Episode LXI: The Siege!blackmoor.mystara.net/MMRPG/S3/DAB061ATL11.pdf · the plains of Hak. The...
Transcript of Episode LXI: The Siege!blackmoor.mystara.net/MMRPG/S3/DAB061ATL11.pdf · the plains of Hak. The...
Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permiss ion, a l l
rights reserv ed© 1975 Wizards. Dave Arneson’s Blackmoor: Episode LXI: The Siege! is ©2007 Zeitgeist Games, Inc. Zeitgeis t Gam es
is a trademark of Zeitgeist Games, Inc. All Rights Reserv ed. This product contains no Open Gaming Content.
Episode LXI: The Siege!
ATL 11
By Tad Kilgore and Tim Barth
The Afridhi have attacked up and down the length of the Swamp. Fel and Dukane still struggle under siege. Uther asks you to support and prevent the Afridhi from gaining a key bridgehead in the swamp. Can you?
A Dave Arneson’s Blackmoor Special Event for Player character levels 2-12.
The results of this special directly affect the outcome of the war.
Episode LXI: THE SIEGE! -2 of 49- Barth and Kil;gore
Preface by Dave Arneson:
One day, a little over thirty years ago, I
discovered that I was bored. The campaign that I was running had
become a drag. It was consumed with
these long tedious battles and constant bickering over historical details. These
most recently uncovered details would
mess up next week’s battle. Curses on all such books! Why not just use one
source and be done with it? CLICK!
Graph paper, pencil, the old 20-sided dice we never used, some really poorly
sculpted plastic monsters…I began to
imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with
critters and gold! This dungeon needs a
name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By
Sunday night the first six levels of the dungeon were done and the gaming
table in the basement had been
transformed into a small medieval town with a castle. A dungeon seemed like a
good idea since it would keep the
players from running all over the place. We still needed some more details… Ah!
I drew a map of the town and the
country around it. These last details took me most of the rest of the week to
complete. I was really excited about this
idea. Now everyone could be a hero like in a book but without a tight (and often
dumb!) plot. They could do just about
anything that they wanted to do, for better or for worse. In that short time,
Blackmoor was born. The campaign
setting now known as Blackmoor was done within the month with additional
details added as needed. Both the
setting and the rules continued to grow over the weeks. Most, but alas not all,
the guys liked the game and wanted to keep playing. So the next few weeks
were spent fleshing things out and
trying to maintain the structure. In a very real way I have continued to “flesh
things out” over the last thirty years.
I continue to run the Blackmoor campaign in the games I judge at
conventions and in my classroom. Over
the years some 5,000+ people have
adventured in Blackmoor in excess of 1,500 game sessions. The roads are well
traveled but the adventures never end.
(Orlando, 2004)
Introduction to Blackmoor by Dustin
Clingman:
Welcome to the magical world of Dave
Arneson’s Blackmoor! The original
Blackmoor campaign began over thirty years ago and served as the impetus for
an entirely new gaming experience where every player could be both a
fantastic hero and a winner. The game
that would become Dungeons & Dragons relied heavily on the core
discoveries made while Dave Arneson
created a new gaming genre through his exploration of Blackmoor with his core
group of players.
So what’s the big deal with Blackmoor? It’s a distinct and compelling world to
adventure in. Blackmoor provides a
solid, almost classical launching point for players of all gaming backgrounds.
Before there were adventure or role -
playing games, there was Blackmoor. Blackmoor can be defined by its key
precept: High Fantasy. Powerful heropes
defend the land against impossible odds. What could be more fun that
that? The frontier kingdom of Blackmoor sits in quite a precarious
position. Ruled by the young King Uther
Andahar, Blackmoor is beset on all sides by enemies and would be
conquerors. Blackmoor’s enemies range
from the savage Afridhi to the amorphous super being, The Egg of
Coot. On a moment’s notice, the people
of Blackmoor must be prepared to take up arms to defend themselves from
invasion or even worse horrors.
Compound this poli tical turmoil with the constant discovery of new power
and horrible monstrosities to find a
populace quite uneasy with their lot in life. Some of them take up arms to
define their destinies rather than
waiting to become victims of fate. These
Episode LXI: THE SIEGE! -3 of 49- Barth and Kil;gore
brave adventurers serve a heroic
purpose for both people and country.
What is Dave Arneson’s Blackmoor:
The MMRPG (Massively Multiplayer
Role Playing Game)?:
Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to
participate alongside each other in groups of 4 to 6 players (and up to 7
players when necessary) in the rich
fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The
campaign allows players to travel all over the world attending conventions
and game days that are running Dave
Arneson’s Blackmoor events. Since the rules for the campaign are the same
everywhere in the world, players can
quickly jump right into the action just about anywhere people are playing
without having to worry about house
rules. These complete rules can be found in Dave Arneson's Blackmoor:
The MMRPG Campaign Sourcebook or
by visiting www.dablackmoor.com.
Notes to the Judge:
The most important part of Dave
Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and
that of the players is paramount to the
game. With this in mind, you may alter the episode as necessary to ensure the
enjoyment of the group and accommodate any unforeseen actions of
the players. However, this ability should
not be construed to reward foolish actions by players. In those situations,
players should earn what they deserve.
We ask that you as the judge use common sense in these situations.
The judge prior to play should read the
complete episode. The duration of the event should be approximately three
and a half (3.5) hours of game play with
time before and after the event for brief record keeping and preparation. When
you run a Dave Arneson’s Blackmoor:
The MMRPG episode we assume that
you have access to the following books: Dave Arneson’s Blackmoor, the Player’s
Handbook, the Dungeon Master’s
Guide, and the Monster Manual. You should also have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), a
way to track combats (such as graph paper or battle mat), some scrap paper,
and a writing implement. In addition,
you should be familiar with Dave
Arneson’s Blackmoor: The MMRPG Campaign Sourcebook.
The players should have fully completed
Blackmoor character sheet, a character
log sheet, a set of dice, a writing implement, and any other useful tools
for play such as scrap paper or a
miniature to represent their player character. You should have at least four
players to have a sanctioned event.
Prior to beginning play, the ATL (Average Table Level) should be
determined to select the appropriate
level of play. To do this, the total level of all players including EL racial
adjustments (such as Westryn +1EL),
followers, and animals that are not “class features” are added together
(“Class feature” animals are animal
companions, familiars, and paladin mounts and do not affect ATL.) The total
levels are than divided by six players regardless of the number of players at
the table. This number constitutes the
party’s ATL. The party may choose to round up or down if the particular
number is not an offered ATL.
Time Units:
The Blackmoor calendar has thirty-
seven (37) weeks, with each week
lasting a ten-day (10). Every character is allowed thirty-seven (37) time units
(each unit being a week) for the Dave
Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December
31). Playing this event is a cost of one
(1) time unit.
Episode LXI: THE SIEGE! -4 of 49- Barth and Kil;gore
Judge's Background
The war with the Afridhi has reached a
standstill. Although the forces of the north have managed to defeat the
Afridhi in several engagements, the
sheer mass of Afridhi population has made absolute victory uncertain.
Fel and Dukane linger in a wasting siege and the efforts of the King to lift
the siege have been unsuccessful.
The Afridhi have begun to move up and own the length of the Swamp. Raids
have scoured the lands of Rissa Aleford.
A call has gone up for support. The heropes of Greyhawk are asked to
muster.
Dependent on ATL, players will be asked to each defend a different area of
the swamp. Each plays an important
tactical role for completely different reasons. The overall success of the
campaign is dependent on holding these
positions.
The Afridhi have been successful in
campaigns to the far west and south,
and have redirected their resources into the plains of Hak. The last time this
occurred, the might of the Peshwah nation was shattered and the Ten
Duchies fell.
Both the Peshwah and the Bothers report that the Afridhi move in mass
across the plains, in numbers not seen
since the invasion of Ten.
Episode Summary
The players are either contacted via
their metaorgs and asked to meet with
Lyssa Aleford or they are directly recruited by agents of the baron and the
King.
Players will be given an understanding of the mass of Afridhi moving their way
and come to an understanding of the
full threat the Afridhi pose. Players will be given a chance to call in favors in the
Barony to help them with challenges they face. Likewise, they will have a
chance to gather information before
heading to their assigned defensive
objective.
The amount of preparation time that
players have will tie out to the amount
of time the spend gathering information and shopping.
Once players arrive at their site, they
will have time to survey the land and prepare for coming battle.
The battle occurs as a series of waves.
Tactics are detailed with each wave.
Preparation for Play
Ask the PCs for a listing of items in
every body slot, as well as any items readily in view, and record this
information.
Please see if the players have any of the following certs:
o Friend In Ringlo Hall
o Thanks of the Brothers
o Favor of Sir Kay Degern
o Acceptance of Peshwah na Kurell
o Favor of the Church of Henrin
o Emnity of the Vampires Defeated (vampires automatically attack
PCs in between wave four and
five)
o Thanks of Sonia
o Wise in Counsel
o Donated a Ship to the War Effort
o Favor of Zikk the Boater
o Gratitude of the Unchained
o Favor of the Vestfold Thieve’s Guild
o Final Outcome: Rescued Rissa
Aleford
o Rider of Dukane
o Hero of Heronport
o Favor of the King’s Companions
o Frostkissed
o Any Favors of the Cabal
Episode LXI: THE SIEGE! -5 of 49- Barth and Kil;gore
o Any Commendations form the
Eldritch Underground
o Any Invitations to join the Sile nt
Guard
Players will have a chance to cash in favors if they so choose in this episode
and be able to use their certs to access
direct aid from their allies.
Note that players who posses Emnity
of the Vampires defeated will
automatically trigger this cert, although the vampires will make a
separate attack between waves three and four.
Let players know what favors can be
redeemed on the cert for Day of Reckoning. Once they have made their
choices, allow players to access the full
page cert: Day of Reckoning. Note that with the exception of FrostKissed
any cert used to derive benefit from Day
of Reckoning is considered used out of play and must be attached to the Day
of Reckoning.
Frost Kissed who choose to contact the Temple of Sachwynne will receive a
Potion of Healing appropriate to their
level:
o Levels 1-4: Cure Light Wounds
o Levels 5-8: Cure Moderate Wounds
o Levels 9+: Cure Serious Wounds
Determine which players are members
of meta-orgs. Let them know that they
have been asked to visit Baroness Lyssa Aleford in South Pim, and determine
what they can do to assist her in resisting the Afridhi.
Note that Characters who rescued the
Baroness in Episode 34: Temple of the Frog are treated by her as boon
companions. Ad lib this as needed.
The Hook!
Make certain players understand this is a timed event. Failure to complete
means failure in the event.
Please read or paraphrase to the players
There is war. The Afridhi come on now
in vast number. To the north Fel and Dukane struggle underneath siege. The
Afridhi move across the swamp, burning
and looting as they go. These are hard times.
Baroness Lyssa Aleford has let it be
known far and wide that she seeks aid. Her standing army has been battered by
raids from the east. Rissa has publicly
announced that the Afridhi will overrun her territory by spring unless her
position is supported or Blackmoor counterattacks.
The north is rife with rumors.
You find yourself in South Pim chasing some. Whether you come at the behest
of your superiors, out of interest in the
welfare of the north, or in pursuit of mercenary coin, South Pim has become a
hub from whence the defense of the
Dismal Swamp is planned.
South Pim is a city swollen beyond its
borders. The War Road out into the
swamp has been transformed. Makeshift stockades have been erected,
each supporting a unit of Uther’s army.
The colors of Dragonia fly beside the Banner of Maus. Aleford has received
some support from her King.
You find yourself easily directed to the ancestral home of the Alefords.
Compared to the houses in Maus and Blackmoor, this is modest. A two storied
house sits behind a low unmanned wall,
and tucked back into a corner of the village.
Your mounts are seen to with quick and
pleasant efficiency by brown haired Thonian boys. Her chamberlain walks
with a slight limp and introduces himself
as Sir Roderic Bruno, ushering you into a well appointed parlor and offering you
tea. He is in his late fifties and has the
looked of an old warrior. His hands are deeply scarred.
“This mistress will be with you shortly
he adds,” ad eaves the room with a cursory bow.
Episode LXI: THE SIEGE! -6 of 49- Barth and Kil;gore
Allow the players a chance to introduce
themselves to each other & discuss why they are here. When they are done
discussing the current situation, please
read or paraphrase the following.
A woman in her early forties enters the
room and rewards you with a wide
smile. She is dressed for the field and her boots are caked with mud. Her
chain shirt has the gleam of mithral and
the long sword at her hip is well made and clearly often used. She pours
herself tea, drops in some cane sugar and sips it slowly.
“Forgive my attire and my lack of
manners. However, I need a good stiff cup of tea. I am Baroness Lyssa
Aleford, sole daughter of Hans Aleford
and Defender of the Lakes. I think you for coming to see me and for coming to
the aid of my people.
“I seek your help holding key positions across the swamp. I fear the task is
only suited for those of heroic blood. I
have been told, that you are cut of such a clothe.
“Please, you must have questions, ask.”
Q: What is going on with the Afridhi?
Tell us about their army? When are the
going to attack? Etc.
She its and sips again form her tea.
“The Afridhi,” she says, “are moving in force across the Hak. I fear we would
have already felt the weight of their
onslaught if not for the action of the Peshwah and the Brothers. This last
spring a daring raid into the heart of the
occupied Hak freed some 3,000 Peshwah and some 1,800 Tenians from
the clutches of the Afridhi. Without
slaves, the Afridhi’s advance was delayed. This bought us some time,
and has bolstered the numbers of the
Brothers and also the Peshwah.
“But still, the Afridhi come on.”
“I share intelligence with the Brothers of
the Greenwood with great regularity. We have learned many things from the
former slaves.
“The Afridhi have conquered the last of
their enemies in the far west and turn their eyes toward Blackmoor. We have
heard their home beyond the Goblin
Kush supports numbers of Afridhi beyond reckoning. If what we have
heard is correct, some 50,000 Afridhi
have crossed the Hak into Ten or are in transit.
“The last time so many marched against
us, it was the Peshwah who held them at bay, and at the cost of their god,
Hadeen. The remnants of that force were still enough to take Ten. A new
force marches to us, emboldened by the
manifestation of their god. Fresh Afridhi legions will be a scourge upon
the land.
Q:What have you heard about Zugzul?
Zugzul, as many of you know, has
taken flesh. Some say this is his avatar. Others say it is his hell spawn
son. Regardless, his mark is upon his
people.
There are rumors of wicked changes in
his people. Black magic has warped
their flesh and we fight a force we have not seen before. I have heard tales of
twenty foot tall men wreathed in flame.
I have heard of assassin that stink of smoke and can walk through walls.
Q: Why send us? Why not use the army
or the Cabal?
We are too few. Besides, the army is deployed securing our points of
population. We are under constant
observation and I fear they will overrun us if we shift a substantial force.
Besides, Blackmoor is built on the deeds
of a few brave heroes. You are cut of that cloth I hope?
Q: What help can you give?
I hope you have called in what contacts
and favors you may have. I can offer
you little beyond the safety of my house.
Episode LXI: THE SIEGE! -7 of 49- Barth and Kil;gore
It is urgent that you proceed as quickly
as you can to your assigned location. The Afridhi are mustering all along the
frontier.
Uther sends more troops from Dragonia and the dwarves muster forth support
for us. However, these forces are days
away.
Q: What are we defending?
A tower made of the same black stone as Castle Blackmoor sits in the swamp to
the southeast, close to the river. The Cabal erected it long ago and charged it
with pure White Magic as a ward
against the Afridhi the last time they attacked. The ward has weakened with
time, but still prevents teleportation
magics from working correctly in this area. It does, however, still contain a
great deal of magical power, enough to
charge the Afridhi’s Heart of Zugzul further and use it to dry out the area of
swamp near it, or perhaps for the Avatar
to consume to increase his own power. Either case would be… unfortunate. You
must go to this tower and hold it against
all comers until we can reinforce the position properly.
When players are finished asking
questions, proceed to the following section of box text. If players press
particularly hard on questions not covered here, Lyssa Aleford will let them
know that getting full reconnaissance
has been very difficult and very dangerous. Their mission is, in part, a
reconnaissance in force.
“I wish I could do more to support you, but the situation is dire and my
resources have been tapped feeding the
troops mustered here and supporting my people. I beg you hurry. We have
reason to believe that the Neck has
already fallen to the Afridhi crossing from Silverbell. You need to be in
position as soon as is possible.
You may stay in the manor as long as you need to prepare for your
expectations. However, do not linger.
Finally, I must warn you that
teleportation magic has completely destabilized. No one has been able to
reliably teleport across the Swamp since
the siege began.
Proceed to the next section
Chapter 1: South Pim
The map for South Pim is detailed Appendix IV. Allow players to spend
what time they want in the town.
However, the longer they take getting to their assigned area, the more hazard
three is for them. Players who spend
more than the afternoon in South Pim will not have time to prepare their site
once they arrive. The first wave will
commence one hour after their arrival.
Those who leave early the first morning,
will have 5 hours to prepare their site
for defense.
Of note in South Pim:
The Swamp Dragon--Area 13: The Swamp Dragon is the Inn and watering
hole in South Pim. Players who want to
gather information here will receive the following results:
DC 5: The Afridhi have crossed
into the Swamp.
DC 10: The Swamp Gnomes of
the Rotter clan have pulled back
from the Neck. They say the Afridhi have landed in force.
DC 15: The Brothers have
pulled back from Croc’s Nest and are basing themselves out of
Vestfold.
DC 20: There have been Afridhi spotted with flaming red eyes
that can make their weapons
burn.
DC 25: There have been some
Afridhi spotted that can turn themselves into Smoke.
DC 30: Patrol of Cumasti scouts
spotted a 30 foot tall Afridhi. It was wreathed in flame and left
char marks on the ground as it
walked.
Episode LXI: THE SIEGE! -8 of 49- Barth and Kil;gore
Shopping: Players can purchased
standard equipment and any alchemical equipment they desire while in South
Pim. No magical items are available.
Spell Casting The highest level priest in town is Casilla at 7th level cleric of
Elgath. She will be very reluctant to
cast any spells on players as she is the primary source of magical aid for the
town. Getting her to do so requires a
DC 25 diplomacy check and costs twice normal book prices. She is happy to
relay her information on the circle to the PCs however, but has no additional
information beyond that which the
Baroness gave.
Chapter 2: The Circle
When players are ready to travel to The
circle of stones, please read or
paraphrase the following box text. Players arrive here one hour before
sunset if they spent more than an afternoon in South Pim. They arrive five
hours before sunset if they did not.
The swamp is unusually quiet. The air has the occasional sharp sting of smoke.
The last half mile has slightly less
ground cover, and you can see through the mallorn trees to a circle of standing
stones resting on a slight mound ahead.
It seems quieter here, almost as if even the mosquitos avoid the area.
Maps are provided in Appendix IV.
The area does have some ground cover, enough to grant approaching troops
some cover if they position themselves
for it. There isn’t much the PCs can do about the surrounding area, but trees
can be cut to create barricades between
the stones, creating a makeshift fortification. It takes approximately a
half hour to cut trees and barricade the
space between two of the stones adequately; this can be done in such a
way as to leave arrow slits if a PC can make a DC 15 Knowledge (architecture
and engineering) check, or a DC 20
Craft check related to some type of woodworking. These wooden barricades
are Hardness 5 with 60 hp for each
section (the area between two stones).
Chapter 3: Wave One--Scouts
Time: Just after sunset
Lighting: Dusk. Illumination shadowy
20% concealment unless overcome by
lighting.
This group moves up cautiously. Allow
PCs on guard listen and spot checks at
the Afridhi move onto the map. If players are not setting watch, allow
listen and spot checks as it seems
appropriate.
Afridhi Scouts (EL 9)
1 Scout Leader (Smoke Born Rog7)
3 Scouts (Smoke Born Rog6)
2 Trackers (Fire Born Rgr6)
2 Wolves (animal companions to the
trackers)
Tactics: The Afridhi are not here to fight
to the last man. Their goals is to
determine how strong the opposing force is, both in terms of the PCs skills
and equipment. At least one of them
will move completely around the circle trying to draw fire and get a feel for how
the characters are deployed on watch
and in defense. The Afridhi will leave if they take more than 50% losses. The
Afridhi will use their combat whistles to
communicate back and forth during the fight. They are communicating to each
other how many opponents there are, what their apparent skills are and what
their disposition is. The trackers’ wolf
companions will remain with them on guard against any PCs who try to
approach and attack the trackers in
melee.
Players with martial weapon proficiency
will understand what these tactics
reflect probing reconnaissances with a DC 15 Intelligence check.
The Smoke Born will use any
substantial lit fire source to flood the area with smoke as per pyrotechnics if a
retreat is in order. They are immune to
this effect themselves and prefer to fight in a cloud of smoke, but don’t wish to
hinder the archers’ fire. If a retreat is
Episode LXI: THE SIEGE! -9 of 49- Barth and Kil;gore
necessary, the Smoke Born will do so
via their gaseous form ability.
One of the Afridhi archers will sound
their signal horn as soon they draw fire
from the players.
Chapter 4: Wave Two— “If You
Can’t Break the Man…”
Time: This encounter occurs just before midnight.
Lighting: It is pitch black. Total
darkness applies.
The Afridhi move up under the effect of
a Wolf’s Sight cast from scrolls.
Sundering Crew (EL 10) 1 Flamebrother Captain (Afridhi
Sorcerer 7/Flamebrother 3) 2 Flamebrother Lieutenants (Afridhi
Sorcerer 7/Flamebrother 1)
2 Afridhi Destroyers (Fire Born Afridhi Barbarian 1/Fighter 6)
Tactics: This group has been instructed to attempt to weaken the PCs by
destroying some of their equipment or
barricades. The sorcerers will make free use of their Sundering Spell feat (see
Appendix V: New Rules Items for
details) to cast Elemental Bolt (Fire) on the barricades and on PCs equipment
(typically weapons, armor, and shields,
but sometimes other items such as necklaces, headbands, or
gloves/gauntlets). The Captain will cast
a Wall of Fire spell surrounding the circle, and then use his remaining 4th
level spells to cast Scorching Ray
augmented by the Sundering Spell feat. If the PCs clump up anywhere, some of
the sorcerers may opt to drop a Fireball
spell instead. While the sorcerers are doing this, the
Destroyers will move up and attack barricades or PCs as appropriate.
When fighting PCs, they will make
liberal use of sunder attacks and their Improved Sunder feat. This group has
been instructed to fight to the death, to
deal as much damage as possible to the PCs and their equipment.
Chapter 5: Wave Three—“The
Strong and Silent Types…”
Time: This encounter occurs forty-five minutes after the last wave.
Lighting: Moonrise will occur as the
Afridhi make their assault. This gives shadowy illumination to 100’.
As a follow-up to breaking the PCs equipment, the Afridhi are attempting a
surgical sneak attack on the party to
remove them from the circle quickly. This task has been given to the two
orders of monks dedicated to Zugzul.
These orders have developed tactics for just this sort of strike in other Afridhi
campaigns.
Ninja Attack (EL 11)
6 Azzarimushti (Monk 6/Azzarimushti
2)
2 Ahananamushti (Monk 5/Assassin 4)
Tactics: The Ahananamushti (Afridhi for
‘killing fist’; monk/assassins) will use
their wands of silence on the Azzarimushti (‘burning fist’; grappling
monks) Initiates from off the map. All of
the monks will then use their oil of greater magic weapon (+2) (accounted
for in the stat blocks), potion of wolf’s
sight, and potion of invisibility. This will allow the monks to attack without fear
of being seen or heard (invisibility is a
+40 to Hide; silence renders a Listen check impossible), effectively
guaranteeing a surprise round. They
will approach sneakily anyway just in case, taking 10 on Hide checks as they
approach the circle. Just before the
surprise round (if still undetected), the assassins will use true strike for their
first attack.
Surprise Round: The grapplers will spread out among targets (preferring
obvious casters) to immobilize them.
Note that the silence effect on the grapplers means that verbal casting is
impossible here. The assassins will deal their first death attacks to the targets
that appear to have the weakest
Fortitude saves (mage types, rogue types, and whatever evidence gathered
Episode LXI: THE SIEGE! -10 of 49- Barth and Kil;gore
by the scouts) and spring attack away.
Note that the assassins do have contact poison on their gloves for this first
strike.
Seemingly from nowhere you see Afridhi striking into the heart of your camp!
Several are wearing red face masks and
loose fitting red clothing with a flame motif, apparently a uniform, with a sash
around their waists. Others are
similarly garbed but in jet black. All are intent on your deaths…
Round 1: Assassins will drink their second potions of invisibility and then
move while studying a surviving
opponent; grapplers will attempt to gain pins and deal damage from within pins.
Round 2: Assassins will apply their
second dose of poison to their gloves (no risk of accidental poisoning due to
poison use ability) and move again.
Grapplers will maintain.
Round 3: Assassins will cast true strike
in anticipation of the next round;
grapplers will continue to maintain grapples and pins and deal damage.
Round 4: Assassins will death attack
their targets (death attack and poison); grapplers will release dead targets and
move to new targets if necessary, piling
onto those targets which have a better chance of breaking free.
After this point, the assassins will
continue to death attack every three rounds on a grappled target (as
grappling makes them flat-footed and thus susceptible to a death attack),
unless engaged. If engaged, they will
attempt to disengage to maintain their study. This group, like the last, is a
kamikaze death squad instructed to kill
all of the PCs or die trying. If any are somehow captured, they will kill
themselves as soon as the opportunity
presents itself.
Chapter 6: Wave Four—
‘Scorched Earth’
The smell of burning swamp vegetation
fills your nostrils as you recover from the latest attack. It seems that more of them
might be approaching; you feel certain
they aren’t done with you yet tonight.
Time: This attack occurs about twenty
minutes after the previous wave.
Illumination: It is a waning half moon.
The Flamebrothers have sent a
detachment to capture the circle by
burning the PCs in.
Artillery Strike (EL 12)
5 Flamebrother Lieutenants (Sorcerer
7/Flamebrother 2)
3 Flamebrother Lords (Sorcerer
7/Flamebrother 3)
Tactics: They will approach close enough to use their most damaging
spells (Medium range). The Lieutenants
will drop wall of fire spells in the circle form around the circle of stones; the
others will drop empowered fireball
spells in the area of the circle. They will attempt to maintain range; once the
wall of fire spells are cast the Flamebrothers will retreat to further
range as fireball is Long range. If any
PCs approach to within 50’, the Flamebrother will attempt to retreat
while using Sundering Spell to break
their equipment. This group will retreat if 50% of their numbers drop or they
run out of all spells above 1st level.
Chapter 7: Wave Five—‘Bring the Rain!’
Time: This encounter occurs two hours
before sunrise
Illumination: It is overcast and pitch
black.
It seems the Afridhi will keep coming all night. You look up to see an armed and
armored Afridhi riding what appears to
be a smoking horse with flaming hooves coming towards you, almost floating off
the ground. As he approaches, arrows of
fire begin to fall on your position.
Episode LXI: THE SIEGE! -11 of 49- Barth and Kil;gore
Archery Assault (EL 13)
5 Afridhi Rainmakers (Fire Born Fighter 8)
1 Handmaiden Acolyte (Cleric
7/Handmaiden 3)
1 Crematorix (Wizard 7/Crematorix 3)
1 Champion of Zugzul (Smoke Born
Afridhi Fighter 7/Blackguard 2 mounted on a Nightmare
Tactics: Before attacking, the Acolyte
will buff herself as detailed in her stat block. The wizard will stay with the
archers and cast haste on them in the
first round, then use battlefield control spells and/or touch spells through
spectral hand. The Champion will then
ride his Nightmare into the camp, striking from his mount’s back with
Ride By Attack (the Nightmare is
wearing horseshoes of the zephyr to deal with the swampy terrain). His job is to
keep the PCs occupied while the archers
do their job and as such will sunder with impunity rather than attempting to
damage the players. Note that the Nightmare’s etherealness and astral
projection powers do not function here
as teleportation has been blocked. The Nightmare will use its Smoke ability
every round; the Champion is immune
to its effects.
The Rainmakers will fire on any targets
as they become available, attempting to
concentrate fire when possible to take out PCs from maximum range (165ft
thanks to Far Shot); be sure to take
their two Power Critical feats into account if a threat is landed, giving
them a +8 bonus to confirm the critical.
The Acolyte will give quickly join the fight after she has buffed herself and
become the anvil upon with her
champion hammers.
Chapter 8: Wave Six—‘… Your
Bones Will Be Dust…’
Time: This combat occurs right before
sunrise.
Illumination: The rising sun causes the
battlefield to be lit with shadowy illumination.
Sunrise approaches… you have been
fighting all night. Out of the rising sun, you see a team of Afridhi approaching.
They appear extremely competent. The
woman, obviously a priestess, screams a challenge to you as they rush to the
attack.
The Chosen of Zugzul (EL 14)
Arhan Tika, Cleric 8/Handmaiden 7
Azzara the Crematorix, Wizard
7/Crematorix 4
Flamebrother Baldev, Sorcerer
7/Flamebrother 4
Devanand, Champion of Zugzul, Smoke Born Barbarian 1/Fighter
6/Blackguard 2, riding a Nightmare
Dhanur the Rainmaker, Fire Born Fighter 10
Ahanani Deathbringer, Smoke Born Rogue 5/Assassin 4
Tactics: Arhan will open with her
firestorm spell using her Greater Domain ability to maximize it, followed
by the quickened fireball. Azzara will
start off with the fire-substituted acid fog centered to catch as many PCs as
possible. Baldev will begin with mind
fog in the same area as Azzara’s acid fog. Devanand will rage and charge in
to the attack against the target most in
need of tanking. Ahanani will have been invisible at the beginning (via
spell) and will open with a death attack
on the target that appears to have the weakest Fortitude save; this attack also
has poison and a true strike spell
attached to it. Adjust tactics as needed to best challenge the party. This is a
Conclusion A:
Players Hold the Obelisk
The sunrises and the air is thick with the stench of blood and smoke. The Afridhi
have come at you all night long and you
Episode LXI: THE SIEGE! -12 of 49- Barth and Kil;gore
feel the grinding weariness of a night
without rest.
You stand and the north is stronger.
How many are there? There are a few
less this sunrise. In the distance, however, you hear their horns. Drums
pulse the beat of a heart. You have won
this battle. There are more to be fought.
These players earn the cert: Patent of
Nobility a well as Record of Distinction.
These players are also invited to join Lyssa Aleford’s command.
Conclusion B:
Players Hold the Line
Players quit the field during wave 5 or 6.
There were too many. You fled into the night pursued by drums and warhorns.
The smell of smoke thick in the air. Thee
are less than there were before. Of this you have no doubt. Victory will not be
easy. Of this you are sure. However,
you are certain that at another time, on other ground, you will emerge victorious.
You receive word later that the Afridhi
have taken the obelisk for their own purposes and used it to dessicate a 10
mile radius around it. However, other
troops were able to cut them off and prevent them from using the Heart
further. It is a setback, but perhaps not
an insurmountable one.
Players earn the cert: Commendation
from Lyssa Aleford. These players are
also invited to join her command.
Conclusion C:
Players Quit the Field
Defeat tastes bitter. The Afridhi come en
masse and will not stop. You do not know what fate awaits the north.
Lyssa Aleford receives you with a look of dismay as you report what has
transpired.
“IWe have received word from other scouts – the area around that circle has
been dessicated by Toska Rusa using
the Heart, as well as a path from Ten.
The Afridhi have a clear dry road of barren land straight from the Misauga to
the road between Croc’s Nest and
Dukane. I fear for us all. If our heroes have failed us, then our prospects are,
indeed, grim.”
Players who quit the field on waves 3 & 4 earn a War Record.
Players who quit on waves 1 & 2 receive
zero recognition.
Rewards
Experience
ATL 9: 3,000 XP
Gold:
ATL 9:
Mementoes
Day of Reckoning
You have chosen to contact your friends
and allied across Blackmoor and call
out for Aid. By attaching the cert specified below to this cert, you will
derive the benefit listed below. The attached cert will no longer have a
benefit for you, as your benefactor will
have paid his or her debt.
Friend In Ringlo Hall: Player gains
access to Elven Elementalist Prestige Class
Thanks of the Brothers: Player is given
access to Docrae Outlook Prestige Class
Favor of Sir Kay Degern: Kay sends a
Squire to serve the player during the
episode. The Squire is detailed in the episode and functions as a cohort for
this episode (only one may be redeemed
per table)
Acceptance of Peshwah na Kurell:
Player is given access to Lawgiver of
Raelralataen.
Favor of the Church of Henrin: Player
is granted access to Raise Dead at half
price for this episode
Episode LXI: THE SIEGE! -13 of 49- Barth and Kil;gore
Thanks of Sonia: Sonia gives players a
scroll of Protection from Energy crafted at 7th level of use
Wise in Counsel: Sirk na Jota sends
you an Irfat warrior to aid you in the upcoming battle. The Irfat is detailed in
the spisode and functions as your
cohort for this episooe (only one may be redeemed per episode
Donated a Ship to the War Effort:
Uther provides you with access to one of the following and you may purchase
and cert the item:
o Bead of Force
o +1 weapon of Afridhi Bane
o Any +2 Stat Increase Item
o Any +4 stat increase item
Favor of Zikk the Boater: Zikk
will get you to your destination quickly. It takes you four hours less to get to
your point of defense.
Final Outcome: Rescued Rissa Aleford: Rissa sends her champions into the
field with a promise to have them
resurrected if they fall.
Hero of Heronport: The people of
Heronport have put you in their
prayers. The player receives a one time +5 sacred bonus to any one d20 roll.
The bonus may be declared AFTER the
die has been rolled. Odir is watching voer them.
Favor of the King’s Companions: Uther’s companions agree to send what aid they
can, but als their aid comes too late..
Players are able to purchase any item at this Convention’s marketplace that is
under under 9,000 gp in value at a 25%
discount
Any Invitations to join the Silent Guard:
Players may redeem n Invitation join the
Silent Guard to receive intelligence as to the composition of any one wave of
enemies they will face in the coming
battle. Waves are revealed on order and in sequence and players will need to
expend sufficient invitations if they wish
to know the composition and number of all waves. DMs will provide the number
of enemies and class and type of
opponents in each wave for each favor
used in this way.
Shopping Certificate: The Wizard’s
Cabal
The Cabal recognizes the import of what
the players are doing ,and provides
access and support to the player’s war effort.
One arcane scroll of 1st level:
Scroll name: _____ Scroll Value _____gp
One arcane scroll of 2nd level:
Scroll name: _____ Scroll Value _____gp
At a cost of one Wizards’ Cabal
favor this player gains access to one of
the following:
• One arcane scroll of 3rd level:
Scroll name: _____ Scroll Value _____gp
• Amulet of Health +2 (4,00gp)
• Wand of a 2nd level arcane
spell____: Value _____
00000 00000 00000 00000 00000
00000 00000 00000 00000
00000
• Headband of Intellect +2
(4,000gp)
At a cost of Three Wizards’ Cabal favors this player gains access to one of
the following:
• One arcane scroll of 4th level: Scroll name: _____ Scroll Value _____gp
• Wand of a 3rd level arcane spell____: Value____
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
• Ring of Counterspells (4,000gp)
• Upgrade any +1 weapon to Bane,
Aberration.
At a cost of eight Wizards’ Cabal
favors, this player gains access to one
the following:
• One arcane scroll of 5th level:
Scroll name: _____ Scroll Value _____gp
Episode LXI: THE SIEGE! -14 of 49- Barth and Kil;gore
• +4 Amulet of Endurance
(16,000 gp) • +4 Headband of Intellect
(16,000 gp)
• +4 Gloves of Dexterity (16,000 gp)
• +4 Belt of Giant Strength
(16,000 gp) • +4 Periapt of Wisdom (16,000
gp)
• Upgrade a weapon to +3 (player pays difference in value between
original item and the new one)
• Craft a Weapon from
adamantine, if the wielder has
adamantine
Commendations may be used in lieu of
favors. Circle the items purchased.
SSuuppppoorrtt ffrroomm tthhee EEllddrriittcchh
UUnnddeerrggrroouunndd
The Eldritch Underground is willing to
support your efforts if you have developed a reputation with them. For
each commendation or favor you
redeem, you gain the access to the following:
Hat of Disguise Value 1,800 gp.
Cloak of Charisma +2 Value 4,000 gp Circlet of Persuasion Value: 4,500 gp
Access to the spell Lion’s Pounce
Access to the spell Rhino’s Charge Access to the feat Energy Substitution
Access to the feat Improved Familiar
May not be sold or traded as these items
The Barony of the Lakes Holds
You in High Regard
Due to your actions defending the
frontier from assault by the Afridhi,
Baroness Lyssa Aleford has asked that you join her command.
Making this decision should not be
made lightly. You may only belong to one command.
During the war you will receive war
records and commendations. You may collect these together to gain rank in
one command. Once you’ve begun
earning ranks in one command you may transfer to another at one rank
lower than your current position and
you may never return to the command you have left.
3 records or commendations – Sheriff –
You may declare that you are in service of Lyssa Aleford and the King when on
business and may be offered supplies as
they are available. You receive a +2 on all checks involving social interaction
with citizens of Uther’s lands. You are required to donate at least 5,000 gp in
magic and masterwork items in support
of the war to achieve this rank.
5 records or commendations – Swamp
Warden – you are given command of a
detachment of infantry. You must have at least one rank in survival. You are
responsible for equipping your
detachment. You are required to give 10,000 gp in magic and masterwork
items to equip individuals within your
unit. You may are assumed to have a +5 bonus on all survival checks and all
Knowledge (nature) or Knowledge
(Blackmoor) checks involving the swamp as you are able to consult with
individuals in your command.
At this level you are a respected member of the Army and as such you
will be brought back from the dead if your remains can be secured. Note that
the Lyssa Aleford will always regain
your remains unless they are totally destroyed. She will pay half the cost of
your Raise Dead if you die while on
official business of the army. If necessary, the Navy will arrange a
Resurrection.
Higher levels of this command will be revealed in the future
All ATLS
The Cert Must not be Traded or Sold
Afridhi Signal Horn
Carved from the Horn of a Grazer, this signal horn was taken as booty from an
Episode LXI: THE SIEGE! -15 of 49- Barth and Kil;gore
Afridhi Scout. It is set with lapus lazuli
lacquered black and red
It is a DC 10 Perform check to wind the
horn
Value: 100 gp
Episode LXI: THE SIEGE! -16 of 49- Barth and Kil;gore
Appendix I
NPCS
Favor of Sir Kay Degern
This squire is sent to assist you in the defense of the Tower if you use the Favor of Sir
Kay Degern
Master Kevin of Lichfield: Paladin 8, CR 8; M humanoid (Thonian); HD 6d10+8; hp 57; Init +1; Spd 20 ft., BaB/Grp: +8/+11; AC 24, touch 11, flatfooted 21, (+9 armor, +3
shield, +1 dex, +1 deflection); Atk/FullAtk: +12 melee (1d10+4/19-20, bastard sword
+1); or +11 melee (1d8+2/x2, morning star) or +9 missile, (1d6+3/x3, throwing ax); Full Atk: +12/7 melee (1d10+4/19-20, bastard sword +1); or +11/6 melee (1d8+2/x2,
morning star) SA: Smite evil 2/day, SQ: Aura of good, Detect Evil, Divine Grace, Lay
on hands, Aura of Courage, Divine Health. Mount, remove disreas 1/week; Space/Reach: 5ft/5ft; Al: LG, SV: Fort +9, Ref +5, Will +5; Str 16, Con 12, Dex 12, Int
10, Wis 12, Cha 14
Skills and Feats: Knowledge (Nobility and Royalty) +11, Knowledge (Religion) +11, Ride +12, Exotic weapon Proficiency (bastard sword), Mounted Combat,
Rideby Attack, Spirited Charge
Possessions: Plate Mail +1, Heavy Steel Shield +1, Bastard Sword +1, morning star, throwing ax (2), ring of protection +1, wand of cure light wounds (15
charges) Heavy warhorse and tack, lance
Paladin Spells known (2/1 DC 11+Spell level)
1—bless weapon, divine favor: 2nd—shield other
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good
spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one
normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidenta lly
smites a creature that is not evil, the smite has no effect, but the ability is still
used up for that day.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma
bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of
12 or higher can heal wounds (her own or those of others) by touch. Each day
she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to di vide her healing among
multiple recipients, and she doesn’t have to use it all at once. Using lay on
hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in th is
way requires a successful melee touch attack and doesn’t provoke an attack of
opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear
(magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is
conscious, but not if she is unconscious or dead.
Episode LXI: THE SIEGE! -17 of 49- Barth and Kil;gore
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases,
including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the
supernatural ability to turn undead. She may use this ability a numbe r of times
per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an
unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a
warpony (for a Small paladin). Once per day, as a full-round action, a paladin
may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one -third the paladin’s level.
The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The
mount is the same creature each time it is summoned, though the paladin may
release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously.
The mount also appears wearing or carrying any gear it had when it was last
dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it
was carrying. The paladin may not summon another mount for thirty days or
until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin
takes a -1 penalty on attack and weapon damage rolls.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time
per week for every three levels after 6th (twice per week at 9th, three times at
12th, and so forth).
Notes: Master Kevin is ever the chivalric Knight. He will refer to the players as Sir and
Ma’am and will be polite and deferential at all times. He is here in service to the crown
and views it as his duty to take care of the character he has been dispatched to defend. He will not reject a direct order, but he will do everything in his power to protect his
charge.
Wise in Counsel: Sirk na Jota sends this Irfat warrior to assist you.
Peshwah na Kiwa am Irfat: Fighter 8; Cr 8, Medium Humanoid (Peshwah); HD
8d10+16; hp 74; Init +3, Spd: 30ft; Bab/Grp: +8/+11; AC 22 (+6 armor, +3 dex, +2 deflection, +1 shield), touch 13, flat footed 15; Atk: +14 melee (1d8+6/19-20, MW Two
blade Sword) or +12 melee (1d4+2/19-20, dagger) +11 missile (1d8/X3 Long Composite
Bow); Full Atk: +12/+12/+7/+7 melee (1d8+6/19-20 Two Bladed Sword); Space/reach 5ft/5ft.; AL: LN; Saves: Fort +8, Ref +6, Will , +4; Str: 17, Con: 14; Dex
17; Int 10, Wis 10, Cha 10
Skills and Feats: Ride +10, Animal Handling +9, Jump +10, Horse Bond, Exotic Weapon Proficiency Two Bladed Sword; Weapon Focus (Two bladed Sword), Two
Weapon Fighting, Two Weapon Defense, Weapon Specialization (Two bladed
sword), Greater Weapon Focus (Two bladed Sword), Iron Will, Improved Two weapon Fighting
Possessions: MW Double Sword, Potion of Cure Moderate Wounds, Heavy
Steppes Charger; Chain Shirt +2, 4 daggers, long composite bow and 20 arrows, Ring of Protection +2, Gauntlets of Ogre Power
Episode LXI: THE SIEGE! -18 of 49- Barth and Kil;gore
Notes: Peswah na Kiwa has been sent by the Irfat to honor a debt of blood and steel.
He has utmost respect for the player who he is here to guard and lets the player know the Sirk sends his thanks. Kiwa will not allow his charge to fall. He will do everything
in his power to protect the person he has been assigned to support. He will not relent.
He will take risks. He will place himself between danger and his charge. He is Irfat. Death is a gift. It lets him ride with his kinsmen in the sky
Episode LXI: THE SIEGE! -19 of 49- Barth and Kil;gore
Appendix II
The Bad Guys
All EL calculations based on a 6 person table
AATTLL 99
Wave 1 – EL 9 Scouts SSccoouutt LLeeaaddeerr ((11)):: Male Smoke Born Afridhi Rog5, CR 6; Size/Type: Medium Humanoid (Human, Afridhi) Hit Dice: 5d6+10; hp: 37; Initiative: +7 Speed: 30 ft.; Armor Class: 17
(+3 Dex, +4 armor), touch 13, flatfooted 14; Base Attack/Grapple: +3/+4; Attack: +7 +1
dagger (1d4+2/19-20) or +7 thrown dagger (1d4+2/19-20); Full Attack: same ;Space/Reach: 5ft/5ft Special Attacks: gaseous form 1/day, pyrotechnics (smoke effect
only) at will, Sneak Attack +3d6 Special Qualities: Evasion, Fire Resistance 5, Immunity
to Smoke, Trapfinding, Trap Sense +1, Uncanny Dodge, 20% miss chance AL: LE; Saves: Fort +4, Ref +8, Will +2 Abilities: Str 12, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Skills and Feats: Balance +13, Climb +9, Disable Device +11, Escape Artist +11,
Hide +19, Jump +11, Listen +8, Move Silently +11, Open Lock +11, Search +11, Spot +8, Tumble +13; Dodge, Improved Initiative, Weapon Finesse
Possessions: +1 dagger, 8 MW daggers, +1 studded leather, cloak of resistance
+1,
SSccoouuttss ((33)):: Male Smoke Born Afridhi Rog4, CR 5; Size/Type: Medium Humanoid
(Human, Afridhi) ; Hit Dice: 4d6+8; hp 30; Initiative: +7; Speed: 30 ft; Armor Class: 16
(+3 Dex, +3 armor), touch 13, flatfooted 13; Base Attack/Grapple: +3/+4; Attack: +7 dagger (1d4+2/19-20) or +7 thrown dagger (1d4+2/19-20); Full Attack: same;
Space/Reach: 5ft/5ft Special Attacks: gaseous form 1/day, pyrotechnics (smoke effect
only) at will, Sneak Attack +2d6; Special Qualities: Evasion, Fire Resistance 5, Immunity to Smoke, Trapfinding, Trap Sense +1, Uncanny Dodge, 20% miss chance;
AL: LE; Saves: Fort +3, Ref +7, Will +1; Abilities: Str 12, Dex 16, Con 14, Int 16, Wis 10,
Cha 10;
Skills & Feats: Balance +12, Climb +8, Disable Device +10, Escape Artist +10,
Hide +18, Jump +10, Listen +7, Move Silently +10, Open Lock +10, Search +10, Spot +7, Tumble +12; Dodge, Improved Initiative, Weapon Finesse
Possessions: 9 MW daggers, MW studded leather, elixer of fire breath
Afridhi Archers (2): Male Fire Born Afridhi Rgr4, CR 5; Size/Type: Medium Humanoid (Human, Afridhi); Hit Dice: 4d8+8 hp 36; Initiative: +3; Speed: 30 ft. (6 squares); Armor
Class: 17 (+3 Dex, +4 armor), touch 13, flatfooted 14; Base Attack/Grapple: +3/+4;
Attack: +9 MW Composite Longbow (+2 Str) (1d8+2 plus 2d6 fire/x3 plus 2d10 fire); Full Attack: +7/+7 MW Composite Longbow (+2 Str) (1d8+2 plus 2d6 fire/x3 plus 2d10
fire); Space/Reach: 5ft/5ft; Special Attacks: Combat Style (archery), Favored Enemy
(Humanoid [human]), Of His Fire (Su), The Price of Failure (Su), Wild Empathy; Special Qualities: Animal companion, Fire Resistance 15, Touched by Flame (Su); AL: LE;
Saves: Fort +6, Ref +7, Will +2; Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 10
Episode LXI: THE SIEGE! -20 of 49- Barth and Kil;gore
SSkkii ll llss aanndd FFeeaattss:: Handle Animal +7 (+11 w/ wolf companion), Hide +9,
Knowledge (geography) +8, Knowledge (nature) +10, Listen +8, Move Silently +10, Spot +8, Survival +8: Endurance, Point Blank Shot, Precise Shot, Rapid
Shot, Track, Weapon Focus (longbow)
Equipment: MW Composite Longbow (+2 Str), 40 fire arrows, MW chain shirt, Afridhi signal horn
Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had
Flaming Burst (listed in stat block).
The Price of Failure (Su): Explode for 2d6+1 for every point below zero when
damage is inflicted on the Fore Born sufficient to drop their hit point total below
zero. This affects everyone in a ten-foot radius of the Fire Born who does not worship Zugzul. For example, A Fire Born brought to -16 hp as a result of a
coup de grace would explode for 2d6 +16 damage to all within 10 feet who do not worship Zugzul.
Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if
they use fire in any way.
Wolf Companion: Medium Animal; Hit Dice: 2d8+4 hp13 ; Initiative: +2; Speed: 50 ft. (10
squares); Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Attack/Grapple: +1/+2; Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee
(1d6+1); Space/Reach: 5 ft./5 ft.; Special Attacks: Trip, Tricks (attack x2 [all creatures],
down, fetch, heel, seek, track); Special Qualities: Link, Low-light vision, scent, share spells; Saves: Fort +5, Ref +5, Will +1; Abilities: Str 13, Dex 15, Con 15, Int 2, Wis
12, Cha 6
Skills& Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)
Episode LXI: THE SIEGE! -21 of 49- Barth and Kil;gore
Wave 2 – EL 10 If You Can’t Break the Man…
Flamebrother Lieutenant: (1) Male Human Sor7/Flm1; CR 8; Medium Humanoid
(Human, Fire); HD 8d4+16; hp 42; Init +3; Spd 30 ft; AC 18 (+3 dex, +1 deflection, +4
armor), touch 14, flat-footed 15; Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by spell; Full Atk same; SA Arcane spells; SQ Familiar,
Alertness, Fire Subtype, restricted spells, restricted items; AL LE; SV Fort +6, Ref +5, Will +7; Str 10(+0), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 20(+5);
Skills and Feats: Concentration¹ +12, Intimidate¹ +5, Knowledge (arcana) +5,
Knowledge (religion) +5, Spellcraft +3. Empower Spell (PH 93), Enlarge Spell (PH 94), Energy Substitution (DABPG 32) (Fire), Sundering Spell
Equipment: Ring of Protection +1, Cloak of Charisma +2, sickle, light crossbow,
20 bolts, scroll of wolf’s sight x5
Spell Effects: Wolf’s Sight (CL 3), mage armor (CL 8)
Spells: DC 15+level, 6/8/7/6/4 per day
0: 1st:
2nd: 3rd: 4th:
Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2
levels, Sundering +2 levels
0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light,
open/close, mending, detect magic; 1 – mage armor, lesser elemental orb (fire),
elemental bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust; 3 – fireball, burning blades of fiery vengeance; 4 – wall of fire
Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like
smoldering coals.
Restricted spells: A Flamebrother may not cast spells with the [Cold] or [Water]
descriptors (although he may cast them by using the Energy Substitution feat).
Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.
Restricted items: A Flamebrother may not use any items not consecrated by a
priestess of Zugzul; this means among other things that they cannot pick up a
fallen weapon in combat and use it. Flamebrothers also may not use spell trigger or spell completion items for any spells that lack the [Fire] descriptor.
Flamebrother Recruit: (2) Male Afridhi Sor6; CR 6; Medium Humanoid (Human); HD 6d4+12; hp 32; Init +3; Spd 30 ft/x4; AC 17 (+3 dex, +4 armor), touch 13, flat-footed
14; Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by spell; SA Arcane spells; SQ Familiar, Alertness; AL LE; SV Fort +6, Ref +5, Will +5;
Str 10(+0), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 16(+3)
Skills & Feats: Concentration¹ +11, Intimidate¹ +4, Knowledge (arcana) +5, Knowledge (religion) +4, Spellcraft +3; Empower Spell (PH 93), Enlarge Spell (PH
94), Energy Substitution (CAr 79) (Fire), Sundering Spell.
Equipment: Sickle, light crossbow, 20 bolts, spell component pouch
Spell Effects: Wolf’s Sight (CL 3), mage armor (CL 6)
Episode LXI: THE SIEGE! -22 of 49- Barth and Kil;gore
Spells: DC 13+level, 6/7/6/4 per day
0: 1st:
2nd: 3rd:
Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2
levels, Sundering +2 levels
0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light, open/close,
detect magic
1 – mage armor, lesser elemental orb (fire), elemental bolt (fire), true strike
2 – scorching ray, glitterdust
3 – fireball
Afridhi Destroyers: (2) Male Fire Born Afridhi Bbn1/Ftr4; CR 6; Medium Humanoid
(Human); HD 4d10+1d12+15; hp 58; Init +1; Spd 20 ft/x3; AC 19 (+8 armor, +1 dex),
touch 11, flat-footed 18; Base Atk/Grapple +5/+9; Atk +11 +1 greataxe (1d12+8 plus 1d6 fire plus 2d6 fiery blades;20/x3 plus 2d10 fireplus 2d6 fiery blades); Full Atk
same;SA Of His Fire (Su), Rage, The Price of Failure (Su); SQ Fast Movement, Touched by Flame (Su), fire resistance 15; AL LE; SV Fort +9, Ref +2, Will +1; Str 18(+4), Dex
12(+1), Con 16(+3), Int 8(-1), Wis 10(+0), Cha 11(+0)
When Raging: Str 22, Con 20, hp 68, AC 17 (touch 9, flat-footed 16), Atk +13 +1 greataxe (1d12+11 plus 1d6 fire, 20/x3 plus 2d10 fire), Full Atk same, Will +3.
Skills and Feats: Handle Animal +7, Hide¹ +0, Knowledge (religion) +1, Ride¹ +8:
Power Attack (PH 98), Cleave (PH 92), Improved Sunder (PH 96), Weapon Focus (PH 102) (Greataxe), Weapon Specialization (PH 102) (Greataxe), Power Critical
(DABPG 37) (Greataxe).
Equipment: +1 greataxe, MW full plate, potion of cure moderate wounds
Spell Effects: wolf’s sight (CL 3), fiery blades of burning vengeance (CL 8)
Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had
Flaming Burst (listed in stat block).
The Price of Failure (Su): Explode for 2d6+1 for every point below zero when
damage is inflicted on the Fore Born sufficient to drop their hit point total below
zero. This affects everyone in a ten-foot radius of the Fire Born who does not worship Zugzul. For example, A Fire Born brought to -16 hp as a result of a
coup de grace would explode for 2d6 +16 damage to all within 10 feet who do
not worship Zugzul.
Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if
they use fire in any way.
Episode LXI: THE SIEGE! -23 of 49- Barth and Kil;gore
Wave 3 – EL 11 The Strong and Silent Type…
Azzarimushti Initiate: (6) Male Afridhi Mnk6; CR 6; Medium Humanoid (Human);HD
6d8+12; hp 52; Init +6; Spd 50 ft/x4; AC 16 (+2 dex, +4 misc), touch 16, flat-footed 14;
Base Atk/Grapple +4/+11; Full Atk +9/+9 One -handed, Flurry of Blows (1d8+5;20/x2, Unarmed Strike); SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex),
Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of
Body(Ex); AL LE; SV Fort +7, Ref +7, Will +8; Abilities: Str 16(+3), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 16(+3), Cha 8(-1)
Skills & Feats: Balance¹ +9, Concentration¹ +11, Escape Artist¹ +11, Jump¹ +18,
Knowledge (religion) +8, Tumble +13: Improved Disarm (PH 95)², Combat Reflexes (PH 92), Improved Initiative (PH 96), Improved Unarmed Strike (PH
96)², Improved Grapple (PH 95), Deflect Arrows (PH 93)², Stunning Fist (PH
101)², Weapon Focus (PH 102) (Unarmed Strike).
Equipment: potion of wolf’s sight, oil of greater magic weapon (+2), potion of
invisibility
Ahananamushti: (2) Male Human Mnk5/Asn2; CR 7; Medium Humanoid (Human); HD
2d6+5d8+7; hp 51; Init +4; Spd 40 ft/x4; AC 18 (+4 dex, +4 misc), touch 18, flat-footed
18; Base Atk/Grapple +4/+3; Atk +10 Unarmed Strike (1d8+1/x2); Full Atk +7/+7 Unarmed Strike (1d8-1;20/x2); SA&SQ Uncanny Dodge(Ex), Armor Restriction, AC
Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow; Fall(Ex), Purity of Body(Ex), Sneak Attack, Death Attack (Fort DC 15),
Poison Use, Poison Resistance; AL LE; SV Fort +5, Ref +11, Will +7; Abilities: Str 8(-1),
Dex 18(+4), Con 12(+1), Int 16(+3), Wis 16(+3), Cha 14(+2);
Skills & Feats:: Balance¹ +14, Disguise¹ +6, Hide¹ +14, Jump¹ +15, Move
Silently¹ +14, Tumble +16, Use Magic Device +12: Dodge (PH 93), Mobility (PH
98), Spring Attack (PH 100), Improved Unarmed Strike (PH 96)², Deflect Arrows (PH 93)², Stunning Fist (PH 101)², Weapon Finesse (PH 102).
Equipment: headband of intellect +2, gloves of dexterity +2, cloak of charisma +2,
potion of wolf’s sight, potion of invisibility x2, oil of greater magic weapon (+2), wand of silence (25 charges), 2 doses terinav root poison (contact poison, DC 16,
1d6 Dex/2d6 Dex)
Spells: DC 13+level; spells per day 2
1 – feather fall, obscuring mist, true strike
Episode LXI: THE SIEGE! -24 of 49- Barth and Kil;gore
Wave 4 –EL 12 ‘Scorched Earth’
Flamebrother Lieutenant: (3) Male Human Sor7/Flm1; CR 8; Medium Humanoid
(Human, Fire); HD 8d4+16; hp 42; Init +3; Spd 30 ft; AC 18 (+3 dex, +1 deflection, +4
armor), touch 14, flat-footed 15; Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by spell; Full Atk same; SA Arcane spells; SQ Familiar,
Alertness, Fire Subtype, restricted spells, restricted items; AL LE; SV Fort +6, Ref +5,
Will +7; Str 10(+0), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 20(+5);
Skills and Feats: Concentration¹ +12, Intimidate¹ +5, Knowledge (arcana) +5,
Knowledge (religion) +5, Spellcraft +3. Empower Spell (PH 93), Enlarge Spell (PH
94), Energy Substitution (DABPG 32) (Fire), Sundering Spell
Equipment: Ring of Protection +1, Cloak of Charisma +2, sickle, light crossbow,
20 bolts, scroll of wolf’s sight x5
Spell Effects: Wolf’s Sight (CL 3), mage armor (CL 8)
Spells: DC 15+level, 6/8/7/6/4 per day
0: 1st:
2nd: 3rd: 4th:
Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2
levels, Sundering +2 levels
0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light,
open/close, mending, detect magic; 1 – mage armor, lesser elemental orb (fire),
elemental bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust; 3 – fireball, slow 4 – wall of fire
Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like
smoldering coals.
Restricted spells: A Flamebrother may not cast spells with the [Cold] or [Water]
descriptors (although he may cast them by using the Energy Substitution feat).
Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.
Restricted items: A Flamebrother may not use any items not consecrated by a
priestess of Zugzul; this means among other things that they cannot pick up a
fallen weapon in combat and use it. Flamebrothers also may not use spell trigger or spell completion items for any spells that lack the [Fire] descriptor.
Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2
levels, Sundering +2 levels
0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light,
open/close, mending, detect magic; 1 – mage armor, lesser elemental orb (fire),
elemental bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust; 3 – fireball, burning blades of fiery vengeance; 4 – wall of fire
Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like
smoldering coals.
Restricted spells: A Flamebrother may not cast spells with the [Cold] or [Water]
descriptors (although he may cast them by using the Energy Substitution feat).
Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.
Restricted items: A Flamebrother may not use any items not consecrated by a
priestess of Zugzul; this means among other things that they cannot pick up a
Episode LXI: THE SIEGE! -25 of 49- Barth and Kil;gore
fallen weapon in combat and use it. Flamebrothers also may not use spell
trigger or spell completion items for any spells that lack the [Fire] descriptor.
Flamebrother Initiate: (5) Male Human Sor7; CR 7; Medium Humanoid (Human, Fire);
HD 7d4+14; hp 37; Init +3; Spd 30 ft/x4; AC 17 (+3 dex, +4 armor), touch 13, flat-footed 14
Base Atk/Grapple +3/+3; Atk +3 sickle (1d6/x2) or +6 light crossbow (1d8/19-20) or by
spell; Full Atk same; SA Arcane spells; SQ Fami liar, Alertness, Fire Subtype, restricted spells, restricted items; AL LE; SV Fort +6, Ref +5, Will +5; Abilites Str 10(+0), Dex
16(+3), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 19(+4)
Skills and Feats: Concentration¹ +12, Intimidate¹ +4, Knowledge (arcana) +5, Knowledge (religion) +5, Spellcraft +3: Empower Spell (PH 93), Enlarge Spell (PH
94), Energy Substitution (DABPG 32) (Fire), Sundering Spell
Equipment: Ring of Protection +1, Cloak of Charisma +2, Lesser Rod of Empower
Spell, sickle, light crossbow, 20 bolts
Spell effects: Wolf’s Sight (CL 3), mage armor (CL 7)
Spells: DC 14+level, 6/7/7/5 per day
0: 1st:
2nd: 3rd:
Metamagics: Energy Substitution (Fire) +0 levels, Enlarge +1 level, Empower +2
evels, Sundering +2 levels
0 – elemental globe (fire), mage hand, prestidigitation, arcane mark, light, open/close, detect magic; 1 – mage armor, lesser elemental orb (fire), elemental
bolt (fire), obscuring mist, true strike; 2 – scorching ray, flaming sphere, glitterdust;
3 – fireball, dispel magic
Episode LXI: THE SIEGE! -26 of 49- Barth and Kil;gore
Wave 5 – EL 13 ‘Bring the Rain!’
Afridhi Rainmaker: (4) Male Fire Born Afridhi Ftr8; CR 8; Medium Humanoid (Human,
Fire); HD 8d10+16; hp 78; Init +5; Spd 30 ft/x4; AC 21 (+5 armor, +5 dex, +1
deflection), touch 16, flat-footed 16; Base Atk/Grapple +8/+11; Atk +16 +1 composite longbow[+3] with fire arrow (1d8+6 plus 2d6 fire plus 2d6 fiery blades; 20/x4 plus 2d10
fire); Full Atk +14/+14/+9 +1 composite longbow [+3] with fire arrows (1d8+6 plus 2d6
fire plus 2d6 fiery blades; 20/x4 plus 2d10 fire): SA Of His Fire (Su), The Price of Failure (Su): SQ Touched By Flame (Su), fire resistance 15: AL LE; SV Fort +9, Ref +8, Will +4;
Abilities: Str 16(+3), Dex 20(+5), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 8(-1);
Skills& Feats: Climb¹ +14, Intimidate¹ +0, Jump¹ +14, Spot¹ +6: Point Blank Shot (PH 98), Far Shot (PH 94), Precise Shot (PH 98), Rapid Shot (PH 99),
Weapon Focus (PH 102) (Longbow, Composite), Weapon Specialization (PH 102)
(Longbow, Composite), Greater Weapon Focus (PH 95) (Longbow, Composite), Sharp Shooting (BMPG 26), Improved Critical Modifier (BMPG 26).
Spell Effects: cat’s grace (CL 3), fiery blades of burning vengeance (CL 5)
Possessions: +1 mighty composite longbow +3, potion of cat’s grace, oil of fiery blades of burning vengeance, +1 chain shirt, ring of protection +1, cloak of
resistance +1, 50 fire arrows, Potion of Haste
Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had Flaming Burst (listed in stat block).
The Price of Failure (Su): Explode for 2d6+1 for every point below zero when
damage is inflicted on the Fore Born sufficient to drop their hit point total below zero. This affects everyone in a ten-foot radius of the Fire Born who does not
worship Zugzul. For example, A Fire Born brought to -16 hp as a result of a coup de grace would explode for 2d6 +16 damage to all within 10 feet who do
not worship Zugzul.
Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if they use fire in any way.
Champion of Zugzul: (1) Male Smoke Born Afridhi Bbn1/Ftr6/Blk2; CR 10; Medium Humanoid (Human); HD 8d10+1d12+27; hp 98; Init +1; Spd 20 ft/x3; AC 27 (+9 armor,
+3 shield, +1 dex, +2 natural, +2 deflection), touch 13, flat-footed 26; Base Atk/Grapple
+9/+13; Full Atk +15/+10 One-handed (1d8+7;19-20/x3, +1 Battleaxe); SA Rage 1/day, Detect Good, Smite Good 1/day (+3 attack, +2 damage) SQ Fast Movement(Ex),
Poison Use, Aura of Evil(Ex), Dark Blessing(Su), permanent 20% miss chance, gaseous
form 1/day, pyrotechnics (smoke effect only) at will, Fire Resistance 5, Immunity to Smoke; AL NE; SV Fort +16, Ref +6, Will +6; Abilities: Str 18(+4), Dex 12(+1), Con
16(+3), Int 10(+0), Wis 12(+1), Cha 16(+3)
When Raging: Str 22, Con 20, hp 116, AC 25 (touch 11, flat-footed 24), Atk +17 +1 battleaxe (1d8+9/19-20/x3), Full Atk +17/+12 +1 battleaxe (1d8+9/19-20/x3), Will +8
Skills & Feats: Concentration¹ +4, Handle Animal +8, Hide¹ +8, Intimidate¹ +15,
Knowledge (religion) +2, Ride¹ +15; Improved Critical (PH 95) (Battleaxe), Mounted Combat (PH 98), Ride-By Attack (PH 99), Spirited Charge (PH 100),
Power Attack (PH 98), Cleave (PH 92), Improved Sunder (PH 96), Weapon Focus
(PH 102) (Battleaxe), Weapon Specialization (PH 102) (Battleaxe).
Episode LXI: THE SIEGE! -27 of 49- Barth and Kil;gore
Equipment: +1 battleaxe, +1 full plate, +1 heavy steel shield, 1 dose giant wasp
poison (injury poison, DC 18, 1d6 Dex/1d6 Dex), cloak of Charisma +2, gauntlets of ogre power, horseshoes of the zephyr (on the Nightmare)
Nightmare: (1) CR 5; Large Outsider (Evil, Extraplanar); Hit Dice: 6d8+18; hp: 45; Initiative: +6; Speed: 40 ft. (8 squares), fly 90 ft. (good); Armor Class: 24 (-1
size, +2 Dex, +13 natural), touch 11, flat-footed 22Base Attack/Grapple: +6/+14;
Attack: Hoof +9 melee (1d8+4 plus 1d4 fire); Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2); Space/Reach: 10 ft./5 ft.; Special Attacks:
Flaming hooves, smoke; Special Qualities: Astral projection, darkvision 60 ft.,
etherealness; Saves: Fort +8, Ref +7, Will +6; Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12; Skills: Concentration +12, Diplomacy +3, Intimidate +10,
Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive
+10, Spot +12, Survival +10 (+12 on other planes and following tracks); Feats: Alertness, Improved Initiative, Run; Challenge Rating: 5; Alignment: Neutral evil;
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs
with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16
Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6
minutes after leaving the cone. The cone lasts 1 round, and the nightmare use s it once as a free action during its turn each round. The save DC is Constituti on -
based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farthe r
away. The smoke does not obscure the nightmare’s vision at all.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.
Handmaiden Acolyte: (1) Female Human Clr7/Hnd2; CR 9; Medium Humanoid (Human, Afridhi); HD 9d8+9; hp 67; Init +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield,
+1 dex, +1 deflection), touch 12, flat-footed 23; Base Atk/Grapple +6/+8; Atk +12 MW
battleaxe (under greater magic weapon) (1d8+2 plus 2d6 fire; 20/x3); Full Atk +12/+7 MW battleaxe (under greater magic weapon) (1d8+4 plus 2d6 fire; 20/x3); SA Rebuke
Undead(Su), divine fire, domain powers (Evil, Heart of Fire, War); SQ Spontaneous Casting, Restricted Spells, fire resistance 5; AL LE; SV Fort +7, Ref +4, Will +14; Str
14(+2), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 20(+5), Cha 12(+1)
Buffed: Female Human Clr7/Hnd2; CR 9; Large Humanoid (Human, Afridhi); HD 9d8+27; hp 85; Init +1; Spd 20 ft/x3; AC 23 (+9 armor, +3 shield, +1 dex, +1 deflection,
-1 size), touch 12, flat-footed 23; Base Atk/Grapple +9/+16; Atk +22 MW battleaxe(
under greater magic weapon) (2d6+12 plus 2d6 fire; 20/x3); Full Atk +22/+17 MW battleaxe (2d6+12 plus 2d6 fire; 20/x3); SA Rebuke Undead(Su), divine fire, domain
powers (Evil, Heart of Fire, War); SQ Spontaneous Casting, Restricted Spells, fire
resistance 5, DR/3 good; AL LE; SV Fort +7, Ref +4, Will +14; Str 24(+7), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 20(+5), Cha 12(+1)
DF: +3/+3 10rds; DP: +6 str, +3 bab, +9 hp, 9 rounds; RM:+4 str, +2 con, DR/3 good
Episode LXI: THE SIEGE! -28 of 49- Barth and Kil;gore
Skills & Feats: Concentration¹ +11, Heal¹ +15, Knowledge (religion) +11,
Spellcraft +11. Extra Turning (PH 94), Leadership (PH 97), Weapon Focus (PH 102) (Battleaxe²), Divine Wisdom, Faithful.
Equipment: MW battleaxe, +1 full plate, +1 heavy steel shield, ring of protection
+1, periapt of Wisdom +2, wand of cure serious wounds (10 charges)
Spell Effects: fiery blades of burning vengeance (CL 9), greater magic weapon (CL
9), divine power (9th) [5 rounds left], divine favor (CL 9) [6 rounds left], righteous
might (CL 9) [6 rounds left]
Spells: DC 15+level; Domains Evil, Heart of Fire, War; spells per day
6/6+1/5+1/4+1/3+2/2+1: 0–-cure minor wounds x3, detect magic, guidance,
light; 1st--protection from good*, cure light wounds x2, bless, divine favor, shield of faith, sanctuary ;2nd--spiritual weapon*, cure moderate wounds x2, silence x2,
lesser restoration ; 3rd--fireball*, cure serious wounds, fiery blades of burning
vengence, dispel magic x2; 4th--unholy blight*, divine power*, cure critical wounds, greater magic weapon, freedom of movement; 5th--flame strike*, mass
cure light wounds, righteous might
Episode LXI: THE SIEGE! -29 of 49- Barth and Kil;gore
Wave 6 – ‘… EL 14 Bones Into Dust…’
Chosen of Zugzul; (13) Size/Type: Huge Construct; CR 8; Hit Dice: 14d10+40 (132 hp)
Initiative: +1; Speed: 30 ft.; Armor Class: 27 (-2 size, +2 Dex, +2 Shield, +4 Armor, +11 natural), touch 9, flat-footed 25; Base Attack/Grapple: +10/+28; Attack: +1 Battle Axe
+20 melee (3d6+11/x3); Full Attack: +1 Battle Axe +20/+15 melee (3d6+11/x3);
Space/Reach: 15 ft./10 ft.; Special Attacks: none; Special Qualities: Construct traits , energy resistance 15/fire, darkvision 60 ft., constant fire shield (CL 6/hot), low-light
vision; AL: LE; Saves: Fort +5, Ref +6, Will +5; Abilities: Str 30, Dex 12, Con -, Int 8,
Wis 11, Cha 10
Skills & Feats: Jump +27: Power Attack, Weapon Focus (Battle Axe), Improved
Sunder, Improved Bull Rush, Awesome Blow
Equipment: None (battleaxe is incorporated into its form)
Episode LXI: THE SIEGE! -30 of 49- Barth and Kil;gore
Appendix III
The Maps
Episode LXI: THE SIEGE! -31 of 49- Barth and Kil;gore
13. The Swamp Dragon
Episode LXI: THE SIEGE! -32 of 49- Barth and Kil;gore
Appendix IV: Player Handouts
The Siege Favor Redemption Character: ___________________________ The following favors may be redeemed in this adventure. Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void
them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall __ Thanks of the Brothers
__ Favor of Sir Kay Degern (max one
per table) __ Acceptance of Peshwah na Kurell
__ Favor of the Church of Henrin
__ Thanks of Sonia __ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort
__ Favor of Zikk the Boater (max one per table)
__ Final Outcome: Rescued Rissa
Aleford __ Hero of Heronport
__ Favor of the King’s Companions
___ Invitations to the Silent Guard (you may redeem as many as you like)
The Siege Favor Redemption Character: ___________________________
The following favors may be redeemed in this adventure. Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall
__ Thanks of the Brothers
__ Favor of Sir Kay Degern (max one per table)
__ Acceptance of Peshwah na Kurell
__ Favor of the Church of Henrin __ Thanks of Sonia
__ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one
per table)
__ Final Outcome: Rescued Rissa Aleford
__ Hero of Heronport
__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you
may redeem as many as you like)
The Siege Favor Redemption
Character: ___________________________
The following favors may be redeemed in this adventure. Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall
__ Thanks of the Brothers
__ Favor of Sir Kay Degern (max one per table)
__ Acceptance of Peshwah na Kurell
__ Favor of the Church of Henrin __ Thanks of Sonia
__ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one
per table)
__ Final Outcome: Rescued Rissa Aleford
__ Hero of Heronport
__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you
may redeem as many as you like)
Episode LXI: THE SIEGE! -33 of 49- Barth and Kil;gore
The Siege Favor Redemption Character: ___________________________ The following favors may be redeemed in this adventure. Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void
them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall __ Thanks of the Brothers
__ Favor of Sir Kay Degern (max one
per table) __ Acceptance of Peshwah na Kurell
__ Favor of the Church of Henrin
__ Thanks of Sonia __ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort
__ Favor of Zikk the Boater (max one per table)
__ Final Outcome: Rescued Rissa
Aleford __ Hero of Heronport
__ Favor of the King’s Companions
___ Invitations to the Silent Guard (you may redeem as many as you like)
The Siege Favor Redemption Character: ___________________________
The following favors may be redeemed in this adventure . Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall
__ Thanks of the Brothers
__ Favor of Sir Kay Degern (max one per table)
__ Acceptance of Peshwah na Kurell
__ Favor of the Church of Henrin __ Thanks of Sonia
__ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one
per table)
__ Final Outcome: Rescued Rissa Aleford
__ Hero of Heronport
__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you
may redeem as many as you like)
The Siege Favor Redemption
Character: ___________________________
The following favors may be redeemed in this adventure. Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall
__ Thanks of the Brothers
__ Favor of Sir Kay Degern (max one per table)
__ Acceptance of Peshwah na Kurell
__ Favor of the Church of Henrin __ Thanks of Sonia
__ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort __ Favor of Zikk the Boater (max one
per table)
__ Final Outcome: Rescued Rissa Aleford
__ Hero of Heronport
__ Favor of the King’s Companions ___ Invitations to the Silent Guard (you
may redeem as many as you like)
Episode LXI: THE SIEGE! -34 of 49- Barth and Kil;gore
The Siege Favor Redemption Character: ___________________________ The following favors may be redeemed in this adventure. Please decide what favors you
wish to redeem and put a check mark beside them. Using these favors here will void
them.
Please check off and have ready the favors you wish to use before heading to your table .
__ Friend in Ringlo Hall
__ Thanks of the Brothers __ Favor of Sir Kay Degern (max one
per table)
__ Acceptance of Peshwah na Kurell __ Favor of the Church of Henrin
__ Thanks of Sonia
__ Wise in Counsel (max one per table)
__ Donated a Ship to the War Effort
__ Favor of Zikk the Boater (max one per table)
__ Final Outcome: Rescued Rissa
Aleford __ Hero of Heronport
__ Favor of the King’s Companions
___ Invitations to the Silent Guard (you may redeem as many as you like)
Episode LXI: THE SIEGE! -35 of 49- Barth and Kil;gore
Appendix V New Rules
New Templates
Fire Born
Since the Avatar of Zugzul came among the Afridhi, his will has been made manife st i n the possession of certain of his subjects. For some who are touched by the flame lord
in this way, the result is insanity and death. For others, the essence of the god is left in
them and they became other than they were before. These are known as the Fire Born.
The Fire Born are revered by the common Afridhi. To the clergy, they are gifts given by
Zugzul to aid in the war with the unburned. The fire born are always removed from
their old life and put in service to the Temples of their god. They are often used as eli te guards, shock troops or special agents by the Temple.
Often the flame born are put in service to the Handmaidens of Zugzul and support them
in their conquests. It is in this role that most of the armies of Blackmoor have come to know them. They are often the troops assigned to break up notes of resistance or
overwhelm the guard of a noble.
Creating the Fire Born
Fire born is an acquired template that can be added to any Afridhi who has been
possessed by Zugzul. The fire born use all the base Afridhi’s statistics and abilities except as noted here.
Special Attacks: Fire Born gain the following special attacks
Of his Fire (Su): Any weapon wielded by the Fire Born functions as if it had Flaming
Burst.
The Price of Failure (Su): Explode for 2d6+1 for every point below zero when damage is inflicted on the Fore Born sufficient to drop their hit point total below zero. This effects
everyone in a ten foot radius of the Fire Born who does not worship Zugzul. For
example, A Fire Born brought to -16 hp as a result of a coup de grace would explode for 2d6 +16 damage to all within 10 feet who do not worship Zugzul.
Special Qualities: Fire Born have the following Special Qualities
Touched by Flame: fire spells cast by the Fire Born are at +2 caster level if they use fire in any way.
Resistance to fire 15
Challenge ratings: +1 CR
Smoke Born
The Smoke Born are made from the anguish of loss. Not all who dwell underneath the
clouds of Zugzul’s fires embrace his teachings or find his wisdom palatable. Smoke
Born come into being when hatred and rage at the actions of the Fire Lord overtake a soul and seep into his heart, corrupting and perverting him. Their torment is planned
by Zugzul and their rage the fuel that burns them to smoke, destroying what is kind in
them and replacing it with an acrid ache for vengeance.
Episode LXI: THE SIEGE! -36 of 49- Barth and Kil;gore
Smoke Born are made from thesould of those whose spirit has been burnt to ash by the
manipulations of Zugzul. Their physical form is consumed in part by the process that transforms them into Smoke Born and their features shift and flow. They smell of
smoke and seem to melt in direct light.
Smoke Born are used by the priesthood of Zugzul as skulks and assassins. They excel at night time reconnaissance.
Smoke Born is an Acquired template
Smoke Born her the following in game benefits.
+8 Hide
Unstable shape: Smoke born are not wholly made of flesh and sometimes weapons
attacks will pass right through their ever shifting form. All attacks targeting the smoke born have 20% miss chance
Of the mists: Smoke born may transform themselves into billowing smoke. They may use Gaseous Form 1/day
DR 5 Fire
Touched by ash: Smoke born are immune to effects of smoke, and have no difficulty breathing when exposed to it. Likewise, their vision is not impaired.
Affinity to Smoke: Pyrotechnics (smoke effect) at will
+1 CR
Episode LXI: THE SIEGE! -37 of 49- Barth and Kil;gore
New Monsters
Chosen of Zugzul
Size/Type: Large Construct
Hit Dice: 6d10+30 (66 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +2 Dex, +2 Shield, +4 Armor, +8 natural), touch 11, flat-
footed 24
Base Attack/Grapple: +4/+13
Attack: MW Battle Ax +11 melee (2d6+5)
Full Attack: MW Battle Ax +11 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: none
Special Qualities: Construct traits, energy resistance 15/fire, darkvision 60 ft., constant fire shield (CL 6/hot), low-light vision
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 20, Dex 14, Con 0, Int 8, Wis 11, Cha 10
Skills: Jump +14
Feats: Power Attack, Weapon Focus (Battle Ax), Improved Sunder
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful Evil
Advancement: 7-14 HD (Huge); 15-21 HD (Colossal)
Level Adjustment: —
The Chosen of Zugzul are the product of the creation of Zugzul’s avatar. Imbued with
the corrupted essence of the plane of fire, Chosen of Zugzul are fusions of the earth where they fell, the corpse of the men they once were, the essence of their evil god, and
the touch of the infernal that taints all that Zugzul touches.
Chosen of Zugzul still bear some semblance of their past human life and are capable of thought and independent action. The purest servants of their god, what they see, he
sees, and they are often deployed both as servants and monitors to the clergy of Zugzul.
Chosen of Zugzul can also be directly created by an act of will by their god, and this is how he rebuilds their number. This process involves numerous human sacrifices and
involves the destruction of the sould of its victims.
Chosen of Zugzul are often equipped with better arms and armor by the Handmaidens of Zugzul or by the avatar himself. This is often a mark of their standing in the eyes of
their god.
Episode LXI: THE SIEGE! -38 of 49- Barth and Kil;gore
Fire Shield (Su): The Chosen of Zugsul can wreathe itself in the flames of the god at
will. This causes damage to each creature that attacks it in melee. The flames also protect it from either cold-based and water-based attacks. Any creature striking it with
its body or a handheld weapon deals normal damage, but at the same time the attacker
takes 1d6+6 points of damage. This damage is fire damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach
are not subject to this damage if they attack you. While under the effects of the Fire
Shield, the chosen appears immolated, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The flames are
warm to the touch. The chosen takes only half damage from cold or water based
attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Episode LXI: THE SIEGE! -39 of 49- Barth and Kil;gore
New Prestige Classes
Azzarimushti
The Azzarimushti (an Afridhi word meaning ‘burning fist’) are an order of monks
dedicated to Zugzul. Most start their training as monks and the training requires a
certain aptitude in that class, but some are fighter/monks. They rival a different orde r equally dedicated to Zugzul, the Ahananamushti (‘killing fist’), made up of
monk/assassins, but will work together with them when necessary.
Requirements:
o BAB +4
o Improved Unarmed Strike, Improved Grapple o Str 13+, Con 13+, Wis 13+, all without magical aid
o Concentration 10 ranks, Escape Artist 10 ranks, Knowledge (religion) 5 ranks
o Ki strike (magic) o Must worship Zugzul
o Lawful Evil alignment
Level BAB Fort Ref Will Special
1 +0 +2 +2 +2 Monk abilities, fire resistance 5
2 +1 +3 +3 +3 Fire shield (standard action), DR 1/-
3 +2 +3 +3 +3 Fiery fists
4 +2 +4 +4 +4 Fire resistance 10, DR 2/-
5 +3 +4 +4 +4 Spell Resistance, Death’s Touch
6 +4 +5 +5 +5 Bonus feat, DR 3/-
7 +5 +5 +5 +5 Fire resistance 15, improved grab
8 +6 +6 +6 +6 Quivering Palm, DR 4/-
9 +6 +6 +6 +6 Flame blast, fire shield (move action)
10 +7 +7 +7 +7 Fire resistance 20, DR 5/-
11 +8 +7 +7 +7 Improved fiery fists
12 +9 +8 +8 +8 Bonus feat, DR 6/-
13 +9 +8 +8 +8 Immune fire, rise of the phoenix
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist
(Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge
Episode LXI: THE SIEGE! -40 of 49- Barth and Kil;gore
(religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis),
Spot (Wis), and Tumble (Dex).
Skills per Level: 2 + Int modifier
Hit Die: d10
Monk Abilities (Ex): An Azzarimushti adds their monk and Azzarimushti levels together to determine unarmed damage, AC bonus, and fast movement according to the
monk class.
Fire Resistance (Su): An Azzarimushti gains fire resistance of increasing strength according to the chart.
Fire Shield (Sp): At will, an Azzarimushti can generate a nimbus of flame around his
body as a standard action. This shield deals 1d6 +1 per class level fire damage to anyone that comes in contact with it. The target may make a Reflex save to negate the
damage unless they are grappled by the Azzarimushti, in which case they take this damage every round until no longer grappled. The shield can damage an opponent a
number of times up to the Azzarimushti’s class level, at which point the shield
dissipates and must be reactivated with another standard action. At 9 th level, the Azzarimushti can activate his fire shield as a move action.
Damage Reduction (Ex): An Azzarimushti’s fire-hardened body can shrug off blows
more easily. They gain DR 1/- at 2nd level, and this value increases by 1 every two levels.
Fiery Fists (Su): Starting at 3rd level, a Azzarimushti’s unarmed strikes are considered
flaming weapons and deal an extra 1d6 fire damage per hit.
Spell Resistance (Su): At 5th level, the Azzarimushti gains spell resistance equal to 9
plus the total of their monk and Azzarimushti levels.
Death’s Touch (Sp): At 5th level, the Azzarimushti gains the ability to cast enervation 3 times per day as a spell-like ability, but as a melee touch attack only. The saves are
Wisdom based.
Bonus Feats: At 6th and 12th levels, the Azzarimushti gains a bonus feat chosen from the following list. The Azzarimushti must meet all prerequisites.
- Deflect Arrows, Elemental Fists (fire only), Energy Fists (fire only), Fleet of Foot,
Greater Deflect Arrows, Greater Snatch Arrows, Stunning Fist, Snatch Arrows, Thick Skinned
Improved Grab (Ex): At 7th level, the Azzarimushti gains the Improved Grab special
quality and can attempt to start a grapple as a free action upon a successful unarmed strike.
Quivering Palm (Su): At 8th level, an Azzarimushti can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use
this quivering palm attack once a week, and he must announce his intent before
making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Azzarimushti
strikes successfully and the target takes damage from the blow, the quivering palm
attack succeeds. Thereafter the Azzarimushti can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level.
To make such an attempt, the Azzarimushti merely wills the target to die (a free action),
and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer i n
danger from that particular quivering palm attack, but it may still be affected by
another one at a later time.
Episode LXI: THE SIEGE! -41 of 49- Barth and Kil;gore
Flame Blast (Sp): At 9th level, the Azzarimushti gains the ability to project flames
outward from his body. He gains the following spell-like abilities: 3/day – scorching ray, 1/day – fireball. The save DCs are Wisdom based; caster level is ½ the Azzarimushti’s
total character level.
Improved Fiery Fists (Su): At 11th level, the unarmed strikes of a Azzarimushti are considered flaming burst weapons. In addition, half of the extra damage from these
strikes is considered profane damage and so bypasses fire resistance.
Immune Fire (Su): A 13th level Azzarimushti no longer takes damage from fire effects.
Rise of the Phoenix (Su): Once an Azzarimushti reaches 13th level, his mastery of his
art has become so tied to Zugzul that he becomes an outsider with the lawful, evil, and
native subtypes. None of his statistics change as a result of this, but he is no longer subject to effects which only affect humanoids, and is subject to effects targeting
outsiders (such as protection from evil). In addition, he gains darkvision to a 60ft range.
Furthermore, once per day when the Azzarimushti is reduced to between –1 and –9 hit points, he explodes in a fireball effect cast at 10th caster level. This causes no damage
to him due to his immunity to fire. When this happens, he immediately heals enough damage to put him at ¼ of his normal hit point total.
CCrreemmaattoorriixx
Crematorix are Afridhi wizards, females who are part of the clergy but of a different
order – the order dealing with death rites and funerals, and the passage of the soul to
Zugzul for his use. They frequently study necromantic spells alongside fiery evocations, and many study the spells used to summon or call elementals and devils to Zugzul’s
service. Several of their order are the most accomplished war leaders of the Afridhi armies.
Requirements:
o Int 16+ (without magical aid)
o Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks, Spellcraft 10 ranks
o Spell Focus (necromancy), Spell Focus (evocation), Greater Spell Focus in either
Evocation or Necromancy, Energy Substitution (Fire)
o Ability to cast 4th level arcane spells
o Ability to cast at least 10 different spells with either the [Fire] or [Death]
descriptors, or of the Necromancy school
o Must be an Afridhi female
o Must worship Zugzul
o Must have a familiar.
Level BAB Fort Ref Will Special Spellcasting
1 +0 +0 +0 +2 Clergy, dual specialization, spell
restrictions, devilish familiar
+1 level of arcane
spellcasting
2 +1 +0 +0 +3 Death touch 1/day +1 level of arcane
spellcasting
Episode LXI: THE SIEGE! -42 of 49- Barth and Kil;gore
3 +1 +1 +1 +3 Free thought 1/day +1 level of arcane spellcasting
4 +2 +1 +1 +4 Spontaneity +1 level of arcane spellcasting
5 +2 +1 +1 +4 Arcane mastery +1 level of arcane spellcasting
6 +3 +2 +2 +5 Death touch 2/day +1 level of arcane spellcasting
7 +3 +2 +2 +5 Free thought 2/day +1 level of arcane spellcasting
8 +4 +2 +2 +6 Spontaneity +1 level of arcane spellcasting
9 +4 +3 +3 +6 +1 level of arcane
spellcasting
10 +5 +3 +3 +7 Death touch 3/day +1 level of arcane
spellcasting
11 +5 +3 +3 +7 Free thought 3/day +1 level of arcane
spellcasting
12 +6 +4 +4 +8 Spontaneity +1 level of arcane
spellcasting
13 +6 +4 +4 +8 +1 level of arcane
spellcasting
Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha),
Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), Speak
Language (n/a), Spellcraft (Int), Use Magic Device (Cha)
Skill Points per Level: 2+Int modifier.
HHDD:: dd44
Clergy: Crematorix are considered handmaidens and as such enjoy all of the same rights and privileges as their clerical sisters. The order of Crematorix is in charge of all
funeral rites and sacrifices to Zugzul. They also gain the Martial Weapon Proficiency
(battleaxe) feat for free.
Dual Specialization: Crematorix gain a kind of specialization in both evocation and
necromancy upon becoming a crematorix. They gain an extra spell per day of each level, which may be used for either an evocation or necromancy spell. However, a
crematorix turns away from higher level ability in the illusion or enchantment schools.
They may not learn or cast spells of higher than 5th level from these schools.
Spell Restrictions: Crematorix may never cast spells with the [Water] or [Cold]
descriptor, although they can cast them through use of the Energy Substitution feat.
Spells with the [Earth] or [Wood] descriptor are cast at caster level –4.
Devilish Familiar: A crematorix gains an imp as a familiar, as if through the Improved
Familiar feat. Their existing familiar is killed in a ceremony and fed to the imp as a
sacrifice to Zugzul for their mastery of the arcane. The crematorix suffers the experience penalty for this sacrifice.
Episode LXI: THE SIEGE! -43 of 49- Barth and Kil;gore
Death Touch: At 2nd level, the Crematorix gains the Death Touch ability as per the
Death domain once per day. She gains another use of this ability every 4 levels thereafter.
Free Thought: Once per day a crematorix may exchange one memorized spell for any
other spell in their spellbook as a full round action. They must have a divine focus available to use this ability.
Spontaneity: The crematorix chooses a number of spells equal to their intelligence
modifier that they know. They can spontaneously cast these spells a number of times per day equal to their Intelligence modifier by sacrificing a spell of equal or higher leve l.
The spells chosen for this ability must be Necromancy spells, Evocation spells with the
[Fire] descriptor, or summon monster spells that can be used to summon Fire subtype elementals or devils.
Arcane Mastery: A crematorix of 5th level or higher can always take 10 on a caster level check, regardless of distractions.
FFllaammeebbrrootthheerr
Requirements:
o Cha 16+ (without magical aid)
o Ability to cast 3rd level arcane spells spontaneously o Ability to cast at least 6 spells with the [Fire] descriptor
o Knowledge (religion) 5 ranks
o Any two of: Enlarge Spell, Empower Spell, Maximize Spell, Quicken Spell o Afridhi male
o Must worship Zugzul
o Must not have a familiar, or must kill it upon attaining the first level of this class
Level BAB Fort Ref Will Special Spellcasting
1 +0 +0 +0 +2 Fire subtype; restricted spells, restricted items
+1 arcane spellcaster level
2 +1 +0 +0 +3 +2 Cha +1 arcane spellcaster
level
3 +1 +1 +1 +3 Force of personality +1 arcane spellcaster
level;
4 +2 +1 +1 +4 Avatar’s knowledge +1 arcane spellcaster
level
5 +2 +1 +1 +4 Bonus feat +1 arcane spellcaster
level
6 +3 +2 +2 +5 +2 Cha +1 arcane spellcaster
level
Episode LXI: THE SIEGE! -44 of 49- Barth and Kil;gore
7 +3 +2 +2 +5 Reactive casting 1/day +1 arcane spellcaster
level
8 +4 +2 +2 +6 Avatar’s knowledge +1 arcane spellcaster
level
9 +4 +3 +3 +6 Bonus feat +1 arcane spellcaster
level; bonus feat
10 +5 +3 +3 +7 +2 Cha +1 arcane spellcaster
level
11 +5 +3 +3 +7 Reactive casting 2/day +1 arcane spellcaster
level
12 +6 +4 +4 +8 Avatar’s knowledge +1 arcane spellcaster
level
13 +6 +4 +4 +8 Transcendence +1 arcane spellcaster
level
Class skills: Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
(religion) (Int), Spellcraft (Int)
Skill points per level: 2+Int modifier
HD: d4
Fire subtype: Flamebrothers gain the Fire subtype and their eyes glow red like smoldering coals.
Restricted spells: A Flamebrother may not cast spells wi th the [Cold] or [Water]
descriptors (although he may cast them by using the Energy Substitution feat). Spells with the [Wood] or [Earth] descriptors are cast at –4 caster level.
Restricted items: A Flamebrother may not use any items not consecrated by a
priestess of Zugzul; this means among other things that they cannot pick up a fallen weapon in combat and use it. Flamebrothers also may not use spell trigger or spell
completion items for any spells that lack the [Fire] descriptor.
+2 Cha: Flamebrothers gain an increase in their Charisma at 2nd, 6th and 10th leve ls as their ties to Zugzul become more potent and the blood of the god fills them more fully.
Force of Personality: At 3rd level the Flamebrother learns to make all lesser beings fear
him. All opponents within 10 feet who have fewer Hit Dice than the Flamebrother must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma
modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the
character’s Charisma modifier. The Flamebrother can use this ability once per round as
a free action.
Avatar’s Knowledge: At 4th, 8th and 12th levels, the blood of the god flowing through the
Flamebrother’s veins grants them understanding of new abilities. The Flamebrother
gains a new spell known of any level the Flamebrother can cast. The spell must have the [Fire] descriptor but may be from any class list.
Episode LXI: THE SIEGE! -45 of 49- Barth and Kil;gore
Bonus feat: At 5th and 9th levels, the Flamebrother gains a bonus feat from the
following list. The Flamebrother must meet all prerequisites of the feat.
- Combat Casting, Empower Spell, Energy Substitution (Fire), Enlarge Spell,
Maximize Spell, Quicken Spell
Reactive Casting: Once per day, a Flamebrother may cast a 0 or 1st level spell as part of an attack of opportunity. The spell must be one that deals fire damage to the target
of the AoO. The Flamebrother can do this twice a day at 11th level.
Transcendence: At 13th level, the Flamebrother becomes fully infused with the blessings of his god. He gains the Elemental type.
Handmaiden of Zugzul
Prerequisites:
BAB +4
Wisdom 16+ (without any magical aid)
4th level divine spellcasting
Access to Heart of Fire, Death, Evil or War domain
Leadership feat; cohort must be an Afridhi
10 ranks Knowledge (religion)
Must worship Zugzul; female only
Lawful Evil alignment
Special: Must be chosen for training as a Handmaiden by the existing Handmaidens. To gain this appointment, the Handmaiden must go through a test of fire wherein a
portion of her body is permanently burned and scarred, bringing her very close to
death. The Handmaiden takes a permanent -2 penalty to Constitution from this ordeal.
Skills: 2+Int modifier per level
Class skills: Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int),
Knowledge (religion) (Int), Spellcraft (Int)
HD: d8
Level BAB Fort Ref Will Special Spellcasting
1 0 0 0 2 Extra domain, resist fire 5, forbidden spells
+1 level existing
divine casting class
2 1 0 0 3 Divine fire
+1 level existing
divine casting class
3 1 1 1 3 Bonus feat
+1 level existing
divine casting class
4 2 1 1 4 Resist fire 10 +1 level existing divine casting
Episode LXI: THE SIEGE! -46 of 49- Barth and Kil;gore
class
5 3 1 1 4 Greater domain
+1 level existing
divine casting class
6 4 2 2 5 Bonus feat
+1 level existing
divine casting class
7 5 2 2 5 Extra domain, resist fire 15
+1 level existing
divine casting class
8 6 2 2 6 Flame's death
+1 level existing
divine casting class
9 6 3 3 6 Bonus feat
+1 level existing divine casting
class
10 7 3 3 7 Resist fire 20
+1 level existing divine casting
class
11 8 3 3 7 Greater domain
+1 level existing divine casting
class
12 9 4 4 8 Bonus feat
+1 level existing divine casting
class
13 9 4 4 8 Immune fire
+1 level existing divine casting
class
Extra domain: The Handmaiden chooses another domain from Zugzul's domain choices (Death, Evil, Heart of Fire, War), and gains access to the spells for her domain
slots as well as the granted power of the domain. The Handmaiden gains this ability again at 7th level.
Resist fire: The Handmaiden learns to be at one with the blessings of Zugzul throughout her training, gaining resistances to fire as she gains levels according to the
chart.
Forbidden spells: Handmaidens are proscribed from casting any spells with the [Water]
or [Cold] descriptors. [Wood] and [Earth] spells are cast at caster level -4.
Divine fire: At 2nd level, the Handmaiden learns to infuse he r fire spells with the might
of Zugzul. All of her spells with the [Fire] descriptor deal half of their damage as profane damage, bypassing any resistance or immunity to fire.
Episode LXI: THE SIEGE! -47 of 49- Barth and Kil;gore
Bonus feat: A Handmaiden gains bonus feats at 3rd, 6th, 9th and 12th levels, chosen
from the following list: Divine Charisma, Divine Wisdom, Empower Spell, Energy Substitution (Fire), Enlarge Spell, Faithful, Maximize Spell.
Greater domain: At 5th and 11th levels, the Handmaiden gains extra power from her domain abilities. Choose one domain the Handmaiden has access to. The domain powe r
for that domain changes as follows:
o Death: The death touch ability may be used 3 + Cha modifier times/day.
Additionally, once per day by using a use of the death's touch ability the
Handmaiden may lace a fire spell with the energy of death, causing any who fail the save vs the spell to take one negative level.
o Evil: The caster level bonus increases to +3, and the Handmaiden may spontaneously cast any spell from the Evil domain by using a spell of equal
or higher level and a use of rebuke undead.
o Heart of Fire: The Zugzul's flame ability may be used 3 + Cha modifier
times/day. Additionally, once per day by using a use of the Zugzul's flame ability the Handmaiden may maximize a fire spell she casts, as the feat,
without raising the level of the spell.
o War: The Handmaiden gains Weapon Specialization with the battleaxe,
andany battleaxe wielded by the Handmaiden gains the flaming special
quality when she chooses.
Flame's death: At 8th level, anytime the Handmaiden deals more than 50 points of damage to a target with a fire spell (thereby forcing a save vs. massive damage), the
DC of the save vs massive damage is increased by half her character level, rounded
down.
Immune fire: At 13th level, the Handmaiden is immune to all fire damage.
Episode LXI: THE SIEGE! -48 of 49- Barth and Kil;gore
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
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Episode LXI: THE SIEGE! -49 of 49- Barth and Kil;gore
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Dave Arneson’s Blackmoor: Episode Sixty-One: The Siege by Tad Kilgore & Tim Barth, Copyright 2007 Zeitgeist Games, Inc.