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***** Pathfinder Society GM. Starfinder Society GM. 155 posts (187 including aliases). 8 reviews. 1 list. 1 wishlist. 16 Organized Play characters. 1 alias.


Full Name

Noxsuum

Race

Nightmare Shadow Demon

Classes/Levels

Shadowdancer 2

Gender

Male

Size

Medium

Alignment

CE

Location

Twilight Halls

Languages

Abyssal, Common, Infernal, Dark Folk, Ignan, Sylvan, Terran, Aquan, Auran, Aklo, Draconic

Occupation

Puppet Master, Manipulator, Thief, and Dungeon Lord

Strength 0
Dexterity 24
Constitution 17
Intelligence 18
Wisdom 18
Charisma 26

About Noxsuum

Noxsuum
Nightmare Shadow Demon Shadowdancer 2
CE Medium outsider; (chaotic, demon, evil, extraplanar, incorporeal)
Init +7; Senses darkvision 150 ft.; Perception +24
Aura fear (60 ft., DC 22), frightful presence (30 ft. , DC 22)
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DEFENSE
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AC 26, touch 26, flat-footed 18 (+8 deflection, +7 Dex, +1 dodge)
hp 73 (7d10+2d8+21); regeneration 5 (good and silver)
Fort +6, Ref +13, Will +10
Defensive Abilities incorporeal, illusion resistance, protection from good; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 19
Weaknesses sunlight powerlessness
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OFFENSE
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Speed fly 40 ft. (perfect)
Melee 2 claws +15 touch (1d6 plus 1d6 cold), bite +15 touch (1d8 plus 1d6 cold)
Special Attacks pounce, sprint, shadow blend, night terrors (DC 22)
Spell-Like Abilities (CL 10th)
Constant—protection from good
At will—deeper darkness, fear (DC 22), greater teleport (self only) telekinesis (DC 23)
3/day—shadow conjuration (DC 22), shadow evocation (DC 23), detect thoughts (DC 20), dream (DC 23), nightmare (DC 23), suggestion (DC 21)
2/day—magic jar (DC 23)
1/day—shadow walk, summon (level 3, 1 shadow demon 50%)
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STATISTICS
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Str —, Dex 24, Con 17, Int 18, Wis 18, Cha 26
Base Atk +8; CMB +15; CMD 33
Feats Dodge, Combat Reflexes, Mobility, Improved Possession, Demonic Possession
Skills (6+4int=10) Acrobatics +19 (9), Bluff +20 (9), Diplomacy +20 (9), Fly +27 (9), Knowledge (local) +16 (9), Knowledge (planes) +16 (9), Linguistics +9 (5), Perform (Dance) +15 (4), Perception +24 (9), Sense Motive +16 (9), Stealth +23 (9); Racial Modifiers +8 Perception, +4 Stealth, +4 Intimidate
Languages Abyssal, Common, Infernal, Dark Folk, Ignan, Sylvan, Terran, Aquan, Auran, Aklo, Draconic; telepathy 100 ft.
SQ feign death (DC 22), hide in plain sight, evasion, darkvision, uncanny dodge,

Korris Blackstone:

Korris Blackstone
Unchained Rogue 8
N Small humanoid (gnome)
Init +5 (+7); Senses darkvision 120 ft., low-light vision; Perception +24
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DEFENSE
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AC 23, touch 18, flat-footed 16 (+5 Dex, +2 dodge, +1 size, +5 AC)
hp 67 (8d8+24)
Fort +7, Ref +14, Will +9
SR 19
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OFFENSE
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Speed 20 ft.
Melee +1 Voidglass Wakizashi +12/+7 (1d4+7, 18-20/x2), +1 Mithral Wakizashi +12/+7 (1d4+6, 18-20/x2)
Ranged Mwk Light Crossbow +12 (1d6, 19-20/x2)
Special Attacks +1 to attack vs. dwarven and reptilian humanoids, sneak attack +4d6
Spell-Like Abilities (CL 8th)
Constant—nondetection
1/day—blindness/deafness (DC 20), blur, disguise self
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STATISTICS
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Str 8, Dex 20, Con 14, Int 18, Wis 18, Cha 26
Base Atk +6; CMB +4; CMD 19
Feats Weapon Finnese, Weapon Focus (Wakizashi), Exotic Weapon Proficiency (Wakizashi), Two Weapon Fighting, Imrpoved Two Weapon Fighting, Skill Focus (Stealth), Alertness
Skills (8+2=10) Acrobatics +16 (8), Disable Device +16 (8), Escape Artist +16 (8), Knowledge (Dungeoneering) +15 (8), Linguistics +15 (8), Perception +24 (+26 underground) (8), Sense Motive +17 (8), Slight of Hand +21 (8), Stealth +25 (+29 underground) (8), Use Magic Device +19 (8); Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Stealth (+4 Stealth underground), +4 Stealth (Size)
Languages Gnome, Undercommon, Common, Aklo, Abyssal, Aquan, Auran, Infernal, Dark Folk, Draconic, Ignan, Terran,
SQ stonecunning, finnese training (wakizashi), sneak attack +4d6, trapfinding +4, evasion, rogue talent (fast stealth, terrain mastery underground, weapon training, combat trick), danger sense +2, debilitating injury, uncanny dodge, rogue's edge (escape artist), improved uncanny dodge,
Gear +1 Voidglass Wakizashi (3035 gp), +1 Mithral Wakizashi (3035 gp), Masterwork Light Crossbow (335 gp), Bolts (30, 3 gp), +1 Mithral Shirt (2100 gp), Talisman of Soul Eating (5400 gp), Cloak of Resistance +1 (1000 gp), Belt of Incredible Dexterity +2 (4000 gp), Eyes of the Eagle (2500 gp), Gloves of Larceny (2500 gp), Bag of Holding Type II (5000 gp),

Twilight Halls:

Twilight Halls Features

Magically Treated Stonework: The walls, floors, and ceilings are made of stone that has been magically treated. Increasing hardness and self repairing over time.

Complex Teleport Trap: The whole of the twilight halls is covered in a web of teleport traps. Making it dangerous to teleport into, with in, or out of. Some areas of the twilight halls send a teleporter to another safe location, yet most send you into a trap or cell. Only Noxsuum and his fellow lords know of these safe locations. Those wearing Noxsuum's personal sigil are exempt and immune to the teleport trap effect.

Teleportation Circles: Each room in the twilight halls holds a permanent hidden teleportation circle that leads to the entrance of the false sanctum.

Impeded Magic: Spells with the light descriptor or that use or generate light or fire are impeded.

Fear Infused: The twilight halls radiate fear, this effects newcomers as a -2 vs fear effects due to the creeping and shifting nature of the halls as they play upon the edges of one's sanity and insticts. Shadow creatures and those exposed to the twilight halls for extended periods of time are immune to this effect.

Permanent Dancing Lights: The twilight halls have permanent dancing lights spread near the ceiling casting dim light. The will o wisp often use them as cover for their own lights.

Marked: Many in the halls are marked by Noxsuum in the form of a tattoo of his sigil. Normally small and placed in easily hidden locations on the body they are infused with a special material as well. These tattoo's were also inscribed with a greater magic aura and create soul gem spell upon the wearer's death. Not all of those marked are aware of the sigil's meaning or the magic laced with in it.

Twilight Halls

These hallways have high vaulting ceilings large enough to easily hold a giant and wide enough for a pair to stand side by side. Above are lights of varying colors moving about and flickering as they cast their glow below.

Inhabitants: Dark Stalker, Will-O-Wisp, Dark Slayer, Dark Caller, Hypnalis, Isitoq

The halls are patrolled by squads of dark folk with isitoq. Hypnalis patrol the ethereal plane area of the twilight halls. While will o wisp roam freely with the understanding that the halls inhabitants are not to be preyed upon, only intruders are fair game.

Entrance Hall

The Entrance hall leads to the Twilight Halls proper and is the entry point to the level. It's walls are covered in ancient murals depicting an unknown item causing havoc in it's wake as it passes from place to place. That is until a great battle was waged to capture it and whisk it away below, where the heroes sealed themselves away with the item. The murals are indeed ancient, yet a lie as Noxsuum is ageless and had the story made up and spread long ago to fool and lure intruders. The murals depict a series of test to prove those worthy and slay the wicked, hinting at how to enter the false sanctum and nature of the level.

At the end of the hall is an adamantine door with countless colored gems and an inscription in draconic. It reads "Entry demands proof of worth by knowledge or blood." below the inscription is a small protrusion that collects blood. If a single individual bleeds into the small bowl they take 1d6 Con damage due to blood loss. If a group donates blood in turns to the bowl they each take 1d6 damage. Anything besides fresh blood deposited triggers the trap. Someone who reads the inscription and studies the door has to make a perception check DC 20 to notice that every colored gem has a rune carved into it's center. Once they notice they can make a intelligence check DC 25 or knowledge (arcana) DC 20 to notice a pattern among certain gems. Seven in fact fit a pattern tied to the color of the gem and the rune carved. The seven gems are Onyx (Void), Emerald (Wood), Pearl (Metal), Sapphire (Water), Ruby (Fire), Sard (Earth), and Quartz (Air). Touching these in any order without Noxsuum's sigil sets off a trap, blasting all those with in 30 ft. of the door with 5d8 sonic damage. Touching the gems a second time in any order besides the first causes the door to open, repeating the same set triggers a second trap identical to the first but dealing 10d8 sonic damage.

Cavern of Ethereal Shadows (Void Room)

The door to the cavern of ethereal shadows is made of voidglass and holds an inscription in Aklo that reads "Guard your doubts for virtue lies in trust. Beware." in the center. A perception check DC 20 is needed to notice that four words in the inscription are slightly raised among the others, the DC increased to 25 under conditions besides dim light. The four words are guard, doubts, lies, and trust. Touching any word besides "lies" triggers a trap, a symbol of pain appears on the surface of the door. Touching the word "lies" opens the door but if the one that does so does not have Noxsuums sigil they trigger a trap that subjects them to a triggered suggestion spell. The suggestion is to drop your weapons and run towards a harpy to be taken away upon sight of a harpy.

Inhabitants: Doppelganger, Shadow Harpy, Shadow Mastiff, Shae, Aether Elemental, Aether Wysp

This vast cavern is home to a number of strange creatures and holds no light of any kind. At it's center stands a series of rock spires in a field that act as both an aerie above and maze below. At it's heart a faint glowing fountain that pours small strange balls of aether into the surrounding pool it sits in, one of these aether balls is needed to open the sanctum door. The aerie is home to a flock of shadow harpies. The maze below is home to aether elementals and their wysp servants that guard the fountain as a sacred place. Outside the maze in the surrounding area the shae rule with their shadow mastiff companions and allied doppelgangers that play the part of victims and servants in various humanoid forms for those that come to invade their domain.

Only the intelligent respective leaders of the various inhabitants know of the hidden teleportation circle behind an illusionary wall with in the maze.

Green Glade (Wood Room)

The door to the green glade is made of darkwood treated with a permanent ironwood effect. Like the other doors it has an inscription, this one in Sylvan. It reads "Nature holds but one law, yet those that are bound by nature escape this bond. Declare your nature to find it with in." Below are four symbols, one in each cardinal direction. Fire in the east, earth in the south, air in the west, and water in the north. A perception check DC 25, reduce to 20 under bright light, is needed to notice that their are tiny bits of ash on the fire symbol, the water symbol has water spots, and the earth symbol is dirtier then the rest. An intelligence check DC 20 confirms that each symbol must be exposed to their element to be activated. Once the symbols are activated they trigger a new symbol to appear at the center, the symbol for life. If no possesses Noxsuum's sigil it flares to bright light for a moment yet fades and causes the door to open without seeming ill effect. The life symbol effect covered those exposed with an undetectable form of plant attraction. Causing all those exposed to attract plants, this manifest as giving creatures with the plant type the ability to sense those exposed at three times their normal range.

Inhabitants: Assassin Vine, Basidirond, Dryad, Nymph, Xtabay, Leshy, Huldra, Living Topiary

The green glade is made up of countless plants with a surprising variety in this massive jungle, while their is what appears to be natural sunlight above the tree tops. The density and web of vegetation see's everything below the uneven tree line gets far less then full light. More so to those attuned, the time passes the same with in the green glade then it would on the surface world. The sun sets and the moon rises accordingly. As such it is a seeming paradise, if one does not count the many hostile, dangerous, and poisonous plants that are thick about the place. Still their are some that are not so deadly, at least while unprovoked, such as the leshy. At the jungles center their is a clearing that is dominated by a single massive tree whose roots seem to spread out into every corner of the jungle. Below it's boughs and among them are what appear to be a number of women, these being the fey tenders of the jungle and subjects to it's mistress. One of the special seeds of the central tree is needed to open the sanctum door.

Only the nymph mistress of the green glade knows of the hidden teleportation circle hidden among the great tree's roots.

The Forge (Metal Room)

The door to the forge is made of solid fire forged steel. As a result it radiates intense heat outward at all times. Those that get with in 60 ft. must make a fort DC 20 check or suffer 1d6 nonlethal damage as well as make another save every 10 minutes afterwards. Those in heavy clothes or armor take a -4 on the save. Those that get with in 30 ft. must make another check or take 1d6 lethal damage. Upon the otherwise plain door is an inscription in infernal that reads "Worth is measured in discipline. Suffering will be your teacher." So long as the door is not touched or those present do not leave in half an hour it opens. Those that walk through without Noxsuum's sigil take 1d8 fire damage as they meet a wall of extreme heat. Those that leave or touch the door before time has expired set off a inubrix blade trap that deals 1d8 slashing damage to all of those with in 60 ft. outside the door.

Inhabitants: Hobgoblin, Salamander, Clockwork Soldier, Clockwork Servant, Cutlass Spider, Clockwork Steed,

The forge is more or less as it's name implies, yet built and serving much as an armory and barracks. Everything from the walls to the ceiling is covered in metal with only the floor showing itself to be stone, with a river of lava flowing from with in the fortress that houses the forges namesake and honored blacksmiths. Made up of equal parts training ground, fortress, smithy , and warehouse it is a place of constant sound, clashes, and explosions. The most numerous and dominant residents are the hobgoblins that endlessly train in the forge. Taking their people's warlike nature to an entirely new degree they drill endlessly forging themselves into living weapons. With in the fortress that serves as the only permanent towering structure dwell the leaders of the hobgoblin legions and the honored blacksmiths the salamanders. The valued and respected salamanders use the center of the fortress and source of the lava moat that surrounds it as massive workshop for their craft. Lending their legendary blacksmithing skills to the forging of armor and weapons of war. Still the forge has a hidden and less abundant resource besides it's warriors and blacksmiths, for war breeds innovation. In this case the clockworks of the forge, creatures of gears and unbending order. While not as mighty as golems, much more adaptable and servicable. Every one of these clockwork creations holds a metallic heart as it's core, one of these being needed to open the sanctum door.

Only the hobgoblin grand marshal and salamander master blacksmith know of the hidden teleportation circle in the fortress's depths with in a secret chamber.

Shifting Isle (Water Room)

The door of the shifting isle is made of a djezet alloy. It holds an inscription in aquan that reads "Flow with wisdom for it holds worth." The doors surface is completely smooth otherwise with no keyhole or handle of any kind. Those with Noxsuum's sigil need only touch the door to open it, otherwise it takes splashing water or fire on the door to open it which also triggers it's trap. A steel grate falls and cuts off escape 30 ft. from the door, then a chute opens that dumps tons of water. Causing those traps to be washed away by the water and through the door.

Inhabitants: Water Elemental, Marid, Sea Drake, Reefclaw, Undine, Oceanid, Sea Cat, Water Wysp,

On the other side of the door is a rocky outcropping 60 ft. above what appears to be an ocean. A large island can be seen a good distance away below the false sun above, yet the waters in between teem with life. Clearly not all of it is passive or non hostile. As for the island itself, just pass it's beaches before the sparse jungle are simple huts. Deeper into the islands center where more then a few streams flow from, their is a lake with yet another small island at it's center. Upon that island is a open air garden of flowing water ways and fountains. The mistress of the isle dwells with in the water garden, surrounded by elemental servants and chosen undine. While the more common undine remain among the shore. Out in the open water on the other hand their are many predators swimming about yet all submit to the oceanid mistress below the waves. A curious feature of the water with in the domain are the bubbles that float up out of the water into the air, they have an unusual firmness to them that allows them to endure far longer and under more stress then they should. Once removed from the shifting isle they last for 12 hours before finally popping of their own accord. One of these bubbles is needed in order to open the sanctum door.

Their is an underwater teleportation circle below the water gardens that can be accessed from a underwater tunnel or a fountain above in the water gardens. Both mistresses know of it.

Wrath Heart (Fire Room)

The door of the wrath heart is made of solid siccatite, with snowflake and flame designs. It has an inscription in ignan that reads "Fury can be righteous or sinful, yet blind all the same." Those that touch the door have a 50% chance of being hit by a fire effect while the other half of the time they are hit by a cold effect. Both deal 2d10 of their respective energy damage. Those that subject the door to at least one point of fire and cold damage with in a one minute window will open the door. If they do not have Noxsuum's sigil then the door's effect remains active even while open.

Inhabitants: Fire Elemental, Efreeti, Azer, Flame Drake, Fire Wysp,

The Wrath Heart is likely the most hostile location with in the halls. What so called land their is being made up of white hot sand with rivers of molten glass or lava flowing about the place. Instead of darkness or some sort of false surface sky their are rainbow colored flames above. Making it the most well lit of the levels locations as well. This endless expanse is a trick of the heat and light for at the center of the sands lies a small palace of glass and brass. Home to the mistress of wrath heart and her servants. Fire elementals, wysp, and flame drakes wander the desert but the azer slaves call the palace home where they serve their cruel efreet master. A brass piece of the palace is needed to open the sanctum door.

Only the mistress of wrath heart and her most trusted servant know of the hidden teleportation circle that is cunningly placed in plain sight. Below her favored seat with in a floor mosaic that camouflages it's presence.

Gem Vault (Earth Room)

The door of the gem vault is made of solid noqual with a rough unworked like finish. It has an inscription in terran that reads "Offer up worth for judgement." below which their is a small opening cut into the door that allows something to be placed. Anyone who places a gem or magical item of any kind inside the door has it taken by the door. Those with in 30 ft. without Noxsuum's sigil are subject to a mage's disjunction effect that only applies to magical effects. After which the door opens.

Inhabitants: Earth Elemental, Shaitan, Oread, Earth Wysp,

The gem vault is a large cavern whose walls and ceilings are covered with gems of every kind. Some of these gems are even unknown by scholars of such things, for some of the gems even give off a slight glow. Giving the cavern a natural source of weak off putting light. Another property of the gem vault is the gravity, it is stronger then normal. This increases all loads by 2 and increases damage done through physical means by 2 yet throws off accuracy and complex movements from those unfamiliar with the natural state of the cavern, granting them a -2 to attack rolls and other fine physical movements. The residents of the vault are immune to these penalties having become accustomed long ago to them. While earth elementals and their wysp kin wonder as they will. The main residents and their mistress reside in a well built castle at it's center. Surrounded by high walls and towers that reach to the caverns ceiling, one gets the impression that it was built without regard to the vaults strange gravity or any gravity for that matter. The strange castle houses the oread that call the vault home and the shaitan that claims it as her domain. A oread growth gem is needed to open the sanctum door, these can be taken from some of the oread that grow them on their skin.

Only the shaitan mistress of the gem vault knows of the hidden teleportation circle. At the center of the castle is a room with a circle of stone poles. This is the teleportation circle only it has been altered into it's current form.

Windstorm Expanse (Air Room)

The door of the windstorm expanse is made of solid horacalcum with wispy designs on it's edges. It has an inscription in auran that reads "One must move with the winds of change yet hold on to themselves less it be loss." Those without Noxsuum's sigil suffer an unnoticeable time disruption effect from the door. This manifest as a -3 to initiative for the next 12 hours. The door opens without effort after it discharges this effect for the next minute.

Inhabitants: Air Elemental, Djinni, Sylph, Mist Drake, Air Wysp,

The windstorm expanse is a seemingly endless sky with small bits of floating land, only having one large land mass that acts as it's core. The wind is nonstop and pieces of land seem to orbit in their own patterns driven by the wind. Those without the ability to fly or magic have to make acrobatic checks to jump from bits of land to land until they reach the main island. Even then those with the ability to fly must take care to avoid the stronger winds that dwell beyond the safe routes as they can be just as dangerous to them as to those that fall into them. While the elementals and drakes mostly keep to the wild winds, the latter retreating to lairs on the main island to rest or feed. The main residents and their mistress call a single over sized and stylized tower home. The cloud stuff that makes up parts of the islands is needed to open the sanctum door.

Only the mistress knows of the hidden teleportation circle at the top of the tower. It is in plain sight to those that look carefully upon the floor yet with harsh winds ready to toss anything and everything from the tower top. Keeping on your feet is normally enough of a distraction.

Fools Fortune (False Sanctum)

The door to fools fortune is made of abysium, anyone approaching with in 30 ft. gains the sickened condition. Upon the door their are numerous small openings for the token's needed to unlock it as well as an inscription in abyssal that reads "Your worth will be measured."

Inhabitants: Babau, Kyton Evangelist, Shadow Rock Troll, Schir, Incubus, Mimic

Upon entering the gentle sound of something chime like meets your ears, for above their is a forest of hanging chains. That is if one could see for their is a complete lack of light with in this vast chamber. After a good distance the plain chamber seems to be split in two by a massive bottomless chasm with a single well made and ornate bridge over the vast expanse. On the other side lies an ancient alter like temple with a throne at it's peak. Upon it's many steps and around it's base are scattered treasures. Yet cradled above the throne like a miniature motionless sun is a large dark black purple crystal of unknown material with in a web of adamantine. This is the item known as the shadow egg. The sanctum is far from undefended, the endless chains that look down upon the entire chamber are home to kytons and babau, stealthy assassins and ambush attackers. While the chasm that divides the chamber hold caves and niches that are home to shadow rock trolls awaiting those that attempt to cross, coming up from below. Finally the temple is protected by packs of schir lead by a wing of incubus. If this were not enough even the vast treasure amid the temple is a danger as a number of mimics with a range of abilities lie in wait for looters.

Exit Hall

The exit hall branches off the main hall leading towards the fools fortune. Allowing the false sanctum to by bypassed completely while making your way to the lower levels. This is by design and the key to both a deception and trap. The hall is lined with modified caryatid columns in the forms of many races and styles, all of noble and heroic station. A few bare treasures on their stony forms. The exit portal is flanked by a pair of angelic guardians that cross halberds over head.

Inhabitants: Caryatid Column, Raktavarna, Angelic Guardian,

The caryatid columns attack anyone that does not show Noxsuum's sigil. These constructs also possesses a hidden compartment accessed from their backs that holds a single gem, the focus for their ability to magically imprison their enemy's body and soul. During combat they attempt to make a touch attack from time to time, when they hit an enemy a DC 22 will save must be made or they fall victim to the effect. The treasures that the caryatid columns possess are in fact disguised raktavarna, meant to tempt and lure invaders in the hopes of being taken. While the angelic guardians do not react to the caryatid columns attack or even defeat. They do attack anyone that triggers the final trap of the twilight halls. Those that pass with in 30 ft. of the exit without Noxsuum's sigil trigger a magic mouth effect that speaks in Draconic "One among you is unworthy."

Shadow Sanctum

Their is no entrance into Noxsuum's shadow sanctum as it is entirely self contained. Their are only two ways to enter it, by way of a teleportation circle installed at the entrance or via other teleportation magic. His many wards make only the entrance open to intrusion even then.

Inhabitants: Bearded Devil, Lesser Host Devil, Greater Host Devil, Medusa, Lampad, Owb,

The shadow sanctum's main entrance is a rather plain room with nothing but a few chairs and a table with old copies of Mortal Monthly, LPG (Lower Planes Gazette), and MM (Maelstrom Madness). Along with a pair of teleportation circles and dim lighting from the dancing lights above. Pass the entrance is the rather large foyer that holds a single massive chandelier with magical candles holding countless different colors. Flanking the foyer above are rows of fiendish bird like creatures while below are rows of devil guardsmen instead of the more traditional suits of armor. All these fiendish statues are in fact true devils, standing guard with their inhuman patience and bound by their own code to Noxsuum's delight. Beyond this is a vast chamber with a long table and numerous displays of art and treasure. The dim lights come from dancing lights at the edges of the chamber above. This chamber also leads to four other locations, one on each end, one below a stair case, and another above at the end of a short stair case and balcony. The door to the west leads to the personal chambers of a medusa. While the door to the east leads to the personal chambers of a lampad. The door below the stairs leads to the main audience chamber and Noxsuum's stasis storage. This vast chamber has two rows of dancing lights above, while the walls and ceiling are covered with what seems like endless small portraits. These are in fact magical stasis chambers housing a collection of bodies, each portrait a rendering of the creature with in along with information on them. At the end of the chamber sits a single black marble throne with two braziers on each side, these appear to house shadow burning humans but rather are home to a pair of owb. The last door above the stairs leads to Noxsuum's personal chambers, a strangely normal and lavish chamber fit for an emperor. Though it does have a mixture of styles from a dozen different cultures and realms. The most unnerving aspect being the utter lack of sharp objects or torture implements yet an abundance of fluffy stuffed animals and a huge wardrobe.

Twilight Halls Background:

Cavern of Ethereal Shadows: The cavern came about from a pet project of Noxsuum as well as a trade agreement between him and a shadow plane merchant association. The shae, shadow mastiff, and doppelganger use the cavern as a base and storehouse on the material plane in exchange for giving the shadow demon a cut as well as a few other services. The shadow harpies are a result of Noxsuum buying some harpy eggs and choosing to breed them on a whim. Years of exposure to their shadowy neighbors and Noxsuum's attentions resulted in a few eggs turning into a full flock of shadow infused harpies that are unusually clean and free of the signs of savagery common among their kind. Not because they are any less savage in nature, rather Noxsuum tolerates no infighting. Being bred and contained from birth by Noxsuum in the cavern has also had the effect of making the shadow harpies unquestioningly loyal and fanatic in the shadow demons service. As for the aether elementals and wysp, they started showing up shortly after the aether fountain was installed. As they never stray far from it and act as guardians, he never bothered to try to get rid of them or do anything about them really.

Notable Inhabitants: Nyrial (Shadow Harpy Oracle 4; CR 7), Zeleanor (Shae Illusionist 4; CR 6)

Green Glade: The glade is perhaps Noxsuum's greatest work of deception. While obtaining the various plants and encouraging them to grow was mostly a matter of time and gold. Luring and tricking the delectable fey was another matter. The dryads with their weakness and bond to their tree's were easy enough to fool, saving them from loggers and offering a sanctuary baited that hook well with the right body and whispers to top it off. The huldra were harder to convince yet easier to pray upon due to their curiosity and weakness to the right kind of flattery. Years passed and his fey dupes grew, yet his crowning jewel took a full carefully tended century. With another century and many body changes to firmly grasp her under his will, the mistress of the glade and nymph Lilias not only fell pray to him. But now helps guard his home and taint the good for she and her domain hold not a trace of true evil while serving it all the same.

Notable Inhabitants: Lilias (Nymph; CR 7), Digonia (Huldra Monk 2; CR 5)