What Was Lost Must Be Found

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Title of Module: What Was Lost Must Be Found...

Game: The Gray Knights

Projected Dates: May 25th to August 26th

Author(s): Dan K and Jeff C

Summary of Module: This mod is about the group bringing Gargul to a new people. Gargul is seizing upon the 'random' gates opening about the Wold due to the Great Migration to get the party indirectly to the Southern continent and spread his name. The Powers of the South are in league with him, as a powerful Illithid invasion has begun and they see this as a reasonable exchange to stop it. As we are not giving the Knights downtime between this adventure and the last, we are building in some with Zarnan City. party is not going to be pressed forward but will be able to sell thier loot, Vedick can convert to wizard and stuff like that. just want to get them in the mod so we don't have a lot of trailing history jeff and I don't know about. Changes to module when played:

Scene 1: [Southward Bound] [One week] [XP: None]

Knights gather at the Blue Ale Inn and Tavern. Thinking they're in for some rest and relaxation, they find themselves the subject to the attention of an Eye of Gargul. This old man speaks cryptically and doesn't really tell them much, but he lures the Knights into an alleyway and channels a gate. Blood spills from under the streets and sewers and swirls together to form a gate. The old man tells the group, "You have waited long enough to do Gargul's work. Promises to the Great Eye are kept, even if you have no intention of doing so." The older Knights will recognize that he is speaking of their need to bring new followers to Gargul. If the Knights choose not to enter the gate, it sucks them in anyway. [Maybe a few random people from Plateau City are sucked in too.]

[Jerry: As you play this, detail the Eye of Gargul please. MIght be a returning NPC.] [Jeff: I'm going to fully flesh him out. He's going to be a major NPC in the next module, but for now he is what he is.]

Scene 2: [The Wondrous City of Zarnan] [Three weeks] [XP: None + up to 2,500 RP bonuses]

Remember that much of what is in this scene is to add color and flavor.

A sudden gate opens and the Knights are lead to Zarnan City, now located outside of Ice Vein. There is some necessary built in downtime in this scene to allow for Catacombs, PC rewrites and possible crafting. The downtime is not intended to be RP’d but simply happen. The group will get to explore the city for a bit. Group is deposited whiz bang right beneath the central clock tower in the Great central Forum.

Enter our heroes... The Knights drop from 15' above Glimter's head with Monthor landing directly on the poor man. The knights will need to do some fast talking and apologizing here. Glimter is well respected, very proud and has a strong belief in appearances. Getting flattened by falling adventurers from the sky goes against about everything the sage stands for. What the party may find interesting is what the gnome was precisely in the middle of speaking about. About 2/3 the way through his oral dissertation on the Migration and Zarnan's new place in the Southern Continent the Knights appear at the precise time Glimter began speaking of the fog that is descending about the cities ice and snow structures. At how his research points to their old home of Ice Vein as the answer. BAM! Glimter is knocked cold and a panic and call for Enforcers begins to spread like wildfire through the nearly 1000 spectator strong crowd that came to listen to Glimter

[Jerry: Make it heroic. 1000 people.  ;)]

[Jeff C: Done]

Diplomacy DC 30 to keep the crowd from immediately calling for the arrest of the Knights The Knights have 2 rounds before Enforcers arrive [The Zarnan City guard] The guard will take the Knights into custody for disturbing the peace and assault. It will take 15 days to sort it all out, ie until the Knights have the opportunity to officially explain. Imprisonment is within a holding area, Knights are divested of all gear and issued breeches, shoes, tunic and cloak. Each is within an individual cell and an anitmagic field is as well. DM’s are going on the theory they will wait it out knowing they truly did nothing wrong

[Jerry: Ok, one of our DM rules is that we cannot give a no-win situation to players. The two-minute time before the guards arrive takes care of that. I suggest having them wait a couple of hours instead of 15 days. 15 days might be what the are told, but when the authorities see the gear this group carries, they would not leave them sitting. Groups this high are not to be fooled with unless you want to make an enemy. Even burearucrats know this.  ;) So don't let them sit long. Also be prepared that they refuse to be arrested. Adventurers are like that too.]

[Dan k agreed we can cut this down to maybe 1 day or something like that


If Knights flee resist arrest or otherwise act out, Zarnan declares them outlaws and puts warrants for their arrest into circulation. The Star Mages are informed to the charges of assault, public disturbance and depending on how the group flees will add anything else that is warranted. Every Mage Tower will report the warrants and charges to the local authorities as will the Woldian League of Adventurers. Any PC’s belonging to either will instantly be on suspension and if they show up at any facility they will be turned over to the local authorities to await extradition to Zarnan City. In Short the Knights are in for a bad time against their reputation and political standing. Most reputable folks will give them a very wide berth.

[Jerry: Just keep it fun. This has the potential to be frustrating for the party if it goes this far. I'd tend to want to surround the house, bring in a big shot and work it out with humor and respect. Keep remembering that this group has earned respect from pretty much everyone. So please don't play it that they have to earn respect. Earn trust, sure! Respect? Nah, give them the small things.]

Assuming all plays out nicely the Knights can now explore and interact nicely with the good citizens of Zarnan City Group is in a strange city and should be of the mind they are here for a reason. First step should be to learn about the place. below are Gather Infos

The party needs to end up talking to Glitmer the sage. Whom they just landed upon

It will take the Sage x days to come up with this answer. X in this case is a built in design to allow the Gray Knights downtime to Craft, catacombs and polish off RP interests. It would be completely possible for Greater teleports to move them to other locales if they wished and then come back

If the Knights do not seek out Glitmer, than the gnome sage seeks them out after a time. The gnome does not believe in coincidence or accidents. Especially when involving magic. The knights landing Glitmer during his dissertation got him to looking into it. It took him awhile but he is confident he has the answer.

[Jerry: Seems like Glimter might should be a prophet or seer instead of a sage. Otherwise, we have the difficult job of figuring out how Glitmer new of the true purpose of why the Grays are here.]

Glimter's answer: The Knights are actually here in Zarnan to learn of Frigga'Isa of the Ice Vein. She lives within a cave known as the Cave of Ancients by the local barbarians living near the mountain. The Mountain is called Bal, the Barbarian village nearby is Ice Peak If questioned about it, “It just came to me one evening while pondering the arrival of the Gray Knights on my very head and connections of the gray cloud and of the Migration itself. Multiple sources confirmed and all points of theories and such indicate Frigga'Isa who dwells within the Cave of Ancients on Mt. Bal is to whom you need to speak with. My advice is to do so with the utmost respect and gratitude you can muster. A flash of insight or brilliance if you will the other night connected the dots. Funny though I would almost say it was a female voice in my head. But it was late and I was tired, probably my wife calling me to bed for the 5th time." he adds with a smile.

[Jerry: Or he's a sage that doesn't even believe in the seer arts. And during the course of this module he learns that he is indeed a seer. Just an idea. Or does he use spells to get his info? I like the seer idea though. Just a suggestion.] [Jeff C: Either we make him a prophet or we make perfectly clear that someone (Frigga'Isa) is funneling him information.] Dan K Prophet, Seer , Guy in the big yellow Hat, don't really think it matters and in all honesty it would depend on whoim you talk to. Ex. Jesus...Capenter, Prophet, Messiah depends on whom you ask. What he is called is not the point. That he is the person the Gray Knights need to speak with and get thier initial information from is.

All Divinational magic regarding Frigga'Isa will reveal the following:

   The Brother of Nauth'iz 'Ull, proud daughter of Uller'iz'Ull, Blessed of Celsium and beloved by all.  
   No divinations will assist in learning more.  Discern Location will not work  

Divinations into the Ice Vein will point out the extreme dangers of the supernatural cold

   Ice Vein is possessed by supernatural Cold and ruled by a Power called Celsiun 
   Normal protection from Cold and elemental resistance magic do not seem to function 
   Ice Vein is a land of superstitious people and active Powers in the Southern continent 

Gather Information on the Ice Vein in Zarnan city reveals all of the above in addition to:

   Ice Peak is a village of dual allegiance;  Both Domi and the ancient Powers of Celsiun and Burfell.  They value honor, tradition, the elderly, martial skills and hunting 
   Outsider magic will do no more good than a good set of clothes against the Cold of Ice Vein 
   Creatures that die sometimes rise as undead, something about the cold bonding part of their souls to the corpse.  The Bevroren Doden.  A subject of vast research 
   To be caught exposed to a storm is to die, they easily can last for a week, are cold beyond imagination and supply up to 6 feet of snow

[Jerry: Note that Zarnan is not where it used to be. It is no longer inside of Ice Vein. So it seems you may have skipped some necessary information as to how to find Ice Vein from where they are now. Does anyone in Zarnan even know where Ice Vein is now? I'd think that they have to find out where it is and then how they can use gnomish magic (evil grin) to get them there.

Can anyone say dimensional rocket?

Dan K actually I am assuming the party, being 17th lvl and experienced is bright enough to cast a couple spells themselves and go straight to Mt Bal. If i prove to be wrong we can have someone assist


I'm also thinking that our module hooks are rather weak. I know you're wanting to set up a mystery, but these guys will probably balk at that some. I suggest giving them more information, but not everything. They will want to know that this is a trusted source of information etc. I know I'd be smelling a skunk with this setup.  :)

So...what is the purpose here? To provide "cold" for the new Zarnan location so that all the ice won't melt? What? At the least, keep giving them "phrases" from Gargul's followers letting them know they still on the "path of faith."

Dan K the purpose of Zarnan City jump is to put the PC's in a big city so they can do thier downtime and hit some links to the lost people. Zarnan used to be in Ice Vien and was the ONLY city in the whole place. Everything else is small villages and Hamlets. Remember the back story here. Gargul is essentially invading the South. The Powers know this, but are hoping that through cooperation with what is inevitable that they will not be completely pushed aside by the northern gods and forgotten. But they still have a measure of pride themselves. Much of Zaran and the Ice Vien is not about the Party and folks leaping to lick thier boots. It is about the party showing proper respect and Ice Vein and Frigga'Isa is the testing ground. Letting the party know what is going on completely defeats the purpose.

Jerry 2: Be sure to let both the Chaos, Bloodpack, and Hook City games know that Gargul is making an invasion of the south. Yaknow, Gargul is already in the Gods of Wold and the Gods of Testing. Perhaps he'll barter himself into an arrangement with the Southern Powers too?

Jerry 1 continued: "May Gargul bless you on your trip to the cave."

What? How did that old lady know we were going to a cave!

"Here take this coat. You're gonna need it to do Gargul's will today."

etc.

It could become downright creepy if done right. Stupid if not done right though huh?]

Dan k According to the write up of the South, the northern gods are virtually unknown , having a bunch of gnomes or other folks constantly mentioning Gargul and such to me says that is not the case


Scene 3: [The Ice Vein and the Cave of the Ancients] [Three to Four Weeks] [XP: 6400 + up to 2,500 RP bonuses]

Location Notes on Ice Vein:

The group through any magical transit will be shunted to a small ledge at the base of Mt Bal Temperature outside of cave upon arrival -5 (Each PC Fort Save DC 19 see location notes). Spot DC 25 A cave can be seen about 15' up the slopes. Walking requires Balance Checks DC 15 or slide into cave taking 1d4 non lethal.

Temperature within the cave is -30 degrees. The cave is narrow and confined, more of a crack in the mountain than a cave. Moving deeper the mountain seems to groan and your footfalls echo off the icy floor. The air here is terribly damp and bitter cold, far different from what it should be. The air seems to condense upon any heat source and then almost instantly freezes.

[Jerry: This would be a good place to put all the cold checks, con drain, etc. that you're going to impose upon them if they are not properly warm. Hard to cast spells when you have frostbite!]

As the group moves deeper, light gleams off the frost covered walls and soon there are strange glyphs that are visible, leading deeper into the depths. Decipher Script DC 40 or any ranks in High Woldian The sacred lost language of the gods, High Woldian. Buried in the middle of the wall of Glyphs is a dagger. [DM NOTE: This Dagger is Frigga'Isa's spirit weapon and cannot be removed by any mortal means]

The glyphs are not only incredibly complex, but the language is ponderous at best.

The glyphs in Red and Rust translate:

   De Kyll’ Dreyri, the Pack of Blood

Glyphs in Blue and Silver Translate:

   Elf songs and dreaming kings through longing lost united will sing
   Herald an age of truth untold and bring about an end to the Wold.  
   The Ungmenni'Sal hvarfa must guide the Kyll’ Dreyri, but also must know when to abandon them.  
   Only by doing so, may the Ungmenni'Sal hvarfa save the Kyll’ Dreyri.  
   Ungmenni'Sal hvarfa sacrifice will be given by the pure, as clean as driven snow.  
   Here She will rest, unyielding sacred forever more. 

2nd Fort Save use Temperature Below –20

The group will need to say Frigga'Isa's name aloud. She, very much like Celsiun, respects the strong and honorable, those who take command of thier destiny and not simply wait for others to help them. When they call for her, she steps from the Dagger.

"Greetings Gray Knights" The young woman before the group looks to be maybe 20 years of age, but carries an aura of power well beyond her years. "Tell me why you have come here in search of knowledge and guidance from the Ice Vein Austlanders." Diplomacy DC 20 is required to elicit assistance from Frigga'Isa. If successful she introduces herself and tells the knights of a people lost. Cut from their god for many years and losing themselves and hope. It is these people the Knights are meant to save and bring to the being they call Gargul. A primitive people but ones of great power so care and respect must be given or the Knights will be destroyed. She provides information enough to allow teleportation. ‘A vision of a dense forest, ancient with growth. Trees tower hundreds of feet towards the sky with bases the size a small house. Bird calls fill the air and the sound of water and life is everywhere.’

She suggests the Knights bring a gift to show their goodwill and intentions to be friends with the people of this great woodland realm.  A symbol from the Ice Vein perhaps, if the Knights would so honor her in this way.  In the great barrens to the south a Crystal can be found.  The size of a human fist and as clear as the purest Ice.   A 12 day sojourn, a test of mettle and survival the Knights against the Vein.  Look to the Iss'Wurm's head and you shall find it.  Frigga'Isa will ask them to kneel and will bless the group.  This Blessing has the effect of granting them immunity to the natural cold of the Ice Vein for as long as they remain on this specific trip

Jerry: Expect some caustic remarks here. When they as players start getting discouraged, throw them what I call a "stupid bone." Not over and over, but when it is needed. Ex: "This is so stupid. The Grey Knights toughing it in the snow for a gift to a lady in a dagger. Just to please this god who curses us!

Then about this time, a small fox appears and seems to want them to follow. He ends up being a familiar of a Druid who lets them replenish food, water and give them a warm place to sleep. "Do not doubt yourselves or your mission. He tests you a bit, sure. But good will come. Good will come."

Stuff like that.

Also, decide now to what level of detail you're going to follow this journey. If you skip straight through the trek to the end, it has no effect or purpose. Might as well let them teleport to it. I myself am a bit confused here. You mentioned both teleportation information and a 12 day trek. Not sure what each is referring to.]

Dan K Yes the little 12 day trek is going to be kinda gruelling, it is supposed to be. The thought is to give the players and Characters the impression of the vast emptyiness of the Tundra. the granduerof nature and all thatThe Powers are testing the Knights, this has nothing to do with Gargul. The Powers of the South do have some pride, or at least they should.


If the Diplomacy check fails she imparts all of the above but will not Bless the group and they will suffer the full affects of the Ice Vein as Outsiders stated in the environment above.

Jerry: So are we "testing" them or not? If it's not a gruelling test of body and mind, then we might as well get on with it and let them teleport there.]

Dan K well they can't teleport there as they don't have enough info to do so. The test is on 2 levels. The Diplomacy check is the first test. If they beat DC 20, they have passed the test of Frigga'Isa. if not then thier second chance is to survive the hike to the Iss'Worm's. This is not about the Gray Knights earning and gettting respect. It is about the Gray Knights SHOWING respect. IOn the case of the Diplomacy 20 the respect shown to Frigga'Isa. The 12 day endurance test is showing respect to the elements, to the Ice Vien, Celsiun and the traditions of the people. One of those being that when you reach adulthood, you have to go out with the others of the village and survive on your own against nothing but the environment for a few days. I can put some of that back story type stuff in above on the caveat that Frigga'Isa explains the tradition to them if they fail the Diplomacy check

Jerry 2: Good and well explained Daniel. Then I suggest two combats and a weather situation for them to deal with. Bring a blizzard. Bring saves, being buried, etc. in the storm.

Plan this out here please.  ;)

The party of course could go direct, but will eventually need to return as the machine cannot be recharged by any other means than the Crystal of the Iss'Worm Frigga'Isa directs them to. This crystal is also a symbol to the Lost Tribe of thier now lost god and is instantly recognized by all the Tercuri devices still functioning. Without it, the tribe will be unfriendly to hostile as will all Tercuri guardians.

Jerry: Machine? What machine? ::grin:: Dan K The machine the Lost People have Scene 4 the Tercuri magic that is on the fritz

Jerry 2: Ok, continuing on then.  :) Again, I think we need some mosnters/storms/etc. during the trip. Not enough to frustrate, but enough to test them.

Tactical Encounter The Iss'Worms 5 days journey reaches the barrens: Stretching out in all directions is a great endless plain of ice, snow and tundra. There is no hope of shelter from the elements here and the temperature easily drops to -50 degrees. The group will either need to have made nice with Frigga and thus endure elements and such things will protect them. Or they will need magic shelters and will be making saves every hour. Fort DC 19+1 for every hour in the elements.

Jerry 2: I suggest not offering the cold protection. This is a situation to show their respect for Frigga's homeland. So they must experience her land as a part of honoring her. So no cold protection.

Arriving in the vicinity indicated by Frigga’Isa a few hours after the noon meal the ground explodes to the groups left and right as 2 enormous creatures blast from the ice. Iss'Wurm (Frost Worm Advanced) Creatures are to the left and right of the group 80' away. Upon emerging from the snow they use their Trill attack. Round 2 they Ready with the Awesome Blow feat for the first to enter thier melee range.

Treasure, if cut open, undigested gems totaling 8,500gp in value can be found in each worm. Also a large fist sized crystal of ice can be extracted from the plating of armor of the forehead of one of the creatures. This is the Star Crystal needed to reactivate the Teurci machines. PC’s have already been told how to arrive via Teleport and can thus go at any time.

Jerry 2: I suggest making the trek to the Iss'Worms last several days. Once they have the gem, they can teleport back to Frigga or travel if they prefer. Now, again, I'm confused. They travel back to Frigga, right? Then on to the machine? Or can they go straight to the machine after they have the gem?

Scene 4: [In the Land of the Lost] [Two to three weeks] [XP: 3200 per Guardian + up to 2,500 RP bonuses]

This scene is designed to introduce the Knights to the Lost People: a tribe that has been cut off from the Wold for a long time. They are a large group of people who used to follow the old God of Life and Death before Gargul. Thus, they are perfect recruits for the Knight's mission from Gargul.

The Land of the Lost is an old Teucri base of some sort. Long ago they abandoned it or were away and never returned, but much of their magic is still active. When the Knights arrive, they set off one of these magics: an alarm system.

Quickly upon arrival in the great forest, the Knights are attacked by a Teucri Lifewalker guardians. 2 more will arrive in an hour after the first combat

Jerry 2: I'm thinking that an hour may be a bit long. You might instead simply say that the party will have time to heal up, but not enough time to rest before waves 2 and 3 come.

3 more within 5 rounds of the second combat.

Jerry 2: Let's go ahead and set a number of rounds on this final wave entering the combat. You said "within 5 rounds." So how about the final wave being spotted in round 2 and attacking in round 4?

They are not quiet sneaking guardians, but loud and lumbering and so there will be two rounds of warning for each group. (Teucri tech radiates magic differently. See the relevant Woldipedia page).

If the Knights do not have the Crystal the guardians will continue the attack indefinately. Adapting battle plans as all are connected and thus learn from each encounter until the Knights are driven out or manage to successfully make contact with the Tribe. It will take approximately 3 hours to track and launch the next assault. It will take 2 days, barring Player ideas to search quicker, to find the Tribe and old Teurci base....

If the party has the crystal, the Guardians will cease hostilities on round 5 of combat, requiring that amount of time to have detected and identified the crystal. The guardians withdraw for 2 rounds and then seem to move into a patrol like pattern.

When the Knights do end up at the Teucri base, they find a crowd cheering as if they were kings. The Lost Tribe hails them as “The Great Heroes of Prophesy”. The tribe knows the Crystal image well, for it is etched into all manner of stone formations and pictograms. This will be an opportunity to interact with the tribe and discover their history. Among other things, they will learn that the Teucri base provides completely for the tribe. And there have been, for a number of generations, various malfunctions of the magic.

Jerry 2: I suggest listing about 10 things that the party can discover about the Lost Tribe.


First, the tribe has lost contact with their God (In actuality, this has nothing to do with the Teucri at all. But, for now, the Knights have no way of knowing that). Knowledge: Religion check DC 20 will reveal their God was replaced by Gargul. DC 25 (Automatic success for Clerics/Other Servants of Gargul) will reveal that their method of worship is very similar to the Eyes of Gargul.

Second, and of more pressing concern for the tribe (as they have been without a God for many generations), is the dwindling resources given to them by the Teucri magic. The magical fountains which once flowed with water now only trickle. The animals and plants of the base and the surrounding area, once enhanced by the Teucri magic, now is scarce and that which is around is barely worthy to be called food.

If they do not have the Crystal: Diplomacy DC 35 is required to win over the tribe. Performance DC 20 will add +5 to all diplomacy checks. Player writing may add an additional +2 if done well. The Knights will have 3 chances to succeed or the the tribe will not hear them on anything they have to say and converting them to Gargul will be impossible

Jerry: Nice. However, I suggest that we communicate to them very quickly that they can't succeed without the gem. They will be plenty frustrated if they get stuck in a wrong path for a long time. Let them mess up, suffer a bit, then find the solution. Do not drag on with the "wrong path" for long.

Scene 5: [Dealing with MOM] [Three to Four weeks] [XP: 9,600 + up to 2,500 RP bonuses]

The Knights will also learn where the “prophesy” comes from: in actuality, a Teucri magical illusionary construct that was tethered to a soul. This construct has remained relatively dormant, preserving the magical energies needed to sustain the base. But, every four days (for as long as the tribe has lived there), it activates briefly to repeat the same message: “A repair squad has been sent for”. When the Knights arrived and defeated the Lifewalker, the construct left its dormant power-saving state. This will give the Knights the opportunity to learn more about the Teucri base. Unfortunately, activating the construct (Magical Operations Maintainer, M.O.M.) spent the last reserve of magic left. So while MOM will be able answer any questions the Knights have, the Lost Tribe have lost what little food and water they have left as well as their guardians.

MOM is somewhat crazed, a product of the degrading magics. While it will want to see the Teucri magic renewed, it will have little respect for the Lost Tribe as they are a very primitive people compared to the Teucri. The Knights will have gained slightly more respect, because of their ability to defeat the guardian.

MOM may not care about saving the Lost Tribe, but the Knights should be able to appeal to it in any number of ways. However they end up doing it, the end result will be the same. MOM will tell the Knights that the Teucri left behind a back-up magical source, but the key to the back-up was never delivered to the Temple. MOM calls the back-up a Star Crystal. It is not a Teucri device, but once plentiful resource back when the Teucri were still on the Wold. Now-a-days, only a few of the most knowledgeable sages even have hints at the Star Crystal's existence. During the conversation, MOM conjures an illusion of the back-up. And, lo-and-behold, the Star Crystal is exactly what the Knights picked up in Ice Vein.

Unfortunately, even with the Star Crystal, it still needs to be manually activated; something that MOM is incapable of doing. Depending on how the Knights convinced MOM, it may tell them the real reason why it wasn't done early: yet another malfunctioning piece of Teucri magic, a very powerful Lifewalker has gone somewhat mad and attacks anyone that goes near the well. Gather Information DC 30 (on the Tribe) will reveal that once, a generation ago, a few warriors went down to see if they could find out what had gone wrong. They were never heard from again. Now, it is forbidden to go down the stairs in the Prophesy Room.

Regardless, the Knights next step will be to travel deep underground to activate the second well. Whether the Knights are prepared for it or not, there will be a battle with the Overcharged Lifewalker Guardian downstairs. The route to the Overcharged Lifewalker Guardian is trapped at a chamber [Traps... Lit portion of the Hall ahead, appears to be a circular chamber. Censor in doorway activates trap Spot 20 range 60' Bypass Manual Reset Search DC 30 Disable 34 Greater Dispel area at Bypass Summon Monster 4 Greater Elementals, 1 of each Type within chamber. Chamber detail 40' Radius with 40' dome ceiling. Earth begins in doorway underground. Water and Fire are in the center 20' apart. Air is 30' above the center.]

Beyond the elemental chamber the corridor descends a great flight of stair, open on either side dropping into the deep. The stair makes two switch backs and below a great platfrom can be seen with no apparent walls. measuring 60x60 with a pedastal in the center and flickering runes all about where walls would normally be. Flashes and crackles of Ohzone spark and flare between the sigils at random and even jump to scathe across the platform in bright blue arching bolts. Simply walking to the pedastal could in itself be quite dangerous. Tactical: Surrounding the platfrom is an anti magic shell CL 20 When the party steps upon the platform or if they dispel the Anti magic shell, several runes flare and arch electricity to a single point. The Guardian materializes and attacks.

Each round an arch of electricity will lance across the platform vertically and horizontally. a simple d6 will decide row and colum affected. Each bolt inflicts 10d6 Electric damage Reflex DC 25 for Half]

When it is defeated, all the Knights have to do is activate the second well. When the Knights go back up to the city, they will see the magical fountains flowing with water again and the trees seem to look brighter too. MOM will appear, much saner and very thankful to the Knights, but with a worrying message: the Lifewalker was not malfunctioning, it had been deliberately sabotaged. MOM points to the sky and, as the clouds part, a floating castle can be seen. And even from this distance, the Knights can make out the shapes of dragons flying around.

Jerry2: Awesome!

Jerry2: Ok, I have a suggestion here. I suggest that the activating of the teucri item is a great place to end this module. Increase the difficulty of the last battle and end it here. We can have a Return of the Jedi celebration and feast, etc. Then right at the end, the Teucri item says, "Charging complete. Now initiating secondary recipient." A beam heads into the sky and the castle appears. End on a cliffhanger. The invasion of the castle can be the next module As it is, it seems like a tag on ending that doesn't really fit with the original quest. It lets you flesh out the castle stuff to a greater extent and fully develop this NEW threat. The castle begins moving off into the distance and the party can chase after in the next module.

Jerry2: I will stop here to get your thoughts on this.  :)

Scene 6: [Up, Up, and Away] [Six to Seven Weeks] [XP: 21,120 possible] Above the valley of the lost is a citadel apparently anchored in the sky itself. This castle is controlled by an Illithid Brain and all occupants are fully under its control.

This is a straight forward assault for the Gray Knights, however they wish to do so. The Thralls, Thoon Disciples, Hulks and Elder Brain are all protected with a permanent Mind Blank

Tactical Setting: During the day, the Wyverns sleep. one dragon lounges in the upper most pool while the other circles lazily about the entire cloud. Two giants at near the lower pool in the outer dining pavillion. 1 Disciple is in the Gazebo on the lowest level by the pool.

Night: The Wyverns are about. 2 flying around the cloud while the others take turns hunting The dragons are both in thier cave napping All giants are within the outside dining hall with one of the Disciples

4 Cloud Giants (All are Thralls) CR 13 6400xp each 2 Young Adult Blue Dragons CR 11 1600 xp Each 4 Wyvern CR 7 none 2 Thoon Disciples (1 is always with the Brain the other is with the giants CR 15 6400 XP Each 2 Thoon Hulks Advanced (Always with the Brain in the great lower center chamber) CR 15 6400 XP Each Elder Brain CR 15 3200 XP Each

Outside Tactics: when the attack is discovered, a Disciple will move quickly to gather a force to repel the invaders. he will release the Wyverns and form up with remaining giants. From the back the Disciple will use Bull Str and Bear's endurance on his giant thralls. He will then cast Rightous Might Divine Power and Divine Favor in preparation to join the assault himself

The Dragons and Wyverns will strictly attack through fly by and at range with breath weapons. As they are dominated by the Elder Brain, all creatures fight to the end

In the chamber beneath the main house is where the Elder Brain, the other Disciple and both Hulks wait for the group. A Stone of alarm silently informs the Brain of the incoming attack. The Disciple begins casting his defensive magics for the final confrontation.

If Able, the Brain will flee via Planeshift upon reaching 30hp

Scene 7: [The Castle is Ours] [One to Two Weeks] [XP: None]

The invaders are destroyed and the crystal from the Ice Vein has renergized the Ancient Teucri systems. All that remains is to now speak to the people of Gargul and head home. During the grand ceremony and the honors that are bestowed upon the Gray Knights over the course of ten days, MOM will also bestow a gift to the Gray Knights. Herself, if the Gray Knights agree, she will transfer her defences to the Castle and assist in relocating the flying citadel as the Knights may wish

End Matter: A. NPCs: Glimter the Sage: Renown sage of Zarnan City on the Great Migration and the ancient gods. Old even for a gnome, he retired from the top wizarding circles of the Zarnan mageocricy to pursue the life of a sage. Not content to study and stand upon the shoulders of others, Glimter set off into the harsh lands of the Ice Vein and personally pursued his theories and research. For five years he travelled and lived upon the lands before returning to Zarnan City with his collective knowledge and understanding. Some theories proven, like the need to connect on a spiritual level with the main power of the Ice Vein, Celsiun, in order to truly master the elements of the land. Others did not pan out well and are better left unspoken. Glimters sojourn had benefits he is not even aware of as well. The foremost being the respect of an Immortal; Frigga'Isa. Having gained his knowledge of the lands and people with raw survival skills and determination mixed with respect for those peoples and their traditions whom he met. Now the Immortal assists the aging gnome quite often, though with the recent removal of Zarnan from Ice Vein, he ability to whisper to him and assist him is failing fast. See Frigga'Isa for more details.) Glimter does not know that Frigg’Isa is immortal

Frigga’Isa: Frigga'Isa is an immortal and exists within the Ice Vein. A young woman of great beauty. She gave her life to save her village and much of the southern Wold when she was only 17 and was soon elevated to Immortal Status as a result. She wears a pure white wolf's cloak with matching boots, gloves and hat. Under the full length cloak can be seen an ivory colored fur jacket and pants with a white shimmering belt as if made of pearl. Her brown hair is long, braided and over her front right shoulder. She became intrigued with Glitmer when the old gnome stumbled into her once mortal home of Ice Peak. Half frozen to death, he accepted assitance gratefully took advise very willingly. In all nothing like a gnome the mortal Frigga'Isa had known long ago. But here she noticed him and from then on she kept tabs on him and wondered at his guile, sense of honor and tenacity. Frigga'Isa brokered a pact between Glitmer and Celsiun steeping the gnome in the deep traditions of the Vien. She then could and would watch over him in his travels and studies about all things across the great southern landscapes. But now the Migration has come and Zarnan City has moved beyond her icy realm. Her strong connections to Glitmer are fading and soon she knows he will be completely lost. Still Celsiun has charged her with assisting Gargul's messengers and so she will reach out one last time to someone she would almost call Wunjo as she once did another gnome in another life, Bohdi Nackle

Bohdi Nackle: High Magistrate Mage of the Third Vein of Ilmicheal, Protector of Ice Peak and Conqueror of the barbarians of Twin Tusk. Bohdi likes his comforts and his books. Both of which are in high supply in his current position. much better than the days of stumbling about the frozen lands being chased by death at every turn. Adventures that him to endlessly complain about something, usually the cold and threat of imminent death. Adventures and wunjos, the seemingly uncaring crotchety old gnome, would not trade for godhood itself. Unfrotunately Bohdi's third favorite thing, time to himself is in incredibly short supply. Bohdi tends to be grumpy though a very good heart and courage when needed, but in all audiences with him tend to be unpleasant as he wishes to get them done with as fast as possible so that he may get back to his own studies and books.


Magical Operations Maintainer: MOM is an ancient Teucri construct with a soul. When the PCs first meet it, MOM has gone somewhat insane due to some mindflayer sabotage. By the end of the module MOM should be friendly and have a great deal of respect for the Knights. (If we decide that the castle is Teucri by design, MOM might come along with it and be a permanent fixture.)

Maldar: The tribe elder. His primary concern is the well-being of his people. He is one of the few members of the tribe that know there is a world outside of the valley (his father left the safety of the valley and came back, a changed man), but he keeps this information from the tribe because he feels it is his job to protect them.

B. Locations:

The Land of the Lost: In the Forgotten Mountains there is a valley that has been cut off from the rest of the Wold for many years. Once a Teucri magical research facility, now the valley is home to a tribe of people that once followed the old God of Life and Death before Gargul. The tribe is relatively primitive, but the Teucri base provides them with complete safety and the resources necessary to thrive.

Zarnan City: a mageocracy of gnomes. Very well kept city where the population is very proper and learned. Created and maintained by powerful magic from the very deep ice itself of the land of Ice Vein. Great crystal clear structures and pinnacle towers soar into the air highlighted in changing colors or permanently dyed with mundane and magical means. Dense snow forms walls and other more private areas to obscure visibility. Home to nearly 3,000 gnomes and scattering of humans and a few hundred dwarves with nearly every gnome being involved in wizardry and their specialty of Illusionary magic. The city seems to the outsider to be a patch work maze of streets and low walls, but in reality is a highly organized system of wind and snow breaks to allow her citizens to move about day or night in relative comfort with temperatures in a steady predictable range of 10-25 degrees. Magic here is a great communal effort, the secrecy of most wizards done away with as the conditions in which the city was built and must be maintained is beyond any single or even small group of mortals. Knowledge philosophy and research is done together, spoke openly and easily heard and distributed. Great Common Forums can be found everywhere and the more important or greater the speaker' reputation, dictates the forum in with he speaks. The greatest of all forums is the Central Clock tower and on this day the renown Gnome researcher Glimter is speaking of resent events. The Migration, the cities present location and what his highly valued opinion is on the cities next courses of action. Zarnan is ruled by gnomes with a vast Bureaucracy. The magistrate is a powerful if not just a bit eccentric gnomish wizard. Many of the great building incorporate ice into their design as the city used to lie within the frozen wastes of the Ice Vein. A great deal of magical energies are currently being put forth to maintain those structures and to take the appropriate steps to alter the materials to ones that can survive the new warmer climate.

Gather Information…Diplomacy Checks are +5 and yield the same information DC 10 -The City is Zarnan City ruled by Bohdi Nackle High Magistrate Mage of the Third Vein of Ilmicheal, Protector of Ice Peak and Conqueror of the barbarians of Twin Tusk. -Zarnan City is a Mageocricy and contains a plethora of skilled artisan Gnomes, Fixers, Tinkerers, Alchemists and the like -Zarnan City has a Star Mage Tower, an outlet for the WLA, the Mailed Fist and, of course, The Catacombs. DC 15 -Upon completion of the Great Migration the city has been relocated outside of the Ice Vein. Citizens are still debating if this is good or bad. -Magical and physical dispatches are being assembled to reestablish diplomatic ties and to explore the area. Several ‘Adventuring’ parties have already left. None are back yet, but expected within the month. -The Dwarven forgers have begun crafting arms and armor in earnest, just in case. DC 25 -What appeared to be a rivlet of blood appeared in mid air just outside the door of Glitmer Noogleton, renown sage of Zarnan on the Great Migration and the ancient gods on the same day the Knights landed on him in the Great Forum.

Diplomacy DC 25 is required to bypass the Star Mage Bureaucrats and speak with Glitmer directly. Otherwise it will be 20 days of paperwork and meetings to get on Glitmer’s schedule DC 35 is needed to gain audience with Bohdi. DC 45 to bypass the Bureaucrats there

Ice Vein and the Cave of Ancients: Environmental Notes: Supernatural Cold:

       Any Spell or magic item crafted outside of Ice Vein by non native acts as Cold weather gear and provides +4, this includes CC purchases.  PC is considered Protected.
       Non Magical cold weather gear only provides +2 unless a native assists the PC putting the gear on.  PC is considered Protected 
       All Survival Checks for shelter DC 25
       All Saves are Fortitude
    Temperature below 40:  
       Unprotected characters need to save per hour DC at 19 +1 per hour Failure Suffer 1d6 lethal damage
       Protected characters No save required
   Temperature below 0: 
       Unprotected characters need to save 10 minutes at DC 19+1 per 10 minutes  Failure Suffer 1d6 lethal damage
       Protected characters need to save per hour DC at 19 +1 per hour  Failure Suffer 1d6 lethal damage
   Temperature Below –20:
       Unprotected characters sustain 1d6 lethal per minute no save  and need to make a save DC 19+1 per minute of suffer additional 1d4 damage non lethal.
       Protected Characters need to save 10 minutes at DC 19+1 per 10 minutes  Failure Suffer 1d6 lethal damage
       All characters under the Effect of Permanent Chill Metal Spell

Cold Creatures native to the Ice Vein do not have a vulnerability to Fire


C. Treasure:

Scene 3 Iss'Worms 8,500 in gems within each worm Scene 6 Each Cloud Giant Oversized Flail +2, Chain Shirt +2 Moderate Fortification, Amulet of Natural Armor +2, Ring of Sustenance, Cloak Resistance +2 Scene 6 Each Illithid Disciple +1Full Plate Mithril Moderate Fortification 50% crit protection; Heavy Flail +1 (Gmw +3) Unholy; Rod of Extend; Rod of Quicken; Glove of Storing , Periapt of Wisdom +4 Scene 6 The Dragon Cave 32,000 gold coins Scene 6 or 7 Exploring the castle The players will be able to sell valuable worth 1,000 x Appraise check up to 40,000 gp or DC 40

D. Experience Given: Scene 1 Scene 2 Scene 3 Scene 4 Scene 5 Scene 6 Scene 7 Total

General Notes: [Back story] Gargul tasked the Knights to carry his message and power to those without knowledge of him. The Great Migration has created a bunch of floating gates so to speak. The Powers of the south spoke with Gargul. The northern god was asking to have word spread into the Southern lands and the Powers had a harmoneous answer. A people had lost thier connection to thier god of Life some time ago and had never strayed to another. As Gargul is the god of Life it seemed to the Powers that those people should be reintroduced to Gargul and so it was agreed upon and Gargul had his messengers all lined up

Creatures: Iss'Worm Size Huge Magical Beast (Cold) Hit Dice 21d10+105 (250hp) Speed 30 AC 18 (-2 Size +10 Natural) touch 8 Flat footed 18 Base Attack +21 Grapple +37 Attack Bite +29 (2d8+14 Plus 1d8 Cold) Space/Reach 15'/10' Special Attacks Trill Cold Breath Weapon Special Qualities Darkvision 60' Death throes Immune Cold Low Light vision Saves Fort +28 Ref +12 Will +9 Abilities Str 28 Dex 10 Con 20 Int 2 Will 11 Cha 11 Skills Hide +4 Listen +8 Spot +8 Feats Alertness Improved Natural Attack bite Iron Will Weapon Focus Bite Ability Focus Trill Power Attack, Awesome Blow Trill (Su)A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 19 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 21th. The save DC is Charisma-based. Cold (Ex)A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits. Breath Weapon (Su)30-foot cone, once per hour, damage 21d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based. Death Throes (Ex)When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based.

Teucri Lifewalker Guardian Medium Construct Hit Dice 20d10+20 (160 hp) Speed 30 AC 30 (+2 Dex, +10 natural, +8 Armor), touch 12, flat-footed 28 Base Attack +15 Grapple +17 Attack Vampiric touch +17 melee touch (10d6) or enervation ray +17 ranged touch (as spell) Full Attack Vampiric touch +17/+12/+7 melee touch (10d6) or enervation ray +17 ranged touch (as spell) Space/Reach 5'/5' Special Attacks Enervation ray, spell-like abilities, vampiric touch Special Qualities Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 29 Saves Fort +11, Ref +13, Will +13 Abilities Str 14, Dex 14, Con Ø, Int 10, Wis 18, Cha 16 Skills Diply +11, Concentration +17, Listen +21, Sense Motive +23, Spot +21 Feats Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (Invisibility) CR 15 The Guardian uses its Quickened invisibility every round before striking with its vampiric touch ability. Moving to engage in melee as fast as possible. Targets retreating to a distance or going airborne are targeted with the Enervation Rays. Enervation Ray (Su): A guardian can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 20th). Spell-Like Abilities: At will—discern lies (DC 17), disguise self, fear (DC 17), hold person (DC 16), invisibility, locate creature, suggestion(DC 16); 1/day—hold monster (DC 17), mark of justice; 1/week— geas/quest. Caster level 20th. The save DCs are Charisma-based. Vampiric Touch (Su): As a melee touch attack, a guardian can steal life force from its foe, as the vampiric touch spell (caster level 20th 10d6). Teucri Overcharged Guardian Large Construct Hit Dice 28d10+30 (303 hp) Speed 40 AC 37 (+2 Dex, +16 natural, +10 Armor mithril plate +2, -1 Size), touch 11, flat-footed 35 Base Attack +21 Grapple +45 Bull Rush +17/19 for Charge Attack +40 Slam (2d6+13 plus 3d6 Sonic or 3d6 Electricity) Full Attack 2 +41 Slams (2d8+13 plus 3d6 Sonic or 3d6 Electricity) Space/Reach 10'/10' Special Attacks spell-like abilities, Fist of Thunder and Lightning, Special Qualities Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 38 Saves Fort +24, Ref +24, Will +23 Abilities Str 38, Dex 14, Con Ø, Int 12, Wis 17, Cha 18 Skills Diply +11, Concentration +17, Listen +21, Sense Motive +23, Spot +21 Feats Ability Focus Fist Awesome Blow Combat Casting, Great Fortitude, Improved Bull Rush Power Attack, Quickened Spell-Like Ability (Dim Door) Improved Slam Weapon Focus Fist CR 18 Tactics Round 1 Greater Dispel Round 2 Activate Air Walk Quicken Dim Door away from group. Round 3 Quicken Dim Door and Charge Bull Rush someone off the platform Round 4 repeat

Optional tactic, Dim Door to spellcasters to attempt to blind and deafen them.

Lightning Fist Fort DC 33 or blind Thunder Fist DC 33 or Deaf

Caster Level 18

Spell-Like Abilities: At will—Air walk Dim Door Fear DC 18, Greater Dispel Mass Inflict Light Wounds, locate Creature True Seeing  1/day Chain Lightning DC 20 Circle of Death DC 20 Mark of Justice Wall of Force  1/week earthquake DC 22 Gease/Quest  Planeshift

Cloud Giant Thralls Size Huge Giant Hit Dice 17d8+119 (195hp) Speed 60 AC 34 (-2 Size +13 Natural +4 Dex +7 Chainshirt +5 moderate Fortification) touch 8 Flat footed 23 Base Attack +12 Grapple +32 Attack MorningStar +27/22/17 (4d6+26) Space/Reach 15'/15' Special Attacks Throw Rocks Spell Like Abilities Special Qualities Rock Catching Scent Oversized Weapon Low Light vision Thrall Saves Fort +18 Ref +8 Will +11 Abilities Str 41 Dex 15 Con 25 Int 12 Will 14 Cha 9 Skills Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15 Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack

Gear:  Oversized Flail +2, Chain Shirt +2 Moderate Fortification, Amulet of Natural Armor +2, Ring of Sustenance, Cloak Resistance +2 

As a thrall: Fast Healing 5 upon reaching max HP the Thrall keeps healing. Each round after max Fort DC 11 or explode 3d6 Fire 10' radius


Illithid Disciple Mind Flayer Cleric 9 Medium Aberration AC 27 ( +1 Dex +10 Armor (MV +3) +3 Natural) Touch 11 Flat footed 26 With Cat’s Grace AC 29 ( +3 Dex +10 Armor (MV +3) +3 Natural) Touch 13 Flat footed 26 HP 132 (12HD+36) Space/Reach 5/5 SR 25 Fort +9 Ref +4 Will +19 Speed 30 in Mithril Full Plate Str 12 Dex 12 Con 16 Int 20 Wis 26 Cha 19 Base Attack +9 Grapple +10 Melee 4 Tentacles +11 Each 1d4-1 Or Heavy Flail +15/10 1d10+5 plus 2d6 to good crit 17-20 With Bull Str Flail +17/12 1d10+7 plus 2d6 to Good Crit 17-20 Special Attacks Extract, Mind Blast Rebuke Undead 7/day Feats Ability Focus Mind Blast Combat Casting Combat Expertise Improved Disarm MP Heavy Flail, WF Heavy Flail, Improved Crit Cleric Spells CL 9th Travel and Knowledge Domain DC 18+ spell level 5th –Righteous Might x2, FlameStrike *True Sight 4th –Greater Magic Weapon, Divine Power x2, Spell Immunity x2 *Dimensional Door 3rd –Protection From Good, Protection Law Protection Chaos, Magic Vestment x2 Meld Into Stone Prayer *Fly 2nd –Bull Str x2, Bear End x2, Cat’s Grace x2 Hold Person x2 *Detect Thoughts 1st- Bless Shield of Faith Obscuring Mist Divine Favor Entropic Shield *Longstrider Cast in the morning –Greater Magic Weapon +3, Magic Vestment +3 armor Longstrider +10 speed all last 20 hours using Extend Rod Possesions: +1Full Plate Mithril Moderate Fortification 50% crit protection; Heavy Flail +1 (Gmw +3) Unholy; Rod of Extend; Rod of Quicken; Glove of Storing , Periapt of Wisdom +4

Illithid Hulk -This amalgamation of Rubbery flesh and artificial parts has heavy axeblades instead of hands and twisted slimy tentacles covering the lower half of its face. About 18’ tall, even hunched over it is likely close to a couple of tons in weight. Masses of bulging muscles and mixed in with pieces of raw ore metal and composites Huge Construct AC 28 (-1 Size +15 Natural, +4 Deflection) Touch 13 Flat footed 28 HP 148 (21HD) Space/Reach 15/15 Construct Immunities Resist Acid Cold Electric Fire Sonic 20 Fort +5 Ref +6 Will +9 Speed 40 Str 35 Dex 11 Con - Int - Wis 18 Cha 10 Base Attack +15 Grapple +31 Melee 2 arm axes +22 Each 3d6+12 and 4 tentacles +17 each 1d8+6 Special Attacks Critical Knockback, Improved Grab, Extract, Attack Overdrive, Defensive Overdrive Feats - Skills Listen +4 Spot +4 Defensive Overdrive: Free Action Thoon gets +2 saves for 1 round and suffers 10HP dmg. This ability ends Attack Overdrive Attack Overdrive: Free Action +2 Attack and dmg 1 round and suffers 10HP dmg. This ability ends Defensive Overdrive Improved Grab: must hit with 1 tentacle attack. Hulk can attach all remaining tentacles if it begins the round with at least 1 attached. Hulk receives +2 Grapple bonus per tentacle Extract: Beginning a round with 4 tentacles attached the Hulk can extract the opponents brain on a successful grapple instantly killing the opponent Critical Knockback: If a Hulk threatens a critical with its arm axes (20), the target flies back 10’ in a straight line and lands prone

Illithid Elder Brain Large Aberration AC 26 ( +1 Dex +10 Armor (MV +3) +3 Natural) Touch 11 Flat footed 24 HP 172 (12HD) Space/Reach 10/10 SR 26 Immune to Acid and Fear Fort +14 Ref +6 Will +14 Speed 10; Fly 20 Perfect Swim 30 Str 26 Dex 14 Con 30 Int 25 Wis 23 Cha 23 Base Attack +9 Grapple +21 Melee 8 Tentacles +17 Each 1d6+8 plus 2d6 Acid Special Attacks Acid Burn, Confusion Sphere Dual Action Overmind Blast Spell like Abilities Feats Ability Focus Confusion Sphere Combat Reflexes, Weapon Focus Tentacle Spell Focus Enchantment Spell abilities CL 15th At will- Charm Monster DC 21 Detect Magic Detect Thoughts DC 18 Mage Armor Plane Shift Suggestion DC 19 3/Day Dominate Monster DC 26 Skills Bluff +21 Concentrate 25 Diplomacy 25 Intimidate 23 Know Arcana 22 Know Religion 22 Know Planes 22 Listen 6 Sense Motive 21 Spell craft 24 Spot 6 Dual Action: Elder brain can perform a physical action round, Tentacle attack and Move as well as use any spell like or mind attack Acid Burn: the round after being struck a creature takes an additional 4d6 Dmg Confusion Sphere: Confusion Spell CL 15 DC 22 negates 10’ burst centered on the Brain Overmind Blast: Range 100 feet single target Will DC 22 negates; 2d6 wisdom damage. Creatures immune or resistant to fear receive +4 save. This is NOT a fear affect

Blue Dragon Adult Huge Dragon AC 28 ( -2 Size +20 Natural) Touch 9 Flat footed 28 HP 241 (21d12HD+105) Space/Reach 15/15 SR 21 DR 5/Magic Fort +17 Ref +12 Will +15 Speed 40 150 Fly 20 Burrow Str 27 Dex 10 Con 21 Int 16 Wis 17 Cha 16 Base Attack +21 Grapple +37 Melee Bite +28 (3d8+8) 2 Claws +25 (3d6+4) 2 Wings +24 (1d8+4) Tail Slap +24 (2d6+12) Special Attacks Breath Weapon 12d8 DC 25 spells Frightful Presence DC 21 Feats Fly By Attack, Hover, Wingover, Weapon focus Claw, Weapon Focus Bite, Snatch, improved natural attack Bite improved natural attack Claw Spells CL 5th Air Evil and Law Domain DC 13+ spell level (6/5/3) 2nd – Blur Bull Str 1st- Mage Armor Shield True Strike Alarm