BENEATH THE WHITE TOWERS
shines a single red light through an arrow slit. Characters who The origin of this fortress is unknown, but it is now the domain
remember the last words of the Terraseer might realize the subtle of one of the keeper’s coterie of undead servitors. In this case the
resemblance to the one-eyed orc god Gruumsh in the misshapen ward of the tower is what is left of the adventurer-bard Askilion,
lump with its burning eye. If the players do not arrive at this who managed to penetrate the tomb tapper vault centuries ago
conclusion on their own, allow a DC 15 Knowledge (religion) before falling prey to the Keeper. Through the Keeper’s magic, he
check to make the connection. Based on the Terraseer’s words, now lives on as a sentient undead horror served by four greater
the chalice must be somewhere within that fortress. Once the PCs tomb tappers.
have figured out how to maneuver through the strange demiplane
(the tomb tappers use stone shape to arrange the floating boulders The main chamber’s ceiling rises to a height of 80 feet. The
into temporary bridges), then they can enter the fortress to claim ceiling above the upper floor, in the portion of that area not open
their prize. to the lower floor, is 20 feet high. The side chambers on the lower
floor have 20-foot ceilings.
If the characters choose to wander around in the vault, feel
free to have them encounter tomb tappers, greater tomb tappers, Tactical Encounter: T4: Askilion’s Tower, page 110.
and even more powerful servitors of the Keeper of the Thaal.
Once the characters have retrieved the chalice, they must find
4. Askilion’s Tower a way out of the Tomb of the Thaalud. Teleportation will not
work, since it is a demiplane. And heading out the gates merely
Upon nearing the broken fortress, you can see that whatever its form leaves them in a sealed, faerzress-infused cavern without benefit
might have once been, its tumbled-down walls now create a stony of the Shadow Engine’s augmentation. Their best bet is to plane
mound. At the top of this mound, the tip of the tower is still intact shift back to Faerûn (the chalice can come in handy for this if
and has a narrow window from which shines the light seen earlier. they do not have the spell on their own). Or they could ready an
At the base of the mound is the opening of an ancient arch, bowed action to teleport to the next portal that the Keeper creates in
under the weight of collapsed stone but still standing nonetheless. order to rush through with the tomb tappers. They would likely
From this arch comes the same dim, red radiance. have a fight on their hands, but at least they would be deposited
somewhere outside the demiplane.
105
ENCOUNTER T1 T C OHE ATACOMBS OF REME
Encounter Level 20 5 Asabi BrutesMon CR 10
Setup hp 82 each (12 HD)
Before this encounter begins, Kharantes (K) is in front of
the throne and Marliss (M) is standing to his right. Two Male asabi fighter 9
asabi brutes (A) are in area 4 south of the throne, and three LE Medium humanoid (reptilian)
others are sleeping in room 6. Do not place any creatures Init +1; Senses Listen +5, Spot +5
on the map until they are noticed by the PCs. Languages Draconic
Tactics AC 19, touch 11, flat-footed 18
Upon sighting intruders, Marliss flies to the ceiling and Fort +8, Ref +7, Will +5
uses her circlet of blasting and spells to best effect. The initial
pair of asabis sacrifice their lives to repulse the intruders, Speed 50 ft. (10 squares), burrow 20 ft.
and the other three arrive to reinforce them after 3 rounds. Melee mwk scimitar +16/+11/+6 (1d6+3/18–20) and
Kharantes uses the throne for cover and tries to make
ranged sneak attacks with the help of flanking asabis. bite +8 (1d4)
He relies on his aversion ability to keep opponents at bay Ranged mwk heavy crossbow +15 (1d10/19–20 plus
and Spring Attack if unable to do so. If sorely pressed, he
slithers up one of the columns to make ranged attacks for poison)
as long as possible. Base Atk +12; Grp +13
Atk Options Cleave, Combat Reflexes, Power Attack,
Power Critical (scimitar), poison
Combat Gear 5 vials Large scorpion venom (DC 18, 1d6
Str/1d6 Str)
Abilities Str 12, Dex 13, Con 12, Int 12, Wis 13, Cha 10
Feats Alertness, CleaveB, Combat Reflexes, Greater
Weapon Focus (scimitar)B, Power Attack, Power Critical
(scimitar)CW [+4 bonus to confirm critical], Toughness,
Weapon Focus (heavy crossbow)B, Weapon Focus
(scimitar)B, Weapon Specialization (scimitar)B
Skills Climb +13, Hide +6, Intimidate +6, Jump +19, Listen
+5, Move Silently +5, Spot +5
Possessions masterwork scimitar, +2 studded leather
armor, masterwork light wooden shield, masterwork
heavy crossbow with 40 bolts
Skills Asabis have a +4 racial bonus on Jump checks.
FEATURES OF THE AREA
Throne and Pillars: Anyone in the same square with a
pillar or the throne gains a +2 cover bonus to Armor Class
and a +1 cover bonus on Reflex saves. This is increased to
a +4 bonus to AC and a +2 bonus on Reflex saves if it is
between two opponents. Climbing onto the throne (a move
action) provides a +1 bonus on melee attack rolls for being
on higher ground.
Dais: Each step of the dais rises 1 foot. Anyone standing
on the dais gains a +1 bonus on melee attacks against anyone
on the floor of the chamber or a lower step.
Glass Cylinder: This provides cover just as the columns
do, but not concealment for those hiding behind it. It is easily
broken by anyone attacking it (hardness 1, hp 3, break DC
5), or the top can be removed with a successful DC 15
Strength check.
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ENCOUNTER S4 G OUARDIANS OF THE RCHARDS
Encounter Level 14 4 Krinth Guards CR 10
Setup hp 91 each (11 HD)
Run this encounter after the PCs begin exploring the
Forest of Shadows. Squads of four krinth guards patrol the Male and female krinth fighter 6/expert 2/cleric 3 (Shar)
area; they try to kill or drive off any strangers they meet. CE Medium humanoid (extraplanar)
The guards usually patrol in pairs, with each pair walk- Init +4; Senses darkvision 60 ft.; Listen +11, Spot +11
ing down one side of a row of trees. Place the guards in the Languages Common, Netherese
spaces marked G. The PCs can enter from the north, east,
or west edge of the map. Place the lead PC near one of the AC 24, touch 11, flat-footed 24
map edges and the remaining PCs behind her. Immune shaken condition
Fort +12, Ref +4, Will +13; +1 against spells and effects
When the PCs meet the guards, read:
that have the shadow descriptor, +4 against fear
A pair of humanoids clad in dull gray plate armor
stride purposefully down a row of orchard trees. Speed 20 ft. (4 squares) in +2 full plate, base speed 30 ft.
One carries a sword, the other a bow. Melee +1 bastard sword +12/+7 (1d10+4/19–20)
Ranged +1 composite longbow +10/+5 (1d8+2/×3)
The remaining two guards are out of sight behind the trees Base Atk +9; Grp +10
for the moment. The PCs can see them with Spot checks Atk Options Blind-Fight, Power Attack
opposed by the guards’ Hide checks. The illumination Special Actions rebuke undead 3/day (+0, 2d6+2, 3rd)
here is shadowy, thanks to the clouds overhead and the Combat Gear 2 scrolls of cure light wounds, 2 scrolls of cure
shade from the trees.
moderate wounds, scroll of shatter, scroll of unholy
Tactics blight, scroll of zone of truth, tanglefoot bag
When the fight begins, one guard shoots at the nearest Cleric Spells Prepared (CL 3th):
PC and the other sticks his sword into the ground (a free 2nd—blindness/deafnessD (DC 16), bull’s strength,
action) and casts blindness/deafness (blindness effect) on the
character who looks to be the most dangerous. The guards spiritual weapon (+10 melee, +9 ranged)
behind the trees move toward the PCs, keeping the trees 1st—cure light wounds, divine favor, obscuring mistD,
between themselves and their foes, and cast divine favor.
After that, one guard casts spiritual weapon and the sanctuary
rest attempt to close to melee range. In later rounds the 0—cure minor wounds, detect magic, guidance,
remaining guards cast spiritual weapon defensively while
the others make melee attacks. Whenever a guard falls, resistance
one of the survivors uses unholy blight from a scroll, and D: Domain spell. Deity: Shar. Domains: Darkness, Evil.
another guard casts obscuring mist. (Activating the scroll
requires a successful DC 8 caster level check.) The guards Abilities Str 13, Dex 10, Con 16, Int 10, Wis 18, Cha 11
are slaves who fight to the death. Feats Alertness, Blind-FightB, Endurance, Exotic Weapon
Development Proficiency (bastard sword)B, Improved Initiative, Power
If the PCs capture a guard and ask about any kind of magic AttackB, Shadow Weave MagicPG, Weapon Focus (bastard
tree or about the Quess Ar Teranthvar, the prisoner reluc- sword)B, Weapon Specialization (bastard sword)B
tantly points the way to the Grove of Shadows (see page Skills Climb –1, Concentration +9, Handle Animal +5, Hide
115). All the prisoner knows about the grove is that some –6 (–4 in shadowy conditions), Jump –1, Listen +11,
very powerful wizards stole a golden tree from some elves Ride +7, Sense Motive +6, Spot +11
and now are working some great magic with it. Possessions combat gear plus +2 full plate, +1 heavy steel
shield, +1 bastard sword, +1 composite longbow (+1 Str
bonus) with 10 arrows, ring of protection +1, periapt of
Wisdom +2, silver holy symbol, 33 gp
FEATURES OF THE AREA
Small Trees: 1 ft. thick; AC 4; hardness 5; hp 150; break
DC 25; Climb DC 15.
A creature standing in the same square as a small tree
gains a +2 cover bonus to Armor Class and a +1 cover bonus
on Reflex saves.
126
H IADRHUNE NTERVENES ENCOUNTER S6
Encounter Level 22 their long imprisonment in Anauroch, they have no need
for an alliance with Hadrhune, or with any of the despised
Setup Shadovars.
Hadrhune takes a hand in the battle at the grove when one
of his phaerimm allies falls or when the PCs apply liquid sun The Nether Scrolls are not destroyed in the burst, but are
from the Chalice of Amaunator to the Quess Ar Teranthvar. scattered far and wide over the face of Toril (with the excep-
See page 128 for Hadrhune’s statistics. tion of the single scroll found by one of the Princes of Shade;
This encounter uses the map that accompanies encoun- see page 121).
ter S5 on page 125. Hadrhune appears in one of the spaces
marked H. Hadrhune chooses a spot well away from any foes, Tactics
preferably a place where no enemy can charge him or reach Though he isn’t aware that Weave magic works near the tree,
him in a single or double move. Hadrhune knows the PCs have magical power at their dis-
When he arrives astride his shadow dragon mount (using posal (else they could not have slain a phaerimm or interfered
his shadow travel ability), accompanied by his shadow double, with the ritual), and he intends to eliminate them.
Hadrhune has the following spells and abilities operating: Whenever Hadrhune casts a spell (except for evocation
greater shield of shadows, see invisibility, fly, and mind blank. or transmutation spells), he takes advantage of the Shadow
His shadow double appears on the ground in a square adja- Weave node to increase his caster level (see page 116).
cent to his location. Hadrhune’s shadow double begins the encounter equipped
with Hadrhune’s dark staff and Hadrhune’s scrolls.
When Hadrhune appears, read: At his first opportunity, Hadrhune aims a quickened magic
missile at the nearest foe. After that, he casts weird at as many
A tall, lean human with ash-gray skin and piercing PCs as possible.
eyes abruptly appears next to the crown of a tree, His shadow double stays on the ground and uses the staff
sitting on the back of a dragon that appears to be against anyone within melee range. If given the opportunity,
made of the stuff of shadow. He is wrapped in dark the double activates its scrolls in whatever order is most ben-
robes from head to toe. eficial. The double does not cast spells, but it uses spell-like
abilities just as Hadrhune does.
An instant later, a duplicate of the human pops The dragon uses its breath weapon as often as it can, filling
into view beneath the dragon. The two figures speak in with melee attacks when possible. Its primary purpose is
in unison, creating an effect not unlike an echo in a to defend Hadrhune.
deep cave: “You’ve done well, for a swarm of As the encounter unfolds, Hadrhune uses greater shadow
worms—but you have burrowed into something you evocation to create a prismatic spray effect on as many PCs as
can’t handle. Perhaps a bard will compose a sad possible, and he casts quickened enervation on someone who
ballad of your demise.” seems dangerous.
After that, Hadrhune and the double keep up the pres-
The Chalice and the Tree sure on the PCs, using wail of the banshee, shadow evocation
When the PCs pour liquid sun from the Chalice of Amaunator (fireball or ice storm), and Sinsabur’s baleful bolt. Hadrhune uses
onto the Quess Ar Teranthvar, the Shadovars’ ritual is halted blacklight and his control light ability to keep things dark.
and the tree collapses into a mound of semimolten metal. Hadrhune fights for as long as he can. If defeat seems inevi-
It normally takes years for the Nether Scrolls to coalesce table, he might choose to try to escape using his shadow walk
from the remains of the tree. This is why Hadrhune and power, but he knows the implications of losing this battle,
the Shadovars were trying to corrupt it. Thanks to the liquid and most likely fights to the bitter end.
sun, the process becomes explosive. Four rounds after the
tree collapses, the mound vaporizes in a burst of positive Development
energy with a radius of 100 feet. Evil creatures in the burst Once the PCs defeat Hadrhune, Tyvollus gives them a tele-
take 5d8 points of damage with no saving throw. Undead, pathic “well done.” The group has a day or two to escape from
evil outsiders, and shadow creatures (including Hadrhune the vicinity of the City of Shade. Hadrhune’s fall and the
and his double) take 10d8 points of damage. release of the phaerimms causes quite a bit of chaos.
The burst also shatters the Sharn Wall (see Chapter 2).
Any phaerimms still in the area flee when the Sharn Wall FEATURES OF THE AREA
shatters, leaving Hadrhune to his fate. Upon seeing their erst-
while ally in distress, the phaerimms might even aim a spell Mound of Semimolten Metal: The mound fills one space.
or two at him before they go. Now that they are free from It’s as thick as porridge, and about 3 feet deep. Merely touching
the mound deals 2d6 points of fire damage. Total immersion
deals 20d6 points of fire damage.
127
APPENDIX
between the years and recorded them in her sleep in a tome called Also once a month, the chalice can produce liquid sun, a
the Book of the Black. potent magic substance with a brilliant golden color. To invoke
Religion DC 30, Gather Information DC 35, Arcana DC 35, this power, the chalice must be filled with four vials of holy
or History DC 35: The Book of the Black was discovered by the water, and both seals must be removed and dipped in the holy
Dark Diviners of Windsong Tower in 684 DR. They discovered water. This requires a full-round action.
secrets within that they recorded in their own derivative work Liquid sun must be kept in the chalice until used. If it is
called the Leaves of One Night, but both works fell under a curse poured out, its power is released, as noted below. Liquid sun does
of illegibility and then disappeared shortly thereafter. not spill or pour from the chalice unless the user wills it. The
Religion DC 30 or Arcana DC 45: The secrets of the Black chalice can even be carried underwater without losing or diluting
Chronology revealed in the tome are what drove Augathra the liquid sun inside. Liquid sun can be held inside the
to madness, and, ultimately, what would not chalice indefinitely, but the chalice cannot
let her die. It is said that the secrets within produce another effect while holding it.
came from the mind of the goddess Shar and Liquid sun produces illumination equal to
spoke of terrible things to come. It was she a daylight spell for as long as it’s held in the
who cursed the book and caused it to disappear. chalice.
Those with access to the work could learn the The chalice user can hurl liquid sun from
innermost secrets of the Dark Goddess. the chalice as a splash weapon with a range
Prerequisites: Major artifact. of 30 feet.
Cost to Create: Major artifact. If simply splashed on the ground or flung
THE CHALICE OF AMAUNATOR into the air, liquid sun produces a maximized
sunburst effect, heightened to 9th level (save DC
Price: Major artifact 24), with a caster level 25th with regard to damage
Illus. by Fred Hooper Body Slot: — (but not range). The chalice user and any allies
Caster Level: 20th are not blinded by the sunburst effect. The
Aura: Overwhelming; (DC 27) evocation effect is centered wherever the splash weapon
Activation: — (held) lands; if the user hurled the chalice at a
Weight: 2 lb. square (see Throw Splash Weapon, PH 158),
roll 1d4 to determine the grid intersection
This bejeweled cup is the bane of Shadow Weave users, Chalice of Amaunator where the sunburst effect originates.
undead, and other creatures of darkness. Liquid sun poured or splashed on a Shadow Weave
The chalice is an alabaster vessel about the size magic item, or on a creature, object, or magical effect
of two human fists stacked one atop the other. Three bands of brought into being through Shadow Weave magic, produces a
golden inlays circling the rim and sides hold topazes, jacinths, Mordenkainen’s disjunction effect (caster level 20th). Only the
and fire opals. The central band features two golden seals, one creature, object, or magical effect liquid sun touches is affected
on each side. Each seal is about the size of a gold piece and bears (along with all equipment). Shadow Weave magic is automatically
the image of a sunburst. These seals can be slipped out of their disjoined on a direct hit. If a subject is merely splashed, there is
mountings. When the PCs find the chalice, one seal is missing a 50% chance that the subject is disjoined.
(see page 56). Shadow Weave artifacts or any epic Shadow Weave effects
The Chalice of Amaunator is self-identifying. Anyone hold- resist the liquid sun’s effects for 1d10 rounds.
ing the complete chalice (with both seals in place) learns one Liquid sun poured or splashed on shadow creatures or undead
power each minute until all powers have been revealed with their produces a disintegrate effect (caster level 20th); this deals 20d6
commands. points of damage on a direct hit or 10d6 points on a splash. In
Once a day, the chalice can produce a sunbeam effect (caster either case, the creature can attempt a Fortitude save (DC 21)
level 18th). To invoke this power, the chalice must be filled with for half damage.
any flammable liquid, such as lamp oil or alcohol. If liquid sun strikes a subject that falls into more than one
Once a month, the chalice can produce a plane shift effect, category, all applicable effects occur, and the chalice user deter-
with the following condition: The chalice allows only two des- mines the order in which they are applied.
tinations—the Material Plane or the House of the Triad—no Lore: Characters who have ranks in Knowledge (arcana) or
matter what plane the user leaves from. Knowledge (history) can research the Chalice of Amaunator
To invoke this power, the chalice must be filled with any to learn more about it. When a character makes a successful
natural, unaltered substance, such as water taken from a stream, check, the following lore is revealed, including information
sand from a beach, or even leaves or tufts of grass. from lower DCs.
147