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AccESSORY
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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:
ISBN-10: 0-7869-:l947-8
'EUROPEAN HEADQ!!ARTERS
Hasbro UK Ltd
Caswell Way
Newport, Gwent NP9 OYH
GREAT BRITAIN
Please keep this address for your records
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
'
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
~ 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
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.
'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.
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
is
~~.~tail~i~:~a~y.
'-
,,
_ _
~::~ri~ts~~j~t=
-::. . . -:-Altei:tble in6rpbie. .' _
tit;
._ -
:<' :. - > - /: \
.,
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%
.
'
01-30
31- 40
41-5'0
. 5'-1- 60
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. ~
-..;
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.
srid<se e
This span is
the Nexus.
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.
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.
'
.,
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).
.
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
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.
3. conv~cted
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.
.
CR 1/'1.
!l
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
6.
Abiliti's Str 11, Dex 13, Con - , Int 11, Wis 10, Cha 10
S~ndead traits
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.
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
8.
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
.,
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):'
..&,hobgobl~
CR-i.,1/'l
.
.,,. .
<
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
10
--.
17~
CR. 1/'l
0Rc ZoMBIE
NE Medium undead
Init -1; Sen.ses darkvision 60 ft.; Listen.+0, Spot +O
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.
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..
_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
THORN .
:NE Small fey
.Init +6; Senses low-light vision; Listen +9, Spot +9
Languages Common, Sy~van
~i.
'
guurd Room ( L )
.....
<
CR. 4
B.C SERGEANT
Male ore fighter '2
LR Medium humanoid
Init +1; Senses darkvision 60 ft.; Listen .:...1, Spot ,-1
Languages Common, Ore
CR. 2
- 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.
cisr
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 "Get in there and fight, you maggots! You want to live
fo rever?"
12
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
Fro~n 1this vantage point, guests could ertioy the view ofTir'in'tiral
a3._sto_eu'S.e
can
'/
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
'
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
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.
14
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)
'
TAER.
NE Medium giant (cold)
Init +O; Senscs darkvisioo 60 ft.; Listen +O, Spot +2
Langoages Commou, Giant
CR 1
HOBGOBLIN SER.GEANT
CR. 2
'
27.
normitorg
I\
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
CR
. -.
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
"
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.
,
.
_ Klfi(r~ ~QfS
King's tears are a.wesomely hard a1id ~~tremely
..
'
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
"
'
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.
Spell-~ike
reductjon 5'/ -.
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}'
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
. .,
(HO gp)
35.
' ;:. .
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.
'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. .
,.
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.
.
. 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
.
Out .o/ the 1uter lurches a 1uorinlike creature clrm_uily 1Ua'll_ing
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.
'
.
NILSHAI ZOMBIE
E Medium' undead
,
Init +1; Sensi;s darkvisioo 60 ft.; Listen +O, Spot +O
CR.
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.
..
< .
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
.,
T~s room is bare ex-cept for a w~d~ stair with shallow stcps tbrtt
descends to the level belo\,,
r,
;"
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 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.
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.
'
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
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
'
'
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
23
'
.,
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!'. '
CR. -
' .
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.
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
. gho-Ul glvph -
'"
ecrornancy
Leve!: Hunge~'2, sofc,s~/wizard 2
24
...
Abilities Str 19, Dex 16, Con ~' Int 6, Wis 12, Cha 12
SQ.gtherworldly,touch, undead traits
-.
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
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)
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)
JE Tiny uudead
~it +'2; Scnses blindsight 60 ft., darkvision 60 ft.; Listen +9,
Spt +9
.
Languages ~~lepathy 100 ft.
26
.f
s~.
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
ot/
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.
...
. :w
--
T~is
_.
. ..
.,
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
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
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
DAR~EAST
NE Medium magical beast '
'
CR.
Init +6; Senses darkvision 60' ft., low-light v ision; L.isten +2,
Spot +2
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._
~~~~...;;...~~~~~~~~~~~~~~~~~- ~
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
..:
..,._
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
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
const.cuction
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'Ihis stand.alone
DUNGEON~ &
..
lliAGoNs
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