The Campaign I am running. "The Stasis Tomb" [Archive] - Wizards Community

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Airicx_Evanara

01-10-08, 11:25 PM
The Stasis Tomb

We began this campaign with 4 Players at Level 6.

The campaign can start any way you want it. I tied in the beginning of the campaign to a characters past as his parents were slaughtered by wizards carrying the coat of arms of the villainous organization behind this campaign. News of the insignia reached the ears of the PC and thus caused him to gather his friends to investigate. The insignia is an eagle’s talon clutching a snake

The beginning revolves around a mysterious wizard who had taken up residence in an abandoned tower within the town of Loudwater, west of the Anauroch Desert. The townsfolk have been whispering conspiracy theories regarding this wizard and his doubtless vile goals. These whispers could have reached the PCs ear or perhaps the townsfolk themselves could have asked the PC’s to investigate.

-At Loudwater. The PCs are told the location of this small tower where the unknown wizard has taken up residence. They are free to investigate but it appears empty for the time being and is magically sealed to prevent any entrance unless the PCs are able to dispel the seal preventing entry. If they manage to do this, they will find the tower empty. Regardless, all efforts to meet the wizard by waiting will result in failure.
During a night when either in a tavern or waiting outside of the tower, the PCs will hear the screams of townsfolk. When they rush to investigate they will see a large gaping hole in the ground and a group of Umber Hulks ripping commoners to shreds.
ENCOUNTER
After the battle the townsfolk will thank the PCs and explain to them that Umber Hulks rarely attack above ground, and only after being provoked. They explain that there are numerous caverns below ground and that something must have drove them to the surface. The Hulks left a large hole in the ground inviting the PCs below to investigate.

-Into the Umber Hulk tunnels. Going below ground is treacherous and the PCs should pass a climbing check DC 15 or lose their footing and bounce to the bottom suffering 3D6 damager for the fall.
Once at the bottom the PCs find themselves about 50 feet below ground in rooms of solid clay. After searching they find the remains of a several Umber Hulks blasted by fire, apparently from a wizards spell. They also find nearby a separate tunnel heading west from this room. This new tunnel looks to be formed from magic and not from the claws of a Hulk. Going further into this spell tunnel through the clay, the PCs are eventually ambushed by more Umber Hulks.
ENCOUNTER

-After felling the last of the Umber Hulks, the PCs continue on until they reach the end of the spell tunnel and find the ruins of a long buried city or town. Only a small portion of this city remains unburied by clay, rock, and dirt. Few buildings or towers remain standing. Investigating closer reveals that the PCs are not alone. They are attacked by Shadows.
ENCOUNTER.
After dispatching the Shadows the PCs notice the corpses of slain Shadows as well. Someone recently came through here and killed the majority of the undead lurking within these ruins.
The PCs are free to explore what little remains from this buried ruin. In one standing tower, the PCs find minor magical items including a Wand of Dispel Magic, 5 charges 20th level caster. They also find ancient documents scattered about the room. It appears that these documents have recently been rifled through and tossed aside.
(DM Note: The writings are Netherese, and unless the PC’s cannot make out what the pages say. Assume the pages are intact if none of the PC’s can speak Netherese. If a PC can read the language, assume the pages are too damaged for them to make out even that the language is of Netherese origin. Nor should the PCs be able to find someone to translate the scrolls during the adventure. In reality, the documents hold nothing more than daily journals or the day-to-day activities of long dead Netherese, holding no clues or hidden lore.)

-Back to the surface. After returning to the surface the PCs will now be able to find that wizard’s tower is no longer vacated. Standing outside the PCs will see light coming from the uppermost arrow slit, which was previously dark. The opening is too small to slip through and a shelf blocks any view. The PCs may attempt to use the wand to dispel the enchantment on the door or attempt to dispel it their selves. If no one can use the wand then you can assume the door is unlocked this time around, perhaps by accident or the duration expired.

-Inside the Tower. Upon entering the tower the PCs will find it a mess. Apparently the tower was vacant prior to this mage taking up residency and he had done little to tidy up. Perhaps he never intended to remain here for long.
The PCs hear noises coming from above. There is nothing in the tower of use to the PCs.
ENCOUNTER
At the top of the tower awaits Magnimar Indrid, the leading villain of the story, along with a Shield Guardian. Upon seeing the PCs, Magnimar will attack. To make this a winnable battle, assume that Magnimar’s memorized spells are nearly depleted. He had just burrowed through the ground in his search for the ruins, slain a small force of Shadows, as well as battled Umber Hulks. This should have depleted his memorized spells enough to give the PCs a reasonable chance for victory. Once the PCs destroy the Shield Guardian and get Magnimar below 20 H.P. a contingency spell will teleport him away.
Within this room the PCs will find an insignia of an eagle’s talon clutching a snake and scattered scrolls containing the same language that was seen within the ruins. These too are impossible to read. They will also find a small fortune of Waterdhavian gold coins suggesting the wizard had been in that city recently. Along with a few minor magical items the PC’s also discover a note. It reads:

“Milord Magnimar Indrid, I have nearly secured enough workers from the city folk to excavate Site Two. We will depart for the ruins on “______” (two weeks from the present day). I will be in touch upon completion.”

It shouldn’t take much work for the PCs to connect the letter suggesting hiring city folk for the dig and the Waterdhavian gold coins. Clearly the only lead the PCs have on this wizard is in Waterdeep regarding an excavation of some ruins. To investigate further the PCs will need to travel to Waterdeep. The PCs could have an encounter along the way as well.
RANDOM ENCOUNTER

-Waterdeep. Within the city the PCs can discover with some research that 3 different merchants are currently hiring workers for an excavation. You can randomly pick two false locations but the correct location of Lord Indrid’s dig is on the western edge of The Fallen Lands. Gefion Belluth, a rich merchant, is funding this excavation (and is the author of that letter). After inquiring about the job the PCs are told by a worker that they can register to work the dig by signing up at Belluth Manor. They are given the location and told that the caravan is departing the next morning.
*Note: The PCs should not be able to find someone who will translate the scrolls for them. If they do find a wizard or someone else, assume they are having a bad day, are busy, or enjoy asking the PCs for a ridiculous amount of gold that they cannot afford. Whatever the motivation, the PCs should not have the scrolls deciphered in order to maintain the mystique.

-Belluth Manor. Upon reaching Belluth Manor the PCs notice some hired common guards outside looking bored. The place appears non-threatening and the front door is open with the two guards standing outside. When the PCs inquire about the work one of the guards goes inside.
After about 10 minutes the guard returns with a half man half iron golem. This gigantic figure introduces himself as Thanatos. Thanatos looks the PCs over and tells them that he will take them to meet Gefion Belluth but that they look overqualified for the job. He leads the PCs inside and through a series of doors. The place looks like a rented out warehouse. Once passing through a series of doors the PCs find themselves inside a 20x40 foot room with couches. Thanatos instructs the PCs to remain there while he fetches Gefion to meet with the PC’s. He leaves.
A few minutes later the floor beneath the PCs shutters and drops a dozen or more feet and crashed to a halt. All non-flying PCs must make a tumble check DC 15 or suffer 2D6 damage. The room the PCs are in was rigged to drop a floor and now instead of being in an enclosed room one wall is a set of iron bars which began a screeching ascent, opening and allowing whatever resides on the other side of the bars to go after the PCs. A Rage Drake attacks (MM 2 pg 130)
ENCOUNTER.
There is only one way out, and that is through a door that remains behind the PCs. It is merely locked and can be battered down or opened by a rogue with an Open Lock DC of 20. After defeating the drake and escaping the room, the PCs must flee. The guards have been roused and it’s clear that they will be overwhelmed unless they flee. They will be able to ascend a flight of stairs reaching ground level and then escape through a window.
Doubtless, the PCs will have to heal and rest. By the time they return to this warehouse they will find it vacated. The PCs will be able to get back on track with a little searching. They could either head to the Fallen Lands and search in the general location of the dig in order to find the site, or they could try and track Gefion’s caravan. Whatever the PCs do, it shouldn’t be hard for them find the excavation site, however they should not arrive at the site before Gefion Belluth’s caravan does. You could even throw in an encounter during the journey there.
RANDOM ENCOUNTER

-The PCs have followed the caravan to the Fallen Lands, and first catch sight of the caravan over a hillock. As they spy the caravan from the distance they see a battle in progress. Thanatos, the half iron golem, and the crew of hired workers are under attack by a Beholder leading an assortment of thralls.
ENCOUNTER
Thanatos wins but faces the PCs at some point shortly after. Thanatos cannot be killed. Like Magnimar he is protected by a contingency spell that carries him from the battle after he is gravely injured. To make the battle easier for the PCs, assume Thanatos is already badly injured from the battle with the Beholder. You could also have them roll a Knowledge Check to recall that electricity affects Iron Golems as per the Slow spell. The crew did not survive the attack.

-Searching the excavation site after the battle, the PCs find the entrance to another Netherese Ruin. There doesn’t exist much that survived the Fall. The PCs find little (DM’s discretion) other than more scrolls with the ancient writing upon it. These scrolls hold nothing more than the previous ones if the PCs can read them.

Where to go from here? There are no other clues here and the PCs are doubtlessly frustrated with the dead end.

A) PCs can go back to Waterdeep to track down Gefion Belluth.
B) Spend time trying to decipher the ancient language on the scrolls they find.
C) Search for information regarding the Cabal’s symbol, the eagle’s talon clutching a snake.

A)
RANDOM ENCOUNTER on the way.
-If the PCs go after Gefion at his warehouse in Waterdeep they will find it vacated outside of the “welcoming party” left to confront the PCs should they return. If the PCs do not return to the warehouse, have them ambushed at some point.
Assume a member of the welcoming party survives for questioning. The PCs learn that Gefion has left for Silverymoon with his barbarian bodyguard Hrolfmir Bloodaxe to search for something within the Vault of Sages located there.

-En route to Silverymoon the PCs are waylaid by a trio of Fog Giants or some other encounter.
RANDOM ENCOUNTER

-Once in Silverymoon the PCs must track Gefion down. They just miss Gefion at the Vault, but learn that Gefion was meeting with a crazed gnome named Mephisto Brittlestick, whom recently departed to Candlekeep in search of more lore.
Gefion learns of their pursuit and arranges to meet with the PCs outside of town where “his reputation will not take a hit while conversing with the PCs”.

-Gefion meets the PCs along with 10 Bodyguards. The exchange will likely get heated and ignite a battle. Gefion’s first move is to summon Hrolfmir Bloodaxe through his enchanted Bracer of Friends.
ENCOUNTER
If the PCs defeat Gefion he remains alive for questioning. Gefion will do everything he can to avoid giving away information regarding the Cabal. If forced he will only be able to utter the name of the villainous group, “The Cabal” before a contingency “traitor” spell kills Gefion.

B)
-No one outside of a Chosen, a Netherese, or Old Night should be able to decipher the Netherese scrolls the PCs have collected thus far, and the efforts to find one of those people should be futile at this juncture.

C)
-Before battling Gefion and Hrolfmir, any search attempting to learn the identity of the group whose coat of arms is the eagle’s talon clutching a snake will fail. After the battle with Gefion the PCs should now have the coat of arms and the name of the group to aid in their search. If Gefion was killed before naming the Cabal as being the group behind the excavations then the PCs will have found the groups name from something he was carrying.

-The PCs cannot seem to decipher the meaning of the runes they carry upon the scrolls they found from the ruins, so they must track down Mephisto Brittlestick, their only remaining lead. Any means to track Mephisto by spell is blocked as it is with all members of the Cabal since they carry amulets or cast spells that prevent scrying. However the PCs can hire someone to open a gate and/or teleport them to Candlekeep if they try hard enough and offer enough coin/trade.

-If the PCs use magic to reach Candlekeep they can avoid land encounters. If they choose land, they should face at least 2 encounters on their way to far away Candlekeep.
RANDOM ENCOUNTERS (2)

-Once in Candlekeep the PCs will not find Mephisto Brittlestick, but they will learn all about the crazed gnome. Mephisto has been quite a regular at Candlekeep recently, and one they keep an eye on. While Mephisto hasn’t broken any laws, he’s known for his fiery temper and is rumored to have settled many-a-duel outside the borders of Candlekeep. In fact, not long ago a Thayan wizard of no small ability insulted Mephisto in a dispute over a tome and the next day the Thayan wizard had vanished without a trace, leaving all of his valuable belongings in his room at the Inn.
At Candlekeep the PCs will be able to finally decipher the runes upon the scrolls they recovered if they haven’t already. The runes are Netherese, and they describe day-to-day things of little value outside of being a collectable. The only thing the PCs have learned is that Magnimar Indrid is excavating Netherese ruins, but his true purpose remains unknown.
The PCs catch wind that Mephisto is staying at a local tavern but when they go to meet him they find his room magically locked and empty, but within the room there lies an open Gate. If a character or familiar goes through the gate, they cannot return, and nor can any communication reach those who went through.
Upon going through the Gate the PCs find themselves in grave danger.

-The PCs exit the gate (which is one-way only) and find themselves in an empty box-shaped room. The only door exiting the room is locked mundanely. What the PCs do not know is that Mephisto has tricked them into entering this dungeon with only one way out… through the labyrinth known as Death Gate, and past the Death Knight Chark Demonblade and his legions.
ENCOUNTER (S) See Map and Legend. (I used a random dungeon generator and filled it with traps, points of interest, and undead.)

-After exiting the dungeon the PCs find themselves in the ruins of an ancient temple. If they don’t use a spell to discover their location then they will not know where they are. The PCs are standing on an ancient path going through the Cloud Peaks, south of Candlekeep.
There is only one path leading out of the mountain range they find themselves in. Taking the path leads to a well-traveled road leading north and south. Regardless of which way they take they will eventually run into a damaged caravan heading north. They were waylaid by bandits but managed to drive them off. They are severely weakened and under protected for the road ahead, and will offer to pay the PCs to travel with them for the remainder of the journey acting as guards. Luckily though, no other trouble presents itself to the PCs or the caravan.
Among those with the caravan is a famed Riddlemaster from Halruaa known as Ordil Jaromir. He is on his way north to Candlekeep to spend his ten-day there studying lore. Ordil shows much interest in the battle worn PCs. He bids them to tell him of their recent journey, asking that they fill him in on the tiniest details. When they have shared their story in it’s entirety Ordil explains that he perhaps may understand more than they do as he is extremely learned and has access to much knowledge. If the PCs try to leave out details he will know. Ordil offers his aid, but will only offer it if the PCs can solve some riddles. (I found solvable riddles online)
Ordil will offer 4 bits of knowledge total. He carries 6 riddles, which will get progressively more difficult as the PCs get them correct. Below are the clues Ordil offers the PC’s, one for each riddle answered correctly to a maximum of 4.
1. Magnimar is a known wizard further south in the realm of Halruaa where his family, the Indrids, are an old family dating back to ancient Netheril. The Indrids, like many Netherese at the time, migrated south and helped form Halruaa when the Netheril Empire collapsed 2000 years ago. Magnimar grew to power there and was known for his fanatical interest in Netherese lore, specifically any that held information regarding his ancestors.
2. The Cabal is an organization founded by Magnimar while in Halruaa, although back then it was just he and his friend Mephisto, and it was more of a private club than an actual cult. Thanatos joined the two after swearing fealty to Magnimar, whom spared his life and restored him to health using iron golem parts after he was struck down by a wizards meteor swarm spell in battle. Recent rumors have circulated that Magnimar gained the services of the infamous Widowspur, perhaps the deadliest assassin in the North. No one knows the gender or the race of the Widowspur, whose identity has remained a mystery for decades. Magnimar’s reach has grown indeed if he has acquired the services of one such as the Widowspur, and undoubtedly the assassin will eventually seek out the PCs if they continue to track down members of the Cabal. There have also been rumors that Magnimar has accumulated another powerful wizard or two.
3. The symbol of the Cabal, the eagle talon clutching a snake, shows the snake grasped gently and being carried off rather than gripped tightly as if it were prey. This suggests, not that the snake is in danger, but is being carried off somewhere, almost as if it were a rescue. What significance that holds, is a riddle that Ordil cannot answer at this time. Perhaps he seeks to rescue ancient secrets his ancestors once held.
4. There is one person whom can tell the PCs more, Old Night from the Herald’s Holdfast. Likely Magnimar has already met with Old Night if he’s trying to learn more about ancient Netheril or about his ancestors as Old Night has the largest collection of knowledge in the North. Ordil advises the PCs to seek a caravan headed from Candlekeep to Waterdeep, and from Waterdeep on to Silverymoon as the Holdfast lies near Alustriel’s city.

If the PCs cannot answer any or all of the riddles, Ordil will be severely disappointed in their “low intellect” but can be persuaded to help them with gold.

-The PCs manage to find a caravan headed to Waterdeep from Candlekeep fairly easily. En route to Waterdeep, Trolls when passing through the Troll Hills besiege the caravan.
RANDOM ENCOUNTER

-Once in Waterdeep and the PCs are begin looking for a caravan headed to Silverymoon. They are approached by a man named Amos Tepicus whom informs them that he is leading a caravan headed to Silverymoon the next day, and that if they wish to join they need to speak to the employer, the Gold Elf Lord Erezan Severhart. Lord Severhart is a retired adventurer whom gained much wealth and knowledge from his youthful years before settling down in Waterdeep several decades ago. (Erezan is actually the Widowspur himself, seeking to study the PCs and learn about them.) Erezan seems friendly, wise, and charismatic. He seems pleased that veteran adventurers such as the PCs are willing to join his caravan’s trek through the North. He offers a nice payday (but not too much to avoid suspicion) to the PCs for their efforts.

-Erezan secretly plots an encounter for the PCs, but not one designed to kill them, but to test their strengths and weaknesses. Yet the elf lord does not want to make it possible that the trap can be traced back to him, so he arranges unthinking opponents to waylay the caravan, and leaves Amos & the other hired hands completely in the dark. Erezan himself travels with the caravan but does not engage in any fighting. His true motive is to learn how the PCs battle.
ENCOUNTER
The caravan is besieged by 4-8 Helmed Horrors, (MoF 60) which Erezan arranged to be sent by Magnimar. Magnimar has many such Horrors under his control during his research and expeditions into Netherese ruins. The PCs notice that the Horrors are only targeting them, and not any of the others with the caravan.

-The PCs arrive and Silverymoon and are able to get directions to the Herald’s Holdfast without too much difficulty. Once arriving at the Holdfast a day or two later, the PCs see a short squat tower sitting against a cliff. Upon knocking the doors open and they are allowed inside. Once the PCs speak with Old Night, she is able to offer much information:
· Three individuals have already paid Old Night a visit regarding ancient Netherese knowledge. The first was a crazed gnome named Mephisto, another a Shadovar wizard whom called himself Maximel Mortis, and the last was an elf-demon, a fey’ri who called himself Braxis. Old Night was knowledgeable enough to conclude that Braxis is actually a member of the Dlardrageth. The Dlardrageths interacted and mated with demons causing their House to be shunned and imprisoned by the other elves and only recently, after several millennia, have they escaped their stasis-tomb deep beneath Hellgate Keep.
· Old Night knew nothing regarding the Cabal, nor a wizard named Magnimar Indrid before the PCs arrival. After speaking with the PCs, meeting with Mephisto, Maximel, and Braxis, she is able to put many pieces together.
1. Magnimar is a member of the ancient Netherese Family Indrid, and is searching desperately for lost Netherese lore, particularly regarding his ancestors.
2. He has employed the services of two ancient peoples whom have ties with the time period where Netheril was on the rise. A Shadovar and a fey’ri.
3. Magnimar is excavating every lost or buried Netherese city he can discover, and has been rifling through their ancient scrolls looking for something...

· Old Night believes-based upon combining her knowledge with that of the PCs-that Magnimar is searching for records regarding his ancestor Halicron Indrid. Halicron was an extremely powerful Netherese Arcanist whom lived over 2000 years ago. His Netherese peers eventually imprisoned him for crossing acceptable lines of research by dealing too closely with Abyssal Lords and Arch Devils to further his power. It appears to Old Night that perhaps Magnimar knows more of his ancestor’s story and is searching for Halicron’s lost work in effort to unearth ancient magical secrets. Perhaps this is why Magnimar did not come and see Old Night himself, fearing she may piece together the story, so he sent his lackeys instead.
· Old Night offers to share her library to any and all as long as they take nothing and preserve knowledge. Despite the vile nature of her previous guests, they conducted themselves well so she allowed them go about their search uninterrupted.
· Luckily, Old Night does know where they are searching next. During their stay at the Holdfast they found a possible location of another part of Netheril: Spellgard. Old Night gives the PCs directions to where Spellgard is located, which is just between the Fallen Lands and that Anauroch desert.

-Back to the Fallen Lands. Could have an encounter on the way.
RANDOM ENCOUNTER

-At Spellgard the PCs find it in ruin.
ENCOUNTER
They encounter numerous gargoyles within Spellgard, many of which have already been destroyed, suggesting that the Cabal has already been here. Upon exploring further, the PCs come across Mephisto, Braxis, Maximel, and Thanatos all surrounding a female lich, whom they have just defeated. She is Saharel, the ancient Netherese lich whom resides within Spellgard. The room has been blasted apart during the battle and the four members of the Cabal look bloodied and worn. They are mocking her and taunting her.
(The PC’s need to be warned that the four members of the Cabal are far greater than them in power and to attack would be throwing their lives away.)
After a moment, Mephisto summons Magnimar Indrid whom appears and begins demanding from her the location of his ancestor Halicron Indrid. She refuses to tell him, even after Mephisto hands Magnimar her phylactery-a gem containing her soul and the source of her continued life. Magnimar threatens to destroy it if she does not give him the location of Halicron’s stasis prison. Saharel continues to defy Magnimar which angers him and he promises her endless torment assuring her that she will not keep this information from him, that he will wrench it from her mind if needs be.
Magnimar addresses the Cabal and tells them that he is taking Saharel back to the Lonely Tower. He tells Braxis and Maximel to accompany him, and tells Mephisto and Thanatos to continue exploring the ruins for any trace of Netherese lore or treasure. He then opens a portal, levitates Saharel’s body, and the three leave.
As Magnimar departs, Mephisto summons a Djinni to aid him in the search.
Mephisto is wearing a Robe of the Eyes thus it will be easy for him to spot the PCs within moments and the battle will be underway.
ENCOUNTER
If any of the PCs uses a lighting bolt spell upon Thanatos, Mephisto will use fire spells to affect the PCs and release Thanatos from any slow effects. Both opponents will fight to the death, and any damage that knocks them unconscious should be considered their death. If they are subdued in another manner consider there to be a contingency spell that kills them before they release any information.
After killing Thanatos and Mephisto the only piece of information the PCs gathered was that Magnimar took this Saharel to “The Lonely Tower”, something the PCs are unlikely to have heard of. The Lonely Tower is northeast of the Heralds Holdfast and was taken over by the Cabal for a base of operation. The PCs are encouraged to go back to Silverymoon to see if anyone there knows what the Lonely Tower is. The PCs leave Spellguard and head to Silverymoon where they could face an encounter.
RANDOM ENCOUNTER

-At Silverymoon the PCs learn with little difficulty about the Lonely Tower and how it is (was) the home of a plane-traveling wizard who vacates the tower for decades at a time. The PCs head to the Lonely Tower, and could face an encounter on the way.
RANDOM ENCOUNTER

-The PCs reach the Lonely Tower and must overcome the magical protection and symbols placed about the tower. Once through the barriers the PCs will come upon Maximel Mortis along with several Shadovar. They attack as soon as they see the PCs. Maximel cannot be captured, as he is protected with a contingency spell that teleports him to safety after his hit points drop below 20.
ENCOUNTER
(If the PC’s manage to avoid killing one of the Shadovar, they will only be able to learn that Lord Most High, Telamont Tanthul sent them to speak with Maximel as he is spying on Magnimar for the Shadovar. He will then attack the PCs until he is killed.)
The PC’s find the phylactery within the room holding Saharel. They then free Saharel who is grateful for her rescue. She asks whom the PCs are and why they came to her rescue. She also asks the PCs what they know so far. After the PCs fill her in and return her phylactery she will offer them her knowledge. She tells the PCs:
1. Magnimar isn’t trying to uncover secrets his ancestor once uncovered; he is seeking to free Halicron Indrid from his imprisonment. Over 2000 years ago Halicron was a powerful Netherese Arcanist whom defiantly researched outlawed magic by working with Arch Devils and Demon Prince’s. Other Netherese Wizards tried to assassinate Halicron but he would not be defeated. In the end, Saharel, along with several other Arcanists, managed to capture Halicron in a Stasis Prison. They then entombed Lord Indrid deep beneath the ground, and wiped any knowledge of his existence from the history books. It is the location of this prison that Magnimar is seeking. He wishes to free his ancestor from this prison and then learn from Halicron himself.
2. Magnimar hired Braxis Dlardrageth because, like Halicron, he too was locked away in a Stasis Prison for several millennia. Magnimar feels that Braxis may be able to offer certain insight that would help him free Halicron from this prison.
Magnimar and Braxis left to break the seal and enter the Nether Tomb that holds Halicron. The prison entrance is located at the top of the tallest mountain at Azrrhat. It is disguised and can only be seen with a Detect Magic Spell. The seal is so powerful, only an archmage casting a Mordenkainen’s Disjunction or a powerful magical item of a similar effect will have a hope to bring it down, and even then only temporarily. For the PCs to be able to get inside they will need to find such an item or an archmage to accompany them. Since such items are extremely rare Saharel suggests looking for a wizard for hire. She will not do it because she does not mettle in the affairs outside Spellguard anymore. Her duty is to protect Spellguard and she has been absent too long as it is. She suggests a major city as a place to find an available archmage. Silverymoon only has Alustriel and she is too busy with political affairs to join in the quest. Saharel is unfamiliar with the modern cities and cannot teleport the PCs herself.
3. Maximel Mortis, the Shadovar the PCs just defeated, was a double agent spying on Magnimar Indrid for Lord Shadow of the Shade. Lord Shadow was also alive when Halicron was imprisoned and has no desire to see him freed. Maximel was to report to Lord Shadow once Magnimar uncovered the location of the Nether Tomb. The Shadovar the PCs have just slain were the emissaries that Maximel was reporting to.
Saharel does not recommend the PCs seek out Lord Shadow though, as he will likely take the information they give him and then kill the PCs to protect that information.
4. She overheard a conversation between the Cabal when Magnimar found out that Mephisto and Thanatos were slain. He was storming around very furious and contacted someone he called the “Widowspur” and told that person to hunt down and kill the PCs immediately as they have meddled long enough.

Once she has repaid the PCs with her knowledge, Saharel will then take her leave and prepare herself to teleport back to Spellguard.

-There will not be an available archmage at Silverymoon, and once there the PCs will run into Erezan Severhart who was seeking the PCs hoping they would once again guard his caravan on the return trip to Waterdeep. There the PCs will be able to find the archmage that will help them. Erezan will pay the PCs well for their troubles and help them with anything they need once back at Waterdeep. Next, the PCs head to Waterdeep.

-Once again with Erezan the PC’s are attacked, this time by a band of rogues (secretly hired by Erezan to test the PC’s once more.)
ENCOUNTER

-The PC’s arrive at Waterdeep at midnight and Erezan offers the PCs to stay the night at his manor, as the PCs will not be able to find their wizard this late. He tells the PCs they can help themselves to anything for all of the work they did for him, and to let their selves out in the morning as he’s got business to attend to. He also suggests going to see a wizard he calls Gander to help them, as he will often take hired cases such as this. Unknown to the PCs, Gander doesn’t exist and the address that Erezan gives them is an abandoned warehouse.
During the night Erezan sneaks into one of the PCs rooms (all are sleeping separate) and incapacitates him/her. He then takes that PC and locks him away. Next, Erezan takes the PC’s form via a polymorph magical item. He will keep his own items on him to use when the inevitable battle follows, but will carry the PC’s weapon on his person to aid in the disguise.
Once Erezan has the disguise firmly in place he waits until morning and then joins the rest of the PCs as if he were one of them. Only a sense motive check that is able to defeat Erezan’s absurdly high Bluff check will alert the PC’s that something is wrong.
The PCs then go to the address that Erezan suggested and enter. Once deep enough in the warehouse to where there are no witnesses, Erezan will secretly activate a power his armor holds that fills the area with a dense fog, and then he will sneak/death attack with everything he has upon the most dangerous PC first, usually the wizard. He will then move on and attack the next spellcaster before focusing on the fighters, constantly disappearing (via Hide Check) into the mist and reappearing for more sneak attacks. If the PCs somehow suspect something is up and want to cast prep spells, Erezan will attack then, before they can prepare. If the battle goes badly for him, Erezan will try to flee but will never release the polymorph until he is safely away. If Erezan is killed the polymorph effect disappears immediately and the truth is revealed.
After the battle the PCs realize that there is no Gander and this was all a trap arranged by the Widowspur, who turned out to be Erezan Severhart all along. Erezan must have been studying their fighting styles during the time they spent with him. They also realize that their true companion is missing, and that the last place they saw him/her was at the Severhart Manor. A search within the Manor discovers the missing PC tied up and unconscious. In the Manor there isn’t much treasure to carry, but Severhart’s home is now ownerless. If the PCs take the story to the authorities, they may be able to purchase the property at a discount.

-The PCs still need to find someone or something that will bring down the barrier at Azrrhat. The PCs will not be given access to the Blackstaff, Khelben Arunsun, however if they are searching for a mage openly they eventually meet an “Old Crone” who is secretly the wizard Mhair Szeltune (pg 31 City of Splendors). Upon hearing a bit of the PCs story, the Old Crone suggests she might know of someone who can help. She asks the PCs to wait at the Broken Lance tavern in the Sea Ward and wait while she speaks to her “friend”. After an hour at the tavern a hooded woman who introduces herself as Mhair approaches the PCs. She tells the PCs that she heard of their plight and is willing to help. She has her own responsibilities to deal with and cannot make the journey with the PCs, but she does offer them a Wand of Disjunction. This wand can cast Mordenkainen’s Disjunction as a 20th Level Caster. She tells the PCs that she cast an enchantment upon the Wand that will cause it to teleport back to her after one use. So only use it on the seal. She accepts no reward or payment, and is simply willing to help the PCs and their noble cause.

-To Azrrhat. Azrrhat is a solid 1,000 miles away from Waterdeep. Mhair is willing to teleport the PCs to Llork, a city on the Black Road, which leads through the Anauroch and near Azrrhat mountains. Llork is still around 600 miles away from Azrrhat, but it will cut the travel on horseback to about 10 days. On the way there will be an encounter.
RANDOM ENCOUNTER

-Azrrhat. The climb to the top of Azrrhat is treacherous. The PCs should make climbing checks at DC 15 several times or lose their footing and slip for 1D6 damage. A slip takes that damage and another climbing DC at a +1 cumulative difficulty and an cumulative 1D6 damage. Therefore a PC who failed his first climbing check at DC 15 takes 1D6 damage and must make a second check at DC 16 or take and additional 2D6 damage, and next must make a climb DC 17 or take 3D6 damage. Any magical assistance such as fly or immovable rods makes the climb effortless.

-Azrrhat Summit. At the summit of Azrrhat Mountain, a young adult Blue Dragon attacks the PCs. If the PCs want to flee rather than fight, they can use the Wand of Disjunction upon the Seal of the Nether Tomb which becomes visible to anyone using Detect Magic or similar effect.

-Inside the Nether Tomb. The Stasis Prison that holds Halicron is located deep beneath the surface, which means the PCs will have to travel through this dungeon to reach the bottom and face whatever horrors lie within. See Dungeon Map and Map Legend for list of encounters and descriptions. There are 10 Floors starting from the top on Floor 10 and going down. Halicron is imprisoned on the 1st Floor. The 2nd Floor holds the enchanted Mythal Stone that holds Halicron within the Stasis. On floors 10 on down to 3 the PCs will encounter numerous destroyed constructs, helmed horrors, and automatons. Some still remain unchallenged for the PCs to battle.

-Upon reaching the 2nd Floor the PCs will encounter Magnimar Indrid, Maximel Mortis, and Braxis Dlardrageth. Both Magnimar and Braxis have a bracelet that controls the two Shield Guardians they brought with them, as well as 2 beholders.
Maximel himself stands behind a figure (or more than one per DM choice). It appears that Magnimar prepared for the possibility of the PCs yet again escaping death by abducting friends and/or family of the PCs. Maximel stands behind the gagged captive(s) with a dagger to their throat.
In the background there is a large black stone that is crackling with blue electricity. It is the Stasis Stone that keeps Halicron within the Tomb.
Magnimar welcomes the PCs to witness the return of one of the greatest arcanists of all time. He then instructs them that if they interfere then their friend(s) will die first. (Instruct the PCs that that there is NO chance of them being able to stop the captive from being executed if they make any offensive gesture. Thus the PCs must sit through Magnimar’s taunting and do nothing as Magnimar begins the rite that will break the Stasis.)
Magnimar pulls out some ancient Netherese scriptures and begins reading off, in Netherese, the incantation that appears on them. One beholder fires his anti-magic ray upon the Stasis Stone at the same time. The PCs watch as the ancient chant and the anti-magic ray begin to impact the blue electricity surrounding the stone. Magnimar’s chant becomes faster and more powerful, and in response the cavern walls begin to shake. The crackling blue energy begins to waver and spark.
Looking around the room the PCs notice that Maximel put away the dagger he held to the throat of the hostage and had begun a spell of his own. Surprisingly he is facing Magnimar and not the PCs while casting his spell. Braxis too sees this and shouts a protest while sending a wall of force spell to block Maximel’s attack. The wall protects Magnimar as well as the beholder using his anti-magic ray from everyone else.

The PCs are shocked by the sudden turn of events and are free to attack.
Magnimar will continue to chant and the beholder next to him will continue to use it’s anti-magic ray while protected by the wall of force. Braxis, the two Shield Guardians, and the other beholder turn to battle the PCs & Maximel.

Magnimar finishes his chant during the second or third round of battle depending on how fast the battle is going-followed by a large explosion that knocks everyone other than the beholders off of their feet. The beholder closest to the PCs uses this time to kill the friend or family member(s) with a disintegration ray unless it has already been defeated. The PCs see a hole in the floor where the Stasis Stone once rest, and a stairwell going down to the floor below. Magnimar gets back to his feet and rushes down the stairs followed his remaining beholder ally. The PCs will be able to follow after the battle. Maximel will not survive this battle, killed by either the beholder or by Braxis.

Once the battle is ended, the PCs rush below and find Magnimar in a large chamber talking to a tall thin red haired man, and helping him to his feet. Beside them is a portal opened and Magnimar urges the man through. The beholder notices the PCs and dispels the portal with his anti-magic ray after Halicron went through. Magnimar taunts the PCs in that they have failed and his ancestor has returned. He tells the PCs that he will be able to study underneath the greatest arcanist alive and will become like a God among mortals. The final battle begins.

-After Magnimar is defeated he mutters in confusion as he dies, concluding aloud that the destruction of the Stasis Stone must have cancelled his contingency spell that would have spared him from death.

The PCs have destroyed the Cabal, only the villainous group’s mission of bringing back the ancient Netherese Arcanist Halicron Indrid succeeded. As for where Halicron is now? It is safe to assume that Magnimar’s final portal took him somewhere safe, and that you haven’t seen the last of ancient Indrid.

End of this Campaign.

Some idea’s I had for running this later is to have Halicron’s return to power include battles with and between the Sharn, Phaerimm, and Spellweavers. I was considering having a Spellweaver sorcerer of a few levels higher than the PCs join them as an NPC to guide them and aid them through this campaign. I was considering doing some extensive research of Spellweaver society and include them as a “behind the scenes” race involved in the ancient battles between the Sharn and Phaerimm. I have not settled on this yet, but it does intrigue me.
Airicx_Evanara

01-10-08, 11:32 PM
NPC Levels:
(I have Prestige Classes, but here is their character level)

Magnimar Indrid: NE Human Male Wiz 19th

Thanatos: LE H-Iron Golem Male Fighter 18th

"The Widowspur" Erezan Severhart: NE Elf Male Ftr/Rog/Ass 17th

Braxis Dlardrageth: CE Fey'ri Male Sor 16th

Maximel Mortis: LE Shadovar Male Wiz 15th

Mephisto Brittlestick: CN Gnome Male Wiz 14th

Gefion Belluth: N Human Male Expert 13th

Hrolfmir Bloodaxe: CN Human Male Brb 12th

Halicron Indrid: NE Human Male Arcanist ?? (30-35)
Airicx_Evanara

01-10-08, 11:35 PM
I used on online dungeon generator to create the dungeons, and I came up with many of my own traps as well as using symbols and rogue traps.

The biggest problem I had with this was all of the back and forth traveling. I should have worked better to narrow down the campaign area. Another problem I had was leaving enough solid leads in the beginning. At one point it really did seem like the PC's were chasing wind. All in all though, it has been going good and the Players were enjoying the mystery and the elusive villains.
Phelf_Der_Zemit

01-12-08, 03:17 PM
loooks pretty good. I might run a test over at GitPG if that's fine with you.

EDIT: I'd be intrested in some solid charactor post, if you felt like going the extra mile... :)
Airicx_Evanara

01-12-08, 03:19 PM
loooks pretty good. I might run a test over at GitPG if that's fine with you.

If you'd like to use it, by all means. If you make some solid improvements, post them as well so if other people would like to use it they'll have a better version.
Phelf_Der_Zemit

01-12-08, 09:09 PM
I will probably start it up as soon as I make/you post the NPC stats for the ones that are seen first in battle.
Phelf_Der_Zemit

01-13-08, 05:29 PM
Oh and on that one dead end at Gefion, you could have the PC's find a scroll of Speak with the Dead, and then have them question one of the fallen bodies, which would tell them that they were told to go back to Geifon's warehouse after they were done with the ancient city.