Wonders of NaeraCull: The Ash Spirits of Mt Mahangua

Ash Spirits

At the head of the trail to Mahangua’s Shrine is a small lizardfolk settlement, Xacana, nestled in the forest against the base of the mountain. There are roughly 100 lizardfolk living here, mostly hunters and a few merchants that profit from pilgrims visiting the shrine. A few guards are present, but these reptiles are friendly and warmly greet travelers of all races.

XACANA
N village
Corruption -1; Crime -1; Economy +0; Law +1; Lore +1; Society -5
Qualities tourist attraction, tribal
Danger +0
DEMOGRAPHICS
Government Autocracy
Population 100 (100 lizardfolk)
NOTEABLE NPCs
     Lescius (N Male lizardfolk commoner 2)
     Chief Xacana (N Female lizardfolk shaman 2
MARKETPLACE
Base Value 600 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
Minor Items 2d4; Medium Items 1d4; Major Items None

Near the trailhead a lizardman merchant, Lescius, (+3 Appraise, +3 Bluff, +4 Sense Motive) hawks his wares. The trader sells various volcanic rocks and fetishes (each for a few silver pieces), as well as full skins of watery wine for 15 sp. Lescius also has a map of the Mahanguan Pilgrimage Trail. Notes are scribbled on it, pointing out vistas, vegetation, interesting natural formations—and even a few warnings—all for the low price of 2 sp.

If engaged, the reptilian merchant mentions that he is from a nearby tribe, and a small group of visiting lizardmen started their pilgrimage just a few hours ago. A successful DC 15 Diplomacy check, along with the purchase of the map, gets the trader to inscribe a short prayer on the map’s edge with the suggestion that the party should recite it at the shrine for good luck; the incantation seems harmless enough.

“May the spirit of Mahangua ever shine and keep travellers safe; may pilgrims be free from harm and be brought good luck”

At some point during the adventurers’ visit, the ground violently shakes as an explosion echoes along the mountain. A fresh stream of lava rushes by the village and into the ocean, creating a huge steam cloud that obscures vision for several minutes. When the steam clears two lizardmen guards sound the alarm as a cloud of ash rolls down the hill towards the settlement. Several of the villagers begin to flee the town as six sturdy lizardmen take up arms and form a battle line at the edge of the forest in the cloud’s path—now seconds away from overtaking the village.

Any PC that ventures into the forest to attack the spirits have to deal with a super sap trap for every 30 feet of forest movement. The ash spirits fight to the death and concentrate their attacks on the foe that is deepest in the forest, be it a PC or a lizardfolk.

[stextbox id=”combat” caption=”(6) Ash Spirit     CR 1″]
This enormous humanoid figure is made from dense, choking smoke that roils between black and dark grey fumes with each step.
ASH SPIRIT      CR 1
XP 400
CN Huge undead
Init -5; Senses Perception +0

DEFENSE
AC 3, touch 3, flat-footed 3 (-5 Dex, -2 size)
hp 15 (2d8+4)
Fort +2, Ref -5, Will +3
Immune undead traits, fire; DR 5/—
Weakness wind based spells deal 1d6 damage per caster level

OFFENSE
Speed 30 ft.
Special Attacks suffocate, salt the earth

TACTICS
During Combat The ash spirit attacks the nearest living creature and tries to maximize the number of opponents it is in contact with.

STATISTICS
Str 3, Dex 1, Con —, Int 8, Wis 8, Cha 8
Base Atk +1; CMB -1; CMD 4 (can’t be tripped or moved)
Feats Iron Will
Skills Fly +2
SQ occupy space

ECOLOGY
Environment any
Organization any number
Treasure none

SPECIAL ABILITIES
Occupy Space (Ex) The ash ghoul may occupy other creature’s spaces with no penalty.
Suffocate (Su)
Any breathing creature in the ash spirit’s space begins to suffocate.
Salt the Earth (Su) Upon death, the area occupied by the ash spirit is despoiled, unable to produce crops or grow anything. This condition lasts for 1d4 years or until consecrated.
[/stextbox]

squareWhen the ash spirits are defeated, the lizardfolk’s attitude in Xacana towards the PCs becomes Helpful. Chief Xacana gives them a piece of volcanic rock, carved in the shape of a lizardman. Any other lizardfolk’s attitude on the island is Friendly if shown the rock. Should the PCs run away or do not engage the ash spirits, the lizardfolk’s attitude is Unfriendly; they don’t interact, and attack the PCs if they remain in the area or attempt to enter the Mahanguan Pilgrimage Trail.

 

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