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Zelradton: A City of Intrigue and Power

The document provides details about the city of Zelradton in the Greyhawk setting. It describes Zelradton as an important city located near the Iron Hills that was originally founded as an Aerdi fortress. Over time it grew in size and importance, becoming a center of politics, trade, and conflict between various factions. The history section outlines key events in Zelradton's development from its founding to the present day, when it is administered as part of the Principality of Ahlissa and faces internal political struggles.

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Joan Fortuna
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100% found this document useful (1 vote)
370 views71 pages

Zelradton: A City of Intrigue and Power

The document provides details about the city of Zelradton in the Greyhawk setting. It describes Zelradton as an important city located near the Iron Hills that was originally founded as an Aerdi fortress. Over time it grew in size and importance, becoming a center of politics, trade, and conflict between various factions. The history section outlines key events in Zelradton's development from its founding to the present day, when it is administered as part of the Principality of Ahlissa and faces internal political struggles.

Uploaded by

Joan Fortuna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Zelradton – City of Steel
  • The Chronal
  • The Vale of the Mage
  • Seas of Fallen Summer
  • Dungeon Masters’ Dilemma

Volume II

Issue 18

Editor in Chief:
Rick "Duicarthan" Miller

Art Director:
Michael Bridges

Canon / Continuity
Editor:
Sam Weiss

Content Editors:
Brian McRae

Contributing Editors:
Stylianos Scarlatos,
Nathan Irving, Don
Kenneth Brown

Contributing Artists:
Rick Miller, Michael
Bridges, Jerry Minor

On the Cover
This issue Jerry Minor depicts
Wee Jas, the goddess of death
and magic. Jerry is a good
friend of mine that goes way
back. You can find his artwork
at [Link]
Editor’s Chronicle
Well it’s been a few months and here we are with another issue of the Oerth Journal.
Ironically, this year marks the 10th Anniversary of the Oerth Journal so we’re adding a little
more content to this “Special Electrum Edition.”
There have been a few changes in this issue so that a few of our authors and contributors can
gather up their forces to do battle once again. Starting in the next issue we continue with
Steve Greer’s “Trail of Evil” series. Also, a bit of an apology this issue too a bit of extra time to
get out to clear up a lot of erroneous errors, many of which have now been handled. =)
I’d like to thank everyone who has contributed their time and effort to making the
Oerth Journal what it is, and here’s to another ten years of quality Greyhawk content for all.

Cheerz,
Rick “Duicarthan” Miller
Editor-in-Chief

Foreword
"Thirteen long years! That's how long its been since Greyhawk fandom organized
itself online and started debating the setting they love. What a long wild ride it has been.
From a small band of fans, irate at the cancellation of their favorite role-playing setting to
people who routinely produce and share their own material online. Here we are, ten years
after the first Oerth Journal. It’s hard to believe two were produced, never mind eighteen
issues! Greyhawk lives as long as its fans keep it alive.

Here’s to 18 more Oerth Journals!"

Gary L. Holian
Table of Contents
Gazetteer of the Flanaess Pages 4- 14

Zelradton – City of Steel


By Creighton Broadhurst with Special Thanks to Paul Looby and Stuart
Kerrigan

Denizens of the Flanaess Pages 15 - 21

The Chronal
By Victor Caminha

Gazetteer of the Flanaess Pages 22 – 48

The Vale of the Mage


By Rick Miller with Special Thanks to Sam Weiss and Mike Bridges

Gateway to Adventure Page 49 - 70

Seas of Fallen Summer


By Rick Miller

Grey-comix Page 71

Dungeon Masters’ Dilemma


By Mike Bridges
Gazatteer of the Flanaess
Zelradton – City of Steel
By Creighton Broadhurst with Special Thanks to Paul Looby and Stuart Kerrigan.

Zelradton (Large City): city of Zelradton has long stood in the


Conventional; AL LE; 40,000 gp limit; forefront of Oeridian affairs. Located in
Assets 25,800,000 gp; Population 12,900; the very shadow of the Iron Hills,
Mixed (human [OSf] 79%, halfling 9%, elf Zelradton was established to symbolise
5% [sylvan 90%], dwarf 2%, gnome 2%, Aerdi supremacy over the fallen Flan
half-elf 1%, half-orc 1%, orc 1%). kingdom of Ehlissa and its Suloise allies.
Authority Figures: General Isaiken Zelradton was originally little more
(LE male human Ftr13); Prince Reydrich than the fortress of Ker Redestran and the
of Naelax (NE [LE]) male human Wiz20) attendant settlement huddled below its
archmage and ruler; Tarannis (LE human walls. With the founding of cathedrals
male Wiz7/Rog6) inquisitor. dedicated to the Blinding Light and the
Important Figures: Cragden Great Guildmaster across the valley from
Keephand (LN male dwarf Ftr9), the redoubt, wealth and trade began to
Cronquand (N male human Exp6), Ellreth flow into the fledgling city. Near-
(LN male human Exp7), Erkann the continual raiding into both the Iron Hills
Antiquary (NE male human Rog13), and Hollow Highlands necessitated the
Gregern (N male human Clr9 - Velnius), construction of truly awe-inspiring
Karasin Serrand (NG female human Clr7 - defences about the city precincts, which
Atroa), Korshareth (CN male half-elf further cemented Zelradton’s status as a
Rog4/Clr7 – Kurell), Patriarch General vital fortress-city well situated to guard
Llarenden Valender (LE male human the Aerdy heartlands.
Ftr3/Clr12 –Hextor), Peniaden (CN male Politics, intrigue and subtle
human Clr5 - Telchur), Quaanser (CG machinations swirl thickly through the
female human Clr5 - Sotillion), Relexann palaces, temples, marketplaces and
(LE male human Ftr6), Reorxara (CN alehouses of this great city. The dwarves of
female human Clr10 – Kurell), Matriarch Irongate, led by the wily but honourable
Schleretha (LN female human Clr17 – Cragden Keephand, have established a
Zilchus), Toranna (CG female human Clr6 small presence within the city. Irongate’s
- Wenta). relations with Ahlissa are strained but a
trickle of trade yet flows between the two
Overview cities. Many in the city of Zelradton
however would like to see this cease.
The former capital of South
Zelradton also stands at the epicentre of a
Province and now the administrative hub
widening schism among The Great
of the Principality of Ahlissa, the redoubt-
Guildmaster’s followers. Matriarch
Schleretha, an outspoken critic of 124 CY: The city of Irongate is completed
Xavener’s ascension to imperial power, and declared a vassal of South Province.
still leads Zelradton’s Zilchans, and forces Zelradton falls under the rule of the
opposed to the overking’s rule have slowly Crandens.
coalesced about her.
437 – 446 CY: The Turmoil Between
A History of Zelradton Crowns. The Naelax supplant the Rax. Ivid
I becomes Overking. Much of South
-194 CY: The site of modern-day Province, including Irongate, refuses to
Zelradton is wrested from the Zelrads, a swear fealty. Damalinor of Naelax is
Suel family allied with the ancient Flan named Herzog of South Province.
kingdom of Ehlissa. Their rudimentary
settlement was destroyed in an orgy of fire 446 CY: The Lord Mayor of Irongate
and destruction and the survivors comes to Zelradton to air his grievances.
assimilated into the fledgling Oeridian His death by torture is the spark that
state. ignites civil war in South Province and the
Zelradton’s foundations are now sunk deaths of thousands.
through the remains of this forgotten
town. 447 CY: Aerdi garrisons and officials are
expelled from much of the south. Irongate,
-189 CY: The Hill of Nothilann is fortified Onnwal and Idee form the Iron League
by Aerdi engineers. The resultant keep after the Imperial defeat at the Battle of a
fortress is Thousand Banners.
named Malendrenn and is enlarged
several times in subsequent centuries. Mid 550’s CY: The House of Naelax-Selor
rises to power in South Province. The
-124 CY: Cathedrals dedicated to the three subsequent herzogs all share the
Blinding Light and the Great Guildmaster name “Chelor.”
are founded.
578 CY: A great host, 11,000 strong,
-94 CY: Much of the city is destroyed by gathers at Zelradton. Heavy Sunndian
fire. Subsequent rebuilding takes decades. resistance to Imperial advances forces
Herzog Chelor to winter in the city.
103 CY: Aerdi expeditionary forces leave Additional forces raise Chelor’s strength to
Zelradton to found Irongate in peace and 20,000. Petty crime and drunkness soar
cooperation with the dwarves of the throughout the winter months.
Headlands. Skirmishes with Suel hillmen
end in eventual Aerdi victory in -46 CY. 579 CY: Vacillating nobles deny Chelor
further forces. A series of fierce battles are
fought on the northern plains of Idee.
The flower of Ideean chivalry is slain, all positions of import with a mixture of
fatally weakening the nation, although cousins and nephews. Few contemplate
their sacrifice gives the nation a few more treason– the consequences being too
years of independence. Several minor horrific to imagine.
Ideean nobles hire vast contingents of With Reydrich’s return to power,
mercenaries to guarantee victory and Overking Xavener “helpfully” installed
safeguard the northern border. several of his most loyal followers in
advisory positions to the archmage.
583 CY: Herzog Chelor condemned to the Reydrich is no fool; he knows these
Endless Death by Overking Ivid V; advisors are little more than the
Reydrich of Naelax pronounced ruler of Overking’s spies and that Xavener has
South Province. undoubtedly hidden more agents within
his city.
586 CY: Tyrum (NE male human Clr7 – Several veteran armies protect Zelradton.
Pyremius/Rog5/Ass7), a Scarlet Little used in the Greyhawk Wars these
Brotherhood assassin, slays Graf Reydrich. formations sundered the Scarlet
A coalition of generals and nobles directs Brotherhood’s hold over Idee, carrying out
Idee’s final conquest. Many of the Scarlet a swift but bloody conquest. Composed
Brotherhood leaders flee the carnage, mostly of skilled veterans, they now assist
abandoning their jungle warriors in the the city watch in maintaining law and
face of overwhelming military might. order in and around the city. Large patrols
Many slaves are taken and interned in range throughout the principality,
work camps. warding the Dirawein road linking
Zelradton to Hexpools and the rest of the
587 CY: The United Kingdom of Ahlissa is United Kingdom. Led by General Isaiken
founded, with its capital at Kalstrand. these disciplined troops are of proven
Zelradton declared capital of the mettle.
Principality of Ahlissa. Reydrich returns Many followers of the Scarlet Sign are
from the dead and is named Prince of active in Zelradton, but since the drawn-
Ahlissa and Overking Xavener’s chief out demise in 589 of the much hated and
sorcerous advisor. feared Karnquiza (NE human male Rog15)
their influence has been greatly reduced.
In the main they attempt to undermine
Rulership and Law
the tenuous “trust” existing between
The archmage Reydrich’s rule of
Irongate and Ahlissa and to gain
Zelradton is absolute. A scion of House intelligence of Ahlissa’s southern and
Naelax, he wields almost unimaginable
western intentions.
arcane power and is known to be allied
Karnquiza’s death also disrupted
with several powerful fiends. Politically
the activities of Midnight Darkness – a
astute, he freely practises nepotism to
group dedicated to the violent slaying of
strengthen his hold over Zelradton, filling non-evil powerful or influential
personages. Preceptor Erkann continues to No central place of worship of
follow his final orders, plotting the death Olidammara exists within the city walls
of Cragden Keephand and as many of the but several alehouses boast small shrines
ambassador’s aides as possible. Erkann’s dedicated to the Laughing Rogue. Suel
continuing campaign, waged through a blood still courses through the veins of
complicated network of hirelings, many Zelradians; Kord is yet worshipped
informers and decoys, has thus far met here, as is Wee Jas and even a small,
with only limited success. It is almost a furtive cult of Syrul flourishes among the
certainty that agents of the Jade Mask are degenerate patricians of the High City.
also abroad in Zelradton, working to check
the Scarlet Brotherhood’s burgeoning Trade and Commerce
influence within the principality.
The Royal Guild of Merchants of
Thievery is low-key in Zelradton;
Aerdy tightly controls the merchants and
no formal guild exists, the last being
market places of Zelradton. Although
shattered decades ago by the Chelors.
almost indivisible from the faith of
Several small groups ply their trade in the
Zilchus, they do not wield as much power
seedier portions of the city but are little
here as in other cities. While allowing
more than muggers and cutpurses. Several
them pre-eminent control in matters of
independent and skilled thieves ply their
trade, Reydrich has stymied their attempts
trade amongst the rooftops and sewers of
to gain influence over the city council,
the city. Chief amongst these is Michalann
watch and armed forces.
Renereth (CN human male Rog14), a well-
Zelradton is surrounded by a
traveled and daring rogue.
network of villages and market towns
from which trade goods flow into the city.
Religion Cloth is a staple product of the craftsmen
The faiths of Hextor and Zilchus here, as are corn and wheat. Once a week
dominate Zelradton. The Guildmaster’s cattle are driven to the city for market and
House is a particularly ornate structure - a slaughter.
true expression of Aerdi Baroque Little mineral wealth now flows
architecture. In stark contrast stands the into the city. In the past precious metals
Abbey of the Champion as it glowers over were traded with, or stolen from, the
the Square of the Coin, exuding an almost dwarves of the surrounding hills. Many
palpable menace from its high, adventuring bands were formed in the city
battlemented walls. The four-winged with the intent of emptying the many
temple of the Velaeri (the Oeridian delves of the Hollow Highlands of their
agricultural gods), set amid gently wealth. Now, with all such easily found
landscaped fragrant gardens, bounds the wealth already carried off such expeditions
square to the south. Set directly opposite are extremely rare.
these gardens is the ornate but dilapidated Punitive raids against the Iron
House of the Knave dedicated to Kurell. League states were also often launched
from here, Zelradton being the natural these areas differ radically in type and
place for war booty to be collected, but wealth.
with Xavener’s ascension all such raids Zelradton’s bounds have long been
have ceased. delineated by her walls; by ancient decree
building without the city walls for up to a
Districts and Locales distance of one mile is strictly prohibited.
Thus, within the city space is at a
Zelradton is composed of two basic
premium. Many buildings are up to four
parts – the High and Low Cities. The High
stories high and almost all possess at least a
City rests atop the Nothilann to the south
rudimentary cellar.
of the city proper. Below lies the Low
Zelradton is a city of wells; no major rivers
City, itself split into several distinct wards
flow near or through the city. Thus many
- Cornburg, Kalinburg and the Hallows.
cellars, streets and squares feature wells of
City laws prevent cattle being
varying sizes and depths.
driven deep into the city and so
Zelradton’s undercity is extensive.
marketplaces are arrayed about each of
The Nothilann is honeycombed with
Zelradton’s gates. Foodstuffs, live animals
chambers, galleries and passages hewn
and other bulky items are the norm here,
from the living rock. Originally fashioned
as are a smattering of foreign merchants
to store the vast resources needed by Ker
who possess not the coin to establish
Redestran’s defenders in event of a siege
permanent premises. Shaded arcades
they are now used for more pedestrian
surround these marketplaces and it is here
purposes. Some have been converted to
that respite from the elements can be had
hold malcontents while sections under the
and the most influential and wealthy
Twisted Tower have been sealed off on
traders can be found. Trade within the city
Reydrich’s orders. Beneath the city proper,
is regulated by the Royal Guild of
a sewer network of truly Machiavellian
Merchants of Aerdy, members of which
proportions funnels away the waste and
apportion market pitches and are always
detritus of Zelradton’s inhabitants. In
on hand to settle any disputes arising from
many places these sewers intersect with
matters of commerce. Tradesmen of many
cellars and other more hidden locations.
diverse professions can be found
Rumours place forgotten hideouts of
throughout the city and are often clustered
Zelradton’s defunct thieves’ guild deep
with others of their own ilk. Some small
within the sewers and tell of slaves forced
districts and many streets are named after
to battle to the death for the pleasure of
the principle trade found therein.
their depraved masters in gladiatorial pits
Most tradesmen dwell above their
deep below the city. Prisoners of war from
place of business, but in between the
both the conquest of Idee and previous
various business districts can be found
conflicts also participate (unwillingly) in
swaths of residential buildings. Mainly
this slaughter; their existence is an
inhabited by the common folk of the city,
embarrassment for the Overking and most
have lost all hope of regaining their oldest still existent in the city. Originally a
freedom. citadel on the front line of the Aerdi’s
empire, the Malendrenn has undergone
The High City several extensive refurbishments. Where
The Nothilann: The Nothilann is the most once stood a harsh fortress now stands a
ancient part of Zelradton. The Aerdi plush and opulent, but extremely well
citadel of Ker Redestran crowning this fortified, palace. Used extensively by the
rugged outcrop was built upon even older Chelor’s during their stewardship of South
Suel defences constructed in the decades Province, Reydrich’s lackeys now use it as
following the Twin Cataclysms. Heavily a seat from which to govern the
fortified, Ker Redestran has never fallen to Principality of Ahlissa. A single great gate
assault, although infighting amongst pierces the walls that protect the inner
Aerdy’s celestial houses has often brought precincts of the palace. Protected by no
the tides of war crashing against its less than three portcullises and four
buttressed walls. The thick, but ironbound doors, forcing an entry to this
antiquated, walls protect a variety of place is thought to be all but impossible.
important buildings including barracks, The walls are also of curious design.
the Halls of Justice and attendant When the Crandens held Zelradton, they
dungeons. In addition nobles, rich added a bank of earth thirty feet thick and
merchants and a small number of skilled as high as the walls themselves behind the
craftsmen make their home here above the twenty-foot thick outer walls. Buried
noise and stench of the Low City. beneath these colossal earthen banks were
The roads here are wide and abut all manner of buildings and chambers.
Ker Redestran’s outer wall. But one major Above, they were extensively modelled to
thoroughfare and a handful of minor feature an incredible array of fauna and
streets penetrate to the inner defences of flora gathered from throughout the Great
the Malendrenn. The eastern end of the Kingdom. With the rise of the Naelax
Nothilann is particularly well fortified. Set these impressive gardens fell into disrepair
against an almost sheer drop of one but their considerable contribution to the
hundred feet or more the machicolated Malendrenn’s defences remain.
walls and tower of the Malendrenn
provide a last redoubt should the rest of The Twisted Tower: Perhaps the most
the city fall. Ker Redestran is replete with sinister building within Ker Redestran’s
extensive barracks thronged with warriors, precincts, this slender spire, raised with
many of who are veterans of the Ideean infernal assistance, rises one-hundred and
campaigns of 586 CY. forty-feet into the air. So named for the
adornments that suddenly appeared about
the towers the night Reydrich reappeared
The Malendrenn
after his supposed death, this structure has
Built atop the ruins of a Suel fort,
a fell aspect. Individuals getting close to its
this section of the fortifications are the
walls report the carvings seeming to
writhe like serpents about the tower when cathedral dedicated to Pholtus also stood
viewed from the corner of one’s eye. on the Square of the Coin but this was
Undoubtedly these carvings would make suborned, rededicated and extensively re-
scaling the walls easy. No one however is fortified by Hextor’s followers soon after
thought to be that brave (or stupid). the Turmoil Between Crowns.
At least eight stories make up the The Halls of Justice have long
interior. Workshops, laboratories, libraries hosted the apartments and offices of
and a handful of guest chambers can all be Zelradton’s inquisitor and his staff. The
found within, as well as Reydrich’s current incumbent, Tarannis, is a nephew
personal chambers and treasury. Chambers of Prince Reydrich himself. Fiercely loyal
in the highest portions of the tower are to his uncle, Tarannis maintains a network
used to summon and control outsiders so of two score spies, outcasts and enforcers
that the archmage may exact terrible through which he learns much of import.
bargains with powerful fiends.
Few are thought to dwell with the The Hallows
archmage. Chief amongst this favoured The Square of the Coin: The centrepiece of
cabal however, is Tarrak (NE female the Hallows, all Zelradton’s temples of
human Wiz13), a one-time apprentice and import cluster about the Square of the
concubine. Although she resides in the Coin. A wide space oft thronged with
grim fortress of Ker Bazainn to the south, peddlers, minor merchants, traders and
she is known to maintain chambers here supplicants; statues of local heroes,
military leaders and other dignitaries
The Halls of Justice: Justice has been dominate the square.
meted out from within the many-pillared
halls of this grand building for centuries. Abbey of the Champion: A vast structure,
Established to dispense Schandor’s the Abbey of the Champion glowers over
enlightened Code of Law, under the the square like a menacing giant.
Naelax the purpose of this place was Incredibly ornate, the structure is
warped and corrupted. Extensive dominated by a great bell tower. Gargoyles
dungeons and holding cells beneath the and other foul carvings festoon almost
main building have held thousands of every inch of this sinister edifice. Patriarch
unfortunates who have awaited their fate General Llarenden Valender leads
in squalid and overcrowded conditions. worshippers here. An imposing giant of a
Persistent rumours place a secret arena man, he is famed for his tactical expertise,
below these dungeons in which criminals, merciless demeanour and sentient heavy
prisoners of war and slaves are forced to flail reputed to possess both the shocking
fight to the death on days holy to the burst and unholy abilities. Reydrich has
Champion of Evil’s followers. promoted many of Llarenden’s chief
This building also contains a small, acolytes to positions of authority within
almost forgotten shrine dedicated to the his armies to act as a check to burgeoning
Blinding Light. Originally, an ornate
Zilchan influence. Llarenden is known to great cross. At its centre rises the Tower of
covet General Isaiken’s position as leader the Elder Breeze. Cunningly designed to
of Zelradton’s armed forces. collect and funnel the winds gusting over
the city into the temple’s processionals,
The Guildmaster’s House: An equal to the the tower is sheathed in dazzlingly white
Abbey of the Champion in size and scale, marble. Set amid carefully tended gardens,
the Guildmaster’s House is one of this complex is warded by a low wall
Zelradton’s most opulent buildings. pierced by four ornate ceremonial prayer
Glittering, magically strengthened stained gates, each set at one of the cardinal
glass windows of breathtaking size and compass points and named for its divine
complexity dominate the main ceremonial patron.
areas, admitting a riot of coloured light to The clergy here are composed of a mixture
illuminate the interior. Inside, wealth of clerics dedicated to all five of the
abounds; the walls are sheathed in gold Oeridian agricultural gods. As befits his
leaf, the floors are uniformly of highly status as the Velaeri’s leader, clerics of
polished marble and expensive art pieces, Velnius officiate at all major ceremonies
many from the early days of Aerdy, adorn but each of the four subsidiary sects leads
the walls. worship during their deity’s season.
Within her master’s house, A church council named the Congress of
Matriarch Schleretha is the undisputed the Wind, drawn from both influential
mistress. A fiery, outspoken and intelligent worshippers and priests alike, directs
woman, she has come to believe that church affairs. In the main politicking
Overking Xavener’s use of the church as within this body is low-key and good
little more than an instrument of policy is humoured, with any serious disputes
a tactic designed to totally suborn the ultimately being settled by the white-
Zilchan faith to his will. She views Grand haired Gregarn. Important ecclesiastical
Patriarch Larissen (LN male human Clr19 members of this council include the
– Zilchus) as little more than Xavener’s venerable Gregern, the good-natured
creature. Many in the church agree and Karasin Serrand, complacent Quaanser,
view Schleretha as the only hope for a outgoing Toranna and taciturn Peniaden.
truly independent church. The wealthy farmers Cronquand and the
The Royal Guild of Merchants of parsimonious Ellreth wield the most
Aerdy maintains extensive offices within influence among the congress’ lay
one of the temple’s many wings, from members.
which it regulates the trade that courses
through Zelradtons precincts. In the main House of the Knave: The condition of this
its officials remain loyal to Grand dilapidated building accurately reflects the
Patriarch Larissen. fortunes of the Bitter Hand’s following in
Zelradton. Dedicated to Kurell, the
Sanctuary of the Seasons: This sprawling, number of petitioners has fallen after a
double-storied building is laid out in a disastrous decades-long tenure by Dareken
“The Cold Hearted”, which saw the penetrates here during the noon hour. In
church aggressively persecuted by the some parts the squalor is truly profound.
Chelors. Dareken’s death in 592, having Persistent rumours have a small
been run under the wheels of a poorly cult dedicated to Ahmon-Ibor flourishing
driven farmer’s cart, threw the remaining in the fetid back streets surrounding the
worshippers into confusion. Some believe House of Sighs. In any event, it is in the
his death to be no accident and that forces Kalinburg that crime is most prevalent.
within the Congress of the Wind had Several odious followers of Kurell have
finally wreaked their revenge for Kurell’s their homes here, adding their petty
betrayal of Atroa. Other, cooler heads vindictiveness to the misery of the other
mark these theories as pure fantasy and so residents.
the order wars with itself.
While services are still held in the House of Sighs: A truly depressing place,
grand Hall of Vengeance, the two factions this austere, high-walled donjon-like
have little other peaceful contact with edifice is one of the most-avoided locales
each other. Each has claimed sections of in the whole city. Criminals, the insane
this building as their own and while and the destitute are all eventually
ancient church law forbids all but brought here to eek out the remainder of
ceremonial combat within the House’s their days in an unending drudgery of
precincts, the church’s internal squabbles hard, thankless tasks. Discipline is brutal
have spilled out into the streets on and many of the guards are sadistic in the
occasion. extreme. It is possible to win free from the
The wily Korshareth, a stubborn House of Sighs but only on the payment of
and hateful man, leads the more militant hefty bribes. Korshareth of Kurell
of the factions. Opposed by the more blackmails several of the guards here. Even
moderate and by no means less resolute the warden, Relexann falls under his
Reorxara, Korshareth is slowly gaining the influence, allowing Korshareth to comb
upper hand in the struggle. through the inmates in search of likely
recruits to bolster his struggle against his
Kalinburg nemesis.
Constructed as a military town,
Zelradton’s main thoroughfares are broad
and straight so as to expedite troop
movements. Away from the main arteries,
streets and alleys degenerate into a
hopelessly confused maze. Huddled in the
shadow of the Nothilann, in the poorer
districts that dominate Kalinburg, the
houses are packed so close together and
the streets are so narrow that sunlight only
Key to the Map
The Hallows
1.) The Square of the
Coin
2.) Abbey of the
Champion
3.) Guildmasters’ House
4.) Sanctuary of the
Seasons
5.) House of the Knave

Kalinburg
6.) House of Sighs
Cornburg
7.) The Iron Hall
Malendrenn
8.) Halls of Justice
9.) The Twisted Tower

The Iron Hall:


Home to Cragden
Keephand, this
refurbished and
fortified inn
compound has acted
as Irongate’s mission
for almost a decade.
Perhaps one of the
most spied on
buildings in the city,
its defences, both
magical and mundane, are impressive.
The Cornburg Keephand’s staff includes several puissant
wizards, skilled warriors and followers of
The mercantile district of
the Hidden Empress. Cragden
Zelradton, the Cornburg hosts both rich
communicates with Irongate via a crystal
and poor districts. The Cornburg’s streets
ball hidden in a heavily warded chamber
are wider than Kalinburg’s– in part
in the bowels of the converted inn’s
because of the need for carts to traverse
cellars. The inn has been the scene of
the streets and in part due to local laws
several assassination attempts and one full-
drawn up to limit the progress of major
scale assault by a veritable army of hired
fires. Alleyways are few here and violent
thugs. Keephand remains pragmatic and
crime is relatively low.
the low-key assistance of the Royal Guild
of Merchants of Aerdy allows him to
maintain Irongate’s presence in Zelradton.
The identity of his foe however is a
continuing mystery, the answer to which
Keephand would pay much gold to gain.

Intrigues and Whispers


Several forces move against
Irongate’s mission here, although
Keephand gains some succour from the
Royal Guild of Merchants of Aerdy who
wish to see trade flourish between
Irongate and Ahlissa. Reydrich rules
supreme but those opposed to Overking
Xavener’s rule cluster about Matriarch
Schleretha. Reorxara has become aware of
Korshareth’s hold over several guards in
the House of Sighs and seeks to end his
influence there.
Negotiations held in secret during
the closing months of 593 between
Ahlissan representatives and the
ambassadors of Onnwal and Sunndi are
thought to have centered on the legal
status of the Principality of Naerie
(formerly the County of Idee and member
of the Iron League). The subsequent
movement of some of the Overking’s finest
regiments to the principality has been
cause for much discussion.
Denizens of the Flanaess
The Chronals
By Victor Caminha

To His Omnipotence, the Glory of the assassin’s fate merely hinted at the barest
West, the Sultan of Zeif, Murad, in the 591st thread of the Lady of Our Fate, specifically
common year of the Lady of Our Fate, from concerning an enigmatic race deeply
your most humble advisor, Alhamazad the interested in mortal affairs.
Wise. When I cornered the fleeing
By the time this report reaches your Mahmoud in the Alley of Knives, under the
royal chamber, I freely assume Your Highness watchful elation of the local residents
already knows the basest facts about the watching the scene, the killer just sneered at
demise of that most feared Uli assassin, me, as he did at our former meeting before
Mahmoud Sayf, who mercilessly preyed upon escaping. I promptly began to cast a holding
the nobility of all the western states. Although spell but feared my frail body hadn’t reacted
he came close to being arrested several times fast enough to contain the assassin. Then, to
in the last two years since his first notorious everyone’s surprise (including myself),
murder, Mahmoud always escaped the wrath Mahmoud suddenly gasped and then
of the local authorities, including well-staged underwent a most disturbing change: where
ambushes led by many heroes and even my but a moment before had stood his vigorous
inadequate skills; a self-admonishment for my shape, there now stood a withered husk
own past failures. Somehow, without using showing enough age to compare itself to the
any spell, device or magical artifact, this rotted Malevolent Old Man of the North. I think he
villain always disappeared, even while he was died instantly of shock even before hitting the
gagged and chained by his captors! ground. But again, this wasn’t my doing. And
However, as vicious as Mahmoud was, while everyone else was stunned at the scene,
I must assure your Highness I was not or repulsed by “my” magic, I quickly tried to
responsible for his sudden and disturbing spot the culprit (for I did not believe
death, even though I was present at the scene, Mahmoud had any suicidal desires), and then,
weaving incantations (which, I must add, were for just an instant, I saw it. On the honor of
of an incapacitating nature instead of a Al’Akbar, Great Sultan, I swear this is the
destructive one). No, I leave the application of truth of what I saw! Near the body of
death sentences to the royal court and the Mahmoud approached a gray rat, but it was no
executioner’s block, even if Mahmoud’s ordinary pest. Thanks to a previously-cast
capture was a task bestowed to me by Zeif incantation of sight I had used to better track
itself. I know it is unseemly to contradict a Mahmoud, and that was a most fortuitous
dozen honored testimonies, but I must humbly providence, I could see the creature that hid
point to their lack of perceptiveness when behind that rodent shell. Instead of a rat there
recounting the crucial details relevant to the stood the visage of a humanoid unlike
death of the Uli, and so I beg for your patience anything I have ever seen before. A naked,
and your enlightened attention in regards to hairless and sexless man-sized biped creature it
this report. As Your Highness shall see, the was, with green-gray skin, pure white eyes
and oversized pointed teeth that were revealed adopt the term “chronal” when referring to
in a mocking smile. It stood there looking at these beings.
the body of Mahmoud for only a second, As important as its powers is the
disappearing before I could do anything. behavior of a chronal. Although they are
Obviously, such an eventful outsiders, they apparently maintain little or no
circumstance (I consider the eastern term contact with other extraplanar entities. Even
“twist of fate” lacking in reverence toward the djinn of the Citadel of Ice and Steel have
Istus) drove me to research this mysterious claimed little knowledge of this race. In
assailant. It was this quest for the truth that is contrast, the majority of the evidence points to
responsible for delaying my report for seven a benefit the chronal derive from their contact
months since Mahmoud’s death. However, my with the denizens of Oerth, which invariably
research has yielded promising conclusions. ends in a proposal, or rather, a bargain with
This kind of creature hails from such denizens. My theory for the chronals’
another plane of existence, Your Highness, preference for this contact, Great Sultan, rests
though I could not ascertain its home. And in a commodity which only mortals can offer,
although my sources related a distinct number and which chronals always ask as their
of shapes adopted by these beings, I am payment for their favors: measurable lifespan.
reasonably sure the description I gave in the Even dragons may offer such valuable
last paragraph depicts their true form. currency, while an unchanging immortal
Unfortunately, I must claim ignorance when efreet cannot part with it, thus becoming an
determining the limits of their shapeshifting unattractive target. In exchange for the
abilities. Even more fascinating are their shortening of one’s life, it seems that a chronal
powers related to the flow of time, enabling offers the mortal bargainer access to their
them to stop the hourglass of fate, lock a temporal abilities. If that is so, it certainly
victim out of its flux and quite possibly exert explains how Mahmoud Sayf became
other wondrous abilities yet still to be unstoppable and imperceptible. By leaving the
unveiled. Fortunately, these creatures were time-stream, he could break into any vault, get
described as showing great reluctance in the past any guarded chamber and escape any
using of their powers, preferring to flee prison while no one could discern how!
instead of fighting. “The reason for this However, some sources have related a bitter
unwillingness was hinted at in a text that and pernicious end for those who have struck
suggested “a personal sacrifice is demanded such a bargain with the chronal: each time a
when the chronal warps time and space”. This mortal employed such time-altering ability,
source was the only one to give a proper name his lifespan diminished. I must stress the
to this race instead of some colorful difference between this effect and unnatural
reference.”. As this source was the only one to aging. While the latter causes an advance of
give a proper name to this race instead of some one’s current age, a shortened lifespan means
colorful reference. A cloud dragon referred to the mortal will die earlier of natural causes.
it as the “Virlymhaurach”, or “Thief of Fate”, According to past descriptions, if the
while an obscure Tusmit parable described the shortened lifespan reached the current age of
same creature, naming it “Khaled Ratib”, or the bargainer he would quickly shrivel and
“The Eternal Arranger”. I preferred thus to die, as he would do if time ran its normal
course; as it so happened to Mahmoud.
This is a most insidious and poisoned pact,
My Lord, for no one can exactly discern his
Chronal
own final age. Furthermore, how tempting can Medium Outsider (Chaotic, Extraplanar,
this bargain can be when a mortal won’t feel Shapechanger)
any physical consequences until it’s too late? Hit Dice: 10d8 +20 (65 Hp)
And how many souls would be willing to give Initiative: +6
away their years of old age, years of creaking Speed: 30 ft (6 squares)
bones and sore backs, in exchange for just one Armor Class: 20 (+2 dexterity + 8 natural),
use of such miraculous abilities? Mahmoud, touch 12, flat-footed 18
with all of the storied tales of his many Base attack/Grapple: +10/+10
blasphemous crimes and harrowing escapes,
Attack: Bite +12 melee (dmg: 1d6) or touch
lasted two years, Your Highness. Two years
+12 melee
were enough for the youthful Uli assassin to
die as a venerable old man. Space/Reach: 5 ft/ 5 ft
Your ever-faithful advisor, Special Attacks: Spell-like-abilities,
Alhamazad the Wise temporal resonance
Special Qualities: Alternate form, chronal
bargain, damage reduction 10/lawful,
darkvision 60 ft, immunities, sight of the
long future
Saves: Fort +9, Ref +11, Will +10
Abilities: Str 11, Dex 15, Con 14, Int 17,
Wis 16, Cha 20
Skills: Appraise +16, bluff +18,
concentration +15, diplomacy +18, disguise
+21 (+31), knowledge arcana +16,
knowledge (the planes) +16, listen +16,
sense motive +16, spellcraft +16, spot +16
Feats: Improved initiative, lightning
reflexes, skill focus (disguise), weapon
finesse
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: -
Contrary to what Alhamazad has
proposed, the chronals aren’t a race per se.
They do not breed, as all chronals were
formerly members of other races who
wielded temporal magic with disastrous (possible Powers involved:
consequences. When a high-level time- Cyndor).
related spell goes awry, it may induce a Regardless of their former race, all such
profound change in a mortal’s essence, victims are now outsiders native to the
transforming them into a chronal. The Demiplane of Time; being immune to its
Powers of Greyhawk also are not blind to planar traits while being extremely skilled
those who dabble in chronomancy, and in the art of temporal manipulation.
when someone tries too hard to undo fate Occasional visitors to the Prime Plane,
there is a chance a concerned god will chronals usually adopt the form of a
interfere; sometimes by causing a spell mortal race (i.e. anyone who is not of the
failure, or by cursing the chronomancer’s elemental, fey, outsider, undead or
essence with a severe influx of temporal construct types), preferably the same race
energy that changes them into a chronal. as the mortal they want to make the
On becoming a chronal, the victim loses chronal bargain with (see below).
all previous class and racial traits and their Regardless of the shape assumed, if there is
memories consist of only tiny fragments of a common trait present in any disguised
the past, which eventually disappear chronal it is its frequent, mocking smile.
altogether as the effort to maintain its own Some credit this odd behavior to the
existence is all that matters to the chronal. chronal’s chaotic nature, but the fact of
In Oerth’s history, there are some who the matter is that a chronal reacts this way
may have suffered this fate: because it is able to see the future decrepit
• Yuan-ti who aspired to alter history appearance of an individual, and cannot
and avoid their race’s decadence, avoid considering how pathetic the
hoping to tip the balance in favor eventual fate of all mortals truly is.
of the scalyfolk. Anyone who employs a true seeing spell or
• Desperate olve from the City of convinces a chronal to assume its true
Summer Stars who tried to warn form will see it for what it is: A 160 lb, six-
their former selves about the foot tall humanoid being, without body
onslaught of the Ur-Flan. hair or genitalia, with glossy greenish-gray
• Suel and Baklunish spellcasters skin, pure white eyes (without pupil or
from both empires, who decided to iris), a thin nose and prominent pointed
risk time traveling to avoid the teeth poorly concealed behind a disturbing
horrible cataclysms (possible smile.
Powers involved: Istus, Lendor, Further setting chronals apart from
Wee Jas). all other beings is its inverted life cycle.
• Ambitious archmages from House When a chronal is “born”, it has an
Garasteth of the Great Kingdom equivalent age of two full centuries. From
who formed a time-meddling cabal this moment onwards, its lifespan begins
to study its effects on history to regress (without affecting any physical
or mental abilities) and the creature is
fully aware that its link with the Chronals speak abyssal, common, celestial,
multiverse begins to diminish. After two infernal and draconic.
hundred years, the chronal vanishes from
reality as if it never existed. Unable to Combat: A chronal has no interest in
remember its former race and origin, combat, preferring to flee by using its
chronals have only one view of their own plane shift ability, unless it is important to
“birth”: they were conceived by time itself. remain in its current location. If a chronal
Acutely aware of their fleeting existence chooses to remain in a threatening
and knowing that each use of their environment, it will prefer to use its
supernatural abilities brings them closer to morphic and other abilities to escape harm
oblivion, chronals look for any mortal and will only engage in combat with
creature that is agreeable enough to cede dangerous opponents as a last resort.
to the chronal the latter years of their life
as part of the chronal pact. When this Alternate Form (Su): At will, and as a
happens, the mortal’s lost lifespan is added standard action, a chronal may assume any
to the age of the chronal, advancing it form of large size or smaller, excluding
towards the maximum age of 200 years, in forms with the construct, elemental, fey,
effect extending the chronal’s own outsider or undead type. This ability
lifespan. functions as per the polymorph spell
Chronals have no native (caster level 15th), except that the chronal
environment, being nomads and drifters does not regain hit points when changing
by nature. They try to live their existence form.
to its fullest, always seeking to prolong the
time they have by securing a chronal Immunities: A chronal is immune to aging
bargain with some mortal creature. When effects, disease, poison, polymorph, sleep,
not on the Prime Plane, they prefer more and any time-related or suspended
chaotic, carefree planar regions, always animation effects (imprisonment, sepia’s
being prepared to flee in case of trouble. It snake sigil, sequester, temporal stasis, etc).
is important to note that the ageless trait If a timestop spell is cast within 30 feet of
of the Astral Plane does not protect a chronal it is “carried along” with the
chronals, as the passage of time there still caster and may act as normal during the
occurs and only halts a chronal’s extra rounds granted by the spell.
metabolism (according to DMG 3.5).
While chronals always appear first in the Spell-like abilities: At will - discern
Demiplane of Time when they are “born”, location (only to find mortal bargainers);
that plane doesn’t hold any interest to 3/day – greater plane shift. Caster level
them. Similarly, they avoid creatures like 12th. The save DC is charisma-based.
time elementals, chronotyrins (Fiend Folio
3E) and phanes (Epic Level Handbook). Temporal Resonance: Any of the following
effects can be used at will, but each time
one of them is used a chronal must deduct caster’s check (d20 +12), DC 11 + caster
one year of its lifespan of 200 years, level of the spell or spell-like ability, it
may deduct one year of the duration of the
disappearing forever (barring divine spell or spell-like ability (which generally
intervention) when it reaches zero. The ends the spell unless it has a duration of
“older” a chronal is, the more willing it permanent or instantaneous, in which case
will be to employ its temporal resonance the spell is unaffected). Note that spell
abilities. abbreviation can affect spells unable to be
dispelled by dispel magic and similar
The caster level for this ability and all effects.
its effects is 12th.
• Timestop (Sp): As the spell of the same
name.
Sight Of The Long Future (Su): A chronal
• Temporal Stasis (Sp): As the spell of the sees all visible mortals as if they were of
same name, except that its duration is 1 the “venerable” age category (“great
year. A chronal can maintain this effect on wyrm” category for dragons). Creatures
a victim annually, deducting one year of with indefinite life spans like most
its lifespan each time. Fortitude Save DC
23 negates. If the victim is already affected
constructs, elementals, fey, outsiders and
by the temporal stasis ability they receive undead are seen as they are.
no saving throw.
• Temporal Rejuvenation (Su): This effect Skills: When changing form, a chronal
heals the chronal’s body as if one real year gains a +10 circumstance bonus on disguise
had passed, restoring all of its hit points
and removing ability damage, exhaustion,
checks.
fatigue, and any non-permanent condition
or supernatural effect that was previously Chronal Bargain: When a chronal travels
affecting the chronal, as if their duration to the Prime Plane, it assumes a mortal
had expired. Temporal rejuvenation form and creates a likely background story
removes all negative levels, but enforces
the chronal to make fortitude saves
for itself, trying to instill trust in a chosen
accordingly to avoid level drain, which mortal in order to convince them to give
does not disappear as they are a permanent up their future years to the chronal. A
condition. Regarding spells, temporal chronal offers access to its temporal
rejuvenation only removes a spell’s effects, resonance ability in exchange for the
but not the spell per se (see the next effect
below), which still functions and may
mortal’s lifespan, but it may revoke the
force the chronal to save again if it is once pact at will. A chronal cannot have more
again exposed to a continuing spell effect. than three chronal bargains active at any
For example, the panic of the fear spell time.
may be removed, but if the chronal enters The chronal bargain grants the
the area of effect again then it will have to
save again.
mortal bargainer full access to all of the
• Spell abbreviation (Su): Any spell or spell- effects listed under the Temporal
like ability that is cast or is functioning Resonance ability, but each time they are
within 30 feet of a chronal, and that the used the mortal’s life expectancy is
chronal is aware of, may be targeted by lowered and the lost years stipulated in the
this effect. If the chronal succeeds on a
pact are siphoned back to the chronal (up the mortal dies with the appearance she
to its maximum of 200; any additional would have if her original maximum age
years are “lost”). An interesting point is had been reached. Until death occurs, the
that the siphoned years of the most long- bargainer remains unaware of how close
lived of mortals (elves, dragons, etc) her “natural” death is. It is important to
provide the least sustenance for a chronal, note that the reduced lifespan of the
as it is the actual number of uses of the bargainer does not change the number of
temporal resonance ability that satiates it, years sacrificed per use of the ability. This
and such long-lived races have much more value is fixed according to the original
time to decide on making use of the maximum age of the bargainer at the point
chronal’s abilities. when the bargain is first made.
To estimate how the chronal Example 1) A 20 year-old half-orc accepts
bargain will affect a mortal’s lifespan, the the chronal bargain. The DM secretly rolls her
maximum age using the table in the Player’s
DM must calculate in secret the maximum Handbook and notes she would normally live 70
age the bargainer would normally reach, years. This value is then divided by 50 and rounded
using the aging table in the Players’ up; the final result being 2. So, her maximum age
Handbook. The bargainer’s total age is will diminish by two each time the half-orc uses
divided by 50, rounding up (time doesn’t timestop, temporal stasis, temporal rejuvenation, or
spell abbreviation. If after 5 years she has used any
give concessions to anyone). The final of these effects a total of ten times, her lifespan will
result is the minimum amount of the be now 50. The half-orc’s current age would be 25,
bargainer’s mortal years needed to add one for it has changed only due to the natural passage
year to a chronal’s current lifespan. This of actual time and not through the use of these
total number of years will be the non- effects.
Example 2) A 120 year-old elf accepts the
negotiable amount of life years demanded chronal bargain. The DM rolls her maximum age
from the bargainer by the chronal, applied and notes that it would be 720 years. Dividing by
each time the bargainer employs a 50 and rounding up, the result is 15. Deciding to
Temporal Resonance effect. Thus, each continually employ her great power, the elf dies in
time this payment is made, an equal the same year (with an appearance of 720 years old
at the moment of her death) after 40 uses of
number of life years are deducted from the temporal resonance; with each such usage
maximum age of the bargainer. The mortal deducting 15 years from her lifespan.
will have a shorter total life span instead of Note: It is strongly recommended that the
aging suddenly; this effect cannot be DM consider very carefully the consequences of
countered by a wish or miracle spell, or by offering a chronal bargain to a player character.
The character will have on average a total of 40
longevity potions or any other similar uses of temporal resonance before dying
effect whatsoever. When the bargainer’s permanently, and so it is suggested that each
current age reaches her lessened total life encounter that the character uses any temporal
span, she instantly dies and nothing short resonance effects, the character should be treated
of divine intervention will be able to as having a +5 level adjustment when calculating
experience points.
restore her to life. At the moment of the
bargainer’s death, the pact is dissolved and
Gazetteer of the Flanaess
The Vale of the Mage
By Rick Miller
Special Thanks to Sam Weiss and Mike Bridges

The Vale of the Mage (Small pseudo-autonomy to appoint their own


Kingdom): Magical Despotism; AL N; leaders. Each leader reports to The Black
Unknown gp limit; Assets Unknown; One, the First Protector, or Nyeru
Population: 25,000 (Human 37% Darkspring.
[Baklunish, Flan, Oeridian, Suloise], Elf Resources: copper, gems, iron, lumber,
25%, Gnome 18%, Halfling 10%, Half-elf platinum, silver, rare herbs and spell
5%, Other 5%); components.
Authority Figures: His Most Languages: Common, Dwarven, Elven,
Magical Authority, the Exalted Mage of Gnome.
the Valley and Laird of the Domain, Jaran Allies: Unknown (assumed None)
“The Black One” Krimeah (N, human Enemies: Geoff (exiles), Bissel, Gran
(shade) Wiz20+) March, Knights of the Watch, Knights of
Important Figures: Nyeru Darkspring (NE; Dispatch, Keoland (minor), Sterich
Human male Necromancer 12+), (minor), most elves.
Ellerxeris, Commandant of the Valley
Elves; (N; Valley Elf male Wizard 3/ Overview
Fighter 6/ Arcane Archer 4), Jakar The Vale of the Mage has long been
Whitewing (N; Human male Drd18+), an area of mystery and mystique in the
Endoble Mistikmore (NG; Rock gnome Flaneass. Many sages purport that the
male Illusionist 11), Simius of the Tree valley itself sits upon arcane ley-lines that
People (CG; Human male Bbn4), boost the inhabitants’ magical abilities or
Summerstorm Nightwind (CN; Valley Elf that permit or inhibit the use of certain
male Clr9 of Beory), Tyslin San, First spells within the valleys confines.
Protector (CN; Drow elf female Wiz15+), Whatever the reason, the Vale of the Mage
Gremas Windspring (N; Rock Gnome male remains a secluded area within the
Bard9). Flanaess that not even the mightiest of
Major Towns: Ebonwood (small city; archmages has yet to delve.
5,200+) For the past several decades the
Government and Law: The Black One valley has been ruled by The Black One,
rules with supremacy over the Vale. His also known as Jaran Krimeah. The Vale of
two officers are the First Protector and the Mage is not considered a threat to the
Nyeru. Each community is permitted a surrounding nations for its inhabitants
tend to keep to themselves. However, After several hundred years of faithful
neighbors of the dim vale remain service, the Valley Elven King went to
frightened of the power that is rumored to Celene himself to formally demand the
rest in the hands of its inhabitants and court to stop playing faerie mysteries
their master, The Black One. games and do something about this
The Vale of the Mage is well defended, menace. The grey elves of the Fey Court of
with patrols going through many of the Celene, disregarded the Valley Elven King,
areas hourly. The Barrier Peaks also and ordered him back to his “station”. In
provide a formidable barrier to those anger, her Fey Majesty ordered the Valley
trying to traverse them. While the Elves to cease protecting the Dim Forest
entrance to the valley near the Dim Forest and moved on to more pressing matters
is heavily guarded, with full-time patrols within her court. Infuriated by this
and hourly back-up patrols. Few are brave complete lack of regard for a threat
enough to enter the dread vale; various bordering their kingdom, the Valley Elf
expeditions have met with threats or have King refused the order and declared war
never returned from their endeavors. It is on his elven kin. After several decades of
a land; rumored to be teeming with conflict the Valley Elven army was forced
treasures guarded by monstrous to concede outside the Dim Forest, and by
inhabitants the order of Her Fey Majesty was exiled
from her Kingdom for starting a war
A History of the Vale against all elvenkind. Should they attempt
to return to the elven lands it would be
Prehistory: Roughly 4000-5000 years ago,
under pain of death. (1)
a force of unknown origins created a
Note: It is not known whether the Valley
minor planar bleed within the Dim forest. Elves were involved in the conflict between Lolth
Whether this was a conflict among the and Corellon Larethian many ages past. Some
lizardfolk, the gith or even the illithids attribute the fall of the Valley Elves to this event,
cannot be discerned. What is known is or to the fact that they did not take sides in the
conflict. Ultimately the choice rests with the DM,
that the Dim Forest became an area
whether or not they use the Seldarine in their
permeated by the essence of the Plane of campaign.
Shadow and many of its denizens.
After several lost expeditions, the -422 CY: The Twin Cataclysms occur,
local grey elven overseers realized that this Slerotin leads the Twelve Houses out to
was more than their meager resources the Sheldomar
could handle. These overseers sought to
contain the evil therein and so tasked the -421 CY: While many of their cousins
Valley Elves with this responsibility; occupied the Sheldomar Valley to the
thereby creating the first Dusk Keepers of south, various refugees from the Suel (2)
the Dim Forest. lands fled into the Vale.
-420 CY: The Valley Elf King refuses ending the century’s long stalemate
Celene’s edicts and seals the borders of the between both expanding races.
Vale to the queen’s emissaries (3).
-354 CY: The Oeridian tribes begin to
-413 CY: After many years of rebuilding move into the southern valleys.(4)
the Suel and the Valley Elves create a
defensible area in which they may live in -307 CY: The Valley Elf King Dhaeron
harmony. Eledhwen dies.

-404 CY: Garwinkle Gwailyar, leader of -304 CY: Prince Kelendres Eledhwen is
the gnome clans and Derghant appointed as Lord of the Valley Elves.
Sledgebreaker of the Barrier Peaks
dwarves agree to openly trade with their -198 CY through -187 CY: Javan-Uli Wars:
neighbors the Valley Elves in exchange for The Uli invade the Vale. (5)
rare reagents and lumber.
75 CY: Valley Elf King Kelendres
-400 CY: The large Uli tribe of Paynims Eledhwen dies of unknown causes.
first raid into the villages and flocks of the
Yorodhi (Oeridian). 79 CY: Prince Amhrad Eledhwen is
appointed as Lord of the Valley Elves.
-350 CY through -200 CY: The Uli
Occupation: Gradually many of the 199 CY: Using arcane magics never seen
nomadic Uli learned the advantage of before in the Vale, a man simply known as
settlements, creating a few towns such as the demiurge arrived in the Vale. Within
Ulakand by Yorodhi example. This the year, he had helped the Valley Elves
stabilization was not to last long however, fortify the Vales defenses both magically
as the treacherous and impatient Uli and strategically.
instead conquered and occupied all
Yorodhi settlements, driving those not 301 CY: Crossing the Barrier Peaks a large
enslaved into the hills and perilous Barrier force of Baklunish hailing from the
Peaks between the Javan Vale and the Paynims crossed the perilous Barrier Peaks
Ulakand. and infiltrates the agrarian valley. (6)

-357 CY: The Empire of Vecna falls as Kas 349 CY: In a brief skirmish the denizens of
the Bloody-Handed betrays and slays the the Javan Vale repel the advance of the
Whispered One, the Lord of the Spider Knights of the Watch marching under the
Throne in an epic battle. Following this Keoish banner, into their lands. (7)
conflict the buffer between the Suel lands
and the Oeridian lands was opened, 352 CY: The demiurge disappears. (8)
399 CY: Giants of the Barrier Peaks led by 468 CY: The Witch Queen of the Howling
an unknown power invade and destroy North, Iggwilv's power grows in the Yatils.
much of the southern of the Javan Valley. She conquers Perrenland.
It is during this battle that the Valley Elf
King Amhrad Eledhwen is slain. 478 CY: A Rival Disposition: Iggwilv seeks
a council with The Black One and is
403 CY: Prince Ghildor Eledhwen is permitted into the valley by The Black
crowned the new Lord of the Valley Elves. One himself. The two rivals meet and
exchange pleasantries before going over
450 CY: Rumors persist of the Valley Elves notes on planar travel, mysteries and
aiding Geoff during the Keoland/ Geoff exchanging various spells. In the same
conflict. Acting as scouts and providing year, the impatient Witch Queen, Iggwilv
intelligence reports on Keoish tactics and is overthrown and imprisoned.
supply lines to the grand duke's forces. (9)
481 CY: Repulsion of Iuz: Emissaries of the
452 CY: An exiled Aerdi wizard named Land of Iuz are sent to the Vale and are
Jaran Krimeah, also called The Black One, quickly repelled, suffering horrendous
first sets foot into the Vale. (10) losses and angering the demigod. Sent
back with the emissaries was a small
453 CY: Laird of the Vale: The denizens of black-iron chest filled with the possessions
the Vale hail, Jaran Krimeah as the new of the fallen servants of Iuz and a note,
lord Mage of the Valley. telling the fell lord of the north never to
set foot in the Vale again!
460 CY: The Druids of Jakar: An exile of
the druidic, Hierophants of the Cabal, 483 - 500 CY: Unlocking the Shadow
Jakar and his retinue of loyal druids sought Plane: The Black One goes into deep study
entry into the Vale this year. After a long into discover the secrets of the Shadow
many tests and divinations to prove their Plane.
fealty, the druids were permitted to enter
the Vale. It is in this time period that Jakar 501 CY: With Darkness a New Hope: After
and Jaran work together to create the wandering many years, Tysiln and her
Collars of the Jakar, which aided in the raven familiar came upon The Vale of the
druids in their attempts to shapechange. In Mage, and were captured by a Valley
doing so, Jaran and Jakar come to a mutual Elven patrol. Believing her a spy, she was
understanding of the nature of the Vale, taken before The Black One. Who was at
and how it should be protected. Jakar the time, still building defenses for the
vows to protect it from within, while Jaran valley. The Black One recognized her
agrees to protect it from outside intruders. skills and tested her loyalties over the next
few months. Despite their best efforts the
two became confidants of the other and in
time, lovers. To this day, the two work killed. During this time, an impudent
together and remain romantically minor lord of the Gran March was slain
entangled. while attempting to gain audience with
Valley Elven king.
502 CY: The Valley Elven King Abdicates:
Marks the year the Valley Elf King and his 521 CY: Creation of the Elemental Glade:
followers leave the Vale and head to With the aid of the druid Jakar and the
Gorna. The Valley Elven King, Ghildor First Protector, The Black One opens gates
Eledhwen and his retinue depart for to the elemental planes in one of the
Gorna, leaving behind an oaken chest to Glades of Ehlonna spread throughout the
the grand duke. The group was observed valley; hoping to revitalize the dying glade
traveling southward into the Crystalmists, and perhaps boost the springs healing
never to be seen again. qualities. After several days of rigourous
attempts the trio declared the area a
498-510 CY: The Hateful Wars: The complete failure and gave up entirely on
second major conflict spawned by the the project. The end result is the creation
collapse of Tavish the Great’s empire of a minor planar bleed of the four base
began when the consort of the Queen of elements of air, earth, fire and water.
Celene was slain by a band of humanoids
from the lands beneath the Lortmils. For 550 CY: Consolidation of the Javan: The
centuries the demi-humans had kept them Black One makes his full claim on the
under control at great cost. For perhaps a valley and renames the Javan Vale to the
century the stalwart armies of Keoland Exalted Valley of the Mage. The
had aided them in that task. When they surrounding nations remembering the
were expelled, first by Celene, later by the despotism of Iggwilv and Vecna, begin to
Uleks, several gaps in the defenses fear this new power in their midst. The
appeared. This was most extreme in Knights of the Watch in the Gran March
Celene, where the Fey Court of Yolande officially deny any dealings with the
was more interested in planning festivals “upstart” nation.
than guard schedules. In many ways it was
her own culpability in his death that drove 554 CY: Formation of the Ring of Five:
Yolande in her rage. The result was the The Black One is asked to join the Ring of
Hateful Wars. Five, and accepts.
During this time, many of refugees
and humanoids tried their escape their 555 CY: Among the Chosen - Sindaar
fates by entering the Dim Forest or Sirion a protégé of The Black One is
following the Javan river tried to make chosen to be The Black One’s
their way into the safety of the valley. Met representative in Castle Greyhawk.
with threats, assaults, and worse these
invaders were either sent on their way or
557 CY: Dwarven Contract: The mountain monks appeared at the entrance to The
dwarves start construction of Dwarfreach Vale of the Mage promising entreaties of
Citadel, after finalizing an alliance pact trade and free passage through the valley.
against the giants with The Black One. These very same envoys of the Scarlet
Brotherhood were first warned by the
560 CY: The Shadow Sage: Through the Valley Elves to leave. After several
guise of curious missives and agents, The warnings, a conflict arose near the Galeb
Black One sets into play key events that Duhr Pass where the monks attempting to
conceal his identity and that of the Vale sneak in were surprised by the elementals
itself. In these short missives the Shadow living there and with the native Valley
Sage, left random clues to various treasures Elves defeated the invaders. To this date,
and threats within the Flanaess. no other envoys of the Scarlet
Brotherhood have attempted entry into
563 CY: Concordance of the Vale: A the Valley. This may be due to the fact
meeting is held within The Vale of the that the elves threw the bodies of the
Mage amongst all the races tribal leaders. brotherhood members into the perilous
At this juncture, all tribal leaders agree to Dim Forest to be consumed there by the
work together and provide free trade to shadowy forms dwelling within.
one another within the valley to sustain its
evergrowing needs. Each tribal leader 575 CY: Dwarven Stronghold Built: After
pledges a small amount of what they make years of steadfast construction and magical
each year to be traded and what is fortifications, The Black One moves into
apportioned as gifts to The Black One and the stronghold while preparing to build
First Protector for their leadership and another secret stronghold deeper in the
protection. valley.

568 CY: Drawmij's Disdain: Whether 576 CY: Secrets of the Maure: Possessed
through an actual meeting or word of with his continual search for knowledge
mouth, the archmage Drawmij officially and a means to prolong his life, The Black
remarks his disdain for the Valley Elves One sends the Shadow Sages through out
and their current despotic leader, The Flanaess and the planes. In doing so, the
Black One, to the court of Celene and to Shadow Sage and his henchmen leave
the archmage Mordenkainen of the mysterious missives and clues to hidden
Obsidian Citadel. (11) caches of magic, treasures, and weath
abounding throughout the Flanaess.
571 CY: Invitation of the Scarlet Sign: As One such missive, written in the
the rest of the leaders in the Flanaess hand of The Black One entails secrets long
received invitations from the Scarlet robed buried by the Cult of Long Shadow under
monks from the south, so to did The Vale Maure Castle. The scroll details a small
of the Mage. In this year, the Scarlet-robed area within the castles lower dungeons
that contains a wealth of magic protected missive to The Black One for his aid, and
and concealed in magics native to the within a few days the giants had fled back
Plane of Shadow. into the Barrier Peaks where the fighting
continued several weeks until the dwarves
581 CY: A New Leader: Nyeru: Following of the Barrier Peaks had pushed the giants
the defeat of the Necromancers, Nyeru deep into the jagged peaks.
was captured by the Valley Elves and
interrogated by the First Protector. Until 586 CY: The Final Enemy: Under the guise
at last, it was discerned he was earnest in of a Valley Elf, Timetrios Spartakos a one-
his motives. time apprentice of The Black One attempts
After a year of rigorous tests, divinations, to enter the vale to slay his former master.
and testing the resolve and motives of The demented Timetrios, who died nearly
Nyeru; The First Protector grants him a century before had sustained his life
clemency and allows him to live in the force through of an ancient Ur-Flan
valley, so long as his intentions remain artifact known as the Undulation of Souls,
pure. Months later, Nyeru was granted an artifact that allows its wearer to
command over the Shadow Sages and preserve and possess the bodies of recently
tasked with guarding the valley in The deceased corpses. Using this device he
Black Ones or First Protectors stead, as attempted to get close to The Black One
they often secluded themselves in research and fulfill his mission to slay his former
or ventured to the Shadow Plane. master, but failed when he was slain by
The Black One himself in a magical duel
582- 584 CY: The Greyhawk Wars: When that claimed the life force of Timetrios,
the surrounding nations of Geoff and forever.
Sterich were plundered by the marauding
giants of the Crystalmists and Barrier 587 CY: Shadows and Dust: The Black One
Peaks, these nations appealed to the Mage opens a permanent gate to the Shadow
of the Valley or aid. To their surprise, they Plane to begin his research into becoming
were given allowed an audience with The a shade.
Black One, or so they believed. When the
ambassadors were introduced however, 590 CY: Smoke and Mirrors: The Black
they were met by the recently appointed One departs for his new stronghold on the
deputy of the valley, an exiled Shadow Plane leaving the protection of
necromancer, Nyeru of Bissel. the valley to Nyeru Darkspring. During
Negotiations continued until the which time, he became a shade. (12)
nefarious giants made their way into the
valley. As the ambassadors fled, the Mage’s 591 CY: A Race to Arms: Several
forces moved south to head off the expeditions sent by the archmages Rary
invasion. Unbeknownst to the and Mordenkainen attempt to enter The
ambassadors, Nyeru had quickly sent a Vale of the Mage to discern the magical
nature and stability of the nation. Both the Valley Elves. It would, however earn them the
groups meet with heavy casualties but hatred of all other elves whom she held under her
influence. In their eyes, the Valley Elves had
discover the Vale is now under the betrayed the balancing order of nature by taking in
apparent rule of the exiled Bisselite and aiding the Suel refugees.
necromancer, Nyeru Darkspring.
(4) As the Empire of Vecna crumbled in upon itself,
(1)Weakened by this war the forces of Celene several Oeridian tribes saw their opportunity and
(roughly 2500 – 3000 years ago) were no match for moved south, the first of these being the Keogh.
the emerging menace of Vecna, the human While many of their brethren continued south a
migrations or the interbreeding and the rest of the few tribes entered the vale to avoid the mysterious
high elves in the Silverwood environs; a point Dim Forest. These groups encountered several
which the grey elves of Celene will never forgive Valley Elves who saw the Oeridian horsemen as
the Valley Elves for. strange adversaries. Small skirmishes existed
between the two groups for several months until
the wise, Valley Elven king Dhaeron Eledhwen
(2) Many lost or displeased members from House met with the Oeridians to conduct a pact of peace.
Linth, Lizhal, Xuel-Crix, Zelrad and Zolax. Many Both groups agreed to end the fighting so long as
of which, disagreed with the Rhola and Neheli. the Valley Elves did not raid Oeridian villages and
Though, none of these held any station. In the the Oeridians would agree to stop their rampant
following months, the groups quickly began to migration through the Vale and settle down within
grow ill and many starved in the quick freezes that its borders. This settled the Oeridians settled down
covered the valley at infrequent times in Sunsebb. in the untamed southern end of the valley.
Though paranoid at first, the King of the
Valley Elves allowed these refugees to live on the (5)The fierce tribe of Uli, still pressing for complete
land, so long as they did not destroy the balance of
subjugation of the Yorodhi, learns of a lush and
nature here as they had in the former lands. They
wealthy valley on the other side of the Barrier
taught the Suel refugees various trades such as
Peaks. Their current Orakhan, a half-orog named
herbalism, hunting, woodcarving, and carpentry
Bhrevan the Twisted Limb had come to power over
skills that until this point many of the Suel lacked.
all the Uli families by mysterious means and with
The small pocket of Suel refugees living in
his new found influence, he started an incursion
conjunction with the Valley Elves did not sit well
into the mountains to exploit this land. Along with
in the grey elven courts of Celene.
the newly allied ogre and humanoid forces, the
already battle-starved Uli press into the Javan Vale
(3) Due to growing concerns regarding the leading to a series of skirmishes and conflicts
potentially destructive humans entering the lands that would not abate for over a decade. After little
of the Vale and the Sheldomar, the court of Celene success and great loss, the Uli
sends emissaries to the could not maintain the raids or lost interest all
Valley Elf King to persuade him to expel the together, preferring easier attacks on caravans from
humans from his lands. The Valley Elf King the north that sought to establish trade routes.
challenges Her Fey Majesty in open court on her Rumors persist that the influence behind
authority to lead. An act, that within the elven the Uli forces was none other than Tuerny the
lands is punishable by exile. By also, attacking and Merciless, who after leaving the lands of Ahlissa
repelling the official couriers of her court he was in had wandered into the Baklunish West.
fact committing an act of war against her kingdom. The fate of Bhrevan remains a mystery
As none of these couriers were purposely killed the however, as he did not return to the Uli, nor was
Elven Kingdom would not commit to war against he reported slain. Many scholars assume that he
fled into the Barrier Peaks to escape the anger of cavalry into the dense forested area were forced to
Tuerny, who would have likely made a gruesome move north to Ket. Losing a quarter of their ground
example of the half-orog. forces to the vales defenses. Commander Savar was
This bears significance as the valley, itself is known stated as saying, "A band of outcasts that trivial is
to have a wealth of materials and spell components not worth losing over half your men to!"
available to those who may plunder its depths.
Many of which, could have been very important in (8) For some unknown reason, the Valley Elven
the construction of the construction of irons flasks king goes to meet with the Demiurge of the Vale
of Tuerny the merciless, or their lesser versions. only to find that he has disappeared seemingly
overnight. As the years pass the Valley Elves still
(6) While the Brazen Horde invades the vale, awaited the return of the demiurge while the
another division of their forces cut a swathe leadership of the valley defaulted over to the
through Ket and all the way to Veluna. Meeting Valley Elven King Amhrad Eledhwen.
with minor guerilla resistance they managed to
(9)
Relations between the two persisted until 502
make it all the way to present day Ebonwood,
where they met with the gathered forces of the CY, despite the vehement remonstrations by the
valley led by the mysterious Demiurge. During the High Lord of Elvendom at Hocholve.
ensuing battle many of the Bakluni were slain
alongside the vales defenders until the Demiurge (10)
After earning the trust of the Valley Elves who
finally cast a massive charm spell to bend the think he is the demiurge of ages past they accept
Bakluni invaders to his will. With their wills him with open arms. The Tree People and Gnomes
defeated and surrounded by expert elven archers, of the Vale though hesitant at first accept him. The
the Bakluni forces surrendered and were offered Gnomes mostly due to the arcane arts he brings
two choices. Leave the valley and never return or with him. While the humans, were more relieved
stay and serve the Demiurge until such a time that after monsters that had taken a heavy toll on the
five generations of their family had served him or human communities were defeated. Within a short
until they wanted to leave. Awe-struck by this time, Jaran magically restrained these beasts and
incredible offer and the Demiurges powers the put them to practical use.
Bakluni agreed. In the years that followed the In addition, he set about improving
Bakluni forces settled throughout the northern part communication among the villages, defenses for
of the valley and founded several small thorps. In within the vale, as well as its borders. At this time,
the town of Ebonwood, they founded the first he decreed that any and all intruders be repelled
human school of elemental magic and geometric and spies of the Great Kingdom be killed on sight.
studies. To this day, the school still exists and
serves to teach aspiring arcane spellcasters the (11)For whatever his reasons, Drawmij, ally ot the
basics of wizardry. court of Celene and sage of chronomatic magics,
states his disdain for The Black One. Many assume
(7)After crossing the Dim Forest and losing several this is due to the influence of Her Fey Majesty of
hundred men to the shadowy fanged forest the Celene. While others, wonder if the mage himself
Knights of the Watch with just a few hundred men was foiled by The Black One in an attempt to
at arms at the ready, no supply lines, and their garner knowledge on the art of chronomatic
heavy cavalry two-days behind traveling outside magics, which The Black One has been known to
the forest arrived at the entrance to the Javan Vale. deal in.
Their forces were ill-prepared for the hails of What is known is that several expeditions
arrows and spells hurled forth from the borders of into The Vale of the Mage around this year,
the Javan Vale. After two days of fighting, the resulted in heavy losses. While at the same time,
Knights of the Watch unable to get their heavy one such group, did manage to leave the valley
with an artifact of immense power, henceforth the leaders or when the valley is in danger
deemed the timeglass of the mage. The current from invading forces.
whereabouts of the artifact are unknown, but it is
known that The Black One was quite angered by
The Valley Elves, often
the intrusion into the valley and the loss of one of complimented with gnomes or human
his own artifacts. (Forcing him to recreate, said denizens, often patrol the borders of the
artifact.) valley in force. The patrols often include
one arcane spellcaster and several light
(12)
The Black One and the First Protector go to the
infantry. On rare occasions a druid or a
Shadow Plane to solidify their forces there.
Meanwhile, Nyeru is left in charge of the valley.
cleric may also be encountered, though
Currently, The Black One and the First Protector this is typically only during times of high
only visit the Shadow Plane on occasion to conduct alert.
unstable research projects that they would not Depending on conditions and the
otherwise consider within the valley. size and strength of the party encountered,
the elves may either attack directly,
Rulership and Law through the use of heavy cover, or turn
The Black One is the supreme back intruders with a single warning.
authority of The Vale of the Mage and is Occasionally, these patrols will
recognized by all of the Valley Elves, cross the border to raid the surrounding
gnomes, and tree people living there, as lands near the Dim Forest. These bandit
well as by the mountain dwarves of the patrols often acts as spies, and may even
Barrier Peaks. The Black One demands the contain a recluse member of the Shadow
respect and obedience of all the vale’s sages. These followers of The Black One
residents, but he does not demand direct that were captured either escape just as
tribute or lord over the inhabitants with a quickly as they were captured or simply
malign influence. Instead, The Black One waste away in their cells until they expire.
allows a pseudo-autonomy, permitting
each community to appoint their own Geography
leaders. Each leader reports to either The The Exalted Vale of the Mage or
Black One, the First Protector, or Nyeru Valley of the Mage is almost completely
Darkspring. At which time each party surrounded by the looming Barrier Peaks.
extrapolates on their goals, requirements, The only egress from the valley is a small
discoveries and tribulations. These leaders 30 mile across opening on the southeastern
in turn appoint outstanding members from side, a days’ ride from the Dim Forest.
their communities to the lead patrols The Vale of The mage is surrounded by
within the vale and to set up any defenses. the neighboring countries of Bissel, the
Due to this near-autonomy the residents of Gran March, and the Duchy of Geoff. The
the valley have come to admire and Vale covers roughly 17,500-square-miles,
respect The Black One and his though it longest point is nearly 260 miles.
subordinates. In fact, The Black One While its’ widest is a mere 90 miles.
typically only intervenes at the request of
The Vale of the Mage set within a The Vale is known to set upon a
flat plain, and the elevation of the vale at small fault line that occasionally creates
the entrance across from the Dim Forest is small tremors that can be felt throughout
only slightly lower than the elevation at the Barrier Peaks all the way to the edges
its northern or western boundaries where of the Dim Forest. Though, these quakes
it intersects the Barrier Peaks. The are quite very rare.
primary soil type of the area is a heavy
fertile clay that dominates the riverbank Ecology of the Vale
areas of the Javan River, while there are
The Vale of the Mage is a
others further away from the riverbanks
moderately-covered plain with various
Winding through the Vale is the
types of deciduous and coniferous trees.
Javan River, which begins in the Barrier
Many of them hardwoods, a few rare
Peaks and meanders through the valley
species of these trees can reach up to 100-
exiting betwixt the Dim Forest. The river
feet-tall, their leaves creating a canopy
acts as a transportation source, provides
over sections of the valley. These tall
food and fresh water for the denizens of
ebonwoods are the hardest, tallest, and
the valley. The Javan River is also known
most valued trees in the Vale. The wood
for its breathtaking falls near where the
from these trees is manufactured into
Barrier Peaks and the valley meet.
furniture, art, and various other tools. The
There are many streams and canals
largest fruit-bearing trees are the idani
within the valley, all of which begin or
trees, which have a thick, waxy trunk. The
feed from the Javan River. In addition to
branches of the idani begin about 12-feet
this, there are half a dozen small lakes
off the ground and rise in a spiral to the
close to the base of the Peaks.
top of the tree. The leaves and fruit of the
tree are both edible. The leaves are a thin,
Climate long and flat measuring at about 12-inches
The Vale of the Mage falls into a long. The fruit of the idani tree resembles
temperate climate zone. Though, it rarely an elongated pear. When the fruit almost
experiences the harsh extremes in ripe it is a dusty rose color, firm, and tart;
temperature as its surrounding nations. when it has fully ripened it turns to a deep
The valley is quite well known for its violet and is much more pulpy and sweet.
permeating fogs and for its heavy amount The idani trees are not known to grow
of rainfall during the spring. During the outside the valley, and Valley Elves and
summer the temperature barely reaches gnomes traveling outside the vale can
over 80 degrees. While the winter months command good prices or receive fine items
temperatures barely drop below 40 and expensive food in trade for the
degrees. While snow is infrequent it can unusual fruit.
occur during the month of Sunsebb on Due to the heavy amount of rain
rare occasions. the valley receives, much of the ground is
covered in damp carpets of moss from of spell-warped and transmuted insects,
deep-Fall until early-Spring. At which arachnids, and other natural animals.
time, thick lush grasses begin to grow on One dragon is known to inhabit the
the plains. In heavily-wooded areas, thick land, a very-old male green named,
vines cover many of the expanses making Toxzagairen. Toxzagairen has struck up a
the terrain very difficult to traverse. Some bargain with The Black One in recent
of these vines have been cultivated to years. In exchange for him defending the
produce a squash-like vegetable favored by vale and its denizens against any and all
the gnomes. Because of the clay-soil, wild intruders (though any who enter his
vegetation in many regions and the rocky concealed waterfall cave are fair game),
soil near the base of the Barrier Peaks The Black One personally delivers him
crops are difficult to cultivate. Still, there one special magical item or spell each full
are places in the Valley Elven and gnomish year to add to his hoard. Toxzagairen’s
villages that have tilled crops native to mate and young died many years ago
Gran March and Bissel. Once the land has when the giants of the Barrier Peaks
been cleared, the rich soil makes it easy to invaded. He no longer has any care to
grow domestic crops. mate again or to entertain guests.
The variety of animal life is tremendous Guarding his lair are two iron golems
within the boundaries of the vale. There given to the dragon by The Black One. His
are many different kinds of apes, including hoard consists of various chests of worked
a significant population of bears, bison, gems, while he lies on a pile of loose coin
several kinds of reptiles, such as small and rough gems. Among his treasures is a
lizards and snakes; while few of the cube of frost resistance, an amulet of proof
reptiles grow large enough to be against detection and location (worn), two
considered a threat. pouches of dust of disappearance, a staff of
In addition to the natural animals, transmutation (CL 19, Charges: 17), and
the valley is rumored to be home to several scrolls kept in a locked adamantine
several magical beasts and aberrations. trunk. His lair is guarded by two iron
Though many of the creatures are not seen golems given to the dragon by The Black
very deep within the valley, it appears that One. In addition, the entryway to his lair
they have been placed at the borders to is trapped with a permanent mirage arcana
deter thrill-seekers, fur traders, and spell. While his sleeping cavern is lit with
adventuring groups. While rumors persist a lantern of revealing and warded with
of nearly every type of creature possible, permanent non-detection and false vision
confirmed sightings of the following spells.
monster have been made. They include It is also rumored that a large
cockatrices, korred, owlbears, illithid enclave once existed near the Vale
psuedodragons, lycanthropes, ogres, trolls, in the Barrier Peaks, though this rumor
and various giants near the Barrier Peaks has not been confirmed.
borders. The valley also boasts a multitude
Resources Vale are included, while the smaller
groups living in the Barrier Peaks are not.
The Vale of the Mage is rich in
The Valley Elves dwell in three
mineral deposits, especially along the base
primary communities and four small
of the Barrier Peaks. The mountain
villages, with a few dozen living scattered
dwarves mine deposits closer to the
near the valley’s southeastern border.
surface for iron, silver, and platinum along
The humans, also called the Tree People
the mountain base, while the gnomes
by visitors to the Vale reside in one
mine tunnel further for iron and silver
primary village (where one third of their
deeper within the vale.
number resides) and live in small scattered
The dwarves retain much of their
settlements throughout the valley.
mineral wealth, only selling it to those
The major languages spoken in the
they trust, some of it to merchants and
valley are Common, Dwarven, Elven,
metalsmiths in neighboring countries. The
Gnome, and a corrupt, simple form of
gnomes make high-quality jewelry, objects
common spoken by the tree people
of art, weapons, and household gadgets
(mixing Oeridian of Flan with some minor
and utensils from the metals, offering a
slang words).
small portion in tribute to The Black One.
The Vale is also well-known for
rare herbs, spell components, its exquisite Races of the Vale
lumber, coal, copper, and small quantities
of crystals. The Valley Elves
The strongest proponents of The
Population and Census Black One’s leadership of the Vale are
these outcast elves. Though often scoffed
While the exact numbers remain
at or reviled by their Olven brothers, the
unknown, many sages estimate the
Valley Elves have proven quite industrious
population of The Vale of the Mage at
under the scrutiny of The Black One.
10,000. With roughly 37% (Human, mixed
The Valley Elves are the prime protection
Suel/ Baklunish/ Oeridian/ and Flan
of the Vale of the Mage. Through the use
cultures), 25% (Elf, valley), 18% (Gnome,
of arcane magic, expert archers, and a
rock), 10% (Halfling, mixed), 5% (Half-elf,
trained militia these elves keep outsiders
valley), 5% (Other).
from entering the Vale. It is rumored that
The mountain dwarves
many of these elves have been trained to
surrounding the Vale make up less than
implement their martial prowess with
10% of the population, and are not
arcane spellcasting. One of the spiritual
included in the valley’s census. Though,
leaders of the Valley Elves is
many do live in three small communities
Summerstorm Nightwind; CN; Valley Elf
along the base of the Barrier Peaks.
male Clr9, a reverer of the Oerth Mother,
About 1,000 gnomes living in two
Beory who looks over the Vale and
communities or within the borders of the
correlates all activity with the resident same time, leaving no trace of themselves.
druids of the area. They are led by the wily, Endoble
Mistikmore; NG; Rock gnome male Wiz11
Dwarves of the Barrier Peaks (Illusionist) who is reputed to be a noble
Various clans of hill and mountain leader and clever prankster.
dwarves have pledged their allegiance to
The Black One, in exchange for protection Tree People of the Vale
and military might. The Dwarves of this The Tree People of the Vale are a
area act as an early warning for those who mixed variety of races, creeds, and
seek the Vale of the Mage. At the same religions.
time, they mine precious metals traded While many nations surrounding
throughout the area and gather the Vale do not take in ex-criminals,
intelligence on the surrounding countries. outcasts or various hated races. The Vale
While not all dwarves agree with The of the Mage does, though rarely and on a
Black One, they cannot fault his character case by case basis. Anyone seeking refuge
or his methods. They were spared the in the Vale must submit to intense and
shame of defeat by the giants that invaded rigorous divinatory magic and a thorough
the surrounding countries, so they honor interrogation. During this time, they are
their alliance. given various tasks and ordered to aid in
the protection of their new home. After a
Gnomes of the Vale year long trial to prove their fealty they
Many of the gnomish enclaves in are allowed to join the community.
this region have pronounced fealty to The Though typically, many of these
Black One. Gnomes of this region mine individuals, still holding hatred for those
and tools gems specific to various who rejected them, often head out into the
divination and illusory spells that conceal world again on intelligence missions.
the identity the caster to outsiders. These The Tree People are named for
rare refracting gems often no use in their unique homes that are built into the
common market, yet invaluable to arcane wide branched trees of the Vale. A
spellcasters. Gnomes of the Vale are practice founded by the native Valley
disposed to illusion magics and arcane Elves.
trickery. The individuals often either Over the years the Tree People
protect the Vale with illusions or leave have become skilled herbalists, carpenters,
with the intent of gathering information and have even mastered the craft of
and sewing confusion into the minds of making various poisons.
those who seek the Shadow Sage. Often, A small school dedicated to arcane
when notes of inflammatory import are crafts has been opened recently in
left penned by the Shadow Sage, it is one Ebonwood the school has various
of these gnomes that leave it; while at the instructors for all the races represented in
the Vale. Occasionally, Nyeru or Tysiln Waylance (Little Bissel); hamlet;
come to teach classes to the inspiring Conventional; AL LN; 500-gp limit; Assets
young wizards. unknown; Population 350; Laird
Within Ebonwood there are also Waylance Ftr4/Rog4.
shrines to Ehlonna, Boccob, Wee Jas,
Obad- Hai, and Beory. Of significance is a Little Geoff (not mapped); hamlet;
large sect of clerics and traveling bards of Conventional; AL CG; 500-gp limit; Assets
Lirr, the goddess of prose, poetry and art. unknown; Population 300; Authority
Figures: Ivor Langley Ftr9.

Towns, Villages, and Hamlets. Tambor; 200 tree people hamlet; Non-
Standard (Chieftain); AL CN; 200-gp limit;
Darkglade; elven small town; Assets unknown; Population 200;
Conventional; AL LN; 2,000-gp limit; Authority Figures: Zurt (chief of the Tree
Assets unknown; Population 1,500; People) Bbn10.
Authority Figures: Summerstorm
Nightwind*, male Valley Elf Clr11 (Obad- Exalted Citadel of Shadow; fortified
Hai); * Nightwind presides over Darkglade, dwelling; Conventional; AL N; 250,000gp
Vinesong, and Moonhollow. limit; Assets unknown; Population 163;
Authority Figures: Tyslin San (The First
Vinesong; elven village; Conventional; AL Protector) Wiz15.
LN; 1,500-gp limit; Assets unknown;
Population 1,000; Authority Figures: Dwarfreach Citadel; fortified keep;
Summerstorm Nightwind. Conventional; AL N; 250,000gp limit;
Assets unknown; Population 361;
Moonhollow; elven village; Conventional; Authority Figures: Nyeru Darkspring
AL LN; 1,000-gp limit; Assets unknown; (Lord of the Citadel) Nec12+.
Population 900; Authority Figures:
Summerstorm Nightwind. Recognized Thorps
(Gnomish): Fernwalk, Petalrich,
Woodsdeep; gnomish village; Earthwood, Roothome, Rockpath,
Conventional; AL LN; 1,000-gp limit; Burrowville, Badgertown,
Assets unknown; Population 600; (Tree People): Fortune, Swindle,
Authority Figures: Endoble Mistikmore, Mooch, Plunder, Seer, Danz, Snaffle,
male gnome Ill13. Scamp, Kardz, Vagabond.
(Valley Elves): Daeallen,
Mossburgh; gnomish hamlet; Hollowreach, Karoneth, Luvalos,
Conventional; AL LN; 900-gp limit; Assets Marasket, Shallowspring, Trestwren,
unknown; Population 400; Authority Vinereach
Figures: Endoble Mistikmore.
Major Personages of the Vale now. Since her appointment she has
solidified all means in and out of the Vale,
Nyeru Darkspring; NE; Human male
executed edicts on crimes and punishment,
Wiz12+ (Necromancer): Once an exile
and helped organize the Shadow Sages into
from Bissel involved with a renegade
a multi-tiered informative network aimed
adventuring troupe, Nyeru has found his
at drawing attention away from The Black
niche in the world in the Vale. After
One, while protecting the best aims and
several years of loyal service, the First
interests of its leader. Tysiln, now leads a
Protector honored him by making him the
more comfortable life with Jaran on the
figurehead of The Black One in the Vale,
Plane of Shadow extending their influence
whilst he is on sabbatical. Nyeru typically
there. While , Nyeru leads from the Vale,
heads up the Shadow Sages from his
itself.
dwarven keep secreted deep within the
Vale.
Jaran Krimeah, the Exalted Mage of the
Valley and Laird of the Domain, "The
Jakar and the Druids of the Vale: The
Black One"; N; Human male (Shade)
hierophant druid, Jakar Whitewing; N;
Wiz20+: The founder and progenitor of
Human male Drd18+, and various other
the Shadow Sages, the man known as Jaran
druids of the Vale of the Mage protect the
Krimeah was born into House Rax in 406
natural environment of the Vale against
CY within the city of Rauxes. Being of
harmful outsiders and nations with
noble birth, cousin to the king, and of
interest in defiling the Vales natural
immeasurable wealth, Jaran was schooled
resources. One a proponent against The
in the best magic schools money could
Black One, Jakar was swayed to his side
buy. He attended the University of Rauxes
through diplomatic means and a common
and even attained a private apprenticeship
interest to protect the inhabitants and
at the Royal Wizards Academy.
beauty of the Vale itself. Together, they
By the age of 17, Jaran Krimeah
created several chain collars that permit
had already graduated the Royal Wizards
the druids to change forms more
Academy and the University of Rauxes. At
frequently. Since then, the druids have
which time he became the apprentice of
worked with the Valley Elves in
the most powerful wizard in Aerdi at the
protecting the Vale and have used their
time, a one-time student of Shanadar
natural divine magic to shield it from
named Serevar.
outsiders.
At age 19, the brilliant young
wizard Jaran becomes the youngest wizard
Tyslin San, First Protector; CN; Drow elf
to become a royal court wizard. During
female Wiz15+: The loyal and fervent First
this time he quickly learns all about the
Protector of the Vale has been by the side
inter-workings of the politics of the Great
of her liege and lover, Jaran “The Black
Kingdom, and develops a quickened
One” Krimeah for well over a century
dislike for it. Two years later, he manages
to halt an assassination attempt to the in his absence and return to fight the
throne while uncovering that the House House. But due to his poor treatment and
Naelax lies at the center of the insidious torture at the hands of the Hextorian
plot. The next day, in a single action, the clerics, and the previous indiscretions of
enraged magi teleports himself to Eastfair the king, Jaran had no reason to ever
and begins systematically eliminating the return, much less to trust his own cousin,
royals of House Naelax. who let him suffer so horribly.
Afterward, the King accused Jaran of the Jaran scarred, both mentally and
murder. Prior to the verdict being passed, physically then gathered what few
however, evidence was produced that the possessions he still had left and left the
Naelax nobles had conspired against the Great Kingdom adopting the name, “The
king himself and Jaran was set free. Black One”, to disguise his true identity to
Following this foul error of justice, and would-be assassins. From there, “The
sensing the kings faltering strength, Jaran Black One” traveled the Flanaess and
began preparing for his own coup fearing ended up in Niole Dra to heal himself and
that the king would merely wallow and further his studies. . After leaving Niole
hand his kingdom over to the Naelax Dra, Jaran began exploring the Flanaess.
nobles. He found work as a court wizard in the
In 435 CY, Jaran Krimeah is Bandit Kingdoms until he believed agents
proclaimed the Mage of the Great of the Aerdi crown had pursued him. He
Kingdom at age 29, the youngest archmage began adventuring, in search of defensive
ever. Following this the flamboyant spells and refuge from the unending spies.
archmage engages in his plan for his He stayed as far away from anything,
personal coup. Employing most of the place, or anyone associated with the Great
elite army and a small detachment of the Kingdom. Finding his way from the Bandit
Guard Companion he enters the palace, Kingdoms, the Horned Society, Furyondy,
only to be thwarted by the works of the Keoland, the Shield Lands, Veluna,
Web and his very own apprentice. Jaran is Sterich, and the Yeomanry.
captured and imprisoned for several Yet, forever haunted by his past he
months. After these months of torture at became obsessed with magical defenses
the hands of Hextorian clerics, Jaran against scrying and defensive spells, often
confesses, under a zone of truth, that his casting an alarm spell each night before he
coup was to prevent House Naelax from slept. Using adopted aliases and magical
usurping power from the throne and disguises Jaran concealed his true identity
eventually taking over the country. to all but one, Zagig Yragerne. From the
In 436 CY, Jaran is released from multitude of planes and various channels
prison by his cousin, the king, who of arcane magics, the name of The Black
informs him to never return to these lands One had traveled to the Archmage of
left he be slain on sight. In secret however, Greyhawk. As such, Zagig entreated him
the king planned on having him pardoned to join a new underground society devoted
to arcane magic and research. A group names throughout the Flanaess, such as
known as the Ring of Five. Incredibly The Exalted One, The Black One, Mage of
honored, though precautious Jaran agreed the Vale, etc. The denizens of The Vale of
to join this” Ring of Five”, under the name the Mage, consider him a kind and
of The Black One, as a wandering wizard generous leader.
of the Flanaess. It was not until years later, Jaran Krimeah, using a portal from
around CY 452 that Jaran found himself in his mansion or his dwarven keep, often
a concealed valley, nearly surrounded by spends weeks on the Plane of Shadow
the Barrier Peaks. A valley so isolated and holed up in his research laboratories.
defensible, Jaran chose it as his home. In When he is not there he is often off in
less than a year, The Black One, won the search for any powerful arcane magic.
favor of the Valley Elves, gnomes, and Often placing himself in danger by plane
scattered humans of the vale. With the shifting to dangerous planes or by
assistance of the Valley Elves, dwarves, teleporting to the lairs of powerful
and gnomes, he quickly set up physical creatures to garner lost arcana. The
and magical defenses at the entrance to the denizens of the vale worry about the
valley and throughout the Barrier Peaks. Exalted One’s harrowing trips, fearing that
Then established watches of every race someday he will not return, but they
and even charmed monsters to patrol the realize their pleas for him to remain in the
valley. Even though all of these races are valley will not prevent him from pursuing
autonomous, they still claim the Exalted such goals.
Mage as the Laird of the Vale.
It was during this time that The Appearance: Jaran Krimeah, is 5’9
Black One was introduced to his lover, tall and weighs 150 lbs., in his true form.
Tysiln San, an exiled female drow who He has grayish-pale olive and veiled slate
stumbled into the Vale as he was setting grey eyes. He appears around 50 years old,
up his defenses. Though it took many with dark brown hair falling over his
years, Tysiln found a way to earn Jaran’s shoulders. He is always clean shaven and
trust and find a way to his heart. Jaran and tends to smirk when plotting something
Tysiln have been together several years insidious. The Black One dresses in black
and have a working, understanding robes adorned with gold trim, and wears
relationship. Both work to keep invaders many magical items and apparel at all
and outsiders who might ruin their times. The Mage of the Vale can assume a
homeland. Jaran himself, though he takes plethora of disguises using his spells or
many risks keeps several pieces of skin magic items at will, often favoring a Valley
saved so that Tysiln might be able to clone Elven or dryad form.
him should he be slain in battle, and the
reverse is also true. Tactics: Jaran Krimeah often scrys
The Black One, though feared upon his enemies or uses illusory guises
outside of the Vale and known by many when dealing with outsiders. Should he be
attacked he relies on his spells for combat Once the PC’s have entered the
and defense, avoiding melee at all costs, as Vale and have either been accepted by the
he considers it crude and risky. Jaran has First Protector or even if they are on
mellowed over the years, but underneath covert operations the following hooks can
his care for the denizens of the vale lies a be used.
ruthless spellcaster. Jaran will not allow
himself to be killed or taken alive by Discerning the nature of the Glades
anyone, he will attack to kill or disable. If of Ehlonna
in danger of either he will find a means of Throughout the Vale are various
escape and send his followers to destroy magical glades that transport users to other
the offenders while assailing them from a similar glades in the Vale. These glades
distance or in secret, then disappearing existed long before The Black One’s arrival
into the night. Jaran often uses the epic in the Vale, but have only recently been
spell eclipse when he knows the valley is used by him and the Valley Elves. Many
under heavy assault, as he did during the scholars and clerics have pondered the
assault of the giants several years ago. creation and working of these natural
wonders. Yet, given the concealed nature
Development: Several years ago, prior to of the Vale, few have been permitted to
the Greyhawk Wars, Jaran began to study these wondrous glades.
frequent the Vale less, and began his
search for a way to cheat death. In CY 591,
Border Patrol
he finished his research and became a
From time to time giants in the
shade, so that he might continue his quest
Barrier Peaks attempt a strong raid into
for powerful magic items, spells, and
the fertile southern lands of the Vale.
knowledge.
These giants see any force in their way as a
In recent years, the First Protector
threat and attack until their leader has
has allowed exiles of other lands who
fallen.
enter the Vale of the Mage as prisoners to
be tested and then if proven worthy they
are given work and a home in the Vale. Return to Terror
Jaran though wary of this, supports, Though it’s been years since their
Tysiln’s ideas while he toils away within initial foray the Necromancers who
his citadel on the Plane of Shadow. One invaded the Vale several years ago still
such exile now resides in the dwarven remain close to the borders of the Vale
keep, an exiled Bissel necromancer by the looking for another attempt to re-enter.
name of Nyeru Darkspring. Even though they suffered the loss of
Promiss Reynolds and Red Morgan, Tracy
Windstrider and Elock remain vigilant.
Intrigues and Whispers The duo are been rumored to have allied
with the giants of the Barrier Peaks and
are planning to avenge their compatriots
deaths. The two brook a deep hatred of
their former ally turned traitor, Nyeru
The Elemental Glades
Darkspring.
Several years ago The Black One
attempted to recreate the effects of one of
Shadow Planar Gate the Glades of Ehlonna in hopes of
Deep within the vaults of the extending his life. Instead he created a
Exalted Citadel is a secret gate to the Plane minor planar bleed in four connected
of Shadow. On the other side, lies a grand glades of the four elements of air, earth,
citadel identical to the one within the fire, and water. All of the Valley Elves,
Vale. The Black One maintains this citadel dwarves, gnomes and even the Tree
on the Plane of Shadow for research and to People avoid this area. The areas and their
recharge certain magic items that effects are as follows.
functions are linked to the plane. The Air Glade: In the northeast
corner, the air is thin here though it is
Galeb Duhr Pass highly concentrated with oxygen which
The Galeb Duhr of this region may make the PC’s feel euphoric. Any
created and defend this region of the Vale whom wander in this glade must make a
against any invaders. The Galeb Duhr may successful Fortitude save or suffer a -2
at will close the pass off. (Doing so is a terrain penalty to all rolls.
full-round action.) The Earth Glade: In the northwest
corner is a huge puddle of mud
The Korred Kingdom surrounded by jagged stone pillars.
Within a small ten-mile area The mud-bath here decreases the
roughly fifteen-miles south of immersed user in age 1 year per level, but
Moonhollow, a strange bridge crossing the also reduces one other random attribute of
river connects the lands of the two Korred the character.
clans, The Exalted and the Extol. These The Water Glade: Located in the
two clans have long been competitive southeast corner is a small lake of water
rivals. Should the PC’s stumble into this some 200ft.-deep. Guarding the lake are
area they may be asked to judge a two water wierds and a wily old water
competition between the two clans to see elemental, who broke free of the water
whom is the best singer/ dancer. wierds control some years ago.
The Korred are not generally Stepping into the water and
combative but they do guard their homes swimming to the bottom transports the
if attacked, and typically have concealed user to the Plane of Water. Though the
rope traps and wooden spike snares closer user may choose not to go and may check
to their steadings. the lake for any hidden treasures.
The Fire Glade: This glade in the For decades sages and spellcasters
southwest corner is similar to the Water have pondered the identity of the
Glade except that in the place of water is shadowsage; many scrying the very
flaming oil. The small lake is fueled by a reaches of Oerth to uncover this identity
variant decanter of endless water that of this mysterious being. Many assumed it
spews forth oil every so often. The fire was Mordenkainen, The Seer of Urnst, or
itself issues forth from the planar bleed some other luminary. The truth, however,
and can only be doused with heavy cloth could not be more shocking.
large enough to cover a 5ft. area. Once the In truth, the shadowsage, or
cloth is removed the fire re-ignites a few shadowsages are an organization founded
minutes after. by The Black One to conceal his own
Notes: The Black One occasionally identity from would-be pursuers of the old
scryes on the glades here to see if they Great Kingdom. The shadowsages have
have been infiltrated. If the area looks their spies as far as the Bandit Kingdoms to
heavily disturbed he will immediately the Vale of the Mage, and stretching
send out a patrol to investigate. further beyond to the Plane of Shadow.
Any elemental spell cast within its
designated area grants an additional +2 to History of the Shadow Sages
its save DC and any elementals summoned The Shadow sages were formed in
in its designated region gain +2 HD. the 440’s CY, while the erstwhile Black
One was in the employ of the bandit lords
Investigating Dwarfreach Citadel of the Bandit Kingdoms. Fearing capture
After pledging allegiance to the by the Aerdi crown, The Black One began
Exalted Ones will. Nyeru was granted this employing spies and undercover agents to
keep to watch over the denizens of the bring him any information on the
vale in the First Protectors stead. Though movement of Aerdi agents and possible
he is still scryed upon occasionally by the bounty-hunters. Soon the facade grew
Exalted One, Nyeru has gone to extreme until the agents were even dressing and
measures to defend the vale and his new acting as if they were The Black One,
home. Unless the PC’s are escorted to the himself.
keep with a patrol of Valley Elves, the Shortly after his arrival in the Vale
defenses of the keep are at full force. of the Mage in 452CY, The Black One set
The DM is encouraged to use any into play a grand scheme to forever deter
means to defend the keep. A detailed map would-be pursuers forever. Using magics
of the keep and its environs can be found found in the Vale, and working with the
in the WG12 – Vale of the Mage gnomes and Valley Elves. The followers of
supplement. The Black One also began to assume the
identity of their liege in times of danger.
Mystery of the Shadow Sage Eventually, the organization
reached its ultimate height when Tysiln
San, sought refuge in the Vale, proved her Archers and Shadowdancers, or gnomish
worth and fell in love with Jaran Krimeah. Arcane Tricksters and Gnome Giant-
Within a matter of decades, Tysiln Slayers.
rearranged and reorganized the Shadow Each member of the loose
Sages to its present incarnation. organization has availability to spells or
When surrounding nations fell to magic items that prevent scrying,
the giants, the Vale of the Mage was detection, and any breach of thoughts. The
forewarned due to various shadow sage most popular rings are sequester, mind
spies that kept tabs on the area. The sages shielding, chameleon power, and non-
led by The Black One thwarted the detection. Wondrous items like amulets
invasion, though with heavy losses. against detection and location, boots of
teleportation, and scrolls or other magic
The Shadow Sages item that duplicates spells like false vision,
The Shadow Sages are known to non-detection, misdirection, detect
activate within the Vale of the Mage. scrying, and true seeing.
However, they are also very active in the Currently, at any given time any of
Bandit Kingdoms, the former Horned the following individuals could be
Society, Furyondy, Keoland, the Shield portraying the shadow sage.
Lands, Veluna, Sterich, and the Yeomanry. The shadowsages are split in five
Shadow Sages are known for different tiers, each providing information
illuminating mysteries without directly and concealment for the identity of The
intervening. The current incarnation of Black One in one way or another.
the shadow sages conceal and portray the
image of The Black One or the original The five tiers are as follows.
Shadow Sage, outside the Vale of the • The Exalted Court – Jaran Krimeah
Mage. • Inner Citadel – Tyslin San, Nyeru
In addition, they gather Darkspring
information on rare magical artifacts, • Outer Citadel – The Shadowfolk of
spellbooks, and arcane devices, to keep the Planes, Sindar Sirion, Jakar and
enemies in check, and to protect the Vale the druids of the Vale.
of the Mage against any and all intruders. • Inner Ring – The Valley Elves and
Various classes and professions other outcast races of the Vale,
have been known to be Shadow Sages. including the Tree People.
Among them are various rogues, • Outer Ring – Various Operatives
illusionists, bards, even a few druids and across the Flanaess, the Gnomes
rangers seeking to escape the outside and Dwarves surrounding the Vale.
world sometimes stay here in exchange for
information on the surrounding lands; Recently, The Black One and the
though they are better known for their First Protector took up residence on the
rarities such as the Valley Elf Arcane Plane of Shadow, leaving the Vale of the
Mage and the Shadow Sages in the hands in various circles of the Flanaess. Among
of the First Protector and Nyeru. On the other things these individuals have found
Plane of Shadow, The Black One and his a market for their hocked goods. The
followers work to expand on their Shadow Sages ask no question and pay
network, now employing creatures found well for any magical items these
therein to add to their ranks. Shadows, individuals bring in.
Shades, and various creatures of shadowy
substance now lurk within the halls of The Sindar Sirion; NE; Valley-elf male Wiz12:
Black One’s citadel, many with the ability Located under the ruins of Castle
to emulate human forms. Greyhawk, Sindar is the prime research
Within the Vale, Nyeru now leads and informative operative in this area.
the Shadow Sages keeping the borders Through various charms and suggestions,
closed to any who seek entry. On rare Sindar sees that the Shadow Sage’s identity
occasions, those seeking refuge from the is concealed, often with unfortunate
outside world are allowed but only after a explorers from the ruins of the Castle.
rigorous trial period and massive Using these individuals he gathers
divinations to prove their fealty. information on the surrounding area and
Outside of the Vale, various Valley especially Greyhawk City, where several
Elf and gnomish spies, many disguised or of the Circle Eight reside. During
magically concealed wander the Flanaess downtime, Sindar crafts various magical
in search of treasure, information, and items that facilitate his goals.
potential enemies. Woe to the one, asking
about or in search of The Black One for Shadowfolk of the Planes: While
they may find themselves with a warning diplomatic missions and expeditions into
dagger planted between the shoulder the Plane of Shadow have been quite
blades. successful. The Black One still has not
enlisted many of these denizens to his
Operatives Outside of the Vale cause. Those that have allied with him,
Along his travels The Black One, however, remain the root of the facade
entreated the company of many less than behind the Shadow Sage. These beings,
savory individuals. Many of these capable of taking any human form often
individuals hailing from the Bandit pose as the illuminated sage for a time, and
Kingdoms all the way to Sterich clamor for then vanish again to the Plane of Shadow.
riches and prestige. While at the same
time, they ask no questions about their Exalted Dweomercraft
inquiry or the motives of said employer.
Using this expansive network, the Shadow Many arcane devices and spells
Sages hire out these individuals for their have been created within the confines of
ground work. Fees vary but the results are The Vale of the Mage. Whether the valley
staggering on what information is gathered itself, emits a natural magical aura
benefiting the creation of such arcane is Moderate Conjuration; Caster
unknown. However, strange artifacts such Level: 5th; Prerequisites: Create Wondrous
as the shadow tome herald the ability of Item, leomund's secret chest, protection
the magi that craft such materials in such a from elements; Market Price: 2,500;
way that eludes the divinations of the best Reference: Vale of the Mage.
sages in the surrounding lands. Whatever
the reason, the dweomercraft of the valley Gem of Musing; This item is useable by
is coveted by many throughout the wizards only. By contemplating the gem
Flanaess. for one hour, a wizard can recall spells as a
Below are a few items crafted by pearl of power (1st-4th). A gem of musing
the valley’s current inhabitants. appears to be a flawed emerald or
sapphire. The gem radiates faintly if a
Potion of Black Sight; Drinking this dark detect magic spell is cast upon it.
colored ichor gives the imbiber to see in Strong Transmutation; Caster
the dark as a darkvision spell. Level: 3rd/ 4th/ 6th/ 8th; Prerequisites:
Faint Transmutation; Caster Level: Create Wondrous Item, creator must be
3rd; Prerequisites: Brew Potion, able to cast spells of the spell level to be
darkvision; Market Price: 300gp; recalled; Market Price: (1st) 1,000, (2nd)
Reference: Vale of the Mage. 4,000, (3rd) 9,000, (4th) 16,000; Reference:
Vale of the Mage.
Potion of Intensity; Quaffing this potion
gives the imbiber the Maximize Spell Feat Tome of Recording; A book such as this
for ten minutes. Afterward the imbiber can be any size, although most are usually
may not cast any spells using metamagic thick, bound with leather, and decorated
feats for another ten minutes. with gold or silver embossing. When a
Strong (No School); Caster Level: command word is spoken, the book
3rd; Prerequisites: Brew Potion, creator records-in one of several languages of the
must be have the maximize spell feat; user's choice-anything spoken within a
Market Price: 1,400; Reference: Vale of the twenty-foot radius of the book. A second
Mage command word causes the book to stop
recording. A third command erases the
The Exalted Spell Component Case; This writing on any indicated page.
magical item, which usually appears as a The books are also prized as spying
soft leather pouch, acts as a heward's objects, as carefully placed books can
handy haversack and is enchanted to keep record the conversations of alleged
all spell components inside fresh conspirators, rival wizards, or any others.
indefinitely. Further, the container is Each book can record in six
water-tight and air tight. languages.
Faint Conjuration, Divination, and
Transmutation; Caster Level: 5th;
Prerequisites: Create Wondrous Item, 3. Restore youth. Youth can be
comprehend languages, erase, message, restored to the wielder or any creature of
unseen servant; Market Price: 4,000; his choice upon command. The process
Reference: Vale of the Mage. drains one charge from the timeglass and
one level from the wielder, but will restore
Timeglass of the Mage; Appearing to be a twenty years of youth to the subject
1-foot-tall hourglass, this artifact made its creature. The level given up cannot be
sudden appearance in the hands of an restored, as doing so will cancel the time
adventurer who had forced his way into reversal; the lost level must be earned
The Vale of the Mage. He returned with anew.
only the timeglass and the scars of many 4. Chronomancy. Once per 24-hour
dangerous encounters. Since then, the period, the owner can invert the timeglass
timeglass has been sought by many and command one of the following spell
spellcasters because of its reputed powers, effects to occur: time stop, haste, slow, or
which are rumored to be as follows - control water. Each use re-ages the
1. Stasis. Time itself will bypass a wielder one year, except time stop, which
30-foot cubic area for one hour per charge ages the wielder two years.
expended. Subjective time does not pass The timeglass has up 50 charges.
for those within the area, and they simply When the last charge is expended, it
appear to vanish for the intervening time. shatters into useless fragments. Note: It is
They reappear at the end of the duration rumored that this device is of extra-planar
set by the number of charges expended. origin and cannot be constructed on the
2. Free-casting. If the timeglass is Prime Material Plane.
held while casting a spell that would Strong Transmutation; Caster
normally require the loss of XP, the spell Level: 20th (artifact); Weight 2lb;
will instead drain one charge from the Reference: Greyhawk Adventures
timeglass for each 500xp the caster would hardback.
have lost.
Gateway to Adventure
Seas of Fallen Summer
By Rick “Duicarthan” Miller

Adventure Background
“Seas of Fallen Summer” is a Concealed deep within the secret
Dungeons & Dragons adventure for 4-6 great libraries of Niole Dra, among the
player characters of 13th level. This tattered, dusty, and moldy tomes lays the
adventure is suited to a full party which account of the fall of the Suel Imperium
includes at least one rogue and one wizard. and Bakluni Empires. Attempting to
Characters with darkvision or low-light garner quick wealth, Lashton of Grayhill
vision will become an asset underground has sought out ancient artifacts of these
for the entire dungeon is unlit. As will great empires as a means to further his
anyone with knowledge or decipher script own ends. Using divinatory magics
skills. The adventure can be adjusted for Lashton has divined that a recent
PC’s from 8th to 16th level by using the earthquake within the Sea of Dust has
suggestions provided in the “Scaling the unearthed a previously unknown ruin,
Adventure” sidebar. The PC’s will likely known as the Sanctuary of Fallen Seas. It is
gain one or two levels in this adventure. reputed that this ancient ruin holds many
This adventure begins in the city of unspoiled artifacts and texts. During one of
Niole Dra, Keoland and is continues in the these divinatory episodes he receives a
bordering lands of the Hellfurnaces strange image of a huge black diamond
mountain range and the perilous Sea of lying upon a carved ivory cradle. During
Dust. However the adventure can be the winter months he pours hours of
adapted to start in any city and lead to a research to discover that this item is the
mountain range bordered by a desert legendary diablerem, reputedly placed in
wasteland. the Sanctuary of Fallen Seas by none other
The DM can modify the adventure than Slerotin, himself several decades
for characters of levels 8-16 by adjusting prior to the Twin Cataclysms. He also
the encounters as described in the “Scaling discovers that the earthquake site appears
the Adventure” sidebar. to be within the same vicinity of this ruin
Whether the plot hooks below are which is a humungous temple built within
used or you make up one of your own, the the side of the Hellfurnaces mountain
adventure begins when the PCs arrive in range.
Niole Dra. During this time the agents of the
Silent Ones of Keoland, which have been
keeping a close eye on Lashton, are
informed of his plans to hire an
adventuring party to explore the Sea of sight to avoid being seen easily. As the
Dust. Fearing that some horrible artifact characters rounding the next corner they
may be uncovered and brought forth into are motioned to a nearby alleyway by one
Keoland they begin their own research of the said figures. He motions them to
and divination and discover that Lashton’s follow him without a single word spoken.
greed in this case may be a dire threat to The robed-figure leads them to a large
Keoland. The Silent Ones send Alundil of marble building within the city. An old
the First Born, to intercept the adventurers fountain left unused by the city folk but a
before they can be tempted by Lashton’s common watering hole for adventurers.
offer. Here he sits and motions for the characters
to sit down on one of the marble benches
Adventure Synopsis and wait. Moments later, another robed
The PCs are confronted by two figure arrives with a small retinue of
high-powered organizations which wish armed guards. This new robed-man is
the PC’s to explore a ruin within the Sea of dressed in all grey and bears the markings
Dust/ Hellfurnaces. Both require them to of an arcane spellcaster. He motions his
report their findings and both offer great hand and the first robed-man bows deeply
rewards. The PC’s will be required to and leaves. Pulling his hood slightly back
either acquire or destroy this mysterious so to see any expressions, the grey-robed
black diamond. First they must contend man views the PC’s with scrutiny then
with the ancient denizens of the ruins and speaks. He first apologizes for the
discover the secrets of an Empire that unsettling manner in which the PC’s have
collapsed over a millennia ago. approached. Then further explains that his
name is Alundil, a member of an
organization called the Silent Ones. The
Adventure Hooks
Silent Ones are preservers of the old Suel
Once the adventurers stop in a large
traditions and magics within Keoland, and
city to resupply they will be confronted
he comes as their herald to ask their
with both these generous offers. They will
assistance. He states that the Silent Ones
receive both offers but what they choose
believe that an ancient artifact, a black
to do with them is of their own accord.
diamond called the diablerem, has been
disturbed within the Hellfurnaces/ Sea of
The Silent Ones of Keoland: As the PC’s
Dust border. This terrible device can
enter the city they get the feeling that
summon a terrible evil and must be
they’re being watched by unseen eyes, in
destroyed. To this end, he asks the PC’s to
every tavern, inn, and shop of Niole Dra.
accompany Alundil to the Sea of Dust and
Everyone seems to skitter out of the way
inspect this recently unearthed ruin
and conduct business in a hurried fashion.
bordering the Hellfurnaces mountain
Occasionally a robed figure can be seen
range. Alundil then asks the PC’s what
moving about through the crowds,
they require for such a task.
dodging into shadows just enough out of
Alundil / Silent Ones are willing to pay • 5,000gp up front, 25% lowered
16,000gp upon completion in coin, magic prices for his services after the
items, or services. In addition, the adventure, and another 5,000gp for
characters would receive the benefit of the completion.
Silent Ones information gathering • 5,000gp up front and a small land
organization and a useful ally in Alundil, grant outside the Dreadwood
himself. (Alundil of the First Born; male Forest.
human, N; Wiz13). Once the PC’s are • 16,000gp in magical treasures.
ready Alundil will begin casting teleport The PC’s then have a day to get
and transport the party to the border of their affairs in order and return to this
the Hellfurnaces and the Sea of Dust. very warehouse. In the interim, he is
willing to sell them any magical items or
Lashton’s Offer: While perusing the wares alchemical items he has in stock, as well as
and comforts of the city an envoy named providing them with any information they
Nathek introduces himself and implores may need about the city of Niole Dra or of
the PC’s to visit the warehouse district if their mission itself.
they are looking for work. He states that Upon returning, Lashton will greet
his employer is offering a handsome them again warmly and ask them to gather
reward and can be found at the Catsgill around him. He begins to cast
Emporium in the warehouse district at teleportation circle.
midnight. (Nathek of Niole Dra, male
human, LN; Rog6) Environs of the Sea of Dust/
At the Catsgill Emporium, a Hellfurnaces border
gatekeeper meets the PC’s and takes them
Season: Summer; Relative Weather: Hot
into a small office where Lashton waits.
and Calm; Daytime Temperature 189;
Once they are introduced, (Lashton of
Night-time Temperature 81; Wind Speed
Grayhill, male human, LN; Wiz19) will
(MPH) 7.
greet the characters. He then reveals that
their assignment (should they choose to
accept it) is to explore a ruin within the
Arrival at the Sea of Dust
Sea of Dust/ Hellfurnaces area, chronicle Within seconds the PC’s arrive at a
their findings and if possible transport this humongous blackened ash mountain
artifact back to Niole Dra through magical range, bordering a sea of looming grey ash.
means. To this end, they will be provided This in hand, either mage hands an arcane
with transportation and the proper means spellcaster a scroll of greater teleport (CL
to gather this artifact. For performing this 19), to be used when they are prepared to
service for him he makes them the return. If the PC’s are working for Lashton
following offers. As well as offering to buy he will also hand them a scroll of teleport
any of their findings they do not wish to object (CL 19).
keep themselves. At the base of the closest mountain
is a large chasm that opens into a large
cave, the black ash giving way to ankle Stone Door: 4 in. thick; Hardness 8;
deep grey ash. hp 60; Break DC 28.
Door Locks: All locks are the
Entrance to the Cave: Peering past the following type, unless stated otherwise.
dust the vague shape of the ruin can be Antique Mechanical Lock: All locks
seen, a humongous basalt temple rising are located on the right side wall and
forth from the ash. Much of the structure unless stated otherwise are this type of
has fallen into ruin with cracks, fractures lock. (Door Lock: Search DC 20; Open
and smashed bits on rock, all but one Lock DC 30.)
structure at the very promontory, which Pillars: All pillars are twining and
remains in pristine condition. A large set covered with silvery glyphs with dark
of stone stairs leads to this structure. The stone bases.
cave is 360ft. wide by 500ft. long. The cave Secret Doors: Secret doors require a
entrance is large roughly 30ft. wide successful Search skill check (DC 30) to
allowing the characters enough room to locate and open, unless stated otherwise.
move into the humongous cave. Casters The doors all slide into the walls and are
wanting to avoid melee would be wise to activated by pushing on them.
use the outer mountain wall as cover. Lighting: No area is lit, unless
Creatures (EL 12): As the PC’s enter stated otherwise. The inhabitants of the
the cave a purple worm ejects from the temple have their own sources of light or
ground and attacks. possess darkvision.
Purple Worm: hp 200; see Monster Sounds: At night, ghostly moans
Manual page 211 can be heard from below the remains of
the humongous edifice. These moans are
Dungeon Features the spectres on Level Two.
Unless otherwise noted, the Possibility of Cave-Ins or Collapses:
following features are common The DM should read the Cave-ins and
throughout the dungeon. Collapses section in the Dungeon Masters’
Passages/ Corridors: All surfaces are Guide pages 66-67. This information is
made of smooth stone unless stated needed in several of the areas in this
otherwise. All ceilings are set 30 ft. high adventure; areas of structural weakness are
unless stated otherwise. The entire first mentioned in the text.
and second floors are covered with light Language Buffers: All of the
rubble from the recent earthquake. While written messages scrawled on walls and
on this floor all Balance and Tumble books that may be found are written in
checks must be made with a +2 terrain Ancient Suloise. The Ancient Suloise
modifier. script is much different from common and
Doors: All doors are made of made uses a hieratic form instead of common
of black basalt and typically slide into the letters. Characters without this language
walls, unless stated otherwise. can either cast comprehend languages or
make a successful Decipher Script roll DC
30. Speaking with the Ghostly Suel Wizard Dungeon Level One: The Fallen
in Area 28 may be done with the tongues Temple
spell.
1.) Descending Corridor: A rough-hewn
Magical Barriers: The entire temple
stone stairwell leads down 100ft. to a large
is protected with a contingent dimensional
10ft. wide hallway leading further down
lock spell. The dimensional lock prevents
100ft. at a thirty-degree angle. Along the
any and all planar travel and teleportation
walls of the hall are bas reliefs of a
magics. Summoning spells and planar
populated fertile valley looming archaic
abilities such as the link with incorporeal
buildings and towers. The hall ends at a
creatures to the planes is not severed.
large carved circular door is made of solid
basalt. The door is locked. Written upon
the door in arcane symbols is the
following. “Steep thee steps further to the
east. Enter not the chambers arcane. What
was lost is best left lost, in the colorless
rains of time.”

2.) Dry Dock: This 30ft. by 30ft. room was


once a ventilation chamber used to dry off
visitors ages ago, but now, in its damaged
state, the vent system no longer circulates
due to the open air vents being long buried
in rubble. Across the room is another
locked circular door matching the
previous one, minus the inscriptions.
Along the right wall is a large rusted iron
statue.
Creatures (EL 13): As the door to
the outside chamber opens the iron golem
within whirs into action and attacks.
Golem, Iron: hp129; see Monster
Manual page 136-137.
Trap: Upon entering the room, the
door behind slams back into place, sealing
the room off and allowing the dry air,
volcanic fumes, and stench of rotting
animals trapped in the vents to flood into
the room at an accelerated rate.
Burnt Othur Vapor Trap: CR 7;
mechanical; location trigger; repair reset;
gas; multiple targets (all targets in a 30-ft.- reset; Atk +15 melee (6d6, stone blocks);
by-30-ft. room); never miss; onset delay (3 Search DC 20; Disable Device DC 24
rounds); poison (burnt othur fumes, DC 18
Fortitude save resists, 1 Con drain/3d6 5.) Efreeti Camp: This 30ft. by 50ft.
Con); Search DC 21; Disable Device DC hexagonal vaulted chamber is the lair for
21. several Efreeti. The room is littered with
debris, dust and ash. Along the south wall
3.) Pitfall Corridor: This 20ft. by 60ft. long is a large smithing area including a forge,
corridor is littered with dust and debris. and firepit. Beside the fire pit is a large
However, there appear to be paths through iron safe box. Along the east wall is a large
this debris. A successful Survival check workbench and anvil. The west wall is
(DC 20) by a ranger reveals them as covered with chains and smithy tools.
Salamander tracks. Creatures (EL 12): As the characters
Trap: Thirty-feet down the corridor enter the room one of the efreeti will ask
is a pitfall trap that is triggered by stepping them kindly to leave unless they wish to
on the marked tiles prior to the pit. do them a favor Diplomacy (DC 20). If
Deeper Pit Trap: CR 1; mechanical; they do not wish to help the efreeti and
location trigger; manual reset; hidden remain or if they attack, the efreeti attack.
switch bypass (Search DC 25); DC 15 Genie, Efreeti (4): hp65 (x4); see
Reflex save avoids; 20 ft. deep (2d6, fall); Monster Manual page 115-116.
multiple targets (first target in each of two Iron Safebox: This 5ft. by 5ft. box is
adjacent 10-ft. squares); Search DC 20; locked. Open Lock: 30, Hardness 10; hp
Disable Device DC 23. 30; Break DC 28.
Treasure: +1 shield, large, steel, +1
4.) Main Hall: This large 40ft. square full plate armor, +1 sword, short, and a +2
pillared hall has a black glassy-looking greataxe.
ceiling cracked in several places. The walls Development: The efreeti in their
are decorated with bas reliefs of everyday natural greed will allow the PC’s to rest in
life in the ancient Suloise Empire, of this room and even allow them looting
people playing games of wizardry and war, rights within the ruins as long as they
great gladiatorial battles and wondrous bring them any metal armor or weapons
arts. A large stone table lays broken in half they find that they cannot use themselves.
at the head of the room lying beside one of The efreeti are planning to mold the metal
the large statues along the far left wall. to their use.
Trap: Any Attempt to move the
table or passing within 5ft. of it will 6.) Salamander Steading: This 30ft. by 50ft.
trigger the damaged statue to collapse and vaulted decagonal chamber is the den of
fall. several salamanders. The room is rather
Collapsing Statue: CR 4; well charred as the salamanders appeared
mechanical; touch trigger (attached); no here shortly after the earthquake, released
from ages of imprisonment within the
charred and smashed jars that lay upon the carry any treasures you may find on this
floor. At the far end of the room is a stone level for your own.
chest belonging, presently the property of Stone Chest: This small 3ft. by 5ft.
the salamanders. Should it be disturbed, chest is locked. Open Lock: 25, Hardness
the salamanders attack. 8; hp 25; Break DC 28.
Creatures (EL 13): As the characters Treasure: ivory statuette (20 gp),
prepare to enter the room, the salamanders scroll of charm person or animal, bless (CL
flank the door. The salamanders will allow 6), scroll of undetectable alignment (CL 6),
the PC’s a chance to speak but if attacked scarab, golembane (stone), ring of
the salamanders respond in kind. counterspells (fireball); wand of bear’s
Salamander, Noble (x3): hp112; see endurance (CL 10: charges: 21).
Monster Manual page 218-219.
Tactics: In combat, on the first 7.) Cloakroom/ Storage: This 10ft. square
round one salamander will cast wall of fire room is covered with cobwebs. The floor is
in the doorway of the room. While covered with dust, rags, and junk. Hanging
another begins casting fireball into the on the old stone pegs in this room are rags
hallway corridor, while the other takes the of old finery.
lead and blocks the doorway to bottleneck Treasure: Among the clothing are
the characters into the hall. One the several gems. Aquamarine (100gp), golden
second round should any characters have yellow topaz (150gp), carnelian (50gp),
slipped into the room one of the peridot (50gp) and a jade worth (100gp).
salamanders then alternate between
fireballs and dispel magic spells to weaken 8.) Collapsed Hallway: 10ft. wide by 130ft.
the party. The one guarding the door will long corridor has begun to collapse. The
stay there unless pushed back or heavily surfaces of the corridor are cracked and
damaged, in which case he will switch covered with rubble and dust. Worst of all
places with the casting one and he will one-hundred-feet of the entire east wall
begin casting fireball at point blank range. has collapsed down dragging the floor
Development: Salamanders and with it. The floor now has a 15-degree
Efreeti hate each other. Therefore, it is descending tilt.
possible to get the salamanders help the Trap: This corridor is treacherous
players if they choose to parlay with them to pass. Crossing it along the west wall
first. A successful Diplomacy (DC 20) will requires either a Balance or Climb check
change the salamanders to a friendlier DC 17.
disposition. This would allow the Wide-Mouth Pit Trap: CR 9;
characters to interact with them. The natural terrain; within 5ft. of the hole;
leader of the salamanders will ask that you constant; DC 25 Reflex save avoids; 100 ft.
help them vanquish the efreeti, who are deep (10d6, fall); multiple targets (all
camped elsewhere on this level. In targets within a 10-ft.-by-10-ft. area);
exchange, they will lead you to the Search DC 25.
entrance to the lower levels and let you
Trap: While traversing the secure a rope to get down. The lower floor
collapsed hallway the PC’s must be careful is 30ft. down and completely unlit.
not to create too much noise. Should the
PC’s create a loud disturbance (I.e. fireball,
sonic effect, or force spell) here stones
from the ceiling will fall.
Stone Blocks from Ceiling: CR 3;
natural terrain; loud sounds; no reset; Atk
+10 melee (4d6, stone blocks); Search DC
25; Disable Device DC 20

9.) Ancient Shrine: This 20ft. square room


was once a small refuge for those of the
god of stone, metal, mountains, and
guardianship, Fortubo. The room is lined
with smashed and tarnished lamps. At the
far end of the room is a small altar made of
solid black igneous rock and covered with
a grey funerary wrapping stained with
various colored unguents.
Trap: If the PCs’ touch this shrine
with their hands or items the shrine will
invoke the millennia old anger of the god,
Fortubo. (Unless the character worships
Fortubo. A successful Knowledge Religion
check DC 20, will reveal which deity the
altar belongs to.)
Glyph of Warding (Blast): CR 6;
spell; spell trigger; no reset; spell effect
(glyph of warding [blast], 16th-level cleric,
8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.);
Search DC 28; Disable Device DC 28.

10.) Shattered Stairwell Chamber: This


30ft. by 50ft. chamber houses an age old
spiral stair once made of black crystal. The
stair is now an unsafe, cracked and Dungeon Level Two :
shattered ruin of its’ former glory. The Warded Halls
Traversing this stairwell requires a Balance
check (DC 19), unless the characters
11.) Stairwell Entry: The northeast corner concealment (attacks have a 20% miss
of this 40ft. by 60ft. room houses a ruined chance). Creatures farther away have total
stairwell and fallen ceiling. Beside the concealment (50% miss chance, and the
rubble along the east wall is dried-out attacker cannot use sight to locate the
water basin. On the southern wall are two target). Saving Throw: None. Spell
overturned braziers with spilt ash beneath Resistance: No.
them. Built into the west wall are several Arcane Locks: The door at the end
alcoves with dust-covered benches and of the corridor is arcane locked. Saving
corresponding sconces. Throw: None. Spell Resistance: No.
Confusion: Where there are
12.) Pillared Corridor: This 20ft. by 90ft. choices in direction—such as a corridor
long pillared corridor has old torch- intersection or side passage—a minor
brackets every 10ft. along the walls. All of confusion-type effect functions so as to
these pillars are covered with silver make it 50% probable that intruders
warding runes. At the end of the corridor, believe they are going in the opposite
where the corridors branch off is a wall direction from the one they actually chose.
fountain that still spills magically- This is an enchantment, mind-affecting
produced water. effect. Saving Throw: None. Spell
Feature: The pillar runes are a Resistance: Yes.
permanent dimensional lock spell, Lost Doors: The door at the end of
preventing any dimensional movement the corridor is covered by a silent image to
within the ruins. This keeps the horned appear as if it were a plain wall. Saving
devil and nightshade from summoning Throw: Will disbelief (if interacted with).
help should they be released (DC 34 to Spell Resistance: No.
dispel) Any creature who enters or passes within
5 ft. of the door receives the suggestion
13.) Darkened Dual-Pillared Hall: Though mentally. Will Save DC 24, Spell
most of the ruins seem dark this dual- Resistance: Yes.); spell effects (guards and
pillared corridor is darker still. The pillars wards, 14th-level wizard with 26 INT, DC
of this 30ft. by 60ft. long corridor emit an 24 Will save negates); multiple targets (all
obscuring fog. targets in a 30-ft.-by-60-ft. area); Search
Trap: The inscriptions on the pillars DC 32; Disable Device DC 32, Dispel
of this corridor are a guards and wards Magic DC 32.
spell, at the end of the corridor is a hidden
large stone door covered with matching 14.) Necromantic Laboratory: Long ago a
magical inscriptions. terrifying evil was sealed in this 50ft. by
Guards and Wards Trap: CR 11; 50ft. octagonal room. In the south-western
permanent spell; proximity; automatic corner is a black rune-covered crystal
reset; spell effect (Fog fills this corridor tube, now horribly cracked and broken,
obscuring all sight, including darkvision, with a shadowy fog all about it. Lying in
beyond 5 feet. A creature within 5 feet has front of it is a shattered pile of bones,
metal bits, and cloth. Along the east and and gold-trimmed room is now covered in
west walls are spiral stairs that lead up to cobwebs and dust. In the center of the
an old catwalk that spans the east and west room is a huge stone table surrounded by
walls. Built into the walls on both levels old wooden chairs. Hanging above the
are several sconces and bookcases filled table is a chandelier covered in cobwebs,
with jars and books covered with cobwebs tipped sideways and half-shattered. Along
and dust. Along the south wall is an empty the west wall are the remnants of a
stone workbench covered with dust. sideboard flanked by a bench on both sides
Beside the doorway on the west side is an of the doorway. On the east wall is a web-
old tripod with a ruined-unfinished covered fireplace with mantle surrounded
painting and a jar of dried paint beside it. on one side by a pile of dried out firewood.
On the other side of the door is a ragged On the other side is a small overturned
piece of cloth hanging from the wall that table and chairs lying next to a dented
was once a tapestry. Shattered on the floor lamp and broken oil bottle.
in front of the tapestry is a shattered urn Creatures (EL 11): Seated at the end
with ashes scattered about it. of table in whispered conversation is a
Creatures (EL 16): Waiting inside small group of spectres. If anyone disturbs
this chamber is the Nightwalker. Prior to the spectres, they attack.
anyone opening the door it casts haste, Spectre (4): hp45 (x4); see Monster
followed by invisibility. As the door to the Manual page 232.
outside chamber opens the Nightwalker Tactics: The spectres will attempt
moves to within 30 feet to make use of to split the party up and eliminate them
gaze attack and strike with confusion or one at a time. Should they be turned they
hold monster, coupled with a quickened will flee to Area 18 and return with
unholy blight. reinforcements once the turning ends.
Nightshade, Nightwalker: hp178;
see Monster Manual page 195-197. 16.) Kitchen and Pantry: This 30ft. square
Tactics: After its initial onslaught room contains many stone shelves,
the Nightwalker attempts to hit a cabinets, and tables. Along the east wall is
spellcaster with finger of death and a large stone oven flanked by a cauldron
another quickened unholy blight. It then on the northeastern side. The room is
moves up to engage the enemy and covered with ash, debris, and is
attempt to disarm an enemy fighter. Then abnormally cold. Inside the cabinets is a
crushes the disarmed weapon (or use gaze set of broken crockery, dishes, and cups. In
attack if disarm attempt failed). In the next the drawers of the tables are several
round, it attempts to finish off any tarnished old utensils, meat hooks, and
spellcasters or unarmed foes with a full broken jars.
attack.
17.) Baths: This 40ft. vaulted-arched
15.) Haunted Refectory: Once a glorious triangular room has many basins in the
dining hall, this 30ft. by 50ft. black stone floor where baths were once drawn. These
basins appear to have fresh water in them of gold (entire state worth 1000gp, 1gp per
as well. Along the walls are sconces filled sliver). The entire west wall is covered
with old rags, smashed bottles of oils, and with a mess of runny inks which were
ruined bars of soap. In the far corner of the once a beautiful mosaic of the
room is a large sapphire set into a cold iron Hellfurnaces prior to the Twin Cataclysms.
cradle. The sapphire is a 3in. sphere and Scrawled into the east wall above a wall
the cradle sets roughly 4ft. from the floor. basin lined with mold is a warning in
Touching the cradle or the gem produces a Ancient Suloise. It reads, “What is below
fiery blue glow from the gem. should remain below. Tamper not with
Creatures (EL 11): If the characters cold iron or fiery doom thou whilst
remove the sapphire from the cradle, the know.”
elemental is released from its binding. Note: Should the Beholder below
Once released it immediately attacks. hear the characters above (Listen check) it
Elemental, Elder Water: hp 226; will float up to investigate and prepare an
see Monster Manual page 100. assault as they come down, destroying
Treasure: The sapphire in the them as they enter its lair.
cradle is worth 1,000gp.
Dungeon Level Three: The Fallen
18.) Old Sleeping Quarters: This 40ft. Sanctuary
square room was once a barracks. 20.) Beholder’s Lair: This 40ft. square
Nevertheless, those days have long past. room is riddled with blast holes and
The floor of this room is littered with shattered statues made by the beholder
splinters, rust, broken weapons, and dust. that made its way here a week ago. Across
The walls of this room are heavily the room is a closed 20ft. wide portcullis.
damaged and have notches in them where Creatures (EL 13): The elderly
beds once mounted into the walls. beholder is lost and angry. As the
Creatures (EL 13): Mourning the characters enter the room, the beholder
loss of their lives millennia ago the bounds forth and attacks.
spectres of this room attack as the Beholder: hp 93; see Monster
characters enter the room. Manual page 26-27.
Spectres (7): hp45 (x7); see Monster Tactics: While concealed below,
Manual page 232. the Beholder in this chamber attacks the
first character through with two eye rays
19.) Entry to the Deep: This 30ft. square disintegrate and charm monster. Should
room once housed a magical elevator the initial attack succeed the beholder will
traversed its way down to the caverns have its new charmed friend attack his old
below, but now nothing remains but a companions, or ruin their means of escape
gaping hole in the ground. The magical lift if they came down on ropes.
is no longer functional. In the northeast
and northwest corners are defaced statues
on Willpower saves,
while on casters it
uses the eye rays that
focus on Fortitude
saves.
Should the
battle go afoul, the
beholder floats
through the hole up
to Room 19, and
destroys the ropes.
Using this position to
pick off the
characters one by
one, as they come
back up after it.
Portcullis,
iron magical, locked:
2 in. thick; Hardness
20; hp 120; Break DC
30/ DC 20 to Lift,
Open Lock DC 30;
permanent anti-
magic field spell
upon the portcullis.

21.) Long Hallway:


This 20ft. by 130ft.
long hallway is
littered with rock
bits, dust and
cobwebs. The walls
and ceiling are
Should the initial attack fail, covered with bas reliefs of an ancient
following this, it lurks back into the battle between the Suel and Baklunish.
shadows. As soon as the characters have all Upon closer inspection the battle appears
entered the room the beholder rushes into to be based in a mountain range. In the
the middle of them, keeping its anti-magic center of the piece is a single spellcaster
eye focused on any arcane spellcasters facing a large devil. The spellcaster holds a
while attempting to bite them. Against large multi-faceted gem which he holds
melee classes it uses its eye rays that focus over his head.
will still be written in Ancient Suloise.
22.) Divination Refuge: This 20ft. by 30ft. Should any of the books be recovered their
domed chamber has a large pool in the knowledge could be invaluable to many
center of the room. The bottom of the pool scholars. Among the many volumes is a
is covered in tarnished platinum. It is tome of clear thought +1.
currently dry but shows sign of once Development: The DM is
holding water. Along the southern wall encouraged to be creative if the party is
are several sconces built into the walls. On faltering or needs a clue. The addition of
the sconces are dry-rotted clothes, the following books may give the
tarnished silver and cold iron items. Along character a +2 to any knowledge,
the east wall is a shattered mirror with Spellcraft, or search check dealing with
glass covering the floor in front of it. the appropriate subject within the ruins,
Along the west wall is a wash-basin with should the DM feel they may be beneficial
several sconces next to it. In the southwest to the PC’s. The books are processes of
corner is a tipped over crystal case binding, infernal anatomy and psychology,
containing seven various-sized crystals illusory craft, an ancient copy of the
used in divination. Grimoire Arcanamacha (See Complete
Treasure: The gems in the case are Arcane), the notations on the creation of
worth 50-500gp each based on size. There the diablerem*.
are seven in all. Fist-sized prism 500gp, Note: These notations describe the
Fist-sized crystal sphere 350gp, small process to destroy the gem, should the
crystal prism 200gp, small square-crystal devil be loosed.
100gp, small oval crystal 100gp, small
crystal sphere 100gp, tiny crystal pyramid 24.) Laboratory- Illusion and Evocation:
50gp. The door opens into a lush green valley
filled with beautiful trees. Through the
23.) Great Library: 40ft. square room is center of the valley is a small stream that
largely intact. By comparison, these walls ends under a wall covered in vines and
have very few cracks. The north and east leaves. The ceiling exhibits a clear blue sky
walls have bookshelves built into them. with scattered clouds here and there. The
The south wall has several alcoves with ground is covered with green grass and
stone benches and sconces above them. At wild multi-colored flowers.
the center of the chamber is a large table In reality this 20ft. by 30ft. room is
covered with dust and cobwebs. On the nothing more than a plain stone room
table amidst the cobwebs is an ancient with several statues placed against the
silver candelabrum (100gp worth). Most walls for spellcasters to test their ranged
of the tomes and books of this library have target spells. There are old blast marks on
long fallen into ruin and dust. the walls and dust covers many of the old
Treasure: If anyone casts mending scorch marks along the floor. This room is
or make whole upon any of the books in a trap used by the ancient Suel to passively
this room they will be restored, but still capture an invader to the arcanum.
Trap: Upon opening the door to Note: If the players have made
this room, anyone within 10ft. of the door allies with either the Efreeti or the
is affected by the following spells. Turning Salamanders they can have the cold iron
the door handle itself triggers the mind bars forged into any weapon type of their
fog, while the mirage arcana and mass choosing in half the normal time to forge
suggestion (come in and relax) are not such a weapon. The manacles can be used
activated until the door is opened. to rebind the horned devil should the
Heightened-Empowered mind fog party want to rebind the horned devil it
Trap: CR 13; magic device; proximity rather than kill it.
trigger (alarm); manual reset; spell effects Treasure: cold iron binding
(empowered-mind fog, 17th-level wizard manacles, See Appendix I
with Spell Focus Enchantment, Illusion, 24
INT, Heighten Spell and Empower Spell 26.) Destroyed Study: This 30ft. square
feats, DC 25 Will save negates); multiple room now has barely 20ft. square
targets (all targets in a 30-ft.-by-30-ft. remaining to it. The entire back wall has
area); Search DC 35; Disable Device DC collapsed. Buried in rubble is a small silver
35. shrine. A Knowledge Religion check DC
Mirage arcana with mass suggestion 20 reveals the shrine to be devoted to the
Trap: CR 13; magic device; proximity Suel God, Lendor, Father God of the Suel
trigger (alarm); manual reset; spell effects Pantheon, and God of Time, Tedium,
(mirage arcana, mass suggestion, 17th- Patience, and Study. Along the remaining
level wizard with Spell Focus walls are a few sconces filled with ruined
Enchantment, Illusion, 24 INT, Heighten candles and smashed incense holders.
Spell and Empower Spell feats, DC 25 Will Creatures (EL 13): As the PC’s pass
save negates); multiple targets (all targets the archway to this chamber; the Xorn
in a 30-ft.-by-30-ft. area); Search DC 34; leaps forth at the first PC. The lost Xorn
Disable Device. was resting in the ruins of this room.
Xorn, Elder: hp130; see Monster
25.) Conjuration Chamber: This 40’ Manual page 260-261.
circular room is covered in white dust and Trap: Any sonic, blast, force spell
bits of stone. An indistinguishable odor or even digging within this room will
emits from within. In the center of the cause the ceiling to collapse as will any
room is a large circle of carved runes inlaid heavy impact damage to the walls.
into the floor. Along the south wall is a
large ovular white marble table covered 27.) Blocked Hallway: Down about 30ft.
with ancient magical implements. Along into this 10ft. wide corridor the corridor
the east wall are several empty rusted ends in a cave-in. (Traveling down or
cages. On the west wall are several binding digging in this area could induce another
tools including several cold iron bars and a collapse.)
set of manacles moored into the wall.
28.) Antechamber Study: This 20ft. by Spells Prepared - (Wiz 4/6/6/6/6/4/4/3): 0 -
30ft. arched hexagonal chamber suffers detect magic, open/close, read magic,
from many stress cracks riddling it. Broken resistance; 1st - burning hands, magic
chairs and rubble litter the floor. Built into missile x3, obscuring mist, protection from
each corner of the room are small carved chaos; 2nd - arcane lock, darkness, flaming
pedestals. Built into the walls of the room sphere, locate object, mirror image, web;
are sconces. 3rd – fireball, flame arrow x2, haste,
Creatures (EL 16): Should the PC’s stinking cloud, tongues; 4th - charm
wish to talk to the ghost he parlays with monster x2, detect scrying, polymorph,
them. If they attack, it retaliates. solid fog, wall of fire; 5th - cloudkill,
dismissal, stone shape, wall of iron; 6th --
Ghostly Suel Wizard CR 16 analyze dweomer, greater dispel magic,
Male Human (Ghost) guards and wards, mass suggestion; 7th -
LN Medium Undead (Augmented finger of death, forcecage, reverse gravity.
Humanoid) (Incorporeal)
Init.: +7 Listen +10, Spot +10, Abilities: STR 14, DEX 16, CON -, INT 26,
darkvision 60ft. WIS 15, CHA 18.
Languages: Common, Draconic, Infernal, SQ: incorporeal traits, rejuvenation, +4
Ancient Suloise. turn resistance, undead traits.
Feats: Combat Casting, Craft Staff,
AC 28 touch 25, flatfooted 25 Empower Spell, Great Fortitude, Improved
hp 97 (14 HD) incorporeal, undead Initiative, Scribe Scroll , Spell Focus:
Immunities: electricity, paralysis, and Conjuration, Spell Mastery(8), Spell
sleep. Penetration.
Resistances: undead (incorporeal) Skills: Alchemy +25, Appraise +10,
Fort +9, Ref +10, Will +14 Concentration +17, Hide +11, Knowledge
(Arcana) +25, Knowledge (Engineering)
Speed: Fly 40 (Perfect) +18, Knowledge (History) +25, Knowledge
Melee: incorporeal touch +9/ +4 (1d4 (The Planes) +18, Listen +10, Scry +25,
[1d4+1 vs. ethereal), or +3 dagger +12/ +7. Search +12, Spellcraft +25, Spot +10.
Space: 5ft. Reach: 5ft. Possessions: combat gear plus +3 ring of
Base Atk: +7 Grapple: +9 protection, +3 amulet of natural armor, +5
Atk Options: - bracers of armor, +3 cloak of resistance, +6
Special Actions: corrupting gaze, draining headband of intellect, spellbook, wizard's,
touch, manifestation. spell component pouch, scholar's outfit.
Combat Gear: +3 dagger (ghost touch), Spellbook: 0 -- arcane mark, dancing
staff of fire (charges: 14), ring of lights, daze, detect magic, detect poison,
counterspells (magic missile), rod of disrupt undead, flare, ghost sound, light,
cancellation mage hand, mending, open/close,
prestidigitation, ray of frost, read magic,
resistance; 1st -- alarm, burning hands,
charm person, chill touch, comprehend does not remember which part. The Great
languages, detect secret doors, expeditious Library in Area 23 may hold more
retreat, identify, mage armor, magic information. Beyond that, he has no
missile, obscuring mist, protection from recollection of much else.
chaos, spider climb; 2nd -- arcane lock,
darkness, flaming sphere, invisibility, 29.) Shrine to the Lower Planes: In the
levitate, locate object, mirror image, center of this 20ft. square black marble
protection from arrows, see invisibility, chamber is an altar made of congealed
summon swarm, web; 3rd – dispel magic, blood held in place by mysterious magic.
fireball, flame arrow, haste, stinking cloud, Setting on this altar is a single idol made of
suggestion, tongues; 4th -- charm monster, jade and formed into a rough humanoid
detect scrying, minor creation, polymorph, shape. On the north wall is a large gong,
solid fog, wall of fire; 5th -- cloudkill, set in front of a tapestry depicting a river
dismissal, major creation, permanency, of blood flooding a small village.
stone shape, wall of iron; 6th -- analyze A successful Knowledge Religion
dweomer, greater dispel magic, guards and check DC 20, will confirm this altar to be
wards, legend lore, mass suggestion, true one devoted to Pyremius, Suel God of Fire,
seeing; 7th – finger of death, forcecage, Murder and Poison. Behind the tapestry is
reverse gravity, vision. a secret door.
Trap: Should a non-evil character
Ghost abilities: corrupting gaze, kneel or worship at this altar they be
draining touch, manifestation, targeted by a phantasmal killer spell trap.
rejuvenation- See Monster Manual pg. Phantasmal Killer Trap: CR 5;
117-118 magic device; proximity trigger (alarm
covering the altar area); automatic reset;
Roleplaying Hooks: If the PC’s choose to spell effect (phantasmal killer, 17th-level
talk to the ghost he will ask them a favor wizard with Spell Focus Enchantment,
and in return for this favor he will answer Illusion, 24 INT, Heighten Spell and
any questions they may have about the Empower Spell feats, DC 22 Will save for
ruins. The favor he asks is to remove his disbelief and DC 23 Fort save for partial
remains from the Necromantic Chamber. effect); Search DC 29; Disable Device DC
This can be done by removing his remains 29.
from the necromantic chamber to pass on
to another existence. His remains are the 30.) Azure Cavern: This 120 ft. By 140 ft.
bones in front of the black crystal tube in lapis lazuli cavern is lit by two thundering
Area 14. braziers, erupting with azure flames. Upon
If asked about the evil the ghost tells them the dais, in between these braziers is a
either that the evil they seek is an ancient large sapphire throne. The walls of this
devil imprisoned within the Chamber of chamber are radiating, as if lightning exists
Sealing. If asked about the gem, he states within them. On the ceiling is a grand
that it is part of the binding process but mural of a blue dragon fighting a group of
warriors on a glassy desert floor. Half of a DC 33 Reflex save or be pinned; Flyby
this room is lost to a cave-in. In the center Attack, Large and In Charge.
of the room is a pool of mercury with a Special Actions: (Breath Weapon): 100ft.
dragon fountain in the center. (The ceiling line, damage 22d8 electricity, Reflex DC
and walls are an illusion created by the 36 half.
programmed image spell.) Combat Gear: +2 dagger, ring of
Creatures: Sitting on the throne is a shapechange (1/ day).
man wearing dark blue robes, with hair Spells Known – (Caster Level 15): Sor
and eyes of the same deep hue. 6/8/8/8/7/7/7/5): 0 -- arcane mark, dancing
lights, detect magic, detect poison, ghost
Azurerazor CR 22 sound, mending, prestidigitation, read
Male Blue Dragon, Ancient magic, resistance; 1st -- color spray,
LE Gargantuan Dragon (Earth) comprehend languages, feather fall,
Init.: +0 Listen +40, Spot +40, identify, shield; 2nd -- alter self,
darkvision 120ft., low-light vision invisibility, mirror image, misdirection,
Aura: frightful presence: 330-ft. radius, see invisibility; 3rd --
HD 35 or less, Will DC 33 negates. clairaudience/clairvoyance, dispel magic,
Languages: Common, Draconic, Infernal, displacement, tongues; 4th -- detect
Ancient Suloise. scrying, improved invisibility, rainbow
pattern, scrying; 5th -- dominate person,
AC 41 touch 6, flatfooted 41 +4 dream, false vision, prying eyes; 6th --
shield bonus when shield spell is cast. greater shadow evocation, legend lore,
hp 522 (36 HD) damage reduction programmed image; 7th -- greater scrying,
20/ magic simulacrum.
Immunities: electricity, paralysis, and Spell-Like Abilities - (Caster Level 15): 3/
sleep. day-ventriloquism; 1/day - hallucinatory
Resistances: spell resistance 29. terrain, veil.
Fort 28, Ref 20, Will 25.
Abilities: STR 37, DEX 10, CON 27, INT
Speed: 40, Burrow 20, Fly (Clumsy) 200 20, WIS 21, CHA 24.
Melee: +45 (Bite 4d6+13), +40 (2 Claws SQ: create/ destroy water, sound imitation.
2d8+6), +40 (2 Wings 2d6+6), +40 (Tail Feats: Clinging Breath, Eschew Materials,
slap 2d8+19), +40 (Crush; 4d6+19), +40 Flyby Attack, Large and In Charge,
(Tail sweep 2d6+19); or (+2 dagger: Maximize Breath, Quicken Breath,
+37/32/27/22, 1d4+15). Quicken Spell-Like Ability, Spell Focus:
Space: 20ft. Reach: 15ft. (20ft. with bite) Divination, Spell Focus: Illusion,
Base Atk: +36 Grapple: +61 Wingover.
Atk Options: (Crush) - Area 20ft. by 20ft; Skills: Bluff +40, Concentration +47,
Small or smaller opponents take 4d6+19 of Diplomacy +40, Escape Artist +15, Hide
bludgeoning damage, and must succeed on +34, Knowledge (Arcana) +40, Knowledge
(Geography) +15, Knowledge (Geology)
+15, Knowledge (History) +15, Listen +40, escaping alone. The specters alone would
Scry +44, Search +40, Spellcraft +40, Spot tear this form to pieces. Beyond that my
+40; true form would not fit into even the
Possessions: combat gear plus ring of greatest halls of this structure. I barely
sustenance, rod of splendor, crystal ball make due in this chamber. So what say
with telepathy, amulet of proof against you mortals? Shall we be partners?
detection and location.
• If the characters want payment,
Create/Destroy Water (Sp): 3/day as Nos’Yaj will offer them all of the
create water, but can also be used to treasure in his chamber and
destroy water. CL15; Will DC 33 negates. anything he cannot use in his true
Sound Imitation (Ex): The dragon form.
can mimic any voice or sound it has heard, • Should they not agree, he will
anytime it likes. Listeners must succeed at agree to help them find any other
a Will save DC 33 to detect the ruse. treasures close to his lair and fight
alongside them, so long as they
keep their bargain to help him
Azurerazor: escape.
“Yes, it was I who sent the images. • Should they attack outright, he will
These chambers are shielded from all retaliate in kind.
divinatory means. Therefore, the
divinations your great arcanists cast were 31.) Ancient Treasury: This 30ft. square
nothing more than bait for my escape. chamber is littered with dust and rubble.
You see, I was forced to flee here At the back wall of this chamber is a statue
during the Rain of Colorless Fire and was of a white-haired, bearded, husky,
trapped as the land melted beneath me. distressed looking old man is staring
Hence this sanctuary became my prison. intensely at the floor. A successful
Discouraged and bereft of any means of Knowledge Religion check DC 15 will
escape, I laid down to sleep. Recently, reveal that the statue is of the Suel God,
however, I was awakened, by a great Lendor. Among the rubble on the floor of
rumbling within the earth. It was then this chamber are several smashed chests of
that I sent the images of a great black spilled treasures.
diamond to you humans. I knew men Located beneath the statue of Lendor is a
would come and I would be freed from secret compartment. (Search DC 30)
this prison. Now I offer you aid should you Stone Trunk with mithril lock: This
wish to acquire a trinket for your own. All 5ft. long by 5ft. deep box is locked. Open
I require is that I am set free from this Lock: 30, Hardness 10; hp 90; Break DC
chamber. I, unfortunately, do not know 28.
the way out, and I know in this miserable
(human?) form I would be incapable of
Trap: Attempting to open this 28. Search DC 30; Open Lock DC: 35.
trunk without disabling the trap springs Disable Device DC 32; (arcane lock DC 32)
the trap. Trap: The door to this chamber is
Prismatic Spray Trap: CR 8; magic etched with many warding runes. The
device; proximity trigger (alarm); door is locked and made of solid cold iron.
automatic reset; spell effect (prismatic If someone attempts to open the lock, the
spray, 13th-level wizard, DC 20 Reflex, trap is triggered.
Fortitude, or Will save, depending on Destruction Trap: CR 8; magic
effect); Search DC 32; Disable Device DC device; touch trigger (alarm); automatic
32 reset; spell effect (destruction, 13th-level
Treasure: Among the litter on the cleric, DC 20 Fortitude save for 10d6
floor is a platinum box (400pp), a black damage); Search DC 32; Disable Device DC
star sapphire (2,500 gp); golden pearl (100 32.
gp); alexandrite (500 gp); black pearl (500 Note: A successful Knowledge
gp); golden yellow topaz (700 gp); violet Arcana DC 25; will confirm that these
garnet (500 gp); white opal (1,000 gp); runes on the surfaces are used to block
silver chalice with lapis lazuli gems (150 divinatory spells. After these runes have
gp); silver dagger with jet jewel in hilt been analyzed the reader may then
(100 gp); ceremonial electrum dagger with attempt to divine what’s inside the room.
a star ruby in the pommel (1,000 gp) and (screen, heightened (on room) and
1000gp. sequester, heightened (on creature): Cast
Inside the stone trunk, lining are by a 20th level wizard, with Spell Focus:
the following: silver blade of amensthim Illusion and 30 INT + false vision +
(see Appendix I); +4 mithril shield, large, contingency (+2) + materials bonus cold
steel; +4 mithril full plate: fortification iron (+2) and lead (+2) = (Screen/
moderate; +3 siangham; staff of defense Sequester: 20+9+1+2+2+2=36 DC on Scry)
(charges: 25) Every surface of this 30ft. by 50ft.
Hidden beneath the lining in a domed room is made of lead. Etched upon
secret compartment (Search DC 20) are the walls are thousands of etched warding
the following: chime of opening, manual runes that glow deep violet. In the center
of bodily health +1, wand of darkness of this room is a cold-iron cradle holding a
(CL14 - Charges: 17). 2ft spherical multi-faceted black diamond
covered in glowing esoteric runes, layered
32.) The Sealed Chamber: Once at the one over another. Other than this the
door to this room a magic mouth pops into room is entirely vacant. The gem also
existence and says the following in called the diablerem (see below), is
Ancient Suloise, “Any whom open this actually the key binding item that holds
door, shall dread the shattering of night.” the horned devil, Nak’ Suith’Athir.
Magically-Treated Cold Iron Door: Trap: The Diablerem; This large 2ft.
4 in. thick; Hardness 20; hp 120; Break DC spherical multi-faceted black diamond is
covered with thousands of esoteric runes,
layered over one another. These runes are Creatures (EL 16): If released the
written in three different tongues. The horned devil questions the PC’s. If
first is written in Ancient Suloise, the attacked the horned devil, retaliates.
second is ancient magical script, the final Nak’ Suith’Athir; Horned Devil: hp
sealing layer is written in the Ancient 172; see Monster Manual page 55.
Baklunish. This creature, once released, will seek to
Effects: restore itself to its former glory and
• Any whom touch the multi-faceted destroy the entire Suel race and all who
gem physically are treated as if they oppose it. The party has only days to find
had touched a sphere of what is needed to destroy this creature and
annihilation. to do so. An artifact must be found within
• Should the glyphs upon it read the city itself. The silver blade of
aloud or through a read magic spell, amensthim is the only weapon capable of
the reader must make a successful killing the creature.
Fortitude save (DC 19) against a Trap: Once the devil is dead should
heightened contagion spell. Failure the gem be removed from the cradle it
to do so will result in being triggers an earthquake.
infected with the Mindfire disease. Earthquake Trap: CR 8; magic
In addition, the gem will glow device; proximity trigger (alarm);
bright red and Nak’ Suith’Athir the automatic reset; spell effect (earthquake,
horned devil, the will be released 13th-level cleric, 65-ft. radius, DC 15 or 20
from imprisonment. This action Reflex save, depending on terrain); Search
renders the gem inert and removes DC 32; Disable Device DC 32.
the sphere of annihilation.
Concluding the Adventure
Destroying the Gem: To destroy the Working for Lashton: Although Lashton
diablerem, the PC’s must keep the gem will be seriously upset that the gem is not
within the cradle. This keeps the horned what he had been wishing for he will still
devil from escaping. Then they must read keep true to his word. He pays the PC’s in
incantations from the “Notations on the full and pockets the black diamond
creation of the Diablerem”. Afterward the (32,000gp worth) for sale to a Suel
following spells must be cast in the antiquities dealer whom he knows in
following order. (Detailed in the notations Niole Dra.
on the creation of the diablerem) dispel
magic, fireball or flame strike, and shatter. Working for the Silent Ones:
Then it must be struck with the silver Exceptionally grateful that the ruins to the
blade of amensthim and deal a total of 50 Sanctuary of Fallen Stars are again buried
damage to the gem to destroy it; severing within the Hellfurnaces and that the
the bond between it and the devil diablerem has been destroyed or rendered
permanently. inert, Alundil pays the PC’s and tells them
that he may future uses for them should Keeping the gem for themselves:
they be interested. The PC’s gain the favor Depending on which side the PC’s are
of the Silent Ones within Keoland. working for either faction will be quite
incensed at the fact they’ve been duped
Playing both sides: Should the PC’s play out of their bargain. In Lashtons’, case he
both sides there is a chance that one side may have the party arrested for larceny
will find out. Should the PC’s give Lashton and fraud. In the case of Alundil and the
the gem. This will anger, Alundil and the Silent Ones, they will be watching the
Silent Ones; the PC’s may be in for a heap PC’s from a distance and will attempt to
of trouble. Lashton while infuriated at the remove the diamond should they believe it
PC’s arrogance will differ to their clever- to be a magical threat.
workings. Noting their cleverness, Lashton
will see to it that he keeps eyes on the PC’s Scaling the Adventure
while they are within Keoland and Although this adventure is designed for
beyond, should he have need of them 13th level PCs, the module can be
again he will send another lackey to modified for higher or lower level parties
summon them. by increasing or decreasing the number of
Alundil and the Silent Ones, opponents and modifying the main
however, will be extremely incensed for villains.
having their trust broken and their money Here are a few general suggestions:
taken. Alundil will disregard the PC’s 8th to 10th level PCs: Run the
claims on their “earnings”. If pressed he adventure as written. Although 8th to 10th
will offer them 100gp for burying the level PCs will find the adventure more
ruins and nothing more. After this the challenging than 13th level PCs. Consider
Silent Ones, extremely displeased with the reducing the number of monsters
PC’s will watch them intensely and will encountered in each area. Drop the
see to it that they and their money are elementals down to huge and replace the
quickly parted through subtle methods. final horned devil with a barbed or bone
devil.
Binding the Devils Services: Alternatively 13th level PCs: Run the adventure as
the PC’s may choose to bind the devil to written.
their services. To do this they may either 14th to 16th level PC’s: Run the
first employ the Cold Iron Binding adventure as written. Although 14th to 16th
Manacles to gain control of it or they may level PCs will find the adventure slightly
simply use ulterior methods. Either way, less challenging than 13th level PCs. If the
the devil will be loath at first to be serving PCs are having too easy a time, add a few
mortals. However, if he is paid in some more monsters per encounter. It may also
means and released back to the Nine Hells be recommended to increase the level or
he will begrudgingly assist the PC’s advance the monsters hit dice on some
anyway he can. encounters.
was tasked with protecting potential
Appendix I artifacts that may be of danger to the
Cold Iron Binding Manacles: These Imperium. In the days, before the Twin
manacles have the ability to bind a demon Cataclysms, Amensthim was ordered to
or devil into a (hedged prison) as the guard the greatest wizards of the Suel
binding spell. Any demon/ devil shackled Imperium as they prepared the Invoked
with these must make a Will save (DC 31) Devastation, what occurred thereafter has
or be bound. (DC = spellcaster INT +10, been lost to the ages. Now the great blade
heightened binding spell +9, base save DC of the prestigious arcanamach lies buried
+10, material bonus +2. Total = 31) deep in the Sanctuary of Fallen Seas.

The Silver Blade of Amensthim; +3


Intelligent Cursed Longsword: Keen, Holy,
Bane: Outsider (Evil); AL NG; INT 20,
WIS 18, CHA 16; Ego 21; Communication:
Telepathy; Languages: Ancient Baklunish,
Ancient Suloise, Celestial, Elven, Sylvan;
Wielder can see invisible at will; Wielder
has free use of Evasion; detect evil at will;
Special Purpose: Defeat/slay devils;
Purpose Power: true resurrection on
wielder, once per decade; Extraordinary
Power: globe of invulnerability (1 per
day). Cursed: Dependant functioning: only
functions within 30ft. of any devil.
This silver-adamantine alloy blade
was one of the first of its kind created for
the Suel Arcanamach named, Amensthim.
Amensthim was one of the last great
arcanamachs of the Suel Imperium. He

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