Tales of the Infinite Staircase conversion notes

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Tales of the Infinite Staircase conversion notes

I went to one of the planewalker.com seminars at GenCon Indy this year and heard that conversion notes might be useful to you. I made the following for an epic level quest I am running. I am not sure how useful they would be since many people to not run epic campaigns but I thought I would post them just incase some one would find them useful. I made this document in Word and it would probably look better that way, but I am not sure how to up load files to your site.

Conversion Notes for Tales of the Infinite Staircase by Monte Cook
(A conversion sheet for encounters from the AD&D 2nd edition quest to a 25th level D&D 3.5 edition quest)

This quest was used as a spring board to get my PCs from around 25th level to 30th level so they would be able to face the perils of the Quicksilver Hourglass (an adventure for 30th level characters in Dungeon # 123). I have not converted or made a substitution for every single encounter. I am sure that countless errors abound in this document as well. Sometimes I have deviated from the standard quest by introducing new plot elements and at times I have cut out parts of the original quest to best fit my campaign. By far the most time consuming job in converting a quest from one game mechanic to another is the creation of NPC blocks. I have donated these conversion notes in the hopes that it will save others a little time.

Tale 1: Planewalkers (for 25th level characters)

Blue Mushroom Area

Spot or Search Check DC 20+1d20 notices bad floor areas. Reflex save DC 20+1d20 to avoid falling though. Another Reflex save DC 30+1d20 to grab hold after falling. Fall 10d100 feet. Check for bad area twice per hour.

Stairway of Desolation

Spider Lair (EL 24)

Creatures: 2 Gargantuan Monstrous Spider Paragons

Monstrous Spider Paragon, Gargantuan
Gargantuan Vermin
Hit Dice: 16d8+336 plus (524 hp)
Initiative: +11
Speed: 90 ft., climb 60 ft.
Armor Class: 51 (-4 size, +11 Dex, +10 natural, +12 insight, +12 luck), touch 41, flat-footed 40
Base Attack/Grapple: +12/+64
Full Attack: Bite +48 (2d8+42 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Poison (DC 33), web (Escape Artist 33, Break 37, Hp 29)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, fire and cold resistance 10, DR 10/epic, Spell Resistance 32, Fast Healing 20
Saves: Fort +29, Ref +26, Will +22
Abilities: Str 40, Dex 32, Con 29, Int-, Wis 25, Cha 17
Skills: Climb +32, Hide +13, Jump +25, Spot +21
Epic Feats: Epic Toughness (x2)
CR: 22

Guardians (EL 25?)

Creatures: 13 Lobotomized Balors

Lobotomized Balors
As Balors from pg. 40 of the monster manual except as follows

Skills: eliminate all intelligence, wisdom, and charisma based skills
Special Attacks: no spell-like abilities
Saves: Will +9
Abilities: Int 4, Wis 4, Cha 6
CR 18

Flutes of Enchanted Harmony: Will Save DC 30. Sickened, double Sicken Effects, Nauseated

General of the Voids Great Armies (EL 27)

Creatures: 6 Lobotomized Balors, Unthre

Unther
Medium humanoid, 24th level human Fighter/2st level Blackguard
Hit Dice: 26d10+130 plus 30 (303 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 46 (+5 Dex, +5 defection, +5 natural, +13 Armor, +7 Shield, +1 Weapon Supremacy), touch 21, flat-footed 41, +1 from Dodge
Base Attack/Grapple: +23/+34

Attacks Forms:
1. Normal Full Attack: +46/+41/+36/+31 (1d10+31)
2. Rapid Blitz: +46/+41/+31 (1d10+31)
3. Flanking: +50/+45/+40/+35 (1d10+31), can flank from adjacent squares
4. Smite Good 1/day: +5 attack, +2 damage
*notes: can add +5 to any one of his attacks after first attack, can take 10 on one attack

Special Abilities: Aura of Evil, detect good, poison use, dark blessing, smite good
Saves: Fort +30, Ref +21, Will +16
Abilities: Str 22(32), Dex 14(20), Con 14(20), Int 10, Wis 10, Cha 14(20)
Feats: Adaptable Flanker, Bounding Assault, Cleave, Combat Reflexes, Dodge, Greater Weapon Focus (Glaive), Greater Weapon Specialization (Glaive), Improved Sunder, Melee Weapon Mastery (Glaive), Mobility, Power Attack, Rapid Blitz, Short Haft, Spring Attack, Vexing Flanker, Weapon Focus (Glaive), Weapon Specialization (Glaive), Weapon Supremacy (Glaive)
Epic Feats: Epic Weapon Focus (Glaive), Epic Prowess, Epic Weapon Specialization (Glaive), Epic Toughness
Skills: Climb +38, Jump +38, Intimidate +34
Equipment: Belt of Giant Strength +6, Cloak of Resistance +5, Ring of Protection +5, Ring of Natural Armor +5, Amulet of Health +6, +5 Nimble Death Ward Mithral Full Plate, Gloves of Dexterity +6, Robe of Charisma +6, +5 Vorpal Araurum Glaive, +5 Brilliant Energy Adamantine Glaive, Tome of Strength +4 (already used), Boots of superior Striding, and Hasting, Headband of Force Shield +5, 3 dragon globes, 7 stone cubes

Dragon Globes: 1d6 serpentine dragon heads emerge in a 10 foot area from where a globe is thrown. Each head gets one melee attack at thrower’s highest base attack +10 (+33 for Unther) for 3d8+7 points of damage. If a head hits it can make a free trip attempt with a +10 bonus.

A Fiend’s Crooked Smile (EL 27)

Gerrzog, Glabrezu Paragon
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 12d8+216 plus 144 (465 hp)
Initiative: +11
Speed: 120 ft.
Armor Class: 66 (-4 size, +7 Dex, +19 natural, +12 insight, +12 luck, +8 armor), touch 66, flat-footed 51
Base Attack/Grapple: +12/+68
Full Attack: 2 pincers +59 (2d8+43), 2 claws +59 (1d6+34), and bite +59 (1d8+34)
Space/Reach: 15 ft., 15ft.
Special Attacks: Improved Grab (+13 insight bonus to damage on grapple checks), spell-like abilities, summon tanar’ri
Special Qualities: DR 10/good or 10/epic, darkvision 60 ft., immunity to electricity and poison, resistance to acid, cold, fire 10,. Spell Resistance 38, telepathy 100 ft., true seeing, fast healing 20
Saves: Fort +41, Ref +30, Will +33
Abilities: Str 46, Dex 25, Con 46, Int 31, Wis 31, Cha 35
Skills: +18 to all Str and Con based, +17 to rest
Feats: Ability Focus (Eldrich Blast), Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell-like Ability (teleport)
Epic Feats: Dire Charge, Epic Prowess
Equipment: Amulet of Magic Fang +5, Braciers of Armor +8, Ring of Resistance +5
CR: 27

Spell-Like Abilities: Caster Level increased to 29, add greater dispel magic, haste, and see invisibility 3/day at 15th level caster. Save DCs are now 22 plus spell level.

Sorceress Hiding (EL 26)

Forget the Grimlocks. Assault the party with massive amounts Mindflayer Paragons and Brain Collectors if they are foolish enough to venture into the city of Abstemious.

Shavanistra, 26th level human Warlock
Medium humanoid
Hit Dice: 26d6+130 (221 hp)
Initiative: +10
Speed: 30 ft., fly 30 ft. (good)
Armor Class: 45 (Dex +5, armor +13, shield +7, +5 natural, +5 deflection)
Base Attack/Grapple: +18/+17
Full Attack Forms:
1. Normal Attack: Eldrich Blast +25 ranged touch (12d6) or Warlock’s Scepter +19 melee touch 12d6 Hideous Blow and melee 1d6+1
2. Maximized, Empowered, Eldrich Cone Utterdark Blast with 4d6 boost from Warlock’s Scepter: 30 ft. Cone, 96+8d6 (Ref DC 31), and 2 negative levels (Fort DC 31)
3. Maximized, Empowered, Eldrich Chain, Vitriolic Blast with 4d6 boost from Warlock’s Scepter: initial blast +25 ranged touch (96+8d6+1 acid plus 2d6 acid for 5 rounds thereafter), 5 secondary blasts +25 ranged touch (48+4d6+1 acid plus 1d6 acid for 5 rounds thereafter)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eldrich Blast
Special Qualities: detect magic, DR 6/cold iron, deceive item, fiendish resilience, acid and sonic resistance 10, imbue item
Saves: Fort +19(+30), Ref +20, Will +20
Abilities: Str 8, Dex 16(22), Con 14(20), Int 12, Wis 10, Cha 22(32)
Skills: Concentration +34, Knowledge (arcane) +15, Knowledge (planes) +15, Knowledge (religion) +17, Spellcraft +15, Use Magic Device +40
Feats: Ability Focus (Eldrich Blast), Battle Caster, Empower Spell-Like (Eldrich Blast), Greater Spell Penetration, Improved Initiative, Maximize Spell-Like Ability (Eldrich Blast), Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (Eldrich Blast), Spell Penetration
Epic Feats: Epic Spell Penetration, Multispell-like ability
Equipment: Tome of Charisma +4 (already used), Cloak of Charisma +6, +5 Mithral Full Plate of Nimbleness, Gloves of Dexterity +6, Amulet of Health +6, Warlock’s Scepter, Heavy Fortification Robe of Force Shield +5, Ring of Protection +5, Belt of Natural Armor +5, Sun Glasses of Resistance +5, Ring of Arcane Might
CR: 26

Invocations
Least: dark ones own luck, see the unseen, hideous blow
Lesser: fell flight, eldritch chain, flee the scene
Greater: eldritch cone, devour magic, vitriolic blast
Dark: retributive invisibility, utterdark blast, dark foresight

Tale 2: Lost Sovereignty (for 26th level characters)

That Which Lurks (EL 26)

Creatures: 3 Cloaker Paragon

Cloaker Paragon
Large Aberation
Hit Dice: 6d8+66 plus 72 (186 hp)
Initiative: +14
Speed: 30 ft., fly 120 ft. (average)
Armor Class: 50 (-1 size, +10 Dex, +7 natural, +12 insight, +12 luck), touch 43, flat-footed 40
Base Attack/Grapple: +4/+60
Full Attack: Tail slap +41 (1d6+33) and bite +36 (1d4+26)
Space/Reach: 10ft./10ft. (5ft. with bite)
Special Attacks: Moan (DC 36), engulf (+54 to hit), page 36 of MM for descriptions
Special Abilities: Darkvision 60 ft., shadow shift, spell-like abilities (greater dispel magic, haste, see invisibility 3/day; caster level 15th), fast healing 20, spell resistance 33, damage reduction 10/epic, fire and cold resistance 10
Saves: Fort +23, Ref +22, Will +25
Abilities: Str 36, Dex 31, Con 32, Int 29, Wis 30, Cha 30
Skills: Hide +25, Listen +31, Move Silently +29, Spot +31
Feats: Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Improved Grapple
Epic Feats: Legendary Wrestler
CR: 23

On the River (EL 26)

Creatures: 6 formian warrior paragons

Formian Warrior Paragon
Medium Outsider (Lawful, Extraplanar)
Hit Dice: 4d8+28 plus 48 (128 hp)
Initiative: +10
Speed: 120 ft.
Armor Class: 49 (+10 Dex, +5 natural, +12 insight, +12 luck), touch 44, flat-footed 39
Base Attack/Grapple: +4/+40
Full Attack: Sting +40 melee (2d4+31 plus poison) and 2 claws +38 melee (1d6+25) and bite +38 melee (1d4+25)
Space/Reach: 5ft./5ft.
Special Attacks: Poison (DC 36, 1d6 Str)
Special Qualities: Hive mind, immune to poison and cold, spell-like abilities (greater dispel magic, haste, see invisibility 3/day; caster level 15), fast healing 20, spell resistance 31, DR 10/epic, fire, electricity, and sonic resistance 10
Saves: Fort +23, Ref +24, Will +22
Abilities: Str 32, Dex 31, Con 29, Int 25, Wis 27, Cha 26
Skills: Climb +28, Hide +27, Jump +32, Listen +25, Move Silently +27, Search +24, Spot +25, Survival +18 (+20 when following tracks), Tumble +29
Feats: Ability Focus (Poison), Dodge, Mulitattack
Epic Feats: Epic Toughness
CR: 21

The Broken Dike (EL 23)

Monsterous Crab Paragon, Huge
Huge Vermin
Hit Dice: 12d8+111 plus 144 plus 40 (391 hp)
Initiative: +8
Speed: 90 ft.
Armor Class: 54 (-2 size, +14 natural, +8 Dex, +12 insight, +12 luck), touch 40, flat-footed 46
Base Attack/Grapple: +9/+74
Full Attack: 2 claws +47 (2d6+35)
Space/Reach: 15ft./15ft.
Special Attacks: Constrict (4d6+48), Improved Grab
Special Qualities: Amphibious, low-light vision, scent, spell-like abilities (greater dispel magic, haste, see invisibility 3/day; caster level 15), fast healing 20, spell resistance 10+CR, DR 10/epic, fire and cold resistance 10
Saves: Fort +27, Ref +24, Will +24
Abilities: Str 40, Dex 26, Con 29, Int-, Wis 26, Cha 17
Skills: Hide +14, Spot +18
Feats: Toughness (B)
Epic Feats: Epic Toughness x2
CR: 23

The Small Falls

DC 40 spot check to notice the crack under the falls that leads the Chamber of Deep Magic. It requires a DC 30 swim check to swim through the waterfall into the crack.

Giant Crayfish (EL 26)

Creatures: 3 Monstrous Crab Paragons
See above (The Broken Dike)

Investigators (EL 26)

Creatures: 3 Solars (MM pg. 12)
Use the names and personality suggestions supplied. Have them disguised to look like a human Knight named Carvagnin, a Einheriar named Delos, and a hound archon named Rea Agathinon.

Carvagnain shouts when he sees the NPCs: “Hold! In the name of the Harmonium and by the authority granted to me by Ra and The Peaceable Kingdoms of Arcadia, you are under arrest! Lay down your weapons and surrender peacefully, we do not wish bloodshead.”

The Guardian (EL 23)

Creature: Telleax

Telleax, use great wyrm bronze dragon stats from dracomonicon pg. 231 with the following changes:

medium
Armor Class: +4 to listed
Attacks: +4 to listed, no tail sweep
Space/Reach: 5ft./5ft.
Special Abilities: no spell-like abilities or spells
Special Attacks: remove snatch and crush
Saves: Will +23
Abilities: Int 6, Wis 7
Skills: -10 to all intelligence and wisdom based checks
CR 23

Award the PCs no experience if they kill Telleax (unless they are evil).

Chamber of Deep Magic (EL 23)

Years ago a powerful Myrmarch sorcerer used several wishs to create the Chamber of Deep Magic. It allows the Formian’s symbol of leadership, a rod of Epic Rulership, to be recharged of all of its magic. It is unclear how many times this will be possible but inspection with detect magic and other magic scrying spells reveals that the old magic is still holding strong. It is possible that other magic items could be recharged using the Chamber but there would no doubt be unforeseen side effects. The Formians would not knowingly allow their sacred shrine used in any other way for fear that the ancient Epic magic be damaged.
If Ghundarania succeeds in completing here eternal life ritual she will indeed become immortal but will destroy the Chamber of Deep Magic in the process.
Telleax is under instruction to let no non-Formian recharge any magical item with in the chamber. He will attack any person who brandishes a magical wand, rod or anything that he believes is magical (so about anything “funny looking”). He is very loyal to the Formians and fights to the death. Fortunately, for the PCs, he is quite dumb and can easily be tricked. Award the PCs experience for defeating Telleax if they manage to recharge the Epic Rod of Rulership without harming Telleax.

Demansiq’s Chamber (EL 30)

Creatures: Ghundarania (disguised as the Formian Myrmarch Demansiq), 10 Formian Warrior Paragons, 3 Formian Myrmarch Paragons.

The PCs had best use diplomacy to diffuse the situation or things could get messy. Ghundarania has the support of the Formian colony and if the PCs do not have proof of her treachery they may find themselves sorely out matched. If the PCs can find a way to reveal Ghundarania’s true intent with out blood shed award them experience for an EL 30 encounter. If the PCs fail to foil Ghundarania this time and are driven out, but return later and uncover her, award them experience for defeating Ghundarania in combat. Subtract experience equal to the experience normally gained for each Formian that they kill in the main hive after they have confronted Ghundarania.

Formian Myramarch Paragon
Large Outsider (Lawful, Extraplanar)
Hit Dice: 12d8+132 plus 144 (372 hp)
Initiative: +15
Speed: 150 ft.
Armor Class: 59 (-1 size, +11 Dex, +15 natural, +12 insight, +12 luck), touch 44, flat-footed 48
Base Attack/Grapple: +12/+45
Full Attack: Sting +48 melee (2d4+32 plus poison) and bite +46 melee (2d6+26)
Space/Reach: 10 ft./5ft.
Special Attacks: Poison (Fort DC 42, 2d6 Dex damage), spell-like abilities (greater dispel magic, haste, see invisibility 3/day; caster level 15), normal spell-like ability CL is 27, increase DC by 8 (see page 111 of MM for spell-like abilities)
Special Qualities: Hive mind, Fast healing 20, spell resistance 35, DR 10/epic, fire, electricity, and sonic resistance 10, immune to poison, petrification, and cold
Saves: Fort +29, Ref +29, Will +28
Abilities: Str 34, Dex 33, Con 33, Int 31, Wis 31, Cha 32
Skills: +18 to all Str and Cha based checks, +17 to rest
Feats: Ability Focus (Poison), Bounding Assault, Dodge, Improved Initiative, Mobility, Spring Attack
CR: 25

Ghundarania, female Bariaur 10th level Sorcerer, 17th level Transmogrifist
Medium Outsider
Hit Dice: 27d4+135 (202 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 18 (+8 armor)
Base Attack/Grapple: +13/+17
Attack: melee touch +13, ranged touch +14
Space/Reach: 5ft./5ft.
Special Abilities: Metamagic specialist, extended change, favored shape, manifest senses, battle mastery +10, effortless change, shapechanger, reflexive change, manifest qualities, infinite veriety, Spells (26th CL, 22nd level for spells known)
Abilities: Str 10, Dex 12, Con 14(20), Int 14, Cha 22(32)
Skills: Bluff +43, Concentration +35, Disguise +42, Knowledge(arcane) +3, Spellcraft +32
Feats: Eschew Materials, Practiced Spellcaster, Skill Focus (Bluff), Quicken Spell (+1), Heighten Spell, Twin Spell (+2), Spellcasting Prodigy
Epic Feats: Improved Metamagic (×2), Improved Spell Capacity (×3)
Alignment: Neutral
Possesions: Tome of Charisma +4 (used), Stone of Charisma +6 (doesn’t take up an item slot), Stone of Health +6, Stone of Armor +8, 2 +5 Vorpal Greatswords (for dancing blade spell), Bat Staff, Cloak of the Bat
Spells Known: (12th through 0th level spells/day: 3/3/3/7(6)/8/8/8/8/9/9/9/9/6); Spells Known (9th-astral projection, shapechange, timestop; 8th-chain dispel, polymorph any object, horrid wilting; 7th-planeshift, greater teleport, spell turning; 6th-chain lightning, move earth, mass bull’s strength; 5th-bailful polymorph, dancing blade, telekinesis, transmute rock to mud; 4th-call of stone, charm monster, polymorph, stoneshape; 3rd-crown of might, halt, hast, fly; 2nd-alter self, increase virulence, invisibility, resist energy, scorching ray; 1st-expeditous retreat, feather fall, magic missile, ray of enfeeblement, true strike; 0th-arcane mark, detect magic, detect poison, ghost sound, mage hand, mending, message, open/close, prestidigitation, read magic)
Save DCs are 22+spell level
Myramarch alternate form (using shapechange)
Large Outsider
(256 hp)
Initiative: +4
Speed: 50ft.
Armor Class: 36, touch 13, flat-footed 36
Grapple: +21
Attack: stinger +16 melee (2d4+4 plus poison) and +11 bite (2d6+2) or +17 ranged touch
Space/Reach: 10ft./5ft.
Added Special Attacks: Poison (DC 15, 1d6 Str)
Added Special Qualities: Fast Healing 2, hive mind, immune to poison, petrification, and cold, resistance to electricity, fire, and sonic 10, SR 25
Abilities: 19 Str, 18 Dex, 24 Con
Skills: Concentration +37
CR 27

New Magic Item: Bat Staff
The Bat Staff has a number of powers:
1. The Bat Staff allows the user to cast speak with animals (bats only) at will.
2. The user can call forth a number of flitting black energy shapes that surround the user giving him total concealment (this is an illusion effect).
3. The user can summon 2d6 dire bats as a full round action 1/day.
4. The user gains blind sense 50ft.
In addition anyone who possesses both the Bat Staff and the Cloak of the Bat can use the Cloak of the Bat’s powers on not only himself but 3 additional companions. Bat creatures who encounter the user are also always treated as initially having Friendly attitude.
Moderate divination, conjuration, and illusion; CL 6; Craft Staff; see invisibility; Price 100,000 gp

New Magic Item: Helm of the Insect
A Helm of the Insect confers a +8 enhancement bonus to natural armor. The wearer is also constantly under the effects of a spider climb spell.
Strong transmutation and weak divination; CL 24; Price: 1,292,000 gp

Tale 3: Lord of Worms

The entire demiplane of Maelost is also always under the effects of hurricane type weather. These weather conditions make flying impossible (and even spells that protect against weather are subject to a targeted Superb Dispelling effect every round (+40). Luckily these sever conditions only affect those who attempt to pass above the ridge lines. The weather conditions between the ridges are blustery (50% chance of flames being extinguished) and rainy (-4 to listen and spot checks as well as visibility of only 30 feet).

The Dark Dweller is in fact a advanced Half-Celestial Elder Treant (70 HD) who is quite powerful, very alien, and a great force of Good. Long ago the Dark Dweller fought an epic battle against its greatest foe, the Taker of Life (a Genius Loci, ELH pg. 190). Unable to defeat this timeless monstrosity, the Dark Dweller created a prison where the Taker of Life would be imprisoned for eternity. Unfortunately the power to create the prison required great sacrifice and the Dark Dweller was forced to become part of the demiplane. In ages past the Hanim discovered the demiplane floating in the Ethereal. Fleeing a now long forgotten enemy they settled here despite the harsh environment.

Black Water (EL 26)

Taker of Life Water Creations: Shadow of the Void (ELH pg. 214)
Instead of being mere water creations, the Water Creations are created from the Taker of Life’s drowned victims and its evil malice.

One of these creatures attacks as soon as some one gets near the pool of water near the portal cave mouth.

Creature: Shadow of the Void

Black Tunnels

Spot check DC 35 to notice the tunnels.

The Dark Dweller’s tentacles have the following statistics:
Colossal outsider (good, plant)
Each tentacle has 50 hp
Base Attack/Grapple: +52/+81
Attack: +67 melee touch (no damage) or 2 slams +65 melee (10d6+21)
Special Attacks: Improved grab (just has to hit with a touch attack), daylight at will, smite evil 1/day (+20 damage), triple damage against objects, spell-like abilities (pg. 223 of ELH and pg. 124 of MM)
Special Qualities: plant traits, half damage from physical attacks, resistance to acid, cold, electricity 10, DR 22/-
See the end of the Tale for the Dark Dweller’s freed statistics.

PCs must succeed at a DC 47 Will save to prevent the Dark Dweller from learning their alignment, outlook, and current goals (the DC is charisma based).

The Dark Dweller is fused to the back of an enormous cavern some 500 ft. below the surface of Maelost. The Elder Treant is a mournful sight. He has lost all of his once golden leaves and is now half petrified. In place of its mobility it has grown many large roots that extend throughout the entire demiplane. If the PCs can defeat the Taker of Life the Dark Dweller will be freed and returned to his former glory. He could be a powerful alley if the PCs decide to take an Zophial (see below).

Treat the Scouring as a mass heal effect (it can cure even more effects at the DMs option).

The Dark Dweller also requests that the PCs destroy the Taker of Life. He can transport the PCs to the Taker of Life’s prison at anytime they wish to face him.

The Taker of Life’s Prison (EL 30 something)

The Taker of Life is magically bound to a large cavern in the depths of Maelost. It has recently dominated Zophial (see below). Despite the Taker of Life’s lack of intelligence it does imprint the on its dominated creature the desire to free it at all costs.

Creatures: Genius Loci

The People of Maelost

The Hanim are infact long displaced humas from the world of Athas. Most of these Athasian humans have +2 to strength and constitution.

Hanim torag poles are exotic quarterstaffs made of bone that can be extended from 5ft. to 10ft. as a move equivalent action. Torag Poles are exotic weapons but are in all other ways the same as a normal quarterstaff.

The Worm Lord (EL 32)

Unknown to the rest of his village Zophial has tapped into the power of the Taker of Life. Zophial is a powerful spellcaster (use the statistics for Kyuss on pg. 84 of Dungeon Magazine # 135). Zophial plans to use the divine energy to become the unchallenged ruler and deity of Maelost. He is not quite powerful enough to attain godhood but as soon as he conquers a few more tribes and subjects them to his will he will be ready. If the PCs attack him now he is able to assume his deity form for a limited amount of time (about 2 minutes). This may be a serious problem for the PCs if they attack him because he is quite powerful. On the bright side Zophials premature transformation kills him after he expends his divine energies. The PCs must stand against him until he either falls by their hand or his time runs out. If they run away Zophial takes out his frustration on the Hanim killing most of the people of Aml.

To prove the PCs worth Zophial sends them into the wilds of Maelost to kill the Death Kiss Beholder Abomination. If the PCs are successful Zophial will not attack them (yet). This great accomplishment also earns the PCs the respect of the Aml tribe. Beating the abomination makes the people of Aml less worshipful of Zophial and will take away his divine rank).

If the PCs leave Maelost and come back at some later date they will find that Zophial now rains supreme over the demiplane. If the PCs wish to destroy Zophial now, they will have to face not only the new born god but the freed Genius Loci as well (if they did not already destoy it). Luckily the Dark Dweller still hides on the demiplane and will be more than happy to aid the PCs in their fight against Zophial.

If the PCs can destroy Zophial with out the loss of Hanim life award them experience for a CR 32 encounter. If the PCs allow Zophial to kill off the occupants of Aml only award them for a CR 30 encounter.

The Obelisk

Granted powers given by the Slaiyiths include:

1. Host can transmit personality to other host’s body.
2. +1 to Strength score
3. +1 to Constitution score
4. +1 to Dexterity score
5. plus 50% to movement rate
6. Enlarge Spell bonus feat
7. Extend Spell bonus feat
8. Empower Spell bonus feat
9. Spell Resistance 5+HD
10. One spell always cast Maximized (allows spell to function normaly on any plane).

Random Encounter Chart

1. 1d3+1 Ruin Swarms (ELH 3.5 update pg. 10)
2. 2 Brachyurus (ELH pg. 170) ; has DR 10/epic, delete Lightning Reflexes
3. Phane (ELH pg. 166); Incorporeal Outsider (evil, cold, chaotic, extraplanar), 10ft./10ft., 15/epic, add Epic Toughness (x2) and Epic Will, 652 hp, +4 to Will saves, stasis touch DC 29 Fortitude Save
4. Gloom (ELH pg. 192); DR 10/epic, delete Cleave, Power Attack, Quick Draw, Blinding Speed, Devastating Critical, and Overwhelming Critical
5. Shadow of the Void (Taker of Life Creation)
6. 2 Sirrush; DR 10/epic, delete Alertness, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Lightning Reflexes, Mobility, Skill Focus (jump), Spring Attack, Int 26
7. Hanim Hunters on Giant Flies
8. Slaadi Pack (1 Black and 3 White)
9. Stone Colossus
10. Entrance to Dark Dweller’s Domain
Note: The advance Death Kiss Beholder can only be encountered once.

Advanced Death Kiss Beholder (64 HD)
Colossal Aberration [Electricity], Abomination
Hit Dice: 64d8+576 plus 64 plus 3 (931 hp)
Initiative: +9
Speed: 5 ft./fly 30 ft. (good)
Armor Class: 30 (+1 Dex, +27 natural, size -8)
Base Attack/Grapple: +38/+80
Full Attack: Tentacles 10 Tentacles +60 melee (2d6+26)
Space/Reach: 30 ft./30ft.
Special Attacks: Improved grab, blood drain (Fort DC 44, 1d3 Con and recover 1d6 hp), rend (if two or more tentacles hit, 4d6+36 extra damage)
Special Qualities: Abomination traits, blindsight 500ft., DR 15/-, fast healing 20, flight, electric aura (DC 44, 1%/point of damage inflicted by slashing or piercing weapon to take 4d10 electricity damage), death shiver (as Final Strike except damage is 64d6 electrical damage), immune to electricity, resistance to fire and cold 20, SR 43, telepathy 1000 ft.
Spell-Like Abilities: At will: teleport, haste, see invisibility, and chain lighting (DC 18); CL 20th
Saves: Fort +37, Ref +29, Will +35
Abilities: Str 52, Dex 13, Con 28, Int 10, Wis 12, Cha 14
Skills: Hide +5, Listen +21, Move Silently +21, Search +20, Spot +21, Survival +21
Feats: Crush, Combat Reflexes, Fling Enemy, Improved Initiative, Improved Toughness, Involuntary Rage, Pain Mastery, Power Attack, Quicken Spell-Like Ability (teleport, chain lightning) Toughness, Weapon Focus (tentacle)
Epic Feats: Damage Reduction (x5), Epic Prowess, Epic Weapon Focus (tentacle), Rend, Spellcasting Harrier, Superior Initiative
Alignment: NE
Challenge Rating: 31
Treasure: Amulet of Mighty Fists +5

Tale 4: In Disarray

Adventure Notes (EL 28)

The PCs encounter the formian queen Hvix’mnac floating in the endless void. As soon as the PCs arrive the queen is attacked by a gang of Slaadi intent on revenge for being infected with the Iron Shadow. The gang consists of 3 black slaadi.
Conversion notes: DR 15/epic and lawful, Add: Blinding Speed and Epic Toughness, hp 556, sonic immunity, resistance to acid, cold, fire, electricity 10
The queen is still muddled from the Iron Shadow and it will take a restoration spell to free her from it (it is possible to free her because she is not in an infected area any more). The queen immediately senses the presence of the Mantelavian staff and can therefore attempt to get the PCs to help her return home with it to reclaim her throne (of course this will probably have to wait). When the PCs return to Klictrik they must face off with Ghundarania/Demansiq (see Tale 2).

Navigating Limbo

See Manual of the Planes pages 92 through 96 for information on navigating Limbo.

The Dream Diver (EL 28)
Creatures: Replace the Dao with an Uvuudaum (ELH pg. 224) and the shad with 5 pseudonatural trolls (ELH pg. 211). The Uvuudaum stole the Dream Driver from the Mind Flayers of Abstemious, they will come looking for it.
Conversion notes:
Uvuudaum: DR 10/epic and good, Add: Cleave, Great Cleave, Power Attack, Int 32
Pseudonatural Trolls: DR 5/epic, Add: Track

The Uvuudaum releases the pseudonatural trolls and lets them try to subdue the PCs. Only after the trolls fall does the Uvuudaum emerge and battle the PCs.

Replace the imprisoned Blue Slaad with a White Slaad (ELH pg. 218).

The PCs should be able to navigate the Dream Diver on their own. Eliminate Mulk from the Tale.

Advanced (35 HD) Pseudonatural Kraken (Aquatic)
Colossal Magical Beast
Hit Dice: 35d10+630 plus 20 (1000 hp)
Initiative: +13
Speed: Swim 40 ft.
Armor Class: 42 (-8 size, +35 natural, +5 Dex), touch 7, flat-footed 37
Base Attack/Grapple: 27/+85
Full Attack: 17 tentacles +69 melee (2d8+32) [19-20/x2]
Space/Reach: 30ft./20ft. (80 ft. with tentacles)
Special Attacks: Improved grab, constant insight, rotting constriction (2d4 Con drain on subsequent rounds of grapple, Kraken gains 10 hp every time it drains Con)
Spell-Like Abilities: At will- blur, dimension door, shield, and unhollow (CL 20th), 1/day control weather, control winds, dominate animal (DC 18), and resist energy (CL 9th)
Special Qualities: Alternate form, DR 15/epic, darkvision 60ft., ink cloud, jet, low-light vision, resistance to electricity and acid 50, SR 47
Saves: Fort +37, Ref +24, Will +25
Abilities: Str 64, Dex 20, Con 46, Int 22, Wis 30, Cha 20
Skills: Concentration +38, Diplomacy +17, Hide 7, Intimidate +26, Knowledge (geography) +28, Knowledge (nature) +27, Listen +43, Search +29, Sense Motive +33, Spot +43, Survival +20 (+22 following tracks), Swim +45, Use Magic Device +26
Feats: Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Iron Will, Power Attack, Weapon Focus (tentacle)
Epic Feats: Dire Charge, Epic Toughness, Epic Weapon Focus (tentacle), Superior Initiative
Alignment: NE
Challenge Rating: 30
Treasure: Tentacle Band of Magic Fang +5

The Temple of Change

On the way to the Temple of Change the PCs are attacked by 5 mindflayer paragons (ELH 208) attempting to retrieve the stolen Dream Diver.
Conversion notes: Initiative +17, DR 10/epic, delete: Alertness, Blind-Fight, Dodge, Expertise, Mobility, Spring Attack, Damage Reduction, Fast Healing, Improved Spell Resistance, SR 33, fast healing 20

Order within Chaos is Chaos in Chaos, and there for Order (EL 28)

Creatures: Replace the Atomie Sprites with Leshay (ELH pg. 202). These fey have been infected with the chaos of Limbo and are all chaotic evil.

Note: Leshay have the following changes from the ELH; Stats Change as follows:
HP: 825
Attack: +2 (18-20/x2)
Special Qualities: DR 15 Epic and Cold Iron
Saves: Will +33
Abilities: Int 23
Skills: Listen +28, Spot +25
Feats: delete Alertness, Cleave, Combat Casting, Endurance, Great Cleave, Improved Critical (Leshay Weapon), Iron Will, Polyglot, Quick Draw, Spell Stowaway (heal), Sunder, and Toughness. Replace with Quicken Spell-Like Ability (teleport with out error) x2, Quicken Spell-Like Ability (heal), Quicken Spell-Like Ability (greater dispel magic), and Epic Weapon Focus (Leshay Weapon)

A Lone Voice

Torpellin is an epic level loremaster (Wiz 10/Lor20) who came to the Spawning Stone long ago to study the ways of the Slaadi. Despite her years of study she does not feel she knows all there is about them and so she stays on. For unknown reasons, Torpellin values this knowledge greatly and will try to enlist the aid of the PCs to stop the Iron Shadow. She directs them to Cahm’Fel as per the quest.

Entrance Hall (EL 27)

Creatures: replace the Phlegamore’s servants with Hunefers (ELH pg. 198).

Note: Hunefers statistics change as follows

Construct (fire)
HP: 650
Initiative: +20
Saves: Fort +22
Special Qualities: DR 10/-
Feats: delete Cleave, Devastating Critical, Great Cleave, Overwhelming Critical, Spell Stowaway, Toughness; replace with Blinding Speed, Epic Fortitude, Improved Toughness, Quicken Spell-Like Ability (greater dispelling), Quicken Spell-Like Ability (teleport without error), Superior Initiative

At the end of the Maze the PCs must face the Maze Master and his pets, an Atropal (ELH 159) and 4 Nightcawlers (MM 195)
Conversion notes: DR 15/good and epic and silver, Delete: Combat Relexes, Combat Reflexes, Run, Skill Focus (spellcraft)

Cahm’Fel’s Chamber

Cahm’Fel is a venerable githzerai 10th level monk/20th level Disciple of the Word (ToM pg. 216). Since the PCs should not fight Cahm’Fel his statistics are not presented here. His mantra is “Order within Chaos is Chaos in Chaos, and therefore Order”. This strange philosophy allows him to keep his lawful alignment and yet seem quite chaotic in nature.

Tale 5: Winds of Change

Adventure Notes: Replace Rav the Dao with a group of mindflayer paragons.

Guder Fruend

Guder Fruend, Thri-Kreen, 26th level monk
LN Medium Monstrous Humanoid
Hit Dice: 28d8+168 (298 hp)
Initiative: +8
Speed: 130 ft.
Armor Class: 60 (+8 natural, +8 Dex, +8 Wisdom +8, monk +6, Shield +7, armor +8, deflection +5), flat-footed 52, touch 37, 61 with Blinding Speed
Base Attack/Grapple: +20/+50, +51 with Blinding Speed
Full Attack: Flurry of Blows +37/+37/+37/+32/+27 (4d8+13), using Blinding Speed +38/+38/+38/+38/+33/+28
Space/Reach: 5ft./5ft.
Special Qualities: abundant step, darkvision 60ft., diamond body (immune to poisons), diamond soul (SR 36), empty body (ethereal for 26 rounds/day), evasion, flurry of blows, immune to sleep, improved evasion, ki strike (magic, lawful, adamantine), perfect self (DR 10/magic), poison (Fort DC 30, initial 1d6 Dex, secondary paralysis for 2d6 minutes), purity of body, quivering palm, slow fall, still mind, timeless body, tongue of the sun and moon, unarmed strike, wholeness of body (52 hp)
Psi-Like Abilities: 3/day chameleon, and know direction and location, 1/day greater concealing amorpha, and metaphysical claw (CL 14)
Saves: Fort +26, Ref +30 (+31 with Blinding Speed), Will +30
Abilities: Str 22(30), Dex 20(26), Con 14(22), Int 8, Wis 18(26), Cha 4
Skills: Escape Artist +29, Jump +71, Tumble +39
Bonus Feats: Combat Reflexes, Deflect Arrows, Improved Disarm, Stunning Fist (DC 32 Fort Save, 29/day), Weapon Focus (unarmed strike)
Feats: Extra Stunning, Improved Grapple, Improved Natural Attack, Rapid Stunning, Speed of Thought, Sun School, Up the Walls
Epic Feats: Blinding Speed, Epic Prowess, Epic Weapon Focus (unarmed strike), Legendary Wrestler
Challenge Rating: 27
Treasure: Monk’s Belt/Belt of Giant Strength +6, Ring of Protection +5, Amulet of Health +6/Amulet of Mighty Fists +5, Headband of Wisdom +6, Ring of Force Shield +5, Gloves of Dexterity +5, Bracers of Armor +8/Bracers of Natural Armor +5, Cloak of Resistance +5, Manual of Gainful Exercise +2, Manual of Quickness of Action +2, Manual of Bodily Health +2, Tome of Understanding +2

On the Scene

Myess Breezewind, Air Genasi 10th level Rogue/18th level Assassin
CE Medium Outsider
Hit Dice: 28d6+140 (241 hp)
Initiative: +19
Speed: 30 ft.
Armor Class: 45 (armor +8, Dex +11, natural +5, deflection +5, shield +6)
Base Attack/Grapple: +18/+22
Attack: Bladestorm or Rip Wind +34 (1d6+9 plus 20d6 sneak attack)
Full Attack: Bladestorm +32/+32/+27/+22 melee (1d6+9 plus 20d6 sneak attack) and Rip Wind +32/+32/+27/+22 melee (1d6+7 plus 17d6 sneak attack)
Space/Reach: 5ft./5ft.
Special Attacks: Death attack (Fort DC 38), sneak attack +20d6
Spell-Like Abilities: Levitate 1/day (CL 5th)
Special Qualities: Breathless, crippling strike, dark vision 60 ft., evasion, improved uncanny dodge, poison use, spells, trap finding, trap sense +3, uncanny dodge, +5 save versus air spells and effects, +8 save versus poison
Saves: Fort +20, Ref +36, Will +17
Abilities: Str 12(18), Dex 21(32)*, Con 14(20), Int 22(32)*, Wis 8(14), Cha 6
Skills: Disguise +29, Hide +57, Move Silently +57, Tumble +42
Feats: Ability Focus (Death Attack), Improved Initiative, Greater Two Weapon Fighting, Improved Two Weapon Fighting, Over Sized Two Weapon Fighting, Two Weapon Fighting, Weapon Finesse
Epic Feats: Lingering Damage, Improved Sneak Attack (x3), Superior Initiative
Spells: (6/6/6/5, CL 18th, Save DC 21 + spell level) 4th- clairaudience/clairvoyance, dimension door, freedom of movement, heart ripper (x2); 3rd- false life, find the gap, misdirection, wraithstrike (x3); 2nd- pass without a trace, swift invisibility(x4), undetectable alignment; 1st- critical strike(x3), jump, rooftop strider, truestrike
Challenge Rating: 28
Equipment: Cloak of Resistance +5, Gloves of Dexterity +6, Belt of Giant Strength +6, Headband of Intellect +6/Headband of Wisdom +6, Amulet of Health +6/Natural Armor +5, Ring of Protection +5, Ring of Greater Blink, +7 Greater Shadow Greater Silent Leafweave Padded Leather Armor of Nimbleness, +5 Animated Heavy Fortification Mithral Buckler, Rogue’s Vest, 2 +5 Assassin’s Rapiers of Precision and Speed (Bladestorm & Rip Wind)

*+5 inherent bonus included

Tale 6: The Dream Well

Encounters

Shedu: The two Shedu (FF 153) are 18th level planar rangers.

Spectral Hounds: Replace the Spectral Hounds with a pack of 3 or 4 Brachyuruses (ELH 170)
Conversion notes: DR 10/epic, Delete Lightning Relexes, Ref 35

Treasure and Treasure Hunters: The PCs encounter this group at the Dream Well. They are investigating the Well but have yet to figure out its secrets. 3 Mind Flayer Paragons and a Brain Collector (the same group they encountered in the Abyss) make up the group. They are investigating this place after making their way here from the Infinite Staircase. The creatures have some minor magical items, gems, and coinage amounting to 60,000 gp as well as one epic magic item, a Ring of Wizardry V.
Conversion notes:
Mindflayer Paragon: Initiative +17, DR 10/epic, delete: Alertness, Blind-Fight, Dodge, Expertise, Mobility, Spring Attack, Damage Reduction, Fast Healing, Improved Spell Resistance, SR 33, fast healing 20
Brain Collector: Poison DC is 32, Delete: Combat Casting and Leadership, DR 10/epic, Reach: 10ft.

Alone in the Void (EL 30)

The githyanki recognize the heroes as the adventures who destroyed the Lich Queen. They plead with the PCs to destroy the Hagunemnon (ELH 196) and Uvuudaum (ELH 224) who are invading their city. They also ask them to try to seal the planar breech that the creatures are coming through (although they have no idea how this can be accomplished). As the PCs talk to the Githyanki, a group consisting of a Hagunemnon and 2 Uvuudaum approach and attack. The PCs will have to fend off the creatures to save the githyanki.
Conversion notes:
Hagunemnon: DR 10/epic, Delete: Devastating Critical and Overwhelming Critical, Add: Improved Spell Resistance x2, SR 43
Uvuudaum: DR 10/epic and good, Add: Cleave, Great Cleave, Power Attack, Int 32
After the PCs save the githyanki refugees they suggest the PCs seek out the aid of a powerful githyank wizard who is trapped in the well in the center of town. They have no idea how he got there but they have recently been receiving dreams from him. They know it is a long shot that he might be able to help but it is the only idea they have.

The Awakening (EL 29)

After the PCs solve the puzzle they must also fight a Dream Larva (EPL 161) and 4 Nightwalkers (MM 196) that have been holding Aeryv’nir imprisoned.
Conversion notes: DR 15/good and epic or lawful and epic, Add: Multiattack, Improved Multiattack, and Epic Prowess, Full Attack: all at +57

The key of dreams is an artifact that confers the following abilities on the wearer (it implants itself in the wearer’s forehead and does not take up an item slot):

• +2 bonus to wisdom if wisdom is at or below 13, +1 bonus if wisdom is above 13
• +5 bonus on all knowledge checks
• Ability to create a door way to the Infinite Staircase 1/month, the doorway lasts for 5 rounds
• A one time true resurrection which activates immediately after the character dies
• It can not be removed the the wearer’s forehead by any means short of possible divine intervention or a powerful epic spell
• Can seal planar breaches (this has an experience component determined by the DM)

It will cost the PC 1000 xp to close the planar rift that is letting these creatures in from the Far Realms. The act is no more difficult that getting within 300 ft. of the rift and concentrating on it. However just as the rift closes one more thing slips through…

Use the Advanced Death Kiss Beholder above

Reflections

The Kamarel Strike Back

Kamarel Trap – 1: DC 29 Will save to prevent shrinkage and teleportation

Kamarel Trap – 3: Monsters: Brachyurus (ELH pg. 170), Adamantine Golem (ELH pg. 194), Prismasaurus (ELH pg. 210), Advanced Kyton Paragon (MM pg. 53 and ELH pg. 209)

Notes:
Brachyurus: DR 10/Epic, delete Lightning Reflexes
Adamantine Golen: DR 15/Epic and Adamantine, Hp 337
Prismasaurus: DR 22/-, add Damage Reduction (x4), Epic Weapon Focus (tail) and Improved Spell Resistance (SR 40), prismatic emanations DC 30, delete half damage from weapons

Advanced Kyton Paragon (16 HD)
Medium outsider (evil, extraplanar, lawful)
Hit Dice: 16d8 (max) + 160 plus 192 (480 hp)
Initiative: +14
Speed: 90 ft.
Armor Class: 53 (+10 Dex, +12 luck, +12 insight, +8 natural, +1 dodge), touch 45, flat-footed 42
Base Attack/Grapple: +16/+52
Attack: 5 Chains +61 melee (2d4+31/19-20)
Space/Reach: 5ft./5ft.
Special Attacks: dancing chains, unnerving gaze (DC 35), magic chains
Special Qualities: DR 5/ silver or good and 15/epic, darkvision 60 ft., fast healing 20, immunity to cold, regeneration 2, resistance to fire 10, SR 39
Spell-Like Abilities: greater dispel magic, haste, see invisibility 3/day (CL 15)
Saves: Fort +30, Ref +30, Will +27
Abilities: Str 32, Dex 30, Con 30, Int 21, Wis 25, Cha 27
Skills: Climb +36, Craft (blacksmithing) +40, Escape Artist +36, Intimidate +35, Listen +34, Spot +34
Feats: Combat Reflexes, Improved Critical (chains), Improved Initiative, Power Attack, Weapon Focus (chains)
Epic Feats: Epic Weapon Focus (chains), Blinding Speed
CR: 29

Magic chains (Sp): Animated Chains become +5 magical weapons.

For the Kamarel use the stats for Leshay out of the ELH with the following modifications:

HP: 825
Attack: +2 (18-20/x2)
Special Qualities: DR/15 Epic and Cold Iron
Saves: Will +33
Abilities: Int 23
Skills: Listen +28, Spot +25, replace Concentration +33 with Hide +37
Feats: delete Alertness, Cleave, Combat Casting, Endurance, Great Cleave, Improved Critical (Leshay Weapon), Iron Will, Polyglot, Quick Draw, Spell Stowaway (heal), Sunder, Toughness, and Whirlwind Attack. Replace with Adapting Flanker, Defensive Sweep, Epic Weapon Focus (Leshay Weapon), Leap Attack, Two-Weapon Rend (1d6+7), and Vexing Flanker.

Because of the lack of their spell-like abilities in this region of the outlands reduce the Leshay’s CR to 27

Kamerel Ambush 1 – Darkness (EL determained by number of PCs or 31)
Creatures: 4 Kamarel or one for each PC

Kamerel/Kyton Encounter: Reduce the number of Kamerels to 3 and Kytons to 2.

A Devil’s Dream

City Encounters

Role a 1d4:
1. 1d2 Kyton Paragons, see above
2. 1d3 Adamantine Chain Golems (as Adamantine Golem, ELH pg. 194)
Notes: DR 20/Epic and adamantine, Add arm chains to give it 25 ft reach, Hp 337 hp, add Dodge, Combat Expertise, Improved Trip and Improved Disarm as Bonus Feats, CR 27, Add special abilities chain barrier (15d6 damage, Ref DC 57, +4 cover bonus to AC), wounding (2), and resistance to range attacks (+2 vs. ranged spells and effects that specifically target it). (see MMII pg. 44)
3. 1d4 Sirrush (ELH pg. 216)
Notes: DR 10/epic, delete Alertness, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Iron Will, Lightning Reflexes, Mobility, Skill Focus (jump), Spring Attack, Int 26
4. Jazriul
Notes: If a 4 is rolled, role again for another encounter. Jazriul is then near by and comes to the aid of the PCs in that encounter. In my campaign, Jazriul has replaced the solar Andirell from the Quicksilver Hourglass. He learned through the gods that he serves that the Iron Shadow had something to do with his missing protectorate Ojhalia. After exploring the same places the PCs have gone (just at different times) he has concluded that the Kyton’s have captured Ojhalia. He knows he is not powerful enough to defeat the Kyton’s and their allies alone and has been forced to wait. Now he will join the PCs, if they will let him tag along, so that he can rescue Ojhalia.

Jazriul (18th level Paladin)
Medium outsider (archon, extraplanar, good, lawful)
Hit Dice: 6d8+36 plus 18d10+108 (270 hp)
Initiative: +7
Speed: 30 ft. in full plate
Armor Class: 52 (Dex +3, +14 natural, +13 armor, +7 shield, +5 deflection), touch 18, flat-footed 49
Base Attack/Grapple: +24/+32
Full Attack: Greatsword +42/+37/+32/+27 melee (2d6+20/17-20) and 1 bite +29 (1d8+5)
Reach: 5ft./5ft.
Special Attacks: Smite Evil, spells, spell-like abilities, turn undead
Special Qualities: Aura of courage, aura of good, aura of menace, change shape, DR 10/evil, darkvision 60 ft., divine grace, immune to electricity and petrifaction, lay on hands (108), magic circle against evil, remove disease 5/day, scent, smiting charge (+8 to hit, +72 damage), smite evil 12/day (+8 to hit, +36 damage), SR 34, teleport, tongues, turn undead
Saves: Fort +32 (+36 vs poison), Ref +25, Will +27
Abilities: Str 23 (30), Dex 10 (16), Con 16 (22), Int 8, Wis 14 (20), Cha 20 (26)
Skills: Concentration +23, Diplomacy +25, Listen +13, Ride +17, Sense Motive +29, Spot +13
Feats: Extra Smiting (x4), Improved Critical (Greatsword), Improved Initiative, Weapon Focus (Greatsword)
Epic Feats: Epic Weapon Focus (Greatsword), Great Smiting
Equipment: +5 holy cold iron greatsword, Belt of Giant Strength +5, Amulet of Health +6, Ring of Protection +5, Ring of Natural Armor +5, +5 mithral full plate of nimbulness, gloves of dexterity +6, +5 animated shield, cloak of resistance +5, robe of charisma +6, headband of wisdom +6

Panos Qytel

1. Great Hall (EL 31)

Creatures: 2 Kyton paragons (see above) and 1 sirrush

9. Tower 1 - The Stagnation Shrine (EL 32)

11. Tower 3 – The Prison

An additional prisoner, the half-elf Chronomancer Ojhalia, is trapped here. She is unconscious and near death, chained to one of the walls. Once released and revived she advises Jazriul to aid the PCs in destroying Quimath and his minons. She is too weak to aid the PCs in battle and she immediately leaves for her stronghold to recover via a greater amulet of the planes.

Creatures: The top of the tower is occupied by Quimath, 3 Advanced Multiheaded Iron Cobra Paragons, and Mavarothix.

Quimath (Infernal, 6th level Master of Chains)
Large Outsider (Lawful, Evil, Extraplanar, Abomination)
Hit Dice: 40d8 plus 6d10 + 414 (794 hp)
Initiative: +11
Speed: 50ft., fly 240 ft. (perfect)
Armor Class: 61 (+7 Dex, -1 size, +34 natural, armor +10, +1 dodge)
Base Attack/Grapple: +43/+54
Full Attack: Spiked Chain +68/+68/+63/+58/+53 melee (3d6+32 plus 2d6 unholy) and 1 bite +62 (4d8+13 plus 2d6 unholy plus spell suck) and 2 wings +62 melee (2d6+13 plus 2d6 unholy) and 1 tail slam +62 melee (4d8+13 plus 2d6 unholy)
Space/Reach: 10ft./10ft.
Special Attacks: Improved Grab, spell suck, learned spell immunity, spell-like abilities, summon fiend, scare, chain bind (Escape Artist equals open lock check, Break DC 40, dimensional anchor (CL 23rd)), double chain, extra lash
Special Qualities: Abomination traits, fast healing 15, regeneration 15, SR 38, DR 15/good and epic, climb fighting, superior weapon focus, chain armor, deflect attacks
Spell-Like Abilities: Add howling chain and chain lightning at will, remove two other spell-like abilities of equal or higher level from normal list.
Skills: Balance +23, Climb +29, Concentration +52, Craft (metal working) +22, Diplomacy +13, Escape Artist +56, Hide +52, Intimidate +58, Jump +21, Knowledge (arcane) +49, Knowledge (planes) +49, Move Silently +50, Open Lock* +56, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50
Saves: Fort +35, Ref +33 (+34), Will +34
Abilities: Str 44, Dex 25, Con 28, Int 22, Wis 26, Cha 29
Feats: Combat Expertise, Exotic Weapon Proficiency (Spiked Chain), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (howling chain****), Quicken Spell-Like Ability (teleport with out error), Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain)**
Epic Feats: Blinding Speed, Epic Weapon Focus (Spiked Chain), Improved Chain Bind***
Equipment: +5 Unholy Spiked Chain, Amulet of Unholy Mighty Fists +5, +5 heavy fortification chain armor (destroyed with Quimath)
CR 32

* Quimath has used a wish spell to give himself open lock as a class skill and to redistribute his skills to give himself maximum ranks in that skill.
** Quimath has used a wish spell to give himself Weapon Specialization (Spiked Chain)
***Improved Chain Bind is a new Epic Feat that adds dimensional anchor to a creature’s chain bind ability. The caster level of the dimensional anchor spell is half hit dice. The DC to burst the chains is improved by +10. Prerequisites: Str 25, base attack +23, and chain bind class ability.
****Give howling chain an attack bonus equal to caster level plus charisma modifier (+35). See page 116 of Spell Compendium for the spells description.

Advanced Multiheaded Iron Cobra Paragon
Medium Size Construct
Hit Dice: 28d10+20 plus 336 (636 hp)
Initiative: +18
Speed: 90 ft.
Armor Class: 54 (+14 Dex, +5 natural, +12 luck, +12 insight, +1 dodge), touch 48, flat-footed 39
Base Attack/Grapple: +14/+48
Full Attack: Primary Bite +53/+53 melee 1d6+28 and secondary bite +53 melee (1d6+24)
Space/Reach: 5ft./5ft.
Special Attacks: Poison (DC 51 negates, 1d4 Str)
Special Qualities: Construct traits, darkvision 90 ft., DR 10/epic and adamantine, stalk victim, stealth, SR 42, fire and cold resistance 10, fast healing 20,
Spell-Like Abilities: greater dispel magic, haste, and see invisibility 3/day (CL 15)
Saves: Fort +20, Ref +27(28), Will +20
Abilities: Str 27, Dex 39, Con-, Int-, Wis 26, Cha 16
Skills: Hide +52, Listen +12, Move Silently +52, Search +12, Spot +12
Feats: Improved Initiative (B), Combat Reflexes (B), Weapon Finesse (B)
Epic Feats: Blinding Speed (B)
CR: 25
Mavarothix CR 28 (taken from wizards of the coast website, 8/15/06)
Great wyrm black dragon cleric 4 of Tiamat/mystic theurge 6|
CE Gargantuan dragon
Init +0; Senses superior low-light vision, darkvision 120 ft., blindsense 60 ft.; Listen +36, Spot +46
Languages Aquan, Common, Draconic, Orc
AC 42, touch 6, flat-footed 42
(-4 size, +36 natural)
hp 587 (47 HD); DR 20/magic
Immune acid, sleep, paralysis
Resist SR 28
Fort +34, Ref +23, Will +35
Speed 60 ft. (12 squares), fly 200 ft. (clumsy), swim 60 ft.; Hover, Wingover
Melee bite +52 (4d6+13) and
2 claws +52 (2d8+6) and
2 wings +52 (2d6+6) and
tail slap +52 (2d8+19)
Base Atk +43; Grp +68
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Atk Options Improved Snatch, Power Attack, Quicken Breath, Recover Breath, Snatch, Wingstorm, crush (4d6+19), tail sweep (2d6+19), breath weapon, frightful presence, rebuke undead 17/day (+2, 2d6+10, 4th), smite domain power
Sorcerer Spells Known (CL 21st):
9th (7/day) -- breath weapon admixture*, enervating breath*, time stop
8th (7/day) -- horrid wilting (DC 29), maze, greater plane shift* (DC 29)
7th (7/day) -- animate breath*, greater arcane sight, snyostodweomer*
6th (8/day) -- greater dispel magic, fires of purity*, freezing fog* (DC 27)
5th (8/day) -- breath weapon substitution*, dispelling breath* (DC 26), stunning breath* (DC 21), teleport
4th (8/day) -- enervation (ranged touch +39), greater invisibility, sharptooth*, greater wings of air*
3rd (8/day) -- chain missile*, dispel magic, haste, greater mage armor*
2nd (9/day) -- razorfangs*, resist energy, scintillating scales*, greater slide* (DC 23), wraithstrike*
1st (9/day) -- comprehend languages, feather fall, nerveskitter*, shield, true strike
0 (6/day) -- arcane mark, dancing lights, detect magic, detect poison, ghost sound (DC 21), mage hand, mending, prestidigitation, read magic
Cleric Spells Prepared (CL 10th):
5th -- mass inflict light wounds[D] (DC 21) (2), greater vigor*, true seeing
4th -- cure critical wounds (4), unholy blight[D] (DC 20)
3rd -- contagion[D] (DC 19), cure serious wounds (4)
2nd -- cure moderate wounds(6), shatter[D] (DC 18)
1st -- cure light wounds (6), inflict light wounds[D] (DC 17)
0 -- cure minor wounds (2), detect magic, detect poison, inflict minor wounds (DC 16), virtue
[D]: Domain spell. Deity: Tiamat. Domains: Destruction, Evil
Spell-Like Abilities (CL 13th):
3/day -- darkness, insect plague, charm reptiles
1/day -- corrupt water, plant growth
Abilities Str 37, Dex 10, Con 27, Int 20, Wis 22, Cha 22 (32)
SQ water breathing
Feats Divine Metamagic (Quicken), Extra Turning, Extra Turning, Flyby Attack, Hover, Improved Multiattack, Improved Snatch, Multiattack, Power Attack, Quicken Breath, Quicken Spell, Recover Breath, Snatch, Wingover, Wingstorm
Skills Concentration +41, Diplomacy +38, Escape Artist +34, Intimidate +31, Knowledge (arcana) +47, Knowledge (geography) +35, Knowledge (local) +35, Knowledge (religion) +19, Listen +36, Move Silently +36, Search +45, Sense Motive +43, Spellcraft +18, Spot +46, Use Magic Device +41
Treasure: Amulet of Epic Charisma +10

Crush (Ex) This special attack allows Mavarothix to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of size Medium or smaller (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 36) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
Tail Sweep (Ex) This special attack allows Mavarothix to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they size Small or smaller. Affected creatures can attempt Reflex saves to take half damage (DC 36).
Breath Weapon (Su) Mavarothix's breath weapon is a line of acid 120 feet long that does 24d4 points of acid damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage (DC 36).
Frightful Presence (Ex) Mavarothix can unsettle foes with his mere presence. The ability takes effect automatically whenever Mavarothix attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 34 HD. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp) Once per day Mavarothix can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 33) or become fouled. This ability is the equivalent of a 1st-level spell with range 360 ft.

Treasure: In addition to the treasure listed in the quest book, Quimath has the following letter:

You did well by infecting the formian city of Klictrik with the Iron Shadow. As predicted, the Lillendi obtained the help of some foolish adventures. Thanks to our false divination, the adventures succeeded in spreading the Iron Shadow where ever they went. With each creature that is infected the power of the Quicksilver Hourglass grows. We will soon begin the final rituals. When all the life has been drained from the Prime world of Abeir-Toril you and your Kytons will have your pick of what ever continent you desire. Use the Rogue stone to Planeshift your self and my pet to our meeting place as soon as the pawns have been dealt with. Then you shall witness something truly great: the end of a world.

The note is signed with only a strange mark.

Once Quimath is defeated, Jazriul suggests they return to his lady’s strong hold on the elemental plane of fire. If the PCs agree, Jazriul uses a greater amulet of the planes to transport himself and the party to the stronghold.

Stronghold

Butler: Ignition/Inferno, an ettin paragon

Once the PCs arrive at the stronghold Ojhalia tells them what she knows, see Chapter 1: Seven Days to Death, in the Quicksilver Hourglass.

nick012000's picture
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factotums
Joined: 2004-05-19
Tales of the Infinite Staircase conversion notes

I thought a good part of what Planescape was about was about low-level planar adventuring.

Clueless's picture
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Webmonkey
Joined: 2008-06-30
Tales of the Infinite Staircase conversion notes

Yeps it is. As is a good part about epic adventuring. And about everything in between.Eye-wink

Planewalker hasn't updated any of the older modules and as I recall this one in 2nd ed allowed specifically for modification to characters of a higher level in the first place - so this is in the spirit of the work in that regards. Eye-wink So - much thanks! This is the sort of conversion work that Planewalker needs to get back around to doing. Smiling

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