Return of the Pharaohs

Chapter 12b – The Sapphire Sanctum of the Runelord


Details

Belimarius was a particularly paranoid and covetous person. Although she did not have extraordinary crafting abilities, she was still a master of her school of magic – Abjuration. To this end, she deployed exceptionally elaborate and powerful protections around her most prized possessions. And the bulk of her horde was kept in her legendary Sapphire Sanctum.

Although the Sapphire Sanctum was once a real place on the Prime Material plane, standing within the grounds of her Grand Palace Miasmora, it was in fact one of the first locations that Belimarius shifted into her expanding pocket dimension on the Dream Plane. It serves as her secure storage, arcane labs and meditation sanctuary. Because of her infamous past as a deceptive former apprentice, she does not allow any other living creature, trusted apprentice or not, into the  Sanctum. That is not to say that she does not have some very powerful guardians employed to see that the her prized possessions are kept safe. It is also in this place where the arcane research regarding the Multum Ruptor spell is currently stored.

The entire structure of the Sanctum was physically transported to the Dream Dimension, so it has physical (non-dreamstuff) walls, corridors and windows, however there is not much to see of the outside from the windows other than the expanse of star-space. After the party has completed the Gauntlet, they will travel for another couple minutes along the passageways of Dream and eventually see a small door in front of them.

Sapphire Sanctum Traits

Runelord Phirandi, predecessor to Belimarius, constructed the Sapphire Sanctum by magically stimulating the crystallization of corundum and imbuing the lattices with powerful protective magic. The Sanctum served Phirandi as his arcane lab and a place where he could communicate with his apprentices and even other Runelords across great distances. Since the interior of the Sanctum and its guardians are composed of real material, not dreamstuff, Dream Mastery abilities will not work here. In addition, the exterior walls are made impenetrable by the effects of dimensional lock and mind blank. The interior walls are not so protected however, but have the same qualities as magically-treated reinforced masonry (Break DC65, Hard 16, 360HP).

Note: The Lords of Elemental Time will not look kindly on the group pillaging the Runelord’s personal vault and will be monitoring their progress very carefully. If the party survives that far, the Lords will allow them to take the scroll and/or research for the Multum Ruptor spell, but once it is found they will immediately trigger the recall on the Sphere and command them hand it over. (see “Checkmate”)

C1 – In its original location, the Sapphire Sanctum was accessed via a secret door within the Palace that opened onto a narrow widow’s walk leading from a high tower near the personal quarters of the Runelord. The door is small, only 5 feet high and 3 feet wide with a rounded top. As this is the entrance to the Runelord’s most private retreat, it is also protected in a very unusual, yet effective way.

As you get closer to the small door, you can just discern the features of a large face embedded in the deep grains of the wood. Two eyes with hollow black irises snap open and squint at your group.

“And who would you be?” It inquires in a suspicious and arrogant tone.

Belimarius has enchanted the primary door barring entrance to the Sanctum with an autonomous intelligence and personality. The door, like a guardian, has orders and objectives, but it also has begun to gain more independent thought than the Runelord originally intended. If the characters are careful and sly, the door could not only be bypassed unharmed, but may even be of some assistance.

If the party approaches without attacking or being rude, they may attempt Diplomacy or Intimidate checks to gain its assistance. The Door starts with an attitude of Indifferent due to his past treatment and acquired resentment. If asked, it may respond with the following answers with the appropriate skill check (Cha modifier is +3)

What is your name?“Her pudgy highness just calls me ‘door’
What are you?“I am a door, duh”
What is your purpose?“I keep unwanted visitors from entering”
What is on the other side of you?“A room”
What’s in the room?“Not much right now, just a few pairs of boots, a cloak or two and a pair of golems.”
What kind of golem?“I’m not a mage, hells if I know. They’re made of the same stuff as the walls.”
Where is Bel’s storage?“I do not know anything beyond the room behind me”
Are you trapped?“Hmm, I guess you could say I am the trap hah hah”
What do you mean by that?“I can make the unwelcome, unwell”
When was the Runelord last here?“Her most round majesty was here 46 hours ago”
When do you expect her back?“She comes and goes as she pleases.”
  

Personality – It is a bit of a wise-cracker, very sarcastic with a dry sense of humor. But it has a distinctly unkind attitude toward Belimarius and likes to insult her.

Abilities – True Seeing, can use any Power Word effects (Blind, Stun or Kill) once per 1d4 rounds (no save but SR vs.  CL18, can use Hold Monster (DC 26 Will), Acid Pit (DC25 Ref) or Repulsion (DC29 Will)

Assigned Tasks – Question anyone who approaches and find out who they are and what they want. DO not allow anyone past without the Runelord present. Destroy or hold anyone who tried to force entry.

Personal Tasks – He secretly would love to see the Runelord embarrassed and knocked down a peg. So if given a chance to ‘bypass’ his standing orders, he will gladly oblige.

The party has a few different options for dealing with the door. They can attack it and try to break through, they can get through by changing its attitude from indifferent to friendly, or they can make enemies of the door and will need to battle it.

Sapphire Sanctum – Nexus

The Sanctum is a dynamic, polymorphic complex of crystalliine surfaces that can be altered by magical means into a number of predefined comfigurations and structures. The first room that the party enters is called The Nexus; a master control room that allows access to the rest of the crystal complex. When first entered, the room looks empty wih no obvious exit. A detect magic will reveal several Abjuration (protective) effects as well as Transmutaton (passwall/stoneshape).

Beyond the door you see a awe-inspiring sight – a large room, about 60 feet across and 60 feet high appears to have walls, floor and ceiling composed of hexagonal crystals of gleaming blue sapphire. Although the floor is flat, you can see a large pattern of 1’ hexagonal crystal lattice. The walls are also similarly fashioned from long sapphire crystal formations. Soft blue light provides just enough illumination to see the edges of the empty room.

If anyone enters the chamber, not accompanied by the Runelord, after 1 round, the walls on opposite sides of the room will reconfigure into two large creatures which step out from their hiding and attack. Roll for surprise, DC 30 Per to not be surprised.

2 Advanced Crystal Golems CR11 – See separate sheet

The golems will attempt to surprise the party and then start to use their psychic abilities to disable as many as they can first and physically attack those who resist the initial psychic damage.

Control Panels

Throughout the Sanctum are hidden control panels that can be used to affect the walls of crystal and create openings and passageways. Each panel needs the master crystal to open, which is carried by the Runelord. With a DC 40 Per (search) check, someone can find a 1” wide hexagonal depression in the wall where one of the Control Panels is hidden. Without the master crystal, a DC50 disable device roll will need to be made to bypass. There is no other way, short of Passwall or destroying 20-30’ of solid gemstone to exit this room.

When the master crystal mechanism is activated, a 1’ wide x 1’ tall triangular wedge opens to reveal a set of controls on the horizontal surface. The mechanism to open a passageway is fairly simple. A single blue crystal, 2” on a side and 4” long sits within a triangular hole. If the crystal is removed and turned to the right, a passageway will appear. If it is turned to the left, the passageway seals, possibly killing anything caught within the passage area (40d6)! In addition, Belimarius’ paranoia about a rival Runelord penetrating her Sanctum motivated her to place a protective Glyph of Warding on each control crystal as well as an Alarm spell on the passageways if anyone uses them without the proper precautions. Greater Glyph of Warding (sonic, 10d8 within 5’, DC29 Ref save, Per/Dis DC31). The open passageways stay open unless controlled to close.

If someone trips one of the alarm spells, Belimarius will be alerted to the intruders. Assuming it is one of her powerful rivals, she will first allow her spell contingencies to take effect while she gathers her personal guard and prepares her own spell defenses. She will arrive just as the device recalls the group from this plane. In addition, when the first Alarm is set off, a Programmed Image of a scowling Belimarius face will appear and say

“Congratulations for gaining access to my private sanctum, but whichever one of you made it this far, you would be well advised to stay where you are. I have enabled all of my defenses in this place and although I know you think you can pit your feeble power against mine, know that I am the Runelord of Protection, and my power trumps even yours in this place. Wait here for me and perhaps I will spare your life if you impress me further.”

Hidden in the floor of this chamber (DC50 Per if searching floor) is another master crystal depression that when activated as above, will cause a 1’ x 1’ pedestal to rise 4’ from the floor with a control panel on top of it. This control mechanism works in a slightly different manner. There are two triangular holes, each currently holding a crystal. If someone examines one of the crystals carefully (try to keep track of its orientation) with a DC30 Per check, they will make out a faint line going from one corner of the triangle to the center of an opposing side. When the crystals start out, the lines are aligned (position 3,3). The crystals can be repositioned into 9 different combinations (so they have 8 options to choose from). When they are in the correct ‘combination’ (L2,R3) the pedestal will activate by glowing a pulsing blue. By pressing the crystals further into the pedestal, the room will reconfigure.

1                                1

                 3

2                                1

The central control panel is protected by a Contingency Mass Hold Monster spell trap (DC30, Per/Dis DC31) if the wrong combination is activated/pressed.

When you press the crystals farther into the pedestal, you feel the floor beneath you begin to hum and vibrate and your feet begin to sink into the crystal floor.

Let the party decide if they want to do anything about this. If they remove their feet from the floor, they will need to roll a DC20 Ref save to avoid falling prone during the descent.

Your feet stop sinking at a depth of about 2 inches. Suddenly, the room seems to grow in height, but you quickly realize that the room is actually not growing, but rather you are descending. The added stability of the crystals around your feet seems to assist you to remain upright. Peering up, you see a new ceiling is being constructed to fill the empty space.

The floor essentially drops a total of 60 feet and the group is now on the Personal Suite level.

Magical Research Level

When one of the passageways is opened:

The tinkling sound of crystals and a pleasant resonating chord emanates from a section of the wall as it recedes from the room, leaving a passageway in its wake.

L1 – Enviro Lab; this 30’ high room is where the Runelord can test her protective magics in different environments. She can also inflict these rooms on particularly annoying guests. Any of the following environments can be simulated within this area, although the controlled room at the end is where she may use test subjects while she stays safe behind a thick transparent crystal (acts as Wall of Force, same opening mechanism as other barriers). The room does not have conventional controls but respond to the colors of light that are emitted from a ring the Runelord wears. To find one of the sensors requires a DC40 Per check and to deduce how it works is a DC50 Eng check.

–              Extreme Heat (200+)

–              Extreme Cold (-100+)

–              Zero Gravity

–              Vacuum (no air)

The research chamber is set for Zero G so the first person to enter must roll a DC25 Ref save or fly across the room into the far wall. Once they know the secret, it takes a DC10 Ref save to move around safely. Belimarius has research and notes about many protective magics to the elements. On one desk, she is in the middle of creating a Necklace of Adaptation, on the other a Ring of Life Bubble. There are 12 scrolls each of Protection from Fire and Cold as well as over 100 books of magical theory pertaining to various environments and inner planes which are worth 145,000gp.

L1A – Testing chamber; a large flat transparent crystal seals the room keeping the harsh elements inside. It is currently holding a vacuum environment, so anyone within 5’ when opening the door may get sucked violently into the room taking 2d6 bludgeoning damage as they scrape past the barrier. There are some small bone fragments and scales in the recesses of the room, but nothing more.

L2 – Summoning Room; sometimes, the Runelord needs to bring in test subjects with more extraordinary abilities to test her magics. A huge circle of 1 foot wide black obsidian has been inlaid into the floor. Running around the center of the inlay are green runes, made of some strange metal (Noqual). Anyone using this summoning circle will get a +5 to the save DC of the summoned creature. Two chest of drawers contain gems (opals, diamonds, rubies) and incenses of varying size and worth. Combined, there are about 250,000gp of materials in here.

Contingency: If enabled, a Summon Monster IX will be cast at the summoning circle, bringing a nasty Advanced Nalfeshnee Demon into the labs. The demon is very irritated that he was interrupted in his ‘gardening’ chore, but promises anyone he sees that they will make excellent sproutlings for his ‘garden’. See separate sheet for stats.

When the party first opens the passageway they will see a thick smoke of incense and death start to flow into their area (no concealment effect). A deep voice from the other room will complain about being interrupted from his gardening, but he will threaten that the party will be his bounty for the rude summoning.

L3 – Menagerie; This smelly room is where the Runelord keeps her test subjects. Currently residing in here are 4 rabbits, 2 owls, 6 rats, 2 cats, 2 small monkeys and two tall cages with manacles and tell-tale signs of blood and hair that could easily hold a humanoid each.

L4 – Spell Research Lab; Spellcrash – This room has a research area and a testing area. In the middle of the main chamber is a triangular pedestal holding a 7’ staff which points into the adjoining alcove. In that chamber is a 5’ square pedestal which stands about 2’ off of the ground and has a step leading up to it. A large desk with an overstuffed chair and side credenzas is stacked high with research notes and spell components.

She is perfecting the spell within the staff and then she invites the not-so-promising students from the magic college as her research assistant. She explains truthfully what she is doing, however, since she does not want anyone speaking of what they see if these place, most of the ‘assistants’ end up in the cages in room C4.

The staff is ‘locked and loaded’ so anyone who touches the pedestal will have a Spellcrash (6) spell cast upon them (5th or lower, DC 22 Will save).

You create a discordant blast of energy that disrupts the target’s available magic each round at the start of its turn.

If the target prepares spells, it must choose one of its prepared 5th-level spells, which is immediately lost; if the target has no 5th-level spells prepared, it must lose a 4th-level spell it has prepared (progressing down to a 1st-level spell if it has no 2nd-level spells prepared).

If the target is a spontaneous spellcaster, it loses one of its available 5th-level spell slots; if the target has no available 5th-level spell slots, it must lose a 4th-level spell slot (progressing down to a 1st-level spell slot if it has no 2nd-level spell slots available).

L5 – Spell Research Lab; Stunning Barrier – This room is used to research the spell Stunning Barrier (3), which the Runelord does not wish to try on herself since it requires getting melee attacked. Instead, she has created a ‘sparring ring’ for her test subjects or students. A square area, demarked by a low 2’ stone wall, serves as the ‘ring’. Someone making a DC 24 Per check will notice telltale signs of blood spatters on the floor and walls. A rack against the far wall holds several masterwork weapons, 6 each; longsword, flail, mace, dagger and quarterstaff. Two high tables hold research notes on the new spell.

You are closely surrounded by a barely visible magical field. The field provides a +2 deflection bonus to AC and a +2 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates).  It is not discharged until it has stunned a number of creatures equal to your caster level.

L6 – Spell Research Lab; Wreath of Blades (5) – Belimarius is still perfecting this spell, so she has collected a number of weapons to use in the spell. On two racks are 3 sets each of 4 weapons; daggers, shortswords, handaxes and longswords. Some are made of iron, some silver and some mithril.

The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4 at 20th level) and the damage bypasses DR/silver.

Furthermore, the daggers ward off some attacks, in a way similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast defensively) still provokes attacks of opportunity from creatures with that feat.

Unbeknownst to the Runelord, a recent test subject who was being used to test the effectiveness of the spell, was a member of a cult from a faraway land and upon its death, it used its dying moments to become a powerful undead called a Nemhain. The Nemhain has been biding its time until the Runelord’s return so it can sneak up and kill her to return the favor.

NEMHAIN CR 15

XP 51,200

NE Medium undead (incorporeal)

Init +12; Senses darkvision 60 ft.; Perception +28

DEFENSE

AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)

hp 225 (18d8+144); profane regeneration 5 (electricity or good)

Fort +13, Ref +16, Will +20

Defensive Abilities channel resistance +4, incorporeal; Immune cold, undead traits; Resist acid 10, fire 10

OFFENSE

Speed fly 30 ft. (perfect)

Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)

Special Attack bound spirits

Spell-Like Abilities (CL 15th; concentration +22)

3/day—harm (DC 23), slay living (DC 22), telekinesis (DC 22)

1/day—antilife shell, wall of force

STATISTICS

Str —, Dex 26, Con —, Int 23, Wis 25, Cha 25

Base Atk +13; CMB +21; CMD 39

Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, Toughness

Skills Bluff +25, Diplomacy +25, Fly +37, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +28, Sense Motive +28, Spellcraft +27, Stealth +29

Languages Common; telepathy 100 ft.

SQ rejuvenation

SPECIAL ABILITIES

Bound Spirits (Su) A nemhain is surrounded by a whirling cloud of spirits that are bound to her—often the spirits of close relatives or friends she had in life. As a swift action, she can direct these bound spirits to strike at any creature within 30 feet as a ranged touch attack (with an attack bonus of +21). These spirits may be used to cause damage as if the nemhain had touched the target with her incorporeal touch, or they can be used to deliver a harm or slay living effect. Using these spirits to deliver one of these spell-like abilities is a swift action; the nemhain does not need to take a standard action to cast the spell-like ability, but it still counts against the number of times per day she can use that spell-like ability. The nemhain can also send these spirits as a group up to 1 mile away to act as scouts; they have a fly speed of 60 feet (perfect). She can observe and listen through them, but as long as they don’t share her space, she can’t use them to deliver ranged touch attacks. These spirits are impervious to almost all attacks and magic, save the following: dispel evil, raise dead, or resurrection. Such spells cause the spirits to vanish and to be useless to the nemhain for 1 hour. true resurrection makes the spirits useless for 24 hours.

Profane Regeneration (Su) This ability functions like regeneration except the nemhain possesses it despite the fact that she lacks a Constitution score. A nemhain reduced to 0 hit points is staggered instead of destroyed while her profane regeneration is active. As long as her profane regeneration is active, a nemhain ignores all damage that would reduce her hit points below 0.

Rejuvenation (Su) All nemhains are tied to a ritual object used in their creation. This object is typically a large statue, pillar, or monolith. Until this object is destroyed, a destroyed nemhain automatically rejuvenates back to full hit points 1d4 days after she is destroyed, always appearing adjacent to her ritual object.

Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

** Hurry-up Mode**

When the party is ready to descend into the vault, the Runelord will be close on their heels:

You feel a low rumbling then a distant “boom” from somewhere above you. Something sounding like a waterfall of crystals continues to roll through the walls.

The Runelord has entered the Nexus and is starting to search the labs for the intruders. She will take about 10 rounds and then begin her descent into her Personal Suite. The timing should be coordinated so that the party feels her wrath and presence at their backs and they just keep ahead of her unless they get creative or stall for too long. A direct confrontation would be disastrous for both them and the timeline and the Elemental Lords of Time will not allow Belimarius to gain the Chronosphere. See “Reactivated” below.

Personal Suite

P1 – The entry to the Runelord’s Personal Suite forms from the reconfigured crystals into an ornate and grand hall, 60’ high with three wide passages leading away. The hall is well lit from within the crystalline walls and dim pulses of energy rise and fall within the crystal pillars. The party appears in the middle of a circular area surrounded by a moat of liquid metal, about 4’ across. As soon as the party reaches the floor and they have a chance to take in the sight, the metallic moat will begin to flow upward to form 3 Mithral Golems which immediately attack:

MITHRAL GOLEM CR 16

XP 76,800

N Huge construct

Init +7; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, –2 size)

hp 172 (24d10+40)

Fort +8, Ref +15, Will +8

DR 15/adamantine(/bludgeoning), evasion; Immune construct traits, magic

OFFENSE

Speed 50 ft.

Melee 2 slams +33 (4d10+11)

Space 15 ft.; Reach 15 ft.

Special Attacks fluid form, quickness

STATISTICS

Str 33, Dex 24, Con —, Int —, Wis 11, Cha 1

Base Atk +24; CMB +37; CMD 55

Feats Dodge, Mobility, Run, Spring Attack

SPECIAL ABILITIES

Fluid Form (Ex) A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.

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

•             A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.

•             A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).

•             Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (no save) and lose the use of its fluid form ability for 24 hours.

Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.

Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

P2 – Kitchen and food stores. Belimarius relies on the faithful services of her mechanical butler, a Clockwork Golem named Esme (after Bel’s childhood housekeeper) imbued with limited intelligence and a pleasant mothering attitude. Esme performs the cooking and cleaning for this level and keeps the air, linen and food stores fresh. She cannot leave this level, but is programmed to assist in any way she can. When encountered, Esme assumes that the party are guests of the Runelord, but if anyone confesses that they do not belong here, she will immediately attack the intruders. Otherwise she will attempt to make visitors as comfortable as possible (offer food, drink, fireplace, bath, etc.). Esme is a medium sized construct and her matronly attire covers most of her gears and mechanics however, her legs end in sharp metallic points which gives away her true nature.

Esme the CLOCKWORK GOLEM CR 12

XP 19,200

N Medium construct

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

DEFENSE

AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)

hp 118 (16d10+30)

Fort +5, Ref +6, Will +5

DR 10/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft.

Melee 2 slams +23 (2d10+8 plus grab)

Space 5 ft.; Reach 10 ft.

Special Attacks death burst, grind, wall of gears

STATISTICS

Str 27, Dex 12, Con —, Int —, Wis 11, Cha 1

Base Atk +16; CMB +25 (+29 grapple); CMD 36

SPECIAL ABILITIES

Death Burst (Ex) When a clockwork golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take 12d6 points of slashing damage—a DC 18 Reflex save results in half damage. The save DC is Constitution-based.

Grind (Ex) A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe.

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

  • A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.
  • A rusting grasp spell deals damage to a clockwork golem normally, and makes the golem staggered for 1d6 rounds (no save).

Wall of Gears (Su) As a standard action, a clockwork golem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 15d6 points of slashing damage. If the wall appears in a creature’s space, that creature can attempt a DC 18 Reflex save to leap to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a move action. A clockwork golem’s AC and immunities remain the same while it is in this form.

P3 – Phirandri’s Prison – Situated prominently in this area is the Forcecage containing Belimarius’ old master and the previous Runelord of Envy, frozen in time, but only his mortal remains. The PCs can recognize the deposed Runelord for who he is with a successful DC 38 Knowledge (history or nobility) check. The Forcecage effect surrounding his remains can be removed normally (it functions at CL 18th), but if it is, his body simply drops to the ground, long dead. His clothing is a worthless duplicate of the Robes of Xin-Edasseril that Belimarius now wears. Bel often relaxes in this room when she is feeling insecure or anxious since it gives her great comfort to see her ambition and success personified for all time.

P4 – Personal Library and Study – Rows of shelves that stretch nearly 40 feet high are lined with books and tomes collected from all over the world and create a repository of knowledge that would be the envy of any Runelord. There are far too many volumes in here to make an accurate accounting of value however but there are books on almost any topic. The time it would take for someone to search and find a particular subject is related to the particular Knowledge Skill DC (easy-5 average-10 or hard-15) in hours, less 1 hour for each 5 points above the DC of the roll. For example, to find a book describing how to counter a Glyph of Warding (average), a Knowledge Arcana roll of 25 would make it take 10-(15/5) = 7 hours. Someone looking for information about elves, who rolls a 25 Know Nature would take 5-(20/5) = 1 hour.

The books in here are well protected from the Runelord’s enemies as follows:

  • Each 4’ section of book shelf is held in place with a thin chain across the spines. Anyone touching one of these chains without speaking a command word is subject to a Mass Hold Monster (Ench) spell trap (DC30, Per/Dis DC31, one or more creatures, no two of which can be more than 30 ft. apart).
  • The cover of each book and scroll in here has a Symbol of Pain (Nec) inscribed which triggers when touched or read. DC30 to Per or Disarm, 60’ radius, lasts 3 hours, DC26 Will save.
  • The first page of each book or the scroll itself has a Symbol of Insanity (Ench) inscribed on it which triggers when read or touched. DC33 to Per or Disarm, 60’ radius, DC29 Will save.

There are very few magic items in this place, however. Other than the protective magics on the books and scrolls, which do not detect unless activated, there is a Decanter of Endless Water on the desk, Glasses of Minute Seeing on the desk, a Crystal Ball with Detect Thoughts on a pedestal at the far end and a Lens of Detection on a side table near the windows.

There is a large desk with a comfortable overstuffed chair and some notes regarding trade agreements with nearby cities in the realm. Shelves around the desk’s alcove contain a variety of oddities including:

  1. devil’s tongue preserved in glass
  2. pendant of black stone carved with an elven face
  3. glass flask with a platinum rim
  4. pocket-sized book of dirty limericks
  5. copper coin with a female face with fangs
  6. cloth doll with a large pin sticking into forehead
  7. brass ring with a word carved in the inside “steady”
  8. small leather pouch filled with lodestone marbles
  9. an adamantine pendant in the shape of a dragon’s claw
  10. candlestick made of solid shadow
  11. golden figurine of a squatting fat man, but weighs much less than it should
  12. cracked crystal with a black feather embedded inside

Two comfortable chairs are positioned next to a set of windows, but there is nothing beyond the clear panes now except starry blackness. The Runelord uses the Crystal Ball to spy on her rivals or communicate with people back on the material plane. This hexagonal area can also be used to teleport, but only from here. Inbound teleportation is still prevented in this area.

P5 – A wide staircase descends gracefully into an elaborately furnished living suite. A beautiful crystal chandelier almost 10’ in diameter hangs from the ceiling 30’ above. Small sconces with continual flames are placed around the chandelier to shine through the dozens of crystals. It takes a careful examination with detect magic to determine that not only are the continuous flames magical, but also many of the crystals themselves detect as magic. With a DC32 Spellcraft, some of the crystals can be identified as Pearls/Runestones of power (they can be used once and do not regenerate their energy as the real magic items do – they are worth 100gp each once discharged). There are 6 of each level 1 through 6. There is a hidden compartment with a mechanical wench on the wall that can be used to raise or lower the chandelier, DC35 Per to find.

Also in here is a dressing platform facing a huge mirror and armoires and dressers nearby. Esme assists the Runelord when she wishes to change clothes and is programmed to obsequiously flatter her. Since she always wears the Robes of Xin-Edasseril, these containers only hold her underwear, nightclothes, shoes and hose.

An enormous canopied bed with a gold and emerald embroidered bedspread (and linens) is made with perfect military corners. There are even 6 small chocolate mints on the pillow and fresh water in a decanter nearby. The windows have their drapes drawn shut however.

Finally, there is a sizeable 10’x15’ sunken bath that descends down a few steps to a depth of 2-3’. A statuette of a young looking nymph pouring from a ewer provides water when the ewer is tipped forward. Esme always keeps the bath fresh and hot (but not too hot) for the Runelord’s use. One of the pillars has a small lever (DC30 Per) that will drain the bath when needed.

If someone is inside the bath depression, the head of the nymph can be twisted just above its jaw to face backward (this creates a grotesque illusion of the nymph getting its neck broken and its expression changes to one of horror). Once the head is twisted, the floor of the bath opens like a trap door and anyone not standing in the right place (2’ wide shelf around edges) may fall to the chamber below, 200’ down. DC20 Ref save to catch the edge of the bath.

** At this point, the party will hear the reconfiguration of the crystals above the mithral moat to signal the approach of the Runelord **

The Vault

The Vault consists of the powerful (but flawed) Runewell of Envy and two large crystal chambers where Belimarius keeps her most prized possessions. Each item in here is inscribed with a personally designed Arcane Mark that the Runelord can use to track stolen items. It can be detected with a See Invisibility and DC50 Per check. The party may be paranoid in these chambers, but the Runelord is confident that none of her enemies could possibly make it this far undetected and if they did, she has a means of tracking them down.

V1 – This room is dominated by a huge pool of liquid mithril, which is actually the Runelord’s Runewell of Envy. The powerful artifact has properties that make it most lethal to touch, let alone enter. Anyone unfortunate enough to miss their Ref save above and fall in will take 2d3 nonlethal + 16d6 normal falling damage. In addition, anyone not protected from heat/lava takes 20d6 damage per round (or 2d6 if just touching it) and ½ damage for 1d3 rounds after getting out. In addition, the Runewell has a magic draining effect on items of spells that enter it. Any magic item that enters the Runewell unprotected is subject to a Mage’s Disjunction for each round within it. Any ongoing spells are subjected to a Greater Dispel Magic CL18.

Surrounding the Runewell are six inert Mithril Golems, specially created by the Runelord to gain access to her vault 30’ under the Runewell. Each golem has a distinctive hexagonal crystal embedded in its chest, measuring about 4” across. The magic imbued within the golems offers limited protection from the harmful effects of the Runewell. When the crystal is touched, the user activates the golem which opens up a space in the back big enough to accommodate a medium creature facing forward. If someone steps into the space, the golem then encases the creature and allows it to use the golem by telepathic commands which is obvious once the golem seals itself back up. It will reopen again on mental command. The golem can even speak the controllers words, but come out as deep, scratchy sounding. Each golem can take 3 rounds of submersion within the Runewell before getting destroyed. The crystals on the chest effect repairs over several days, so the Runelord rotates the use of these creations to prevent their destruction.

When fully ‘charged’ a crystal shows a green/red/blue vertical gradient (3 rounds). Then as the crystals are used, the colors disappear (red/blue then blue). So after 1 round, the fully charged will go from GRB to RB, and RB would go to B. If one is starting with B, the golem can endure 1 round but anything more and it will turn to liquid in the Runewell, expelling its occupant. See map for current states.

Each golem can be activated to open by simply touching the crystal on its chest. The golem has a movement speed of 50 on the ground and 30 in the liquid Runewell. It also gives its wearer darkvision 60 ft. and low-light vision.

Just as the party figures out how to operate the golems, they will hear the sound of angry shouts coming from far above. Unless he party took steps to block the entrance to the Vault, Bel will shortly make her way down to this chamber, sending her van-guardian ahead of her to soften up the resistance.

** If the party uses all of the golems, Belimarius will not be able to follow them to the Vault without spending time preparing since the Runewell is so dangerous. If the party has split or left their animal companions behind, Bel may very well capture them for further questioning **

Defending the Rear

If any party members stay behind on this room, they will eventually hear the trap door above open up and something begin to descend.

While searching the outer planes for sources of unusual abjuration magics, Belimarius ran into a nasty region plagued by swarms of Hellwasps. She was surprised to find out that the evil little swarms had a collective intelligence, and although not easy to communicate with, could be controlled by primitive impulses. She created a specialized spell to summon one or more swarms of the creatures and make limited commands. She usually allows the swarm to fully consume her targets and the spell has a reputation that stokes terror in her enemies. On occasion she will direct the swarms to capture a helpless foe so she can interrogate and/or torture them at her leisure.

The swarms will attack and harass anyone still within the Golem chamber for at least 3 rounds while the Runelord descends the stairs. It will not, however, traverse the Runewell willingly.

3 HELLWASP SWARMS CR 8

XP 4,800 each

LE Diminutive vermin (extraplanar, swarm)

Init +10; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)

hp 90 (12d8+36)

Fort +10, Ref +10, Will +7

DR 10/good; Immune swarm traits, weapon damage; Resist fire 10

OFFENSE

Speed 5 ft., fly 40 ft. (good)

Melee swarm (3d6 plus distraction and poison)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 18), inhabit

STATISTICS

Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9

Base Atk +9; CMB —; CMD —

Feats Ability Focus (poison), Dodge, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness

Skills Fly +25, Perception +4, Stealth +24

Languages Infernal

SPECIAL ABILITIES

Inhabit (Ex) A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting a body requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body at any time as a full-round action. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s DR, resistances, and immunities may negate some or all of this damage.

When a hellwasp swarm inhabits a dead body, it effectively transforms the corpse into a zombie of the appropriate size under the swarm’s control. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster. Hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour.

A hellwasp-inhabited creature is easy to spot, since its skin crawls with the forms of the insects inside. A swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 16) negates the effect.

Poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

V2 – The Runewell is 30’ deep with two 10’ tall openings at the bottom. The harmful liquid of the Runewell stops at the entrances, allowing the golems to exit. It takes one round for a golem to descend and enter one of the tunnels, which precludes two of the golems from entering both tunnels without being destroyed. This may give the party problems if they are not careful in planning or deciphering how the golems work.

V3 – Ornate pedestals of black obsidian line the walls of this two-tiered room. Several magic items are neatly displayed upon the pedestals in small stands. In total, the following items are in this room:

Wand of Fireball (CL5, 25ch)Eyes of Charming
Wand of Lightning Bolt (CL5, 34ch)Gem of Brightness
Wand of Enervation (CL7, 13ch)Horn of Blasting
Staff of Frost (10ch)Shadowform belt
Staff of Evocation (10ch)Mantle of immortality
Staff of Necromancy (10ch)Eyes of the dragon
Rod of Lordly MightAmulet of the planes
Rod of Absorption* Knucklebone of Fickle Fortune
Scepter of heaven* Weird Queen’s Magpie
* Tannaris, Sword of Envy +5 defending bastard sword* Shield of Xin-Undoros

If the party is wise, they will not spend much time in this room trying to identify items. If anyone in the group takes an item, there is a 20% chance that the Lords of Time will remove it from them when they leave. An item marked with a * will not be allowed to leave this room.

V4 – Over the decades, Belimarius has collected a sizable hoard of spellbooks, magical manuscripts and scrolls. She is also the creator of many unique spells and jealously keeps those in this part of the Vault. Filaments of spider silk hang down from a ceiling 20’ above, gently cradling in a loop, hundreds of scroll cases made of various materials including bone, wood, leather, skin, intestine and stone. If any two scrolls touch, they will both retract into an extradimensional space, leaving the filament behind, but inaccessible. It requires a DC 20 Ref save to carefully remove one of the scrolls without nudging it into another. The scrolls in this area are all arcane of levels 6-9 and can be determined randomly.

The raised portion of the room is dominated by a large ivory table, 5’ x 10’ and 4’ high made from the severed horn of a gargantuan demon, long dead. A 1” wide lip around the outside of the table forms a shallow pool, 2” deep that contains a viscous dark red liquid that looks suspiciously like blood (which it is). The blood is that of a defeated Xacabra, an extremely powerful, evil creature from the Abyss. His blood retains a portion of his intelligence and abilities, including his constant true seeing and arcane sight. If someone touches the blood with their bare skin, the Xacabra’s blood will begin to siphon into the flesh of the person, turning his skin a crimson red color and sprouting 4 more eyes on his forehead as well as three rows of spiny ridges. The person stiffens up and begins to show signs of extreme exertion. The siphoning procedure takes about 5 rounds to complete and anyone who tries to physically help will also be subject to the blood’s effects. At the end of the siphoning process, anyone possessed will need to win a mental battle for control of the blood.

If no one voluntarily touches the blood, after 5 rounds, the blood will lash out at a random nearby living creature and attempt to connect. (+20 vs touch AC).

>>> Inserted for ENDGAME details <<<  START HERE

The party starts in this configuration:

Group 1 – Din, Tark (touching blood) and Balen nearby

Group2 – Mer, Roga, Ramos, Kod, Mid, Brod

The sounds of porcelain and stone crashing down the spiral staircase signals the arrival of Belimarius With a loud bellow she shouts “I know you are here little worm. You cannot begin to imagine the suffering I am going to inflict upon you when I find you! Go my pets and capture them.”

Those who are in the Runewell room will see a green-gray cloud begin to cascade down the stairs toward them.

In the dim light from above, a long cloud begins to flow down the steps, splitting and coalescing as it descends.

The Hellwasp Swarm will reach the party in 1 round and combat them for 2 more rounds. The Mindscape battle will last 1 round and if successful, the group in the treasure chamber can identify and grab the scroll in 2 rounds.

Mindscape Battle

You find yourselves standing on an expansive smoking plain of dried lava stretching as far as you can see in all directions. A black sky contrasts against the horizon but there are no stars above you. Standing about 60’ away is a towering serpent-like beast with red skin, three tails and six eyes on its ridged forehead. It looks almost like three snakes merged into one.

Although the Mindscape Battle appears to be a physical confrontation, this entire battle takes place in the linked minds of the combatants. Have each combatant roll a DC24 Knowledge Arcana or DC18 Wis check. If they make it, they will be cognizant of the fact that they are experiencing this within their own linked minds. This may not be initially apparent, as each creature retains their own appearances and ongoing spells that were in effect when they entered the Mindscape.  Combat, either melee or spellcasting is a psychic manifestation that relies on mental commands rather than physical actions. Protective items and spells carry over into the Mindscape but actions that combatants take require the expenditure of Manifestation Points.

The first step is to have the combatants convert some of their stats into MPs (manifestation points) and explain that spell slots can also be converted into MPs as a free action.

  • How to Calculate MP pools: Ability Scores (HD + average of Int, Wis and Cha)
  • Use MP with spell-like abilities
  • Use MP with spell slots

Next, the combatant(s) will need to know that they can perform any action they are familiar with, but with certain MP costs:

  • Normal attack (melee or ranged) –Standard action

+5 to hit can be added for 1MP

Damage dice are d4s with the following table:

MP Spent on Damage     Number of Damage Dice

1 MP                                     2 dice

2 MP                                     4 dice

3 MP                                     6 dice

4 MP                                     8 dice

5 MP                                     10 dice

6 MP                                     12 dice

7 MP                                     14 dice

8 MP                                     16 dice

  • Defensive Action –action varies

+2 on saves per MP for # rounds per MP (swift)

+1 AC per MP for # rounds per MP (swift)

DR5 per MP for # rounds per MP (swift)

Convert touch into full AC (immediate)

  • Spell or spell-like ability

Damage is d6s with optional add-on effects (1 round)

Blinded  – 3MP

Confused – 3MP

Dazed – 4MP

Entangled – 2MP (need full round action to disentangle)

Nauseated – 4MP

Shaken – 1MP

  • Any mental-based arcane spell can do d8 damage dice.

Simplified Rules for Players:

  1. Convert Stats into MPs (HD + average of Int, Wis and Cha)
  2. Can sacrifice spell/extract slot to contribute 1MP/spell level/slot (e.g. one 6th level spell slot = 6MP)
  3. Can sacrifice spell-like ability in same way
  4. Choose an offensive action and maybe defensive if swift

If they get more creative (remembering dream dimension) they can be more effective.

XACARBA CR 15

XP 51,200

CE Gargantuan outsider (chaotic, evil, extraplanar)

Init +9; Senses arcane sight, darkvision 120 ft., detect good, low-light vision, scent, true seeing; Perception +29

DEFENSE

AC 31, touch 12, flat-footed 25 (+5 Dex, +1 dodge, +19 natural, –4 size)

hp 210 (20d10+100)

Fort +17, Ref +13, Will +20

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 26

OFFENSE

Speed 40 ft., climb 20 ft.

Melee bite +25 (3d8+9 plus poison), 3 tail slaps +20 (2d8+4 plus grab)

Space 20 ft.; Reach 15 ft.

Special Attacks constrict (2d6+9), redirect spell

Spell-Like Abilities (CL 18th; concentration +25)

Constant—arcane sight, detect good, true seeing

At will—detect thoughts (DC 19), greater teleport (self plus 50 lbs. of objects only), invisibility, suggestion (DC 20)

3/day—charm monster (DC 21), mass suggestion (DC 23), scrying (DC 21), symbol of pain (DC 22), touch of idiocy, vision

1/day—summon (level 5, 1 hezrou or 1d4 succubi, 50%)

STATISTICS

Str 29, Dex 21, Con 21, Int 26, Wis 22, Cha 24

Base Atk +20; CMB +33 (+37 grapple); CMD 49 (can’t be tripped)

Feats Combat Reflexes, Dodge, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Vital Strike

Skills Acrobatics +25 (+29 jump), Bluff +30, Climb +17, Diplomacy +27, Disguise +27, Intimidate +27, Knowledge (arcana) +31, Knowledge (any two) +31, Linguistics +28, Perception +29, Sense Motive +29, Spellcraft +31, Stealth +16, Use Magic Device +27

Languages Abyssal, Common, Draconic; telepathy 100 ft.

SQ change shape (any humanoid as a swift action, but always retains one serpentine trait that negates the bonus to Disguise checks; alter self)

SPECIAL ABILITIES

Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect one chosen by the xacarba from three options; cure 2 consecutive saves. The save DC is Constitution-based.

  1. Fiendish Bile: effect 1d4 Str damage (good-aligned creatures also take 2d8 points of damage).
  2. Mysterious Blood: effect 1d4 Dex and 1d4 Wis damage plus confusion for 1 round.
  3. Vile Disjunction: effect targeted greater dispel magic (CL 18th) on the creature.

Redirect Spell (Su) Any creature that attempts to cast a spell within 30 feet of a xacarba must cast the spell defensively. If the caster fails the concentration check to do so (or if the caster opts to not cast defensively), the xacarba can choose the target of the spell as an immediate action. The new target must be a legal target—if there’s no legal alternative target to choose from, this ability cannot be used.

Xacabra tactics (starts with 24 MP) :

Round 1 – He will draw a Symbol of Pain to hurt all within 60 feet, then close

Round 2 – Enters melee or uses Touch if Idiocy on particularly effective spellcasters

If the creature is dropped below 50HP, he will be willing to end the duel and concede control of the combatant(s). Otherwise he will fight until 0 HP and he is defeated.

If the combatants are victorious, they will snap out of his catatonic state but still retain the transferred blood. They will clearly see a small trap door in the top of the table that is invisible and inaccessible to anyone else in the party until it is opened. The blood will then flow back into the table leaving the host(s) and revealing the opening to a 4’x6’x3’ compartment.

Inside the compartment are three extraordinarily powerful items:

The Gluttonous Tome; The Bone Grimoire

This portion of the tome bears the leathery flesh front-cover, twisted rib binding, and a hundred pages of blood-scripted verse and grisly diagrams. Anyone who reads the entire text of strange runic code (requiring 1 week of uninterrupted study and a DC 25 Decipher Script check) must make a DC 20 Will save, or gain a +2 inherent bonus to Intelligence and begin to take on traits of the undead (see below). Regardless of this save’s result, the bearer acquires a deep understanding of necromancy, gaining a permanent +4 insight bonus on all Knowledge (arcana) and Spellcraft checks involving this school of magic. In addition, this section includes a flesh golem manual identical to the one in the Kardosian Codex. After reading the Grimoire, the bearer’s flesh takes on a pale cast and, if he failed his Will save, his life force is slowly replaced by necromantic unlife. After reading the entire text of the Bone Grimoire, the bearer is no longer healed by positive energy, but rather harmed by it. Negative energy now heals him. If the bearer channels energy (if he is a cleric for example) he now channels negative energy. Only a wish or miracle reverses this condition.

lnvidian Eye – A dazzling diamond glitters within this amulet’s dark metal setting, its designs reminiscent of fangs and chains.

The Invidian Eye rewards devotion and punishes betrayal. When first given to a creature, the necklace recognizes members of the creature’s race and gender—but not a specific individual—as its owner. The owner automatically fails any saving throw made to resist the effects of divination magic, but the necklace seeks to protect the owner against danger, reactively casting spells to defend its wearer against effects that compromise her control. The spells the amulet can cast (and when it does so) include freedom (in response to imprisonment, petrification, paralysis, and similar effects described by this spell), greater dispel magic (in response to any fear or mind-affecting effect), remove curse (in response to curses), protection from chaos (in response to any form of possession or similar control). The wearer has no control over when these spells are cast and the target of these spells is always the wearer. The Invidian Eye can cast each spell 3 times per day.

Scroll of Multum Ruptor

The hollowed out femur of a dead fiend serves as a scroll tube for this rare masterpiece of Runelord Belimarius. Although she has this spell within her personal spellbooks, this scroll contains her only functional example of the spell, complete with its diabolical component. An arcane spellcaster would need to study the spell on the scroll for 1d4 hours and make a DC 24 Spellcraft roll to know its terrible secret.

Multum Ruptor is a dread bargain, for the spell component used to create the spell requires a single, sentient soul which is traded during the ‘breaking’ of a fiendish pact. Anyone using this spell, or aiding and abetting the use of it will see their alignment shift one step towards evil on the good-evil spectrum. Only an atonement spell or similar quest/action can counter this effect. Since any changes to a contract must usually be agreed upon by both parties, this spell cleverly creates an ‘obfuscation field’ that should affect most fiends. Then a change clause is added to the contract with a very short (10 min) implicit acceptance window. If the opposing contract party does not object to the change, the new change will take immediate effect. However, since the owner of the contract that binds Khemet is an Infernal Lord, he is made aware of the change at the last moment and confronts the caster foolish to invoke the spell.

The End is Near

Once someone in the party grabs the scroll case (bone), two things happen almost simultaneously;

At the same time, Tark will feel a throbbing coming from his Bag of Holding where the Chronosphere is kept. Have everyone make a d20 roll but do not tell them what it is for. The party will just have time to see a red-faced Runelord puffing towards them as they fade from history.

Back to the Present

The group will find themselves exactly where they left from – in the middle of the plain on Chakakoth Isle standing in a circle surrounding Tark. The time of day also appears to be exactly the same – an hour or so after sunrise. Soon, they will make two alarming discoveries; first, Meridian is not with them and second, a huge cloudy elemental creature hovers nearby, glowing eyes watching the party closely.

In a strangely echoing voice, an alien voice speaks, “Your task has been successful. You will forfeit the device now.”

If the party took anything from the past of significance (non-mundane) the Elemental Lord of Time will also demand that they leave it as well. If the party complies, the Elemental will TK the item to himself and fade with a crackle of energy. If the party refuses or complains, he will cast a Time Stop and remove the item forcibly.

>>> Character Fates <<<

Meridian will ‘fail’ his d20 roll and will not escape with the party. Instead, he will be rescued by Pyropex, leader of Apsu’s bodyguard and father of all bronze bloodlines. Award Experience – go to next Chapter: The Return of the Pharaohs