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SHADOW ON THE WALL
A Therran Scenario for 6 PCs of levels 8-10

 

Summary:

The PCs accompany Lady Marinto and Prince Similak in a hunting expedition in Gerilong. However, Shadowland creatures kidnap Marinto in an effort to draw the PCs into the Shadowlands in an attempt to negate the curse that has sealed them in their mystical prison.

Assumptions:

The PCs are in the employ of House Riverine. They have also taken part in the events detailed in the scenario "Love's Labour Lost".

Location:

Gerilong

Historical Date:

N.S. 26, Late Autumn or Early Winter

DM's Introduction:

Note: Many of the circumstances of this scenario assume that the PCs have taken part in the scenario entitled "Love's Labour Lost". Specifically, it assumes that the PCs managed to save Lady Marinto's life and get her married to Prince Similak. DMs are encouraged to read that scenario first, to get a better background on the situation herein.

This scenario can be run without the PCs having participated in "Love's Labour Lost"; the DM will have to devise some reason why the PCs will travel to Gerilong and make the friendship of Similak and Marinto, though the pretext of an important Riverine trade mission coul be adequate. If the PCs did take part in "Love's Labour Lost", but the outcome of that scenario was not favourable (i.e. Similak or Marinto were slain and/or Haduro Davalapong was not removed from his throne), then the DM will have some work to do in order to run this scenario. Depending upon the outcome, that workload could be slight or fairly severe.

In addition, the premise for beginning this adventure assumes that the PCs have three reasons for travelling to Gerilong. First, to renew their acquaintance with Marinto and Similak. Second, to reaffirm trade compacts and mercantile relations with Ikri Pashek. Third, to gain the blood of a bajang, which one of the party mages needs to concoct a magic item. If the latter reason is not applicable, then Similak can simply suggest a bajang hunt, which the Ikri nobles engage in from time to time as a matter of sport and keeping the woods clean of evil.

This scenario uses many items from Oriental Adventures, and DMs should have access to that rulebook. In addition, it makes heavy use of the Taint rules that first appeared in Oriental Adventures and later in Heroes of Horror. The details of the maho-tsukai class from Oriental Adventures have been altered slightly. Specifically, it is assumed that prepared arcane casters such as wu-jen can also become maho-tsukai (this is technically ture per the pre-requisities, but the text strongly hints that only sorcerers and shugenjas can become maho-tsukai). In addition, it is assumed that a maho-tsukai gains the shadowlands subtype, just as a maho-bujin does. This because maho-tsukai in Therra are native to the Shadowlands and tied to it and do not normally infiltrate the Morakki lands for long periods of time.

Background:

The Dome of Hashiko-nori:

The haunted land of Pilong is also known as the Shadowlands. Before the Great Migration of the Morakki, this land was barren and windswept, a rocky land that was claimed by few mortals or spirits. When the Morakki passed south from Hagrog into the isthmus, they were followed by forces of Amoria, which sought to harrass and slay the Morakki, whom they accused of cowardice against the Deceiver (and, in some cases, complicity). The while most of the Morakki did not believe that Pilong was part of the promised land foretold by the prophetess Waerikol, one clan, the Pilati, disagreed and refused to proceed further east, being tired of fleeing as if they were indeed cowards and believing that the narrow isthmus provided the best chance to defend against Amoria and, eventually, the Deceiver.

The rest of the Morakki pleaded with the Pilati to come further east, but they refused, and some fighting broke out amongst the Morakki clans. But with the forces of Amoria massing against them, the Morakki mages, priests, and nobles enacted a massive, epic ritual and cast a horrendous curse against the Westerners. This curse roiled out of the east and across Pilong, but would have left that land unscathed except that the Amorians called upon the greatest of their mages to stop the curse. This they did, and the effect of the curse was rebuffed and instead settled onto Pilong.

This doomed the Pilati, for the curse corrupted their land and the people themselves, warping their spirits and bodies with the taint of the magic. Great magical clouds of fog covered the land, casting it into perpetual shadow, and evil began to fester. For a time the wu-jen of the Morakki were able to keep the rebounding curse at bay, but as tainted humans and other creatures, and warped spirits of the land continually threatened the new Morakki lands, the first Emperor of the East, Hashiko-nori, and his mages crafted a great crystal that was said to be formed of the essences of many powerful spirits of the land who agreed to bind their individualities into the quartz in order to save the land from the taint of the Shadow. With this crystal, Hashiko-nori and his companions travelled to the very heart of Pilong and planted the crystal, enacting a ritual to bind the curse of the Shadowlands and the creatures therein to that land. He then had constructed a massive dome of jade to ward the crystal, so that the tainted ones could not somehow corrupt it and release their binding. Then he gathered spirits and mystical guardians to further ward the place and departed back to Morakki lands to rule. During his reign, construction of the Wall of Jade was begun, to be finished centuries later, and the sealing of the Shadowlands was complete. However, though no Shadowlands creatures can abide being away from the tainted long for long periods of time, occasional forays are made by these creatures, by tunneling under the Wall of Jade or flying over or sometimes managing to climb the wall.

Of all of the guardian spirits of the Dome, the most powerful was the Guardian of the Crystal, a powerful ki-rin named Korribikoru, who was entrusted to keep the crystal safe from all harm or removal. His story is told more fully later in this scenario, but in brief the ki-rin began to tire of his duty and started to take planar jaunts for short periods of time as relief from the tedium of his duty. As centuries passed and nothing ever threatened the Dome or the Crystal, the ki-rin took to longer and longer jaunts.

Just recently, the ki-rin was caught up in a psychic storm on the Astral Plane and whirled into a demi-plane inhabited by evil netherbeings. While Korribikoru fought and slew many of the fiends, they managed to poison not only his astral form but inject a psychic poison into his silver cord and to his normal body. The ki-rin managed to flee and return to the Dome, but the psychic poison has been slowly eating away at him and there is nothing he (or the PCs) can do to stop it.

The False Prophecy:

The Pashek Haduro Davalapong was a ruthless ruler, self-absorbed and concerned only with his own status and power. He ruled over the Valapong Pashek of Gerilong with the aid of his daughter Marinto and a strange prophecy. This prophecy was a false one, planted by an evil hengeyokai who sought revenge against House Davalapong. She intoned a prophecy for the superstitious Gerilongi stating that as long as Marinto was alive and healthy, then the gods showed their approval of her father and his virtue. Armed with this knowledge, Haduro secreted his daughter away like some miser's treasure, and used the prophecy to rule his people and his vassals with a very heavy hand, secure that as long as Marinto were alive, he could claim he ruled with the gods' blessing.

But Marinto was not human. She was a tiefling borne of succubus blood. The hengeyokai had posed as a midwife during Hadulo's wife's childbirth and had slain the mother and child, putting the tiefling Marinto in her place. Her plan was two-fold: First, she knew Haduro would use the prophecy to his advantage, lording it over his own nobles and eventually stoking the flames of discontent and rebellion in them. Second, she hoped that Marinto's beauty and her father's protectiveness of her would make other nobles and suitors jealous and desirous of her, causing them to wish to remoe Haduro from power in order to gain Marinto as a bride. The hengeoykai stirred the seeds of rebellion herself in various guises, until the nobles determined that the best way to strike at Haduro was to kill Marinto, thereby removing the perceived blessing of the gods from the Pashek. With his divine claim of virtue sundered, the nobles could then unite against him with popular support and remove him from power.

But Haduro learned of their plan, and spirited away Marinto to the gaijin lands of the Far Coast, compacting with House Riverine to guard his daughter while he, still with the gods' blessing, would move decisively against his rivals and mutinous vassals. Nonplussed, the hengeyokai used the love of a suitor of Marinto named Similak to mystically track her to her refuge. Similak was the son of the Pashek of Ikri, and his love for Marinto was so strong that the two were mystically bonded. The hengeyokai tricked Similak into leading her and some assassins hired by the rebellious nobles to his love. Once there, Similak proclaimed his love for Marinto and he, along with House Riverine, fought against the hengeyokai and the assassins. The henegyokai and assassins were defeated, and with Riverine's help, Haduro was deposed and Marinto and Similak married.

Currently, Valapong Pashek is ruled by Ashok Privalapong, first cousin of Haduro. While he never expected to ascend to the Pashek throne, he has begun to adjust to the rigours of rule and, with the help of his father, Haduro's uncle, he is forming into a worthy ruler, though the nobles under him are still very wary of the new Pashek and constantly seek to test his will to rule. Meanwhile, Similak and Marinto dwell in Alwandin-ikri in the Prince's manor, and they have had their first child, a lad of 1 year named Gaidiri or "Brought from the West".

The Current Situation:

Haduro Davalapong was deposed by his brother, Gamiro Privalapong, who, along with the nobles of the Valapong Pashek and the blessing of the Pashek of Ikri, charged Haduro with manipulating the will of the people by means of false prophecy. It was a fact that the nobles of Valapong, once the true situation was known, were quite worried that they, themselves, could be held complicit in unwittingly siding with and aiding the hengeyokai who designed the false prophecy. They did not wish Haduro to hold that axe over their necks, and, as well, they hated him and wanted him removed from power. So, they struck first, gaining the support of Gamiro Privalapong and prevailing upon him to put his son upon the Pashek throne. They then, along with the Pashek of Ikri, accused Haduro of having designed the false prophecy to allow himself free reign to rule unscrupulously over his demesne. In addition, rumours swirled here and there that he had copulated with demons and that Marinto had some demonic blood running through her veins. The nobles, Gamiro, and the Pashek of Ikri made quick work of Haduro, taking him in a quick palace coup in NS 23 and putting him on the fast track through a trial and sentencing. As punishment, and so none could think to rally around Haduro's name even in death, he was exiled into the Shadowlands, a fate generally regarded by the Morakki as worse than death and one reserved for a traitor to the Emperor or to the Gods. The latter was Haduro's stated crime, and although he rightly protested to the last that he had no proof the prophecy was false, his fate was sealed. In a lightly attended ceremony early in NS 24, the deposed Pashek was taken to the Wall of Jade, wrapped in silk cloth and lead weights, and cast into the roiling mists. His fate was, of course, never determined, but it was assumed he was twisted mentally and physically by the taint before either being killed by the Shadowland creatures or becoming an insane and mindless creature of corruption himself.

Such was not the case. Haduro survived, for his strength of will was great enough to resist the worst effects of the taint and his mind and body held together long enough for him to be captured by the Shadowland denizens and brought to the Festering Pit of Leng, where he was judged by the dreaded Akutenshi masters. Haduro told his story, and announced his hatred of the Gerilongi and desire for revenge upon all the people of that land for falsely accusing him of treachery against the gods and consigning him to the Shadowlands. The Akutenshi masters were pleased by Haduro's hatred and ambition, and eager to have a high ranking ex-noble of Gerilong in their midst. In addition, Haduro was newly tainted such that he could abide for a time outside of the Shadowlands, and thus he could prove useful to them at a later time. So Haduro was accepted into the midst of the Maho and converted into a maho-bujin in a highly painful and corruptive ritual that took over a year to complete.

In the meantime, Haduro used Sending spells cast by his maho-tsukai companion Weshira to convince one of his former aides that he had escaped the Shadow and was alive and well hiding in the Land of Peace biding his time to usurp the usurpers and resume his throne. He promised his aide a great reward for his resumptive loyalty, and the aide, one Yuvirinthes, is now fully under Haduro's sway. At Haduro's direction, Yuirinthes got himself reassigned by Pashek Ashok as ambassador to the court of Ikri and adminstrative attendant to Lady Marinto. He has since bided his time, ingratiating himself to the Ikri court and awaiting Haduro's instructions.

It was a few months ago that the Akutenshi learned, from one of their fiendish contacts, about a great planar battle between a ki-rin and a fiendish horde. By all reports, the ki-rin had had his psyche wounded, and a psychic poison introduced into his soul. Subsequent divinations confirmed, much to the Akutenshi joy, that Korribikoru was dead. This was their chance, they felt, to gain the Crystal, a chance that may not come again in millenia should a new guardian somehow be found and emplaced. Thus, the Akutenshi seek for a way to breach the dome and gain the Crystal. Their goal is nothing short of gaining the Crystal at the heart of the Dome of Hashiko-nori and using it to release the Shadow creatures from their dependence upon the Shadowlands. Once freed, they would breach the Wall of Jade and attack Gerilong, hoping, by sudden attack and by spreading of the taint, to capture that land as their own and use it as a springboard to eventually conquer all of the Morakki lands.

The Developing Situation:

When the PCs arrive at Alwandin-ikri, Yuirinthes will notify Haduro by means of the daily sending spell cast by Weshira. He will inform them of the PCs' desire to hunt bajang in the Jade Woods, and that Similak and Lady Marinto will accompany them. Haduro will see a potential plan in this, and will bring it to his Akutenshi masters. The plan is to kidnap Marinto and use her as bait to guide the PCs and Similak to attempt to rescue her. As she will be imprisoned within the Dome of Hashiko-nori, the PCs and Similak will have to breach the dome and slay the guardians in order to rescue her. However, as slaying the Dome guardians is not sufficient, Haduro intends to pose the kidnapping as an act of revenge of the hengeyokai who made the false prophecy in the first place. He does not know that the PCs have slain her spirit in Vignette #7 (The Haunting of Hill House) of the scenario entitled "The Year 5536" and assumes that it is reasonable that she might want to kidnap Marinto as vengeance upon the PCs and Similak. The challenge he leaves behind for the PCs and Similak at the site of the kidnapping will instruct them to remove the crystal and bring both it and Marinto out to a stone alter nearby. There, Haduro and some of the Akutenshi await them to grab the crystal and slay them all.

The kidnapping will be accomplished by Haduro, who, as a relatively newly tainted maho, can more easily escape the Shadowlands and abide for a time. He has been given a very valuable gem called a Shadow Gem. These gems, through grave rituals and over a long period of time, emanate Shadowland taint for a period of time even when brought outside of Pilong. Such gems allow tainted creatures to leave the Shadowlands for a time. Haduro will use magic provided to him to scale the Wall of Jade and place a Shadow Gem in the heart of the woods. Once there, Weshira will scry Haduro and teleport herself and other Shadow creatures into the woods. They will seek out a bajang and Weshira will cast charm monster on it, instructing it to look for the PCs and have it lure the PCs to the bajang glade. While the PCs and Similak fight the bajang, Weshira, Haduro, and their minions will attack Marinto's guard and Weshira will cast temporal stasis at 20th level on Marinto using a one-use rod given to them by the Akutenshi Emperor (aka the Shadow Emperor). The group will then teleport back into the Shadowlands. From there, they will proceed directly to the Dome, where Weshira will use her arcane eye spell to map the route into the Dome and to the Crystal Chamber. She will then use telekinesis to send Marinto's inert body into the Crystal Chamber and onto the altar there. While the many guardians of the Dome will attempt to attack Marinto, under the effects of the temporal stasis, she cannot be harmed.

Once this is done, Haduro and his minions will alert the Akutenshi, and they will bring a force that will watch the Dome and set up at the stone altar to ambush the PCs once they produce the crystal.

Timeline:

In order to help the DM understand the timing of what is happening, below is a parallel timeline showing the actions of the PCs and Haduro and his minions. This timeline can be deviated from, but it serves to show the DM how Haduro's plan comes together and how he makes ready his plans. If the PCs somehow speed up their progress, the DM is encouraged to speed up Haduro's travel time as well. Haduro has access, through Weshira, to teleport and other magical means to travel quickly.

Day PCs Haduro
 1 The PCs arrive at Alwandin-ikri and meet with Similak and Marinto. Similak agrees to arrange a bajang hunt. Yuirinthes contacts Haduro via Weshira's daily sending spell and informs him that the PCs have arrived and that they are arranging a bajang hunt in the Jade Woods
 2 The PCs remain at Alwandin-ikri. Haduro meets the Akutenshi and proposes to kidnap Marinto from the Jade Woods and use her as bait to lure Similak and the PCs into defiling the Dome of Hashiko- nori and removing the Crystal. The Akutenshi approve and provide Haduro with a temporal stasis scroll and a Shadow Gem.
 3 The PCs remain at Alwandin-ikri. Haduro gathers his strike team of shadow minions and Weshira and heads towards the Wall of Jade.
 4 The PCs, Similak, Marinto, and Yuirinthes leave Alwandin-ikri, heading south. Haduro and his minions continue towards the Wall of Jade.
5 The entourage continues south. Haduro and his minions continue towards the Wall of Jade.
6 The entourage continues south. Haduro crosses the Wall of Jade and enters the Jade Woods.
7 The entourage arrives at the Ikri Stronghold and meets the Pashek. Haduro treks through the woods.
8 The entourage leaves Ikri Stronghold and continues south. Haduro treks through the woods.
9 The entourage continues south. Haduro locates the bajang glade and communicates its location to Yuirinthes.
10 The entourage continues south and arrives in the evening at the crossroads. Haduro activates the Shadow Gem. Weshira and the shadow minions teleport to the gem site. Weshira charms a bajang and commands it to travel to the north and lure the entourage south to the glade.
11 The hunting party leaves Yuirinthes and the camp and heads south into the woods. Haduro and his minions lie in wait, watching the approaches to the bajang glade.
12 The hunting party treks through the woods. Haduro and his minions lie in wait, watching the approaches to the bajang glade.
13 The hunting party treks through the woods. Haduro and his minions lie in wait, watching the approaches to the bajang glade.
14 The hunting party fights the bajang. Marinto is kidnapped. Seeing the PCs and Similak attack the bajang glade, Haduro and Weshira and their minions attack Marinto's Faigon guard and slay them and their servants. Marinto is captured and placed under temporal stasis. She and most of the shadow minions return to the gem site and teleport back into the heart of the Shadowlands. A single bakemono remains behind to impart its challenge to the PCs and Similak.
15 The PCs head towards the Wall of Jade. Haduro and Weshira take Marinto to the Dome.
16 The PCs head towards the Wall of Jade. Weshira maps the Dome with arcane eye and then uses telekinesis to place Marinto in the Crystal Chamber.
17 The PCs arrive at the Wall of Jade and cross over into the Shadowlands. Haduro returns to the Akutenshi and gathers an army.
18 The PCs trek through the Shadowlands towards the Dome. The army heads towards the stone altar and the Dome.
19 The PCs trek through the Shadowlands towards the Dome. The army heads towards the stone altar and the Dome.
20 The PCs trek through the Shadowlands towards the Dome. The army arrives at the stone altar and awaits the PCs.
21 The PCs trek through the Shadowlands towards the Dome. The army arrives at the stone altar and awaits the PCs.
22 The PCs trek through the Shadowlands towards the Dome. The army arrives at the stone altar and awaits the PCs.
23 The PCs arrive at the Dome of Hashiko-nori. The army arrives at the stone altar and awaits the PCs.

NPC Advancement:

Astute readers of previous scenarios may note that some NPCs have advanced in level beyond those presented before. This is intended, representing levels gained by these NPCs in the years since.

Part One - Crossing the Oto:

This portion of the scenario can be used or skipped as the DM desires. It has no bearing on the rest of the scenario, and instead merely acknowledges the fact that the PCs are crossing the Oto Sea in late autumn or winter when the Thaneeri commonly raid in their dragonships. As such, this portion of the adventure can provide a good battle to start things off and keep the PCs aware of the constant Thaneeri menace.

Few ships ply the Oto Sea this time of year, due to the weather and the danger of Thaneeri corsairs. As such, the PCs will have to pull some strings in order to cross. Of course, at this level they may have access to Teleport or some other means to cross quickly or unexposed to Thaneeri deperedations, and if so, then the DM should proceed to Part Two once they cross.

The choice of ships that the PCs can find that are making the crossing depends on the PCs' luck and skill in finding a captain who is or will sail across the sea. A Gather Information check can be used to locate a ship in Dwillingir. A check may be made each week as desired. If the PC making the check also has at least 5 ranks of Profession (sailor), then he can add a +2 synergy bonus to the check. Once a boat is found, a Diplomacy check is needed to convince the captain to take the PCs on board. The following modifiers apply to the Diplomacy DC:

For each multiple of the standard ship's passage fare (per the PHB) offered: +2
If the PC is a respected member of a merchant House: +2
If the PCs demonstrate useful ship related magic or special abilities (e.g. the Windsinger feat or the spell Control Winds): +3

The DC of the Gather Information check and the Diplomacy check are the same, as detailed below.

DC

Result
15 The cog "Sirine's Breasts" might be willing to sail to Gerilong
20 The pinnace "Wavespeeder" can be hired to sail to Gerilong
25 The caravel "Hotor's Niece" is on a trade mission to the Ikri trade town

If travelling in the month of Darkness or another deep winter month, the fees for shipboard travel will be doubled, due to the danger of storms and Thaneeri raiders.

The Sirine's Breasts:

This ship is old and decrepit-looking, as any DC 5 Knowledge (architecture and engineering) or Profession (sailor) check can tell. However, a DC 10 check in either of those can determine, on close look, that while unkempt, the ship is seaworthy. The captain is Forian Sneed, who can be found drinking in the dockside taverns of Dwillingir or sleeping it off in the common room of the same. He is a slovenly man, whose breath always reeks of booze and whose clothing is stained and torn in places.

Forian Sneed is an Expert 4, with a Profession (sailor) bonus of +9 normally, but +6 most of the time due to his druken state. If the PCs can sober him up (a DC 20 Diplomacy check or a DC 15 Intimidate check) and keep him that way, he will be able to use his higher skill bonus. The man is abrasive and doesn't appreciate advice, and his crew of six are all disreputable sea-dog types at best. The ship is a standard cog (see page 98 of Stormwrack) and includes a ballista mounted to the forecastle.

* Captain Forian Sneed: Male human Expert 4; CR 3; Medium humanoid (human); HD 4D6+4; hp 24; Init -1 (+0 on ship); Spd 30 ft; Space 5 ft; Reach 5 ft; AC 9 (touch 9, flat-footed 9); Atk +5 melee (1D6+1, masterwork cutlass) or +2 ranged (1D4+1, dagger); AL N; SV Fort +2, Ref +0, Will +4; Str 12, Dex 8, Con 12, Int 10, Wis 11, Cha 7. Height 5 ft 8 in.

Skills and Feats: Balance +6 (+8 on ship), Climb +3 (+5 climbing ropes), Escape Artist -1 (+1 escaping from ropes), Jump +3, Knowledge (geography) +6, Knowledge (nature) +5, Profession (sailor) +9, Spot +5, Survival +5 (+2 bonus to avoid getting lost or avoid natural hazards, +2 bonus in above ground natural environments), Swim +6, Use Rope +7; Old Salt, Sea Legs, Skill Focus (profession [sailor]).

Possessions: masterwork cutlass, daggers (3), sextant, belt pouch, wooden holy symbol to Hotor, cold weather clothing, 16 gp, 34 sp, 10 cp.

Languages: Common.

* Disreputable Sea-Dogs (6): Male human Warrior 2/Expert 1; CR 2; Medium humanoid (human); HD 2D8+4 plus 1D6+2; hp 19; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +4 melee (1D6+2, cutlass) or +2 ranged (1D8, light crossbow); AL NE; SV Fort +5, Ref +0, Will +2; Str 14, Dex 10, Con 15, Int 11, Wis 10, Cha 10. Height 5 ft 9 in.

Skills and Feats: Balance +2 (+4 on ship), Climb +5, Intimidate +4, Jump +5, Profession (sailor) +2, Spot +5, Swim +4; Blooded, Power Attack, Sea Legs.

Possessions: cutlass, light crossbow, crossbow bolts (20), cold weatther clothing, belt pouch, wooden holy symbol to Hotor, 5 gp, 13 sp, 18 cp.

Languages: Common.

The Wavespeeder:

This ship is small, but in good trim, as a DC 10 Knowledge (architecture and engineering) or Profession (sailor) check can tell. The captain, one Rojerin Vintarius, is a member of House Numis, and has nothing against House Riverine. He will express some trepidation at braving the Oto Sea this time of year, due to Thaneeri raiders, but can be convinced, since his money is running low and he would like to beat some of his competitors to the trade town at Ikri. Rojerin is a Fighter 3/Expert 3 who served in the Sixth Imperial Legion before mustering out and taking to his father's trade on the sea. He has a Profession (sailor) bonus of +11. Rojerin is about 50 years old and is well groomed and well spoken, with a bald pate and a bit of a paunch. The crew of four seems competant if unremarkable. The ship is a standard pinnace (see page 101 of Stormwrack).

* Captain Rojerin Vintarius: Male human Fighter 3/Expert 3; CR 5; Medium humanoid (human); HD 3D10+3 plus 3D6+3; hp 28; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 13); Atk +6 melee (1D6+1, masterwork shortsword) or +5 ranged (1D10, heavy crossbow); AL N; SV Fort +4, Ref +1, Will +4; Str 13, Dex 13, Con 12, Int 14, Wis 13, Cha 12. Height 5 ft 8 in.

Skills and Feats: Balance +7, Climb +6, Diplomacy +4, Handle Animal +5, Intimidate +6, Jump +7, Knowledge (architecture and engineering) +6, Knowledge (geography) +7, Profession (sailor) + 11, Ride +7, Search +2 (+4 to find secret compartments and doors), Spot +6, Survival +1 (+3 to avoid getting lost or avoid natural hazards), Swim +7, Use Ropes +2; Combat Expertise, Combat Reflexes, Old Salt, Quick Recovery, Skill Focus (profession [sailor]), Tireless.

Possessions: masterwork shortsword, heavy crossbow, crossbow bolts (20), masterwork studded leather armour, potion belt, potion of cure light wounds at 1st level, potion of cure moderate wounds at 3rd level, potion of shield of faith at 1st level, diadem of light (casts a light spell 5/day at 1st level), silver holy symbol to Hotor, cold weather clothing, belt pouch, sextant, spyglass, silver wave brooch set with sapphire worth 560 gp, 22 gp, 13 sp, 14 cp.

Languages: Common, Hakoani, High Imperial.

* Pinnace Crew (4): Male human Expert 2; CR 1; Medium humanoid (human); HD 2D6+4; hp 15; Init +2 (+3 on ship); Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +2 melee (1D6+1, handaxe) or +3 ranged (1D8, light crossbow); AL N; SV Fort +2, Ref +2, Will +4; Str 12, Dex 15, Con 14, Int 12, Wis 14, Cha 10. Height 5 ft 10 in.

Skills and Feats: Balance +9 (+11 on ship), Climb +6 (+8 climbing ropes), Escape Aris +2 (+4 escaping from ropes), Jump +8, Knowledge (nature) +3, Profession (sailor) +6, Spot +7, Swim +6, Tumble +9 (+11 on ship), Use Rope +7; Sea Legs, Toughness.

Possessions: leather armour, handaxe, light crossbow, crossbow bolts (20), wooden symbol to Hotor, cold weather clothing, belt pouch, 8 gp, 24 sp, 19 cp.

Languages: Common, Dwarvish.

The Hotor's Niece:

This fine ship is one that sails between Gerilong and the Far Coast regularly. A DC 5 Knowledge (local) check is sufficient to have heard of the ship, and a DC 10 check will reveal that its captain is none other than Quentin Creele, an old and respected crusty salt who once served in the Imperial Navy and was instrumental in aiding the Heroes of the Gem during the War. A DC 10 Knowledge (architecture and engineering) or Profession (sailor) check can determine that the ship is in decent trim. Captain Creele is in his mid 60's, old but hale, with a stubbly white beard, a slightly closed left eye, and a pronounced limp. His voice is hoarse and gravelly, except when yelling at his crew above the howling wind. Creele is a Fighter 7/Expert 4 and has a Profession (sailor) bonus of +19. He enjoys his rum, though not to the extent that Forian Sneed does (see above), but with a little drink can be plied to tell his tall tales, including being attacked by the great white worm of Flupnir not once but twice and of the strange community of sea creatures that lived and fought inside the worm's gut. The ship is a standard caravel, with a ballista mounted to the forecastle (see page 98 of Stormwrack). The ship is carrying about 95 tons of cargo, and has a full complement of seven hands plus a spare of three men and a squad of six mercenaries.

* Captain Quentin Creele: Male human Fighter 7/Expert 4; CR 10; Medium humanoid (human); HD 7D10+7 plus 4D6+4; hp 67; Init +2 (+3 on ship); Spd 3- ft; Space 5 ft; Reach 5 ft; AC 17 (touch 14, flat-footed 15); Atk +12/+7 (1D8+3, +1 longsword) or +12/+7 ranged (1D4, dagger); AL N; SV Fort +7, Ref +5, Will +8; Str 10, Dex 14, Con 13, Int 14, Wis 15, Cha 15. Height 5 ft 10 in.

Skills and Feats: Balance +6 (+8 on ship), Climb +7, Intimidate +12, Jump +7, Knowledge (architecture and engineering) +3, Knowledge (geography) +12, Knowledge (nature) +5, Profession (sailor) +19, Spot +6, Swim +8, Survival +4 (+2 bonus to avoid getting lost or avoid natural hazards, +2 bonus in above ground natural environments), Use Rope +5; Combat Expertise, Dodge, Great Captain, Leadership, Old Salt, Sea Legs, Skill Focus (profession [sailor]), Weapon Focus (longsword), Weapon Specialization (longsword).

Possessions: +1 longsword, daggers (4), +1 leather armour, ring of protection +2, pearl of the sirines, figurine of wondrous power - coral dolphin, masterwork potion belt, potion of cure serious wounds at 5th level, potion of cure moderate wounds at 3rd level, potion of cure light wounds at 1st level, cold weather clothing, clay pipe, belt pouch, platinum holy symbol to Hotor worth 350 gp, platinum and ruby brooch of thanks from the Kingdom of Slumber shaped like a gem over an obelisk worth 12500 gp, 6 pp, 13 gp, 45 sp, 10 cp.

Languages: Common, Morakki, Thaneeri.

* Figurine Dolphin: CR -; Medium magical beast; HD 2D8+2; hp 11; Init +3; Spd swim 80 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +4 melee (2D4, slam); SQ blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +4, Ref +6, Will +1; Str 11, Dex 17, Con 13, Int 8, Wis 12, Cha 6. Length 6 ft.

Skills and Feats: Listen +8, Spot +7, Swim +8; Weapon Finesse.

Special Qualities: Blindsight (Ex): Doplphins can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A dolphin can hold its breath for a number of rounds equal to 6 × its Con score before it risks drowning.

Languages: Common, Aquan.

* Caravel Hands (10): Male human Warrior 1/Expert 3; CR 3; Medium humanoid (human); HD 1D8+2 plus 3D6+6; hp 27; Init +1 (+2 on ship); Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 11, flat-footed 12); Atk +5 melee (1D8+3, longspear) or +5 melee (1D6+2, shortsword) or +4 ranged (1D8, light crossbow); AL N; SV Fort +4, Ref +2, Will +4; Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 10. Height 5 ft 11 in.

Skills and Feats: Balance +8 (+10 on ship), Climb +6 (+8 climbing ropes), Escape Artist +1 (+3 escaping from ropes), Jump +8, Profession (sailor) +6, Swim +6, Tumble +6 (+8 on ship), Use Rope +6; Combat Expertise, Dodge, Sea Legs.

Possessions: leather armour, longspear, shortsword, dagger, light crossbow, crossbow bolts (20), cold weather clothing, wooden holy symbol to Hotor, belt pouch, 4 gp, 55 sp, 34 cp.

Languages: Common.

* Shipboard Mercenaries (6): Male human Fighter 3; CR 3; Medium humanoids (human); HD 3D10+6; hp 23; Init +1 (+2 on ship); Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 16); Atk +5 melee (1D8+2, longsword) or +4 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +2, Will +0; Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 9. Height 5 ft 10 in.

Skills and Feats: Balance +3 (+5 on ship), Climb +5, Intimidate +1, Jump +5, Swim +8; Dodge, Improved Sunder, Mobility, Power Attack, Sea Legs.

Possessions: longsword, chain shirt, heavy wooden shield, light crossbow, crossbow bolts (20), dagger, cold weather clothing, wooden holy symbol to Hotor, wooden holy symbol to Aghorrit, belt pouch, 30 gp, 14 sp, 23 cp.

Languages: Common.

The Voyage:

The journey from Dwillingir to the Ikri trade town is some 1200 miles. Wind is strong and from the north, usually out of the north by northeast but sometimes coming out of the mountains from the northwest. The seas are occasionally choppy and stormy, moreso during the deep winter, when storms can become a danger. Fogs and mists are common as well, and ice can become a danger during deep winter, both from small icebergs floating down from the north and from ropes and decks and sails icing up.

Actual storm dangers are at the option of the DM. There are charts in Stormwrack for determining the weather, and if the DM feels a storm or two will add excitement to the journey, then he should feel free to run them. Sightings of other vessels will be rare, especially as one leaves sight of land. The only stop over before Gerilong would be a provisioning lay over on the Far Isle for a day for the cog and pinnace and 3 days to trade for the caravel.

The entire journey will take about a month for the pinnace, a month and a week for the cog and about two months for the caravel. All three ships will stock plenty of provisions and supplement this with fishing and gathering of rain water or melting ice.

The Corsairs:

The Thaneeri attack will come in the deep of the Oto Sea, about half way across the ocean. The Thaneeri prefer to hunt for ships there because it is far enough away from the Imperium to avoid most patrols and because there is no place for their prey to run.

Thaneeri longships are not especially swift, and usually they resport to plundering Far Coast villages in land raids. In order to catch an Imperial ship out in the open sea, it requires wolfpack tactics to surround their prey, and that requires a means of scouting and communication and coordination between the ships. This group of Thaneeri is from the Coromos Clan, a clan that reveres birds. Interestingly, this is exactly how they manage to scout and coordinate their attacks, for the flagship of the trio of Coromos longships has aboard it a Wavesinger bard who has an albatross as his familiar. With this albatross, the ships can station themselves in the trade lanes and have the bird fly around looking for Imperial ships. Once it espies a likely victim, the bard can attack written messages to the albatross and order the ships into position. In this way, even the slower Thaneeri longships can come upon and trap a faster Imperial caravel.

And so it is on this occasion. The three Thaneeri longships will use the mists of a cold Oto Sea morning to sail as close as they can to the PCs' ship before cranking up to full speed using oars and Gust of Wind spells and trying to grapple the Imperial ship and board her.

The Thaneeri are looking for plunder and slaves, simply enough, and are not expecting to have to face a group of capable PCs. Nonetheless, Thaneeri are brave to a fault, and these Thaneeri even moreso, as corsairing the Oto Sea in winter is not for the faint of heart. As such, even a determined resistance will not initially see them off, as they will simply suspect that such a powerful guard means important nobles are on board to be kidnapped and ransomed or important treasure is being carried.

The longships of the Thaneeri are called dragonships, with prows shaped like dragon heads and sides complete with carved wooden wings folded aside. There are 53 crewmen aboard each ship, along with the leaders and special members.

The ships will approach the PCs' vessel from port, starboard, and afore. However, the port and starboard approaches will be slightly from behind, so that their prey cannot simply come about and slip the noose. The Thaneeri will rely as long as possible on stealth to approach as close as possible to the PCs' vessel. Initial sighting will be 1D6+1 x 100 ft (half the distance recommended in Stormwrack because of the morning mists and fog). Thereafter, a Spot check will be needed by those on the Imperial ship to notice the Thaneeri vessels approaching. This is opposed by a Profession (sailor) check by the commander of each Thaneeri vessel (representing his ability to stay in the fog banks), with a -16 penalty to the Thaneeri check due to the size of their vessels and a penalty to the Spot check by the Imperials due to the distance between the Imperial ship and the vessels.

Wind speed will be light, with a x1 multiple to ship speed.

It is recommended that the narrative ship combat system from Stormwrack be used for this encounter (rather than the more detailed system presented in the Arms & Equipment Guide). This is because the PCs are not actually sailing and maneuvering their vessel, and so there is no need to get into so much detail for what is really an encounter unrelated to the scenario as a whole.

The Thaneeri will drop all pretense of stealth when they see that the Imperials are aware of them, or when they approach to within 120 ft. At that time, they will use their gust of wind spells or other magic to close the distance and, if necessary, sprint with their oars to close the distance. Extra hands not rowing will begin to rake the Imperial ship with arrow fire, while the spellcasters concentrate on taking out dangerous targets or, once they know they face enemy spellcasters, readying counterspells.

If the Imperials site the Thaneeri, and if the PCs recommend it to the captain, they can attempt to bluff the Thaneeri into thinking they are caught unawares. This requires no suspicious actions on the part of the Imperial crew or passengers, and no radical or strange maneuvers by the Imperial ship itself. In general, assume a Bluff check by the Captain or the person directing the charade against the Sense Motive checks of the commanders of each Thaneeri vessel. Exact a -2 penalty to each Sense Motive check for every multiple of the commander's Spot bonus times 10 ft distance from the Imperial ship (example, a commander with a Spot bonus of +7 would incur a -6 penalty to his Sense Motive check if observing the Imperial ship 200 ft away).

Unless stated otherwise, all Thaneeri crewmembers have the same statistics, as follows:

* Thaneeri Corsair: Male human Barbarian 1/Ranger 2; CR 3; Medium humanoid (human); HD 1D12+3 plus 2D8+6; hp 26; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +5 melee (1D8+3; battleaxe) or +6 ranged (1D8+2, composite longbow); SA combat style (archery), favoured enemy (magical beast +2), rage 1/day; SQ fast movement, wild empathy +2; AL CN; SV Fort +8, Ref +5, Will +1; Str 14, Dex 14, Con 17, Int 10, Wis 12, Cha 10. Height 6 ft 2 in.

Skills and Feats: Balance +4, Climb +5, Handle Animal +1, Intimidate +5, Jump +8, Listen +4, Profession (sailor) +3, Spot +5, Survival +3, Swim +8; Combat Expertise, Extend Rage, Rapid Shot, Track, Weapon Focus (longbow).

Possessions: leather armour, cold weather clothing, battle axe, composite longbow (+2 Str), arrows (20), hemp rope (50 ft), grappling hook, belt pouch, whetstone, flint and tinder, wooden holy symbol to Hotor.

Note: The corsairs on the flagship also wear isignia rings for Hammas' insignia of healing spell.

Languages: Thaneeri.

Thaneeri Longship #1 (flagship with a golden bird woven into its sail):

This ship leads the fleet, and is commanded by Borager Thurginsson, a great, loud bear of a man who is a legend amongst the Coromos Clan for his daring seaborne exploits. Allow any PCs with a Knowledge (local) check of DC 20 to recognize Borager's sail insignia and know a bit about the man and his reputation.

* Borager Thurginsson: Male human Barbarian 5/Ranger 3/Expert 2; CR 9; Medium humanoid (human); HD 5D12+20 plus 3D8+15 plus 2D6+10; hp 101; Init +2 (+3 on ship); Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 14); Atk +14/+9 melee (1D8+6, masterwork battleaxe) or +12/+7 (1D8+4, masterwork battleaxe) and +12 (1D6+2, masterwork handaxe) or +10/+5 ranged (1D8+4, masterwork composite longbow); SA combat style (two-weapon fighting), favoured enemy (magic beasts +2), rage 2/day; SQ fast movement, improved uncanny dodge, trap sense +1, uncanny dodge, wild empathy +6; AL CE; SV Fort +7, Ref +4, Will +5; Str 18, Dex 14, Con 19, Int 10, Wis 14, Cha 16. Height 6 ft 6 in.

Skills and Feats: Balance +7 (+9 on ship), Climb +10, Craft (boatbuilding) +2, Intimidate +10, Jump +12, Knowledge (geography) +5, Listen +7, Profession (sailor) +14, Spot +8, Survival +4, Swim +10, Tumble +9 (+11 on ship), Use Rope +7; Cleave, Endurance, Great Captain, Leadership, Power Attack, Scourge of the Seas, Sea Legs, Track.

Possessions: leather armour, masterwork battleaxe, masterwork handaxe, masterwork composite longbow (+4 Str), oil of magic weapon at 1st level, insignia ring (for Hammas), cold weather clothing, ivory holy symbol to Hotor.

Languages: Thaneeri.

Borager is accompanied by Vorrlar Henginsson, a bard and wavesinger who serves as skald for the group, their good luck charm, and their only source of arcane magic. Because of his usefulness, the crew and Borager are more willing than most Thaneeri to overlook suspiciously flashy displays of magic from the bard as long as they aren't too overtly Imperial-like. Nonetheless, most of his magic is curative or morale inspiring. The bard is also valued for his albatross familiar Tossi, who is regarded by the crew as a good luck charm and Coromos totem as well as an invaluable scout and message-bearer.

* Vorrlar Henginsson: Male human Bard 6/Warrior Skald 3; CR 9; Medium humanoid (human); HD 6D6+12 plus 3D6+6; hp 52; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 14); Atk +10/+5 melee (1D8+3, masterwork warhammer) or +11/+6 ranged (1D8+2, masterwork composite longbow); SA bardic music 13/day (countersong, demoralize, fascinate, inspire competence, inspire courage +1, suggestion, words of rejuvenation); SQ alertness (when within reach, stats do not reflect this), bardic knowledge (+10), empathic link, resist fire 5; AL NE; SV Fort +9, Ref +13, Will +7; Str 15, Dex 17, Con 14, Int 11, Wis 9, Cha 18. Height 6 ft 2 in.

Skills and Feats: Balance +10, Bluff +9, Climb +5, Concentration +8, Craft (instrument) +3, Diplomacy +10, Intimidate +6, Jump +9, Knowledge (arcana) +4, Knowledge (history) +5, Listen +1, Perform (oratory) +15, Perform (percussion) +8, Perform (sing) +9, Sense Motive +3, Swim +8, Tumble +10; Cleave, Extra Music, Obtain Familiar, Power Attack, Wave Singer.

Spells Known (cast 3/4/3; Base DC = 14 + spell level): 0 - detect magic, know the blood, read magic, resistance, resist water, waterfind; 1 - animate rope, charm person, joyful noise, subtle blast; 2 - battle hymn, elation, wave of grief.

Possessions: masterwork warhammer, masterwork composite longbow (+2 Str), dragoncraft scale armour (red dragon, resist fire 5), wand of cure light wounds at 1st level with 19 charges, cloak of resistance +2, insignia ring (for Hammas), masterwork hunting horn, masterwork bodhran, spell component pouch, belt pouch, copper and onyx brooch worth 150 gp.

Languages: Common, Thaneeri.

* Tossi the Albatross: CR 1/4; Small magical beast; HD 1D8+2 (treated as 9 HD); hp 26; Init +1; Spd 10 ft, fly 50 ft (average); Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 15); Atk +8 melee (1D3, bite); SA deliver touch spells; SQ improved evasion, low-light vision, share spells, speak with master; AL N; SV Fort +7, Ref +9, Will +6; Str 10, Dex 13, Con 14, Int 8, Wis 14, Cha 6. Length 3 ft.

Skills and Feats: Spot +10; Endurance, Weapon Finesse.

Also travelling on the flagship is Hammas, a priest of Hotor who ensures that the sea god is placated and friendly and whose prayers are invaluable to the operation of the ship.

* Hammas: Male human Cleric (Hotor) 7; CR 7; Medium humanoid (human); HD 7D8+14; hp 49; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +6 melee (1D8+1, heavy mace) or +5 ranged (1D4+1, sling); SA turn undead (5/day, +2 synergy bonus); AL CN (channels positive energy); SV Fort +7, Ref +2, Will +10; Str 12, Dex 10, Con 15, Int 13, Wis 18, Cha 14. Height 6 ft.

Skills and Feats: Concentration +10, Diplomacy +7, Heal +9, Knowledge (history) +6, Knowledge (religion) +8, Profession (sailor) +7, Spellcraft +8; Combat Casting, Improved Counterspell, Mage Slayer, Ship's Mage.

Spells Prepared (6/5/4/3/2; Base DC = 14 + spell level): 0 - detect curse, double rope, guidance, light, resistance, resist water; 1 - bless, command, divine favour, knock asunder, shield of faith; 2 - geyser, healing lorecall, hold person, silence, soundburst; 3 - dispel magic (2), insignia of healing; 4 - sound lance, wall of water. Domains: Destruction (smite 1/day for +4 attack and +7 damage), Ocean (breathe underwater for up to 50 rounds/day). Domain Spells (1/1/1/1): 1 - enough talk!; 2 - sound burst; 3 - water breathing; 4 - freedom of movement.

Possessions: wind fan, leather armour, heavy wooden shield, heavy mace made of a whale bone with scrimshaw of whales carved deeply into it and stained with blood, sling, sling bullets (20), cold weather clothing, silver and turquoise holy symbol to Hotor worth 175 gp, spell component pouch, belt pouch, insignia ring (for Hammas).

Languages: Thaneeri, Aquan.

The crew is comprised of 53 corsairs. At any given time, 40 of these are rowing or at their rowing stations and 1 is pounding the beat or ready to do the same, leaving a dozen to ready bows or grappling hooks as appropriate or to man the sails and rudder.

Thaneeri Longship #2:

This ship is commanded by Alfir Boragersson, son of Borager Thurginsson in longship #1. He is always trying to impress his father, and this translates into recklessness in battle. His father, seeing this trait, tries to ignore his son's exploits, so as not to encourage him, but unfortunately the lad interprets this as disappointment on the part of his father and so becomes even more reckless in order to win his father's approbation.

* Alfir Boragersson: Male human Barbarian 3/Expert 2; CR 4; Medium humanoid (human); HD 3D12+9 plus 2D6+6; hp 44; Init +2 (+3 on ship); Spd 40 ft; space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 14); Atk +9 melee (1D12+6, masterwork greataxe) or +6 ranged (1D8+4, composite longbow); SA rage 1/day; SQ fast movement, trap sense +1, uncanny dodge; AL CN; SV Fort +6, Ref +3, Will +4; Str 18, Dex 15, Con 17, Int 10, Wis 11, Cha 12. Height 6 ft 4 in.

Skills and Feats: Balance +5 (+7 on ship), Climb +9, Intimidate +9, Jump +9, Knowledge (geography) +5, Listen +5, Profession (sailor) +5, Survival +5 (+7 to avoid getting lost or natural hazards), Swim +9, Use Rope +3; Cleave, Power Attack, Sea Legs.

Possessions: masterwork greataxe, leather armour, composite longbow, potion of cure moderate wounds at 3rd level, iron holy symbol to Hotor, silver diadem worth 45 gp.

Languages: Thaneeri.

Accompanying Alfir is his consort and soothsayer, Gemma, a priestess of Hotor and a Divine Oracle of the sea god.

* Gemma: Female human Cleric 5 (Hotor)/Divine Oracle 2; CR 7; Medium humanoid (human); HD 5D8+5 plus 2D6+2; hp 39; Init +1; Spd 30 ft;Space 5 ft; Reach 5 ft; AC 11 (touch 11, flat-footed 10); Atk +4 melee (1D6, staff of waves and depths) or +5 ranged (1D4, sling); SA turn undead 10/day, +2 synergy bonus); SQ prescient sense (as evasion ability), scry bonus (+1 save DC to divination [scry] spells), trap sense +1; AL N (channels positive energy); SV Fort +4, Ref +2, Will +11; Sr 10, Dex 13, Con 12, Int 15, Wis 18, Cha 16. Height 5 ft 8 in.

Skills and Feats: Concentration +12, Diplomacy +5, Heal +13, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (planes) +4, Knowledge (religion) +12, Profession (sailor) +6, Spellcraft +10; Divine Cleansing, Divine Resistance, Extra Turning, Ship's Mage.

Spells Prepared (6/5/4/3/2; Base DC = 14 + spell level): 0 - dancing bandages, detect disease, detect magic, double rope, hear me!, mending; 1 - bless, entropic shield, magic weapon, protection from evil, shield of faith; 2 - augury, divine protection, elation, surface; 3 - dispel magic, god speed, inspired aim; 4 - combat blessing, summon monster IV. Domains: Ocean (breathe underwater for up to 50 rounds/day), Oracle (+2 caster levels for divination spells), Weather (no Spot or Search penalties in rain or snow, move through ice or snow as normal, 1 size larger for wind effects); Domain Spells (1/1/1/1): 1 - obscuring mist; 2 - water breathing; 3 - call lightning; 4 - freedom of movement.

Possessions: staff of waves and depths with 22 charges, sling, sling bullets (20), holy water (3), thunderstones (3), fareye oil (2), silver holy symbol to Hotor, cold weather clothing, spell component pouch, gold bracelet carved with coral studded whales worth 350 gp.

Languages: Thaneeri, Aquan, Common.

The crew is comprised of 53 corsairs. At any given time, 40 of these are rowing or at their rowing stations and 1 is pounding the beat or ready to do the same, leaving a dozen to ready bows or grappling hooks as appropriate or to man the sails and rudder.

Thaneeri Longship #3:

This ship is commanded by an aging warrior named Hafnir Inglesson. He had hoped to succeed Borager as commander of the fleet should Borager retire or die, but with Alfir's rise as a capable captain, Hafnir now sees his chances for advancement as grim. This has turned him bitter and angry, and he often takes it out on his crew in drunken rages, though he is never inebriated during battle. Hafnir is not treacherous at all, but won't necessarily rush in to save Alfir should the lad get in trouble, especially if he has a valid excuse to refrain from doing so.

* Hafnir Ingelsson: Male human Barbarian Barbarian 5/Expert 3; CR 7; Medium humanoid (human); HD 5D12+10 plus 3D6+6; hp 63; Init +1 (+2 on ship); Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 16); Atk +10/+5 melee (1D8+2, masterwork battleaxe) or +8/+3 ranged (1D8+2, composite longbow); SA rage 2/day; SQ fast movement, improved uncanny dodge, trap sense +1, uncanny dodge; AL CN; SV Fort +7, Ref +3, Will +6; Str 14, Dex 13, Con 15, Int 14, Wis 14, Cha 12. Height 6 ft 1 in.

Skills and Feats: Balance +8 (+10 on ship), Climb +10 (+12 to climb ropes), Craft (boatbuilding) +10, Escape Artist +1 (+3 to escape from ropes), Intimidate +10, Jump +12, Knowledge (geography) +7 (+2 bonus to avoid getting lost or avoid natural hazards), Listen +10, Profession (sailor) +12, Survival +10, Swim +10, Tumble +8 (+10 on ship), Use Rope +6; Combat Expertise, Extend Rage, Sea Legs, Skill Focus (profession [sailor]).

Possessions: masterwork battleaxe, composite longbow (+2 Str), silver dagger, studded leather, heavy wooden shield, brooch of shielding with 67 points left, cape of the north (provides resist fire 5 to wearer) in the form of a polar bear fur complete with head dress, cold weather clothing, ivory holy symbol to Hotor, belt pouch, 6 pearls worth 100 gp each.

Languages: Thaneeri, Common, Hakoanio.

Hafnir's ship is accompanied by a junior priest of Hotor named Immedi, whom Hafnir regards as girlish and weak and whom he berates constantly.

* Immedi: Male human Cleric 4 (Hotor); CR 4; Medium humanoid (human); HD 4D8+8; hp 26; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +4 melee (1D6+1, light mace) or +3 ranged (1D4, sling); SA turn undead (4/day, +2 synergy bonus); AL N (channels positive energy); SV Fort +5, Ref +1, Will +6; Str 12, Dex 11, Con 13, Int 14, Wis 15, Cha 12. Height 6 ft.

Skills and Feats: Balance +3, Concentration +8, Diplomacy +5, Heal +8, Knowledge (planes) +5, Knowledge (religon) +8, Spellcraft +5; Combat Casting, Combat Expertise, Ship's Mage.

Spells Prepared (5/4/3; Base DC = 12 + spell level): 0 - detect magic, double rope, guidance, resistance, sober up; 1 - bless, entropic shield, protection from evil, shield of faith; 2 - hold person, knife spray, spiritual weapon. Domains: Ocean (breathe underwater for up to 50 rounds/day), Weather (no Spot or Search penalties in rain or snow, move through ice or snow as normal, 1 size larger for wind effects). Domain Spells (1/1): 1 - obscuring mist; 2 - gust of wind.

Possessions: light mace, sling, sling bullets (20), potion of bear's endurance at 3rd level, cold weather clothing, copper holy symbol to Hotor, spell component pouch, belt pouch.

Languages: Thaneeri, Common, Aquan.

The crew is comprised of 53 corsairs. At any given time, 40 of these are rowing or at their rowing stations and 1 is pounding the beat or ready to do the same, leaving a dozen to ready bows or grappling hooks as appropriate or to man the sails and rudder. However, as the ships close, if the wind allows, the 40 corsairs at their stations can wield their bows and engage in bow fire, with only 3 needed to man the sails. That means a maximum of 50 corsairs can fight at one time.

Tactics and Battle:

DMs will note that this encounter is a HUGE battle, one that seems very lopsided against the PCs. However, in reality, the PCs do not have to defeat all of the Thaneeri to "win" the encounter. They merely have to escape. In general, that means disabling the ships or disabling just enough crew members so that they cannot catch the PCs' ship. The Thaneeri longships have only a single mast, so they are very vulnerable to damage-causing spells destroying their rigging. They can still rely on rowing, but if enough of the crew is slain or disabled, then their rowing speed also decreases.

None of the Imperial captains will like the odds or want to fight all of the Thaneeri. Their first reaction will be to escape, plain and simple!. Surrender is technically also an option in extremis, since only the mages and non-humans are likely to be slain. The rest would be facing slavery or ransom, but both of those are preferrable to death.

Captain Creele's ship is only slower than the Thaneeri due to the cargo he is carrying. He certainly doesn't want to dump almost 40 tons of cargo overboard, but if that appears to be necessary he will assent to it.

If the PCs can cause enough damage at long range to the Thaneeri, and manage to slow down two of the ships, or outrun two of the ships, then they can certainly engage a single ship with a fair chance of success. Two well-placed fireballs can decimate a good portion of the crew of a ship, not to mention the risk of starting a blaze on board. If the PCs do not have a mage capable of casting long range damage-causing spells, then the DM should consider removing one of the Thaneeri ships (preferrably ship #3) or even having only a single ship, the flagship, with 50 corsairs and all seven of the leader types on board.

DMs should note that some of the Thaneeri have the ability to transcend their ships and assault the PCs directly. The most obvious example of this is with ship #2, whereby Gemma, with her staff of waves and depths, can basically allow the entire crew to water walk. Combined with the ability to control water, she can water walk the crew, which can run or even sprint to the PCs' ship, and then use control water to raise a watery ramp up to the deck of the PC's ship. She won't do this unless necessary, as the staff is precious and its charges limited, but certainly if a boat is disabled she will try to make her way to it and water walk the crew.

DMs should also note that the Thaneeri will not fight to the death. They are in this for profit and "fun" and to test their mettle, but do not wish to throw their lives away on a corsair raid. If a goodly number of them are down and their captain(s) defeated, it is possible they will turn ship and leave.

The DM should carefully run this encounter so that, while menacing and dangerous, it is not an overwhelming instance of over 150 NPCs overwhelming a handful of PCs. However, a party with arcane casters will quite possibly be able to defeat all of these Thaneeri before they can even close to board the PCs' ship.

It is recommended that the DM use techniques to alleviate the dice rolling that could be involved with this encounter. The idea is to have a rollicking little naval battle, not to take up one or more gaming sessions with hordes of dice rolling. As such, DMs should consider the following:

The DM should not award straight XP for this encounter, as it is likely a smart party will not fight all of the Thaneeri. Instead, the DM should grant XP for those Thaneeri that have a chance to directly fight the PCs, as well as a general CR 10 encounter for each other full ship evaded or turned away.

The Unthinkable:

Should the PCs lose this encounter, all is not lost. The DM could have them rescued by Hakoanio if they dove into the sea to escape. Otherwise, the Thaneeri could take them captive. In this case, they will search and question the PCs, and it is likely they will see that at least some of the PCs are important people in House Riverine. They would be likely to offer to ransom them back to the House, minus a few choice magic items of course! The Coromos Clan is neutral to the Empire, but like most Thaneeri they hate arcane casters (except some bards) and elves. It would take a Diplomacy check to move them from hostile to indifferent to get them to refrain from executing these types (such execution would involve taking them back to the clan and torturing them to death for the sport of the clan.

Part Two - Old Friends and New Enemies:

Trade Town:

When the PCs finally arrive at the Ikri trade town, they will find a small, walled village filled with Western-style buildings with rounded corners. The town includes a large inn, a market square, a temple to Indolle, and several dwellings, presumably for the merchants who dwell here. On a small hillock overlooking the village, but within the walls, is a rounded pagoda that is the dwelling of the Trade Lord, a position of honour granted by the Pashek to the Morakki noble in charge of the trade town.

The trade town is relatively inactive this time of year, and the market square is a muddy mush from the rains. The village looks as if it can accommodate a few hundred people at peak capacity. The docks are not extensive, suitable for perhaps four large vessels.

Assuming the PCs have told Similak and Marinto that they were coming, then they will be met at the docks by the Trade Lord and an honor guard of 6 soldiers led by an elderly Pashek Warrior named Ineshi. Ineshi speaks a bit of Common, and will welcome the gaijin representatives of House Riverine and offer to escort them to Alwandin-ikri, where the Lady Marinto and Prince Similak await them.

If the PCs have not sent word ahead, then they can ask for information at the inn, where they will be directed to gain audience with the Trade Lord. The Trade Lord will not know who the PCs are and will treat them somewhat arrogantly, requiring a DC 15 Diplomacy check to convince him to send word to Alwandin-ikri. In this case, the PCs will have to cool their heels in the trade town for 4 days as word is sent to Similak and then Ineshi is dispatched with his men as an escort.

The PCs can attempt to find out about Haduro Davalapong. A Gather Information check will turn up the following:

DC

Result
10 Haduro Davalapong is no longer in power. He was deposed. His first cousin now rules Valapong Pashek.
15 Haduro was accused of crimes against the gods for manipulating prophecies for his personal gain.
20 Haduro's demise was engineered by his own nobles, Lady Marinto and Prince Similak, and Haduro's own brother.
25 Haduro was exiled into the Shadowlands and perished as a twisted and insane monster of that land.

Once the Trade Lord finds out that the PCs are favoured of the Prince, they PCs will be invited to spend the night in the Trade Town at his pagoda and dine with him. There, he will offer them a banquet, attended by the Indolle priest (Karthak, Cleric 5) and several trade representatives, including one from House Riverine and one from House Mercur, as well as a few other Imperial Houses. Before the banquet, a few of the quests will present the Trade Lord with a gift of shoes. If the PCs do not have shoes to give, or if the shoes are plain, some of the guests will regard them with disdain or mild pity.

The banquet will include exotic Gerilongi dishes, spiced sushi, saffron rice, and flat breads scented with rosemary and garlic. Rice wine will be poured liberally, and dancers will put on acrobatic displays, along with a biwa (a stringed instrument) player and martial arts demonstrations. The Trade Lord Kammashkri will try to get the most noble or cultured PC to entreat Prince Similak for several favours on his behalf. The DM can make up these favours, but they will be petty, such as a request for a new fishing boat, a larger share of taxes to cover his expenses, etc. It is up to the PCs whether they agree and whether they do bring these concerns to Similak.

Trek to Alwandin-ikri:

The next day the PCs will set out, with a dozen porters accompanying Ineshi and the soldiers. These will not speak to the PCs much, but peasants and others who encounter the group on the roadway will be seen to kow tow and bow prostrate along the roadside, not daring even to look at the group.

At one instance, curiousity will get the better of a young man, and he will glance up to look at one of the PCs curiously and smile. Allintori will see this and immediately order one of his soldiers to execute the man on the spot. It is up to the PCs whether they wish to intervene and plea to spare the peasant. If they do, Ineshi will take no offense, and the peasant will bow down and kiss the PCs' shoes gratefully.

Road traffic is somewhat sparse, but includes farmers hauling donkey-driven carts, soldiers on patrol, and occasional nobles and other personages. Only in one case does Ineshi stop and get to the side and bow to the passersby. These are a litter borne by peasants and guarded by a dozen warriors in laquered armour. The PCs may also bow respectfully, but it is not required.

The roadway is unlike the well-engineered Imperial Roadways of the Far Coast. his road is not raised or drained and is muddy in this season. By the end of each day of travel, even those atop horses are spattered with mud.

The journey to Alwandin-ikri is a day and a half. During the night, the porters set out a round pavilion and serve the PCs. A comely female porter will be offered to male PCs for companionship as a courtesy. The group pointedly ignores small towns and villages along the way, preferring to camp along the side of the muddy roadway.

Towards evening of the second day, the PCs will espy the walls of Alwandin-ikri atop the foremost of three hills. The roadway spirals up the hill, which overlooks a small satellite village and docks along the coast.

Meeting in Alwandin-ikri:

Lady Marinto and Prince Similak will welcome the PCs warmly and take them to their palacial manor. As usual, all corners have been rounded in the place. If the PCs give them a gift of shoes, they will be very impressed and make a show of thanking them in public. The nobles will then invite the PCs to wash and refresh themselves before meeting in the audience chamber. There the PCs can reacquaint themselves with the couple, catching up on news, including the fate of Haduro. Their House Domo, Yuirinthes, will be introduced.

The couple will also share the news of their son Gaidiri. The child will be brought out by a servant, and a Knowledge (planes) check of DC 25 or higher will note the slight features of extraplanar heritage carved on the face and body of the little boy. Certainly, the boy is no fiend, but he may have a touch of magic in his blood. If this news is related to Similak and Marinto, it will be a breach of etiquette and will embarrass the couple greatly, though not unforgivably so.

If conversation turns to the bajang, Similak will state that nobles of Ikri Pashek often hunt the evil and annoying wood spirits, keeping them from spreading in the woods and spilling out into the inhabited lands. Similak will agree to arrange a bajang hunt in three days' time in the Jade Woods, and seems genuinely excited at the prospect.

For the next three days, the PCs will be wined and dined, enjoying sumptuous banquets, watching exotic dances and feats and displays, and even having a portrait painted for them on bamboo and rice paper. On one day, Similak will take the PCs on a tour of the surrounding estates and farmland on horseback. On another he will take the PCs out into the city proper to shop and take in the local atmosphere. Of course, Similak travels with an armed entourage and servants, and Yuirinthes will always be there clearing away peasants and otherwise overlording over everyone whose station is beneath his own. Everyone will bow and shopkeepers will generally refuse payment, even if insisted upon by the PCs.

On the fourth day, Similak and Marinto and the PCs will head out towards the Jade Woods.

Trek to the Woods:

This is no informal jaunt. The Prince and Lady travel with a large armed guard and a coterie of servants herded by Yuirinthes. A handful each of horses and donkeys bearing packs and burdens trail along as well. The group travels slowly, and at night a massive pavillion is set up and luxurious settings assembled.

It takes three days to reach Ikri Stronghold, and this city, with its massive round walls and towering pagodas holds at least 15,000 citizens, not counting the surrounding farmlands that stretch as far as the eye can see, with glimmering ribbons of irrigation canals and rice paddies gleaming in the sun.

At Ikri Stronghold, the PCs will meet the Pashek Tharikri, and old but wise man with a jovial twinkle in his eye that belies the obvious respect and even fear that those around him accord him. An astute PC will note that this is a man who would order an enemy tortured while smiling like a cherub. Not an evil man, but a jovially ruthless man to his enemies and those who disrespect him.

Pahek Tharikri will greet the PCs cordially and speak with them a bit while on his throne, but will not deign to fete them. Instead, he will take formal dining with his son and daughter-in-law and local nobles, leaving the PCs to a nice dinner in their own quarters. A DC 30 Gather Information checks can turn up the fact that Tharikri remembers what ensued the last time a group of gaijin heroes were quartered by a Pashek (referring to the Heroes of the Gem and the assassination and internal strife that followed).

The next day the entourage continues down the road, finally arriving at a crossroad about 3 days south of the Stronghold. The road head west towards Eshalinikri and east towards Ikiribong. There, the pavillion and camp will be set up, and Yuirinthes and the servants will remain.

The following morning, the hunting party will set out from this base camp. This will include the PCs, Similak, Marinto, and an escort of twelve Faigon bodyguards. Similark will be mounted, and light warhorses will be provided to the PCs. Marinto will be borne on a luxurious litter, carried by eight servants. The twelve Faigon will array themselves around the Lady on foot. Four donkeys trail along carrying supplies for the hunting expedition including food, water, tents, insect netting, torches, etc. The trek is intended to take eight days, five days in and three days out (they assume it will take longer to search for the bajang and that they can head straight out thereafter).

As the group makes ready to depart, Yuirinthes will state that he has heard rumours of a nest of bajang in the heart of the Jade Woods, in a grove of corrupted trees near the confluence of two small forest streams. If asked how he learned of this, he will state that he has spoken with woodsmen in Ikri Stronghold and several mentioned the place.

If the PCs question why Lady Marinto is accompanying a dangerous hunt, she will protest that her father kept her shut up and safe for too long and that she will not be so protected any longer.

* Similak Ikri: Male human Samurai 6/Aristocrat 1; CR 6; Medium humanoid (human); HD 6D10+12 plus 1D8+2; hp 60; Init +3; Spd 20 ft; AC 18 (touch 13; flat-footed 15); Atk +10/+5 melee (1D10+4, +1 taint resistant katana) or +8/+3 melee (1D10+3, +1 taint resistant katana) and +7 melee (1D6+1, wakizashi) or +10/+5 ranged (1D8, masterwork longbow); SA kiai smite (1/day, +1 attack and damage); AL LN; SV Fort +7, Ref +5, Will +4; Str 14, Dex 16, Con 14, Int 11, Wis 10, Cha 12. Height 5 ft 9 in.

Skills and Feats: Diplomacy +10, Intimidate +11, Knowledge (nobility and royalty) +5, Ride +8, Sense Motive +8, Spot +3; Dodge, Exotic Weapon Proficiency (katana), Mobility, Power Attack, Quickdraw (katana and wakizashi only), Two-Weapon Fighting (katana and wakizashi only), Weapon Focus (katana).

Possessions: +1 taint resistant katana (daisho), masterwork lamellar armour, masterwork longbow (dai-kyu), arrows (20), cold iron arrows (20), wakizashi (daisho), feather of the crane talisman (feather fall at 1st level), white sheaf of grain talisman (cure moderate wounds at 3rd level), belt pouch, traveler's outfit.

Languages: Low Morakki, High Morakki, Common.

* Marinto Ikri: Female tiefling Aristocrat 6; CR 6; Medium outsider; HD 6D8; hp 36; Init +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10); Atk +7 melee (1D6-1, masterwork war fan) or +6 ranged (1D4-1, chakram); SQ darkness, darkvision 60 ft, resistance to cold 5, electricity 5, and fire 5; AL N; SV Fort +3, Ref +5, Will +7; Str 8, Dex 15, Con 11, Int 16, Wis 12, Cha 20. Height 5 ft 4 in.

Skills and Feats: Bluff +16, Craft (calligraphy) +5, Diplomacy +18, Gather Information +5 (+7 in Gerilong), Hide +6, Intimidate +12, Knowledge (local - Gerilong) +8, Knowledge (nobility and royalty) +8, Perform (singing) +7, Sense Motive +12, Sleight of Hand +6, Spot +3; Combat Expertise, Exotic Weapon (chakram), Weapon Finesse.

Special Qualities: 1/day may cast darkness as a 6th level sorcerer.

Possessions: masterwork war fan, chakram (6), cloak of resistance +1, necklace of jade and opals worth 4500 gp, noble's outfit, belt pouch, 100 gp, 50 pp.

Languages: Low Morakki, Infernal, High Morakki, Hakoanio, Common.

* Marinto's Faigon Bodyguards (12): Male human Monk 2/Fighter 2/Ranger 1; CR 5; Medium humanoid (human); HD 2D8+4 plus 2D10+4 plus 1D8+2; hp 37; Init +4; Spd 30 ft; AC 16 (touch 16, flat-footed 12); Atk +7 melee (1D6+3, unarmed) or +5/+5 melee (1D6+3, flurry of blows) or +8 melee (1D8+4, masterwork lajatang) or +6 melee (1D8+3, masterwork lajatang) and +6 melee (1D8+1, masterwork lajatang) or +8 ranged (1D8+3, composite longbow); SA favoured enemy (fey +2), flurry of blows, unarmed strike; SQ wisdom bonus to AC, evasion, wild empathy +0, AL LN; SV Fort +10, Ref +9, Will +5; Str 16, Dex 18, Con 14, Int 11, Wis 14, Cha 9. Height 5 ft 8 in.

Skills and Feats: Balance +10, Climb +4, Jump +10, Heal +6, Hide +6, Knowledge (nature) +7, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +6 (+8 in above ground natural environments), Tumble +12; Alertness, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Stunning Fist (2/day), Track, Two-Weapon Fighting.

Possessions: masterwork lajatang, composite longbow (+3 Str), arrows (20), cold iron arrows (10), cloak, traveler's outfit, belt pouch, 30 sp, 15 gp.  

Languages: Low Morakki.

* Litter Bearer Servants (8): Male human Commoner 2; CR 1; Medium humanoid (human); HD 2D4+6; hp 15; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 11 (touch 11, flat-footed 10); Atk +3 melee (1D3 non-lethal, unarmed); AL LN; SV Fort +3, Ref +1, Will -1; Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 8. Height 5 ft 8 in.

Skills and Feats: Climb +4, Handle Animal +1, Jump +4, Listen +2, Spot +3, Swim +4; Endurance, Toughness.

Possessions: peasant's outfit.

Languages: Low Morakki.

* Light Warhorse(s): CR 1; Large animal; HD 3D8+9; hp 22; Init +1; Spd 60 ft (40 ft with most riders); Space 10 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 15); Atk +4 melee (1D4+3 [x2], hooves) and -1 melee (1D3+1, bite); SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Length 6 ft 6 in.

Skills and Feats: Listen +4, Spot +4; Endurance, Run.

Possessions: leather barding, saddle, bit and bridle, saddlebags.

* Donkeys (4): CR 1; Large animal; HD 3D8+9; hp 22; Init +1; Spd 30 ft; Space 10 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 12); Atk +4 melee (1D4+3 [x2], hooves); SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Spot +6; Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6. Length 5 ft.

Skills and Feats: Listen +6, Spot +6; Alertness, Endurance.

Possesions: pack saddle, bit and bridle, saddlebags.

Part Three - Hunting the Jade:

The Jade Woods is a large forested area of southwestern Ikri Pashek, near to the Wall of Jade (and hence its name). What the name of the place was before the Wall of Jade was constructed is not known. The forest is light in most of its peripheral areas, with sunlight dappling in to reach the ground. Because of this, there is generally undergrowth throughout the outer half of the woods, and this should be treated as medium forest with light undergrowth almost everywhere (refer to the DMG). The inner portion of the woods is much thicker, with little direct sunlight filtering in and therefore much less undergowth. This central area should be treated as dense forest, but with very little light or heavy undergrowth.

The woods are full of life, and anyone making a DC 15 Survival check or Knowledge (nature) check can get a sense of not only brooding antiquity, but also of a sort of continued spiritual presence of the woods itself, as if the woods were a collective entity, alive and alert.

Animal life is prevalent, and the sounds and smells of the forest are normal.

Forest encounters are entirely up to the DM. Presented below are a few that the PCs might encounter during their jaunt into the woods. The DM can decide when these encounters occur during the three day trek into the woods.

If the PCs ask Similak about bajangs and their capabilities, he can enlighten them, especially warning about their ability to breath a cone of scalding steam that can boil a man's flesh right on his bones, as well as their ability to cause a person to become immobilized, rooted to the ground and unable to defend himself. If the PCs do not ask him, then Similak will not think to warn the PCs until they are sneaking up on the bajang glade, as mentioned later.

Encounter #1 - The Hopping Threat:

A group of poisonous toads attack the party, simply hungry and hoping for a quick meal. If a given toad manages to swallow someone, it will hop off back into the forest, satiated and wanting to eat its catch. Otherwise, each will try to grab a victim with its bite and then drag it into the forest to chew it at its leisure.

* Advanced Giant Poisonous Toads (8): Large animal; CR 3; HD 6D8+24; hp 54; Init +1; Spd 20 ft; Space 10 ft; Reach 10 ft, 15 ft with tongue; AC 18 (touch 11, flat-footed 16); Atk +5 melee (1D8+4 plus poison, bite) or +7 ranged touch (1D6+4 nonlethal, tongue); SA drag, improved grab, poison, swallow whole; SQ low-light vision; AL N; SV Fort +9, Ref +6, Will +1; Str 18, Dex 13, Con 18, Int 2, Wis 9, Cha 5. Length 8 ft.

Skills and Feats: Hide +10, Jump +10; Improved Natural Armour (2), Toughness.

Special Attacks: Drag (Ex): If a giant poisonous toad hits with a tongue attack, the tongue latches onto the opponent's body. This deals nonlethal damage as indicated and drags the opponent 5 ft closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 17 Str check or a DC 21 Escape Artist check. A poison toad can draw a creature within 5 ft of itself and bite with a +4 attack bonus in the same round. The tongue cannot be attacked directly.

Improved Grab (Ex): To use this ability, a giant poisonous toad must hit 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 and can attempt to swallow the opponent in the following round.

Poison (Ex): Bite, Fort save DC 17, initial damage unconsciousness, secondary 3D6 Con.

Swallow Whole (Ex): A giant poisonous toad can try to swallow a grabbed Small or smaller opponent by making a successful grapple check.

A swallowed creature takes 1D8+4 points of bludgeoning damage and 4 points of acid damage per round from the toad's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to slay the creature from the inside (AC 17).

A giant poisonous toad can hold 1 Small, 2 Tiny, 4 Diminutive or 8 Fine opponents.

Encounter #2 - The Distressed Spirit:

The PCs will hear a female shriek followed by a bellowing growl and a sound like daggers scraping across wood. If the PCs investigate, they will find a clearing with a small stream and a large camphor tree nearby. A massive dire tiger is clawing at the tree, scratching great gouges into the wood, which weeps camphor oil.

Nearby, a giant wasp harries the tiger, buzzing just out of reach, but buzzing back and forth as if trying to look for an opening or trying to distract the great beast. As the PCs watch, the tiger manages to rip a great strip of bark off of the tree, and the wasp shudders and activates its hold monster spell-like ability (which looks like a green glow emanating from the wasp and striking the tiger). Whether or not the spell works, the wasp will then disappear next round (it has gone invisible). When the tiger is next able, it resumes scratching at the tree, evoking another scream from where the invisible wasp hovers.

The wasp is the polymorphed form of a bisan, a tree spirit that is basically a Morakki dryad. The dire tiger was chasing her after he found her lying by her stream. Panicked, she fled into her tree, only to cause the tiger to start clawing at the tree to get at its prey. Now the tiger, enraged and hungry, is determined to claw its way into the tree to get at its meal.

Should the tiger sense the PCs, it will certainly leap to attack them.

The bisan will not in any way aid the PCs once the tiger attacks them until it is slain.

* Advanced Dire Tiger: Large animal; CR 9; HD 19D8+57; hp 143; Init +2; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 15); Atk +22 melee (2D4+8 [x2], claws) and +19 melee (2D6+4, bite); SA improved grab, pounce, rake 2D4+4; SQ low-light vision, scent; AL N; SV Fort +14, Ref +13, Will +12; Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Length 12 ft.

Skills and Feats: Hide +7 (+8 in tall grass or undergrowth), Jump +17, Listen +6, Move Silently +11, Spot +7, Swim +10; Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Multiattack, Run, Stealthy, Weapon Focus (claw).

Special Attacks: Improved Grab (Ex): To use this ability, a dire tiger must hit 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 rake.

Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +20 melee, damage 2D4+4.

* Bisan: CR 5; Medium fey (spirit); HD 10D6; hp 35; Init +6; Spd 60 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 12, flat-fooed 18); Atk +7 melee touch (1D10, touch); SA spell-like abilities; SQ alternate form, symbiosis, SR 21; AL N; SV Fort +3, Ref +9, Will +9; Str 11, Dex 14, Con 10, Int 13, Wis 15, Cha 16. Height 5 ft 4 in.

Skills and Feats: Hide +15, Listen +13, Move Silently +15, Spot +13, Survival +15; Dodge, Improved Initiative, Weapon Finesse.

Special Attacks: Alternate Form (Su): A bisan can assume the form of an insect of any size up to Large.

Spell-Like Abilities: At will - animate wood, bane, bless, calm emotions, castigate, elemental ward, etheral jaunt (self plus 50 lbs of objects only), hold monser, invisibility, ironwood, plant growth, wood shape. As 10th level caster, DC 13 + spell level.

Special Qualities: Symbiosis (Su): A bisan's life force is tied to a single tree in the forest where it dwells. If the tree is destroyed (chopped down, burned, or rotted with magic), the bisan dies immediately.

Once the dire tiger is defeated or chased away, the bisan will alight on one of the branches of her tree and change back into her natural form, a beautiful Morakki female with flowers in her long black hair and green flowing robes. She will be initally indifferent to the PCs and Gerilongi, but if made friendly, she can be conversed with. If asked about bajang, she can point out a glade she knows of that serves as a nest for some of the foul creatures (this will be the very glade mentioned in Part Four, and the DM should make sure that the directions given by the bisan reflect the remainder of the three-day journey). If asked about the forest itself or any dangers or anything unusual happening she can relate that over the last few days there has been a strange rumour thrilling through the trees and bushes of the woods. She cannot say what the rumour is, but merely that a shiver of dread and anxiousness is flowing through the region. She does not know why, and is not too worried, as the woods are very ancient and very strong in the ways of the spirits.

Encounter #3 - A Shriek in the Night:

This encounter will happen at night, presumably while the expedition is encamped. A colony of mobats will swoop down to attack. These creatures are intelligent, and will use tactics to go after their prey. The mobats will choose a single individual as their prey and will swoop to within 20 ft one at a time and emit their screech as part of a flyby attack. They will continue to do this until the victim is stunned, after which they will swoop down from the tree canopy to make flyby attacks on that victim. If a given victim resists all six screeches, then the mobats will choose another victim.

* Advanced Mobats (6): CR 4; Large magical beasts; HD 7D10+21; hp 60; Init +6; Spd 20 ft, fly 40 ft (good); Space 10 ft; Reach 5 ft; AC 18 (touch 15, flat-footed 12); Atk +12 melee (1D8+4, bite); SA sonic screech; SQ blindsense 120 ft; AL N; SV Fort +8, Ref +11, Will +4; Str 17, Dex 22, Con 17, Int 6, Wis 14, Cha 6. Wingspan 15 ft.

Skills and Feats: Listen +11, Move Silently +10, Spot +11; Ability Focus (sonic screech), Flyby Attack, Weapon Finesse.

Special Attacks: Sonic Screech (Su): A mobat can blast an ear-splitting screech that affects all within a 20 ft spread. The screech stuns any creature in the area or 1D3 rounds if it fails a DC 18 Will save. This is a sonic, mind-affecting effect. Whether or not the save succeeds, an affected creature is immune to the same mobat's screech for one day.

Special Qualities: Blindsense (Ex): Mobats use echolocation to pinpoint creatures within 120 ft. Opponents still have total concealment against the mobat unless it can actually see them.

Part Four - The Bajang and Kidnapping:

On the fourth day of the trek, in the late morning, the PCs will come upon the area where the colony of bajang dwell to which the bisan referred. If the PCs did not speak with the bisan, then the DM can have them come upon bajang tracks (displaying the telltale sing of changing from wildcat tracks into small humanoid tracks) if they are using the Track feat (the check is DC 16 as the tracks are fairly fresh and made on firm ground).

If the PCs are not tracking and did not speak to the bisan, then the DM can simply have them catch a fleeting glimpse of a bajang moving through the forest at the edge of their vision, heading towards the glade. Remember that one of the bajang is charmed by Weshira and ordered to lead the PCs and Similak to the glade, and it will attempt to do this by offering them fleeting glimpses as it lures the PCs towards the glade. At night, the PCs might catch a glimpse of a ghost light spell through he trees in the distance, again a result of the bajang luring the PCs. Similak will try to urge the PCs not to chase after such phantom lights at night.

Once the bajang are sighted or the glade is approached or the tracks are spotted and are shown to be very fresh, Similak will order Lady Marinto and her bodyguards to remain where they are. He does not allow Marinto to accompany the PCs, both out of his fear of danger and because he fears there is no way they can sneak up on the bajang(s) or catch them with the litter in tow. Similak is adamant on this point, and Marinto will fully acquiesce to his command, exhorting her husband and the PCs to be careful.

Similak will urge the PCs to sneak up on the bajang, as they are adept at hiding and can flee inside their trees. He will go along with any plan the PCs can come up with to corral and capture or slay the beings. Similak has no desire to show them mercy, stating that they help to corrupt a woods and spread like a cancer if left unchecked. He knows of their powers, and will specifically warn the PCs of their ability to breath forth immensely hot steam and to halt a person in his tracks, helpless.

The Bajang Glade:

The glade is an opening in the forest, a clearing around a small forest pool that is surrounded by twisted trees that weep a sickly grey sap and are covered with spindly knots and wooden pustules. The pool is filled with murky water and a layer of green pond scum and wilted leaves and is approximately 30 ft in diameter. The trees surrounding the glade are between 20 ft and 30 ft from the pool, making the entire glade roughly 80-90 ft in diamater. The pond is 15 ft deep at its center, and two creeks flow into the pond from the north, while a third creek flows out to the south. These creeks are ankle deep about 1-2 ft wide. They require a DC 12 Balance check to navigate if running or charging.

A colony of bajangs dwells in the glade. While bajang are solitary creatures, their influence spreads in clumps, often causing several of the creatures to have their trees in close proximity to one another. Such bajang feed off of the corruption of their fellows, and are usually much stronger than a lone bajang.

These bajang are expecting the PCs, due to the influence of Weshira and her charmed bajang minion. Only one bajang is so enchanted, and it can't tell much, only that a strange looking woman charmed him and ordered him to lure the PCs and Similak to the glade and then attack them. As such, the fey are hidden amidst the trees, and the charmed one will be hiding in the pool, holding its breath. A DC 20 Spot check will reveal ripples and waves in the pool as if something had just jumped in before the PCs had arrived. If necessary, the bajang in the pool will emerge to take a breath and subtly lure the PCs towards it.

Ideally, the bajang hope to lure their foes near the pool, intending for their enemies to think that a single bajang lairs here. As the PCs go after the bajang in the pool, the others will attack them from the treeline. As the bajang are defending their trees, they will fight to the death.

Refer to the Bajang Glade Map below. Each square is 5 ft and the top of the map is north. The larger trees are considered massive trees per the DMG, while the smaller trees are considered tyypical trees per the DMG. There is no significant undergrowth anywhere on the map.

* Advanced Bajangs (8): CR 5; Small fey (spirit); HD 9D6+3; hp 35; Init +2; Spd 30 ft, climb 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 14, flat-footed 16); Atk +5 melee (1D3+1 plus poison [x2], claws); SA poison, spell-like abilities; SQ alternate form, symbiosis, SR 14; AL CE; SV Fort +3, Ref +9, Will +8; Str 12, Dex 16, Con 10, Int 13, Wis 14, Cha 15. Height 3 ft.

Skills and Feats: Climb +13, Hide +19, Listen +16, Move Silently +15, Spot +16, Survival +14; Alertness, Dodge, Toughness, Weapon Finesse.

Special Attacks: Poison (Ex): injury, claw, Fort save (DC 14); 1D4 initial and secondary Str damage.

Spell-Like Abilities: 3/day - bane (DC 13), divination, ghost light (DC 13), gust of wind (DC 15), steam breath (DC 15), transfix (DC 18). Caster level 9th.

Special Qualities: Alternate Form (Su): At will, a bajang can assume the form of a small wildcast with light brown fur and orange eyes. The bajang's abilities and characteristics are unchanged in this form.

Symbiosis (Su): A bajang's life force is tied to a single tree in the forest where it dwells. If the tree is destroyed (chopped down, burned, or rotted with magic), the bajang dies immediately.

The bajang will attempt to overwhelm intruders with their transfix ability and their steam breaths. Only once all of their spell-like abilties are expended will they close to attack with their claws. If overmatched, they will flee and hide, but only a short distance, for they cannot leave their trees in the hands of their enemies and will return to fight to the death to protect their trees if the plants are threatened.

The Kidnapping:

While the PCs and Similak attack the bajangs in their glade, Haduro and his minions will attack Marinto and her escort. When the PCs return from the bajang glade, they will find Marinto's litter spilled on the forest ground, its draperies torn and shredded and its gilt edges battered and bloody. Feathered cushions lie nearby. The bodies of Marinto's litter bearers and her Faigon guardians are here, all dead with their corpses littering the ground. The corpses of the donkeys lie nearby, already buzzing with flies.

A cursory examination of the area turns up a number of items (with skill check DCs listed in parentheses when applicable):

1. The dead were slain by a variety of methods, some ripped apart or disemboweled by fangs or claws, others scorched by fire, corroded by acid or twisted by magic. A few appear dead of fright and one has his eardrums burst and dried blood caked over the ears and down the neck. Some of the corpses are more than a few yards from the litter, and weaponless, as if they had cast down their weapons and fled, slaughtered as they ran.

2. Marinto is not amongst the dead. There is blood on the litter, but not much inside.

3. Nothing was looted or taken from the donkeys or the dead. They have their armour and weaponry with them.

4. Tracks lead off to the northeast (DC 14 Track check). These seem to be neither particularly large or small and seem to be a group of between 2-4 creatures. If the PCs follow this trail, they will meet Akstiri along the way, not too far from the kidnapping site (see "The Challenge" below)

5. Some of the bodies have greasy, yellowish sweat beaded on them. A few have patches of leathery, cracked skin. One body has sunken eyes and cracked lips, and another a pale, greyish dead complexion. A Knowledge (local-Shadowlands) check of DC 15 can recognize these as a sign of taint.

6. Some of the plants at the battle site are strangely twisted, or grey coloured. A few seem to be weeping a pink coloured liquid. A Knowledge (nature) check of DC 5 or more will determine that the plants have been warped from their natural state. A Knowledge (local-Shadowlands) check of DC 15 can recognize these as a sign of taint.

There is no need for the DM to actually run the attack, unless one or more PCs decide to stay behind with the litter. The DM should discourage this, by having Similak remind the PCs how dangerous bajangs can be (implying that all of the PCs will be needed to fight the bajang(s) in the glade). In addition, Marinto will urge the PCs to go, to protect her Prince from harm. She will insist that her Faigon are specially trained monk warriors who will protect her to their last drop of blood.

Nevertheless, if one or more PCs insist on staying behind, then the DM should run Haduro's attack. Remember that Haduro does not want to slay any of the PCs, as he feels they are all needed to penetrate the guardians of the Dome. Instead, Haduro's forces will render PCs unconscious and attempt to kidnap Marinto.

Should the attack on Marinto be foiled, then this scenario is pretty much finished, as the remainder is predicated on Marinto's kidnapping.

Haduro and his Minions:

While, for the most part, the statistics for Haduro and his minions should not be necessary until later in the scenario, they are presented here in case some PCs remain behind with Marinto.

Haduro's attack will be perpetrated by the following:

* Haduro Davalapong: Male human Aristocrat 6/Ex-Samurai 3/Maho- Bujin 4; CR 12; Medium humanoid (human, shadowlands); HD 6D8+12 plus 3D10+6 plus 4D12+8; hp 86; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 24 (touch 11, flat-footed 23); Atk +14/+11/+8/+5 melee (1D10+3, +1 claw attack from oni armour) or +13/+8/+3 ranged (1D8+3, +1 tainted composite longbow); SA crimson road, death knell; SQ taint suppression; AL NE; SV Fort +11, Ref +5, Will +6 (+10 vs mind affecting); Str 14, Dex 13, Con 15, Int 12, Wis 9, Cha 16, Corruption 10, Depravity 10. Height 5 ft 7 in.

Skills and Feats: Bluff +8, Climb +7, Diplomacy +18, Gather Information +3, Handle Animal +7, Intimidate +15, Jump +5, Knowledge (history) +0, Knowledge (local - Gerilong) +0, Knowledge (nobility and royalty) +4, Listen +5, Ride +9, Sense Motive +8, Spot +5, Swim +6, Survival +1; Exotic Weapon Proficiency (katana), Greater Heavy Armour Optimization, Heavy Armour Optimization, Kami's Intuition, Leadership, Scorpion's Resolve, Surge of Malevolence, Two-Weapon Fighting (katana and wakazashi only), Weapon Focus (katana).

Special Attacks: Crimson Road (Ex): Maho-bujins make additional melee attacks in a round sooner than other characters. Each additional attack is made at a base attack bonus 3 points lower than the previous.

Death Knell (Su): When a maho-bujin strikes the killing blow to dispatch any creature, he gains 1D8 temporary hp and +2 to Str. If he is a spellcaster who uses maho, his effective caster level also increases by +1. This effect lasts 10 minutes per HD of the slain creature.

Special Qualities: Taint Suppression (Ex): Maho-bujin no longer manifest physical symptoms of their corruption. Their depravity manifests in the normal range of mental symptoms, but they can replace any physical symptom of corruption witht the internal corruption symptom. If such a person enters a tainted area, his corruptio immediately manifests externally again, and he regains he physical symptoms he exchanged for internal corruption, if any. These physical symptoms disappear again 1D4 days after he leaves a tainted area. Otherwise, it is impossible to tell from external appreance that tthe maho-bujin carries corruption.

Possessions: oni armour (+4 great armour, allows +1 claw attacks for 1D10 damage and increase taint by 1 unless a DC 15 + damage dealt Fort save is made), talisman of cure serious wounds at 5th level, brooch of plenty talisman, talisman of bull's strength at 3rd level, +1 tainted composite longbow (+4 Str), arrows (20).

Languages: Low Morakki, High Morakki, Common, Shadowland.

Corruption (Moderate Taint): Mild - odour of decay; Moderate - paralyzed face (-1 Cha checks).

Depravity (Moderate Taint): Mild - bestial (-1 Cha checks); Moderate - deranged (-2 Int checks).

Haduro appears outside of Pilong as he did before his taint, a Morakki male in his early fifties, with a short, greying goatee and thin moustache and a crown of greying hair on his head. His eyes are sharp and keen, though now that fire burns with his derangement and constant rage against his daughter and her husband. His armour was given to him by the Akutenshi, and it forms the appearance of a great horned shadwloand oni with blood red eyes and a fang-filled snout. A strange ruddy glow emanates from the armour when Haduro is attacking (though this glow can be suppressed by the wearer at will).

* Weshira: Female human Wu-Jen 5/Maho-Tsukai 5; CR 10; Medium humanoid (human); HD 5D4+5 plus 5D8+15; hp 57; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 14); Atk +6 melee (1D6 [or 1D6-1 silver], quarterstaff) or +8 ranged (spells, ranged touch attack); SA maho metamagic, spell secret (enlarge spell - ray of enfeeblement); SQ blood component, spell conversion, taint suppression, watchful spirit; AL CE; SV Fort +10, Ref +7, Will +9; Str 10, Dex 17, Con 16, Int 16, Wis 12, Cha 14, Corruption 6, Depravity 6. Height 5 ft 6 in.

Skills and Feats: Bluff +7, Concentration +16, Craft (calligraphy) +10, Diplomacy +4, Gather Information +4, Hide +9, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography) +8, Knowledge (local - Shadowlands) +12, Knowledge (nature) +5, Knowledge (planes) +8, Profession (geisha) +7, Spellcraft +18; Combat Casting, Eschew Materials, Extra Spell Secret (silent spell - dispel magic), Spellcasting Prodigy, Steady Concentration, Still Spell.

Special Attacks: Maho Metamagic (Ex): A maho-tsukai who learns metamagic feats can apply them by paying an additional cost in blood.By draining blood, the maho-tsukai can enhance his spells without using a higher-level spell slot. The cost is an amount of Con damage equal to the adjusted level slot of the metamagic spell. The maho-tsukai cannot enhance a spell to a level higher than he can cast by this means.

Special Qualities: Blood Component (Ex): A maho-tsukai must substitute a drop of blood for a spell's material component or focus, if any. He has two options: use his own blood or use someone else's.

If he uses his own, the minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The maho-tsukai does not need to make a Concentration check to complete the spell, despite the wound. Using this ability deals the maho-tsukai 1 point of damage.

Substituting blood for a costly material component requires drawing a greater amount of blood. The maho-tsukai deals more damage to himself when doing so, according the table on page 238 of Oriental Adventures. When using blood to replace a costly material component, the maho-tsukai must made a Concentration check (DC 10 + damage taken + spell level) to successfully cast the spell.

Spell Conversion (Ex): a maho-tsukai trades in levels in another spellcasting class for additional levels of maho-tsukai spellcasting. Each level of prior spellcasting ability counts as one additional level as a maho-tsukai for purposes of determining spells known and spells per day only. A maho-tsukai can learn and cast spells from his old spell list and from the maho-tsukai spell list. He may also cast his cantrips or orisons as a spellcaster of the same level as his non-maho spellcasting class.

Taint Suppression (Ex): Maho-tsukai no longer manifest physical symptoms of their corruption. Their depravity manifests in the normal range of mental symptoms, but they can replace any physical symptom of corruption witht the internal corruption symptom. If such a person enters a tainted area, his corruptio immediately manifests externally again, and he regains he physical symptoms he exchanged for internal corruption, if any. These physical symptoms disappear again 1D4 days after he leaves a tainted area. Otherwise, it is impossible to tell from external appreance that the maho-tsukai carries corruption.

Watchful Spirit (Ex): Once per day, a wu jen can reroll an initiative roll that he has just made before he knows his place in the initiative order. He takes the better of the two rolls.

Spells Known (cast 6/7/7/7/7/4; DC = 16 + spell level): 0 - dancing lights, daze, detect magic, light, read magic, resistance; 1 - charm person, hail of stone, magic missile, ray of enfeeblement (maho), shield; 2 - entangling scarf, ice blast, protection from arrows, resist energy, spectral hand (maho); 3- dispel magic, displacement, fireball, vampiric touch (maho); 4- dimension door, poison needles, scrying; 5- teleport, vitriolic sphere. Caster level 10th.

Possessions: kimono of armour +4 (as bracers of protection), belt of resistance +2, talisman of cure serious wounds at 5th level, masterwork cold iron and silver quarterstaff (one end shod with cold iron, the other with silver), dagger, thunderstones (4).

Languages: Low Morakki, High Morakki, Abyssal, Shadowland.

Corruption (Mild Taint): Mild - dead eye.

Depravity (Moderate Taint): Mild - mild phobia (water); Moderate - moderate phobia (water).

Weshira was a wu-jen of Amabong who dwelt in the northern part of that land and served as a geisha and advisor to a noble. Her studies eventually turned to her master's forbidden works when he died, and amongst those were works detailing the forbidden art of maho. Weshira never meant to dabble in such arts, but the lore called to her, and eventually she succumbed, thinking she could master the threat of taint. But over time it took her, and as it did, she had a harder and harder time hiding it from others. Eventually, as her mind became filled with shadow, she fled Amabong and made her away across the Jade Wall and into Pilong. There, she endured the flood of taint and fought off the shadow creatures there long enough to come to the notice of one of the Akutenshi. They saw Weshira's potential as a maho-tsukai and trained her to control her maho and to absorb her wu-jen training fully into the ways of maho.

Weshira is now disfigured by her taint, though she suppresses it when outside of the Shadowlands. She delights in killing and torture, though she is no maniac by far, instead enjoying subtle, well crafted instances of pain and death. However, she fears the "cleansing" effects of water and cannot abide to be near large concentrations of the substance.

Weshira is now completely Haduro's creature. The Akutenshi gave her to him as a gift, and although he is repulsed by her appearance, he appreciates her magical abilities. She is loyal to him as much as she can be to anyone, though she now plots to one day usurp him as favoured in the eyes of the Akutenshi masters.

* Akstiri: Male bakemono Warrior 4; CR 3; Small humanoid (goblinoid, shadowlands); HD 4D8+4; hp 20; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 17); Atk +6 melee (1D8+2, bite) and +1 melee (1D6+1 [x2], claws) or +4 ranged (1D3, sling); AL CE; SV Fort +5, Ref +1, Will +1; Str 14, Dex 10, Con 12, Int 4, Wis 11, Cha 7, Corruption 3, Depravity 3. Height 4 ft.

Skills and Feats: Climb +3, Intimidate +0, Jump +3, Swim +3; Alertness, Dodge.

Possessions: sling, bullets (10), challenge scroll.

Languages: Bakemoni, Low Morakki.

The only reason Akstiri has been brought along is to deliver the challenge to the PCs. He was chosen from his peers due to his ferocity and his remarkable (for a bakemono) intelligence. He was taught Low Morakki as a youngling and it has served to make him slightly more valuable than fodder for Haduro. Akstiri's orders are to deliver the challenge verbally to the PCs and Similak, and then to attack them to the death. Akstiri has been duped into thinking that the challenge is a spell to aid him in his attack on the PCs.

* Sanru no Oni (3): CR 9; Medium outsider (evil, shadowlands); HD 6D8+24; hp 51; Init +3; Spd 30 ft, fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +8 melee (1D6+2 [x2], kick); SA fear aura, spell-like abilities; SQ alternate form, DR 5/magic, immunity to poison, regeneration, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft; AL CE; SV Fort +9; Ref +8, Will +7; Str 14, Dex 17, Con 18, Int 13, Wis 15, Cha 16, Corruption 10, Depravity 10. Height 7 ft.

Skills and Feats: Balance +9, Bluff +9, Intimidate +9, Knowledge (local-Shadowlands) +7, Listen +11, Move Silently +9, Search +9, Spot +11, Survival +8; Alertness, Flyby Attack.

Special Attacks: Fear Aura (Su): Sanru no Oni are shrouded in a constant area of terror and evil. Creatures within a 30 ft radius must succeed at a DC 16 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Spell-Like Abilities: At will - cloud of taint (DC 24), darkness, desecrate. Caster level 8th.

Special Qualities: Alternate Form (Su): Sanru no Oni can assume any humanoid form of Small to Large size as a standard action. When using this ability, sanru no oni gain a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Sanru no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

The Challenge:

After a few minutes, Akstiri the bakemono will emerge from the trees and approach the PCs. He has a sling in his leather belt along with a pouch of bullets. In his left hand he clutches a scroll. When he is within easy talking range of the PCs and Similak, he will utter the challenge in Low Morakki. He utters it only once, and it will be clear with a DC 5 Sense Motive check that the creature has memorized the words and has a tough time pronouncing the longer words. In addition, a DC 10 Sense Motive check will reveal that the bakemono has very little idea of the meaning or context of what he is saying.

Once the challenge has been uttered, the bakemono howls and charges the PCs, intending to do as much harm as he can before he pershes.

The scroll clutched in his left hand (likely still clutched even in death) simply contains the challenge, written out in Low Morakki in what might be blood (and is, in fact, Marinto's blood). At the bottom of the scroll, under the writing, is a red thumbprint. This is also Marinto's, and is made of her blood.

The challenge rhymes in Low Morakki, but the translation into Common presented below does not. The DM should make it clear that the challenge is well compiled and has a fairly sophisticated metre and rhyme scheme, requiring an intelligent being with a flair for the arts to compose. A DC 5 Craft (calligraphy) check can also reveal that the writing was done by someone who is fairly well versed in the art of calligraphy. If Similak can examine the scroll, he will state with some asuredness that, while Marinto knew calligraphy, she was not good enough to write as expertly as this scroll has been written.

In defeat I grow ever stronger
and though you bested me once
I have lived for too long as crone
and too long as sparrow
to allow you to savour victory

Now it is my turn to dine
at the table of revenge
Now it is my turn to see
the despair in your eyes
and laugh at your consernation

Into Shadow your beloved gone
for I created her
and she is mine to twist
and torment body and soul
And yet, I hunger even more!

For who brought my defeat?
The foppish prince yes
and the gaijin who were
better served remaining in their
Tul-forsaken lands

So revenge on the lady is not enough
It is revenge upon you all I seek
Too powerful to defeat you
that has been shown
But where a feeble I cannot

The Shadows may.

In a grand dome in the heart of Shadows
between two twisted peaks.
Your love lives still, but not for long
Tarry not, for the Shadow warps
and the Shadow twists

Come and try for her. She is there.
Asleep on a bier, ripe for the taking
But guardians within
fearsome and fell
ward the way within the dome

Perish in Shadow or perish in the dome
I relish either and hope for both
But should you win to her
You will find the crystal
that holds her spirit

Shatter the crystal upon the stone
of the Altar of Negrys
In the lee of the dome
And your beloved will be won
And you can kiss her your last

For even in success you will all be
in the Heart of Shadow
and the only thing more daunting
than entering the Shadow
is leaving it.

Do not seek me.
I shall enjoy this game from afar
What a delight to slay my mortal enemies
without a feather on my head ruffled
It is grand indeed.

For I know you all.
You will seek the lady.
You will risk the Shadow.
You will risk the guardians.
And you will all die.

Should Akstiri be captured or charmed or otherwise spared an inglorious death, the PCs can question him. Keep in mind that, though brilliant for a bakemono, his Int is still only 4. He doesn't have a comprehension much more than a 4 year old human. He knows he serves his master, whom he only knows as "Master". He is a powerful lord of shadow. The Master has a "mate" who is a "blood mage" who knows powerful magic. In addition, three oni accompanied them. He can describe the oni as large bat-winged oni with four arms.

Akstiri can relate that he was suddenly taken by his master with some urgency east towards the Wall of Pain (the Wall of Jade). Within sight of the wall, the Master used strange magics to approach the wall unseen. It was a while that he and the blood mage and oni camped, but finally the mage gathered them close and did some magic and they all appeared in these woods. Akstiri was very scared and immediately began to feel the "sickness" of being away from the Shadowlands when the Master appeared with a strange black gem in his hand. He crushed the gem, and a burst of mist and shadows emanated forth, so that it felt to Akstiri as if he were still within the Shadowlands.

Again the group waited, and often the Master and the blood mage would go off for a time and then return. Finally, the blood mage wrote down some words on a scroll. The Master and blood mage then forced Akstiri to memorize a bunch of words. He could speak the language of the words, but didn't really understand what they meant. The Master insisted he get the words exactly right, and beat him horribly when he got something wrong. Some time later, the Master ordered the group to leave the protection of the gem shadows. The group crept quietly to a spot and waited. The Master instructed Akstiri and the oni that on his orders they were to sneak with him to a place where humans would be. They were to slay all of the humans except one. There would be a woman in a wooden carrying box, and they were not to harm her or attack her in any way. The Master said he and the blood mage would take care of her.

The fight was easy, and Akstiri was kept out of most of the fighting at the order of the Master. When all the fun was done, the lady in the box was taken out and the blood mage read a piece of paper over her and then the group headed back towards the gem shadows. The Master ordered Akstiri to wait a little ways from the fight area and, when he was sure he heard more humans come back to the site, he was to say the words taught to him and clutch the scroll given to him. By doing so, he would enact a great blood magic that would protect him and curse the humans, so that he could kill them all. Once done, the Master assured Akstiri that he would return for him.

Tracking Back:

Should the PCs track the kidnappers all the way back, they will find some 5 minutes away a dense and dark copse of trees. This copse is palpably darker than the surrounding forest, as if a miamsa of greyness fills the air. The trees and plants are slightly off colour and twisted, in a lesser sense the way the plants were corrupted at the site of the kidnapping (see item 6 in that section). Within this copse, which is approximately 120 ft in diameter, are signs of a small encampment. Little is left, other than gibbets of flesh, footprints matching those tracked to the copse, and some occasional markings on trees that a DC 25 Spellcraft check will reveal as splashes from a vitriolic sphere spell.

A DC 25 Search check of the camp will reveal in the dirt at the very center of the camp are the tiny shards of a black gem. Wisps of the miasma seem to flow out of these shards and into the surrounding air. This is the remains of the Shadow Gem used by Haduro to allow Weshira to teleport herself and his minions to this site and to sustain them while outside of Pilong. The whole area radiates taint and evil and the gem shards radiate a lingering necromantic magic. If the shards are touched, even through a glove or gauntlet, the person touching them must make a DC 10 Fort save or add +1 to his Taint score.

There are no signs of anything leaving the copse beyond the tracks leading to the kidnapping site and occasional single tracks going to the bajang clearing.

To the Wall:

Similak will be beside himself with both grief and consternation at Marinto's kidnapping and the subsequent revelation that she is being held within the Shadowlands. It will be his immediate desire to head off to the Wall of Jade, enter the Shadowlands, and attempt to rescue his beloved. He does not expect the PCs to accompany him, and will, in fact, apologize for having to leave them to return to Yuirinthes and back to the Ikri Trade Town. He will request that the PCs do him the favour of alerting his father to what has happened and to apologize to his father should he not return. If the PCs refuse to accompany Similak to the Wall of Jade, then the adventure is effectively over. If the PCs insist on accompanying him, he will be grateful, but will warn them once again of the perils to their bodies and souls that await them within the Wall of Jade.

The PCs can try to counsel Similak to wait, but he will only consent to wait a single night to regain spells. He knows that the Shadowlands will be tainting Marinto, and would rather die than allow her to be overcome by taint. Similak knows that his chances of even making it deep in the Shadowlands is faint, but he has no choice but to try.

If the PCs suggest that the entire thing is a trap or a ruse of some kind, Similak will agree that it might be. But he still can take no chances, though he would welcome a divination spell of some sort to determine if Marinto is alive and if she is indeed trapped in the Shadowlands inside a dome. If the PCs perform such a divination right after the kidnapping, then the answer will be that she is currently in the Shadowlands and will be within the dome by dawn the next day. If the divination is performed after dawn of the next day, then she will be within the dome.

If the PCs ask whom else might have cause to trouble him or Marinto, Similak will shrug his shoulders, having no enemies that he knows of. Of course, his father has rivals, but not even the most vile of nobles would deal in the Shadowlands against even their worst enemies. Similak does have a brother, who tehcnically is behind him for succession of the Pashek throne. But, again, his brother bears him no ill will and has manifested no indications of jealousy or rivalry and is still a youngish lad of 15 years of age.

What Similak Knows:

Similak has no idea what the dome referred to in the bakemono's challenge is. In fact, like most Morakki of the present era, Similak has very little specific information regarding the Shadowlands of Pilong, beyond the basic history of how they were created and the fact that the very air of the Shadowlands twists and corrupts all who enter it. How fast this corruption persists, Similak does not know, but he does know that some resist it for a while and other succumb quickly. He does know that jade, obsidian, and a strange crystal called kuni crystal help to stem the taint of the Shadowlands and to fight Shadowland creatures.

Similak can tell the PCs that the Wall of Jade marks the boundary of the land of Pilong. This Wall was built by the first Morakki Emperor, Hashiko-nori and was designed to keep the Shadowlands and its denizens from creeping into the Morakki lands. It is a massive, magically constructed wall of Jade that stretches from north to south, from sea to sea. The Wall is some 160 ft high and is said to be at least 30 ft thick. It has great towers set into it every 100 yards, and members of two dedicated orders of Amabongi, the Red Avengers and the Moto Avengers, man these towers, along with elite wu-jen, shugenjas, and Geriloni warriors.

With regard to the Hengeyokai Crone from "Love's Labour Lost", Similak will be as surprised as the PCs that she is still alive and plotting against him and the PCs. If the PCs relate that they even laid to rest her undead spirit, then Similak will be even more at a loss to explain how she has arisen again. Nonetheless, it is clear to him that arisen she has.

Similak knows of Haduro's fate in being dumped into the Shadowlands, but to his mind Haduro is long dead, and unless the PCs specifically ask him, Haduro will not even enter his mind. If, however, the PCs mention Haduro, and even suspect him, Similak will acknowledge that it is theoretically possible for Haduro to have survived for all of these years within the Shadowlands.

Journey to the Wall:

It is about 60 miles from the kidnapping site to the Wall of Jade. Much of this trek is through the Jade Woods, and the DM is free to have additional wandering encounters from the forest denizens. Three such encounters are presented here, and they can be used in any order and at any time that the DM deems fit during the journey. It is recommended that encounters #2 and #3 take place in the same day, so that the PCs do not have the chance to regain spells between the encounters.

Of course, if the PCs simply elect to teleport or somehow fly to the Wall, then these encounters can be skipped.

Encounter #1 - The Contest:

A few minutes prior to this encounter, the spirit of the air detailed below will fly above the treetops past the PCs. It is flying at half speed in order to utilize its Hide skill and, with its Spot bonus it should have little problem observing the PCs unless the latter are travelling in hiding. Assuming it spots the PCs, it will immediately speed off to warn the kappa of the PCs' approach.

The PCs come across a fast flowing river. A single large tree trunk lies fallen across the river, and standing on it is a strange creature that looks somewhat like a 2 ft tall humanoid turtle with a small concave indentation in its head that holds some water within. This is a kappa, and it is caught in a bit of a pickle. All kappa take pride in their martial artistry, but this kappa even moreso. When it came upon a spirit of the air a few days ago, the spirit trying to rest peacefully high in the windy treetops, it constantly challenged the spirit. Having no desire to move from its relaxing perch, the spirit ignored the kappa, until the small monstrous humanoid began to chop down its tree with its bare hands. As the tree fell across the river, the now angry spirit of the air began to hurl lightning at the kappa. The kappa cried foul and began to moan and wail that the spirit was cheating, and this caused the spirit to impose a condition upon the kappa.

The spirit of the air would let the kappa live if it proved to be at least somewhat worthy of its boasts. In order to do so, it must challenge and fight and prevail against a foe worthy enough to impress the spirit. The fight need not be to the death, but it must be a real contest. So far the kappa has tried to fight various unintelligent forest denizens, but they all flee or act like stupid animals and none of these "contests" has impressed the spirit of the air. But now, as the PCs approach, the spirit believes that a suitable challenge has arrived.

The spirit will lounge in a massive tree overlooking the fallen tree turnk on the opposite side of the river.

The kappa will bow as the PCs approach and announce in a small, squeaky voice that, in order to cross, one of the PCs must fight him in honourable combat. If asked why this need be so, the kappa will reply that the gods have ordered him to make good his boastings about being the best martial artist in the land, and to do so he is required to challenge all who cross.

If the PCs refuse to fight the kappa, he will warn them that the gods will be angry. If the PCs ignore the warning, the spirit of the air will attack. If the PCs try to bypass the kappa or leave the area, the spirit of the air will rise up and warn them that the wrath of the gods will be upon those who do not answer the kappa's challenge. If the challenge is still refused, the spirit will attack.

The kappa will not intervene in a fight between the PCs and the spirit. In fact, it doesn't really mind if the spirit is defeated. If it is, the kappa will laugh and splash into the river to swim away to freedom.

If the kappa's challenge is accepted, the kappa will move off of the trunk to the PCs' side of the river. There it will prepare itself with a few meditation mantras and limbering moves before signalling his readiness to duel.

The rules of the duel are fairly simple. Only one person may fight. The fighters must remain within a 30 ft radius clearing. No magic is allowed except for personal magic cast by the duelist upon himself or his possessions. The fight continues until one or the other is dead or knocked out. If the kappa loses, the PCs may cross. If the kappa wins, then the kappa will look up towards the spirit and bow and ask if he is released. The spirit will indicate he is released, and the kappa will dive into the river to return home, chastened but wiser. The spirit, now seeing that the PCs are not so formidable, will press the advantage by requiring a toll to be allowed to continue on or to leave the clearing. The toll should be some item that the spirit can see on the PCs, though an equivalent item can be offered in its stead. The spirit is no dummy, though it is not worldly either, and so could be duped into the relative value of a given item if the PCs are clever and/or convincing enough. If the spirit's attitude can be changed from unfriendly to friendly, then he can be convinced to let the PCs pass without a toll.

Akpappa the kappa will have already cast mage armour in anticipation of the PCs' imminent arrival. This is not reflected in his statistics.

* Akpappa the Kappa: Male kappa Monk 6/Sorcerer 1; CR 9; Small monstrous humanoid (aquatic); HD 4D8+7 plus 6D8+6 plus 1D4+1; hp 65; Init +5; Spd 40 ft, swim 40 ft; Space 5 ft; Reach 5 ft; AC 25 (touch 19, flat-footed 20); Atk +12/+7 melee (1D6+3, unarmed strike) or +11/+11/+6 melee (1D6+3, unarmed strike) or +12 melee (1D3+3 [x2], claws]); SA flurry of blows, improved grab, ki strike (magic); SQ evasion, fast healing 3, head bowl, purity of body, slow fall 30 ft, still mind, water immunity; AL CN (note, Kappa may gain levels of monk without having a lawful alignment); SV Fort +6, Ref +14, Will +13 (+8 vs enchantements); Str 16, Dex 21, Con 12, Int 8, Wis 14, Cha 12. Height 2 ft.

Skills and Feats: Concentration +6, Escape Artist +14, Hide +12, Listen +9, Survival +6, Tumble +14; Close-Quarters Fighting, Combat Reflexes, Defensive Throw, Dodge, Improved Trip, Improved Unarmed Strike, Stunning Fist, Toughness.

Special Attacks: Improved Grab (Ex): To use this ability, a kappa must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Special Qualities: Head Bowl (Su): The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Str by 8 and its Con by 2 and negates its fast healing ability.

Water Immunity (Su): Kappas are immune to water spells as well as wu jen and shugenja spells from the water element.

Spells Known (cast 5/4; Base DC = 11 + spell level): 0 - detect magic, flare, light, resistance; 1 - mage armour, shield.

Possesions: spell component pouch.

Languages: Kappan, Low Morakki.

Akpappa may be laughable to look at, but he is not entirely idle in his boasting. While certainly not the most proficient martial artist in the land, he is no pushover either. In fact, it is very likely he will be able to defeat any single PC in this duel. Fortunately, he has no desire to kill anyone, and so will attack using nonlethal damage, though if his attacker responds with lethal damage, he will return the favour.

His first action in any combat is to cast shield on himself. That puts his AC up to 33, which is more than enough to foil most attacks from any foe he is likely to face. Once having done so, he will go to work on his opponent, using his Defensive Throw constantly against an opponent that misses him.

The best way to defeat Akpappa is to grapple him. His Close-Quarters Fighting ability makes this proposition both difficult and painful, but it can be done, as his BAB is not that great and his small size and not exceptional Str make this possible. Once grappled, he can be damaged and the grappler can outlast his shield spell to get his AC down to 29.

In addition, if he is grappled, Akpappa will start to take care that his head water is not spilled. This will involve subtle maneuvers and the like to avoid this calamity. Allow any PCs watching the fight to make a Sense Motive check against Akpappa's Bluff check (his Bluff bonus is a mere +1) to recognize that he is doing something weird when grappled. If the Sense Motive check exceeds the Bluff check by 5 or more, then that PC can see that he is worried about spilling his head water.

The PC actually grappling Akpappa can also make this check as a free action, but since he is distracted, Akpappa gets a +5 circumstance bonus to his Bluff check against that PC.

* Chimkiri the Spirit of the Air: CR 11; Large magical beast (air); HD 11D10+33; hp 93; Init +5; Spd 30 ft, climb 40 ft, fly 60 ft (average); SPace 10 ft; Reach 10 ft; AC 26 (touch 14, flat-footed 21); Atk +15/+10/+5 melee (1D8+5, +1 heavy mace) and +12 melee (1D6+2, bite) and +12 melee (1D4+2, wing buffet); SA air mastery, spell-like abilities, spells (7th level cleric with air and luck domains, channels positive energy), whirlwind; SQ darkvision 60 ft, DR 10/magic, immunity to air effects, low-light vision, scent, SR 23; AL N; SV Fort +10, Ref +12, Will +6; Str 19, Dex 20, Con 17, Int 14, Wis 17, Cha 16. Height 10 ft.

Skills and Feats: Climb +12, Concentration +14, Hide +13, Listen +14, Search +13, Spot +14; Combat Expertise, Hover, Improved Trip, Multiattack.

Special Attacks: Air Mastery (Ex): A spirit of the air gains a +1 bonus on its attack and damage rolls if its opponent is airborne.

Spell-Like Abilites: At will - call lightning (DC 16), control winds (DC 18), detect magic; 1/day - confusion (DC 17), control weather, whirlwind (DC 21), wind walk. Caster level 15th.

Whirlwind (Su): A spirit of the air can transform itself into a whirlwind 1/day and remain in that form for up to 10 rounds. In this form, a spirit of the air can move through the air or along a surface at its fly speed.

The whirlwind is 5 ft wide at its base, 20 ft wide at the top, and 30 ft tall. The spirit of the air controls the whirlwind's exact height (using a standard action to get taller or shorter), but it must be at least 10 ft tall.

Creatures one or more sizes smaller than the spirit of the air might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 20 Ref save when it comes into contact with the whirlwind or take 2D6 points of damage. It must also succeed on a second DC 20 Ref save or be picked up bodily and held suspended in the powerful winds, automatically taking 2D6 points of damage each round. A creature that can fly is allowed a Ref save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

A spirit of the air can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens tp be.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the spirit of the air and has a diameter equal to half the whirlwind's height. The cloud obscures vision, including darkvision, beyond 5 ft. Creature 5 ft away have concealment, while those father away have total concealment. Thos caught in the cloud must succeed on a Conentration check (DC 20) to cast a spell.

Special Qualities: Immunity to Air Effects (Ex): A spirit of the air is immune to strong winds or any air-related effects.

Spells Prepared (6/5/4/3/1; DC = 13 + spell level): 0 - create water, cure minor wounds (2), light, resistance; 1 - command, comprehend languages, divine favour, divine shield, summon monster I; 2 - aid, animal messenger, enthrall, hold person; 3 - dispel magic, invisibility purge, magic vestment; 4 - summon monster IV. Domains: Air (turn or destroy earth creatures or command, bolster or rebuke air creatures 6/day), Luck (reroll 1/day). Domain Spells (1/1/1/1): 1 - entropic shield; 2 - wind wall; 3 - protection from elements; 4 - freedom of movement.

Possessions: +1 heavy mace, spell component pouch, feather holy symbol to Queethar-tul.

Languages: Auran, Low Morakki, High Morakki.

Chimkiri is full of himself. There is no other way to put it. He is confident in his abilities, but even worse, he knows his own weaknesses and how to avoid them. If he ends up directing his ire at the PCs, he will stay well away from them, raining his spells and spell like abilities down upon them mercileslly until they acquiesce. Given his ability to cast call lightning at will, there is hardly a need for him to ever come closer than 250 ft of his foes. He will also enjoy summoning monsters to attack the PCs, and if particularly bothered, will use his whirlwind spell-like ability to scatter the PCs far and wide and then pick on any PCs who remain behind.

That said, Chimkiri is not evil and is not out to kill people. He really just wants to be flattered and worshipped and given tribute. It's all about his ego, and a nice gift and/or a good Diplomacy check can make things better.

Encounter #2 - The Belabra:

Belabras are native to the forests of southern Nygoto and northern Gerilong. Nevertheless, being creatures that float on the winds, it is not unheard of for specimens to be found in southern Gerilong. Usually these creatures feed on berries and small rodents. However, some specimens, long-lived ones, grow to large size and tend to search out larger food sources such as humans. This speciment is ancient and large indeed, probably one of the largest belabras around. It has wafted its way wouth on the prevailing winter and spring air currents, and is finding the hunting in the region to its liking before returning home in the summer to mate.

The creature will attempt to float amidst the tree canopy, using its Move Silently skill to try to sneak up on its prey from behind and above. Due to its slow speed, the creature is easy to flee from if sighted before it comes within reach. If harrassed with ranged weapons it is smart enough to retreat.

* Advanced Belabra: CR 8; Large aberration; HD 12D8+51; hp 108; Init +2; Spd 5 ft, fly 20 ft (poor); Space 10 ft; Reach 5 ft (tentacles 10 ft); AC 19 (touch 11, flat-footed 17); Atk +14 melee (2D4+6, slam) or +14 melee (1D4+6 [x12], tentacles) and +9 melee (2D4+3, bite); SA acidic blood, improved grab, tentacle barbs; SQ darkvision 60 ft; AL N; SV Fort +8, Ref +8, Will +9; Str 22, Dex 14, Con 18, Int 7, Wis 12, Cha 11. Diameter 8 ft.

Skills and Feats: Listen +6, Move Silently +11, Spot +6; Alertness, Combat Reflexes, Hover, Improved Natural Attack (tentacles), Toughness.

Special Attacks: Acidic Blood (Ex): Each time a belabra is hit with a slashing or piercing weapon, all creatures within a 10 ft radius must succeed on a DC 20 Ref save or be sprayed by the creature's acidic blood.

A creature that fails its save is partially blinded and overcome with fits of sneezing. Both effects last 1D6+2 rounds. An affected creature takes a -1 penalty to AC, loses its Dex bonus to AC (if any), moves at half speed, and takes a -2 penalty on Search checks and on most Str and Dex based skill checks. All checks relying on vision (such as reading and Spot checks) have a 50% chance of failing. All opponents are considered to have concealment (20% miss chance) relative to the blinded character.

Improved Grab (Ex): To use this ability, a belabra must hit an opponent up to its size or smaller with a tentacle 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.

Tentacle Barbs (Ex): A belabra's tentacles are lined with razor-sharp barbs. Anytime a grappled creature attempts to break free and fails, it takes 1D8 points of piercing damage from the barbs.

Encounter #3 - Snakes...It Had to be Snakes:

Not everyone in Morakki society is integrated into the Lawful and rigidly structured hierarchy in place there. Some operate on the fringes, outside of proper Morakki mores. The PCs have stumbled across one such, an insane spirit shaman named Inshigo who worships snakes and snake spirits. He is a hermit, quiet insane, and hates civilization and its trappings and those who embrace it. He dwells in a den under ground in a clearing (if still in the Jade Woods) or in a dell (if outside the forest) right where the PCs make camp. Needless to say, this angers Inshigo, who orders his snake "children" to attack.

The area covered by the snake attacks is about 100 ft diameter. The snakes will emerge from random spots within this area, with the larger snakes emerging more from the center than the periphery.

The first sign of trouble will be about a half hour into the camp, presumably just after the horses have been groomed, fires started, and food put into the pot. All of a sudden, a literal carpet of tiny and small vipers, punctuated by a few medium vipers, erupts from the ground via various small holes all around the clearing.

For the first 3 rounds, these snakes will pour out of various holes in the ground. It is safe to assume that they have total cover until they emerge, and there are literally scores of holes, between 1" to 4 " in diameter set into the ground under the shadow of rocks or in scrub and undergrowth or even between the roots of trees. Assume 1/3rd of the snakes listed below emerge in each of the 3 rounds. They attack all non-snakes except for Inshigo on sight.

Allow the PCs (and mounts!) a Listen check against the snakes' assumed Move Silently check of 13 and a Spot check against the Hide check of the mass as a whole of 14. If the PCs fail to detect the snakes, allow the first wave a standard action to move into position (or bite) and then have the second wave ready to emerge on the first round of combat.

Inshigo hopes that these first 3 rounds of snakes will draw some of the PCs' spells, especially area effect spells.

* Viper Snake Swarms (12): CR 2; Tiny animal; HD 4D8; hp 18; Init +7; Spd 15 ft, climb 15 ft, swim 15 ft; Space 10 ft; Reach 0 ft; AC 17 (touch 15, flat-footed 14); Atk (1D6 plus poison, swarm); SA distraction, poison; SQ scent; AL N; SV Fort +2, Ref +5, Will +1; Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Length 1 ft 6 in.

Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; Improved Initiative, Weapon Finesse.

Special Attacks: Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round.

Poison (Ex): injury, bite, Fort save DC 10, initial and secondary damage 1D6 Con.

* Small Viper Snakes (21): CR 1/2; Small animal; HD 1D8; hp 4; Init +7; Spd 20 ft, climb 20 ft, swim 20 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 14, flat-footed 14); Atk +4 melee (1D2-2 plus poison, bite); SA poison; AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.Length 3 ft.

Skills and Feats: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6; Improved Initiative, Weapon Finesse.

Special Attacks: Poison (Ex): injury, bite, Fort save DC 10, initial and secondary damage 1D6 Con.

* Medium Viper Snakes (12): CR 1; Medium animal; HD 2D8; hp 9; Init +7; Spd 20 ft, climb 20 ft, swim 20 ft; AC 16 (touch 13, flat-footed 13); Atk +4 melee (1D4-1 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Length 6 ft 6 in.

Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; Improved Initiative, Weapon Finesse.

Special Attacks: Poison (Ex): injury, bite, Fort save DC 11, initial and secondary damage 1D6 Con.

After round 3, large snakes will start to emerge. These also emerge over 3 rounds, coming from some of the holes that the medium snakes used, but emerging in a small puff of dirt, as if forcing their way through the too-small holes.

* Large Viper Snakes (12): CR 2; Large animal; HD 3D8; hp 13; Init +7; Spd 20 ft, climb 20 ft, swim 20 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +4 melee (1D4 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Length 12 ft.

Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; Improved Initiative, Weapon Finesse.

Special Attacks: Poison (Ex): injury, bite, Fort save DC 11, initial and secondary damage 1D6 Con.

After round 6, huge snakes will suddenly burst up from the ground in a shower of dirt clods and pebbles. These will attack all at once.

* Advanced Huge Viper Snakes (6): CR 5; HD 9D8+18; hp 61; Init +6; Spd 20 ft, climb 20 ft, swim 20 ft; Space 15 ft; Reach 10 ft; AC 15 (touch 10, flat-footed 13); Atk +8 melee (1D6+4 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +8, Ref +8, Will +4; Str 16, Dex 15, Con 14, Int 1, Wis 12, Cha 2. Length 24 ft.

Skills and Feats: Balance +10, Climb +11, Hide +6, Listen +7, Spot +7, Swim +11; Improved Initiative, Lightning Reflexes, Run, Weapon Focus (bite).

Special Attacks: Poison (Ex): injury, bite, Fort save DC 15, initial and secondary damage 1D6 Con.

As they do, more huge snakes will emerge from nearby trees and bushes around the camp. These are about 60 ft away from the enter of the party campsite and so will take a bit of time for them to get to the battle.

* Giant Constrictor Snakes (3): CR 5; Huge animal; HD 11D8+14; hp 63; Init +3; Spd 20 ft, climb 20 ft, swim 20 ft; Space 15 ft; Reach 10 ft; AC 15 (touch 11, flat-footed 12); Atk +13 melee (1D8+10, bite); SA construct 1D8+10, improved grab; SQ scent; AL N; SV Fort +8, ref +10, Will +4; Str 25, Dex 17, Co 13, Int 1, Wis 12, Cha 2. Length 28 ft.

Skills and Feats: Balance +11, Cimb +17, Hide +10, Listen +9, Spot +9, Swim +16; Alertness, Endurance, Skill Focus (Hide), Toughness.

Special Attack: Improved Grab (Ex): To use this ability, a constrictor snake must hit 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 constrict.

Meanwhile, Inshigo will emerge from his lair (see below), and fly into the clearing 1 round after the Huge vipers attack. He will have had time, to cast or prepare the following before emerging:

Active at all times = blessing of the spirits (i.e. protection from evil vs spirits)

Before the snake swarms emerge = barkskin (+3 natural armour bonus to AC), warding of the spirits (i.e. magic circle against evil vs spirits), and fire eyes

2 rounds before emerging = aura against flame

1 round before emerging = master air

Inshigo will swoop over the clearing and cast his vortex of teeth to best effect, punctuated by cone of flame spells. He will try to let his snakes do the melee fighting, and will take great pains to avoid hurting his snakes unless it is absolutely necessary or would likely turn the combat in his favour. He will make sure to renew his master air spell on the round before it runs out. If pressed into melee, he will cast elemental weapon to give his staff extra acid damage for both ends. If sorely pressed, he will fly away and heal using cure light wounds before returning to the combat. The crazed spirit shaman will fight to the death, gibbering nonsense terms in Morakki about how snakes will rule the world and are more deserving of dominion over the land than are humans. As he raves, spittle will fly from his foaming mouth and his eyes will bulge with crazed excitement.

Should the PCs attempt to flee the area, Inshigo will attempt to follow them by flight, but will not pursue far from his snakes or his lair.

* Inshigo: Male human Spirit Shaman 7/Animal Lord (snakelord) 4; CR 11; HD 7D8+14 plus 4D10+8; hp 65; Init +3; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 13); Atk +10/+5 melee (1D6+1, quarterstaff) or +8/+3 melee (1D6+1, quarterstaff) and +8 melee (1D6, quarterstaff); SA chastise spirits (5/day), ghost warrior, wild aspect (snakelord, 1/day); SQ animal bond, blessing of the spirits, detect animals (snakes), detect spirits, first totem (snakelord, +4 to Escape Artist), follow the guide, low-light vision, speak with animals (1/day), spirit guide (snake), warding of the spirits, wild empathy (+13, +17 vs snakes); AL CN; SV Fort +11, Ref +9, Will +10; Str 12, Dex 17, Con 14, Int 10, Wis 18, Cha 14. Height 5 ft 7 in.

Skills and Feats: Climb +6, Concentration +12, Escape Artist +13, Handle Animal +7 (+11 vs snakes), Heal +9, Hide +7, Jump +6, Knowledge (nature) +5, Listen +11, Move Silently +4, Spellcraft +4, Spot +9, Survival +9, Swim +4; Alertness, Combat Reflexes, Sudden Enlarge, Sudden Maximize, Sudden Widen, Two-Weapon Fighting.

Special Attacks: Chastise Spirits (Su): A spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits. Chastising spirits is s standard action that deals 1D6 damage/shaman level to all spirits within 30 ft of the shaman. The affected spirits get a Will save (DC 15) for half damage.

When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance - the effect hits the spirits automatically.

Ghost Warrior (Su): A spirit shaman confers the ghost touch special ability to any weapon he holds for as long as he holds it. He also becomes resistant to the touch attacks of incorporeal creatures, and may use his normal AC (not his touch AC) against any touch attack delivered by an incorporeal creature.

Wild Aspect (Su): An animal lord can take on an aspect of the animals of his selected group. Assuming a wild aspect is a swift action that does not provoke attacks of opportunity.

A snakelord gains a poisonous bite as a primary natural attack for 4 rounds. This bite deals 1D4 points of damage. The poison's Fort save is DC 14, and it deals initial and secondary damage of 1D3 points of Con.

Special Qualities: Blessing of the Spirits (Sp): A spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which he travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward himself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

Detect Animals (Sp): An animal lord can detect the presence of any animals of his selected group at will, as if using detect animals or plants with caster level 4th.

Detect Spirits (Sp): The spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Follow the Guide (Su): A spirit shaman's spirit guide helps him maintain control of his mind. If a spirit shaman is affected by an enchantment spell or effect and fails his save, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to succeed on his save.

Warding of the Spirits (Sp): A spirit shaman can perform a special rite 1/day to ward himself and his companions against hostile spirits. Performing the rite takes 1 minute. The warding lasts for 70 minutes and otherwise functions like magic circle against evil, except it protects against spirits.

Spells Retrieved (cast 6/7/7/5/3; DC = 12 + spell level): 0 - detect magic, fire eyes, resistance; 1 - aura against flame, cure light wounds, elemental weapon,; 2 - barkskin, master air; 3 - cone of flame; 4 - vortex of teeth.

Possesssions: quarterstaff, hide armour, spell component pouch.

Languages: Low Morakki.

A search of the area within 100 yards of the place will turn up the hidden entrance to Inshigo's den. This requires a dedicated search of the entire 100 yard radius (which will take about 2 man hours) and a DC 15 Search check. Alternatively, the PCs can simply dig down through he soft earth where the snakes came from and find the snake portion of the lair.

Inshigo's den is not mapped out. It consists of two main rooms. Both are about 10 ft underground. The first is Ishigo's lair, a 15 ft spherical cave of packed earth held by roots. Entry is by way of a trapdoor of sticks in the ceiling covered with grass and mud. Tree roots sticking out of the side of the chamber near the trapdoor allow someone to scramble up or down with a DC 5 Climb check. Within is a crude grass mat, simple gourd bowls and utensils, and other crudely crafted implements. The walls are covered with drawings of serpents and snakes that were likely gouged with a stick or made up of stones pounded into the walls. There is nothing of value here.

A hole leads from Inshigo's den to a crawlway some 4 ft in diamater. This leads about 75 yards to a larger cavern directly under the PCs' campsite. This cavern is 20 ft in diameter and 8 ft tall and was clearly the den of a large number of snakes, judging by the shed skins of all sizes and the dung. A myriad of snake passages radiate out from this central chamber, some mere inches in diameter and a few much larger. These lead varying distances to dens of various sizes and to tunnels that emerge on the surface at varying distances from the central chamber. There are no living snakes in the place except for the ones that have emerged to fight the PCs. Nevertheless, someone crawling through the tunnels can eventually find a few snake eggs of varying sizes. Obviously, it is easier to find the larger snake eggs due to the size of the snake tunnels and dens, but even the huge snakes can slither through tunnels 2 ft in diameter, so most PCs will not be able to explore even the largest tunnels unless they can shrink or somehow maneuver in such close quarters.

Note: This encounter may seem too tough on a purely EL basis at first glance. However, the fact that many of the opponents are numerous small CR creatures makes them vulnerable to area effect damage spells. Further, the fact that the snakes emerge in waves also lessens the effective EL of the encounter. The encounter is, in fact, designed to test PC spellcasters who may are often tempted to expend heir most powerful spells every encounter with the thought that there will not be more than one wilderness encounter in a given day. If paired with encounter #2 earlier in the day, there is almost the effect of 6-7 encounters, and PC spellcasters that blow their best spells early will find that they've overkilled the weaker creatures and now have the face the stronger opponents with their best spells gone. This should serve to teach the PC spellcasters to conserve their spells and use them wisely.

The Wall of Jade:

The Wall of Jade dominates the landscape as the PCs approach it. Begun by the first Morakki Emperor, Hashiko-nori, the wall was only finished centuries later, after countless craftsmen, wu-jen, priests, shugenjas, and slaves gave their magic, souls, and bodies to complete the structure. Almost every Morakki citizen knows of the wall, as well as the many legends surrounding it, including some that are not quite true. Below are some of the common bits of knowledge about the wall that any Morakki (including Similak) can impart to the PCs.

The wall is some 180 ft tall and extends from coastline to coastline across the eastern edge of the Pilong isthmus. Every 500 ft the wall is surmounted by a square tower of jade that is 50 ft square and extends 20 ft above the top of the wall. Such towers extend all the way to ground level. The wall is 20 ft thick; therefore each tower extends 15 ft out from the wall on each side. The wall is topped by a battlement, as is each tower, and doors of stout iron allow access from the top of the wall into and through each tower. A metal staff atop each tower flies one or more pennants that display the allegiances of the wardens within.

Just beyond the wall, a grey wall of roiling mist surges up thousands of feet into the air. This is the mist of the Shadowlands.

Approaching the Wall:

As the PCs approach the wall, they will see no apparent means of egress into any of the towers or through the wall into the lands beyond. However, when they get to within 100 ft of a tower, a face will form in the jade walls of the tower facing the PCs. The face will speak in Low Morakki, questioning the PCs in order to find out who they are and what they seek. This face is basically a minor communication magic activated by a wu-jen in the tower above.

The task of the wall and its wardens is to keep creatures of the Shadowlands out of Pilong, not the other way around. Therefore, the questioning will be neither long nor intense. Instead, once satisfied there is no threat, an archway will magically appear in the base of the tower. Those stepping in will be levitated up to the tower atop the wall through an open trap doorway in the floor. Within the tower dwells a garrison of Morakki troops.

Once there, the wu-jen, named Herinalo, will greet the PCs and advise them against entering the Shadowlands. He will mention the effects of Taint on the body and the mind and warn of dangerous creatures warped by the curse that inhabits the land. Herinalo knows nothing of any dome, but if the PCs mention it, a nearby Moto Avenger captain will step forward and offer that, while he has never seen this dome, he has heard mention of it by some Shadowland oni he has questioned from time to time. These oni seem to speak of the dome with reverance, as if it were holy to them or they were in awe of it. The captain, named Nepthatsup, will say that he believes this dome lies somewhere in the southern part of the center of the land, for that is the only place he knows of where mountains exist. For the most part, he will say, Pilong is a flat, featureless land.

Herinalo will warn the PCs that should they become tainted, they will not be allowed to return across the wall. He counsels against trying to trek so far into the Shadowlands, but if the PCs insist, he will offer to sell the PCs jade as protection.

Each finger of jade costs 100 gp, and functions as detailed in Heroes of Horror on page 67 (except as detailed below in "The Land"). The wu-jen initially will be willing to part with a total of 15 pieces to sell, though he can be convinced to part with 20 pieces if his attitude is changed from indifferent to friendly, and 25 pieces if changed to helpful.

Herinalo will explain how the jade works and how it will degrade over time.

They will also sell jade powder, up to a dozen flasks at the price quoted in Oriental Adventures.

Assuming the PCs then wish to enter the Shadowlands, Herinalo will inform them they can descend the wall however they wish. He will escort the PCs out of the tower and onto the wall. There, they will be able to, finally, look out over the Shadowlands.

Part Five - The Shadowlands:

Note:

This section is not intended to be a full treatise on the Shadowlands. That is reserved for the document entitled Pilong - Land of Shadows. However, this section will give the DM enough information to properly run the portion of this adventure that takes place in Pilong.

Native:

A being is considered to be native to the Shadowlands if it has the shadowlands subtype or is a maho-tsukai. Note that all of the creatures from Heroes of Horror listed as wandering monsters have been given the shadowlands subtype in Therra.

Language:

Two languages are native to the Shadowlands. The first is called Shadowland. It is based on Ancient Morakki as corrupted by millenia of isolation and influenced heavily by Abyssal. A person who can understand both Ancient Morakki and Abyssal can understand Shadowland enough to communicate. A person who speaks only one of those two languages can perhaps puzzle out some rudimentary concepts. Shadowland is the common tongue of the region.

The second language is called Bakemono. It is an even further corruption of Ancient Morakki that is spoken primarily only by the bakemono and one must know the language to understand any of it.

The Land:

The land of Pilong, before the curse, was a rocky, windswept isthmus devoid of significant geographical or topographical features. There is a small range of mountains in the center of the land, along the southern edge as it approaches the Sea of Antoria. Otherwise, the land was comprised of boulder-strewn hills in the center that swept down to the oceans to the north an south in rolling plains.

The curse enacted by the Morakki was amplified when it was turned back on itself by the wizards of Amoria. As the curse folded over on itself again and again as it settled in Pilong, it manifested in several ways that today shape Pilong. None of the below affect creatures of the shadowlands subtype or of the maho-bujin or maho-tsukai prestige classes or of a tainted template or of any other creature native to Pilong.

First, the curse manifests as a roiling grey mist that covers all of the land. This mist is a miasma of noxious vapours and cloying fogs that dims the light of a sun and turns what light does filter through into a pale, sickly glow. Any creature with light sensitivity is unaffected by sunlight within the Shadowlands. In addition, the mist carries strange zephyrs that bring a stench of decay and rotting death along with sibilant whispers promising corruption and death. This mist halves sighting distances. The mist can sometimes (35% of the time) be thick enough to count as fog, quartering sight range and granting any creature beyond 5 ft concealment. The mist extends to the coasts, but does not pass the lowest tide mark along them. It extends over 5 miles into the air, making it all but impossible to fly over the curse unless magic is involved. The curse also extends underground for over 5 miles, making tunneling beneath also pretty much impossible.

Second, the curse manifests as the Taint. The Taint represents the corruption of the curse as it works its magic on those within its bounds. When a non-native character first enters the Shadowlands, he must make a DC 10 Fort save to avoid gaining 1D3 points of Corruption and a DC 10 Will save to avoid gaining 1D3 points of depravity. Jade will protect against this initial contact (it actually doesn't prevent the curse, it merely suppresses it). Thereafter, for every 24 hours spent consecutively within the Shadowlands, the character must make another Fort save and Will save to avoid gaining a point of Corruption or Depravity respectively. The DC for this daily save begins at 10 and increases by 5 for each consecutive day spent in the Shadowlands. If jade is carried, then the DC does not start to increase until the jade has become useless.

The nature of the curse is such that placing jade into an extradimensional place like a bag of holding will serve to preserve the jade from degrading. However, the effects of the curse are cumulative within its victims. This means that even if a person were to carry 4 fingers of jade into the Shadowlands but kept three of those inside a closed bag of holding, the four fingers would still only protect him for a total of 16 days. Because of this effect, adding fingers of jade beyond 4 will never actually lower the time protected. his is an exception to the chart on page 67 of Heroes of Horror. Although it is unlikely to come into play in this adventure, it takes a full day out of the Shadowlands for each day spent within to clear the suppressed taint. Until that time, if the person were to reenter the Shadowlands, using more jade fingers would count against the total number of fingers used previously.

Example: Jasper the Warrior enters the Shadowlands with 2 fingers of jade. He adventures for 12 days and the jade suppresses the curse. He then spends another 2 days within and acquires a mild taint. He then leaves the Shadowlands. If he rests for at least 12 days, the suppressed taint is cleared from his body and he could re-enter Pilong with another 2 fingers of jade and be protected for another 12 days. On the other hand, if Jasper urgently needed to re-enter Pilong after less than 12 days, and he tried to carry 3 fingers of jade with him, the first 2 fingers would protect him for another 4 days (to a total of 16 days for 4 fingers). The last finger of jade would have no effect (and would not become useless).

Third, the general malaise of the place causes travelers to fatigue easier. As such, although the standard daily travel rate assumes 12 hours of travel, if more than 8 hours are travelled per day in the Shadowlands, then a DC 15 Fort save must be made to avoid becoming fatigued for the last 4 hours of travel each day.

Fourth, the curse of Pilong serves to disconnect druids with nature, shamans with spirits, and priests with the gods. As such, all divine magic is impeded and a caster must make a Spellcraft check of DC 20 + level of the spell to cast a divine spell. Failure means the spell is used up with no effect. For every 5 points by which the check failed, the caster gains 1 point of Corruption and Depravity as he opens his soul up to the curse.

Fifth, arcane spells, including all spells cast by maho-tsukai, have the Empower spell feat applied to them at no additional cost in time or level to the caster.

Sixth, the Shadowlands are, in some ways, a plane separate from Therra. This is why many Shadowlands oni are considered outsiders. As such, teleportation spells will not function between Shadowlands and non-Shadowlands. However, the effect is also more insidious than this. Teleportation spells and planar travel within the Shadowlands will not function at all for non-native creatures. The corruption and mystic warping of the land hinders such efforts. Furthermore, any calling or summoning spells cast in the region will only summon evil creatures. Should a spell be cast that summons only non-evil creatures, then the DM should prohibit the spell from working. However, spells that summon animals will function, but all such animals will have the corrupted template, though the creatures will still obey their master.

Finally, the mists can disorient travelers. Those within must make a DC 10 Survival check each hour to avoid becoming lost (refer to the DMG for details).

Note: The prohibition on planar travel in the Shadowlands does not prohibit extradimensional items like bags of holding or spells like rope trick from functioning. But spells such as plane shift or teleport or blink, that actually transport someone to another plane do not function.

The Journey:

It is roughly 275 miles from the Wall of Jade to the Dome of Hashiko-nori. At normal land speed of 30 ft, assuming 8 hours marches and no getting lost, it will take the PCs 16 days to reach the dome. If they managed to purchase the maximum amount of jade from the wu-jen at the Wall of Jade, then they may have just used up the last of their jade right before they reach the dome.

There is no food here fit for consumption. The plants are twisted and the water polluted. Anyone eating or drinking here must make addititonal Fort and Will saves to avoid Taint every day (3 checks for eating and 3 for drinking).

Various horrendous creatures roam the Shadowlands. The DM should check for encounters each day on the following table. Allow a 10% chance of an encounter every 4 hours of travel and a 5% chance for each 4 hours of camp. Double the chance of encounter in camp if a fire or obvious light source is being used. If an encounter is indicated, then keep checking for encounters for that period until an encounter is not indicated. Multiple encounters can be simultaneous or sequential as the DM desires.

Roll

Encounter
01-15 Bakemono
16-20 Bane Wraith
21-42 Corrupted Creature
43-47 Corruption Eater
48-53 Elemental, Taint
54-57 Mamono
58-65 Onikage
66-67 Oni, Shadow, Akuma no
68-71 Oni, Shadow, Ashi no
72-73 Oni, Shadow, Byoki no
74-75 Oni, Shadow, Gekido no
76-83 Oni, Shadow, Haino no
84-85 Oni, Shadow, Kamu no
86-89 Oni, Shadow, Sanru no
90-91 Oni, Shadow, Ugulu no
92-00 Tsuno

Encounter Descriptions:

Bakemono:

These will be packs of 16-35 individuals led by 3 large brutish bakemono ogres. Not very intelligent and very aggressive, they will attack in howling bunches until beaten off to flee back into the murk.

* Bakemono: Small humanoid (goblinoid, shadowlands); CR 1/2; HD 1D8+1; hp 5; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 17); Atk +3 melee (1D8+2, bite) and -2 melee (1D6+1 [x2], claws); AL CE; SV Fort +3, Ref +0, Will +0; Str 14, Dex 10, Con 12, Int 3, Wis 11, Cha 7, Corruption 3, Depravity 3. Height 4 ft.

Skills and Feats: Listen +4, Spot +2; Alertness.

Languages: Bakemono.

* Bakemono Ogre: Large giant (shadowlands); CR 3; HD 4D8+11; hp 29; Init +0; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 17 (touch 9, flat-footed 16); Atk +8 melee (1D8+7, greatclub) or +2 ranged (1D8+5, javelin); SQ darkvision 60 ft, low-light vision; AL CE; SV Fort +6, Ref +1, Will +2; Str 21, Dex 10, Con 15, Int 10, Wis 12, Cha 12, Corruption 6, Depravity 6. Height 10 ft.

Skills and Feats: Climb +9, Listen +3, Spot +3; Toughness, Weapon Focus (greatclub).

Possessions: greatclub, javelins (4).

Languages: Bakemono

Bane Wraith:

These are the spirits of the ancient Pilati that succumbed to the initial depredations of the curse. These now wander the land as embittered spirits, feeling betrayed by both the Amorians and their own Morakki kindred. An encounter will be with 1-3 of these malevolent spirits.

Interestingly, due to the particular quest that Similak and the PCs are on, one of the bane wraiths encountered is likely to appear as Marinto walking towards the PCs through the gloom. She will approach Similak and reach out as if to hug her lover. Since there is no direct lighting, the PCs must make a DC 18 Spot check to notice the wraith's incorporeality. Even if its ruse is discovered, it will still laugh and taunt the PCs and mention that Marinto lies corrupting within the dome. It will not tell where the dome is nor what is its nature.

Subsequent wraith encounters will involve other PCs' loved ones and friends.

* Bane Wraith: CR 8; Medium undead (incorporeal, shadowlands); HD 8D12; hp 52; Init +7; Spd 40 ft, fly 80 ft (perfect); Space 5 ft; Reach 5 ft; AC 17 (touch 17, flat-footed 14); Atk +7 melee (1D4 Str or Wis drain, incorporeal touch); SA ability drain, create spawn; SQ darkvision 60 ft, empathic sense, false substance, incorporeal traits, +4 turn resistance, spell-like abilities, undead traits; AL CE; SV Fort +2, Ref +5, Will +8; Str -, Dex 17, Con -, Int 16, Wis 14, Cha 18, Corruption 10, Depravity 10. Height 5 ft 8 in.

Skills and Feats: Disguise +25, Gather Information +10, Hide +14, Intimidate +15, Listen +13, Search +14, Spot +13, Survival +7 (+9 following tracks); Blind-Fight, Improved Initiative, Surge of Malevolence.

Special Attacks: Ability Drain (Su): A bane wraith can drain either Str or Wis with a touch. It must decide which ability it is draining before rolling its attack. While the effects of a bane wraith's Str drain are immediately noticeable, its Wis draining attack is more subtle. If the target does not realize he has been attacked (if, for example, the bane wraith brushes against him in a crowd or attacks from concealment), he must make a DC 18 Wis check (with his new, reduced Wis score) to realize that aything unntoward has occurred. If a bane wraith continues to use its Str drain on a target it has already reduced to 0 Str, it deals Con drain instead.

Create Spawn (Su): Any humanoid slain by a bane wraith becomes a standard wraith (with the shadowlands subtype and Corruption and Depravity scores of 5) in 1D4 rounds. Spawn are under the command of the bane wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, although they do physically resemble their former selves.

Special Qualities: Empathic Sense (Ex): When a bane wraith draws within 30 ft of any sentient being, it immediately and instinctively knows the name and appearance of every one of that individual's friends and loved ones. Furthermore, it gains a general sense of where the individual believes his loved ones to be, although this information might not be accurate. This ability allows no save, but spells or abilities that ake the suubject immune to mind-reading or telepathy block this power.

False Substance (Ex): A bane wraith looks more solid than most incorporeal creatures. In anything other than direct lighting, observers must make a DC 18 Spot check to notice that a bane wraith is incorporeal.

Spell-Like Abilities: At will - detect thoughts (DC 16), disguise self. Caster level 8th.

Languages: Ancient Morakki.

Corrupted Creature:

These are the descendents of the original animals of Pilong caught by the curse and now twisted and corrupted by the Taint. While a great many smaller, inoffensive corrupted animals will be noted by the PCs from time to time, these encounters represent dangerous beasts. Corrupted creatures are deranged and will attack creatures not native to the Shadowlands on sight and to the death. All corrupted creatures in Pilong possess the shadowlands subtype and have a Taint score.

Roll

Result
01-30 Bear, Black
31-40 Elephant
41-65 Tiger
66-00 Wolf

Black Bears:

This will be a group of 2D4 corrupted black bears, which travel in small packs for protection. These are huge bruins, with reddish eyes and grotesque white splotches streaked with red veins, corrupted versions of a variety of large black and white bears native to the Western Morakki lands.

* Advanced Corrupted Black Bear: CR 5; Medium aberration (shadowlands); HD 5D8+20; hp 42; Init +0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +10 melee (1D6+7 [x2], claws) and +5 melee (1D8+3, bite); SA disruptive attack (+2 vile damage); SQ darkvision 60 ft, DR 5/magic, fast healing 2, immunity to acid, low-light vision, scent; AL NE; SV Fort +8, Ref +4, Will +1; Str 24, Dex 11, Con 19, Int 2, Wis 10, Cha 4, Corruption 2, Depravity 2. Length 5 ft 6 in.

Skills and Feats: Climb +7, Listen +4, Spot +4, Swim +11; Endurance, Run.

Special Attacks: Disruptive Attack (Su): A corrupted black bear deals an additional 2 points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Elephants:

These pachyderms roam the land alone. Unlike normal elephants, corrupted elephants are not social animals, their corrupted minds causing them to attack each other except for a chosen mate during mating season. These beasts have mottled skin, often oozing sores and surrounded by little swarms of flies. Their trunks are curled and twisted and ears are ragged and asymmetrical. They, with some right, consider themselves to be lords of the Shadowland as far as other animals are concerned, and they show no fear.

* Corrupted Elephant: CR 10; Huge aberration (shadowlands); HD 11D8+77; hp 126; Init -1; Spd 40 ft; Space 15 ft; Reach 10 ft; AC 22 (touch 7, flat-footed 22); Atk +18 melee (3D6+12, slam) and +13 melee (3D6+6 [x2], stamps) or +18 melee (3D8+18, gore); SA disruptive attack (+5 vile damage), enhanced power, trample 3D8+18; SQ darkvision 60 ft, DR 10/magic, fast healing 5, immunity to acid, low-light vision, scent; AL NE; SV Fort +14, Ref +6, Will +5; Str 34, Dex 8, Con 25, Int 2, Wis 11, Cha 5, Corruption 2, Depravity 2. Height 10 ft.

Skills and Feats: Listen +11, Spot +9; Alertness, Endurance, Iron Fill, Skill Focus (listen).

Special Attacks: Disruptive Attack (Su): A corrupted elephant deals an additional 5 points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Enhanced Power (Su): The save DCs of any and all of the corrupt elephant's special attacks increases by +4 (already included below).

Trample (Ex): As a full-round action, an elephant with can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The elephant merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature 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 that’s closer.

A trample attack deals 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 31 Reflex 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.

Tigers:

These creatures hunt alone or in pairs, and 1-2 will be encountered. Such beasts are preternaturally tough due to the danger of the region, and that also contributes to their hunting in pairs, unlike their non-corrupted kin. These creatures are somewhat ungainly, with mis-sized limbs, large paws with barbed claws, and warty hides covered by orange and black fur whose colouration runs wildly as if the beast had been painted and then put out in the rain.

* Advanced Corrupted Tigers: CR 9; Large aberration (shadowlands); HD 12D8+72; hp 126; Init +2; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 16); Atk +16 melee (2D6+8 [x2], claws) and +14 melee (3D6+4, bite); SA disruptive attack (+6 vile damage), improved grab, pounce, rake 2D6+4; SQ darkvision 60 ft, DR 15/magic, fast healing 6, immunity to acid, low-light vision, scent; AL NE; SV Fort +14, Ref +12, Will +4; Str 27, Dex 14, Con 22, Int 2, Wis 10, Cha 4, Corruption 2, Depravity 2. Length 9 ft.

Skills and Feats: Balance +6, Hide +6*, Listen +2, Move Silently +6, Spot +2, Swim +13; Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Lightning Reflexes, Multiattack.

Special Attacks: Disruptive Attack (Su): Disruptive Attack (Su): A corrupted tiger deals an additional 6 points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple (+21) as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +16 melee, damage 2D6+4.

A tiger gains extra natural attacks when it grapples its foe. Normally, a creature can attack with only one of its natural weapons while grappling, but a tiger gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.

A tiger must begin its turn grappling to use its rake; it can’t begin a grapple and rake in the same turn.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Wolves:

These fierce pack hunters roam the corrupted lands far and wide. They are larger than their uncorrupted cousins, for the small and weak do not survive in Pilong. Their fur is mottled grey, black, and red, with strange ridges and bony growths protruding at ungainly intervals. Their fangs are long, with several jutting out from their mouths like tusks. These creatures are adept at ambushes and use rudimentary pack tactics to down their prey. An encounter will be with 7-16 wolves.

* Advanced Corrupted Wolf: CR 5; Large aberration (shadowlands); HD 6D8+24; hp 51; Init +1; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 18 (touch 10, flat-footed 17); Atk +11 melee (2D6+7, bite); SA disruptive attack (+3 vile damage), trip; SQ darkvision 60 ft, DR 5/magic, fast healing 3, immunity to acid, low-light vision, scent; AL NE; SV Fort +9, Ref +8, Will +2; Str 25, Dex 12, Con 19, Int 2, Wis 10, Cha 4, Corruption 2, Depravity 2. Length 8 ft.

Skills and Feats: Hide +-1, Listen +2, Move Silently +4, Spot +2, Survival +0*; Combat Reflexes, Lightning Reflexes, Track, Weapon Focus (bite).

Special Attacks: Disruptive Attack (Su): A corrupted wolf deals an additional 3 points of vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+9 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 wolf.

*Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Corruption Eater:

These strange creatures are fairly rare in Pilong, being at odds with most of the other denizens of the Shadowlands. Few, if anyone, know that they are the result of the original wu-jen and shugenja of the Pilati Clan who enacted a ritual in an attempt to consume the curse that was settling in their land. The ritual failed, and the backlash warped these unfortunates into corruption eaters. Over time, these aberrations bred true, and honed their corruption-consuming talents.

Feeding on corruption has warped these creatures mentally and physically, and they now wander the land as solitary hunters, plaguing the tainted and nontainted alike and gathering into covens only to breed.

A corruption eater will actually not attack the PCs if none of them carry any corruption. It will instead shuffle to within about 30 ft of the PCs while hiding and snuffle as quielty as possible, trying to use its corruption scent ability. If it senses no corruption, it might be bargained with if it is spotted, though it will begin any such parley as unfriendly. Nevertheless, corruption eaters are warped, chaotic, and evil and will act accordingly. None of these will actually agree to accompany the PCs, but it might be convinced to give directions or advice as the DM might see fit to impart.

* Corruption Eater: CR 8; Medium aberration (shadowlands); HD 15D8+60; hp 127; Init +5; Spd 50 ft; Space 5 ft; Reach 5 ft (10 ft with tentacles); AC 21 (touch 15, flat-footed 16); Atk +16 melee (1D8+5 plus devour corruption [critical on a 19 or 20] and +11 melee (1D6+2 [x2], tentacle rakes); SA devour corruption, rend 2D4+7, tainted exhalation; SQ corruption scent, DR 10/good, purity vulnerability; AL CE; SV Fort +9, Ref +10, Will +11; Str 20, Dex 20, Con 19, Int 12, Wis 14, Cha 15. Height 6 ft.

Skills and Feats: Hide +14, Jump +31, Listen +11, Move Silently +14, Spot +11; Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Power Attack.

Special Attacks: Devour Corruption (Ex): When a corruption eater hits a character with its bite attack, it draws corruption from the target's body and feeds upon it. The target's corruption score is reduced by 1 (to a minimum of 0). Such a small taste of corruption nevertheless provides great nourishment to the creature. Each point of corruption it devours in this way gives it a +1 bonus on attack rolls, saving throws, and damage rolls with later attacks, and also gives the creature 5 temporary hit points. These benefits last for 1 hour.

Rend (Ex): If a corruption eater hits with both tentacle rake attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an exttra 2D4+7 points of damage.

Tainted Exhalation (Ex): Anytime a corruption eater has enough temporary hit points to brig its hit point total above its normal maximum, it can exhale a choking cloud of taint in a 15 ft cone. Creatures within this cone take 1D6 points of damage per point of corruption it has devoured in the last hour and have their depravity scores increased by 1. A successful DC 19 Will save reduces the damage by half and negates the depravity increase.

Special Qualities: Corruption Scent (Ex): A corruption eater can detect corruption in other creatures. With regard to creatures that have at least mild corruption, it effectively has the scent ability. It has no ability tto detect creatures who are free of corruption. When it is within 30 ft of creatures with corruption, it automatically knows which creature has the highest corruption score.

Purity Vulnerability (Ex): Creatures who are entirely free from both corruption and depravity automatically overcome a corruption eater's DR.

Languages: Ancient Morakki, Shadowland.

Elemental, Taint:

These bizarre creatures represent a sentient mass of spirits of the the original land of Pilong enmeshed into a cloud of corruption. They will attack nonnatives on sight, being an embodiment of the rage that the now corrupt spirits of the land feel towards the untainted. Even tainted PCs will be attacked, as they clearly are not natives of the land.

Roll

Type

Number
01-50 Medium 1-6
51-80 Large 1-3 
81-95 Huge 1-2
96-00 Greater 1

* Medium Taint Elemental: CR 5; Medium elemental (evil, shadowlands); HD 4D8+16; hp 34; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 18); Atk +6 melee (1D8+4 plus taint, slam); SA touch of taint; SQ darkvision 60 ft, dimension door, elemental traits, excessive taint; AL CE; SV Fort +8, Ref +2, Will +3; Str 16, Dex 12, Con 19, Int 10, Wis 14, Cha 15, Corruption 4, Depravity 4. Height 6 ft.

Skills and Feats: Listen +9, Spot +9; Cleave, Power Attack, Surge of Malevolence.

Special Attacks: Touch of Taint (Ex): Anyone struck by a taint elemental or who physically touches a taint elemental, must succeed on a DC 14 Fort save or gain 1 corruption point.

Special Qualities: Dimension Door (Sp): 3/day, a taint elemental can, by spreading its tainted essence into the environment and instantly reforming at another point, duplicate the effects of a dimension door spell. Doing this is a move-equivalent action. Unlike the dimension door spell, the elemental is permitted to take an action immediately afterward if it has any remaining in the round.

Excessive Taint (Ex): A taint elemental has both corruption and depravity scores equal to its HD. It takes no ill effects from taint.

Languages: Abyssal.

* Large Taint Elemental: CR 7; Large elemental (evil, shadowlands); HD 8D8+40; hp 76; Init +2; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 20 (touch 11, flat-footed 18); Atk +10 melee (2D8+7 plus taint, slam); SA touch of taint; SQ darkvision 60 ft, dimension door, DR 5/-, elemental traits, excessive taint; AL CE; SV Fort +11, Ref +4, Will +4; Str 20, Dex 14, Con 21, Int 12, Wis 14, Cha 15, Corruption 8, Depravity 8. Height 9 ft.

Skills and Feats: Hide +5, Listen +13, Move Silently +6, Spot +13; Cleave, Great Cleave, Power Attack, Surge of Malevolence.

Special Attacks: Touch of Taint (Ex): Anyone struck by a taint elemental or who physically touches a taint elemental, must succeed on a DC 16 Fort save or gain 1D2 corruption points.

Special Qualities: Dimension Door (Sp): 3/day, a taint elemental can, by spreading its tainted essence into the environment and instantly reforming at another point, duplicate the effects of a dimension door spell. Doing this is a move-equivalent action. Unlike the dimension door spell, the elemental is permitted to take an action immediately afterward if it has any remaining in the round.

Excessive Taint (Ex): A taint elemental has both corruption and depravity scores equal to its HD. It takes no ill effects from taint.

Languages: Abyssal.

* Huge Taint Elemental: CR 9; Huge elemental (evil, shadowlands); HD 16D8+96; hp 168; Init +4; Spd 40 ft; Space 15 ft; Reach 15 ft; AC 21 (touch 12, flat-footed 17); Atk +17 melee (2D10+10 plus taint, slam); SA touch of taint; SQ darkvision 60 ft, dimension door, DR 5/-, elemental traits, excessive taint; AL CE; SV Fort +16, Ref +9, Will +9; Str 24, Dex 18, Con 23, Int 12, Wis 14, Cha 15, Corruption 16, Depravity 16. Height 12 ft.

Skills and Feats: Hide +10, Listen +23, Move Silently +9, Spot +23; Alertness, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack, Surge of Malevolence.

Special Attacks: Touch of Taint (Ex): Anyone struck by a taint elemental or who physically touches a taint elemental, must succeed on a DC 20 Fort save or gain 1D3 corruption points.

Special Qualities: Dimension Door (Sp): 3/day, a taint elemental can, by spreading its tainted essence into the environment and instantly reforming at another point, duplicate the effects of a dimension door spell. Doing this is a move-equivalent action. Unlike the dimension door spell, the elemental is permitted to take an action immediately afterward if it has any remaining in the round.

Excessive Taint (Ex): A taint elemental has both corruption and depravity scores equal to its HD. It takes no ill effects from taint.

Languages: Abyssal.

* Greater Taint Elemental: CR 11; Huge elemental (evil, shadowlands); HD 21D8+126; hp 220; Init +5; Spd 40 ft; Space 15 ft; Reach 15 ft; AC 22 (touch 13, flat-footed 17); Atk +23 melee (2D10+12 plus taint [x2], slams); SA touch of taint; SQ darkvision 60 ft, dimension door, DR 10/-, elemental traits, excessive taint; AL CE; SV Fort +18, Ref +14, Will +11; Str 26, Dex 20, Con 23, Int 14, Wis 14, Cha 15, Corruption 21, Depravity 21. Height 15 ft.

Skills and Feats: Hide +13, Listen +26, Move Silently +13, Spot +26, Survival +26; Alertness, Cleave, Debilitating Strike, Great Cleave, Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Surge of Malevolence.

Special Attacks: Touch of Taint (Ex): Anyone struck by a taint elemental or who physically touches a taint elemental, must succeed on a DC 22 Fort save or gain 1D4 corruption points.

Special Qualities: Dimension Door (Sp): 3/day, a taint elemental can, by spreading its tainted essence into the environment and instantly reforming at another point, duplicate the effects of a dimension door spell. Doing this is a move-equivalent action. Unlike the dimension door spell, the elemental is permitted to take an action immediately afterward if it has any remaining in the round.

Excessive Taint (Ex): A taint elemental has both corruption and depravity scores equal to its HD. It takes no ill effects from taint.

Languages: Abyssal.

Mamono:

These horrific abominations are less the doppelgangers as represented in Oriental Adventures and more simple ferocious creatures endemic to Pilong. In fact, the mamonos are thought to be the corrupted ancestors of the original Pilati clan that attempted to settle in Pilong long ago. The mamonos of Pilong do possess the ability to change their shape into a humanoid form, but they rarely use it to any effect in the Shadowlands. As such, they tend to treat this ability as a parlour trick to mock or unsettle foes, and will likely mimic their foe in appearance, or a visible companion of their foe.

In Pilong, the mamonos travel in small family packs of 2-12. They are reasonably intelligent and extraordinarily clever and will not blindly charge their foes, but likely scout them out using their invisibility and then attempt to infiltrate their prey and/or attack when the greatest advantage presents itself.

* Mamono: CR 4; Medium monstrous humanoid (shadowlands, shapechanger); HD 6D8+24; hp 51; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 13, flat-footed 15); Atk +8 melee (1D6+4 plus 1 corruption [x2], arms) and +3 melee (1D8+2 plus 1 corruption, bite); SA taint; SQ change shape, DR 10/magic, invisibility, light sensitivity, rejuvenation; AL NE; SV Fort +9, Ref +8, Will +9; Str 18, Dex 17, Con 18, Int 11, Wis 18, Cha 21, Corruption 10, Depravity 10. Height 6 ft.

Skills and Feats: Bluff +18, Disguise +18*, Sense Motive +13; Alertness, Dodge.

Special Attacks: Taint (Su): Those hit by a mamono's bite or claw attack must succeed at a DC 17 Fort save or have their corruption score increased by 1.

Special Qualities: Change Shape (Su): A mamono can assume the form of any Small or Medium humanoid.

Invisibility (Sp): A mamono can use the invisibility spell at will.

Light Sensitivity (Ex): When exposed to the light of a sun, a mamono takes 1D8 points of damage per minute of exposure.

Rejuvenation (Su): If a mamono is killed at night, it reawakens in 2 hours, completely healed and very angry. The only reliable way to kill a mamono is to cut it into three or more parts and bury them separately. A manono cannot rejuvenate if killed during the day or exposed to direct sunlight.

* Mamonos receive a +10 circumstance bonus to Disguise checks when used in conjunction with their change shape ability.

Languages: Shadowland.

Onikage:

These creatures are a result of horses that belonged to the Pilati Clan during the curse. Their numbers have been augmented by horses captured in raids outside of the Shadowlands and brought within by the Akutenshi. They are slain before they succumb to the taint, and then are converted through horrid and profane rituals. Many herds of onikage now roam the land wild, having had their masters die, and these are the ones that will be encountered by the PCs as a result of this roll. Being twisted, evil undead, they will attack the PCs on sight.

Onikage will be encountered in herds of 2-20.

* Onikage: CR 3; Large undead (shadowlands); HD 4D12+4; hp 52; Init +1; Spd 60 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +7 melee (1D6+6 [x2], claws) and +2 melee (1D4+3, bite); SQ scent; AL CE; SV Fort +1, Ref +2, Will +6; Str 22, Dex 13, Con -, Int 7, Wis 14, Cha 13, Corruption 7, Depravity 7. Length 8 ft.

Skills and Feats: Jump +13, Listen +11, Sense Motive +6, Spot +11; Alertness.

Oni, Shadow:

These malign spirits and demons of the land embody the rage of the land at its corruption. They will attack nonnative creatures on sight, and are not above attacking native creatures that seem weaker than they.

Note: A few of the shadow oni presented here have higher CRs listed in Oriental Adventures. However, it is clear that those CR were designed for version 3.0 of D&D and should be adjusted down accordingly. The CR presented for the akuma no oni has been reduced by 2, while the byoki no oni and the gekido no oni reflect reductions of 5 to their CR, as these beings have little in the way of special powers, fairly low hit points, and very low AC.

Akuma no:

These horrid fiends are thankfully rare, being one of the most fearsome oni in Pilong. They are usually in the service of the Akutenshi, commanding small armies, but occasionally one goes rogue and lopes off alone for a time to ravage whatever it meets. Assume this encounter is with a rogue 50% of the time, and with a leader commanding a squad of 2-8 lesser oni (either kamo no, snaru no, or ugulu no oni).

* Akuma no Oni: CR 11; Large outsider (evil, shadowlands); HD 12D8+48; hp 102; Init +2; Spd 40 ft; Space 10 ft; Reach 10 ft (5 ft with tongues); AC 19 (touch 11, flat-footed 17); Atk +16 melee (1D6+5 [x2], claws) or +11 melee (1D6 fire, tongue touch attack); SA burning tongues, fear aura, improved grab, spell-like abilities; SQ alternate form, DR 10/magic, fast healing 5, immunity to poison, regeneration, resistance to acid, cold, and fire 10, telepathy, SR 23; AL NE; SV Fort +12, Ref +10, Will +9; Sr 20, Dex 14, Con 18, Int 11, Wis 13, Cha 15, Corruption 9, Depravity 9. Height 10 ft.

Skills and Feats: Bluff +14, Concentration +16, Knowledge (local - Shadowlands) +12, Listen +13, Search +12, Sense Motive +13, Spellcraft +12, Spot +13; Cleave, Dodge, Great Cleave, Power Attack.

Special Attacks: Burning Tongues (Ex): Any tongue hit leaves burning saliva on the victim. The saliva inflicts an additional 1 point of fire damage each round after the hit. This damage does not stack with the damage the oni inflicts on a held opponent. The damage continues until the saliva is washed away, which requires vinegar or alcohol.

Fear Aura (Su): Akuma no Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 ft radius must succeed at a DC 18 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Improved Grab (Ex): To use this ability, an Akuma no Oni must hit with a tongue attack. It can then attempt to start a grapple (+21) as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and inflicts 1D6 poins of fire damage each round.

Spell-Like Abilities: At will - cloud of taint (DC 23), deeper darkness, desecrate, detect good, detect magic, doom (DC 20). Caster level 12th.

Special Qualities: Alternate Form (Su): Akuma no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the akuma no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Akuma no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

Ashi no:

These relentless hunters tend to lie in wait underground and then burst up to surprise prey.

* Ashi no Oni: CR 9; Large outsider (evil, shadowlands); HD 8D8+16; hp 52; Init +3; Spd 20 ft, burrow 10 ft; Space 10 ft; Reach 10 ft (15 ft with tentacles); AC 18 (touch 12, flat-footed 15); Atk +13 melee (1D8+9, bite) and +8 melee (1D6+4 plus poison [x7], tentacles) or +11 ranged (1D4 plus poison, thorn burst); SA fear aura, poison, spell-like abilities, thorns; SQ alternate form, DR 5/magic, fast healing 3, immunity to poison, regeneration, resistance to acid, cold, and fire 10, telepathy, thornskin, tremorsense; AL CE; SV Fort +8, Ref +9, Will +7; Str 22, Dex 17, Con 14, Int 10, Wis 13, Cha 15, Corruption 9, Depravity 9. Length 15 ft.

Skills and Feats: Concentration +10, Escape Artist +11, Hide +7, Intimidate +10, Listen +7, Move Silently +11, Spot +9, Survival +9; Dodge, Power Attack, Weapon Focus (thorns).

Special Attacks: Fear Aura (Su): Ashi no Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 ft radius must succeed at a DC 16 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's aura for one day.

Poison (Ex): Tentacle or thorn burst, DC 16 Fort save for tentacle attack or DC 15 +1/thorn for thorn burst; initial and secondary damage 1 Str, 1 Dex, and 1 Con.

Spell-Like Abilities: At will - darkness, desecrate, spike stones (DC 23). Caster level 8th.

Thorns (Ex): As a standard action, a ashi no oni can release a burst of thorns from is tentacles that make ranged attacks on every creature within 15 ft. Each point of damage dealt indicates 1 thorn that hit the target.

Special Qualities: Alternate Form (Su): Ashima no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the ashima no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Ashima no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Thornskin (Ex): A creature that hits an ashi no oni with a natural weapon or unarmed attack takes 1D4 points of piercing damage. The thorns that line the ashi no oni's carapace are not poisonous.

Languages: Ancient Morakki, Shadowland.

Byoki no:

These horrid, disease-ridden oni wander the land spreading their infection upon any they meet. Such an oni will be encountered alone 50% of the time or with 2-8 plague zombies in tow the rest of the time. A few examples of suitable plague zombies are given below. In general, allow a 50% chance that the wind is blowing in the proper direction to allow the PCs to smell the approach of a byoki no oni when it reaches 3D6 x 10 ft.

* Byoki no Oni: CR 10; Large outsider (evil, shadowlands); HD 13D8+52; hp 110; Init +3; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 16 (touch 12, flat-footed 13); Atk +16 melee (1D6+4 plus disease [x2], claws); SA disease, fear aura, infection, spell-like abilities, stench; SQ alternate form, DR 5/magic, fast healing 3, immunity to poison, regeneration, resistance to acid, cold, and fire 10, telepathy; AL CE; SV Fort +14, Ref +11, Will +10; Str 19, Dex 17, Con 19, Int 12, Wis 11, Cha 12, Corruption 8, Depravity 8. Height 9 ft.

Skills and Feats: Climb +17, Concentration +17, Intimidate +14, Jump +17, Knowledge (local-Shadowlands) +14, Listen +15, Sense Motive +15, Spot +15, Survival +15; Cleave, Great Cleave, Great Fortitude, Power Attack.

Special Attacks: Disease (Ex): Zombie plague - claw, DC 20 Fort save; incubation period 1 day; damage 1D4 Con and 1D4 Int. A creature that dies from zombie plague immediately rises as a plague zombie.

Fear Aura (Su): Byoki no Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 ft radius must succeed at a DC 17 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Infection (Ex): In addition to transmitting zombie plague with its attacks, the byoki no oni can ionfect nearby creatures when it is struck in combat. Whenever the oni suffers damage (that overcomes its DR), all creatures within 5 ft of the oni must succeed at a Ref save (equal to DC 10 + the damage actually dealt tot the oni after DR) or risk infection. Creatures that fail the Ref save must make Fort saves against the disease as described above.

Spell-Like Abilities: At will - cloudkill (DC 23), cloud of taint (DC 22), contagion (DC 21), deeper darkness, desecrate, stinking cloud (DC 21); 3/day - tainted auraI (DC 27). Caster level 13th.

Stench (Ex): Any creature within 10 ft of a byoki no oni must make a successful DC 20 Fort save or become nauseated.

Special Qualities: Alternate Form (Su): Byoki no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the byoki no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Byoki no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

Sample Plague Zombies:

* Plague Zombie Advanced Black Bear: CR 3; Medium undead (shadowlands); HD 10D12+3; hp 68; Init +0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +11 melee (1D6+6, slam); SA disease; SQ darkvision 60 ft, DR 5/slashing, single actions only, undead traits; AL NE; SV Fort +3, Ref +3, Will +7; Str 22, Dex 11, Con -, Int -, Wis 10, Cha 1, Corruption 1, Depravity 1. Length 5 ft 6 in.

Skills and Feats: Toughness.

Special Attacks: Disease (Ex): Zombie plague - slam, DC 15 Fort save; incubation period 1 day; damage 1D4 Con and 1D4 Int. A creature that dies from zombie plague immediately rises as a plague zombie.

* Plague Zombie Advanced Corrupted Wolf: CR 4; Large undead (shadowlands); HD 12D12+3; hp 81; Init +1; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 17 (touch 10, flat-footed 16); Atk +12 melee (1D8+6, bite); SA disease; SQ darkvision 60 ft, DR 5/slashing,single actions only, undead traits; AL NE; SV Fort +4, Ref +5, Will +8; Str 23, Dex 12, Con -, Int -, Wis 10, Cha 1, Corruption 1, Depravity 1. Length 8 ft.

Skills and Feats: Toughness.

Special Attacks: Disease (Ex): Zombie plague - slam, DC 16 Fort save; incubation period 1 day; damage 1D4 Con and 1D4 Int. A creature that dies from zombie plague immediately rises as a plague zombie.

* Plague Zombie Bakemono: Small undead (shadowlands); CR 1/2; HD 2D12+3; hp 16; Init +-1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 10, flat-footed 17); Atk +4 melee (1D4+3, slam); SA disease; SQ darkvision 60 ft, DR 5/slashing,single actions only, undead traits; AL NE; SV Fort +0, Ref +0, Will +3; Str 16, Dex 8, Con -, Int -, Wis 10, Cha 1, Corruption 1, Depravity 1. Height 4 ft.

Skills and Feats: Toughness.

Special Attacks: Disease (Ex): Zombie plague - slam, DC 11 Fort save; incubation period 1 day; damage 1D4 Con and 1D4 Int. A creature that dies from zombie plague immediately rises as a plague zombie.

Gekido no:

These berserk fiends of the Shadowlands rampage across the countryside attacking almost everything that moves. They are reviled even by other Shadowlands creatures, and the Akutenshi tend to drive them away from their lairs. Fortunately, they are never found in pairs, as they would simply attack each other to the death. How they reproduce is not known, and it may be that they were created in the initial curse and have not increased their numbers since.

* Gekido no Oni: CR 10; Large outsider (evil, shadowlands); HD 11D8+44; hp 93; Init +3; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 15 (touch 12, flat-footed 12); Atk +15 melee (1D6+5 [x2], claws); SA fear aura, rage, spell-like abilities; SQ alternate form, DR 5/magic, fast healing 3, immunity to poison, regeneration, resistance to acid, cold, and fire 10, telepathy; AL CE; SV Fort +11, Ref +10, Will +8; Str 20, Dex 16, Con 18, Int 11, Wis 13, Cha 13, Corruption 8, Depravity 8. Height 9 ft.

Skills and Feats: Climb +11, Hide +14, Intimidate +12, Jump +16, Knowledge (local-Shadowlands) +11, Listen +13, Move Silently +14, Spot +12; Cleave, Multiattack, Power Attack.

Special Attacks: Fear Aura (Su): Gekido no Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 ft radius must succeed at a DC 16 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Rage (Ex): A gekido no oni's most fearsome ability is its rage, which strikes randomly when the creature is in combat. When the oni rolls a natural 19 or 20 on an attack roll, it begins to rage staring with its next turn. The oni's rage is a blinding fury that increases its Str and Con scores by +6, gives it a +3 morale bonus on Will saves, and increases the save DC of its fear aura by +3 (and forces opponents who have already successfully saved to roll new saving throws). The rage also imposes a -2 penalty to AC, but the creature's hide actually thickens, increasing its natural armour bonus from +3 to +8, for a net AC gain of +3. While raging, the oni addks kick and bite attacks to its claw attacks, using the attack bonuses and damage shown below. The oni can rage 3/day, and each rage lasts 10 rounds (3 plus modified Con bonus of 7). With the exception of the increase to the oni's fear save DC and natural armour, this ability is otherwise identical to a barbarian's greater rage.

When raging, the gekido no oni is +30 hp; AC 18 (touch 10, flat-footed 15); Sv Fort +14, Will +14; Atk +17 melee (1D6+8 [x2], claws) and +15 melee (1D8+4, bite) and +15 melee (1D4+2 [x2], kicks; Str 26, Con 24.

Spell-Like Abilities: At will - cloud of taint (DC 22), darkness, desecrate, doom (DC 19), enlarge (as enlarge person, but only on self). Caster level 11th. The oni cannot use its spell-like abilities when raging.

Special Qualities: Alternate Form (Su): Gekido no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the gekido no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Gekido no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

Haino no:

These hopping monsters are fairly common oni in Pilong. They are almost regarded as parasites, valued by no one as foot soldiers and mistrusted because of their proclivity to feed on anything that is sleeping. Haino no Oni are not particularly brave, and prefer to avoid direct combat. Instead, an encounter will usually involve a single haino no oni spotting the PCs and then running off to inform its fellows. These will trail the PCs until they make camp and bed down. Then they will send their fellows in one at a time to try to feed on a sleeping victim. They will use their alternate form ability if it will help to infiltrate the camp. If a feeding or sneaking haino no oni is caught, it is likely that all will attempt to flee.

Assume that an encounter with these oni will involve 2-12 of them.

* Haino no Oni: CR 3; Medium outsider (evil, shadowlands); HD 4D8+8; hp 26; Init +3; Spd 40 ft, climb 30 ft; Space 5 ft; Reach 5 ft (15 ft with tongue); AC 17 (touch 13, flat-footed 14); Atk +7 melee (1 Str damage, tongue) or +4 melee (1D4 [x2], claws); SA water drain; SQ alternate form, fast healing 3, immunity to poison, regeneration, resistance to acid, cold, and fire 10, telepathy; AL CE; SV Fort +6, Ref +7, Will +5; Str 10, Dex 17, Con 14, Int 15, Wis 12, Cha 19, Corruption 11, Depravity 11. Height 5 ft.

Skills and Feats: Bluff +11, Climb +11, Diplomacy +11, Disguise +11*, Hide +9, Move Silently +10, Sense Motive +7; Weapon Finesse.

Special Attacks: Water Drain (Ex): A haino no oni uses its long, hollow tongue to draw fluids from its victim. The oni can only use this attack on a helpless or pinned opponent. Since the tongue secretes an anesthetic slime when it is inserted into the victim's mouth or other orifice, a sleeping victim must succeed on a DC 20 Wis check to awaken from sleep and notice the attack. The oni can inflict 1 point of Str damage per round. A haino no oni typically considers 4 rounds of feeding to be a good night's meal.

Special Qualities: Alternate Form (Su): Haino no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the haino no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Haino no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

* Haino no Oni receive a +10 circumstance bonus to Disguise checks when used in conjunction with their alter shape ability.

Kamo no:

These brutes form the elite forces of the Shadowlands. They are brutish and dumb, and enjoy dismembering and killing things weaker than they. In the wild, outside of an army, they are encountered singly or in pairs.

* Kamu no Oni: CR 10; Large outsider (evil, shadowlands); HD 10D8+60; hp 105; Init +1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 14 (touch 10, flat-footed 13); Atk +16 melee (1D8+7 [x2], slams) and +11 melee (2D6+3, bite): SA fear aura, improved grab; SQ alternate form, DR 10/magic, blindsight, fast healing 4, immunity to poison, regeneration, resistance to acid, cold, and fire 10, telepathy; AL CE; SV Fort +13, Ref +8, Will +6; Str 24, Dex 12, Con 22, Int 7, Wis 9, Cha 11, Corruption 7, Depravity 7. Height 9 ft.

Skills and Feats: Balance +13, Climb +19, Intimidate +13, Jump +19, Listen +11; Cleave, Earth's Embrace, Power Attack.

Special Attacks: Fear Aura (Su): Kamu no Oni are shrouded in a constant aura of terror and evil. Creatures within a 30 ft radius must succeed at a DC 16 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Improved Grab (Ex): To use this ability, a kamu no oni must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it automatically deals bite damage each round the hold is maintained.

Special Qualities: Alternate Form (Su): Kamu no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the kamu no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Kamu no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

Sanru no:

These horrid beasts are some of the most dreaded flyers in Pilong. They wheel high overhead looking for prey, and then swoop down to make their attacks. These creatures are encountered in groups of 1-4.

* Sanru no Oni: CR 9; Medium outsider (evil, shadowlands); HD 6D8+24; hp 51; Init +3; Spd 30 ft, fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +8 melee (1D6+2 [x2], kick); SA fear aura, spell-like abilities; SQ alternate form, DR 5/magic, immunity to poison, regeneration, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft; AL CE; SV Fort +9; Ref +8, Will +7; Str 14, Dex 17, Con 18, Int 13, Wis 15, Cha 16, Corruption 10, Depravity 10. Height 7 ft.

Skills and Feats: Balance +9, Bluff +9, Intimidate +9, Knowledge (local-Shadowlands) +7, Listen +11, Move Silently +9, Search +9, Spot +11, Survival +8; Alertness, Flyby Attack.

Special Attacks: Fear Aura (Su): Sanru no Oni are shrouded in a constant area of terror and evil. Creatures within a 30 ft radius must succeed at a DC 16 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Spell-Like Abilities: At will - cloud of taint (DC 24), darkness, desecrate. Caster level 8th.

Special Qualities: Alternate Form (Su): Sanru no Oni can assume any humanoid form of Small to Large size as a standard action. When using this ability, sanru no oni gain a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Sanru no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

Ugulu no:

These giants rumble across the Shadowlands when not mastered. They know no fear and, although not berserk, hold smaller creatures in contempt unless proven to be very powerful. Often used as siege breakers and shock troops in the Shadowlands, lone specimens wander aimlessly looking for food or sport or both.

* Ugulu no Oni: CR 12; Large outsider (evil, shadowlands); HD 9D8+54; hp 94; Init -1; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 24 (touch 8, flat-footed 24); Atk +16 melee (2D4+8 [x2], claws); SA fear aura, spell-like abilities; SQ alternate form, DR 10/magic, fast healing 3, immunity to poison, regeneration, resistance to acid, cold, and fire 10, spell immunity, telepathy; AL CE; SV Fort +12, Ref +5, Will +8; Str 26, Dex 9, Con 22, Int 11, Wis 14, Cha 11, Corruption 2, Depravity 2. Height 15 ft.

Skills and Feats: Bluff +9, Intimidate +9, Jump +17, Knowledge (local-Shadowlands) +9, Listen +11, Search +9, Sense Motive +11, Spot +11; Cleave, Great Cleave, Power Attack.

Special Attacks: Fear Aura (Su): Ugulu no Oni are shrouded in a constant area of terror and evil. Creatures within a 30 ft radius must succeed at a DC 14 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Spell-Like Abilities: At will - cloud of taint (DC 21), deeper darkness, desecrate, produce flame, protection from arrows, shatter (DC 19). Caster level 9th.

Alternate Form (Su): Ugulu no Oni can assume any humanoid form of Small or Large size as a standard action. When using this ability, the ugulu no oni gains a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Ugulu no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Spell Immunity (Su): Each ugulu no oni is immune to a single spell, effectively giving it unbeatable spell resistance regarding that spell. This immunity protects the oni from the spell, spell-like effects of magic items that duplicate that spell, and innate spell-like abilities of creatures. Roll 1D10 to deterine the spell immunity of a give oni:

1 = bestow curse
2 = bo of water
3 = finger of death
4 = hold monster
5 = jade strike
6 = katana of fire
7 = slay living
8 = tetsubo of earth
9 = tomb of jade
10 = yari of air

Languages: Ancient Morakki, Shadowland.

Tsuno:

These fearsome beasts are the soldiers of the Shadowlands. While the bakemono are the levies, the tsuno are the true warriors, adept at combat and with magic. They are the creations of the Akutenshi, and are a relatively new species, having appeared only within the last few centuries. Bred by the dreaded Akutenshi, they are spirits bound into physical bodies. Judging from their spell-like abilities, and their preferred use of weapon, it is likely that these spirits were once the souls of the Ancestor worshipping Kirigu of the Pilati people, who communed with their dead and wielded great falchions.

The tsuno travel the land in bands, and almost all such creatures are in the service of the Akutenshi that bred them. They wear marks and devices, including ritual scarring and tattoos, to show their allegience to one Akutenshi master or another and different bands often squabble. Nevertheless, they are also opportunists and will relish attacking intrduders.

Encounters will occur with 2-12 tsuno comprising a warband.

* Tsuno: CR 6; Large monstrous humanoid (shadowlands, spirit); HD 8D8+24; hp 60; Init +0; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 20 (touch 9, flat-footed 20); Atk +12/+7 melee (2D6+7, falchion) and +10 melee (1D8+2, bite) and +10 melee (1D8+2, gore); SA fear cone, spell-like abilities; SQ DR 5/magic, scent; AL LE; SV Fort +9, Ref +6, Will +9; Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16, Corruption 8, Depravity 8. Height 9 ft 6 in.

Skills and Feats: Bluff +14, Climb +16, Hide +11, Jump +16, Listen +14, Search +14, Sense Motive +14, Spot +14; Cleave, Multiattack, Power Attack.

Special Attacks: Fear Cone (Sp): With an ear-splitting roar, a tsuno can strike fear into its opponent's hearts. The roar creates a cone shaped effect 50 ft long. Creatures within the cone must succeed at a DC 17 Will save or become panicked. A tsuno can use this ability 3/day.

Spell-Like Abilities: At will - ancestral vengeance (DC 20), rebuke (DC 20), speak with dead; 3/day - castigate (DC 21), divination, dream sight. Caster level 8th.

Possessions: falchion, great armour.

Languages: Ancient Morakki, Shadowland.

Part Six - The Dome:

Introduction:

The Dome of Hashiko-nori is the focal point of this adventure. Its history is detailed previously, but this section will provide some additional details regarding the dome, as well as a map of its layout and a description of its occupants.

The dome houses a crystal that serves as a focus for the spiritual essences used to bind the curse of Pilong to this land. The crystal is a spike of the purest kuni crystal, measuring 3 ft long. Within are bound an immeasurable number of spirits both of the Morakki lands in general as well as of powerful Morakki ancestors and even some spirits of Pilong. Some of the spirits allowed themselves to be bound to the crystal by Hashiko-nori, while others were forced in by the Emperor's wu-jen and shugenja. The crystal currently resides in the Heart of the Dome, embedded into the Altar of Jade.

The crystal serves to hold the curse of Pilong in place. The best way to imagine this is to imagine a piece of silk cloth set upon a wooden plank. So set, an errant wind could come and blow the cloth off of the plank. But take a nail and drive it through the center of the cloth and into the wooden plank, and now a breeze cannot move the cloth from the plank. So, too, the crystal, called simply the Spirit Nail, was used to nail the curse to the land. The dome was then constructed to ward the Shadowland creatures from molesting the nail. No native creature may enter the dome, nor can even abide its touch. Nevertheless, the Emperor did not wish to entirely seal off the Spirit Nail within the dome, for he worried that, some day, there might be need of his descendants to gain access to the crystal. Perhaps the power of the crystal would wane and need recharging? Or perhaps a means might be found to end the curse altogether, and therefore the crystal might need to be removed as an antecedent to that. So, a way was left to enter the dome and reach the Heart of the Dome and the Spirit Nail. But the Emperor also worried that the Shadowlands denizens or the enemies of the Morakki might try to bribe or exort or compel a non-native creature to enter the dome and remove the Spirit Nail. Thus were guardians and traps set within the dome to stop intruders from enterting and gaining access to the Spirit Nail unless they carried one of several holy tokens crafted by the Emperor himself and learned the proper rituals and actions to bypass the dangers.

These tokens presumably still exist somewhere, buried in a long forgotten treasure vault in Xydlont. The rituals are likely also detailed in some musty scrolls in Morakki libraries. But for the purposes of the PCs, they must defeat the guardians and traps of the dome on their own...no easy task.

Note: To reiterate, while various means of bypassing many of the guardians and traps are described below, the adventure is not designed with the PCs figuring out how to do so. In fact, without the judicious use of divination spells, there is almost no way for the PCs to do so without the tokens and lore now long forgotten in Xydlont.

Approaching the Dome:

The dome is located in the crotch of two large mountains, each of which is eerily twisted as if some great godly hand grasped them at the top and turned clockwise. A massive lance of argent energy curges up out of the top of the dome and high into the sky, shining clear even through the miasma of the land. This lance is emitted by the Spirit Nail, and extends all the way to the top of the mists some 5 miles or more overhead. This lance is visible from a great distance, and when the PCs approach to within 50 miles of the dome they will notice the lance coming up over the horizon through the fog. This beacon should be sufficient to guide them to the dome, and there should be no chance of becoming lost from this point until the PCs reach the dome.

The Dome:

As the PCs come to within a mile of the dome, they will notice that the miasma and general gloom of the curse lifts slightly. It is not enough to offer any sort of protection from taint or to harm the native creatures, but the effect is noticable and should be the first subtle clue as to the nature of the dome. Within a mile of the dome, the mist is thin enough that sight range is normal. Shadowland creatures feel unease and discomfort within this area and cannot take up longterm residence in the area.

The dome itself is of immense dimensions, built entirely out of deep green jade constructed entirely by magic and extraplanar beings summoned by the Emperor. It is a hemisphere some 300 ft in diameter and 150 ft tall at its apex. Where it intersects the ground it is surrounded by a rim of jade some 10 ft wide that circles the dome. While there is no easy way to verify it, the dome is actually a sphere, and the jade extends below ground to prevent Shadowland creatures from burrowing in.

To the east of the dome, some quarter of a mile away, can be seen a small stone altar, about 5 ft square, ornately carved. On approaching the altar, it can be seen to have carvings of trees and stars. Written in Ancient Morakki along the length of the altar is the following:

The Altar of Negrys

The altar of Negrys radiates no magic and is, in fact, a simple piece of stone set here by the Akutenshi and Haduro to draw the PCs out away from the dome once they have the Spirit Nail. A very careful examination of the altar can show that it is newly constructed with a DC 20 Craft (masonry) check.

The northern edge of the dome is pierced by an opening 20 ft wide by 20 ft tall. No doors bar this opening. The opening was left by the Emperor both to allow future access to the dome and to allow air to circulate within, for some of the creatures of the dome need to breathe in order to survive.

Refer to the Dome Map when referencing the key below.

Unless otherwise stated, all interior walls are made of specially enchanted jade and are 1 ft thick at their thinnest points. These walls are immeasurably hard and cannot be broken my any means short of epic magic. They are also exceptionally smooth except where indicated. The entire dome seems to be crafted from a single piece of jade. There are no seams or joints, and even carvings in the walls and floors seem to have been carved out of this single piece.

In addition, the entire dome is covered with a modified forbiddance. This effect is part of its warding effect, and is considered epic magic which cannot be dispelled by normal means. In addition to keeping out all Shadowlands creatures, this warding has the following effects:

None of the dome is lit, except for the Heart of the Dome, which glows from the argent lance emitted by the Spirit Nail. All ceilings are 15 ft tall except for the Heart of the Dome.

DMs should take note of the trap in room 1, which will continuously activate once the PCs enter the dome.

1. Antechamber:

A grand hallway 20 ft wide and 30 ft long pierces the dome from the north before entering this chamber. The hallway's jade walls are carved with scenes of the first Emperor of the Morakki, Hashiko-nori, marching at the head of a procession of wu-jen and shugenja into a landscape of mists.

The room itself is unadorned, except for a pair of life-sized statues of a foo lion (a celestial lion) carved of terra cotta that stand flanking the northern entrance into the room. These statues are posed with a half smile, half snarl on their faces and a single paw upraised as if in greeting, but with a air of menace or foreboding to it.

A single passageway continues out of the chamber to the west.

The two statues comprise a magical trap, which activates when the hallway to the west is first entered by any creature (with the exception of the dome guardians) not visibly bearing the Emperor's token. The trap casts a terra cotta lion spell and three terra cotta warrior spells into the center of the room, with the terra cotta animated objects attacking anyone who is in the room or western hallway at the time or who enters these areas during the spells' duration. The terra cotta objects will pursue their quarry anywhere in the dome, as well as outside the dome. The warriors know to cross the trap in room 2 using the kappa carving. They will still be subject to the wall of fire, but not the dispel magic. They also know to move slowly through the clockworks in rooms 5 and 6. The trap resets after three minutes, and will activate as long as at least one intruder who first activated it is still inside the dome anywhere but room 10. The constructs will appear in room 1 and will immediately begin to hunt for the intruders throughout the dome. This means, if they have to cross the fire in room 2 they will suffer fire damage remember, though, that fire damage is halved against obects and items with hardness).

Because if the trap, DMs are encouraged to keep a close track of the time spent in the dome.

While the terra cotta foo lion statues can be destroyed fairly easily, doing so will simply activate the trap continuously ad infinitum until the trap is disarmed or dispelled.

Unlike the spell description, these figures will attack as programmed, and do not need to take a move action to change targets. In addition, the DM should assume that an infinite number of these figures can be created by this trap over time.

* Terra Cotta Trap: CR 9; magic device; proximity trigger (alarm); reset (after 3 minutes); multiple spell effects (terra cotta lion, terra cotta warrior [3], 15th level wu-jen), Search DC 30; Disable Device DC 30.

* Terra Cotta Warriors (3): CR 2 (included in trap CR); Medium construct; HD 2D10+20; hp 35; Init +0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +2 melee (1D6+1, slam); SQ construct traits, darkvision 60 ft, hardness 6, improved speed, low-light vision; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1. Height 5 ft 6 in.

Skills and Feats: none.

* Terra Cotta Lion: CR 5 (included in trap CR); Huge construct; HD 8D10+40; hp 90; Init -1; Spd 40 ft; Space 15 ft; Reach 10 ft; AC 13 (touch 7, flat-footed 13) ; Atk +9 melee (2D6+7, slam); SQ construct traits, darkvision 60 ft, hardness 6, improved speed, low-light vision; AL N; SV Fort +2, Ref +1, Will -3; Str 20, Dex 8, Con -, Int -, Wis 1, Cha 1. Length 14 ft.

Skills and Feats: none.

2. Chamber of Flame:

This oddly shaped chamber's walls are bare, except for the wall to the southeast, adjoining this room and room 10. That wall has a massive carving of a pregnant woman with her legs spread wide in the act of giving birth. The wall shows the view from between her legs, and from the opening womb an actual wall of fire spews out of the wall and right across the middle of the room.

This wall of fire extends from wall to wall and from floor to ceiling, forming a complete barrier between the two halves of the room. It is, in fact, a wall of fire spell cast at 15th level and then made permanent with a permanency spell cast at 15th level. The wall of fire is positioned so that its hot side faces to the southwest, away from the PCs initially. This may cause the PCs to suspect that the wall is an illusion, as it generates no heat towards them.

But this is not the most insidious part of the trap.

Carved into the floor just before the wall of fire to the northeast are seven figures. These figures are, as labelled on the Dome Map:

a = a figure of an owl with a single horn emerging from its head (a common oni, one denoting deception [Knowledge (religion) DC 15]).

b = a figure of a samurai warrior in full helm with a katana upraised (a simple figure of war, the style of the helm and katana is Xydlonti and rather ancient [Knowledge (history) DC 10]).

c = a figure of a female with a long, snake-like neck and sharp fangs (a rokuro-kubi, a monstrous humanoid native to Vingariku that poses as a human and then stalks and attacks a chosen victim [Knowledge (nature) DC 14]).

d = a figure of a half wasp, half woman (a bisan, a Morakki forest spirit similar to a dryad [Knowledge (nature) DC 15, though if the PCs encountered the bisan during this adventure then they may know this figure automatically]).

e = a figure of a humanoid turtle with water in a little bowl on its head (a kappa, a strange creature tied to water that is neither benevolent nor evil [Knowledge (nature) DC 14, though if the PCs encountered the Akpappa the kappa during this adventure then they may know this figure automatically]).

f = a figure of a baby wrapped in swaddling (the swaddling is embroidered and suggests nobility, [Knowledge (nobility and royalty) DC 10]).

g = a figure of a dragon (a shen lung dragon, loyal guardian dragons and tied to water [Knowledge (arcana) DC 15]).

In parentheses is listed a brief explanation of the figure, along with the skill and DC required to glean this explanation. All DCs should be increased by 10 if the skill user is not Morakki or hasn't spent a great deal of time studying Morakki culture and history. If the PC speaks any Morakki language, then reduce the increase in DC to 8.

While the PCs may want to try to figure out some pattern or answer to the riddle of these figures, there is none. Which figure provides a key to bypass the trap below is contained in the ancient lore of the Xydlonti Emperor. Of course, the PCs could use various divination magics to gain some insight, and in that case the DM can use the parenthetical knowledge of the figures to craft some obscure riddle as part of such divinations.

In any event, anyone passing fully through the wall of fire without passing across the figure of the kappa (figure e) will be subject to the trap.

The trap combines a hold monster spell with a targeted dispel magic. The dispel magic activates first, with the hold monster coming a split second thereafter. The intent of the trap is, of course, to dispel any fire protection spells and then to hold the intruder in place, subjecting him to 2D4 points of fire damage per round. This trap resets instantly and will affect as many creatures as possible passing through the wall of fire. Only a single creature can pass across the kappa figure at a time, though multiple creatures can do so during the course of a single round. Keep in mind that passing over the kappa figure only prevents the dispel magic and hold monster from activating. The wall of fire is still in effect and will cause damage to those passing over the kappa figure.

* Wall of Fire Trap: CR 9; magic device; proximity trigger (alarm); reset (instantly); multiple spell effects (wall of fire, dispel magic, hold monster (DC 20), 15th level wu-jen), Search DC 30; Disable Device DC 30.

3. Chamber of the Samurai:

This large chamber's walls are adorned with bas reliefs of samurai in various warlike stances with various weapons looking into the room. Each 10 ft section of wall contains one such figure, for a total of 22 throughout the room.

The center of the chamber holds a circle carved into the jade. This circle contains Ancient Morakki runes of honour and humility, and a DC 20 Knowledge (nobility and royalty) check or a DC 20 Knowledge (history) check (with a -10 penalty if the user is not Morakki or has not studied Morakki, reduced to a -8 penalty if the user speaks Ancient Morakki) can discern that the circle is a bowing circle, an ancient Morakki tradition no longer in use. The circle is supposed to instruct supplicants to a noble where to stand and bow.

If the circle is entered and the one figure on the wall space marked with an "x" on the map is bowed to by each creature passing through this room, then the room may be passed unmolested. However, if the circle is passed or any other figure is bowed to, then the figure marked with an "x" emerges from the wall (leaving behind an indentation for the rear half of its body) and attacks. It will attack every intruder it encounters, even if some of them did bow properly, and will only return to its resting place when all intruders are slain or have crossed the wall of fire in room 2.

The figure on the wall marked with an "x" is the only figure wielding a kama, a greatsword version of a katana.

* Helmed Horror: CR 10; Medium construct; HD 13D10+20; hp 91; Init +1; Spd 30 ft, air walk 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 18); Atk +12/+12/+7 melee (2D6+4, speed greatsword) or +10 ranged (1D10, heavy crossbow); SA weapon power; SQ air walk, construct traits, feather fall, see invisbility, spell immunities; AL N; SV Fort +4, Ref +5, Will +7; Str 16, Dex 13, Con -, Int -, Wis 16, Cha 12. Height 7 ft.

Skills and Feats: none.

Special Attacks: Weapon Power (Su): The magics that create a helmed endow it with the ability to give its edged weapon the speed ability as a free action. The weapon's magical power only operates so long as it is in the helmed horror's grasp. The magical effect comes from the helmed horror, not the weapon itself.

Special Qualities: Air Walk (Su): As the spell of the same name, usable only by the helmed horror itself and always active.

Feather Fall (Sp): As the spell, usable only by the helmed horror itself.

See Invisibility (Su): Helmed horrors see invisible objects and beings naturally, as if they always benefitted from the see invisibility spell.

Spell Immunities (Ex): A helmed horror's creator can give it immunity to three spells chosen at the moment of the horror's creation. This helmed horror is immune to fireball, ice storm, and lightning blade. All helmed horrors are immune to magic missile.

Possessions: jade great armour, jade greatsword.

4. Chamber of Travail:

The walls of this chamber are bare, except for the wall to the northeast adjoining room 10. That wall bears another carving of a pregnant woman with spread legs giving birth into the room..

Sprouting up from the floor in the center of this room are various small statues of people in various stages of labour. These include obvious slaves in loin cloths hauling burdens on their backs, kimonoed women washing clothes, smiths forging weapons, etc. The statues are no more than 3 ft tall and occupy the area indicated on the map.

Upon entering the room, allow PCs to make a DC 5 Listen check (modified by the distance to the entrance to room 5. A successful check means that person hears the grinding of gears from the western clockworks.

A thorough examination of the labourer statues will reveal one of a bent old man delicately repairing a pendulum clock. Spotting this requires that the PCs ask if any clocks or gears are present in the statuary and then making a DC 20 Spot check. If the clockworker statue is closely examined, allow a DC 20 Search check to reveal that the head can swivel. Turning the head clockwise will cause the clockworks in rooms 5 and 6 to suddenly cease (refer to those rooms for details). Turning the head counterclockwise will cause acid to suddenly spray from between the legs of the carving of the pregnant woman in all directions. Every single spot in the room is affected by a vitriolic sphere spell, even in the far southern corner, where globules of acid bounce off of the walls and ceiling and saturate even that far corner. This effect will activate every time the head is turned counter clockwise. The head must be reset manually, and will be so reset by the inevitables in rooms 5 and 6 should the PCs leave the dome for a time.

* Vitriolic Sphere Trap: CR 9; magic device; touch trigger; manual reset; spell effects (vitriolic sphere [6D6 damage plus continuing damage, DC 20], 15th level wu-jen), Search DC 30; Disable Device DC 30.

5. Western Clockworks:

This chamber is filled with an amazing variety of jade gears and wheels and other clockwork pieces all moving in a whirligig of activity. It is impossible to guess at the purpose of this machinery, or even if it has a purpose, and such machinery fills the room from floor to ceiling and wall to wall. Despite the amount of moving parts, the noise made by the room is relatively mild, as if the pieces are all perfectly maintained and engineered.

Moving through the machinery is difficult. Any creature of Medium or Large size may move through the room at speed 10 ft and suffer no ill effects (meaning they can move a total of 20 ft in a round). Any creature moving at a speed greater than this must make a Dex check for each 10 ft travelled or suffer 1D6 points of bludgeoning damage per 10 ft. This Dex check is modified by the speed of travel through the machinery. For each 5 ft of speed over 10 ft, the traveler suffers a -1 to his Dex check. A check of DC 10 is required to avoid taking damage for a given 10 ft of travel. If the check is less than 0, then the damage is doubled for that 10 ft. Creatures larger than size Large double the penalties to the Dex check for each size category above Large (thus a Huge creature suffers -2 per 5 ft of speed above 10 ft while a Gargantuan creature suffers a -4 per 5 ft of speed above 10 ft).

Furthermore, creatures of Huge size or larger must squeeze when entering any square in this room, and, for the purposes of calculating machinery damage, a squeezing creature is assumed to be moving at half speed.

Creatures smaller than Medium may move an additional 10 ft of speed for each size category smaller without risking any damage. Thus, a Small creature can move at speed 20 ft through the room without taking damage.

For example, if a Medium or Large creature moves through a square at a speed of 40 ft, he must make a Dex check at -3. Assuming his Dex check is below 10 but above -1, then he would take 1D6 points of bludgeoning damage.

As another example, if the air elemental in room 7 were to try to drag captives in its whirlwind through this chamber at top speed, it would move at 50 ft (half normal for squeezing) forcing it to take a Dex check at -16 and its captives to suffer a Dex check at -8.

Incorporeal creatures are immune to this damage.

Furthermore, the machinery provides improved cover for all ranged attacks and spells further than 5 ft from the target (+8 to AC, +4 to Ref Saves, improved evasion).

Finally, no creature may run or charge through any portion of this room, and all Tumble checks are made at +2 DC and each square of Tumble movement increases the speed moved by 5 ft for purposes of determining machine damage.

Within this menagerie of gears lairs a guardian, a zelekhut inevitable. This guardian is charged with attacking any creature that enters its chamber (or the other clockwork chamber) while the machinery is moving. Thus, the zelekhut will attack unless the PCs have turned the statue's head clockwise in room 4.

Otherwise, the zelekhut will hide amidst the machinery and wait for the intruders to enter the hallway between the rooms 5 and 6, whereupon both zelekhuts will attack.

The zelekhuts can move freely through the machinery without risk of damage, due to their inherent nature. They cannot, however, run or charge. The zelekhuts also gain a +10 bonus to their Hide checks due to the Improved cover here and an additional +4 bonus due to their familiarity with the machinery. In addition, having had quite some time to prepare and perfect their hiding place and no need to move from it, they are able to Take 20, for a total Hide check of +30. The zelekhuts generally will be hiding about 10 ft up in the machinery where marked on the map with a "z".

The zelekhut always have their true seeing active, recasting it over and over again ad infinitum. They will also use their clairaudience/clairvoyance powers to observe the PCs in room 4 if they take note of their approach. Once combat occurs, they will at first attempt to use lesser geas to compel intruders to leave the dome and never return. Thereafter, they will attack using their hold monster ability. In addition, they will use their fear ability to cause intruders to flee at top speed through the clockwork machinery, possibly causing them to hurt themselves in the effort to escape.

Once in combat, the zelekhuts will roam anywhere within the dome, and as they are intelligent beings, they will act in the best interest of their task (to guard the Spirit Nail), including pursuing intruders to anywhere within the dome. They cannot be swayed from their duty and will not listen to any excuses to gain access to the chambers beyond, nor will they care to parley with the PCs, except to urge them to leave and never return. Should the PCs fail to turn off the clockwork, enter this room, fight the zelekhuts, and then retreat, and upon returning, somehow figure out how to turn off the clockworks, it won't matter. Once the zelekhuts brand the PCs as intruders, they remain so.

If the clockwork is turned off before the PCs first enter this room, then the zelekhut will welcome the PCs as rightful occupiers of the dome and will take no actions against them. Neither will they aid them in any way. They can state that the corpse of a female humanoid floated into and through their chambers a little while ago (refer to the timeline at the start of this adventure for the exact time), but they determined that the lady was dead and inanimate and they could not seem to affect or harm her in any way. After the PCs leave the clockwork rooms, one of the zelekhuts will enter room 4 and reset the machinery.

* Zelekhut: CR 9; Large construct (extraplanar, lawful); HD 8D10+30; hp 74; Init +0; Spd 35 ft, fly 40 ft (average); Space 10 ft; Reach 10 ft (20 ft with spiked chains); AC 27 (touch 9, flat-footed 27); Atk +10 melee (2D6+5 plus 1D6 electricity [x2], spiked chains); SA spell-like abilities; SQ construct traits, DR 10/chaotic, darkvision 60 ft, fast healing 5, low-light vision, SR 20; AL LN; SV Fort +4, Ref +2, Will +5; Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15. Length 9 ft.

Skills and Feats: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks); Great Fortitude, (Mounted Combat), Ride-By Attack, Spirited Charge.

Special Attacks: Spell-Like Abilties: At will - clairaudience/ clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing; 3/day - hold monster (DC 17), mark of justice; 1/week - lesser geas (DC 16). Caster level 8th.

Languages: Abyssal, Ancient Morakki, Celestial, Infernal.

6. Eastern Clockworks:

Refer to room 5. This chamber is like it in all respects.

* Zelekhut: CR 9; Large construct (extraplanar, lawful); HD 8D10+30; hp 74; Init +0; Spd 35 ft, fly 40 ft (average); Space 10 ft; Reach 10 ft (20 ft with spiked chains); AC 27 (touch 9, flat-footed 27); Atk +10 melee (2D6+5 plus 1D6 electricity [x2], spiked chains); SA spell-like abilities; SQ construct traits, DR 10/chaotic, darkvision 60 ft, fast healing 5, low-light vision, SR 20; AL LN; Sv Fort +4, Ref +2, Will +5; Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15. Length 9 ft.

Skills and Feats: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks); Great Fortitude, (Mounted Combat), Ride-By Attack, Spirited Charge.

Special Attacks: Spell-Like Abilties: At will - clairaudience/ clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing; 3/day - hold monster (DC 17), mark of justice; 1/week - lesser geas (DC 16). Caster level 8th.

Languages: Abyssal, Ancient Morakki, Celestial, Infernal.

7. Chamber of Wind:

This chamber is unadorned, except for a carving on the northwest wall adjoining room 10. Like the others, this carving is of a pregnant woman with legs spread, as if giving birth into the room.

In the center of the room, where the number "7" is labelled on the map, is a pedestal of jade upthrust from the floor. The pedestal bears an indentation in its top in the shape of a large round coin with various strange patterns carved into its face. This is a space for the Emperor's token to be placed.

A strange radiant glow emerges from the northern hallway.

Should the pedestal be bypassed without placing an Emperor's token into its top, then a massive air elemental will emerge from between the legs of the pregnant carving on the northwestern wall. The elemental will attack all intruders, and as it is relatively intelligent, it will use its best efforts to slay intruders or drive them from the dome. The magic governing the pedestal and releasing the elemental is epic level, and cannot be bypassed by any normal means.

Specifically, the elemental is fond of grabbing intruders in its whirlwind and then dragging them rapidly through the machinery in rooms 5 and 6. While this technically subjects the elemental to damage from the machinery, its DR and its amazingly high Dex make it likely that its victims will perish long before it does.

The only place the elemental will not enter is room 8, as it dislikes the radiant energy of the quesar there and does not wish to get anywhere near that being during combat, as its abilities can harm the elemental.

* Greater Air Elemental: CR 9; Huge elemental (air, extraplanar); HD 21D8+84; hp 178; Init +14; Spd fly 100 ft (perfect); Space 15 ft; Reach 15 ft; AC 26 (touch 18, flat-footed 16); Atk +23 melee (2D8+5 [x2], slams); SA air mastery, whirlwind; SQ DR 10/-, darkvision 60 ft, elemental traits; AL N; SV Fort +11, Ref +22, Will +9; Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11. Height 36 ft.

Skills and Feats: Listen +14, Spot +14; Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse.

Special Attacks: Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 25 Reflex save when it comes into contact with the whirlwind or take 2D8 points of damage. It must also succeed on a second DC 25 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the 2D8 points of damage each round. A creature that can fly is allowed a DC 25 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Languages: Auran.

Note: Because of the machinery in rooms 6 and 5 and the fact that the elemental can pick victims up and drag them through those rooms for up to 10D6 damage per round, the CR of this encounter should be treated as CR 11.

8. Chamber of Brilliance:

This chamber glows brilliantly with both the radiance of its occupant as well as a daylight spell that has been enchanted to permanently radiate from a small sphere of jade in the center of the room that is suspended from the ceiling by a 3 ft rod of jade. The effect is one of a small sun hovering in the sky.

Within this chamber is the penultimate guardian of the Spirit Nail. This is a quesar, a celestial construct from the netherworld. The quesar dwells within the jade globe, which is actually a pocket dimensions where the quesar enjoys a home and a life, such as it may be. Whenever a creature enters this room, the quesar, from within the sphere, is alerted and asks, in Celestial, for the password. This alert is a result of epic level magic and cannot be normally bypassed.

The password is "may the shadows retreat and folly remain" spoken in Celestial. Should the correct password not be given, then the quesar will emerge from its sphere in a blaze of radiance and appear below it ready to attack.

A goodly creature, while the quesar will attack obviously evil intruders with every means at its disposal (including its dreaded consuming brilliance ability), if it encounters intruders it feels might not be entirely evil, it will attempt to dissuade them from trying to pass, informing them that no gold or treasure lies beyond and that they risk unleashing a great evil upon the world should they persist. Unfortunately for the PCs, the creature only speaks Celestial.

Nevertheless, it will save its consuming brilliance as a last resort, instead using its searing bursts first unless the PCs cast evil spells or carry obviously evil insignia or talismans.

If the PCs stop fighting and show a willingness to parley, the quesar will do so, though it will not give up any tactical advantages. If questioned about Lady Marinto, the quesar will state that he was unaware of any lady passing through, but if questioned properly (it won't occur to him right away) he may admit that when within the sphere he can only sense creatures (of all sorts, including constructs and undead) entering the chamber, and therefore perhaps the lady is dead. He will assure the PCs that there is no way to pass his chamber undetected.

While the quesar is a construct, and so able to keep his determination to attend to his duties over the long millenia, he is not mindless and is also not inexorably lawful like the inevitables in rooms 5 and 6. As such, quesar can be swayed. It requires a plea to his goodness, love, and convincing him that the PCs have no desire to bring any evil upon the world. This latter is a bit delicate, as the PCs likely think they need to take the crystal and Lady Marinto and leave the dome, something the quesar cannot allow (and he will so inform the PCs that removing the crystal will unleash the evil). He is not exactly sure of the exact nature of this evil or of the crystal or much of the dome's history or purpose. Instead, he will advise those he trusts to pass on and speak to the Guardian of the Crystal, he who is the most powerful of all of the guardians.

The quesar starts the encounter unfriendly. If the PCs are evil looking or act evilly or cast evil spells, then the quesar becomes hostile. If the PCs can speak Celestial then a Diplomacy check can be made (rushed, at -10 most likely) to try to persuade the construct to stop fighting and parley. This requires that the construct me made indifferent. Once indifferent, the PCs can parley with the quesar, and if made friendly he will allow the PCs to leave the dome unmolested if they promise not to return. If made helpful, he will allow the PCs to pass, though with the caveat that should they attempt to leave with the crystal he will destroy them utterly with every means at his disposal.

* Quesar: CR 7; Medium construct; HD 8D10+10; hp 54; Init +7; Spd 60 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 20, flat-footed 17); Atk +7 melee (1D6 plus 1D6 energy [x2, critical on 19-20], slams); SA blinding radiance, consuming brilliance, searing burst; SQ construct traits, DR 10/adamantine, energy halo, fast healing 5, immunity to electricity and fire, SR 18; AL NG; SV Fort +2, Ref +5, Will +2; Str 11, Dex 16, Con -, Int 9, Wis 10, Cha 11. Height 6 ft.

Skills and Feats: Spot +11; Improved critical (slam), Improved Initiative, Weapon Focus (slam).

Special Attacks: Blinding Radiance (Su): At will, a quesar can increase the brightness of its energy halo so that it radiates a brilliant light in a radius of 120 ft (and shadowy illumination to 240 ft). Any creature within this radius must make a DC 14 Fort save or be blinded for 1D10 rounds. creatures with light sensitivity take double the normal penalties in this brilliant light.

Consuming Brilliance (Su): 3/day, a quesar can create an instantaneous burst of energy so intense that it reduces all creature and objects within 15 ft to a trace of fine dust, dealing 22D6 points of damage as the disintegrate spell. A successful DC 14 Fort save means the creature resists disintegration, instead taking 5D6 points of damage.

Searing Burst (Su): After a quesar has had blinding radiance active for at least 1 round, it can increase its intensity still more, creating an instantaneous burst of searing energy similar in effect to a sunburst spell. All creatures within 30 ft of the quesar take 6D6 points of damage (Ref save DC 14 for half). A quesar can use a searing burst 6/day.

Special Qualities: Energy Halo (Su): At all times, a quesar is surrounded by a radiant glow that sheds bright light to a radius of 20 ft and shadowy illumination to 40 ft.

Fast Healing (Ex): A quesar regains lost hit points at the rate of 5 per round so long as it is in daylight (including spells such as dayight and celestial brilliance, but not its own energy halo). It continues regaining hit points even when destroyed, as long as it remains in daylight. Fast healing does not allow the quesar to regrow or reattach lost body parts.

Languages: Celestial.

The quesar can return to his sphere at will, as a move equivalent action. Only the quesar can enter the sphere. Within the sphere the daylight spell is also in effect, allowing him to heal his wounds should he need to do so. Even if the PCs defeat him in this chamber, he will heal unless taken out of the daylight spell effects. However, if the quesar feels he is about to be slain, he will return to his sphere, hoping to heal quickly and then stop the intruders on their way out of the dome. The quesar can go anywhere in the dome, and can even leave the dome, which he will do to pursue the crystal.

9. Chamber of Warning:

This chamber is covered with carvings along all of its walls. The southwest wall adjoining room 10 contains yet another carving of a pregnant woman with legs apart gviing birth into the chamber. Unlike other such carvings with the dome, the center of this carving is a 10 ft wide passageway into room 10.

The rest of the walls contain bas reliefs showing the Emperor Hashiko-nori and his mages casting the curse of Pilong, the mages of Amoria rebounding it back, and then the curse warping the spirits, creatures, and people of Pilong. Another set of carvings shows the same Emperor entering the mists with smaller mages and priests in tow. This Emperor fights off all sorts of demonic oni and then plants a spike into a stone altar, over which a dome has been built. The various demons and fiends that watch this act seem to be distressed and leaning away from the dome and the spike.

From the southwest, past the pregnant carving, an argent light flickers and shimmers along the walls of this room.

10. Heart of the Dome:

This is the final chamber of the Dome of Hashiko-nori. The chamber is 80 ft tall at its apex and forms a domed octagon. All along the walls are carved ancient Morakki runes of epic power (Knowledge [arcana] check of DC 25 to recognize these as runes of epic magic).

Within this chamber a strange tableau is presented.

The center of the chamber is dominated by a round altar of jade, about 3 ft high and 5 ft in diameter. Its top is flat, and stuck into it is a 3 ft tall shard of crystal shaped like a spike. A column of argent radiance bursts forth from the top of the spike and into the apex of the ceiling overhead (eventually to emerge from the top of the dome as described previously). This is the Spirit Nail, and it radiates overwhelming abjuration magic.

Lying on the altar is also the unmoving body of Lady Marinto. She is in the throes of a temporal stasis spell cast at 18th level.

Slumped in a heap about 15 ft to the northwest of the altar is the unmoving form of a strange beast of immense size. The Huge creature appears to have golden scales, pink hooves, and deep golden hair. A successful DC 10 Spot check will note a long pinkish horn coming from its forehead.

This is Korribikoru, ki-rin and Guardian of the Crystal. He is under the effects of his own temporal stasis spell, cast to stave off the effects of the psychic poison administered to him by Kostchtchie.

Should any creature enter the chamber, Korribikoru's contingency spell will activate, casting a dispel magic on his own temporal stasis.

Note: It is the ruling of the scenario author that because temporal stasis makes your condition timeless, that personal spells in effect at the time remain in effect on the subject of the spell. Therefore, the contingency spell lasts indefinitely under the effects of the temporal stasis spell, until the contingency is activated.

Korribikoru will lurch up to his feet, unsteadily and with a groan, his eyes rolling in their sockets and dribble coming out of his regal mouth. He will stamp his foot and advance towards the intruders, trying to place himself between them and the Spirit Nail. The ki-rin has a permanent tongues spell cast upon him, and will speak to the PCs, warning them that they will die if they touch the crystal he is oathed to guard. The ki-rin will attempt a Bluff check at +6 when it utters this warning, and if the PCs can overcome this check with a Sense Motive, they can determine that the ki-rin is extremely weak and doesn't believe it can stop the PCs.

The PCs are now at a crossroads.

If they wish to take the Spirit Nail, they will have to slay Korribikoru. He cannot put up much of a fight, so the DM should simply assume the PCs slay him in a single round. The PCs can then take the crystal from the alter, which will cause the argent lance to cease. They will then be able to take Marinto and the crystal to the Altar of Negrys, whereuon the Akutenshi Emperor and his minions and hordes of shadow oni will descend upon the PCs and wipe them out. If the Dm wishes to run such an encounter he can. Even if the PCs escape with or without the crystal, the Shadowlands will eventually begin to overrun its current boundaries on both sides of the isthmus. The DM is left to decide the outcome of this, possibly generating further scenarios.

The remainder of this adventure instead assumes that the PCs do the right thing, speaking with Korribikoru and learning his story. If the PCs do agree to parley with Korribikoru, he will command any other guardians of the dome that might have pursued the PCs into this chamber to stand down.

Korribikoru's Story:

Korribikoru will ask the PCs why they have come to the Heart of the Dome. Should they answer, he will look at Marinto and wonder how she came to be here. Nevertheless, he will assure the PCs that the crystal has no power to awaken the lady, who, he will inform them, is under the effects of a temporal stasis spell just like he was. He will then ask if they know what this crystal is and what the purpose of this dome is. Should the PCs prove willing, he will tell his story and, thereby, answer their questions.

Sit then and hear my tale, for it is one of shame and foolishness, and perhaps my tale will shed some light on yours. Then you can tell me why you have come and we can see what is what.

I am Korribikoru, a kir-rin. We are a race of noble beings who serve the gods, especially the Lord of Air. Or rather, most of us are noble.

You know of the curse of this land, that I am sure. But you perhaps do not know of this dome or the crystal within. You see, when the First Emperor of the Morakki, Hashiko-nori, had his mages and priests send the curse into Amoria and the Amorian mages and priests sent it roiling back, the curse settled in Pilong.

But it was not a quiescent curse, for there was a malevolence borne of it initially and compounded by the misery and despair of the spirits of this land and the Pilati people who were caught in it as it resonated throughout this land.

And the curse was like a piece of silk upon a wooden plank. An errant breeze could send the silk fluttering off of the plank. Hashiko-nori worried that the curse would spread into Morakki lands. He even worried that it could spread into the lands of the gaijin, for the curse, now folded upon itself and fed by its inadvertant victims, was now a thing that no mortals should endure, not even the gaijin.

And so, the Emperor looked for a way to confine the curse to Pilong. Long he sought a solution and, at last, he found it, a piece of purest kuni crystal into which he bound many powerful spirits of the Morakki lands, along with ancestral spirits. Most of these volunteered to be so bound, though others were forced into the crystal. Even some spirits of this twisted land were so bound.

And then the Emperor and a cadre of his greatest warriors, wu-jen, and shugenja entered the Shadow and fought their way through the minions of the Akutenshi masters that dwelt here. They reached the heart of the land, at the very centre of the curse, and here the Emperor drove the crystal into the land like a nail being driven through the piece of silk and into the wooden plank. The crystal, called the Spirit Nail, bound the curse to Pilong.

But the Emperor worried that the creatures of the land, now warped and evil, would attempt to subvert or remove the crystal. And so he and his companions, calling upon epic magic now known by few mortals, raised this dome of jade as a warding to prevent any creatures of the Shadowlands from touching the Spirit Nail.

And that would have been that, except the Emperor worried that some day there would be a need for Morakki to return to the crystal. Perhaps because the magic of it was waning millenia after it had been formed. Or perhaps because a cure for the curse had been found and the crystal needed to be removed before the curse could be cured. Whatever the reason, the Emperor made a passage into the dome that only non-Shadowlanders could pass. But even then, he worried that the denizens of the Shadowlands could bribe or coerce non-Shadowlanders to come and take the crystal. So he set guardians and traps in the passageway, to ward the crystal.

And in the very Heart of the Dome he set his primary guardian, a position of great honour, and one, as a young ki-rin, I was eager to accept. With the guardianship came what I thought was an immense blessing. Eternal life! The guardian was immortal, his soul being made into a being of the netherworld rather than of Therra. And so I accepted the position. The dome now built, the guardians and traps set, the Emperor and his surviving minions returned home.

For millenia I stood my post. Resolute in my duty. But as a young ki-rin, I had no concept of what eternal duty meant. The years dragged on and boredom settled in. Finally I determined to take a jaunt through the Aster. It is a power I have. Technically, such jaunts were not a violaion of my oath. My body remained within this chamber, and only my soul ventured into the void. And, I reasoned, after thousands of years not a single attempt had been made to breach the dome. Surely if the Akutenshi were going to attempt to gain the crystal they would have by then?

And so I travelled the Aster, and it was a joy to me! I could retain my exalted status as Guardian of the Crystal, and I could enjoy immortality. But I could also escape the drudgery and travel the multiverse and speak with strange beings and do good throughout the netherworld! And there was no risk. For should my Astral form be slain, I would simply return to my body.

And so, though short at first, my jaunts became longer and longer and I wandered the Aster further and further afield. But still nothing disturbed the dome, and more millenia passed.

But it was my last jaunt that was disaster for me. A psychic storm came up, a storm for the ages...the like of which I had never encountered before. And it tossed even as strong a spirit as I through the universe like a rag doll. Battered and disoriented I found myself on a strange demi plane of ice and frost. As my spirit recovered, I was beset upon by a horde of giants, with skin the colour of blue ice and fiendish horns and blazing red eyes. Their magical axes cut into me and I fought them well, but their numbers began to tell. Still I was not concerned, for though my spirit felt the pain of their assault, I knew that once my spirit form was slain I would awaken in the dome.

Alas! as I prepared for my end and cast most of the last of my spells, a\I sensed a presence come upon me more foul than ever I had felt before. Its malignance and evil was only overshadowed by its aura of both frustration and rage. The being was a demonlord, and its fell hammer battered what was left of my spirit into incoherence. But as I began to drift along my silver cord and back to my body, the being howled and told me that I would not escape so easily. He cast a spell of divine proportions, and I felt a foulness corrupt my spirit and travel down my silver cord, to infect my body as well.

The being laughed, and told me that this was the first small taste of revenge he had in store for the puny beings who walked Therra. For he had apparently suffered what he thought was some great injustice there. And as my soul sped along the cord, I heard his last words: "So begins the revenge of Kostchtchie!"

When I awoke I was indeed back in my body here. But a body that was ravaged by a poison that attacked my body and my soul. I could not regain my spells and I was going to die. So, using some of the few spells I had left, I placed myself into temporal stasis. Before I did, I set a contingency upon me that would dispel the stasis should anyone enter this chamber. Thus did I intend to preserve myself and my guardianship, which I had betrayed and dishonoured, for as long as possible and at least remain to try to fight a single invasion of this chamber. Perhaps I also hoped that one day help would come and I would be saved.

But alas, I fear you have come and now I have awakened, but you do not seem to be after the crystal and it is doubtful you can save me, so I must prepare for my end.

The ki-rin will then ask the PCs to tell their story. He will also ask what the date is, for he has no idea how long he was under stasis. Assuming the PCs impart their story, then Korribikoru will ponder for a moment (amidst spasms and coughing) and then proclaim that the idea that the crystal can awaken the Lady is preposterous. Clearly, this whole thing was a ruse by the Akutenshi to dupe the PCs into coming here and taking the crystal. What is interesting to Korribikoru, though, is the timing of their venture. It cannot be a coincidence that they attempt this ruse during the exact time the most powerful guardian of the crystal is incapacitated and dying. The Akutenshi must have somehow known of his fate or, even more likely, thought him dead. Perhaps from divinations or some means of scrying. In any event, it is his judgement that somehow the Akutenshi arranged to have the Lady kidnapped to draw you here.

The PCs may wish to ask some questions of Korribikoru. Some more likely ones are listed below.

Q: What about the Altar of Negrys?

A: I know of no such place. Perhaps it is a fantasy made up to lure you and the crystal to some ambus spot. Or perhaps the altar was built after the dome.

Q: How did the Lady Marinto come to be here?

A: I do not know for certain. She is under a temporal stasis spell. That is for sure. That spell would protect her from harm. None of the traps or guardians could hurt her in such a state. In fact, it is likely that most of the traps and mindless guardians would not even regard her as a creature while in stasis.

The inevitables are dutiful guardians...much more dutiful than I it seems. But they are also quite literal, and I doubt they had instructions to guard against an inanimate corpse or object.

As far as the quesar, it dwells in its sphere and again the alarm attached to its sphere probably did not regard the Lady in stasis as an intruder.

I can tell you that my own contingency was set to activate should any creature enter this chamber. Creature would include constructs and even undead, but not a person in stasis.

That would explain how she survived to come here, but not how she was transported here. She could not be teleported, or plane traveled into the dome from without. I suppose it would be possible using telekinesis and wizard eye or other magical seeing spell to guide her into this chamber.

Q: Could not the Shadowland denizens use the same method to enter the dome?

A: I do not know for certain. My guess is that, even under stasis, such a denizen would still carry the stink of the curse and could not pass into the jade dome. Even moreso, I shudder to think what would happen to such a creature if it awoke within the dome. Likely it would explode into a thousand shards or drizzle away into nothingness.

If the PCs do not bring up the below, Similak will. Korribikoru will be very uneasy while answering the below, ashamed of what he must do, but he will.

Q: What of the Lady?

A: Ah the lady. Well....I am ashamed to say this, but it is the way of both evil and even dishonour that one such act begets another. In this case, necessitates it. I am of a goodly race, and my heart yearns for me to, in my last act upon this earth, free your love. For love's sake. For goodness sake. And perhaps to redeem me somewhat.

But alas! My race is also honourable, and bound to duty, despite my own horrible failings. And I cannot now, at the end, abandon that duty. For in the Lady rests the happiness of two people, while in my guardianship rests the lives of untold...Morakki and gaijin.

And so I say this to you. I can release your Lady from her eternal slumber. And eternal it will be, for the stasis is permanent and the Akutenshi who placed her in it are fell and powerful mages. You will not be able to dispel it I think. But I have the power of freedom.

But I must exact a terrible price in exchange for freeing her. I must ask one of you to assume the mantle of my guardianship. You will remain here forever, guarding the crystal perhaps for the rest of time. The mantle I pass to you is one of duty, but also of power. You will become immortal and not of this earth. You shall require neither food nor drink. But you will not be able to leave this place. I doubt you can project your Astral self, so even my folly will not be available to you. And though I accepted this guardianship as a youngling, foolish and with no concept of what this duty entails, you would enter it knowing fully, with me as an example.

It is not fair of me to ask this. Yet I must, though it pains me so. But you must decide quickly, for I have not much time left on this earth, and if my soul deteriorates more I may not even be able to work this powerful magic of freedom.

Once Korribikoru makes his offer, if Similak is still alive he will accept the guardianship. If he is not alive, then it is up to a PC to take the position. If it is not accepted, it won't mean that the crystal is lost. Merely its greatest guardian (and possibly others if the PCs have slain others of the guardians of the dome).

If Similak takes the position, he will request that he ki-rin awaken Marinto so that he can at least say goodbye to her. The ki-rin will agree, but only after extracting immense promises from Similak and the PCs that they will honour the bargain and accept guardianship. The ki-rin vows that if the PCs or Similak betray him, he will, himself in utter despair, take the crystal to the Akutenshi himself.

Once all is agreed, Korribikoru will cast freedom on Marinto, awakening her. He will then intone a short chant, passing the mantle of guardianship of the crystal to the acceptee. The acceptee is essentially out of the campaign, an NPC consigned to spend eternity, or close to it, trapped in this chamber guarding the crystal. The guardian's type changes to outsider, and he is immortal and needs no food or drink to survive.

Finally, as Korribikoru slumps weakly to the ground, he will offer the PCs one final boon. He will use the last of his magic to teleport the PCs out of the dome and, hopefully, beyond whatever ambsh forces are waiting at the Altar of Negrys and, likely, around the dome as well. This spell is essentially a limited wish cast by the ki-rin, allowing it to transport the PCs (and Marinto) some distance away. He cannot transport the PCs very far, due to the nature of the dome and the Shadowlands, which will resist his magic, but he can send them 180 miles away. The ki-rin will recommend that the PCs head west towards the gaijin lands. He thinks that it is less likely that the Akutenshi will expect Similak and Marinto to return in that direction, and also that the PCs may have already acquired or may still acquire taint, and the guardians of the Jade Wall will not let them pass across with even the slightest bit of taint. He doubts the gaijin warders are so fanatic. Korribikoru will not claim to have absolute certainty of these facts, but he has learned somethng of the Morakki and the Wall of Jade during his many Astral jaunts.

With his final act, Korribikoru will pronounce his limited wish and then slump to the ground dead. The PCs and Marinto will fade away, leaving the new Guardian of the Crystal to begin his duties.

Resting and Retreating:

The PCs can retreat outside of the dome to rest and recuperate. As long as they show no sign of abandoning their quest to penetrate the dome and rescue Marinto, then the Akutenshi and their forces will remain out of sight. The DM should assume that the Akutenshi keep a watch on the PCs by means of divination magic or mundane means that will not be detected by the PCs.

If the PCs attempt to abandon the dome, the Akutenshi will attack en masse. The DM should run this encounter, but it should be overwhelming enough that the PCs are tempted to flee back into the dome.

If the PCs rest outside the dome, they are subject to the curse. However, they will not be subject to wandering monsters while within a mile of the dome, as the Akutenshi keep such creatures away.

The PCs can try to rest inside the dome, but due to the trap in room 1, they will be continually attacked by terra cotta constructs every 3 minutes or so. Without the ability to cast rope trick, the PCs will have to be creative in order to gain a place to rest. Some of the spells like secure shelter can possibly provide relief, as long as they have no extradimensional component, but the terra cotta figures will still attempt to bash through the walls or doors to attack the PCs.

Part Seven - Flight to Light:

The PCs and Marinto will appear 180 miles from the dome, to the west. From here, they will have to make their way to the frontier with the Far Coast, some 100 miles away. The DM should continue to check for wandering monsters as outlined in Part Five.

In addition, at some point in time the Akutenshi will figure out that their plan has failed. They will be casting constant divinations and other such spells to monitor the success of the PCs, and when their mystic intelligences turn up the fact that the PCs are far from the dome and the crystal is still intact with a new guardian, they will be wroth, and send out their minions far and wide over the land to catch them. Haduro will be quite eager to catch the PCs. After all, he has plenty of reason to despise them and his daughter. Furthermore, his plan has failed and he knows he needs to redeem himself in the eyes of his wicked masters. The exact moment of Haduro's assault will be up to the DM, but it should be relatively soon after the PCs have left the dome, perhaps 6 hours or so.

And so, Weshira will will scry Lady Marinto, using a lock of her hair claimed from her when she was kidnapped (so Marinto suffers a -10 to her Will save to avoid the scrying). Remember to allow nearby PCs (and Marinto herself) a DC 20 Intelligence check for those with an Int of 12 or more to detect the sensor. In any event, if the scrying works, Weshira will, over the next 5 rounds, cast shield, resist energy (whichever type the PCs are known to favour or fire otherwise), protection from arrows, and displacement on herself and displacement on Haduro. On the 6th round, she will teleport herself, Haduro, and the 3 oni to Marinto's current location and commence the attack on the PCs and Marinto. Should the scry fail or be dispelled, then she will attempt another scry an hour later on another PC (of which she only has secondhand knowledge, so they gain a +5 bonus to their Will save). She will try fighter and warrior types first, since they tend to have low Will saves. She will keep trying until she succeeds or runs out of scry spells. She will try again the next day if needed.

Once the attack commences, Weshira will try to find a good position to cast her spells. Given that she needs to bring the others close to the PCs, she will likely use a dimension door (even using a 5th level spell slot if she is out of 4th level slots) to put some distance between herself and the combat. Then she can rain spells down on the PCs as warranted. Haduro and his minions will fight to the death. Haduro is beyond angry at the PCs and his daughter, and he knows that he is likely to be slain or worse by the Akutenshi for the failure of his plan unless he can redeem himself with a gift of the PCs and Marinto (dead or alive) to them. Weshira is in the same boat, and the shadow oni will fight to the death simply by virtue of their natures.

* Haduro Davalapong: Male human Aristocrat 6/Ex-Samurai 3/Maho- Bujin 4; CR 12; Medium humanoid (human, shadowlands); HD 6D8+12 plus 3D10+6 plus 4D12+8; hp 86; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 24 (touch 11, flat-footed 23); Atk +14/+11/+8/+5 melee (1D10+3, +1 claw attack from oni armour) or +13/+8/+3 ranged (1D8+3, +1 tainted composite longbow); SA crimson road, death knell; SQ taint suppression; AL NE; SV Fort +11, Ref +5, Will +6 (+10 vs mind affecting); Str 14, Dex 13, Con 15, Int 12, Wis 9, Cha 16, Corruption 10, Depravity 10. Height 5 ft 7 in.

Skills and Feats: Bluff +8, Climb +7, Diplomacy +18, Gather Information +3, Handle Animal +7, Intimidate +15, Jump +5, Knowledge (history) +0, Knowledge (local - Gerilong) +0, Knowledge (nobility and royalty) +4, Listen +5, Ride +9, Sense Motive +8, Spot +5, Swim +6, Survival +1; Exotic Weapon Proficiency (katana), Greater Heavy Armour Optimization, Heavy Armour Optimization, Kami's Intuition, Leadership, Scorpion's Resolve, Surge of Malevolence, Two-Weapon Fighting (katana and wakazashi only), Weapon Focus (katana).

Special Attacks: Crimson Road (Ex): Maho-bujins make additional melee attacks in a round sooner than other characters. Each additional attack is made at a base attack bonus 3 points lower than the previous.

Death Knell (Su): When a maho-bujin strikes the killing blow to dispatch any creature, he gains 1D8 temporary hp and +2 to Str. If he is a spellcaster who uses maho, his effective caster level also increases by +1. This effect lasts 10 minutes per HD of the slain creature.

Special Qualities: Taint Suppression (Ex): Maho-bujin no longer manifest physical symptoms of their corruption. Their depravity manifests in the normal range of mental symptoms, but they can replace any physical symptom of corruption witht the internal corruption symptom. If such a person enters a tainted area, his corruption immediately manifests externally again, and he regains he physical symptoms he exchanged for internal corruption, if any. These physical symptoms disappear again 1D4 days after he leaves a tainted area. Otherwise, it is impossible to tell from external appreance that tthe maho-bujin carries corruption.

Possessions: oni armour (+4 great armour, allows +1 claw attacks for 1D10 damage and increase taint by 1 unless a DC 15 + damage dealt Fort save is made), talisman of cure serious wounds at 5th level, brooch of plenty talisman, talisman of bull's strength at 3rd level, +1 tainted composite longbow (+4 Str), arrows (20).

Languages: Low Morakki, High Morakki, Common, Shadowland.

Corruption (Moderate Taint): Mild - odour of decay; Moderate - paralyzed face (-1 Cha checks).

Depravity (Moderate Taint): Mild - bestial (-1 Cha checks); Moderate - deranged (-2 Int checks).

Haduro's armour was given to him by the Akutenshi, and it forms the appearance of a great horned shadwloand oni with blood red eyes and a fang-filled snout. A strange ruddy glow emanates from the armour when Haduro is attacking (though this glow can be suppressed by the wearer at will).

* Weshira: Female human Wu-Jen 5/Maho-Tsukai 5; CR 10; Medium humanoid (human); HD 5D4+5 plus 5D8+15; hp 57; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 14); Atk +6 melee (1D6 [or 1D6-1 silver], quarterstaff) or +8 ranged (spells, ranged touch attack); SA maho metamagic, spell secret (enlarge spell - ray of enfeeblement); SQ blood component, spell conversion, taint suppression, watchful spirit; AL CE; SV Fort +10, Ref +7, Will +9; Str 10, Dex 17, Con 16, Int 16, Wis 12, Cha 14, Corruption 6, Depravity 6. Height 5 ft 6 in.

Skills and Feats: Bluff +7, Concentration +16, Craft (calligraphy) +10, Diplomacy +4, Gather Information +4, Hide +9, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography) +8, Knowledge (local - Shadowlands) +12, Knowledge (nature) +5, Knowledge (planes) +8, Profession (geisha) +7, Spellcraft +18; Combat Casting, Eschew Materials, Extra Spell Secret (silent spell - dispel magic), Spellcasting Prodigy, Steady Concentration, Still Spell.

Special Attacks: Maho Metamagic (Ex): A maho-tsukai who learns metamagic feats can apply them by paying an additional cost in blood.By draining blood, the maho-tsukai can enhance his spells without using a higher-level spell slot. The cost is an amount of Con damage equal to the adjusted level slot of the metamagic spell. The maho-tsukai cannot enhance a spell to a level higher than he can cast by this means.

Special Qualities: Blood Component (Ex): A maho-tsukai must substitute a drop of blood for a spell's material component or focus, if any. He has two options: use his own blood or use someone else's.

If he uses his own, the minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The maho-tsukai does not need to make a Concentration check to complete the spell, despite the wound. Using this ability deals the maho-tsukai 1 point of damage.

Substituting blood for a costly material component requires drawing a greater amount of blood. The maho-tsukai deals more damage to himself when doing so, according the table on page 238 of Oriental Adventures. When using blood to replace a costly material component, the maho-tsukai must made a Concentration check (DC 10 + damage taken + spell level) to successfully cast the spell.

Spell Conversion (Ex): a maho-tsukai trades in levels in another spellcasting class for additional levels of maho-tsukai spellcasting. Each level of prior spellcasting ability counts as one additional level as a maho-tsukai for purposes of determining spells known and spells per day only. A maho-tsukai can learn and cast spells from his old spell list and from the maho-tsukai spell list. He may also cast his cantrips or orisons as a spellcaster of the same level as his non-maho spellcasting class.

Taint Suppression (Ex): Maho-tsukai no longer manifest physical symptoms of their corruption. Their depravity manifests in the normal range of mental symptoms, but they can replace any physical symptom of corruption witht the internal corruption symptom. If such a person enters a tainted area, his corruptio immediately manifests externally again, and he regains he physical symptoms he exchanged for internal corruption, if any. These physical symptoms disappear again 1D4 days after he leaves a tainted area. Otherwise, it is impossible to tell from external appreance that the maho-tsukai carries corruption.

Watchful Spirit (Ex): Once per day, a wu jen can reroll an initiative roll that he has just made before he knows his place in the initiative order. He takes the better of the two rolls.

Spells Known (cast 6/7/7/7/7/4; DC = 16 + spell level): 0 - dancing lights, daze, detect magic, light, read magic, resistance; 1 - charm person, hail of stone, magic missile, ray of enfeeblement (maho), shield; 2 - entangling scarf, ice blast, protection from arrows, resist energy, spectral hand (maho); 3- dispel magic, displacement, fireball, vampiric touch (maho); 4- dimension door, poison needles, scrying; 5- teleport, vitriolic sphere. Caster level 10th.

Possessions: kimono of armour +4 (as bracers of protection), belt of resistance +2, talisman of cure serious wounds at 5th level, masterwork cold iron and silver quarterstaff (one end shod with cold iron, the other with silver), dagger, thunderstones (4).

Languages: Low Morakki, High Morakki, Abyssal, Shadowland.

Corruption (Mild Taint): Mild - dead eye.

Depravity (Moderate Taint): Mild - mild phobia (water); Moderate - moderate phobia (water).

Weshira was a wu-jen of Amabong who dwelt in the northern part of that land and served as a geisha and advisor to a noble. Her studies eventually turned to her master's forbidden works when he died, and amongst those were works detailing the forbidden art of maho. Weshira never meant to dabble in such arts, but the lore called to her, and eventually she succumbed, thinking she could master the threat of taint. But over time it took her, and as it did, she had a harder and harder time hiding it from others. Eventually, as her mind became filled with shadow, she fled Amabong and made her away across the Jade Wall and into Pilong. There, she endured the flood of taint and fought off the shadow creatures there long enough to come to the notice of one of the Akutenshi. They saw Weshira's potential as a maho-tsukai and trained her to control her maho and to absorb her wu-jen training fully into the ways of maho.

Weshira is now disfigured by her taint, though she suppresses it when outside of the Shadowlands. She delights in killing and torture, though she is no maniac by far, instead enjoying subtle, well crafted instances of pain and death. However, she fears the "cleansing" effects of water and cannot abide to be near large concentrations of the substance.

Weshira is now completely Haduro's creature. The Akutenshi gave her to him as a gift, and although he is repulsed by her appearance, he appreciates her magical abilities. She is loyal to him as much as she can be to anyone, though she now plots to one day usurp him as favoured in the eyes of the Akutenshi masters.

* Sanru no Oni (3): CR 9; Medium outsider (evil, shadowlands); HD 6D8+24; hp 51; Init +3; Spd 30 ft, fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +8 melee (1D6+2 [x2], kick); SA fear aura, spell-like abilities; SQ alternate form, DR 5/magic, immunity to poison, regeneration, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft; AL CE; SV Fort +9; Ref +8, Will +7; Str 14, Dex 17, Con 18, Int 13, Wis 15, Cha 16, Corruption 10, Depravity 10. Height 7 ft.

Skills and Feats: Balance +9, Bluff +9, Intimidate +9, Knowledge (local-Shadowlands) +7, Listen +11, Move Silently +9, Search +9, Spot +11, Survival +8; Alertness, Flyby Attack.

Special Attacks: Fear Aura (Su): Sanru no Oni are shrouded in a constant area of terror and evil. Creatures within a 30 ft radius must succeed at a DC 16 Will save or become shaken. Creatures with a shadowlands subtype and maho-tsukai are immune to this effect. Subjects that make their save against this ability are immune to that oni's ara for one day.

Spell-Like Abilities: At will - cloud of taint (DC 24), darkness, desecrate. Caster level 8th.

Special Qualities: Alternate Form (Su): Sanru no Oni can assume any humanoid form of Small to Large size as a standard action. When using this ability, sanru no oni gain a +10 circumstance bonus on Disguise checks.

Regeneration (Ex): Sanru no Oni take lethal damage from jade or kuni crystal weapons or from good aligned magic weapons or spells with the good descriptor.

Languages: Ancient Morakki, Shadowland.

Once Haduro and his minions are defeated, the PCs can proceed to the Far Coast frontier with just the normal wandering denizens of the Shadowlands to contend with.

Part Eight - Return to Home:

Unlike the Morakki, the Empire of Amoria and later of Antorium never built a wall across their frontier with Pilong. Instead, there is a string of fortresses and keeps set about a mile from the border of the roiling mists. These fortresses are spaced roughly every five miles (for a total of 42 such fortresses) and set with a network of ancient Amorian permanent teleportation circles so that forces from one fort can quickly reach another. Each fortress (except the two at the ends of the line of fortresses) has two such circles, one to proceed to the next fort to the north, and another to proceed to the next fort to the south. The end fortresses only have a single circle proceeding to the adjacent fortress. These circles are known as Torffan's Rings after the archmage who created them.

Each fortress is manned by a cadre of soldiers, led by a Paladin of Meredros and bolstered by at least 3 wizards, one of which is specially trained in the rituals necessary to keep intact the ancient Amorian boundary against the curse. Unbeknownst to the gaijin, such rituals are no longer needed because of the Spirit Nail, but the Emperor Hashiko-nori never bothered to inform the Westerners that he had secured the curse to the land, and so, for millenia, the Amorian and then the Antorian mages have proceeded to enact the now pointless containment rituals. When the Mandarini took over Western Jerranq, they kept the existence of the Spirit Nail secret, both as an amusement to see the foolish gaijin continue with their rituals and because they worried that the gaijin might use the Spirit Nail in an attempt to blackmail or pressure the Morakki.

Each fortress is also attended by a purifier of the hallowed doctrine culled from the Paladins of Meredros or the Priesthood of either Meredros or Aghorrit (the former more commonly than the latter).

A careful watch is kept by the fortresses upon the land, and patrols are frequent. As such, it is likely, unless magic is used, that the PCs will be spotted leaving Pilong. Unlike the Morakki, the Antorians don't much care if people enter or leave Pilong, even if they are tainted. They are mostly concerned that the actual Shadowlands creatures do not leave. A wall has never been built across the border because the Akutenshi are far more interested in revenge upon the Morakki and upon eventually conquerinng Morakki lands than they are attacking the gaijin. Remember that the curse originated from the Morakki, so the Akutenshi have much reason to hate the Morakki. Further, the curse is now trapped in their land because of Hashiko-nori. Finally, the Pilat themselves were Morakki, and for that reason they prefer to conquer the lands that were promised them millenia ago.

That said, incursions from Pilong into the Far Coast do happen, sometimes to gather supplies or slaves. As such, the PCs and Lady Marinto will be accosted and taken to a fortress for questioning. There, the purifier of the hallowed doctrine will detect taint on the PCs and Marinto and question them, probably using a spell like zone of truth. Assuming the PCs have nothing to hide, he will offer to purify what taint of theirs he can. Then the PCs will be allowed to proceed home.

Once home in Dwillingir, Marinto will ask a message be sent to Similak's father. She will not be certain if the Pashek will be angry or honoured (assuming Similak has been installed as the new Guardian of the Crystal), but hopes for the latter. After an appropriate time to get a message sent and back, the Pashek himself will arrive in Dwillingir, an absolutely unprecedented event! He and his honour guard will be invited to stay with the Imperator, the Perastor, the Lord Mayor, and every other noble in Dwillingir. But the Pashek will insist on staying at House Riverine, a major coup for the House. He will express his immense pride at the fate of his son, and promise that his son's name will live in Morakki lore for eternity as the bards sing of him and priests venerate his name. Marinto will be invited to return to Gerilong and marry the Pashek's next eldest son, but she will instead choose to return to Gerilong and possibly become a priestess. After a few days the Pashek and Marinto will leave, but not before the Pashek's ministers negotiate important trade agreements with House Riverine.

The PCs will be given gifts for their efforts. Each will be given a single gift from the Pashek, one from the Pasha of all Gerilong, and one from the Morakki Emperor himself.

The Pasha gives to each PC 5000 gp, a silver armband engraved with jade and Morakki runes of friendship set in gold worth 1500 gp and describing their deeds at the dome, and a jade dagger +1. Remember that jade magical weapons also have the ghost touch property except they cannot be wielded by incorporeal creatures.

The Pasha gives to each PC a set of eight diagram coins.

The Emperor gives to House Riverine a charm of protection against theft and to the PCs as a group a figurine of wondrous power - golden lions.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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