Return to the Therran Scenario Page
Summary:
The PCs follow the stellar rod to a remote island where they find a lizard king and his minions enacting a powerful ritual to open a mystic tunnel between here and Sazhansiir. Warned by the enigmatic Hidden Wise One, the PCs must stop the ritual. In so doing, they are themselves transported to Sazhansiir, where the real fun begins...
Assumptions:
The PCs are on Fermengarr Isle having just completed the scenario A Lizard Season Wrote.
Location:
V'narto village, Fermengarr Isle, Heynosht Archipelago
Historical Date:
N.S. 32, Month of Snow or Darkness (winter)
DM's Introduction:
Note: Much of the background of this scenario stems from the full background of the entire continent of Sazhansiir. DMs are encouraged to read "The Sazhansiir Gazetteer" and "The History of Sazhansiir" for additional insights and background material. This is the third and last of several linked scenarios that culminate in the PCs being transported to Sazhansiir and out of the familiar environs of Jerranq and Onlor. These linked scenarios are not necessarily designed to be played consecutively.
Finally, note that the title of this scenario is a play on the lyrics of the King Crimson song "Lizard". The other scenarios entitled "Reason's Hollow Boat" and "A Lizard Season Wrote" are also plays on the lyrics of that song. These three scenarios are called the Lizard Trilogy.
In ancient times, the Progenitors of the scaled ones who ruled Sazhansiir in the name of the foul demigod Kyuss sought stock for their experiments in breeding new and improved reptilians to populate their continent. To that end, they used epic and exotic magics to construct a mystic tunnel, a wormhole, that connected Sazhansiir with the lands to the north. Not quite knowing the geography of the north, especially with the moving of the Isle of Onlor to its present location, the scaled ones flung their tunnel out across the sea and like a climber hurling a grappling hook onto an unseen ledge above him, the tunnel landed and anchored in a remote island in the southern Heynosht Archipelago. There, the Progenitors traveled through the tunnel and abducted approximately 500 native inhabitants of the island, before closing the tunnel behind them. These 500 inhabitants eventually were used to breed the yuan-ti, used as slave stock, and were the ancestors of the entirety of humanity in Sazhansiir.
The mystic tunnel was closed, but not dissolved, and it persisted in its quiescent state for many millennia, linking the dungeons of the palace of the scaled ones in the heart of the Serpent Empire to the tiny remote island in the north.
When the creation cyst exploded, decimating the Serpent Empire, the anchored end of the tunnel in Sazhansiir was blown apart from its "moorings", like a banner where one side becomes unattached and flaps in the breeze. This meant that even if the tunnel could be reopened, it could not be used because only one side was anchored...the side that rested on that remote island in the Heynosht.
And so it would have been forgotten, had the scaled ones not discovered a star map buried in the ancient ruins of the Serpent Empire in the Blasted Lands. This star map, after much research and arcane divinations, appeared to show the precise location of the northern end of the mystic tunnel. Such knowledge had been lost along with the Serpent Empire, and now it had been found!
Further research opened up an amazing possibility for the scaled ones, for the humans who continually warred against the scaled ones had two more creation cysts in their possession, guarded in a secret vault that was warded by such powerful magics that not even the most powerful teleportation or planar magics could pierce it. If the scaled ones could steal the cysts, they would remove these powerful weapons from the hands of the humans, allowing them to amass their serpent armies and march on the humans. Even more, perhaps Kyuss himself could leave his self-imposed imprisonment in the heart of the Blasted Lands and lead the scaled ones to a final victory. And if it came to it, the scaled ones could even use one or both of the cysts against the humans!
And here was the mystic tunnel, which was neither teleportation nor planar magic, and very likely an exception to either that would allow it to circumvent the wards that guarded the vault of the creation cysts. If the tunnel could be reset, so that the anchor point that was set adrift by the creation cyst blast was guided into the creation cyst vault, then the scaled ones could raid the vault and capture the cysts. But to have any chance to do this, two rituals would have to be performed. First, a ritual would need to be enacted at the anchor point far to the north in the Heynosht. Secondly, an even more powerful ritual would have to be performed in Sazhansiir, to carefully and secretively guide the tunnel to where the scaled ones believed the cysts were being held.
And so, several expeditions were launched from Sazhansiir, across the great Mezon Ocean, and finally to various points in the southern region of Jerranq, in the Heynosht Archipelago. These expeditions were carried in lizardfolk boneships, and many of them did not make the long and perilous voyage, succumbing to the elements, the currents, or hostile sea creatures. But a few did, and these were tasked with finding the proper location of the mystic tunnel anchor, using replicas of the star map, and then enacting the ritual to reopen the tunnel. Once this happened, then the scaled ones in Sazhansiir could guide their end of the tunnel to the creation cyst vault and enact their plan.
In this case, one such expedition was wracked by a storm and blew off course, arriving instead in Onlor. Knowing nothing of the geography of the region, these lizardfolk were not convinced they could not reach the anchor point from where they had landed (they couldn't, but they didn't know it yet). They headed slowly eastward, as their observations of the stars told them that they were west and north of the sought-after location. The group made its camp to the north of Leaf Port, near Deerman's Pond, trying to stock up on food, scout out the lay of the land, and make divinations to try to determine the best possible course.
When a farmer named Haggis happened upon the group, he was spotted and though he fled back to his stead, the lizardfolk tracked him to the stead and slew him, taking his wife and children back to their camp where they intended to eat them and sacrifice them to their foul god Kyuss. The assault occurred at night, and Haggis and family were completely taken by surprise. Not having any familiarity with horses or oxen, the lizardfolk raiding the barn had no idea these were domesticated animals and slew several of them before realizing they could lead them away back to their camp.
The PCs were tasked with investigating the disappearance of Haggis and his family, as the farmer and his family were frequent attendees of the Mordant Church in Leaf Port. The PCs investigated the farmstead and found Haggis' torn up body. Tracking the raiders, they came upon the lizardfolk at Deerman's Pond and slew them, rescuing Haggis' family. In the process, the PCs encountered and slew the lizard king and gained his stellar rod. Once back a Leaf Port, the PCs determined that the strange rod was not magic, but could not figure its purpose and eventually contacted a Cotrunal scholar named Myaskir who agreed to study the rod and determine its function. More than a year went by and the PCs engaged in other activities, the stellar rod perhaps forgotten. But then the scholar returned, and he had figured out that the rod was a secret map of some sort that lead perhaps to treasure or some other source of fame or glory.
Just as the PCs were preparing to leave, two strange events happened. First, one of the PCs had a strange dream involving stars, serpents, and millions of screams (see A Lizard Season Wrote). Second, a strange nimbus of pulsating lights suddenly surrounded the Northstar for about an hour in the middle of the night. The lights disappeared, but caused quite a stir in Leaf Port. This nimbus was the result of a weakening of the barriers of space and time between the Far Realms and the Material Plane caused by the archmage Hagistre using a crystal lens supplied to him by House Riverine of the Far Coast.
The PCs chartered a ship and, with the scholar in tow, followed the stellar rod into the Heynosht Archipelago and to Fermengarr Isle. This island is the same place where the Heroes of the Gem landed early in their career and lifted a horrible curse that had afflicted the islanders there. In removing the curse, the Heroes discovered a reclusive necromancer who had built herself a large stone keep and was engaged in research on the remote island to stay away from prying eyes and objecting authorities. Once the Heroes determined the necromancer was not evil and not the cause of the curse, they enlisted her help in defeating the evil plaguing the islanders.
Decades later, this same necromancer was about to perform a very dangerous and complex ritual designed to impregnate herself with a mother cyst, a strange condition that allows necrotic energy to be stored and used by a necromancer. The ritual required precise configuration of the night sky, and as the ritual was entering its apex, the strange lights appeared around the Northstar, fouling the ritual. The conduit between the Negative Energy Plane and the necromancer was infected by energies from the Far Realms, and the result was disaster for her, as the energies horribly warped her body and mind into a skulking cyst. The wave of energy expanded through her keep, converting all of the undead to pseudonatural abominations, and even affected some creatures near but outside of the keep. The flash of energy dissipated, but not before animals had been warped and driven mad.
Hunters from V'narto village on Fermengarr begin to encounter these warped animals, and were being wounded and slain by them. The islanders feared that some new curse was upon them, and the chief quickly consulted a strange wise man who dwelt on an isolated rock in the middle of the sea and was known only as the Hidden Wise One. The Hidden Wise One counseled the chief that strangers would soon visit him and these strangers would be seeking counsel with the Hidden Wise One. The chief was to offer to guide these strangers to the Hidden Wise One if they first end the island's new curse. The curse was coming from the Stone Dweller's place ("Stone Dweller" is the islander's name for the necromancer) and he should direct the strangers there.
Sure enough, the PCs arrived. The chief explained his predicament, and the PCs traveled to the necromancer's keep and slew the warped thing that she had become. In so doing, they lifted the curse from the island and the chief gladly gave them directions to the Hidden Wise One.
Note 1: While in most normal D&D campaigns lizardfolk are a fairly traditional creature, in Jerranq and Onlor such creatures are almost unheard of. Folk from Onlor may know of the small colonies of lizardfolk dwelling on the Joneel Islands, but even those are not well known outside of Wenestria. As such, the presence of lizardfolk in Relum should be portrayed as an exceedingly strange thing.
Note 2: This scenario presumes the PCs chartered the Flayman's Folly as their ship and that the scholar Myaskir is accompanying them. If one or both of these are not true, then the DM will have to adjust the scenario accordingly. Additionally, if crew of the Flayman's Folly have died, then the DM should adjust the roster below accordingly.
The below prologues were presented in A Lizard Season Wrote, and are re-presented here for the DM's reference.
Prologue 1 - The Rod:
The Stellar Rod:
The stellar rod is not a magic item. It is less a rod than a mace-like device that appears to be a stone handle surmounted by a stone cylinder. The whole thing is approximately 2.5 ft long. Towards the base of the cylinder is a wavy line forming a sort of border around the bottom and punctuating the space right above this wavy line are strange glyphs or runes. The item could theoretically be used as a weapon, but appears to be fairly fragile. However, the handle portion is obviously meant to accommodate a Medium sized hand. A close look at the face of the cylinder reveals that pretty much the entire face of the cylinder above the wavy line and glyphs is perforated with tiny holes.
![]() |
Weighing as much as a heavy mace, the stellar rod does not radiate any magic.
The rod is actually the star map used by the lizardfolk to try to find the precise location of this end of the mystic tunnel. The way it works is that if a series of catches (contained in the handle) are depressed then the cylinder head can be turned. Turning the head produces a ratchet-like sound and the entire thing clicks as the head is turned. Each click corresponds to a setting of the cylinder head, and the settings are duly marked on the bottom of the cylinder by the wavy line and the glyphs. These settings are keyed to the time of year, and serve to calibrate the cylinder to the desired day. There is a notch cut into the top face of the top ring on the handle that is used to mark the precise setting. Once set, another series of catches depressed will cause small bits of razor sharp metal to emerge from some of the holes on the cylinder. A piece of vellum is placed on a hard, flat surface and the cylinder is then pressed firmly into the vellum and rolled along it, the razor sharp metal cutting small holes in the vellum much like a very fine cookie-cutter.
This piece of vellum is then held up to the night sky. If the viewer is standing at the precise location marked by the star map and the bottom of the map is facing directly south, with the vellum held directly overhead and level, then the holes in the vellum will all precisely align with prominent stars in the night sky. Some fine tuning will need to be done, but if the viewer is at the proper longitude and latitude and has calibrated the cylinder to the proper day of the year, then the map will calibrate precisely.
In Therra, the planet is at the center of the multiverse, and the celestial dome slowly revolves around the planet once per year. As such, which stars are visible in the night sky depends both on the time of year and the latitude of the viewer. Stars in the southern hemisphere are not visible in the northern hemisphere (just like on earth), and as one travels further north or south from the equator, the visible stars begin to shift down to and past the horizon. Certain stars are always visible from the northern hemisphere, as they are near the northern axis of the celestial dome and thus visible year-round. Other stars only become visible at certain times of year, and this timing varies depending upon the longitude of the observer. For example, the constellation Canis appears in the night skies of Vingariku in eastern Morakki lands in early spring, just on the dying of winter. The same constellation is visible in Mindari Island, in the western end of Jerranq, on late spring at the dawn of summer. Similarly, day and night are caused by the sun orbiting Therra. Therra does not spin on its axis. This means that the nighttime sky of Therra is entirely determined by the day of the year and not by the time of day. The same exact stars are in the sky for the entire day in Therra...you just cannot see these stars during the day because the sun's light obscures them.
Figuring out the sequence of catches needed to work the stellar rod is as obscure as the DM desires. For purposes of the Lizard Trilogy, the idea is to get the PCs to give the stellar rod over to a researcher who will promise (for a fee) to divine the workings of the rod. Even should the PCs somehow figure out how to work the catch and cause the tiny bits of metal to spring forth, the metal is clearly too small to serve as a weapon (it would, at most, abrade the skin of a creature with a +0 natural armour bonus). Enterprising PCs could certainly note the vellum carried by the lizard king and roll the deployed cylinder onto a piece of vellum, thereby earning themselves a piece of vellum perforated with a pattern of dots. They could even theorize that it is a map of stars. But figuring out how to properly align and calibrate the cylinder to the proper time of day would still involve some rather amazing deductive reasoning.
The glyphs on the cylinder are written in Slith, the language of the yuan-ti. A comprehend languages spell will not reveal the meaning of these glyphs, as they are symbols representing various months in the yuan-ti reckoning and not actual words per se. The yuan-ti calendar has 7 period (or months) each of 52 days. Therefore, there are 7 glyphs on the cylinder and the wavy lines between the glyphs have 26 waves, as each high and low point of the wave marks a different day. There is really notice or instruction on the rod as to how to properly use it. For example, nothing on the rod instructs the user to face directly south when deploying the perforated vellum nor to hold the vellum straight up and down about 6 inches out from the eyes. These are facts that the lizard king knows by instruction from his yuan-ti masters.
Prologue 2 - The Sign:
At some point about a month before the scholar arrived back in Leaf Port, the PCs were awakened one night to a commotion out in the town streets. Many people were gathered and pointing to the sky, where the Northstar, high overhead, was surrounded by a strange pink nimbus that seemed to pulse and writhe. This is not something the PCs had ever seen before, and the phenomenon lasted a good hour or so after the PCs saw it before it slowly faded away.
Prologue 3 - The Scholar:
| MYASKIR THE
SCHOLAR CR 4 LN male human Expert 4/Truenamer 1 Init +0; Senses Listen +2, Spot +2 Languages Common, Amorian, Ancient Morakki, Draconic, Elven AC 10, touch 10, flat-footed 10 hp 18 (5 HD) Fort +1, Ref +1, Will +8 Spd 30 ft (6 squares) Melee dagger +3 (1D4) Melee dagger +3 (1D4) Space 5 ft; Reach 5 ft Base Atk +3; Grp +3 Combat Gear dagger Utterances Known (CL 1): Evolving Mind: 1st - inertia surge Abilities Str 10, Dex 10, Con 11, Int 18, Wis 14, Cha 12 SQ know personal truename (DC 27, +4 bonus) Feats Discipline, Master of Knowledge, Skill Focus (truespeak) Skills Concentration +9, Decipher Script +11, Gather Information +8, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Search +7, Spellcraft +13, Survival +2 (+4 in aboveground natural environments, +2 bonus to avoid natural hazards or getting lost, +2 bonus on other planes), Truespeak +15 Posessions combat gear plus journal, quills (3), ink (6), parchments (25), leather sack, belt pouch |
Myaskir is a somewhat elderly gentleman, about 6 ft tall and thin, though not abnormally so. His silver-white hair is beginning to show signs of balding, but his beard and mustache are thick and curly. His blue eyes glint with intelligence and a wry sense of humour and curiousity. Myaskir is not a warrior and his first instinct is to flee from combat and hide. Nevertheless, a successful Intimidate or some other means of persuading him to fight could entice him to do so, though rather feebly and not very adeptly. He loves riddles and conundrums, and is eager to show off his knowledge skills whenever possible.
He has just begun to dabble in truenaming, and is not wont to display his powers, though in an absolute pinch he will do so, half surprising himself should he be successful.
Prologue 4 - The Dream:
|
You awaken in bed and stare up at the ceiling illuminated in the dim moonlight coming in through your closed shutters. As you stare, you begin to notice vague bits of light appearing on the ceiling. These bits of light slowly grow more and more distinct, finally appearing as argent pinpoints of light that look like stars. These lights begin to slowly move and arrange themselves into constellations...mimicking the constellations of the night sky, but much forming shapes much more obviously corresponding to their names. You notice a bear, a bow, a dog, an axe, a cat, and a sword. Finally the stars form a serpent. The serpent begins to coil around the ceiling until it starts to devour its own tail. As it does so, the constellation begins to spin faster and faster and the coil contracts tighter and tighter until it seems to form a vortex in your ceiling. From within this vortex you hear the cries and scream of thousands if not millions of people. There are no words to these horrific sounds, but you are sure they are screams of distress and cries for help. As the snake spins into a blur and shrinks to the size of a man's head, the screams and cries reach a shrill crescendo and you feel your eardrums must soon burst. But just as suddenly the snake finishes devouring itself completely, the vortex snaps shut and the cries are cut off abruptly. You are left in cold and dark silence and then wake up, realizing you were dreaming. Your body is bathed in sweat. |
Prologue 5 - The Flayman's Folly:
The Flayman's Folly is a typical cog, as described on page 98 of Stormwrack and as mapped on page 101. It bears a single ballista on the forecastle. The ship appears to be a bit worn and certainly not new by any means, and anyone who makes a DC 5 Profession (sailor) or Knowledge (architecture and engineering) check can tell that the ship has been patched and repaired in places as evidenced by differing types of wood bearing differing colourations, patches in the sailcloth, etc. Nevertheless, a DC 10 check of the same skills will also prove that the ship is seaworthy and in decent trim.
| Flayman's Folly Cog: Colossal vehicle; Seaworthiness +2; Shiphandling -2; Speed wind x20 ft (poor); Overall AC -3; Hull sections 16 (sink 4 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4D6; Mounts 1 light and 1 heavy; Space 40 ft by 20 ft; Height 10 ft (draft 10 ft); Complement 20; Watch 4; Cargo 40 tons (Speed wind x 10 ft if 20 tons or more). |
The vessel carries only the typical items one might expect. There are supplies and goods in the hold. None of this is cargo, but rather items like torches, lamps, oil, rope, tools, etc. The PCs should be able to avail themselves of any normal tools found in the Player's Handbook assuming these would normally be found on an oceangoing vessel. The captain sleeps in the quarters under the forecastle, and here are also his maps and charts, navigation equipment, and a locked strong box (Open Lock DC 30) containing the ship's funds (which is basically whatever the PCs advanced to the captain, less a substantial amount for supplies). The vessel also has a small dinghy that can fit 4 people and has 2 oars that is used as a ship's launch.
The crew of the vessel consists of the captain, a first mate (also known as a boatswain) and two deckhands. This crew has traveled together extensively and know each other very well and are loyal to the captain.
| CAPTAIN FUDIGER
MESTORVOS CR 4 N male human Expert 5 Init +0; Senses Listen +2, Spot +8 Languages Common, Aquan AC 12, touch 10, flat-footed 12 hp 28 (5 HD) Fort +3, Ref +1, Will +6 Spd 30 ft (6 squares); Sailor's Balance Melee 2H longsword +5 (1D8+3) Melee dagger +5 (1D4+2) Ranged light crossbow +3 (1D8) Space 5 ft; Reach 5 ft Base Atk +3; Grp +5 Combat Gear longsword, dagger, light crossbow, crossbow bolts (20) Abilities Str 14, Dex 10, Con 15, Int 12, Wis 14, Cha 12 Feats Old Salt, Sailor's Balance, Skill Focus (profession [sailor]) Skills Appraise +5, Balance +5 (+10 on deck or rigging), Bluff +6, Climb +7 (+9 climbing w/ ropes), Diplomacy +3, Escape Artist +0 (+2 to escape from rope bindings), Intimidate +3, Knowledge (geography) +8, Perform (sing) +3, Profession (sailor) +14, Spot +8, Survival +8 (+10 to avoid getting lost), Swim +10, Use Rope +8 Possessions combat gear plus leather armour, wooden holy symbol to Hotor, belt pouch, copper and coral ring (35 gp), pearls (100 gp) (3), 66 cp, 24 sp, 16 gp, key to strongbox, whistle |
| BOATSWAIN MISKEE
FEMTORM CR 2 NG male human Expert 2/Fighter 1 Init +2; Senses Listen +1, Spot +6 Languages Common, Aquan, Elven AC 13, touch 11, flat-footed 12 hp 16 (3 HD) Fort +3, Ref +1, Will +4 Spd 30 ft (6 squares); Sailor's Balance Melee handaxe +3 (1D6+2) Melee dagger +3 (1D4+2) Ranged light crossbow +3 (1D8) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Combat Gear handaxe, dagger, light crossbow, crossbow bolts (20) Abilities Str 15, Dex 13, Con 12, Int 14, Wis 12, Cha 11 Feats Sailor's Balance, Sea Legs, Skill Focus (knowledge [geography]) Skills Balance +6 (+8 on ship, +5 bonus on deck or rigging), Climb +5 (+7 climbing w/ ropes), Escape Artist +1 (+3 to escape from rope bindings), Intimidate +5, Knowledge (geography) +11, Knowledge (nature) +5, Profession (sailor) +7, Profession (siege engineer) +5, Spot +6, Survival +4 (+6 to avoid getting lost), Swim +7, Use Rope +6 Possessions combat gear plus leather armour, wooden holy symbol to Hotor, belt pouch, 10 cp, 12 sp, 5 gp |
| DECKHANDS (2)
CR 1 N male human Expert 1/Warrior 1 Init +1; Senses Listen +1, Spot +6 Languages Common AC 13, touch 11, flat-footed 12 hp 13 (2 HD) Fort +3, Ref +1, Will +3 Spd 30 ft (6 squares); Sailor's Balance Melee handaxe +3 (1D6+2) Melee dagger +3 (1D4+2) Ranged light crossbow +2 (1D8) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Combat Gear handaxe, dagger, light crossbow, crossbow bolts (20) Abilities Str 14, Dex 13, Con 12, Int 10, Wis 12, Cha 10 Feats Sailor's Balance, Sea Legs Skills Balance +5 (+7 on ship, +5 bonus on deck or rigging), Climb +5 (+7 climbing w/ ropes), Escape Artist +1 (+3 to escape from rope bindings), Knowledge (geography) +3, Profession (sailor) +4, Spot +6, Survival +4, Swim +7, Use Rope +6 Possessions combat gear plus leather armour, wooden holy symbol to Hotor, belt pouch, 10 cp, 16 sp, 3 gp |
Prologue 6 - The Cyst:
In case one of the PCs is afflicted with a necrotic cyst from the skulking cyst, below are the special rules:
If a PC is implanted with a necrotic cyst from the skulking cyst's necrotic cyst ability, then not only does he suffer the effects of the spell as normal, but every week he must make a Fort save (DC 10 + 1 per week) to avoid gaining the pseudonatural template. Furthermore, once the template is gained, then every month he must make a Will save (DC 10 +1 per month) or suffer 1 point of Int and 1 point of Wis drain as he begins to lose a grip on reality and is slowly taken over by the cyst. Once both Int and Wis are reduced to zero then the victim will himself become a pseudonatural skulking cyst and its cysts will have the same effects as described herein. Essentially, the means for a plague of pesudonatural warping has begun with this necromancer.
The only way to stop the cyst is as presented in the spell description in Libris Mortis. The long term effects can only be suppressed by magic such as protection from evil to the extent such magic covers the time period in question. For example, if somehow the PCs can contrive to keep an afflicted person under the effects of such magic half of the time, then the drain or the gaining of the template will occur at half the rate.
Abilities drained by this effect cannot be restored until the cyst is removed. Thereafter, such abilities can be restored as normal, and are treated as having occurred at the moment the cyst is removed.
Part One - The Hidden Wise One:
Leaving V'narto:
In the previous scenario, the PCs had slain the skulking cyst and removed the curse from Fermengarr Isle. The chief, true to his words, gave the following directions to the PCs:
Follow the sea-bird in the night's sky, for he is wise and a friend of the Hidden Wise One. For 2 nights as the canoe travels follow his tail and on the morning of the third day you will see the rock that is the home of he.
The directions indicate to follow the tail of the constellation of The Albatross (which at this time of year is directly due southeast of Fermengarr Isle) for 40 miles (a war canoe can travel 2 mph with oars and therefore can travel 20 miles in a day of rowing.
If the PCs seem confused, the scholar or the captain can easily figure out the directions and help them interpret them correctly.
In any event, the PCs are welcome to rest in the village, but after a single day of recuperating, if the PCs seem intent upon resting further, the chief will tell the PCs that he received a dream from the Hidden Wise One and the PCs must proceed at once to speak with him.
Technically, the PCs can ignore this urging by the chief. If they do, the DM should impart a very horrific and urgent dream to whichever PC received the dream in Prologue 4 or a suitable replacement should that PC not be available. If the PCs are simply intractable, then the DM will have to decide if he will take the campaign to Sazhansiir as is intended or whether to allow the PCs time to rest and recuperate and simply have the timing work out anyways. It should be noted that the ritual being performed by the lizard folk is a month-long affair, so as long as the PCs manage to arrive at some point within a month of arriving at Fermengarr Isle, it should be OK.
Technically, the DM could even rule that the Hidden Wise One knew ahead of time about the impending ritual and so warned the chief beforehand. While that is explicable, it would strain credulity somewhat to assume the Hidden Wise One knew that the PCs would delay departing from Fermengarr Isle immediately.
In any event, assuming the PCs heed the chief and leave quickly, they can head due southeast for 40 miles and will locate the lair of the Hidden Wise One.
The Hidden Wise One:
The Hidden Wise One's lair is
a lonely little rock that thrusts out of the open ocean some 40
miles SE of Fermengarr Isle.
| The rock is a rough dome that begins at sea level and rises at its apex to about 40 ft high. The whole is about 600 ft in diameter, and comprised of stone intermixed with coral. There are a few scrubs and mosses growing on the rock, but little else. Set at the top of the dome is a collection of large stones, pieces of coral, large seashells, and driftwood that seem to comprise a rude hut or shelter of some sort. The shelter looks to be about 5 ft tall and no more than 8 ft in diameter. |
The rock quickly descends vertically once it dips below the water level, and descends all the way to the ocean floor, forming an upthrust pillar of almost certain artificial construction, should it be viewed from underwater. This construction allows the Flayman's Folly or any other large ship to come about right next to the rock.
The Hidden Wise One dwells in the shelter at the apex of the rock dome. He is always to be found sitting cross-legged inside his hut, and appears as a very dark-skinned Heysnosht islander with a very thin, almost emaciated build, as if deprived of nourishing food for some time. He is certainly old, as his skin is a withered and cracked parchment, especially upon his face, where a stubby growth of facial hair on his chin shows as dirty grey. His short, curly hair on his head is a lighter, almost silver colour. His eyes are deep green speckled with sapphire blue.
He wears a simple loincloth and nothing else.
There are no statistics provided for the Hidden Wise One. He is an enigma of the World of Therra. DMs can assume, should the PCs attack him, that either 1) he is a frail vessel inhabited by a powerful spirit, and therefore the PCs can easily slay him but the spirit will escape to eventually find another vessel, or 2) he is an epic level NPC and quite powerful.
In any event, whether innately, through magic, or otherwise, no divination spells of any kind work on the Hidden Wise One. He cannot be detected nor his thoughts read nor his intentions divined nor can he be scryed. The rock itself cannot be scryed either, and no being can teleport onto or out of the rock. Short ranged teleportation can function at the rock, but teleportation that attempts to travel from or to beyond 50 ft away from the rock fails to function.
As the PCs approach him, the Hidden Wise One will gesture for them to approach his shelter. There is clearly not room for any of the PCs to fit within, but they can notice that there are no signs of any furnishings, bedding, fire, water, or food of any type. For all intents and purposes, it appears as if this old man simply sits here cross-legged and never moves from the spot.
The old man will, once the PCs are settled, smile at them, revealing a mouth with a few missing teeth. He will greet them with a strange greeting in a gravely voice:
Kooraymeekiyeena!
He will then gesture at himself as if casting a spell (no amount of Spellcraft will identify the gesturing) and then begin to speak:
|
I welcome you to my humble presence my friends and say to you once again Kooraymeekiyeena, which is in the language of the world and creation a word of acceptance. I have waited many years for your coming, as have we all...the spirits of the land and the sky and the seas and the dreams of the gods. A heavy destiny rests on your shoulders. A heavy burden to bear. The voices of millions cry out to you for salvation, and your actions will determine their fate. An ancient and profane ritual is taking place on an island near this rock. It is a ritual to awaken magic that has not been seen on Therra for millennia, a magic that was in those times used to perpetrate a great evil. or rather a small evil that grew to be great. Now this magic has been rediscovered and is being used to commit an even greater act of malignancy. If this ritual is completed, millions...I tell you truly millions will perish! Why have you been chosen to prevent this when there are many great heroes who dwell in these lands? I cannot say. Kooraymeekiyeena. I am a servant not of the gods but of fate itself, and fate works in ways that sometimes not even the gods can comprehend. But for whatever the reason, your destiny has led you here and it has one final task for you...to stop this ritual. The ritual is being performed as we speak. It has been going on for some time and will not go on for much longer. I can guide you to this island. There you will find those who also possess a stellar rod like the one that led you here. Indeed, those who perform this ritual are the ilk of those who had your rod. The ritual will be easy to stop once you find it. There will be a leader who will be performing the ritual's main incantations. He will not be hard to miss. The ritual uses magic far beyond the ken of even the Archmages Eracuss and Queequeg, and therefore it is difficult to maintain and easily disrupted. Go now. This will lead you to the island. Make haste. Whole nations depend upon you! Kooraymeekiyeena! |
With that he will lift up a fist and open it and out will float a tiny speck of light, appearing almost like the glow of a firefly. This light will hover in front of the PCs until they get ready to leave. Thereafter, the light will precede the PCs and their ship, showing them the way to the Ritual Island.
The Hidden Wise One will speak no more to the PCs, answering every further query with the enigmatic Kooraymeekiyeena. He will close his eyes otherwise and begin to chant unintelligible words under his breath.
If any PCs are in need of spellcasting from the previous scenario (i.e. in need of a restoration or raise dead), then the Hidden Wise One will oblige. He will cast any cleric spell up to 5th level from the standard spell lists (he knows no domain spells) that the PCs request and will do so without asking for any payment. Assume he casts spells as a 10th level favoured soul with a Charisma of 18 for purposes of caster level and for the number of spells he can cast per day.
Part Two - Ritual Island:
|
|
|
||
|
|
Landing:
The floating light will lead the Flayman's Folly to an island that, for our purposes will be called Ritual Island. Ritual island lies some 25 miles south of the Hidden Wise One's rock, which is a single day's travel for the cog. Whether day or night, the little guiding light will precede the ship by about 200 ft, and even in the daytime at that distance its glow is clearly visible. Since the light is essentially traveling to Ritual Island in a straight line, there is no need to worry about it turning faster than the ship can maneuver.
Eventually Ritual Island will appear. When it does, the guiding light will suddenly wink out, never to reappear.
Like many islands in the Heynosht Archipelago, Ritual Island consist of a central highland surrounded by jungle and bordered by sandy beaches. The island appears to be some 3-4 miles wide as approached form the north, and the beach facing the PCs' ship appears suitable for landing, though the captain will advise that most of these islands have very shallow beaches and that the Flayman's Folly should lay off board and use the dinghy to ferry the PCs to shore.
In fact, soundings will show that the cog can get to within about 600 ft of the shore before having to weigh anchor.
As the PCs get to within 500 ft of the shore, they will spot what looks to be a couple of rather tall tangle of large bones washed up on the beach. A DC 25 Spot check (lowered by 1 for every 10 ft closer to the shore) will show that what appeared to be the tangles of bones are actually two large ships made out of bones, almost like a catamaran, each with a mast and sails furled and tied to it and a long keel and bone oars as well. The vessels look as if they could easily accommodate two dozen man-sized creatures on each and each is tied to a bone stake driven into the rocks and sand at the top of the beach.
Technically, the PCs can land anywhere on the island, as decent beaches for landing surround the island. In fact, anywhere within 500 ft of the shore should be considered soft sand (2 squares of movement to enter). Soft sand has no significant plant life and therefore is not suitable for an entangle spell.
If the PCs sail their ship to the western side of the island, they may notice yet another beach with another large pile of bones set on it. This pile is more inland and is in fact the skeletal dragon turtle (see route #2 below). The skeleton does not move much, and so it would take a DC 30 Spot check to notice that it moves slightly and is in the shape of a creature.
Heading Inland:
As can be seen from the island map above, the island is not very large. Contour lines represent a change in elevation of 500 ft, which makes the central highlands fairly steep (a 25 degree incline at its shallowest). Green shading represents jungle, most of it quite thick due to the heavy rainfall and the lack of any sort of clearing activity. It rains a few times a day on the island, though such showers are usually brief affairs and followed by sunlight and some fairly spectacular rainbows (in fact, the ancient inhabitants of this island, all trace of whom are now gone, called this place The Island of Rainbows).
From the beach, the PCs will need to head inland. They are free to choose any way to do so, but the major routes include one of the three clear routes between jungle, or the jungles themselves. Each of these routes has its advantages and disadvantages and each is dealt with below.
Route #1 - The Northern Approach (EL 9):
This route proceeds form the northern beach towards the highlands, passing between two stretches of thick jungle. The terrain is rocky and grown with thick grass punctuated by the occasional bush and scrub.
Sitting about 50 ft up the slope of the highlands to the south is a large cave entrance, some 30 ft high by 15 ft wide. The entrance is visible from below, requiring a DC 20 Spot check from about 1000 ft away (+1 DC for every 100 ft beyond that and -1 DC for every 100 ft closer).
The cave itself is only about 30 ft wide, 15 ft high, and 45 ft deep. It contains some bones, strips of meat, cave dinosaur dung, and a single set of an exotic saddle, bit and bridle, and saddle bags made of snake skin and sized for riding on the cave triceratops.
Creatures: Within this cave dwell three cave dinosaurs which are the domesticated pets and guardians (and sometimes mounts) of the lizard king and his minions. These beasts are completely loyal to their masters, having been conditioned by yuan-ti breeders. The beasts are tended by 3 lizardfolk, and due to their conditioning, any scaled ones or reptilians gain a +4 circumstance bonus to Handle Animal checks to command these creatures.
One lizardfolk is always on watch. The other sleeps in the cave and the third is resting with the beasts, feeding them or watering them or cleaning them. The lizardfolk on watch will be constantly scanning the lowlands for any creatures approaching. He is not expecting any sentient interlopers, and is more on the look out for any creatures coming from the jungles. He sits behind a boulder peering over its top about 30 ft down from the cave entrance. Due to his vantange point, his Spot check should be attenuated by -1 per every 100 ft of distance. He should also gain a +4 bonus for every 4 PCs being observed, with a Large creature counting as 4 Medium creatures and a Small as 1/2 of a Medium creature. Should he spot figures approaching, he will crouch down out of sight and sneak away to the cave to alert his fellows.
The dinosaurs each have an iron collar around its neck attached to which is a chain that is held by their handlers normally but is wrapped up and bundled on the collar when set for battle. Each chain is iron and 10 ft long.
| LIZARDFOLK TENDERS
(3) CR 1 N Medium humanoid (reptilian) Init +0; Senses Listen +0, Spot +0 Languages Slith AC 15 (17 with shield), touch 10, flat-footed 15 (17 with shield) hp 11 (2 HD) Fort +1, Ref +3, Will +0 Spd 30 ft (6 squares) Melee 2 claws +2 (1D4+1) and bite +0 (1D4) Melee club +2 (1D6+1) and bite +0 (1D4) Ranged javelin +1 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +1; Grp +2 Combat Gear club, javelins (4) Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 SQ hold breath Feats Multiattack Skills Balance +5, Handle Animal +1 (+5 with the cave dinosaurs), Jump +5, Swim +6 Possessions combat gear plus heavy wooden shield Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning. |
|
MUTATED CAVE ANKLYOSAURUS
CR 6 A trample attack deals bludgeoning damage (the creatures slam damage + 1½ times its Str modifier). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creatures trample attack is Str-based. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. |
|
MUTATED CAVE TRICERATOPS CR
5 Trample (Ex) As a full-round action, a cave triceratops can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creatures space is subject to the trample attack. If a targets space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a targets space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if theres a legal position thats closer. A trample attack deals bludgeoning damage (the creatures slam damage + 1½ times its Str modifier). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creatures trample attack is str-based. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. |
|
MUTATED CAVE TYRANNOSAURUS
CR 5 Improved Grab (Ex) To use this ability, a cave tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe whole in the following round. Swallow Whole (Ex) A cave tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A swallowed creature takes 2D6+7 points of bludgeoning damage a 6 points of acid damage per round from the cave tyrannosaurus' gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (DC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A cave tyrannosaurus' gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents. |
Tactics: If it appears to the lizardfolk that intruders are just marching up the pass between the jungle and towards their cave, then they will set up an ambush amongst the rocks, each holding a dinosaur by its chain until their foes walk between them, then loosing the beasts while the lizardfolk toss javelins at spellcasters.
Otherwise, if it appears the intruders are turning away or going into the jungles, then they will gather the dinosaurs and lead them to try to find and attack the interlopers. With instructions not to intrude on the ritual taking place in the center of the island, these lizardfolk will not raise an alarm of any kind.
Developments: Should any of the PCs be captured then they will be held prisoner and taken to the lizardfolk camp (see approach #3) by a lizardfolk tender and at least 1 cave dinosaur. Once deposited at the camp, the tender and dinosaur will return to this location. Should a PC be defeated and there be no tenders left to rein in the dinosaurs, then the PCs will simply be consumed by the hungry beasts.
Route #2 - The Western Approach (EL 7):
This approach consists of a wide beach of sand that reaches 1000 ft towards the highlands. This beach is treated as soft sand (2 squares of movement for each square). Thereafter, the rest of the way is treated as pebble beach (+2 to the DC of Balance and Tumble checks). There are no plants here and an entangle spell will not work here.
Creatures: The area between the two stretches of jungle on the western portion of the island is guarded by a dragon turtle skeleton, a prize of the lizard king priest which he brought with him all the way from Sazhansiir. It is programmed to guard the approach and attack any living creature size Small or larger which is not a lizardfolk or cave dinosaur.
The skeleton bears a small gem under the center of its bony shell. This gem bears a magical trap that actually benefits the creature. Whenever an undead skeleton touches the gem it activates the trap, and the target is affected by an expeditious retreat spell.
| SKELETAL DRAGON
TURTLE CR 7 (6+1 for trap) NE Huge undead (aquatic) Init +5; Senses darkvision 60 ft, low-light vision, scent; Listen +16, Spot +16 AC 12, touch 9, flat-footed 11 hp 78 (12 HD); DR 5/bludgeoning Immune cold Fort +4, Ref +5, Will +9 Spd 50 ft (10 squares), swim 30 ft (6 squares) Melee bite +12 (4D6+8) and 2 claws +7 (2D8+4) Space 15 ft; Reach 10 ft Base Atk +6; Grp +22 Special Actions capsize Combat Gear expeditious retreat trap Abilities Str 27, Dex 12, Con -, Int 12, Wis 13, Cha 12 SQ undead traits Feats Improved Initiative Skills Hide -7 (+1 when submerged), Swim +16 Capsize (Ex) A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long. |
| Expeditious Retreat Trap CR 1; magic device; touch trigger; automatic reset (1 minute); spell effect (expeditious retreat, 1st level sorcerer, +30 ft to land speed; Search DC 26; Disable Device DC 26. |
Tactics: The skeleton is not programmed to bother any creatures or vessels in the water. However, once it starts after enemies, it will pursue them into the water, as it can swim quite well, and will even use its capsize ability if necessary.
Route #3 - The Eastern Approach (EL 9):
The terrain here is relatively flat plains, punctuated by small rocks and boulders here and there and grass that rises as high as a man's knees.
In the lee of the highlands is the lizardfolk camp. It is a rude affair, consisting of various lean-tos of wood and vines and large fronds. Scattered about the camp are bundles and sacks containing the food and supplies of the expedition and bone barrels closed and sealed with a resin-like material that contain fresh water. Nothing here is particularly valuable, but an examination of the items will show that the lizardfolk were prepared for a long journey and are stocked up for another long journey (back to where they came from), and that the food and supplies they have are crafted of materials and made in a fashion none of the PCs has ever seen before. A DC 30 Knowledge (geography) check will convince the PC that these materials did not come from any place on or near Jerranq.
Creatures: Half of the lizardfolk are up in the highlands, but the rest are here, resting and preparing for their return voyage after the ritual is finished. Having done their hunting and having gathered plenty of water, they are now fairly idle, and a third of them are asleep at any one time. There are a total of 12 lizardfolk here, including 2 adepts. They will, of course, attack any intruders they encounter, and they are under orders not to disturb the ritual in any way, so they are on their own if trouble strikes.
| LIZARDFOLK EXPLORERS
(10) CR 2 Male lizardfolk Ranger 1 N Medium humanoid (reptilian) Init +0; Senses Track; Listen +3, Spot +5 Languages Slith AC 15 (17 with shield), touch 10, flat-footed 15 (17 with shield) hp 17 (3 HD) Fort +3, Ref +5, Will +1 Spd 30 ft (6 squares) Melee 2 claws +3 (1D4+1) and bite +1 (1D4) Melee club +3 (1D6+1) and bite +1 (1D4) Ranged javelin +2 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +2; Grp +3 Combat Gear club, javelins (4) Abilities Str 13, Dex 10, Con 13, Int 9, Wis 12, Cha 10 SQ favoured enemy (humanoid [human]) +2, hold breath, wild empathy +1 Feats Alertness, Multiattack, Track Skills Balance +6, Jump +7, Listen +3, Spot +5, Survival +4, Swim +6 Possessions combat gear plus heavy wooden shield Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning. |
| LIZARDFOLK ADEPTS
(2) CR 2 Male lizardfolk Adept 2 N Medium humanoid (reptilian) Init +0; Senses Listen +2, Spot +3 Languages Slith AC 15 (17 with shield), touch 10, flat-footed 15 (17 with shield) hp 22 (4 HD) Fort +2, Ref +3, Will +5 Spd 30 ft (6 squares) Melee 2 claws +3 (1D4+1) and bite +1 (1D4) Melee club +3 (1D6+1) and bite +1 (1D4) Ranged javelin +2 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +2; Grp +3 Combat Gear club, javelins (4), potion of cure light wounds (2), [first adept] wand of lesser orb of cold (CL 1, 16 charges)/[second adept] wand of scorching ray (CL 3, 8 charges) Adept Spells Prepared (CL 2, melee touch +3, ranged touch +2): 1st - bless, burning hands (DC 13) 0 - detect magic, light, touch of fatigue (DC 12) Abilities Str 13, Dex 10, Con 14, Int 10, Wis 14, Cha 12 SQ hold breath Feats Combat Casting, Multiattack Skills Balance +6, Concentration +6, Jump +7, Spot +3, Swim +6 Possessions combat gear plus heavy wooden shield, spell component pouch Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning. |
Tactics: The lizardfolk rangers will attack en masse, with a few readying actions to attack spellcasters. The two adepts will attempt to stay out of melee combat, and each will have a single ranger bodyguard staying nearby. The adepts will use their wands liberally, especially targeting dangerous spellcasters.
Developments: Should any of the PCs be captured, they will be held prisoner here to await the return of the lizard king from the ritual site.
Treasure: Amongst the campsite provisions is a stellar rod exactly like the one the PCs have and several dozen sheets of vellum.
Route #4 - The Jungle (EL 8):
The jungles are all heavy jungle. These are treated as dense forest with heavy undergrowth (4 squares of movement, concealment with 30% miss chance, +5 to Hide checks, no running or charging, +5 to DC of Tumble and Move Silently checks).
No matter which way the PCs travel, they will run afoul of a nest of monstrous spiders, including a matron spider and its 5 progeny. These are green coloured jungle spiders, granting them camouflage benefits in the jungle. They are also adept at jumping, and share the combined traits of both web-spinning and hunting spiders.
|
LARGE MONSTROUS JUNGLE SPIDERS
(5) CR 2 Web (Ex) Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing 15 ft square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. |
|
HUGE MONSTROUS JUNGLE SPIDER
CR 5 Web (Ex) Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 16 Escape Artist check or burst it with a DC 20 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing 20 ft square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. |
Tactics: The matron, while mindless, is still cunning, and will tend to stay high in the trees shooting her webbing while her progeny swarm to the attack. She will descend on a web line to grab a helpless foe and take him high in the trees where he can be bound by webbing and hung for later feeding. Like most spiders, these will not slay their prey on the spot, instead poisoning them until they cannot move and then binding them in the jungle canopy for later repast. The large spiders will leave it to the matron to drag size Medium or larger prey up into the trees.
These spiders are in no way aligned with the lizardfolk, and will attack them as well, in case the lizardfolk have chased the PCs into the jungle.
Developments: If the PCs insist on traveling through more than a single jungle on the island, then the DM should feel free to prepare other, more mundane jungle encounters, remembering, though, that this island is rather small and not able to support a large amount of fearsome predators.
The Ritual Site (EL varies):
The ritual site is located in the saddle of the highlands between two peaks. The jungle on the third highest elevation is thinner than in the lowlands and is treated as medium forest and most of the area is light undergrowth (2 squares of movement, concealment with 20% miss chance, +2 to DC of Tumble and Move Silently checks).The ritual takes place in the very centre of the saddle, in a clearing that is surrounded by the jungle.
Several patrols of lizardfolk range in a circle around the site area, about 100 ft from the site, partly to guard and partly to keep out of the way of the ritual. These are the elite of the lizardfolk, and they patrol in two groups of 4 lizardfolk, and unless the PCs insist on observing the area around the site from hiding and then noting the patrols and trying to pass hidden between them, they will encounter one of these patrols at an initial maximum distance of 2D8 x10 ft.
Creatures: These are the elite warriors of the expedition, fearless and fearsome lizardfolk.
| LIZARDFOLK ELITE
(4) CR 3 Male lizardfolk Warrior 3 N Medium humanoid (reptilian) Init +1; Senses Track; Listen +0, Spot +0 Languages Slith AC 19, touch 11, flat-footed 18 hp 30 (5 HD) Fort +5, Ref +5, Will +1 Spd 30 ft (6 squares) Melee 2 claws +6 (1D4+2) and bite +4 (1D4+1) Melee halberd +7 (1D10+3) and bite +4 (1D4+1) Ranged javelin +5 (1D6+2) Space 5 ft; Reach 5 ft Base Atk +4; Grp +6 Combat Gear halberd, javelins (4) Abilities Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10 SQ hold breath Feats Multiattack, Weapon Focus (halberd) Skills Balance +7, Climb +5, Intimidate +3, Jump +8, Swim +7 Possessions combat gear plus studded leather Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning. |
Tactics: These lizardfolk are instructed not to interrupt the ritual at any cost, but also to stop any intruders from doing the same. They are expecting to face, at worst, jungle denizens and are not expecting intelligent intruders. Once they locate enemies, they will simply close to melee range and try to hack their way through their foes.
Developments: While no lizardfolk at the ritual will come to investigate, the sounds of fighting will likely attract the notice of the other patrol, which will come to investigate and help out. Assume the patrol is 300 ft away from the one encountered, across the ritual site. The other patrol will not travel through the ritual site, instead traveling around through the jungle at half speed (because of the light undergrowth).
The site itself is as shown in the map below.
![]() |
|
The clearing before you is devoid of plant life except for a few tufts of tall grass peeking from the edge of boulders. Many such boulders dot the clearing, most of them quite small but enough to suggest that they may be the shattered pieces of some larger boulders or structures. A half a dozen larger boulders are still present, ranging from 5 ft to 8 ft in height. These are jagged and tall and many seem to be carved with faint runes or drawings. In the center of the clearing is a large sheer stone that rises 15 ft in height and ends in a flat platform. The sides of this piece of rock are covered in runes, many of them looking quite fresh and distinct. Earth has been piled in steps against the southeastern side of this rock, allowing access in a steep incline up to the top of the stone. Atop the stone is a lizardfolk with glowing red eyes and bat-like wings. This lizard is surrounded by a nimbus of power and its clawed hands are raised in a Y above its head. It's snout is snarling words of power as it stares at a what can only be described as a massive horizontal vortex of yellowish-gold glowing mana some 10 ft in diameter. This vortex slowly revolves around its center and bursts of energy seem to travel intermittently from the vortex to the lizardfolk and vice versa. A lizardfolk in deep blue robes stands on the ground to the northwest of the central rock, a staff in its hands, while several fierce looking lizardfolk warriors stand around the clearing. |
A lizard king adept performing the ritual (LK)
A lizardfolk adept (LA)
4 lizardfolk elite warriors (LE)
| LIZARD KING
CR 6 Serpent Kingdoms page 68 Male half-fiend lizardfolk Adept 4 CE Medium outsider (native) Init +2; Senses darkvision 60 ft; Listen +4, Spot +2 Languages Slith, Abyssal AC 20 (22 vs ranged), touch 12 (14 vs ranged), flat-footed 18 (20 vs ranged) hp 35 (6 HD); DR 5/magic Immune poison Resist acid 10, cold 10, electricity 10, fire 10; SR 16 Fort +3, Ref +6, Will +6 Spd 30 ft (6 squares), fly 30 ft (6 squares) (average) Melee 2 claws +7 (1D4+4) and bite +5 (1D6+2) Melee mwk shortsword +8 (1D6+4 plus life drinking) and bite +5 (1D6+2) Ranged javelin +5 (1D6+4) Space 5 ft; Reach 5 ft Base Atk +4; Grp +7 Atk Options smite good 1/day (+6 damage) Combat Gear masterwork shortsword with crystal of life drinking, javelins (4), divine scroll of resist energy (fire) (CL 3), divine scroll of cure moderate wounds (CL 3) Adept Spells Prepared (CL 4, melee touch +7, ranged touch +5): 2nd - mirror image 1st - cause fear (DC 13), cure light wounds, protection from good 0 - detect magic, guidance, touch of fatigue (DC 12) Spell-Like Abilities (CL 6): 3/day - darkness 1/day - desecrate, unholy blight (DC 15) Abilities Str 18, Dex 14, Con 15, Int 13, Wis 14, Cha 12 SQ hold breath Feats Multiattack Skills Balance +9, Bluff +3, Concentration +7, Diplomacy +3, Hide +2, Intimidate +3, Jump +10, Knowledge (planes) +3, Knowledge (religion) +8, Listen +4, Move Silently +2, Search +2, Swim +9 Possessions combat gear plus masterwork heavy wooden shield with crystal of arrow deflection, spell component pouch, obsidian dagger Hold Breath (Ex) A lizard king can hold its breath for a number of rounds equal to four times its Con score before it risks drowning. |
|
LIZARDFOLK HIGH ADEPT CR 5 * This item is simply a quarterstaff with a wand of lightning bolt built into its tip. When the wand function is expended the staff becomes a normal +1 quarterstaff. |
| LIZARD FAMILIAR
CR n/a N Tiny animal Init +2; Senses Listen +3, Spot +3 Languages speak with master AC 17, touch 14, flat-footed 15 hp 21 (7 HD) Fort +2, Ref +4, Will +5; improved evasion Spd 20 ft (4 squares), climb 20 ft (4 squares) Melee bite +7 (1D4-4) Space 2.5 ft; Reach 0 ft Base Atk +3; Grp -9 Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 2 SQ familiar abilities (deliver touch spells, empathic link, share spells, speak with master) Feats Stealthy, Weapon Finesse Skills Balance +10, Climb +12, Hide +12, Jump +2, Listen +3, Move Silently +4, Spot +3, Swim +1 |
| LIZARDFOLK ELITE
(4) CR 3 Male lizardfolk Warrior 3 N Medium humanoid (reptilian) Init +1; Senses Track; Listen +0, Spot +0 Languages Slith AC 19, touch 11, flat-footed 18 hp 30 (5 HD) Fort +5, Ref +5, Will +1 Spd 30 ft (6 squares) Melee 2 claws +6 (1D4+2) and bite +4 (1D4+1) Melee halberd +7 (1D10+3) and bite +4 (1D4+1) Ranged javelin +5 (1D6+2) Space 5 ft; Reach 5 ft Base Atk +4; Grp +6 Combat Gear halberd, javelins (4) Abilities Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10 SQ hold breath Feats Multiattack, Weapon Focus (halberd) Skills Balance +7, Climb +5, Intimidate +3, Jump +8, Swim +7 Possessions combat gear plus studded leather Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Con score before it risks drowning. |
Tactics: The lizard king is completely immersed in the ritual at hand. As such, he cannot take any actions other than concentrate on the ritual and intone his words of power. The lizard king has been immersed in this ritual for weeks, the nimbus of power from the vortex sustaining him without the need for sleep, food, water, or rest.
The high adept, on the other hand, will imbibe his potion of shield of faith and will then wield his staff to hurl lightning bolts at intruders. Meanwhile, the elite lizardfolk will attack anyone entering the clearing or threatening it in any way.
None of the lizardfolk in this clearing will respond to any fighting in the surrounding jungle. They are single-minded in their determination to stay with and guard the ritual.
These lizardfolk will not surrender; they will fight to the death.
Developments: Should combat occur here, any surviving lizardfolk from the two groups patrolling the perimeter will come to reinforce the ritual guard.
The lizard king has days to go to finish the ritual. As such, he is effectively unable to contribute to the combat. See Part Three for more details on the vortex and the lizard king.
Should any PCs be captured, they will be bound and sent to the lizardfolk camp (see approach #3).
Part Three - Up Up and Away!
Disrupting the Ritual:
The lizard king must maintain concentration on the ritual. If he takes any damage, he must make a Concentration check at DC 10 + damage suffered or the ritual will be disrupted. Similarly, other effects that invoke Concentration checks can also disrupt the ritual. In all ways treat the ritual as if the lizard king were spellcasting.
The vortex is currently inactive. It essentially has no effect, though it does radiate overwhelming conjuration magic. It cannot be dispelled (except by disrupting the ritual) or effected in any way.
Should the lizard king lose concentration on the ritual, it will shout in rage and turn towards the PCs, but before it can do anything all hell will break loose.
The vortex will flash in a massive wave of energy that pulses out into the clearing, staggering all within but causing no damage. It will also begin to spin very quickly and grow in size as it does. An immense wind will start up as the vortex now becomes active and begins to suck in the air. Leaves and dirt and small pebbles will kick up and into the vortex, and in a matter of a single round, the vortex will suddenly "unmoor" from the center rock and extend like a garden hose except that its far end disappears into nothingness. Like a hose with too much pressure, the vortex will whip around the clearing, growing larger and moving faster and intaking air more powerfully. By the end of the second round, it will have grown to over 50 ft in diameter, well over 500 ft long, and will simply scoop up everything in range. The PCs will note lizardfolk (corpses or living)
There should be no way for the PCs to escape the vortex. If they somehow have the means to escape, the DM should rule that the energy pulse given off by the vortex has negated all magic in a 1000 ft radius. It is imperative that all of the PCs be sucked up by the vortex, or that the vortex slam into them and scoop them up.
Riding the Scree:
As mentioned, the unleashed vortex will scoop up lizardfolk and the PCs. Once inside it will appear to the PCs as if they are being hurled at immense speed down the inside of a glowing tube of energy that whips and winds like a serpent. Ahead and behind will be seen the bodies and flailing living forms of lizardfolk, along with bits of rocks and plants sucked up into the vortex.
This will go on for what seems to be a minute or so. During this time, the effect will be so disorienting that no spellcasting or use of items will be possible. There is also an immense rumbling sound that is loud enough to make shouting barely heard by the person doing the shouting. It is very unlikely that the PCs will be close enough to touch, even if they started near each other upon entering the vortex, and there is no way to move or change position within. Essentially, the PCs are along for the ride. No form of magic can work within the vortex, and there is no escape from it.
This rest of the ride down the vortex forms the first part of the next scenario, entitled Strangers in the Stranger Land.
Delays:
As mentioned previously, the ritual has days to go before it is complete. It has been going for close to a month now, and the exact amount of time left is up to the DM so that there is flexibility enough to allow the PCs to complete this mission. The PCs should have time to rest on the island or the Flayman's Folly should they need to do so before venturing to the ritual site. However, at some point, should the PC delay become severe, then the DM should urge them onward, possibly with an ominous dream from the gods or even from the Hidden Wise One.
Failure:
Unfortunately, failure is not an option if the DM intends to run a campaign in Sazhansiir with these PCs. Of course, it is up to the DM if the PCs fail to stop the ritual whether or not the scaled ones' scheme works and one or both creation cysts are taken. Presumably, if both were taken, then one or both would be used against the humans of Sazhansiir and then Kyuss himself would emerge and lead the forces of evil to victory over that continent. The DM could then present the continent as one overrun by evil...perhaps an evil now setting it sights via the vortex tunnel on Jerranq. But that is an alternate campaign that would have to be created whole-cloth by an enterprising DM.
While it is never usually good scenario design to present a scenario where the PCs cannot fail, in this case it is necessary as the campaign really doesn't "begin" until the transportation to Sazhansiir is complete. Given the fact that the PCs merely have to do a little damage to the lizard king to break his concentration, it shouldn't be too difficult for the PCs to accomplish this task.
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: