the Castle Rezjomon
During the War of the Undead, Demik Coruth created an amy of undead minions. Demik's most powerful undead servants were once powerful beings during the Storm Wars -- including Arkanis Rezjomon. Rezjomon was an enchanter of considerable power, creating a myriad of different items for use by the Karatikan Alliance, against the hordes of Nathel. Demik Coruth raised Rezjomon from beyond the grave, yanking his soul from its Relic, and infusing it into his corpse with negative energies from beyond the planes.
Rezjomon created a number of powerful artifacts for Demik Coruth, but with Demik's defeat, the undead enchanter returned once again to his Relic. Unfortunately, a number of Rezjomon's artifacts and items remain -- and one of those is the Castle Rezjomon. His ancestral castle was still within his family's control, but the undead enchanter had all of his descendants slain, and their spirits added to his personal arsenal. Rezjomon also found a way to bind the souls of the damned -- those spirits that no god would accept into a Relic -- to his ancestral castle. The castle was capable of flight, and harbored a number of hellish golems and creatures. When Demik was defeated, and Arkanis Rezjomon released from his service to the necromancer, the castle plunged into a lake, out of control.
Five years later, a river pirate by the name of Jean Colierre heard the legends of a castle falling into a nearby lake. After doing considerable research, and even finding and harboring a wizard of his own, Colierre discovered the secret to controlling the castle, and its golems. Colierre's wizard, Ahmed ser Shuzel of Al Fahim, was able to scry for and locate the circlet that let whomever wears it control the flight of each component of the castle, and the golems therein. The price for wearing the circlet, should anyone fail a Willpower Save vs DC 16, is to become an idiot savant.
Shuzel placed the circlet upon a captured soldier named Avadus. Avadus has but the tiniest spark of memory left to him, but his mind is mostly gone -- destroyed by the circlet, and the cries of the damned. Reduced to the mentality of a drooling child, the former soldier has become soft and grotesquely huge. Shuzel controls the idiot savant that controls the castle quite easily, with illusions and luxurious treats. Should Shuzel die, several spells are in place to kill Avadus -- and thus plunge the castle and all its components into the earth from a great height. Shuzel will not engage in battle directly, and maintains several illusions, including one of an enthroned Avadus at the heart of the castle.
Working with Shuzel, Colierre and his pirate bands have been carefully raiding small, independant barons and dukes throughout the uncivilized southern lands of Galanath. Amassing considerable wealth, Colierre and his allies even managed to pillage a small monastery in the Egis Hills. The monastery had been guarding a small cache of magical weapons disinterred during the War of the Undead. Armed and armored with magic, Colierre's pirates have become consideraby powerful. Ahmed ser Shuzel has also become a powerful wizard, poring through the spellbooks purloined from the Monastery of the Four Faiths.
The Castle Rezjomon is composed of six parts -- three towers, a gate, a main castle, and a smaller castle. Each part is capable of independant flight and mobility; Fly 150ft (poor). The buildings are all made of a deep black basalt (stone) with damage reduction 30/+2. The three towers each have 400hp, the main castle has 900hp, and the smaller castle has 600hp; the gate is detailed below in the section on Golems.
Underneath each part of the castle is a 'ghost zone', in which the shrieks of the dead and the powers that keep the castle held aloft can drive a man to insanity. Anyone caught in a ghost zone must make a Willpower Save vs DC 14 or go insane. The affected individuals have a permanent link to the castle, hearing the roar of the undead within their own skull, until they are cured of their insanity by the 6th-level heal spell, or similar magics.
Ahmed ser Shuzel: male human Wiz11; CR 11; Size M (5 ft., 9 in. tall); HD 11d4+33; hp 61; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6 melee, or +8 ranged; SV Fort +6, Ref +6, Will +9; AL LE; Str 13, Dex 17, Con 16, Int 19, Wis 14, Cha 15. Languages Spoken: Kallan, Elven, Common, Giant. Skills and feats: Appraise +11, Climb +4.5, Craft +17, Gather information +4.5, Hide +3, Knowledge (arcana) +16, Knowledge (religion) +16, Listen +2, Move silently +6, Scry +16, Spellcraft +17, Spot +2; Craft rod, Craft wondrous item, Empower spell, Enlarge spell, Martial weapon proficiency (shortbow, composite), [Scribe scroll], Spell penetration, Still spell. Wizard Spells Known (4/5/5/5/4/2/1): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Feather Fall, Identify, Magic Missile, Shield, Shocking Grasp, Sleep, Spider Climb, Summon Monster I. 2nd -- Blur, Continual Flame, Invisibility, Knock, Melf's Acid Arrow, Mirror Image, See Invisibility, Web. 3rd -- Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Hold Person, Lightning Bolt, Slow, Summon Monster III, Tongues. 4th -- Fire Shield, Improved Invisibility, Leomund's Secure Shelter, Polymorph Other. 5th -- Dream, Hold Monster, Teleport, Wall of Force. 6th -- Eyebite, True Seeing. Possessions: bracers of armor (+4) (16,000 gp), ring of feather falling (2,200 gp), glove of storing (2,200 gp), wand of silence (l2, cl3) (41 charges) (3,690 gp).
Colierre's Pirates (24): male humans Ftr8; CR 8; Size M (5 ft., 6 in. tall); HD 8d10+24; hp 68; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +11/+6 melee, or +9/+4 ranged; SV Fort +9, Ref +3, Will +3; AL LE; Str 16, Dex 12, Con 17, Int 12, Wis 13, Cha 9. Languages Spoken: Common, Kallan. Skills and feats: Climb +12, Hide +1, Intimidate -0.5, Jump +10, Knowledge (religion) +3, Listen +1, Move silently +1, Ride +14, Search +1.5, Spot +1, Swim +14; Endurance, Exotic weapon proficiency (axe, orc double), Exotic weapon proficiency (crossbow, repeating), Far shot, Improved critical (sword, short), Point blank shot, Quick draw, Skill focus (ride), Weapon focus (longsword).
The golems are of some deep black basalt, and were all carved to look like gaunt men with hooded cloaks. Beneath the hoods lie sinister and grotesque visages. The gate-keeper, of course, does not display this appearance. However, two small towers to either side of the massive double-portculis have large arrow-slit windows high up on them, and these serve as the golem's statuesque eyes. It's mouth is the gate, and its dreadful teeth are the iron bars of the portculis itself. Slightly mobile, the gate-keeper can distend its 'jaw' far enough to take in creatures well beyond the lip of its foundation.
The Gate-Keeper: golem, gargantuan stone construct; CR 17; HD 25d10 (160hp); Init -1 (Dex); Spd Fly 150ft (poor); AC 13 (-4 size, -1 Dex, +18 natural); Atk 1 bite +31 melee (portcullis, 4d10+23, crit20x3); F/R 40ft by 30ft/10ft; SA Slow; SQ Construct, magic immunity, ghost zone, damage reduction 30/+2; SV Fort +4, Ref +3, Will +4; Str 37, Dex 9, Con -, Int 3, Wis 11, Cha 1; AL N. Ghost Zone (Ex): Directly beneath the gate-keeper, and extending downwards for ten feet, is a zone of undead spirits bound to providing power for the golem's flight. A second ghost zone surrounds the golem itself, extending to five feet in all directions. Anyone caught within the ghost zones must make a Willpower Save vs DC 14 or go permanently insane.
Giant Golems (2): golem, huge stone construct; CR 13; HD 19d10 (123hp); Init -1 (Dex); Spd 30ft (can't run); AC 25 (-2 size, -1 Dex, +18 natural); Atks 2 slams +22 melee (slam, 2d10+12); F/R 5ft by 5ft/10ft; SA Slow; SQ Construct, magic immunity, damage reduction 30/+2, ghost zone; SV Fort +4, Ref +3, Will +4; Str 31, Dex 9, Con -, Int 2, Wis 11, Cha 1; AL N. Ghost Zone (Ex): Directly beneath the gate-keeper, and extending downwards for ten feet, is a zone of undead spirits bound to providing power for the golem's flight. A second ghost zone surrounds the golem itself, extending to five feet in all directions. Anyone caught within the ghost zones must make a Willpower Save vs DC 14 or go insane for 4d4 rounds.
Large Golems (11): golem, large stone construct; CR 11; HD 14d10 (77hp); Init -1 (Dex); Spd 20ft (can't run); AC 26 (-1 size, -1 Dex, +18 natural); Atks 2 slams +18 melee (slam, 2d10+9); F/R 5ft by 5ft/10ft; SA Slow; SQ Construct, magic immunity, ghost zone, damage reduction 30/+2; SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con -, Int 2, Wis 11, Cha 1; AL N. Ghost Zone (Ex): Directly beneath the gate-keeper, and extending downwards for ten feet, is a zone of undead spirits bound to providing power for the golem's flight. A second ghost zone surrounds the golem itself, extending to five feet in all directions. Anyone caught within the ghost zones must make a Willpower Save vs DC 14 or go insane for 2d4 rounds.
Medium Golems (68): golem, medium stone construct; CR 8; HD 9d10 (50hp); Init -1 (Dex); Spd 20ft (can't run); AC 27 (-1 Dex, +18 natural); Atks 2 slams +14 melee (slam, 2d10+6); F/R 5ft by 5ft/10ft; SA Slow; SQ Construct, magic immunity, damage reduction 30/+2; SV Fort +4, Ref +3, Will +4; Str 21, Dex 9, Con -, Int 2, Wis 11, Cha 1; AL N.