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Summary:
The PCs are summoned by some celestials to help out with a dicey situation.
Assumptions:
The PCs include at least one character who routinely summons celestial beasts using the summon monster spell.
Location:
Aladur
Historical Date:
705 A.C. Winter
DM's Introduction:
Note:
The basis for this short scenario was the result of a PC wizard who liked to use her summon monster III spell to summon celestial bisons. Eventually, the DM ruled that it was the same bison being summoned...over and over again. The wizard used this bison often for standard aid in combat, often against evil enemies, which is something a celestial creature would relish. But, more than a couple of times, the bison was summoned for tasks just as dangerous but far less noble than fighting evil.
In one instance, the PC summoned the bison in order to have it charge down a very suspicious-looking corridor that was pockmarked with ominous circular patches. The bison took one look at the hallway the wizard was pointing down, rolled his eyes, and said, in Celestial, "I can't believe you are making me do this..."
The bison charged down the hall and was promptly torn into chunks by a bunch of cave morays.
Now, the celestial bison finds itself in some trouble, and only a group of non-celestials can help him. So, he calls upon the only non-celestials he knows...and the ones for whom he has endured immense pain and trauma time and time again.
The idea with this scenario is NOT to punish the PCs for summoning creatures. There is nothing wrong with that. The purpose is simply to have a little fun and adventure turning the tables on the PCs for once. As such, the DM should stress the amusing aspects of the situation and, if need be, assure the PCs that there will not be periodic retributions for future summonings.
This scenario can be easily adapted to fit other circumstances. If the PCs routinely summon other types of celestial creatures, then these can be substituted for the celestial bisons. Similarly, it would not take a lot of effort to shift the scenario to utilize neutral summoned creatures or even fiendish creatures if the PCs are neutral or evil.
The remainder of this scenario, however, assumes the PCs are generally good-aligned or neutral and have been summoning a celestial bison often. The PC who has been summoning the bison is referred to as the Summoner.
Background:
The celestial bison named Noggus (NAH-guss) is one that has been constantly called by the Summoner. Creatures summoned by means of a summoning spell do not physically travel to the Material Plane, as explained in "The Great Planar Barrier of Therra":
|
Summoning spells essentially create a soul projection of a summoned creature similar to the projection created by an astral projection spell. The original creature does not go comatose, as with an astral projection spell, but experiences simultaneously his own reality and the reality of his projection. Thus the summoned creature feels pain when hurt and can enjoy pleasurable sensations as well. When the summoned creature reaches 0 hit points, his projection is essentially disrupted and the soul recoils back to its owner. The portion of soul summoned is not significant enough to harm the original creature in any way while it is summoned, though destruction of the summoned projection is said to be an unpleasant experience. When a summoned creature's summoning ends, all of its equipment at the time summoned, as well as its physical body, disappear, just as with an astral projection spell. |
Nevertheless, the bison has felt every blow, detonation, bite, claw, and other painful outcome of its summoning. As a goodly creature being summoned by a good caster, Noggus is not angry at the Summoner, but he does feel that his years of good service merit the right to call upon the Summoner should he need aid at some time in the future.
That time is now.
Noggus is the bull of a herd of celestial kine. These creatures dwell on a pastoral demiplane connected to the Astral Plane, watched over by a band of equinal guardinals. Noggus, being the senior-most male of his locality, essentially has a harem of a dozen females under his protection. He regards these as his wives.
His favoured and newest wife, named Yrmoong (EAR-moong) was bestowed to him by a guardinal after her herd bull died and his harem was split up amongst the nearby herds. Unfortunately, only a few weeks after being sent ot Noggus' herd, and just before he was to mate with her for the first time, his new wife disappeared.
Noggus was distraught, and ran as fast as he could to his guardinal protector and explained his plight. The equinal guardinal, named Hyrhanyryl (heer-HAN-ee-rill) investigated the site of the disappearance and used his proficiency in Survival (although the equinal does not have the Track feat, the DC to follow the trail in the dew-covered grass and slightly muddy ground was a DC 9 [DC 10 minus 1 for Large creature] and so he could follow it automatically) to locate hoofprints that were the proper size and configuration for Yrmoong, and other prints that were of Large size but definitely not hoofprints but rather claws or talons of some sort.
Now quite worried, Noggus and the equinal tracked the prints to a secluded dell where a planar rift was standing. It was clear from the tracks that the wife and the other creature had gone through the rift, and that even now the rift was slowly shrinking and would eventually disappear. Desperate to rescue his wife from her abductor, Noggus was about to barrel blindly into the rift, but he bounced off of some invisible force wall. A bit of expirement showed that some sort of barrier prevented both Noggus and the equinal from entering the rift.
Now distraught, Noggus begged the equinal to find help. Using his at will dimension door ability, Hyrhanyryl travelled quickly to the lair of an ursinal guardinal of great wisdom and lore who was highly regarded on the demiplane. This ursinal, named Borrumhimuggorr (bore-rum-HIM-uh-gore), was moved by Hyrhanyryl's pleas and agreed to investigate the site. As ursinals specialize in divination magic, and are quite learned in lore of the arcane and planes, a bit of investigation by Borrumhimuggorr determined that the planar rift was fading away and that it could, in theory, lead anywhere, though he could not determine where. The rift would likely completely disappear in a matter of a day or so, and once that happened there would be no chance at all to locate and rescue Yrmoong.
Unfortunately, Borrumhimuggorr also discovered that a powerful magic barrier had been placed upon the rift, barring passage of any celestial (i.e. any outsider with the good subtype and any creature with the celestial or half-celestial) template. While the ursinal could certainly attempt to dispel the barrier with a greater dispel magic, it appeared that the barrier was interwoven with the rift, such that dispelling the barrier would, by definition, also dispel the rift.
And so, it seemed, the only way to rescue Yrmoong was to find some non-celestials and convince them to pass through the rift (blindly, I might add!).
This Borrumhimuggorr could do, but there were some issues. He could certainly summon creatures using summoning spells, but they would not be around long enough to possibly complete the task. That left two possibilities. The first would be to use the gate spell. However, the use of this spell is quite costly in terms of XP, and Borrumhimuggorr is loathe to pay that price if he can help it.
The second possibility would be to use a greater planar binding spell to call forth a non-celestial. This presents a problem as well in that any being bound by the spell would likely resist the binding, and even if the binding were initially successful, if the first Charisma check were failed then no further attempts to convince the bound creature to serve could be made for another 24 hours.
However, the ursine could use the greater planar binding spell to call forth a specific individual if they knew of any. Unfortunately, Borrumhimuggorr leads a very secluded and cloistered existence, and Hyrhanyryl spends all of his time roaming the demiplane. Yet, as luck with have it, Noggus himself knew of a certain non-celestial who owed him a favour and who should be quite willing to help...the Summoner!
And so, Borrumhimuggorr retired for the evening to memorize the proper spells.
What Really Happened:
Things are not what they seem. Aurygurrumach (ahr-ee-GURR-oo-mawtch) is a ferrumach rilmani who was sent on a mission to Noggus' demiplane to reconnoiter the area. The ursinal Borrumhimuggorr has in his possession information regarding the whereabouts of a lost planar touchstone whose location was desired by a powerful fiend, and the rilmani aurumach has tasked a cuprilach and a team of ferrumach to retrieve the lore in order to turn it over to the fiend.
The rilmani opened the planar rift and sent Aurygurrumach and his kuldurath mount through the rift and into Noggus' demiplane. The ferrumach stayed on the demiplane for about a week, and often would use his change shape ability augmented by his magical ring to appear like a celestial kine in order to infiltrate the celestial herds and move close to the lairs of various equinals and even the ursinal without being discovered.
In so doing, Aurygurrumach struck up a faux friendship with Yrmoong and he would often ask her to find out information and bring it back to him. Since Yrmoong was new to the area, her questions would not arouse suspicion. But Yrmoong was curious about her new friend, who always seemed to be around for a short period of time (up to 27 minutes per day) and would then "disappear". So one day she followed her friend and was surprised to see her change shape into a decidely non-bovine form shortly after leaving sight of the herd. Intrigued, and not smart enough to immediately report this to Noggus, she followed the strange creature and eventually arrived at the dell where she encountered Aurygurrumach's kuldurath steed.
It was love at first sight. Who can explain it? I surely cannot. But it was fortunate that the kuldurath and Yrmoong encountered each other before Aurygurrumach was aware he had been followed, for the rilmani would have likely slain Yrmoong in order to keep his mission a secret.
Instead, Yrmoong and the kuldurath began to meet daily, usually at night, and for about a week they struck up a friendship that blossomed into infatuation and then love.
When Aurygurrumach found out about the meetings he was quite upset and was ready to slay Yrmoong when she next arrived, but the kuldurath was beside himself with anger at the notion, and although the kuldurath cannot speak, he made his feelings quite clear to the ferrumach. Now, most ferrumach respect and revere their kuldurath mounts just as any paladin respects his celestial steed, and so the kuldurath's wishes in this matter were not to be brushed aside lightly. After hours of consideration, Aurygurrumach agreed that he could let Yrmoong live if and only if she would agree to be the kuldurath's mate and accompany them back to their demiplane. As Aurygurrumach's mission would be finished shortly anyways, there would be no problem in returning with her. But, Aurygurrumach said, Yrmoong must agree to accompany the kuldurath without knowing that her life is forfeit should she refuse. The ferrumach would only go through the effort required if this was a case of true love, and in knowing the depth of her feelings, the rilmani could be assured that the kine would not divulge their secrets over the next few days.
And so, the next time Yrmoong arrived at the dell, Aurygurrumach confronted her and offered to allow her to accompany them back to their home, to dwell there as the kuldurath's mate. Yrmoong was overjoyed and immediately agreed. She was never told that had she refused she would never have made it back to her herd. Aurygurrumach instructed Yrmoong to return to the herd and not to come back to the dell. Instead, when he and the kuldurath were ready to return home in a few days, they could come for her. She was to wait for them each morning at the far edge of the herd range by a certain large boulder.
And so, a few days later, Aurygurrumach and his kuldurath travelled to the arranged location and told Yrmoong it was time to go. They all three travelled to the rift site and passed through, Aurygurrumach activating the magic rune that would both begin the fading of the rift and place the barrier to stop them from being followed. They then returned to their lair and the kuldurath and Yrmoong settled down for some romantic herd bliss while Aurygurrumach delivered his report to his cuprilach master.
Part One - Arrival
Day 0:
On the day of the discovery of the rift, Borrumhimuggorr attempts to scry on the Summoner, using a description from Noggus, to determine where the Summoner is and what he is doing. Borrumhimuggorr does not want to call forth the Summoner if he is engaged in some important quest or battle. Fortumately for the celestials, the Summoner is doing nothing of the sort at this time.
Borrumhimuggorr is an ursinal guardinal (Book of Exalted Deeds page 174) with an extra 6 levels of wizard so that he functions as a CL 18 wizard for spellcasting purposes. His Intelligence is 20 (for use in assigning save DCs).
For purposes of this scenario, Borrumhimuggorr has the following spells prepared on the day of discovery of the rift:
1 greater scrying spell
(DC 22)
2 scrying spells (DC 19)
He actually has a great many other spells prepared, but these are the ones important to this part of the scenario.
First he will try to use his greater scrying, since this can be cast in a single round in the field without resorting to a large mirror as a focus. Unfortunately, Borrumhimuggorr only has secondhand knowledge of the Summoner (from Noggus' description) and the Summoner is on another plane, so the Summoner receives a +10 bonus to his Will save to resist the scrying.
Since there is almost no way the Summoner will know who is scrying him or why, it is very likely he will resist the attempt and, given the fact that the Summoner is probably an accomplished spellcaster with a high Will save, it is likely the attempt will fail.
If the attempt succeeds, then the ursinal will note that the Summoner is not otherwise indisposed and things will proceed to the next day.
If the attempt fails, then the ursinal will explain to Noggus that he cannot attempt to scry on the Summoner for 24 hours, but will ask the bison if he knows of any companions of the Summoner...especially any warrior types (who will presumably have lower Will saves). Unless there are some extraordinary circumstances, it is likely that Noggus was summoned in the midst of the PCs' battles and has had ample opportunity to know of the Summoner's companions at arms. Assuming this is the case, he can describe two of these to Borrumhimuggorr. The ursinal will then teleport back to his lair and use his mirror focus to cast scry on the most warrior-seeming PC described by Noggus. Again, the PC gains a +10 to his Will save.
If the second scry attempt succeeds, then the ursinal will assume that the Summoner is engaged in whatever activity the scried compnaion is engaged, or at least assume that if the companion is not engaged in some urgent activity, then the Summoner is not either. Things will then proceed to the next day.
If the second attempt fails, the ursinal will try one more time with another suitable companion. Should that fail, then no more attempts can be made.
If any of the PCs detect the scrying attempts (either by noting the invisible sensor or by way of spells such as detect scrying), they can attempt whatever countermeasures they wish.
For any necessary purposes, the DM can assume the first scrying attempt occurs at a random hour of the day or night, and the next about an hour later and the third an hour after that.
Day 1:
On the next day, about 14 hours after the first scrying attempt, the ursinal will have rested and prepared his new spells for the day. He will now have the following pertinent spells prepared:
2 gate spells
2 greater planar binding spells (DC 23)
2 planar binding spells (DC 21)
3 sending spells
1 magic circle against law spell
1 magic circle against chaos spell
The ursinal will now cast a sending spell to relay a message to the Summoner. Given the 5% chance of failure, he is prepared to cast his other 2 sending spells to get his message through. Otherwise, he will use his spare sendings to engage in extended conversation with the Summoner as necessary, though trying to save at least 1 sending in order to muster the Summoner's companions (see below).
Borrumhimuggorr's initial sending will be as follows:
Borrumhimuggorr sends on Noggus celestial bison's behalf. This time he needs YOUR help. Quickly. Do not resist planar binding and tell companions gate will open.
The Summoner can reply to the sending with up to 25 words. If the reply merits a response, the ursinal will use whatever sendings he has left.
After the sendings, the ursinal will cast his greater planar binding spell. If the PC does not resist, then the spell will succeed and the PC will be brought to the demiplane and into a magic circle against chaos spell. If the PC does resist, then a Will save must be made. If the Will save succeeds, then the ursinal will try again...and will in fact try a total of 4 times using all of his greater planar binding and planar binding spells. If any planar binding succeeds, then the ursinal will quickly try to explain the situation to the Summoner and hope he will agree to stay and perform the task.
| In Therra, law and chaos are much less important than in most D&D worlds. As such, spells that target law and chaos only affect creatures that have the Lawful or Chaotic subtypes. This means that a magic circle against chaos would function against any being that does not have the Lawful subtype. This makes magic circle against law and magic circle against chaos very useful as planar binding traps but much less useful as a means of protection or hedging out summoned enemies. |
The ursinal will use whatever non-coercive means it can to try to convince the Summoner to stay and help. He is a smart and charismatic being and possesses a glib tongue (as evidenced by his Diplomacy skill bonus of +19). Borrumhimuggorr will certainly play on the conscience and guilt of the Summoner by describing the pain and sacrifice Noggus has gone through to help the PC and that it is only fair to return the favour. Furthermore, Borrumhimuggorr will explain the situation and remark that there could be some nefarious plot at work here and that it is important that they find out where the rift leads to lest other rifts open and other celestials be abducted or, even worse, some sort of invasion of the demiplane occur.
If the Summoner refuses, the ursinal will warn the Summoner that he can compel service. If the Summoner still refuses, then Borrumhimuggorr will release the binding and the Summoner will return to the Material Plane. But not for long...as the ursinal will then turn to his gate spell (see below).
Should the Summoner manage to resist all of the planar bindings or refuse to undertake the task, then the ursinal will use a gate spell reluctantly to pull the Summoner to him. There is no save or spell resistance against this effect. The ursinal will agree to give the Summoner a suitable reward for his task (if the Summoner is a wizard he will allow access to his spellbook, if a sorcerer he will give scrolls, and if a divine caster he will agree to commit equinal guardinals to serve the divine caster for free during castings of planar ally spells up to the same reward limit). The reward will be 500 gp per HD of the Summoner, as the task is one that will take up to 1 hour per caster level of the ursinal. The reward cannot be refused.
A similar reward can be offered if the Summoner demands a reward in any event, even if not compelled by a gate spell, although Borrumhimuggorr will try to mitigate this by pointing out that after all of the aid Noggus has given the Summoner, it is only right that he return the favour. The DM can base the success of the demand for a reward on a Diplomacy, Bluff, or Intimidate check, but in no event will it be greater than the reward stated above for the gate spell.
Once the Summoner has committed (or been committed) to the task, the ursinal will offer to bring the Summoner's companions to aid him. This will be done by means of a gate spell. The ursinal will ask the Summoner the best location to open the gate on the Material Plane, and he will use a spare sending (assuming he has one) to inform a companion of the Summoner that a gate will be opening shortly and to muster as many companions as possible.
The the gate will open. This application of the gate spell is simply a portal. The Summoner's companions may choose to step through or not and it costs the ursinal no XP to do so. If the Summoner's companions are in multiple locations and the ursinal has a second gate spell available he can open a second portal to let more companions through.
In any event, at the very least the Summoner will be tasked and one batch of companions should be here to accompany him.
Part Two - Into the Beyond
Noggus' Demiplane:
The demiplane is not really Noggus', but that is how it will be referred to in this scenario. The demiplane is a pastoral one and does not have its own name; it is home to various celestial animals including bisons and watched over by guardinals.
Its planar traits are as follows:
At the Ursinal's:
The PCs, when and as they arrive,
will show up in the lore chamber of the ursinal.
|
You find yourself in a cavern some 15 ft tall and about 50 ft in diameter. A single 10 ft tall and 8 ft wide entrance leads to a passage out of the place. The chamber is lit by several braziers and the walls are covered by large wooden bookcases interspersed with fur wall hangings embroidered with large, silvery runes that shimmer and glow in the brazier light. A sweet smell hangs in the air, one that is both invigorating and comforting. |
After a bit of talk, Borrumhimuggorr will suggest that they make haste to the site of the rift, as it is growing smaller every hour. He will use a greater teleport to shuttle the PCs to the site (which is about 75 miles away). He can take 6 medium creatures with him when he teleports. If there are more PCs (or cohorts, etc.) to transport, then the ursinal can use 2 more greater teleport spells to return to his lair and then shuttle another group of 6 medium creatures to the rift site. Should that not be enough, he will sadly state that any remaining persons must be left behind and he will gladly grant them hospitality at his lair.
At the Rift:
When the PCs arrive at the rift site, Noggus and Hyrhanyryl will be there, the former impatiently waiting and stamping his hoof and swishing his tail with frustration and worry. Both will greet the PCs with delight, and Noggus will seem to be genuinely touched that the Summoner has agreed to undertake this rescue of his beloved mate. Should the Summoner have to have been coerced into coming (via the gate spell), it will be apparent that Noggus has no idea this has occurred and the bovine seems to be under the impression that the Summoner came out of pure gratitude for prior services rendered by the bison. Should the PCs dissuade this impression, he will be confused and somewhat worried (his Intelligence is only 3 after all), but will still be grateful.
The planar rift looks like a glowing grey sphere of crackling energy surrounded by a flickering corona of black misty vapours shot through with glowing purple and cerulean undertones. The whole thing seems to slowly rotate in random directions, and if the rift is observed closely it can be noticed that it is shrinking with a DC 20 Spot check.
When the rift was first discovered by Noggus it was 12 ft in diameter. It is shrinking at a rate of 1 ft every 3 hours. Borrumhimuggorr is aware of this rate and will warn the PCs of this fact.
It took Noggus an hour to reach Hyrhanyryl and the pair another 3 hours to return to the rift site and investigate. Another hour passed before Borrumhimuggorr arrived and he spent a good half an hour gathering information and investigating the rift and deciding on what to do next. Then the first scrying attempt was made and, 14 hours later, the ursinal rested in his lair and prepared his new spells. Thus, a total of 19.5 hours passed since the rift was 12 ft in diameter, and at the time the ursinal begins to try to retrieve the Summoner, the rift will be 5.5 ft in diameter.
What size the rift is when the PCs arrive and how much time they have left depends on how long it took to gather them to the site. Casting the sendings takes 10 minutes each, as does each of the planar bindings. The gate spells take no significant time to cast. So as much as 70 minutes might pass if all of the sendings and planar bindings were cast. Adding on another 20 minutes or so for talk and other spellcasting and the delay could be as high as 1.5 hours.
This means the PCs should have between 16.5 hours and 12 hours to complete their task.
If the PCs cast detect magic on the rift, they will see that it radiates strong conjuration magic and strong abjuration magic. The former is the rift and the latter the barrier. No creatures with the celestial or half-celestial template or outsiders with the good subtype may pass through the rift. The entire rift is treated as a caster level 18th spell, and the effect can be dispelled, though doing so will cause the entire rift to disappear, even if only the barrier portion of the rift is the target of the dispel magic. If Borrumhimuggorr notices a PC casting any sort of dispel magic he will warn them to stop.
Examining the rift for 15 minutes and making a DC 30 Knowledge (arcana) check will determine the following (Borrumhimuggorr has easily made his check and can relate all of the below):
There is no way to tell where the rift leads. Divination spells will turn up nothing concrete, although the following common divination spells will revealsome information:
augury = weal and woe
commune = the spell can determine the general nature of the demiplane on the other end of the rift, but the PC's deity does not know the specifics of the abduction or who is behind it or Yrmoong's true feelings
contact other plane = see commune
divination = the caster will see a vision of a large heart floating over a stone pedestal...the heart bursts into flame as he watches and the ashes sprinkle to the ground, which is a pastoral grassland that looks very similar to the lands surrounding this dell on Noggus' demiplane (A DC 20 Knowledge [nature] check will determine that the heart could be a bovine heart, although the DM should not volunteer this information or call for the check to be made unless specifically asked whether the heart looks like it might be a bison's heart)
omen of peril = safety
Finally, a thoughtful PC might wonder how Yrmoong, a celestial bison, was brought through the rift if the barrier prohibits celestials from entering the rift, and how will they return her through the rift now, in any event, that the barrier is active. Borrumhimuggorr will not have a definitive answer, but he will suggest that perhaps the barrier was put in place after or as the abductor and Yrmoong passed through. As far as returning with her, the ursinal will suggest that it is very possible that the barrier only operates on this side. After all, it would not make much sense to have it extend to the other side. Nevertheless, he will acknowlegde this possibility and simply shrug and urge the PCs to do their best.
Through the Rift:
Passing through the rift merely involves touching it. From the toucher's perspective, the rift will grow large and swallow him, and he will be shunted at immense speed along a glowing grey tube for about 2 seconds before suddenly being deposited at the other end. To those watching the toucher, he will be as if he were suddenly turned to liquid and sucked into the rift as if through a straw, to vanish in a brief flash of grey light.
Returning through the rift is essentially the same process. Should the PCs, when they arrive at the other demiplane, seek to test the return trip they may do so, and may travel through the rift in either direction as often as they like. They can also test the barrier on the other end by passing through the rift, summoning a celestial creature, and having it try to return through the rift. This test will show that the barrier only wards Noggus' end of the rift. Therefore, it will be possible to bring Yrmoong back through the rift once she is recovered.
If the PCs observe the demiplane at the far end of the rift and then return with a description for Borrumhimuggorr, he will shrug and mention the nearly endless possible demiplanes in the Astral Plane. He is not familiar with this demiplane at all.
Part Two - The Far Demiplane
Rilmani Demiplane:
The rilmani, in Therra, are much as depicted in the Fiend Folio, in that they are dedicated to a balance between the evil outsiders and the good outsiders. Not really mercenaries who will serve either side for pay, they are in some sense philosophical mercenaries, in that they will side with good or with evil in order to maintain a balance between the two. The rilmani seek to maintain balance because they fear that all out war in the netherplanes could damage the fabric of the universe. During the time when the Deceiver was on Therra, great wars did rage across the netherworld between the minions of good and the minions of the Deceiver. And in such cases the rilmani would often side with the minions of good in order to counter the aggression of the fiends. But with the Deceiver's imprisonment and the fall of the maugs, the rilmani have become much more active in trying to keep the peace through balance.
The rimlani tend to dwell on small isolated demiplanes scattered throughout the Astral Plane. This dispersal allows them to not be regarded as a threat by their enemies (which can be anyone and everyone at any given time) and also allows them to have a hand in most dealings in the netherworld should they desire it.
This particular demiplane is the demesne of a fairly powerful aurumach who dwells in a grand citadel far away from the rift and the site of this scenario. The demiplane appears as a great earthen disk of rock, some 900 miles in diameter. In the center of the "top" face of the disk the land rises in a series of ever steeper mountains, culminating in a massive stone peak that is impossibly steep and atop which rests the aurumach's citadel. Hovering above the citadel is a glowing silver orb that seems to sprwad light across the entire demiplane. The mountain is so tall and so massive that it looms in the background of every vista on the demiplane, such that one is always reminded of the true power on this demiplane.
The flatlands are generally rocky scrub, with occasional copses of strange ferns and large bushes that cannot quite be termed trees. The sky overhead is always a dark grey but the light from the citadel orb keeps the place in a constant illumination similar to an overcast day.
The "under" side of the disk is entirely flat and featureless and as gravity is oriented to pull down from the "top" side of the disk, anyone who cannot fly who walks over the edge of the disk will fall down into the "under" sky forever.
Water is present in the form of streams that constantly flow from springs that bubble up from the mountain peak and flow down all sides of the range, across the plains, and ultimately plummet over the edge and fall forever.
Arrival:
The PCs will arrive at a location
that is in the flatlands of the demiplane, a good 150 miles from
the disk's edge.
|
You find yourself on a rocky plain. Behind you, the planar rift roils and crackles. The sky above you is dark grey and featureless, but light seems to be coming from a high in the sky a great distance ahead. As you gaze towards the source of light you see a glowing orb of silver that seems to be emanating light. The orb rests above a massive and unnaturally steep peak of a mountain that itself dominates a range of clustered mountains. It is difficult to gauge the size of or distance to the mountains, but both must be enormous...the central peak being at least several hundred miles away. The land seems to slope gently up towards the mountain range and descends the other way, where no features are visible. The landscape seems to be generally rocky plains in all directions, and the occasional tall bush or cluster of weird-looking ferns can be seen along with larger boulders here and there and short ridge lines. |
A scan of the surrounding land will turn up a distant black stone structure set on a ridge some 15 miles to the north if a DC 25 Spot check is made. A +5 circumstance bonus is allowed if the viewer is more than 50 ft (but less than 3000 ft) high.
Otherwise, the PCs can attempt to follow footprints to track their quarry. The ground is hard ground, and given that there are effectively only 2 large creatures being tracked (the ferrumach is riding on the kuldurath and so does not count as being tracked) and those tracks are over 24 hours old, the Survival check DC is 20.
If the PCs do not see the structure and cannot track, then they can use divination magic to determine the direction of travel, or they can simply head off in a direction and hope for the best. For each 5 miles closer to the structure, which is almost directly in line from the planar rift to the central mountain, the Spot DC to see it is reduced by 5.
Encounters:
The PCs will notice a decided lack of animals and insects here. Nevertheless, occasional signs of strange spoor and droppings can be found. During their travel through the plains, the PCs can have one or both of the encounters set forth below.
Encounter #1 - Thundering Legs (EL 14)
Creatures: A herd of thunder beasts has been rousted by a steelwing and is stampeding towards the PCs. If a PC is flying, then there is a chance they will be able to see the steelwing dive on the thunder beast herd, launching a barrage of razorfeathers at one of the younglings and then snatching it up in its talons and flying away.
The herd will begin about 600 ft away from the PCs (out of sight unless a PC is flying) when they are spooked. The herd will let out a bellow (DC 15 Listen check to hear from that distance) and then begin to stampede in the direction of the PCs. Each round the beasts will run 240 ft, meaning they will arrive in the direction of the PCs on the third round and will be visisble even from ground level at the end of the second round. Each round they close, the DM can allow a further Listen check (base DC -10 with a distance penalty of +1 per 24 ft) to hear the stampede coming. The beasts will be stampeding in a fairly wide arc (essentially a skirmish line 200 ft wide in 3 ranks, the first containing 10 adults, the next containing 4 young medium noncombatants, and the third containing 10 adults).
When the thunderbeasts get within 240 ft of the PCs they will, as a group, converge on them, regarding them as a threat to their young. Thunderbeasts will not stampede from creatures smaller than themselves, and so they will not be turned aside from the PCs unless they can somehow become size Huge, create an illusion of a size Huge menace, or summon such a creature. The herd will immediately flee as a group from a Huge threat.
Otherwise, the herd will seek to decimate the PCs, as the steelwing has not pursued the herd, but the normally cantakerous yet peaceful omnivores are in "threat mode" and regard any nearby creatures as predators against their young. For purposes of the wild empathy ability, they are treated as hostile.
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Tactics: The first rank of the herd will trample opponents, while the second follows up with bite attacks and the first rank then turns around and both ranks converge on their foes. The younglings will remain about 120 ft away from the fight in a group. If over half of the adults are brought down, the remainder will bellow a retreat call and the herd will attempt to flee. If pursued, they will turn as a group and fight to the death.
If at any time the PCs are more than 240 ft away from the herd, the herd will slowly become less agitated and aggressive, becoming completely peaceful in about 15 minutes, after which time they can be approached to within about 100 ft before becoming agitated.
Developments: If the PCs can remain more than 240 ft from the stampeding herd, they will simply bluster on by. In this case, the PCs should be awarded XP as if they had defeated a CR 7 challenge.
If the site of origin of the stampede is investigated, the PCs will find many small metallic feathers imbedded into the ground. Splotches of dark red blood also freshly coat the ground, though there is no sign of a carcass. There are easily several hundred of these feathers and they are quite sharp though all are bent and twisted. These are from the steelwing that attacked the herd and scooped up a youngling.
Encounter #2 - Death from Above (EL 14)
Creatures: The PCs will encounter a steelwing, one of the top predators of the food chain of this demiplane. In fact, if encounter #1 was run, then this steelwing can be the very same one that caused the stampede, perhaps looking for new prey after having consumed one of the thunder beasts. This encounter can occur hours after the first or, if the PCs decide to chase the steelwing in the first encounter, right away.
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Tactics: The steelwing is not a subtle predator or one that hunts by stealth. It will likely be visible from quite far away if the PCs are alert and especially if they are flying. The steelwing attacks by observing distant prey and then flying nape of the earth (meaning just above ground level) so as to avoid being seen for as long as possible even on the plains of thie demiplane.
As such, unless the PCs spot the steelwing from the air or in the distance before it descends (assume about 1800 ft away unless the PCs are taking precautions to travel unobserved) they will first encounter the creature from a base distance of about 880 ft away.
The creature will begin its assault with a hail of razorfeathers during a Flyby Attack run, and will then continue to make such passes every 1d4 rounds, interspersing ranged razorfeather attacks between hail runs.
The steelwing is interested only in a meal, and as the PCs are unlikely to be large enough to provide it with a substantial repast, it is not willing to put itself at risk against them. If engaged in melee (most likely by a flying PC), it will retreat and flee after taking 40 points of damage. In any event, if the creature is brought below 50% of its hit point total, it will flee towards its nest in the far away foothills of the mountain range.
Developments: As stated in Monster Manual V, the feathers of a single steelwing can be harvested. There will be 300 such feathers obtainable and these are worth 50 gp each. Or each feather can be crafted into a masterwork keen adamantine arrow with a DC 30 Craft check.
Part Three - The Rilmani Home
Aurygurrumach the ferrumach rilmani dwells in a somewhat modest home in this section of the demiplane. While he is an accomplished veteran amongst the ferrumach, he is still low in the hierarchy of his species and a loyal servant of the local cuprilach who dwells some 30 miles towards the center of the plane.
Aurygurrumach is not expecting visitors. As far as he is concerned, he and Yrmoong got away safely and likely without notice, and even if Yrmoong's absence were noted, none of the denizens of the demiplane could follow them through the rift.
The ferrumach was not counting on the guardinals calling upon non-celestials for aid.
The details of Aurygurrumach's home are set forth below.
Reading Minds:
It should be noted that Aurygurrumach (and all rilmani) have detect thoughts at will. This means that during any parley, he will always have this ability active. Since the spell requires concentration, he will not have the spell up during battle. Because having the spell up during parley requires concentration, occasionally he will seem slightly distracted. A DC 20 Sense Motive check will reveal this distraction, as if he is concentrating on something, and a DC 25 Spellcraft check will reveal that it could be a detect spell of some kind or some other spell requiring concentration. However, the Spellcraft check should only be made after a PC notices his distraction and then specifically wants to check to see if the distraction could be spell-related.
Because the rilmani can potentially read minds, the DM must remember this if the PCs try to fool or otherwise dissemble against the ferrumach.
Action and Reaction:
It is important for the DM to remember that visitors to this demiplane are very rare (especially visitors not in the citadel of the aurumach, which is the only location of interest to most visitors), and that makes the inhabitants of the home wary and protective. On the other hand, unless the PCs somehow manage to telegraph their intent, the inhabitants have no way of knowing that the PCs seek to return Yrmoong.
The PCs' interaction with Aurygurrumach and the others at the home depends upon their approach to the situation. Things are not what they may seem to the PCs with regard to Yrmoong. Further complicating the situation is that the entire mission by the rilmani is to eventually conduct a raid on the ursinal's lair and steal the touchstone lore.
Because of the former, the PCs are likely to raid the place in order to find and return Yrmoong to Noggus. Such actions would be responded to by hostility from the ferrumach and his allies. Initially, the inhabitants of the home are likely to assume that the PCs are simply hostile raiders intent on mayhem and plunder, though raids like that are extremely rare on this demiplane. At some point during the raid it may become clear to the inhabitants that Yrmoong is the target of the raid. When this occurs, then depending upon the amount of damage caused by the PCs, hostilities might cease.
The precise conditions under which this might happen are left to the DM and what is best for the unfolding plot of the adventure, but as a guideline:
A. If the PCs' attack had proven largely impotent despite their best efforts, then it is possible the inhabitants of the home, flush at their coming victory, simply will not stop pressing their advantage in order to listen to (or believe) a call to parley.
B. If the PCs' attack clearly involved the PCs pulling their punches and trying to cause as little injury or loss of life and/or property as possible, then when the inhabitants of the home find out that the PCs are merely trying to rescue Yrmoong, it is likely that the rilmani will call for a halt to hostilities and enter a parley.
C. If the PCs' attack was forceful and successful and the rilmani realizes he is clearly on the losing end of the engagement.
Cooler heads amongst the PCs might wish to negotiate even before attacking, perhaps calling for Yrmoong's release or wishing to speak with the ferrumach to negotiate a release or find out why she was taken in the first place.
Calls to parley with the rilmani will generally succeed, subject to the guidelines above, as long as the subject of the parley is Yrmoong. Should he be questioned as to the reasons he was on the guardinal's demiplane in the first place, he will become evasive and, if pressed, possibly hostile unless this parley was a direct result of overwhelming force by the PCs (guideline C above).
As the parley proceeds, there are certain questions that will likely make the ferrumach nervous. These instances are set forth in brackets "[ ]" and include the emotion that can be seen with a Sense Motive check against his Bluff check or by magic such as detect thoughts.
The Lovers:
Aurygurrumach will be happy to allow Yrmoong to speak her own desires to the PCs if he is convinced they will respect her wishes. Otherwise, he will refuse unless coerced by the PCs.
He will lead them to her and Yrmoong will profess her love for Aurygurrumach's kuldurath. The kuldurath cannot speak, but it can understand languages (and the ferrumach will translate if necessary) enough to show its affection for Yrmoong through actions.
Yrmoong will almost certainly refuse to return with the PCs. Should it come to it, she will fight to the death the remain here. Further, the kuldurath will also absolutely defend Yrmoong to the death. Should this happen, then the ferrumach will also be obliged to join the fray, even if he has already surrendered to the PCs or agreed to stand down.
Yrmoong is not very smart (Intelligence of 3), and so complicated appeals of ethics or philosophy or notions of committment will simply go over her head. She is in love with the kuldurath and that is that. She does not bear Noggus any ill will, but neither does she evidence any guilt over her actions. The best she can do is claim that she cannot control whom she loves. It just happened. The only chance the PCs have to convince her to return to Noggus is a direct appeal to the fact that she cannot have progeny with the kuldurath. This appeal must be both direct and persuasive. If the issue is pressed, and her attitude towards the idea of returning to Noggus changed from hostile to helpful, then she will agree to leave the kuldurath and return to Noggus, with much braying and pituful whining on the part of Yrmoong and the kuldurath.
If she is asked to explain how she fell in love with the kuldurath, she will do so (but remember, this will be told only from her limited perspective and she is likely to leave out the fact that the she kine she befriended changed shape when she followed her) [nervous when Yrmoong starts her tale but relieved when she omits the fact that the rilmani changed shape].
Dealing with the Rilmani:
If the PCs allow Yrmoong to stay with the kuldurath, then the ferrumach rilmani will consider the matter closed and urge the PCs to leave as soon as possible. He will not in any way prove very hospitable, despite any Diplomacy checks. The truth is that he is worried about his mission and the fact that the PCs' mere presence might compromise that. His hope is that the PCs will simply assume that the planar rift and the mission to Noggus' demiplane were a result of the love between his kuldurath and leave it at that [anxious to have the PCs leave].
If the rilmani is questioned as to what he was doing on Noggus' demiplane, he will respond that he was there conducting negotiations with an ursinal named Hygerinkol [nervous and lying]. If details about the negotiations are requested, he will at first claim reluctance to reveal business dealings, but if pressed will state that he was negotiating information regarding the crafting of a powerful magic item for his masters [lying and making things up as he goes along].
If asked why the ward against celestials was placed on the rift, he will explain that he did not want the guardinals to chase them and kidnap Yrmoong and take her away from her new mate [lying].
Under no circumstances will Aurygurrumach divulge the true nature of his mission, escept under extreme magical compulsion.
Of course, his story can be checked by simply returning to the guardinals' demiplane and mentioning the ferrumach's story to Borrumhimuggorr. He will snort and proclaim that there are no ursinals on that demiplane with the name of Hygerinkol and that such a name is decidedly un-ursinal to begin with. If the PCs return with this evidence, Aurygurrumach will attack, possibly with the local cuprilach and additional forces in tow if enough time passes (see Continuing section below for further details).
The Homestead:
While there is no true "north" on this demiplane, north is determined to be the direction the main gate of the central citadel faces. All denizens refer to this direction as "facing" and other cardinal point as anti-face, right face, and left face. For ease of use, however, this scenario uses north to mean facing.
Also note that Aurygurrumach's location is random and should be determined ahead of time as the PCs approach the structure. See below for a table to determine his location.
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The dimensions of the structure are set forth below in the boxed description. Walls are superior masonry (per 1 ft, break DC 35, hardness 8, hp 90, Climb DC 25) and exterior walls are 2 ft thick while interior walls are 1 ft thick. Floors are smooth.
Doors are iron (hardness 10, 60 hp, break DC 28). Unless otherwise stated, all doors are unlocked. None of the doors are double doors. Even the larger ones in the house itself are simply 8 ft wide single doors, well oiled and balanced so that they open easily.
Unless stated otherwise, no rooms are lit, as the rilmani has darkvision.
The fence around the yard is treated as an iron portcullis (hardness 10, 60 hp, break DC 28) and the bars are 2 in. thick and have a 6 inch space between them. It is a DC 20 Climb check to climb the fence, and once at the top, a further DC 10 Climb check is needed to navigate the spikes at top. Failure by 5 or more means an attack at +10 for 1d6 damage.
The iron gate is treated as an iron door, but is 3 in. thick. It is well-constructed and balanced and opens easily (once unlocked) (hardness 10, 90 hp, break DC 32).
Windows are noted as a pair of small parallel lines on the map. Window glass is 2 in. thick and hardened (hardness 2, 12 hp). They are transparent despite their thickness and can be seen through easily. They have no shutters.
The circles indicate some of the creatures of the place.
K = kuldurath
Y = Yrmoong
M - milivorn
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The structure ahead is set on a promontory on the side of a hill overlooking the sloping plains below. The main structure is made entirely of black stone and is comprised of a tall central section that rises some 30 ft into the air, surrounded by oddly-shaped wings that are 15 ft tall. The roof of the place is also of stone, though the tall central area's roof slopes to either side and the wings slope down away from the central area. The place is pierced by windows, each being about 10 ft off of the ground and about 2 ft wide and 3 ft tall and glazed with thick glass. The whole building is surrounded by an iron fence comprised of vertical iron bars topped with spade-shaped spikes. The fence is about 10 ft tall. The fence does not go entirely around the place, but rather forms, along with the building itself, a yard adjacent to it. The western face of the fence is pierced by a wide solid iron gate some 20 ft wide. A small outbuilding is set in the northwest corner of the fenced yard, rectangular and with a roof that slopes towards the outside of the compound. This outbuilding is about 10 ft tall. The rest of the yard appears to be of stone and bits of dirt with a few weeds browing here and there. |
1. Main Gate
The gate is solid iron and unadorned. It is barred from the inside by a stout iron bar (break DC 32) that can be slid out of engagement by means of a small crank and gear set intto the middle of the gate's inner face.
2. Stable (EL 9)
The stable is closed off by a
gate.
| This outbuilding is set with a large iron gate in its south face. The gate is made up of iron bars similar to the fence that surrounds the place. |
| The inside of the outbuilding is a single large room. The floor of the place is strewn with dried grasses and the like, resembling a barn with straw on the floor. To the east is a stone trough filled with water, and next to that is a stone slab upon which is set a slab of partially chewed raw meat. Next to that is a pile of leaves and leafy branches from some sort of bush or bushes. Along the north wall is a stone bin closed by an iron lid. |
The meat on the slab is thunder beast meat, which the kuldurath eats, while the pile of leaves and branches is the best food for Yrmoong that the rilmani could come up with on short notice.
If not ready for combat, the stone bin to the north contains the kuldurath's +2 spiked full plate barding, as well as his exotic military saddle, bit and bridle, saddle bags, and Aurygurrumach's +1 lance. In such a case, the bin is locked with a steel padlock (Open Lock DC 30, key on Aurygurrumach). If the kuldurath is arrayed for combat, then the bin will be empty and unlocked.
Creatures: The kuldurath and Yrmoong are to be found here, enjoying the bliss of new love with one another. If unalerted, they can usually be found lying next to one another, sleeping or nuzzling each other and with Yrmoong crooning to the kuldurath in Celestial (though the kuldurath doesn't understand it).
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Tactics: Any strangers entering the stable will immediately incur the wrath of the kuldurath. Normally prickly and defensive around strangers, the kuldurath is now defensive of Yrmoong and quite eager to show off in front of his new love. He will bellow a roar and then charge to the attack.
Yrmoong is normally not a combatant, but she will, a round later, bellow "my love!" in Celestial and then leap to the kuldurath's aid, though this will consist entirely of aiding in combat (usually by providing the kuldurath with an AC bonus). During combat, Yrmoong will constantly extort the kuldurath to be careful in Celestial and will refer to him as her "love" or her "mate" and will clearly be concerned for his welfare.
The kuldurath will attack until intruders leave the yard or until Aurygurrumach orders him to stand down (which will require a DC 30 Intimidate check if Yrmoong has been attacked or harmed in any way whatsoever [this DC already accounts for a rushed check at -10]).
Developments: If the sounds of fighting or intrusion break out in the yard or the house, the kuldurath will emerge and attack intruders. Yrmoong will remain behind, however if she hears the kuldurath scream in pain or determines he is in mortal danger (possibly by watching through the gate bars of the stable if the fight is in the yard), she will emerge and plead for his life in Celestial.
It is possible for aggressive PCs to attempt to cow the kuldurath by threatening Yrmoong. This would require an Intimidate check and some display of imminent threat to Yrmoong's life. The kuldurath will be hostile initially to such an attempt, and must be made at least friendly to agree to stop trying to attack the PCs or defend her. In such a case, the rilmani could override the kuldurath's reluctance with his own Intimidate check (such a check would reduce the PC's check by the amount of the rilmani's opposed check).
The kuldurath and the milivorn (area 3) are cordial with each other and will work together to defeat intruders.
3. Guard Dog (EL 11)
Creatures: The ferrumach keeps a pet and companion in addition to his trusty kuldurath steed. This is a milivorn, who serves the role of a rather large guard dog. When Aurygurrumach leaves his home on a mission or other business, the milivorn guards the homestead.
Normally, the milivorn tends to sleep curled up into a rather large brown-coloured boulder shape where indicated on the map. The milivorn tends to sleep a lot, and as such there is only a 15% chance per minute during sleep that it moves or shifts enough to show its living nature. Otherwise, the DM should have PCs make a DC 20 Spot check to notice that the large boulder here moves slightly as if breathing.
The milivorn leaves the yard at least once a day for 1d4 hours to exercise, hunt, relieve himself, and drink. This is often random when it will occur, and before doing so the milivorn will howl to let its master know it is leaving (and howls again when he returns). When the rilmani leaves his homestead, he will bring a store of water and food into the yard to that the milivorn does not need to leave it.
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Tactics: The milivorn will attack any intruders it encounters or notices if they are within the yard. It is smart enough to recognize attempts to sneak into the yard and will not be fooled by ploys such as tossing meat to distract it.
Developments: The milivorn is loyal to Aurygurrumach, despite its chaotic nature, as the rilmani treats him well and more like a companion than a pet. The milivorn cares little for the kuldurath personally and even less for Yrmoong, but will respects the kuldurath as Aurygurrumach's steed and the two will coordinate their attacks against intruders.
If the sounds of fighting or intrusion break out in the yard or house, the milivorn will come to investigate or attack.
4. Vestibule
The door to this room from the
yard is locked (Open Lock DC 30) from the inside by a stout latch
worked from the outside by way of a keyhole. The key is in the
possession of Aurygurrumach.
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This chamber's floor is decorated with a deep blue carpet that covers all but the edges, including the first 5 ft in front of the door to the west. To the north of the door, beneath the window, is a metal weapon rack that is empty, and to the south, also beneath a window, are iron pegs and hooks set into the wall and clearly meant for cloaks to be hung. To the east is an iron door that is flanked by two stone statues. These statues are of powerfully muscled humanoids that are hairless and smooth-skinned. The humanoids are 9 ft tall and each is carved wearing full plate and wielding a halberd standing straight up at its side. |
The statues are of aurumach rilmanis, which a DC 30 Knowledge (planes) check will determine.
5. Grand Hall
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The peaked roof of this place is over 30 ft above, and 3 chains dangle from the apex 15 ft down to end in oil lamps that are currently unlit. The walls are decorated with tapestries depicting strange vistas that are clearly extraplanar. Dominating the room is a massive table of a wood that resembles oak, but is clearly not. Long trestle benches surround the table, upon which rest a variety of dishes and services of pottery, metal, and wood, none of it particularly expensive looking. Several wooden cabinets stand along the walls of the place. |
The cabinets hold dishes and utensils of various sorts, none of them valuable.
Secret Doors: The secret door from area 7 can be found with a DC 30 Spot check.
6. Altar
| At the far end of the grand hall the ceiling lowers to 15 ft and the steps of a dais rise 5 ft where a large stone altar sits. The altar is made of a grey stone and carved with scenes of heavily armoured humanoids wielding lances and battleaxes in battle atop large, ferocious looking steeds. Atop the altar are holders for incense which are currently unlit, as well as what appears to be a suit of chainmail and several weapons. |
The figures carved into the altar are ferrumach rilmani riding kulduraths. Any PCs who have seen the kuldurath here will recognize them. Otherwise, a DC 30 Knowledge (planes) check is necessary to recognize both the rilmani and the kuldurath (one check will suffice for both, as they are closely interrelated).
Secret Doors: The secret door leading outside can be found with a DC 30 Spot check. The door is a one-way door in that it is locked from the inside and cannot be opened from without.
Treasure: The armour atop the altar is a suit of +1 dark stamina chainmail of quickness [DoU p97, MIC p13 and 15]. The weaponry includes:
+1 dagger
scimitar of exertion [AEG
p186]
living chain [MIC p53]
masterwork bastard sword
The incense atop the altar is worth a total of 75 gp.
7. Study
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This chamber's floor contains a large round rug of swirling greens and reds that spiral into a golden starburst shape at its center. Around the rug are arrayed several divans and sofas along with wooden tables. Set atop the rug is an unlit brass brazier on a tripod. Along the west wall of the place is a large wooden desk and padded chair. The desk has several drawers set into it and a variety of quills, inkpots, and sheaves of parchment are set upon it. On the walls above and flanking the desk are several shelves holding some tomes and scrolls. |
In one drawer is a vellum map that indicates the location of a steelwing nest high in the central mountains. If the PCs can translate the Rilmani script then the nature of the location will be apparent. Otherwise, they will simply have a map to some unknown destination in the mountains of this demiplane.
A DC 15 Search check of the papers atop the desk will reveal the opened orders of the cuprilach Truysimirlach (troy-SIM-eer-latch) in a metal scroll tube whose waxed seal has been opened. The orders, written in Rilmani, describe Aurygurrumach's mission to Noggus' demiplane and the fact that the rilmani intend to steal the planar touchstone lore from the ursinal Borrumhimuggorr. The orders do not say what the rilmani intend to do with the lore. Aurygurrumach kept the orders around as a reference and out of habit in case he needs to show someone that he was acting on the orders of a superior.
The books and scrolls on the shelves are generally accounts of planar battles and tactical treatises written in Abyssal, Celestial, and Rilmani. The lore is worth 1,500 gp and weighs about 50 lbs and can provide a +1 circumstance bonus to Knowledge (planes) checks that might relate to battle tactics and fighting on other planes.
Secret Doors: The secret doors from areas 5 and 13 can be found with a DC 30 Spot check.
8. Kitchen and Larder
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This room is clearly a kitchen, as evidenced by the many counters and knives, cleavers, tongs, and serving forks set on wooden racks or lying on the counter. Platters and cutting boards, as well as racks of herbs and spices are present as well. In the southwest is a brick oven that vents into a hole in the roof. In the center of the floor is a wooden trap door. |
The trapdoor leads down some wooden steps into a larder that is as large as the kitchen, though only 8 ft tall. The larder is stocked with all sorts of food and drink, including water, various wines and less identifiable liquors of various potencies, and foodstuffs including cheeses, jerked meats, legumes and nuts, etc. All of the items are a bit strange, as they come from extraplanar sources, but most of it is generally appealing and edible for the PCs.
9. Hallway
| This hallway is unremarkable except for the large silver mirror that hangs at its end. The mirror is 3 ft wide and 5 ft tall and hangs a mere 2 ft above the floor. The mirror is framed in iron carved like waves or flames (it is hard to tell which) and several gems are set into the frame, along with other divots that may have held gems at one time. |
Using the mirror in this fashion destroys a gem, and once all of the gems are gone the mirror becomes nonmagical. Currently, there are 4 gems set into the mirror, and 8 divots show where gems used to be.
Only the cuprilach can be contacted by the mirror, and only he can use a dmension door to step through it. The cuprilach will, when contacted, see the person using the mirror appear before him, framed by the outline of the mirror.
The mirror is attached to the wall. If it is broken or removed it becomes nonmagical. For purposes of dispel magic, the mirror operates at caster level 12th.
10. Training Room
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This chamber is full of what are obviously training apparatuses for a warrior. Included are a variety of wooden striking posts, wooden and iron sets of bars and chains to climb and swing from, and an archery range with wooden bullseye. The floor includes a 15 ft square sand pit in the center of the place for wrestling and other such activities. A wooden weapon rack holds a composite longbow, quiver of arrows, and a battleaxe. |
The weapons on the weapon rack are all normal.
11. Bath Chamber
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This room is clearly a bath chamber. To the north is a 10 ft square bath some 3 ft deep and currently empty. Nearby is a small coal pit around which are set some wooden benches. The coals within are unlit. In the southern portion of the room is a commode. A washing board and wooden tub lie against the eastern wall. Shelves around the place hold linens, soaps, and various bottles. |
12. Antechamber
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This area ends in a large red curtain. The floor is carpeted in a light green square carpet. To either side of the hallway, just before the doors, hangs a painting of a large bestial creature leaping in midair. |
13. Bedroom
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The western portion of this room is dominated by a large, comfortable-looking bed, while a large wooden wardrobe stands along the wall to the south of it. At the foot of the bed is a large iron chest, and past it, in the center of the place, is a large circular rug of fur. East of that is a bureau of drawers and a table with a large porcelein washbasin atop it. |
The bureau of drawers contains various mundane personal effects, none of which is particularly interesting or valuable.
Treasure: The chest is locked (Open Lock DC 30) with the key in the possession of Aurygurrumach. It is also trapped with a vapour trap that will activate if the chest is opened without using the key or if it is jostled violently (e.g. if it is smashed or struck by a weapon).
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Burnt Othur Vapor Trap CR 7; mechanical; touch trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. area); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search DC 21; Disable Device DC 21. |
The chest contains the rilmani's treasure:
Aurygurrumach (EL 11)
The ferrumach will generally be found within his home. As there is no day or night on this plane, the chance that, at any given moment, the rilmani will be in one location or another is fairly random. He will not leave his abode for some time, as he has just returned from his mission and desires to rest.
To determine his location at any given time (assuming he is not on alert), roll a d20 and the number indicated is the ferrumach's current location.
Treat a roll of 4, 9 or 12 as the location at the precise moment and roll again to determine his ultimate destination.
Treat a roll of 14 as 5
Treat a roll of 15-16 as 7
Treat a roll of 17-18 as 10
Treat a roll of 19-20 as 13
If the rilmani is at location 2, he will be in the stable grooming or otherwise caring for the kuldurath.
If the rilmani is at location 3, he will be conversing with or petting or otherwise interacting with the milivorn.
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RING OF EXPANSIVE SHAPES This ring is made of a silvery metal that seems to flow and ripple while never losing its solid shape. The ring of expansive shapes is a very specialized magic item of use only to those with the change shape ability. Since, for the most part, this ability is one possessed by non-player creatures, it is likely to be of little use to PCs. Up to 3/day, any creature with the change shape ability can "expand" this ability so that it functions as a polymorph spell on the wearer. Each such use counts as a use of the change shape ability. It should be noted that this ring only functions for a wearer with the specific change shape ability. Related abilities, such as wild shape, alternate form, or other forms of shapechanging magic will not allow the ring to be used. Because of the specialized nature of this magic item, its actual market price is likely to twice as high as normal to a creature with the change shape ability and possibly half as valuable to one without it. Prerequisites: Forge Ring, polymorph, change
shape ability. |
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CLOAK OF MINOR ENERGY RESISTANCE The threads of this cloak are made of a thick silvery linen and occasional small sparks of electricity run up and down its length. This cloak functions like a ring of minor energy resistance and grants 10 points of energy resistance. Each cloak protects against one type of energy - acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the rings resistance value from the damage dealt. Prerequisites: Craft Wondrous Item, resist energy. |
Tactics: In battle, Aurygurrumach will use his silence ability liberally, as his spell-like abilities have no verbal components. Once he believes he has spellcaster neutralized, he will engage warriors in direct combat with his blur active. If possible, he will also cast blur on the kuldurath and milivorn.
The rilmani has no compunctions about summoning rilmani to his aid, and will likely do so at the first opportunity. Although he will not abuse this power, he will use it in any emergency as, unlike demons and other fiends, summoning rilmani does not ingratiate the summoner to the summonees.
While the ferrumach is a devout warrior and not afraid of death, he will not throw away his life against the PCs. He will not surrender, but will try to escape if possible, using his phantom steed or whatever other means he has available (e.g. obscuring mist, and sanctuary). If he escapes, he will make his way to the cuprilach to report the PCs' assault.
If he has a chance, Aurygurrumach will certainly try to grab the mission orders from his desk in area 7 before fleeing.
Developments: If he has a chance and the PCs prove too formidable, Aurygurrumach will try to make his way to the mirror in area 9 and call forth the cuprilach. He will certainly use it after any encounter to inform his master of the arrival of the PCs.
In any event, it is quite likely that the PCs will eventually parley with Aurygurrumach and learn that Yrmoong wishes to remain witht he kuldurath.
Part Three - Consequences
No matter what the outcome, the PCs will be returning to Noggus' demiplane. If they have Yrmoong and she came back willingly, then Noggus and the guardinals will be ecstatic and congratulate the PCs wholeheartedly.
If the PCs return with Yrmoong unwillingly, then the guardinals will still thank the PCs. If the kuldurath is still alive then Yrmoong will plead her case to the guardinals, who will, over Noggus' objections, agree to somehow return her to the kuldurath. Noggus will be heartbroken but the guardinals will explain that it is the right thing to do.
If the PCs return Yrmoong and the kuldurath is dead, the guardinals will question the PCs as to why they had to kill the creature and then express sympathy to Yrmoong and assure her that had the kuldurath lived they would have returned her to her love. They will now counsel Yrmoong to stay with Noggus, and she will agree to do so. Noggus will be quite happy, but Yrmoong will be miserable and the guardinals will be disappointed with the PCs.
If the PCs do not return with Yrmoong, Noggus will be quite upset, but as long as the PCs explain the situation to the guardinals, they will be quite pleased with the PCs' decision to leave her where she is most happy. They will then try to console Noggus.
In any event, the guardinals are eager to learn to where the rift led. Assuming the PCs tell the truth, the guardinals will be most intrigued. They can explain a little bit about the nature of the rilmani...that they are essentially ethical mercenaries who serve all factions of the netherworld as suits their desires. The guardinals will be interested to find out why the rilmani came to this demiplane, and should the PCs repeat Aurygurrumach's story that he came to meet an ursinal named Hygerinkol, Borrumhimuggorr will snort and proclaim that there are no ursinals on that demiplane with the name of Hygerinkol and that such a name is decidedly un-ursinal to begin with.
If the PCs already retrieved Aurygurrumach's orders from his desk or otherwise learned the truth of his mission, then the ursinal will be quite pleased with the PCs and offer them the lore to the touchstone to use it for themselves (see The Touchstone below). If the PCs do not know why the ferrumach came here and what he was after, the ursinal will ask the PCs if they will perform a favour for him and return to the ferrumach's house to find out what he is up to. The ursinal will ask that the PCs try not to harm the rilmani...but if they could somehow steal into his house and find something that would reveal his mission, that would be precisely what Borrumhimuggorr desires. He will offer to reward the PCs should they succeed in this task, though he will try to leave the reward unstated for the moment. If pressed, he will agree to divulge the location of the Planar Touchstone to the PCs (see The Touchstone below).
Instead, if the PCs request spell lore, and if they did not slay the kuldurath and drag Yrmoong back unwillingly, then with a DC 30 Diplomacy check the ursinal can be persuaded to allow the PCs to transcribe a single wizard spell into their spellbooks. This will only be allowed if the all of the wizards amongst the PCs are good aligned. The spell chosen can essentially be any non-evil wizard spell of level 5 or less, or any such divination sepll of level 7 or less. The ursinal will provide the scribing materials necessary to transcribe the spell (meaning the PCs do not have to pay the usual 100 gp per spell level cost).
If the PCs demand more reward than this, the ursinal will shrug and proclaim that he can find others willing to undertake the task.
If the PCs agree to return to the rilmani demiplane to search for information, then the ursinal will ask them to describe the demiplane of the rilmani in as much detail as possible. He will then need to spend a week researching and constructing a tuning fork to allow the PCs to plane shift to the demiplane. The fork will be a gift to the PCs that they can keep. Under no circumstances will the ursinal agree to craft or give the PCs any other tuning forks.
The guardinals will not accompany the PCs onto the rilmani demiplane. The ursinal needs to remain at his home in case the rilmani were seeking something of his and the equinal will want to alert other guardinals and to set up watches and patrols.
Continuing:
The PCs can return to the rilmani demiplane using plane shift. If the PCs do not have the ability to do so then the ursinal will give them a paor of divine scrolls of plane shift (CL 9) or of arcane scrolls of plane shift (CL 13). Should the PCs not be able to cast from these scrolls (or miscast the spell), then the ursinal will tell the PCs that he will have to find someone else who can plane shift and the adventure will be finished.
Assuming the PCs can plane shift to the rilmani demiplane, then they will arrive the usual 5d100 miles from their intended destination (i.e. the rilmani house). Given the finite nature of the demiplane, the distance rolled may restrict in what direction the PCs appear. No matter what, they will always appear on the demiplane.
Travelling to the house is up to the PCs. The DM can arrange for encounters as he deems fit, though it is likely that the PCs will use spells like teleport to travel to the house site. As such, details and encounters for the journey are beyond the scope of this adventure.
How the PCs are received depends on how things were left during their last visit. If the PCs slew the kuldurath or the milivorn or took Yrmoong away (even by convincing her to leave), then the ferrrumach will not be very favourably disposed to the PCs. Additionally, he will be quite concerned that the PCs have returned because they did not believe his story or it occurred to them to inquire as to the nature of the rilmani's visit to Noggus' demiplane.
For the first few days after the PCs' arrival and departure from the demiplane, Aurygurrumach and Truysimirlach (the cuprilach) will have been at the house with half a dozen ferrumach warriors to discuss the events and guard against the PCs' return or any retaliation by the guardinals. By the time the PCs arrive a week later, the rilmani will have assumed that the matter was closed and the PCs are not returning or the guardinals were unconcerned.
When the PCs return, Truysimirlach will always be present. For each of the kuldurath, milovorn, and Aurygurrumach that are not present (e.g. they were killed), the cuprilach will be accompanied by 2 ferrumach warriors as escorts (so if no one was slain during the previous visit, then only the cuprilach will be present along with the other residents of the house).
If the PCs' return is announced to the rilmani, they will be extremely suspicious and on-guard. There is likely no good reason for the PCs to have returned other than to follow up on investigating the rilmani. If Aurygurrumach is not present, the rilmani will simply attack the PCs on sight. If Aurygurrumach is present, his initial attitude will be based on the actions of the PCs previously. If the PCs parleyed with the ferrumach, did not harm any of his household, and were not too pressing in their interrogations of him, then his attitude will start as indifferent. Otherwise, it will be unfriendly or hostile.
If he meets with the PCs it will be outside at his front gate. He will generally not allow them to enter his home except as outlined below.
If indifferent, the Rilmani will politely state that he has no further business with the PCs and invite them to leave. If the PCs have some very specific business to conduct with him he will quickly arrange it and then ask them to leave. If the PCs persist in remaining then his attitude will become unfriendly.
If unfriendly, he will threaten the PCs and become hostile if they do not leave.
If hostile, he will attack the PCs.
If the PCs can change the ferrumach's attitude to friendly, he will agree to treat with the PCs but will not allow them to enter the house past the vetibule (area 4).
If the PCs change his attitude to helfpul and they work to convince him that they are here on some plausible business (other than finding out the details of his mission), then he will invite them into his home and even give them dinner, but will not let them past areas 4 or 5.
In all cases, unless combat breaks out, Truysimirlach will be ensconced in area 7 studying certain tomes and the like. Any additional ferrumach warriors accompanying him will be with Aurygurrumach.
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Tactics: Truysimirlach is not one to mess around. He is extremely smart, clever, and knows the capabilities of spellcasters and other classes very well. He will tend to use his bow to harrass spellcasters, while he will order any ferrumachs to use ice storm to defeat measures like mirror image. Enervation will also be reserved for the most dangerous spellcasters.
As usual, all of the rilmani will attempt to summon rilmani to their aid the moment the battle looks like it will be challenging.
If combat goes against him, the cuprilach will attempt to escape via dimension door. He does not know of the orders Aurygurrumach has stashed in his desk in area 7 and so will not work to reclaim or destroy them unless the ferrumach somehow communicates the danger to him.
Developments: If the cuprilach manages to escape, he will make his way to his home (30 miles away) and use magical means (assume a mirror similar to that in area 9 of the ferrumach's home) to contact his master, an aurumach with a sizable force in tow. The PCs had better be quite gone by this time as the aurumach can use greater teleport to bring himself within range of the house and then automatically summon 2d4 ferrumachs to storm the place. The statistics for the aurumach are not given here (refer to Fiend Folio page 141), but such a force is likely to overwhelm the PCs. Furthermore, the aurumach will have sent off a large force of ferrumachs mounted upon phantom steeds from the central citadel. This force will be comprised of nearly 50 ferrumachs led by two aurumachs and will arrive in 2 days.
If the cuprilach is slain, the PCs will have at least 5 days before a force of 4 cuprilachs scout the place carefully to see what has happened. Truysimirlach will have left word of his departure to the ferrumach's home and his ansence for so long without checking in will bring this scouting force. The force will not attack, but once determining that the PCs are still here (if they are), they will then take a day to call the force of 50 ferrumachs and 2 aurumachs who will arrive in 2 days.
If the PCs have left the place, eventually a force of rilmani will investigate. It is up to the DM to determine how much they can figure out. If the PCs left any sort of evidence or calling cards, then the rilmani may pay them a retaliatory "visit" at some time in the future. On the other hand, unless the DM wants to introduce the rilmani as ongoing foes, if the PCs did not leave overt evidence of their involvement in any attack, then the DM can assume that the rilmani investigation results in a dead end.
Part Four - Ongoing Adventures
The Steelwings (EL 16):
It is possible the steelwing that the PCs may have encountered will pique their interest in these creatures, both as a source of wealth, material components (e.g. for crafting arrows), or possibly for stealing and raising the young as steeds. All of these are worthwhile possibilities.
The map in Aurygurrumach's desk shows the location of a steelwing nest in the central mountains. The PCs can journey to the location in any manner they deem fit, but assume that the aerie is in a secluded location that is at least 200 ft up a sheer stone cliff and 100 ft below the nearest flat spece above. Climb checks would be needed should the PCs climb the cliff, but given the level of the PCs, other modes of travel are more likely.
Use the statistics for the steelwing given previously in this scenario. There is a mated pair of the creatures in the aerie, which is a large cave opening (20 ft in diameter) that is set into the cliff face and a 15 ft diameter ledge that allows them to launch into the air. Within the opening is a cavern roughly 50 ft in diameter where a nest of thunder beast hides, ribs, and metallic down cradles a single cart-sized egg.
One steelwing will always be in the cave, out of sight and guarding the egg. This beast will not leave the cave, defending the egg to the death. The mate will generally be around the aerie, possibly flying within sight and hutning or scouting or perhaps resting on the "front porch" (assume a 50% chance of either).
Developments: As stated in Monster Manual V, the feathers of a steelwing can be harvested. There will be 300 such feathers obtainable from each and these are worth 50 gp per feather. Or each feather can be crafted into a masterwork keen adamantine arrow with a DC 30 Craft check.
Furthermore, the egg can be taken from the nest (assuming the means to transport the massive, 8 ft diameter egg which weighs 500 lbs. are available). The egg has a hardness of 10, 25 hp, and a break DC of 20. The egg is about 6 weeks from hatching, during which time the shell will change from bright and shiny metallic to tarnished grey and begin to exude silvery dust. Successfully hatching the egg will require a DC 20 Heal check with a +2 synergy bonus if the tender has at least 5 ranks of Knowledge (planes). If the check fails, the creature does not hatch and dies. If the check succeeds, then the hatchling emerges and can be raised with a DC 35 Handle Animal check over its first 6 months of life. This check MUST be made by the eventual master of the steelwing, as these creatures imprint like many avians do. If the Handle Animal check succeeds, then the steelwing is bonded to its owner for life (assuming it is not mistreated). The check is the amalgem of many individual Handle Animal checks made over the 6 month period and, as such, instantaneous spells like divine insight cannot affect the check. Assume at least 20 hours of training per week is needed consistently for the 6 month period, and so spells that can grant a skill bonus for that length of time can affect the check.
If the Handle Animal check succeeds, then the creature will serve as a mount. The steelwing, at 6 months, is far from mature...it takes about 6 years to reach maturity. The 6 month old begins as a size Small creature and grows as follows:
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| 0-2 | S | 2 | Hail = 3d6, Shield = 1d6 |
| 2-4 | M | 5 | Hail = 6d6, Shield = 2d6 |
| 4-6 | L | 10 | Hail = 12d6, Shield = 4d6 |
| 6+ | H | 15 | Full abilities as described in the Monster Manual V |
Other abilities, like ability scores and feats and skills can be reverse engineered from the statistics given in the Monster Manual V taking into account both lowered HD and smaller size.
If the Handle Animal check fails, then the creature will be "feral" and seek to escape from its captors. Remember that steelwings are sentient creatures that can speak and reason. Making one a captive is not a goodly act.
If hatching and raising the steelwing seems daunting, the PCs can sell the egg for 10,000 gp market value (i.e. usually half that amount in actual proceeds). Of course, finding a buyer will be somewhat difficult given the exotic mature of the beats. A buyer can be found in the central citadel of the rilmani, but the PCs' reception there will depend upon whether the rilmani are aware of any misdeeds or attacks they committed at the ferrumach's residence.
The Planar Touchstone:
The ursinal Borrumhimuggorr has lore to the planar touchstone known as the Pillar of Skulls (Planar Handbook page 180). He desires to keep the location and knowledge of this place out of the hands of evil beings, but is willing to allow goodly beings access to the site in the hopes that they use the abilities imparted for the betterment of all and the fight against evil.
The touchstone is located on a gloomy demiplane whose location is not generally known. The ursinal's lore tells the precise astral colour pool and its location on the Astral Plane that allows access to the gloomy demiplane. The lore also mentions what must be done to access the abilities of the touchstone and the history and myths associated with it.
The demiplane itself shares the characteristics of the normal D&D cosmology plane of Avernus in the Nine Hells, except that it is largely deserted (except for the touchstone and any guardians indicated as present). The fireballs that erupt spontenaeously are present and should be checked for, and some baatezu do roam the plane, with a possibly distant bronze fortress housing a powerful baatezu of some sort. Details of the plane beyond the area of the toushstone are outside the scope of this adventure.
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: