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AccESSORY

-;;.

..

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.
. 1

~ ...
. ..~
f.

Greg. A. Vaughan
Christopher Perkins
EDITOR: Michcrle Carter
EDITORIAL AssISTANCE: Chris Sims
EDITING MANAGER: Kim Mohan
DESIGN.MANAGER: Christopher P~rkins
DEVELOPMENT MA~AGER: Jesse Decker
SENIOR ART DIRECTOR D&D: Stacy Longstreet
DIRECTOR OF RPG R&D: Bill Slavicsek
'PRODUCTION MANAGERS: Josh.Fischer, Randall Crews
FoRGOTTEN REALMS ART DIRECTOR: Ryan Sansav:er
CovER ARTIST: Jon Foster
INTERIOR .ARTIST: Marvin Mariano, Steve Prescott
CARTOGRAPHER: Jonathan. Hill
. GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz
lMAGE. TECHN,;ICIAN: Bob Jordan
DESIGNER:

DEVELOPER:

l}ased on an adventure concept by Bi;uce R. Cordell


Based on the original DuNGEONS & RAGONs rules created by GarfGygax and Dave Arneson and the new DuNGEONS & RAGONS game designed by
Jonathin Tweet, Monte Cook, Skip Willia~s, Richard Baker, and Peter Adkison.
This Wizards of the Coast game product co!:ains no Open Game Cont,ent. No port'i<?n of this work may be reproduced in any fon?? without written permission,
To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.
U.S., CANADA, ASIA,
PACIFIC, & LATIN AMERICA
Wizards of the Coast, Inc.
P.O. Box 707
Renton WA 9801"7-0707
(Q,_estions?) 1-800-324-6496

ISBN-10: 0-7869-:l947-8

'EUROPEAN HEADQ!!ARTERS
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Please keep this address for your records

9 8 7 6 5" 4 3 2 1 First Printing: September 2006


620-9n94740-,.001-EN

ISBN-13: 978-0-7869-3947-?

DuNGEoNs & RAGONS, D&D, DuNGEON MASTER, FoRGOTTEN REALMS, d20, d20 System, WIZARDs oF. THE CoAST, The Twilight Tomb,
'Player's Handbook, 7Jungeor1 Master's Guide, Monster Manual, all other Wizafds. of the Coast product names, and their respective logos are
'
trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protectedunder the .copyright laws of the United States of America. Any reproduttion or unauthorized use of the material
or artwork contained herein is prohibited \V.ithout the express written permission of Wizards of the Coast, Inc.
This prduct is a work of fiction; Any similarify to actual people, organizations, places: or events is purely coincidental.
2006 Wizards of the Coast, Inc. Prirted in the U.S.A.
Visit our web~ite at \nvw.:wizards.co!ll/forgotten real111s

{NTRODUCTION

This adve.nture takes place within the vast forest of the Yu.i.rwood,
located in the heart of the Aglarond region in ea5ttrn Faen1n.
. Aglarond is a di.vided la~d, its people segmente d itit0 tbree groups:
. the citizens of Altumbel, thc bumans who inhabit thc cities along
Aglarond's rocky northern coast, and,the 'insular half..elf villagers
and foresters who calf the Yuirwood their home.
Th tangles of the Yuirwood are tbick with old magic. Masters
of powerful spel!s, the ancient star elves, or mithral elv~s, of Yuir~
shanyar left behiml ruins of ali sorts. 1hcse ruins j.nclude' circles of
menhirs, standing stone monuments that bear inscriptions carved lll
an ancient ~[ven dialect. Their magic has faded with the. strength
of the Yuirwoo:I, but some power remait)Sin tbem yet.
The menhir circles-whicp are dif.ficult to locate in the forest's
undergrowth-form a network of poi als that can be. activated
by those who know their secret, thqugh many ara keyed to star
elves. Sorne allow q_uick travel across the forest. Others are said
to-grant access to the hidden realm of Sildeyuir. And a few open
into dangerous splinter realms sealed away for reasons that have
been lose to the cent uries.
As the play r characters.explore the Yuirwood, their investiga
tion Jeads deep iato the wi lderness, where they discover the portal
to tbe forbidden Nigbt Realm. 1
"""
The T1J1iligh1 Tomb is a D 1'GEol:"s & DRAGONsadventure de:
signed for fou.r 3rdlevel characters. Heroes sho.uld advace at least
one leve! during the adventureand perhaps two by its conclusion.
0

..
p~purut1on

As Dungeon Master, you need four books to run this adventure:


the 'Player's Handbook ('PH), the 'Dm1geon Master's G14U/e ('DMC),
the Momter .Manual (MM), and tbe FoRGOTTE.N REL\fS Cmn
paign Setting. The following suppleme.i1ts contain descriptions of
creanires used in the adventure: Monster Manual lll, Momters
of.Faertn, Lbris Mortis, U11approacha'ble Emt, and Lost E17Zpires
of Faeriin. None of those books is necessary to use th is adventurc,
because aU the relevant nformation is provded hereio.'If yo!I are
planaing to run this adventure in the Aglarond region, rcview
. the informatio11-presented on pages 199- 200 of the FoRcorFEN
REAlMS Camp,Utp Setting. Indeptb informa~on-0n the Yuirwood,
the relics of thc ancient star elves, and the njlshai is provided in
Unapproachable East. Otherwise, feel free to modify the adv~nture
to suit a different Jocation.

'
Paragraphs in italic type sf:tould be .read aioud to 'the players or

1
parapiuasel at the aPJ>roP,r iat~ times. Sidebllrs contain additional
information for che DM.

~dventur~ Back~.round
More th~11 two thousand years ag, star elves lived in the d~pths
of the Yu~ood. Faced with iggressive human coastal settlements
.
\ 1
alo11g the Wizards' Reach that sougl't to ca.i:ve .out lands from
the ancnt forest, the star elves dcided to witbdrawfrqm Fa~rin
altoge 11er. The elf high mages forged a forestwide netwol'k of
sto11e cu:.cles and then worked a mighty spell through the standing

stoqes that created a demiplane for t e star elves. Onc!! this was
done, the great majority of the star elves departed Faenin ~or a

ralm called Sildeyuir.


Sildeyuir is a plane of eldritch beauty, a land of perpetual i:w
.
light illwni.natectby a host of glittering stars. The star elves ra.sed
grea g.ass citadels for t.hemselves and Irve there still, the masters
of song magic' and lords of this realm.
While Sildeyuir was aesignecl as a realm of quietude and co!ltent
ment, it has bad its shale of troubles. A star elf named Mourel
Duskwalker was one such. Corrtipt and hungry for power, Mourel
sought dominion over aU other star elves. He went so far as to
marsha! evil forces agail1St the maio star elf City in a bid for SU
preme power in Sildeyuir.
Moure was ev.eotually defeated. His body and the remnants of
his liktorcewere saled within the glass citadei' that served as bis ..:..
home, aJJd then bis glass citadel was cut free ofSildeyu ir. That same
Citadel 9f.glass now serves as his tomb, a sepulcher~erm~nently
severed from the !arger star elf realm.
.
.
Unkno\vn to the star el ves, Mourel's 'tomb retait1ed a portal en
nected to the Yuirwood. The evil nilsbai sorcerer Tolg'byri fowid
and activated this entry. Sit1ce then, tbe nilshai has been using the
tomb as a base of operations in an effort to gather an army for
.the conquest of Sildeyuir. This a:ctivity caused the unquiet spirit
of Mourel and his 'serv.ini:s to be roused agains~ the interlopers.
Tolg'byri became a victim of treachery, and tbe nilshai's fledgling
army is now led by a half-orc muned Sa!era, whose true nature.

remains a mystery ro "hls'.' followers.

~ Advnturesvnopsis
A "loose" piece of the star elf demiplane of Sildeyuir contains a
single glass citadel that serves as tbe tomb of a corrupt star elf
called Mourel Duskwalker. A malevolent nilsha.i sorcerer discov
ered th.e cita'del and unsealed it, intending to usethe stronghold as
. a base to marshal its evil forces. Worse: Mourel's twisted experi
. ments .bave. been ~isturbed by the invaders' presence, along with
Mourel's unquiet spirit and elements ofhis va nqu ished army. The
PCs are drawn J1to this dangerotls'~ealm, pursuing their own ends
\
(see Adventure Hooks).
Onc.e~th~ cbaracters e1~ter the splinter real m containing Mourel's
glass citadel, they are trapped unt il they can sneak or fight their way
through th.e arrayed threats to finatly defeat the nilshai's minions
and/or the uJ;J<Jead Mourel and bis servants. Each leader possesses
a method"of opening the portal bac.k to F<!enln.

A.dventu.re Hooks
Characterscan become enta.hgled in this adventure through a wide
variety of metlods. Four suggllstions are provided helow.
- An 9ld circle of stones at the edge of the Y~rwood forest
is reportedly haunted. Strange lights and mi$siag travelets in th
region give credence to these stories. Other tales claim that t,he old
sto11e ri.ngs lc;:ad to abandoned citadels of the star el ves. Who knows
wQ.at treasures lie ripe for the ta'kl.ng in these hidde1 realms?
' - A proni-inent noble's rambunctious daugh~r has gone missing
'after sbe went to investigate the stol')'. of a functioning portal in

'

LEGWORK IN

niE Yurawooo

the Yuinvood for;:;t. Adventurers could do worse than to find the


wayward daughter and collect the 2,000 gp reward.
-Haif-elves of the Yuirwood approach the PCs for help with a
problem. A powerful oracle's divinations have revealed that Mourel
Duskwal)er has risen and once again tlireatens the fo~est. The half
elves flon'~t know precisely what this means, but ali signs point to
sorne disaStrous occurrence if this threat from a bygone era is not
stopped~Th.is,hook works particularly well for parties that ha"'.e one
or more elf or half-elf members from the Aglarond area.
-The affable Velprintalar mer:hant Tul.in Far~veather ap
proaches the characters with a rathh embarrassing request. He
was recently hired by a powerful wizard to transporta object of
great .importance-the Grail of Shatgrailar- from a sh.ip in Velpr.intalar through the Yuirwood to the village of Glarondu-. With a
grnace, Tulin admits that he lost the Crail in the Yuirwood near
an ancient stone ring. He's sure the menhir circle has something
to do with the item's loss, but he and his compa1ons l:new better
tban to tamper with one of the ancient cqnstructions. They assumed that a group of well-traveled adventurers migbt be \vill1g
to do so for the right price . 1 . sy 2,000 gp?.

LIGWSRK_

in Tiu

Por each day of u:avcl, thcre is a ?S% chance that PCs might
locate a half-elf villagc. If they fiud a village, tbere is a 2.00/'chance
tha the inhabitants know of th specic stone ring that the PCs
seek aud can prpvide them with reliable directions toreach it after
ajourney of ld2 days. Within such a vill~ge, characters can make
Gather lnformatiou, Knowled_ge (Local), or ba.rdic knowle~e checks
to Jearn about their surroundings. An elf or half-elf gains a +t
circumstance bouus on tb.ese cbecks.
DC 1: Dar.k creatures haunt the wood at night. They seem to be
searcbing, but no one is sure what they se k. They ire ~ften seen
near tb old stone rings.
DC 10: Th dread Du kwalkcr of legend, a nightmaie out of
. chi1dren's bedtime tales, bas r turucd from b.is Night Realm and
once again stalks the Yuirwood. Only uow; 110 high mages e.xist
to stop ~im.
DC H: The ancient rings of stoo throughont the forest were
built by che star elves an age ago as a syst m of portals. Sorne o(
"the portats still work, transporting people across the forest or even
to other ""'Orlds ..
DC 20: The tone ring that you seck has long been considered
bad luck. People ha~c disappeared .in its vic.inity for generatioos.
The disappearances always occur at night.

The stone ci.ccle

'f\lIR.\V88D

When the characters reach thc stonc ri.ng, read the following
description aloud:

In this brief segment of the adventure, the PCs navigate the sundappled trails and shadcd dells of the Yuirwood as tl1ey seek tite ,
.stone circle and informati~ a~out what tbey might find there.

Risingfrom the tmrgles and gree11ery of thefaresl ahead is ~ne of


the monolithic stone rings famed in the Tuwood. H14ge me11hirs
supporl sto1?1! slab arches,forming a: eir;le of dolmen s. Wbat eldritch

Read or para.phrase the. following


text to the players:

Beams throt4gh the ta11gled trees

of tbe Tuirwood dapple the trail


with stmlight and crea/e a lwilight gloom bem:alh the bo11ghs. !11
plpces the cat1(}py is so lhi~k that
night "seems lo fall O.Ver the farest
jloot; a1ul-tlu sky appears 011/y as
/1vi11kli11g points of light i11 the
lreetops. lt is a realm of W(}t1der
a11d magic, a11d ifs easy to belil!'IJe
thal mythical star_ elves <mee called
this prim.evalfaresl home.
In th.e Yuirwood, a random encounter might occur evcry six
hours on a roll of i on ld6.
Roll or select encounters from
thc Yuirwood encounter table
(JJ11approachable East 94, Table
7-~6) or use the Sample Temperate Forest Encount r Table
('.DMC 87).

TuE CITA DEL OF

G LA

./\.t one time, magical enhancem nts in the exterior waj.ls allowed
ctious to becme tr.ansparent on command, providing windows
for the in babitants. This magic has faded away, preventing any of
these from working. Unles otherwise noted, windows are stuck in
their opaque state. Even those tbat are still transparent retain ali
the p operties of the walls.
The smooth glass walls can11ot be climbed without the use of
ropes or magic. Tbe Aoors of thc citadel have a rough, pebbly tex
ture that prevents them from bci.J1g too slppery.
Glass Walls (10-foot-by-lOfoot section): 1 ft. thick; hardness
10; hp 360; break DC 60; Climb DC - .

ritual! and /eral dances mighJ ha'Ve once ocrnrred at this a11cient
place you ca11not say, but you can still feel tbe timeless po?Ver tbat
gives a silent majes/y to these ptted, lichen-encn~sted stones and
6rit1gs n husli ()'l)f!r lhe forcst in their 'Vici11ity.
The ston~ meuhirs of the ring stand 15' feet high,' cr~ating a total
, of scven dolm,en arches. Witbui t he interior of the ring is a clearing of light undergrowth '30 feet in aiam~tcr. This stooe ru1g does
indced sustain an ancient portal of the star elves and radiares a
fai11t tra nsmutation aura when viewed with detect magic.
Tbis portal function oofy between suodown and un-ise, during
which time its au(a increa.ses to strong. Any creature entering th
i:ing between these houis and remain ing with io it for 3 rounds is
teleportcd to area 1 of the Night Realm. During daylight hours,
the portal ~emains inert unless the bear.cr of oue of tbe control
keys (see arcas. 36 and 49) eqters, in whicb case the portal can be
activated by silent command.
Currently the portal is only partially ctivated. It can transport
cr atures to the ight Realm, but the po~tal therc cannot transport
creatu res back. Only when t he stone'ring is fully activated (see area
H ) does the portal fiiction in both directions.

Tm~i JIIDIJL
eF GJLfli88
Thc ~haracters arrive in thc N ight Realm aud fi.nds tlie citadel of
glass in the midst of a stalled war between i:wo factions: the mer
cenary compaoy of a nilshai sorcerer (now usurped by an enigmatic
half-orc capta in) and the undead forces of Mourcl Dusl-walker. To
m.ke m atters worse, the PCs soon disco,rer that they axe trapped
on the demiplane.
The map for this deroiplane appea r~ on the iuside front cover.

citadel .tentures
Tbe glass citadel of the ight Realm, lmown as the Citadel of
Tir'in'tiral wh n it was still apart of Sildeyuir, is made up of foui:
towers built on ~JJ. atoll OV' r a dark and roiling sea. The four towers
are connected with each other and thc arrival island by a series
of glass bridges. As iu most-star elf citadels, the buildmg material of Tir'in'tiral C<?nsists of glass fused into a seamless whol .
Except for tra nsparent peaks. and domes, th bulk of the glas is
translucent or opa~ue,

DOO.fS
Doors i. the citadel are opaque panels set in:o the walls, a nd
they are visible by their outlines. Composed of dw. same material
as the walls and sharing thcir cbaracteristics, tlle doors open by
pusbing tbcm slightly. inward and thc11 sl id~g them to the side
into a ho1Jow in the adjacent waU (usu.ally to the right). They'do
not have locks. Tbat was once a part of the magic of tlle citadel
tbllt 11as now faded.
Ali the intelligent creatures urrently inhabiti.J1g tbe citad 1
.know how to operate the door . Mindless undead havc been trained
i.11 how to do so.

dlumino.tion
1

A citadel of the star elves is beautiful to behold, consisting of gleam:


ng glass tO\\'ers aglow in witchlight beu.e ath a paoorama of stars.
Unfortunately for would-be stargazers, the ight Rea1m ha been
cut off from the stars of Sildeyir. The heavens above resemble a
clouded midnight sky. evertheless, t11e magical illumination of
the citadel remains.
Tbe exterior of. t he citadel's towers is embellshed with glowing
lights akin tofaeric jire, artistically pla~ed to en hance tlle towers'
appearancc. Likewise, unless otherwise noted, the edges of room
ceiliugs carry this same magic. As a rcsult, the entire citad l (witll
the exception of Mour l's Tomb) aglow with illumination.equal

is

'N"i~~t neo:lm nemipl~n~


The r"'ight Re:dm exists as a spli~ter d miplane. The dcmi=,
plane 11as tllefullo~ing properties (scc VMf! 14.7-lrO for

~~.~tail~i~:~a~y.

'-

,,

_ _

_ -:-Eiowmg time (twoJays _Qn ~~af Plan. eqJAa-S'Q :-

wo.lls 0.nd floo.cs


All walls, floors, and ccilings with in the citadel are composed of
1 foot thick tllat seamlessly merges with
the surro\inding structure. Floors, ceilings, and interior walls are
typically opaque, affora"ing privacy to the formc r inhabitants, but
extetior walls might be trans ucent or transparnt. Translu~ent
walls have a faint blue ast a~d crea te enough distortiOfl toco 1ceal
any d ~ils except for movement and light sources.
.

~nagically enhanced glass

~::~ri~ts~~j~t=
-::. . . -:-Altei:tble in6rpbie. .' _
tit;

--~o linenta} Q1' mergy ~itS.

._ -

~::i.riha~ '~t '(so1)i spel.. ~e: ..mipdwl:'.red and


. :-Jieghlened~ 2 ~} , , -

:<' :. - > - /: \

TuE CrTADEL oF Gi..Ass

.,

to torchlight. ThiS glow cannot be dispcUed but can be suppressed


for.10 ~inutes with a successful dispel magic (against caster leve!
10th).

one-way only, atd aquatic creatures become trapped after.entering.


As a resuh, an en tire ecosystem ives in these waters. :fhe d!!pth o
the'water is unkno\".n, but exp1or:er;; might discover that the sea
eX~~nds for iO ples in each direction before depositing them on
t e opposite eod of the demiplane.
The base of each citadel mcludes a ladder built into tbe glass
wall that climbs from tl1e water to tlle lowest bridge ~c~ing tha~
tower-a contingency access in case on_e of the usually nimble star
elves fell into the sea.
Any time a creature enters the waters of the Turbple~t Sea, roll
once oo the encowlter table below and again every 10 minutes .
tboreafter, as long asa creature_remains if -the water.

weothe.r
Tbe N igh: Realm has no true weather. A light wind constantly
blows _ffom yarious directions and churns up the seas. surrounding the citadel, but it never brings with it preciptat!on or other
weather effects. Thc air and water. tempcraturc rcrl_}ains a cool
65' F throughout the demiplanc_.

ni.rections

d%

No true dircctions exst in the Night Rcalm. Howeve.r, al.I travclers


arrivi.ng in the stoue circle (arca 1) appear facing th'e citadcl, and
that direction is considered to be north for the purpo5e of travel
and mapping in the citadel. Al.I other directions mentioned in the
adventure are relative to tbat
direction
as oorth. ..

.
'

01-30
31- 40
41-5'0
. 5'-1- 60

The Turbulent sen


T.he towcrs of the citadel are auchored in dark rock that rises from.
the surronnd.ing saltwater sea. The sea forevcr churns in the winds
of the Night Realm, with swells between 2 a.nd feet high. 'Portals
deep beneath tl1e su"rface of the sea allow nonsentient creatures
to

t
trave l iuto the rcalm from the Sea o Falleu Stars, but they are

Encou.nter
one
Orca whale (EL 5')
2 largc sharks EL 4)
ld6 porpoises (EL 1/ 2- 3).
Sea cat (EL 4
Skum (EL 2)
6 sq_uids (EL 5'
Large water elemental (EL 5')

Source
MM283
MM279
MM278

MM'2'20
MM?.iS
MM2Sl

MMlOO

The water elemental remains from the days of the elves' habitation. It was tasked to rescue anyone wJ10 fell into the sea and to
transport tbat person to the nearest ladder, and it still carries out
that duty as necessary. ~

-..;

TuE CrrADEL oF GLAss

The -8.cid~es (Areus_A-B)

Greature: TI~c undead remains of e ore captain Gu~r ik guard


tllis intersection. The.strain of being trappe<I. in the Night Realm
cused him to snap, and he went off alone to battle Mourcl. He
failed and now guards tbis area as a zombie.

Guerik (Ore Zombie): hp 16; see area 14.


/
.

Each of tbess: bridg s is made of 10-foot-thick, solid, transparent


glass. Tbey are supported only wbere they coOJiect te the various
towers, yet rernain ext reillely souml Each bridge has the eldritch
ligbtsof the rcalm running on its underside, providing illumination along its length.

Arriuul point (Areu 1)


When the charactcrs first appear in tbe Night Realm, they are in
the rniddle of thc stone ring.

Brid<se A
This span s '20 fee t high aud connects.thc Arrival Point with the
Contestcd Tower. It has a sea drakc skclcton wrapped around' it, as
described in arca l.

i.

Afr a .stomach-1vrenchi11g l11rch,you ji11d your~eif in a differe111


place. Tou 1emai11 wi.thin the ring of sto11e monoliths,, but theforest
glade has vanished. Tozt n01v stand 011 a small rock; putcroppi11g mrro1mded by a roiling sea /Jeneath a cloitde night sky. /;; the distance
rise fa11r ?limmering to1vers composed entirely of glass or crystal.
T hree o/ them gl01v 'tvith ghostly witclilight, the top of the ;ea.res/
and one farthet 11way shini11g like 'beacons. Gossamer bridges, also
apparently made ef gl11ss, connect this island to the nearest t1Y1ver
and the t01vers to each 'other. Howthese delicate slructures are sup-prrrted above the 101/ing breakers is 1mc/ear:
011 the bridge i1nmediteiy in fronl o/ the i~laml, a massive
skeletal sea serpent coils aro1md the glassy spa11, thr11ate11i11g you
'111 ith its mo11strous bulk.
.
,

Brid<se .B (EL 1) '


This span is 60 feet high and connects tbe Co1tested Tower to the
Redoubt of the Nilshai.
'
Creature: ~he easte.rn end is g1,1arded by a hobgoblin spcar
man who watcbes the approach to the redoubt (see area 7.S for
details).
Hobgoblin Spearman: hp 7; see arca 2r.

srid<se e
This span is
the Nexus.

4b feet high and connects the Contested Tower to

srid<se n
This span is 20 feet high and connects the Nexus to Mourefs
Tomb
. .

Br~d~e ~ (BL 6)
This span is 20 feet high and connects tbe Ncxus to tbc Portal
Control Center.
. Creature: A shardcaster guards this span, having melded perfectly
Wlth the bridge. It waits until intruders reach t he midpoint of tbe
bridge and theu attacks.
Shardcaater: hp 63; sec page 30.
Tactics: The shardcaster rises up in front ohhe lead i.ntruder and
uses its an mate glass ability-to create ld4 crystal tentades along
a 40-foot stretch of _the bridge. In the ue>.--i round, the tentacles
attempt to grapple foes while tbe shardcaster pummels the nearest
PC with its crystalline fists. It uses its shard volley against PCs wbo
avoid the_tt:n~acles or move out of melee range.

Th.e stone Rin~

The stone circle portal traosports. tl1e .PCs to arca 1 of t11e Jight
' Realm. Hm~'ever, t be portal is only partially activ.lted and cannot
return anyone to tbe Yuirwood until it has been fully 'activated in
the control ccnter (aren Sr). ony then can creatur s stand within
the ring.for 3 rounds and be transported back to the Yuirwood.
Though seemingly t11reate11.ing, the skeletal serpent is inanimate,
tbe remains of a sea drake brought to thc rcalrU as a guardian long
. ago. The creature died a while after the ight Realm was cut off
from the. rest of Sildeyuir. Despite its sinister appca.rance, this 60foot skeleton is harmless. Its' rib cage forms a low arch that the
PCs can walk benea.th easily to CrOOs the bridge.

'

The contested Tower


(Areus ~-~4)
This structure was known as the Reception Tower duriog t he heyday
of the citadel. Hcre the tower's administrator gr eted guests with
traditional star elf hospitality. Ali sorts of arnenities were placed
at the guests' disposal to rnake their stay as comfortable as possl>Je.
Once t he guests had bcen ap,P.roved for access, they were allowed to
peruse the !ore stored in the Tower Arca num or enter the inter
mcnt vaults of the Mausoleum. Unless they were ml!mbers of t he
star elf nobility or tbeit direct represe11tati:vcs, guests were never
,
allowed admittance to tbe Portal Control Ccnter.
This tower is a giant irregular octagonal obelisk of opaqnc glas .
Bridges connect to three sides of tl'ie tower at three d lfferent levcts.
,The top half of tbe tower's pyramidal apex is transparent and illuminated like a beacon in thc uight.
,

Nezus (BL i/a)


This gla~ towerlike structure bangs suspended 20 feet above the
waves. Three glass bridges coUJ1ectfog to it from different direc. tio11s hold it aloft. One is 40 fect htgh and connects to the Ne>.-us's
s cofld ~evel, and t;wo attacl~ ~O feet below at its IC?wer leve[ .A
lO~f~t-dia.r~eter room in the center of tbe structure nas a spiral
starr that wrnds dowJ1 between the tw~ levels and all tbe way up
to the rof 60 feet above the sea.
'/

.,

TuE CnADEL oF GiAss

Ceilings in tls tower are a uniform '20 feet high. Unless otherwise not~d, ali walls, floors, and ceilings are opaque.
The map for this tower appears on the inside front cover of.
the adventure.

~.

This sittng room allowed travelers to rest and recover fi:om their
jour-ney. before continuing into tbe tower. At one time,. wrr~en ser
va11ts brought refreshment to tb~ ~l}ests frorry the kitchens, bt
tha_t effect has ,fa.ded away.


( Creatures: As the balance of power shifted in ths tower and
Mourel's servants began to m~ke inr;ads o'nce again, ~hre_e skeletons
and two zombies f?und tbeir way to this room. They n ave only
recently entered and were about to hea_~ into area 2. The skeletons
are the remains of ancient star elves. The zombies are recently
, .
deceased hobgoblins.
Star Elf Sk:letons (3): hp 6 each; 'MM 226 (as human warrior skeletons).
.

Hobgobliri Zombies (2); hp 6 each; see below.


Treasure: One of the skeletohs has a sh01:.r silver cha.in (2S gp)
wrapped. around a few of its ribs. lts purpose is not immedjately
obvious (see area 44}

<Jf eut E~ye1 (cL +)

The st(fik of cmion.ftlls Ibis square chamber, risingfrom the corpses


scattered across thejlo(Jr. They lie in p(/ses ef battle, armorfd oresfallen
al<ngside the remains ef zombies arid the shattered piece~ ef skeletons.
Near the room's northeast wall standl a tall statue made of clrmdy
dystal. It depicts ati e!f woman injlowing robes with a pleasant expression on her face and her arms slightly extended, palms upward, as if
in greeting.
archway opens in the wall to the statue's ~eft.

An

This foyer served as the site of a recent battle betwee;1 the forces
of Tolg'byrj and those of MoureL The followers of the nilshai
were victol'ious but withdi:ew to their positiqns afterward._Anyone
examining the ore corpses and )llaking a successfl DC 10 H'eal or
Kno>yledge (nature) check quickly notices that sorne sort of beaked
cre_a ture has be~n feeding on: them recently. A successful DC 20
Knowledge (a_rcana) check enables a Character to recogni~e it as.the
wo:k of an owlbear. The corps..es have been stripped of valuables. _
Once a li,ving creature advances at least 10 feet into this chamber
from a.iiy of its eritrances, a ~agic -mouth (caster !~ve! lOth) activates
0!1 th!'! statue and says'in an ancient dialect of Elven, '~Welcome
to Ti'.r'in'tiral. Be at peace and take refreshment."
>
Creature: Among Tolg'byri's cadre of followers was an owlbear
the nilshai 'char:med long ago. The spell wore off, but. the owlbear
remained faithful and accompanied the nilshai into the Night Realni.
"With th~ recent developments in the Redoubt of the Nilshai, the
. anny's new leader Savera.,t hought it prudent to remove the orpha11ed
beast to a more remote 10cation where it would be less of a danger
to her-con1pany:Thc owlb"ear does not know how to open any of the
doors and remains trapped, feeding ccasiqnally on the ore corpses_.
This feed1g caused it to forget_the-training of its former master
and'return to a feral state. It attacks anytliing it can catch.
'l_Vlbear: hp 5'2; MM.206.
~

HOBGOBLIN ZOMBIE
l\TE Med)um undead

AC f6, touch 10, flatfooted 16


(+2 natural, +3 armor, +1 shield)
hp 16 (2 HD); DR 5/sJashirig .
Immune undead im1mmities
Fort +O, l.ef +O, Will +3
Weakness single actions only
Speed 30 ft. (6 squares; can't run)
Melee longsword +3 (ld8+2/19-20) or
Melee slam +3 (ld6+3)
Base Atk +1; Grp +3
Abilities Str H, De~ 11, Con - , Irit - , Wis 10, Cha 1
.SQyndead traits
Feats Toughness
. -Possessions studded leather armor, light steel shield, longsword

s. Founto.in Buths
A 'gorgeous crystal fountain rises iil the i:enter of this chamber,
fashioned to resemble flowing 'abstract degns that suggest sunlight
sparkling eff 1vate1. A 111ide pool surrounds the f01mtain. The poofs
edges haw: .been fashioned jnto seats, preS11mably so that guests could
relax in the pool and enjoy the spray,given off by tbe fountain,
The .vie111 111ould be idyllic if not for the lwo bloodied corpses
that add a pink tnt to tbe water. A smeared trail of blood leads
to a closed door in the far wal!. Another door stands closed near a
corn~r in the same wall.

' Development: The"owlbear currently lounges in a.rea 3. It is


dozing_bu!.n?t asleep, so it tkes a -5" penalty on L isten checks. lf
it hears the a."ctivation o the magic mo(lth or any similar noise, it
-nses from its slumber and rushes into the area to attack.

3. conv~cted

closet (BL o ot +)'

The .door to this former cloakroom jammed open long ~go and is
no longer operable. Now t_he room serves asan owlbeat den. It bolds
nothing more than shed fur, molted feathers, and the gruesome remna.i1ts of tlie creature's la~ mea!. Ifi10t alerted by characters in a.rea
2, the owlbear dozes here in the far corner. See a.rea 2 for details.
. ,,.,

4.
.

sittno- .R.Om (BL )

CR 1/'1.

Init +O Senses darkvision 60 ft.; Listen +O, Spot +O

Water drawn up through pipes from "the Turbulent Sea below is


magically desalinated, filtered, warmed to a refreshing temperature,
aud then cascaded througb the fountain in tbis chamber. Drains
at the fountain's base and c0ncealed in the f!oor around the pool's .
edge take the water back clown to tl1e sea. Guests to the citadel used .

this chamber as a c01nmu11al bath where they couJd wash or just


qn~e catered
Glass benches crafted in a fluid, curving styie sit a!ong the walls of' - to those in this room no longer exist. Due to the onstant spra;'
'this,room. Soft gray cushions over the seats, providing a comfortable
of moi~ture, the floor of the romn is lightly slippery, requiring a
place to sit and rda.i 01 1:'1!en le down far a rest.
successful DC 7 Balance check from anyone wbo tries to fight or
.
'

!l

relax and talk. Like area 4, tbe.unseen servants that

TuF. CITADEL OF

\,
Melee ski.n slap +7* (ld6+11)*
"ncludes adjustments for Power Attack .feat
Base Atk: +7; Grp +1'2
. Atk Options constrict (ld6+S), improved grab, Power Attack
Special Actions create spawn

do auything ther than move at half speed. This surface posed


l.ittle djfficulty for the nimble star elves, but it could become ari
!ssue if a battle spills over into s chamber.
.
A patrol f three hobgoblins recendy came down here to in
vestigate .reports tl1at undead were once agau1 .making
a pusb into
\
this part of the tower. They rnn afoul of the forsaken shell io
. area 6 and stood little chance itgainst that creature. At Mourel's
orders, the forsaken shell has not yet allo\ved the hobgoblins' sku1
to slough off to ,create spawn, but the creature dragged on~ of the
corpses into arca 6 to begin tbe process in secret.

Treasure: These two hobgobli.ns are equipped li.ke thoeye described


in thc Mrmster Manual (page 1S'3) an{i ha ve a total of n sp and
S gp between them in tlteir belt pouches.

6.

Abiliti's Str 11, Dex 13, Con - , Int 11, Wis 10, Cha 10

S~ndead traits

Feats Alertness, Improved Jnitiativc, Improved Toughness,


. Lightning Refiexes, Power Attack
" Jew feat descrbed in Libris Mortis_; grants extra hp equal
to currei;tt HD

Skills Cli.mb +13, Hide +21, Listen +11, Move Silcntly +18,
Spot +U, Swim +9
Const.rict (Ex) A forsaken sbell dcals ld6+f poi.nts of damag
with a successful _grapple check. Constricting uses the entire
body of the creature, so it cannot take any move actions
while constricting.
Create Spawn (Su) Creatures killed by a forsake11 sliell slough
their kin after. ld4- rounds. Tbese sloughed ski.ns are n~w
forsaken shells under thc spawner's control. Such forsaken '
hells do not possess any of the"abilities ti:\ y had in life.
'I'his forsaken shell is currently suppressing this ability.
lmproved Grab (Ex) l'o use this_ability, a forsakcn sbell must
successfully hit an opponeut with its skin slap attack. It
can tben attemptto sta:rt a grapple as a free .et ion without
proyoking attacks of opportu11ity. 1f it wins the grapple
check, it establishes a hold and can ci;instrict.

nrs~in~ R~om (BL. 6)

Giass bim and CMf hook5 CO'l)er fhe wall of this chamber, sorne still
holding old towels and dressinggpwm. In the centeref the ftoor lies
a dead lmmanoid, possibly a hobgoblin." The )/ood /ral from
side terminales al tbe grO'luing pool arozmd the corpse. Armor and
clothing ha'l!e been remo'Ved from the corpse a11d cast aside, and a
good portion of its ski11, slartingfrom the head, has been peeled back
down to its waist. Miiscles, tendom, orgam; and bones are exposed.
'IJead eyes stare up1uard, wide witb horror.

""

GLASS

This chamber served as the dressing room for the star elves who
used the bathing facilities. The bins hold old tqwels, now stiff and
mildewed \vith age, anda few dressing gowns of silk the color of
twilight.
Creatore: As described in area ), a forsaken sbell has temporarily ta.ken up residence in this room. lt is abl to suppress its create
spawn ability and is under orders from its master to do so, but
it was una.ble to r sist converting at lea t onc of the hobgoblins
it caught. It has bcen slowly and methodically strippin"g the skin
from its prey rather than lettii~g it slough as normal, and it has
.not yet completed the job. The forsakcn shell heard che PCs open
the door and now waits in a clump in the midst of the hobgobli.n's
scatter d clothing. It hides until it has a chance to rise and attack
with surprise.
Forsakeu Shell: hp
Libris Mortis 100; see below.
Treasore: Th hobgoblin's scattered belongii1gs include 7 gp,"2s
sp, a11d a +1 longnvord. The sword shed.s a din;i green light and has
the additional power of allowing its wielder to comprehend. words
spoken in Elven. Three of the silk gowns remain free of mildew
and are worth 100 gp each, tl1ogh they are slightly short on a .
hum.an-sized creature.

7.

Tome.e stuir

A tran$parent glass stair rises from this otherwisc 11mpty room


through an opcning in the ceili.ng abov.e. T he stair has no rails
ang is supported only where the individual steps protrude ,from
the. waJC Despite their apparent fraglity, the.stairs are exti:emeJy
durable a.nd support any weight plac~ on tbem.

8.

second f loor Lnndin<s

A transparent glass stair rises from below to th floor here. Two


doors exit off tls landing.

1or;

9. Ante.room
Tls small chamber serves asan auteroom for tbe Grand Hall. One
wi.ndow, fo~e\er stuck in t ra11sparenr mode, looks out of the opaque
outer wall, providing a vicw of the sea and the arrival island.

10.

pnuv
1

FoRSAKEN SHELL
CR6
CE Medium undead
Init +f; Suses darkvision 60 ft.; L isten -tll. Spot +H
Languages cannot speak, understands Common
AC 17, toticb 11, fiat-footed 16
(+1 Dex, +6 natural)..
hp 10! (H HD); Improved' Toughness
Immune undead immunities
Fort -+lt, 'R.ef +7, Will +9

A small ciystal seat with

l,Jowl . set underneath occupies this


room. This place once served tl1e tower as a restroom, and the
bowl here magically disposed of waste, but it's now 10tlpg more
than a normal ha.sin.

The i/1111ninatio11 foimd elsewhere in tbis tower is abse11t in this


room. The only light in its vast, shadowy interior is pr~ided hy
iarge transparent sectiom of the wnlls high overhead that allO'fJ/ i11

Speed 30 ft. (6 squar s), burrow 1J ft.


9

.,

THE CITADEL OF GLASS

ef

the ambient g/0111 the iJimninaled l0111ers outside. The whole area
appean [ have been a gratid batlroom, but it more recenlly seMed
as a battlegrotmd. Scattered corpses and skeletal remains litter the
flooi-. The stink of di!fllh hangs heavy heie.

Oac ARCHER.

Thc ~ight. i11 this c!iamber is shadowy illuniination: giving ereatures conealment agaimt those that do not have darkvision. The
ceiling'o tb\s chamber rises 40 eet overhead, extending through
the third levcl above. Not immediately noticeable in the gloom is
a gallcry ovcrlooking a portian o l:h.e room's northea~t wall (Spot
DC 20 to noticc without darkvision):'

A major engagement betwee1i Mourel's and Tolg'byri's forces


oceurred in this room. Eaeh side lost dozens of combatants that
no~litter thc floor- skeletons and zombies that fought f_or Mourel

..&,hobgobl~

CR-i.,1/'l

Ma)e ore warrior 1


LE Medium humanoid
Init +1; Senses-darl"vision 60 t.; Listen +l, Spot +1
.
I.!anguages Common, Ore'

AC 14, toueh 11, flat-footed 13


(+l Dex, +3 armor)
hp r (1 HD)
F.ort +3, R.ef +l, Will - 2
Weakness light sensitivity
S_p_e_c_d_3_0_f_t-.~-6--s-q-ua_r_es_D_ _ _ _ _ _ _ _ _ _ _ _ __
Melee sbort sword +3 (ld6+2/19- 20)
R..anged shortbow +2 (ld6/x3)

Base' Atk +l; Grp +3 .

.
.,,. .

<

aod a ~le,Qf taers from tbe..n~ army: .::~~t. Gear oU of ~ W!Npo11 -. , ' , J... ;_, -_ ,; ~
1J:
.- ,:
AU1 ~. ,..9XJ*i5 htvc bee;ii p.icked clean 9 valwt~ ,.
. . ~'l&J!': Abilitiee Str U'. OC: 13 Con 1., lnt 8 Wis '1 ri. .. 6
': ' . -- ;
Cr-__;,-.
i.~ watcli this .

....
'
""""",
- .. _ .-. - Three
.
. on:_, archers
. . curren"";
"w ~Y

- Cf'U
Pep.tl Alertness
~
- . ~ -.room';l"....;:....,the.'moll~ area 13 ...~ ...... 'tbat Mmu;d .,.,.i,,.. - ~


... -,..~ . .r-.-.~
-' ~ . . --~-w:>". -. Slille Listen +1, Spot +1
. ,, , ,
atmnpt- to-sneak ',',~~~~to regaiii control O :he '- . ''fo111e11iont coinbat gear plus studci~ le~ther armor, shor~bow
tQwtt.. They arecom:ct.~.tbtjr:~ shadows a1so
with.'2.0 arrows Wne has a single undeJ slaying amnv),
lur~ bcre at fl9Qt le_vdq'he ~ have410t yct noticed t&e qui~ swotd. ldlO gp. 1~1'2. sp..
'etly watclriDggizank_ x.;-;_,}
.
... t
~re Archers (3): hp r eaeh; MM 203; see bClow.
, -~ ~- . 1~.
._ _
Shadows, (3): hp 19 each; MM '221.
" .. i. :: ' ' _ A na.fl'OW' ba~y without rails overlooks the aJ?proach on bridge
A. The.bridge is 20 feet directly belol-\~ and the SJ.!rface o the w';ter
Tactics: The ores are extremely alert and notice the ~Cs enter-

uolconv .. -.

ing the ehamber unless the characters move stealthily and ~ucceed
on opposed Hide and Mve Silently checks. Likewise, the shadows
notiee the intruders. They are silent in their movements, due to
being '--------1, and they attempt to bide with a +12 bonus. Re-
the
one o the
. ores spots the approachi?g undeacL .
The PGs a re alerted when a voiee from above shouts out in
erude Commoq~ "Look out, you!"' Arrows streaking down from
tl:te darkness immediately follow. The <>t:CS lave not y t applief
their oil of 1nagic weapon, so ~eir .arrows are useless agai.nst the
inc0rp~a1 shadows. However, the ~
.fi.red is t&e . . - .
slj:yif!g a~ (2>.MU 22~) possessed 1JY. '()lle d" t:he ori::I. J>epind
ing 90 !l9W the PCs are fating, thc Oles Cithcr coritinuc to fiR
fritlessly or, if the haracters appear to.be losing, use their oil
to fire fot ef[ect. Do not award experience for a shadow destroyed
by the slayi~g.a1'ro111.
Developmcnt: Tite ores identify the PCs as possible allies sinee
the-l1tter are obviously not undead. lf tbe PCs accpt tbcir 11id
and do not attack, after thc battle one ore yells, "Hurry, befare
more come. The -door below us." If PCs approa:h thc <loor to a rea
14, the ol:c shrieks, "No! Not that door. The one below us! Ol!_ick,
~~~~
.
.
If charactersjoin the archers on the gallery, the ores greet them,
seeiug them as potential saviors, ana offr to take them baek to the
ores' boss in the next tower over. If the PCs agree, the ores saely
guide the characters through arcas 19 cc;;reful to' avoid t_l1vtrap
by telling them exactly whcrc to step, without otherwise d(tailing
its prcsence), 21, 22, bridge B, and 25'. For further details, see area
26: If these ores are encountcred late(, they are in a rea 21, having
forgotten about their sleeping eomrade l1 area 23.

armw

is 20 feet below that.

1 . ~Atrium gallen (BL ~,)


ro

This tal],, unlit cha.mber i:iiscs


fCet: to an_opaqoe ceiling,,Ji: single
door exits the bottom floor. A stair, unsupported t;xcept where the
individual stcps at_tach !o the wa)ls, rises to a gallery at the next
leve!. This gallery .y.so has no rails and overlooks both the atrium
and the grand hall. At this level, a door exits to the northwest and
another stair climbs to a trapdoor in the ceiling 30 eet above (the

trtodoar functioos just like a normal citadel.door). At one.,timei: _


t&e\,paque ceiling cou1d be made tianspatent upon oomnian~fto: ~ , ,
' allow the starligbt of Sildfyuit to bathe tbC atrium~ but this feiit,re: no longer fun~tions:
. .
Creatu.res: Three ore archers maintaina watcb.Jrom' theatrium
gallery. See area 11 for details.

14. Bnt.cv (EL 3)


This,plain rom merely provides an aceess to ,bridge C. Currently,
it is tceming with undead that Mourel has been creating fro!n the
-ranks of his fallen foes in preparatio for a major push into the
tower. Mis assistant Kyjal Stardancer (described in area 4r) occasionally sneaks into the rooms that served as battlefields and animates
a few of the slain as zombies with his wand.
Creatures: Standing in this ro1.n awaitiug orders are four star
elf skeletons, 'tWo -hobgoblin zoinbies, a11d an ore zom.bic. Thcy
.
attaek any living creature that ~nters the ehamber.
Star .Elf Skeletons (4): hp 6 each; MM 226 (as human warrio.r
skeletons).
Hobgoblin Zombies (2): hp 16 each; see area 4.

10

--.

ThE CITADEL OF GLASS


Ore Zombi: hp 16; see below.
Treasure: Tho of the skeletons .have t11e siJve( cbains (2S gp each)
~aught within their skeletal structures as described in area 4.

17~

This room is furnished like those an area 16 room, but it is a


bit mo,re posh. The glass bed still rctains its down mattress (;1ow
slightly musty) and fine woolen coverlet:. At the table stand gl~
cbai_t ,. not just stools.

CR. 1/'l

0Rc ZoMBIE

NE Medium undead
Init -1; Sen.ses darkvision 60 ft.; Listen.+0, Spot +O

Ad '14. tooch 9, jlat-footcd l +


, _:," ~.~'el .l>ex. +?. miiuraJ. +~ a:rmor) .; ., _. :_ ~:16 (1 HD);DB..1/Blasbjng:

18.

)Ma,iaaetmdead immUnites

..

Bolcony

This is a balco1iy lik that atarea 12, thougb this one looks toward
the Nexus ai1d tbe Conti:ol Center. Bridge C is 20 feet below, and
thc sea is 40 feet below that.

:''.J~ ~01ht-~Wi1~3
~rw~

<juest Room

~onty

19.

Speed 30 ft. (6.squares; can't run)


Melee falchion +r (2d4+6/ 18- 20) or
Melee slam +1 (ld6+6)
Base Atk +1; Grp +r

Trq.pped co.r.rido.r (BL uo.ries)

This hall has a door openi11g al eacb end and one injbe center ef its
11orthwt;st.wall. The faor is haphazardly strew11 with the tetnaim
ef shattered
. skele~ons, bones, and bits ef. armor..

Abilities Str 19, Dex 9, Con - , Int - , Wis 10, Cha 1


SQJodead traits
Feats Toughness
.
Possessions s~dded leather armor, falcbion

The nilsbai's troops de troyecf a platoon ~ skeletons here and have


col1trol1ed the area from this passageway east ever since.
Trap: Hidden within the debris .is a tripwire that stretch across
.tb passage, as hown on tbe map. It is noticeable witb a successful
OC 2S Spot check 6r DC 17 Search check. Anyo 1e walking down
.
( LO Of
the hall must succeed on a DC 20 ReRex save to avoid triggering
it. lf the wire is tripped, [t puJ.ls a helmcd,skull off a ilearby pile of
This room hols a fioely carved oak desk importcd centuries ago
boues. Severa! sling stones.have been placed in the helmet to create
from distant Eaerlann. Beliind the. desk is a chair cmposed of
a loud rattle i.f it falls. This sound alerts the inhabitants of a1ea 20
tbe sarne glass as the rest of the citadel. The drawers of the desk
' and area 21_. If the tripwire is located, i.t can easij.y be avoidcd or
are e!11pty.
.
disabled with a successful DC 7 Disable Device check'.
Crea~Ul'e: If the wraith in area 16 has not alrcady been destroyed,
The thorn in area 20 rigged this trap s a line of defense against
a cumulative 10% chance exist each round that it wandcrs through
any und ad incursions down this hallway. To combat incorporeal
the wall and attacks anyone it finds.
undead, he soaked'the tripwire in holy water, hoping that it would
Treasure: The desk is bulky (weighing 120 pounds), but if someaffect any such undead that tried to pass. The water, ha since
how transported out of the citadel, it is a fine elf heirlooro worth
. evaporated, leaving no irnpedimen.t to i~corporeal uudead.
1,SOQ gp. The desk also has a secret compartment behind one of
Tactics: If the aJarm. is tripped, the ores in area 21 prepare as
its drawers (Search DC 20 to dscove1), within wlch is a sealed
indicated thcre. The thorn in area 20 prepares to enter corobat by
Rask that still holds a potion ef darJ."!Jision.
drinking bis potion of herosm. In
next round, he opens the door
and the grizzly bear emerges to atta~k. In the following round, the
16.
ROOfilS (EL
thorn uses the commotjon caused by the bear to hide and make
sneak attacks wit11 his sleep arrows, airning first at any obvious
The hall and rOQm beyond tb door from arca 1J are unlit.
spellcaste~. He does not atrack anyone who is accompanied by tbe
Multiple doorways open off this short hall, all but the last
ores or otbei; mercenaries from the nilshai's company.
leading into a guest room. Each room holds a bed of transparent
Development: If t11e ores from area l} are guiding the PCs
glass (the mattress n~i sing) and a table with two stools of transand showing them where to step, me tripwirc is easily avoided and
luccnt glass. A bookshelf of opaqu glass seaml ssly .emerges from
is only noticed with a Spot 01 Search check as mentioned above.
~~d~a
.
.
,
If the PCs have not found the wire but come through la.ter and
Creatu~: One of Mourel's newest and most powul serva.nts-a
retrace the teps explained l.ly the ores, they get a +S c.ircumstaoce
wraith-curr ntly haunts tbcse rooms. lf not already encounte'red
bonus on their Reflex saves.
in area H, it lurks in tbcse rooms, j:>assing between the walls
to move into better _eosition to make surprisc attacks and then
ithdraw: It ~refers to divide its prey and conquer. The wraith is
20.
(BL 6)
aware of rhe ores in area 13, but it wanted to look around before
This chamber features the typical kitchen accouterments, though
eicterminating th m al(
1
all are compo ed of glass in various degrees of tran lucen.ce. The
Wraith: hp 32; MM 2S8.
.room rcinams immaculately clean because the u,;seen servanls
created for this room linger to this day. Any small item ieft loo.se
on tJ1e Roor for more than a roand is' picked up and deposited in

_t'tS. Administco.to.r'soffice.
5)

tl;e

guest

s)

Kitchens

11

=-~ --.-

'

.,

nm CJTADEL OF GLASS

a glass waste bin on one side of the room. This can have an interestin& effect in combar when spent arrows, flung caltrop, or
dropped weapons mysteriously rise into the air and fall into the
waste receptacle.
C.reature: A thorn and his -gr izzly bear compan j0t1 currently
inhab,it in this chamber. This particular thoni is a warped example
of 11is species, twisted by Les and uilshai magic iJ1to thc malignant
fey that exis~ today. His only goal in life is to serve the 1lilshai and
destroy the hatcd star elves that he sees as abominatio,ns. Unaware
of the r ce nt changes in ihe compaey's command str!Jcture, he is
still completely Joya! to Tolg'byri.
was sent to this post by the
nilshai weeks ago~ ru1d thc ores and hobgoblins have not had the
nerve to inform bim of the current situation.
Thorn: hp B; Momter Manual JI! 172; see below.
Grizzly Bear: hp fl; MM 269 (as bear, brown)- .

He

Tactics: If the t11orn is aler ted to intruders in the liall, he pr


pares as described in ;u-ea 19. If the PCs-. reach his room without
alerting him, bis bear charges into battle and attempts to gi.-appl
the l<!-rgest opponent to.huy the thorn sorne ti.me. Thc thorn fires
sle~p arrows at spellcastes aod rogues. If he has time, he drnks
his potion of herosm and attempts to fiank and s.neak atta.ck_anyone
th~ bear has cngaged.
Treasure,: Anyone si.fting through the waste bin can make a
Search check (DC 15). Success locates a wadd d arcane scroll
(blink, CL 6th). .

THORN .
:NE Small fey
.Init +6; Senses low-light vision; Listen +9, Spot +9
Languages Common, Sy~van

~i.
'

guurd Room ( L )

.....
<

A squad of ore troops led by a sc~geant occupies this room. They


get.along well e'lough witb the bobgoblin mercenaries but are kept
se'parated to prevent any possible troub}e. The ores scattered ragged
bedrolls around the peri.meter. of tite cha~ber od settle4 in as best
as they could in what tbey think of as a ltauuted tower.
1
Crcatorcs: Four ore warriors and _t:.heir sergeant occupy this
chamber. Depending on how events have developed, the threc ore
arnlters from ar a 13 might be in here as well. T b ores and the
hobgoblin tak turns witb patrol dut ies in the toweJ.'. .They watch
the western door atal! times a.nd sleep very little, aJways on edge
aod spooked by their current surroundings. Thcy would li.ke to
return to t hcir comrades at tbe Redoubt of thc Nilshai but fea r
their .new leader too much to risk disobeying his orders.
Ore Sergeant: hp. 16; see below.
Ore Warriors (+): hp 5' each; MM 203.
Tactics: If tht; ores in this room hcar thc alarm in area 19, qne
opens the <loor sligb~ly to peek out and see what's going on. He .immediately shuts it and reports to the sergcant. The sergeant then
bangs on the southwest door to alert the hobgoblins. Tite rest of the
ores form a line across the_wuthern half of the room, thc srgeant
and the lookout ore behind them withjavelins ready. As soon asan
enemy enters the room, the rear ores flingjavclins over the heads of
their companions, who then charge forward to hold the door. U1;less
the lookout reported incorporeal undead, the sergeant waits to use bis
ol of magic 111eapon after he sees if his troops' weapons are effective
against their opponents. J'he sergea.nt and the lookout OCC wait in
reserv to take flanking positions. If the ore arch rs are here, they
maintain a li.ne and fi re iuto mele as. targets present the.mselves.
Treasur~: The ore warriors collectively ha\' '29 gp, 56 sp, and 11'2
cp. One has a tortois~l brush (15' gp) that is infested with lice.

CR. 4

AC. 19, touch 13, flat-footed 17


"(+1 ~ ize, +2 Dex, +3 natural, +2 arm01~
hp 33 (6 HD); DB. 5'/ cold i.ron
F ort +4, Ref +7, Will +5'

B.C SERGEANT
Male ore fighter '2
LR Medium humanoid
Init +1; Senses darkvision 60 ft.; Listen .:...1, Spot ,-1
Languages Common, Ore

Speed 20 ft. (4 squa res)


Melee +2 thor11 longsword +10 (ld6+5'/ 19- '2.0)
Ranged longbow t6 (ld6/x3)
Base Atk +3; Grp +2 .
Atk Options sleep arrows' (DC 16), sneak attack +2d6
Combat Ge~ potio11 of cure light wotmds, potio11 of heroism, 3
flasks of holy water

CR. 2

AC. 17, touch11, flat-footed 16


(+1 Dex: +4 annor, +2 shield)
hp 16 (2 HD)
Fort +4, B.cf +1, Will -2
Wealncss light scnsitivity

- Abilitics Str 16, Dex 15, Con 15', Int 10, Wis 10, Cha 13
Feats Improved 1nitiative, Stealthy, W apon Focus (Iongsword)
Skills Diplomacy +~, Hide +17, Listen +9, Move Silently
+13, Search +9, Sense Motive +9, Spot +9, Snrvival +O
(+2 following tracks)
.
P<>ssessions combat gear plus leaf leather armor, btickler, +2
tborn longsword, longbow with '20 sleep a rrows, peridot
gp), 37 sp.

Spccd 30 ft. (6 squa res)


Melee mwk silvered scimitar +6 (ld6+3/18-20)
B.angcd javelin +3 (ld6+ 3)
Base Atk +'2; Grp +r
Atk Option.s Cleave, Power -Attack
Combat Gear 2 potions ef rnre light wo1mds, oil ef magic weapon

cisr

Sleep Arrows (E1): Thorns carry the sleqi arrows commonly


used by pi.xes. Any opponent struck by one of these arrows,
regardless of Hit Dice, 'm ust succeed on a DC 16 Fortitude
save or be affecited as though by a s/eep spell The save DC is
Chari ma-based a11d includes a +2 racial bouus.

Abilities Str 17, Dex 1'2, Con 12, Int 8, Wis 7, Cha 6
Feats Cleaven, Power j\ttack 8, Tougb.ness
Skills Listen :...1, Spot -1
Possessions fombat gear plus chain slfirt, hea\ry woode1 shield,
masterwork sllvercd scimitar, 3 javelins, sunrod; 3f gp, flask.
of rotgut whiskey

Hook "The forests must be cleansed of elf. scum!"

Hook "Get in there and fight, you maggots! You want to live
fo rever?"
12

TuE CJTADEL Of GLASS

2~. TempO'Qf'lj niJlet in'S (BL d)

'.J'.he ea.st door of this room is pr~pped op n witb chunk of stone


seavenged fro:m tbe arrival island (arca 1). The smell of wood smoke
is noticeable
out on the bridge from
feet away.

1
This chamber serves as temporary quarters for a small squad
. of bobgobl ins. It is a bare entry room stripped of all furnisbings.
Tb hobgobf1s placed mildewed clown mattresses obtained from
eJsewhere in the citadel and arranged them in a row aloug tbe west
wall, stackiRg a neat pik of equipme~t at tbe nd of each. small
campfire has been built on the glass floor from bits of wqoden crateS
and fornishings cavenged from tbe tdwer. What little smoke the
fue gives off drifts out i:he east <loor.
Creaturcs: The three hobgoblin warriors in this room huddle
around theii- mkeshift fire and watch the ortheast door, weapons
at tbe ready. They are under c;irders to sound the alert if the undead
attack and to hold the bridge for as long as tbey can.
Hobgoblin Warriors (3): hp 6 each; MM 15"3. Onc has a signa!

whistle.

ro

forwing the ape); of a pyramid 10feel fJ?Jerhead. This .appears f()


once hlWe bee11 ~11 obs~rvation gal/ery with d g1and '1Jie1v in ali di
rections. HU'lve?Jer, the reftections cal.1sed by the Jorchlight bou11cing
off the interior of tbe glass render the e."terior daik loyo11. '

Fro~n 1this vantage point, guests could ertioy the view ofTir'in'tiral

under the starlight of Sildeyuir. Upon command, thc floor could


be made transparent as well, allowing starlight into the atrium
below. Now, however, no starlight shines be;e, andas long as a light
source rernains in the chambcr, no one can see outside due to the
r eflections off the glass. If the light source is removed, creatures
inside the pyramid have a dear view of th various glwing portions of the citadel a~d are just able to make out reflections off
tbe ~ater 70 feet below.
Thc torch in the center of th room is an everburn ing torch
('IJMG 128).
Creaturc: An ore archer has been stationed in this~chamber as a
watcbman. He is ~upposed to watch for new arrivals to the Night
Rea lm from the stone circle or for the appr~ch of ondead frm
'the bridge to the nortb. He insisted on bringing the torch with
hiln because he is terrified of the undead in this realm. The torch's
illumination reflected off tbe glass ruins his ability to see out of
-this chamber, short of cupping his hands aga inst the wall to block
all light as he peer through it. He did thi for ~. while, bu t then
grew bored. Now he lies sleeping in tl1 southern corner.
Ore Archer: hp 5"; see are:i B.

Tactics: If alcrtcd by the ores iu area 21, each hobgoblin grabs


a burn.ing brand from the cam.pfirc. Th hobgoblins take up positions blocki11g che east door, and th one with a signa! wh istle
reades an action to blow it. If anyo11e otber than one of th ores
comes tl1rough, the hobgoblin blows the sigriaJ wbi.s tle, alerting the
guard on bridge B (if he is scill there). If the attckers appear to b
incorporeal undead, the hobgoblins wield theU: burning brands as
torches (melee -1 [improv ised1 l d3+1plus1 point of fire damage).
Otherwise, they hurl the brands at their foes (ranged - 1, ld3+1
plus 1 point of fire damage, range increment 10 ft.) and draw their
swords for battle. If onc is killed, the other two back out onto the
bridge shoulder to shoulder and attempt to makc their stand there.
They are under orders to await reinforcements (which will not be
fortbcom ing).
Treaeure: These warriors have 22 gp and a small diamond (5"0
gp) among them.

Tactic.s: This sleeping ore takes a -10 penalty on his Listert


' check (for ~ total mod ifier of - 9) ancj. can be easily surprised.
If awakened, he starts to panic until he realizes the 'PCs are not
undead. He is initia!Jy indifferent, but if the PCs can make him
friendly . through Diplomacy checks, h responds like ls com
rades in area. 13.

nedoubt of the Nilshui


(A;~QS 25-39) ..

a3._sto_eu'S.e

This structure was once th Tow~r Arcanum, the libra.ry of


Tir'.in'tiral: and' one . of the greatest centers of learni ng in all
Sildeyuir. The tower and its contents were in the cbarge .o f a rector
who wa.s traditionally a high mage of the star clves. Only after
careful scrutiny of tbeir past and person werc vsitors allowed to
access tJ1e information kept within the tower. The rector dwelt in
the lowest lcvel of che tower amid secret laboratories accessible
only to the tower's most promising studeats. The advanced magic
of tl1e star el ves was developed h re, and bere the renegade Mourel
Dusk.walke.r, tbe last recto1'.of the Tower Arcauum, sought the
mea ns to rule Sildeyuir.
When Mourel was defeated, the collected koowledge and the
materials for ali bis experiments were takell ax
and etber destroyed by the oth r high mages or safcly stored far beyond the
reach of the enemics of Sildeyuir. Tolg'byri brought its .company
of mercenaries to ths tower in th~ bope of findirig the lost secrets
of Mourel buskwalker, only tQ be disappointed by their absencc.
'The nilshai's forces continue to camp in tb.e tower as rhey wage
the ongoing war against Mourcl's undead.

This room is empty of anything- except a few wooden crates and


. barreis. It was once the chamber of che towcr admi..nistrator. ::t\Tml)
it is used to stor food aud supplies. Most cra,tcs contain hardtack
andjerky, but a few hold extra arrows ('2.O total). The ban!s hold
fresh water. Supplies here
sustain a dozen Medum creatures
for a wcek. Nothing else is of value.

can

a+. o_h~e1vution pyrumid


(BL 1/2)

'/

Anyone approaching thc top of this to"wcr from the outside can
Clearly sce the contents of this chamber thrnugh its transparet1t
walls, thongh they .remain concealect from crcatures within dueto
the reflectior\s caused b}, the room's light source.
T.he s.quare mar~.ed F is t~e tra.pdoor from ara 13.

ay

. '

.A torc'1J 1)1ing in the ce11ler of tbejloor lights this chamber. The walls
are 11a11sparent a11d grow closer together as tbey 1ise frum the faor

13

'

ThE CrTADEL oF Gss


'ti

This tower is a tall, square constructiol) of traoslucent glass with


a squared turret protruding from the center of each side. Tbe roof
is flat with a transparent, four-sided pyramid in its center. Every
level of the tower is illuminated, providi.ng a ghostly glow through
the translucent walls anda bright radiance at the tr~sparent peak.
A single ~ridge (bridge B) connects tbe Redubt to tbe Contested
Tower 60 feet above. the sea's surface.
Cei~tngs h this tower are 20 feet high unless otherwise noted.
The tower is of typical Sildeyuir construction with. ali interior
walls, floors, and ce:ilings made of opaque glass.
_
The map of this tower appea1s on' thc inside back cover.
Creatures: Two taers are hiding on the southwestern edge of the
rof of the tower. They remai.n crouched low to avoid being spotted
by observers below whil they watch the glass bridge. They serve
as back up to th hobgoblin guarding the bridge below (see area 25'
a.nd bridge B). Their tactics are dcscribed at area 25'. They can be
scen by anyone who specifically looks up at the tower)s roof and
succeeds on a DC 18 Spot check.
The taers reached their perch by way of two ropelike webs created by Savera. These webs are anchored to t~e roof directly above
the bridge, and they are. not ~c.ky except at their anchor point.
Anyonc using these web-ropes can scale to the roof of .the tower
witb a successful DC 10 Climb check (due to the slipperiness of
th~ wall the climber braces against).
Taerii (2.): hp 14 each; see' area 25'.

attempt to flank the PCs. If a taer fails its Strength chec", it loses
its grip on the web and plummets 20 feet to tbe bridge's., urface
befdre it can join the melee.
Development: If PCs are ac~panied by the ores from area B
or other members of the mercenar~ comyany, the hobgoblin and
runehou11d allow them to passi 'and the taers do not attack~ H.owever,
if the PCs retum La ter without su ch an escort, the hobg9blin rea~
as above uoless tbe PCs make a successful DC 20 Bluff .check.

HoBGOBLIN S!'EAR.MAN

CR 1

Male hobgoblin fighter 1


LE Medium humanoid (goblinoid)
lnit +1; Senses darkvision 60 ft.; Listen +2, Spot +2
Languagee Common, Goblin
AC li', touch 11, Aat-footcd 15'
(+1 Dex, +5' annor)
_hp 7 (1 HD)
Fort +4, Ref +1, Will -1
Speed 20 ft. (4 squares)
Melee mwk longspear +4 (ld8+1/X3) or
Melec short sword +2 (ld6+1/19-20)
Space S ft.; R.each 5' ft. (10 ft. with longspear)
Base Atk +1; Grp +2
Combat Gea.r polion ef bull's strength, potion o/ aid

as. Towe.r Ai'CUl).U!ll foyer (BL s)


The doubl door from the bridge open iuto a small anteroom
and then a widening foyer. A single <loor opens in tl1e far wall. ~
The entire cbamber stinkswith the acrid secretions of thc room's
canine inhabitant.- ...
Creatures: As mentio1;ed at bridge B, the entrance to this tower
is protected by a hobgoblin spearman. The room's only other occupant is a runehund, the mascot of th h(!bgoblin band thatjoine~
Tolg'byri. Its howling.in battle i~ sufficient to alert the inhabitants
of rea 26. The room's Encounter Levcl assumes that the taers
and hobgoblin survive lo::ig enough to make a stand in this room
with the runehound.
'Hobgoblin Spearman: hp 7; see bclow.
B.uneftc;iu~d: h> 37; Monsler Manual 111145'; see below.
Taers (?.)~hp 14 each; r,J11approachab/e East 72; see below.
Tactics: Upon-spotting intrud rs, the hobgoblin 011 the bridge
backs tojust between the open double doors and drinks his potion ef
bull's strength. He then reades an action to bulJ rush a.n opponent
to try to knock bis foc off the bridge. After that, he ~acks i.nto
tle room, attempting to hold thc invaders at bay wth bis spear.
The runehound begins h~wli.ng, alerting the occupants of area 26,
and.arlempts to flank one of the lobgobli.n's opponents and make
attacks of opportunity wjth its abnormal reach.
Once intruders ha ve entered the foyer, the two taers ~tqp the
roof leap from th edge, hanging onto their web-ropes. /If they
succced on OC 10 Strength cbecks, the taers swi..11g down and in
through tbe doors (if they have not beeu shut) to make surprise
lilam attacks on the rear ra.nks of the l'Cs-the entire leap ai1d
s~v ing is a single mov action. They theo draw their greatclubs and

Abilities Str B, Dex B, Con 14, Int 10, Wis 9, Cha 8


Feats Alertness, Weapon Focus (longspear)ll
Skills Hide -2, Listen +2, Move Silently +2, Spot +2
Possessions combat gear plus chainmail, masterwork longspear,
short sword, 12 gp, bloodstone (5'0 gp)

RUNEHOUND .
CR 3
h'E Medium aberrai:ion
'Init +2; Senses psycfi!c'5Cent, uncanny bljndsight; Listen +1,
Spot +5'
Languages cannot speak, understands Goblin
AC 16, touch 12, flat-footed 14
't;r2 De.x, +4 natural)
hp 37 (5' HD); fast healing ~; DR S/silver
Fort +4, Re +S, Will +5'
Speed 5'0 ft. elo squares) ,
Melee bite +8 (2d6+5') or~
B.anged vile spew +) touch (sec text')
Space 5' ft.; B.each 10 ft.

Base Atk +3; Grp +8


Atk Options Combat Rcflexes, vile spew
Abilities Str 20, Dex 14, Con 17, Int 5', Wis 1'2, Cha 8
S<l!;xtended reach, psychic scent
'Feats Combat Reflexes, Lightning Reflexes, TracP
Skills Hide +S, Listen +1, Move Silently +3, Spot +5',
Survi.val +1 (+21 when tracki11g), Swi.m +5'
Vile Spew (Es:) A runehound ca~ produce two noxious
substances that it can spit with tremendous force. It can
emit a streai'n of acid that deals ld6 points of damage for
every Hit Die the runehound posssses (rd6 for a typical
specimen). A successful DC 15' Reflex save halvs this
damage. Alternatively, it canspit a glob of glutinous goo
that acts as a si.n gle-target web spell; a successfol DC 15'.

14

TuE CITAOEL OF GLASS

Reflex save'negates the effect. Both attacks bave a range


of 100 feet, require a sua:essful ra11ged touch att'ack,
a11ll can bt: used once every ltl4 rounds. The save DC is
- Constitu ti011-based.
Extended B.each (Es) The serpentine neck of a runehound is
long and powerful, givi.ng the creature a reach of 10 feet
with its bite attack. Because _of the flcxbility of its m:ck, the
rurtehound tan attack adjacent foes with no penalty.
Psychic Scent (Su) A runehound tracks by followiog psychic
trails and aura traces. It gains a J.O bonus on Survival
checJ..'"S made to track. lt does uot receive this bonus against
mindless creatures or creatures shielded against m~ntal
effects.

Uncanny Blindsight (S) Runehounds are blind but perceive


ther surroundings witb their psychic senses. This ability
provides a runehound with blindsight ut to 5"00 feet. In
addition, a rnnebound cannot be flanked.

Greatnres: The main camp of tbe mercenary company gathered


by Tolg'byri d.;ells h~re. Frorn be.re, tbc m'rccnarics control tl1is

Spccd 30 ft. (6 squarcs), climb 30 ft.


Melee: greatclub +3 (ldl0+3). or
Melee 2 slams +3 (ld3+2) and bite -2 (ld4+1)
Base Atk +1; Grp +3

twer and most of tbe Contesred Tower.

The command structure of the company b.as recently changed.


A few' weeks ago, a half-orc mercenary named Savera and hi;
smaU band of taers joined the orce. After a fcw days, the half-orc
declared that he intended to challengc the nilsha i for leadership
of the compaoy. The other mercenaries, not wishing to face a
pitc11ed battle with the brutisb taers and ssuming that the balforc stood no chance against tb.eir sorcerous leader, let him go.
When Savera emerged a few bours later, seemingly unharmed,
and proclaimed himself the 1eader, the mercenaries reluctantly
agreed, fearing anyone powcrful cnough to ciefeat che nilshai
in single combat. Savera and the taers then moved clown to the
nishai's chambers. Since t11en the mercenn;ies ba\re become _
unnerved by their new leader-they have occas_ionally caught
glimps~s of a giant spider aud a column o smoke that.JTIO\' ed of
its own accord. Tliey are not sure what is going on, ancl between
. the stress of their continuing battle on .tJis ha~nted plane a~d the
qucstions ahout Savcra, they are ready -to desett. But they don't
kJiow how to leave the Night Realm and fear t he cousequences
of betraying tb.e half-brc.
. Four ore warriors, tluee bobgoblin warriors, two hobgobli.n
spcarmen, and a hdbgobliri sergeant currently inpabit this charn.be1:, spending their days eating, cleaning weapons, playing dice, and
trying to pass the time. If thc; occupants h~ve bcen ali:rt d, Thraka.
from area 30 is also present (increasing the.EL to 7).
Ore Warriors (+): hp r each; MM 203.
Hobgoblitt Sergeant: hp lr; see below.
Hobgoblin Warriors (3): hp 6 eacb; MM in.
Hobgoblin Speazmen (2.): hp 7 cach; Sc:c are.a 2f.

Abilities Str H, .Dex 10, Con 13, Int 7, Wis 10, Cha 8
Feate Toughness
Stills Climb +10~, Hide +3, Listen +O, Spot +2
*Taers have a +8 racial bonus on Cli1nb ch ck.s and can
always choose to take 10 Oli Clill1S checks, even if rusbed or
tbreatened.
Possessions leather armor, great club; 2 citr!n s (5"0 gp eacb)

Male hobgoblin ranger '2


LE Medium humanoid (goblinoid)
. Init +5'; Senscs darkvision 60 ft.; Listeo +4, Spot +4
Languagcs Common, Goblin ~~ ,.
'

'

TAER.
NE Medium giant (cold)
Init +O; Senscs darkvisioo 60 ft.; Listen +O, Spot +2
Langoages Commou, Giant

CR 1

AC 14, touch' 10, flat-footed 14


(+'2 natural, +2 armar)
hp H (2HD)
Immune cold
Fort +4, B.ef +9, Will +O
Weak'ncss vulnerability to tire

:2.6. Armv of-Tol<f hvri ( 1, s)


This large 'hall is brilliantiy lit, dool's situated in tbe cer1tel' ef e.ach
wall. Tbe 11orthwm do1Jr is propped open by cot'pse, and the room
beyond is dm'k. 'Pwenty feet O'l!crhead, the reiling is interrupted by
a trampareflt,four-si~ed pyraniidal roef lhat rises anotber 20feet
and /ooks up at the night sky. /I is.o'!MJious that a11 armedforce hnt
bee11 '"11,1pi11g herefo.,, some time, as evitlenced by the mmry bedrolls,
erales and'barrels tUed a.rbe11ches, and lhe odd bits ef eqt1ipme11t
and faod scaftered fhroughoM. The place sme/Js ef Sial~ S'U/Cal, 'dec;1yed jiesh, and spoilod faod.
'fh is cha1nber was once t.he dining hall for tbe studen.ts stayi11g
at the To;ver Arcauum. The tables and chairs were removed long
ago. The corpse of an -ore props open the northwest door. 'This
c-reature,has been d,ead for a ~ouple weeks: Its ans, l~gs. and qe~d
have been hacked off so that if it is animated as a zonibie, i~' can
.
pose nb dauger to the mere naries.

HOBGOBLIN SER.GEANT

CR. 2

AC 16, touch 11, flat-footed U-.


(+1 Dex, +1 l).atural, +4 armor)
hp 1J (2 HD)
Fort +), R.ef +1', Will -1
Spced 30 ft. (6 squares)
Mclee scimitar +4 (ld6+2/18-10) or
Mclce scimitar +2 (ld6+2/18- 10) and
+l light mace +3 (ld6+2)
!ase Atk +'2; Grp +4
Atk Optiona favor d enemy umlead +2
Abilitiea Sr 15, De:< 12, Con 14, lnt 10, Wis 9, Cha l
SQl\ild cmpathy +2 (-2 magieal beasts)
Feats Improve<l Initiati\'e, Track8, Two-Weapon .FghtingB
Skills l:Iide +6, Listen +4, Move Silently +10, Spot H ,
Survival -t:4, Swim +7
' :rossessions ..J studded leather armor, +1 light mace, scimitar,
amttkt of 'llalural armor +J., 1'15 gp, 10 pp
.
,Hool: "Hold thc line! Prepare to advance!"

'

THE CrrADEL OF GLASS

Tactics: If the mercenaries are given time to prepare, thc ores


immedi~tely summon Thraka from area 30. When intruders enter,
the ores make chru:ge attacks en masse. The hobgoblins forro a stag
gered battle line across the center of the room, with the spearmen
position~d behirid tile warrors to make reach attacks. The warriors
try tQ. concenttatc their attacks, using aid anotber if necessary to hit
h avily armorcd opponents. Anyone advancing to l1it a spearman
puts hifoself,in a position flanked by two warriors. The spearmen
use aid another to help tber comrades strike targets .if necessary.
The hobgoblin scrgeant anchors one end of the bat_tle line and
flanks oppouents or, if possible, attacl:ks vulne.rable spellcasters at
the rear. If Thraka is present, he charges toward any PCs casting
spells or making ranged attacks.
Trell.'>ure: Assorted gems and coins cotaling '25'0 gp are scattered
around the room among tbe mercenaries' personal belongings.
Developmcnt: Jf the PCs are brought here by ores from tbe
Contested Tower, tbe merccnaries are alerted and await' t hem with
Thraka present and se;tted ou a barrel in -fro)lt of his quru:.ters. He
pretends to be thc leader of tbe baod and demands to know the
charl!cters' business in his strnnghold. If thc PCs don't initiate hostilities, he reluctantly admits t(la: he and h is meo are trapped here
and that they are sorely pressed by the attacking undea~. He says .
that his group lacks the strength to make a true assault, but that.
if someone werc to break into the building ar the far west eud of
the citadel (Mourel's Tomb)~ the undead creature that rules t11ere
has a .key that allows passage out of this rcalm. H e statj!S that if
the PCs return here wth the key, be can show them how to use
it. If asked about missing persons, Thraka says that his scouts saw
th undcail 'taki.ng so111eonc witb thcm from tbe stone r1g to the
mausoleum severa! days ago (a lie). He warns the PCs to watch out #
'far Guerik, a very dangerous ore who went that way several days
. ago and never retur11ed ..
Thraka allows anyone allying with his company to c:unp with
them a day or ,two to rcst and recover before tackling Mourel's
Tomh. Visitors ae consta11tly watcbed :mq are' not allowed to ente~
area 30 or beyond. They are a~tacked if tbey try to do so after
beirig warned.

A successful Scnse Motive check. opposed by Thraka's Bfff


check dctects that tl1e half-orc is extremely nervous. In fact, during
tHe discussions hc .glances constantly at tbe uorthwest doorway.
AJ1yone 1yho succeeds on thc Sense Motive check and then makes
a successful
10 Spot check notices a large spider lurking in the
_ darkness beyond rhe doorway in arca 29.-Evcn ifThraka's nervous. ncss is not dctected, anyone who succeeds on a DC io Spt check
notices tbe spider.
This is Saven in spider fonn (see area 32), She is telling the
half-orc wbat to say through her telepathy. She does not wish to
e1gage thc visitar at tllis time, and she :>euttles into' the darkness
if spotted. She uses the hole connecti.ng .areas 29 and 30 to r ach
the 1ift tube and await intruders be!ow.
If the characters take Thraka up on bis offer and returns with
or witbout the key from area 49, the mercena ries wait fqr Jhem
herc and ambush them t.isu1g the tactics described above. T.h y att mpt to capture tbe PCs, but they kili if they l:iave to.

27.

normitorg

I\

Tws room was once a dormirory for the stude1 ts of th Tower

An;:anum. All f urnishings bavc been removed, and it nciw serves


as spillover sleeping quarters ~or tbe. crea~ures in area 26.

2s. pnuyEach of these rooms is Like the one described at area 10. These
ha,ve been used for severa! weeks by the mercenarie , and now the
basins are foil of reeking waste.
'

29.

sto.ces

This too was 011ce a dormitory for the students of the tower. It
now hol.ds boxes, crates, a:nd barreis of food and supplies brought
here by the nilshai's troops when they were still able to activate the
"portal. Food here is mainly hardtack and dricd strips of qu tionable
meat. The barr~ls hold mostly water, except for a few that store
foul grog. Other erares contain spare bits of armor and equipment.
Enough rations are storcd ~ere to supply thc rnerccnary company
for anotber month.
Hidden behind a stack Qf cratas at thc eastern cnd of the room
(Search DC 10) is a part of the wall whcre the glass has cracked
and splincered, creating a fissure lending into area 30. It is a result
of the powerful magic used in the duel between Mourel and' tbe
high mages.

1 0 . Thro.ko.'s

noom (BL 4)

Once the rector's office, this room has.also bcen stripped of furnishings. ow "it holds only the grubby furs that serve, as Thral's bed
and a small leather che_;t where he keeps his personal belongings.
The door to this room was blastcd open in the magical duel long
ago and can no longer be closed.
Creature; The halforc warrior Thrnka occupies this room.
Thraka is Savera's new lieutenant, promotcd aftcr Guerik, tite old
capta.in, scemingly ~nt mad and left on his own. Thral:a is a reluctant leader and is terrilicd
Savera, but he has been dominated
and follows h~r telepathic orders without question.
Thraka: bp 37; see belqw.

of

OC

16

Taet.ics: If Thraka is alerted to a pending battlc, he drinks his


potion ef. aid and his potion of c11J's grace, increasing his hit points
by 9 and gaining a +l morale bonus on saves against feal'. His
Dex .becomes U, gi,ing lrn AC 18 (touch 12~ flatfooted 16) and
a Reftcx save of +3. If be believes incorporeal undead nq:ht be
invol\cd ;,; thc battle, be uses his r;il o/ m11gic weapon. Othcrwise,
his tactics are as described al' area 26.

Treuure: The lcather chest is unlock, d and holds 5'00 gp.

THR.AKA, MERCENAR.Y LIEUTENANT


Male half~rc :.Wrrior )
LE Medium h4manoid (ore)
.
Init +O; Senses darkvision 60 ft.; Listen +1, Spot +1
Languagcs Common, Ore

CR

. -.

TuE CrrAoru. oF GLASS.


AC 16, touch '10, flat-footed 16; Dodge
(+4 armor, +'2 shield)

hp 37 (Y HD)
Fort +7, Re .+1, Will +O
Speed 30 ft. (6 squares)
~elee mwk greatsword +9 (2d6+6/19-'20)
Base Atl +Y; Grp +9
Atk Options Cleave, Power Attack '

.
Combat Gear potm of aid, 2 oils of magic weapo11, potzo11

cat's t,mce

ef

"

Abilities Str 18, Dex 11, f:on-16, Int 10,.Wis 9, Cha- 9


Fcat~ .Cleave, :Power Attack

Skills Cmb +6, I~tmi1i"ate ;-2, Listen +1, Spot +1


Possessions combat gear plus cha in shirt, +1 buckler,
masterwork greatsword, '20 gp, 4Y sp Hook "Uh, l'm in cbarge around here ..."
-

31. Lift Tube


Re.ad the following description if the.tub is approached from above.
Atet it accordingly if .it is eocountered from below.

A11 ~foot-diameter t11be of lransl11cent glass descends into tbt ftoor


here. /t has no handholds or otber means of ob<vious ingre!S. Howe11er,
a ne.tting of thick spider wel>s coats the wal~s ef the ttibe, creating
a ladder ef sor;sfor climbing. -

This lift tubc wail once operated _by air elementa!S, much like the one
ata rea YO. Duru1g the high mages' battle against Mourel, howcver,
all the elcmentals were destryed. Savera created tbe webbing to
allO\~ her and her muiio11s to climb in and out of tbeir la.ir bdow.
The webbing is not sticky and can be successfully navigated with
a successful DC 5' Clnb check. Thc tube is 40 fcet cleep and ends
at a door on its southwest side.

the .marble platform could command''the liqrary's tmscq11 seMJa11t


librarians to unerr ingly locate any gem. a1td replace it correctly
when the user was done witl1 it.
.
Once a king's tear was obtained, the user took it to one of th~
crysta busts. Each depicts a sagacious elf, a formcr rector o~ tl1e
librar., with a gem-si.zed depression in its forehead. When .a kmg's
tear' was placed in the-receptacle, the bust softly recited the cont nts of the gem in Elven. The user cou1~ comma:nd tbe bust to
pause, sk ip ahead, skip backward, or locate a specific portion of the
information cntained therein.
Tolg'byri"the nilshai invaded the citadel to reach t~s room,
hoping to glean lost . bits of star elf knowledg~ tbat could help
its alien race u., the conqucst of Sildeyuir. Unfortimately for the
ill-fated oitshai, after Mourel's defeat, tbe high .mages of the star
elves removed ali the st~red jewels to a safer location in their .
hidden realm.
Creatores: To1g'byri was not thc only being hopin'g to gain the
knowledge of the .star _elves in tbis citadel of glass. His su~cessor
currently -uses this room as her lair. Her name is Savera, and she
is a kind of deinon called a yochlol-a bandmaiden of Lolth. Her
mighty mistress likewisc sent her to discover ~he sccrets of lost
Tir'in'tiral to be used by Lol~h's children, the drow.
, When the yochlol aud her tae1'S joil1ed the company, Sa .era
us d her hal of disgise to :ip,t>ear as a male hal.f-orc warrior. After
domi1;ating k y members of the company, she carne down here to
confront the nilshai. Tolg'byri foolisbly. thought tf1e challenger
. was only a suicida! half-o(c and was u:iprepared for the might of
a yocblol. Save.ra slew the nilshai and took control of the merce:
naries, maintaining her half-orc disgu is~. She has not located the
portal key tbat the nilsba i used to activate the stoue 'circl and is
not sure how it was able to utilize the magic gate. She is aware that
Mourel possesses sucb a key, however. Now sbe and her charges

,
.
_ Klfi(r~ ~QfS
King's tears are a.wesomely hard a1id ~~tremely

..

3o: AthenueumA.rcunurn (BL s)


The ceiling ef this glowi11g chamber arehes 4fJfeel above. T01v.eri11g 7valls of transpar.e11t glass extend /mm the cumers o/ the room
to'IVa;.d the center, reacl~in,gfrom jlom tu ceili11g.' Tbese 'IValls are
divided into thousands ef tiny /Jotes, and additiot1al wall sectfrm~
branch offfrom ,these, like1vise covered wit/J these small c11bicles.
.At the rwm's center, a small marble plaiform rise:> a few feet abtJ"ve
the ftoor. Srirrqimding it, at-Jhe terminus ef each of the nterior
'lvalls, are four crysta_i l>usts a top glass pedeitals.

'

raro jeweJ.s
fmind in Faerun. 'I'hey have provcn to be unbreakable by
hamther ~ forge. ~lea1~ tearilrop shaped, and smooth
surfaced, .i:he gems are somotim~.kown as "frozen tears"
or "lch weeph1gs.'; Le end sys t~ey ar tl1e crystallized
tcars o( !on(fdcacl. ecromancer J(irlgs, 3nd that each gem..
contai1_1s th~J_mag~ of the be1o\IeQ person or terrible- evenJ:
for which__the Un& 'Y pt. Y,;hether
iiot t!:s fegend is true; '
the stir elv.es discovered a , ast spurce of the -gemstnes
somewnere and used -their special praperty to record unages and store volumes of information ln then1. Byplacng a gclll' ~ _
in a_spec1al device
whispered tl1e jcwe~'s stored content:,
the star clves could access the information. Vast libraries_o(
thcse jewe~s ar~ .s~id to xist in Si.ldeyuif, out since the f;.U-0f
Citadel l'in'tiral, their Jocation is a c!ooely guarded.sectc~.
The-jewels conta in secrets tltat could be uscd aga inst.the star
clves. Members of the nilsllti.race that k110~ a?out king's
tea.rs always pay t!)J! pricc for o'ne of these stones
.- tl6Uble the no.tml lu~ i.J1 the hopethat it might be one

or

Thi room was once ihe great lib~ary of Tir'in'tiral, known asthe
Atbera~un'I Arcan~m. Here the star elves stord tbe compiled
knowledge of' hundreds of generations. Rather than keeping the
magical a11d mundane !ore in perishable scrolls or books, the star
elves used a far more durable method. They I!lagically imprinted
\i.11 their i.nformation into the rare and strange gemstones native to
Faerln krtown as kiug's tears. Eacb of the jeweis could hold everal
volllmes worth of infor-mati 11 .
' j
1'.he thousauds of king's tears were sto~ed in tlie s~1elving ,nits
on the walls. These units were unmarkcd, and the kui{s tears
were iinpossible to tell apart, so finding a speci.fic jewel was nig/J
impossi151e without the magic of the library. Anyone .standing on

tlutt

(somct;-

17

"

.-of tl1e staalves' lost re~ostories of /ore!

'

THE. CITA DEL OF GLASS


/

clamber up the shelves and gain a better vantage point fpr attack.
If any mdividual appears to be particularly dangerou 'she attempts
1
to use her psionic dominate perso1! <?n that cha.racre_r.
'
lf Savera is forced into melee, she assumes her etf forro, <doaks
herself in darkness, and battles using her _Blind-Fight feat. If multiple. attackers come at her, ~he cbanges to her na~ul'~l forro to
use all her tentacles in battle. If red~iced below 10 hit points, sh:
changes mto gaseoils forro and attempts to escape up the lift tube.
If she escapes, she lurks outside tbe towers, biding down near the
water, waiting for an opportunity to arobush tbe cqara.cters or at
least escape the demiplane.

-.

CR 7
Yocblol demon sorcerer 2
CE Medium outsider (chaotic, extraplanar, evil)
Init +2; Senses darkvisin 60 ft.; Listen +11, Spot +11 (+H iu
spider form);
Langnages Abyssal, Common, _Elv.en,.O!"c; telepathy 100 ft.
AC humanoid form: 17, touch 12, flat-footed H
(+2 De~, +r armor) or
'
AC spider forro: 16, touch-11, flat--footed H
G-1 siz.e, +2 Dex, +r natural) or
AC natural form: 12, touch 12,-flat-footed 10
(+2 Dex) or
AC gaseous form: 11, touch U, Bat-footed 9
(- 1 size, +'2 Dex)
hp 40 (8 HD); DR 10/cold iron or good
Immune electricity, poison
R.esist fi.re 20; SR. H
Fort +6, R.ef +7, Will +10
Speed 30 ft. (6 sqtares), climb 20 ft: in spider form, fly 10 ft.
(perfec(l in gaseous form
-Melee humanoid form: mwk short sword +12/+7'(1d6+4/ 19- 10)
or
.
Melee spider form: bite +11 (ld8+6 plus poison) or
Melee natural form: 8 tentacles +11 (ld4+4)
Ranged humanoid form: mwk longbow +10/+S (1~8+1/x3)
Base Atlr. +7; Gr:p +11
Space r ft., spider form 10 fr.; Reach S ft.
Atlr. Options Blind-Fight, poi.son, web
Special Actiops gaseous form
Combat Gear sc(oll of dismpt imdead (CL 2nd), scroll of
magic missile (CL 2nd)
,
.
Sorcerer Spells Known ,(CL 2nd, 20% arca ne spelJ failure in

are trapped in the citadel of g\ass until she figures out a way to
gain the key and .escape.

In this room, along v.:ith Savera: is her per$01ial entourag of


five taers. The taershave created beds out of mounds of rags scattt1-ed throughout the westen1 and northern portions of the room.
Tbe fOO!l!.<.ntains ten of these bedding mounds, so o\viously a l ~
tbe taers are not current1y present.
Sa~era: hp 40; Monsters of Faer(in 34; see below.
Taers (1): hp 14 each; see area 2f.

huma.noid form): lst (S/day)-magic missile, magic weapon


O (6/day)- acid splash (+9 ranged touch), dancing lights,
"detecf mag, disrnpt undead (+9 ranged touch), tead
magic
.

Tactica: Savera is likely aware of tbe PCs' approach due to her


telepathic link to Thraka. When the characters arrive, sl~e is standiqg at the western end of the room in front of the"stairs in her
disguise as amale half-or~ warrior, with bow drawn. The taers have
tak~n up positions 8 feet up on the walls, hanging from the hores
at the locatioos maikcd Ton the map. They have rcadied actions to
drop whc11 a.nyone passes beneath their posiious (treat as a b_ul!,rush
from above). While tbe tars occupy the PCs, Savera casts" magic
'Tveapo11 on her sword and then supporrs h r minions with magic
missiles (don't forget her 200Ai chane of arcane spell failur ). If she
thinks anyone might cbarge her, sh blocks .th way with 'Web. She
~ontuiues with magi missiles and arro1 s, and uses spider climb to

Spell-~ike

Abilities (CL 8th):


'At Wi.11- charm person (DC 14), darkness, desecrate, greater
teleport (self plus ro pounds of objects only), spider climb,
slo11e shape, web (DC 16)
Psi-Like Abilities (MJ_, 8th):
At will-domi.?tate person (DC 18), deiect thoughts (!)C lr),
mind blaitk
Abilities Str 19; Dex 14, Con 13, Int 14, Wis lS, Cha 16
SQ.fhange shape
Feats Blind-Fight, Combat Casting, Scribe Scroll~
18

TuE CITADEL OF GLASS_

Skills Bluff +11, Climb +B * (+11 in armor) (+11 in spder


form"), Couce.otration +10, Diplomacy +14, Dsguise +21
(+14 wheu acting), Hide l (+9 in arn.or) (+Hin spider
, fonn"), Intimidate +14, Knowledge (arcana) +6, Knowledge
(religion) +11, Listen +11, Spellcraft +6, Spqt +11 (+Hin
spder form*)
'
*A ~ochlol in spider form h~ a +4 raciil bonus on Hde
and Spot ch.ecks anda +8 racial bonus on Climb checks.
In spider form, it can always choose to take 10 oo Clmb
ch cks, even if rushed or threat ned
:
Posseasions combat gear plus e/ven chain, masterwork sbort
sword, masterwork longbow, hat of disgrse
Change Shape (Su) A .Y9Chlol's natural form is a ~-foot heap
of reeking oou with eight powerful tentacles and a single
glaring i;ed eye. In this form, it cannot wear armor or use its
bite attack, web, or poison. It can assume two other forms.
The first s.'the humanoid fonn of a beautiful woman of
human or elven race (usu~lly adro ~-lo hwnanoi9 form,
a yochlol cannot use its tentade and bite attack,s, web, or
poison.

The second form is a Large monstrous spider. It gains its


bite attack, web, and poison in this form but loses its armar
and tentacle attacks. When in spider form, a yochlol gaills a
cli.mb speed of 20 feet (4 squares).

A yochlol is able to change forros as a free acton as


often as once per rou11d. A change in fqrm cannot be
dispelled, but the creature reverts to ts i1atq.ral form when
killed. A trire seeing spell reveals its nat~ral form if it is in
humanoid or spider form. When it changes from liumanoid
form to its natural or spider forms, any armar or cloth.ing it
is wearing falls away.
Gaseons Form (Ex) At will and as a free action, a yocblol can
transform il1to a Large column of gas, 10 feet tal! and 5'
feet in diameter. This form is like that produced by a gaseous
.form spell, but the yochlol can remain gaseous indefinitely.
Creatures that-enter the space of a yochlol in gaseous.form
are affected as if by a stinking do11d spell (Fortitude DC f 6).
.Wheu i.11 gaseous form, ayochlol can communicate with
its native plane (as if using tbe contact other plane spell), .
T11e save DC is Charisma-based.
Poison (Ex) Irtjury, fortitude DC 14, inicial damage
ld1 Con, secondary.,dam~e 1d6 Con. The save DC is
Constitution-based.
Web (Ex) ,In spider for.01, a yochlol can throw a web up to
eight times pr day. This act is similar to. an attack with
a net but has a maximum range of YO feet with a rang~
increment of 10 feet, am[ it is effective against targets of up
to Huge size. Tbe.web anchors the target in place, allowing
no movement.
An entangled treature cal1 escape by succe~ding on a '
DC 14 Escape Artist check or by bursting tbe web witb
a succ ssfui. DC 18 Strength check. Th check DCs are
Constitution-based, and the Strength check DC includes
a +4 racial bonus. The"web bas 12 hit points and damage

reductjon 5'/ -.

Hook "Bw .befare the _might of t.Iie Spider Qg_een, mortals."'

damp huma~oid tracks ascending halfway up the steps t,o the fi.rst
iiinding and then tw:ning and going back tlown. The tracks are
nearly dry ru.1d were created by Mo~el's assistant, Kyjal (described
atarea 45'), a few hours earlier wben he was exploring the tower.
' werc discovered, and Savera sent a group of taers clown
The tracks
to iry 'estigate (see area 34).
0

~4 . nector's QU.O.fters

(BL s)

Formerly the rector's quarters, th.is room was stripped bare before
the high mges fiung the citadel onto its own demiplane.
Creaturea: A deathlock named Kyjal Stardancer recently infil
trated the tower through the secret door at arca 36. Scouting the
tower, he.made it as far as the stairs at area B before he spotted
the yochloi a11d her mini<?l1S and rctreated. Som~ of the taers Spot-_;.
ted the drying trail of footpri.nts that the deathlpck left on the
.stairs. J:he taer leader, an adept called Grrunk, took t\vo.taers with
her and followed .the footprints down. They followed the tracks
as far as rea 35' but were unable to fii1d the ~ecret door (Savra
"ha$ not revealed its existence to them), obliterating the footprint
trail in this room and area 3S in the process. T.hese creatures are
returning from theirJruitless search i.n arca 35' when thPCs
.encounter them here.
Grrunk: hp 32; Clnapproachabte East 72; see l!elow.
Taers (2.): hp 14 'each; see area 25'.
Tactics: When the taers spot tb_e PC.s; they immediately assume
they've found the spies who left the wet footpri.t.1ts. They have not
# heard tbe battle (if any) that occurred U.Varea 32, since they bave
j~st retum;d from area 35'. Grrunk orders the taets to charge
while she dri.nks her poti011 ef biur and asts gttidance on herself.
Shc follows up by firing a scorching ray at a heavily armored
character. If a PC doses for melee, she csts burning hands atld
uses her morningstar, supporting the other tacrs with <ntre spells
1
.as necessary. Sbe saves the spells on her scrolls, conside~ing them
to be her. emergency supply.
1

.. ,t:

GB.B.UNK
CR4
Femal taer aq~pt 4
NE Medium giant (rold)
Init +o; Senses. darkvision 60 ft.; Listen +2, Spot +6
Language's Common, Giant
AC 15', touch 10, flat-footed .lJ'
(+1 natral, +3 armor)
hp. 31 (6 HD)
Immune cold
Fort +S, Ref +3, Will +6
Wea.kness vulllerability to fire
Speed '20 ft. (4 squares), climb 20 ft.
Melee +1 morningstar +6 (ld8+1) or
Melee 2 slams +4 (ld3+1) and
bite -1 (194)
Ba.se Atk +3-; Grp +4
.Combat Gear potio11 of bltff, 2 scrolls of cure light 'fUOu11ds
(CL 4th}'

'Spells Prepued (CL +th):


?.nd-scorchi11g ray (+3 ranged touch)
0

33~

. 1

1;owe.f' stui.rs

\~

T~ese l.stairs,, wind clown to the lower floors of the tower: A'. successful DC 10 Survival check allows a character ~o notice a set of

. .,

THE CITADEL OF QLASS

36. Fl~oded Lnborotory (BL v


The' floor.of the next tluee rooms sits 5' feet lower tha11 the bottom

lst- burning h'ands (DC 13), cure light wormds ('2)


9-create water, cure minor 111ounds, guidance
Abilities Str 13, Dex 10, Con

13, Int 10, Wis 14, Cha 8

Feata Lightning Re~exes, Toughness, Weapon Focus


(morningstar)
.
.
Skilla Cfimb +10*, Concentration +S, Heal -1'4, HiM +l,
Listen "i.'2, Spot +6, Survival +4
Ta~s have a +8 racial bonus on Climb checks and can
always cHoose to take 10 on Climb checks, even if rusl1ed or
threatened.
.
..
Possesaions cornbat gear plus mastetwork hide armar, +J
morningstar, stone holy symbol of AuriJ, silver necklace

(HO gp)

Hook "Kill the spies!"

35.

Mirror, Mirro.C (BL 3)

As a precaution .against otbers gaining a~cess to tb~ to:w~s secret


laboratories, the rectoi:s of the past construtted thinoo.m. When
the PCs enter, read the follow ing:

' ;:. .

The fkor and ceiJ11g of this roOm. are made ef opaque glass, but the .
polished mirrors lhal create. endfess rejlectiom
ef rmyone ente.ring the room. S1ra11geJy, the southeast 'wall display{
1he imag~ ef a wide d~r, lmt that image is not rejlected in tke
mirror on the opposite 1uall.

fat~r walls are highly

'Both Tolg'byri and Saver; discov~red this room and how to open its
sccret door,. but neither informed the rest of the 'mer.cenaries. The
wet ootprints lading from the sec:ret door let by the deathlock ~
.during his recent i.nfiltration ha.ve been obliterated by the searching taers' (sce area 34). _ .
detect rpagic is useii, the mirrors in the room radiate a faint
auta o iliusio~, but the effect can not be dispelled, nor can its
source be pinpolllted.
.
The northwest wall contains a secret double door tliat can be
dctected in the nor~al fashion. Once the.--secret door is located,
eith~r sidc of it can be opened simply-hy pushing on the mirror in
one o the two cent~r squares o the wall, whereupon that section
o( the door swings open. .
,.

Hwever, the secret door is protected by a Trap that goes off if


anyone pushcs'on eithei:_section of wall befare the trapis -disabled.
The only way o open the door without setting off the trap is by
;_ pushipg on the reflection in th~_sonthe~t wall. Doing tjiis ~ai:ses
both sides of the' double secrct' door to open, revealing a sta!fcase
that descends into area 36. (At the DM's option, it might be possible for character to discern ~ solution by ~ucceeding on a DC
'20 Intelligence check.)
These mirrors axe made of the same material as the rest of the
tower and are as durable as a typical wa.ll.
Trap: Anyone who,pushes open the secret door is subjected to
a shocking grasp effect. The dootswings shut agaip and the trap
resets fter 1 round.
, .
//
Shocting Graa.e Trap: CR 3; magic device; touch trigger; au'comatic reset; spell effect (Jhocking grasp, rth-leve~ wizard, 5'd6 .
.eletricity); Seal'ch DC '26; Disable Device ?C 16.

rr

o th.is tower leyel, which is at the level of the Turbulent Sea. The
r ctor and his students' had a distoi:ted view through the rooms'
translucent wans of the sea i!Oth above a~d blow the ~ter's surface. In the years since, tbe seals of .t he seer t door in this roorv.
have begun to fail. As a result1 these rpoms are aow flooded with
the cold waters of the sea ,t o a depth of r feet.

This oddly shaP,ed chmnber wraps arocmd the_core ef the lower. .A


short.ftight ef steps /eads down f.rom a door,--but the room 1s.ftooded
. with calm, stll waters that reach nearly lo the top step. Tables a11d
shelves ef opaque glas~ protrude from this sITe11e pool. On one table
lies a Jarx.efarm c01Jered with a sheet. The roiling watets that crash
against the t01v:er ar:e faintly 'lJisible throt4gh the transltu:ent outer
wdlls at the same height as the water level ef this chamber.
.
This room was the mau1 laborato~y o the Tower Arcanum, directly oversen by the t'eCto(. It costs a Medi'um or larger creature
4 squares of moven~ent to move 1 square in this ,room. Small _and
smllller reatures must swim. Tumbling is impossble. Medium
crea.tures in the water ha~e cover; such creatures that crouch, or
crcatul'eS S.maller than Medium, have improved cover (+8 bonus
to AC, +4' bonus on Reflex saves) but take a-10 penalty on att~cks
against creatures that aren't underwater. Though the water at the
outer edges of the room-is-lit by the glow from the tower\exterior,
the rest of the water in the room is dark. The water reflects light
sources unless they are pll!ced underneath the surface, and it provides
total concealment for anythig that is completely submerged.
In the northern.corner of tbe ron: is a large glass table, propped
up on other pieces of furniturc so that its top i~ just above the
water level. A partiallY. completed flesh golem lies on tbis table
underneath a sheet. This is the 1dst .experiment that Tolg'byri. was
work iug oh. before its death. The nilshai was making tbc golem
from the corps:s o its deceased hobgoblin and ore troops. It is far
from complete, still requiring all th n cessary spells and the XP
expenditure, and another 8,000 gp in materia ls.
.
The door leading into are'a 35' is easily visible from this side.
Another stair at the room's far end leads \lP to a normal door.
At the back of the ale Ye in the center of th room's northeast
wall, the translucent glass hides ~ s:cret door (Se:irch DC '20 to
locate).' The socret door. can be located from the outside in tbe
same miumer. Opening tlli~ outer secret d.o or puts the character
0 11 the lip of a dropoff looking out over the Turbulent Sea. Opening ~he door does not create a siguificanr curr~nt, si.nce thc rooms
are already flooded.

.
. Creature: H idden in total concealr'nent beneath the waters of
this chamber is the corpse of Tolg'byri the nilshai, who was slain
by the yochlol. Savera disposed of the body here to prevent the
nilshai's former miniorni from discovering it. When the deathJock .
carne through this chamber on i~ scouting mission, it animated
the corpse to harass the mercenaxies. Savera has not yet disoove'red
that this has occurred, and the nilshai zombie lurks in the water

waiting for somtone to enter before i.t attacks with 'sui:prise from
beneath the surace. When Tolg'byri makcs an appea.rance, rad
or paraphrase the (ollowing text.

'20

TuE CrTADE:L oF Guss

.
Out .o/ the 1uter lurches a 1uorinlike creature clrm_uily 1Ua'll_ing

She .is the. daugbter of Berask Trame1 or, a noble of the.Yuirwood

lialf-elves. Her father .has offererl a_~ward fr her safe return. The
three ten/acles in the air before it. Membranous wings protmd
from opposite sides ef its body. Ti1ree eyes in the centcr o/ its head .. s<!rvants of Tolg'byri kidnapped her 'a month ago when the nilshai
rliscovererl h~r near the stone circle in the forest
t:egard you blankly.
. and realize<f
. she
.

\'

Tolg'byri (nilehai zombie): hp 10 7; MM 265 (zombie), Unap, proachable East 67 (nilshai); see below.
'
.

Treasure: Any.one who examines !!ie conte.nts of the rq,om ad


succeeds 011 a DC 23 Scarch check locates a secret door in. a cabinet of opaque glass not far from the draped golem. ~eyond is ~
cavity holding a foot-long platinum rod v:ith a loop at one enrl and
a large topaz at the other. Thi.s item is \YOrth roo gp and is also
a control key for the citarle! ~e area H ). Tolg'byr.i had found it
and used it. to nter anrl leave the demip)ne, but Saver~ has not
yet rlisco\rered,tbe rod and still. believes that Mourel has the sole
meaus to reactivate tbe portal n the s 6ne crcle.
.

NILSHAI ZOMBIE
E Medium' undead
,
Init +1; Sensi;s darkvisioo 60 ft.; Listen +O, Spot +O

CR.

AC 18, touch 11, fiat-footed 18


(+1 Dex, +7 natural)
hp 107 (16 HD); DR r/slashing
lmmune undead immunities
Fort +5', R.ef +r, Will +10
Wcalness single actions only

Abilities Su: 14, Dcx 13, Con - , Int - , Wis 10, Cha 1
SQ,,_undead traits
Feats Toughness.

workroom

-39_ Treosurv
. , Like Tolg'byri before her, Savera uses.1;his chamber to stre fe
i:reasures recovered from. the citadel. They all lie in a pile in the
cefiter of the fioor.
t
.
Treasr~; The hoar'd inclu~es a fi.nely woven tapestry ofgray
and midight-blue silk (4-00 gp), a crystal scituette cif.a nude,elf
dancer (250 .gp), .a tilve~. tiara (15'0 gp), a black -lace corset inset
with sapphires (30 gp), 812 gp, 1,042 sp, anrl a single king's tear
cr,ooo gp).
.
;
The king's tear was discovered. lli ~ -corner of the atheneum.
Savera does not realize tbat it is one of the data-storing deviccl
" used by the star el ves. What information. is stored 9n it is up to tle
>M, but it "'coul~ easily be USed as a hook for a futuie adventure
when the lost lore of the st:ir el is unovered.

ves

Mou.rel's Tomb
-(Areus ~0..:. . 49) . . . .
,,

Tls small side workroom has' been stiipped bare of ma~erils anrl
is fl<X_?ded to a depth ,of r feet.
.
.

. 38.

..

< .

Speed 30 ft. (6 squares; can't run), fly 5'0 ft. (clumsy)

Melee slam +10 (ld6+-3)


Base 'Atk +8; Grp +10

3 7.

was of star elf blocl. Tolg'byri hoped to use her to divin~ further
secr~of the ci.tadel and as a means to penetrate Sildeyull:. Savera
has not yet disposed of the half-elf-~he demon is contemplating
finding a way to transform Duladora into a drider to erve_as a
p'ersonal servant.

.
Duladora wants only to go home. She is terrified of Tolg'byri
(though she does not know the nilshai is dearl) a.nd has only seer)
Savera occasionally (always in half-orc disguise). Shc haS 'not seen
anyone in sever~ days. The mereenaries left Dularlora a smaU
5ack 'o r~tions and a jug of water_that can sus~ her for a few
m~re days. .

old f?r'5e

Openi11g the door. to -this ftooded rom roveatr a 'sheet ef webbing


slretching _from wall to 1va/I and ftoor- to ceiling. Fainily visible

beyond this la:yer is a_largcg/ass forge protr'uding otil ef the w&ter


at the room's center.
Savera ~ cbrrently using this otd artifi.cer's forge as a makeshift
prison. The ,vebbing she has strm1g across the room is 3 feet thck
(12 hp per foot of thick ness, DR Sj-).
,
Crcaturc: Crouched atop the forge in a sta~e of abject terro.r is
, young ~mal.e half-elf nanied Dul~dora (NG aristocrat 2; hp 7).
.

The cita4el's control key

Once known only as the Masolei.m, this structre is now called


Mourel'somb after tbe treachrO"us sta.r elf high mage who was
executed here. In ages past, elves from ali over Sildeyuir were
bro!lgh.t here up"on ther_deaths for last rites aud inte~ent ~ccording to the various htuals of the star elves.
This low buiidig is a dome of opaque glass rising from the waves
of the Turbu:lept Sea. Three small wings protrude from its sirle; one
' connected.to bridge D links the tomb to tl!_e Nexus. At the dome's
peak is a smaller dome composed of tran~parent glass.
This is the onlyportiori of the citarlel that is not illuminated.
Many rlescriptions assume tbat,the characters have darkvision 'or
sorne light .source.
...
Ali walls, fiors,. and ceilingl; in this building are opaque except
for tbe dqme in area 42. The fi.rst and lower-level r90ms have 20
foot ceilings. The ceilings of the seconrl-level ~oonis follow"the con

.,

Tf.rE. CITADEL OF GLASS

41_. ~ortuo.rv stoir

tour of the dome up to its maximam height of 40 feet, at which


point th~ smaller transparent dome rises another 20 feet.
The map for this tomb appears on the inside back cover.

T~s room is bare ex-cept for a w~d~ stair with shallow stcps tbrtt
descends to the level belo\,,

r,

4o. Anre.room (BL s)

;"

A vast, dark hall ~ens beyond 'the do1jble door. Barel;: visible, al
the apex of the dome high .overhead, rises a second sinaller, transparent dome. The light fiwn the othe1 to111ers is onty/aintly 'IJisible
through this bigb aperture. The 'rest ef~the room is losi
shadrrw. .
Some dark shape occupies the r~om just pas'l-is center.

vices bt!gau. A few glass benches still line the walls. Three doors
exit diis area.
Cr turca: The remainoer of MQurcl's primary fighting force
occupies this room as guardians of hiS la ir. Three star elf skeletons
and one of Mou1'el's apprentices', now a fiameskull, wait here to
attack auy livi ng creatures that intrude.
Stu Elf Skcletons-(3): hp 6 each; MM 226 (as hu.man warrior skeletons).
Flamesl::ull: hp 26; Lost Empires ef Faeriin 171; see below.

in

Anyone with darkvision or bearing a light source sees that the dark
shape.i.J1 _the room's center is an altarof translucent glass. The starlight of Sildeyur once shone softly through the transpare!lt dome
t o lluminate .this altar. Inscribed upon the interior cf th ma.i.J1.
'dome are hundreds of elf symbols ~ig11ifyi11g death, the afterlife,
and other concepts relevant to fune"ral services. A successful OC
H Spot check enables a cha rae ter to notice' what appears to be a
dark objcct embedd~d in t~e centci: of the altar. A character who
suceeeds on a DC 22 Spot check discerns that the dark object is
actually something behind tite altar.
Whenever living creatures entcr tl1is chamber, an ancient magic
activatcs. '1Ja11cing lights appear and begin to swirl around the room
while ghost sound produces an elven dirge. The _interplay of light
and shadow from the dancing lights creates the optical illusion of
shadowy figures perfonning a sweeping funerary dance i.J~ solemn
gyrations around th room. This display continues for r minutes,
and tlie room can only perform its ritual once every 6 bours. Tbe
effects have caster. level of 20tb.
Creatuff: A wight crouches behind the altar in, this room. It is
'the dark shape that the layer ch.ractcrs might have spotted whcn
they entered. The wight is the mortal remains of one of Mourel's
apprentice~. Unlike KY.ial, the apprentice did not survive the high
magcs' attack, ,but his evil deeds and impure heart allowed him
to,arisc in thls undead form. The wight still serves Mourel, albeit
rel~ctantly.
Wight: hp 26; MM '2r5'. '

Tactics: The flameskull keeps the skeletqns between it and its


enemies. It prepares for cotnbat by casting mirror imageand blur.
It drops a jirebatl on tightly dus'tered enemi':_S and saves its magic
missile and ray pf exhausfion .f,or targets that seem impervious or
that can't be hit by its firy eye rays.

AC 19, toui:h 16, flat-footed 15'


(+2 size, +4 Dex, +3 ntural)
,hp 26 (4 HD); fast healng 2; DR 5'/bludgeoning
B.csist +4 turn resistance;_ SR 19
Immune cold~ fue, e1e~tricity, undead immunities
Port +l. R.ef +r, Will +r '
Specd fly ro ft. (10 squares) (good)
lianged 2 fire rays each +8 touch (ldS fe)
Base Atk +2; Grp - 10
Space 2-J./2 ft.; Reach O ft.
Spell-Lil:e Abilities (CL. 4th):
At will- detecl magic, mage hand, ray offrost (+8 ranged
touch)

3/da - b/141; magic missile, ray ef exhaustion (+8 ranged


touch; D~ lr)
1/day-jireball (DC 15'), mirror image

Tactics:. The wight waifS until the lights and music activate. It
moves at half spced and uses Hid.e :ind Move Sile1tly, then takes
an indirect route towar.d the characters, using the motions and
shadows-0f the dancing lig};ts to cover its approach. The lights are
distracting, so the PCs take a - r penalty on Spot' checks to sec
the 'fght, wliile the loudness of the dirge ca~s a -10 penalty on
Listen checks to bear the undead crcature.

Treasure: In one of the wight's tat~red pockets is ~ nonmagical


gold amulet (100 gp).

Abilities Str 3, 9ex 18, Con-, Int 11, Wis 12, Cha 14"
Fcats Alertness, Improved Initiative
Sldlls Concentration +9, Hide +19, Listen +101 Spot +10
SQ.rejuvenation, undead traits
Pire B.ay (Su) Range 20 ,feet. A flameskull can shot two Jire
rays as a standard action.
B.ej11venation (Su) A destroyed fi'meskull rejuvenates at its
full normal hit points' in 1 hqr even if smashed to pieces.
To prevent rejuvenation, its remains rriust be spril1kled '?ith
holy water or subjected to a dispel magic, dispel evil, cjr.
rm;ove curse spell. Tite flameskull's caster level is 14ti for
;he purpose of the dispel check.

42. ce.remoniol Holi (-EL 3)

'
This dark ' chamber served as the waiting area befare funeral ser-

PLAMESKULL
CR
I,,E Tiny undead
Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Conlffion, ~lven (always speaks in Elven)

43. MO.ftUUC\J'
This room holds glass tables where the deceascd were la id in state
- until their funerals or final interment-preparations were ready. It
is cold and smells faintly of death but is otherwise empty.

Hook (in Rlven) "You should not have c01;ne. Mourel's secrets
are bis. alone! Now you must be destroyed."

22

_,
Tu

CITADE:L OF GLASS

~yjal Stardancer: hp 23; Libris Mortis 94; see below:


Small Fienduh Monstrous Scorpion (1-3): hp 6 eacb; sce
below.

44:. OSSUU'l}
~aceration, an ancient star elf adition, has lost favor in modern
tunes. This pi"actice involved boiling the flesh and soft tissues off
the bones of the deccased, leaving only a clean skeleton. Polished
bones we1:e collected nto a small bundle wound with silver chains.
. These' remains were then laid t rest in smaU uche"5 in an ossuary
such as this one. T he walls are lined wth sinall niches. Withi n
severa] are bundles of perfectly preserved! bones wound wit,h sil ver
'

chain, each with a polished skull pei~hed atop it.


Trcaeurc: A total of twnty-two skeletal bundles rerain in th~
fifty \Vall niches in.this room, the rest having bee\1 animated over
tl1e years by Kyjal. Ea.ch of tbe bundles is wound with a small
sil ver chair: (2) gp each), and another seven chains can .be found
scattered across the floor.
-

'

45. C'emutof'ium (tL 4)


of Jhe
btld.ing to the ot!Je1. In the ce11ter 'ef the opposite wall is a large
furnace ef opaque glais. A smatl door in its /ront is transparent.
Next lo th/rnace are two Jarge 'llals ef opaque glass with similar
and much smaller /urnaces built into their bases. Scatteied about
the 1oom are severa/ glass tabl~s ?notmted on wheeled legs, ea ch long
rmougb to hold a /ali lmman.
~This long, hemispberical chamber strr:ches /rom .one e11d

This room served as tbe crematorium aud mac~~ation camber for


tbe Mausokum. Elf corpses that were destined to be incine.rated
or macerated were laid out oo the tables, in here until one of tbe
furnaces or vats was available.
Looking through the transparent door for the large furnace
reveals a long, narrow chamber with a sliding glass panel where
bodies could be placed within and their ashes removed. Furnaccs
under thc vatS re m:uch smaller and were used to heat water
placed in thc vats to a boiJ, but ~he vat.s are now dry. The glass of
all these constructions has special insulaton that prevents their
exteriors fronrbecoming hot. ~o meam of fueli11g these furnaci:s is
obvious; the elvcs used powerful elemental magic for that purpose.
Likewise, cantrips cbnstantly freshened the air. in th chamber
and prevented any distastcfu1 odors. The magic of both of these

. features faded long ago.


Creature: The southern maceration vat J:>ears a Trap. Lying
withi.n that vit is a being that was once Mourel's greatest apprentice, a star elf named Kyjal Stardancer. The high mages spared
him from execution because he fcll into the sea during thc man .
battle and was believ<:.d dead. It was he who helped Mourel acheve
his curr'ent, state ofexiste11ce. At Mourel's urgiug.and u1 order to
gain greater power, Kyjal attempted to transform himself int,o a
lich. Wh.ile he succeeded in endi.ng bis, own llfe, the necromantic
magic failed to bring him back as a 1ich. However, the deatb energy
pusing his body caused him to rise as a lesser undead creature
called a <l1:athlock. Kyjal has no memory o(his living existence.
Mourel has given him -a thprough understanding of the cifadel
and "ts environs, but Kyj ~l fee.ls np connection to bis formed 1fe.
1
He has begun learing magic again.
Sta tic~are provided below for Kyjal and the fieridish monst.rous
scorpion he ~ummons (see Tactics).

Tact ics: While Kyjal reclines in bis vat, he actively listens (th~
PCs) ust succeed on Move Silently checks opposed by h.is L isten
check if they want to e.nter by ~tealth). The momeit Kyjal dete<:ts
intruders, he begins casting summott mo11sler f to summon a Small
fiendish monstrous scorjion. H e repeats tfus action in the nex:t 2
rounds, using aU hls sumttion mo11ste1 spell-like abilities for the da.y.
He then 1:asts shield before rising to cast spells at the illtruders.
The deathlock uses the vat for cover, and he starts combat with
cause fea: on a fight~r and jlare on any apparei1 t wizards. Kyjal
follows up with magic missil'e, ray of etifee.blemenl, and r4y ef
fi-~st. lf a PC approache~ ls position, Kyjal lets the ghoul glyph
paralyze his enemy and titen focuse-s a1l bis magic ,911 thaqierson,
hoping ~.br)11g the PC near death. He then climbs ut-of the vat
(a move action) tQ use. death knell on a helpless PC.
Trap: foscribed on the outside of the southern vat i5 ~ gh11I
glyph (see sidebar). It activates if anyonc otlier than Kyjal comes
within 2 feet of the vat.
Ghoul Glyph Trap: CR 3; spell; spell trigger; no reset; spell effect
{gho11/ glyph, 4th-level wizard, see sidebar for effects); Searcl1 DC
27; Disable Device OC ?.':J.'
Note: The deathlock's spellbook is actually a broken chunk. of
a king's tear that was sharn;red in th'C' JX!agical due1 against the.
bigh mages. Only a portion of t~e s~ells it once stored ~emain.
.The deathlock studies his spellbook by plaGing the broken.jewel
in a cavity .that has been carved into .his foreqead. A PC who
acquires Kyjal's spellbook needs to use one of the rystal busts
n the-athenaeum (see area n )"eacb ti.rile the "book" is studied,
or the character must copy down the information that the crystal bust r cites and study it later. In either case, tbe arcanist in
question must follow the rules for -coping another's spellbook
.('PH 179). The jewel is otherwise valueless due to its damaged
condition.

KYJAL STARDANCER.

CR 4

Male deathlock wizard 1


NE Mechum undead .
Init +6; Senses. darkvision 60 ft.; Listen +9, Spot +9
Languagea Abyssal, Common, Infernal
AC 13, toudl"12, ftat-footed -11
(+2 Dex, +1 natural)
hp 23 (4 HD)
Immune unpead immunities
Reaist +2. turn resistance
Fort +1, Ref +3, Will +6 '
Speed 30 ft. (6 squares)
Melee bite +l (ld4)
Base At.k +l; Grp +l
Wizard Spells Prepared (CL lst):
lst-ray of e1ifeblement (+3 ranged touch), shield
,O- daze (DC 12),jlare (DC i2), ray effrost (+~ rang~d
touch)
'Spell-Like Abilities (CL 4th):
2/day-death knel/ (DC 14), ghoul glyph" (DC 14)

23

'

.,

THE C1TADEL OF GLASS

3/day- car,se fia r (DC 13), magic missite, smmmm monster T


At wiU-detect magic, i".flict minor wounds (DC 13), 1ead
ma'gic

Abilities Str 11, Dex 15, Con - , Int 14, Wis B, Cha 14
SQitndead traits
Feats Afertness, Irriproved Initiative, .Scribe Scrollll
Skills Concentration +8, Hide +8, Knowledge (arcana) +9,
Lis~n +9, SpeJlcraft +9, Spot +9
Possessions 1vand of animate dead (CL 8th; 16 charges),
spellbook
Spellbool spel ls prepared plus 0- itJ.1; l st- comprehend;
Janguages, feather falt, identify, magic missile, reduce person,
summon monster 1, tmseen servant, '2nd- arcane /ock,
conlinual ftame,fox's ctmning, ghoul glyph*, hy pnotic pattern,
resisl ene1v, see invisibility, 3rd- deep slumber, m:a;or
image; fth-ba/eft4/ polymorph; 7th-llision
Hook "How da.re you defilc the house of my master!'. '

* New spell; see sidebar and Libris Mortis 66.

SMALL FrENDISH MoNsnous Scou10N

CR. -

Atk Options Weapon Finesse, constrict (ld3- l ), improved


)\
grab, poison, smite good '(+1 damage)
Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha '2
SQ.yermin traits
SfilJ.s Climb +~, Hide +8, Listen +O, Spot +4
Feat_s Weapon FinesseB

Poison (Ex) I1tjury, Fortitude DC 1'2, initial damage .~


ld'2 Con, secondary damage ld'2 Con. The save DC is
Constitution-based.

' .

46.

{:mbulmin-s chu~ber .

. Glass tables oh rollers are scaltered round this room. Glass cabnels
1vit!J' lransparent door~ Jine the walls, umtaintng ali mdt1ner of vises,
saws, clamps, retractors, and k11ives. Gther cabinets hold ca11opic jars
and viats. N ext lo the cabinets are r1nays of glass cylinders 1vi1h
tubing atlached to them and coiled onto 1vrtil hooks 1earby. These.
'tubes ali end in large needles. Bell01Us and pmnps are atfached to
the c;linders, so1e of which ha~e interio'Ys that a~e stai11ed dark.

NE Small magical beast (extraplan.ar)


Init +O; Senses darkvision 6o''{i., tremorsense 60 ft.; Listen +O,
Spot +4
AC 14, touch 11, fl at-footed 14
(+1 size, :. 3 nat ural) ' .

Among their many 'other skills, the a11cient star clves were exp.ert
embalmers. The various cylinders andjars herein once held embalming fluids, preservatve che!llicals, and blood drained from the bodies
of the deceased. Organs were placed in canopic"jars far interment
or usiy in \uagical research. All the jars and cylinders now present
are empty, though a few still hold dry residues of their former ~011tents, ind uding sorne with bloodstains. A character who succecds
on a DC H Search check determines that 011e of the cylnders once
mounted on the wall among the others is now missing.
Nothing of value is left i.u this chamber.

hp 6 (1 HD)
Immuqe vermin immunities
Resi.&t cold r, fue r; SR. 6
Fort +4, B.ef +O, Will +b

Speed 30 ft. (6' squares)


.Melee 2 claws +1 each (ld3-1) and
sti.ng - 4 (ld3- 1 plus e oiso)
. Base Atk +O; Grp - 4

. gho-Ul glvph -

'"

ecrornancy
Leve!: Hunge~'2, sofc,s~/wizard 2

by_those that travcl,past it ethereally. Only: a single ghoul glyph


'can be im;crbcd in a r-foot squ:m;.
GhoI glyphs cannot be affred or byp:isscd by such mearis
Componc.nt1: V: S, M

as pl.iysical or magical probing; thougn thcr caH be dispelled.


C:a&tlng Time: 1,n:ihlutc
~llan5e: TOl,l,Ch
Mislead andnondeteclio" can fool a gho11i gl:),ph.
Read magic allows idcntifii:ation of agho11 gi)ph with a sucEffect One ghoul glyph tha_t mus~wthitt.a 1-ft:square
c~ssful OC H Spelkraft check, if the glyph is 11oticcd hcfore .
[!uration: Permancnt mJtI disChargSd
; it is ac ti vated. A rog lle ( on1y) can use the Searcl1 ski Jl to fiml
Savmg"Throw: Fortitude partial
~gh011/glyp~hwart..jr, Thc DC in cach .
Spell B.eaist~ii~: Yt~.
case is 27. - - -
When a glyph is acti\<atcd, the subjcct i~ paralyzed for ld6;2
You ihscrhe a glyph that parlyzes ;i1y living creature of
rounds. AddtionaUy, if thc suhject fails a Fortitude sa\'c, thc
Large or smilller sizc tbat cnters, P3:Sses, or opens the warded
par~zcd suhject exudes a carrion stcnch that "causes i'etch1g
arca. Yo can scribe thc glyph to be \'Sihle as faintly glowing
and 1iausea in a 10-foot i:adius, Thse in tlic radius must makc
lines or invisible: You can inscribe a ghoui glyph on a portable
... object, bui: if the objcct is moved more than r feet, thc. glyph
a Fortitudc sa\'e r takc ~ -1 p~1alty on aj! attack rof, WflP!l '
-fa"a'Cs,
.
.
.
daruage flls, saving throws/skiH checks; and :ibility checks
ConditioJJS for triggeringa ghau/ g/yph are stl'ingent It takcs
until thc spcll cnds.
effcct-0!1 any cn:ature'~xccpt you.that moves to or Vilthin '1 fcct
MaJtrJa/ Compt;nent; You trace thc glyph wjth carth from
a ghoul's lafr, . .

of it. It affects invisible creatures nonnally hut is n~t triggered


1

24

...

TuE CITADF:L OF GLASS


Melee slam -i-S (ld6+6)
Bas Atk +1; Grp +)
Atk Options Power Att ack

47~ Bxe.ution chombe.c (BL s)


This m1all chamber has dozem .ef 11iches b11il1 i1;10 l/:Je walls. In .
ihe cenfer of the room stands a large block ef wood with a d1:ep
g,ro01Je in its mr/ace. Slump1:d behi11d it are the bones
ef a headless
1
huma11oid skeleton.
This room was once an ossuary like a,;ea 44. When the high mages
finally captured Maure!, they removed th~ rernains to ~~ s~ely
stored in auother citadel. Mourcl was bro ught here, bound an~
gagged, a.nd his head placed on the block. Then the ligh rnages
magieally compelled an undead servant of Mourel's to exec ute
the tra.itor. When the citadel was banished to the Night
Realm, Kyjal stole in here and retrieved bis master's d~
capitated h~ad. He stored it in a giass cylinder of
prescrvative chemicals take11 from the em1
balming room (area 46) a.nd was able o
reani.mate illto its cunent state
as dcsc.ribed in area 49. The
high _mages st.ripped ali
valuaOles from Mourcl's
corpse.
Creature: M ourel's
wicked experiments
included tbc execution
of severa! of hi.s personal bodyguards, whom
he thcn animated as loyal juju zoril.bies througtl the
use of cr1:ate undead. Most ofthese zombies were
destroycd in the battle with t:he h:igh rnages, but
the elves managcd to wrest control of one zombie
from Mourcl and uscd it to execute hi.tlL Tht
juju zombie still rcmains il1 this room.
It d.i.ngs to the wall ni.ches above
the door and \vits far the PCs to
enter, then drops down bchind ~etl1
and attacks.
The juju zombie is not alone. Two
vargouilles- tbe remains of two star elf scribesflutter about the rooin and swoop clown to attack i.nfruders.
Juju Zombie: hp H; Unap'proachable East 66; see bclow.
Va.rgouilles (2.): hp ) each; MM 2S4.

Abilities Str 19, Dex 16, Con ~' Int 6, Wis 12, Cha 12
SQ.gtherworldly,touch, undead traits

Feats',odge, Improved Initiative 5, Power AttacP, Toug.hness 8,


Weapon Focus (greataxe)B
Skills Climb +10*, Jump +4, Listen +'2.~ Spot +'2., Swim +'2.
. * Juju zombies have a .+8 rn,cial bonus on Climb checks ad
can always .choose to take 10 011 a Climb check, even if
rnshed o: threatcned.

Posses&ions chain shirt, greataxe .


Otherwor ldly Touch (Su): Between sunset and sunrise, a
star clf juju z.ombie confers thc ghost touch ability on
any melee weapon it wields and any armar
it wears, bu t on ly as long s it keeps
the weapon'ill hand'Or wears the
armar. Star elves ha~e a--magical
affinity far starlight that gives
t)iem. an unusual edge ill
'
fighting extradimensional
foes. (This ability never
functions in the Night
Realm due to the
absem;e of stars. It is
illcluded here so you
. can use ths creature
in other adventures.)

-.

JUJU ZOMBIE

.
CR. .;
Juju zombie star elf fighter 1
NE M edium undead
.
Init +'7; Senses darh:ision
ft.; low-light vision; Listen +'2, ,
.
Spot +'2.
Langaages cannot speak; understands Com1?-on, Elven

66

AC 10, tQuch 13, .flat-footed 17; Dodge


(+3 Dex, +3 natural, +4 armar)
hp 1S (l~HD); DR S/slashing
Resist .+4',!:urn resistance
Immu.ne electt'icty, magic missile; u~1dead 'i mmunities
Por +'.2, Rcf +3, Will +l
Sped 30 ft. (6 squares); cli.tnb' H ft.
Melee1greatxc +6 (ld1'2.+6/X3) or

A stair .of transparent glass spirals down to the lowest level of


Mourel's Tomb.

The vault
of MOU.cel
49.

(EL 7)
Tls simple, domcd room vaults to a height
of '2.0' feet and has niches of various sizes covering
its ent;e s.urface. Once, urns aud coffins were stor d in this hurial
vault and magically sealed into the niches. These w re ali removed
when the hitb: mages cast tlie citadel out of Sildeyuir.
Creatures: Tllis vault serves as the lair of the infamous Mourel
. Duskwalker in his current form as an evolved brain in ajar. His
apprentice Kyjal recovered Mourel's head after his xecution. Usipg
a method Mourel had been exierimenting with, Kyjal extracted
th~ brain al1d preserved it ii1 t jar of embalmi.t1g fluid. He tbeu
used Mourel's magical procedures to reaniruate bis master into the
creature he is today. Over the long centuries of -hJ banishment,
Mourel has managed to gai.n the evolved undead template twice.
To obtain-greater mobility and protection, Mourel bad his apP..rentice anifil3:_te tb~ corpse of on~of Mourei's guardian crea tu res,
a girallon sll!in by the high mages, into a zombie aft.er creating a
'Cavity in its chest into which Mourel's glass cylinder co~ld fit.

2S

'

.,

nm CITADEL OF GLASS
1/day-domi1wte pet'Son (DC '20)
3/day- siiggestion (DC 18), tlekinesis (DC '20)

Mourel Duskwalker (evolved brain in a jar): hp 19; Libris


Mortis ~O (brain in ajar) and Libris Mortis 99 (evolved undead);
see below.
Grallon Zombie: hp 94; see below.

Abilities Str -, Dex 14, Con -, Int 16, Wis 12, Cha '20
Fets Alertness, Iron WiU

S~ilJs Bluff +l, Diplomacy +11, Knowledge (history) +9,
Knowledge (psionics) +9, K'nowledge (religion) +9, Listen +9,
Spot +9
.
.
:
1
Possessions control key (see Treasure, above)

Tactics.: When first encountered, Mourd attempts to use his


domina/e person and mg,estion abilities on whomever looks like

the PCS' leaqer: He suggests that the humanoid mercenaries are


Mind Thrust (Su) Mourcl can dcliver an assault 011 the
invaders who wish to steal his home from him and ~cquests that
,thought pathways of 0;1e creature, dealing '2dl0 points o
thc characters eliminate them for hitn, saying that the humanoids
damage if the creature fails a DC 16 Will save.' The save DC
surcly have adequate treasure to cotnpensate the cha~acters from
is Charisma-based.

their spoils. If this approach fails or the PCs return to Mourel


. M~dness (Su} Anyone targeting Mourel's r"nind wtb thought
after completing this task, Mourel attacks and uses any dominated
. de.tection, mind control, telepathy, or psionics takcs ld4
party mcmber to assist him in the battk:. The girallon zombie
poi.nts of Wisdom damage.
charges forward to engage the characters. Its anns crossed over
Hool "Your anima~ed corpses will be useful in helping me to
Mourel's canistcr provide him with cover (+4 bonus to AC, +'2
finally destroy the star elves."
bonus on Reflex saves). Mourel uses his mind thrust ability against
fighters and rogues.
.
If the girallon zombie is des~royed, Mourel flies out of its cavity
Gra.ALLON ZoM1nE
CR.
NE Large undead
and takes cover i.n one of the 'niches at the toE_ of the room's dome.
Irut ~2; Senses darkvisiou _60 ft.; :i;.,isten +O, Spot +O
He continues to use mind t11rust untiI an opportunity presents
itsclf for bim to flee thc Mausoleum. He docs not use .hi~ telekiAC 18, touch 11, ftat-footed 16
ne~is in combat, illStcad saving bis daily uses to open door as he_
(-1 siz.e, +?. Dex, +7 natural)
hp 94 (14 HD); DR 5"/slasbing
attempts tq escape. If hccscapes, he disappears into the night sky
Immune undead imrounities
of the demiplane.

Fort +4, B.ef +6, Will +~


Treasure: Set into a cavity atop Mourel's cylinder is a footlong
Weakncss single actioru only
plati.t1um rod with a loop at one end anda largc topaz. at the other.
Specd
40 ft. (6 squaies; can't run), climb 40 ft.
is
worth
5"00
gp
and
is
a
control
key
for
the
citadel
(see
This item
Mclee slam +14 (ld8+7) or
area S"r). '
Hidden in one of thc niches at floor leve! is a largc, hollow 1 Mclcc claw +13 (ld4+7) or
Melee bite +8 (1d?+7)
dragon horn. It has been polished, lin d with plati.trnm, and set
Base
Atk +7; Grp +18
with small gemstones t9 be used a a drinking horn. This is the
Abilitics Str '24, Dex H, Con -, lnt -, Wis 10, Cha 1
Grail ef Shin-grailar (see sid bar}, as described in the Advcnture
-
Feats Toughness
Hooks section. lt is wortb '2,000 gp.
Slills Climb +U *, Listen +O, Spot +O
~A girallon zombie has a +8 racial bonus on Clirnb checks
CR. 6
MoUREL DusKWALKEB.
and can always choose to take 10 on Climb checks, even if
Evolved brai11 in ajar
rushed or threatened.

JE Tiny uudead
~it +'2; Scnses blindsight 60 ft., darkvision 60 ft.; Listen +9,
Spt +9

.
Languages ~~lepathy 100 ft.

po.rtul control. cente.c


(Areo.s 50-;SS)

AC 16, touch 16, flat-footed 14


(-t;'2 size, +?. Dex, +1 natural, +1 defiection)
hp 1.9 (3 HD); fast healing 3
11..esist +4 turn resistance
Immune ondead' imrounities
Fort +1, llef +3, Will +6

The Portal Control C_erter is the heart of any Sildeyuir citadel.


These liinitedacccss towcrs are always heavily guarded to prevent
them from being cxploitcd by tbe wrong persons. When the h.igh
magcs tore tbe'Nigbt Realm from che rest of Sildeyui.r, its portal
.was severca from its connection with the other citadels. Tbe po1tal
could still access thc ri ng of ston s in the Yuirwood but nowhere
else. B~Iieving thcy had dcstroyed ali the inhabitants of tbe new
demiplane, tbe bigh magcs closed t11e portnl behind them and assumed that it would stay forever sealed and lifeless.
A slim, octa~onal tower of opaque glass rises from the sea high
into the ai.t abovc tbe citadel. lt is topped by a massivc.octagonal
stnicture, with opaque glass on its lower portions but topped ~y
a brightly lit crystallin dome. Bridge E connecrs this tower to
the Nexus.
.

Speed fly 30 ft. (6 squares) (good)


Melee Base Atk -; Grp - .
Space 1 ft.; B.each Atk Options mind thrust
Spccial Actions madness, command undead 8/day (+7, '2d6+8,
3rd)
Spell-L:e Abilities (CL 3rd):
'2/day-see invisibitity
Psi-Lile ;Abilities (ML lOth):

26

ThIE CITADE:L OF GLASS. -

.f

s~.

All fioors a nd ceilings in this building are opaque except


the ceiling of area
SS-that
room's
dome is transparent
.

1
9ilings are 10 feet high unless otherwise noted. Tle
interior wans are translucentbut are so thick that they
prevent a.nyone from be;ng a ble to discetn d~tail,s, f
other areas.

Hu.U of
cho ices

The tr~mlucent walls ef thu room


give
p diffuse blue glow. Two
passages exit the ro()T/1 at' oblique
a11gles. Beside each ef these passages
is t{ statue composed ef opaquq white
glss. The northern sfatue depicts an elderly eif wfth be11ig11 features and a
sagely expressioiz. The easter1i statu'e
is ~ beautifi'l J'OU1Jg fema/e eif
with piercing eyes. and an intense
e1>:pression.

ot/

so. Towe.r Bntry


The door to this tower is sealed with
an arcane.lock (CL '20th). However, if
anyo11e who possesses a control key
(from areas 36 and 49) touches
the tpaz tip of the key to the .
<loor, it can be <ipened easily for 3
rounds. It tlm.i locks agan. ;

s1. Blementul
Lift Tube (BL 6)
The tower's entry tunnel-extends through
walls of thick tran~lucent glass and ends _at
a circular shaft extending p through the
core of the tower. This interior shaft rises
80 feet to the second leve! of the towe/~nd
is featureless al.1.the way to t4e top.
Creatures: Eight small afr el.ementals.inhabit this,
tower. They stay up in the shaft but attack anyone who
atte~pts t<? ascend by flight ot clirnhing. However, the appearance of one. of the control keys brings ti).e elementals
down t~ do the wielder's bidding. The elementals are tasked to
carry those wth i:he key up or down the shaft. Each elemental.can
ca(ry up to 75' ..pounds: Up to four can fly side by side in the shaft
to carry 300 pounds. It takes the elementals 1 round to make the
trip e~en if carrying their maxim"rii toad.

Small Air !J~mentals (8): hp 9 each; MM 95'.

rqom serveCI as a way for


the.star elves to preventintrusfers
who migh~ have stolen a conti:ol
key, frotn reaching the control
center. he statues in this room
~ comprise a ~est for those s'eelqug to
enter the control center. An erudite
. star elfwould anost certaiiily pass%e
test, but a visitor wmtid have to make
a guess at b~t. .
Each of th~ stat;ues depicts an actuar
figure from ancient stat elf history.'They ca_q
_be identifi.ed as Gamogan (the old mari) and
Teraff (the young wo,nin) wjtl "a s4ccessful >C
'25' KnoWJedge (hi.$tory) chc:;ck Most elves and hilielves
.gain a +2 eircumstance bonus on .this cheGk, while
~
tho.se with.star elf blpod gain a +4 circumstance bonus dueto star
elf !ore pass~d on through oral history. Dulado{a (ara 38) based
'her daring on her admiration of T~raff, and she xec0gnizes the
- tw~ immediat~ly . and knows .thc sfory by heart.

T~e gfriir of shO::t~r~ilnr


.

...

1'his jeweled and platinnm-lined cfriukwg horn \\'.S ca ved


from one of the horns of the_dracolkh Shai:gra,ilar. Shargrai-

lt,. one O the ll)OSt p0wet.ful dracoiiches to er il<ist.; was sJain

in Sembia hy th Ual'~p ahd their alli;s.'.J'he horn was .takeJl


.
as a ttophy,iln~.J~ter craf'ted .iitt~ its cahebt forn1.
11 Kanlien cCE male half.;eu- necrl'lma!Jcer 9) r.eceutcy
located the Jmru and had agehts'ship it:'b. Vlprinta1ar, where a.
!~al ~~d;ant ~O.uld cat~y it_
/ ?...tlte -\il!lage of Glarlldar w'.~h-_
.out ra1sipg _suspm1ons. Wmn f5 secretly the leadei:_,of.a Oul~ 0!
_the.Dragon cell ii1-0larondn nd"1S-closeto convinci:ng the fang ~
..___d.l'agon of Un b.eigofh l?eak, Narthcling, to beome--a dnrcolich,.
~ To s~l the dca1;Winn sou~to obtain ~ relic 0f..suita~l~ i:eputaton and history to s \'. as Nartheling1s p!J.ylactery,
.
As etie.Grail was beipg trapsport~:tht011gh tli.e Yu.!w~,
the merchnt ru~d his.. company bap2ened to eamp near the

. :w

--

T~is

_.

. ..

stone t.ing portal leading to _the Njght Real.in, Mourd had


emei;ged to 'scout 0ut the,sut..rounding fo.rest and<easily picked
up 0ll fe necromantic aml evil _psyGhic aur; that _petsist
around the otherwse o.rdinaiy, drinking horn. ffo stol it and
0rought it back tP his ,~eid.m, hoping-to use lt 'in a ritual to tap
it~ -iuherent powers.-~ - - .
The Grailean be used in:y9ur campaiga.howe~r iou wish.
lt t~1 simpy be ritui:ned to fhe i'N.~rchant T~in ~ax.weath~r .
for' Hk reward, or the characters, cquld beeome mvolved. m
" th.e_,pJots Qf the.-.C ult of the t>ragon as its memhers seek to .
recover t.J.e_G,,~i/for their 1!/f~rious ertds. It c-an. be u~ed as
~ pJat Jiok ~o contint:i.in~ -dve1~tu.res ag'ainst the cult that
ul'tim'ately lead to a sho\vdown witli 'Winn Kardzen and pos-
<Sibly Nart:ge~inef.
.,:
1

.,

TuE CITADEL OF

G:.Ass

For most of his years, Gamogan was consdered a kndly aod wisc
activities. However, when she was ultimately captured by a group
figure wbo counseled the star elf nobility on important decisions. , of co~tal settlers, her fears proved founded when tbey t rtured
her 1to extract information on tbe whereabouts of the star elves'
He was s'een as a voice of moderation and was very popular a1nong
the star el ves. Teraff was a young firebrand orator who spoke out
secret portaJs a~1d how to access the o~w realm they were creting.
strongly. against peaceful relarions with other people~ including
Bcause sorne of her followers esca.sed their captors, Teraff is reother, elves. She too 'hada popular following ' but wa~ considered i
membered as a hcroine for c:nduring extrem torture..and dying
hothead a~d a rabble-rouser.for most of her life.
ratber than revcaling tl;te secrets of her people.
"
,
In me dys when the star elves were first constructing ther
The star clves reviled Gamogan and canonized Teraff. The
realm of Sildeyuir, Gamogan was a vocal opponent aganst cremoral tale of their lives, as interpreted by the star elves, was to
atng the realm, claiming it would ,strain the rclati~ns that bad
look to security before trusting in the good will o stt:a11gers- a
been established with humans and ther allies. In bis fervor to
well-Jearned lesson for t11e insular star elves. As such, any knowledge
able star elf w~uld b expectcd to know tht the eastern ' corridor
"s'ave" his people,' be went to the leaders of neigbboring nations
is tbe proper'path.

ai1d told tbem of the str elves' plans, hopmg to open a dialogue
between the races.
Despite his good intentions, Gamogan is remembered as a vile
53;
traitor to those steeped instar elf lore. As a result o(1is actions, a
The corridor .twists around and eventually ends at ~ door. The.
human ti:ibe who.had claimed friendship to the smr elves was able
'door appears to be sealed by an. arcan~
lock
(<;:L '20th) and bears
to loca te a11d attack a secret enclave, slaughtering the ~nliabitants
t

a Trap.
.,
aud steali1ig tens of thou~nd~ of gold pieces wrth of valuable
materials and gems that had been gthered_ for the creation of
Trap: The door is actually a false door a1id does not ope. Any
sorne of the m<cessary prtalft Gamogan was banished, never to
attempt to open it dtuses a {ightning bolt to eman~te from the door
and fue J a line down the haJlway. The trap resets every round.
be seen again.
Lightnin.g Bolt Trap: CR 6; magic device; touch trigger; au
'.feraff was li.kewise active dqring the time of Sildeyuir's creation
tomatic reset; spell cffect (Jightning bolt, 10th-1evel wizard, 10d6 .
She led a band of renegades that raided the camps of coastal setelectricity, Refl.ex DC 14 half); Search DC '28; Disable Device
tlers she .felt were secretly spying on the star ~lves' activities. At
DC '28,
.
~
one tine, she was labeled an outlaw by the star elv~ for h.er rafea!

F-0.lse

c:o.rridot (EL 6) .

ontrol

'28

nt

.
54'.

TuE C1TADEL oF

ActoJ co.rrido.r (BL 3)

Jhis corridor,follows the outside.contour o the tower and ends at

door. The cfoor is sealed with an arcane lock (CL20th) and bears
a Trap. An easly spotied recess in the door allows the proper use
. of the co~trol key (or t'h need for sorne sort of key) to be dscerned
. \vith successful DC 10 Intel!jgeuce check. If the loop end of the
co~trol key is touched to the recess, thc trap deactivates and the
door slides open for f minute.
Trap; If an attempt is made ~o op; n the ,door, or if it is ~ou"hed
withnything other than tiie loop end of a cntrol key, tt unleash~
a ligh1ning bolt down the corridor. TJie trap' res~ts
every round.
Light~g Bolt Trap: CR 3; ~agic
device; touch trigger; automatic
reset; spell effect (!ightnif(t,
bolt, Sth-level wiiard, Sd6
electricity, Reflex DC 14
half); Search DC '28; Disable Device DC '28.

a Sll)all hqok springs out at the bottom of th.e hole and ~cures the
key n place. o;ce thjs is accomplished, the entire pedestal glows
with power ~hat is focused through-the topaz tip and Ji.red as
beam up into the crystalline dome overhead. Lines of power orm
n the.'dome and send tendrils o brilliant emrgy down nto the
surr9lfudng storage area to lift the fiJlal two glass slabs i.ttto place
to complete tlie stone ctrcle. TJ:e controller can likewise ha ve the
energy tendrils remove the current slabs and menhirs to return
them to tbe storage pit. Only"the specific 'slabs used i11 the stone
rng allow it to function; the rest iu the storage area are der;oys.
This arrangment e:-:sts to prevent the slabs from being put nto
place m?-Dually without the control key. Use of the
control key a.llows the cortect slabs to be
automatically sele~ed. A character
can discern the function
this
apparatus wi~h a successful
DC 1r Intelligence check
or wi~ ld4 minu.tes of

or

corit.rpl
cente.r
(BL 4)
55.

A stair of tratisparent .
glass rises thro11gh the.
jloor of this room and
ascends anolher 10feet
t an octagonal platfo,.m
in the center. Erecled 011
this plaifonn is a ring of
tramlucentglaiimenhirs
matchi1~ the stone ri11g
at thi: entrance to this
pl(lne, though at a much
smaller scale-each
menhir stands abrni't f
feet high. The 011/y other
-difference is that the
blocks that sho11td top 1'1110 arehes a1'C missi1!g f.r_om the ring: A
sunken arua offtoor surrou11ding tbe ce,;tral plaiform is.c;f!Wded
with hundreds of tra11sluce;,t glass blocks similar to tbose in _the
sto11e circle model. 'Jlhe f()p ha!f ef the huge chamber is composed
of transparent glass t_hat allrirus a spcctacular 'IJeW of the en,lire .
citadel, 11c/t1di11g the smal;l isl<; co11tai1fing the stone circle that you
arri'Vtd through.
Tbis room is the hcart of .the Citadel of Tir'i.t1'tiral. This platform
ontrols the portal to and from the realm. A total of seven glass
menhirs ~nd in the ring. Five slabs link thein to form dohpens,
leaving two o the arches io,omplete: In the center of th r~7 is
a sm,all transparent pedestalthat is nqt visible from the stall;s1
The tbp ofthe pdestal has a-small hole the size of 'll cpntroi1key.
Wben ~ne o the control keys is placed irrthis hole, loop end ~rst,

Guss

The stone circle at


the .arrival pomt is
controlled by the configuration of the glass
mode here. As 1011g
as at least four of the
dolmen aiches are com
pleted en tl1e model,
the pO'l"tal is partially
activated (five of the
SC\' Cll arches are curren tly completed).
When partially active,
the portal can transpon creatures from
the Yuirw~ to the
demiplane but cannot
retur n them. If less
than four arches are
complete, then the
portal is , deactivatd
and cannot transport
creatures il1 eiiher directon. The portal is fully active and able
to bring crea_tures both to and from the Yuirwood only when the
en tire circle is complete in the 'control centq. The ability to connect
the portal witb those at other citadels in Sildeyuir was removed by
th~ high mages long ago.

Creature: During the battle with the Iigh mages, ene of Mourel's
apprentices.transformed a p.!:,t dire rat into a darkenbeastto guard
the control centr against ntntders. The apprehtice was killed, and
the high J'!lages were able to incapacitate the darkenbe,ast while they
deactivated thc portal and split the Night Realm off il1to its own
demiplane. ~cause the Night R.ealm never experences unr~e, the
darkenbeast has remaned n its present form,,acting as a gua.rdia11,
trapped in the control center. Both~Mourel an Tolg'byri have been
able
use the control center after beating back the darkenbeast,
until it learned to leave them alone. ow it roosts among the

to

.,

. RETURN TO TH YUIRWOOD

stones i1~ the storage pit, waiting for iutruders upon whom it can
vent its ~rath. It does nothave any imprin.ted speUs. If slain, the
creature reverts to a d ire rat.
Darkenbeast: hp 4'2; Monsters of Faerin 30; see below.

~ R!TvRO fe Tm
Yvi~een

D~vel~~mcnt: If the PCs ha ve not yet encontered ~ither Mouref


or Saverca when they enter this room, or either was able to escape
them, ne or, both of th.ose creatures follow tl1e charactel,'S as they
bre~ the control tower-Savera to learn how to use; the control
center and Mourel to remove the' threat to his mon~oly on the
use of the portal. If one or both are' present, they wait until the
darkenbeast has ben dealt with before ascending the stairs to attack
tbe characters. lf both.are present, one arrives 1 round before the
other. In battle, they have a 5"0% chance each round to.~ttack one
another instead of the PCs. either- hesitates to figh.t to the death
in this encounter, rightfully recognizing that holdiog .the control

center is tbc key to controlling the demiplane.

DAR~EAST
NE Medium magical beast '

'

CR.

Init +6; Senses darkvision 60' ft., low-light v ision; L.isten +2,
Spot +2

AG U, touch 12, flat-footed B


(+2 De'x;-+3 natural) '
hp 42(r HD)
Immune mindaffecting spells and abilities

The characters gai!1ed access to the control center m~ probably


dealt with both Savera and Mourel before they returned to thh
stone ring in the Yuirwood through the portal. If they have recov
ered the Grail of Shargrailar or rescued Duladora (or both), they
can make their
to civilization and obtain theii rewards. Feel
free to throw in forther encounters d~ring their travels .through
1

the YuirwoocJ.
.
I( the characters left the . portal open behind them, they
begin to bear rumors of additional _disappearances and of dead ly
c.reatres stalki11g the _nigbt in its vicinity ~s any surviving
cr at ures trapped
the Night Realm make their way out iuto
.the Yuirwood. If the PCs retum to tbe stone circle~ they finct
only the bfackened and shattered ~ases _of what were once the
menhirs formirlg the circle. In the charact~rs' absence, the high
' mages of Sildeyuir sensed the threat of Mourel Duskwalker.
Th!!y" converged on the stoue cirde and destroyed it to forever
seal off thc evil of the Night Realm. Other ways migh_t exist
to access the accursed denliplane tbat could be developed into
future adyenturcs, as could the events sun:ou11ding the Grail ef
Shargrailar (see sidebar on page 27).
~

way

SRH
Fort +9, llef +6, Will +i
Wealncae fight vulnerabil ity

IlEW ijlensTIR._

~~~~...;;...~~~~~~~~~~~~~~~~~- ~

_Speed r ft. (1 square); fly 40 ft. (poor)


Melee 2claws +8 {ld4+3}and
-..
bite-+3 (ld6+1)
Base Atk +r; Grp +8
Special Actionll/ spell impri.nting

The shard<13.ster is l}CW monster int1oduced in this adventure and


,found principally_in tl:e star elf realm of Sildcyui:r.

sha1dcste1

Abilities Str 16, Dex. H, Con 16, Int r;.Wis 11, Cha 4
Feata Great Fortitude, Improv.ed lnitiativ;e
Skills Hide +4, Listen +2, Move Silently +4, Spot +2
..:

..,._

A . hulking crystalline farm moves swiftiy l0111ard. you, its joints


crackling ee1i/y. Its translucent interior glows with a fainl
u'minescence.

Light Vulncrability (Ex) Whcn exposed to sunlight, or to


light equivalent to .a daylight spell, darkenbeasts take a -'i.
'penalty 011 attack rolls; saves, skiJI checks, ability checks, and
damage rqlls.
Spell Imprinting (Su) W.hen a darkenbeast is created, its
creator can cast a spell that the darkenbeast "ca~ries" until
the spell is needed. On the darkenbcast's master's acti6n, as
a spelHike ability, the master can attempt to cast a. single
spell imprinted on a darkeribeast within_ 30. feet of her as
if she were casting it normally. Such a casting has a 2r%
chance of failure, with an additional +10% for every other
' darkenbeast-in1printed spell the spellcaster has attempted
to cast that day. WJ.iether the pell succeeds or fails~ the
darkenbeast immediately djes in a spout of magicaI purple
flame', reverting to its true form in death.

SHAllDCASTER.
CR. 6

N Large construct
/
1
Jnjt +2; Senses darkvision 60 ft., low-light vision; Listen +O,.
Spot +O
Languagee understands creator's orders
AC 17, touch 11, flat-footed H
C-'1 size, +2 Dex, +6 natural)
hp 63 (HD 6 ); Dll r/hludgeonin~
Immupc construct immunities
Sll 17
Weakncss sonic vu lner~bili_ty
Fort +3, Ref +r, Will ~- 3

./

/.

30

-.

NEWMONSTER

Speed 30 ft. (6 squares)


Melee 2 slams +8 eaeh (2d6+5', bludgeoning)
B.anged 4 glass shards +5' eaci1 (1d6+5', slashi.ng)
Base Attack ,i.4; Grp +13
Space 10 ft.; Reach 10 ft.
Atk Options glass tentacles, shard volley
,.

st.cute~ie~ ond Tuctics


Shardcasters. lurk within the glass of the citadels th y guard.
They typically emerge suddenly t.o attack intruders with surpise
1
slamming with their hard crystalline fists and fling.ing volleys of
shai;.ds'a t enemies who remain at range. Relying 011 their av.imated
crystalline tentacles to g_rapple .rearguard opponents, shardcasters
pound on the enemies'-front lines.

Abilities: Str 20, Dex lr, Con-, Inr -, Wis J,O, Cha 1
S<lfonstruct trai.ts, meld i.nto g1ass
Feats Shlls Advancement 7-12 HD (J_,arge); 13- 27 (Huge)

shncdcoste.c Lore

Glass Tentacles (Su) As a free action once every 5' ronds, a


shardcaster can ~use ld4 crystal tentacles to sprout from

Characters with ranks in Knowledge (arcana) can learn niore about


a shardca~ter. When a character m.akes a suecessful skill ch ck, the
following lore is .revealed, i.ncluding the informatio11 from lower
DCs. The star elves guar4 th secrets of shardc;ster construetion,
so the DCs for this check are slightly higher t4_an they would

one or more erystal _or glass sourees within 40 feet. A souree


must eontaii). at least 1 cubic foot of glass or crystal to
sprout tentacles. Each crystal tentad.e is rooted to its source
and has a r foot reach.
:
otherw~ be.
A crystal tentacle U}akes a single slam attack (+8 melee)
DC 18: This qcature is a shardaster, a construct ereated by
that dels ld6+r points of bludgeonp_1g damage with a
star elf n1agic. The star elv-es of Sildeyuir buil.d these crystallne
successful hit. Instead of attacking to deal damage, a tentacle
constructs to protect their glass citadels. Shardeasters get their
can be used to grap1Jle using the' shardcaster's grapple
bonus. A crystallin tenta'de has AC 15', hardncss O, DR
11ah1e from thei.r ability to burl jagged glass ~hards from their
5'/bludgeo11i11g, and 'l. hit points. Destroying a tentade does
bodies. This result reveals ali construet traits.
11ot damage the objeet to which it is attached.
. DC 23: Shardcasters.are especially vulnerable to sonic attacks,
As a standard action.that does not provoke attacks of
and their crystallin~ bodies deftect some of the d~nage caused by
opportunity, a shardcaster can have a.. tentacle reabsorb into
piercing and slashing weapons.
its source and emerge from aoother source within range to
DC 28: Sbardcasters ha ve tjle ability to cteate crystalline tentacles.
attack that same round.
from nearby sources of crystal or glass.They can also merge their
A shardcaster can crat~ a11d control no more than four
bodies with su rfaces made of erystal r glass.
crystal tentacles at a time. If the shardcaster is destroyed, all

DC B: <;reating a shardcaster requi,i;es 5',000, gp in material


its anirnated crystal tentacles are destroyed as well.
componeuts
and someone skilled in gemcutting or glassmaking,.
Sbara Volley (Ex) A shardeaster can fling a volley of four
along
with
these
spells: n11imale objects, geas/quust, meld into ston~,
jagge'd glass shards as a standard action (:nake an attack roll
and Mo1:de11kainen's sword.
separately for each shard). This attack has a range of 60 fcet
with no range increment and can ta1get multiple creatures
within ra11ge ii1 any direction. The shards deal slasliing
damage.
_
Meldinto Glass (Su) As a move action, a shardcaster can
A shardcaster's body is composed of a single block of magi.cally
meld i.nto gla~s large enough to accommodate its body. The
enhanced crystal or glass weighing 4,5'00 pounds, Creation o this
shardcaster can move its normal speed w~e melded i.nto
glass block costs 5',000 gp. Crafting the body requires a successful
th glass. Wbile it is in the glass, its i.nternal light source is
DC 20 Craft (gemcutting) or C.raft' (glassmaking) check.
masked, and it is considered to be effectively 'invisible. It can
CE. lt~; Craft Cons~ruct, nnimate ol!J'ects, geas/quest, meld i111<J
be seen in the glass ~ith a trde seeing spell, however. Tbe .
stone, Mordenkai11e11's swo,-d, caster must be at least 14th leve!;
shardcaster cap emerge frorn tbe glass as a move aetion, and
Price 90,000 gp; Cost 5'0,000 + ~,400 XP.
it need not emerge from the surface it enterd. In all other
ways, this ability functiOl\S as a meld into stone spell.
Sonic Vulnerability ~) A shardcaster is -vulnerable to sanie
energy, taking haJf again as much (+5'0%) damage as uorm~l .
from sanie spells ~nd effcs, regardless of whether a sav~1g
throw is. allowed; or if the save is a succe s or .failure.

const.cuction

A shardcaster is composed entirely of magically animated crystal


or glass. Sbardcasters were originally co11structed as guardians
py the star elves of Sildeyuir to prot et their fabled glass citadels.
Abou(..~ feet tall and 6 feet wide, a shardcaster weighs around
4,000 pounds. Its interior emits a blue glow equal in intensity to
.
1
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stand A~ni~st t~e eoinin~ Ni.~ht!


Sba OWs . the fo1 st deepen asan orad ~ a.mong the.Yuirwo~'s) alf-.~lf inhabitru1ts foretells the
rednergence of th Dusl-walker; an ancient -i11d ~orinpt sta :elf , ;z~ttl. Missing travelers and lost
goods ll pe1nt to a circle of standing sto es wit:hmthe fQres{: ferllip~~ lik~ it co .n t:rparts elsewhere
i.JJ, th !:Y-uirwooc4 this Ston henge allows for travl to another pi~ ~-7'.bi1t wl\~re? And what growing
dru; ~ess awaits th se bold enot.gh to .find out?

. . ' r
'Ihis stand.alone

DUNGEON~ &

..

lliAGoNs

dve1~ture takes (out , 3.rd-leV-l.cbai.:aj:t'er~ f~om the idyllic

paths of th~ Yuirwoo~ jnto a reaim .~ealed by a bygone betrayi. .J\ltibug~ t~~:'f.~V~i1~lu,e is set in
th ~glarond region of1 Fa~).'un, it can easily be pla.cedin any D&Dcrunpaigh.' : '. . . ' i

.-;.~1 ~

1 :,

..

For, use with these Du:i::.i;GEONS & DRAGO, ~:; core'J>o9.~ .; ."t. , .. ... .: .. .

'Plyer's IJ.a11dbo~k"' '1Jung. n Master's G~id<. Mo~ster lJ,a-jta('-:.:. . ~ ". ' '.:' ;. :.:.
FoRcoI'fllN R~ALlv!. Campaign Settint. ' ' : ~ : "

10

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