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Lappy9000
2008-11-27, 02:14 AM
(Ed note: This was my actually the first adventure I ever created, and I assure you, I haven't put this much work into formatting one since :smallredface: It's a bit railroading and contains some very obvious Zelda influence, but my group seemed to enjoy it. Oh, and there IS a map, to be posted Monday-ish. Without further adoe, I present....)


Battle of the Lost Souls
Battle of the Lost Souls is a short 3.5 D&D adventure taking place in the Lords of Mechanus (http://www.giantitp.com/forums/showthread.php?t=88273) setting designed for 4 characters around level 5. This quest takes place in a landscape of dry plains scattered plateaus and valleys. Though the adventure can be played with any assortment of character classes, a party with several heavy-fighter characters will be better equipped to meet the challenges. The dungeon contains a large amount of battle encounters, though there are also a few puzzles to mix it up. Have fun!


Introduction
In the plains of western Lyndor, lays a country decimated by warfare. Hundreds of bloody battles have raged across the landscape, charring the earth and laying waste to the countryside. The combatants of these ferocious battles have died out on both sides, leaving only carnage in their wake. With the past century, people have returned to repopulate the barren realm, and a small town has been erected in the remnants of an ancient city. However, the wars still continue, as spirits of forgotten nations have arisen from the dead to destroy their enemies.

Though forces of the dead still continue to fight within the world of the living, they give little heed to its denizens. As such, a third combatant has entered the conflict, as warriors from the town seek to dispel the undead hordes that plague their country.

While returning from their last profitable adventure, a group of travelers have stumbled into this small desert town. Little do they know what trials will await them….

*DM's NoteDuring this quest, the adventurers will encounter several “friendly undead” NPC’s. These characters will not attack the PC’s and should not be treated as enemies.

Adventure Hooks The most likely scenario will take place in the local town. If a player searches around the town, they will find one of the many “Recruitment Posters” for the local militia. Hard times have descended on the band, and they are offering a reward of 100gp to each new recruit.
By talking to the locals, the adventurers will discover some information of the battle that is being fought, and of the local militia’s plan to recruit more soldiers.


Beginning the Adventure
Battle of the Lost Souls is an adventure that takes place in and around a fortress of the undead, a crucial point in the battle. The locals know where the location of the militia is, and they will gladly tell the PC’s what they know. What they know, is that the militia is camped out in a canyon to the north. The valley is large and easy to find, but provides only one way for the PC’s to reach their destination.


Random Encounters
Because the landscape in the area is harsh and arid, hungry predators will often attack travelers. During the trip from the town to the canyon, the chance for a random encounter is 20% per hour. When such an encounter occurs, roll 1d4 and consult the following table for the enemy the party meets or simply pick one.

{table=head]1d4 Roll | Creature(s) Encountered

1 | Deinonychus (2) hp 34 each; see Monster Manual page 60

2 | Displacer Beast (1) hp 51; see Monster Manual page 66

3 | Gnolls (5) hp 11 each; see Monster Manual page 130

4 | Hyenas (5-6) hp 13 each; see Monster Manual page 274[/table]

Lappy9000
2008-11-27, 02:15 AM
1. Colossal Towers
It will take the party about 2 hours to traverse the canyon. When the PC’s reach this area, read or paraphrase the following passage aloud.

As the canyon begins to open up, you and your companions find yourselves in a massive stone field. Natural stone arches stretch across the landscape and pillar-like statues loom dozens of feet into the air. A sense of foreboding has begun to descend upon the party, and it only seems to increase the further you continue onward.

http://www.wizards.com/dnd/images/sand_gallery/87584.jpg
Creatures: Lurking behind the stone pillars lays a cluster of Ankheg.
Ankheg (3): hp 25 each; see Monster Manual page 15.
Tactics: Due to the rocky terrain, the ankheg will not burrow in order to attack. Instead, two will charge the party, and the other will attempt to spit acid from a distance. The ankheg may or may not attempt grabs, at the DM’s discretion.
Development: After the first ankheg is slain, the second will attempt to flee down a tunnel. The PC’s may likely give it chase, leading them into the next area. If the second ankheg is defeated before fleeing into the tunnel, a DC 10 Spot check is required to find the tunnel.
Treasure: None.


2. Path Through the Tunnel
The party now finds themselves in a natural tunnel carved of granite and sandstone. The walls have a Climb DC of 25 and are treated as hewn stone walls (see Table 3-9 on page 67 of the Dungeon Master’s Guide). The floors are uneven and treated as hewn stone floors. A DC 15 Balance check is required for characters to run or charge across these floors; failure means that the character can still act, but cannot run or charge on that round. Ceilings are 10 feet high in the passageways, and 25 feet high in the chambers. The interior caves are dry and dusty. Vision is restricted to low-light. When the party reaches this area, read or paraphrase the following description aloud.

The dry and dusty tunnel burrows down deeper and deeper. You see the passage continue forwards for some way, and another passage branching off to your left.


3. Dangerous Precipice
As the heroes take the path branching off to their left, which will pass right beside a great cliff. A character without low-light vision requires a DC 10 Spot check to see the drop off. Though not treated as a ledge, characters must make a DC 15 Balance check to avoid falling off the cliff (to a nasty 120 ft. drop). After the cliff has been spotted, read or paraphrase the following description aloud.

Observation of the room reveals a dangerous-looking precipice dropping off beyond visibility some 3 feet away from the path.


4. Abandoned Guard's Post
The PC’s enter a chamber filled with scattered debris, and several humanoids that attack the PC’s after they enter the room.

You find yourself in a chamber with scattered, broken tables and chairs, and a shallow pool of water near the northwestern side. A man-made wall on the eastern side of the chamber is broken up by 3 round dimly lit windows.

Creatures: A pack of gnolls lies in the room, awaiting the PC’s.
Gnolls (3): hp 13 each; see Monster Manual page 130.
Gnoll Chieftain: Use basic gnoll template from Monster Manual page 130 with the following adjustments: hp 21, AC 17 (1+ natural, 4+ chain shirt, +2 heavy steel shield), attack greataxe +2(1d10+2).
Hyenas (2): hp 11 each; see Monster Manual page 274.
Tactics: The PC’s only have a few moments to look over the room before the gnolls attack. The hyenas will follow the gnolls but only attack every other round.
Development: The gnolls will fight the PC’s for as long as possible. If all the gnolls are defeated before the hyenas, they will attempt to flee the chamber, otherwise becoming passive and avoiding the PC’s.
Treasure: In addition to weapons and armor held by the gnolls, they have a total of 120gp, 30sp.


http://www.wizards.com/dnd/images/dungeonscape_gallery/102800.jpg

5. Guard Tower
After entering through an unlocked good wooden door, the PC’s will ascend a set of stairs into the guard tower. The room is lit. Once the PC’s enter this area, read or paraphrase the following description aloud.

As you climb up the stairs you find yourselves in a small room with a broken table, empty wooden crates, the skeletal remains of a guard, and a lit lantern emitting a dim glow.

Within this room is a simple metal lever which can be pulled in 1 direction. When pulled, the PC’s will hear a dulled clang from somewhere else in the dungeon. Moving the lever back into the position it was in does nothing. This action triggers the door and portcullis in room 6 to open. Once the lever is pulled, however, the PC’s will be attacked by the skeleton of the guard.

Creatures: A human skeleton wielding a scimitar “awakens” in the room.
Skeleton: hp 7; see Monster Manual page 225.
Tactics: The skeleton only attacks after the lever has been pulled. Once said lever has been pulled, the skeleton will attempt an untrained Move Silently check in order to sneak up on the PC’s.


6. Rocky Platforms
Once the PC’s enter this area, read or paraphrase the following description aloud.

Inside the large chamber are large stone platforms shooting up 12-15 feet. On the far side of the chamber is a portcullis in front of a stone door.

Creatures: Atop the platforms are 3 wights that attack the PC’s shortly after they enter the room.
Wights (3): hp 24 each; see Monster Manual page 255.

The stone door and portcullis within the room cannot be opened by any means the PC’s try except for activating the switch in room 5.


7. Encounter with General Feroz
This room is part of the inner temple which is separate from the outlying tunnels. Inside the temple, the walls are treated as masonry walls, the floors are treated as smooth stone floors, and the doors are treated as good wooden doors unless otherwise stated.

As the PC’s enter the room they will encounter the deathless NPC by the name of General Feroz. Head of the local militia that marched off to deal with the undead hordes, Feroz met an untimely end following the disastrous defeat of his army. Read or paraphrase the following when the PC’s enter the room.

The small room reveals a table and chairs, along with empty supply barrels. A wooden door lies at the eastern edge of the room and a swirling undead figure stands in the middle of the room. The grim apparition appears to have been someone of importance in life, judging from the fine armor worn. Putting his hands in the air in a non-aggressive stance, the ghostly figure speaks, “Ah, greetings, my friends.” He takes a second to look you over before continuing, “I’d say you look like adventurers, which means you’ve taken up my quest for recruitment of the militia. For I am General Feroz; I lead my army here to defeat the ghostly plague that has descended upon my town.” As he continues, his expression grows even grimmer, “Unfortunately, my militia was completely decimated by the undead hordes we sought war with. My men have left for the ethereal plane, but I’m stuck here as a specter until my enemies can be defeated.” He falls silent, staring sadly at the floor.


Though he cannot help the players physically, Feroz will gladly reveal some key information about the dungeon that the PC’s are currently in.
The temple the PC’s are in is (or was) known as the Fortress of Igirio. The Igirian Empire lorded over their realm from the temple until being attacked by their mortal enemies, the Gaza-Kal. The Gaza-Kal were spies who invaded the temple, and the two sides continue to fight, even in the afterlife.
[The warriors of both empires (and Feroz himself) have become deathless spirits called lost souls. Lost souls are the spirit of a creature bound to the material plane as they posses their body in life. However, the possessed bodies of lost souls still deteriorate; the oldest haunts are little more than skeletons, though all haunts keep their swirling blue aura until their bodies completely turn to dust (This information is actually false, though Feroz, and the PC’s, don’t realize it).
The entrance that the PC’s came through is an escape exit for the Igirian royalty. They are currently in the basement of the temple, and if they continue down the hallway, they will eventually end up on the ground level.



8. Obligatory Secret Door
Room 8 is a bare chamber, aside from a statue of a dragon’s head on the far side of the room. The dragon’s head takes up the entire section of the wall and is carved finely from marble. An oddly-placed horn rests on the dragon’s forehead. A DC 20 Spot Check will reveal that the horn can be rotated to the left. Doing so will cause the dragon’s mouth to open, revealing a pitch-black entrance and an inscription above the portal reading, “Welcome, travelers, to Igirio.” Scrawled lightly under the inscription are the words, “The land of lost souls.”


9. Dank Hallway
The hallway is pitch black and requires darkvision to see. As the PC’s enter the passage, they will see two paths branching straight and to the right. They also see a statue of an armed Igirian warrior.


10. Royal Kitchen
Room 10 is dimly lit, and is treated as low-light. Read or paraphrase the following when the PC’s enter room 10.

Upon entering the room, a mild stench of decay fills your nostrils. Two large preparation tables sit in the corners of the decaying kitchen, and rats scurry across the floor. Dimly burning embers in the oven emit a weak light to emanate throughout the room.

The players will come across many items strewn about within the room. These items include: broken dishes, several barrels filled with stale grain, rotten foodstuffs, and many varieties of rusty cooking utensils. 1 of the room’s barrels contains a small viper (see Monster Manual page 280). The viper will strike whoever opens (or smashes) the barrel for 1d2-2 damage + poison.

Lappy9000
2008-11-27, 02:16 AM
11. Kitchen Cupboard
Within this small cupboard are more storage barrels, a destroyed statue, several pots of dried herbs and an unlocked wooden chest containing a rusty, bronze key. The key is mundane in appearance, and is worth 2 sp if sold.


12. Skeletal Skirmish
In this room, there are three armed skeletons guarding the door on the other side of the room. Lit torches carried by the skeletons allow the room to be treated as low-light. The bridges are only wide enough for two medium–sized creatures to walk abreast. The opposing door in the room cannot be opened by the PC’s. The PC’s may attempt a DC 15 Move Silently check in order to sneak up on the skeletons. When the PC’s enter the room, read or paraphrase the following description aloud.

Two large, wooden bridges connect a small islet in the middle of the room to a sturdy stone door on the southern side. Three skeletal watchmen guard this door, and the blaze of their torches produce a weak glow. However, the light does not permeate the darkness below the bridges and the pit drops down out of sight.

(Ed. note: I'm probably going to replace these boring skeletons with something more interesting/challenging later. However, since I've gotta homebrew it, it may take a little)
Creatures: Three human skeletons armed with scimitars guard the door on the room’s southern side.
Skeleton: hp 8; see Monster Manual page 225.
Tactics: Though the skeletons usually stick to a straight fight, they may to send the PC’s plummeting down the precipice. A character pushed by the skeletons is considered grappled and must make a DC 14 grapple check to push the skeleton off.
Development: The skeletons will fight until the bitter end and won’t relent until all are defeated.
Treasure: None.


http://www.wizards.com/dnd/images/leof_gallery/86718.jpg


13. Barracks
The room is pitch black and requires darkvision to be seen. If the PC’s bring any form of light into the room, read or paraphrase the following description aloud. Without any light, the shadowy figure makes no reaction and cannot be seen by the PC’s.

As light shines through the dank room, a swirling figure of shadow floats at the other end of the room. Turning its incorporeal head towards you, it suddenly rushes forwards, only to vanish back into the darkness.

After the shadow has vanished, the PC’s are free to explore the room. A DC 25 Spot check will reveal a small bag under one of the rotten mattresses containing a +1 Ring of Protection (http://www.d20srd.org/srd/magicItems/rings.htm#protection) and 3 bloodstone gems (http://www.d20srd.org/srd/treasure.htm#tableGems) worth 50 gp each. Read or paraphrase the following aloud.

You find yourselves in a dank barracks with four bunk beds, meant for soldiers. Aside from barrel in the room’s corner serving as a nightstand, there is nothing extraordinary about the room.


14. War of the Undead
The players enter a small room with a large, single barred window on its east side. f they choose to look through it, read or paraphrase the following aloud.

You find yourselves looking on what appears to be the castle’s courtyard. Light streams through the open skylight, giving you a perfect view of the carnage below. Two skeletal armies wage war against each other in a vicious power struggle. Armed to the teeth, the undead legions attack with sword and spear, some on undead mounts, and even a ghostly dragon partakes in the violence. The war is never-ending. Each soldier downed by another merely arises again in an attempt to destroy their enemy.

Due to the chaotic nature of the battle, the PC’s cannot interfere in the battle enough for anyone to notice (Through the window, at least. If they try to venture out into the battlefield, you're on your own).

However, the PC’s can view the battle for as long as they wish, though they risk a 1d20 per every half hour chance of an arrow flying through the bar inflicting 1d4 damage on one PC surveying the battle.


15. More Stairs
The players step into complete darkness yet again as they ascend two flights of stairs. At the end of the stairwell is a large, unlocked iron door. The rest of the dungeon will take place on the second floor, at ground level.


http://www.wizards.com/dnd/images/dungeonscape_gallery/102794.jpg


16. Battle in the Darkness
As the PC’s emerge from the stairwell, read or paraphrase the following paragraph.

As you exit the stairwell, you find yourselves in a massive dining hall. Heavy mist obscures the three large wooden tables, one of which has been broken, littered with the rotting remains of a feast. Four huge pillars support the room’s corners and two windows covered with heavy curtains, take up the eastern wall. However, no further observations can be made as the ten skeletal feasters rise to attack.

Creatures: 10 human skeletons and a shadow death composer attack the PC’s.
Skeletons: hp 7; see Monster Manual page 225.
Shadow Death Composer:
Death Composer
Medium Undead (incorporeal)
HD 4d12 (26 hp)
Speed 20 ft. fly (perfect) (4 squares)
Init: +7
AC 17 (+3 Dex, +4 deflection); touch 17; flat-footed 14
BAB +3; Grp -
Attack Incorporeal touch +3 melee (1d4 Constitution drain)
Full-Attack Incorporeal touch +3 melee (1d4 Constitution drain)
Space 5 ft.; Reach 5 ft.
Special Attacks Elegy of Death, Effigy of Unlife
Special Qualities Darkvision 60 ft., daylight powerlessness, incorporeal traits, +3 turn resistance, undead traits
Saves Fort +7 Ref +2 Will +6
Abilities Str -, Dex 16, Con -, Int 16, Wis 8, Cha 18
Skills Bluff +13, Diplomacy, +5 Hide +12, Intimidate +13, Listen +8, Perform (Conduct) 12, Search +12, Spot +8
Feats Improved Initiative, Iron Will, Lightning Reflexes
Environment Any
Organization Solitary
Challenge Rating 4
Treasure None
Alignment Usually Chaotic Evil
Advancement 5-12 HD (Medium); Favored Class Bard
Level Adjustment –
Appearing as a swirling humanoid figure of pure shadow, the ghastly creature raises a pointed conductors as it begins performing a haunting melody that seems to sap the very life from the area.

Daylight Powerlessness (Ex):
Shadow death composers are utterly powerless in powerful light (including a daylight spell) and flee from it.

Elegy of Death (Su):
As a standard action, a shadow death composer can perform a chilling melody that saps the life of those who hear it. Every round that the shadow death composer performs this ability, any living creature able to hear within 120 ft. must make a DC 15 Will save or take 1d6 points of damage.

Effigy of Unlife of Death (Su):
As a standard action, a shadow death composer can release a 30 ft. radius of negative energy that deals 3d6 points of damage. A shadow death composer can use this ability a number of times per day equal to its Charisma modifier.

Tactics: The skeletons are oddly intelligent (through magical means), and try to flank the PC’s. Each will split up into groups in order to surround the PC’s individually, usually in groups of 2 or 3. The shadow composer harshly shouts the following during the battle.

“Ye are much too full of light for us warriors of Igirio. Unless thou wish to join the legions of the darkness…..”

Development: The skeletons will fight on until they are defeated, but the death composer will flee if all skeletons are defeated before he is. If the PC’s managed to light the room, either by a sunlight spell or by removing the curtains covering the windows, the mist, along with the death composer, will vanish into thin air.
Treasure: Neither the skeletons nor the death composer have any possessions worth noting, the room itself contains a good deal of treasure. The PC’s will be able to find a total of 20gp, 60sp scattered on tables throughout the room and 3 bloodstone gems worth 80gp each.


17. Secret Room
If the players succeed in a DC 20 Spot check within room 16, they will uncover a secret room behind one of the tapestries. There is a locked, wrought-iron chest within the room. The bronze key from room 11 is required to open it. However, a DC 15 Search check on the chest will reveal that the chest itself is covered in 8 tiny blue quartz gems valued at 15gp each. If the PC’s try to break the chest by force (break DC 20) the chest will open, but the 8 gems will shatter. Once opened, the gems can be safely removed. Inside the chest are various worn documents, parchments, a stained ink vial, and what appears to be a paperweight. It is actually a carving of a giant owl valued at 646gp (DC 25 Appraise).


18. Entrance Hall
When the PC’s enter room 18, read or paraphrase the following description.

You find yourselves in a large hall. A sense of ancient grandeur permeates from the ornately carved stonework. Pillars adorn the walls and support a double staircase slowly spiraling upwards. A drained fountain sits in the middle of the room and an opulent unlit chandelier hangs above it.

There are 3 sturdy stone doors within this room. he one to the south and the one to the west are locked and cannot be opened by the PC’s yet. The eastern door, however, is unlocked and can be easily opened.


19. Head Into the Light When the PC’s enter the room, read the following description aloud.

Gleaming light shines down the corridor through thick layers of thick, red vines. More pillars stand in the hallway, which is densely covered in several inches of sand.

Buried in the sand are two Scything Blade traps which will burst out when the PC’s activate the trigger spring. A locked stone on the east side cannot be opened.

Traps: 2 Scything Blade traps; CR 1; +8 melee (1d8/x3 crit); Search (DC 21); Disable Device (DC 25); Reflex save (DC 25) avoids. Spins for 30 seconds before resetting.

http://www.wizards.com/dnd/images/sand_gallery/87593.jpg


20. Drawbridge When the PC’s enter the room, read the following description aloud.

As you step outside, a colossal, ancient drawbridge stands before you. Supported by hundreds of rusty chains, it rises dozens feet into the air.

In this room is a rusty metal lever requiring a DC 18 strength check to pull. Once activated, it opens up the western door in room 18.

Lappy9000
2008-11-27, 02:17 AM
21. Armory
Only opened after the switch in room 23 has been pulled. Contains mostly useless weapons and armor, but does contain the following useful items: Heavy crossbow (no bolts), 4 shortspears, a +1 halberd, a spiked chain, and 3 light steel shields bearing the symbol of Igirio.


22. Furnace
The room is completely nondescript except for several rusty steel walls formed as a maze. Two blank areas contain flame jets which activate when tread on by a PC.

Traps: 2 Flame Jets; CR 2; 3d6 dmg; Search (DC 25); Disable Device (DC 26).


23. Water Works
The adventurers find themselves in a pitch-black, damp room full of fog. The fog obscures all vision to 5ft. Two murky pools lay at adjacent sides of the room. On the south side of the wall is a puzzle trap in the shape of two triangles with indentions on the wall on all four compass points of each circle. The triangles are already in a position and can each be moved to one of the four points at a time. Each combination yields a different result.

Left: North Right: South
Summons 2 skum warriors into the room.

Left: North Right: East
Water pours into the room at a rate of 1/2 foot per round (10. ft fills room completely). If water is already pouring in, 2 skum warriors are summoned into the room.

Left: West Right: East
Summons 2 skum warriors into the room.

Left: East Right: North
Water pours into the room at a rate of 1/2 foot per round (10. ft fills room completely). If water is already pouring in, 2 skum warriors are summoned into the room.

Left: South Right: South
Summons 2 skum warriors into the room.

Left: North Right: East
Lifts the fog, drains the pools, fills up the pool in room 18, and opens doors to room 21 and 24 with an audible, familiar clank.

Creatures: 2 skum appear out of each pool.
Skum (2): hp 11 each; see Monster Manual page 228.
Tactics: After arising from the pools, the skum will each attempt a +6 trained Move Silently check in order to sneak up on the PC’s.
Development: The skum will attempt to sneak up on the PC’s but should they fail, they attack.
Treasure: A DC 15 Search check will reveal a red ruby in one of the drained pools.


24. Final Confrontation
When the PC’s enter the room, read or paraphrase the following description.

You have reached the throne room of the Igirian elite, and the splendor of past generations has stood the test of time. Beautiful tapestries hang from the walls and articulately carved pillars support the high roof. Fine tiled stones form a walkway over to the ancient throne where three skeletons rest. One garbed in fine armor sits elegantly in the throne; the other two are slouched by pillars next to the ornate platform, surrounded by scattered bones. They all sit silently in death’s embrace.

If the PC’s move towards the throne (some 15-20 feet away), the skeletons will arise and the one in the throne will speak.

The large skeleton stares in your direction and points to you with his saber, “Ye who foolishly enter the land of Igirio, prepare to defend thy selves and to face punishment for entering our most sacred of temples!” With a wave of his skeletal hand, he orders his guards to attack.

Creatures: 2 Elite Igirian Soldiers attack the party.
Igirian Elite Soldier (2):
Blight Guardian
Medium Deathless
HD 6d12 (49 hp)
Speed 20 ft. (4 squares) in breastplate; base 30ft.
Init: +7
AC 21 (+2 Dex, +4 natural, +5 masterwork breastplate); touch 12; flat-footed 19
BAB +3; Grp +6
Attack +1 Greatsword +8 melee (2d6+3 plus rot 1d4 Constitution)
Full-Attack +1 Greatsword +8 melee (2d6+3 plus rot 1d4 Constitution)
Space 5 ft.; Reach 5 ft.
Special Attacks Tainted Breath
Special Qualities Darkvision 60 ft, Damage reduction 5/mithril, Deathless traits
Saves Fort +1 Ref +2 Will +5
Abilities Str 16, Dex 15, Con -, Int 10, Wis 10, Cha 1
Skills Intimidate +4, Jump +12, Listen +9, Spot +9
Feats Improved Initiative, Weapon Focus (Greatsword), Ability Focus (Tainted Breath)
Environment Any
Organization Solitary
Challenge Rating 6
Treasure None
Alignment Usually Lawful Evil
Advancement 7-12 HD (Large)
Level Adjustment –
Gloom seems to follow this creature, as its powerful, yet withered corpse draws in all life from its surroundings.

Blight Breath (Ex):
As a standard action, a blight guardian can expel a 30 ft. cone of rotting breath that deals 2d8 points of damage. Any living creature within the cone must succeed a DC 17 Fortitude save or take 1d4 points of Constitution damage.

Rot (Su):
A blight guardian causes 1d4 points of Constitution drain each time it hits with its melee attack, sucking the life force out of its target. On each successful attack, it gains 5 temporary hit points.
Tactics: The Igirian skeletons will attempt to fight together, though they can easily be split up. If Turn Undead is cast successfully, the skeletons will stumble back and will be dazed for 1d2 rounds, but will not be turned.
Development: The guardians will attack the players and are easily separated from one another. Once defeated, they collapse on the floor in a heap.
Treasure: None.

When the guardians are defeated, the skeleton in the chair will speak again.

Slowly clapping his hands the skeleton in the throne addresses you, “Thou art stronger than thou appear, for few can defeat a true warrior of Igirio.” His expression turns menacing, “However, thou have yet to truly see what a real Igirian fighter is capable of!” Regally rising from his chair, the skeleton drops his sword as he assumes a fighting stance. Suddenly, the skeletons around him crumble, shifting across the room as they reform onto their master. Arising from the hideous mass of bones, he bellows “I am Zanhri Igirio, King of the Igirian lands! Defend thyselves!”

Bone Hulk
Large Deathless
HD 8d12 (55 hp)
Speed 10 ft. (2 Squares; can't run)
Init: +7
AC 19 (+2 Dex, +8 natural, -1 Size)*; touch 11; flat-footed 15
BAB +4; Grp +13
Attack Slam +10 melee (2d8+7)*
Full-Attack 2 Slams +10 melee (2d8+7)*
Space 10 ft.; Reach 15 ft.
Special Attacks -
Special Qualities Darkvision 60 ft, Damage reduction 5/mithril, Deathless traits, Unbirth, Skeletal meld
Saves Fort +4 Ref +4 Will +6
Abilities Str 24, Dex 14, Con -, Int 10, Wis 10, Cha 14
Skills Intimidate +15, Jump +16, Listen +10, Spot +10
Feats Improved Initiative, Toughness, Power Attack
Environment Any
Organization Solitary
Challenge Rating 8
Treasure None
Alignment Often Lawful Neutral
Advancement -
Level Adjustment –
This hulking mass of skeletal remains lumbers forwards, it's arms built up from the bones left behind from other creatures.

Skeletal Meld (Su):
As a Swift Action, a bone hulk can draw in the still bones of fallen creatures within 30 ft. At least one large skeleton, or two medium skeletons are necessary to complete the transformation. A bone hulk can draw in the bones of animated skeletons, who are entitled to a DC 15 Will save to keep from being drawn in. If a bone hulk has not yet performed the skeletal meld, use the stats of a troll skeleton until the skeletal meld is completed (Monster Manual pg 227).

Unbirth (Ex):
After defeat, the positive energy stored in a bone hulk is released into the barely visible form of the being in life. The bone hulk is reduced to 1 hit dice (10 hp), gains the incorporeal subtype, loses damage reduction, and loses its attacks and its skeletal meld ability.

*Due to the powerful build of the bone hulk's limbs, it is difficult for the creature to use both of its slams at once. If the bone hulk uses its Full Attack, it loses the benefit of its natural armor.


Tactics: King Igirio will attack the party relentlessly using his Full Attack only if he begins to lose the fight.
Development: When King Igirio is defeated, he will crash upon the floor like his allies. Read or paraphrase the following description.

The entire temple begins to rumble as the ancient Igirian king falls to the floor. Feroz’s spirit arises before you and gives a final nod of gratitude before vanishing like a wisp of smoke. All is now quiet.

If the PC’s approach King Igirio’s skeleton, read the following.

As you approach King Igirio, the ghostly form of a noble knight emerges from his corpse. Suddenly, the ghastly spectre rears back his head and breaks out into hearty laughter, “Hah, thou truly are bold to take on one such as me.” Waving his hand again, he ushers you towards him, “However, I seek not to destroy you, in fact, I propose an alliance.” He extends his ghostly hand towards you.


If the PC’s try to attack the king, he will try his best to flee the room. If the PC’s accept, the remaining Igirian Empire will become allied with the party. King Igirio was a man of the world before becoming a deathless, therefore, he knows quite a bit of useful knowledge.

If the PC’s inquire about Feroz’s reward, the king will allow each member of the party to take an item from the now unlocked room 25.
If asked about the war between the Igirian and the Gaza-Kal, the king will tell the PC’s what has happened. The Gaza-Kal and most of the Igirian Empire are both long gone, in both body and spirit. However, mindless undead still haunt the castle. Only about 20 of the Igirian Empire remain as deathless.
He will also tell the PC’s of his decision to leave the Igirian temple for the first time in centuries so that his people will once again know the glories of the outside realm.


26. Royal Treasury
Prompted by King Igirio, the royal throne slowly creeps sideways, revealing a great vault behind it. Each PC may take 1 item from inside the vault, at their choosing. Aside from various gold and gems (ranging from around 1,000-1,500 gp), 6 magical items catch the eye.

A small ring, made of bone (Bone ring of +2 Protection)
A wand of glass (Wand of Salamar’s quiet)
Several corked clay bottle with a draconic design full of blue liquid (Blue Dragon’s Draught)



Additional Adventures

Help King Igirio destroy the last of the skeletal army.
Join the king on his royal hunt.