Dregoth Ascending Chap. 2
Dregoth Ascending Chap. 2
Dregoth Ascending Chap. 2
Dregoth Ascending
Part II: The Quest
Version 1.1
Interior Art: Steve Bell, João Bosco, Gabriel Eggers, Mike Fleming,
Taciana Gama, Tony Lone Fight, Christopher Rathert
Layout: Gabriel Cormier
Maps: David Tisch
Cover art: Ravenscrye Daegmorgan
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In order to play Part II of Dregoth Ascending, you will need the Dark Sun 3 Core Rules and Terrors of
Athas, available as free downloads from the official Dark Sun site, www.athas.org, as well as The
Dungeon Master Guide, Player's Handbook, Monster Manual, and the Expanded Psionics Handbook.
The DM is encouraged to read the Dark Sun Revised Campaign Setting, City by the Silt Sea, Veiled
Alliance and Elves of Athas. These products contain additional information the DM can use to
enhance the adventure. Dregoth Ascending is set in Free Year 12.
ADVENTURE BACKGROUND
Dregoth the Undead Dragon-King has been traveling the planes of existence for nearly 2,000
years ever since his discovery of the planar gate, a Green Age artifact found in the caverns beneath
Giustenal. During his travels Dregoth discovered the presence and worshipping of actual true
gods, something previously unknown to the world of Athas. For nearly two eons Dregoth
studied the nature of gods, their incredible power, and their zealous worshipers in hopes of
attaining such divinity. The Dread Lord of New Giustenal traveled to countless worlds in a
variety of disguises, researching hundreds of factions and cults, good and evil, to learn the true
nature of gods and their devotees. Dregoth has only recently returned to Athas in the wake of the
events of the Prism Pentad, and is now putting events in motion, hoping to become Athas's first
true god.
After another two years of research, in addition to his previous study of the multiverse, Dregoth
uncovered the reason why the gods of the planes have never turned their attentions towards the
world of Athas. The spiritual conduits that allow the gods of other worlds to draw strength from
their worshipers don’t exist on Athas, and so the powers of the planes have turned away from the
inhabitants since the earliest days of existence. The spiritual conduits have been replaced by
elemental conduits, strongly linking the world of Athas to the elemental Inner Planes. Dregoth
has theorized the presence of the Gray, the endless limbo where Athasians go when they die, is
responsible; because of the Gray, spiritual conduits cannot be linked to Athas. However, the
elemental conduits easily pierce the Gray, granting the elemental clerics of Athas their power.
In the end the Dread Lord’s plan is a simple one: move the existing elemental conduits so they
connect the Outer Planes to Athas. Once the conduits connect to the Outer Planes, Dregoth plans
to travel there and receive the power bestowed upon him by his faithful. In addition, all Athasian
divine spellcasters shall have to turn to Dregoth for spells since Athas would no longer be
connected to the elemental Inner Planes.
To achieve this end Dregoth has created an epic godhood spell that will not only move the
conduits, but instantly elevate him to divinity upon its completion. This spell was devised by the
Dread Lord during his journey to the Outer Planes, and perfected upon his return to Athas.
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manipulate the ancient forces of the Pristine Tower, which the Dread King is going to use to cast
the final stages of the spell. Lastly, the information on preparations, components, and how to cast
the spell are all contained within Dregoth’s mind and are not recorded in any other form. In other
words, the odds that another sorcerer-monarch or other entity could develop and cast the spell
are microscopic.
The godhood spell is cast in eight stages. As each stage of the spell is cast, the spell levels a divine
spellcaster can prepare decrease. Any spells prepared prior to the casting are not lost, but once
they’re cast they cannot be prepared again for the duration of the adventure. Divine casters who
try to prepare spells of a lost level meet with failure, as the level of power they can normally
access from the Inner Planes can no longer pass through the elemental conduits.
Stage One: This stage is cast by Dregoth from his Dread Palace in New Giustenal just prior to the
beginning of the adventure. This stage results in the loss of epic divine spells. Since none of the
PCs should have attained the level needed to cast these spells, they will not feel the effects of the
spell. However other epic divine spellcasters do. This stage of the spell is mostly a preparation for
stages to come, cutting off higher access to the Inner Planes.
Stage Two: The second stage is one of the more critical to the spell and deals with Dregoth’s
invasion of Raam. This portion of the spell requires the forfeit of 10,000 Hit Dice of living beings
who are not required to be worshipers of the caster. The lifeforce drained from the Raamites is
used to fuel the next four stages of the spell. The completion of this stage results in the loss of 9th-
level spells by all divine spellcasters of Athas.
Stage Three: This is the first of four stages of the spell that prepares Dregoth for his evolution
from mortal to god, and is once again cast from the Dread Palace in New Giustenal. The energy
needed to complete these stages takes the form of the former citizens of Raam, and draws energy
away from the elemental conduits. The completion of this stage results in the loss of 8th-level
spells. Additionally, all spells that summon creatures with the elemental type or subtypes fail in
the attempt.
Stage Four: This is the second of four stages of the spell that prepare Dregoth for the evolution to
godhood cast from the Dread Palace in New Giustenal. The completion of this stage results in the
loss of 7th-level spells.
Stage Five: This is the third of four stages of the spell that prepare Dregoth for the evolution from
mortal to god cast from the Dread Palace in New Giustenal. The completion of this stage results
in the loss of 6th-level spells. In addition, all summoned elementals and elemental beasts
(including paraelementals) across the face of Athas are banished back to the Inner Planes unless
special circumstances rationalized by the DM apply. Artifacts and magical items that tap the
Inner Planes for energy, such as a ring of elemental command, fail to function at the completion of
this stage.
Stage Six: This is the last of the four stages cast from the Dread Palace in New Giustenal. The
completion of this stage results in the loss of 5th-level spells. At the conclusion of this stage
Dregoth leaves New Giustenal for the Pristine Tower to execute the final two stages, leaving
High Templar Mon Adderath in charge of his underground city.
Stage Seven: This is the second to last stage of the spell designed to prepare the conduits to make
the switch from the Inner to the Outer Planes upon completion of the final stage. The conclusion
of this stage results in the loss of 4th-level spells and the ability to turn or rebuke undead and
other creatures. Creatures with close ties to the Inner Planes, such as drakes and spirits of the land,
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fall into a state of hibernation from which they’ll eventually die if the elemental conduits are not
restored. Depending on their timing, the PCs may have a chance to disrupt Dregoth’s spell before
the completion of this stage.
Stage Eight: Unless the PCs prevent the final stage of the spell from being completed by the
Dread King, there is a chance the elemental conduits may be permanently damaged. This is the
most critical portion of the spell, one requiring Dregoth's near undivided attention to complete. It
is at this point the PCs have a chance to disturb Dregoth’s casting. It is also here the PCs may
have to go head to head with the mighty Champion of Rajaat.
Divine spellcasters are able to “feel” the completion of each stage of the godhood spell being cast
as their connection with the Inner Planes becomes more defunct. A divine spellcaster can only
“feel” a stage being completed if he can cast spells of a spell level that is affected, i.e. if a cleric can
cast 8th level spells, he does not “feel” the spell until stage three. As Dregoth completes each
stage all divine spellcasters on Athas must make a Will save (DC 20 + stage of godhood spell) or
lose consciousness for 1d4x10 minutes.
SIEMHOUK’S ACCOUNT
“I had never before heard my master scream in such agony, a frightful sound I hope to never hear again. It
was as if a portion of his life was being ripped away, and soon after that I felt it as well, a wrenching feeling
that torn at me as if a portion of my spirit had been blasted away by the blowing sand. I don’t know how
long I lay unconscious, and when I awoke the Shadow King was standing above me, his eyes burning with
a look somewhere between apprehension and loathing. ‘Dregoth makes his move, Pandita. I go to summon
the remaining Champions, and I need you to bring all the high templars to the Naggaramakam. There is
much to be done.’ I paused for a moment after my master vanished, for more would cost me my life despite
being his favorite, and for the first time in many years I was apprehensive about what the future holds.”
- Siemhouk the Priest Child, High Priestess of the Chamber of Air & Temple of Thought
ADVENTURE SYNOPSIS
In Part Two: The Quest, the PCs receive a summons by the sorcerer-monarch Nibenay in regards
to Dregoth’s attack and the loss of spells from the Inner Planes. The Shadow King knows of the
PCs efforts during the invasion of Raam (or past efforts in previous adventures), and requires
outside help of some sort if the Dread King’s plans are to be thwarted. The PCs arrive in Nibenay
only to be confronted by not only the Shadow-King but Hamanu of Urik and Lalali-Puy of Gulg
as well. The three of them tell the PCs of Dregoth’s plans for the elemental conduits and the
future of Athas.
After detailing the Dread King’s plan, the Champions tell the PCs how they can defeat Dregoth
despite his great power, and what their reward would be for such a feat. If the party or
individual PCs refuse the sorcerer-monarch’s information and help, they may try to defeat
Dregoth on their own, but would be easily defeated. Only with the knowledge of the Sorcerer-
monarchs do the characters have any chance of defeating the Undead Dragon-King. Should the
PCs agree, they’re given information leading to three powerful artifacts: the Pearl of the Sunrise
Sea, the Star of Badna, and the Scorcher. The PCs can search for the three relics in any order.
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One quest takes the PCs back to Raam, where clues lead to the devious templar Roal, who
commands the mansabdar police force. The PCs must be careful in their dealings with Roal, or
else he will send hired mercenaries to deal with them and claim the Star of Badna for himself.
Eventually, the PCs find the Consecrated Sepulcher of Badna, where the former high-templar
Grogh-En rests with the artifact they are looking for. Grogh-En, now an undead being known as a
Badna zombie due to the artifact’s curse, is not easily killed. Unless he is finally put to rest,
Grogh-En will hunt the PCs in what remains of the adventure to reclaim the Star.
Another quest leads to Balic, where the PCs must find the underground templar faction lead by
Asthira the First Templar. Clues will lead the PCs to the Lazy Mekillot, an establishment run by
the half-giant Mox, who there is more to than meets the eye. Mox can take the PCs to Asthira,
who in turn can contact Andropinis regarding the location of the Pearl of the Sunrise Sea – if the
PCs agree to her terms. They can get the Pearl if they become subjected to a geas, and they are
warned that if they do not return the artifact, Andropinis will unleash his wrath upon them.
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The third quest unfolds in the trade village of Cromlin, where the PCs must prove themselves to
the local population. Most likely, this will be through a large fight at the Dirty Lizard tavern,
where the PCs encounter Jaksot Han, an ex silt-pirate. Jaksot has heard of Vorr and his legendary
sword, and gives the PCs the name of Shimmer – an old elven woman who lives with Tenpug’s
Band. If the PCs make it to the slave tribe’s base of operations, they can learn the location of the
Scorcher from Shimmer. It is in the Valley of Trevain, in a cave currently occupied by a large
number of so-ut due to mating season.
Part II: The Quest ends when the PCs have all of the three artifacts or give up searching for them,
or they run out of time. The PCs have 20 days to gather all three artifacts and reach New
Giustenal. For every five days that pass from the PCs encounter the Shadow King’s messenger,
Dregoth completes another stage of his godhood spell (3rd stage on day 5, 4th stage on day 10, 5th
stage on day 15 and 6th stage on day 20). After Dregoth has completed the 6th stage, he relocates
to the Pristine Tower where he will complete the godhood spell. If it becomes apparent that the
PCs are not going to retrieve all three artifacts within this timeframe, they may have to confront
Dregoth at the Pristine Tower with only one or two (or none) of the relics. If the PCs haven’t
gathered the three artifacts and aren’t nearing New Giustenal by the 20th day, they will be
contacted psionically by the Shadow King and told to go immediately to the Pristine Tower
before Dregoth is able to complete the godhood spell.
The journey to New Giustenal and the Pristine Tower are detailed in Part III of Dregoth Ascending,
the conclusion of the Dregoth Ascending trilogy.
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blankly, and caresses it with one clawed finger. Quickening your approach you make your way
The shouts and ringing of bells becomes frantic towards the gates, where you’re met by three
when the being burrows its nails into the flesh of other women dressed with the same lack of
the child. The little boy’s pitched scream lasts clothing as Arru. “These are the other high
only an instant. His mouth becomes locked wide templars of the Shadow King,” declares Arru,
open and his skin turns grey. Then the body is “Djena, enforcer of the King’s Law; Rejan of the
tossed to the masses, which leap at it like a pack Chamber of Water; and Kahayla of the Chamber
of jhakars that haven’t been fed in weeks. of Earth. They are here to escort you to the
Naggaramakam.”
The belgoi leader drained the boy of his last
strength and threw the body to his The PCs should realize that this escort is a
tribesmen. It is too late to save the family of great honor. The High Templars, though,
three killed by the belgoi, but the PCs can are all business here, and engage in little or
put an end to this threat against all the no dialogue with the PCs as they walk
remaining fleeing Raamites. The PCs start through the city. In fact, several of the high
120 feet from the band of belgoi, should they templars resent the fact that their master
wish to combat them. does not entrust the defeat of Dregoth to
them, but instead enlists the help of
Belgoi (30): hp 22 each outsiders. This animosity is visibly
Ta’q’uat, belgoi leader: 69 conferred to the PCs with glances of hatred
and malice on their journey through the city.
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the usurper Tithian has Athas faced so great a Inner Planes to Athas along conduits. On other
danger. Dregoth the Undead Dragon-King, the worlds beyond this one exist god-like beings that
Third Champion of Rajaat, is on his way to gather energy from their worshipers along
becoming the first god of Athas. Unless he is somewhat similar conduits, but these conduits
stopped, all divine magic on Athas shall be lost do not exist on Athas. Dregoth plans to move the
to all who do not pledge allegiance to Dregoth; conduits from the Inner Plane to the Outer
and in his visions for Athas, there will be no Plane, believing this will make him a god like
men, elves or dwarves - there will only be his those on other worlds, further increasing his
dray. Dregoth must not be allowed to succeed.” power to unknown proportions. If he succeeds,
only his worshippers shall receive divine magic
“The destruction of Raam was only a single and all that oppose him will be annihilated. Do
component in the spell our fellow Champion you understand the peril now?”
casts to elevate himself to godhood, one he
doubtlessly fabricated with knowledge gleamed “Though ill-mannered,” replies the Shadow
from his travels to the Outer Planes. You might King with an apparent second wind, “my dear
have felt the loss of divine magic from the Lalali-Puy is correct. Unless Dregoth is stopped,
Elemental Planes already. It is only the all divine magic as we know it shall no longer
beginning. Soon all elemental magic procured exist, and the Ravager of Giants will reign
from the Inner Planes will be lost!” supreme. After viewing your efforts in Raam,
you are our first choice to oppose Dregoth’s
The Shadow King then suddenly sits back in his plans. Defeating the undead dragon will be no
throne, for a blink of an eye his face is altered, easy matter, and you’ll be in need of powerful
revealing a dark alien appearance, but his magic if you are to succeed, magic we’re
illusions of a human face return instantly. The prepared to give you. The reward for this task
Shadow King’s face has a drained look upon it. would be great, as you would have the gratitude
The Lion of Urik steps forward, his bold strides of three sorcerer-monarchs to fuel your greed.
carrying him with an air of authority that is There is no deception here, our words and
difficult to disregard. “You must excuse our compensation are authentic. We must know your
host,” Hamanu states, “for the power it takes to answer forthwith, as every moment brings
maintain the magical boundary surrounding the Dregoth closer to his goal.”
city can be taxing. Perhaps you’ve asked
yourselves why you are here? It is quite simple The sorcerer-monarchs are true in their
really. We are in need of your help. The three of dealings with the PCs, though the
us cannot openly act against Dregoth without information they present is only what the
him knowing and allowing him to retaliate. In party needs to know to get them interested.
many ways Dregoth has already become even Once they agree, more information is
more powerful than the Dragon of Tyr ever was. provided. Should the PCs still be hesitant,
The fate of Raam would befall all cities large and the sorcerer-monarchs urge them to look at
small should we directly interfere, and I would the presented facts. Under no circumstance
guess that all would be killed instead of just do the sorcerer-monarchs submit to spells or
enough to power his sinister spell. Hence, we psionic probes by the PCs.
need powerful agents armed with the knowledge
needed to defeat him, and with the continual loss If the PCs decline the task presented to
of divine magic our templars would prove them by the sorcerer-monarchs, the
ineffective for this task.” Shadow-King makes it perfectly clear that
others of less skill can be chosen, though
“Do you even realize what is happening here,
they may not survive the task. If the PCs
mortals?” rudely interjects the Oba of Gulg after
refuse, the adventure is over unless they
viewing your trepidation, “Do you have any idea
decide to take on Dregoth without the aid of
how magic travels from the Elemental Planes to
the three artifacts the sorcerer-monarchs
Athas? Our former master explained it to us
once, having studied all forms of magic for over would give them information about. In this
2,000 years. Elemental magic travels from the case the DM should insure that their
foolishness costs them their lives.
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Once the PCs accept the task presented to known as the Scorcher. It was with this weapon
them by the sorcerer-monarchs, they are that I dealt Dregoth his death blow with
told about the items needed to help defeat frightening ease, so much so that I threw the
Dregoth. weapon into the center of the Silt Sea to prevent
its use against us in the future. I had thought the
“The key to defeating Dregoth,” begins the Scorcher lost forever until news of a sword
Shadow King, “is preventing his power from matching its description appeared in the village
affecting you while at the same time being able to of Cromlin 100 years ago, though it soon again
injure him. Few weapons on Athas can truly disappeared in the hands of an ex-gladiator called
harm a Champion of Rajaat, and fewer still can Vorr. You should begin your search for this
counter their power. One such item was the weapon in Cromlin.”
Scourge of Rkard used to slay the Dragon,
though now it rests broken in the magma of the “The last artifact was discovered by Rajaat
Ring of Fire guarded by Sadira’s wards. But the when he took control of the Pristine Tower.” says
Scourge is not the only artifact of Athas’ past, the Shadow King in a low, drained voice. “This
and not the only one created by Rajaat the War- halfling artifact is known as the Pearl of the
Bringer and others since and before him. Sunrise Sea, and was given to Albeorn—the true
Dregoth had been slain before and it can be done name of Andropinis—by the First Sorcerer to aid
again. When he was first slain two millennia ago him in his quest to rid Athas of elves. The Pearl
several such items were carried by his killers to protects its owner from psionic powers like no
counter his power, and it is these items you shall other item on Athas, but also prevents its owner
seek.” from manifesting any form of psionic power.
This is likely due to the fact that the Pearl was
“Unfortunately,” the Shadow King adds, “two created during a time before psionics. Regardless,
of the three artifacts were held by Abalach-Re to a sorcerer-monarch, the pearl is a double-
and Andropinis, the former slain and the latter edged sword, and the item was not with
imprisoned in the Black, though some of their Andropinis when he was imprisoned in the Black
templars may know of their current locations. by Rajaat two years ago. It may still be hidden
The third artifact was lost following Dregoth’s somewhere in Balic. It is said that the hidden
first ‘death,’ though rumors persist regarding its templars of Andropinis have a way to contact
return.” The Shadow King once again sits back their former master. You should seek them, for
in his throne, and the sorcerer-queen of Gulg only Andropinis would know the location of the
steps forward. relic for certain.
“The first item you shall need was once owned “With these three artifacts,“concludes Nibenay,
by the late Abalach-Re,” coldly states the Oba, “you stand the best chance of preventing
“a large sapphire known as the Star of Badna. Dregoth from completing his spell. Our
This perfect gem was unearthed from the mines divination of what the Dread Lord is doing
of Raam shortly after the defeat of Rajaat, and indicates that his spell will not be complete for
was enchanted by the queen to act as a protection some time, at least two weeks. However, the
against arcane magic cast by defilers. This more stages of his spells that are completed, the
artifact has disappeared since her death, though more divine magic shall disappear. You must
my sources report that a former templar named find the three relics and confront Dregoth before
Grogh-En may know the location of the sapphire. the spell is completed, else we three must take
Be warned mortals, as rumors persist of a action. Be warned! If we are forced to confront
terrible curse that accompanies the Star of him the devastation to the land is likely to be
Badna. It is unknown whether this is hearsay vast, perhaps laying waste to the entire Ivory
fabricated by Abalach-Re or truth. You must Triangle. This is another reason why you must
return to Raam and discover the Star of Badna’s undertake the mission in our place. Despite what
whereabouts.” you think of us, we do not wish to see our cities
in ruin and Athas destroyed further.
“The second item is another weapon created by
Rajaat,” begins the ruler of Urik, “a sword
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After you have located the three artifacts, being able to keep one (and only one) of the
Dregoth is likely to be found in the subterranean three retrieved artifacts. The others are to be
city of New Giustenal. Well,” pauses the Shadow handed over to the sorcerer-monarchs
King, “are you up to the task?” following Dregoth’s defeat.
If the PCs have further questions the DM Once the PCs have no further questions,
should use information provided the Shadow King has a few parting words
throughout Dregoth Ascending to answer for them before they begin their search for
them, being careful not to divulge any facts the three relics:
the sorcerer-monarchs would not know
regarding Dregoth’s plans. One thing the “It is very unlikely you’ll be able to kill
sorcerer-monarchs are not telling the PCs is Dregoth,” says the Shadow King, “but in truth
that the artifacts would work equally well you do not have to. Remember that all you have
against them as they do against Dregoth. to do is prevent him from successfully
For this reason they’ll be on their guard completing his spell. In theory this would restore
should the PCs succeed in their task and the elemental conduits to normal and return the
come after them at the end of the adventure. lost divine magic to Athas. Once the spell has
been disrupted a hasty retreat would be in order,
Rewards: If the PCs lawfully live up to their as I’m sure Dregoth is going to be extremely
end of the bargain, the sorcerer-monarchs unhappy with your interference. Remember as
shall live up to theirs and reward the PCs well that the Dread King probably has agents in
handsomely. The following are some of the every city, dray of extreme cunning and skill, to
things that can be promised should the PCs hinder your quest. At the very least they may
succeed in thwarting Dregoth’s plans: alert their master as to your deeds, and should
Dregoth confront you before you have all three
Freedom: For those concerned with slavery, artifacts you’re as good as dead. For this reason
each of the sorcerer-monarchs agrees to you should attract as little attention to
release 500 slaves from bondage should the yourselves as possible before you’re ready to
confront the undead king.”
PCs defeat Dregoth. These slaves must leave
their cities, never to return. Since the Dragon
“If you have no further questions,” Nibenay
is no longer around to demand a levy, this is
concludes, “my high templars will show you out
an easy request by the sorcerer-monarchs.
and make sure you are provided with what you
The tyrants care not where the slaves go.
need for your journey. Speed is of the essence, as
your time is finite. If you fail, all of Athas may be
Wealth: Each PC is offered 5,000 gold pieces doomed. Go now.”
for defeating Dregoth, which is a king’s
ransom by Athas’s standards. No PC can Once the PCs have been escorted from the
collect more than 5,000 gold if other Naggaramakam, the high templars have
members of the group do not return. been instructed to supply the PCs with any
mundane items (and a few magical items)
Property: The sorcerer-monarchs offer each they require for their mission. This includes
PC the equivalent of a noble’s estate in one alchemical items, spell components,
of their cities or the city-state of Tyr, where masterwork or psionic/magical weapons of
Hamanu secretly owns several holdings up to a +1 enchantment (20% chance of
(this is not revealed to the party just yet being metal), metal weapons, and any type
though). Each estate has an annual net of mundane non-metal armor. The templars
income of 1,000 ceramic pieces. also have a limited number of magical fruits
to give the PCs: 4 potionfruits of cure moderate
Magic: The treasure holds of the sorcerer- wounds, 2 potionfruits of cure serious wounds, a
monarchs are vast, and rare magical items potionfruit of fly, a potionfruit of bull’s strength,
and forgotten spells can be found only there. and a potionfruit of bear’s endurance.
Another deal may also involve the PCs
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of the other sorcerer-monarchs wanted the disappeared somewhere in the city and have
Ravager of Giants to attain such power. not been seen or heard from in two years.
Hence, Abalach-Re planned to lead the
other former Champions to Giustenal to kill The coming of Dregoth to Raam stirred
Dregoth, but being one of the weakest of the Grogh-En from his place of hiding for a
remaining Champions she needed a short time. This was due to the Dread Lord’s
powerful weapon to give her the edge close proximity to one of the items that had
against the Dread Lord. Following several ended his first life. The monster that Grogh-
weeks of seclusion, she empowered the En had become due to the Star of Badna’s
near-perfect Star of Badna with powerful curse wandered the ruins of the Palace
wards that not only protected the bearer District before returning to his hiding place
from defiler-based spells, but granted other in the Consecrated Sepulcher of Badna.
protections and abilities as well. With the
aid of the Star of Badna, Abalach-Re and the During his emergence Grogh-En was
other sorcerer-monarchs slew Dregoth with spotted by a former low-level templar of
ease. Abalach-Re named Xion, who has been
living in the ruined Palace District for the
Following Dregoth’s death and the past two years, one of only a handful of
destruction of Giustenal, Abalach-Re people that still live there, and recognized
discovered that the power imbued in the the Star of Badna in his hands. After the
Star of Badna came with a horrible curse invasion ended Xion attempted to sell the
should the possessor hold on to the item for information to another former templar
an extended period of time, a price the named Roal, one of the more powerful
sorcerer-queen was not willing to pay. templars now aligned with the Merchant’s
Unwilling to give up an artifact of such Circle. Xion related his encounter with
power should she ever need it again, Grogh-En, though recognizing the name of
Abalach-Re bequeathed the Star of Badna to Grogh-En, a former enemy of Roal’s, the
several senior and high templars over the senior templar killed Xion before he could
next 2,000 years (usually ones she did not mention the Star of Badna.
like). Over a period of time, which was
different for each templar, the bearer of the To find the Star of Badna the PCs must use
Star would fall victim to its curse, and their contacts in the three factions of Raam
another caretaker would have to be found. to learn of Roal and the information he
This cycle continued until Abalach-Re’s possesses regarding Xion. Clues lead the
death at the hands of Sadira of Tyr in Free PCs to believe that a man named Xion may
Year 10, after which the Star of Badna know of Grogh-En’s location, but now only
disappeared. Roal knows where. The PCs must learn
what Xion told Roal before he died to
The last known caretaker of the Star of Badna narrow their search. Otherwise, they’re left
was a human named Grogh-En, a senior searching the ruins of the entire Palace
templar sympathetic to the Veiled Alliance District.
and the plight of Nanda Shatri. The
sorcerer-queen discovered the templar’s
association with her daughter, and turned
control of the Star of Badna over to Grogh-En
knowing its curse would ultimately kill him.
In the chaos that followed Abalach-Re’s
death other high-level templars, now
without their spells, searched for the Star of
Badna hoping it would grant them power.
However, both Grogh-En and the sapphire
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learned and depart. If even one more Grogh-En (see Encounter 13. AMBUSH).
question is asked of Roal he becomes With the resources of the Merchant Circle
curious as to the heroes’ motives, the current behind him, such a rendezvous could be
distraction of work gone from the forefront fatal.
of his mind. If the PCs are not cautious in
what they say, it is likely they’ll end up If the PCs attack Roal: Though he may not
paying for it as a result of Roal’s greed. prove to be too much of a challenge for the
Use the following instances as a basis for PCs in combat, remember that Roal does
what Roal does should the heroes’ tongues have six guards close by he can call upon if
speak too much. he’s attacked (use stats for Merchant Circle
Soldier). Also, such actions make the PCs
Asking more than one question: Roal instantly enemies of the Merchant Circle. As for other
becomes curious as to the PCs’ intentions, possible repercussion regarding foolish
and has them followed for the remainder of actions by the PCs in their dealings with
the PCs’ stay in Raam—which likely results Roal, the DM is encouraged to be creative
in an ambush after they’ve found the Star of and make them “pay through the nose” for
Badna. In turn, Roal also asks a few their carefree attitude.
questions of his own regarding why the PCs
want to know about either Grogh-En or
Xion. If he is met with resistance or visible
lies at this point, Roal uses his psionic
10. XION’S BODY
powers to attempt to extract the information
from the mind of any character that does not The PCs can obtain Xion’s body from Nanda
appear to be a spellcaster or manifester, Shatri at the crematorium. If the PCs have
warriors being the obvious choice. Further alerted Nanda Shatri about Xion, she
information on Roal’s part would discovers his body and notifies the PCs.
additionally cost money (see below). If the PCs have the means to cast speak with
dead, raise dead or resurrection, they can learn
Blowing the whistle too soon: If the PCs blurt from Xion that he saw Grogh-En walking
out their intentions in a way that leaves Roal the streets of the Palace District carrying the
with an obvious open door for profit (but Star of Badna, and that he came out from
not giving away the secret regarding the amidst ruins that have to be the remains of
Star of Badna), the party can expect to pay no the Sacred Sepulcher of Badna. Xion went to
less than 200 ceramic pieces for the Roal with the information on Grogh-En, but
information. If it becomes transparent that rather than pay him for his information,
the PCs have ample coin to spend (in Roal murdered him in cold blood. Xion only
whatever form), the price can go up to as wants to be reunited with his woman, Dara-
much as 1,000 ceramic pieces in a heartbeat. Sin, whom he lived with in the Palace
Should the PCs pay more than 100 ceramic District, and to leave Raam with her.
for anything he has to say, Roal has them
followed to the Palace District and may also
try to use psionics on the party to learn 11. THE CONSECRATED
more about their motives.
SEPULCHER OF BADNA
Revealing the Star of Badna: This is by far the
worst thing the PCs could divulge to a Once one of the most magnificent structures
crooked ex-templar. Short of trying to kill in Raam, the Consecrated Sepulcher was a
the party for their information, Roal tells huge mausoleum that, among other things,
them what they want to know (the location contains the last 30 generations of Abalach-
of the Consecrated Sepulcher of Badna) and Re’s favorite husbands and other devoted
prepares a deadly reception for them after followers. During the riots that destroyed
they’ve recovered the Star of Badna from most of the Palace District the main support
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pillars of the building were damaged, and of the ex-templar, and he has remained in
the weight of the mausoleum brought it the ruined Consecrated Sepulcher ever
crumbling down in a shower of stone and since. When Dregoth attacked Raam the Star
mortar. Afterwards, sections of the of Badna‘s influence drew Grogh-En from the
Consecrated Sepulcher were still intact, ruins through a secret exit, but once the
though all entrances into it from the outside Dread Lord disappeared Grogh-En returned
were completely blocked. Because of rumors to his ruined home.
(spread by the sorcerer-queen herself)
regarding undead dwelling in the building, Finding the Consecrated Sepulcher:
looters purposely avoided all attempts at If the PCs decide to search the ruins of the
breaching the rubble. Would they have Palace District, the chances for the PCs
known the Star of Badna was inside they happening upon the hidden location of the
may have thought differently. Consecrated Sepulcher of Badna amidst the
rubble are close to zero. Even if the PCs
Grogh-En was in possession of the Star of have been in Raam prior to the death of the
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Dara-Sin. In all cases, the guides look for options of gaining entry include the use of
some type of compensation for their magics or psionics (such as passwall,
information. The Night Runners and any transmute rock to mud, move earth or ethereal
former templars desire coin, a sum of at jaunt). Without the aid of magic the PCs
least 100 ceramic to venture near a structure would have to spend time clearing rubble
rumored to contain undead. If a templar and rocks. The amount of days needed is
guide hears mentioning of the Star of Badna, calculated from dividing 200 by their
the guide contacts Roal, who stakes an combined Strength score, e.g. a combined
ambush. In the case of Dara-Sin, she wants Strength score of 50 means four days of
the PCs to find Xion and bring him back to work.
life before she shows them the Sepulcher’s
location. Xion will be grateful if the PCs Inside the Consecrated Sepulcher:
return him to life, and will not ask for any The air inside the Consecrated Sepulcher is
service in return – he is in the PCs’ debt. stale and foul—though not poisonous. There
are no light sources (except the Star of Badna)
Once the PCs discover the Consecrated anywhere within the ruin, and ceilings are
Sepulcher, read the following: 20 feet high unless stated otherwise.
The Palace District, once one of the most The DM is advised to use Map 1: Sepulcher
beautiful places on Athas, has been reduced to of Badna found in the appendix.
broken mortar and crumbling buildings with the
death of Abalach-Re—most of the damage being Chamber #1—Antechamber Entrance: If the
caused by rioting Raamites struggling to gain PCs clear the rubble from the front of the
either power or booty. As you move through the Consecrated Sepulcher they end up in this
district one broken structure looks the same as chamber. Thick dust and dirt cover the floor
the next, and were it not for the nearby spires of here, and rubble from the collapsed pillars
the Noble District it would be an easy matter to fills one corner. A skeletal hand can be seen
become lost. After some time you manage to coming out from beneath one of the larger
locate the ruins of the Consecrated Sepulcher of boulders, the remains of a low level templar
Badna. The front portion of the structure has who happened to be in the building when it
completely collapsed, its fallen pillars blocking collapsed. There is nothing else of interest
the building’s only apparent entrance.
here.
If the PCs have been guided here by anyone
Chamber #2—Concealed Entrance: Either
other than Xion and Dara-Sin, the guide
through extensive search or with the help of
asks the party for whatever payment they
Xion, the PCs can use this entrance to enter
may owe him or her and departs. If Xion is
the Consecrated Sepulcher and avoid the
resurrected, he can show the PCs a secret
collapsed front. The tunnel itself is rather
tunnel to the structure that bypasses the
thin, and a half-giant can barely squeeze
blocked entrance.
through as long as he is carrying a light
load. PCs might notice Grogh-En’s
Entering the Consecrated Sepulcher:
footprints on the floor covered in thick dust
After they have found the Consecrated
(Spot check DC 15). The tunnel enters the
Sepulcher, the PCs still need to find a way to
Consecrated Sepulcher in Chamber #3
get into the ruined structure. The only
through one of the larger mausoleum vaults.
means of physical entry is through a secret
tunnel, which requires a Search check DC 30
Chamber #3—Mausoleum: For the past 30
to locate. If the PCs have raised Xion or used
generations Abalach-Re has entombed her
means to speak with him beyond the grave,
husbands, loyal high-level templars, and
he can reveal the location of the secret
past custodians of the Star of Badna. The
tunnel to them, since he saw Grogh-En exit
reason for this is unclear, though it was
the Consecrated Sepulcher from it. Other
often theorized the queen did it to keep
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them from rising as undead—especially the ruins. Other than worthless glass
former possessors of the Star of Badna. This jewelry, there is nothing else of interest in
chamber has a 50 foot ceiling, and the two the tombs. Attentive PCs can spot Grogh-
walls here contain 50 tombs each—only half En’s footprints (Spot DC 15) leading into
of which are full. Despite the rumors Chamber #4.
regarding the Consecrated Sepulcher, there
are no undead there except Grogh-En, who Chamber #4—Shrine of Badna: In addition to
is in Chamber #4 - Shrine of Badna. Of the 50 being a tomb, the Consecrated Sepulcher of
bodies in this area, nearly half have their Badna was a place for Raamites to come to
head amputated. These corpses were the view the Star of Badna. This was Abalach-
guardians of the Star of Badna, beheaded by Re’s way of keeping the populace believing
Abalach-Re herself which is one of the few in the divine being Badna. When Abalach-
ways to permanently slay a possessor of the Re was killed and rioters destroyed much of
artifact once he or she has become a badna the Palace District, Grogh-En was in this
zombie. This is an excellent clue for the PCs chamber—the curse transforming him into a
on how to defeat Grogh-En. Should the PCs badna zombie. The chamber contains an
12. GROGH−EN
If the PCs followed the footprints from
Chamber #3, they lead to the forefront of
this room—then disappear. For some
reason, this is the only chamber without a
thick layer of dust on the floor. If the party
has been excessively loud in approaching
this area, Grogh-En is ready for them,
attacking suddenly with surprise from a
niche in the ceiling above the entrance. If the
PCs have been mute in their approach
Grogh-En lies prone on an altar-like shrine
at the far end of the chamber. Unless the
PCs are utterly silent (Move Silently check
DC 20), Grogh-En becomes aware of them
only moments after entering the room.
Regardless of any conversation the DM
wishes to permit here Grogh-En does not
wish to be separated from the Star of Badna,
and fights until he is destroyed or reduced
so far in hit points that he cannot
immediately pursue the party.
Grogh-En: hp 65
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During a time when oceans covered the face For the PCs to find the Pearl of the Sunrise Sea
of Athas and the Blue Age was ruled by they must somehow contact Andropinis in
halflings, the nature-masters of the land his prison within the Black. To do this
created many items of great power. Many of they’ll have to contact the sorcerer-
these items were life-shaped creations, the monarch’s hidden templars who have
art of which has slowly disappeared over discovered a way to speak with their master
the eons. Few of these items survived the for a limited amount of time. The PCs’ have
coming of the Brown Tide and The Rebirth, to locate this hidden faction of templars and
and one of these items was the Pearl of the strike a deal with them to contact
Sunrise Sea. Taken from the depths of the Andropinis on their behalf. This is a deal the
ocean now called the Silt Sea, this item was PCs must make, as they’ll never find the
the possession of one of the nature-masters location of the pearl on their own.
who helped create the Pristine Tower and
destroy the encroaching Brown Tide.
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House Wavir was the first to make its move Templars of Andropinis
following Andropinis’ imprisonment, Since abandoning the White Palace, the
seizing the White Palace, the silt harbor, and templars of Andropinis went in several
all territory in between. Since the seized area different directions. A surprisingly large
was a major portion of the city, Lord number of them left Balic for good, fearful
Tabaros, leader of House Wavir, declared of retribution from the populace now that
himself a Trade Lord of Balic. At this point their divine spells were gone. A handful of
two other houses, House Shom and House the bureaucratic templars tried to find
Amketch, sold their resources here to the employment with the merchant houses.
lesser houses of Rees and Tomblador Some were successful, filling new positions
respectively and left the city. These two created with the houses’ expansion through
remaining houses each grabbed what Balic—with the exception of House
territory was left, dividing Balic into three Tomblador, where they were simply killed.
distinct sections. Of the three House Wavir The remaining group of templars, the
is the most civil, while both Rees and smallest group of the three, went into hiding
Tomblador are militant in nature. Other following the seizure of the city by House
than a triune council that comes together to Wavir.
discuss mutual defense of the city, the three
houses have few courtly relations between This faction, lead by First Templar Asthira,
them. took to an underground network created by
the templars hundreds of years ago. When
On the surface Balic does not appear to be a Asthira discovered Andropinis had been
city divided. No walls separate one House’s imprisoned in the Black and was not dead,
region from another, and no guards patrol she began to research how to contact her
the borders collecting tolls from travelers. master. Through the aid of a shadow
However, anyone living in the city for even wizard, Asthira has become a shadow
a short while know of the divisions between templar of impressive power – allowing her
the trade lord’s domains. House Wavir’s to communicate with Andropinis.
district is the most clean and free of
coercion, House Tomblador is dark and The First Templar and a handful of other
oppressive under Lord Kaladon’s rule, and loyal subjects have devoted their lives to
House Rees is a tyrannical work camp finding a way to free their master from the
where everyone from patricians (nobles) to Black—no matter what the cost. One
ex-slaves toil day and night for the profit of advantage the templars have in their favor is
Master Trader Lady Essen. the treasure of the White Palace, which they
emptied before going into hiding two years
Within each merchant house can be found ago. This cache of gold, silver, precious
deceptions and dilemmas—especially in jewels and powerful magical items has
House Rees and House Tomblador which allowed the templars to build a small
constantly become battlegrounds for power. empire beneath the surface of Balic.
In House Wavir the Trade Lord Tabaros is
more than 100 years old, and has recently
taken ill. His granddaughter, Tarinne, is the
next in line for leadership of the house, but
14. INFORMATION
has yet to measure up to her grandfather’s
expectations. Meanwhile, beneath the other When the PCs arrive in Balic they will likely
two Trade Lords lurk subordinates with begin to look for the templars, possibly by
notions of assassination and foul play that looking to allies or contacts. They may
would allow them to take control of the attempt to gather information personally.
respective houses. Results of a PC Gather Information check
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are restricted to the information below; it contacts the PCs may already have at the
does not lead directly to the templars. discretion of the DM, but should not lead
the party directly to the hidden templars
DC 10: The three merchant houses, Wavir, without some sort of challenge—be it role-
Tomblador and Rees, know much about playing or combat.
what goes on in the city.
DC 15: Many templars vanished shortly House Wavir: With the disappearance of
after Andropinis’ disappearance. Some Andropinis two years ago, House Wavir
left the city, others have been employed undertook its most bold action to date and
by the merchant houses, and a number are seized a major portion of Balic before more
unaccounted for. corrupt factions of the city could do the
DC 20: First Templar Asthira is rumored to same. Shortly afterwards the self-
be alive and seen in Balic a couple of proclaimed Trade Lord Tabaros pulled all of
weeks ago. House Wavir’s resources from Draj, Gulg,
DC 25: Asthira was seen at the Lazy and Urik, bringing them to Balic to solidify
Mekillot, which is run by the half-giant his authority. This was also done because of
Mox, a dull-witted brute. open warfare that had broken out between
DC 30: Mox is occasionally hired by Asthira House Wavir and the templars of Gulg and
for menial tasks requiring great strength. Urik, and old rivalries with House Tsalaxa
of Draj. This consolidation of forces brought
If the PCs follow the lead to the Lazy the number of House Wavir employees in
Mekillot, proceed with encounter 19. THE Balic to over 2,000, more than that of House
LAZY MEKILLOT. If the PCs are unable to Rees and Tomblador combined. Of the three
come up with leads on their own, then they House Wavir is the most pleasant to deal
must find another source for information, with in Balic.
their best bet being the three merchant
houses, Wavir, Rees and Tomblador. The There are several ways to procure the help
outcome of such action depends on which of this powerful house. One is to inquire
House they come into contact with first. about information at the White Palace, the
Silt Harbor, or anywhere else in the Wavir
Contact with the Merchant Houses District. Should the PCs begin to ask too
Each merchant house has agents combing many questions, or if they’re detained by
the streets of their district 24 hours a day. Wavir guards, they’re presented to the
Should the PCs become disruptive or ask leader of House Wavir’s security, Falmon
too many questions they are likely to attract Durow. If an encounter with Falmon is
attention to themselves from such patrols. agreeable, he allows them an audience with
Such attention, depending on the district, Lord Tabaros. If not, they are escorted to
results in anything from a meeting with a another district. Should the PCs already
Trade Lord to a combative free-for-all. have contacts in House Wavir, it’s a simple
Though difficult, it’s not impossible to find matter for them to get an audience with the
the location of the hidden templars without aged Lord Tabaros without going through
the aid of one of the merchant houses. Falmon. See encounter 15. HOUSE WAVIR.
The following is a list of factions, locations, House Tomblador: Once a lesser house
and other ways for the PCs to begin their living off a steady supply of silver from a
search for the Pearl of the Sunrise Sea along small mine, House Tomblador used every
with a short description of each. It’s the job resource it had to purchase the buildings,
of the DM to link these clues together as the inventory, and contracts of House Amketch
PCs follow the leads or dead ends presented when Wavir took control of the city. Though
below, or present their own logical trail of not the caliber of House Wavir, Tomblador
clues to lead the PCs to the hidden templars. rose quickly in power following the demise
This list can be altered to work with any of Andropinis. Still engrossed in their new
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acquisitions House Tomblador was only something, Essen insures they pay top price
able to obtain a small portion of the city in a for the goods. If someone thinks they
similar manner before House Rees did the received a “deal” from the female trader,
same. they had best examine their money pouch
for holes.
The leader of House Tomblador is Lord
Kaladon, a ruthless merchant who wants Gaining an audience with Lady Essen for
nothing more than to become dictator of information is not a difficult task, as her
Balic much in the same way Tithian ruled subordinates are rewarded for bringing the
Tyr. Kaladon despises House Wavir for their inquisitive to her for all dealings with House
actions, and House Rees for refusing his Rees.
offer of alliance to join forces against
Tabaros. Only at the insistence of his
councilors did he agree to the triune council
that oversees the defense of the city, but
15. HOUSE WAVIR
seldom does Kaladon agree with Lord
Tabaros and Lady Essen. Overall, Kaladon is If the PCs Falmon provides the PCs with no
an extremely dangerous man, one the PCs information on his own without consulting
should be wary of dealing with. Getting an his lord or his lord’s granddaughter first.
audience with him is fairly easy. See
encounter 16. HOUSE TOMBLADOR. At any meeting with the Trade Lord, the
PCs are introduced to his granddaughter
House Rees: Another minor merchant Tarinne, a comely female who will someday
house that was elevated by the inherit the business. Falmon Durow is also
disappearance of the sorcerer-monarch, present, as is Tabaros’ personal
House Rees struck a deal with the Balic bodyguard—a thri-kreen fighter named
branch of House Shom similar to the one Nnn’tkk.
between House Tomblador and House
Amketch. House Rees is extremely pleased If the PCs ask Tabaros about the Pearl.
with the events that have transpired over Tabaros knows nothing about the Pearl of the
the past two years, as they’re making more Sunrise Sea, but it is safe to tell him about it.
money now than ever before; but like most
traders is not content with even profitable If the PCs ask Tabaros about the templars.
mediocrity. Knowing they could never win Read or paraprhase the following of what
a war with House Wavir, Rees has decided Tabaros has to say regarding the templars of
to concentrate their efforts on gaining power Andropinis:
through alliances. Such alliances include
possible dealings with a tribe of giants off Pulling a woven shawl tightly around him to
ward off a draft you do not feel, Lord Tabaros
the shores of Balic, and another with the
says, “With their master gone, the templars of
remainder of the Balic army lead by General
Andropinis are nothing more than bureaucrats
Zanthiros that currently acts as a raiding
with more ambition than sense. Any templars
tribe along the peninsula.
known to be excessively cruel were either killed
by ex-slaves or banished to the wastes two years
House Rees is controlled by Lady Essen ago. Those with some measure of administrative
Rees, an unyielding, charismatic skill were retained by myself and my rivals in
businesswoman who wants to turn Balic Balic, but that’s all. No one fully trusts the
into the largest merchant village on all of templars, and any move they would make to gain
Athas—to the benefit of House Rees of power in the city would be put down by one of
course. Though relatively fair in her the three houses—this much we’ve agreed
dealings, no one ever gets “something for upon.”
nothing” when dealing with Lady Essen. If
it’s apparent someone is desperate for
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Coughing to clear his throat, the aged trader mounts, Tabaros sees to their care as well.
continues, “There are some rumors of a hidden No matter what the outcome of the meeting
sect of those treacherous sons-of-kanks in my with the Trade Lord, the PCs are confronted
city. They say this former high templar—what’s by Falmon Durow and Lady Tarinne
her name ... Asthira—leads them. My best spies sometime following the meeting.
have found little evidence of such a cult, and
even if they did what of it. They’re nothing Falmon Durow and Tarinne Wavir approach
without their master, and Sadira of Tyr herself you. “May we have a word?” Tarinne asks. “No
has told me Dictator Andropinis is imprisoned disrespect intended towards my grandfather,”
in something called the Black for eternity. A long says the young trader, looking over her shoulder,
time for someone like me to worry about it.” “but we have kept information regarding the
templars from him. His age sometimes hampers
If the PCs have been extremely respectful of his decisions, and he has always hated dealing
Lord Tabaros he offers them the hospitality with anything having to do with Andropinis.
of House Wavir for the evening. Any basic Falmon and I know how to contact the First
supplies they may have are replenished, and Templar Asthira, but before we give such
servants make sure they don’t leave the next treasured information we need to know why you
morning without a full belly and having wish to contact them. Though our information
slept in a real bed. Should they have any does not come without a price.”
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ex-templar knows many secrets about the city, high templar from before Andropinis’
and with her connections we’ve been able to gain disappearance.
knowledge of House Rees and Tomblador—
whom she doesn’t trust—that would otherwise If the PCs ask Kaladon about the Pearl:
be difficult at best to obtain. Read or paraphrase the following:
“Do not misunderstand my loyalties in this Lord Kaladon buries his eyes deep in you. His
matter,” Tarinne insists, “I don’t trust Asthira lips open slightly, but he does not speak for
any farther than I could toss a crodlu. Our another two seconds. “I have a contact that
dealings with her have been strictly business, might be able to help you” states the trade lord
and our meetings are never face-to-face. I know slowly with a stern voice. “However, be
that Asthira is the leader of a group of ex- warned“, Kaladon points a finger at you,”this is
templars and where she can be found. For the a very dangerous individual, and getting you an
price of a favor to House Wavir I’ll supply you audience will require significant compensation.”
with the name of our contact with Asthira—then Kaladon folds his hands together, awaiting your
you’re on your own.” response.
The favor referred to by Tarinne need not Kaladon has no knowledge about the Pearl
occur during this adventure, but may make of the Sunrise Sea, nor does he believe any
an interesting adventure for the PCs should story the PCs can relate of Dregoth’s sinister
they survive their encounter with Dregoth. plans—but he does not reveal this to the
The contact of Tarinne’s is a half-giant PCs. Instead he tells the PCs he can put
named Mox, who can be found at a tavern them in contact with someone who does
called the Lazy Mekillot. The PCs are told to know about the pearl —for a price of 400
present Mox with a pound of salt and 10 silver pieces. The DM should roll secret
silver pieces, and he may or may not take Sense Motive checks for the PCs against
them to Asthira. Normally he only acts as a Kaladon’s Bluff check (1d20 + 25) to let them
courier, and to take the PCs to Asthira may catch on to his deceit.
require permission from the ex-templar.
If their dealings with Tarinne and Falmon If the PCs agree Kaladon sends them
have been sincere, they PCs have straight into an ambush where he plans to
successfully become an ally of one of the do away with them and take their
most powerful trading houses in the possessions. See encounter 13. AMBUSH.
Tablelands. With the health of Lord Tabaros
failing (he’ll survive another 2d6 months for Should the PCs come away unscathed from
campaign purposes), Tarinne is an excellent the ambush and seek out Kaladon, he tells
contact for the PCs to have. them he knows nothing of the ambush and
the party likely scared away the contact
with their clumsiness. He offers no other
16. HOUSE TOMBLADOR recourse for them, and does not return their
money. The mercenaries hired for the attack
do not know who hired them.
Kaladon receives the PCs in the company of
bodyguards. Lord Kaladon is a dangerous
man, which the PCs will come to experience.
17. HOUSE REES
If the PCs ask Kaladon about the templars:
Kaladon currently employs no ex-templars If the PCs visit House Rees, they will have to
of any kind, nor does he know any rumors bribe or otherwise manipulate the guards
concerning templars in the city. He into letting them see the House Matriarch,
recognizes the name Asthira, but only as a Lady Essen.
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No matter what story the PCs spin that Lady Essen has put the PCs up to the
regarding their reason for being in Balic, task, and he has no wish to be duped into
Lady Essen becomes extremely interested in giving up this secret by his employer.
their plight. She asks many questions to
learn anything that can be of value to her Toraus scoffs. “Who are you? I don’t know who
and House Rees. or what you’re talking about, and even if I did,
why should I even consider telling you
If the PCs ask Essen about the templars: anything?”
Read or paraphrase the following:
In spite of Toraus’ attitude, there are a few
Lady Essen raises her eyebrows and touches her ways of getting information out of the ex-
cheeck with two fingers. “I have heard of a group templar. He cares nothing for any
of hidden templars,” she says, “but I personally complicated story the PCs present for why
don’t know how to contact them.” Essen pauses, they’re here, in the end they’re going to
moving her gaze across each of your faces, before need to speak with Asthira. When dealing
she continues. “However, I have an offer for you. with the sly ex-templar the DM should
There is an ex-templar in my household I have make sure the PCs follow their alignments.
begun to suspect might somehow be involved
with this underground group. His name is Threats and intimidation do not work
Toraus.” Essen moisters her lips. “ If I ask, he against Toraus. He has been prepared to die
will most likely deny any connection with his since many of his brethren were killed two
former peers, and my trusted telepath is out of years ago, and there is little the PCs can do
town. I will let you question Toraus, on the to make his life worse (life in the service of
condition that you tell me everything he tells House Rees is, apparently, no picnic in
you, and any expenses are on your part. I don’t itself).
care what methods you use, as long as he is
physically unharmed.” “There is nothing you can do to me that others
won’t do worse. Save your breath and quit
If the PCs ask Lady Essen if she knows how wasting both yours and my time.”
to contact the hidden templars she says no.
However, she does suspect that an ex- Like most templars, Toraus is not above
templar in her employment named Toraus simple bribery. His position with House
knows how. Her suspicions are recent, and Rees was taken out of fear of being
she has yet to act on them. Essen wants to murdered, as many were after Andropinis
make an alliance with Asthira, but has yet to disappeared. For a price of 200 silver pieces
locate her. If the PCs agree to get the and a promise from Lady Essen to be able to
information out of Toraus and pass it to her, leave her service, Toraus tells the PCs about
she’ll lead them to his office on her estate. Asthira’s helper, Mox the half-giant, who
For those who know her, this is a most can be found at the Lazy Mekillot inn.
generous offer by Lady Essen. Toraus needs the silver to get out of the city
and relocate somewhere else in the
If the PCs agree to get the information out Tablelands where no one knows him. His
of Toraus: Should the PCs agree to Lady price is non-negotiable.
Essen’s arrangement, they’re allowed to
speak with Toraus in a secured portion of Toraus studies you briefly. “I might know a
her estate. When speaking with Toraus, the thing or two, you know. It might upset a few
ex-templar does not “spill his guts” easily to characters if I tell you, though, so much I would
the PCs. Aside from the fact he does not need to leave Balic and never come back. I have
know the PCs, retribution from Asthira two conditions, neither of which is negotiable.
would be horrendous if the party wanted Before I tell you anything, I need written
nothing more than to kill her and the rest of permission by Lady Essen that I am free to leave
the hidden templars. Toraus also suspects her service whenever I wish; and I need 200
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The Lazy Mekillot is managed by a “payment” is given, the half-giant can lead
systematic dwarf named Dillge, who does them to the hidden location of the templars
everything from bartending, to cooking, to of Andropinis. Read or paraphrase the
personally waiting on important-looking following:
customers (or just those spending large
amounts of money). Dillge is often assisted After giving the salt and silver pieces to the half.-
by a human boy called Mich, an orphan giant he replies, “Mox’s boss tells Mox to take
Dillge found rummaging through his you to pretty lady Asthira for giving me this ...
garbage after the sorcerer-monarch was right? <pause> Mox know these things because
imprisoned. Mich is an ex-slave whose cruel Mox is smart and sneaky when it comes to these
patrician owners were killed in the riots two things. You follow Mox through dark tunnels
years ago. and he take you to hidden place of pretty lady
Asthira and more of Mox’s friends ... OK? But
If asked about who owns the Lazy Mekillot, must leave now because pretty lady not be there
Dilgge tells the PCs he does not know. In later ... Ok?”
fact, the owner of the tavern is none other
than the bouncer Mox the half-giant. If the PCs agree to go with Mox, he will lead
Though he plays a dull-witted brute who them to the northern edge of the city, where
does nothing more than watch the front there is a hidden transporter gate – a
door and walk home drunk traders, Mox is permanent passwall spell that can be
actually a very powerful psion who has a triggered by those selected by Asthira and
network of connections and allies who know the proper command word.
throughout the city. Mox serves no
merchant house, finding it more profitable You follow the half-giant Mox through several
to use his formidable powers to work for alleyways behind the Lazy Mekillot, coming to a
dead-end near the northern edge of the city. Mox
himself. The hidden templars is one of the
whispers a word that is hard to make out, then
groups of contacts Mox has. His other
says “Follow Mox quickly. Just walk into the
acquaintances range from slave tribes to
wall like Mox does ...” and the half-giant steps
defilers to assassins, all of which come to the
into the adobe wall and disappears.
Lazy Mekillot to meet with the doltish half-
giant appearing to be a servant of a
The transporter gate which Mox steps
powerful psion who then points them in the
through is only open for one minute, and
right direction—for a price. With the
anyone not entering before that time is left
exception of Dillge, only a handful of people
behind. Even if the PCs can figure out what
are aware of Mox’s inventive ploy.
the word was Mox whispered to the gate to
cause it to activate (Listen DC 30 to hear the
Dealing with Mox
word – “elftrick”), it does not work for the
Without the proper presentation to Mox (a
characters—only for Mox or others attuned
pound of salt and 10 silver pieces), he
to the gate’s magical power. Once all of the
ignores the PCs’ request for information.
PCs (who are going to) step through the
Mox is not easily intimidated nor is he
gate, continue with encounter 20. ASTHIRA.
hotheaded. He ignores verbal threats and
challenges by the PCs if they make any, but
he will take an interest in them and use his
dorje of read thoughts to learn more from a PC 20. ASTHIRA
who does not appear to be a manifester or
spellcaster about the reason for their This encounter takes place if the PCs follow
behavior. Mox through the transporter gate as
described in encounter 19. THE LAZY
If the PCs present a pound of salt and 10 MEKILLOT. Read or paraphrase the
silver pieces to Mox: If the PCs have given following:
Mox no cause for concern, and the proper
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Your word given, Asthira steps forward and “You are brave in wishing to confront Dregoth,”
pulls back the hood of her robe. You stand in continues Andropinis, “and the Pearl of the
shock as the head and arms of the First Templar Sunrise Sea should assist you in your efforts.
are nothing more than the darkest shadow. It is Rajaat had told me it was an item from the Blue
almost as if she is not there, an obscure outline of Age, empowered by exposure to the energies of
her former self. “You seem shocked at my the Pristine Tower for thousands of years. After
appearance,” she chuckles, “It is the price I paid years of possessing the pearl I discovered that it
to become a shadowcaster powerful enough to protected me from even the most powerful of
contact my master. Now stand ready, interaction psionic disciplines, but in turn took such power
with Andropinis shall only last a few minutes.” from you. In the end, I sequestered the artifact so
it could not be used against me by disloyal
Asthira then begins to chant, causing the bright subjects. It remains where I placed it two
lights in the chamber to dim slightly. Throwing a centuries ago, and I will have Asthira retrieve it
silvery substance into the air and pulling her for you. My fellow Champions are correct, the
robes tight, her entire body seems to become Dread Lord must be stopped at all costs. But be
nothing more than shadow. A moment later the warned, you have sworn to return the pearl to
shadow alters its shape to a height of eight feet my templars should you survive. Rajaat’s spell
and nearly doubling in size. The large shadow will not hold me here much longer, and should
quickly loses its female form, becoming that of a you violate your oath you shall earn the eternal
well-muscled man. “I am Andropinis, sorcerer- antipathy of Andropinis.”
monarch of Balic. Who are you to waste the
power of my templars, and for what reason do The PCs have a few minutes before
you disturb my agonizing imprisonment?” Andropinis, and he can attempt to answer
questions regarding the pearl. He is aware
Asthira has used her shadespeaker ability to of all the item’s powers, which he can relate.
temporarily exchange her shadow for that of In addition, the shade of the sorcerer-
Andropinis. This artful use of the ability monarch lies to the PCs and tells them of a
allows the PCs to speak with Andropinis terrible curse that accompanies the pearl—
through Asthira for 7 minutes to inform the this in addition to the loss of psionic powers.
sorcerer-monarch of their needs. The He says this curse would eventually result
sorcerer-monarch’s mention of wasting the in the death of the possessor and all around
templar’s power refers to the fact that this him (the DM is allowed to be creative here,
ability can only be used once per day and playing on the fears of individual PCs in the
for a limited time that is normally precious group). This lie is to help insure the PCs
to the imprisoned Champion. return the pearl should they survive their
attack on Dregoth.
As with Asthira the PCs’ best bet is to come
clean, telling Andropinis everything they Unless the PCs treat Andropinis with
know to this point regarding Dregoth and extreme disrespect, Asthira retrieves the
the artifacts they’ve been charged with pearl for them after the conversation with
retrieving. Once the PCs have explained the her liege is over. Where the pearl is hidden
situation to him, Andropinis replies: remains a secret between Andropinis and
Asthira, as the PCs must wait in the
“So,” muses the shadow of the sorcerer-monarch, underground chamber until the First
“Dregoth does still live. We had suspected as Templar returns. Any attempts to magically
much for centuries. Of all the Champions of or psionically try to find the location of the
Rajaat, Gallard’s proficiency with magic is the pearl fail. Once the PCs have the Pearl of the
greatest, and if he believes there is a threat to Sunrise Sea in their possession, Asthira
Athas then it must be true. Even in the Black I reactivates the gate they came through and
have felt the obstruction of energy from the Inner she sends the party back to the streets of
Planes, and your tale conveniently solves for me Balic.
that enigma.”
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The Scorcher
Spine Mountains, where it disappeared
amongst the crags and ravines. Shimmer
told her story to a Master Trader of House
Shom, who discounted her ramblings and
Discarded by Hamanu in the 164th King’s
dismissed her from his service. Now over
Age following the first death of Dregoth, the
120 years old Shimmer is a member of the
Scorcher rested at the bottom of the Silt Sea
slave tribe Tenpug’s Band, being taken in by
somewhere off the coast of Lake Island for
its mul leader because of her skill in
nearly 2,000 years. Like many of Rajaat’s
weaving clothes.
creations, the Scorcher was deemed too
powerful by the sorcerer-monarchs and was
To find the Scorcher, the PCs must find
best hidden from mortal eyes lest they be
Shimmer. This is done by traveling to
used against them. For 20 centuries the
Cromlin and inquiring as to Vorr’s
Scorcher rested beneath tons of silt until it
whereabouts. Eventually Shimmer’s name
was unexpectedly swallowed by a silt
turns up. She hasn’t been seen for many
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years, and those who did know her believe Singer elves and members of the slave tribe
her to be dead of old age long ago. Tenpug’s Band who all bring goods to trade.
Eventually the PCs do make contact with a Regardless of their origin or alliances,
member of Tenpug’s Band that knows everyone in Cromlin is forced to wear a
Shimmer is still alive, and if they are not scarf of some sort across their mouth due to
deemed to be dangerous to the slave tribe the Gray Death, caused by the constant silt
they’ll be lead to her. With Shimmer’s blowing off the shores to the north. On a
information the PCs will have a good idea of windy day most people stay inside to avoid
where to begin their search for the ancient the stinging silt.
weapon.
Arrival in Cromlin
The Gray Death The PCs can approach Cromlin on foot, with
The Gray Death is the name of the condition magic or psionics, or by silt skimmer.
brought about from the airborne silt near Though not large in size (300 residents),
the Silt Sea. Creatures suffer a -2 penalty to Cromlin is a bustling village, and a locale
initiative, attack and damage rolls, as well as that is often unsafe for strangers. The PCs
Spot checks. Each hour there is a 30% chance are treated at best with indifference until
the wind increases, doubling the penalties to they make friends or prove themselves in
-4. Wearing a moist scarf halves the some fashion, the easiest being to win a
penalties caused by the Gray Death. By brawl at the Dirty Lizard tavern. Another
seeking shelter inside a building, cave etc. method for the PCs to get what they want is
the full penalty is negated. greasing the palms of various NPCs with
coin, though this often results in characters
getting accosted because of their wealth.
Status of Cromlin
Below is a series of brief location
descriptions in Cromlin as they’re presented
Cromlin is a trading village established by
on Map 2: Cromlin along with encounter
House Shom of Nibenay by the Silt Sea.
references.
Despite its location, a great deal of trade
passes through Cromlin, supported by both
House Shom and House M’ke of Raam. Silt ♦ Silt piers: Traders arrive by silt skimmers
skimmers travel the shoals between Cromlin from the Sea of Silt. So would the PCs if they
and Break Shore across the bay, cutting booked passage on a silt skimmer in Balic.
travel time considerably between the two See encounter 22. SILT PIERS
areas. Navigators who can make the journey ♦ Homes: Residential area. The PCs can
are few, and their price is high for such obtain a clue that directs them to the Dirty
travel. Cromlin is one of the last truly Lizard. See encounter 23. HOMES.
profitable outposts for House Shom, and ♦ Dirty Lizard: The only tavern in Cromlin.
many in the village work for the traders If the PCs can prove their worth, this is the
here in one form or another. best place in Cromlin to gleam information
regarding Vorr and the Scorcher. See
The people of Cromlin are shady at best, encounter 24. DIRTY LIZARD.
and many of them are thieves or exiles of ♦ Marketplace: Here the PCs can come into
one type or another. Unless it interferes with contact with the trader Gessnic, who can
trading operations, authorities (owned by lead them to Tenpug’s Band and Shimmer.
House Shom) tend to turn a blind eye to See encounter 25. MARKETPLACE.
unlawful activities. Aside from House ♦ Shom lodge: This is the only place one can
Shom, the village is frequented by the Sky buy water in Cromlin. The PCs can meet the
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Village Tough Elf: hp 12 each - You lookin’ for some action? Because I
Village Tough Human: hp 15 each hear this breeder’s lookin’ for somethin’ to
pair up his kank with.
- Look at ‘em, all skin and bones. They
If the PCs ask about Vorr or the Scorcher: wouldn’t last a minute in a fight.
Many of the common folk who live here - I don’t know what they are, but those are
want nothing to do with strangers, and some ugly creatures. Monsters probably run
questions regarding the man who found the away from ‘em screamin’... and that smell!
Scorcher more than a King’s age ago are - You’re some tender little erdlu meat I’d
often met with shrugged shoulders. No one like to sink my teeth in.
the PCs speak with here was alive when the
weapon was found. If villagers are bribed If the PCs choose to ignore the crowd,
with 10 ceramic pieces, they tell the PCs to they’ll get no information out of them
ask Jaksot Han, an ex-pirate at the Dirty regarding the whereabouts of the Scorcher.
Lizard tavern, as he has lived in Cromlin Inquiries as to the location of Jaksot Han are
longer than most. ignored, even by the bartender and serving
maids. In truth, Jaksot is sleeping off
yesterday’s activities in a back room, and
does not awake unless a brawl begins.
24. DIRTY LIZARD
This large tavern is Cromlin’s only source of Dirty Lizard Human Brawler (3): hp 37 each
enjoyment in the usually boring trading Dirty Lizard Elf Brawler (3): hp 25 each
village. The tavern is owned and operated Dirty Lizard Half-giant Brawler (2): hp 66
by a 60 year old ex-silt pirate named Jaksot each
Han, who started the business after losing
his right eye in a raid. Unfortunately, the
Dirty Lizard (see Map 4: The Dirty Lizard
Inn) has become a place where fights and The DM should make an effort to get the
drunken arguments break out on a regular PCs involved in a brawl at the Dirty Lizard,
basis, and has become a way for the locals to as it is the easiest way to get the information
test the abilities of newcomers. they require. If a fight breaks out, it begins
with up to six drunken opponents against
The capacity of the silt piers is reflected at the party, but there is a 75% chance for most
the Dirty Lizard. Normally the common of the entire tavern to get involved in a free-
room of the tavern contains a collection of for-all, where each PC will be squaring off
30-40 sailors, merchants, thieves, con artists, against 1-3 opponents at a time. The DM is
and free citizens drinking the fermented encouraged to use a variety of opponents,
kank honey-mead the Dirty Lizard is known such as Village Toughs and Shom Traders
for. However, because of Dregoth’s attack in addition to more Dirty Lizard Brawlers.
on Raam there is near 70 people packed in None of the other patrons use weapons or
the building, and boredom is beginning to magic of any kind. This is strictly a hand-
set in. This situation is nothing more than a and-foot altercation, though occasionally an
brawl waiting to happen. elf will draw a bone puchik to slide into an
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opponent’s ribs. The free-for-all lasts for a then that information is known only to
total of 10 rounds before people either cool Shimmer. Though members of a slave tribe,
off or are passed out. Jaksot explains that people from Tenpug’s
Band freely come to Cromlin to sell their
If the PCs ask about Vorr or the Scorcher: wares and purchase goods. Since this has
If the PCs manage to come out on top of the been to the benefit of House Shom, who
Dirty Lizard brawl without killing or resells their goods in other cities for a hefty
seriously crippling too many of the patrons, profit, the Master Trader has given them
they will have proven themselves to the free access to the village despite being
crowd and can obtain valuable clues. declared outlaws in Gulg and Nibenay.
While most of the patrons know nothing of Jaksot knows the general direction of the
the ex-gladiator Vorr, the owner of the Diry tribe - west, though he suggests that it
Lizard, Jaksot Han, does. Jaksot will have would be safer to be lead there by one of its
awoken from the noise of a fight and taken members or associates. For the price of
his place behind the counter. The DM may minimum 20 ceramic pieces, he offers up the
wish to set a price for Jaksot’s information, name of a human trader named Gessnic,
though not more than 200 ceramic pieces. who can be found in the Marketplace. This
When the PCs locate Jaksot and question trader travels regularly to Tenpug’s secret
him about Vorr or the Scorcher, read or location, and can take the party there.
paraphrase the following:
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threat to silt skimmers traversing the Sea of accompany caravans across the Tablelands.
Silt, he will consider opening trade routes In addition, Crost tends to have higher-level
soon or even immediately. mercenaries on hand for some of the more
“difficult” jobs his regular soldiers can’t
If the PCs ask about Vorr or the Scorcher: handle, and these NPCs are given free
None of the staff knows about Vorr or the boarding here. Unless the party is directly
Scorcher, except Crost. If the PCs trade working for House Shom, they are not
information from Raam, he can relate the allowed in this building.
following to them in a dramatic oralization:
If the PCs ask about Vorr or the Scorcher:
“I know a fair bit about the history of Cromlin” Many of the hired hands come from
says Crost, “It was more than a King’s age ago Nibenay, and those from Cromlin haven’t
that the name of the mul Vorr was known to all heard about Vorr or the Scorcher. However,
in Cromlin, and feared by every slaver in the for 10 ceramic pieces, a hired hand will tell
Ivory Triangle . He was a freedom fighter, an ex- the PCs that trade master Crost knows all
gladiator who took it upon him to free all fellow that goes on in Cromlin worth knowing. He
slaves. Vorr was an experienced warrior from his can be found at the Shom lodge.
years in the arena, but his true power came from
his sword – the Scorcher, a blade wreathed in
black flames. Rumors would have it the Shadow If the PCs cause problems at the
King took an interest in this blade and Marketplace, Shom warehouse or Shom
dispatched a force of slavers and templars to lodge, reinforcements will be dispatched
retrieve it. Vorr, however, did not fall into their from the barracks.
trap. But he could not escape fate – his death
came at the hands of the most powerful beast Shom Cleric (1): hp 47
known to Athasian, the dreaded nightmare beast. Shom Defiler (1): hp 24
According to a witness,whose name will cost Shom Guard (15): hp 49 each
you, the beast dragged Vorr off to its lair, his Shom Psion (2): hp 52 each
sword still stuck in his frozen grip of death.” Shom Trader (12): hp 28 each
Crost can give the PCs the name of Shimmer
if they relate what they know about Raam,
or are willing to pay 20 silvers or more. He
will even throw in that she was the nanny of 28. SHOM WAREHOUSE
the owner of the Dirty Lizard, Jaksot Han
when he was young. Crost doesn’t know This area is heavily guarded by members of
Shimmer’s current whereabouts. She hasn’t House Shom, and only the orders of Master
been seen for twenty years. Trader Hurdll Crost can open the doors of
the warehouse. There are currently 10 men
Hurdll Crost: hp 70 guarding the warehouse around the clock.
Siln: hp 14 This is five times the normal patrol for the
Shom Guard (10): hp 49 each building, and rumors abound as to exactly
Shom Half-giant Guard (2): hp 69 each what is being stored within. In truth, due to
Shom Psion (1): hp 52 skimmer inactivity the building is full to the
brim with goods destined for Raam and
Draj, a veritable fortune in wood, copper,
iron, and other various products. Because of
27. SHOM BARRACKS this, Crost has increased protection on the
warehouse until some of the goods can be
The common guards and lower-level traders routed to other cities, or until he deems it
of House Shom dwell here. Crost keeps a safe to travel across the Silt Sea again.
minimum of 30 soldiers on the payroll at all
times, and another dozen traders that often
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If the PCs have positively interacted with ruined temple and a few nearby tents
Tenpug’s Band in the past, dealings with hidden from view to the south by large sand
them are bound to be easier than if there is dunes. Inside the ruined temple the PCs can
ill will between them. find Shimmer.
If the PCs have agreed to approach Tenpug Tenpug and his warriors lead you over dune
with Gessnic’s “angle,” the mul ex-gladiator after dune of sand until you eventually arrive at
accepts the offer and agrees to lead the PCs the tribe’s secret location. Partially buried
where Shimmer teaches her craft to young beneath several tons of sand you see the
members of the tribe. protruding ruins that are the tribe’s home. After
passing through the stone doors, you see the
If the PCs have not been accompanied by interior is bustling with people crafting pots,
Gessnic, dealings with Tenpug begin with knitting cloths, hammering jewelry, and a
an encounter reaction of cautious indifferent, thousand other duties in their effort to produce
with the confrontation quickly turning to works of art. Pausing to take in the activity, you
unfriendly or hostile if any aggressive continue behind the one-armed mul to a corner of
measures are shown by the PCs. If the PCs the ruin containing several finely crafted articles
say they are looking for Shimmer, he wants of clothing both of elegant design as well as those
practical for desert travel. Here Tenpug stops
further information. If the PCs appear
and says, “Old mother, there are people here to
trustworthy, Tenpug could lead them to
see you. They wish to know about Vorr.”
Shimmer. Always prudent regarding
From the shadows of the corner emerges one of
dealings with strangers, Tenpug doesn’t
the oldest people you’re every likely to see aside
want to take the chance the PCs are actually
from a sorcerer-monarch. The elf’s skin is
templars or some other extension of the wrinkled beyond belief, and her hands resemble
sorcerer-monarch’s power that has come to gnarled agafari roots. She pauses from her
return them to the slave pens. Tenpug may sewing, squinting with her eyes as she glances
even go so far as to blindfold the PCs and your way. “Vorr ...,” she croaks amidst a short
take away their weapons before taking them cough, “that is a name I have not heard spoken
to his base of operations. The DM is the final in a long time. Why do you wish to know about
judge as to dealings with Tenpug and his Vorr? Speak the truth, “she suddenly proclaims
warriors, and is encouraged not to make it in a solid voice, “for these old ears know a lie
too easy for the PCs. when they hear one.”
Once the PCs agree to Tenpug’s terms, The PCs must present a reason for wanting
Tenpug leads them to the hidden temple this information, and though the truth may
and the elf Shimmer. Tenpug and his not be believed it is better than a lie.
warriors accompany the PCs at all times. Shimmer assumes the party is in search of
Vorr’s powerful weapon, and is surprised
Tenpug: hp 72 that over the years no one else has
Warrior of Tenpug’s Band: hp 42 each approached her. Shimmer possesses the
wild talent empathy and with it she has a
total bonus of +17 to Sense Motive checks,
31. SHIMMER giving her a fair chance to detect if she is
being lied to.
If Tenpug agrees to allow the PCs to speak
with Shimmer, they are lead through the
If the PCs are foolish enough to be caught
desert to the camp. Tenpug’s Band consists
lying to the old elf she refuses to help them
of over 200 members, most of which are
from that moment on, since to Shimmer, to
artisan ex-slaves that happily work day and
have someone who is false possess the
night at their craft to benefit the rest of the
Scorcher is just as bad as having it fall into
tribe. The tribe’s location consists of the
the possession of a sorcerer-monarch.
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Unscrupulous characters may also try to thousand slavers with his great weapon, but in
extract the information from Shimmer truth it was more like a hundred. It doesn’t
through magical or psionic power. Though matter now, for after I’m gone none will
this may succeed, if Shimmer detects the remember him.
intrusion, she immediately informs Tenpug
of the trickery. This results in instant hostile “I watched him die fighting a nightmare beast,”
actions by Tenpug and his warriors. continues Shimmer, her face etched with a
distant stare into the past, “and for a time it
actually looked as if he would kill the terrible
creature, but in the end the monster prevailed.
The beast dragged Vorr’s body and his sword
back to what I though to be its lair, a cave on the
eastern face of a mountain, and neither was ever
seen from again. I never had any use for such a
weapon, though I knew someone would some
day...”
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The Valley of Trevain rests east of the main The terrain surrounding the mountain indicated
group of the Black Spine mountains, directly by Shimmer is jagged and uneven, and traveling
south of the village of Cromlin. The Valley through it is difficult and tiring. Locating the
of Trevain is roughly 10 square miles of mountain is not a difficult task, and soon after
rocky badlands, much of which contains a the entrance to the lair comes into view up a
variety of dangerous plants and smaller small incline of rocky ground. As you approach
predators that also serve as prey to larger the lair, however, you can see several large,
creatures that come down from the heavily scaled, gray hexaped creatures prone at
mountains to hunt. The DM is free to use the base of the slope. Their twin foreclaws have
random encounters suitable for mountains talons the size of daggers. A hollow noise
and rocky badlands while the PCs travel resembling snoring can be heard, while studying
through this area. each of the beasts you notice slight movements
from each of them. The only clear path to the lair
If the PCs have been supplied with is through the heart of the sleeping monsters.
information by Shimmer, they can easily
locate the monster’s lair after only a few The situation is this, there are eight so-ut
hours of searching the area. If not, there is a “sleeping it off” just below the lair in the
cumulative 10% chance per day of locating heat of the sun (this assumes the PCs
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Tarinne Wavir
Tarq’uat
APPENDIX I: NPCs Tenpug
Toraus
Generic NPCs Xion
Assassin
Dirty Lizard Elf Brawler
Dirty Lizard Half-giant Brawler GENERIC NPCS
Dirty Lizard Human Brawler
Dray Agent Assassin: Male/Female human Rogue
Merchant Circle Archer 5/Assassin 2; CR 7; Medium humanoid
Merchant Circle Defiler (human); HD 7d6+7; hp 34; Init +3; Spd 30
Merchant Circle Muscle ft.; AC 15, touch 13, flat-footed 12; Base Atk
Raam Mansabdar +4; Grp +6; Atk +9 melee (1d4+2/x3,
Shadow Templar puchik) or +7 ranged (1d4+2 plus poison,
Shom Cleric dart); Full Atk +9 melee (1d4+2/x3, puchik)
Shom Defiler or +7 ranged (1d4+2, dart); SA death attack
Shom Guard (DC 13), sneak attack +4d6; SQ +1 save
Shom Half-giant Guard against poison, evasion, poison use, trap
Shom Psion sense +1, trapfinding, uncanny dodge; AL
Shom Trader CE; SV Fort +2, Ref +10, Will +1; Str 14, Dex
Templar of Abalach-Re 16, Con 12, Int 13, Wis 10, Cha 8.
Village Tough Elf Skills and Feats: Balance +10, Bluff +3,
Village Tough Human Climb +7, Disguise +3, Escape Artist +9,
Warrior of Tenpug’s Band Hide +15, Intimidate +3, Jump +9, Listen
+10, Move Silently +15, Open Lock +6,
Sleight of Hand +7, Spot +10, Tumble +15;
Specific NPCs Dodge, Stealthy, Weapon Finesse, Weapon
Arru Focus (Puchik).
Asaran Possessions: masterwork puchik, 3 darts
Asthira (coated with deathblade poison), leather
Dara-Sin armor (carru), 100 Cp (payment).
Falmon Durow Assassin Powers Known (power points 2,
Garreth Brodden save DC 11 + power level): 1st – psionic jump,
Gessnic psionic true strike.
Grogh-En
Hukaa New Moons Dirty Lizard Elf Brawler: Male elf Rog 5; CR
Hurdll Crost 5; Medium humanoid (elf); HD 5d6+5; hp
Jaksot Han 25; Init +3; Spd 40 ft.; AC 13, touch 13, flat-
Keelorr Dark Moon footed 10; Base Atk +3; Grp +5; Atk +6
Korno melee (1d3+2, unarmed strike) or +6 melee
Lady Essen (1d4+2/x3, puchik); SA sneak attack +3d6;
Leviath the Calm SQ elf traits, evasion, trap sense +1,
Lord Kaladon trapfinding, uncanny dodge; AL CN; SV
Lord Tabaros Fort +2, Ref +7, Will +0; Str 14, Dex 17, Con
Mohaj 12, Int 12, Wis 8, Cha 10.
Mox Skills and Feats: Bluff +8, Diplomacy +12,
Nanda Shatri Gather Information +8, Hide +11, Intimidate
Nnn’tkk +10, Jump +12, Sense Motive +7, Spot +9,
Roal Tumble +13; Improved Unarmed Strike,
Shimmer Weapon Finesse.
Siln Possessions: puchik.
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Will +11; Str 13, Dex 14, Con 16, Int 17, Wis
Dirty Lizard Half-giant Brawler: Male half- 13, Cha 16.
giant Bbn 5; CR 6; Large giant; HD 2d8+6 Skills and Feats: Bluff +19, Concentration
plus 5d12+15; hp 66; Init +2; Spd 50 ft.; AC +18, Diplomacy +23, Disguise +5 (+7 to act
13, touch 11, flat-footed 11; Base Atk +6; Grp in character), Gather Information +19,
+16; Atk +11 melee (1d4+6, unarmed strike); Knowledge (psionics) +12, Knowledge
Full Atk +11/+6 melee (1d4+6, unarmed (religion) +12, Sense Motive +17; Empower
strike); SA rage 2/day; SQ fast movement, Power, Extend Spell, Greater Psionic
half-giant traits, illiteracy, improved Weapon, Improved Initiative, Inquisitor,
uncanny dodge, trap sense +1; AL C?; SV Martial Weapon Proficiency (carrikal),
Fort +10, Ref +3, Will +0; Str 22, Dex 14, Con Martial Weapon Proficiency (longsword),
17, Int 4, Wis 8, Cha 6. Psionic Weapon, Stand Still.
Skills and Feats: Climb +8, Intimidate +3, Templar Spells Known: (8/6/4/3; save
Jump +9; Cleave, Improved Unarmed Strike, DC 13 + spell level): 0 – cure minor wounds,
Power Attack. defiler scent, detect magic, detect poison, inflict
Rage (Ex): While raging, the Dirty Lizard minor wounds, mending, resistance, virtue; 1st
Half-giant Brawler gains an additional 2 hp – bless, command, cure light wounds, divine
per character level and the following favor, inflict light wounds, shield of faith; 2nd –
statistics: AC 11 touch 9, flat-footed 9; Grp death knell, enthrall, hold person, undetectable
+18; Atk +11 melee (1d4+6, unarmed strike); alignment; 3rd – cure serious wounds, dispel
Full Atk +11/+6 melee (1d4+6, unarmed magic, sandspray.
strike); SV Fort +12, Will +2; Str 26, Con 21; Psion Powers Known (power points 56,
Climb +10, Jump + 11 save DC 13 + power level): 1st – conceal
thoughts, deceleration*, inertial armor*, mind
Dirty Lizard Human Brawler: Male human thrust*, psionic charm*; 2nd – biofeedback*, ego
Ftr 5; CR 5; Medium humanoid (human); whip*, psionic knock, read thoughts, thought
HD 5d10+5; hp 37; Init +2; Spd 30 ft.; AC 12, shield*; 3rd – crisis of breath*, forced share
touch 12, flat-footed 10; Base Atk +5; Grp pain*, psionic blast; 4th – correspond,
+12; Atk +8 melee (1d3+3, unarmed strike); mindwipe*.
SA -; SQ -; AL CN; SV Fort +5, Ref +3, Will *Power can be augmented.
+0; Str 16, Dex 14, Con 13, Int 10, Wis 8, Cha Possessions: +1 carrikal, hat of disguise,
12. leather armor, 2 daggers (bone), amulet of
Skills and Feats: Bluff +5, Climb +9, the dragon (sigil).
Intimidate +7, Jump +9; Combat Reflexes,
Improved Bull Rush, Improved Grapple,
Improved Overrun, Improved Unarmed Merchant Circle Archer: Male/Female
Strike, Power Attack. human Fighter 7; CR 7; Medium humanoid
(human); HD 7d10+7; hp 45; Init +3; Spd 30
Dray Agent: Male dray Tem 6/Psion ft.; AC 15, touch 13, flat-footed 12; Base Atk
(telepath) 7; CR 14; Medium monstrous +7; Grp +9; Atk +8 melee (1d6+1/19-20,
humanoid; HD 6d8+18 plus 7d4+21; hp 87; shortsword) or +11 ranged (1d8+4/x3,
Init +6; Spd 30 ft.; AC 17, touch 12, flat- longbow); Full Atk +8/+3 melee (1d6+1/19-
footed 15; Base Atk +7; Grp +8; Atk +9 20, shortsword) or +9/+9/+4 ranged
melee (1d8+2/x3, +1 carrikal) or +9 ranged (1d8+4/x3, longbow); AL CN; SV Fort +6,
(1d4+1/19-20, dagger); Full Atk +9/+4 Ref +5, Will +3; Str 14, Dex 16, Con 13, Int
melee (1d8+2/x3, +1 carrikal) or +9/+4 10, Wis 12, Cha 8.
ranged (1d4+1/19-20, dagger); SA -; SQ Skills and Feats: Handle Animal +4,
darkvision, discipline (telepathy), fire Intimidate +4, Knowledge (Warcraft) +5,
resistance 10, less water, light sensitivity, Listen +5, Ride +10, Spot +5, Survival +2;
low-light vision, secular authority, rebuke Alertness, Mounted Archery, Mounted
undead 6/day; AL LE; SV Fort +10, Ref +6, Combat, Point Blank Shot, Precise Shot,
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Rapid Shot, Weapon Focus (Longbow), Possessions: trikal, hide armor (mekillot),
Weapon Specialization (Longbow). 2d6 Cp.
Possessions: composite longbow [+2 Str
bonus], bone shortsword, leather armor Raam Mansabdar: Male and female human
(carru), 30 arrows, 2d6 sp. Warrior 1; CR ½; hp 9; AC 14, touch 10, flat-
footed 14; Full Atk +3 melee (1d8+1/19-20,
Merchant Circle Defiler: Female half-elf macahuitl); Fort +3, Ref +0, Will +0; Str 12,
Wizard (defiler) 5/Arch Defiler 3; CR 8; Dex 11, Con 12, Int 10, Wis 10, Cha 10.
Medium humanoid (elf); HD 8d4+8; hp 28; Skills and Feats: Handle Animal +4,
Init +2; Spd 30 ft.; AC 12, touch 12, flat- Intimidate +4, Ride +4; Teamwork, Weapon
footed 10; Base Atk +3; Grp +3; Atk +2 Focus (macahuitl).
melee (1d4-1/19-20, dagger) or +4 ranged Possessions: leather armor (carru), wood
(1d4-1/19-20, dagger); Full Atk +2 melee heavy shield, macahuitl, 1d6 bits, 1d6 beads.
(1d4-1/19-20, dagger) or +4 ranged (1d4-
1/19-20, dagger); SQ casting time Shadow Templar: Male & Female Human
metamagic 1/day, tainted aura, half-elf Tem 7/Shadow Templar 3; CR 9; Medium
traits; AL CN; SV Fort +6, Ref +4, Will +6; humanoid (human); HD 7d8+14 plus 3d6+6;
Str 10, Dex 14, Con 13, Int 17, Wis 8, Cha 12. hp 67; Init +2; Spd 20 ft.; AC 15, touch 12,
Skills and Feats: Concentration +12, flat-footed 13; Base Atk +6; Grp +9; Atk +10
Disguise +10, Knowledge (arcana) +13, melee (1d6+3/19-20, steel shortsword) or +9
Knowledge (nature) +10, Spellcraft +15, melee (1d8+4/x3, longspear) or +10 melee
Survival +8 (+10 in aboveground natural (1d6+3/18-20 plus poison, masterwork wrist
environments); Agonizing Radius, razor); Full Atk +10/+5 melee (1d6+3/19-20,
Destructive Raze, Great Fortitude, Maximize steel shortsword) or +9/+4 melee
Spell, Scribe Scroll, Wastelander. (1d8+4/x3, longspear) or +10/+5 melee
Possessions: obsidian dagger, spellbook (1d6+3/18-20 plus poison, masterwork wrist
(patterns inside of cloak), spell component razor) or +8/+3 melee (1d6+3/19-20, steel
satchel, 2d10 sp. shortsword) and +8 melee (1d6+3/18-20
Wizard Spells Prepared (4/5/4/4/2; save plus poison, masterwork wrist razor); SA
DC 13 + spell level): 0 - detect magic (2), mage chill touch; SQ secular authority, shadow
hand, mending; 1st - cooling canopy, mage casting, shadow illusion, shadow taint; AL
armor, magic missile (2), magic weapon; 2nd - LE; SV Fort +8, Ref +5, Will +9; Str 17, Dex
flaming sphere, protection from arrows, 15, Con 15, Int 14, Wis 12, Cha 16.
scorching ray (2); 3rd - dedication, dispel magic, Skills and Feats: Appraise +8, Bluff +10,
fireball, lightning bolt; 4th - confusion, Concentration +9, Diplomacy +14, Heal +8,
maximized magic missile. Intimidate +12, Knowledge (religion) +14,
Knowledge (the planes) +14, Sense Motive
Merchant Circle Muscle: Male/Female half- +8, Spellcraft +15; Combat Reflexes, Exotic
giant Fighter 6; CR 7; Medium giant; HD Weapon Proficiency (wrist razor), Martial
2d8+8 plus 6d10+24; hp 74; Init -1; Spd 30 Weapon Proficiency (longsword), Martial
ft.; AC 14, touch 9, flat-footed 14; Base Atk Weapon Proficiency (shortsword), Spear
+7; Grp +17; Atk +13 melee (2d6+11/x3, Wall, Two-Weapon Fighting, Weapon Focus
trikal); Full Atk +13/+8 melee (2d6+11/x3, (shortsword).
trikal); SQ half-giant traits; AL C?; SV Fort Shadow Templar Spells Prepared (5/4/2;
+12, Ref +1, Will +1; Str 23, Dex 8, Con 18, save DC 12 + spell level): 0 – arcane mark,
Int 9, Wis 8, Cha 6. detect magic, message, read magic, slave scent;
Skills and Feats: Intimidate +5, Listen +4, 1st – burning hands, shield, summon monster I,
Spot +4; Alertness, Cleave, Improved true strike; 2nd – bull’s strength, death mark.
Sunder, Power Attack, Skill Focus Possessions: longspear, shortsword
(steel), masterwork wrist razor, three doses
(Intimidate), Weapon Focus (Trikal),
of desert mastyrial venom (one already
Weapon Specialization (Trikal).
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applied to wrist razor), mekillot hide armor, Skills and Feats: Bluff +11, Concentration
sigil. +12, Decipher Script +9, Disguise +11,
Notes: The templar’s wrist razors are Knowledge (Arcana) +15, Spellcraft +11;
coated in desert mastyrial venom (Injury, Agonizing Radius, Controlled Raze,
Fortitude DC 18, initial and secondary Destructive Raze, Distance Raze, Empower
damage 1d6 Con. The save DC is Spell, Scribe Scroll.
Constitution-based). Spells Prepared (4/5/5/4/2/1; save DC
13 + spell level): 0 – daze (2), detect magic,
Shom Cleric of Silt: Male human Cleric mage hand; 1st – mage armor, magic missile (3),
(silt) 8; CR 8; Medium humanoid (human); true strike; 2nd – boneharden, fox’s cunning,
HD 8d8+8; hp 47; Init +4; Spd 20 ft.; AC 17, invisibility, mirror image, protection from
touch 10, flat-footed 17; Base Atk +6; Grp +8; arrows; 3rd – empowered magic missile, fireball,
Atk +10 melee (2d4+3/x4, masterwork fly, summon monster III; 4th – greater
scythe); Full Atk +10/+5 melee (2d4+3/x4, invisibility, summon monster IV; 5th –
masterwork scythe); SA rebuke undead empowered fireball.
4/day; SQ -; AL LE; SV Fort +7, Ref +4, Will Possessions: quarterstaff, spell
+8; Str 14, Dex 10, Con 12, Int 10, Wis 15, component pouch, spellbook (papyrus
Cha 13. scrolls).
Skills and Feats: Concentration +7, Heal
+6, Knowledge (religion) +4, Knowledge Shom Guard: Male and female human
(the planes) +4, Knowledge (undead) +7, Fighter 6; CR 6; Medium humanoid
Spellcraft +4, Spot +6; Combat Casting, (human); HD 6d10+12; hp 49; Init +5; AC 17,
Improved Initiative, Lightning Reflexes, touch 11, flat-footed 16; Base Atk +6; Grp +8;
Weapon Focus (scythe). Atk +10 melee (1d8+4/19-20, masterwork
Cleric Spells Prepared (6/6/5/4/3; DC 12 macahuitl) or +7 ranged (1d8/19-20, light
+ spell level): 0– create element, detect magic, crossbow); Full Atk +10/+5 melee
guidance, inflict minor wounds, mending, (1d8+4/19-20, masterwork macahuitl) or
resistance; 1st- death knell*, divine favor, doom, +7/+2 ranged (1d8/19-20, light crossbow);
entropic shield, heat lash, inflict light wounds; SA – SQ -; SV Fort +7, Ref +3, Will +2; AL
2nd- aid, bull’s strength, cure moderate wounds, LN; Str 14, Dex 12, Con 14, Int 13, Wis 10,
death mark*, silence; 3rd- animate dead*, Cha 8.
worm’s breath, searing light, surface walk; 4th- Skills and Feats: Handle Animal +8,
elemental armor, elemental weapon, vampiric Knowledge (warcraft) +10, Profession
touch*. (mercenary) +4, Ride +10; Combat Expertise,
*Domain spell. Domains: Dead Heart Concentrated Fire, Improved Disarm,
(when dealing with undead, +4 to Cha- Improved Initiative, Rapid Reload, Shield
based skills and rebuke/command Wall, Weapon Focus (macahuitl), Weapon
attempts), Soul Slayer (when striking with Specialization (macahuitl).
whip, automatically grapple as if using Possessions: masterwork macahuitl,
Improved Grab ability). wood heavy shield, light crossbow, quiver
Possessions: braxat chitin half-plate, with 12 bolts, chitin armor, 1d4 Cp, 1d6 bits,
masterwork scythe, 2d10 ceramic pieces. 1d8 beads.
Shom Defiler: Male elf Wizard 9; CR 9; Shom Half-giant Guard: Male half-giant Ftr
Medium humanoid (elf); HD 9d4; hp 24; Init 6; CR 7; Medium giant; HD 2d8+6 plus
+3; AC 13, touch 13, flat-footed 10; Base Atk 6d10+18; hp 69; Init 0; Spd 30 ft.; AC 19,
+4; Grp +3; Atk +3 melee (1d6-1, touch 9, flat-footed 19; Base Atk +7; Grp +17;
quarterstaff); Full Atk +3 melee (1d6-1, Atk +13 melee (2d8+8/x3, large gouge); Full
quarterstaff); SA -; SQ elf traits; SV Fort +3, Atk +13/+8 melee (2d8+8/x3, large gouge);
Ref +6, Will +6; AL CN; Str 8, Dex 16, Con SA -; SQ half-giant traits; AL L?; SV Fort
10, Int 16, Wis 10, Cha 8. +11, Ref +2, Will +1; Str 23, Dex 10, Con 17,
Int 6, Wis 8, Cha 4.
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Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 4th – divine power, freedom of movement,
10, Wis 12, Cha 8. greater command, neutralize poison, tongues;
Skills and Feats: Craft (weaponsmithing) 5th – elemental strike, klar’s heart, mark of
+4, Intimidate +3, Profession (artisan) +5; justice, scrying; 6th – blade barrier, forbiddance,
Combat Reflexes, Dodge, Improved greater dispelling; 7th – crusade, confessor’s
Initiative, Mobility, Weapon Focus flame.
(longsword), Weapon Specialization Possessions: +8 bracers of armor, +1/+1
(longsword). quarterstaff (ranike), sigil.
Possessions: longsword (bone), carru
leather armor, 2d4 ceramic pieces. In addition to being a high level templar of
the Shadow King, Arru is a strikingly
beautiful woman. However, an air of
pretension can be seen in her look as well as
SPECIFIC NPCs in her treatment of others. Like most
templars Arru has no patience for
Arru: Female human Tem 5/Wife of discourteous or uncivil behavior, but
Nibenay 9; CR 14; Medium humanoid manages to keep her composure in her
(human); HD 14d8+28; hp 94; Init +3; Spd 30 dealings with the party. Unless the
ft.; AC 21, touch 13, flat-footed 18; Base Atk characters actually raise a weapon to her,
+9; Grp +12; Atk +13 melee (1d6+4, +1 Arru remains the composed bureaucrat;
quarterstaff); Full Atk +13/+8 melee (1d6+4, however, insults are not easily forgotten.
+1 quarterstaff) or +11/+6 melee (1d6+4, +1
quarterstaff) and +11 melee (1d6+2, +1 Asaran: Male human Ftr 7; CR 7; Medium
quarterstaff); SA rebuke undead; SQ scholar, humanoid (human); HD 7d10+14; hp 57; Init
seductress (DC 22), secular authority, +6; Spd 20 ft.; AC 17, touch 12, flat-footed
shadow king’s guidance, shadow king’s 15; Base Atk +7; Grp +11; Atk +12 melee
knowledge, war caster; AL LE; SV Fort +12, (1d8+5/19-20, masterwork bone
Ref +7, Will +14; Str 16, Dex 16, Con 15, Int longsword); Full Atk +12/+7 melee
16, Wis 19, Cha 17. (1d8+5/19-20, masterwork bone
Skills and Feats: Appraise +10, Bluff +20, longsword); SA -; SQ -; AL CN; SV Fort +7,
Concentration +14, Diplomacy +24, Gather Ref +4, Will +3; Str 18, Dex 14, Con 14, Int
Information +13, Intimidate +12, Knowledge 13, Wis 12, Cha 10.
(Local) +13, Knowledge (Religion) +13, Skills and Feats: Climb +11, Intimidate
Knowledge (Warcraft) +20, Sense Motive +14, Jump +11, Spot +3; Combat Expertise,
+21, Spellcraft +20; Combat Expertise, Dodge, Improved Disarm, Improved
Hidden Talent, Improved Disarm, Martial Initiative, Mobility, Rotate Lines, Weapon
Weapon Proficiency (alak), Martial Weapon Focus (longsword), Weapon Specialization
Proficiency (gouge), Spear Wall, Teamwork, (longsword).
Two-Weapon Fighting. Possessions: hide armor (inix), wood
Powers Known (power points 2): 1st – know heavy shield, masterwork longsword
direction and location. (bone).
Templar Spells Known:
(6/7/7/7/6/6/5/3; save DC 13 + spell Asaran is a veteran mercenary captain who
level): 0 – cure minor wounds, defiler scent, used to work for House M’ke, but after the
detect magic, detect poison, inflict minor merchant family’s indecisive response to the
wounds, light, mending, resistance, virtue; 1st – dray threat, Asaran and his men deserted to
black cairn, command, cure light wounds, divine join Leviath the Calm’s forces. Now Asaran
favor, hand of the sorcerer-monarch, shield of serves as Leviath’s lieutenant, responsible
faith; 2nd – battlefield healing, bull’s strength, for organizing the defense of the innocent
death knell, hold person, silence, zone of truth; victims of the dray attack.
3rd – animate dead, cure serious wounds, Asaran is a headstrong and tempered
dedication, dispel magic, protection from energy; mercenary. His tanned face is rough from
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the stinging winds of the desert, his grin She was to learn the magic of this
misses a couple of teeth, and his chin mysterious wizard, so the sorcerer-monarch
regularly has two or three day old stubs. could contact the material world from the
Black through his First Templar. Eighteen
Asthira: Female human Tem 6/Shadow months later Asthira has become a shadow
templar 7; CR 12; Medium humanoid wizard of impressive power, her aptitude
(human); HD 6d8+24 and 7d6+28; hp 116; for the mysterious energy surprising even
Init +3; Spd 30 ft.; AC 13, touch 13, flat- her own teacher—who recently left Balic for
footed 10; Base Atk +7; Grp +9; Atk +12 places unknown.
melee (1d8+6/x3, +3 longspear); Full Atk The First Templar and a handful of
+12/+7 melee (1d8+6/x3, +3 longspear); SA other loyal subjects have devoted their lives
chill touch; SQ secular authority, to finding a way to free their master from
shadespeaker, shadow casting, shadow the Black—no matter what the cost.
illusion, shadow taint; AL LE; SV Fort +13, Asthira has paid a price for her
Ref +7, Will +14; Str 14, Dex 17, Con 18, Int newfound power. Much of her athletic body
17, Wis 19, Cha 16. has become laced with shadow essence from
Skills and Feats: Bluff +19, Decipher the Black, giving her a strange appearance
Script +10, Diplomacy +23, Disguise +9, and an eerie chill that accompanies her
Gather Information +17, Hide +6, Intimidate presence.
+18, Knowledge (Arcana) +12, Knowledge
(Planes) +12, Sense Motive +13, Spellcraft Dara-Sin: Female human Tem 1; CR ½;
+12; Great Fortitude, Leadership, Martial Medium humanoid (human); HD 1d8; hp 8;
Weapon Proficiency (longspear), Martial Init +1; Spd 30 ft.; AC 12, touch 11, flat-
Weapon Proficiency (shortsword), Rotate footed 11; Base Atk +0; Grp +0; Atk +0
Lines, Silent Spell, Still Spell, Spear Wall. melee (1d6, club); SA -; SQ secular authority,
Shadow Templar Spells Prepared: AL LN; SV Fort +2, Ref +1, Will +4; Str 10,
(6/5/4/4/3/2/1/0; Save DC 13 + spell Dex 12, Con 10, Int 13, Wis 14, Cha 15.
level): 0 – detect magic, ghost sound, mage Skills and Feats: Appraise +5, Diplomacy
hand, mending, resistance, read magic; 1st – +8, Knowledge (Local) +5, Knowledge
color spray, identify, magic missile, (Religion) +5, Sense Motive +8, Spellcraft +5;
ventriloquism; 2nd – fog cloud, mirror image, Martial Weapon Proficiency (longsword),
see invisibility; 3rd – dispel magic, invisibility Martial Weapon Proficiency (shortsword),
sphere, slow; 4th – dimensional door, fire shield, Negotiator, Run.
stoneskin; 5th – silent still hold person, summon Possessions: padded armor, club, sigil, 5
monster V; 6th – geas/quest. Cp and 12 bits.
Possessions: robes, +3 longspear,
spellcomponent pouch, sigil. Dara-Sin is a scared nineteen year old girl
who was only beginning her templar
Asthira is the First Templar of Andropinis indoctrination when Abalach-Re was slain.
and leads the shadow templars in hiding. After the riots that destroyed the city she
After the disappearance of Andropinis and became friends with Xion and the two have
the loss of her powers, Asthira traveled to a home amidst the ruins of the Palace
Tyr and confronted Sadira herself to learn District. They are gathering what spoils they
the truth about her master. When she can find in an effort to raise money and
discovered Andropinis had been move to either Draj or Tyr. Dara-Sin is an
imprisoned in the Black for a thousand innocent bystander who truly regrets her
years and was not dead, she returned to past notion of ever becoming a templar. All
Balic and began research in an attempt to she wants is to have Xion returned to her so
contact her master. they can start their life over again, which is
After several months of study an going to be impossible unless the PCs locate
enigmatic shadow wizard appeared before and restore Xion to life.
Asthira with a message from Andropinis.
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Like most Raamites, Dara-Sin has black Falmon has thrown his support behind
hair and tanned skin. She dresses in brown Tarinne for the future. The half-elf’s web of
robes to conceal her prominent feminine contacts and ruthless agents makes him a
traits to avoid unwanted bodily attention. dangerous man to cross.
Dara-Sin has big brown eyes that promote
her innocent appearance, but she rarely Garreth Brodden: Male Human Exp
meets anyone’s gaze, keeping her eyes 4/Dune Trader 1; CR 4; Medium humanoid
firmly on the ground ahead of her. (human); HD 5d6+5; hp 25; Init +1; Spd 30
ft.; AC 13, touch 11, flat-footed 12; Base Atk
Falmon Durow: Male half-elf Psion +3; Grp +5; Atk +5 melee (1d8+2/19-20, iron
(telepath) 12/Rogue 4; CR 16; Medium longsword); SA -; SQ contact (1/week), fast
humanoid (elf); HD 12d4+12 plus 4d6+6; hp talk; AL N; SV Fort +2, Ref +2, Will +8; Str
67; Init +8; Spd 30 ft.; AC 16, touch 14, flat- 14, Dex 12, Con 13, Int 16, Wis 14, Cha 13.
footed 12; Base Atk +9; Grp +11; Atk +13 Skills and Feats: Appraise +12 (+14 for
melee (1d6+3/19-20, shortsword); Full Atk ships), Bluff +10, Craft (shipwright) +10,
+13/+8 melee (1d6+3/19-20, shortsword); Diplomacy +15, Forgery +10, Gather
SA sneak attack +2d6; SQ discipline Information +9, Intimidate +11, Knowledge
(telepathy), evasion, trap sense +1, (architecture and engineering) +10,
trapfinding, uncanny dodge, half-elf traits; Profession (merchant) +10, Sense Motive
AL LN; SV Fort +7, Ref +12, Will +12; Str 15, +12, Use Rope +8; Hidden Talent,
Dex 19, Con 12, Int 16, Wis 15, Cha 9. Negotiator, Trader.
Skills and Feats: Bluff +11, Concentration Psionic Powers Known (power points 2,
+17, Diplomacy +9, Intimidate +12, save DC 11 + power level): 1st - force screen.
Knowledge (Local) +13, Knowledge Possessions: longsword (iron), carru
(Nobility and Royalty) +11, Knowledge leather armor.
(Psionics) +11, Listen +11, Psicraft +15,
Sense Motive +18, Sleight of Hand +15, Spot House M’ke’s interests in Cromlin are
+11; Combat Manifestation, Combat governed by Garreth Brodden, a human
Reflexes, Dodge, Drake’s Child, Improved trader. Garreth is a fair man, but his
Initiative, Inquisitor, Mobility, Psionic resources are limited and his trade
Endowment, Sidestep Charge. operations have been hurt by the attack on
Possessions: fine robes, +2 parrying Raam.
obsidian short sword, masterwork widow’s Garreth Brodden has short, curly, dark
knife (hidden on person, DC 35 to detect), hair with clear streaks of gray. He is in his
+2 amulet of natural armor, 44 Cp. early forties and his body shows the strains
Psion Powers Known (power points 144, of having worked his way up the ladder of
save DC 13 + power level): 1st – conceal House M’ke’s ranks. Garreth’s face and
thoughts*,detect psionics, mindlink*, missive*, hands are rough from hard labor and the
psionic charm*; 2nd – aversion*, brain lock*, stinging desert winds. His iron longsword,
psionic suggestion*, read thoughts*; 3rd – crisis which Garreth carries at all times, has not
of breath*, hostile empathic transfer*, false seen much use, but he carries it as a symbol
sensory input*, psionic blast*; 4th – psionic of his career and station.
dominate*, psionic modify memory, schism,
thieving mindlink*; 5th – mind probe, psionic Gessnic: Male human Exp 4; CR 3; Medium
true seeing*, shatter mind blank, tower of iron humanoid (human); HD 4d6; hp 16; Init -1;
will*; 6th – mind switch*, psionic disintegrate*, Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base
remote view trap. Atk +3; Grp +2; Atk +2 melee (1d4-1/19-20,
*Power can be augmented. obsidian dagger); SA -; SQ psionics; AL LN;
SV Fort +1, Ref +0, Will +5; Str 8, Dex 9, Con
Falmon is a fanatically loyal senior agent to 10, Int 12, Wis 13, Cha 12.
House Wavir. He is serious and earnest. Skills and Feats: Appraise +10, Bluff +10,
With the impeding death of Lord Tabaros, Diplomacy +12, Hide +6, Listen +8,
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Profession (merchant) +8, Sense Motive +8, Badna); Combat Reflexes, Hostile Mind,
Survival +8; Hidden Talent (know direction Improved Initiative, Improved Natural
and location), Run, Trader. Attack, Iron Will, Martial Weapon
Psionic Powers Known (power points 2, Proficiency (longsword), Martial Weapon
save DC 11 + power level): 1st - know Proficiency (short sword), Negotiator.
direction and location. Possessions: Masterwork bone short
Possessions: dagger (obsidian). sword, +1 studded leather armor of seeing
(Jhakar & Hardwood), sigil, Star of Badna.
Gessnic is a middle-aged human male who
deals in the buying and reselling of goods In life, Grogh-En was a senior
that are either in high demand or are templar of Abalach-Re who had become
difficult to find in certain areas. sympathetic to the Veiled Alliance and the
Gessnic tends to avoid combative plight of the sorceress-queen’s daughter
situations whenever possible and will hide Nanda Shatri. When his involvement with
behind the PCs if a battle breaks out. His the Alliance was revealed to the Grand
psionic talent manifests as a knack for Vizier by the mansabdar Roal, Abalach-Re
knowing the right way in even the most made Grogh-En the guardian of the artifact
obscure location, as long as he knows his known as the Star of Badna, secure in the
destination. knowledge that the templar would be
Gessnic’s is short and frail, but he has a claimed by its terrible curse. Grogh-En had
strong survival instinct – staying as far away only been in possession of the Star for a brief
from trouble as possible. period when Abalach-Re was slain and he
took refuge in the Consecrated Sepulcher of
Grogh-En, Badna Zombie: Male human Badna as riots swept through Raam. He
Badna zombie Templar 5/Servant of Badna was subsequently entombed in the
8; CR 15; Medium undead (augmented Sepulcher when it collapsed, where he
humanoid); HD 13d12; hp 84; Init +8; Spd 50 remained as the artifact transformed him
ft.; AC 20, touch 12, flat-footed 18; Base Atk fully into a Badna zombie.
+9; Grp +14; Atk +14 melee (1d6+4/19-20, Grogh-En’s mind has been utterly
masterwork bone short sword) or +14 melee claimed by the Star of Badna and his only
(3d6+5 plus disease, claw); Full Atk +14/+9 thoughts now revolve around keeping
melee (1d6+4/19-20, masterwork bone short possession of the artifact. He is suspicious
sword) and +9 melee (3d6+2 plus disease, in the extreme of all who approach him,
claw) or +14 melee (3d6+5 plus disease, 2 believing that they come to steal his prize.
claws); SA disease, rebuke undead 5/day Although he can still think and reason, all of
(+2 on checks), sigil, starchild; SQ Badna his intellect is bent upon ensuring that the
babble +4, damage reduction 10/magic, Star remains in his keeping forever.
darkvision 60 feet, fast healing 3, immune to Grogh-En is gaunt in the extreme,
surprise, immunities, riot control, secular with withered blue skin stretched over his
authority, skitterish, slippery mind, spell bones. Talons as black as pitch have
resistance 19 (31 defiler spells), starfollower, sprouted from his hands and his eyes have
subterfuge, undead traits, vulnerability to darkened to a similar hue. Embedded in the
pin; AL NE; SV Fort +10, Ref +5, Will +9; Str center of his chest is the gleaming gem that
20, Dex 15, Con —, Int 12, Wis 4, Cha 16. is the Star of Badna.
Skills and Feats: Bluff +20, Concentration
+8, Diplomacy +22, Disguise +15 (+17 Hukaa New Moons: Female elf Rog
acting), Gather Information +10, Heal +5, 15/Dune trader 5; CR 20; Medium
Intimidate +18, Knowledge (local) +7, humanoid (elf); HD 20d6+20; hp 92; Init +9;
Knowledge (religion) +9, Search +1 (+9 Spd 40 ft.; AC 21, touch 15, flat-footed 16;
tracking Star of Badna), Sense Motive +7, Base Atk +14; Grp +17; Atk +19 melee
Spellcraft +7, Spot –3 (+5 tracking Star of (1d8+5/15-20, +2 elven longblade) or +19
Badna), Survival –3 (+5 tracking Star of ranged (1d6+2/x3, masterwork composite
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shortbow [+2 Str bonus]); Full Atk The Night Runners learned of the dray
+19/+14/+9 melee (1d8+5/15-20, +2 elven army on the move and Hukaa ordered all
longblade) or +19/+14/+9 ranged (1d6+2/x3, elves to the Tradesmen District, to defend
masterwork composite shortbow [+2 Str their newly won territory. After a long fight,
bonus]); SA sneak attack +8d6; SQ agent, the dray army withdrew. The Night
allies, contact 3/week, fast talk, improved Runners suffered great losses, but have
evasion, improved uncanny dodge, secured the tribe’s position in Raam.
integrative bargaining, slippery mind, Hukaa has sun-bleached white hair that
trapfinding, trap sense +5; AL LE; SV Fort shines around her well-tanned face. Her
+7, Ref +15, Will +11; Str 16, Dex 20, Con 12, great beauty has served her as well as her
Int 19, Wis 14, Cha 19. thieving and trading skills over the years,
Skills and Feats: Appraise +26, Bluff +29, and she seems to have only gotten more
Diplomacy +31, Gather Information +29, beautiful with age.
Hide +28, Listen +27, Move Silently +28,
Profession (merchant) +17, Search +31, Hurdll Crost: Male human Bard 10/Dune
Sense Motive +25, Sleight of Hand +29, Spot Trader 5; CR 15; Medium humanoid
+27, Tumble +18; Improved Critical (elven (human); HD 15d6+15; hp 70; Init +8; Spd 30
longblade), Improved Initiative, ft.; AC 17, touch 14, flat-footed 13; Base Atk
Investigator, Leadership, Martial Weapon +10; Grp +12; Atk +16 melee (1d8+5/19-20,
Proficiency (elven longblade), Quick Draw, longsword); Full Atk +16/+11 melee
Trader. (1d8+5/19-20, longsword); SQ agent, allies,
Possessions: +3 studded leather armor bardic knowledge, bardic music, chance
(carru), +2 elven longblade, +3 dagger 1/day, contact, fast talk, integrative
(obsidian), masterwork composite shortbow, bargaining, mental resistance, poison use,
20 +3 arrows. slippery mind, speed reactions, trade secrets
(agile x2); AL LN; SV Fort +12, Ref +13, Will
Huka New Moon has been chief of the +14; Str 14, Dex 14, Con 13, Int 16, Wis 11,
Night Runners tribe for more than 20 years, Cha 17.
taking over the role when her father felt the Skills and Feats: Appraise +22, Bluff +32,
weight of his great age slowing his once Diplomacy +17, Escape Artist +12, Gather
lightning-fast reflexes. As Hukaa herself is Information +25, Intimidate +7, Knowledge
fast approaching middle age, she has taken (Local) +21, Listen +10, Perform +21,
a greater interest in training her children so Profession (Merchant) +18, Sense Motive
that at least one of them will be prepared to +10, Sleight of Hand +27, Spot +10, Tumble
lead the tribe when she finally decides to +17; Dodge, Hidden Talent, Improved
step down. For now, she sees that event as Initiative, Leadership, Martial Weapon
happening far in the future. Because she Proficiency (Longsword), Trader, Weapon
understands the mercantile arts as well as Focus (Longsword).
the shadow arts, Hukaa has striven to make Possessions: +3 metal longsword,
the Night Runners operate like a successful masterwork studded leather armor (inix), +3
merchant house. All operations are cloak of resistance, potion: divine favor (CL 12),
organized and administered in an orderly three daggers and three doses of deathblade
fashion, and all missions are viewed as poison (all hidden on person, DC 51 to
profit-making ventures. While she allows detect), 1d6 gp.
her advisors and clan leaders the freedom to Powers Known (power points 2): 1st – force
operate independently of her control, she screen.
does like to stay involved in the day-to-day
operations of the tribe. To facilitate this, Hurdll Crost is the master trader of House
Hukaa requests frequent meetings and Shom in Cromlin. He is a pragmatic man,
updates so that she can stay on top of her willing to overlook many misdemeanors
tribe’s activities. and slights that his patron House would
normally not approve of in the interest of
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Jaksot Han is a former silt pirate who now Keelorr Dark Moon is an accomplished
runs the Dirty Lizard tavern in Cromlin. assassin who uses stealth and misdirection
After losing his right eye in a riad, Han gave to complete her missions much as others use
up the pirate’s life and settled for the safer poisons and ranged weapons. She almost
pastime of running the village’s seedy always takes on an assumed role,
watering hole. Jaksot drinks far too much pretending to be a beggar or dancing girl, a
than is good for him and looks back on his serving wench or a common trader, in order
silt-faring days with a mixture of rose-tinted to get close to her target and beneath his or
nostalgia and bard-bitten cynicism. her guard. Her favorite role is that of an elf
Jaksot Han is grizzled and weathered, dancer.
his features lined by years of exposure to the Keelorr’s dancing skills are so great that
elements. He sports an eyepatch of dyed she often headlines at the Tent of the
carru leather and his once-dark hair is gray Dancing Swords in the Sky Singer’s market.
and thinning. She lavishes attention on those she has been
hired to murder, flirting mercilessly and
Keelorr Dark Moon: Female elf Ftr 4/Rog dancing only for them. It is her practice to
3/Assassin 5/Shadow dancer 3; CR 15; give her victims one last moment of joy
Medium humanoid (elf); HD 4d10+8 plus before she strikes, making them happy with
8d6+16 plus 3d8+6; hp 98; Init +8; Spd 40 ft.; her dancing, her smile, or the welcoming
AC 19, touch 14, flat-footed 15; Base Atk attention of her large gray eyes. If she can
+11; Grp +14; Atk +16 melee (1d8+6/18-20, make her victims love her, even for an
+1 elven longblade) or +16 ranged (1d8+3/x3, instant, then she experiences her own sense
masterwork composite longbow [+3 Str of joy. Then, once this ritual she loves to
bonus]); Full Atk +16/+11/+6 melee perform has been completed, she carries out
(1d8+6/18-20, +1 elven longblade) or
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her mission. Her kills are quick, painless, of Abalach-Re. Though he spoke of freedom
and accomplished with hardly any struggle. from hardship and oppression, Korno is no
Keelorr has been mentioned as the better than the slave taskmasters of the past.
successor to the current master runner of the The slaves that have come to the ex-
Dark Moon clan, but it is doubtful that she gladiator in search of a better life have
would accept the position. She enjoys her continued to be treated as slaves, working
field work much too well to accept a with no wage to pamper Korno and his best
leadership role. However, during this time warriors. On the other hand, despite his
of crisis, Keelorr has been selected as second group’s modest size Korno has some of the
in command to lead the Night Runners in best warriors in the city. Many ex-slaves feel
the fight against the dray invaders – a role that it is better to live under the persecution
she manages quite well. and protection of Korno than to die at the
hands of other factions of the city.
Korno: Male mul Bbn 1/Gld 4/Arena As the forces of Dregoth began their
champion 4; CR 10; Medium humanoid approach on the city Korno’s band was
(mul); HD 9d12+39; hp 103; Init +3; Spd 40 caught totally unaware, and the former
ft.; AC 17, touch 13, flat-footed 14; Base Atk arena champion didn’t even have a sword in
+9; Grp +14; Atk +16 melee (1d8+8/19-20, his hand when the first attack came. As the
+1 lotulis); Full Atk +16/+11 melee enemy demolished the southern gate and
(1d8+8/19-20, +1 lotulis); or +14/+9 melee swarmed into the city, Korno was gathering
(1d8+8/19-20, +1 lotulis) and +14 melee his wits when a large group of dray literally
(1d8+5/19-20, +1 lotulis); SA rage 1/day; SQ came knocking at their door. It was all the
arena guile +2, crowd support +1, fast gladiator could do to fall back towards the
movement, mercy, reputation, signature Noble District with a small handful of his
move (+1 dodge bonus to AC when fighting best warriors. The rest of his band was
defensively or using total defense), uncanny either killed or brought before Dregoth,
dodge, weapon mastery (lotulis); AL CN; SV their fate then being sealed.
Fort +14, Ref +5, Will +3; Str 21, Dex 16, Con Korno has become mentally unstable
19, Int 14, Wis 13, Cha 15. after his defeat at the hands of the dray and
Skills and Feats: Balance +15, Climb +17, from having everything he has attained
Intimidate +19, Jump +17, Sense Motive +13, taken from him. The mul’s leadership has
Perform +14; Exotic Weapon Proficiency become more chaotic, and Korno’s furious
(lotulis), Improved Feint, Improved rage known from the arena has manifested
Unarmed Strike, Leadership, Toughness, in uncontrolled actions.
Two-Weapon Fighting, Weapon Focus
(lotulis). Lady Essen: Female human Rog 7/Dune
Rage (Ex): While raging, Korno gains an Trader 5/Psion (telepath) 4; CR 16; Medium
additional 2 hp per character level and the humanoid (human); HD 12d6 plus 4d4; hp
following statistics: AC 15, touch 11, flat- 64; Init +1; Spd 30 ft.; AC 11, touch 11, flat-
footed 12; Grp +16; Atk +18 melee footed 10; Base Atk +10; Grp +10; Atk +11
(1d8+10/19-20, +1 lotulis); Full Atk +18/+13 melee (1d4/19-20, masterwork dagger); Full
melee (1d8+10/19-20, +1 lotulis); or +16/+11 Atk +11/+6 melee (1d4/19-20, masterwork
melee (1d8+10/19-20, +1 lotulis) and +16 dagger); SA sneak attack +4d6; SQ agent,
melee (1d8+6/19-20, +1 lotulis); SV Fort +16, allies, contact 3/week, discipline (telepathy),
Will +6; Str 25, Con 23; Climb +19, Jump evasion, fast talk, integrative bargaining
+19. (sense motive), trap sense +2, trapfinding,
Possessions: +2 leather armor (carru), +1 uncanny dodge; AL LN; SV Fort +4, Ref +8,
lotulis (metal), widow’s knife (bone). Will +12; Str 10, Dex 12, Con 10, Int 14, Wis
14, Cha 16.
Korno, a former champion in Raam’s arena, Skills and Feats: Appraise +19, Bluff
ran a loosely knit slave community for those +22, Concentration +12, Decipher Script +17,
who had nowhere to go following the death Diplomacy +26, Forgery +17, Gather
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Information +20, Intimidate +17, Knowledge plus 9d4+27; hp 68; Init -1; Spd 40 ft.; AC 10,
(local) +7, Knowledge (nobility and royalty) touch 8, flat-footed 10; Base Atk +5; Grp +14;
+7, Knowledge (psionics) +6, Literacy (5), Atk +10 melee (1d4+6, unarmed); SA -; SQ
Profession (merchant) +17, Psicraft +6, Ride discipline (metacreativity), half-giant traits;
+11, Sense Motive +19, Speak Language (2), AL LN; SV Fort +9, Ref +2, Will +7; Str 22,
Spot +12; Inquisitor, Negotiator, Persuasive, Dex 8, Con 16, Int 15, Wis 8, Cha 13.
Overchannel, Psionic Body, Psionic Skills and Feats: Climb +11,
Meditation, Talented, Trader.Languages: Concentration +13, Diplomacy +9, Jump
Balican, Common, Elven, Rees. +11, Knowledge (psionics) +11, Listen +4,
Psion Powers Known (power points 21, Psicraft +8, Sense Motive +4, Spot +2;
save DC 12 + power level): 1st – conceal Expanded Knowledge, Iron Will, Mind over
thoughts, disable*, mind thrust*, mindlink*, Body, Negotiator, Open Minded, Stand Still.
psionic charm*; 2nd – aversion*, brain lock*, Psion Powers Known (power points 81,
psionic suggestion*, read thoughts. save DC 12 + power level): 1st – detect
*Power can be augmented. psionics, inertial armor*, matter agitation,
Possessions: masterwork dagger, missive*, psionic minor creation; 2nd –
cognizance crystal (9 power points), psionatrix biofeedback*, detect hostile intent, energy stun*,
of telepathy, ring of spell turning. psionic tongues, thought shield*; 3rd – body
purification*, dispel psionics*, ectoplasmic
Lady Essen is the matriarch of House Rees cocoon*, psionic blast*; 4th – aura sight*, detect
in the city of Balic. Since her house rose to remote viewing, psionic fabricate, quintessence;
prominence following the fall of Dictator 5th – adapt body, tower of iron will*.
Andropinis, she has found ample *Power can be augmented.
opportunity to exercise her natural Possessions: Breechcloth.
inclination towards boundless greed. If
Essen Rees had her way, Balic would Born in the slave pens of Draj forty years
become little more than a glorified merchant ago, Leviath the Calm was sold to a noble
village, all trade there serving to fill House house at an early age by a greedy templar
Rees’ coffers and propel it to the position of later slain for selling the sorcerer-monarch’s
premier trading house of the Tablelands. slaves without authorization. Since the
Essen is graceful and controlled, having templar kept no records of his transactions
learned discipline through years of study at the young half-giant was never returned to
the Cerebran in her youth. Her every the pens, and the noble that purchased him
movement is poised and calculated, serving never came forward for fear of his life. In
to subtly reinforce her appearance as a fact, the noble hid Leviath from the prying
woman of noble erudition. She prefers to eyes of others for several years, living in fear
allow her minions and underlings to carry that other templars would arrest him if they
out the daily business of meeting with discovered he owned “stolen property.” It
House Rees’ clients and peers, while she was during his seclusion Leviath learned of
busies herself with larger issues of strategy the Way.
and commerce. An aged dwarf by the name of Barguss
Lady Essen is tall and slender, her was also in the service of the noble house
physique groomed to reflect her aspirations Like most nobles it was considered
of grandeur. Now in her fiftieth year, she fashionable to have servants such as
keeps her hair a lustrous red by the daily psionicists as either slaves or hirelings, and
application of dyes and oils, and has her this was the case with Barguss. After a short
skin scraped and groomed by her servants time Leviath became friends with the dwarf,
in order to maintain its soft sheen of health and the noble lord hit upon the idea that the
and opulence. half-giant could become his next servant of
the Way.
Leviath the Calm: Male half-giant Psion Shortly after Leviath began his training,
(shaper) 9; CR 10; Large Giant; HD 2d8+6 the templars of King Tectuktitlay came to
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the noble’s house—but not in search of Lord Kaladon: Male human Rogue 8/Dune
Leviath. Its seems the half-giant was not the Trader 5; CR 13; Medium humanoid
only piece of “illegal” property owned by (human); HD 13d6+26; hp 78; Init +9; Spd 30
the noble, and he and his family were ft.; AC 17, touch 15, flat-footed 12; Base Atk
sentenced to the arena for crimes known +9; Grp +10; Atk +16 melee (1d4+3/19-20,
only to (or fabricated by) the templars. +2 obsidian dagger of venom) or +16 ranged
Fortunately, neither Barguss nor Leviath (1d4+3/19-20, +2 obsidian dagger of venom);
were at the estate when the templars came, Full Atk +16/+11 melee (1d4+3/19-20, +2
as the dwarf was a freeman and took obsidian dagger of venom) or +16 ranged
Leviath’s daily lesson into the wastes (1d4+3/19-20, +2 obsidian dagger of venom);
outside the city walls. When Barguss SA sneak attack +4d6; SQ allies, agent,
learned of the noble’s arrest he used the contact 3/week, evasion, fast talk, improved
Way to sneak back into the sealed estate to uncanny dodge, integrative bargaining
obtain his belongings, and left Draj never to (bluff), trap sense +2, trapfinding; AL LE; SV
return. Fort +5, Ref +12, Will +7; Str 12, Dex 20, Con
For many years Leviath and Barguss 14, Int 13, Wis 12, Cha 17.
traveled the lands of Athas, all the while the Skills and Feats: Appraise +19, Bluff +23,
old dwarf teaching everything he knew— Diplomacy +21, Knowledge (Local) +17,
and believed in—to his student. After a time Listen +17, Profession (Merchant) +17, Sense
Barguss felt it was time to teach Leviath Motive +17, Sleight of Hand +18, Speak
about peace and serenity outside the Language (4), Spot +17, Tumble +17;
Tablelands, so he took his pupil to the safest Hidden Talent, Improved Initiative,
place he knew on all of Athas—New Kurn. Leadership, Quick Draw, Trader, Weapon
It was there Leviath learned the teachings of Finesse.
Oronis of Kurn, the great scholar and Languages: Balikite, Belgoi*, Common,
avangion whose secret city the half-giant Dwarven, Gith*, Gulg*, Nibensese*
believed was the closest thing to paradise he Powers Known (power points 2): 1st –
had ever seen. Soon after arriving in New empty mind.
Kurn Barguss pass on. Before he died he Possessions: +2 obsidian dagger of venom
told Leviath to make sure he passed on his (hidden on person, DC 40 to detect), leather
knowledge to the rest of the world, else all armor (inix), skin of the defender (inactive
he learned would disappear upon his death. unless attacked).
Leviath studied in New Kurn for many
years to become a skilled psionicist, but this The leader of House Tomblador is Lord
was not the half-giant’s forte. The teachings Kaladon, a ruthless merchant who wants
of Barguss, and later Oronis, had taught nothing more than to become dictator of
Leviath a compassion and tranquillity that is Balic much in the same way Tithian ruled
difficult to learn on Athas. After spending Tyr. Kaladon despises House Wavir for their
over two decades in New Kurn, Leviath actions, and House Rees for refusing his
exiled himself from that paradise in order to offer of alliance to join forces against
fulfill Barguss’ last wish—to teach Athas Tabaros. Only at the insistence of his
that there is a better peace in everyone’s councilors did he agree to the triune council
world. Only days after Abalach-Re was that oversees the defense of the city, but
pronounced dead somewhere on the Ivory seldom does Kaladon agree with Lord
Plain, and the riots of Raam had begun, Tabaros and Lady Essen. Overall, Kaladon is
Leviath arrived in the city-state of the dead an extremely dangerous man, one the PCs
sorcerer-queen to spread his soothing words should be wary of dealing with.
of harmony and tranquillity. Since that day
two years ago many Raamites have flocked Lord Tabaros: Male human Ari 7/Rog
to the half-giant’s banner, believing in the 8/Dune Trader 5; CR 19; Medium
strength of his words. humanoid (human); HD 7d8-14 plus 13d6-
26; hp 50; Init +0; Spd 20 ft.; AC 18, touch 10,
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flat-footed 18; Base Atk +14; Grp +13; Atk confined safety of the Wavir estates,
+14 melee (1d4-1/19-20, masterwork bronze however, he is often seen doddering about
dagger); Full Atk +14/+9/+4 melee (1d4- the halls wrapped in a shawl, shivering at
1/19-20, masterwork bronze dagger); SA draughts and muttering to himself in a
sneak attack +4d6; SQ agent, allies, contact wavering voice.
3/week, evasion, fast talk, improved Beset by age and ill health, Tabaros is
uncanny dodge, integrative bargaining the epitome of the man who refuses to die,
(diplomacy), trap sense +2, trapfinding; AL despite the fact that the Gray has been
NG; SV Fort +4, Ref +9, Will +16; Str 9, Dex calling to him for many a year. His skin
11, Con 6, Int 18, Wis 17, Cha 15. seems almost translucent, hanging from
Skills and Feats: Appraise +19, Bluff +25, stick-like limbs and his eyes glare
Concentration +11, Decipher Script +12, cadaverously from his skull of a head. He is
Diplomacy +31, Forgery +16, Gather quite bald, liver spots dotting his scalp, and
Information +15, Handle Animal +7, speaks with a wheezing gasp. Life has not
Intimidate +13, Knowledge (geography) been kind to Tabaros, but he fears that death
+19, Knowledge (history) +10, Knowledge will be even less gentle.
(local) +13, Knowledge (nobility and
royalty) +21, Knowledge (psionics) +15, Mohaj: Male human Ftr 7; CR 7; Medium
Literacy (10*), Profession (trader) +21, Ride humanoid (human); HD 7d10+21; hp 64; Init
+8, Search +10, Sense Motive +22, Speak +5; Spd 20 ft.; AC 18, touch 11, flat-footed
Language (9), Spot +14, Survival +8 (+10 to 17; Base Atk +7; Grp +9; Atk +10 melee
keep from getting lost or to avoid natural (1d8+2/19-20, masterwork macahuitl) or +8
hazards); Hidden Talent, Inquisitor, Iron ranged (1d8/x3, longbow); Full Atk +10/+5
Will, Negotiator, Persuasive, Psionic Body, melee (1d8+2/19-20, masterwork macahuitl)
Psionic Talent, Trader. or +8/+3 ranged (1d8/x3, longbow); SA -;
Languages: Aarakocran, Balican, SQ -; AL CN; SV Fort +9, Ref +4, Will +7; Str
Common*, Draji*, Dwarven*, Elven*, Gulg, 14, Dex 13, Con 16, Int 12, Wis 14, Cha 15.
Halfling, Nibenese*, Pterran, Raamish*, Skills and Feats: Handle Animal +12,
Thri-Kreen, Tyrian*, Urikite*, Wavir*. Intimidate +12, Knowledge (Warcraft) +11,
Psionic Powers Known (power points 2, Ride +11; Concentrated Fire, Dodge,
save DC 12 + power level): 1st - conceal Improved Initiative, Iron Will, Protective,
thoughts. Quick Draw, Shield Wall, Teamwork.
Possessions: masterwork full plate Possessions: +1 cloak of resistance,
(bronze), masterwork dagger (bronze), breastplate (ankheg), heavy wood shield,
periapt of proof against poison, ring of masterwork macahuitl, longbow.
regeneration, ring of greater energy resistance
(fire). Mohaj is a House M’ke agent charged with
preventing outsiders from gaining access to
The aged patriarch of Balic’s House Wavir, the M’ke trade emporium during the dray
Lord Tabaros is over 100 years old and looks invasion. After the invasion, the emporium
it. He still clings to the reins of power of his is open to those who come to trade.
house, despite attempts by his underlings Mohaj is mostly loyal and follows his
and younger relatives to undermine his orders, but his loyalty is first and foremost
authority and usurp his rule by decrees. In to himself. He is unlikely to pursue any
years past, Tabaros fancied himself as action that can cause him grief from his
something of a dashing blade, and still employers, and to those who don’t know
styles his attitude and appearance after this him he can sometimes be perceived as
lost dream of youth. When in public he hostile.
endeavors to appear sharp and cunning,
often going about clad in archaic plate Mox: Male half-giant Psychic Warrior 17;
armor fashioned from carved bronze, an CR 18; Large giant; HD 19d8+76; hp 185; Init
ornate dagger at his belt. When in the +0; Spd 40 ft.; AC 20, touch 11, flat-footed
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20; Base Atk +13; Grp +23; Atk +21 melee adequate friend, a resourceful tradesman, or
(3d8+12/19-20, swatter); Full Atk a ruthless killer.
+21/+16/+11 melee (3d8+12/19-20,
swatter); SQ half-giant traits; AL L?; SV Fort Nanda Shatri: Female human Wiz 7/Psion
+17, Ref +7, Will +11; Str 23, Dex 11, Con 19, (telepath) 4/Veiled One 10; CR 21; Medium
Int 13, Wis 18, Cha 10. humanoid (human); HD 21d4+63; hp 117;
Skills and Feats: Bluff +12, Climb +8, Init +2; Spd 30 ft.; AC 14, touch 12, flat-
Concentration +16, Intimidate +12, Jump footed 12; Base Atk +10; Grp +12; Atk +12
+12, Listen +9, Knowledge (Psionics) +13, melee (1d4+2/19-20, dagger); Full Atk
Spot +9; Blind-Fight, Cleave, Craft Psionic +12/+7 melee (1d4+2/19-20, dagger); SA -;
Arms and Armor, Exotic Weapon SQ alliance secrets (glyph resistant, spell
Proficiency (Swatter), Greater Psionic bane, study), discipline, spell archive,
Weapon, Improved Critical (Swatter), Iron subdual magic, twin casting; AL LG; SV Fort
Will, Lightning Reflexes, Overchannel, +9, Ref +8, Will +19; Str 14, Dex 15, Con 17,
Persuasive, Power Attack, Psionic Weapon, Int 19, Wis 18, Cha 18.
Quicken Power, Talented. Skills and Feats: Bluff 20, Concentration
Possessions: +3 mindcrusher swatter, +4 +23, Decipher Script +20, Diplomacy +19,
mindarmor studded leather armor (carru), +2 Disguise +20 (+22 to act in character),
ring of protection, dorje of read thoughts (32 Gather Information +12, Knowledge
charges left), agate necklace (worth 10 sp). (arcana) +34, Knowledge (history) +10,
Psychic Warrior Powers Known (power Knowledge (local [Raam]) +12, Knowledge
points 125, save DC 14 + power level): 1st – call (nobility and royalty) +9, Knowledge
weaponry*, conceal thoughts, force screen*; 2nd (psionics) +12, Profession (herbalist) +8,
– body adjustment*, detect hostile intent, hustle; Sense Motive +10, Spellcraft +26; Brew
3rd – escape detection, exhalation of the dragon*, Potion, Craft Wand, Craft Wondrous Item,
greater concealing amorpha; 4th – inertial Extend Spell, Heighten Spell, Leadership,
barrier, psionic dimension door, steadfast Negotiator, Psionic Meditation, Scribe
perception; 5th – adapt body, oak body*, Scroll, Silent Spell, Skill Focus (Knowledge
catapsi*; 6th – breath of the dragon*, personal [arcana]), Spell Penetration, Still Spell,
mind blank. Widen Spell.
*Power can be augmented. Wizard Spells Prepared:
(4/5/5/5/5/4/4/3/2/1; save DC 14 + spell
The owner of the Lazy Mekillot could be level): 0 –detect magic, ghost sound, open/close,
considered a trader who uses psionics read magic; 1st – charm person, mage armor,
instead of bartering to do his business. The magic missile, shield, sleep; 2nd – fog cloud,
dull-witted half-giant Mox has many mirror image, misdirection, rope trick, spider
“friends” among those who treat him kindly climb; 3rd – dispel magic, nondetection, stinking
instead of as another stupid brute, mostly cloud, slow, tongues; 4th – confusion, fire shield,
regular patrons of the tavern. Should silent still invisibility, shout, wall of fire; 5th –
someone befriend him in an honest manner, dominate person, hold monster, passwall,
Mox makes the deed does not go unnoticed. telekinesis; 6th – globe of invulnerability, greater
There are times when he hates deceiving his dispel magic, greater heroism, true seeing; 7th –
“friends” in this manner. heightened confusion, mass hold person, spell
The psionicist and businessman Mox is turning; 8th – mass charm monster, power word
a clever, manipulative entrepreneur who stun; 9th – wail of the banshee.
deals in information, subterfuge, and Psion Powers Known (power points
eradication. He does have a sense of 25, save DC 14 + power level): 1st –
“honor” that would keep him from stealing attraction*, detect psionics, know direction and
a homeless man’s last ceramic, but is not location, mindlink*, sense link*; 2nd – aversion*,
above probing someone’s mind for the detect hostile intent, id insinuation*, thought
benefit of a competitor. Mox can be an shield*.
*Power can be augmented.
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Possessions: +2 bracers of armor, wand of waist length, her eyes green, and her voice is
lightning bolt (31 charges, CL 10), ring of mind almost as deep as a man. Nanda loves to
shielding, metal dagger, spellbook (glass talk for hours on dozens of subjects, but is
bead strings). extremely interested in the topics of
preserving magic and psionics.
The 177th child of the sorcerer-queen
Abalach-Re, Nanda Shatri was outcast from Nnn’tkk: Male thri-kreen Ranger 6/Fighter
her mother’s palace at an early age. She was 4/Master Scout 5; CR 16; Medium
later adopted by palace servants and grew monstrous humanoid; HD 13d8+26 plus
to be a resourceful and determined woman. 4d10+8; hp 128; Init +5; Spd 45 ft.; AC 23,
Through many endeavors Nanda earned a touch 15, flat-footed 18; Base Atk +17; Grp
fair amount of money which she invested in +19; Atk +23 melee (1d10+7/19-20, gythka)
the finest teacher of magic she could find. or +23 ranged (1d6+3, chatkcha); Full Atk
Following the death of her adopted parents, +21/+16/+11/+6 melee (1d10+7/19-20,
Nanda returned to Raam to confront her gythka) and +21/+16/+11 melee
true mother. During the meeting Nanda (1d10+6/19-20, gythka) and +14 melee
requested authority of Raam’s crematory (1d4+1 plus poison, bite); SQ blaze trail,
from the sorcerer-queen—who quickly favored terrain (stony barrens +4, sandy
agreed—happy to entrust the unpleasant job wastes +4, salt flats +2), hard march, master
to someone of competence. Within weeks tracker, stealth run, wild empathy +3, thri-
after Nanda taking control, the crematory kreen traits; AL TN; SV Fort +16, Ref +18,
became the headquarters of Raam’s faction Will +13; Str 14, Dex 21, Con 15, Int 14, Wis
of the Veiled Alliance. 18, Cha 6.
For two decades Nanda had lead the Skills and Feats: Balance +10, Handle
Alliance faction of Raam, and in that time Animal +4, Hide +25, Jump +36, Knowledge
progressed as far as possible in her magical (Geography) +7, Knowledge (Nature) +12,
studies. At about that time she learned of Listen +19, Move Silently +25, Search +7,
the existence, and death, of the avangion Spot +19, Survival +26 (+28 in aboveground
named Korgunard from an Alliance contact natural environments, +28 to keep from
in Urik. Investigating further, she getting lost or to avoid natural hazards, +28
discovered that only a psionically tuned to find or follow tracks); Active Glands,
mind can contain the power needed to bring Deflect Arrows, Endurance, Greater Two-
about a creature of such power. So at the age Weapon Fighting, Improved Critical
of 53 Nanda joined a class of noble children (Gythka), Improved Natural Armor,
at Raam’s Academy for the Way, and has Improved Two-Weapon Fighting, Iron Will,
progressed far in the past eight years. Mental Resistance, Rapid Metabolism,
While studying psionics during the day, Track, Two-Weapon Fighting, Wastelander,
Nanda has researched the avangion Weapon Focus (Gythka), Weapon
transformation at night—but has become Specialization (Gythka).
aggravated at her lack of progress. It seems Ranger Spells Prepared (2; save DC 14 +
that the being Korgunard had obtained the spell level): 1st – endure elements, speak with
spell from some unknown location, a spell animals.
Nanda has failed to duplicate given the Possessions: +3 gythka, +1 chatkcha (dasl),
information she obtained from the Alliance +2 aporter heavy shield (agafari).
of Urik. Coupled with her slow progress in
The Way, she wonders if such a feat can Tabaros’ bodyguard, Nnn’tkk’s official
ever again be duplicated. designation within House Wavir is “Master
Nanda is a small, heavy-set woman in of Hunters”. Before Tabaros became so frail
her late fifties. Since the death of her mother that he needed a personal watchman, this
two years ago Nanda has dropped her title kreen warrior served as the trading house’s
of outcast, and dresses in whatever style is premier scout, earning a reputation as one
currently fashionable. Her hair is gray and of the best scouts in the entire Tablelands.
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He now spends little of his time on the open In the case of Roal he was the commander of
road, instead watching over the failing lord the sorcerer-queen’s enforcers called the
of his house. mansabdars, a corrupt group of soldiers and
Nnn’tkk considers House Wavir to be templars that used to profit from
his own pack, having pledged his loyalty to confiscating the goods and property of
them years before. He unquestioningly innocent as well as guilty citizens who
follows the orders of his superiors and is didn’t have the coin to pay them off. When
beginning to think that his aged patriarch Abalach-Re perished Roal seized control of
may well outlive him. For Nnn’tkk, a life the majority of the mansabdars, turning them
and death in service to a mighty pack such into thugs and mercenaries who terrorized
as House Wavir would be filled with honor, much the same way they did in the past.
allowing him to meet his ancestors in the Being without spells also bothered him, so
Great Circle with head held high. he turned to the study of psionics over the
past two years as a way to supplement his
Roal: Male human Templar 5/Psion power. With the forming of the Merchant
(telepath) 5; CR 9; Medium humanoid Circle, the Nobles and House M’ke have
(human); HD 5d8+10 plus 5d4+10; hp 60; turned to Roal’s force to supplement the loss
Init +0; Spd 20 ft.; AC 17, touch 12, flat- of their own troops following the invasion.
footed 15; Base Atk +5; Grp +7; Atk +9
melee (1d8+4/19-20, longsword); Full Atk Shimmer: Female elf Com 3; CR 2; Medium
+9 melee (1d8+4/19-20, longsword); SA -; humanoid (elf); HD 3d4; hp 9; Init +1; Spd
SQ discipline (telepathy), secular authority; 40 ft.; AC 11, touch 11, flat-footed 10; Base
AL CE; SV Fort +8, Ref +2, Will +8; Str 15, Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20,
Dex 10, Con 14, Int 17, Wis 10, Cha 16. bone dagger); SA -; SQ elf traits; AL CG; SV
Skills and Feats: Appraise +11, Bluff +15, Fort +1, Ref +2, Will +3; Str 8, Dex 12, Con
Concentration +15, Diplomacy +15, Forgery 10, Int 14, Wis 15, Cha 13.
+11, Gather Information +12, Intimidate Skills and Feats: Concentration +3, Craft
+20, Knowledge (Psionics) +13, Knowledge (weaving) +8, Handle Animal +3, Profession
(Religion) +7, Psicraft +13, Spellcraft +7; (weaver) +6, Sense Motive +5; Hidden
Leadership, Mansabdar, Martial Weapon Talent, Inquisitor.
Proficiency (Carrikal), Martial Weapon Psionic Powers Known (power points 2,
Proficiency (Longsword), Persuasive, save DC 11 + power level): 1st - empathy
Psicrystal Affinity, Psicrystal Containment, Possessions: bone dagger, bone sewing
Psionic Weapon, Weapon Focus needles and yarn, 2d8 ceramic bits.
(Longsword).
Psion Powers Known (power points 32, save Shimmer is an aged elven seamstress and
DC 13 + power level): 1st – conceal thoughts, member of Tenpug’s band. In her youth,
demoralize*, detect psionics, force screen*, she was nanny to Jaksot Han and worked
psionic charm*; 2nd – aversion*, psionic for House Shom in Cromlin. She had the
identify, psionic knock, read thoughts; 3rd – singular experience of watching the ex-
hostile empathic transfer*, psionic blast*. gladiator Vorr fall to a nightmare beast
*Power can be augmented. while he still wielded the Scorcher and her
Possessions: +1 metal longsword of power lurid descriptions of the battle lost her the
storing (hostile empathic transfer stored), faith of her employers and her position as a
masterwork breastplate (braxat), psicrystal Shom employee.
(bully) [psionically focused], +2 ring of She later found sanctuary, however,
protection (jade), hypnotic brew (x3), sigil, with Tenpug and his motley assortment of
1d6 gp. former artisans, warriors and escaped
slaves. Since then, she has lived out her
The ex-templar Roal is the epitome of days with Tenpug’s Band, practising her
immorality, corruption, and vice that made trade as weaver and seamstress and earning
servants of Abalach-Re hated beyond belief. the affectionate nickname of “Old Mother”.
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Still possessed of a keen mind and deep +9, Intimidate +7, Listen +9, Move Silently
insights, Shimmer is suspicious of strangers +9, Psicraft +6, Sense Motive +5, Spot +9;
yet warm and nurturing to those to whom Ability Focus (psionic dominate), Alertness,
she takes a liking. Her skin is wrinkled like Great Fortitude, Stealthy.
ancient parchment and her hands have been Psi-Like Abilities: 3/day—attraction (+7
twisted by age until they resemble gnarled bonus, DC 19*), brain lock (all targets, DC
agafari roots. Only her beady black eyes, 17*), ego whip (2d4 Charisma damage, DC
peering from beneath sunken brows hint 19*), empty mind (+5 bonus*), psionic dominate
that the woman’s mind is still sprightly, (DC 21). Manifester level 7th. The save DCs
even though her body is bent and bowed. are Charisma-based.
*Includes augmentation for the belgoi’s
Siln: Male human Com 3; CR 2; Medium manifester level.
humanoid (human); HD 3d4; hp 14; Init -1; Wilder Powers Known (power points 50,
Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base save DC 15 + power level): 1st – control light,
Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, inertial armor*; 2nd – id insinuation*; 3rd –
obsidian dagger); SA -; SQ -; AL LN; SV Fort time hop†.
+1, Ref +0, Will +4; Str 8, Dex 9, Con 10, Int *Power can be augmented.
11, Wis 12, Cha 13. Possessions: bell, bone charms
Skills and Feats: Bluff +4, Listen+6,
Profession (merchant) +3, Sense Motive +3, Tarq’uat is the leader of the Chwor belgoi
Spot +4; Alertness, Iron Will, Toughness. tribe. When Dregoth’s army passed through
Possessions: dagger (obsidian). the area in which the tribe resides, the belgoi
were forced to flee after having lost nearly
Siln is a minor overseer at the Shom trading half their numbers to dray scouts. Since then
lodge in Cromlin. He is an opportunistic the Chwor have been feeding off fleeing
weasel, interested only in lining his own Raamites traveling south.
pockets, and seeks to extort bribes and perks Tar’quat has potent psionic powers
from whomever is unfortunate enough to which have made him the leader among his
cross his path. peers. The belgoi leader wears amulets and
Siln is short, standing a hand’s breadth other trinkets made from humanoid bones.
under five feet in height, and chews on kola He is also tall, contributing to his savage
nuts throughout the day. Not only does this appearance.
habit give his breath a bitter tang that he
cannot efface, but it has stained his lips and Tarinne Wavir: Female human Fighter
teeth a dirty brown color. 4/Rogue 2/Dune Trader 4; CR 10; Medium
humanoid (human); HD 4d10+12 plus
Tarq’uat: Male belgoi Wilder 6; CR 9; 6d6+18; hp 85; Init +3; Spd 20 ft.; AC 18,
Medium monstrous humanoid (Psionic); touch 13, flat-footed 15; Base Atk +8; Grp
HD 5d8+10 plus 6d6+12; hp 69; Init +2; Spd +10; Atk +14 melee (1d6+6/18-20, wrist
30 ft.; AC 12, touch 12, flat-footed 10; Base razor); Full Atk +14/+9 melee (1d6+6/18-20,
Atk +9; Grp +10; Atk +10 melee (1d4+1 plus wrist razor); SA sneak attack +1d6; SQ
1d6 Strength damage, claw); Full Atk +10 agent, contact 2/week, evasion, fast talk,
melee (1d4+1 plus 1d6 Strength damage, 2 integrative bargaining (diplomacy),
claws); SA Bell ringing, psi-like abilities, trapfinding; AL NG; SV Fort +8, Ref +8, Will
Strength damage; SQ Darkvision 60 ft., +8; Str 15, Dex 17, Con 16, Int 15, Wis 16,
elude touch, psychic enervation, surging Cha 18.
euphoria, volatile mind (1 power point), Skills and Feats: Appraise +12, Bluff +12,
wild surge +2; AL LE; SV Fort +7, Ref +8, Diplomacy +22, Gather Information +9,
Will +9; Str 13, Dex 14, Con 14, Int 12, Wis Handle Animal +10, Intimidate +15,
10, Cha 20. Knowledge (Warcraft) +11, Listen +11,
Skills and Feats: Autohypnosis +9, Bluff Profession (Merchant) +16, Ride +10, Sense
+10, Concentration +10, Diplomacy +9, Hide Motive +11, Spot +10; Dodge, Exotic
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Weapon Proficiency (Wrist Razor), Hidden SV Fort +10, Ref +4, Will +2; Str 20, Dex 17,
Talent, Psionic Dodge, Trader, Weapon Con 16, Int 15, Wis 13, Cha 11.
Finesse, Weapon Focus (Wrist Razor), Skills and Feats: Bluff +10, Concentration
Weapon Specializiation (Wrist Razor). +7, Craft (weaponsmithing) +14, Intimidate
Powers Known (power points 2): 1st – know +11, Perform +8, Profession (artisan) +6,
direction and location. Sense Motive +11, Tumble +7; Artisan,
Possessions: +2 wrist razor, breast plate Exotic Weapon Proficiency (heartpick),
(ornately carved dune reaper shell), jade Exotic Weapon Proficiency (wrist razor),
necklace (worth 70 sp), 55 sp. Hidden Talent, Improved Feint, Improved
Unarmed Strike, Weapon Focus
Tarinne Wavir is the granddaughter of (warhammer).
Tabaros Wavir, lord of his house. When Psionic Powers Known (power points 2,
Tabaros’ son Targ died during a raid on a save DC 10 + power level): 1st - defensive
Wavir caravan six years ago, Tarinne precognition.
became the next most likely candidate to Possessions: warhammer (iron), studded
succeed the venerable Wavir patriarch. carru leather armor, ring of freedom of
Unfortunately for Tarinne, however, movement.
Tabaros does not believe that she is ready
for the responsibilities of ruling the mighty Tenpug was a gladiator in the arena of
House Wavir, and he refuses to hand her the Nibenay, until he lost his left arm and
reigns of power to any appreciable degree. almost his life in a battle. When he healed,
As a consequence, Tarinne resorts to he was made an artisan slave and developed
underhand methods of seeing her will a considerable aptitude for the crafting of
carried out, primarily by concealing quality weapons.
information from Tabaros. She enjoys the During an expedition into the Crescent
tacit approval of many Wavir employees in Forest to gather materials, Tenpug’s slave
this behavior, as a great number of folk detail was attacked by warriors from Gulg.
within the house realize that Tabaros’ days With their guards dead, the slaves scattered,
are numbered and the wily young Tarinne unsure of what to do with their new-found
had best be prepared to take his place freedom. An aged dwarf called Old Gralth
sooner rather than later. gave Tenpug the idea that the ex-slaves
Tarinne is in excellent physical shape, could set themselves up as a tribe of
her muscles toned from years spent on the artisans, using the very skills that they had
road battling raiders, pirates and other learned as slaves to forge a new life for
unsavories in the name of her house. She is themselves, far from the cities and their
charming and intelligent to boot; combined undying lords.
with her natural good looks, her aptitudes Tenpug led the band into the east, not
lead many to believe that she stands to place stopping until they were at the very shores
House Wavir at the head of the city of Balic of the Sea of Silt. There they found a temple
when she finally succeeds her grandfather of the ancients and decided to make it their
as house matriarch. home, and there the band has remained ever
since
Tenpug: Male Mul Gla 5/Arena Champion Tenpug presents an intimidating
2; CR 7; Medium humanoid (dwarf); HD appearance to those who do not know him
7d12+21; hp 72; Init +3; Spd 30 ft.; AC 16, well, his scarred and scowling features
touch 13, flat-footed 13; Base Atk +7; Grp belying his gentle heart. In truth, he is a
+12; Atk +13 melee (1d8+5/x3, iron peaceful man who deeply loves the life he
warhammer); Full Atk +13/+8 melee has found far from the cities of the
(1d8+5/x3, iron warhammer) SA -; SQ arena Tablelands. He spends as much of his time
guile +2, armor optimization (studded as he can in silent work, toiling over the
leather), crowd support +1, mercy, mul crafting of fine weaponry and watching over
traits, reputation, uncanny dodge; AL LN; the band that has become his people.
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• Once per day as a standard action, the star Scorcher, 4th Champion of Rajaat. And the
can project a bluish ray of light at a creature third was the Scourge, which was given to
within 60 ft. A target struck by the ray must Borys of Ebe. With the Silencer lost
make a Will save (DC 23) or lose his following Irikos' death, Rajaat relied heavily
remaining prepared spells and/or spell on Myron during his war with the
slots. If the save is successful, the victim still preservers of Athas, and with the help of the
loses half his prepared spells and/or spell Scorcher Rajaat succeeded. Next came the
slots of each spell level (rounded down). Cleansing Wars.
The victim chooses which prepared spells to As the terrible wars against the races of
lose. Athas ensued, Myron of Yorum began to
question the moral implications of Rajaat's
Suggested Means of Destruction intentions. Perhaps the warlord discovered
• Subjected to a weight of 2,000 pounds, Rajaat's goal of returning Athas to a Blue
one pound for every years of its Age, and realized that the Champions
existence. would also be slain. In the end, Myron's
• Sealed in complete darkness for a treachery was discovered by Rajaat and he
thousand years. was slain and replaced by Hamanu-who
became the new 4th Champion of Rajaat and
wielder of the Scorcher.
The Scorcher The Scorcher remained in Hamanu's
possession for years, and was the blade used
by the sorcerer-monarch of Urik to deal the
The Scorcher was created by Rajaat at the death-blow to Dregoth, the Ravager of
same time as the Silencer of Bodach, and Giants. Shortly after killing the 3rd
is a massive long sword. The Scorcher is Champion of Rajaat, Hamanu lost the
constructed of the same unidentifiable
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Scorcher is a more elegant weapon that The Scorcher has even greater potential to
relies on its vast array of unique abilities to those who know how to unlock it. If a
achieve its end. Because of Myron's character focuses on visualizing the
powerful influence the Scorcher is completion of his goal and succeeds at a
considered "neutral" in alignment, causing it Charisma check (DC 15), the Scorcher has
to be driven by whatever its possessor the following statistics:
desires most. If the wielder of the Scorcher is The Scorcher is a +6 speed keen icy burst
intent on killing innocent villagers, the bane longsword. The bane property is
sword lends its power to the gruesome task. morphic; the wielder chooses an individual,
If the wielder wishes the death of a sorcerer- race or organization, for which the weapon
monarch, then the Scorcher wants nothing deals an extra 2d6 points of damage. The
more than to once again drink the blood of bane property can be changed 1/week as a
Rajaat's champions. standard action. The weapon is very light in
The attitude of the Scorcher is not one of its wielder's hand, so that the Weapon
good or evil, but of purpose. The Scorcher is Finesse feat can be used with it. Physical
not a weapon that will ever hang on attacks made with the Scorcher ignore all
someone's trophy wall. If the Scorcher is bonuses to AC originating from spells and
ever without a purpose it is either lost by the psionic powers, as well as psionic and
wielder, or it summons someone within a 30 magical items. The Scorcher bestows
mile radius that would have use of its constant mind blank, blur and protection from
powers in some sort of campaign. This evil and good effects on its wielder. It also
challenger fights the wielder of the sword grants its wielder fire resistance 30.
for its possession, and the Scorcher's powers Additionally, the wielder of the Scorcher can
do not work for the idle possessor. use slay living 1/week, wall of fire 1/day, true
The Scorcher's whereabouts since Vorr's seeing 1/day and cure serious wounds 3/day,
death are unknown. Rumor has it that the each at caster level 25.
blade can be found in the lair of a nightmare
beast that slew Vorr, though this is A side effect of the activated Scorcher is that
speculation by the only witness to the the wielder develops a compulsion towards
incident. completing his goal. The extent is
determined by the DM.
Abilities
When picked up, the Scorcher has the Suggested Means of Destruction
following statistics: • Strike the weapon against the Silencer of
The Scorcher is a +3 keen icy burst bane Bodach, shattering both blades.
longsword. The bane property is morphic; the • The blade is consumed by a water drake.
wielder chooses an individual, race or
organization, for which the weapon deals an
extra 2d6 points of damage. The bane
The Pearl of the Sunrise Sea
property can be changed 1/week as a
standard action. The weapon is very light in
its wielder's hand, so that the Weapon This artifact appears as a half inch diameter
Finesse feat can be used with it. The ivory pearl that is perfectly circular. Its
Scorcher bestows constant blur and surface is absolutely smooth, and it is cool to
protection from evil and good effects on its the touch even during the warmest of
wielder. It also grants its wielder fire Athasian days.
resistance 15. Additionally, the wielder of
the scorcher can use slay living 1/week, wall History
of fire 1/day, true seeing 1/day and cure The Pearl of the Sunrise Sea is from a time
serious wounds 3/day, each at caster level 20. when oceans covered the face of Athas and
the world was ruled by halfling. Taken from
the depths of the ocean now called the Silt
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Campaign Uses
The Pearl of the Sunrise Sea is a potent artifact
to be sure, but not one that would have to be
restricted to NPCs. Should a player
character be willing to live with the
limitations imposed by the artifact, it can
become a powerful weapon. It’s important
to remember that evil as well as good can
possess the Pearl of the Sunrise Sea. Should a
character become renown through use of
this artifact, others may desire its power and
seek to kill him for it.
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This gaunt humanoid has wrinkled, pale blue skin, and teeth, eyes, and claws of blackest ebony. Embedded
in the center of its chest is a gleaming gem—and the creature snarls in jealous rage at your gazing on the
bauble.
Combat
In battle, the badna zombie is blindingly fast, striking with surprising speed and accuracy. The
influence of the artifact allows it to exercise skill, tactics and stratagems in battle, but these are
always dominated by its obsessive need to protect (or retrieve) the Star of Badna. As a result, the
creature often behaves foolishly or in predictable ways. Still, the badna zombie is aware of its
abilities and uses them to its advantage in combat. It can seem an almost unstoppable foe, and it
relishes the terror it instills in the service of its curse.
Disease (Ex): Supernatural disease—claw, Fortitude save DC 19 incubation period 1 round;
damage 1 point of ability damage to a random ability. The save DC is Charisma-based.
Unlike normal diseases, a badna zombie’s disease damages a creature’s ability scores each
round until cured. For this reason, the disease can never be cured naturally, but a remove disease
spell works as normal.
Starchild (Su): A badna zombie can use one power of the Star of Badna as a free action each
round.
Badna Babble (Ex): Even if the legends of Badna are but constructions of Abalach-Re’s,
Grogh-En uses the teachings to their full advantage. He gains a +4 bonus to Bluff and Intimidate
checks.
Immunities (Ex): When in possession of the Star of Badna, a badna zombie is immune to holy
water and attempts to turn undead.
Immune to Surprise (Ex): The servants of Badna’s paranoia eventually results in that they are
never caught off-guard. From 8th level, a servant of Badna can always act in the surprise round.
However, the servant of Badna loses sanity, reflected in a permanent 2 point Wisdom loss, which
cannot be restored, not even by a miracle or wish spell.
Riot Control (Sp): Servants of Badna are used to dealing with riots. When the servant of
Badna casts spells with the (Compulsion) descriptor requiring a Will save, such as calm emotions,
the save DC increases by 2.
Slippery Mind (Ex): This ability functions exactly like the rogue special ability of the same
name in the Player’s Handbook.
Skitterish (Ex): Servants of Badna are paranoid, expecting ambushes and assaults in any
situation. They gain a +2 bonus to initiative. This bonus stacks with the Improved Initiative feat.
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Spell Resistance (Ex): When in possession of the Star of Badna, the badna zombie gains spell
resistance 31 against spells cast by defilers and spell resistance 19 against other spells and effects.
Starfollower (Su): The badna zombie always knows the location of the Star of Badna if
separated from it, being able to track it anywhere on Athas.
Subterfuge (Sp): Raam is a chaotic city where not even templars feel safe in the streets, thus
they have learnt the art of subterfuge. Servants of Badna can alter their appearances as per the
disguise self spell once per day, granting a +10 bonus to Disguise checks. The duration of this
ability is 10 minutes/class level.
Vulnerability to Pin (Ex): An opponent can tear the Star of Badna from a badna zombie’s
chest by pinning the zombie when it has fewer than 10 hit points. The badna zombie loses the
special attacks and special qualities listed above (except for starfollower). If the opponent
possesses the artifact for more than one day, it becomes a badna zombie.
Possessions: Masterwork bone short sword, +1 studded leather armor of seeing (Jhakar &
Hardwood), Star of Badna.
Size Damage
Fine 1d3
Diminutive 1d4
Tiny 1d6
Small 1d8
Medium 2d6
Large 3d6
Huge 4d6
Gargantuan 6d6
Colossal 8d6
Special Attacks: A badna zombie retains all the base creature’s special attacks and gains
those described below. Save DCs are equal to 10 + 1/2 badna zombie’s HD + badna zombie’s Cha
modifier unless otherwise noted.
Disease (Su): Supernatural disease—claw, Fortitude save, incubation period 1 round; damage
1 point of ability damage to a random ability.
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Unlike normal diseases, a badna zombie’s disease damages a creature’s ability scores each
round until cured. For this reason, the disease can never be cured naturally, but a remove disease
spell works as normal.
Starchild (Su): A badna zombie can use one power of the Star of Badna as a free action each
round.
Special Qualities: A badna zombie retains all the base creature’s special qualities and gains
those described below.
Damage Reduction (Ex): A badna zombie has damage reduction 10/magic. A badna zombie’s
natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A badna zombie has fast healing 3.
Immunities (Ex): When in possession of the Star of Badna, a badna zombie is immune to holy
water and attempts to turn undead.
Spell Resistance (Ex): When in possession of the Star of Badna, the badna zombie gains spell
resistance 31 against spells cast by defilers and spell resistance 19 against other spells and effects.
Starfollower (Su): The badna zombie always knows the location of the Star of Badna if
separated from it, being able to track it anywhere on Athas.
Vulnerability to Pin (Ex): An opponent can tear the Star of Badna from a badna zombie’s chest
by pinning the zombie when it has fewer than 10 hit points. The badna zombie loses the special
attacks and special qualities listed above (except for starfollower), and its Challenge Rating
decreases by 2. If the opponent possesses the artifact for more than one day, it becomes a badna
zombie.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Wis –4. As an undead
creature, a badna zombie has no Constitution score.
Skills: A badna zombie receives a +8 racial bonus on Search, Spot and Survival checks when
hunting the Star of Badna, due to its obsession with the location of its prized artifact. Otherwise
same as the base creature.
Environment: Raam (or wherever the Star of Badna is currently located).
Organization: Solitary.
Challenge Rating: Same as base creature +2 (+0 without the Star of Badna).
Treasure: As base creature, plus the Star of Badna.
Alignment: Always neutral evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +5.
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Abilities: Str 25, Dex 16, Con 22, Int 3, Wis 11, Cha 10
Skills: Hide +8*, Spot +7, Survival +5
Feats: Ability Focus (acid), Diehard, Endurance, Improved Sunder, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually chaotic evil
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)
Level Adjustment: -
It rears up from behind the dune, a heavily scaled, gray hexaped with slavering jaws and an unthinking
rage in its blazing bestial eyes. Its twin foreclaws bristle with talons the size of daggers and its four rear
limbs sport heavy pads that thump solidly into the sand as it comes lumbering down the slope.
A so-ut, also referred to as an athasian rampager, is a fierce carnivore known for its
unreasoning hatred of all manufactured items, especially those crafted from metal. It is surmised
that the smell of such objects enrages so-uts. Lone creatures, they sleep during the day and
emerge at dusk to hunt for prey.
A so-ut is covered in extremely thick scales, the coloration and texture of which assist it in
camouflaging itself during daylight hours. It has eyes that glow a feral red and a vestigial horn
on its nose. Although it has very poor hearing, a so-ut possesses an acute sense of smell. A so-ut
is fifteen feet long and weighs four tons.
Combat
Although so-uts are meat-eaters, they usually attack intelligent creatures in order to destroy the
manufactured items that these creatures are carrying. A so-ut always attacks the largest
manufactured object present, even if this object is something like a caravan or a building. It
attempts to destroy items made from metal in preference to all else. Only when all such items
have been destroyed will it turn its attention to living beings. Should it lose more than half its hit
points in the process of destroying manufactured items, it will, however, take the time to attack
and kill whomever is damaging it, before continuing with its destructive rampage.
A so-ut always opens an attack with a charge, often striking fear into the hearts of its targets in
the process. A so-ut attacks primarily with its claws, which secrete a corrosive acid that aids the
creature in decimating the objects of its ire. It also possesses a crushing bite that can punch clear
through the toughest armors.
Acid (Ex): A so-ut’s acid not only deals extra damage on successful claw attacks, it also
dissolves an opponent's armor and clothing, making those items useless immediately unless they
succeed at Reflex saves (DC 25). The save DC is Constitution-based
Armor Damage (Ex): If a so-ut hits with its bite attack, it tears at any armor worn by its foe,
dealing 4d8+6 points of damage to the opponent’s armor. Creatures not wearing armor are
unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor
may be repaired with a successful Craft (armorsmithing) check.
Fear Aura (Ex): When a so-ut charges, all creatures with less than 9 HD that are within 100 feet
of the so-ut when it begins the charge must make a Will save (DC 17) or become frightened for
2d8 rounds. Thri-kreen possess an ingrained racial immunity to this fear aura and are never
affected. The save DC is Charisma-based.
Metalsense (Ex): A so-ut’s sense of smell is especially sensitive to the presence of metal. A so-
ut can detect the presence of any item made from metal within a 60-foot radius.
Skills: *A so-ut receives a +4 racial bonus to all Hide checks, due to its dun-colored scales.
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Map 2: Cromlin
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