Search Posts
The Palace in the Ashen Wastes In the wastelands of southern Qadira, a palace lowers under everlasting night -- a place once known as the Palace of Abundance, where visitors found debauched and otherworldly pleasures, where nearly a thousand slaves toiled in the palace's kitchens, spice gardens, and pleasure halls. But that was all long ago. And, now, like its master, the palace has fallen to ruin; the entire area is shunned as thrice-cursed and demon-haunted. These are the halls of Vashkar, the False Maharajah. The palace is actually a walled compound located in a particularly desolate area, with no inhabited villages for several miles. The entire complex, which sprawls over several acres, seems always cast in shadow, even in the brightest noon sun. Anyone passing over or through the cracked, sagging walls immediately discovers that the palace grounds are always bathed in full darkness. A powerful idol (area 6) suffuses and shrouds the palace grounds with energies from the Plane of Shadow. Although the grounds are vast, much is abandoned or ruined. The fabulous gardens are all dead, the magnificent buildings slumping and broken. Only the main residence still stands tall, albeit worn and battered. This massive building of crumbling green stone is supported by enormous columns, its every surface decorated with rows of arched windows and elaborate Vudrani sculpture, the features elided by the passing years. A pyramidal roof rises to a steep peak nearly eighty feet high. Only areas of specific interest to the PCs are detailed on the map of the residence. Unnumbered entries should be considered empty, though the rooms might contain the rotted remains of a once bustling palace. You might choose to either expand some areas by adding additional encounters, or you might consider making some areas completely inaccessible due to collapsed roofs, floors, or so on. 1. The Courtyard in Darkness (Average CR 4) This grim courtyard is dark and still. Small stone walls lie tumbled down beside well-worn paths, while dead weeds push through ancient cobblestones. A row of blighted trees leads straight toward steps rising up into the looming hall. Creatures: About the exterior loiter 3d6 human slaves (LE human commoner 1) and 1d6 ash jackals. The slaves are half-naked starvelings with painted faces and vacant, dreamy expressions: the last descendants of the palace servants. The slaves spend their waking hours in drug-induced reveries, barely conscious of the world around them and utterly devoted to their rakshasa masters, whom they consider divine. These wretches can't actually perform any real work: they are now kept solely for fodder or amusement. For any slave to enter the actual residence building, both their hands must be first broken backwards in imitation of their master, a cruelty considered a great honor. A slave is AC 10, has only 1 hp, and fails all saves. Slaves cannot attack or, for that matter, take any independent action. They do not resist any attack and cheerfully lay down their lives or subject themselves to any other debasement. ASH JACKALS CR 1
2. Reception Area (CR 16) This chamber, once brightly painted and crowded with statuary, is now drab and dirty, the floor littered with rubble. An obscene slick of fresh gore pools near the entrance. Creatures: Two nalfeshnees are snacking upon a couple of slaves while 4 other slaves idle only footsteps away, oblivious to the slaughter. NALFESHNEE AMBASSADORS (2) CR 14
PALACE SLAVES (4) CR 1/4
3. Hall of Pleasures (CR 14) This formerly opulent hall is still decorated with statues of animal-headed, multiarmed creatures. Numerous rotting pillows and blankets lie scattered across the floor. A wooden table stands at the back of the room, its surface littered with piles of broken or overturned tableware. An enormous dark bowl, over four feet wide and decorated with a severe, alien visage, dominates the table. The bowl, the Bane of Ascension, radiates both strong evil and necromancy magic to detection spells. A DC 30 Knowledge (religion) check identifies the bowl as made from the hollowed-out skull of a nightwalker. Any creature reduced to -1 hp or less while in this room must make a DC 17 Will save or be affected by a death knell spell. In addition, any creature slain in the room must make a DC 23 Will save or be affected by a soul bind spell, with the soul being absorbed into the bowl. After 24 hours the soul is devoured and cannot be recovered. Destroying the bowl (AC 3, hardness 5, hp 50) frees any trapped, undevoured souls. Creatures: The room is occupied by 4 vampire rakshasas and 6 palace slaves. SERVITORS OF THE FALSE MAHARAJA (4) CR 10
PALACE SLAVES CR 1/4
4. Forsaken Throne Room (CR 16) Rows of cyclopean columns support the vaulted ceiling almost 40 feet above the marble floor. Brightly painted murals once decorated the grand walls. A raised dais held a throne, now overturned. The room is blanketed in dust, several columns lie broken on the floor, and the murals are stained or scratched out. An enormous statue of polished gray stone stands in the center of the hall. It depicts an obese man with the head of a tusked elephant and rubies for eyes. Two grotesque heads are nailed upon the walls. Each head is actually composed of several smaller heads. One sports jackal, human, crocodile, and lion heads, while the other combines an ape, hawk, cobra, and tiger. As you enter the room, the dead eyes in these heads seem to move, and dry tongues seem to loll in the lifeless mouths. The heads once belonged to two maharajah rakshasas. Whenever intruders enter the room, the heads yammer in a strange, bestial tongue, creating a song of discord effect (CL 18th, DC 17 Will negates). A DC 30 Knowledge (the planes) check reveals that the murals depict a rakshasa ascending through a series of reincarnated forms. Creature: The statue is a golem, ordered to attack anyone unaccompanied by a rakshasa. TUSKED GUARDIAN CR 16
5. The Stygian Well (CR 15) This floor of this great hall contains a circular well almost 15 feet across and filled with inky blackness; only a small raised lip runs around its gaping circumference. The well drops straight down 40 feet, ending in a stone floor littered with bones. The shaft is veiled in magical darkness, impenetrable to normal vision and darkvision, though undead can see normally within the effect. Creatures outside the well, even undead, cannot see into it. The effect cannot be dispelled, though a light spell of fifth level or lower will negate the darkness for 2d6 rounds. Living creatures in the darkness take 10d6 negative energy damage each round, with a DC 20 Will save for half, while undead heal the same amount. Destroying the idol in area 6 permanently dispels the effect. The secret entrance to Vashkar's tomb (area 8) can found at the bottom of the well on a DC 30 Perception check. Creatures: Six vampire rakshasas pounce on any intruders. SERVITORS (6) CR 10
6. The Consort (CR 18) This room contains an imposing metallic idol, almost eight feet tall and stained green with verdigris, depicting a crocodile-headed man devouring the sun. The idol is the focus of the magical effect that plunged the palace into eternal night. It radiates overwhelming illusion (shadow) magic. IDOL OF LINGERING NIGHT
Creatures: The idol is guarded by Vashkar's newest consort, a marilith demon. CHARUNDRA CR 17
Development: Destroying the idol dispels the night effect shrouding the palace. If this occurs during daytime, all vampires immediately flee for the stygian well (area 5). 7. The False Maharajah (CR 20) What once might have been the chamber of some decadent king is now a squalid riot of broken furniture and equipment. Amidst the debris lingers the reek of decay and musty cinnamon. Sprawled across the floor is the butchered corpse of what was once a lovely female with bat-like wings. The entire room is so strewn with rubbish that every square counts as dense rubble. Creature: The master of the palace, overcome with melancholy, has sought out this chamber for solitude. In this bleak humor he is oblivious to anything else in the palace save the destruction of the idol. The sight of intruders in this place fills him with seething rage. VASHKAR CR 20
8. The Crypts This dank, fetid chamber contains a series of stone sarcophagi. Vashkar and his servitors hide their coffins here.
So, while I was developing my submission this round, I built a spreadsheet that takes all magic items from the Pathfinder Beta and assigns them an Item Level -- a great time-saving concept from a certain closed compilation of magic items. I then retooled Pathfinder Table 14-9, NPC Gear, to express gear by item levels, rather than gp. So, for example, a 10th-level heroic NPC would be expected to have 1 9th-level weapon, 1 8th-level protection item, 1 8th-level magic item, 1 5th-level limited used item, and 1 3rd-level gear item. You want to outfit this cat? Just go to the item list spreadsheet and pick the right number of items from the right item level. It seems to make item selection (always the hardest thing for me) a lot easier. Would anyone have any objections to me sharing this tool? And if not, would anyone be interested?
Hecataeus, Master of Constructs Male human wizard 16 Description: In his own mind, at least, the imperious Hecataeus has no peer: he cannot listen without interrupting, speak without insulting, or smile without sneering. To his credit, Hecataeus is possessed with formidable intellect, talent, and determination, all of which allowed him to rise swiftly in the ranks of wizardry. Unfortunately, these gifts are subverted by his callous nature and a blindness to his own failings. Unable to empathize with anyone, Hecataeus abuses his servants, cheats his allies, and taunts his enemies. He disdains a fair fight, and is prepared to flee the moment any conflict begins to turn against him. Hecataeus is so insufferable to all around him that he has been forced to create his own companions and followers. His construct creatures are obedient, silent, and ever-reliable servants that cannot contradict or abandon him, unlike those frail, incompetent fools he was forced to employ in the past. One cannot mock the dead. And while Hecataeus might slay an enemy inadvertently or, more rarely, by design, far better to torment and humiliate these imbeciles. Why merely blast a rival to ash, when one could polymorph them into a titmouse, or transmute them into granite? Render their minds to custard, or disintegrate their most beloved possession? Thus does a master deal with inferiors. Tall and thin, with a jet-black goatee, Hecataeus dresses in purple and gold robes festooned with pseudo-mystical symbols, and fashions most of his creations in this image. Motivations/Goals: What Hecataeus wants is very, very simple: he wants respect. After all this time, his superior intelligence and his mastery of wizardry must finally be acknowledged! Schemes/Plots/Adventure Hooks: Hecataeus dreams of reanimating the wreckage of a Thassilonian colossus and transferring his consciousness into its mammoth frame, effecting an unstoppable fusion of constructed might and arcane power. In the interim, Hecataeus seeks all secrets of construct creation that he can place his grasping hands upon, which may lead to any of these hooks:
HECATAEUS CR 16 [+16 PC class levels]
===== Command Construct And so, the rabbi rubbed away the first letter of the word "EMET" from the golem's forehead, leaving "MET," the Hebrew word for death. Prerequisites: Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item. Benefit: You can attempt to issue a single new command to a construct creature, even one you did not create or one that has gone berserk. As a standard action that draws an attack of opportunity, you touch the construct and make a Knowledge (arcana) check. The base DC is equal to 15 + the construct's HD. If you created the construct, you have a +8 bonus to this check. Typical commands, and any additional modifiers to the check, are detailed below:
A successful check indicates that the construct obeys your command for 1d6 rounds. If you beat the check by 5 or more, the construct obeys your command for 1d6 minutes. If you beat the check by 10 or more, the construct obeys for 1d6 hours. Once the duration ends the construct resumes any previous instructions, though berserk constructs are no longer berserk.
Hecataeus, Master of Constructs Male human wizard 16 Description: In his own mind, at least, the wizard Hecataeus has no peer: he cannot listen without interrupting, speak without insulting, much less smile without sneering. Hecataeus is so insufferable to all around him that he has been forced to create his own companions and followers. He is a master of building construct creatures -- obedient, silent, and ever-reliable servants that cannot contradict or abandon him, unlike all those frail, incompetent fools he has been forced to employ in the past. Even in a world where wizards are real, Hecataeus' very appearance seems cliché. Tall and thin, with a jet-black goatee, he dresses in purple and gold robes festooned with pseudo-mystical symbols. Though the response he hopes to evoke is awe, in practice this tends to more reliably elicit ridicule, or perhaps puzzlement, from all but the greatest of rubes. And most of his creations are fashioned in his image. Despite his buffoonish appearance, Hecataeus is possessed with a formidable intellect, innate arcane talent, and unquenchable determination; he quickly rose to become a formidable wizard. Unfortunately, all his gifts are undermined by impoverished judgment, a craven nature, and his imperious manner. Hecataeus does not generally kill his enemies; he prefers to merely humiliate them. Motivations/Goals: Hecataeus does not seek godhood or lichdom. He has no wish to release an archfiend, acquire an artifact, or usher in some new cosmic age of horror. What he wants is very, very simple: he wants respect. He wants his superior intellect and his inestimable command over arcane forces to be acknowledged, and he stews in perpetual exasperation that, despite all of his accomplishments, he remains generally unacknowledged and unappreciated by the mundane world. Schemes/Plots/Adventure Hooks: Hecataeus seeks to amass all the secrets of construct creation that he can put his grasping hands upon, and use that knowledge to work magical wonders so mighty as to make even the most jaded adventurer look upon his works and tremble with awe. The following adventure hooks might be used to set up an encounter with Hecataeus:
HELM OF THE GOLEM MASTER
Requirements Craft Wondrous Item, antimagic field, stoneskin, limited wish; Cost 38,250 gp
I figured that the active community of old school fans and 3.5e players over here on the Paizo boards might appreciate this news. In case you didn't know, White Dwarf magazine wasn't always just a propaganda/marketing tool for the Warhammer line. In fact, for about its first 100 issues or so (that is, most of the AD&D 1st edition era), WD was the premiere UK magazine for all RPGs, especially D&D. I'd even argue that, at some points, White Dwarf was at least as good and sometimes even better than its sister publication, The Dragon. WD was extremely influential with gamers on both sides of the Atlantic, and the 1e Fiend Folio was largely drawn from new monsters submitted to the magazine. All that was a long time ago, and WD's contributions to D&D are largely forgotten. But I've been working hard to convert some of the more worthwhile pieces to 3.5e and posting the resulting to my website. In addition to a slew of monsters, I've done the classic adventure "The Halls of Tizun Thane" and I've just posted "The Lair of Maldred the Mighty," a nice classic dungeon that compares favorably with both White Plume Mountain and Tomb of Horrors. The Lair of Maldred the Mighty wrote: A thousand years ago, Maldred, an evil cleric/wizard . . . [built] an empire of evil. The Arch-Devils that Maldred worshiped were pleased with this expansion of evil and so Maldred was elevated to the level of High Priest, but, as with all such evil creatures, this was not enough for Maldred. So, even as his armies expanded his empire, Maldred would secretly depart from his palace (leaving behind a simulacrum of himself) and search the world for some means of making himself immortal and as powerful as his devilish masters. Journey to Maldred's Lair, brave the deadly traps, illusions, and guardians placed there, and stop him before his transformation is complete!
So I've got a fun little group, and we've been playing for 2 or 3 years now. This all started out very casual, with no real long-term plan on my part and has evolved into a weekly, ongoing campaign. I ran them through some 3.5 conversions of classic D&D adventures, including "In Search of the Unknown," "Keep on the Borderlands," "Isle of Dread," "White Plume Mountain," the giant/drow series, parts of "Night Below," and they just finished up "Kingdom of the Ghouls." Now they are in the City of Brass while I figure out just what the heck to do next. The party is currently 15th level. I never thought the game would last this long, nor did I think the players would want to play at such high levels, but there you go. So I want to finish this campaign with a bang, and I've been thinking about using the end pieces of one of the three Dungeon adventure paths. Obviously, this means jumping into a story mid-stream, but the reality is I will probably never run all three paths in this lifetime. (It took me 20 years to finally run D1-2-3!) My questions are, is this idea even feasible? And if so, which of the adventure paths would be the easiest to jump into at 15th level? Which path would best fit my ad-hoc retro-campaign?
I am thinking about using an older monster from Dragon 298 in an upcoming game: the brood mother, a very cool, very nasty drider-like thing. But there's something really wonky with its stats -- it's a Large 18 HD monster with 26 Str and a primary attack bonus of only +14. By my math, that ought to be +13 BAB, +8 Str, and -1 size = +20. The AC is 21, but it's +3 Dex, -1 size, +12 natural. Also, the advancement line goes right to Gargantuan with no stops at Huge. It looks like the monster was heavily edited from the original manuscript. Perhaps someone made a size change but failed to catch all the other changes. Was errata ever published, or was this monster ever updated to 3.5?
So far I'm loving issue 343 -- lots of good, nay, great stuff in here. There do seem to be few more problems with editing this issue than normal. I notice that two swarm monsters -- the ettercap brood swarm and the wormswarm -- lack the swarm subtype. I don't have MMIII, so I was wondering if this just an omission or has the swarm subtype been removed from the game? |