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...Demon
God's Fane Free Preview!
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Spoiler
Alert!
If
you might potentially be a player in this
adventure, do not read this preview. As the
scene opens, the PCs have followed clues leading
to a powerful NPC, a graven one sorceress
named Tyrestina. What they do not know (but
might suspect) is that she has become possessed
by a demonic force known as the Umbral Taint,
more fully described in the adventure. After
this encounter, the PCs -- if triumphant --
learn more about the mysterious origin of
the Umbral Taint in an ancient place called
the Demon God's Fane.
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The
following encounter is a sample from Demon God's
Fane. If you are contemplating purchasing this
adventure to run for your friends, "The Sigil
Hearth" should give you a feel for the adventure.
If
you don't intend to buy Demon God's Fane, use
this encounter in your own campaign, or simply use
the NPC as you see fit. Realize, however, that many
of the spells, feats, items, and character abilities
in this encounter come from The
Book of Eldritch Might.
This
preview contains protected content. For more details,
read a copy of the Open
Gaming License and our
copyright notice.
The
Sigil Hearth
The
fortress of the graven ones lies about 6 miles from
the village, through dense coniferous woods. Only
a narrow, ill-used trail makes travel through the
thick forest possible. Of course,
a fly spell or similar magic will get the PCs
there much faster.
The
Sigil Hearth is a single, dark-stone keep, with a
small courtyard bailey (80 feet square) surrounded
by a 15-foot-high stone wall. A slate-shingle roof
tops this two-story structure. When
the PCs arrive, a fight is going on!
The
Courtyard
From
inside the walls of this fortress come cries of surprise
and shouts of dismay. A purple glow extends over the
wall.
A
Listen check (DC 15) enables a character to pick out
the sounds of a spellcasting fight. A Spellcraft check
(DC 21 [19+2 for only hearing the spell]) reveals
that the spells chains of vengeance and wall
of fire have been cast.
Within
the courtyard, a strange sight greets you. Fully one-half
of the bailey has become deep mud, with three men
and women struggling to get out of it and three times
that number seemingly bathing in the stuff. A 20-foot-high
wall of violet fire cuts off the rest of the courtyard
from view.
The
infected Tyrestina has launched a surprising and therefore
devastating attack against her fellow graven ones.
The
12 people in the mud (the result of a transmute
rock to mud spell) are members of the graven ones
(most are 9th-level wizards with one or two levels
of graven one), their apprentices (1st- through 3rd-level
wizards), or their servants (1st- or 2nd level commoners).
The nine that seem to bathe in the stuff failed their
saves versus a mass suggestion encouraging
them to do so -- five are servants, three are apprentices,
and one is a graven one. The three trying to get out
made their saves -- two of them are graven ones and
one is an apprentice. The graven ones are obvious
because of their leathery skin covered in tattoos.
If
the PCs investigate or attempt to help people out
of the mud, someone yells, "She's gone mad! You've
got to stop her! She's behind the wall of fire!"
The
PCs must either go across the mud and through the
wall of fire or somehow fly over the
whole setup to get at the force behind all of this.
Climbing up the side of the keep (Climb DC 20) and
scuttling across the roof works as well.
Behind
the Wall of Fire (EL 16)
Within
a shimmering sphere stands a human woman with long
black hair. Covered in tattoos and symbols, she holds
a bright red wand and laughs maniacally. Three terrible,
spine-covered, sulfur-breathing beasts stand outside
the sphere, pawing at the ground, and a huge, hulking
brute with gray leathery skin and six eyes crouches
protectively next to it. Near the entrance into the
keep, two rune-covered men in robes (an elf and a
halfling) lie on the floor, struggling in vain to
free themselves from chains made of fire.
The
violet wall is a wall of fire. Behind it stands
Tyrestina within a globe of invulnerability,
which is surrounded by summoned fiendish dire boars
and her gray render. The two graven ones are held
within chains of vengeance spells from Tyrestina's
wand.
Creatures
Tyrestina attacks the PCs immediately and viciously,
using her hasted action to cast mass suggestion
("Don't you think you should go home now?")
followed by a coldscream upon whomever didn't
flee. She willingly puts the bound graven ones in
the area of her spells as well as the PCs. It's her
goal to kill everyone, eventually.
She
fights to the death. If the Umbral Taint is banished
from her, she remembers nothing about the whole time
she was infected. Without the Taint, she is quiet
and studious, usually keeping to herself.
Tyrestina:
Female human Sor10/Gra6;
CR 16; Medium humanoid; HD 10d4+10+6d6+6; hp 58; Init
+4; Spd 30 ft.; AC 19, touch 16, flat-footed 15; Atk
+10/+5 melee (1d4+1, dagger), +13/+8 ranged (1d4+1,
dagger); SA Tattoos of power: fortification (negates
25% of all criticals against her), defense (+3 natural
armor bonus to AC-already figured in), strength (+2
enhancement bonus to Strength-already figured in),
graven image (grey render); AL CE; SV Fort +9, Ref
+9,Will +10; Str 12, Dex 18, Con 13, Int 17,Wis 12,
Cha 21.
Skills
and Feats: Concentration +20, Hide +5, Knowledge
(arcana) +22, Knowledge (local) +22, Spellcraft +22,
Spot +10, Tumble +13; Conjure Mastery, Dodge, Etch
Object Rune, Item Image, Scribe Scroll, Spell Penetration,
Toughness.
Possessions:
Mirror of vanity +4, ring of protection +2, wand of
chains of vengeance (16 charges) glass of mist (stored
in an item image, inflicts 1d6 points of fire damage
upon anyone other than Tyrestina who attempts to use
it), flesh runes of lightning bolt (10d6 DC 18), haste,
dragonskin, and coldscream (10d6, DC 19), etched object
rune (dagger) of summon monster V, etched object rune
(amulet on necklace) of stoneskin, potion of cure
serious wounds, dagger, 22 gp, 250 gp gold necklace.
Spells
per Day (DC 15 + spell level): 0 level -- 6, 1st
level -- 8, 2nd level -- 7, 3rd level -- 7, 4th level
-- 7, 5th level -- 7, 6th level -- 4.
Spells
Known (9/5/5/4/4/3/2): 0 -- arcane mark, detect
magic, mage hand, mental alarm, minor ward, prestidigitation,
ray of frost, read magic, resistance; 1st -- erase,
grease, magic missile, mage armor, shield; 2nd
-- cat's grace, endurance, mark of fire, invisibility,
see invisibility; 3rd -- dragonskin, explosive
runes, lightning bolt, sepia snake sigil; 4th
-- coldscream, greater mark of air, stoneskin,
wall of fire; 5th -- summon monster V, transmute
rock to mud, wall of force; 6th -- globe of
invulnerability, mass suggestion.
Tyrestina
has already cast the following spells:
- On
herself: mage armor, shield, cat's grace, endurance,
see invisibility, mark of fire, dragonskin (red),
haste (from her flesh rune, created with the
help of another graven one), stoneskin, and
greater mark of air. Her Dexterity is now
22 (+2 to AC, +2 to Reflex saves), her Constitution
is now 15 (+16 more hit points, +1 Fortitude saves),
and her AC is now 37 (including +4 from haste).
She has 9 rounds of haste left.
- In
the battle: mass suggestion, transmute rock to
mud, wall of fire (in front of her), globe
of invulnerability (around herself), and three
summon monster V spells cast before the battle
began, summoning three fiendish dire boars now vigilant
beside her. One will disappear in 8 rounds, one
in 7, and one in 6. She also used her graven image
to create a gray render to serve her for about five
more minutes.
The
Umbral Taint has created a conditional spell
ready to be triggered so that if Tyrestina is subdued
or incapacitated in any way, a summon monster III
spell conjures a fiendish constrictor snake (for visual
effect, the snake slithers out of her open mouth)
that wraps around her to use coup de grace
and finish her off before she can reveal any information.
However, as GM, if the PCs try to stop the serpent,
don't work too hard to prevent them from questioning
Tyrestina. She won't willingly give any information,
but vague mentions of the Demon God's Fane at this
point only serve to further the plot and entice the
players, so it's okay.
Fiendish
Dire Boars (improved with Conjure Mastery) (3):
hp 56, 60, 64, AC 16, +13 bite (1d8+13), DR 5/+1,
SR 14, smite good (+14 damage) once, continues to
fight to -10 hp, cold and fire resistance 10. See
Core Rulebook III, p. 57.
Gray
Render: hp 125, AC 19, +12 bite (2d6+6), +7 claws
(1d6+3), 10-ft. reach, improved grab, rend (3d6+9).
See Core Rulebook III, p. 112.
Running
the Battle
Even
though there are other graven ones about, you can
effectively choose to ignore them, assuming they are
helping others out of the mud, attempting (and failing)
to dispel Tyrestina's spells, etc. Alternatively,
they can take actions and cast spells that deal with
her summoned creatures when they get the chance. It
is not, however, worth the time to create stats for
all of them the PCs are in the best position to take
on Tyrestina, and they should be her focus.
Illustration
by Unseelie Court
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