CHAPTER 6:AN EPICSETTINGThe Material GateThe Material Gate is the public connection to the MaterialPlane. The schedule of connections changes from timeto time, but it is posted near the gate itself. The gate“visits” most of the major cities of various worlds on theMaterial Plane, some of them more frequently thanothers. For example, a huge metropolitan area that cansupport large amounts of trade is the connection pointabout once a year, while other, smaller cities are only visitedrarely, or even only once.The Planar GateThe Planar Gate visits with other planar metropolises,most of which cannot be found on the Material Plane.For instance, cities such as Sigil, Tu’narath, the City ofBrass, and even the mind flayer city llkkool Rrem(thralls act as representatives of the mind flayers—nary an illithid is seen) show up on the circuit. Othercities of lesser status found on various Outer and InnerPlanes are also visited. The schedule of connectionsremains constant, cycling through a predeterminedlist of cities over and over again. Each city remainsaccessible for two to four weeks before the cyclemoves on. Of course, some of the connections seemore traffic flow than others, due to the varied andsometimes inimical natural environment of some ofthe stranger locations visited. Occasionally, the mercaneshave had to cut short or bypass entirely a locationwhose conditions had changed for the worsesince the last visit.EXTENDED QUARTERSThe mercanes keep lists of all the islands that float inthe void around the core city of Union. Those within atwenty- to thirty-mile radius are considered a part ofUnion. Common knowledge places the number ofislands at somewhere around one hundred. Dozensare visible to the naked eye, as are the skyships andfliers that constantly travel to and from and betweenthe islands of the extended quarters and the core(sometimes the term used to identify the twelve connectedislands).The islands of the extended quarters are primarilyused for residences. Some islands are home to palatial,magically maintained estates, while others containheavily settled neighborhoods. Some are restricted;others are park expanses open to all visitors.Many extended quarter islands are composed whollyof tilled ground for crops and range land for livestock.While a good portion of Union’s foodstuffs comes via thegates, more comes from “local farmers” who sell theirwares in neighborhood markets of the extended quartersas well as in the Market Quarter.Of course, there are magically guarded warehouses,factories, and even prisons among the extended quarters.Some of these are off limits to casual visitors and areguarded by special detachments of Union Sentinels.PylosPylos is a palatial estate maintained on one of theislands of the extended quarters. The estate and itsgrounds completely cover the land mass of the island.Madwand (CN male death slaad Wiz20/Loremaster11)is a creature that uses its awesome spellcasting abilitiesto appear completely human, under most circumstances.Madwand seems as crazy as his name implies.No one knows exactly what he is up to, but his nameoften comes up in the core when unexplained happeningsare afoot.The palace features several courtyards, storage areas,workshops, and laboratories. Its library is famed for itsmany one-of-a-kind texts on a strange branch of magicknown as “chaos channeling.” Several independentbuildings are clumped around the central block of thepalace. Pylos boasts a banquet hall comparable to thosefound in the finest lodges of the Perfumed Quarter.The place has ample rooms for sleeping, preparingfood, galleries, and gaming, and a well-stocked armoryon the basement level. Below the armory is a series ofvaulted subterranean chambers opening off a longvaulted corridor, the so-called “Chaos Galleries.” Theseunderground chambers house particularly dangerousworks of art (including relics and artifacts set protectivelyin glass) that Madwand has collected fromaround the cosmos.Madwand protects the lower levels of Pylos with fearsomewards, traps, and a contingent of true-breedingmonstrosities created using an epic spell of his owndevising. Called “piliforms,” these creatures vary in sizeand ability based on their age, much as dragons do(becoming more dangerous the older they get). Madwanddutifully protects the true nature of his piliforms(and that which they guard); thus, no reliable descriptionof their abilities has yet reached Union. Even theservants and mercenaries that serve Madwand in theaboveground sections of his palatial estate know not ofwhat lurks below.ENEMIES AND ALLIESBelow are described a few additional personalities whoeither call Union home or find their way to the city fromtime to time. They can be easily dropped into any adventurelocale or plot point, whether or not you use Union inyour campaign.BELDW1N FIRVALBeldwin is a halfling cat burglar of the keenest ability. Hestays in a small second-story apartment in the MagicQuarter, where he keeps to himself. Very few people inUnion even know he exists, and that’s just the way helikes it.Beldwin has made a career of stealing rare and wondrousmagic items and selling them to a couple of lessthan scrupulous members of the Gleaners. He gets ahandsome fee for tracking down and swiping the items,268
the two shady characters get to take the credit for contributingto the library, and everyone is happy, exceptfor the folk who have lost their valuable magic itemsand artifacts. To date, Beldwin has stolen thirty-four differentunique pieces, and no one has much of a cluewho the culprit is. The Union Sentinels are aware of apattern and suspect a single individual, but they have noreal leads.Beldwin uses his ill-gotten wealth to keep himselfcomfortable in Union, without being flashy about it(and thus drawing unwanted attention to himself). Hehas stashed away the majority of his earnings, planningto retire in a few more years and live the high lifesomewhere else. He’s not in too much of a hurry toleave, though—breaking and entering is still toomuch fun.Beldwin Firval: Male halfling Rog27/Perfect Wight7;CR 34; Small humanoid; HD 27d6 plus 7d6; hp 119; Init+21; Spd 50 ft.; AC 32, touch 24, flat-footed 32; Atk+39/+34/+29 melee (1d4+3/19–20, +3 spell storing dagger);SA Sneak attack +14d6; SQ Defensive roll, evasion,halfling traits, improved evasion, improved invisibility,improved legerdemain, incorporeal, shadow form, skillmastery (Climb, Hide, Open Lock, Search, Spot, UseMagic Device), slippery mind, traps, uncanny dodge; ALN; SV Fort +16, Ref +39, Will +19; Str 11, Dex 37, Con 11,Int 16, Wis 17, Cha 14. Height 3 ft. 4 in.Skills and Feats: Balance +34, Climb +39, Gather Information+ 39, Hide +54, Jump +36, Listen +35, MoveSilently +52, Open Lock +50, Search +33, Spot +35,Tumble +47, Use Magic Device +25, Use Rope +45;Blind-Fight, Dodge, Great Fortitude, ImprovedInitiative, Iron Will, Lightning Reflexes, Run,Weapon Finesse (dagger).<strong>Epic</strong> Feats: Dexterous Fortitude, <strong>Epic</strong> Reflexes, <strong>Epic</strong>Speed, Self-Concealment, Superior Initiative, Trap Sense.Halfling Traits: +2 morale bonus on saving throwsagainst fear; +1 racial bonus on all saving throws; +1 racialattack bonus with a thrown weapon; +2 racial bonus onClimb, Jump, Listen, and Move Silently checks (alreadyfigured into the statistics given above).Improved Invisibility (Su): Beldwin gains the benefitof improved invisibility twice per day, as the spell cast bya 20th-level caster.Improved Legerdemain (Su): Beldwin can use improvedlegerdemain twice per day to perform one of theflowing class skills at a range of 30 feet: Disable Device,Listen, Open Lock, Pick Pocket, Search, or Spot. Ifdesired, the perfect wight can take 10 on the check. Anyobject so manipulated must weigh 100 pounds or less.Alternatively, he can make one melee sneak attackagainst any creature within 30 feet. He executes thesneak attack normally, as if attacking from a flankingposition. If the attack is successful, the victim is dealt theappropriate sneak attack damage despite the fact thatBeldwin and his weapon do not physically cross theintervening distance.Incorporeal (Su): Beldwin can become incorporealonce per day and can remain incorporeal for up to 27rounds. As an incorporeal creature, he can be harmedonly by other incorporeal creatures, +1 or better magicweapons, and spells, spell-like abilities, or supernaturalabilities. He is immune to all nonmagical attack forms.Even when hit by spells or magic weapons, he has a 50%chance to ignore any damage from a corporeal source(except for force effects, such as magic missile, or attacksmade with ghost touch weapons). He has no natural armorbut has a deflection bonus to AC equal to his Charismamodifier (+2).An incorporeal creature can pass through solid objectsat will, but not force effects. Its attack passes through(ignores) natural armor, armor, and shields, althoughdeflection bonuses and force effects (such as mage armor)work normally against it. An incorporeal creature movessilently and cannot be heard with Listen checks if itdoesn’t wish to be. While incorporeal, Beldwin has noStrength score, so his Dexterity modifier (+13) applies toboth his melee and his ranged attacks.Shadow Form (Su): Beldwin can take shadow formonce per day, lasting for 7 minutes. While in shadowform, he is incorporeal (see above), immune to criticalhits, and can ily (as a shadow flies across a plain oracross or through the face of a mountain) with goodmaneuverability at a speed of 100 feet. Beldwin can usethe substance of his own shadow to enhance any attackroll, saving throw, skill check, or ability check. Drawingoff the substance of his own shadow form deals Beldwin7 points of damage for each +1 bonus applied to a singleroll. For instance, he could add a +5 bonus to his nextattack roll or saving throw, but in doing so he loses 35hit points.Possessions: +2 spell storing dagger, gloves of epic Dexterity+ 10, amulet of epic natural armor +8.ROMANARomana is a paladin who fell from grace. To atone, shehas determined to take up a quest to purge a once-holysite that has been overrun by evil. She does not have toface this challenge alone, but she must not take anythingwith her that she has not fashioned with her own hands,including her warhorse, which she has placed in the careof a fellow paladin until such time as she is absolved.Thus, she walks the streets of Union, wearing ill-fittinggarments made of sackcloth, carrying nothing morethan a wooden tree branch as a club, seeking anyonewilling to accompany her on her quest. The vast majorityof the citizens of Union think she is mad, and the rest arenot insane enough to go with her. Still, she wanders andinquires, knowing she will not receive atonement untilshe completes this quest. Romana: Female human Pal13; CR 13; Medium-sizehumanoid; HD 13d10+29; hp 132; Init +3; Spd 30 ft.; AC13, touch 13, flat-footed 10; Atk +16/+11/+6 melee(1d6+4, club); SA Smite evil, turn undead 7/day; SQ AuraCHAPTER 6:AN EPICSETTING269
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318Indexability increases 6abominat