| Display a Printer Friendly Version 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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