Illustration by Claudio Pozas
Areas 6-24
The Dissentients control this area, they are
all that remain of a group of family members of adherents and a number of
ex-adherents of The Deathless Duke, who arrived on the day of the great flood
to rescue members of their family. They have since been driven to the depths of
despair by the spells of Rhys Larkchild and from watching The Deathless Duke
rise up alive and unhurt out of the great flood. This despair has worsened in
the isolation, so that they are now both incredibly paranoid and delusional.
Their nominal leader Eira of Elditchton, mounts occasional raids to kidnap the
duke’s adherents and undo the spells and brainwashing of The Deathless Duke’s
loyal followers, with little success. They use hit and run tactics because while
without hope they are not stupid, and understand they are far outnumbered. PCs
may try to find allies here but the Dissentients are consumed by parinoia,
seeing the PCs as either disguised adherents or another group attempting a
power grab.
The
Dissentients have trapped every corridor here with lethal traps so that they
can find safety behind these bulwarks to perform their deprograming in relative
safety.
Eirs
of Eldritchton has grown so paranoid she even suspects that some of her fellows
are spies sent by the duke. Before leaving she stole a number of guards and wards scrolls (see Area 18)
she uses one each day, but only has 6 remaining. Its effects cover D6 through Area 23 with
particular effects listed individually in each room.
Due to the guards and wards
Detect magic: 1st rd: magic is always
present here, 2nd rd: strongest magic radiates from everywhere, 3rd
rd: everywhere radiates moderate abjuration.
Timeline: Sometime during Day 2 the GM should have the sappers
in Area 25 break through the wall to Areas 21- 23 , The Stone Giant Karl leads
is forces from Area 25 along with a jotun taskshaper, 2 destrachans, and 3
jotun sappers, killing anyone they find there, leaving four stone giant
guards. Sometime during Day 6 the GM should have the Stone Gaint Karl’s forces
invade Eira’s sanctuary killing everyone there.
If the PCs kill the giant Karl before this the Dissentients make the breach
and use it to mount one last ditch raid sometime during Day 6.
Area 6. The Brazen Pit
Reverse Gravity Trap CR 8
Brazen Bull CR 8
Defense
Offense
Statistics
Special Abilities
Illustration by Tadas Sidlauskas
Area 6. The Brazen Pit
This 10’ wide, mine
corridor is filled with fog, you cannot see more than 5’ in front of your face.
Once you have advanced 25’ make a Perception check
· DC 15: you feel a warm draft coming from up ahead, can
hear the sound of stamping hooves, and the snort of some animal echoing in the
corridor.
· DC 30: You notice hand and foot holds have been carved
into the rock on the eastern wall and hole in the ceiling.
Detect magic: (If you have advanced 25’) 1st rd:
magic is always present here, 2nd rd: strongest magic radiates from the
floor (two auras) 3rd rd: the floor radiates strong transmutation, everywhere
radiates moderate abjuration.
30’ feet down the corridor The Dissentients
encountered a permanent distortion in gravity cause by the Empyrean Bastille,
and have turned it into a pit trap to defend their layer, when the adherents of
the Deathless Duke loosed a brazen bull into these tunnels it became trapped
and the Eira of Eldritchton decided it could serve as part of their defenses.
Using its scent ability the brazen bull will uses
its breath weapon on anyone who attempts to cross “over” the 40 wide “pit” as
it is extremely frustrated at being trapped and also quite hungry for pain and
death.
Anyone who does not bear Eira’s arcane mark
passes the trap here triggering a magic mouth which shouts “Dissentients be
warned, intruders at the brazen pit!” 3 times. This is part of the guards and wards spell, as such it
cannot be detected or disarmed. This
will alert the Dissentients in Area 21.
Reverse Gravity Trap CR 8
Type magical; Perception
DC 32; Disable Device DC 32
Effects
Trigger constant; Reset
none
Effect:
Non-flying unattached objects and creatures in
the area to fall upward suffering 4d6 points of damage from the 40’ “deep pit”
and likely hitting the brazen bull (25% chance). An Acrobatics check DC 15 reduces the fall by
10’ (making the damage 3d6), A successful Reflex save DC 27 results in you
being able to grab hold of one of the hand holds on the eastern wall. If you hit the brazen bull it suffers 1d6
points of damage and you take 1d6 less, but it does attempt to use its absorb
special ability immediately.
Disabling this trap or dispelling it, causes the
Brazen Bull to fall down from overhead, taking 4d6 falling damage.
It’s a DC 25 climb check to climb out of the pit.
This bull-like
creature seems to be made of interlocking bronze plates, a glow bright red light
escapes from between the gaps. Faint plumes of black smoke puff from its mouth
and nostrils.
Brazen Bull CR 8
XP 4,800
Variant Gorgon
LE Large magical beast
Init +4; Senses darkvision
60 ft., low-light vision, scent; Perception +17
Defense
AC 20,
touch 9, flat-footed 20 (+11 natural, –1 size)
hp 100
(8d10+56)
Fort +13, Ref +6, Will +7
Immune cold, fire
Offense
Speed 30
ft.
Melee gore
+14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10
ft.; Reach 5 ft.
Special Attacks breath
weapon (60-foot cone, 8d6 fire, Ref DC 21 halves), trample (2d8+10,
DC 21)
Statistics
Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Feats Improved
Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +17
Special Abilities
Absorb Foe (Su) A brazen bull can try
to absorb an opponent it successfully hits with a gore attack, up to one size
smaller than itself, into its interior by making a successful grapple check (it
gains a +4 bonus, this does not provoke an attack of opportunity). This
creature is only partially absorbed and can still escape as a standard action
with a successful combat maneuver (grapple) or Escape Artist check (DC equal to
the brazen bull’s CMD). An opponent partially absorbed into the brazen bull’s
interior suffers from the grappled condition (the brazen bull is not considered
grappled) and suffers from its heat ability. If a brazen bull begins its turn
with an opponent partially absorbed (or fully absorbed) in its body, the
creature suffers from its heat ability and it can attempt a new combat maneuver
check as a swift action (as though attempting to pin the opponent). If it succeeds,
that opponent is paralyzed (or pinned if it is immune to paralyzation) and
begins to suffocate. A Large brazen bull’s interior can hold 1 Medium, 2 Small,
or 8 Tiny or smaller creatures.
Heat (Su): An
enraged brazen bull generates heat so intense that anything touching its body
takes 8d6 points of fire damage. Creatures striking a brazen bull with natural
attacks or unarmed strikes are subject to this damage, but creatures striking
with melee weapons are not. The heat can melt or burn weapons; any weapon that
strikes a brazen bull is allowed a DC 21 Fortitude save to avoid taking damage.
The save DC is Constitution-based.
Brazen bulls are sadistic creatures often
mistaken for bronze constructs. They like to target smaller and weaker
creatures, absorbing them, and fleeing until that creature suffers a horrible
painful death. Brazen bulls derive sustenance from the pain and death of those
they absorb.
You can find the start of these encounters here in Area 1.
You can find the start of these encounters here in Area 1.
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