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House of Spahris

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This adventure is set within the northwest corner of Balic. The PCs may be brought in by rumors of undead in the area, or may just stumble into this area accidently.

Sitting on Carvers Lane, off one of the major streets through the Tomblador district of Balic, rests the ruin of a once proud building. A raised stone platform sits a step above street level, and it is covered with pieces of broken stone. Six pillars stand at the edges of the platform, probably supporting a roof at one time, but now rise into empty air. Two pillars stand to either side of the platform, these being largely intact. The four pillars at the front of the platform are more heavily damaged, ranging from a foot to six feet in height.

At the back of the platform are the remains of a small one story structure. An open doorway leads into the dark interior of the building, with two small, square window permitting feeble light inside. The fa�ade is cracked, crumbling pieces of the building forming a line of fine debris on the platform on which the building sits.

1. This room once was divided into three rooms, but the thin walls that once stood are now simply stone and wooden stubs. The floor is littered with debris � stone, wood, ash, and various bits of cloth. Most of the debris is charred, and the ceiling is blackened by soot from a raging fire in the past. Two skylights, their edges jagged, allow you to see this debris cleary, and silt and dust swirls in the slightest breeze or at your smallest movement. A stairway in the northeast corner, partially covered by wood and stone, leads to a lower level.

This room shows signs of habitation by vagrants. Ragged blankets and campfires can be found in the corners, though nothing within the past month. A DC 15 Tracking check will reveal foot traffic that goes from the door to the stairs within the last few days.

2. A small flickering flame glows inside a stone brazier sitting atop a rectangular pedestal. The inside of the brazier, along with much of the ceiling, is black with soot. Small bits of wood and cloth lie in the corners of the room.

A simple spot check (DC 10) shows that there is no fuel in the fire, but yet it burns. The flame radiates strong conjuration magic. Touching the flame does 2d6 points of magical fire damage. Pouring water on the flame does nothing but create steam � it cannot be extinguished by non-magical means. A Dispel Magic (caster level 16) will extinguish the flame for 1d6 turns, but the elemental forces that power the flame will soon reassert the fire.

3. Shackled to the wall of this dark square room are four figures, amaciated and apparently dead, their arms held above their heads by sturdy looking stone mantacles. Seated against the far wall are four black skeletons, their bones severely charred by flames.

The chained bodies are dead, unless you wish to make one or more of them kidnap victims, a possible plot tie in. They will soon be converted into ash skeletons. The unchained skeletons are ash skeletons and attack if they spot anyone, pursuing unless the PCs go upstairs.

Monsters: Ash skeletons (4)

4. Crude artwork decorates the hall. Black skeletons dance in flames of red and yellow as bloody corpses burn.

5. Four flame-blackened skeletons stand in this ruined sitting room. A wooden chair in very poor condition sits against the far wall near a hall that exits the room. Two dirty rugs, their original colors impossible to determine, cover the floor. The walls are streaked with black stripes, probably some kind of paint.

The ash skeletons attack and pursue. The furnishings are worthless. The paint is soot. A DC 15 reveals a forgotten ceramic piece in the corner.

Monster: Ash skeletons (4)

If the battle ensues, Spahris gets an automatic listen check (DC 10) per round to hear the commotion of battle. If this is the case, he will join the battle with the two ash skeletons with him, as detailed in area 6.

6. A torch burns from a stone sconse on the far wall. An uncomfortable bed � basically a few sheets covering straw � lie just below and to the right of the torch. On the wall to the left is a ruined armoire, it�s doors missing, revealing several dirty robes. Next to it is a small wooden box containing clay bowls of some colorful substances. A wooden chair, similar to the one you saw earlier, sits in the left corner.

This is where Spahris lives. The clay bowls are filled with paint. The robes are ratty and useless.

Monsters: Ash skeletons (2), Spahris

Spahris, Level 6 Cleric (Fire)
Hit Dice: Hit Dice: 6d8 (39 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft
Armor Class: 14 (+1 Dex, +3 studded leather armor)
Attacks: 1 mace +6 melee
Damage: Mace 1d8+2
Face/Reach: 5ft by 5 ft / 5 ft
Special Qualities: Spells
Saves: Fort +9 Ref +6 Will +4
Abilities: Str 14, Dex 12, Con 15, Int 12, Wis 15, Cha 10
Feats: Combat Casting, Extend Spell, Great Fortitude, Toughness
Treasure: None
Alignment: Lawful Evil

Combat

Spahris can command up to 12HD of undead an any given time.

Spahris, as an elemental cleric of the fire domain, receives a +3 bonus against spells with a fire descriptor

Equipment

+1 stone mace, studded leather armor

Commonly memorized spells
Level 0: Create Water (x2), Detect Magic, Light, Resistance
Level 1: Bless, Cause Fear, Doom, Inflict Light Wounds, Magic Weapon
Level 2: Bull Strength, Delay Poison, Desecrate, Inflict Moderate Wounds, Summon Monster II
Level 3: Animate Dead, Dispel Magic, Meld Into Stone

Fire Domain Spells
Level 1: Burning Hands
Level 2: Produce Flames
Level 3: Resist Elements (fire)

Tactics

If alerted to the presence of intruders, Spahris will cast Bless and Resistance. He then screams wildly down the hall as he runs, his skeleton companions following behind. He will then cast Desecrate followed by Summon Monster II and his Inflict spells. If the battle goes against him and he is reduced below 10 hit points, he will retreat, then use his Meld Into Stone spell.

Spahris is mildly insane and unpredictable, living alone with his skeletons, muttering to them and carrying on with conversation, though the undead never reply. He had a vision of the processes needed to create ash skeletons, and has been creating them from whatever bodies he can find.

Treasure: Hidden in armoire (DC 17 Search check) is an egg shaped piece of onyx (250 cp), 75 cp and several dry flower petals.