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Smouldering Slumber
A Therran Scenario for a party of PCs of ECL 12

 

Summary:

The PCs must stop a tribe of firenewts from awakening a lavawight slumbering within a volcano.

Assumptions:

None.

Location:

Aladur

Historical Date:

705 A.C. Spring

DM's Introduction:

This scenario assumes that the PCs have completed the scenario entitled "Days of Future Past" and are now in the process of building a stronghold on the site of the Tri-Claw Fortress ruins. Such a background is not necessary to introduce this scenario, as the PCs can meet "He-Who-Walks-with-Embers" anywhere near the eastern portion of Aladur where the scenario takes place.

Lavawights are horrific and fearsome creatures native to Sazhansiir. The below is from "The Sazhansiir Gazetteer".

When the creation cyst blasted the heart of the empire of the scaled ones, the traumatic mass death of so many malign beings mixed with a vortex to the Elemental Plane of Fire opened by the conflagration and the negative energy that formed half of the creation cyst, giving rise to a horrific undead spirit known only as the Shape of Fire. This creature roamed the newly formed Blasted Lands for a short time, and in encountering and defeating certain powerful survivors of the blast, it created the lavawights.

When Shape of Fire left the Material Plane, at least half a dozen lava wights it had created were left behind. These horrific creatures, finding even the heat of the Blasted Lands too cold, fled north and eventually immersed themselves into the depths of the fiery volcanoes of the central mountains and on Musteer Island.

There are four major volcanoes in central Sazhansiir and one on Musteer. It is believed that in each of these, bathed in magma, lairs a lava wight. If there were more, as some reports indicate, they are either also in one of these volcanoes, have been slain, or are hidden somewhere on the continent.

The lavawights rarely appear, content to reside in the depths of the volcanoes. When they do, they have appeared singly, and usually in the course of an eruption, which may waken them from some sort of undead slumber. When a lavawight emerges, the creatures living on the mountain nearby have little choice but to flee or hide and pray the creature does not find them. After an orgy of destruction lasting for days or even weeks, the wight inevitably returns to its lair.

Such instances are rare…as rare as eruptions themselves. However, it does explain why many natives of the high mountains often sacrifice living creatures to the volcanoes. Presumably, they are appeasing the lava wight within.

No tales speak of anyone ever slaying a lavawight. The mightiest goliath heroes are merely credited with delaying their progress so that other might escape. Usually such heroes then die a noble, valiant, and fiery death.

One of these creatures resides deep within the bowels of Irmondrin Peak in eastern Aladur. Like most lavawights, the creature spends much of its time in a dreamless undead slumber, and this particular lavawight was so deep in slumber that there is no recorded accounts or recollection of its ever having awakened, even by the long-lived killoren.

Recently, a band of particularly evil apostate firenewts has sought to awaken the lavawight in order to destroy a clan of their own kind with whom they are fighting. These apostate firenewts have vowed to destroy their kin who banished them from their clan holdings, and upon learning of the possible presence of the lavawight within Irmondrin Peak, they have decided to awaken the creature by means of ancient firenewt rituals as well as the sacrifice of innocent lava children whom they found living at the rim of the volcano and whom they have captured and begun to sacrifice to the volcano. The apotates attacked the lava children 4 days ago.

Part One - Awakenings

Assuming the PCs are camping or living near Irmondrin Peak (likely at the strange ruins from "Days of Future Past"), they will note a few rumblings from the volcano from time to time. None of these are severe, and the activity is somewhat sparse, occurring maybe once every week or two. Nevertheless, if the PCs become worried and ask the killoren or any intelligent and friendly local denizens (like the earth drakes dwelling in the foothills below Irmondrin Peak), they will learn that such seismic activity is not normal, though also not entirely unheard of. But these regular rumblings seem to be rather sustained, which is quite out of the ordinary.

Should the PCs decide to investigate on the basis of these rumblings, then the DM should introduce the encounter with "He Who Walks with Embers" during their journey to the top of the volcano. Otherwise, should the PCs not take any action, then eventually they will be approached by one of the earth drakes, who will tell the PCs that they have heard the rumblings of the earth and its song is one of distress. Something, the earth drake will say, is not right with the volcano.

If the PCs still do nothing, then one day "He-Who-Walks-with-Embers" will stumble into the PCs' camp or stronghold and beg for help.

He Who Walks (EL 0 or 12):

He-Who-Walks-with-Embers (shortened hereafter to "He-Who-Walks") was an important if somewhat estranged member of the tribe of lava children of Irmondrin Peak. While lava children are mostly reclusive, He-Who-Walks was taken to wandering and hunting for the tribe and often conducted trade with local tribes of raptorans and friendly firenewts. It was because of this proclivity that He-Who-Walks survived the initial onslaught of the firenewt apostates. He returned to find his home and people overrun and enslaved and attempted to infiltrate and rescue his people, but was caught and barely fled with his life. His animal companion, a hawk, was slain during the attempted rescue, and the ranger has not had a chance to summon a new one.

Creatures: He-Who-Walks will be encountered in one of two fashions. If he stumbles into the PCs' dwelling place, then he will be quite injured, having been chased down off of the mountainside by firenewts mounted on giant striders. Assume he has suffered 72 points of damage and is fatigued, having run for some time. He will have eluded the chasing firenewts.

If he is encountered on the mountainside, then he will still be chased by the firenewts. In this case the PCs will see He-Who-Walks fleeing downhill from a troop of firenewts in hot pursuit. The firenewts, mounted on giant striders, will be about 120 ft behind him and gaining.

HE-WHO-WALKS-WITH-EMBERS CR 9
Tome of Horrors 3.5 page 254
Male lava child Ranger 6
N Medium humanoid (earth, fire, lava child)
Init +5; Senses darkvision 60 ft, Track; Listen +10, Spot +10
Languages Lava Child, Ignan, Terran


AC 17, touch 11, flat-footed 16
hp 75 (10 HD)
Immune earth magic, fire, metal
Vulnerable air and water (see below), cold
Fort +10, Ref +7, Will +4; Endurance

Spd 30 ft (6 squares)
Melee 2 claws +11 (1d6+2) and bite +11 (1d6+1); favoured enemy, immunity to metal
Space
5 ft; Reach 5 ft
Base Atk +9; Grp +11
Atk Options Power Attack
Special Actions rend 2d4+2
Ranger Spells Prepared (CL 3, melee touch +11, ranged touch +10):
1st - blades of fire, longstrider

Abilities Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 12
SQ favoured enemy (elemental +4, outsider [water] +2), wild empathy +7
Feats Alertness, Endurance, Improved Initiative, Improved Multiattack**, Improved Natural Attack (claws), Multiattack**, Power Attack, Track
Skills
Bluff +1*, Climb +7, Hide +6, Jump +7, Knowledge (dungeoneering) +5, Knowledge (nature) +3, Listen +10*, Move Silently +5, Search +5, Sense Motive +1*, Spot +10*, Survival +7 (+9 underground, +2 bonus to follow tracks)*

Elemental Vulnerability (Ex) Lava children take one extra point of damage per caster level from spells and effects with the air or water subtype and from spells of the Air and Water domains.

Immunity to Earth Magic (Ex) Lava children are immune to all spells and effects with the earth descriptor and all spells of the Earth domain.

Immunity to Metal (Ex) Lava children are completely immune to any metal object or weapon and its effects (swords, armor, doors, walls, for
example). Metal simply passes through the lava child as though it did not exist. Metal items are not destroyed, just ignored. Any metal weapon
(including magic weapons) that strikes a lava child deals no damage and simply passes through its body. Likewise a lava child can simply walk through metal doors or walls as though they did not exist.

All attacks against a metal-armored foe are considered melee touch attacks as the lava child’s attacks simply pass through the metal armor.

Rend (Ex) A lava child that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+2 points of damage.

* +2 vs favoured enemy

** For lava child rangers, Multiattack substitutes for Two-Weapon Fighting and Improved Multiattack substitutes for Improved Two-Weapon Fighting.

 

 

SPELLS:

blades of fire (SC p31) - swift, touch, 2 melee weapons (or natural weapons), 1 rd; melee weapons deal +1d8 fire dmg.

The firenewts consist of 5 firenewt warriors and a warleader and their mounts. The striders are branded with a symbol that looks like a skull surrounded by flames.

FIRENEWT WARRIORS (5) CR 5
Monsters of Faerun page 48
Male firenewt Barbarian 4
NE Medium monstrous humanoid (fire)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +1
Languages Draconic


AC 18, touch 11, flat-footed 18; trap sense +1, uncanny dodge
hp 53 (6 HD)
Immune fire
Vulnerable cold
Fort +7, Ref +5, Will +5; trap sense +1

Spd 40 ft (8 squares)
Melee lance +8 (1d8+3)
Melee mounted lance +8 (1d8+2 ) x2 charge
Melee scimitar +9/+4 (1d6+2)
Melee heavy mace +8 (1d8+2)
Ranged
sling +7 (1d4+2)
Space
5 ft; Reach 5 ft (10 ft with lance)
Base Atk +6; Grp +8
Special Actions breath weapon (DC 16), Combat Reflexes, rage 2/day (8 rounds)
Combat Gear scimitar, sling, bullets (10), lance, heavy stone mace

Abilities Str 14, Dex 13, Con 16, Int 7, Wis 12, Cha 8
SQ illiteracy, strider handling*
Feats Combat Reflexes, Mounted Combat, Weapon Focus (scimitar)
Skills
Intimidate +4, Listen +3, Ride +7, Survival +3
Possessions combat gear plus chainmail, heavy steel shield

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

FIRENEWT WARLEADER CR 8
Monsters of Faerun page 48
Male firenewt Barbarian 7
NE Medium monstrous humanoid (fire)
Init +2; Senses darkvision 60 ft; Listen +5, Spot +1
Languages Draconic


AC 20, touch 12, flat-footed 20; improved uncanny dodge, trap sense +2, uncanny dodge
hp 82 (9 HD); DR 1/-
Immune fire
Vulnerable cold
Fort +8, Ref +7, Will +6; trap sense +2

Spd 40 ft (8 squares)
Melee mwk lance +13/+8 (1d8+4)
Melee mounted mwk lance +13/+8 (1d8+3) x2 charge
Melee mwk scimitar +14/+9 (1d6+3)
Melee heavy mace +12/+7 (1d8+3)
Ranged
sling +11 (1d4+3)
Space
5 ft; Reach 5 ft
Base Atk +9; Grp +12
Special Actions breath weapon (DC 17), Combat Reflexes, rage 2/day (8 rounds)
Combat Gear masterwork scimitar, sling, bullets (10), masterwork lance, heavy stone mace potions of cure moderate wounds (2)

Abilities Str 16, Dex 14, Con 16, Int 9, Wis 12, Cha 10
SQ illiteracy, strider handling*
Feats Combat Reflexes, Mounted Combat, Weapon Focus (scimitar)
Skills
Climb +6, Intimidate +7, Jump +6, Listen +5, Ride +10, Survival +6
Possessions combat gear plus +1 chainmail, heavy steel shield

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

ADVANCED GIANT WAR STRIDERS (6) CR 2
N Large magical beast (fire)
Init +1; Senses darkvision 60 ft; Listen +7, Spot +0


AC 22, touch 10, flat-footed 21
hp 46 (5 HD), healing from fire
Immune fire
Vulnerable cold
Fort +8, Ref +5, Will +0; resistant to magic

Spd 30 ft (6 squares); Run
Melee bite +8 (1d8+4)
Melee kick +8 (1d8+4)
Space
10 ft; Reach 5 ft
Base Atk +5; Grp +13
Special Actions fireball (DC 15)

Abilities Str 18, Dex 12, Con 18, Int 1, Wis 9, Cha 8
SQ trained for combat
Feats Improved Natural Armour, Run
Skills
Listen +7
Possessions chainmail barding, exotic military saddle, bit and bridle, saddlebags

Fireball (Su) Twice per hour, a giant strider can emit a small fireball from ducts near its eyes. Each fireball has a range of 60 feet and a burst radius of 10 feet. Creatures caught by the blast must make a Reflex save or take 1d6 damage. A successful save negates all damage. This ability is Consitution-based.

Healing from Fire (Ex) Not only do giant striders take no damage from fire, they are healed by it. Once during each 3 rounds that a strider is exposed to intense heat or flame, the creature gains the benefit of a cure light wounds spell (CL 1). A fireball spell or other intense, fiery attack heals the creature instantly a number of hit points equal to the damage normally caused by the effect.

Resistant to Magic (Ex) Giant striders gain a +2 bonus on all saving throws against magical effects.

Tactics: The firenewts are ferocious and have no experience dealing with humans, elves, and other likely PC races. As such, they will tend to underestimate them, based on size alone, and will charge the PCs should they interfere with their chase.

If the warleader and 2 of the other firenewts are defeated, the remaining will flee back towards their lair.

Any casualties taken by the firenewts at this point in the scenario should be subtracted from the total forces in the laval child tribal home. See Part Two for more details.

Developments: The lava child will be quite grateful for any aid the PCs give him. Should the PCs not aid him, then he will eventually be run down and severely wounded by the firenewts, though not, perhaps, without taking a few of his foes with him. They will then truss him up and drag him back up the peak, the lava child screaming in defiance and proclaiming that the firenewts must free his people.

If contact is attempted with the firenewts, they will be surly and off-putting and will ignore the PCs and return to their home at the top of the peak.

Should the PCs not decide to help the lava children, then the scenario is effectively over, although the consequences of not intervening will show up sometime later when the lavawight emerges from its slumber (see Denoument below for more details).

If the PCs manage to rescue the lava child, he will explain his people's situation; that they have normally had relatively peaceful relations with the firenewts, but recently a group of them attacked his tribe's home and killed or enslaved his people. He is not sure why the firenewts have become so aggressive or committed this act, though he will say that his people have done nothing to provoke them; the lava children keep to themselves and bother no one and expect not to be bothered in return.

He-Who-Walks will welcome aid from the PCs, and he will, in fact, request help from them. If a matter of a reward is discussed, he will ask what kinds of things the PCs value and if gems are mentioned he will say that his people have gems and will certainly give a great many to those who would rescue them. He will, of course, accompany the PCs and aid them in their efforts to free his people.

If the striders are examined carefully, a DC 15 Spot check will notice that their current brands are set over a previous brand that cannot quite be made out.

Firewatcher (EL 5):

The climb up the mountain peak will be arduous, but manageable especially if He-Who-Walks is with the PCs, as he knows the mountain extremely well and gains a +5 competence bonus to his Survival checks to ignore terrain penalties.

Irmondrin Peak is 9,500 feet tall, and although its lower half is covered in scrub plants and bushes, its rocky form becomes barren and craggy after about 4,500 ft. The peak can get a dusting of snow in winter, but now, in spring, the snow has already melted and a great many streams and small rivers wind their way down the mountainside, sometimes tumbling off of cliffs in thin waterfalls.

A climb to the peak will take the better part of a day on foot if using He-Who-Walks as a guide (or another person with sufficient Survival skill). Otherwise, the trek will take about 2 days and the DM could have the PCs make Climb checks to avoid mishaps if DC 15 Survival checks are failed. The exact details and consequences are left to the DM, but it should be clear that ascending a rugged peak almost 10,000 feet tall is no easy task.

In any event, as the PCs approach the peak, they will note a massive opening that is the volcano. The opening is easily a half mile in diameter and quite jagged, with its northern side dipping several hundred feet below its southern edge.

He-Who-Walks will lead the PCs to the entrance to his tribal home, which lies on the southern side of the peak, about 500 ft below its crest. If the PCs do not have He-Who-Walks with them, then they will have to make Track checks (DC 17 during daylight) to find the passage of the firenewts leading to the entrance.

As the PCs approach the entrance, He-Who-Walks will urge caution. Assuming the PCs take precautions to approach carefully or scout ahead, they will notice a single firenewt hiding amongst some jagged boulders. The firenewt is peering intently at the entrance, with his back to the PCs. It will be obvious that the firenewt is in a position where he can observe the entrance and remain well hidden therefrom.

Creatures: This firenewt is a scout from the clan that is fighting with the apostates who have overrun the lava child home. While the clan firenewts bear to special fondness for the lava children, they also bear no emnity, considering them harmless non-rivals with whom occasional trade can be conducted. In essence, the lava children are beneath their notice.

The scout has been tasked with watching the apostate firenewts to see what they are about and whether they will move on the clan. This is what he is doing when the PCs arrive. His vantage is about 300 ft down slope from the entrance, which can be seen as a large dark opening in the side of the mountain ahead.

His strider has been left about a half mile to the east, inside an almost-cave made by large boulders that have leaned together. The strider is not visible from the air, but bears a brand that looks like a tail with a claw coming out of its base. Importantly, this brand is different from that on the apostate striders, and if the PCs noticed that the apostate brands seemed to cover up an older brand, then they will suddenly realize that the covered-up brand was of a tail and claw.

The clan firenewt, named Firewatcher in Draconic, will hide deeper into his watch post if he hears the PCs approaching. In this case, he will be scrunched so far down into the rocks that he can no longer observe the entrance, but he will also be hidden from the PCs using his Hide skill. In this case, should the PCs spot him, they may think he is actually a guard for the apostates, since he will be looking out towards the PCs rather than observing the entrance intently.

FIREWATCHER CR 4
Monsters of Faerun page 48, Complete Adventurer page 10
Male firenewt Scout 3
NE Medium monstrous humanoid (fire)
Init +4 (battle fortitude); Senses darkvision 60 ft, trapfinding; Listen +8, Spot +9
Languages Draconic


AC 17 touch 13, flat-footed 17; skirmish, uncanny dodge
hp 33 (5 HD)
Immune fire
Vulnerable cold
Fort +3 (+4 battle fortitude), Ref +9, Will +6

Spd 40 ft (8 squares); fast movement, trackless step
Melee mwk shortsword +6 (1d6+1)
Ranged
mwk shortbow +8 (1d6)
Space
5 ft; Reach 5 ft
Base Atk +4; Grp +5
Atk Options skirmish +2d6
Special Actions breath weapon (DC 14)
Combat Gear masterwork shortsword, masterwork short bow, arrows (20), cold iron arrows (6), potions of cure light wounds (2) (CL 1)

Abilities Str 12, Dex 16, Con 14, Int 9, Wis 14, Cha 8
SQ strider handling*
Feats Alertness, Mounted Combat
Skills
Hide +11, Intimidate +5, Listen +8, Move Silently +7, Ride +7, Spot +9
Possessions combat gear plus chain shirt

Battle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this bonus when wearing medium or heavy armour or when carrying a medium or heavy load.

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

Fast Movement (Ex) Starting at 3rd level, a scout gains a +10 foot enhancement bonus to his base land speed. A scout loses this bonus when wearing medium or heavy armour or when carrying a medium or heavy load.

Skirmish (Ex) A scout relies on mobility to deal extra damage and improve his defense. He deals an extra 2d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn.

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creature immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only it the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armour Class during any round in which he moves at least 10 ft. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of his next turn.

A scout loses this ability when wearing medium or heavy armour or when carrying a medium or heavy load.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

ADVANCED GIANT WAR STRIDER CR 2
N Large magical beast (fire)
Init +1; Senses darkvision 60 ft; Listen +7, Spot +0


AC 22, touch 10, flat-footed 21
hp 46 (5 HD), healing from fire
Immune fire
Vulnerable cold
Fort +8, Ref +5, Will +0; resistant to magic

Spd 30 ft (6 squares); Run
Melee bite +8 (1d8+4)
Melee kick +8 (1d8+4)
Space
10 ft; Reach 5 ft
Base Atk +5; Grp +13
Special Actions fireball (DC 15)

Abilities Str 18, Dex 12, Con 18, Int 1, Wis 9, Cha 8
SQ trained for combat
Feats Improved Natural Armour, Run
Skills
Listen +7
Possessions chainmail barding, exotic military saddle, bit and bridle, saddlebags

Fireball (Su) Twice per hour, a giant strider can emit a small fireball from ducts near its eyes. Each fireball has a range of 60 feet and a burst radius of 10 feet. Creatures caught by the blast must make a Reflex save or take 1d6 damage. A successful save negates all damage. This ability is Consitution-based.

Healing from Fire (Ex) Not only do giant striders take no damage from fire, they are healed by it. Once during each 3 rounds that a strider is exposed to intense heat or flame, the creature gains the benefit of a cure light wounds spell (CL 1). A fireball spell or other intense, fiery attack heals the creature instantly a number of hit points equal to the damage normally caused by the effect.

Resistant to Magic (Ex) Giant striders gain a +2 bonus on all saving throws against magical effects.

Tactics: If Firewatcher is attacked, he will attempt to flee to his strider and then back to his clan. In this case, he will report, erroneously, that the apostates have allied with humans and the clan will, until this mistaken assumption is cleared up, be hostile to the PCs.

Developments: Firewatcher will take no hostile actions against the PCs unless he is attacked. If peaceful communication is made, he will explain that he is scouting a group of apostates who fought against his clan leaders and were driven out. His leaders fear that these apostates will attempt an attack on the clan or some other sort of malfeasance, and so he is here to observe and report or warn his masters should he learn anything. So far, he knows little. He is not even sure of their numbers, though they must be at least a score given the patrols he has seen leave the place from time to time. These patrols are of a half dozen firenewts on striders.

Firewatcher will not accompany the PCs into the lava child lair, though he will certainly remain at his post to see how the PCs fare and will request, should the PCs emerge, to be updated on what they have found.

Part Two - The Tribal Home

The tunnels that make up the pathway to the lava child tribal home proper are rounded lava tubes, fairly smooth and easy to navigate. Unless otherwise specified, passages are about 10 ft in diameter and unlit. Walls and floors are hewn stone.

Hewn Stone Floor

A DC 10 Balance check is required to run or charge across such a floor. Failure means the character can still act, but can’t run or charge in this round.

Wandering Encounters:

The firenewts occasionally send a patrol outside to scout the area or on a mission to hunt or forage. Such patrols will be passing through these tunnels on their way to or from the outside (50% chance of either) and may be encountered by the PCs.

Additionally, a trio of daemons roams these tunnels, having accompanied the apostate firenewts and now spending their remaining time on the Material Plane prowling the tunnels or serving the high priest.

Finally, the apostates have inadvertantly released a magnesium spirit from its ancient captivity and this deadly entity now roams the halls as well.

Assume that for every minute spent in the tunnels there is a 10% chance of a wandering encounter. If an encounter has been indicated, refer to the chart below. However, each encounter can only be defeated once. If an encounter has been defeated (meaning the creatures slain or captured) then rerolling the encounter is, instead, treated as no encounter. Note, however, that if creatures were encountered before but not defeated (e.g. the PCs hid from them), then they can be encountered multiple times.

In the case of the firenewt patrol, this is the same patrol set forth in Part One. Survivors (if any) from that encounter will be encountered as a wandering monster patrol.

d100

Result

Numbers

01-50
Firenewt Patrol

6+6 striders

51-75
Magnesium Spirit

1

76-00
Daemon

3

Firenewt Patrol (EL 12 or lower):

This is the patrol detailed in Part One and will include those emmbers that survived any encounter with the PCs. If not en route to or from the outside, they are patrolling the tunnels primarily hunting for the magnesium spirit (see below).

Tactics: The patrol will seek to drive the PCs away from the tunnels, and capture or slay them if possible. If resistance seems to be determined, one member will attempt to break off combat and seek to alert the rest of the apostates. Similarly, if combat takes place in a constricted tunnel, then the rear member of the patrol will immedietaly break off to alert the apostates.

If the warleader and 2 of the other firenewts are defeated, the remaining will flee back towards their lair at area 5.

Magnesium Spirit (EL 12):

This strange entity leaked through a weak point between the Outre Realms and the Material Plane, likely via the Elemental Plane of Fire, which itself has weak points in the area due to the volcano and its metaphysical connections to fire and heat. It arrived in the volcano about 3 years ago and eventually entered the tribal lair where the lava children captured it and bound it in area 2 (see below). The firenewts inadventantly released the spirit, which slew two of their number and then fled into the tunnels. For a time the spirit kept to itself in hiding as it accustomized to its newfound freedom. Now, however, it is becoming active again and haunts the tunnels seeking prey to use its soul portal ability to return to its home plane. So far it has been unsuccessful, though it has managed to attack a few firenewts, but the demon and firenewt patrols have also caused it to become somewhat cautious in its attacks in the tunnels. The spirit will view the PCs as a new and hopefully easier group of prey.

ADVANCED MAGNESIUM SPIRIT CR 12
Tome of Horrors 3.5 page 259
LE Large outsider (evil, extraplanar, incorporeal, lawful)
Init +6; Senses Blind-Fight, darkvision 60 ft; Listen +21, Spot +21


AC 14, touch 14, flat-footed 12; Dodge, Mobility; Miss 50% (incorporeal)
hp 189 (18 HD)
SR 18
Vulnerable holy water
Fort +17, Ref +13, Will +13

Spd fly 50 ft (10 squares) (perfect)
Melee incorporeal tail slap touch +20 (1d6 plus 1d6 Str)
Space
10 ft; Reach 10 ft
Base Atk +18; Grp -
Special Actions blinding flash, energy drain, soul portal, strength drain

Abilities Str -, Dex 14, Con 22, Int 12, Wis 15, Cha 16
SQ incorporeal traits
Feats Ability Focus (blinding flash), Ability Focus (soul portal), Blind-Fight, Dodge, Improved Initiative, Mobility, Weapon Focus (tail slap)
Skills
Bluff +22, Concentration +25, Hide +12, Knowledge (arcana) +5, Knowledge (planes) +20, Intimidate +22, Listen +21, Search +18, Sense Motive +21, Spot +21, Survival +19 (+21 other planes, +2 bonus following tracks)


Blinding Flash (Su) Three times per day, a magnesium spirit can flare up its body in a blinding flash. All creatures within 20 feet viewing the flash must succeed on a DC 24 Fortitude save or be blinded (as the blindness spell) for 1d2 hours. The save DC is Constitution-based and includes a +2 bonus from the creature’s Ability Focus feat.

Energy Drain (Su) A magnesium spirit possessing a host deals 1 negative level to it each round if the host fails a DC 23 Will save. A magnesium spirit gains 5 temporary hit points for each negative level bestowed. The save DC is Constitution-based.

Negative levels remain for 24 hours, after which time the host can attempt a DC 23 Fortitude save to remove a negative level.

Soul Portal (Su) This ability is similar to a magic jar spell (caster level 8th), except that it does not require a receptacle and only functions on targets with an Int of 3 or more. To use this ability, the magnesium spirit must try move into the target’s space; moving into the target’s space to use this ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 24 Will save. If the save fails, the magnesium spirit vanishes into the target’s body. The save DC is Charisma-based and includes a +2 bonus from the creature’s Ability Focus feat.

A magnesium spirit that has possessed an opponent’s body deals a negative level to the host each round (see its energy drain attack above). When the host drops below 1st level, both it and the magnesium spirit vanish in a flash of white light as the spirit completes the ritual needed to return it to its plane of origin. Neither is ever seen again.

Each round, as a standard action, while the magnesium spirit inhabits its body, the host can attempt to eject the creature by making an opposed Wisdom check against the magnesium spirit’s Wisdom check. If successful, the magnesium spirit is ejected and cannot use its soul portal ability against that creature again for 1 hour.

A magnesium spirit can be damaged by holy water even while merged with its host. Holy water deals 2d4 points of damage per vial to the creature. If it takes half or more of its current hit points in damage from holy water, it is ejected from the host’s body. The host is stunned for 1d3 rounds.

Strength Damage (Su) A magnesium spirit’s incorporeal tail slap deals 1d6 points of Strength damage to a living foe. When a foe has taken a total of Strength damage equal to one-half its original Strength total, the
magnesium spirit can use its soul portal attack against that opponent.

Vulnerability to Holy Water (Ex) A magnesium spirit takes 2d4 points of damage from holy water (even while merged with a host).

Tactics: Despite its rather singular purpose, the spirit does not wish to die, and will flee from determined resistance, using its incorporeality to best effect.

Developments: If the PCs somehow can make contact with it and have proven their ability to fend it off, the spirit could be bargained with to accompany the PCs if the latter agree to provide a convenient live firenewt captive with which the spirit can perform its soul portal ritual. Assume such bargaining begins with the spirit having an indifferent attitude and if the PCs can change it to friendly the spirit will agree not to attack the PCs in exchange for their promise to bring a captive back to it. If it is made helpful it will actually agree to accompany and fight with the PCs against the firenewts pending the same agreement from the PCs.

The spirit will keep its word, as befits its lawful alignment.

Daemons (EL 11 or lower):

The high priest of the apostates used his planar ally spells to call 3 mezzoloths to aid in their assault on the lava children. He has offered the fiends payment in the form of lava children souls and promised further payment reserved for a later calling when they assault the firenewt clan holdings...the fiends will receive a share of the clan treasury.

The mezzoloths were called 4, 3 and 2 days prior to the start of this scenario, and their task, which is to secure and guard the apostates as they awaken the lavawight, will expire after a total of 12 days (i.e. 4 , 5, and 6 days after the scenario begins).

Creatures: The mezzoloths patrol the tunnels of the place, always together in a group of 3, mainly looking to catch the magnesium spirit (see above) but also to ward against any potential interruption of or intrusion upon the rituals being conducted by the high priest in area 5.

MEZZOLOTH MERCENARIES (3) CR 8
Monster Manual III page 201
Mezzoloth fighter 2
NE Medium outsider (evil, extraplanar, yugoloth)
Init +5; Senses Blind-Fight, darkvision 60 ft; Listen +13, Spot +13
Languages Abyssal, Draconic, Infernal, telepathy 100 ft


AC 21, touch 11, flat-footed 20
hp 128 (12 HD); DR 10/good
Immune acid, poison
Resist
cold 10, electricity 10, fire 10; SR 22
Fort +16, Ref +8, Will +7

Spd 40 ft (8 squares)
Melee +1 trident +17/+12/+7 (1d8+4/19)
Melee 2 claws +15 (1d4+3)
Ranged +1 trident +15 (1d8+4/19)
Space
5 ft; Reach 5 ft
Base Atk +12; Grp +15
Atk Options Power Attack
Special Actions summon yugoloth
Combat Gear +1 trident
Spell-Like Abilities (CL 10 [CL 14 for greater teleport]):
2/day - cloudkill (DC 17), dispel magic, greater teleport (self plus 50 lbs of objects only)
At will - cause fear (DC 13), darkness, desecrate, produce flame, see invisibility

Abilities Str 16, Dex 12, Con 22, Int 7, Wis 10, Cha 14
Feats Blind-Fight, Distracting Attack, Improved Critical (trident), Improved Initiative, Power Attack, Power Critical (trident), Weapon Focus (trident)
Skills
Hide +12, Intimidate +15, Knowledge (planes) +11, Listen +13, Move Silently +12, Spot +13
Possessions combat gear plus +1 heavy steel shield


Summon Yugoloth (Sp) Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success.

Note: The mezzoloth's equipment returns to its home plane when it is destroyed.

 

 

FEATS:

Distracting Attack (MHB p25) - When you make melee attack (hit or miss), all others get +1 circumstance to hit your target until your next turn.

Power Critical (CW p103) - +4 bonus to confirm criticals with selected weapon.

Tactics: Though brutal, mezzoloths are not very smart and not even particularly clever. They will attack any non-firenewts they see, although they are especially on the lookout for the magnesium spirit. That said, these mezzoloths have been trained for battle (as evidenced by their Fighter levels) and realize the potency and vulnerability of spellcasters. They will tend to use their greater teleport ability to teleport adjacent to arcane casters and engage them. Although they are capable of throwing their tridents, they prefer to use produce flame when attacking from a distance (unless, of course, their foes are immune or resistant to fire). They will usually open any battle with cloudkill spells, trusting their Blind-Fight ability to provide them with an advantage when battling within the vapours.

Since these creatures have little to fear from death (as their spirits will simply return to their bodies in the netherworld), they will fight to the death. If they do manage to capture an enemy they will take him to the apostate high priest in area 5. The daemons are not smart enough to send one of their number to alert the high priest.

The mezzoloths will be reluctant to use their summon yugoloth ability, as they will have to then compensate those they summon out of their reward from the high priest. Only if it appears that they will be defeated otherwise will they deign to do so (after all, sharing a treasure is better than keeping 100% of nothing!).

Developments: If the high priest is slain or defeated, these mezzoloths will return to their home planes. This will not happen in the heat of battle, but will happen a few minutes after hostilities have ceased. The high priest will not call any further mezzoloths or other outsiders to aid him, due to the XP cost and the need to pay them for their services. He cannot afford any more of either.

1. Entrance


The opening into the mountainside is 15 ft wide and 10 ft tall, but quickly narrows into a 10 ft diameter rough tube-shaped tunnel that heads straight into the mountain to the north and descends slightly.


A DC 10 Knowledge (dungeoneering) or (architecture and engineering) check will confirm that the tunnel was formed from lava and is not worked.

Successful Tracking or Search (DC 17 for both) at or near the entrance will reveal a moderate amount of recent traffic, as striders have passed into and out of the entrance over the last several days.

If He-Who-Walks is with the PCs, he can describe the general layout of the tunnels, as he is quite familiar with them. If asked, he will recommend the most direct route to the lair (the westernmost passageway).

2. Spirit's Prison

When the PCs come in sight of this location, if He-Who-Walks is with them he will gasp and rush towards the location.


Ahead, a 10 ft wide doorway has been carved into the passageway and the stone door that once closed the doorway, and likely concealed it as well, is ajar.


He-Who-Walks will mutter to himself and run into the chamber beyond.

Beyond the doorway is a large circular chamber 50 ft in diameter and as high. On the floor in the center of the place are six stone crystals set into the cavern floor. The crystals are each about 2 ft tall and 1 ft wide and the four that are intact end in a point thrusting upwards. Two of the crystals are broken and their points lie on the floor. The crystals are set in a 20 ft diameter circle and joined by geometric patterns carved into the cavern floor.

Orange stains are spattered here and there on the floor near the circle.



This chamber was where the lava children had imprisoned the magnesium spirit, having prepared a ritual trap for the creature and then luring it here. They then shut the concealed door and hoped that would be the end of it. When the firenewts invaded, they discovered the secret door and, not recognizing the spirit as a dangerous creature (for entrapped it could not move and appeared merely as a glowing column of energy) they broke two of the crystals in an effort to extinguish they energy. The spirit broke free of its mutilated prison and slew two firenewts, whose orange bloodstains are present.

The firenewt bodies were later removed and animated as zombies by the apostate high priest.

A DC 30 Knowledge (religion) or (arcana) will reveal that this circle may have been some sort of summoning or binding circle, but unlike any the PCs have ever seen and certainly not useful for any sort of traditional extraplanar creatures.

He-Who-Walks can explain the story of this room and the spirit, although he does not know what the spirit is or why it has come. But he will be distressed that the dangerous creature has been let loose and will urge caution to the PCs. He cannot describe all of its capabilities, but can explain that it can walk through walls and its flashes can blind people. He does not know of its soul portal ability.

Developments: The chamber is now empty, though the firenewts all know the door has been left open, and so should the PCs attempt to rest or take refuge in here by closing the secret door, any passing firenewt patrol or the daemons will note this fact and assume intruders are within.

3. Lava Bridge

Note: The PCs will note an orange ruddy glow in the passageway ahead about 100 ft from this location. At a distance of 50 ft they will begin to feel heat coming from this location.


The passageway opens up into a cavern whose ceiling is still only 10 ft high. The cavern itself is about 60 ft in diameter and the floor plummets 80 ft down into a pool of magma. Crossing the cavern is a smooth stone bridge that seems to simply be an extension of the rock floor. The bridge is 10 ft wide and seems to be about 5 ft thick at its two ends and narrows to 3 ft thick in the middle. Beyond the bridge, the cavern ends and the passageway resumes.


While the PCs may be very wary of this location and suspect a trap or ambush, unless a wandering encounter has been indicated, they can cross the bridge easily.

4. The Moray the Merrier (EL 14)

This portion of passageway is unremarkable except for the fact that it happens to be the location of a new colony of cave morays. He-Who Walks is unaware that these creatures have taken up here, though he is familiar with cave morays in general.

Creatures: A colony of cave morays lairs here. These have come from the depths below seeking a place to feed and breed their young. Upon finding the corpses of a couple of lava children to devour and consuming a firenewt and strider that stumbled past, they have decided that this area will make good hunting and they have dug a colony.

The colony consist of 16 burrows gouged out of the stone walls here. Each burrow is 8 ft long and 3 ft in diameter and they are set into the walls and ceiling of the passageway, 6 to each side and 4 on the ceiling above. The each burrow is basically set one per every 10 ft on the walls, and just slightly more set apart on the ceiling.

The cave morays lair one to each burrow, and when at rest they use their heads to block the entrance of the burrow; their heads being the colour and texture of stone and allowing their burrows to go undetected until it is too late.

PCs approaching the area can make a Spot check to notice the burrows. This check should be made at a -5 penalty if the PCs are not travelling carefully (i.e. at half speed or slower). If running, the check should be at -10. If a PC has a feat or ability to make active Spot checks as a swift, immediate, or free action, then he can make his check at no penalty.

If the Spot check is successful, the PC will notice that there are what appear to be numerous small circular secret niches on the walls and ceiling that are covered by false stonework. The cave morays are so adept at remaining still that even the successful Spot check will not reveal their true natures unless the DC is exceeded by 10 or more.

The morays will attack when the PCs are roughly in the middle of their colony. They are smart enough as hunters to allow the PCs to wander into their midst before striking.

If the PCs do not do so, the cave morays will not strike. They are instinctually patient.

ADVANCED CAVE MORAYS (16) CR 6
Tome of Horrors 3.5 page 57
N Large magical beast
Init +3; Senses darkvision 60 ft, tremorsense 60 ft; Listen +5, Spot +7


AC 20, touch 12, flat-footed 17
hp 114 (12 HD)
Fort +12, Ref +11, Will +5

Spd 40 ft (8 squares)
Melee bite +17 (1d8+9)
Space
10 ft; Reach 10 ft
Base Atk +12; Grp +22
Atk Options ambush
Special Actions recoil attack

Abilities Str 22, Dex 16, Con 18, Int 2, Wis 13, Cha 10
Feats Alertness, Improved Natural Armour, Shadow, Skill Focus (hide), Stealthy
Skills
Hide +17*, Listen +5, Move Silently +5, Spot +7


Ambush (Ex) If a cave moray surprises its opponent, it gains a +4 circumstance bonus to its attack roll for that round.

Recoil Attack (Ex) A cave moray lunges out of its cyst up to 10 ft to strike at passing opponents or prey. This attack is swift enough to attack running or flying creatures. A cave moray's recoil attack is always considered a charge attack since it recoils into its cyst after an attack to lunge at its opponent again.

* Cave morays have a +4 bonus on Hide skill checks in rocky or stony surroundings due to their colouration.

 

 

FEATS:

Shadow (MoW p25) - +2 bonus on Hide and Spot checks.

Tactics: Being ambushers, these cave morays will do everything possible to attack from surprise. They will also be highly reluctant to leave their cysts during combat, coming out to consume prey after all threats have been removed. While attacking from their cysts, the cave morays are assumed to have cover.

If pressed and heavily wounded (i.e. reduced to less than 25 hp), a cave moray will withdraw entirely into its cyst (in which case it gains improved cover [+8 to AC and +4 to Reflex saves]). If still pressed, it will leap from its cyst and attempt to flee or fight to the death depending on what options are allowed it by its foes.

The cave morays will not chase prey except under exceptional circumstances (e.g. if a lone prey is heavily wounded and staggering away from the colony).

5. The Tribal Lair

The details of the tribal lair of the lava children are set forth below.

The lair is clearly worked, though the craftsmanship is a bit rough, not necessarily crude, but more likely with a desire to preserve the original lines and shapes of the stone. As such, corners tend to be rounded and walls not set at precise angles.

Walls are hewn stone, while the floor is treated as smooth stone. Ceilings are 10 ft tall unless otherwise noted.

Unless otherwise indicated, there are no natural light sources in the lair, as the lava children have darkvision (as do the firenewts and their giant striders).

5A. Entrance


The natural tunnels end in a widening that is plugged by smooth stone double doors. The doors are unornamented and closed and are 8 ft tall and each 5 ft wide.


The doors are locked, barred from the inside by way of a stone bar (hardness 8, 60 hp, DC 28 break).

Developments: Bashing through the doors will likely alert nearby inhabitants.

5B. Entry Chamber (EL 9)


This large chamber is decorated with walls carved with scenes of stocky humanoids frolicking in cavernous pools. In one carving, a pillar of fire erupts from the center of one such pool.

Stone seats are scattered about the place, sized for Medium creatures and unadorned.

Along the east wall is a large stone trough in which sits what appears to be water. The front ledge of the trough is wide enough to serve as a shelf for a variety of stoneware, mostly pots, mugs, and pitchers.



This served as a common area for the lava child tribe. The wall scenes depict lava children in pools of lava and the pillar of fire is a fire elemental. A DC 15 Knowledge (planes) check can identify the elemental as such.

A DC 23 Spellcraft check or a DC 20 Knowledge (architecture and engineering) check of the wall carvings will reveal that they were formed via stone shape and not carved by mundane means.

The trough holds warm potable water, and there are 3 obvious stone plugs set into the wall above the trough, spaced equally along the trough's length. Each plug is 6 inches in diameter and bears a stone handle. Anyone pulling a plug (a DC 10 Strength check) will expose a 6 inch diameter hole from which water will stream forth into the trough. The water is cold and potable and it will initially splash in with a rush but will soon turn to a steady but moderate flow.

Replacing a plug requires a DC 10 Strength check during the first 2 rounds as water rushes out, but thereafter can be done automatically.

The holes lead to an underground water source that resides above the lair. This water source is not infinite, and is not enough to flood out the lair (even were the ledges into the lava to be somehow blocked).

Creatures: 4 firenewt apostate warriors are here, mainly taking their leisure but also serving as guards. Their striders are stabled in area 5C. These firenewts will warn any intruders to leave at once, but if a lava child (such as He-Who-Walks) is present, the firenewts will attack at once, assuming the PCs are allied with the lava child and coming to rescue his kin and wreak vengeance upon the apostates.

Note that these warriors do not have their lances at hand. These are stored in area 5C.

FIRENEWT WARRIORS (4) CR 5
Monsters of Faerun page 48
Male firenewt Barbarian 4
NE Medium monstrous humanoid (fire)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +1
Languages Draconic


AC 18, touch 11, flat-footed 18; trap sense +1, uncanny dodge
hp 53 (6 HD)
Immune fire
Vulnerable cold
Fort +7, Ref +5, Will +5; trap sense +1

Spd 40 ft (8 squares)
Melee lance +8 (1d8+3)
Melee mounted lance +8 (1d8+2) x2 charge
Melee scimitar +9/+4 (1d6+2)
Melee heavy mace +8 (1d8+2)
Ranged
sling +7 (1d4+2)
Space
5 ft; Reach 5 ft (10 ft with lance)
Base Atk +6; Grp +8
Special Actions breath weapon (DC 16), Combat Reflexes, rage 2/day (8 rounds)
Combat Gear scimitar, sling, bullets (10), lance, heavy stone mace

Abilities Str 14, Dex 13, Con 16, Int 7, Wis 12, Cha 8
SQ illiteracy, strider handling*
Feats Combat Reflexes, Mounted Combat, Weapon Focus (scimitar)
Skills
Intimidate +4, Listen +3, Ride +7, Survival +3
Possessions combat gear plus chainmail, heavy steel shield

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

Tactics: If well outnumbered (2 to 1 or more), the firenewts will retreat instantly, two towards 5C and two towards 5E, attempting to fight in the hallways where superior numbers will be blunted somewhat.

They will also shout shrilly and loudly, alerting the rest of the firenewts in the lair and describing the attackers' numbers and location.

If pressed, the firenewts backing towards area 5C will retreat into the chamber, hoping to use the striders as additional allies against the PCs. Meanwhile, the firenewts backing towards area 5E will hope that the mephit there comes to their aid.

Secret Doors: The brown line indicated in the middle of the northern wall of this room is a wall of stone cast by the apostate high priest to block off area 5D. The wall looks different from the rest of the chamber in that there are no carvings and the colour of the wall is different than the rest of the walls. A DC 25 Spellcraft check will reveal that a wall of stone spell created this section of the wall. A DC 10 Knowledge (architecture and engineering) check will reveal that the wall is of much newer construction than the rest of the chamber.

There is a crude secret door fashioned into the stone wall. The door can be found with a DC 15 Search check. The apostate high priest used a stone shape spell to fashion the door and succeeded on his check to see if moving parts would function, and has designed a latch to lock the door from this side. The latch is only crudely hidden, and a DC 15 Search check will locate it.

If the wall is examined very closely, it will be seen that the top of the wall of stone does not quite reach to the ceiling. There is a quarter of an inch gap that allows air to pass through.

The wall is 2 inches thick and was cast shortly after the firenewts assaulted the lair. Although the wall is 15 ft wide, only the center 5 ft actually leads anywhere. That 5 ft section can be breached as normal (hardness 8, 30 hp, DC 24 str check), revealing the passageway leading to area 5D beyond.

5C. Stable


What purpose this room once served is unknowable, as large chunks of broken stone give evidence to much stone furniture having been smashed.


While once a living chamber for the tribe, this place is now being used as a stable by the firenewts. The place smells of sulfur from the droppings of the striders.

Around the floor, amongs the stone piles, are the half eaten carcasses of deer and other indigenous animals from the surrounding mountainside. At various places along the walls, lances have been set leaning against the wall. There are 12 lances in total.

Creatures: 12 giant striders are stabled here, belonging to the warriors of the apostates. The striders are not chained or confined in any way. These striders, when stabled here, do not wear saddle, bit, or bridle, though they do wear their chainmail barding. It takes a firenewt a DC 20 Ride check to place a saddle and bit and bridle onto a strider, and each check takes 3 rounds.

The striders will not respond to noises elsewhere in the lair, but will become rattled and attack non-firenewts who enter this chamber, attacking in 1d4 rounds as a herd unless some means is used to calm them (i.e. wild empathy at the appropriate -4 penalty for magical beasts).

The striders are branded with a symbol that looks like a skull surrounded by flames.

ADVANCED GIANT WAR STRIDERS (12) CR 2
N Large magical beast (fire)
Init +1; Senses darkvision 60 ft; Listen +7, Spot +0


AC 22, touch 10, flat-footed 21
hp 46 (5 HD), healing from fire
Immune fire
Vulnerable cold
Fort +8, Ref +5, Will +0; resistant to magic

Spd 30 ft (6 squares); Run
Melee bite +8 (1d8+4)
Melee kick +8 (1d8+4)
Space
10 ft; Reach 5 ft
Base Atk +5; Grp +13
Special Actions fireball (DC 15)

Abilities Str 18, Dex 12, Con 18, Int 1, Wis 9, Cha 8
SQ trained for combat
Feats Improved Natural Armour, Run
Skills
Listen +7
Possessions chainmail barding, exotic military saddle, bit and bridle, saddlebags

Fireball (Su) Twice per hour, a giant strider can emit a small fireball from ducts near its eyes. Each fireball has a range of 60 feet and a burst radius of 10 feet. Creatures caught by the blast must make a Reflex save or take 1d6 damage. A successful save negates all damage. This ability is Consitution-based.

Healing from Fire (Ex) Not only do giant striders take no damage from fire, they are healed by it. Once during each 3 rounds that a strider is exposed to intense heat or flame, the creature gains the benefit of a cure light wounds spell (CL 1). A fireball spell or other intense, fiery attack heals the creature instantly a number of hit points equal to the damage normally caused by the effect.

Resistant to Magic (Ex) Giant striders gain a +2 bonus on all saving throws against magical effects.

Tactics: Once aroused, the striders will chase intruders any and everywhere in the lair, though they will not chase intruders too far into the laval tunnels proper (perhaps to the edge of the lair map at 5A).

Developments: If the striders are examined carefully, a DC 15 Spot check will notice that their current brands are set over a previous brand that cannot quite be made out. If the PCs noticed Firewatcher's strider's brand, then they will realize that the covered-up brand was of a tail and claw.

5D. Chapel Prison

This area has been sealed off by means of a wall of stone spell cast by the apostate high priest. See area 5B for details.


Beyond the stone wall the short passage ends in a small chamber. The chamber is dominated by what was once a large stone statue of some humanoid figure, though only the bottom half of its legs remain, the rest scattered about the chamber as battered stone chunks. The legs rise up from a stone dais upon which has been set a modest stone altar decorated with scenes of volcanoes and flaming humanoid creatures.

The walls are decorated with wonderfully-wrought carvings of flames, volcanoes, and a large figure that looks like a stony humanoid with a beatific face with a flame in the upraised palm of one hand and a round boulder clutched in the other. It is clear from the many indentations on these carvings that they were once set with gems, but these are now all gone.



The large figure on the walls resembles an earth elemental somewhat. A DC 15 Knowledge (planes) check can identify the figure as such, though its face mirrors that of a lava child.

A DC 23 Spellcraft check or a DC 20 Knowledge (architecture and engineering) check of the wall carvings will reveal that they were formed via stone shape and not carved by mundane means. The remnants of the statue on the dais reveals the same means of craftsmanship, and it seems apparent, if examined, that the statue was once a representation of the same stony figure shown on the walls.

Creatures: There are lava child prisoners here, captives of the firenewts and not yet subjected to sacrifice to the volcano. The prisoners consist initially of 4 adults and 3 children. The children are non-combatants and extremely traumatized by their ordeal (assume they have 1 HD and 6 hp). The adults are unexceptional, as the firenewts have already taken and/or dealt with the leaders of the tribe. For each day that has passed after He-Who-Walks has been first encountered by the PCs, another lava child will be taken from this chamber and sacrificed. First the adults will be taken, and then the younglings.

The lava children are each confined by means of stone shackles that seem to have been formed from the very stone of the floor. Each lava child has a stone shackle binding each wrist and each ankle. These were formed by means of a stone shape spell, as will be apparent with a DC 23 Spellcraft check or a DC 20 Knowledge (architecture and engineering) check. The shackles each have 8 hardness and 10 hp.

LAVA CHILDREN (4) CR 3
Tome of Horrors 3.5 page 254
N Medium humanoid (earth, fire, lava child)
Init +4; Senses darkvision 60 ft; Listen +9, Spot +9
Languages Lava Child, Ignan, Terran


AC 16, touch 10, flat-footed 16
hp 22 (4 HD)
Immune earth magic, fire, metal
Vulnerable air and water (see below), cold
Fort +5, Ref +1, Will +1

Spd 30 ft (6 squares)
Melee 2 claws +4 (1d4+1) and bite -1 (1d6)
Space
5 ft; Reach 5 ft
Base Atk +3; Grp +4
Special Actions Rend 2d4+1

Abilities Str 13, Dex 11, Con 13, Int 10, Wis 11, Cha 11
Feats Alertness, Improved Initiative
Skills
Listen +9, Spot +9

Elemental Vulnerability (Ex) Lava children take one extra point of damage per caster level from spells and effects with the air or water subtype and from spells of the Air and Water domains.

Immunity to Earth Magic (Ex) Lava children are immune to all spells and effects with the earth descriptor and all spells of the Earth domain.

Immunity to Metal (Ex) Lava children are completely immune to any metal object or weapon and its effects (swords, armor, doors, walls, for
example). Metal simply passes through the lava child as though it did not exist. Metal items are not destroyed, just ignored. Any metal weapon
(including magic weapons) that strikes a lava child deals no damage and simply passes through its body. Likewise a lava child can simply walk through metal doors or walls as though they did not exist.

All attacks against a metal-armored foe are considered melee touch attacks as the lava child’s attacks simply pass through the metal armor.

Rend (Ex) A lava child that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+1 points of damage.

Developments: These lava children, being reclusive, peaceful sorts to begin with, will be grateful for being rescued, but will not be inclined to aid the PCs. They will prefer to try to protect their remaining children and remove them to safety. If the PCs wish to have them fight, then their attitude would be needed to be changed from friendly to helpful, with a -5 circumstance modifier due to their proclivity not to fight. If He-Who-Walks is with the PCs, he can attempt to aid by making a DC 10 check, but he will only agree to aid Diplomacy checks (not Intimidatem, Bluff, or Performance checks).

These lava children do not know why the firenewts attacked them, nor what has happened to the rest of the tribe. They had assumed He-Who-Walks was slain in the initial fighting and are glad to see he survived (assuming he is present). They can inform the PCs that they had always traded peacefully from time to time with the local firenewt clan. They can also say that there were 4 others imprisoned here with them but over the course of the last few days the firenewts would come and use magic to unshape the shackles of one lava child and haul him or her away...never to be seen again.

5E. Living Quarters (EL 6)

Note: This room is lit in a ruddy glow by the puddle of lava in the firepit in the center of the room.


This chamber is littered with broken bits of stone and remnants and pieces of stone furniture that suggests it was once furnished with tables, chairs, and even beds. Now the place is a mess. Scraps of furs lie here and there. In the center of the room is a fire pit about 5 ft in diameter with raised stone walls 1 ft high that surrounds a puddle of lava.


This was the nursery of the lava child tribe. The fire pit provided the younglings with warmth and was usually filled with hot coals. Now it is filled with fiery hot coals covered by lava (see below).

Creatures: A magma mephit ally of the apostates dwells in the firepit, disguised as a pool of lava (using its change shape ability). This mephit has been an ally of the firenewt clan for quite some time, and fully resides on the Material Plane (though it is still exptraplanar and is subject to spells like dismissal). The apostate high priest managed to convert the mephit to his cause with promises of wealth and glory and power, and the mephit, now thoroughly steeped in evil, has left the clan and accompanied the apostates.

ADVANCED MAGMA MEPHIT CR 6
CE Medium outsider (fire, extraplanar)
Init +5; Senses darkvision 60 ft; Listen +12, Spot +12
Languages Ignan, Draconic


AC 15, touch 11, flat-footed 14; Dodge
hp 48 (9 HD), fast healing 2; DR 5/magic
Immune fire
Vulnerable cold
Fort +7, Ref +7, Will +6

Spd 30 ft (6 squares), fly 50 ft (10 squares) (average)
Melee 2 claws +11 (1d4+2 plus 1d4 fire)
Space
5 ft; Reach 5 ft
Base Atk +9; Grp +11
Special Actions breath weapon, summon mephit
Spell-Like Abilities (CL 6):
1/day - pyrotechnics (DC 14)

Abilities Str 14, Dex 12, Con 12, Int 6, Wis 11, Cha 16
Feats Dodge, Improved Initiative
Skills
Bluff +9, Escape Artist +13, Hide +13, Listen +12, Diplomacy +4, Disguise +9 (+11 acting), Move Silently +13, Spot +12, Use Rope +1 (+3 with bindings)

Breath Weapon (Su) 10-foot cone of magma, damage 1d4 fire, Reflex DC 14 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds.A mephit can use its breath weapon once every 1d4 rounds as a standard action. The save DC is Constitution-based and includes a +1 racial bonus.

Change Shape (Su) Once per hour, a magma mephit can assume the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/magic when in this form. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.

Fast Healing (Ex)
A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

Pyrotechnics (Sp) Once per day a magma mephit can use pyrotechnics (DC 17). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.

Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Tactics: The mephit will try to remain in lava form as long as possible. As it rests atop a pile of hot coals, it is able to use its fast healing ability while in the fire pit.

If trouble occurs, the mephit will first use its pyrotechnics ability to cause fireworks. If there are firenewts in view then it will yell out in Ignan "close your eyes" just before activating this ability. Any firenewts will immediately close their eyes. Any PCs who can understand Ignan can make a DC 15 Reflex save to close their eyes in time. They cannot warn other PCs in time (not even telepathically).

After the fireworks, the mephit will attempt to summon another of its kind (albeit a normal magma mephit, not an advanced one).

Thereafter, it will remain in lava form, only using its breath weapon on enemies who come within 10 ft of the firepit. If it is damaged even in lava form, the mephit will retreat into cracks in the bottom of the firepit where it will have total cover from enemies above. There it will wait and fast heal until it believes enemies have left, after which it will likely change into mephit form and seek out the high priest to fight by his side.

5F. Priestly Chamber (EL 14)

Note: 8 days after He-Who-Walks is first encountered, the lava child priest in this chamber will be sacrificed and not present.


This room is adorned in scraped hides that have scorch marks burned into them that form complicated glyphs, sigils, and pictograms. A stone table and chairs is in the center of the place, and a stone bed with furs sits in the northeast corner. Smashed pottery, bits of stone, and other wreckage on the floor attests to the recent violence in this place.

Set on the stone table is a horrid looking statuette of sickly dark green polished stone. The figure is squat and with bat wings. Its head is a flame and its body is scaled and with a spiked tail. Next to the figure is a serrated dagger with an orange-red blade.

To the north, near a passageway that exits the room, a lava child is shackled to the wall by stone loops around the wrists and ankles. The lava child looks somewhat battered and only semi-conscious.



This was the living quarters of the priest of the lava child tribe, and is now the lair of the apostate high priest. The scorched symbols on the hides are holy "texts" of the lava children, written in their primitive written tongue and contain adorations to a figure known as "The Father of Blood, Stone, and Flame".

The statuette is a representation of the demonic entity that has converted the apostates slowly to worship of it. The exact nature and identity of this entity is unknown as of this time, although the DM can certainly make this entity the subject of further adventures. The statue radiates strong evil, but no inherent magic. However, it serves as a portable altar for the purposes of spells like desecrate and unhallow.

There is always a desecrate effect (CL 10) on the statuette, placed there by one of the mezzoloths in service to the high priest (see Wandering Encounters above). In addition, the high priest has placed an unhallow spell (CL 9) on the statuette and fixed a protection from energy (cold) spell (CL 9) on it. The unhallow projects a magic circle against good effect in a 40 ft radius.

The dagger is non-magical, but its hilt is shaped like a humanoid skeleton sheathed in rock and wreathed in flames (this is a representation of a lavawight). The blade is actually normal metal, but it is coated in dried stains of orange-red. The stains are lava child blood. If the PCs have seen a lava child injured in combat, or if He-Who-Walks or another lava child can see the stains, then they will be readily identifiable. The stains are not firenewt blood, which is a brighter orange hue. The high priest uses this dagger in his sacrificial rituals conducted in area 5K.

Creatures: The apostate high priest, Axerygyzix, is usually found here, torturing the lava child or meditating before the statuette, or preparing hymns and incantations for his continuing ritual to awaken the lavawight. He has been blessed with fiendish blood by means of profane rituals in the service of his new patron, and he hopes one day to awaken further powers and become a half-fiend.

The lava child priest is the leader of the lava child tribe and is named Close-To-Blood.

The high priest has cast slow consumption on the lava child priest (it was cast on the first day of the assault when the lava child priest was taken prisoner). This spell has no real effects for purposes of combat, but does allow the high priest to recover hit points and ability damage more quickly over time.

Axerygyzix has learned the Energy Substitution feat in order to better defeat the lava children and, eventually, the firenewts.

Note that Axerygyzix does not have his lance at hand. It is in area 5G.

AXERYGYZIX CR 14
Monsters of Faerun page 48
Male fiendish firenewt Cleric 11 (demonic entity)
NE Medium monstrous humanoid (extraplanar [native]**, fire)
Init +2; Senses darkvision 60 ft; Listen +3, Spot +3
Languages Draconic, Abyssal


AC 22, touch 12, flat-footed 20
hp 85 (13 HD); DR 10/magic
Immune fire
Resist cold 10; SR 18
Vulnerable cold
Fort +9, Ref +8, Will +13

Spd 40 ft (8 squares)
Melee mwk lance +12/+7 (1d8+1)
Melee mounted mwk lance +12 (1d8+1) x2 charge
Melee +1 frost scimitar +12/+7 (1d6+2 plus 1d6 cold)
Melee heavy mace +11/+6 (1d8+1)
Space
5 ft; Reach 5 ft (10 ft with lance)
Base Atk +10; Grp +11
Special Actions breath weapon (DC 17), Divine Vigour, rebuke undead (4/day, +2 synergy bonus), smite good 1/day (+13 dmg), Sudden Silent, turn water creatures or rebuke fire creatures (4/day)
Combat Gear +1 frost scimitar, masterwork lance, heavy stone mace, unholy water (4)
Cleric Spells Prepared (CL 10 [CL 11 evil], melee touch +11, ranged touch +12):
6th - fire seeds
(d), rejection (DC 19)
5th - fire shield
(d), energy substituted cold flame strike (DC 18), lava splash
4th - summon monster IV, touch of the blackened soul, energy substituted cold wall of fire
(d), wrack (DC 17)
3rd - demon wings
(d), dispel magic (2), energy substituted cold mystic lash (DC 16), stone shape, tremor (DC 16)
2nd - black talon, cure moderate wounds, hold person (DC 15), lava missiles, produce flame
(d), resist energy
1st - bless, cure light wounds (2), entropic shield, nightshield, protection from good
(d), sacrificial skill
0 - detect magic (2), guidance, no light, read magic, slash tongue (DC 13)
Domains: Demonic (+1 profane bonus attack and dmg for unarmed and natural attacks), Evil (+1 CL evil spells), Fire (turn water or rebuke fire creatures)

Abilities Str 12, Dex 14, Con 14, Int 11, Wis 17, Cha 13
SQ spontaneous inflict, strider handling*
Feats Combat Casting, Divine Vigour, Energy Substitution (cold), Mounted Combat, Sudden Silent
Skills
Concentration +10 (+14 to cast defensively), Intimidate +6, Knowledge (arcana) +5, Knowledge (planes) +2, Knowledge (religion) +5, Ride +7, Spellcraft +3
Possessions combat gear plus +2 chainmail, +1 heavy steel shield, unholy symbol (small version of statuette around neck), spell component pouch, potion belt, iron key to chest in 5G

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

** Although technically possessing the extraplanar subtype, Axerygyzix is native to the Material Plane, having gained his fiendish template as an acquired template by means of profane rituals.

FEATS:

Divine Vigour (CW p108) - spend turn or rebuke undead to gain +10 ft to speed and +2 temp hp per character lvl for 1 min per Cha mod.

Energy Substitution (CA p79) - spell with energy descriptor instead does indicated energy damage.

SPELLS:

black talon (PGF p100) - personal, 1 rd/lvl, sv see text; one arm turns into rubbery claw, natural reach +5 ft, +1 profane bonus attack (+1 per 4 CL above 1st), 1d6 slashing dmg +1 neg energy dmg/CL (max +10) (Will sv 1/2 for neg energy), can make touch attacks (only does neg energy dmg), touch heals undead.

demon wings (FCHoA p92) - evil, personal, 10 min/lvl; gain wings to fly at normal land spd with avg maneuverability, can carry normal capacity and burdens affect fly spd as land spd.

lava missile (SK p156) - med, 5 creatures no two more than 15 ft apart, sv Ref 1/2; missiles deals 1d4 fire dmg unless target has total cover or concealment, failed sv means catches on fire, +1 missile at CL 4 and +1/2 CL thereafter (max 5 at CL 10), cures firenewts 1d4 dmg per missile.

lava splash (SK p156) - close, 20 ft r high cylinder, sv Ref 1/2; 1d4 dmg/CL (max 15d4), cure moderate wounds to firenewts in area of effect.

mystic lash (PGF p106) - 15 ft, 1 rd/lvl, sv Fort part, SR; long whip of energy emanates from hand, can wield as proficient whip, make ranged touch attack to cause 1d6 pts electric dmg/3 CL (max 4d6) and Fort sv or be stunned for 1 rd, bonus on dmg equal to Cha bonus but no Str modifier, whip released after hitting target continues to attack target automatically and if target falls uncosncious or dies lash returns to your hand on next action, can only make trip or disarm attacks if wielded by caster.

nightshield (SC p148) - personal, 1 min/lvl; +3 resistance bonus to saves, negates magic missiles.

no light (BoVD p100 ) - close, 20 ft r, 1 min/lvl; normal light sources cannot illuminate in area, darkvision works.

rejection (SC p172) - 60 ft cone, sv Fort neg, SR; creature in area pushed away 5 ft/CL, if pushed into solid surface takes 1d6 dmg per 10 ft moved.

sacrificial skill (BoVD p103) - evil, personal, 1 min/lvl; +5 bonus on Knw (religion) checks pertaining to sacrifices to evil gods or entities.

slash tongue (BoVD p103) - evil, close, 1 living creature w/ tongue, 1 rd, Sv F neg, SR; target takes 1 dmg and -1 to attakcs, saves, skill and ability checks.

slow consumption (BoVD p103) - 10 min casting, touch, 1 living creature, permanent, sv F neg, SR; helpless victim takes 1 Con dmg and caster heals twice normal rate and need not eat, if caster does not touch subject within 24 hours of last time touched, spell ends, must be cast under desecrate or unhallow effect.

touch of the blackened soul (DRM p73) - evil, swift, personal, 3 rds; spells gain evil descriptor, any spell 3rd lvl or lower does +50% dmg to good aligned creatures.

tremor (SC p223) - med, 40 ft r, 1 rd/3 lvl, sv see text; ground shakes, spellcasters must make Concentration check (DC 15 + spell lvl) to cast, skills requiring Concentration must make DC 15 check, Ref sv each rd or knocked prone.

wrack (SC p243) - close, 1 humanoid, 1 rd/lvl +3d10 min, sv Fort neg, SR; subject falls prone and is blind and helpless, when spell ends subuject is shaken for 3d10 minutes.

Tactics: The high priest will use as much time as he can to prepare the following defensive spells/abilities:

resist energy (cold)
protection from good
demon wings
nightshield
Divine Vigour
fire shield
(warm)

In addition, he will cast his summon monster IV spell before entering combat to summon a howler.

In general, his first act in combat is to cast a swift touch of the blackened soul and then use his mystic lash to get that attacking a target automatically. If he needs healing, he is not above casting either lava missile or lava splash on himself to heal himself. The latter is especially favoured because it will damage foes and heal him at the same time.

If engaged in melee he will favour the use of his black talon spell.

Axerygyzix's "ace in the hole" is his rejection spell. If he can maneuver a foe so that they are directly between him and the lava shaft, and his foe is within 60 ft of the edge of the shaft, he will cast that spell and hopefully push his foe over the edge and into the lava pool.

In addition to entering combat personally, Axerygyzix will summon his zombie minions from areas 5G and 5H to come to his aid. He will also call for his strider from 5G.

Axerygyzix is quite fanatically involved in his schemes and will fight to the death to prevent them from being unravelled.

CLOSE TO BLOOD CR 9
Tome of Horrors 3.5 page 254
Male lava child Cleric 6 (Lava Father)
N Medium humanoid (earth, fire, lava child)
Init +4; Senses darkvision 60 ft; Listen +12, Spot +12
Languages Lava Child, Ignan, Terran


AC 16, touch 10, flat-footed 16
hp 55 [currently 45] (10 HD)
Immune earth magic, fire, metal
Vulnerable air and water (see below), cold
Fort +10, Ref +3, Will +9

Spd 30 ft (6 squares)
Melee 2 claws +8 (1d4+1) and bite +3 (1d6)
Space
5 ft; Reach 5 ft
Base Atk +7; Grp +8
Special Actions Divine Vigour, rend 2d4+1, turn undead (6/day, +2 synergy bonus)
Cleric Spells Prepared (CL 6, melee touch +8, ranged touch +7):
none (has not been able to rest to regain spells)
Domains: Earth (turn air or rebuke earth 6/day), Fire (turn water or rebuke fire 6/day)

Abilities Str 13, Dex 11, Con 13*, Int 10, Wis 16, Cha 16
SQ spontaneous healing
Feats Alertness, Combat Casting, Divine Vigour, Improved Initiative
Skills
Concentration +6 (+10 to cast defensively), Knowledge (religion) +5, Listen +9, Spellcraft +1, Spot +9

Elemental Vulnerability (Ex) Lava children take one extra point of damage per caster level from spells and effects with the air or water subtype and from spells of the Air and Water domains.

Immunity to Earth Magic (Ex) Lava children are immune to all spells and effects with the earth descriptor and all spells of the Earth domain.

Immunity to Metal (Ex) Lava children are completely immune to any metal object or weapon and its effects (swords, armor, doors, walls, for
example). Metal simply passes through the lava child as though it did not exist. Metal items are not destroyed, just ignored. Any metal weapon
(including magic weapons) that strikes a lava child deals no damage and simply passes through its body. Likewise a lava child can simply walk through metal doors or walls as though they did not exist.

All attacks against a metal-armored foe are considered melee touch attacks as the lava child’s attacks simply pass through the metal armor.

Rend (Ex) A lava child that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+1 points of damage.

* This lava child has been subjected to the slow consumption spell and has taken 1 point of Con damage for each day since the day after the assault took place. At the start of the scenario he has taken 3 points of Con damage. He can survive 9 points of Con damage before dying, although he will be sacrificed before then anyways.

 

 

FEATS:

Divine Vigour (CW p108) - spend turn or rebuke undead to gain +10 ft to speed and +2 temp hp per character lvl for 1 min per Cha mod.

Developments: In addition to the high priest calling his zombies and mount as explained above, the mezzoloths, if they have not already been defeated, will likely hear the battle and greater teleport in to aid the high priest.

Even should the high priest not be able to call for his strider, it will come of its own accord should it hear the sounds of combat from this area.

Should the lava child priest be freed, he can explain to the PCs that the firenewt priest was performing some sort of ritual at area 5K. The priest never witnessed the ritual, but he heard the chanting.

5G. Eastern Ledge (EL 6)

Note that a ruddy glow permeates this room, emanating from the volcanic shaft to the north.


This small chamber's northern end is open to the shaft of the volcano, a massive cylinder some 500 ft in diameter. A red glow and waves of heat emanate from below. Against the southern wall, on either side of the entrance, is a saddle, bit and bridle, and a lance. In the center of the chamber is a large metal chest, next to which is the partially eaten corpse of a lava child.


The shaft ascends and widens as it does, until it is a half a mile in diameter as it peaks. The shaft's south wall extends about 600 ft above the opening in this chamber and the north wall extends about 350 ft above. Below, the shaft continues downward about 400 ft before ending in a pool of churning, bubbling lava.

The saddle is an exotic military saddle, and it and the bit and bridle are made to fit a giant strider. The lance is a masterwork lance.

Creatures: 4 firenewt zombies, created by the apostate high priest, stand here against the west and east walls. They will obey the commands of the high priest and will attack any non-firenewts or non-striders that enter the area without being escorted by the high priest.

Additionally, the high priest's personal steed rests here. This creature has been "blessed" by the high priest's new patron with fiendish blood. It is quite aggressive and can speak with the high priest. It will attack intruders and will run to the aid of its master should he be attacked in area 5F.

FIRENEWT ZOMBIES (4) CR 1
Monsters of Faerun page 48
NE Medium undead (fire)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0
Languages Abyssal

AC 17, touch 10, flat-footed 17
hp 29 (4 HD); DR 5/slashing
Immune fire
Vulnerable cold
Fort +1, Ref +1, Will +4

Spd 30 ft (6 squares)
Melee heavy mace +3 (1d8+1)
Space
5 ft; Reach 5 ft
Base Atk +2; Grp +3
Special Actions single action only
Combat Gear heavy stone mace

Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness
Possessions combat gear plus chainmail, heavy steel shield

ADVANCED FIENDISH GIANT WAR STRIDER CR 4
NE Large magical beast (extraplanar, fire)
Init +1; Senses darkvision 60 ft; Listen +8, Spot +0


AC 22, touch 10, flat-footed 21
hp 56 (6 HD), healing from fire; DR 5/magic
Immune fire
Resist cold 5; SR 11
Vulnerable cold
Fort +9, Ref +6, Will +3; resistant to magic

Spd 30 ft (6 squares); Run
Melee bite +9 (1d8+4)
Melee kick +9 (1d8+4)
Space
10 ft; Reach 5 ft
Base Atk +6; Grp +14
Special Actions fireball (DC 16), smite good 1/day (+6 dmg)

Abilities Str 18, Dex 12, Con 18, Int 3, Wis 9, Cha 8
SQ trained for combat
Feats Improved Natural Armour, Iron Will, Run
Skills
Listen +8
Possessions chainmail barding, exotic military saddle, bit and bridle, saddlebags

Fireball (Su) Twice per hour, a giant strider can emit a small fireball from ducts near its eyes. Each fireball has a range of 60 feet and a burst radius of 10 feet. Creatures caught by the blast must make a Reflex save or take 1d6 damage. A successful save negates all damage. This ability is Consitution-based.

Healing from Fire (Ex) Not only do giant striders take no damage from fire, they are healed by it. Once during each 3 rounds that a strider is exposed to intense heat or flame, the creature gains the benefit of a cure light wounds spell (CL 1). A fireball spell or other intense, fiery attack heals the creature instantly a number of hit points equal to the damage normally caused by the effect.

Resistant to Magic (Ex) Giant striders gain a +2 bonus on all saving throws against magical effects.

Tactics: The zombies will simply attack mindlessly. The strider will attack quite ferociously and will defend its master to the death.

Treasure: The chest is locked (Open Lock DC 30) with the key in the possession of the high priest (area 5F). Within are:

* These items will break if the chest is smashed or otherwise violently opened.

The vellum scroll is written in Abyssal and details a ritual for awakening "That-Which-Sleeps in the Heart of Flame and Earth". The ritual includes the sacrifice of non-evil sentient beings in prescribed ways and the intonation of unholy divine chants. A DC 30 Knowledge (arcana) or Knowledge (religion) check will determine that the ritual intends to awaken some extremely powerful and malefic presence slumbering within the volcano and that the ritual can be completed in a matter of a week or two depending upon the quality of the souls sacrificed to awaken the entity.

5H. Ablution Chamber (EL 7 or more)


This chamber is dominated by a diamond-shaped depression carved into the center of the floor. The rim of the depression is decorated with crude carvings of pictograms and sigils. The depression is only 5 ft deep and seems to be coated on the bottom with ashes.


This chamber was a communal chamber with a central bath which the lava children would fill with lava and ritually bathe. The lava has been cleared out by the firenewts and the ritual items have been tossed into the volcano shaft.

Creatures: 7 firenewt zombies, created by the apostate high priest, stand here against the walls. They will obey the commands of the high priest and will attack any non-firenewts or non-striders that enter the area without being escorted by the high priest. They have been instructed by the high priest not to attack the mezzoloths.

Additionally, if any mezzoloths have not been encountered in the tunnels leading to this lair, then they will be found here, resting in the empty bath.

FIRENEWT ZOMBIES (7) CR 1
Monsters of Faerun page 48
NE Medium undead (fire)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0
Languages Abyssal

AC 17, touch 10, flat-footed 17
hp 29 (4 HD); DR 5/slashing
Immune fire
Vulnerable cold
Fort +1, Ref +1, Will +4

Spd 30 ft (6 squares)
Melee heavy mace +3 (1d8+1)
Space
5 ft; Reach 5 ft
Base Atk +2; Grp +3
Special Actions single action only
Combat Gear heavy stone mace

Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness
Possessions combat gear plus chainmail, heavy steel shield

Tactics: The zombies will simply attack mindlessly. If the mezzoloths are here, they will attack as indicated in the Wandering Monsters section above. If they hear fighting in the lair they will come to help, especially in aid of the high priest in area 5F.

5I. New Barracks (EL 11)


This room's original purpose is not readily discernible, but is now clearly being used as a barracks, as almost a score of fur pallets rest in various places around the room, along with a variety of personal effects such as whetstones, sacks, harnesses, and various hunks of meat on stone plates or in stone bowls.


There are a total of 18 pallets here. Six belong to the patrol detailed previously in this scenario and four belong to the firenewts found in area 5B.

Creatures: 8 firenewts dwell here, awaiting command from their high priest (area 5F) or their warlord (area 5J).

FIRENEWT WARRIORS (8) CR 5
Monsters of Faerun page 48
Male firenewt Barbarian 4
NE Medium monstrous humanoid (fire)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +1
Languages Draconic


AC 18, touch 11, flat-footed 18; trap sense +1, uncanny dodge
hp 53 (6 HD)
Immune fire
Vulnerable cold
Fort +7, Ref +5, Will +5; trap sense +1

Spd 40 ft (8 squares)
Melee lance +8 (1d8+3)
Melee mounted lance +8 (1d8+2) x2 charge
Melee scimitar +9/+4 (1d6+2)
Melee heavy mace +8 (1d8+2)
Ranged
sling +7 (1d4+2)
Space
5 ft; Reach 5 ft (10 ft with lance)
Base Atk +6; Grp +8
Special Actions breath weapon (DC 16), Combat Reflexes, rage 2/day (8 rounds)
Combat Gear scimitar, sling, bullets (10), lance, heavy stone mace

Abilities Str 14, Dex 13, Con 16, Int 7, Wis 12, Cha 8
SQ illiteracy, strider handling*
Feats Combat Reflexes, Mounted Combat, Weapon Focus (scimitar)
Skills
Intimidate +4, Listen +3, Ride +7, Survival +3
Possessions combat gear plus chainmail, heavy steel shield

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

Tactics: The firenewts will respond to danger within the complex en masse. They will use flanking maneuvers in the passages of the lair to surround enemies.

5J. Warlord's Overlook (EL 12)

Note that a ruddy glow permeates this room, emanating from the volcanic shaft to the north.


This small chamber's northern end is open to the shaft of the volcano, a massive cylinder some 500 ft in diameter. A red glow and waves of heat emanate from below. A fur pallet rests in the center of the chamber, along with stone earthware and the remains of a meal of unidentifiable meat.

Against the western wall is a saddle, bit and bridle, and a lance.

Near the northern edge of the place is a long coiled chain of stone attached to a large stone bucket.



This place once served as the "kitchen" of the lava children. Lava children consume lava, and they would use the stone chain (cunningly crafted from stone shape spells) to lower the bucket into the lava pool below to fetch lava for consumption and for the bath in area 5H. The stone chain is 450 ft long and amazingly light and strong. Clearly, some sort of earth magic has been involved in strengthening and lightening the chain.

The shaft ascends and widens as it does, until it is a half a mile in diameter as it peaks. The shaft's south wall extends about 600 ft above the opening in this chamber and the north wall extends about 350 ft above. Below, the shaft continues downward about 400 ft before ending in a pool of churning, bubbling lava.

The saddle is an exotic military saddle, and it and the bit and bridle are made to fit a giant strider. The lance is a masterwork lance.

Creatures: The apostate warlord and his steed dwell here.

FIRENEWT WARLORD CR 12
Monsters of Faerun page 48
Male firenewt Barbarian 3/Warchief 8
NE Medium monstrous humanoid (fire)
Init +2; Senses darkvision 60 ft; Listen +3, Spot +1
Aura tribal frenzy 30 ft (+8 Str)
Languages Draconic


AC 19, touch 12, flat-footed 18; trap sense +1, uncanny dodge
hp 114 (13 HD), devoted bodyguard
Immune fire
Vulnerable cold
Fort +12, Ref +8, Will +11; devoted bodyguard, trap sense +1

Spd 40 ft (8 squares)
Melee mwk lance +15/+10/+5 (1d8+4)
Melee mounted mwk lance +15 (1d8+3) x2 charge
Melee mwk scimitar +16/+11/+6 (1d6+3)
Melee heavy mace +14/+9/+4 (1d8+3)
Ranged
sling +13 (1d4+3)
Space
5 ft; Reach 5 ft (10 ft with lance)
Base Atk +11; Grp +13
Special Actions breath weapon (DC 19), Combat Reflexes, rage 1/day (8 rounds)
Combat Gear masterwork scimitar, sling, bullets (10), masterwork lance, heavy stone mace, elemental gem (fire), potion of shield of faith (CL 1), potions of cure moderate wounds (3) (CL 3)

Abilities Str 16, Dex 14, Con 16, Int 7, Wis 12, Cha 12
SQ illiteracy, strider handling*
Feats Combat Reflexes, Mounted Combat, Weapon Focus (scimitar)
Skills
Intimidate +5, Listen +3, Ride +8, Survival +3
Possessions combat gear plus masterwork chainmail, masterwork heavy steel shield, potion belt

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

Devoted Bodyguard (Ex) Beginning at 8th level, once per round, whenever a warchief is hit by an attack, he may make a DC 15 Reflex save to have that attack affect an adjacent tribe member instead. The attack is treated as though it had hit the chosen bodyguard instead of the leader, regardless of the bodyguard's Armour Class or any other defensive effects. A tribe member may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act.

Tribal Frenzy (Ex) A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may them maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it.

The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief.

The frenzy grants a +8 enchancement bonus to the Strength score of each affected ally (not including the warchief himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

ADVANCED GIANT WAR STRIDER CR 3
NE Large magical beast (extraplanar, fire)
Init +1; Senses darkvision 60 ft; Listen +8, Spot +0


AC 22, touch 10, flat-footed 21
hp 56 (6 HD), healing from fire
Immune fire
Vulnerable cold
Fort +9, Ref +6, Will +3; resistant to magic

Spd 30 ft (6 squares); Run
Melee bite +9 (1d8+4)
Melee kick +9 (1d8+4)
Space
10 ft; Reach 5 ft
Base Atk +6; Grp +14
Special Actions fireball (DC 16)

Abilities Str 18, Dex 12, Con 18, Int 1, Wis 9, Cha 8
SQ trained for combat
Feats Improved Natural Armour, Iron Will, Run
Skills
Listen +8
Possessions chainmail barding, exotic military saddle, bit and bridle, saddlebags

Fireball (Su) Twice per hour, a giant strider can emit a small fireball from ducts near its eyes. Each fireball has a range of 60 feet and a burst radius of 10 feet. Creatures caught by the blast must make a Reflex save or take 1d6 damage. A successful save negates all damage. This ability is Consitution-based.

Healing from Fire (Ex) Not only do giant striders take no damage from fire, they are healed by it. Once during each 3 rounds that a strider is exposed to intense heat or flame, the creature gains the benefit of a cure light wounds spell (CL 1). A fireball spell or other intense, fiery attack heals the creature instantly a number of hit points equal to the damage normally caused by the effect.

Resistant to Magic (Ex) Giant striders gain a +2 bonus on all saving throws against magical effects.

Tactics: The warlord will attempt to surround himself with his firenewt warriors in order to inspire them into a frenzy and to use them as devoted bodyguards. If the fight looks at all formidable, he will crack open his elemental gem to summon a large fire elemental, and quaff his shield of faith potion before entering the fray.

His strider is trained to come at his call and fight independently of its master once given the signal for combat.

5K. Ritual Opening

Note that a ruddy glow permeates this room, emanating from the volcanic shaft to the north.


The passageway ends here abruptly at the edge of the volcanic shaft, a massive cylinder some 500 ft in diameter. A red glow and waves of heat emanate from below.

The end of the passageway is coated with orange-red stains, and carved into the floor of the end of the passage are a series of glyphs and ritual markings.



The shaft ascends and widens as it does, until it is a half a mile in diameter as it peaks. The shaft's south wall extends about 600 ft above the opening in this chamber and the north wall extends about 350 ft above. Below, the shaft continues downward about 400 ft before ending in a pool of churning, bubbling lava.

The stains are lava child blood. If the PCs have seen a lava child injured in combat, or if He-Who-Walks or another lava child can see the stains, then they will be readily identifiable. The stains are not firenewt blood, which is a brighter orange hue. There is enough blood here to suggest that multiple lava children were slain here.

A DC 25 Knowledge (arcana) check will reveal that the ritual markings on the floor pertain to some sort of awakening ritual. A DC 25 Knowledge (religion) check will reveal that the ritual is tied to some sort of undead entity. If either check succeeds by more than 5, then it can be determined that the element of fire is tied to the ritual.

If the wall of the volcanic shaft directly beneath this passage is examined, the bloodstains seem to spiral down along the wall face in an amazingly regular helix pattern. Initially it can be assumed that the blood eventually descends into the pool of lava. However, the bloodstains actually stop 350 ft down the wall of the shaft...as if the blood had been swallowed up by the wall itself!

It is a base DC 0 Spot check to follow the blood trail visually and notice it stopping short of the lava. This is modified by distance, with a -1 penalty for every 10 ft. Furthermore, the waves of heat emanating from the lava cause the air to waver and ripple, imposing a further -5 penalty. Thus, to someone looking out from this room down the shaft, it would require a DC 35 Spot check to notice the blood trail stopping. Of course, if a PC were to descend down the shaft closer to the stopping point, then the Spot check needed would decrease, but the heat quickly becomes unbearable upon descending any distance down into the shaft.

Behind the wall are chambers that lead eventually to the resting place of the lavawight. These chambers are beyond the scope of this adventure and the lavawight is slumbering and is a foe well beyond the capabilities of the PCs at this time. Should the PCs persist in gaining access to the lavawight, the DM should refer to Denoument at the end of this scenario for more details.

Lava Child Knowledge

The lava child priest has some knowledge of the lavawight. He does not specifically know the nature of the creature, but lava child oral tradition holds that a great presence sleeps in the deeps of the volcano and that in ancient times beyond memory he has awakened when the world needs to be punished for its sins. Even the non-priest lava children can relate this information, having heard stories since their youngling days.

Defense of the Apostates

The apostates are dead set on completing the ritual of awakening. And so they will not retreat from the lair until they have been driven out. However, once the apostate high priest has been defeated, then the ritual cannot be conducted, and the priest having been the cohesive force behind the apostates, they will retreat from the lair, likely to become a band of bandit firenewts to plague the area in the future.

Should the PCs attack the lair and then leave, the firenewts will organize what defenses they can. All striders will be saddled up and ready to go at a moment's notice. Any dead firenewts will be replaced by firenewt zombies (or striders by strider zombies) as long as the high priest has onyx enough to animate them.

Even if the PCs have not withdrawn, should a general alert be sounded in the lair amongst the firenewts, then the striders will be saddled up and the watch in area 5B will be doubled. The mezzoloths, if they are still around, will be recalled and will be present in area 5H.

Price of Delay

The ritual will be completed when all of the prisoners in area 5D and the lava child priest in 5F have been sacrificed. The apostate high priest sacrifices a single lava child per day (casting sacrificial skill during the ritual), starting with the 4 adults, then the children, and then the priest. The scenario assumes that the PCs arrive at the peak the same day He-Who-Walks is encountered. Each day thereafter a lava child is sacrificed. Once the lava child priest has been sacrificed, the ritual of awakening will be complete, and the next day the lavawight will begin to stir, with tremors and eruptions from the volcano for a week followed by his emergence from the volcano.

Denoument

If the lava children are rescued and the ritual stopped, they will be grateful and reward the PCs with all of their gems from the chest in area 5G. They will also be helpful to the PCs thereafter.

If Firewatcher is able to return to his clan and report the deeds of the PCs, the firenewt clan will be friendly to the PCs. If Firewatcher somehow perished but the PCs can return to his clan with proof of the death of the apostates and their scheme, then the firenewts will be friendly to the PCs.

If the ritual of awakening is completed and the lavawight arises, then he will accompany the apostates and their combined might will ravage the firenewt clan, which will instead become a demon-worshipping clan. The lavawight will eventually tire of the firenewts and leave, wandering for a time and causing dread and havoc wherever it goes. Perhaps it proceeds down into the lowlands of Aladur and plagues the killoren. After some time, it will return to its slumber once again.

If the PCs somehow decide to try to enter the lavawight's resting place, the DM should have the lava children discourage them as much as possible, even suggesting that their presence could awaken what is a quiescent evil. Should the PCs persist, the DM will have to design the adventure and have them face the lavawight. They will likely perish.

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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