Beruflich Dokumente
Kultur Dokumente
CIRCLE OF RITES
Circle of Rites is an adventure designed for 4 to 6 player characters averaging 8th or 9th level. By the
adventures conclusion, the PCs are likely to have gained one level.
This adventure requires the use of Monte Cooks Arcana Evolved. Some additional rules are taken from
other Arcana Evolved-related sources (and are noted as such when they appear), but access to those
sources is not necessary to play through this adventure. For ease of reference, this E-Book release con-
tains appendices of all necessary stat blocks and all maps referenced in this adventure.
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Section One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Section Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Section Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Section Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Section Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Section Six . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Appendix I: Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Appendix II: Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Legal Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Credits
Special thanks to Bill Collins for the Crystal Creature template, the idea for Walks in Dust, and for
invaluable help and encouragement.
This product is protected under the copyright laws of Canada and the United States of America. All
contents of this book, regardless of designation, are 2006 Fiery Dragon Productions, Inc. All rights
reserved. Reproduction or use without the written permission of Fiery Dragon Productions is expressly
forbidden, except for the purpose of review or use of OGC consistent with the OGL. The Fiery Dragon
logo is a trademark of Fiery Dragon Productions, Inc; Malhavoc is a registered trademark owned by
Monte J. Cook. All rights reserved. All other content is 2006 Fiery Dragon Productions, Inc. Arcana
Evolved 2005 Monte J. Cook. Used under license.
All rights reserved.
2
INTRODUCTION
What makes a man? Is it what he does? Is it what he sees in the However, for some reason, even these rituals didnt give
mirror? Or is it what he hears at night, when the silent rush of Kadaran the enlightenment he sought. A terrible resentment
blood whispers the truth of his soul? began to fester in his subconscious. Soon, in fact, out of
some vague sense of indignation and rebellion, he began
Kadaran the Quiet just didnt know. He wanted to knowhe cultivating connections in the Navael underworld, and in
needed to know. But try as he might, he could not find the short order made himself useful as an intermediary
enlightenment he desired. between Staslakosh and members of the Nightcrawlers (see
Arcana Evolved, page 359).
An accomplished sibeccai ritualist, Kadaran was major
domo at Navaels most famous ceremonium, called the Recently, howeverjust a few nights before the adventure
Circle of Rites. He had risen high in the esteem of the peo- begins, in factKadaran was discovered, and an unpleasant
ple of Navael, the Crystal City. Kadaran had worked at the private interview with Master Vi-Taran ensued. That night,
Circle of Rites many years, but despite helping countless as Vi-Taran sat down with Meragoth to discuss what should
others in their journeys toward a better self, he himself had be done about Kadaran, the sibeccai acted. He slipped a
not evolved. dose of tainted red fury (see sidebar) into Vi-Tarans tea;
then, via a two-way closet in an adjoining room, he slid a
In time, after rejecting the path of the ritual warrior, cage containing an evolved hate reaper into Vi-Tarans quar-
Kadaran finally turned to racial self-discovery, as had his ters.
employers. (The owners and proprietors of the ceremonium
were the aging giant Vi-Taran, a diplomat of note who had
Tainted Red Fury
retired after years of self-discovery, and Meragoth, an elder-
ly mojh magister who had tired of dealing with prospectors Alchemy DC 28; Cost 35 gp.
in the Crystal Fields and who sought refuge in the Circles Any creature that drinks this viscous greenish-red
library.) But while the giant gained mass and physical oil gains a +4 bonus to Strength for 2d4 rounds.
power though his rituals, Kadaran found only that his jour- However, it also suffers a 2 penalty to Intelligence
ney did not lead to clarity. And so the sibeccai began to and a 4 penalty to Wisdom for 1 hour; further, if
despair. the creature fails a Fortitude save (DC 16), it has its
current attitude toward all other creatures altered
That is, until the dragons came. to hostile for that same hour. (See Influencing
Attitude in Chapter One of Monte Cooks Arcana
Staslakosh was a young dragon sent by the Dragon Evolved.)
Conclave to ascertain the lay of the land in the north-west- Note: This is a derivative of the substance called
ern part of Serranstel, which the dragons called Dor- red fury, which can be found in Monte Cooks
Erthenos. Nine months ago, the dragon stumbled across the Arcana Unearthed: Legacy of the Dragons.
Crystal Fields and was immediately enchanted with the
magic of his surroundings. He settled in a disused quarry
with a small entourage of humans and dracha, and he soon While Vi-Taran could suppress the anger he felt when he
took steps to discover more about the nearby town of Navael. drank the tea, he was nonetheless rendered powerless
against the waves of rage from the hate reaper. In the ensu-
Soon, Kadaran and Staslakoshs agents communicated on a ing chaos, he tore Meragoth limb from limb, despite the
regular basis. One fateful night, Kadaran handed over a mojhs attempts at calming his long-time friend and the
copy of the ledger of the Circle of Rites, containing records spells that the desperate magister ended up trying to cast.
about every rite that had been carried out there in the past
year. In return, Staslakosh agreed to evolve Kadaran beyond As Meragoth died, servants rushed into the room. Vi-Taran
the usual capabilities of his people. calmed down and, as he let himself be taken away by the
Stewards guards, he wept for the death he had wrought,
seemingly with his own hands.
3
As he goes, Shanatar tries to pull a few tricks in order to get IF THE LITORIAN ESCAPES
away from pursuers. He uses each of the following options,
in order, about every third round: The evolved state of the hate reaper carried by Shanatar has
altered the creatures aura of hate ability slightly. Once the
A. Fake Left, Dodge Right: Shanatar uses swift players realize this, tracking Shanatar will be somewhat eas-
maneuvers to make the PCs believe he intends to ier.
run one way rather than another: Make a Bluff
check for Shanatar, modified by Dexterity rather In addition to being able to focus its rage ability on one
than Charisma (thus, he has a +7 bonus), vs. each individual, the reaper sends out a constant wave of rage
PCs Sense Motive; a PC with Mobility gains a +2 gradually affecting all those nearby who are naturally
competence bonus on this check, while one with inclined toward violence.
Speed Burst gains a +4 competence bonus. If
Shanatar wins, that PC loses 1 round of movement In the 15th round of the chase, just as Shanatar reaches a
adjusting to Shanatars trick. drinking establishment known as the Crystal Flagon, the
hate reapers dire influence finally starts making itself felt
B. Stalling for Time: Shanatar heaves a merchants on the litorian: Shanatar stops and turns to either draw his
stall over onto its side, dumping the contents and bow to fire at pursuers on the ground or readies his mace to
wreaking havoc for pursuers. The resulting mess do melee battle.
fills a 15-foot-wide-by-10-foot-long area. A timeless
classic, this maneuver requires a standard action SHOWDOWN AT THE CRYSTAL FLAGON (EL 9)
and a Strength check (DC 15) from Shanatar, or a (See Tavern Brawl Map on Page 6)
DC 10 Strength check if he has the time to attempt
it as a full-round action. Any pursuer must make a The tavern serves as a rest stop for caravan masters and
Balance check (DC 10) to move through the affect- their hired mercenaries, a rough and violent sort. Quickly,
ed area, and, even if successful, moves only half the hate reapers aura of rage begins affecting the people
speed through each affected square. (If you feel inside the Crystal Flagon (whether Shanatar is on the roof
really fiendish, have the squares filled with fallen or alongside the place)which means that a brawl erupts
fruits and vegetables, in which case a DC 15 inside just 2 rounds after Shanatar turns to fight the PCs.
Balance check is required; if a pursuer is running,
the DC increases to 20.) SETTING THE STAGE
C. Rooftop Escape: Shanatar pulls himself up on a One round after the brawl begins inside, it spills outside: 8
7-foot-high stack of barrels and, from there, climbs warriors emerge itching for a fight. As the group of warriors
onto the roof of a low house. (The DM can choose roils out of the tavern, make sure to describe the melee as a
to make appropriate Jump and Climb checks for free-for-all in progress, every combatant to him- or herself.
the fleeing litorian if she wishes.) He then begins (Two fighters tumble out of a window, hands at one anoth-
running (i.e., at 4 times his base speed) along the ers throats, before they break up and draw weapons. Four
rooftops. Movement along the roofs requires a others stagger over each other, spill out the door in a great
Balance check (DC 5) each round at anything up to heap, and then take up the fight outside.) The end result
a double-move, or a DC 10 check while running. should be a lot of warriors, each with his or her weapon
(A failed check means the character fails to move drawn, all very close to the PCs.
that round; a check failed by 5 or more means the
character falls.) The distance between roofs At this point, roll initiative for the warriors, each of whom
where alleys run below, for instanceis 11 to 14 attacks the nearest armed person (including the PCs)
feet (i.e., 1d4+10), and a running character needs to whether or not the target actually has a weapon drawn;
make a Jump check at each alleyway, with a DC determine the combatants positions randomly in case more
equal to the number of feet to be traversed. (Note, than one person is close to the enraged patrons. Once a war-
Shanatar has a total Jump bonus of +12 due to his rior has picked a target, he or she keeps on attacking that
great speed while running). person.
of the tavern affords him a fine opportunity to escape. Note Read or paraphrase the following italicized text:
also that the combat should end with Shanatar being cap-
tured or killed: It is therefore quite reasonable to determine As you return to your lodgings, two giants and half a dozen
that the hate reapers aura affects him for longer than 3d4 sibeccai, all armed and armored, are waiting for you. The
rounds. leader, a 10-foot-tall giant, asks you to sit, whereupon he
begins talking.
Stats for all the NPC combatants can be found in the
Appendix. My name is Na-Moradel. I am in charge of the contingent
of guards that sees to the safety of the Shining Market
Shanatar: hp 55. District. As you may know, the Circle of Rites ceremonium
Faen warriors (4): hp 19, 16, 15, 14. lies within that district, and the murder of Meragoth the
Giant brute (1): hp 28. Mojh is therefore a matter for me to resolve.
Human swordmistress (1): hp 26.
Litorian braves (2): hp 17, 14. I understand that you have been involved in chasing down
the individual who assaulted my constable, Vaeni
DEPUTIZED! Dawndance, and tried to get away with material evidence.
Would you please tell me all you have learned?
With a mysterious assailant fleeing right past them, it may
be natural for most adventuring parties to jump into the Assuming the PCs are honest with him, Na-Moradels brow
thick of things. For those who want everything to be above- furrows.
board, however, the following may be useful.
It is as I feared, then. The hate reapers advanced state
After Shanatars defeat or possibly his escape, if thats how points to draconic involvement. For reasons I cannot divulge,
things work out the party has a chance to catch its collec- I or rather we in the Navael guard are unable to pursue
tive breath. this matter. Any contact between giants in the service of
Navael and any dragon is expressly forbidden. For that rea-
son, I would ask you to help. Vi-Taran is a noble man who
deserves better.
7
If asked, Na-Moradel (male giant, giant 3/warmain 7; Sense If the PCs try to hold some information back, Na-Moradel
Motive +8) offers each member of the group exquisitely cut may discover that fact with a Sense Motive check.
crystals worth 1000 gp and deputizes them temporarily into Otherwise, you as the DM should remember that his pri-
the Navael city guard. Their investiture is a very simple cere- mary goal is to serve Navael. If he can get others to do the
mony in which Na-Moradel recites the laws of Navael while job and keep him and his guards out of the way of a dragon,
having each member of the party light a brazier engraved that is all well and good, but he will not let anyone meddle
with the citys coat of arms (five crystals above and another in the affairs of the city watch unless he can trust them
five below a curving line). Once the brazier burns hotly, Na- enough to have them take the oath.
Moradel passes his hand through the flames; each member
of the party is then assumed to do the same. After that, the If the PCs did not pursue Shanatar at all, he is instead
newly made deputies sign their accreditation papers and the caught by the town guard, although at the cost of many
ceremony is finished. lives, and the PCs are asked to unravel the mystery.
SECTION TWO: INVESTIGATION From here, the PCs probably take one of two routes: Try to
ascertain who planted the creature near Vi-Tarans chambers
Once Shanatar is overcome, the heroes most likely have the or to find out where the reaper came from.
hate reaper in their possession. Provided Shanatar was not
killed, they also have him in custody, but since he got his THE CIRCLE OF RITES
orders from a fellow Nightwalker, he does not reveal his
employer or the purpose of his involvement to anyone: He The Circle of Rites is huge, and a highly detailed description
gains a +10 morale bonus on any checks to resist telling the is beyond the scope of this adventure. (Refer to the map
PCs, or, as the case may be, they receive a 10 circumstance below.)
penalty on checks to make him tell. (And remember that
Diplomacy, Intimidate, and Sense Motive are not the same as A. Stonehold. This huge granite building has a peaked roof of
mind control.) glazed black shingles; it contains many of the multi-purpose
halls in the ceremonium.
8
B. The Halls of Remembrance. This beautiful marble building The Spire of the Sword is used by psions and not a few ritu-
contains the library of the ceremonium. While a ceremony al warriors. It is also used by those wishing to take the crys-
usually costs 100 gp/character level, access to the library for tal warrior prestige class.
purposes of study costs a flat 100 gp/day.
I. The Walk of Serran. In a mural composed of twelve 15-foot-
Using the Hall of Remembrance provides a +15 bonus on all by-15-foot panels are shown highlights of the History of
Knowledge (ceremony) and Knowledge (magic) checks, and Serran. Constructed by giants, the presentation is somewhat
a +12 bonus on Knowledge (cosmology) and Knowledge biased toward the actions and successes of that people, but
(runes) checks; it provides a +1d6+4 bonus to all other the artistic quality is undeniable.
Knowledge checks.
THE SCENE OF THE CRIME
C. The Masters Hall. This is where the murder took place; in
addition to Vi-Tarans and Meragoths quarters, it also con- Refer to the map of the Masters Hall (page 9) for details
tains a sumptuous dining hall. See The Scene of the concerning the following key.
Crime below.
1. Dining Hall. There is no passage from this mahogany-
D. Reception Area. This small half-timber building contains paneled room to either of the Masters rooms. A cupboard
several meeting rooms and has a well-concealed entrance to contains silverware for 12 people and a dozen cast-iron
the treasury of the ceremonium. chairs with velvet padding surround a black marble table.
E. Reception Area. This building contains only one reception 2. Meragoths Room. The chamber is sparsely furnished, but
room. has an impressive collection of crystals and gems (DMs dis-
cretion) displayed in a large case. If any official person is
F. Pavilion of Prowess. The halls here, adorned with weapons, present refuses the PCs access to these private items unless
are used for many martial ceremonies. A large notice board they have explicit permission.
also contains postings from adventuring groups, caravans,
and other agencies that require the services of trained war- There is an open walk-in closet in which a hatch, left ajar, is
riors. easily found (Search DC 5); this leads into Vi-Tarans room.
G. The Hall of the World. Named for the many nationalities 3. Vi-Tarans Room. This is the room Shanatar exits in the ini-
and races that visit, live, and work at the Circle of Rites, this tial scenario, just after fetching the hate reaper; it is also the
is where the live-in servants dwell. Kadarans room is here, scene of Meragoths murder. Blood is splattered on the wall;
but it does not contain muchand certainly not any incrim- around two chairs lie lumps of gore, grisly testemonies to
inating evidence. the night's violence.
H. The Spire of the Sword. In the courtyard is the Spire of the The room is tastefully furnished with beautiful wooden fur-
Sword, a minaret-like tower with a narrow shaft that leads niture and heavy brocaded fabrics. Two sets of drawers
up to a bulging dome, a construction of thin, magically hold clothing and personal items; a locked bureau contains
strengthened iron rods and seemingly delicate panes of correspondence with peoplemostly giantsin positions
glass and crystal. The structure catches the sun and sends of power across central Dor-Erthenos; and finally a large 5-
sparkles and rays of light hundreds of feet outward. foot-by-5-foot built-in closet contains more clothing as well
as a fine suit of chain and plates (sized for a giant) and a
Within, a narrow spiral staircase leads up 36 steps through giants greataxe. Any official present refuses the PCs access
the slender tower into the circular room that takes up the to these private items unless they have explicit permission.
entire top dome. A small compartment in the floor holds
standard ritual componentsincense, candles, a few musi- At the rear of the closet is a hidden hatch (Search DC 20)
cal instruments, and a large brazierbut otherwise the that, once opened, leads into Meragoths room.
room is empty except for the feature that gives the Spire its
name: An exquisite crystalline greatsword floats freely in 4. Meeting Rooms. Each of these rooms contains 4 chairs and
the exact centre of the room. The sword hangs as if sus- a table with writing implements in a drawer. Members of
pended by its hilt, but it turns slowly whenever anyone is in the staff meet here with customers to agree on the details of
the room. upcoming ceremonies.
9
5. Reception. A curved room with a large desk. Meragoth or The cupboard and the chests contain valuables of 17,000 gp,
Vi-Taran would usually be here, occasionally relieved by mostly in coins (if specifics are necessary, the DM is
Kadaran. encouraged to flesh out the details of the treasure hoard).
6. Closets. These closets contain a few cloaks and some face EXAMINING THE LOCATION
masks.
The surest way to discover who placed the hate reaper is to
In the floor of the northernmost closet is a carefully hidden cast location loresight in the closet in Meragoths room.
trap door (Search DC 30) that leads down, through a 30-foot However, the Circle of Rites is old and has seen its share of
lead-lined shaft with a ladder set into the south wall, to the momentous events. Nonetheless, the fact that Kadaran was
treasury. Located 10 feet down the shaft is a hidden button the last creature to pass through Meragoths closet (i.e., after
(Search DC 30); unless it is first depressed, a 10-foot-thick sliding the hate reaper into Vi-Tarans room) might raise
block of crystal appears at the bottom of the shaft as soon as some eyebrows.
any creature passes by the button.
None of the information found via this method is conclu-
The only way to remove the block, once it has formed, is to sive, although suspicious characters may hit on the fact that
say Vi-Tarans truename. Trying to teleport through the Kadaran was the last to pass through Vi-Taran's room. In
block is dangerous, as the matrices in the crystal have been that case, the challenge is to find Kadaran. (See Section 4.)
enchanted to prevent such actions: impose a +10 to the DC
of anyone trying to create a teleport path through the
crystal. Lesser teleportation spells (e.g., dimensional door)
prove incapable of passing by the block. The crystal block is SEE LOCATION LORESIGHT CHART ON PAGE 10.
created at caster level 15th for the purposes of dispelling.
The room with this closet was finished The Circle of Rites was finished on
1. When location was created on Hawday the 11th, Fourthmonth, 9 Dawnday the 15th, Fifthmonth,
years ago. Narasanight, 238 years ago.
8. Name and race of current owner or mas- This room is owned by Vi-Taran, a
No one (Meragoth is dead)
ter of location giant.
N/a (doesnt count as a The answers provided by the various methods above may
2. Creatures name lead the PCs to pursue any one or more of the following
casting)
N/a (doesnt count as a avenues of investigation.
3. Creatures class
casting)
Answer as appropriate if its Kadaran
4. How the creature died
dead
5. Creatures most recent, basic Asking any member of the staff at the Circle of Rites easily
Escape, feed confirms that Kadaran has not been out of town more than
goal
6. Creatures attitude toward a week at a time. The most curious thing about Kadaran is
Hostile that, despite the murder having just taken place in the cere-
caster
7. Creature most recently inter- Answer as appropriate (most monium, he is nowhere to be found. (See Section 5 for infor-
acted with likely Shanatar) mation on finding Kadaran.)
8. Creatures most valuable N/a (doesnt count as a
possession casting) Indeed, it is Kadarans assistant, a small and unassuming
9. Location of creatures home man called Orter (male human, expert 2), who must step up
South of the Sonish Sea and keep order at the Circle of Rites. It is also Orter who
or lair
If its alive: Make nearby deals with the PCs if and when they return to the ceremoni-
10. Creatures current thoughts creatures kill each other so um throughout the adventure.
the reaper may feed
Matton the Carpenter
EXAMINING THE REAPERS CAGE
Matton (male human, commoner 4) is quite skilled: In some
As well as examining the hate reaper itself, using object lore- middle-class areas of Navael, his pieces of furniture are a
sight on its cage is another option; this gives the PCs more sign of status because of the care that goes into their con-
information that can be followed up. Nine castings, at most, struction. Matton remembers making the cage that now
are required to find useful information, as detailed in the holds the hate reaper, but he does not reveal the identity of
following chart. the buyer of the cage because he values his customers pri-
vacy.
12
An akashic may want to use his powers to determine if As a result of akashic delving, as described above (or even
Meragoths death has left an imprint on the akashic memo- without the akashic vision!), the PCs may decide to examine
ry. While Meragoth did not do much to warrant a promi- Vi-Tarans teapot. Unfortunately, doing so gives them noth-
nent position in the collective memory, some of Vi-Tarans ing to work with.
past deeds were indeed great enough to earn him such Object Loresight Questions
Answers
respect and acknowledgement. (by casting no.)
1. Age of object 95 years old
If an akashic PC makes a DC 25 check, read the following 2. Name of last creature to touch
Silena Rondshead
boxed text: object
3. Race of last creature to touch
Human
object
You sit down, close your eyes, and allow your mind to
4. Name of objects creator Oe-Fenon
travel into the Memory of Serran. You find yourself in
Vi-Tarans room, where Vi-Taran is talking to a mojh. 5. Race of objects creator Giant
The giant reaches for a beautiful tea pot. Evanescent Container for tea (skipalready
6. Objects purpose
known, presumably)
blood bubbles from the spout, but nobody notices. The
Clay and glazing (skipalready
giant pours the tea and a specter of blood rises from the 7. Materials that make up object
known, presumably)
fumes, looming over the giant. While the giant and the
8. Location of objects creation Mi-Theron
mojh talk quietly, the specter hangs over the giant until
9. Name of most recent owner of
a white pulse erupts from the unwitting giants head to Vi-Taran
object
scatter the blood. Drops of blood cling to the giant, but
10. Magical ability or property of
again, nobody notices. N/a
object, if any
14
Silena Rondshead is a scullery maid at the Circle of Rites. Object Loresight Question
She washed Vi-Tarans tea pot on the morning of his death Answers
(by casting no.)
and put it in his cupboard. 1. Age of object 14,367 years old
2. Name of last creature to touch
Kadaran the Quiet
CHASING THE BOOK object
3. Race of last creature to touch
Sibeccai
Similarly as a result of the akashic vision, the PCs may object
decide to look for a large book of the kind described as being 4. Name of objects creator Nature
given by the sibeccai in the vision to the crystalline dragon.
5. Race of objects creator N/a (doesnt count as a casting)
If the PCs head back to the ceremonium to ask about a book,
they are informed that the most important book is the ledger
6. Objects purpose N/a (doesnt count as a casting)
in which details of every ceremony carried out in the last
year are written down.
7. Materials that make up object Minerals
If the PCs ask to see the current ledger, they are politely but 8. Location of objects creation Crystal Fields
firmly denied, as the information therein is too sensitive for 9. Name of most recent owner of
Staslakosh
anyone to see. If the PCs persist, one of them must make a object
DC 30 Diplomacy check to get what they want. 10. Magical ability or property of
N/a
object, if any
Unfortunately, if the PCs do get access to the ledger, it does
not contain any immediately useful information.
WHERE NOW? The characters might also wish, at this juncture, to check on
Constable Vaeni Dawndance. Unfortunately, she is probably
At this point, from piecing together various clues so far, the dead unless the PCs took the time to heal her (or if the DM
PCs have three options that can all help them find out what has an NPC provide first aid for her). If she remains alive,
happened to Vi-Taran and Meragoth: she asks the PCs for help with the investigation, as she feels
somewhat out of her depth.
1. Visit Vaelan Nighteye, dealer in shady goods
(see Section 3: The Merchant).
SECTION THREE: THE MERCHANT Vaelan is a very cool customer. If the PCs visit him and
accuse him of anything illicit, he denies any underhanded
Vaelan Nighteye is known as an accomplished healer with a activity, claiming to be just a healer; if pressed, he uses his
small shop, Bottled Green, in a quietly affluent neighbor- skill memory ability for a total Bluff bonus of +11 to oppose
hood of Navael. However, although he is a respected physi- any Sense Motive checks. If asked only about the cage, he
cian, Vaelan is also, quietly, a dealer in poisons and other confesses easily that Kadaran, whom he knows from the cer-
commodities frowned upon by the Diamond Throne. emonium, bought it from him claiming it was for a rabid
dog.
If the party is too conspicuous in getting information about
him, say by cruising sleazy bars and talking with elements of The PCs must persuade Vaelan that they have proof of his
the Navael underworld, he sends a squad of 5 goons (see dealings with Kadaran (for which they need Staslakoshs tes-
stats in Appendix) to persuade the PCs not to look further timonyinformation from object loresight or the akashic
into his affairs. memory in itself is not considered legal evidence in Navael).
Otherwise, they can try to Intimidate him, but with a 20
See Section 2 for various Gather Information DCs to sniff out penalty due to Vaelans resolve to keep his workings a secret;
something about Vaelan. alternately, they might use tact to change his attitude to
helpful, requiring a DC 30 Diplomacy check (assuming his
The goons are a band of mercenaries who call themselves initial attitude is indifferent). If they succeed at either
Swift Death; they surrender once 3 of them are down. If approach, he informs them that he does have information for
the PCs promise to let the conscious goons rescue their com- them but that, before hell give it to them, he needs them to
rades and leave, they grudgingly tell of their employer and do a small favor for him first.
of his wanting them to scare off the PCs.
As he is quick to point out to frustrated adventurers (i.e., to
Vaelans goons (5): hp 28, 26, 23, 22, 20. avoid a messy burglary or a messier assault), Vaelan keeps
no written records of any kind. Instead, he relies on his phe-
QUESTIONING VAELAN nomenal memory and a mnemo-technical system that
involves the precise placement of the objects on the shelves
Vaelans shop is small, with a surprisingly high ceiling. behind him.
There is a 10-foot-by-15-foot open space in front of a high
counter, behind which Vaelan normally sits on a high stool. Thus, there is nothing incriminating they can find here other
The rear wall is covered in shelves, each filled with bric-a- than some ingredients that might be used in making poisons,
brac, plus a multitude of vials, bottles, jugs, and flasks. A so should the PCs drag Vaelan off to the authorities at this
section of these shelves is actually a poorly hidden secret point, they are unable to present any hard evidence against
door (DC 22 Spot or DC 10 Search) that opens into Vaelans the healer. (As mentioned above, evidence provided through
private quarters, a simple set of small chambers with little of magical means does not carry legal weight. Magic can be
value in them (DMs design). used to discover evidence, but it cannot be evidence in its
own right.)
16
In the end, the PCs must undertake his mission to get the To discover what is going on with the centaurs, see Section 4:
information from Vaelan. Into the Crystal Fields.
A SMALL FAVOR Vaelan acquired the hate reaper a short time ago from an
associate, and he recently had it evolved by the dragon
Vaelan normally employs a tribe of centaurs in the Crystal Staslakosh. He then sold the evolved hate reaper to Kadaran,
Fields to acquire certain minerals for him (i.e., for making who came for it the just after midnight the night Meragoth
poisons, but he will not admit that). However, they have was murdered. He seemed quite agitated when he picked it
stopped making deliveries. Vaelan needs the PCs to seek out up. Vaelan suspects that Kadaran is connected to an element
the centaurs and find out why the deliveries have stopped. of the Nightwalkers in Navael who lair in a warehouse
somewhere in the eastern part of the town.
If the PCs can find out whats wrong with the centaurs for
Vaelan, he tells them what he knows (see below) regarding
Kadarans whereabouts. If they actually bring back assur-
ances that the deliveries will resume, he actually offers to
pay them 100 gp each, or 150% of that in goods. (Who says
all criminals are without honor!?)
SECTION FOUR: INTO THE CRYSTAL FIELDS As noted in Section Two, a Gather Information check (DC
17) determines the approximate location of the dragons lair.
It is possible that the PCs might wish to look for Staslakosh The encounters below can be used to spice up the 3-day
the dragon in the Crystal Fields, likely to find out more journey.
about the evolved hate reaper but possibly to investigate the
images taken from an akashics visions.
The Crystal Fields ity checks) until they leave the area for a similar length of time.
(See Arcana Evolved, page 343.) A facecloth, easily purchased for 1 sp anywhere in or around
Navael, grants a +2 bonus to this save as long as it is kept suffi-
The Crystal Fields are very bright, as the crystal-rich ground ciently damp (requiring 1 quart of water per day for a Medium
leaves little nourishment for plants. Further, the invasive crystal character). Of course, oathsworn of 12th level or higher are
dust catches the light and reflects it in an almost constant, dif- immune to dust sickness.
fuse glow.
Dust storm (1-in-10 chance of occurring each day, lasting 2d3
Visibility in the Crystal Fields is normally 6d6x20 feet, barring hours): Similar to but worse than normal sandstorms (see
obstacles, due to the effect of the granular haze, not unlike smog Desert Terrain and Storms in the DMG, Chapter 3), these
over a sun-drenched modern city. The only exception occurs storms wander across the Crystal Fields quite regularly; clouds
when it has just rained, as the dust vanishes and the crystals of crystal dust, grit, and sand blanket the horizon, blocking out
reflect the sun in clearer rays of all the colors of the rainbow; at all light. The storm reduces visibility to 1d4x5 feet and also deals
such times, visibility is not limited any more than in any other 1d6 points of subdual damage every hour to those caught in it.
rough, hilly terrain.
Shard storm (1-in-20 chance of occurring per day, lasting 1d4x10
The main dangers of the Crystal Fieldsbesides raiders and minutes): As a greater duststorm (see Storms in the DMG,
predatorsare dust storms, shard storms, and the crystal dust, Chapter 3), but for every 10 minutes spent in the storm without
as mentioned above. a facecloth or similar protection, living creatures that breathe
take 1d31 points of Constitution damage (minimum 0, but no
Crystal dust (constant danger): The air in the Crystal Fields save). Creatures wearing appropriate protection over their
almost always carries powdered crystalline dust. Anyone in the breathing orifices get a Fortitude save (DC 15, +1 for every 10
Fields for longer than 24 hours must make a Fortitude save (DC minutes already exposed to the storm) to avoid the Constitution
10) once per day or become sickened (2 penalty on all attack damage.
rolls, weapon damage rolls, saving throws, skill checks, and abil-
17
As the PCs travel through the Crystal Fields, the DM may Grynlocs (8): hp 19 each.
use any or all of these encounters, depending on how much Grynloc nystra (1): hp 36.
time she wants to take with events that are only peripheral Grynloc milnystra (1): hp 57.
to the story.
3. Earth Elementals (see Appendix). Attracted by concen-
CRYSTAL FIELDS ENCOUNTERS trations of rare crystals in the vicinity, these elementals have
staked out a territory of 300 to 500 feet in radius. At the cen-
Centaur raiders ter of this area, a large spike of crystal juts up from the
Grynloc caravan ground, surrounded by smaller chunks of crystal that catch
Earth elementals the light and reflect it into the spike. The light serves a ritu-
Gargoyles al function for the elementals, who take a dim view of any-
Crystal scorpions one tampering with the crystal blocks surrounding the
Hungry xorn spike.
Szerinok
Walks in Dust If a PC speaks Terran, she may be able to converse with the
elementals and avert an attack. They have an initial attitude
1. Centaur Raiders (see Appendix). These young centaurs of indifferent, but are not able to offer much of use other
roam the Crystal Fields in search of loot and glory. After than information about the lay of the land in the local area.
robbing crystals from small groups to the south, they ven-
tured closer to Navael and now take the party for easy prey. Each of the small crystal blocks weighs 20 to 50 pounds and
The raiders use their Trample feat as effectively as possible, is worth 5 gp/pound, while the central spike, a 30-foot-long,
making attacks with their greatspears on downed oppo- 6,000-pound monstrosity, might be worth as much as 60,000
nents. gp if it could somehow be recovered intact.
These centaurs are not in league with Elstaikos, whom the Large earth elementals (2): hp 75, 66.
PCs may seek in connection with the task Vaelan has given
them. There are 4 to 6 centaur raiders in the group, depend- 4. Gargoyles (see Appendix). These common predators are
ing on what the DM feels would make a good challenge for in a constant battle over hunting grounds with the centaurs
his party. and other inhabitants of the Crystal Fields; this group spots
the party and tries to set up an ambush. The gargoyles flee
Centaur raiders (4 to 6): hp 39 each. if over 50% of their number is defeated.
2. Grynloc Caravan. This small clan of 8 grynlocs, along Gargoyles (1d4+4): hp 42 each.
with a nystra (male grynloc, magister 4) and their clans mil-
nystra (female grynloc, runethane 8), is headed towards 5. Crystal Scorpions (see Appendix). These wondrous crys-
Navael in two large, roughly circular wagons, each drawn tal creatures have been part of the Crystal Fields as long as
by a team of 4 oxen. can be determined by the akashic memory. They try to sting
as many opponents as possible, whereupon they regroup
Grynlocs are non-aggressive; they hail the party peacefully and focus their attention on one opponent.
and have the following charm sets for sale: avoidance (230
gp), might (200 gp), resistance (75 gp), speed (300 gp), and Crystal scorpions (1d4+3): hp 35 each.
warding (200 gp). They also have a crystal-laced masterwork
short sword, their greatest treasure, which they may part 6. Hungry Xorn (see Appendix). This old xorn is out look-
with for 4,100 gp (or the equivalent). [Note: If you have ing for tasty minerals, but the large concentration of
Transcendence, this might be the perfect opportunity to intro- metalsome of it magic!with the PCs makes it appear
duce your PCs to Tylonian crystal items.] and ask for some food. It isnt likely to take no for an
answer.
For further information about grynlocs and their charm sets,
see Legacy of the Dragons. If you do not have access to that Xorn: hp 88.
resource, simply use another encounter listed here instead.
18
7. Szerinok (see Appendix). When Staslakosh arrived in the The fumes from the hot springs are also dangerous, though
Crystal Fields, a lot of the natives took notice, but none were slightly less so. They provoke something like an allergic
more inspired than Szerinok. A powerful wyvern of some reaction in spellcasters, who must make a DC 11 Fortitude
cunning, Szerinok seeks the proper way to present itself to save upon entering the area (i.e., the entire half square mile
the dragon as a supplicant. When Szerinok spots the party, it of the springs): Those who fail have a 25% chance of casting
concludes that a group of outsiders may provide the means the diminished version of any spell they try to cast while
(or provender!) required, so it attacks. they remain in the area and for 1d4 rounds after leaving
(save only once, upon entering).
Szerinok: hp 99.
In a large cave at the rear of the box canyon is Elstaikos
8. Walks in Dust (see Appendix). A huge and very old rune hideout. The band of marauders lodged here consists of 6
tortoise, Walks in Dust has seen more years pass by than raiders and Elstaikos himself (see Appendix). They do not
perhaps any living being in this part of Serran. The wise and have much in the way of loot: A chest with 200 gp and 600
gentle creature knew Vi-Taran personally and is greatly sad- sp lies covered in soiled but salvageable pelts (50 lbs total;
dened by the news of his plight. If the PCs say that they are 400 gp value).
in the Crystal Fields to help the giant, Walks in Dust gives
each of them the choice of one of the following minor rune Elstaikos: hp 49.
manifests: defence, healing, health, knowledge, life, or luck. Centaur raiders (6): hp 47, 44, 43, 39, 38, 35.
Walks in Dust: hp 142. Once the PCs bring back proof that the bandits have been
dealt with (Paleochoros suggests cutting off their tails), they
VAELANS TASK pledge that they will continue harvesting the salts at Magics
Death.
Vaelan can give the party directions to Wind-Bearers
Children, the tribe of centaurs who usually harvest the STASLAKOSHS LAIR
chemicals he requires for his work. The tribe is a smallish
one, having just 36 normal adults, along with 11 children Two days out of Navael is a paid-out crystal mine. It appears
and other non-combatants. to be little more than a shallow gravel pit about 100 feet
deep, with a roughly oblong shape, 500 feet long by 200 feet
Their leader, Paleochoros (male centaur, akashic 4), explains at its widest; it is covered with crystalline rubble, boulders,
that the area where they harvest the mineralsa deposit and low-grade crystals and minerals. A 20-foot-wide open-
near a hot spring known as Magics Deathhas been taken ing in the east side of the pit leads down to an unremarkable
over by a vicious centaur criminal, Elstaikos, and his band of cave. From there, further openings lead into an extensive
thieves and murderers. Since the work obtaining the miner- tunnel system that all eventually lead back to the surface,
als is unpleasant and does not pay particularly well, the tribe where they are capped by 2-foot-thick sheets of crystal cov-
has decided simply to let Elstaikos control the area. ered with dust.
The centaurs do not ask the PCs to defeat the centaur ban- However, the pit is also the site of a dragonstone, buried
dits, but if they state that they wish or intend to do so, they deep underground; that is why Staslakosh has settled here,
are welcome! and it is also the reason why he has not reported back to the
conclave. (Dragonstones are described on page 345 in Arcana
Magics Death lies in a small box canyon about 10 miles due Evolved; Staslakosh has found the stone, but it is too deep for
east of the tribes camp. It is a hot spring that covers an area him to be able to use it yet.)
of half a square mile, with fairly large deposits of what looks
like rock salt striated around it. The salt is mildly harmful to The slope down to the bottom of the pit can be navigated
spellcasters and can be made even worse with the right fairly easily. At two points along the way, climbers must
equipment and knowledge. make DC 5 Climb checks to avoid slipping and falling d4x10
feet.
If ingested by a spellcaster, raw Magics Death salt mimics
the effects of waning wood poison from Poisoncraft: The
Dark Art (by Blue Devil Games): It allows the spellcaster to
cast only the diminished versions of his or her spells for 2d4
rounds (Fort DC 14 negates).
19
BATTLE IN PROGRESS If the PCs attack the litorian, the dracha make a good diver-
sion in a battle and can even help their saviors with aid
Unfortunately, Staslakoshs presence is considered an abom- another tactics.
ination by a self-appointed champion of the Crystal Fields,
a litorian crystal warrior called Stendorum (see Appendix). Stendorum: The litorian has already used his crystal barrier
The crystal warrior learned about Staslakosh from the rune and his crystalline encasement abilities. He has had his crystal
tortoise Walks in Dust (see Crystal Fields Encounters), shield up for 30 rounds, giving him 7 hours and 57 minutes
and he immediately feared for the magic of the Fields if the more (!). He fought Staslakosh for 2 rounds before encasing
dragons were to gain control of the region. Stendorum plot- the dragon. He is now fighting the dracha who were in the
ted for two days, alerted a nearby group of Knights of the camp with Staslakosh. He has already shattered two of the
Axe, and converted most of his cash into detonations to remaining drachas athames, and he plans to sunder those
ensure that the coming fight would be on his terms. of the others before striking them all down.
As the PCs approach, they hear the sound of battle ringing Stendorum is a pretty average litorian in appearance, except
loud and clear from the mine below. By the time they arrive for his irises which are faceted crystals. In addition, he has
on the scene, Stendorum has already managed to kill 5 of lines of crystal that follow the lines of his tendons along his
Staslakoshs 10 dracha followers and is now in the process body, giving him a thin lattice of strong crystal as protec-
of cutting down the last half. Staslakosh himself is encased tion. His armor is ancient, but in excellent condition.
in a cocoon made by the litorians crystalline encasement
power; the dragon floats, completely helpless, 20 feet above If hailed, Stendorum attacks immediately. He does not
the ground. believe any stories the PCs may tell him and has made a
conscious decision to regard anyone not dressed as a Knight
The PCs have two options. They can either run down to of the Axe as an enemy. He starts off with a splinter storm
help the remaining dracha, or they can sit the fight out and before moving away in preparation for a charge. He then
deal with Stendorum on their own. Their best course of attempts to bull rush himself close to a magister and then
action may be the former: Stendorum fully intends to kill use his shattering blow ability on his or her staff.
Staslakosh and cannot be swayed otherwise, so the PCs
would not be able to get the information they came to seek.
20
Of course, if one of the PCs is a Knight of the Axe, they can Staslakosh enjoys killing with his natural attacks perhaps a
negotiate with Stendorum and maybe even get Staslakosh bit more than he cares to admit; any character who appeals
released. That, however, will be very dangerous as the drag- to him on the grounds of civility may, on a DC 30 Diplomacy
on is insane with rage and will attack everybody present as check, cause him to stop attacking for at least a few rounds
long as Stendorum is alive. to parley.
If the PCs do not save Staslakosh, Stendorum maintains his If the PCs defeat Stendorum, they can go about the task of
crystal cocoon for 5 days (until the Knights of the Axe freeing Staslakosh. Acid and sonic attacks bypass hardness,
arrive). They then surround the dragon and wait for so, with time, most groups should be able to free the dragon
Stendorum to drop the crystal encasement, and they all after a days rest. If they dont have the means, the cocoon
attack the dragon en masse. disintegrates on its own after 3 days (the proximity to so
much crystal makes it remain for its maximum duration).
Staslakosh: Staslakosh is a stocky, dark brown dragon
whose scales have golden highlights that have turned into Staslakosh: hp 178.
crystal in some areas. He is 25 feet long from nose to tail, Slaslakosh followers (5 remaining):
and although he has not yet seen a full five decades, he is hp 30, 29, 26, 25, 24.
wily, driven, and quite ruthless. His attitude may be tem- Stendorum: hp 112 (currently 94).
pered with gratitude, however, if the PCs help him out of
Stendorums crystal cocoon. DEALING WITH STASLAKOSH
If freed, Staslakosh uses his spells to incapacitate strong war- While Staslakosh is furious when he comes out of the
rior-types before using his breath weapon in conjunction cocoon, he can be reasoned with as long as at least one of his
with Flyby Attack on spellcasters. He may descend on a followers remains alive. If all the dracha lie dead, he attacks,
magister to sunder his staff (using a full attack with a 6- assuming that the PCs are allies of Stendorum; however,
point Power Attack to ensure the quick breaking of the mag- characters may attempt a Diplomacy check (opposed by the
isters tool). He is quick to retreat if sorely pressed, but will dragons own) each round after the first; a successful
die before ultimately letting anyone get away. opposed check causes the dragon to regain control and stop
attacking. If the PCs manage to calm the dragon, award
them the same XP as if they had defeated him in combat.
21
Staslakosh remembers very well both the sibeccai called However, to maintain and strengthen the newly crafted
Kadaran and the hate reaper. He readily tells the PCs that, bonds of friendship between the dragons and the people of
yes, he evolved the hate reaper at the request of the sibeccai; Navael, Staslakosh happily tells the party that one of his
yes, he evolved the sibeccai as well; yes, he has indeed read agents followed Kadaran to a large warehouse in the east-
the Circle of Rites ledger (which he demonstrates by reveal- ern part of Navael. Like the birds in the sky, so too do the
ing its contents as well as he recalls them); and, no, he feels dragons have sharp eyes, he brags, with a sly reference to
no remorse whatsoever: Dealing with dragons is a choice the hawk totem warriors who keep watch outside the ware-
to tread among greatness. Dealing with the consequences of house.
that choice is not our concern.
SECTION FIVE: LOOKING FOR KADARAN * A character who fails the DC 30 check for days 1012 by 5 points
or more does find out where Kadaran is hiding, but the wily sibeccai
Having pursued one or more avenues in solving the case, has arranged an ambush. By day 13 or thereafter, the check to find
the PCs should know by now where to look for Kadaran. Kadaran is automatic: Any PC spending the time can dig up infor-
This section deals with the final confrontation between the mation about his whereaboutsagain, because he wants them to
PCs and the treacherous major domo of the Circle of Rites. find him so that he can ambush them.
If the PCs hit the dark alleys, hidden courts, and seedy tav- Conjured Monsters: At Kadarans request, his ally Ilirsk (see
erns of Navaels underworld following the murder, hoping Appendix) makes his way silently to the PCs camp or win-
to find Kadaran that way, they are not successful for the first dow at night. Using detonations given to him by Aerendie
few days; after that time, they may try a Gather Information Shadowcloak, Ilirsk unleashes 4 energy creatures (via conjure
check (starting at DC 40) for each 3-day increment they energy creature IV) into their midst from hiding: an acid lion,
spend trying to ascertain his whereabouts. The search gets a fire hell hound, a frost dire wolf, and a sonic dire ape.
progressively easier, as the DC drops by 5 for every 3 days
that pass. If possible, Ilirsk drops the detonations through a chimney
or similar location so that they discharge in the fireplace. He
However, if the PCs fail a Gather Information check for a discharges the ape first, then the lion, the wolf third, and the
given period by 5 or more, Kadaran hears of their efforts and hell hound last, one per round. Each has been altered with
begins taking action, as shown in the table below. Should the the Modify Spell feat to last for double the usual duration
PCs make the required Gather Information check for a given (i.e., 18 rounds, since Aerendies caster level is 9th) once it
increment of days, they have located Kadaran, who does not appears.
have the time to call in extra help: Go to Section 6.
Sonic dire ape (1): hp 52.
Note that this table assumes that the PCs spend their time Acid lion (1): hp 52.
exclusively looking for Kadaran. Should Vaelan or Staslakosh Frost dire wolf (1): hp 37.
help them find out where he is, Kadaran hears nothing from Fire hell hound (1): hp 58.
his sources and thus has no reason to react with assassina-
tion attempts or the like. Assassins: This team of trained assassins (see the Appendix
for their individual stats) seeks out the PCs when they are at
Days After Gather Information rest. They are a tightly knit group, well used to working
Kadrans Response
Murder DC
together in tight spots. Ilirsk and Hanastar try sneaking in to
1-3 N/a None he lies low observe their victims for 3 rounds before attempting death
attacks. Failing that, they team up against one PC if possible
4-6 40 Conjured monsters while Laeril engages another; Perytalon (his personal buffs
already in place) tries to get off an offensive spell or two
7-9 35 Assassins before entering melee.
Hanastar Olman: hp 30.
Ilirsk: hp 36.
10-12 30* Ambush
Laeril Greycloak: hp 43.
Perytalon the Hard: hp 39.
13+ Automatic* Ambush
Ambush: See Ambush in Section 6.
22
SECTION SIX: CONFRONTATION! Kadaran lives in the office and stays out of sight 90% of the
time. If he is not there, he is in the warehouse proper, in the
The information in this section is used when the PCs finally, dark, practicing with his kopesh. In addition to his personal
by whatever means, learn of Kadarans present location. belongings (given in his statistics), the office holds a bowl of
Remember that a badly failed Gather Information check minor cleansing, which casts hygiene once per day, and
made to find Kadaran results in an ambush, with a line-up enough water and dried rations for 2 weeks.
of opponents that is considerably tougher than the one
described below. (See Ambush, page 24.) GETTING CLOSER
raw intelligence, and the subtle threat of menace. If shouts a warning and drinks his potion of strength boost, for a
Aerendie gets in range of melee attacks, she immediately +1 bonus to melee attacks and damage.
changes her priorities to escape. Until then, she makes the
most out of her invisibility and her insanely high Sneak Aerendie (50/50 chance of being in Area 2 with Kadaran or
score. at Area 3) casts heightened invisibility upon herself from her
scroll.
Doratol is a master of rites in the Nightwalker element.
Additionally, he is Princess Aerendies personal bodyguard, Kadaran (in Area 2) applies his oil of magic armor to his
and never moves far from her. shield, for a +1 bonus to his AC.
The spryte archers hail from a group of faen who have The sibeccai bloods wait for Aerendie to make her move
rejected the soft and cultured life of Navael in favor of a (holding their actions), whereupon they fire one more
harsher existence in the Crystal Fields. Those that do not arrow, drop their bows (free action), and descend from their
work the Fields or raid crystal harvesters hire themselves positions.
out as mercenaries. Kadaran has cultivated a solid relation-
ship with these four and they are quite loyal to him. Doratol waits for Aerendie to cast a spell (holding his
action); he then moves into melee and attempts to disarm
Note: If all the Nightwalker allies available to Kadaran are an opponent using a Disarming Strike combat rite.
in the warehouse, this is an EL 13 encounter. If you doubt
the partys ability to survive, remove the 2 sibeccai bloods Aerendie flies through a small window in the office and
and 1d2 of the spryte archers. This makes it an EL 12 casts a heightened, fire-templated sorcerous blast (using 3
encounter, which is still difficult but not so potentially pieces of andrecite to heighten the spell) at the end of her
lethal. move (9d8+2d6 fire damage, Reflex DC 20 half) on as many
PCs as possible.
Kadaran: hp 97.
Aerendie Shadowcloak: hp 57. Kadaran drinks his sturdying elixir (for +10 hp) and draws
Doratol: hp 52. his kopesh.
Sibeccai bloods (2): hp 43, 37.
Spryte archers (4): hp 26, 22, 19, 17. Round 3:
The following suggested tactical notes for Kadaran and his The spryte archers again fire a full attack upon any PCs
allies assume that all are present and that they have had at they can see, preferring to shoot spellcasters. They continue
least a few rounds notice of the PCs coming. to do this until they run out of arrows or are attacked in
melee.
Round 1
The sibeccai bloods attack the nearest PCs in melee, trying
PCs enter the building. to get flanking bonuses with whatever allies they can.
The spryte archers (perched on the beams at Area 4) drink Doratol, if he is in a position to do so, uses the True
their potions of dexterity boost, each gaining a +1 bonus to AC, Opportunistic Assault combat rite in conjunction with a
Reflex saves, and ranged attack rolls. Greater Canny Strike combat rite against an opponent that
is flanked. Otherwise, he again seeks to disarm the
The sibeccai bloods (one on top of Area 2, the other on the strongest-looking enemy (or simply attacks that enemy if he
platform at Area 3) move into line of sight, with cover, and has already disarmed him).
fire one arrow each at the party.
Aerendie moves to gain cover from area attacks, if neces-
Doratol (with Aerendie, either at Area 2 or on Area 3) sary, and drinks her ladening elixir.
24
Kadaran moves into flanking position with one of the sibec- their frustration with the new world on whomever the
cai bloods or with Doratol, if possible, and uses the Greater strong-minded sibeccai tells them to attack. Their impa-
Canny Strike combat rite. If necessary, he uses the Running tience with the dragons present strategy (i.e., of ingratiating
Assault rite (see his stats in the Appendix) to close with his himself with the people of Navael) has driven them to take
enemies.Otherwise, he uses whatever rite the DM feels is up an almost autonomous lifestyle apart from the dragons
most advantageous in his current situation. other dracha servants. In doing so, they have fallen in with
first Elstaikos and later Kadaran.
Rounds 4+:
Dracha brutes (2): hp 37, 33.
The spryte archers continue to fire on the PCs.
Elstaikos: Elstaikos is a sadistic bully and a murderer who is
The sibeccai bloods keep trying to get flanking bonuses wanted by two tribes of centaurs in the Crystal Fields. His
with whatever allies they can. presence here is due to a chance meeting between him and
the two dracha brutes. (As it happens, he is also the reason
Doratol attacks, using whatever combat rite is most advan- why the centaurs in the Crystal Fields have stopped bring-
tageous each round. ing Vaelan minerals, so if the PCs killed him there, they have
solved that minor problem and he does not appear here.
Aerendie attempts to hinder two mobile-looking PCs with a
lesser drain away speed spell (having drunk her ladening elixir Elstaikos: hp 49.
last round, she uses Modify Spell to affect two targets).
After this round, she remains airborne; remember that her AMBUSHERS TACTICS
andrecite and the gems for her fire template greatly enhance
her versatility. Aerendie coordinates the attack and begins by casting wall
of ice across the main doors to prevent PCs from escaping.
Kadaran attacks, using whatever combat rite is most advan- She has just cast heightened invisibility on herself (from her
tageous each round. scroll) in the previous round.
Kadaran fights to the finish, as do the sibeccai bloods, eager Suggested actions for the next 3 rounds are as follows:
to prove themselves and quickly enraged beyond recall.
Once Kadaran is killed, or once she can see that she is los- Round 1
ing the fight, Aerendie tries to escape using her scroll of
dimensional door. She attempts to bring Doratol along, urg- Aerendie casts conjure energy creature IV to summon a cold
ing him to use his token of reduce weight, but if she must, dire wolf. (Note that this does not break her invisibility.)
she is willing to leave him behind. The spryte archers flee as
soon as half of them are slain. Doratol (with Aerendie) drinks his potion of strength boost,
for a +1 bonus to melee attacks and damage. He moves to
AMBUSH intercept anyone trying to reach Aerendie.
When the location of Kadarans hideout finally percolates The spryte archers (perched on the beams at Area 4) drink
down to PCs who have been struggling with Gather their potions of dexterity boost, each gaining a +1 bonus to AC,
Information checks to trace his whereabouts, they may feel Reflex saves, and ranged attack rolls.
that their hard work has paid offand in a way, it has.
The sibeccai bloods fire arrows at the party.
However, Kadaran has called in every favor the Navael
underworld owes him, and he has dispersed small nuggets Kadaran applies his oil of magic armor to his shield, for a +1
of information that, when they reached the PCs ears, let bonus to his AC.
them find him in the old warehouse at the outskirts of
town. In this ambush scenario, Kadaran has convinced a The dracha brutes both apply oil of (cloak of) darkness and fly
few other allies to join him in addition to those allies down toward the PCs.
described earlier in this section.
Elstaikos charges whoever is most eligible. Remember that
Dracha brutes: These two scaly thugs are among Staslakoshs he deals double damage with his greatspear on a successful
most aggressive servants. Rash and insecure, they take out hit while charging.
25
Round 2 The sibeccai bloods attack the nearest PCs in melee, trying to
get flanking bonuses with whatever allies they can.
Aerendies cold dire wolf appears this round, and she directs
it to attack wherever it is most appropriate, placing it to give Kadaran attacks, using whatever combat rite is most advan-
one of her allies a flanking bonus. She drinks her ladening tageous each round.
elixir.
The dracha brutes continue to fight in melee.
Doratol readies an action to attack anyone trying to reach
Aerendie, using whatever combat rite is most advantageous. Elstaikos continues to fight in melee.
The spryte archers open fire (full attack) upon any PCs they
can see, preferring to shoot spellcasters.
CONCLUDING THE ADVENTURE
The sibeccai bloods fire arrows at the party.
The PCs should be able to prove that Vi-Taran was not
Kadaran drinks his sturdying elixir (for +10 hp) and moves responsible for his own actions when he killed Meragoth.
toward the PCs. They might also have Staslakoshs testimony to back up
Kadarans guilt.
The dracha brutes breathe once each, if possible. If not, they
swoop down on one PC, trying to get into flanking position. Once he has been freed, Vi-Taran thanks the group by pay-
ing the cost of their next ceremonial feat. He also gives them
Elstaikos enters into melee with the same PC he charged last letters of recommendation that can give each PC access to
round. any giant official the next adventure calls for. These letters
also grant anyone showing them to a giant a +4 bonus on all
Round 3: Charisma-based checks.
Aerendie casts a fire-templated chains of vengeance on an There may be other loose ends. What part does Staslakosh
enemy spellcaster. (The Reflex DC to avoid this spell is thus play in local Navael politics, provided he survived? If he
21, and it deals 4d6 fire damage in the first round.) lives, do the Knights of the Axe hold the PCs responsible for
the dragons freedom? Did Stendorum escape? If so, what
Doratol readies an action to attack anyone trying to reach kind of grudge does he bear? And what of the
Aerendie, using whatever combat rite is most advantageous. Nightwalkers? The PCs have made many enemies and
friends. What happens next isof courseup to you.
The spryte archers again fire a full attack upon any PCs they
can see, preferring to shoot spellcasters. They continue to do
this until they run out of arrows or are attacked in melee.
26
APPENDIX: CREATURES AND CHARACTERS Doratol the Protector, male sibeccai, ritual warrior 6: CR 6;
Medium humanoid (sibeccai); HD 6d10+12; hp 52 (dying/dead
3/15); Init +0; Spd 20 ft.; AC 21 (+8 armor, +3 shield) [or 22 vs.
swords (+1 dodge)], touch 10, flat-footed 21; BAB/Grap +4/+6; Atk
NAMED NPCS AND MONSTERS
+8 melee (1d10+6/1920, +1 dire sibeccai kopesh) or +5 ranged
(1d8+2/x3, 110 ft., masterwork mighty composite longbow); SA
combat rites (7/4/1); SQ Concentration save 1/day, low-light vision;
Aerendie Shadowcloak, female faen (spryte), magister 6/spryte SV Fort +5, Ref +3, Will +7; Str 15, Dex 10, Con 14, Int 13, Wis 14,
3/Nightwalker 1: CR 10; Tiny fey; HD 6d6+12 plus 3d6+6 plus Cha 8.
1d6+2; hp 57 (dying/dead 3/15); Init +2; Spd 10 ft., fly 30 ft. (per-
fect); AC 18 (+2 size, +3 Dex, +2 armor, +1 deflection) [AC 20 vs. Skills: Concentration +11, Gather Information +1, Handle Animal +1,
spells or magic (+2 competence)], touch 18, flat-footed 15; Heal +11, Innuendo +3, Knowledge (ceremony) +10, Listen +11,
BAB/Grap +5/6; Atk +4 melee (1d43, magisters sprytestaff) or +10 Sneak 3, Spot +11.
ranged; Space/Reach 5 ft./5 ft.; SA sneak attack +1d6, spell-like abili-
Languages: Common, Faen, Giant.
ties, spells; SQ familiarity with magic, low-light vision, magisters
staff, member identification (Nightwalker); SV Fort +5, Ref +10, Will Feats: ExpertiseB, Exotic Weapon Proficiency (heavy), Focused
+6; Str 4, Dex 17, Con 14, Int 21, Wis 10, Cha 12.
Healing, Improved DisarmB, Natural Swordsman, Weapon Focus
Skills: Bluff +6, Concentration +15, Diplomacy +5, Disguise +4 (+6 (sibeccai kopesh).
acting), Escape Artist +11, Gather Information +6, Innuendo +3,
Intimidate +10, Knowledge (faen) +7, Knowledge (local) +13, Possessions: +1 chain and plates, +1 heavy shield, +1 dire sibeccai kopesh
Knowledge (magic) +16, Open Lock +5, Sense Motive +5, Sleight of (+1 to disarm checks), masterwork mighty (Str 14) composite long-
Hand +5, Sneak +20, Spellcraft +16. bow, 20 bodkin arrows, 20 arrows, 2 potions of lesser transfer wounds,
potion of lesser transfer wounds (heightened), potion of canny effort,
Languages: Common, Draconic, Faen, Giant, Sylvan, Verrik. potion of strength boost.
Spells readied (2; DC 12 + spell level): 1sttransfer wounds (lesser). ** This feat is also found in Transcendence, and grants Kadaran the
following 2 exotic combat rites:
Possessions: +1 chain shirt, +1 short sword, masterwork short sword,
mighty (Str 12) masterwork composite longbow, 20 bodkin arrows, Quick Leap (rank 1): Kadaran may stand from prone as a
potion of flight, potion of learn secret (lesser), 3 doses of Medium spider free action that does not provoke an attack of opportuni-
venom (DC 12, 1d6 Str/1d6 Str). ty.
Running Assault (rank 2): Kadaran may make a single
melee attack at his highest bonus after taking a double
Ilirsk, male verrik, oathsworn 5/assassin 1: CR 6; Medium move. This is not the same as a charge, so he need not
humanoid (verrik); HD 5d8+5 plus 1d6+1; hp 36 (dying/dead move in a straight line; likewise, he does not gain the
2/13); Init +7; Spd 50 ft.; AC 17 (+3 Dex, +1 armor, +3 insight), usual bonuses and penalties for charging.
touch 16, flat-footed 14; BAB/Grap +3/+3; Atk +7 melee (1d8+1,
unarmed strike*) or +6 ranged (1d8, 10 ft., thrown object); SA com-
bat rites (2), death attack (DC 13), poison use, shattering blow,
sneak attack +1d6, spell-like abilities, spells, throw objects; SQ Laeril Greycloak, female faen (quickling), unfettered 6: CR 6;
eschew food, evasion, lesser adaptation, refuse fatigue, refuse fear, Small humanoid (faen); HD 6d8+12; hp 43 (dying/dead 3/15); Init
sensory control, swear an oath; SV Fort +6, Ref +11, Will +7; Str 10, +5; Spd 20 ft.; AC 24 (+1 size, +4 Dex, +5 armor, +2 shield, +2
Dex 16, Con 12, Int 14, Wis 15, Cha 6. insight), touch 17, flat-footed 24; BAB/Grap +6/+2; Atk +12 melee
(1d6+3/1920, +1 Devanian short sword) or +12 ranged (1d6/x3, 70 ft.,
* Ilirsk has had his unarmed strikes magicked with a +1 enhance- masterwork composite shortbow); Full Atk +12/+7 melee
ment bonus. (1d6+3/1920, +1 Devanian short sword) or +12/+7 ranged (1d6/x3, 70
ft., masterwork composite shortbow); SA sneak attack +1d6; SQ
Skills: Balance +9, Climb +9, Disguise +4, Escape Artist +12, Jump +6, low-light vision, parry +1, run; SV Fort +4, Ref +9, Will +1; Str 10,
Sneak +12, Tumble +14. Dex 18, Con 14, Int 13, Wis 8, Cha 10.
Languages: Common, Draconic, Faen, Verrik. Skills: Balance +7, Climb +4, Escape Artist +11, Jump +3, Sneak +17,
Feats: Fleet of Foot, Hands as Weapons, Improved Initiative, Spot +5, Tumble +11.
Weapon Finesse. Languages: Common, Faen, Giant.
Spell-like abilities: 1/daycontact (DC 12), lesser telekinesis, sense Feats: Compensate for Size, Intuitive Sense, Speed Burst (3/day),
thoughts (DC 12). CL 6th; save DCs are Intelligence-based.
Weapon FinesseB, Weapon Focus (short sword), Weapon
Spells readied (2; DC 12 + spell level): 1stcompelling command. Specialization (short sword)B.
Possessions: Bracers of armor +1, cloak of resistance +1, satchel of healing Possessions: +1 leather coat, +1 faen light shield, +1 Devanian short
(5 charges; non-spell trigger item with lesser transfer wounds), oil of sword, masterwork composite shortbow, 20 arrows, 20 bodkin
magic armor, oil of lesser beastskin, potion of strength boost, pouch with arrows, potion of lesser transfer wounds, pouch with 1d4 gp.
2d4 gp and 3d6 sp.
Shanatar, male litorian, litorian 3/unfettered 4/Nightwalker 1: CR Stendorum, male litorian, warmain 5/crystal warrior 8: CR 13;
8; Medium humanoid (litorian); HD 4d8+8 plus 3d8+6 plus 1d6+2; Medium humanoid (litorian); HD 5d12+10 plus 8d10+16+4; hp 112
hp 55 (dying/dead 3/16); Init +8; Spd 50 ft.; AC 23 (+4 Dex, +5 (dying/dead 3/15); Init +3; Spd 30 ft. (run x3); AC 26 (+1 Dex, +2
armor, +2 shield, +2 insight), touch 16, flat-footed 19; BAB/Grap natural, +11 armor, +2 shield), touch 11, flat-footed 25; BAB/Grap
+7/+10; Atk +13 melee (1d8+7, +1 crystal-laced heavy mace) or +12 +13/+17; Atk +22 melee (2d6+11/1920, +2 crystal-laced greatsword) or
ranged (1d8+4/x3, 110 ft., +1 mighty composite longbow); Full Atk +17 ranged (1d8+4/x3, 110 ft., masterwork mighty composite long-
+13/+8 melee (1d8+7, +1 crystal-laced heavy mace), or +11/+6 (1d8+7, +1 bow); Full Atk +22/+17/+12 melee (2d6+11/1920, +2 crystal-laced
crystal-laced heavy mace) and +8 melee (1d6+3, bite), or +12/+7 ranged greatsword) or +17/+12/+7 ranged (1d8+4/x3, 110 ft., masterwork
(1d8+4/x3, +1 mighty composite longbow); SA sneak attack +2d6; SQ mighty composite longbow); SA crystal barrier, crystalline encasement,
low-light vision, member identification (Nightwalker), parry +1, shattering blow, splinter storm; SQ crystal nature +2, crystal shield, DR
scent; SV Fort +7, Ref +14, Will +4; Str 16, Dex 18, Con 15, Int 13, Wis 3/, low-light vision; SV Fort +13, Ref +8 (normally +7), Will +4; Str
8, Cha 8. 19, Dex 17 (normally 15), Con 14, Int 12, Wis 8, Cha 8.
Skills: Balance +5, Bluff +2, Climb +9, Disguise +2, Innuendo +2, Skills: Alchemy +3, Climb +4, Concentration +5, Craft (crystal) +10,
Intimidate +3, Jump +5, Knowledge (local) +6, Listen +1, Open Lock Gather Information +3, Intimidate +5, Jump +2, Knowledge (engi-
+5, Search +4, Sneak +12, Spot +4, Survival +1, Tumble +4. neering) +4, Listen +4, Search +3, Spot +4, Survival +5.
Languages: Common, Draconic, Giant, Litorian. Languages: Common, Giant, Litorian.
Feats: BiteB, Fleet of Foot, Improved Initiative, Iron Will, Weapon Feats: Bonded Item (+2 crystal-laced greatsword), Fleet of Foot,
Focus (mace)B, Weapon Specialization (mace). Improved Bull Rush, Improved Sunder, Power AttackB, Power
Charge, SturdyB, Weapon Focus (greatsword), Weapon
Possessions: +1 leather coat, +1 light shield, +1 crystal-laced heavy mace,
+1 mighty (Str 16) composite longbow, 20 arrows, 20 bodkin arrows, Specialization (greatsword)B.
cloak of resistance +1, detonation of sorcerous blast (air) (CL 5th; used to Possessions: +1 crystal-laced damage-absorbing dragonscale armor* (dam-
attack Vaeni Dawndance in introductory scenario), pouch with 9 gp age already absorbed for today), +2 crystal-laced greatsword*, master-
and 6 sp. work mighty (Str 18) composite longbow, 17 bodkin arrows, cloak of
resistance +1, burst boots (2 bursts used), potion of dexterity boost (used,
25 rounds remaining), potion of lesser transfer wounds (heightened).
Staslakosh, juvenile earth dragon: CR 11; Large dragon (earth); HD
17d12+68; hp 178 (dying/dead 5/20); Init +4; Spd 60 ft., fly 200 ft. * Stendorums crystal-laced items lose their crystal-based properties
(poor), swim 60 ft.; AC 25 (1 size, +16 natural), touch 9, flat-footed 1d3 days after their removal from the crystal warrior.
25; BAB/Grap +17/+30; Atk +25 melee (2d6+9, bite); Full Atk +25
melee (2d6+9, bite) and +23/+23 melee (1d10+4, 2 claws) and +23/+23
melee (1d8+4, 2 claws) and +23 melee (1d10+13, tail slap); Szerinok, male wyvern, warrior 4: CR 8; Large dragon; HD 7d12+28
Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon, spell-like plus 4d8+16; hp 99 (dying/dead 5/19); Init +1; Spd 20 ft., fly 60 ft.
abilities, spells; SQ blindsense 60 ft., darkvision 120 ft., immunities, (poor); AC 18 (1 size, +1 Dex, +8 natural), touch 10, flat-footed 17;
keen senses, see power, SR 21, water breathing; SV Fort +14, Ref +10, BAB/Grap +11/+20; Atk +15 melee (1d6+5 plus poison, sting) or +15
Will +14; Str 29, Dex 10, Con 19, Int 18, Wis 19, Cha 18. melee (2d6+5, talon*) or +15 melee (2d8+5, bite); Full Atk +15 melee
(1d6+5 plus poison, sting) and +13 melee (2d8+5, bite) and +13/+13
Skills: Diplomacy +24, Gather Information +24, Intimidate +24, melee (1d8+2, 2 wing slaps) and +13/+13 melee (2d6+5, 2 talons*);
Knowledge (ceremony) +24, Knowledge (geography) +24, Space/Reach 10 ft./5 ft.; SA improved grab (talons only), poison; SQ
Knowledge (magic) +24, Listen +24, Spellcraft +24, Spot +24, Use darkvision 60 ft., immunity to sleep and paralysis, low-light vision,
Magic Device +24. scent; SV Fort +13, Ref +7, Will +6; Str 21, Dex 12, Con 18, Int 6, Wis
Languages: Common, Draconic, Faen, Giant, Terran. 10, Cha 7.
Skills: Jump +10, Listen +13, Sneak +7, Spot +16.
Feats: Dragon MagicB, Flyby Attack, Hover, Improved Initiative,
Multiattack, Power Attack, Sunder. Languages: Draconic.
Breath weapon (Su): Every 1d4 rounds80-foot line of crystal shards; Feats: Ability Focus (poison), Flyby Attack, Hover, MultiattackB,
8d10 earth damage, Reflex DC 22 half. Skill Application (Listen, Spot).
Spell-like abilities: 1/daydeadly spray (affects breath weapon). CL Poison (Ex): InjuryFort DC 19, 2d6 Con/2d6 Con. Save DC is
4th. Constitution-based.
Spells readied (4/3/2; save DC 14 + level): 0bash, detect creature, detect * Szerinok can attack with his talons only when airborne (i.e., while
magic, disorient, door warning, read magic, telekinesis (lesser); 1stcom- hovering or during a flyby attack).
pelling question, creature loresight, distraction, object loresight, touch of
pain; 2nddrain away speed, location loresight, small enoughD. Caster
level 3rd; save DCs are Charisma-based.
Dragon template [from Dragon Magic feat]: This template can be
applied to any spell that adds to the subjects Armor Class: The
affected spell takes on the dragon descriptor and grants an extra +1
natural armor bonus to the AC in addition to the spells normal
effects. If a spell already has the dragon descriptor (D), this template
adds a natural armor bonus of +2 in addition to the spells normal
effects.
29
Vaelan Nighteye, male faen (loresong), akashic 4: CR 4; Small Bolster (Su): A rune tortoises presence bolsters the spirits of all giant
humanoid (faen); HD 4d6+4; hp 21 (dying/dead 2/14); Init +1; Spd turtles. Those within sight of the rune tortoise gain a +1 morale
20 ft.; AC 15 (+1 size, +1 Dex, +3 armor), touch 12, flat-footed 14; bonus to attack rolls and saving throws.
BAB/Grap +3/2; Atk +4 melee (1d61/1920 plus poison, master-
work short sword) or +6 ranged (1d8/1920 plus poison, masterwork Command (Su): A rune tortoise can command all giant turtles with
light crossbow); SA spell-like abilities; SQ delve into collective mem- which it can converse as a free action. Such animals already under
ory (+8), low-light vision, minor akashic ability (minor battle memo- the magical compulsion of another, those who are animal compan-
ry), perfect recall, skill memory +2 (2/day); SV Fort +2, Ref +2, Will ions, or those with at least a years experience as a trained animal
+4; Str 8, Dex 12, Con 13, Int 18, Wis 11, Cha 14. get a Will save (DC 15) to resist; otherwise, there is no saving throw.
Commanded turtles obey the rune tortoise to the best of their ability.
Skills: Alchemy +11, Appraise +11, Bluff +9, Craft (poison) +11,
Diplomacy +13, Gather Information +13, Heal +10, Knowledge Spell-like abilities: 1/dayability boost (lesser), predict weather, saving
(local) +15, Knowledge (nature) +14, Listen +7, Sense Motive +7, grace, true strike. Caster level 9th; save DCs are Intelligence-based.
Sneak +17, Spot +7. Retract limbs (Ex): As a standard action, a rune tortoise can withdraw
Languages: Common, Draconic, Faen, Giant, Sylvan, Verrik. its head and feet inside its shell, gaining the benefit of nine-tenths
cover. The tortoise cannot move while its limbs are retracted in this
Feats: Eidetic Memory, Skill Application (Diplomacy, Gather way.
Information), Skill Focus (Knowledge [local]).
* The idea for this creature is taken from the GenCon 2004 adven-
Spell-like abilities: 1/daydetect magic, ghost sound (DC 14), lesser glow- ture Crystal Tears by Bill Collins, used here by permission. The
globe. Caster level 4th; save DCs are Intelligence-based. base stats for the giant turtle were designed by Sren Thustrup, and
the rune animal template comes from Legacy of the Dragons; this par-
Possessions: Studded leather jack, masterwork short sword, master- ticular rune tortoise also benefits from an elite statistic array (see
work light crossbow, 10 bolts, 3 flasks of acid, token of dimensional Ability Score Arrays in the MM, Chapter 4).
door, dose of deathblade (on short sword), dose of Large scorpion
poison (on 2 bolts).
Faen warrior, male or female faen (quickling), warrior 2/quickling Listen +0, Search +2, Sneak +2, Spot +0, Survival +0.
1: CR 2; Small humanoid (faen); HD 2d8 plus 1d6+4; hp 16
(dying/dead 1/12); Init +4; Spd 30 ft.; AC 21 (+1 size, +3 Dex, +4 Languages: Common, Litorian.
armor, +2 shield), touch 14, flat-footed 17; BAB/Grap +2/2; Atk +6 Feats: Fleet of Foot, Sturdy.
melee (1d4/1920, dagger) or +6 ranged (1d4, 20 ft., dart); SQ low-
light vision, run; SV Fort +3, Ref +5, Will 1; Str 10, Dex 16, Con 11, Possessions: Studded leather jack, light shield, heavy mace, 4 javelins,
Int 10, Wis 9, Cha 10. 2d4 small shards of crystal (5 gp each), 3d10 sp.
Skills: Balance +3, Handle Animal +5, Jump +5, Sneak +7, Tumble +7.
Languages: Common, Faen. Sibeccai blood, male sibeccai, unfettered 3/sibeccai 3: CR 6;
Medium humanoid (sibeccai); HD 3d8+6 plus 3d8+6; hp 39
Feats: Speed Burst (1/day), Sturdy, Weapon Finesse. (dying/dead 3/16); Init +4; Spd 30 ft.; AC 23 (+4 Dex, +5 armor, +2
Possessions: Chain shirt, masterwork faen heavy shield, dagger, 3 shield, +2 insight), touch 16, flat-footed 23; BAB/Grap +6/+8; Atk +10
darts, 1d4 shards of crystal (5 gp each), 3d10 sp. melee (1d8+7/x3, +1 dire spikestick) or +9 melee (1d6+4, bite) or +11
ranged (1d6+2/x3, 70 ft., masterwork mighty composite shortbow);
Full Atk +10/+5 melee (1d8+7/x3, +1 dire spikestick), or +8/+3 melee
(1d8+7/x3, +1 dire spikestick) and +7 melee (1d6+4, bite), or +11/+6
Giant brute, male giant, giant 2/bear totem warrior 1: CR 3; ranged (1d6+2/x3, 70 ft., masterwork mighty composite shortbow);
Medium giant; HD 2d10+4 plus 1d12+2+4; hp 27 (dying/dead SQ low-light vision, parry +1 (+2 with spikestick), scent; SV Fort +6,
3/16); Init +0; Spd 20 ft.; AC 17 (+3 natural, +4 armor), touch 10, Ref +10, Will +1; Str 14, Dex 18, Con 15, Int 12, Wis 8, Cha 10.
flat-footed 17; BAB/Grap +2/+6; Atk +7 melee (1d12+6/x3, master-
work greataxe) or +2 ranged (1d8+3/x3, 110 ft., mighty composite Skills: Balance +7, Climb +6, Gather Information +5, Handle Animal
longbow); Space/Reach 5 ft./5 ft.; SQ totem power (hide of the bear); +2, Innuendo +3, Jump +6, Listen +5, Search +6, Sneak +11, Spot +2,
SV Fort +7, Ref +0, Will +3; Str 18, Dex 11, Con 15, Int 10, Wis 14, Tumble +9.
Cha 8.
Languages: Common, Giant.
Skills: Climb +2, Craft (leatherworking) +2, Diplomacy +1, Handle
Animal +4, Intimidate +4, Listen +4, Sense Motive +4, Survival +3. Feats: BiteB, Exotic Weapon Proficiency (agile), Intuitive SenseB,
Stunning Blow, Weapon Focus (bite)B, Weapon Focus (spikestick),
Languages: Common, Giant.
Weapon Specialization (bite)B, Weapon Specialization (spikestick).
Feats: Iron Flesh, Sturdy, Tough Hide.
Possessions: +1 leather coat, +1 light shield, +1 dire spikestick, master-
Possessions: Beastscale armor, masterwork greataxe, mighty (Str 16) work mighty (Str 14) composite shortbow, 12 bodkin arrows, potion
composite longbow, 20 arrows, 2 potions of lesser transfer wounds. of lesser transfer wounds.
Human swordmistress, female human, unfettered 3/ritual warrior Spryte archer, male or female faen (spryte), quickling 2/hawk
1: CR 4; Medium humanoid (human); HD 3d8+6 plus 1d10+2; hp 27 totem warrior 2: CR 4; Tiny fey; HD 2d6+2 plus 2d8+2; hp 20
(dying/dead 3/15); Init +7; Spd 30 ft.; AC 20 (+3 Dex, +4 armor, +1 (dying/dead 2/13); Init +5; Spd 20 ft., fly 30 ft. (average); AC 22 (+2
shield, +2 insight) [or 21 vs. swords (+1 dodge)], touch 15, flat-footed size, +5 Dex, +4 armor, +1 dodge), touch 18, flat-footed 16; BAB/Grap
20; BAB/Grap +4/+4; Atk +10 melee (1d6/1820, masterwork rapier); +3/5; Atk +12 ranged (1d4+3/x3, 50 ft., masterwork sprytebow and
Full Atk +10/+8 melee* (1d6/1820, masterwork rapier); SA combat +1 shattering bodkin arrow) or +6 melee (1d4/1920, dagger); Full Atk
+12/+10 ranged* (1d4+3/x3, 50 ft., masterwork sprytebow and +1
rites (4); SQ parry +1; SV Fort +3, Ref +6, Will +4; Str 10, Dex 16, Con
shattering bodkin arrows); SQ low-light vision, totem power (accuracy
14, Int 13, Wis 12, Cha 8.
of the hawk); SV Fort +4, Ref +8, Will +0; Str 10, Dex 20, Con 12, Int
* Due to the Rapid Strike feat, the swordmistress may make a full 13, Wis 10, Cha 8.
iterative attack with her rapier (as shown above) up to 4 times/day. * Due to the Rapid Reload feat, a spryte archer may make a full iter-
Otherwise, use her standard attack stat. ative attack with his or her bow (as shown above) up to 4 times/day.
Otherwise, use the standard attack stats for bow fire.
Skills: Balance +6, Climb +2, Escape Artist +7, Jump +4, Knowledge
(ceremony) +4, Knowledge (nobility and courtesy) +4, Sleight of Skills: Balance +6, Craft (bowmaking) +4, Escape Artist +9, Handle
Hand +6, Sneak +4, Spot +8, Tumble +7. Animal +1, Knowledge (geography) +2, Search +3, Sneak +17, Spot
+4, Survival +1.
Languages: Common, Giant.
Languages: Common, Faen, Sylvan.
Feats: Improved InitiativeB, Intuitive Sense, Natural Swordsman,
Feats: Point Blank ShotB, Precise ShotB, Rapid Reload, Weapon
Rapid Strike, Weapon FinesseB, Weapon Focus (rapier). Focus (sprytebow).
Possessions: Masterwork leather coat, light shield, masterwork rapier, Possessions: Masterwork leather coat, masterwork sprytebow, 20 +1
detonation of distraction, potion of lesser transfer wounds. shattering bodkin arrows, 20 arrows, dagger, potion of acrobatics, potion
of dexterity boost, potion of seeker (heightened), potion of lesser transfer
wounds, oil of magic weapon.
Litorian brave, male or female litorian, litorian 1/warrior 1: CR 1; New weapon ability Shattering: Arrows, bolts, and sling bullets
Medium humanoid (litorian); HD 1d8+1 plus 1d8+1+4; hp 15 can be crafted with specially prepared crystal heads that explode in
(dying/dead 2/13); Init +2; Spd 40 ft.; AC 16 (+2 Dex, +3 armor, +1 thousands of shards upon impact. Most common near the Crystal
shield), touch 12, flat-footed 14; BAB/Grap +2/+4; Atk +4 melee Fields, this type of ammunition is often known as Navael arrows (or
(1d8+2, heavy mace) or +4 ranged (1d6+2, 30 ft., javelin); SQ low- bolts, or bullets). Shattering weapons inflict a +2 crystalline bonus to
light vision; SV Fort +5, Ref +4, Will 2; Str 14, Dex 14, Con 12, Int damage. A shattering missile costs 10 gp each ad can be made mas-
10, Wis 7, Cha 8. terwork or enchanted as per the normal rules.
Skills: Climb +2, Jump +2, Intimidate +4, Knowledge (litorians) +1,
31
Staslakoshs followers, male or female dracha, dracha 2/mage Reflection (Ex): If the crystal scorpion saves versus any spell that tar-
blade 2: CR 4; Medium humanoid (dracha); HD 2d8+4 plus 2d8+4; gets it directly (but not an area spell), it has a 50% chance to reflect
hp 26 (dying/dead 3/15); Init +1; Spd 30 ft., fly 30 ft. (clumsy); AC that spell: The new target for the spell is found as with a miss using
18 (+1 Dex, +3 natural, +4 armor), touch 11, flat-footed 17; BAB/Grap a grenade-like weapon; anyone in the square it actually affects is tar-
+2/+5; Atk +8 melee (1d10+5/x3, athame) or +3 ranged (1d6+3, 30 ft., geted, using the same parameters and modifiers as when the spell
javelin); SA athame (as +1 glaive), spells; SQ darkvision 60 ft.; SV Fort was first cast.
+5, Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 12.
Scentless (Ex): Crystal scorpions have no scent or odor. They cannot
Skills: Concentration +10, Craft (any one) +4, Spellcraft +3, Spot +4, be tracked by smell, though they do leave physical tracks as normal.
Survival +0.
Vulnerabilities (Ex): Crystal scorpions take double damage from cold
Languages: Common, Draconic. and water.
Feats: Bonded Item (athame), Skill Affinity (Concentration), Weapon * This creature uses the stats for a Large monstrous scorpion
Focus (glaive). (advanced by 1 HD), with the crystal creature template designed by
Bill Collins (published at the Diamond Throne website: http://dia-
Spells readied (3/2; DC 11 + level): 0bash, canny effort, repair (lesser), mondthrone.com/displaycontent.cfm?iCatId=12&iConID=431).
saving grace; 1stmind stab, veil of darkness. Caster level 2nd.
Possessions: Chain shirt, athame (glaive), 2 javelins, potion of strength,
potion of transfer lesser wounds, 48 gp. Earth elemental, Large: Large elemental (earth); HD 8d8+32; hp 68
(dying/dead ); Init 1; Spd 20 ft.; AC 18 (1 size, 1 Dex, +10 natu-
ral), touch 8, flat-footed 18; BAB/Grap +6/+17; Atk +12 melee (2d8+7,
Vaelans goons, male human, ritual warrior 1/unfettered 4: CR 5; slam); Full Atk +12/+12 melee (2d8+7, 2 slams); Space/Reach 10 ft./10
Medium humanoid (human); HD 1d10 plus 4d8; hp 23 (dying/dead ft.; SA earth mastery, push; SQ elemental traits, DR 5/, darkvision
1/11); Init +3; Spd 30 ft.; AC 21 (+3 Dex, +5 armor, +1 shield, +2 60 ft., earth glide; SV Fort +10, Ref +1, Will +2; Str 25, Dex 8, Con 19,
insight), touch 15, flat-footed 18; BAB/Grap +4/+6; Atk +7 melee Int 6, Wis 11, Cha 11.
(1d8+4/1920, dire longsword); SA combat rites (7), sneak attack Skills: Listen +6, Spot +5.
+1d6; SQ parry +1; SV Fort +3, Ref +7, Will +4; Str 14, Dex 16, Con 10,
Int 13, Wis 12, Cha 8. Languages: Terran.
Skills: Balance +4, Climb +6, Gather Information +4, Heal +5, Feats: Cleave, Great Cleave, Power Attack.
Intimidate +7, Jump +9, Knowledge (ceremony) +5, Listen +7, Sneak
+5, Spot +5, Tumble +9.
Languages: Common, Giant. Fire hell hound [via conjure energy creature IV]: Medium construct
(fire); HD 4d8+20; hp 38 (dying/dead ); Init +1; Spd 40 ft.; AC 16
Feats: Expertise, Great Fortitude, Improved Disarm, Low Blow, (+1 Dex, +5 natural), touch 11, flat-footed 15; BAB/Grap +4/+5; Atk +5
Ritual CombatB, Weapon Focus (longsword)B. melee (1d8+1 plus 1d6+4 fire, bite); SA breath weapon, fiery bite; SQ
construct traits, DR 5/magic, darkvision 60 ft., immunity to fire, low-
Possessions: +1 chain shirt, masterwork light shield, dire longsword, light vision, scent, vulnerability to cold; SV Fort +5, Ref +5, Will +4;
2d10 gp. Str 13, Dex 13, Con , Int , Wis 10, Cha 6.
Breath weapon (Ex): Every 2d4 rounds, 10-foot cone; 3d6 fire, Reflex
DC 21 half.
OTHER CREATURES
Frost dire wolf [via conjure energy creature IV]: Large construct
Acid lion [via conjure energy creature IV]: Large construct (acid); (cold); HD 6d8+30; hp 57 (dying/dead ); Init +2; Spd 50 ft.; AC 14
HD 5d8+30; hp 52 (dying/dead ); Init +3; Spd 40 ft.; AC 15 (1 size, (1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; BAB/Grap
+3 Dex, +3 natural), touch 12, flat-footed 12; BAB/Grap +3/+12; Atk +4/+15; Atk +10 melee (1d8+10 plus 6 cold, bite); Space/Reach 10 ft./5
+7 melee (1d4+5 plus 5 acid, claw); Full Atk +7/+7 melee (1d4+5 plus ft.; SA trip; SQ construct traits, DR 5/magic, darkvision 60 ft., immu-
5 acid, 2 claws) and +2 melee (1d8+2 plus 5 acid, bite); Space/Reach nity to cold, low-light vision, scent; SV Fort +8, Ref +7, Will +6; Str
10 ft./5 ft.; SA improved grab, pounce, rake; SQ construct traits, DR 25, Dex 15, Con , Int , Wis 12, Cha 10.
5/magic, darkvision 60 ft., immunity to acid, low-light vision, scent;
SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con , Int , Wis 12, Cha
6.
Gargoyle: CR 4; Medium monstrous humanoid (earth); HD
Rake (Ex): Attack +7 melee, damage 1d4+2 plus 5 acid. 4d8+16+8; hp 42 (dying/dead 5/19); Init +2; Spd 40 ft., fly 60 ft.
(average); AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;
BAB/Grap +4/+6; Atk +6 melee (1d4+2, claw); Full Atk +6/+6 melee
Crystal scorpion*: CR 4; Large elemental (earth); HD 6d8+18; hp 35 (1d4+2, 2 claws) and +4 melee (1d6+1, bite); SQ DR 10/magic, darkvi-
(dying/dead ); Init +0; Spd 50 ft.; AC 17 (1 size, +8 natural), touch sion 60 ft., freeze; SV Fort +5, Ref +6, Will +4; Str 15, Dex 14, Con 18,
9, flat-footed 17; BAB/Grap +4/+14; Atk +9 melee (1d6+6/1920/x3, Int 6, Wis 11, Cha 7.
claw); Full Atk +9/+9 melee (1d6+6/1920/x3, 2 claws) and +4 melee Skills: Hide +7 (+15 against natural stone), Listen +4, Spot +4.
(1d6+3/1920/x3 plus poison, sting); Space/Reach 10 ft./5 ft.; SA con-
strict 1d6+6, improved grab, poison; SQ DR 5/, darkvision 60 ft., Languages: Common, Terran.
elemental traits, immunity to acid and earth, reflection, resistance to
Feats: Multiattack, Sturdy.
air and fire 10, scentless, tremorsense 60 ft., vulnerabilities; SV Fort
+8, Ref +2, Will +2; Str 23, Dex 10, Con 16, Int , Wis 10, Cha 2. Freeze (Ex): A gargoyle can hold itself so still it appears to be a stat-
ue. An observer must succeed on a DC 20 Spot check to notice the
Poison (Ex): InjuryFort DC 16, 1d4 Con/1d4 Con.
gargoyle is really alive.
32
Sonic dire ape [via conjure energy creature IV]: Large construct (sonic);
HD 5d8+30; hp 52 (dying/dead ); Init +2; Spd 30 ft., climb 15 ft.; AC 15
(1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; BAB/Grap +3/+13;
Atk +8 melee (1d6+6 plus 5 sonic, claw); Full Atk +8/+8 melee (1d6+6
plus 5 sonic, 2 claws) and +3 melee (1d8+3 plus 5 sonic, bite);
Space/Reach 10 ft./10 ft.; SA rend 2d6+9 plus 5 sonic; SQ construct traits,
DR 5/magic, darkvision 60 ft., immunity to sonic, low-light vision, scent;
SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con , Int , Wis 12, Cha 7.
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