He is a Lich of tremendous power that was recently freed from a time trap he was caught in by the mechinations of Sligh. The deal made, was that he would do Sligh's bidding for 100 years. In return, he got his freedom and assistance to do Sligh's bidding. He was given a fortress high up in the Galena Mountains that was formerly known as the Assasin's Run. He has rebuilt it and devised even more cunning traps to fool the unwary.
The Barony of Bloodstone is the site of these attacks. The Halfling village of Waukeshire and human walled town of Lhendar are the current source of the souls needed to power the devices he is trying to recreate. Included in this adventure will be some new Monsters to try out and encounter. They will be undead/constructs with quite varrying abilities. The main one they will face: Creation Terror.
Arishlatan also was able to resurect his faithful lieutenant who was very good at subterfuge and has been altered semi-permanently to resemble the now dead Huntmaster of the town.
His real name is Gulrik, but the Huntmaster is named Garvin. He is Lawful Evil, but has a ring that has multiple effect:
Mask Aura: will mark the person as neutral and prevents mind reading and zone of truth spells. Also provides +5 to disguise, hide, and move silent skills (Ring of Masking). He is a Ranger/Rogue level 4/12 level 16
He is very well equipped and if the party is sharp they may notice that about him. He wears 2 magic rings, a pair of boots(striding springing), magic mithril shirt(+4 heavy fort), magic gloves(dex +6), magic cloak(elven kind), a magic longbow(+2, speed, seeking), and 2 magic shortswords that seem to match each other well(each +4, keen, when used together give +2 to ac)
He has caused quite a stir using false reporting and a great tapestry woven to deceive. He has made the attacks to be atrocities committed by elements form the main kingdom of Damara. They are gearing up for ward and only King Gareth's hand was able to stay them until this could be investigated. He left with his Royal Guard to head to the bordering fiefdoms to find out what is going on. On the way, Gareth encountered an almost completely destroyed ??? that was burned out by a band from the barony of Bloodstone. The King's own colors lay rent on the ground in the hands of a dead human soldier. They remembered Gareth from both battles of Goliad. They are inclined to believe some type of subterfuge is afoot. Gareth immediately makes for Heliogabalus and sends messages to the various nobles to gather for a council of Lords to have all questions answered in this matter. When he reached the city, he was greeted by the already assembled House of Lords who had unbeknownst to him elected to depose him as King. Their armies were not present in sufficient numbers to capture the King, however, so he took flight northward until he reached the barony and passed safely into Southgate. This has placed the Kingdom of Damara into a very bad situation. Militarily, the barony has the most seasoned troops and that will prove useful. The other nobles have a potentially larger force to draw from and could really cause a threat to the barony of Bloodstone. The usurping nobles claim that Gareth has commited foul treachery by attacking the other barons and will name one of their own as king.
Gareth has denounced these actions as foul treachery and has called for the good people's of the realm to stand behind the king in finding the truth.
The mastermind behind this plot? The Zhentirim and their puppet in the Duke of Carmathan. The Duke of Carmathan is the leading contender for the throne of Damara. It will probably only be a matter of time before they actually name him king. This will make the plans of Sligh that much easier to actuate. They know the Duke of Carmathan to be a very cruel man, but is effective militarily. This will cause many headaches for Dragonsbane. This pulls him from the Vaasan threat and gives Vaasa more room to maneuver against Barovia, keeping them pinned down.
Gareth will be returning from his excursion south. The PCs should show up shortly after, during which they will be attacked by elements of the "liberated" Damaran Army, which Boldar will hopefully be able to prevail against. If the PCs stay in Heliogabulus longer, then Boldar may encounter these on his own if the PCs don't hear about the coup.
Story possibilities: Group could take on the internal struggle and save the Kingdom of Damara from its struggles and restore oh so nice order. They could just side with Gareth and start a war that would put them at a SERIOUS disadvantage with Damara, poised to devour Bloodstone and Impiltur, easily susceptible to being antagonized into attacking them for past slights.
Sligh wants to plunge this area into civil war. This will make it much easier for him to realize his dream and fix the War Golem which has been hidden near Waukeshire and Lhendar for thousands of years. Arishlatan can affect the repairs necessary to complete the golem again which can be used to excavate the only thing he believes powerful enough to virtually depopulate the area enough to realize his dreams: The hidden sleep chamber of the Tarrasque.
The artifact pieces are just powerful enough to accomplish this task without having to resort to that many thousands of souls to replace them. The artificer knows that the required life energy to accomplish his goal would be too noticable.
Lore Master check on the Artificer: Arishlatan was Renowned for his creation of items. He made an unseemely amount of magic items, but it is thought he used the souls of willing/captured victims to power most of his creations, lending a very severe aspect to his abilities. He is rumored to have created one of the most impressive machines ever, the Dreadnought War Golem. This device is said to have cost the lives of thousands and is an artifact of unbelievable power. No specifics are known about this Golem and Many doubt it was ever actually made.
He is also rumored to be some sort of odd Lich/Construct type creature himself. This is unsubstantiated, save that he is reputed to have some similar qualities inherrent to his resistances and such.
He is a Master item creator, excelling in the creation of ANYTHING conceivable and some that are inconceivable. His twisted tower was even a creation of his, being almsot a construct in and of itself until it was destroyed. He was imprisoned in a permamently time stopped moment near the scene of his last battle in the Barony of Bloodstone.
Diplomacy/Information Gathering will reveal several facts as well. The towns of Waukeshire and Lhendar are completely up in arms and are demanding that the lowlanders to the south pay.
Heliogabulus: Duke Selan of Carmathan lead the council of Lords in "deciding" that Gareth Dragonsbane caused the "atrocities" in multiple provinces throughout the Lands of Damara. People are confused about the event and have no idea what to believe. They remember Gareth, the bold conqueror of demons and the bringer of peace to the lands around.
They will also hear about various atrocities that have occured all over Damara, but most reports come from the town of Lhendar and Waukeshire in Bloodstone itself. Nameless inexplicable horrors seem to track and capture their prey with almost no sound. The disgusting ceremonies and grotesque mocking imagery these destroyed corpses have been are inexplicable. Sages speak of ancient times and the times of the Artificer.
At the capitol of Impiltur:
Gather Info: Reveals that the populace is REALLY upset that Damara didn't send aid as requested. Their diplomat has not returned, and any attempt to locate anyone from the detachment has been completely unsuccesful.
Impiltur is not ready to declare war on Damara, but they are most assuredly not ready to aid them.
*****DM NOTE**************
Word will reach the Impilturians that the detachment was found along the river with their barge destroyed and the entire group dead along with a few dead Damaran soldiers, Sligh's handywork to play Damara against all borders to further weaken the situation. They will tell by magic and psionic means that the group was attacked by Damaran soliders fighting side by side with what they learned are demons. The party will learn this when they reach Heliogabalus.
*****DM NOTE**************
Gather info check in Bloodstone:
By the time the party reaches Bloodstone they will be JUST ahead of an army of Damarans. The town of Heliogabulous will have received reports that Impiltur is an inch from declaring war and demands an answer for two things: consorting with evil powers and the death of their diplomatic detachment.
Gareth will at this point call upon his treaty with Barovia for aid. The PCs have options here: to go investigate the problems in Lhendar and waukeshire as this is the adventure hook.
Access to Boldar will have immediate benefit as Gareth will be grateful for the extra General level Field Commander on hand. He has enough on hand to ensure he can hold his barony for an undefined ammount of time, but would be hard pressed to try to mount any effective offense. Boldar's force means that very few additional troops will need to be sent for. Boldar's force now numbers 700 with the extra soldiers he hired not to mention the troops he was able to hire on behalf of Eldamar. (200 Legionaires*Longswords, spears, longbows*).
Sending for some dwarven siege engineers and some other random army elements is another option they have through northern Barovia in through the river valley.
Barovia notes:
The Witch King will wait till the PCs are in Barovia. Garvin (Gulrik) will do his best to gain the PCs' trust and will get messages back to the litch king through the artificer. When the PCs are deeper into the woods/mountains, Mulmaster will be half way done preparing an expeditionary force. The fortifications of South Harbor will be complete, so Barovia is in no immediate danger.
Dragonmaw will be marched upon HEAVILY. The Eastern Fortifications are only beginning to be completed. Cyan marches to relieve Haldir's besieged forces. The situation is stable and there is no danger of Dragonmaw falling at this time.
Party adventure Notes:
Garvin will lead the party through their expedition, showing them the various sites. If a scout or a ranger actually voluntarily tries to use the survival skill to check on Garvin's skill and where he is leading them, then they will realize he is not that good at what he is supposed to be a master. A DC 25 sense motive will alert to something not right. A DC 30 will know that Garvin is not Garvin, but someone masquerading as Garvin.
Gather info in town reveals that Garvin has been a member of the town for many years and well known in Waukeshire as well as a trusted friend to many people. Nobody else has detected anything awry.
Site Ambush 1: The first day he will lead them decently. Day 2 he will lead them on a course that is quite unorthodox from a normal safe path. It will be difficult to detect, but on a succesful survival roll of 23 or higher, the person who makes it will be aware of the situation. (DM note: Make the rolls secretly in case they decide not to do so. Do it for each person now without appropriate mods yet.)
If there is a success provide the following info:
all appearances dictate that the present course is very imprudent and could EASILY lead into a very bad ambush. Sense motives at that point dc 34 will reveal alterior motives on Garvin's part. A bonus of 5 circumstance bonus for a succesful something is odd sense motive check and another 5 for the survival check if they make it voluntarily. Auto rolls as follows:
1st Ambush Point: Schelest the Aranea permanently enlarged to a Huge Creature(female).
Schelest is the self styled queen of this area of "her" woods. She does well to normally avoid the settlements nearby and most of the inhabitants avoid them accepting for some brave individuals who will go to trade for magical assistance sometimes. MOST return from these endeavors as Schelest doesn't hate strangers due to the news they bring and the trade they bring. In this case, Garvin has expressed his deep concern over the encroaching southlanders. She is convinced that the approaching party is a group of raiders bent on destroying the "monstrous Aranea threat" in the woods. (Yes, thanks to Garvin). Her consort, Tarn, is convinced of the validity of this, though finds Garvin's actions strange as of late.
Garn will "disappear" suddenly if the party is ambushed, returning later if they survive to express his deepest regret he was not there to assist.
|
ARANEA 12th level Sorceror Huge Magical Beast (Shapechanger) |
|
| Hit Dice: | 3d10+6 12d4+2(sorc)(94 hp) |
| Initiative: | +6 |
| Speed: | 50 ft. (10 squares), climb 25 ft. |
| Armor Class: | 16 (+1 Dex, +1 natural+4 def), touch 15, flat-footed 15 |
| Base Attack/Grapple: | +3/+3 |
| Attack: | Bite +7 melee (1d6 plus poison) or web +4 ranged |
| Full Attack: | Bite +7 melee (1d6 plus poison) or web +4 ranged |
| Space/Reach: | 15ft./10ft. 3200 pounds |
| Special Attacks: | Poison, spells, web |
| Special Qualities: | Change shape, darkvision 60 ft., low-light vision |
| Saves: | Fort +5, Ref +5, Will +4 |
| Abilities: | Str 15, Dex 13, Con 14, Int 17, Wis 13, Cha 14 |
| Skills: | Climb +26, Concentration +20, Escape Artist +5, Jump +25, Listen +6, Spot +6,spellcraft +15,knowledge arcana,+15 |
| Feats: | Improved Initiative, Iron WillB, Weapon Finesse |
| Environment: | Temperate forests |
| Organization: | Solitary or colony (3–6) |
| Challenge Rating: | 4 EL 16 |
| Treasure: | Standard coins; double goods; standard items |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +4 |
| Magic items: | +4 ring of prot |
An Aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an Aranea resembles a big spider with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. An aranea weighs about 150 pounds. The hump on its back houses its brain. Araneas speak Common and Sylvan.
COMBAT
An Aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: Schelest casts spells as a 15th-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Typical Sorcerer Spells Known (6/6; save DC 12 + spell level): 0— daze, detect magic, ghost sound, light, resistance; 1st—mage armor, silent image, sleep.
Web (Ex): In spider or hybrid form (see below), an Aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su): An Aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an Aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an Aranea cannot use its bite attack, webs, or poison. The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerettes. The Aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an Aranea’s speed is 30 feet (6 squares). An Aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an Aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
| 0 | 9 |
| 1st | 5 |
| 2nd | 5 |
| 3rd | 4 |
| 4th | 4 |
| 5th | 4 |
| 6th | 3 |
| 7th | 2 |
|
Starn Aranea 12th level rogue Medium Magical Beast (Shapechanger) |
|
| Hit Dice: | 3d10+6(22) 12d6+2(rogue)total(hp)(118) |
| Initiative: | +7 |
| Speed: | 50 ft. (10 squares), climb 25 ft. |
| Armor Class: | 18 (+3 Dex, +1 natural,+1 dodge+4 def), touch 17, flat-footed 15 |
| Base Attack/Grapple: | +3/+3 |
| Attack: | Bite +14 melee (1d6 plus poison) or web +4 ranged |
| Full Attack: | Bite +14, +9 melee (1d8 plus poison) or web +4 ranged Sneak attack +6d6 |
| Space/Reach: | 15ft./10ft. 3200 pounds |
| Special Attacks: | Poison, spells, web |
| Special Qualities: | Change shape, darkvision 60 ft., low-light vision |
| Saves: | Fort +9, Ref +14, Will +8 |
| Abilities: | Str 11, Dex 17, Con 14, Int 14, Wis 13, Cha 14 |
| Skills: | Climb +41, Concentration +20, Escape Artist +20, Jump +40, Listen +21, Spot +21,Search +17(trap sense +4),disable device +18(Trap sense +4),Hide +18, Move Silent +18, Open Lock +18 |
| Feats: | Improved Initiative, Iron Will, Weapon Finesse, evasion and improved evasion, uncanny dodge and Improved uncanny dodge,Improved Natural Attack, dodge, Mobility |
| Environment: | Temperate forests |
| Organization: | Solitary or colony (3–6) |
| Challenge Rating: | 4 EL 16 |
| Treasure: | Standard coins; double goods; standard items |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +4 |
| magic items: | +4 ring of protection |
They have a small "village" of 16 other Aranea that live here as well. They have various specialities I need not list, but they are all actually gatherers and crafts..um creatures. They have adopted the Ranger class (4th level).
|
ARANEA 4th level rangers Medium Magical Beast (Shapechanger) |
|
| Hit Dice: | 3d10+6 (22 hp)(40)(62 each) |
| Initiative: | +6 |
| Speed: | 50 ft. (10 squares), climb 25 ft. |
| Armor Class: | 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 |
| Base Attack/Grapple: | +3/+3 |
| Attack: | Bite +9 melee (1d6 plus poison) or web +9 ranged |
| Full Attack: | Bite +9 melee (1d6 plus poison) or web +9 ranged shortbow +6 or (+4, +4)80 arrows |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Poison, spells, web |
| Special Qualities: | Change shape, darkvision 60 ft., low-light vision |
| Saves: | Fort +5, Ref +5, Will +4 |
| Abilities: | Str 11, Dex 15, Con 15, Int 14, Wis 13, Cha 14 |
| Skills: | Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +13, Spot +13, Search +8, Survival +8, Knowledge Nature +2, Hide +9, Move silently +9, Bowyer/fletcher +9 |
| Feats: | Improved Initiative, Iron Will, Weapon Finesse |
| Favored enemy Humans: | +2, combat style rapid shot,wild Empathy, Endurance |
| Environment: | Temperate forests |
| Organization: | Solitary or colony (3–6) |
| Challenge Rating: | 4 |
| Treasure: | Standard coins; double goods; standard items |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +4 |
2nd Ambush point: Close to the hidden entrance to the citadel hides a war band of stone giants, here by behest of the artificer to guard from people snooping around his entrance. There are 3 groups of 4 stone giants fairly well spaced apart. When the party gets halfway through a 33 yard clearing on a plateau that leads to the main entrance, they can make a normally rolled spot check.
|
STONE GIANT Large Giant (Earth) |
|
| Hit Dice: | 14d8+56 (119 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft. |
| Armor Class: | 25 (–1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23 |
| Base Attack/Grapple: | +10/+22 |
| Attack: | Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
| Full Attack: | Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Rock throwing |
| Special Qualities: | Darkvision 60 ft., low-light vision, rock catching |
| Saves: | Fort +13, Ref +6, Will +7 |
| Abilities: | Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 |
| Skills: | Climb +11, Hide +6*, Jump +11, Spot +12 |
| Feats: | Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot |
| Environment: | Temperate mountains |
| Organization: | Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/raiding/trading party (6–9 plus 1 elder), or tribe (21–30 plus 35% noncombatants plus 1–3 elders and 3–6 dire bears) |
| Challenge Rating: | 8 (elder 9) |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +4 (elder +6) |
Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.
COMBAT
Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Rock Throwing (Ex): The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Skills: *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.
STONE GIANT ELDERS
Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd to 6th level.