Return of the Pharaohs

Chapter 11b – The Twilight Vault


Details

The Twilight Vault

During the 300 years of Chelish occupation of Nidal, many great settlements, monuments and trade centers were constructed to support the booming economy. The horse lords still ruled the plains to the north so for the most part, the population was sparse and few people visited the area other that those wishing to trade or purchase horses. It was in this remote area, across the foothills from the burial grounds of the Barrowmoor that a cult of Zon-Kuthon built a structure to house their most sacred writings and artifacts. They called it the Twilight Vault, which consisted of a central domed silo, surrounded by a protective outer dome. Structures surrounding the domes housed the priests and workers, but also hid the secret entrance to the inner silo which was inaccessible from the ground level.  Instead, anyone wanting to access the Vault proper would need to go through several defensive areas underground and climb up from below. Zon-Kuthon had ulterior motives for directing his cult into creating the Vault. He was going to use the structure as a gateway to the Shadow Plane and then use the Shadow reflection of the Vault to gather his most loyal minions. When the time was right, his legions would stream forth from the Vault and spread darkness to the Material Plane.

Once the Twilight Vault was fully constructed, he began weakening the boundary between the Shadow and Material Planes at the site. This caused a great amount of destruction on the Material side’s buildings, but the ones of the Shadow Plane grew in stature and glory.

Eventually, he directed one of his most loyal followers, the Nightwalker General Azuubar Raxas to begin amassing more devotees from the country who would lead the charge in a massive assault on the ripe lands of nearby Varisia. A shadow reflection of Raxas and his select minions also guard the gateway and keep order among the new arrivals. For the past 10 years, Raxas has been creating small sects of Zon-Kuthon followers and has recently given word for them to congregate at the Twilight Vault. Every so often, a group of recruits will approach the Vault and will be greeted by a patrol who will assess their intent, then either escort them to the Vault or destroy them.

Once at the Vault, if they submit to shadow Raxas’ instructions and relinquish their weapons, the recruits are led to the hidden stairway to the lower levels. Raxas uses detect magic and Darksense (true seeing) to size up any recruits to alert the defenders or appraise them for Raxas. If the newcomers pose a threat, Raxas will give them a chance to join the new recruits and thus spare their lives, otherwise he will attack them and have them raised as new defender shades. Once recruited, the new arrivals are brought to the Shadow Plane where they await instructions for the upcoming invasion. There are currently over 20,000 undead troops surrounding the Shadow-plane Vault.

The ruins area is protected by numerous greater shadows and wraiths.

* Note on tracks: human-sized tracks can be found in different areas, but most lead to and from the Vault and the Priests’ Quarters. The most recent tracks, however, are about 12 hours old but are from a group of bodaks which have slightly webbed toes and elongated feet. Shadows and wraiths leave no tracks.

Entering the ruined Vault surface level, Material plane

When the party approaches the Vault, Raxas is using stealth (DC37) but those with darkvision may have a better chance of seeing him (DC26). The shadow nightwalker will attempt to talk with the group first from stealth, but if he is spotted, the group will need to save vs. his fear gaze.

If the group encounters Raxas and does not attack at first, he will give them his ultimatum:

“So, you think that you can defeat me and the armies of Shadow. I guarantee that you will fail. However, I will give you this one chance to throw aside your childish moralities. Join the legions of Shadow willingly and your lives will be spared. Or die and I will turn you into unthinking servants nonetheless. Choose now.”

If the group attempts to bluff (vs. DC 44 Sense Motive) their way into his service, he will have them drop their weapons on the ground and have a group of 6 Wraiths and 6 Greater Shadows escort them down the stairs and through the portal. Otherwise he will attack.

Tactics:

  • If the party makes itself known before they see him, he will cast Haste on himself
  • He will allow his fear gaze to cower any weak minds as they attack
  • He will block any powerful physical attack and then use swift sunder during his turn on the weapon
  • If surrounded, he will use his quickened unholy blight (does not provoke AoO) and then channel unholy energy
  • Sunder vs. weapon type
    • +5 Adamantine Falchion (hardness 30, HP 60)
    • +2 Starsword (hardness 19, HP 25)
    • +5 Dagger (hardness 30, HP 52)
    • +3 Ironwood Scimitar (hardness 16, HP 35)
    • +4 Longspear (hardness 13, HP 50)

Priests’ Quarters (Material Plane, ruins)

The structure where the priests used to live is now mostly in ruin. The south east portion of the ruins has two areas where the ceilings still cling precariously to their walls however. This is also the area where the hidden entrance to the lower levels allows new recruits to enter the Shadow plane. A group of 18 Greater Shadows (darkvision 60’) and 13 Wraiths (lifesense 60’) roam in the area awaiting recruits or intruders.

Once section of the collapsed roof is cleverly balanced so it can be pivoted out of the way with a DC10 Str check revealing an old set of stairs leading into darkness.

In a horrible turn of events, while the group is taking on the legions of Shadow in the priests’ main hall, the main force of warriors, priests and mages are being slaughtered by the remaining force (as directed by Raxas) of 8 wraiths and 10 greater shadows as well as Raxas himself. When the group finishes their battle in the main hall, they will find that a majority of the force has been killed and all that remain are 2 warriors, 1 mage, 2 clerics. The leaders have been attacked by Raxas via his unholy blight and concentrated attacks by half the wraiths and half the shadows. The remaining 5 humans are sickened and heavily pressed by 3 wraiths and 2 greater shadows.

The remaining survivors will warn the group about a greasy darkness that appears out of nowhere and shrivels the flesh. Most of the survivors are severely injured and will not accompany the party any further in this foray.

Priests’ Quarters (Shadow Plane, lower level)

As the group starts down the stairs to the lower levels, they move through the weakened barrier between the Material Plane to the Shadow Planes. When they reach the bottom of the stairs, 100 feet down, there will be some possibly noticeable effects. Any divine spellcasters can make a DC 20 Wis check to feel, that their connection to their Power is slightly altered. A DC 24 Religion or Know: Planes will recognize that they have left the Material Plane. By the time they enter the first room, they will be fully in the Shadow Plane. They will notice that the walls, floors and ceilings are in better repair than the surface ruins but the material has changed to sandstone. Distance is slightly distorted so although they may travel a short distance on the Shadow, they may cover great distances when they reemerge in the Material.

Shadow Plane features:

  • All colors are muted to shades of grey or black
  • Light sources only at ½ range
  • Fire sources emit less heat, -1 on all damage dice
  • Light-based or fire-based spells have 10% chance of failure

Underground Level (Shadow Plane)

The part of the Twilight Vault that resides on the Shadow Plane has distinctly different characteristics. First, the walls are made of tough sandstone and there is a layer of sand and grit on all floors. The temperature is still cool however. If the party happens to reach the surface for exploration, they will find themselves in a vast, bleak desert where the flowing hills and grasses of Nidal were in contrast.

In general, when new recruits are screened as possible candidates, they are first brought downstairs to the Shadow Plane underground level. The first “person” to greet them is the halfling vampire Xedui, who serves as a front line defense (he is not afraid of much since he can regenerate within a day) and uses his enhanced senses and Dominate to assess their strength. From this point on, the rest of the complex is either on alert, or the new recruits are escorted by the halfling to their quarters where they will be further tested for loyalty, ability and resolve.

1 – At the bottom of the steep staircase is a room used to meet and/or interrogate new arrivals. The greeter, a Halfling Vampire Sorcerer named Xedui will give any newcomers the chance to introduce themselves while he takes stock of their motives and strengths. During this time, Xedui uses a telepathic link to the demilich, Tzazdan to warn of any possible threat.

Before combat/meeting: Xedui’s alarm spell on the pivoting door allows him time to cast a few spells prior to the confrontation (freedom of movement, mage armor, shield, protection from energy (fire), see invisibility (he will feign not seeing the invis person))

Also in the room are Xedui’s helpers, 4 Wraiths (see separate stat page).

Xedui will greet the newcomers “Oh goodie, finally someone new to meet!”

If the group has their weapons “Oh, didn’t my associate upstairs tell you that weapons must be forfeited?”

The halfling is seated upon a makeshift throne created by the contortions of 12 dominated low-level humans (14 hp each). If the party gets aggressive, the wraiths will attack and Xedui will cast quickened Blur on himself and then attempt to Dominate the strongest looking party member. He attempts to keep the wraiths between him and the party if possible, but if anyone tries to close with him, he will use his slam to level drain them.

Xedui (CR12)

XP 19,200

Halfling Sorcerer 11 Vampire

LE Small humanoid (undead, augmented)

Init +7; Senses Perception +15, Darkvision 60’

DEFENSE

AC 37, touch 16, flat-footed 17 (+4 armor, +3 deflection, +5 Dex, +2 dodge, +8 natural, +1 size, +4 shield)

hp 126 (11d6+88)

Fort +11, Ref +15, Will +11; +2 vs. fear

Defensive Abilities fated +3; Immune fire (120 points), channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, fast healing 5

Weaknesses vampire weaknesses

OFFENSE

Speed 20 ft.

Melee slam +6 (1d3+4 plus energy drain)

Ranged mwk light crossbow +10 (1d6/19–20)

Special Attacks:

It was meant to be (1/day) – reroll a low roll

Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power. (DC22 Will)

Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Bloodline Spell-Like Abilities (CL 11th; concentration +21)

8/day—touch of destiny (+5)

Sorcerer Spells Known (CL 11th; concentration +16)

5th (5/day)—break enchantment, interposing hand, teleport

4th (7/day)—bestow curse (DC 21), dimension door, freedom of movement, greater invisibility

3rd (7/day)—dispel magic, fireball (DC 20), hold person (DC 20), protection from energy, ray of exhaustion (DC 20)

2nd (7/day)—acid arrow, blindness/deafness (DC 19), blur, scorching ray, see invisibility, spider climb

1st (8/day)—alarm, charm person (DC 18), floating disk, mage armor, magic missile, true strike

0 (at will)—arcane mark, detect magic, light, mage hand, message, prestidigitation, ray of frost, read magic, resistance

Bloodline destined

TACTICS

Before Combat The sorcerer casts freedom of movement, mage armor, and protection from energy (fire).

During Combat The sorcerer uses interposing hand or hold person to keep opponents from reaching her while she uses ranged attack spells such as fireball and ray of exhaustion.

Base Statistics Without mage armor and protection from energy, the sorcerer’s statistics are AC 17, touch 16, flat-footed 13; Immune none.

STATISTICS

Str 12, Dex 20, Con 12, Int 15, Wis 12, Cha 24

Base Atk +5; CMB +3; CMD 23

Feats Combat Casting, Combat Expertise, Defensive Combat Training, Dodge, Eschew Materials, Great Fortitude, Lightning Reflexes, Mobility, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness

Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9, Knowledge (arcana, history) +9, Perception +15, Spellcraft +10

Languages Common, Infernal, Halfling, Abyssal

SQ bloodline arcana (gains a luck bonus to saves when casting personal-range spells)

Combat Gear: potion of eagle’s splendor, potion of fly, potion of invisibility, wand of shield (13 charges); Other Gear masterwork light crossbow with 10 bolts, amulet of natural armor +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +3, bone key fragment, 2649 gp

If Xedui is defeated and forced into gaseous form, he will attempt to lead the party into the area inhabited by the Banshees, then in the confusion, return to his coffin in #18.

2- Recruits’ bunks – 12 cots line the walls, each with a corresponding simple footlocker. Since the newest recruits have moved on to bigger and better things (undeath), none of these are used, but are ready for new occupants. Inside the lid of one of the footlockers are scratched words in halfling, “four in three up”: referring to the number of halfling-sized paces to find the secret door leading to the hillside.

3- Mess hall – This common room and mess hall has not been used in a while (2+ weeks) but there are signs of use. All the plates, cups and utensils are stacked on the far eastern table near the door.

4- A serviceable kitchen has all the necessities for food prep. There is no one available to cook as the recruits are required to choose among their own and they are not here very long before being taken to their ‘next assignment’.

5- This stockroom has many forms of dried or pickled foods (beans, rice, meats, eggs, pickles, etc.) It is fairly well stocked although no one has been here in the past couple weeks. Under a hidden floor stone in the back (DC24 Per) are two bottles of strong grain alcohol that have been blessed to be used as Holy Water.

6- Priests’ Quarters – these four rooms each have 2 beds and a shared wardrobe. Although the original occupants are long gone, a pair of Banshees have taken up residence in one of the rooms and attack anyone foolish enough to enter.

The Banshees know of the approaching party by their Hear Heartbeat ability. They will position themselves to flank the party as they explore by moving through walls. One of the Banshees will wail on round 1 while the other appears in front of a random character (surprise) and tries to touch them.

BANSHEE CR 13

XP 25,600

CE Medium undead (incorporeal)

Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31

DEFENSE

AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)

hp 161 (19d8+76)

Fort +10, Ref +19, Will +18

Defensive Abilities incorporeal; Immune undead traits

Weaknesses sunlight powerlessness

OFFENSE

Speed fly 60 ft. (perfect)

Melee incorporeal touch +26 (14d6 negative energy plus terror)

Special Attacks wail

STATISTICS

Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19

Base Atk +14; CMB +25; CMD 40

Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus (touch), Wind Stance

Skills Fly +19, Perception +31, Sense Motive +7

Languages Common, Elven

SPECIAL ABILITIES

Hear Heartbeat (Ex) A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.

Terror (Su) A creature damaged by the banshee’s touch attack must make a DC 23 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 14th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based.

Wail (Su) Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.

7- Training room – potential recruits are pitted against a pair of Flesh Golems to evaluate their worth. Anyone entering the room and gets within 10’ of either Golem will cause them to attack. Recruits are usually escorted here and told to stay close to the walls until the evaluation begins. The flesh golems appear as grotesque amalgams of different humanoid body parts (human head, dwarf arm, elf hands, half-orc legs, etc.).

FLESH GOLEM CR 7

XP 3,200

N Large construct

Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)

hp 79 (9d10+30)

Fort +3, Ref +2, Will +3

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft.

Melee 2 slams +13 (2d8+5)

Space 10 ft.; Reach 10 ft.

Special Attacks berserk

STATISTICS

Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1

Base Atk +9; CMB +15; CMD 24

Languages none

SPECIAL ABILITIES

Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

• A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).

• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

8- Although this junction appears to be simply the intersection of two areas, it also hides the secret entrances to the outside and Vault proper. A special guardian will attack anyone who touches either of the walls with the secret doors without uttering a certain password first “tickle”.

The walls in the corner of this room are decorated with an intricately carved depiction of a large half-human woman, half snake wielding a pair of wicked looking scimitars. She is coiled among a group of dead or dying men who look at her with expressions of pain, fear and even adoration. The wall emits slight auras of Abjuration and Conjuration magic.

If anyone touches one of the north or east walls, she will crawl out of her wall carving and assume a very real appearance. One of her first actions is to cast mirror image as she emerges. She already has mage armor cast and will attempt charm monster at her first opportunity to gain the help of a powerful party member.

LAMIA MATRIARCH CR 8

XP 4,800

CE Large monstrous humanoid (shapechanger)

Init +4; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE

AC 25, touch 18, flat-footed 21 (+4 Dex, +8 natural, –1 size, +1 armor)

hp 102 (12d10+36)

Fort +7, Ref +12, Will +11

Immune mind-affecting effects; SR 19

OFFENSE

Speed 40 ft., climb 40 ft., swim 40 ft.

Melee +1 scimitars +14/+14/+9/+9/+4 (1d6+6/15–20 plus 1 Wisdom drain on first hit each round) or

touch +16 (1d4 Wisdom drain)

Space 10 ft.; Reach 5 ft.

Special Attacks Wisdom drain

Spell-Like Abilities (CL 12th; concentration +17)

At will—charm monster (DC 19), ventriloquism (DC 16)

3/day—deep slumber (DC 18), dream, major image (DC 18), mirror image, suggestion (DC 18)

Spells Known (CL 6th; concentration +11)

3rd (4/day)—haste

2nd (6/day)—death knell (DC 17), invisibility

1st (8/day)—cure light wounds, divine favor, mage armor, magic missile

0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, mending, prestidigitation

STATISTICS

Str 20, Dex 19, Con 17, Int 16, Wis 16, Cha 21

Base Atk +12; CMB +18; CMD 32 (can’t be tripped)

Feats: Double Slice, Extend Spell, Improved Critical (scimitar), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)

Skills: Acrobatics +8 (+12 jump), Bluff +21, Climb +13, Diplomacy +11, Disguise +11, Intimidate +20, Knowledge (any one) +15, Knowledge (arcana) +15, Spellcraft +15, Swim +13, Use Magic Device +21; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device

Languages Abyssal, Common, Draconic

SQ change shape (fixed Medium humanoid form, alter self), undersized weapons

SPECIAL ABILITIES

Spells A lamia matriarch casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a lamia matriarch.

Wisdom Drain (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. The save DC is Charisma-based.

9 – Conversion therapy – new recruits that pass the tests of loyalty and ability are brought into this room for an unholy induction. Usually, high ranking members of their particular cult sect are present and will begin a ceremony with words of gratitude and encouragement for their service to their patron, Zon-Kuthon (in reality, Zon-Kuthon couldn’t care less for these pitiful mortals, but if his loyal followers are able to extract exceptional pain from a mortal, he may smile briefly upon the loyal follower).

A large stone statue in the northern part of the room is a depiction of Zon-Kuthon (Know:Religion DC15) and is truly horrifying. The detail in the design is mesmerizing, showing a thin gaunt human man wearing tight clothing ripped in places where various piercings and open wounds can be displayed. His lips have been removed to reveal a hideous grin, his left eye is missing and replaced with a crystal, a circle of spikes rises from his head, pulling his flesh into a macabre crown of sorts and part of his skull is missing to reveal a ridged portion of his brain. The ends of his hands have long knife-like fingernails.

Followers are given the chance to choose their devotion – either through receiving pain, which is favored highly by Zon-Kuthon or inflicting pain, which also pleases the Lord of Pain. The choice doesn’t really matter, but the followers are divided symbolically. The pews on the west side of the room all have small, uncomfortable spikes in the seats and razor-sharp edges. The pews on the east side of the room are stacked with various implements of pain including screws, razors, needles, pliers and scissor-like tools. A series of mostly meaningless tests were then given and the strong were recruited into the living army of Shadow but the ones who had a change of heart or were bad at pain, were instead killed and converted into undead via Create Undead spells.

The room has drips and splatter stains of blood, dried strips of skin and small chunks of bone strewn about, inferring the nasty rites that happen in this chamber.

Trap: Anyone foolish enough to touch the statue of Zon-Kuthon may trigger a Symbol of Pain glyph that affects anyone within the room. DC30 Per to notice, and DC30 to disarm. Lasts for 90 minutes or 1 hour after leaving room. -4 penalty on attack rolls, skill checks, and ability checks.

10 – Hidden entrance/exit – The secret door hiding this narrow passage requires a DC40 Per roll to find. There is a hidden cave opening in the north side of the hill about 500 feet from the door, however, there is also a nasty effect when someone travels from the Material Plane to the Shadow through this passageway. (the effect only exists when entering or returning)

Anyone travelling to the Shadow Plane through this corridor will be subjected to a wave of negative energy at the border of the two planes which occurs about 100 feet from the surface. After they pass that point, after 2 rounds, each person/creature will need to make a DC30 Will save or possibly fall unconscious (they take 160 points of non-lethal damage). Anyone who saves, will feel the negative energy field as a thick, uncomfortable burning sensation in their lungs, will take 80 points of non-lethal damage and are Shaken for 1 hour but will not have any other ill-effects.

11 – Another secret passage – this secret door also requires a DC40 Per check to find, but it is also the passage used to get to the Vault, so it is trapped with a mental Alarm spell that is cast by one of the lieutenants twice a day. Detect magic will show a minor Abjuration aura on the secret door.

Shadow Vault (Shadow Plane, lower level)

The rooms beyond the secret door are the domain of Raxas and his most trusted lieutenants. Raxas has been collecting and cultivating a group of powerful henchmen to lead his undead forces on the upcoming invasion of Varisia. Each lieutenant carries a portion of a special key that ensures that they work together and that they remain loyal to Raxas. The key fragments’ powers are described below. Anyone who carries one of the key fragments will be able to bypass some of the most powerful wards between the outside and Raxas’ inner domain.

Raxas Key Fragment: Each of these fragments is 1 part of 5 and is a small triangular-shaped object, about 1 inches on a side, 6” long and made out of different materials and emitting a strong transmutation, divination, healing and abjuration magical auras. There are a small grooves on the edges that suggest that that there may be other pieces.

  • While possessing the fragment, Raxas can hear the bearer’s surface thoughts and knows their position on the Shadow Plane
  • Bearer gains +4 Will saves
  • Bearer gains fast healing 5
  • Bearer gets +4 to resist channeled positive energy
  • Bearer can command a specific group of undead under his leadership

Any of these abilities can be dismissed or reversed by Raxas if he is displeased with the bearer. The materials are bone, darkwood, red dragonscale, cold iron and obsidian.

12 – A series of 3 steep 20’ flights of stairs descend to a 10’ wide upward sloping corridor at the bottom. 50’ from the opening at the bottom, the party’s front rank may notice something on the floor about 50’ farther (Per24). Depending on the Per roll, they may be able to make out the shapes of two bodies lying against opposite walls. The bodies are at least 3 months old however and in a state of decomposition. When the party reaches the 5×10’ section of the corridor marked with a ‘T’ they will trigger a devious but deadly trap.

Trigger: A magical portal opens at the far end of the hallway and disgorges a giant, steel sphere, which hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again.

Initiative: The trap acts on initiative 10 (but see the dynamic element below).

Active ElementsSphere of Crushing Doom (Initiative 10). The Sphere of Crushing Doom is a huge steel sphere that almost fills the hallway. Each creature in the hallway must make a DC 20 Strength roll when the sphere activates. On a failed save, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such as a conjured wall, take maximum damage from the impact.

Dynamic ElementSpeed Kills. After its turn, the boulder gains speed, represented by its damage increasing by 11 (2d10). While its damage is 55 (10d10) or greater, it acts on both initiative 20 and 10.

Countermeasures: There are a few ways that the trap can be disarmed.

Stop the Sphere. Stopping the sphere is the easiest way to disrupt the trap. A wall of force can stop it easily, and any object that has enough hit points to absorb damage from the sphere without being destroyed can stop it.

Disrupt the Portals. Either portal can be neutralized with three successful DC 20 Intelligence (Arcana) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor on both ends of the hallway open the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize them. Each successful check reduces the sphere’s damage by 11 (2d10), as the disrupted sphere loses speed moving through the failing gate. Alternatively, a set of runes can be disabled with three successful castings of dispel magic (DC 19) targeting any of the runes in the set. If the southern portal is destroyed, the sphere slams into the wall and comes to a halt. It blocks the opening to the hall, but characters can escape.

13 – A pair of ornate gold-inlaid iron doors stands at the end of the long dangerous hallway. A metallic  sign above the door with engraved words written in common in large letters “Shadow Vault – Authorized Entry Only – Trespassers Lives are Forfeit” In the center of the door is an engraved skull with snakes emerging from its empty eye sockets (symbol of Zon-Kuthon). Where the nose would be is a pentagonal hole set into the metal doors that matches a special key that only Raxas holds. The key is both mechanical and magical, so to bypass the lock, the enchantment would first need to be nullified (CL16, so DC 27 for dispel or DC33 disable device on spell portion). Then the mechanical part would need to be disabled, which is tricky because it has a three-part lock with a short reset time built in. So taking 20 will not work and a failure on any of the three causes the lock to reset. The three disable device checks are at DC35, DC40 and DC45. A final option would be to break through the door:  Break DC34, Hardness 10, HP 80.

14 – “Guest Quarters” – this series of large chambers houses several of Raxas’ most powerful lieutenants. Each lieutenant must have on his person, his bestowed key fragment for him to be able to open the heavy steel door to his personal quarters. In this area and the adjoining quarters, if any keystone bearer attacks anyone else holding a keystone, the pair will both be subject to a Symbol of Pain spell with the same stats as #9 previously. This could also pose a problem for a party member who is in possession of one of the key fragments and attacks one of the lieutenants.

As the party rounds the corner to this hallway, they will hear a deep voice muttering in Giant, “Always asking stupid questions… where’s the treasure Kazgir, who’s going to try to kill me Kazgir? Wish they would just leave me alone…” Just as someone looks around the corner, they will see the door to #15 shut.

All of the doors in this corridor are locked to the key that their owner possesses. A single triangular hole about 6” deep serves to receive the magical key. Although not a complex lock like the main entry doors, they still require a DC33 disable device to bypass the magical lock (Break DC30, Hardness 10, HP 60).

15 – Kazgir’s ‘lair’ – Kazgir is an unwitting servant of Pharasma, god of fate. She has bestowed an improved ability to gain insight into the future, beyond the minor abilities of most cyclopes. Coming to him as flashes of imagery, he is aware of a set of future truths;

  • He will ultimately die at the hands of Raxas sometime in the distant future
  • He will encounter a group of fellow material plane humanoids who will not attack him, but will spare him for his gift of knowledge that he has written down
  • He and his fellow lieutenants will fail in their attempt to invade Varisia, which he has imparted to Raxas but who has steadfastly refused to believe, and will ultimately be the impetus for Kazgir’s murder in a rage

When the group opens the door to Kazgir’s chambers, he is awaiting them below and will even call to them in common “Come below, I am here.” The cyclops is large and has smashed out the walls in his chambers to make the space less confining. A pair of smoldering torches (real) provides dim illumination in this humid room. The humidity seems to be coming from several boiling vats of water near some tropical planters.

16 – These chambers have been modified by Kazgir to resemble a cavern in his native home in the jungle islands of the Shackles. Low boiling vats of water keep the cave humid and there is a rich earthy smell to the place. Vines and ferns grow from the walls and in some select planters.

The first room is where the cyclops spends most of his time when he is not tending to his plants. A large bed of moss and lichen serves as a couch for him. When the party enters, they will see that there are 6 stone stools arranged in a semi-circle in front of his couch. He will gesture politely for the group to make themselves comfortable. He will introduce himself, but is very vague on how he came to be here (“it’s a long story, but I was following a vision”). He knows about Raxas’ plans and will tell them about the keys if asked. He also knows that Raxas will kill him, so he is willing to help the party if he can.

He will negotiate for his life if necessary by offering them a Myth Speaking ritual. After the ritual is complete, he will give them a scroll with the myth-prophecies.

The second room is dominated by a huge plant-woven hammock, where Kazgir sleeps. Behind the hammock is a large chest containing his most valuable items: 8525gp, 2250pp, 6 emeralds x 1000gp, +2 Thundering Heavy Flail, jeweled dagger worth 5000gp, Scroll of Reincarnation, Scroll of Air Walk, Scroll of Baleful Polymorph, Scroll of Sunbeam CL15, Rod of the Viper

17 – Daenis’ Quarters – Although the graveknight does not need to sleep or eat, out of habit in life she still maintains a modest room for her to stay when not on duty or when she wishes to read. Mounted above her bed is a beautifully carved darkwood composite longbow that she used in life, but which corrupted with her (+3 Elf-bane darkwood composite longbow). On a shelf next to her bed are a few odd trophies – a polished human skull that once belonged to her lover-betrayer, the broken pieces of a large shield with the insignia of Kyonin on it (green crystal with thorns surrounding), a smashed Greater Strand of Prayer Beads (4 beads) and a quiver with 10 +3 Undead-bane Holy Arrows.

On the desk are a stack of books, most of which are geographies of Varisia and maps of roads and trails for that country. One book is actually a hand-written ledger of defenses for Korvosa and surrounding smaller settlements, including the numbers of troops, leaders names and troop rotation schedules. The book looks like it belonged to someone named Petru Oak-knee (DC 20 Local Know to recognize as captain of Korvosa’s local garrison).

Currently, the graveknight is training some new Fext troops and is not at home.

About 1000 years ago, a well-respected elven knight named Daenis Corwelli was seduced and ultimately corrupted by a human priest of Zon-Kuthon whom she fell in love with. Although her transformation from a being of goodness was a slow transition, by the time she began assisting her lover in his unholy rites, she had been fully converted. During an elaborate ceremony, the unholy priest performed a ritual that used some of her life essence against her will. Realizing that her lover had been using her for so many years, and also recognizing what she had sacrificed of her soul, she made her own pact with the Lord of Shadows and he transformed her into a vengeful Graveknight whose first act was to shred her former lover in slow, leisurely fashion, thus to please her patron even more. Daenis has been faithfully serving the Shadow Lord for centuries and is currently a lieutenant in Raxas’ new army of Shadow.

18 – Xedui’s chamber – Small candles hanging on tall sconces are lit with continual flames (candle strength) and cast shadows over four 6’x3’ stone sarcophagi. Each stone box is closed and if opened, reveals a thin layer of dirt on the bottom. These boxes were placed here in preparation for Xedui’s recruitment of 4 new spawn, but they have not been created as of yet. The dirt is merely ‘bedding’ for the future recruits.

19 – False crypt – a single ornately carved stone sarcophagus dominates the southern wall of this chamber. Laying in a heap in one corner is a skeleton with scratch marks around the vertebrae of its neck (ouch). A 3” layer of dark, earthy dirt covers the bottom of the stone box. Hidden in a small cache under the dirt (DC24 to find) is a magical necklace with 12 beads of varying size. However, it is actually a Necklace of Strangulation (must make Identify DC at +8 to succeed otherwise appears as Necklace of Fireballs, Type VII. (DC = 15+10 or 18). A small ½” hole near the ceiling, 8 feet up leads to a ½” tube that Xedui can use to access his true coffin in #20. A searcher would need to make a DC32 Per roll to find the hole.

20 – Xedui’s crypt – a small, 4’ long wooden casket lies in this tiny 5’ room. The dirt from Xedui’s grave lines the bottom of the casket along with two sacks of gems worth a total of 12,500gp. In addition, there is a Scroll of Limited Wish (for ‘mistakes’ with the necklace), a Ring of Protection +3 and a small leather sack with an Iridescent Spindle Ioun Stone.

21 – The Hitchhiker – Raxas found a very unusual creature roaming the gray plains of Shadow Nidal several years ago. A wretched dybbuk malevolence called Xick had begun to slaughter unfortunate creatures and construct a macabre body for itself like a suit of bones and sinew. He then animated it as a bone golem and now rides within it, collecting new body parts for its craft project. Raxas was impressed with the dybbuk’s creativity and recruited it to lead a legion of shadows in the upcoming Varisian campaign. For now, the dybbuk resides in this chamber, allowed to reap spare parts when a new recruit does not work out well for Raxas.

When someone enters this chamber they will see a large pile of bones of differing sizes scattered along the northeast wall of an otherwise barren chamber. If someone gets within 10’ of the bones, they will quickly form into the Bone Golem and attack. The party will need to get through the physical Bone Golem before the Nybbuk is released and can attack on its own.

Xick controls the bone golem, but he can opt to use one of his own attacks in place of the golem’s. Xixk can transfer several of his attacks through the golem, including his Pain Touch, Dominate Monster or Feeblemind.

22 – Officer’s Mess – Although Daenis no longer has living lieutenants to serve under her, she still goes through the motions of training and discipline with her undead replacements. A quartet of Fexts serve her well and follow her commands to the letter. They are currently going through training exercises in this large room under her strict scrutiny. When the party enters, Daenis will command her undying squad to attack them and bring her their lifeless corpses. Daenis is overconfident and will not engage with the party unless they threaten her. Once she commits to the engagement, she will salute them and begin her assault.

4 Fext Lieutenants

XP 9,600

LE Medium undead

Init +4; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +2 natural, +2 shield)

hp 127 (15d8+60)

Fort +9, Ref +9, Will +11

DR 10/glass or obsidian; Immune cold, undead traits; Resist electricity 10, fire 10; SR 22

OFFENSE

Speed 40 ft. (30 ft. in armor)

Melee +1 bastard sword +20/+15/+10 (1d10+8/17-20) or slam +18 (1d4+10 plus energy drain)

Special Attacks energy drain (1d4 levels, DC 21)

Spell-Like Abilities (CL 15th; concentration +19)

At will—death knell (DC 16), protection from good, speak with dead (DC 17)

3/day—bestow curse (DC 17)

STATISTICS

Str 25, Dex 18, Con —, Int 13, Wis 15, Cha 18

Base Atk +11; CMB +18; CMD 33

Feats Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Mobility, Power Attack, Spring Attack, Weapon Focus (bastard sword)

Skills Acrobatics +4, Disguise +15, Intimidate +20, Knowledge (engineering) +12, Knowledge (religion) +12, Perception +20, Sense Motive +9, Stealth +11

Languages Common, Infernal

SQ unkillable

Treasure standard (+1 bastard sword, full plate, heavy steel shield, other gear)

SPECIAL ABILITIES

Unkillable (Su) When reduced to 0 hit points by anything other than a glass weapon or an obsidian weapon, a fext is not destroyed, but instead becomes unconscious. Additionally, 1d4 minutes after falling unconscious, a fext gains fast healing 1. To be completely destroyed, a fext must be reduced to 0 hit points by a glass or obsidian weapon, or once it is rendered unconscious, its head must be severed and anointed with holy water. Once destroyed, a fext dissolves into fine ash.

There is a secret door (Per DC35) that leads up to a mezzanine level under the main tower of Raxas’ seat of power.

23 – When the party opens the door, they will feel a rush of coldness from the chamber beyond, like opening a walk-in freezer. Stretching beyond the limits of their vision is a great catacomb of burial vaults. This huge room is about 600’ across but only 10’ high. A maze of identical crypts and vaults leads eventually to a central building with a staircase leading up to the ground level and the tower where Raxas awaits them. Once the group has fully entered the catacomb, the shadows and wraiths will emerge from the walls and crypt doors to surround them, allowing them only a single way out.

When the group defeats Daenis and her lieutenants, Raxas is impressed enough to want to meet the party in person. He has ordered the denizens of the mezzanine, which include over 500 shadows and 300 wraiths to make way for the party and funnel them to the staircase. If anyone is foolish enough to loot one of the crypts or attack the undead, they will all attack and swarm the party under. Anyone using a detect magic will indeed find several crypts with magic contained within. If someone acts like they will open one of them, several undead will menacingly approach and interpose themselves.

24 – This section is actually in the center of the catacomb, but is unguarded when they approach (although 800 incorporeal undead may be enough deterrent). A small building with a 10’ wide stairway leads up.

The Chamber of the Shadow Engine

Housed within the ancient Shadow Vault silo is the horrible secret that Raxas and his lord Zon-Kuthon have implemented. The Midnight Lord directed his general in the magical construction of an insidious device that can drain the positive energy from a living creature and convert it into a force that the machines use to keep the border between the Shadow Plane and the Material Plane weakened. The keys that his generals keep on their persons will eventually be used to siphon positive energy from the victims of their upcoming invasion of Varisia and create a much stronger, permanent rift between the Planes.

The party will not only find the general himself in this chamber, but will also find the ongoing process of feeding his sinister magical machine.

** Insert Drama Here **

When the group approaches the top of the stairs, they will see a figure waiting for them – Tark. He looks the worse for wear (at 12HP) and wearily addresses the group:

“Listen carefully, I don’t have much time. The battle with the guy upstairs did not go well. Here are some hints to help you succeed this time.”

He will then give 2 or three crucial, but confusing instructions to each person, including himself. He will finish by saying:

“So, good luck and remember those clues, I tried to keep my use of the Chronosphere short, but don’t stay too long on this plane in case I got someone’s attention. You don’t want to –“ he vanishes as the Chronosphere recalls him back to his alternate future.

Each party member will immediately gain the effects of an Elixir of Luck as if they just imbibed it.

** End Drama **

25 – The broad stairway winds up to the main tower of the Twilight Vault. Raxas is waiting for the group when they enter the circular room but makes no immediate move to attack. Describe the following scene to the group as they emerge from the stairs:

The broad set of stairs ascends up through the floor of a massive round chamber. Four clear 10’ diameter cylinders rise 60’ from the floor of the chamber. A swirl of blue and gold energy creates a vortex within the transparent tubes. Smaller similar pipes emerge from the walls of the chamber about 15’ above the ground and higher up more tubes run from the cylinders to a 40’ diameter sphere of smoky blackness floating about 40’ from the floor of the room.

Opposite the stairwell, you see a dark-skinned giant sitting upon a great raised seat. As you enter the chamber, he rises to stand but does not attack or move any closer. You can see that he is 20’ tall with large curved horns sprouting from his demonic-looking head. His arms appear to be formed into long, pointed blades. A low rumbling voice greets you.

“So, you are the champions who have braved the darkness of these lands, entered my stronghold on my native plane and bested all of my lieutenants. You have impressed me and may yet gain my favor and replace those whom you vanquished. Step forward.”

When the party approaches, anyone who gets within 30’ will be subjected to Raxas’ gaze aura.

Gaze (Su) A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect: petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment (20% miss chance) against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment (50% miss chance) against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Since Raxas is fully aware of the party’s approach, he has cast Haste and is readying an action to cast Confusion on as many as he can get in a 15’ radius burst at range. He will tactically analyze his opponents’ most effective arms and armor and will attempt to swift sunder them if they close to melee. He also starts the first round of melee with Combat Expertise to increase his defenses so he can make a more accurate analysis.

Success in this adventure depends on defeating Raxas (and his lieutenants) then disabling the machine, which is keeping a balance of positive energy siphoned from victims and a large pool of negative energy, supplied by the undead from the catacombs below. The entire silo acts as a magical wedge, keeping the two planes in conjunction.

When Raxas drops below 100 HP he will attempt to Plane Shift away. (concentration check DC 29)

The machine can be destroyed by damaging more than 150 HP to the system in any combination of areas. Some areas may pose a greater threat to a person breaking the device.

  • Central Sphere (Hardness 30, 100 HP to breach) – If someone breaks the central sphere, the machine will be destroyed all at once. The unfortunate part is that the sphere contains pure negative energy and its release will subject anyone in the room to the equivalent of a Harm spell (150 dam, Will save DC 25) + 2d4 Negative levels (save after 24 hours) as per Energy Drain.
  • Conversion Cylinders (Hardness 30, HP 40 each) – If someone breaches one of the cylinders, anyone within 20 feet of the cylinder will be subjected to a Heal spell (150 HP) but if the machine takes more than 100HP total, this Heal does not work.
  • Smaller connecting tubes (Hardness 30, 20 HP each) – Destroying these tubes has no effect on the destroyer, but only one stretch (from pool to cylinder, cylinder to sphere) counts as a single unit.

The four outer corners of the dome each contain a chamber of horrors straight out of someone’s twisted nightmare. Eight stone ‘bathtubs’ are filled with a viscous, slimy liquid that is part blood, part ichor, part cerebrospinal fluid where a living body is placed and over the course of 24 hours is completely drained of positive energy. The remains dissolve into the fluid and produce either a shadow, or a wraith (if the victim was more powerful in life). Every ‘tub’ currently has something within it, and few are at the final stage with a fresh undead waiting to be discovered. A vat of the fluid collects in a 5’ pool in the corner where it is drained and moved through the machine’s tubes.

Under Raxas’ seat, in a hidden cache (DC35 Per to find) he has collected a number of his victim’s more powerful belongings, including: +4 Warhammer (CL12), Staff of Illumination (15), Wand of Rainbow Pattern – 10ch (7), suit of wicked-looking Demon Armor (+4 evil Plate, 13), Ring of Foe Focus (5), Orb of Storms (18), +3 Ghost Touch Disrupting Heavy Flail “Spectre Wrecker” (18)

Concluding this Adventure

Once the machine has been disabled, the group will have about 10 minutes to get back to the Material Plane or else they will be stuck on the Shadow Plane. As the time elapses, they will feel the influence of the Material Plane become weaker, but it is hard for them to quantify it.

The small group of Halgrim survivors are still waiting for the group if they return to the agreed meeting place. If the party decides to help the survivors return to Halgrim, they will pledge their lives to the party and will become their defacto bodyguard. The group will need to either make their way back to the coast and meet the longboat that they arrived on, or can teleport as they wish. Either way, they should return to White Estrid with news of their success.