moving at one-half speed. Severed limbs cannot attack but move at a speed of 30 ft toward the nearest source of water or ice. |
Mountain Troll (EL 10):
These horrendous goliaths come down from the mountain peaks to hunt. Fortunately, they are solitary creatures, and only one will be encountered at a time.
|
MOUNTAIN TROLL CR 10 Stability (Ex) Mountain trolls are exceptionally stable on their feet. A mountain troll has a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). |
Troll (average EL 8):
Trolls will be encountered in groups of 1D4. They will generally attack to consume prey or to take prisoners for later consumption.
|
TROLL CR 5 Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2D6+9 points of damage. |
Two-Headed Troll (average EL 9):
Two-Headed Trolls will be encountered in groups of 1D4. They will generally attack to consume prey or to take prisoners for later consumption.
|
TWO-HEADED TROLL CR 6 Superior Two-Weapon Fighting (Ex) Because each of its two heads controls an arm, a two-headed troll does not take a penalty on attack or damage rolls for attacking with two weapons. |
Undead (EL varies):
Various undead haunt the area, created by Orcus and other evil entities or a result of the corpses that lie beneath the permafrost, especially from the Field of Cerimallin.
Consult the table below to determine the type of undead encountered.
| D100 |
|
| 01-10 | Bleakborn |
| 11-30 | Ghoul |
| 31-65 | Wight |
| 66-75 | Winterspawn |
|
|
Wraith |
Bleakborn (EL 7):
These horrid undead are usually found partially buried in the permafrost. They are a result of traumatic deaths that happened during the worst of the cold season in Mordasht or as a result of traumatic deaths whereby the corpse was frozen over before it could fully animate. The creature appears as a frozen corpse. When a living creature comes within 30 ft of the bleakborn, it animates and attacks. These creatures are only encountered singly.
|
BLEAKBORN CR 7 Contingent Healing A bleakborn only heals when in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or less, a bleakborn eventually heals if a living creature at some future date wanders within 30 ft of the bleakborn's remains, automatically triggering its heat-draining aura. As long as affected creatures are within its heat-draining aura, a bleakborn's contingent healing remains active. A bleakborn does not have immunity to cold. While a bleakborn doesn't take cold damage from its own abilities, it can take cold damage from another of its kind. Create Spawn (Su) Any humanoid slain by a bleakborn becomes a normal zombie in 1D4 rounds. These spawn are under the command of the bleakborn that created them and remain enslaved until its destruction. hey do not possess any of the abilities they had in life. Sometimes a newly created spawn becomes a bleakborn instead of a mere zombie. Diet Dependent Bleakborns are diet dependent upon warmth, which they gain through their heat-draining aura. Fire Lover (Su) A magical fire attack heals a bleakborn of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause the bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. A bleakborn makes no saving throws against fire effects. Heat-Draining Aura (Su) All living creatures (except those immune to cold damage) that approach within 30 ft of a bleakborn are subject to its heat-draining aura. Victims must make a DC 16 Fort save. If they fail, they take 2D6 hit points of cold damage per round as their living heat is sucked away, but if they succeed, they lose only 1D6 hit points per round that they remain in the radius. Should a bleakborn kill a humanoid with its heat-draining aura, the victim rises again as a bleakborn spawn. |
Ghoul (average EL 9):
Ghouls are a constant danger in the region, with ample corpses to feed upon and fresh meat to kill. They always hunt in packs, lead by ghasts. Encounters will be with 1D6+6 ghouls led by 1D3+1 ghasts.
|
ADVANCED GHASTS CR 4 An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex) Those hit by a ghasts bite or claw attack must succeed on a DC 17 Fort save or be paralyzed for 1D4+1 rounds. Even elves can be affected by this paralysis. Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fort save or be sickened for 1D6+4 minutes. A creature that successfully saves cannot be affected again by the same ghasts stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. |
|
ADVANCED GHOUL CR 1 An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Paralysis (Ex) Those hit by a ghasts bite or claw attack must succeed on a DC 12 Fort save or be paralyzed for 1D4+1 rounds. Elves have immunity to this paralysis. |
Wight (average EL 10):
Like ghouls, packs of wights roam the region, seeking life energy and flesh to feed upon. Encounters will be with 1D12 of these undead.
|
ADVANCED WIGHT CR 4 Energy Drain (Su) Living creatures hit by a wights slam attack gain one negative level. The DC is 16 for the Fort save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points. |
Winterspawn (average EL 10):
These undead are the fallen lieutenants and commanders of both the Deceiver's armies and the armies of the Free Folk. Animated by the evil of the region and Orcus' fell influence. They wander the land seeking enemies to best. Encounters will be with 1D2 winterspawn.
|
WINTERSPAWN CR 9 Frost Glance (Su) As a free action once per round, a winterspawn can blast a single foe within 60 ft with its frost glance. This deals 4D6 points of cold damage (Fort DC 18 half). Ice Arms (Ex) A winterspawn's weapons are made of magical ice in razor-sharp crystalline shards. Its sword is a +2 keen icy burst longsword, and its javelins are +2 returning icy burst javelins. A winterspawn also wears +3 scale mail made of ice. A winterspawn's armour and weapons otherwise resemble normal versions of these weapons, but dissipate into vapour 24 hours after the winterspawn that created them is destroyed. |
Wraith (average EL 10):
These malign spirits of the dead are only active at night, as they despise the sun. If this encounter is indicated during daylight hours, then there is no encounter. These undead despise the living and hunger for their souls. Encounters will be with 1D12 wraiths.
|
WRAITH CR 5 Constitution Drain (Su) Living creatures hit by a wraiths incorporeal touch attack must succeed on a DC 14 Fort save or take 1D6 points of Constitution drain. On each such successful attack, the wraith gains 5 temporary hit points. Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
Winter Wolf (average EL 9):
These aggressive canines are adept hunters, and use pack tactics and their breath weapons to best effect whenever possible. Encounters will be with 1D6 of the beasts.
|
WINTER WOLF CR 5 Trip (Ex) A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. **A winter wolf has a +4 racial bonus on Survival checks when tracking by scent. |
Meeting the Knights:
When the PCs first reach the Kargenz River, they will encounter a patrol of Knights of the Iron Glacier. This patrol will be constituted exactly as the patrol outlined in the wandering encounters above. The patrol will hail the PCs and order them to halt.
The patrol is led by Sir Evikoly of Lumarsht, a Knight of the Iron Glacier. He and his sub-commander will cast detect evil on the PCs as they query them about their business. Assuming nothing untoward happens or is said, he will demand that the PCs accompany him back to their encampment to be questioned by their leader, General Aengrist. If the PCs inquire as to the nature of the Knights, he will merely say that they are worshipers of Meredros who keep a watch on the decaying evil of this land.
If the PCs refuse to submit to the patrol, a fight will occur. If any members of the patrol escape, they will bring word of the PCs to the encampment. Thereafter, all patrols encountered will be hostile and eventually specific search parties will be sent to slay the PCs or to bring them to justice. Such actions are beyond the scope of this scenario, which assumes that the PCs will cooperate with the good and honourable Knights. If none of the patrol escape, then further patrols encountered will question and try to bring the PCs to the encampment as had Sir Evikoly.
Should the PCs not strike for the Kargenz River, then they will have to encounter the Knights randomly and the first encounter will proceed as described above.
The Knights' Encampment:
The Knights of the Iron Glacier are a group of approximately 450 members. Most of these are fighters or paladins in the service of Meredros, though many also revere Aghorrit. Only about 50 of these are actual members of the Knights of the Iron Glacier prestige class, and the most senior member is also their founder, General Aengrist (Paladin 6/Knight of the Iron Glacier 10), who was a famous paladin during the War of the Gem who refused to believe that the evil of the Deceiver departed the world with its master. For the last 30 years or so, without fanfare or acclaim, the General has served as the primary bulwark against the festering malice of this ruined land, and he has become powerful in the blessings of his faith and in deed of arms.
In addition to the 450 men at arms, there are another 50 men and women who support the Knights, including cooks, smiths, armourers, etc. The Knights also have a stable of 20 light warhorses, 400 heavy war horses, and 50 war megaloceri. At any time, 50 of the Knights are out on patrol, and another 20 are escorting supply caravans to and from the civilized lands to the south or the Kingdom of Slumber to the east.
The encampment consists of permafrost ramparts and berms some 20 ft tall and very steep. Set into these is a strong wooden palisade another 15 ft tall. Wooden watch towers are set at strategic intervals into the palisade, and these are covered and pierced with arrow slits. There are two strong wooden gates allowing access to the encampment, and these are reinforced with iron bands and triple barred, with sally ports normally being open for normal traffic.
Within the encampment boasts a small village of tents, with the only permanent structures being the massive wooden stables and the chapel to Meredros. The former is of wood packed with mud and pitch, and the latter of stones reinforced by wooden beams. The chapel is run by Father Zeregonst (Cleric 9) and a handful of acolytes.
The PCs will be escorted to an audience with General Aengrist. He is an elderly man, with a greying beard and grey hair and a leathery face much worn by weather, time, and concern. Nonetheless, he also radiates good health, strength, and a stern kindness. General Aengrist will receive the PCs warmly, with Father Zeregonst at his shoulder. He will question the PCs, warning them that he worships the God of Truth, and that any lies will not be tolerated, will be detected by magic, and will be punished accordingly. There is no leeway in this harsh land for leniency, he will warn.
Father Zeregonst will cast detect magic while General Aengrist uses his detect evil. If the PCs have any spells active, the Father will ask them to dismiss all of their spells. He will then cast a heightened discern lies (DC 19).
General Aengrist will ask the PCs who they are and what they are doing in this land. He will question them intently, until he is satisfied that he knows exactly why they have come and what they seek and whom they serve. Assuming the PCs tell him the truth, he will ask Father Zeregonst to cast an augury, to determine if there will be weal or woe if he were to let the PCs proceed on their quest. The augury will be successful and reveal "great possible weal".
With that, General Aengrist will offer to let the PCs use the encampment as a base of operations to rest and resupply. He will also offer to answer any of their questions. The General can tell the PCs of the history and purpose of the Knights of the Iron Glacier. He can also tell them about the types of creatures likely to be encountered in the area, especially emphasizing the dangerous frost worms and their explosive death throes. He also has heard rumours of a youngish white dragon in the region, and will speak of the dreaded linnorms, which are seen only rarely, but which lurk somewhere near Mordasht.
About Orcus' dungeons he knows little, though he expects the PCs will encounter undead of various sorts. He can state that occasionally human worshipers of the Deceiver and his Maugs infiltrate into the area in order to worship their foul deities, so there could be Orcus cultists about.
The General will also warn the PCs to stay away from Mordasht proper, as their own mission is dangerous enough. He will also invite the PCs to purchase whatever equipment they desire at fair cost, and will offer to sell them one of their precious supply of wands of endure elements for standard price (which is a bargain in such an isolated region). The PCs can also purchase spell casting from Father Zeregonst for the normal donations, including raise dead. Assume the encampment has most standard mundane equipment, as well as skis, skates, crampons, armour insulation, frostbite salve, ice chalk, melt powder, polar skin, and whale grease. Other than the single wand of endure elements, no other magic items are available for purchase here.
Part Three - The Dungeons of Orcus:
Background:
The ruins that the PCs must explore are fairly straightforward. This was Orcus' main keep during his time on Therra. It was once a massive castle whose wicked spires lanced into the sky as if trying to pierce the celestial dome itself. Second only to the Deceiver's own citadel of Morsdasht in size and evil grandeur, the whole castle was cast down into ruins by the gods. The surface is now a massive jumble of blocks and stones. The casting down of the castle also rocked much of the dungeons below the castle. In these dungeons, Orcus kept many of his servants, as well as treasuries and experimentation chambers and other foul rooms used for purposes that Orcus wanted secure or hidden from eyes from above. Many of the dungeons are now destroyed, or inaccessible due to rockfalls caused by the gods. Many of the entrances to the dungeons from the surface are now blocked by thousands of tons of rubble. But a few entrances remain and some of these still lead into the bowels of the dungeon. Others lead to single rooms or a few room complexes before coming to buried passages.
Note: By the time PCs reach 8th to 10th level, they often have the means to transcend the normal boundaries of a typical dungeon. If the PCs insist on digging their way through rockfalls or otherwise exploring areas beyond rockfalls, the DM should feel free to make up passages and the like for the PCs to explore. These can contain interesting additional encounters, or can simply be dead places where no air or life or even unlife stirs, entirely devoid of challenge or interest.
The Upper Ruins (EL 11):
The castle of Orcus is set upon the southern fringe of a line of hills that runs south towards the Lake of the Dead. The castle stood upon a south-facing plateau some 500 ft above the plains of the land, and several paths wind up towards the plateau. One of these paths was obviously a main roadway, for it is some 30 ft wide and paved, though this roadway has since fallen into ruin, with much of the paving ripped out or eroded away and sections of the road have collapsed down the hillside. Nonetheless, the roadway provides the easiest way up to the ruins. The only downside is that the roadway is also very exposed to view from the lake. At least three other paths, little more than dirt runs, also make their way up to the ruins. These are more difficult to traverse and in places overgrown with tundra scrub and occasional trees, but they are also less visible from observation from afar.
No matter which route the PCs
take, they will arrive to the plateau unmolested.
| Atop the plateau is a jumble of massive black stones, most of them jagged, irregularly shaped pieces of some sort of strange obsidian, as if the entire structure of Orcus' castle was made of a single piece of the stuff rather than bricks and mortar. The ground is sewn with small pebbles of the stuff, and these are still quite jagged, even after 30 years of rough weather and wind. The largest pieces range usually from the size of a horse to the size of a small house, but at least several score of much more massive shards are present, these with jagged edges thrust up or sideways like the serried ranks of massive pikemen. The entire scene is strange and foreboding, bespeaking a lingering menace. |
The PCs will likely want to search for the entrances to the dungeons. There are three usable entrances, but they are difficult to locate and will require searching by the PCs. The PCs may be worried about collapses as they root around the rubble, but there is no danger, as a DC 15 Knowledge (architecture and engineering) check can confirm.
Creatures: A large tribe of snow goblins dwells amidst the rubble and ruins here. Their lairs are generally situated in small pockets and sheltered areas high up in the shards, where their climb ability allows them to scamper for protection. As the PCs approach the area, unless they manage to do so undetected, some snow goblin scouts well hidden in the rubble will note the PCs' arrival and will go to alert their clan. The clan will send a troop of warriors to try to drive the intruders away. If this troop is defeated, the goblins will refrain from bothering the PCs any further, unless they emerge from the dungeons in such a bad state that the goblins believe they would be easy pickings. Goblin scouts will constantly keep a watch on the PCs as they enter and leave the dungeons.
The goblins will attack as the PCs search the rubble for the dungeon entrances, a few minutes into their search. The ambush will begin with an attack by 8 dire wolves. Once these hit, 4 ogres will launch their javelins and then run howling into the fray. The goblins will stay hidden up in the rubble and throw javelins at the PCs. None of them will engage in melee if possible. Each goblin is in a location that provides cover while firing, can provide total cover from below if they crouch down, and requires a DC 10 Climb check to navigate the 20 ft climb. Each goblin is in its own separate position and no two goblins will be within 20 ft of the other.
If the PCs flee, the goblins and their troop will pursue, with the goblins scrambling high in the rubble to follow the PCs.
| SNOW GOBLIN
WARRIORS (12) CR 1 Male or female snow goblin Warrior 2 NE Small humanoid (goblinoid) Init +1; Senses darkvision 60 ft; Listen +1, Spot +2 Languages Goblin, Common AC 16, touch 12, flat-footed 15 hp 13 (2 HD) Fort +4, Ref +1, Will -1 Spd 30 ft (6 squares), climb 20 ft (4 squares) Melee morningstar +4 (1D6+1) Ranged javelin +4 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +2; Grp -1 Combat Gear morningstar, javelins (12) Abilities Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6 SQ booming voice Feats Alertness Skills Climb +8, Hide +5, Intimidate +2, Listen +1, Move Silently +5, Spot +2 Possessions combat gear, fur clothing, leather armour, light wooden shield Booming Voice (Ex) Snow goblins can be heard over great distances, and their powerful voices can be quite intimidating. snow goblins gain a +4 racial bonus on Intimidate checks. |
| SNOW GOBLIN
ADEPT CR 3 Female snow goblin Adept 4 NE Small humanoid (goblinoid) Init +1; Senses darkvision 60 ft; Listen +2 (+2 bonus when familiar in reach), Spot +2 (+2 bonus when familiar in reach, +3 bonus in shadows) Languages Goblin, Common AC 16, touch 12, flat-footed 15 hp 21 (4 HD) Fort +2, Ref +2, Will +6 Spd 30 ft (6 squares), climb 20 ft (4 squares) Melee morningstar +4 (1D6+1) Ranged javelin +4 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +2; Grp -1 Combat Gear morningstar, javelins (12) Spells Prepared (CL 4th, melee touch +4, ranged touch +4) 2nd - web (DC 14) 1st - bless, burning hands, obscuring mist 0 - cure minor wounds, detect magic, touch of fatigue Abilities Str 13, Dex 13, Con 12, Int 10, Wis 15, Cha 8 SQ booming voice, familiar benefits (Alertness, empathic link) Feats Alertness, Combat Casting Skills Concentration +8, Heal +4, Knowledge (religion) +1, Listen +2 (+2 bonus when familiar in reach), Spot +2 (+2 bonus when familiar in reach, +3 bonus in shadows), Survival +6 Possessions combat gear, fur clothing, leather armour, light wooden shield, wooden unholy symbol to the Deceiver Booming Voice (Ex) Snow goblins can be heard over great distances, and their powerful voices can be quite intimidating. snow goblins gain a +4 racial bonus on Intimidate checks. |
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SNOW OWL FAMILIAR CR n/a *Snow owls have a +8 racial bonus on Spot checks in areas of shadowy illumination. |
| OGRES (4) CR
3 CE Large giant Init -1; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +2 Languages Giant, Common AC 16, touch 8, flat-footed 16 hp 29 (4 HD) Fort +0, Ref +0, Will +1 Spd 30 ft (6 squares) Melee greatclub +8 (2D8+7) Ranged javelin +1 (1D8+5) Space 10 ft; Reach 10 ft Base Atk +3; Grp +12 Combat Gear greatclub, javelins (6) Abilities Str 21, Dex 8, Con 15, Int 10, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear, fur clothing, hide armour |
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DIRE WOLVES (8) CR 3 *A dire wolf has a +4 racial bonus on Survival checks when tracking by scent. |
Development: If any goblins are captured, they will certainly give information to the PCs with an appropriate amount of coercion or assurances. They don't know much of what goes on below in the dungeons, as those halls are dangerous and they stay away from them. Nonetheless, they can say that they have heard rumours that there is a master of the dungeon who is powerful in the worship of the Prince of Undead. They also know of the blue goblin and his minions that dwell in areas 5-8 of level one, as the blue sometimes treats with the snow goblins and trades with them. In fact, a de facto truce exists between the two goblin groups, and while they will not help each other, they will also not hinder each other. The snow goblins can also warn the PCs of the bonebats in area 4 that fly up into the night sky at sunset and return into the rubble at dawn. They can even show the PCs where the bats emerge from, allowing the PCs to locate an entrance into area 10.
The goblins will not betray the location of their tribe unless under magical compulsion. The tribe numbers some 150 goblins (Warrior 1 and 2), along with 7 sergeants (Warrior 3), 2 adepts (Adept 4) and a leader (Warrior 6) and has a small amount of treasure, mostly scattered coins and gems with no magic.
Searching the ruins will take 1 minute per check. A DC 20 Search check is required to find each of the three entrances into the dungeons below as well as an entrance into the chasm in area 10. Determine which entrance is found randomly, although the entrance to area 10 is about 20 ft up atop a pile of large collapsed rubble, so unless the PCs state they are willing to climb up to search the top of the various rubble piles on the plateau, they have no chance of finding it. If the PCs watch the area during twilight, they can observe the bats in area 4 of level 1 emerging from the entrance to area 10. Similarly, at dawn the bats fly back into the entrance to area 10 to their lair in area 4.
The Dungeon:
Unless indicated, all dungeon walls are superior masonry (per 1 ft - Break DC 35, hardness 8, hp 90; Climb DC 25). Floors are flagstone. Doors are iron (per 2 in - hardness 10, hp 60, Stuck DC 28, Break DC 28). Stairs are considered steep stairs. There are no light sources. All hallways are 10 ft tall and rooms or chambers are 15 ft tall.
The place is somewhat damp, from moisture leaking in via rain and melted snow and ice, and in places water collects in slime-covered puddles.
Finally, the entire dungeon is under the effect of an unhallow spell. This is a result of multiple instances of the spell cast at various points around the place in the decades since the War of the Gem. Assume a given area is covered by a single unhallow spell with a caster level of 1D4+8. The spell effects that might have been fixed to the unhallow spell have long since expired, except where specifically indicated in the text of the adventure. However, the first two effects of the spell, a continuous magic circle against good effect and a -4 penalty to turn undead checks (and a +4 bonus to rebuke undead checks) apply. Because of this magic, the entire dungeon complex radiates magic and evil.
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The Entrances:
Each entrance is labelled on the map as E1, E2, or E3.
E1 and E2 are stairways; steep stone staircases 100 ft long that wind down 50 ft vertically before emerging at the first level of the dungeon. The stairways turn four times, with a 10 ft square landing between each turn. These stairways are damp and encrusted with mud, moss, lichen, and various small slimes and molds evidencing their relative exposure to the outside. A DC 20 Track check will reveal that creatures of some sort pass up and down the stairs regularly, and stairway E2 will show signs of spoor.
About halfway down the stairs at E2 is a pile of junk, consisting of broken weapon and armour, pieces of furniture, etc., that covers an entire section of the stairs (i.e. 25 ft long). This junk does not block access through the stairs, but does slow movement by a further half and will generate enough noise passing through so as to alert the creatures in area 5, unless a DC 20 Move Silently check is successful. In addition, there is a trap at the bottom of the stairs at E2 that is described in area 5.
E3 is a roughly 10 ft diameter hole in the ground that drops down 50 ft to a hallway that is completely blocked by rubble just to the north of the hole. The hole appears entirely non-natural and non-constructed, as if it were the result of some great lance of energy that pierced the ground. In fact, examination of the shaft reveals earth turned to glass in places, as if by a great heat. At the bottom of the shaft, the floor of the hallway also is of rippled glass, further evidencing that some great spear of fire or lava shot up from or, more likely, down into the dungeon at this point. It is a DC 15 Climb check to ascend or descend the shaft, and for Large or larger creatures who can brace on opposite sides of the shaft, the DC decreases to 10.
Level One:
This level of the dungeon has been left up-for-grabs by the lich-priestess on level three. He does not have enough forces to take and hold this level, and he values the current inhabitants as an effective buffer against intrusion. Until and unless the inhabitants of this level gain cohesion and become a threat to the undead below, the lich-priestess is content to let the various inhabitants of this level vie with each other. That is not say he does not keep tabs on these denizens. The vampire commander on level two often sends his minions to spy upon the upper level.
1. Mis-Lead Undead (EL 10)
The door leading into this room from the southern stairs is slightly ajar and shows signs of having been battered at in the past. The muck and morass from the outside has obviously spilled down the stairs and collected at the door, as the stuff is a few inches deep here. As such, the door is stuck, requiring a DC 20 Str check to pull open or push closed. Instead, a person could try to squeeze through the opening. A creature smaller than Small can proceed through the opening at no penalty. A Small creature may pass through by expending an extra square of movement to shuffle past the door and through the opening. A Medium creature must squeeze through, making a DC 15 Escape Artist check. A Large creature must make a DC 30 Escape Artist check, and a creature larger than that cannot squeeze through at all.
The door leading to this room
from the north is barred by a stout wooden beam from the northern
side, requiring a DC 18 Str check to break. This lock was placed
there by the blue to the north to keep the creatures in this area
away from them.
| The chamber within is plain and unadorned, though a coating of mud is splayed across the floor, thicker at the southern end and tapering out at the northern end. Several small humanoid skeletons lie unmoving in the mud. |
The lead skeletons will attack all living creatures, which means they will not assault undead (or constructs). If a PC tries to squeeze through the southern door and fails his Escape Artist check, then he is likely to be attacked by the skeletons while stuck in the doorway. A person so stuck loses his Dex bonus. He gains the benefit of cover, but suffers a further -4 penalty to Dex as if entangled. He can only fight with one hand, and the DM can determine randomly which hand and shoulder came through first in case it matters (e.g. whether the shield arm is in the room facing the skeletons or the sword arm is).
The skeletons will not leave the room (i.e. the area between the two doors), though they will take cover behind corners if their foes attempt to engage them from a distance.
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LEAD SKELETONS (3) CR 7 Immunity to Magic (Ex) A lead skeleton is immune to any spell or spell-like ability that allows SR. In addition, certain spells and effects function differently against the creature as noted below. A magical attack that deals sonic damage slows a lead skeleton (as the slow spell) for 1D4 rounds, with no save. |
Treasure: The gems set into the eye sockets of the lead skeletons are deep blue spinels worth 500 gp each (6 in total). The skeletons are of goblins slain by the lead skeletons and each has a steel necklace around its neck with a small piece of strange crystal mounted as a pendant. There are a total of 4 such goblin skeletons here. A DC 30 Knowledge (arcana) or a DC 5 Knowledge (psionics) can determine that the crystal is a splinter of or related to a psicrystal.
2. Negative Corridor (EL 7)
| The floor of this hallway is carved with symbols of skulls, skull-topped rods, and demonic faces. The eastern end of the hallway contains a large bas relief of Orcus staring down the hallway, his obsidian skull-tipped wand upraised in his left hand and his bat wings unfurling. The figure's eye sockets once may have held gems, as evidenced by the holes in the stone where the eyes would be. |
Traps: The bas relief contains a magical trap that activates whenever any living creature who is not wearing an unholy symbol of Orcus and is of Tiny size or larger enters the hallway . An alarm spell activates to alert the guardians in area 3 to emerge from their niches and attack the intruders. In the meantime, a round later, and every round thereafter that a Tiny or larger living creature not wearing an unholy symbol of Orcus is present in the hallway, a widened negative energy burst spell is cast at a spot 40 ft west of the bas relief. This trap will not only damage the PCs, but will simultaneously heal the undead from area 3 who engage the PCs in the hallway.
| Negative Energy Burst Trap: CR 7; magic device; visual trigger (true seeing); automatic reset (every round); spell effect (widened negative energy burst, 11th level wizard, 1D8+10 damage [heals undead 1D8+10 hit points], DC 19 Will save half); Search DC 31; Disable Device DC 31. |
3. Niche Guardians (EL 9)
| A set of four 10 ft square niches extend from the hallway, two to each side. These niches are dusty but otherwise unadorned. |
Creatures: Four bugbear zombies are present in the eastern pair of niches, two to a niche. Two ettin skeletons are present in the western pair of niches, one in each. The undead are programmed to advance upon intruders so that the ettin skeletons stay behind the bugbear zombies, allowing all six undead to attack in ranks across the hallway. They will also attack foes within the radius of the negative energy burst in area 2 in priority to foes outside the radius. These creatures are also programmed to bull rush any foes within 10 ft of the chasm in area 4.
| BUGBEAR ZOMBIES
(4) CR 2 NE Medium undead Init +0; Senses darkvision 60 ft; Listen +0, Spot +0 AC 17, touch 10, flat-footed 17 hp 42 (6 HD); DR 5/slashing Fort +2, Ref +2, Will +5 Atk Options single actions only Spd 30 ft (6 squares; can't run) Melee morningstar +6 (1D8+3); or Melee slam +6 (1D6+3) Ranged javelin +3 (1D6+2) Space 5 ft; Reach 5 ft Base Atk +3; Grp +6 Combat Gear morningstar, javelins (3) Abilities Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1 SQ undead traits Possessions combat gear, heavy steel shield Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. |
| ETTIN SKELETONS
(2) CR 5 NE Large undead Init +4; Senses darkvision 60 ft; Listen +0, Spot +0 AC 11, touch 9, flat-footed 11 hp 65 (10 HD); DR 5/bludgeoning Immune cold Fort +3, Ref +3, Will +7 Spd 40 ft (8 squares) Melee 2 morningstars +10 (2D6+6); or Melee 2 claws +10 (1D6+6) Ranged 2 javelins +4 (1D8+6) Space 10 ft; Reach 10 ft Base Atk +5; Grp +15 Combat Gear morningstars (2), javelins (6) Abilities Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 SQ superior two-weapon fighting, undead traits Feats Improved Initiative Possessions combat gear |
4. The Wide Overlook (EL 10)
| This wide chamber was likely much larger, but now its western end falls away into a massive chasm that dives down into the depths below. The room's floor of flagstones goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. |
Creatures: Between dawn and sundown, a flock of 16 bonebats dwells here, still falling into their living bat-like habits of emerging during night to hunt (despite not consuming food). These creatures were originally a pack of night hunter deep bats that were slain and animated by servants of Orcus during the War of the Gem. The flock was scattered during the final battles, but managed to regroup afterwards and now roosts here, attracted to the evil negative energy flowing from the place. These creatures will attack any living creatures they encounter.
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BONEBATS (16) CR 2 See Invisibility (Su) Bonebats can see invisible creatures and objects within 60 ft. |
5. Guard Chamber (EL 9)
If the PCs have alerted the guards
in this chamber to their approach, whether by means of making
noise in the junk pile halfway down the stairs at E2, or from
actions taken to the south in areas 1-4, then the following description
of the room will apply:
| This chamber's floor is damp from water runoff from the stairs that ascend to the east. A small wooden table has been tipped over in the northwest corner of the room, blocking access to the passage to the northwest and facing both the stairway to the east and the passageway to the south. |
| This chamber's floor is damp from water runoff from the stairs that ascend to the east. A small wooden table sits in the center of the room, with four small kegs for use as stools. A pile of pouches or small sacks sits on the table, along with some dice and a few copper pieces and some dead rats. |
The two passageways sprouting eastward from the south passageway out of this room are both blocked by cave-ins.
Creatures: There are four goblin warriors stationed here at all times, meant to be alert to danger and to provide warning for the rest of their folk and to delay intruders long enough for their kin to organize a resistance.
| GOBLIN ELITE
WARRIORS (4) CR 5 Male goblin Rogue 3/Fighter 2 NE Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft; Listen +8, Spot +8 Languages Goblin, Common AC 17, touch 14, flat-footed 14 hp 35 (5 HD) Fort +6, Ref +6, Will +3; evasion Spd 30 ft (6 squares) Melee flail +6 (1D6+1); or Melee guisarme +6 (1D6+1) Ranged shortbow +8 (1D4) Space 5 ft; Reach 5 ft Base Atk +4; Grp +1 Atk Options sneak attack +2D6 Combat Gear flail, guisarme, shortbow, arrows (20) Abilities Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8 SQ trapfinding, trap sense +1 Feats Combat Expertise, Improved Feint, Improved Trip, Iron Will Skills Balance +8, Bluff +7, Climb +2, Diplomacy +3, Escape Artist +11, Hide +10, Jump +8, Listen +8, Move Silently +7, Use Rope +3 (+5 to bind someone), Sense Motive +5, Spot +8, Tumble +13 Possessions combat gear, leather armour, fur clothing, light wooden shield, tindertwigs (4), belt pouch, iron unholy symbol of Orcus with a psicrystal shard pounded into it. |
Tactics: These goblins are well trained and very clever. If they expect trouble, they will tip over the table for cover, with two goblins right behind it and the other two ducking behind them. The table can provide the first two goblins with total cover if they crouch behind it, and cover if they attack from behind it. The goblins in the second rank simply have cover.
Meanwhile, the four kegs being used as stools are actually filled with alchemist's fire. There are quick-burning fuses attached to the kegs. If the guards have time, they will set these kegs against the wall just to the south of the stairway opening and against the wall just to the east of the southern opening. They will run the fuses across the floor and back behind their table.
It will take the goblins a single round to set up the table and the kegs and another to return to behind the table.
The sacks and pouches on the table are actually a pile of 6 tanglefoot bags. If the goblins tip the table, they will take the bags with them behind the table, and will use them to hinder foes after they have blasted the kegs.
It will take an initial DC 10 Spot check to notice the kegs along the wall in an entrance not being used by the PCs (the kegs next to the entrance being used by the PCs are around the corner and out of sight until a PC peeks around the corner and looks down). Even then, it requires a DC 20 Spot check to notice the fuses running from the kegs to behind the table, and this Spot check must be an active Spot check.
When the first couple of intruders enter the chamber, the goblins will light the fuses to the proper kegs. It takes a standard action to light a fuse with a tindertwig, and each pair of fuses is twined together, so that a single lighting ignites both adjacent kegs. The fuses burn to the kegs in a matter of a second or two, igniting the kegs on the same turn that the fuse was lit. Each keg will explode in a 10 ft radius burst, causing 3D6 fire damage (Ref save DC 15 for half damage). Anyone who fails the save also takes another 1D6 fire damage in the following round unless they take a full-round action to extinguish the flames. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into water or magically extinguishing the flames automatically smothers the fire. These kegs will also explode if the kegs are breached by fire damage (hardness 5, hp 3, Break DC 15)
Once the kegs are ignited, the goblins will engage in missile fire, with two readying tanglefoot bags in case their position is approached. If forced into melee, they will fight bravely, using their Improved Trip feat and their trip capable weapons (flail and guisarmes) to topple foes and their Improved Feint to gain sneak attacks on opponents. The rear two goblins will fight over the shoulders of the front two with guisarmes, while the front goblins use their flails.
If the goblins are caught unprepared, they will attempt to at least tip over the table. They will also make an effort to roll a keg towards the PCs and lighting the fuse. This may be difficult under these circumstances, since it would take a move action to retrieve a tindertwig, a standard action to roll the keg, and a further standard action to light the tinder twig and the fuse.
The goblins will certainly grab the tanglefoot bags and use them to slow the assault, calling out to their brethren in areas 6-8 for aid.
Development: It is possible for the goblins to be approached peacefully, but not likely, as they are ordered to shoot first and ask questions later (a wise strategy when dwelling in such a dangerous region). If somehow captured or parley is established, they can be convinced to stand down. They don't have a lot of information, though they know the details of areas 1-4 as well as the snow goblins living in the surface ruins. In general they will refer any peaceful contact to their leader the blue goblin (see area 7).
Treasure: There are a few copper pieces of various mintings that the goblins use for their dice game (assume 50 cp). In addition, each goblin wears an iron unholy symbol to Orcus (which allows them to pass into area 2 and 3 unmolested) with a psicrystal splinter pounded into it (to show their allegiance to the blue goblin). A DC 30 Knowledge (arcana) or a DC 5 Knowledge (psionics) can determine that the crystal is a splinter of or related to a psicrystal. In addition, it will be plain to any PCs that have seen the splinters in area 1 that these splinters are the same.
6. Common Room (EL 10)
| This room is clearly used as a living area, as evidenced by the score of fur pallets lining the walls and the low wooden tables and chairs set in the center of the chamber. The table contains furs, small carcasses, dice, tin cups, and other small implements set upon it. Hooks pounded into the walls hold strung up carcasses, partially butchered, and several barrels are set in the southeast corner. Carvings decorate the walls, some crude and others rather well-done, showing goblins slaying large wolves and bats and even one where they bring down a frost giant. Chalk writing also covers the walls, all of it written in a language other than Common. The whole area is rather a cluttered mess, and the stink of sweat and waste predominates. |
Creatures: Some 20 goblins dwell here, with 4 of them being on guard duty in area 5 at any given time. Of the remaining 16 goblins, six are female commoners who can be considered non-combatants (Commoner 1). The remaining 10 goblins are male warriors.
| GOBLIN ELITE
WARRIORS (4) CR 5 Male goblin Rogue 3/Fighter 2 NE Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft; Listen +8, Spot +8 Languages Goblin, Common AC 17, touch 14, flat-footed 14 hp 35 (5 HD) Fort +6, Ref +6, Will +3; evasion Spd 30 ft (6 squares) Melee flail +6 (1D6+1); or Melee guisarme +6 (1D6+1) Ranged shortbow +8 (1D4) Space 5 ft; Reach 5 ft Base Atk +4; Grp +1 Atk Options sneak attack +2D6 Combat Gear flail, guisarme, shortbow, arrows (20) Abilities Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8 SQ trapfinding, trap sense +1 Feats Combat Expertise, Improved Feint, Improved Trip, Iron Will Skills Balance +8, Bluff +7, Climb +2, Diplomacy +3, Escape Artist +11, Hide +10, Jump +8, Listen +8, Move Silently +7, Use Rope +3 (+5 to bind someone), Sense Motive +5, Spot +8, Tumble +13 Possessions combat gear, leather armour, fur clothing, light wooden shield, belt pouch, iron unholy symbol of Orcus with a psicrystal shard pounded into it. |
| GOBLIN WARRIORS
(6) CR 2 Male goblin Warrior 2/Rogue 1 NE Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft; Listen +2, Spot +2 Languages Goblin AC 17, touch 14, flat-footed 14 hp 22 (3 HD) Fort +5, Ref +6, Will +2 Spd 30 ft (6 squares) Melee battle axe +4(1D6+1); or Melee longspear +4 (1D6+1) Ranged shortbow +6 (1D4) Space 5 ft; Reach 5 ft Base Atk +3; Grp +0 Atk Options Combat Reflexes, sneak attack +1D6 Combat Gear battle axe, longspear, shortbow, arrows (20) Abilities Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 8 SQ trapfinding Feats Combat Reflexes, Iron Will Skills Climb +2, Jump +8, Listen +3, Spot +3, Tumble +11 Possessions combat gear, leather armour, fur clothing, light wooden shield, belt pouch, iron unholy symbol of Orcus with a psicrystal shard pounded into it. |
Tactics: These goblins will be in various stages of relaxation and enjoying themselves. If an alarm is raised (for example, in area 5), the goblins will take at least 2 rounds to wake up, grab their weapons, and figure out what's going on. During this time, one will alert their leader in area 7. They will then wait for their leader to emerge from his lair and lead them into battle.
Developments: The goblin females will cower amongst the barrels to the southeast and will not fight except to defend themselves if attacked and cornered. Otherwise they will attempt to flee or surrender if the PCs prevail.
The goblins will fight for as long as their leader is present, even to the death.If the blue goblin falls, they will be likely to break and run or sue for peace if the PCs clearly have the best of the fight.
The goblins care little for their women. There are no goblin children because the blue goblin has determined that their living quarters are too cramped to allow for goblin imps at this time. Therefore, any goblin imps born are fed to the bonedrinkers in area 8.
Treasure: The barrels hold only water. A total of 3D20 each of cp, sp, and gp can be salvaged from the general mess in the room.
7. Blue Room (EL 9)
As the PCs view the hallway leading
into this room, they will note a strange, flickering mauve glow
emanating from the room. When they traverse the hall and look
into the room:
| A strange mauve glow emanates throughout this room, dappling the walls in purple waves and washes. This glow emanates from a large purple crystal set upon an iron tripod in the northeast corner of the chamber. This room is furnished with a wooden bed frame upon which are set piles of furs. Long wooden tables set along the south wall contain a variety of odds and ends, including what looks to be crystals of various sizes, as well as a makeshift alchemical lab with crude implements. A chest and two cloth sacks lie heaped at the foot of the bed, and a splayed dire wolf fur lies in the center of the chamber, its snarling face and mouth facing the entrance. A large, gnawed-upon bone sits on the fur. |
The glowing crystal is simply a meditative device commonly used by psions to still their minds. It grants anyone within 20 ft of it and exposed to its glow to gain a +1 circumstance bonus on Concentration checks to become psionically focused. This crystal is not magical, but simply a faerzress-infused crystal that has become attuned to benefit psionic meditation through manipulation of its crystalline structure. This is a result of an obscure duergar craft, and this blue was lucky enough to procure such a crystal.
The alchemical items are used to brew the alchemist's fire that the goblins in area 5 use. In addition, tingertwigs are crafted in the lab by soaking sticks in chemicals. Finally, there are chemicals here to craft tanglefoot bags, again in use by the guards in area 5.
Creatures: Harrityrbet and his consort, the priestess Maggasa, live in this room, along with their pet worg Lammesh. They will respond to any alert by preparing themselves magically, and then rallying their minions in area 6 and the undead in area 8. A force of 6 wolf skeletons attends Maggasa at all times, half of her animated undead (the remainder are in area 9).
|
HARRITYRBET CR 7 * Harrityrbet always has this power manifested. As such, the DM should determine at what portion of the day an encounter has occurred, or simply roll randomly. Assume he manifests the power 3 times per day for 1 power point each time. This means Harrityrbet will always be down by 1D3 power points. The AC values above reflect this power being active. |
|
HARRITYRBET'S PSICRYSTAL CR
n/a * With self-propulsion ability activated. |
|
MAGGASA CR 6 * The mace has 50 blood points current stored within (+10 damage allocated to future attacks as wielder desires) |
| WOLF SKELETONS
(6) CR n/a NE Medium undead Init +7; Senses darkvision 60 ft; Listen +0, Spot +0 AC 15, touch 13, flat-footed 12 hp 13 (2 HD); DR 5/bludgeoning Immune cold Fort +0, Ref +3, Will +3 Spd 50 ft (10 squares) Melee bite +2 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +1; Grp +2 Abilities Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1 SQ undead traits Feats Improved Initiative |
|
LAMMESH CR 3 *A worg has a +4 racial bonus on Survival checks when tracking by scent. |
Tactics: When the alarm is sounded that an actual attack is beginning, Harrityrbet and Maggasa will take some time to cast some preparatory magic as follows:
Round 1 - Harrityrbet manifests
force screen (1 point) for +4 AC, Maggasa casts shield
of faith on herself for +3 AC.
Round 2 - Harrityrbet manifests specified energy adaption (fire)
(3 points), Maggasa casts unliving weapon on one of her
wolf skeletons.
Round 3 - Harrityrbet manifests inertial armour (7 points)
for +7 AC (+3 AC over his current inertial armour), Maggasa
casts entropic shield on herself.
Thereafter, the two, with Lammesh and the wolf skeletons, will head to the trouble.
Maggasa will order the wolf skeleton with the unliving weapon to hang back until the proper moment to use it as a suicide vessel. Meanwhile, Maggasa will likely lead with elation to help her minions and then summon undead III to summon an appropriate undead. She will follow that with her various attack spells, and will look for an opportunity to use her necrotic cyst spell on a fighter type that looks easy to touch. Her other five wolf skeletons will be at her side to act as bodyguards.
Harrityrbet will use his psionic powers to attack the intruders as best seems fit, as he has a variety of at range powers he can manifest. He will use his specified energy adaption as an immediate action to protect himself from energy attacks other than fire (7 points), and will also make use of his mental barrier as an immediate action should he be engaged in melee (for a further +4 to his AC). While the battle involves his own troops, he will likely utilize his telekinetic maneuver, either to trip fighters, grapple them so that they can be sneak attacked by the goblin warriors, or to grapple mages so that they cannot cast spells. Lammesh, a loyal pet of the blue goblin, will remain at his side as a bodyguard.
Development: Harrityrbet is a clever and brave goblin, and believes he is capable of great things, including eventually wresting control of this dungeon from the powers below. As such, he will not easily shrink from a fight. However, being a clever sort, if he feels a fight is hopeless, he may try to parley with the PCs in order to determine what they have come here for. Assuming peaceful contact can be maintained, he may actually come to welcome the PCs' presence, especially if they indicate that they are looking for something of immense value. Whatever excuse the PCs give for being here, as long as it doesn't seem to involve further harm to Harrityrbet or his minions, he will try to direct the PCs to the lower levels, in the hope that either the PCs will perish there and be out of his hair, or the PCs will triumph and create a vacuum that will allow the blue goblin to take over power throughout the dungeon. This will be especially true if the PCs have convinced him that once they find whatever or whomever it is they are looking for, they intend to leave and not come back. In this case, Harrityrbet is happy to let the PCs know that there is a great temple to Orcus deep in the dungeon, on the lowest level of three, and that this temple is run by a lich-priestess of Orcus. If possible, Harrityrbet will lie and state that whatever or whomever the PCs seem is in the possession of or always accompanies the lich-priestess.
If a parley cannot be established, and things go badly, Harrityrbet will dimension door away (with Maggasa and Lammesh, if possible) and will be likely to try to raise new forces to take revenge on the PCs (possibly as they travel to or from the dungeon or emerge from it at some later date). The end word on Harrityrbet is that he is smart, crafty, and very hungry for power.
Treasure: The chest at the foot of the bed is locked (Open Locks DC 30) and contains 1500 cp, 1300 sp, 497 gp, 12 pp, a wand of summon monster II (CL 3rd, 16 charges), and an arcane scroll of halt undead (CL 5th). Hidden in the metal bracings in the corner of the chest is a tiny metal key (Search DC 30) that opens the iron box detailed below.
The cloth sacks hold a total of 2000 cp, 1000 sp, and 500 gp in total, split evenly between them.
Under the dire wolf fur is a hidden loose stone (Search DC 25) that holds a small iron box. The box is locked (Open Locks DC 35) and trapped with a poison needle trap
| Poison Needle Trap: CR 5; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 35); Atk +17 melee (1 plus poison, needle); poison (bebilith venom, DC 20 Fortitude save resists (poison only), 1D6 Con/2D6 Con); Search DC 24; Disable Device DC 20. |
Within the box are two power stones, a power stone of psychic reformation (ML 7th) and a power stone of incarnate (ML 9th).
8. Chamber of the Bonedrinkers
(EL 8)
| A horrific stench emanates from this chamber as you glance within. The room is littered with strange bundles of clothing, furs and other leathery shapes, some man-sized and some smaller, even quite smaller. The walls are splotched with what looks to be a yellowish-white paste, as if dirty white paint has been randomly splashed onto the walls. |
The white splotches on the walls are "bone juice", splashes of liquefied bones spattered on the walls during the messy feeding frenzy of the bonedrinkers.
Creatures: Four bonedrinkers dwell here, minions of the blue goblin in area 7. While they are not formally under his control, these horrid undead were goblins in their waking life and they feel comfortable dwelling amongst their old kin, especially as the goblins bring them victims and often scout out food for them when they choose to emerge to hunt the surrounding lands. As such, these creatures will fight in behalf of the goblins fanatically.
|
LESSER BONEDRINKERS (4) CR
4 Creatures without bones or Con scores are immune to the Con- damaging effects of the bonedrink ability. Improved Grab (Ex) To use this ability, a lesser bonedrinker must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and deals automatic claw or tentacle damage to the grappled victim. It can deal automatic claw or tentacle damage in each subsequent round that it maintains the grapple, and a lesser bonedrinker that has successfully pinned an opponent can begin to drink its bones. Bonedrinkers have a +4 racial bonus on grapple checks. Pounce (Ex) If a bonedrinker charges, it can make a full attack in the same round. |
Treasure: Searching the mouldering bags of flesh is a grisly task, but a DC 15 Search check on the bodies of the slain Knights of the Iron Glacier will turn up a +1 undead bane dagger inset with the scales of Meredros on its pommel in platinum thread (+250 gp) and 4 potions of cure moderate wounds (CL 3rd) in a mouldering potion belt. The other weapons and armour of the members of the Knights of the Glacier are too corroded and befouled to be of any use.
9. Ledge Temple (EL n/a)
| This room is cut asunder by a great rift that sinks into the depths below. The room's floor of jet-black flagstones goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. Along the northern wall, half of what looks to be an obsidian altar remains, its broken edge right up against the lip of the chasm, as if whatever formed the chasm also swiped off half of the altar. Behind the altar, set into the wall, is half of an obsidian relief of Orcus, 10 ft tall. Clearly the other half of this terrifying relief was also shorn by whatever made the rift. |
The altar radiates faint evil.
The jet-black flagstones each bear a carving of a grinning skull with ram horns and bat wings unfurled behind it.
Anyone standing within 5 ft of the edge of the chasm has a 5% per round of causing the flagstones underneath to dislodge, requiring a DC 15 Ref save or the victim will plummet into the chasm. A DC 5 Knowledge (architecture and engineering) check can determine that approaching within 5 ft of the edge is potentially unsafe.
If the room across the chasm is observed (area 11), it will be apparent that area 9 and that area were likely once two ends of the same chamber.
Creatures: 6 wolf skeletons are stationed here, animated by Maggasa. They will obey her commands, and without her direction will attack any creature not wearing an unholy symbol of Orcus. The wolf skeletons are specifically ordered to try to bull rush victims over the edge of the chasm if they are within 10 ft of the edge.
| WOLF SKELETONS
(6) CR n/a NE Medium undead Init +7; Senses darkvision 60 ft; Listen +0, Spot +0 AC 15, touch 13, flat-footed 12 hp 13 (2 HD); DR 5/bludgeoning Immune cold Fort +0, Ref +3, Will +3 Spd 50 ft (10 squares) Melee bite +2 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +1; Grp +2 Abilities Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1 SQ undead traits Feats Improved Initiative |
10. Central Chasm
This great gash divides this level almost neatly in two. Caused by a titanic divine blow as the gods emerged from Slumber, the rent extended from the top of Orcus' castle to the bottom of the third level of the dungeon. The rubble from the collapsed castle plummeted into the rift, and buried the lower levels of the dungeon beneath the third level and also blocked off the central stairway that descended from the third to fourth level. Exactly how many levels are beneath the third level is left up to the DM and is beyond the scope of this adventure.
The large pieces of the castle fell together and formed a sort of roof over the chasm. As more and more pieces of the castle fell upon that, the chasm itself was essentially sealed off from the surface, except for a single entrance to the surface that is approximately 20 ft wide by 10 ft long and snakes its way through the collapse of rubble to the surface. The bonebats in area 4 and the gauth in area 15 both use this tunnel to exit to the surface, the former every night, and the latter on occasion.
There are many Tiny or smaller entrances into the chasm from the surface as well, and these allow various miniscule vermin to enter the dungeon, along with rats and other small mammals. A large variety of small creatures dwell in small cubbies and niches amidst the collapse that roofs the chasm.
Creatures that cannot fly would have to climb down through the rubble, which is not that difficult, until they came to a final ledge that overlooks the rift. This final ledge that forms the bottom of the entrance tunnel is at the spot marked "10" on the map and is about 60 ft above the floor level of the dungeon.
The chasm descends to a point about 10 ft below level three of the dungeon, which is about 70 ft below the floor level of this portion of the dungeon.
Any creatures entering the chasm are likely to incur the notice of the bonebats in area 4. These will, if they hear or see living creatures, attack, and the DM should check for each individual bonebat to see if it notices the PCs. All that become aware of the PCs will launch themselves into the chasm to attack. Those that do not will remain in area 4 until they do notice the PCs.
The walls of the chasm can be scaled with a DC 15 Climb check.
The entire chasm area is damp, with water dripping from the roof of the collapse and plopping down to the rubble at the bottom or dripping along the side of the rift.
There are other entrances to level two of the dungeon deeper in the chasm. However, these will no be immediately apparent, due to the angle of view, shadows, rocky outcroppings, and the like. As such, when viewed from this level, it requires an active Spot check of DC 10 (further modified by distance) to notice a chasm entrance to any of the lower levels. Of course, there is no chance to spot these entrances without an adequate light source or means of seeing that far.
11. Sundered Room
The iron door to this chamber
is carved with a leering image of Orcus smiting a celestial with
his obsidian skull wand. Runes in Abyssal over the drawing proclaim
"All hail the great Lord of the Undead, favoured of the
Deceiver, Overlord of Demogorgon"
| This room is cut asunder by a great rift that sinks into the depths below. The room's floor of jet-black flagstones goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. |
Anyone standing within 5 ft of the edge of the chasm has a 5% per round of causing the flagstones underneath to dislodge, requiring a DC 15 Ref save or the victim will plummet into the chasm. A DC 5 Knowledge (architecture and engineering) check can determine that approaching within 5 ft of the edge is potentially unsafe.
If the room across the chasm is observed (area 9), it will be apparent that area 11 and that area were likely once two ends of the same chamber.
The passageway to the west of this chamber and leading north ends abruptly at a collapse.
12. Chamber of Stairs (EL 9)
| Two stone stairways flank the entrance to the chamber, both descending into the darkness below. The room beyond is adorned with a faded fresco that shows Orcus and various undead consuming nude victims of various humanoid races. |
Creatures: The lich-priestess on level three has created a grave dirt golem, which it has placed here to guard the stairway to level two below. This has not stopped creatures from entering level two, as many have simply climbed down the chasm to that level, but the lich-priestess didn't want the golem too close at hand in case it should go berserk. Instead, the golem at least serves as a guard against organized forces infiltrating down the stairways. The golem is instructed to attack and slay any who would attempt to ascend the stairs or approach this chamber. The golem will not leave this level, and will not pass further than 20 ft from the stairs.
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GRAVE DIRT GOLEM CR 9 Immunity to Magic (Ex) A grave dirt golem is immune to spells, spell-like abilities, and supernatural effects, just as if the attacker had failed to overcome SR. The only exceptions are as follows: A move earth spell drives the grave dirt golem back 120 ft an deals 3D12 points of damage. A disintegrate spell slows the golem (as the slow spell) for 1D6 rounds and deals 1D12 points of damage. An earthquake spell cast directly at a grave dirt golem stops it from moving on its next turn and deals 5D10 points of damage. The golem receives no saving throw against any of these effects. Any magical attack against a grave dirt golem that deals electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points that last for up to 1 hour. A grave dirt golem receives no saving throw against magical attacks that deal electricity damage. Soiled Wound (Ex) The wound inflicted by a grave dirt golem is caked with grave dirt. Suffused with negative energy, the soiled wound deals an extra 2D4 points of negative energy damage on the round subsequent to its delivery, after which the dirt in the wound becomes inert. |
13. Prison
The iron door to this chamber
is locked by a key lock (Open Locks DC 35) that is rusted and
corroded with age (hence its difficulty to open). Within is the
following:
| This dank and musty room contains rusted iron shackles bolted into the stone walls. There are at least twenty of these, and over half of them contain the arm bones of victims. Other bones and skeletons lie on the floor. |
14. Pillared Hall
| This large room contains two rows of large pillars of obsidian decorated with sard figures of skulls. The room's floor of flagstones goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. |
The pillars are treated as wide pillars, prohibiting movement into their squares and providing cover.
Creatures: There is a 25% chance that 1D4 of the lurking stranglers from area 15 are in this chamber, hiding and observing. If they see intruders, they will retreat to area 15 and warn their master.
15. The Eyes of Hate (EL 9)
| The walls of this chamber are made of some purple gem-like material that bears vague shapes resembling skeletons and skulls etched into it. The vaulted ceiling reaches some 25 ft overhead, and to the east and west, 20 ft wide hallways are supported by large pillars of obsidian decorated with sard figures of skulls. The western hallway extends for about 25 ft before ending in a collapse of rubble. A small horde of coins and gems gleams on the floor next to the rubble. |
The pillars are treated as wide pillars, though they do not technically occupy a square, but do provide cover to anyone shooting through the pillar.
Creatures: The gauth normally resides in the western hallway, where it sleeps and plans its schemes and raids. Its lurking stranglers normally roam the chamber proper, sometimes floating into area 14 and area 16. If they detect the approach of intruders, they immediately alert their master, who will enter the main chamber and float to the top, ready to shoot its rays. The stranglers will then hide amongst the pillars in the eastern hallway and aid in the attack.
|
ADVANCED GAUTH CR 7 Eye Rays (Su) Each of a guath's small eyes can produce a magical ray once per round as a free action. During a single round, a gauth can aim only two eye rays at targets in any one 90-degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs, or not at all. A guath can tilt and pan its body each round to change which rays can bring to bear in any given arc. Each of the six eye rays resembles a spell cast by an 8th level caster. Each eye ray has a range of 100 ft and a save DC of 17. The six eye rays include: Sleep: This works like the spell, except that it affects one creature with any number of HD (Will negates). Gauths like to use this ray against warriors and other physically powerful creatures. Inflict Moderate Wounds: This works like the spell, causing 2D8+8 points of damage (Will half). Dispel Magic: This works like the targeted dispel function of the spell. The guath's dispel check is 1D20+8. Scorching Ray: This works like the spell, dealing 4D6 points of fire damage (no save). A gauth creates only one fiery ray per use of this ability. Paralysis: The target must succeed on a Fort save or be paralyzed for 2D10 minutes. Exhaustion: This works like the spell ray of exhaustion (no save). Flight (Ex) A gauth's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. Stunning Gaze (Su) Stun for 1 round, 30 ft, Will DC 17 negates. Any creature meeting the gaze of the gauth's central eye is subject to its stunning gaze attack. Since the gauth can use its eye rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time. |
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ADVANCED LURKING STRANGLERS
(4) CR 3 Eye Rays (Su) Each of a lurking strangler's two eye rays resembles a spell cast by a 3rd level caster. One eye acts as the cause fear spell, and the other produces a sleep effect. Each effect is negated with a DC 11 Will save. Cause Fear: This ray works like the spell. It has a range of 30 ft. Sleep: This ray works like the spell, except that it affects one creature with up to 4 HD. It has a range of 130 ft. Flight (Ex) A gauth's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. Suffocate (Ex) If a lurking strangler hits a helpless foe with its lash attack, it wraps itself around the victim's throat and begins to choke it. In the first round, the victim falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, he suffocates and dies. |
Development: The gauth is not aware that the blue goblin in area 7 also desires to dominate the dungeons, so he currently does not regard those goblins as any sort of threat. Unlike the blue goblin, the gauth will not negotiate with intruders. If he is defeated, he will simply retreat down the chasm into the lower levels (or in extremis, down the pit in area 16, perhaps to lure pursuing foes to their demise). There, he will resign himself to ally with the lich-priestess (of whom he is currently unaware). The lich-priestess will be quite glad to have the gauth, since he can use his inflict moderate wounds ray at will, which effectively makes him an unparalleled healing machine for undead! The lich-priestess will then keep the gauth at his side at all times, and the DM should place him in the encounter with the lich-priestess.
Treasure: The pile of treasure in the western hallway represents a store that the gauth hopes can be useful to buy mercenaries or bribe creatures when it decides to make its move to dominate the dungeon. The hoard includes 700 sp, 1500 gp, an assortment of 20 gems worth a total of 2000 gp, and a +1 mithril chain shirt.
16. Chamber of the Pit
| The majority of this room is taken up by a large pit that descends into the depths below. The pit takes up the entire chamber, except for a 10 ft wide stone walkway that skirts the western edge of the place. The walkway's stone base also descends into the depths. |
Anyone with the scent special ability or who makes a DC 14 Wis check will be able to smell the odour of carrion wafting from below.
The ghouls in the chamber below have learned, now that victims are no longer thrown into the pit, to keep out of sight on the off chance that some creature stumbles off of the walkway or somehow descends into the pit, thinking it is safe.
If the gauth in area 15 were able to carry the battle with intruders onto the walkway here, it would certainly attempt to bull rush victims over the ledge and into the ghouls below.
Creatures: There is a 25% chance that 1D4 of the lurking stranglers from area 15 are in this chamber, hiding and observing. If they see intruders, they will retreat to area 15 and warn their master.
17. Warded Chamber (EL varies)
| A thick wall of billowing blue-black vapour roils before you. |
The 20 ft square niches to the west and east of the chamber are where the planar gates are located. Each takes the form of a 10 ft radius circular hole in the floor surrounded by magical runes inlaid in obsidian. Each hole is a one-way portal to the plane in question, allowing items to flow from the plane into this room, but not vice-versa. The western portal leads from the Elemental Plane of Air, and the eastern portal leads from the Negative Material Plane. Close observation, within 5 ft of a gate, can reveal that a steam-like white vapour is emerging from the gate and streaming into the room from the west and a coiling shadowy black vapour is emerging from the gate and streaming into the room from the east. In fact, anyone within 5 ft who looks through each gate will see an endless blue sky or a pitch black space as appropriate. Anyone trying to stick a body part through the gates will find that to their touch the area feels and acts like stone. However, even if the stone upon which the gates rest is moved, altered, or destroyed, the gates will still remain, hovering in mid-air if necessary.
Any spells or effects that would blow away or burn away an obscuring mist spell will function against the necromantic fog, but once cleared, the fog will reform in those areas cleared in 3 rounds after the clearing or burning effect is removed.
On the west and east walls above the gates is a fist-sized crystal held in the grasp of a stony hand. These gems and their stone holders cannot be seen normally at a distance of more than 5 ft through the fog. Even at 5 ft, a DC 15 Spot check is needed to notice the item. The gem can be pried free of the stone hand with a DC 22 Str check or by destroying the hand (hardness 8, hp 45). The crystal accompanying the air gate is blue, while the one accompanying the negative gate is smoky black. If the proper crystal is touched to a given gate, the gate immediately closes, and the crystal shatters. Closing the air gate removes the 2D6 cold damage after 4 rounds. Closing the negative gate removes the 1D6 negative energy damage and the negative level chance after 4 rounds. Once closed, there is no practical way to reopen the gates.
As each gem shatters, the creature imprisoned within the gem that powered the effect opening the gate and drawing the miasma into this room is released. Angry and frustrated and assuming those present are enemies, they will attack to the death. Note, however, that if both creatures are present at the same time, they will immediately fight with each other to the death first, with the survivor turning on the PCs.
The door to the south is wizard locked (CL 12th)
Creatures: If the air gate is closed, an immoth appears in the space nearest to where the gem shattered. The immoth will be dazed for a single round and will then bellow to the attack.
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IMMOTH CR 9 Icewalking (Ex) This ability works like the spider climb spell, except that it applies to all icy surfaces and it is always active. Poison (Ex) An immoth delivers its freezing venom (DC 19 Fort save) with each successful tail attack. The initial damage is paralysis (1D6+2 rounds), and the secondary damage is 1 point of Int drain per round of paralysis. Spells An immoth can cast arcane spells as a 12th level sorcerer. It cannot cast spells with a fire descriptor. |
If the negative gate is closed, a void ooze appears in the space nearest to where the gem shattered. The ooze will be dazed for a single round and will then attack.
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VOID OOZE CR 8 Energy Drain (Su) Living creatures hit by a void ooze's slam attack gain one negative level. A void ooze gains 5 temporary hit points for each negative level it bestows. Engulf (Ex) As a standard action, a void ooze can move over opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do, they are not entitled to a save. Those who do not attempt attacks of opportunity must succeed on a DC 20 Ref save or be engulfed; on a success, they are pushed back or aside (their choice) as the ooze moves forward. Engulfed creatures are subject to the ooze's negative energy damage and energy drain each round, and are considered to be grappled and trapped within its body. Shadow Shield (Su) A void ooze is surrounded at all times by a mass of flitting black shadows (the equivalent of a darkness spell, but only covering the void ooze itself). This provides the void ooze with concealment. In addition, the shield is infused with negative energy, Any creature striking the void ooze with a natural weapon or a handheld weapon takes 1D8 points of negative energy damage, as does any creature struck by the void ooze. Creatures wielding reach weapons are not subject to this damage. Split (Ex) If a void ooze's energy drain attack would increase its hit points to 200 or more, it instead splits into two void oozes, each with 100 hit points, as a free action. The new ooze appears adjacent to its parent. If no space is available, it cannot spawn on this turn (but will do so as soon as space is available). |
18. Room of Secrets
The door to this chamber is of iron and carved with a fanged skull whose maw is opening impossibly wide, as if intending to swallow any who dare enter the chamber. Inscribed in Celestial on the door in glowing argent letters are the following words:
The door is warded by an arcane lock spell (CL 15th). In addition, bound to the door is a large xag-ya that will emerge to attack anyone who touches the door or opens it in any way.
Creatures: The xag-ya will attack anyone who is present in the hallway, thought it will not leave the hallway. If the creature is slain, another will be available in 24 hours to ward the door again.
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ADVANCED XAG-YA CR 10 Turn Undead (Su) By suffusing a 60 ft radius area with positive energy, a xag-ya can make the undead recoil. It turns undead as a 15th level cleric and can do so 5/day. It cannot destroy undead. |
Once the PCs are in the room,
they will see the following:
| This oddly-shaped chamber has a domed ceiling that reaches 20 ft above the floor. Three large niches are set into the walls, and each niche bears a stone sarcophagus that is ornately carved. In the center of the chamber, a 10 ft diameter magical circle has been inscribed into the smooth obsidian floor. The circle is full of runes that glow with a pulsating white light. Within the circle is what can only be described as a horribly bloated and disfigured massive head the floats in mid air, tethered to the floor by way of four iron chains. The head bobs up and down slightly and the eyes seem alert, looking constantly across the chamber. |
The circle inscribed into the black floor is a hedged prison for a binding spell cast at CL 40 (i.e. cast by a 16th level wizard with help from six 12th level wizards casting dominate person) as well as a special diagram of the kind used to augment an inwardly focused magic circle spell. The minions of Orcus would cast a magic circle against good spell around the fiend to prevent it from using any of its abilities for 24 hours per caster level. Currently, however, this latter ability is not in effect.
The sarcophagi are carved to resemble nude humans lying on their backs screaming in agony and terror. They are empty, which can be discerned by lifting the heavy lid (each weighing 400 lbs). A close inspection of them will reveal that each bears iron manacles for arms and legs set within and there is a slot in the lid where a body's chest would be. In the bottom of the sarcophagus is a small drainage hole that leads to a channel carved in the floor of the chamber that, itself, leads to the runic circle in the room's center. The interior of each contains dried, rust coloured splotches along the bottom.
These sarcophagi are sacrificial devices. A victim would be bound within and the lid placed on top. A ceremonial blade would them be jammed into the slot, piercing the victim's chest. His blood would run down the drain and fill the runes of the magic circle.
Creatures: The floating creature trapped in the binding spell is a sibriex, a very evil and powerful elder demon. The sibriex cannot leave its prison, though it is capable of using any of its attacks including its chains and its spell-like abilities. Fortunately for the PCs, the being simply wants to be released, and is willing to parley with those it meets. Even so imprisoned, the sibriex is a terrible foe capable of destroying most groups of PCs.
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SIBRIEX CR 15 Flight (Ex) A sibriex's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. Form of Madness (Su) A creature within 60 ft that observe a sibriex must attempt a DC 24 Will save. Failure indicates that the creature's mind is warped and twisted, and he comes to see the sibriex in question as the perfect physical form. The victim takes a -4 penalty on saves made to resist enchantment spells or spell-like abilities employed by that sibriex. Worse, the victim immediately takes 1D6 points of Cha drain as his sense of self-worth and personality are diminished by the madness. This madness can be cured by heal, greater restoration, miracle, or wish. A creature that makes this save is immune to that particular sibriex's form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders or creatures that have had a fiendish graft implanted by a sibriex. Instant Graft (Su) Up to three time per day as a full-round action, a sibriex can use the Graft Flesh feat to create and attack a fiendish graft without paying the requisite costs in gold or XP. The grafts are formed out of pure chaos. A sibriex can attach an instant graft only to a willing or helpless target. Squirt Bile (Su) Once every 1D4 rounds as a swift action, a sibriex can spew black bile out of one of the feeding tubes hanging from its lower body. If the sibriex succeeds at a +10 ranged touch attack, the target takes 12D6 points of acid damage and is nauseated for 1D4 rounds. A successful DC 27 Fort save negates the nausea. |
Development: The sibriex is not initially interested in a fight. It is, instead, interested only in escaping its prison and returning to the netherworld. It knows, from centuries of observation of its prison and the initial casting of the spell, that the binding can be removed only by casting positive energy (e.g. from a cure spell, or channeling a turn undead attempt) upon it, and it sees the PCs as a very rare and unlikely opportunity to accomplish that.
The sibriex is extraordinarily intelligence and very wise. As such, it will use whatever wiles it deems best suited to convincing the PCs to release it. Very likely this will at first involve offering them fiendish grafts in exchange for its freedom. In order to lure the PCs closer, it will suppress its form of madness ability at first. It is very likely that the PCs will regard its chains as part of its prison and so not realize that they are within striking range as they approach. The sibriex will offer to perform up to three such grafts to buy its freedom, though the total of the grafts will not exceed 25,000 gp. The fiend will not inform the PCs of the horrid drawbacks of such grafts, only extolling the powers they will gain from them. Given its Bluff skill, it is unlikely a PC will be able to Sense Motive to determine that it is leaving something out. A DC 20 Knowledge (planes) check will allow a PC to remember reading something about bad side effects, and a DC 25 check will grant the PC specific knowledge of those side effect (i.e. the Wis damage for good aligned creatures and the desire to commit evil acts for neutral or good aligned creatures).
Failing that, it will use its form of madness to strike as many PCs as it can, and then use its charm monster spell-like ability to entice a PC to free it. In extremis, it will attack, attempting to take a PC hostage in exchange for its release.
If the PCs bargain with the sibriex, it will keep its word. Once released from its binding, the fiend will fade back to its home plane, whether it wants to or not. In fact, the sibriex will tell the PCs this in order to comfort them that it will not betray them. It will also inform the PCs of this if they try to enlist the demon's aid in exploring the dungeon. In any event, the sibriex will refuse to progress deeper into the dungeons, as it does not wish to be rebound by some means. The sibriex does not fear combat, and will gladly allow the PCs to slay it, for that will release its form back to its home plane.
Of course, the PCs can betray the sibriex by accepting its grafts and not freeing it. However, the sibriex will keep a very close eye on the PCs and demand that a good number of them enter near to him before performing the grafts. That way should the PCs not instantly act on their part of the bargain, it can try to take some hostages.
Note: Because the sibriex cannot move from its prison, the CR for defeating it should be CR 11.
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Level Two:
The second level of the dungeon is the demesne of a vampire commander and his spawn, who serve the lich-priestess on level three and seek to build armies of minions to serve the cause of Orcus. These vampires were certainly not the first to inhabit this level, as this part of the dungeon was clearly designed to house and accommodate vampires from the times when Orcus laired herein.
Every portion of this level is perforated by tiny holes with the exception of areas 12 and 19 and the cramped tunnel leading to area 19. These holes are usually around 1/4th of an inch in diameter and lead via 1/4th of an inch tubes drilled into the stone of the dungeon to area 18, where the vampires rest. It is safe to assume there are at least four such holes every 5 ft, sometimes on the floor, sometimes on the walls, and sometimes on the ceiling. The holes in a given area generally lead to a single stone tube that wends its way towards area 18. There are hundreds of such tubes, and they criss-cross and interconnect in a bewildering maze such that it would be extremely difficult to manage to shut off all of them or to navigate them easily to move from one area to another. A full score of these tubes actually end up in area 18, bifurcating into the many tiny holes that pockmark that chamber.
The vampires of this level use these holes and tubes as a sort of clandestine roadway. They can turn gaseous and enter any of the holes and wend their way through the tubes, to arrive at a particular place on this level. These tubes also make great escape routes should a vampire seek to flee attackers or be reduced to zero hit points.
The holes are so small that they are not noticeable unless a DC 25 Search check is made. Of course, once the PCs are aware such holes exist and specifically look for them, they can find them easily.
Should a PC attempt to navigate the tube system (e.g. in gaseous form), they may do so, but without some means to follow a quarry or to navigate, they will end up in a random area on this level, including unmarked hallways.
The vampires can also go in gaseous form into the various rubble collapses shown on the map. Here they can hide or even progress into the rooms and chamber beyond the collapses, though such places are beyond the scope of this adventure.
1. Room of Bones
| This chamber is full of bones, many of which appear to be broken, cloven, smashed, or burned. The floor is covered with them, in many places to a depth of half a foot. To the south, steep stone stairs rise up into the ceiling, while archways lead to passages to the west, east, and north. The eastern passageway looks out upon a great cleft that has cut across the passageway, obliterating it. |
2. Slithering Hall (EL 9)
| This chamber is decorated with obliterated mosaics and frescoes that once displayed horrific scenes of brutality and torture, though now only enough is intact to suggest the vile themes they once gloried. The floor is sprinkled with bones and bone fragments, thicker to the east. In one case it appears as if the mosaic was hacked away by hammers or axes and a symbol of some sort was scrawled into the bare wall, though that symbol looks to have been, itself, defaced. |
The hallway to the west leads to a collapse of large boulders and other rubble.
Creatures: Lairing amongst the collapsed rubble to the west is a constrictor snake zombie. The pattern of coloured scales on its torn and ragged hide resemble the skull wand of Orcus. This particular zombie was a favourite pet of a priest of Orcus and was imbued through profane rituals with extra capabilities. The snake will emerge to attack any living creatures that approach the double doors along the southern wall of the hallway, and will pursue its prey doggedly.
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ADVANCED BLOODTHIRSTY DISEASED
FAST UNKILLABLE CONSTRICTOR SNAKE ZOMBIE CR 9 Disease (Ex) Any successful melee attack by a diseased zombie exposes the target to a disease (filth fever - injury 12, 1D3 days, 1D3 Dex and 1D3 Con). Any creature making a successful unarmed or natural attack against a diseased zombie is similarly exposed (a character who grapples with a diseased zombie gets a -4 penalty on the save to resist infection). |
3. Hall of Carrion (EL 7)
| The interior of this hallway emits an absolutely horrific stench; no wonder considering the masses of bones, gibbets of flesh, and dried blood that covers this hallway. Even the ceiling has splashes of the rust coloured liquid on it. The mess is pushed up against the walls of the hallway, forming a relatively clear path through the center of the passage. |
In addition, the horrid mess here is ridden with disease. Anyone passing through the hallway will be exposed to cackle fever (inhaled 16, 1 day, 1D6 Wis). Anyone actually searching through the mess will also be exposed to slimy doom (contact 14, 1 day, 1D4 Con plus additional save or 1 Con is drained).
The door to the south is locked from this side by a large and complex looking iron lock (Open Lock DC 30) that is protected by a poison needle trap.
| Poison Needle Trap: CR 7; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (dragon bile, DC 20 Fortitude save resists (poison only), 3D6 Str/0); Search DC 24; Disable Device DC 20. |
The key to this door is in the possession of the vampire commander in area 18.
4. Ghoul Pen (EL 11)
| This room is round in shape, rising up to a height of 15 ft before the northwestern portion ends in a stone overhang, while the remainder continues up beyond that, exposing possibly some sort of ledge or walkway above. The floor of the room is covered with a scattering of bones, bone chips, and other small pieces of detritus and dust. The walls of the place are of a deep black obsidian and extremely smooth. |
Creatures: A pack of ghouls and ghasts lairs here, kept penned up by the lich-priestess and tended to by the vampires in area 18. The ghouls are kept ravenously hungry, fed just enough to stop them from going mad and tearing each other up, but little enough to keep them vicious and embittered. The lich-priestess eventually hopes to have a small army of ghouls to do his bidding, and he further hopes by means of giving and denying them food to make them compliant to his wishes so that they can be moulded into a true cohesive fighting force. The ghouls tend to cluster under the overhang in the northwest quadrant of the room, so as not to be discerned from above (see area 16 of level one). They also keep fairly quiet. This in the hope that someone will venture down into the chamber from above, to be torn apart and eaten by the ghouls.
There are a total of 8 ghouls here, along with 3 ghasts and a frost giant gravetouched ghoul. The frost giant ghoul retains its ability to throw rocks; however there are no suitable rocks or other projectiles in this chamber to throw.
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ADVANCED GHOULS (8) CR 1 An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Paralysis (Ex) Those hit by a ghouls bite or claw attack must succeed on a DC 12 Fort save or be paralyzed for 1D4+1 rounds. Elves have immunity to this paralysis. |
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ADVANCED GHASTS (3) CR 4 An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Paralysis (Ex) Those hit by a ghouls bite or claw attack must succeed on a DC 17 Fort save or be paralyzed for 1D4+1 rounds. Even elves can be affected by this paralysis. Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fort save or be sickened for 1D6+4 minutes. A creature that successfully saves cannot be affected again by the same ghasts stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. |
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GRAVETOUCHED GHOUL FROST GIANT
CR 10 Disease (Ex) Disease - bite, Fort DC 18, incubation period 1 day, damage 1D3 Con and 1D3 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or more rises as a ghast, not a ghoul. Paralysis (Ex) Those hit by a gravetouched ghouls bite or claw attack must succeed on a DC 18 Fort save or be paralyzed for 1D4+1 rounds. Elves have immunity to this paralysis. Rock Catching (Ex) A frost giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt. Rock Throwing (Ex) A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 120 ft each. |
Tactics: The ghouls will likely initially assume that anyone opening the door here is a vampire coming to feed them. They fear the vampires, having tested themselves against them many times before, and will crowd around the doorway in order to receive whatever the vampire might throw in. That said, unless the PCs are disguised as vampires or some other form of undead, the ghouls will quickly realize that the PCs are not their undead masters and swarm them, both to feed upon them and, after that, in the hope they can escape their pen. The ghouls will pursue "food" with a vengeance, even chasing it up and out of the dungeons altogether.
If attacked from area 16 of level one, the ghouls will all crowd under the overhang, gaining total cover. However, they can be easily lured out of their cover with the prospect of a good meal.
5. The Unholy Pool
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This chamber was once possibly a throneroom or audience chamber, as evidenced by a set of columns that runs the length of the place from the eastern end to the collapse of rubble and stone to the west. The columns reach all the way to the vaulted ceiling some 30 ft above the floor, and each is made of jet black obsidian shot through with ivory veins that could be bone. The white veins are often chipped and damaged, but on a few pillars they seem to form ghostly images on the columns; images that move and flicker on the edge of sight. Forty feet into the room sits a placid pool of brackish water. The pool itself is a raised lip of obsidian that rises a couple of inches up from the stone floor. Much of the lip is blunted or shows signs of battering, but the suggestion of runes carved into it remains. |
The pool is enchanted so that it is always full of unholy water. There are mystic conduits to both the Negative Energy Plane and the Elemental Plane of Water to effectuate this. The pool therefore radiates strong conjuration magic as well as moderate evil. A DC 30 Craft (alchemy) check or a DC 10 Knowledge (religion) check will identify the water as unholy water should a small sample be touched or tasted. Any water taken from the pool will slowly become normal water after a period of 1D3 days.
Should a water elemental be conjured from the pool, the elemental will have the necromental template (from Lords of Madness).
6. Chamber of Ashes
| The stone floor of this room contains an outline in ash or charcoal on the floor, as if some creature had been blasted down into the floor and perished there, with the heat of the blast outlining its form. The form is clearly humanoid, but Large sized and with feathery wings and swords in each hand. To the north, steep stone stairs rise up into the ceiling, while archways lead to passages to the west, east, and a door sits to the south. |
If the shape is examined carefully, a DC 20 Search check can determine that the swords borne by the charred figure were not actually in its hands, but rather they were its hands. Once this is determined, a DC 15 Knowledge (planes) check can determine that the figure was likely a sword archon.
7. Masonry Room
| This room is unadorned. Several large stone blocks rest on the floor here, and pieces of stone rubble dot the floor. Set on one of the stone blocks are large metal hammers and various sorts of sturdy chisels. Rags and cloths and several buckets of water are also present. |
8. Secret Lair (EL 11)
| This room is unadorned. A large stone sarcophagus rests in the center of the chamber, its face intricately carved in the shape of a bat with human hands wielding a strange weapon that seems to be a sword on one end and a flail on the other. Several clay flasks sit on a stone table near the sarcophagus, and each flask bears writing scratched into its bulb. Two reinforced wooden chests are also present in a corner of the chamber, surrounded by several tied leather sacks and a scattering of gold and silver coins. |
The room has two spells cast upon it.
The first is a forbiddance spell cast centuries ago by a 13th level vampire priest. This is indicated on the map as a dashed red line. The spell forms a cube that essentially surrounds the room at a distance of 5 ft from the edge of the room (including the floor and ceiling). The spell is attuned to evil alignment, such that good creatures passing through the forbiddance suffer 12D6 damage while creatures neither good nor evil suffer 6D6 damage. The spell also stops any teleportation or ethereal travel into the chamber.
The second spell is a permanent mage's private sanctum, cast ages ago by a wizard servant of Orcus. The spell covers the exact same volume as the forbiddance spell, and prevents scrying and reading of thoughts within its area of effect.
The sarcophagus is empty, though a DC 20 Search check will turn up a smear of dirt here and there along the walls. This dirt is part of the unholy desecrated earth used to attune a coffin to a particular vampire (in this case the current vampire commander).
There are six flasks on the stone table. The writing is etched into them in Abyssal, and each reads HEALING POTION.
Creatures: A massive undead ooze dwells here, placed by in ancient times before the chamber was sealed off. The ooze has come to an agreement with the current vampire commander, as it has done with many others before him, to guard the commander against intrusion while he sleeps here, and to guard his treasure, in exchange for being fed dead bodies that the vampire brings in while gaseous. Such a bargain was negotiated using telepathy with the assistance of the lich-priestess and a summoned demon. The ooze will attack any creatures that enter the chamber except for the vampire commander himself.
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ADVANCED UNDEAD OOZE CR 8 Engulf (Ex) Although it moves slowly, an undead ooze can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The undead ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Ref save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the ooze moves forward. Engulfed creatures are subject to the ooze's cold damage, and are considered to be grappled and trapped within the body. The ooze's capacity to engulf creatures is limited by the number and size of skeletons it has engulfed (see below). Skeletons (Su) As a full-round action, an undead ooze can expel 1D6 skeletons from its mass. Skeletons can act in the round they are expelled, and each skeleton conforms to the basic statistics for its size. Slain skeletons can be engulfed by the undead ooze and can be reanimated and expelled again in 1D2 hours. An undead ooze can hold up to 10 Medium skeletons, with Large skeletons counting as 4 Medium skeletons and Small skeletons counting as 1/2 of a Medium skeleton. Engulfed creatures also count towards this limit. |
| HUMAN SKELETONS
(10) CR n/a NE Medium undead Init +5; Senses darkvision 60 ft; Listen +0, Spot +0 AC 13, touch 11, flat-footed 12 hp 6 (1 HD); DR 5/bludgeoning Immune cold Fort +0, Ref +1, Will +2 Spd 30 ft (6 squares) Melee 2 claws +1 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +0; Grp +1 Abilities Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1 SQ undead traits Feats Improved Initiative |
Tactics: The ooze will generally be in a corner of the room, though not the corner containing the treasure. It will expel its skeletons first, and then attack to engulf prey. It currently holds 10 Medium skeletons, all of which are human.
Treasure: The flasks are actually potions of inflict serious wounds (CL 5). Of course, from an undead point of view, they are indeed healing potions". However, any non-undead drinking one will suffer the effects of an inflict serious wounds spell.
The coins surrounding the chest amount to 500 gp and 750 sp, all of various mintings, some of which are quite ancient. However, these coins have been smeared with a contact poison (to which, of course, vampires are immune).
| Coins Smeared with Contact Poison: CR 9; mechanical; touch trigger (attached); manual reset; poison (black lotus extract, DC 20 Fortitude save resists, 3D6 Con/3D6 Con); Search DC 18; Disable Device DC 26. |
The two cloth sacks contain untainted coins of various mintings, including ancient mints and including various orcish mintings. The sacks contain a total of 2000 cp, 1500 sp, 1000 gp, and 300 pp.
The two chests are locked (Open Lock DC 30), with the keys being on the person of the vampire commander in area 18. Each chest is also trapped with a greater glyph of warding spell that casts a mass inflict moderate light wounds spell on anyone who is not undead who touches the chest.
| Greater Glyph of Warding (Spell): CR 7; spell; spell trigger; no reset; spell effect (greater glyph of warding [spell], 11th level cleric, mass inflict moderate light wounds 2D8+11 damage, DC 22 Will save half damage); multiple targets (11 targets within 30 ft of each other); Search DC 31; Disable Device DC 31. |
The first chest contains a suit of +2 elven darkleaf banded mail and a deep velvet cloth wrapped around a +1 holy solarian truesteel elven thinblade. Both of these valuable items were taken from the body of a slain elven hero from the War of the Gem who was buried under one of the rubble collapses. The vampires noticed the body while gaseous and excavated the body, claiming these items. Both items are etched with Elvish runes and are recognizable as the elven hero's weapon and armour with a DC 25 Knowledge (history) check (non-elves receive a -10 penalty to the check).
The second chest contains an assortment of ravages, again taken from goodly folk during the War of the Gem. The vampire commander keeps these dangerous items here to safekeep them from being used against him and, possibly, to one day use them against the lich-priestess should the need ever arise.
The ravages are contained in a wooden vial rack that can be pulled up out of the chest. The chest itself has a cushioned velvet inner lining, so that none of the ravages will be destroyed by normal transport. However, if the chest is battered open, the the DM should roll 1D10 x 10% to determine what percentage of the ravages have been destroyed.
There are 12 flasks in all, each with a single dose of the ravage. The vials are of beautiful etched crystal with figures of swans upon them. The ravages include 6 flasks of unicorn blood, 4 vials of jade water, and 2 vials filled with crystals of golden ice. Since the unicorn blood lasts only as long as the unicorn that donated the blood lives, the DM should assume for simplicity sake a 1% chance per year that each flask goes inert.
9. Sundered Room
| This room is cut asunder by a great rift that sinks into the depths below. The room's floor goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. |
If the room across the chasm is observed (area 16), it will be apparent that area 9 and that area were likely once two ends of the same chamber.
10. Tortured Chamber
| This room is filled with destroyed furnishings, as evidenced by the pieces of wood and metal strewn about the place. Even a quick glance reveals that much of the furniture, if not all of it, was dedicated to implements of torture, for the remains of a rack can be seen in one corner of the room, half of it standing in place and the other half collapsed, and various iron staples for manacles and chains can be seen still set into the walls and ceiling. |
Creatures: A ghost inhabits this chamber. It was, in fact, the spirit of the last person tortured in this chamber before the forces of good assaulted Orcus' castle. The victim was undergoing excruciating torture, yet could hear the forces of good making their way towards him. Just as the hope of rescue climaxed, his torturer slew him as the free folk burst into the chamber. The torturer fled to the hallway outside of area 13, where he was buried in the collapse there. Normally, all would have ended there, but the torturer's soul did not depart to the afterlife. Infused by the negative energy of the place, he became undead, and remains trapped as a mohrg. The ghost cannot be at peace until his torturer has been dispatched.
When the PCs first enter the chamber, after a round or so, the ghost will manifest in the corner with the remains of the rack. In fact, he will manifest with his ghostly wrists still strapped in and lying horizontally across where the rack would have been had it been in one piece. The ghost will moan as if in great pain and plead with "Zerrog" to stop. If the PCs speak to the ghost, he will stop pleading and look towards them. Without leaving the rack, he will then converse with the PCs, telling them his plight and what he needs done to be at peace.
The ghost's name is Hamishfir, and he was a quartermaster in the army of Imtorr's Third Expeditionary Force during the War of the Gem. He was captured along with his supply train during a battle against the forces of the Deceiver in Vilgum, and was spirited away to this place, where he was imprisoned and tortured. Hamishfir can explain that he was on the rack being tormented by Zerrog when the sounds of battle began to rage above. He pleaded with Zerrog to stop, and that if the torturer did, Hamishfir would put in a good word for him so as to keep him from being slain by the attackers. But Zerrog refused, and heightened the tortures to an almost unbearable level. Just as the door to the place burst open and elves in shining platemail burst into the room, Zerrog dragged a flensing knife across his throat and fled.
All went black for a time, and Hamishfir assumed he was going to his great reward to be with the gods. But he became aware again as a ghost some time later, and he sensed that his presence was bound to that of Zerrog. The fact that he remains a ghost indicates to him that Zerrog did not perish in the attack. Hamishfir will beg the PCs to slay Zerrog if they find him. If asked where to find him, Hamishfir will not know. He has no idea how long he has been dead, and if told the current year, he will fear that somehow Zerrog escaped and is now hundreds of miles away. Nevertheless, Hamishfir will beg the PCs to keep a look out for the torturer. Hamishfir will state that Zerrog was a large half orc who often wore an iron helm with a claw carved into the top. Should Zerrog be slain, then Hamishfir can be dispatched to his final rest. The ghost has nothing with which to reward the PCs, and so will simply plead his case. Once his case has been made, he will un-manifest, not returning until Zerrog is dispatched.
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HAMISHFIR THE GHOST CR 8 Manifestation (Su) Hamishfir dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When Hamishfir manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Hamishfir can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Hamishfir can pass through solid objects at will, and its own attacks pass through armor. A manifested Hamishfir always moves silently. A manifested Hamishfir can strike with its touch attack or with a ghost touch weapon. A manifested Hamishfir remains partially on the Ethereal Plane, where he is not incorporeal. A manifested Hamishfir can be attacked by opponents on either the Material Plane or the Ethereal Plane. Hamishfirs incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane. Hamishfir has two home planes, the Material Plane and the Ethereal Plane. He is not considered extraplanar when on either of these planes. Rejuvenation (Su) In most cases, its difficult to destroy Hamishfir through simple combat: His "destroyed" spirit will often restore itself in 2D4 days. Even the most powerful spells are usually only temporary solutions. When Hamishfir would otherwise be destroyed, he returns to his old haunts with a successful level check (1D20 + 6 HD) against DC 16. As a rule, the only way to get rid of Hamishfir for sure is to determine the reason for his existence and set right whatever prevents him from resting in peace. |
Development: Should Zerrog (area 13) be slain, Hamishfir will manifest and beg that the PCs slay him. He will not resist and is easily slain, thanking the PCs as he wisps away to his final rest.
Treasure: A more formal search of the debris will turn up a wrecked and non-functional pain extractor on a DC 20 Search check. Furthermore, a DC 25 Search check will turn up a hook of dissolution, which is a 9 inch wickedly barbed metal hook engraved with magic runes.It would require a DC 15 Knowledge (arcana) check to determine that the wrecked pain extractor was once magical, and a DC 30 check to know of its function.
11. Donjon
The iron door to this room from
the east is not locked, though it bears a rather large iron lock
set into it. There are obvious signs that the door was battered
and the lock dissolved by some sort of acid.
| This large chamber's ceiling is only 10 ft overhead. The place is a mess of scattered bones, rusted iron bars, chains, and pieces of wood. From the various iron bars sticking out of the floor and ceiling near the walls of the place, it is clear that this room served as some sort of prison when the castle was occupied by the minions of Orcus. |
12. Strong Prison
| This chamber's ceiling is only 10 ft overhead. There are the twisted remains of stout iron doors on both the west and south walls, and both the doors and the wall, floor, and ceiling of this chamber are lined with lead. The lead shows evidence of hundreds of runes carved into it, though in most places the runes have been faded from the soft metal. |
This room is the only room on this level with none of the small holes allowing access by the vampires.
13. Zerrog's Chamber (EL 9)
The hallway leading up to the chamber and passing it to the west is collapsed along its western edge. That edge of the hallway is a mass of collapsed stonework and earth that narrows the hall down to 5 ft in places.
When the PCs view the chamber
proper:
| This room is full of junk, most of it large chunks of wood and metal, much of it twisted and charred. Some of the piles of rubble extend as high as the ceiling. The ceiling is black with soot, as are the walls, as if a great bonfire had been lit here. |
Creatures: Two ogre zombies are hidden behind the rubble in the chamber. They have total cover, and therefore cannot be seen despite their lack of Hide skill. These brutes are spawn under the control of the mohrg Zerrog (see below).
| OGRE ZOMBIES
(2) CR 3 NE Large undead Init -2; Senses darkvision 60 ft; Listen +0, Spot +0 AC 15, touch 7, flat-footed 15 hp 55 (8 HD); DR 5/slashing Fort +2, Ref +0, Will +6 Atk Options single actions only Spd 40 ft (8 squares; can't run) Melee greatclub +9 (2D8+9); or Melee slam +9 (1D8+9) Space 10 ft; Reach 10 ft Base Atk +4; Grp +14 Combat Gear greatclub Abilities Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1 SQ undead traits Possessions combat gear Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. |
Zerrog, the torturer, is now a mohrg...a very powerful one due to his immense evilness in life. He is partially buried in the collapse along the western edge of the hallway, specifically in the wall directly west of the entrance to area 13 proper. His legs are trapped under tons of stone, but the rest of his body is free to act.
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ZERROG THE ADVANCED MOHRG
CR 8 Improved Grab (Ex) To use this ability, Zerrog must hit a creature of his size or smaller with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. Paralyzing Touch (Su) Zerrog lashes out with his tongue in combat. An opponent the tongue touches must succeed on a DC 20 Fortitude save or become paralyzed for 1D4 minutes. |
Treat Zerrog as prone as long as he is trapped by the rubble. Being prone gives Zerrog a -4 penalty on attack rolls and is +4 to AC against ranged attack but -4 AC against melee attacks. However, the rubble also provides him with cover, providing him a +4 bonus against all attack and a +2 bonus on Ref saves. His statistics above reflect his condition.
Tactics: The zombies are instructed to leap out and attack anyone who enters the chamber, with specific orders to knock their foes back towards the morhg. They will bull rush opponents whenever there is a possibility to bull rush them into the morhg's reach.
Meanwhile, Zerrog will be well hidden in the rubble. Assume he has made a DC 39 Hide check. He will wait until a victim comes within reach, whether by accident or due to his zombies, and then strike, seeking to grapple a foe and/or paralyze victims.
Developments: Zerrog seeks to create enough spawn to eventually free him from the rubble. The two ogre zombies have tried to free him but cannot quite manage it. As such, Zerrog could be bargained with, using the prospect of freedom as a bargaining chip. However, the torturer is evil and proud and such negotiations will be difficult, and the vile mohrg will only keep his word as long as it benefits him. He will seek to slay anyone who helps him, for as long as such helpers are alive, they merely point out his weakness in becoming trapped in the first place.
If Zerrog is slain, Hamishfir will manifest in area 10.
Note: The mohrg is treated as CR 8 instead of CR 10 due to its trapped condition.
14. The Arena (EL 10)
The double doors to the south
are engraved on both sides with scenes of various demons and other
fantastic creatures fighting humans, some of the latter armed
like gladiators and others women and children huddling and preparing
to be torn apart. There were similar double doors to the north,
but those are now entirely missing, only the rusted hinges evidencing
their presence.
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This large chamber is clearly an arena or coliseum of some sort. The ceiling vaults 25 ft overhead, and the dirt floor is flanked by stone galleries that rise to each side of the central area. The galleries are 10 ft above the main level of the place, and accessed by stone stairs that rise steeply to reach them. Twisted iron gates seem to have, at one time, been capable of blocking off the bottom of the stairs from the main floor. The galleries are 10 ft wide, and slant up another 5 ft to allow three rows of stone benches as seating. The gallery widens to 20 ft along the western wall, where the seating seems to be a sort of royal box, as there are only two larger benches and a set of stone seats there. Piercing the wall of the galleries to the west and east are 20 ft wide and 8 ft tall archways. These have remnants of iron bars at the top and bottom, like iron teeth on a stone maw. There are signs that the War of the Gem raged in this place, as the walls of the gallery are chipped and cracked in places and many of the stone benches and seats appear smashed or battered. Nevertheless, two of the seats in the royal box appear in immaculate shape. |
The archways piercing the east and west galleries lead to holding pens for arena beasts, these pens encompassing the entirety of the space beneath the galleries. Such pens used to have individual cages for various beasts, but are now a wrecked mess.
The arena is now used for amusement by the vampires, who will sometimes capture victims from the vicinity of the castle ruins and bring them back to fight in the arena for sport.
The dirt floor of the main arena is 15 ft of packed earth, ending in worked stone. The areas beneath the galleries have stone floors.
Creatures: A single horrid denizen still haunts the arena. In life before the War of the Gem a remorhaz was captured from the nearby region and used to fight in the arena. The beast was released and managed to survive the battle, but was eventually slain by the lich-priestess and its corpse reanimated using horrible rituals that also corrupted the creature. It now serves the lich and vampire commander.
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CORRUPTED CORPSE CREATURE
REMORHAZ CR 10 Improved Grab (Ex) To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round. Swallow Whole (Ex) When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2D8+15 points of bludgeoning damage plus 8D6 points of fire damage per round from the remorhazs gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhazs interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. |
Tactics: The remorhaz usually dwells under the packed earth of the main floor, near the center of the arena. Being undead, it doesn't need to breathe. When its tremorsense detects intruders above, it will burst up out of the ground and attack viciously, seeking to swallow prey. If damaged severely, the beast will burrow back under the earth. Being long and slender, the remorhaz can burrow to the bottom and be 10 ft under the earth floor. There it will rely on its fast healing to rejuvenate before emerging once again to attack. As such, the remorhaz will not readily leave the earthen floor of the arena unless tricked or sufficiently enticed.
15. Room of Statues (EL 10)
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This room is cut asunder by a great rift that sinks into the depths below. The room's floor goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. Three statues adorn the place, one to the north and two to the south. The northern statue is of a large rotund man in a loin cloth with a hammer in his hand standing next to a gong hanging from a frame. The southern statue nearest the chasm is of a nude female with a constrictor snake wrapped around her body in a sensual embrace. The southern statue furthest from the chasm is of a screaming man whose chest cavity has burst open, displaying organs within. |
Creatures: The lich-priestess has placed a clay golem in this chamber, made of stone coloured clay so that it appears to be a statue. Allow an active Spot check of DC 25 to notice that the northern statue appears a little strange, as if the stone were "wet" and softer than normal stone.
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CLAY GOLEM CR 10 Cursed Wound (Ex) The damage a clay golem deals doesnt heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A move earth spell drives the golem back 120 feet and deals 3D12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1D6 rounds and deals 1D12 points of damage. An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5D10 points of damage. The golem gets no saving throw against any of these effects. Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage. |
Tactics: The golem is instructed to activate whenever it sees living creatures. It's first action is to swing its hammer into the gong. The gong's stone facade will shatter and the gong underneath will emit a tremendous ringing sound that will reverberate throughout the dungeon. Both the vampires in area 18 and the lich-priestess will be alert to trouble.
Once the gong is rung, the golem will drop the hammer and pursue its foes. It will bull rush opponents over into the chasm if the opportunity presents itself. Otherwise, it will simply bludgeon its enemies into a pulp, using its haste ability as soon as it can. If the golem goes berserk, it will still only attack living creatures, leaving the undead residents unmolested.
As long as the golem is not berserk, then if it is ever brought to 15 hit points or less, it will attempt to flee to area 22 and activate the trap there continuously until it is completely healed.
16. Sundered Room
| This room is cut asunder by a great rift that sinks into the depths below. The room's floor goes right to the edge of the chasm, with a few flagstones even sticking out into the void, likely ready to fall with a little pressure applied. |
If the room across the chasm is observed (area 9), it will be apparent that area 16 and that area were likely once two ends of the same chamber.
17. Room of the Pedestal
| A large pedestal dominates this chamber, made of an obsidian block 2 ft square and 5 ft tall. Atop the pedestal is a faceted concave indentation. The pedestal stands before the west wall, which is jet black and bears a rectangle of runes that is 10 ft to each side. Otherwise, the room is empty. |
An examination of the runes on the wall will reveal, with a DC 20 Knowledge (arcana) check, that the runes are related to divination powers. If the check is DC 30, then it can be determined that the runes actually amplify and augment powerful divination magic. Furthermore, it will be noted by anyone who can read Morakki that some of the runes are of Morakki origin. If the PCs recall Hagistre's description of the crystal bearing Morakki runes, then this fact can be another clue that the crystal once rested here.
The crystal did indeed rest here during the time before the War of the Gem. When the forces of good approached, the crystal was moved to the vault on the third level, where the lich-priestess subsequently found it.
18. Chamber of the Vampires (EL 12)
The secret door leading to this
chamber is well concealed, requiring a DC 30 Search check to locate.
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This grand chamber is decorated with bas reliefs portraying bats and rats swarming over females, many of them biting necks, arms, and breasts. The floor is black marble shot through with blue porphyry. Niches to each side flank the chamber, and two large sarcophagi rest in each niche, set against the wall. The sarcophagi are each about 8 ft long ad 4 ft tall and decorated with stylistic carvings. In the center of the chamber are several tables and chairs, all mismatched as if obtained from a variety of sources. Set upon the tables are various mugs, goblets, and ewers, and lying on one long table is the nude figure of a human male, his skin pale white and his eyes open and staring at the ceiling. Some wooden divans and throw pillows lie about the place as well, along with books and other small items that suggest that this chamber serves as a living quarters. |
| In the eastern portion of the chamber stands a large wooden writing desk, somewhat battered and carved with leering demonic figures. With it sits a plush velvet chair. At the end of the chamber is a raised dais leading to a 10 ft square niche. Hovering over the niche is a menacing carving of a bat winged fiend leering out into the chamber. Within the niche is a large sarcophagus carved with crossed swords and fanged skulls. |
The fourth sarcophagus from the west, on the northern wall, is rigged on stone rollers to be able to pivot away from the wall with a DC 20 Str check (up to three Medium individuals can assist). A DC 30 Search check will reveal the fact that the coffin can pivot and is acting as a secret door. Beyond the secret door is a tunnel 4 ft square leading to area 19.
Most of the goblets and drinking vessels on the tables are stained with blood, and a few even have some blood left within. The body on the table is a corpse, a Knight of the Iron Glacier recently caught, dominated, played with, and finally drained of blood. A small tattoo on his right shoulder bears an insignia that can be recognized as that of the knights of the iron glacier with a DC 10 Knowledge (nobility and royalty) check assuming the PCs have visited the camp of the Iron Glacier Knights previously. Otherwise, the DC increases to 30.
The books and other small items all hold no value. They are simply personal items of the vampire spawn. The writing desk has several tomes set upon it, as well as finger bone pens and blood ink. The tomes are basically ledgers written by Fortyurin in Common detailing the ghoul breeding project and even casual study of it for a few minutes will reveal that the intention here is to eventually breed an army of undead for his mistress, a lich-priestess of Orcus, to rebuild Orcus' glory in the "new world". Careful study (requiring a half hour or so) and a DC 15 Sense Motive check will also reveal that Fortyurin does not exactly admire the lich-priestess and that there is some possible enmity between the two.
Creatures: There are 12 human and orc vampire spawn here (half male and half female), lead by their master, the vampire commander Fortyurin. Fortyurin is second in command in this dungeon, one day to be the general of the lich-priestess's armies. For now he is responsible for maintaining power on this level of the dungeon. He knows of and routinely spies upon the denizens of the first level of the dungeon, but for now is content to let them serve as a buffer between invaders and his own forces.
The vampires usually arise and sleep in their own rhythms, though at least four spawn will always be up and alert at all times. Like most of their kind, they like to sleep 12 hours a day (usually during daylight hours). The vampire commander will usually be awake during night hours and asleep during the day when not on alert.
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VAMPIRE SPAWN (12) CR 4 Domination (Su) A vampire spawn can crush an opponents will just by looking into his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampires influence as though by a dominate person spell from a 5th level caster. The ability has a range of 30 feet. Energy Drain (Su) Living creatures hit by a vampire spawns slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points. A vampire spawn can use its energy drain ability once per round. Fast Healing (Ex) A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed (it can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round. Gaseous Form (Su) As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Spider Climb (Ex) A vampire spawn can climb sheer surfaces as though with a spider climb spell. Vampire Spawn Weaknesses For all their power, vampire spawns have a number of weaknesses. Repelling a Vampire Spawn Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things dont harm the vampire spawn - they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire spawn at bay takes a standard action. Vampire spawns are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all. Slaying a Vampire Spawn Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesnt always destroy it (see the note on fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire spawn in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire spawn's heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creatures head and fill its mouth with holy wafers (or their equivalent). |
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FORTYURIN CR 9 Blood Drain (Ex) Fortyurin can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1D4 points of Con drain each round. On each such successful drain attack, Fortyurin gains 5 temporary hit points. Children of the Night (Su) Fortyurin commands the lesser creatures of the world and once per day can call forth 1D6+1 rat swarms, 1D4+1 bat swarms, or a pack of 3D6 wolves as a standard action. These creatures arrive in 2D6 rounds and serve Fortyurin for up to 1 hour. Domination (Su) Fortyurin can crush an opponents will just by looking into his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone Fortyurin targets must succeed on a DC 17 Will save or fall instantly under the Fortyurins influence as though by a dominate person spell from a 12th level caster. The ability has a range of 30 feet. Energy Drain (Su) Living creatures hit by Fortyurins slam attack gain one negative level. The DC is 17 for the Fortitude save to remove a negative level. For each such negative level bestowed, the Fortyurin gains 5 temporary hit points. Fortyurin can use his energy drain ability once per round. Fast Healing (Ex) Fortyurin heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points in combat, he automatically assumes gaseous form and attempts to escape. He must reach its coffin home within 2 hours or be utterly destroyed (he can travel up to nine miles in 2 hours.) Once at rest in his coffin, he is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su) As a standard action, Fortyurin can assume gaseous form at will as the spell (caster level 6th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Grant Move Action (Ex) Fortyurin can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 ft (but not himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after Fortyurin's turn is over (this may mean, for example, that an ally whose initiative count immediately follows Fortyurin's may get an extra move action from Fortyurin, followed directly by a full round worth of actions on the ally's turn). A creature can take only one extra move action per round. If an ally chooses not to take the extra move action, it is lost. Spider Climb (Ex) Fortyurin can climb sheer surfaces as though with a spider climb spell. Vampire Weaknesses For all his power, Fortyurin has a number of weaknesses. Repelling Fortyurin Fortyurin cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, he recoils from a mirror or a strongly presented holy symbol. These things dont harm the Fortyurin - they merely keep him at bay. A recoiling Fortyurin must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding Fortyurin at bay takes a standard action. Fortyurin is also unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship. He is utterly unable to enter a home or other building unless invited in by someone with the authority to do so. He may freely enter public places, since these are by definition open to all. Slaying Fortyurin Reducing Fortyurin's hit points to 0 or lower incapacitates him but doesnt always destroy him (see the note on fast healing). However, certain attacks can slay Fortyurin. Exposing Fortyurin to direct sunlight disorients him: He can take only a single move action or attack action and is destroyed utterly in the next round if he cannot escape. Similarly, immersing Fortyurin in running water robs him of one-third of his hit points each round until he is destroyed at the end of the third round of immersion. Driving a wooden stake through Fortyurin's heart instantly slays him. However, he returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the Fortyurins head and fill his mouth with holy wafers (or their equivalent). |
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Cape of Flying: This cape allows its wearer to fly as the fly spell for up to 10 rounds per day. Usage of the cape can be on a round by round basis. Faint transmutation; CL 3rd; Craft Wondrous Item, fly; Price 4,800 gp. |
Tactics: Fortyurin is well trained in all aspects of combat, including tactics and strategy. He knows the strengths and weaknesses of his minions and the layout of his lair. Given the exceptional mobility enjoyed by him and his spawn due to the tube network on this level, the vampire commander will prefer hit and run tactics, especially since is forces have the benefit of fast healing. Once he is alerted to trouble, he will pursue his enemies as tactically appropriate, including to other dungeon levels and even outside if the sun is not out. He will certainly attempt to figure out where the PCs are resting if they do so after encountering him. The commander is also imminently aware of magic and its capabilities, and will not bunch his minions to where they can be easily dispatched by an area effect spell.
Fortyurin respects and hates mages of all sorts, and almost any combat will involve him going after spellcasters, especially arcane casters. Given his selection of feats, especially his Mage Slayer feat, he is adept at doing so. He will, in fact, use his grant move action ability to have his minions swarm upon and overwhelm any mage that gets within a move action of his forces. In fact, he is not above readying an action to grant a move action to his followers to enable them to scatter out of the effect of an area spell.
Fortyurin will especially utilize the other minions of this level, including the remorhaz in area 14, the ghouls in area 4, the yellow mold in area 20, and the clay golem in area 15, attempting to lure the PCs into such areas in order to swing the odds in his favour. If all seems hopeless and the PCs have discovered both of his coffins, then the vampire commander will retreat to level three to fight at the lich's side.
Another somewhat nasty tactic the vampires will avail themselves of is to proceed to area 21 and let green slime drop on them. Since the slime does Con damage and they are immune to such effects, they can remain coated in the stuff. Then, while fighting the PCs, on a successful slam attack, the victim will also be subject to green slime. After two such hits, it can be assumed that enough slime has been transferred from vampire to victim that no further slams will transfer slime (unless the vampires return to area 21 and replenish their slime). The spawn are prone to adopt this tactic, but Fortyurin will not, as he will not wish to risk exposing his possessions to the slime. Remember that when the vampires go gaseous, the slime does not travel with them.
Developments: If the PCs destroy the coffins, whether by physically destroying them, or casting consecrate or hallow on them, or by pouring a full vial of holy water inside of each, then the vampires will become much more timid and much less likely to fight to the death.
Treasure: The writing desk contains several drawers that are unlocked. Within are valueless writing utensils and a scrap of vellum that has the following written upon it in blood ink:
This details the location of the concealed entrance to level three, which is 30 ft out and 30 ft below and 30 ft to the north of the clay golem in area 15. Fortyurin wrote this note to himself during the early days of his dwelling here, so as to not forget where the entrance was. He no longer needs the scrap, but has left it here out of neglect.
19. Secret Chamber
Note that neither the cramped tunnel nor area 19 proper are connected to the vampire's stone tube network.
Beyond the secret door in area 18, a 4 ft wide passageway winds towards area 19 proper. The passageway is small enough that two-legged Medium creatures must walk stooped, suffering the effects of narrow and low tunnel constriction (page 111-112 of Underdark, 1/4 speed, no running or charging, lose Dex bonus to AC, -4 attack penalty with light weapons, -8 with one handed weapons, and two-handed weapons are unusable, piercing weapons that are jabbed at targets are treated as one size category smaller). The vampire commander uses his alternate form ability to traverse this tunnel as a rate or dire rat. Large creatures treat the tunnel as crawl-navigable (refer to Underdark for more details).
When the PCs come within sight
of the end of the tunnel:
| The cramped tunnel ends abruptly, with a round shaft 3 ft in diameter descending into the darkness below. Iron handholds begin halfway up the end wall and descend down into the shaft on the far side. |
| Corpse Rat Swarm Trap: CR 6; mechanical; location trigger; no reset; releases corpse rat swarm and retracts rungs and seals shaft; Search DC 25; Disable Device DC 25. |
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CORPSE RAT SWARM CR n/a Distraction (Ex) Any living creature that begins its turn with a corpse rat swarm in its space must succeed on a DC 15 Fort save or be nauseated for 1 round. |
The secret door in the far end
of the cramped tunnel can be found with a DC 35 Search check.
It opens by pulling the top iron rung out and then twisting it
180 degrees and pushing it back into the wall. Doing so will cause
the entire northern end of the tunnel to swing inward, revealing
the room beyond.
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The chamber beyond is musty, as if little used. Set in the center of the chamber is a strange contraption. It is a 15 ft by 10 ft mass of metal tubes, gears, arms, and wheels that turn and move silently. At the front of this device, a wide iron plate fashioned into the form of a hideous face grins with a wide, open mouth. Through the mouth, the innards of the thing are visible. To the west of the contraption is a tall, thin wooden table upon which rests a velvet pillow. Resting on the pillow is a 2 inch diameter dark rock that is shaped like a demonic creature with bat wings folded around its body. The rock is semitranslucent with a dark center that seems to move. To the east of the contraption is another tall, thin wooden table upon which rests an iron rack that holds six flasks, each stoppered with lead stamped with a rune. On the table before the rack is what looks to be a 6 inch long grey seed pod. |
The contraption is a demonic graft machine. This is demonic device that was a special construction of Orcus himself. Refer to the Book of Vile Darkness (pages 119-120) for details. Anyone that comes within 5 ft of the open mouth of the machine must succeed at a DC 15 Ref save or be grabbed by a tonguelike appendage and dragged into the machine. The vampire commander is reticent to use the machine at this time, unsure of its effects on his spawn and not wanting to tip his hand to the lich.
The dark rock is a demonstone, a very powerful and evil minor artifact. Refer to the Book of Vile Darkness (pages 117-118). Occasionally the stone seems to whisper. If one listens closely, the whisper can be understood, but it is a foul and evil entreaty to do some horrible act.
The flasks contain powerful evil elixirs. There are 2 flasks of angel blood, 2 flasks of demon blood, and 2 flasks of devil blood. Refer to the Book of Vile Darkness (pages 117-188).
The seed pod is a Vasharan worm pod.
20. Fungus Chamber (EL 6)
| This chamber is a mess of smashed furnishings and other accouterments, including shards of pottery, porcelain, glass and bits of metal. It is possible that the place once served as a dining chamber, as a large oaken table lies a kilter to the south and several smashed glass and wood cabinets still stand behind it against the wall. Two archways lead out of the chamber, one to the east and another to the south. |
21. Dank Chamber (EL 4)
| A crack in the ceiling in the center of this chamber emits a steady stream of drops onto the floor, where it collects in a small pool before draining to the east into a mass of rubble collapse. Presumably, the crack leads to the surface of the plateau and is allowing rain water to seep in. Two halves of a plain wooden table flank the small pool, each half leaning towards the pool on two legs. Other smashed counters and metal racks suggest that this may have been a kitchen. |
A large colony of green slime resides within the crack in the ceiling. As such, it is impossible to detect the colony, as the crack is only 3 inches wide at its widest, and is quite deep. The crack runs roughly north to south and essentially covers the three 10 ft squares in the center of the chamber with the exception of the northernmost square. Any movement in any of these squares will precipitate some green slime to drop out of the crack. Allow a victim who is not specifically watching the ceiling or the crack a DC 20 Spot check to notice the slime dropping. If the slime is observed dropping, then allow the victim a DC 17 Ref save to avoid being hit by the slime. If others are in the room along with the victim, the DM can also allow them a Spot check to notice the slime and call out a warning, though if someone other than the victim must call out a warning, then the DC of the Ref save increases to 20.
There is currently enough slime up in the crack to drop 6 times from each 10 ft square of floor under the crack. Fire or cold spells cast at the crack will at best remove half of the slime (the half lower in the crack), the same half that will also be the first to drop. Over time, the colony grows as organic matter is washed through the crack from rains.
When the slime drops, it usually remains on the floor. However, when heavy rains come, the current steady dripping becomes a veritable cascade of water that eventually washes away any slime on the floor down the eastern hallway and through the rubble.
Anyone closely examining the rubble collapse to the east can see small patches of green slime on the rubble.
Note that, as described in area 18, the vampire spawn might come to this chamber and purposefully cause the green slime to drop on them and then augment their slam attacks with slime exposure.
22. Acid Trap (EL 7)
| This alcove contains a battered bas relief of a skeletal dragon curving sinuously around a flower. The dragon's leering skeletal eyes and gaping maw face the hallway as if ready to pounce on any who approach. |
| Blast of Acid Trap: CR 7; magic device; proximity trigger (alarm); automatic reset (every round); spell effect (blast of flame with energy substitution [acid], 10th level wizard, 10D6 acid, DC 15 Reflex save half damage); Search DC 29; Disable Device DC 29. |
The clay golem from area 15 is programmed to flee to this area if severely wounded, in order to use the acid trap to heal itself.
23. Central Chasm
This area is a continuation of the central chasm detailed in area 10 of level one. Refer to that section for more details.
Level Three:
The third level of the dungeon is the lowest that can be normally accessed. Even so, it is only accessible by means of the central chasm. Whatever stairs or other egress from level two to level three once existed are now long buried beneath tons of rubble. This poses little difficulty for the primary resident of this level (and the current ruler of the dungeon) the lich-priestess Herrizziyn, who uses her boots of levitation to rise up out of the entrance at area 1 and then crawls along the chasm wall until she reaches the opening at area 15 on level two. Similarly, the vampires from level two can use their gaseous form or alternate form to enter and leave level three.
This level is rather small, as most of it was collapsed during the War of the Gem. All that remains are essentially a chapel to Orcus, the lich-priestess's personal chambers, and a few other rooms. Note that the central chasm is much thinner as shown on this level. That is because level three is near the bottom of the chasm, where it begins to narrow into a "V" shape. The level is 30 ft below level two, some 10 ft above the very bottom of the chasm.
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1. Concealed Entrance (EL 6)
The entrance to this level is concealed by a permanent image spell cast by an efreeti called to cast the spell by the lich-priestess using a planar ally spell. The image matches the wall of the chasm exactly, and so would generally require prior knowledge of its presence (such as from the vampire commander's note in area 18 of level two), or magical means of detection.
However, over time, the actual chasm wall has continued to weather, while the illusion remains static. Not enough time has passed for the illusion to look markedly different in age and weathering from the surrounding wall, but a keen searcher can spot telltale signs, such as water marks that suddenly stop when reaching the illusion, as well as occasional bits of dust and the like that simply pass out of or into the illusion. A DC 30 Spot check can notice that something is not right with that part of the chasm wall, though this check is modified by lighting conditions and distance, making it very unlikely that the PCs will spot it from afar. A DC 5 Search check will potentially turn up the illusion if that particular area of the chasm wall is searched, though even then, if the check is successful, the searcher must make a DC 18 Will save to overcome the illusion and disbelieve it. Otherwise, his hand passes through the wall, but he doesn't perceive it as an illusion necessarily.
Concealed just inside the passageway on the ceiling inches past the illusionary wall is a greater glyph of warding cast by the lich-priestess. Unless the illusion has been disbelieved, there is almost no chance the PCs will be able to notice the glyph before entering the passageway. The glyph wards the westernmost 20 ft of the passageway and is set to activate whenever a living creature enters the area or whenever a non-living creature enters without uttering the password phrase "Orcus is ruler of all" in Abyssal. All of the vampires know of the password, and it was really put into place to allow the lich-priestess (or vampires) to intentionally trigger the glyph on themselves if desired in order to be healed of damage. The glyph discharges a corrupt inflict critical wounds spell on the victim and also issues a blood-curdling scream as it does so, alerting the lich that intruders have arrived. The scream will also alert the spectres in area 2.
| Greater Glyph of Warding (Spell): CR 6; spell; spell trigger; no reset; spell effect (greater glyph of warding [spell], 11th level cleric, corrupt inflict critical wounds 4D8+12 damage plus scream, DC 20 Will save half damage); Search DC 30; Disable Device DC 30. |
2. Chamber of Minions (EL 11)
| This chamber is draped in sinuous curtains of cobwebs that shroud the corners from clear sight. The floor is covered in rubble, most of it worked stone, as if statues or other stonework had been smashed. In fact, several stone statues are present in the place, all of them life-sized and all of them is varying stages of destruction. None of the statues is whole or intact, but those that can be recognized seem to be various ornately clad male or female humans and orcs. Some are still standing on half smashed pedestals or leaning against a nearby wall, while others lie on the floor with an arm missing here or legs broken off there. |
Creatures: Four spectres lair in this chamber, servants of the lich-priestess in area 4. They spend their down time hiding in the statues, mimicking the statue's pose so as to be difficult to spot. Assume the spectres have rolled a Hide check of 23. At least 2 spectres can see out of the room and into the main north-south hallway, and they will emerge to attack any intruders they see. In addition, should the glyph in area 1 sound its scream, they will emerge to attack the victims, possibly even flying into the central chasm. Remember that incorporeal creatures hiding inside solid objects gain a +2 circumstance bonus to their Listen checks.
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SPECTRES (4) CR 7 Energy Drain (Su) Living creatures hit by a spectres incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. For each such negative level bestowed, the spectre gains 5 temporary hit points. Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move action or standard action in a round. Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 ft. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
Tactics: These spectres are not rash or foolish. They have survived for many centuries because of their cleverness. When attacking enemies, the spectres will use their incorporeal traits to their best advantage. They are intimately aware of the power of spells, especially area effect spells, and as such they will tend to attack from cover in sequence and from different directions or against different enemies so that a single spell cannot harm them all. Whenever possible, the spectres will attack from within the walls, floors, or ceilings, retaining total cover and accepting the fact that their foes gain total concealment against them (offset somewhat by the spectres' Blind-Fight feat).
If reduced in hit points so that they are in great risk of being destroyed, the spectres can make their way to area 4 of this level to heal at the lich-priestess's altar. Failing that, they could also proceed up to area 2 of level one and use the negative energy burst trap there to heal, before returning to attack their foes. However, as loyal minions of Orcus and the lich-priest, the spectres will even brave destruction if called upon to defend the lich-priest, trusting that Herrizziyn can use her spontaneous inflict spell casting to heal them.
3. Foyer
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The ceiling of this chamber is 15 ft tall in the north and slants up to a height of 20 ft in the south. The walls of this chamber display delicate mosaics of polished stones that would be magnificent works of art if not for the fact that much of the work has been destroyed and the subject matter of the mosaics involve necrophilia and torture, both displayed graphically. Large swaths of the stones are missing, but some of the stones that are present look much cleaner and newer than the majority of the older, duller stones. Piercing the south wall are a set of obsidian valves, each 8 ft wide and and 12 ft tall. Red pulsing veins of some sort of liquid runs through the translucent obsidian, forming the ghastly image of a skull in the middle of a beating heart. |
The liquid pulsing through the veins carved into the interior of the obsidian doors is blood, placed their in a ghastly ritual by the lich-priestess and brought to pulsing life by the lingering power of Orcus. The doors are nigh indestructible, accounting for their continued presence even after the War of the Gem, and radiate strong evil and necromancy, though beyond their eerie appearance, they have no other effect.
4. Chapel of Orcus (EL 13 or
14)
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The ceiling of this chamber is vaulted to a height of 20 ft. The walls are decorated with runes in Common and Abyssal declaring the power and glory of Orcus and the undead and cursing the living to damnation and oblivion. Four great columns of black marble dominate the place, each being almost 8 ft in diameter and set upon a 10 ft square pedestal carved to resemble a fanged mouth, with the pillars shaped like a large round tongue sprouting from the mouths to lick the ceiling. In the center of the chamber, surrounded by the pillars, is a large iron fount in the shape of four straining skeletons hefting an iron cauldron on their shoulders. Palid grey light emanates from the south, from the skull-topped wand of a carving of Orcus, wings spread, carved into wall. The eyes of the carving are large rubies that seems to move in the flickering light, as if watching the chamber. Below the carving, atop a dais of black marble, is an obsidian altar, carved with horrid scenes of debauchery and agony. The altar's top bears iron shackles and channels that drain into stone bowls to catch sacrificial blood. Set before the dais is a plush iron throne set with velvet cushions. The throne's back rises 6 ft into the air, shaped like large bat wings beginning to unfold. Two iron doors flank the chamber, one to the west and one to the east. |
Like the rest of the dungeons, this chamber is under the effects of an unhallow spell. Unlike the rest of the dungeons, however, this spell is actively maintained by Herrizziyn and has the spell protection from energy (fire) tied to it. As such, anyone in this chamber who worships or serves Orcus gains the benefit of the protection from energy (fire) spell, which will absorb 120 points of fire damage per subject each time they enter the unhallow effect.
The iron fount in the center of the chamber is full of unholy water, and serves as the divine focus for Herrizziyn's scrying spell.
The pale grey light is the result of a continual flame spell cast by the lich-priestess upon the carving on the south wall.
The altar in this chamber is a very potent conduit for the worship of Orcus. A great many horrific sacrifices and other ghastly rights have been performed upon it for millennia. As such, the altar itself has powers. First, any being touching the altar will receive an inflict light wounds spell cast at 5th level. This effect occurs each round that each being touches the altar. Not only does this effect punish potential desecrators, but it also can be used as an unlimited source of healing for undead.
Furthermore, the altar has an even greater power. It can be used once per year to summon an aspect of Orcus. Such a summoning requires that a living sentient being be sacrificed on the altar in a gruesome ritual that takes 1 minute to complete. In addition, a rebuke undead attempt must be made over the body that succeeds in rebuking a 9 HD undead creature. This rebuke attempt may be repeated until it succeeds, and is a standard action. However, the rebuke must be completed within 1 minute of the finish of the ritual. Should this succeed, then 1 round later, an aspect of Orcus will appear and serve the priest as master for 24 hours.
The altar radiates strong magic and overwhelming evil. If destroyed (hardness 20, hit points 150), a mass inflict serious wounds at 20th level will be cast on those within range starting with those closest to the altar as a burst of negative energy washes out from the destroyed altar. A hallow or consecrate spell cast on the altar before it is destroyed will negate the negative energy wash.
Creatures: The lich-priestess Herrizziyn spends much of her time here, contemplating her schemes and plans on her throne, or worshiping at the altar, or scrying at the unholy fount. Assume that, under normal circumstances, she spends about 30% of her time in this chamber. If she is not present, then she will be found in area 5. This is also the place where she feels most capable of fending off a threat to her existence, and so will also possibly be found her awaiting her foes. In this case, she will be sitting on the throne.
Herrizziyn was a priestess in the service of Orcus in the Lost Kingdoms during the War of the Gem. During the War, she fell in love with a high priest of Orcus, who spirited her away to Orcus' castle, where he served the maug. The priest's overriding ambition was to eventually transform into a lich, so as to serve his lord for eternity. However, the priest always hesitated to conduct the ritual of transformation, fearful that he might die during the change. As such, he continually tried to swing the odds in his favour by further study and gathering of rare components and ingredients. Herrizziyn continually urged him to undergo the ritual, wishing to ride his coattails up the hierarchy of the Orcus clergy. But still her paramour hesitated. Eventually, the priestess tired of waiting, and determined to undergo the transformation herself. Biding her time, she was finally able to gain the high priest's trust enough that she was able to catch him in a vulnerable moment and slay him. She then began to gather the proper components for the ritual herself, but the War of the Gem ended with the defeat of Orcus and the Deceiver and the casting down of his castle. Herrizziyn escaped the assault and went into hiding, determined to one day return to the site, become a lich, and lead the reemergence of the cult of Orcus on Therra. Eventually, as the Free Folk returned home and their watch averted from Mordasht, she was able to return, with a coterie of vampires in tow, led by Fortyurin. She descended into the dungeons and began the ritual that transformed her into a lich. Once changed, she set about gathering minions and planning her schemes for a return to power. As far as she is concerned, the only thing standing in her way are the troublesome Knights of the Iron Glacier, whom she intends to one day crush.
Herrizziyn appears as a skeletal hag with wiry grey hair coming down to her shoulders. Her grey and wrinkled skin is wrapped tightly around her bones, so that it is difficult to tell where her skin ends and bones begin. Clearly, in some places the skin has ripped away entirely exposing the bone beneath. She wears black priestly vestments, covered with blood red symbols and glyphs to the glory of Orcus (these are actually her glamered chain shirt). A cloak of crimson embroidered with shifting platinum runes covers her shoulders, held by a skull brooch, and high leather boots also enscribed with runes cover her feet. Upon her brow is set a thin golden headband inset with deep blue lapis lazuli. Around her neck gleams an onyx skull unholy symbol to Orcus with large deep red ruby eyes. A light crossbow hangs from her belt, and a crystal wand has been thrust into her belt. In her right hand she wields an obsidian rod with a skull top that resembles the infamous wand of Orcus.
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HERRIZZIYN CR 13 Fear Aura (Su) Herrizziyn is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60 ft radius that look at Herrizziyn must succeed on a DC 19 Will save or be affected as though by a fear spell from an 11th level sorcerer. A creature that successfully saves cannot be affected again by the same Herrizziyns aura for 24 hours. Paralyzing Touch (Su) Any living creature Herrizziyn hits with her touch attack must succeed on a DC 19 Fort save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by Herrizziyn seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. |
If Herrizziyn manages to perform the proper ritual (refer to the altar description above), then she can summon an aspect of Orcus to serve her for 24 hours.
| ASPECT OF ORCUS
CR 9 CE Large outsider (chaotic, extraplanar, evil, tanar'ri) Init +3 Senses darkvision 60 ft; Listen +15, Spot +15, see invisibility Languages Abyssal, Celestial, Draconic; telepathy 100 ft AC 21, touch 12, flat-footed 18 hp 103 (9 HD); DR 5/epic Immune electricity, poison Resist acid 10, cold 10, fire 10 Fort +13, Ref +9, Will +9 Spd 20 ft (4 squares), fly 40 ft (8 squares) (poor) Melee wand of Orcus +16/+11 (2D6+10/19-20) Space 10 ft; Reach 10 ft Base Atk +9; Grp +19 Atk Options Cleave, death strike (wand of Orcus), Power Attack Combat Gear wand of Orcus Abilities Str 23, Dex 16, Con 25, Int 20, Wis 17, Cha 16 Feats Cleave, Improved Critical (morningstar), Power Attack, Weapon Focus (morningstar) Skills Concentration +19, Craft (alchemy) +17, Diplomacy +5, Escape Artist +15, Intimidate +15, Knowledge (arcana) +17, Knowledge (planes) +17, Knowledge (religion) +17, Listen +15, Search +17, Sense Motive +15, Spellcraft +19, Spot +15, Survival +3 (+5 following tracks), Use Rope +3, (+5 bindings) Possessions combat gear See Invisibility (Su) An aspect of Orcus has a continuous see invisibility ability, as the spell (caster level 9). |
| Wand of Orcus: The aspect's wand acts as a +1 morningstar. Additionally, once per day, an aspect of Orcus can use it to make a death strike attack. The aspect must decide before attacking whether to use the death strike, and if the attack misses, that use of the ability is wasted. Any living creature struck by the wand when the aspect is making a death strike must succeed on a DC 17 Fort save or die. |
Tactics: Herrizziyn is a canny and intelligent opponent. However, she is also somewhat unafraid of being defeated due to her ability to reform from her phylactery. She will certainly be willing to speak with the PCs initially, if only to find out why they have come and perhaps learn more of their strengths. This is especially true if she is ready for them, with defensive spells cast. But once a fight breaks out, she is all business...and it's all deadly. Like most liches, she will open with her most powerful spells, and use them on the most vulnerable opponents. She will target spellcasters first, arcane spellcasters as a preference, using a cardiac grab to target mages with their weak Fort saves. If she cannot take out an arcane spellcaster right away, then she will usually cast spell resistance first, and then cast her offensive spells.
Herrizziyn's harm spell is doubly useful, as it not only can savage foes, but it can heal her completely. As such, she has a tough decision as to when to use the spell. If she does choose to use it offensively, she will tend to cast it on her hand in one round but not discharge it, and then use her touch attack to deliver the spell (also causing normal touch attack damage and paralysis) and then follow up with her mace attack right after, presumably to slay or disable the foe she just discharged the harm spell upon.
For further information on Herrizziyn, refer to the Lich's Tactics section below.
Developments: If the lich-priestess is defeated but her phylactery in area 6 is not destroyed, then she will reform in 1D10 days in area 6 and seek vengeance upon the PCs.
5. Herrizziyn's Quarters
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This large chamber is a clutter of furnishings and other items. Along the west wall is a long wooden table that clearly serves as a combination magical craft workshop and religious ritual workspace. Various jars of powders and other small containers fill the table, along with measuring devices and various instruments including tongs, probes, scalpels, and other less obvious implements. Several tomes are set on the table as well, of various sizes and construction, some lying open and others stacked closed. Along the east wall are floor to ceiling wooden bookshelves, filled with books, scrolls, tablets, and various other writings. Many of these show signs of damage, including slash marks and burn marks. All told, there must be at least several hundred works shelved here. The center of the chamber includes a table and chairs, and an ornate wooden bed with diaphanous canopies, and a stone slab with metal restraints that looks ominously like a dissection table. The bed is covered in dust and cobwebs, showing little sign of use. A large velvet tapestry hangs from an iron rod along the north wall, and attached to it is a large map of the dungeons of Orcus drawn on what may be flayed skin. Set before this hanging is an iron tripod that holds a multifaceted crystal sphere the size of a crystal ball. The crystal is strangely translucent, instead of clear, with a greying mist whisping within its confines. |
The stone slab is, indeed, a dissection table, for conducting rituals, experimenting on undead, and restraining victims. A lever at the foot of the slab opens and closes the restraints.
The work table contains a variety of arcane and divine components for spells and magic items. Enough to stock an arcane laboratory. The tomes here deal largely with crafting various magic items or rituals for bolstering undead. A few are prayer books or unholy works of Orcus and his religion. Anyone with access to the tomes can glean at least a dozen recipes for magic items, most of them wondrous items, including recipes for a cloak of resistance and boots of levitation. However, all of these recipes involve ghastly rites and sacrifices and rituals to Orcus and other evil beings, and as such most PCs will not seek to avail themselves of these.
The shelves essentially form a library. Anyone with time to consult the library should be allowed a +4 circumstance bonus to any Knowledge check dealing with undead, necromancy, evil extraplanar beings, or the religion of Orcus. At least three tomes deal with the creation of a lich's phylactery and, combined, contain the complete ritual needed to do so. Assume there are a total of 350 works in the shelves, worth a total of 17500 gp. One tome is a manual of bodily health +1.
The map on the north wall is indeed made of flayed human skin joined together to form a map 10 ft wide by 5 ft tall. The map shows all of the dungeon areas except for area 18 on level one, areas 8 and 19 (including the tunnel) on level two, and area 6 (including the tunnel) on level three. No secret doors are shown at all except for the secret door leading into area 18 of level two from the main hallway. Most of the rooms are labelled with a brief description (such as "vampires" for area 18 of level two, or "goblins" for areas 2-9 of level one), and several notes indicate some of the collapses blocking off hallways, speculating what might be buried behind them and how long it might take to clear the passageway.
The crystal in the tripod is none other than the scrying crystal of Orcus that the PCs seek.
The secret door on the north wall is behind the tapestry, and requires a DC 35 Search check to find.
Creatures: Assuming he has not been sacrificed, on the stone slab is the nude figure of a human male. Like the corpse in area 18 of level two, this is a captured Knight of the Iron Glacier. He also has a tattoo of the order on his right shoulder that bears an insignia that can be recognized as that of the Knights of the Iron Glacier with a DC 10 Knowledge (nobility and royalty) check assuming the PCs have visited the camp of the iron glacier knights previously. Otherwise, the DC increases to 30. However, this figure is still alive, kept to perform a ritual on the altar in area 4 during the next unholy day of Orcus or should the need arise to summon Orcus' aspect.
| KEMMRIM CR 3 Male human Fighter 3 LG Medium humanoid (human) Init +1; Senses Listen +0, Spot +0 Languages Common AC 11, touch 11, flat-footed 10 hp 30 (3 HD) [-12 hp of damage] Fort +6, Ref +2, Will +2 Spd 20 ft (4 squares) Melee unarmed strike +5 (1D3+2 nonlethal) Space 5 ft; Reach 5 ft Base Atk +3; Grp +5 Atk Options Combat Reflexes, Power Attack, Ride-By Attack Abilities Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10 Feats Combat Reflexes, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (longsword) Skills Handle Animal +5, Intimidate +1, Jump +4, Ride +9, Survival +2 |
The figure is currently gagged and bound, but if freed will willingly fight for the PCs. He will explain that he and another were taken at night from a patrol of Knights, mesmerized by the gaze of a vampire spawn and drawn to the dungeon. His friend was taken by the vampires, but he remained here, being questioned extensively by the lich.
Treasure: Under the bed are three chests, each locked (Open Locks DC 30). The chests hold the accumulated treasure of the lich-priestess, including a total of 15000 gp, 1000 pp, and a variety of gems and jewelry worth a total of 7500 gp.
6. Phylactery Chamber
Beyond the secret door from area
5 is a musty passageway covered in dust and cobwebs and showing
no sign of recent use. The hallway turns west and emerges into
a modestly-sized chamber.
| This small chamber is empty save for a slender stone pedestal 4 ft tall upon which rests a small metal box some 3 inches square. Runes cover the outside of the box. |
The small box on the pedestal is not the lich's phylactery, though it is made to look as if it were. The runes are those of necromancy and transformation and evil. A greater glyph of warding is contained on one of the runes enscribed on the box. Should any creature touch the box or disturb it in any way, the glyph will activate, casting a charnel fire spell on the victim.
| Greater Glyph of Warding (Spell): CR 6; spell; spell trigger; no reset; spell effect (greater glyph of warding [spell], 11th level cleric, charnel fire undead destroyed utterly, touch attack +8, DC 22 Will save negates); Search DC 30; Disable Device DC 30. |
Meanwhile, another greater glyph of warding has been cast on the pedestal, in the face that is under the box. It is set to go off should the pedestal be touched or should anything on the pedestal be moved in any way. This glyph casts a slay living spell on the victim.
| Greater Glyph of Warding (Spell): CR 6; spell; spell trigger; no reset; spell effect (greater glyph of warding [spell], 11th level cleric, slay living living creature dies, touch attack +8, DC 22 Fort save for 3D6+12 damage); Search DC 30; Disable Device DC 30. |
These glyphs were designed to punish both living and undead intruders trying to steal the lich's phylactery.
The box is actually worthless, and doesn't even radiate magic or evil once the glyph is removed. It is Tiny and has 15 hit points, hardness 10, and a break DC of 25.
The actual phylactery is contained within a lead-lined niche in the bottom of the pedestal. The pedestal must be lifted up or knocked over in order to then search for the concealed niche, which requires a DC 35 Search check. Within is the phylactery, a 3 inch square cube of onyx that seems to pulsate as if it were a beating heart. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. It radiates strong necromantic and transmutation magic and strong evil.
There is one final ward on the actual phylactery. A greater glyph of warding is set on the phylactery niche, inside the lead lining. This glyph will cast a summon monster VI spell and summon a chaos beast, which will attack for 11 rounds.
| Greater Glyph of Warding (Spell): CR 7; spell; spell trigger; no reset; spell effect (greater glyph of warding [spell], 11th level cleric, summon monster VI 1D4+1 wrackspawns); Search DC 31; Disable Device DC 31. |
| WRACKSPAWNS
CR n/a CN Medium outsider (chaotic, evil, extraplanar) Init +0 Senses blind, blindsight 120 ft; Listen +10 AC 14, touch 10, flat-footed 14 hp 45 (4 HD) Immune gaze attacks, illusions, visual effects Resist fire 10 Fort +10, Ref +4, Will +6 Spd 20 ft (4 squares) Melee bone shortspear +8 (1D6+4 plus pain) and double claw +3 (2D4+2) or Melee double claw +8 (2D4+6) Ranged bone shortspear +4 (1D6+4 plus pain) Space 5 ft; Reach 5 ft Base Atk +4; Grp +8 Combat Gear bone shortspear Abilities Str 19, Dex 10, Con 22, Int 6, Wis 11, Cha 12 Feats Skill Focus (listen), Toughness Skills Climb +11, Hide +7, Intimidate +8, Jump +5, Listen +10, Move Silently +7 Possessions combat gear, piecemeal armour (counts as leather) Pain (Su) A living creature injured by the wrackspawn's bone shortspear takes an extra 2D6 points of damage and is sickened with pain for 1 round. A DC 18 Fort save halves the damage and negates the sickened effect. |
Lich's Tactics:
Herrizziyn is a proud and brutal mistress. She believes herself chosen by Orcus from Slumber to lead his cult, and has grandiose visions of herself rebuilding his castle and one day making war upon the Heroes of the Gem.
The lich-priestess will react to intrusion intelligently, and much of her actions depend upon the actions of the PCs. The main consideration is whether she is aware of intruders into her dungeon. For the moment, she does not consider level one of the dungeon to be her demesne. She prefers to let the various creatures there act as a buffer between her and her minions and the outside world, as as long as the goblins and the gauth do not threaten her or her plans, she is content to let them be. As such, the PCs' initial forays into level one of the dungeon are likely to go unnoticed, at least for a few days, before a vampire spawn makes a routine patrol of the upper level in gaseous form and notices the carnage or the missing denizens. In such a case, the spawn will inform Fortyurin, who will investigate and then inform Herrizziyn once he knows as much as he can of the situation. Thereafter, spawn sentries will be posted to try to determine who is making the forays and what they want.
Should the PCs raid into the second level and retreat, the vampires will become aware of the fact much more quickly. The ghouls in the ghoul pen are checked on daily, so if any ghouls are slain it will be noted. Similarly, the remorhaz in the arena is also checked on daily. Only the ghost in area 10 and the mohrg in area 13 are generally outside the routine patrols of the vampire spawn. Once evidence of a foray is known, the spawn will immediately report to Fortyurin. In this case, Fortyurin's sense of urgency is much greater, and he immediately sends a spawn to inform Herrizziyn. Then, Fortyurin organizes regular spawn patrols of the entrances to level two so as to be ready and alert when the PCs return. When the PCs do return, Fortyurin will attack them as mentioned in his area description. He will also send a spawn to warn the lich that the PCs have returned. The spawn will inform the lich and then return to do battle as Fortyurin directs.
Herrizziyn will generally not deign to leave level three to face the PCs. If the PCs are not a significant threat, then they are not worth her time and effort, and she prefers to let the vampires have their sport. On the other hand, if the PCs are powerful, then she similarly does not want to face the PCs while the latter are fresh for battle. She'd rather let Fortyurin bear the brunt of their assault and then face the PCs in her inner sanctum where she is prepared and they are weary. Even more, she does not entirely trust Fortyurin, as her own experience with her once lover have shown her that she cannot trust her own minions. She does not wish to be in the same tough battle as Fortyurin and have the vampire decide to enact a coup d'etat at a decisive moment in the combat.
As such, Herrizziyn will wait to either receive news from Fortyurin that the intruders have been defeated or driven off, or she will wait for the glyph in area 1 of level three to sound, after which she will prepare for combat, hoping the spectres can delay the intruders long enough for her to prepare.
Only if the PCs seem set on conducting multiple hit and run raids will Herrizziyn consider leaving her lair. Even then, she will rather send the vampires to assault the PCs, or still await them in her lair. The terrain of her lair favours her, and unless she knows for sure that the PCs have retreated from the dungeons in bad shape and in need of rest and she can determine where they rest, she will not strike out at them.
The lich-priestess will take a variety of actions once she knows intruders are breaching her defenses. As a long term action, if she knows she has time, she will rest a day and memorize planar ally in place of her summon monster VI spell and will use it to call forth a corruptor of fate assassin. This yugoloth mercenary will remain in her service for 12 days and the lich will pay the fiend out of the gems and platinum pieces from her chests in area 5. She will send the fiend to spy on the PCs and monitor their progress, possibly attempting a death attack on a key PC (usually a mage or priest) before slinking away. He might even be sent to conduct a hit and run raid on the PCs as they rest or even at the Iron Glacier encampment. The yugoloth will try to be present with the lich in her sanctum should a final battle occur there.
|
CORRUPTOR OF FATE ASSASSIN
CR 10 This ability affects those touching or touched by a corruptor of fate or its weapons. A cursed subject must roll percentile dice each turn. On a roll of 01-50, it can take no action. On a roll of 51-00, it can act normally. This is a necromantic effect. Undead are unaffected by a corruptor of fate's bestow curse ability. Corrupting Gaze (Su) A corruptor of fate can blast its enemies with a glance, at a range of up to 30 ft. Creatures that meet the corruptor's gaze must succeed on a DC 15 For save or take 1D6 points of damage and a -1 penalty on attack rolls, skill checks, and saves for 1 minute. Death Attack (Ex) If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassins choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 16) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1D6+5 rounds. If the victims saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Poison Shadow essence, DC 17, 1 Str drain/2D6 Str. Unluck (Su) Roll twice for attacks and damage against a corruptor of fate; the attacker must use the lower result. This is a mind-affecting necromantic effect. |
In addition, once on alert, the lich will memorize a different set of spells, to reflect her state of battle-readiness. Given the wide variety of spells available to a cleric, the DM should choose a spell list wisely for the lich-priestess, reflecting what she knows about the PCs' proclivities and capabilities. Nevertheless, the spell list below reflects a good general battle-ready list. If she intends to face the PCs outside of her sanctum (i.e. on an upper level of the dungeon or outside of the dungeon), then she will certainly memorize word of recall instead of summon monster VI so that she can repair to the chapel should things go badly.
| Spell Prepared (CL 11 [CL 12 for chaotic or evil spells],
melee touch +8, ranged touch +11) 6th - cardiac grab(d) (DC 22), harm (DC 22), summon monster VI 5th - crawling darkness, dispel good(d) (DC 21), flame strike (DC 21), spell resistance 4th - damning darkness, freedom of movement, sound lance (DC 20), sword and hammer, unholy blight(d) (DC 20) 3rd - agony(d) (DC 19), dispel magic (2), flesh ripper, invisibility purge, slashing darkness 2nd - darkbolt (DC 18), deific vengeance (DC 18), desecrate(d), protection from positive energy, resist energy, wave of grief (DC 18), wither limb (DC 18) 1st - avoid touch, blade of blood, claws of the demon(d), divine favour, entropic shield, sanctuary (DC 17), shield of faith, sorrow 0 - detect magic, guidance, inflict minor wound (DC 16), no light, slash tongue (DC 16), unclean (DC 16) |
Once the alarm goes off at the glyph in area 1 of level three, then the lich-priestess will begin to prepare for the coming battle. Likely her first action will be to unstrap the captive knight in area 5 and bring him to the altar. This will take 5 rounds. It will then take another 10 rounds to enact her ritual and at least 1 more round to rebuke undead in order to summon the aspect of Orcus. Nevertheless, she will attempt this if she thinks she has time. Otherwise, she will begin casting defensive spells, including desecrate on the altar of Orcus and shield of faith on herself. Next spells, if given time, would be freedom of movement and then entropic shield. She will probably not cats protection from positive energy or resist energy immediately. The former will await some sign that her foes intend to use cure spells against her, and the latter only if an acid spell is cast at her by the PCs. Otherwise, she will tend to save her resist energy spell to cast when emerging from her chapel to protect herself from fire. She will try to make sure she gets off her summon monster VI spell at the start of the battle, or just before it begins, usually summoning a fiendish gargantuan monstrous centipede.
Herrizziyn can be parleyed with, especially at the first meeting between her and the PCs, especially if she doesn't know why the PCs are raiding her demesne. She will initially assume they are "do-good" types simply taking umbrage to a rebirth of the cult of Orcus. If the PCs say they seek only the scrying crystal of Orcus, she will pry as much information as she can from them, such as why they seek it, who sent them, and what he wants with it. No matter what information the PCs give, she is not inclined to give it up unless offered an immense amount of magic and gold for it. Even then, she is likely to betray the PCs and attack them at some point (either then or as they leave the dungeon or trek through the wilderness) in order to get her crystal back and to slay the PCs so that they cannot alert her enemies as to her presence in the dungeon (for example, the Knights of the Iron Glacier). She knows what the scrying crystal is, and its history, and she intends to use it to good effect at a later date once she figures out how to reactivate it.
If Herrizziyn is about to be defeated, she will even offer the PCs the crystal in exchange for sparing her. She doesn't really worry all that much about being defeated, since she will return in 1D10 days. But she would rather not lose her magic items and there is a small risk, she realizes, that the PCs might look for and find her phylactery. Once she agrees to give them the crystal in exchange for the PCs leaving her dungeon immediately, she will regroup, heal, and gather what minions remain to her and strike out after the PCs. This may mean a wait of a day as she regains her spells and possibly uses some of them to summon, call, or animate minions.
Fortyurin is by no means ready to take on the lich-priestess at this time, and there is almost no chance he will attack her or betray her in the midst of combat against the PCs, nor is it likely he can be convinced to join the PCs against her or even simply step aside and let them attack her.
Snatch and Grab:
It is entirely possible for the PCs to accomplish their mission with little or no combat. The DM should encourage this approach should the PCs decide to undertake it. After all, the PCs are simply interested in finding the crystal, grabbing it, and then using Hagistre's magic to teleport back to the mage's tower. Liberal use of divination magic can hone in on the crystal's location, and even a simple commune spell can, if the questions are posed wisely, determine which level the crystal is on and how it is generally hidden. Once that is done, the PCs can use a variety of spells to sneak in and grab the crystal. Fortunately for the PCs, they don't even have to sneak back out. As long as all the PCs are present when the crystal is taken, they can enact Hagistre's magic and leave. In this case, the DM should award the PCs experience for defeating Herrizziyn.
Part Four - Denouement:
Once the PCs have the crystal, they are capable of returning to Hagistre. They must simply touch the crystal to the silver rod to activate Hagistre's refuge. The epic spell will transport all of the PCs back to the tower if they are within 20 ft of the rod.
Back at the tower, Hagistre will be overjoyed to have the crystal. He will take it and examine it closely for a few moments, casting several spells on it (including various divination spells). Then he will begin speaking to himself about how much this crystal will help him to see into the Far Realms. He will clap the PCs on the back and commend them for a job well done, evincing little sympathy for any PCs slain or left behind. In another moment, he will announce to the PCs that their geas has been lifted, and they are entitled to rest in his tower until they inform him that they are ready to undertake their second and final task for him.
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: