Gray Knights End Game

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Gray Knights End Game

Published here is the complete end Game module of the Grey Knights assault upon the Flying Cloud Island and the Dread Lords themselves and then finally into a planar breech to face the overlord Dread itself.


[Jerry: Approved by Jerry with suggestions and brainstorming on 2010FEB02. Nice one! They are gonna love this.]

Title of Module: A Dreadful Situation at 30,000 Feet


Game: The Gray Knights

Projected Dates: January 25th - June 30th


Author(s): Dan K and Jeff C

Summary of Module: The Gray Knights, in their attempts to become a Dragon Group, managed to gain the ire of the Sons of Dread. Both Gargul and the Emerald (?) Dragons charged them with eliminating the powerful group. What the Knights don't know is that, in their foray with a Lost Tribe on the Southern Continent, they accidentally found the current headquarters for the Sons of Dread. When that is revealed to them and they'll have an opportunity to quickly strike at the many heads of the Sons, including eight powerful liches who guard The Dread's soul jewels. Every fight in the module will be designed to test the Knights ability to work together against odds that are not in their favor. It is, after all, a Dragon test. But if the Knights succeed, they will gain entrance in the Dragon Consortium, significantly weaken a Wold-wide organization of evil, and gain an ancient flying-castle.

JULY 15, SEE ADDENDUM AFTER SECTION E: CREATURES.

All game notes as things progress:

3-19 the party has begun moving down the tunnel. Only Plyf is invisble and Backkis begins casting spells. [Cat's Grace and Mage armor] 3-22 The party moves further down the tunnel Plyf is 60' from the actual cave and 100' from Brakkis. the Drco lich waits patiantly and casts 2 more spells [Bull Str and Haste] granting total +3 hit +2 dmg +3 Grapple +7AC above his stat block 3-24 Backkis launches down the tunnel making a snatch attack at Echilin 4-1 Backkis has continued out and then to the dead grove of Tendrix. Over the last few minutes, Tendrix has come to the great dracoliche Backkis and the pair is discussing what to do next. The Grey Knights have somehow found the citadel. Inconceivable. they have also repulsed the most powerful and prepared death squad under the influence of the Dread. A minion has been dispatched to Dezdonias for his council. Currently neither liche wishes to alert the others. Dezdonias will come and the three will take over an hour before deciding that the Grey Knights have proven to great of a threat to risk. It will take an additional hour to convince the others. When this happens, the 8 dread lords will fully prepare and then destroy the GK's

4-5 The group has moved to the top of the hill.  At this point Backkis and Tendrix are still discussing thier next move.  The messneger has arrived at Dezdonias and is speaking with him.  Pindar has taken notice of the activity and suspect the three known allies are plotting something. Pindar erects his illusional defences
4-10 Group is moving towards the Parthanon.  I threw in a bit of color about a guy hanging himself.  Just trying to add a bit of creepiness and keep the PC's on edge and such.  Seems to be working.  Descriptions of the trees, bugs grasss and such to give the ominous feelings.  

Inside the Parthanon, Bas'Anut is aware of the Party now standing about 300' away from his Prying Eyes spell and is keeping tabs on them. When they begin moving forward he activates his Karma Bead and will then cast Spell Resistance. He has also cast Imbue with Spell Ability [Silence] on 1 Morgh with the instructions to cast the spell and engage one of the clerics (Vedick)

4-25 Group enters Parthanon, Vran doubles over in pain non combative (this is a jump I threw in as Vran wasn't written up and the GK's kept going to him for all info and decisions on what to do. So in the presence of any liche they instanly know he is there and he drops like a stone. The Lich can surpress this if he wants as a free action so that Vran cannot be used as a living liche detector)

Bas Anut has Prying Eyes following the group at this point. I would have the Eye take 10 giving it a Hide of 26. Its Spot is a 31 and the Range will allow it to follow the group across the whole place. So depending on time the group takes, Anut might be able to refocus his spell repotoire completely for them.

I am placing the conversation with Anut at 3 minutes. Tendrix and Backkis would still be waiting on Dezdonias to arrive which won't be for 50 minutes. Tendrix will know as soon as the Knights enter the Grove and put Brackkis in hiding and start casting his greater duration spells all that jazz.. Hit with email and I will read this board as i really want to see how this plays out. It's the Dragon quest so it's supposed to be brutal. Dont' forget or rather let the group forget that they have the 24 hour time stop 1 time use to reload.

25-30 New DM. Inserted arrival of Horned Devil to see how group fought; killed in one round by 2 heroes. (wow!) Arrived at Tendrix; altered fight area with hedge surrounding Tendrix's Grove, Bacckis hidden in a pool, and not all Tendrix' creatures out. 7 rounds, both dead. Plyf becomes NPC; is bardic singing to hold gateway to Koshe-Marr at bay GK found Tendrix Soul Gem in a Woodshaped Sphere NOT found Backkis Soul Gem; is covered by an illusion as a bone in rib cage. No GK used Detect Magic, True Seeing, or anything to interact with the bone, so it is STILL LAYING THERE!!

Aug 2 Sub DM/Al. Four PC's of the Crimson Shields introduced. Aug 4. Gray Knights had, previous do this, killed the lich Charzaak. Per discussion with Brian, I had a Symbol of Pain set underneath the Soul Gem. Just a small scare. Gave them only a minor pause. They now have the second Soul Gem. Aug 5. Two groups, Gray Knights and Crimson Shields are now together. Aug 12. Combined group decides to visit the Draco-Lich cave. Aug 17. They change their mind after it is made clear that the cave mouth is in the center of a cliff face potentially covered in oil. They redirect to the main castle. Dec 1. Group discoverd 2 of the Prying eyes of Bas Anut and destroyed them. A third still follows and views the entire fight. Group has destroyed Tendrix and Brakkis. Located Tendrix Soul Gem but failed to find Brakkis's. (Hidden by Pernament Image to look like a rib) Wrote Ply out of the module. She stands singing her Bard calming song in the forest grove to prevent a planar rift with Koshe Marr. Dec 2. Group went to Mausoleum and destroyed Charzaak, located Gem. While group was gone, Bas Anut collects the remains of Brakkis and brings them to the Parthenon. Dec 3. Group enters mansion. Locates and destroys Ulldrium. Finds Soul Gem (they possess 3 of them) Wrote Ehlhrin out of the Module He fights a mental war, keeping the Dread himself occupied for a bit through his spririt sense Dec 6. The group has penetrated several illusion defences of Pindar thanks to Vedick ShapeChange to a Balor granting him True Sight. Both Pindar and Dezdonias assume the group will be using such magic and will throw Area Dispels hoping to take out the higher level spells the group has. Area Dispel will also ignore Counter Spell rings Dec 7. Group is currently battling with the Star Mage ghost. Jan 14 Ghost was destroyed. Party is pretty resource depleted on their main spells and some defences thanks to the Greater Dispel Trap Group is in small pause during conversion to Pathfinder Feb 13 Pindar has fled, Dezdonias has been destroyed. the party has Dez's soul gem. I decided not to make them back track to his chambers and search for it. Party used the 1/time 24 hour teurcri capsule. a lot of small variations in Pathfinder made the fight very difficult, then add in the illusions and such and it was a mess. The party still has Mri and Bas Anut to deal with. Pindar has retreated to Bas Anut's location with his soul gem. The swarms in the main hall have returned to thier hidden lairs in the holes and cracks in the wall. The Undead Horde however stands in the middle of the main foyer, awaiting the return of the PC's from the eastern door through which they left the foyer. See below in Monsters section for statistics on both the Horde and Swarms. March 24 Group uses Time Capsule March 31 Mri' has been destroyed April 11 Group arrives at Parthanon. Pinder is cloaked by Project Image and protected by Shield spell Pindar is actually Flying 60' above Bas Anut April 28 Heroes take Bas'Anut up on his offer and turn over the five soul stones to him. He upholds his end of the bargain by opening the portal, using Pindar as the catalyst and in turn taking much of his power for his own. While the heroes may have avoided confrontation with two liches, if they beat the Dread Lord, they may still need to fight a much more powerful Bas'Anut as he will step in to assume the mantle of Dread Lord. Heroes use Elemental to bull rush open a hole into the portal.

May 2 DM Dan K Bas Anut has increased his power naerly by half by drawing Pinder's immortal soul and trapping it. With this new found battery if you will Anut has no intention of remaining where the Grey Knights might find him. He takes the bones of the Draco Lich Bracckis and the undead horde from the mansion and departs for home. Undisclosed hidden location protected from scrying teleport and all that. The point is he is out of the picture.


[Jerry: Please remind them by email before and after every combat and with each death that this IS a module designed to challenge them to the limit. That "should" be fun. So, don't take things too seriously if something goes bad. Stay in character, and support each other. There needs to be a sort of "agreement" during modules like this that the group WILL work together. That's what being a dragon group is all about. Teamwork, bravery, honor. We must continue to act like the heroes we are--which is why you were asked to join the Dragon Consorium Group. Don't make it artificial. Make it real. And have loads of fun doing it.

You can even cut and paste that to them if you want saying it was from me and added to the mdoule.]


Scene 1: [Rival Gangs] [Two weeks] [XP: ]

Shortly after the events of the last module, after the Knights have had a day of celebration and feasting with the Lost Tribe, the Skycastle will appear. Vran, the old man who first sent the Knights to the South, shows up to warn the group that the Dread is very much aware of where the Knights are. Further, they're preparing to attack the group and remove the Knights once and for all. Vran was forced to blow his cover to warn the group. He had to fight his way out of the Dread meeting in order to teleport to the group and is heavily wounded [Last module, it was established that higher-ups in the Dread bind their life-force to a coin. Once the coin is removed, their powers and life quickly fade away; a death sentence].

[Jerry: Upper level groups usually need some time between modules to shop, and take care of mundane needs. If there is a way, give them a day to teleport somewhere, shop, etc. and prepare for the next module.]

[Jerry: Hmm...I'm thinking it might be more dramatic if the castle didn't appear before Vran. I'm thinking Vran appears, tells them, but the party doubts; then the Death Squad arrives proving they are close on his trail. As they did, and they are licking their wounds and arranging for their dead, THEN the Skycastle dramatically appears with a grand post to put the fear of dread in them. Thunder cracking, lightning flashing, a deafening Just a suggestion.]

The Knights will likely attempt to save Vran, but the odds will be against them. 2 rounds after Vran appears, a Death Squad arrives. They are comprised mostly of the same group that assaulted the Knights in the last module. One of the members of the Death Squad will be carrying Vran's coin; if Echlhin has his Sense Spirit ability active, he'll be able to sense something very wrong with Vran's soul and if Sense Spirit is still he'll know exactly who is holding Vran's coin (and thus, his soul). The Knights will have 10 rounds to get the coin back into Vran's hands or he will die. (There needs to be some other way of knowing this other than Echlhin... Vedik can sense a misuse of Woldsblood and a Detect Magic will show some crazy thigns going on with whoever holds the Crystal)

Regardless, no matter what the Knights do, a battle erupts.


If the opportunity presents itself, either from battle-boasting or from the Knights capturing someone, the following information will be presented: - The Dread had been using Vran since the chance encounter in Plateau City. They suspected treachery and kept a very close eye on him. - At first, the Dread tried to divine the group [small personal effects had been gathered from the group during the Time Stop], but something unusual occurred: the Diviner was instantly frozen solid. [He was Frozen due a curiosity in Divining the Knights while they were deep in Ice Vein; the spell was sabotaged by the very unusual magics of the Star Crystal.

- Instead of risking another diviner, they tricked Vran into thinking they were after the Knights and followed him. "The simpleton thought we did not know of his treachery to the Great Dread. We have used him as a pawn and how his service is at an end... And soon, so will the be the vaunted Gray Knights."

This fight is going to favor the Death Squad dramatically. While the Knights have had up to two rounds to prepare, the Death Squad has had longer. They will be fully buffed and ready to lay down a whooping. They will know some of the Knights' tactics from the previous battle and be prepared against them. As well, they'll have had an increase in their own power. Threats have been made to the Squad and if they don't succeed in eliminating the Knights, they'll be eliminated themselves. So, this is a battle to the death.

[On paper, I've got the stats/etc for the baddies. I'm not going to move it online unless I foresee a difficulty in me running the battle itself. As it stands, it should be a fierce two-week event where we test the group's ability to work together on the fly without any real time to plan or prepare. I may have the Death Squad drop a giant Dimensional Anchor over the surrounding area, so that the Knights can't teleport away.]

[This marks the beginning of the Knights dragon test. Strictly speaking, they're just going to be continuing with the mission they were charged with long ago. The way I picture it, the Knights will just show up to the Emerald Dragons with the head of the Dread Lord and say "Mission Accomplished". And in doing so, they'll fulfill their obligation to Gargul, prevent the Gods of Testing from gaining a foothold in the south, and protect the Lost Tribe.]

It will be important for the Knights to eliminate or capture the entire Death Squad. If they fail to, the Dread Liches will have warning of the Knights and be much more prepared. In this case, the Skycastle will likely be a significantly more difficult encounter with whoever survives protecting the Lord of the Dread.

[The Dread will be teleported in and will have a spell on them, courtesy of the Dread, that bans them from using Teleportation spells. This is because of the groups previous failure. Kind of a "either you succeed or you die" scenario. Kamakazi, as Jerry described it.]


Scene 2: [Groundwork] [Three weeks] [XP: None, there is plenty to be had in this final adventure to Dragonhood]

With the Death Squad defeated, the Knights will have a few clues as to what comes next. First, they'll have Vran's message that the Knights have found the Dread base. They may have a Dread prisoner who they can force to give them information. And they'll have the giant Skycastle high above that just became visible. The Gray Knights will have to visit the castle to learn more about it...


[Jerry: See I was thinking that the Skycastle would appear at the start of scene 2.  :)]


Vran will be connected to the Dragon Consortium. Although not a member himself (his time with the Dread proving too damning), he had started communicating with the Gold Dragons. If Vran survives, he'll be able to contact Valdor and the Knights can have a conversation with the Dragon. Otherwise, the Knights can search Vran and find an emergency communicator with which they can get in touch with Valdor themselves, so regardless of whether Vran survives, Valdor will inform them of just how severe this Skycastle will be. This will be where the Knights are told that they are, yet again, facing their Dragon test.


Should the Knights ask the MOM construct whether it can be of any assistance, the Teucri guardian will be able to show the Knights the basic layout of the Skycastle. Further, MOM will have transformed the old, burnt out Star Crystal into a powerful piece of magic for the Knights to use on the Skycastle assault. It is likely that the power of his item will clue the Knights in on just how much trouble they are facing: a Teucri Time Capsule. This is a one shot item that should allow the Knights a rest period for an encounter that normally would not allow any breaks. [One shot item and it lasts 24 hours. Single Use item; 10 minutes activate; time area of effect 20'radius; duration 24 hours. Operates as a Timestop spell. All within the area speed up and for all observations to the outside world nothing happens. Those within the Time Capsule experience 24 hours within the space of a split second. Natural healing occurs, spells may be prepared as if the caster had received a normal days rest.]


This item will allow the Knights time to rest without giving the Sons of Dread the opportunity to escape. Essentially, the Time Capsule works as the sorcerer/wizard spell "Tiny Hut", creating a comfortable location for resting. The difference is that the Time Capsule also serves as an extremely powerful Time Stop spell, giving those within it a significant amount of extra time over the rest of the Wold.

[Jerry: We're a potential dragon group now. That means its about time to blow their mind and let them get a glimpse of the wonderful side that goes with all these eternally dangerous situations. Make the resting place amazing AND come with a Great Feast type buff or something.  :)] [Dan K- Consider it done. Time Capsule creates a Mages Magnificent Mansion and provides a Heroes Feast. Resting for 1 hour is all that is required for a full 8 hours of rest and bestows a Heal Spell. 20 hours of Crafting can be performed]


Scene 3: [Earning Your Wings] [Seven weeks] [XP: ]


The order in which the Knights encounter Scene 3's events will depend on them. They choose where they want to go, which liches to interact with. Thus, Scene 3 is broken into the various lich's rooms.


[Jerry: When you actually play through this, you might want to divide it up into several scenes. Make a new scene every 3-5 weeks. You may be surprised how long this one takes. I'm thinking it could run 12 weeks, depending on how things go.]


[If a sub will be dealing with this module or it is deemed necessary to have a specific order, our intention is as follows:


1. The Mausoleum (Chazzak fighter lich) 2. To the main building, a couple of liches are here...

   - Pindar in his room
   - Ulldrinnin in his room
   - M'ri

3. From there to the Parthanon (Bas'anut)

4. And then to the forest where Tendrix, the draco lich (Bakkis) and the other lich (Desdonias) in the write up that lists going to Tendrix awaits for a nice real onslaught type of thing]


At this point in time, the Dread are involved in one of the very rare gatherings of the heads of the organization; since the founding of the Dread, such a gathering has never been recorded. It presents an incredible opportunity for the Sons of Dread to be severely weakened; it would take a lifetime of work for the Knights to successfully root out every Dread group across the Wold, but by eliminating the powerful Heads of the organization, it would likely prevent the Dread from ever again being a major threat to the Wold. In the Skycastle are 8 Lich Lords who make up the pen-ultimate of the Dread. Some are permanent residents of the flying base, others are visiting only for the meeting.

These are all horrible, evil, nasty creatures and they're only co-operating with each other because of a tenuous alliance. They will only work together up until a certain point. In fact, each of them would not be upset at all if one of their fellow lich lords were destroyed. They could likely be convinced to assist in the process, though the Gray Knights would almost certainly not go the negotiation route and team up with any of them. More to the point, the defenses of each lich is going to be prepared specifically by the lich themselves and not the whole group; thus, even with the help of one of the liches, the Knights don't gain a lot of information.


Each of the 8 Lich Lords have a Soul Gem in their possession. These gems serve both as their phalacteries and as pieces of an intricate 3-D puzzle. Even Casual observation of a Soul Gem can see that it appears to be a part of a larger gem. When the puzzle is assembled, a planar gate is opened to the Dread Lich itself. Assembling the puzzle is of course highly dagerous in of itself. Each gem is a magical trap and so when connected to another activates and draws the possessors soul or at least a portion of it into the gem. Each gem has an Empowered Energy Drain Spell enscrolled upon its surface. A successful Search DC 25 locates it or a Read Magic. Disabling the trap requires DC 38 with a cumulative bonus +1 roll for each previous gem in the puzzle. Therefore with 8 gems the DC begins at 38 and ends at 31 on the final soul gem. Failure by 5 or more on any attempt activates the Empowered Energy Drain 2d4*.5 levels no save. The Dread Lich himself is instanly aware as soon as any of the 8 pieces are fused together. He will immediately transfer part of his essence to the gem and observe the PC's Progress, thier tactics if combat occurs and will begin necessary preparations.

The Skycastle is actually a collection of buildings loosely organized on a beautiful Sylvan-like setting:well-manicured lawns and trees with fruit; gentle pools of water connected by babbling streams; pleasant footpaths of natural stone leading to builds, benches, and gazebos. At least, that was the Skycastle before it was taken over by the Dread. The once-magnificent base is new infused with evil; twisted to a hideous mockery of its former beauty: weeds and dead grass twist about like blotches upon the land; trees hang heavy with unpicked, rotten fruit; permiated in the air is the stench of decay as fruit falls and lies open in the sun; insects and vermin swarm about the land; pools are stagnant with pond- and skin-weed about their shores; dead fowl float decomposing by the shore where the light current pushes their now bloated and molted bodies; a tick puce foam has gathered on the shore line adding to the disgusting state of this once beautiful place; even the buildings of gray granite stone seem to have twisted themselves to unnatural angles; windows do not square in their frames; walls slope or slant in odd directions to the rooftops that are covered in thick acrid black, green and even deep blue smoke wafting from chimneys.

[Jerry: Hmm...was thinking it odd that Skycastle looks so pristine and beautiful. Usually when Undead is present of this power level, they'd affect the place with their evil. So...we can change it to "formerly beautiful" and add in horrible poison grass, carnivore trees, etc. or...

we can put a permanency spell on the place that makes it beautiful no matter how the liches have tried to mess it up. The beauty haunts them and frustrates. Perhaps underlings are constantly digging and chopping and burning to try to affect it, especially before this meeting? See my next idea...what if the reason they can't affect it is that they are "not alive." The plants only are sensitive to living things. Or they are very sensitive to undead since its the opposite of life? Or...

What if the place is ultra sensitive to the creatures around it? So as the heroes walk flowers spring up, etc.?]

[Dank description already contains the Once beautiful....]

The Skycastle, although the Lost Tribe may view it as such, was not created by the Teucri. It contains none of the traditional Teucri elements. Instead, it was a project made by a number of mages who had an interest in hiding themselves from the rest of the Wold. The group that created it has long-since disappeared, although some of them are still around the Wold in various capacities. There's a good chance that, one day, a founder of the Skycastle will return with a claim to the base and the Knights will have to deal with him or her in some fashion.

[Jerry: That sounds like it might have been invisible once. You did say above that it appeared.  :)]

Everything, alive or dead, will gravitate towards the PCs. Trees and bushes will reach out to touch the living. Vermin will crawl over them harmlessly, but unnervingly. Even the buildings themselves may react to the presence of the Knights. The intended effect is to make the group think that, at any moment, they very land they walk on could spring to life against them.


Just like other areas of the Wold, the environment--or land, as it were--about the Skycastle has been affected by the creatures that have lived upon it over the last few decades. The land is evil, with a pure unadulterated hatred for the living. This grants a Profane bonus to all evil/undead creautres [+4 to all Attack rolls, skill checks, saves, etc, basically anything with a d20. It also grants a Turn resistance of +2 to all undead.]

[DanK drew up a map for this already. Was thinking we would use the same map as previously created but simply add a couple things. A make shift Tower here or there or a suppose more appropriately a mausolem here or there]


Citadel island Defenses. - Generally speaking a large organized defense is not required. The Demi Lich is perfectly safe unless all 8 soul gems are assembled. Only on very rare occasions are all 8 present at the citadel, thus there is no need to expend a great amount of resources to protect it. The 3 pernament residents have protections and warning systems in place of course, and because they have never needed them, the lich's themselves have probably even forgotten them. That is not to say they are no longer functional, just the masters don't rememeber creating them and putting them in place. - The floating island is rife with undead, petitioners to the Dread awaiting thier turn to speak and plead thier cases, a demon or two is very likely - Forbiddance Cleric Lvl 6. Lich 2 and 5 would have this across thier entire areas.

  Wish can allow any spell 6th or lower thus granting lich 8 access to Forbiddance as well

- Mages Private Sanctum Sor/Wiz Lvl 5 - Guards and Wards Sor/Wiz Lvl 6

[Jerry: Is there a distance that the 8 soul gems must stay from each other before something happens?] [Dan k: Was not thinking of anything. No minmum distance I think. when you start trying to slap them together bad things happen. Added up top in the Gem description that the gems have chisled irregular sides as if it is a piece of a larger gem.


Scene 3.A: [The Mausoleum] [10-15 Days] [XP: 17,000] -Has Been Destroyed

Charzaak Fighter/Wiz Lich 7/11 [Permanent Resident] See Creatures for full write up

On the Map, it is the large Wyvern Tower. Using the same location but instead of a tower, it will be a great Mausoleum. The structure is made from Iron, blackened marble with green veining and Slate grey granite. A pair of grotesque gargoyles stand at either side of the wide broken stone steps that lead down 15' to a pair of great Iron doors. Above which a third twisted shape that may have been human once is splayed on the peak and watching the area below with dead lifeless eyes carved in stone. The entire structure, measuring 40' wide, 30' and 120' long, lists down and to the right, as if it has sunk several feet since it was first built. One of the iron doors is no longer entirely above the ground. Choaked with mud, thick dead grass and rust in the hinges, the door is pernamently ajar from its frame. The other seems tightly sealed, but a 3' gap now lies between them allowing one to squeeze in or out. The steeply slanted roof runs in a jagged line covered in green copper thick plates down the spine of this forgotten building of the dead.

[Jerry: When I saw the words "choking" and "mud" together, I thought that might make an interesting monster or trap. Just a thought to complicate things.]


Within each gargoyle is a Dread Wraith. (3) in all. 2 appear as an old couple, one male and the other female. Each stand nearly 12' in height but look to weigh no more than 50 pounds. They wear no clothing over thier blackened and impossibly tight and torn skin. The 3rd appears as a liontaur ripped nearly in half. His upper human torso twisted and spun about itself like black taffy. The lower half is broken and crushed so horribly it barely retains a quadreped form. Each screeches in hatred as it attacks.

[Jerry: I like that you're personalizing these dread wraiths. Personality makes them "more real" to kill. They are not just undead, but former people. Takes it to the next level.]

Beyond the gargoyles, within the depths of the tomb, the floor is broken and uneven. All is dark save the light the party brings with them. On the inside of the great entry doors, is a pair of Symbol spells On the left Symbol of Pain, triggered when a living creature passes under it. On the right hand door is a Symbol of Fear, triggered when a living creature passes under it. Niether Symbol is possible to see until the room is entered and thus they activate.

The entire Mausoleum is cloaked with Mordenkanians Private sanctum. This not only ensures Charzaak of privacy from eavesdroppers it also prevents sounds from outside getting in, thus eliminating him from needing to come to any of his fellows needs. The sanctum extends beyond the gargoyles so that Charzaak will hear them as they attack any living creatures

Rotten furnishings of ancient drapes are wrapped about colunms that run in parrellel lines 15' apart down the center. Books are haphazzardly flung across the floor, torn and battered without care. Bones also lie strewn about the floor with most lying in dark ancient pools of blood. A short set of steps rises the floor of the back section of the room. Upon this raised platform is a great sarcophgus flaned by large black wrought iron candlabras holding the remains of nearly 20 thick inky candles each. Gutteral smoke, thick and greasy rise from about a dozen that have not burned themselves out. (candles made from human flesh and fat thus smell horrid and give off the thick black smoke) In front of the crypt is a Large mosaic upon the floor Stepping upon the mosaic triggers a Mass Cause Serious Wounds trap. CL 13 3d8+13; Will Save DC 25; Multiple targets 15’ radius reset 1d4 rounds Search DC 32 Disable Device 32 permanent disable DC 40

[Jerry: Do the candles and the smoke have a magical effect? Might be interesting to play with several effects at the same time here. Unholy? Or different effects dominate in different parts of the mausoleum so that they must choose which effect they want to be within...if they can figure that out. Just brainstorming. Ignore if you want. ]


On the far right of the chamber at the base of the steps lies another Cause Serious Wounds Trap. A third mosaic on the left of the steps 15' high on the wall A forth mosaic is in the ceter floor of the columned area

On each column (5 on the right and 5 on the left) are Symbols. All tirggered by living creatures L1 trough L5 and R1 through R5 L1 Symbol of Persusion; L2 Symbol Sleep; L3 Symbol Pain; L4 Symbol Fear; L5 Symbol Pain R1 Symbol Sleep; R2 Symbol Fear; R3 Symbol Persasion; R4 Symbol Pain; R5 Symbol Fear

Scene 3.B: [The Great Parthanon] [10-15 Days] [XP: 9,350]


Notes: The group has already met Bas'Anut and essentially declined. They also destroyed his Prying Eyes spell The Morghs will be at the edge of the Parthanon looking for them. When the party is spotted Bas Anut will begin casting his defenses. There is a small chance the Group will take up bas Anut on his earlier offer and to this end as the Dread Lich does indeed want to become the new Dread Master, Anut greets the party and congratulates them on moving so swiftly and as the group has now returned, if they would hand over the soul gems, Bas Anut will complete the puzzle with his own and open the portal so that the party can finally end the threat to thier lands. Bas Anut is under no illusions that the party actually will do this and indeed the party can't because Bas Anut has Brakkis's soul gem Bas will have already cast Spectral hand and Greater Spell immunity (Mass Cure Critical, Mass Cure Serious, Mass Cure Moderate, Maze, Flamestrike) Bas Anut will target Dwight with a 10x10 windowless Forcecage spell. Empower Enervation and Febblemind are thrown at both Tratain and Vedik in consecutive rounds using Quicken Rod The Morghs descend upon Jass and Belkior Mac and Monthor are not a concern


Bas'Anut Mystic Theurge lich 3/5/10  See Creatures for full write up

Of all the undead horrors, Bas'Anut is the most likely ally the Grey Knights could find. He despises all of the others including the Dread Master himself. Bas'Anut is the 'leak', if you will, in the Dread, secretly working behind the scenes supplying those like Vran information and setting up a 5th Column. His ultimate goal, destroy the Dread Master and place himself at the Head of his new order.


Bas'Anut is located in the great outdoor parthanon at the base of the large hill by the pool. The structure is 120' wide, 300' long and the partially open air ceiling rises to a peak 60' overhead. Great columns surround it and a series of 12 steps lead up to each side


During the last meeting, Bas Anut erected a Morden's Private Sanctum. The Caster level was 30, as Bas'Anut used Death Knell to bolster himself prior to casting the spell.

The once magnifiscent marbled and open aired parthanon now reeks of death and decay. The formerly beautiful tiled floor is slick with slime and mold making Charging and Running very difficult [Bal Check DC15 or fall prone when attempting] It also increases all Tumble checks by +4.


A great long table dominates the center of the enormous building. Hanging overhead are beaten bronze braziers that ablaze in a sickly yellow magical fire. Each is nearly 12' across and suspended from a thick set of iron chains.


Strewn across the table are several horrific experiments involving noble race creatures as well as magical beasts and aberrations. Books of notes, scrolled mental mechinations of his dark and evil mind are nearby as well

Bas'Anut will likely know of any attack or intrusion on the island with the Morhgs and his Prying Eyes spell keeping vigilance. He will appear to be unprepared to lull the group into a false sence of over confidence pouring over his experiments in death and animation

His Cadre of (10) advanced Morghs never leave the place. (see creatures below)

Bas'Anut has little interest in combat with the PC's other than that he hates them with equal vigor. Bas'Anut is an intellectual a thinker. His speech, his mannerisms are all controlled and very deliberate.

Bas'Anut greets the Knights as they enter his domain, "I see Vran has succeeded in his mision. I knew he would make an excellent choice. It is time for the Grey Knights to engage in your final mission. You are to destroy the Dread." In answer to the Knights questions about why Bas'Anut might be doing this he answers "It is time the Dread moved in a different direction and new leadership is required"

When combat erupts, the Braziers spring to life, belching forth a tumoult of thick gases. From North to South the gases fill the parthanon in Green, Yellow, Brown and Grey with effects as below All Cast at 20th level Green - Cloudkill Yellow - Mind Fog Brown - Solid Fog Grey - Acid Fog

Bas Anut can seen through the magical smoke created by the braziers. All others gain 20% concealment at 10' and 100% concealment starting at 15'

A true caster, he will do all he can to not enter melee. He will set the Morghs to move and try to occupy the PC's while he erects his defenses and attempts to sap thier strength to resist with spells like Crushing Despair, Enervation, Touch of Idiocy and Feeblemind. He will then attempt to control and scatter through Greater Command, Dominate and Fear spells. Lastly he will move in to kill and Death Knell any living creature he can.


If pressed Bas'Anut will put into motion a plan of retreat. Below are a couple possibilities Sample plan 1: Glove of Storing he retrieves and casts quicken Dimensional Door to move 1200' straight down. on the following round while free falling he can cast Word of Recall Sample Plan 2: Draw scroll of Mage Mansion and enter Following Round use Plane Shift Scroll to random location on Wold and then Word of Recall home

[Jerry: don't forget when you're posting to make this guy seem real by giving descriptions, giving him a personality, etc. hmm....do we want one of the liches to be female? Different former races? A monster type lich? Just brainstorming. I do that when I like it.  :)]

Scene 3.C: [Cave under the Great Hill] [3 Days] [XP: 7,650]

Notes: Backkis was destroyed with Tendrix, but his Soul Gem, masked by an illusion to appear as a rib, detectable by Detect Magic or more powerful spell such as true sight. Soul Gem was not found. Backkis will reanimate

Draco Lich Backkis [Pernament resident] Adult Blue Dragon Lich. See Creatures for full write up

The dragon did not voluntarily make the transformation, but rather was forced into a life of perpetual death by the Dread Lord himself a millenia ago. Resentment and loathing of what has been inflicted upon him has built continuously since it happened. The result is that there well may be no creature in all the planes with such hatred and a desire to destroy all life than exists within this twisted and tortured creature. He plots continously against the living and constanlty drives the Dread as a whole to inflict death and destruction in an effort to make all other creatures feel the pain of loss to equal his own.

[Jerry: Nice! A dracolich!!!!! GMTA again!]

Lairing deep in under the great hill at the north west end of the cloud island, it would be extremely difficult for the group to sneak up on the ever watchful and awake draco lich. Spot and Listen +36 with Darkvsion and Low light vision to 240' The Draco lich also has Blind Sence to 50' As soon as he detects intruders, he begins preparing for battle. One he fully welcomes. Starting with Expeditious retreat, Mage Armor, Bull Str then Cat's Grace and when battle joins he casts Shield and Haste. Casting True strike, Backkis Bull Rushs the opponents to Snatch his selected victim. Backkis will wait for the party to starta nd move on his position and then singling out a physically weak PC he attacks. Backkis will try and snatch the PC and exit the cave. Whether or not he keeps ahold of his target, Backkis heads to the deep twisted wood of Tendrix


The Approach tunnel is about 50' in diameter and moves into the ground at a steady 10 degree downslope. Carrion and offal line the walls, drip from the ceiling and cover the floor. Bits of half eaten corpses and decay can be seen everywhere. At the end of the 150' Tunnel lies a 100' oval bowl shaped chamber. Sitting upon the top of a pile of decay and death sits Backkis.


The Main Building Briarwood and Bramble vines grow up the sides of what was likely a beautiful marble and sandstone building with flying buttress curves vaulting the ceiling and pulling the viewers eye ever upward. Deep stains of the blood of thousands stain the formerly magnificent outer walls. The pinnacle reaches of the curving spire upon the roof is topped with what appears to be a collection of bodies and parts, sewn into a great grotesque mass as as to resemble a huge human staked over a defiled Ever Watchful Eye. Carrion birds of prey flap about in a black cloud about the vestige leaving no doubt that the bodies are not freshened regularly.


Just outside of the Main Great building a twisted host of zombies, ghouls, wights and animated parts of bodies like heads and arms tear and feed on each other. Death is no release as the torn corpses simply reanimate several rounds after being destroyed, slowly pulling themselves back together over the course of 10 rounds. Only the complete destruction of this host by Holy fire will cease thier reconstitution. If the Island is Hallowed the undead will no longer reform


The great double doors open into a marbled foyer scattered with body parts, unknown fluids, shattered and pulverized bone and a healthy mix of dirt and minor vegetation. The foyer is 30x50 with a pair of 12' wide iron stair cases that run up the far back left and right wall. In the Main Foyer a door in the middle of the left wall is an Illusionary Wall. Beyond this wall is a doorway and a steep stair that leads to the lower level of the main building. Within this decay and filth wait the guardians of this place.

2 rounds after the party enters the swarms of vermin issue forth from the floor like water. hundreds upon thousands of insects pour from the ground, walls and ceiling high above. The entire chamber is literally alive with biting poisonous insects. Every sqaure of the ground contains 1 swarm (a mix of a variety of insects) 2 Huge swarms in total and Flying about are an additional 2 Large flying swarms. (see swarms in Creature area) 8-26 Party has hide from undead and therefore the swarms did not detect thier precense

Scene 3.D: [Main Building Lower Level] [10 Days] [XP: 7,650]

Pindar the Magnificient Gnome Illusionist See Creatures for full write up

The steep stair comes to a narrow off angled hall (Where the walls meet the floor and ceiling are not square) the 30' hall ends in a gate, a cemetary gate. Beyond is a vast graveyard, streching as far as the eye can see. (think Arlington) PERSISTANT IMAGE CL 18 Disbelief Will DC 27. A great cemetary in would should be a finite space underground should tip the group off and that is what the Lich wants as it will make the second illusion all the more believable

If the cemetary is disbelieved the SECOND ILLUSION comes into play, Through a Programmed Illusion with the trigger of a Dispel or successful disbelief of the Persistant Image The Cemetary fades to a ghostly apparition and in its place the party sees a circular room 30' in radius. Within stands the skeletal remains of a giant still wearing the thick black iron plate that is wore in life. A blazing great sword glows with brilliant fire in its hands and arrayed about him is a score skeletal dwarves in plate, thier Urgosh's poised for the attack. A booming voice issues from the giant, "Come and meet death at the hands of Vindar the Magnificent."

                This is all an illusion as well  PROGRAMMED ILLUSION CL 18 Will Disbelief DC 28.

In reality the room at the end of the corridor is a 30x50 room where all the floor after the first 20' is missing. Leaving a hole that plunges to the Wold 12,000' below. A trap of Greater Dispel Magic sits 20' across the pit hovering 5' in the air. It activates when a living creature comes with 15' of the door. Multiple targets. Targetted Greater Dispel Magic at 18th level. 2 Round Reset Find Traps DC 34 Disable DC 35

A door at the far end leads to a cloak room, 15x15 and a PROGRAMMED ILLUSION CL 18 Will Disbelief DC 28. When the door opens a trio of Ghoslty figures rise from the floor where a pair of mummified bodies lie. One Dressed as a nobleman of approximately 200 years ago from Plateu City, one as a mage from the Star Mage Guild and the third as brigand or highwayman. All look to the group with hatred and loathing in their violet glowing eyes. The Star Mage is an actual ghost here with the illusions The Nobleman clenches his fists and flings hims arms out wide emitting a horrendous wail and causing his hands to transform into deadly talons. The Brigand draws a thin long blade which crackles with necromantic energy. The Star Mage begins Casts a Spell Spell craft DC 24 Mass Hold Person. A cold wind blasts from the pair, throwing dust and small particles of stone from the floor and an ominous moan begins to rise through the octive scale. The pair of ghost will attack with forcing Will Save DC 23 or be struck unconscious. Any successful Will save ends the entire illusion for a PC. PC's are granted +2 circumstance bonus if another PC sees through the illusion through a spell or through a successful save

January 13 2011 adjustments made below to reflfect that Dezdonias and Pindar are together and are fully alert and prepared for an imminent attack

Beyond the Cloak room is Pindars Grand hall. 30x80 and well lit with floating everburning candles (10' up) the ceiling is 20'. A SCREEN spell cloaks the entire room making it appear completely empty save the candles

The back wall is an ILLUSIONARY WALL. the real room extends an additional 50'

    15' from the door are 4 skeletal undead with 10' between them.  [These are the Simulcrums of Pindar]  
     All four cast Color spray after moving to impact as many GK/CS as possible

   60' from the door is a skeletal gnome, wearing what was once quite regal clothes.  Now tattered and torn.  an exquisite crown rests on his skull and severl    stones float about his head.  This is a Projected Image from Pindar who is behind the illusionary wall.   4 vampires stand with him, 2 on each side

REMEBER the Screen spell masks him as well as the Simularcrums attack with Color Sprays, Pindar casts Wierd into the ranks of the GK/CS using the Projected Image every round he can

Pindar also casts Seeming to switch what the Simulacrums look like various PC and the PC's looking like Pindar


At the far end behind the illusionary wall 130' away stands Dezdonias (see below for suggested tactics and defences

Scene 3.E: [Main Building Second Floor West Wing] [10-15 Days] [XP: 28,900]

Ulldrinnin Cleric 17 See Creatures for full write up

Temporarily staying in the main building upon the second floor on the west wing. A forbiddance has been erected about the wing. Ulldrinnin is a devout follower of Marteus. A powerful cleric during life with a will that seemed almost supernatural, many believed him spawned from the diety himself while he was alive. A history long lost to time and mortal recollection. Ulldrinnin was destroyed, killed by his own attempt to create a magical plague and loose it upon the world. So great though was his devotion and will, Ulldrinnin rose from the dead, or rather his soul was displaced and thus he was created a Lich. Ulldrinnin brought a few personal assistants with him, those whom he has won over. As well as a special servant bound into the room shortly after arrival. A horned Devil by the name of Grxylstlkx. Ulldrinnin and the devil have had dealings with each other on multiple occassions and the forms of payment over the centuries has provided Grxylstlkx a few potent items over its normal bretheren. Grxylstlkx wields a Spiked Chain Brilliant Energy +4 wears a Belt of Giant Strength +6 and a Ring of Counter Spells [Banishment], Ring of Spell Turning, Bracers Armor +6 Dan K notes 9-3 Mac deals 80 dmg Syr deals 15 Total Dmg 95 regeneration 5 total loss 90

The devil stands guard in the center of a 50' circular chamber just outside of Ulldrinnin's room. The entrance to the room is a great door of rusted iron and peeling white paint. At one time a beautiful angel bas relief was engraved in a beautiful brass, but now it is marked, dented and melted in sections. A greater Glyph of Warding Search DC 31 Disable DC 31 (Finger of Death Fort Save DC 24 3d6+20) If the PC's have tripped the trap, Grxylstlkx will instantly attack when the door is opened If the PC's open the door without the trap going off, Grxylstlkx assumes they are expected. Ulldrinnin has four living servant already, a few more might be unexpected but certainly not unheard of. he will simply nod an acknowledgment to them and step a few feet off to one side so that they may pass.

Beyond the chamber that Grxylstlkx is a black and defiled temple to the god of disease and decay. Within this dark temple of death and evil Ulldrinnin and his four apostles of death await. Three are vampires and 1 mortal elf are as follows DEAD (2) Human Vampire twins, a brother and sister, Dusk and Death. The Sample Elite Vampires p.251 MM The Twins will use thier tumbling skills to get at any Spell casters. Speficially Tratain and Vedick. Employing thier Touch attacks to inflict negative levels and thus drain away higher level spells. The twins share a common Hit point total Dmg 118/190 DEAD (1) Minotaur fighter Vampire lvl 13 AC 30 [+6 Nat Armor, +10 Armor, +1 Dex, +1 Dodge, +2 Deflection] HP 0 S 36+13 D 16 att +24/19/14 Dmg 3d8+31 Reach 10' Oversized Bastard Sword +4 Unholy Adamantine, Full Plate +2, Ring +2, Boots Speed, Cloak Major Displacement Exotic Wpn, Wpn Focus, PA, Dodge, Wpn Special, Blind Fighting, Combat Reflex, Greater Wpn Focus, Imporve Crit, Greater Specialization, Lightning Reflexes, Iron Will, Improved Sunder, Combat Expertise Saves Fort 12 Reflex 13 Will 11 (1) Elf Rogue/Shadow Dancer 6/8 AC 31/25 [+6 Armor, +10 Dex, +4 Wis, +1 monk] HP 21/72 S 16 D 30+10 W 18 Att +21/16 21/16 D 1d6+6/1d6+3 Fort 10 R 25 W 12 2 rapier +2 Brilliant Energy, Monks Belt, Gloves Dex +6, Braciers +6, Boots Speed, Ring Blinking 2 wpn fighting, wpn finesse, wpn focus, dogde, improve crit, greater 2 wpn crit 16 sneak Attack 3d6 Improved Evasion, Slippery Mind

[Jerry: What about some "combination abilities" here. Like: crits by one on the party heals the brother for twice that amount and lower the crit number by one until it reaches 15; One can give the other part of his armorclass and take part of the brother's to hit or damage; killing one gives 50% of hit points to the other. Stuff like that. I know....I play WOW too much. But this is a concept we can steal for this battle if you want it.]


Scene 3.F: [Main Building North end Main Floor] [10-15 Days] [XP: 7,650]

M'ri Wizard 16 See Creatures for full write up Game time note: Mri has heard the commotion and waits patiantly in her study for the Alarm spell When it activates shes Casts Innocent Victim in the study and exists into the main hall. She stands near the back, and casts Summon Soldier thus activating her Contingency of another Summoned Soldier. If the Party has not entered she activates her Stall Spell of Summon Soldier and casts Pariah Given another round she activates another Stall Spell Summon Soldier and casts Mass Bull Str. The Soldiers will move to be within 40' of the door leading into the great hall

Like many Liches, M'ri has no desire to engage in physical combat with the Knights. She focuses on letting her summoned creatures and minions do the work for her. She also has a unique metamagic ability that allows her to have many "just in case" preparations: Stall Spell. With this, she can have a number of Summonings that all go off at the same time. Thus, M'ri can summon in a small army with which to fight the Knights. With this, M'ri always feels she is ready to defend against any threat. This means that M'ri doesn't feel the need for traps or other defenses. After all, why would she need them when she can instantly bring her minions to her side.

A small antechamber lies as an entrance into the North end. In the middle of this antechamber is Mr'i Alarm spell. Silent to her. the northern antechamber leads into the The North wing of the palace where M'ri stays is lavish to excess, Gold statues, silver guilded mirros , tapestries, plush carpet, lavish to the extreme. All of it now is tarnished, blackened with hate and death the statues twisted and hideous. Whether the Knights face M'ri in her room or in a hallway, the fight will be the same due to her (over)confidence in her abilities. Further, she will be the least likely to join another Lich Lord in fighting the Knights due to this same overconfidence. The great Hall that leads to her personal study is 30' wide 12' arching ceiling and 120' long Her Study is a small room 12x12 with worn bookcases acient writings, a great desk and tattered rotting tapestries. On the corner of her desk covered by a silk hanky is her soul gem


  Stall Spell: The caster is able to hold off on completing a spell until a command word is spoken. No spell can be chosen that requires a specific target or affects another individual.


Special Summoned creatures Innocent victim A frail elderly woman human conjuration. AC 20 HP 100 no attack. All damage directed to M'ri instead is inflicted on the Innocent Victim. The Innocent Victim will cry out in agony and beg for mercy upon any damage done. Mri can only have 1 Innocent Victim at a time Spellcraft DC 35 [requiring move action] will reveal the woman is a conjuration and not a real woman Soldier An armored skeleton in Full Plate with Heavy Shield and Bastard sword. AC 25 HP 75 Attack +20/20 Dmg 1d10+10 CMB +20 CMD +25 Undead traits All saves are +10. Every additional soldier grants all others +2 AC/Attack/Damage/Saves Thus if 4 soldiers are in combat all Soldiers are granted +6 AC/Attack/Damage/Saves. Pariah A fiendish humanoid straight from nightmares. make some description up or use this. [Great bat wings and four arms dominate the oily black furred body. A Hyenas head with goats eyes that are ablaze with hate stare out. The hands end in bird talons. A great viper is in place of a tail and steam whaffs from its pours shrouding it in mist] All who see the Pariah must make a Will Save DC 35 or attack it in place of anything else. The Pariah has AC 35 HP 250 DR 10/Good SR 40. Mri can only have 1 Pariah at a time


[Jerry: Ok, try some similar things here. Let her creatures buff her. The more she has out, the higher her armor class is. Stuff like that. She can sacrifice hit points to heal her monsters, then give her fast heal. Let her AC drop when she helps for a time. Stuff like that. Do NOT throw a regular monster at these guys. Each should be altered so that they do not know what is coming. Part of the battle is figuring out the "puzzle" of the monsters abilities. Give Skill checks etc. during combat to discover information about THIS monster.]


Scene 3.G: [Main Building Second Floor East Wing] [10-15 Days] [XP: 7,650]

Dezdonias Wizard/Archmage 13/4 See Creatures for full write up

Note: With Tendrix destroyed, Dezdonias does not flee at first. He will try to seperate and isolate party members with Wall spells and concentrated firepower. He will try to teleport to Backkis's cave if reduced to 25HP.

With Ulldrium now destroyed and his Shield Guardians, Dezdonias is throwing in his lot with Pindar. He currently waits with the Illusion master to unleash. Having used his only Plane shift scroll. Maze against the spell casters will be Dezdonias first moves


Dezdonias is temporarily staying in the main building, second floor east wing.  He, like many of his fellows, is of a distrustiung and secretive nature and has placed temporary precautions about the Floor.

Dezdonias does not use Private Sanctum but instead relies on his Detection of Scrying spell and the ability to reverse view any creature attempting to spy on him in such a way. Dezdonias will not hesitate to retreat and try and gather reinforcements. He has not survived so long without coming to understand that fighting a group of adventurers by yourself is never a good idea. Pride tends to get oneself killed. A sore spot with Bas'Anut, the high lord of the Dread. Dexdonias knows the high lord was destroyed about 50 years ago and his Phylactery as well, but somehow avoided pernament destruction. A trick that Dezdonias very much wants to learn about.

Dezdonias will first go to Backkis to enlist his aid and then move to Tendrix's location. The rest, epecially M'ri and Bas'Anut, can fend for themselves. Dezdonias's first option is retreat.


Guards and Wards fill the second floor. The Floor layout is a 'T' shaped hallway. The party approches from the bottom of the 'T' An alarm spell is set at the top of the stairs to mentally alert Dezdonias.

After 20' a door is visible on the left and right.

To the left is a forgotten bedroom room of clutter and decaying furniture and decorations. There is nothing of value

To the right is a fake door with a Polar Ray Trap (Search 33 Disable 33 CL 17 +15 Touch Attack 17d6 Dmg)

At the head of the T is a Secret Door covered by an illusion through the Guards and Wards Spell (Will Disbelief DC 23 Search DC 25 Open Lock DC 30 Break DC 35 Hardness 15 HP 150) beyond is the Study in which Dezdonias resides.

The room is not lit by any light source. The open door casts light 20' into the room. Low Light Vision extends to 40'. The party will see nothing beyond darkvision. See description below

At either end of the 'T' are a pair of iron doors. Both are wizard locked and both contain the same thing, A Greater Stone Golem. Opening either door automatically opens the other and the golems attack


The Study; A medium sized room Measuring 30x50 with a 10' ceiling inlaid with now rotting wood panels. The walls are lined with Bookshelves and pedastals of art. Standing at a great oak desk with Cedar inlays 30' away, examining a map of the Wold is a hunched figure in tattered clothes. Just behind and to the right and left stand two armored knights is glistening black armor. A small illusion floats just to the right side, Gold Quarter as if one was 50' above the Temple of Flower, and on his left is a similar illusion of the Dragon Quarter about 100' above Adventurer Square. Directly in front of him is yet another shimmering image. this one appears to be a view of this very floating island. As you take in the scene the image in the fr shifts as if the view is moving and suddenly it is the view from just inside the front doors of the Cathedral of Light. Several shepards can easily be seen moving about seemingly unaware of anything being amiss.


The creature behind the desk looks up, his face still partially covered in hanging black flesh and a single white eye. Peeled and black lips split and crack as he speaks "So it would appear that Tendrix's concerns were well founded."

His Arcane Sight will quickly let him know precisely what he is up against and that he is in trouble.

The two armored figures behind him are enhanced Shield Guardians (See Below)


[Jerry: With this guy I suggest giving him powerful control over permanent effects he's place in his room. For instance. A trigger would teleport each individual in the place to a side room when he reaches 50%. Portcullises separate them from entering again. Each room has a monster/simple puzzle/trap in it for the individual to defeat that is pretty easy, but they are alone to deal with it. Or a quick puzzle to figure out. Leave one combatant in the room to deal with the lich while the lich tries to use his fast heal to get his hps back. No I haven't worked out the details on this, just brainstorming.]


Scene 3.H: [Tendrix] [10-15 Days [XP: 13,400] - Has Been Destroyed Tendrix Druid 17

Of all the Liches on the Skycastle, Tendrix has been there the longest. Most of the growth issues on the base are a result of his meddling presence. He is proud of his work and his ultimate goal is to spread such disease and filth to other parts of the Wold.

One of the results of his stay is that his "home" is better prepared than any of the others. His trees and vermin act as alarms, alerting Tendrix to the Knights the moment they show themselves. But Tendrix has also been weakened in influence dramatically over the years (his goal of Wold-wide devastation doesn't always fit in with the other Dread's plans) and so he certainly won't object if a few of his "companions" were eliminated.

This will be one of the more difficult fights in the Skycastle. Even alone, Tendrix is rather powerful:

   - 2 Awakened Colossal Trees [Tinderbranch and Twigs, twin trees]
   - Incendiary Cloud Traps at the 8 main compass points 200' from his location at the center of the grove
       - 4d6/round (15 rounds) Ref Save DC 22 (Half) Search DC 33 Disable Dev DC 33

Tebdrix will be found crouched over a small briar bush. A skeletal wolf next to him. The hunched figure in tattered robes appears to be willing the bush to grow. His hand above the bush, it twitches and reaches towards him as if yearning for his touch. Without turning, he addresses the group. "Beautiful is it not? See how it grows?" The bush twitches and several branches suddenly sprout out. Flowers of sickly green and purple appear and burst in a shower of pollen about the figure. Small berries grow in the blink of an eye and ripen. "Magnificent, but..." he pauses, "Fleeting." The figure straightens and waves a casual hand towards the plant and it instantly wilts and dies. Casually and unconcerned Tendrix turns to view the group. He says nothing as the area about himself and the Knights erupts.

If Dezdonnias and Bacckis have come to him they are concealed nearby by a thick blanket of vegatation. When Tendrx turns, that concealing layer melts away, decaying to a mass of vegatative juice in seconds.

The whole Orchard is at the command of Tendrix. Swarms of vermin, undead vermin, pour from the foliage. As undead they recieve the same +4 bonus as all others here do

Through a Hallow spell all undead and plants creatures are Protected from Good and have Protection from Fire 120hp

Tendrix can constantly see and hear through all the undead trees and vermin in his grove. As a result Tendrix will be completely prepared having already cast and shared the following spells Barkskin +5 AC Freedom of movement Protection Acid 120hp

He will have also have cast Shambler and Empower Fire Seed

Tendrix can call 1/round as a free action anywhere in the grove the following Entangle Reflex DC 25 as the spell Pollen cloud 20' radius burst Will DC 25 -or become fascinated for 1d4+1 rounds Thorns 10' radius Reflex DC 25 Speed reduced 50% for 1 turn Putrid vegatation As a Grease Spell 10' radius Reflex DC 25

[Jerry:  Gotta throw in diseases on the party during this fight.  Lots and various.  Each one is not that powerful, but combined they hurt!  Even diseases that are magical and can't be cured with cure disease, but need dispel or greater dispel to remove them.  sympathetic diseases that feed on each other.  Focus one on a class.  Another on a race.  One causes trembling of the hands hurting combat and spellcasting, etc.  Another backfires and brings them increased abilities instead of hurting them.  Will they remove it or use the benefit of the disease?  Are the sniffles worth a +2 to saves on fortitude?  That type stuff might work well here.]


Scene 4: [The Lord of the Dread] [15-20 Days] [XP: 40,600]

The gate created by assembling the soul gems ripples across the air before the Knights. A shimmering sphere of pale green and yellow, like the phlem of some creature, starts to ooze forth from tiny developing fissures in the sphere. The stench of rotting meat in the sun and baterial infection assails the nostrils and brings water to everyone's eyes. Whatever is beyond the portal, is is apparent that it will not simply open wide and that force will be needed to push through the sickness that lies in your path. Passing the portal to the demi lich is not simple. Bull Rush against CMD 35 I nflicting 40 points of damage in 1 round Opens a SMALL sized hole for 1 round. The Shpere has an AC of 20 The passage acts as a Cloudkill heightened to 9th level Fortitude save 32

Beyond the puss and hanging rotten meat of the portal lies a broken and charred expanse of earth. Stretcing to the infinite in all directions under a brown and black sky so as to completely conceal the horizon. All about is the stagnant brown and brakkish earth. A land where it seems as if nothing will ever change, nothing matters and to exist as life is pointless. Here you are beyond time, here you are lost and here you are trapped. Love, Hate, honor, Duty, loyalty, death, pain, fear and all else that makes up a mortal life are gone. Stripped away by this land of apathy.

 There are no markers, nothing to distinguish direction and no reason to move in any direction.  This side of the portal is no where to be seen.  true sight and other conventional magic turns up nothing.

[Jerry: Sounds like a good time for an "evil monologue" explaining their hopeless situation. Players hate the arrogance of evil monologues.  :)]

"And so you are here. I can feel you, see you, I know you...and i will devour your souls. Know that through your deaths, I will be propelled to the next realm. I will take my rightful place among the gods of Testing. Too long has Gargul wavered, too long has he sat softly upon another's throne. Through your deaths a true god of Death will arise and your lands will be unmade. My vassals have honed you, prepared you, tempered you, raised you above all others. They did all at my bequest, all as i have planned for time and time again, but finally the mortal wold has produced a crop of souls worthy of my last design. And so here in the void of no Wold, beyond reach and reckon of all. Here beyond the taint of Life, here is where I can finally bring your lives to an end. Here where the pathetic shell of Gargul cannot reach, his glacomic eye cannot see, his limited faculties cannot concieve. Here I will tear your very souls from you and here I WILL BECOME A GOD!"


In reality the Knights are inside a great sphere approximately 10 miles in diameter. Gravity is directional to the surface they stand upon at all times. There are 4 great columns, each being 30' in diameter that extned from 4 opposite direction to a second sphere held in the center of the larger one. It is here where the Demi liche himself resides, or rather the dusty remains and his skull. The Knights need to locate a column and follow it away from the surface they now stand on to the final resting place and very heart as it were of the Dread. This task is naturally not as easy as it would seem. A fine brown mist hangs in the ait and this has the effect of reducing visibility to 2 miles

Finding a column requires a Perception check of 60. For each hour the group is moving there is a +5 bonus to the check

Every hour, any living creature must make a Will save DC 25 or go insane as per the Insanity Spell

Being the inside of a sphere, those with connections to stone or with Survival skills may be able to note that all directions are uphill. The incline is very slight, but perhaps detectable. DC 35 after the first hour of walking. Flying would of course prevent this from being noticed

Any column will eventually lead to the center chamber. There are no traps, no guardians only emptiness and the PC's own fears and with the columns stretching for over a 5 mile walk there is plenty of time for the PC's to think about it. Within 2 miles of the Sphere is an anti magic zone. This zone ends at but includes the doors and sphere itself Eventually the PC's arrive at the great stone doors. Each door is 30' high and 15' wide and over 5' thick. Beyond the doors is a great square room 400' feet on a side with indentical doors in the center of each wall. At the center of this chamber are 4 great statues of gleaming polished silver. Each stands about 18' tall and are aligned on the 4 compass points. The North is a skeletal Human in light armor. The South is an emmanciated elf in light armor The East is a skeletal dwarf in light armor The West is a wire thin Liontaur in light armor.

Each Statue holds a mighty crossbow in both hands pointing straight away from them. [Each Statue is a Mithril Golem who can also fire a stone bolt as if operating the crossbow. It takes Standard action Fire and Move Action to reload. The Golem's crossbow deals 4d8 acting as an Adamantine magical weapon]

At each of the partial compass points (NE, SE, SW, NW) Is a great 30' pillar nearly 10' acorss. between the statues and the pillars, there is no clear field of view to what lies at the center of this grouping. Above it all at a height of 200' is a great floating skull. The skull is of a Titan and has been magically enhanced to levitate and glow a sickly green. Other than this, the skull is perfectly normal.

Inside the circle of the statues and pillars rests the Dread Demi lich. Floating at a height of 10' in the center is a small black ball (Sphere of Annihilation)

Scene 5: [Victory for the Grey Dragons] [15-20 Days]

The Grey Knights find themselves back within the Parthanon. The great building is completely empty, the skeletal creatures, the altar, the great hanging braziers and Bas Anut are all gone. All that remains is the mold and grime covered marble floor. A stillness permeates the area, nothing stirs, no sound is heard. Looking out onto the bleak and dead landscape and into the gray ashen sky it would seem the once constant foul wind is no more as well. As the party casts about a single shaft of sunlight suddenly pierces the sky and alights the party, and perhaps for the first time since this quest began you feel warm. Just to the south, perhaps 40' away a small black sphere begins to materialize. It starts as a speck no larger than a fly and soon grows into a ball of nothingness 2' in diameter where it simply sits, hovering 2 feet above the ground.

Dwight and Whisk move upwards and beyond the confines of the open aired Parthanon. The desolate island appears dead and deserted. Neither can detect even the slightest hint of movement in any direction

Once the Demi lich is destroyed, the Grey Knights will have completed their Dragon Quest. Gargul sends a Trumpet Archon to the castle to proclaim the task worthy of only the greaest heroes of all the Wold. Gargul also informs the remaining Platinum and Emerald Dragons of the Knights's accomplishments. It is not long before Valdor and several others from both groups arrive magically to congratulate the Knights in person. Jerry will play Valdor and hopefully Donna can make a cameo for her Emerald Dragon. All Dragon characters defer to Valdor with the exception of Donna if she wishes. Big congrats are handed as well as the formal title of Dragon Consortiums. The celebration and announcements should go Wold Wide and end in the Giggling Ghost.


MOM will offer to become a permanent resident of the Skycastle, doing repairs and redecorations as necessary. This will spend the money that the Knights have been saving for a castle (they have been, but they don't know the amount or anything about it; so we'll just say it's spent). Further, MOM will offer to do a complete redesign of the castle if the Knights desire so that it can fit more appropriately with their desires.

[Jerry: Donna's K'nara and Valdor have a romance going...or they did. So she should defer to him. They are friends at least.]


A. NPCs

[Jerry: You've done a great job of varying the different liches by type and personality. Excellent. My additions above is to further vary their abilities and change up the "normal" strategies groups use to defeat something.

Vran, As a member of the Dread, Vran dedicated his life to evil. A change of heart, very late in life, allowed him the opportunity to find Gargul. He is fairly certain absolution is impossible for someone like himself, but the epic-level cleric-mage still seeks to fight the Sons in any way possible. His white hair and well-worn skin show clearly his many years (and even then, Vran is much older than he looks thanks to the Dread), but his body is still strong: he could go blow-for-blow with Monthor and likely come out the victor. Further, his soul is tied directly to a Dread Coin which, confers on him incredible powers and fortitude. The difference between his Coin and any other is that Gargul has made an identical marking on the Coin, offering additional protections to Vran. But both magics weigh heavily on the man, the Sons of Dread are able to find him anywhere in the Wold with it and some have the ability to use the Coin to harm. Gargul's magic prevents Vran from killing anyone of the Noble races.

The Death-Squad When the Knights first encountered Vran, he ended up leading the Sons of Dread right to the Knights. Without any preparation, the group assaulted the Knights. Instead of taking heavy losses, the group fled leaving the Knights rather curious about their attackers. They are essentially a group of assassins called upon to do dirty work for the Sons of Dread. This particular group lost one of its members to the Knights and also was brought before the Dread Lords themselves to be punished for their failure. They've got a beef with the Knights and have spent a great deal of time and energy on locating the group. Each member of the Death Squad carries a small coin that binds them to the Sons of Dread. The coin enhances their powers, extends their lives, protects them from most death effects. But through it, any of the Dread Lords can immediately locate them. Further, if they ever lose the coin or if it is ever destroyed, it is a death sentence for that particular member. [Names: Llor, Malik... uh... better go check my notes for the rest]

Magical Operations Maintainer MOM is an ancient Teucri construct with a soul. When the PCs first met it (her), MOM had been sabotaged by the Sons of Dread and was rather crazy. The Knights ended up fixing MOM and now the construct has a great deal of respect for the group. MOM doesn't have a great deal of information about the Teucri, but can have occasional quips and pieces to add. If the Knights successfully liberate the Skycastle, MOM will offer to install herself on board as a sort of custodian to help stream-line the repairs and get the place up to shape for the Knights to start living there.

The Dread The leader of the Sons of Dread; the "man" who keeps all the Dread Liches in check; the master planner for the organization. He was the original founder of the organization and has worked tirelessly to keep the forces of evil active.


B. Locations


C. Treasure: All of the possessions of the opponents The vault contains the Dread treausery current at 253,674 in gold A Sphere of Annihilation Teucri Time Capsule. This is a one shot item that should allow the Knights a rest period for an encounter that normally would not allow any breaks. [One shot item and it lasts 24 hours. Single Use item; 10 minutes activate; time area of effect 20'radius; duration 24 hours. Operates as a Timestop spell. All within the area speed up and for all observations to the outside world nothing happens. Those within the Time Capsule experience 24 hours within the space of a split second. Natural healing occurs, spells may be prepared as if the caster had received a normal days rest

D. Experience Given:

[6 months for this module should earn them a full level. We advance 2 levels a year as you know. I don't know if this is 1 level advancement, but if not, adjust it.]

Each PC earns XP to place them 25% above the next level CS PC's are placed 50% to the next level


E. Creatures:

The Dread Lich Charzaak - Destroyed Active Haste activate when reach steps) extend resist Elements x3 (Fire Sonic Acid), Spectral Hand Mind Fog

Charzaak is aware of heroes as they battled the Dread Wraiths. He has hidden himself behind a tattered tapestry column to wait for the heroes to get to the tomb. His Soul Gem is buried in an identical coffin beneath the one seen. DC Spot/Search 20 to notice marks that show the stone coffin has been moved.

Character Level: 18 Class/Level: Fighter/Wizard 7/11

STR   26  (26    mod. +8) Belt +6    INT   24  (18+2  mod. +7)  Headband+4
DEX   16  (16    mod. +3)               WIS   17  (15+2  mod. +3) 
CON   -   (      mod.   )                   CHA   16  (14+2  mod. +3)

HIT POINTS: 145 DR 15 Blunt & magic

ARMOUR CLASS: 24 Touch AC: 15 Flat Footed AC: 21 (10 +3 Dex, +5 Natural Armor, +2 deflection, Armor +4)

ALIGNMENT: Chaotic Evil MOVEMENT: 30 ft Fly 60’ Tumble 26; 12 rank; +3 dex; +5 feats; +2 synergy (jump), Environment +4

SAVING THROWS: Fortitude: +18 (+8, Con +0, Cloak +4, Feat+2, Environment +4) Reflex: +16 (+5, Dex +3, Cloak +4, Environment +4) Will: +20 (+9, Wis +3, Cloak +4, Environment +4)

Base Attack Bonus: +12 MELEE: +20 (+12/7/2 BAB, +8 Str.) _______________________________________________________________________________ WEAPONS: Total Attack Bonus Damage Crit Range Heavy Pick +29/24/19 1d6+22 plus 2d6 x4/19 _______________________________________________________________________________

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +6 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks

Feats: Dodge, Mobility, Spring Attack Wpn Focus, wpn Spec, Skill Focus Tumble, acrobatic, Improved Crit, Extend Spell, Quicken, Great Fort, Still, Silent

Equipment Bracers Armor +4 Cloak resistance +4 Belt of Str +6 Headband of Int +4 Ring Protection +2 Ring Counter Spells Greater Dispel Magic Adamantine Unholy Heavy Pick +4

Contingency Fly spell -Mental activation


Spells: 4/6/6/6/4/3/2 DC 17+ spell lvl Relevant Skills: Concentration +21; Know Arcane 21; Spellcraft 21 1. Shield, Grease, Magic Missile, Magic Aura, (Empty x2) 2. Spectral Hand, Glitter Dust, Extend Comprehend Lang, (Empty x3) 3. Haste, Slow, extend resist Elements x3 (Fire Sonic Acid), Vamp touch 5d6 4. Black Tentacles x2, Wall of Ice 5. Mind Fog, Quickened True Strike x2 6. Repulsion, Quick True Strike

Empty slots represent spell research or what not that the lich is working on. If the given a day of preparation, he will have battle spells ready; for example a Quick True Strike at 6th level

Several pillars and locations upon the floor have Symbol spells 5th Symbol of Sleep up to 10HD 5th Symbol of Pain 60’ -4 att/skills/ability checks fort save 6th Symbol Fear 60’ Panicked Will Save 6th Symbol of Persuasion 60’ Charm Monster will save

Dread Lich Mystic Theurge Bas’Anut Character Level: 20 Class/Level: Cleric/Wizard/MT 5/5/10

STR 13 (13 mod. +1) INT 26 (16 mod. +8) Headband+6 DEX 12 (12 mod. +1) WIS 25 (15 mod. +7) Headband +6 CON - ( mod. ) CHA 21 (13 mod. +5) Headband+6

HIT POINTS: 183 20d6+100

ARMOUR CLASS: 35 Touch AC: 13 Flat Footed AC: 35 10; Dex+1, Natural Armor+10, Armor+8, Magic Vestment+4, Deflection+2

ALIGNMENT: Chaotic Evil SPEED: 30 ft

SAVING THROWS: Fortitude: +24 (+9, Cha +5, Robe +4; Environment +4) Reflex: +19 (+8, Dex +1, Robe +4;Environment +4) Will: +30 (+13, Wis +6, Robe +4;Environment +4)

Base Attack Bonus: 9 Grapple: +9 Environment +4 _______________________________________________________________________________ Spells Contingency - Anti-Life Shell Pernament True Sight

Wiz DC 18+lvl CL 15 *Necromancy +2DC **+2DC Enchantment 4/ 6/6/5/4/4/3/2

Specialist Necromancy Can swap arcane and divine slots 2/day Spell Synthesis. Cast arcane and Divine spell at the same time if same target -2 on save 9/day Touch attack casues Shaken for 2 rounds 1. Shield; Magic Missile; Expeditious Retreat; Unseen Servant; Grease; Comprehend Languages; [*Chill Touch] 2. Knock; *Ghoul Touch; Levitate; Glitterdust; *False Life; **Touch of Idiocy; [*Spectral Hand] 3. Blink; Fly; Slow; *Ray Exhaustion; Haste; [*Vampiric Touch] 4. *Enervation x2; **Crushing Despair; Dim Door; Dimensional Anchor [**Fear] 5. **Feeblemind; **Feeblemind; Prying Eyes; Mind Fog [**HT Fear] 6. Empower Enervation; **(HT)Crushing Despair; HT Mind Fog Quicken Touch Idiocy[*Eyebite] 7. PW Blind; HT Disintegrate, HT Cone Cold, Force Cage

Cleric DC 17+lvl CL 17 (21) *Necromancy +2DC **+2DC Enchantment Magic & Death 6/7+1/6+1/5+1/5+1/4+1/3+1/2+1/1+1

1. Entropic Shield; Shield of Faith; Sanctuary; Deathwatch; Prot Chaos; Prot Evil; Comprehend Lang [Magic Aura] 2. Silence; Death Knell; Desecrate; Resist Elements; Calm Emotions; Spiritual Weapon [Death Knell] 3. Prot elements x2; Blindness; Inflict Serious Wounds; Prayer; Magic Vestment; [Animate Dead] 4. *Poison; Inflict Critical; Giant Vermin x2; Empty [Imbue with Spell Ability] 5. *Slay Living; **Greater Command x2; Dispel Good; Cause Critical Woundsx2 [Spell Resistance (29/33)] 6. Greater Dispel Magic; Empower Enervation, Banishment; Forbiddance; [quicken Death Knell] 7. Blasphemy; Inflict Mass Serious Wounds 3d8+21 [*Destruction] Quicken Vamp Touch 8. Greater Spell Immunity Maze [Protection From Spells]

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks

Feats: Eschew Materials, Ht Spell, Quicken, Spell Focus Enchantment, Spell Focus Necromancy, Greater Spell focus Enchantment, Greater Spell Focus Necromancy Lightning Reflex, Iron Will Great Fort

Equipment Bracers Armor +4 Robe arch magi Evil +4 resistance, +2 Deflection +2 SR penetration Headband of Mental superiority +6 Ring Evasion Ring of Freedom of Movement Rod of Quickening (Moderate 1-6th) 3/day Prayer Beads Standard–Karma(+4 CL on spells); Blessing; Smiting (Level boost already used) Stantano’s Vestment (+2 CL on Spells) Haversack Scroll-Disintegrate Scroll-Quest Scroll-Acid Fog Scroll-Greater Dispel Magic x4 CL 19 Scroll-PlaneShift Scroll-Mages Mansion Scroll-Mass Inflict Serious wounds x3 Glove of Storing Scroll-Dimension Door Glove of Storing Scroll-Passwall

                Key    Skill Mod. Abil Mod. Ranks   Misc Mod.

Concentration Con +19 19 0 Know Arcana int +23 +6 17 Know planes int +23 +6 17 Know religion int +23 +6 17 Listen: Wis +24 +6 10 +8 Sense Motive: Wis +20 +6 6 +8 Spellcraft Int +23 +6 17 Spot: Wis +19 +6 5 +8

LANGUAGES: Common, Elven, Draconic, Abyssal, Celestial, Dwarven

10 Advanced Morghs +4 Environment included

Size/Type: Large Undead Hit Dice: 28d6 (92 hp) Initiative:

Speed: 30 ft. (6 squares) Armor Class: 24 (+4 Dex, +11 natural, -1 Size), touch 13, flat-footed 20 Base Attack/Grapple: +14/+29 Attack: Slam +28 melee (2d6+20) or tongue +27 melee touch (paralysis) Full Attack: Slam +28 melee (2d6+20) and tongue +27 melee touch (paralysis) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, paralyzing touch, create spawn Special Qualities: Darkvision 60 ft., undead traits Saves: Fort +13, Ref +17, Will +20 Abilities: Str 32, Dex 18, Con Ø, Int 11, Wis 10, Cha 10 Skills: Climb +24, Hide +32, Listen +22, Move Silently +32, Spot +26, Swim +10 Feats: Alertness, Dodge, Spring Attack, Lightning Reflexes, Mobility, wpn focus slam, imprved nat attack, combat expertise, whirlwind attack

Improved Grab (Ex)To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. 

Paralyzing Touch (Su)A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 26 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Create Spawn (Su)Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

The Undead Swarm (Outside of the main building)

Size Huge AC 29 (Natural +16, Size -2, Deflection +5) HD 30d12+90 (375) dmg 34 Speed 20 Base Attack/CMB/CMD +15/+30/immune to CM Full Attack 2d8+15 or Range +25/+25/+25 1d8+8 (100') Space/Reach 15x15 Special Attacks Aid Another Special Qualities Mindless Undead, DR 10/-, Regeneration 15, Ranged attack, swarm traits, grapple, drain Skills Perception 15 Saves Fortitude 10 Reflex 10 Will 10 Abilites Str 30 Dex 10 Con - Int - Wis - Cha - Feats Weapon Focus Slam, Improved natural Armor x6, Improved natural attack

The swarm attacks by moving into a space, provoking an attack of Opportunity and inficting 2d8+15 plus recieve 1 negative level, lose 1d4 points of Strength, Wisdom and Constitution each round and grappling the opponent Any living creature starting thier round in a swarm must make a fortitude save DC 25 or be sickened


The Ground Swarm (Inside of the main building) Size Diminuitive undead vermin AC 20 (Size +4, Vile +2, Dex +4) HD 18d12 (117) and 34 Speed 20 Base Attack/Grapple +9/ Full Attack 3d6 Plus Poison DC 20 1d4 Strength + 1d4 Dex Space/Reach 15x0 Special Attacks Posion; Distraction Special Qualities Undead Traits, Immune to Weapon Damage, swarm traits Skills Spot 5 Listen 5 Saves Fortitude 3 Reflex 6 Will 12 Abilites Str 4 Dex 18 Con - Int - Wis - Cha - Any living creature starting thier round in a swarm must make a fortitude save DC 15 or be sickened


The Flying Swarm (Inside of the main building) Size Fine undead vermin AC 24 (Dex +4, Size +8, Vile +2) HD 20d12 (130) and 115 Speed 20 Fly Base Attack/Grapple +10/ Full Attack Swarm 2d4 Plus Blood drain 1d2 con Space/Reach 10x0 Special Attacks Blood Drain ; Distraction Special Qualities Undead Traits, Immune to Weapon Damage, swarm traits Skills Spot 5 Listen 5 Saves Fortitude 4 Reflex 6 Will 12 Abilites Str 4 Dex 18 Con - Int - Wis - Cha -

Any living creature starting thier round in a swarm must make a fortitude save DC 15 or be sickened

Dread Lich Wizard Dezdonias DESTROYED Taken into a maze he uses Plane Shift to exit and then teleport to Tendrix's grove. Finding the dread lord destroyed he is moving to what might be his only ally he could find Pindar. His Guardians destroyed, he will Dim Door to the castle, take command of the hoard and use them to keep the knights occupied while he makes his way to Pindar This will take 10 minutes

Character Level: 18 Class/Level: Wizard 18 STR 9 (9 mod. -1) INT 26 (26 mod. +8) Headband+6 DEX 10 WIS 16 (14 mod. +3) CON - CHA 14 (12 mod. +2)

HIT POINTS: 104 18d6+36 dmg 24 ARMOUR CLASS: 30 Touch AC: 10 Flat Footed AC: 26 10; Natural Armor+2, Armor+8

ALIGNMENT: Chaotic Evil SPEED: 30 ft

SAVING THROWS: Fortitude: +12 (+4, Con +0, Cloak +4; Environment +4) Reflex: +12 (+4, Dex +0, Cloak +4; Environment +4) Will: +32 (+11, Wis +4, Cloak +4; Environment +4)

Base Attack Bonus: +7 Grapple: +10 Environment +4 Factored in Ray Attack +13 or +14 within 30' _______________________________________________________________________________

Elemental Mastery - Spell Power x2 - Spell like Ability Quicken Slow 2/day - Master Shaper Wiz DC 18+lvl CL 20 *Transmutation & Evocation +2DC 4 /6/6/6/12/6/6/5/4/2


Specialist Evocation Forbidden Enchanment & Illusion Contignecy Cloudkill spell activates upon casting True Sight All evocations deal +9 dmg 11/day Force Missile 1d4+9 Wall of Energy 18 rounds/day acts as Wall of Firetaur As an Elemental Master he can alter any energy to another at the time of casting 1. Shield; Magic Missile; Expeditious Retreat; Unseen Servant; Grease; Comprehend Languages; [*Burning Hands] 2. Knock; Rope Trick; Levitate; Glitterdust; False Life; Touch of Idiocy; [*Scorching Ray] 3. Blink; Fly; Slow; Ray Exhaustion; Haste; *Phantom Steed; [*Empower Magic Missile] 4. *(empower) ScorchingRay x4; *Enervation; Black Tentacles; Detect Scrying; Solid Fog x2; Dimensional Anchor; Dim Door x3(1); [*empower Scorching Ray] 5. Arch mage Spell Like ability; (quicken)Shield; Baleful Polymorph x2; *(empower)Lightning Bolt; Wall of Force; [*Wall Force] 6. Arch mage Spell Like ability; *Freezing Sphere; (empower)Enervation; True Seeing; Eyebite; Greater Dispel Magic [*quicken Scorching Ray] 7. *Empower Cone of Cold; *Grasping Hand; *Force Cage; [*Mage's Sword] Quicken Slow at will 2/day Grasping Hand Grapple 42 8. *Polymorph Any Object; *(quicken/empower)Scorching Ray x2; Polar Ray; (quicken)Enervation; [*Clenched Fist] Clenche fIST aTT +38 Fort 28 or stun 9. *Meteor Swarm; *Empower Delay Blast Fireball; *Crushing Hand; [*Quicken Cone Cold] Crushing Hand Grapple 44


Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Pernament Arcane Sight

Feats: Spell Focus Transmutation, Eschew Materials, Spell Focus Evocation, Greater Spell Focus Transmutation, Empower Spell, Quicken, Weapon Focus Ray, Point Blank Shot, Precise Shot, Lightning Reflexes, Iron Will, Improved Counterspell

Equipment Bracers Armor +8 Cloak Resistance +4 Headband of Int +6 Ring Wizardry IV Ring Major Fire Resistance Stantano’s Vestment (+1 CL on Spells) Haversack Pale lavendar ion Stone Absorbs 4th level and lower (12 charges remain) Scroll-Clenched Fist Scroll-True Sight Scroll-Silent Greater Dispel Magic x4 CL 16 Scroll-Cloudkill Scroll-Mages Mansion Scroll-Black Tentacles Scroll-Teleport x4 1 used

Glove of Storing Scroll-Quicken Teleport Glove of Storing Scroll-Quicken Empower Scorching Ray

                Key    Skill Mod. Abil Mod. Ranks   Misc Mod.

Concentration Con +23 23 0 Know Arcana int +28 +8 20 Know planes int +28 +8 20 Know religion int +28 +8 20 Listen: Wis +22 +6 8 +8 Sense Motive: Wis +20 +6 6 +8 Spellcraft Int +28 +8 20 Spot: Wis +21 +6 3 +8

LANGUAGES: Common, Elven, Draconic, Woldian Below, Orc, Goblin, Abyssal, Angelic, Dwarven

Enhanced Shield Guardians guardian 1 Dmg Dsty guardian 2 Dmg Dstry Size Medium AC 36 (Natural Armor, Armor +11, Deflection +5) HD 24d10 (180) Speed 20 Base Attack/Grapple +18/+26 Full Attack +34/34/29/25 and +32/32/27 1d8+16 and 1d8+12 crit 17 x2 Space/Reach 5x5 Special Qualities Construct, DR 10/-, Fast Healing 10, Darkvision 60', Spell Storing (Fly), Shield Other (transfer half damage from Des to Guardian. with two guardians Des takes no damage until they are destroyed) Skills Spot 5 Listen 5 Saves Fortitude 10 Reflex 10 Will 10 Abilites Str 26 Dex 10 Con - Int - Wis 10 Cha 1 Feats Weapon Focus l. sword, 2 Wpn Fighting, Improved 2 Wpn Fighting, Greatre Wpn Focus Wpn Specialization Constructed of Magical Adamantine and infused with Ring Protection +5, Ring of Major Fire Resistance, Twin Keen Longswords +4 of Speed

Vampire 1 dmg 28 g inviso Vampire 2 dmg 28 g inviso Vampire 3 dmg 28 g inviso Vampire 4 dmg 28 g inviso

Dread Lich Wizard Pindar (Illusionist) Character Level: 18 Class/Level: Sorcorer 18

STR 9 (9 mod. -1) INT 20 (24 mod. +5) DEX 18 WIS 20 (20 mod. +5) CON - CHA 26 (24 mod. +8) Cloa

HIT POINTS: 230 18d6+144 (241 False Life) dmg 147 ARMOUR CLASS: 28 Touch AC: 26 Flat Footed AC: 26 CMD 24 10; Natural Armor+2, Armor+8, Deflection +4, Dex +4

ALIGNMENT: Chaotic Evil SPEED: 30 ft

SAVING THROWS: Fortitude: +10 (+4, Con +0, Environment +4) Reflex: +14 (+4, Dex +4, Environment +4) Will: +22 (+11, Wis +5, Environment +4)

Base Attack Bonus: +7 Grapple: +10 Environment +4 Factored in ______________________________________________________________________________

Spells Known 5/6/5/5/5/4/4/3/1 Wiz DC 18+lvl CL 18 *Illusion+4DC 4 8/8/8/8/7/7/7/6/4 Extended Illusion

1. Shield; Magic Missile; *Color Spray; Nystuls magic Aura; Grease; Identify 8-8 2. *Blur; *Mirror Image; Glitterdust; False Life; See invisibility; Invisibility 1 3. Blink; Fly; *Displacement; *Major Image; Lightning Bolt; Dispel magic 1-8 4. *Phantasmal Killer; Illusionary Wall; Greater Invisibility; Wall Ice; Dimension Door 5. *Persistant Image; Dominate Person; *Seeming; Cloudkill; Overland Flight 6-7 6. *Pernament Image; *Programmed Illusion; Flesh to Stone; True Seeing 3-6 7. *Project Image; *Simulucrum; Greater Arcane Sight; PW Blind; Greater Teleport 5-7 8. *Scintilating Pattern; Screen; PW Stun 5-6 9. *Wierd 4-4

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Pernament Arcane Sight

Feats: Armor Prof Light, Eschew Materials, Spell Focus Illususion, Greater Spell Focus Illusion, Extend, Silent, Enlarge, Iron Will Improved Counterspell, Combat Casting, Quicken, Still, Lighting Reflex, Great Fort

Equipment Mithril Shirt +5 Ghost Touch Glammered Gloved Dex +4 Ring Protection +4 Cloak Charisma +6 Ring Spell Turning Pale lavendar ion Stone Absorbs 4th level and lower (12 charges remain)

                Key    Skill Mod. Abil Mod. Ranks   Misc Mod.

Concentration Con +23 23 0 Know Arcana int +28 +8 20 Know planes int +28 +8 20 Know religion int +28 +8 20 Listen: Wis +22 +6 8 +8 Sense Motive: Wis +20 +6 6 +8 Spellcraft Int +28 +8 20 Spot: Wis +21 +6 3 +8

LANGUAGES: Common, Elven, Draconic, Woldian Below, Orc, Goblin, Abyssal, Angelic, Dwarven


Simalcrum 1 DESTROYED Dread Lich Sorceror Pindar 9th level Illusionist 8/7/7/5 Known 5/4/3/2

STR 9 (9 mod. -1) INT 16 DEX 14 WIS 14 CON - CHA 18

HIT POINTS: 60 Dmg 35 ARMOUR CLASS: 14 10; Natural Armor+2, Dex +2

SAVING THROWS: Fortitude: +3 (+3, Con +0) Reflex: +5 (+3, Dex +2) Will: +8 (+6, Wis +2)

Base Attack Bonus: +4 Grapple: +2

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Feats: Armor Prof Light, Eschew Materials, Spell Focus Illususion, Greater Spell Focus Illusion, Extend, Wiz DC 14+lvl CL 9 *Illusion+1DC 1. Shield; Magic Missile; *Color Spray; Nystuls magic Aura; Grease 5-7 2. *Mirror Image; Glitterdust; False Life; See invisibility 6-7 3. Fly; *Major Image; Lightning Bolt 5-7 4. *Phantasmal Killer; Greater Invisibility Shield fly false life See invisibility


Simalcrum 2 DESTROYED Dread Lich Sorceror Pindar (Illusionist) 9th level Ilusionist 8/7/7/5 known 5/4/3/2

STR 9 (9 mod. -1) INT 16 DEX 14 WIS 14 CON - CHA 18

HIT POINTS: 60 ARMOUR CLASS: 14 10; Natural Armor+2, Dex +2

SAVING THROWS: Fortitude: +3 (+3, Con +0) Reflex: +5 (+3, Dex +2) Will: +8 (+6, Wis +2)

Base Attack Bonus: +4 Grapple: +2

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Wiz DC 14+lvl CL 9 *Illusion+1DC

1. Shield; Magic Missile; *Color Spray; Nystuls magic Aura; Grease 7-8 2. *Mirror Image; Glitterdust; False Life; See invisibility 5-7 3. Fly; *Major Image; Lightning Bolt 5-7 4. *Phantasmal Killer; Greater Invisibility Shield fly false life See invisibility


Simalcrum 3 DESTROYED Dread Lich Sorceror Pindar (Illusionist) 9th level Ilusionist 8/7/7/5 known 5/4/3/2 STR 9 (9 mod. -1) INT 16 DEX 14 WIS 14 CON - CHA 18

HIT POINTS: 60 (81 false Life) ARMOUR CLASS: 14 10; Natural Armor+2, Dex +2

SAVING THROWS: Fortitude: +3 (+3, Con +0) Reflex: +5 (+3, Dex +2) Will: +8 (+6, Wis +2)

Base Attack Bonus: +4 Grapple: +2

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Wiz DC 14+lvl CL 9 *Illusion+1DC

1. Shield; Magic Missile; *Color Spray; Nystuls magic Aura; Grease 7-8 2. *Mirror Image; Glitterdust; False Life; See invisibility 5-7 3. Fly; *Major Image; Lightning Bolt 4-7 4. *Phantasmal Killer; Greater Invisibility Shield fly false life See invisibility

Simalcrum 4 Destroyed Dread Lich Wizard Pindar (Illusionist) 9th level Ilusionist 8/7/7/5 known 5/4/3/2

STR 9 (9 mod. -1) INT 16 DEX 14 WIS 14 CON - CHA 18

HIT POINTS: 60 ARMOUR CLASS: 14 10; Natural Armor+2, Dex +2

SAVING THROWS: Fortitude: +3 (+3, Con +0) Reflex: +5 (+3, Dex +2) Will: +8 (+6, Wis +2)

Base Attack Bonus: +4 Grapple: +2

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks Su DR 15/bludgeoning and magic Ex Turn Resistance +4 +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Wiz DC 14+lvl CL 9 *Illusion+1DC

1. Shield; Magic Missile; *Color Spray; Nystuls magic Aura; Grease 6-8 2. *Mirror Image; Glitterdust; False Life; See invisibility 5-7 3. Fly; *Major Image; Lightning Bolt 5-7 4. *Phantasmal Killer; Greater Invisibility

Shield fly false life See invisibility

STAR MAGE GHOST DESTROYED Character Level: 14 Class/Level: Wizard Enchanter 14

STR 12 INT 26 (+8) DEX 13 WIS 10 (+4) CON - CHA 20 (+5)

HIT POINTS: 90 ARMOUR CLASS: 22 Touch AC: 10 Flat Footed AC: 26 10; Natural Armor+1, Deflection +5 Armor+6

ALIGNMENT: Chaotic Evil SPEED: 30 ft Fly Perfect

SAVING THROWS: Fortitude: +12 (+4, Con +0, Environment +4) Reflex: +12 (+4, Dex +0, Environment +4) Will: +32 (+11, Wis +4, Environment +4)

Base Attack Bonus: +7 Grapple: +10 Environment +4 Factored in

_______________________________________________________________________________ Wiz DC 18+lvl CL 14 *Enchantment+2DC /6+1/6+1/5+1/5+1/4+1/3+1/2+1

1. *Shield; *Mage Armor; Expeditious Retreat; Unseen Servant; Grease; Comprehend Languages; [x] 2. Knock; Rope Trick; Levitate; Glitterdust; False Life; Touch of Idiocy; [x] 3. Fireball; Slow; Ray Exhaustion; Haste, Lightning bolt [X] 4. Enervation; Black Tentacles; Mass Reduce Person; Dimensional Anchor; Dim Door; [x] 5. Baleful Polymorph x2; *Dominate Person [*Teleport] 6. Greater Dispel Magic x2; Disintegrate [Nass Suggestion] 7. PW Blind x2; [Mass Hold Person]

Ghosty equipment bracers Armor +6 headband of intellect +4 ring Spell Storing medium spectral Hand *cast Defenses:


Special Attacks DC 22 Manifistation Horrific Appearence 60' Fortitude save take 1d4 str and Dex and Con dmg Frightful Moan 30' spread Will save or Panicked 2d4 rounds sonic mind effecting fear



Dread Lich Wizard M'ri Former Elf M'ri Alarm spell will have alerted her to the intruders and she will have already cast Innocent Victim and a Summon Soldier thus activating her Contingency. Round 1 Free Action Stall Spell activation Summon Soldier; Maze Round 2 Free Action Stall Spell activation Summon Soldier; Maze Using Quicken Rod Round 3 Summon Soldier; Quicken Mass Bull Str, Using Quicken Rod Round 4 Quicken Summon Soldier; Haste Using Quicken Rod Round 5 Quicken Summon Soldier; Energy Drain or Greater Dispel

Character Level: 18 Class/Level: Wizard 18

STR 9 (9 mod. -1) INT 30 (+10) Headband+6 DEX 10 WIS 18 (+4) CON - CHA 18 (+4)

HIT POINTS: 143 (false Life 173) 18d6+72


ARMOUR CLASS: 30 Touch AC: 10 Flat Footed AC: 26 10; Natural Armor+2, Armor+8


ALIGNMENT: Chaotic Evil SPEED: 30 ft


SAVING THROWS:

Fortitude: +17 (+5, Cha +4, Cloak +4; Environment +4) Reflex: +12 (+5, Dex +0, Cloak +4; Environment +4)

Will: +32 (+12, Wis +4, Cloak +4; Environment +4)


Base Attack Bonus: +7 CMD: +10 Environment +4 Factored in

_______________________________________________________________________________


Generalist 

Wiz DC 24+lvl CL 17 *Conjuration+2DC **Transmutation +1DC 9 /4+3/4+3/4+2/4+2/4+2/4+2/3+1/3+1/2+1


Contignecy Summon Soldier When casting Summon Soldier Stall Spell Summon Soldier


1. Shield; Ray Enfeeblement; Expeditious Retreat; Unseen Servant; Grease; Comprehend Languages; *Obscuring Mist

2. Levitate; Glitterdust x2; False Life; Touch of Idiocy; *Acid Arrow x2

3. Fly; Slow; Ray Exhaustion; Haste x2; *Sleet Storm

4. Enervation x2; Mass Reduce Person; Dimensional Anchor; Dim Door x2; 5. **Baleful Polymorph x2; Summon Soldier x4

6. Mass Bull Str x2; Greater Dispel Magic x3; Disintegrate

7. Finger of Death; *Summon Innocent Victim; *Summon Pariah; *Greater Teleport* 8. *Maze x2; Stall Summon Soldier x2 9. Energy Drain x3

Defenses: Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks

Su DR 15/bludgeoning and magic

Ex Turn Resistance +4

+8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks

Pernament Arcane Sight


Feats: Spell Focus Conjuration, Eschew Materials, Greater Spell Focus Conjuration, Spell Focus Transmutation, Empower, Augment Summoning, Combat Casting


Equipment

Bracers Armor +8

Cloak Resistance +4

Headband of Int +6

Stantano’s Vestment (+1 CL on Spells) Ring of the Conjurer (Conjuration spells cast by the Wearer cannot be dispelled) Rod Quicken 1-6th Rod Silence Greater Haversack

Vibrant Purple ion Stone stores 3rd level spell Blink

Scroll-PW Stun Scroll-Teleport x4

Scroll-PW Blind Scroll-Greater Dispel Magic x4 CL 16

Key    Skill Mod. Abil Mod. Ranks   Misc Mod.


Concentration Con +20 20 0

Know Arcana int +29 +10 19

Know planes int +29 +10 19

Know religion int +29 +10 19

Listen: Wis +22 +6 8 +8

Sense Motive: Wis +20 +6 6 +8

Spellcraft Int +29 +10 19

Spot: Wis +21 +6 3 +8


LANGUAGES: Common, Elven, Draconic, Woldian Below, Orc, Goblin, Abyssal, Celestial, Dwarven, 1/2ling, Giant


Dread Lich Backkis Adult Blue Dragon Huge Regenerating 1.5 hours

Class/Level: Sorcerer 5


STR 32 (+11) INT 21 (+5)

DEX 10 WIS 26 (+8)

CON - CHA 26 (+8)


HIT POINTS: 25d12+200 418 HP


ARMOUR CLASS: 38 Touch AC: 12 Flat Footed AC: 38

10; -2 size; +26 natural; Deflection +4),


ALIGNMENT: Chaotic Evil SPEED: 40 ft; Burrow 20 ft; Fly 150' Poor


SAVING THROWS:

Fortitude: +26 (+14, Cha +8; Environment +4)

Reflex: +18 (+14, Dex +0; Environment +4)

Will: +28 (+16, Wis +8; Environment +4)


Base Attack Bonus: +25 Grapple: +45 Environment +4 Factored In Claw +36 3d6+9 Bite +38 3d8+15 Wing +36 1d8+9 Tail +35 2d6+20 Crush +35 1d8+20

Breath Weapon Negative Energy 12d8 DC 30 100' Line Frightful Presence DC 30 240' Spell Resistance 30 Aura of Decay Backkis leeches the life from everything near it, fuelling his own unlife. Every round all living creatures with 240' lose 2 HP. Backkis gains these Hit Points _______________________________________________________________________________


Wiz DC 15+lvl CL 6 Known 4/2/1 Spells/Day 8/6/4


1. Shield; Mage Armor; Expeditious Retreat; True Strike

2. Cats Grace; Bull Str

3. Haste


Defenses:

Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks

Su DR 15/bludgeoning and magic

Ex Turn Resistance +4

+8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks

Feats: Multi Attack; Improved Nat Weapon Claw; Weapon Focus Claw; Weapon Focus Bite; Snatch; Power Attack; Improved Natural Weapon Bite; Ability Focus Frightful Presence, Bull Rush


Equipment

Amulet Natural Armor +4 Ring Protection +4 Ring Spell Turning


                Key    Skill Mod. Abil Mod. Ranks   Misc Mod.


Concentration Con +20 20 0

Know Arcana int +15 +5 10

Listen: Wis +40 +8 24 +8

Sense Motive: Wis +31 +8 15 +8

Spellcraft Int +15 +5 10

Spot: Wis +40 +8 24 +8


LANGUAGES: Common, Elven, Draconic, Dwarven, Giant


The Dread Lich Ulldrinin combat expertise +4 AC DESTROYED Character Level: 17 Class/Level: Cleric/17

STR   18  (18  mod. +4)               INT   18  (18  mod. +4)  
DEX   16  (14  mod. +3)               WIS   26  (15  mod. +8) Periapt +6
CON   -   (      mod.   )                 CHA   26  (18  mod. +8)


HIT POINTS: 83/129 DR 15 Blunt & magic (Righteous Might Provides 15/Good)


ARMOUR CLASS: 40 (44) Touch AC: 17 Flat Footed AC: 21

(10 +3 Dex, +5 Natural Armor, +4 deflection, Armor +18) (Bonus Natural Armor +4 bonus Righteous Might)


ALIGNMENT: Chaotic Evil MOVEMENT: 30 ft


SAVING THROWS:

Fortitude: +20 (+10, Con +0, Cloak +4, Environment +4; Feat+2)

Reflex: +17 (+5, Dex +2, Cloak +4, Environment +4; Feat+2)

Will: +23 (10, Wis +5, Cloak +4, Environment +4)


Base Attack Bonus: +11

MELEE: +13/8/3 (+11/6/1 BAB, +2 Str.) Environment +4 hit/Dmg Factored in


Bull Str +2 Hit/Dmg Enhancement Divine Favor +6 Hit/Dmg Luck Divine Power +9 Hit +3Dmg Enhancement

Rightous Might +3/4 Hit/Dmg Size

Note Divine Power does not stack with Bull Str


                        WEAPONS:             Total Attack Bonus        Damage                                      Crit        Range

GMWpn DP Great Sword +36/31/26/21 2d6+15 plus 1d6 acid 2d6 x2 /18


GMWpn RM/DP/DF Great Sword +45/40/35/30 3d6+30 plus 1d6 acid 2d6 x2 /18

_______________________________________________________________________________


Defenses:

Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks

Su DR 15/bludgeoning and magic Ex Turn Resistance +6

+8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks


Feats: Wpn Focus through Domain, Improved Crit, Extend Spell, Great Fort, Lightning Reflexes, Combat casting, Quick draw, Empower, Combat Expertise


Domain War and Destruction


Equipment

Mithril Plate +1 (MVest+4) Cloak resistance +4

Heavy Animated Shield +1 (MVest+4) Periapt wisdom +6

Ring Protection +4 Ring Counter Spells Greater Dispel Magic

Adamantine Great Sword +1 Acid/Unholy (GMWpn+4) Ion Stone +1 Caster Level

Karma Bead Gloves Dexterity +2 Quiver Elhonna (spell Staff - Grasping Hand att +34 Grapple +39 Scroll Harm X2 Heal X2 Miracle


Contingency Spell - Haste spell goes off when Rightous Might goes off

Caster Level 18 or *22 with Karma Bead

Spells: 4/7+1/7+1/6+1/6+1/4+1/5+1/2+1/3+1/2+1/1+1 DC 18+ spell lvl Relevant Skills: Concentration +25; Know Arcane 21; Spellcraft 21

1. Bless, Divine Favor, entropic Shield, *Prot Good, *Prot Law, Prot Evil *Prot Chaos [Inflict Light Wounds]

2. Calm Emotions, Align Weapon, Death Knell, Silence, Spiritual Weapon, Resist Energy x2 [Spiritual Weapon]

3. *Magic Vestment, Prayer, ****Protection Elements x4 [Magic Vestment]

4. *Greater Magic Weapon, *Freedom Movement, Sending, Divine Power, Dismissal, Divination [*Divine Power]

5. Rightous Might x2, Slay Living, Greater Command, Insect Plague [Inflict Mass Light Wounds]

6. Banishment, Repulsion, Greater Dispel Magic, *Blade Barrier, Harm [Harm]

7. *Blasphemy, Destruction, *Empower Flame Strike [Disintegrate]

8. Discern Location, *Greater Spell immunity (Heal-Sunburst-SunBeam-Searing Light) [Power Word Stun]

9. Miracle [Power Word Kill]


The Dread Lord's Great Sword bestows 5HP to the lich upon every strike


The Dread Lich Tendrix (DESTROYED)

Character Level: 17 Class/Level: Druid 17


STR   20   (mod. +5)               INT   12  (mod. +1)
DEX   16    (mod. +3)               WIS   28  (mod. +9) 
CON   -      (mod.   )                CHA   18  (mod. +4)


HIT POINTS: 140 DR 15 Blunt & magic


ARMOUR CLASS: 31 Touch AC: 20 Flat Footed AC: 20

(10 +3 Dex, +5 Natural Armor, +5 Barkskin, +8 armor, +)


ALIGNMENT: Chaotic Evil MOVEMENT: 30 ft Fly 60’


SAVING THROWS: Fortitude: +19 (+10, Con +0, Robe +4, Stone +1, Environment +4)

Reflex: +22 (+10, Dex +3, Robe +4, Stone +1, Environment +4)

Will: +20 (+5, Wis +6, Robe +4, Stone +1, Environment +4)


Base Attack Bonus: +12

MELEE: +14 (+12/7/2 BAB, +2 Str.)

_______________________________________________________________________________


WEAPONS: Total Attack Bonus Damage Crit

Blackthorn Staff +29/24/19 2d6+22 x3 18-20

_______________________________________________________________________________


Defenses:

Ex immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks

Su DR 15/bludgeoning and magic Ex Turn Resistance +6

+8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks


Feats: Augment Summoning, Combat Casting, Dodge, Quicken, Heighten, Extend, Empower



Equipment

Bracers Armor +8 Cloak resistance +4

Belt of Str +6 Periapt Wis +6

Ring Counter Spells Greater Dispel Magic Ring Elemental Command Fire

Spell Staff (Quick HT Baleful Polymorph)



Spells: 6/8/7/7/7/6/5/4/3/2 DC 19+ spell lvl Relevant Skills: Concentration +21; Know Arcane 21; Spellcraft 21

0. Detect Poison x3, Resistance, Detect Magic x2


1. *Pass Without Trace, Speak with Animals, Entangle, *Longstrider, Obscuring Mist, 3 Empty


2. *Barkskin, Flame Blade, Flaming Sphere, Bear's Endurance, Summon Swarm, 1 Empty


3. Call Lightning, *Greater Magic Fang, *Poison x2, Contagion, Meld into Stone, 2 Empty


4. *Freedom of Movement, Rusting Grasp x2, Flame Strike, *Blackthorn, HT Spike Growth, Ht Entangle


5. *Animal Growth, *Stoneskin, Wall of Fire x2, 2 Empower Poison


6. Antilife Shell, Greater Dispel Magic x2, Wall of Stone, Move Earth

7. *Changestaff, *True Seeing, Sunbeam, Animate Plants, *Creeping Doom

8. Repel Metal or Stone, *Reverse Gravity, *Empower Fire Seed

9. *Shambler, HT Quick Poison

  • already cast

[Wolf Companion] Skeleton Wolf


STR   18    (mod. +4)               INT   2  (mod. -4)


DEX   25    (mod. +7)               WIS   12  (mod.) 
CON   -      (mod.   )                CHA   6  (mod. -5)


HIT POINTS: 144 HD12



ARMOUR CLASS: 40 Touch AC: 21 (+14 Natural, +5 Natural Barkskin, +7dex, +4 profane)

ALIGNMENT: Chaotic Evil MOVEMENT: 50 ft


SAVING THROWS:

Fortitude: +8

Reflex: +17

Will: +12



Base Attack Bonus: +6 MELEE: +13

_______________________________________________________________________________

Greater Magic Fang +4/+4 environment +4 Improved Attack/Wpn Finesse/Dodge/Lightning Reflex immune to Cold and Electricity Undead Traits

WEAPONS: Total Attack Bonus

Bite +22/17 1d8+14 plus magical disease Malaria Incubation instant Fort DC 25 -2ability checks/skills/saves attack and Damage x2/20


+8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.

The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws.

AC 40 HD 178 TO Hit +26/21 Dam d8+18


6EA SHAMBLING MOUND, empowered

1EA eLDER aRROWHAWK

1ea Tyrannasaurus Rex


_______________________________________________________________________________



[Tinderbranch] and [Twigs]



Size/Type:

Colossal Plant  (Awakened Colossal Tree)

Hit Dice:

32d10+80 (256 hp)

Speed:

30

Armor Class:

11 (-8 size, -3 Dex, +12 natural), touch -1, flat-footed 11

Base Attack/Grapple:

+24/+49

Attack:

Slam +30 melee (4d8+17)

Full Attack:

Slam +30 melee (4d8+17)

Space/Reach:

30 ft./30 ft.

Special Attacks:

Constrict at Grapple +53  (4d8+17)

Special Qualities:

Construct traits, Undead Traits darkvision 60 ft., low-light vision; Hardness 8

Saves:

Fort +16, Ref +13, Will +11

Abilities:

Str 28, Dex 4, Con Ø, Int 10, Wis 4, Cha 14

Skills:

Speaks Common Spot  8; Listen  8; Know Nature 4; Know Local 4;

Feats:

Iron Will, Lightning Reflexes, Great Fortitude, Improved Natural Attack, Weapon Focus Slam, Power Attack, Improved Bull Rush, Improved Overrun, Improved Sunder, Awesome Blow


Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful grapple check against a creature up to one size larger than itself


 Can make constriction attacks against multiple creatures at once, if they all are Large size or smaller






The Dread Demilich combat notes/ideas Fire the BIG GUNS AS FAST AS POSSIBLE immediately cast max horrid wilting and quicken timestop ( use time stop to cast wall ice wall fire wall force prismatic wall mind fog to segregate battlefield immediately use time stop again (globe invulnerability, max delay blast fireball SM IX-an at will ability) Empowered Energy Drain using metamagic specialist to Maximise and hit spell caster (12 levels lost) Mind fog around the Demi Lich. when fighters close they have large will save if failed will surely fail quickened hold person Reverse Gravity around Self (fighters charge in and fall away)

Size/Type:

Diminutive Undead

Hit Dice:

25d6+205 (300 hp)

Speed:

Fly 180 ft. (perfect)

Armor Class:

40 (+4 size, +5 natural armor, +21 insight)

Base Attack/Grapple:

+12/-2

Attack:

Touch +27 melee (5d6+10 plus paralyzing touch)

Full Attack:

Touch +27 melee (5d6+10 plus paralyzing touch)

Space/Reach:

1 ft./0 ft.

Special Attacks:

Trap the soul, fear aura, paralyzing touch, 25st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like abilities

Special Qualities:

SR 35, phylactery transference, turn resistance +20, DR 15/Magic and bludgeoning, undead traits, acid resistance 10, fire resistance 10, sonic resistance 10, immune to cold, electricity, polymorph, and mind-affecting attacks.

Saves:

Fort +16, Ref +16, Will +30

Abilities:

Str 10, Dex 10, Con Ø, Int 36 +13, Wis 30 +10, Cha 26 +8

Skills:

Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27

Feats:

Combat Casting, Enlarge 1, Heighten x, Lightning Reflexes, Maximize 3, Quicken 4, Empower 2, Spell Penetration, Toughness, Iron Will, Leadership

Epic Feats:

Automatic Quicken Spell, Improved Spell Capacity x2 (11th), Epic Leadership (any)

Challenge Rating:

23

Demiliches speak the languages they knew as liches and as living creatures.

A demilich’s natural weapons are treated as Magic and Evil for the purpose of overcoming damage reduction.

Combat

Trap the Soul (Su)

A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 30). If the target makes its saving throw, it gains 3 negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based

Fear Aura (Su)

Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 25th-level caster. The DC is Charisma-based.

Paralyzing Touch (Su)

Any living creature a demilich touches must succeed at a Fortitude save (DC 30) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

Spells

The demilich can cast any spells it could cast as a lich. 25st-level wizard (spells per day: 4/8/12/11/7/7/8/7/7/4/2). All spells 1st through 3rd are Quickened. Spell DC 23+ level of the spell Metamagic mastery 9/day add metamagic on the fly using 1/day for the metamagic level beyond 1. ex to quicken a spell uses 3/day Spell Penetration CL +27 Contingency when 10HP is reached Harm spell on self healing 150HP

1. Magic Missile x4, Mage Armor, Shield x2, Ray Enfeeblement

2. Web, False Life, Blindness/Deafness x2, Scorching Ray x4, Acid Arrow x4, Glitterdust

3. Slow, Fireball, Lightning, Flame Arrow, Blink, Displacement, Ray of Exhaustion, Hold Person, Hold Person, Stinking Cloud, Circle Prot Good

4. Dimensional Anchor x3, Detect Scrying, Resilient Sphere, Wall Ice, Wall Fire, Bestow Curse

5. Dismissal, Cloudkill, Feeblemind, Baleful Polymorph, Mind Fog, Dominate Person, Wall Force

6. Globe of invulnerability x2, Acid Fog, Flesh to Stone, Disintegrate, Max Scorching Ray, Freezing Shpere, Chain Lightning 7. Power Word Blind, , Max Cone Cold, Banishment, Mage’s Sword x2, Reverse Gravity, Waves of Exhaustion 8. Horrid Wilting; Polar Ray, Polymorph Any Oject, Maze x2, Prismatic Wall, Power Word Stun

9. Time Stop x2, Meteor Swarm, Weird, Quick Mind Fog, Quick Feeblemind, Prismatic Sphere

10. Max Delay Blast Fireball, Quick Greater Dispel Magic x2, Enlarge Energy Drain 11. Max Horrid Wilting, Empower Energy Drain Perfect Automatic Still Spell (Ex)

A demilich can cast all the spells it knows without gestures.

Spell-Like Abilities

At will—astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, weird; 2/day—greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 25. The DC is Charisma-based.

Magic Immunity (Ex)

Demiliches SR 35 to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.

Phylactery Transference (Su)

Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.

Equipment

Headband of Mental superiority +6,

Pink Ioun stone,

Ring of wizardry III

Ring of Wizardry II

Cloak of resistance +6

Undead Traits

Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive dam-age, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Immunities (Ex)

Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks


The Sphere of Annihilation The Demi lich control score 1d20+38 Control range 290' Speed Control Check 40 =20 Control Check 45 = 25 Control Check 50 = 30 Control Check 55 = 35

A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.

A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character’s ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.

Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded 30.

If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it.

If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.

Should a gate spell be cast upon a sphere of annihilation, there is a 50% chance (01-50 on d%) that the spell destroys it, a 35% chance (51-85) that the spell does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches a sphere of annihilation, they negate each other in a tremendous explosion. Everything within a 60-foot radius takes 2d6×10 points of damage. Dispel magic and mage’s disjunction have no effect on a sphere