35

D&D 3.5e - Forgotten Realms - Adventure - The Twilight Tomb

Embed Size (px)

DESCRIPTION

Modulo de aventura de Dungeons And Dragons para jugadores de level 3 a 4, desarrrollado en YuirWood, en donde los jugadores deben adentrarse en el bosque y encontrar los portales que los llevara aun reino peligroso y antiguo de elfos con poderes sumamente mysticos.

Citation preview

  • onte

    O- Open ~Q A r c11. 1, 1 lklao.tr

    .. - 1r11 if( LeM@il

    'Wl!l r tl~ L~vi 1

  • ..

    -;;.

    .

    . 1

    e

    ~ .~ . .

    AccESSORY

    ,;'

    ...

    f.

  • DESIGNER: Greg. A. Vaughan DEVELOPER: Christopher Perkins

    EDITOR: Michcrle Carter EDITORIAL AssISTANCE: Chris Sims EDITING MANAGER: Kim Mohan

    DESIGN.MANAGER: Christopher P~rkins DEVELOPMENT MA~AGER: Jesse Decker

    SENIOR ART DIRECTOR D&D: Stacy Longstreet DIRECTOR OF RPG R&D: Bill Slavicsek

    'PRODUCTION MANAGERS: Josh.Fischer, Randall Crews FoRGOTTEN REALMS ART DIRECTOR: Ryan Sansav:er

    CovER ARTIST: Jon Foster -INTERIOR .ARTIST: Marvin Mariano, Steve Prescott

    CARTOGRAPHER: J onathan. Hill . GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz

    lMAGE. TECHN,;ICIAN: Bob Jordan

    l}ased on an adventure concept by Bi;uce R. Cordell Based on the original DuNGEONS & RAGONs rules created by GarfGygax and Dave Arneson and the new DuNGEONS & RAGONS game designed by

    Jonathin Tweet, Monte Cook, Skip Willia~s, Richard Baker, and Peter Adkison. This Wizards of the Coast game product co!:ains no Open Game Cont,ent. No port'i

  • {NTRODUCTION

    This adve.nture takes place within the vast forest of the Yu.i.rwood, located in the heart of the Aglarond region in ea5ttrn Faen1n.

    . Aglarond is a di.vided la~d, its people segmente0d itit0 tbree groups: . the citizens of Altumbel, thc bumans who inhabit thc cities along

    Aglarond's rocky northern coast, and, the 'insular half..elf villagers and foresters who calf the Yuirwood their home.

    Th tangles of the Yuirwood are tbick with old magic. Masters of powerful spel!s, the ancient star el ves, or mithral elv~s, of Yuir~shanyar left behiml ruins of ali sorts. 1hcse ruins j.nclude' circles of menhirs, standing stone monuments that bear inscriptions carved lll an ancient ~[ven dialect. Their magic has faded with the. strength of the Yuirwoo:I, but some power remait)S in tbem yet.

    The menhir circles-whicp are dif.ficult to locate in the forest's undergrowth-form a network of poi als that can be. activated by those who know their secret, thqugh many ara keyed to star elves. Sorne allow q_uick travel across the forest. Others are said to-grant access to the hidden realm of Sildeyuir. And a few open into dangerous splinter realms sealed away for reasons that have been lose to the centuries.

    As the play r characters.explore the Yuirwood, their investiga tion Jeads deep iato the wi lderness, where they discover the portal to tbe forbidden Nigbt Realm. 1 """

    The T1J1iligh1 Tomb is a D 1'GEol:"s & DRAGONsadventure de: signed for fou.r 3rdlevel characters. Heroes sho.uld advace at least one leve! during the adventureand perhaps two by its conclusion.

    ..

    p~purut1on As Dungeon Master, you need four books to run this adventure: the 'Player's Handbook ('PH), the 'Dm1geon Master's G14U/e ('DMC), the Momter .Manual (MM), and tbe FoRGOTTE.N REL\fS Cmn paign Setting. The following suppleme.i1ts contain descriptions of creanires used in the adventure: Monster Manual lll, Momters of.Faertn, Lbris Mortis, U11approacha'ble Emt, and Lost E17Zpires of Faeriin. None of those books is necessary to use this adventurc, because aU the relevant nformation is provded hereio.'If yo!I are planaing to run this adventure in the Aglarond region, rcview

    . the informatio11-presented on pages 199- 200 of the FoRcorFEN REAlMS Camp,Utp Setting. Indeptb informa~on-0n the Yuirwood, the relics of thc ancient star elves, and the njlshai is provided in Unapproachable East. Otherwise, feel free to modif y the adv~nture to suit a different Jocation. '

    Paragraphs in italic type sf:tould be .read aioud to 'the players or 1

    parapiuasel at the aPJ>roP,r iat~ times. Sidebllrs contain additional information for che DM.

    ~dventur~ Back~.round More th~11 two thousand years ag, star elves lived in the d~pths of the Yu~ood. Faced with iggressive human coastal settlements

    . \ 1 alo11g the Wizards' Reach that sougl't to ca.i:ve .out lands from the ancnt forest, the star elves dcided to witbdrawfrqm Fa~rin altoge 11er. The elf high mages forged a forestwide netwol'k of sto11e cu:.cles and then worked a mighty spell through the standing

    stoqes that created a demiplane for t e star elves. Onc!! this was done, the great majority of the star elves departed Faenin ~or a ralm called Sildeyuir.

    Sildeyuir is a plane of eldritch beauty, a land of perpetual i:w . .

    light illwni.natectby a host of gl ittering stars. The star elves ra.sed grea g.ass citadels for t.hemselves and Irve there still, the masters of song magic' and lords of this realm.

    While Sildeyuir was aesignecl as a realm of quietude and co!ltent ment, it has bad its shale of troubles. A star elf named Mourel Duskwalker was one such. Corrtipt and hungry for power, Mourel sought dominion over aU other star elves. He went so far as to marsha! evil forces agail1St the maio star elf City in a bid for SU preme power in Sildeyuir. -

    Moure was ev.eotually defeated. His body and the remnants of his liktorcewere saled within the glass citadei' that served as bis ..:.. home, aJJd then bis glass citadel was cut free ofSildeyu ir. That same Citadel 9f.glass now serves as his tomb, a sepulcher~erm~nently severed from the !arger star elf realm. . . Unkno\vn to the star el ves, Mourel's 'tomb retait1ed a portal en nected to the Yuirwood. The evil nilsbai sorcerer Tolg'byri fowid and activated this entry. Sit1ce then, tbe nilshai has been using the tomb as a base of operations in an effort to gather an army for .the conquest of Sildeyuir. This a:ctivity caused the unquiet spirit of Mourel and his 'serv.ini:s to be roused agains~ the interlopers. Tolg'byri became a victim of treachery, and tbe nilshai's fledgling army is now led by a half-orc muned Sa!era, whose true nature. remains a mystery ro "hls'.' followers.

    ~ Advnturesvnopsis A "loose" piece of the star elf demiplane of Sildeyuir contains a single glass citadel that serves as tbe tomb of a corrupt star elf called Mourel Duskwalker. A malevolent nilsha.i sorcerer discov ered th.e cita'del and unsealed it, intending to usethe stronghold as

    . a base to marshal its evil forces. Worse: Mourel's twisted experi . ments .bave. been ~isturbed by the invaders' presence, along with

    Mourel's unquiet spirit and elements ofhis vanquished army. The PCs are drawn J1to this dangerotls'~ealm, pursuing their own ends

    \ (see Adventure Hooks). Onc.e~th~ cbaracters e1~ter the splinter realm containing Mourel's

    glass citadel, they are trapped unt il they can sneak or fight their way through th.e arrayed threats to finatly defeat the nilshai's minions and/or the uJ;J

  • LEGWORK IN niE Yurawooo ~

    the Yuinvood for;:;t. Adventurers could do worse than to find the wayward daughter and collect the 2,000 gp reward.

    -Haif-elves of the Yuirwood approach the PCs for help with a problem. A powerful oracle's divinations have revealed that Mourel Duskwal)er has risen and once again tlireatens the fo~est. The half elves flon'~t know precisely what this means, but ali signs point to sorne disaStrous occurrence if this threat from a bygone era is not

    stopped~Th.is,hook works particularly well for parties that ha"'.e one or more elf or half-elf members from the Aglarond area.

    -The affable Velprintalar mer:hant Tul.in Far~veather ap proaches the characters with a rathh embarrassing request. He was recently hired by a powerful wizard to transporta object of great .importance-the Grail of Shatgrailar- from a sh.ip in Vel-pr.intalar through the Yuirwood to the village of Glarondu-. With a grnace, Tulin admits that he lost the Crail in the Yuirwood near an ancient stone ring. He's sure the menhir circle has something to do with the item's loss, but he and his compa1ons l:new better tban to tamper with one of the ancient cqnstructions. They as-sumed that a group of well-traveled adventurers migbt be \vill1g to do so for the right price . 1 . sy 2,000 gp?.

    LIGWSRK_ in Tiu 'f\lIR.\V88D

    In this brief segment of the adventure, the PCs navigate the sun-dappled trails and shadcd dells of the Yuirwood as tl1ey seek tite , .stone circle and informati~ a~out what tbey might find there.

    Read or para.phrase the. following text to the players:

    Beams throt4gh the ta11gled trees of tbe Tuirwood dapple the trail with stmlight and crea/e a lwi-light gloom bem:alh the bo11ghs. !11 plpces the cat1(}py is so lhi~k that night "seems lo fall O.Ver the farest jloot; a1ul-tlu sky appears 011/y as /1vi11kli11g points of light i11 the lreetops. lt is a realm of W(}t1der a11d magic, a11d ifs easy to belil!'IJe thal mythical star_ elves

  • TuE CITA DEL OF G LA /

    ritual! and /eral dances mighJ ha'Ve once ocrnrred at this a11cient place you ca11not say, but you can still feel tbe timeless po?Ver tbat gives a silent majes/y to these ptted, lichen-encn~sted stones and 6rit1gs n husli ()'l)f!r lhe forcst in their 'Vici11ity.

    The ston~ meuhirs of the ring stand 15' feet high,' cr~ating a total , of scven dolm,en arches. Witbui t he interior of the ring is a clear-

    ing of light undergrowth '30 feet in aiam~tcr. This stooe ru1g does indced sustain an ancient portal of the star elves and radiares a fai11t transmutation aura when viewed with detect magic.

    Tbis portal function oofy between suodown and un-ise, during which time its au(a increa.ses to strong. Any creature entering th i:ing between these houis and remain ing withio it for 3 rounds is teleportcd to area 1 of the Night Realm. During daylight hours, the portal ~emains inert unless the bear.cr of oue of tbe control keys (see arcas. 36 and 49) eqters, in whicb case the portal can be activated by silent command.

    Currently the portal is only partially ctivated. It can transport cr atures to the ight Realm, but the po~tal therc cannot transport creatu res back. Only when the stone'ring is fully activated (see area H) does the portal fiiction in both directions.

    Tm~i JIIDIJL eF GJLfli88

    Thc ~haracters arrive in thc N ight Realm aud fi.nds tlie citadel of glass in the midst of a stalled war between i:wo factions: the mer cenary compaoy of a nilshai sorcerer (now usurped by an enigmatic half-orc capta in) and the undead forces of Mourcl Dusl-walker. To m.ke matters worse, the PCs soon disco,rer that they axe trapped on the demiplane.

    The map for this deroiplane appear~ on the iuside front cover.

    citadel .tentures Tbe glass citadel of the ight Realm, lmown as the Citadel of Tir'in'tiral wh n it was still apart of Sildeyuir, is made up of foui: towers built on ~JJ. atoll OV' r a dark and roiling sea. The four towers are connected with each other and thc arrival island by a series of glass bridges. As iu most-star elf citadels, the buildmg mate-rial of Tir'in'tiral C

  • TuE CrTADEL oF Gi..Ass .,

    to torchlight. ThiS glow cannot be dispcUed but can be suppressed for.10 ~inutes with a successful dispel magic (against caster leve! 10th).

    weothe.r Tbe N igh: Realm has no true weather. A light wind constantly blows _ffom yarious directions and churns up the seas. surround-ing the citadel, but it never brings with it preciptat!on or other weather effects. Thc air and water. tempcraturc rcrl_}ains a cool 65' F throughout the demiplanc_.

    ni.rections No true dircctions exst in the Night Rcalm. Howeve.r, al.I travclers arrivi.ng in the stoue circle (arca 1) appear facing th'e citadcl, and that direction is considered to be north for the purpo5e of travel and mapping in the citadel. Al.I other directions mentioned in the adventure are relative to tbat direction as oorth. ..

    . '

    \

    The Turbulent sen T.he towcrs of the citadel are auchored in dark rock that rises from. the surronnd.ing saltwater sea. The sea forevcr churns in the winds of the Night Realm, with swells between 2 a.nd r feet high. 'Portals deep beneath tl1e su"rface of the sea allow nonsentient creatures to

    t travel iuto the rcalm from the Sea o Falleu Stars, but they are

    6

    one-way only, atd aquatic creatures become trapped after.entering. As a resuh, an en tire ecosystem ives in these waters. :fhe d!!pth o the'water is unkno\".n, but exp1or:er;; might discover that the sea eX~~nds for iO ples in each direction before depositing them on t e opposite eod of the demiplane.

    The base of each citadel mcludes a ladder built into tbe glass wall that climbs from tl1e water to tlle lowest bridge ~c~ing tha~ tower-a contingency access in case on_e of the usually nimble star elves fell into the sea. Any time a creature enters the waters of the Turbple~t Sea, roll once oo the encowlter table below and again every 10 minutes . tboreafter, as long as a creature_ remains if -the water.

    d% Encou.nter Source 01-30 one 31- 40 Orca whale (EL 5') MM283 41-5'0 2 largc sharks EL 4) MM279

    . 5'-1- 60 ld6 porpoises (EL 1/2- 3). MM278 Sea cat (EL 4 MM'2'20 Skum (EL 2) MM?.iS 6 sq_uids (EL 5' MM2Sl Large water elemental (EL 5') MMlOO

    The water elemental remains from the days of the elves' habita-tion. It was tasked to rescue anyone wJ10 fell into the sea and to

    ~ transport tbat person to the nearest ladder, and it still carries out that duty as necessary. ~

  • -..;

    TuE CrrADEL oF GLAss

    The -8.cid~es (Areus_A-B) Each of tbess: bridg s is made of 10-foot-thick, solid, transparent glass. Tbey are supported only wbere they coOJiect te the various towers, yet rernain ext reillely souml Each bridge has the eldritch ligbtsof the rcalm running on its underside, providing illumina-tion along its length.

    Brid

  • /

    TuE CnADEL oF GiAss .,

    Ceilings in tls tower are a uniform '20 feet high. Unless other-wise not~d, ali walls, floors, and ceilings are opaque.

    The map for this tower appears on the inside front cover of. the adventure.

    ~.

  • ~

    TuF. CITADEL OF GLASS

    -

    do auything ther than move at half speed. This surface posed l.ittle djfficulty for the nimble star elves, but it could become ari !ssue if a battle spills over into s chamber. .

    A patrol f three hobgoblins recendy came down here to in vestigate reports tl1at undead were once agau1 making a pusb into

    . . \ this part of the tower. They rnn afoul of the forsaken shell io

    . area 6 and stood little chance itgainst that creature. At Mourel's orders, the forsaken shell has not yet allo\ved the hobgoblins' sku1 to slough off to ,create spawn, but the creature dragged on~ of the corpses into arca 6 to begin tbe process in secret.

    Treasure: These two hobgobli.ns are equipped li.ke thoeye described in thc Mrmster Manual (page 1S'3) an{i ha ve a total of n sp and S gp between them in tlteir belt pouches.

    6. nrs~in~ R~om (BL. 6) Giass bim and CMf hook5 CO'l)er fhe wall of this chamber, sorne still holding old towels and dressinggpwm. In the centeref the ftoor lies a dead lmmanoid, possibly a hobgoblin." The )/ood /ral from "" side terminales al tbe grO'luing pool arozmd the corpse. Armor and clothing ha'l!e been remo'Ved from the corpse a11d cast aside, and a good portion of its ski11, slartingfrom the head, has been peeled back down to its waist. Miiscles, tendom, orgam; and bones are exposed. 'IJead eyes stare up1uard, wide witb horror.

    ~ .

    This chamber served as the dressing room for the star elves who used the bathing facilities. The bins hold old tqwels, now stiff and mildewed \vith age, anda few dressing gowns of silk the color of twilight.

    Creatore: As described in area ), a forsaken sbell has temporar-ily ta.ken up residence in this room. lt is abl to suppress its create spawn ability and is under orders from its master to do so, but it was una.ble to r sist converting at lea t onc of the hobgoblins it caught. It has bcen slowly and methodically strippin"g the skin from its prey rather than lettii~g it slough as normal, and it has .not yet completed the job. The forsakcn shell heard che PCs open the door and now waits in a clump in the midst of the hobgobli.n's scatter d clothing. It hides until it has a chance to rise and attack with surprise.

    Forsakeu Shell: hp 1or; Libris Mortis 100; see below. Treasore: Th hobgoblin 's scattered belongii1gs include 7 gp,"2s

    sp, a11d a +1 longnvord. The sword shed.s a din;i green light and has the additional power of allowing its wielder to comprehend. words spoken in Elven. Three of the silk gowns remain free of mildew and are worth 100 gp each, tl1ogh they are slightly short on a . hum.an-sized creature.

    -

    FoRSAKEN SHELL CE Medium undead Init +f; Suses darkvision 60 ft.; L isten -tll. Spot +H Languages cannot speak, understands Common AC 17, toticb 11, fiat-footed 16

    (+1 Dex, +6 natural)- .. hp 10! (H HD); Improved' Toughness Immune undead immunities Fort -+lt, 'R.ef +7, Will +9 Speed 30 ft. (6 squar s), burrow 1J ft.

    CR6

    r r

    9

    Melee ski.n slap +7* (ld6+11)* \, "ncludes adjustments for Power Attack .feat

    Base Atk: +7; Grp +1'2 . Atk Options constrict (ld6+S), improved grab, Power Attack

    Special Actions create spawn Abiliti's Str 11, Dex 13, Con - , Int 11, Wis 10, Cha 10 S~ndead traits Feats Alertness, Improved Jnitiativc, Improved Toughness, . Lightning Refiexes, Power Attack

    " Jew feat descrbed in Libris Mortis_; grants extra hp equal to currei;tt HD

    Skills Cli.mb +13, Hide +21, Listen +11, Move Silcntly +18, Spot +U, Swim +9

    Const.rict (Ex) A forsaken sbell dcals ld6+f poi.nts of damag with a successful _grapple check. Constricting uses the entire body of the creature, so it cannot take any move actions while constricting.

    Create Spawn (Su) Creatures killed by a forsake11 sliell slough their kin after. ld4-rounds. Tbese sloughed ski.ns are n~w forsaken shells under thc spawner's control. Such forsaken ' hells do not possess any of the"abilities ti:\ y had in life.

    'I'his forsaken shell is currently suppressing this ability. lmproved Grab (Ex) l'o use this_ability, a forsakcn sbell must

    successfully hit an opponeut with its skin slap attack. It can tben attempt to sta:rt a grapple as a free .et ion without proyoking attacks of opportu11ity. 1f it wins the grapple check, it establishes a hold and can ci;instrict.

    7. Tome.e stuir A tran$parent glass stair rises from this otherwisc 11mpty room through an opcning in the ceili.ng abov.e. The stair has no rails ang is supported only where the individual steps protrude ,from the. waJC Despite their apparent fraglity, the.stairs are exti:emeJy durable a.nd support any weight plac~ on tbem.

    8. second f loor Lnndin

  • t

    THE CITADEL OF GLASS .,

    the ambient g/0111 ef the iJimninaled l0111ers outside. The whole area appean [ have been a gratid batlroom, but it more recenlly seMed as a battlegrotmd. Scattered corpses and skeletal remains litter the flooi-. The stink of di!fllh hangs heavy heie.

    Thc ~ight. i11 this c!iamber is shadowy illuniination: giving erea-

    Oac ARCHER. CR 1/'l -i., Ma)e ore warrior 1

    LE Medium humanoid Init +1; Senses-darl"vision 60 t.; Listen +l, Spot +1 I.!anguages Common, Ore' . AC 14, toueh 11, flat-footed 13

    tures conealment agaimt those that do not have darkvision. The (+l Dex, +3 armor) ceiling'o tb\s chamber rises 40 eet overhead, extending through hp r (1 HD) the third levcl above. Not immediately noticeable in the gloom is F.ort +3, R.ef +l, Will - 2 a gallcry ovcrlooking a portian o l:h.e room's northea~t wall (Spot Weakness light sensitivity DC 20 to noticc without darkvision):' S_p_e_c_d_3_0_f_t-. ~-6-- s-q-ua_r_es_D _____________ _

    A major engagement betwee1i Mourel's and Tolg'byri's forces Melee sbort sword +3 (ld6+2/19- 20) oceurred in this room. Eaeh side lost dozens of combatants that R..anged shortbow +2 (ld6/x3) .

    no~litter thc floor- skeletons and zombies that fought f_or Mourel Base' Atk +l; Grp +3 . .,,. . . .. &, hobgobl~ aod a ~le,Qf taers from tbe..n~ army: .::~~t. Gear oU of ~ W!Npo11 -. , ' , J. .. ;_, -_ ,; ~ ". -. Slille Listen +1, Spot +1 . , , , , atmnpt- to-sneak ',',~~~~to regaiii control O :he '- . ''fo111e11iont coinbat gear plus studci~ le~ther armor, shor~bow tQwtt.. They arecom:ct.~.tbtjr:~ shadows a1so with.'2.0 arrows Wne has a single undeJ slaying amnv),

    lur~ bcre at fl9Qt le_vdq'he ~ have410t yct noticed t&e qui- ~ swotd. ldlO gp. 1~1'2. sp .. 'etly watclriDggizank_ x.;-;_,} .

    ~re Archers (3): hp r eaeh; MM 203; see bClow. Shadows, (3): hp 19 each; MM '221.

    ... t

    , -~ ~- . 1~. uolconv .. -. ._ _ " .. i-

    . : : ' ' __ A na.fl'OW' ba~y without rails overlooks the aJ?proach on bridge Tactics: The ores are extremely alert and notice the ~Cs enter- A. The. bridge is 20 feet directly belol-\~ and the SJ.!rface o the w';ter

    ing the ehamber unless the characters move stealthily and ~ucceed is 20 feet below that. on opposed Hide and Mve Silently checks. Likewise, the shadows notiee the intruders. They are silent in their movements, due to being '--------1, and they attempt to bide with a +12 bonus. Re-

    the one o the . ores spots the approachi?g undeacL .

    The PGs are alerted when a voiee from above shouts out in erude Commoq~ "Look out, you!"' Arrows streaking down from tl:te darkness immediately follow. The t:CS lave not y t applief their oil of 1nagic weapon, so ~eir .arrows are useless agai.nst the

    inc0rp~a1 shadows. However, the ~ armw .fi.red is t&e ..-. slj:yif!g a~ (2>.MU 22~) possessed 1JY. '()lle d" t:he ori::I. J>epind ing 90 !l9W the PCs are fating, thc Oles Cithcr coritinuc to fiR fritlessly or, if the haracters appear to.be losing, use their oil to fire fot ef[ect. Do not award experience for a shadow destroyed by the slayi~g.a1'ro111.

    Developmcnt: Tite ores identify the PCs as possible allies sinee the-l1tter are obviously not undead. lf tbe PCs accpt tbcir 11id and do not attack, after thc battle one ore yells, "Hurry, befare more come. The -door below us." If PCs approa:h thc

  • ThE CITADEL OF GLASS

    Ore Zombi: hp 16; see below. Treasure: Tho of the skeletons .have t11e siJve( cbains (2S gp each) ~aught within their skeletal structures as described in area 4.

    0Rc ZoMBIE CR. 1/'l NE Medium undead

    Init -1; Sen.ses darkvision 60 ft.; Listen.+0, Spot +O Ad '14. tooch 9, jlat-footcd l +

    , _:," ~.~'el .l>ex. +?. miiuraJ. +~ a:rmor) -.; ., _. : __ ~:16 (1 HD);DB..1/Blasbjng:

    )Ma,iaaetmdead immUnites :''.J~ ~01ht-~Wi1~3 ~rw~ ... ~onty

    Speed 30 ft. (6.squares; can't run) Melee falchion +r (2d4+6/18- 20) or Melee slam +1 (ld6+6) Base Atk +1; Grp +r Abilities Str 19, Dex 9, Con - , Int -, Wis 10, Cha 1 SQJodead traits Feats Toughness . Possessions s~dded leather armor, falcbion

    _t'tS. Administco.to.r's office. ( LO Of 5) . This room hols a fioely carved oak desk importcd centuries ago from distant Eaerlann. Beliind the. desk is a chair cmposed of tbe sarne glass as the rest of the citadel. The drawers of the desk are e!11pty. .

    Crea~Ul'e: If the wraith in area 16 has not alrcady been destroyed, a cumulative 10% chance exist each round that it wandcrs through the wall and attacks anyone it finds.

    Treasure: The desk is bulky (weighing 120 pounds), but if some-how transported out of the citadel, it is a fine elf heirlooro worth 1,SOQ gp. The desk also has a secret compartment behind one of its drawers (Search DC 20 to dscove1), within wlch is a sealed Rask that still holds a potion ef darJ."!Jision.

    16. guest ROOfilS (EL s) The hall and rOQm beyond tb door from arca 1J are unlit.

    Multiple doorways open off this short hall, all but the last leading into a guest room. Each room holds a bed of transparent glass (the mattress n~i sing) and a table with two stools of trans-luccnt glass. A bookshelf of opaqu glass seaml ssly .emerges from ~~d~a . . ,

    Creatu~: One of Mourel's newest and most powul serva.nts-a wraith-curr ntly haunts tbcse rooms. lf not already encounte'red in area H, it lurks in tbcse rooms, j:>assing between the walls to move into better _eosition to make surprisc attacks and then

    ithdraw: It ~refers to divide its prey and conquer. The wraith is aware of rhe ores in area 13, but it wanted to look around before eicterminating th m al( 1

    Wraith: hp 32; MM 2S8.

    =-~ --.-

    17~

  • nm CJTADEL OF GLASS .,

    a glass waste bin on one side of the room. This can have an in-terestin& effect in combar when spent arrows, flung caltrop, or dropped weapons mysteriously rise into the air and fall into the waste receptacle.

    C.reature: A thorn and his -gr izzly bear compan j0t1 currently inhab,it in this chamber. This particular thoni is a warped example of 11is species, twisted by Les and uilshai magic iJ1to thc malignant fey that exis~ today. His only goal in life is to serve the 1lilshai and destroy the hatcd star elves that he sees as abominatio,ns. Unaware of the r cent changes in ihe compaey's command str!Jcture, he is still completely Joya! to Tolg'byri. He was sent to this post by the nilshai weeks ago~ ru1d thc ores and hobgoblins have not had the nerve to inform bim of the current situation.

    Thorn: hp B; Momter Manual JI! 172; see below. Grizzly Bear: hp fl; MM 269 (as bear, brown)- .

    Tactics: If the t11orn is aler ted to intruders in the liall, he pr pares as described in ;u-ea 19. If the PCs-. reach his room without alerting him, bis bear charges into battle and attempts to gi.-appl the lsle~p arrows at spellcastes aod rogues. If he has time, he drnks his potion of herosm and attempts to fiank and s.neak atta.ck_anyone

    th~ bear has cngaged. Treasure,: Anyone si.fting through the waste bin can make a

    Search check (DC 15). Success locates a wadd d arcane scroll (blink, CL 6th). .

    THORN . CR. 4 :NE Small fey .Init +6; Senses low-light vision; Listen +9, Spot +9 Languages Common, Sy~van

    AC. 19, touch 13, flat-footed 17 "(+1 ~ ize, +2 Dex, +3 natural, +2 arm01~

    hp 33 (6 HD); DB. 5'/cold i.ron Fort +4, Ref +7, Will +5' Speed 20 ft. (4 squares) Melee +2 thor11 longsword +10 (ld6+5'/ 19- '2.0) Ranged longbow t6 (ld6/x3) Base Atk +3; Grp +2 . Atk Options sleep arrows' (DC 16), sneak attack +2d6 Combat Ge~ potio11 of cure light wotmds, potio11 of heroism, 3

    flasks of holy water - Abilitics Str 16, Dex 15, Con 15', Int 10, Wis 10, Cha 13

    Feats Improved 1nitiative, Stealthy, W apon Focus (Iongsword) Skills Diplomacy +~, Hide +17, Listen +9, Move Silently

    +13, Search +9, Sense Motive +9, Spot +9, Snrvival +O (+2 following tracks) .

    Pssessions combat gear plus leaf leather armor, btickler, +2 tborn longsword, longbow with '20 sleep a rrows, peridot cisr gp), 37 sp.

    Sleep Arrows (E1): Thorns carry the sleqi arrows commonly used by pi.xes. Any opponent struck by one of these arrows, regardless of Hit Dice, 'must succeed on a DC 16 Fortitude save or be affecited as though by a s/eep spell The save DC is Chari ma-based a11d includes a +2 racial bouus.

    Hook "The forests must be cleansed of elf. scum!"

    ~i. guurd Room ( L ) ~ .....

    ' < A squad of ore troops led by a sc~geant occupies this room. They get.along well e'lough witb the bobgoblin mercenaries but are kept se'parated to prevent any possible troub}e. The ores scattered ragged bedrolls around the peri.meter. of tite cha~ber od settle4 in as best as they could in what tbey think of as a ltauuted tower. 1

    Crcatorcs: Four ore warriors and _t:.heir sergeant occupy this chamber. Depending on how events have developed, the threc ore arnlters from ar a 13 might be in here as well. T b ores and the hobgoblin tak turns witb patrol dut ies in the toweJ.' . . They watch the western door atal! times a.nd sleep very little, aJways on edge

    aod spooked by their current surroundings. Thcy would li.ke to return to t hcir comrades at tbe Redoubt of thc Nilshai but fea r their .new leader too much to risk disobeying his orders.

    12

    Ore Sergeant: hp. 16; see below. Ore Warriors (+): hp 5' each; MM 203.

    Tactics: If tht; ores in this room hcar thc alarm in area 19, qne opens the

  • TuE CJTADEL Of GLASS

    2~. TempO'Qf'lj niJlet in'S (BL d) '.J'.he ea.st door of this room is pr~pped op n witb a chunk of stone seavenged fro:m tbe arrival island (arca 1). The smell of wood smoke is noticeable out on the bridge from ro feet away.

    1 This chamber serves as temporary quarters for a small squad

    . of bobgobl ins. It is a bare entry room stripped of all furnisbings. Tb hobgobf1s placed mildewed clown mattresses obtained from eJsewhere in the citadel and arranged them in a row aloug tbe west wall, stackiRg a neat pik of equipme~t at tbe nd of each. A small campfire has been built on the glass floor from bits of wqoden crateS and fornishings cavenged from tbe tdwer. What little smoke the fue gives off drifts out i:he east

  • ThE CrTADEL oF Gss 'ti

    This tower is a tall, square constructiol) of traoslucent glass with a squared turret protruding from the center of each side. Tbe roof is flat with a transparent, four-sided pyramid in its center. Every level of the tower is illuminated, providi.ng a ghostly glow through the translucent walls anda bright radiance at the tr~sparent peak. A single ~ridge (bridge B) connects tbe Redubt to tbe Contested Tower 60 feet above. the sea's surface.

    Cei~tngs h this tower are 20 feet high unless otherwise noted. The tower is of typical Sildeyuir construction with. ali interior walls, floors, and ce:ilings made of opaque glass. _

    The map of this tower appea1s on' thc inside back cover. Creatures: Two taers are hiding on the southwestern edge of the

    rof of the tower. They remai.n crouched low to avoid being spotted by observers below whil they watch the glass bridge. They serve as back up to th hobgoblin guarding the bridge below (see area 25' a.nd bridge B). Their tactics are dcscribed at area 25'. They can be scen by anyone who specifically looks up at the tower)s roof and succeeds on a DC 18 Spot check.

    The taers reached their perch by way of two ropelike webs cre-ated by Savera. These webs are anchored to t~e roof directly above the bridge, and they are. not ~c.ky except at their anchor point. Anyonc using these web-ropes can scale to the roof of .the tower witb a successful DC 10 Climb check (due to the slipperiness of

    th~ wall the climber braces against). Taerii (2.): hp 14 each; see' area 25'.

    as. Towe.r Ai'CUl).U!ll foyer (BL s) The doubl door from the bridge open iuto a small anteroom and then a widening foyer. A single

  • ~

    TuE CITAOEL OF GLASS

    Reflex save 'negates the effect. Both attacks bave a range of 100 feet, require a sua:essful ra11ged touch att'ack, a11ll can bt: used once every ltl4 rounds. The save DC is

    - Constitu ti011-based. Extended B.each (Es) The serpentine neck of a runehound is

    long and powerful, givi.ng the creature a reach of 10 feet with its bite attack. Because _of the flcxbility of its m:ck, the rurtehound tan attack adjacent foes with no penalty.

    Psychic Scent (Su) A runehound tracks by followiog psychic trails and aura traces. It gains a J.O bonus on Survival checJ..'"S made to track. lt does uot receive this bonus against mindless creatures or creatures shielded against m~ntal effects.

    Uncanny Blindsight (S) Runehounds are blind but perceive ther surroundings witb their psychic senses. This ability provides a runehound with blindsight ut to 5"00 feet. In addition, a rnnebound cannot be flanked.

    . '

    TAER. NE Medium giant (cold) Init +O; Senscs darkvisioo 60 ft.; Listen +O, Spot +2 Langoages Commou, Giant AC 14, touch' 10, flat-footed 14

    (+'2 natural, +2 armar) hp H (2HD) Immune cold Fort +4, B.ef +9, Will +O Weak'ncss vulnerability to tire Spccd 30 ft. (6 squarcs), climb 30 ft. Melee: greatclub +3 (ldl0+3). or Melee 2 slams +3 (ld3+2) and bite -2 (ld4+1) Base Atk +1; Grp +3

    CR 1

    Abilities Str H, .Dex 10, Con 13, Int 7, Wis 10, Cha 8 Feate Toughness Stills Climb +10~, Hide +3, Listen +O, Spot +2

    *Taers have a +8 racial bonus on Cli1nb ch ck.s and can always choose to take 10 Oli Clill1S checks, even if rusbed or tbreatened.

    Possessions leather armor, great club; 2 citr!n s (5"0 gp eacb)

    :2.6. Armv of-Tol

  • THE CrrADEL OF GLASS

    Tactics: If the mercenaries are given time to prepare, thc ores immedi~tely summon Thraka from area 30. When intruders enter, the ores make chru:ge attacks en masse. The hobgoblins forro a stag gered battle line across the center of the room, with the spearmen

    position~d behirid tile warrors to make reach attacks. The warriors try tQ. concenttatc their attacks, using aid anotber if necessary to hit h avily armorcd opponents. Anyone advancing to l1it a spearman puts hifoself,in a position flanked by two warriors. The spearmen use aid another to help tber comrades strike targets .if necessary. The hobgoblin scrgeant anchors one end of the bat_tle line and flanks oppouents or, if possible, attacl:ks vulne.rable spellcasters at the rear. If Thraka is present, he charges toward any PCs casting spells or making ranged attacks.

    Trell.'>ure: Assorted gems and coins cotaling '25'0 gp are scattered around the room among tbe mercenaries' personal belongings.

    Developmcnt: Jf the PCs are brought here by ores from tbe Contested Tower, tbe merccnaries are alerted and await' them with Thraka present and se;tted ou a barrel in -fro)lt of his quru:.ters. He pretends to be thc leader of tbe baod and demands to know the charl!cters' business in his strnnghold. If thc PCs don't initiate hos-tilities, he reluctantly admits t(la: he and h is meo are trapped here and that they are sorely pressed by the attacking undea~. He says . that his group lacks the strength to make a true assault, but that. if someone werc to break into the building ar the far west eud of the citadel (Mourel's Tomb)~ the undead creature that rules t11ere has a .key that allows passage out of this rcalm. He statj!S that if the PCs return here wth the key, be can show them how to use it. If asked about missing persons, Thraka says that his scouts saw th undcail 'taki.ng so111eonc witb thcm from tbe stone r1g to the mausoleum severa! days ago (a lie). He warns the PCs to watch out # 'far Guerik, a very dangerous ore who went that way several days . ago and never retur11ed ..

    Thraka allows anyone allying with his company to c:unp with them a day or ,two to rcst and recover before tackling Mourel's Tomh. Visitors ae consta11tly watcbed :mq are' not allowed to ente~ area 30 or beyond. They are a~tacked if tbey try to do so after beirig warned.

    A successful Scnse Motive check. opposed by Thraka's Bfff check dctects that tl1e half-orc is extremely nervous. In fact, during tHe discussions hc .glances constantly at tbe uorthwest doorway. AJ1yone 1yho succeeds on thc Sense Motive check and then makes a successful OC 10 Spot check notices a large spider lurking in the

    _ darkness beyond rhe doorway in arca 29.-Evcn ifThraka's nervous-. ncss is not dctected, anyone who succeeds on a DC io Spt check

    notices tbe spider. This is Saven in spider fonn (see area 32), She is telling the

    half-orc wbat to say through her telepathy. She does not wish to e1gage thc visitar at tllis time, and she :>euttles into' the darkness if spotted. She uses the hole connecti.ng .areas 29 and 30 to r ach the 1ift tube and await intruders be!ow.

    If the characters take Thraka up on bis offer and returns with or witbout the key from area 49, the mercenaries wait fqr Jhem herc and ambush them t.isu1g the tactics described above. T.h y at-t mpt to capture tbe PCs, but they kili if they l:iave to.

    16

    27. normitorg I\

    Tws room was once a dormirory for the stude1 ts of th Tower An;:anum. All f urnishings bavc been removed, and it nciw serves as spillover sleeping quarters ~or tbe. crea~ures in area 26.

    2s. pnuy-Each of these rooms is Like the one described at area 10. These ha,ve been used for severa! weeks by the mercenarie , and now the basins are foil of reeking waste. '

    29. sto.ces This too was 011ce a dormitory for the students of the tower. It now hol.ds boxes, crates, a:nd barreis of food and supplies brought here by the nilshai's troops when they were still able to activate the "portal. Food here is mainly hardtack and dricd strips of qu tionable meat. The barr~ls hold mostly water, except for a few that store foul grog. Other erares contain spare bits of armor and equipment. Enough rations are storcd ~ere to supply thc rnerccnary company for anotber month.

    Hidden behind a stack Qf cratas at thc eastern cnd of the room (Search DC 10) is a part of the wall whcre the glass has cracked and splincered, creating a fissure lending into area 30. It is a result of the powerful magic used in the duel between Mourel and' tbe high mages.

    10 . Thro.ko.'s noom (BL 4) Once the rector's office, this room has.also bcen stripped of furnish-ings. ow "it holds only the grubby furs that serve, as Thral's bed and a small leather che_;t where he keeps his personal belongings. The door to this room was blastcd open in the magical duel long ago and can no longer be closed.

    Creature; The halforc warrior Thrnka occupies this room. Thraka is Savera's new lieutenant, promotcd aftcr Guerik, tite old capta.in, scemingly ~nt mad and left on his own. Thral:a is a re-luctant leader and is terrilicd of Savera, but he has been dominated and follows h~r telepathic orders without question.

    Thraka: bp 37; see belqw.

    Taet.ics: If Thraka is alerted to a pending battlc, he drinks his potion ef. aid and his potion of c11J's grace, increasing his hit points by 9 and gaining a +l morale bonus on saves against feal'. His Dex .becomes U, gi,ing lrn AC 18 (touch 12~ flatfooted 16) and a Reftcx save of +3. If be believes incorporeal undead nq:ht be invol\cd ;,; thc battle, be uses his r;il o/ m11gic weapon. Othcrwise, his tactics are as described al' area 26.

    Treuure: The lcather chest is unlock, d and holds 5'00 gp.

    THR.AKA, MERCENAR.Y LIEUTENANT CR + Male half~rc :.Wrrior ) LE Medium h4manoid (ore) . Init +O; Senses darkvision 60 ft.; Listen +1, Spot +1 Languagcs Common, Ore

  • ~

    TuE CrrAoru. oF GLASS. . -.

    AC 16, touch '10, flat-footed 16; Dodge (+4 armor, +'2 shield)

    hp 37 (Y HD) Fort + 7, Re .+ 1, Will +O Speed 30 ft. (6 squares)

    ~elee mwk greatsword +9 (2d6+6/19-'20) Base Atl +Y; Grp +9

    Atk Options Cleave, Power Attack ' . Combat Gear potm of aid, 2 oils of magic weapo11, potzo11 ef

    cat's t,mce "

    Abilities Str 18, Dex 11, f:on-16, Int 10,.Wis 9, Cha- 9 Fcat~ .Cleave, :Power Attack Skills Cmb +6, I~tmi1i"ate ;-2, Listen +1, Spot +1 Possessions combat gear plus cha in shirt, + 1 buckler,

    masterwork greatsword, '20 gp, 4Y sp -Hook "Uh, l'm in cbarge around here ... "

    - 1

    31. Lift Tube Re.ad the following description if the.tub is approached from above. Atet it accordingly if .it is eocountered from below.

    A11 ~foot-diameter t11be of lransl11cent glass descends into tbt ftoor here. /t has no handholds or otber means of obs coats the wal~s ef the ttibe, creating a ladder ef sor;sfor climbing. -

    . .

    This lift tubc wail once operated _by air elementa!S, much like the one ata rea YO. Duru1g the high mages' battle against Mourel, howcver, all the elcmentals were destryed. Savera created tbe webbing to

    allO\~ her and her muiio11s to climb in and out of tbeir la.ir bdow. The webbing is not sticky and can be successfully navigated with a successful DC 5' Clnb check. Thc tube is 40 fcet cleep and ends at a door on its southwest side.

    3o: AthenueumA.rcunurn (BL s) The ceiling ef this glowi11g chamber are hes 4fJ feel above. T01v.er-i11g 7valls of transpar.e11t glass extend /mm the cumers o/ the room to'IVa;.d the center, reacl~in,gfrom jlom tu ceili11g.' Tbese 'IValls are divided into thousands ef tiny /Jotes, and additiot1al wall sectfrm~

    branch off from ,these, like1vise covered wit/J these small c11bicles. .At the rwm's center, a small mar ble plaiform rise:> a few feet abtJ"ve the ftoor. Srirrqimding it, at-Jhe terminus ef each of the nterior 'lvalls, are four crysta_i l>usts a top glass pedeitals.

    Thi room was once ihe great lib~ary of Tir'in'tiral, known asthe Atbera~un'I Arcan~m. Here the star elves stord tbe compiled knowledge of' hundreds of generations. Rather than keeping the magical a11d mundane !ore in perishable scrolls or books, the star elves used a far more durable method. They I!lagically imprinted \i.11 their i.nformation into the rare and strange gemstones native to Faerln krtown as kiug's tears. Eacb of the jeweis could hold everal volllmes worth of infor-mati 11 . ' j

    1'.he thousauds of king's tears were sto~ed in tlie s~1elving ,nits on the walls. These units were unmarkcd, and the kui{s tears were iinpossible to tell apart, so finding a speci.fic jewel was nig/J impossi151e without the magic of the library. Anyone .standing on

    the .marble platform could command''the liqrary's tmscq11 seMJa11t librarians to unerr ingly locate any gem. a1td replace it correctly when the user was done witl1 it. .

    Once a king's tear was obtained, the user took it to one of th~ crysta busts. Each depicts a sagacious elf, a formcr rector o~ tl1e librar., with a gem-si.zed depression in its forehead. When .a kmg's tear' was placed in the-receptacle, the bust softly recited the con-t nts of the gem in Elven. The user cou1~ comma:nd tbe bust to pause, sk ip ahead, skip backward, or locate a specific portion of the information cntained therein.

    Tolg'byri"the nilshai invaded the citadel to reach t~s room, hoping to glean lost . bits of star elf knowledg~ tbat could help its alien race u., the conqucst of Sildeyuir. Unfortimately for the ill-fated oitshai, after Mourel's defeat, tbe high .mages of the star elves removed ali the st~red jewels to a safer location in their . hidden realm.

    Creatores: To1g'byri was not thc only being hopin'g to gain the knowledge of the .star _elves in tbis citadel of glass. His su~cessor currently -uses this room as her lair. Her name is Savera, and she is a kind of deinon called a yochlol-a bandmaiden of Lolth. Her mighty mistress likewisc sent her to discover ~he sccrets of lost Tir'in'tiral to be used by Lol~h's children, the drow. , When the yochlol aud her tae1'S joil1ed the company, Sa .era us d her hal of disgise to :ip,t>ear as a male hal.f-orc warrior. After domi1;ating k y members of the company, she carne down here to confront the nilshai. Tolg'byri foolisbly. thought tf1e challenger

    . was only a suicida! half-o(c and was u:iprepared for the might of a yocblol. Save.ra slew the nilshai and took control of the merce: naries, maintaining her half-orc disgu is~. She has not located the portal key tbat the nilsbai used to activate the stoue 'circl and is not sure how it was able to utilize the magic gate. She is aware that Mourel possesses sucb a key, however. Now sbe and her charges

    17

    . . , ~

    . ' . _ Klfi(r~ ~QfS King's tears are a.wesomely hard a1id ~~tremely raro jeweJ.s fmind in Faerun. 'I'hey have provcn to be unbreakable by hamther ~ forge. ~lea1~ tearilrop shaped, and smooth surfaced, .i:he gems are somotim~.kown as "frozen tears" or "lch weeph1gs.'; Le end sys t~ey ar tl1e crystallized tcars o( !on(fdcacl. ecromancer J(irlgs, 3nd that each gem .. contai1_1s th~J_mag~ of the be1o\IeQ person or terrible- evenJ: for which __ the Un& 'Y pt. Y,;hether or iiot t!:s fegend is true; ' the stir elv.es discovered a , ast spurce of the -gemstnes somewnere and used -their special praperty to record unages -and store volumes of information ln then1. Byplacng a gclll' ~ _ in a_spec1al device tlutt whispered tl1e jcwe~'s stored content:, the star clves could access the information. Vast libraries_o( thcse jewe~s ar~ .s~id to xist in Si.ldeyuif, out since the f;.U-0f Citadel l'in'tiral, their Jocation is a c!ooely guarded.sectc~. The-jewels con ta in secrets tltat could be uscd aga inst.the star clves. Members of the nilsllti.race that k110~ a?out king's tea.rs always pay t!)J! pricc for o'ne of these stones (somct;-

    .- tl6Uble the no.tml lu~ i.J1 the hopethat it might be one . " . .-of tl1e staalves' lost re~ostories of /ore!

    ' /

  • /

    THE. CITA DEL OF GLASS

    are trapped in the citadel of g\ass until she figures out a way to gain the key and .escape.

    In this room, along v.:ith Savera: is her per$01ial entourag of five taers. The taershave created beds out of mounds of rags scat-tt1-ed throughout the westen1 and northern portions of the room. Tbe fOO!l!.

  • -TuE CITADEL OF GLASS_

    Skills Bluff +11, Climb +B* (+11 in armor) (+11 in spder form"), Couce.otration +10, Diplomacy +14, Dsguise +21 (+14 wheu acting), Hide l (+9 in arn.or) (+Hin spider

    , fonn"), Intimidate +14, Knowledge (arcana) +6, Knowledge (religion) +11, Listen +11, Spellcraft +6, Spqt +11 (+Hin spder form*) ' *A ~ochlol in spider form h~ a +4 raciil bonus on Hde and Spot ch.ecks anda +8 racial bonus on Climb checks. In spider form, it can always choose to take 10 oo Clmb ch cks, even if rushed or threat ned :

    Posseasions combat gear plus e/ven chain, masterwork sbort sword, masterwork longbow, hat of disgrse

    Change Shape (Su) A .Y9Chlol's natural form is a ~-foot heap of reeking oou with eight powerful tentacles and a single glaring i;ed eye. In this form, it cannot wear armor or use its bite attack, web, or poison. It can assume two other forms. The first s .'the humanoid fonn of a beautiful woman of human or elven race (usu~lly adro ~-lo hwnanoi9 form, a yochlol cannot use its tentade and bite attack,s, web, or poison.

    The second form is a Large monstrous spider. It gains its bite attack, web, and poison in this form but loses its armar and tentacle attacks. When in spider form, a yochlol gaills a cli.mb speed of 20 feet (4 squares).

    A yochlol is able to change forros as a free acton as often as once per rou11d. A change in fqrm cannot be dispelled, but the creature reverts to ts i1atq.ral form when killed. A trire seeing spell reveals its nat~ral form if it is in humanoid or spider form. When it changes from liumanoid form to its natural or spider forms, any armar or cloth.ing it is wearing falls away.

    Gaseons Form (Ex) At will and as a free action, a yocblol can transform il1to a Large column of gas, 10 feet tal! and 5' feet in diameter. This form is like that produced by a gaseous .form spell, but the yochlol can remain gaseous indefinitely. Creatures that-enter the space of a yochlol in gaseous.form are affected as if by a stinking do11d spell (Fortitude DC f 6).

    .Wheu i.11 gaseous form, ayochlol can communicate with its native plane (as if using tbe contact other plane spell), .

    T11e save DC is Charisma-based. Poison (Ex) Irtjury, fortitude DC 14, inicial damage

    ld1 Con, secondary.,dam~e 1d6 Con. The save DC is Constitution-based.

    Web (Ex) ,In spider for.01, a yochlol can throw a web up to eight times pr day. This act is similar to. an attack with a net but has a maximum range of YO feet with a rang~ increment of 10 feet, am[ it is effective against targets of up to Huge size. Tbe.web anchors the target in place, allowing no movement.

    An entangled treature cal1 escape by succe~ding on a ' DC 14 Escape Artist check or by bursting tbe web witb a succ ssfui. DC 18 Strength check. Th check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The"web bas 12 hit points and damage reductjon 5'/-.

    Hook "Bw .befare the _might of t.Iie Spider Qg_een, mortals."' . 1 \~ 33~ 1;owe.f' stui.rs T~ese l.stairs,, wind clown to the lower floors of the tower: A'. suc-cessful DC 10 Survival check allows a character ~o notice a set of

    damp huma~oid tracks ascending halfway up the steps t,o the 0fi.rst iiinding and then tw:ning and going back tlown. The tracks are nearly dry ru.1d were created by Mo~el's assistant, Kyjal (described

    atarea 45'), a few hours earlier wben he was exploring the tower. ' . The tracks werc discovered, and Savera sent a group of taers clown

    to iry 'estigate (see area 34).

    ~4 . nector's QU.O.fters (BL s) Formerly the rector's quarters, th.is room was stripped bare before the high mges fiung the citadel onto its own demiplane.

    Creaturea: A deathlock named Kyjal Stardancer recently infil trated the tower through the secret door at arca 36. Scouting the tower, he. made it as far as the stairs at area B before he spotted the yochloi a11d her mini

  • THE CITADEL OF QLASS . . ,

    lst- burning h'ands (DC 13), cure light wormds ('2) 9-create water, cure minor 111ounds, guidance

    Abilities Str 13, Dex 10, Con 13, Int 10, Wis 14, Cha 8 Feata Lightning Re~exes, Toughness, Weapon Focus

    (morningstar) . . Skilla Cfimb +10*, Concentration +S, Heal -1'4, HiM +l,

    Listen "i.'2, Spot +6, Survival +4 Ta~s have a +8 racial bonus on Climb checks and can always cHoose to take 10 on Climb checks, even if rusl1ed or threatened. . ..

    Possesaions cornbat gear plus mastetwork hide armar, + J morningstar, stone holy symbol of AuriJ, silver necklace (HO gp) . -

    Hook "Kill the spies!"

    35. Mirror, Mirro.C (BL 3) As a precaution.against otbers gaining a~cess to tb~ to:w~s secret laboratories, the rectoi:s of the past construtted thinoo.m. When the PCs enter, read the following:

    ' ;:. .

    The fkor and ceiJ11g of this roOm. are made ef opaque glass, but the . fat~r walls are highly polished mirrors lhal create. endfess rejlectiom ef rmyone ente.ring the room. S1ra11geJy, the southeast 'wall display{ 1he imag~ ef a wide d~r, lmt that image is not rejlected in tke mirror on the opposite 1uall.

    'Both Tolg'byri and Saver; discov~red this room and how to open its sccret door,. but neither informed the rest of the 'mer.cenaries. The wet ootprints lading from the sec:ret door let by the deathlock ~ . during his recent i.nfiltration ha.ve been obliterated by the search-ing taers' (sce area 34). _ .

    rr detect rpagic is useii, the mirrors in the room radiate a faint auta o iliusio~, but the effect can not be dispelled, nor can its source be pinpolllted. .

    The northwest wall contains a secret double door tliat can be dctected in the nor~al fashion. Once the.--secret door is located,

    eith~r sidc of it can be opened simply-hy pushing on the mirror in one o the two cent~r squares o the wall, whereupon that section o( the door swings open. . , .

    Hwever, the secret door is protected by a Trap that goes off if anyone pushcs'on eithei:_section of wall befare the trapis -disabled. The only way o open the door without setting off the trap is by

    ;_ pushipg on the reflection in th~ _sonthe~t wall. Doing tjiis ~ai:ses both sides of the' double secrct' door to open, revealing a sta!fcase that descends into area 36. (At the DM's option, it might be pos-sible for character to discern ~ solution by ~ucceeding on a DC '20 Intelligence check.)

    These mirrors axe made of the same material as the rest of the tower and are as durable as a typical wa.ll.

    Trap: Anyone who,pushes open the secret door is subjected to a shocking grasp effect. The dootswings shut agaip and the trap resets fter 1 round. , . //

    Shocting Graa.e Trap: CR 3; magic device; touch trigger; au-'comatic reset; spell effect (Jhocking grasp, rth-leve~ wizard, 5'd6 . .eletricity); Seal'ch DC '26; Disable Device ?C 16.

    36. Fl~oded Lnborotory (BL v The' floor.of the next tluee rooms sits 5' feet lower tha11 the bottom o th.is tower leyel, which is at the level of the Turbulent Sea. The r ctor and his students' had a distoi:ted view through the rooms' translucent wans of the sea i!Oth above a~d blow the ~ter's sur-face. In the years since, tbe seals of .the seer t door in this roorv. have begun to fail. As a result1 these rpoms are aow flooded with the cold waters of the sea ,to a depth of r feet.

    1

    This oddly shaP,ed chmnber wraps arocmd the_ core ef the lower . .A short .ftight ef steps /eads downf.rom a door,--but the room 1s .ftooded

    . with calm, stll waters that reach nearly lo the top step. Tables a11d shelves ef opaque glas~ protrude from this sITe11e pool. On one table lies a Jarx.efarm c01Jered with a sheet. The roiling watets that crash against the t01v:er ar:e faintly 'lJisible throt4gh the transltu:ent outer wdlls at the same height as the water level ef this chamber. .

    This room was the mau1 laborato~y o the Tower Arcanum, di-rectly oversen by the t'eCto(. It costs a Medi'um or larger creature 4 squares of moven~ent to move 1 square in this ,room. Small _and smllller reatures must swim. Tumbling is impossble. Medium crea.tures in the water ha~e cover; such creatures that crouch, or crcatul'eS S.maller than Medium, have improved cover (+8 bonus to AC, +4' bonus on Reflex saves) but take a-10 penalty on att~cks against creatures that aren't underwater. Though the water at the

    outer edges of the room-is-lit by the glow from the tower\exterior, the rest of the water in the room is dark. The water reflects light sources unless they are pll!ced underneath the surface, and it provides total concealment for anythig that is completely submerged .

    In the northern.corner of tbe ron: is a large glass table, propped up on other pieces of furniturc so that its top i~ just above the water level. A partiallY. completed flesh golem lies on tbis table underneath a sheet. This is the 1dst .experiment that Tolg'byri. was work iug oh. before its death. The nilshai was making tbc golem from the corps:s o its deceased hobgoblin and ore troops. It is far from complete, still requiring all th n cessary spells and the XP expenditure, and another 8,000 gp in materia ls. .

    The door leading into are'a 35' is easily visible from this side. Another stair at the room's far end leads \lP to a normal door.

    At the back of the ale Ye in the center of th room's northeast wall, the translucent glass hides ~ s:cret door (Se:irch DC '20 to locate).' The socret door. can be located from the outside in tbe

    same miumer. Opening tlli~ outer secret d.oor puts the character 0 11 the lip of a dropoff looking out over the Turbulent Sea. Open-ing ~he door does not create a siguificanr curr~nt, si.nce thc rooms are already flooded. . . Creature: H idden in total concealr'nent beneath the waters of this chamber is the corpse of Tolg'byri the nilshai, who was slain by the yochlol. Savera disposed of the body here to prevent the nilshai's former miniorni from discovering it. When the deathJock . carne through this chamber on i~ scouting mission, it animated the corpse to harass the mercenaxies. Savera has not yet disoove'red that this has occurred, and the nilshai zombie lurks in the water waiting for somtone to enter before i.t attacks with 'sui:prise from beneath the surace. When Tolg'byri makcs an appea.rance, rad or paraphrase the (ollowing text.

    '20

  • TuE CrTADE:L oF Guss

    .

    Out .o/ the 1uter lurches a 1uorinlike creature clrm_uily 1Ua'll_ing three ten/acles in the air before it. Membranous wings protmd from opposite sides ef its body. Ti1ree eyes in the centcr o/ its head .. t:egard you blankly.

    . . \' Tolg'byri (nilehai zombie): hp 107; MM 265 (zombie), Unap-

    , proachable East 67 (nilshai); see below. ' .

    Treasure: Any.one who examines !!ie conte.nts of the rq,om ad succeeds 011 a DC 23 Scarch check locates a secret door in. a cabi-net of opaque glass not far from the draped golem. ~eyond is ~ cavity holding a foot-long platinum rod v:ith a loop at one enrl and a large topaz at the other. Thi.s item is \YOrth roo gp and is also a control key for the citarle! ~e area H ). Tolg'byr.i had found it and used it. to nter anrl leave the demip)ne, but Saver~ has not yet rlisco\rered,tbe rod and still. believes that Mourel has the sole meaus to reactivate tbe portal n the s 6ne crcle. .

    NILSHAI ZOMBIE E Medium' undead ,

    Init +1; Sensi;s darkvisioo 60 ft.; Listen +O, Spot +O AC 18, touch 11, fiat-footed 18

    (+1 Dex, +7 natural) hp 107 (16 HD); DR r/slashing lmmune undead immunities Fort +5', R.ef +r, Will +10 Wcalness single actions only Speed 30 ft. (6 squares; can't run), fly 5'0 ft. (clumsy) Melee slam +10 (ld6+-3) Base 'Atk +8; Grp +10

    CR. r

    Abilities Su: 14, Dcx 13, Con - , Int - , Wis 10, Cha 1 SQ,,_undead traits Feats Toughness.

    3 7. workroom Tls small side workroom has' been stiipped bare of ma~erils anrl is fl rliscovererl h~r near the stone circle in the forest and realize

  • Tf.rE. CITADEL OF GLASS .,

    tour of the dome up to its maximam height of 40 feet, at which point th~ smaller transparent dome rises another 20 feet.

    The map for this tomb appears on the inside back cover.

    4o. Anre.room (BL s) ' This dark 'chamber served as the waiting area befare funeral ser-

    vices bt!gau. A few glass benches still line the walls. Three doors exit diis area.

    Cr turca: The remainoer of MQurcl's primary fighting force occupies this room as guardians of hiS la ir. Three star elf skeletons and one of Mou1'el's apprentices', now a fiameskull, wait here to attack auy living creatures that intrude.

    Stu Elf Skcletons-(3): hp 6 each; MM 226 (as hu.man war-rior skeletons).

    Flamesl::ull: hp 26; Lost Empires ef Faeriin 171; see below.

    Tactics: The flameskull keeps the skeletqns between it and its enemies. It prepares for cotnbat by casting mirror imageand blur. It drops a jirebatl on tightly dus'tered enemi':_S and saves its magic missile and ray pf exhausfion .f,or targets that seem impervious or that can't be hit by its firy eye rays.

    PLAMESKULL CR 4 I,,E Tiny undead Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10 Languages Conlffion, ~lven (always speaks in Elven) AC 19, toui:h 16, flat-footed 15'

    (+2 size, +4 Dex, +3 ntural) ,hp 26 (4 HD); fast healng 2; DR 5'/bludgeoning B.csist +4 turn resistance;_ SR 19 Immune cold~ fue, e1e~tricity, undead immunities Port +l. R.ef +r, Will +r ' Specd fly ro ft. (10 squares) (good) lianged 2 fire rays each +8 touch (ldS fe) Base Atk +2; Grp - 10 Space 2-J./2 ft.; Reach O ft. Spell-Lil:e Abilities (CL. 4th):

    At will- detecl magic, mage hand, ray of frost (+8 ranged touch)

    3/da - b/141; magic missile, ray ef exhaustion (+8 ranged touch; D~ lr)

    1/day-jireball (DC 15'), mirror image Abilities Str 3, 9ex 18, Con-, Int 11, Wis 12, Cha 14" Fcats Alertness, Improved Initiative Sldlls Concentration +9, Hide +19, Listen +101 Spot +10 SQ.rejuvenation, undead traits Pire B.ay (Su) Range 20 ,f eet. A flameskull can shot two Jire

    rays as a standard action. B.ej11venation (Su) A destroyed fi'meskull rejuvenates at its

    full normal hit points' in 1 hqr even if smashed to pieces. To prevent rejuvenation, its remains rriust be spril1kled '?ith holy water or subjected to a dispel magic, dispel evil, cjr. rm;ove curse spell. Tite flameskull's caster level is 14ti for ;he purpose of the dispel check.

    Hook (in Rlven) "You should not have c01;ne. Mourel's secrets are bis. alone! Now you must be destroyed."

    41_. ~ortuo.rv stoir ~ T~s room is bare ex-cept for a w~d~ stair with shallow stcps tbrtt descends to the level belo\,, r , . 42. ce.remoniol Holi (-EL 3)

    ;" 1

    A vast, dark hall ~ens beyond 'the do1jble door. Barel;: visible, al the apex of the dome high .overhead, rises a second sinaller, trans-parent dome. The light fiwn the othe1 to111ers is onty/aintly 'IJisible through this bigb aperture. The 'rest ef~the room is losi in shadrrw . . Some dark shape occupies the r~om just pas'l-is center.

    Anyone with darkvision or bearing a light source sees that the dark shape.i.J1 _the room's center is an altarof translucent glass. The star-light of Sildeyur once shone softly through the transpare!lt dome to lluminate . this altar. Inscribed upon the interior cf th ma.i.J1. 'dome are hundreds of elf symbols ~ig11ifyi11g death, the afterlife, and other concepts relevant to fune"ral services. A successful OC H Spot check enables a cha rae ter to notice' what appears to be a dark objcct embedd~d in t~e centci: of the altar. A character who suceeeds on a DC 22 Spot check discerns that the dark object is actually something behind tite altar.

    Whenever living creatures entcr tl1is chamber, an ancient magic activatcs. '1Ja11cing lights appear and begin to swirl around the room while ghost sound produces an elven dirge. The _interplay of light and shadow from the dancing lights creates the optical illusion of shadowy figures perfonning a sweeping funerary dance i.J~ solemn gyrations around th room. This display continues for r minutes, and tlie room can only perform its ritual once every 6 bours. Tbe effects have caster. level of 20tb.

    Creatuff: A wight crouches behind the altar in, this room. It is 'the dark shape that the layer ch.ractcrs might have spotted whcn they entered. The wight is the mortal remains of one of Mourel's

    apprentice~. Unlike KY.ial, the apprentice did not survive the high magcs' attack, ,but his evil deeds and impure heart allowed him to,arisc in thls undead form. The wight still serves Mourel, albeit

    rel~ctantly. Wight: hp 26; MM '2r5'. '

    .

    Tactics:. The wight waifS until the lights and music activate. It moves at half spced and uses Hid.e :ind Move Sile1tly, then takes an indirect route towar.d the characters, using the motions and shadows-0f the dancing lig};ts to cover its approach. The lights are distracting, so the PCs take a - r penalty on Spot' checks to sec the 'fght, wliile the loudness of the dirge ca~s a -10 penalty on Listen checks to bear the undead crcature. Treasure: In one of the wight's tat~red pockets is ~ nonmagical gold amulet (100 gp).

    43. MO.ftUUC\J' This room holds glass tables where the deceascd were la id in state

    - until their funerals or final interment-preparations were ready. It is cold and smells faintly of death but is otherwise empty.

    22

  • _,

    Tu CITADE:L OF GLASS .

    44:. OSSUU'l} ~aceration, an ancient star elf adition, has lost favor in modern tunes. This pi"actice involved boiling the flesh and soft tissues off the bones of the deccased, leaving only a clean skeleton. Polished bones we1:e collected nto a small bundle wound with silver chains.

    . These' remains were then laid t rest in smaU uche"5 in an ossuary such as this one. The walls are lined wth sinall niches. Within severa] are bundles of perfectly preserved! bones wound wit,h sil ver chain, each with a polished skull pei~hed atop it. '

    Trcaeurc: A total of twnty-two skeletal bundles rerain in th~ fifty \Vall niches in.this room, the rest having bee\1 animated over tl1e years by Kyjal. Ea.ch of tbe bundles is wound with a small sil ver chair: (2) gp each), and another seven chains can . be found scattered across the floor. -

    '

    45. C'emutof'ium (tL 4) This long, hemispberical chamber strr:ches /rom .one e11d of Jhe btld.ing to the ot!Je1. In the ce11ter 'ef the opposite wall is a large furnace ef opaque glais. A smatl door in its /ront is transparent. Next lo th/rnace are two Jarge 'llals ef opaque glass with similar and much smaller /urnaces built into their bases. Scatteied about the 1oom are severa/ glass tabl~s ?notmted on wheeled legs, ea ch long rmougb to hold a /ali lmman. ~-

    This room served as tbe crematorium aud mac~~ation camber for tbe Mausokum. Elf corpses that were destined to be incine.rated or macerated were laid out oo the tables, in here until one of tbe furnaces or vats was available.

    Looking through the transparent door for the large furnace reveals a long, narrow chamber with a sliding glass panel where bodies could be placed within and their ashes removed. Furnaccs under thc vatS re m:uch smaller and were used to heat water placed in thc vats to a boiJ, but ~he vat.s are now dry. The glass of all these constructions has special insulaton that prevents their exteriors fronrbecoming hot. ~o meam of fueli11g these furnaci:s is obvious; the elvcs used powerful elemental magic for that purpose. Likewise, cantrips cbnstantly freshened the air . in th chamber and prevented any distastcfu1 odors. The magic of both of these

    . features faded long ago. Creature: The southern maceration vat J:>ears a Trap. Lying

    withi.n that vit is a being that was once Mourel's greatest appren-tice, a star elf named Kyjal Stardancer. The high mages spared him from execution because he fcll into the sea during thc man . battle and was believ

  • THE C1TADEL OF GLASS .,

    -

    3/day- car,se fiar (DC 13), magic missite, smmmm monster T At wiU-detect magic, i".flict minor wounds (DC 13), 1ead

    ma'gic Abilities Str 11, Dex 15, Con - , Int 14, Wis B, Cha 14 SQitndead traits Feats Afertness, Irriproved Initiative, .Scribe Scrollll Skills Concentration +8, Hide +8, Knowledge (arcana) +9,

    Lis~n +9, SpeJlcraft +9, Spot +9 Possessions 1vand of animate dead (CL 8th; 16 charges),

    spellbook Spellbool spel ls prepared plus 0- itJ.1; l st- comprehend;

    Janguages,feather falt, identify, magic missile, reduce person, summon monster 1, tmseen servant, '2nd- arcane /ock, conlinual ftame,fox's ctmning, ghoul glyph*, hypnotic pattern, resisl ene1v, see invisibility, 3rd- deep slumber, m:a;or image; fth-ba/eft4/ polymorph; 7th-llision

    Hook "How da.re you defilc the house of my master! '. ' * New spell; see sidebar and Libris Mortis 66.

    SMALL FrENDISH MoNsnous Scou10N CR. -NE Small magical beast (extraplan.ar) Init +O; Senses darkvision 6o''{i., tremorsense 60 ft.; Listen +O,

    Spot +4 AC 14, touch 11, fl at-footed 14

    (+ 1 size, :. 3 nat ural) ' . hp 6 (1 HD) Immuqe vermin immunities Resi.&t cold r, fue r; SR. 6 Fort +4, B.ef +O, Will +b Speed 30 ft. (6' squares) . Melee 2 claws +1 each (ld3-1) and

    sti.ng - 4 (ld3- 1 plus eoiso) . Base Atk +O; Grp - 4

    Atk Options Weapon Finesse, constrict (ld3- l ), improved grab, poison, smite good '(+ 1 damage)

    Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha '2 SQ.yermin traits SfilJ.s Climb +~, Hide +8, Listen +O, Spot +4 Feat_s Weapon FinesseB

    )\

    Poison (Ex) I1tjury, Fortitude DC 1'2, initial damage .~ ld'2 Con, secondary damage ld'2 Con. The save DC is Constitution-based. .

    ' .

    46. {:mbulmin-s chu~ber . . Glass tables oh rollers are scaltered round this room. Glass cabnels

    1vit!J' lransparent door~ Jine the walls, umtaintng ali mdt1ner of vises, saws, clamps, retractors, and k11ives. Gther cabinets hold ca11opic jars and viats. N ext lo the cabinets are r1nays of glass cylinders 1vi1h tubing atlached to them and coiled onto 1vrtil hooks 1earby. These. 'tubes ali end in large needles. Bell01Us and pmnps are atfached to the c;linders, so1e of which ha~e interio'Ys that a~e stai11ed dark. Among their many 'other skills, the a11cient star clves were exp.ert embalmers. The various cylinders andjars herein once held embalm-ing fluids, preservatve che!ll icals, and blood drained from the bodies of the deceased. Organs were placed in canopic"jars far interment or usiy in \uagical research. All the jars and cylinders now present are empty, though a few still hold dry residues of their former ~011 -tents, ind uding sorne with bloodstains. A character who succecds on a DC H Search check determines that 011e of the cylnders once mounted on the wall among the others is now missing.

    Nothing of value is left i.u this chamber .

    . gho-Ul glvph - '" ecrornancy Leve!: Hunge~'2, sofc,s~/wizard 2 Componc.nt1: V: S, M C:a&tlng Time: 1,n:ihlutc ~llan5e: TOl,l,Ch

    Effect One ghoul glyph tha_t mus~wthitt.a 1-ft:square [!uration: Permancnt mJtI disChargSd Savmg"Throw: Fortitude partial Spell B.eaist~ii~: Yt~.

    You ihscrhe a glyph that parlyzes ;i1y living creature of Large or smilller sizc tbat cnters, P3:Sses, or opens the warded arca. Yo can scribe thc glyph to be \'Sihle as faintly glowing lines or invisible: You can inscribe a ghoui glyph on a portable

    ... object, bui: if the objcct is moved more than r feet, thc. glyph -fa"a'Cs, . . .

    ConditioJJS for triggeringa ghau/ g/yph are stl'ingent It takcs effcct-0!1 any cn:ature'~xccpt you.that moves to or Vilthin '1 fcct of it. It affects invisible creatures nonnally hut is n~t triggered

    by_those that travcl,past it ethereally. Only: a single ghoul glyph 'can be im;crbcd in a r-foot squ:m;.

    GhoI glyphs cannot be affred or byp:isscd by such mearis as pl.iysical or magical probing; thougn thcr caH be dispelled. Mislead andnondeteclio" can fool a gho11i gl:),ph.

    Read magic allows idcntifii:ation of agho11 gi)ph with a suc-c~ssful OC H Spelkraft check, if the glyph is 11oticcd hcfore .

    ; it is ac ti vated. A rog lle ( on 1 y) can use the Searcl1 ski J l to fiml

    24

    ~gh011/glyp~hwart..jr, Thc DC in cach . case is 27. ----

    When a glyph is acti\

  • ~ TuE CITADF:L OF GLASS ...

    4 7~ Bxe.ution chombe.c (BL s) This m1all chamber has dozem .ef 11iches b11il1 i1;10 l/:Je walls. In . ihe cenfer of the room stands a large block ef wood with a d1:ep g,ro01Je in its mr/ace. Slump1:d behi11d it are the bones ef a headless

    1 huma11oid skeleton.

    This room was once an ossuary like a,;ea 44. When the high mages finally captured Maure!, they removed th~ rernains to ~~ s~ely stored in auother citadel. Mourcl was brought here, bound an~ gagged, a.nd his head placed on the block. Then the ligh rnages magieally compelled an undead servant of Mourel's to execute the tra.itor. When the citadel was banished to the Night Realm, Kyjal stole in here and retrieved bis master's d~ capitated h~ad. He stored it in a giass cylinder of prescrvative chemicals take11 from the em-

    1 balming room (area 46) a.nd was able o reani.mate illto its cunent state as dcsc.ribed in area 49. The high _ mages st.r ipped ali valuaOles from Mourcl's corpse.

    Creature: Mourel's wicked experiments included tbc execution -. of severa! of hi.s personal bodyguards, whom he thcn animated as loyal juju zoril.bies througtl the use of cr1:ate undead. Most ofthese zombies were destroycd in the battle with t:he h:igh rnages, but the elves managcd to wrest control of one zombie from Mourcl and uscd it to execute hi.tlL Tht juju zombie still rcmains il1 this room. It d.i.ngs to the wall ni.ches above the door and \vits far the PCs to enter, then drops down bchind ~etl1 and attacks.

    The juju zombie is not alone. Two vargouilles- tbe remains of two star elf scribes-flutter about the rooin and swoop clown to attack i.nfruders.

    Juju Zombie: hp H; Unap'proachable East 66; see bclow. Va.rgouilles (2.): hp ) each; MM 2S4.

    JUJU ZOMBIE . CR. .; Juju zombie star elf fighter 1 NE M edium undead . Init +'7; Senses darh:ision 66 ft.; low-light vision; Listen +'2, ,

    Spot +'2. . Langaages cannot speak; understands Com1?-on, Elven AC 10, tQuch 13, .flat-footed 17; Dodge

    (+3 Dex, +3 natural, +4 armar) hp 1S (l~HD); DR S/slashing Resist .+4',!:urn resistance Immu.ne electt'icty, magic missile; u~1dead 'immunities 1 j Por +'.2, Rcf +3, Will +l Sped 30 ft. (6 squares); cli.tnb'H ft. 1 Melee1greatxc +6 (ld1'2.+6/X3) or

    Melee slam -i-S (ld6+6) Bas Atk +1; Grp +) Atk Options Power Attack Abilities Str 19, Dex 16, Con ~' Int 6, Wis 12, Cha 12 SQ.gtherworldly,touch, undead traits Feats',odge, Improved Initiative5, Power AttacP, Toug.hness8,

    Weapon Focus (greataxe)B Skills Climb +10*, Jump +4, Listen +'2.~ Spot +'2., Swim +'2. . * Juju zombies have a .+8 rn,cial bonus on Climb checks ad

    can always .choose to take 10 011 a Climb check, even if rnshed o: threatcned.

    Posses&ions chain shirt, greataxe . Otherwor ldly Touch (Su): Between sunset and sunrise, a

    star clf juju z.ombie confers thc ghost touch ability on any melee weapon it wields and any armar

    it wears, bu t on ly as long s it keeps the weapon'ill hand'Or wears the

    armar. Star elves ha~e a--magical affinity far starlight that gives

    t)iem. an unusual edge ill ' fighting extradimensional

    foes. (This ability never functions in the Night

    Realm due to the absem;e of stars. It is illcluded here so you

    . can use ths creature inother adventures.)

    A stair .of transparent glass spi-rals down to the lowest level of

    Mourel's Tomb.

    49. The vault of MOU.cel

    (EL 7) Tls simple, domcd room vaults to a height

    of '2.0' feet and has niches of various sizes covering its ent;e s.urface. Once, urns aud coffins were stor d in this hurial vault and magically sealed into the niches. These w re ali removed when the hitb: mages cast tlie citadel out of Sildeyuir.

    Creatures: Tllis vault serves as the lair of the infamous Mourel . Duskwalker in his current form as an evolved brain in ajar. His

    apprentice Kyjal recovered Mourel's head after his xecution. Usipg a method Mourel had been exierimenting with, Kyjal extracted

    th~ brain al1d preserved it ii1 t jar of embalmi.t1g fluid. He tbeu used Mourel's magical procedures to reaniruate bis master into the creature he is today. Over the long centuries of -hJ banishment, Mourel has managed to gai.n the evolved undead template twice.

    2S

    To obtain-greater mobility and protection, Mourel bad his ap-P..rentice anifil3:_te tb~ corpse of on~of Mourei's guardian crea tu res, a girallon sll!in by the high mages, into a zombie aft.er creating a 'Cavity in its chest into which Mourel's glass cylinder co~ld fit.

    '

    r

    /

  • nm CITADEL OF GLASS .,

    Mourel Duskwalker (evolved brain in a jar): hp 19; Libris Mortis ~O (brain in ajar) and Libris Mortis 99 (evolved undead); see below.

    Grallon Zombie: hp 94; see below.

    Tactics.: When first encountered, Mourd attempts to use his domina/e person and mg,estion abilities on whomever looks like the PCS' leaqer: He suggests that the humanoid mercenaries are invaders who wish to steal his home from him and ~cquests that thc characters eliminate them for hitn, saying that the humanoids surcly have adequate treasure to cotnpensate the cha~acters from their spoils. If this approach fails or the PCs return to Mourel after completing this task, Mourel attacks and uses any dominated party mcmber to assist him in the battk:. The girallon zombie charges forward to engage the characters. Its anns crossed over Mourel's canistcr provide him with cover (+4 bonus to AC, +'2 bonus on Reflex saves). Mourel uses his mind thrust ability against fighters and rogues. .

    If the girallon zombie is des~royed, Mourel flies out of its cavity and takes cover i.n one of the 'niches at the toE_ of the room's dome. He continues to use mind t11rust untiI an opportunity presents itsclf for bim to flee thc Mausoleum. He docs not use .hi~ teleki-

    ne~is in combat, illStcad saving bis daily uses to open door as he_ attempts tq escape. If hccscapes, he disappears into the night sky of the demiplane. Treasure: Set into a cavity atop Mourel's cylinder is a footlong

    plati.t1um rod with a loop at one end anda largc topaz. at the other. This item is worth 5"00 gp and is a control key for the citadel (see area S"r). '

    Hidden in one of thc niches at floor leve! is a largc, hollow 1 dragon horn. It has been polished, lin d with plati.trnm, and set with small gemstones t9 be used a a drinking horn. This is the Grail ef Shin-grailar (see sid bar}, as described in the Advcnture Hooks section. lt is wortb '2,000 gp.

    MoUREL DusKWALKEB. Evolved brai11 in ajar JE Tiny uudead

    CR. 6

    ~it +'2; Scnses blindsight 60 ft., darkvision 60 ft.; Listen +9, Spt +9 .

    Languages ~~lepathy 100 ft. AC 16, touch 16, flat-footed 14

    (-t;'2 size, +?. Dex, +1 natural, +1 defiection) hp 1.9 (3 HD); fast healing 3 11..esist +4 turn resistance Immune ondead' imrounities Fort +1, llef +3, Will +6 Speed fly 30 ft. (6 squares) (good) Melee -Base Atk -; Grp - . Space 1 ft.; B.each -Atk Options mind thrust Spccial Actions madness, command undead 8/day (+ 7, '2d6+8,

    3rd) Spell-L:e Abilities (CL 3rd):

    '2/day-see invisibitity Psi-Lile ;Abilities (ML lOth):

    1/day-domi1wte pet'Son (DC '20) 3/day- siiggestion (DC 18), tlekinesis (DC '20) )

    Abilities Str -, Dex 14, Con -, Int 16, Wis 12, Cha '20 Fets Alertness, Iron WiU

    S~ilJs Bluff +l, Diplomacy +11, Knowledge (history) +9, Knowledge (psionics) +9, K'nowledge (religion) +9, Listen +9, Spot +9 . . :

    Possessions control key (see Treasure, above) 1 Mind Thrust (Su) Mourcl can dcliver an assault 011 the

    ,thought pathways of 0;1e creature, dealing '2dl0 points o damage if the creature fails a DC 16 Will save.'The save DC is Charisma-based.

    . M~dness (Su} Anyone targeting Mourel's r"nind wtb thought . de.tection, mind control, telepathy, or psionics takcs ld4

    poi.nts of Wisdom damage.

    26

    Hool "Your anima~ed corpses will be useful in helping me to finally destroy the star elves."

    Gra.ALLON ZoM1nE CR. + NE Large undead Irut ~2; Senses darkvisiou _60 ft.; :i;.,isten +O, Spot +O AC 18, touch 11, ftat-footed 16

    (-1 siz.e, +?. Dex, +7 natural) hp 94 (14 HD); DR 5"/slasbing Immune undead imrounities Fort +4, B.ef +6, Will +~ Weakncss single actioru only Specd 40 ft. (6 squaies; can't run), climb 40 ft. Mclee slam +14 (ld8+7) or Mclcc claw +13 (ld4+7) or Melee bite +8 (1d?+7) Base Atk +7; Grp +18 Abilitics Str '24, Dex H, Con -, lnt -, Wis 10, Cha 1 Feats Toughness -- Slills Climb +U *, Listen +O, Spot +O

    ~A girallon zombie has a +8 racial bonus on Clirnb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

    po.rtul control. cente.c (Areo.s 50-;SS) The Portal Control C_erter is the heart of any Sildeyuir citadel. These liinitedacccss towcrs are always heavily guarded to prevent them from being cxploitcd by tbe wrong persons. When the h.igh magcs tore tbe'Nigbt Realm from che rest of Sildeyui.r, its portal .was severca from its connection with the other citadels. Tbe po1tal could still access thc ri ng of ston s in the Yuirwood but nowhere else. B~Iieving thcy had dcstroyed ali the inhabitants of tbe new demiplane, tbe bigh magcs closed t11e portnl behind them and as-sumed that it would stay forever sealed and lifeless.

    A slim, octa~onal tower of opaque glass rises from the sea high into the ai.t abovc tbe citadel. lt is topped by a massivc.octagonal stnicture, with opaque glass on its lower portions but topped ~y a brightly lit crystallin dome. Bridge E connecrs this tower to the Nexus. .

  • ThIE CITADE:L OF GLASS. --

    .f

    All fioors and ceilings in this building are opaque except the ceiling of area SS-that room's dome is transparent .

    . 1 9ilings are 10 feet high unless otherwise noted. Tle interior wans are translucentbut are so thick that they prevent a.nyone from be;ng a ble to discetn d~tail,s , f other areas.

    so. Towe.r Bntry The door to this tower is sealed with an arcane.lock (CL '20th). However, if anyo11e who possesses a control key (from areas 36 and 49) touches the tpaz tip of the key to the .

  • /

    TuE CITADEL OF G:.Ass .,

    For most of his years, Gamogan was consdered a kndly aod wisc figure wbo counseled the star elf nobility on important decisions. He was s'een as a voice of moderation and was very popular a1nong the star el ves. Teraff was a young firebrand orator who spoke out strongly. against peaceful relarions with other people~ including other, elves. She too 'hada popular following 'but wa~ considered i hothead a~d a rabble-rouser.for most of her life.

    In me dys when the star elves were first constructing ther realm of Sildeyuir, Gamogan was a vocal opponent aganst cre-atng the realm, claiming it would ,strain the rclati~ns that bad been established with humans and ther allies. In bis fervor to "s'ave" his people,' be went to the leaders of neigbboring nations ai1d told tbem of the str elves' plans, hopmg to open a dialogue between the races.

    Despite his good intentions, Gamogan is remembered as a vile traitor to those steeped instar elf lore. As a result o(1is actions, a human ti:ibe who.had claimed friendship to the smr elves was able to loca te a11d attack a secret enclave, slaughtering the ~nliabitants aud steali1ig tens of thou~nd~ of gold pieces wrth of valuable materials and gems that had been gthered_ for the creation of sorne of the m

  • TuE C1TADEL oF Guss .

    54'. ActoJ co.rrido.r (BL 3) Jhis corridor,follows the outside. contour o the tower and ends at door. The cfoor is sealed with an arcane lock (CL20th) and bears a Trap. An easly spotied recess in the door allows the proper use

    . of the co~trol key (or t'h need for sorne sort of key) to be dscerned . \vith successful DC 10 Intel!jgeuce check. If the loop end of the

    co~trol key is touched to the recess, thc trap deactivates and the door slides open for f minute.

    Trap; If an attempt is made ~o op; n the ,door, or if it is ~ou"hed withnything other than tiie loop end of a cntrol key, tt unleash~ a ligh1ning bolt down the corridor. TJie trap' res~ts every round.

    Light~g Bolt Trap: CR 3; ~agic device; touch trigger; automatic reset; spell effect (!ightnif(t, bolt, Sth-level wiiard, Sd6 electricity, Reflex DC 14 half); Search DC '28; Dis-able Device DC '28.

    55. corit.rpl cente.r (BL 4) A stair of tratisparent . glass rises thro11gh the. jloor of this room and ascends anolher 10 feet t an octagonal platfo,.m in the center. Erecled 011 this plaif onn is a ring of tramlucentglaiimenhirs

    matchi1~ the stone ri11g at thi: entrance to this pl(lne, though at a much smaller scale-each menhir stands abrni't f feet high. The 011/y other -difference is that the blocks that sho11td top 1'1110 are hes a1'C missi1!g f.r_om the ring: A sunken arua of ftoor surrou11ding tbe ce,;tral plaiform is.c;f!Wded with hundreds of tra11sluce;,t glass blocks similar to tbose in _the sto11e circle model. 'Jlhe f()p ha!f ef the huge chamber is composed of transparent glass t_hat allrirus a spcctacular 'IJeW of the en,lire . citadel, 11c/t1di11g the smal;l isl

  • 1

    ..:

    . RETURN TO TH YUIRWOOD .,

    stones i1~ the storage pit, waiting for iutruders upon whom it can vent its ~rath. It does nothave any imprin.ted speUs. If slain, the creature reverts to a d ire rat.

    Darkenbeast: hp 4'2; Monsters of Faerin 30; see below. ~

    D~vel~~mcnt: If the PCs ha ve not yet encontered ~ither Mouref or Saverca when they enter this room, or either was able to escape

    them, ne or,both of th.ose creatures follow tl1e charactel,'S as they bre~ the control tower-Savera to learn how to use; the control center and Mourel to remove the' threat to his mon~oly on the use of the portal. If one or both are' present, they wait until the darkenbeast has ben dealt with before ascending the stairs to attack tbe characters. lf both.are present, one arrives 1 round before the other. In battle, they have a 5"0% chance each round to.~ttack one another instead of the PCs. either- hesitates to figh.t to the death in this encounter, rightfully recognizing that holdiog .the control center is tbc key to controlling the demiplane.

    DAR~EAST ' CR. + NE Medium magical beast ' -

    Init +6; Senses darkvision 60' ft., low-light v ision; L.isten +2, Spot +2

    AG U, touch 12, flat-footed B (+2 De'x;-+3 natural) '

    hp 42(r HD) Immune mindaffecting spells and abilities SRH Fort +9, llef +6, Will +i Wealncae fight vulnerabil ity

    ~~~~...;;...~~~~~~~~~~~~~~~~~- ~

    _Speed r ft. (1 square); fly 40 ft. (poor) Melee 2claws +8 {ld4+3}and

    bite-+3 (ld6+1) -.. Base Atk +r; Grp +8 Special Actionll/ spell impri.nting Abilities Str 16, Dex. H, Con 16, Int r;.Wis 11, Cha 4 Feata Great Fortitude, Improv.ed lnitiativ;e Skills Hide +4, Listen +2, Move Silently +4, Spot +2 Light Vulncrability (Ex) Whcn exposed to sunlight, or to

    light equivalent to .a daylight spell, darkenbeasts take a -'i. 'penalty 011 attack rolls; saves, skiJI checks, ability checks, and damage rqlls.

    Spell Imprinting (Su) W.hen a darkenbeast is created, its creator can cast a spell that the darkenbeast "ca~ries" until the spell is needed. On the darkenbcast's master's acti6n, as a spelHike ability, the master can attempt to cast a. single spell imprinted on a darkeribeast within_ 30. feet of her as if she were casting it normally. Such a casting has a 2r% chance of failure, with an additional +10% for every other

    ' darkenbeast-in1printed spell the spellcaster has attempted to cast that day. WJ.iether the pell succeeds or fails~ the darkenbeast immediately djes in a spout of magicaI purple flame', reverting to its true form in death.

    ./ /.

    ~ R!TvRO fe Tm Yvi~een

    The characters gai!1ed access to the control center m~ probably dealt with both Savera and Mourel before they returned to thh stone ring in the Yuirwood through the portal. If they have recov ered the Grail of Shargrailar or rescued Duladora (or both), they can make their way to civilization and obtain theii rewards. Feel free to throw in forther encounters d~ring their travels .through

    1 the YuirwoocJ. .

    I( the characters left the . portal open behind them, they begin to bear rumors of additional _disappearances and of deadly c.reatres stalki11g the _nigbt in its vicinity ~s any surviving cr atures trapped w the Night Realm make their way out iuto .the Yuirwood. If the PCs retum to tbe stone circle~ they finct only the bfackened and shattered ~ases _of what were once the menhirs formirlg the circle. In the charact~rs' absence, the high

    ' mages of Sildeyuir sensed the threat of Mourel Duskwalker.

    30

    Th!!y" converged on the stoue cirde and destroyed it to forever seal off thc evil of the Night Realm. Other ways migh_t exist to access the accursed denliplane tbat could be developed into future adyenturcs, as could the events sun:ou11ding the Grail ef Shargrailar (see sidebar on page 27). ~

    IlEW ijlensTIR._ The shard

  • NEWMONSTER

    Speed 30 ft. (6 squares) Melee 2 slams +8 eaeh (2d6+5', bludgeoning) B.anged 4 glass shards +5' eaci1 (1d6+5', slashi.ng) Base Attack ,i.4; Grp +13 Space 10 ft.; Reach 10 ft. Atk Options glass tentacles, shard volley , . Abilities: Str 20, Dex lr, Con-, Inr -, Wis J,O, Cha 1

    S

  • ,.. ,e,_ mi

    l t' - -, - ~h ' :-. t - ' 1 1~ 1\ l ~ . l.,' '~ ( 10: ' " ,; '' "l,~, 1 1 ,_L.,, ~ , . 1 ....

    '" ~m ':+.

    ,_. l'. !!::.t'.-t

    11 , f~ EEJ . ~I ,,,., 1 -"'" 1.. .:.. "' - ' .. , _. ~ . ........ 1 ~

    -t '

    V( z

    ~! ~= 111111 12

  • fj . '

    stand A~ni~st t~e eoinin~ Ni.~ht! Sba OWs . the fo1 st deepen asan orad ~ a.mong the .Yuirwo~'s) alf-.~lf inhabitru1ts foretells the rednergence of th Dusl-walker; an ancient -i11d ~orinpt sta :elf , ;z~ttl. Missing travelers and lost goods ll pe1nt to a circle of standing sto es wit:hmthe fQres{: ferllip~~ lik~ it co .nt:rparts elsewhere i.JJ, th !:Y-uirwooc4 this Ston henge allows for travl to another pi~ ~-7'.bi1t wl\~re? And what growing dru; ~ess awaits th se bold enot.gh to .find out? . . ' - r

    ..

    'Ihis stand.alone DUNGEON~ & lliAGoNs dve1~ture takes (out , 3.rd-leV-l.cbai.:aj:t'er~ f~om the idyllic paths of th~ Yuirwoo~ jnto a reaim .~ealed by a bygone betrayi. .J\ltibug~ t~~:'f.~V~i1~lu,e is set in th ~glarond region of1 Fa~).'un, it can easily be pla.cedin any D&D crunpaigh.' : '. . . 'i

    f ; : .-;.~1 ~ 1 :, 1 .. 1 For, use with these Du:i::.i;GEONS & DRAGO, ~:; core'J>o9.~ .; ."t. , .. ... . : .. .

    'Plyer's IJ.a11dbo~k"' '1Jung. n10Master's G~id