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Blood of the Gods
[comments:(13), views:(10671), rating:(5.8)]

Author: Darren White
Homepage: http://
System: D&D Forgotten Realms
Type: Scenario
Category: Fantasy
Requirements:


This adventure is set in the Forgotten Realms Campaign in the region known as Calimshan. It proves that rumors could be hazardous to one’s health and includes a hunt for some fabled items that were believed lost. The module is for mid-level characters of good alignment and is set using 3rd Edition rules.

Background

A wicked bandit named Vallzen and his lackeys have obtained a map that supposedly leads to a fabled treasure. The Blood of the Gods, a collection of rubies that are actual god-blood that fell from the heavens during one of the many disputes between the powerful deities. Besides being extremely large and valuable, the gemstones are rumored to have magical properties as well. However, unbeknownst to all involved, the map to the rubies is a hoax that was meant only to make the one whom drew it some gold.

The map does however lead its holder threw the dangerous Calim Desert and to the lair of a powerful beast of merit. A former companion of Vallzen was left for dead when he refused to follows instructions to slay innocent merchants (the same merchants that held the map). The PCs encounter the dying companion just south of the Calim, only be chance.

 

Crawler in the Dark

 

You are one day outside the City of Glory, otherwise known as Calimport. Night has fallen and the Calim Desert is directly to your north. The previous day’s travel was a treacherous journey as the sun brought nearly unbearable heat. Stumbling upon the small patch of woodland just before dusk, you set your camp. The stars shine in the clear night air, and only the occasional cry of a locust is all that you hear.

After a few hours of this peaceful bliss, the sound of something crawling through the brush alerts everyone in your camp. An older dark-skinned human male is clawing his way through the brush, dressed in blood-soaked clothes. The shaft of an arrow still protrudes from the small of the man’s back. The man tries to speak, however the only word that is understood that he utters is “…the blood”. The dark-skinned stranger then falls into an unconscious slumber.

The man is near death (currently has 1 HP) and suffering from two large slashes across his chest, the arrow in his back, dehydration and heat stroke. He has fallen into a coma and will awake on his own in two days time (assuming he is kept in the shade and water provided to him). Magical healing will expedite the process at the DMs discretion. The man has no items of value, as it appears that he was stripped of all that he owned. He has a tattoo of a black scorpion on his chest, but no other distinguishing marks.

The PCs must decide on what they are to do with the stranger. The information he has is vital to the adventure. When and if he is healed, the man will tell the PCs the information below:

 

“Praise Tymora, for delivering me to you! I am Ishaahar of Calimport, traitor to the vile Vallzen. Vallzen found word of the Blood of the Gods in a caravan that we ransacked only two days past. Directly north of here is what remains of the caravan and its merchants. The merchants offered the map that they had received in Memnon in exchange for their lives. Upon receiving and reviewing the map myself, on those terms, Vallzen orders the merchants to be slain. I am a thief and I have killed, however I will not take part in the butchering of innocent people. Vallzen explained it as “disposing of witnesses” and deemed me a traitor for not raising my sword to his cause. I was cut down and left for the buzzards to pick at.”

The dark-skinned thief smiles as he continues, “I do recall that damned map however…clear as the Calim itself. I will have my revenge on Vallzen and take his prize from his wretched grasp. What say you my saviors? Do you feel up for a hunt? I will gladly agree to an equal split of anything that amounts from this union. Vallzen has at least two suns under his belt so we must be off if you are game.”

The Blood of the Gods are rumored to be blood cast down from the heavens during one of the Gods many disagreements nearly a century ago. The godly blood transformed in large rubies as it entered the Prime Material Plane. The rubies are believed to have magical abilities linked to them but it is not known for sure. A caravan coming from the north through the desert found them as they fell from the sky after a vicious sandstorm passed. That caravan did not make it from the Calim Desert however, as they were ambushed by a clan of stone giants. A lone survivor that escaped and made his way to Calimport to tell the tale. Various adventurers have lost their lives searching for the elusive gemstones and the tale was nearly forgotten, until now with the discovery of the map.

If the PCs chose to help Ishaahar, continue with the adventure. If not, Ishaahar will return to Calimport and go out after Vallzen himself.

Ishaahar of Calimshan, male human Rog3; CR 3; Medium Size Humanoid (5’9” tall); HD 3d6; hp 15; Init +6; Spd 30ft.; AC 16 (studded leather, +3 Dex); Atks +5 melee (1d6 crit 20/x2, short sword), +5 ranged (1d6 shortbow); SA Sneak attack +2d6; SQ Evasion, Uncanny dodge (Dex bonus to AC); AL CN; SV Fort +1, Ref +5, Will +2; Str 12, Dex 18, Con 10, Int 11, Wis 13, Cha 14.

Skills: Appraise +8, Bluff +10, Craft (ship building) +2, Diplomacy +6, Forgery +6, Innuendo +3, Intuit Direction +5, Knowledge (Calimshan) +2, Listen +6, Sense Motive +4; Improved Initiative, Weapon Focus (short sword).

Possessions: studded leather armor, currently weaponless when found.

 

Through the lands of the Urwallah

 

After agreeing to help Ishaahar, he quickly can make a rough map close to scale with the one that Vallzen has. To attempt to make up the lost time, Ishaahar recommends a direct route to the Caves of Khouern. That route should meet up with Vallzen, but is far more dangerous than the original route that the bandits are taking. He believes that Vallzen will stop at the Khosru Oasis further north to replenish his water supply and stay as far away as possible from the Well of Amir Khan. The Well of Amir Khan is a place that is protected by the Urwallah desert tribe. The Caves of Khouern are located nearly a weeks from the caravan location, but with a ride into the Calim Desert and through the dangerous territory of the Urwallah it could be made in 5 days, which will come close to catching up with Vallzen. The Urwallah is a nomadic desert tribe that slay anyone whom wanders into “their desert”.

Below is a list of encounters that the PCs come across in their travel to the Caves of Khouern:

 

Encounter 1: Urwallah Ambush

As you travel up and down the shimmering dunes of sand, figures clad in all black rush up towards you with their khopeshs drawn and riding on large pack camels. They shout praises to At’ar the Merciless, the Yellow Goddess. If the fight is clearly in favor of the PCs, the attackers will try to kill the PCs’ steeds then retreat to inform their chieftain of what happened. These riders are members of the infamous Urwallah Tribe.

 

Urwallah Raiders (10)- HP 8(x2), 7(x3), 6 (x3), 5, 4- see remainder of stats below in the Urwallah section

Encounter 2: The Well of Amir Khan

The blazing sun rocks slowly down the horizon, with the once blue sky turning into a molten copper. With the last streak of sunlight leaving the Calim, a small cluster of trees is seen less than a mile from your location. This small oasis must be the legendary well of Amir Khan, according to Ishaahar (or any other PC familiar with the geography of the Calim).

The well of Amir Khan is fabled to have been placed in the Calim by Eldath, Goddess of the Singing Water centuries ago. After a large caravan that carried Pasha Oliima became lost in the desert, Eldath appeared to the sunstroked survivors as they crawled through the sand. In return for his life and the life of his men, the pasha was told he must start a clergy in her favor when he returned to Calimport. Pasha Oliima and his men lived at the god-made oasis for nearly 2 years until another lost caravan discovered them. The pasha held up his end of the deal, however the church of Eldath did not last in the City of Glory (closed its doors after 17 years).

A faint ribbon of smoke rises from amidst the trees, clearly stating that there is life within the confines of the oasis. When the oasis is approached, (unless extraordinary measures of stealth are taken) several men clad similar to the Urwallah raiders that you fought run out of hidden areas screaming, “None shall share our precious water!”.

 

Urwallah Raiders (10)- HP 8(x2), 7(x3), 6 (x3), 5, 4- see remainder of stats below in the Urwallah section

 

Within 3 rounds, the encampment of Urwallah will be alerted to the presence of the PCs. The majority of their force can be seen from the nearby sand dune that you are engaged on, showing a large force celebrating around a campfire. Ishaahar recommends a quick retreat, as defeating their vast numbers in the open is slim. The choice is upon the PCs, however this adventure centers on the PCs trying to escape the Urwallah. The DM may have some tweaking to do depending on their decision.

 

Encounter 3: Sandstorm

As you dig your heels into the steeds beneath you, a wave of Urwallah hot on your heels in pursuit. You are still at least two days ride to the Caves of Khouern although surviving those behind you has taken on the main objective. Suddenly the hooves of the camels behind are no longer heard, the Urwallah have dismounted their steeds and begun frantically making their shelters.

The PCs should attempt a Listen check (DC 10) to notice that the wind suddenly disappeared and the air seems unnaturally still. The calm last 10 minutes, then the wind begins to blow again. PCs who succeed at a Listen check (DC 10) think that the wind sounds almost like the moan of a living creature. The wind continues to grow in intensity as a swirling wall of sand approaches from the east. Ishaahar begins yelling out warnings to cover your mouth and nose with cloth and to dismount. The sand blows throw the air limiting your visibility to nearly nothing. The rising wind imposes a –5 penalty to all Listen checks during the start of the storm.

PCs who have exposed skin suffer 1d3 points of damage every minute, and anyone who does not cover his mouth and nose with cloth suffers an additional 1d3 points of damage every minute. All characters receive a -10 penalty on all Spot, Search, and Listen checks while they are in the storm, and they cannot see anything that is more than 10 feet away. It soon becomes clear that sand is quickly engulfing the entire area, with a good chance of burying the PCs in the sand. The PCs must make a decision to either take up shelter and wait the storm out, or continue to flee and hope to make it out alive.

§         Those whom choose to take shelter are told by Ishaahar to lay their steeds down on the sand and cover the animal’s head to prevent suffocation from the sand. He then instructs the PCs to lay down with their steeds tight to the animal and use it as a windbreak. If these directions are followed correctly, the PCs will survive the damaging winds of the storm. However, suffocation from the piling sand becomes a threat with 2 successful Fortitude checks being necessary. The sand storm lasts approximately 2 hours.

§         The PCs that choose to continue their travels, suffer the damage listed above to all exposed areas. Movement rates are reduced to one-quarter normal while moving through the storm, and characters cannot run. Those who attempt to fly also have their movement reduced to one-quarter normal, but the wind and sand make it impossible to navigate accurately. Each round they move in a random direction (roll 1d8 with 1 being north, 2 being northeast, and so on around the points of a compass). Navigation through the storm is nearly impossible (unless magical means are taken). After traveling out of the storm at least 1000 feet from start point, the PCs have escaped the path of the storm and step out into typical desert conditions.

With either choice, the PCs will gain a valuable head start away from the trailing

Urwallah riders. The Urwallah have many men and camels to unearth after the storm, but will continue after the PCs. It is not often that the nomadic tribe gets to hunt intruders to their land and will not pass up the opportunity. The Urwallah are masters of the desert and will easily pick up the trail of the PCs shortly, giving them a likely 2-hour lead.

 

Encounter 4: Trail of Vallzen

Nearly a day after the deadly sandstorm had passed, a small blur of green is seen about a mile in the distance to the north. A small mountain range stands about a mile farther than that. You feel like a sheet of water surrounds you, as the dunes ripple and seem to change as you pass. The distant blur of green appears to move slight the closer you get to it. These unsettling movements are nothing but the ill effects the sun is creating. The green is not a mirage, however it is nearly impossible to see the object clearly and estimate its true distance. If True Sight, or any other similar spell or ability is used, it will be apparent that the green truly is a small oasis.

When the small cluttering of trees is reached, a still smoldering campfire is in the middle near a small natural spring in the ground. The area was clearly used as a camp not more than 10 hours ago. Ishaahar begins uttering curses, and kicks through the smoldering campfire. From the direction that you came, a large cloud of sand rises as several dozen men on camel’s head that way. Ishaahar yells, “The Urwallah continue with their hunt, we must make the mountains to have a chance! We are doomed if we hold out here!”

The water of the spring is cold and fresh, with only a small amount of palm trees about it. The mountain is less than a mile away and can be made if the PCs choose to flee to that location.

 

The Caves of Khouern

Before you is a small mountain range (7 small peaks) that rises out of the sands. Immediately, three pack camels are visible at the base of the closest mountain. On top of a small mountain plateau, Vallzen and two other men are standing. “Hurry Ishaahar, you and your foolish mercenaries have angered the damned Urwallah Desert Men. They are riding for blood and none of us will survive if we do not fight together as one. We can settle our differences if we survive the vermin.” The man to Vallzen’s right throws down a rope for the PCs to climb. “There looks to be nearly a hundred of them, choose quickly.”

Vallzen and his two allies, Dirdar and Shilik, will hold true to their words and fight side by side with the PCs. However, when the battle is done they will attempt to gain the upper hand on the PCs or flee if there is little chance of success. They will attempt to assassinate the PCs and Ishaahar at a later date for foiling their plan. This could lead to a nasty NPC enemy for future adventures.

Vallzen of Calimport, male human Ftr5: CR 5; Large Humanoid (6’4” tall); HD 5d10; hp 42; Init +2 (dex); Spd 30ft.; AC 16 (scale mail, +2 Dex); Atks +5 melee (1d8+2, crit 20/x2, khopesh); or +6 ranged (1d6+2, crit 20/x2, short bow); SA nil, SQ: nil; AL LE; SV Fort +6, Ref +4, Wil +1; Str 15, Dex 15, Con 12, Int 14, Wis 10, Cha 14.

Skills: Bluff +5, Disguise +4, Knowledge (Calim Desert), Diplomacy +4, Hide +1, Listen –1, Move Silently –3, Search, Spot +6. Feats: Alertness

Possessions: scale mail armor, khopesh, short bow, 20 arrows, pouch containing a potion of Cure Serious Wounds, four emerald gemstones worth 25gp, and 14 pp.

Shilik, male human Rog3; CR 3; Medium Size Humanoid (5’8” tall); HD 3d6; hp 16; Init +6; Spd 30ft.; AC 14 (leather, +2 Dex); Atks +5 melee (1d6+2/18-20, +1 rapier), +5 ranged (1d6/x3, masterwork shortbow); SA Sneak attack +2d6; SQ Evasion, Uncanny dodge (Dex bonus to AC); AL CE; SV Fort +1, Ref +5, Will +2; Str 12, Dex 15, Con 10, Int 11, Wis 13, Cha 14.

Skills: Appraise +8, Bluff +10, Craft (masonry) +2, Diplomacy +6, Forgery +6, Innuendo +3, Intuit Direction +5, Knowledge (Calimshan) +2, Listen +6, Sense Motive +4; Improved Initiative, Silver Palm, Weapon Focus (rapier).

Possessions: leather armor, +1 rapier, masterwork shortbow, 20 arrows, 128 gp.

Dirdar, male human Sor1: CR 1; Medium Humanoid (5’7” tall); HD 1d4; hp 4; Init +2 (dex); Spd 30ft.; AC 12 (+2 Dex); Atks melee (1d6, crit 20/x2, quarterstaff); or +2 ranged (1d8, crit 20/x2, crossbow); SA spells, SQ: Wizard domain powers (sorcery); AL LE; SV Fort +1, Ref +2, Wil +3; Str 10, Dex 15, Con 13, Int 15, Wis 12, Cha 8.

Skills: Diplomacy -1, Hide +2, Listen +1, Move Silently +2, Search +2, Spot +1. Feats: Alertness, Combat Casting

Possessions: quarterstaff, crossbow, 20 bolts, spellbook, and scrollcase containing a scroll of Fireball, 21gp, and 4 pp.

Spells: 0th detect magic, light, read magic; 1st magic missile, sleep.

Vallzen was only about half right in his estimation of the Urwallah’s numbers, as there are 48 of them total. They are lead by “Shalan the Wicked”, a bloodthirsty maniac that believes the Calim is his alone to rule. Shalan sends 25 men in the first wave of attacks, with 15 directly charging the plateau that the PCs are currently on. Each round, 5 Urwallah men climb onto the plateau by use of some rocky handholds. The other 10 enter a lower cavern that eventually leads (5 rounds) to the same plateau.

If the 1st wave is repelled, Shalah launches his final assault. This includes 19 more men charging the plateau, and Shalah himself along with his shaman, wizard and two lieutenants go up through the lower cavern. This time 4 Urwallah’s reach the plateau each round, while Shalah and his group reach it in 5 rounds. Below is listed the Urwallah Tribe stats:

 

Shalah the Wicked (Urwallah Chieftain), male human Ftr6: CR 6; Medium Humanoid (5’7” tall); HD 6d10; hp 52; Init +2 (dex); Spd 30ft.; AC 17 (shirt of chain mail, +2 Dex); Atks +5 melee (1d8+2, crit 20/x2, +1 khopesh); SA nil, SQ: heat and fire resistance; AL CE; SV Fort +6, Ref +4, Wil +1; Str 14, Dex 15, Con 12, Int 14, Wis 11, Cha 16.

Skills: Bluff +5, Disguise +4, Knowledge (Calim Desert), Diplomacy +6, Hide +1, Listen, Move Silently –3, Search +1, Spot +6.

Possessions: shirt of chain mail, +1 khopesh, ring of fire resistance, 134gp, and 24 pp. Shalah has his own treasure hoard hidden in a deserted ruin near the Well of Amir Khan.

Jazir, male human Wiz5: CR 4; SZ Medium humanoid (5’7” tall); HD 5d4; hp 14; Init +0; Spd 30 ft.; AC 13 (bracer of defense +1 & +1 Dex); At +2 melee (1d4, dagger); SQ nil; SA; spells; AL LE; SV Fort +3, Ref +6, Will +1; Str 10, Dex 13, Con 12, Int 16, Wis 10, Cha 12.

Skills and Feats: Alchemy +9, Concentration +8, Gather Information +3, Intimidate +3, Knowledge (Arcane) +10, Listen +1, Scary +7, Search +5, Spell craft +10, Spot +2, Empower Spell.

Spells (4/4/3): 0—resistance, daze, flare (x2), 1st —mage armor, shield, magic missile (x2), 2nd —protection from arrows, darkness, meld’s acid arrow.

Possessions: bracer of defense +1, 3- daggers, silver dagger, and 12 gp.

Yulash, Shaman of the Urwallah, male human Clr4 (At’ar): CR 4; Medium Humanoid (5’9” tall); HD 4d8; hp 29; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Magic Vestment (Cloak of Sands), +2 Dex); Atks +5 melee (1d6, quarterstaff); SA spells, command undead; SQ: Cleric domain powers (Knowledge and Evil): Cast Evil spells at +1 caster level, all Knowledge skills are class skills, cast Divination spells at +1 caster level; AL LE; SV Fort +6, Ref +4, Will +8; Str 10, Dex 15, Con 12, Int 14, Wis 17, Cha 14.

 

Skills and Feats: Bluff +5, Concentration +6, Diplomacy +4, Disguise +4, Knowledge (Arcane) +8, Knowledge (Religion) +11, Scary +5, Sense Motive +4, Spell craft +8, Spot +6, Alertness, Combat Casting, Extend Spell, Extra Turning.

 

Possessions: Cloak of Sands (+2 armor class, Invisibility in Desert Climates, resistance to fire), quarterstaff, a scroll of Searing Light, and 1 ivory tusk worth 45gp.

Spells (4/4/3/): 0th detect magic (x2), detect poison, guidance; 1st fear, cause light wounds (x2), protection from good; 2nd cause moderate wounds, hold person, and silence.

(2) Galaroos and Sardaais, Lt.’s Of the Urwallah, male humans War2: CR 2; SZ Medium humanoid (5’6” & 5’10” tall); HD 2d8+2; hp 14, 12; Init +1 (Dex); Spd 30 ft.; AC 14 each (banded leather); At +5 melee (Ganil-1d8+3, long sword) +5 melee (Sardis- 1d8+2 war hammer); SQ nil; AL CE; SV Fort +4, Ref +1, Will –1; Str 16/15, Dex 12/12, Con 11/12, Int 9/10, Wis 9/8, Cha 8/8 respectively.

Skills and Feats: Ride +3, Intimidate +2, Listen +1, Spot +1. Weapon Focus (sword and hammer respectively).

Possessions: Studded leather armor, long sword/war hammer, 23 gp, and 16 sp each.

(43) Urwallah Tribesmen, human male Ftr1: CR 1; SZ Medium humanoid; HD 1d10; Hp varies (suggested 10(x1), 9(x1), 8(x3), 7(x5), 6(x5), 5(x15), 4(x13); Int +2 (Dex); Spd 30ft; AC 14 (leather armor & +2 Dex); At +4 melee (shorts word 1d6); SQ nil; SA nil; AL NE; SV Fort +4, Ref +2, Will +1; Str 10, Dex 14, Con 11, Wis 10, Int 8, Cha 8

Skills and Feats: Climb +2, Ride +6, Jump +2, Weapon focus (short sword)

Possessions: leather armor, short sword, 8 sp, 13 cp each.

 

If Vallzen and his men survive the assault of the Urwallah, they will then attack the PCs (unless they are near death, which they quickly attempt to make an alliance with the PCs). Vallzen is a vindictive foe and will look to seek revenge on the PCs at a later date. However, he is a coward when faced with death and will do anything to keep himself alive.

 

The Mighty Alizewazir

From above you bellows a voice that is a loud as a thunderclap and extremely fast, “Who dares shed blood outside my home. These mountains belong to me, the Mighty Alizewazir, Purifier of the Sands and devourer of retched humans!” Any PC with an Intelligence score of 10 must make a DC to determine if they even understood the fast-talking creature.

A large shimmering creature is perched high above in another cavern, looking down upon you. Through the glare, two large wings and a whip-like tail can be seen. Just for a moment, a large cloud passes by the sun casting a shadow down upon the mountain. Above is a long slender Mercury Dragon glaring down, shuffling excitedly from side to side on its perch.

“Why do you come to this place!”, screams the dragon. But before a response could be had, it yells “Lay down your weapons so that I may pass judgment down upon you.” Each time the dragon moves its wings a near blinding glare reflects down into your eyes. It quickly and gracefully swoops down to a closer position (yet still out of range for regular melee weapons).

The dragon’s quick-talking and energetic appearance is actually just how the creature is, however it will appear too many as if it is ready to strike. The dragon will defend itself viciously, but will not attack if not provoked. Alizewazir is stalling a bit to study everyone that is still living in this area, looking each over carefully trying to determine if any evil creatures are present. If he determines anyone is evil, he will attack them immediately as he cannot let the whereabouts of his lair out. He doesn’t want anybody to know, but he will take his chances with goodly folk keeping his secret.

If some of the PCs or NPCs have not laid their weapons down yet, he will repeat his command only once. Then he will attack with his breath weapon at the strongest foe that is still armed, saying afterward “I do not wish to slay you, heed my words if you value your lives. Give me proof that you did not come here to slay me and sack my lair. I shall let any goodly folk leave today with their lives, after a couple of things are agreed upon.” If anyone of evil alignment is present (including Vallzen and his crew), Alizewazir will have an idea of their true alignment, unless magical measures have been taken to hide it. He will use his telekinesis to help him determine individuals that he is unsure about and try to flush out their true nature.

Vallzen and his men will not stand down to the dragon and encourages the PCs to join forces with him to split the treasures equally. He shouts at Alizewazir, “I will send you to the Abyss you winged fiend.” With that said fires an arrow at the mercury dragon urging the PCs to join him. Alizewazir will only attack those whom are aggressive towards him, so if the PCs continue to stand down they will go unharmed.

 

Alizewazir, Purifier of the Sands, juvenile male mercury dragon: CR 6; Medium dragon; HD 12d12+24; HP 102; Int +3; Spd 60ft. or 200ft. (fly); AC 24 (+11 natural, +3 Dex) touch 13, flat-footed 21; At +12/+15; SQ spells, breath weapon (4d8- DC 18); SA mirror image; AL CG; SV Fort +10, Ref +11, Will +9; Str 17, Dex 16, Con 15, Int 12, Wis 13, Cha 12.

 

Skills and Feats: Bluff +3, Disguise +4, Sense Motive +2, Survival +3, Jump +12, Diplomacy +4, Listen +2, Spot +4, Knowledge (Calim Desert), Spell craft +3, and Combat Casting.

Breath Weapon (Su): A mercury dragon's breath weapon is a line of intense light that burns whatever it touches, dealing fire damage.

Brilliance (Ex): As a standard action, a mercury dragon can use the mirror-bright membranes of its wings to reflect and concentrate available light into a beam of dazzling brightness. To use this power, the dragon needs light as bright as an overcast day or clear, moonlight night. Torchlight or candlelight is insufficient.

The power creates a thin beam the dragon can aim at a single target within 30 feet per age category of the dragon. The target is blinded for 1d4+1 rounds unless it makes a Reflex save (DC 10 + 1/2 the dragon's Hit Dice, + the dragon's Dexterity modifier). If not using this technique as a weapon, the dragon can create a cone of light as bright as a daylight spell up to 60 feet long per age category of the dragon. The cone lasts 3 rounds.

Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its normal form.

Fire Subtype (Ex): Fire immunity, +50% damage from cold.

Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains +3 racial bonus on saving throws against any light or pattern effect.

Spell-Like Abilities: At will -- gaze screen*; 3/day -- mirror image; 2/day -- telekinesis; 1/day -- project image.

*This spell is available below and in Tome and Blood.

 

Gaze Screen
Abjuration
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Duration: 10 minutes/level
Range: Touch
Target: 1 living creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create a shimmering, mirrorlike area in the air before the recipient's eyes. The area moves with the recipient, and does not affect the recipient's vision. If the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that recipient does not need to make saving throw against the attack (just as if the recipient had averted his eyes). The foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks on page 294 of the Dungeon Master's Guide). The recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze.

 

Possessions: see treasure hoard (below)

 

Description: Alizewazir is a confident juvenile Mercury Dragon that has proclaimed himself as the Purifier of the Sands. The fast talking dragon has taken on this task in honor of his mother whom was slain in Amn, during a battle with a hated Red Dragon. Alizewazir killed the Red nearly immediately after his mother’s death as she inflicted much of her own damage on the vile creature. Alizewazir flew south to Calimshan to start anew, in the lair that he was hatched in.

The young dragon loves the clear glistening sands of the Calim and protrols them often at during bright sunlit days, often being mistaken as a mirage by weary travelers. Alizewazir considers himself a protector of goodly creatures and will not attack a creature of good alignment unless provoked or hunting for its meal. His natural enemy are Red Dragons and he will assist in any cause to slay one of them.

Alizewazir was created using the Mercury Dragon Template by Skip Williams under the Monster Mayhem section of the W.O.T.C Website.

 

Blood of the Gods?

If asked about the Blood of the Gods, Alizewazir will laugh at the very mention of the fabled stones. “You have heard this from a traveling merchant I would assume? I saved him and his lackeys from certain death and I am repaid by this rumormonger sending treasure hunters to my door. I assure you that I do not have or have ever seen those cursed stones. I am a collector of many things, rubies being a favorite of mine. I did tell him that I collect rubies and I admit that I did led him to believe I possessed the stones he so passionately spoke about.”

Alizewazir speaks the truth and the Blood of the Gods and the map that the merchant made was all from an arrogant dragon’s exaggeration. The mercury dragon does ask for the PCs assistance of cleaning up the bloody scene left at his lair’s doorstep from the battle with the Urwallah tribe. He comments during the cleanup, “These vagabonds were close to crossing my path anyway.”

Alizewazir is a collector as he mentioned previously and offers to trade one item from his treasure hoard to the PCs for something magical or sentimental to the PCs. He prefers rubies, and rewards anyone whom trade one of those much more than other items. He calls the trade a “Pact between Goodly Creatures” to honor keeping his lair a secret and forging a “Friendship” with the dragon. Below is a list of example items that the dragon will trade:

 

Character Class

Item Traded: Ruby

Item Traded: Magical

Item Traded: Sentimental

Fighter

+2 choice weapon

+2 suit of chain mail armor

Fist-sized emerald (750gp)

Cleric

Cactus Cloak

Scroll of Giant’s Wrath

Scroll of Foundation of Stone

Wizard

Ring of Sand

Wand of Fireball (12 charges left)

Scroll of Sandform

Rogue

Ring of the Spider

Amulet of Natural Armor

Potion of Invisibility

Keep in mind that the items listed are only suggestions, as this is a perfect opportunity for the DM to work in items that the party could truly use into the campaign. As for Alizewazir’s treasure hoard description, that should not really come into play unless the PCs take an evil path. It would be again at the DM’s mercy to create a fitting hoard.

 

Conclusion

The adventure should end with the PCs gaining a potentially very powerful ally. Future adventures that include Alizewazir asking for the PCs assistance are a definite possibility. If the pact between the PCs and the mercury dragon are broken and his lair is exposed, Alizewazir will hunt down those whom betrayed “The Pact”.

PCs should be amply rewarded for establishing a peaceful resolution with the dragon and cleaning up his lair.

 

References

D&D 3rd Edition Source Books

W.O.T.C. Website

  • Far Corners of the World- Foundations of Stone: Spells of the Mountains by James Jacobs (Foundation of Stone, & Giant’s Wrath spells)
  • Far Corners of the World- Sand and Sun: Magic Items of the Desert by James Jacobs (Cactus Cloak, Ring of Sand)
  • Far Corners of the World- Sand and Sun: Spells of the Desert by James Jacobs (Sandform)
  • Monster Mayhem- Mercury Dragon by Skip Williams



 

 

This adventure is available in 2nd Edition also, just email me a request and I will send it out to you!



 



 

 



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