Nightshade Crypt

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[Reviewed by Jerry on 11/3/06. Not approved yet. Found this lost in my email box. Decided to go ahead and review it even though it may have already begun. First problem, is that there is no estimate beside each scene for how long it should take. Scenes should be from 3-5 weeks in length. That makes it from 15-25 posts/days long. Second, contact your ADM and be sure that person is willing to ADM one scene. Then pick the scene and label it as such in the module.

See my notes on a story arc to wrap this “go and get” module with. This needs to be big! Be honest of course Al, and let me know your thoughts on my comments. Also let me know where you are with this module if it has started.]

Title: Nightshade Crypt

Game: Children of Chaos

Author: Al Chang

Date: 06/20/06

XP: 8000 for just the module.

Premise and Summary

This is the Children of Chaos’ foray into Koshe Marr. In the last module the group came up against a group that bore the same Marks of Chaos that define them as chosen to restore the place of Chaos within the universe to it’s natural benevolent state. These Others, however, were all of an Evil cast.

Each of the Evil Anti-group were creatures that could come from Koshe Marr. And during the battle, several made references to Koshe Marr and Fidelia.

[Jerry: I like the idea of this anti-group! Well done!]

Behind the scenes and unknown to the group, Marteaus has gained possession of the Shroud of Atten, the last of the Chaos Artifacts that the group has been trying to round up. Even though the failure of the Children of Chaos to restore the essence of Chaos to it’s rightful state would bode ill for evil as well as good, Marteaus simply cannot help but try to control this power. He’s Evil, after all. And so he has entrusted the Shroud of Atten into Fidelia’s care and rounded up those with the Chaos mark from the land of Koshe Marr. This hand picked group was sent out to kill the Children of Chaos and collect the rest of the Chaos Artifacts for the God of Disease. That was the last Module.

[Jerry: As time goes on, I tend to be more and more leery about using the gods to directly affect mankind on a regular basis. I suggest that you have one of his priests discover this. I also suggest creating a power and make it the power that is doing this instead of Marteaus if you have the time. We need to be emphasizing powers in the south over the gods.

This Module is about the Children of Chaos walking into the Lions Den and taking the Shroud.

From a metagaming standpoint, this module is all about conservation of resources and pacing. From the moment they enter the Nightshade Crypt, there will be only one place to rest. They must succeed or die.

Scene One: Gaining Entry

First the Children of Chaos somehow find out that the Shroud of Atten is being held in a place in Koshe Marr called the Nightshade Crypt. All they know is that it’s somewhere in Koshe Marr.

Here’s where we place the method of insertion. We could have the Ring of Far and Away teleport them in. Now that they have S’bat to lock onto it would be possible.

Encourage them to the degree that you feel comfortable, to try and Scry on S’bat or the Goblin/Ghost from the Anti-Chaos party that they fought in the last module. This will give them something of a preview of the front of the Nightshade Crypt, and any dialog between S’bat and the Goblin/Ghost might give the group some background on both where they are going and how to get there. With a good fix on S’bat, the group might just try to Teleport to Koshe Marr via normal Arcane methods. That’s an acceptable idea as well.

[Jerry: You can’t teleport to different planes of existence. Koshe-Marr is a pocket realm off of the Shadowlands. So teleporting would not work to get there. Note also that scrying only works on the current plane as well. Glad to be of service. ;)]

Another possibility might be the Crones. (See the NPC section below) The present set of Five Crones were born when the last set gave their lives to close a portal between the Gateway Downs and the Land of the Dead. We could postulate a connection between Koshe Marr and this new set of Five Crones that may allow them to open a doorway to Koshe Marr and let the Children of Chaos in. You might come up with an inspiration and think of a completely different way. But regardless of how they cross over, they wind up in the same place. Even if their method is technically foolproof, create an excuse, something about the nature of Koshe Marr, that puts them in the following place.

[Jerry: I want the entrance into Koshe Marr actually decided upon and detailed here. It is the first taste of this fear realm that they are to have and it should be planned. Glad to be of service….yah I know. Stop already.]

A barren plain somewhere in Koshe Marr. The Lavender Moon is up. The group hears sounds from nearby. The sounds include harsh laughs and calls for help. If they go in that direction, they crest a ridge and come upon a road. In the road is a group of six trolls kicking and striking something on the ground.

Battle ensues. This one shouldn’t be too hard. Use typical trolls. Terrain has no special features to complicate combat. When the trolls are reduced to one or two, they try to run off. If the group allows any trolls to escape, don’t forget to add hints that this may bring reinforcements of some sort and hurry the group along with threats of ambush or overwhelming forces.

[Jerry: First battle in Koshe-Marr. Remember your Fear checks. Every time you visit KM, the first drawing of the blood of others is as if you’ve never done it before. It shocks. Brings guilt possibly. All the senses here are exaggerated. The smells, taste, color. All more vibrant here. Of course people adapt. They will adapt to the new power of their senses here as well. But next time, this happens all over again. When they return, things may seem drab and gray somewhat in comparison. So emphasize this here.

I usually run things so that if they respond to my vibrant descriptions, I employ few Fear or shock or other checks of emotions. However, if they refuse to “play along” I start hitting them with forced behaviors until they get the idea. If you reward vibrant reactions to your melodramatic posts, your good players will hop in line.]

This is a good chance to introduce one of the rules of Koshe Marr. All connections to the Divine are reduced. Here are the spell failure rates that Inge has used in the Dirt City game. We’ll use them here

Spell failure chance for Divine Spells: spell lvl x 20

1st lvl: 20% 2nd lvl: 40% 3rd lvl: 60% 4th lvl: 80% 5th lvl: 100% (only natural 100 succes) 6th: only natural 100 succes 7th: only natural 100 succes 8th: only natural 100 succes 9th: only natural 100 succes

[Jerry: This seems awful strict. And punishing those who are clerics. Instead, consider pick categories of spells that do not work well such as Restoration, Resurrect, etc. Then do the percentage when memorizing to get new spells. If it fails, they can’t memorize anything new….just the same spells as before. If it fails badly, the might lose the spell slot for a day. Something that makes the point, but doesn’t hinder too much. I’d also play with spells that are extremely “good” such as Hallowed, Bless, etc.]

In the road, under filthy rags, the group find two goblins. They had been traveling as slaves to the trolls when the trolls had stopped to beat them for fun. During the course of dialog, reveal that they are mother and son. (See NPC List.) The mother offers to guide the group to where they need to go in return for safe passage for herself and her son back to their village.

Both of these NPC’s should have distinct personalities. (See NPC Section below.) And having them along or not changes the outcomes of things through the module. In addition to the personality notes in the NPC section, remember that these characters are Lawful Evil. They have their own code of ethics, but within that, they do some horrible things and see that as normal. Being Lawful Evil, they keep their promise, but they are Evil, so they’re brutal and disgusting. Plenty of opportunity to build character by contrasting their good qualities with the bad qualities that come from their alignment.

[Jerry: Nice!]

Note: Once it becomes known to the NPC’s that the PC’s are headed for the Nightshade Crypt, they should raise the warning that they will not be allowed to rest within the crypt. Warnings should be vague and yet carry the implications of dire consequences should they try to sleep. References can be made to a curse and a guardian who lives in Dream.

Scene Two: Enemy Territory

The Nightshade Crypt is only 14 miles way down the road. The Goblin Village is 11 miles along the same road then another mile off the road. Right now the slowest speed in the group is 30. If they kill, release, or otherwise proceed without the Goblin Guides, they can make the trip in 6 hours by Road. If they can speed the trip via magic, they can cut their time. If they have the guides and don’t somehow increase their speed, then the group speed is 20.

Every hour the group stands a chance of an encounter with one of the patrol types in the NPC section below. They can either take the road or travel overland.

[Jerry: Watch the pacing of random encounters. I tend online to plan out ahead of time my random encounters so that they fall when wanted. Basically, I guess I make them nonrandom encounters that are just “journey encounters.” See if you roll badly, you can bog the pacing of the module down with encounters cause our online game is so slow already. In fact, normally I don’t include “non-story driven” encounters online. I leave it to you, but give my advice here.]

If the group has the goblin guides with them they will tell the group the advantages of each path. The decision, however, on which way to go is up to the group. The distance is the same either way. Also, if the Guides are with the group, they get a bonus to Hide from the patrols. Reduce the DC’s by 10.

Taking the Road: Faster. Harder to hide. Greater chance of encountering more difficult patrol squads.

Note: If combat ensues, the Guides are fair game for the Patrol Squads to attack. Make the party protect them.

No speed penalty

Hide DC20

Roll 1d4

On a 1 = 1) All Werewolf Squad:

On a 2 = 2) All Troll Squad

On a 3 = 3) Skull Squad

On a 4 = 4) Mixed Squad

Going Overland: Slower. Easier to hide. Less chance of encountering difficult patrol squads.

10 speed penalty

Hide DC15

Roll 1d20

On a 1-8 = 1) All Werewolf Squad:

On a 9-15 = 2) All Troll Squad

On a 14-16 = 3) Skull Squad

On a 17-20 = 4) Mixed Squad

If the group has the guides, they can stop at the Goblin Village. Make the Village as squalid and horrible as possible. This will be their only chance to rest in Koshe Marr. After rest, the Guides will take them the rest of the way to the Nightshade Crypt without incident. (They have a role to play in the Crypt as well.)

[Jerry: Prepare a roleplaying encounter in case they go to the village. Actually, the goblin villages in Koshe-Marr are not squalid and horrible. These evil creatures, think they are good and living here like humans do. There is no horror for them here. They gladly do the will of their mistress which is to beautify the land and recruit “evil” prey for her hunt. They will most likely think that the group is either visiting and therefore unknown as far as alignment is concerned, or if given hints of hostility to Fidelia or her land, they will view the visitors as prey for the hunt and will begin to notify Fidelia’s assistants that there is prey for a hunt here. She rewards her villages that do well. I know this doesn’t fit the story, just giving you the flavor of the town. Could be that some of the goblins are former humans who escaped the hunt and hide in the guise of goblins since they cannot escape the land. So play with it as you wish, but realize that you have some roleplaying to do if they go to the village.]

If the group doesn’t have the Guides, they go directly to the Nightshade Crypt.

Scene Three: The Nightshade Crypt

Sleep: If the PC’s attempt to rest, a Nightwing will appear in their dreams. (Nightwing is per the Monster Manual.) Each PC will be forced to engage the Nightwing one on one. All damage to person, abilities, possessions, etc manifest themselves in the Waking Time upon the PC’s body. Before actually engaged in combat, a PC may wake voluntarily. Once in combat, however, the PC can only wake from the Dream voluntarily with a Will Save vs DC15. The PC may be waken automatically when shaken by another PC who is already awake.

[Jerry: Remember this is not a normal module. Be sure that you use the Ravenloft rules on the CD I send out. Do you have one? I can send if you don’t. Horror checks. This scene is too good not to use Fear tactics on them. Fear, Horror, Madness checks. We should be driving them crazy mad during this visit. Otherwise, it’s just another module. Flavor of a fear realm at all times is the key here.]

This is a curse from having entered the Nightshade Crypt itself. It will happen whether they leave the Crypt itself or not. They will not know this, but the curse lifts as soon as they leave Koshe Marr. Should make their first sleep back home interesting. Whether the curse returns upon re-entering Koshe Marr is something left for future adventures.

Note that this is nowhere near fair. Because of this, the PC’s must have full warning not to sleep within the Crypt ahead of time.

i) The Vestibule

This is a cave-like opening into the side of a hill. At the end opposite the opening are the Great Doors (15ft wide) to the Crypt. S’bat and Renbo (See NPC section below) have been chained inside the vestibule as punishment for failing to kill the Children of Chaos in the last module. S’bat’s Phylactery is on a pedestal next to the Great Doors. The two side walls and the back wall in which the door are set, are covered in a fresco depicting various atrocities perpetrated by the denizens of Koshe Marr. Of note are two black robed skeletons on the east wall. They hold large wicked Scythe’s in their bony hands. The tips of the blades arc out toward each other to meet at a point between the two skeletons. (This will be important later.)

If the two goblin Guides are not with the group, then the group proceeds to fight both Renbo and S’bat. If the Guides are with the group then Renbo and the woman quickly recognize each other. The woman explains that she had once betrayed him to protect their son and she shows him the goblin boy, his son. This releases Renbo from his anchor as a ghost and he moves on. (See the descriptions of the NPC’s below.) The group is left to fight S’bat. For this outcome please note that each member of the party gets 2000 bonus points of XP.

[Jerry: I know you realize the need to scale your battles so that they are weary, but still capable at the end of the module. They need to fear for their lives and sanity as they proceed. How can we add horror to the first room? Remember this needs to surpass just a scary module. We’re in Koshe-Marr. We are creating its reputation here with these first visits to the place. Of course it is done with descriptions, but I see no signs of the horror tactics you plan on using in this module. ;) Powers checks, Fear, Horror, Madness checks. Morale checks. Make them truly paranoid. Play with their minds.]

After the encounter with Renbo and S’bat, the group must gain entry.

The Great Doors are actually Fake. They lead to a blank wall and are Trapped with a Mass Inflict Trap. (Glyph of Warding, Greater w/Mass Inflict Moderate Wounds, Will Save vs CL19 for Half) The real door is formed by the arch created by the Scythe’s of the two robed skeletons. (10ft wide) This door is trapped too. The blades of the Skeletons chop down when either the door is opened or when a person enters. (Search DC20 to find the door. Search DC21, Rogue Only, to find the trap. Disable Device DC20 for the Scythe trap. Save is Reflex vs DC19). The Trap resets itself in 1 Round after being triggered and so there is one round in which the trap may be safely bypassed after being triggered before it is active again.

The corridor beyond this door is only 5 feet wide. It is a Squeeze for Large Creatures.

NOTE: There is no light from here on out. All light must be supplied by the party.

ii) The Watery Grave

The Skeleton doors from the Vestibule open onto a corridor ten-feet wide and 40 feet long. At the other end is a plain wooden door. Nothing but a corridor here, but there is no light. Unless the group produces their own, there is no light.

On the other side of the door is a large square room. (55x55) Evenly spaced along the walls are 9 doors. The center west door is the one through which the group enters. In the center of the room is a low wall. (15x15) Inside is a dark well. (5x5). A character could hop up on it without needing to balance. Again, no light. Both the floor and ceiling are stone perforated with very small holes. The holes are small. Nothing can be seen through them. At the four corners are massive wooden pillars. (5x5) These pillars are well greased. The distance between floor and ceiling is 10 feet.

The Ceiling is two feet thick. (Hardness 8, Hit points at any 5-foot square of 180, Break DC35). The Floor is 3 feet thick. (Hardness 8, Hit points at any 5-foot square of 270, Break DC35).

That is the appearance of the room to the PC’s. The room is actually a single massive elevator. The chamber is 40 feet in total depth. 10 feet of water lies 20 feet below the level of the room. In the water are 50 specially grown electric eels. (See NPC section below.) When any of the PC’s enters the room deeper than 10 feet, the room begins to sink. Anyone standing directly next to the door gets a DC20 Reflex chance of jumping back into the corridor before the door slams shut.

The room sinks at a rate of 5 feet per round. When the elevator begins to move, special eels that have been encrusted in mud in suspended animation under the floor, flake loose and drop into the water below. If any of the PC’s looks into the well with either a light or Darkvision, they will see the water boiling with eels. That gives the PC’s 3 rounds to act before the water begins coming up through the floor. At round 4 it fills the lower half of the room and the well up to the lip. At round 5 it fills the entire room and the eels spill over the lip of the well and begin attacking. Water is displaced by the floor and ceiling mass, so the entire room is covered by five feet more of water. If the PC’s manage to break through the ceiling at a 5-foot square they will still be in 5 feet of water. Some of the shorter PC’s may have problems, but they will not risk drowning. The eels, however, will be able to follow. And there will still be a 15 foot climb to get back up to a door that is now closed. (Though not locked.) (Climb is a DC30, Rough surface like a brick wall. PC’s are slick with water.)

If the PC’s don’t break through the ceiling or otherwise escape, all of the rules governing underwater actions apply. No spells with verbal components unless you speak Aquan. Fire spells do not function w/o a Spellcraft check of DC20 + spell level.) Scrolls are ruined as soon as they contact water. Potions cannot be drunk underwater. Ranged weapons take a –2 per five feet they pass through. Slashing and Bludgeoning attacks are at –2/Half Damage w/o mitigating magic. (See Pg 92, 93 of the DMG.) Drowning also applies. See DMG Pg 304.

If they manage to escape this trap, here are what are behind the 9 doors.

West Wall

North: Blank wall with Glyph of Warding, Greater normal explosive.

Center: Entry Door

South: Blank wall

South Wall

West: Blank wall

Center: Blank Wall with Glyph of Warding, Greater normal explosive.

East: To the Hall of Empty Golems

East Wall

North: To The Walled Area

Center: Blank wall

South: Blank wall with Glyph of Warding, Dispel Magic Greater, Area Type/Caster Level 11)

North Wall

West: Blank Wall with Glyph of Warding, Disintegrate (11x(2d6), Fort DC19 for partial, Target Only)

Center: Blank Wall with Glyph of Warding, normal explosive.

East: Blank Wall with Glyph of Warding, Flesh to Stone (Fort DC19, Target Only)

ii) The Walled Area

Another 5-foot wide 40-foot long corridor connects the Watery Grave with the Walled Area. (Squeeze for Large Characters.) This time, there is no door between the corridor and the next room. The corridor simply opens onto a space 45 feet wide and 20 feet deep. 20 feet from the door, a wall rises to the height of 30 feet. The ceiling is 40 feet high, leaving a gap into the area beyond. In the center of the wall, pitons are driven to allow a medium sized creature to climb the wall.

The top of the wall is reasonably wide, enough so that no balance check is needed to stand atop it. From the top of the wall the room stretches out into an even larger section. This part is 40x50. And, at the far end, is a corridor (5 foot wide, Squeeze again.) leading elsewhere. The pitons used to climb up continue on the other side going down.

That’s what the PC’s see. In reality, the floor of the large portion of the room is an illusion. The floor is actually 20 more feet down. Anyone going down the other side must make a Will Save vs DC22. If they Save, they detect the Illusory Floor from 10 feet above it’s surface. Below, they see Two Black Puddings. If the PC doesn’t make the save, he falls into the pit with the Black Puddings, taking Fall Damage as applicable.

Climb check for the walls here is DC25.

If the PC’s find a way across, bypassing the Puddings, the Puddings still have a chance to detect them. Approaching within 60 feet of a Pudding with contact with a surface will be enough. The Puddings will chase them until caught.

The Puddings are standard per the Manual except for these changes: 1) These Puddings split on Bludgeoning Damage as well as Piercing and Slashing. 2) Immunity to Acid. Immunity to Fire. Vulnerability to Cold. Vulnerability to Sonic.

40 feet down the corridor beyond the Walled Area, the way splits in two. One path leads straight ahead. This goes a short distance before ending in a set of stairs that lead down and to the right. At the bottom of the stairs another corridor opens to the right. It travels for some time under the Keepers of the Shroud room.

The path to the right leads to another door. This is the door to the Keepers of the Shroud room itself.

iii) Hall of the Empty Golems

A 40 foot hall extends from the room of Watery Death to the door to the Hall of Empty Golems.

The door to this room is stone. In the center of the door is the carven image of a snarling demon. The latch for the door is within the demon’s mouth. The door is neither trapped nor locked. Though a Search of DC15 (Take 10 ok) will reveal the presence of holes within the nostrils that wind up into the head of the figure. (Note: This will be where the Hellwasps can come through if the party retreats and close the door.)

All doors in this room are Stone. 1 foot thick. Hardness 8, 180 hp, Break DC50. The Ceiling here is a standard 15 feet high.

In this room four statues stand poised along the back wall. To the Left and Right are doors. Both of these doors are locked. Open Lock DC30 for a Good Lock. When the room is entered, statues move to attack the party. They are easily disposed of. These have the same stats as Flesh Golems except that they only have 20hp.

As each Golem breaks open it unleashes the Swarm of Hellwasps that lives inside them. The Hellwasp Swarms are as in the Manual. They attack.

There are two doors that leave the Hall of Empty Golems. The one on the left is the same door described above that leads to the split corridor to the Walled Area and the Keepers of the Shroud. The Door on the right goes to a corridor that leads directly to the Keepers of the Shroud room.

iv) Keepers of the Shroud

This room contains the Shroud of Atman. It is set up as a chapel with an altar toward one end. The chapel is presided over by a Mummy Lord (See below for Mummy Lord’s Spells) and his cadre of worshipers: 4 Greater Shadows, and 2 Mohrgs, and a Bodak. Flanking the Mummy Lord as guards are two Young Adult Red Dragon Skeletons.

One modification to the creatures above that is not in the Manual: The Greater Shadows are unaffected by anything but Weapon’s Damage.

The object of the quest, the Shroud of Atman rests on the altar. After they have the Shroud, each tattoo on the Children of Chaos will rise from their hands and form into the Chaos Bell. Once touched, this will take them home.

[Jerry: Special effect ending? Can we put in some story strategy for this last battle? Something to make the ending a fitting climax. Again, this comes off just like a normal module. Not anything surreal or horrific. Emotion, vivid descriptions, story elements, human moral dilemmas, etc. Sacrifice, no hope, etc.

It just comes off as “go here do this, go home.” I know you’re planning on adding all the fear, but if a sub takes over, etc. put some of your plans for creating fear here in the module. You have to make them care. What if you take some goblins from the town with ya for some reason of family or sacrifice, etc. Some tragic sinister reason for them being there. Does the artifact have powers? Are the powers being used in the combat? People worshipping the artifact? It is intelligent? Think big Raiders of the Lost Ark ending here. Hopelessness of Aliens. I just don’t see the big sweeping horror story here. It’s all about the story. The characters. An ending and climax that is not just good closing up all the loose ends. There should be consequences, etc.

What is the fate of those protecting this artifact? Why do they protect it? Souls in danger? Do they think that the party taking this artifact dooms the Wold to extinction because of a prophesy or something?

We need an arching storyline here over the “go and get” mission. Something involving all these things. Involving the ultimate power of Chaos here in Koshe Marr where it does not belong? Bell vs. the artifact? Artifact trying to control the bell? Powering the anti-good chaos group? Can we bring that group here? Face to face. Three way fight? Goblins and undead vs. Chaos good vs. Chaos evil for the artifact and the control of the bell? Something. I don’t have anything specific in mind. You know what you’d be comfortable with, but my thinking is that we need a powerful story to make this memorable.]

A) NPC’s

Sleem and Rogo. (The Guides)

Sleema is an older goblin female. Rogo is her son who is just coming of age. (Whatever age that is for goblins.)

Sleema was once the mistress of a goblin who secretly schooled himself in the Arcane Arts. This goblin was the same Goblin Ghost mentioned above, Renbo.

One day, she knew herself with his child. At the same time, troops come from Fidelia to summon the Arcane Practitioner to her service. It seems that one cannot practice magic in Fidelia’s kingdom without attracting attention. The troops threaten to kill the villagers until the Mage is given up. Rather than die with her unborn child, Sleema betrays Renbo to the troops. Renbo flies into a rage, and tries to slay Sleema and escape. The troops slay Renbo instead.

One does not cheat Fidelia so easily, though. Even death is under her control. Fidelia uses Renbo’s anger to keep his spirit from going to Gargul. He has served her as a Ghost Mage since that time.

If the Guides Sleema and Rogo make it to the Vestibule of the Nightshade Crypt, the story of Sleema’s unborn child and the sight of his son Rogo will ease the anger in Renbo’s spirit, and he will depart for Gargul’s realm.

Sleema; Goblin Com1: CR 1; ECL 1; Size S; HD 1d4+2; hp 6; Init +3; Spd 30 ft; AC 14, touch 14, FF 11; Grapple +1; Atk: +0 melee (1d2, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +2, Ref +3, Will +4; AL NE; Str 10, Dex 17, Con 14, Int 12, Wis 18, Cha 12.

Languages spoken: Goblin, Common; Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

Skills and Feats: Appraise +1, Balance +3, Bluff +1, Climb +0, Concentration +2, Craft (Armorsmith) +1, Craft (Bowmaking) +1, Craft (Gemcutting) +1, Craft (Locksmithing) +1, Craft (Trapmaking) +1, Craft (Weaponsmith) +1, Craft (Other) +1, Diplomacy +1, Disguise +1, Escape Artist +3, Forgery +1, Gather Information +1, Heal +4, Hide +7, Intimidate +1, Survival +4, Jump +0, Knowledge (Geography) +3, Listen +8, Move Silently +7, Perform +1, Control Shape +4, Perform (Act) +1, Ride +7, Perform (Comedy) +1, Search +1, Sense Motive +4, Spot +8, Swim +0, Use Rope +3, Perform (Dance) +1, Perform (Keyboard) +1, Perform (Oratory) +1, Perform (Percussion) +1, Perform (String) +1, Perform (Wind) +1, Perform (Sing) +1; Dodge.

Possessions: Coins (0 gp, 0 lb).

Rogo; Goblin Ade1: CR 1; ECL 1; Size S; HD 1d6+2; hp 8; Init +3; Spd 30 ft; AC 14, touch 14, FF 11; Grapple +1; Atk: +0 melee (1d2, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +2, Ref +3, Will +2; AL NE; Str 10, Dex 16, Con 14, Int 18, Wis 11, Cha 10.

Languages spoken: Goblin, Common; Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

Skills and Feats: Craft (Alchemy) +8, Appraise +4, Balance +3, Bluff +0, Climb +0, Concentration +6, Craft (Armorsmith) +4, Craft (Bowmaking) +4, Craft (Gemcutting) +4, Craft (Locksmithing) +4, Craft (Trapmaking) +4, Craft (Weaponsmith) +4, Craft (Other) +4, Diplomacy +0, Disguise +0, Escape Artist +3, Forgery +4, Gather Information +0, Heal +0, Hide +7, Intimidate +0, Survival +0, Jump +0, Knowledge (Arcana) +8, Knowledge (Geography) +8, Knowledge (Local) +8, Listen +0, Move Silently +7, Perform +0, Control Shape +0, Perform (Act) +0, Ride +7, Perform (Comedy) +0, Search +4, Sense Motive +0, Spellcraft +8, Spot +0, Swim +0, Use Rope +3, Perform (Dance) +0, Perform (Keyboard) +0, Perform (Oratory) +0, Perform (Percussion) +0, Perform (String) +0, Perform (Wind) +0, Perform (Sing) +0; Dodge, Simple Weapon Proficiency.

Ade Spells Per Day: 3/1.

Possessions: Coins (0 gp, 0 lb).

Koshe Marr Patrol Squads:

All creatures are as per the Manual

1) All Werewolf Squad:

5 Werewolves

1 Werewolf Lord

1 Lamia or Gorgon Skull

2) All Troll Squad

4 Trolls

1 Troll Hunter

1 Lamia or Gorgon Skull

3) Skull Squad

1 Spirit Naga Skull

2 Chimera Skulls

1 Bodak Skull

1 Medusa Skull

4) Mixed Squad

2 Trolls

3 Werewolves

1Werewolf Lord

1 Troll Hunter

1 Lamia or Gorgon Skull

THE SKULLS:

The skulls statistics are equal to its monster entry in the Monster Manual, with the following exceptions: (Example; a skull with mummy stats, etc)

  • All melee, ranged, unarmed and weapon attacks are considered bite or slam attacks, whichever is better.
  • All skills requiring physical action are lost to the skulls (Example, balance, swim, climb, etc).
  • If any undead has a weapon related feat, such as Weapon Focus (club), it switches to either bite or slam.
  • All skulls have a Scream attack, which is mind effecting. This 30ft cone deals 1d4 sonic damage per skull HD (example; skull created using the mohrg stats(14HD) would have a Scream attack of 14d4), no save for damage. The scream also has a secondary paralyzing effect, a Will save DC equal to the creatures number of HD +5 (save to negate).
  • All skulls have a fly speed of 30 ft (perfect).
  • All skulls are immune to air based spells, such as Gust of Wind.
  • All skulls are unable to use armor, shields or weapons.
  • Skulls can cast spells without using somatic components.

Lamia Skull

Size: Large

AC18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16

Attack: Slam +12 melee (1d4+4)

Scream: 9d4 damage, Will vs DC14 to negate paralysis.

Special: Wisdom Drain on Touch Attack +12 melee (1d4 Wisdom drain)

Spell-Like Abilities

At will—disguise self, ventriloquism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based.

Gorgon Skull

Size: Large

AC20 (-1 size, +11 natural), touch 9, flat-footed 20

Attack: Slam ++12 melee (1d8+7)

Scream: 8d4 damage, Will vs DC13 to negate paralysis.

Special: Breath Weapon (Su)

60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.

Medusa Skull

Size: Medium

AC15 (+2 Dex, +3 natural), touch 12, flat-footed 13

Attack: +8 melee (1d4 plus poison)

Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Scream: 6d4 damage, Will vs DC11 to negate paralysis.

Special: Petrifying Gaze (Su)

Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.

S’bat and Renbo.

S’bat has a long history as an enemy of the Children of Chaos, going back to their trip to Floating City (Module: High and Low) where he lead a Gang of Werecreatures known as the Cat and Mouse Gang. He was a Cleric and devotee of Marteaus. Upon his death in the module above, Marteaus took him from Gargul. The spirit of S’bat told the god Marteaus of the Children of Chaos. In this way, the Children of Chaos and their quest came to the attention of the god Marteaus. It doesn’t take much for a god to find the Knowledge that he wants. Of the things Marteaus learns is the fact that one of the Artifacts that the group is after is within his realm of Koshe Marr. So Marteaus decides to send a group after the other four items in the possession of the Children of Chaos and to slay these upstarts who would kill his servant, S’bat.

The god resurrects S’bat as a Lich and he scours Koshe Marr for those of his Fiedelia’s subjects who also bear the mark of Chaos. He puts together a powerful group and outfits them with magic. They go to the Wold with S’bat as leader to do Evil in hopes of drawing the Children of Chaos to them and to their doom.

Renbo, a wizard/ghost, was one of S’bat’s power. As a Lich and a Ghost, they were not actually slain in the final battle with the Children of Chaos. As Lich and Ghost, they return as per their kind. Marteaus, and Fidelia, however, do not take kindly to failure. They have both been chained in the entrance to the Nightshade Crypt as punishment both to protect the Shroud of Atman within, and as a very public display of what happened in the case of failure.

S'bat Lich; Hybrid form wererat Clr7/Thau4: CR 13; ECL 14; Size M; HD 7d8+14 + 4d4+8; hp 70; Init +4; Spd 30 ft; AC 17, touch 14, FF 13; BAB +8/+3; Grapple +7; Atk: +10/+5 melee (1d6, Rapier), +5/+0 melee (1d6 - 1 plus disease, bite), +12/+7 ranged (1d8, or light crossbow); SA Curse of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent; SV Fort +12, Ref +11, Will +18; AL LE; Str 10, Dex 18, Con 15, Int 14, Wis 20, Cha 10.

Skills and Feats: Appraise +2, Balance +4, Bluff +0, Climb +3, Concentration +16, Craft (Armorsmith) +2, Craft (Bowmaking) +2, Craft (Gemcutting) +2, Craft (Locksmithing) +2, Craft (Trapmaking) +2, Craft (Weaponsmith) +2, Craft (Other) +2, Diplomacy +0, Disguise +0, Escape Artist +4, Forgery +2, Gather Information +0, Handle Animal +4, Heal +5, Hide +6, Intimidate +0, Survival +5, Jump +0, Knowledge (Arcana) +12, Knowledge (Planes) +6, Knowledge (Religion) +16, Listen +9, Move Silently +5, Perform +0, Control Shape +5, Perform (Act) +0, Ride +4, Perform (Comedy) +0, Search +2, Sense Motive +5, Spellcraft +18, Spot +9, Swim +8, Use Rope +4, Perform (Dance) +0, Perform (Keyboard) +0, Perform (Oratory) +0, Perform (Percussion) +0, Perform (String) +0, Perform (Wind) +0, Perform (Sing) +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Lightning Reflexes, Shield Proficiency, Simple Weapon Proficiency, Spell Focus, Augment Summoning, Greater Spell Focus.

Clr Spells Per Day: 6/7/5/5/4/3/1.

Spells Prepared:

Renbo; Goblin Wiz10: CR 10; ECL 10; Size S; HD 10d4+10;

hp 41; Init +4; Spd 30 ft;

AC 22, touch 18, FF 18; Manifested: AC12

BAB +5; Grapple +4; Atk:

SA Incorporeal Touch +9 melee

Save vs DC17

Corrupting Gaze (Su): Blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Touch (Su): Incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Draining Touch (Su): Incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan (Su): Standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier =17). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Telekinesis (Su): Standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.

SQ -; SQ Darkvision 60 ft.; +4 turn resistance

SV Fort +4, Ref +7, Will +8; AL NE;

Str 7, Dex 18, Con 12, Int 22, Wis 12, Cha 14.

Languages spoken: Goblin, Common; Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

Skills Appraise 6 Balance 4 Bluff 2 Climb -2 -2 Concentration 14 Decipher Script 19 Diplomacy 2 Disguise 2 Escape Artist 4 Forgery 6 Gather Information 2 Heal 1 Hide 12 Intimidate 2 Jump -2 -2 Knowledge (Arcana) 19 Knowledge (Planes) 19 Knowledge (Religion) 19 Listen 9 Move Silently 4 Ride 4 Search 14 Sense Motive 1 Spellcraft 21 Spot 9 Survival 1 Swim -2 -2 Use Rope 4


Feats

Combat Casting, Spell Penetration, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Focus.

Spells:

Save DC 16 17 18 19 20 21 22 23 24 25

Level 0 1 2 3 4 5 6 7 8 9

Spells/Day 4 4 4 3 3 2 - - - -

Bonus 0 2 2 1 1 1 - -

Total 4 6 6 4 4 3

Level 0 (4): Detect Magic, Mage Hand, Open/Close, Dancing Lights Spell Focus (evocation), Resistance x2

Level 1 (6): Burning Hands Spell Focus (evocation), Shield, Grease, True Strike, Ray of Enfeeblementx2

Level 2 (6): Touch of Idiocy Spell Focus (enchantment), Web, Glitterdust, Blindness/Deafness, Spectral Hand, Scorching Ray Spell Focus (evocation)

Level 3 (4): Dispel Magic, Fireball Spell Focus (evocation), Stinking Cloud, Suggestion Spell Focus (enchantment),

Level 4 (4): Eva's Black Tentacles, Enervation, Hallucinatory Terrain, Ray of Enfeeblement Maximized. (Slot 4),

Level 5 (3): uMind Fog Spell Focus (enchantment), Ra's Telepathic Bond, Cone of Cold Spell Focus (evocation),

Electric Eels

Size/Type: Small Animal

Hit Dice: 3d8 (13 hp)

Initiative: 8

Speed: Swim 30 ft.

Armor Class: 20 (+1 size, +4 Dex, +5 natural)

touch 15

flat-footed 16

When struck the Electric Eel discharges electricity into the water. Everyone within 5 feet takes 1d6 damage.

Base Attack/Grapple: 2

Attack: Bite +7 melee (1d4 +2d6 Electricity)

Full Attack: Bite +7 melee (1d4 +2d6 Electricity)

Space/Reach: 5 ft./5 ft.

Special Attacks: Electricity

Special Qualities: Blindsight (60 feet)

Saves: Fort +3, Ref +6, Will +2

Abilities: Str 7, Dex 18, Con 11, Int 1, Wis 12, Cha 2

Skills: Hide +13, Listen +8, Spot +7

Mummy Lord Spells Prepared:

Mummy Lord Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level)

Zero DC15 —detect magic (2), guidance, read magic, resistance, virtue;

1st DC16 —bane, command, deathwatch, divine favor, doom, shield of faith +3, sanctuary*;

2nd DC17 —bull’s strength, hold person, resist energy, silence, spiritual weapon, death knell*;

3rd DC18 —bestow curse, dispel magic, invisibility purge, searing light, protection from energy*;

4th DC19 —air walk, divine power, freedom of movement, Inflict Critical Wounds 4d8+10, spell immunity*;

5th DC20 —Inflict Light Wounds, Mass, spell resistance, Wall of Stone 50sq feet/2 in thick, slay living*.

  • Domain Spell. Domains: Death and Protection.

The 5 Crones. The Crones appear simply to establish the scope of their involvement in the quest. Speaking with them will give some perspective to the importance of the group within the scheme of things. They are not simply pawns of the gods. They shape the course of the Southern Continent.

Speaking to the Crones will also hint that the forces that the group opposes come from Koshe Marr, and that the last quest item is held somewhere within Koshe Marr.

Descriptions of the Crones are in the in the Chaos Bible. Here, however is a recap:

Watcher: The youngest of the 5 must give up her name and family. Her family is geased to forget her completely. She is from then on called "Lady Watcher" Her left ear is removed and in it's place a small blood red ruby is put in its place. This makes the wearer deaf for the rest of her life without the ruby. However from then on she can remember anything ever heard or said, word for word, in the presence of that ruby. It also confers upon the Crone the ability to permanently communicate by ESP.

Wisdom: The next oldest of the 5 has the ruby removed and given to the one younger than she. Her tongue is removed and in its place is a plate of mother of pearl. This plate allows her to taste truth. She can decern the difference between a great truth and a small one. A great lie and a small one. The nature of the lie and in what direction the truth lies. She is now called "Lady Wisdom"

Justice: The next oldest of the 5 has the tongue removed and given to the crone below her. Right hand is removed and in it's place a metal construct is given. It is a metal hand and it bestows upon it's possessor the ability of a 20th level blade master when activated. She is now named "Lady Justice"

Mercy: The next oldest of the 5 has the hand removed and given to the crone below her. She then must give up her left hand and in its place a wooden fist shaped from the wood of a life tree from the twilight road of the elves. This wooden fist confers upon the Crone the ability of a 25th level wizard. She is now called "Lady Mercy".

Sorrow: The last of the 5 has the fist removed and given to the Crone below her. Her eyes are then removed and two black opals are placed within her sockets. The abilities that these confer upon the Crone are unknown but we do know that these handless, tongueless, deaf and blind ancient women have stood on the field of battle outnumbered 100 to 1 with only their sisters to protect them and have emerged from the piles of dead with out a scratch. They are said to be able to see the future, to peer into the souls of men and confront what lies there. It is said that evil men whom have locked eyes with those black pearls have fallen dead a moment latter aged 100 years. When the Crone takes these eyes upon herself she is then called "Lady Sorrow"

C) MAGIC TREASURE:

None. They got plenty last time.

D) XP

See the header of the module.