View Full Version : [Library] Anolus Dimetrion's Collection

2007-06-05, 03:38 PM
Anolus Dimetrion's Collection

Anolus Dimetrion started his career as a wizard but books, lore, scrolls, maps, and writing are his true passion. So complete is his obsession that he turned to theft to complete certain sets of books and scrolls. Not long after that he turned to murder and blackmail, because he believes that only he can apreciate the things he collects.

After only a few murders Anolus realized two things. First, that his collection was not safe anywhere near the lands of civilized peoples. He knew that he'd have to hide himself and his collection away from the world of men before it became too large.

Anolus was able to find just the thing. A tribe of kobolds out in the dryer and warmer barrens of the world. Close enough to civilization that Anolus could work through agents to get more books, but otherwise locked away safely beneath the earth. Over time Anolus and the kobolds have mined out a remarkable complex to keep Anolus and his tomes safe. In turn, Anolus provides the kobolds with advice, information, and no small amount of magical power.

Second, he saw that collections would get split up and allocated to dozens of collectors, or worse yet given to some public institution so any fool could paw over his tomes. He had to ensure that both he and his collection would stay together for all time.

Anolus occasional misses the smell and feel of an old book's pages under his hands, but otherwise has no regrets about turning himself into a lich.

Anolus, like most liches, is at least a little mad. He spends almost all of his time studying his books, writing critiques and journals on his books, organizing his books, and getting more books. Not just books but folios, maps, scrolls, and just about anything else with writing on it that can be transported and stored with relative ease.

If Anolus wants a book he dispatches agents to do the work for him. He keeps in touch with and control of his agents and finds books using spells like Scrying, Dream, Geas, Nightmare, and Legend Lore. If he's not ready for trouble Anolus will have relatively few combat spells memorized.

The one thing that Anolus cannot do is teleport himself, his books, or his agents around. He's a specialist in the school of Divination, and Conjuration is his prohibited school. He can Scry like a champion, and it makes the plot hooks work better for most campaigns.

The stats for Anolus assume that the moment he got to seventh level he started in on the Loremaster prestige, and as soon as he reached eleventh level he became a lich. Assume that a group of player characters that are low to mid level will never interact with him. Even a high level party should have some trouble destroying him; Anolus is Wiz7/LM9. To defeat him should be just outside the PC's abilities without significant planning and help, so for higher level games you'll need to increase his power. To defeat him without destroying at least part of his collection should be impossible.

Occasionally (rarely!) Anolus might get personally involved in the aquisition of a book or collection that's particularly valuable or difficult to obtain. When he does leave his library on one of these missions he loads up on Illusion and Transmutation spells, and a fair number of Abjuration and Necromancy spells. He also brings along whatever kobold leader (polymorphed or disguised if need be) he has bonded to the Tome of True Lore so he can get teleported home by that kobold using the Tome's recall power.

Anolus' goal is always to be away from the library as briefly as possible, grab whatever it is he wants, and get out.

If backed into a corner, and especially if cornered in his library, Anolus fights like a wild animal. He will do whatever he can to kill spellcasters first, because he doesn't want destructive spells hitting his precious books. PC's who do damage to the collection will have more than Anolus as an enemy. Several other obsessed and implacable lunatics will have also wanted those books.

Anolus has a large number of followers, but a few major ones. One is whatever kobold happens to be elevated by the Tome of True Lore, that kobold has at least seven character levels, and is usually a Sorceror. The agents that Anolus has out in the world getting books for him are all Rogues or Experts that act as intermediaries.

Anolus also has a partner in criminal aquisition of lore. The elven assassin named Tenebrial Darksong. Who has murdered at least a dozen other bards just to squeeze some bit of lore or knowledge that they were foolish enough to charge too dearly for; he's a Brd7/Assn5. If you need more of a challenge for your PCs you can raise Tenebrial's level and give him a team of assistants; all of them with a lot of ranks invested in Hide and Move Silently.


A mysterious employer, working through intermediaries, hires the PC's to recover lost books during some primary mission. It is Anolus, but the PC's should never find that out.
The characters need a particular book for some reason. A books of rare herb lore to save a villiage from plague for example, but another group is out to get the book as well. The PC's must get the book safely away from Anolus' agents to where it can be used.
A book dealer needs to hire the PCs as guards for his collection. A number of Anolus's agents have tried to steal his books, because he refuses to sell at a price Anolus considers reasonable.
There is a tome of great power and religious significance. Anolus and several other powerful parties want it, and the PCs have it! They have to give it to SOMEONE, but who?
As part of some larger quest the PCs need information from some set of rare books, but Anolus has them. The PCs need to track down Anolus and his collection through his agents and get the information by trade, stealth, or force.
Destroy Anolus, but save the collection.

2007-06-05, 03:52 PM
The Library and it's Defenses

Anolus has "uplifted" a tribe of kobolds to serve him and the needs of his library. He's taken advantage of their skill as miners and trap makers, and has used the Tome of True Lore to raise the abilities of one of the tribe's leaders. Usually, this kobold is the tribal shaman (Sorceror or Adept) but from time to time Anolus will bind a Chieftan (Fighter or Rogue) to the Tome of True Lore.

Anolus has no interest in the power of the Tome of True Lore, because he's well aware of the limitations and madness that come with being bonded to it. Most of the powers that it grants he already has anyway, or can take advantage of through the kobold bonded to it.

The library is in a warm and dry place close to major trade routes, but not so close to them or civilization as to put the tribe or the library under any threat of accidental discovery. The tribe of kobolds has cleared out any other savage humanoids, or made pacts of alliance if wiping them out is too much trouble. These kobolds are not so simpleminded and unrelentingly genocidal as most of their kin are.

The lands around the kobold villiage are heavily trapped. The village backs onto the entrances of a cave network that can be defended against any force that cares to put them under siege. Beyond those caves are more structured and constructed tunnels and earthworks. Beyond that are the workshops and library of Anolus himself.

There is a single large tunnel to Anolus' library and workshops. It has several gruesome traps along its length, and the kobolds will retreat along it as they fight the invaders rather than stand and die. At the end of the tunnel is a stone golem for the truely persistant enemy.

In the workshops and library itself are a few dozen "clean" undead like skeletons and wraiths, and Anolus himself. If Anolus is ready for invaders he'll have cast several spells to protect the library including Guards and Wards and various Symbols.

2007-06-05, 03:53 PM
Artefact - The Tome of True Lore

The Tome of True Lore is the result of an unusual alliance between the dwarves and the elves at the dawn of history. It spells out not just the treaties and histories of those two races, but also has their understanding of faith and magic bound up in it. It isn't just magical, but defines the nature of magic and lore as those ancient races understood it.

Anolus found the Tome almost by accident, when he raided a castle library he discovered the Tome had been built into the wall of that castle. When he had his stone golem tear the Tome out of the wall it caused a goodly part of the castle to collapse; killing dozens. Someone didn't want the tome getting out into the world, but they never bargained on Anolus' willingness to risk bringing down a building on himself just to get a book.

The Tome of True Lore is obviously the product of dwarven craftsmanship, but careful examination also reveals the work of elven lore. The book is ancient and its text, a mixture of elvish script and dwarven runes, seems to shift and move as if alive. The covers are made up of flat sheets of marble held together and bound with mithril, silver, and gold. It is adorned with many precious gems, and the pages are thin sheets of metal pounded flat and folded to create two faces. The Tome is enormous and very heavy. It takes four average human adults just to move it.

Through a simple ritual that can be found in the Tome itself a single intelligent creature can be bonded to the Tome. The bonded creature gains several benefits so long as it maintains its link with the tome.

First, if the bonded creature had an INT or WIS that was lower than eighteen then both ability scores are raised up to to that level. If the bonded creature's INT and WIS are at or above eighteen then the book does not raise these abilities further.

Once per week the creature bonded to the Tome can transport itself and up to four hundred pounds of other creatures and items from anywhere to within ten feet of the tome. This ability works through all distances and planes, but effects like Dimensional Anchor will block it from working.

The creature bonded to the tome is treated as perminantly under the effect of the spells Read Magic, Tongues, and Comprehend Languages. Once per day the creature bonded to the Tome can cast Legend Lore as if it were a 20th level wizard. Once per day the creature can cast Analyze Dweomer as if it were a 20th level wizard.

To maintain the bond to the tome the bonded creature must spend at least an hour reading the Tome each week. If the creature goes for more than a week away from the tome it starts losing intellegence and wisdom points at a rate of one per day until they each drop to three. It also loses access to all of the other powers of the tome until the bond is reestablished.

In addition, the bonded creature is obsessed with controlling and protecting the Tome. In the case of the kobolds that Anolus bonds to the tome, the bonded creature works hard to keep the lich happy because it sees Anolus as the perfect means of protecting "its" book. Anolus allows the kobolds this conceit, because they tend to burn out rapidly and none of them are any real threat to his posession of the Tome.

2007-06-05, 03:54 PM
Epic Item - Anolus' Phylactry

Anolus' Phylactry is a book of extraordinary beauty and quality. It is obviously the spellbook of a necromancer with a lot of money to spend; bound in black dragon hide, edged in gold and silver, and ornamented in gems. It has a caster level of eleven, but it radiates no magic because Anolus took the precaution of casting a perminant Nystal's Magic Aura on it (CL:15). There is a fake Phylactry in the Vault that looks like a gem encrusted glass box with some of Anolus' own rib bones inscribed with runes in it. It also has a perminant Nystal's Magic Aura (CL:15) cast on it so that it radiates strong necromantic magic.

The Phylactry book really is Anolus' spellbook. It is a massive tome that has over five hundred pages, and weighs over thirty pounds. The front cover is two feet wide and three feet tall, and of course it has Anolus' soul bound up in it.

Any wizard that attempts to learn or transcribe the spells from this book must make an immediate save against a Soul Jar as if cast by Anolus himself (DC:22 Will save). No protective magic will work against this because the wizard has opened themselves up by concentrating upon the magic in the spell book. Anolus can keep "re-dominating" the enemy spellcaster by studying his spellbook every night, and so long as he does so before the sixteen hour duration runs out the victim gains no additional saves.

In about a week the victim wizard's body will die and turn into Anolus the lich, and its soul will be destroyed in the process. There is nothing short of a miracle or wish that will bring the victim back to life.

A wizard with at least twenty-four ranks in Spellcraft can make a DC:35 check to realize what's happening as she studies the spells in Anolus' Phylactry spellbook. If she succeeds in a Will save against the Magic Jar effect she dominates Anolus' soul.

A wizard that successfully dominates Anolus can use the spellbook as if it were their own. They also get to converse with Anolus at will when in physical contact with the book. They can take advantage of Anolus' Knowledge and Lore skills. If dominated, Anolus cannot lie, and can only misinterpret requests in the most subtle ways. Anolus cannot reform a new body so long as the spellcaster that dominated him maintains posession of the book and lets no one else study it.

If no one gains possession of Anolus' Spellbook or tries to transcribe the spells from it his body reforms in 1d10 days in the normal way.

Anolus' phylactry spellbook has the following spells:

Level 0: All spells except Conjuration spells.

Level 1:Alarm, Charm Person, Comprehend Languages, Disguise Self, Expeditious Retreat, Feather Fall, Floating Disk, Hold Portal, Identify, Jump, Magic Aura, Magic Missile, Protection from Good, Shield, Sleep

Level 2: Alter Self, Arcane Lock, Command Undead, False Life, Knock, Locate Object, Misdirection, Obscure Object, Phantom Trap, Protection from Arrows, Spectral Hand, Spider Climb, Touch of Idiocy

Level 3: Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Gentle Repose, Halt Undead, Illusory Script, Nondetection, Ray of Exhaustion, Secret Page, Shrink Item, Slow, Tongues, Vampiric Touch

Level 4: Animate Dead, Detect Scrying, Fear, Globe of Invulnerability (Lesser), Hallucinatory Terrain, Illusory Wall, Invisibility (Greater) Scrying, Shout, Stoneskin

Level 5: Baleful Polymorph, Break Enchantment, Dream, False Vision, Mage's Private Sanctum, Magic Jar, Nightmare,
Permanency, Prying Eyes, Symbol of Pain, Waves of Fatigue

Level 6: Analyze Dweomer, Create Undead, Dispel Magic (Greater), Forceful Hand, Geas/Quest, Guards and Wards, Legend Lore, Symbol of Fear, True Seeing

Level 7: Arcane Sight (Greater), Banishment, Control Undead, Finger of Death, Scrying (Greater) Symbol of Weakness, Waves of Exhaustion

Level 8: Create Greater Undead, Dimensional Lock, Discern Location, Prying Eyes (Greater), Screen, Symbol of Death

2007-06-05, 03:56 PM
The Collection - Anolus' magical and non-magical books

The Magical Books:

Anolus used to have a Manual of Stone Golem Creation, but he used it to create the guardian stone golem for his library. He still has an unused Manual of Flesh Golem Creation. Anolus is familiar enough with them to know he doesn't want a berserk golem loose anywhere near his collection. He'll sell that particular book through his agents or trade for other books he considers more useful.

Anolus also has a lot of scrolls and wizard's spell books lying around. Again, he doesn't really care about these all that much, though he'll make use of them when he has to. They're incidental to his collection, and he tends to aquire these things when parties of adventurers stumble upon the kobold villiage and let themselves get baited into the caverns or even the library's outer defenses. A lot of these books are unread, and casually perusing them can be dangerous as Anolus would never have bothered disarming spells like Sepia Snake Sigil or Explosive Runes.

Most of these books and scrolls have blood stains on them, and many of them look like they've been stepped on by something big, like a stone golem.

You can add whatever other magical books to the collection that you'd like, but Anolus doesn't care to collect that kind of book. He'll aquire them as part of larger collections and then trade or sell them off through his allies and henchmen. PC's out to buy a specific magical book will often find themselves directed towards one of Anolus' agents.

There is one particular magical book that Anolus will not trade away, because he leaves it out in plain view as a trap for the unwary. If someone is to steal a book from him he hopes that it's this book. That book is Gazabromel, and it's not really a book. It's a demon.

Gazabromel had the misfortune to be summoned by a particularly devious and cruel Thaumaturgist named Matagh the Wicked. Matagh simply tired of working through his agents, bargaining, dealing, and paying for their services. Much of the time all he really wanted was information, so with the logic of the completely evil he summoned up a devil called Gazabromel and bound it into a tome that he calle the Book of the Dark Soul.

Gazabromel is a miserable creature. Once it was a mighty lord of the underworld, but the spell that binds it to the Book of the Dark Soul will result in the devil's destruction along with the book's, or so it assumes. Any damage to the book causes the creature great pain.

The book appears to be bound in demon hide (it is) and is warm to the touch. It's pages seem burned at the edges, though damaging the book does take a great deal of effort. A demons face is etched in relief on the cover, and when Gazabromel speaks the face animates, so it appears that the book is literally talking. The book is bound in gold and decorated with a fortune in diamonds and rubies.

Gazabromel will never willingly cooperate with it's owner, and will attempt to dominate or lead its owner into destruction at every opportunity.

The book has detailed information about the summoning and control of devils, and any evil priest would give anything to possess it just for its contents. A spellcaster that uses the Planar Ally spell while referring to this book will get a +4 on all CHA checks when dealing with devils. In addition, the book is an intellegent magic item with the following powers:

INT:10 WIS:18 CHA:18 EGO:18
Can communicate by Speech or Telepathy.
Has 120ft of Darkvision, blindsense, and hearing.
It can read any language and is perminantly under the effect of read magic.
Alignment is Lawful Evil.
Has the Minor powers of ten ranks Sense Motive (total 14), ten ranks Bluff (total 14), and it can cast detect magic at will.
It has the major powers of being able to cast dismissal on a foe once per day, and can cast Magic Circle vs. Good or Chaos at will.

The Non-Magical Books

Anolus has two passions, History and Religion. His collection would make any major religious authority weep for both joy and anger. Joy that many of these rare holy books and histories exist, and anger that some selfish lich has been stealing and hording them for so long.

Anolus also has an extensive collection of history books, personal journals of major historical figures, and maps and rare paintings. Most of these relate back to the activities of the gods and major religious figures, but Anolus will have whole sets of books on a specific king or hero that happens to interest him as well.

One specific book that Anolus has one of only a few existant copies of is the Book of All Gods. This is a single work that details the origins and histories of all the major gods and religions, and a goodly number of the minor ones. The book is quite literally priceless. The Book of All Gods could not be sold so much as gifted in exchange for the undying gratitude of the recipient. From that point on the givers could make any reasonable request (food, lodging, or healing) of the recipient and expect to have it granted.

The collections of magical theory, medicine, and other subjects are less impressive. Anolus tends to research these books for information on books of religion or history, and then pass them on for money or trade.

Any character with at least ten ranks in Knowledge (History) or Knowledge (Religion) gets a +5 bonus on any check to find some bit of information related to history or the gods. People in search of some powerful artifact might be able to only find the information on its function and location in Anolus' library.

2007-06-05, 04:16 PM
Other Items in the Library

Scrying Mirror

This is a four foot by six foot mirror, it's frame is made of carved ironwood, and the mirror itself is flawless. This is the spell focus for Demetrion's Scry spells. It is a fine and expensive piece worth 10,000 gp or more to the right buyer.

Alchemical Laboratory

Anolus Demetrion does a lot of writing as well as reading and collecting. He doesn't need to have the full array of alchemical products just to make inks, but like most obsessive compulsives he takes things to the limit. This workshop is located well away from the library, because it has a lot of flamable items in it. There is also a deadfall in the passage leading into the library that will seal the laboratory off from the rest of the complex.

The most important thing about this laboratory is that there are several narrow chimneys leading up to the surface from it. The exits are well concealed, but a Tiny creature could slip down them and bypass most of Dimetrion's defenses.

The kobolds make as much or more use of the alchemical lab as Anolus does. The kobold leaders all have a few or more potions that have been cooked up in this lab.

Book Workshop

This is just next to the library, and every tool within it is a masterwork. The book workshop has seen heavy use over centuries, and Anolus will know upon entering this room if anything is even a little bit out of place.

With the correct craft skills and a supply of the right raw materials a person can use this workshop to repair books, create new books, or restore damaged print and inks. Any character with five or more ranks in the correct craft skills will get a +2 bonus on these checks.

The Vault

The vault is in the back corner of the library. It is a small strongroom shielded with Dimensional Anchor and it and a good chunk of the library is always protected by the spell Screen. There are several items of significance in the vault.

First are Anolus' Spellbook Phylactry and his fake Phylactry, which have already been described. His hope is that if he's ever destroyed people just might destroy the fake phylactry and study the real one. Though his real hope is that things never get so bad.

The Vault also functions as Anolus' cash box. He's a canny trader in command of a large number of other canny traders. Between sales, trades, and outright theft he's accumulated a mass of gems and coins. It should amount to a small fortune. I leave it to the individual DM to determine what that is. There are many pearls, gemstones, bits of crystal, and other small valuable items that can be used in the various spells that Anolus knows.

There are no magic items in the vault. Those that Anolus can use for himself he keeps on himself. The rest of the items he either sells or trades for books, or parcels out to the kobolds so they can better protect him.

2007-06-10, 09:28 AM
Anolus Dimetrion:
Male Human Lich Diviner7 Loremaster9 ; CR 18; Medium Undead Humanoid (Human ); HD (7d12)+(9d12); hp 125;Init +2; Spd Walk 30 ft.; AC 25, touch 15, flat-footed 22, Base Atk +8/+3; Grp+8/+3; SA +2 bonus to Spellcraft when learning Divination, Fear Aura (Su) ~ DC20, Greater Lore (Ex), Lore (+17), Natural weapons as magic weapons (Ex), Paralyzing Touch (Su) ~ DC20, Secret (Applicable Knowledge), Secret (Dodge Trick), Secret (More Newfound Arcana), Secret (Newfound Arcana), Secret (Weapon Trick), Summon Familiar, Touch Attack (Ex) ~ Negative Energy 1d8+5 DC20, Turn Resistance +4 (Ex); AL: NE; SV Fort +7, Ref +9, Will +15; STR 10, DEX 14, CON *, INT 27, WIS 15, CHA 15.

Skills and Feats: Appraise +17, Concentration +21, Craft (Alchemy) +18, Decipher Script +27, Diplomacy +4, Gather Information +21, Hide +10, Knowledge (Arcana) +13, Knowledge (History) +27, Knowledge (Nobility and Royalty) +13, Knowledge (Religion) +30, Listen +10, Move Silently +10, Profession (Bookkeeper) +7, Sense Motive +10, Spellcraft +29, Spot +10; Combat Casting, Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Penetration, Scribe Scroll, Skill Focus (Knowledge (Religion)), Spell Focus (Necromancy, Transmutation), Spell Penetration.

Possessions: Amulet of Proof against Detection and Location;Rod of Flame Extinguishing;Bracers of Armor +5;Cloak of Resistance +2;Headband of Intellect +4;Ring of Protection +2;

Usual Spell List (4+1/7+1/7+1/6+1/6+1/5+1/4+1/4+1/3+1/ DC:18+spell level) * Spell Focus
0th– Arcane Mark (2),* Detect Magic (2),* Read Magic ;
1st– Expeditious Retreat, Floating Disk,* Identify, Magic Missile (2), Shield,* True Strike (2)
2nd– Arcane Lock,* Comprehend Languages [Extend Spell] , Continual Flame (2),* Detect Thoughts, Knock,* Locate Object, Obscure Object
3rd–* Arcane Sight, Displacement, Gaseous Form, Magic Missile [Empower Spell] (2), Secret Page,* Tongues
4th–* Detect Scrying, Displacement [Extend Spell] , Hallucinatory Terrain, Invisibility, Greater, Nondetection [Extend Spell] , Shatter [Empower Spell] , Stoneskin
5th–* Contact Other Plane, Dismissal, Dream, Geas, Lesser [Extend Spell] (2), Nightmare
6th– Circle of Death, Dispel Magic, Greater, Fear [Empower Spell] ,* Legend Lore,* True Seeing
7th–* Arcane Sight, Greater, Banishment, Forcecage,* Scrying, Greater
8th– Demand (2),* Discern Location, Screen ;

Gzkizz'Krackz, Kobold Shaman
Male Kobold Sorcerer9 ; CR 9; Small Humanoid (Reptilian ); HD (9d4); hp 28;Init +2; Spd Walk 30 ft.; AC 17, touch 13, flat-footed 15, Base Atk +4; Grp-3; Atk: ; Full Atk: ; SA Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell., Summon Familiar; SQ: Darkvision (60'); AL: CE; SV Fort +3, Ref +5, Will +10; STR 4, DEX 14, CON 10, INT 18, WIS 18, CHA 18.

Skills and Feats: Bluff +16, Concentration +12, Craft (Alchemy) +13, Diplomacy +6, Hide +6, Intimidate +6, Knowledge (History) +7, Search +6, Spellcraft +16; Brew Potion, Combat Casting, Dodge, Mobility, Simple Weapon Proficiency.

Possessions: Amulet of Natural Armor +2;Staff of Swarming Insects;Bracers of Armor +1;Potion of Cat's Grace (x2);Potion of Cure Moderate Wounds (x2);Potion of Gaseous Form;Potion of magic Protection from Arrows 10;Ring of Animal Friendship;Scroll (Enlarge Person, Mass);

Additional Note: This is the kobold currently bonded to the Tome of All Lore. He is perminantly under the effects of the spells Read Magic, Comprehend Languages, and Tongues. Once per week he can teleport himself and up to 400 pounds of other creatures and objects to the Tome of True Lore. His INT and WIS have been elevated to 18, and once per day he can cast Legend Lore and Analyze Dweomer as if a 20th level Wizard. Fi he spends more than a week away from the Tome he loses one point of INT and WIS per day, and he is obsessed with preserving the Tome and maintaining posession of it.

Sorcerer Spells Known (6/7/7/7/5/0/0/0/0/; base DC = 14 + spell level):
0th– Acid Splash, Arcane Mark, Daze, Detect Magic, Disrupt Undead, Prestidigitation, Ray of Frost, Touch of Fatigue
1st– Disguise Self, Expeditious Retreat, Grease, Magic Missile, Ray of Enfeeblement,
2nd– Cat's Grace, Invisibility, Protection from Arrows, Web
3rd– Dispel Magic, Gaseous Form, Lightning Bolt
4th– Confusion, Enlarge Person (Mass)


Tenebrial Darksong
Male Elf Bard7 Assassin5 ; CR 12; Medium Humanoid (Elf ); HD (7d6)+(5d6)+12; hp 63;Init +4; Spd Walk 30 ft.; AC 19, touch 14, flat-footed 19, Base Atk +8/+3; Grp+8/+3; Atk: +12 Melee(1d4+2/19-20/x2, *Dagger +2 (Adamantine/Coup de Grace) ) or +14 Ranged(1d4+2/19-20/x2, *Dagger +2 (Adamantine/Coup de Grace/Thrown) , Range 10 ft.) or +12 Melee(1d6+2/12-20/x2, *Rapier +2 (Bane (Humanoids (human))/Keen) ) or ; Full Atk: +12/+7 Melee(1d4+2/19-20/x2, *Dagger +2 (Adamantine/Coup de Grace) ) or +14/+9 Ranged(1d4+2/19-20/x2, *Dagger +2 (Adamantine/Coup de Grace/Thrown) , Range 10 ft.) or +12/+7 Melee(1d6+2/12-20/x2, *Rapier +2 (Bane (Humanoids (human))/Keen) ) or ; SA +2 save against poisons, +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Bardic knowledge (+13), Bardic music 7/day, Countersong (Su) for up to 10 rounds, Death Attack (DC 19), Fascinate (Sp) can effect 3 creatures for up to 7 rounds, Immunity to magic sleep effects., Improved Uncanny Dodge (can't be flanked except by a rogue of 9 level), Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Poison Use, Sneak Attack +3d6, Suggestion (Sp) Will DC 16 negates - does not count against Bardic Music uses; SQ: Low-light; AL: NE; SV Fort +4, Ref +13, Will +6; STR 11, DEX 18, CON 13, INT 18, WIS 10, CHA 16.

Skills and Feats: Balance +6, Concentration +11, Decipher Script +19, Diplomacy +15, Disguise +18, Gather Information +18, Hide +24, Jump +2, Knowledge (History) +14, Listen +2, Move Silently +24, Perform (Oratory) +18, Search +6, Sense Motive +10, Spot +2, Tumble +14; Armor Proficiency (Light), Improved Critical (Rapier), Improved Two-Weapon Fighting, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse.

Possessions: Boots of Elvenkind;Dagger +2 (Adamantine/Coup de Grace);Brooch of Shielding;Cloak of Elvenkind;Potion of Cure Moderate Wounds (x2);Rapier +2 (Bane (Humanoids (human))/Keen);Ring of Ram;Studded Leather +1 (Shadow/Silent moves);

Spells Known Bard (3/4/3/1/0/0/0/0/0/; base DC = 13 + spell level):
0th– Daze, Detect Magic, Light, Mage Hand, Mending, Read Magic
1st– Charm Person, Expeditious Retreat, Sleep, Undetectable Alignment
2nd– Alter Self, Detect Thoughts, Locate Object, Tongues
3rd– Dispel Magic, Gaseous Form
Assassin (0/4/3/1/0/0/0/0/0/; base DC = 14 + spell level):
1st– Feather Fall, Jump, Obscuring Mist, True Strike
2nd– Darkness, Invisibility, Spider Climb
3rd– Deep Slumber, Nondetection


Link to SRD for Stone Golem (http://www.d20srd.org/srd/monsters/golem.htm)

Link to SRD for Kobolds (http://www.d20srd.org/srd/monsters/kobold.htm) Demetrion has a TRIBE of kobolds consisting of about a hundred 1st level warriors and three hundred non-combatant commoners/experts plus ten 3rd-level warrior sergeants, two lieutenants of 5th level (fighter2/rogue3), 1 chieftan of 7th level (fighter 4/rogue3), and Gzkizz'Krackz (described above). The chieftan and lieutenants should have modest magical items like a +1 short sword, some potions, and a minor wonderous item. Most of the Sergeants have potions of Bulls Strength, Enlarge, and/or Heroism.

2007-06-22, 05:39 PM
The Maps


1. Main Guard Room
2. Stores Cave
3. Residence Cave
4. Otyugh Lair
5. Waste Rooms
6. Hatchery
7. Elite Residence Cave
8. Guard Room
9. Well Room
10. Chieftan's Cave
11. Tribal Shaman's Cave
12. Alchemical Lab


1. Hall of Traps
2. The Library
3. The Vault
4. The Book Workshop