The Ruins of Terrace

General
The events of this module are meant to tie in with the Search for Al Mudim, Part 7 -- but the events are unique to the player characters, and are thus not considered a part of the quest per se. The general timeframe for this is Trical or Sad of 1328 Avard.

Thayer's Rock
Seamus means to put in at Gideon Enterprises' Headquarters, and hire on 4-6 additional crewmen for the Black Holly II. Getting past the huge desert elven guard will require flashing the Firestorm signet ring. Rial isn't in, but his secretary, Tir Moraneth, can reference Seamus to either Galth Wirebeard, a one-handed dwarf and the armorer for GE, or to Richard Fols, a slate crew-boss. Either one can reference the few good sailors available at Thayer's Rock -- but for more than those two, the party would have to go to Teras itself.

Quillenthalia Tormir (Linguist): female half-elf; Rog1; CR 1; Size M (5 ft., 0 in. tall); HD 1d6; hp 6; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +0 melee (dagger, 1d4, crit19-20x2), or +3 ranged (whistling daggers, 1d4, crit19-20x2); SV Fort +0, Ref +5, Will +1; AL CG; Str 11, Dex 16, Con 10, Int 16, Wis 12, Cha 10. Languages Spoken: Common, Elven, Dwarven, Sholin, Ogran. Skills and feats: Balance +7, Climb +5, Diplomacy +5, Escape Artist +7, Forgery +7, Gather Information +4, Heal +3, Hide +3, Jump +4, Listen +3, Move Silently +4, Profession (sailor) +5, Search +8, Spot +4, Tumble +7; Dodge.

Thalst Wirebeard (Engineer): male dwarf (hill) Exp2; CR 1; Size M (4 ft., 3 in. tall); HD 2d6+6; hp 15; Init +2 (+2 Dex); Spd 20 ft.; AC 12 (+2 Dex); Attack +3 melee, or +3 ranged; SV Fort +3, Ref +2, Will +5; AL CG; Str 15, Dex 14, Con 17, Int 14, Wis 14, Cha 7. Languages Spoken: Common, Dwarven, Giant, Gnome. Skills and feats: Alchemy +7, Appraise +4, Craft +4, Decipher script +4, Forgery +7, Gather information +0, Hide +2, Knowledge +4, Listen +6, Move silently +2, Open lock +4, Perform +0, Profession +3, Scry +4, Spellcraft +2.5, Spot +4, Tumble +4; Alertness.

The following people are available for hire in Teras:

Gheledon Daneir (Man-at-Arms): male Amaran human; Ftr1; CR 1; Size M (6 ft., 2 in. tall); HD 1d10+2; hp 15; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee (scimitar, 1d6+2, crit18-20x2), or +2 ranged (composite shortbow, 1d6+2, crit20x3, RI70ft); SV Fort +4, Ref +1, Will +1; AL LN; Str 14, Dex 13, Con 14, Int 12, Wis 12, Cha 14. Languages Spoken: Common, Gnoll. Skills and feats: Handle Animal +6, Hide +2, Listen +1, Move Silently +1, Profession (sailor) +4, Sense motive +2, Spot +2, Swim +4; Improved Initiative, Toughness, Weapon Focus (scimitar).

Visik: male blood tomanth; Ftr 1; CR 2; Size M (4'5" tall, 5'10" long); HD 1d10+4; hp 14; Init +2 (Dex); Spd 10ft, swim 50ft, aboreal 20ft; AC 20 (+4 natural armor, +2 Dex, +5 chainmail); Atk +2 melee (bite, 1d6+disease, crit20x2) and +2/+2 melee (claws, 1d4+1, crit20x2); SV Fort +4, Ref +2, Will +0; Str 13, Dex 14, Con 15, Int 7, Wis 10, Cha 8. Languages Spoken: Tomanth, Common. Skills and Feats: Climb +0, Listen +2, Spot +6, Speak Language +2, Swim +0, Alertness, Toughness.

Laucivil: male hig elf; Wiz1; CR 1; Size M (5 ft., 4 in. tall); HD 1d4; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +0 melee, or +1 ranged; SV Fort +0, Ref +1, Will +1; AL LG; Str 11, Dex 13, Con 11, Int 12, Wis 9, Cha 12. Languages Spoken: Common, Draconic, Elven. Skills and feats: Craft (garmets) +5, Hide +1, Knowledge +3, Listen +1, Move silently +1, Profession (sailing) +3, Search +3, Spellcraft +3, Spot +1; Heighten spell, [Scribe scroll]. Wizard Spells Known (3/2): 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, Magic Missile, Nystul's Magic Aura, Silent Image.

Lucian's Past
Duke Herod Notimeh, aware of the ever-tightening noose in Mount Basilisk, has discovered that the newest member of Firestorm is on a secret mission -- and the Black Holly II is no longer moored at Thayer's Rock. A brief description of the members of the party reached Herod and his men, and the crafty duke set about utilizing his resources to find out just who they were. Undetectable because of the Black Holly II, the party members were identified as one of Herod's minions made the rounds with a careful sketch of the whole group, as seen from Teras. Only Lucian, Seamus, and Cleo could be identified from the sketch -- and Herod has contrived to stop the party without revealing himself.

An old friend of Lucian's family, Beral Mnairro, has been hired by Herod. Beral was hired because he's an elder, sylvan elf with a great deal of cynicism since the destruction of Terrace in the War of the Undead. Beral's powers as a mage not-withstanding, he has no scruples about survival -- he lost his wife, his children, and everyone he cared about to Demik Coruth's undead minions. Worse, Herod gave Beral necromantic scrolls, and 'encouraged' him to explore his darker side. Beral has raised Lucian's father from the grave, and now, with his undead guardian in tow, the two haunt Terrace and other places within the forests of Rakore. Now, they search for the party to wreak havoc with them -- and for a corrupted Beral to watch in madness as the father destroys the son. Beral, for all his horror, feels that his own children should be alive instead of Lucian.

The Trap
Terrace, Rakore -- a sylvanesti city abandoned during the War of the UndeadBeral's plan of attack will be to lure Lucian to his old home -- the burned out husks of Terrace within the dying trees. The way there, the Verallis River, has been blocked with massive pin oaks crossed across the narrow river where it is no more than seven feet deep (tree fall region on the map at right). In the hulk of the city that lies thirty feet over the forest floor, Beral'll put to use Theara, his familiar, and his menagerie of spells. The final trap -- located within the very husk that housed Lucian's family, will be Verdrun -- Lucian's father. Gaps abound in the burned out walkways -- gaps that will require leaps of nearly twenty feet to cross. Ghost sounds and mage hand will contribute to the feeling of being haunted, while Beral remains hidden (min Spot check vs DC 12, max DC 32 -- if he's not invisible), silent, and out of sight. Once Lucian is engaged by his father, then will Beral attack in force. Alarm spells cast at random, ahead of the party, can also cause confusion. Beral's rope of climbing and his tabard of spider climbing make him a formidable opponent to follow -- as do his whistling daggers. Lucian's magic missiles are useless against Beral's brooch of shielding -- but Beral has no such problem firing twin missiles of yellow stars at Lucian. Xzax's arrows should prove usless against the gloves of arrow snaring.

Beral's familiar has been busy, crafting nasty traps. Some cause a man -- or even the whole party -- to fall nearly thirty feet to the soft loam below (weight trigger, Reflex save DC 20, Search DC 24, Disable Device DC 18). There are a number of these traps scattered throughout the ruins of Terrace, as well as several others. Theara has also constructed webbing traps that can catch a man and swing him far from the narrow bridges that make up much of Terrace (touch trigger, Reflex save DC 19, Search DC 20, Disable Device DC 21 -- webbing, swings 30ft out, Escape DC 25, Break DC 24, hp 4). As well, the spidery familiar has used its own poison on of the traps with splinters of wood or other odds and ends found in the ruins (string trigger, Atk +8 melee, 1 + small monsterous spider poison, Search DC 20, Disable Device DC 18). The ruins themselves form a natural trap, as their burned out husks could collapse at any moment (weight trigger, Atk +20 melee, 1d6 damage from wooden debris, Search DC 14.

If Beral can capture or knock out all of the party, then he'll have them webbed to the wall (Escape DC 20, Break DC 26, hp 4) to watch as Lucian faces his own father. Theara will attempt to eat Alora, if at all possible.

Beral Mnairro: male elf (high) Wiz4: CR 4; Size M (4 ft., 9 in. tall); HD 4d4; hp 11; Init +3 (+3 Dex); Spd 60 ft.; AC 16 (+3 Dex, +3 silk armor); Attack +2 melee (quarterstaff, 1d6), or +5 ranged (whistling daggers, 1d4, crit19-20x2); SV Fort +1, Ref +4, Will +6; AL CE; Str 10, Dex 16, Con 10, Int 15, Wis 14, Cha 11. Languages Spoken: Common, Elven, Druidic, Sylvan. Skills and feats: Alchemy +7, Concentration +4, Hide +12, Intuit direction +4, Knowledge +7, Knowledge (arcana) +7, Listen +4, Jump +9, Move silently +2, Search +4, Spot +4, Tumble +5; Craft Wonderous Item, [Scribe scroll], Spell Mastery (Web, Magic Missile). Possessions: 5 scrolls of true strike, 2 scrolls of knock, silk armor (Dragon magazine, issue #298) [5% chance of spell failure], boots of striding and springing, brooch of shielding, cloak of elven kind, gloves of arrow snaring, hand of the mage, rope of climbing, tabard of spider climbing, key to the dimensional manacle. Wizard Spells Known (4/4/3): 0th-level (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-level (Alarm, Animate Rope, Expeditious Retreat, Jump, Mage Armor, Magic Missile, Shield, Sleep, Spider Climb, True Strike, Ventriloquism). 2nd-level (Blur, Knock, Invisibility, Melf's Acid Arrow, Mirror Image, Web).

Theara: monsterous spider, small; diminutive magical beast; CR 1/2; Small Vermin (3ft wide, the size of a man's head); HD 1d8; hp 5; Init +3 (Dex); Spd 30 ft, climb 20ft (40 ft, climb 20ft); AC 14 (+1 size, +3 Dex); Atk Bite +4 melee (1d4-2 and poison); SA poison, web; SQ familiar abilities; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int 7, Wis 10, Cha 2. Skills and Feats: Climb +10, Craft (traps) +6, Hide +14, Jump +6, Spot +8, Weapon Finesse (bite), Alertness (when w/in arm's length of Beral), Improved Evasion, Shared Spells, Empathic Link, Touch. Poison (Ex): DC 11, Initial and Secondary Damage 1d3 Str. Web (Ex): Escape DC 18, Break DC 24, hp 4. DC 20 to notice the web; attempts to break free gain a +5 bonus if there is purchase. Theara normally has true strike cast through it as a touch spell.

Verdrun Nailo: male sylvan elf -- undead; Ftr4; CR 4; Size M (5 ft., 0 in. tall); HD 4d10+4; hp 28; Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 Elven Chain) or 25 (w/ Dodge, Expertise/4, +2 rapier of defending); Attack +9 or +3 melee (+2 rapier of defending, 1d8+3, crit19-20), or +6 ranged; SV Fort +5, Ref +3, Will +1; AL N; Str 16, Dex 14, Con -, Int 13, Wis 11, Cha 10. Languages Spoken: Common, Elven, Draconic. Skills and feats: Climb +7, Hide +6, Jump +10, Listen +3, Move silently +2, Ride +8, Search +2, Spot +4; Alertness, Combat reflexes, Dodge, Expertise, Improved disarm. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Possessions: elven chain, +2 rapier of defending.

The Workshop
Stabled well out of sight, and somewhat near the ruins, is Vekarayel -- Beral's horse. A tributary of the Galanus River, known as the Verallis, arcs around Terrace such that there is only one approach to the elven city by land. Vekarayel's horseshoes of zephyr would allow him to flee across the Verallis River on horse-back -- especially since he's already trained the horse to have confidence running on water. The horse is stabled in the crude building that Beral constructed and camouflaged for his own purposes. The well-hidden building (Spot DC 21) also contains all the remnants of Beral's item-makings, his spellbook, and several odds-and-ends that he accumulated from the ruins of Terrace -- including the bone remnants of an elven captor chained by the ankle to one wall. The door of the building has a stone of alarm attached to it.

Vikarayel: horse, light; large animal; HD 3d8+6; hp 19; Init +1 (Dex); Spd 60ft, AC 13 (-1 size, +1 Dex, +3 natural), Atk +2 melee (2 hooves, 1d4+1), F/R 5x10/5ft; SQ Scent; SV Fort +5, Ref +4, Will +2; Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6. Skills: Listen +6, Spot +6. Possessions: horseshoes of the zephyr.

Beral's Workshop: australian opal (white) (1,107 gp), citrine (yellow to brown) (32.6 gp), eye agate (14.3 gp), howlite (gray to white, absorbs liquid VERY easily - this makes it easily dyed a different color) (40.2 gp), orange spinel (648.1 gp), pink fluorite (crystals are like intertwined blocks) (9.1 gp), priday plume agate ('thundereggs') (82.8 gp), rogue stone (1,878.2 gp), sard (yellow chalcedony) (27 gp), white topaz (297.3 gp), and a large, perfectly spherical, red ruby perhaps an inch in diameter that glows powerfully white and purple to detect magic -- the Eye of Zull.

Nature's Challenge
N'Kara is a druidess of some power. Xzax is a ranger unlike any other.

Though all the woods seem broken and haunted, there is an ancient druid's grove just across the river. It alone is alive. Green. And there is more.

Bound by Verdrun's undead hands is Tilly -- a nymph. Tilly was found by Beral's insane mind, and the one time he tried to approach her, she nearly killed him. Lucian distracted Beral from his 'breaking' of the nymph, but the mad elf had intended to use her body -- skin, hair, even her eyes -- as 'masterwork' items in some scheme of his. Tilly is scared out of her mind -- and will seek to blind or kill anyone who attempts to go near her. But if someone can get her to make sense, she'll be happy to be free of her bonds -- a steel manacle of insanely intricate design (DC 40) that also acts a dimensional anchor spell. The manacle is obviously elven in design, and a final oddity left over from Terrace's destruction. (Caster Level: 9th. Prerequisites: Craft Wonderous Item, dimensional anchor. Market Value: 16,600gp) The key that Beral had on him fits the dimensional manacle.

Tilly the Nymph: medium-size fey; HD 3d6; 10 hp; Init +1 (Dex); Spd 30ft, swim 20ft; AC 11 (+1 Dex); Atk +1 melee (dagger, 1d4, crit19-20x2); F/R 5x5/5ft; SA Blinding Beauty, Unearthly Beauty; SQ Spell-like Abilities; SV Fort +1, Ref +4, Will +8, Str 10, Dex 13, Con 10, Int 16, Wis 17, Cha 19. Skills and Feats: Animal Empathy +10, Knowledge (Nature) +7, Escape Artist +7, Heal +9, Hide +7, Listen +11, Move Silently +7, Sense Motive +9, Spot +11, Ability Focus (unearthly beauty), Alertness, Dodge, Iron Will. Bliding Beauty (Su): This ability operates continuously, affecting all humanoids within 60ft of the nymph. Those who look directly at the nymph must succeed at a Fortitude save (DC 15) or be blinded permanently as though by the blindness spell. The nymph can suppress or resume this ability as a free action. Unearthly Beauty (Su): The nymph can evoke this ability once every 10 minutes. Those within 30ft of the nymph who look directly at it must succeed at a Will save (DC 17) or die. Spell-Like Abilities: Nymphs can use dimension door once per day as cast by a 7th-level sorcerer. They can also replicated druid spells as 7th-level casters (save DC 13 + spell level).

Should Tilly be freed, then she will turn over to the party Letheleyahema, who once belonged to Terrace's druid, an elf by the name of Taerel Nailo -- Lucian's grandfather.

Letheleyahema: scimitar +3 (43,330 gp); Int 16 (3), Wis 8 (-1), Cha 17 (3), Ego 12; Communication -- speech (Common, Terran, Druidic, Elven); AL NG; grants bearer free use of Improved Initiative and Expertise, mage armor on wielder (1 per day); sheds a deep green light in a 20-foot radius (as a torch).



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