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Summary:
Two of the PCs have escaped capture by the Azotchtla and now seek to head into Azotchtlan Lands to rejoin their companions.
Assumptions:
Two PCs have escaped capture from the scenario A Betrayal of Trust and now seek to rejoin their captured compatriots held somewhere in Azotchtlan Lands.
Location:
Near the Temple of the Sapphire Eidolon in Mallar's Peaks in Sazhansiir.
Historical Date:
N.S.33, month of Moon (autumn)
DM's Introduction:
Note: Much of the motivation for this short scenario is provided by events that have occurred in past scenarios. DMs are advised to read or glance through the various Sazhansiir scenarios for this campaign. While this scenario posits some very specific criteria (e.g. there are only 2 PCs present)m certainly the events in this scenario can be adjusted to accommodate a full party of PCs simply journeying through the Upper Valast region of Sazhansiir.
When the PCs finished escorting Zerimon the githzerai back to his home plane via the Stone of Shadows, they expected to return to the hospitality of the Temple of the Sapphrie Eidolon to rest, learn the local language, and then head south into the wilderness. Alas, that was not what fate had in store for them. The Hierarch of the Temple had communicated with her superiors in the Azotchtlan Lands and the PCs, having violated the most holy of holies of the Azotchtlan Nations on their way to Sazhansiir, were most wanted fugitives.
As such, when they returned to the Temple, The Hierarch and her minions, along with reinforcement brought magically from Azotchtla, attacked the PCs and attempted to take them prisoner. The ambush worked...for the most part. Four of the six PCs were captured, but two managed to escape. These two went into hiding, and once they determined (via sending spells) that their companions were in a dungeon somewhere in Azotchtla awaiting trial, the remaining PCs decided to journey to the Azotchtlan Lands to see what could be done about rejoining and freeing their compatriots.
During the period of time covered by this scenario, the remaining PCs will be undergoing the events described in the scenario The Game of Life. As such, it is likely that those PCs, by the time this scenario is finished, will either be set free by the Azotchtla or that they will have been spirited away by the mad prophet Yayauhqui to a hidden conclave of karsites.
This scenario is not really a single coherent plot. Rather, it outlines various episodes that the PCs will encounter on their journey from the Temple of the Sapphire Eidolon to the Azotchtlan Lands. The scenario will end when the captured PCs have been freed and communicate with the remaining two PCs (likely via sending spells). Normally, this will be 22-23 days after this beginning of this scenario.
Part One - Starting the Journey
In this section, the PCs begin their journey. The logistics and specific of the journey are also discussed.
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Above is presented a map of the region to be travelled by the PCs, along with a scale in miles along the bottom. While it is possible for the PCs to choose any number of alternate routes, it is assumed that they will wish to avoid contact with most civilized regions, as they are wanted fugitives. However, travelling through the jungle is slow and dangerous. As such, they will likely wish to travel along the plains, just skirting the jungle verge.
The journey from the Temple of the Sapphire Eidolon to the Valast River and the border of Mestil-rez is 1,205 miles taking the route shown in the thin lavender line on the map above. The terrain is trackless plains. As such, the journey time will be as follows:
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| By Foot Slowly |
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| By Foot Normal |
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| By Foot Fast |
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| By Swift Mount |
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| By 7th level phantom steed |
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| By 8th level phantom steed |
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If the PCs can fly, then the speed should be increased by 33% (to account for the adjustment from trackless to pathed) and then by another 25% to account for "as the crow flies", since even plains have ridges and other obstacles that add to travel distance and time on the ground.
As the ending of this scenario is dependent upon a timeline contained in another scenario, just how far the two PCs progress before the scenario ends is dependent upon how fast they are travelling. As can be seen from the table above, there is a marked difference between two dwarven fighters marching to the Valast River (an epic journey of 100 days) and a mage and companion whizzing by on a phantom steed. Because of this, and given that the events in the other scenario, The Game of Life, take place over 22 days, it is possible that fast-moving PCs could reach the Valast River well before the other PCs have resolved their fate. However, the PCs will meet Yayauhqui's karsite companions just before they reach Azotchtlan Lands, and it is likely that this trek will end at that point.
This scenario presents encounters for travel along the northern periphery of Upper Valast.
The DM should not feel as if any part of the scenario is being missed by PCs who travel slow and do not reach the Azotchlan Lands before this scenario ends. As the encounters are episodic in nature, there is no need to "finish" the entirety of this scenario. Any interesting encounters missed can be utilized later on in the campaign if desired.
As far as encounters incurred along the path, that is up to the DM. An argument can be made that faster-travelling PCs should have more encounters because they are covering more ground over a given period of time, and therefore run into more creatures. However, a counter-argument can be made that slower PCs should have more encounters than faster PCs because they are lingering around the territory of each creature longer, thereby allowing more of a chance of a given creature native to a given area to discern the PCs and meet them.
As a nod to these conflicting arguments, the encounters presented in each part are not detailed with regard to when or where they will be found. They are meant to be played in the order presented, and DMs should maintain that order if possible. But the PCs should meet all of the encounters presented during their journey through each part of the scenario.
Travelling Along
As long as the PCs follow the verge of the Erinquiril Jungle, they should have no chance of becoming lost. The terrain here is plains and visibility is generally good.
Sighting distance is 6d6x40 ft (240 ft to 1,440 ft).
There is plenty of water along the way, from small streams and lakes not shown on the overland map. Game is also plentiful, and a DC 10 Survival check is required to successfully hunt while moving at half speed. Refer to The Player's Handbook for more details on travel while hunting using the Survival Skill. Otherwise, the PCs will need to use spells (such as create food and water) to provision themselves if they do not carry sufficient rations.
Weather is generally mild, as it is autmun in a subtropical environment. Nevertheless, there is plenty of precipitation. Assume there is a 25% chance per day of significant precipitation. During this time, rain reduces visibility distance by half and imposes a -4 penalty on Spot and Search checks. Ranged attacks and Listen checks are at -4. Unprotected flames are extinguished and protected flame have a 50% chance of being extinguished.
If there is rain, allow a 10% chance of a severe thunderstorm. This function like rain, except there is a chance that exposed PCs, especially ones wearing metal armour) will be struck by lightning. Assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice.
Finally, there is a 15% chance in the morning hours that a thick fog will be present. This burns off by noon, but while present it obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).
Encounters
Unless it is specifically stated, encounters can take place at whatever time the DM wishes, or the time can be determined randomly (i.e. 1d6 where 1-3 = AM and then 1d12 to determine the hour).
It is quite possible that PCs of this level have the means to spend the night in the wilderness almost entirely safe from normal encounters. This includes spells such as rope trick or the various spells that summon shelters. If the PCs have these means, then the DM should simply not present any encounters at nightfall, rather than rolling randomly and "wasting" encounters that will never actually take place. While this might seem to, in some sense, negate the benefits for the PCs in taking precautions at night (since they end up encountering those encounters anyways), the fact remains that PCs are generally much better prepared for combat during the day when armoured and awake than at night, and so there is still a significant benefit to them taking such precautions.
Part Two - Journey through Upper Valast
This is the main section of the scenario, and consists of three encounters. The first is a one-off random encounter, while the second is actually a small scenario. The last is a role-playing encounter designed to eventually reunite the PCs with their companions. The DM should feel free to introduce more encounters if this is desired.
Encounter #1 - Birds of a Feather (EL 8)
Stymphalion birds are known to hunt the region between the jungle and the mountains and range as far south as the farms of Upper Valast. The birds are quite feared, both for their ability to launch deadly feathers and the fact that they sometimes hunt in small flocks and exhibit the characteristics of intelligent thought.
| STYMPHALION
BIRDS (4) CR 4 Tome of Horrors 3.5 page 336 N Medium magical beast Init +2; Senses darkvision 60 ft, low-light vision; Listen +6, Spot +7 AC 16, touch 12, flat-footed 14 hp 26 (4 HD) Fort +5, Ref +6, Will +2 Spd 40 ft (8 squares), fly 70 ft (average) Melee 2 claws +6 (1d6+2/19-20) and bite +1 (1d8+1/19-20) and 2 wing slashes +1 (1d6+1/19-20) Ranged 4 feathers +6 (1d4+2/19-20) Space 5 ft; Reach 5 ft Base Atk +4; Grp +6 Abilities Str 14, Dex 14, Con 12, Int 6, Wis 12, Cha 2 Feats Alertness, Flyby Attack, Weapon Focus (feathers) Skills Listen +6, Spot +7 Feathers (Ex) A stymphalion bird can loose a volley of four feathers as a standard action when flying (make an attack roll for each feather). This attack has a range of 60 ft with no range increment. All targets must be within 30 ft of each other. The creature can launch only 12 feathers (3 volleys) in a single day. |
Tactics: Unless the PCs are taking some precaution to travel hidden from observation, the keen-eyed and high-flying stymphalion birds will site the PCs from a far distance and arrange themselves to approach the PCs from at least 3 different directions (including the front and flanks) so that even fast-moving PCs on phantom steeds will be subject to several volleys. The birds are smart enough to attack mounts in an effort to slow down their prey. As they are incapable of flying away with medium creatures, the birds will attack their prey in order to kill them. While somewhat intelligent, they are not overly bright, and will tend to spread their attacks evenly amongst their prey (i.e. if they face 2 PCs then two will attack each). The birds will attack prey until it falls, then ganging up on any prey left active.
The bird's main tactical weakness is the fact that they are intelligent enough not to rely on instinct like animals, but not smart enough to approach a human's cleverness. As such, they are easy to fool by means of illusions or other ruses, and this weakness can be exploited to confuse, distract, or divide the birds.
If two of their number are defeated and none of their prey has fallen, the remaining two birds will attempt to flee the combat.
Developments: The razor sharp feathers are valued by the Azotchtla for making arrows and other such implements. Each bird has 12 such feathers (less how many they fired during the combat) worth 30 gp each.
Encounter #2 - The Grafter
This mini-scenario involves the PCs helping some dakons defeat a yuan-ti grafter who has taken up residence in some jungle ruins nearby. This encounter borrows extensively from the scenario entitled Black Viper Altar as presented in Serpent Kingdoms on page 168 and DMs should have that scenario handy, as the room descriptions are not reprinted here.
The Scrap (EL 7):
As the PCs travel along the verges of the jungle, they suddenly see two dakons emerge from the foliage and into the plains. These are quickily followed by a flock of four pterafolk, who are clearly attacking the dakons.
| DAKON WARRIORS
(2) CR 5 Tome of Horrors 3.5 page 86 Male dakon Fighter 4 LN Large monstrous humanoid Init +3; Senses darkvision 60 ft; Listen +6, Spot +6 Languages Azotlan AC 16, touch 12, flat-footed 13 hp 50 (6 HD) Fort +6, Ref +7, Will +5 Spd 30 ft (6 squares), climb 30 ft (6 squares) Melee 2 claws +10 (1d6+5) Ranged rock +9 (2d6+5) Space 10 ft; Reach 10 ft Base Atk +6; Grp +15 Special Actions Combat Reflexes, Lunging Strike, Stand Still Abilities Str 21, Dex 16, Con 14, Int 10, Wis 12, Cha 10 Feats Alertness, Combat Reflexes, Improved Toughness, Lunging Strike, Rock Hurling, Stand Still Skills Climb +14, Jump +11, Listen +6, Move Silently +6, Spot +6, Swim +7 |
| PTERAFOLK (4)
CR 3 Monsters of Faeurn page 74 NE Large monstrous humanoid (shapechanger) Init +0; Senses darkvision 60 ft; Listen +8, Spot +8 Languages Draconic AC 16, touch 9, flat-footed 16 hp 30 (4 HD) Fort +7, Ref +4, Will +3 Spd 30 ft (6 squares), climb 20 ft (4 squares), fly 30 ft (6 squares) (average) with wings, fly 50 ft (10 squares) (good) as pteranodon Melee 2 claws +9 (1d6+5) and bite +4 (1d8+2) Space 10 ft; Reach 10 ft Base Atk +4; Grp +13 Special Actions Flyby Attack as pteranodon Abilities Str 20, Dex 11, Con 16, Int 10, Wis 15, Cha 9 Feats Alertness, Flyby Attack (as pteranodon), Power Attack Skills Climb +13, Jump +11, Listen +8, Spot +8 |
Tactics: The pterafolk will likely attack the PCs if they notice them, once one of the dakons is down and the other looks to be well in hand. Out in the open plains they will tend to fight in pteranodon form, where their maneuverability and Flyby Attack can be used to best advantage. The dakons are attempting to flee to their tribe to rally support, but they now know that they cannot shake their pursuers in the open plains and so, they will turn and make a last desperate stand. If the dakons notice the PCs they will ask them for assistance in Azotlan, assuming the PCs are Azotchtla. Should the PCs intervene in the fight, the dakons will work with them to defeat the pterafolk, who will fight to the death. Upon dying, the pterafolk will resume their hyrbid form.
Developments: Assuming the pterafolk are defeated and a dakon remains (or a speak with dead is cast on a dakon corpse), the PCs can learn that these dakons were part of a group of 4 dakon hunters on a hunt in these parts. One of their number went missing a night ago and the remaining three tracked her to a location in the jungle where they were set upon by the pterafolk. The pterafolk killed one of their number as the dakons fled, and any surviving dakons will be grateful for the PCs' help. The dakons can tell the PCs that their comrade was dragged off in the direction of a ruin a few hours into the jungle. This ruin is believed to have been a yuan-ti temple of some sort in ancient times, and they fear that the scaled ones may have taken up residence there and may be intending to use their comrade for some sort of horrific ritual or experiment. The dakons will say that their tribe is some distance from here and that they fear by the time they went to their tribe and returned here with help, it will be too late for their comrade. As such, they will ask the PCs if they will help them. They cannot offer a reward, though their tribe can offer furs and other trade goods, but the dakons will certainly agree that the PCs can have any and all treasure found in the ruins.
The Jungle Trek (EL 7):
The dakons know the way to the site, and will lead the PCs there. They will urge haste, as they worry greatly for their companion.
Creatures: About half way along the trek, the PCs will come across a patch of cobra flowers in the dense jungle. There are three such flowers, in a rough triangle each about 15 ft apart from the other at their nearest edges. The flowers wait patiently, hidden in the dense undergrowth, until prey approaches within 10 ft, in which case they attack. Importantly, each flower will only react once prey is in its strike range. This means the PCs may engage one flower in combat and unwittingly stumble into the grasp of one or both of the others.
Treat the terrain as dense undergrowth all around and dense forest. The flowers are motionless and hidden in the undergrowth, with an effective Hide bonus of +6 (Dex of 13 plus +5 for the undergrowth) with a +5 circumstance bonus because of the tangle of plant life in the area for a total Hide bonus of +11. Even should the PCs spot the flowers, that merely means that they see three unusual plants. The PCs must beat the Hide check by 10 or more to actually see one of the flowers twitch ever so slightly. A DC 25 Knowledge (nature) check or Survival check will cause a PC who has spotted the flowers to have suspicions that the flowers might be dangerous in some fashion.
The dakons are not aware of this patch of flowers (having run past a ways to the west of here), but they are aware of cobra flowers in general and if the plants are pointed out to them they can warn the PCs of the danger.
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COBRA FLOWERS (3) CR 4 Blindsight (Ex) Cobra flowers have no visual organs but can ascertain all foes within 30 ft using sound, scent, and vibration. Constrict (Ex) A cobra flower deals 1d8+4 points of damage plus 1d6 points of acid damage with a successful grapple check against a Large or smaller opponent. Improved Grab (Ex) To use this ability, a cobra flower must hit an opponent of its size or smaller with a 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. |
The Approach (EL 5):
The dakons never made it to the
actual approach to the ruins. They were ambushed about half a
mile south of the approach. Nevertheless, they know the trail
they were following lead towards the ruins, and that is the only
real landmark in the area. They have no assurance that their missing
comrade is in the ruin, but it seems to be the best place to search
for her. The approach to the ruins runs across a deep chasm that
cuts across the jungle. If asked, the dakons will say that the
rift runs for miles in both directions.
| The rift is about 50 ft wide. As you approach the rift you can see off to you right about 50 yards a large log crosses the chasm. The log is about 10 ft in diameter and appears to be a fallen tree. Across from the log on the other side of the rift is an ivy covered arch or cavern mouth made from white and grey stone blocks. The opening is about 10 ft wide and just as high and is set a mere 10 ft back from the rim of the chasm. |
Should any creature fall from the log, they can make a DC 15 Reflex save to grab onto the side of the log. They are in one of the side squares of the log and are treated as if they had caught onto the other side of a jump, and they can hoist themselved up with a move action and a DC 15 Climb check.
The chasm is some 110 ft high and the bottom includes rocks and a small stream. It is up to the DM to determine what happens to a creature that falls into the chasm.
Creatures: Hiding behind the top of the archwayand watching the log approach to the ruins are 2 pterafolk.
| PTERAFOLK (2)
CR 3 Monsters of Faeurn page 74 NE Large monstrous humanoid (shapechanger) Init +0; Senses darkvision 60 ft; Listen +8, Spot +8 Languages Draconic AC 16, touch 9, flat-footed 16 hp 30 (4 HD) Fort +7, Ref +4, Will +3 Spd 30 ft (6 squares), climb 20 ft (4 squares), fly 30 ft (6 squares) (average) with wings, fly 50 ft (10 squares) (good) as pteranodon Melee 2 claws +9 (1d6+5) and bite +4 (1d8+2) Space 10 ft; Reach 10 ft Base Atk +4; Grp +13 Special Actions Flyby Attack as pteranodon Abilities Str 20, Dex 11, Con 16, Int 10, Wis 15, Cha 9 Feats Alertness, Flyby Attack (as pteranodon), Power Attack Skills Climb +13, Jump +11, Listen +8, Spot +8 |
Tactics: These will wait until an intruder is about halfway across the log, and then will attack, attempting to push intruders off of the log using Bull Rush attacks. If intruders instead approach the opening from their side of the chasm (i.e. having crossed the chasm further down by magical means), then the pterafolk will still endeavour to Bull Rush them into the chasm.
The Ruins (EL 7):
The ruins are set in a steep bowl
set into the stone of the jungle floor. As such, the entire ruins
is surrounded by vine and tree-choked stone walls that rise naturally
some 50 ft above the floor of the jungle on its side of the chasm.
The rise is steep, but the vines do provide handholds, requiring
a DC 15 Climb check to negotiate. The normal way to enter the
ruins is through the archway described in The Approach above.
Steps past the archway lead down into the bowl, which is some
200 yards in diameter.
| Within is a vine and plant-choked riot of fallen stones and partially standing foundations. Nothing substantial seems to remain standing. In the center of the bowl is a flat marble circle some 20 ft in diameter. Piercing the center of the slab is a staircase 10 ft wide that descends into the ground and head off to the north, away from the chasm. |
| DISPLACER SERPENTS
(4) CR 2 Miniatures Handbook page 60 Medium magical beast Init +1; Senses darkvision 60 ft, low-light vision; Listen +6, Spot +1 Languages Slith AC 13, touch 11, flat-footed 12; Miss 50%, displacement hp 19 (2 HD) Fort +7, Ref +4, Will +3 Spd 20 ft (4 squares), climb 10 ft (2 squares), swim 10 ft (2 squares) Melee bite +5 (1d6+4) Space 5 ft; Reach 5 ft Base Atk +2; Grp +5 Abilities Str 17, Dex 12, Con 19, Int 5, Wis 12, Cha 2 Feats Iron Will Skills Climb +11, Listen +6, Swim +11 Displacement (Su) A light-bending glamer continually surrounds a displacer serpent, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the serpent by some means other than sight. A true seeing effect allows the user to see the serpent's position, but see invisbility has no effect. |
| DISPLACER SERPENT
LEADER CR 3 Miniatures Handbook page 60 Medium magical beast Init +1; Senses darkvision 60 ft, low-light vision; Listen +7, Spot +1 Languages Slith AC 13, touch 11, flat-footed 12; Miss 50%, displacement hp 42 (4 HD) Fort +8, Ref +5, Will +4 Spd 20 ft (4 squares), climb 10 ft (2 squares), swim 10 ft (2 squares) Melee bite +8 (1d6+6) Space 5 ft; Reach 5 ft Base Atk +4; Grp +8 Abilities Str 18, Dex 12, Con 19, Int 5, Wis 12, Cha 2 Feats Improved Toughness, Iron Will Skills Climb +13, Listen +7, Swim +12 Displacement (Su) A light-bending glamer continually surrounds a displacer serpent, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the serpent by some means other than sight. A true seeing effect allows the user to see the serpent's position, but see invisbility has no effect. |
Tactics: The leader will emerge last, and the snakes will attack to the death, as they defend their home territory.
Within the Temple:
The stone steps lead 50 ft down and travel 35 ft to the north before turning to the east for another 35 ft and emerging into a wide cavern. This cavern is location 1 from the Black Viper Altar scenario in Serpent Kingdoms page 168. The only difference is that instead of the four entrances to the chamber shown from the north, west, and south, there is the single stairway entering the chamber from the west.
The remainder of this level of the temple follows exactly the descriptions in the Black Viper Altar scenario, including the traps which the grafter and his lizard men servants have had a chance to set in the few weeks they have been at this location.
The Ceiling Boss mentioned on page 171 of the scenario leads to a shaft that ascends 10 ft up to a 10 ft tall passageway that heads north. Handholds carved into the stone wall of the shaft allows ascent to the passageway. Beyond is the grafter's demesne, as shown below.
Unless otherwise mentioned, all ceilings are 10 ft tall and floors are flagstone and walls masonry. There are no light sources here, except for any brought by the PCs.
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1. Entrance
The shaft from the Ceiling Boss is shown here, emerging to a passageway that runs north for 30 ft before turning right.
2. Grafting Chamber (EL 8)
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This chamber is dominated by a large stone altar to the east that seems to be doubling as a desk or table as it is covered with jars, unguents, and other alchemical materials and utensiles. To the south is a long wooden table that contains a variety of reptilian body parts, some partially wrapped in bloody cloths and in other cases only cloth bundles are visible, presumably carrying more parts in their bloodstained shrouds. A wooden bench in the southeast corner contains the chopped up pieces of a dakon. To the north, just west of a passageway, is a bundle of sleeping furs. In the northeast corner of the room a dakon is shackled to the wall. The dakon is limp and unmoving and appears to have a variety of scaly tentacles and patches of skaly skin grafted to its body. |
Creatures: The yuan-ti grafter is here, determined to attempt to revive the ancient glories of the yuan-ti breeding programs by attempting to combine the strength of the dakons with serpentkind. Although his first experiment has resulted in failure, he is undaunted and intends to continue his experiments, returning to his masters only after he has gained some measure of success.
| YUAN-TI PUREBLOOD
GRAFTER CR 8 Male yuan-ti pureblood Cleric 5 (Kyuss) Medium monstrous humanoid Init +5; Senses Blind-Fight, darkvision 60 ft; Listen +7, Spot +7 Aura moderate evil Languages Slith, Abyssal, Azotlan, Draconic AC 17, touch 11, flat-footed 16 hp 41 (9 HD) SR 14 Fort +5, Ref +6, Will +11 Spd 30 ft (6 squares) Melee mwk scimitar +8/+3 (1D6) Ranged mwk longbow +9/+4 (1D8) Space 5 ft; Reach 5 ft Base Atk +7; Grp +7 Atk Options smite Special Actions rebuke undead (+2 synergy bonus, 4/day) Combat Gear masterwork scimitar, masterwork longbow, arrows (20), potion of shield of faith +2 (CL 1), oil of magic weapon (CL 1), divine scroll of venom bolt (CL 7, DC 16), divine scroll of dispel magic (CL 5), divine scroll of cure moderate wounds (CL 3) Cleric Spells Prepared (CL 5 [6 evil spells], melee touch +4, ranged touch +5): 3rd - magic circle against good(d), mystic lash (DC 16), summon undead III 2nd - desecrate(d), hold person (DC 15), silence (DC 15), spores of the vrock (DC 15) 1st - cure light wounds, inflict light wounds(d) (DC 14), obscuring mist, sanctuary (DC 14), sorrow (DC 14) 0 - cure minor wounds, detect magic, preserve organ (2), resistance Domains Destruction (smite 1/day +4 attack and +5 damage), Evil (+1 CL evil spells) Spell-Like Abilities (CL 4): 1/day - animal trance (DC 13), cause fear (DC 12), charm person (DC 12), darkness, entangle (DC 12) Abilities Str 11, Dex 13, Con 11, Int 12, Wis 16, Cha 12 SQ spontaneous inflict Feats Alertness, Blind-Fight, Combat Casting, Divine Vigour, Graft Yuan-Ti Flesh, Improved Initiative Skills Concentration +10, Disguise +4*, Heal +13, Hide +3, Knowledge (arcana) +2, Knowledge (religion) +6, Listen +7, Spot +7 Possessions combat gear plus masterwork studded leather, masterwork heavy steel shield, serpent ring (SK p153), iron unholy symbol (Kyuss), spell component pouch, potion belt, scroll case |
Tactics: This yuan-ti lives for his experimentation, and he will not allow anyone to interfere. As such, he will fight to the death here, using his magic to best effect. He is eager and willing to take captives to experiment upon them, especially any dakons accompanying the PCs.
Developments: Any fighting in this chamber will cause the golem in area 3 to emerge and defend its master. While the grafter did not create the golem, he was given control of it by his master and it serves the grafter obediently.
Treasure: The items in this chamber can be used to form a masterwork alchemist's lab, even though its current purpose is for grafting (the grafter has no real alchemical abilities). In addition, there is enough material and tools here for someone with the Graft Yuan-Ti Flesh to practice his trade and the tools themselves would be sufficient for any Grafting feat.
3. Golem Chamber (EL 8)
This chamber is bare, serving only as a lair for the serpentflesh golem that serves the grafter.
Creatures: This serpentflesh golem was given to the grafter by his master and it obeys the grafter unquestioningly.
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SERPENTFLESH GOLEM CR 8 A magical attack that deals cold or fire damage slows a serpentflesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the serpentflesh golem to exceed its full normal hit points, it gains any excess as temporary hit points. It gets no saving throw against attacks that deal electricity damage. Poison (Ex) Bite, injury, Fortitude DC 15, initial and secondary damage, 1d6 Str. |
Developments: The golem will emerge at the sound of conflict in area 2 and defend the grafter or take vengeance upon any intruders.
Denoument:
The dakons will be quite sad that they could not save their companion, and they will burn both dakon bodies. Though burning is not their usual custom, they will do so because of the unique circumstances surrounding the deaths.
If the PCs wish to accompany the dakons back to their tribe, they will be welcome. It is a two day journey as the dakon travels, into the jungle, and once there the chief of the tribe will great and thank the PCs and offer them furs and other trade goods amounting to about 250 gp and weighing about 20 lbs.
Whether the PCs follow the dakons back to the tribe or not, the dakons will bid the PCs safe journey and then set forth on their way.
Encounter #3 - The Karsites
As the PCs travel, nearing the Valast River and the border of Mestil-rez, they will be accosted by a group of a dozen karsites. These appear to be Azotchtlan males armed with spears and wearing leather armour and they wave at the PCs and beckon them to approach. Their manner appears friendly.
As the PCs approach, they will notice that all of these men have a shock of white running their their long, dark hair. Furthermore, as the PCs approach even closer, they will note that one eye is blue while the other is brown. No human they have encountered so far in Sazhansiir has had blue eyes.
The karsites serve Yayauhqui the Doomsayer, who is currently in Haasfiir attending to the events described in the scenario The Game of Life. Yayauhqui has, by dint of his divinatory powers, learned that the two uncaptured strangers are heading towards Azotchtlan Lands to rescue their friends. Yayauhqui fears that this attempt is doomed to fail, as the entire Azotchtlan Lands is on the look out for the PCs. They would be captured and, in the attempt, there could be loss of life on either side.
As such, Yayauhqui has sent magical word to his karsite followers to intercept the PCs and try to get them to forget about their perilous journey.
The karsites will implore the PCs to accompany them to their cavern refuge. They only speak Azotlan, so if the PCs cannot understand them (by dint of a tongues spell, most likely), then they will use pantomime and gestures to try to convince the PCs to accompany them. Should the PCs refuse, they will seem frustrated but will never evidence any hostility towards the PCs. Instead they will become agitated and try to warn the PCs of immense danger should they attempt to enter Azotchtlan Lands. Nevertheless, if the PCs are determined to bypass the karsites and enter the Azotchtlan Lands, the karsites will reluctantly let them go.
Should the PCs accompany the karsites, they will escort them on a two day jouney to the east to their cavern refuge, a place where they dwell and where Yayauhqui often resides. The cavern is on the verges of the jungle and well-hidden. Within are some 40 male karsites, along with a similar number of females and a handful of younglings. The karsites will bid the PCs to make themselves comfortable and await their master (whom they call the Farseer).
That night, Yayauhqui will cast a sending to the karsite leader (as he does every night) and when he learns that the PCs are present he will use word of recall to teleport to the cavern. There, using tongues, he will explain to the PCs that he is a friend of the captured PCs and is endeavouring to aid them. He says not to worry, that the captured PCs will soon be reunited with the uncaptured PCs and that the latter should not worry. In addition, he admonishes the PCs that their attempt to cross through the Azotchtlan Lands to rescue their comrades was pure folly and doomed to fail, for the entire land is roused and searching for them. Instead, he strongly recommends that the PCs bide their time in this refuge and that it will be only a matter of days or a bit more (depending upon how far the timeline for The Game of Life has progressed) before the captured PCs are free.
In fact, it is possible that the captured PCs are already free by the time this encounter occurs. If so, then if they lost the Yaotzin game the other PCs will be present with Yayauhqui in this cave! If they won the Yaotzin game, then Yayauhqui will inform the PCs of this fact and offer to magically transport them to Haasfiir to reunite with their fellows. If the uncaptured PCs are distrustful of this, then Yayauhqui will offer to transport the previously captured PCs to this cave instead.
DMs should remember that Yayauhqui is not altogether lucid, and the DM should phrase the Doomsayer's speech with enigmas, mysterious turns of phrase, and the like. Nevertheless, Yayauhqui is, in his own twisted way, attempting to be as clear and reassuring to the PCs as possible.
Part Two - Denoument
If the PCs insist on travelling into Azotchtlan Lands, the DM should devise encounters and the like that eventually culminate in the PCs being captured and brought to Haasfiir or, if the PCs have won the sacred ball game, allowed to pass through Azotchtlan Lands in peace. If the PCs lost the ball game, then the two PCs travelling across Azotchtlan Lands will be in deep trouble is caught, as they will be questioned and sacrificed to the gods.
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: