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Curse of Undeath
[comments:(1), views:(7533), rating:(6.0)]

Author: Unknown
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements: Levels 12-16


The adventure can take place in any campaign setting that has liches, vampires, and undead creatures of all kinds. It revolves around a town called Glamroa, a mediocre town ruled by a group of people calling themselves the Glamroan Triad.

Graphic: Map 1
Graphic: Map 2

Adventure Backround: This adventure is one of my very one that I created. It is an adventure for PCs of higher levels (around 12-16 or a little more) and the party should include at least 1 cleric with turning undead capabilities. There should also be a mage, and warrior of some kind (preferably at least 1 paladin) and a thief or bard would be helpful in some areas.

The adventure can take place in any campaign setting that has liches, vampires, and undead creatures of all kinds. It revolves around a town called Glamroa, a mediocre town ruled by a group of people calling themselves the Glamroan Triad. They include a paladin-king, a powerful mage, and a priest lord. Unknown to the townsfolk though, they are really undead creatures of great power. The paladin-king is really a Human Vampire Fighter/Mage 19/23 that has been undead for about a century now. The mage is a powerful Lich who serves the vampire. The priestess lord is really a Greater Mummy. They keep in disguise and hardly venture out of their palace.

But all of a sudden, strange things have been happening. People have started to disappear when they go to the palace. And not only that, but strange chanting can be heard all through the town every other night at exactly midnight. Plus at dusk, a strange creature flies over the castle of the Triad. It is really a Dracolich, but the paladin lord has assured them that the creature will not harm them and that it will be dealt with immediately.

The Triad is trying to summon a powerful creature, one of the most powerful of its kind. They are trying to summon a Balor Tanar'ri. Not just any Balor, a paragon Balor, the greatest ever known. When the PCs arrive, they will have 5 days to discover the plot and stop the summoning before the fiend comes and destroyes the whole town. The triad needs victims to summon the Balor and the PCs will do nicely. With the balor paragon, Lasher, they plan to use him to take control of the entire world (which can be whatever world this adventure is being played in). Too bad they don't realize that Lasher can't be controled by anyone... maybe a tarrasque would have been a better choice?

Adventure Summary: This part of the adventure is where the PCs will enter the town and the castle palace of the Triad. They will then be captured and imprisoned in the underground lair of the Triad, a place of secrecy where no one has escaped to tell the tale. From there, they will try to escape their cell and find out what exactly is going on.

Part 1A. I was strolling through the Park one Day...

The PCs should be in the town and be walking around. They could visit the local magic shop, the armor/weapon shop, the inn, the tavern, the stables, money exchanger, or anything else they want. At one point in the day, sometime around 2:00 or so, they will be encountered by a messenger of the Triad who have heard of the PCs arrival.

"The town is thriving with activity and you are caught in the middle of it! People are busily going from shop to shop buying this and that without any regard to your arrival. After a while though, you see this short elf female running your way with what appears to be a letter. 'Excuse me sirs,' says the messenger, 'I have here a letter from the Glamoran Triad for you. Please read it immediately and have a nice day.' The messenger leaves in a hurry, apparently having more letters to deliver."

Once the PCs open the letter, it requests their presence at the annual town dinner for a pleasant evening of fun and games. The PCs should accept and if they don't, the adventure is pretty much over. The Triad will summon the fiend and the town will most likely be destroyed if the PCs have left in 5 days. Once they decide to go to the palace, go on to part 1B which occurs around 8:30 at night.

Part 1B. This tastes marvelous, what's in it?

The PCs will be greeted at the front gates to the palace and then they will be escorted to the dinning room. Read the following.

"You are pleasantly greeted by the guards at the gate and are given an escort to the dinning hall. The escorts come and motion for you to follow. As you weave your way down the twisted hallways, you are amazed at the sight of beautiful paintings and statues of things from dragons to skeletons to fiendish creatures with wings and surrounded by flames. Beautiful flowers line some halls and empty suits of polished plate mail other halls. Finally, the escorts stop and open a large door to a room with a huge table in the center and people all around it. 3 people stand at the head of the table and speak to you.

'Ah! Welcome to our humble town of Glamroa! I trust you had no trouble finding the place. Please, be seated for we are about to start our main course. Oh... how rude of me for not introducing myself and my colleagues. I am King Lestat, paladin hero and ruler of the town. To my left sits our high priestess Rowan, who managed to fend off a horde of zombies all by herself. And to my right, Porthos, the arch-mage of the town and best friend to me. We have heard of your tales and thought it would be nice if you would have dinner with us. It seems you accepted and I am rambling too much.' With that, he claps his hands 3 times and the servants bring out a ton of food that makes your mouth water."

The PCs will be eating foods that taste so good that the gods would be jealous. Once they finish, Lestat bids everyone farewell except for the PCs who he asks to stay so he could ask a favor of them. Once everyone has left the palace, Lestat, Porthos, and Rowan start talking to the PCs about the flying beast and after 3 rounds, the PCs start to feel sleepy. Once they realize this, they will probably think that they have been poisoned and the will try to do something about it. At that time, they succumb to the effects and fall unconscious.

Part 1C. The door seems to be stuck...

The PCs will be taken by Lestat, Porthos, and Rowan take the PCs to their underground lair and put them in a cell with enough beds, sheets, and blankets for each person in the party. All their equipment is taken to the armory and the PCs only have their normal armor and jewelry.

"You awake to find that you are imprisoned in a dark cell without any of your supplies except armor and jewelry. (if the PCs have magical jewelry and armor that can cast spells or have special powers, those are taken to the armory too.) The cell door is locked, but you can see the keys over on the table. There is no guard but then again, you can't get out anyway without the keys."

The PCs should think of some creative way to get the keys. If the idea seems reasonable, the DM should let it succeed. Anyhow, once they get out, they realize that they are hungry and thirsty since they have been out for 3 days!! They have approximately 30 hours before the Triad summons the Paragon Balor from his Abyssal home. Fortunately the food that has been brought to them for the past 3 days is still on the ground. It will replenish to PCs to full health (they will need it) and cure all diseases, curses, etc. Once they finish and are ready to set out, go on to part 2.

 

Curse of Undeath, Part 2

Adventure Summary: The PCs have escaped their cells and should be perfectly healthy. Now, they must make their way through the labyrinth of the dungeon to find out what the deal is with their capture and what the undead creature flying over the town is. They will have to pass a few tests and get certain keys in order to get to the second part of the dungeon. And not to mention they have to get their equipment from the first level. They won't encounter much in the way of creatures to fight, but then again, they will need all their strength at the end of the adventure. The teleporters are the only ways to get to each level and eventually to get out. Refer to the UndthMap1 file while in this part.

Part 2A. Level #1, Lever #2, or Lever #3... or maybe Lever #4 or Lever #5??

The PCs have escaped and have eaten the food or left it where it was. Now, they should be wandering down the halls. As the DM, make the PCs nervous by saying every so often that they here some eerie sounds emitting from the walls or something. When the PCs get to the area marked "C" on the map, read the following.

"You make your way out of the cells to a door. You try to open it, but it won't move. There is no apparent keyhole so you begin to wonder how to open it when you see a sign on the wall above 5 levers that says 'Three will get you eight.' You assume that you will have to pull some levers, but which ones?"

The PCs have to pull the 1st, the 2nd, and the 5th levers in order for the door to open. Award them each 500xp for solving the puzzle. If they pull the wrong ones, a blast of burning hot air comes out of the sign and causes 2d6 damage to every PC in front of the door. The levers then go back to their natural positions. Go on to Part 2B.

Part 2B. Which way do we go George? Which way do we go??

The door will open and the PCs have a choice. To the right is letter "D" which is where their equipment is stored. Or they can go left to letter "E" which is a bunch of fire traps. Read the following:

"After passing the lever test, you come to a semi T-junction. both halls curve around the corner. You can go right or left. So which shall it be?"

If they go right, it takes them to all of their equipment and some other stuff. They also find 2 rings of fire resistance, 2 rings of regeneration (on is vampiric), an Axe that functions as a frost brand, and 3 scrolls with heal spells on them. The heal spells will work on 2 people at a time, functioning exactly like the spell. Once they do that, they should back-track to the T-junction and go left. Eventually they will come to letter "E". When they get to "E", read the following:

"You go around the corner and come to a short hallway with 5 circles of reddish color on the floor. On the wall you see a sign saying 'If thee have a cold, you shan't be burned.' What is that supposed to mean you wonder..."

The PCs with rings of fire resistance won't trigger the fire traps. If a person has something cold on them (cold-wrought iron, ice cubes, an ice storm spell centered on them, or even if they are sick with a cold) then they won't trigger the fire traps. If none of these conditions are met by a PC who walks over the 5 circles suffer 5d4 points of damage total (save vs spell for half). Once they get past that, go on to Part 2C.

Part 2C. Where is that blasted Exit??

The PCs will go through the corridors and eventually come to letter "F" which happens to be a spear trap. Read the following when the PCs get to letter "F"

"You come down to another corridor this time with a bunch of holes in the walls on both sides. You see another sign on the wall to your right. Underneath it are 7 buttons lined up in a straight line. The sign says 'Push in four to get twelve and 2 may enter. Then push in 2 for the rest' You start to get frustrated with all these puzzles, but you don't want to die in a place like this, do you?"

The PCs have to press 1, 2, 3, and 6th buttons and then the spear trap will let 2 people by. Then the buttons reset to normal and for everyone else to enter, they just have to press the 2nd button and the spear trap lets the rest of the party in. If anyone doesn't obey, the spear trap goes into effect when the PC gets 1/3 of the way through. Spears pierce the PC's body and they suffer 5d12 damage and must make a Dex check to escape. If they fail, they suffer another 2d12 damage and must make another dex check. Only when they pass the check will they get out of the trap. Go on to Part 2D.

Part 2D. Another locked door!!!

The PCs need to get to key from letter "G" in order to open the door. Let the PCs know that the door is blue in color as is the key once they get them. After they open the door, they should walk in and be teleported to the 2nd level of the labyrinth. Go on to Part 3 of the adventure (the next file).

Hope you enjoyed the first 2 parts of this adventure. I worked long on those puzzles! And don't worry, the next parts have more monsters (as if the vampire, liche, greater mumy, and balor paragon weren't enough!). Email Lithindryn@aol.com if you have any comments, criticism, jokes, or even insults (I get them all the time). Until then, may you live long and watch out for that dragon breath, cause it'll kill ya.

 

Curse of Undeath, Part 3

Adventure Summary: Here, the PCs will go through another part of the twisted dungeon. But they will encounter some monsters to deal with this time ::evil laugh:: The will meet Lestat's mount, the dracolich Inferno and with any luck, they will manage to live past him :)

They will encounter more traps and puzzles (I'm testing the PCs wits in this whole adventure) as usual, but only a couple. There are secret tunnels all over the place that the PCs will have to find. It's gonna be a touch adventure for the PCs.

Part 3A. Not Again...

Once the PCs step off the teleporting pad, they will come to a hallway that looks exactly like all the other they've been to before. Read the following to them:

"As you step out of the room with the teleporting pad, you enter another hallway that is as dark and damp (if not darker and damper) as the others you've been through. You see a turn to the left (DM NOTE: the turns are being told as from the PC's point of view) that leads into darkness. Now all you can think to do is go exploring (again) or go back the way you came. Now which would you like to do (DM NOTE: give the group a large, evil grin)."

Naturally the PCs with go explore the turn and stuff. When the PCs arrive at letter "B", read the following:

"You turn the corner and just as you are about to walk down it, you are stopped by a bunch of pillars of fire that go from floor to ceiling and ceiling to floor. You can feel the heat as you stand near it and it is quite hot to you with all that armor, except you (point to the mage or mages) because you aren't wearing armor. In the distance, you also hear an uncanny roar echoing throughout the halls... the roar of some BIG creature no doubt! So now what are you gonna do?"

These pillars of fire are powerful illusions created by Lestat, Porthos, and Rowan to scare off any intruders. It can't be dispelled, but it is effected by some things. If water is thrown on it, it disappears for a second and then burst back up just as the PCs are about to step on it. If some control flames or douse flames, or something like that is used on it, nothing happens. If a true seeing or some other detect spell is used on it, it will radiate magic, but that is it. True seeing and detect illusion don't do anything to it and don't reveal the illusion. The only way for them to find the truth is to walk into it. When they walk into the fire, they don't burn at all and don't even feel the intense heat anymore. Now didn't that frustrate them =è

Go on to the next part once the PCs get over yelling at you for all the aggravation it caused them (which will undoubtedly occur).

Part 3B. Secrets to be found, key nowhere to be found

Once the PCs get to the doorway right across from the secret passage "C", tell them of the great roar and how it is incredibly loud. As for the doorway, it seems locked, but if you knock 5 times and then 2, it opens (DM NOTE: The PCs might be here for awhile so have plenty of food ready and maybe a soda or two). After that, the PCs can explore everywhere until they get to letter "D". When they get there, read the following:

"You round the turn and discover, much to your disliking, a bunch of skeletons walking around in front of a doorway! They see you and without hesitation, they charge at you spears, swords, maces, and all. In your head, you meekly here your mind cursing everyone for getting into this mess (your brain and your body that is, but it isn't heard out loud)."

The skeletons are in fact skeleton warriors controlled by the dracolich Inferno. There are around 7 skeletons warriors (you thought it would be an easy fight?) that the PCs have to get rid of.

Skeleton, Warrior (7): AC 2; MV 6; Hd 9+6 each; THACo 11; #AT 1; Dmg 1d8+7 (scimitars +2); SA see Monstrous Manual book; SD see Monstrous Manual book; SZ M (6-7 ft. tall); Int Exceptional (16); AL Neutral Evil; XP 4,000 each

Of course, this should be no challenge to the PCs and they should defeat them with ease. Next, they are probably going to head for the door. When they get there, they can open it, but it leads right into the wall. And according to the DM's map (included in the file as undthm~2.bmp), it leads to a secret passage. The only way the PCs can find this is if they actually walk through the wall. If they put their hand on the wall, it feels real, but if they walk through it, they pass through as if it was nothing.

Of course, if they do this, they can end up fighting Inferno. In fact, when they get to the junction in the secret passage, read the following:

"As the junction makes itself known in the passageway, you look to see where it leads. Next thing you know, you are staring right into the face of what looks like a red dragon, but with skeletal parts sticking out around it's right side, some parts of it's arms and even it's face around one of it's eyes. 'Who are you?' the creature bellows. 'Why have you intruded in my lord's lair? Answer quick or be roasted like fried orc,' the creature says. You begin to think that you could always attack it, but then you see a pile of bones in the back of the room at the end of the hall making you think that this creature may be more powerful than originally thought."

By all means feel free to kill a PC or here if they try to fight, but Inferno has orders not to kill them (or at least not all of them). Inferno will fight until reduced to 1/2 his hp at which time he will teleport away. But if the PCs are wise, they will realize that talking their way out of the mess will work better than fighting. If they role-play out, give them 1,000 XP each since Inferno has been around for nearly a millennium and has seen all the tricks.

SIDENOTES: Letter "C" is another passageway that takes the PCs to Inferno and acts as a short-cut to the teleporting pad. Letter "F" is where the mummies of Rowan reside. There are 10 tombs here and each contains a full strength mummy as detailed in the Monstrous Manual. Once the PCs get to the teleporter, go on the next part.

 

Curse of Undeath, Part 4

Adventure Summary: This is the climax to the adventure (finally your say). Here, the PCs will encounter Lestat, Rowan, Porthos, and worst of all (even worse than the 3 of them), Lasher. When the PCs arrive, Lestat is finishing up his arcane words to summon Lasher. But unfortunately, Lasher will come and then the fireworks begin. The town will never be the same again ::soft, evil laughing in the background::

Part 4A. Ah HA!!! Found you stupid undead!!

Once the PCs reach the teleporter, read the following:

"Once again, you are teleported to another area. This time, it is not a dungeon-like area. It is a valley in the middle of what appears to be an under-ground forest. As you look around from the edge of the forest, you notice 3 people standing around 3 points of a pentagram. They are located at the bottom of a stairway which leads to a roofless temple. At the other 2 points of the inverted star, hundreds of bodies are piled up as well as what looks like thousands of gold pieces."

Now that the PCs have found the Triad, Lestat will continue chanting arcane words while Rowan goes to deal with the PCs. The PCs have to fight her for 2.5 turns of combat. If any mages are still alive in the group, they will recognize Lestat's chanting as arcane words of lore that are used in summoning powerful fiends to the Prime. In 3 turns, the spell will be finished and Lasher will come. Good Luck to the PCs cause they're gonna need it! DO NOT LET ROWAN DIE AT THIS TIME!!!

Part 4B. Now you see me, now you see the town, now you see me destroy the town!

At the end of 3 turns, all the PCs and Rowan (if she isn't dead) are teleported back to the pentagram. When that happens, read the following:

"You are teleported against your will to the pentagram, surrounding you with a sense of evil like none other you have ever faced before. Lestat goes into a crescendo as he finishes the words to the arcane spell. For a moment, there is nothing... but then the pentagram starts glowing a fiery red color and you can feel heat rising from it.

Then, the gold melts away and disappears as do the bodies, all gone without a trace! You look around, trying to find out the cause of this and your gaze catches Lestat's. 'Yes yes yes!!!! Come to me Lasher!!! Show me your power so that everyone may cower before us!!!!' Lestat booms. Porthos just smiles and Rowan starts shifting uneasily. The sky begins to darken, not from the arrival of the storm clouds, but because the day is changing to night... and it is hours before sundown!

Then, and ear-piercing screech fills your ears and you can do nothing as you cover your ears in hope that you won't go deaf. Lestat still smiles as does Porthos. Meanwhile, Rowan has a look of stark terror on her face. The next moment, you can figure out why. In the center of the pentagram, a giant demon appears right before your eyes! It is surrounded in flames and looks exactly like a balor tanar'ri from the Abyss, but much larger and more evil looking (as if it was possible). 'Why have you summoned the great Lasher foolish mortals?!' the demon bellows, almost knocking you over as it catches you off-guard.

Lasher then points to Rowan and she screams and then her mummified flesh peals from her body and it explodes in blood. Lestat tries to regain control over Lasher, but seems to have no luck doing so. And Porthos is hurling all kinds of colorful rays of light to powerful meteors at Lasher. But Lasher pays this no attention and goes over to Porthos and grabs both his arms. Then, he picks up Porthos and in one horrifying scene, rips him in half, one half in each of his hands. Finally, you regain control of your bodies and not a moment too soon for Lasher seems to be looking in your direction!"

Lasher is going to attack the PCs now. Lestat, of course, hadn't planned on this at all. The PCs will here Lestat cursing in the background as they fight Lasher (who shouldn't even be close to being killed at this time and if he is, the PCs are too powerful at the current time). The PCs have to fight Lasher for 1 turn of combat. Lasher should kill at least 2 of the PCs in the fight (make the PCs get real scared). Any attempts to escape fail (no teleporting anywhere, no plane shift) and any kind of spell the imprison/banish Lasher fails as well. After one turn, read the following:

"You've been fighting him for a little over 10 minutes and already (DM points to the dead players) you are dead! 'Mortals, you have summoned the most powerful living demons and now you try to escape, but you can't. What a pity for you!' Lasher sneers. He then conjures up a large sword that looks like a lightning bolt and raises it in preparation to strike (point to the strongest player alive) you down.

But before the strike lands, you are surrounded by a blue light and when the light disappears, you are back at the Glamora castle at the mountain top with Lestat and his dracolich Inferno. You hear Lasher scream in rage and even though he is like a half a mile away from you, you can hear it as if it was right next to you.

Lestat turns to you and speaks in a soft voice, 'I'm truly sorry about all this. I thought I could control him. Now, he is out of control and as you can see, he is destroying the town.' You look down on the town of Glamora and see Lasher burning down buildings, dismembering people, obliterating roads and mills and you realize you can't do anything to stop him.

'Aye. You can't stop him with your weapons. I am willing to help you find a way to stop Lasher since I don't want my people killed. Will you help me?' Lestat asks of you. Well, will you?"

The PCs have a choice. If they do, all the better. If they don't, then they live with the guilt of knowing that they let a whole city crumble under Lasher's power and they didn't do anything about it. Plus, Lasher will come looking for them eventually.

Pray as the DM that the PCs say yes. If they do, this adventure is over. You see, this is the first of a 3 part trilogy of adventures that deal with Lasher, Lestat, Glamora, and the PCs. The next one is the one in which the PCs will go on a quest to find a lost artifact of ancient times, a sword called the Daemon Blade. With that, they will go to the third and finally part of the trilogy in which they will confront a more powerful Lasher than when they first met him. And Lestat will play a big part in the next adventure as well.

Give the PCs enough XP to advance 1 level up and then a tiny bit. After all, if you thought Lasher was tough now, wait till you see him after he has brought Glamora to his own demonic control. Sorry to end it this way, but this was just the base of the trilogy and if you didn't like this adventure that much, don't worry. The other 2 will blow you away!

Email comments, criticism, insults, etc. to Lithindrym@aol.com and until then, keep an eye out for Lasher. You never know where he might turn up next ::fade out with loud, evil laughter::

 

Lasher, Balor Paragon

Str- 22 Int- 20

Dex- 17 Wis- 19

Con- 22 Cha- 21

Climate/Terrain: Abyss

Frequency: Unique (1 of 2 of the Balor Paragons)

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: Supra-Genius (20)

Treasure: H

Alignment: Chaotic Evil

-------------------------------------------------------------------------------------------------------------------------------

No. Appearing: 1

Armor Class: -20 (-12 on Prime Material Plane)

Movement: 17, F 38 (B)

Hit Dice: 38 (275 hp)

THACo: -1

No. of Attacks: 2 (fists or sword & whip)

Damage/Attack: 4d6+19/4d6+19 (1d12+10/1d4+special with sword & whip)

Special Attacks: see below

Special Defenses: see below

Magic Resistance: 100% (70% on Prime Material Plane)

Size: H (18 feet tall)

Morale: Fearless (20)

XP Value: 72,000

Lasher. The mightiest of the Tanar'ri. Powerful enough to be a god but would rather fight the Baatezu in the Blood War. He's been around almost since the beginning of time. It is said that he is unmatched in power by any creature of good. It is said that he is the father of the Abyssal Lords, though no one knows the truth. He is a terror to behold and if it wasn't for the Pit Fiend Paragon (called Cyrus the Great), the baatezu would have fallen to Lasher. He loves to torment mortals, but dislikes those who summon him to the Prime Material Plane (where his powers are diminished). He has never been defeated in battle by any mortal (and many avatars have fallen by his hand too) and he uses his combat prowess to kill those in his way. Beware him for if you don't, you'll never sleep again.

Combat: Lasher is just so terrifying in combat that one can't even describe it in words. In this adventure, his weapons have been stolen by the Triad so he can only attack with his fists and special attacks. His fists do 3d6/3d6+19 due to his enhanced melee damage and the PC has to save vs paralyzation or be stunned for 3 rounds. He causes fear (as the 4th level wizard spell) in a 50' radius and all creatures with 4+1 Hit Dice or less flee in panic at the sight of Lasher. Those with more are entitled a saving throw vs spell with a -2 penalty (only on the Prime. In the Abyss it is a -4 penalty).

Lasher has a magic resistance of 80% on the Prime (100% in the Abyss) which makes him a deadly opponent. But those spells of fire don't effect him at all and those of cold automatically pass his MR and do double damage. He is also immune to charm, hold, aging, energy drain, imprisonment, domination, and death spells. He is also immune to wishes. All weapons bludgeoning cause no damage to Lasher as do all weapons below +3 enchantment. Those weapons made of silver or cold-wrought iron cause double damage though.

3 times per day, Lasher can emit a cone of searing, white hot fire that is 5' in diameter at the mouth, 75' long and 35' inches diameter at its apex. It does 15d20 damage to all creatures (even those immune to fire attacks) and the victims can save vs breath weapon for half or 1/4 damage.

Lasher also regenerates at an astounding rate. He can regenerate from any kind of damage at a rate of 4/round even when slain by disintegration. The only way to truely kill it is to sly it with a powerful vorpal sword and then have a priest of level 10+ eat Lasher's heart for dinner in the presence of 3 pit fiends. If on the Prime, when Lasher is reduced to 0 hp, he disappears in a bright flash and goes back to the Abyss.

Lasher has all the immunities and spell like powers that are available to all tanar'ri. In addition, he can cast spells like a 11th level mage. Plus he has the following spell like powers usable at 25th level spell use (each can be used at will): Burning Hands, Cone of Cold, Detect Invisibility (always active), Detect Magic (always active), Dispel Magic, Flame Arrow, Imporved Invisibility, Pyrotechnics, Read Magic, Suggestion, Symbol (any type), Telekinesis, and Tongues. 3 times per day, Lasher can use the following spells: Delayed Blast Fireball, Energy Drain, Power Word: Kill, Metoer Swarm, Acid Storm, Time Stop, Vortex, and Malec-Keth's Flame Fist.

Habitat/Society: Lasher is one of the 2 paragon Balors. The other one (Eralyn) is a female Balor and she hates everything that isn't tanar'ri or Lasher. He is constantly recruiting generals and leaders for his Blood War armies but spend most of his time contemplating dark sorcery in an attempt to study it.

Ecology: Lasher and Eralyn are the Blood War and the Tanar'ri, in a sense. They are the ones who govern the dispensation of Tanar'ri throughout the Abyss. Lasher is revered almost as a god by the other tanar'ri. If it weren't for his strong tie to the Blood War, Lasher would most likely ascend to divine status.

 

Lestat, the Vampire Lord

Formally human and now vampire Scion Fighter/Mage 19/23

Str- 18/00 Int- 20

Dex- 22 Wis- 15

Con- 18 Cha- 16

Climate/Terrain: Any

Frequency: Unique

Organization: Solitary

Activity Cycle: Night

Diet: the typical vampire diet (blood and stuff)

Intelligence: Supra-genius (20)

Treasure: whatever you want that you can find on him

Alignment: Lawful Evil

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No. Appearing: 1

Armor Class: -7 (bracers AC 3, dex, being a scion)

Movement: 12, Fl 18 (B)

Hit Dice: 225 hp

THACo: 2

No. of Attacks: 2 or 1

Damage/Attack: 1d6+8/1d6+8 or with Short Sword (frost brand) +8

Special Attacks: see below

Special Defenses: see below

Magic Resistance: 70%

Size: M (6 ft. 3 in. tall)

Morale: Fearless (20)

XP Value: 26,000

Typical Spells Memorized: Any spell the DM wants to use. NOTE: He will have at least 1 time stop and teleport without error spell ready at all times. Plus, he favors fireballs, magic missiles, meteor swarms, and prismatic spells. Other than those, he has access to all spells in the PHB and Tome of Magic :ç

Lestat. Once a very powerful and noble paladin-king, now after venturing out a century ago and returning only a few years before present day, he has be thought of as a divine being by his subjects. Know they not that he was ambushed by a vampire hunting party and he finally fell the bite of a great elder vampire. Because of that, he had to serve that vampire for many years until his master was crushed by the dracolich that Lestat is with today.

Due to his vampire maker, Lestat became a Scion vampire, more powerful than the ordinary kind. He is lawful evil in alignment, but he pretends to be LG and act like a paladin-king (though this is a well played out, grade A+ fraud). He had befriended Rowan and Porthos when he was venturing home from the now destroyed ruins of Firalon castle, home to the great elder vampire. They became friends and now have planned to summon Lasher... though they don't realize the foolishness of doing so!

Combat: Lestat fights like any other vampire of the eastern kind with some slight changes... For starters, his charm person gaze uses a -3 penalty to the save instead of -2. Also, Lestat can't call forth any animals from the wilderness. The only creature he can call on is his Dracolich steed, Inferno. Stakes through the heart will do nothing to Lestat except annoy him. They will do 1d2 damage per round, but to isn't likely it will be in Lestat for long. And Holy Symbols don't bother him at all. He'll even stare at them with the only thought being "this is boring".

Of course, he does have other weaknesses. Like he can't turn invisible like normal eastern vampires. Plus, he can takes full damage from electricity attacks and double damage from normal fire attacks (magical fire attacks do triple damage; NOTE that all spells have to by-pass the MR). And sunlight will not harm him as much as it does other vampires. All it does is act like a Time Stop spell and he loses 1/5 his hp every 5 rounds. But then again, he thinks sunlight is to bright anyway

Of course, he is a scion vampire and has some special powers and things like that. He has the MR benefit, the enhanced melee damage benefit, the immunity to all spells of elemental water and all spells of the alteration types, as well as his disease giving touch. His touch functions like a normal scion's and causes paralyzation to victim when it is onset. The only way to remove of it is by means of a Remove Curse spell followed by a Neutralize Poison spell.

And as for habitat and stuff, Lestat rules to town of Glamora with an iron fist... though the people see it as the iron fist of a benevolent paladin-king (who would have known?). He will not hesitate to kill someone if they bother him though and he craves the power that Lasher has. But eventually, Lestat will realize that Lasher won't be willing to give up that power (and it'll cost him a lot as well).

 

Porthos, Lich King

Porthos is really like any other lich except for the following changes:

Hit Dice: He has 140 hp

THACo: 5

Movement: 12

Damage: 1d12+3

Armor Class: -4

And he has a 35% magic resistance and he can cast spells as a mage of 25th level. His XP Value would be around 19,000

 

Rowan, the Greater Mummy

Once female human Priestess of 23rd level, now greater mummy (234 years old)

Str- 17 Int- 20

Dex- 15 Wis- 24

Con- 18 Cha- 15

Climate/Terrain: Any (subterranean preferred)

Frequency: Unique

Organization: Solitary

Activity Cycle: Any

Diet: None at all

Intelligence: Supra-genius (20)

Treasure: Z, R, H

Alignment: Lawful Evil

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No. Appearing: 1

Armor Class: -6

Movement: 10

Hit Dice: 125 hp

THACo: 6

No of Attacks: 1

Damage/Attack: 3d6+3

Special Attacks: see below

Special Defenses: see below

Magic Resistance: 20%

Size: M (5 ft. 9 in. tall)

Morale: Fearless (19)

XP Value: 17,000

Typical Spells memorized: spells that cause damage, summoning, elemental, and necromancy (with a bit of healing here and their)

Rowan was once a beautiful priestess of greater god of some distant world. Now, she is a greater mummy, turned into one by her priestly colleagues in order to preserve her clerical power for eternity. Of course, she didn't want this, but she couldn't fend off a hundred people by herself (could you?). So after a long fight, she was over-powered and became a greater mummy. But she has escaped from her peers and arrived with Lestat in Glamora after they met. She longed for other civilized people to be with and dominate (after a while, you miss the powerful position).

Combat: Rowan fights as any other greater mummy priestess would, but with one difference: she has the power of a 25th level cleric priestess. Plus, she uses the above stats and stuff.



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