BARROW OF THE FORGOTTEN KING
DD1: Barrow of the Forgotten King is a DUNGEONS & DRAGONS®
adventure designed for four to six 2nd-level D&D characters.
Player characters who complete this quest should advance to 4th
or 5th level, depending on how successful they are in defeating
the evil creatures awaiting them.
WHAT YOU NEED TO PLAY
DD1: Barrow of the Forgotten King is intended for use in the
DUNGEONS & DRAGONS game. You need the Players Handbook and
Dungeon Master's Guide to play, and although this book includes
complete statistics for all the monsters, the Monster Manual
remains a helpful resource. The adventure draws material from
other D&D supplements as well, but you have all the material
needed to run the adventure in your hands right now.
PREPARATION
This adventure takes place just outside the town of Kingsholm.
Despite its pretentious name, the town is small and sleepy—or it
was, until trouble began. The player characters begin the
adventure in Kingsholm.
Whether they are native to the area or just passing through is
immaterial. The action takes place in an underground complex (an
area previously unknown to the townsfolk) located below and to the
north of Kingsholm's graveyard.
Read through the entire text to gain familiarity with the
material. This adventure has been designed specifically for
low-level characters, but it is by no means an "introductory"
adventure and assumes that you have some experience as a DM. It is
likely you'll run the adventure over several game sessions, so
prepare to run the initial encounters the first time you play. In
a four-hour game session, you should get through three to five
encounter areas. This gives you the opportunity to study upcoming
areas between sessions, so you shouldn't have to be intimately
familiar with the latter sections of this text to begin the game.
Also, take advantage of the format of this adventure: It's
presented in two parts. In the first section, the adventure is
discussed as a series of encounters that together form an
overarching storyline. The second section contains all the
tactical information you need to run the individual battles,
puzzles, and other active elements of the adventure.
USING THE FORMAT
The encounter format relies on keyed entries similar to other
published adventures. However, tactical encounters are separated
from story and roleplaying information.
Numbered, or "keyed," areas are described in the initial section
of this text. Use the keyed entries as both a summary of the
adventure and a flowchart. If a keyed entry involves combat or
some other action that places importance on position and movement,
that entry refers you to a tactical encounter.
Tactical Encounters: A tactical encounter includes a map of the
area in which the encounter takes place, notes on setting up the
encounter, monster statistics blocks, and descriptions of how the
terrain and features of the encounter affect game play. Every
aspect of an encounter need not be used—the players might not be
interested in all the details of an area. Indeed, the PCs might
avoid whole encounters, either intentionally or unwittingly.
The combat encounters in this adventure are designed for use
with D&D Miniatures. If you don't have the exact miniature to
represent a monster, or you aren't using D&D Miniatures, just
use whatever substitute you choose to run the tactical encounters.
MODIFYING THE ADVENTURE
You can modify this adventure within certain limits.
If you have higher-level D&D characters, say, 3rd- or even
4th-level characters, you might wish to go through the adventure
and advance a few monsters (particularly creatures that have class
levels). This takes a little effort, but you can adapt a few rooms
at a time between game sessions.
If you have more than six players, you might need to expand the
size of some of the encounter maps and add a few duplicate
monsters. It you are using a battle map to represent rooms, you
can redraw the maps in sketch form and finalize them at the table.
When you add monsters to an encounter, start by increasing the
number of the lowest-level monsters. In encounters where only one
monster is present, you might not need to modify the encounter at
all. It might be a little less difficult, but each of the PCs
gains fewer experience points since they are in a larger group.
This adventure is too dangerous for groups of fewer than four
characters, as well as for characters below 2nd level. Small
groups should recruit an NPC guide to fill out their ranks.
You can quickly create a 2nd-level NPC using the tables in
Chapter 4 of the Dungeon Master's Guide. Add a character who
doesn't duplicate an existing character's abilities.
ADVENTURE BACKGROUND
Kingsholm lies at the base of a series of rolling foothills. No
one knows how long the community has existed; Ian Turbrand, the
owner of the Coronet and Cabbage Inn, insists that someone from
his family has run the hostelry for more than three hundred years.
Kingsholm appears much like every other town in the land, with one
exception—its graveyard.
Built on and in the nearby hills, the graveyard has existed for
centuries. Some townsfolk believe the graveyard predates the
community, and nearly all the people living in Kingsholm evince a
particular pride in that fact. Prominent individuals who die in
Kingsholm have the honor of being interred in the graveyard's
mausoleum, the centerpiece of the graveyard. Kingsholm's
guards—known as sentinels— patrol the graveyard almost as
frequently as they patrol the community's streets.
The most notable feature of the graveyard actually lies a little
over a mile north of the town, high up in the hills. There stands
the statue of an ancient king. No one in Kingsholm knows who he
was or why the statue was erected there, but the townsfolk live in
awe of the monument. Indeed, while the common folk have no fear of
their maintained graveyard, few venture up to visit the forgotten
king.
WHAT THE PCS KNOW
Two days ago, a family of mourners ventured up into the graveyard
and didn't return. A pair of sentinels investigated, but these
guards vanished as well. The townsfolk are in a panic. They've
always heard rumors of disturbances in graveyards and tombs, but
never has such misfortune struck in their town. They look to the
player characters for aid.
WHAT THE PCS DON'T KNOW
An evil organization known as the Vanguard of Sertrous discovered
that hidden deep below the statue of the forgotten king in the
foothills north of Kingsholm is a cache of powerful magic weapons.
It also learned of a legend surrounding the forgotten king—"The
king shall rise again to defend the land." So the Vanguard decided
to take the king's treasures and his bones, the former for obvious
reasons and the latter to pervert the prophecy to its own wicked
ends.
Xeron: This yuan-ti sorcerer is an initiate of the Vanguard.
Raiding the barrow of the forgotten king is his first major
mission for that group. The Vanguard ordered Xeron to go into the
gravesite from above and investigate the whole complex, except for
the mausoleum on the surface, and to leave no chance of
overlooking a valuable item or piece of lore. Xeron brought his
halfling apprentice, a pet choker, and a loyal runehound with him,
along with a human henchman named Teryl and a female half-elf
named Leera whom Teryl claimed was good at history.
Other Robbers: In the event that Xeron encountered resistance
within the underground chambers, the Vanguard provided him with a
band of laborers and mercenaries, led by a hobgoblin cleric of
Hextor named Krootad. Krootad's group was originally made up of
two wolf skeletons and an ogre zombie, along with a few hobgoblin
fighters, a hobgoblin wererat rogue, a goblin rogue, and several
varags.
The Mission:
Xeron had strict orders—under no circumstances was he to attract
the attention of the locals.
So, the yuan-ti instructed the laborers and mercenaries to
quietly dig a shaft that led below the statue of the forgotten
king. It took the tomb robbers days to dig down to the underground
complex, but they were successful. Xeron then began exploring the
entire site, venturing first toward Kingsholm's graveyard.
Xeron lost some of his control on the group when the varags
began to loot the vaults for whatever treasure they could find.
Contrary to the yuan-ti's orders, Krootad and the mercenaries went
all the way to the mausoleum in search of valuables. There,
mourners from Kingsholm stumbled upon the robbers. His allies
killed the commoners quickly and easily, but Xeron realized that
it was only a matter of time before someone missed the slain
people. He instructed Krootad to set up "discouragement" for those
who might investigate, so the cleric animated some of the old
skeletons and fresh corpses in the mausoleum. Then, instead of
killing a farm girl whom he knew was still hiding in one of the
vaults, Xeron had her sealed in. He hoped that releasing the girl
and taking care of her would slow any pursuers who had managed to
defeat the undead.
Xeron then turned the tomb robbers' attention back to their
mission, promising richer loot elsewhere. As they delved deeper
into the complex, the robbers' progress slowed considerably. Magic
and traps protected chambers deeper in the tomb. As a result, the
robbers suffered injuries and had to stop to recuperate before
moving on.
Enter the PCs: By the time this adventure begins, Xeron and his
allies are only creeping along through the tomb. As time wears on,
the robbers suffer more casualties, and the yuan-ti's relationship
with the mercenaries becomes strained.
Krootad splits from the group to animate more dead to slow
pursuers, which doesn't help matters, since only the hobgoblin
fighters seem willing to follow Xeron's orders.
Now the PCs have a good opportunity to catch Xeron before he
accomplishes his goals. As the tomb takes its toll on the robbers,
their numbers dwindle and they spread out.
When he is finally cornered, Xeron no longer has a chance of
escaping through the tunnel his forces dug. Instead, he resorts to
breaking into a secret tunnel that leads out of the king's tomb—a
tunnel the Vanguard had instructed him not to use. This turn of
events gives the PCs the clue they need to pursue the king's bones
further. (This secret tunnel does not play a role in this
adventure, but it serves as the entry point for this adventure's
successor, DD2: The Sinister Spire.)
ADVENTURE SYNOPSIS
After agreeing to investigate the disturbance in the graveyard
(see Adventure Starts), the player characters find themselves in
one fight after another as they descend from Kingsholm's
graveyard into the catacombs beneath. In a way, each step brings
them farther into the past as they explore the barrow of the
forgotten king.
When the PCs investigate the graveyard, they come upon the large
mausoleum built into one of the northern hillocks. The PCs
discover the remains of the town's guards and encounter undead
creatures, as well as their first puzzle.
Also evident is the fact that someone else has been to the
graveyard before the characters—someone who killed the guards and
animated the undead.
As they descend, the PCs begin to encounter earth-dwelling
creatures awakened by the disturbances. They have their first
battles with Xeron's tomb robbers. They also come across a couple
of transitional areas that contain dangers unrelated to the tomb
robbers' invasion of the Kingsholm graveyard.
In a magic labyrinth, the PCs must either search for a way
through or give up their quest. Here, they encounter creatures of
both good and neutral alignment. If they are careful, they might
find a few temporary allies here. At the end of the labyrinth, the
PCs have a chance to learn more about the tomb robbers and their
mission.
The PCs next arrive in a false tomb. When the tomb robbers
reached this area, they believed they'd discovered the end of
their quest. Instead, they awakened a great evil and barely
escaped it. The PCs have to deal with that evil, along with other
dangers. Here, they discover much about the legend of the
forgotten king.
A climactic encounter takes place in the king's tomb.
Here, the PCs discover that the tomb robbers have fulfilled
their objective, but not all have escaped. Knowing they were being
pursued, Xeron forced his remaining minions to open a passage into
the Underdark in a desperate attempt to avoid capture. His plan
almost succeeded. Xeron battles the PCs to the death while some of
the Vanguard's minions escape into the passage below.
At the end of the adventure, the PCs learn of the Vanguard of
Sertrous and gain at least one legendary weapon that once belonged
to the forgotten king. They also learn of the legend of the king's
possible resurrection, though they don't yet know if it is true.
Additionally, they gain an opening into a whole new world (the
Underdark) and the adventure waiting there.
ADVENTURE STARTS
Characters can become involved in this adventure in a number of
ways. Feel free to use one, some, or all of the hooks suggested
here.
Adventurers for Hire: Not only is Ian Turbrand the owner of the
Coronet and Cabbage Inn, but he is also a councilor in the town
and the richest person in it. He has a vested interest in solving
Kingsholm's problem, and this is the default hook for the PCs.
The Legend: One of the PCs—someone who has Knowledge (local),
Knowledge (history), bardic knowledge, or a similar class
feature—has heard the legend of the forgotten king. That character
heard that somewhere near Kingsholm lies an ancient overlord
resting with his servants and all their treasure. The PC might
wonder if the disturbance in the graveyard has anything to do with
the legend.
Lost Friend or Missing Relative: One or more of the lost
mourners is a friend or relative of one or more PCs. This hook
allows for a "happy ending" alternative. The characters might find
the NPC, still alive, hiding in one of the vaults in area 2 of the
mausoleum, as Tyra Rostoy is in the original version of this
adventure.
THE NEED FOR HEROES
Kingsholm has armed guards and presumably some hale and hearty
townsfolk. Why don't they investigate the tombs themselves? The
answer is simple: They're terrified. Not in living memory (and
some of the townsfolk are dwarves) has any disturbance happened in
the graveyard of Kingsholm.
Townsfolk believe the area to be blessed, and they believe their
town has been protected by its proximity to the statue of the
forgotten king. Now, suddenly, that immunity is gone.
They look to others—those with at least a little adventuring
experience—to investigate the disturbance and tell them that
everything will be all right.
THE
TOWN OF Kingsholm
The Adventure Begins
As the player characters relax in the Coronet and Cabbage Inn, a
commotion arises from the back room. The innkeeper, a woman
dressed in the uniform of a town guard, and a prosperous-looking
human stride through the doorway and into the common room.
Unswervingly, the innkeeper walks up to the PCs' table.
When Ian speaks, read: "Are you mercenaries?" the big man
asks. He glares at you with dark eyes as if challenging you to
deny it. "Are you adventurers? We need brave and capable folk,
right now, and we're willing to pay!" Regardless of the PCs'
answer, Ian believes them to be for hire and continues in his
direct way.
When Ian continues, read: "Malia says we have trouble up in
the old graveyard," the innkeeper continues, indicating the
woman in uniform. She looks uncomfortable, and you sense fear
from all the onlookers. "We need your help, and we need it now!"
If the PCs respond encouragingly, create a dialogue among Ian
Turbrand, the Captain Malia Desarna, and the dwarf merchant Gran
Stoutbrace. Over the course of the conversation, the PCs should
find out some or all of the following information.
The townsfolk freely talk about any of the three main points.
Subpoints, bulleted beneath main points, should come up only as
part of the discussion and aren't offered immediately.
1. Three locals went up to
the graveyard the day before last to prepare a recently deceased
member of their family for interment in the graveyard's mausoleum.
The family (a mother, father, and daughter) did not return. When
the family's servants reported them missing, two sentinels (town
guards) went to investigate and didn't return, either. Malia is
reluctant to send any more sentinels
- • The missing locals were all human.
- • Their names are Desiree, Morgan, and Tyra,
respectively. Their family name is Rostoy. A survivor name
is Gunar, and he is Morgan's father.
- • Morgan and Desiree own a large farm on the prairie south of
Kingsholm.
- • The family was well liked by everyone.
- • Only prominent citizens of the town are interred in the
mausoleum. Most are buried at the base of the hills that extend
to the north of the sprawling graveyard.
- • Virtually all Ian's ancestors have been interred in the
mausoleum at on time or another.
2. The missing sentinels, a
dwarf man named Dornal and a human woman named Zeera, are trained
warriors that Malia trusts to do their job.
- • The sentinels are not as competent as professional soldiers
or mercenaries.
- • Malia is the most experienced.
- • Kingsholm has only 3 sentinels, counting Dornal and Zeera.
3.. No trouble of any kind has
occurred in the graveyard for as long as the townsfolk can
remember.
- • Legends about the graveyard are positive ones about
protective spirits and eternal rest.
- • Wolves and other creatures live in the hills north of the
graveyard, but the high fence, the regular patrols, and the lack
of prey keep them out.
- • The mausoleum is kept locked, though the sentinels all have
keys to the main doors, as do Ian Turbrand and other prominent
citizens, including the Rostoy s.
Ian Turbrand, on behalf of the town, offers the PCs 50 gp apiece
to investigate the disappearance of the Rostoy and the sentinels.
If they go up to the mausoleum, explore the area, and find out
what happened, Turbrand promises to reward them.
TRAVELING COMPANIONS (Not Used)
If you want to change the dynamic of the adventure (or maybe
just give the PCs a little help), you could turn any or the NPCs
mentioned in the early part of this book into a c tive members
or the party.
Perhaps the most obvious choice for a role of this sort is
Kethra Tims, the half-elf mentioned above. A s a 3rd-level
expert with (let's say) an Intelligence of 16, she could have a
modifier or as high as + 9 in several pertinent Knowledge skills
(arcana, dungeoneering, architecture)—and that might make her
handy to have around when the characters are faced with the
puzzle in the Beholder Room (area 4 ) .
Even though Malia is reluctant to send more sentinels into
the mausoleum, she won't see the PCs off on their mission
without providing them some firepower it they really need it, in
the form or one or more sentinels who are either 1st- level
warriors or 1st-level rangers.
Of the townsfolk mentioned in the sidebar on page 5, Banjatha
Minwitten is one who might come forward to join the
team—particularly it her skills as a diviner might help the PCs in
the early going (detect secret doors is among her spells
prepared). Banjatha is glad to be or assistance, but not foolish:
When her spells are gone, she bids the adventurers good luck,
doubles back on her path, and heads for home.
"I'll pay you an additional five times that amount to go into
the mausoleum and catch or destroy whoever or whatever defiled the
place. That's a total of 300 gold pieces each for the deed."
INVESTIGATING FURTHER
If the PCs agree to help the people of Kingsholm but do not rush
right up to the graveyard (as the villagers would like them to
do), they can question a few of the prominent citizens. Have the
PCs make Gather Information checks to discover the following
information. Roll for each item of information once; if the PCs
fail to beat the indicated DC, move on to the next one until
you've finished. Each bit of information comes from an NPC who
imparts the information to the curious character.
Divine Assistance (DC 0):
The town has a cleric, though the townsfolk appear loath to
discuss him. Hergon Hilltopple is a servant of Chauntia. He has
operated in the community as its sole healer and priest for just
over a year, since the old cleric passed away and her chief
acolyte departed for a larger church to the west. Hergon is
capable and has healed many of the villagers at one time or
another, but neither Ian nor Gran trusts her. If the PCs come back
from the graveyard injured or otherwise in need of a cleric, the
townsfolk immediately call for Hergon. The citizens might be
suspicious, but they aren't fools.
The Town's History (DC 15):
Kethra Tims (female halfelf expert 3) came to Kingsholm because of
the interesting statue to the north. She knows that it is the
giant statue of a great king, but no one seems to know who the
king was or why a statue of him is here. Kethra also knows that
the graveyard's existence predates the town.
The Size of the Graveyard (DC 15):
Gran Stoutbrace has ancestors who used to live in the mountains to
the north ("back before the silver played out, many, many years
ago").
He remembers hearing from his father about a series of tunnels
under the hills.
Keys and Maps (DC 20):
While it might come up in casual discussion, the townsfolk don't
make much of the fact that the sentinels have keys to rooms 1
through 3 in the mausoleum and that either Ian or Malia could draw
the PCs a map of those areas. If the PCs discover this, they must
succeed on a DC 20 Diplomacy check to convince either of those
worthies to assist them in these ways. After all, Ian and Malia
don't really know the PCs and have always been concerned about
grave robbers who might take advantage of the town. Neither of
these two knows the secret of the Beholder Room (area 4), nor have
they gone beyond it.
Malia accompanies the player characters as far as the well
maintained graveyard's entrance. She isn't willing to go farther.
As the PCs approach the graveyard, read: Ivy winds its way up
the iron bars of the cemetery gate. No rust discolors the black
metal, and flowers blossom near the wall. Beyond that wall, you
see a gravel walkway that weaves its way up through groomed grass
and white tombstones. A few statues rise up along the hillside,
their gray features gleaming in the sun.
"That's not good," says Malia. "The gate is open."
THE MAUSOLEUM
The centerpiece of Kingsholm's ancient graveyard is the
mausoleum. Built long before Kingsholm grew up near this site, the
mausoleum has become a landmark of the community, and the
townsfolk take pride in its care and upkeep.
Despite their regard for the edifice, the townsfolk know little
of its history, and none know that the historic structure Stands
above an even more ancient underground complex.
As the PCs explore the mausoleum and the catacombs below, they
find out more about the Kingsholm complex than anyone in the town
has known in centuries.
As the PCs follow the gravel path up to the mausoleum, a
successful DC 15 Spot check is sufficient for them to notice
that the gravel has been stirred up near the structure, as if
someone began to run there. A DC 15 Survival check successfully
made by a character who has the Track feat reveals that two
booted figures, one slightly smaller than the other, did the
running.
As the PCs approach the mausoleum, read: The graveyard appears
old but lovingly cared for. Fresh gravel covers the path and
flowers, not weeds, grow beside the tombstones.
FEATURES OF THE AREA
The area has the following features.
- Gravestones: A square that contains a gravestone costs 2
squares or movement to enter. A gravestone provides cover.
- Medium Statues: 5 feet thick; A C 4 ; hardness 8; 9 0 0 hp;
break DC 4 5 ; Climb DC 15. It costs 2 squares or movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue.
A Medium statue provides cover. If broken, a statue fills its
square with dense rubble (see page 2 5 ) .
- Gradual Stairs: The stairs from the ground up to the
mausoleum ascends 5 feet in four wide steps. Creatures gain a +
1 bonus on melee attach rolls against foes lower than them.
- Bodies: The dwarf male was Dornal, and the human female was
Zeera. Anyone who succeeds on a DC 15 Heal check can see they
didn't die from being mauled by the wolves. One was bludgeoned
to death, and the other was shot with arrows. The shafts broke
off after the wolves began eating the bodies. Their armor
tattered, the sentinels otherwise carry a spear, a sling, and 10
bullets each.
- Stone Double Doors: The stone double doors that lead into the
mausoleum are open and unlocked.
- Illumination: Within the mausoleum, daylight provides bright
illumination. If it's dark outside, it's also dark inside.
- Blood Trail: A trail of blood leads back into the mauso- Leum
all the way through the entry area and back to the closed door
to the north. A successful DC 10 Survival check is sufficient
for someone who has the Track feat to tell the bodies were
dragged out of the mausoleum by the wolves.
- A successful DC 15 Survival check made by the tracker reveals
that the sentinels fought a battle in the mausoleum.
- They didn't fight wolves, but instead engaged assailants
armed with bows and bludgeoning weapons. Wolves came later.
- A successful D C 2 0 Survival check by the tracker reveals a
partial footprint near the northern door. 1 hat footprint was
clearly made by a Medium humanoid skeleton.
- Vaults: Three rows of three vaults line each or the east and
west walls, each vault door neatly engraved with a name.
- If the PCs open and loot all the vaults, they find a few
pieces of jewelry ( 1 0 0 gp). The townsfolk aren't pleased if
they discover this has happened.
- Northern Door: This door to the inner tomb is not locked,
because a key still rests in the lock, a ring of eleven more
keys dangling from it. The door leads to a staircase down into
the lower mausoleum (area 2 ) .
MAUSOLEUM FEATURES
When the PCs first enter the graveyard, read: A narrow path
winds its way up the hill toward a large structure flanked by
ancient, life-sized statues of a warrior and a priest. Two
humanoids lie sprawled on the mausoleum's steps. Dark liquid
seeps out from under the bodies, and beyond them, the doors to
the mausoleum are open.
As the PCs progress through the mausoleum, they might discover
that every room signs of recent exploration — the tomb robbers
don't hide their activities when they move through an area. A
successful DC 10 Search check in any room reveals these signs, but
in some areas, the meddling is immediately obvious. A character
who has the Track feat can find fresh tracks on the dusty surfaces
with a successful DC 20 Survival check. The tracker also
recognizes that the most recent tracks lead farther into the
mausoleum, not out of it. Slightly older tracks make it clear that
the tomb robbers didn't enter from the graveyard door, but
instead they got to this area from somewhere deeper inside the
complex.
Rooms in the mausoleum have the following features in common.
- Illumination: Unless otherwise indicated, areas of the
mausoleum are dark.
- Stone Doors: 4 inches thick; hardness 8; 60 hp; break DC 28.
Listen DCs increase by 5 through a door.
- Unless otherwise specified, every door in the mausoleum is
closed and locked—DC 25 Open Lock check to open.
- Keys found on the sentinel in area 1 work in the locks of
areas 1 through 3, but no key opens the door to room 4.
- Stone Vault Doors: 8 inches thick; hardness 8; 120 hp; break
DC 28. A successful DC 15 Strength check is required to open any
of the vault doors, but none are locked.
- Walls: The walls of the mausoleum are masonry that's about 1
foot thick—hardness8, 90 hp, and break DC 35 per
10-foot-by-10-foot section. Climb DC 25.
- Ceiling: The ceilings in the mausoleum are uniformly 10 feet
high unless otherwise specified. They are too smooth to be
climbed by creatures that don't have a climb speed.
1. WOLVES AT THE DOOR
When the PCs approach the mausoleum, they immediately trigger
the tactical encounter. This encounter shows that the residents of
Kingsholm aren't as safe from the wilderness as they might have
thought. Tactical Encounter: 1. Wolves at the Door, page 22.
SETUP
As the PCs approach the mausoleum's entrance, pit their Spot
checks against the Hide checks of the wolves and worg lurking in
the graveyard. If the characters see the creatures, have them
place their miniatures at the southern edge of the map, along the
road, and place the wolf (W) and young worg (Y) miniatures as
indicated on the tactical map. If the PCs fail to see the wolves,
allow them to move up to the mausoleum steps and examine the
bodies they find there before giving the wolves a surprise round.
If the PCs spot the wolves, read: You perceive movement at the feet
of the statues. Two pairs of feral eyes gleam out at you from behind
the graven images.
Wolves'. Another darker wolf-shape roams farther away, among the
nearby gravestones.
When the PCs can clearly see the bodies, read: Two bodies, seemingly
savaged by some wild beast, lie in a pool of blood. One is a male
dwarf, and the other is a female human. Each wears the remnants of a
town sentinel's tabard. Blood spatters cover the landing and the
flagstones just inside the tomb's doorway.
When the PCs look inside the mausoleum, read: The open doors reveal
a large stone room containing a stone table and several vaults built
into the walls. Across the room you see a closed stone door. Blood
is spattered and smeared on the table, walls, and floor.
Warg Pack
1 - 4d10+4=18 2-
4d10+4=24 3 -
4d10+4=20 4 -
4d10+4=26 5 -
4d10+4=22
6 - 4d10+4=28 7 -
4d10+4=30 8 -
4d10+4=34 9 -
4d10+4=22 -
4d10+4=21
10Worg- Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3)
|
13 (+1) |
13 (+1) |
7 (−2) |
11 (+0) |
8 (−1) |
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
A worg is an evil predator that delights in hunting and devouring
creatures weaker than itself. Cunning and malevolent, worgs roam
across the remote wilderness or are raised by goblins and
hobgoblins. Those creatures use worgs as mounts, but a worg will
turn on its rider if it feels mistreated or malnourished. Worgs
speak in their own language and Goblin, and a few learn to speak
Common as well.
If the worg hits with a bite attack, it can attempt to trip the
opponent (+2 check modifier) as a free action without making a touch
attack or provoking attacks of opportunity. If the attempt fails,
the opponent cannot react to trip the worg.
2. LOWER MAUSOLEUM
When the PCs arrive on the landing, read: lit torches
illuminate this chamber. From the landing you now stand upon, a
shallow staircase leads down into a room obviously designed to
allow corpses to be prepared for burial.
SETUP
Have the players arrange their miniatures in marching order on the
narrow staircase. When the PCs descend the stairs, allow them to
attempt DC 15 Spot checks. Those who succeed can tell that the
corpse on the floor nearest the stairs and the one closest to them
on the first table to the west, as well as the other marked as a
zombie (Z), appear fresh and not prepared for burial. When you
describe the zombies' attack, be sure to describe them as fresh
corpses, one a middle-aged man with graying black hair and a long
mustache, the other an old man with a bald pate and long white
beard.
Skeletons (S) wait around the corner. They are the remains of
ancient warriors taken from the vaults in the walls.
At the bottom of that staircase is the corpse of a human woman,
crumpled and broken. The statue of some winged celestial being
overlooks the scene from its pedestal east of the stairs. Several
tables stand against the east and west walls, and all but two of
the seven have corpses on them. Farther into the chamber is a long
pile of crushed stone where somebody or something toppled and
crushed two of the tables. Aside from the one table that is beyond
that debris, the farthest features you can see are vault doors
along the north wall, a couple of which hang open, exposing the
rudely tousle.
When a PC conies within reach of a zombie, read: Suddenly, the
corpse on the nearby table swings its arm at you. Moaning
accompanies another corpse's shifting from its resting place and
shambling toward you. A clattering comes from deeper in the room.
When the PCs see the skeletons, read: The clattering comes from
animated skeletons that round the corner from the passage to the
east. All are unarmored, and each wields a bow and has a quiver at
its hip. The skeletal archers have arrows nocked, and one of those
arrows is swathed in flame.
FEATURES OF THE AREA The area has the following features.
- Illumination: Everburning torches; 2 0 feet of bright
illumination, 2 0 feet of shadowy illumination. Six of these
torches light the room, as marked on the map. Each rests in a
holder 8 feet off the floor and can be easily removed. Due to
the placement of the torches, the entire area of repose i s .
- brightly illuminated, but the hallway around the corner to
the east becomes shadowy and then dark.
- These torches belong to the citizens of Kingsholm, and those
citizens won't look kindly on the torches' permanent removal
from this site. However, the PCs are free to borrow a torch for
their mission deeper into the tomb.
- Gradual S t a i r s : The shallow staircase leading from the
foyer to the mausoleum proper descends 5 feet, but the ceiling
remains level. Creatures gain a + 1 bonus on melee attack rolls
against foes lower than them.
- Medium Statues: 5 feet thick; A C 4 ; hardness 8; 9 0 0 hp;
break DC 4 5 ; Climb D C 15. It costs 2 squares of movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue.
If broken, a statue fills its square with dense rubble (see
below).
- Dense Rubble: Squares containing dense rubble cost 2 squares
of movement to enter. Dense rubble increases the DC of Balance
and Tumble checks by 5, and it imposes a —2 penalty on Move
Silently checks. Running or charging through dense rubble is
impossible.
- Tables of Repose: When important villagers bury their dead in
the mausoleum, they first lay them to rest on one of these
tables. Here, friends and family stand watch or hold a wake
while they or hired hands prepare their loved ones for
interment. After a body has been prepared, caretakers seal it
inside one of the vaults.
- Creatures can stand in any squares that include a table, but
those squares cost 2 squares of movement to enter. A creature
can jump atop a table, gaining a + 1 bonus on melee attack rolls
against those on the floor. Doing so is automatic for someone
who takes a move action in any of a table's squares, or it can
be done as part of a larger move action with a successful DC 2 4
Jump check ( DC 1 2 with a 2 0 - f o o t running start).
- Corpses: I he corpse nearest the stairs is Desiree Rostoy .
She has been bludgeoned to death (a successful D C 15 Heal check
ascertains this fact). On the southwestern table closest to the
stairs is Morgan Rostoy , who has been animated as a zombie.
These two are easily recognized from the descriptions Ian
Turbrand gave. The other zombie is Morgan's father, Gunar.
- The other corpses in the room are wrapped in burial shrouds
that are in disarray. They have been thoroughly looted.
- Vaults: Rows of vaults containing the prepared remains of the
dead line the northern wall of this room. Five rows of three
vaults start near the floor and ascend to near the ceiling. Most
of the vaults remain sealed, but the tomb robbers opened a few,
giving each a cursory search and relieving the bodies of
valuable trinkets. The vault doors each bear a number of
engravings—names, holy symbols, family in¬ signias, and simple
decorations.
-
A successful DC 2 0 Spot check from the landing is sufficient
for a P C to see that the vault in the northwest corner has been
nailed shut with pitons. Those who search the area near the vault
can readily notice the pitons that hold the door closed, Tyra
Rostoy (female human commoner 1, 3 hp) somehow survived the
robbers' initial attack, and she crawled into this vault. The
robbers then used pitons to seal her in, according to Xeron's
orders, leaving gaps big enough to let air into the vault for her
to breathe. When she hears the PCs speaking in a "civilized"
manner, she slaps the vault door and begs to be released. Someone
who succeeds on a DC 2 2 Strength check can open the nailed vault
door in 1 minute.
Tyra is quite distressed, but she's willing to run lor Kingsholm
if the PCs don't want to take her to the Coronet and Cabbage. She
doesn't willingly look closely at any of the bodies. She's in a
state of shock and denial.
If the PCs loot ail the vaults, they find coins and jewelry
worth a total of 1 0 0 gp. Tyra, while grateful for being rescued
and wise enough not to reveal her distress at the PCs' grave
robbing while she is with them, immediately tells Ian Turbrand of
the looting when she arrives in Kingsholm.
Prominent villagers use this area to prepare the bodies of their
dead loved ones before interring them in the mausoleum.
The tomb robbers thoroughly ransacked the room, destroying several
of the tables of repose. They also forced open numerous vaults
lining the northern wall and corridor.
Just in case the townsfolk decided to investigate, the robbers left
behind two zombies and three skeletal archers to block the way.
When the PCs open the door, read: A narrow staircase descends to a
wide landing below. You can tell the landing leads to a wider room
that is lit by wavering firelight.
When the PCs start to descend to the landing, they trigger the
tactical encounter.
When the PCs see the skeletons, read: The clattering comes from
animated skeletons that round the corner from the passage to the
east. All are unarmored, and each wields a bow and has a quiver at
its hip. The skeletal archers have arrows nocked, and one of those
arrows is swathed in flame.
Zombies then simply attack whomever is nearest, staying with the
same target until that character goes down or moves farther away
than another possible target. The zombies don't leave this area
unless forced to do so.
Immediately after the zombies awaken, the skeletal archers move
around the corner and take up positions on the north side of the
rubble, making it a little more difficult for the PCs to approach
them quickly. The skeletal archers fire at the PCs, first
targeting those who are not in the melee with the zombies. Every
round, one of the skeletal archers shoots one of its +1 flaming
arrows while the others use conventional ammunition. If a PC
engages an archer in melee, that archer immediately drops its bow
and attacks with its claws.
TACTICS
The zombies were ordered to remain motionless unless approached,
and to attack the first creature that comes within reach. Doing so
counts as attacking from a prone position (-4 penalty on the
attack roll), but unless the PCs somehow detected the zombies
before they attack, the undead get a surprise round. Once the
first zombie swings at a PC, both creatures rise from their tables
and attack.
Zombies
- 3d8+9=19 -
3d8+9=18 -
3d8+9=25 -
3d8+9=17 -
3d8+9=24
- 3d8+9=17 -
3d8+9=21 -
3d8+9=26 -
3d8+9=19 -
3d8+9=21
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
13 (+1) |
6 (−2) |
16 (+3) |
3 (−4) |
6 (−2) |
5 (−3) |
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in
life but can't speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to
0 hit points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the zombie drops to 1 hit point
instead.
Slam. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning
damage.
3 SKELETAL ARCHERS
1 - 3d8+9=23 2 -
3d8+9=27 3 -
3d8+9=23 4 -
3d8+9=28 5 -
3d8+9=24
3. SIDE TOMB
This area contains older vaults, as well as the private resting
place of a wizard and his wife.
The door to this area is locked DC 20
When the PCs enter this area, read: This passage has the statue
of a human woman set in a niche on the northern wall. She is
dressed in robes, and her arms and face are held upward as if
toward the sky. On either side of her, fountains gurgle with what
appears to be fresh water.
The passage smells like rain.
Directly across the hall from the statue is a closed stone door,
and farther down the passage is an archway on the northern wall.
Beyond that archway, grave vaults like those you've seen before
occupy all sides of the passage. Many have been opened and
apparently looted.
The water in the fountains is fresh and clean, and the fountains
it churns in have faint auras if viewed using detect magic (DC 16
Spellcraft check to determine the school is conjuration). The
statue is not magical.
The door to the south is engraved with the names Verduun and
Gola Mikolos. A successful DC 25 Knowledge (history) or bardic
knowledge check identifies the pair as wizards who lived in the
Kingsholm area a century or so ago. They were fascinated with
constructs.
Other than that, the PCs have a few choices here. If they open
the door to the south, they trigger the tactical encounter. If
they bypass the southern door and proceed north, they go to area
Tactical Encounter: 3. Side Tomb, page 26.
SIDE TOMB Encounter Level 2 SETUP When the PCs open the door, the
clockwork menders remain stationary in niches on the walls (they
aren't marked on the map). Make a Hide check for the constructs,
opposed by the PCs' Spot checks. If the characters enter the room
without spotting the clockwork menders, the constructs get a
surprise round.
When the PCs can see the room, read: Three steps lead down into
what must be a private vault. A low whirring comes from somewhere
within, but it fades quickly. To the east stands the statue of a
man in robes, his eyes downcast. His marble hands hold an open
stone book.
Two plain sarcophagi are also here, their lids sealed. The stone
here gleams as if it was polished yesterday, and no sign of vermin
or dust is anywhere. Tiny niches are built into the masonry in a
sparse but orderly pattern.
When see the clockwork menders, read: Four tiny creatures flit
into the air. They look and sound like wasps, but each has a
humanlike metal face and two minuscule limbs.
4 CLOCKWORK MENDERS CR 1 hp 15 each (1 HD) LN Tiny construct
(extraplanar, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perceptipon
+1 Languages Abyssal, Celestial, Infernal (can't speak)
AC 20, Immune construct immunities
Speed 10 ft. (2 squares), fly 30 ft. (perfect);
Spring Attack Melee sting +6 (1d2-4 plus poison) Space 2-1/2 ft.;
Reach 0 ft.automatic disengage as bonus action
Poison (DC 12, 1d4 Dex/1d4 Dex) Special Actions repairing touch
Abilities Str 3, Dex 19, Con —, Int 4, Wis 12, Cha 10 SQ construct
traits, repairing touch
Hide +12, Listen +1, Spot +1 Poison (Ex) The save DC includes a +2
racial bonus.
Repairing Touch (Su) Once per day, a clockwork mender can touch
an object or construct to repair 1d8 points of damage.
TACTICS The clockwork menders use Spring Attack to swoop in and
sting, then fly away. They use the sarcophagi for cover between
their attacks, and each mender uses its repairing touch on itself
when it's wounded. All the clockwork menders fight until slain.
The menders leave this room only to attack those who attack them
from the hall. However, if the PCs retreat, the menders shut the
stone door behind them. One flies into a hole in the wall to
retrieve a key. It then relocks the door and puts the key back in
a hidden cache.
4. BEHOLDER ROOM
The Kingsholm mausoleum has always connected to an older
structure that the townsfolk have assumed was the forgotten king's
tomb. Nobody in Kingsholm knows what's beyond the door to this
room.
When the PCs descend the stairs, read: The color of the
stone here is a darker gray, and the shape of the blocks making
up the walls changes. Two small staircases descend to a stone
door that has a strange image engraved on it.
A character who makes a successful DC 15 Knowledge (architecture
and engineering) check or a successful DC 10 Search check using
stonecunning knows this structure is older than the other areas of
the mausoleum. The masonry is ancient work, obviously carved with
far more care than the rest of the tomb. The work is probably of
dwarven manufacture.
The door is locked by a permanent arcane lock. It radiates a
moderate aura if viewed using detect magic (DC 20 Spellcraft check
to determine the school is illusion). It displays a meaningless
decorative image if scrutinized by a non-good character who fails
a DC 17 Will save.
A good character, or a character who uses read magic, sees the
true image on the door. Show such characters the illustration on
page 27 as they approach the door.
THE DOOR
The image graven into the door of this room is depicted on the
previous page.
This image is related to solving a puzzle that awaits the
characters. It shows the correct placement of all the images that
describe the eye rays of a beholder, and it has five bits of verse
that serve as clues about how to find the way out of the room.
The tactical map depicts a central eye ringed by a series of
numbered squares in a clockwise sequence. Currently the sequence
is out of order— it reads 1-2-6-3-4-5-7-8-9-10.
If the PCs pick up tiles from the misnumbered squares and place
them on their correct squares, they discover how to exit this
room. The image on the door shows the proper order, counting
clockwise from the bottom left symbol (slow) and assuming the
disappearing man struck by a ray (disintegrate) as the seventh
square.
SETUP After the PCs enter the room, describe the overall area.
Describe the tiles on the floor as the PCs become able to see
and examine them. When a character moves adjacent a square
containing a tile, describe the appearance of that tile before
continuing with other actions. If a character moves onto the eye
square or a numbered square (see the map), an effect is triggered
that might be harmful, helpful, or a clue to solving the puzzle.
When the PCs open the door, read: Magical white light suddenly
illuminates a wide room that's divided into four distinct areas.
Each area is roughly octagonal and roughly the same size. The
ceiling in each of these areas is vaulted and about 20 feet high
at the apex. A stylized symbol of an eye adorns the center of the
tiled floor in the central section of the room.
The Verses on the Door
The engraved symbols on the door serve as a set of clues to help
the characters eliminate the tiles that do not help to get them
out of the room. Beginning with the central eye, each bit of verse
refers to two of the tiles and suggests that neither of those
tiles is the key to discovering the exit.
For instance, the first stanza mentions the eye's dispel magic
effect ("Magic dies") and the tile on the first square
representing the slow ability ("Fast men slow"). The start of the
fifth stanza mentions the tile on the ninth square representing
the charm monster ability ("Enemy friend") and the tile on the
tenth square representing inflict moderate wounds ("Painful
wound").
The only tile not included in this verse structure is the one
mentioned at the end of the fifth stanza ("Oblivion aids")—which
represents disintegrate (the seventh square).
This is the square where the secret exit out of this room is
located.
THE PUZZLE
Each of the numbered squares on the map contains a tile with a
special symbol. At the start of the encounter, four of the tiles
are not in their correct locations (the places indicated for them
on the image engraved into the door).
When the PCs enter, the tiles in the third, fourth, fifth, and
sixth squares are misplaced (as described in Features of the
Area). When a character moves into one of these squares, he can
pick up the tile the square contains. Switching two tiles is
accomplished by picking up one tile and putting it down in place
of one of the other movable tiles.
If the characters correctly place the misplaced tiles into their
proper squares, a secret door is revealed in square 7 that opens
onto a descending ladder.
A character who moves into any other numbered square or the eye
square is targeted by a magical effect, as described in Features
of the Area.
THE CLUES
After you show the players the illustration, give them an
opportunity to solve the puzzle by exploring and asking questions,
allow the skill checks from the table below to acquire hints.
Skill Check DC Hint
- Knowledge (architecture) 15 This room is some sort of complex
key to opening a way deeper into the mausoleum.
- Knowledge (dungeoneering) 18 This puzzle seems to be modeled
after a beholder and its eyes.
- Knowledge (dungeoneering) 23 Tell what one of the beholder's
eye rays does per successful check.
- Knowledge (arcana) 15 The symbols on the floor correspond to
the door engraving and its verse.
- Knowledge (arcana) 15 Tell how one symbol corresponds to a
verse in the puzzle per successful check.
- Search 10 Four of the tiles on the floor (squares 3, 4, 5, and
6) seem as though they can be picked up and moved. The others
are engraved into the floor.
- Search 25 Beneath the tile in the center of the northern
chamber is a secret door.
FEATURES OF THE AREA The area has the following features.
Detect Magic: The whole room radiates a strong aura if viewed
using detect magic, but the school can't be determined since so
much magic is interacting here.
Eye—Dispel Magic: The central eye uses dispel magic on any
creature that moves onto it. This automatically dispels any of the
effects of the other tiles, presupposing the victim of another
tile can move or he moved to this square. The tile also acts as a
targeted dispel against any ongoing effects on any creature that
touches it. Roll 1d20 + 10 against each effect on the target— the
DC is the effect's caster level + 11. If the tile's check
succeeds, the targeted effect ends.
1—Slow: (Bent-over Man) A creature that moves onto this tile
must succeed on a DC 18 Will save or be able to take only a single
move action or standard action each round for 20 rounds.
Additionally, the affected creature moves at half speed and takes
a -1 penalty on attack rolls, Reflex saves, and AC.
2—Finger of Death: (Sprawled Man) A creature that moves onto
this tile must succeed on a DC 22 Fortitude save or he knocked
unconscious for 1 hour. On a successful save, the tile deals 3d6
points of nonlethal damage instead, but the target can only take
nonlethal damage equal to its hit points (and thus become
staggered) by this effect.
6—Charm Person: (Men Shaking Hands) The tile in the third square
should be moved to the sixth square. The tile currently in the
fourth square (flesh to stone) should be moved to the third
square.
3—Flesh to Stone: (Rigid Man) The tile in the fourth square
should be moved to the third square. The tile currently in the
fifth square (fear) should be moved to the fourth square.
4—Fear: (Running Man) The tile in the fifth square should he
moved to the fourth square. The tile currently in the sixth square
(telekinesis) should he moved to the fifth square.
5—Telekinesis: (Levitating Man) The tile in the sixth square
should be moved to the fifth square. The tile currently in the
third square (charm person) should be moved to the sixth square.
7—Disintegrate: (Disappearing Man Struck by Ray) This tile is
engraved on the lid to a secret door. The door can be detected by
someone who makes a successful DC 25 Search check. It can't be
opened except by solving the puzzle, but the stone that makes it
up can he broken—hardness 8, 25 hp, break DC 35. If the stone is
broken, it reappears 1 hour later, totally intact.
If the misplaced tiles are put in their proper places, a green
ray shoots from the ceiling above this square, and the floor in
this location disappears for 1 hour. Anyone standing on the square
numbered 7 when it disappears falls 10 feet into area 5 (1d6
points of damage). Beneath the floor, a ladder leads down into the
darkness. If the PCs go down and return more than an hour later,
touching the top rung of the ladder causes the beam to strike
again, removing the floor for safe passage upward.
8—Sleep: (Sleeping Man) A creature that moves onto this tile
must succeed on a DC 16 Will save or fall asleep for 20 minutes.
Creatures that have 5 or more Hit Dice are immune.
9—Charm Monster: (Man with Arms Raised) A creature that moves
onto this tile must succeed on a DC 19 Will save or attack its
nearest ally. The target continues to do so for 20 rounds, until
subdued or killed, or until no allies are within line of sight.
10—Inflict Moderate Wounds: (Bleeding Man) A creature that moves
onto this tile takes 2d8+10 points of damage (Will DC 17 half).
CONCLUSION When the PCs solve the puzzle, award them experience
points as if they had overcome an encounter with a Challenge
Rating of 2.
5. STAIRCASE
When the PCs descend the ladder from the beholder room, they find
themselves on a dark landing.
As the PCs descend, read: The ladder leads to a wide
landing, maybe 10 feet wide.
Nearby, a narrow and shallow staircase descends to another
landing that is narrower than the one you're on. It looks like the
stairs might continue beyond that.
Krootad, the hobgoblin cleric and secondary leader of the tomb
robbers, left some pets behind here. When the PCs reach and
descend the long staircase in this room, they trigger the tactical
encounter.
STAIRCASE SETUP
Show the room as the PCs discover it—some of them might still be
in area 4 while others begin their descent. Marching order is
important. When the first PC reaches the stairs just above the
second landing, allow that character a DC 10 Spot check. On a
success, the PC notices the movement of the restless Ogre Zombies
on the landing. If the character doesn't notice this, or
doesn't warn his comrades, the skeletons gain a surprise round.
Ogre Zombie
Large undead, neutral evil
Armor Class 8
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
19 (+4) |
6 (−2) |
18 (+4) |
3 (−4) |
6 (−2) |
5 (−3) |
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Giant but can't
speak
Challenge 2 (450 XP)
Undead Fortitude. If damage reduces the zombie to 0
hit points, it must make a Constitution saving throw with a DC of 5
+ the damage taken, unless the damage is radiant or from a critical
hit. On a success, the zombie drops to 1 hit point instead.
Morningstar. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage.
FEATURES OF THE AREA
Gradual Stairs: The staircases that descend 5 feet are gradual
and don't affect movement. Creatures gain a +1 bonus on melee
attack rolls against foes lower than them.
Steep Stairs: T h e long staircase that descends 10 feet is
steep. It takes 2 squares or movement to negotiate each square.
Creatures running or charging down steep stairs must succeed on a
DC 10 Balance check, ending their movement 1 d 2 x 5 feet later if
they fail. Those who fail by 5 or more fall prone and take 1d6
points or damage at the end of that movement. The DC of Tumble
checks increases by 5. Creatures gain a + 1 bonus on melee attack
rolls against foes lower than them.
At the other side of the N door of 5, a Wraith waits.
GUARDIAN TOMBS When the builders of this tomb complex buried the
forgotten king, they anticipated that his surviving enemies might
want to pillage his resting place. They built sepulchers below the
king's statue to hold the bodies of some of his dedicated
soldiers, knowing the soldiers' spirits would help protect him
even after death.
This is where the tomb robbers entered, tunneling down from the
surface. They turned south and found their way into the mausoleum.
Now, they have returned and are headed back north toward the lower
areas.
GUARDIAN TOMBS FEATURES The tomb robbers are moving through
the guardian tombs more quickly than they did through the
mausoleum. They know they're on a time limit, so Xeron is
encouraging his troops to search quickly. A successful DC 15
Search check in any room reveals these signs of humanoid passage
through the tombs, beyond those described in the encounters. A
tracker recognizes that the tracks from area 6 onward proceed
deeper into the tombs with a successful DC 20 Survival check.
Other than the polished gray stone here, the rooms in the
guardian tombs have similar features to the mausoleum unless
otherwise specified. Doors in the guardian tombs are usually
closed but unlocked.
6. SABOTAGED BRIDGE The tomb's builders built a rope bridge
across a narrow crevice here.
When the PCs open the door, read: A narrow stone landing
connects to a bridge built of rope and wood, apparently placed to
cross a natural crevice here.
Wraith -Medium undead, neutral evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
STR |
DEX |
CON |
INT |
WIS |
CHA |
6 (−2) |
16 (+3) |
16 (+3) |
12 (+1) |
14 (+2) |
15 (+2) |
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from nonmagical attacks
that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Incorporeal Movement. The wraith can move through
other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith
has disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Life Drain. Melee Weapon Attack: +6 to
hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic
damage. The target must succeed on a DC 14 Constitution saving throw
or its hit point maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid
within 10 feet of it that has been dead for no longer than 1 minute
and died violently. The target's spirit rises as a specter in the
space of its corpse or in the nearest unoccupied space. The specter
is under the wraith's control. The wraith can have no more than
seven specters under its control at one time.
The crevice is tight where it connects to this passage, and it
isn't much wider below you, though you can tell it contains some
water. Gray with age, the bridge still seems sturdy. At its far
end, perhaps 30 feet away, the bridge connects to another landing
and a wider chamber.
Xeron and his lackeys sabotaged this bridge when they crossed it
for what they intended to be their final time.
When the characters proceed across the rope bridge, they trigger
the tactical encounter.
Tactical Encounter: 6. Sabotaged Bridge, page 31.
Once the PCs reach the western landing, read: Smooth stone
littered with small bits of broken rock and dirt makes up the
floor of this chamber. The door to the northwest is shut and
intact but remnants of the south door are propped up against a
ruined frame and a badly cracked wall.
SABOTAGED BRIDGE
Encounter Level 3 SETUP Have the players arrange the miniatures
representing their characters in the order they plan to cross the
bridge.
It's important to know who's where when the bridge falls.
A flotsam ooze (F) is currently in the pool at the crevice's
bottom, having arrived through narrow cracks in the waterway. It
gets a Hide check because of its location in the water, gaining a
surprise round if the PCs don't see it before it attacks.
SABOTAGED BRIDGE From a distance, the bridge appears aged but
sturdy and made to last. It is unstable, however, and it creaks
loudly while bearing weight.
A PC can safely move across the bridge by holding on with both
hands and moving at half speed. Otherwise, crossing the bridge
requires a Balance check that has a DC of 5 per hand not used, and
a penalty of - 5 for moving at full speed. Failure by 1 to 4 means
no progress, but failure FLOTSAM OOZE CR 2 hp 17 (2 HD) N Medium
ooze (aquatic) Init +0; Senses blind, blindsight 60 ft.; Listen -
5 AC 13, touch 10, flat-footed 13; transparent Immune ooze
immunities Fort +3, Ref +0, Will - 5 Speed 10 ft. (2 squares),
swim 30 ft.
Melee slam +3 (1d6+3) Base Atk +1; Grp +7 Atk Options adhesive,
improved grab Abilities Str 14, Dex 10, Con 17, Int—, Wis 1 , Cha
1 SQ amphibious, ooze traits Feats — Skills Hide +8, Listen - 5 ,
Swim +10 Transparent (Ex) A flotsam ooze is transparent in water,
granting it total concealment (50% miss chance).
Adhesive (Ex) A flotsam ooze exudes a thick slime that acts as
an adhesive. It gains a +4 bonus on grapple checks and opposed
attack rolls to disarm an opponent.
Strong soap or lye dissolves the adhesive, and a flotsam ooze
can dissolve its adhesive at will.
The substance breaks down 5 rounds after the creature dies.
Improved Crab (Ex) To use this ability, a flotsam ooze must hit
an opponent of up to Large size with a slam attack. It can then
attempt to start a grapple as a free action without provoking
attacks of opportunity.
by 5 or more means the character slips and falls 10 feet to the
pool at the crevice's bottom (ld6 points of damage; see Pool in
Features of the Area).
When four PCs are on the bridge, or when one of them reaches the
square marked on the tactical map, the bridge's support ropes
break on the far side. A successful DC 20 Spot check (+1 to the DC
per 10 feet away) allows a PC to see the weakened ropes fraying
and pulling apart 1 round before the bridge breaks. Those who fail
to escape the bridge before it breaks are dumped into the crevice
(ld6 points of damage).
TACTICS The flotsam ooze attacks and grapples the first PC it
reaches, It then pulls the victim underwater and tries to grapple
its victim into unconsciousness or drown that character. None of
the fissures in the crevice are big enough to drag even a Tiny
creature through, so the ooze lets go of its prey and retreats
when reduced to 5 or fewer hit points.
CONCLUSION The Encounter Level is higher than the monster's
Challenge Rating because the conditions favor the ooze. Award PCs
who defeat or cleverly out-maneuver the ooze experience points as
if they overcame a CR 3 monster.
FEATURES OF THE AREA The area has the following features.
Walls: The walls of the pit are rough but slick (Climb DC 2 0 )
. Bridge supports on either side make fine spots for attaching a
grappling hook.
Pool: The pool is 4 feet deep. It costs Medium or larger
creatures 4 squares of movement to move through a square in the
pool, or they can swim if they wish. Small or smaller creatures
must swim (Swim DC 10). Water in the pool provides no defense
against attacks from the flotsam ooze, and concealment is all the
water provides to the ooze. The pool imposes a -2 circumstance
penalty on Move Silently checks. Tumbling is impossible within the
pool.
7. BROKEN CHAMBER
This chamber is where the tomb robbers originally entered the
complex.
If the PCs remove the south door from area 6, read: Shattered
stone and fresh dirt cover the slick floor of this devastated
chamber. Judging by the remnants of masonry and floor tiles, this
area was once part of the tomb complex. A rope ladder hangs near
the broken door, leading up into the darkness. Just beyond it to
the east, the slippery floor gives way to a shallow pool.
Xeron brought a pet choker with him on the mission, and he
ordered it to stay here and guard passage to the surface.
He plans on returning for the creature and the goods here as
soon as he can. When the PCs arrive, the choker is 70 feet up the
shaft to the surface. If the PCs climb the ladder or spend more
than a few rounds on the floor of the room, they trigger the
tactical encounter.
Tactical Encounter: 7 Broken Chamber
If the characters subsequently climb all the way up the ladder,
they arrive in area 8. Through the northwestern door lies area 9.
BROKEN CHAMBER
Encounter Level 2 SETUP The choker (C) sneaks down to where it can
see into the room, then it stealthily moves into position to
attack a target that appears weak. Pit the choker's Hide and Move
Silently checks against the PCs' Spot and Listen checks as the
choker moves into position. If the characters don't become aware
of the aberration, it gets a surprise round.
When the PCs see the choker, read: From the shadows, spindly
creature snarls through its oversized sharp teeth. It resembles a
hairless, carnivorous chimp that has tentaclelike limbs, each
ending in spiny, handlike appendages.
CHOKER CR 2 hp 16 (3 HD) NE Medium aberration Init +6; Senses
darkvision 60 ft.; Listen +1, Spot +1 Languages Undercommon AC 17,
touch 13, flat-footed 15 Fort +2, Ref +5, Will +4 Speed 20 ft. (4
squares), climb 10 ft.
Melee 2 tentacles +6 each (1d3+3) Base Atk +2; Grp +5 Atk
Options constrict 1d3+3, improved grab Abilities Str 16, Dex 14,
Con 13, Int 4, Wis 13, Cha 7 SQ quickness Feats Improved
InitiativeB, Lightning Reflexes, Stealthy Skills Climb +13, Hide
+10, Listen +1, Move Silently +6, Spot +1 Constrict (Ex) A choker
deals 1d3+3 points of damage with a successful grapple check, in
addition to damage from its tentacle attack. Because a choker
seizes its victim by the neck, a creature in its grasp cannot
speak or cast spells with verbal components.
Improved Grab (Ex) To use this ability, a choker must hit an
opponent of up to Large size with a tentacle attack. It can then
attempt to start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.
Quickness (Su) A choker can take an extra standard action or
move action each round.
NEGOTIATION The choker has been here a while, and it's bored and
hungry.
If the PCs spot it before it attacks, someone who speaks
Undercommon can try to talk to the creature.
Starting Attitude: Unfriendly.
Modifiers: PCs offer food (+2); PCs offer shiny baubles (+2);
PCs threaten the choker (-2).
If Unfriendly or Hostile (14 or lower): Snarls and attacks.
If Indifferent (15-24): Takes any bribe and leaves the PCs
alone. It doesn't talk further, instead climbing out of the shaft
to hide at the camp in area 8 and enjoy any loot it acquired.
If Friendly (25 or higher): Says, "Me big guard. Protect place
like Xeron said." The choker knows when the robbers arrived and
that they left a camp on the surface. It expects Xeron, whom it
can otherwise identify only as "the master," to return. The choker
knows Xeron has a "bunch of goblinses" with him, as well as some
"deaders" (undead), a human man, and a creature it calls "pretty"
(referring to Leera, whom the PCs meet in area 16). It forgets to
mention the runehound on the surface.
TACTICS The choker stays on the ceiling, trying to remain out of
the PCs' reach. It uses the shaft for cover, and retreats up the
shaft if it falls to 5 or fewer hit points.
FEATURES OF THE AREA The area has the following features.
Ceiling: The ceiling is 10 feet high, but it is so rough that
someone can climb on it (Climb DC 2 5 ) .
Dense Rubble: Squares containing dense rubble cost 2 squares or
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5, and it imposes a -2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
Pool: The pool is about 1 foot deep. It costs 2 squares of
movement to enter a square in the pool. The DC of Tumble checks in
such squares increases by 2.
Ladder and Shaft: A rope ladder ascends into a shaft in the
ceiling. See the Climb skill (PH 69) for rules on fighting while
climbing. Directly above the rope ladder, this shaft is 5 feet
wide and roughly dug. A creature within the shaft has cover from
those not in the ladder's square.
8. FORGOTTEN KING'S STATUE
The shaft to the surface is 200 feet long.
When the PCs emerge from the shaft, read: You emerge from a hole
that is surrounded by earth and rock. The ladder you're climbing
is fastened to a post just a few feet beyond the opening, near an
immense plinth of stone. Above you looms a weathered statue.
Overgrown with creeper vines, it depicts a crowned and bearded man
who is regally dressed and points his drawn sword to the east.
Some trees nearby are taller than the statue, which has no
inscription that you can see.
Xeron left a runehound to guard his band's surface entry point
into the tombs. When the PCs step into the open, they trigger the
tactical encounter.
Tactical Encounter: 8. Forgotten King's Statue, page 33.
FORGOTTEN KING'S STATUE Encounter Level 3 SETUP When the PCs
emerge on the surface, the runehound (R) guarding the clearing
spots them and rushes to attack.
When the PCs see the runehound, read: A hairless, houndlike
creature races from the undergrowth to the north, its pale skin
covered in runic patterns and glistening. Sprouting from the
center of the creature's back is a serpentine neck supporting an
eyeless head that is mostly a toothy maw too big for the
creature's body. Its squealing turns to a gurgle as it begins to
fill its maw with green bile.
TACTICS The runehound spews goo at the farthest foe. It chases,
then backs up as necessary to keep its reach advantage. When it
can do so again, it spews goo or acid. It fights until slain.
RUNEHOUND CR 3 hp 37 (5 HD); fast healing 3; DR 5/silver NE
Medium aberration Init +2; Senses blind, blindsight 500 ft.;
Listen +5 Languages understands Undercommon AC 16, touch 12,
flat-footed 14; can't be flanked Fort +4, Ref +5, Will +5 Speed 50
ft. (10 squares) Melee bite +8 (2d6+7) Ranged vile spew +5; see
text Space 5 ft.; Reach 10 ft.
Base Atk +3; Grp +8 Atk Options Combat Reflexes Abilities Str
20, Dex 14, Con 17, Int 5, Wis 12, Cha 8 Feats Combat Reflexes,
Lightning Reflexes, TrackB Skills Hide +5, Listen +5, Move
Silently +3, Survival +1, Swim +5 Vile Spew (Ex) Once every 1d4
rounds as a standard action, a runehound can spit either acid or
glutinous goo to a range of 100 feet, targeting a single opponent
and making a ranged touch attack to hit. The acid deals 5d6 points
of acid damage (Reflex DC 15 half), while the goo acts as a web
spell that affects one creature (Reflex DC 15 negates).
FEATURES OF THE AREA The area has the following features.
Ladder and Shaft: The rope ladder is connected to a pole, and it
descends into a shaft in the ground. A creature within the shaft
has cover. Someone who falls into the shaft plummets 2 0 0 feet (
2 0 d 6 points of damage), but the narrow space and the rope
ladder mean a successful DC 2 0 Climb check is sufficient for a
falling character to catch himself.
Earth Pile: It costs 2 squares of movement to enter a square
filled with debris from the digging.
This shifting earth increases the DC of Balance and Tumble
checks by 5, and it imposes a -2 penalty on Move Silently checks.
Running or charging through the pile is impossible.
Huge Statue: 15 feet thick; AC 3 : hardness 8; 2 , 7 0 0 hp;
break D C 8 5 ; Climb D C 1 5 . It costs 2 squares of movement to
enter a square containing a statue, and a creature can't end its
movement in the statue's square without climbing onto the statue.
The statue provides cover.
Trees: 2 feet thick; A C 4 ; hardness 5; 2 0 0 hp; break DC 2 5
; Climb D C 15. A creature standing in the same square as a tree
gains a + 2 bonus to Armor Class and a + 1 bonus on Reflex saves
(these bonuses don't stack with bonuses for cover that derive from
other sources).
Large Trees: 10 feet thick; A C 3 ; hardness 5; 9 0 0 hp; break
DC 4 5 , Climb DC 15. These trees have trunks that take up 4
squares. They provide cover.
Light Undergrowth: All squares covered by the tree canopy also
have light undergrowth.
A square covered with light undergrowth costs 2 squares of
movement to enter and provides concealment. Undergrowth increases
the DC of Tumble and Move Silently checks by 2. A creature with a
slashing weapon can clear a square of light undergrowth with a
full-round action.
Campsite: The remains of a campsite include a fire pit, a
cracked chest, a pile of meat, and an open barrel, The chest
contains a suit of Medium masterwork full plate armor. Rainwater
fills the barrel.
9. CENTRAL HUB
This area once served as the central building area for the
complex.
When the PCs open the door, read: Ancient frescoes decorate the
walls of this room, which might be octagonal. It's difficult to be
sure of this from your vantage point because walls partition the
room. The art is not of the sort customary for a king's tomb. Each
of the interior walls that you can see shows images of men and
women of many races carousing in a tavern. The outer walls near
you depict a gold dragon defeating a red dragon. To the right and
left are statues, one in the image of a beautiful princess and the
other shaped like a knight ready for battle, sword raised and
shield readied.
The characters can hear soft snoring by making a successful DC
16 Listen check. After the PCs have had a moment to eyeball the
room and listen, even before all of them have entered, they
trigger the tactical encounter.
When the characters have time to see the other outer walls,
those walls show a green dragon defeating a bronze dragon, and a
knight defeating a black dragon. They also find two other
statues—one of a sagacious wizard with an incredibly long beard
and another of a peasant woman with a strong, stout build and a
proud face.
Tactical Encounter: 9. Central Hub, page 34.
CENTRAL HUB Encounter Level 4 SETUP Xeron stationed two varags,
Sargus (S) and Krusis (K), a mated pair, in this room as guards.
He wanted to give the surly and charismatic Sargus something to do
away from the main group, and he knew Sargus would be more content
guarding the area with his mate. Xeron also knew the two couldn't
be relied upon to remain alert at all times, so he had Krootad
animate a dead varag as a zombie (Z). Xeron then proceeded,
locking the door to the west to make sure the varags didn't follow
him until he was ready to leave.
When the PCs arrive, the zombie moves to attack them, but the
varags are asleep. The varags awaken immediately when the fight
starts. They enter the battle 2 rounds later.
When the zombie attacks, read: A hairy, hunched humanoid that
has a face like that of a feral hobgoblin with horns that curve
away from its skull lurches around the corner of a nearby wall. It
would easily stand 7 feet tall if it weren't traveling in an
apelike manner, using its arms for additional support. Despite its
dreadful pallor and oozing wounds, it moves with amazing speed. It
wears dark leather studded with black iron, and it raises a
scimitar in one of its gnarled hands as it gurgles and charges.
When the varags attack, read: Living versions of the undead
creature you've been fighting leap into the fray. One of the
horned creatures is thickly muscled and bears two swords, one
shorter than the other.
The second creature is more slender and wields only one curved
blade. The larger one barks, "Vargyoml" (That's Goblin for "Flank
'em'.") TACTICS The zombie charges intruders, attacking the
nearest foe until that opponent falls.
Once the varags enter combat, they use Spring Attack to control
the battle, maneuvering into flanking positions whenever possible
and using the support walls to foil pursuit. Sargus uses his
Tumble skill to avoid attacks of opportunity as he tries to flank,
but he doesn't risk tumbling through an opponent's space. If the
zombie goes down, the varags synchronize their attacks, one moving
up to a PC and readying an action to attack when the other varag
moves in on the other side. That way, both varags achieve flanking
bonuses and Sargus can deal sneak attack damage.
VARAG ZOMBIE CR 2 hp 42 (6HD);DR 5/slashing NE Medium undead
(goblinoid) Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages understands Sargus's orders AC 19, touch 1 1 ,
flat-footed 18 Immune undead immunities Fort +2, Ref +3, Will +5
Speed 60 ft. (12 squares, can't run) Melee mwk scimitar +7
(1d6+3/18-20) Base Atk +3; Grp +6 Abilities Str 17, Dex 13, Con—,
Int—, Wis 10, Cha 1 SQ single actions only, undead traits Feats
Toughness Skills Listen +0, Spot +0 Possessions masterwork studded
leather, masterwork scimitar Single Actions Only (Ex) Zombies can
perform only a single move action or standard action per round. A
zombie can move up to its speed and attack in the same round if
charging.
SARGUS CR 2 hp 27 (4 HD) Male varag rogue 1 CE Medium humanoid
(goblinoid) Init +6; Senses darkvision 60 ft., scent; Listen +1,
Spot +0 Languages Goblin AC 22, touch 15, flat-footed 17 Fort +3,
Ref +10, Will +0 Speed 60 ft. (12 squares); Run, Spring Attack
Melee mwk scimitar +5 (1d6+4/18-20) and mwk short sword +5
(1d6+2/19-20) or Melee mwk scimitar +7 (1d6+4/18-20) Ranged mwk
composite shortbow +8 (1d6+4/x3) Base Atk +2; Grp +6 Atk Options
sneak attack +1d6 Combat Gear potion of cure moderate wounds
Abilities Str 18, Dex 20, Con 15, Int 6, Wis 8, Cha 12 Feats
Improved Initiative, RunB, Spring AttackB, Two- Weapon Fighting
Skills Balance +7, Jump +18, Listen +1, Move Silently +16*, Spot
+0, Survival +0 (+4 when tracking by scent), Tumble +10 *A varag
can always choose to take 10 on a Move Silently check, even if
rushed or threatened.
Possessions combat gear plus +1 studded leather, masterwork
scimitar, masterwork short sword, masterwork composite shortbow
(+4 Str bonus) with 14 arrows, 42 gp KRUSIS CR 1 hp 16 (3 HD)
Female varag CE Medium humanoid (goblinoid) Init +6; Senses
darkvision 60 ft., scent; Listen +0, Spot +0 Languages Goblin AC
18, touch 12, flat-footed 16 Fort +2, Ref +5, Will +1 Speed 60 ft.
(12 squares); Run, Spring Attack Melee mwk scimitar +6
(1d6+2/18-20) Ranged shortbow +4 (1d6/x3) Base Atk +2; Grp +4
Combat Gear 2 potions of cure light wounds Abilities Str 15, Dex
15, Con 13, Int 6, Wis 10, Cha 10 Feats Improved Initiative, RunB,
Spring AttackB, Weapon Focus (scimitar) Skills Jump +17, Listen
+0, Move Silently +13*, Spot +0, Survival +0 (+4 when tracking by
scent) *A varag can always choose to take 10 on Move Silently
checks, even if rushed or threatened.
Possessions combat gear plus masterwork studded leather,
masterwork scimitar, shortbow with 12 arrows, 15 gp
FEATURES OF THE AREA The area has the following features.
Inner Walls: 1 foot thick; hardness 8 ; 9 0 hp; break DC 3 5 ;
Climb DC 2 0 . These superior masonry walls stretch from floor to
ceiling and provide structural support to the room.
Medium Statues: 5 feet thick; A C 4 ; hardness 8; 9 0 0 hp;
break DC 4 5 ; Climb DC 15. It costs 2 squares or movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. A
Medium statue provides cover. If broken, a statue fills its square
with dense rubble (see below).
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter.
Dense rubble increases the DC of Balance and Tumble checks by 5,
and it imposes a -2 penalty on Move Silently checks. Running or
charging through dense rubble is impossible.
Varag Camp: The varag camp contains two fur pallets, a water
barrel half full of water, and a chest. Inside the chest are a few
pounds or preserved meat.
Stone Double Doors: The western double doors are locked (Open
Lock DC 2 5 to open).
10. CANAL
The northern door into this chamber is unlocked but sealed. It
takes a successful DC 28 Strength check to break it open. If the
PCs enter from the southern and unlocked door, they have to
descend a ladder 15 feet to the floor of the chamber. The sealed
door leads to a passageway and a balcony around the corner.
When the PCs can see the room, read: A balcony on the north wall
overlooks this wide room, which is lower and cooler than the
previous areas you've explored, and a steep staircase leads from
the balcony's west side into the chamber. Atop that stairway is a
closed stone door.
Swiftly flowing water runs in a canal that flows east to west
through the area, and the moisture has made the room damp, the
walls and floor slick with malodorous subterranean fungus. A
narrow bridge crosses the canal at the foot of the stairs from the
balcony. Flanking the canal on the north and south are rows of
statues depicting shieldbearing soldiers saluting with their drawn
swords. On the south side of the canal, two of the statues are
shattered.
Nearby lie the bodies of two humanoids.
If the PCs come near the canal, they trigger the tactical
encounter.
Tactical Encounter: 10. Canal, page 36.
CANAL
Encounter Level 4 SETUP When the PCs try to cross the bridge in
the room, the wounded lesser water weird (W) in the water rises
and warns them. It is invisible until it rises, and it emerges
adjacent to the bridge.
When the lesser water weird rises, read: A graceful serpent of
clear water rises from the canal, making a sound that resembles
bubbling speech. It seems to say, "More intruders. Leave this
place the way you came, or face the price of your folly, as have
those before you." NEGOTIATION The water weird doesn't immediately
attack, and it's willing to listen to the PCs. It understands all
languages.
Starting Attitude: Unfriendly.
Modifiers: PCs identify the tomb robbers as enemies (+2); PCs
threaten the weird (-4).
If Hostile (4 or lower): Attacks.
If Unfriendly (5-14): Says, "Leave now, to the east, and don't
return. This is a place of rest." It prevents the PCs from heading
north if it can.
If Indifferent (15-24): Says, "If you pursue those who have
thwarted me, good luck on your quest. Leave me." The weird
retreats into the water and allows the PCs to go wherever they
please.
If Friendly (25 or higher): As indifferent, but the weird is
willing to answer questions about itself and the tomb robbers. A
"wizard of old" summoned the weird here and bound it to guard the
bridge. It can describe Xeron as an arcane spellcaster, and it
knows a hobgoblin cleric, several "mongrels" (the weird gestures
to the dead varags—it counts Garjuk the wererat among these), and
numerous other humanoids round out Xeron's group.
TACTICS The weird can't leave the water of the canal. It begins
the fight by retreating to a position where it can't easily be
caught in melee and using its water blast. It grapples those who
do engage it in melee, dragging heavily armored foes into the
canal, where the weird hopes they won't be able to swim. If that
maneuver is successful, the weird then grapples other melee
combatants, knowing that the grappled foe's comrades might strike
their friend if they attack the weird.
LESSER WATER WEIRD CR 5 hp 23 (36 full normal; 8 HD) N Medium
elemental (extraplanar, water) Init +8; Senses darkvision 60 ft.;
Listen +8, Spot +8 Languages can communicate with any creature
that has a language AC 18, touch 14, flat-footed 14; Dodge,
Mobility Fort +6, Ref +6, Will +4 Speed swim 90 ft. (18 squares)
Melee slam +7 (1d4+1 plus 1d6 cold) Ranged water blast +10 (2d6
cold) Base Atk +6; Grp +7 Atk Options constrict 1d4+1, improved
grab, suffocate Special Actions elemental command Abilities Str
12, Dex 19, Con 1 1 , Int 12, Wis 15, Cha 11 SQ elemental
invisibility Feats Dodge, Improved Initiative, Mobility Skills
Hide +15, Listen +8, Move Silently +14, Spot +8, Swim +9 Water
Blast (Ex) A lesser water weird can blast at a range of 120 feet,
with a 30-foot range increment.
Constrict (Ex) A lesser water weird deals 1d4+1 points of damage
with a successful grapple check, in addition to damage from its
slam attack.
Elemental Command (Su) If a lesser water weird hits a water
elemental with a slam attack, that elemental must make a DC 14
Will save or succumb to the weird's control. Controlled elementals
respond explicitly to the weird's mental commands. The weird can
control any number of elementals in this way, and controlled
elementals serve the weird for 1 day, until dismissed, until the
weird dies, or until the duration of the effect that summoned them
expires.
Improved Grab (Ex) To use this ability, a lesser water weird
must hit an opponent of up to Large size with a slam attack. It
can then attempt to start a grapple as a free action without
provoking attacks of opportunity. If it wins the grapple check, it
establishes a hold and can constrict and suffocate.
Suffocate (Su) While being grappled by a lesser water weird, a
creature is deprived of air and must succeed on a DC 8
Constitution check each round. The DC increases by 1 each
subsequent round. A creature that fails the check begins to
suffocate. In the first round after a failed check, the victim
falls unconscious (0 hit points). In the following round, the
victim drops to - 1 hit points and is dying. In the third round,
the victim suffocates and dies.
Elemental Invisibility (Ex) A lesser water weird that is fully
submerged in water can become invisible as a fullround action.
True seeing reveals a weird rendered invisible in this way.
After the fight begins, the weird warns its enemies of the
condition of a PC it's suffocating. It might listen to entreaties
for a truce. A successful DC 25 Diplomacy check can accomplish
this, but the weird attacks the characters without mercy when they
next intrude on this chamber. The lesser water weird fights to the
death.
CONCLUSION Since the lesser water weird is wounded, it's worth
experience points for a CR 4 creature to a party that defeats it.
Award the same amount if the PCs deal with the weird peacefully.
FEATURES OF THE AREA The area has the following features.
Balcony: The balcony is 1 5 feet off the floor of the main room,
and a fall from it deals 1d6 points of damage. The 3-root-high
wall on the southern edge of the balcony provides cover to anyone
standing on the balcony.
Steep Stairs: It takes 2 squares of movement to enter each
square. Creatures running or charging down steep stairs must
succeed on a D C 10 Balance check, ending their movement 1 d 2 x 5
feet later if they fail. Those who fail by 5 or more fall prone
and take 1d6 points of damage at the end of that movement. The DC
of Tumble checks increases by 5.
Creatures gain a + 1 bonus on melee attack rolls against foes
lower than them.
Bridge and Floor: The stone floor is covered with patches of
damp fungus, making it slick. The slickness adds 2 to the DC of
Balance and Tumble checks. Any creature attempting to run or
charge in the room must succeed on a D C 1 0 B a l ance check or
be unable to do so, acting normally otherwise.
A successful D C 10 Search check is sufficient to notice the
slime has been disturbed in areas, and the PCs can discover tracks
in the slime in these areas. A tracker can attempt a DC 15
Survival check, success revealing that a good number of humanoids
came through this chamber from east to west, stopping to fight
something that came out of the canal. The party that made the
tracks apparently fled the room.
Canal: The clean water of the canal flows briskly from east to
west. It's 10 feet deep. Those in the canal must succeed on a DC
15 Swim check to keep from being swept eastward, and failing by 5
or more means that P C goes under (see Water action in encounter
15, page 47, or DMG 9 3 ) .
A steel grate keeps anything of Tiny or larger size from being
swept out of the room, and a similar grate allows water to flow in
from the east, The water flows into a natural passage to the west,
eventually spilling into the chasm at area 1 3 .
Medium Statues: 5 feet thick; A C 4; hardness 8 ; 9 0 0 hp;
break D C 4 5 ; Climb D C 1 5 . It costs 2 squares of movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. A
Medium statue provides cover. If broken, a statue fills its square
with dense rubble (see below).
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5, and it imposes a - 2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
Corpses: Each of these corpses appears to be a recently deceased
varag, and someone who makes a successful DC 15 Heal check can
tell they died of hypotherMalia. Each varag has masterwork studded
leather, a masterwork scimitar, a shortbow, 2 d 6 arrows, and a
satchel containing undercooked meat, a potion of cure light
wounds, and jewelry looted from the mausoleum ( 2 0 0 gp t o t a l
) . If the PCs return the mundane jewelry to the town, Ian
Turbrand rewards them with 4 0 0 gp—otherwise, the jewelry can be
sold somewhere besides Kingsholm (the townsfolk eventually
recognize heirlooms sold to them) for half its value.
11. HALL OF THE HONORED
This area contains the remains of the forgotten king's best
soldiers. It also holds a secret treasure the tomb robbers
couldn't discover, though one of them wouldn't give up.
High above Kingsholm's cemetery, hidden among the trees atop the
hill, stands a massive weather-worn statue of the forgotten king
When the PCs enter, read: This area is a hall stretching from the
southeast to the northwest. Statues along the eastern wall
represent different figures, and each one is placed in front of a
vault door. The nearest portrays a human wizard, holding her staff
aloft.
Second is a dwarf cleric brandishing a symbol of Moradin.
The third and fourth are twin elves, one an archer aiming a bow
and the other a warrior wielding a rapier and dagger.
Statues to the east and west of the northern stone door appear
to be made of black onyx. Depicting human warriors, they hold
halberds crossed over the door. A single stone door is set near
the center of the western wall.
No treasure has been interred with the honored dead in the
vaults here.
If the PCs search the room, they find little aside from obvious
evidence that many humanoids have come through this room recently,
tracking wet fungus in from area 10. A PC who has the Track feat
and succeeds on a DC 25 Survival check sees that someone recently
came back and entered the door to the southwest. That someone is
Garjuk, a hobgoblin wererat.
A few rounds after the PCs enter, give Garjuk in the western
chamber a Listen check to hear them (Listen +8)—the DC is 10 for
him if the PCs aren't trying to be quiet. (Add 1 to the Listen DCs
here for every 10 feet the listener is from the sound; see the
map.) If he hears, he hides and waits. Otherwise, anyone making a
successful DC 5 Listen check hears loud swearing from beyond the
western door. If the characters open the western door, they
trigger the tactical encounter.
The northern door out of this chamber is locked. A successful DC
30 Open Lock check is sufficient to open it, and Garjuk has the
key.
Tactical Encounter: 11. Hall of the Honored, page 38.
HALL OF THE HONORED
Encounter Level 4 SETUP Have the players arrange their miniatures
in the hallway outside the room to the southwest. As the PCs
descend into the chamber, Garjuk (G) can make Listen checks
against their Move Silently checks or a flat DC of 5. If Garjuk
hears something, he hides in the corner indicated. Otherwise, he's
standing in front of the vault door in this room.
When the PCs can see the western chamber, read: You enter a
small, clean chamber that has only two distinct features. A statue
depicting an old man in robes holding an open book stands in the
southeastern corner, just beyond a flat stone door in the south
wall.
When Garjuk attacks, read: A tall, ratlike humanoid dressed in
black leather studded with dark iron leaps from the shadows, a
black cloak and long hair trailing behind. Its rapier and
prominent fangs flash as it rushes in.
TACTICS Garjuk remains in hybrid form to fight the PCs. If he's
hiding, he sneak attacks the first PC he can. He uses his Tumble
skill to maneuver around the battlefield, trying to gain high
ground on the PCs. Using Improved Feint, he makes Bluff checks as
move actions to set up further sneak attacks. Combat Expertise is
a good way for Garjuk to add his base attack bonus to his AC if he
needs to.
If Garjuk begins his action with 10 or fewer hit points, he
takes a withdraw action and attempts to run for the door.
(He moves up to double his speed as a full-round action.
The square he starts out in is not considered threatened by
opponents he can see.) He doesn't do this if he faces the
possibility of other attacks of opportunity, but if he makes it,
he leaves the complex through the shaft in area 7. Garjuk's dire
rat form is useful for evading pursuit, since he can climb into
places PCs can't reach easily, but Garjuk avoids this form unless
he thinks he's going to die otherwise. He must drop his armor if
changes into a dire rat.
If he stands a poor chance of escaping, Garjuk tries to
surrender.
GARJUK CR 4 hp 26 (3 HD); DR 10/silver Male wererat (hobgoblin)
rogue 2 LE Medium humanoid (goblinoid, shapechanger) Init +6;
Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot
+8 Languages Common, Goblin, Yuan-Ti AC 2 1 , touch 16,
flat-footed 15 Resist evasion Fort +7, Ref +12, Will +6 Speed 30
ft. (6 squares) Melee mwk rapier +8 (1d6+1/18-20) and bite+1 (1d6
plus disease) Ranged mwk light crossbow +8 (1d8/19-20) Base Atk
+1; Grp +2 Atk Options curse of lycanthropy, sneak attack +1d6
Abilities Str 12, Dex 23, Con 18, Int 13, Wis 12, Cha 8 SQ
alternate form, rat empathy, trapfinding Feats Alertness, Combat
Expertise, Improved Feint, Iron WillB, Weapon FinesseB Skills
Balance +8, Bluff +4, Climb +4, Disable Device +6, Hide +11, Jump
+3, Listen +8, Move Silently +11, Open Locks +11 (+13 with tools),
Sense Motive +6, Spot +8, Swim +9, Tumble +11 Possessions
masterwork studded leather, masterwork rapier, masterwork light
crossbow with 6 bolts and 5 silver bolts, cloak of resistance +1,
satchel (elixir of vision, masterwork thieves' tools, food, key to
area 12), waterskin Alternate Form (Su) Garjuk can assume the form
of a hobgoblin, a bipedal ratlike human, or a dire rat.
Disease (Ex) Filth fever; bite, Fortitude DC 15, incubation
period 1d3 days, damage 1d3 Dex and 1d3 Con.
Curse of Lycanthropy (Su) Any humanoid or giant hit by a
wererat's bite attack in animal or hybrid form must succeed on a
Fortitude save (DC 15) or contract lycanthropy.
Rat Empathy (Ex) Communicate with rats and dire rats, and +4
racial bonus on Charisma-based checks against rats and dire rats.
When in dire rat form, Garjuk has the following changed
statistics: AC 19, touch 17, flat-footed 13 Speed 40 ft. (8
squares), climb 20 ft.
Melee bite +8 (1d6+1 plus disease) Ranged — Grp - 2 Skills Climb
+12, Hide +15, Jump +7 In this form, Garjuk can take 10 on Climb
checks even if rushed or threatened.
DEVELOPMENT
Garjuk feels no loyalty to Xeron or the mission, and he spills the
beans if he surrenders and he's asked. Use this section to handle
the negotiations with a captured Garjuk.
Starting Attitude: Unfriendly.
Modifiers: PCs promise to let Garjuk go after questioning him
(+2); PCs abuse Garjuk (-2).
If Hostile (4 or lower): Tries to flee. .
If Unfriendly (5-14): Tells the PCs how the tomb robbers got
into the complex through the excavation and area 7. "The two
leaders are Xeron and Krootad—one's a human sorcerer and the
others a hobgoblin priest. The rest of the crew are—or
were—varags, except or a half-elf woman, a human man, three
hobgoblin men, a little goblin, and a halfling mage. I wasn't
hired on till after the diggin' was done.
"I turned back after the rest of the crew entered a magic maze
that's a ways ahead. Don't know much more than that." If
Indifferent (15-24): Says, "Xeron's been riding us hard. He's
looking for something specific, and he suspects he's being
followed. Guess he was right.
"Krootad can animate the dead. He camped in a room ahead to
animate some more skeletons. In fact, he should be there now." If
Friendly (25 or higher): Identifies Xeron as a yuan-ti.
Says, "Listen, if you need a place to rest, we had a camp on the
surface. If you'll let me go, I'll call off the runehound Xeron
left to guard the place." If the PCs aren't interested in that
offer, Garjuk offers to help them get the drop on Krootad in area
12. He does so by announcing his presence to Krootad, allowing the
PCs a surprise round when they appear with Garjuk. Then Garjuk
flees at the first opportunity.
FEATURES OF THE AREA T h e area has the following features.
Medium Statues: 5 feet thick; A C 4 ; hardness 8; 9 0 0 hp;
break D C 4 5 ; Climb DC 1 5 . It costs 2 squares of movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. If
broken, a statue fills its square with dense rubble (see below).
Dense Rubble: Squares containing dense rubble cost 2 squares or
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5 , and it imposes a -2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
Gradual Stairs: T h e stairs down into the western chamber are
shallow and easy to maneuver on. Creatures gain a +1 bonus on
melee attack rolls against foes lower than them.
Reinforced Vault Door: 1 foot thick; hardness 8; hp 2 0 0 ;
break DC 3 0 . The door is locked with a special lock as described
below, as well as a permanent arcane lock spell. If viewed using
detect magic, the door radiates a moderate aura (DC 16 Spellcraft
check to determine the school is abjuration).
Statue of the Old Man: This Medium statue radiates a moderate
aura if viewed using detect magic (DC 2 0 Spellcraft check to
determine the school is illusion). The book's stone pages are
blank if scrutinized by a non-good character who fails a DC 1 7
Will save. A good character, or a character who uses read magic,
sees inscribed on the statue's book in Common: Two as one can win
the day, The one with two shows the way, Brave the blade to break
the seal, Twist the knife, it will reveal.
Garjuk failed the save and couldn't read the riddle. "Two as
one" refers to the twin elf statues. The "one with two" in¬
dicates the twin holding the rapier and dagger. A character who
twists the dagger in that twin's hand unlocks the vault in this
room and reveals a sarcophagus.
Sarcophagus: The sarcophagus lid looks like a sleeping woman,
and it opens easily on a swivel. Inside are items once precious to
the four heroes depicted by the statues outside in the hallway—an
ephod of authority (see sidebar, page 12), a pair of bracers of
armor + 1 , a quiver of Ehlonna, and a +1 rapier.
The sarcophagus also contains a scroll in a thick leather case.
The scroll is written in Draconic and reads, "We who rest still
long to serve. If you seek the same, take our goods and be
blessed. If greed moved this stone and not a true heart, may our
curse find you ere we awake." This final warning can be an idle
threat or one you work into your campaign based on the PCs'
actions.
12. INNER VAULT
Built as a resting place for more of the forgotten king's trusted
soldiers, this quiet room has been defiled by Krootad, a hobgoblin
cleric who is one of the tomb robbers' leaders.
When the PCs enter, read: A wide hallway stretches north and
south here. Each end of the passage is a blank wall, although the
northern part of each end appears to be an opening.
If the PCs go east, read: A ladder of iron rungs leads down to a
wide hall occupied by four grim statues of men in black armor,
each holding a shield in front of his legs and feet. In the far
northeast corner of this landing is a statue of a minotaur holding
a longspear, the haft resting on the ground and the tip affixed to
the ceiling. Vault doors behind each of the statues hang ajar. On
the opposite wall, engravings depict a battle between humanoid
armies. The passage seems to continue to the west around a corner.
If the PCs go west, read: The hall ends at a ladder of iron
rungs leading down to a narrow hallway that runs north. Scenes of
battle are engraved on the wall. The passage seems to continue to
the east around a corner.
Krootad is in the inner room preparing more surprises for those
following the tomb robbers. Because he rested here before
animating the dead, he has taken too long, and the party has
caught up to him.
When the PCs descend either ladder, they trigger the tactical
encounter.
Tactical Encounter: 12. Inner Vault, page 40.
TRANSITIONAL AREA The first of the transitional areas begins
right at the end of the 60-foot ladder from area 12.
Alternatively, you can insert a few random caverns and caves here,
giving the PCs an opportunity to rest and plan. If they took
advantage of the dragon fountain in area 12, they might not even
need to rest.
INNER VAULT
Encounter Level 6 SETUP Once the PCs enter the room, anyone who
succeeds on a DC 15 Listen check can hear the clink of Krootad's
(K) armor as he walks slowly, and the murmuring of his unholy
prayers to Hextor. Increase the DC by 1 for every 10 feet the PCs
are from Krootad. Krootad might hear the characters as well, and
he gets a Listen check opposed by their Move Silently check
results or a DC of 15 +1 per 10 feet he is from them. He receives
a - 2 penalty on his check because he's distracted. Even if
Krootad hears the PCs, he has to beat the DC by 5 to be sure that
what he hears isn't Garjuk from area 11, unless the characters
make noises that allow him to determine the sounds aren't coming
from Garjuk. If Krootad isn't aware of the PCs by the time they
reach the central area of this room, the party gets a surprise
round.
Otherwise, Krootad continues putting onyx in the eyes of the
skeletons he's about to animate, but the PCs don't get the drop on
him.
KROOTAD CR 5 hp 36 (5 HD) Male hobgoblin cleric 5 LE Medium
humanoid (goblinoid) Init +2; Senses darkvision 60 ft.; Listen +3,
Spot +3 Languages Common, Goblin AC 19, touch 12, flat-footed 17
Fort +6, Ref +3, Will +7 Speed 20 ft. in breastplate (4 squares),
base speed 30 ft.
Melee +1 flail +6 (1d8+3) Base Atk +3; Grp +5 Atk Options smite
1/day (+4 attack, +5 damage) Special Actions rebuke undead 7/day
(+0, 2d6+5, 5th), spontaneous casting (inflict spells) Combat Gear
potion of levitate Cleric Spells Prepared (CL 5th): 3r d—animate
dead (2), contagionD (DC 16) 2n d—c u r e moderate wounds, death
knell (DC 15), desecrate†, spiritual weaponD 1s t—cause fear (DC
14), cure light wounds, doom (DC 14), inflict light woundsD,
shield of faith 0—cure minor wounds (2), detect magic (3) D:
Domain spell. Deity: Hextor. Domains: Destruction, War.
† Already cast Abilities Str 14, Dex 14, Con 15, Int 8, Wis 16,
Cha 10 Feats Combat Casting, Extra Turning, Martial Weapon
Proficiency (flail)B, Weapon Focus (flail)B Skills Concentration
+6 (+10 casting defensively), Knowledge (religion) +3, Listen +3,
Move Silently +0, Spot +3 Possessions combat gear plus masterwork
breastplate, masterwork heavy steel shield, +1 flail, iron holy
symbol of Hextor, 3 small black onyx gems (25 gp), large black
onyx (250 gp), satchel (food and oilskin packet; see Conclusion),
waterskin 4 WARRIOR SKELETONS CR 1/3 hp 7 each (1 HD); DR
5/bludgeoning NE Medium undead Init +5; Senses darkvision 60 ft.;
Listen +0, Spot +0 Languages understands creator's orders AC 13,
touch 1 1 , flat-footed 12 Immune cold, undead immunities Fort +1,
Ref +2, Will +3 Speed 30 ft. (6 squares) Melee 2 claws +2 each
(1d4+2) Base Atk +0; Grp +1 Abilities Str 13, Dex 13, Con —, Int
—, Wis 10, Cha 1 SQ undead traits Feats Improved Initiative Skills
Listen +0, Spot +0 MINOTAUR SKELETON CR 3 hp 45 (6 HD); DR
5/bludgeoning NE Large undead Init +5; Senses darkvision 60 ft.;
Listen +0, Spot +0 Languages understands creator's orders AC 12,
touch 10, flat-footed 11 Immune cold, undead immunities Fort +3,
Ref +4, Will +6 Speed 30 ft. (6 squares) Melee 2 claws +7 each
(1d4+5) or Melee gore +7 (1d8+5) Base Atk +3; Grp +11 Abilities
Str 19, Dex 12, Con —, Int —, Wis 10, Cha 1 SQ undead traits Feats
Improved Initiative Skills Listen +0, Spot +0 When the PCs reach
the inner chamber, read: A thin wall cordons an oddly shaped inner
chamber, inside which, a statue of a gold dragon spits water into
a clear pool.
Near you, the skeleton of a massive horned humanoid lies.
Beyond that and the statue lie four humanoid skeletons. A
hobgoblin dressed in a black breastplate stands near them, having
just placed something in the eye of one.
TACTICS Once battle is joined, Krootad casts animate dead on the
four skeletons nearest him, ordering them to attack if he suc¬
ceeds. He uses both of his animate dead spells if he must. He then
casts cause fear on a capable melee combatant, followed by
spiritual weapon, which produces a black flail that Krootad sends
to harry a spellcaster or archer. While so casting, if Krootad
still has an animate dead spell remaining, he maneu¬ vers to get
close to the minotaur skeleton, and as soon as he can, he drops
his largest onyx piece into the skeleton's eye (a move action that
provokes attacks of opportunity) and then casts animate dead on
that skeleton. That done, Krootad casts doom on his enemies, and
he casts shield of faith on himself if his skeletal minions give
him enough time and space to do so. He uses death knell at his
first opportunity.
The skeletons simply attack the PCs, although Krootad is adept
at using them to control the battlefield. He does so mostly to
provide himself with unliving shields while he casts spells.
Krootad uses his healing spells as he must to stay in the
battle. If he falls below 10 hit points, he withdraws toward the
south, trying to reach area 7 and the surface. He doesn't
surrender under any circumstances.
CONCLUSION Once Krootad and his skeletal minions are defeated,
the PCs find a piece of thick paper in an oilskin packet among his
possessions. (If Krootad manages to get away, you can rule that he
accidentally dropped his satchel in his haste. It lies on the
floor near the door leading south, in a spot where the characters
can discover it automatically.) The paper is a draft good for 500
gp from the temple of Hextor, signed by someone named Xeron on the
authority of an organization or person called "Vanguard." Nothing
indicates who or what this Vanguard is. Of course, you know that
this document refers to the Vanguard of Sertrous.
Even if Krootad fails to animate his minions due to the PCs'
resourcefulness, award the characters experience points as if they
had defeated the skeletons.
FEATURES OF THE AREA T h e area has the following features.
Desecrated: Krootad cast desecrate on this area prior to the
PCs' arrival, centered on the dragon statue. Charisma checks made
to t u rn undead take a -3 profane penalty. Undead gain a + 1
profane bonus on attack rolls, damage rolls, and saving throws,
and undead created here gain + 1 hit point per Hit Die (included
in their statistics).
Medium Statues: 5 feet thick; A C 4 ; hardness 8 ; 9 0 0 hp;
break D C 4 5 ; Climb D C 1 5 . It costs 2 squares or movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. A
Medium statue provides cover. If broken, a statue fills its square
with dense rubble (see below).
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5 , and it imposes a -2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
Large Statue: 1 0 feet thick; AC 3 ; hardness 8 ; 1 , 8 0 0 hp;
break DC 6 5 ; Climb DC 15. Otherwise like a Medium statue.
Vaults: The vault doors are all slightly open, and the chambers
are all empty.
Inner Wall: 1 foot thick; hardness 8 , 9 0 hp, break DC 3 5 per
10-foot-by-10-foot section. Climb DC 2 0 .
Dragon Statue: This is a Large statue. If viewed using detect
magic, the statue and the water radiate a moderate aura (DC 2 0
Spellcraft check to determine the school is conjuration). Any
good-aligned creature that spends a full round drinking from the
fountain is refreshed as if he or she had just slept for 8 hours,
recovering hit points, spells, and all other daily abilities that
don't come from items (items don't benefit from the water). A
neutral creature that drinks regains hit points as if he or she
had slept 8 hours, but no other benefit. Evil creatures that drink
from the fountain gain no benefit. Water removed from the well and
not drunk immediately loses its magical potency. A creature can
benefit from this effect once every 2 4 hours.
Pool: The pool is about 1 foot deep. It costs 2 squares of
movement to enter a square in the pool, and the DC of Tumble
checks in such squares increases by 2.
Skeletons: If Krootad fails to animate them, each humanoid
skeleton has a black onyx ( 2 5 gp) in its eye. The minotaur
skeleton might have Krootad's large gem in its mouth. None of
these gems remain if Krootad successfully used animate dead on the
skeletons containing them.
Northern Ledge: The tomb robbers smashed through a set of double
doors here, filling the squares with dense rubble.
Squares or dense rubble cost 2 squares of movement to enter.
Dense rubble increases the DC of Balance and Tumble checks by 5,
and it imposes a -2 penalty on Move Silently checks.
Running or charging through dense rubble is impossible.
A rope ladder affixed to the ledge leads down into the darkness
of an apparently natural cavern (area 1 3 ) . Someone who f a l l
s here takes 6 d 6 points of damage from the 6 0 - f o o t drop.
13. DARK ISLANDS
This area lies inside a great cavern, the ceiling of which is 60
feet above the initial ledge. Great pillars of rock stand in the
massive space, forming islands in the darkness.
EPHOD OF AUTHORITY
This embroidered garment is a priestly vestment much like half of
a tabard. (It is one piece or a set—the vestments of divinity—that
is described in Magic Item Compendium.) Description: Woven of
silver thread, this ephod is set with a circle of nine moonstones
surrounding a raised silver hemisphere.
Activation: Merely wearing the ephod imparts its magic to you.
Effect: While wearing an ephod of authority, your effective
cleric level is treated as one higher than your actual level tor
the purpose of turning {hut not rebuking or commanding) undead.
Aura/Caster Level: Faint transmutation; C L 5th.
Construction: Craft Wondrous Item, turn undead, possession of a
piece or the vestments of divinity set.
Weight: 2 lb.
Price: 8 0 0 gp.
When the PCs enter, read: After a long climb into this
apparently natural chamber, you reach a wide ledge. A knotted rope
is affixed to the ledge's north edge by a large iron spike. The
faint sound of running water reaches you from below.
When the PCs arrive on the first ledge, they trigger the
tactical encounter.
Tactical Encounter: 13. Dark Islands, page 42.
DARK ISLANDS
Encounter Level 3 SETUP Have the players arrange their miniatures
on the first pillar. The PCs can attempt Spot checks to see the
lurking strangler (L) hiding on a narrow ledge that's level with
the first pillar. The strangler certainly sees the characters,
however, unless they are invisible. It observes the PCs for a
while, assessing the threat they present, attacking as per its
Tactics. Xeron's party encountered three of these creatures, once
servants of the beholder whose corpse sits at the bottom of the
cavern. Two of the three now lie dead on the cavern's floor.
When the PCs look deeper into the cavern, read: The knotted rope
descends into darkness.
When the lurking strangler attacks, read: A 3-foot-long strand
of sinew connects two grotesque eyeballs, and the whole mass
twists as it flies through the air toward you.
CROSSING THE CAVERN A PC who has darkvision can see the next
pillar 50 feet below. Climbing down requires a series of DC 5
Climb checks, with each character moving at one-quarter speed.
Those who fail by 4 or less make no progress; those who fail by
5 or more fall.
Another rope is attached to the next two pillars with pitons,
and it stretches over an open chasm and down 10 feet. It's
unknotted. A character who succeeds on a DC 10 Climb check can
progress over the 10-foot open area. It's also possible for a
character to wrap a leather, cloth, or rope strap over the rope
and slide down to the next level in 1 round. Doing this requires a
successful DC 5 Use Rope or Dexterity check to affix the strap
carefully, failure meaning a PC who tries to slide with a poorly
affixed strap falls 50 feet into the cavern for 5d6 points of
damage. A successful DC 10 Tumble or Dexterity check is required
to land safely on the third pillar after such a slide—those who
fail take ld6 points of damage.
A rope was affixed to allow passage from the third pillar to the
fourth, 10 feet away from and 20 feet below the third.
Xeron cut the rope after the tomb robbers crossed. Hanging from
the western edge, the rope now dangles 20 feet down, its end 20
feet above the floor 40 feet below. (Creatures take 4d6 points of
damage from a fall from the top of the third pillar, or 2d6 points
of damage from a fall from the end of the dangling rope.) The
final ledge is only 20 feet from the cavern floor (2d6 points of
damage from a fall), and it has a large piton similar to the
others attached to ropes elsewhere in the cavern. A character who
has a grappling hook and 15 feet of rope can attempt a DC 14 Use
Rope check, success indicating that he has hooked the piton.
Following that, a successful DC 10 Use Rope check enables the
character to tie a firm knot to secure the loose end. After that,
the rules for climbing across are the same as those to go from the
second pillar to the third.
On the northern side of the cavern is a rope ladder 30 feet in
length. It does not require a Climb check to ascend, and it leads
up to a narrow ledge and into a passage to area 14.
The opening is 5 feet wide and about 3 feet tall, so Medium or
larger creatures must squeeze through while stooped or on their
hands and knees.
TACTICS Once the PCs begin moving along the pillars toward the
eastern exit, the lurking strangler takes serious notice.
Always flying out of melee range, it uses its cause fear eye ray
to divide the party, then it uses its sleep ray to zap a PC who is
isolated and preferably climbing between two pillars.
If one of the PCs becomes helpless, the strangler flies in and
targets that character with its lash attack so it can use its
suffocate ability While it's doing that, the lurking strangler can
continue to use its eye rays, and those who try to attack the
aberration have a 50% chance to hit their comrade.
The lurking strangler has good maneuverability while flying, so
it has no minimum forward speed, it can hover, and it can move
backward. It costs the strangler 5 feet of movement to turn up to
90 degrees, which is the maximum turn it can make in one square.
It can fly upward at any angle and does so at half speed, and it
can fly downward at any angle and does so at double speed. It can
switch between downward, upward, and level flight at no cost.
If the strangler takes more than 6 points of damage, it flies
away and hides, leaving the PCs to continue in peace.
14. THE LABYRINTH
After they crawl through the tunnel leading from room 11, the
characters discover a wide room with rough walls and multiple
exits. While someone worked to dig this area out of stone and
earth, nobody put the time and care into these floors, walls, and
ceilings that was put into the same features in the guardian tombs
or the mausoleum.
The map shows only a stylized version of the vast
labyrinth—areas 14 and 15. PCs move through the magic maze as
described later in this section.
When the PCs enter the labyrinth, read: You enter a large room
with irregular stone walls, a rough floor, and a high, uneven
ceiling. You see no sign of the carefully carved features present
in the other sections of this complex, instead crude carvings and
patterns of what might be writing decorate the rough walls.
The builders of the forgotten king's tomb designed the labyrinth
to dissuade robbers from continuing down toward the complex below.
They carved out innumerable tunnels and dead ends, and the wizards
and clerics who worked with them imbued the labyrinth with magic.
Detect Magic: The entire labyrinth radiates a strong magical
aura, and discerning which type is nearly impossible.
If a character focuses detect magic on the runes in the maze,
that PC might learn more. If a rune is specifically viewed using
detect magic, it radiates a strong aura (DC 22 Spellcraft check to
determine the school is abjuration [25%] or conjuration [75%]).
Random Rooms: Describe the maze in terms of the tunnels the PCs
traverse and the rooms they find. Rooms vary in size, but each has
ld3+l exits. When a room has only two exits, the way to continue
is obvious. When more exits exist, the characters have to follow
the trail of the robbers or trust in fate to guide them out. Due
to its magical nature, the labyrinth cannot be defeated in mundane
ways, such as by following the left wall to the end.
Following the Robbers: If the PCs attempt to track the tomb
robbers through the labyrinth, the abjuration runes make the task
more difficult. Each time a PC first examines a room for tracks or
other signs of the tomb robbers, have that PC attempt a DC 15 Will
save. On a success, the character can attempt a DC 20 Survival
check to determine the way the tomb robbers went. If the PC fails
the save, the character finds tracks all over the place, leading
through every possible exit. Once the characters lose the robbers'
trail, they might run across it again at your discretion—they
certainly find it again near the maze's exit.
Exiting the Labyrinth: Keep track of how well the PCs follow the
path of the tomb robbers. If the PCs determine the correct path
and exit the room, they earn one point toward escaping the
labyrinth. If the choose the wrong path and exit the room, they
lose one point (backtracking restores this lost point). The PCs
need to gain a total of five points to exit the labyrinth. Keep
the point total secret.
If the PCs guess, as they may have to do quite often if they
don't have a tracker or fail enough Will saves, roll randomly to
determine which exit is the correct one after the PCs choose.
Since each troublesome room has three or four exits, the PCs have
a 1 in 3 or 1 in 4 chance of taking the correct path each time.
Choosing incorrectly often enough can squander a lot of points and
get them lost.
The mechanic for the labyrinth is supposed to simulate its
magical nature. Obviously, the tomb robbers haven't gone through
every room in the labyrinth, but the magic of the maze keeps the
PCs guessing and moving along. If you feel the PCs have gotten
themselves in too deep a hole, you can arbitrarily let them exit
the maze at any time.
Customizing the Labyrinth: The magic maze is a chance for you to
devise your own maps and encounters, which can take precedence
over the summoning encounters described below. You can use these
and the summoning encounters to provide the PCs with more
experience, if you find that necessary, and you can run as many
encounters in the labyrinth as you and your players find
entertaining.
This adventure assumes two combat encounters in the maze, along
with one roleplaying encounter.
If you want to throw in some extra treasure, do that too.
Even though most of the summoned monsters don't have treasure,
it's likely that one or more of the tomb robbers succumbed to the
labyrinth. A corpse or two might provide some loot or much needed
healing. (Varags typically carry cure potions, so corpses found
here might still have those potions intact.) Summoning Monsters:
The labyrinth's summoning runes used to summon only good creatures
to aid good characters, but that aspect of the magic has faded
over time. Now they don't function 50% of the time when good
characters are present, but they otherwise summon monsters, only a
couple of which are good and helpful. Rely on your sense of the
dramatic and make sure the players are having fun in the
labyrinth, and keep the number of encounters the adventure assumes
in mind.
When the runes summon a creature, that event triggers a tactical
encounter.
Tactical Encounters: 14. Labyrinth Summoning, page 44; 15.
Labyrinth Pool, page 46.
LABYRINTH
Encounter Level Varies SETUP After the PCs enter a labyrinth
encounter, use the map for this tactical encounter, or create your
own map on the spot. Each map should have three or four entrances
(see Dead Ends in Features of the Area), several dividing points
(walls, pillars, waterways, and so on), and prominent runes on the
floor. Indicate to the players where the PCs enter (your choice),
then allow them to place their miniatures on the map.
LANTERN ARCHON CR 2 Use statistics on Monster Manual 16 if the
PCs attack.
2 FIENDISH WOLVERINES CR 2 hp 28 each (3 HD) CE Medium magical
beast (augmented animal, extraplanar) Init +2; Senses darkvision
60 ft., low-light vision, scent; Listen +6, Spot +6 Languages — AC
14, touch 12, flat-footed 12 Resist cold 5, fire 5; SR 8 Fort +7,
Ref +5, Will +2 Speed 30 ft. (6 squares), burrow 10 ft., climb 10
ft.
Melee 2 claws +4 each (1d4+2) and bite -1 (1d6+1) Base Atk +2;
Grp +4 Atk Options smite good 1/day (+3 damage) Special Actions
rage Abilities Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10 Feats
Alertness, Toughness, TrackB Skills Climb +10, Listen +6, Spot +6
Rage (Ex) A fiendish wolverine that takes damage flies into a rage
at the beginning of its next turn. It can't end this rage
voluntarily. When it rages, it has the following changed
statistics.
hp increase by 6 AC 12, touch 10, flat-footed 10 Fort +9 Melee 2
claws +6 each (1d4+4) and bite +1 (1d6+2) Grp +6 Abilities Str 18,
Con 23 Skills Climb +12 2 FIENDISH DIRE WEASELS CR 2 hp 13 each (3
HD) CE Medium magical beast (augmented animal, extraplanar) Init
+4; Senses darkvision 60 ft., low-light vision, scent; Listen +3,
Spot +5 Languages — AC 16, touch 14, flat-footed 12 Resist cold 5,
fire 5; SR 8 Fort +3, Ref +7, Will +4 Speed 40 ft. (8 squares)
Melee bite +6 (1d6+3) Base Atk +2; Grp +4 Atk Options attach,
smite good 1/day (+3 damage) Special Actions blood drain Abilities
Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11 Feats Alertness,
Stealthy, Weapon FinesseB Skills Hide +8, Listen +3, Move Silently
+8, Spot +5 Attach (Ex) If a fiendish dire weasel hits with a bite
attack, it latches onto the opponent's body. An attached fiendish
dire weasel is effectively grappling its prey. The fiendish dire
weasel loses its Dexterity bonus to AC and has an AC of 12.
An attached fiendish dire weasel can be struck with a weapon or
grappled. To remove an attached fiendish dire weasel through
grappling, the opponent must achieve a pin against it.
Blood Drain (Ex) A fiendish dire weasel drains blood for 1d4
points of Constitution damage each round it remains attached.
Use the following table to determine what monster is summoned
and what it does. Each monster remains for 10 rounds, and all
creatures fight back if attacked. Each room produces only one
summoning at a time. If a summoned monster disappears, the room
doesn't summon another creature unless the PCs exit that room and
return. The labyrinth never summons the same monster twice in a
row.
(Roll again if a repeated result occurs.) CONCLUSION Award the
PCs normal experience points when they defeat summoned monsters
that attack them. No experience should be awarded for destroying
either of the archons.
S U M M O N E D C R E A T U R E S
d% Monster Summoned EL Action 01-05 Lantern archon 2 Uses detect
evil, and leads non-evil PCs the right way. Otherwise, it hovers.
06-25 2 fiendish wolverines 4 They attack.
26-45 2 fiendish dire weasels 4 Arrive out of sight. Follow and
ambush the PCs.
46-60 Magma mephit 3 Bluffs the PCs into following it the wrong
way. Disappears if attacked.
61-75 Fiendish monstrous spider 3 It attacks.
76-90 2 fiendish boars 4 They attack.
91-95 Fiendish monstrous scorpion 4 Use only if PCs are not
weakened. It attacks.
96-100 Hound archon 4 Uses detect evil, and leads non-evil PCs
the right way. Taunts evil characters.
FIENDISH MONSTROUS SPIDER CR 3 hp 22 (4 HD); DR 5/magic CE
Large magical beast (augmented vermin, extraplanar) Init +3;
Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +8
Languages — AC 14, touch 12, flat-footed 11 Immune mind-affecting
spells and abilities Resist cold 5, fire 5; SR 9 Fort +5, Ref +4,
Will +1 Speed 30 ft. (6 squares), climb 20 ft.
Melee bite +4 (1d8+3 plus poison) Ranged web +5 ranged touch
Base Atk +3; Grp +9 Atk Options poison (DC 13, 1d4 Str/1d4 Str),
smite good 1/ day (+4 damage) Abilities Str 15, Dex 17, Con 12,
Int 3, Wis 10, Cha 2 Feats — Skills Climb +10, Hide +3, Jump+12,
Listen +0, Spot +8 Web (Ex) A fiendish monstrous spider can throw
a web up to eight times per day. This is similar to an attack with
a net but has a maximum range of 50 feet, with a range increment
of 10 feet, and is effective against targets of up to Huge size.
The web anchors the target in place, allowing no movement.
An entangled creature can escape with a successful DC 13 Escape
Artist check or burst the web with a successful DC 17 Strength
check. The web has 12 hit points and hardness 5.
2 FIENDISH BOARS CR 2 hp 25 each (3 HD); ferocity CE Medium
magical beast (augmented animal, extraplanar) Init +0; Senses
darkvision 60 ft., low-light vision, scent; Listen +7, Spot +5
Languages — AC 16, touch 10, flat-footed 16 Resist cold 5, fire 5;
SR 8 Fort +6, Ref +3, Will +2 Speed 40 ft. (8 squares) Melee gore
+4 (1d8+3) Base Atk +2; Grp +4 Atk Options smite good 1/day (+3
damage) Abilities Str 15, Dex 10, Con 17, Int 3, Wis 12, Cha 4
Feats Alertness, Toughness Skills Listen +7, Spot +5 Ferocity (Ex)
A fiendish boar continues to fight without penalty even when
disabled or dying.
FIENDISH MONSTROUS SCORPION CR 4 hp 32 (5 HD); DR 5/magic CE
Large magical beast (augmented vermin, extraplanar) Init +0;
Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Languages — AC 16, touch 9, flat-footed 16 Immune mind-affecting
spells and abilities Resist cold 5, fire 5; SR 10 Fort +6, Ref + 1
, Will +1 Speed 50 ft. (10 squares) Melee 2 claws +6 each (1d6+4)
and sting +1 melee (1d6+2 plus poison) Base Atk +3; Grp +11 Atk
Options constrict 1d6+4, improved grab, poison (DC 14, 1d4 Con/1d4
Con), smite good 1/day (+5 damage) Abilities Str 19, Dex 10, Con
14, Int 3, Wis 10, Cha 2 Feats — Skills Climb +8, Hide +0,
jump+12, Listen +0, Spot +4 Constrict (Ex) A fiendish monstrous
scorpion deals 1d6+4 points of damage with a successful grapple
check, in addition to damage from its claw attack.
Improved Grab (Ex) To use this ability, a fiendish monstrous
scorpion must hit with a claw attack. It can then attempt to start
a grapple as a free action without provoking attacks of
opportunity. If it wins the grapple check, it establishes a hold
and can constrict.
HOUND ARCHON CR 2 Use statistics on Monster Manual 17 if the PCs
attack.
FEATURES OF THE AREA The area has the following features.
Inner Walls: 1 foot thick; magically reinforced; hardness 16;
180 hp; break DC 55 per 10-foot-by-10-foot section.
Climb DC 2 0 .
Dead Ends: Some of the "dead ends" on the map might instead be
points at which the PCs can enter or exit. Determine arbitrarily
or randomly where the PCs enter and where the correct exit is
located. See page 13 for information on navigating the maze.
15 LABYRINTH POOL
Encounter Level 4 SETUP Near the end of the labyrinth, the
natural waterway that runs through the canal in area 10 and the
cavern in area 13 emerges briefly in the maze, forming this
cavernlike room.
When you draw and describe the room, assume the PCs come to the
middle entrance in the southern wall, and don't show or mention
the runes until the characters see them.
Characters about to enter the water can make Spot checks opposed
by the Hide checks of the Stygian leeches (L) and leech swarms
(S). The leeches use Move Silently to close if they must. If the
swarms remain undetected, they get a surprise round when they
attack.
When the PCs see the area, read: You look down on a cavern that
appears natural. Openings pierce the southern and northern walls,
allowing ingress and egress from several points. A deep and dark
pool fills most of the room, though a rough, pebbly floor is
visible to the east, and three spires of rock with flat tops jut
from the water, one of them not far from where you now stand.
When the PCs see a Stygian leech, read: Covered in bony
protrusions, a violet and crimson worm the size of a human leg
swims toward you. A gurgling hiss escapes its round toothy maw as
it surfaces during its attack run.
When the PCs see the Stygian leech swarms, read: A roiling mass
of spiny thumb-sized crimson worms wells out of the depths of the
pool, all of them squirming and hissing.
CONTROL WATER TRAP The areas of the room displaying runes are
special magic traps (Search DC 15; Disable Device DC 29). Each
4-square area marked with runes discharges one burst of the trap.
A detect good effect is still attached to these runes, so good
characters can't set off the traps—only neutral and evil
characters can. Good characters are affected normally if a trap
goes off, however, and the Stygian leeches still attack anyone who
enters the water. The trap can go off only twice in a 24-hour
period.
When the runes discharge, a brief control water effect raises
the water in the whole area by 20 feet, which is enough to flood
all the dry places in the cavern. Those standing on the dry areas
are picked up and swept 2d4X5 feet into the pool as the trap
dismisses its effect a moment later, unless they succeed on a DC
25 Swim check. Those who succeed are still swept away, but they
manage to arrest 2 GIANT STYGIAN LEECHES CR 1/2 hp 13 each (2 HD)
CE Small magical beast (aquatic, extraplanar) Init +1; Senses
darkvision 60 ft., low-light vision; Listen +1, Spot +1 Languages
— AC 12, touch 12, flat-footed 11 Immune mind-affecting spells and
abilities Resist acid 5, cold 5, fire 5; SR 7 Fort +4, Ref +4,
Will +1 Speed swim 20 ft. (4 squares) Melee bite +3 (1d4-2 plus
disease) Base Atk +1; Grp - 5 Atk Options attach, blood drain
Abilities Str 6, Dex 12, Con 12, Int 3, Wis 12, Cha 2 Feats
Stealthy, Weapon FinesseB Skills Hide +11, Listen +1, Move
Silently +8, Spot +1, Swim +6 Disease (Ex) A creature that is
damaged by a Stygian leech must succeed on a DC 18 Fortitude save
or contract demon fever (incubation time 1 day; see DMG 292 for
other details).
Attach (Ex) If a Stygian leech hits with a bite attack, it
latches onto the opponent's body. An attached Stygian leech is
effectively grappling its prey. The Stygian leech loses its
Dexterity bonus to AC and has an AC of 1 1 .
An attached Stygian leech can be struck with a weapon or
grappled. To remove an attached Stygian leech through grappling,
the opponent must achieve a pin against it.
Blood Drain (Ex) A Stygian leech drains blood for 1 point of
Constitution damage each round it remains attached.
their movement and end up on the next nearest rock spire or dry
area when the water subsides.
Deep in the pool is a gemlike control device (X) that provides
magical energy for this trap and periodically summons new leeches,
sending others back to the River Styx in the Abyss. This sizable
glass orb glows slightly with a red light, and someone might see
it by making a successful Spot check (DC 20, +1 per 10 feet the
character is from the orb). The orb has AC 10, hardness 8, and 15
hit points.
Destroying it sends all the leeches back to the Abyss and
renders the control water traps inert.
Detect Magic: The magic of the labyrinth is absent in this room
except for the runes and the control orb of the trap. If viewed
using detect magic, the runes radiate a strong aura (DC 22
Spellcraft check to determine the school is transmutation). The
orb radiates a moderate aura (DC 18 Spellcraft check to determine
the school is conjuration).
Modifying the Trap: This trap can be very dangerous.
If the PCs are already hurting, Xeron's band might have
discharged runes recently enough that the trap goes off only once.
Maybe it doesn't go off at all. If the characters are fresh or
prepared for the challenge, maybe the detect good effect works
only 50% of the time if good characters are present, like the
weakened magic in the rest of the labyrinth.
2 STYGIAN LEECH SWARMS CR 1 hp 13 each (2 HD) CE Fine magical
beast (aquatic, extraplanar, swarm) Init +0; Senses darkvision 60
ft., low-light vision; Listen +1, Spot +1 Languages — AC 18, touch
18, flat-footed 18 Immune mind-affecting spells and abilities,
weapon damage Resist acid 5, cold 5, fire 5; SR 7 Fort +4, Ref +3,
Will +1 Weakness swarm vulnerabilities Speed swim 10 ft. (2
squares) Melee swarm (ld6 plus blood drain and disease) Base Atk
+1; Grp — Atk Options distraction Abilities Str 1 , Dex 1 1 , Con
12, Int 3, Wis 12, Cha 2 SQ swarm traits Feats Stealthy Skills
Hide +18, Listen +1, Move Silently +7, Spot, +1, Swim +3 Blood
Drain (Ex) A Stygian leech swarm deals each foe in the swarm's
area 1 point of Constitution damage each round until that foe
exits the swarm and spends a fullround action removing leeches.
Disease (Ex) As the Stygian leech.
Distraction (Ex) Fortitude DC 12, nauseated 1 round.
WATER ACTION Creatures in the pool that have no swim speed or
freedom of movement must make successful DC 10 Swim checks to move
one-quarter their speed as a move action. Those who fail are
considered off balance—they lose their Dexterity bonus to AC, and
foes gain a +2 bonus on attack rolls against them. A failure by 5
or more results in a creature going underwater and needing to hold
its breath. Move Silently checks take a - 2 penalty in water.
Creatures swimming in the water but breaking the surface have
improved cover against attacks from land (+8 to AC, +4 on Reflex
saves). A creature wholly covered by water has total cover against
attacks from on land.
Those making ranged attacks while underwater take a - 2 penalty
on attack rolls for each 5 feet of water the attack passes
through, in addition to range increment penalties. Those making
slashing and bludgeoning melee attacks take a -2 penalty on attack
rolls while underwater.
The surface of the water blocks line of effect for fire spells.
A spellcaster who casts a fire spell in the water must succeed on
a Spellcraft check (DC 20 + spell level) or the spell fails and is
wasted. On a success, the , spell produces a bubble of steam
instead of fire, but otherwise works as described. Supernatural
abilities that produce or require fire are ineffective in water
unless the effect's description says otherwise.
Holding Breath: A creature can hold its breath for a number of
rounds equal to twice its Constitution score, but only if taking
move actions or free actions. A creature holding its breath that
takes a standard action has the number of rounds that it can hold
its breath reduced by 1. When a creature can hold its breath no
longer, that creature must succeed on a DC 10 Constitution check
each round. Each round, the DC increases by 1. A failed
Constitution check causes a creature to fall unconscious. On the
following round, the creature is reduced to -1 hit points. On the
round after that, the creature dies.
CONCLUSION Since the conditions of this encounter favor the
leeches, if the PCs face the trap and the creatures here, award
them an additional 300 experience. If you modified the trap to
make it easier, don't give them this extra award.
FEATURES OF THE AREA The area has the following features.
Ceiling: The ceiling is rough and wet, and. it's about 10 feet
higher than the rest of the labyrinth. A skilled climber can
traverse it by making DC 3 0 Climb checks.
Natural Walls: The rough stone walls of this chamber are
slippery (Climb DC 2 5 ) . They stretch 4 0 feet where they go
from floor to ceiling. Where the walls open into the labyrinth
proper, it's a 20-foot drop to the floor (2d6 points or damage
from a fall) or the water (no damage).
Natural Stone Floor: The cavern floor is pebbly, uneven, and
slick. It takes 2 squares of movement to enter a square in the
areas above water in this room, and the DC of Balance and Tumble
checks increases by 5. Running and. charging are impossible.
Rock Spires: These spires rise 10 feet above the water.
Climbing them is as difficult as climbing the walls of the room.
Pool: In its normal state, the pool is 15 feet deep and moves
slowly to the northeast. While the underground stream here does
enter and leave the chamber, the leeches in this room can't, and
the crevices in the rock are too small for creatures larger than
Diminutive to pass through them.
Interior Walls: These are the thin walls in the maze. 1 foot
thick; magically reinforced; hardness 16; 1 8 0 hp; break DC 5 5
per 10-foot-by-10-foot section. Climb DC 2 0 .
16. MAZE'S END
Eventually, the labyrinth releases its hold on the characters,
leading them to this oddly shaped room.
When the PCs enter, read: You round a corner and come into a
roughly octagonal room that is divided by a thick wall. This area
doesn't resemble the labyrinth's confusing, rough passages.
Here, the tomb robbers stumbled out of the maze and into great
danger. One of them survived. Just a little farther into the room,
the PCs discover a 30-foot pit.
When the PCs look into the pit, read: A yawning pit opens in the
floor here, and in it is the body of a young female in a light
chain shirt. She has auburn hair and fine features, her ears
suggesting elf heritage but her height and build suggesting human
ancestry as well. Her equipment indicates she was an explorer of
some sort.
The character who has the highest Spot modifier notices that the
female is still breathing. A successful DC 15 Heal check is
sufficient to tell she's unconscious (at - 3 hp) from the fall but
stable. If the PCs heal and question her, she reveals quite a bit
of information, beginning with the fact that her name is Leera.
Work the following discussion points in as the PCs talk to her.
Leera doesn't volunteer a lot of information— not because she's
hiding anything, but because she's still very shaken up from her
near-death experience, if the PCs don't ask, she might not think
to tell.
What are you doing here? "I learned of the expedition to this
tomb from Teryl, an associate of mine, and he let me have a place
in the party. I didn't know what I was getting into." What do you
know about the forgotten king? "Centuries ago, a king, his
knights, and his spellcasting advisors united this part of the
land, bringing the people out of a dark, evil age and restoring
faith and hope. But one of the king's most trusted knights
betrayed him. The two of them fought desperately, and though the
king slew the Betrayer this last battle, the king perished as
well. Many of his knights died too, as did those who served the
Betrayer. The king's remaining followers built this complex to
hold his remains and the remains of his champions, believing that
some day, when the realm needs him, the king will return.
Who are the tomb robbers? "A man named Xeron leads the tomb
robbers, but a hobgoblin priest of Hextor also has some clout.
Xeron is some sort of arcanist— he's also young, intense, and
without mercy. To be honest, he scares me, and I've tried to keep
from attracting much notice until I could escape from his band of
cutthroats. He's looking for some thing deeper in the catacombs,
and only his personal magnetism has kept the tomb robbers from
escaping with the treasure they've found already. He thinks
someone is bound to be pursuing him by now, though, and has talked
about finding a different exit from the tomb rather than the hole
we dug to come in.
"The hobgoblin cleric—Krootad, they call him—elected to stay
behind and take care of the pursuit. You must have already run
across him. He wouldn't shirk when it comes to raising the dead
and the possibility of killing decent folk.
"I think the remaining tomb robbers are nothing more than
servants and hirelings, though most seem reasonably loyal to
Xeron.
Supposing nobody fell in the next room, he still has Teryl, a
few more varags, three hobgoblin warriors, a halfling male I think
is a sorcerer, and a nasty goblin female. We left a several
goblinoids and undead behind us, as well as some of Xeron's
twisted pets. Many members of our band have died in the run
through this place." Undead? "Krootad had an ogre zombie and two
wolf skeletons with him when 1 joined the band. He left them
behind in a stairway. He also animated some of the bodies in the
mausoleum near the surface after the varags murdered a family of
poor farmers'.' Twisted pets? "Xeron keeps a choker as a pet, and
he also kept a tattooed horror that's something like a hound. Both
of these were left to guard the way we came in. The runehound, as
Xeron called it, is on the surface." Anything more about Xeron?
"Xeron isn't human or elf. I'm sure of that. I don't know what he
is, but something about him makes my skin crawl. He is definitely
working for someone, though. I remember Xeron and Krootad
quarreling about how to carry out their superiors' wishes, leading
me to think that Xeron is either already a member of an
organization or trying to join one. He certainly knows a lot about
the tomb complex, though he appears unsure of what dangers he
might face as he explores. It's as if his map—yes, he has one—has
no notes or specific details about the area." What happened in the
next room? "Xeron led us around the corner to the east, and Teryl
found a pit that we all avoided as we went into a wide room
beyond.
There, we saw two metal statues. There was also a complicated
puzzle lock-—one that Xeron had considerable trouble unraveling.
He got angry and ordered the tomb robbers to smash the platform
that contained the lock and break through the door to the north.
"Unfortunately, when we smashed the puzzle, the chests of the
statues spit out small automatons that attacked, and the statues'
mouths spewed out smoky creatures that distracted and nipped at
us. Three of us, including Teryl and I, fought back while Xeron
and the others smashed through the door and escaped. When I saw
that happen, I ducked back around the corner and fled ...
right into this pit. I don't remember anything from that point
until just now.
Leera can tell the PCs where the other pit is. She can also
describe the constructs as a Small iron dog that has terrible
teeth, a Small stony humanoid with needlelike appendages, and four
Tiny humanoid creatures made of smoke—she doesn't know her former
comrades dispatched two of the distracters in the tactical
encounter.
What do you want to do now? "I want to get out of this place.
Xeron said a waterfall lies just ahead. I think it leads outside.
I'm afraid of those automatons, though, but maybe they're dead ...
er... destroyed." She accompanies the PCs and helps them in area
17 to make up for her part in Xeron's wrongdoing. Leera is chaotic
neutral. You can treat her as a 3rd-level half-elf bard from Table
4-13: NPC Bard (DMG 114) for the one encounter she's with the PCs.
Though she's grateful for the PCs' rescue, she doesn't throw her
life away in repayment. Sigur at the waterfall (see area 18) is
happy to help Leera get out of the complex if the PCs allow it.
But you're part of that band of murderers! "And I'm ashamed, but
what could I do? Once I fell in with them, I was afraid they'd
kill me if I tried to leave! I'm a coward, but I didn't help
murder those poor people in the mausoleum. "Yes, I didn't try to
stop the murder, but how would my death have helped? I just came
along to see a bit of ancient history. You didn't revive me just
so I could hang for witnessing the crimes of Xeron's thugs, did
you? Please have some compassion " Leera is willing to beg for her
freedom and her life. If the PCs don't want her to leave, she
continues with them, and she gets a full share of experience for
doing so. If she thinks do-gooder PCs are going to eventually turn
her over to authorities in Kingsholm, she tries to escape at her
earliest opportunity, such as at the waterfall in area 18 (she
jumps in, whereupon Sigur rescues her).
When the PCs proceed around the corner, because Xeron smashed
the only way to avoid facing the constructs in the eastern room,
they trigger the tactical encounter. Fortunately for the
characters, the creatures have taken damage and suffered
casualties.
Tactical Encounter: 16. Maze's End, page 48.
MAZE'S END
Encounter Level 4 SETUP The PCs might have to deal with the
remaining pit trap in this area first, which takes it out of play
for the rest of the encounter. If they don't, the characters might
find the trap the hard way during the fight. Regardless, the
automatons inside the statues in the eastern area do not react to
anything the PCs do until the characters move past the pit and
into the room, examine the hobgoblin corpse, or attack one of the
statues from range. At that point, the statues open and spit forth
their constructs.
When the PCs can see the eastern room, read: The smell of blood
and entrails reaches you from this large, oddly shaped room. A
hobgoblin lies at your feet, twisted and broken in death. Dark
spatters and smears point toward another body near the center of
the room. Beyond it is a pile of rubble that might once have been
a stone table or platform. To the north, a set of stone doors lies
in shambles, their frame forming a dark opening to what might be a
stairway. The most prominent features of the room are two large
light-colored metal statues, one to the southeast and one to the
northwest. Dried blood is visible around what look like
compartment doors in each statue's chest.
When the statues open, read: Each statue spits from its mouth a
tiny creature that looks like nothing more than animated smoke
with luminous eyes and a humanoid form. The chests of both statues
open. From the one in the southeast leaps a small, vaguely
humanoid creature that looks like it's made of stone, but it's
covered in dark spatters and has burning eyes. Each of its four
appendages is a long spike. On two of these it runs with good
speed. To the northwest, a black, metallic, animallike creature
tumbles from the statue, its four pawlike limbs used to run and
support its oversized jaws, which are filled with sharp teeth.
This creature, too, has dried blood all over it, and both of the
constructs appear to have suffered damage in an earlier battle.
INTELLIGENT CONSTRUCTS The constructs in this room are animated
by elemental spirits in a way that allows them to fight in the
highly coordinated way detailed in the Tactics section. Other than
providing the constructs with limited Intelligence and some sense
of self, the elemental spirits have no other motivation.
When the constructs are destroyed, the elemental spirits simply
return to their native planes.
HARRIER CR 2 hp 28 (43 full normal; 6 HD) N Small construct Init
+3; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages — AC 18, touch 14, flat-footed 15; Dodge, Mobility
Immune construct immunities Fort +2, Ref +5, Will +2 Speed 40 ft.
(8 squares) Melee spike +6 (1d6+1) Base Atk +4; Grp +1 Atk Options
sneak attack +1d6 Abilities Str 12, Dex 17, Con —, Int 4, Wis 10,
Cha 5 SQ construct traits Feats Acrobatic, Dodge, Mobility Skills
Jump +12, Listen +0, Spot +0, Tumble +11 ASSAULTER CR 2 hp 25 (43
full normal; 6 HD) N Small construct Init +6; Senses darkvision 60
ft., low-light vision; Listen +6, Spot+0 Languages — AC 17, touch
13, flat-footed 15 Immune construct immunities Fort +2, Ref +4,
Will +2 Speed 50 ft. (10 squares) Melee bite+8 (1d6+3) Base Atk
+4; Grp +2 Atk Options Power Attack Abilities Str 14, Dex 15, Con
—, Int 4, Wis 10, Cha 5 SQ construct traits Feats Improved
Initiative, Power Attack, Weapon Focus (bite) Skills Jump +13,
Listen +6, Spot +0 2 DlSTRACTERS CR 1 / 2 hp 5 (1 HD) N Tiny
construct Init +8; Senses darkvision 60 ft., low-light vision;
Listen +0, Spot +0 Languages — AC 16, touch 16, flat-footed 12
Immune construct immunities Fort +0, Ref +4, Will +0 Speed 60 ft.
(12 squares) Melee bite +0 (1d4-2) Base Atk +0; Grp - 1 0
Abilities Str 6, Dex 19, Con —, Int 4, Wis 10, Cha 5 SQ construct
traits Feats Improved Initiative Skills Jump +10, Listen +0, Spot
+0, Tumble +8 PIT TRAP Two pit traps were built into this room,
but Leera sprang one. The other one (T) hasn't been discovered
yet.
Pit Trap: CR 2; mechanical, location trigger; manual reset;
Reflex DC 20 avoids; 30 ft. deep (3d6, fall); Search DC 20;
Disable Device DC 20.
TACTICS The harrier and assaulter charge on their first turn if
they can, jumping if they have to do so to avoid an obstacle.
Melee combatants are the assaulter's preferred foes, while the
harrier prefers archers and spellcasters. Using its Tumble skill,
the harrier tries to attack from the best position to get a sneak
attack whenever it can.
Providing flanks for the tougher constructs, the distract¬ ers
take standard actions to aid another instead of using their bite
attacks. When a distracter does so, it makes an attack roll
against AC 10, and if it hits, it grants the construct it's aiding
a +2 bonus on that construct's attack roll.
The distracters use Tumble to help their maneuvering.
CONCLUSION The damaged constructs are worth 400 experience
points each when they're defeated. Distracters are worth the
normal amount. Award the PCs normal experience points for
disarming the pit trap even if Leera warned them about it.
FEATURES OF THE AREA T h e area has the following features.
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5, and it imposes a -2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
The rubble just south of the broken doors appears to have once
been a table. Even a cursory search reveals mangled mechanical
pieces. The puzzle and the doors have been totally smashed.
Large Statues: The statues are hollow and made of dark iron. 5
feet thick; A C 3 ; hardness 10; 2 , 0 0 0 hp; break DC 7 5 ;
Climb D C 15. It costs 2 squares of movement to enter a square
containing a statue, and a creature can't end its movement in a
statue's square without climbing onto the statue. A statue
provides cover. If broken, a statue fills its square with dense
rubble (see above).
Steep Stairs: The staircase to the north is steep. It takes 2
squares of movement to enter each square. Creatures running or
charging down steep stairs must succeed on a D C 10 Balance check,
ending their movement 1d2x5 feet later if they fail. Those who
fail by 5 or more fall prone and take 1d6 points of damage at the
end of that movement. The DC of Tumble checks increases by 5.
Creatures gain a + 1 bonus on melee attack rolls against foes
lower than them.
Corpses: A corpse lies in the entryway t o this wide room, and
another sprawls farther inside. T h e one nearest the pit was a
male hobgoblin warrior— he has a ruined suit of studded leather, a
masterwork longsword, a light wooden shield, and an amulet of
natural armor + 1 . The other was a male human rogue who has a
ravaged suit or leather armor, a masterwork buckler, a masterwork
short sword, and a wand of magic missile (caster level 3rd) that
has 6 charges remaining.
If Leera is with the PCs, she recognizes the human as her
acquaintance Teryl. She's sorry to see him dead, but she's sorrier
for herself and the predicament Teryl got her into when he told her
about the expedition. "I don't know why he thought I'd want to be
part of a band of thugs," she says, "but even he deserved better
than this."
17. ROBBER ENCAMPMENT
Leera was correct. Xeron thinks that someone is pursuing his
party. When the battered tomb robbers escaped down the stairs, the
yuan-ti leader almost faced a mutiny.
His followers insisted upon resting and recuperating. The robber
party took the lids off the sarcophagi in this room, broke them,
and piled them at the base of the stairs as a ramshackle blockade.
During the night watch, however, Xeron decided to move on
without his most vociferous critics—Magruug the varag leader and
the two remaining varags. Leaving them sleeping, Xeron awoke his
remaining loyalists and moved on.
The varags are still asleep in their encampment, unaware that
they've been abandoned.
When the PCs descend the stairs, read: Someone has piled stone
slabs in the entrance to what appears to be another chamber. The
pile isn't high enough to prevent entry altogether, but pushing it
out of the way, jumping over it, or climbing across it appear to
be the only obvious choices you have. A sound like roaring water
comes from somewhere ahead, and the air here is slightly damp and
misty.
If it's day, the PCs can see light. When the PCs begin to
interact with the barricade, they trigger the tactical encounter.
Tactical Encounter: 17. Robber Encampment, page 50.
ROBBER ENCAMPMENT Encounter Level 5 SETUP As the PCs descend the
stairs, they come to broken masonry piled about 4 feet high in the
stairway. Climbing over the pile is easy, but doing so is noisy,
and jumping over the pile requires a successful DC 32 Jump check;
running on the stairs is impossible. The pile can instead be
pushed over (Strength DC 8) or carefully cleared—each block weighs
about 75 pounds, and removing ten of them is enough to clear the
doorway.
Some actions might cause enough noise to awaken Magruug (M) and
the varags (V) here. Whatever the PCs do, have the varags attempt
Listen checks with a -18 penalty for distance, the roar of the
nearby waterfall, and the fact that they're sleeping. If the PCs
climb over the barricade quietly (one-eighth speed), they can
attempt Move Silently checks—the varags' Listen DC is 0 if the
characters simply climb over without thought for stealth, if they
move the rocks carefully, or if they jump over. If the PCs push
the rocks over, the DC is -10.
If the varags awaken before the PCs see them, Magruug moves to
the northern stairway and hides. The other varags MAGRUUG CR 4 hp
+2 (6 HD) Male varag scout* 3 *Class described in Complete
Adventurer LE Medium humanoid (goblinoid) Init +5; Senses
darkvision 60 ft., scent; Listen +7, Spot +7 Languages Goblin AC
22, touch 15, flat-footed 22; uncanny dodge Fort +4, Ref +11, Will
+4 Speed 70 ft. (14 squares); Run, Spring Attack Melee mwk
scimitar +9 (1d6+3/18-20) Ranged +1 composite shortbow +11
(1d6+4/x3) Base Atk +4; Grp +7 Atk Options skirmish (+1d6, +1 AC)
Combat Gear potion of bull's strength, potion of cure moderate
wounds Abilities Str 17, Dex 20, Con 14, Int 10, Wis 10, Cha 8 SQ
battle fortitude +1, trackless step, trapfinding Feats Iron Will,
RunB, Spring AttackB, Weapon Focus (scimitar), Track Skills Hide
+10, Jump +20, Listen +7, Move Silently +18* Spot +7, Survival +8
(+12 when tracking by scent) *A varag can always choose to take 10
on a Move Silently check, even if rushed or threatened.
Possessions combat gear plus masterwork chain shirt, masterwork
scimitar, +1 composite shortbow (+3 Str bonus) with 17 arrows and
6 silvered arrows, gold necklace (100 gp), 68 gp Skirmish (Ex)
+1d6 on damage rolls and +1 to AC in any round in which Magruug
moves at least 10 feet.
Battle Fortitude (Ex) Bonus on initiative checks and Fortitude
saves while wearing light or no armor and carrying a light load.
Included above.
2 VARAGS CR 1 hp 16 each (3 HD) CE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft., scent; Listen +0, Spot +0
Languages Goblin AC 18, touch 12, flat-footed 16 Fort +2, Ref +5,
Will +1 Speed 60 ft. (12 squares); Run, Spring Attack Melee mwk
scimitar +6 (1d6+2/18-20) Ranged shortbow +4 (1d6/x3) Base Atk +2;
Grp +4 Combat Gear potion of cure moderate wounds Abilities Str
15, Dex 15, Con 13, Int 6, Wis 10, Cha 10 Feats Improved
Initiative, RunB, Spring AttackB, Weapon Focus (scimitar) Skills
Jump +17, Listen +0, Move Silently +13*, Spot +0, Survival +0 (+4
when tracking by scent) *A varag can always choose to take 10 on
Move Silently checks, even if rushed or threatened.
Possessions combat gear plus masterwork studded leather,
masterwork scimitar, shortbow with 15 arrows, 3d6 gp hide against
the wall near their pallets and wait to ambush intruders.
Otherwise, they continue to sleep. Even so, the PCs can't
immediately see them.
When the PCs can see the room, read: Just beyond the pile of
rocks is a wide room full of mist and moisture. Directly ahead are
three sarcophagi, their lids removed obviously to provide material
to block the doorway.
To the west is a wide crack in the floor, near which stand three
weathered statues of human warriors leaning on longswords and
bearing shields. Straw has been spread thinly on the floor just
beyond the fissure.
When the PCs see the bedrolls, read: A large, worn leather
backpack sits near three unfurled bedrolls along the southern
wall.
When the PCs can see the varags, read: Three of the hairy and
horned hobgoblins you've seen before are here (sleeping on pallets
or attacking, depending on how the events have unfolded).
CALTROPS AND STRAW The varags spread straw around the floor both
to dry it out and to hide a little surprise for invaders. Any PC
who wants to move into a square containing caltrops must succeed
on a DC 15 Spot check to notice the hidden spikes. A successful DC
10 Search check is sufficient to uncover the caltrops.
If a creature moves into a caltrop-laden square (C), the
caltrops make an attack roll (attack bonus +0) against that
creature. Armor, shield, and deflection bonuses do not count when
resolving this attack, but shoes or other solid footwear grant a
+2 bonus to AC. If an attack succeeds, the caltrop deals 1 point
of damage and the creature's speed is reduced to one-halt for the
next 24 hours, or until the creature receives 1 point or more of
magical healing or the benefit of a successful DC 15 Heal check.
TACTICS The varags slept in their light armor with their weapons
at hand. When battle begins, they retreat to the north side of the
room, hoping to draw the PCs into the straw-covered area.
The varags know which squares have caltrops in them. They try to
use their superior speed and mobility to their advantage, but
they're boxed into this room and unwilling to retreat in either
direction. Therefore, they fight to the death.
A varag might try to charge and bull rush a PC into the
waterfall. To do so, the varag moves into the defender's space,
provoking an attack of opportunity. Then the varag and the
defender make opposed Strength checks. Charging grants a +2 bonus
on the check, but each character involved in the bull rush
receives a +4 bonus for each size larger he is than the other or a
- 4 penalty for each size smaller. If the varag wins, he pushes
the PC back 5 feet and, while moving with the defender, another 5
feet for every 5 points he won the opposed check by. If the varag
loses, he moves back into the space he started in, falling prone
in an adjacent space if that space is occupied.
FEATURES OF THE AREA The area has the following features.
Illumination: Daylight provides bright illumination through the
waterfall. If it's dark outside, it's also dark inside.
Medium Statues: 5 feet thick; A C 4 ; hardness 8; 9 0 0 hp;
break D C 4 5 ; Climb DC 15. It costs 2 squares or movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. A
Medium statue provides cover. If broken, a statue fills its square
with dense rubble (see below).
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5 , and it imposes a -2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
Slick Stairs: The stairs leading to area 18 would be gradual,
but the moisture from the falls has worn them and made them
slippery. See their statistics in area 1 8 if they b e come
important to the fight here.
Sarcophagi: Creatures can stand in western squares that include
a sarcophagus, but those squares cost 2 squares or movement to
enter. The eastern squares of the sarcophagus are impassable
without jumping into or over the coffin. A creature can jump into
a sarcophagus, gaining a + 1 bonus on melee attack rolls against
those on the floor. Doing so is automatic for someone who takes a
move action in any of the sarcophagus' squares, or it can be done
as part of a larger move a c tion with a successful DC 2 4 Jump
check (DC 1 2 with a 20-foot running start). Sarcophagi provide
cover.
Inside each is a mummified corpse dressed in a burial robe and
shrouded in linen. Nothing of worth was interred with the bodies.
Fissure: This hole is wide, but it's not deep. Entering a square
of the fissure costs 4 squares of movement. Anyone who tries to
jump the fissure must succeed on a DC 1 0 Jump check (DC 5 with a
2 0 - f o o t running start) or fall prone, ending his movement in
that square. Running and charging are impossible across the
fissure.
Bedrolls: The sleeping mats in this room are unremarkable at
first glance. A successful DC 10 Search check turns up a gold
pendant on a broken iron chain (15 gp). The pendant looks like a
three-headed creature. The leftmost head looks human, the
rightmost looks like a viper, and the middle one appears to be a
snake—human hybrid.
Backpack: This worn pack radiates a moderate aura if viewed
using detect magic (DC 19 Spellcraft check to determine the school
is conjuration). It's actually a Heward's handy haversack, and in
addition to the bale of straw and caltrops it still contains, it
also holds dried meat, waterskins, and any adventuring gear you
want to place here.
Waterfall: A waterfall plummets from about 1 0 0 feet above into
a pool 100 feet below. The opening between this chamber and the
outside is 5 feet high and worn smooth by the falling water. The
water is clear and clean, and the pool outside is 2 0 feet deep. A
fall from the cascade deals 2 d 3 points of nonlethal damage and 6
d 6 points of lethal damage.
TRANSITIONAL AREA A second transitional area begins when the PCs
follow the rope banister around the corner and down into area 16. By
now, the PCs should know that they're catching up to the tomb
robbers. If they need to rest, make it possible for them to do so by
keeping the robbers from getting too far ahead.
18. CLIFFSIDE WATERFALL
The waterfall is the home of a fey called a fossergrim. This one
is named Sigur.
When the PCs enter, read: The air is filled with mist and spray
from the nearby waterfall, but you see a slick staircase leading
down to a ledge. A cavernous chamber opens to the east, its floor
lost in darkness, and it looks like someone has built a rope line
into the stairs as a way to make the descent easier.
When the PCs begin to descend the stairs, they trigger the
tactical encounter.
Tactical Encounter: 18. Cliffside Waterfall, page 52.
CLIFFSIDE WATERFALL
Encounter Level 6 SETUP Have the players arrange the miniatures
representing their characters in the order the PCs are traveling
as they start down the stairs onto the wet ledge. See Features of
the Area for more on the dangers of the steps and narrow shelf.
Sigur (S), the fossergrim who lives in the waterfall, used
detect evil on Xeron when he and his band came through.
Since the remaining tomb robbers are all evil, the fossergrim
used obscuring mist and harried them toward the tomb spider in the
next room, hoping for mutual annihilation of both sides. He
watched the PCs fight the varags in area 17, however, and he made
a Sense Motive check on them, so he knows he might be dealing with
good-hearted folk. Sigur observes the characters until they make
it to the narrow part of the ledge and they're all on it—make a
Hide check for him opposed by the PCs' Spot checks. If the
characters make it to the narrow section or Spot him, Sigur
reveals himself.
When the PCs descend, read: After descending the slick and worn
steps, you come to a ledge. On one side of the slick shelf is the
waterfall, and on the other is a cavernous -pit. Spikes have been
driven into the ledge on the western side nearest the waterfall,
and a rope has been threaded through loops in their tops, forming
a banister of sorts.
SIGUR CR 6 hp 49 (6 HD); fast healing 5 * *Applies only if Sigur
is standing in his waterfall Male fossergrim cleric 1 N Medium fey
(aquatic) Init +7; Senses low-light vision; Listen +5, Spot +12
Languages Common, Sylvan AC 18, touch 13, flat-footed 15 SR 15*
*Applies only if Sigur is standing in his waterfall Fort +7, Ref
+7, Will +11 Speed 30 ft. (6 squares), swim 60 ft.
Melee mwk silvered battleaxe +6 (1d8+3/x3) or Melee mwk silvered
battleaxe +4 (1d8+3/x3) and mwk silvered handaxe +4 (1d6+1/x3)
Base Atk +2; Grp +5 Atk Options true strike* *Applies only if
Sigur is standing in his waterfall Special Actions spontaneous
casting (cure spells), turn undead 9/day (+6, 2d6+7, 1s t ) Cleric
Spells Prepared (CL 1 s t ) : 1s t—cause fear (DC 16), detect
evil†, obscuring mistD (2; 1 cast) 0—create water, detect magic,
purify food and drink When Sigur emerges, read: "So many visitors
this day" cries the waterfall in a gravelly baritone. But no, the
voice belongs to a ruggedly handsome man who steps from the falls
clad in a shirt of shimmering mail. His silvery hair isn't wet,
but it cascades over his shoulders in ringlets. A trim beard
rounds out his face, accented by a silver chain around his neck
from which hangs a pendant shaped like an acorn. Silvery bladed
axes hang from a shining belt. His intense eyes are placid pools
of blue and white, and he fixes a grim gaze on you, his jaw set.
"Tell me, why came you here?" NEGOTIATION Sigur suspects the PCs
are friendly, but he's too capricious to just tell them what he
wants them to know and let them go. The fossergrim and Leera get
along splendidly, if she is still with the party.
Starting Attitude: Indifferent.
Modifiers: Party contains a cleric of Obad-Hai (+4); party
contains a cleric of Ehlonna (-4); PCs negotiated with the varags
in area 17 (-2); PCs slew the varags in area 17 (+2); one of the
PCs is a human, elf, half-elf, or half-orc woman (add that PC's
Charisma bonus even if she doesn't do the speaking; double her
bonus if she does); female PC displays bravery, intelligence, or
general high-spiritedness (+2); PCs threaten Sigur (-6).
If Unfriendly (1 or lower): Says, "Get you gone from here. This
sacred place is where a king sleeps eternal, and D: Domain spell.
Deity: Obad-Hai. Domains: Animal, Water.
†Already cast Spell-Like Abilities (CL 1 s t ) : 1/day—speak
with animals Abilities Str 17, Dex 16, Con 18, Int 10, Wis 20, Cha
22 SQ amphibious, waterfall dependency Feats Combat Casting,
Improved Initiative, Two-Weapon Fighting Skills Concentration +4
(+8 casting defensively), Diplomacy +8, Heal +10, Hide +9,
Knowledge (nature) +2, Listen +5, Move Silently +6, Sense Motive
+10, Spot +12, Survival +13, Swim* +17 +8 racial bonus on Swim
checks. Can take 10 on Swim checks even if rushed or threatened.
Can swim up a waterfall as easily as walking across solid ground.
Possessions combat gear plus +1 chain shirt, masterwork silvered
battleaxe, masterwork silvered handaxe, mithral belt (300 gp),
silver necklace and holy symbol (50 gp) True Strike (Su) If both
Sigur and his opponent are standing in Sigur's waterfall, Sigur
receives a +20 insight bonus on his attack rolls.
Waterfall Dependency (Ex) Sigur is mystically bound to his
waterfall and must not move more than 1,000 feet from it. If he
does, he dies within 4d6 hours.
it's not fit for you to invade it." If the PCs continue
forward, Sigur attacks them.
If Indifferent (2-14): Says, "Listen, evil ones have preceded
you into the tomb, where they will certainly be destroyed. The
Betrayer is compelled to slay them, if the foul creature in the
next room does not. Who has gone ahead, you say? Well, I have a
friendly wager " Sigur challenges a strong PC to a wrestling
match, with his information on the line against something valuable
to that character. He knows about the tomb spider in area 20 and
the composition of Xeron's party, and as much about the Betrayer
and the rest of the tomb as you care to reveal. He doesn't know
about the secret entrance to the true tomb, nor has he done more
than see the Betrayer and retreat.
If Friendly (15-29): As indifferent, but Sigur offers his advice
and information freely. If the PCs need help across the ledge, he
provides it by standing in the falls and steadying one character
at a time. He heals badly injured PCs, and he also offers to heal
the characters if they come back and prove the tomb spider is
slain.
He says, "It has learned I wish it ill, and it comes and goes in
the night. I can't watch this way in my sleep. My duty to guard
these falls is more important than risking my life driving it from
the tomb. Still, it's an abomination, and it must be destroyed.
Weapons touched by virtue can harm the spider most easily." If the
PCs destroy the tomb spider and prove it to Sigur, he heals them
(but he knows the spider's poison changes the effect of healing
spells).
Helpful (30 or higher): As friendly, but Sigur heals the PCs
before the battle with the tomb spider if they need such
assistance. He watches the battle and uses obscuring mist to aid
the PCs if they need to retreat.
TACTICS At the beginning of the battle, Sigur moves into the
waterfall and casts cause fear on a fighter or other melee
combatant.
He then fights from the falls, moving back and forth to assault
the PCs. Sigur accepts surrender. If he has fewer than 10 hit
points at the beginning of his turn, he flees to the bottom of the
falls to heal, giving the PCs time to retreat or move forward.
CONCLUSION If the PCs deal peacefully with Sigur, award them 300
experience points each. They should receive no experience for
fighting the fossergrim.
The PCs might need a silvered weapon to use against the huecuva
in area 21. If they do, Sigur can reward them for living up to
their agreement by giving them his handaxe.
FEATURES OF THE AREA The area has the following features.
Illumination: Daylight provides bright illumination through the
waterfall. If it's dark outside, it's also dark inside.
Slick Stairs: The stairs leading to area 1 8 would he gradual,
but the moisture from the falls has worn them and made them
slippery. East of the stairs (and ledge), the floor f a l l s away
into an underground cavern 50 feet deep (5d6 points of damage from
a fall). It takes 4 squares of movement to ascend each square.
Creatures moving on the stairs must succeed on a DC 10 Balance
check, ending their movement if they fail. Those who fail by 5 or
more fall prone and must make a successful DC 15 Climb check to
avoid slipping into the waterfall on the west or the cavern to the
east. The tomb robbers nailed a piton into the wall and attached a
rope to it, which provides a + 4 bonus on both checks but requires
the use of one hand.
Creatures gain a +1 bonus on melee attack rolls against foes
lower than them, but those fighting on the stairs lose their
Dexterity bonus to A C unless they have 5 or more ranks in
Balance. Anyone struck while standing on the stairs must succeed
on a Balance check similar to the one to move on the stairs.
Natural Ledge: The tomb robbers affixed large pitons into the
floor under the waterfall, creating a rope banister. Entering a
square anywhere on the ledge costs 2 squares of movement. A
creature can move faster than this, but doing so requires a suc¬
cessful DC 7 Balance check. Holding on to a rope provides a + 4
bonus on the check, but it also requires one free hand. Failing by
5 or more carries the same risk as for the stairs above.
Running or charging on the ledge requires a successful DC 12
Balance check. Someone who fails can't run or charge, and risks
falling, but can otherwise act normally.
Broken Rope: The rope banister is broken in the section
indicated on the map. It takes a successful DC 15 Use Rope check
and 12 feet of rope to replace the banister.
Waterfall: See area 17.
19 THE FALSE TOMB
Whether the builders of the king's tomb arranged this area to
trick tomb robbers into thinking they'd reached their goal, or
whether they had another purpose in mind, the false tomb is
beautifully constructed. Instead of the rough but competent
stonework of the mausoleum or the polished gray blocks of the
guardian tombs, the walls of the false tomb appear made of
polished glass. Dark in some places, jewel-bright in others, the
walls of this area are dusty and forgotten, but they are also
striking.
Despite appearances, the features of this area, such as doors,
have the same statistics as those described for the mausoleum.
Unless otherwise noted, all the doors in the false tomb are
unlocked but closed.
FALSE TOMB ENTRY The PCs leave the natural world behind and enter
the dark tomb once again.
When the PCs approach the door, read: Having navigated the
ledge, you reach a landing of stone so finely polished that it
shines like glass, Ahead is a door engraved with a coat of arms
containing a crown, a scepter, and a dragon rampant. The door is,
however, cracked and I broken on its upper corner.
The tomb spider that Sigur loathes claims this area. It was
sleeping when the robbers hacked their way through. They had
destroyed one of its web mummies and almost taken out another when
it awakened and attacked. Xeron and his lackeys then made a
fighting retreat farther into the false tomb.
When the PCs open the door, they trigger the tactical encounter.
Tactical Encounter: 19. False Tomb Entry, page 54.
FALSE TOMB ENTRY
Encounter Level 5 SETUP Webs cover the room, and among them crawl
the members of a single tomb spider broodswarm (B). These
creatures are the remains of a web mummy the tomb robbers managed
to destroy. Make a Hide check (with a +25 bonus) for them when the
PCs enter. If nobody spots the broodswarm, the tiny spiders attack
with surprise. A web mummy (W) leans against the statue in the
room, out of the PCs' line of sight until the broodswarm attacks.
Unless the PCs succeed on a DC 20 Spot check when they enter the
room, they don't initially see anything but a lumpy, web-covered
wall when they look in the balcony's direction. Webs are woven
from floor to ceiling there.
A tomb spider rests on the balcony (see area 20), nursing its
wounds from its run-in with Xeron's gang, and wrapping a hobgoblin
it killed. It might enter the melee here (see Development), but
initially all the PCs have to worry about are its progeny.
W E B MUMMY CR 4 hp 13 (29 full normal; 4 HD); DR 3 / — NE
Medium undead Init +1; Senses darkvision 60 ft., tremorsense 60
ft.; Listen +1, Spot +1 Languages — AC 20, touch 1 1 , flat-footed
19 Immune undead immunities, webs Fort +3, Ref +2, Will +5
Weakness vulnerability to fire Speed 20 ft. (4 squares), climb 20
ft.
Melee slam +9 (1d6+10) Base Atk +2; Grp +9 Atk Options enraged
Abilities Str 25, Dex 13, Con —, Int —, Wis 12, Cha 7 SQ adhesive,
broodswarm host, undead traits Feats Great FortitudeB, ToughnessB
Skills Climb +15, Listen +1, Spot +1 Immunity to Webs (Ex) A web
mummy's movement is not affected by webs, including those created
by a web spell.
Enraged (Ex) If a web mummy's creator tomb spider is destroyed,
the mummy becomes enraged, gaining a +2 bonus on attack rolls and
damage rolls for the next 10 minutes.
Adhesive (Ex) A web mummy is extremely sticky. A weapon that
strikes it is stuck fast unless the wielder succeeds on a DC 19
Reflex save. Creatures using natural weapons are automatically
grappled if they fail the save.
Pulling a weapon or limb loose from a web mummy requires a
successful DC 19 Strength check.
Broodswarm Host (Ex) Tomb spiders use web mummies as hosts for
their young. When this web mummy is destroyed, a broodswarm is
released from the corpse and can act in the next round.
TOMB SPIDER BROODSWARM CR 2 hp 22 (3 HD) NE Tiny magical beast
(swarm) Init +5; Senses darkvision 60 ft., low-light vision,
tremorsense 60 ft.; Listen +11, Spot +11 Languages — AC 17, touch
17, flat-footed 12 Resist half damage from piercing and slashing
weapons Immune swarm immunities Fort +5, Ref +8, Will +6 Weakness
swarm vulnerabilities Speed 20 ft. (4 squares), climb 20 ft.
Melee swarm (ld6 plus poison) Space 10ft.; Reach 0ft.
Base Atk +3; Grp — Atk Options distraction, poison (DC 13, 1d4
hp/1d4 hp) Abilities Str 7, Dex 20, Con 15, Int 1, Wis 16, Cha 2
SQ swarm traits, tomb-tainted soul, web walk Feats Alertness, Iron
Will Skills Climb +13, Hide +17*, Jump +2, Listen +11, Move
Silently +7*, Spot +11 *Broodswarms gain an additional +8 racial
bonus on Hide and Move Silently checks when moving in tomb spider
webs.
Distraction (Ex) Fortitude DC 13, nauseated 1 round.
Poison (Ex) Creatures affected by tomb spider poison are healed
by negative energy and harmed by positive energy as if they were
undead. This effect lasts for 1 minute after a failed save.
Tomb-Tainted Soul (Ex) A tomb spider broodswarm is healed by
negative energy and harmed by positive energy as if it were
undead.
Web Walk (Ex) A tomb spider broodswarm can move across tomb
spider sheet webs at its climb speed and can determine the exact
location of any creature touching the web.
When the PCs enter the room, read: Dust chokes the air in this
large, open room. Webs cover the walls, but you can see the gleam
of their glasslike surfaces in a few clear patches. The webs also
blanket the walls to the south and cover the large statue in the
center of the room.
You can barely make out its features—it appears to be a man
sitting on a throne. The tracks of humanoids are apparent, leading
from the door deeper into the chamber.
When the PCs see the broodswarm, read: A swarm of bright red,
fist-sized spiders boils out of the webs, rushing toward you.
When the PCs see the web mummy, read: A human-shaped creature
wrapped in webs shambles out from behind the web-shrouded statue.
Its skin ripples as if many tiny creatures squirm inside, and
through openings in its wrappings, you see flashes of red.
TACTICS Although the attacks of the mummy and broodswarm
aren't sophisticated, none of the monsters pursues characters who
manage to flee the room.
DEVELOPMENT The tomb spider certainly hears the battle here, but
it's busy and a little apprehensive after its thrashing by the
tomb robbers. When the web mummy is destroyed, though, the spider
stows the hobgoblin it's turning into a mummy, cuts out of its
protective webs, and 3 rounds later it crawls into area 19. If the
PCs are still there, it attacks.
If the PCs attempt to ascend the stairs to the balcony before
this happens, the tomb spider hides as indicated in the Setup
section of area 20.
CONCLUSION The damaged web mummy is worth only 800 experience
points instead of its full amount. The broodswarm it produces is
included in this total.
FEATURES OF THE AREA The area has the following features.
Floors: The dusty floors pose no impediment to move¬ ment, but
they do have tracks. If someone with the Track feat examines the
room, a successful DC 15 Survival check reveals that the robbers
looked through the room quickly, fought mummies that emerged from
the sarcophagi in the alcove, then faced a spiderlike creature.
One or them fell in battle, and the rest headed up the stairs,
cutting away a tunnel of webbing as they progressed to the
balcony.
Webs: Most of the webs are so thick and old in the lower section
of the room that they are clearly visible and not sticky.
These webs do burn slowly. Clearing an area of cobwebs can be
done as part of a move action if a PC moves at half speed.
Those who move under the balcony, intentionally or not, must
succeed on a DC 2 0 Spot check to notice fresh webbing; otherwise
they stumble into it and become entangled. An entangled creature
can escape with a successful DC 19 Escape Artist check or burst
the web with a successful DC 19 Strength check. Each 5-foot
section of webbing has 12 hit points and damage reduction 5 / - .
Large Statue: 10 feet thick; A C 3 ; hardness 8; 1 , 8 0 0 hp;
break D C 4 5 ; Climb DC 1.5. It costs 2 squares of movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue.
The statue provides cover. If broken, a statue fills its squares
with dense rubble (see below).
If the PCs remove the webbing and dust from the statue, they see
what appears to be the statue of a king on a throne. It bears a
resemblance to the statue of the king on the hill outside (see
area 8 ) , though a successful DC 10 Search check reveals the
stone hands and feet are actually shackled to the throne.
This is a statue of the Betrayer.
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5, and it imposes a -2 penalty on Move Silently
checks. Running or charging through dense rubble is impossible.
Sarcophagi: Creatures can stand in squares that include a
sarcophagus, but those squares cost 2 squares of movement to
enter. A creature can jump into one of these sarcophagi, gaining a
+ 1 bonus on melee attack rolls against those on the floor. Doing
so is automatic for someone who takes a move action in any of the
sarcophagus' squares, or it can be done as part of a larger move
action with a successful DC 2 4 Jump check (DC 1 2 with a 2 0 - f
o o t running start). Sarcophagi provide cover.
These sarcophagi have no lids. They contain no bodies and no
treasure.
Gradual Stairs: The stairs to the balcony are easy to maneuver
on. Creatures gain a + 1 bonus on melee attack rolls against foes
lower than them.
Balcony: The bottom of the balcony is 10 feet off the floor.
Slender pillars support it, and if they both fall, the balcony
collapses 2 d 4 rounds later. In this unlikely eventuality, use
the rules for cave-ins (DMG 6 6 ) . This area is described in
detail in area 2 0 .
Slender Pillar: 1-1/2 feet thick; A C 4 ; hardness 8 ; 2 5 0 hp;
break D C 3 0 ; Climb DC 2 0 . A creature standing in the same
square as a slender pillar gains a + 2 bonus to Armor Class and a
+ 1 bonus on Reflex saves (these bonuses don't stack with bonuses
from other sources of cover). The presence of a slender pillar
does not otherwise affect a creature's fighting space.
Walls: If the PCs brush webs off any portion of the walls, they
see glasslike stonework.
20. BALCONY
A tomb spider is here, wrapping a hobgoblin robber it killed and
nursing the wounds the robbers inflicted. It might join the fight
in area 19; otherwise, any creature that comes onto the balcony
triggers the tactical encounter.
Tactical Encounter: 20. Balcony, page 56.
BALCONY
Encounter Level 6 SETUP The tomb spider either joins the battle in
area 19 on its initiative count (as detailed in that encounter),
or it fights on the balcony after the PCs approach. If the
characters ascend the balcony before the spider joins the fight in
area 19, the spider hides and waits here in ambush. It has woven
sheet webs across the way that the tomb robbers cut through, so
the PCs might have a nasty surprise in store (see Sheet Webs).
When the PCs climb the stairs, read: A shroud of webs, thick and
strong, like gray, silken threads, covers a balcony. Someone has
cut a hole in the shroud atop the stairs. The dust in the air
below was thick, but here it is nearly unbearable. You can feel
the particles the air.
When the PCs see the spider, read: A spider as large as a horse
rises up on spindly legs from its resting place in the southeast
corner of the room. As it moves, pieces of its mottled gray chitin
flake off.
When a PCs can see the whole balcony, read: Amid the webs to the
southeast, where the spider came from, is a human-shaped bundle
and a jumble of discarded equipment. Just beyond the body, a door
stands open to the east.
SHEET WEBS Those who attempt to move onto the balcony from the
stairs must succeed on a DC 20 Spot check to notice fresh webbing;
otherwise they stumble into it and become entangled.
An entangled creature can escape with a successful DC 19 Escape
Artist check or burst the web with a successful DC 19 Strength
check. Each 5-foot section of webbing has 12 hit points and damage
reduction 5/—. Similar fresh sheet webs cover the open door to the
east.
TACTICS Once the tomb spider identifies the PCs most likely to
damage it in melee, it uses webs to keep those foes in place while
it attacks softer targets. It does the same to potent spellcasters
and archers. The spider doesn't pursue those who escape the room,
and it flees if it begins its turn with TOMB SPIDER CR 6 hp 50 (76
full normal; 8 HD); DR 5/good NE Large magical beast Init +5;
Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.;
Listen +11, Spot +11 Languages — AC 19, touch 14, flat-footed 14
Fort +10, Ref +11, Will +7 Speed 30 ft. (6 squares), climb 20 ft.
Melee bite +12 (2d6+7 plus poison) Ranged web +12 ranged touch
(entangle) Space 10 ft; Reach 5 ft.
Base Atk +8; Grp +17 Atk Options poison (DC 18,1d4 hp/1d4 hp)
Abilities Str 21, Dex 20, Con 19, Int 3, Wis 16, Cha 18 SQ
tomb-tainted soul Feats Alertness, Improved Natural Attack (bite),
Iron Will Skills Climb +13, Hide +8*, Jump +15, Listen +11, Move
Silently +9*, Spot +11 *Tomb spiders gain an additional +8 racial
bonus on Hide and Move Silently checks when in their webs.
Poison (Ex) Creatures affected by tomb spider poison are healed
by negative energy and harmed by positive energy as if they were
undead. This effect lasts for 1 minute after a failed save.
Web (Ex) A tomb spider can throw a web up to three times per
day. This is similar to an attack with a net but has a maximum
range of 60 feet, with a range increment of 10 feet, and is
effective against targets of up to Medium size. The web anchors
the target in place, allowing no movement. An entangled creature
can escape with a successful DC 19 Escape Artist check or burst
the web with a successful DC 19 Strength check. The web has 12 hit
points and takes double damage from fire.
A tomb spider can create sheets of sticky webbing as described
in the Sheet Webs section. A tomb spider can move across its own
sheet web at its climb speed and can determine the exact location
of any creature touching the web.
Tomb-Tainted Soul (Ex) A tomb spider is healed by negative
energy and harmed by positive energy as if it were an undead
creature.
fewer than 15 hit points. If it does so, it tries to flee
through an opening where the waterfall's force isn't very strong
in area 18. (Sigur might attack the spider there, trapping it and
allowing the PCs to finish it off, if that makes for a dramatic
scene you'd like to portray.) CONCLUSION Wounded as it is, the
tomb spider is worth only 1,800 experience points to a party that
defeats it.
Tomb spider, web mummy, and broodswarm
FEATURES OF THE AREA The area has the following features.
Floors: If someone who has the Track feat examines the balcony,
a successful DC 15 Survival check made by that character reveals
that the robbers fled through the open door to the east.
Gradual Stairs: The stairs to the balcony are easy to maneuver
on. Creatures gain a + 1 bonus on melee attack rolls against foes
lower than them.
Eastern Door: Xeron and his crew left this door open as they
fled the spider. It's covered in sheet webs.
Walls: If the PCs brush webs off any portion of the walls, they
see fine, shining stonework like that in area 19.
Corpse: While this unfortunate hobgoblin was going to be the
tomb spider's latest web mummy, the corpse isn't animated yet. If
the webbing is cut away, the PCs can see that the corpse wears a
mithral breastplate.
Equipment: Among worthless bits of debris, such as a burst
waterskin, the balcony contains three throwing axes, a heavy
wooden shield, a masterwork battleaxe, and a satchel (food, bones,
a potion of cure moderate wounds, two large diamonds [ 2 0 0 gp
each], 1 2 pp, and 6 7 gp).
An old skull here wears a phylactery of faithfulness.
21. TREACHERY'S PRICE
When the man whom Leera called the Betrayer turned against his
lord, he didn't do it alone. Those who assisted him were defeated
and entombed here. The three main rooms in this area (those
connected by stairs, not doors) radiate a strong aura if viewed
using detect magic (DC 24 Spellcraft check to determine the school
is illusion).
When the PCs enter, read: Instantly, the square room you've
entered illuminates, and you have time to discern a winding stair
to the southeast before the walls seem to paint themselves with
rich images. A magic painting depicts a spring day on a high,
green hill, making it seem as if the sun reaches this room as well
as the green slope.
You can almost smell apple blossoms and awakening flowers.
People in fine clothes stand around the hill, and it is as if
you are among them. Central in the scene is a tall, raven-haired
man dressed in shining plate armor, kneeling before a blond man
and a red-haired woman, each wearing golden crowns.
The image fades, and the light diminishes but doesn't go out.
As the PCs move down the steps into the central corridor, read:
To the northeast and southwest are gleaming stone doors, each
engraved with a grinning, fiery skull. In the southeast corner of
the room, another winding stair descends. But the room quickly
fills with the image of the hill you saw before, now covered in
brown grass, flames leaping into the sky off in the distance. The
dark-haired man in shining armor wields two curved swords,
battling howling goblinoids and baying wolves.
Beside him fights the blond king wielding a black longsword.
Light sparkles on the blade and the king's crowned helmet.
The red-haired woman holds her ground behind and between the
two, her staff held aloft as lightning strikes her foes. Your hair
stands on end and your skin tingles, as if electricity were really
in the air. As the image fades, you take note again of the doors
and the stairs in the magic half-light of the room.
A successful DC 15 Knowledge (religion) check reveals the
skulls on the doors to be ancient depictions of the symbol of Wee
Jas. If the PCs enter the room to the southwest, they trigger the
tactical encounter (see below). Two of the Betrayer's servants
preferred to linger in the mortal world rather than face the
unknown of the afterlife. If they enter the room to the northeast
or continue down the stairs to the southeast, continue with this
section.
When the PCs enter the room to the northeast, read: Four
sarcophagi stand within this room, two along the south wall and
two to the east. Their lids show the graven images of trapped
people on them, one different person for each lid.
It's as if each lid is a prison. The imprisoned people are
depicted as if they are crying out, their desperate eyes set with
rubies. To the north is a huge mirror.
A successful DC 25 Strength check is required to remove any of
the sarcophagi's lids. None of the bodies within have possessions.
When a creature that has an Intelligence score of 3 or higher
looks at itself in the mirror, that creature must attempt a DC 20
Will save. Good creatures receive a +2 bonus on the save, while
evil ones take a - 4 penalty. Lawful creatures receive an
additional +2 bonus, so a lawful neutral creature has a +2 bonus
while a lawful evil creature takes a -2 penalty.
Creatures that fail the save relive the worst deed they ever
perpetrated or the worst failure ever to befall them. Such a
creature is shaken for the next 24 hours. Creatures that succeed
on the save relive an inspiring event or great success, gaining a
+1 morale bonus on saves, attack rolls, ability checks, and skill
checks for the next 24 hours, as well as the benefit of the most
beneficial of cure moderate wounds, lesser restoration, or remove
disease. The shaken condition is created by a mind-affecting fear
effect. Each creature that looks in the mirror attempts the save
only once. The mirror never works for that creature again.
The mirror has a strong aura if viewed using detect magic (DC 25
Spellcraft check to determine the school is conjuration).
As the PCs enter the third main room, read: Snow covers the
hill, but bloodstains clash with the mud and frost. The blond king
has fallen to one knee, his left arm hanging useless at his side.
Bestial humanoids surround him as he caresses the cheek of the
red-haired woman lying mortally wounded before him. Behind the
golden-haired king stands the raven-haired knight, his silver
armor stained with blood and his eyes wild with triumph, wrath,
and greed. He holds the king's crown aloft with one hand as his
curved blade slices down at the king in the other. As the image
fades, the dim light reveals a plain stone door to the east.
Tactical Encounter: 21. Treachery's Price, page 58.
TREACHERY'S PRICE Encounter Level 6 SETUP Within this room two
lesser servants of the Betrayer, once the forgotten king's
retainers, wait out eternity. One is a huecuva (H), a former
paladin doomed by his own treachery who wears armor cursed by his
wretched and wrathful existence. The other is a plague walker (P),
a former healer whose festering greed has manifested in an
unsavory way after his death.
PLAGUE WALKER CR 3 hp 42 (6 HD) CE Medium undead Init - 2 ;
Senses darkvision 60 ft.; Listen +10, Spot +1 Languages — AC 12,
touch 8, flat-footed 12; bloated target Immune undead immunities
Fort +2, Ref +0, Will +6 Speed 20 ft. (4 squares) Melee 2 claws +8
each (1d6+4 plus diseased touch) Base Atk +3; Grp +7 Special
Actions putrid burst Abilities Str 18, Dex 6, Con —, Int 4, Wis
13, Cha 3 SQ undead traits Feats Skill Focus (Listen), Toughness,
Weapon Focus (claws) Skills Climb +7, Listen +10, Spot +1 Bloated
Target (Ex) The -4 penalty for firing into melee does not apply to
foes making ranged attacks made against a plague walker.
Diseased Touch (Su) Any living creature struck by a plague
walker's claws must succeed on a DC 13 Fortitude save or be
overcome with racking pain and mild nausea, causing that creature
to become sickened for 1 minute.
Creatures that have immunity to disease are not affected by this
ability.
Putrid Burst (Ex) When reduced to one-quarter or fewer of its
full normal hit points, a plague walker can use a swift action to
explode. This burst has a 30-foot radius and deals 3d6 points of
damage to everything in the area. All living creatures in the area
are nauseated for 1 round; a successful DC 15 Reflex save halves
the damage and negates the nauseated effect. If reduced to 0 hit
points before it can activate its putrid burst, a plague walker
dissolves into a pile of rotting flesh.
When the PCs come down the stairs, read: A musty -putrescence
pervades the air here. Two warrior statues in this room look
stern, even angry, as they brandish their spears southward. You
see four standing sarcophagi along the southern wall, two sealed
ones flanking two others that are open, their lids lying smashed
on the ground before them. Each remaining lid has the graven image
of a person on it, each one looking like the lid is a prison and
each face screaming in pain, wide eyes set with rubies.
The sound of steel clearing its sheath is the first sign you
have of danger as a skeletal figure in ornate full plate leaps
from the eastern open coffin with a hiss, its eyes burning under
its helm. "Blood and vengeance," it whispers.
With great deliberation, a bloated, rotting figure raises its
arms and shambles forward from the other open coffin. A gurgling
moan escapes its flabby lips.
HUECUVA CR 5 hp 28 (3 HD); DR 10/silver LE Medium undead
(augmented human) Init - 1 ; Senses darkvision 60 ft.: Listen +2,
Spot +2 Languages Common AC 22, touch 9, flat-footed 22; foes gain
+1 morale bonus on attack rolls Immune undead immunities Resist
turn resistance +2 Fort +3, Ref +0, Will +3 Speed 20 ft. in full
plate (4 squares; run at x 3 speed), base speed 30 ft.
Melee slam +6 (1d6+3 plus huecuva blight) or Melee ceremonial
longsword +6 (1d8+2/19-20) Base Atk +3; Grp +6 Special Actions lay
on hands (1/day, self only, heal 3 hp), smite good 1/day (+1
attack, +3 damage) Abilities Str 16, Dex 8, Con —, Int 4, Wis 15,
Cha 13 (17 normal) SQ undead traits Feats Mounted Combat, Ride-By
Attack, ToughnessB, Weapon Focus (longsword) Skills Diplomacy +7,
Knowledge (nobility and royalty) +2, Listen +2, Ride +5, Sense
Motive +7, Spot +2 Possessions armor of rage (DMG 274), ceremonial
longsword (-1 on attack rolls and damage rolls, 5 gp) Huecuva
Blight (Ex) Those struck by a huecuva's slam must succeed on a DC
14 Fortitude save or contract the magical disease huecuva blight
(incubation 1 day; 1d2 Str and 1d2 Con). A victim must succeed on
two saves or receive magical treatment to recover from huecuva
blight.
TACTICS Both of these creatures are dull-witted, and they
don't employ sophisticated tactics. The huecuva alternates slam
and longsword attacks with a malign desire to infect the living
with its blight.
Most important, however, is the creatures' hatred for each
other, which prevents them from coordinating their attacks. The
plague walker despises its companion so much that it won't
hesitate to explode. Fortunately for the huecuva, its DR applies
against that attack.
Neither creature can leave area 21, but they pursue fleeing PCs
anywhere in the chambers that make up the locale depicted in the
tactical map.
FEATURES oF THE AREA The area has the following features.
Ceiling: The ceiling here is 3 0 feet from the chamber floor.
Steep Stairs: The staircase here sharply descends 2 0 feet into
the room. It has no banister or guard rail. It takes 2 squares of
movement to enter each square. Creatures running or charging down
steep stairs must succeed on a DC 10 Balance check, ending their
movement 1d2x5 feet later if they fail. Those who fail by 5 or
more fall prone and take 1d6 points of damage at the end of that
movement. The D C of Tumble checks increases by 5. Creatures gain
a + 1 bonus on melee attack rolls against foes lower than them.
Medium Statues: 5 feet thick; A C 4 ; hardness 8 ; 9 0 0 hp;
break DC 4 5 ; Climb DC 1 5 .
It costs 2 squares of movement to enter a square containing a
statue, and a creature can't end its movement in a statue's square
without climbing onto the statue. A Medium statue provides cover.
If broken, a statue fills its square with dense rubble (see
below).
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter.
Dense rubble increases the DC of Balance and Tumble checks by 5,
and it imposes a -2 penalty on Move Silently checks. Running or
charging through dense rubble is impossible.
Intact Sarcophagi: These sarcophagi take up too much space for
anyone to enter the squares occupied by them. Someone standing in
an adjacent square east of the easternmost sarcophagus can use
that coffin for cover.
Each lid is set with two flawed rubies (a total of four, 1 0 0
gp each). A sarcophagus' lid can be removed by someone who makes a
successful DC 2 5 Strength check. Inside each is a mummified
corpse dressed in a burial robe and shrouded in linen. One is a
hobgoblin, interred with a iron symbol (DC 2 0 Knowledge
[religion] check to discern it as an ancient symbol of
Maglubiyet).
Open Sarcophagi: Creatures can stand in squares that include an
open sarcophagus, but those squares cost 2 squares of movement to
enter. The eastern squares of the sarcophagus are impassable
without jumping into or over the coffin.
Two flawed rubies ( 1 0 0 gp each) lie among the shattered
remains of each sarcophagus' lid (a total of four).
22. BETRAYER'S THRONE
The servants of the forgotten king might have been good people,
but they had a strong sense of vengeance. When they created the
false tomb, they included an opulent throne room as the Betrayer's
prison, and they cursed the Betrayer with a new form.
When the PCs enter the corridor leading west to this area, read:
Soft light illuminates this corridor from no single point. You see
more intricate design work on the north and south walls, but no
dust, no webs, and no signs of age or weathering. The passage
turns north ahead.
When the PCs come to the stairs, read: Stairs that descend here
are gradual and smooth, and the ceiling above stays at the same
height as the corridor, despite the descent. Purple curtains that
glitter with gold tracery cover a tall opening to the west at the
stairway's base. The passage also continues to the east on the
other side of a similar curtain. On the wall facing the base of
the stairs is a huge painting that depicts a tall, dark-haired man
sitting on an opulent throne. He wears a golden crown and frowns
darkly.
The ceiling here is 20 feet high, and both the painting and the
curtains run from floor to ceiling.
The Betrayer's unkind fate might mean doom for the characters
The whole area radiates a strong aura if viewed using detect magic
(DC 23 Spellcraft check to determine the school is abjuration).
If the PCs go through the western curtain, read: The patterned
floor and marble walls gleam in the magical light. They appear
polished and unmarked by age. To the northwest you see the statue
of amounted warrior, his sword held high in the air. A narrow
passage continues eastward along the north wall.
If the PCs go east through the corridor, they trigger the
tactical encounter when one of them moves within 10 feet of the
throne along the north wall. If they go through the eastern
curtain, they trigger the tactical encounter when one moves to
within 10 feet of the throne.
A curse imprisons the Betrayer within the eastern part of
chamber as the final guardian of the forgotten king's tomb,
forcing him to attack invaders. Xeron and the other robbers, who
knew they hadn't reached the true tomb of the forgotten king, were
able to avoid interacting with the Betrayer.
They came through the eastern curtain, stayed along the wall to
keep from getting too close to the throne, and went right to the
secret door.
Tactical Encounter: 22. Betrayer's Throne, page 60.
BETRAYER'S THRONE
Encounter Level 7 SETUP The Betrayer (B) senses the PCs as soon as
they come through the curtains, regardless of their efforts, and
the magic of the room tells him whether invaders are good or evil.
Regardless, he waits upon his throne.
The Betrayer also has two allies. He can transform the statues
in the corners of the room into skeletal warriors riding skeletal
steeds.
When the PCs see the throne room proper, read: This large room
has glossy stone floor and marble walls.
Patterns on the floor and walls shine in the magical light. To
the southeast, you see the statue of a mounted warrior, (his
horse's front hooves kicking at the air. North of that statue,
along the eastern wall, are two iron coffers. A large dan and a
jewel-encrusted throne are set against the north wall.
Sitting on the throne is a handsome, clean-shaven man who has a
powerful build, his raven locks spilling from beneath a golden
crown onto the pauldrons of his fine plate armor and violet cloak.
Sheathed blades lean on either side of his fine chair. As you look
on, he opens his dark eyes and frowns.
"Who would disturb the rest of the king?" he asks in a deep
voice.
TALKING WITH MADNESS The creature on the throne is the Betrayer,
though the PCs might believe he is the king. He certainly won't
dissuade them from that belief.
When speaking to a good-aligned person, the Betrayer cannot lie,
but he can dissemble (using his Bluff skill). He rambles and
cajoles, questioning the PCs about the outside world and
expounding on days of old. His manner is noble, and his knowledge
of court life is genuine.
Some questions he can't answer, however—he is forbidden to speak
his name, the name of the king, the name of the queen, or the
names of any of their servants and protectors.
In roleplaying the Betrayer, depict an intelligent and literate
man who is ignorant of the modern world but eager to learn. He
expects respect, but he seems to be fair and honorable, and he
seems to want only to talk. However, he occasionally slips into
madness, spewing incoherent statements or displaying violent
emotions.
The Betrayer consistently masks his contempt and hatred for all
living beings. During his interaction with the PCs, make a few
Bluff checks for him opposed by the PCs' Sense Motive checks.
They might discern his malevolence.
The Betrayer brooks no insult. If he becomes annoyed with the
PCs, or if they bore him, he attacks immediately, trying to bluff
to get the drop on the characters. If the result of his Bluff
FEATURES OF THE AREA The area has the following features.
High Ground: Someone standing on one or the features described
below receives a + 1 bonus on melee attack rolls against foes on
the floor.
Throne: 7 feet wide, 3 feet thick, 8 feet tall; A C 3; hardness
8; 1 , 2 0 0 hp; break DC 4 5 . It costs 2 squares of movement to
enter a square containing the throne. It can provide cover.
Someone can clamber atop the throne's seat by taking a move action
to do so from a square next to it. Otherwise, jumping atop the
throne requires a successful DC 16 Jump check (DC 8 with a 2 0 - f
o o t running start).
Dais: This platform poses no penalty to movement.
Pedestal: The pedestals where the skeletons stood are 3 feet
high, and they can be ascended by anyone who takes a move action
to do so when in an adjacent square. Otherwise, jumping atop a
pedestal requires a successful DC 2 4 Jump check (DC 12 with a 2 0
- f o o t running start).
Coffers: In an effort to mislead thieves into thinking they had
reached the king's tomb, the builders filled two small coffers
here with a total or 5 0 0 gp, 10 pp, and a gold and diamond
necklace ( 4 0 0 gp).
Secret Door: A successful DC 25 Search check is required to find
this secret door. Any PC who comes near the door and makes a
successful DC 18 Listen check can hear shouting and clanging through
the wall. If a PC succeeds on the Listen cheek, the party gets a + 6
circumstance bonus on checks to discover the door. Opening the door
takes a successful DC 2 5 Strength check if the Betrayer is still
alive and be wills it to remain closed, but it moves easily if he is
dead or willing to let it open. (It's best to let the PCs find the
door if they're having trouble—don't let things become boring.)
23. THE KING'S TOMB
THE KING'S TOMB Hidden beneath the Betrayer's prison is the true
tomb. Xeron and his band hurtled down the stairs and went to work
prying open the four sarcophagi, snatching up all the weapons and
valuable items they could. Xeron then ordered Jeroog, the
remaining hobgoblin, to take a pickaxe to the floor. It took a
long time, but Jeroog finally made a small hole. To everyone's
surprise except Xeron's, the hole opened onto a secret tunnel.
Tying off a knotted rope, Xeron sent his two smallest servants,
the goblin and the halfling, on ahead with the bulk of the loot.
When the PCs enter the tomb, the hobgoblin is working on widening
the hole.
As soon as the PCs enter the staircase, read: A tight stairway
descends to a landing below. Between sharp ringing reports that
must be a metal tool against stone, you hear shouting in a
guttural tongue. (In Goblin, "Faster, you I idiot! Faster!") When
the PCs can see into the room, read: The narrow stairs give way to
a wide room lit by a faint white light.
Four statues stand in the wide area where the room opens up,
each apparently ensorcelled to add a lifelike aspect to it. One
represents a tall male human who has a salt-and¬ pepper beard,
plate armor, and a symbol of Heironeous emblazoned on his shield.
His brown eyes flash, and his black hair blows in an illusory
wind. Another shows a female elf dressed in armor made from
overlapping metal leaves. Her tall bow is made of ivory, and the
green of her cloak seems to blend into the background of the room.
She crouches in a hunter's stance, peering off into the distance
at an unseen target. The red-haired woman from the paintings
you've seen is depicted in the third statue. Her hair, kept in
check by a silver circlet set with a gleaming diamond, falls in
waves down her back, over her white and gold robes. In one hand,
she holds a staff tipped with a dragon's head. Her other hand
stretches out to the statue across the room—a kingly figure. The
gold crown on his head nearly blends into his blond, flowing hair.
The man's blue eyes shimmer in the dim light as he stares across
the room at the red-haired woman. He holds a black longsword point
down in one hand. The man's other hand is held out, palm upward,
toward the statue of the woman.
Beyond the statues, sarcophagi along the southern wall have been
wrenched open, their lids cast to one side. From where you stand,
you can't see the eastern part of the room, but you can tell the
shouting and ringing come from there.
When the PCs fully enter the room and can see into its eastern
section, they trigger the tactical encounter.
Tactical Encounter: 23. The King's Tomb, page 62.
THE ADVENTURE ENDS . . .
Once the PCs defeat Xeron and Jeroog, they've won.
When that happens, read: All four of the statues look at you.
The statue of the king looks up, and a translucent apparition
steps forward. He speaks in a strong but somehow distant voice,
smiling warmly.
"Thank you, my friends. It is good to see that heroism remains
in this world. My time to return is not now, but it might be
soon." The PCs can talk to the ghostly king, and they can examine
him briefly if they wish. The apparition is not really a creature,
but its alignment is lawful good, and it radiates a strong aura if
viewed using detect magic (DC 25 Spellcraft check to determine the
school is conjuration). He wishes to impart the following
knowledge to the PCs.
A nagatha encountered in the king's tomb • "In my time it was
prophesied that my rule would end prematurely, but that I would
return to aid the world in its most dire struggle.
I sense that time coming, but my bones have been stolen, and if
they are not recovered, I don't know if the prophecy can be
fulfilled." • "My name is Theron, but that is no matter, for my
time is past. The name you need to know is Sertrous. I heard that
scoundrel"—the king gestures toward the body of Xeron— "refer to
something called Vanguard of Sertrous, and while I do not know who
or what the Vanguard of Sertrous is, I know that it is evil.
It must not triumph!" • "The villains stole my bones, and the
weapons of my wife and my champions! Those arms are very powerful
and should not be used in the service of evil. Still, they did not
get this...." At an appropriately dramatic moment, read: King
Theron reaches down into a sarcophagus and. through its bottom.
When his hand emerges, it holds a black longsword that glows with
a silvery light.
"This weapon, Merthuvial" he says, "once helped me save a
kingdom. May it aid you in your heroics and serve as thanks from a
forgotten king." After handing you the sword, the apparition
disappears, as do the lifelike images on the other statues. The
quiet of stone and death pervades the area the light of the magic
blade shining brightly.
Any character who understands Celestial translates the word
Merthuvial as "kingmaker." Merthuvial is a legacy item detailed in
the next section.
The magic of the statues never returns. Further, the magic of
the tomb complex fades quickly, removing much of the danger and
wonder from the locale.
. . . ANOTHER BEGINS The tale begun in this adventure continues
in DD2: The Sinister Spire with an expedition through the secret
tunnel under the forgotten king's tomb and into the Underdark.
MERTHUVIAL Merthuvial is a jet-black longsword, with a plain
hilt decorated by a single large pearl in the pommel. The blade
appears to be in perfect condition.
Nonlegacy Game Statistics: +1 adamantine longsword; Cost 5,315
gp. Before learning the results of your roll, you can reroll one
Diplomacy check per day.
Omen: When unsheathed, the weapon glows with a light the
strength of a torch. In combat, this light changes to a deep red,
with no change in strength of illumination.
HISTORY It is said that dwarves forged Merthuvial in the heat of
a volcano; its adamantine blade proved devastating against
marauding cave trolls and mountain orcs. The weapon was one of
many, but it earned distinction when its wielder saved the life of
the dwarf king by sundering a stone giant's weapon and spearing
the creature on the point of the sword. The king ennobled this
dwarf warrior, and the warrior, in turn, presented Merthuvial to
his lord in tribute. (DC 20; King's Gift) The dwarf king seldom
used Merthuvial in combat, preferring to hang the weapon over his
throne as a symbol of loyalty and devotion. As long as the black
sword hung over the throne, the dwarves of that kingdom
experienced little internal strife. The dwarven king and his heirs
lived peacefully with the other good races in that part of the
world.
But that peace did not extend to the evil, the jealous, and the
hateful. Orcs and their monstrous cohorts forged an alliance and
eventually drove the dwarves from the underground kingdom, taking
the halls for their own. The ores' chieftain kept Merthuvial, but
he gained little joy from the weapon. Before long, his lieutenant
assassinated him and took the throne, only to die in a civil war
weeks later.
Merthuvial passed from hand to claw and back again, never
staying with a single wielder for long. Eventually, it left the
dwarf mines and found its way to the surface, falling into the
hands of an evil half-ore warlord named Kroack.
Kroack had united the nearby orc, goblin, and hobgoblin tribes
in an attempt to destroy the local human kingdom.
Indeed, by the time the warlord "inherited" Merthuvial he had
nearly succeeded. Only one fortified village remained, and the
half-ore moved quickly to burn the citizens out.
In desperation, a young warrior named Theron and a few of his
friends infiltrated Kroack's camp as the tribes waited for the
order to attack. Somehow, this small band found their way to
Kroack's tent—just before the guards discovered them. Theron and
his friends fought for their lives, but most of them died quickly,
and Theron himself was disarmed and thrown to the feet of Kroack.
Kroack gloated at the young warrior's defeat and desperate
efforts. But when the half-orc lifted Theron by the throat, the
man snatched Merthuvial from Kroack's hip, and a red light shown
from the blade for the first time. The guards stumbled back in
fear; Theron slew Kroack, freed his remaining friends, and
escaped.
Rumors of treachery flew through the raiders' camp, and factions
set upon each other. Theron rallied the remaining villagers and
attacked. Even though the humanoids still outnumbered the
villagers five to one, the young warrior broke the spirit of the
besiegers and drove them out of the valley. Not surprisingly, the
villagers soon named Theron their lord, and his surviving friends
became his most loyal retainers. (DC 25; Know the Pain) Theron
realized, however, that the threat of conquest was not gone from
the land. Riding to distant settlements, Theron forged agreements
with them, ensuring that when the need arose, they would unite
with each other against their common enemies. Theron made similar
alliances with elves, dwarves, halflings, and all other good
peoples. Soon, this young warrior from a small village found
himself at the center of a great alliance. Before long, other
lords began to acknowledge Theron as a king. This actually
surprised the young man, who thought of himself as a servant of
the people, not a ruler. And though his victories on the
battlefield and his diplomatic successes made him king, it was
this humble attitude that made him truly great.
As King Theron's power and influence grew, Merthuvial's
abilities took shape. The sword became as renowned as the king,
and the chosen weapons of Theron's retainers also became well
known. It was said that while King Theron wielded Merthuvial, no
enemy could defeat him. Unfortunately for Theron, the tales said
nothing about a friend.
One of Theron's oldest compatriots, a man whose name has been
expunged from all histories of the time, betrayed him. This
"Betrayer" made a pact with the humanoids and evil races of the
Underdark; such was his skill at deceit that he corrupted Theron's
kingdom from within. The humanoids struck the kingdom by surprise
and devastated the king's holdings.
But the Betrayer's scheme ultimately backfired. Though few in
the kingdom fully trusted one another, they all trusted King
Theron. Out of the ashes of his court, Theron rallied his
loyalists, destroyed the invading army, and battled the Betrayer
to the death. Though the king did not survive this final duel,
Theron's remaining supporters captured the Betrayer and cursed
him—the treacherous knight was forced to guard the king's tomb for
as long as fate required, atoning for his crimes through the
lonely years. (DC 30; Unite the People) WHAT IS A LEGACY ITEM? A
legacy item is a power magic item with history and potential. Such
an item is similar to an artifact. The item was probably created
with a simple purpose, hut developed abilities over time.
Every legacy item has the potential to improve with some
sacrifice from the user. When a character meets the wielder
requirements, he can attune to the weapon and gain abili¬ ties as
he goes up in level. For the set cost specified under Legacy
Rituals and detailed on the weapon's table, the user gains new
abilities at particular experience levels. The table shows certain
penalties and costs associated with the legacy.
A legacy item's user must take the penalties and losses a s
sociated with his level to use the legacy item's abilities. For
Merthuvial, the penalties are not cumulative, but the hit point
losses are.
Feats are required to gain access to the legacy item abilities
or Merthuvial, and those teats can be acquired only by completing
legacy rituals. Least Legacy (Merthuvial) allows a user or
equivalent level to access abilities from 5th to 9 t h level,
while Lesser Legacy {Merthuvial) is required to use abilities from
10th to 16th level. Greater Legacy (Merthuvial) grants access to
17th-level and higher abilities.
Whenever a user wants to gain there at required to open up
access to a new tier or abilities ( L e a s t , Lesser, or
Greater), that wielder must somehow learn about the history of the
item and a related ritual by making or having another character
make a successful Knowledge (history) check, the DCs of which are
detailed parenthetically in the history of Merthuvial. The user
must then pay the gold and roleplaying costs associated with the
ritual. If the P C does that, he gains access to all the legacy
abilities linked to that bonus feat (Least Legacy, Lesser Legacy,
Greater Legacy) as soon as he advances to the appropriate
character level. So, if a l0th-level character undergoes the Know
the Pain ritual for Merthuvial, that character pays 1 2 , 5 0 0 gp
for ritual materials and allows a foe to strike him for a critical
hit. Upon successful completion of that ritual, the user gains the
bonus feat Lesser Legacy (Merthuvial), which gives access to the
sword's l0th-level legacy ability.
When the user advances to 11th level, he doesn't have to undergo
the ritual again—the Lesser Legacy [Merthuvial) feat allows access
to the keen ability, as well as lordly orator at 13th level and
expel from the realm and loyal minions later on. If the user
wishes to open up access to Merthuvial as a + 2 keen shocking
burst adamantine longsword, he must complete the legacy ritual
required to gain the Greater Legacy [Merthuvial) feat and advance
to 17th level.
For more information on legacy items, see the Weapons of Legacy
supplement.
LEGACY RITUALS Three rituals are required to unlock all the
abilities of Merthuvial.
King's Gift: You must have the weapon passed on to you willingly
by its rightful owner or the owner's rightful heirs. If no heirs
live, you must perform an attunement ritual with Merthuvial,
marking you as the weapon's new owner. Cost: 2,500 gp. Feat
Granted: Least Legacy (Merthuvial).
Know the Pain: In combat with real foes, you must allow an enemy
to strike you. That foe automatically scores a critical hit. Cost:
12,500 gp. Feat Granted: Lesser Legacy (Merthuvial).
Unite the People: You must forge an alliance between two or more
disparate groups of people in order to unite them against a common
foe, and you must work to protect them from that foe until the
danger is past. Cost: 40,500 gp. Feat Granted: Greater Legacy
(Merthuvial).
Wielder Requirements The typical wielder of Merthuvial is a
good-aligned character who has some fighting skill, such as a
fighter or paladin. It is most useful to a character interested in
developing leadership and Charisma-based skills.
MERTHUVIAL WIELDER REQUIREMENTS Any non-evil except chaotic
neutral Base attack bonus +3 Diplomacy 2 ranks Legacy Item
Abilities The following are the legacy item abilities of
Merthuvial.
Detect Thoughts (Sp): Starting at 5th level, once per day, you
can use detect thoughts as the spell. The save DC is 13, or 12 +
your Charisma modifier, whichever is higher. Caster level 5th.
Strength of Kings (Su): When you reach 7th level, Merthuvial
grants you a +2 enhancement bonus to Strength while you carry it.
Loyal Servitor (Su): At 8th level, you gain the continual
benefit of an unseen servant as the spell. If dissipated by 6 or
more points of damage from an area attack, or if it ceases to
exist by moving more than 35 feet away from you, the servant
re-forms 1 round later in any square adjacent to you.
Caster level 5th.
Merciful Redress (Sp): Beginning at 10th level, three times per
day, you can use lesser restoration, as the spell, by touching
Merthuvial to the afflicted creature and speaking a command
phrase, "Your strength shall return!" Caster level 10th.
Lordly Orator (Su): At 13th level, you gain a +10 competence
bonus on Diplomacy checks. In addition, you can attempt a
Diplomacy check as a full-round action without the normal -10
penalty (PH 72) unless the target is currently hostile.
Against a hostile target, you still gain the competence bonus,
but you must otherwise perform your Diplomacy check according to
the normal rules for that skill.
Expel from the Realm (Sp): Starting at level, once per day by
issuing the command word, "Begone!" and gesturing with the sword,
you can force a creature to return to its native plane, as by the
dismissal spell. The base save DC is 16, or 14 + your Cha
modifier, whichever is higher. Add your character level to this
number and subtract the target creature's HD to determine the
final save DC. Caster level equals your character level.
Loyal Minions (Sp): At 16th level, once per day when you utter
the command phrase "To me!" and gesture with Merthuvial, you can
use summon monster V as the spell. You can summon only good or
neutral creatures from that spell's list. Caster level 15th.
King's Command (Sp): At 20th level, once per day when you issue
the command "Hear and obey!" and gesture with Merthuvial, you can
use dominate monster as the spell.
The save DC is 23, or 19 + your Cha modifier, whichever is
higher. Caster level 20th.
Merthuvial P E N A L T I E S A N D A B I L I T I E S Wielder
Level Attack Penalty Save Penalty Hit Point Loss Abilities 5th — —
— Detect thoughts 1/day 6th — — 4 — 7th — — — Strength of kings
8th — - 1 — Loyal servitor 9th - 1 — 2 — 10th — — — Merciful
redress 3/day 11th — — — +2 keen adamantine longsword 12th — — 2 —
13th - 2 — — Lordly orator 14th — — — Expel from the realm 1/day
15th — — 2 — 16th — - 2 — Loyal minions 1/day 17th — — — +2 keen
shocking burst adamantine longsword 18th — - 3 2 — 19th — — 2 —
20th — — 2 King's command 1/day
A mausoleum dominates Kingsholm's hillside cemetery
FEATURES OF THE AREA The area has the following features.
Gradual Stairs: The shallow staircase descends 5 feet, but the
ceiling remains level. Creatures gain a +1 bonus on melee attack
rolls against roes lower than them.
Medium Statue: 5 feet thick; AC 4 ; hardness 8 : 9 0 0 hp; break
DC 45; Climb DC 15. It costs 2 squares or movement to enter the
square containing the statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. If
broken, a statue fills its square with dense rubble (see page 25).
Sarcophagi: Creatures can stand in squares that include a
sarcophagus, but those squares cost 2 squares or movement to
enter. A creature can jump onto a sarcophagus, gaining a +1 bonus
on melee attack rolls against those on the floor. Doing so is
automatic for someone who takes a move action in one or a
sarcophagus' squares, or it can be done as part of a larger move
action with a successful DC 24 Jump check (DC 12 with a 20-foot
running start). Sarcophagi provide cover.
A sarcophagus' lid can be removed by someone who succeeds on a
DC 25 Strength check. Inside each one is a desiccated corpse
dressed in a burial robe and shrouded in linen.
Wall Niches and Holes: The wall has tiny niches where the
menders can land. It also has lour holes carved in it, so the
menders can go out and access a buried cache of raw stone and
metal for their repair work, as well as a key to the door.
2 WOLF SKELETONS CR 1 hp 13 each (2 HD); DR 5/bludgeoning NE
Medium undead Init +7; Senses darkvision 60 ft.; Listen +0, Spot
+0 Languages understands creator's orders AC 15, touch 13,
flat-footed 12 Immune cold, undead immunities Fort +0, Ref +3,
Will +3 Speed 50 ft. (10 squares) Melee bite +2 (1d6+1) Base Atk
+1; Grp +2 Abilities Str 13, Dex 17, C o n — , Int—, Wis 10, Cha 1
SQ undead traits Feats Improved Initiative Skills Listen +0, Spot
+0 If the PC doesn't notice the wolf skeletons, read: A distant,
otherworldly howl floats through the cool air. You hear a rattling
noise and look up to see two skeletal wolves coming toward you.
TACTICS The wolf skeletons move to attack the closest PC while
that character is still on the stairs. They were ordered to keep
intruders on the stairs and take them out one at a time.
When the wolf skeletons attack, the ogre zombie is alerted. It
remains at the room's lowest landing with a readied action. As
soon as a PC steps onto the lowest stairs in this area, the ogre
zombie charges and uses its reach to slam its opponent. A
character on the stairs sees the ogre zombie before it attacks by
making a successful DC 5 Spot check. If it would have to squeeze
up the stairs to reach its assailants, the ogre zombie instead
retreats to its starting position and readies another charge.
OGRE ZOMBIE CR 3 hp 55 (8 HD); DR 5/slashing NE Large undead
Init - 2 ; Senses darkvision 60 ft.; Listen +0, Spot +0 Languages
understands creator's orders AC 15, touch 7, flat-footed 15 Immune
undead immunities Fort +2, Ref +0, Will +6 Speed 40 ft. (8
squares, can't run) Melee slam+9 (1d8+9) Space 10 ft.; Reach 10
ft.
Base Atk +4; Grp +14 Abilities Str 23, Dex 6, Con —, Int —, Wis
10, Cha 1 SQ single actions only, undead traits Feats Toughness
Skills Listen +0, Spot +0 Single Actions Only (Ex) Zombies can
perform only a single move action or standard action per round. A
zombie can move up to its speed and attack in the same round if
charging.
CENTRAL HUB Encounter Level 4 SETUP Xeron stationed two varags,
Sargus (S) and Krusis (K), a mated pair, in this room as guards. He
wanted to give the surly and charismatic Sargus something to do away
from the main group, and he knew Sargus would be more content
guarding the area with his mate. Xeron also knew the two couldn't be
relied upon to remain alert at all times, so he had Krootad animate
a dead varag as a zombie (Z). Xeron then proceeded, locking the door
to the west to make sure the varags didn't follow him until he was
ready to leave.
When the PCs arrive, the zombie moves to attack them, but the
varags are asleep. The varags awaken immediately when the fight
starts. They enter the battle 2 rounds later.
When the zombie attacks, read: A hairy, hunched humanoid that
has a face like that of a feral hobgoblin with horns that curve
away from its skull lurches around the corner of a nearby wall. It
would easily stand 7 feet tall if it weren't traveling in an
apelike manner, using its arms for additional support. Despite its
dreadful pallor and oozing wounds, it moves with amazing speed. It
wears dark leather studded with black iron, and it raises a
scimitar in one of its gnarled hands as it gurgles and charges.
When the varags attack, read: Living versions of the undead
creature you've been fighting leap into the fray. One of the
horned creatures is thickly muscled and bears two swords, one
shorter than the other.
The second creature is more slender and wields only one curved
blade. The larger one barks, "Vargyoml" (That's Goblin for "Flank
'em'.") TACTICS The zombie charges intruders, attacking the
nearest foe until that opponent falls.
Once the varags enter combat, they use Spring Attack to control
the battle, maneuvering into flanking positions whenever possible
and using the support walls to foil pursuit. Sargus uses his
Tumble skill to avoid attacks of opportunity as he tries to flank,
but he doesn't risk tumbling through an opponent's space. If the
zombie goes down, the varags synchronize their attacks, one moving
up to a PC and readying an action to attack when the other varag
moves in on the other side. That way, both varags achieve flanking
bonuses and Sargus can deal sneak attack damage.
VARAG ZOMBIE CR 2 hp 42 (6HD);DR 5/slashing NE Medium undead
(goblinoid) Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages understands Sargus's orders AC 19, touch 1 1 ,
flat-footed 18 Immune undead immunities Fort +2, Ref +3, Will +5
Speed 60 ft. (12 squares, can't run) Melee mwk scimitar +7
(1d6+3/18-20) Base Atk +3; Grp +6 Abilities Str 17, Dex 13, Con—,
Int—, Wis 10, Cha 1 SQ single actions only, undead traits Feats
Toughness Skills Listen +0, Spot +0 Possessions masterwork studded
leather, masterwork scimitar Single Actions Only (Ex) Zombies can
perform only a single move action or standard action per round. A
zombie can move up to its speed and attack in the same round if
charging.
SARGUS CR 2 hp 27 (4 HD) Male varag rogue 1 CE Medium humanoid
(goblinoid) Init +6; Senses darkvision 60 ft., scent; Listen +1,
Spot +0 Languages Goblin AC 22, touch 15, flat-footed 17 Fort +3,
Ref +10, Will +0 Speed 60 ft. (12 squares); Run, Spring Attack
Melee mwk scimitar +5 (1d6+4/18-20) and mwk short sword +5
(1d6+2/19-20) or Melee mwk scimitar +7 (1d6+4/18-20) Ranged mwk
composite shortbow +8 (1d6+4/x3) Base Atk +2; Grp +6 Atk Options
sneak attack +1d6 Combat Gear potion of cure moderate wounds
Abilities Str 18, Dex 20, Con 15, Int 6, Wis 8, Cha 12 Feats
Improved Initiative, RunB, Spring AttackB, Two- Weapon Fighting
Skills Balance +7, Jump +18, Listen +1, Move Silently +16*, Spot
+0, Survival +0 (+4 when tracking by scent), Tumble +10 *A varag
can always choose to take 10 on a Move Silently check, even if
rushed or threatened.
Possessions combat gear plus +1 studded leather, masterwork
scimitar, masterwork short sword, masterwork composite shortbow
(+4 Str bonus) with 14 arrows, 42 gp KRUSIS CR 1 hp 16 (3 HD)
Female varag CE Medium humanoid (goblinoid) Init +6; Senses
darkvision 60 ft., scent; Listen +0, Spot +0 Languages Goblin AC
18, touch 12, flat-footed 16 Fort +2, Ref +5, Will +1 Speed 60 ft.
(12 squares); Run, Spring Attack Melee mwk scimitar +6
(1d6+2/18-20) Ranged shortbow +4 (1d6/x3) Base Atk +2; Grp +4
Combat Gear 2 potions of cure light wounds Abilities Str 15, Dex
15, Con 13, Int 6, Wis 10, Cha 10 Feats Improved Initiative, RunB,
Spring AttackB, Weapon Focus (scimitar) Skills Jump +17, Listen
+0, Move Silently +13*, Spot +0, Survival +0 (+4 when tracking by
scent) *A varag can always choose to take 10 on Move Silently
checks, even if rushed or threatened.
Possessions combat gear plus masterwork studded leather,
masterwork scimitar, shortbow with 12 arrows, 15 gp FEATURES OF
THE AREA The area has the following features.
Inner Walls: 1 foot thick; hardness 8 ; 9 0 hp; break DC 3 5 ;
Climb DC 2 0 . These superior masonry walls stretch from floor to
ceiling and provide structural support to the room.
Medium Statues: 5 feet thick; A C 4 ; hardness 8; 9 0 0 hp;
break DC 4 5 ; Climb DC 15. It costs 2 squares or movement to
enter a square containing a statue, and a creature can't end its
movement in a statue's square without climbing onto the statue. A
Medium statue provides cover. If broken, a statue fills its square
with dense rubble (see below).
Dense Rubble: Squares containing dense rubble cost 2 squares of
movement to enter.
Dense rubble increases the DC of Balance and Tumble checks by 5,
and it imposes a -2 penalty on Move Silently checks. Running or
charging through dense rubble is impossible.
Varag Camp: The varag camp contains two fur pallets, a water
barrel half full of water, and a chest. Inside the chest are a few
pounds or preserved meat.
Stone Double Doors: The western double doors are locked (Open
Lock DC 2 5 to open).
LURKING STRANGLER CR 2 hp 11 (2 HD) LE Tiny aberration Init +4;
Senses all-around vision, darkvision 60 ft.; Listen +5, Spot +8
Languages understands Beholder and Common AC 16, touch 16,
flat-footed 12 Fort +1, Ref +4, Will +3 Speed 5 ft. (1 square), fly
20 ft. (good) Melee lash +7 (1d4-3) Ranged 2 eye rays +7 ranged
touch each Space 2-1/2 ft.; Reach 0 ft.
Base Atk +1; Grp - 1 0 Atk Options suffocate Abilities Str 5,
Dex 19, Con 13 Int 4, Wis 10, Cha 10 Feats AlertnessB, Weapon
Finesse Skills Hide +12, Listen +5, Search +1, Spot +8 All-Around
Vision (Ex) A lurking strangler's eyes and physiology give it a +4
racial bonus on Search and Spot checks.
Flight (Su) A lurking strangler's body is naturally buoyant.
This buoyancy allows it to fly and grants it a permanent feather
fall effect, as the spell, with personal range.
Eye Rays (Su) A lurking strangler has two eye rays, both usable
at will. One functions as the cause fear spell; range 30 ft.;
caster level 3rd; Will DC 11 partial. The other functions as the
sleep spell, except that it affects one creature that has up to 4
HD; range 130 ft.; caster level 3rd; Will DC 11 negates.
Suffocate (Ex) If a lurking strangler hits a helpless foe with
its lash attack, it wraps itself around the target's throat and
begins to strangle that opponent. After being deprived of air, a
creature must succeed on a DC 8 Constitution check each round. The
DC increases by 1 each subsequent round. A creature that fails the
check begins to suffocate. In the first round after a failed
check, the victim falls unconscious (0 hit points). In the
following round, the victim drops to - 1 hit points and is dying.
In the third round, the victim suffocates and dies.
CONCLUSION Circumstances in this encounter favor the lurking
strangler, so award the PCs experience points as if they had
defeated a CR 3 monster if they kill or defeat the aberration.
FEATURES OF THE AREA The area has the following features.
Ropes: Each rope has A C 9, hardness 0, and 2 hp.
Unworked Stone Walls: The natural walls of this cavern, as well
as the sides of the pillars, are unworked stone that requires DC 2
0 Climb checks to climb.
Cavern Floor: The floor of this cavern is covered with slowly
running water about 1 foot deep. It pours in from the south and
flows north. It costs 2 squares of movement to enter a square in
the water, and the DC of Tumble in such squares increases by 2 .
Evidence of past inhabitants can be found on the floor.
The bones of a long-dead beholder rest in the water under the
outcropped top of the third pillar. How the creature died is not
apparent. Elsewhere in the water are the bodies of two other
lurking stranglers, both the victims of violence.
Ceiling: The ceiling is rough enough that a successful DC 2 5
Climb check is sufficient for a strong climber to make progress
across it. Above and 10 feet to the east of the third pillar are
signs that a shaft once allowed egress from this cavern. The chute
is now filled with a jumble or large boulders, but it is actually
open enough to allow a Tiny creature passage to the surface.
Plague walker
THE BETRAYER CR 5 hp 63 (7 HD); fortified body CE Medium aberration
Init +3; Senses darkvision 60 ft., low-light vision; Listen +1, Spot
+1 Languages Common AC 2 1 , touch 13, flat-footed 18 Immune
mind-affecting spells and abilities Fort +6, Ref +5, Will +8
Weakness divine suffering Speed 40 ft. (8 squares) Melee slam +9
(1d6+4 plus horrific rot) or Melee +1 bastard sword +10
(1d10+5/19-20) or Melee +1 bastard sword +8 (1d10+5/19-20) and slam
+7 (1d6+2 plus horrific rot) or Melee +1 bastard sword +8
(1d10+5/19-20) and + 1 short sword +8 (1d6+3/19-20) Base Atk +5; Grp
+9 Atk Options Power Attack Special Actions call to betrayal
Abilities Str 18, Dex 17, Con 18, Int 12, Wis 12, Cha 16 Feats Iron
WillB, Power Attack, Two-Weapon Fighting, Exotic Weapon Proficiency
(bastard sword) Skills Bluff +8, Diplomacy +9, Intimidate +10,
Knowledge (history) +6, Knowledge (nobility and royalty) +6, Listen
+1, Ride +8, Sense Motive +6, Spot +1 Possessions +1 bastard sword,
+1 short sword Fortified Body (Ex) The Betrayer's plate armor and
crown are parts of his body. These features, along with his
frightful physiology, grant him a 50% chance to ignore extra damage
from critical hits and sneak attacks.
Divine Suffering (Su) If struck by a positive energy effect that
deals damage, such as a spell that has the good descriptor, the
Betrayer takes 50% more damage from that attack. When caught
within the area of a turn undead attempt, the Betrayer takes 1d6
points of damage plus 1 point per level of the cleric performing
the turn attempt.
Horrific Rot (Su) A living creature struck by the Betrayer's
slam attack must succeed on a DC 17 Fortitude save or take 1 point
of Charisma damage. The affected creature's skin and muscle
appears to distend and detach until that creature looks somewhat
like the Betrayer.
Call to Betrayal (Su) As a swift action, the Betrayer can order
an opponent to attack an adjacent creature. That foe must succeed
on a DC 16 Will save or be forced to attempt an attack against the
indicated target as an immediate action. This is a mind-affecting
ability.
check exceeds the highest Sense Motive check among the PCs, the
characters are surprised when he attacks. Once he takes this step,
the final aspect of his curse is revealed.
When the Betrayer attacks, read: Leaping to his feet, the man on
the throne draws his blades and descends from the dais. As he
does, the bejewelled throne fades into a plain stone seat. The
man's hair withdraws under the crown, and his skin grays and runs,
revealing bone and muscle beneath. His armor sags and corrodes,
seemingly grafting to his distended flesh along with the crown,
which has lost all luster. Lidless, his eyes burn with madness.
2 MOUNTED SKELETONS CR 2 hp 32 each (5 HD); DR 5/bludgeoning NE
Large undead Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 17, touch 12, flat-footed 15 Immune cold, undead immunities
Fort +1, Ref +3, Will +4 Speed 40 ft. in chainmail (8 squares),
base speed 50 ft.
Melee lance +6 (1d8+6/x3) and 2 hooves +6 each (1d6+4) and bite
+1 (1d4+2) or Melee longsword +6 (1d8+4/19-20) and 2 hooves +6
each (1d6+4) and bite+1 (1d4+2) Space 10 ft.; Reach 10 ft.
(lance), 5 ft. (bite and hooves) Base Atk +2; Grp +6 Abilities Str
18, Dex 15, Con —, Int—, Wis 10, Cha 1 SQ fused, undead traits
Feats Improved InitiativeB Skills Listen +0, Spot +0 Possessions
chainmail, lance, longsword, military saddle and bridle Fused (Ex)
The human skeleton and horse skeleton are fused together, and they
act as one unit.
"How dare you come here?" he howls. "Now you shall share my
pain. Knights, to arms!" The statue of the mounted figure in the
corner changes to reveal a lance-bearing skeletal warrior atop a
skeletal horse.
A clatter from the passage to the west suggests more trouble.
TACTICS The Betrayer attacks the nearest PC using both his
weapons, intermittently using a slam to cause horrific rot. He
uses call to betrayal every round. When he can, he takes advantage
of a flank provided by one of the mounted skeletons.
If any character uses positive energy or a turn attempt to
damage the Betrayer, he focuses on killing that character as
quickly as he can.
The mounted skeletons charge into the melee on the first round,
dealing double damage with their lances if they hit. If possible,
they withdraw and charge again. If forced into close-quarters
combat, the humanoid portions of the skeletons drop their lances
and draw their longswords to attack.
The skeletons turn to dust if slain, and that dust magically
begins to blow toward the dais or the pedestal each creature
started on. They re-form over the course of 7 days. However, they
are tied to the will of the Betrayer. If he dies, they turn to
dust immediately, never to re-form.
None of the creatures in this room surrender for any reason.
THE KING'S TOMB
Encounter Level 7 SETUP Have the players set their miniatures
representing the characters in the order they descend. Xeron (X)
and Jeroog (J) make Listen checks as the PCs approach, but they
both have a -10 penalty on their checks (in addition to the -1 per
10 feet the characters are from them) due to the noise of the
pickaxe against the stone and their distraction with the work at
hand. The DC for the checks is the lowest result among the PCs'
Move Silently checks or a flat DC of 5. Even if Xeron knows
intruders approach, he continues to shout and order the hobgoblin
to dig. He's just not surprised when the PCs arrive.
When the PCs can see the room's eastern section, read: Two more
thoughtlessly opened sarcophagi occupy the eastern portion of the
room. Here also, swinging a pick at the floor is a male hobgoblin
clad in half-plate, his black hair shorn close to his scalp.
Nearby stands a slight but imposing man in rich violet robes,
reptilian scales on his forehead and bald pate, as well as his
bright yellow eyes, marking him as not quite human. He leans
wearily on an ornate spear.
"Fools!" he sputters. "You'll ruin everything!" JEROOG CR 3 hp
30 (3 HD) Male hobgoblin fighter 3 LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1 Languages
Common, Goblin AC 17, touch 10, flat-footed 17: Dodge Fort +6, Ref
+3, Will +2 Speed 20 ft. in half-plate (4 squares; run at x 3
speed), base speed 30 ft.
Melee mwk greataxe +7 (1d12+3/x3) Ranged throwing axe +5 (1d6+2)
Base Atk +3; Grp +5 Atk Options Cleave, Power Attack Combat Gear
potion of cure moderate wounds Abilities Str 15, Dex 15, Con 16,
Int 10, Wis 12, Cha 8 Feats Cleave, Dodge, Power Attack, Weapon
Focus (greataxe) Skills Climb +1, Jump +1, Listen +1, Spot +1
Possessions combat gear plus masterwork half-plate, masterwork
greataxe, 3 throwing axes, 4 pearls (100 gp each), 47 gp TACTICS
In the first round, Xeron draws his figurine of the nagatha from
his pouch and throws it into an open square adjacent to one of the
PCs. The figurine shatters when it hits the stone, summoning up a
nagatha.
When the nagatha appears, it attacks on the initiative count
immediately following Xeron's, targeting an unengaged PC. Xeron
can command the nagatha as a free action.
The creature remains for 3 rounds.
XERON CR 5 hp 29 (8HD) Male yuan-ti pureblood sorcerer 4 CE
Medium monstrous humanoid Init +7; Senses darkvision 60 ft.;
Listen +5, Spot +5 Languages Abyssal, Common, Draconic, Goblin,
Undercommon, Yuan-Ti AC 19, touch 14, flat-footed 18; Dodge SR 18
Fort +2, Ref +8, Will +9 Speed 30 ft. (6 squares) Melee +1 spear
+9 (1d8/x3) Base Atk +6; Grp +6 Combat Gear potion of cure
moderate wounds, wand of magic missile (CL 3 r d ; 13 charges),
figurine of the nagatha Sorcerer Spells Known (CL 4t h ) : 2 n d
(4/day; 2 used)—Melf's acid arrow (+9 ranged touch) 1 s t (7/day;
4 used)—mage armor†, magic missile, ray of enfeeblement (+9 ranged
touch) 0 (6/day; 3 used)—acid splash (+9 ranged touch), detect
magic, mage hand, prestidigitation, read magic, touch of fatigue
(+9 melee touch, DC 13) † Already cast Spell-Like Abilities (CL 8t
h ) : At will—detect poison (CL 6t h) 1/day—animal trance (DC 16),
cause fear (DC 15), charm person† (DC 15), darkness†, entangle (DC
15) † Already used Abilities Str 8, Dex 16, Con 10, Int 15, Wis
12, Cha 19 SQ alternate form Feats AlertnessB, Blind-FightB,
Combat Casting, Dodge, Improved Initiative Skills Bluff +9,
Concentration +10 (+14 to cast defensively), Diplomacy +6,
Disguise +11 (+13 to act in character, +18 when impersonating a
human), Knowledge (history) +7, Knowledge (arcana) +10, Listen +5,
Spellcraft +9, Spot +5 Possessions combat gear plus +1 spear, ring
of protection +1, scribe's kit, map of the tomb complex Alternate
Form (Su) Xeron can assume the form of a Tiny to Large viper (MM
280) as a psionic power.
Xeron then uses cause fear on a fighter type, following up
with ray of enfeeblement if cause fear doesn't work. Then he
focuses on dealing damage. He starts with Melfs acid arrow and
works down to his less powerful remaining spells.
Avoiding melee as long as possible, he resorts to his wand of
magic missile only after he has exhausted his 2nd- and 1stlevel
spellcasting capabilities.
Jeroog drops his pickaxe, draws his greataxe, and charges an
obvious melee combatant. He tries to stay between Xeron and the
PCs as best he can, using his Power Attack feat if he thinks
that's to his advantage.
Xeron doesn't flee or surrender. He knows the Vanguard of
Sertrous will kill him anyway if he fails. If Xeron goes down,
however, Jeroog attempts to escape up the stairs, withdrawing if
possible.
CONCLUSION The nagatha in this encounter isn't worth any
experience— it comes and goes too quickly.
NAGATHA CR 4 hp 60 (8 HD) CE Medium monstrous humanoid Init -1;
Senses blind, blindsight 60 ft.; Listen +15 Languages Abyssal,
Common AC 17, touch 9, flat-footed 17 Immune gaze attacks,
illusions, visual effects Fort +7, Ref +5, Will +7 Speed 10 ft. (2
squares), burrow 10 ft.
Melee 2 claws +10 each (1d8+2) and bite +5 (1d4+1 plus poison)
Base Atk +8; Grp +10 Atk Options poison (DC 17, 2d4 Wis/2d4 Wis)
Abilities Str 14, Dex 8, Con 16, Int 6, Wis 13, Cha 9 SQ viper's
speed Feats Great Fortitude, Improved Natural Attack (claws),
Skill Focus (Listen) Skills Listen +15 Viper's Speed (Ex) Whenever
a nagatha takes two move actions to move twice its land speed or a
full-round action to run, it gains a 40-foot bonus to its land
speed, allowing it to move up to 100 feet with two move actions or
run up to 200 feet.
FEATURES OF THE AREA The area has the following features.
Gradual Stairs: The stairs from the Betrayer's throne room are
long and narrow, but gradual. Creatures gain a + 1 bonus on melee
attack rolls against foes lower than them.
Medium Statues: 5 feet thick; A C 4; hardness 8; 9 0 0 hp; break
DC 4 5 ; Climb DC 15. It costs 2 squares of movement to enter a
square containing a statue, and a creature can't end its movement
in a statue's square without climbing onto the statue. A Medium
statue provides cover. If broken, a statue fills its square with
dense rubble (see below).
The lifelike effect of the statues is magical—they radiate
strong auras it viewed using detect magic (DC 2 3 Spellcraft check
to determine the school is illusion).
Dense Rubble: Squares containing dense rubble cost 2 squares or
movement to enter. Dense rubble increases the DC of Balance and
Tumble checks by 5, and it imposes a -2 penalty on Move Silently
checks.
Running or charging through dense rubble is impossible.
Sarcophagi Lids: The squares containing sarcophagi lids cost 2
squares or movement to enter. A lid increases the DC of Balance
and Tumble checks by 5. Running or charging through a square
containing a lid is impossible.
Sarcophagi: Creatures can't stand in squares that include a
sarcophagus, but a creature can jump onto a sarcophagus, gaining a
+ 1 bonus on melee attack rolls against those on the floor.
Doing so is automatic for someone who takes a move action in a
square adjacent to that sarcophagus, or it can be done as part or
a larger move action with a successful DC 2 4 Jump check (DC 12
with a 2 0 - f o o t running start). Sarcophagi provide cover.
Skeletal remains or the king's three closest allies lie in
disarray among burial linens in their sarcophagi, but the king's
remains (in the northeastern sarcophagus) are missing.
The sarcophagus in the southeast corner contains a map of the
king's ancient realm—the land that died when the Betrayer slew the
forgotten king.
Hole: In the floor south or the king's sarcophagus is a hole 2 -
1 / 2 feet square. That square costs 2 squares of movement to
enter, and Tumble checks are impossible in it. The stone floor has
hardness 8, and every 10 points of damage dealt to it expands the
hole by one inch. A knotted rope tied to the king's sarcophagus
leads into the hole, which in turn opens onto a tunnel that
stretches into the darkness. . . .
Introducion
He shook his brown, furry hands and squinted up into the rain.
"Dig!" a clear voice came from above. "Big, damn you, or I'll
have you flayed alive!" Deep in the pit, the varag
warrior couldn't see the speaker, but he knew the
smooth-skinned, silk-clothed fool all too well.
Clang! Another stone. After throwing down his shovel, the varag
took a pull from his wineskin. Time for a break, he thought.
A green orb shot out of the darkness above, knocking the
wineskin out of the varag's grasp. Snarling in pain and rage, the
warrior held his burned hand and watched the wineskin disintegrate
in a green pool. Looking up, he saw the smooth-skinned
spellcaster, and he grabbed his shovel and gripped it as if it
were an axe.
And then he saw the eyes. Those eyes...
The varag turned back to the mud and the rock. He began to dig
again.
VARAGS
Varags, also known as blood chasers, are
goblinoids that are faster, stronger, and more primitive than
their kin. Less intelligent than other goblinoids, varags have
predatory cunning. They are vicious creatures, capable of taking
opponents by surprise or by direct confrontation. Varags work as
mercenary scouts and raiders for hobgoblin warbands.
Varags' behavior is distinctly canine, the result of special
breeding. They are the magical product of commingling hobgoblins
and dire wolves. The resulting race has bred true ever since.
Varags stand approximately 7 feet tall when fighting and weigh 320
pounds on average. Varags move and run on all fours, in which
posture they are 3 to 4 feet high at the shoulder. Females are
smaller than males, but no less fleet of foot. Varag body language
mimics the behavior of wolves.
Varags understand Goblin but are barely able to speak. Their
primitive physiology makes forming complex words difficult, while
their low intellects leave them unable to learn much. Many varags
lack language altogether, communicating among themselves with hand
gestures, howls, and shrieks.
In the wild, varags alternate between long periods of rest and
brief, bloody spurts of violence. A pack might slowly cross a
stretch of uninhabited wasteland until it nears a human
settlement, then attack with murderous glee. Varags on the move
are easy to track by the burning settlements, ravaged farms, and
gnawed corpses they leave in their wake. Varags inhabit warm hills
but can survive in colder regions with no difficulty. They also
sleep comfortably in underground burrows, though they are not
naturally equipped to dig out such dens.
Varags require three times the normal intake of food that other
Medium creatures do, in order to maintain their great speed and
stamina. Those that do not meet this nutritional requirement are
less effective hunters. A varag that eats only twice the normal
amount of a Medium creature must spend most of its time sleeping
to conserve energy. One whose daily intake is only that of a
Medium creature has its speed reduced to 30 feet until it can
consume adequate food.
Varag females gestate for five to six months before giving birth
to two or three children. A varag grows up quickly and is
considered an adult by the age of eight. Mothers care for their
children for half of this time. At one year of age, a young varag
already consumes the same daily amount of food as an adult
hobgoblin. Allowing male and female varags to freely interact can
be dangerous. Left unchecked, they continually mate until their
birth rates severely tax local resources.
Hobgoblins like to use these feral goblinoids to supplement their
armies, but because of varags' high food demands, only the wealthy
can support them. If not properly cared for, the weakened varags
die off in battle or ally themselves with more powerful hobgoblin
bands that can feed them regularly.
Hobgoblins employ varags as mercenaries. In exchange for
high-quality weapons, armor, and other treasures, the varags serve
as scouts and marauders. Varags' chaotic nature makes them
difficult to control, so hobgoblin warlords simply allow them to
run rampant. A varag pack that accepts payment to overrun a
kingdom loots farms, burns settlements to the ground, and kills
all in its path. Varags are highly valued members of any hobgoblin
warband. They offer strong backup during battlefield engagements
and ruthlessly pursue retreating enemies. Varags can also follow
simple orders, such as the ferrying of healing potions to wounded
soldiers. They naturally look for strong role models to guide them
and offer encouragement.
Hobgoblins are exceedingly fond of varags. Every member of a
warband knows that a varag could easily flatten him in combat
without breaking a sweat, and none take for granted the dim-witted
creatures' dependence. Varags receive generous praise for even the
smallest accomplishments and always eat well. The creatures in
turn have developed an instinctive affection for all hobgoblins,
which they openly and unabashedly express. Varags protect
hobgoblins at all costs. Whenever one witnesses a hobgoblin being
attacked or in need of help, it immediately rushes to aid without
the slightest concern for its safety. Varags' intense devotion
wanes when food becomes scarce. The more they are forced to
provide sustenance for themselves, the more restless they become,
seeking out other hobgoblins who can feed them. If they become
desperate enough, varags might even serve goblins and orcs. To
control the creatures' population growth and avoid overtaxing food
resources, one central and well-protected warband keeps a stable
of only female varags. Breeding occurs only in controlled meetings
when more varags are desired.
VARAG RACIAL TRAITS
-
+4 Strength, +4 Dexterity, +2 Constitution,
-4 Intelligence.
-
Humanoid (goblinoid): A varag is a humanoid that has the
goblinoid subtype.
-
Medium size: Varags have no special bonuses or penalties due
to their size.
-
Varag base land speed is 60 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A varag begins with three levels of
humanoid, which provide 3d8 Hit Dice, a base attack bonus of
+2, and base saving throw bonuses of Fort +1, Ref +3, and Will
+1.
-
Racial Skills: A varag's humanoid levels give it skill points
equal to 6 × (2 + Int modifier, minimum 1). Its class skills
are Jump, Move Silently, and Survival. Varags gain a +8 racial
bonus on Move Silently checks and a +4 racial bonus on
Survival checks when tracking by scent. A varag can always
choose to take 10 on Move Silently checks, even if rushed or
threatened.
-
Racial Feats: A varag's humanoid levels give it two feats. A
varag gains Run and Spring Attack as bonus feats.
-
Weapon and Armor Proficiency: A varag is automatically
proficient with simple weapons, martial weapons, light armor,
and shields.
-
+3 natural armor.
-
Scent.
-
Automatic Languages: Goblin. Bonus Languages: Common,
Draconic, Dwarven, Infernal, Giant, Orc.
-
Favored Class: Scout.
-
Level Adjustment: +2.
Choker
Small aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 20 ft., climb 20 ft.
Skills Athletics +3, Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Undercommon
Challenge 1/2 (100 XP)
Spider Climb. The choker can climb difficult
surfaces, including upside down on ceilings, without needing to
make an ability check.
ACTIONS
Tentacle. Melee Weapon Attack: +5 to hit,
reach 10 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning
damage, and the target is grappled (escape DC 14). Until this
grapple ends, the creature is restrained, and the choker can't
constrict another target.
Chese small greyish-black humanoids generally roam underground in
old caves and abandoned dungeons. They have long tubular limbs
with tentacle-like fingers, perfect for latching on to
unsuspecting prey in the darkness where they hunt. Chokers are
generally solitary hunters and are very patient when it comes to
ambushing targets.
Runehound (CR 3)
Medium Aberration
Alignment: Always neutral evil
Initiative: +2 (Dex); Senses:
psychic scent, uncanny blindsight, and Spot +5
Languages: understands Undercommon, cannot not
speak it
AC: 16 (+2 Dex, +4 natural), touch 12,
flat-footed 14
Hit Dice: 5d8+15 (37 hp); DR:
5/silver
Fort +4, Ref +5, Will
+5
Speed: 50 ft.
Space: 5 ft./10 ft.
Base Attack +3; Grapple +8
Attack: Bite +8 melee or vile spew +5 ranged touch
Full Attack: Bite +8 melee or vile spew +5 ranged
touch
Damage: Bite 2d6+7, vile spew - see text
Special
Attacks/Actions: Vile spew
Abilities: Str 20, Dex 14, Con 17, Int 5, Wis
12, Cha 8
Special
Qualities: extended reach, fast healing 3
Feats: Combat
Reflexes; Lightning
Reflexes; Track
Skills: Hide +5, Move Silently +3, Spot +5,
Survival +1 (+21 when tracking), and Swim +5
Advancement: 6-9 HD (Medium); 10-14 HD (large)
Climate/Terrain: Temperate marshes
Organization: Solitary, pair, or pack (3-8)
Treasure/Possessions: None
Source: Monster
Manual III
Vile Spew (Ex): A runehound can produce two
noxious substances that it can spit with tremendous force. It can
emit a stream of acid that deals 1d6 points of damage for every
Hit Die the runehound possesses (5d6 for a typical specimen), with
a DC 15 Reflex save halving this damage. Alternatively, it can
spit a glob of glutinous goo that acts as a single-target web
spell; a DC 15 Reflex save negates the effect. Both attacks have a
range of 100 feet, require a successful ranged touch attack, and
can be used once every 1d4 rounds. The save DC is
Constitution-based.
Reach (Ex): The serpentine neck of a runehound
is long and powerful, giving the creature a reach of 10 feet with
its bite attack; this reach also allows it to threaten a
10-foot-radius area. Because of the flexibility of its neck, the
runehound can attack adjacent foes with no penalty.
Psychic Scent (Su): A runehound tracks by
following psychic trails and aura traces. It gains a +20 bonus on
all Survival checks made to track. It does not receive this bonus
against mindless creatures or creatures shielded against mental
effects.
Uncanny Blindsight (Su): Runehounds are blind
but perceive their surroundings with their psychic senses. This
ability provides a runehound with blindsight out to 500 feet. In
addition, a runehound cannot be flanked.
Runehounds are cunning and tenacious creatures. If an enemy does not
possess ranged weapons, a runehound will attempt to use its speed to
flank its opponents, staying out of reach while using its acidic
spew to injure its foes. Against a foe with ranged weapons, the
hound will use its sticky spew against the strongest ranged
combatant and then close as quickly as possible. It makes maximum
use of its reflexes and extended reach, striking out against any
creature that moves through its threatened space.
Yuan-ti
Monstrous serpents with burly humanoid torsos and arms,
abominations form the highest caste of yuan-ti society, and they
most closely resemble the race as the serpent gods intended it.
They mastermind elaborate schemes and perform dark rites in the
hope of one day ruling the world.
YUAN -TI ABOMINATION
Large monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 15 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40ft.
STR 19 (+4) - DEX 16 (+3)-
CON 17 (+3) - INT 17 (+3) - WIS 15 (+2) - CHA 18 (+4)
Skills Perception +5, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 15
Languages Abys sal, Common, Draconic
Challenge 7 (2 ,900 XP)
Shapechanger. The yuan-ti can use its action to polymorph into a
Large snake, or back into its true form. Its statistics are the
same in each form. Any equipment it is wearing or carrying isn't
tran sfo rmed . It doesn 't change form if it die s.
Innate Spellcasting (Abomination Form Only). The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 15). The yuan-ti
can innately cast the following spells, requiring no material
components:
At will : animal friendship (snakes only)
3-day: suggestion - 1-day:fear
Magic Resistance. The yuan-ti has advantage on saving throws
against .spells and other magical effects.
Multiattack (Abomination Form Only). The yuan-ti makes two ranged
attacks or three melee attacks, but ca n use its bite and
constrict attacks only once each.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 10ft., one target
Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
grappled (escape DC 14). Until this grapple ends, the target is
restrained, and the yuan-ti can't constrict another target
Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft ., one target. Hit: 11 (2d6 + 4) slashing damage.
Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit,
range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage
plus 10 (3d6) poison damage.
YUAN-TI MALISON
A hideous blend of human and serpentine features. Three different
types of malisons are known to exist, and other types are
possible. Malisons form the middle caste of yuan-ti society and
hunewith arrows tipped with their own venom. They use their
magical powers of suggestion to force their enemies' surrender.
Medium monstrosity (shapechanger, yuan·ti), neutral evil
Armor Class 12
Hit Points 66 (12d8 + 12)
Speed 30ft.
STR 16 (+3)- DEX 14
(+2) - CON 13 (+1) - INT 14
(+2) - WIS 12 (+1) - CHA 16 (+3)
Skills Deception +5, Stea lth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Pe
rception 11
Languages Abyssal, Common, Draconic
Challenge 3 (700 XP)
Shapechanger. The yuan -ti can use its action to polymorph
into a Medium snake, or back into its true form . Its statistics
are the same in each form. Any equipment it is wearing or carrying
isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 1.3). The
yuan-ti can innately cast the following spells, requiring no
material components:
At will: anima/friendship (snakes only)
3 day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws
against spells and other magical effects.
Malison Type. The yuan-ti has one of the following types:
Type 1: Human body with snake head
Type 2: Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body
instead of legs
ACTIONS FOR TYPE 1
Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged
attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit,
range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage
plus 7 (2d6) poison damage.
ACTIONS FOR TYPE 2
Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite
attacks using its snake arms.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
ACTIONS FOR TYPE 3
Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged
attacks or two melee attacks, but can constrict
only once.
Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7
(2d6) poison damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
grappled (escape DC 13). Until this grapple ends, the target is
restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit,
range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
YUAN -TI PUREBLOOD
Purebloods form the lowest caste of yuan-ti society.
They closely resemble humans, yet a pureblood can't pass for human
under close scrutiny because there's always some hint of its
true nature, such as scaly patches of skin, serpentine eyes,
pointed teeth, or a forked tongue. Wearing cloaks and cowls, they
masquerade as humans and infiltrate civilized lands to gather
information, kidnap prisoners for interrogation and sacrifice, and
trade with anyone who has something that can further their myriad
plots.
1 SERPENT Coos
The yuan-ti revere a number of powerful entities as gods, including
the following.
Dendar, the Night Serpent. Dendar's followers say that one day she
will grow so large from feasting on the fears and nightmares of the
world that she will devour it whole. Yuan-ti that serve Dendar
terrorize other creatures in any way they can, growing and nurturing
the fears of humanoids to feed the Night Serpent.
Merrshaulk, Master of the Pit. Merrshaulk is the longslumbering
chief deity of the yuan-ti. As worship of Merrshaulk waned, he went
into slumber. Merrshaulk's priests are yuan-ti abominations that
maintain traditions of living sacrifice and cause suffering in the
god's name. With enough vile acts, the abominations believe that
Merrshaulk will reawaken and restore the yuan-ti to their rightful
place.
Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of
antiquity in the form of a winged yuan-ti claiming to be an avatar
of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull
the yuan-ti out of decline and build a new empire. Many of
Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti
have long suspected Sseth as an usurper taking advantage of
Merrshaulk's slumber to make himself a god. They believe that Sseth
might even have devoured Merrshaulk, and now answers the prayers of
Merrshaulk's followers, as his priests convert or consume I
Merrshaulk's more stubborn adherents.
YUAN-TIPUREBLOOD
Medium humanoid (yuan -ti), neutral evil
• Armor Class 11
Hit Points 40 (9d8)
Speed 30ft.
STR 11 (+0) - DEX 12 (+1) - CON 11 (+0) - INT 13 (+1) - WIS 12 (+1)
- CHA 14 (+2)
Skills Deception +6, Perception +3, Stea lth +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 13
Languages Abyssa l, Common, Draconic
Challenge 1 (200 XP)
Innate Spellcasting. The yuan-ti's spellca sting abi lity is
Charisma (spell save DC 12). The yuan-ti can innately cast the
following spel ls, requiring no material components:
At wi ll: animal friendship (snakes only)
3Jday each: poison spray, suggestion
Magic Resistance. The yuan·ti has advantage on saving throws
aga inst spells and other magical effects.
Multiattack. The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft ., one
target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)
poison damage.