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The White Robe
Part Two of the Tokens of Karsus Series
A Therran Scenario for a party of PCs of ECL 14

 

Summary:

The PCs continue to search for the lost arcana of Karsus

Assumptions:

The PCs include at least one wizard from Jerranq (or in a pinch a sorcerer).

Location:

The Hurlotzin Lands

Historical Date:

705 A.C. Spring

DM's Introduction:

This scenario and the one that precedes is and the one that follows it are intricately bound with the history of the enigmatic Karsus. A brief outline of that history is presented below. Note that much of this history is unknown to anyone in Sazhansiir. This text is taken directly from the entry on Karsites in the Sazhansiir Gazetteer.

Karsus is a legendary hero of the great wars between Okoth and Kyuss, and many obscure myths and legends surround him. In some ways, next to Tlaloc, he was the most famous human hero of Sazhansiir.

What is not widely known is that Karsus was not born of Sazhansiir. Rather, he was a native of Jerranq and specifically the Antorian Empire who was transported to Sazhansiir by an epic spell cast by Okoth himself which went awry.

Karsus was a wizard of no small power in Antorium, and his transportation to Sazhansiir involved not only Okoth's mishap, but a simultaneous mishap in a great magical experiment he and his apprentices were conducting.

The result of these two freakish events forming a mystic nexus in the fabric of the multiverse was that Karsus was violently wrenched through the inner planes before being deposited, burnt, frozen, energy drained, bruised, and drowned onto the shore of the Kurlotzin Lands. Dazed and in dire physical and mental shape, Karsus was found by dusklings dwelling in that land and his strange demeanour, babbling speech, and potent abilities were noted and eventually reported to Okoth himself. who ordered the man to be brought to him and nursed by his best healers.

Karsus barely recovered, and even so his body and mind were so decimated by the unnatural transference that he had no memory of his life before his arrival.

Over the years, Karsus slowly regained some of his knowledge, but never fully, and the knowledge he did regain was murky and came to him like mystical visions or dreams, lending him the air of a prophet, which is, in fact, how he was regarded even by Okoth himself.

Although he had lost his spellbook, Karsus knew the Spell Mastery feat and so was able to perform limited "miracles" that likely would have had him cast as a scaled one and killed for use of arcane magic, had not Okoth vouched for him.

Instead, Okoth tasked Karsus with trying to find a way to tap into his latent powers and perhaps teach them to others. Karsus tried for years to manage this, but as he was somewhat fuzzy on the origin of his own spell ability, it was difficult for him to make any headway in essentially developing the discipline of wizardry for the Azotchtla. Instead, his magical experiments veered into the realm of suppressing and combating the arcane magic of the scaled ones, and his success sin this regard was likely aided by what must be described as a sub-conscious knowledge of the workings of arcane magic.

When Okoth unleashed the creation cyst and died in the blast, Karsus was bereft of his primary benefactor and great friend, and his grief grew alongside his madness. After spending a short time railing against the folly of the new rulers of the Okothian Empire, and making a torrent of bizarre prophetic pronouncements, Karsus gathered his few Azotchtlan disciples to him and announced that he was going to find Kyuss in his "hole" in Tyrmannion and siphon the demigod's power through Karsus and to his followers, thereby granting them the ability to wield Kyuss' magic against himself.

Amazingly, Karsus performed the powerful and dangerous ritual linking his followers to himself mystically and over great distances. Even more amazingly, with a small band of companions, the once-wizard managed to reach Tyrmannion and breach its formidable defenses. There, with most of his companions dead or worse, Karsus confronted Kyuss and managed to enact the trigger words of his epic ritual and touch the demigod, triggering the effect.

Unfortunately for Karsus, Kyuss' being was so far steeped in corruption that the absorption of even a small part of his essence was too much for his mortal shell to contain. The ex-wizard was instantly slain…or at least his body was. Kyuss' corruptive essence and the power of the epic ritual interacted to shred Karsus' soul, so that he did not go on to the afterlife, but instead his soul lingered in shards somewhere in the multiverse. The largest of theseshards, now touched by and infused with some of the power of Kyuss, became aware as a vestige and is capable of being contacted by a binder.

When Karsus touched Kyuss, the conduit to his followers received a jolt of Kyuss' power and corruption as well. Most of the followers died instantly, others slowly and in agonizing fashion, but a few had the fortitude or luck to survive, and the event changed them into what were the first Karsites.

These first karsites were unaware of their powers, and were, in fact, devastated that the clerics amongst them now could not cast their divine spells. But over time they learned that some small benefit had been gleaned from Karsus' sacrifice, and that their newfound traits were so much an essence of their being that they could be passed on to their progeny.

And so karsites have become a part of Azotchtlan society. They are rare, to say the least, as the karsite trait is elusive, and even if two Karsite parents breed the chances of producing a Karsite offspring is only slightly higher than with a mixed mating. In fact, the bloodline has been so diluted that in theory any two humans who mate have a tiny chance of producing a Karsite.

Karsites are considered a blessing to the Azotchtla, as their powers are regarded as particularly suited to fighting against yuan-ti sorcery. As such, Azotchtlan parents often keep a close eye on their children for signs of being karsites, and despite no real tendency for Karsite births to run in a given family or to a given set of parents, sometimes the number of Karsite offspring in an Azotchtlan family line makes that family more prestigious and suitable for intermarriage.

Units of karsites are famous in the ranks of the Azotchtlan armies, and many of the best-known war leaders and generals of the Azotchtlan armies are or were karsites.

It is also believed that karsites were instrumental in developing the discipline of spellthievery. While certainly no karsite can become a spellthief, due to the inability to cast spells, it is thought that some of the first karsites sought to teach their powers to normal humans and, instead, developed the training for the first spellthieves.

During his time in Sazhansiir, Karsus babbled incessantly about many obscure and seemingly unintelligible topics. From time to time he would mention three items that were precious to him that he had lost: his staff of power, his white robe of the archmagi, and his spellbook. However, his adled mind would not adequately describe these tokens to the dusklings (and later the Okothians) with whom he spoke, and given their general unfamiliarity with arcane magic (in the case of the dusklings and humans) and wizardry in particular (even Okoth himself was not familiar with this form of arcane magic), the nature of these lost tokens was never truly divined even by his contemporaries.

This was not aided by Karsus' increasing mental instability. While at first Karsus could vaguely elucidate the fact that the items he longed for were, in fact, items, over time his ramblings made this fact less and less clear, until he began to express the identity of the items as his lover and children and refer to them by proper names (the items were, in fact, named) and loving nicknames. The Okothians bgan to assume that he was longing for loved ones who had been slain or were somehow taken from him (or vice versa) and eventually Karsus forgot about them altogether and they were mentioned less and less frequently and then not at all.

And so it likely would have remained, for Karsus' ramblings, at first recorded with much enthusiasm and dedication by the Okothians, who thought him a prophet touched by the gods, were less and less heeded as they became less and less understood. However, Yayauhqui Farseer, doomsayer and prophet, has long been fascinated with Karsus and with his prophecies and pronouncements, and with his "offspring" the karsites. When Yayauhqui learned of the strange magic the PCs wielded, and saw the writings in their spellbooks, he became very intrigued, for such things brought back vague memories of mentioins in the earliest and rarest, but most lucid, pronouncements of Karsus.

He spent much time doing research and eventually came to a startling conclusion...that Karsus was not of Sazhansiir, but was from the far north...from the same lands that the PCs are from.

This revelation was included as an epilogue to the scenario entitled "First Strike". The text of the epilogue is presented below for DM reference.

Just before the PCs leave the city, Yayauhqui Farseer will arrive bearing a bundle wrapped in a cloth. He will call the PCs and Malinal and Pizotzin into a private chamber in the Hanahpu Temple and begin to speak:

You will remember that the magical writing these people showed us last time we met sparked some memory in my mind's eye. I knew I had seen such writings before! And so I have spent the last months digging through ancient libraries and consulting with wise ones and I have only recently determined where I saw such writings...in some of the works set down by Karsus himself! Mind you, it was in the from of a single character here, or a word there, and often it would involve him writing about something and then lapsing into these characters and then resuming the text, as if these characters were intruding on his chain of thought.

But that is not the most interesting thing I found, for the realization that these characters of Karsus were similar to the arcane writings of these strangers caused me to look further.

Have you a statue or picture of Karsus handy?

Malinal and Pizotzin will both shake their heads.

Well, no matter. How is he described in all of the texts?

Malinal will indicate that he is described and pictured as an elderly man with wild shocks of white hair and a scraggly white beard and wild, wide, mad eyes.

Yes, but he is depicted as an Azotchtlan male yes?

Pizotzin will nod, of course.

Yayauhqui will then place his bundle on the ground and open it, revealing a stone tablet that is inscribed with cuneiform runes but is clearly worn with age.

This is a contemporary account of Karsus. One of the few that has survived through the ages. It dates from after the Creation Blast and before Karsus perished. Of its authenticity I am assured by the rainbowed ones. Here is what this passage says...

And he points to a piece of the text

"...and Karsus was in a trance as he spoke. And he raised his hands high, his holy staff glowing with divine radiance, and he spake: 'Circles from now, when I am gone and with the gods, the People of the Book shall come! Into your midst they shall come! And you shall reject them at first, as I was rejected. But they shall prove themselves amongst you and they shall show you the way. What is profane shall become holy, and what is holy shall become profane. For they are the pale reavers, the destroyer of nations, the slayers of the sacred! And you shall know them because they shall have the colour of the pages they revere...like mine. They will have what I have lost.' Then the divine one collapsed and froth formed about his lips and he was taken away by his servants..."

You see! I believe that Karsus may have been one of them. Perhaps from the same land to the North! I think over the ages he was depicted as one of us...not as a deliberate falsehood, but as a form of respect and reverence for one of Okoth's favourites.

There is more I must investigate, but this is quite intriguing!

Malinal and Pizotzin will agree.

For well over a year since his previous meeting with the PCs (as described in the epilogue above), Yayauhqui returned to his karsites and pored through ancient lore kept by the most learned and powerful of that race. He also scoured those sources in Azotchtla to which he had access (which is considerable indeed). By way of his intensive study, now properly focused, he came to the conclusion that Karsus may have travelled to Sazhansiir with his three tokens, and that somehow he lost them AFTER he arrived in the Hurlotzin Lands. Yayauhqui felt that these tokens could be of extreme aid to the PCs in their continuing fight against the Scaled Ones. Moreso, if such items are, indeed, powerful, then it would do to keep them out of the hands of the Scaled Ones; for although the Scaled Ones practice sorcery and not wizardry, Yayauhqui does not know what they might be able to use or glean from the tokens. And so, he returned to the PCs to inform them what he knows about the tokens and to invite them to attempt to recover these items from wherever they might be and from whomever might have them.

In the scenario entitled "The Staff of Power",Yayauhqui (along with Malinal and Pizotzin) explained the situation to the PCs:

Yayauhqui: I have cast my line and caught a worm...yes a worm! That is fitting indeed after a fashion! My head hurts and my rump is pocked and there are needles of light piercing my eyes, but it was worth it...yes it was! You see, lovers and children AREN'T! They simply are not! Who would have guessed it? Not me! And definitely not you...even with your special ways. Sometimes when people babble, there are wheats and oats about. I know this and I am the furthest from a babbler! Hoo...hoo! Manatlan fill a bathtub if it isn't true! Tokens! Tokens tokens tokens. Yep...three. Those without had the way of it. And they are my friends. I have means that would boggle even the high priest of knowledge. Manatlan cheeks for him. Now it is for you! Yes...you can get lucky and find them. You can wield them and strike down the snakes! It will be a great day then! A great day indeed!

Malinal: The farseer speaks the truth, though I will admit that his words are clearer in their meaning after you have figured out what it is he is speaking of. Since Pizotzin and I have already done so, perhaps we can explain it to you in our own hopelessly plain fashion.

You will remember how excited the farseer became when you showed him your spellbooks and magical writings, and how he believed he had seen such writings before.

You will recall that we spoke then a bit about Karsus. It is he who created the karsites, with whom some of you spent some time during your first journey to Azotchtla. Karsus was a close friend and companion of Okoth himself and was regarded as a mystic and a prophet, for his ways were very strange and his speech often made no sense or spoke in obscure riddles. After Okoth died in the Creation Blast, Karsus decided to strike a blow directly at Kyuss in Tyrmannion. He claimed to have discovered the means to siphon off Kyuss' own fell powers and grant that power to his own followers, who would then be able to strike at the Wormlord using his own powers against him. And so, after berating Tlaloc and the new Okothian rulers and making a series of his most complicated and obscure prophecies, he and some companions travelled into the Blasted Lands, reached Tyrmannion, and somehow managed to breach Kyuss' own defenses. Karsus enacted his siphoning ritual, but alas the corruption that was Kyuss was too much even for him, and the prophet was slain instantly and his soul shattered into shards that roam the netherworlds to this day. The backlash amongst his followers, waiting in Okoth to receive Kyuss' power, killed most, but those who survived became the karsite race.

You will also remember that in our last meeting, after you had escaped the yuan-ti trap in the City of Feathered Ghosts, Yayauhqui had produced a stone tablet that described Karsus as one of you, from your land to the far north.

Well, Yayauhqui has done more research, now convinced that Karsus was one of you, from your lands to the north and that he was likely a wizard, given his strange powers and his references to arcane writings such as were in your spellbook. With this insight in mind, he has been able to re-examine many ancient and obscure pronouncements of Karsus', some of which were thought to be prophetic ramblings, and he has come upon what we think may be an extremely interesting revelation.

You see, it is well-documented in the lore pertaining to Karsus that he had been separated from his family. The lore tells us that he was greatly agrieved at the loss of his dear wife and two children. He often would lament their absence, though he would refer to them as "lost", and scholars were unclear as to whether his family was dead, or had been taken (perhaps by the Scaled Ones), or he had simply been separated from them. But the farseer has access to some of the earliest lore of Karsus, kept by the elders of the karsites themselves...knowledge that even the Knowledge Temple in the City of Ghostly Feathers would not have access to. And Yayauhqui has noted some inconsistencies in the manner to which Karsus referred to his loved ones in his earlier, slightly more lucid days.

I am a bit embarrassed to tell you the rest, for you will no doubt think the Azotchtla ignorant. But you must try to understand that language is a tricky thing, and even though we can pray to the gods to allow us to understand strange speech and read strange writings, you must, of course, recognize that a thing is in a strange tongue in the first place or you will not know enough to use such prayers. And when a person, such as Karsus, is prone to babble and use strange speech, there is even less cause to use such magic. Furthermore, the spelling of strange words by a raving man can be garbled such that comprehend languages spells will not work on them anyways.

So, it seems, has happened with us and Karsus.

The Azotlan word for "fork" is "tenetach". If I were to say to you in your tongue "I lost my tenetach", how would you know I was referring to an object and not a person? Could not my "Tenetach" be my beloved wife, slain by the yuan-ti? And this is especially so if I were highly distraught at the loss of my Tenetach.

I will say the names of Karsus' "wife" and "children" in your tongue. Here is one of the earliest passages:

DM Note: The words below that are in bold italics are said by Malinal precisely as phonetically set forth, with the accent on the capitalized syllable. Their resemblance to the English (i.e. Common Tongue) names of items should be apparent to the DM (and the players with a bit of thought).

And Karsus awoke in his bed screaming and in a sweat. When his attendants asked what ailed him, he grabbed one by the hair and pulled him close and spake:

"My precious is missing. Where has my poor stawf-UF-pooh-ore gone? I have such need of my stawf-UF-pooh-ore in these troubled times! And my creation, the progeny of my will, why has my poor spehl-BOOK been taken from me? Why, oh gods, have you done this to me! Bereft of my helpless spehl-BOOK am I also helpless. And my long-missed wit-ARK-meej-eye how I long to feel your enfolding embrace once more. I miss your touch. I miss how I felt so secure with you. I am bereft! I am alone!"

You can see that spehl-BOOK is mentioned. It is the same word we heard you refer to your tomes in your own tongue. And if spehl-BOOK is not a child, but an item of power, then what of the others? Can you divine the meaning of stawf-UF-pooh-ore and wit-ARK-meej-eye?"

Of course, stawf-UF-pooh-ore is actually a reference to a staff of power. Wit-ARK-meej-eye is a reference to a white robe of the archmage. These, along with this spellbook (spehl-BOOK) are the three items Karsus lost after his arrival in Sazhansiir.

Malinal then explained that the farseer also found a reference as to the precise spot that Karsus first arrived in Sazhansiir. She stated that although it is a long shot, for 7 centuries have passed since Karsus arrived, there was a chance that one or more of the items could be recovered if they are still in the area.

Yayauhqui:We know Karsus arrived in the Hurlotzin Lands, which, at the time, were populated by the Children of the Mishtai. Now it is a blasted and wild land, foreign to us. But the Hurlotzin Lands are large, as large as Xonochouco, and it would not do to simply wander that land aimlessly. I have come across an account given by Karsus in his earliest days to a feathered serpent of Okoth:

I awoke to the crashing of waves, which I thought were in my head. The sun blinded me, and so for a time all I could hear was the incessant crashing. But my eyes focused and the dazzling light receded and there I was, high upon a cliff with the great sea stretching before me. And as I looked down I saw an eye of earth whose pupil was the sea itself. And it stared at me in solemn judgment. And near the eye was a gaping maw of earth, which sought to swallow me should I not flee from the place. And a nameless fear welled up within me and I ran from the waves below and into a cleft in the earth where ran a river that soothed me. But I lost my way and could not return to the place I had awakened.

Malinal: This is not much to go on I fear, but it is the best we have. If you are willing to pursue this further, we can speak with a duskling elder we know. He may be able to shed some light on where you might search. But keep in mind this can all be for naught...and likely is. Over 700 years have passed. Who is to say the items are even in the Hurlotzin Lands? Perhaps the snakes took them away centuries ago and they now lie in some vault in the Blasted Lands? But if you are willing, we will take you to the duskling that you may speak with him.

The PCs then met with a duskling elder, whose ancestors guided them to a magic portal in the Irin Forest that allowed transport to the Hurlotzin Lands. From there they located the landmarks that Karsus spoke of and a cave wherein dwelt an insane rogue eidolon who had been in possession of the staff of power. The PCs learned that the staff had been stolen by a group of evil worshippers of the vestiges of Karsus and they made their way to the cleft in which they had their lair. After a tough fight, the PCs gained possession of the staff. They also found a map (or fragment thereof) in the lair of the duskling leader of the worshippers and documents that indicated that Karsus' white robe of the achmagi was likely in the possession of a dragon who dwelt in the lands to the north of the cleft.

Now armed with this knowledge, the PCs are endeavouring to obtain the second of Karsus' powerful tokens, the white robe of the archmagi.

The robe is in the horde of a powerful incarnum dragon. This presents the PCs with several options. They can fight the dragon and claim the robe and the rest of his horde, or they can negotiate with the dragon, in which case (if successful), he will send them to retrieve an item that he considers to be of suitable replacement value to the robe. Unfortunatelty, this item is more than it seems and is the key to free horrific entities that have been trapped for centuries.

Part One - To the Dragon's Lair

The PCs will have either a full map leading to the dragon's lair, or a fragment of it if area of effect fire spells were used in the chamber with the map. The illustration below gives the full map and an outlined area of the portion that will survive burning. The DM should give to the PCs whichever map (or piece of map) is applicable. Furthermore, the maps are presented in "Slith" and with the labels translated.

From the Player's Guide to Sazhansiir:

Ancient home of the rilkans, this land was invaded by the scaled ones and overrun, and much of its beauty decimated, as the angry serpents left no stone unturned and salted and poisoned its fields and lakes and streams. Over the centuries the land has recovered somewhat, but is now thought to be wild and untamed, though no doubt full of the ruins of the old civilization.

In ancient times the Children of the Mishtai hunted and culled the terrifying malastors, massive creatures covered in plates of stone, but with the land now untamed, the malastors have likely bred in terrifying numbers.

It is not known if the scaled ones dwell in this land in any significant numbers and it is not regarded as a part of the Scaled Lands.

On overview map of the Hurlotzin Lands is presented above. 1 inch equals about 400 miles. Important locations to this and the following scenario are noted on the above map.

A = The site of Karsus' arrival in Sazhansiir and the location of the sea cave
B = The incarnum temple and location of the magic portal back to the Irin Forest (presented in "The Staff of Power")
C = The site of the staff of power and the cleft of the Karsus worshippers
D = The incarnum dragon's lair and site of the white robe of the archmagi

Travelling in the Hurlotzin Lands:

The majority of the Hurlotzin Lands is flat, rolling plains, much of it still barren due to the ancient depredations of the Scaled Ones. Where it is not barren, vast areas of scrub grasses and wiry bushes predominate. It is only near the coasts that small woods and grasslands begin to appear.

There are no mountains in the region, though the central north-south axis of the land contains some hills and tall ridges.

While there are special terrain locations in the Hurlotzin Lands that correspond to the incarnum terrain types presented in Magic of Incarnum pages 203-207, they do not enter into this scenario. DMs should feel free to add them into the travel of the PCs if so desired, though such exotic spots are rare even in the Hurlotzin Lands. Some of these terrain types do make an appearance in the next scenario in this Tokens of Karsus adventure series.

For purposes of overland travel, the DM should treat the entirety of the land as trackless plains with the exception of those areas shown on the PCs' map (see above) as other terrain. Such terrain includes:

Soulclamour Forest = Forest

Other Forests = Forest

Souless Wastes = Plains

Hills = Hills

Marsh = Moor

The land is wild, but also sparsely populated by beasts. As such, wandering encounters are somewhat less frequent, but more dangerous, than many other places in Sazhansiir.

Wandering encounters are checked for each of four periods of the day, morning, afternoon, evening, and night. Assume the PCs travel during the first two periods and are encamped for the last two periods. There is a 5% chance of an encounter each period. If an encounter is indicated for a period, the DM should check again to see if a second encounter is indicated. If so, then a third check should be made and so forth until a check fails for that period. Multiple encounters in a given period can be spaced apart randomly (i.e. roll a d6 for hour in the period) or can be mixed together into a multiple encounter.

Nighttime encounter chances can increase or decrease depending on the type of camp that is set up:

PCs light an unshielded fire = +5%

PCs light a shielded fire = +2%

PCs make no effort to find a secluded or safe campsite or fail a DC 15 Survival check to find such a spot by 5 or more = +2%

PCs make a DC 15 Survival check to find a safe or secluded campsite = -2%

PCs make noise (singing, etc.) = +5%

Of course, PCs of the level appropriate for this scenario likely have magical means to encamp, including the various shelter-spells and the ever-useful rope trick.

The DM should not seek to foil any measures such as rope trick that the PCs have taken to ensure their safety. After all, that means they have forsaken other spells to memorize these magical means of encamping. In general, such means will involve no encounters during the night, but encounters may occur during the evening, as the PCs must still spend time outside washing, eating, cooking, praying, and practicing their skills. Unless PCs ensconced in concealed magical lodgings wish a running account of the various creatures that blunder past them in the night, the DM should simply not even roll for encounters during the night unless there is a chance that a creature encountered could somehow interact with the PCs.

If an encounter(s) is(are) indicated, refer to the table below.

Full statistics and the like are not presented in this scenario in order to save time and space. It is suggested that the DM preroll for wandering encounters and craft interesting situations to accommodate the encounters.

d100

Result

Number

Source
01-03 Amphisbaena 1

Serpent Kingdoms pg 62

04-06 Ant, Giant *

var
Monster Manual pg 284
07-14 Baric 1d8 Tome of Horrors pg 28
15-17 Centipede, Monstrous *

var
Monster Manual pg 287
18-20 Dinosaur * var Various
21-25 Dire Bat 1d8 Monster Manual pg 62
26-30 Dire Hawk 1d20 Races of the Wild pg 189
31-33 Dire Snake 1 Monster Manual II pg 74
34-36 Dire Toad 1d10 Monster Manual II pg 74
37 Fire Lizard

1d2
Monster Manual II pg 194
38-41 Fly, Giant 1d12 Tome of Horrors pg 202
42-44 Frog, Monstrous * var Tome of Horrors pg 206
45-47 Gryph 2d8 Tome of Horrors pg 230
48-52 Hyena 2d8 Monster Manual pg 274
53-55 Kamadan * 1 Tome of Horrors pg 245
56-58 Lion 1d10 Monster Manual pg 274
59-63 Lizard, Giant 1 Forgotten Realms Campaign Setting pg 308
64 Malastor

1
Monster Manual V pg 100
65-67 Scaled Stalker * 1d8 Miniatures Handbook pg 68
68-72 Snake, Viper * var Monster Manual pg 279
73-80 Swarm, Bat

1d20
Monster Manual pg 237
81-83 Swarm, Plague Ant 1d8 Fiend Folio pg 167
84-88 Termite, Giant * var Sandstorm pg 197
89-93 Tick, Monstrous

1d12
Tome of Horrors pg 344
94-96 Witherweed 1 Tome of Horrors pg 368
97-00 Wolf 1d20 Monster Manual pg 283

* = creature encounter divided into subtypes per the tables below or requiring additional explanation

Ant, Giant:

These will be encountered as follows:

01-75 = foraging group of 1d12 worker ants (with 1 soldier if over 5 encountered)
76-95 = war gang of 1d4 soldiers
96-00 = hive of 10d10 workers, 5d4 soldiers, and 1 queen

Centipede, Monstrous:

These will be encountered as follows:

01-30 = 2d8 tiny monstrous centipedes
31-55 = 1d12 small monstrous centipedes
56-75 = 1d6 medium monstrous centipedes
76-90 = 1d6 large monstrous centipedes
91-97 = 1d6 huge monstrous centipedes
98-99 = 1 gargantuan monstrous centipede
00 = 1 colossal monstrous centipede

Dinosaur:

These will be encountered as follows:

01-18 = 1d2 allosaurs (Monster Manual II pg 70)
19-36 = 1d2 ankylosaurs (Monster Manual II pg 70)
37-46 = 1 seismosaurus (Monster Manual II pg 73)
47-54 = 1 spinosaurus (Monster Manual II pg 73)
55-70 = 1d8 stegosaurs (Serpent Kingdoms pg 66)
71-88 = 1d8 triceratops (Monster Manual pg 61)
89-00 = 1d2 tyrannosaurs (Monster Manual pg 61)

Frog, Monstrous:

These will be encountered as follows:

01-66 = 1d2 giant frogs
67-00 = 1d2 giant dire frogs

Kamadan:

These will be encountered as follows:

01-95 = 1 kamadan
96-00 = 1 poisonous kamadan

Scaled Stalker:

These will be encountered in a war party of 1d8 raiding north from Mazuiochitl and will consists of 1d6+1 scaled stalkers led by a war leader (Fighter 4). Additionally, 1d4-1 triceratops will be present, used as shock mounts. The war leader will always be mounted, with any other triceratops mounted by a single stalker (or unmounted if there are more trcieratops than stalkers).

Snake, Viper:

These will be encountered as follows:

01-30 = 1 tiny viper
31-60 = 1 small viper
61-79 = 1 medium viper
80-97 = 1 large viper
98-00 = 1 huge viper

Termite, Giant:

These will be encountered as follows:

01-75 = foraging crew of 5d4 workers (with 2 soldiers if over 8 encountered)
76-95 = war squad of 1d8 soldiers
96-00 = hive of 12d10 workers, 5d6 soldiers, and 1 queen

Map Locations:

The following items are marked on the PCs' map leading to the dragon's lair.

Ancient Site Looted:

These are locations that the worshippers of the staff already located and plundered. They range from tombs to buried keeps and the ruins of blasted cities. The DM can assume that such areas have been thoroughly looted by the worshippers, and an extra encounter on the wandering monster table above should be checked for to represent the chance that new denizens have inhabited the sites. Unless the DM wishes to expand these sites into separate encounters or adventures, they are uneventful aside from the chance of a wandering encounter.

Cleft of the Staff:

This is the site of the cleft where the worshippers of the staff of power dwelt. It is most likely the starting point of the PCs for this adventure. Refer to the previous scenario ("The Staff of Power") for further details.

Dolmen Circle:

From page 203 of Magic of Incarnum


Great slabs of stone rise from the earth as if summoned from the rock itself. The stones form a great ring, each pair of standing stones supporting another great horizontal slab above them.


Whether dolmen circles were raised in prehistoric times or are more recent constructions, powerful magic almost certainly figured in their establishment. Some quality of the site heightens the power of incarnum, whether the pattern of the standing stones or an invisible crossing of lines of power marked by the circle, and calls to the lost like the voice of home.

A dolmen circle is formed of about 30 large slabs of stone erected in a circle roughly 100 feet in diameter, with stones laid across the top of the slabs to form a continuous circle. The slabs are hewn stone (DC 25 Climb check) and stand about 20 feet high. Sometimes, smaller circles of stones stand within the larger circle. The whole area might be encompassed by a trench or a berm (see page 91 of the Dungeon Master’s Guide), forming an outer circle up to around 300 feet in diameter. Dolmen circles appear in areas of plains terrain.

While within 300 feet of the center of a dolmen circle, any creature with the incarnum subtype gains a +1 morale bonus on attack rolls, weapon damage rolls, saving throws, and skill checks. Unfortunately for those who try to gain the benefits of a dolmen circle, these places act as beacons for the lost. Any creature with the lost template that comes within 1 mile of a dolmen circle must make a DC 23 Will save or travel immediately to the circle and make its new lair within sight of the stones. A lost creature that makes a successful saving throw is immune to the lure of that dolmen circle for 24 hours. This is a mind-affecting enchantment (compulsion) effect similar to the sympathy spell.

If the stones of a dolmen circle are moved to a new location and restored to their precise positions relative to one another, there is a flat 50% chance that the effects of the circle persist. Considering that each stone weighs between 25 and 50 tons, this would be no small undertaking.

An extra encounter check should be made when the PCs approach this place. If an encounter is indicated, allow a 50% chance that the encountered creature(s) have the lost template (if applicable).

Holy Vestment:

This is the dragon's lair (see Part Two below).

Soulclamour Forest:

From page 206 of Magic of Incarnum


The trees in this forest grow close together, weaving their branches together to block any view of the sky. You have an almost constant sense that something is moving at the edge of your field of vision, but the forest seems still when you look directly at anything. Not so the sounds, however - the air is filled with a constant low murmur like voices, but no distinct words.

Some forests, for reasons that are unclear, draw incarnum to them and gain a sort of collective consciousness as a result. The mind of a soulclamour forest is barely sentient, but it reacts with strong emotion to the use of incarnum within its bounds. A soulclamour forest can be an isolated wood or part of a larger forest, and its area ranges widely in size. A typical soulclamour forest is 2d20 miles across. For most purposes, it is identical to dense forest. Any creature that attempts to reallocate essentia while in an area of soulclamor forest must make a DC 15 Concentration check to do so. Failure indicates that the character’s essentia remains allocated as it was previously. Something about the nature of a soulclamour forest draws powerful predators to its sheltering trees. Traveling through an area of soulclamour forest typically results in encounters with an average Encounter Level about two levels higher than normal for the surrounding forest or other adjacent terrain, and encounters are 2% more likely to occur each hour.

For purposes of this area, the DM should add +2% to the chance of an encounter and, if one is indicated, should roll on the encounter table twice and take the encounter with the higher EL. This will require that the precise number of creatures encountered be determined. If two encounters are the same EL, then the DM should choose one randomly.

Soulless Wastes:


If possible, this area is even more lifeless than the surrounding land. Nothing grows, no snakes or vermin scurry, and no wind blows. Something about the place weighs heavily as you travel through; even talking seems like too much effort.

A soulless waste is an area where no incarnum can flow. It is said to result from a blighting disease or curse that ruins the land, preventing anything from growing and hedging out animal life. Some incarnates with a religious bent call these areas Corruption’s footprints, and speak of the places where the Kyuss’ feet touched the earth as he traveled to shatter the Hurlotzin Lands.

Soulless wastes are usually 2d4 miles in diameter and are found in the middle - often the exact center - of more ordinary desert terrain. The terrain within a soulless waste is ordinary tundra, sandy desert, or rocky desert, the same as the terrain outside the wasted area.

It is impossible to shape soulmelds within the bounds of a soulless waste. If a character attempts to unshape an existing soulmeld and shape a new one, he finds that he cannot shape the new one, and he must make a DC 15 Concentration check to keep the old soulmeld shaped.

Far worse, it is impossible to invest essentia in any receptacle while within a soulless waste. Characters with an essentia pool do not lose that pool, and they can still lose essentia as a result of spells or special abilities (such as the touch of an incarnum wraith), but they cannot invest essentia in soulmelds, class features, feats, spells, or other receptacles.

In a soulless waste, essentia invested in any receptacle, even an incarnum feat, returns immediately to the character’s essentia pool, remaining uninvested until the character
leaves the waste.

Stone Man:

This is the location of the sea cave that houses a rogue eidolon from whom the worshippers of the staff stole the staff of power. Refer to the previous scenario ("The Staff of Power") for further details.

Part Two - The Dragon's Lair

The white robe of the archmagi is part of the treasure hoard of an old incarnum dragon named Amarigalozin. The dragon is one of the more powerful of his kind, having learned through study and exploration the lore of hidecarving.

The PCs have a couple of choices in dealing with Amarigalozin and obtaining the white robe of the archmagi. They can simply attack the dragon in his lair and take the robe by main force. This is not a completely insane idea, for although the dragon is a CR 20 encounter, as compared to other dragons an incarnum dragon is much less formidable, especially when dealing with non-incarnum using foes. Additionally, defeating the dragon will allow the PCs to obtain the rest of his horde.

The DM should not discourage the PCs from taking the direct route and attacking the dragon. It should result in a rather interesting and tough fight and if the PCs defeat Amarigalozin (and the water elemental in the lake), they deserve the spoils.

On the other hand, the dragon can also be parleyed with. In fact, it seems this dragon had an item of his horde stolen recently and he wants it returned. He will potentially be willing to trade with the PCs. If they find and return the stolen item, they can have the robe in exchange. In this way, the PCs can complete this portion of the adventure without having to face the dragon.

Both of these potential interactions are dealt with after the section that details the specifics of his lair.

The Lair:

The dragon's lair consists of a cave in the side of a cliff that overlooks a lake amongst the hills of northern Hurlotzin.

Unless otherwise stated, all chambers and passages are as tall as they are wide, and all are unlit. The main cavern is approximately 70 ft - 80 ft tall.

The walls, floor, and ceiling of the cave are rather strange. They are all made of what is best described as amethyst crystal. The floors and ceilings are of hewn crystal, while the walls are of jagged crystalline shards.

Treat the floor of the place as hewn stone.

Hewn Stone Floor

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

The floor also has small shards of crystal and stone littered across it, allowing the dragon to hover and create a cloud of debris as per the Hover feat.

With regard to the walls, refer to area 4 below.

1. The Lake (EL 16)


Nestled amongst a series of tall, steep hills, a river flows from the east and tumbles into a steep vale. At the bottom of the vale is a lake, some half a mile wide by a mile in length. The water of the lake appears to be pure coloured and the lake itself rather serene and placid. The southern, western, and eastern ends of the vale rise in steep slopes, but the northern end is a sheer cliff some 120 ft high. In the center of the northern rim of the vale is a cave opening that is perched on a shelf of stone some 40 ft above the level of the lake. A wide stone ramp, possibly natural in formation, descends along the northern cliff face from its top to the cave entrance.


The lake is normal in most respects, and full of fish and other expected life forms and flora. The sides of the lake are quite steep, and the water itself descends to a depth of over 200 ft. The lake drains through subterranean tunnels and cracks to the west as it flows towards the sea.

Creatures: While a few large fish dwell in the lake, the PCs really only need to be concerned with a huge water elemental that dwells near the cave entrance. The elemental is almost always residing about 30 ft below the surface of the water where the lake meets the bottom of the stone shelf.

This elder water elemental was summoned in ancient times during the battles between the Children of the Mishtai and the Scaled Ones, and during its time of service it became infused with incarnum to such an extent that it effectively acquired the lost template. Acquiring this template has bound the creature to the area, and it now haunts the lake, wallowing in its acquired misery and despair and seeing the dragon as a kindred spirit. While the elemental does not serve the dragon per se, it is an ally of it and will come to its aid if called. The elemental will not generally attack visitors to the cave without provocation, as the dragon has convinced it to withhold its attacks unless asked to do so by the dragon. Nevertheless, even with its somewhat low intelligence, the creature can use its own judgment to determine whether intruders are a threat to itself or its draconic friend.

For purposes of the elemental's range, assume the lake is its conjuring body of water, and so it can move up to 180 ft from the lake. This limit is in a straight line and ignores walls and other barriers, so the elemental can basically range to the entrance of main cavern that area 3 overlooks, and perhaps a little bit beyond that.

LOST ADVANCED ELDER WATER ELEMENTAL CR 16
Magic of Incarnum page 181
NE Huge elemental (extraplanar, incarnum, water)
Init +6; Senses darkvision 60 ft; Listen +23, Spot +24
Languages Aquan


AC 26, touch 14, flat-footed 20
hp 460 (40 HD), fast healing 6; DR 12/- and 12/magic
Fort +29, Ref +19, Will +14; twisted mind

Spd 40 ft (8 squares), swim 120 ft (24 squares)
Melee 2 slams +39 (1d10+11/19) and 1 slam +34 (1d10+11/19)
Space
15 ft; Reach 15 ft
Base Atk +30; Grp +49
Atk Options Power Attack, Snatch, water mastery
Special Actions Cleave, drench, Great Cleave, Improved Bull Rush, Improved Sunder, vortex

Abilities Str 32, Dex 22, Con 25, Int 8, Wis 11, Cha 11
SQ elemental traits, limited range
Feats Alertness, Cleave, Fast Healing (2), Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Rapidstrike, Snatch, Thick-Skinned
Skills Listen +23, Spot +24

Drench (Ex) The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Emotion-Based Attack (Ex) A lost gains a new special attack based on the particular emotion that has been fused to its soul, as given below:

despair = mirror of despair (DC 30)

Mirror of Despair: The gaze of a despairing lost is unsettling to sentient creatures. Any creature with an Intelligence score of 3 or higher that is within 30 feet of the lost and can see it must make a Will save or become shaken for 2d6 rounds. Success indicates that the creature cannot be affected again by the same lost’s mirror of despair for 24 hours. Mirror of despair is a mind-affecting fear effect. The save DC is Charisma- based.

All lost are immune to the emotion-based special attacks of other lost, even if they don’t share the same emotion.

Limited Range (Ex) A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Twisted Mind (Ex) A lost’s mind is demented and difficult to control. If the creature fails its saving throw against a mind-affecting spell or effect, it can attempt to save again 1 round later at the same DC. The lost gets only this one extra chance to succeed on its saving throw.

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 ft tall. The elemental controls the exact height, but it must be at least 10 feet.

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

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a DC 41 Reflex save when it comes into contact with the vortex or take 2d8 damage. It must also succeed on a second DC 41 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

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

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

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

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

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

 

 

FEATS:

Fast Healing (Drac p70) - gain fast healing 3 or existing fast healing improces by 3; effects stack.

Rapidstrike (Drac p73) - make 1 extra attack with pair of natural weapons at -5 penalty.

Thick-Skinned (SS p40) - existing DR improves by 2.

Tactics: The elemental will almost always be fighting the PCs on solid ground, much to its chagrin. That said, while it will initially wade into combat and trust its damage reduction, massive hit points, and fast healing to protect it while it bludgeons foes to death using a good dose of Power Attack, if its foes prove to be tough, the elemental will instead snatch a victim and take it back into the lake to take care of it underwater.

Similarly, if wounded severely (brought down to 75 hit points or less) it will flee back into the lake and submerge while it uses its fast healing to rejuvenate itself. Once fully healed, it will resurface and resume its combat against its foes.

While the elemental is an outsider and can be banished back to its home plane, it is not a summoned creature and is not hedged out by a protection from evil spell or the like.

Also while the elemental is an ally of the dragon, it will not throw away its existence on the dragon's behalf. Because the elemental was called to the Material Plane long ago, its actual physical body resides on this plane and can be destroyed. As such, if the elemental fears that the PCs can and will likely slay it, it is inclined to settle at the bottom of the lake and wait for a long while until the PCs leave the area. However, this will require that the PCs show some ability to prevent the elemental from simply fast healing its hit points and engaging in hit-and-run tactics incessantly.

2. Rock/Crystal Formations


At this location is a formation of rock embedded with silvery blue crystal, many of which radiate out from the rock formation like a halo of spikes.


These formations range from 5 ft to 10 ft tall (1d6+4 ft) and are treated as cover against any attacks made through them. Like the walls of the inner portion of the cavern (see area 4 below), and creature forcibly shoved or thrown into them will suffer 1d4 attacks at a +12 attack bonus, each inflicting 1d4 points of piercing damage.

The formations are more than just decorations or natural structures. Some of them house the magic that fuels the lair wards set up by the dragon to guard his lair. These wards were fashioned by other dragons and creatures capable of casting the requisite spells whom the incarnum dragon coerced or bribed over the many years of its existence.

The magical formations are located in the clusters closest to the numbers 2 on map. They are part of larger groups of formations nearby, and thus do not necessarily stand out to normal inspection. In fact, there are some other formations shown on the map without a number 2 nearby and these look exactly the same as the magical formations.

Those with the trapfinding ability can Search for and Disable these wards. A successful Disable check suppresses the ward for 1d4 rounds. if the check succeeds by 10 or more the ward is suppressed for 1d4 minutes.

There are two such formations inside the cavern and two more on the shelf outside the entrance.

The northernmost formations located on the outside shelf power a hedge warding effect that affects the entire stone shelf outside the cavern (i.e. the entire area shown on the map above, including the portion of the ramp to the northwest). The warding effectively blocks any nonevil creatures summoned outside the area from entering the area, effectively blocking them from entering the cavern proper unless summoned from within.

Hedge Warding

This ward provides an effect that duplicates an alarm spell (mental alarm) throughout the area warded. [Search DC 26, Disable DC 26]

Faint abjuration; CL 1st; Craft Wondrous Item, alarm; Price 500 gp.

The southernmost formations located on the outside shelf power an alert ward effect that affects the entire stone shelf outside the cavern (i.e. the entire area shown on the map above, including the portion of the ramp to the northwest). The alarm password is known only by Amarigalozin and translates from Draconic as "whispering/silent scale".

Alert Ward

This ward provides an effect that duplicates a magic circle against good throughout the area warded. [Search DC 28, Disable DC 28]

Faint abjuration; CL 5th; Craft Wondrous Item, magic circle against good; Price 7,500 gp.

The northernmost formations located in the cavern proper power a cavern of the earthbound effect (Draconomicon page 84) that affects the entire cavern.

Cavern of the Earthbound

No fly spell or similar magic will function within the lair. Characters who are flying when they enter the cavern float to the ground as if the spell's duration had expired. When they leave the cavern, any fly spells whose durations have not expired return to normal efficacy. Note that spells closely related to fly are affected by this power (e.g. overland flight), but magic that grants someone wings will not be negated, nor will spells such as air walk or wind walk. [Search DC 29, Disable DC 29]

Moderate abjuration; CL 7th; Craft Wondrous Item, spell immunity; Price 14,000 gp.

The southernmost formations located in the cavern proper power an inscription of privacy effect (Draconomicon page 85) that affects the entire cavern.

Inscriptions of Privacy

When anyone tries to spy upon anyone in the cavern by means of clairaudience/clairvoyance or scrying or a crystal ball or any other magical scrying device, the crystals glow softly. If the scrying attempt originates from within the cavern, the person making the attempt begins glowing as well.

Anyone scried upon can attempt an opposed caster level check (using the caster level of the inscriptions of privacy). If the target of the scrying attempt wins the opposed check, he immediately gets a mental image of the scrier, along with a sense of the direction and distance of the scrier, accurate to within one-tenth of the distance. [Search DC 29, Disable DC 29]

Moderate divination; CL 7th; Craft Wondrous Item, detect scrying; Price 14,000 gp.

3. Sheer Cliffs

These sheer cliffs are 20 ft high and quite smooth, requiring a DC 25 Climb check to negotiate.

4. Jagged Walls


The walls of the place are comprised of jagged crystalline shards of what appears to be amethyst or some other purple gem. The shards are quite sharp looking and range from 3 inches to over 2 feet in length.

The walls are special. They have a Climb DC of 12. However, anyone contacting the walls or ceiling in any sort of rough fashion (for example by being pushed by a telekinesis spell or simply by being overborn or grappled and thrown into the wall) will be subject to the sharp shards and suffer 1d4 attacks at a +12 attack bonus, each inflicting 1d4 points of piercing damage. For hit points and other purposes, treat the walls and ceiling as unworked stone.

While the crystals appear much like amethyst, they are not. A DC 15 Appraise check or Knowledge (dungeoneering) check will verify this. Instead, these are a crystalized form of incarnum. Any creature with the incarnum subtype who is within 20 ft of the walls, floor, or ceiling of the place will receive a +1 bonus to attack rolls, damage rolls, saving throws, and armour class. This is an untyped bonus and stacks with all other bonuses. The bonuses from the crystals are not included in any statistics presented below.

The walls radiate strong magic of no particular school, and are entitled to a saving throw against any magic directed against them with a +20 save bonus. The walls are not stone, and are not affected by magic that affects stone (i.e. rock to mud or stone shape).

5. Incarnum Pool


This pool is comprised of standing water that is of a hue that is slightly too blue and too pure.


The pool is 5 ft deep and with sheer stone sides.

The liquid within is infused with incarnate earth such that drinking a draught of the water provides the same benefit as activating an essentia jewel (Magic of Incarnum page 113), adding 1 to the drinker's essentia pool for 1 round. Drinking this water, like drinking a potion, is a standard action that provokes attacks of opportunity. The liquid loses its potency 1d4 hours after being removed from the area. A character can only benefit from the effect of a single draught in any given round.

Additionally, the pool serves as a pool of scrying lair ward.

Pool of Scrying

This shallow pool forms a reflective surface in which the user can scry on others. This works like the standard scrying spell. Spellcasters can cast certain spells through the pool of scrying at creatures or things they are scrying upon, as per the scrying spell.

If the water is ever entirely emptied from the pool, the item loses its magic. [Search DC 29, Disable DC 29]

Faint divination; CL 5th; Craft Wondrous Item, scrying; Price 7,500 gp.

Finally, the water of this pool is used as a key to open the dragon's hidden trove (see area 6 below).

6. Dragon's Perch


Upon this large stone shelf rests a pile of treasure.


This is the dragon's roost, where it keeps its horde and rests upon it.

Creatures: The incarnum dragon Amarigalozin usually rests here, sleeping upon his treasure unless awakened (usually by the alert ward at the entrance to the lair).

AMARIGALOZIN CR 20
Magic of Incarnum page 172 and Draconomicon page 94
Male old incarnum hidecarved dragon 2
LE Huge dragon (extraplanar, incarnum, native)
Init +0; Senses blindsense 60 ft, darkvision 120 ft, keen senses; Listen +31, Spot +31
Aura
frightful presence (240 ft, DC 30)
Languages Draconic, Abyssal, Azotlan, Aquan, Auran, Celestial, Infernal, Slith


AC 32, touch 8, flat-footed 32; evasion, fortification 75%
hp 308 (27 HD); DR 10/magic
Immune paralysis, sleep
Resist electricity 20; SR 26
Fort +22 (+26 vs poison), Ref +17, Will +22

Spd 40 ft (8 squares), fly 150 ft (30 squares) (poor); Hover
Melee bite +33 (2d8+8) and 2 claws +31 (2d6+4) and 2 wings +31 (1d6+4) and 1 tail slap +31 (2d6+12)
Space
15 ft; Reach 10 ft (15 ft with bite)
Base Atk +27; Grp +43
Atk Options Power Attack, Open Soul Chakra, Snatch
Special Actions breath weapon (50 ft cone, 8d8 and 8 essentia, DC 28), crush (2d8+12), Flyby Attack, Shockwave
Essentia Pool 11; Capacity 4; Chakra Binds 2 (brow, crown, soul); Soulmelds 4
Soulmelds and Essentia Investment (ML 16):
crystal helm 4 (+2 Will save vs charm and compulsion, +4 deflection to AC; bound to crown chakra)
flame cincture 4 (fire resistance 30)
lucky dice 2 (+1 luck bonus to att or dmg or saves or skill or ability checks for 3 rounds, on 2d6 roll of 7 applies to all types)
necrocarnum shroud 1 (+1 to att and dmg rolls for 1 rd if living creature takes dmg within 10 ft, touch causes 1d4 negative lvls [Fort 1/2, DC 16 at 1 essentia]; bound to soul chakra)

Abilities Str 27, Dex 10, Con 21, Int 24, Wis 17 Cha 25
SQ meldshaping
Feats Bonus Essentia, Flyby Attack, Hover, Iron Will, Multiattack, Open Soul Chakra, Power Attack, Shockwave, Snatch, Suppress Weakness
Skills Appraise +13, Balance +2, Concentration +20, Diplomacy +33, Escape Artist +20, Gather Information +9, Hide +6, Intimidate +27, Jump +10, Knowledge (arcana) +25, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility and royalty) +20, Knowledge (planes) +28, Knowledge (psionics) +20, Knowledge (religion) +20, Listen +31, Move Silently +14, Search +35 (+37 to find secret doors or compartments), Sense Motive +31, Spellcraft +24, Spot +31, Survival +3 (+5 to avoid hazards and getting lost, +2 bonus in aboveground natural environments, +2 bonus on other planes, +2 bonus underground, +bonus to find or follow tracks), Swim +21, Tumble +22, Use Ropes +0 (+2 to bind)
Possessions gemstone of moderate fortification, ring of evasion, amulet of protection from good, ring of major energy resistance (electricity)

Breath Weapon (Su) An incarnum dragon's breath weapon is a cone of resonating energy that separates incarnum from living matter and deals damage to creatures (but not to objects). Every creature within the area must make a Reflex save or be temporarily drained of essentia. This effect reduces the essentia pool of each target by a number of points equal to the dragon's age category for 1 hour. A successful Reflex save halves both the damage dealt and the essentia drained. The save DC is Constitution-based.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Knowledge Checks (Ex) Because of its constant contact with the souls of the past, present, and future, an incarnum dragon gains an insight bonus equal to tis age category on all Knowledge checks.

Meldshaping (Ex) An incarnum dragon has the innate ability to shape soulmelds chosen from the soulborn class list. Each day, it can shape a number of soulmelds equal to one-half its age category (rounded up). Its meldshaper level equals twice its age category, and the maximum essentia capacity of its soulmelds is one-half its age category (rounded down). The incarnum dragon's essentia pool increases with age as given on the Incarnum Dragon Abilities by Age Table on page 174 of Magic of Incarnum.

Note: Statistics above do not reflect any benefits of soulmelds, since the allocation of essentia can be shifted almost at will.

 

 

FEATS:

Bonus Essentia (MoI p35) - You gain +1 essentia or +2 is capable of shaping soulmelds.

Epic Essentia (MoI p213) - You gain 3 points of essentia.

Open Soul Chakra (MoI p213) - You can bind a soulmeld or magic item to your soul chakra and you gain +2 insight bonus to damage against creatures of opposing alignment.

Shockwave (Drac p73) - Strike solid surface with tail as full-round action to create shockwave for 125 ft; make bull rush attack against every creature in radius and those who fail their Str check are knocked prone; structures and unattended objects within the shockwave take 1d6 + Str bonus damage.

Suppress Weakness (Drac p74) - Take only +25% damage to vulnerable energy type. Note that this does not help the dragon in question as it has no weakness to energy.

SOULMELDS:

crystal helm (MoI p63) - Normal: gain +2 resistance bonus on will saves vs charm and compulsion; Essentia: +1 deflection bonus to AC/essentia; Crown: melee attacks gain force descriptor.

flame cincture (MoI p67) - Normal: gain fire resistance 10; Essentia: +5 fire resistance/essentia.

lucky dice (MoI p77) - Normal: as swift action gain +1 insight bonus to one of att, dmg, save, skill, or ability checks until start of next turn, on roll of 7 on 2d6 bonus applies to all types of rolls; Essentia: +1 rd duration/essentia.

necrocarnum shroud (MoI p80) - Normal: +1 profane bonus to att and dmg rolls for 1 rd when living creature takes damage adjacent to you or for 1/2 its HD if it dies; Essentia: range is 5 ft + 5 ft/essentia; Soul: standard action to melee touch bestowing 1d4 neg levels (Fort 1/2), for each neg lvl gain 1 essentia until end of next turn and 5 hp for 1 hr.

MAGIC ITEMS:

gemstone of moderate fortification (Drac p83) - negates sneak attack or critical damage 75% of the time; non true dragons can only imbed it with limited wish or the like.

AMULET OF PROTECTION FROM GOOD
Price (Item Level): 4,000 gp (8th)
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC 16) abjuration
Activation: -
Weight: -

This amulet is made of turquoise and amethyst crystal bound by a twisted cord of sinew. The amulet provides a continuous protection from good effect when worn.

Prerequisites: Craft Wondrous Item, protection from good.
Cost to Create: 2,000 gp, 160 XP, 180 days

Tactics: In combat, Amarigalozin will attempt to utilize his mobility, especially as long as his cavern of the earthbound ward is in effect. He will also use his Hover feat to hover within 20 ft of the cavern floor, kicking up a 60 ft radius cloud of debris. This cloud will allow the dragon to use his blindsense to target foes and cause spellcasters within to make a DC 23 Concentration check in order to cast spells.

Amarigalozin knows that his breath weapon is only really effective against incarnum users, the damage caused by it being only somewhat effective against powerful foes who do not wield essentia. As such, he will be much more likely to rely on his physical prowess, using his Power Attack to increase damage against foes he can strike fairly easily.

The dragon knows that spellcasters make the most dangerous foes, and he will always attempt to target them first. He will use his Shockwave feat to disrupt large groups of foes that are somehow able to attack him on the ground.

Developments: Amarigalozin's main weakness is that he has no ability to quickly heal himself. As such, when he takes damage equal to 75% of his hit points, he is likely to attempt to flee to a place where he can rest and recuperate, then seeking to hunt down his foes at a later time, perhaps when they are not aware of him. This means the DM can and should use him as a recurring villain, perhaps with an appropriate advance in hit dice or hidecarved dragon levels.

Secret Doors: In the furthest southeast portion of the perch is a slight niche in the wall. On the floor of this niche is a strange rune carved into the floor. The rune radiates faint conjuration magic, and a DC 30 Knowledge (arcana) check will reveal that the rune is an anchor point to summon some object. The check will be enough to be certain the summoned thing is an object and not a creature.

This rune is the focal point for the magical container (see below).

Treasure: Amarigalozin's treasure consists of two parts. The first is his obvious hoard, which he sleeps on in a great pile atop his perch. The second is a magical container that can only be opened by a precise means.

The hoard consists of the following, all in a 3 ft tall pile that the 20 ft by 20 ft section of the perch that surrounds the number "6" on the map:

The magical container is an extradimensional space that Amarigalozin had created to store the more valuable pieces of his treasure when he was away from his lair. With the theft of the key orb, he has taken to storing all of his more valuable treasures there all of the time, until he can be sure that the thieves have been dealt with.

The container is a variation of the secret chest spell, in that items are stored upon the Ethereal Plane and can be summoned or sent to the plane upon performance of the proper rituals.

The magic operates at CL 16 for purposes of dispel magic and the like. Up to 8 cubit feet of goods can be stored in this fashion,, and no creatures of any sort (living or otherwise) may be transported.

To summon the items, the silver dipper (see above) in the treasure hoard must be dipped into the water of the incarnum pool (area 5) and the liquid spilled onto the rune on the floor in the niche of the perch (see above). Doing so is a full-round action that provokes attacks of opportunity. At the beginning of the summoner's next turn, the items stored on the Ethereal Plane will appear atop the rune in the niche.

To send items to the Ethereal Plane, the items must be placed into the niche atop the rune and a drop of incarnum liquid placed on each item. Doing so is a full-round action that provokes attacks of opportunity. At the beginning of the summoner's next turn, the items will fade away to the Ethereal Plane.

Items held on the Ethereal Plane are not normally subject to theft, as they are contained in a magical vault on the plane. However, there is no guarantee that such a vault could not be located and broken into. As such, PCs attempting to use this container may want to take precautions such as wards or traps.

Within the magical container currently are held the following:

Dealing with the Dragon:

There are essentially two options for dealing with the dragon and recovering the robe. When first approaching the dragon's lair, the dragon will be resting atop his hoard in area 6. He is smarting from the loss of the orb key and is now even more paranoid than usual that thieves are out to steal him bare. As such, assuming he becomes aware of the PCs (likely with the wards in place and his draconic senses), he will assume they are thieves come to try to steal more of his treasure. The dragon will threaten the PCs and taunt them, calling then thieves and warning them that while they may have been successful the first time, when he was caught unaware, now he is alert and will slay them utterly should they attempt to steal from him again.

The dragon's rambling threats should make it clear to the PCs that the dragon has recently been the victim of a theft. In fact, the PCs might suspect that the robe itself may have been the thing stolen. As such, this is an opening for the PCs to try to parley with Amarigalozin. The dragon will not leave his perch to accost the PCs, unless the tactical situation absolutely demands it. He is wary of a trick to try to draw him away from his hoard while others sneak in and pilfer from him. Even though he has stashed his most valuable items in the magical container, like most dragons he is greedy and possessive of his entire hoard and does not wish to lose even a copper piece.

So unless the PCs come upon him unaware and immediately attack him, they can attempt to speak to the dragon and try to convince him they are not thieves.

Attacking the Dragon:

Should the PCs elect to simply fight the dragon, they can do so. The DM should keep in mind that the dragon is experienced, and has a very high Intelligence and a very good Wisdom as well. He will fight to the best of his abilities, but will be content to simply turn away foes, hoping that his formidableness has served to frighten his attackers away never to return. However, if the PCs mount subsequent raids, then he is not above attempting to chase after them, despite his loathing to abandon his treasure pile.

Of a certain, the dragon will call forth the water elemental at the first sign of actual combat. He will NOT summon the elemental before combat, as it is a trump card of sorts and he would want the elemental to attack the rear of his foes while they are engaged with him.

That said, the dragon is confident that his magical container can preserve his most precious treasures, at least for a short time against raiders, and most likely even if driven out of his cavern, thieves would content themselves to take his visible hoard and, finding nothing else, leave. Because of this, if the situation warrants him leaving his cave, whether to flee and recuperate or to fight outside in the open, he will do so.

Once the dragon has been slain, the PCs will have to try to figure out how to find the robe in the dragon's hidden container. There are a variety of ways to accomplish this. First, the silver dipper and the matching runes on the dipper and the niche floor should provide a clue. Second, a spell like speak with dead could attempt to compel the dragon to reveal his secret (though its Will save is high enough that using such a spell would not be easy). Finally, various spells like divination could provide a clue. To aid DMs with the latter, the following verse could be given from a divination spell that asks "where is the white robe of Karsus?":

While Karsus' vestige sails the aster
his robe does ride the ether
how does one catch a vestment adrift on the planar seas?
better to ask
how does one catch the water in a river?

If, on the other hand, a more specific question is asked like "is the robe of Karsus here?", the answer might be:

The robe is here and not here
as a ghost is here and not here

The answer to the verse is that one uses a ladle or dipper. And the water reference is a clue to use the incarnum pool to do so.

Negotiating with the Dragon:

If the PCs wish to parley with the dragon, he will initially be unfriendly and will hurl threats and imprecations at the PCs until they depart or take some other action. As it is likely that the dragon becomes aware of the PCs before they can even come within sight of him, it is very possible that initial negotiations take place out of sight. In this case, the dragon will warn the intruders not to even dare to approach his cavern.

However, the PCs can attempt to convince the dragon that they do not mean to steal from him. Allow a +2 circumstance bonus if the PCs mention that they seek the robe.

If the dragon is made hostile, he will likely emerge to attack the PCs and call for the water elemental. If he remains unfriendly, he will continue to warn the PCs away and will attack if they persist in entering the cavern or camp outside his cavern.

If he is made indifferent, he will grudgingly allow a single PC to come before him to negotiate, but he will demand that such person come before him without weapons or armour...completely naked.

If made friendly, he will allow a single PC to come before him to negotiate, and will allow that PC to bear arms and armour.

If made helpful, he will allow all of the PCs to come before him.

Once negotiations begin in earnest, Amarigalozin will ask them why they have come, if not to steal from him. If the PCs tell him what they seek, he will ask them why they believe he has such a thing, and what they intend to do with it.

Remember that Amarigalozin has a massive Sense Motive skill, and any lie told to him that directly bears on the negotiations will offend his lawful sensibilities and immediately lower his attitude by 1 step (lies that do not bear directly upon the negotiations, such as the PCs' names, will cause him to call them on their lying and to warn them against trying to deceive him, but will not incur his wrath). The PCs can gain a subsequent chance to influence the dragon again, but this time at a -10 penalty.

At this point the PCs must make another check to influence his attitude. If his attitude is made helpful then he will offer the PCs a trade for the robe. If his attitude is friendly then he will refuse to part with the robe unless the PCs offer him other treasure worth 150% of the robe's market price or make the trade below plus 50% of the robe's market price in additional treasure. Any attitude below friendly will mean the PCs will have to obtain the robe by force or stealth.

At all times, speaking suitable words of flattery to the dragon will allow a +5 circumstance bonus on checks to influence him if the flattery seems somewhat applicable and sincere.

If the dragon is finally made helpful, he will propose his trade. Refer to Part Three for further details.

Part Three - The Duskling Expedition

The Dragon's Deal:

The dragon will propose to the PCs that they could replace the robe with an item that he considers to be of equal value. Some five days ago, Amarigalozin awoke to find a precious item from his hoard gone missing. Like all dragons, he is aware of every single coin and bauble that makes up his hoard, and so he instantly missed this item.

The item is a glowing blue orb made of smooth crystal and etched with a variety of complex geometric patterns. It is about 3 inches in diameter and weighs about 5 lbs.

Amarigalozin has no idea what the orb does, although it is clearly magical. He values the item both for sentimental reasons, for he won it from a demon in a hard fought duel more than two centuries ago and the demon clearly thought the item quite precious; and simply because it was a part of his hoard. Of course, he will not admit his ignorance of the orb and its powers and will simply warn the PCs that the orb contains dragon magic and should not be fiddled with by non-dragons. The white robe he simply found buried amidst some rubble in his youth when he was wont to scrabble around looking for treasure rather than taking it from other creatures. As such, the robe holds much less sentimental value to the dragon.

Amarigalozin managed to use his scrying pool to locate the thieves, thanks to a lock of hair he found near his perch, and after a protracted search he learned that the thief was a duskling, travelling amongst a small group of his own kind, and that they were heading east into a necrocarnum bog. While the dragon was tempted to go after them, he was worried about the rest of his hoard and could not bring himself to leave to recover it. His most recent scrying, a day ago, showed the thief entering an underground tomb or vault somewhere in the bog. The dragon can describe the entrance, but does not know precisely where in the bog it might be. He does know that the entrance is in the necrocarnum bog itself, and as that is an area of about 40 square miles in the heart of the marshes to the east, it should not be too difficult to find the thief and retrieve the orb.

Amarigalozin will request that the PCs retrieve his orb and, in return, he will offer them the robe. However, although the dragon is somewhat naive, he is not completely ignorant. He does not know what the robe is or what its powers are or its value, but if the PCs are not canny about this and he learns of its true value, he will bargain with the PCs for return of the orb and other treasures. As such, the PCs should ideally treat with the dragon from a position of some strength, and while indicating that they want the robe, not imparting too much of its true value to the dragon.

In any event, should a deal be made, Amarigalozin will assure the PCs that he is a dragon of his word and that any deal they strike will be honoured. While he is not in any specific hurry to have the orb retrieved, he does fear that the dusklings will eventually depart and that will make retrieving the orb much harder.

The Theft:

The group that stole the orb is led by a trio of dusklings along with a saurial and a duo of lizardfolk. The dusklings are Children of the Mishtai patriots who are seeking lore of the missing mishtai Klashkaln. They have learned of the location of what they believe to be a treasure vault from ancient times that may have belonged to Klashkaln personally and are hopeful that some item or clue therein will help them find their missing Progenitor. On their journey to this land from the Azotchtlan Lands they befriended a hornhead saurial whose small tribe also revered Klashkaln and was quite eager to aid the dusklings in their holy mission. The two lizardfolk were females recently outcast from their male-dominated tribe and were dwelling with the saurials and were willing to accompany the dusklings in exchange for a share of whatever treasures were found.

The dusklings were seeking a magical key to the "treasure vault". The key is a magical orb that is the only way to open the magically-warded vault door. By use of various divinatory magicks they learned of the location of the orb and sought to steal it from its possessor.

The group initially consisted of 4 other dusklings and two other lizardfolk, but two dusklings perished at various points during the years-long journey and the two lizardfolk and final two dusklings died as indicated below. When the remaining dusklings and their compatriots arrived near the dragon's lair, Kleshfinzon and Hevistaral managed to disable the wards at the entrance and the latter snuck into the cavern while the dragon slept. There, he crept up to the perch and managed to find and steal the orb and sneak away before the dragon woke up. The dusklings then initially headed west to throw the dragon off of their trail, and then turned east into the marshes to find the entrance to the vault.

Initially the dusklings were wary of the dragon's wrath and feared to see him flying overhead during their journey to the vault, but now that they have managed to reach it, they are confident that they have managed to steal the orb and got away clean. They are not aware that the dragon scried upon them (nor are they aware that it even has that ability).

Alas for the dusklings, for while the orb is what they think it is, the "treasure vault" is not. In fact, the vault is a prison for a vastly powerful outsider and its minions, and they are now headed to unlock the prison and release the entities.

The Marshes:

The marshes are a wide lowland in the northern portion of the land. The marshes are roughly 80 miles in diameter. The outer 40 miles should be considered moor land, while the central 40 mile radius should be considered swamp proper (refer to the Dungeonmaster's Guide page 88 for details). Assume that the PCs will run into quicksand patches 5% per mile travelled in the moor land and 15% in the swamp land. A DC 15 Survival check will allow the quicksand to be spotted and avoided.

Encounters for the marshes should use the normal encounter table for the Hurlotzin Lands (as set forth above). In addition, the following planned encounters can be run by the DM at any time during the journey to the necrocarnum bog.

Planned Encounter #1 - The Lure (EL 11)


Upon a hummock of mud and earth is a stand of mangrove-like trees surrounded by pools of stagnant swamp water. Lying on the ground amongst the roots of the trees lies a duskling. The duskling is dressed in studded leather armour and is on its back, and its right leg is missing above the knee. The tip of the amputated leg is coated with blood and the bone is showing through, and a puddle of blood stains the ground beneath the leg. Spurts of blood are pumping out of the stump but the blood is only coming out in a slight, wispy stream. The duskling is twitching slightly and seems to be mouthing a groan or moan of some sort.

Creatures:
Hiding in amongst of mangrove-like trees and shrubs in the marshes is a powerful boneleaf. Unless the PCs are hidden or otherwise in a disguised form, then the boneleaf will note their approach (by means of reports from other boneleaves who have spotted the PCs travelling through the marshes using persuasive sentience).

The boneleaf will hide amongst the mangroves and will create an illusion of a duskling lying on the ground with a mangled right leg that appears to have been cut off, with a pool of blood around the leg. The duskling is moaning softly and twitching in pain, and it appears as if his lifeblood is quickly flowing away.

When a PC approaches in reach of a tendril, the boneleaf will attack. The DM can assume the boneleaf has a Hide check of 45 (by taking 10) and only if a PC makes a DC 45 Spot check (modified for distance of course) can he then make a second DC 15 Spot check to note the boneleaf's true nature.

ADVANCED CHAMELEON CREATURE BONELEAF CR 11
Heroes of Horror page 143 and Underdark page 83
CE Huge aberration
Init +7; Senses darkvision 60 ft, low-light vision; Listen +4, Spot +4
Languages Sazhan (understand only), Slith (understand only)


AC 22, touch 11, flat-footed 19; fortification 50%
hp 259 (21 HD)
Immune mind-affecting, paralysis, sleep, stunning
Fort +20, Ref +10, Will +15

Spd 10 ft (2 squares), burrow 10 ft (2 squares) (soft earth and soil only), climb 10 ft (2 squares)
Melee 2 slams +26 (3d6+12 plus 1d4/19)
Melee 2 tendrils +25 (improved grab and constrict)
Melee slam +26 (3d6+12 plus 1d4/19) and tendril +25 (improved grab and constrict)
Space
15 ft; Reach 15 ft (20 ft with tendril)
Base Atk +15; Grp +34
Atk Options improved grab, Power Attack
Special Actions Combat Reflexes, constrict (3d6+12 plus 1d4)

Abilities Str 34, Dex 16, Con 26, Int 8, Wis 16, Cha 12
SQ pervasive sentience, plantlike traits
Feats Alertness, Combat Reflexes, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Power Attack, Skill Focus (hide), Weapon Focus (slam)
Skills
Climb +19, Hide +23*, Listen +4, Move Silently +7, Spot +4, Survival +6

Constrict (Ex) A boneleaf deals automatic constricting damage on a successful grapple check.

Illusory Lure (Su) A boneleaf can generate detailed but short-lived illusions, designed to lure prey into its reach. These usually take the form of something valuable lying among the trunks or of an individual crying for aid. This ability functions as the spell major image (CL 7), except that this illusion lasts for only 1d6+1 rounds and the boneleaf must wait 1d4 rounds before using the ability again. Interaction with the illusion allows a DC 21 Will save to disbelieve. The save DC is Charisma-based.

Improved Grab (Ex) To use this ability, a boneleaf must hit with a tendril attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it winds the grapple check, it establishes a hold and can constrict.

Pervasive Sentience (Ex) A boneleaf functions as an independent creature, but it is only a portion of a much larger whole. While boneleaves are encountered singly, they are not actually alone. If boneleaves are present in a given area, there are always 1d6+6 of them in the region. They are considered solitary creatures because each boneleaf in the group remains anywhere from 100 yards to a mile away from its nearest fellow. All the boneleaves in a group are in fact portions of the same creature, connected by miles of underground nerves. Anything one boneleaf experiences is known to all of them, so characters who encounter a second boneleaf after defeating the first will find it anticipates their tactics and abilities.

Plantlike Traits (Ex) Although a bonleaf is not a plant, it has many traits also possessed by plants. A boneleaf is immune to magical sleep effects, paralysis, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It has some fortification against critical hits; 50% of all critical hits function as normal strikes.

Boneleaves so closely resemble plants that a character must make a DC 15 Spot check to realize the boneleaf is anything more than a normal copse; failure indicates the character comes close enough for the creature to attack with its extended reach before it suspects anything is amiss.

Razor Leaves (Ex) The off-white leaves of a boneleaf are surprisingly touch and razor-sharp. It is these leaves that do the extra 1d4 points of damage given above on slam and constrict attacks. This extra damage is considered slashing damage.

* Boneleaves have a +12 racial bonus on Hide checks made in forested or overgrown areas.

 

 

Tactics: The boneleaf is an ambush hunter and is incapable of fleeing with captured prey except by burrowing underground. The boneleaf will attempt to grab a victim, and then burrow down amongst the mangrove roots to squeeze the life out of its prey, using the ground as protection. If still pressed, it will attempt to retreat (with prey) into the nearby pools of swamp water, holding its breath and burrowing into the soft mud at the bottom of the pools.

In any event, the boneleaf will fight to the death. It is not easily capable of flight and given that each boneleaf is not actually an independent entity, the loss of a boneleaf is not catastrophic to the collective entity (-ies) as a whole.

Developments: Since the boneleaves are immune to mind-affecting effects, it is unlikely that the PCs will be able to tame it and question it. Nevertheless, should this somehow happen, the boneleaf was able to create an illusion of a duskling because others of its ilk recently observed the passage of the duskling party through the bogs a few days ago.

Planned Encounter #2 - Shock the Monkey (EL 13)


Scattered on the ground are at least a half a dozen corpses. These are evidently of some sort of monkey-like creature about the size of a large baboon. The corpses are all scorched and smouldering and smoke rises up from their blackened fur.


The simians are simply a native species of monkeys that dwells in the swamps. They are normally quite unaggressive and unremarkable animals.

Creatures: The monkeys were scorched by a colony of winged shocker lizards. These are in their breeding season and are quite aggressive and territorial, much to the detriment of the monkeys. As the PCs enter the area, unless they are completely invisible or remain more than 240 ft from the area, they will be attacked by the shocker lizards.

Note: While normally the winged template is not available to magical beasts, it has been applied to these lizards in order to give them the ability to fly.

The lizards are initially housed in a variety of trees in the area. The trees are, on close inspection, streaked with burn marks.

A close inspection of the trees or the bodies of the monkeys will allow a DC 25 Survival check or a DC 25 Heal check (respectively) to determine that the damage was caused by electricity and not fire.

When their territory is encroached upon, the colony will fly to the attack.

ADVANCED WINGED DRACONIC SHOCKER LIZARDS (12) CR 6
Races of the Dragon page 74 and Savage Species page 137
N Medium magical beast (dragonblood)
Init +7; Senses darkvision 60 ft, electricity sense 100 ft, low-light vision; Listen +6, Spot +9


AC 17, touch 13, flat-footed 14
hp 63 (6 HD)
Immune electricity
Fort +9, Ref +8, Will +4; +4 vs magic sleep effects and paralysis

Spd 40 ft (8 squares), climb 20 ft (4 squares), fly 60 ft (12 squares) (perfect), swim 20 ft (4 squares); Hover
Melee bite +9 (1d6+3)
Melee 2 claws +9 (1d3+3)
Space
5 ft; Reach 5 ft
Base Atk +6; Grp +9
Special Actions lethal shock, stunning shock

Abilities Str 16, Dex 17, Con 18, Int 2, Wis 14, Cha 8
Feats Ability Focus (lethal shock), Hover, Improved Initiative
Skills
Climb +14, Hide +13, Intimidate +1, Jump +10, Listen +6, Spot +9, Swim +13

Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.

Lethal Shock (Su) Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 12 + number of lizards contributing) reduces the damage by half.

Stunning Shock (Su) Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 17 half). The save DC is Constitution-based.

 

 

Tactics: While not particularly intelligent, the lizards do hunt as a pack, so that their lethal shock ability is used to fullest effect. However, the lizards will try not to group up in groups of more than 6, as they instinctively know that is the most effective their lethal shock attack can be.

As they are defending their nests, they will fight to the death.

Developments: If the trees surrounding the clearing are searched (at their tops, about 30 ft to 40 ft above the ground), the PCs will find 2 separate hollowed out portions of the trunk, the inside blackened with char, each with a clutch of 3 shocker lizard eggs. These eggs can be taken as treasure and sold or the lizards hatched and raised, but doing so is difficult as the eggs are not only quite fragile, but require precise applications of electricity to nurture them. Too little electricity and the embryos will die of malnourishment. Too much and they will cook to death. The precise details of the care needed and gestation time to hatch the creatures, as well as rearing them, are left to the DM. Refer to page 76 of the Arms and Equipment Guide for some basic details on the value and use of shocker lizards.

The Necrocarnum Bog:

In the heart of the marshes is a necrocarnum bog, the site of a particularly nasty battle between the Children of the Mishtai and the Scaled Ones in ancient times. The magicks hurled in the battle slew many on both sides, and sank the ground, forming it into marshlands in the centuries that followed. The waters of the marsh carried much of the bodies and necrotic miasma of the battlefield to the heart of the sunken land, forming the necrocarnum bog.

The bog is about 40 square miles, forming an oval about 6 miles from southeast to northwest and 9 miles from southwest to northeast.

From page 205 of Magic of Incarnum


Fetid gray water pools between clumps of blackened reeds. Here and there, bones jut up from the muck, and the stench of the place is reminiscent of a charnel house.

In a necrocarnum bog, incarnum has fused with the necromantic forces inherent at the site of a great massacre or costly battle, transforming the place into a swamp of death.

A necrocarnum bog typically extends anywhere from a few hundred yards to several miles in diameter, depending on the size of the slaughter that occurred there and on the age of the bog (older ones are larger). It is similar to a swamp (see page 88 of the Dungeon Master’s Guide), but areas of shallow bog are even more common than usual, with correspondingly fewer areas of undergrowth.

Undead of all sorts roam necrocarnum bogs, especially creatures with ties to incarnum, such as incarnum wraiths and necrocarnum zombies (both described in Chapter 7). In fact, any corporeal creature with a skeletal system that dies within a necrocarnum bog instantly reanimates as a
necrocarnum zombie. Such zombies attack the nearest living creature at will.

All instances of quicksand in the necrocarnum bog are deadsand instead, and the chance of encountering deadsand is 20% per mile travelled:

Deadsand: An insidious danger in a necrocarnum bog is the threat of deadsand. While functionally similar to quicksand, deadsand also has a negative energy effect that reduces the essentia pool of a living creature trapped within by 1d4 points each round. Creatures with no essentia pool (or an essentia pool reduced to 0) take 1d4 points of Constitution damage instead. To make matters worse, necrocarnum zombies lurk in deadsand, grappling creatures trapped in the bog.

Finding the Entrance:

Finding the entrance is not too difficult, as the terrain in the necrocarnum bog is less filled with undergrowth and trees than the rest of the marshes. Nevertheless, there is enough of both to provide plenty of places to conceal the entrance. If the PCs are attempting to track the dusklings, the DC is a base of 8 (halfway between very soft ground and soft ground) with a -2 for 6 creatures being tracked and another -1 for a size Large creature. There is a +1 for each 24 hours having passed and a +4 for precipitation falling during that time. Thus, the total DC is at least 11 and so the trail should be quite easy to follow, even at full speed if the PCs have a skilled tracker.

Lacking that, and lacking the use of magic to locate it, the PCs can simply search the area.

From the air, the DM should have the PC with the best Spot bonus make a skill check. The base time to find the entrance is 6 hours. For every 5 points of the Spot check, the time to locate the entrance is reduced by 1 hour (to a minimum of 1 hour).

From the ground, the time to locate the entrance is a base of 24 hours, less 1 hour for every 2 points of a Spot check made by the PC with the best Spot check bonus.

Necrocarnum Encounters:

There will be no normal encounters in the necrocarnum bog. Normal creatures avoid the area, and a DC 15 Knowledge (nature) check will reveal that the normal sounds of swamp wildlife are absent.

Instead, two encounters are given, and should the PCs decide to camp within the necrocarnum bog or otherwise linger in the area, the DM should devise further suitable encounters.

Encounter #1 - Wisps of Misfortune (EL 12)

Creatures: A gang of incarnum wraiths will be encountered during the PCs' foray into the necrocarnum bogs. Such spirits arise when incarnum infuses into the souls of particularly restless spirits still hovering near their remains (even if long-since dissolved into nothingness).

This gang will rise straight up out of the ground and attack the PCs with horrifying screeches.

ADVANCED INCARNUM WRAITHS (6) CR 7
Magic of Incarnum page 180
NE Medium undead (incarnum, incorporeal)
Init +7; Senses darkvision 60 ft; Listen +17, Spot +17
Languages Slith


AC 17, touch 17, flat-footed 14; Miss 50% (incorporeal)
hp 78 (12 HD)
Resist positive energy 10
Fort +4, Ref +7, Will +10

Spd fly 40 ft (8 squares) (perfect)
Melee incorporeal touch +9 (1d4 x1.5 plus drain essentia)
Space
5 ft; Reach 5 ft
Base Atk +6; Grp -

Abilities Str -, Dex 16, Con -, Int 8, Wis 14, Cha 18
SQ create spawn, incorporeal traits, undead traits
Feats Ability Focus (essentia drain), Alertness, Empowered Ability Damage, Improved Initiative, Positive Energy Resistance
Skills
Hide +18, Listen +17, Search +1, Spot +17

Create Spawn (Su) Any humanoid that has an essentia pool and is slain by an incarnum wraith becomes a new incarnum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Such spawn are under the command of the
incarnum wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

A humanoid that does not have an essentia pool is merely dead if slain by an incarnum wraith. It does not become a new incarnum wraith.

Essentia Drain (Su) Any living creature hit by an incarnum wraith’s incorporeal touch attack must succeed on a DC 22 Fortitude save or lose 1d4 x1.5 points of essentia. The save DC is Charisma-based.

If the creature struck does not have essentia, or its essentia pool is already depleted, it takes Constitution damage equal to the points of essentia that would normally be lost.

Whether it drains essentia or Constitution, an incarnum wraith gains 5 temporary hit points on each successful attack. Lost essentia returns to the character’s essentia pool when the wraith is destroyed, or 1 hour after the loss occurs, whichever comes first.

 

 

FEATS:

Empowered Ability Damage (LM p26) - numeric effects of ability drain increased by 50%.

Positive Energy Resistance (LM p29) - gain resistance 10 against positive energy.

Tactics: There is not a lot of subtlety in the attack of these wraiths. They will seek to gang up on a few individuals in order to completely drain him before moving into the next. The wraiths will fight to the death.

Encounter #2 - Necrocarnum Swarm (EL 15)

Creatures: A particularly evil commander of the Scaled Ones armies died in a deep pool of swamp water in what is now the necrocarnum bog. Over the centuries, the necrotic effluvia gathered atop the sight of the commander's death and the combination of the lingering evil of the commander's spirit and the necrotic incarnum gave life to the earth at the bottom of the pool, forming a necromental.

This necromental was in essence a spirit of the swamp itself, and in its embodiment of this it also inculcated into its essence the miasmic air of the marshlands and many of the flying and stinging insects that are endemic to it. In doing so, it became a swarm-shifter as well.

Unlike most elementals, this one is native to the Material Plane.

The necromental encountered the party of dusklings heading to the vault entrance, and attacked them. Two dusklings and a lizardfolk died in the attack before the rest could escape. The dead ones, due to the influence of the necrocarnum bog, have emerged as necrocarnum zombies and they have inherited their slayer's ability to swarm-shift, due to its malign influence at the moment of their deaths and at the moment of their "rebirth".

The PCs will initially notice 2 dusklings and a lizardfolk, all in tattered and muddy clothing, milling about sort of aimlessly. A DC 20 Spot check will reveal that there are gaping wounds in the skin of the beings, though a DC 10 Knowledge (religion) check will determine that they are not staggering about like zombies.

The duskling and lizardfolk incarnum zombies will shamble around until they are attacked or a living creature approaches to within 30 ft, at which point the necromental will arise out of the earth in their midst and attack while the other smaller zombies swarm-shift into clouds of undead flies and harry the foes of the necromental.

Should the PCs attack the zombies from a distance, then they will swarm-shift and fly towards them, while the necromental will swarm-shift and use its earth glide ability to fly underground through the swamp mud to burst up as an elemental amongst the PCs if they fight from the ground or as a swarm if they are in the air.

ADVANCED ELDER EARTH NECROMENTAL SWARM-SHIFTER (elemental form) CR 15
Libris Mortis pages 112 and 123
NE Huge undead (augmented elemental, earth, native, shapechanger)
Init -1; Senses darkvision 60 ft; Listen +33, Spot +33
Languages Terran


AC 24, touch 7, flat-footed 24
hp 384 (32 HD), fast healing 3 (see below); DR 10/-
Fort +20, Ref +9, Will +16

Spd 30 ft (6 squares); earth glide
Melee 2 slams +34 (2d10+12 plus energy drain/19)
Space
15 ft; Reach 15 ft
Base Atk +24; Grp +44
Atk Options earth mastery, Power Attack
Special Actions Awesome Blow, Cleave, Great Cleave, Improved Bullrush, Improved Sunder, push, swarm form

Abilities Str 34, Dex 8, Con -, Int 1, Wis 10, Cha 1
SQ create spawn, elemental traits, undead traits
Feats Air Heritage, Alertness, Awesome Blow, Cleave, Great Cleave, Epic Will, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Skills
Balance +1, Jump +14, Listen +33, Spot +33

Create Spawn (Su) An elemental slain by a necromental's energy drain attack rises as a necromental 1d4 days after death.

Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Energy Drain (Su) Living creatures hit by a necromental's natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks the elemental possesses. The save DC to remove the negative level 24 hours later is 10 + 1/2 the necromental's HD (DC 26). When a necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.

Fast Healing (Ex) A necromental heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of some form of its element (earth, stone, or metal).

Push (Ex)
An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Swarm Form (Su) The base creature can take the form of an undead swarm (undead flies) at will.

Changing shape to or from swarm form is a standard action that infuses the undead with negative energy and heals 1 hit point of damage per HD of the base creature. The undead cannot change from swarm form to its normal form in an area where its body could not normally fit. As with the alter self spell, the base creature's items are absorbed into the swarm form and provide no benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the base creature's form and is destroyed (except in the case of undead with special destruction rules).

Although the use of this ability is a supernatural effect, remaining in one form or the other is not supernatural, and the base creature in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both forms.

 

 

FEATS:

Air Heritage (PlaH p37) - fly speed +30 ft and +2 to Balance and Jump checks in light or no load.

Epic Will (Epic p55) - gain +4 bonus on Will saves.


ADVANCED ELDER EARTH NECROMENTAL SWARM-SHIFTER (undead fly swarm form) CR 15
Libris Mortis pages 112 and 123
NE Fine undead (augmented elemental, earth, native, shapechanger, swarm)
Init +5; Senses darkvision 60 ft; Listen +33, Spot +33
Languages Terran (understand only)


AC 30, touch 24, flat-footed 24
hp 384 (32 HD), fast healing 3 (see below); DR 10/-
Immune hive mind, weapon damage
Fort +20, Ref +15, Will +16

Spd fly 70 ft (14 squares) (perfect); earth glide
Melee swarm (5d6 plus disease)
Space
10 ft; Reach 0 ft
Base Atk +24; Grp -
Atk Options distraction (DC 26), earth mastery

Abilities Str 8, Dex 20, Con -, Int 1, Wis 10, Cha 1
SQ elemental traits, swarm traits, undead traits
Feats Air Heritage, Alertness, Epic Will, Great Fortitude, Iron Will
Skills
Disguise -5 (+10 bonus to act like swarm of flies), Listen +33, Spot +33

Disease (Ex) Red ache - swarm attack, Fortitude DC 21, incubation period 1d3 days, damage 1d8 Dex. This ability is Charisma-based.

Distraction (Ex) Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Fast Healing (Ex) A necromental heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of some form of its element (earth, stone, or metal).

Hive Mind (Ex) A swarm-shifter with this ability is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintergate), with the exception of effects that command, control, turn, rebuke, bolster, or destroy undead specifically. A swarm-shifter in swarm form is affected by turn and rebuke attempts just like the base creature.

 

 

FEATS:

Air Heritage (PlaH p37) - fly speed +30 ft and +2 to Balance and Jump checks in light or no load.

Epic Will (Epic p55) - gain +4 bonus on Will saves.

DUSKLING NECROCARNUM ZOMBIE SWARM-SHIFTERS (zombie form) (2) CR 1
Magic of Incarnum pages 10 and 186 and Libris Mortis page 123
NE Medium undead (evil, incarnum, shapechanger)
Init +2; Senses darkvision 60 ft; Listen +4, Spot +4
Languages: Slith


AC 14, touch 12, flat-footed 12
hp 10 (1 HD); DR 5/magic and slashing
Fort +0, Ref +4, Will +0

Spd 30 ft (6 squares)
Melee slam +2 (1d6+2)
Space
5 ft; Reach 5 ft
Base Atk +0; Grp +2
Essentia Pool 1; Capacity 1
Soulmelds and Essentia Investment:
incarnum defense 0 (+0 AC and saves)
incarnum speed 1 (+2 initiative and +10 ft speed)

Abilities Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 1
SQ undead traits
Feats Toughness
Skills
Hide +6, Listen +4, Move Silently +6, Spot +4

Incarnum Defense (Su) A necrocarnum zombie gains an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed (Su) A necrocarnum zombie gains an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on its initiative checks.

Swarm Form (Su) The base creature can take the form of an undead swarm (undead flies) at will.

Changing shape to or from swarm form is a standard action that infuses the undead with negative energy and heals 1 hit point of damage per HD of the base creature. The undead cannot change from swarm form to its normal form in an area where its body could not normally fit. As with the alter self spell, the base creature's items are absorbed into the swarm form and provide no benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the base creature's form and is destroyed (except in the case of undead with special destruction rules).

Although the use of this ability is a supernatural effect, remaining in one form or the other is not supernatural, and the base creature in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both forms.

Note: Statistics above do not reflect any benefits of incarnum defense or incarnum speed, since the allocation of essentia can be shifted almost at will.

 

 


DUSKLING NECROCARNUM ZOMBIE SWARM-SHIFTERS (undead fly swarm form) (2) CR 1
Magic of Incarnum pages 10 and 186 and Libris Mortis page 123
NE Fine undead (evil, incarnum, shapechanger, swarm)
Init +6; Senses darkvision 60 ft; Listen +4, Spot +4
Languages Slith (understand only)


AC 26, touch 24, flat-footed 20
hp 13 (1 HD)
Immune hive mind, weapon damage
Fort +0, Ref +8, Will +0

Spd fly 40 ft (8 squares) (perfect)
Melee swarm (1d6 plus disease)
Space
10 ft; Reach 0 ft
Base Atk +0; Grp -
Atk Options distraction (DC 10)
Essentia Pool 1; Capacity 1
Soulmelds and Essentia Investment:
incarnum defense 0 (+0 AC and saves)
incarnum speed 1 (+2 initiative and +10 ft speed)

Abilities Str 4, Dex 22, Con -, Int 10, Wis 10, Cha 1
SQ swarm traits, undead traits
Feats Toughness
Skills
Disguise -5 (+10 bonus to act like swarm of flies), Hide +6, Listen +4, Move Silently +10, Spot +4

Disease (Ex) Red ache - swarm attack, Fortitude DC 5, incubation period 1d3 days, damage 1d8 Dex. This ability is Charisma-based.

Distraction (Ex) Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Hive Mind (Ex) A swarm-shifter with this ability is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintergate), with the exception of effects that command, control, turn, rebuke, bolster, or destroy undead specifically. A swarm-shifter in swarm form is affected by turn and rebuke attempts just like the base creature.

Incarnum Defense (Su) A necrocarnum zombie gains an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed (Su) A necrocarnum zombie gains an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on its initiative checks.

Note: Statistics above do not reflect any benefits of incarnum defense or incarnum speed, since the allocation of essentia can be shifted almost at will.

 

 

LIZARDFOLK NECROCARNUM ZOMBIE SWARM-SHIFTER (zombie form) CR 1
Magic of Incarnum page 186 and Libris Mortis page 123
NE Medium undead (evil, incarnum, shapechanger)
Init +2; Senses darkvision 60 ft; Listen +0, Spot +0
Languages: Draconic


AC 19, touch 12, flat-footed 17
hp 16 (2 HD); DR 5/magic and slashing
Fort +0, Ref +5, Will +0

Spd 30 ft (6 squares)
Melee 2 claws +4 (1d4+3) and bite +2 (1d4+1)
Melee slam +4 (1d6+3)
Space
5 ft; Reach 5 ft
Base Atk +1; Grp +4
Essentia Pool 1; Capacity 1
Soulmelds and Essentia Investment:
incarnum defense 0 (+0 AC and saves)
incarnum speed 1 (+2 initiative and +10 ft speed)

Abilities Str 17, Dex 14, Con -, Int 13, Wis 10, Cha 1
SQ undead traits
Feats Multiattack, Toughness
Skills
Balance +6, Hide +6, Jump +7, Move Silently +6, Swim +4

Incarnum Defense (Su) A necrocarnum zombie gains an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed (Su) A necrocarnum zombie gains an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on its initiative checks.

Swarm Form (Su) The base creature can take the form of an undead swarm (undead flies) at will.

Changing shape to or from swarm form is a standard action that infuses the undead with negative energy and heals 1 hit point of damage per HD of the base creature. The undead cannot change from swarm form to its normal form in an area where its body could not normally fit. As with the alter self spell, the base creature's items are absorbed into the swarm form and provide no benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the base creature's form and is destroyed (except in the case of undead with special destruction rules).

Although the use of this ability is a supernatural effect, remaining in one form or the other is not supernatural, and the base creature in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both forms.

Note: Statistics above do not reflect any benefits of incarnum defense or incarnum speed, since the allocation of essentia can be shifted almost at will.

 

 


LIZARDFOLK NECROCARNUM ZOMBIE SWARM-SHIFTER (undead fly swarm form) CR 2
Magic of Incarnum page 186 and Libris Mortis page 123
NE Fine undead (evil, incarnum, shapechanger, swarm)
Init +6; Senses darkvision 60 ft; Listen +0, Spot +0
Languages: Draconic (understand only)


AC 31, touch 24, flat-footed 25
hp 16 (2 HD); DR 5/magic and slashing
Immune hive mind, weapon damage
Fort +0, Ref +9, Will +0

Spd fly 40 ft (8 squares) (perfect)
Melee swarm (1d6 plus disease)
Space
10 ft; Reach 0 ft
Base Atk +1; Grp -
Atk Options distraction (DC 11)
Essentia Pool 1; Capacity 1
Soulmelds and Essentia Investment:
incarnum defense 0 (+0 AC and saves)
incarnum speed 1 (+2 initiative and +10 ft speed)

Abilities Str 17, Dex 22, Con -, Int 13, Wis 10, Cha 1
SQ undead traits
Feats Multiattack, Toughness
Skills
Disguise -5 (+10 bonus to act like swarm of flies), Hide +10, Move Silently +10

Disease (Ex) Red ache - swarm attack, Fortitude DC 6, incubation period 1d3 days, damage 1d8 Dex. This ability is Charisma-based.

Distraction (Ex) Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Hive Mind (Ex) A swarm-shifter with this ability is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintergate), with the exception of effects that command, control, turn, rebuke, bolster, or destroy undead specifically. A swarm-shifter in swarm form is affected by turn and rebuke attempts just like the base creature.

Incarnum Defense (Su) A necrocarnum zombie gains an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed (Su) A necrocarnum zombie gains an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on its initiative checks.

Note: Statistics above do not reflect any benefits of incarnum defense or incarnum speed, since the allocation of essentia can be shifted almost at will.

 

 

Tactics: The smaller zombies are not likely to last very long against the PCs, but the necromental will use its swarm-shift ability to heal itself as necessary. Since the creature is capable of flying and earth gliding (or both!), it is very easy for it to withdraw from combat underground and swarm-shift over and over again (along with its fast healing ability) until it is fully healed and then resume the attack.

As such, it is probably easier for the PCs to hurt the necromental so that it must withdraw underground and then simply flee before it can reform and pick up the hunt. Actually defeating the necromental should be a fairly monumental task that would involve somehow incapacitating the necromental and then chopping it to bits.

The Vault Entrance:


A large hummock rises out of the foetid bog, studded with mangrove-like trees with twisted roots. Between the thickest clump of roots near the crest of the muddy hummock is an opening in the ground 8 ft wide and 12 ft tall, slanted at a 45 degree angle to sit flush with the hillside. The opening is surrounded by large, worked stones of grey overgrown with moss and lichen.

The piles of dirt and mud and pieces of roots nearby attest to the fact that some excavation had to take place in order to clear the opening, and the partially dissolved body of a lizardfolk attests to the fact that this excavation was not unopposed.

There are signs of a campsite made near the opening, including a doused fire ring and some lean-tos and bedrolls along with some discarded miner's picks.



There is nothing of value in the campsite, although a DC 15 Survival check will show that the campsite was in use as recently as the previous day and housed between 6-8 medium humanoids.

A DC 15 Heal check will reveal that the lizardfolk was dissolved by acid.

The Vault:

Unless otherwise stated, all floors and walls are flagstone and superior masonry respectively. There is no inherent lighting in the place, and all areas are somewhat damp, with drops of water dripping from the ceiling or coursing down the walls. Passageways are 10 ft tall, and chambers are 20 ft tall.

1. Entryway (EL 8)


Beyond the opening to the outside is a 10 ft wide passageway that descends down a set of steps. The floor is swatched in a thin layer of mud that makes swirls across the flagstone floor.

The ceiling is cracked in many places, some as large as an inch or two wide and several feet long.

The walls appear to have, at one time, held frescoes of some sort, but time and water have apparently decimated the plaster and paints so that only the barest hints of both attest to what may have once been a glorious design.



A DC 20 Knowledge (architecture and engineering) check will determine that, despite the cracks, the ceiling is stable and safe.

A DC 15 Search check or Track check will reveal footprints in the mud on the floor and and passage of multiple individuals recently.

The steps lead down 10 ft before the passageway continues eastward.

Creatures: Lurking in the cracks in the ceiling is a massive dissolution ooze. It is this ooze that attacked and slew the lizardfolk found in the campsite outside. The dusklings managed to lure it away from the campsite after it slew the lizardfolk and then they entered the lair while the ooze eventually returned to the entrance and crawled back up into the cracks.

When the PCs enter this place, the ooze will drop down amongst them and attack.

ADVANCVED DISSOLUTION OOZE CR 8
Magic of Incarnum page 172
N Huge ooze
Init -5; Senses blindsight 60 ft, incarnum sense 60 ft


AC 6, touch 3, flat-footed 6
hp 315 (18 HD)
Fort +18, Ref +1, Will +1

Spd 15 ft (3 squares)
Melee slam +18 (1d8+7 plus 1d6 acid plus dissolution)
Space
15 ft; Reach 10 ft
Base Atk +13; Grp +28

Abilities Str 25, Dex 1, Con 34, Int -, Wis 1, Cha 1
SQ ooze traits

Acid (Ex) A dissolution ooze secretes a digestive acid that dissolves all materials except earth and stone (including gemstones and crystals). Any melee hit from the creature deals 1d6 points of acid damage in addition to normal damage.

Dissolution (Ex) Any melee hit by a dissolution ooze against a creature with at least one soulmeld shaped requires that target to attempt a DC 28 Fortitude save. Failure indicates that one of the target's soulmelds (determined randomly) sontaneously unshapes. If the dissolution ooze successfully unshapes a soulmeld, it immediately consumes the freed soul energy, gaining a number of temporary hit points equal to 5 times the points of essentia invested in the soulmeld (minimum 5 hp). The target loses all benefits of the meld until it is shaped again.

A successful save negates this effect. The target gains a +4 bonus on the saving throw if the soulmeld is bound to a chakra. The save DC is Consitution-based.

Incarnum Sense (Ex) A dissolution ooze can detect the presence of incarnum in creatures or objects within the range of its blindsight. In addition to soulmelds, this ability detects any creature with the incarnum subtype, as well as objects invested with essentia. The dissolution ooze can't differentiate between targets upon which it can "feed" (namely soulmelds) and other incarnum-laced targets. However, if it fails to unshape a soulmeld with its first hit, it moves on to a different target, if one is available.

 

 

Tactics: The dissolution ooze will only attack each PC once unless it finds one that wields incarnum, in which case it will continue to attack those PCs relentlessly. If it is brought to below 65 hit points it will attempt to retreat back into the cracks and will not emerge unless molested or until it is fully healed.

2. Large Chamber


This large chamber contains 10 ft wide flanking archways that lead north and south. The archways are carved to resemble serpents cloven by axes. To the east, a pair of tarnished and corroded double doors lie before a 10 ft wide opening.

The walls of the place are decorated in worn and water-streaked bas-reliefs showing various humanoids, including dusklings, worshipping a large humanoid in robes with a turtle-like head.

Swirls of mud enter the chamber from the hallway to the west and have created jagged streaks and swirling ovals on the floor.

Near the north archway and the eastern opening are piles of dirt, mud, and stones that indicate recent excavation.



The reliefs show Children of the Mishtai revering Klashkaln. A DC 30 Knowledge (history) will allow Klashkaln to be identified. Allow an incarnum user or any Skarn, Rilkan, Azurin, or Duskling a +5 circumstance bonus to these checks.

3. Chamber of Shards


This octagonal chamber is empty except for a mess of strange indigo crystal shards scattered about the floor.


The shards are the remains of an incarnum construct that was an ancient guardian of the place. The dusklings defeated the creature after a difficult fight.

If the shards are examined, a DC 20 Spot check will find pieces that seem to have been part of a large humanoid statue or figure.

4. Trapped Chamber


This octagonal chamber contains a pair of iron double doors on the north wall. The doors are flung open and behind them is a blank stone wall. On the floor before the doors is an open pit.


This chamber was a trap, sprung by the dusklings. The double doors are false doors that, when opened, activated a pit in the floor before the doors. The pit is 60 ft deep and the bottom is covered in 3 ft tall rusted spikes and about 2 ft of brackish water.

5. Intersection


This intersection contains a large secret door along the east wall that has been left ajar.


The two passages to the north and south respectively lead to collapses that would take quite some time to excavate. Whether they lead to further adventures and/or treasures or nowhere is up to the DM.

Secret Doors: If the secret door to the east is closed, it requires a DC 25 Search check to locate.

6. Collapsed Chamber


This place appears to be a massive chamber, some 30 ft tall, that is mostly filled with mud and stone. Only a portion of the chamber is currently accessible. What can be seen of the floor displays the remains of what may have been a spectacular mosaic. This is evidenced by the tiny square indentations on the floor, only a very few of which contain pieces of chipped and fractures polished stones.

7. Partially Collapsed Hall


A portion of this hallway has collapsed into mud, dirt, and stone. To the east, the hallway is intact and leads to a pair of polished steel double doors. The doors are engraved with the image of a humanoid with a turtle head bedecked in robes wielding mystical energies against hordes of fiendish-looking creatures. Slumped on the floor near the doors is a large metal figure.


A closer look at the slumped metal figure reveals a clockwork creature resembling a centaur in shape wearing ornate golden armour over alabaster skin. Great golden wings are folded closely against the back. The figure is hacked with great gaping slice marks and scorched all over and has leaked prodigious quantities of a liquid that resembles quicksilver.

The figure is the body of a zelekhut inevitable, bound by the Children of the Mishtai as a guardian and defeated by the dusklings after a very difficult fight. Only the spells of the favoured soul Genimvarzin and the mighty hacks of H'hestis-al managed to lay the creature low. The zelekhut was bound to this plane by the ancient ritual, and so its body has remained even after death.

A DC 25 Knowledge (planes) check will identify the creature, and a DC 29 Spellcraft check will determine that the scorch marks were likely caused by a flame strike spell.

The double doors are spiked closed from the other side and requires a DC 28 Strength check to open, with a +1 cumulative bonus per previous attempt.

8. Chamber of the Plug

Note: The doors leading into this area from area 7 have been spiked shut. See above.


This large chamber is devoid of the dampness that punctuates the rest of the complex. It has a 30 ft high ceiling that is studded with cerulean crystals shaped like various regular polyhedral solids set in complicated patterns and connected by silver traceries set into the ceiling.

The walls contain intact bas-reliefs showing a majestic humanoid with a turtle head and a triangular crest above its forehead wielding immense magical energies against hordes of fiends.

Dominating the north wall is a massive iron plug set into the wall. The plug is circular and over 15 ft in diameter and the bottom of it is set a foot above the floor. The plug stands out a full 3 inches from the wall, implying that it is quite thick as well. Carved into the face of the plug are massive silver runes set in a circle around a complicated pattern of geometric shapes that itself surrounds a hemispherical indentation roughly 3 inches in diameter.

Standing in the center of the chamber is a stone pedestal about 5 ft in diameter and 3 ft tall. The top of the pedestal is a circular stone slab 3 ft in diameter that is tilted at a 30 degree angle facing the south. Two handprints have been carved or moulded into the face of the slab atop the pedestal. The interior of the handprints are coated in a blue crystal lining.



The reliefs show Klashkaln fighting fiends of the Scaled Ones. A DC 30 Knowledge (history) will allow Klashkaln to be identified. Allow an incarnum user or any Skarn, Rilkan, Azurin, or Duskling a +5 circumstance bonus to these checks.

This chamber is essentially the door to the prison. The plug is the seal to the prison and the pedestal is part of the mystic mechanism to open and close it. Both the pedestal and the plug radiate strong abjuration magic.

To open the plug requires a two-step process. First, essentia must be fed to the plug by means of the pedestal. A Medium humanoid incarnum user must invest essentia into the pedestal by placing both hands into the handprints. The pedestal essentially serves as a sort of soulmeld, and requires the ability to shape a soulmeld and counts as the use of one soulmeld for the day for each person involved in its shaping. A total of 6 essentia must be placed into the pedestal, and each person shaping it is limited by his normal essentia capacity, so that it might take multiple creatures to fully shape the soulmeld. The soulmeld must be fully shaped by any and all of the individuals doing so within a period of 6 minutes, and each person doing the shaping must spend 2 minutes with his hands on the pedestal, so no more than 3 individuals can take part in the shaping.

Once the pedestal soulmeld has been shaped, the hemispherical indentation in the plug will glow. If the key orb is brought to within 15 ft of the plug, it will also begin to glow in the same manner. If the glow will last for 10 rounds and then fade. If the glow fades, then the entire process, including shaping the pedestal, must be restarted (and likely only after 24 hours of rest unless new individuals capable of shaping a soulmeld can be found, as anyone who has shaped the soulmeld on the pedestal cannot try it again until they can unshape the soulmeld).

If the key orb is placed into the indentation on the plug while it is glowing, there will be a great rumbling and the iron plug will fade away over the course of a single round.

Creatures: The duskling party is in this chamber, resting after its fight with the guardians of the place and waiting to be able to reshape soulmelds so that they can work the pedestal.

If the PCs have made undue noise, then the duskling party will be ready for the PCs. They are not expecting to meet any friendlies during their expedition, and so will assume that any intruders heard approaching them are further guardians, robbers trying to get the treasure for themselevs, or simply hostile monsters that have stumbled into the now opened complex.

If the PCs manage to take the duskling party unaware, then they will be gathered around off to the side of the chamber in a huddle discussing what soulmelds to shape.

The DM can assume that the PCs arrive after the duskling party has healed its wounds and the priest and ranger have prepared their spells, but the incarnum users are capable of reshaping their soulmelds after an hour of meditation.

KLESHFINZON CR 13
Magic of Incarnum pages 10 and 29, Player's Guide to Faerun page 52
Male duskling Rogue 2/Ranger 5/Totemist 1/Divine Seeker 5
CN Medium fey (extraplanar, incarnum)
Init +3; Senses low-light vision, Track, trapfinding; Listen +10, Spot +11
Languages Azotlan, Draconic, Slith


AC 21, touch 14, flat-footed 18; Dodge, Mobility
hp 79 (13 HD), divine perseverance (1/day, 3d6+2 hp)
Fort +9, Ref +16, Will +7; +2 bonus vs divine spells and spell-like and supernatural abilities of outsiders, evasion

Spd 30 ft (6 squares); duskling speed
Melee 2H +1 battleaxe +12/+7 (1d8+4)
Melee +1 battleaxe +10/+5 (1d8+3) and mwk dagger +10 (1d4+1)
Ranged mwk composite longbow +13/+8 (1d8+2)
Space
5 ft; Reach 5 ft
Base Atk +9; Grp +11
Special Actions find the path (1/day, CL 7), locate creature (1/day, CL 7), locate object (1/day, CL 7), sacred stealth (2 min/day), sneak attack +3d6, Spring Attack
Combat Gear +1 crystal battleaxe, masterwork obsidian dagger, masterwork composite longbow (+2 Str bonus), arrows (16), +1 arrows (12), potions of cure moderate wounds (CL 3) (3), potions of protection from evil (CL 3) (2), potion of cat's grace (CL 3), potion of aid (CL 3), potions of darkvision (CL 5) (2), potion of bull's strength (CL 3), wand of cure light wounds (CL 1, 27 charges), wand of bear's endurance (CL 3, 22 charges)
Essentia Pool
4; Capacity 3; Chakra Binds 0; Soulmelds 2
Soulmelds and Essentia Investment (ML 1):
blink shirt 1 (dimension door 20 ft at will as standard action)
wormtail belt 3 (+5 to natural armour bonus)
duskling speed 2
Ranger Spells Prepared (CL 2, melee touch +11, ranged touch +12):
1st - resist energy

Abilities Str 14, Dex 16, Con 14, Int 13, Wis 15, Cha 14
SQ animal companion (link, share spells), favoured enemy (magical beast +4, aberration +2), two weapon combat style, wild empathy +10 (+5 bonus vs totem magical beast)
Feats Bonus Essentia, Dodge, Endurance, Mobility, Spring Attack, Stealthy, Track, Two-Weapon Fighting
Skills
Diplomacy +7, Disable Device +9 (+3 bonus vs magical traps), Handle Animal +2 (+6 for companion), Heal +5, Hide +11, Jump +5, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (religion) +4, Listen +10, Move Silently +12, Open Lock +7, Search +10 (+3 bonus vs magical traps), Spot +11, Survival +16 (+2 bonus in aboveground natural environments, +2 bonus vs natural hazards or getting lost, +2 bonus underground), Swim +8
Possessions
combat gear plus +2 studded leather armour, amulet of natural armour +2, ring of protection +1, key orb, masterwork thieves' tools, 50 ft silk rope, grappling hook, hooded lantern, oil (6), spell component pouch, masterwork potion belt, belt pouch, backpack

Divine Perseverance (Su) If a 4th-level or higher divine seeker is brought to -1 hit points or lower, he automatically heals a number o0f hit points equal to 3d6 + his Charisma bonus (if any). This ability is usable once per day.

Duskling Speed (Su) A duskling can invest essentia to improve his speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 ft. This enhancement bonus only applies with the duskling is wearing light or no armour and carrying no more than a light load.

Find the Path (Sp) At 5th level, the divine seeker may use find the path (caster level equals divine seeker level + divine seeker's Cha modifier) once per day.

Locate Creature (Sp) Beginning at 3rd level, the divine seeker may use locate creature (caster level equals divine seeker level + divine seeker's Cha modifier) once per day.

Locate Object (Sp) At 3rd level, the divine seeker may use locate object (caster level equals divine seeker level + divine seeker's Cha modifier) once per day.

Sacred Defense (Ex) Beginning at 2nd level, the divine seeker gains a +1 bonus on saving throws against divine spells, as well as spell-like and supernatural abilities of outsiders. At 4th level, the bonus increases to +2.

Sacred Stealth (Su) At 1st level, the divine seeker can call upon his deity's power to shield him from prying eyes and ears. As a standard action, he can grant himself a +10 sacred bonus (or profane bonus if his patron deity is evil) on Hide and Move Silently checks. This benefit lasts for a number of minutes per day equal to his Charisma modifier (minimum 1 minute per day). This duration need not be consecutive - the divine seeker may break it up into increments as small as 1 round if he so desires. Ending the effect is a free action.

Thwart Magic Traps (Ex) At 1st level, the divine seeker gains a +3 bonus on all Disable Device and Search checks made to locate, disable, or bypass magic traps.

Note: Statistics above do not reflect any benefits of soulmelds, since the allocation of essentia can be shifted almost at will.

 

 

FEATS:

Bonus Essentia (MoI p35) - You gain +1 essentia or +2 is capable of shaping soulmelds

SOULMELDS:

blink shirt (MoI p60) - Normal: gain dimension door at will for 10 ft as standard action; Essentia: +10 ft/essentia.

wormtail belt (MoI p94) - Normal: gain +2 natural armour bonus; Essentia: +1 natural AC/essentia.

KLESHFINZON'S WOLF CR 1**
N Medium animal
Init +2; Senses low-light vision, Track, scent; Listen +3, Spot +3


AC 14, touch 12, flat-footed 12
hp 13 (2 HD)
Fort +5, Ref +5, Will +1

Spd 50 ft (10 squares)
Melee bite +3 (1d6+1)
Space
5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options trip (+1)

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ animal companion (link, share spells)
Feats Track, Weapon Focus (bite)
Skills
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Tricks assist attack, attack (2), come, guard, heel, stay, track

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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

** DMs should award no XP for this creature, as it is a class feature of its master

 

 

HEVISTARAL CR 10
Magic of Incarnum pages 10 and 29
Male duskling Rogue 8/Totemist 2
N Medium fey (extraplanar, incarnum)
Init +3; Senses low-light vision, Track, trapfinding; Listen +6, Spot +6
Languages Azotlan, Draconic, Slith


AC 16, touch 13, flat-footed 16; Dodge, improved uncanny dodge, Mobility, trap sense +2, uncanny dodge
hp 47 (10 HD)
Fort +5, Ref +9, Will +2; evasion, trap sense +2

Spd 30 ft (6 squares); duskling speed
Melee +1 dagger +11/+6 (1d4+2)
Melee +1 dagger +9/+4 (1d4+2) and mwk dagger +9 (1d4)
Ranged sling +10 (1d4+1)
Space
5 ft; Reach 5 ft
Base Atk +7; Grp +8
Special Actions sneak attack +4d6
Combat Gear +1 obsidian dagger, masterwork obsidian dagger, sling, bullets (12), potions of cure moderate wounds (CL 3) (2), potions of shield of faith (CL 1) (2), potions of cat's grace (CL 3) (2), potion of barkskin (CL 3), potion of protection from evil (CL 1), potion of bear's endurance (CL 3), holy water
Essentia Pool
5; Capacity 2 (3 totem chakra); Chakra Binds 1 (totem); Soulmelds 3
Soulmelds and Essentia Investment (ML 2):
blink shirt 0 (dimension door 10 ft at will as standard action)
rage claws 2 (act normally until -13 hp)
wormtail belt 3 (+5 to natural armour bonus, sting attack at +13 for 1d6 plus poison; bound to totem chakra)
duskling speed 0

Abilities Str 12, Dex 17, Con 13, Int 16, Wis 12, Cha 10
Feats Bonus Essentia, Dodge, Two-Weapon Fighting, Weapon Finesse
Skills
Balance +10, Climb +11 (+13 with ropes), Decipher Script +8, Disable Device +13, Escape Artist +13 (+15 vs ropes), Hide +14, Jump +8, Listen +6, Move Silently +14, Open Lock +13, Search +13, Sleight of Hand +11, Spot +6, Survival +1 (+3 to find or follow tracks), Tumble +16, Use Rope +8 (+10 to bind)
Possessions
combat gear plus masterwork studded leather armour, magic siphon, masterwork potion belt, belt pouch, masterwork thieves' tools, 50 ft silk rope, grappling hook, backpack, torches (6)

Duskling Speed (Su) A duskling can invest essentia to improve his speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 ft. This enhancement bonus only applies with the duskling is wearing light or no armour and carrying no more than a light load.

Note: Statistics above do not reflect any benefits of soulmelds, since the allocation of essentia can be shifted almost at will.

 

 

FEATS:

Bonus Essentia (MoI p35) - You gain +1 essentia or +2 is capable of shaping soulmelds

SOULMELDS:

blink shirt (MoI p60) - Normal: gain dimension door at will for 10 ft as standard action; Totem: use as a move action; Essentia: +10 ft/essentia.

rage claws (MoI p83) - Normal: act normally from 0 to -9 hit points; Totem: gain 2 claw attacks for 1d6 + Str, no penalty when grappling, may still use hands, +1 att and dmg/essentia; Essentia: +3 extra neg hp/essentia.

wormtail belt (MoI p94) - Normal: gain +2 natural armour bonus; Totem: gain sting attack as sole attack at normal attack bonus (+1/essentia) for 1d6 dmg plus poison (DC 12 + essentia) doing 1dr Str (no secondary); Essentia: +1 natural AC/essentia.

MAGIC ITEMS:

magic siphon (MIC p164) - 1/day targeted greater dispel magic (CL 11) to every adjacent creature.

GENIMVARZIN CR 11
Magic of Incarnum pages 10 and 29 and Complete Divine page 6
Female duskling Favoured Soul 10 (Xbalanque)/Totemist 1
CG Medium fey (extraplanar, incarnum)
Init +0; Senses low-light vision; Listen +2, Spot +2
Languages Azotlan, Slith


AC 17, touch 10, flat-footed 17
hp 75 (10 HD)
Resist electricity 10, fire 10
Fort +12, Ref +9, Will +9 (+3 bonus vs enchantments)

Spd 20 ft (4 squares); duskling speed
Melee mwk dagger +9/+4 (1d4)
Ranged sling +7 (1d4)
Space
5 ft; Reach 5 ft
Base Atk +7; Grp +8
Special Actions Purify Spell, Silent Spell
Combat Gear masterwork crystal dagger, sling, bullets (10), +1 bullets (10), wand of bewildering visions (CL 3, 47 charges), wand of prayer (CL 5, 12 charges), gloves of incarnum theft
Favoured Soul Spells Known (CL 10, melee touch +8, ranged touch +7):
5th (4/day) - flame strike (DC 20), righteous wrath of the faithful, wall of dispel magic
4th (6/day) - assay spell resistance, death ward, dimensional anchor, freedom of movement
3rd (7/day) - cure serious wounds, dispel magic, mass conviction, mass resist energy, searing light
2nd (7/day) -augury, cure moderate wounds, elation, hold person, silence, spiritual weapon
1st (8/day) - bless, cure light wounds, entropic shield, protection from evil, remove fear, shield of faith
0 (6/day) - create water, cure minor wounds, detect magic, guidance, light, mending, purify food and drink, read magic, summon holy symbol
Essentia Pool
2; Capacity 2; Chakra Binds 0; Soulmelds 2
Soulmelds and Essentia Investment (ML 1):
blink shirt 0 (dimension door 10 ft at will as standard action)
wormtail belt 2 (+4 to natural armour bonus)
duskling speed 0
Spell-Like Abilities (CL 11):
1/day - confusion (DC 19), dimension door, summon nature's ally V

Abilities Str 12, Dex 11, Con 16, Int 11, Wis 15, Cha 20
SQ wild empathy +5
Feats Combat Casting, Fey Heritage, Fey Legacy, Purify Spell, Silent Spell, Weapon Focus (dagger)
Skills
Concentration +12 (+16 cast defensively), Heal +6, Knowledge (arcana) +5, Knowledge (planes) +2, Spellcraft +12
Possessions
combat gear plus cloak of the salamander, serpentscale mail, heavy wooden shield, spell component pouch, holy symbol, backpack

Duskling Speed (Su) A duskling can invest essentia to improve his speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 ft. This enhancement bonus only applies with the duskling is wearing light or no armour and carrying no more than a light load.

Note: Statistics above do not reflect any benefits of soulmelds, since the allocation of essentia can be shifted almost at will.

FEATS:

Fey Heritage (CM p43) - +3 saves vs enchantments.

Fey Legacy (CM p43) - confusion, dimension door, summon nature's ally V each 1/day CL = character level.

Purify Spell (BoED p44) - metamagic +1 lvl, spell gains good descriptor, deals 1/2 dmg to neutral (1/4 with save) and none to good, evil outsiders increase spell dmg by one die type.

SOULMELDS:

blink shirt (MoI p60) - Normal: gain dimension door at will for 10 ft as standard action; Essentia: +10 ft/essentia.

wormtail belt (MoI p94) - Normal: gain +2 natural armour bonus; Essentia: +1 natural AC/essentia.

SPELLS:

assay spell resistance (SC p17) - swift, r personal, 1 rd/lvl; gain +10 bonus to CL checks to overcome SR of a specific creature you can see.

bewildering visions (CC p117) - r close, 1 living creature, 1 rd/lvl, sv W neg, SR; subject sickened and must save each rd or become nauseated.

elation (BoED p98) - r allies in 80 ft radius of caster, SR; +2 morale bonus to Str and Dex and +5 ft to speed.

mass conviction (SC p52) - r med, allies in 20 ft radius; as conviction.

mass resist energy (SC p174) - r close, 1 creature/lvl no two more than 30 ft apart; as resist energy.

righteous wrath of the faithful (SC p177) - r allies within 30 ft burst of you, 1 rd/lvl, SR; gain +1 melee attack, +3 morale bonus on melee att and dmg.

summon holy symbol (CC p128) - 1 rd/lvl; summons small wooden holy symbol.

wall of dispel magic (SC p233) - r close, straight wall 10 ft square/lvl, 1 min/lvl; unseen wall created doing targeted dispel magic at CL, can dispel summoned creatures, wall cannot be seen by see invisibility (only detect magic and true seeing).

MAGIC ITEMS:

cloak of the salamander (MIC p88) - 3/day immediate action lasts until beginning of next turn and causes any creature that hits you with natural or nonreach weapons 1d6+7 fire dmg per strike.

gloves of incarnum theft (MIC p106) - melee touch attack against target transfers 1 essentia from target to wielder (Will DC 15 neg) which can be allocated immediately and lasts for 12 minutes before returning to owner, chakra bind to hands results in 2 essentia transferred and +2 to save DC.

H'HESTIS-AL CR 11
Serpent Kingdoms web supplement
Male hornhead saurial Fighter 9
NG Large humanoid (reptilian)
Init +2; Senses low-light vision, scent; Listen +7, Spot +8
Languages Draconic, Slith (understand only)


AC 21, touch 11, flat-footed 19; Combat Expertise
hp 100 (12 HD)
Fort +12, Ref +10, Will +6; cold torpor, protection from sonic attacks, vulnerable to gas attacks

Spd 30 ft (6 squares)
Melee mwk darksteel falchion +18/+13/+8 (2d6+10 plus 1 electricity/15) and tail +10 (1d3+2)
Melee 2 claws +15 (1d4+4) and tail +10 (1d3+2)
Ranged mwk composite longbow +13/+8/+3 (2d6+4)
Space
10 ft; Reach 10 ft (15 ft with tail)
Base Atk +11; Grp +19
Atk Options Combat Expertise, Knock-Down, Mage Slayer, Power Attack
Special Actions Combat Reflexes, Improved Trip
Combat Gear masterwork darksteel falchion, masterwork composite longbow (+4 Str bonus), arrows (20), +2 arrows (12), potions of cure moderate wounds (2) (CL 3), potions of lesser restoration (2) (CL 3), potion of protection from evil (CL 3), poison antidotes (2), holy water (3)

Abilities Str 18, Dex 14, Con 16, Int 13, Wis 10, Cha 10
Feats Combat Expertise, Combat Reflexes, Improved Critical (falchion), Improved Trip, Knock-Down, Mage Slayer, Melee Weapon Mastery (slashing), Power Attack, Weapon Focus (falchion), Weapon Specialization (falchion)
Skills
Craft (weaponsmithing) +6, Jump +10, Knowledge (architecture and engineering) +6, Listen +7, Spellcraft +3, Spot +8, Swim +12
Possessions
combat gear plus chainmail, cloak of resistance +2, masterwork potion belt, belt pouch, backpack, sunrods (6)

Cold Torpor (Ex) Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. Thus, a saurial takes a -5 penalty on Fortitude saving throws made to avoid nonlethal damage from cold environments, and it takes double the normal amount of nonlethal damage for failing such a saving throw.

In cooler climes, saurials can easily die from exposure in an environment that a human would find merely uncomfortable. Thus, they usually bundle up to keep warm.

Protection from Sonic Attacks (Ex) Because a saurial's earholes are well protected, it gains a +4 circumstance bonus on saving throws against sonic effects and attacks.

Vulnerability to Gas Attacks (Ex) A saurial's metabolism and reliance on scent make it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. It thus takes a -4 penalty on saving throws against gas-based effects and attacks.

 

 

FEATS:

Knock-Down (SaF p7) - whenever you deal 10+ dmg to foe in melee, make a free trip attempt against that foe.

Mage Slayer (CA p81) - +1 bonus Will saves, spellcasters may not cast defensively, -4 CL to all your spells and spell-like abilities.

Melee Weapon Mastery (PHB2 p81) - +2 att and dmg with selected weapon type.

NESSTA and VESSPERIK CR 7
Female lizardfolk Barbarian 6
N Medium humanoid (reptilian)
Init +2; Senses Listen +1, Spot +1
Languages Draconic

AC 23, touch 12, flat-footed 23; improved uncanny dodge, trap sense +2, uncanny dodge
hp 80 (8 HD)
Fort +9, Ref +7, Will +3; trap sense +2

Spd 40 ft (8 squares); fast movement
Melee 2 claws +11 (1d4+4) and bite +9 (1d4+2)
Melee mwk scimitar +12/+7 (1d6+4) and bite +9 (1d4+2)
Ranged mwk composite longbow +10/+5 (1d8+2)
Space
5 ft; Reach 5 ft
Base Atk +7; Grp +11
Atk Options Power Attack
Special Actions Combat Reflexes, rage 2/day (9 rounds)
Combat Gear masterwork scimitar, masterwork composite longbow (+2 Str bonus), arrows (20), silver arrows (12), cold iron arrows (12), potions of cure moderate wounds (2) (CL 3), potions of barkskin +2 (2) (CL 3), potion of lesser restoration (CL 3), acid (5)

Abilities Str 18, Dex 14, Con 18, Int 8, Wis 12, Cha 9
SQ hold breath, illiteracy
Feats Combat Reflexes, Multiattack, Power Attack
Skills
Balance +8, Climb +11, Jump +10, Listen+ 6, Survival +6, Swim +10
Possessions
combat gear plus chain shirt, heavy steel shield, masterwork potion belt

Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

 

 

 

Tactics: The duskling party will assume anyone approaching them is likely to be hostile. If they can, the two rogues will put themselves to either side of the doorway leading into the chamber in order to gain sneak attacks. The saurial fighter will attempt to hold a position just within the doorway, and the lizardfolk will backup the saurial with the cleric further back casting spells in support.

Most of the tactics of the group are fairly straightforward, with the rogues combining to dual sneak attack whomever they can and the ranger's wolf attempting to trip whomever they attack first.

The saurial will, if possible, try to fight his way towards enemy spellcasters, to use his Mage Slayer feat, but will not risk himself unduly nor put himself out of position to defend his fellows to do so.

The lizardfolk will rage early in the combat, drinking a potion of barkskin if time allows.

Note that all of the dusklings have a blink shirt soulmeld shaped and can therefore teleport short distances at will as a standard action. They will use this ability (possibly with some essentia allocated to lengthen the distance), to harry spellcasters that seek to remain in the rear and cast spells.

The cleric is the main spellcaster of the group, and if time allows will cast whichever defensive spells seem useful, especially longterm ones such as freedom of movement and death ward. She is likely to cast wall of dispel magic at the very earliest opportunity, across the doorway (and along the wall as well) in order to cause any enemies passing into the room to lose their magic. Thereafter, she will try to use her buff spells on herself and her allies, starting with righteous wrath of the faithful, then mass conviction, and then mass resist energy or elation. After this she will begin to use offensive spells, including dimensional anchor on enemies who seem able to teleport. In a pinch, do not forget her spell-like abilities, as she can summon up a dire lion to aid in combat or a griffon or large elemental as appropriate.

If all else fails, the cleric can use her dimension door spell-like ability to attempt to flee the vault with three other Medium allies.

Developments: How this encounter with the dusklings develops depends upon how the PCs approach them. The dusklings ostensibly just want to open the magical door, get whatever great treasures are inside, and then leave. As such, their desires are not inherently incompatible with the PCs' goal.

If the PCs want to, they can simply attack the dusklings and take the orb key by main force. The dusklings will defend the orb ferociously, as they believe it is the key to a lot of important and powerful Children of the Mishtai treasure and artifacts. That said, if completely overwhelmed, they can be convinced to surrender.

However, since the dusklings are not evil and are not actually hurting anyone, good-aligned PCs especially should seek to establish a parley.

While the dusklings will assume anyone approaching them is a threat, if the PCs make their approach in a nonaggressive manner and exhort the fact that they simply want to talk, then the dusklings can be convinced warily to do so. Such a parley does not even require a Diplomacy check or the like, although such a check (or an Intimidation check) can be used to see how quickly and willingly they enter into negotiations with the PCs.

Even after the PCs begin to speak to the dusklings, the dusklings will assume the PCs are thieves come to take the treasure from them. If the theft of the orb from the dragon is mentioned, then the duskling will instead assume that the PCs are minions of or hirelings of the dragon come to take the orb and possibly slay them or bring them to the dragon for revenge. As such, the dusklings will be very wary of the PCs at all times, even after the PCs gain a measure of their trust.

In any event, if the PCs convince the dusklings that they mean them no harm and that they are simply interested in returning the orb to the dragon (and tell them why they wish to do that...although the PCs can be vague and simply say that they want to make a trade with the wyrm), then the dusklings will tell the PCs that they need the orb only for a short time, in order to penetrate the magical door. The dusklings will attempt to strike a bargain with the PCs. If they will stand down, the dusklings will use the orb to open the magical door, enter it, and once they emerge they will give the PCs the orb and both parties will be happy.

However, the dusklings will insist on certain things:

1. They must be allowed to take the orb with them into the chambers beyond the magical door. While the orb is a key to the magical door, it may also be required to unlock further barriers deeper inside the vault. As such, they will absolutely insist that the orb come with them. If the PCs worry that the dusklings will abscond with the orb while out of sight of the PCs, the dusklings will point out that the orb's only use and power is to open the way in this particular vault. As such, once the dusklings have what they came for, the orb is of absolutely no use to them and they would prefer that it be returned to the dragon so that the wyrm's wrath against them will be lessened and they don't have to worry about it coming after them one fine day many years from now.

2. The PCs cannot under any circumstances accompany the dusklings beyond the magical door. The dusklings are worried that the PCs are indeed after the vault treasure and that the PCs will "allow" the dusklings to locate the treasure and then attack them and steal it all for themselves. The dusklings will instead propose that the PCs wait in this chamber for 24 hours. If the dusklings have not returned by then, then the PCs can assume something horrible has happened and they can decide them whether to enter the magical doorway and recover the orb for themselves or not.

The above two points are absolutely not negotiable. The dusklings will not waver for the practical reasons already given, and the remainder of the scenario hinges upon the above two points being in effect. Nevertheless, brief allowance has been made should the PCs accompany the dusklings into the magical doorway, just in case they use magical persuasion or the like to compel the dusklings to comply.

The PCs are very likely, at some point, to ask the dusklings what they seek in the vault. The dusklings are very wary on this point, because they do not wish to divulge to the PCs the extent of the treasure that they believe is likely within the vault. As such, they will simply say that there are important historical relics and lore within that relate to the ancient glory days of the Children of the Mishtai. If pressed, they will admit there is probably some treasure and magic within as well, but they will attempt to downplay this point as much as possible, despite the fact that they all believe there is much wealth and power within, instead playing up the fact that the vault is rumoured to be Klashkaln's own store and that there could be clues to the mishtai's disappearance and possible means to return to Sazhansiir!

If the PCs will not agree to the above terms, then the DM will have to adjudicate the standoff. The PCs could, especially if nongood, decide to attack the duskling party, take the orb, use it to penetrate the magical door to steal the treasure for themselves, and then return the orb to the dragon. They could do this...but they will have to pay the price!

If the duskling encounter with the PCs used up even minimal resources (like spells), then the dusklings will insist on resting another 24 hours to regain spells and the like. They will ask that the PCs rest in a separate chamber unless their attitude was made friendly or helpful, in which case they will allow the PCs to encamp in area 8, though they will still be wary and post three watches of 2 persons each.

The Magical Door:

The door has already been described in area 8 above, as well the means to open it. The door or plug is actually a mystical seal that was used to imprison a trio of cornugon devils that had accompanied the Scaled One armies in their invasion of the Hurlotzin Lands.

No normal mortal means can damage the pedestal or the door. Both are protected by epic-level enchantments. A mage's disjunction spell could, in theory, open the door without doing the ritual or using the orb key using the same percentage chance as disjoining an artifact.

The prison beyond the door is an special piece of the Material Plane that has been warped in on itself and "pinched off" into its own separate reality. As such, it is treated for all purposes as if it were another plane. Furthermore, powerful ancient wards and forbiddances have been placed around the prison. All attempts to enter the doorway by any means other than conducting the proper ritual and using the orb key to open the plug and then walking through the doorway will fail. This includes attempts to scry or see within the chamber, as well as attempts to teleport or plane shift or go ethereal (even if the plug is opened). The chamber beyond the door is not physically located behind the northern wall of area 8. Therefore, attempting to dig or travel through the northern wall to penetrate into the chamber beyond the plug will reveal nothing but solid earth. Should the wall be dismantled around the plug, the plug would remain hovering in midair precisely where it is now!

No sound or magical effects can pierce the doorway. Spells like status or telepathic bond, even if they work across planes, cannot function between within and without.

Even more, the ancients wanted the Scaled Ones to have no knowledge of the location of the imprisoned fiends, and so set powerful epic-level anti-divination wards upon the prison. For the purposes of this scenario, any divination spells or abilities used to attempt to divine what is beyond the door, or whether it would be dangerous to enter the doorway, will come up with inconclusive results unless a secret DC 33 caster level check is made by the DM (this represents the wards cast at CL 22). So, a 13th level cleric attempting an augury spell concerning opening the plug would have a 5% chance of piercing the ward. Then, of course, the normal percentage chances for a correct reading would still have to be determined. This protection against divination occurs for all such spells, even if cast within the passages beyond the door. Thus, a locate object cast by the PCs even after stepping through the plug would require the appropriate caster level check. An ongoing divination spell (e.g. locate object) can still be cast, and will still run, but will give no results if it cannot overcome the caster level check. The check is made only once, at the intant of interaction, and if it fails that particular divinatory effect will not function inside the doorway for its entire duration. Similarly, if an already cast divination spell with a duration is brought into the area beyond the doorway, an immediate caster level check is required.

In short, for all intents and purposes, the orb key will have to be used to open the door.

There is no feasible way for the PCs or duskling party to close the prison once the plug is unsealed. Reactivating the prison would require ancient rituals and lore that is unavailable to either party.

Within the prison, teleport and other spells will not function, nor will any spell that requires access to another plane of existence, including summoning and calling spells. Creatures conjured or summoned will disappear upon entering the doorway, though called creatures can enter if called outside the doorway.

Beyond the Doorway (EL 18 or 19):

When the door fades away, what is revealed is a misty curtain of swirling cerulean vapours. These vapours obscure sight more than 25 ft north of the doorway. Therefore, those peering into the doorway will see 25 ft of corridor amongst the cerulean swirls.

Beyond the doorway is a 20 ft wide and 20 ft tall corridor of smooth cerulean stone that heads north for 120 ft before turning to the right for 100 ft and then resuming north for another 110 ft before ending in a 60 ft by 60 ft chamber 45 ft high. Within this last chamber are set 3 large niches, in the middle of the east, west, and north walls. Each niche is blocked by a cerulean haze. The floor is engraved with glowing blue sigils that radiate overwhelming abjuration magic. A DC 30 Knowledge (arcana) check will reveal that the runes are epic level runes of imprisonment.

Within each niche is imprisoned a cornugon. The horned devils were imprisoned by their own spiked chains, which are wrapped around them. The epic magic used to imprison them required that the vehicle of their imprisonment be an item intimately tied to the fiends.

If the plug is opened, the cornugons will be released. The cerulean haze will dissapate. Their spiked chains will slough to the ground at their feet. It will take them about a minute to become oriented, and then they will seek their freedom. They will emerge from their niches and attack anyone they encounter in the chamber. Once done, they will head for the exit and into area 8 of the Vault.

Presumably, the dusklings will enter the doorway and march into the imprisonment chamber. There they will be attacked by the cornugons. The dusklings are no match for a trio of such powerful devils, and the cornugons will defeat the dusklings in 1d6+5 rounds. Given that it will take about 10 rounds to get to the final chamber (the dusklings will be going cautiously), it means that the duskling party will be defeated in 1d6+15 rounds.

The DM can assume that one of the cornugons was slain in the fight with the duskling party. The dusklings concentrated their attacks on a single cornugon, and when they had rendered it unconscious via nonlethal damage (due to its regeneration ability), the priestess cast a purified searing light spell as a coup de grace and slew the devil. Therefore, in 1d6+20 rounds after the plug is removed the remaining 2 cornugons will emerge from the doorway and into area 8 of the Vault and presumbly, into the midst of the PCs!

Nevertheless, two members of the duskling party will survive the attack. Refer to Part Four below for more details.

The devils are not summoned. They were called by means of conjuration (calling) magic in ancient times and thus they are not warded by the various protection from alignment spells. They are, however, extraplanar and can be banished or dismissed with the proper spells. If they are slain or dismissed, their spiked chains will vanish to their home plane with the devils.

If the PCs accompany the dusklings into the prison, then the group as a whole will encounter all 3 horned devils and the DM should consider allowing the players to run the duskling party as well as their own PCs.

If the PCs managed to take the orb by coercion and enter the doorway by themselves, then they will encounter all 3 horned devils!

Creatures: Either 2 or 3 cornugons depending upon whether the PCs (with or without the dusklings) enter the prison or remain in area 8 of the Vault.

If the 2 cornugons emerge into area 8 of the Vault, the DM should make their apperance as dramatic and frightening as possible. The PCs will likely first notice a shape appear in the cerulean mists. The shape will quickly materialize as a size Large shape and moments thereafter the first cornugon will emerge, bloody spiked chain in one hand and the torn up half of one of the duskling's torso in the other. The fiend will absently toss aside the rent torso and come at the PCs laughing gleefully.

The sight of a single cornugon suddenly emerging is likely enough to worry the PCs. However, when a round later the second devil emerges, it will likely give the PCs (and players) coniptions!

HORNED DEVILS (CORNUGONS) (2 or 3) CR 16
LE Large outsider (evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft, see in darkness; Listen +22, Spot +22
Aura fear 5 ft (DC 23)
Languages Infernal, Celestial, Draconic, telepathy 100 ft


AC 35, touch 16, flat-footed 28
hp 172 (15 HD), regeneration 5; DR 10/good and silver
Immune fire, poison
Resist acid 10, cold 10; SR 28
Fort +16, Ref +16, Will +15

Spd 20 ft (4 squares), fly 50 ft (10 squares) (average)
Melee spiked chain +25/+20/+15 (2d6+15 plus stun) and bite +22 (2d8+5) and tail +22 (2d6+10 plus infernal wound)
Melee 2 claws +24 (2d6+10) and bite +22 (2d8+5) and tail +22 (2d6+5 plus infernal wound)
Space
10 ft; Reach 10 ft (20 ft with spiked chain)
Base Atk +15; Grp +29
Atk Options Power Attack
Special Actions Cleave, Improved Sunder
Combat Gear spiked chain
Spell-Like Abilities (CL 15):
3/day - fireball (DC 19), lightning bolt (DC 19)
At will - dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistent image (DC 21)

Abilities Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Feats Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)
Skills
Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)
Possessions
combat gear

Fear Aura (Su) A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Infernal Wound (Su)
The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Regeneration (Ex) A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Summon Devil (Sp)
Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

 

 

 

Tactics: If they have time (i.e. they are not encountered just as they emerge from their prisons), the devils will have their magic circle against good and dispel good effects active. While it can be assumed that the two surviving devils took some minor wounds against the duskling party, their regeneration ability and the fact that the duskling party would have concentrated their attacks on one devil at a time means that they will emerge against the PCs fully intact.

The devils are quite angry at having been imprisoned for such a long period of time, and while they are eager to "enjoy" the fruits of their being on the Material Plane, they are aware that their bodies are safely stowed somewhere in the netherworld and so have no fear of being defeated here, as they will simply return to their bodies.

The devils will seek to wreak revenge on the PCs, slaying as many as they can or capturing them for information and future torment. Their first action, once they have their magic circle against good and dispel good active will be to summon devils. They will not summon another horned devil, as the chance is too low and they do not wish to be indebted to one of their own kind nor tip one of their own kind that they are on the Material Plane and their bodies lie helpless somewhere in the netherworld. As such, they will attempt to sommon barbed devils first and if one fails in that then bearded devils will be attempted by the other.

If sorely pressed, the cornugons will use their persistent image spells to act as if they have called forth another one or two cornugons from the prison.

If in danger of being slain, the devils will, individually, teleport out of the Vault (assuming they are not in the prison proper) and regenerate before re-entering the fray. If they feel this tactic will not work and they are in danger of being defeated anyways, they will teleport away entirely to a location in the Quazilchatl Jungle (coincidentally, the site of the last scenario in this trilogy!), to be encountered later by the PCs.

Developments: In theory, the PCs can avoid a fight with the devil by way of bargaining. While the devils are quite angry at being imprisoned, their ire is mostly directed at the Children of the Mishtai, who imprisoned them in the first place. Having just sated their initial blood lust against the duskling party, they could be willing to talk with the PCs. However, the PCs would either have to grovel at their feet and pledge immediate loyalty to the devils (an evil act), or they would have to display enough strength to negotiate as equals or at least a credible threat to the devils and then offer them something in return for their forbearance. Depending upon what is proposed, this could be a neutral or evil act by the PCs.

For example, the PCs could explain to the devils the existence of the incarnum dragon and offer them half of his horde if they help to slay the dragon.

The precise bargains and possible twisting of oaths by the devils is left to the DM. In most cases the PCs will not bargain with the devils, but will attack.

Part Four - Endings and Beginnings

Recovering the Orb:

If the PCs have recovered the orb key, most likely by entering the prison and picking it up from the corpses of the dusklings, then they can return to the dragon. Alternatively, if they have stolen the orb or taken it from the dusklings, then they can also return to the dragon.

The dragon will honour his agreement with the PCs, being Lawful, and will ask them to wait at the doorstep (the outside shelf) to his lair while he retrieves his hidden treasure, takes the robe, and returns the remainder back to its Ethereal hiding place. He will then emerge and parley the robe for the orb. Once the transfer is made, the dragon will thank the PCs and warn them that he is aware that they know the location of his lair, and that he had better not see them again lest he assume their greed has gotten the better of them and they have attempted to steal from him. Furthermore, he will warn the PCs not to divulge the location of his lair to others. As long as the PCs are not hostile, the dragon will let them leave in peace.

Moving On:

Having now recovered the white robe of the archmage, the PCs still seek Karsus' spellbook. There are several ways the PCs can follow the trail.

1. The Saurial and Lizardfolk

Should the duskling party enter the prison and face the cornugons without the PCs present, 2 of them will survive the mauling they received. H'hestis-al the saurial and Nessta the lizardfolk will both be disabled but stabilized at -3 and -5 hit points respectively. Both can be revived by the PCs as per the normal rules. Alternatively, if either or both survive attack by the PCs, then they can be coerced or persuaded to tell what they know.

The saurial H'hestis-al is devoted to the idea of finding and returning the lost mishtai Klashkaln to Sazhansiir. He believes such a deed will not only restore the ancient lands of the Mishtai, but is the key to defeating Kyuss. He undertook this journey with the dusklings when they travelled through his people's lands en route to the Hurlotzin Lands and found out what they were seeking.

The lizardfolk Nessta was an outcast of her tribe and was dwelling with the saurials and accompanied the expedition purely for mercenary reasons.

If revived from assault by the cornugons, the two will be grateful to the PCs. H'hestis-al will expect to have his equipment returned to him, and Nessta will desire both her own and her companion lizardfolk's equipment. Neither will make a claim on the duskling's items.

H'hestis-al does not know anything about the spellbook that the PCs seek. However, interestingly enough, Nessta does. Of course, she has no way of knowing that the PCs are seeking the spellbook, and so they will have to bring up the topic.

Should the PCs ask about the spellbook, Nessta will say that she may know something of it, and will relate the following tale:

This tale has been handed down from generation to generation amongst the people of my tribe. It is said to have happened during the great chief Ulrasst's reign, which was long gone even when my greatgrandsire was but a youth.

One day there came to the tribe a great force of Scaled Ones, led by a powerful one borne on a palanquin by human slaves. The Great One assembled our tribe and demanded tribute and obeisance, so that even Ulrasst, a mighty warrior with three powerful adepts at his side had to grovel in the mud.

The Great One then held up an object in his hand. He held it up high and the object was a book of some sort. He told the tribe that the lords of the Scaled Ones sought tomes such as this. The book was very large and likely very heavy, and the lizardfolk there marveled at the ease with which the Great One maneuvered the book. He flipped it open and showed all the strange runes, writings, and diagrams within.

He then told the tribe that great power and wealth would rain upon any tribe that found another such book and informed him of it. But, said he, should any tribe find such a book and not inform him, then that tribe would die a thousand agonizing deaths and their seed would be wiped from the earth and their souls cut off from their ancestors.

He then closed the book and as he departed he told the tribe to send word of such a tome to V'ssanaqua'ss.

Our tribe has passed this tale from generation to generation, so that should such a thing be found or heard of word could be given to the Scaled Ones. But we never learned of any such tome. We never saw another like the one brought to the tribe that day long ago.

At the mention of V'ssanaqua'ss (Viss-ah-NAH-kwass), H'hestis-al will shudder, for he knows of that place, said to be the stronghold of a very powerful coven of yuan-ti...one of the centers of Scaled One power in the northern Quazilchatl Jungle. He will recommend that the PCs stay far away from that place, as it is said that a great evil originated there and its taint lingers there still to this day, centuries after the evil itself was ended.

2. Divination

Divinatory spells can help the PCs find the spellbook. Should a divination spell be cast, for example, the following could be learned:

That which you know you seek
and that which you do not
Are both at the center of evil
beneath the boughs of the east
But despair not,
for even a lowly shepherd
in rags
with only his crook
safely tends his flock

"That which you seek" refers to the spellbook.

"and that which you do not" refers to the revelations to be learned at V'ssanaqua'ss.

"the boughs of the east" refers to the easternmost jungle, the Quazilchatl.

"the center of evil" refers to V'ssanaqua'ss.

The mention of "rags" and "crook" refer to the robes and staff and is a method addressed in item 3 below.

Armed with the above cryptic verse, the PCs can do some research in a properly stocked library or consult with the Knowledge Temple or other wise men and sages to eventually learn that about V'ssanaqua'ss.

3. Sympathetic Manifestations

There are two other ways to learn the location of the spellbook.

The first is if a PC ever binds a vestige of Karsus. If so, he will receive an instant sense of longing pulling him towards the northeast of Sazhansiir. Whenever Karsus is bound, the PC can effectively follow this longing all the way to V'ssanaqua'ss.

The second is that the three tokens of Karsus were so beloved by him that when his soul was shattered and scattered into the void, some bits found their way into the three items. As such, if a PC wears the robe and, at the same time, holds the staff, he will feel a pulling similar to that described above. By wearing both items, he can locate V'ssanaqua'ss.

No matter which of these two methods is used, the person subject to the influence will also immediately, and occasionally thereafter hear the word "V'ssanaqua'ss" whispered on the edge of his hearing and will hear it in his dreams as well. The word will haunt him. Furthermore, he will infrequently gain a vision of himself making his way through thick jungle and finally breaking clear of a tangle of vines and undergrowth and seeing before him a massive city full of Scaled Ones. This vision will also haunt his dreams.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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