THE CRYPT OF AUGATHRA THE MAD
This final vision reveals the Chalice of Amaunator (see page 147) • Augathra the Mad and, later, Alaundo the Seer composed
and its necessary role in destroying the Quess Ar Teranthvar and their Roll of Years, building upon the works of previous
scattering the Nether Scrolls to keep them out of the hands of diviners.
the Shadovars. It also hints that using the chalice in this way
will destroy the Sharn Wall. It once again gives a glimpse of • As Augathra received her visions during the day and inter-
Tyvollus Aluviirsan, this time in both his spider form and his preted them using these older divinations to compose her
natural form, but provides no explanation as to his identity. prophecies for the Roll of Years, at night in her sleep she
likewise received unwelcome visions from some unknown
ICn3c7.aCnhtaermber of the Faceless source. These nocturnal prophecies, woven between the
years, formed the Black Chronology, prophecies of dark
This chamber is unadorned except for a half-dozen bedrolls. secrets and hidden knowledge that she penned into a work
Based on the amount of debris and number of personal items called the Book of the Black.
scattered about the chamber, it appears that this chamber has
served as a bivouac for some time. • The secrets of the Black Chronology drove Augathra to
madness and cursed her to a seemingly eternal existence.
This room is occupied by the Faceless Incanter and his krinth Augathra hypothesized that these secrets and this curse
servants. The Faceless Incanter is a shade whose face is feature- were the work of the primordial deity of the night, Shar.
less except for a mouth orifice and two blank eyes, giving no She believed that Shar revealed this Black Chronology in
hint as to his identity. He is actually a special simulacrum, hopes of bringing about the destruction of the Weave and
prepared and disguised by Hadrhune of Thultanther to serve as the goddess Mystryl. It hints at the involvement of an
ambassador and liaison with the phaerimms as he studies the archwizard named Karsus.
Shadow Engine.
• After many failed suicide attempts over the centuries, Au-
This room is under the effect of a Mordenkainen’s private gathra resolved to become one of the sharns in an attempt to
sanctum spell. remove Shar’s curse over her. A secondary note in the margin
of this section mentions that if this plan proves impossible,
Tactical Encounter: C37: The Faceless Incanter, page 82. she will seek out and consult one of the diviners whose work
This room and area C36 form a single encounter. she used in her Roll of Years. She refers to him as a Netherese
archwizard called the Terraseer, and the writing hints that
Treasure: Hidden beneath the Faceless Incanter’s bedroll he actually predates Netheril by thousands of years.
(Search DC 11) is a leather chest. Within it are a number of dried
and brittle papers covered in cramped and chaotic handwriting. • Augathra’s final note states that she has a strange forebod-
They are obviously ancient and are written in Netherese, the ing about the outcome of the sharn transformation she is
language of Low Netheril. If translated by magic or a success- about to attempt, and her writings end with the statement
ful DC 30 Decipher Script check, they are determined to be the “Terraseer still lives, according to the Sight. Seek him for
incomplete remnants of Augathra the Mad’s personal notes and answers.”
experiments, spanning centuries. They were recovered by the
phaerimms and given to the Faceless Incanter to study. If the This last statement alludes to Augathra’s desire to overcome her
papers are reviewed for at least 4 hours, the following bits of madness, but it just as easily applies to the PCs’ predicament,
relevant information can be gleaned. Each item requires a suc- since they must locate the mysterious chalice of their visions.
cessful DC 20 Intelligence check to be sifted from the rambling This fact they can confirm through Augathra’s words to them,
and chaotic writings of the parchments. and by divinations as simple as an augury spell.
63
ENCOUNTER C1 E SNTRANCE TO YNOD
Encounter Level 16 Dragonflesh GolemMM2 CR 14
Setup hp 205 (30 HD); DR 15/adamantine
This encounter occurs only if the party hasn’t already
encountered these creatures outside in the excavation. Do N Huge construct
not place any monsters on the map that the party cannot Init +0; Senses blindsight 150 ft., darkvision 60 ft., low-
see. Add them as they react to the party and come in range
of their sight. light vision, Listen +3, Spot +3
Aura frightful presence 30 ft.
When the PCs first see the dragonflesh golem in the Languages cannot speak, understands Common
shadows, read:
AC 24, touch 7, flat-footed 24
A hideous draconic creature—the stitched-together Immune ability damage, ability drain, critical hits, death
conglomeration of parts of many different
dragons—crouches before you. Emblazoned effects, death from massive damage, disease, energy
prominently on its chest is a giant brand depicting drain, exhaustion, fatigue, magic, mind-affecting spells
a flame with eyes burning above a dragon’s claw. and abilities (charms, compulsions, phantasms,
patterns, and morale effects), necromancy effects,
When the party sees a phaerlin giant for the first time, nonlethal damage, paralysis, poison, sleep effects,
read: stunning, any effect that requires a Fortitude save
unless it also works on objects; immunity to magic
A twisted, howling giant lumbers toward you. Fort +10, Ref +9, Will +13
Jagged teeth and broken claws promise a rending
you won’t soon forget, if you live to tell the tale. Speed 40 ft. (8 squares) (can’t run), fly 120 ft. (poor)
Beneath crude hide armor, the beast’s own Melee bite +30 (3d6+10) and
leathery skin has an unnatural scaled, pebbly
texture. 2 claws +25 each (2d6+5) and
2 wings +25 each (1d8+5) and
Tactics tail slap +25 (2d6+15)
These creatures serve as both the minders of the genasi Space 15 ft.; Reach 10 ft. (15 ft. with bite)
slaves and the guardians to the entrance of the ruins. An Base Atk +22; Grp +40
alarm is immediately raised if intruders are spotted, and all
such creatures converge on the disturbance. No one is sent Abilities Str 30, Dex 9, Con —, Int 4, Wis 17, Cha 17
deeper into the dungeon to raise the alarm, because the SQ construct traits, immunity to magic
entrance’s beholder commander is supremely confident
in its ability to fend off attackers. The giants immediately Frightful Presence (Ex) A dragonflesh golem can unsettle
rage when battle is joined, so non-raging statistics have foes with its mere presence. The ability takes effect
not been provided for them. automatically whenever it attacks, charges, or flies
If the beholder joins in the defense of this area, refer to overhead. Creatures within 30 feet are subject to the
page 75 for its statistics. effect if they have fewer than 30 HD. A potentially
affected creature that succeeds on a DC 28 Will save
Development remains immune to that golem’s frightful presence for
A successful DC 20 Knowledge (arcana) check identi- 24 hours. On a failure, creatures with 4 or less HD
fies the brand on the dragonflesh golem as the symbol of become panicked for 4d6 rounds and those with 5 or
the Cult of the Dragon. This is a ruse concocted by the more HD become shaken for 4d6 rounds.
phaerimms to keep suspicion from falling on them for
their activities in this area. A successful DC 30 Knowl- Immunity to Magic (Ex) A dragonflesh golem is immune to
edge (arcana) check reveals that the Cult would consider any spell or spell-like ability that allows spell resistance.
a creature such as the dragonflesh golem to be a horrid In addition, certain spells and effects function
abomination worthy only of destruction—thus uncover- differently against the creature, as noted below.
ing the phaerimms’ attempted deception. A magical attack that deals cold or fire damage
slows the golem (as the slow spell) for 2d6 rounds with
no saving throw.
A magical attack that deals electricity damage
breaks any slow effect on the golem and heals 1 point
of damage for every 3 points of damage the attack
would otherwise deal. A dragonflesh golem gets no
saving throw against attacks that deal electricity
damage.
64
ENCOUNTER C36 M CYTHALLAR HAMBER
Encounter Level 18 Orb Wraith CR 18
Setup hp 195 (30 HD)
Place the orb wraith on the map as indicated.
CE Huge undead (incorporeal)
When the orb wraith appears, read: Init +6; Senses darkvision 60 ft.; Listen +39, Spot +39
Aura unnatural aura 90 ft.
Spiraling from the strange shadowy orb comes a
greater darkness that grows to monstrous AC 17, touch 17, flat-footed 15; Dodge, Mobility
proportions. It begins to coalesce, and its mass takes Immune undead immunities; can be harmed only by other
on a vaguely humanoid shape. Different
features—faces, limbs, and glowing red eyes—shift incorporeal creatures, magic weapons, spells, spell-like
and surface from within the mass of darkness, only abilities, or supernatural abilities
to disappear again in an eyeblink. Bolts of purple- Resist 50% chance to ignore any damage from a corporeal
black energy lance across and within this cloud of source (except force effects and attacks made with
darkness. ghost touch weapons)
Fort +10, Ref +12, Will +21
FEATURES OF THE AREA
Speed fly 60 ft. (12 squares) (perfect); can pass through
Balconies: The balconies from areas C35 and C37 stand solid objects (but not force effects) at will, moves
30 feet above the floor of the chamber. Each has a balustrade silently (cannot be heard with Listen checks unless
that provides cover from creatures at a lower level in the desired)
room (+4 to AC, +2 on Reflex saves).
Melee 2 incorporeal touches +16 touch each (1d8/19–20
Shadow Engine: This strange, corrupted mythallar floats plus 1d6 Con drain)
in the center of the room. It is 5 feet in diameter and provides
cover and concealment for anyone behind it. Anyone touch- Ranged enervation ray +16 (1d4 negative levels/19–20)
ing it takes 3d6 points of damage from raw magical energy Space 15 ft.;
and gains 1d4 negative levels (Fort DC 15 to remove). Reach 10 ft.
Base Atk +15; Grp —
O Atk Options Blind-Fight, Combat Reflexes, Spring Attack,
Constitution drain (Fort DC 32), assimilate, create
spawn, enervation ray
Spell-Like Abilities (CL 20th):
At will—bane (DC 18), bestow curse (DC 20), doom (DC
18), fear (DC 21)
3/day—circle of death (DC 23), mass inflict light wounds
(DC 22)
1/day—destruction (DC 24)
Abilities Str —, Dex 14, Con —, Int 18, Wis 18, Cha 25
SQ incorporeal traits, undead traits
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge,
Improved Critical (incorporeal touch), Improved
Critical (enervation ray), Improved Initiative, Mobility,
Spring Attack, Weapon Focus (incorporeal touch),
Weapon Focus (enervation ray)
Skills Concentration +40, Diplomacy +9, Hide +27,
Intimidate +40, Knowledge (arcana) +15, Knowledge
(dungeoneering) +15, Knowledge (religion) +15, Listen
+39, Search +37, Sense Motive +37, Spot +39;
Enervation Ray (Su) An orb wraith can attack with a bolt of
negative energy that functions like an enervation spell
with a range of 60 feet. A creature struck by the ray
gains 1d4 negative levels.
Assimilate (Su) If an orb wraith kills an ordinary wraith, it
assimilates the wraith’s energy into itself. It adds the
wraith’s Hit Dice (usually 5) to its own, to a maximum
of 60 HD. When an orb wraith reaches 60 HD, it splits
into two identical orb wraiths with 30 HD.
Create Spawn (Su) Any humanoid slain by an orb wraith
becomes a wraith in 1d4 rounds.
Unnatural Aura (Su) Animals can sense the presence of an
orb wraith within 90 feet. They will not approach nearer
than that and panic if forced to do so; they remain
panicked as long as they are within that range.
84
In the first part of this chapter, the PCs will attempt to Research
determine how to find the Terraseer, who disappeared
from Netheril in –345 DR and has not been seen since. After speaking with Augathra the Mad and combing through
At their level, traveling the width and breadth of Faerûn should her ancient notes, it should be clear to the characters that they
be no great feat for the PCs. Through the judicious use of magic, next need to seek out the Terraseer. Of course, since no one has
they might choose to visit Candlekeep, Evereska, the Host Tower seen or heard from that mysterious being in seventeen centuries,
Arcane, Nimbral, Silverymoon, Shadowdale, Spellgard, or Mount figuring out where he resides—or if he is even still alive—appears
Talath and the Library of Raumark in distant Halruaa, among to be a daunting task. Allow the PCs to determine their course of
other locales. Once at these sites (perhaps having fought their action—but no matter what they attempt, they will need to visit
way through guardians and rivals), PCs who have abilities such one or more repositories of research in order to piece together
as bardic knowledge, Gather Information, and various Knowl- enough information to figure out what they need to know.
edge skills can shine as they piece together the puzzle of how to
locate the Terraseer. There are more potential locations in Faerûn where the
characters can gather information than can be covered in this
The second portion of this chapter deals with the preparations adventure. Thus, you should flesh out the secondary sources,
the PCs must make to cross the desert—now an enormous dead discussed below, with any hallowed halls or wizened sages that
magic zone—to reach the ruins of Oreme, where the Terraseer already play a prominent role in your campaign. In such instances,
resides. They must first locate the traveling D’tarig caravan a character might gather a few tantalizing scraps of lore, but
city of Biradoon that traverses the borders of Anauroch. There whoever is assisting them should suggest they visit one or more
they can learn the means of braving the deadly desert without of the primary sources for more in-depth information.
the benefit of magic, obtain necessary supplies and specialized
equipment developed by the D’tarigs for such travel, and possibly Secondary Sources
acquire local guides if they so choose.
Each of the following locations can provide some tidbit or clue
The adventure continues thereafter with an overland journey to the whereabouts of the Terraseer: Evereska, the Host Tower
across the sands of Anauroch. The PCs must make do without Arcane, Nimbral, Shadowdale (depending on how the PCs left
the use of magic, but the same is true for most of their foes. things at the end of the previous adventure, if applicable), Sil-
The chapter ends as the PCs come near the broken towers of verymoon, or any other depository of ancient knowledge that has
Oreme, where they are beset by a group of raiders led by a psionic been featured in the campaign already (some particular recurring
yuan-ti.
85