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Shadow Over Paxim
A Therran Scenario for 4-6 Characters of Levels 16-18

 

Summary:

A black dragon seems to have a grudge against one of the PCs, and is ravaging the land around the town of Paxim. It is up to the PCs to confront this dragon and rid Paxim of this menace.

Assumptions:

The PCs are the Heroes of the Gem

Location:

The Kingdom of Slumber

Historical Date:

N.S. 24, Month of Light (Spring)

Note to DMs:

This scenario is designed specifically for play by the Heroes of the Gem PCs. However, it could easily be adapted for any high level group, though the DM would have to modify the background story a bit, since it is unlikely another group of PCs would have interacted with the dragon in their early adventuring years. The DM could simply rule that the dragon is angry at an elderly adventurer in the town of Paxim who trapped him years ago and is taking his vengeance upon the man and his community, and it is up to the PCs to stop it.

DM's Introduction:

The Heroes of the Gem spent most of the first part of their glorious career tracking down twelve magical towers, created by Flupnir to serve as a test to find a group worthy to bear the last Gem of Power to the Halls of Slumber. The fourth of these magic towers was situated along the Near Coast, next to the ruins of a town and castle. The evil cambion demon Nangir and his minions had arrived at the site before the PCs and had intended to set up a base of operations here. However, they found the ruins already occupied by two mature adult black dragons...a mated pair named Wrassugilt and Yrexxiem. Not wishing to fight the formidable dragons and lose most of his spriggan and goblin minions, Nangir instead collapsed the ruined castle on top of the dragons' underground lair and left them to rot.

The Heroes fought through Nangir's minions and drove the cambion back to his home in Imbar. They then encountered the trapped dragons, who desperately offered them all sorts of treasures and promises if the PCs would release them. The Heroes refused, and not believing they could fight the two dragons, left them to rot as well.

Wrassugilt and Yrexxiem were furious, but could do nothing. Their acid breaths were not strong enough to dissolve the stone, and even though dragon metabolisms can slow down considerably when they sleep, both dragons were becoming faced with the prospect of starving.

After a time, Yrexxiem decided that the both of them could not survive for long. So while he pretended to go to sleep and urged his mate to do likewise, he was really only acting. After he was certain Wrassugilt was deep in draconic sleep, he pounced upon her and slew her. Now he had a massive supply of meat to eat and blood to drink, and combined with water available in the caves, allowed him to gorge upon the carcass and then enter a sleep that could last him decades.

And so it did. And during the almost 3 decades, Yrexxiem advanced in age from a mature adult to and old dragon. Apparently, to his mind, devouring his mate had imbued him with energy and strength and had made his breath weapon even mightier than before. During his rare wakeful periods, he studied the grimoires and lore that he and his mate had collected over the years, sharpening his magical abilities.

Still the dragon could not get free...until the middle of N.S. 23, when workers from a Near Coast Baronry to the south came to restore and claim the ruined city and its castle. They unwittingly freed Yrexxiem, who thanked them by promptly consuming all but one of the workers he could catch. Only a few of the workers managed to flee the scene.

Yrexxiem knew that his home was now compromised, and that he had to flee. But that did not matter, because he wanted vengeance...vengeance against the cambion Nangir and against the Heroes, both of whom had abandoned him to die. The dragon used his magical powers to question the worker he had captured. He learned that the cambion was dead, slain by the very Heroes he also sought. Enjoying the fact that half of his work had been done for him, he now resolved to finish his revenge. Final questioning of the worker brought him news that the Deceiver had fallen and the Heroes of the Gem now ruled their own lands in the Kingdom of Slumber.

Yrexxiem was angry, but not foolish. He slew the captured worker and then gathered as much of his treasure as he could, hiding the remainder in the hope that one day he might return to claim it. With his wealth, he flew off in search of allies to aid him, for he knew now that the Heroes were formidable foes and that he would need allies against them to wreak his desires.

The dragon flew to the Lost Kingdoms and the Death Marches and along the Dead Coast and Grashtilim Mountains, seeking to use his treasure to gain allies. Many of these were eager to strike at the Heroes anyways, both out of vengeance of their own or because of the glory that would accrue to them.

In the Grashtilim, the dragon gained a pair of fire giants who agreed to accompany him. In the Death Marches, few would leave, as war was brewing, but the dragon gained the services of a bugbear priest of the Deceiver and his minions. In the Lost Kingdoms, the dragon gave the last of his treasure in exchange for the services of a black conjurer, who was eager to try his hand against the conjurer archmage Eracuss.

This group made its way northeast, to the Varansir Hills astride the cantons of Eracuss and Lancre. There, in scouting the region they learned of the trouble brewing between the Heroes of the Gem and renegaes of the Temple of Lothar. The black conjurer linked with the Lotharians and the winter warriors agreed to send one of their number, along with an ice golem and a captive remorhaz to observe the battle to learn of the capabilities of the Heroes and to perhaps aid in their demise. At the advice of the black conjurer, and following his desire, they agreed to assault Eracuss' Canton first, in order to drive the Heroes into battle and to make certain Eracuss was amongst them. The dragon ravaged the nearby town of Paxim, and many other settlements in the region as well. A few times he ranged to Fairicoast and several times came within sight of both Arcanil and the Celestial Fortress. At no time did the other companions of the dragon show themselves. The plan was for the dragon's rampage to lure a Hero or several Heroes to the dragon's new lair, where the entire group would assault them.

Player's Introduction:

Reports have been coming in from Paxim to the Archmage Eracuss that a black dragon has suddenly appeared in the hills east of the town of Paxim and has been ravaging the countryside. Not only has livestock been decimated, but citizens have been slain and many buildings have been melted to the ground. The town of Paxim is fully half destroyed, and messengers from that town have arrived at Eracuss' capital city of Arcanil to plead for help, as local patrols have been powerless to stop the massive beast.

Eracuss agreed to receive the messengers, and he questioned them intently about the dragon. When the messengers told of reports that the dragon had bellowed for the Heroes of the Gem to come face him, "as they were too cowardly to do before", Eracuss began to surmise where this dragon came from.

Certainly, it must be one of the two the Heroes had left imprisoned in the Near Coast!

Now Eracuss' suspicions were aroused. If one dragon had escaped, perhaps the other had as well. Could it be that there were two black dragons waiting to wreak vengeance upon the Heroes?

Eracuss decided to take no chances. And in any event, this was a matter that was a loose end left by all of the Heroes of the Gem, and so they deserved the right to finish it.

So the archmage mystically contacted the Heroes. Korvar and Tirolius were unavailable, as matters in their own canton needed handling. Morg was willing to face the dragons, as were Lancre and Queequeg. Queen Imerika was still too involved in clearing out the Blanthil to come along, but Canaris the Bard was eager to accompany the Heroes, and Eracuss thought to bring his own Commander of the Arcanil Guard along as well. Cromwell the paladin also arrived to lend a hand.

By way of Greater Teleports, all of the Heroes were assembled within a matter of days. Now, all that was left was to prepare, travel to the Paxim region, and search the hills for the dragons.

Part One - Searching for the Dragon:

1.5" = 20 miles

The dragon's lair is at the headwaters of the Widderbend River, as shown by the red dot on the map above. A series of caves dots that area, and the dragon and his minions have set up there, preparing their defenses for the assault they know will eventually come.

Finding the dragon's lair is not difficult. After all, it is the intent of the dragon and his minions that the Heroes come to his lair.

The area around Paxim will show increasing signs of draconic depredations. Trees will bear the melting marks of acid, and great lines of it will be seen scoured into the ground. When the town of Paxim is reached, the town elders and surviving members will be quite grateful that the Heroes have come. They will state that the dragon has been attacking the area for 3-4 days now, and will show the Heroes their town. At least half of the buildings in the town have been damaged or destroyed. The wooden pallisade that served as a wall has been melted and smashed in many places.

The townsfolk can verify that the dragon has yelled for the Heroes to face him. They do not know where the dragon comes from, as it seems to prefer to attack at night or twilight, but they would guess it has to be the nearby hills to the east.

Journeying into the hills will not be difficult. There are a great many streams to cross as the winter runoff is in full force in the early Spring, but that should present no problem to Heroes of the calibre of the PCs.

The dragon's trail can be easily found, for the dragon left the trail himself presuming that the Heroes would find it. The trail consists of footprints, broken trees and bushes, acid marks, and tail trails. Many of these seem to indicate that the dragon flies through the hills in short hops and then often sneaks along the ground, possibly to hunt prey or possibly to avoid being seen. Assume the Survival check needed to Track the dragon is DC 10.

The trail leads about 20 miles into the hills, to the head of the Widderbend River. The source nestled in a high valley between two tall hills, and it flows out of a cave which mouth is 15 feet wide and 10 feet tall.

Part Two - The Dragon's Lair:

Passages are all natural seeming, and are 15 ft high unless otherwise noted.

Refer to the Black Dragon Lair map.

A. Entrance:

As the PCs near the headwaters, they will spy the cave opening.

Into the side of a steep slope of the hill is a cave opening, some 15 feet wide and 10 feet tall. Bushes and boulders flank the opening, and burbling out from it comes a 10 foot wide stream of water, that cascades down the slope leading up to the cave and eventually forms one of the tributaries of the Widderbend River.

The slope up to the cave mouth is steep but manageable on foot or by mount. The slope above the cave is much steeper, requiring Climb checks to ascend to the top of the ridge into which the dragon lair is cut.

Upon closing to the cave mouth, the PCs can peer inside.

The cave is dark, and forms a 15 foot wide passage that cuts into the hillside. The 10 foot wide stream runs along the center of the passageway, leaving ledges a mere 2.5 feet in width on either side to traverse the way. The ledges are damp with moisture from the stream, which is fairly fast moving and possibly somewhat deep.

The stream flows in a channel that is approximately 10 feet deep. The side ledges can be traversed normally at half speed. Moving faster than that will require Balance checks to retain solid footing.

B. Niche:

As the PCs negotiate the passageway from area A to area C, they will come to this stone shelf.

The passageway veers off to the right, the stream flowing from that direction. Directly ahead is a small cave that is dry and slightly raised above the level of the stream. The place has no egress other than the stream passageway and is empty.

The sound of splashing water can be heard from further on down the watery passageway.

The purple wall section indicated on the map is an illusory wall spell cast by Keminjin (level 14). The wall matches the rest of the cave perfectly, but has a single pin-prick sized spyhole in it whereby the niche and the passageway between area A and area C may be observed from behind the illusion.

Beyond the illusion, a 15 foot wide passageway heads west, ascending as it goes, eventually arriving at area F.

The splashing sound that the PCs hear is caused by the waterfall in area C.

C. Water Cave:

This cavern is some 40 feet in height, though the ceiling is difficult to see due to a profusion of stalactites that hang from the ceiling. These are of varying shapes and colours and a few sparkle as if crystals were imbedded in them.

The splashing sound heard earlier comes from a waterfall that emerges from a crack 25 feet up the west wall of the place. This crack is 15 feet wide and 100 feet tall and a stream of water emerges from it and plunges 25 feet down into a large pool of water. This pool then spills out into the 10 feet wide stream that winds its way out of the caves. The splashing water makes the entire cavern damp, and drops of moisture hang in the air.

The portion of the cavern floor not given to the pool is punctuated by stalagmites of varying sizes. Some of these have grown to join with stalactites hanging from the ceiling, forming fluted columns.

The mineral formations here provide plenty of cover and places to hide. Assume any lines of sight longer than 10 feet will have cover. The floor is wet, and moving faster than a double move will require Balance checks.

The sparkles in the mineral formations are simple quartz crystals.

In the northeast portion of the cavern is an illusory wall spell cast by Keminjin (level 14). This is indicated on the map in purple. Behind the illusion, a 15 foot wide passageway ascends as it winds up to the passage just east of area F.

D. Sparkling Cave:

This cave is 25 feet high and is studded on the floor, walls, and ceiling with quartz crystals. The cave is clear of sigificant mineral formations and is dry.

The crystals will sparkle in illumination, but have no significance beyond that. Otherwise, the cave is empty.

E. Bugbear Cave:

This cavern is 20 feet high and clear of mineral formations. A smattering of quartz crystals are here and there.

In the far end of the cavern is a small camp of ratty furs...about a dozen of them. Bones and refuse are strewn about.

Near the camp is a rough structure of stones, perhaps an altar of some sort, which is topped by a round stone upon which has been carved the unholy symbol of the Deceiver.

The bugbears and Murrigkuk lair here. The altar is merely symbolic and has no inherent power or worth.

F. Main Cave:

As the PCs near the cavern:

The sound of water falling into a pool of some sort reaches your ears from up ahead.

When the PCs arrive at the cavern:

This large cavern is 30 feet high, and illuminated by several large boulders scattered around the place that seem to be glowing red as if under great heat.

In the eastern portion of the room is a small pool. A curtain of water cascades down into the pool from a crack in the ceiling. The crack is 3 feet wide and 15 ft long and runs north to south. A cluster of stalactites hangs around and over the pool, but the cavern floor is clear of mineral formations.

In the wall to the east of the pool is an opening, and water seems to be flowing out of the pool and into the opening, which is 8 feet tall and 30 feet wide.

Next to the pool is a large area of soggy leaves and damp twigs that hints at a huge nest of some sort.

Along the north wall is a bedroll and some clothing folded up in a pile next to it.

In the southwestern corner of the cavern is a pile of furs, while to the northwest, a bit of steam wafts from a 20 foot wide opening.

The pool is 25 feet deep and spills into area H.

In the south portion of the cavern is an illusory wall spell cast by Keminjin (level 14). This is indicated on the map in purple. Behind the illusion, a 15 foot wide passageway descends as it winds down to the niche in area B.

The soggy leaves and twigs form the bed for the black dragon. As this is a temporary lair for the dragon, it has no treasure here.

The pile of furs are the bedding for the fire giants. Amongst these are two large sacks that hold 5000 cp, 2000 sp, 1500 gp, and 200 pp each, along with a variety of strange but nonvaluable trinkets, many of them giant-sized.

G. Ice Cave:

As the PCs approach the entrance to the stairs to this area:

Wisps of steam or some other vapour emerge from the opening. Theseare accompanied by blasts of ice cold air that seem to be emanating from beyond the opening. The passage descends sharply, by way of steep steps cut into the floor of the rock.

As the PCs reach the blue-coloured portion of the area:

Your breaths steam from your mouth and nose as you round the bend. The air goes frigid and the stone walls are now coated in a sheath of ice. The steps, now coated in ice, apear extremely slippery.

The temperature at this point is the equivalent of an arctic climate in spring or early autumn. The steps are not as slippery as they appear, and only require a Balance check if someone runs on them or fights on them or perform some other strenuous activity upon them.

Once the PCs reach the cavern:

The icy steps end in a cavern of ice, so thick that the granite of the walls behind the ice is lost to sight.

Strange crystalline pieces of furniture adorn the cave, including a bed with furs atop it and a table and chairs. In the far part of the cave is an exquisitely carved shrine to Lothar adorned with holy symbols to him and made of the same crystal.

This is the lair of the Lothar priest, his ice golem, and his remorhaz servant. The furnishings and the shrine are all made of ice.

H. Water Passage:

This passage seems to be entirely filled with water, though it does not reach all the way to the ceiling some 8 feet overhead. The water flows steadily to the east.

The water in this passageway spills into its west end from the pool in area F. It then flows down the passageway before spilling into the pool at area C.

The water is 7 feet deep along this passage.

Defense Tactics:

Like any plan, the one below is likely to go awry sooner or later, and the black dragon and his servants will have to improvise accordingly. Their overall plan is to try to get the PCs to waste as many of their spells as possible in preliminary battles and then force a final climactic battle after their magical power has been sufficiently diminished. Below is the basic outline of their plan.

The denizens must obviously be aware of the coming of the PCs in order to put their plan into effect. The description of each denizen in the "Denizen Roster" below tells where each will be if alerted or not.

Normally, the denizens will know the PCs are coming because the bugbear strifeleader will have cast divination in order to have a general idea as to when they will arrive (at least knowing the day they will come).

1. Murrigkuk waits hidden behind the illusory wall in the niche west of area B. The illusory wall includes a tiny pin-prick sized spyhole in it so that he can observe the passageway. When the PCs pass, he emerges under cover of an invisibility spell and peeks around the corner to cast a major image spell in area C of the black dragon emerging from the pool there. This is designed to cause the PCs to expend spells, and the bugbear strifeleader will make the illusion react properly to missiles and spells for as long as possible. Once the illusion is discovered, he will flee past the illusory wall to area F and then to area E to rally his troops.

2. Murriguk will have sent his skeletons to await the PCs in area D. These will attack. Meanwhile, Keminjin will summon his three monsters (monster summoning V, VI, and VII, starting with the most powerful spell first and working down in power) in the next three rounds and send them in one at a time. These will be summoned into area E from the passageway southeast of area E and will then move into area D to the attack. The bone devil will concentrate on using dimensional anchor spells and the use wall of ice to entrap foes.

3. Bugbears in area E will shoot arrows into area D to aid the fray.

4. Keminjin will head to area F and muster up with his shield guardian and the dragon. They will then move swiftly to area C by way of area H for the dragon and by the illusory passage for the conjurer and his shield guardian. Once in area C, Keminjin uses his wand to cast a lesser wall of force across the exit to the outside. This will touch the top of the river channel, so that the river does not flood into the cave.

5. Murriguk will prepare to fight the PCs in area E, though he has orders to charge into area D if it looks like he can turn the tide of the battle. Otherwise, the strifeleader is fully prepared to expend his troops in battle. He will stay back out of the fray using spells and items, and then retreat to area F, ducking into the illusory wall between area E and area F in order to perhaps gain a sneak attack from behind as the PCs pass by and battle the fire giants in area F.

6. Keminjin and Yrexxiem will trail behind the PCs, either taking the main passage through area D and area E to come on the PCs from behind shortly after they enter area F. Otherwise, they can use the illusory wall in the southeast of area C to come up near area F after the PCs are engaging the fire giants.

7. The final battle will take place in area F. The giants will have heated their stones on the remorhaz, which will have retreated down the stairs to area G. As the PCs move to engage the giants, the remorhaz will emerge from area G and attack from the side. The Lothar priest within will climb the stairs eneough to peer into the room and will possibly cast some spells, but will try to refrain from entering the fray unless pressed too do so. The dragon, conjurer and shield guardian will then come up from behind and try to finish off the PCs.

The dragon and his minions have a great many defensive spells and magic items that they will likely want to cast in anticipation of the coming battle. While the PCs fight the summoned creatures and the undead, the spellcasters will be casting defensive spells and use defensive magic items that last longer than 1 round/level. The DM should keep track of the many spells that are likely to be cast. However, they will not cast all of their defensive spells, as they are aware that the PCs are likely to have dispel magics available.

Denizen Roster:

Yrexxiem:

Yrexxiem is an old black dragon whose history is outlined above. He despises the Heroes of the Gem, and wishes to slay them all for leaving him and his mate trapped underground all those years ago. He knows that the Heroes know they will be facing a black dragon, and so he pretty much has written off his breath weapon as useless until a dispel magic succeeds in stripping the likely acid protection spells the PCs have up. Instead, he will use his combat prowess, especially his tail constrict, to attack PC spellcasters. Yrexxiem is not above fleeing the fight should it turn badly, leaving his minions to perish while he escapes to plot further revenge.

Yrexxiem will usually be found in area F.

* Yrexxiem: Male black dragon; CR 16; Huge dragon (water); HD 25D12+125; hp 313; Init +0; Spd 60 ft, fly 150 ft (poor), swim 60 ft; Space 15 ft; Reach 10 ft (15 ft bite); AC 32 (touch 8, flat-footed 32); Atk +32 melee (2D8+9, bite) and +27 melee (2D6+4 [x2], claws) and +27 melee (1D8+4 [x2], wings) and +27 melee (2D6+13, tail); SA breath weapon, corrupt water, crush, darkness, frightful presence, improved snatch, spell-like abilities; SQ blindsense 60 ft, DR 10/magic, darkvision 120 ft, keen senses, immunity to acid, magical sleep effects, and paralysis, low-light vision, spells (as 7th level sorcerer), water breathing, SR 22; AL CE; SV Fort +19, Ref +14, Will +16; Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14. Length 55 ft.

Skills and Feats: Bluff +10, Climb +13, Concentration +13, Diplomacy +12, Hide +0, Intimidate +32, Knowledge (arcana) +10, Listen +30, Move Silently +28, Search +30, Spellcraft +16, Spot +30, Swim +25; Blind-Fight, Clinging Breath, Improved Snatch, Power Attack, Recover Breath, Shape Breath, Shock Wave, Snatch, Tail Constrict.

Special Attacks: Breath Weapon (Su): 100 ft line, 16D4 acid, Ref DC 27 half.

Corrupt Water (Sp): 1/day - spoil up to 10 cu ft of water or liquids containing water, range 240 ft, Will DC 24 negates.

Crush (Ex): Area 15 ft square, Small or smaller opponents take 2D8+13 points of bludgeoning damage, and must succeed on a DC 27 Ref save or be pinned.

Darkness (Sp): 3/day - as darkness, but 80 ft radius, caster level 8.

Frightful Presence (Ex): A black dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 240 feet are subject to the effect if they have 24 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 24) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Improved Snatch (Ex): Against Medium or smaller creatures, bite for 2D8+9/round or claw for 2D6+4/round.

Special Qualities: Keen Sense (Ex): A black dragon sees four times as well as a human in low-light conditions and twice as well in normal light.

Spell-Like Abilities: 1/day - plant growth, caster level 8.

Sorcerer Spells Known (cast 6/7/7/4; save DC 12 + spell level): 0 - dancing lights, detect magic, ghost sound, mage hand, mending, ray of frost, resistance; 1 - mage armour, magic missile, obscuring mist, protection from chaos/evil/good/law, shield, ; 2 - gust of wind, resist energy, scintillating scales; 3 - haste, stinking cloud.

Crinsmog:

This fire giant warrior served in the army of the Deceiver as a youth, and now has linked up with Innirsum. He was part of a company of such giants moving south through the Grashtilim Mountains to fight in the war between Vilgum and the Death Marches, but was enticed by Innirsum to divert from their company and instead try for great glory by fighting against the Heroes of the Gem.

Crinsmog is loyal to the fire giant priest, and fearless in battle, as he is not used to anyone or anything standing against him for long. He prizes his magical greatsword and tends to use it to the exclusion of his fists or rocks unless commanded to by Innirsum.

Crinsmog will be found in area F along with Innirsum.

* Crinsmog: Male fire giant Fighter 3; CR 13; Large giant (fire); HD 15D8+75 plus 3D10+15; hp 178; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 24 (touch 9, flat-footed 23); Atk +25/+20/+15 melee (3D6+16 plus 1D6 fire, +1 flaming greatsword) or +23 melee (1D4+10 [x2], slams) or +14 ranged (2D6+10 plus 2D6 fire); SA rock throwing; SQ immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +17, Ref +6, Will +10; Str 31, Dex 10, Con 21, Int 10, Wis 14, Cha 11. Height 12 ft.

Skills and Feats: Climb +9, Craft (metalworking) +6, Intimidate +6, Jump +9, Spot +14; Cleave, Eyes in the Back of Your Head, Fling Enemy, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Large and In Charge, Power Attack, Weapon Focus (greatsword).

Special Attacks: Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.A fire giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments.

Special Qualities: Rock Catching (Ex): A fire giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a fire giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The fire giant must be ready for and aware of the attack in order to make a rock catching attempt.

Possessions: +1 flaming greatsword, +1 cold resistance half plate, red hot rocks (6).

Innirsum:

This priest of Geryon, Maug of the Deceiver, has efreet blood in his ancestry. Upon attaining adulthood, his skin began to radiate flames, and this manifestation convinced the others of his tribe that he was favoured by the Deceiver. He was sent to train at a temple to Geryon, and there learned his priestly lore.

Innirsum served in the army of the Deceiver during the War of the Gem, and there took on Crinsmog as a bodyguard and servant. After the war, the two served in a company of fire giant mercenaries and both were on their way south to fight in the Death Marches when they encountered Yrexxium. The black dragon filled Innirsum's head with images of fame and glory and status should they slay one or more of the Heroes of the Gem, and the fire giant priest agreed, bringing his manservant along with him.

Innirsum will be found in area F along with Crinsmog.

* Innirsum: Male fire giant Cleric 5 (Geryon); CR 13; Large giant (fire); HD 15D8+90 plus 5D8+30; hp 218; Init +1; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 25 (touch 11, flat-footed 24); Atk +26/+21/+13 melee (2D6+12 plus 1D6 fire, +1 flaming burst heavy mace) or +23 melee (1D4+10 plus 1 fire [x2], slams) or +14 ranged (2D6+10 plus 2D6 fire); SA rebuke undead (5/day, +2 synergy bonus), rock throwing; SQ aura, immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +19, Ref +6, Will +13; Str 31, Dex 10, Con 22, Int 13, Wis 18, Cha 14. Height 11 ft 8 in.

Skills and Feats: Climb +9, Concentration +11, Craft (armormaking) +7, Intimidate +8, Jump +9, Knowledge (religion) +6, Spellcraft +6, Spot +16; Divine Shield, Divine Vigour, Extra Turning, Fire Heritage, Iron Will, Power Attack, Sudden Extend, Weapon Focus (heavy mace).

Special Attacks: Rock Throwing (Ex): Fire giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a fire giant's thrown rocks.

Special Qualities: Rock Catching (Ex): A fire giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a fire giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The fire giant must be ready for and aware of the attack in order to make a rock catching attempt.

Possessions: +2 cold resistance chain shirt, heavy steel shield, +2 flaming burst heavy mace, iron unholy symbol to Geryon, spell component pouch, wand of cure serious wounds at 5th level with 30 charges (large sized, 3 lbs), elemental gem (fire), necklace of fireballs (Type VII, 10D6, 9D6 [x2], 7D6, 5D6).

Spells Prepared (5/4/3/2; base DC = 14 + spell level): 0 - cure minor wounds (2), detect magic, resistance, thunderthump; 1 - endure elements (2) [cast], bless, strength of mind; 2 - resist energy, silence, spores of the vrock; 3 - blindsight, invisibility purge. Domains: Evil (+1 caster level for evil spells), War (Weapon Focus with favoured weapon). Domain Spells (1/1/1): 1 - protection from good; 2- spiritual weapon; 3 - agony.

Murrigkuk:

Murrigkuk was born just after the end of the War of the Gem, and even as a child evidences strange powers. Some of his clan claimed his mother had lain with a demon, while others claimed the child's mind was such that he was able to naturally access the dreams of their sleeping lord, the Deceiver. Whatever the reason, Murrigkuk was able to naturally call upon the dreams of his lord and slowly rose to prominance amongst his kind. When he became an adult, he was initiated into the Cult of Deception, and rose through its ranks to become a Strifeleader. Armed with this knowledge, he returned to his tribe and gained a place at the right hand of his chief. Eventually, Murrigkuk attempted to slay the chief and usurp his power, but his coup attempt failed and the Strifeleader fled into the Grashtilim Mountains with his surviving soldiers. There he came upon Yrexxiem, who alighted upon his old tribal grounds and slew the bugbear clan. Murrigkuk was overjoyed and immediately pledged himself and his followers to the service of the dragon.

Murrigkuk is a canny fighter, and he uses his spells with absolute abandon. He prefers to be subtle and deceive and mislead his foes, but if that doesn't work he will resort to raw power.

Murrigkuk has animated two skeletons. The first are the bones of Yrexxiem's mate. Yrexxiem flew the priest back to the site of his imprisonment and had the favoured soul animate the skeleton. Next, the group, including the two fire giants, marching north towards Slumber, encountered a cloud giant. They slew the powerful giant and animated his bones as well. Now both serve the bugbear Strifeleader unerringly.

Murrigkuk will be found behind the illusory wall in area B if aware of the coming of the PCs. Otherwise, he will be with his bugbears in area E.

His skeletons will be found in area C if the alert is raised, or area E if not.

* Murrigkuk: Male bugbear Favoured Soul 6/Strife Leader 5; CR 12; Medium humanoid (goblinoid); HD 3D8+6 plus 6D8+12 plus 5D6+10; hp 91; Init +2; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 23 (touch 12, flat-footed 21); Atk +11/+6 melee (1D8+3, +1 warhammer) or +9/+4 ranged (1D6+2, javelin); SA dominating aura 30 ft, illusions, poison use, sneak attack +1D6; SQ darkvision 60 ft, resistance to acid 10, scent, skilled prevarication; AL CE; SV Fort +13, Ref +12, Will +14; Str 15, Dex 14, Con 14, Int 12, Wis 14, Cha 16. Height 7 ft.

Skills and Feats: Bluff +5, Climb +3, Concentraion +10, Heal +4, Hide +5, Intimidate +5, Listen +6, Move Silently +7, Sense Motive +6, Spellcraft +5, Spot +6; Alertness, Combat Casting, Extend Spell, Iron Will, Spell Focus (illusion), Weapon Focus (warhammer).

Special Attacks: Dominating Aura (Su): A strifeleader is immune to fear (magical or otherwise). Enemies within 30 ft of a strifeleader suffer a -2 morale penalty on saves against fear effects.

Poison Use (Ex): Strifeleaders are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.

Special Qualities: Illusions: Strifeleader adds the spells ghost sound, invisibility, minor image, mirror image, major image, phantasmal killer, and silent image to his spell list.

Skilled Prevarication (Ex): +2 to Bluff and Intimidate checks, +4 on saves against discern lies, zone of truth, and other spells that detect lies or force the truth to be told.

Possessions: +1 warhammer, heavy steel shield, +1 breastplate, unholy symbol of the Deceiver, vials of unholy water (3), spell component pouch, javelins (6), javelins of lightning (2), masterwork potion belt, potion of bear's endurance at 3rd level, potion of owl's wisdom at 3rd level, potion of barkskin at 9th level, potion of blur at 3rd level.

Spells Known (cast 6/7/7/7/5/3; base DC = 13 [14 for illusions] + spell level): 0 - cure minor wounds, detect curse, detect disease, detect magic, detect poison, fiend's tongue, purify food and drink, read magic, resistance; 1 - bless, cause fear, cure light wounds, protection from chaos/evil/good/law, shield of faith, thunderstrike; 2 - cure moderate wounds, elation, invisibility, mirror image, silence, vile darkbolt; 3 - animate dead, cure serious wounds, dispel magic, ghost armour, major image; 4 - damning darkness, death ward, freedom of movement, spell immunity; 5 - flame strike, insect plague, wall of stone.

* Skeletal Mature Adult Black Dragon: CR 7; Huge undead; HD 22D12+22; hp 165; Init +4; Spd 60 ft; Space 15 ft; Reach 10 ft (15 ft bite); AC 12 (touch 8, flat-footed 12); Atk +28 melee (2D8+8, bite) and +23 melee (2D6+4 [x2], claws) and +23 melee (1D8+4 [x2], wings) and +23 melee (2D6+12, tail); SA frightful presence; SQ blindsense 60 ft, DR 5/bludgeoning, immunity to acid and cold, keen senses, undead traits, SR 21; AL N; SV Fort +13, Ref +13, Will +13; Str 27, Dex 10, Con -, Int -, Wis 10, Cha 14. Length 50 ft.

Skills and Feats: Improved Initiative.

Special Attacks: Frightful Presence (Ex): A skeletal dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 240 feet are subject to the effect if they have 21 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

* Cloud Giant Skeleton: CR 7; Huge undead; HD 17D12; hp 110; Init +6; Spd 50 ft; Space 15 ft; Reach 15 ft; AC 13 (touch 10, flat-footed 11); Atk +18 melee (2D6+18, gargantuan morningstar) or +18 melee (1D8+12, claw) or +8 ranged (2D8+12, rock); SQ DR5/bludgeoning, darkvision 60 ft, immunity to cold, oversize weapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int - Wis 10, Cha 1. Height 18 ft.

Skills and Feats: Improved Initiative.

Possesssions: gargantuan morningstar, rocks (4).

Bugbears:

These warriors served under Murrigkuk and were the survivors of his failed coup. They lived years in the mountains as bandits and raiders under the favoured soul, and those that survived these lean years became very strong and proficient. They now are entirely loyal to the favoured soul and will serve him even unto death.

These bugbears will be found in area E.

* Bugbear Warriors (10): Male bugbears Rogue 3/Warrior 2; CR 6; Medium humanoid (goblinoid); HD 3D8+6 plus 3D6+6 plus 2D8+4; hp 52; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 16); Atk +10/+5 melee (1D8+3, heavy mace) or +7/+2 ranged (1D8+3, composite longbow); SA sneak attack +2D6; SQ darkvision 60 ft, evasion, scent, trapfinding, trap sense +1; AL CE; SV Fort +7, Ref +7, Will +2; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 9. Height 7 ft.

Skills and Feats: Bluff +7, Climb +3, Diplomacy +3, Escape Artist +7, Hide +4, Intimidate +7, Listen +4, Move Silently +6, Sense Motive +6, Spot +4, Tumbling +8; Alertness, Combat Reflexes, Weapon Focus (heavy mace).

Possessions: heavy mace, composite longbow (+3 Str bonus), arrows (20), silver arrows (10), chain shirt, heavy wooden shield.

Keminjin:

Keminjin was descendant of the mating of a glabezru and a hapless slave woman of the Lost Kingdoms. These were not his direct parents, but several generations did not entirely dim the demonic blood flowing through his veins. That heritage led to his fascination with things extraplanar, and he studied the arts of conjuration under his master. When the War of the Gem broke out, he served in the armies of the Deceiver under his master, and enjoyed a frenzy of destruction and rapine through the Vilgum and Imtorr regions before being recalled to repel the March on Mordasht. His master perished in that battle, and Keminjin was not sad at this, even though the Deceiver was defeated, for he inherited his master's lore and position and staff and went into hiding, studying lore. He was now determined to become the greatest conjurer in Therra, and to his mind the proof of this would be to best Eracuss in combat. His demonic associates informed him of Yrexxiem's escape from imprisonment and he sought to link up with the dragon in order to use him as a means to confront and defeat Eracuss. The wizard had prepared a special scroll, containing the horrific spell barghest's feast, with which to consume Eracuss' body should he fall, so that even the potent prayers of Korvar could not return him to life.

And so Keminjin met with Yrexxiem and convinced the dragon to allow him to join the troupe heading towards Slumber. Even more, the conjurer convinced the dragon to begin his assault on Eracuss' Canton. It is the tiefling's plan to abandon the dragon once Eracuss has been slain. The conjurer only covets Eracuss' staff of the magi, both for its own power and as a token of the defeat of Eracuss.

Keminjin controls a huge shield guardian. This was the possession of is former master, and his master before him, and so on down many generations of black conjurers.

Keminjin and the shield guardian will be found in area F.

The three summoned creatures will be created by Keminjin from his summon monster spells.

* Keminjin: Male tiefling Wizard 14 (Conjurer Specialist - Enchantment and Transmutation prohibited); CR 16; Medium outsider (native); HD 14D4+42; hp 85; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 14, flat-footed 16); Atk +7 melee (1D6, staff of abyssal iron) or +11 ranged (touch attack); SA darkness, spell-like abilities; SQ darkvision 60 ft, resistance to cold 5, electricity 5, and fire 5; AL NE; SV Fort +7, Ref +8, Will +11; Str 11, Dex 18, Con 16, Int 21, Wis 14, Cha 12. Height 5 ft 10 in.

Skills and Feats: Bluff +3, Concentration +18, Decipher Script +10, Diplomacy +4, Hide +6, Knowledge (arcana) +15, Knowledge (planes) +15, Listen +8, Spellcraft +17, Spot +8, Use Magic Device +12 (+16 with scrolls); Augment Summoning, Fiendish Bloodline, Fiendish Heritage, Scribe Scroll, Spell Focus (conjuration), Skill Focus (use magic device), Sudden Extend, Sudden Widen.

Special Attacks: Darkness (Sp): A tiefling can use darkness 1/day at character level.

Spell-Like Abilites (Sp): The Fiendish Bloodline feat allows the following spell-like abilities: 3/day - protection from good; 1/day - bane; at 14th level.

Possessions: staff of abyssal iron with 32 charges, shield guardian amulet, wand of ray of exhaustion at 5th level with 29 charges, wand of lesser wall of force at 5th level with 19 charges, ring of force shield, ring of mage armour, book of blood, potion of cure serious wounds at 5th level, potion of aid at 3rd level, potion of blur at 3rd level, potion belt, spell component pouch, scroll of greater invisibility at 7th level, scroll of barghest's feast at 14th level, scroll of spectral hand at 3rd level and vampiric touch at 14th level, scroll of death ward at 7th level, scroll organizer, wrist sheaths.

Spells Prepared (4+1/5+1/5+1/5+1/5+1/3+1/3+1/2+1; base DC = 15 + spell level [16 + spell level for conjuration]): 0 - acid splash, detect magic, resistance, unnerving gaze, touch of fatigue; 1 - grease, magic missile (2), obscuring mist, ray of enfeeblement, shield; 2 - empowerment, mirror image, invisibility, scorching ray, see invisibility, slipping the ranks; 3 - dispel magic, fireball, lightning bolt, reverse arrows, sleet storm, wall of chains; 4 - black tentacles, burning blood, dimensional anchor, dimension door, energy reflection, lesser globe of invulnerability; 5 - block teleport, redirect teleport, summon monster V, vitriolic sphere; 6 - acid fog, claw of ice, greater dispel magic, summon monster VI; 7 - antimagic ray, prismatic spray, summon monster VII.

Book of Blood: all spells prepared and 0 - read magic; 1 - unseen servant; 3 - clairaudience/clairvoyance; 4 - illusory wall, stoneskin; 5 - plane shift.

* Advanced Shield Guardian: CR 12; Huge construct; 25D10+50; hp 188; Init +0; Spd 30 ft; Space 15 ft; Reach 15 ft; AC 26 (touch 8, flat-footed 26); Atk +27 melee (2D6+10 [x2], slams); SQ construct traits, darkvision 60 ft, fast healing 5, find master, guard, low-light vision, shield other, spell storing; AL N; SV Fort +8, Ref +8, Will +8; Str 30, Dex 10, Con -, Int -, Wis 10, Cha 1. Height 18 ft.

Skills and Feats: none.

Special Qualities: Find Master (Su): As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex): If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Shield Other (Sp): The wearer of a shield guardian’s amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).

Spell Storing (Sp): A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Spell Stored: 3 - dispel magic (to be cast on Keminjin if he is immobilized or incapacitated by magic)

* Summoned Yeth Hound (Augmented Summon): CR 3; Medium outsider (evil, extraplanar); HD 3D8+12; hp 25; Init +6; Spd 40 ft, fly 60 ft (good); Space 5 ft; Reach 5 ft; AC 20 (touch 12, flat-footed 18); Atk +8 melee (1D8+6, bite); SA bay, trip; SQ DR 10/silver, darkvision 60 ft, flight, scent; AL NE; SV Fort +7, Ref +5, Will +5; Str 21, Dex 15, Con 19, Int 6, Wis 14, Cha 10. Length 6 ft.

Skills and Feats: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks, +17 if by scent); Improved Initiative, Track.

Special Attacks: Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours.

Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 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 yeth hound.

Special Qualities: Flight (Su): A yeth hound can cease or resume flight as a free action.

* Summoned Fiendish Dire Boar (Augmented Summon Monster V): CR 5; Large magical beast (extraplanar); HD 7D8+35; hp 66; Init +0; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 9, flat-footed 15); Atk +14 melee (1D8+14, gore); SA ferocity, smite good; SQ darkvision 60 ft, DR 5/magic, low-light vision, scent, SR 12; AL NE; SV Fort +10, Ref +5, Will +8; Str 31, Dex 10, Con 21, Int 3, Wis 13, Cha 8. Length 12 ft.

Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will.

Special Attacks: Ferocity (Ex): A fiendish dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Smite Good (Su): 1/day may add +7 damage to attack against good foe.

* Summoned Chain Devil (Augmented Summon Monster VI): CR 6; Medium outsider (evil, extraplanar, lawful); HD 8D8+32; hp 68; Init +6; Spd 30 ft; Space 5 ft; Reach 5 ft (10 ft with chains); AC 20 (touch 12, flat-footed 18); Atk +12 melee (2D4+4 [x2], chains); SA dancing chains. unnerving gaze; SQ DR 5/silver or good, darkvision 60 ft, immunity to cold, regeneration 2, SR 18; AL LE; SV Fort +10, Ref +8, Will +6; Str 19, Dex 15, Con 19, Int 6, Wis 10, Cha 12. Height 6 ft.

Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings); Alertness, Improved Critical (chain), Improved Initiative.

Special Attacks: Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds.

Special Qualities: Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor.

A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

* Summoned Bone Devil (Augmented Summon Monster VII): CR 9; Large outsider (evil, extraplanar, lawful); HD 10D8+70; hp 115; Init +9; Spd 40 ft; Space 10 ft; Reach 10 ft; AC 25 (touch 14, flat-footed 20); Atk +16 melee (1D8+7, bite) and +14 melee (1D4+3 [x2], claws) and +14 melee (3D4+3 plus poison, sting); SA fear aura, poison, spell-like abilities; SQ DR 10/good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft, SR 21; AL LE; SV Fort +14, Ref +12, Will +11; Str 25, Dex 21, Con 25, Int 14, Wis 14, Cha 14. Height 9 ft.

Skills and Feats: Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (arcana) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks); Alertness, Improved Initiative, Iron Will, Multiattack.

Special Attacks: Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str.

Spell-Like Abilities: At will - greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th.

Othungir:

Onthungir is a high ranking priest of the Fimbul Sect of the Cult of Lothar. This sect is dedicated to returning Slumber to its pristine arctic state, for they believe that the gods should not have changed the climate of the area of Slumber. The Lotharians have steadily increased their hostility to the Kingdom of Slumber and the Heroes of the Gem, and are now planning an all-out assault on the Cantons. However, they are eager to first know the powers and capabilities of the Heroes, for the many stories, legends, and reports of their exploits have grown in the telling and it is difficult to tell truth from fiction. When they learned that Yrexxiem had arrived and was planning on assaulting the Heroes, they were interested in having an observer present. In addition, should the dragon succeed in taking down one or more Heroes, the Sect wanted to be able to have a claim in that great deed. And so, Onthungir, along with his "pet" remorhaz and an ice golem were dispatched to aid the dragon in his efforts against the Heroes. The priest took possession of a cave and carved stairs into it. He then used his cult magic to change the clime of the cave into the frigid ice of his god.

Onthungir is not interested in actually confronting the Heroes directly in battle. Instead, he will lend his remorhaz to the fray and will try to cast spells from a distance. If pressed, he will rely on his ice golem to aid and defend him.

The remorhaz is enjoyed by the fire giants, who appreciate its heat generation, and they heat up their throwing rocks on the heat of the polar worm just before battle and to act as heat braziers in the cold, damp cavern where they lair.

Othungir and his servants will be found in area G.

The ice dire weasel is a construct that is Ontungir's favourite form to summon using his conjure ice beast spell.

* Onthungir: Male human Barbarian 1/Cleric 9 (Lothar); CR 10; Medium humanoid (human); HD 1D12+3 plus 9D8+27; hp 87; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 18); Atk +10/+5 (1D8+3 plus 1D6 cold, +1 frost heavy mace) or +9 ranged (1D4+2, sling); SA rage 1/day, turn undead (5/day at +2 synergy bonus); SQ fast movement; AL CN; SV Fort +11, Ref +4, Will +9; Str 15, Dex 12, Con 17, Int 10, Wis 16, Cha 14. Height 6 ft.

Skills and Feats: Climb +5, Handle Animal +4, Intimidate +7, Jump +4, Listen +6, Survival +8; Arctic Priest, Cold Endurance, Combat Casting, Intimidating Rage, Piercing Cold.

Possessions: white dragon hide armour, +1 frost heavy mace, crystal holy symbol to Lothar, spell component pouch, sling, sling bullets (20), beads of force (4) [the force effect looks like ice].

Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell level): 0 - detect magic, light, ray of frost (2), resistance (2); 1 - bless, entropic shield, ice slick, lesser shivering touch, obscuring mist; 2 - bear's endurance, elation, hold person, remove paralysis, silence; 3 - dispel magic, lesser aura of cold, prayer, shivering touch; 4 - conjure ice beast IV, freeze armour; 5 - frostbite. Domains: Cold (turn/destroy fire creatures and rebuke/command cold creatures), Competition (+1 on all opposed checks). Domain Spells: (1/1/1/1/1): 1 - remove fear; 2 - chill metal; 3 - sleet storm; 4 - ice storm; 5 - wall of ice.

* Advanced Remorhaz: CR 9; Huge magical beast; HD 14D10+84; hp 160; Init +2; Spd 30 ft, burrow 20 ft; Space 15 ft; Reach 10 ft; AC 21 (touch 10, flat-footed 19); Atk +20 melee (2D8+12, bite); SA improved grab, swallow whole; SQ darkvision 60 ft, heat, low-light vision, tremorsense 60 ft; AL N; SV Fort +15, Ref +11, Will +5; Str 26, Dex 14, Con 22, Int 5, Wis 12, Cha 10. Length 20 ft.

Skills and Feats: Listen +11, Spot +12; Awesome Blow, Improved Bull Rush, Power Attack.

Special Attacks: Improved Grab (Ex): To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round.

Swallow Whole (Ex): When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Special Qualities: Heat (Ex): An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid destruction.

* Ice Beast Dire Wolverine: CR 4; Large construct (cold); 5D10+30; hp 60; Init +3; Spd 30 ft, climb 10 ft; Space 10 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 15); Atk +8 melee (1D6+6 [x2], claws) and +3 melee (1D8+3, bite); SA cold aura; SQ cold subtype, construct traits, DR 5/magic; AL N; SV Fort +1, Ref +4, Will +1; Str 22, Dex 17, Con -, Int -, Wis 10, Cha 1. Length 12 ft.

Skills and Feats: none.

Special Attacks: Cold Aura (Su): An ice beast deals 1D6 points of cold damage to all creatures within 10 ft as a free action at the beginning of its turn each round.

* Ice Golem: CR 9; Large construct; HD 12D10+130; hp 96; Init +0; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 22 (touch 9, flat-footed 22); Atk +15 melee (2D8+7 [x2], slams); SA ice shards, improved grab; SQ construct traits, DR 10/bludgeoning, darkvision 60 ft, icewalking, immunity to cold and magic, low-light vision, vulnerability to fire; AL N; SV Fort +4, Ref +4, Will +4; Str 25, Dex 10, Con -, Int -, Wis 11, Cha 1. Height 10 ft.

Skills and Feats: none.

Special Attacks: Ice Shards (Su): As a free action once every 1D4+1 rounds, an ice golem can generate a spray of deadly ice shards from its body, dealing 2D6 points of piercing damage and 1D6 points of cold damage to all creatures within 10 ft. In addition, living creatures must succeed on a DC 16 Fort save or be blinded to 1D4 rounds.

Improved Grab (Ex): To use this ability, an ice golem must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Special Qualities: Icewalking (Ex): This ability works like he spider climb spell but applies to all icy surfaces. An ice golem can move normally on any icy surface.

Immunity to Magic (Ex): An ice golem is immune to any spell or spell-like ability that allows SR.

In addition, fire spells and effects affect the golem normally.

A magic attack that deals cold damage heals an ice golem of 1 point of damage for each 3 points of damage such an attack would otherwise deal. If the amount of healing would cause the golem to exceed its full hit points, it gains any excess as temporary hit points.

Experience Points:

There are no special experience point awards for this scenario.

 

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