Wayne Toews
The Princess of Pain (Campaign)
PCs begin play with 8 character levels. No evil allowed. 27,000 starting gold
Rangers and paladins may be an asset in this campaign
Summary
The story begins with a princess being kidnapped and a kingdom under attack. The PC's are recruited to rescue the princess with the reward of nobility pending. The Princess is rescued but she has been made addicted to a drug that is not only devastating but comes from the abyss. She comes to her rescuers to satiate her addiction with the promise of becoming king. Her demands for the drug become so extreme that she betrays her family for her needs, and ultimately the kings sword* falls into the hands of the evil cult that seeks the sword in a devastating ritual, which will rain the apocalypse down upon the land and kill most everything, and make way for an army of undead that will become an army used for invasion of other lands.
*Sword is a goodly artifact that is needed as a spell component.
Order of Events
1.) King Ferric the Just presides over the town Deepwatch in the kingdom of Darkendeep, which, albeit a small kingdom, it is one of prosperity and safety. The king and his family have a long line of sovereign kings that look over this their land with intense protection and justice. The family of kings has carried the ability to become one with the land, so to speak, and know in advance any dangers that may befall it including poor weather. King Ferric himself is rumored to have the eyes and ears of all the woodland creatures in his realm. If this wasn't enough to make him a great king, an artifact of goodly might has been passed down his family line for generations and is known as the symbol and representation of the thrown--a mighty greatsword that defines the king and the justice he commands. Unfortunately, King Ferric never wed nor sired children of his own. Ferric rescued a child many years ago that was orphaned when monsters killed her family. She has been raised as Ferric's own ever since, and she is to become Princess Angelica on her 18th birthday.
Fast forward to a week ago, a week before Angelica's 18th birthday, and the coronation ceremony was being prepared; the entire kingdom was to be in attendance. King Ferric became enraged and demanded conscriptions. In just a few days he doubled the town guard; that is when he entered a trancelike state and demanded that he not be disturbed, but that the preparations would continue. They say he envisioned the presence of evil in his kingdom, and the foreshadowing of a storm.
Today, the ceremony commenced, and the king was there. However, he looked pale and malnourished, as though something weighed heavily on him. As he lay the crown upon the princess's head, the ceremony was finished and it started to rain. With the ceremony over, and the rain picking up, the populace in attendance dispersed and the princess and King Ferric retreated into the castle. The people were in a mood for celebrating and hence every tavern in town was packed ale was pouring as heavily as the rain on this night.
2.) The storm rises (Violent Rain). The PC's may or may not all be in a bar taking shelter, any who are not may notice some of the raiders before or after the attack. If they try to influence the kidnapping of the princess, a few raiders will separate from the raid to distract or kill the PC(s). If the PC(s) mop the floor with them, send in the Cancer Mage. With the storm raging, no goodly magic can be cast, and hence there is a major attack on all the goodly churches in the city, where any cleric that is found is slain. By the end of the attack, but by no means the end of the storm, only 10 priests remain alive in the city. A few of the churches burn with hellfire, as there are a few devils released. How they got into the city is unknown as the gates remain intact--but the town guards were definitely waiting for something, though it seems they were not prepared for this level of attack, and with all goodly magic suppressed the devils were all but unopposed.
3.) The recruitment. PC(s) who are thus far unaware of the transpiring events will most likely have been doing other things at the local tavern that was celebrating the aftermath of the princess's coronation ceremony, which occurred earlier that afternoon. At this point, the party is cut short by a pair of party crashers, one being the king. He recants the tale of the raid on the castle and his daughter's kidnapping. Any adventurers that can return the princess alive will be granted Knighthood and can dine with the king. Many volunteer immediately and proceed to team with others to scour the city:
a.) Notable townsfolk: the bartender, his wife a waitress, and their son shoe shiner
b.) The nun at the local orphanage and two dozen orphans
c.) The blacksmith (his great grandfather forged the kings sword)
d.) The alchemist university
4.) Sniffing out the trail. The raiders come from inside the city, even though the attack is mounted from several avenues. The princess is clearly taken by one person while the raid is occurring. There are no bodies left of the fallen raiders, or their victims, and only a few witnesses recall seeing twisted monstrosities and demonic men. It may be discovered at some point that the raiders are still in the city somewhere. If the PC(s) find no leads, fast-forward to another attack. The goblins of Io-Rach attack various establishments throughout the city collecting ingredients (virgins, children, chemicals, the nun at the orphanage, priests of goodly gods), and slaying any clerics who cannot be kidnapped. At the same time, the princess's captors are leaving the city via the sewers. A black coach is waiting outside the city for her delivery, driven by the black guard. The assassin delivers the princess, and the Black Priest is in the coach. They are three very formidable opponents, to say the least, if the PC's get close enough to put up a fight and of course the cancer mage is never far away (the PC's should encounter him early and forever fear him in every shadow, until his head is collected). But while the princess is being taken, the remaining grunts will stay to hold off the PC's
5.) On the trail. If the PC's somehow were successfully distracted by the goblins of Io-Rach, they missed a good opportunity to witness several major villains; none-the-less, someone was watching and comes to the PC's afterwards. A ranger tells them what he saw, and leads the PC's to the tracks. If the PC's have missed this much, they have inadvertently acquired an NPC. By this time, many of the other adventurers are chasing wild geese, given up, or dead, and when the king receives news that his daughter has been taken out of the city and the rest of the clerics are either taken or dead, he becomes very forlorn.
a.) There is a slim chance that the PC's have fallen upon their own wild goose chase in that they are tracking the goblins back to the Pits of Io-Rach, which will result in much hacking and slashing, and perhaps more than they can chew. If the PC's do successfully defeat all or enough of the goblins, and of course Kerrzerug, they may find out the location of a major outpost along a back road--and the mention of someone named Vashar (actually a race of anti-humans working with the goblins under the guidance of a warrior of darkness who is in charge of the attacks on the town, but really isn't affiliated with the ultimate plot, and neither are the goblins which is why this is a wild goose chase, but would inevitably lead to the deaths of certain figure heads).
6.) The ambush. Of course when the PC's get on the trail of the kidnappers, it can't be a clear path for them. About three days travel out of town, the party encounters a small band of Vashar raiders and goblins of Io-Rach, who are watching the road on which the black carriage passed. (Five Vashar warriors and ten goblins of Io-Rach, or more if need be) as well as an imp (or other type of flying outsider), which leave promptly after the PC's begin fighting. These foes are merely a delay, and have no major figure heads among the ranks.
a.) The imp is to report back to the temple, which is less than a day's travel away, with the message that the rescuers are on their way. If the PC's manage to stop the imp from reaching its destination, the temple will not be ready for them, the front guards will be caught flat-footed, and the ceremony will not be in progress. A hurried ceremony could be assembled if a runner from the front guards reaches the black priest in time, but they will not have time to summon the demon and the rescue will have been excessively easy.
7.) Arriving at the temple. There is an encampment nestled on a rocky plateau. Aside from the typical encampment features--tends, camp fires, barracks, horses and stables--there are crucified people, or in some cases remains of them. Dozens of townsfolk (the ones captured) have been executed, but it appears not before being tortured, and even after death had occurred, it seems that didn't stop the raiders from disfiguring, and eating and committing other various foul acts upon the dead. (Will save DC 17 or be demoralized -1 to all attacks, damage and saving throws.) The encampment, however, appears to be more or less deserted. The encampment is established around a small hall that is built on a slant. Whatever is behind the doors clearly goes down into the mountain. Parked outside of the hall is a black carriage, and there are x number of Vashar warriors that have taken someone down from a crucifix--and that someone was until fairly recently alive. One is raping the corpse, another very large one is eating one of her limbs, and another looks like he is bored waiting for his turn with the corpse. The others are laughing and generally having a good time.
a.) If the imp never made it to the encampment, there will be a lot more raiders waiting for the PC's when they arrive, but they will not be expecting them and be caught flat-footed, if done properly. There will be x number of Vashar warriors, and their leader (who will promptly leave and inform the black priest of their arrival).
b.) If the imp is somehow stopped before getting to the priest, the PC's will have to search the depths of the temple, which is meant to be kept a secret, to find the princess who is being held captive in the torture chamber below.
8.) Inside the temple. The entry hall is decorated with more dead townsfolk hanging from the walls; there are a few that are still squirming, but probably wouldn't survive being released, let alone the journey home. Anyone who was demoralized before continues to be so. A long hall extends down into the mountain. It is lit along the walls with burning skulls. There comes a fork in the tunnel about 100 feet down where the tunnel continues to go down or goes up.
9.) Up the stairs. This is a shrine to some dark god (Rallaster, should they know). There are torture devices here, and people currently being tortured via the rack, Iron Maiden, the pit, and others who are just subdued via chains and other containment. There is also a small altar beneath the shrine to the God. But there no one is in this room.
a.) There is a secret door in the room behind the Iron Maiden. In that room is the quarters for the black priest's underling. It is also empty, but the door to the room is trapped. The loot that can be found in this room is as well as x number of ceremonial robes
10.) The ceremony. Continuing down the hall is the sound of chanting, which gets louder and louder, the sound of many people all participating in the same recantation. In this ceremony, the princess is being prepared to be sacrificed to the dark God Rallaster. A demon is in the presence of the ceremony. The dark priest is not conducting the ceremony, but his underling is. If the PC's have yet to kill the Vashar Warrior of Darkness, he is here as well as x number of his raiders. There may be a few more figure heads here, but it should be hard enough for the PC's as it is and the princess is meant to be rescued. They are in the process of raping the princess with a unicorn horn. The unicorn is splayed out in the arms of a large statue of Rallaster, guts hang out of its body, and the horn is cut off and it appears as though it was cut very recently. Depending on when the PC's disrupt the ceremony, the unicorn horn will be placed in a box prior to the priest joining the battle; the unicorn horn will disappear once the lid to the box is closed.
There are four adjoining rooms to the ceremonial hall. The one at the immediate left is the Vashar warrior's personal chamber. The one to the right is the personal chamber to the black guard who has as of yet remained quite elusive. The room to the far right is the temple storage room. The room to the far left is the ceremonial preparation room.
a.) If the imp never made it, the demon was never summoned and the unicorn just had its horn severed and not splayed out on display. There are also less Vashar warriors here, but they would have been spread out throughout the temple and out at the encampment. In their place is the torture artist, and her partner the executioner, the warrior of darkness, and of course the underling of the Black Priest.
b.) If the PC's were exceptionally successful, they killed the imp and killed the warrior of darkness before he could get word down below. If this happens, they will find a living, but sleeping, unicorn in the ceremony hall being guarded by X. The princess, however, is not in here, and the PC's will have to find the secret door, and go and find her. The secret door is DC 30 to find.
11.) The depths of the temple. Whether it is now or later, the PC's will probably discover the secret door that leads to the dungeon of the temple. There are cells lining the hall at the bottom level. The hall leads to the torture chamber where the torture artist works (hopefully she will get to work on some PC's and NPCs). She takes 'good' care of the princess during her stay here and is the person wholly responsible for her addiction to the luhix and the evil brand. The executioners hall is also down here, but the executions are seldom held down here; in case the executioner needs to, he keeps an executioners axe and a block for just such an instance, nut mostly he just hangs out in the torture chamber.
NPCs
Vermicha the Cancer Mage
The Vashar Minion and his Minions / Warriors of Darkness
Kerrzerug: The Twisted Goblin from the goblin pits of Io-Rach Curses
Nix - A political assassin and cunning rogue
The Black Priest of The Patient One Curses - he has an apprentice so to speak, an underling who is a representative, but in the end a sacrifice to the greater evil
The Torture Artist - works along side the executioner she will be fun, should I get to inflict her upon a PC
The Executioner - his job is less time consuming as his partner so he spends much time with her.
Graven - The Blackguard Commander Curses
The Ruthless One Hexblade/Frenzied Berserker
Skex - The Nighthag
The Hellkites
Notes for Next SessionMeanwhile the PC's are tracking down baddies they are close to discovering the sage tower as the front of the attack, but they may be fooled. If not, they may be taking out a major player quite early and discovering the portal to the stone abbey. They will find a carriage being loaded with bodies of dead Vashar and dead clerics. The Vashar who are here will set fire to the carriage and fight the PC's to the death, but there is only a skeleton crew left behind here the rest are attacking the town. Until they find a map, they will not have any idea where they are unless they have knowledge geography. They are three days travel from the town; if they learn that a carriage left the town with the princess and know that the carriage is passing here, they will have a lead on the baddies, and the baddies will probably have to make a sacrifice, or kill the PC's. Still they won't be able to stop the princess from reaching the temple. But they will have saved themselves a lot of time. In fact they would have a lead, and if done right, they would actually surprise me. Though keep in mind as long as they do not have divine magic they are missing a great part of their party and let's face it, they wouldn't be able to take on a demonologist of CR 11 without that aid. Knowing this focus on the other PC's if they do decide to fight him while the storm is going on TARGETS ANDY, CHRIS, ROSS the demonologist would probably want to sacrifice the others anyways.
Possible Distractions
The king telling them of the goblin lair
They search the city for the three internal evils: demonologist, cancer mage, and assassinSummary (three sessions thus far)
1st session:
In the kingdom of Darkendeep is a town called Deepwatch that is presided over by the good King Feric. On his adopted daughter's 18th birthday she was to be crowned princess and heir to the kingdom, but there were darker plans in the works. The ceremony was concluded with a foul storm, ceasing the function of divine magic. As the storm brewed, the town was ravaged by attackers unknown, mutant goblins and demons, while an assassin kidnapped the princess. Much of the evidence points to an inside job, and the assassin has adequately covered his tracks. The PC's tracked down many leads that led them to the windmill that housed a handful of mutant goblins. All the mages in the mage tower have been stricken with life blindness, which prevents them from interacting with any life whatsoever. They are currently studying the effects of the storm, the goblins, and the disease. The prize of being granted titles and estates lingers with the safe return of the princess Angelica.2nd session:
The ranger was introduced (Andy's character), who protected the king as he entered a trance to track down his daughter and the monsters attacking his town. While the king was in the trance, the clerics tending to his wounds were assassinated and the assassin fled. The PC's investigated the sage's tower, which was boarded up, and claimed that the goblins were attacking him, but he fended them off. The king came out of the trance and informed the party that there was an assassin named Nix killing the clerics, and an unseen force working with another to bring the princess out of the town while the attacks distracted the towns forces. The Princess was being taken out of the town via the sewers to the north of the town. The ranger went on ahead, and met with a disgusting wretch who made and attempt on his life and narrowly escaped after being shot with a few arrows. He was not found again, the rest of the party caught up with Andy's character and the trail was resumed. The princess already on the move, the party had to move fast. They caught up with the villains as the princess was being put in a black carriage. They saw a figure dressed in black robes in the carriage, and a sinister person wearing armor that had 4 children attached to chains. Several deformed warriors were left behind to fend off the party as the carriage made its getaway. Ross's PC followed the carriage, the horses pulling it had an unearthly speed, when the half angel caught the carriage, a spell was discharged that left him wracked with pain and writhing in the mud.3rd session:
After the challenging battle the PC's were left with a survivor who received a rigorous interrogation from the barbarian. Which divulged the name that the princess is to be sacrificed to Rallaster, the God of Pain and Suffering, in a weeks time. This deformed warrior is a member of foul humans called the Vashar. He also divulged that they were working with a mad goblin king named Kerzerug who is responsible for the mutated monstrosities that are ravaging the town. The Vashar did not divulge any more after that and he was brought back to the king for further information retrieval. At that point the storm ended, renewing some hope to the small kingdom... unfortunately the only ones left alive to use it are the paladin king, John Paul and the only remaining Druid. The king at a loss as to where the carriage was heading, and is since long gone, sent the party to his only lead... the location of the goblin caves. A contingent of soldiers was sent with the party. Upon reaching the caves a mob or mutant goblins crawled out of their hovels, and a battle ensued... a rather short battle, as John Paul radiated a calming power over the mob, and minimal losses were had. An unseen force was soon discovered preying on the soldiers, it fled into the cave and was pursued by the party. In a harrowing battle the party faced one of the monsters behind this attack, surely a figure head, how many are left is at this point unknown but the foul nighthag known as Skex was killed, but what remains to be faced in the goblin pits of Io-Rach will be discovered next time... and the next time is now.
Io-Rach
The PC's now face Kerzerug and his pet black dragon, which has also been mutated by the goblin pits. After that they must get back on the trail of the princess, which is 2 days cold now... 5 days remain. The pits stink horribly there are dead goblins everywhere, all mutated and deformed. They are piled up off to the sides to make room for walking. Make fort saves DC 15 or become nauseated for 2d6 rounds
Vermathrax - Black Dragon /Mutant/ Young adult - CR 9 (or 10, depending on how the battle goes) SZ L HD 16d12+64 hp:172 Init +0 SP 60ft 150 ft fly 60 ft swim
AC:30* (-1 SZ, 15 natural, 2 mutation, 4 mage armor*)
Attack/ Grapple: +16/+24 +19 Bite/Claw/Claw/Wing/Tail 2d6+ 6, 1d8+ 3, 1d6+ 3, 1d8+9
SV Fort: 13 Ref 10 Will 11 Str 23+6 Dex 10 Con 21 +5 Int 12+1 Wis 13 +1Cha 12+1
Special Abilities:Breath Weapon 10d4(21) Spells: 1st lvl sorcerer, Frightful Presence (19), Darkness, DR 5/ Magic, Spell Resistance 17
Feats: Clinging Breath, Maximize Breath
Notes: breath weapon can be used every 1d4 rounds, Clinging Breath deals half the amount of damage that it did on the 1st round, the foe can take a full round action to remove the clinging acid. This power adds 1, and maximize breath adds 3 to the number of rounds it will take before the dragon can use the breath again.Vermathrax drops a globe of darkness on the party as they become visible... spot check to see the dragon before all goes black (DC 18) the dragon then maneuvers to face the party on the narrow bridge, and while they are still in the darkness it unleashes a devastating maximized clinging breath attack (DC21 for 40 dmg 20 on the next round) the breath weapon takes the bridge out at the beginning of round 3.
The pools are a toxic acidic substance every round in the pool 2d6 damage is taken from acid, a fort save DC 18 or take 1d6/1d6 Con damage from poison, and another fort save DC 20 from the warp touch disease.
The dragon will go berserk if it goes into melee combat... which basically prevents it from retreating. The dragons lair is a swim away which they may not even find.
Treasure 30,000 sp, 5,400 gp, 330 pp, 5 minor Perapt of Wisdom +4, Rod of Cancellation, Longsword +5 Keen 2 gems (800gp value) 11 art (6700gp value) Scroll lesser geas, Scroll wall of ice, Scroll arcane eye Potion bear's endurance, Potion shield of faith +4, Potion haste
Kerrzerug- Goblin leader - Sor 8 Master Transmogrifist 4 (CR 12) SZ: M HD 11d4 +22 (+80) hp 57 (129) Init: 6 (5) Speed: 20 (40) AC 20 (29) (-1SZ, 11 Natural, 1 Dex 4 mage armor, 4 Shield) Base Attack +6/+1 (Troll: x2 Claw attacks +17 Bite +12 Rake +17)
Attack: Bite 1d8+4, Claw x2 2d6+9, Rend 4d6+14, Rake 2d6+4
SV Fort 5(11) Ref 5(4) Will 13 Str 13 (29+9) Dex 14 (13) Con 14 (27+8) Int 15 Wis 17 Cha 23 +6 (After reading the Tomb that the PC's never took)
Special abilities: Troll Rend (with both claw attacks) pounce (full attack with 2 rakes), Improved grab (with bite attack), Dazing Blow (fort 22 on both claw attacks)
Feats: Improved Initiative, Empower Spell +2, Violate Spell +1, Eschew Materials
Favored Forms: Cave Troll, Shadow Dragon, Conflagration Ooze
Spells: 6/8/8/7/6/4 Spell DC 16 + Spell Level
1st lvl: Mage Armor, Shield, Grease, Alter Self, Magic Missile
2nd lvl: Invisibility, Darkbolt (5d8 fort vs. Stun), Dance of Ruin(2d20 ref half) Mirror Image
3rd lvl: Vampiric Touch, Curse of the Putrid Husk (will save vs. unconsciousness),
Dar Tan's Shadow Bolt: 11d6 (fort for half ranged touch attack)
4th lvl: Polymorph, Grim Revenge
5th lvl Wall of Ooze
Equipment: 5 Potions of Cure Mod. Wounds, 3 human hearts Spell component,Freakish Mutants - (CR 8) SZ:L HD 4d8 +16 2d12 +8 hp 57 (69) Init: -1 Speed: 40
AC 17 (9 Natural -1 Dex -1 Size) reach 10/15
Attack +14 2 tentacle 1d6 +9* 2 Large Great Axes +8 3d6 + 13
SV Fort Ref Will Str 24 Dex 8 Con 19 Int 6 Wis 10 Cha 7
Special Abilities: *Rage, 6 limbs, spot +16Freakish Mutants - (CR 8) SZ:L HD 4d8 +16 2d12 +8 hp 55 (67) Init: -1 Speed: 40
AC 17 (9 Natural -1 Dex -1 Size) Reach 10/15
Attack +12 4 tentacles +12 1d6 +9* Bite +8 1d12 +6*
SV Fort 6 Ref 0 Will 1 Str 24 Dex 8 Con 19 Int 6 Wis 10 Cha 7
Special Abilities: *Rage, 4 limbs Spores Sufferfume poison DC 20 Inhaled 1 to all scores,
spot +16After the battle all the goblins slink away into their holes. In Kerrzerugs chambers, are books, lots of books, all kinds of alchemy tools and chemicals, spell components body parts, and a journal. A letter sits on his desk giving instructions to send a contingent of his forces to an ambush site located on a map with the letter. The road appears to be the road the carriage went along, and the purpose of the ambush was to stop anyone following. The journal says many things but the only things of note would be the location of the dragons lair, and the relationship the goblins had with the mutant dragon. The arrangement Kerrzerug had with the Vashar to destroy Deepwatch and return the goblins to a strong standing in the land. It says nothing of the princess or the plans of his partners in villainy. Only that the next bread crumb is the Stone Abbey 3 days north of town which is 2.5 days travel from here, that is where the remaining mutant goblins have been sent.
Treasure: Tome of leadership and understanding +5 (half read), 20 random potions, 10 potions of Sweet Water, an opened crate with 3 unopened bottles of the stuff the goblin servants were serving (Blue, Green, and Deep Red)
The Stone Abbey
Knowledge Geography or History DC 15 or intelligence roll DC 18: The Stone Abbey is an orphanage and home to some of the kindest people in the land. Home to a priest of Pelor who had achieved Sainthood many years ago, (he is inside... skinned alive and given the mark of damnation so that he never sees the light of his god) and his goodly family. The Abbey was built as a place to stay for travelers seeking the town of Deepwatch, where they could get a good nights rest and a full belly for the 3 day journey to the town.
Knowledge Geography or History DC 20 or Int DC 25: This Abbey was also built here because it is just outside of the king's range of protection, and thus the loyal servant of the king and founder of the Abbey built this place as a line of protection to those that reside outside of the king's influence; a safe haven. The Priest was once a hunter of evil and a powerful one at that, devoted to his God and the goodness that Pelor speaks.As the party approaches the Stone Abbey they notice the eerie stillness in the air, a slight foulness, and the sound of crows linger in dark harmony. The path the party has been following ends as it comes to a road, just to the north is a stone bridge that spans a small river, and just over the bridge is the stone Abbey. The Bell tower can easily be seen, the rest of the Abbey comes into view not long after as the forest is left behind.
Spot Checks DC 15 a bird is seen flying away from the bell tower. DC 20 there is someone in the bell tower who apparently scared the bird away, no doubt alerting his presence, the figure quickly ducks out of view, DC 25 you see all of the above, but in addition the bird that flew away vanished into thin air.
Inside the Abbey the stench of decay hangs thick in the air, flies are everywhere, the chapel doors hang open and the sound of children crying echo from behind those doors. You turn the corner to see 5 mutant berserker goblins with a child strapped to each of their backs, they lie in wait for you. Down the hall that runs adjacent to the chapel are 5 more goblins. Two Vashar warriors are in a room down from the entrance they wait for the PC to get split up. 1 more Vashar is around back and goes to kill the PC's horses, there is another in the wine cellar no far from the back door to the chapel, finally there is the Vashar scout who waits in the bell tower for the PC's to come outside.
Chances are that John Paul will calm the goblins and the battle will be won before it begins, if this happens they will regroup outside, the party will be alerted to this because the 2 hiding in the office will have to run past the chapel to get outside. Once here 4 Vashar on the ground and the one on the roof will focus on the cleric ruthlessly... he dies here or not at all, until the blackgaurd comes.Vashar Scout- Ranger CR 6 (12 for the whole encounter) SZ: M, HD 6d10+12 hp 44
Init: +3 SP 30, AC 17 (+3 Dex, +4 armor) Attack +10/+10/+5 1d10 +4, Manyshot +6/+6/+1, 2d10 +8, SV fort 7 Ref 8 Will 3 Str 15 Dex 17 Con 14 Int 13 Wis 12 Cha 12
Feats: Favored Enemy human +4 Dwarves +2, Track, Wild empathy, Rapid shot, Many shot, endurance, Animal companion: leopard, point blank shot, Improved rapid shot, Exotic weapon prof: greatbow
Equipment: Greatbow +1, Str +2, studded leather armor +1, 50 arrows, a slave ringVashar Warriors (3) - Ftr 4, rog 1 Cr 5 SZ: M HD 4d10 +12, 1d6 +3 hp 40 Init +2 SP: 30
AC 19 (Dex +2, Armor +4, Shield +3) Attack +10 1d8 +7, +1 Vile / 1d4 +4 poison
SV fort 9, ref 3, will 2 Srt 18 dex 15 con 16 int 10 wis 12 cha 15
Feats: willing deformity, deformity, weapon specialization, weapon focus, vile martial strike, run
Equipment: studded leather +1, Shield +1, Saw Blade sword +1, (2) black Ichor:cures 1d8+1 hp, adds +2 str rage, cure mod wounds potion, Kris w/ large scorpion venom DC18 1d6 str/1d6 strGoblins of Io-Rach (5)- Brb 3, CR 3, SZ: M, HD 3d12 +15 hp 44 (50) Init 4, Spd 40
AC 18 (4 Dex, 1 natural, 3 armor) Attack +8 1d12 +7
Special Abilities: Rage 1/day, Uncanny dodge, trap sense +1, Alertness
SV fort 8 ref 5 will 0; str 20 dex 18 con 20 int 8 wis 8 cha 6
Equipment: Studded leather,
Variations between 3 of the goblins:
1.) AC 25, STR 22, Horns 1d6 +6, Bite 1d8 +6, Claw 1d6 +7 +9 Claw +6 Bite
2.) AC 21, HP 47 (53), STR 24, Tentacles Improved Grab 1d8 +7
3.) AC 25, Spd 50, STR 22, Horns & Spines 1d6 +6 +poison DC 18 1d6 ConLieutenant - Wizard 6 CR 6 HD 6d4 + 30 Hp 53 Init 3 Spd 30/30 fly (clumsy)
AC 27 (+6 Natural, Dex 3 Mage Armor 4, Shield 4) Reach 10ft
Attack +3 Tentacles 1d6 +3 Improved Grab Constriction 1d6 +3
Special Abilities: Poison Touch DC 15 1 Int, 1d6 Int, Pustules Stench DC 15 -2 penalty
Wings, Swollen head
STR 16 DEX 16 CON 20 INT 18 WIS 14 CHA 8 SV Fort 2 Ref 2 Will 7
Spells 4/4/4/3
1st Mage Armor, Shield, Socking Grasp Magic Missile,
2nd Dance of Ruin (2) Darkbolt (2)
3rd Vampiric Touch, Displacement, Dispel Magic
Equipment: Amulet of health +4The bodies of the orphans that stayed here, along with the other former residents have been creatively dismembered and decorate the Stone Abbey. After exploring the Stone Abbey you find a large room that was once the sleeping quarters for the orphans, there has been heavy traffic through this area, and at one point a large audience was addressed it seems. In this room one body hangs at the head of the room it has been skinned and left to hang, (knowledge religion or arcana DC 20 a mark of damnation has been placed on his forehead, who ever this was (the saint of the Abbey) will never see his God!) In this room are documents for A: the organization of the attack on the town, B: the organization of the ambush and C: a map to a temple where the black carriage is headed. Instructions left to stop anyone following the carriage, and to send word via Skeet a demonic Imp when and if a party comes.
The documents on the attack show a map of the town and marks the location of the sage tower, the monastary, the druid's grove, the church, the sewers and of course the castle. A worthy note however is that the sage's tower is the 1st place they went followed by the church which is clear across town, then the castle, the druids grove, and then the monastary. It is stated that the princess is to be taken into custody by Vermicha (doesnt mention who he is) in the sewers until the carriage has arrived, at which the princess is to be delivered into the hands of Graven, and the Black Priest.Intellegencecheck (if they dont figure it out on their own) DC 20
fact 1: the attack on the town happened within hours of the storm
fact 2: the attack was orcastrated from here
fact 3: this place is 3 days from town
fact 4: this place is outside of the range of the king's protection
fact 5: they needed the storm to cover their attack, to cease all divine powers, or else the king would have sensed their presence and the attack could not have happened so flawlesslyTreasure 22,000 sp 1,000 gp 200 pp 10 gems (3268gp total value) 7 art ( 7930gp total value) Ioun Stone Clear, Mirror of Mental Prowess
They should figure out that there was a way of travelling instantaneously from the Abbey to Deepwatch, if someone examines the body on the wall have them make a spot check DC 25, DC 20 on a search if they are looking for a secret door. There is a secret door behind the wall behind the body of the saint. A mirror behind the door is clearly depicting another room as you are not reflected in its surface...(It leads into the Sage's tower)
The Tower of DemonsThe portal brings you right into the lobby of Gilliard De Rossan's sage tower. You are on a landing at the top of a flight of stairs, you come out of the portal facing the front door. The portal appears to be a two way door. The tower is quiet. As you orient yourselves, Gilliar walks into the room carrying a stack of books. He doesnt notice you at first, but stops mid stride and turns and looks at you. He smiles, but the smile cannot hide his look of shock and panic. He drops the books and makes a run for it, towards a door to another room.
He will summon demons to fight for him every chance he gets... in fact it could get hairy, as soon as he thinks he has a decent enough lead, he will try to get to his sacrificial chamber to try and make a sacrifice involving one of the clerics, it will take 7 rounds uninterrupted to complete the ritual, if successful make a roll on the table to see what he gets, hopefully a demon will be summoned.Gilliard DeRossan- Demonologist - Wiz 5 Dem 7 (CR 12) SZ: M HD 12D4+36 hp 68
Init: 1 Spd: 30 AC 15/17* (1 Dex 4 Mage Armor* 2 Demonflesh 2 Ring of Protection)
Attack +5 Skills knowledge Religion +22 SV Fort 7 Ref 5 Will 11
Str 10 Dex 12 Con 16 Int 18 Wis 13 Cha 16
Special Abilities: Quasit Familiar, Charm Demon DC 11 +Cha, Acid, Cold Fire Resistance 10, Electrical 20, Poison Immunity, Summoning Mastery +3 22 HD Fiends. Hold Demon
Feats: Scribe Scroll, Evil Brand, Sacrificial Mastery, Malign Spell Focus, Conjuration Specialization, Violate Spell, Dark Speech
Equipment: Scrolls summon monster I, II, III, IV x3 each, Dismisal x2, Planar Binding, Ring of Protection+3, Ioun Stone Pale Lavender (absorbs 4th level and lower 20 lvl's) Spellbook, 20,000gp 10 black saphires 2x5000, 1x6000, 4x7000, 3x8000 each has a soul trapped in it from a soul bind spell, as well there are 20 abyssal larvae, these are used to bargain with demons.Spells:5/4/3/
1st lvl Mage Armor, Obscurring Mist, Sacrificial Skill, Charm Person, Protection from Good
2nd lvl Dark Bolt x2, Dance of Ruin, Eagle's Splendor
3rd lvl Vampirc Touch, Invisibility Sphere, Vile Darkbolt
Spels 4/4/4/2/
1st lvl Demonflesh, Spores of the Vrock, Summon Monster I x2
2nd lvl Summon MonsterII x2, Demoncall, Bestow Curse
3rd lvl Vile Dance of Ruin x2, Summon Monster III x2
4th lvl Summon Monster IV, Bestow Greater CurseJovocs (3) (CR 8) SZ small HD 4d8+18 hp: 43, 46, 39, Init: +2 Spd: 30 AC 16
Attack: 2 Claws +6 Bite +1 1d3+1 claw 1d4 bite SV Fort +7 Ref +6Will +4
Str 12 Dex 15 Con 16 Int 7 Wis 10 Cha 7
Special Qualities: Aura of Retribution, DR 5 Silver, Fast Healing 5, SR 13
Immune to electricity and poison Acid Fire Cold resistance 20Summon Monster IV
Nightmare, Lesser (Planar Handbook Pg. 127)
1d3 Abyssal Maw ( Monster Manual II Pg. 57Summon Monster V
Schir (Book of Fiends II Pg. 52)
1d3 Nightmare, lesserSummon Monster VI
Jovoc (Monster Manual II Pg. 58)
1d3 Shir
1d4+1 Nightmare, LesserSummon Monster VII
Babau
1d3 Jovocs
1d4+1 Shir1st round: Invisibility Sphere or Obscuring Mist
2nd and 3rd round: Mage Armor and Demonflesh or Charm Person
4th round: Summon Monster VII 1d3 Jovocs (may do sooner depending)
5th round: Summon Monster VI 1d4+1 Nightmares, Lesser
6th round: he runs downstairs to his sacrificial chamber it takes him 2 rounds to get there
8th round: he summons 1d4+1 Shir to guard the door
9th round: summons a babou to guard the door
10th round: he closes the door and locks it if PC's are close Wall of Ice
11th round: he begins sacrificing a cleric summons another babau
12th round: deomn call
13th round: sacrificial skill
18th round: a melodic monstrous female voice can be heard throughout the tower as a Maralith is summoned
22nd round: the king arrives to save the dayMaralith: Large Outsider - HD:16d8+144 hp:216 Init: +4 Speed: 40 AC: 29 (-1 Size, +4 Dex, +16 Natual) Attack Longsword +30/+25/+20/+15 (1d8 +14/19-20 +2d6 Unholy)
Greatsword +30 2d6+18/19-20 Bastard Sword +29 1d10+13/19-20 +2d6 Cold
Crossbow 1d10 +1/17-20 Tail +22 4d6+4 Reach 10ft,
Special Attacks: constrict 4d6+13, Improved grab, Spell like abilities
Special Qualities: Damage Reduction 10/Good and Cold Iron, darkvision 60', Immune to elec and poison, resistance cold, fire, acid 10 SR 25, telepathy, teleport
Saves fort 19 ref 14 will 14 STR 29 Dex19 Con 29 Int 18 Wis 18 Cha 24
Combat expertise, Combat Reflexes, Multiattack, Multi weapon fighting Power attack Weapon focus
Equipment: Longsword +5 Unholy. Flaming Burst, Greatsword +5, Heavy Crossbow +1 Keen, Bastard Sword +4 Icy Burst, FrostThe Road to the Temple
The portal remains open in the sage's tower, which means the party can resume their journey to the temple after they defeat Gilliard... if they defeat him... it will be a big battle. In The Tower of Demons there is enough evidence to reveal exactly where the temple is, as well it is clear the Gilliard is repsonsible for the summoning of the Bebeliths that participated in the attack on the town. But more importantly it must be made known to the king that the portal, which is still open was and can still be used by the enemy to transport forces through and past the kings guard instantly. It also seems that the tower itself has wards upon it against the detection if Gilliards vile rituals. With the defeat of Gilliard the battle against the enemy has gained significant ground, the princess however is still missing and with the attrocities that have been witnessed thus far it cannot be said what they are doing to her in preparation for the sacrifice. The journey must resume with haste.
If the party visits with the king before going back through the portal (or if the king is forced to come to the rescue) he will reward the party for their progress. He is now placing his faith solely upon this party to rescue his daughter, and will grant the party"I have wracked with pangs of guilt in not being able to aid you in this treterous journey. With most of my aids and counselors dead, and these fiends both within my city walls and outside of my kingdom, I am almost at a loss. As such I have been trying to gather things that will aid you, and have these to give to you."
"This charm works like a bracelet of friends, except that it will transport the wearer and all that are holding onto the wearer to the safety of my presence. It will only work once, with no possibility of return, so I suggest you use it as a means of escape."
Charm Bracelet of Returning
"The head cleric had made these for me years ago. Thankfully I have not needed to use them in a while. They are infused with powerful divity, though they are stale and flavorless, they are truly a life saver. Unfortunatly I only have 4 left and the recipe died with his eminance, but i give them to you. They fully restore all divine spells and powers as if you have rested, as well as heal all wounds and ailments."
Divine Waffers x4
"I found these at the remains of the monks temple, these sticks of incense when burned in this censure will consecrate the area for 6 hours, and can be moved with you."
Incense of Consecration x3
"Lastly, please take my armor. He who wears it will be protected from the vile evil that these fiend wield. Use it bravely, and you shall prevail." He removed the armor off his back, and gives it to you.
Exhalted Breastplate +3
"John Paul I know that you have devoted your life to charity, and thus if I had anything to give you, you would not accept it. Having said that I can give you my blessings on this journey, Pelor be with you."
Boon: subject is under the effect of a Bless spell for a weekThey should have or use this time to get anything and everything they need, and have an idea now what they will be facing. This is the last stop before they face whatever lies within the temple of Rallaster. With a step through the portal they return to the Stone Abbey unchanged from whence they left. The temple is 1 days journey from the Abbey.
The map takes them to a rocky pass, and a road that leads into a deep ravine. The Ravine is known as The Scar and was once the location of a dwarven mining camp, it is not known if the dwarves were killed, or driven off and for that matter by what. The road remains fairly open and easily traversed. However, the road is lined with crucified corpses, crows ammass in the area as well as other predators that feed on the corpses. You are definitly on the right road, the sight however is very disheartening, will save (15) or be demoralized -1 to everything. Amidst the crows is the familiar of the Ruthless One a foul imp disguised as a crow. It keeps a vigilent eye on the party, and reprots back to it's master as the party nears the temple.The road comes to an end at a small wooded gate, parked outside is a black carriage, the horses have been unhinged. Behind the gate is a great chasm, and a platform build over the edge. Built into the platform is a small hut, and another structure with a pulley system attached and a crude evevator. There appears to be someone sleeping in the hut, but as you approach the gate a crow begins squaking madly, and the person wakes.
"Such a shame you have come this far only to be destroyed by me, but if it's any consolation I HAVE been looking forward to this."
The man is quite pale, with long hair, and doned in armor. He carries a nasty looking bastard sword. (must always be 1 level higher than the highest level PC)The Ruthless One- Anti-Paladin 4 Hex 3 Brb 1 Frenzied Berzerker 4 CR 12 SZ: M
HD: 7d10, 5d12 + 24 hp: 130 Rage: 154 Init: 1 Spd: 40 AC: 24(20) (2 Dex, 6 Armor, 2 Ring, 4 Potion,* Frenzy -4)
Attack: (+21*)+21/+16/+11 Bastard Sword 1d10 +11 17-20/x2(Rage +13, Frenzy* +14) +1 Vile (keep track of other bonuses to hit and damage depending on rage vs. frenzy)
SV: Fort 16 (18) Ref 7 Will 9 (+3 vs. Spells) Str 18 Dex 14 Con 14 Int 11 Wis 13 Cha 16
Special Abilities:Aura of Evil, detect good, Smite Good 1/Day, Divine Grace, Slaughter the weak +2, Death Knell 1/Day, Turn Outsider, Rage 1/Day, Frenzy 2/Day, Deathless Frenzy (5 rounds +6 Str 1 additional attack) Hexblade Curse 1/Day, Arcane resistance, Metle, Imp Familiar
Feats: Power attack, Cleave, Supreme Cleave, Intimidating Rage, Destructive Rage, Instantaneous Rage, Diehard, Improved Critical
Equipment: Razor Armor +2, Ring of Evasion, Ring of Protection +2, Bastard Sword +3
of Vileness, Cure Serious wounds (3d8+5) x5, Potion of Barkskin +4 x2,Imp Familiar- Tiny Outsider - HD 7 hp 46 Init +3 Spd 20ft, 50 fly (perfect) AC 22
Att +8 (1d4 + poison, sting) Specila Abilities: Spell like Abilities, Poison, DR 5/silver, Poison Immunity, Fire Res 20, See in Darkness, Alternat Form, Regeneration 2, Improved Evasion,
SR 5 SV Fort 10 Ref 6 Will 6
Spell-like abilities: Invisibility, suggestion 1/dayWell hopefully by the end of this battle I haven't killed too many PC's, but I fear that there is no way they can beat him without some losses. He has 900pp on him in addition to his equipment. If the party threw him over the edge (as I predict) his potions will all shatter. It is a 100ft drop, if anyone else falls over the edge they too take 10d6 damage.
At the bottom of the elevator, deep in the ravine, the path divides. A strong breeze flows from the eastern path, carried on that breeze is a stench of decay stronger than anything you have experienced yet. Signs of heavy traffic go to the west.
East is the deposite of all the fallen Vashar, a large mound of bodies, all stripped naked and each deformed in unique ways, all were killed in battle. There are carrion crawlers and murders of crows here.
West the path is decorated as the rest of the road has been, fallen clerics, villagers, and adventurers line the path dismembered and crucified. The path does not go far before you reach the encampment of the foul warriors. Depending on how they approach the encampment of course, but there are Vashar all over the place, some at the barracks playing with the various implements of death. Some are hanging bodies up on crucifixes... dead. There's an alchemist putting together a fresh brew of that foul black ichor and handing it out to the troops... the recipe contains the hearts of clerics under a goodly God. There are uncountable attrocities that have been and are being compited in you very presence: necrophilia, cannabalism, torture, rape... yes there are people that are still alive, though their quality of life hereafter, even if you save them, is unimagineable.
There is an entrance into a structure that is built into the mountain side, it too is decorated with bodies, and looks foul enough to be the place of worship to some divine evil. There are several disturbing looking guards stationed at the front entrance to the temple, one appears to be barking orders. He looks skeletal in appearance, but still appears alive.
As soon as the party make their presence felt the warrior of darkness sends a runner to alert the Dark Priest to begin the ritual. If the runner goes down he will send another, until they are all dead or one makes it. If need be he will retreat to alert the Dark Priest.Warrior of Darkness- Rog 3, Ftr 3, Warrior of Darkness 4 CR 10 SZ:M HD: 7d10+ 14 3d6+ 6 hp: 86 Spd: 40 Init 6 AC 21 (6 Dex 5 Armor) Attack: +14/+9 Great Axe 1d12 +7 +1 Vile (Critical: 19/20 x3 +2d8 +2 Vile) Kris 1d4 +1, Grinding + poison
Gargantuan Spider Venom DC 31 2d6 Str/2d6 Str
SV Fort 9 Ref 10 Will 10 Str 18 Dex 22 Con 14 Int 13 Wis 13 Cha 14
Feats: Combat Reflexes, Iron Will, Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Willing Deformity, Gaunt
Special Abilities: +2d6 Sneak Attack, Evasion, Uncanny Dodge, Trapsense +1, Black Magic Oil x2, Darkling Weapon: Vile, Black Magic Elixer
Equipment: Great Axe +1 Keen, Thundering, Mithril Shirt +1 Spell resistance 15, Boots of Striding and Springing, Slave Ring, Black Ichor, Cure Mod. Wounds x2, Kris +1, GrindingLeutenant of Darkness/Half Fiend- Rog 4 Cr 8 SZ: M HD 4d6 +12 hp 26 Init +6 SP: 30 fly 30 AC 23 (Dex +5, Armor +4, Shield +3 Natural +1) Attack +9 1d8 +6, +1 Vile 1d4 +6 poison SV fort 3, ref 9, will 2 Srt 22 dex 21 con 16 int 14 wis 12 cha 17
Feats: willing deformity, deformity: gaunt, vile martial strike
Special Abilities: +2d6 sneak attack, Evasion, Uncanny dodge, Smite Good 1/day +4 Dmg, Darkness 3/day, desecrate, Immune to poison, resistance to acid, cold elec, fire 10, DR 5/magic
Equipment: studded leather +1, Shield +1, Saw Blade sword +1, (2) Black Ichor: Cures 1d8+1 hp, adds +2 Str Rage, Cure Mod Wounds Potion, Kris w/ Large Scorpion Venom DC18 1d6 str/1d6 strLeutenant of Darkness/Tiefling - Monk 7 Cr 8 SZ: M HD 7d8 + 21 hp 51 Init +4
SP: 50 AC 24 (Dex +4, Wisdom +3, +1 Bonus, +2 Ring, +2 Armor) Attack +8/+8 punch1d8 +4 +1d6 flying kick +10 1d8 +6 +1d12
SV fort 8, ref 9, will 6 Srt 18 Dex 18 Con 16 Int 12 Wis 15 Cha 11
Feats: Stunning Fist, Combat Reflexes, Improved disarm, Flying Kick, Power Attack, Fists of Iron
Special abilities Evasion, Still Mind, Ki Strike, Slow fall 30ft, Purity of Body, Wholeness of Body heal 14 hp, Cold, Fire Elec Resistance 5, Darknes 1/day
Equipment: (2) black Ichor:cures 1d8+1 hp, adds +2 str rage, cure mod wounds potion, Ring of Protection +2, Bracers of Armor +2Leutenant of Darkness/Half-Giant- Psionic Warrior 7 CR 8 SZ:M HD 7d8+ hp 60 Init: -1 Sp:30 AC 18 (-1 Dex +5 Armor +4 Shield) DR 3/~
Attack: +10 3d6 +7 (+4d6 Stored Pwr, +2d6 Deep Crystal)
SV Fort 8 Ref 1 Will 4 +2 to saves vs. Fire Str 19 Dex 9 Con 16 Int 11 Wis 14 Cha 10
Feats:Empower Power Cost 2, Maximize Power Cost 4, Psionic Meditation, Body Fuel, Large Weapon Use, Skills: Concentration 13
Special Abilities: Stomp 1/Day Cone attack ref save vs. falling over Cost 1
Power Points 16, 5 from crystal, Body Fuel 2 pts / Ability
Powers: $ = Active
$ Biofeedback DR 2/~ Cost 1(Aug 3pts +1 DR),
$ Force Screen +4 Shield AC Cost 1 (Aug 4 pys +1 to AC)
$ Inertial Armor +4 AC Armor Cost 1 (Aug 2 pts +1 to AC)
Body Adjustment Heal 1d12Cost 2 (Aug 2pts +1d12),
Dimensional Swap Swap position with an ally Cost 3
EmpathicFeedback attacker takes 5 dmg or less Cost 5 (Aug 1 pt +1 dmg),
Disolving Weapon 4d6 added to next attack Cost 3
Equipment: Deep Crystal Large Great Sword +1 Storing (Empowered Disolving Weapon Stored) Cost 2 +2d6 dmg, Cognizance Crystal 5 ptsThe encounter will be CR 13 if i can come up with another Leutenant other wise it is CR 12. All of the other Vashar will stand aside and watch the battle, they may interfere if a good opportunity arrises, but other wise they will cheer on their leaders. If the leaders are defeated then they will flee the encampment and the temple.
Treasure: There is 2,000 gp on each of them.Inside the Temple of Pain
It will almost be an imposibility to stop someone from entering the temple and warning the Dark Priest of the arrival of the party, and the comensement of the ritual. If need be one of the leutenants will do it. No matter what someone will make it into the temple and seal the double doors that lead down into the ritual chamber.
Just inside the temple is a dark antechamber that is decorated as well with bodies, but these are all the bodies of the clerics that were slain and stolen away, they do not look like they died well. Ahead are a pair of sealed double doors. This room is trapped.
See Book of Challenges: A light in the Dark Pg. 56
Instead of Will-O-Wisps there is:
Shadesteel Golem - Medium Construct Outsider CR 11 HD 18d10+20 hp138 Init: +3 Speed: 30 fly 30 (perfect) AC 33 (+3 Dex +20 Natural) Attack 2 slams +20 2d6+7
Special Attacks: Negative pulse Wave 12d6 DC 17 (fort) every 1d4+1 rounds
Special Qualities: DR 10/adamantine and magic, Immune to magic, Shadow Blend, Construct traits
STR 24 DEX 16 CON - INT - WIS 11 CHA 7 Save: fort +6 ref +9 will +6The double doors have been barred from the other side, this is the only entrance into the temple. It will have to be smashed down STR DC 35 or damage it 60 hp hardness 10.
Behind the doors is a flight of stairs going down into the mountain. The stairs come to a large room, at the end of the room is another stairway going down, and to the right and the left of the room is a flight of stairs going up. In the room chains hang in a massive web, all the chains are ended with a nasty hook or other such bladed implement of pain. In the center of the room are 3 children with spiked collars attached with chains that hangs from the roof. They stand terrified, and seem unable and unwilling to move away from each other. The chains seem to sway in an unpresent wind, the kids have numerous scratches but otherwise do not appear to be injured, but cringe everytime a hooked chain sways close to them.
Anyone that enters the room and amidst the chains must make a reflex save every round DC 17 or take 1d8 +5 damage and are wounded losing 2 hp a round until healed. It is 30 yards from the stairs to the children, movement is halved unless the person desires to forgo the reflex save. As anyone progresses towards the children, the floor gives way in a ring around where the children stand putting them on a 3 foot diameter platform. They begin to scream and cling closer. There is now a 10 foot gap with a 50 foot drop surrounding the kids. Anyone that was approaching the kids must now make another reflex save DC 20 to avoid falling into the pit. Now the chains begin to animate more than just gentle swaying, whoever is close to the pit is now attacked as a random chain flings itself (think Hellraiser) from a converging mass that hangs over the pit.
The Chain Golem is enchanted with spider climb and is attached to the children... if it is forced to move it will hang the kids...Chain Golem -Large Construct CR 11 HD 12d10 hp 74 Init: +3 (Dex) Speed 30ft can't run
AC 22 ( +3 Dex +10 Natuaral -1 Size) Attack 2 Chain Rakes +9 Chain Rake 1d8 +5 wounding Reach 10 ft
Special Attacks: chain barrier, wounding Special Abilites:Construct immunities, magic immunity, resistance to ranged attacks Save: fort +3 ref +9 will +3
Str 20 Dex 17 Con - Int - Wis 11 Cha 1
There is a lever on the far wall, it is in the up position, if lowered it will lower the colume the kids were on down into the pit. If lowered while the kids are still on it with the colars still attached... obviously this mean they will hang. Anyone in the hole can get out this way. If a search check is made in the pit (DC 25) a secret door is found that leads into the dungeon. It is up to the PC's what to do with the children, if they survived, if they didn't a sanity check will be required.Left: up the stairs to the left there is a hallway lined with occupied Iron Maidens, the occupants are all dead, except for the one on the end, there is a fellow adventurer barely clinging to life. If released and healed he can tell the players much of what they may need to know. He at some point has seen if not met most everyone involved here at the temple. He does not want any part of helping, but could probably be convinced.
At the end of the hall is a set of doors. In this room is the bed chamber of the leutenant priest. If anyone goes on the bed make a spot check DC 20 or take 2d6 damage from the bed of nails. The adventurer's equipment in in the chest by the bed.Right: up the stairs to the right is a hallway that leads to a set of doors. Behind the doors is a fairly lavish bed chamber there are 4 very small cages in this room. The cages are suitable for dogs or other small animals but you get the feeling of intense pain and sorrow in this room and get the feeling that they were used for children. (if the children were rescued they say that there were a whole bunch of kids kept here 2 or 3 in each cage, they tell the party of Greven the corruptor, this is his room). There is nothing else in this room.
If the party search for secret doors they find one (DC 24). There is a hallway behind the secret door that lead to another set of doors. This leads into a room that is littered with torture devices of all kinds (if there are any new characters in the works they are found here other wise the devices are not being used)
There is a door out of this room that leads down a hallway, the hallway turns 40 ft down... you can hear the sounds of chanting, dark chanting, sanity checks are made as soon as they turn that corner (3/1d10+3)... you come into another stretch of hallway, there are 6 empty prison cells, the end of the hallway opens up into a huge chamber.... see below
You are tactically in better position than coming through the other entrance... however, infront of each prison cell is a Symbol spell, seeing it, reading it, touching it, or passing over it triggers the symbol. The first one is a Symbol of pain (fort DC 20) DC 30 to find, anyone affected by the spell immediatly screams out in pain and alerts the audience in the next room of their presence, infront of the next cell is a symbol of weakness (fort DC 22) DC 32 to find, infront of the next cell is a symbol of Insanity (will DC 23) DC 33 to find. (the symbol of insanity will give an immediate perminant effect from the sanity tables in the unearthed arcana or roll on both tables and take the more suitable effect.At the bottom of the stairs is another antechamber, with another set of double doors at the end. There is chanting coming from behind those doors. Unless you have already aquired a point or more of taint everyone that stands infront of these doors gets a sick feeling to their stomach as though they are about to witness evil of which they have not witnessed yet. Immediate sanity checks are needed (3 /1d10+3) as soon as anyone takes in everything behind the doors (which are not locked or trapped).
The massive chamber behind the doors contains several horrors: the most prevalent spectacle is a huge statue of a metalic humanoid figure with no facial features covered in spikes from head to toe... its arms are outstretched with hooked chains hanging from the fingertips. attached to those chains is a disembowelled unicorn, its horn has been severed. Below the unicorn, bathed in its blood and entrails laying on an altar, is the princess, she is being raped with the unicorn's horn by a figure wrethed in flames, 4 figures dressed in black cloaks hold her down, she is screaming in terror and pain. Looking on is a huge demon standing 15 feet tall, it has its 2 pairs of arms crossed, 1 or those pair end in vile looking pincers. There is also a small audience, 5 Vashar Knights each have a child prisoner who is prostrated before the ritual, each prisoner is attached to a coresponding Knight by a collar. You stand in a doorway atop a small flight of stairs that go down into this chamber... there is one other entrance into this room. (The room is affected by an Unhallow spell linked with an invisibility purge).
Overall Challenge Rating is 15Minions - Vashar (5) Corruptor 2, Fighter 2, HD 4d10 +12 hp 43 Init: +5 AC 24 (Dex +1, Armor +8, Shield +3, Unhallow +2) Attack: Longsword +10 1d8 +4 +1 Vile 19-20 x2
Saves Fort 8 Ref 6 Will 6 Abilities: Str 17 Dex 12 Con 16 Int 12 Wis 14 Cha 15
Special Abilites and Feats: Smite heathen +3/+2 (5) Weapon focus, Vile Martial Strike, Iron will, Improved Initiative, Disciple of Darkness (+1 to any roll)
Equipment: Sawblade Longsword +1, Spiked Full-Plate MC, Large Spiked Shield +1, Slave Collar (shield other effect on slave) Black Ichor: cures 1d8+1 hp, adds +2 str, rageAssistants - Vashar Cleric (4) HD 4d8 +8 hp 31 Init +1 Move 30 AC 18 (Dex +1, Armor +5, Unhallow +2) Attack: +8 Short Sword: 1d6 +4 +1 Vile
Saves Fort 6 Ref 2 Will 6 Abilities: Str 16 Dex 12 Con 14 Int 13 Wis 15 Cha 13
Feats: (2)
Special Attacks: Smite +4/+4 (destruction Domain)
Spells: 4+1/3+1
1st lvl: Cure Light Wounds x2, Doom, Inflict Light Wounds x2,
2nd lvl: Boneblast, Cure Moderate Wounds, Dance of Ruin, Sadism,Priest of Rallaster - Human Half-Fiend/Cleric13 (CR 15) Sz M HD 13d8 + 39 hp:114
Init +3 Spd 30 fly 30 AC 25 (+3 Dex, +7 Armor, +1 Natural +4 Unholy Aura)
Attack: +13/+8 short sword 1d6 +7 +2d6 (17-20 x2)
Special Abilities:Rebuke Undead 7/day, Smite 2/day +4 Attack +13 damage (destruction domain) convert damage to healing up to 13 hp, Demonic Form 1/day take the form of a half-fiend Spell-like abilities: Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day, Contageon, Blasphemy, Unhallow, Unholy Aura 3/day B (SR 23 (25 vs. good), attackers take 1d6 Str dmg fort negates), Darkvision 60, Immune to poison, acid, cold, elec, fire res 10 DR 10/magicSaves: fort 11 ref 7 will12 (+4 Unholy Aura) Str 19 Dex 17 Con 16 Int 18 Wis 18 Cha 19
Feats: Malign Spell Focus, Violate Spell, Spell Focus: Evil, Divine Metamagic, Quicken Spell, Domain Sponteneity
Equipment: Breastplate +2, Fortification Mod., Short Sword +3 Vicious, Keen, Cloak of the Salamander 1d6 +7 dmg, Slave RingSpell DC 14 +lvl Evil Spells +3 Spells: 6/7/7/6/6/4/3/2/
1st level: Bane DB, Doom DB, Prot from Good B, Sorrow x2 DB, Heart Ache INC Angry Ache DB
2nd level: Boneblast x2, Dance of Ruin x2, Dark Bolt x2 5d8, Sadism B
3rd level: Flesh Ripper x2 10d8, Masocism B, Cure Serious Wounds, Vile Dark Bolt, Wrack INC,
4th level: Hell's Power B, Stop Heart, Abysal Might B, Inflict Critical Wounds,
VileFlesh Ripper,
5th level: Flame Strike, Heartclutch x2, Thousand Needles DB
6th level: Blade Barrier, Harm, Heal,
7th level: Wretched Blight 13d8, Wave of Pain INCTactics of the Priest
His only purpose is to make sure the "ritual" continues, which of course is just a show, but it must look good... in all actuality, the princess is ready for rescuing, but he will make the party suffer. If the entire party is all but decimated he will "assist" them, but by no means as long as there is at least 1 person left to rescue the princess will he let up. He will continue buffing himself as long as the party is distracted by the other minions. If anyone gets too close THAT is when he starts... he opens up with any of his most powerful abilities. He sacrifices his initiative in the first round to act first, but acts last in a given round unless he is confronted.
A.) The demon is a Glabrazu and will not interfere, unless the party IS losing... even then it must not divulge their intentions. He will seek out anyone with taint and use telepathy to guide them... the tainted character gains more taint if the guidance is accepted. The demon will attack and kill if attacked, but even then remains inobtrusive after the attacker is dealt with.
B.) The wild card in this whole situation is the princess... a "helpless" princess she is not, and for all she knows she IS being sacrificed... but if the party is on the verge of decimation she will spring into action. Attacking from behind
Buffs
Unholy Aura, Abysal Might, Hell's Power, Masocism, Sadism
Group: Blasphemy, Wave of Pain, Blade Barrier, Wretched Blight,
Individual: Harm, Vile Flesh Ripper, Vile Dark BoltThe Princess of Pain
The priest takes the unicorn horn and places it in a recepticle at the base of the statue; he does this after the PCs enter the room and make their presence known. Otherwise he continues to rape the princess with it. He orders his minons to take care of the PCs while he finishes. Depending on how focused the PCs are on getting to him and bypassing the minions he will inject the princcess with another does of luhix. If he doesn't get to do this the PCs will find the dose on him... if they defeat him. After this, if the PCs are not baring down on him, he will continue sticking needles into the princess... in very hard-to-find locations: pubic regions, scalp, armpits, inside the mouth, and other orifices. There are 100 needles in total.
1. Needle of Torment: Each of these needles is enchanted with nondetection (DC 24 to detect) and an effect that makes any spell cast on the target act as hostile, thus require a saving throw, making it very inconvenient to cast cure and other beneficial spells on the target (since the saves of a paladin are very high, this will make her recovery a very arduous one).
2. The princess has also been made addicted to a drug called luhix. This drug will plague her and all those around her long after the enemies have been vanquished. It is a hard drug to come by and an ever harder drug to recover from. Magical means of recovering from the drug will be difficult as long as there are needles in her. After the first day of being rescued from her tormentors, she begins to go through withdrawls. She takes ability damage, her addiction is uknown to her, her rage is unburdened, and she strikes without prejudice as if possessed. The next day she may very well be too weak to move as she takes another day's worth of drain. At this point she begins to make bargains with anyone who will listen. She needs another dose.
3. The princess also has an evil brand upon her. This brand will express itself when the princess is at her weakest: it will initiate an alignment change towards commiting evil acts, and thus losing her paladin hood.
4. She also has a slave ring on her, which is connected to the master ring on the head priest's finger. He can use this ring to keep mental contact with the princess and continuously sends her advice and messages. At a moment's notice he can also cause great damage to her and anyone else wearing a ring. The ring cannot be removed, and should anyone attempt to cut it off she will not let them; depending on other cercumstances, she may even attack.She is now ready to be rescued. The rest of the plot requires her to be back at the castle.
Note for future: Encounter with the torture artist and the executioner
Book of Challenges: Avaard's Dilema Pg. 58 and/or Watch your Balance Pg. 63Taint and Sanity
I am using two variants from the Unearthed Arcana Book: Taint and Sanity
Taint is used to sway a characters alignment from good to evil. When the risk of aquiring a point of taint is at hand a constitution (or wisdom if mental taint is at hand), a roll is needed. DC is 10 +5 /24 hours spent exposed to taint. Taint can be aquired in a few ways:
-Lengths of time spent in a tainted area
-Exposure to tainted items
-Commiting evil actsTaint may be temporarily healed using the rules in the Unearthed Arcana book; however, only an atonement can perminantly relieve the subject of taint. Example: a greater restoration can reduce taint to 0, but in my world this is only a temporary release from the effects of taint. The effects of taint will return after the character rests. The subject will recall his sleep getting progressivly worse, decending into nightmares as the taint returns fully.
Sanity
Each character has a starting sanity score that I keep track of: equal to his wisdom x5.
Sanity checks use percentil dice (% must get lower than their current score); the result suceeds if the result is less than the current sanity score. Sanity checks are made when the characters are exposed to:
-Malevolent creatures and acts
-Witnessing the death of a companion
-Casting or effects of certain spells that affect the mind (such as fear, doom)Effects of temporary insanity are on page 201, and occur when a loss of half the subject's wisdom score. Make a sanity check, and if it fails, temporary insanity occurs.
Gaining sanity:
-Level advancement results in 1d6 points added to current sanity.
-Story awards: succeeding over a great horror, demonic plan, and so on can result in sanity points at DM's discretion.
-Spells can cure sanity loss, but come with a penalty in my world... the sanity that is cured by magic is taken by the caster. An amount of sanity loss equal to the wisdom score of the caster (not half the wisdom score in this case) results in a sanity check for determining temporary insanity.
-The heal skill can be used to treat certain conditions of insanity (see page 202).Insane insight:
Characters that are more insane than others may, at my discretion, make a DC 15 wisdom roll to gain insight towards the enemy... depending on what insight is sought, this may result in taint.
Taint and insanity can go hand-in-hand at certain points. In fact, any time a point of taint is acquired, a sanity role should be made. Plus any time insanity causes an evil act, taint is aquired.
Other Important NPCsNix - The Political Assassin - Rog 5/ Replacement Killer 7 (CR 12) SZ: M HD 12d6+24 hp 76 Init +5 Spd 30 AC 21 (Dex 5 Armor 6) Attack +17/+12 1d4+6 (Includes Expert Tactician)
SV Fort 8 Ref 17 Will 8 Str 14 Dex 20 Con 15 Int 20 Wis 14 Cha 14
Special Abilities: Sneak Attack+7d6 Death Attack DC 23, Paralyzing Attack DC 26, Poison Use, Disguise Self, Inconspicuous Disguise, Undetectable Alignment, Greater Invisibility,
Skills 15/7 + Ability Mod
Feat: Quick draw, Flick of the wrist, Quicker than the eye, Weapon Finesse, Expert Tactician, Combat Reflexes
Equipment: Assassin's Dagger, Mithril Shirt +2, Slippers of spider climb, Ring of Jumping, Ring of Nondetection, Cloak of Resistance +3
Drugs: Luhix (3 Doses) Agony (3 Doses) Gargantuan Centipede Poison (3 Doses) DC 26 1d8/1d8 Dex Vilestar (1Dose) 2d6/2d6 StrTypical Combat with Nix:
1st - 3rd round Nix picks a target to eliminate using paralyzing attack, applies poison if needed
4th round Nix attacks (most likely taking out the target)
5th round greater invisibility repeat rounds 1-4 or attack viciously with sneak attacksVermicha - Cancer Mage - Clr 1 Rog 1 Rgr 2 Cancer Mage 8 CR 12 HD 3d8 +9 9d6 +27 hp 111
Init 5 AC 23 (Tatter 4 Dex 5 Insect 4) Attack 11/11/6/3 1d6 +4 (+3d6 Sneak +1 Con)
Special Attacks: Poison 8/day DC 20 1d10 Con 1d10 Con Contagion 8/day DC 20 Disease
Special Qualities: Enemy Human, Track, Combat Style, Sneak Attack, Disease Host, Contagion, Poison, Cancerous Growth: Blindsight 30' Evasion, Cast spell 3/day, Uncanny Dodge, Mind Affecting Spells affect it instead of host 50% of the time, Viral Agent/Ally, Infected Wound, Insect Plague, Skillz: 15/7 +Mod.
SV Fort 10 Ref 10 Wis 9 Str 16 Dex 20 Con 16 Int 12 Wis 24 Cha 8
Feats: Toughness, Great Fortitude, Poison Immunity Two Weapon Fighting, Improved Two Weapon Fighting, Quicker then the Eye, Weapon Finesse
Equipment: Gloves of Dexterity +2, Perapt of Wisdom +4, Ring of Nondetection, Ring of Invisibility, Shortsword +1 of Wounding x2
Spells: 1st Protection From Good, Obscurring Mist, Shield of Faith, Sorrow, Insect Plague, Children of the Night
Diseases: Slimy doom, Blinding Sickness, Cackle fever, Wormwarts (Dragon Magazine)Typical combat with Vermicha may take a long long time:
Round zero: cast Prot from Good, Shield of Faith
1st round: Ring of Invisibility, Vermicha picks out a target, companion casts Sorrow, Sneak Attack
2nd round: Companion cast Obscuring Mist, Sneak Attack // Poison
3rd round: Sneak Attack // Contagion // Viral Ally
4th round: Ring of Invisibility and retreat until an appropriate moment
Uses Insect Plague to cover his retreat if needed, may use pick pocket skill to infect others with Contagion while remaining unawareGreven The Corruptor - Cor 8 Templar 4 (CR 12) HD 12d10+48 hp 117 Init:2 Spd 20 AC 24 (Armor 9 Dex 2 Items 3) Attack 20/15/10 1d10+11 (+2d6 good +1 Vile) 19/20 x2
Sv: Fort 14 Ref 13 Will 12 Str 20 Dex 15 Con 18 Int 13 Wis 14 Cha 18
Special Abilities: Detect Good, Smite Heathen 2/Day (+4/+8) Smite (+4/+4) Disguises Self, Hidden Faith, Fallen Soul 1/Week, Imp Familiar, Mettle, Damage Reduction 1/~
Feats: True Believer, Weapon Focus (Flail) Weapon Spec. Vile Martial Strike, Armor Agility: Full Plate, Domain Favor: Corruption (Ignore Hardness 1/day) Power Attack, Improved Sunder
Equipment: Armor of the dread Emporer, Heavy Flail +2 Unholy Ring of Protection +2, Slave Ring, Amulet of Natural Armor +1, Boots of speed, Gauntlets of Ogre Strength
4 Children chained to his armor
Spells: 1st lvl: Protection from Good, Demonflesh 2nd lvl: Eagles SplendorTypical Combat with Greven: He focuses on any Divine spell casters (Heathens)
Round Zero: If he knows the encounter is coming (via Imp) he will have Prot from good, Eagles Splendor, and Demon Flesh cast
1st round: Rebuke divine magic, Activates Boots of speed
2nd round: Smite Heathen - Attack +21/16/11Dmg:1d10 +25 (+2d6 Good +1 Vile) 19/20 x2
3rd round: Smite Heathen - Attack +21/16/11 Dmg:1d10 +25 (+2d6 Good +1 Vile) 19/20 x2
4th round: Smite Heathen - Attack +21/16/11 Dmg:1d10 +21 (+2d6 Good +1 Vile) 19/20 x2
5th round: Will retreat if losing, but not until Heathens are deadKerzerrug - Goblin King
Skex - Night Hag
Gilliard De Rosan - Demonologist
The Ruthless One - Frenzied Berzerker
Grull - Warrior of Darkness
Greven - The Corruptor
Nix - The Replacement Killer
Vermicha - The Cancer Mage
Lilith - Torture Artist
The Executioner
Priest of Rallaster
Priest of ScahrossarHome