The Black Egg Adventure Module by Paizo in Dungeon #106
THE BLACK EGG BY STEVEN MONTANO
ARTWORK BY JOY ANG, ANDREW HOU & ARNOLD TSANG
CARTOGRAPHY BY CHRISTOPHER WEST
The screams were drowned out by the sound of the terrible falling star—a black orb of malign energy hurtled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Few survived to report the terrible event. Now, frightened whispers and exaggerated rumors spread word of the cataclysm. Amongst talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside inside this terrible relic.
“The Black Egg” is an adventure suitable for four 12th-level characters. Notes on how to adjust the adventure for parties of lower or higher level are provided in the “Scaling the Adventure” sidebar below.
This adventure may be placed in any existing campaign world with a minimum of difficulty. The village of Rhale (or, more accurately, its remains) should be placed somewhere on the rim of civilization where the PCs can be in a position to be the first to investigate the devastation.
ADVENTURE BACKGROUND
Zebadester Frost was once a good-hearted man—no one ever envisioned the maniac he would become. A powerful wizard and supporter of his government and people, Frost made the mistake of acquiring an artifact called the Black Egg, a dark orb of power rumored to have been carved from the body of a hellfire wyrm that had been transmuted into iron. Possession of the artifact drove him mad. In addition to delusions of godhood, he was overtaken by a deep paranoia that all of his former friends were plotting to steal the Egg away from him. As a result, he turned on them, murdering not only his former adventuring companions but their families and acquaintances as well. He was soon thereafter captured and committed to an asylum so that his mind could heal. But those who saw what Zebadester Frost had become believed that this could never happen—that the Black Egg had blackened his soul and poisoned his mind. They were right.
Before his imprisonment, Frost managed to seal the Black Egg in a powerful reliquary called the Fane of Scales, a sphere of black iron infused with dread energies layered with deadly magical defenses. Since then the Fane of Scales has drifted through the heavens above, far beyond the reach of his enemies, but not beyond his own.
The Black Covenant, an order of nihilistic dragon-hearted beings bound together by their desire to destroy humanity, recently uncovered the location of the Fane of Scales. They wish to enter the Fane and retrieve the Black Egg, which they plan to use to unleash an army of fiendish dragons upon the world. With the assistance of a mysterious benefactor and a rod of cancellation, one of their number used magic to fly up to the Fane and disjoin the spell that held in place so high above the ground. The resulting blast of energy slew the member of the Black Covenant, and the Fane itself fell toward the ground far below—obliterating the village of Rhale.
The mysterious benefactor is in fact Tobias Frost, son of the insane Zebadester, who made the location of the Fane of Scales available to the Covenant. The Black Egg‘s insidious curse tainted Zebadester’s entire family line, and as each member of the Frost family perished, the curse gathered strength in the surviving kin. Today Tobias Frost is the last, and his mind has been completely overwhelmed with a need for the Black Egg. Tobias knows where the Fane is and knew that Mordenkainen’s disjunction (or a rod of cancellation) was required to bring the Fane’s orbit to an end, but he also knew that the tool to accomplish this task would be instantly incinerated in the resulting blast of power. He kept this key bit of information from the Black Covenant, of course, when he told them how to access the Fane.
Yet even when the Black Covenant brings down the Fane, Tobias is not done with them. He intends to let them enter the Fane before he follows, so that they may trigger the various traps and defenses that Zebadester left behind. Finally, Tobias knows that the key to the Black Egg‘s power are the souls of dragon kin. Tobias plans to lure the Covenant into the Fane, and with the aid of a powerful artifact called the blood claw, he intends to harvest their souls to feed the Black Egg’s hunger. Were Tobias sane, he might realize that he and the Covenant shared the same agenda, but his thoughts are consumed by the Egg and his own needs.
To aid him in his quest to grant strength to the Black Egg, Tobias has enlisted the aid of several powerful mercenaries. These mercenaries suspect that Tobias has unspoken plans, but their own desires make them perfect accomplices. With unwilling allies in the form of the mercenaries and the Black Covenant itself, Tobias is sure that he shall soon have the powers of the Black Egg for his own.
For it is ready to hatch.
ADVENTURE SYNOPSIS
While traveling in the countryside, the player characters witness an explosive event—the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. They may also ally themselves with Tobias Frost, a mercenary and bounty hunter who claims to be seeking the deaths of the Black Covenant half-dragons.
Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until finally they make their way to the heart of the complex, where they discover the source of the Covenant’s interest: the Black Egg. At this point, Tobias Frost reveals his true motives and tries to use the Black Egg to create a half-fiend red dragon. The characters must destroy the Black Egg or Tobias if they wish to prevent the creation of an army of fiendish dragons.
THE BLACK STAR
As the adventure begins, the characters should be traveling somewhere in the vicinity of Rhale, perhaps after returning from a different adventure or maybe as they make their way to a new city. There are several trade routes in the area, so perhaps they have agreed to escort a merchant through the region.
Whatever the reason for their journey, this adventure begins as the PCs witness the descent of the Fane of Scales and the destruction of Rhale. The village of Rhale is a frontier town, many miles removed from civilization and located in an area dominated by wind-swept grass, rolling hills, and frequent steppes. As a result, travelers have a clear, unobstructed view of the terror to come.
Late in the evening, perhaps as the PCs are preparing to camp, read the following text:
Far off in the night sky—it’s difficult to determine exactly how far—you catch sight of a shooting star, but something about it isn’t right. While a small stream of shimmering light trails its descent, the star itself is so dark that it stands out against the already darkening sky, a ship of midnight wreathed by fire. Its descent begins to gather speed as you watch, and its writhing wake of light grows more and more brilliant. Only a few moments later, the star’s fall only continues to quicken.
For a brief moment, there is only blinding light. A blast of white fire pulses outward as a second sun engulfed in a hail of terrible fire. As the light slowly begins to bloom and rise like a mushroom of horrific fire, a few moments of eerie silence dominate the plains. Then, a terrible blast of sound tears the night asunder, shaking the ground and trembling with a deafening roar that would drown out a dozen thunderstorms.
A successful Survival check (DC 15) determines that the “star” landed about 25 miles to the north. You can adjust this distance somewhat to provide more of a challenge to the adventure (see “The Explosion” below) but keep in mind that the closer the PCs are to ground zero, the better chance they stand of being killed by the explosion.
THE EXPLOSION
The explosive shockwave of the Fane’s impact is incredibly destructive. Damage caused by the explosion is a combination of several forms of damage (including fire, sonic, and physical damage). Most objects and creatures in close proximity to ground zero are destroyed, but damage values are given nonetheless so you can see what happens when characters are subjected to such forces. In fact, these conditions are actually quite mild, considering the size of the Fane of Scales. The falling magic that kept it in orbit helped somewhat to slow its fall; an actual falling object of the Fane’s size would have devastated life on a much larger scale. As it is, the explosion creates a mushroom-shaped cloud nearly a dozen miles high.
All objects and creatures within range of the impact must make a Fortitude save and a Reflex saving throw. The DCs and effects of the saving throws vary, depending on the distance of the creature or object from ground zero. The effects of the explosion expand outward at a rate of approximately one mile per round. Thus, a creature 7 miles away from ground zero wouldn’t need to make any saving throws until seven rounds after the initial explosion.
- Ground Zero to 1 Mile (instantaneous): Disintegration (Fortitude DC 40 negates); 40d6 damage plus 40d6 fire damage plus 40d6 sonic damage (Reflex DC 40 half).
- 1 to 5 Miles: Shockwave is equivalent to tornado-force winds (see Dungeon Master’s Guide page 95); 38d6 damage plus 38d6 fire damage plus 38d6 sonic damage at one mile (Reflex save DC 39 half). Each additional mile (or fraction thereof) reduces each of these damage types by 2d6 and the Reflex save by -1. Thus, at 5 miles, the damage is 30d6 for all three types and the Reflex save is DC 35.
- 5 to 15 Miles: Shockwave reduces in power to hurricane-force winds; damage continues to drop by 2d6 per mile, and the DC decreases by 1 per mile. At 15 miles, damage from all three types is 10d6 each and the Reflex save is DC 25.
- 15 to 25 Miles: Shockwave reduces in power to windstorm-force winds; damage continues to drop by 2d6 per mile and -1 to DC per mile. At 20 miles, damage from all three types reaches its minimum rating of 1d6 per type.
- 25 or more Miles: Shockwave reduces in power by one category (from windstorm to severe to strong to moderate to light to nothing) at 25 miles and again every 5 miles thereafter; no damage at more than 25 miles.
REPERCUSSIONS
What was once a thriving village is now a smoldering crater with a diameter of a little less than a mile. The crater itself is about 650 feet deep, and it and the surrounding terrain are subject to several inhospitable conditions for some time after the impact event.
The crater’s walls slope downward at an extremely steep angle to its lowest reaches. The steep slopes on the inside of the crater’s walls are unstable and prone to crumbling. A successful Climb check (DC 20) is required to navigate them for the first 200 feet; this DC drops to 15 for the second 200 feet, and after that, the slope is gentle enough that Climb checks are unnecessary. A Climb check that fails by 5 or more results in a 10 x 100 foot fall.
For some time after the initial impact, the crater itself is quite inhospitable. In addition to being filled with smoke (see the next section), the surface of the crater remains horribly hot. Characters in contact with the crater’s surface take 6d6 points of fire damage per round, with a successful Reflex save (DC 20) halving the damage. The crater cools at the rate of 1d6 points of damage per hour, so after 6 hours the crater is cool enough to walk on safely.
The air inside the crater is also dangerous. For several hours after the impact, vaporized minerals and steam generated from the groundwater in the impact site fill the crater with superheated gas. All creatures inside the crater or up to 300 feet above it take 10d6 points of fire damage per round. This damage decreases by 2d6 points per hour, until after 5 hours the steam has cooled enough that the interior of the crater stabilizes at severe heat (see page 303 of the Dungeon Master’s Guide) for an additional 1d4 days.
The blast of fire has a dangerous side-effect; huge wildfires ignite and tear through the countryside. Treat these wildfires as forest fires (Dungeon Master’s Guide, pages 87–88). The wildfires continue to burn for 1d4 days and can spread hundreds of miles from the impact site in this time.
Additionally, the explosion and these fires produce huge clouds of smoke. A radius of about 5 miles around the crater remains hazy and smoky for 1d4 days, and all creatures in this region gain concealment during this time. The smoke is heavy enough to cause choking and coughing, except in the immediate vicinity of a wildfire. Smoke and ash higher in the atmosphere blot out sunlight in the region for several weeks, throwing which time the weather remains gloomy and overcast. Creatures with light sensitivity are unaffected by the sunlight during the day as long as these conditions persist. At night, clouds of gas high in the atmosphere often shimmer and glow with energy, casting an unhealthy and disturbing glow upon the landscape below.
APPROACHING THE CRATER (EL 13)
Rhale was once a prosperous trading town, located in a fairly remote wilderness area where three major trade routes crossed. The town had a fair system of defenses and a popular magical trade, but none of this helped much when the Fane of Scales descended.
Although it is possible for the characters to quickly travel to ground zero by using magic, keep in mind that for several hours after the event, this region is quite dangerous. A wiser tactic would be to approach the site more slowly and wait for the smoke, heat, and other dangers to subside. As the characters approach the crater, read the following:
Thick black clouds streaming with jagged bolts of crimson lightning hang over the horizon; they swirl and churn above like an angry, living swarm. A cold and bitter air sweeps in from the north, carrying charnel smells of fire, acid, and decay. Fires burn on the windswept plains, and between the rising plumes of smoke, wagons and trading caravans flee toward safety.
Eventually, a small group draws near the characters. This group of refugees consists of the merchant caravans that have banded together for support; each caravan lost about half its members to the explosion’s effects, and the surviving 12 merchants and 7 heavy horses are burnt, wounded, and terrified. The merchants now want only to make their way back to civilization. Unfortunately, the PCs aren’t the only ones who have noticed them.
Tobias Frost and his mercenaries waste no time moving in toward the crater. He intends to give the Black Covenant a few hours’ head start on the exploration of the Fane of Scales, so they soften up the defenses of the Fane at the same time they deplete other resources. What he’s not quite sure of is how many of the Black Covenant survived the explosion, which was much more devastating than he had anticipated. He and his mercenaries have thus been moving about the countryside and interrogating refugees about the Black Covenant in an attempt to find out if any of them survived the blast.
A small band of about a dozen refugees, their skin blistered by fire and limbs wrapped in bandages and makeshift splints, staggers along the buckled ground toward you. Suddenly, two figures appear at the edge of the refugees with a flash of light; these two women stride purposefully into the midst of the group. Most of the refugees panic as the women bark out threats, but one refugee stands her ground. One of the women spots this refugee, points her out with a cry, and suddenly a huge gray giant appears out of nothingness to grab her and keep her from fleeing.
You should stage this encounter so that the PCs are fairly close to the refugees when the mercenaries begin to menace them. A wizardly mercenary named Maerith used a dimension door to transport herself and Locke (the other woman) into the midst of the refugees, but if any of the PCs can see invisible creatures, they may notice the giant, Tovak, standing nearby before this scene occurs.
Creatures: Tobias Frost’s mercenaries are hard-edged, unscrupulous adventurers whose primary aim is to acquire wealth. Of the three, only Locke is truly evil; but there is nevertheless little the trio won’t do for the right amount of money.
Locke is the most enigmatic of Tobias’s current group. Even Tobias knows very little about her, save that she is a talented sorceress with a particularly sadistic streak. Tovak and Maerith are uneasy in her presence, something Locke seems to enjoy. While she appreciates the money and expensive living it affords, Locke takes mercenary jobs more to satiate her desire to inflict pain on others. In truth, she is a rakshasa (Monster Manual 211), and seeks to control the Black Egg for herself. Tobias suspects there is more to her than she’s letting on, but he would never guess that she knows the truth of what lies within the Fane of Scales. Locke’s assumed form is that of a very frail human woman with perfectly straight auburn hair and sparkling green eyes. She always bears a wicked smile, and dresses in a dark purple cloak with a low-cut bodice underneath.
Maerith is interested in one thing and one thing only: increasing her standing in the mysterious Order of the Cold Moon. She aims to do so by increasing the number of magic items in her safekeeping, and the life of a mercenary has proven to be quite productive in this goal. Rather than working for money, Maerith has agreed to accompany Tobias in return for his providing her much-needed clue to the location of the staff of the magi. Tobias actually doesn’t know anything of the sort, but his skill at Bluff has convinced Maerith otherwise. More than any other member of the party, Maerith is doubtful as to Tobias’s true motives, but she’s willing to overlook that for the information he’s promised her. At the same time, she honestly feels that the Black Covenant is a legitimate threat, and working with Tobias and his minions gives her a better chance to oppose them.
Maerith is a lithe and beautiful half-elf woman, with flowing honey-wheat hair and deep sapphire eyes. She wears a cloak of dark crimson and black, soft and high boots, and wields a crooked staff constantly wreathed in white-hot light.
Tovak Bloodheart long ago left his people, a band of reclusive stone giants. He is a grim and resolute warrior, and not one who seems to care too much about anything, including himself. He has never spoken of the tragic event that drove him from the graces of his people, and likely never will. Tovak does not entirely care for the mercenary’s life, and he sends the majority of his earnings to some secret contact in the mountains; many other mercenaries would kill to learn his secrets, but none so far have been brave enough to confront Tovak directly. Tovak’s bald head is covered with bizarre markings and tattoos, the markings of his long-abandoned tribe and the one reminder he keeps of his former life. Tovak swings a massive greataxe in battle to devastating effect, and his prowess earned him his namesake. He wears dark scale mail armor.
Locke, Female Rakshasa (CR 10)
Medium outsider (native); HD 7d8+28 hp 67; Init +3; Spd 40 ft; AC 24, touch 13, flat-footed 21; Base Atk +7; Grp +7; Atk +12 melee (1d4+2/18–20, kukri), or +10 melee (1d4, claw); Full Atk +12/+7 melee (1d4+2/18–20, 2 kukris), or two melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA detect thoughts, change shape, damage reduction 15/good and piercing, darkvision 60 ft, spell resistance 27; AL LE; SV Fort +9, Ref +8, Will +10; Str 10, Dex 16, Con 19, Int 16, Wis 12, Cha 21.
Skills: Bluff +25, Concentration +14, Diplomacy +22, Disguise +33 (+35 acting), Intimidate +17, Listen +13, Move Silently +13, Perform (oratory) +15, Sense Motive +11, Spellcraft +13, Spot +13.
Feats: Alertness, Combat Casting, Weapon Finesse.
Languages: Common, Infernal, Undercommon.
Sorcerer Spells Known (6/7/7/5; base DC 15 plus spell level):
0—detect magic, flare, ghost sound, open/close, ray of frost, read magic, resistance;
1st—charm person, expeditious retreat, magic missile, shield of entrapment, shocking grasp;
2nd—mirror image, scorching ray, spider hand, web;
3rd—fly, vampiric touch.
Possessions: 2 kukris, bracers of armor +2, bag of holding (Type I), 5 turquoise worth 100 gp each, silver ring with a fire opal worth 1,200 gp, garnet nose ring worth 600 gp, silver and ivory hairpin worth 280 gp, 850 gp.
Maerith of the Cold Moon, Female Half-Elf Wiz10
CR 10; Medium humanoid (half-elf); HD 10d4+3; hp 32; Init +2; Spd 30 ft; AC 17, touch 13, flat-footed 15; Base Atk +5; Grp +4; Atk +8 ranged (1d8/19–20, light crossbow); SA spells, SQ familiar, half-elf traits; AL CN; SV Fort +5, Ref +7, Will +12; Str 9, Dex 15, Con 10, Int 17, Wis 16, Cha 16.
Skills: Appraise +12 (+14 alchemy), Concentration +13, Craft (alchemy) +13, Knowledge (arcana) +16, Knowledge (history) +13, Listen +5, Spellcraft +18, Spot +5.
Feats: Alertness (as long as Kira is in arm’s reach), Combat Casting, Dodge, Empower Spell, Extend Spell, Scribe Scroll, Spell Mastery (lightning bolt, shield, teleport), Toughness.
Wizard Spells Prepared (4/5/5/4/3/2; base DC 13 plus spell level):
0—detect magic, mage hand, read magic, resistance;
1st—magic missile (3), shield, sleep, zone of truth;
2nd—bear’s endurance, cat’s grace, Melf’s acid arrow, mage armor (extended, already cast);
3rd—mirror image, displacement, haste, lightning bolt, protection from energy;
4th—dimension door, scorching ray (empowered), stoneskin;
5th—lightning bolt (empowered), teleport.
Spellbook (contains all prepared spells plus the following):
0—all;
1st—alarm, detect secret doors, disguise self, feather fall, identify, magic weapon;
2nd—arcane lock, fox’s cunning, knock, levitate, locate object, see invisibility;
3rd—daylight, dispel magic, fly, tongues, water breathing;
4th—remove curse, scrying, stone shape, stinking cloud;
5th—break enchantment, cone of cold, sending.
Possessions: +1 light crossbow, 20 bolts, staff of fire (10 charges), ring of protection +1, cloak of resistance +2, scroll of cone of cold, scroll of greater invisibility, scroll of dimension door, potion of cure moderate wounds, wand of magic missile (3rd level, 25 charges), spellbook worth 5,000 gp, 200 gp.
Kira, Raven Familiar
CR —; Tiny magical beast; HD effectively 5; hp 16; Init +2; Spd 10 ft, fly 40 ft. (average); AC 19, touch 14, flat-footed 17; Base Atk +5; Grp -7; Atk/Full Atk +7 melee (1d2-5, claws); Space/Reach 2 ½ ft./0 ft.; SA deliver touch spells; SQ empathic link, improved evasion, low-light vision, share spells, speak Common, speak with birds, speak with master; AL CN; SV Fort +3, Ref +5, Will +8; Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 12.
Skills: Appraise +6, Concentration +13, Craft (alchemy) +10, Knowledge (arcana) +13, Knowledge (history) +10, Listen +12, Spellcraft +15, Spot +4.
Feats: Weapon Finesse.
Tovak Bloodheart, Male Stone Giant Ftr2
CR 10; Large giant (earth); HD 14d8+2d10+96; hp 177; Init +2; Spd 30 ft; AC 26, touch 14, flat-footed 24; Base Atk +12; Grp +24; Atk +22 melee (3d6+14/×3, +2 large greataxe) or +19 melee (1d4+8, slam); Full Atk +22/+17/+12 melee (3d6+14/×3, +2 large greataxe) or +19 melee (1d4+8, 2 slams); Space/Reach 10 ft./10 ft.; SQ darkvision 60 ft., low-light vision, rock catching, rock throwing; AL CN; SV Fort +18, Ref +6, Will +7; Str 27, Dex 15, Con 22, Int 10, Wis 12, Cha 11.
Skills: Climb +15, Hide -6 (+14 in rocky terrain), Jump +11, Spot +12.
Feats: Cleave, Combat Reflexes, Improved Sunder, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (rock).
Possessions: +2 large greataxe, amulet of health +2, large masterwork scale mail, 12 throwing rocks, 200 gp, 3 potions of cure serious wounds, 4 potions of invisibility (caster level 10).
Tactics: After a previous refugee interrogation a few hours ago turned sour (one of the merchants turned out to be a fairly high-level rogue and did considerable damage to the three before he was slain), the three mercenaries take the time to cast a few preparatory spells before they dimension door in to this group.
While Tovak drinks a potion of invisibility and moves forward to the planned intercept point to wait for the refugees to come to him, Maerith and Locke each take a few rounds to cast spells before Maerith dimension doors both of them near the refugees. Locke casts mirror image, expeditious retreat, and fly on herself. Maerith casts stoneskin, mirror image, cat’s grace, bear’s endurance, and displacement on herself.
Left to their own devices, the three rough up the refugee bit before they learn from her that the majority of the Black Covenant’s leaders survived the explosion and were seen approaching the crater, protected by magic, not long after the explosion. If the PCs interrupt the shakedown, the mercenaries attack them. Tovak engages any armored foes while Locke and Maerith use ranged magic. Locke isn’t afraid to enter melee but avoids prolonged physical combat if possible; if threatened with such, she teleports away to safety and watches the whole thing off.
These three mercenaries aren’t about to give up their lives for Tobias; if it looks like they’re facing certain defeat, they try their best to flee. If captured alive, they cooperate with the PCs initially but try to escape as soon as possible.
Development: If the PCs avoid this confrontation, the mercenaries get the information they were looking for (leaving several refugees wounded or accidentally killed), rejoin Tobias, and set out for the Fane of Scales.
If the PCs defeat the mercenaries, the refugees are very grateful but have little to offer them as rewards. If questioned about the falling star, the merchants have nothing to add to what the PCs themselves witnessed. Most of the merchants point the PCs toward the middle-aged woman that the mercenaries tried to interrogate.
This is Ilsheen Varakkas (female human Mon2/Com3), a strong-willed woman who became the leader of this small group of refugees after she organized the group enough to escape a large wildfire. Ilsheen is a retired monk and a Rhale citizen. Asked about recent events, she has the following to say:
“My farm was a few miles out of town—that way, to the northeast. I was coming back from a hunting trip when it happened. There was a flash of light, like someone tore the sky open. And a huge black ball, bigger than two barns put together, was tearing out of the sky. There wasn’t any time to do anything. I only saw it for a second before it tore down right into the heart of Rhale.
“It… it was horrible… my daughters and husband were probably still asleep… so many… friends… but thank the Gods no one suffered. They couldn’t have. I covered my eyes and ears when I saw that black orb hit, and it just seemed to leap into a ditch before the fires and wind hit. It seemed to last for hours, but I know it only lasted an instant. Afterward… all that black smoke hung, like it was frozen in the air. It was like the end of the world—like the gods themselves smote Rhale. But we never did anything wrong! Why would the gods punish Rhale? All those people… my family… they’re just gone.
“And then things got worse. After the ground stopped shaking and the fire and wind had died down, I made my way back to my farm. The dead were everywhere, and the living weren’t far from joining them. People were deaf or blind because they looked right at the blast, but I managed to find several people. Those you see here, trapped in the ruins of their houses. Of my farm… of my family… there was nothing left.
“And then, as we started to make our way out of that hellhole, the devils came. Evil beasts, black-skinned creatures with glimmering scales. They were led by three horrid creatures that wore wide gold necklaces and black armor. They headed straight into Rhale—into the crater! And they’ve been in there, in those poison mists and clouds of steam, ever since.”
Try as she might, Ilsheen cannot recall exactly how many creatures there were (close to two dozen, she thinks), nor can she give wholly accurate descriptions, except that she is fairly certain most of them were black-skinned orcs with scales beneath their armor. The necklace-wearing creatures she saw were Gallara, Ravus, and Synder, Covenant elites and the leaders of the Covenant’s exploration team.
None of the refugees can even comprehend the possibility of returning to Rhale; all they want is to make their way to some other town and try to start over further west.
TOBIAS FROST (EL 12)
Tobias Frost’s role in this adventure is determined by the method in which the PCs deal with his mercenaries in the previous encounter. Tobias observes the PCs as they interact with and probably fight with his three minions, and likely recognizes the heroes for who they are. He is quite knowledgeable about local news, and the PCs are likely well-known heroes by this point.
If the PCs avoided the conflict and did not fight with the mercenaries, chances are good that Tobias doesn’t even realize they’re in the area. In this case, he continues on to the Fane of Scales with his three mercenaries and their rival and begins to collect the souls of the Black Covenant. He may be encountered later in the adventure, perhaps just as he awakens the Black Egg.
If the PCs manage to defeat his minions, however, Tobias is impressed with them enough to make an offer (detailed in Development below). He may even enter the combat toward the end to help finish off the mercenaries; once he’s decided to use the characters, he’d rather not leave any loose strings behind. If asked about his sudden appearance and attack on the mercenaries, he merely says, “Stay your hand, my friends, we’re on the same side. I’m here to deal with those responsible for the destruction of the village of Rhale—these rogues and murderers were among them.”
Creature: Tobias Frost has only been adventuring for a few years, but in that short time has more than earned an infamous reputation as a particularly ruthless mercenary and bounty hunter. Known for his cold efficiency, commitment to his task, and his willingness to bend a few laws in order to capture or kill his quarry, mere mention of his name in some circles is enough to empty the room. A PC that hears his name can make a bardic knowledge or Knowledge (local) check (DC 20) to recognize him.
In fact, Tobias has no real interest in serving the common good or bringing criminals to justice, but he has found that mercenary work provides a rewarding and nearly legal outlet for his hostilities against society. Tobias had been trying to acquire information on the Black Covenant for months, but local law enforcement and other conventional means of information gathering did not serve him well. It wasn’t until he focused on work as a mercenary that he made a good deal of headway, mostly by selecting jobs that put him into contact with villainous elements that possessed information on the Covenant. Eventually, he managed to arrange a meeting with them and gave them both the location of the Fane of Scales and the rod of cancellation needed to bring it down.
It was simple for Tobias to plot the probable course the falling Fane would take. He and his hired mercenaries then traveled to the Rhale region and waited for the Black Covenant to do the hard part. They had only a few days to wait until the suspicions of the Black Covenant became abundantly clear. Now that the Fane of Scales has returned, he intends to wait for the Black Covenant to attempt to infiltrate the place, thereby triggering and hopefully deactivating the traps and guardians Zebadester left in the Fane.
Tobias Frost, Male Human Ftr7/Rog5
CR 12; Medium humanoid (human); HD 7d10+5d6+24; hp 86; Init +7; Spd 30 ft; AC 19, touch 13, flat-footed 16; Base Atk +10; Grp +14; Atk +16 melee (1d8+6/19–20/×3, +1 adamantine battleaxe); Full Atk +16/+11 melee (1d8+6/19–20/×3, +1 adamantine battleaxe); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +8, Ref +9, Will +5; Str 18, Dex 16, Con 15, Int 12, Wis 11, Cha 14.
Skills: Bluff +15, Climb +10, Diplomacy +12, Disguise +2 (+4 acting), Gather Information +12, Handle Animal +9, Intimidate +6, Jump +10, Knowledge (local) +9, Listen +5, Ride +10, Sense Motive +8, Spot +5.
Feats: Dodge, Improved Critical (battleaxe), Improved Initiative, Iron Will, Mobility, Persuasive, Power Attack, Skill Focus (bluff), Weapon Focus (battleaxe), Weapon Specialization (battleaxe).
Languages: Common, Draconic.
Possessions: Blood claw (see Appendix), +1 adamantine battleaxe, composite longbow (+4 Str bonus), 20 arrows, masterwork chain shirt, large steel shield, gauntlets of ogre power, cape of the mountbank, ring of mind shielding, potion of bear’s endurance, potion of cure moderate wounds (two), 1,900 gp.
Development:
If the PCs are willing to listen to Tobias, he introduces himself as Tobias Hilcrest, and gives them the following information:
- He’s tracking down a group called the Black Covenant. They are a cabal of sorcerers, clerics, and monsters, many of which possess draconic heritage, and all dedicated to the worship of evil dragons and the destruction of non-dragons. They worship Tiamat.
- The object that fell from the sky is an ancient draconic reliquary called the Fane of Scales. The Fane of Scales is reputed to contain an evil artifact of terrible power. Tobias can’t say what this artifact can do, though it is rumored to be a potent weapon of evil that was sealed away in the Fane some years ago in order to safeguard it for some future date when it may be needed. Whatever its use, the Black Covenant cannot be allowed to recover it.
- The Black Covenant is responsible for bringing down the Fane of Scales; Tobias says he suspects they used a rod of cancellation or similar effect to disrupt the magic that kept the Fane suspended high in the skies above.
- Tobias’ job is simple: destroy the Black Covenant. There are to be no arrests or prisoners taken—the Covenant has converged on the site in the hopes of acquiring the Black Egg. Tobias’ job is to stop them.
Of course, what Tobias tells the PCs above is a tangled mess of truth, half-truths, and outright lies. Tobias wears a ring of mind shielding to help keep the charade up, and his skill with bluff should help make the party believe him. While he seems bitter, his personality should not seem out of the ordinary for a seasoned mercenary or bounty hunter.
If the PCs see through Tobias’s ruse to some extent and challenge him on it, he makes it clear that he is not of stalwart heart, and claims to be a former criminal who now hunts other criminals for a living. It takes a thief to catch a thief, after all. If the PCs further press him, indicating that they know of his connection to the Black Egg via his father, or attack him, he curses and tries to escape via his cape of the mountebank and his potion of fly. If he manages to escape, he trails the PCs. His new intent is to let them do the dirty work—he’ll follow behind and absorb Black Covenant souls with the blood claw and then, when he has enough, he makes his way to the Black Egg to activate it.
If Tobias accompanies the PCs, he follows through on the role he has created for himself. He uses the blood claw whenever any draconic member of the Black Covenant is slain. If a PC questions his actions he is mostly honest: he admits that the blood claw is an item that absorbs and holds draconic souls. This is to ensure that the villainous organization’s rank and file members do not return some day to cause more havoc. The PCs may have a problem with this—stealing souls, villainous or not, is generally considered an evil act, but Tobias adamantly defends his position. If it seems the PCs are too angry or about to attack him over the matter, he reluctantly agrees to not use the blood claw, when in fact he just uses it when no PCs are around to be offended. This makes things a bit more difficult for him once he reaches the Egg, but Tobias can go back and collect souls later if it comes to that.
Tobias promises a share of any treasure collected from the Black Covenant if the PCs need further motivation. Chances are, however, that the promise of exacting revenge on those responsible for the terrible explosion and destruction of Rhale is enough to motivate the PCs.
DETECTING TOBIAS’ RUSE
Tobias is careful to pepper enough truth in what he tells the PCs to make his story seem plausible. The characters may be able to tell that he’s bluffing them if they make a successful Sense Motive check, but there are other ways for them to realize there are certain gaps in the information he’s providing. If the PCs ask you about any of the following subjects, allow them to make the appropriate skill checks to find out what they might know.
- The Fane of Scales (bardic knowledge or Knowledge [arcana] check; DC 25): The character knows that the Fane of Scales was in fact created by a powerful wizard named Zebadester Frost. If the Knowledge check exceeds the DC by 10 or more, the character recalls the name of the artifact reputed to be hidden in the Fane—the Black Egg.
- The Black Egg (bardic knowledge or Knowledge [arcana] check; DC 35): The Black Egg is said to have been carved from the heart of a hellfire wyrm; the egg itself reputedly corrupts or creates creatures.
- Zebadester Frost (bardic knowledge or Knowledge [local] check; DC 30): The character recalls that Zebadester Frost was a powerful wizard who went insane for unknown reasons and was committed to a remote asylum. Zebadester was an incredibly powerful wizard in his time, but his insanity ruined him. It’s generally believed that an artifact drove him insane. He built the Fane of Scales for reasons known only to him shortly before his insanity took over completely and he was committed.
- Tobias Hilcrest (bardic knowledge or Knowledge [local] check; DC 35): Tobias has taken pains to keep his personal life secret, but there’s a slight chance the PCs have heard of him. If they have, they know he’s a highly skilled bounty hunter with a reputation for ruthless work. If the Knowledge check is 10 higher than the required DC, the character has also heard that Tobias’ father is rumored to be a powerful wizard, and that Hilcrest is an assumed name.
- The Black Covenant (bardic knowledge or Knowledge [local] check; DC 20): All of what Tobias tells the PCs about the Black Covenant matches what a PC might already know about the evil organization, although it’s generally believed that none of the members of the Black Covenant are powerful enough to build something like the Fane of Scales.
THE CRATER OF RHALE (EL 11)
The ruined buildings of the village of Rhale have little left to show that they ever existed at all—only cracked stone foundations remain beyond the rim of the massive crater. Many of these ruins contain grisly remains of blackened and scorched bodies. The acrid scent of vaporized flesh, stone, and earth is almost overpowering. Thick burning clouds continue to drift upward from the depths of the impact. While it is impossible to determine exactly how far the crater plunges, it looks to be at the very least several hundred feet deep.
The Fane of Scales itself, a large orb of black iron 300 feet in diameter, floats silently above the crater like a cold, dead star. The thousands of iron plates that make up the orb’s skin resemble overlapping black scales. A small platform juts out from the center of the orb’s face, a tiny tongue of dark iron.
Here is the transcription of the text from the image:
Flight, teleportation, or other magic must be utilized to access the Fane of Scales. The Fane floats 100 feet above the rim of the crater, which is about 750 feet above the crater’s bed below and approximately half a mile from the edge.
Creatures: Two half-black dragon orc warriors (known to the Covenant as black orcs) and a destrachan patrol the perimeter of the crater, ducking in and out of what little remains of buildings. These footsoldiers attack any and all non-draconic creatures on sight.
The black orcs have pure black skin, armor, and axes. They wear the holy symbol of Tiamat emblazoned on their armor. Their eyes burn with deep red hatred. The destrachan is their ally, a creature of pure malice and hate, and it hammers away at foes with its powerful sonic attacks before closing in to feast on its sundered meals.
Black Orc War2 (2)
CR 8; Medium dragon (augmented humanoid); HD 7d8+14; hp 55 each; Init +0; Spd 20 ft; AC 22, touch 10, flat-footed 22; Base Atk +7; Grp +15; Atk +16 melee (1d12+3/×3, +1 greataxe) or +15 melee (1d6+8, bite); Full Atk +16/+11 melee (1d12+3/×3, +1 greataxe) and +10 melee (1d6+4, bite); SA breath weapon; SQ darkvision 60 ft, immune to acid, immune to sleep and paralysis effects, light sensitivity, low-light vision; AL CE; SV Fort +8, Ref +2, Will +2; Str 26, Dex 11, Con 14, Int 10, Wis 7, Cha 8.
- Breath Weapon (Su): 1/day, 60-ft line of acid, 6d8 damage, Reflex half (DC 12).
- Skills: Climb +10, Intimidate +3, Jump +10.
- Feats: Cleave, Iron Will, Power Attack.
- Possessions: +1 greataxe, +1 half-plate armor, 2 potions of cure serious wounds, 2 potions of fly, 30 gp.
Destrachan hp 60; Monster Manual 49.
Development: If the black orcs or destrachan are interrogated, they have little information of use to impart. The leaders of the Black Covenant don’t bother to inform the help of all their plans; these low-ranking members haven’t even been to the Fane of Scales.
THE FANE OF SCALES
Zebadester Frost constructed the Fane of Scales in secret, but it was not of his design. Like so much of his madness, the Fane’s construction was inspired by the strange consciousness that resides within the Black Egg. During Zebadester’s last days of freedom and madness, he collected many items of dark power, all of which he protected from his perceived enemies by hiding them in the Fane.
The Fane still retains a good deal of its power, even if the overall structure was damaged in the crash. Although many of the interior walls of the Fane are partially or wholly collapsed, the chambers remain structurally sound, protected by the powerful magic that infuses its exterior.
Since crashing, the Fane is slowly rebuilding its powers of flight. It now floats 100 feet above the upper rim of the crater it created, silently floating and awaiting the arrival of its “meals.”
By the time the PCs arrive, the Covenant has already penetrated the Fane; their locations are noted below.
FEATURES OF THE FANE OF SCALES
The exterior of the Fane of Scales is all but impossible to breach. The interior walls are quite hard, but not nearly as hard as the exterior walls. Unless otherwise noted, all interior areas are lit by a strange, reddish glow that appears to emanate directly from the walls. The entire Fane radiates evil of an overwhelming degree, although many of the defensive spells that once dominated the structure have long since faded.
All walls and ceilings are made of iron. The external walls are approximately 20 feet thick. While the Fane was in orbit, a massive wall of force encased it; this wall of force remained in place during the Fane’s fall and protected it from the subsequent impact, but it soon thereafter deactivated to allow entry. The cosmic damage done to the lower reaches of the Fane resulted when it levitated up out of the still partially molten rubble below. Powerful magic inside the Fane generated by the Black Egg cushioned most of the damage inside, but several internal walls were damaged or collapsed nonetheless.
All doors are made of iron and are 2 inches thick. The exterior walls, internal walls, and doors all possess spell resistance 22, and any magic that overcomes this affects the wall normally. The internal walls can be altered, damaged, or destroyed. Ceiling height inside the Fane is a uniform 25 feet.
- External Iron Wall: 20 feet thick; hardness 10; hp 7,200 per 10-ft-by-10-ft section.
- Internal Iron Wall: 3 inches thick; hardness 10; hp 90; break DC 28; Open Lock DC 28.
- Iron Door: 2 inches thick; hardness 10; hp 60; break DC 28; Open Lock DC 28.
1. ENTRANCE TO THE FANE OF SCALES (EL 13)
An iron lip extends 15 feet from the face of the huge sphere, leading into a 15-foot-long corridor. At the end of the passageway stand a pair of tall, black, iron doors, marred with large scratches and unidentified stains. The doors hang ajar, and a red glow flickers in the gloom beyond.
These doors were, until recently, warded with symbols of death. They were both deactivated by Tilivander, a member of the Black Covenant who not long after fell victim to the guardian of the area.
Creature: Korakkus, a half-white dragon cloud giant with a cruel streak as wide as he is tall, stands guard here. Common orcs of the Black Covenant serve the Covenant as muscle, but Korakkus is a fierce warrior and a brutal combatant. He is a fervent supporter of the Black Covenant and a devout worshiper of Tiamat. He volunteered to remain on guard here while most of the surviving Covenant members loot the Fane. He doesn’t stop to listen to any non-draconic creatures that approach, and attacks them on sight after bellowing a warning back into the Fane.
Korakkus, Male Half-White Dragon/Cloud Giant
CR 13; Huge dragon (augmented giant); HD 17d12+119; hp 240; Init +1; Spd 35 ft., fly 70 ft. (average) with full plate, base speed 50 ft., fly 100 ft.; AC 35, touch 9, flat-footed 34; Base Atk +12; Grp +36; Atk +27 melee (4d6+17 plus 1d6 electricity/19–20, +1 gargantuan shock longsword) or +11 ranged (2d8+16, rock); Full Atk +27/+21/+17 melee (4d6+17 plus 1d6 electricity/19–20, +1 gargantuan shock longsword) and +21 melee (2d6+8, bite) and +21 melee (1d8+8, claw), or +11 ranged (2d8+16, rock); Space/Reach 15 ft./15 ft.; SA breath weapon, rock throwing, spell-like abilities; SQ darkvision 60 ft., immune to cold, immune to sleep and paralysis effects, low-light vision, oversized weapon, rock catching, scent; AL CE; SV Fort +17, Ref +6, Will +10; Str 43, Dex 13, Con 25, Int 14, Wis 16, Cha 15.
- Breath Weapon (Su): 1/day, 30-foot cone of cold, 6d8 damage, Reflex half (DC 34).
- Skills: Climb +26, Intimidate +22, Listen +13, Sense Motive +23, Spot +23.
- Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack.
- Languages: Common, Draconic, Giant.
- Possessions: Huge masterwork full plate, +1 gargantuan shock longsword, two potions of rage, 3 potions of cure serious wounds.
INTERROGATING THE BLACK COVENANT
The named members of the Black Covenant are fanatics; they would all choose death before revealing their secrets to a non-dragon. Nonetheless, it is possible for PCs to interrogate captured Covenant members, most likely via spells like charm monster or even speak with dead. All of the named members of the Covenant have the following information to give in this case:
- The Fane of Scales was constructed by the mad wizard Zebadester Frost, acting under the guidance of an intelligent and fact-addled entity. Its exact intent and history may remain obscure, though it is the Egg itself that the Black Covenant is after.
- The Black Egg is an item carved from the body and soul of a hellfire wyrm, a terribly powerful form of dragon native to the Nine Hells of Baator. The Egg is possessed of evil power and is capable of birthing fiendish dragons, provided it is fed the souls of other dragons. (They are not sure how this “feeding process” occurs.)
- The Black Covenant is a cult of dragonspawn (or others that worship dragons) who desire to see evil dragons dominate the world and to crush the non-draconic races. At the DM’s option, the NPC can grant directions to any of the Covenant’s numerous strongholds, though such information goes beyond the scope of this adventure.
2. HEADS AND TAILS (EL 12)
Beyond the sturdy door is a 20-foot-wide hallway. A fierce battle took place here very recently, that, combined with the effects of the crash, left this hall in shambles. Many large plates of cold black iron have fallen away from the walls and ceiling, and the floor and walls are pitted with blade marks. Two humanoid bodies lie on the ground, both pig-faced, black-scaled creatures. A subtle throb pulsates in the air, as if the sphere itself is breathing.
Zebadester Frost erected numerous defenses in this entry hall. When the Covenant arrived, they stumbled into the hydra, which killed a good number of the black orcs, along with the group’s would-be rogue, Tilivander. The rest of the group wisely fled, and the hydra has been too busy enjoying its meal to pursue them.
Creature: Squatting in the center of the chamber, gnawing on the remains of one of the black orcs, is a massive eleven-headed pyrohydra. The creature attacks anyone that dares to enter this area.
Eleven-Headed Pyrohydra hp 139, Monster Manual 157.
Treasure: The hydra’s breath destroyed much of the equipment dropped by the slaughtered black orcs and Tilivander, but some of its still remains, scattered about the floor haphazardly. This equipment consists of three masterwork greataxes, two suits of half-plate armor, three potions of cure moderate wounds, a +2 rapier, and a lens of detection.
In addition, the hydra wears a ring of sustenance on one of its many claws.
Development: Any fighting here alerts the denizens of areas 3 and 4, who after this point will be expecting the PCs and will have made appropriate preparations.
If Tobias is with the PCs, the hydra attacks him as much as the PCs. These attacks aggravate Tobias enough that the PCs may notice that he appears angry that the hydra attacked him, as if it were a personal affront. The hydra was taught not to attack Zebadester; Tobias assumed incorrectly it would know not to attack him, either.
3. GUARDIAN OF THE FORGE (EL 12)
A cold forge rests in the southeast corner of this mostly barren chamber. Shards of metal and stone as well as about a half dozen cold iron rods lie scattered across the floor. A black-skinned, scaly humanoid body lies on the floor in a pool of its own dark blood. This corpse appears to be a faceless, four-armed humanoid statue of black stone that stands motionlessly in the corner of the room, fresh blood splayed on its hands and across its chest.
Zebadester created many weapons and magical items, including the blood claw itself, in this forge. The forge is of excellent quality and grants a +2 bonus on any Craft checks made with it. It also radiates powerful transmutation magic, and is tied to the Creature that guards the chamber.
Several Black Covenant black orcs came through this chamber after splitting from their allies in area 2 and were immediately attacked by the Creature. It was destroyed, but when it reanimated (see below), Gallara decided that this was a battle she didn’t need to deal with, and so she and the black orcs that accompanied her fled to the empty room to the west to rest and recuperate.
Creature: One of Zebadester’s crowning achievements, this four-armed stone statue is actually a specifically modified stone golem. The golem attacks any creature that enters the room, save Zebadester himself. The golem does not pursue enemies beyond the limits of this room; if it is attacked with ranged weapons from outside the room, it simply takes the damage. If the golem is reduced to 0 hit points, it crumbles to dust. Only 1d4+1 rounds later, however, the forge flashes with fire and a new four-armed stone golem clambers out of it, ready for battle.
The golem can rebuild itself in this manner as many times as necessary as long as the forge remains functional. If the golem is destroyed after the forge is ruined, it does not rebuild itself. Likewise, if the golem is forced to move out of this room and then destroyed before it can re-enter it, it remains destroyed.
Four-Armed Stone Golem: hp 102; Atk +18 melee (2d10+9, slam); Full Atk +18 melee (2d10+9, 4 slams); Monster Manual 136.
Cold Iron Forge: 2,000 lbs.; hardness 10; hp 1,800.
Ad-Hoc XP Reward: If the PCs manage to permanently defeat the four-armed stone golem, they earn 150% the normal experience points for this encounter.
4. CRYSTAL SOULS (EL 12+)
Two large tables sit in the northern part of this room, but the most impressive sight looms to the south, where a massive green crystal that measures nearly 15 feet in diameter sits in a metal framework. Encased inside the crystal, like bodies trapped in tree sap, are three humanoid figures with translucent skin. Long-decayed husks of internal organs are visible and perfectly preserved within the stone. The three bodies lie contorted in misery, as if caught in some unfathomable pain.
This chamber houses a foul magic item Zebadester collected long ago, the Crystal of Crying Souls. This device could once capture undead inside of it, allowing a spellcaster who knew the proper techniques to use the captured undead to fuel his own magic item creation. Within the Crystal are the trapped remains of three former assassins of a long-lost age, magically preserved as bodaks. The Crystal has lost its powers of entrapment, but it continues to hold the three bodaks within captivity as long as it remains undamaged. Unfortunately, the descent of the Fane of Scales nearly destroyed the Crystal, and it only takes a little bit more work to finish the job.
If the Crystal is broken, the bodaks may escape (see below); the magic sustaining the bodaks functions at caster level 20.
Crystal of Crying Souls: 6 inches thick; hardness 8; hp 60 (currently 4); Break DC 26.
Creatures: Two black orcs and a half-white dragon gnoll named Grenaug tied to Ravius, and is a little annoyed that he has been ordered to wait here with the two black orcs while Ravius and Synder try to harness the power of the Black Egg. Grenaug wears black plate armor that stands in stark contrast to his snowy fur, and in his hands he carries a powerful greataxe carved of blue steel.
Black Orc War2 (2): hp 55 each; see page 66 for details.
Grenaug, Male Half-White Dragon Gnoll Ftr7/Blk2:
- CR 12; Medium dragon (augmented humanoid); HD 2d12+9d10+77; hp 141; Init +4; Spd 20 feet; AC 25, touch 10, flat-footed 25; Base Atk +10; Grp +19; Atk +22 melee (1d12+17 plus cold/×3, +3 greataxe); Full Atk +22/+17 melee (1d12+17 plus cold/×3, +3 greataxe) and +14 melee (1d6+4, bite); SA breath weapon, spell-like powers; SQ aura of evil, darkvision 60 ft., dark blessing, detect good, immune to cold, immune to sleep and paralysis effects, low-light vision, poison use; AL CE; SV Fort +20, Ref +4, Will +8; Str 28, Dex 10, Con 24, Int 10, Wis 14, Cha 14.
- Breath Weapon (Su): 1/day, 30-ft. cone of cold, 6d8 damage, Reflex Save half (DC 18).
- Skills: Concentration +9, Hide +9, Intimidate +12, Knowledge (arcana) +2, Knowledge religion) +2, Listen +9, Spot +9.
- Feats: Alertness, Cleave, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe).
- Blackguard Spells Prepared (2; base DC 12 plus spell level): 1st—doom, inflict light wounds.
- Possessions: +3 frost greataxe, +4 full plate, 3 potions of cure moderate wounds, 50 gp, large scorpion venom, 200 gp.
Bodaks (3): hp 68, 59, 58; Monster Manual 28.
Tactics: One of the bodaks is among the Black Covenant, Grenaug instructs directly to Ravius, and he speaks no words on non-dragons and how to worship them. Grenaug’s knowledge of religion and magic items allows him to deduce the nature of the Crystal of Crying Souls. When the PCs are about to win the fight, his final act is to break the Crystal open and release the bodaks within his final act.
Treasure: A set of iron bands of Bilarro sits under one of the tables. Zebadester once used it to secure prisoners before torturing them for fun. He did not get to use the tables very many times before he was apprehended, but the magic bands remain.
5. MURAL CHAMBERS
The iron walls here are layered with thousands of scratches and etchings made with a sharp blade. Although crude in design, the markings form a mural depicting a large dragon. The room is otherwise bare, save for shavings of iron scattered about the floor.
Frost’s slavish devotion to the Black Egg led him to carve these rough murals. He was no artist, and the uncoordinated, almost childish fruits of his labor illustrate this fact. Nonetheless, a successful Knowledge (arcana) or Knowledge (the planes) check identifies the dragon as a fiendish red dragon. The dragon is depicted in slightly different poses in each room.
The western mural room shows signs of a recent campsite. Gallara and two black orcs rested in this chamber before they attempted to escape back to the rest of the complex via area 6.
6. THE POISON TREE (EL 13)
This long and narrow chamber has iron doors in the north and south walls. Unlike the other areas of the Fane, the floor of this room is made of hard-packed black soil. Skulls and other humanoid bones are partially buried in the loamy soil, but the most prominent feature in the room is a large tree of black bark, some 20 feet high and 10 feet around at the base of its trunk. Thick, slimy roots, like an unmoving mass of snakes, protrude from the soil. Despite its motionlessness, the roots seem to creep away from the base of the tree, as if the black plant wanted to claw its way across the dirt. The tree is leafless and lifeless, but a number of plump, foul-smelling black fruits dangle from its limbs. They resemble bulging eggplants or plums filled with some unnameable fluid.
Two black-skinned humanoid husks lie in the loam, their scaly faces emaciated and withered. A foul smell, almost like rotting flowers, taints the air.
Zebadester managed to locate this malign tree on the Abyss and transplanted it here in soil that magically replenishes its nutrients, hoping and believing that he could put the tree to some use. The tree’s foul presence darkened and poisoned the soil, which Zebadester was able to harvest and use to kill his perceived enemies; the fruits that the tree produces, however, are useless. Eventually, Zebadester lost interest in the tree and left it to its madness.
The stink of rotting flowers in the air is in fact poison gas; see the Trap.
Creatures: The tree is, in reality, a fiendish treant that has gone insane after its long stay in this chamber. Its presence has turned the soil into a poisonous substance that produces dangerous gas (see the Trap). The fiendish treant knows only its hunger now and ravenously attacks anyone who enters the room.
When the PCs first visit this room, the poison tree is engaged in battle. It has already slain two black orcs, and is now fighting against Gallara, a half-green dragon drow sorceress and devout worshiper of Tiamat.
Gallara is a hideous and evil creature, born of hate and bred to despise all non-draconic forms. She vehemently promotes and anticipates the downfall of humanity and the rise of dragons. She is tall and muscular, with long white hair that only barely conceals the green scales on her dark flesh and her abnormally large mouth and twisted teeth. Her yellow eyes glow like shifting flames, and her dark clothing is left stained with the blood of those she has sacrificed in the name of her dragon god. She wears a torque that bears the symbol of Tiamat.
Gallara, Female Half-Green Dragon Drow Sor8
- CR: 11
- Medium dragon (augmented humanoid)
- HD: 8d4+27; hp 47; Init +2; Spd 30 ft.; AC: 25 (currently has mage armor and shield active), touch 13, flat-footed 23
- Base Atk: +6; Grp: +8
- Atk: +8 melee (1d6+3, bite) or +8 ranged (1d4+9/19-20, +2 hand crossbow)
- Full Atk: +8 melee (1d6+3, bite) and +3 melee (1d4+2, claw), or +8 ranged (1d4+9/19-20, +2 hand crossbow)
- SA: Breath weapon, spells, spell-like abilities
- SQ: darkvision 120 ft., drow traits, immune to acid, immune to sleep and paralysis effects, light blindness, low-light vision, spell resistance 19
- AL: LE
- Saves: Fort +7, Ref +8, Will +10 (+12 against spells and spell-like abilities)
- Abilities: Str 18, Dex 14, Con 16, Int 13, Wis 14, Cha 20
Breath Weapon (Su):
- 1/day, 30-ft. cone of corrosive gas, 6d8 damage
- Reflex Save half (DC 13).
Skills:
- Concentration: +14
- Knowledge (Arcana): +12
- Spellcraft: +14
Feats: Combat Casting, Lightning Reflexes, Toughness
Languages: Draconic, Drow
Sorcerer Spells Known (6/8/7/6/4; save DC 15 + spell level):
- 0th: daze, detect magic, mage hand, open/close, prestidigitation, ray of frost, read magic, resistance
- 1st: alarm, disguise self, feather fall, mage armor, magic missile, shield, shocking grasp, true strike
- 2nd: invisibility, levitate, scorching ray
- 3rd: dispel magic, lightning bolt
- 4th: ice storm
Gallara has already cast 1st-level, 2nd-level, and 1 3rd-level spell, so her current spell capacity is 6/4/5/5/4.
Possessions:
- +2 hand crossbow
- 14 hand crossbow bolts
- cloak of resistance +2
- ring of protection +1
- wand of vampire touch (6th level, 34 charges)
- golden torque (worth 50 gp)
The Poison Tree, Fiendish Advanced Treant
- CR: 11
- Huge plant (extraplanar)
- HD: 11d8+55; hp 105 (currently 86)
- Init: –1
- Spd: 30 ft.
- AC: 20, touch 7, flat-footed 20
- Base Atk: +8
- Grp: +25
- Atk: +15 melee (2d6+9, slam)
- Full Atk: +15 melee (2d6+9, 2 slams)
- Space/Reach: 15 ft./15 ft.
- SA: animate trees, animate good/neutral trees, smite good 1/day (damage against good)
- SQ: darkvision 60 ft., damage vision, plant traits, resistance to cold 10, resistance to fire 10, spell resistance 16, vulnerability to fire
- Saves: Fort +12, Ref +2, Will +8
- Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Tactics: Gallara tries to keep ranged superiority over the poison tree, and any other foes the poison tree simply closes to attack the closest target. If she gets the feeling that all her enemies are failing, she will flee.
Gallara’s ego gets the better of her, and she charges into the fray with her claws and bite.
The soil in this room has been poisoned by the poison tree. This colorless but foul-smelling inhaled poison is normally harmless, but any vigorous motion on the soil (such as combat) quickly stirs up the fumes. When the characters enter this room, the fumes are finally thick enough to be dangerous, and both the PCs and Gallara must make Fortitude saves each round to avoid the effects of the gas. The fumes dissipate quickly once they leave this room, or once the room is allowed to sit for 1d4 rounds.
Poisonous Fumes:
- CR: 7
- Hazard, location trigger
- Auto-reset, gaseous mist
- Multiple targets (all targets in the room)
- Never misses
- Poison (DC 14 Fortitude save resists, 1d6 Wisdom/2d6 Wisdom)
- Search DC 25
- Disable Device DC 35
7. ZEBEDESTER’S BEDCHAMBER (EL 9)
Great blocks of iron, evidently knocked loose from the walls and ceiling from the crash, partially block the entrance into this narrow, dagger-shaped room. With the exception of a single, dust-covered bed, the room contains no furnishings.
When he was able to sleep, Zebadester Frost used this small room. It has been untouched since his last visit. A successful Search check (DC 20) uncovers a hidden compartment under the bed.
Trap: The hidden compartment is warded with a symbol of death that triggers when the first creature within 60 feet sees it.
Symbol of Death Trap:
- CR: 9
- Spell; spell trigger (upon seeing the symbol)
- No reset
- Spell effect (symbol of death 20th-level wizard, slays one or more creatures within a 60-foot burst whose combined total current hit points do not exceed 150; DC 23 Fortitude save negates)
- Search DC 33
- Disable Device 33
Treasure: Inside the box are three arcane spell scrolls penned by Zebadester (lesser geas, polymorph any object, and stone to flesh, all at caster level 16), as well as a small diamond worth 4,000 gp. The ring inside is wrapped in a piece of cloth.
The cloth shows a symbol of the blood claw resting over a large black egg—the Black Egg itself. A crack lines the egg through the symbol, which a large reptilian claw juts, as if trying to get out. If the PCs are with Tobias, they may recognize the blood claw.
At the bottom of the box is a large tome bound in slimy black leather. This is one of Zebadester’s spellbooks; you should fill this book with spells appropriate to your campaign. Zebadester was a 16th-level wizard; so the book contains no 9th-level spells.
8. THE BLACK EGG (EL 14+)
This chamber is enormous, with a ceiling that measures at least 50 feet tall. The majority of the vast room is occupied by a shallow pool of boiling black liquid. Four extremely short iron planks, each about 10 feet wide and 2 feet long, protrude from the walkway at the four cardinal directions. In the center of the pool, a large black oval, an egg of ebon scales, floats serenely about 5 feet above the roiling surface below.
This chamber is the heart and brain of the Fane of Scales, the source of its power. The pool is filled with poisonous liquid secreted by the Black Egg. The pool is only a foot deep, but all non-dragons in contact with the poison must make a successful Fortitude save (DC 26) each round or take 3d6 Strength damage. A creature reduced to 0 Strength falls and may drown on the poison. The poison’s properties are maintained by the Fane of Scales, and the stuff becomes inert if it is brought beyond the Fane’s exterior walls.
The Black Egg is detailed in the Appendix.
Creatures: The leaders of the Black Covenant team, Ravus and Synder, are located here. After sending all of their black orc minions to their doom in an attempt to take the Black Egg, the two have spent some time on the shores of the pool trying to figure out how to secure the Egg.
Ravus is a tall, muscular half-blue dragon elf ranger. His long hair is done in braids, and his dark, almost ebon skin is peppered with glittering blue scales. His black and gold armor is swathed beneath a great black cape, and, like other high-ranking members of the Black Covenant, he wears a torque engraved with the symbol of Tiamat.
Synder wears no torque, but is terrifying nonetheless. This powerful half-red dragon troll’s scaly flesh is covered in knotted muscles, and his black armor rasps menacingly with every step he takes.
Ravus and Synder have been allies and friends for many, many years. While Ravus is the “brains” behind the duo, each would give his life for the other, in spite of their chaotic nature.
Ravus, Male Half-Blue Dragon Elf Rgr10
- CR: 12
- Medium dragon (augmented humanoid)
- HD: 10d8+40; hp 87
- Init: +7
- Spd: 30 ft.
- AC: 24, touch 13, flat-footed 21
- Base Atk: +10
- Grp: +17
- Atk: +17/+12 melee (1d8+7/17-20, +1 keen longsword)
- Full Atk: +17/+12 melee (1d8+7/17-20, +1 keen longsword) and +12 melee (1d6+3, bite), or +14 short sword, and +12 melee (1d6+3, bite)
- SA: Breath weapon, combat style, favored enemy (animals, humanoids [elves]), improved combat style
- SQ: animal companion (Ravus’s animal companion, a small blue dragon, was slain and eaten by the pyrohydra), darkvision 60 ft., elf traits, evasion, immune to electricity, immunte to sleep and paralysis effects, low-light vision, swift tracker, wild empathy +11, woodland stride; AL CE; SV Fort +11, Ref +10, Will +5; Str 24, Dex 16, Con 18, Int 16, Wis 14, Cha 13
- Breath Weapon (Su): 1/day, 60-foot line of lightning, 6d8 damage, Reflex save half (DC 14).
- Skills:
- Climb +20
- Concentration +17
- Heal +15
- Hide +16
- Jump +20
- Listen +19
- Move Silently +16
- Search +5
- Spot +19
- Survival +15
- Feats:
- Alertness
- EnduranceB
- Improved Initiative
- Improved Two-Weapon FightingB
- TrackB
- Two-Weapon FightingB
- Weapon Focus (longsword)
- Weapon Focus (short sword)
- Ranger Spells Prepared (2/2; save DC 12 + spell level):
- 1st: longstrider, magic fang
- 2nd: bear’s endurance, protection from energy
- Possessions:
- +2 studded leather armor
- +1 keen longsword
- +1 short sword
- Amulet of natural armor +2
- Wand of cure moderate wounds (11 charges)
- 4 potions of cure serious wounds
- 124 gp, gold torque (worth 50 gp)
Synder, Male Half-Red Dragon Troll Ftr5
- CR: 12
- Large dragon (augmented giant)
- HD: 6d12+5d10+88; hp 149
- Init: +2
- Spd: 30 ft., fly 60 ft. (average)
- AC: 26, touch 12, flat-footed 24
- Base Atk: +9
- Grp: +23
- Atk: +21 melee (3d6+16/x3, +1 large greataxe)
- Full Atk: +21/+16 melee (3d6+16/x3, +1 large greataxe) and +14 melee (1d6+3, claw), and +14 melee (1d8+8, bite)
- Space/Reach: 10 ft./10 ft.
- SA: breath weapon, rend 2d6+15
- SQ: darkvision 60 ft., damage reduction 5/fire, immune to sleep and paralysis effects, low-light vision, regeneration 5, scent
- AL: CE
- SV: Fort +17, Ref +7, Will +3
- Abilities: Str 31, Dex 14, Con 26, Int 8, Wis 9, Cha 8
Breath Weapon (Su): 1/day, 30-ft. cone of fire, 6d8 damage, Reflex Save half (DC 20).
Skills:
- Climb +17
- Jump +16
- Listen +10
- Spot +10
- Survival +3
Feats:
- Alertness
- Cleave
- Iron Will
- Lightning Reflexes
- Power Attack
- Track
- Weapon Focus (greataxe)
Possessions:
- +1 large chain shirt
- +1 large greataxe
- ring of evasion
- 245 gp
Tactics: If Ravus and Synder are aware that the PCs are in the Fane, Ravus casts protection from elements (acid) on Synder and bear’s endurance on himself. If either he or Synder are disarmed over the course of battle, he casts magic fang to make a natural attack more effective.
Both start combat with breath weapons, and if possible, use melee attacks on a single opponent to ensure that at least some of the enemies are brought down. Ravus and Synder have trained to move without fear in the poison pool, and do so as much as possible in order to force strong melee fighters to risk losing Strength to the poison.
Treasure: Beyond the gear carried by these two half-dragons, the only object of value in this area is the Black Egg itself.
Development: When and how Tobias becomes involved in this encounter depends on whether or not he is traveling with the PCs.
If he enlisted their aid and he has gathered at least 19 Hit Dice of dragon souls in the blood claw, he immediately moves to the Black Egg and feeds it the souls. He can create one half-fiend young adult red dragon per round in this manner, and is limited only by the number of souls he has absorbed with the blood claw.
He immediately orders any half-fiend dragons to slay his “allies,” if any are present.
If Tobias is acting on his own and the PCs haven’t encountered him prior to this point, then he is encountered here just as he uses the blood claw to create a dragon.
His mercenary minions are present as well, but once he creates the first half-fiend dragon, he loses interest in them. Half-fiend dragons attack anyone but Tobias, so clever PCs can work with Locke, Maerith, and Tovak to stop him.
Note that the half-fiend dragons created by the Black Egg are CR 16 monsters; you should take care inflicting such creatures on a group of four 12th-level characters!
CONCLUDING THE ADVENTURE
If Tobias’s plans come to fruition, he establishes the Fane of Scales as his lair and begins to lure dragons to the vicinity so he can use the blood claw to feed the Black Egg. Over time, he could amass a formidable army of half-fiend dragons, which he uses to further his dark whims of destruction and cruelty.
With luck and skill, the PCs can prevent this doom by destroying the Egg, the blood claw, Tobias, or all three. If the Black Egg is destroyed, the Fane of Scales loses its ability to stay aloft after a moment of shaking and shuddering, after which it drops back into the crater and shatters. All creatures and objects inside the Fane when it falls take 20d6 points of damage and are buried in rubble (see the Dungeon Master’s Guide, page 90).
If Tobias Frost escapes, the PCs have made a deadly and dangerous adversary. Finally, now that the Fane of Scales has returned to the ground and its magic has weakened, Zebedaster may recover from his madness enough to escape from the asylum to reclaim his property. Locked away though he is, no asylum can hold the mad wizard for long once he recovers, and he will certainly want words with those who ended his son’s life and, more importantly, destroyed the Black Egg.
Finally, although many of the higher-ranking members may have perished during the course of this adventure, the threat of the Black Covenant remains. This large, secretive and very powerful group becomes decidedly unhappy with anyone who disrupts their plans for the Black Egg, and they decide to launch a personal vendetta against the PCs, Tobias Frost, or both.
APPENDIX: NEW MAGIC ITEMS
THE BLOOD CLAW (MINOR ARTIFACT)
The blood claw is a short rod; one end of which is carved to resemble the claw of a red dragon. It has no functional properties as a weapon.
If touched to the body of a dragon that has been dead for more than 2 minutes, the blood claw absorbs the creature’s soul as a soul bind spell, with the blood claw itself serving as the receptacle. The soul cannot be restored to its body unless the claw is destroyed or the wielder of the claw wills the soul back into the original body (which must be touched by the blood claw). The blood claw can hold up to 57 Hit Dice of draconic souls at once; excess souls are lost.
The wielder of the blood claw can release captured souls into the Black Egg as a standard action, as long as the claw is touching the Egg. The claw feeds souls to the Egg in groups of 19 Hit Dice or levels; fractions of 19 or levels of 19 are lost.
The blood claw has AC 9, hardness 20, 60 hit points, and a Break DC of 30.
Strong necromancy; CL 20th; Weight 5 lb.
THE BLACK EGG (MAJOR ARTIFACT)
This smooth, jet black egg-shaped stone is about 6 feet tall and 3 feet around. Legends say it was originally carved from the heart of a hellfire wyrm that had been transmuted into iron. The Black Egg is wrought of cold black steel, with a significant-sized chip removed from its face.
The very touch of the Black Egg corrupts and compels. Any creature that makes physical contact with the Egg must succeed at a Will Save (DC 30) or their alignment becomes chaotic evil, and they seek to use the power of the Black Egg to wreak havoc and to selfishly safeguard it from all other creatures. The Black Egg only submits to powerful allies. If a creature with 9 or fewer Hit Dice tries to claim the Black Egg as its own, the Egg attempts to disintegrate the target (Fortitude save DC 22). The range for this effect is touch, and the Egg itself can choose to activate it, up to once per round, as a free action.
For every 19 Hit Dice worth of souls fed to the Black Egg by the blood claw or a soul bind spell, the Black Egg produces a single young adult half-fiend red dragon that is under the complete control of the Black Egg (as manifested through the Egg’s current “owner”); this control spans even planar boundaries. The half-fiend dragon serves faithfully until it or the Black Egg is destroyed. If the owner of the Black Egg is slain and has no blood relatives, the half-fiend dragon becomes free-willed.
The curse of the Black Egg is insidious. If its current owner fails to feed it any souls over the course of a year, its taint spreads to the most closely related blood relative of the prior owner, who must then make a successful Will Save (DC 30) to avoid the same obsession with the Black Egg. Victims must continue to make this saving throw once every week as long as the Black Egg exists.
The intelligence in the Black Egg (likely the undead soul of the hellfire wyrm from which it spawned) is lawful evil and has the following mental ability scores: Int 23, Wis 26, and Cha 28. It can speak with its owner via telepathy and has the following skills: Bluff +26, Diplomacy +32, Intimidate +35, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (religion) +31, and Knowledge (the planes) +31. It also has an ego of 28.
Although the Black Egg is a major artifact, it is possible to destroy it by inflicting enough damage. The Egg has AC 3, hardness 20, 600 hp, and a Break DC of 40. All hit point damage done to the Black Egg is healed each time it creates a half-fiend dragon.
Young Adult Half-Fiend Red Dragon
CR 16; Huge outsider (fire, native); HD 19d12+114; hp 237; Init +2; Spd 40 ft., fly 150 ft. (poor); AC 29, touch 10, flat-footed 27; Base Atk +19; Grp +39; Atk +26 melee (2d8+12, bite); Full Atk +26 melee (2d8+12, bite) and +24 melee (2d6+6, 2 claws) and +24 melee (1d8+6, 2 wings) and +24 melee (2d6+18, tail slap) or +26 melee (2d8+18, crush); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon (DC 26), frightful presence (DC 22), smite good 1/day (+19 damage), spell-like abilities; SQ blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immune to fire, immune to poison, immune to sleep and paralysis effects, keen senses, locate object, resistance to acid 10, resistance to cold 10, resistance to electricity 10, spell resistance 29, vulnerability to cold; AL LE; SV Fort +18, Ref +13, Will +13; Str 35, Dex 14, Con 23, Int 18, Wis 15, Cha 16.
Skills: Appraise +26, Bluff +25, Concentration +28, Diplomacy +26, Escape Artist +20, Intimidate +27, Knowledge (arcana) +26, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +26, Search +26, Sense Motive +24, Spot +26, Use Rope +2 (+4 bindings).
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Multiattack, Power Attack, Snatch.
Languages: Common, Abyssal, Draconic, Giant, Infernal.
Spell-Like Abilities: 3/day—darkness, poison, unholy aura, summon monster IX (fiends only), unhallow, unholy blight.
Sorcerer Spells Known (6/7/7/5; save DC 12 + spell level):
0—daze, detect magic, mage hand, ray of frost, read magic, resistance;
1st—magic armor, ray of enfeeblement, shield, true strike;
2nd—bull’s strength, mirror image.
Skills: Bluff +24, Concentration +27, Diplomacy +29, Escape Artist +22, Jump +29, Knowledge (arcana) +24, Listen +23, Search +22, Spellcraft +21, Spot +23.
SCALING THE ADVENTURE
Although designed for a party of 12th-level characters, The Black Egg can easily be adapted for parties of higher or lower level. As written, The Black Egg is a challenging adventure; to keep the same general level of challenge regardless of the PCs’ level, the following changes are recommended:
9th to 10th-Level PCs
- All NPCs with class levels should have their class levels reduced by one or two.
- Change Korakkus to a half-dragon frost giant.
- Make the hydra in area 2 a standard hydra.
- Make the stone golem in area 3 a standard, two-armed stone golem.
- Replace the bodaks in area 4 with wraiths.
- The Black Egg now creates juvenile half-fiend red dragons.
12th to 13th-Level PCs
- The Black Egg should still provide significant challenge for PCs of this level, provided the characters don’t mind having a fairly easy start with things. Rest assured, the danger level increases very quickly. If, however, the DM wishes to provide a greater challenge for higher-level characters, make the following changes:
- Increase all NPC class levels by one or two.
- Give Korakkus one or two levels of fighter.
- Change the pyrohydra in area 2 into a half-red dragon pyrohydra.
- Change the four-armed stone golem in area 3 to a four-armed iron golem.
- Increase the number of bodaks in area 4 to 6.
- Add some gnarled and twisted trees to area 6 for the poison tree to animate.
- The Black Egg now creates adult half-fiend red dragons.
Naturally, increasing or decreasing the difficulty of this adventure should also alter the amount of treasure found.
About the Author
Steven Montano has been torturing players with his published adventures since the fall of 2001. Currently, he is trying to throw together a game near his new Washington home while he struggles to keep up with the most terrifying monster of them all… a 2-year-old. Deposit any insults at dazerkhan132@hotmail.com.






















