CHAPTER 6:AN EPICSETTINGin the future). The DM is free to develop Razaor as thePCs’ passport into the city, and possibly into dealings inthe Court of the Great Efreeti Sultan.14. ClosetThis was the closet and dressing chamber for the wizardwho dwelt here. Although not as completely coated incocooning resin as the bedroom (room 13), an ampleamount of the stuff is evident. In a small chest beneaththe coating is a bag of holding (bag 4) that contains a set offigurines of wondrous power (ivory goafs).15. Guard Room (EL 24)This windowless, circular chamber is offset from themain part of the tower and appears to be devoid ofany furnishings or other items, except for three tallstatues that form a line in front of the circular staircasethat leads up. The statues are identical, eachdepicting a bald human male wearing a loincloth.They are constructed of silvery metal.The staircase leads up into areas 17 and 15 (connectingthe third and fourth floors of the tower).Creatures: The three statues are mithral golems, sethere to attack any unauthorized person (anyone withoutthe lesser passwords) from traveling in either direction.Without the passwords, PCs who attempt to get past areattacked immediately. The golems pursue heroes whomove up the stairs, but they do not pursue anyone retreatingback into area 12 (regardless of which direction theheroes originally appeared from).Mithral Golems (3): hp 198 each; see Chapter 5.16. Laboratory (CR 21)This huge chamber is half shorn away, for the tower atthis level was ripped apart by magical disintegrationeffects. Thus, the elemental nature of the plane affectsthis room completely. It is entirely possible that the characterswill attempt to enter this chamber first, bypassingthe door on the ground level and entering through thehalf-absent ceiling.This chamber must once have been quite impressive,based on its size and remaining bits of arcane equipmentlittering the floor. Now, however, it is nothingbut a blackened shell, with half the floor and wallsandmost of the roof—missing. Whatever equipmentwas once sheltered here is destroyed, as if by someterrible blast. Near a point where the ceiling oncecovered this chamber, a strange, viscous goo seems todrizzle out of thin air, pooling on the floor like somebizarre nectar or syrup.Creature: The goo is a flux slime (see Chapter 3 underSlimes, Molds, and Fungi). It pools over the entire openfloor of the laboratory to a depth of 8 feet (covering thedoor leading into room 17). Its very presence invokes anantimagic field to a radius of 10 feet in all directions fromthe edge of the tower’s circumference. The slime has yetto breach room 17, though if the door to that area wereopened, it would flow in (not being a creature, it wouldbe unaffected by the trap protecting room 17). Otherwise,excess slime flows out cracks in the wall and trails Idown the exterior of the tower in small rivulets, andthence into the fires below.Flux Slime: See Chapter 3.17. Access RoomThe door and window of this chamber is trapped. Transfer to Mirror of Life Trapping Trap: CR 10;magic device; proximity trigger; automatic reset; spelleffect (imprisonment variant); spell effect (any creaturethat passes through lintel of the door or window in eitherdirection without first uttering the password “exogenous”is transferred directly into the mirror of life trappingin room 12, no saving throw—equipment of the victimclatters to the floor in room 13); Search (DC 32); DisableDevice (DC 32).This room is dusty, but empty. A permanent wall of forceblocks the stairs leading down to room 15, but the stairsleading up to room 18 are clear.18. ObservatoryThis topmost level of the tower is covered over in a domeof the same quartz that was used for the windows. Theview is spectacular; observers can peer down into thechasm and watch the flow of lava over the side of the clifffalling into what seems like an infinitely deep pit, withoutbeing subjected to the temperature and other planareffects outside.ConclusionsOnce Agnimia has found her brother, she is ready todepart, but she is willing to remain (as is Regalid, if he isin good health) so that the heroes can fully explore thetower it they haven’t done so already. Regalid remainsreluctant to fight Schaethreth and continues to argue forsimply handing the book over to the infernal. He give;the PCs the Codex, but notes that the infernal will becometheir nemesis if they accept it.If the PCs leave the tower at any time, they findSchaethreth waiting. If the PCs have the Codex with themfrom room 9, Regalid becomes irrelevant to the infernal—Schaethrethasks the PCs for the artifact, and fightsthem for it if they refuse to hand it over (the infernalhaving owned the Codex for over a hundred years, cansense it when nearby, even if stored in a portable extradimensionalspace). If Regalid is in tow minus the Codex,the infernal attacks with unrelenting fury. If Regalid isslain, the infernal attempts to make off with the body,leaving the PCs. He retreats to the same location noted284
previously, where he raises Regalid and attempts to “condiction”him to reenter the tower and retrieve the Codex forthe infernal.If the PCs slay the powerful infernal and retain theCodex, they can be assured that other powerful beingsshow an interest in it, possibly beginning with the nearbySultan in the City of Brass.If the PCs retain the Codex by giving the infernal theslip, they make a bitter, long-term enemy of the abomination.The PCs come no closer to discovering what mayhave happened to Kerleth, but perhaps it is somehowbound up with the Codex and the terrible explosion thatopened the laboratory to the elements. Perhaps Razaorthe efreeti, if rescued, proves an ally against the machinationsof the Sultan in the nearby City of Brass.It may be that the tower, once conquered, could servethe PCs as a temporary base in the Elemental Plane ofFire. Who is to say that the portion of the tower shown onthe map isn’t just the aboveground section? Why does theabomination so desperately seek the artifact known asthe Codex of the Infinite Planes? The possibilities for furtheradventures beckon.StatisticsThe following sets of statistics are for creatures thatappear in the adventure and are not standard monsters.For standard creatures, see the Monster Manual. Agnimia: Female human Rgr19; CR 19; Medium-sizehumanoid; HD 19d10+19; hp 132; Init +4; Spd 30 ft.; AC24, touch 14, flat-footed 21; Atk +21/+16/+11/+6 melee(1d8+5/17–20, +3 longsword) and +15/+10 melee (1d6+3/19–20,+1 short sword) or +31/+26/+21/+16 ranged (1d8+7/19–20/×3,+3 mighty composite longbow [+4 Str bonus] with +2 arrows);SQ Favored enemy (goblinoids +4, aberrations +3, giants +2,constructs +1); AL NG; SV Fort +15, Ref +15, Will +14; Str 12,Dex 18, Con 13, Int 10, Wis 14, Cha 15.Skills and Feats: Hide +24, Intuit Direction +25, MoveSilently +34, Search +6, Spot +25, Wilderness Lore +25;Endurance, Improved Critical (composite longbow), ImprovedCritical (longsword), Improved Two-Weapon Fighting, PointBlank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus(composite longbow).Ranger Spells Prepared (4/4/3/2); base DC 12 + spell level):1st—alarm, delay poison, pass without trace, resist elements;2nd—cure light wounds, detect evil, protection from elements(2); 3rd—neutralize poison, remove disease, summon nature’sally III; 4th—cure serious wounds, nondetection.Posessions: +4 adamantine breastplate, +1 shortsword, +3longsword, +3 mighty composite longbow (+4 Str bonus),20 +2 arrows, 5 greater slaying arrows (aberrations), ring ofprotection +1, amulet of natural armor +1, belt of giantstrength +4, boots of elvenkind, bracers of archery, cloak ofresistance +3, goggles of minute seeing, gloves of Dexterity +4,universal solvent, pale green Ioun stone, periapt of Wisdom+2, ring of mind shielding, figurine of wondrous power(ebony fly), scabbard of keen edges, and wand of cure seriouswounds (27 charges).Ignition/Inferno: Male and female paragon half-fireelemental ettin); CR 23; Large outsider (fire); HD10d8+220; hp 300; Init +16; Spd 120 ft.; AC 49, touch 29,flat-footed 41; Atk +46/+41 melee (1d8+37/18–20, 2Large +3 scimitars); Face/Reach 5 ft. by 5 ft./10 ft.; SASuperior two-weapon fighting; SQ Cold resistance 10,DR 20/+6, darkvision 90 ft., fast healing 20, fire subtype,SR 33; AL LN; SV Fort +27, Ref +25, Will +24; Str 38, Dex27, Con 30, Int 23, Wis 25, Cha 28. Height 15 ft.Skills and Feats: Bluff +32, Diplomacy +36, GatherInformation +32, Hide +14, Intimidate +34, Knowledge (local)+28, Knowledge (the planes) +29, Listen +32, Search +29,Sense Motive +29, Spellcraft +28, Spot +32; Alertness,Improved Initiative, Power Attack, Weapon Focus (scimitar).<strong>Epic</strong> Feats: Superior Initiative.Fire Subtype: Fire immunity, double damage fromcold except on a successful save.Possessions: Two Large +3 scimitars and a mantle of epicspell resistance. Regalid Maethos (without equipment): Malehuman Rgr22/Rogue 5/Agent Retriever3; CR 30; Medium-sizehumanoid; HD 22d10+67 plus 5d6+10 plus 3d6+6; hp 241;Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 12; Atk+28/+23/+18/+13 melee (1d3+3, unarmed strike); SA forcesphere 1/day, sneak attack +3d6; SQ evasion , favored enemy(beasts +5, aberrations +4, magical beasts +3, shapechangers+2, elementals +1), plane shift 1/day, tracking bonus +10,traps, uncanny dodge (Dex bonus to AC), uncanny location;AL LG; SV Fort +19, Ref +15, Will +18; Str 17, Dex 14, Con 15,Int 14, Wis 20, Cha 13. Regalid Maethos (with equipment): Male humanRgr22/Rog5/Agent Retriever3; CR 30; Medium-size humanoid;HD 22d10+47 plus 5d6+10 plus 3d6+6; hp 241; Init +6;Spd 30 ft.; AC 27, touch 19, flat-footed 27; Atk +29/+24/+19/+14ranged (1d8+7/×3, +4 mighty distance composite longbow [+3Str bonus]); or +29/+24/+19/+14 melee (1d6+6/19–20,+3 shocking burst short sword), +28/+23 melee (1d6+3/19–20,+2 spell storing short sword); SA force sphere 1/day, sneakattack +3d6; SQ evasion , favored enemy (beasts +5, aberrations+4, magical beasts +3, shapechangers +2, elementals +1),plane shift 1/day, tracking bonus +10, traps, uncanny dodge(Dex bonus to AC), uncanny location; AL LG; SV Fort +27, Ref+23, Will +26; Str 17, Dex 14, Con 15, Int 14, Wis 20, Cha 13.Skills and Feats: Gather Information +26, IntuitDirection +30, Knowledge (the planes) +30, Listen +39, MoveSilently +27, Ride (horse) +27, Search +27, Spot +39, WildernessLore +30; Alertness, Combat Casting, Dodge, Endurance,Improwed Initiative, Improved Two-Weapon Fighting,Iron Will, Lightning Reflexes, Mobility, Toughness, Track.<strong>Epic</strong> Feats: Energy Resistance (fire 10), <strong>Epic</strong> Toughness.Ranger Spells Prepared (5/4/4/4; base DC 14 + spelllevel): 1st—alarm, delay poison, pass without trace, resist elements(2); 2nd—cure light wounds, protection from elements (2),speak with plants; 3rd—neutralize poison, remove disease,summon nature’s ally III, water walk; 4th—cure seriouswounds (2), nondetection, polymorph self.CHAPTER 6:AN EPICSETTING285
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