A19: Saatman’s Empire – Incandium’s Eruption

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Incandium's Eruption, Saatman's Throne

An adventure by Michael McCarthy compatible with 3.5e and Pathfinder, for a party of 4-6 level 14th PCs. In Pathfinder, this adventure assumes PCs are using the medium experience track.

Table of Contents

Adventure Background

Incandium's youth was fairly typical, at least for a half-dragon raised amongst dragons, filled with years of endless physical and mental abuse. It was always clear he was different than his clutch-mates, though his mother only claimed it was because he was ‘special’, never explaining what latent power his elemental blood held.

Being inherently weaker than his brothers, Incandium took instead to magic, an area in which he far outpaced his brothers. His innate elemental power and brilliant – if twisted – mind allowed him to quickly overshadow his brothers, and eventually even his own mother.

When he was just shy of a hundred, he decided to stage a coup of his volcanic home, killing his mother and her mate in a single confrontation. When his brothers saw what he did, he defeated them too, sealing them in cages where they would be harmless to him until he had consolidated his power over the nearby countryside – which he did in under a year, enslaving every draconic creature within a hundred miles.

Since then, he has used his clutch-brothers as amusement and experimental subjects, and his clutch-sisters as breeding stock, mating them with any dragon he found suitable. These true-blooded eggs in turn were treated no better than his clutch-mates, and met the very same fate.

He made no secret of his volcano filled with dragons, renaming the volcano after himself and constantly threatening the nearby countryside with the idea of dozens of dragons descending upon them, burning down a small hamlet on the outskirts of the city of Volosk to prove that he was serious in his threat.

In the years since, Incandium has expanded the caverns beneath the volcano, unearthing in the process both molten magma and a great power sealed beneath the volcano, even more ancient than the Saatman Empire he was soon to encounter.

He was one of the first dragons contacted by Saatman, and with promises of ruling alongside all kinds of dragons in the future, Incandium couldn’t resist the opportunity. He threw himself with fervor into harnessing the energy of the rift with the intent of using it to age dragons far faster than naturally possible, which would allow him and Saatman to gather an army like none could expect or prepare for.

Two of Incandium and Saatman’s allies have already launched attacks on the Klavek Kingdom; the massive black Storm (Storm’s Wake, A18) and the distant white Midwinter (Midwinter’s Chill, A16), yet both assaults were turned aside by a party of heroes, who Incandium has decided must be eliminated. To ensure no more foul-ups, Incandium plans on seeing to it personally.

 

Adventure Summary

After being baited into meeting the dragon Incandium in battle in Western Klavek, the party finds themselves on the precipice of a volcano they are told will soon erupt – with a swarm of dragons.

Delving inside, the volcano is revealed to be a complex maze of tunnels, crawling with dragons, kobolds, harpies, and even home to a powerful elemental prince.

Strangest of all is hidden beneath Incandium’s laboratory in the depths of the volcano – a rift to other planes and an endless font of energy which they must tame, or destroy.

In doing so, however, they will meet and draw the ire of the self-entitled dragon emperor, Saatman – and they will learn that they must prepare for war!

 

Adventure Hooks

The party, which has been investigating dragon activity after the recent uprising on the eastern and northern coasts of the Klavek Kingdom, finds that along the south-western border are rumors of red dragons. By the time they have stopped in Volosk, they have learned that the most well-known of these dragons is called Incandium, like the volcano.

The city the party is in is attacked by a red dragon, but instead of looking for easy targets, it heads directly to the PCs, calling them out by name and claiming to come from Incandium. The townsfolk aren’t very happy that the PCs might be attracting that sort of trouble. The only clue to the cause of the attack is the rumor of similar dragon activity along the nearby Promyshlennik mountains. By the time they have stopped in Volosk, they have learned that both a dragon and a volcano share the name Incandium.

While there are always creatures preying on livestock, in the south-western corner of Klavek it has begun to be an epidemic - dozens of cattle are being stolen every week, alongside pets and even the occasional traveller. People are whispering of some sort of flaming dragon stealing from them in the night.

 

 

Volosk

Volosk is a decent sized town, innocently standing only a dozen miles from the foot of Incandium, on the western border of the Klavek kingdom. It primarily serves as the final major outpost before one of the safest crossings of the Promyshlennik mountains to Obor. Its walls are tall and fortress-like, intended to protect against attack from any side, but since its founding nearly a hundred years prior, it has never needed them.

The populace, living in relative safety as they do, has become complacent. When Incandium informed them that he renamed the mountain and would be collecting tribute, they didn’t even attempt to challenge him.

The PCs will likely have stopped in this town before approaching the volcano. Asking around, the party will hear comments on how the people here pay tithes to both the King, and to the dragon of Incandium, who is known to meet messengers and challengers in the foothills outside the volcano, even unexpected ones.

Volosk is as complex a city as any other. The following stat block uses Pathfinder settlement rules to quickly summarize a number of its important aspects (http://paizo.com/pathfinderRPG/prd/mastery/settlements.html). If you do not have access to these rules, or choose not to use them, simply ignore the content between LG Medium Town and ‘demographics’.

Volosk                                                                            
LG Small Town
Corruption 2; Crime -7; Economy 0; Law 6; Lore 0; Society 1
Qualities
Insular, Superstitious
Danger 0

Demographics                                                          

Government Autocracy (Vikont loyal to King) and Overlord
Population 1,800 (79% human, 7% dwarf, 6% halfling, 5% half-elf, 3% other)
Notable NPCs
Vikont Peter Vasiliy (Male human aristocrat 5)
Councilor Ivan Sokolov (Male human aristocrat 2, cleric 1)

Marketplace                                                              

Base Limit 1,000gp; Purchase Limit 5,000gp; Spellcasting 2nd;
Minor Items 3d4; Medium Items 1d6; Major Items

 

 

Chapter 1 - A Fiery Welcome

 

As the adventure begins, the PCs are in the foothills around Incandium, having accepted his challenge, succumbed to his threats, or simply having decided that any angry dragon should be dealt with before it becomes a problem.

A number of trails lead towards the volcano, but all of them eventually converge here, in a wide-open space with nothing but grassy hills and the occasional rock for miles in any direction.

PCs interested in teleporting near or into the mountain should arrive here as well. PCs intending on arriving inside the mountain should feel odd, as if perhaps the mountain here dimensionally locked.

Flying PCs should find themselves above this area on their route, or one similar, though there is little change in the encounter otherwise.

 

A. The Field of Battle (CR 16)

It is a blindingly sunny day, without a cloud visible in the sky. The mountains rising in the near distance barely block the rays of the harsh sun from the rolling hills, most prominently among them the volcano, Incandium.

From your vantage point, there is nothing to block your vision for miles behind you. You can look down on the hamlets peppering the hills, innocently going about their lives completely unaware of the threat of the nearby volcano.

The surrounding area is basically empty space, a place where this battle can take place without any chance of assistance, escape unlikely, and the combatants on mostly even footing.

Incandium will have been waiting for the PCs, and when they arrive, he will approach from the air at a leisurely pace – far slower than he can actually move. He would prefer to parley with the PCs before combat, but will immediately launch into combat if attacked.

Incandium is not dissimilar to most half-dragons, appearing as a powerfully built humanoid with red, scaly skin. However, where most dragons have membrane between their wings, Incandium instead has literal wings of fire. Incandium wears only a loose fitting toga – which reveals his brightly glowing tribal tattoos – and several pieces of magical jewelry.

If given the chance, he will tell the PCs that he is impressed with their exploits, especially as to how they have become dragon slayers, and how he and Saatman have decided the party deserves to be dealt with more personally. He will add that if they surrender, he will take them back to his laboratory, where they can live short but fulfilling careers as test subjects in the final stage of his new dragon breeding project.

If attacked immediately, he will keep it much simpler, telling the PCs on the first round that "You cannot stop me any more than you can prevent the eruption!"

Incandium (3.5e)

Incandium (3.5e)

Half-red-dragon medium fire elemental sorcerer 11
Size/Type: Medium dragon (fire, extraplanar)
Hit Dice: 4d10+11d4+45 (94 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 32 (+4 armor, +2 deflection, +5 Dex, +7 natural, +4 shield), touch 17, flat-footed 27
Base Attack/Grapple: +8/+14
Attack: claw +14 melee (1d4+6 plus 1d6 fire)
Full Attack: two claws +14 melee (1d4+6 plus 1d6 fire) and bite +11 melee (1d6+3 plus 1d6 fire)
Special Attacks: burn, breath weapon (6d8 fire; 30-ft. cone; DC 12)
Special Qualities: darkvision 60 ft., elemental traits, immunity to fire, low-light vision, vulnerability to cold
Saves: Fort +7, Ref +10, Will +7
Abilities: Str 22, Dex 20, Con 16, Int 11, Wis 9, Cha 19
Skills: Concentration +19, Spellcraft +14
Feats: Craft Wondrous Item, Dodge, Eschew Materials, Maximize Spell, Silent Spell, Spell Focus (evocation) , Spell Penetration, Still Spell
Challenge Rating: 16
Treasure: ring of protection +2, ring of counterspells (dispel magic), bracer of shields, cloak of charisma +2, a large adamantine key (to area B1)
Alignment: Chaotic Evil
SPECIAL ABILTIES
Burn (Ex)
: Incandium’s natural attacks deal slashing damage plus fire damage from his flaming body. Those hit by Incandium‘s attacks also must succeed on a DC 15 Reflex save or catch on fire. The flame burns for 1d4 rounds.
SORCERER SPELLS
5 – (4/day; DC 19) cone of cold (DC 19), permanency
4 – (6/day; DC 18) greater invisibility, ice storm, summon monster IV
3 – (6/day; DC 17) dispel magic, fireball (DC 17), fly, suggestion
2 – (6/day; DC 16) pyrotechnics, resist energy, scorching ray (DC 16), see invisibility, summon monster II
1 – (6/day; DC 15) burning hands, mage armor, magic missile, shield, true strike
0 – (6/day; DC 14) acid splash, arcane mark, dancing lights, detect magic, flare, prestidigitation, ray of frost, read magic, touch of fatigue

Incandium (Pathfinder)

Incandium (Pathfinder)                                CR 16

XP 76,800
Half-red-dragon ifrit sorcerer 15
CE medium dragon (fire)
Init +3; Senses darkvision 60 ft., low-light vision; Perception -1
DEFENSE
AC 28, touch 16, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +4 natural, +4 shield)
hp 130 (15d6+75)
Fort +9, Ref +8, Will +8
Immune fire sleep, paralysis
OFFENSE
Spd 60 ft., fly 120 ft. (average)
Melee bite +10 (1d6+3), 2 claws +5 (1d4+1)
Ranged
elemental ray +10 (1d6+7 fire)
Special Attacks breath attack (30 ft cone of fire; DC 15 for half; 1d6), elemental blast (15d6 fire), elemental ray (8/day; 1d6+7 fire)
Sorceror spells (Concentration +21; DC 16+spell level)
7th  (4/day) – elemental body IV (fire only), limited wish, redirect teleport
6th  (7/day) – elemental body III (fire only), freezing sphere, move earth, summon monster VI
5th (7/day) – cone of cold, elemental body II (fire only), fabricate, permanency, waves of fatigue
4th (7/day) – elemental body I (fire only), enervation, greater invisibility, solid fog, summon monster IV
3rd (7/day) – fireball, major image, protection from energy, wind wall
2nd (8/day) – pyrotechnics, scorching ray, see invisibility, shatter, summon monster II, web
1st (8/day) – burning hands, grease, mage armor, magic missile, shield, true strike
cantrips (at will) – arcane mark, daze, detect magic, detect poison, ghost sound, mage hand, ray of frost, read magic, spark
Spell-Like Abilities (Concentration +21)
1/day  – burning hands
STATISTICS
Str 16, Dex 16, Con 18, Int 20, Wis 8, Cha 22
Base Atk +7; CMB +10; CMD 23
Feats Craft Wondrous Item, Dodge, Eschew Materials, Empower Spell, Extend Spell, Firesight, Inner Flame, Scorching Weapons, Silent Spell, Still Spell, Spell Penetration
Skills Appraise +18+, Bluff +18+, Fly +18+, Intimidate +18+, Knowledge (arcana) +18+, Spellcraft +18+, Use Magic Device +18+
Languages Celestial, Common, Draconic, Dwarven, Ignan, Infernal, Terran
SQ bloodline arcana, bloodline (elemental [fire]), cantrips, fire affinity (+2 Cha for fire sorcerer bloodline abilities), elemental movement
Gear ring of protection +2, ring of counterspells (dispel magic), bracer of shields, headband of alluring charisma +2, a large adamantine key (to area B1)

Bloodline Arcana Whenever Incandium casts a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire.

Elemental Ray (Sp) Incandium can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+7 points of fire damage. Incandium can use this ability 10 times per day.

Elemental Blast (Sp) Once per day, Incandium can unleash a blast of elemental power. This 20-foot-radius burst does 15d6 points of fire damage. Those caught in the area of your blast receive a DC 23 Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. This power has a range of 60 feet.

Firesight You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.

Inner Flame Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.

TACTICS                       

Before Combat Before approaching the PCs, Incandium will cast shield, mage armor and see invisibility. (3.5e) Incandium has cast fly four minutes before battle begins.
During Combat (Pathfinder)
Incandium will fly upwards, casting summon monster VI to summon an erinyes devil, and then waves of exhaustion at 30 ft, before climbing up to 400 ft and repeatedly casting freezing sphere, alternating between doing cold damage and fire damage with the spell. If trapped on the ground, he will cast elemental body IV, then pyrotechnics on himself.
During Combat (3.5e) Incandium will fly upwards, casting summon monster IV to summon a hell hound (1d3 hell hounds in 3.5e). He will remain at 60 ft above the ground, alternating between cone of cold and fireball. If engaged in melee combat, he will cast greater invisibility and alternate melee attacks and cone of cold.
Morale Incandium will fight to the death.

 

 

Chapter 2 - Incandium

Incandium is a rather small mountain, with twin peaks leaning in opposite directions from an eruption long ago. The smaller of these two spires is nothing more than a titanic rock, but the larger of the two is nearly hollow with the catacombs within, carved from centuries of draconic inhabitation.

 

Side View of Incandium

The exterior of the mountain is mostly devoid of life, and rough with claw marks gouged into the stone. For the first thousand feet of height, it is an easy enough slope to ascend – a DC 5 climb check at most points. At the point where the peaks begin proper, which is also the lowest entrance to the catacombs, it grows progressively steeper towards the peak, increasing to a DC 15 Climb check for the next 600 feet, then a DC 20 Climb check for the final 300 feet.

The different entrances to Incandium are the pens at B (DC 5 climb check to reach), momma’s ledge at C (which requires many DC 15 climb checks to reach) and the volcanic lip at E (which requires additional DC 20 climb checks)

Adventure Location: Incandium

Adventure Location: Incandium

Location: One of the smallest and northernmost mountains in the Promyshlennik mountain range, Incandium helps define the Klavek Kingdom’s western border. Technically an active volcano, it hasn’t had a major eruption in known history (due to the unknown-to-most presence of an elemental prince within), but every few decades does blanket the nearby area with plumes of ash, which promotes growth in the already fertile plains nearby.

History For centuries, the Klavek Kingdom has known the mountain of Incandium, known until twenty years ago as Baikal, has been the home to dragons. There have been periodic raids, both by and against the dragons, but neither have had much success.

Twenty years ago, when the mountain’s name changed, the dragon activity effectively stopped overnight and a dragon called Incandium razed a small town and demanded tithe and for the mountain to be known by his name in exchange for peace. The people of Volosk agreed and so far, the peace has been kept. The changes to maps have even spread across the Kingdom in the time since.

Hazards Inside Incandium, some rooms are particularly hot, such as where magma is on or near the surface. After one full round in these areas, characters and unattended objects take 5 points of fire damage. GMs may also consider using heat rules (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Heat-Dangers), in which case the entire volcano is considered very hot, and the marked rooms are considered extreme heat.

Dangers: heat, dragons, traps and monstrous humanoids
Lighting: most rooms are dark. Chambers with magma have dim light.
Walls: rough hewn or magically reinforced carved stone
Doors: locked, fire-immune, magically reinforced iron doors
Mood: An expansive and swelteringly hot catacomb system with elaborate, but defaced art.

 

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GM-incandium-map

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B. The Pens

The pens are where Incandium imprisons his draconic half-brothers and sisters. These chambers were once the main hall of Incandium; featuring a throne, chandeliers and elaborate architecture carved centuries ago. In the past decade they have been drastically expanded, with rough passageways carved directly through priceless murals, and entire walls destroyed to leave a single massive main cavern.

Considering the crudeness of the architecture, these areas are well constructed and clean - the brothers may be prisoners, but they won't live in squalor if they can avoid it.

 

 

B0. The Grate

Preventing access into or out of the mountain's main passage is a massive gate, iron bars three inches thick spaced only twice that far apart across the thirty-foot wide maw of the cavern. A huge golden lock spans the two bars in the very center.

This lock is actually a magical construction, and is immune to spells like knock, as it is not physically connected to any door or portal. By using Incandium's key, the lock will warp the space around it, turning the tiny spacing between the bars to a portal ten feet across, but leaving the bars intact. Three rounds later, it deactivates, returning to normal. The lock cannot be removed from the bars without destroying it, leaving only a 5 pound block of solid gold.

Particularly nimble PCs can squeeze between the bars with a DC 30 Escape Artist check - though the DC increases by 10 for every size category above medium the character is.

In addition, the lock can be triggered without the key with a DC 45 Disable Device check.

 

 

B1. Main Atrium (CR 15)

Supported by huge arches fifty feet high, this chamber's floor bears the marks of the passing of many taloned feet. What were once carefully depicted murals depicting dragon dominance over all lesser races have been despoiled where crude passages have been cut directly into the old works of art.

The main cavern is abandoned when the PCs arrive, but the brothers are always listening for noise in the central corridor. Unless the PCs are being particularly stealthy, after 1d4 rounds several of Incandium's brothers will slink from their pens and see their first chance for a fresh meal in weeks - immediately attacking.

Incandium's brothers are warped from his experiments, with bulbous growths or unevenly sized limbs. These mutations do not affect their combat statistics.

If the PCs do not eliminate all of the dragons, the next time the PCs enter this area, the remaining four brothers will be here, feasting on the remains of the others.

The door to B4 is a huge, iron door with an elaborate puzzle lock. It is detailed in B4.

(4) Brother (3.5e)

Brother (4) (3.5e)

Variant Juvenile Red Dragon
Size/Type: Large Dragon (fire)
Hit Dice: 16d12+96 (200 hp)
Initiative: +0
Speed: 40 ft. (8 squares), fly 150 ft. (poor) (30 squares)
Armor Class: 26 (+2 Dex, -1 size, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +16/+31
Attack: bite +26 (2d6+9)
Full Attack: bite +26 (2d6+11), 2 claws +21 (1d8+5), 2 wings +21 (1d6+5), tail slap +21 (1d8+17)
Space/Reach: 10 ft./5 ft. (10 ft with bite)
Special Attacks: breath weapon (40 ft. cone, 8d10 fire, DC 22)
Special Qualities: immunity to fire, locate object, vulnerability to cold
Saves: Fort +16, Ref +14, Will +16
Abilities: Str 33, Dex 14, Con 23, Int 10, Wis 19, Cha 16
Skills: Bluff +23, Concentration +19, Intimidate +17, Jump +30, Listen +17, Spot +17
Feats: Cleave, Flyby Attack, Improved Initiative, Iron Will, Power Attack
Challenge Rating: 11
Alignment: CE

(4) Brother (Pathfinder)

Brother (4) (Pathfinder)                               CR 11

XP 12,800 each
Variant Juvenile Red Dragon
CE Large dragon (fire)
Init +5; Senses dragon sense, smoke vision; Perception +18
Aura frightful presence (180 ft., DC 18)
DEFENSE                                                                                                
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)
hp 149 (13d12+65)
Fort +13, Ref +9, Will +12
Immune fire, paralysis, sleep
Weakness vulnerability to cold
OFFENSE                                                                                                
Spd 40 ft.; fly 200 ft. (poor)
Melee bite +20 (2d6+12), 2 claws +20 (1d8+8), 2 wings +15 (1d6+4), tail slap +15 (1d8+12)
Space 10 ft.; Reach 5 ft. (10 ft with bite)
Special Attacks breath weapon (40-ft. cone, DC 19, 8d10 fire)
Spell-Like Abilities (CL 13th)
At will – detect magic, pyrotechnics
STATISTICS                                                                                            
Str 27, Dex 12, Con 21, Int 10, Wis 15, Cha 14
Base Atk +13; CMB +22; CMD 33 (37 vs. trip)
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Bluff +18, Fly +11, Intimidate +18, Perception +18, Sense Motive +18, Stealth +13
Languages Common, Draconic

Smoke Vision (Ex) Incandium’s brothers can see perfectly in smoky conditions (such as those created by pyrotechnics).

TACTICS

During Combat Incandium’s brothers aren’t creative, and will individually choose the nearest target as their prey. They also refuse to work together, and do not gain flanking bonuses.
Morale Incandium’s brothers don’t understand that they have any choice but to fight to the death.

 

 

B1a. Brother’s Pen (CR 11)

This rough-hewn room is less finished than the rest of the structure, and appears to have been rather recently carved, as the stone bears no marks of passage yet, save for a single groove in the center of the floor.

This room is large enough for a single dragon to lay in and move about, but little else.

There are currently a total of eight ‘brothers’, and eight rooms, but only four brothers will have remained in their pens upon the PCs arrival, and will remain there until the PCs enter. The other four pens are completely empty.

Brother (3.5e)

Brother (3.5e)

Hp 200

Brother (Pathfinder)

Brother (Pathfinder)                                     CR  11

Hp 149

 

 

B1b. Big Brother’s Cage (CR 13)

Carved off the side of some older chamber, two of the walls are ancient and finished, while the other two are fresh hewn stone.

Only one of Incandium's older brothers survived his wrath; Valex. The smartest of the pure-dragon side of the family, he had always seen that Incandium was something different and spared him the same horrors the rest of his family visited upon him.

Because of this kindness, Valex was spared – but the life he now lives is no less miserable than his brothers. He will not immediately attack the PCs, hoping they might be 'an intelligent conversation'. He has not left these chambers in two decades, but he can answer a number of questions if pressed; including the history of both Incandium the volcano, and Incandium the dragon.

Valex could also, if bribed with freedom or run of the volcano after the PCs leave, tell the PCs of the trap leading up to Momma’s Ledge, that keeps him and his brothers from travelling upwards beyond this chamber.

Dragon Red

Valex (3.5e)

Valex (3.5e)

Young Adult Red Dragon
Size/Type: Huge Dragon (fire)
Hit Dice: 19d12+95 (218 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 150 ft. (poor) (30 squares)
Armor Class: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +19/+37
Attack: bite +27 (2d8+10)
Full Attack: bite +27 (2d8+10), 2 claws +22 (2d6+5), 2 wings +22 (1d8+5), tail slap +22 (2d6+15)
Space/Reach: 15 ft./10 ft. (15 ft with bite)
Special Attacks: breath weapon (50 ft. cone, 10d10 fire, DC 24)
Special Qualities: frightful presence (DC 21), immunity to fire, locate object, spells, spell resistance 19, vulnerability to cold
Saves: Fort +16, Ref +11, Will +15
Abilities: Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills: Bluff +26, Concentration +22, Intimidate +20, Jump +33, Listen +20, Spot +20, Knowledge (planes) +13, Knowledge (arcana) +13
Feats: Cleave, Flyby Attack, Improved Initiative, Iron Will, Power Attack, Hover
Challenge Rating: 11
Alignment: CE
SPELLS (DC 12 + spell level)
1st – (6/day) expeditious retreat, shield, true strike
0th – (6/day) mage hand, prestidigitation, read magic, resistance, detect poison

Valex (Pathfinder)

Valex (Pathfinder)                                          CR 13

XP 25,600 each
Young Adult Red Dragon
CE Huge dragon (fire)
Init +5; Senses dragon sense, smoke vision; Perception +18
Aura frightful presence (210 ft., DC 18)
DEFENSE                                                                                                
AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
hp 172 (15d12+75)
Fort +14, Ref +9, Will +13
DR 5/magic; Immune fire, paralysis, sleep; SR 24
Weakness vulnerability to cold
OFFENSE                                                                                                
Spd 40 ft.; fly 200 ft. (poor)
Melee bite +23 (2d8+13), 2 claws +23 (2d6+9), 2 wings +18 (1d8+4), tail slap +18 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft with bite)
Special Attacks breath weapon (50-ft. cone, DC 19, 10d10 fire), crush
Spell-Like Abilities (CL 13th)
At will – detect magic, pyrotechnics
Spells Known (CL 5th; Concentration +7)
2nd (4/day) — resist energy, invisibility
1st (6/day) – expeditious retreat, shield, true strike, silent image
0 (at will) – arcane mark, mage hand, prestidigitation, read magic, resistance, detect poison
STATISTICS                                                                                            
Str 29, Dex 10, Con 21, Int 10, Wis 15, Cha 14
Base Atk +15; CMB +24; CMD 35 (39 vs. trip)
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Bluff +20, Fly +10, Intimidate +20, Perception +20, Sense Motive +20, Stealth +13
Languages Common, Draconic

Smoke Vision (Ex) Valex can see perfectly in smoky conditions (such as those created by pyrotechnics).

TACTICS                                                                                                  

Morale Valex will fight to the death.

 

 

B1c. Waste Chamber

The rear half of this room is covered in molten rock, and the air has a sharp metallic tang.

This room is particularly hot.

The pool of magma here is where the brothers are expected to dispose of their waste. Ten feet beneath the surface the passageway narrows to only a few inches across.

 

 

B2. Room of Rights

Several of the walls of this room feature simple, repeating carvings depicting dragons wrestling, while the others have been carved out, drastically expanding the original space.

This room is where Incandium allows his brothers to fight for the rights to mate with the female dragons, a right that normally involves a lot of bloodshed. Currently, the room is empty.

 

 

B3. Mating Room

Separated from the previous room by nothing but a curtain, this room is clean and untouched, its elaborate carvings unscathed.

This is the room in which Incandium allows his brothers to mate with the females, with some little privacy.

There is a secret passageway here that leads to B4, through which Incandium normally brings the females for mating. Locating it from this side requires a DC 30 Perception check, and unlocking it requires a DC 30 Disable Device check. The key for this side has been destroyed, but the other side of the door locks or unlocks as a move action.

 

 

B4. Sister’s Cage (CR 6)

Unlike the harsh sulphurous smell of elsewhere, this room smells almost sickly sweet, and a faint haze hangs in the air like a shroud, making everything appear soft and fuzzy.

Incandium’s ‘sisters’, unlike his brothers, are offered little to no privacy. They share a single, common room, in which the air is heavily laced with conjured opium to keep them largely sedate.

A DC 20 Knowledge (nature) check can identify the smell of opium and its potential effects.

While the smoke has little effect on characters in the room for only a few minutes, PCs who remain in this room or B5 for longer than ten minutes will suffer slowed reactions and reduced motivation, effectively being sickened for one hour. Characters spending longer than two hours in this room suffer 2d4 points of Intelligence and Wisdom damage, and have a strong desire to remain here indefinitely. This is a mind-affecting poison effect.

Puzzle

The door to B1 is an elaborate puzzle lock, identical on both sides. To be solved, the large block must be moved down to the empty space at the bottom of the puzzle. Doing so undoes the latch, and allows the door to be opened exactly once, at which point it swings closed and locks once again, phasing back to its original state via magic.

This lock is because Incandium feels that any dragon smart enough to breach the door deserves the chance to breed – so far that has happened twice, and each time he has replaced it with an increasingly fiendish lock.

See the sliding-block-puzzle image for a visual depiction of the current puzzle-lock, which the GM is encouraged to cut out to give to the players.

Solving the puzzle through brute force would normally be possible, except that every 100th move results in the puzzle magically resets, a factor which Incandium’s brothers cannot abide by and causes them to regularly give up on.

 

click to enlarge

click to enlarge

 

The puzzle can be solved directly by a character making a DC 20 Intelligence check.

The passage to B3 is not secret from this side, only locked. Picking the lock requires a DC 30 Disable Device check, and the key is in Incandium’s treasure hoard at F4.

Incandium’s sisters will defend themselves if struck, but will otherwise be completely passive, as if asleep regardless what else happens in this room.

(8) Sister (3.5e)

Sister (8) (3.5e)

hp 200
Use same statistics as brother, but have a -2 on all attacks and checks, and a total of -10 on Will saves.

(8) Sister (Pathfinder)

Sister (8) (Pathfinder)                                     CR  8

hp 149
Use same statistics as brother, but have a -2 on all attacks and checks, and a total of -10 on Will saves.

 

 

B4c. Waste Chamber

This room is particularly hot.

The female dragons usually dispose of their waste here. Often, however, Incandium has to have one of the kobolds clean it up for them, they are so heavily sedated.

 

 

B5. Hatchery

This circular room has been painstakingly carved to be completely circular, with a spiraling set of tiers containing regularly spaced intervals of almost, but not quite the same size. In ten of these twenty four slots are large, red eggs.

This room is particularly hot.

Of the ten dragon eggs, three of them are nine months old (and near to hatching), three of them are five months old (and will hatch evil dragons), and four of them are only two months old (young enough to be raised by the PCs). Rules for hatching and training dragons can be found in Midwinter's Chill.

 

 

C. Momma’s Ledge

After defeating her in combat, Incandium took his Mother’s unconscious body here, and chained it up in the sun so that she would die a slow and painful death of starvation. Most of her bones remain here today, though the rotting carcass has been picked clean by scavengers, some of which claimed the ledge as a home, living in and among the dragon’s bones, and using the scales as everyday materials.

 

 

C1. Frost-Covered Landing (CR 15)

The ground here is covered with a thin layer of frost, which glitters in the natural light coming from further up the passageway, where only a tiny window in a large door reveals the sky outside.

This room is magically chilled, which alone is a deterrent for Incandium’s brothers, but amid the frost is a magical trap, focused on a tiny diamond buried in the snow. Removing the diamond from the floor disables the trap (as listed in disabling the trap, below). The trap can also be disabled by defeating the ice devil in area C1a.

Cone of Cold Trap                                          CR 15

Type magic; Perception DC 40; Disable Device DC 10
Effects                                                                                                    
Trigger proximity (alarm, 60 ft from the door); Reset automatic
Effect spell effect (cone of cold, 13d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30-ft. cone) centered on creature closest to door.

The door to the north is flanked by two pairs of levers. All four must be pulled at once to open the door. Pulling a single lever takes a standard action a DC 12 Strength check, and they reset after three rounds making it impossible for a single creature to open the door alone - which is ideal for Incandium, as his brothers have yet to grasp the concept of teamwork.

From the opposite side, a single lever requiring a DC 22 Strength check serves the same purpose.

There are also two secret doors in the southeast corner of this room, one leading to C1a and the other to C2, each requiring a separate DC 30 Perception check to locate. Once located either can be opened easily.

 

 

C1a. Frozen Cage (CR 13)

The floor and ceiling of this room are each decorated with elaborate runic circle. The walls of the room are covered with solid sheets of ice.

This devil is trapped here and used to power the trap in the other room - one circle binds the devil, the other connects his power to the trap in room C1. The devil does not immediately attack the party, but he has no control over the power being drawn from him - he knows that only slaying him here will sever the power connection.

Ice Devil (3.5e)

Ice Devil (3.5e)

Size/Type: Large Outsider (evil, extraplanar, lawful)
Hit Dice: 14d8 (147hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 32 (-1 size, +5 Dex, +18 natural), touch 14, flat-footed 27
Base Attack/Grapple: +14/+24
Attack: spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6)
Full Attack: Spear +20/+15/+10 melee (2d6+9/×3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow)
Space/Reach: 10 ft./10 ft.
Special Attacks: fear aura, slow, spell-like abilities, summon devil
Special Qualities: damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.
Saves: Fort +15, Ref +14, Will +15
Abilities: Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20
Skills: Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5, Intimidate +24, Jump +27, Knowledge (planes) +23, Knowledge (arcana) +23, Knowledge (local) +23, Listen +25, Move Silently +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks)
Feats: Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)
Challenge Rating: 13
Treasure: masterwork spear
Alignment: LE
SPECIAL ABILTIES
Spell-Like Abilities
At will—cone of cold (DC 20), fly, ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19). Caster level 13th.

Ice Devil (Pathfinder)

Ice Devil (Pathfinder)                                    CR 13

XP 25,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 22)
DEFENSE                                                                                                
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +14, Will +12
DR 10/good; Immune fire, cold, poison; resist acid 10; SR 24
OFFENSE                                                                                                
Spd 40 ft., fly 60 ft. (good)
Melee spear +20/=15/+10 (2d6+9/x3 plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 13th)
Constant—fly
At will—cone of cold (DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19)
1/day—summon (level 4, 2 bone devils, 50%)
TACTICS                                                                                                 
Before Combat The devil here is considered summoned, and cannot use it's summon ability.
During Combat
The ice devil will open with ice storm, attempting to trap PCs outside the room.
STATISTICS                                                                                            
Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
Base Atk +14; CMB +21; CMD 36
Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (local) +21, Knowledge (arcana) +21, Knowledge (history) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Combat Gear masterwork spear

Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself.

 

 

C2. Mechanical Chamber

This room contains the mechanical workings for the door.

A DC 35 Disable Device check from here can open or close the door remotely, and enable or disable the locking mechanism.

 

 

C3. Momma’s Bones

Open to the mountain air, this large sunny ledge is covered with refuse, feathers and small bones – all of which pale in comparison to the huge draconic skeleton chained to the ground, staring out at the horizon.

Momma’s body has long since been eaten by the carrion-feeders, which have in turn attracted a colony of particularly filthy harpies to this ledge and the structures within.

The smooth, clean corners of the walls and rooms have all been marred, covered in a layer of grime, from the creature’s poor care.

This ledge is approximately 500 ft up, though many small ledges and cliffs mean that falling from this height does 10d6 falling damage, three times (for a total of 30d6).

 

 

C3a. Harpy Prison

Momma’s ribcage has been transformed into a prison for the harpies, and a sturdy wire mesh has been fixed across one side, and an iron door has been fixed on the other.

Rarely are there more than two harpies here, and currently there is only one, Inquexur, who had blasphemously declared that the harpies shouldn’t live in their own filth.

If the PCs talk to her, they will find her receptive to the idea of freedom, though she can’t tell them much of anything beyond C4, except for one thing – that she has seen a blue dragon flying around recently, which is strange in this territory owned by the reds.

 

 

Harpy

 

C4. Upper chambers (CR 14)

These rooms were once used by dragons before Incandium, for now they serve as the filthy nesting rooms of the many harpies that use this cliff as a home. Beneath all the grime, they feature the busts of ancient dragons, and glass murals that let in narrow rays of colored light.

There are 33 harpies living here in total, but during the day typically 20 of them are out hunting, and the others are divided between all three areas in C4. At night, all the harpies can be found in C4c, sleeping.

The harpies will be quick to realize they are no match for the PCs in direct combat, and will draw them out of their rooms, if possible to area C3, where they will then attempt to use their captivating song to pull the PCs off the cliff. Once half the harpies have been slain, the rest will flee.

 

 

Harpy (3.5e)

Harpy (3.5e)

Variant Harpy
Size/Type
: Medium monsterous humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +7/+9
Attack: club +9 melee (1d6+2)
Full Attack: club +9/+4 melee (1d6+2) and 2 claws +4 melee (1d3+1)
Special Attacks: captivating song
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 14, Dex 19, Con 14, Int 11, Wis 16, Cha 21
Skills: Bluff +13, Escape Artist +8, Intimidate +9, Listen +9, Perform (oratory) +7, Spot +5, Survival +14
Feats: Dodge, Flyby Attack, Persuasive
Challenge Rating: 5
Treasure: club
Alignment: CE
SPECIAL ABILTIES
Captivating Song (Su):
The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 18 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Harpy (Pathfinder)

Harpy (Pathfinder)                                           CR 5

XP 1,600 each
Advanced Harpy
CE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE                                                                                                
AC 20, touch 15, flat-footed 15 (+2 armor, +4 Dex, +1 dodge, +3 natural)
hp 52 (7d10+14)
Fort +6, Ref +9, Will +8
OFFENSE                                                                                                
Spd 20 ft., fly 80 ft. (average)
Melee Morningstar +10/+5 (1d8+3) 2 talons +5 (1d6+1)
Special Attacks
captivating song
STATISTICS                                                                                            
Str 16, Dex 19, Con 14, Int 11, Wis 16, Cha 21
Base Atk +7; CMB +10; CMD 25
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (bluff)
Skills Bluff +9, Fly +14, Intimidate +9, Perception +9, Perform (song) +7, Stealth +14, Survival +13
Languages Common
Gear leather armor, morningstar

Captivating Song (Su) A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 18 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.

 

 

C4a. Harpy Hall

The harpies spend most of their time here, singing, dancing and playing with their food, amongst just about everything else – evidenced by the refuse laying almost ankle deep everywhere on the floor.

During the day, there are typically eight harpies here.

 

 

C4b. Harpy Kitchen

This is where the harpies ‘prepare’ their food, which mostly involves taking live animals caught on the mountainside and tearing them into more bite-sized chunks. Currently, there is a half a mountain goat laying on the middle of the floor here.

During the day, there are typically three harpies here.

 

 

C4c. Harpy Bunks

While this is the one room relatively free of waste, it has been filled with sticks and other soft fragments to create a huge, connected bed for the harpies together

During the day, there is typically only one harpy here.

There is a medium-sized secret door in this chamber that can be located with a DC 30 Perception check. It leads to the area C5. None of the inhabitants of the volcano know about this door, except the Father of Fire, in the chambers beyond.

The harpies have scoured these chambers, and collected all the treasure here. Searching the area reveals a gold decanter worth 850gp and two matching chalices each worth 1,200gp - all sized for large creatures and bearing the symbol of the Saatman empire. There are also a platinum scarab worth 700gp, a helm carved from the skull of a pit fiend (sized for a large creature) worth 5,000gp, a sapphire ring worth 800gp, a ruby amulet worth 1600gp,  two topazes worth 300gp each and 353gp.

 

 

C5. Ancient Staging Room

This room is far more ancient than the others, and utterly devoid of the engravings so prevalent elsewhere.

While Incandium had searched these upper chambers, he wasn’t looking for this Medium sized secret door leading to these ancient chambers, and overlooked an entire subcomplex running through the mountain.

This room is nothing more than a staging room, and is kept empty. The door to C6 is made of stone, and unlocked.

Beyond the draconic chambers lie an even more ancient structure, carved into the mountains thousands, if not tens of thousands of years ago. The first dragons who lived here knew of the elemental princes who called this mountain home, and respectfully avoided carving out rooms that intersected their homes. The elementals, in turn, blessed the dragons in many ways, one of which included siring the occasional powerful sorcerer directly into the dragons’ lines. The latest of these being, of course, Incandium sired by the last elemental prince to call this mountain home, The Father of Fire. He can normally be found in F9.

 

 

C6. Ancient Sitting Room

This strange room features a large iron brazier, a jagged stone throne, a crystal bowl and an empty cage at one end, and an elaborate rug at the other.

This is the room from which the elemental princes met with mortals; typically the dragons who lived in the mountains, but not exclusively.

The door leading down to area F is hidden, but only from passive sight. A DC 10 Spot or Perception check will locate it.

 

 

D. Kobold Caverns

The kobolds here have been servants of the dragons for generations, and while they aren’t particular pleased with Incandium in general (he’s no more dragon than they are, many of them say), they continue to serve him because they can’t escape any more than their draconic masters can.

There are a total of 87 kobolds living within these caverns, and of them only eight are warriors capable of challenging the PCs. During the day, they busy themselves mostly in the workshops, and at night they return to their homes in Dragonpass Way.

Unlike other creatures within the catacombs, most of the kobolds would prefer following a full-blooded dragon once again more than they desire freedom.

They aren’t afraid of engaging the PCs in conversation immediately, knowing that even collectively they aren’t particularly dangerous, save for their traps. If cornered or attacked, any kobold will immediately surrender – though if surrender is not offered, they will fight for their lives, hoping to hold the party off for five rounds - long enough for the Incandium Stewards to arrive to engage them properly.

The kobolds do not have any central leadership, usually deferring to the volcano's dragons, but if the PCs do speak with them one elder, Grax, will come forward to speak for them. He will ask them to eliminate all of the half-breeds in the mountain, and leave so that a proper dragon might take rule.

If the kobolds are given an unhatched dragon egg (likely from B5), they will be ecstatic. In exchange, they will offer the PCs the entirety of the dragonhide storage, and answer any questions they can. Specifically, they can detail the number of dragons living here, Saatman’s tattoos, the harpies, and that at one point Incandium walked through with a large blue dragon who was called Saatman.

Kobold with sword

D1. Dragonpass way (CR 15)

This wide, flat street is flanked by dozens of ramshackle buildings, each with an elaborate false front. Images of dragons being worshipped by kobolds are carved into the road itself.

The main street is open, wide and well kept to allow easy passage for dragons – though few are given permission to do so any longer.

There are a total of twenty-one two storey buildings here, sized for small creatures, though the false fronts imply many are three stories or higher. They are homes and simple shops in equal measure.

At any time a half dozen kobolds are in the street, and will sound the alarm if the PCs attack, drawing the Incandium Stewards in 5 rounds.

The Incandium Stewards below are paladins, but instead of drawing their power from the gods they instead draw power from the elemental patriarchs within the mountain, allowing them to be lawful evil. This replaces their aura of good ability with aura of evil, but does not otherwise affect their class abilities.

(8) Incandium Steward (3.5e)

Incandium Steward (8) (3.5e)

Size/Type: Small humanoid (reptilian)
Hit Dice: 11d10+11 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 21 (+7 armor, +1 natural, +1 size, +2 shield), touch 11, flat-footed 20
Base Attack/Grapple: +11/+12
Attack shortspear +15 (1d4+3)
Full Attack: shortspear +15/+10/+5 (1d4+3)
Special Attacks: smite evil (3/day), turn undead
Special Qualities: aura of courage, aura of evil, detect evil, divine grace, divine health, lay on hands (22 points), special mount, spells, remove disease (2/week)
Saves: Fort +9, Ref +7, Will +8
Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha 15
Skills: Craft (trapmaking) +16, Hide +11
Feats: Iron Will, Lightning Reflexes, Quick Draw, Weapon Focus (shortspear)
Challenge Rating: 9
Treasure: masterwork splint mail, masterwork heavy steel shield, masterwork shortspear, 6 javelins
Alignment: Lawful Evil
COMBAT
Before Combat
by the time they confront the PCs, Incandium stewards will have cast bull’s strength and divine favor. These spells are reflected in their listed statistics.
Combat tactics
The Incandium Stewards will fight in perfect formation (a three-by-three square), flanking and focusing on a single target before moving on any other, only attacking additional targets if they cannot attack their intended target without leaving formation.
SPELLS (CL 5th; Concentration +1)
2ndbull’s strength
1stcure light wounds, divine favor

(8) Incandium Steward (Pathfinder)

Incandium Steward (8) (Pathfinder)           CR 9

XP 6,400 each
Male kobold variant paladin 11
LE Small humanoid (reptilian)
Init +0; Senses Darkvision 60 ft.; Perception +1
Aura evil, courage (10-ft.), resolve (10-ft.), justice (10-ft.)
DEFENSE                                                                                                
AC 23, touch 11, flat-footed 22 (+7 armor, +1 natural, +1 size, +4 shield)
hp 76 (11d10+11)
Fort +9, Ref +5, Will +10
Defensive Abilities divine health
Weakness light sensitivity
OFFENSE                                                                                                
Spd 20 ft. (30 ft.)
Melee +3 shortspear +21/+16/+11 (1d4+7)
Ranged
javelin +14/+9/+4  (1d4+4)
Special Attacks smite evil (4/day)
Paladin Spells (CL 8th, Concentration +10)
3rdprayer
2ndbull’s strength, resist energy (2)
1st  – create water, cure light wounds, divine favor
TACTICS                                                                                                 
Before Combat by the time they confront the PCs, Incandium stewards will have cast bull’s strength, resist energy twice (cold and fire), and divine favor before activating their divine bond and charging into battle. These spells are reflected in the listed statistics.
During Combat
The Incandium Stewards will fight in perfect formation (a three-by-three square), flanking and focusing all of their attacks on a single target before moving to the next, only attacking additional targets if they cannot reach their original target without leaving formation. This formation allows them to use their Teamwork feats to their fullest advantage.
Morale Incandium Stewards will take turns channeling energy during combat, every round. They will fight to the death.
Base Statistics
STATISTICS                                                                                            
Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha 15
Base Atk +11; CMB +12; CMD 22
Feats Duck and Cover, Outflank, Quick Draw, Selective Channeling, Shield Wall, Weapon Focus (shortspear)
Skills Craft (trapmaking) +16, Stealth +18
Languages Draconic
SQ channel positive energy (6d6), divine bond (+3), detect evil, divine grace, lay on hands (5d6, 7/day), mercy (frightened, shaken, staggered)
Gear masterwork splint mail, masterwork heavy steel shield, masterwork shortspear, 6 javelins

 

 

D2. Kobold Workshops (CR 6)

This series of interconnected and precariously stacked workshops fill a space once intended for creatures many times their size. The smell of hot metal clings to everything, giving the air a bitter metallic taste.

While these workshops look precarious, they are mostly safe for moving around or through. Any time area damage is done while within the workshops there is a 50% chance that the entire connected structure will collapse, doing 2d6 points of bludgeoning and 2d6 points of slashing damage to all creatures in the room, and creating difficult terrain in all squares.

In addition, the ground between the workshop spaces is littered with tiny traps intended to keep dragons from walking through the workshop spaces.

Dragonbind hazard (Pathfinder)                   CR6

Any creature of Medium size or Larger who moves more than 5 ft in a single round will break one of many small glass tiles in the floor, which releases a burst of freezing gas, and a small quantity of glue. Creatures take 1d6 cold damage each square, and must make a DC 14 Reflex save or be entangled and take the same damage on the next round, as well.

A single 5 ft. square can only be triggered once, and can be disabled with a DC 15 Disable Device check.

 

 

D3. Sootscale brewery

The kobolds brew mushroom ales here. There are normally a half-dozen kobolds working here, as well as three casks of strong, earthy ale.

 

 

D4. Recreation hall

This large hall is empty of occupants, but full of clutter, stacked in neat piles around the sides of the room.

This is the space the kobolds use for storage and recreation, from sports, dice, and even the occasional gladiatorial match when they are fortunate enough to have a prisoner. The stacks of things around the room range from tables to rusty weapons, but nothing of value.

 

 

D5. Scorched Cage

This cave is ten feet deep, and sealed off by narrowly spaced iron bars. The entire area is scorched black from heat.

These are the cages any kobolds which break their own interior laws are kept in, the bars and surrounding stone marred permanently black.

The heat damage is a result of previous draconic masters who enjoyed roasting the prisoners to ensure the smaller creatures stayed entirely in line.

 

 

D6. Mushroom gardens

While most kobolds eat little other than meat, for the Incandium kobolds it is a delicacy. Instead, they subsist almost entirely on large brown mushrooms grown here. Unknown to the kobolds, these mushrooms do not grow from the nutrients in the soil, but from the lingering elemental energy in the volcano.

 

 

D7. Trap-shoot (CR 14)

Piled from floor to ceiling, save a narrow passage down the center, are the irregular metal shapes of dozens or possibly hundreds of traps, stacked carelessly atop one another in a mishmash of springs, blades and vials.

The kobolds of Incandium have always produced more traps than their draconic masters care to use, and the excess have been stored here, protecting their hard-won rewards from generations of loyal service.

There are so many traps here, that the number of traps alone has become a hazard, and navigating the passage to the dragonhide storage requires a DC 25 Acrobatics or Stealth check to avoid touching and setting off one of the traps causing a chain reaction of blades, wound springs and alchemical explosions.

The accumulated traps cannot be disarmed in the traditional sense. Instead disabling the trap requires triggering it remotely with a ranged attack.

Accumulated traps                                         CR14

Type mechanical; Perception DC 10; Disable Device 35
Effects                                                                                                    
Trigger touch; Reset none
Effect 4 attacks +39 melee (3d6 bludgeoning, fire and slashing plus accumulated poison); multiple targets (all targets in room)

Accumulated poison

Type poison, injury; Save Fortitude DC 19

Frequency 1/round for 4 rounds

Effect 1d2 Dex and 1d2 Con damage; Cure 2 saves

 

 

D8. Dragonhide storage

Behind a small door is a room whose ceiling is no higher than three feet at any point. Inside, carefully arranged chests are lined along the walls.

The kobolds have gone through great lengths to keep this chamber private from the dragons of the volcano. Inside, they have hoarded every trinket and reward they have earned over the years.

There are five chests in the room, all unlocked. The first contains 1,534sp, 141gp and 21pp. The second contains a medium suit of +2 banded mail, human ribcage still inside. The third contains slippers of spider climbing, an oil of rope trick, an oil of obscure object and a scroll of stinking cloud. The fourth chest is empty. The fifth chest contains an elaborate game of dragon chess of carefully carved rubies and sapphires worth 1,000gp.

 

 

E. Volcanic Lip

The volcanic lip is open to the sky and was once a popular location for the dragons of Incandium to sit and sun, looking unobscured for hundreds of miles in every direction.

Each different tier is separated by a slope of approximately 45 degrees.

 

 

E1. Upper lip

The peak of the volcano climbs just above the clouds, looking out like a sea of whiteness just extending to the horizon in all directions.

The volcanic lip is irregular, but wide enough to easily walk. The slope outside is gradual for about fifty feet, before dropping off sharply beyond that.

 

 

E2. Sunning rock

This large rock here is hot – far warmer than the sun alone would make it. From here, you can see out past the lip of the mountain, and down into the crater below.

This rock is warmed not just by the sun, by also by a narrow vein of magma that runs nearly to the surface here, making this rock always an ideal temperature for a red or similar dragon.

 

 

E3. Inner arch (CR 12)

This tier flattens out, collecting rubble and boulders that have rolled inwards from the crater’s lip.

The large rocks that litter this area are actually dormant earth elementals. They serve the elemental imprisoned in E4, and are working to subtly make the crater less pleasant for dragons – which they feel is working. If the rocks are investigated closely the elementals will attack the PCs.

Earth Elemental

(6) Huge Earth Elemental (3.5e)

Huge Earth Elemental (6) (3.5e)

Size/Type: Huge elemental (earth, extraplanar)
Hit Dice: 16d8+80 (152 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+29
Attack: slam +19 melee (2d10+9)
Full Attack: slam +19 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: earth mastery, push
Special Qualities: damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +15, Ref +4, Will +7
Abilities: Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Challenge Rating: 7
Alignment: LN
SPECIAL ABILTIES
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

(6) Huge Earth Elemental (Pathfinder)

Huge Earth Elemental (6) (Pathfinder)       CR 7

XP 3,200
N Huge outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
DEFENSE                                                                                                
AC 19, touch 7, flat-footed 19 (-1 Dex, +12 natural, -2 size)
hp 95 (10d10+40)
Fort +11, Ref +2, Will +7
DR 5/—; Immune elemental traits
OFFENSE                                                                                                
Spd 20 ft., burrow 20 ft., earth glide
Melee 2 slams +17 (2d8+9)
Space
15 ft.; Reach 15 ft.
Special Attacks earth mastery
STATISTICS                                                                                            
Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +21; CMD 30
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack
Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7, Perception +13, Stealth +4

The elementals body each contain a number of small gems, totaling 500gp each.

 

 

E4. Bowl (CR 12)

The bottom of the crater drops down ten feet, but apparently dead-ends beyond.

At the base of the crater is a passage that normally leads downwards. Currently, it is sealed off by the bulk of a bound Earth Elemental.

A DC 20 Perception or a DC 15 Knowledge (nature) check will notice the differences in the stone here– as will detect magic.

The elemental has been commanded not to let anyone but Incandium through, and once attacked will retreat into the rock to gain a surprise advantage the round after.

Earth Elemental Guardian (3.5e)

Earth Elemental Guardian (3.5e)

Variant Elder Earth Elemental
Size/Type: Huge elemental (earth, extraplanar)
Hit Dice: 24d8+168 (276 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 26 (-2 size, +1 Dex, +17 natural), touch 9, flat-footed 25
Base Attack/Grapple: +18/+39
Attack: Slam +29 melee (2d10+13/19-20)
Full Attack: 2 slams +29 melee (2d10+13/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Earth mastery, push
Special Qualities: Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +21, Ref +9, Will +10
Abilities: Str 37, Dex 12, Con 25, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Challenge Rating: 11
Alignment: LN
SPECIAL ABILTIES
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Elemental Guardian (Pathfinder)

Earth Elemental Guardian (Pathfinder)    CR 12

XP 19,200
Advanced Elder Earth Elemental
N Huge outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
DEFENSE                                                                                                
AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, -2 size)
hp 200 (16d10+112)
Fort +15, Ref +6, Will +10
DR 10/–; Immune elemental traits
OFFENSE                                                                                                
Speed 20 ft. burrow 20 ft., earth glide
Melee 2 slams +28 (2d10+14/19-20)
Space
15 ft.; Reach 15 ft.
Special Attacks earth mastery
STATISTICS                                                                                            
Str 38, Dex 12, Con 24, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +32; CMD 41
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10

 

 

F. Incandium’s Lair

These connected chambers are Incandium’s lair, and his ancestors before him. Unlike elsewhere, the elaborate work on the walls has been left unscathed. The murals depict ancient times, back all the way to the first Saatman Empire where the humanoid races served largely as slaves and food for the draconic ones. The murals also depict how, apparently, one dragon defeated the army that toppled the empire, all by itself and came to live here in this mountain.

In addition, this entire area under the effect of redirect teleport (DC 25), redirecting any teleportation effects to the magma’s surface in F5.

 

 

F1. Sitting Room

This room is lit with a warm light radiating from the stars illustrated on the ceiling, walls and floor. Several nebulae are engraved in the floor like huge seats.

This room is where the dragons of the volcano normally entertain their personal guests. Incandium generally leaves the room unused.

A DC 30 Search/Perception check will locate a secret door hidden in a constellation of a dragon in the northern wall of this room, leading to F6.

 

 

F2. Sleeping Room

This room has been carved smooth and flat, and the far end is filled with cushions and furs.

This room has long been the private chamber of the volcano's masters – which Incandium has somewhat altered to accommodate his much smaller size. The furs and cushions are themselves protected from the heat by a faint magic, but are not particularly valuable.

The secret door to F5 can be discovered here with a DC 25 Search/Perception check. Once discovered it can be opened easily.

This room is particularly hot.

 

 

F3. Thinking Room

The walls of the room are lined with shelves, interspersed with elaborate stone statues of dragons supporting books made from solid stone.

This room is Incandium’s library, filled with centuries of accumulated knowledge recorded on pages of thin slate instead of flammable paper. Each of the nine hundred books weighs 15 lbs, and is worth 1gp.

This room is particularly hot.

 

 

F4. Treasure Room

The passage here suddenly stops cold.

While this appears to be a tiny, empty room, it actually contains most of Incandium’s wealth, hidden behind a permanent illusion and wall of force. The wall of force has been modified to allow only creatures through with a particular rune tattooed on their body, and only in flame ink. Details on this rune and the tattooing process can be found in G5.

PCs searching this room will discover that two of the walls are cool to the touch, unlike the warm rock elsewhere. This grants a DC21 Will save against the illusion each round they remain contact. Passing through the wall immediately passes the save against the illusion.

Behind the wall of force the treasure is piled high against the back wall, the coins have almost fused together in the heat, but the rest of the treasure is unharmed. When totaled, there are 6,487gp, 649pp, a +1 keen scythe carved from a single piece of flint, a ring of x-ray vision, a staff of authority (Pathfinder) OR a staff of healing (3.5e), an oil of stone shape, a potion of haste, a potion of fly, a scroll of create greater undead carved onto a thin sheet of slate and a wand of wind wall carved from dragonbone (48 charges). There is also a small brass key for the secret door in B4.

 

 

F5. Teleportation funnel

Any attempts to teleport within F, G or H find themselves redirected here, to a small room filled with lava. A DC 25 Will save allows a user to identify that special distortion and cancel their spell before being redirected, which results in the teleporter arriving 5 ft. above the surface of the lava.

This room is so hot that being in this room alone does 3d6 fire damage per round – and landing in the magma does 5d6 fire damage each round, and failing to stay on or above the surface does 10d6 fire damage each round. Creatures immune to fire can navigate the passage downwards, eventually surfacing in area G1.

The door to F2 is clearly visible and opens easily from this side.

 

 

F6. Ancient Antechamber

The floor and walls of this room are ancient, smooth stone.

Incandium was just one of the many dragons to live within this mountain without knowing of the secondary structure running throughout the volcano, once the home of ancient elemental princes here on the material plane.

The staircase in the north of the room leads up, eventually to C6.

 

 

F7. Ancient Earthen Chamber

This room is overgrown with fungus, despite the heat of the volcano, and the walls and floor appear to be made of rich soil.

This room was formerly home to an elemental prince of earth, but it has been abandoned for nearly two thousand years. Even after so long, the rich soil here can support any plants easily - as evidenced by the growth. None of the plants here are particularly rare, but they are all edible, as can be identified with a DC 15 Knowledge (nature) check. One pound of soil from this room grants a +4 bonus on Survival checks to grow any single plant or plant creatures. The soil does not spoil, and each pound could be worth 200 gp if taken from this room. There are 50 pounds of salvagable soil here.

 

 

F8. Ancient Aerie

This chamber extends a hundred feet up, and several hooks extend from the walls.

This chamber had once housed an elemental prince of air, but it has abandoned for thousands of years.

 

 

F9. Ancient Magma Pool (CR 16)

A pool of magma dominates the room, actively burbling with blue and red flames. The pool is bounded in forged iron and studded with rubies, and hanging above it is a huge golden scepter, burning with white-hot flame.

This magma pool has served as the home for an elemental prince of fire for thousands of years. Currently, it serves as the throne of the relatively recent Father of Fire. Each prince communes with the volcano to draw in the history of the mountain, which the current Father of Fire is doing.

Once the PCs reach for the edge of the pool or the staff behind it, he will rise from the magma appearing as a dragon made of flame to speak with the PCs. He is not interested in fighting, though he will not be polite – the PCs have intruded into his throne room. He is curious why the PCs are there, and if they admit they killed Incandium, he will demand they prostrate themselves, and curse them if they do not.

If challenged, he will immediately open combat against the PCs without pause.

Fire-Elemental-1

Father of Fire (3.5e)

Father of Fire (3.5e)

Variant Elder Fire Elemental
Size/Type: Huge Elemental (Fire, Extraplanar)
Hit Dice: 27d8+162 (273 hp)
Initiative: +15
Speed: 80 ft. (16 squares)
Armor Class: 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +20/+36
Attack: Slam +30 melee (2d8+8 plus 4d8 fire and burn/19-20)
Full Attack: 2 slams +30 melee (2d8+8 plus 4d8 fire and burn/19-20)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: burn
Special Qualities: damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, resistance to cold 10, father of fire
Saves: Fort +17, Ref +27, Will +13
Abilities: Str 26, Dex 33, Con 22, Int 10, Wis 15, Cha 15
Skills: Diplomacy +32, Knowledge (planes) +30, Listen +33, Spot +34
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Challenge Rating: 16
Alignment: LN
COMBAT
Combat tactics
xx
SPECIAL ABILTIES
Burn (Ex)
Father of Fire’s slam attack deals bludgeoning damage plus fire damage from his flaming body. Those hit by Father of Fire’s slam attack also must succeed on a DC 30 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Creatures hitting Father of Fire with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Father of Fire (Ex) The Father of Fire can bestow a blessing or curse upon others, as detailed in the appendix: Father of Fire. Bestowing or lifting a blessing or curse is a swift action.

Father of Fire (Pathfinder)

Father of Fire (Pathfinder)                           CR 16

XP 76,800
Variant Elder Fire Elemental
LN Huge outsider (elemental, extraplanar, fire)
Init +11; Senses darkvision 60 ft.; Perception +21
DEFENSE                                                                                                
AC 30, touch 20, flat-footed 18 (+11 Dex, +1 dodge, +10 natural, -2 size)
hp 218 (19d10+114)
Fort +17, Ref +22, Will +10
DR 10/–; Immune elemental traits, fire; Resist cold 10
OFFENSE                                                                                                
Spd 80 ft.
Melee 2 slams +26 (2d8+10 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (4d10, DC 24)
STATISTICS                                                                                            
Str 30, Dex 33, Con 22, Int 14, Wis 15, Cha 15
Base Atk +17; CMB +28; CMD 49
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Overrun, Iron Will, Lightning Stance, Mobility, Power Attack, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +33, Climb +32, Escape Artist +33, Intimidate +24, Knowledge (planes) +24, Perception +24, Sense Motive +24, Stealth +33
SQ father of fire
Languages Common, Ignan, Terran

Father of Fire (Ex) The Father of Fire can bestow a blessing or curse upon others, as detailed in the appendix: Father of Fire. Bestowing or lifting a blessing or curse is a move action.

Tactics Father of Fire will flit almost effortlessly around the room with each attack, inviting Attacks of Opportunity on himself to burn is enemies. Once reduced to 150 hp, he will instead avoid these attacks using Acrobatics, but continue his strategy. He will ensure whenever possible that he threatens the doorway to ensure nobody escapes.

The magma pool is surrounded by a dozen fist-sized rubies, worth 500gp each. Mounted on the wall at the back of the room, directly above the magma, is a staff of fire, which permanently burns with heatless flame.

 

 

F10. Ancient Spring

A deep bowl sits in the center of the room, illustrated with waves but bone dry.

Once the home of an elemental prince of water, it has been abandoned for thousands of years. Most of the sapphires that decorated the rim of the pool have been pried out, except for one, worth 75gp.

 

 

G. Incandium’s Labs

These areas are where Incandium, and his ancestors before him, performed magical experiments. Unlike his ancestors, however, Incandium detected and excavated to the planar rift beneath the volcano (area H), constructing a magical passage between the two areas.

This area under the effect of redirect teleport (DC 25), redirecting any teleportation effects to the magma’s surface in F5.

 

 

G1. Magma chamber

Only a narrow walkway runs the perimeter of the room, much of the rest of the floor being comprised of magma. In the center, an island of stone breaks through the magma, on which a narrow pillar stands.

The only danger here is falling into the magma – which is unlikely except for attempting to cross to the platform in the middle.

At its narrowest point, the moat is 15 ft. across, a DC 15 Acrobatics check. Failure results in the character falling into the magma.

This room is particularly hot.

 

 

G2. Magma platform

At the center of the platform is a circle engraved into the floor, at the edge of which is a narrow stand apparently meant to hold a small cube or similar object.

This circle is actually the lip of an elevator-like platform that, if activated, descends to area H below. However, it can only be activated with the correct keystone, which is currently inside the chamber below with Saatman. Fortunately, the key was one of the many items created in these very chambers, and it is possible to recreate, with enough work.

When the correctly assembled key is placed in the stand, the engraved circle activates, becoming an elevator that descends to area H.

If examined, the platform has an aura of moderate transmutation magic, and is connected to the pillar, which itself has a faint abjuration aura.

In an anti-magic field or if dispelled (DC 26), the elevator will detach from the platform and fall down the 300 ft deep shaft. Legend lore or other divination magic will be able to detail the key needed to activate the platform, potentially even the method to create the key.

Despite being surrounded by lava, this platform is kept cool, maintained by magic.

 

 

G3. Alchemy Station

A large stand fills one wall of this room, covered in pristine alchemical equipment. The other walls are used to house clay pots of varying sizes, each sealed carefully with wax.

This room is kept magically cool, as many of the supplies here would quickly spoil if exposed too long to intense heat. It contains masterwork alchemical supplies, enough to perform any Craft (alchemy) check with a +4 circumstance bonus.

Searching the station will reveal several of the more alchemical recipes Incandium uses, including fire ink, azure powder and engraving solution. Details on these alchemical items can be found at the end of the adventure.

There are currently three doses of engraving solution in flasks under the table.

 

 

G4. Crafting Lab

A huge iron bench dominates the far wall, thick with tool marks from the metalworking supplies around it. Other tools sit on similar benches around the room - benches of wood and stone to the left, anvils and jewel setting tools to the right.

This is the chamber in which Incandium creates the physical structures of magic items he designs. All the tools here are masterwork, which grant a +2 circumstance bonus on Spellcraft or Craft checks involved in making magic items.

Searching the area can uncover the plans for a number of magic items. Specifically, details on how to create a bracer of shields, the front door lock, and the elevator as well as its key. There are also two scrolls of redirect teleport here, each engraved on a thin sheet of slate, one pound (16 ounces) of pure mithral, and two pounds of gold.

The instructions to create the elevator's key are complex - first, six small mithral pyramids must be created, then they must be etched with particular magical designs (see image A; puzzle pieces), and finally they must be assembled into a cube (see image B, correct alignment) before they can be used to activate the elevator.

incandium-puzzleincandium-puzzle-complete

 

 

Puzzle

The remaining designs are imprecise - and though only six pyramids are needed to create the key, there are designs for seven distinct pyramid pieces. A DC 25 Intelligence check can identify the excess piece.

The supplies to create the keys are all present in the caverns. Creating a mithral pyramid requires one ounce of mithral and a DC 10 Craft (metalworking) or DC 15 Craft (armor or weapons) check. The tools to do so are all present in this room.

Once the pyramids have been created, they need to be inlaid with the correct design in azure powder, as indicated on the design. Doing so requires a DC 15 Craft (painting or sculpting) or DC 25 Spellcraft check. Azure powder, as well as the brushes to do this correctly can be found in area G6. Each rune requires one dose of azure powder.

The runed pyramids must then be properly engraved, which requires application of engraving solution, which can be found in area G3. This step requires no check.

Once the pyramids are correctly engraved, they will snap together and apart magically, allowing themselves to be arranged in any orientation. It is recommended at this point the GM pass out physical copies of the pyramids from image A for the players to solve manually.

Alternately, it can be solved in three hours by any character by manually attempting every orientation, or in one minute with a DC 25 Intelligence check.

Only the orientation illustrated in image B is correct, which will cause the entire key to begin to glow softly.

This room is particularly hot.

 

 

G5. Tattooing Chamber

This chamber is more recently carved than the others. On a small bench sits a needle-like tool, a flask of glowing liquid and several sheets of slate.

There are two dozen sheets of slate, each one depicting a slightly different illustration in a tribal style.

A DC 20 Wisdom check will recall these illustrations are very similar to Incandium's tattoos. A DC 35 Spot/Perception check can identify the exact tattoo Inlaid on Incandium.

At the bottom of the slate is a worn book detailing how to create fire ink, and how to tattoo oneself with it. In the margins are notes written in draconic contemplating how to create a wall of force that only allows branded creatures through. The notes suppose that the treasure hoard would be well served by such a protection, as a temporary brand could be applied to minions to allow them to fetch items, without granting them permanent access.

Correctly copying the tattoo from the page onto a character requires a DC 15 Craft (painting or tattoos) or a DC 18 Dexterity check, and allows characters access through the wall of force in F4 for as long as the tattoo remains active.

The flask contains two doses of fire ink.

This room is particularly hot.

 

 

G6. Enchanting Labratory

A round, glass-smooth table is set in the exact center of the room. The air is electric with magic energy.

This is the room in which Incandium imbues items with magic, and beneath the table are a number of masterwork tools to assist in the process, which would grant a +2 circumstance bonus to Spellcraft checks. In addition, there are eight doses of azure powder amongst the tools.

This room is particularly hot.

 

 

H. The Anomaly

When this mountain was the home of the elemental princes, the rift within this chamber served as their font of power. As time passed and the planes turned, the nature of the rift changed from providing raw energy to more of a temporal anomaly, connected to a plane with a far faster flow of time then the material.

As the anomaly changed, most of the princes abandoned this seat of power for others, and this rift was abandoned until rediscovered a decade ago by Incandium.

This area under the effect of redirect teleport (DC 25), redirecting any teleportation effects to the magma’s surface in F5.

 

 

H1. Anomaly Chamber (CR 15)

The walls and floors of this chamber are marble smooth, with perfectly square corners in ways no mortal could cut. In the center of this cross-shaped chamber is a wavering vein of energy, running from floor to ceiling and partially obscuring the chamber beyond, where a blue dragon and several men with their backs to the wall watching the rift, and the room, very carefully.

This room is ancient, thousands of years old, carved by the elemental princes. The rift in the center is forty feet across, and runs from the floor to the ceiling.

A DC 30 Spellcraft or Knowledge (planes) will identify the rift as a planar anomaly, which wise characters will avoid until they know more about it.

It connects to a plane of positive energy where time flows many times faster than here on the material plane. The rift is safe for inorganic objects, but living creatures touching the rift will take 10 points of damage per round, and are forced to make a DC 30 Fortitude save to avoid taking one point of Constitution, Strength and Dexterity drain from irregular aging. Exposure for three or more consecutive rounds also results in a character aging one year.

Saatman and Incandium have been attempting to develop a spell to expand and regulate the effects of the rift, but are being exceedingly careful to do so without alerting any extraplanar forces that might be watching for such a disturbance. They have yet to succeed to a level they find acceptable.

When the PCs arrive, Saatman and two Serpens Sanguis cultists will be on the far side of the rift, maintaining analyze dweomer so as to study the rift.

Saatman will be honestly surprised at the PCs arrival, and will abandon his spell to speak with them. He is curious of their motivation, and will only reveal who he is if he will get equal information in exchange.

After several rounds of bartering, he will tell the PCs their efforts are in vain, for even though Incandium has fallen, all dragons in the Klavek Kingdom are banding together with the intent of crushing this 'pitiful human kingdom'.

With that, he will dismiss the redirect teleport effect in the area (A Standard action, as this effect was cast by him), and greater teleport away, leaving the cultists to deal with the PCs.

If the PCs manage to prevent Saatman from teleporting away, he is treated as an Ancient Blue Dragon in combat.

(2) Serpens Sanguis Recruiter (3.5e)

Serpens Sanguis Recruiter(2) (3.5e)

Male Human Wizard 14
Size/Type
: medium humanoid (human)
Hit Dice: 14d4+28 (64 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 armor, +1 Dex, +1 deflection), touch 12, flat-footed 12
Base Attack/Grapple: +7/+6
Attack: quarterstaff +6 (1d6-1)
Full Attack: quarterstaff +6/+1 (1d6-1)
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 13
Skills: Concentration +18, Decipher Script +21, Knowledge (arcana) +21, Knowledge (local) +21, Knowledge (planes) +21, Knowledge (religion) +21, Spellcraft +21
Feats: Combat Casting, Dodge, Eschew Materials, Great Fortitude, Greater Spell Focus (enchantment), Greater Scribe Scroll, Spell Penetration, Spell Focus (enchantment), Spell Penetration
Challenge Rating: 13
Treasure: bracers of armor +1, circlet of persuasion, ring of protection +1potion of cure serious wounds (2), headband of intellect +2, platinum symbol of Serpens Sanguis worth 1,500gp
Alignment: LE
SPELLS
Wizard Spells (CL 13; DC 15 + spell level)
7 – insanity (DC 24), mass hold person (DC 24)
6 – analyze dweomer (cast), chain lightning, mass suggestion (DC 23)
5 – cone of cold (2), dominate person (2; DC 22)
4 – charm monster (DC 21), greater invisibility, stoneskin, summon monster IV
3 – dispel magic, hold person (2; DC 20), lightning bolt (2)
2 – blur, fox’s cunning (cast), resist energy, see invisibility, touch of idiocy (DC 19)
1 – charm person (2; DC 18), mage armor, magic missile(2), shield
0 – daze (DC 17), detect magic (3, 2 cast)

(2) Serpens Sanguis Recruiter (Pathfinder)

Serpens Sanguis Recruiter (2) (PF)             CR 13

XP 25,600 each
Male human wizard 14
LE Medium humanoid (human)
Init +2; Perception +0
DEFENSE                                                                                                
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 deflection, +1 dodge)
hp 93 (14d6+42)
Fort +7, Ref +8, Will +9
OFFENSE                                                                                                
Spd 30 ft.
Melee quarterstaff +6/+1 (1d6-1)
Special Attacks aura of despair, dazing touch
wizard spells (Concentration +20; DC 16 + spell level)
7 – insanity (DC 25), mass hold person (DC 25)
6 – analyze dweomer (cast), chain lightning, form of the dragon I, mass suggestion (DC 24)
5 – cone of cold (2), dominate person (2; DC 23)
4 – charm monster (DC 22), greater invisibility, stoneskin, summon monster IV
3 – dispel magic, hold person (2; DC 21), lightning bolt (2)
2 – blur, fox’s cunning (cast), resist energy, scorching ray, see invisibility, touch of idiocy (DC 20)
1 – charm person (2; DC 19), mage armor, magic missile(2), shield
cantrips (at will) – bleed, daze (DC 18), detect magic, ray of frost
STATISTICS                                                                                            
Str 8, Dex 14, Con 12, Int 22, Wis 10, Cha 13
Base Atk +7; CMB +6; CMD 17
Feats Dodge, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Lightning Reflexes, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Still Spell, Silent Spell, Toughness
Skills Appraise +23, Fly +19, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (history) +23, Knowledge (local) +23, Knowledge (planes) +23, Knowledge (religion) +23, Spellcraft +23
Languages Common, Draconic, Elven
SQ arcane bond (amulet), arcane school (enchantment), enchanting smile
Combat Gear potion of cure serious wounds (2); Other Gear bracers of armor +1, circlet of persuasion, ring of protection +1, headband of intellect +2, platinum amulet with symbol of Serpens Sanguis worth 1,500gp

Enchanting Smile (Su): A Serpens Sanguis Recruiter gains a +4 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.

Dazing Touch (Sp): A Serpens Sanguis Recruiter can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more than 14 Hit Dice are unaffected. He can use this ability 9 times per day.

Aura of Despair (Su): A Serpens Sanguis Recruiter can emit a 30-foot aura of despair for 14 rounds per day. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.

TACTICS

Before Combat the recruiters have already cast several daily spells long before the PCs have arrived. However, while Saataman talks they will attempt to cast shield, mage armor and stoneskin.
During Combat
recruiters will cast summon monster IV to call Howlers to block the sides of the room. Commanding these creatures to channel PCs into the middle of the room, and thus the rift, much like they will attempt to do with their magic.

Development Once the cultists are gone, the PCs are free to examine the anomaly for themselves. It is a complex force, attached to a positive energy plane with a drastically different flow of time, with effects as detailed above.

The rift can be left open if the PCs wish, though closing it would prevent Saatman from returning to continue his work. The methods for doing so can include any way the GM might desire, but perhaps the easiest way to close it is by drawing the attention of a Lhaksharut Inevitable. This can be done with any version of the planar ally or similar spell, or by casting any spell of 6th level or higher directly into the rift itself. It will plane shift into the area immediately, and tell all other creatures to leave so it can "heal this scab of the planes". If the Serpens Sanguis cultists are still present, it will aid the PCs in defeating them. (in 3.5e, treat this creature's combat statistics as a solar angel)

 

 

 

Concluding the Adventure

With Saatman’s plan revealed and Incandium’s master plan circumvented, the PCs have earned themselves a moment of respite. This adventure is complete once the PCs have faced Saatman in the anomaly chamber, but there are likely other areas of the volcano still to explore, and a kingdom to warn of the impending invasion!

Fortunately for the PCs, Saatman’s plans aren’t quite as close to fruition as he implies, and weeks or months can pass in-game before the next threat of dragon invasion arises.

The PCs may also become curious over the repeated symbol they have seen about - that of the Serpens Sanguis. Information on the cult, and their symbol, can be found in the appendix.

 

 

 

Experience Rewards

If PCs unlock the door between the brother and sister’s chamber, grant them Experience for a CR 14 encounter.

If the PCs correctly assemble the mithral pyramids, Grant them experience for a CR 16 encounter.

If the PCs discover the ancient passageways, grant them experience for a CR 14 encounter.

If the PCs give the kobolds a dragon egg, grant them experience for a CR 16 encounter.

If the PCs destroy or seal the rift, grant them experience for a CR 18 encounter.

 

 

 

New Magic Item

Bracer of Shields

Bracer of Shields

Aura moderate abjuration; CL 5th
Slot wrist; Price 10,000 gp; Weight 6 lbs
DESCRIPTION
This heavy metal bracer has four thick glowing runes along the outside of it, each of which grants a different benefit. Once expended each rune goes dark until it recharges at midnight. So long as at least one rune is active, the bracer grants a +1 shield bonus to AC.

The first rune can be activated to increase the bracer's shield bonus to +4 for 5 minutes. The second rune automatically absorbs 11 points of damage from magic missiles each day. The third rune protects the user from the first ranged attack each day, as if the wearer had the Snatch Arrows feat. The fourth rune automatically absorbs the first 11 points of energy damage (of any one type) the user receives in a day. All this energy damage must be of the same type.
CONSTRUCTION
Requirements
Craft Wondrous Item, shield, protection from arrows, protection from energy; Cost 5,000 gp

 

 

New Alchemical Items

 

Fire Ink (Advanced Race Guide)

Cost 1gp; Weight —

Fire ink is a glowing solution that can be imprinted onto skin, which lasts for one hour after being applied. It makes users without resistance or immunity to fire sickened for the duration. One dose covers a hand-sized area. Crafting this item requires a DC 13 Craft (alchemy) check.

Azure Powder

Cost 1sp; Weight —

Azure powder is a blue, chalky dust. It is harmless, and sticks to surfaces for one hour before falling away. It also reacts violently to engraving solution, as detailed below. Throwing a handful of azure powder at a target or square is a ranged touch attack with a range increment of 5 ft. Crafting this item requires a DC 11 Craft (alchemy) check.

Engraving Solution

Cost 2gp; Weight 0.5 lb.

Engraving solution is a thin, caustic liquid that burns the skin to touch, but has much more violent reactions to other, specific materials. In particular, when it comes in contact with azure powder it reacts violently, doing 5 points of acid and 5 points of fire damage to the target - this reaction leaves a permanent etch on any substance with a hardness of 20 or less. One dose of engraving solution is enough to etch one dose of azure powder. Crafting this item requires a DC 12 Craft (alchemy) check.

 

New Spell

Redirect Teleport

Redirect Teleport

School abjuration; Level cleric 7, sorcerer/wizard 7
Casting Time 1 minute
Components V, S, M
Range 100-ft. radius area
Effect modifies conjuration spells
Duration 1 day/level
Saving Throw Will partial; Spell Resistance yes

You subtly shift space around you, so that the ethereal plane no longer aligns to where it naturally would. In doing so, you effectively alter any teleportation effects into or out of the area so that they are redirected to a point of your choosing, within 1 mile of the original casting of this spell. Forms of teleportation affected by redirect teleport include any effect that would be affected by dimensional anchor.

Creatures whose teleportation spells or effects are affected receive a Will save to detect that their spell will not land them where they intended, allowing them to choose to end their spell or effect without repercussions, or to allow themselves to be redirected. Failing the save results in redirection automatically.

 

 

New Diety

Hado

Titles Hado The Great and Terrible, The South Wind, The Withering Gaze

Home elemental plane of fire
Alignment lawful neutral
Portfolio judgment, observance, community, summer
Worshippers community leaders, scouts, desert natives
Domains Community, Law, Nobility
Subdomains Ancestors, Family,Resolve, Seasons
Favored Weapon
warhammer

Hado is a stoic sentinel among the gods, watching over the land with his intense gaze. His intensity matches the sun, with which he is often associated despite being a guardian of families, communities, and social order.

Hado is known in many parts of the world, though rarely worshipped due to his extremely strict set of rules he forces his followers to endure.

History

Hado is the oldest of the four winds, who came into being as the world began to turn. His three siblings knew the similarities between him and the scorching sun of midsummer, and granted him the least yielding of seasons as his domain.

Appearance

Hado appears most often as a storm giant with a golden shield, whose eyes blaze with the intensity of the sun. However, he often also appears as dried grass blowing in the wind.

Church of Hado

The church of Hado is a judicial system who watches and judges the communities they are part of. Often, they number amongst the lawyers and judges of the city’s standard legal system as well, granting it divine legitimacy with the grace of their god.

Worshippers and Clergy
Hado’s followers are typically men, often those who already have authority and power through their families or community position. They are also often involved in the legal systems of their communities, from clerks to judges. They wear green clothing with golden accents.

Holy Text

Overwatch
This thick book goes into extreme details on rules for people to follow, and facets on which people are judged by the gods. It is often found even in other churches, for many of its tenants explain the laws of gods who are vaguer in their decrees.

 

 

Elemental Princes: The Father of Fire

 

Few dispute that the universe is formed of four ‘classical’ elements; earth, fire, water and air. These elements rule over every aspect of life in some way, even if only subtly, and over these powers reign the elemental princes.

They are less well understood than the gods themselves, but known that collectively their power must be of similar scope. Unlike the gods, however, elemental power is held more in station than in their sheer being, for each elemental prince can pass down the title, or divide it amongst their inheritors as they see fit.

Scholars do not fully understand why immortal creatures like elementals ever step down from such lofty positions. They guess that such a station must be tiring or unpleasant – or perhaps even dangerous. However, global trends in all kinds of natural phenomena; from crops to plagues and sea level to earthquakes all corresponds to different elementals holding these titles.

Though it varies from one era to the next, it is thought that there are ten princely stations for each of the classical elements. Each station holds sway over the natural forces of one aspect of their element, and these princes are often found at a powerful planar nexus or awe-inspiring natural location so as to tap into the power of their element. Some prefer to reside on the material plane and consort with mortals; while others prefer to reign from their elemental planes.

The Father of Fire is one prince who has long since chosen to make the volcano of Incandium his home – long before even dragons even had chosen to carve their own fortress into its mountainside. He is responsible for sparks within the natural world, so that fires may be spread from one point to another, and always takes great pride in his work, ensuring each spark is flawless.

Like all elemental princes, the Father of Fire has the capacity to bestow his favor or ire upon an individual.

 

The Favor of Fire

A creature who has been blessed by the Father of Fire can create and manipulate sparks with no more than a wave of their hand. They gain one or both of the following abilities:

Spark Shower (Su) As a swift action, a creature blessed by the Father of Fire can send a shower of sparks from their hand, igniting any flammable objects and doing 1 fire damage to all targets within a 5 ft square. Alternately, a creature may ignite a single flammable object within their reach.

Spark of Inspiration (Ex) Once per day as a standard action, a creature blessed by the Father of Fire can gain a flash of insight, recovering one daily use of a power or ability normally available a number of times per day tied to an ability score.

 

The Curse of Sparks

A creature who has been cursed by the Father of Fire finds that flames follow him wherever he goes, and destroy whatever he touches. They gain one or both the following qualities, chosen by the father of fire when he lays the curse. These curses cannot be lifted without the use of wish, miracle or direct divine intervention.

Trail of Sparks (Su) Sparks lick from the heels of a creature cursed by the Father of Fire, igniting any flammable objects in their square. This ability cannot be suppressed.

Arcing Sparks (Su) Sparks from any flames seek you, like moths to a flame. Any time you or any creature or object within 5 ft of you takes fire damage, you are struck by rising sparks, and take 1 point of additional fire damage, bypassing fire resistance, but not immunity.

 

 

 

Campaign Supplement: The Serpens Sanguis

 

Map from "Serpens Sanguis" available in SIDE QUESTS - VOLUME 1The Serpens Sanguis are a cult of men and women who believe above all other things that dragons are the truest of divine creatures, and should rule over all mortals with divine right. Many members of this cult even believe that dragons are divine will made incarnate, and as a result that dragons are literally gods walking the land.

The cult was founded during the war in which the now Klavek Kingdom conquered the draconic Saatman Empire, whose kings and rulers did live like the gods they claimed to be. Unfortunately, nearly every one of these so-called divine dragons was slain throughout the course of the war, and the few survivors fled to the far corners of the world to avoid persecution.

The founders of the cult were the most loyal of the dragon’s servants, powerful arcanists who drew their powers from the dragons themselves. Though they were much weakened by their master's departure, they continued to work mostly in secret, plotting to overthrow the kingdom from its earliest days.

Over the years, and with each failed attempt their group has grown and fragmented, with each cell having their own ideas on how a proper revolution might come about, returning dragons to power. Some cells prefer to work more subtly: such as by tainting crops with dragon blood so those eating it will feel the power flow in them; while others are more direct, like the group who resurrected Saatman after nearly two thousand years.

They take their symbol from the ancient Saatman empire, a draconic ouroboros twisted into an infinity, with the sun encompassed on one side, and the moon in the other. To them, this represents how dragons encompass all, in both the day and the night, not unlike the gods.

There are currently six major sects of the Serpens Sanguis active in the world, and countless splinter cells as small as a single member. Of these sects, only two are within the borders of the Klavek Kingdom.

The first, and largest group call themselves the imperialists. They are led by Rasputin, a powerful wizard who seeks to return the previous dragon emperor to power by raising him from the grave. The last emperor of the Saatman Empire, a blue dragon who calls himself Saatman, now directly commands this sect and has been working to gather dragons of all creeds and colors to his side.

The second, much smaller group, is also much more subtle. They call themselves the Stewards of the Tzar, and have been infiltrating the royal retainers for decades. Their plan is to taint the royal blood with that of dragons, and to thus turn the entire Klavek Kingdom into the second Saatman Empire. Their plan is much less immediate, though if it were to succeed as intended, it would be no less of a threat for the Klavek people.

For more information on Serpens Sanguis (including a mini-adventure), check out SIDE QUESTS - VOLUME 1 by Adventureaweek.com.

 

Player Map

 

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VTT Map

 

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