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1 LEGEND OF THE SILVER SKELETON An Adventure for Four to Six 6th-Level Characters CREDITS Design: Bart Carroll, Todd Clayton, Mark A. Jindra, and Robert Wiese Editing: Robert Wiese Typesetting: Nancy Walker Cartography: Mike Schley Web Production Bart Carroll Web Development: Mark A. Jindra Graphic Design: Sean Glenn, Cynthia Fliege Based on the original DUNGEONS & DRAGONS ® game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. ©2006 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www .wizards.com/d20. For more DUNGEONS & DRAGONS articles, adventures, and information, visit www .wizards.com/dnd INTRODUCTION In summer 2005, the D&D website ran the Creature Competition: Head-to-Head, with sixteen deadly competitors battling for player’s favorite. Eludecia, the lovely succubus paladin, took the crown, destined to appear in an online adventure. Her Fight Club stats have been released (at: http://www.wizards.com/ default.asp?x=dnd/fc/20050824a); the following adven- ture now introduces Eludecia to your players (that is, should they succeed in its goals). The Hostel of the Sacred Stone has long been known for its respite, fine beers…and long-standing rumor of a silver skeleton hidden within the nearby aqueduct. So far these rumors have remained just that—no one has successfully ventured too far within the dwarven- constructed aqueduct to search out this prize. Several have tried, only to be hindered by the kobold tribe also calling these tunnels home. “Legend of the Silver Skeleton” is designed for four to six 6 th level characters. This adventure may be started as a side trek while the PCs travel to or from any major city, or may stand on its own. PREPARATION This adventure requires the use of the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. It also utilizes information found in Dungeon Master’s Guide I I , and Monster Manual III; if the Dungeon Master does not have a copy of these books, the adventure may still be run by omitting or modifying items and creatures drawn from that resource. To get started, print out the adventure, including the maps. Read through the scenario at least once to familiarize yourself with the situation, threats, and major nonplayer characters (particularly their motivations). Some text is designated as player information that you can read aloud or paraphrase for the players at the proper times. ADVENTURE BACKGROUND Centuries ago, dwarven workers constructed a massive underground aqueduct, linking a distant mountain lake to their temple in a distant city. Their aqueduct complete, the dwarves built a monastery at the lake where their most elderly workers retired; as it turned out, this location proved a most dangerous choice, as the dwarves faced constant raiding by local stone giants—that is, until a dwarven cleric managed to convert one stone giant to their cause.

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LEGEND OF THESILVER SKELETON

An Adventure for Four to Six

6th-Level Characters

CREDITSDesign: Bart Carroll, Todd Clayton, Mark A. Jindra,

and Robert WieseEditing: Robert WieseTypesetting: Nancy WalkerCartography: Mike SchleyWeb Production Bart CarrollWeb Development: Mark A. JindraGraphic Design: Sean Glenn, Cynthia Fliege

Based on the original DUNGEONS & DRAGONS® game by E.Gary Gygax and Dave Arneson and on the new edition of theDUNGEONS & DRAGONS game designed by Jonathan Tweet,Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.

D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned byWizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast,Inc. All Wizards characters, character names, and the distinctive likenesses thereof aretrademarks owned by Wizards of the Coast, Inc.

This material is protected under the copyright laws of the UnitedStates of America. Any reproduction or unauthorized use of the

material or artwork contained herein is prohibited without the express written permission of

Wizards of the Coast, Inc.

©2006 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.

This product is a work of fiction. Any similarity to actual people, organizations, places,

or events is purely coincidental.

This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without

written permission. To learn more about the Open Gaming License and the d20 System License,

please visit www.wizards.com/d20.

For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd

INTRODUCTIONIn summer 2005, the D&D website ran the CreatureCompetition: Head-to-Head, with sixteen deadlycompetitors battling for player’s favorite. Eludecia, thelovely succubus paladin, took the crown, destined toappear in an online adventure. Her Fight Club statshave been released (at: http://www.wizards.com/default.asp?x=dnd/fc/20050824a); the following adven-ture now introduces Eludecia to your players (that is,should they succeed in its goals).

The Hostel of the Sacred Stone has long been knownfor its respite, fine beers…and long-standing rumor of asilver skeleton hidden within the nearby aqueduct. Sofar these rumors have remained just that—no one hassuccessfully ventured too far within the dwarven-constructed aqueduct to search out this prize. Severalhave tried, only to be hindered by the kobold tribe alsocalling these tunnels home.

“Legend of the Silver Skeleton” is designed for fourto six 6th level characters. This adventure may be startedas a side trek while the PCs travel to or from any majorcity, or may stand on its own.

PREPARATIONThis adventure requires the use of the Player’s Handbook,the Dungeon Master’s Guide, and the Monster Manual. Italso utilizes information found in Dungeon Master’s GuideI I, and Monster Manual III; if the Dungeon Master doesnot have a copy of these books, the adventure may stillbe run by omitting or modifying items and creaturesdrawn from that resource.

To get started, print out the adventure, including themaps. Read through the scenario at least once to familiarizeyourself with the situation, threats, and major nonplayercharacters (particularly their motivations). Some text isdesignated as player information that you can read aloud orparaphrase for the players at the proper times.

ADVENTUREBACKGROUND

Centuries ago, dwarven workers constructed a massiveunderground aqueduct, linking a distant mountain laketo their temple in a distant city. Their aqueductcomplete, the dwarves built a monastery at the lakewhere their most elderly workers retired; as it turnedout, this location proved a most dangerous choice, asthe dwarves faced constant raiding by local stonegiants—that is, until a dwarven cleric managed toconvert one stone giant to their cause.

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THE STONE GIANTThe stone giant, taking the mantle SonnlinorStoneheart, dedicated himself to defending the moun-tain temple—even in the face of a far greater threat, thatof a blue dragon awakened to the scent of the temple’srich tribute. Sonnlinor Stoneheart sacrificed himself inthe dragon’s attack, pulling the mountainside atop themboth. Yet such became the legend of his actions that thestone giant was sainted and his remains recovered asholy reliquaries. These reliquaries, a piece of the stonegiant’s bone and his largest throwing rock, were takendown the mountain and incorporated into a local hostel.

As far as Sonnlinor Stoneheart’s legend spread, sofolks came to marvel at the healing powers of his reli-quaries (and enjoy the hostel’s unusual run of goodbeer). At some point, Eludecia (herself a convert to theforces of good) departed on pilgrimage to visit thehostel. So far as anyone could ascertain, she neverarrived.

THE SUCCUBUS PALADINEludecia’s own tale is no less startling. A succubusconverted to good by her angelic lover, she campaignedagainst her former demonic cohorts; at the height ofwhich, she helped banish a powerful balor from thePrime Material plane, earning her eternal enmity fromher own kind. The balor later dispatched one his gener-als, the marilith Aishapra, to ambush Eludecia en routeto the hostel. Alone and overwhelmed, Eludecia wasdefeated…but not killed. Instead, the marilithemployed powerful magic to transform Eludecia’s bonesinto silver and trap them within one of the aqueducts’gelatinous cubes (originally placed there to clean itstunnels). Eludecia has remained trapped ever since,forever regenerating and dissolving in the horridconfines of this purgatory.

THE KOBOLD TRAPMASTEROver the years, rumors of this silver skeleton havecirculated in the hostel’s taproom. Nevertheless, no onehas been able to venture too far in search, in fear of theaqueduct’s current residents, a band of kobolds led fromthe city years before by the famed kobold trapmaster,Yin Yensine.

Yin, seeking a better home for his kobold tribe (anda place to conduct bizarre research on aberrations),migrated an incredible distance up the aqueduct to thetribe’s current location. He then dammed the aque-duct’s flow of water, providing his tribe a steady source

of fish and water (and which the hostel also uses for itswell). The first of many projects, Yin Yensine spent theremainder of his days carving out the aqueduct’stunnels and elaborately trapping them. Although YinYensine passed away some time ago, his name is stillrevered by his tribe’s descendents, and his traps remainsecurely in place, making access to the silver skeletonall the more difficult.

POSSIBLE LOCALES FOR THIS ADVENTUREBecause of the underground aqueduct that is central tothis adventure, it cannot go just anywhere. Somepossible locations include:

1. In Veluna, between the Lortmils and Veluna City.The aqueduct originates in the Lortmils and ends inVeluna City.

2. In Sterich, between Istivin and Gorna. The aqueductoriginates in the Crystalmist Mountains and ends ineither of the two cities.

3. In the Silver Marches, on the road to Silverymoon.The aqueduct would originate in the NetherMountains or the Spine of the World.

4. In the Vast, close to the Earthfast Mountains. Thedistant city could be Ravens Bluff or Tantras.

5. In Karrnath, between Vulyar and Irontown. Theaqueduct starts in the Ironroot Mountains and endsin Vulyar. Note that dwarves in Eberron don’tworship Moradin.

6. In Breland, between Starilaskur and New Cyre. Theaqueduct originates in the Seawall Mountains andends in Starilaskur.

ADVENTURE SYNOPSISIn Part 1, the adventure begins when the PCs arrive atthe Hostel of the Sacred Stone and are encouraged toinvestigate the rumor of the silver skeleton. Within theaqueduct, the PCs will need to negotiate the floodedtunnels and kobold traps, eventually finding the silverskeleton within its gelatinous cube prison. If the PCsrescue the skeleton, it will be revealed as Eludecia, thesuccubus paladin.

In Part 2, the PCs receive a hero’s welcome back atthe hostel—and a message from the kobolds that part ofthe succubus’ gear has been secured in Yin Yensine’slaboratories. The kobolds cannot access these labs, butif sufficiently appeased, they are receptive to the PCsmaking their own attempt.

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ADVENTURE HOOKSPlayer characters may have heard rumors about thehostel and its amazing reliquaries (not to mention itsbeer), or may randomly come across the welcomingpath to its doorway one night, with its firelight andsounds of good cheer inviting them inside as opposedto another hard night of camping. If the PCs needstronger encouragement to seek out the hostel, a previ-ous encounter on the road may leave one of themwounded or inflicted with disease; a Local Knowledgecheck (DC 12) will inform them that they can find thehealing they need at the famed hostel.

Soon after the PCs arrive, they’ll hear mention abouta “silver skeleton,” a popular local legend readily relatedby the proprietor, guests at the bar, and the taproombards; they all know of the skeleton, but no one has anyidea that it belongs to Eludecia. Once the PCs hear ofthe silver skeleton, use one of the following hooks toget them started.

Three-Dragon Ante: If the party stays long enough inthe taproom, they’ll be invited into a game of T h r e e - D r a g o nA n t e (or any other game appropriate for the party). TheDM plays the role of the dealer, a local bard by the nameof Harold the Mighty (something of a misnomer, givenhis penchant for exaggeration and self-aggrandizing).During the game, Harold is glad to regale the PCs withthe area’s local legends, including that of the silver skele-ton. In fact, Harold attempts to goad the PCs into a littleexploration, hoping their exploits will help fuel thelegend; Harold proposes that the first person to leave thegame will be the next one to go in search of the skeleton(and assumes the rest of the PCs will join in). ShouldHarold be the first to leave the game, he will do every-thing in his power to excuse himself from this chore,citing a competition in the city he needs to attend.

Kobold Infestation: Madge “Fingers” Madgerson (dwarfmale rogue 7/dungeon delver 3; use the stats for MorzulDarkhunter on page 44 of Complete Adventurer if fullstatistics are required), proprietor of the hostel,approaches the PCs with an offer. The nearby aqueducttunnels are infested with kobolds, accessed by thehostel’s well. Usually, the kobolds have stayed clear ofthe hostel grounds; this year, however, their fishingseason may not be going so well, and their chieftain hasencouraged bolder actions. Kobolds have started riflingthrough the hostel trash at night, which is normally fineenough, but have also fired crossbows at workers inter-rupting them or trying to draw water from the well.

If the PCs are interested, Madge would like them todeal with the kobolds one way or another. Ideally, this

would involve meeting the kobold chieftain, and deliv-ering Madge’s offer of a barrel of beer every othermonth, to be placed at the edge of the well, until thefishing picks up. However, Madge isn’t opposed tostrong-arm tactics against the kobolds, if that’s what itwill take to stop their attacks. Madge will also make itknown that the silver skeleton resides somewhere inthe tunnels as well, if the PCs come across it—and ifthey manage to recover it, all the better. In fact, he says,he has a good silver agent in the city if they’re lookingto broker a deal…

A Mysterious Guest: One of the hostel guest approachesthe PCs, either in a quiet corner of the taproom, or by aknock on their door late at night. The guest, a comelyhuman woman, claims to be a representative of anangelic patron (Eludecia’s lover), and states she has beensent to request their help. The angel would like them torecover the silver skeleton, believing it once belonged tothe angel’s dear Eludecia.

In reality, this guest is none other than Aishapra, themarilith that defeated and trapped Eludecia. She peri-odically revisits the hostel both to ensure that Eludeciacontinues to suffer in her prison, and to hire any likelyadventurers in order to test the prison’s concealment. Ifthe PCs are reluctant to go on their own, the guestoffers them a substantial reward of 10,000 gp (whichAishapra has no intention of paying), as well as the eter-nal gratitude of her angelic patron. Should the PCsmistrust this mysterious guest, she will use her highDiplomacy skill to try and allay their misgivings. Shemight show them a (counterfeit) feather, imbued withspells to make it appear as if that of an angel.

If this hook is used, see the Concluding theAdventure section for Aishapra’s reaction.

HOSTEL OF THE SACRED STONE

Nestled into the woods along the mountain’s trailstands the Hostel of the Sacred Stone—a squat, sturdyconstruction with one wall and its chimney carvedfrom a single, massive boulder.

The hostel serves as launching point for the followingadventure. DMs should consider its placement along theparty’s route at some considerable distance (say, a toughweek’s journey) from the nearest city—far enough for theparty to appreciate the healing and respite the hosteloffers, and be so inclined to stop inside.

The hostel is run by Madge Madgerson, a dwarf ofinimitable reputation and hospitality. Madge, a retiredrogue and dungeon delver turned proprietor (and

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fledging potion-maker) invested much of his adventur-ing wealth into this small business. In fact, his formershort sword (+2, mighty cleaving) hangs above thetaproom mantle, and the chain skirt from his armorserves as the fireplace grate. The hostel’s distance fromany major city never bothered Madge; if anything, hepreferred to build here to cater to adventurers on theirlong treks into the wilderness (remembering his olddays on the road). Years later, acquisition of the saintedreliquaries only added to the hostel’s reputation, andthe place is often filled to capacity with a livelyclientele.

Most of the hostel guests are local woodfolk, adven-turers and the like, though an occasionally exceptionalguest is also known to pass through; these includeEllith’rin, a half-amethyst dragon/iridescent naga, andLady Bestine, a half-gold dragon/pixie.

GOODS AND SERVICESPlayers can easily re-supply at the hostel, though Madgeencourages this be done through trading amongstguests. With odd patrons about and adventurers return-ing from expeditions, players can often find itemsbeyond the basic selection of goods, including master-work weapons, tools, and minor magical items (thoughguests prefer to trade for items of similar value ratherthan sell anything for cumbersome gold). If there’s aspecific need, Madge himself will sell supplies, with thecaveat that in addition to the cost of goods the playersalso sample whatever “house special” he has on tap (seeBeer, below).

PCs can also rent beds in the hostel (1 sp/night),though there are no private rooms—Madge encouragesa dormitory atmosphere, where guests share 8-bunkrooms.

BEERWhile the ceilings of the hostel accommodatemedium-sized guests, the bar in the taproom wasspecifically built to dwarven height—a conceit onMadge’s part that he prefers to keep. Despite anydiscomfort, his beer is nevertheless renowned for anumber of reasons. First and foremost is the stonewall of his basement (see Reliquaries). Second,Madge keeps on hand an extensive variety of exoticbeverages: everything from fiery orcish whiskey tofine elven wine.

Finally, Madge combines his talents of brewing beerwith his interest in brewing potions; the “house special”is offered at discount (if a normal pint costs 4 cp, house

specials cost but 1), largely because Madge instills hislatest potion attempts into the mix to determine theireffectiveness. If drinking a house special, players roll onthe table below. Effects last for 1 hour.

Over the years, hostel regulars have learned to staywell clear of the house specials, delighting instead inthe effects they have on those passing through. Madge’sspecials are never intentionally harmful, though theycan occasionally have powerful effect. Should PCscomplain, Madge will apologize at once, blaming ficti-tious gnomish distributors (known for their tricks), andtry to rectify the situation—often canceling the PCs’tabs, though he rarely has antidotes to the potions’effects themselves.

1-25: no effect26-35: jump36-40: enlarge person41-45: reduce person46-50: blur51-55: bull’s strength56-60: invisibility61-65: levitate66-70: fly71-75: gaseous form76-80: haste81-85: imbiber is fatigued86-90: imbiber is nauseous91-100: imbiber suffers allergic reaction: sudden exces-

sive hair growth, extreme bouts of coughing, etc.

RELIQUARIESEven more prominent than its beer, the hostel hosts thesacred reliquaries of Saint Sonnlinor Stoneheart, thestone giant paladin. Either Madge, or any bard in thetaproom the PCs are willing to stand a drink, will gladlyrelate the tale of Stoneheart, every word of which mosthostel regulars have long memorized.

The hostel holds two reliquaries: a piece ofStoneheart’s bone and the largest of the giant’s throw-ing rocks. Years before, Madge convinced the group ofdwarven pilgrims carting these reliquaries down fromthe mountain to stop in for a beer; the reliquaries haveresided here ever since.

Stoneheart’s Bone: Worn smooth by countless hands,touching the bone (a piece of the giant’s skull) gives theeffects of a cure light wounds spell to any good or neutral-aligned character, cure serious wounds to any dwarf, clericor paladin, or cure critical wounds to any dwarven cleric ofMoradin (or dwarven god appropriate to yourcampaign). These effects are granted once/week.

Stoneheart’s Rock: This massive rock was originallyset against the side of the hostel; Madge later worked

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into it into the hostel itself, carving out the groundbeneath so that it formed one wall of the basementand exterior side of the hostel, including the hostel’schimney. To anyone of good or neutral alignmentspending an hour before the fire, the rock providesthe effects of remove disease and neutralize poison s p e l l s .In addition, any dwarf, cleric or paladin touching therock gains the effects of stone tell, which may be used atany time within the next 3 days. These effects aregranted once/month.

PART 1: THE SILVER SKELETON

THE AQUEDUCTBehind the hostel, its well connects with an ancientunderground aqueduct, a massive dwarven construc-tion project dating back centuries. The aqueduct has anequally distinguished history, the main points of whichcan be readily learned at the hostel: PCs withKnowledge (local) for the area may already know someor all of these facts. Have players make Knowledge

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LEGEND OF SAINT SONNLINORSTONEHEART

Ages ago, a monastery dedicated to Moradin wasconstructed in the nearby mountains near themassive lake which fed a massive aqueduct system.Many dwarven workers, having dedicated them-selves for centuries to the aqueduct project, retiredto the monastery to spend the remainder of theirdays in quiet contemplation of the mountains.Unfortunately, the mountains were otherwise occu-pied. Roving packs of stone giants attacked andeventually destroyed the monastery, filling itstunnels until nothing but the courtyard of itsentrance hall remained, open to the stars andsurrounding rock.

Even still, dwarven pilgrims continued to comepay their respects to the fallen monastery, campingin this courtyard—a shrine where, it was said, theyreceived oracles from the monastery’s blockedtunnels, whispered from the spirits of its formermonks.

As the pilgrims came, so the stone giantsremained to attack them. That is, until theyambushed one group, killing them all save for adwarven cleric of Moradin. Sated on the flesh of theother pilgrims, one of the stone giants challengedthe cleric to explain why his god was stronger thanthe giants’. This the cleric was proud to do, offeringa display of his spell magic…which he used to shapethe surrounding stones, facilitating both his escapeand the giant’s capture. At this point, the cleric gavea further display, this time of his god’s mercy, allow-ing the giant to live if he would swear to abide byMoradin’s tenants.

The stone giant agreed, eventually to the point ofcomplete devotion. He took the name SonnlinorStoneheart (“sonnilnor” being dwarvish for “those

who work stone” and for the clerics of Moradin),and became the protector of the shrine, shelteringall pilgrims from his former giant tribesman. Intime, Sonnlinor Stoneheart gained favor withMoradin himself, earning the status of paladinhood.

However, things worse than stone giants lived inthe mountains. A blue dragon had slumbered in itsliving roots for countless years, until—perhapsdrawn by the prospering shrine and the offerings ofgold—it awoke and attacked. The giant defendedthe shrine as best he could, casting stones from thecourtyard as his sanctified throwing rocks. Still, heknew the dragon would best him, and in a finalmoment of sacrifice, the giant pulled down thesurrounding mountainsides in a massive avalancheto crush and bury them both.

A final group of pilgrims, already on the road,arrived at the shrine to find it destroyed. That night,a final, whispered message came from the formermonestary, telling the pilgrims that the giant hadbecome a saint of Moradin, and that his remainsshould be taken to a suitable resting place en routeto the nearest city, so that others would hear the taleand know the power of Moradin, that could bridgethe enmity between the races.

Yet all that could be excavated of the remains wasa fragment of the stone giant’s skeleton and thelargest stone they could find from the former court-yard. These, the dwarves carted from the mountain,stopping after many long days at Madge’s fledginghostel. Enjoying the hostel’s taproom and trulywondrous beer, they knew the hostel to be as good aresting place as any, with travelers who would comefrom far and wide to hear the tale of SonnlinorStoneheart, and agreed to leave his holy reliquarieswith its owner.

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(local) checks for their PCs; the PC knows everythingin the bullet points below with a DC less than or equalto the roll result.

•The aqueduct was an elaborate feat of engineering,originating at a nearby mountain lake. Takingcenturies to complete, the dwarven workers eventu-ally retired to the monestary built around this lake.Sadly, the monestary was destroyed by stone giants,but these events also led to the rise of SaintSonnlinor Stoneheart [Knowledge (Local) DC 10]

•The aqueduct eventually leads to a Temple ofMoradin. Although the water has reduced to littlemore than a trickle (especially in the dry months—no thanks, in part, to the aqueduct's residentkobolds), it is enough to run their magnificent foun-tains and is blessed for use as their holy water.[Knowledge (Local) DC 12].

•Before Saint Sonnlinor Stoneheart defeated it (andcaused his own demise), the aqueduct was also usedas shelter against the ravages of the mountain's bluedragon. Some of the aqueduct tunnels werecollapsed as part of the dragon's hostilities.[Knowledge (Local) DC 15]

•At some point, the kobold trapmaster Yin Yensinewandered up the aqueduct, leading his pack ofkobolds from the city in search of a new and betterhome (and for a new place to establish his own work-shops). The aqueduct provided the perfect environ-ment; the descendants of these first kobolds remainin the aqueduct to this day, while many of thetunnels are still filled with the results of the koboldtrapmaster's devices. [Knowledge (Local) DC 18]

•To keep the aqueduct clear, the dwarves employed anumber of gelatinous cubes. During times of peak flow,the cubes remained in side tunnels; during the drymonths, they emerged to sweep clear debris from themain aqueduct channel. [Knowledge (Local) DC 25]

DUNGEON FEATURESThe main aqueduct is a round tunnel, slightly flattenedalong the bottom, with a diameter of 25 feet. South ofthe lake (Area 2), flows an icy stream of mountain water,roughly 3 feet wide and 11/2 feet deep. This water can beused for drinking; however, immediately south of thekobold warren, it is littered with their refuse. There areno light sources within the aqueduct.

Side tunnels are raised 5 feet above the main aque-duct, constructed with smooth stone walls and 10 foothigh ceilings.

1. THE WELL (EL 5)Behind the hostel, trash is collected into neat bins(though evidence of its displacement can be seen).Further into the woods, a stone circle marks the lip ofthe well, a former service entrance to the aqueduct.There is a simple crank system, operating a bucket thatdips into the lake (Area 2) below. Furthermore, a laddercomposed of iron rungs leads 15 feet down to the sideof the aqueduct.

Creatures: Four kobolds (In-Kee, Bin-Kee, Pin-Kee, and Ka-Lite) are currently rifling through thetrash. Two kobolds are quietly rustling through thetrash, looking for anything salvageable, while the othertwo remain on guard. They will stop and watch the PCswalk by while trying to hide and remain silent.Successful opposed Spot checks (vs. their Hide checks)or Listen checks (vs. their Move Silently checks) arerequired to detect them. These kobolds are filthy andnear skeletal; they are also very skittish, and likely tofire their crossbows at the PCs and run off. However, ifcarefully approached (especially if offered food), theywill admit the fishing season is going terribly, whichtheir chieftain blames on the “silver one.”

The kobolds are desperate; if the silver skeleton isoffered sacrifices—namely, the PCs—they believe itmay be appeased. As such, they can provide generaldirections to Area 7 (entrance to the skeleton’s prison),though will admit nothing of any traps along the way.

KOBOLD SWORDSMAN (4) CR 1 EACHMale kobold Warrior 4LE Small Humanoid (reptilian)Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2Languages Draconic

AC 15, touch 12, flat-footed 14(+1 size, +1 Dex, +1 natural, +2 leather armor)

hp 18 (4 HD)Fort +4, Ref +2, Will +0Weakness light sensitivity

Speed 30 ft. (6 squares)Melee short sword +6 (1d4+1/19-20)Ranged hand crossbow +6 (1d3/19-20)Base Atk +4; Grp +1

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8Feats Alertness

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S k i l l s Climb +3, Craft (trapmaking) +2, Hide +5, Jump+3, Listen +2, Move Silently +2, Search +2, Spot +2,Swim +3

Possessions short sword in bad condition, leatherarmor, hand crossbow, 10 hand crossbow bolts,torn and dirty clothing

Light Sensitivity (Ex): Kobolds are dazzled in brightsunlight or within the radius of a daylight spell.

Trap: The ladder’s iron rungs, leading into the aque-duct, have been trapped long ago by Yin Yensine. Tworungs (where that character’s legs and arms would be, ifmedium-sized) have spring-loaded hinges; they are setto go off when pressure is placed on the rung belowthese, causing them to snap shut around their wristsand ankles. Trapped characters must make a DC 20Balance check, or plummet into the lake below (and besubsequently grabbed by the chokers in the pit nearestthe bottom of the ladder). Being trapped in these rungscauses a -10 penalty on Swim checks. The kobolds knowto avoid these rungs, and reset them after would-beexplorers set them off.

Rung Manacle Trap: CR 1; mechanical; touchtrigger (nearby rung); manual reset; rungs manacletarget’s hands and feet and lock (Break DC 26, EscapeArtist DC 30); Search DC 20; Disable Device DC 20.

2. ARTIFICIAL LAKE (EL 9)Yin Yensine had all but dammed the flow of watercoming down the aqueduct from the mountain lake; hisproject took advantage of a widening of the tunnelaround the service entrance to create an artificial lakefrom which the kobolds fish (and from which the hosteldraws its water). The dam wall rises 4 feet, and providessluice gates for run-over water to continue past (and toprevent dwarves from the city temple coming to investi-gate why their water supply has completely stopped).

Evidence of the kobold’s fishing nets and gear can beseen around the edge of the dam. A thin (less than 2inches wide) crumbling ledge against the wall leadsfrom the bottom of the ladder (from Area 1) to the damwall (DC 20 Balance to walk). A single, rickety kobold-sized boat is moored to the bottom rung (DC 22 Balancecheck to use; fits 2 Small or 1 Medium sized creature).Otherwise characters will likely need to wade throughthe lake water to cross.

One pit contains an iron grate, with a tunnel behindleading to Area 7; if the trap in Area 7 is set off, waterwill flow through this grate to flood the area (thechokers know to leave this pit at such a time).

Creatures : Open pits lie at random along thebottom of the lake, leading to 10x10x15 deep shafts.Two amphibious chokers inhabit each pit, ambushing

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any character that approaches within 5 feet. The chokerswill attempt to grapple characters, dragging them to thebottom of their pits to drown. If the chokers are broughtnear death, they will release any captured characters inthe hopes that their assailants will then depart.

The kobolds know about the chokers, originallystocked by Yin Yensine. Most do not realize that thechieftain has stopped delivering tribute to these chok-ers (mainly foodstuffs and minor trinkets), once paid tokeep the kobold fishermen safe; as such, the chokershave been consuming as many fish as they can, affect-ing the kobolds’ catch—as well as the occasionalunlucky fisherman.

AMPHIBIOUS CHOKER (8) CR 2 EACHCE Small Aberration (aquatic)Init +6; Senses darkvision 60 ft.; Listen +, Spot + Languages Undercommon

AC 17, touch 13, flat-footed 15(+1 size, +2 Dex, +4 natural)

hp 16 (3 HD)Fort +2, Ref +5, Will +4

Speed 20 ft. (4 squares), climb 10 ft., swim 20 ft.Melee 2 tentacles +6 (1d3+3)Space 5 ft.; Reach 10 ft.Base Atk +2; Grp +5Special Atk constrict 1d3+3, improved grab

Abilities Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7SQ quickness, amphibiousFe a t s Improved InitiativeB, Lightning Reflexes,

StealthyS k i l l s Climb +13, Hide +10, Move Silently +6,

Swim +11 *

Constrict (Ex): A choker deals 1d3+3 points of damagewith a successful grapple check against a Large orsmaller creature. Because it seizes its victim by theneck, a creature in the choker’s grasp cannot speakor cast spells with verbal components.

Improved Grab (Ex): To use this ability, a chokermust hit a Large or smaller opponent with atentacle attack. It can then attempt to start agrapple as a free action without provoking anattack of opportunity. If it wins the grapple check,it establishes a hold and can constrict. Chokersreceive a +4 racial bonus on grapple checks,which is already included in the statistics block.

Quickness (Su): Although not particularly dexter-ous, a choker is supernaturally quick. It can takean extra standard action or move action duringits turn each round.

Amphibious (Ex): Although amphibious chokersbreathe by means of gills, they can survive indef-initely on land.

Skills: An amphibious choker has a +8 racial bonuson any Swim check to perform some specialaction or avoid a hazard. It can always choose totake 10 on a Swim check, even if distracted orendangered. It can use the run action whileswimming, provided it swims in a straight line.

Treasure: The bottom of each pit is littered withfish and kobold bones, as well as their former tribute(roughly 100 gp in each pit). One of the pits contains asmall idol fashioned as a choker with a 10 gp obsidiangem for its eye. This is one of the gemstone needed forthe Doorway of the Beholder (see Area 16). A successfulSearch check (DC 20) is required to find the loot amidstthe other refuse in the pits.

3. THE ABOLETH COUNTERWEIGHT(EL 6)Four kobolds are concealed along the wall above thelake, waiting to activate the counterweight device toseal off Area 7 (once they see the PCs entering thattunnel). A successful Spot check (DC 20) is required tolocate them. Similar to the kobolds in Area 1, they areskeletal and skittish, and can direct players to Area 7,but will profess no knowledge of any traps, includingthe device they’re preparing to use. If any of theseescape, then kobolds come to replace them after thePCs move on. Thus, unless the PCs kill all four they willsuffer the effects of the trap in Area 7.

KOBOLD SWORDSMAN (4) CR 1 EACHMale kobold Warrior 4LE Small Humanoid (reptilian)Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2Languages Draconic

AC 15, touch 12, flat-footed 14(+1 size, +1 Dex, +1 natural, +2 leather armor)

hp 18 (4 HD)Fort +4, Ref +2, Will +0Weakness light sensitivity

Speed 30 ft. (6 squares)Melee short sword +6 (1d4+1/19-20)Ranged hand crossbow +6 (1d3/19-20)Base Atk +4; Grp +1

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8Feats Alertness

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S k i l l s Climb +3, Craft (trapmaking) +2, Hide +5, Jump+3, Listen +2, Move Silently +2, Search +2, Spot +2,Swim +3

P o s s e s s i o n s short sword, leather armor, handcrossbow, 10 hand crossbow bolts

Light Sensitivity (Ex): Kobolds are dazzled in brightsunlight or within the radius of a daylight spell.

Trap: Yin Yensine, a devoted follower to thingsaberrant, incorporated them into his traps. A hiddendevice operates Area 7’s counterweight, crudely stylizedas an aboleth with a gemstone eye. Anyone operatingthe counterweight without using the hidden bypassswitch will suffer effects as if afflicted by an aboleth’sslime. PCs may remember that the hostel’s fireplacecasts the equivalent of remove disease, which wouldnegate this effect if reached in time.

Aboleth Slime Trap: CR 3; magical; touch trig-ger; automatic reset (2 times only); hidden switchbypass (Search DC 23); aboleth slime spell (Fortitude DC19 negates); Search DC 18; Disable Device DC 15.

Treasure: The gemstone eye is an emerald worth300 gp that is needed for the doorway into Area 16.With a successful Disable Device check (DC 20), the PCmay remove it such that it retains its magic power andbecomes a gem of aboleth slime. It requires the commandwords hidden in Area 6 to operate.

Gem of Aboleth Slime : This gem releases asingle aboleth slime spell (see sidebar) by spell triggeractivation. Once the spell is released, the gem perma-nently loses all magical powers and cannot berecharged.

Moderate transmutation; CL 13th; Craft Wand,aboleth slime; Price 1,950 gp; Weight —.

4. TO THE MOUNTAINSThe lake water originates from the north end of theaqueduct, heading toward the distant mountain range(approx. 50 miles away). The aqueduct in this directionis swollen with dammed water, discouraging PCs fromheading in this wrong direction. However, persistentcharacters may wish to swim through (Swim DC 22),and would eventually gain access to a dryer section ofthe aqueduct. From there, they may continue north at agradual uphill slope, all the way to the mountain lake(details of which, and encounters along the way, are notincluded in this adventure).

5. MAIN AQUEDUCTThe aqueduct leads south from the lake, at a gradualdownhill slope to the distant city. An icy stream over-flowing from the dam, roughly 3 feet wide and 11/2 f e e tdeep, runs down the middle of the aqueduct. Five feetabove the floor level, alcoves have been carved into thewall, most of which contain a statue commemorating oneof the dwarven masons that helped construct thesetunnels. These statues run for the next 11/2 miles along theaqueduct, a testament to the artistry the dwarves chose toinvest in this place despite the expected lack of visitors.

If stone tell (gained from the hostel’s reliquaries) iscast on any of these statues, they can describe theentrance to the silver skeleton (Area 7), and to “bewarethe cubes!” The statues will also complain about thenoxious kobolds, and know of their warren entrance atArea 10.

6. YENSINE’ JOURNALBehind this statue runs a service corridor. It ends at amakeshift chamber, a former storehouse for the aque-duct’s dwarven workers. Stone cutting tools can be

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NEW SPELL

Aboleth SlimeTransmutationLevel: Sorcerer/wizard 6Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: permanent (see text)Saving Throw: Fortitude negatesSpell Resistance: Yes

This spell causes the target to be afflicted as ifattacked by an aboleth’s slime attack. Over the next

1d4+1 hours, then target undergoes a horribletransformation. The target’s skin gradually becomesa clear, slimy membrane that must remain mois-tened with cool, fresh water. Failure to remain mois-tened results in the target taking 1d12 points ofdamage every 10 minutes, and this damage cannotbe healed even by magical means until the target’sskin is moistened again. The slime reduces thetarget’s natural armor bonus by 1 (minimum 0). Aremove disease spell cast before the transformationis complete will restore an afflicted creature tonormal. Afterward, however, only a heal or mass healspell can reverse the affliction

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found here, dating back to the original construction,clustered around a stone workbench. Tucked behindthe bench, players who succeed at a Search check (DC20) may also discover the remains of a battered journalwritten in kobold.

The journal contains a few pages of Yin Yensine’snotes, brought here to read by one of the warren’skobolds and then abandoned. Much of the journalcontains unsettling rambling in praise of all thingsaberrant (and of mind flayers, aboleths and beholders inparticular), as well as a very crude sketch of thebeholder doorway (Area 16), along with the clue:“Number of eyes is key.” The journal also contains thekeywords necessary to activate the various doorwaygemstone devices (as wands) if removed, though not todeactivate and bypass them.

7. PRISON ENTRANCE (EL 7)This side tunnel was originally used to house gelatinouscubes; the cubes would emerge during dry months tosweep clear the main aqueduct. However, the rework-ing of this side tunnel as Eludecia’s prison has trappedthe cubes inside: a Search check (DC 25) shows that thestatue has been more recently cemented into placehere.

Trap: Once the party enters, the kobolds in Area 3(if still able), will operate the counterweight device. Ifthe kobolds activate the counterweight, a massive stoneblock slides down across the entrance (just behind thestatue), sealing it off. At the same time, a counterweightstone block raises, allowing a reserve of water (from thelake at Area 2) to start flooding in. This water willcompletely fill this tunnel in 12 rounds, threatening todrown the PCs as well as impeding their battle with thecubes (see Area 9).

The deactivation device can be found in the northend of the tunnel. This device matches the one at Area3 (though the aboleth has a 50 gp amber gemstone forits eye). If activated, the counterweight reverses, open-ing the tunnel and draining the floodwater. If PCs areunable to locate this device, they might still find thesecret door (indicated on the map; Search DC 20), andgain access to higher ground until the waters recede(the kobolds will raise the counterweight the next day).

Water-Filled Room Trap: CR 7; mechanical;location trigger; manual reset; multiple targets (alltargets in this section of corridor areas 7 to 9); nevermiss; onset delay (12 rounds); water (drowning danger);Search DC 24 (27 to find the deactivation device);Disable Device DC 27.

Treasure: The amber gemstone worth 50 gp can beremoved. This gemstone is needed to bypass theDoorway of the Beholder in Area 16.

8. HALLWAY OF THE ILITHID (EL 9)Crude images of mind flayers have been worked intothis tunnel’s walls, their heads set at random heightsand placements. At the far end of the tunnel, the silverskeleton (Area 9) can be seen, suspended in the air.

Traps: Anyone walking towards the silver skeletonrisks tripping one of four trapped images, which emit astun ray. These are marked on the map with shadedareas of effect. While no permanent damage is done,the true danger lies in the fact that stunned characterscannot get out of the way of the gelatinous cubes (seeArea 9).

Stun Ray Trap: CR 5; magical; proximity trigger;automatic reset (2 times only); stun ray; Search DC 15;Disable Device DC 15.

Gelatinous Cube Drop Trap: CR —; mechani-cal; touch trigger (floor plate); no reset; drops corruptedgelatinous cube from ceiling compartment 20 ft. west;Search DC 20; Disable Device DC 20.

Creatures: The gelatinous cube in Area 9 willengulf approaching PCs once at least one of them hasbeen stunned (or as soon as they enter Area 9), and thenslam at any PCs not engulfed. As a cube, it is immune tothe stun ray traps, and ignores drowning if the tunnelsare flooding. And as if one cube was not bad enough,Yin Yensine constructed a hidden ramp leading to a loftabove this tunnel. Anyone setting off the pressure plate(across the section of hallway at the number 8), opens atrapdoor behind them, dumping a second cube at theopposite end of the tunnel (and atop anyone standingbeneath). The two cubes work to slam characters caughtbetween them. Cubes in this corridor are consideredsqueezed; they suffer a -4 penalty to AC and attacks andmove at half speed.

Treasure: Each mind flayer image has a gemstoneeye. They are a 300 gp sapphire, a 75 gp white opal, a 10gp garnet and a 50 gp moonstone. These gems areneeded for the doorway into Area 16. With a successfulDisable Device (DC 20) check, a PC can remove agemstone such that it retains its magic power andbecomes a gem of stun ray. The gems require thecommand words hidden in Area 6 to operate.

Gem of Stun Ray: This gem releases a single stunray spell (see Spell Compendium P. 211) by spell triggeractivation. Once the spell is released, the gem perma-nently loses all magical powers and cannot berecharged.

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Strong conjuration; CL 13th; Craft Wand, stun ray;Price 2,275 gp + cost of gem; Weight —.

9. GELATINOUS CUBES (EL 7)Here resides the famed silver skeleton; in actuality, thebones of the Eludecia, transformed into silver by thevengeful demons she hunted until falling to theirambush. Upon one finger bone, she wears a silver ring;this is the ring of regeneration that keeps Eludecia’s fleshperpetually regenerating only to be perpetually con-sumed by the gelatinous cube’s acid (her silver boneskeep her from dissolving altogether).

The aqueduct’s two gelatinous cubes (in areas 8 and9) were transformed by these demons into corruptedgelatinous cubes, to better secure Eludecia.

CORRUPTED GELATINOUS CUBE CR 5NE Huge Aberration (augmented ooze)Init -5; Senses blindsight 60 ft. (no other senses);

Spot -5

AC 11, touch 3, flat-footed 11hp 62 (4 HD); fast healing 2; DR 5/magicI m m u n e acid, electricity, mind-affecting effects

(charms, compulsions, phantasms, patterns,and morale effects), gaze attacks, visual effects,illusions, and other attack forms that rely onsight, poison, sleep effects, paralysis, polymorph,stunning, not subject to critical hits or flanking

Fort +11, Ref -4, Will -4

Speed 15 ft. (3 squares)Melee slam +3 (1d8+3 plus 1d6 acid plus 2 vile)Space 15 ft.; Reach 10 ft.Base Atk +3; Grp +13Special Atk acid, engulf, paralysis, disruptive attack

Abilities Str 14, Dex 1, Con 30, Int —, Wis 1, Cha 1SQ enhanced power, transparentSkills Hide -13, Jump -7, Spot -5

Acid (Ex): A corrupted gelatinous cube’s acid doesnot harm metal or stone.

Engulf (Ex): Although it moves slowly, a corrupted gelat-inous cube can simply mow down Large or smallercreatures as a standard action. It cannot make aslam attack during a round in which it engulfs. Thecorrupted gelatinous cube merely has to move overthe opponents, affecting as many as it can cover.Opponents can make opportunity attacks againstthe cube, but if anyone who does is not entitled to asaving throw. A creature that does not attempt anattack of opportunity must succeed on a DC 19Reflex save or be engulfed; on a success, it is pushedback or aside (opponent’s choice) as the cube

moves forward. Engulfed creatures are subject to thecube’s paralysis and acid and are considered to begrappled and trapped within its body. The save DC isStrength-based and includes a +1 racial bonus and a+4 bonus for the cube’s enhanced power.

Paralysis (Ex): A corrupted gelatinous cube secretesan anesthetizing slime. A target hit by a cube’smelee or engulf attack must succeed on a DC 26Fortitude save or be paralyzed for 3d6 rounds.The cube can automatically engulf a paralyzedopponent. The save DC is Constitution-basedand includes a +4 bonus for the cube’s enhancedpower.

Disruptive Attack (Su): The corrupted gelatinouscube deals 2 additional points of vile damage(see Chapter 2 in the Book of Vile Darkness)when it touches uncorrupted, living, corporealn o n o u t s i d e r s .

Enhanced Power (Su): The save DC for each of thecorrupted gelatinous cube’s special attacksincreases by +4 (already included in the statisticspresented here).

Transparent (Ex): Corrupted gelatinous cubes arehard to see, even under ideal conditions, and ittakes a DC 15 Spot check to notice one. Anycreature that fails to notice a cube and walks intoit is automatically engulfed.

CONCLUDING THE ADVENTURE, PART 1

If the silver skeleton is only partially recovered, the PCswill be in possession of a large amount of silver; any ofthese bones will fetch a good price. If a partial skeletonis brought back to the hostel, Madge and his guests willbe initially amazed at the PCs’ find. However, furtherinvestigation of the bones by taproom patrons (usingbardic knowledge, or c o m m u n e or d i v i n a t i o n s p e l l s )reveals their true nature—that they belong to Eludecia.The hostel will be unanimous that a full recovery of theskeleton must be made, and it will prove exceedinglydifficult for the PCs to leave without this undertaking.Should they decline, they will certainly never bewelcomed back to the hostel, and tales of their infamywill spread quickly.

However, if the silver skeleton is entirely removedfrom the cube, its true nature becomes apparent. Thering of regeneration takes immediate effect, beginning toregenerate Eludecia’s flesh back onto her bones. In 10rounds, she will be whole again, though still uncon-scious and at 1 hit point. Any magical healing at thispoint will restore her consciousness so that she can

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converse with the PCs. Eludecia will ask to be taken to aplace of healing—the nearest place is obviously thehostel itself. If brought there, she can receive a cure seri-ous wounds spell from Stoneheart’s bone, and after fourdays of bed rest she returns to full heath (apart from anyhealing help that the PCs provide). She will remove thering of regeneration as soon as she can.

If the PCs return with Eludecia, they will becomeinstant celebrities, with Madge offering them compli-mentary room and board for the duration of their stay,and an open invitation to return at any time. Eludecia haslittle to offer the PCs right now, as all of her equipmentand wealth are gone. She gives her thanks, though, andpromises to come to come to their aid at some point inthe future. She gives her ring of regeneration to the hostel,to enhance the place’s healing powers.

As a celebrated hostel guest, Eludecia will becomethe object of much attention; and should the partyremain for the night, they will gain information lead-ing to Part 2.

THE MYSTERIOUS GUESTIf the Mysterious Guest adventure hook was used (or ifthe DM chooses to introduce that plotline moving

forward), the comely woman who first approachedthem will make her reappearance later that night, andask what the party intends. If they plan to search forEludecia’s gauntlets (see Part 2), she will wait for theirreturn to “conclude their business.” If they show signsof leaving, however, she will make her true identityknown (see Concluding the Adventure, part 2).

PART 2: THE KOBOLD WARREN

Part 2 begins back at the Hostel of the Sacred Stone, assum-ing the PCs take Eludecia there. Surrounded by supporters,Eludecia will present the tale of her conversion and impris-onment (see Sidebar: The Legend of Eludecia), and willpraise the PCs for her rescue…and ask them if they arewilling to perform a second service for her.

Eludecia’s gauntlets were a gift from her angeliclover, which allow someone of her past evil nature (asubtype retained by converted creatures) to wield holyweapons without ill effect. The gauntlets, she remem-bers, were stripped from her following her battleagainst the marilith, but are thought to be hidden some-where within the aqueduct.

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THE LEGEND OF ELUDECIAThe legend of Eludecia begins with this demon of temp-tation as troubled servant of a powerful balor. Sent intothe Prime Material plane at the balor’s behest, she waslater swayed by an angelic lover and converted to good.Eludecia championed her newfound faith against herformer kind, battling demons and evil outsiders wher-ever they appeared in the world.

Still, the succubus sought a greater level ofpenance for her past actions, and went on an epicquest into the Abyss—in search of the balor sheformerly served. By defeating him, she felt shewould gain full redemption, as well as prevent thebalor’s assaults on the Prime Material.

Eludecia made use of her succubus form toventure deep into the Abyss. Only when her good-ness was sensed did she resort to her magicalcharms—and her blade, when necessary—tocontinue on. Ev e n t u a l l y, she managed her way intothe balor’s stronghold. Although the gathereddemons of his court would have gladly destroyed,the balor allowed Eludecia the chance to stepforward; perhaps he thought she had ventured suchgreat distance to beg forgiveness and convert backto her evil ways.

Instead, Eludecia brought forth a celestial itemthat summoned both her and the balor to the PrimeMaterial plane. There, she and her angelic loverconfronted the balor in battle, and—incredibly—won. Although not permanently destroyed, the balorwas banished for a period of no less than a thou-sand years.

Eludecia gained her redemption and the status ofpaladinhood. She also gained the perpetual enmityof the balor. Filled with thoughts of vengeance; thebalor dispatched his personal general, the marilithAishapra, to hunt her down. Eludecia was ambushedon a pilgrimage to visit the stone giant’s mountainshrine, a journey she undertook knowing the closerelation between her own and the stone giant’sc o n v e r s i o n .

Although defeated, Eludecia’s death was notpunishment enough. The balor provided his generalwith spells to transform Eludecia’s bones into silver,and to store them with the gelatinous cube; if shewished the serve the Prime Material, she wouldremain there, hidden within its undergroundtunnels, forever trapped in agonizing pain.

Eludecia was never seen again…except for therumored apparition of her silver skeleton.

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If Eludecia’s prison is discovered first: The PCs havelikely discovered the entrance to Eludecia’s prisonbefore they discovered the entrance to the kobolds; ifso, a small contingent of kobolds will suddenly makethemselves known within the hostel. They too hadbeen drawn to see the succubus, and have been quietlylistening, unnoticed at the back of the crowd; thekobolds will announce, in very crude Common (unlessany PC can help translate Draconic), that they knowabout Eludecia’s gauntlets.

According to these kobolds, Yin Yensine, in his refur-bishing of the aqueduct, came across these items andbrought them back to his laboratory. (In reality, thegauntlets were given to him by the marilith, in exchangefor helping trap Eludecia’s prison.) Unfortunately, YinYensine died many years ago, but the entrance to his labhave retained their traps—potent traps, that no koboldsince has been able to get past.

Struck by Eludecia’s plight, these kobolds offer totake the party back to their warren, which in itself pres-ents a diplomatic challenge. To help, Madge will repeathis offer, to be taken to the chieftain, of a barrel of beerevery other month.

If the kobold warren is discovered first: It may beentirely possible that in their exploration of the aque-duct, the PCs come upon the kobold warren beforethey find Eludecia’s prison. In this case, it is

suggested that the kobold chieftain agree to ceaseharassing the hostel, on the condition that the PCsfind and seek the approval of the silver skeleton. Thechieftain will even offer guides to lead the PCs to theskeleton’s tunnel (Area 7), although they willadamantly refuse to enter.

Of course, once the PCs enter, the kobolds will lookto seal off the tunnel and drown them as an offering tothe skeleton in hopeful appeasement for better fishing.

DUNGEON FEATURESThis section of the aqueduct largely concerns the sidetunnels caved in by the ancient rampaging of themountain’s blue dragon (the very one felled bySonnlinor Stoneheart) and later carved out by YinYensine and his kobold tribe. Most of these koboldtunnels are crude, narrow, and meandering, measuringno more than 2 feet wide and 4 feet tall at the most; peri-odically, however, these tunnels will break into wideraqueduct side tunnels.

10. WARREN ENTRANCE (EL 7)The kobold warren may be accessed behind this statueof a dwarven mason, with its face re-carved into theimage of a kobold (that of Yin Yensine himself). If thePCs are escorted by any kobolds from the hostel, theywill be allowed to pass freely. If the PCs are alone, theywill be challenged by a contingent of kobold guards

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who will turn anyone away without official business tosee the chieftain, unless they can be convinced, orbribed, or coerced, or removed.

Creatures: If the PCs choose to fight their waythrough, the 10 kobolds will fight in a retrograde actionback to the throne room. Once there, the alarm willhave been sufficiently raised to summon the mob ofkobolds (see Area 11 below), which will attempt tooverwhelm the PCs (and in which case, none of thenegotiations detailed in Area 11 will take place).

KOBOLD SWORDSMAN (10) CR 1 EACHMale kobold Warrior 4LE Small Humanoid (reptilian)Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2Languages Draconic

AC 15, touch 12, flat-footed 14(+1 size, +1 Dex, +1 natural, +2 leather armor)

hp 18 (4 HD)Fort +4, Ref +2, Will +0Weakness light sensitivity

Speed 30 ft. (6 squares)Melee short sword +6 (1d4+1/19-20)Ranged hand crossbow +6 (1d3/19-20)Base Atk +4; Grp +1

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8Feats AlertnessS k i l l s Climb +3, Craft (trapmaking) +2, Hide +5, Jump

+3, Listen +2, Move Silently +2, Search +2, Spot +2,Swim +3

Possessions short sword in bad condition, leatherarmor, hand crossbow, 10 hand crossbow bolts,torn and dirty clothing

Light Sensitivity (Ex): Kobolds are dazzled in brightsunlight or within the radius of a daylight spell.

11. THE GILDED THRONE (EL 8)If the PCs are led here by any kobolds, they will meetno resistance along the way. However, upon enteringthe throne room, a huge number of kobolds will havegathered to watch the proceedings…from a safedistance. An almost endless number dart around thecavern outskirts to catch a glimpse of the PCs, hissingin suspicion, fleeing back away, etc. The chieftainhimself—Chief Blas, a horrendously fat kobold sport-ing an eyepatch—sits upon an impossibly lavishthrone, constructed entirely from gold and encrustedwith rich jewels.

In reality, this is a simple stone chair covered by apermanent illusion spell—an ancient gift from Yin

Yensine to his tribe (kobolds that have attempted tosteal its jewels, and subsequently walked away empty-handed, simply marveled at the throne’s apparent magi-cal security). The throne also allows Yin Yensine’sundead form (in Area 18) to see through the eyes andears of the chieftain, and to guide him through tele-pathic whispers.

If the PCs have not yet rescued Eludecia, the chief-tain will direct them to her prison (Area 7). However, ifthe PCs have already rescued Eludecia, the koboldsfrom the hostel will humbly bring the chieftain up tospeed on recent events—that the silver skeleton wasfreed by the party and revealed to be the goodlysuccubus paladin. The kobolds will relate thesuccubus’s request for her gauntlets, and that the partyhas been sent as her champions.

However the PCs negotiate, the chieftain will eventu-ally allow them to pass, as he’s instructed by Yin Yensine.On a successful Spot check (DC 20), PCs can note that thechieftain occasionally grows glassy-eyed and distractedwhile listening to Yin’s voice inside his head. Of course,the chieftain will still attempt to extract a price for theirpassage, which will vary depending how much deferencehe is accorded. For starters, the chieftain will claimownership of the silver skeleton and will asked to becompensated for its “loss,” as well as for any kobolds slainby the PCs (no matter which side attacked first). ChiefBlas initially asks for 1000 gp (the largest amount ofwealth he can think of), modified by the following:

•Any of the PCs speak Draconic: -100 gp

•PCs have not slain any kobolds: -200 gp

•PCs have slain kobolds: +50 gp/kobold

•PCs mention Madge’s generous beer offer: -150 gp

The PCs can make Diplomacy or Intimidate checks tofurther lower the amount they have to pay. Based onthe check result (and other characters can aid the prin-cipal negotiator), modify the amount they have to payas follows:

Check Result Adjustment to CompensationLess than 15 +250 gp15-19 -150 gp20-24 -200 gp25+ -350 gp

At the end of negotiations, the chieftain will alsoexplain that Yin Yensine sanctified their warren, suchthat only kobolds may pass through. However, those

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that safely pass through the Doorway of the Kobold(Area 12) may continue.

If the PCs desire, they need not negotiate with thekobold chieftain. They are free to threaten, bully andeven fight their way past. If it comes down to combat,the PCs will quickly become aware the kobolds willdefend their warren to the best of their abilities.

Cre a t u re s: The kobolds fight collectively todefend their warren if they need to. If any kobold in thethrone room is threatened or attacked with deadly force(or if the PCs have fought their way inside theentrance), the others will raise the alarm. Two roundslater, they will have collected themselves into a Riot(Mob of Kobolds) from pg. 59 of the DMG II.

Blas is loathe to fight, and will hide at the first oppor-tunity, and beg for his life if found. He carries no weap-ons, and while the throne’s jewels are illusionary, hedoes wear a 100 gp black pearl set in his eyepatch. Blasdoes not know that this gemstone can be used to helpcircumvent the Doorway of the Beholder (Area 16), nordoes he know about the other gemstones hiddenthroughout the aqueduct. If the PCs realize they needthis gemstone to pass, Blas may be persuaded to partwith it, but will look for a heft security deposit inreturn.

RIOT (MOB OF KOBOLDS) CR 8LE Gargantuan Humanoid (reptilian, mob of small

kobolds)Init +0; Senses darkvision 60 ft.; Listen +, Spot + Languages Draconic

AC 11, touch 7, flat-footed 10hp 135 (30 HD)Immune critical hits, flanking, grappling, tripping,

bull rushingFort +17, Ref +10, Will +8Weakness light sensitivity

Speed 20 ft. (4 squares)Melee mob (5d6)Base Atk +22; Grp +33Space 20 ft.; Reach 0 ft.Atk Options Improved Bull Rush, Improved OverrunSpecial Atk expert grappler, trample 2d6-1

Abilities Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8SQ mob anatomyFeats Alertness, Improved Bull Rush, Improved

OverrunSkills Craft (trapmaking) +2, Hide +6, Listen +2,

Move Silently +2, Profession (miner) +2, Search+2, Spot +2

Possessions each member (48 total) has leatherarmor, spear, sling and 10 rocks

Light Sensitivity (Ex): Kobolds are dazzled in brightsunlight or within the radius of a daylight spell.

Expert Grappler (Ex): A mob of kobolds can main-tain a grapple without penalty and still makeattacks against other targets (normally, attackingother targets while grappling imposes a –20penalty on grapple checks). A mob of kobolds isnever considered flat-footed while grappling.

Trample (Ex): A mob of kobolds that simply movesover a creature and doesn’t end its movementwith that creature in one of its occupied squarescan trample the creature for 2d6-1 points ofdamage. The victim can either make an attack ofopportunity against the mob or make a Reflexsave (DC 24) to take half damage.

Mob Anatomy (Ex): Spells or effects that targetspecific numbers of creatures can have an effecton a mob. Each specific creature that is slain,disabled, or otherwise incapacitated by spells oreffects that target specific creatures bestows twonegative levels on the mob. A mob that gainsnegative levels equal to its Hit Dice breaks up asif reduced to 0 hit points. Negative levels gainedin this manner are not the result of negativeenergy (and thus cannot be blocked by deathward or removed by restoration), but never resultin permanent level loss. A mob takes half againas much damage (+50%) from spells or effectsthat affect an area, such as splash weapons andevocation spells.Although mobs are treated as one creature, itsometimes becomes necessary to determine thefate of a specific individual caught up in themob. If a mob is dispersed by nonlethal attacks,there are no casualties. If the mob is dispersedby lethal attacks, assume that 30% of its numberare slain and 30% are reduced to 0 hit points. Todetermine a specific individual’s fate, simply rolld%: a result of 01–30 indicates death, 31–60indicates the victim is reduced to 0 hit points,and a roll of 61–100 indicates the victim escapesrelatively unscathed.

CHIEFTAIN BLAS CR 5Male kobold Warrior 8LE Small Humanoid (reptilian)Init +1; Senses darkvision 60 ft.; Listen +4, Spot +4Languages Draconic

AC 18, touch 12, flat-footed 17(+1 size, +1 Dex, +1 natural, +5 chain shirt)

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hp 44 (8 HD)Fort +7, Ref +3, Will +2Weakness light sensitivity

Speed 30 ft. (6 squares)Melee unarmed strike +13 (1d2+2)Base Atk +8; Grp +6

Abilities Str 14, Dex 13, Con 12, Int 10, Wis 11, Cha 12

Feats Alertness, Persuasive, Weapon Focus (shortsword)

Skills Bluff +3, Climb +4, Hide +7, Intimidate +3,Jump +4, Listen +4, Move Silently +3, Spot +4,Swim +4

Possessions +1 chain shirt

Light Sensitivity (Ex): Kobolds are dazzled in brightsunlight or within the radius of a daylight spell.

Treasure: Blas wears a 100 gp black pearl and wearsa +1 chain shirt. The gemstone is needed to bypass thedoorway in Area 16.

12. DOORWAY OF THE KOBOLDThe doorway to Yin Yensine’s laboratory section ismarked by an elaborate archway, depicting improbablekobold victories over all manner of creatures: dragons,demons, and the like. Yin Yensine constructed thedoorway to cast a polymorph spell on anyone walkingthrough, transforming the victim into a kobold. As perthe spell, this must be a willing transformation. Anyonewalking back out through the door undergoes acomplete reversal, transforming to their original form.The PCs may look to counter the doorway’s polymorphusing whatever means are available. However, the role-playing exercise here is not to counter the doorway’seffects, but to entertain the notion of continuingforward in kobold form.

Of course, if the players are completely opposed toroleplaying as kobolds, they should be allowed tocontinue, but as a general rule, consider the tunnelsbeyond this point infused with magical devices whichensure that the polymorph spell stays in effect for theremainder of the adventure.

If the players do accept a temporary kobold form, asper the polymorph spell they will gain the Strength (9),Dexterity (13) and Constitution (10) of kobolds;however, they retain their own Intelligence, Wisdomand Charisma, and benefit from the equivalent of aday’s rest of healing.

Treasure: The doorway is set with two gem eyes: adiamond worth 500 gp and a bloodstone worth 50 gp.These are needed in Area 16. With a successful DisableDevice check (DC 20), a PC can remove a gem such thatthe magic properties remain intact. The diamondbecomes a gem of polymorph (kobold only) and the blood-stone becomes a gem of dispel magic (polymorph spellsonly). The gems require the command words hidden inArea 6 to operate.

Gem of Polymorph: This gem releases a singlepolymorph spell by spell trigger activation that changesthe target into a kobold. Once the spell is released, thegem permanently loses all magical powers and cannotbe recharged.

Moderate transmutation; CL 13th; Craft Wand, poly-morph; Price 1,300 gp; Weight —.

Gem of Dispel Polymorph: This gem releases asingle dispel magic spell by spell trigger activation keyedspecifically to dispel any polymorph spells within therange. Once the spell is released, the gem permanentlyloses all magical powers and cannot be recharged.

Faint abjuration; CL 13th; Craft Wand, dispel magic;Price 975 gp; Weight —.

13. WARREN TUNNELSThese tunnels lead to the dizzying network of the koboldwarren, filled with their living quarters and countless trappedcorridors (details of which, and encounters along the way, arenot included in this adventure). Should the PCs wish toexplore this direction, a recommendation includes using theKobold Lair map, as found in D r a g o n Magazine #332.Additional traps for these tunnels can be found ath t t p : / / w w w . w i z a r d s . c o m / d e f a u l t . a s p ? x = d n d / w e / 2 0 0 6 0 1 2 7 a .

14. CHIEFTAIN’S KITCHENThis cave serves as the kitchen responsible for feedingthe Chieftain Blas. A number of kobold chefs are

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Depending on the makeup of your group, if theyespecially enjoy the roleplaying aspect, you mightconsider changing the polymorph effect to a poly-morph any object; in which case, the PCs would gain

all the stats of kobolds (including Int 10, Wis 9, Cha 8), and would need to roleplay these additionaleffects accordingly.

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usually here in a frantic state of preparation, concoctingall manner of foul dishes, oblivious to any commotionin the throne room. If the PCs arrive here in koboldform, they may re-supply food and water. They may alsofind a number of kobold-sized knives and cleavers foruse as weapons. If the chefs are threatened, they willscatter and hide within the many pots and cauldrons. Ifquestioned, the kobolds here know nothing beyondwhat is in Area 15; they will intentionally neglect tomention the otyugh.

Kobolds (10): hp 4 each; see Monster ManualP. 161.

15. GARBAGE DUMP (EL 4)The garbage dump behind the chieftain’s kitchen hoststhe makeshift guardian to Area 16’s doorway.

Creature: In a toppling pile of fish bones, refuse,and other things even too disgusting for even koboldsto eat, resides an otyugh. Normally, it is content to thewallow in its refuse pile with its eyestalk rising from thetop. PCs can detect it with a successful, Spot check(opposed by its Hide skill check with a +2 modifier forconditions). The kobold chefs are just as keen to avoidit. However, the otyugh will attempt to grab anyonewalking past on their way to Area 16.

Otyugh: hp 36; see Monster Manual P. 204.

16. DOORWAY OF THE BEHOLDER (EL 8)The entrance to Yin Yensine’s inner laboratory isguarded by the kobold trapmaster’s greatest accom-plishment: the Doorway of the Beholder. The doorwayitself resembles the large stone image of a beholder,with its central eye closed and gemstones in each of itsten eye sockets. The doorway will remain closed unlessanyone approaches with the correct “answer.” As writ-ten in Yin’s journal (Area 6), “Number of eyes is key.”This means the PCs must have found and collected the10 gemstone eyes hidden throughout the aqueduct. If agroup approaches with all 10 correct gemstones, thecentral eye will open and admit them through.Otherwise, the doorway casts an effect from one of itseye stalks at anyone standing in front of front of it.

Beholder Eye Ray Tr a p: CR 8; magical; proxim-ity trigger; auto reset; eye ray from list below +10ranged touch attack; Search DC 26; Disable Device DC 20.

Eye Ray List (d10, but it won’t fire a ray correspon-ding to a gemstone the person approaching carries inhis or her possession):

1 (obsidian, 10 gp): charm person (with command todefend the doorway, Will save DC 15)2 (emerald, 300 gp): disintegrate (Fort save DC 20)3 (amber, 50 gp): telekinesis (shoving those affectedinto the refuse pile, or nearest wall) (Will save DC 19)4 (sapphire, 300 gp): flesh to stone (Fort save DC 20)5 (white opal, 75 gp: charm monster (with commandto defend the doorway) (Will save DC 18)6 (garnet, 10 gp): sleep (Will save DC 15)7 (moonstone, 50 gp): fear (Will save DC 18)8 (black pearl, 100 gp): inflict moderate wounds (Willsave DC 15)9 (bloodstone, 50 gp): slow (Will save DC 17)10 (or more than 11) (diamond, 500 gp): finger ofdeath (Fort save DC 21)

So long as anyone approaches the doorway withoutall 10 correct gemstones, the eye stalks will continue tocast a random effect every 5 feet that the approachingcreature moves. Once they reach the doorway, it castsan effect every round.

Treasure: Each gemstone can be removed fromthe doorway. With a successful Disable Device check(DC 22), a PC can remove a gem such that its magicpowers remain intact and it becomes a gem with theappropriate spell stored within. They require thecommand words hidden in Area 6 to operate.

Gem of Charm Person: This gem releases a singlecharm person spell by spell trigger activation. Once thespell is released, the gem permanently loses all magicalpowers and cannot be recharged.

Faint enchantment; CL 13th; Craft Wand, charmperson; Price 335 gp; Weight —.

Gem of Disintegrate: This gem releases a singledisintegrate spell by spell trigger activation. Once thespell is released, the gem permanently loses all magicalpowers and cannot be recharged.

Moderate transmutation; CL 13th; Craft Wand,disintegrate; Price 2,250 gp; Weight —.

Gem of Telekinesis: This gem releases a single tele-kinesis spell by spell trigger activation. Once the spell isreleased, the gem permanently loses all magical powersand cannot be recharged.

Moderate transmutation; CL 13th; Craft Wand, tele-kinesis; Price 1,675 gp; Weight —.

Gem of Flesh to Stone: This gem releases a singleflesh to stone spell by spell trigger activation. Once the

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spell is released, the gem permanently loses all magicalpowers and cannot be recharged.

Moderate transmutation; CL 13th; Craft Wand, fleshto stone; Price 2,250 gp; Weight —.

Gem of Charm Monster: This gem releases a singlecharm monster spell by spell trigger activation. Once thespell is released, the gem permanently loses all magicalpowers and cannot be recharged.

Moderate enchantment; CL 13th; Craft Wand, charmmonster; Price 1,375 gp; Weight —.

Gem of Sleep: This gem releases a single sleep spell byspell trigger activation. Once the spell is released, thegem permanently loses all magical powers and cannotbe recharged.

Faint enchantment; CL 13th; Craft Wand, sleep; Price335 gp; Weight —.

Gem of Fear: This gem releases a single fear spell byspell trigger activation. Once the spell is released, thegem permanently loses all magical powers and cannotbe recharged.

Moderate enchantment; CL 13th; Craft Wand, fear;Price 1,350 gp; Weight —.

Gem of Inflict Moderate Wo u n d s: This gemreleases a single inflict moderate wounds spell by spell trig-ger activation. Once the spell is released, the gem perma-nently loses all magical powers and cannot be recharged.

Faint necromancy; CL 13th; Craft Wand, i n f l i c tmoderate wounds; Price 750 gp; Weight —.

Gem of Slow: This gem releases a single slow spell byspell trigger activation. Once the spell is released, thegem permanently loses all magical powers and cannotbe recharged.

Moderate enchantment; CL 13th; Craft Wand, slow;Price 1,025 gp; Weight —.

Gem of Finger of Death: This gem releases a singlefinger of death spell by spell trigger activation. Once thespell is released, the gem permanently loses all magicalpowers and cannot be recharged.

Strong necromancy; CL 13th; Craft Wand, finger ofdeath; Price 2,775 gp; Weight —.

17. LABORATORY FLOOR (EL 7)Yin Yensine enjoyed his privacy, and made certain thatno intruders could interrupt his work. His laboratoryproper (Area 18) can be seen from here, a platform float-ing 25 feet off the ground over the center of the chamber.

This lower chamber served as the casting off pointfor Yin Yensine’s failed experiments; the ground iscompletely littered with broken sprockets and gears ofall manner and sizes, tubing, pipes, bits of masonry,shards of glass, and countless pages torn from YinYensine’s notebooks, crumpled into wads and cast overthe side of the laboratory proper (Area 18). All this messmakes for difficult ground to travel—consider eachsquare difficult terrain.

Reaching the platform will be a challenge forkobold-sized characters, though they can find themeans to construct a ladder of some sort from the rawmaterials here on the floor. However, this chamber isnot without its dangers.

Creatures: Along the outskirts, PCs may notice aconstant swirling whirlwind throwing about loosepapers and small objects with a successful Spot check(DC 10). In actuality, this is a living spell (a living gustof wind) that arose from some obscure combination ofloose spellbook pages and material components litteredamong the mess. The living spell moves in constantrotation around the chamber, but will not attack unless

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DMs might also employ the following alternatesolution to the doorway: In honor of the beholder’s11 eyes, only a group with 11 living eyes mayapproach—at which point, the central eye will openand admit them through. If this solution is used, thedoorway will not cast random effects at them, butwill instead cast effects from the eyestalk equatingthe number of living eyes that approach. Fo rexample, if three PCs approach (6 eyes), the door-way will cast only sleep effects at them. Where theyfind the 11th eye is up to them, but they might

remember that Chief Blas has only one eye, and maysomehow be persuaded (with extreme coercion) tohelp.

In any case, if the PCs find themselves stuck (ifthey have not discovered Yin’s journal or all of thegemstones), they might gather additional informa-tion from the warren’s kobolds (you can direct themto missing gemstones), or they may use stone tell tospeak with the surrounding walls, statues, or door-way itself to learn this information.

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it comes within 20 feet of a moving creature, or unlessanyone attempts to raise a ladder to (or otherwise triesto reach) the laboratory above—which it will thenattempt to knock over).

LIVING GUST OF WIND CR 5N Medium OozeInit +0; Senses blindsight 60 ft. (blind)

AC 13, touch 13, flat-footed 13hp 28 (5 HD); DR 10/magicImmune mind-affecting effects (charms, compul-

sions, phantasms, patterns, and morale effects),gaze attacks, visual effects, illusions, and otherattack forms that rely on sight, poison, sleepeffects, paralysis, polymorph, stunning, criticalhits or flanking

SR 15Fort +5, Ref +4, Will +4

Speed fly 20 ft. (4 squares)Melee slam +4 (1d4+1 plus gust of wind effect)Base Atk +3; Grp +4Special Atk spell effect, engulf

Abilities Str 13, Dex 10, Con 13, Int —, Wis 10, Cha 13

Spell Effect (Su): A creature hit by a living gust ofwind’s slam attack is subjected to the normaleffect of a gust of wind spell, as if it were withinthe area of effect of the spell itself (Fort DC 14).

Engulf (Ex): A living gust of wind can flow aroundcreatures that fit within its space as a standardaction. It cannot make a slam attack during around in which it engulfs. The living gust of windmerely has to move over the opponent.Opponents can make attacks of opportunityagainst the living gust of wind, but if they do sothey are not entitled to a saving throw. Those whodo not attempt attacks of opportunity mustsucceed on a Reflex save (DC 14) or be engulfed;on a success, they are pushed back or aside (oppo-nent’s choice) as the spell moves forward.Engulfed creatures are subject to the full normaleffect of the spell(s) each round on the living gustof wind’s turn, and are considered to be grappled.

However, an even great danger lurks. When YinYensine discovered his laboratory floor to be infestedwith spiders, rats, and the occasional intruding koboldin search of scrap parts, he devised a guardian thatwould periodically scour the laboratory floor, devour-ing anything living it came across. No doubt inspiredby the aqueduct’s gelatinous cubes, Yin Yensine wantedsomething truly grand to fit his sense of his laboratory’sworth, and so invented the clockwork tarrasque.

PCs may notice several large pieces of junk pushedtogether in the rough form of a cave with a successfulSpot check (DC 15). No sounds, smells or light emitsfrom this cave. After the PCs spend 3 rounds on thelaboratory floor (or by investigating the cave’s interior),they can hear the subtle clicking of something clock-work winding itself to life with a Listen check (DC 20).Two rounds later, the clockwork tarrasque emerges andattacks. As the clockwork tarrasque emerges, the livinggust of wind will take notice and investigate as well,engaging with it in melee. The living gust of wind willattack the clockwork tarrasque with the same chancethat it will attack any of the PCs on a given round ofcombat, though the clockwork tarrasque is apt to ignoreit as nothing more than an annoying wind.

Clockwork Tarrasque (huge animated object):hp 84; Speed 30 ft.; see Monster Manual P. 14.

18. LABORATORY PROPER (EL 9)Yin Yensine’s laboratory remains exactly as he left itupon his “death.” Numerous shelves line the edge of theplatform, filled with all manner of tomes and volumescovering such diverse subjects as spellcrafting, trapmak-ing, aberrations. Despite his kobold nature, Yin Yensineharbored a scholarly nature, and most of these tomes arewritten in languages other than Draconic. In addition,trunks and chests stacked on the platform are filled withall manner of spell components, trapmaking tools, andraw materials for traps and other experiments. With adiligent Search (DC 20), they can find a small velvet-lined box containing Eludecia’s gauntlets beneath thefalse bottom of one junk-filled trunk.

In the center of the platform, Yin Yensine himselflays in his final “resting” state. His laboratory table hasbeen converted into an open, makeshift sarcophagus, inwhich rests Yin’s mummified body. He lies partially

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The clockwork tarrasque merely recreates the physi-cal appearance of this frightful creature. You mightwish to increase its challenge (and the EL of the

encounter by 1) by incorporating some of the actualtarrasque’s special abilities, such as AugmentedCritical (Ex) and Carapace (Ex).

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obscured beneath a stained, white shroud, and wears asilver deathmask (his clockwork mask of the mind flayer) .Surrounding the sarcophagus, a number of clockworkarms have been constructed. Yin experimented with away to mummify himself using automated clockwork.To a large extent, these clockwork arms have succeeded.Yin’s organs have been removed, and his body largelypreserved and wrapped. However, the arms did not do areally good job on him, and he continuously reeks ofrotting flesh and drips preserving fluid. He rests, hiscountenance hidden under his deathmask, and waits foranyone to approach.

During his life, Yin worked with the marilithAishapra (see Adventure Hooks: The Mysterious Guest)to build Eludecia’s prison. Aishapra also informed Yin ofher plan to send would-be rescuers to test the prison’ssecurity. Yin, seeing the wisdom of this plan, adopted asimilar strategy. As he rests within his sarcophagus, he isable to see and hear through whatever kobold chieftaincurrently resides on the gilded throne. Through theyears, Yin has encouraged these chieftains to allow anywould-be tomb raiders (kobold or otherwise) to attemptto reach his laboratory. So far, none have made it past theDoorway of the Beholder (Area 16).

Traps: Yin can still command the clockwork armssurrounding the sarcophagus to help in his defense, asthey can still make crude movements. Each is treated asa trap, which attacks a random adjacent target otherthan Yin. In addition, the platform incorporates anumber of profane symbols and small altars to aberrantgods (Yin worships the gods of the aboleths, beholdersand mind flayers, in addition to the kobolds), whichcreate a permanent desecrate effect (as the spell of thatname); this causes a -6 profane penalty against turning,as well as providing Yin a +2 bonus to attack, damage,and saving throw rolls, and +2 hit points per HD(included in his statistics).

Mechanical Arm Trap (4): CR 1; mechanical;command trigger (Yin activates); auto reset; Atk +10melee (2d6, slam); tentacle has hardness 10 and 30 hitpoints; Search DC 17; Disable Device DC 20.

Should the PCs defeat Yin Yensine, he will attempt afinal escape, leaping back into his sarcophagus andthrowing the shroud over himself. Doing so, he canimmediately teleport himself to the gilded throne.Should any PC attempt to follow him this way, not onlywill they discover that the sarcophagus only works forYin, but—unless disabled—the clockwork arms willcontinue to attack as well.

Creature: Yin Yensine will wait until his body isexamined before attacking the PCs, rising and striking

out against these “disrespectful grave robbers.” Yincannot be bargained with, and will attack until the PCsare either slain or thrown from the edge of the plat-form, or he is slain.

YIN YENSINE CR 9Mummified Male Kobold Sorcerer 6**NE Small Undead (augmented humanoid [reptilian])Init +1; Senses darkvision 60 ft.; Listen +4, Spot +4Languages Draconic, Common, Undercommon

AC 23, touch 13, flat-footed 21(+1 size, +2 Dex, +10 natural)

hp 39 (6 HD); DR 5/—Immune mind-affecting effects (charms, compul-

sions, phantasms, patterns, and morale effects),poison, sleep effects, paralysis, stunning,disease, death effects, critical hits, nonlethaldamage, ability drain, energy drain, damage toits physical ability scores (Strength, Dexterity,and Constitution), fatigue and exhaustioneffects, any effect that requires a Fortitude save(unless the effect also works on objects or isharmless), death from massive damage

Fort +2, Ref +4, Will +7We a k n e s s light sensitivity, vulnerability to fire,

destroyed at 0 hit points

Speed 30 ft. (6 squares)Melee slam +5 (1d6+1 plus mummy rot)Base Atk +3; Grp -4Special Atk despair, mummy rotCombat Gear clockwork mask of the mind flayerSorcerer Spells Known (CL 6th):

3rd (4/day, DC 18)—lightning bolt2nd (6/day, DC 17)—baleful transposition*,malevolent miasma*1st (8/day, DC 16)—expeditious retreat, magicmissile, shield, slide*0th (6/day, DC 15)— amanuensis*, caltrops*,detect magic, mage hand, mending, open/close,read magic

Abilities Str 12, Dex 14, Con —, Int 10, Wis 14, Cha 20

Feats Alertness, Craft Magic Arms and Armor, CraftWondrous Item

Skills Concentration +5, Craft (trapmaking) +11,Hide +6, Knowledge (arcana) +9, Knowledge(dungeoneering) +4, Listen +4, Search +2,Spellcraft +5, Spot +4

Possessions clockwork mask of the mind flayer

Light Sensitivity (Ex): Kobolds are dazzled in brightsunlight or within the radius of a daylight spell.

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Despair (Su): At the mere sight of a mummifiedcreature, the viewer must make a successful Willsave or be paralyzed with fear for 1d4 rounds.Whether or not the save is successful, that targetcannot be affected again by that mummy’sdespair ability for 24 hours.

Mummy Rot (Su): Supernatural disease—naturalweapon, Fortitude DC as above, incubationperiod 1 minute; damage 1d6 Con and 1d6 Cha.Unlike normal diseases, mummy rot persistsuntil the victim reaches Constitution 0 (and dies)or is cured as described below. Mummy rot is apowerful curse, not a natural disease. A characterattempting to cast any conjuration (healing) spellon a creature afflicted with mummy rot mustmake a DC 20 caster level check, or else the spellhas no effect on the afflicted character. To elimi-nate mummy rot, the curse must first be brokenwith break enchantment or remove curse ( r e q u i r i n ga DC 20 caster level check for either spell), afterwhich a caster level check is no longer necessaryto cast healing spells on the victim, and themummy rot can be magically cured as anynormal disease. An afflicted creature that dies ofmummy rot shrivels away into sand that blowsaway into nothing at the first wind.

* Starred spells come from the Spell Compendium. Replace withspells you do have access to if you don’t have this work.

** Yin Yensine was a 13th level sorcerer at the height of hispower, when he created the kobold lair within the aqueductand his master traps. However, while collecting parts for anew trap idea, he ran afoul of a vampire. He prevailed, but itcost him a lot and he never recovered his former power level.He died soon after, choosing to undergo mummificationbefore his followers discovered his weakened state.

Treasure: Yin wears a clockwork mask of the mindflayer. There is 2,000 gp worth of tools and gear in thelaboratory that they can collect as well. Eludecia’sgauntlets are hidden in the laboratory as well.

Clockwork Mask of the Mind Flayer: Thismask appears like the visage of a mind flayer, completewith four tentacles mounted at the mouth area. Thewearer may make one attack with each tentacle at his orher highest base attack bonus as if they were naturalweapons. This a standard action and the wearer cannotattack with any other weapons when using the tentacleattacks. Further, the wearer gains the following twospecial attacks.

Improved Grab (Ex): To use this ability, the wearermust hit a Tiny, Small, or Medium creature with itstentacle attack. It can then attempt to start a grapple asa free action without provoking an attack of

opportunity. If it wins the grapple check, it establishesa hold and attaches the tentacle to the opponent’s head.If the wearer begins his or her turn with at least onetentacle attached, it can try to attach its remainingtentacles with a single grapple check instead of attack-ing with them. The opponent can escape with a singlesuccessful grapple check or an Escape Artist check.

Extract (Ex): If the wearer begins his or her turn withall four tentacles attached, he or she can make a singlegrapple check to extract the opponent’s brain, instantlykilling that creature. This power is useless againstconstructs, elementals, oozes, plants, and undead. It isnot instantly fatal to foes with multiple heads, such asettins and hydras.

Faint enchantment; CL 13th; Craft Magic Armsand Armor, Improved Grapple feat or Improved Grabspecial ability, animate objects; Price 8,000 gp; Weight6 lbs.

Eludecia’s Gauntlets: These magical gauntletsprotect evil wearers from the harmful effects of holyweapons, allowing an evil creature to pick up and wielda holy weapon without suffering negative levels whiledoing so.

Faint abjuration; CL 3rd; Craft Wondrous Item,undetectable alignment; Price 12,000 gp; Weight 4 lbs.

Development: If Yin manages to escape, whenthe PCs return to the warren they will find a gloatingYin seated atop the gilded throne, with Chieftain Blasand the other kobolds huddled around him in terrifiedsupplication. In the midst of his kobolds, Yin falselybelieves that they will defend him against the PCs. Ifthe PCs choose to continue the fight against him, Yinwill order the kobolds to attack. However, the koboldsare powerless in their terror of a mummified YinYensine, and do not respond to his commands. Ifanything, they will be more than glad to see the PCswin the battle, even though a successful outcomemeans the gilded throne finally loses its illusionarycover, revealing it to be simply rock.

CONCLUDING THEADVENTURE, PART 2

If the PCs successfully return with the gauntlets, they’llreceive a hero’s welcome. However, even if the PCs failto return with the Eludecia’s gauntlets, they will still bethanked for the efforts as well as offered complimen-tary room, board and healing at the hostel. No less aperson than Madge himself will offer to mount a returnexpedition, accompanied by several of the hostelguests—as well as by a gathering of kobolds if Yin

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Yensine occupies the gilded throne. Despite hislegendary status, the kobolds would much rather havetheir legends stay dead than rule over them.

THE MYSTERIOUS GUEST (EL VARIES)If the Mysterious Guest hook was used (or if the DMdecides to introduce that plotline anytime movingforward), Aishapra will then make her reappearanceafter the PCs return. Still in human guise, she willdiscreetly arrange to meet the PCs that evening, afterevents have calmed and she can bring them theirreward.

That night, Aishapra will meet the PCs at Eludecia’sside by the fireplace, where she will reveal herself to bethe marilith that imprisoned Eludecia. Aishapra willalso reveal her motives, to see if Eludecia’s prison couldbe discovered and breached. Now that it has, the timewill soon come to dispatch Eludecia once and for all.

Aishapra is clearly an overwhelming foe for the PCsat this level (her published stats may be found at:h t t p : / / w w w . w i z a r d s . c o m / d e f a u l t . a s p ? x = d n d / f c / 2 0 0 5 0 9 2 1 a ) .If the PCs are wise enough to raise an alarm quickly,Madge and the hostel guests will awaken and stampedeto the scene, doing their best to intervene. Otherwise,the PCs will face Aishapra alone.

Creatures: However she is confronted, Aishaprawill summon 4d10 dretches into the room on the firstround (she succeeds on the check)—a parting gift tothose that would oppose her, and then teleport awayfrom the hostel on the second round.

Dretches: hp 13 each; see Monster Manual P. 42.

FURTHER ADVENTURES“Legend of the Silver Skeleton” may be continued inany number of ways. If the PCs rescue Eludecia, nomatter what else transpires they will have earned thefriendship of Eludecia, Madge, and the hostel.However, they will also have incurred powerfulenemies, namely the marilith Aishapra and her balorlord. Aishapra may show up again, or at least workthrough demonic agents from behind the scenes tomake life difficult for the PCs.

If the PCs are interested in continuing their adven-tures with Eludecia, she will ask them to help sendword to her angelic lover about her rescue. In addition,while Eludecia’s gauntlets may have been recovered, agood deal of her original equipment remains unac-counted for: her holy glaive, armor, and sword. Theseitems might have been scattered across the lands, orconsolidated with fiendish guards…perhaps at theruins of the mountain lake temple, located at the verytop of the aqueduct.

And finally, Yin Yensine’s laboratory contains a numberof fiendish works. These might include a treasure mapshowing, for example, the location to the fabled Tomb ofHorrors (http://www.wizards.com/default.asp?x=dnd/oa/20051031a) or White Plume Mountain (http://www.w i z a r d s . c o m / d e f a u l t . a s p ? x = d n d / o a / 2 0 0 5 1 2 0 7 a ) .