Revenge of Ingan CR 11 XP 12,800 N Persistent haunt (tunnels inside a 40 ft.-radius of Ingan’s grave) Caster Level 11th Notice Perception DC 25 (to hear the lamentations of Ingan) hp 49; Weakness tricked by hide from undead and Stealth; Trigger proximity; Reset 1 hour Effect When the revenge of Ingan is triggered, the ethereal form of the druid’s spirit appears and touches the nearest living creature (Fly 50 ft. [perfect], melee touch +13), forcing them to make a DC 22 Fortitude save. On a failure, touched creatures take 150 points of damage (only 3d6+15 on a success). Any creature killed this way is immediately reincarnated (as the spell) and is never troubled by Ingan’s revenge again.
Destruction The druid’s spirit is so vengeful that it remains tethered to the catacombs of Nyamo until its thirst for justice is sated—only the living blood of a High Mage of Timeaus can quench its desire.
Adventure Hook Ingan’s Abattoir is haunted by the restless spirit of a long dead druid, one of first naturalist spellcasters felled by the High Mages of Timeaus. Though many might not know it, the beginning of the Banlan Brotherhood is related to the druid’s spirit, and it recognizes their symbol. Any creature bearing a symbol of the Banlan Brotherhood is immune to the effects of the revenge of Ingan; something a keen PC might realize with a DC 15 Knowledge (History) and DC 13 Intelligence check.
Dimensional Funnel CR 11 Type magical; Search/Perception DC 38; Disable Device destroy dimensional tethers (see text) Trigger teleportation spell; Reset none Effect spell effect (plane shift; all creatures and items within 30 ft. of the dimensional tethers are not teleported to their intended destination, instead drawn to a second matching set of dimensional tethers which may be located on any plane; increase the DC to resist the triggering teleporting effect by +5)
The high mages of Timeaus are true masters of arcane energies and one of them—a subversive agent for the Banlan Brotherhood—was involved with researching alligotonium, discovering a means to teleport the enchanted material despite its unique properties. Using a practiced ritual of the high mages (the dimensional funnel trap) he has treated some of the magical ore already in their possession, crafting a total of 12 dimensional tethers. 6 of these have been pegged down far beneath Nyamo in the city’s catacombs, and the rest are in the hands of agents traveling with the party.
When the dimensional wheels activate, the whole caravan the PCs are traveling in is hurtled across the planes to eventually land in the Ingan Abattoir, a place the infiltrators know only too well—but will the party fare well once they arrive, or fall prey to its dangers?
DIMENSIONAL WHEEL Aura strong conjuration; CL 13th
Slot —; Price 4,200 gp; Weight 50 lbs.
This wagon wheel has a 5% chance of activating whenever it hits a pothole, divot, or any similar irregularity on a road. When activated. the wagon, its passengers, and its cargo are transported to a random plane (as plane shift). Each creature transported can resist with a successful DC 24 Will save; the wheel is a single charge item and cannot be used for further planar travel once expended.
CONSTRUCTION Requirements Craft Wondrous Item, plane shift; Cost 2,100 gp
[Originally appearing as the planar wheel on TrapADay.com. -MM]
Borys has a final task for the PCs—after the pass was blasted and the alligotonium cloud descended upon Steamtown, PNE has more enchanted ore than they know what to do with, and it may be possessed by revenants (or worse). Too valuable to leave here in its raw state and too dangerous to try to fashion useful items out of, since it’s rightly the property of PNE, they’ve decided to send it to a smelter in the city of Nyamo in far off Timeaus, a facility in good standing with the Samsara Mining Conglomerate. They have both the facilities and magical knowledge to deal with this ore safely.
Borys points at four full wagons of the ore. “These need to get to Nyamo, and I need you to guard them along the way. Some agents from SMC have just arrived and they’ll travel with you as well. Once these safely reach Nyamo, you are to be given 100 pounds of the ore as a reward; once it is determined to be safe, of course.“
Six agents (male LN human fighter 4/wizard 2) travel with the PCs, each carrying a hidden magic item that acts as a dimensional anchor. During the journey, they talk to the PCs to feel them out—the conversation eventually focuses on the authoritarian nature of Timerian rule and the different groups opposing it.
The party makes a series of Diplomacy checks during the course of the trip to try to befriend the agents, who start out with an Indifferent attitude toward the adventurers (the difficulty of each check is the base DC of the attitude +7.) On a failure of 5 or more, an agent’s attitude drops by one step, and on a success, it increases by one step. These checks can be done once per day. After one week the agents spring a trap, but if the attitude of the agents towards the PCs is Helpful, they hand one member of the party a hand written note before springing the trap. [The note’s contents to be revealed in an upcoming post! – RT ]
Each wagon has a single dimensional wheel and the hidden items carried by the subversive agents traveling with the PCs are enchanted to not only allow the alligotonium to teleport (which it normally cannot do), but to send it within 50 ft. to a specific location in Nyamo—the wheels simply have to hit a big enough pothole to activate. About a week in to the journey, the caravan reaches a road littered with potholes and instead of avoiding them, the drivers purposely head towards the pits and divots. Each of the 4 wagon wheels activates, triggering a DC 29 Will save to avoid being teleported, the specialized trinkets of the bandits facilitating the transition.