TEXT:  
   
  A Dark Sun adventure by Athas.org for characters of levels 14 – 18  
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  1 
  D
  Drreeggootthh  A
  Asscceennddiinngg  
  PPaarrtt  IIIIII::  T
  Thhee  A
  Asscceennssiioonn 
   
  A Dark Sun adventure for characters of levels 14-18. 
   
   
   
  Design: Jon // Oracle 
  Original design: Kevin Melka  
   
   
   
  Interior Art: Aernout, Steve Bell, Michael Cugley, Rev. Raven 
  Daegmorgan, Brian Sanchez 
   
  Thanks to: Gabriel Cormier, Alexis Gervais, Mark Hope 
   
   
   
   
   
   
  NOTE: THIS IS A PREVIEW PUBLIC PLAYTEST ALPHA VERSION. 
  IT IS NOT A FINALIZED VERSION.  
   
  PLEASE SEND FEEDBACK TO JON@ATHAS.ORG.  
   
   
   
   
   
  © 2005, Athas.org 
  http://athas.org 
   
   
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  2 
  Legal Notice: 
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  Open Game Content and Dark Sun Copyrights: 
  This edition of Dregoth Ascending is produced under version 1.0, 1.0a, and/or draft versions of the 
  Open Game License, the d20 System Trademark Logo Guide, and System Reference Document 
  by permission of Wizards of the Coast. Subsequent versions of this product will incorporate final 
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  the d20 System Reference Document and are already Open Game Content by virtue of appearing 
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  Designation of Open Game Content: Some portions of this book which are OGC originate from 
  the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. "Open 
  Game Content” is designated in this adventure by text appearing in this color (excluding headers). Any 
  other portion of this adventure, unless already appearing in the System Reference Document or 
  already Wizards' of the Coast intellectual property, is joint property of Wizard of the Coast and 
  the author." 
   
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  3 
   
  D
  Drreeggootthh  A
  Asscceennddiinngg ..................................................................................................................................... 1 
  1. DM’s INFORMATION....................................................................................................................... 8 
  2. APPROACHING GIUSTENAL ........................................................................................................ 8 
  3. THE CALLER...................................................................................................................................... 9 
  4. TAR PITS............................................................................................................................................ 11 
  5. ROCS .................................................................................................................................................. 12 
  6. SILT SEA ............................................................................................................................................ 12 
  7. STATUS OF GIUSTENAL ............................................................................................................... 13 
  8. CITY WALLS..................................................................................................................................... 14 
  9. CITY GATES...................................................................................................................................... 15 
  10. TEMPLE ........................................................................................................................................... 15 
  11. DISTRICT RUINS ........................................................................................................................... 16 
  12. ARENA............................................................................................................................................. 17 
  13. DREGOTH’S PALACE................................................................................................................... 17 
  14. BLACK TOWER.............................................................................................................................. 18 
  15. BLASTED SPIRE ............................................................................................................................. 18 
  16. MON ADDERATH......................................................................................................................... 19 
  17. APPROACHING THE PRISTINE TOWER................................................................................. 21 
  18. CALL OF CHAMPIONS................................................................................................................ 22 
  19. BOGO FOREST ............................................................................................................................... 23 
  20. BLOSSOM FIELDS.......................................................................................................................... 25 
  21. GATEHOUSE.................................................................................................................................. 25 
  22. KYST................................................................................................................................................. 26 
  23. THE PRISTINE TOWER ................................................................................................................ 27 
  24. LIMESTONE POOL........................................................................................................................ 28 
  25. STEEPLE OF CRYSTALS............................................................................................................... 28 
  26. CONFRONTATION....................................................................................................................... 31 
  27. AFTERMATH.................................................................................................................................. 34 
  APPENDIX I: NPCs.............................................................................................................................. 37 
  APPENDIX II: Artifacts........................................................................................................................ 47 
  APPENDIX III: New monsters............................................................................................................ 51 
  Caller in Darkness, Giustenal........................................................................................................... 51 
  Floater, Carnivorous.......................................................................................................................... 52 
  Giant, Shadow (Greater)................................................................................................................... 54 
  APPENDIX IV: Dregoth....................................................................................................................... 56 
  APPENDIX V: The Pristine Tower..................................................................................................... 61 
  Open Game License................................................................................................................................... 72 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  4 
  In order to play Part II of Dregoth Ascending, you will need the Dark Sun 3 Core Rules and Terrors of 
  Athas, available as free downloads from the official Dark Sun site, www.athas.org, as well as The 
  Dungeon Master Guide, Player's Handbook, Monster Manual, and the Expanded Psionics Handbook. 
  The DM is encouraged to read the Dark Sun Revised Campaign Setting, City by the Silt Sea, Veiled 
  Alliance and Elves of Athas. These products contain additional information the DM can use to 
  enhance the adventure. Dregoth Ascending is set in Free Year 12.  
   
   
   
  ADVENTURE BACKGROUND  
   
  Dregoth the Undead Dragon-King has been traveling the planes of existence for nearly 2,000 
  years, ever since his discovery of the planar gate, a Green Age artifact found in the caverns 
  beneath Giustenal. During his travels Dregoth discovered the presence and worshipping of 
  actual true gods, something previously unknown to the world of Athas. For nearly two eons 
  Dregoth studied the nature of gods, their incredible power, and their zealous worshipers in 
  hopes of attaining such divinity. The Dread Lord of New Giustenal traveled to countless worlds 
  in a variety of disguises, researching hundreds of factions and cults, good and evil, to learn the 
  true nature of gods and their devotees. Dregoth has only recently returned to Athas in the wake 
  of the events of the Prism Pentad, and is now putting events in motion, hoping to become Athas' 
  first true god. 
   
  After another two years of research, in addition to his previous study of the multiverse, Dregoth 
  uncovered the reason why the gods of the planes have never turned their attentions towards the 
  world of Athas. The spiritual conduits that allow the gods of other worlds to draw strength from 
  their worshipers don’t exist on Athas, and so the powers of the planes have turned away from the 
  inhabitants since the earliest days of existence. The spiritual conduits have been replaced by 
  elemental conduits, strongly linking the world of Athas to the elemental Inner Planes. Dregoth 
  has theorized the presence of the Gray, the endless limbo where Athasians go when they die, is 
  responsible; because of the Gray, spiritual conduits cannot be linked to Athas. However, the 
  elemental conduits easily pierce the Gray, granting the elemental clerics of Athas their power. 
   
  In the end the Dread Lord’s plan is a simple one: move the existing elemental conduits so they 
  connect the Outer Planes to Athas. Once the conduits connect to the Outer Planes, Dregoth plans 
  to travel there and receive the power bestowed upon him by his faithful. In addition, all Athasian 
  divine spellcasters shall have to turn to Dregoth for spells since Athas would no longer be 
  connected to the elemental Inner Planes.  
   
  To achieve this end Dregoth has created an epic godhood spell that will not only move the 
  conduits, but instantly elevate him to divinity upon its completion. This spell was devised by the 
  Dread Lord during his journey to the Outer Planes, and perfected upon his return to Athas.  
   
   
  THE GODHOOD SPELL 
   
  During his time on the Outer Planes and through research completed since returning to Athas, 
  Dregoth devised a spell he believes shall allow him to achieve divinity. The godhood spell is an 
  epic spell developed by Dregoth for the sole purpose of transforming him into a god. The godhood 
  spell, in its current form, can only be cast to affect Dregoth, and only during a specific lunar cycle 
  of the moons of Guthay and Ral. Additionally, the caster must understand and be able to 
  
   
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  manipulate the ancient forces of the Pristine Tower, which the Dread King is going to use to cast 
  the final stages of the spell. Lastly, the information on preparations, components, and how to cast 
  the spell are all contained within Dregoth’s mind and are not recorded in any other form. In other 
  words, the odds that another sorcerer-monarch or other entity could develop and cast the spell 
  are microscopic.  
   
  The godhood spell is cast in eight stages. As each stage of the spell is cast, the spell levels a divine 
  spellcaster can prepare decrease. Any spells prepared prior to the casting are not lost, but once 
  they’re cast they cannot be prepared again for the duration of the adventure. Divine casters who 
  try to prepare spells of a lost level meet with failure, as the level of power they can normally 
  access from the Inner Planes can no longer pass through the elemental conduits.  
   
  Stage One: This stage is cast by Dregoth from his Dread Palace in New Giustenal just prior to the 
  beginning of the adventure. This stage results in the loss of epic divine spells. Since none of the 
  PCs should have attained the level needed to cast these spells, they will not feel the effects of the 
  spell. However other epic divine spellcasters do. This stage of the spell is mostly a preparation for 
  stages to come, cutting off higher access to the Inner Planes. 
   
  Stage Two: The second stage is one of the more critical to the spell and deals with Dregoth’s 
  invasion of Raam. This portion of the spell requires the forfeit of 10,000 Hit Dice of living beings 
  who are not required to be worshipers of the caster. The lifeforce drained from the Raamites is 
  used to fuel the next four stages of the spell. The completion of this stage results in the loss of 9th-
  level spells by all divine spellcasters of Athas.  
   
  Stage Three: This is the first of four stages of the spell that prepares Dregoth for his evolution 
  from mortal to god, and is once again cast from the Dread Palace in New Giustenal. The energy 
  needed to complete these stages takes the form of the former citizens of Raam, and draws energy 
  away from the elemental conduits. The completion of this stage results in the loss of 8th-level 
  spells. Additionally, all spells that summon creatures with the elemental type or subtypes fail in 
  the attempt.  
   
  Stage Four: This is the second of four stages of the spell that prepare Dregoth for the evolution to 
  godhood cast from the Dread Palace in New Giustenal. The completion of this stage results in the 
  loss of 7th-level spells. 
   
  Stage Five: This is the third of four stages of the spell that prepare Dregoth for the evolution from 
  mortal to god cast from the Dread Palace in New Giustenal. The completion of this stage results 
  in the loss of 6th-level spells. In addition, all summoned elementals and elemental beasts 
  (including paraelementals) across the face of Athas are banished back to the Inner Planes unless 
  special circumstances rationalized by the DM apply. Artifacts and magical items that tap the 
  Inner Planes for energy, such as a ring of elemental command, fail to function at the completion of 
  this stage. 
   
  Stage Six: This is the last of the four stages cast from the Dread Palace in New Giustenal. The 
  completion of this stage results in the loss of 5th-level spells. At the conclusion of this stage 
  Dregoth leaves New Giustenal for the Pristine Tower to execute the final two stages, leaving 
  High Templar Mon Adderath in charge of his underground city. 
   
  Stage Seven: This is the second to last stage of the spell designed to prepare the conduits to make 
  the switch from the Inner to the Outer Planes upon completion of the final stage. The conclusion 
  of this stage results in the loss of 4th-level spells and the ability to turn or rebuke undead and 
  other creatures. Creatures with close ties to the Inner Planes, such as drakes and spirits of the land, 
  
   
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  fall into a state of hibernation from which they’ll eventually die if the elemental conduits are not 
  restored. Depending on their timing, the PCs may have a chance to disrupt Dregoth’s spell before 
  the completion of this stage. 
   
  Stage Eight: Unless the PCs prevent the final stage of the spell from being completed by the 
  Dread King, there is a chance the elemental conduits may be permanently damaged. This is the 
  most critical portion of the spell, one requiring Dregoth's near undivided attention to complete. It 
  is at this point the PCs have a chance to disturb Dregoth’s casting. It is also here the PCs may 
  have to go head to head with the mighty Champion of Rajaat. 
   
  Divine spellcasters are able to “feel” the completion of each stage of the godhood spell being cast 
  as their connection with the Inner Planes becomes more defunct. A divine spellcaster can only 
  “feel” a stage being completed if he can cast spells of a spell level that is affected, i.e. if a cleric can 
  cast 8th-level spells, he does not “feel” the spell until stage three. As Dregoth completes each 
  stage all divine spellcasters on Athas must make a Will save (DC 20 + stage of godhood spell) or 
  lose consciousness for 1d4x10 minutes.   
   
   
   
  ABSALOM’S SPEECH 
   
  “The Day of Light is past and we have triumphed, but the Coruscation is not over. While we stand here in 
  the ruined city of our human ancestors, our exalted Lord Dregoth uses the power taken from the loathsome 
  Raamites to complete his quest for ultimate power. The Dread Lord has charged his Army of Light with 
  safeguarding his city from those who would obstruct his grand designs. All approaching Giustenal who are 
  not dray are to be destroyed. When next we see our master he will be the greatest being to ever walk the face 
  of Athas, and we shall follow him into a new age where dray reign supreme and all others must join us or 
  die.” - Absalom–High Priest of Dregoth, spoken to the Army of Light following the invasion of Raam 
   
   
  ADVENTURE SYNOPSIS  
   
  In Part Three: The Ascension, the PCs journey to the ancient city of Giustenal where they 
  encounter Mon Adderath, Dregoth’s highest-ranking templar. Mon Adderath, convinced that the 
  godhood spell will fail and only bring doom to Athas, offers the PCs information on Dregoth’s 
  plans. The high templar hopes the PCs can stop his lifelong friend from casting the godhood spell, 
  but strongly doubts they are capable of killing Dregoth – otherwise he wouldn’t have aided them. 
  Mon Adderath explains that Dregoth is extremely powerful in his lair in New Giustenal, but once 
  he leaves for the Pristine Tower to complete the final stages of his spell, he is more vulnerable. 
  The High Templar warns the PCs to confront Dregoth in the Pristine Tower rather than 
  attempting to fight their way through him and the dray army to confront the Dragon King in 
  New Giustenal.  
   
  The PCs must approach the ancient white spire and prevent Dregoth from completing his spell. 
  Along the way they travel through the dangerous environs that surround the Pristine Tower. 
  Powered by the ancient secrets of Blue Age halflings, close proximity to the Pristine Tower causes 
  often-dangerous mutations should any type of creature become injured. After braving many of 
  the dangers surrounding the tower, the PCs are approached by a group of shadow giants—
  descendants of the halfling followers of Rajaat. Though servants of the First Sorcerer, the giants 
  have the same goals as the PCs. Since they are not strong enough to defeat the Dread Lord 
  
   
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  themselves, they offer to escort the party through the tower to their final confrontation with 
  Dregoth. Without the giants’ help, the PCs may find the last portion of the journey very difficult. 
   
  In the upper-most chambers of the Pristine Tower the PCs finally confront the Undead Dragon-
  King, the most powerful dragon on Athas. If the characters play it smart and just prevent the 
  completion of his spell instead of trying to take Dregoth out, they have a slim chance of survival.  
   
   
   
   
   
   
   
  
   
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  1. DM’S INFORMATION 
   
  As stated in Part II, the PCs have 20 days to 
  gather the Scorcher, Star of Badna and Pearl of 
  the Sunrise Sea, and reach New Giustenal 
  before Dregoth relocates to the Pristine 
  Tower. The DM should keep track of the 
  time.  
   
  For every five days that pass Dregoth 
  completes another stage of his godhood spell 
  (3rd stage on day 5, 4th stage on day 10, 5th 
  stage on day 15 and 6th stage on day 20). 
  After Dregoth has completed the 6th stage, 
  he relocates to the Pristine Tower where he 
  will complete the godhood spell. Note that 
  once the PCs arrive in the vicinity of the 
  surface city of Giustenal, Dregoth detects 
  the presence of any artifacts the PCs have in 
  their possession. Assuming the Sorcerer 
  Kings are planning to attack him in his 
  palace, Dregoth completes stages 3 through 
  6 in quick succession and then relocates to 
  the Pristine Tower to finish the casting of his 
  spell.   
   
  Dregoth has warded New Giustenal and the 
  tunnels leading to his underground city as 
  well as the surface city of Giustenal with a 
  more deadly variant of the teleportation 
  wards the Shadow King has set up in 
  Nibenay. Any attempt at teleporting into 
  New Giustenal and Giustenal or within 5 
  miles of either, automatically fails and also 
  inflicts 10d8 points of damage on all 
  teleporting creatures. They emerge on the 
  same spot they tried to teleport from, 
  wracked with pain from hundreds of cuts 
  seeping with oily black blood all over their 
  bodies. Treat the PCs as stunned for 1 
  round. This prevents the PCs from 
  teleporting into any of the tunnels leading 
  down to New Giustenal from Giustenal, 
  forcing manual entry.  
   
  In order to reach New Giustenal, the PCs 
  must first journey to the surface ruins of 
  Giustenal, where they should encounter 
  Mon Adderath. If the PCs agree to Mon 
  Adderath’s suggestions, they will not travel 
  to New Giustenal, but instead directly to the 
  Pristine Tower.  
   
  If the PCs haven’t reached Giustenal by the 
  20th day, they will be contacted psionically 
  by the Shadow King and told to go 
  immediately to the Pristine Tower before 
  Dregoth is able to complete the godhood 
  spell. 
   
   
  2. APPROACHING 
  GIUSTENAL 
   
  How the PCs get to Giustenal following 
  their quest for the three artifacts is up to 
  them. The simplest method is by overland 
  travel, which puts the PCs right at the Army 
  of Light’s front door. Flying towards the city 
  puts the PCs in a similar situation, though 
  they’ll obviously be more visible to dray 
  scouts and patrols—not to mention 
  predators hovering near the shore of the Silt 
  Sea. Approaching Giustenal by skimmer is 
  difficult due to the ever changing conditions 
  near the ruined city, but possible. The PCs 
  might be better off setting their skimmer 
  ashore, possibly in nearby Cromlin, and 
  approach on foot. 
   
  Dregoth has cast an epic spell that alerts him 
  to the presence of any artifacts the PCs have 
  in their possession once they come within 5 
  miles of Giustenal. When this occurs, 
  Dregoth completes stages 3 through 6 of the 
  godhood spell in quick succession and then 
  relocates to the Pristine Tower to finish the 
  casting of his spell. The hurried casting 
  weakens the Dread King (see Encounter 26. 
  CONFRONTATION), but he is able to 
  complete one of the stages mentioned above 
  every 10 minutes. This should instill some 
  level of panic in divine spellcaster PCs, as 
  they are quickly robbed of their ability to 
  cast high level spells.  
   
   
  Since the invasion of Raam and increased 
  monster activity in the area of ancient 
  
   
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  Giustenal most humans and demihumans in 
  the area have departed, seeking safer 
  territory for at least the time being if not 
  permanently. Most activity is limited to 
  points west of Cromlin, west and south of 
  the Blackspine Mountains, and south of Fort 
  Inix. Such groups include the Silt Stalker 
  and Sky Singers elf tribes, and the tar mines 
  of the dwarf brothers Ghodan. Even the 
  para-elemental silt priest of Giustenal --  
  Abdaleem -- departed after the appearance 
  of Dregoth’s faithful, though he may return 
  at the conclusion of the adventure. 
   
  It is quite possible the PCs have been to 
  Giustenal and New Giustenal in the 
  adventure Dregoth’s Revenge found in the 
  City by the Silt Sea box set. In this case they’ll 
  be very familiar with the environs and 
  hazards of the area surrounding the ruined 
  city. If not, below is a review of the above 
  ground locations they may encounter on 
  their approach (the PCs never reach New 
  Giustenal before encountering Mon 
  Adderath). 
   
  Depending on how the PCs approach 
  Giustenal, they may have different 
  encounters.  
   
  Encounter 3. THE CALLER: If the PCs use 
  any psionic powers within five miles of 
  Giustenal, they will attract the attention of 
  the Caller in Darkness.  
   
  Encounter 4. TAR PITS: If the PCs 
  approach from the south, they will have to 
  pass an area of hazardous tar pits before 
  they reach Giustenal’s south gate.  
   
  Encounter 5. ROCS: PCs capable of flying, 
  either naturally or supernaturally, will likely 
  be attacked by a pair of rocs. 
   
  Encounter 6. SILT SEA: If the PCs approach 
  by the Sea of Silt from the north, east and 
  west, they face several hazards before 
  reaching the walls of Giustenal.  
   
  Also, if the PCs failed to decapitate Grogh-
  En in Part II, the Badna zombie will still 
  haunt them, as it is being drawn to the Star 
  of Badna. They may also encounter dray 
  agents who have caught wind of the PCs 
  during their quest for the three artifacts. The 
  DM is encouraged to use such encounters to 
  make the PCs feel hunted and keep up the 
  pace.  
   
   
  3. THE CALLER 
   
  The Caller in Darkness is the name given to 
  a supernatural entity that haunts the ruined 
  city of Giustenal. PCs who may have 
  traveled here in the past have likely 
  encountered the Caller, possibly being 
  subjected to its power. This unholy cross 
  between undead and psionics is actually the 
  spirits of those killed when the sorcerer-
  kings destroyed Giustenal 2,000 years ago, 
  in addition to the spirits it has consumed 
  since that time. The Caller in Darkness is the 
  primary reason the second generation dray 
  have not attempted to rebuild Giustenal. 
  This entity is normally drawn to those 
  manifesting psionic powers of any kind in 
  the ruined city or within a five-mile radius 
  of Giustenal.  
   
  For Dregoth’s Army of Light to begin its 
  assault on Raam and later occupy Giustenal, 
  the Dread Lord needed to deal with the 
  Caller in Darkness. Before beginning his 
  casting of the godhood spell, Dregoth used 
  The Gray Death 
  The Gray Death is the name of the condition 
  brought about from the airborne silt near 
  the Silt Sea. Creatures suffer a -2 penalty to 
  initiative, attack and damage rolls, as well as 
  Spot checks. Each hour there is a 30% chance 
  the wind increases, doubling the penalties to 
  -4. Wearing a moist scarf halves the 
  penalties caused by the Gray Death. By 
  seeking shelter inside a building, cave etc. 
  the full penalty is negated.  
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
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  his magic to temporarily banish the Caller in 
  Darkness from the ruined city. Though the 
  center of its conciousness still resides in 
  Giustenal, it can only use its powers against 
  those within five miles outside the city’s 
  crumbling walls. At the conclusion of the 
  adventure Dregoth’s influence over the 
  entity fades, and it can once again use its 
  powers in the city. 
   
  Because it’s not concentrating on the interior 
  of the city, the Caller’s chance of detecting 
  psionic powers outside of Giustenal is 
  increased to a base 50%. In addition, those 
  killed outside the walls of Giustenal are now 
  sucked into the spirit storm as if they were 
  inside the city. However, because of this 
  weird set of circumstances those then 
  trapped in the spirit storm are imprisoned 
  for only 10 + 1d10 years instead of 
  permanently. 
   
  Because the powers of the Caller in 
  Darkness are psionic in nature, any PC with 
  the Pearl of the Sunrise Sea is immune to the 
  entity’s call. In addition, should the invoked 
  power of the artifact be used on another PC 
  who has attacted the attention of the Caller, 
  they would be rendered “invisible” to the 
  psionic senses of the Caller until regaining 
  PP and manifesting another power. This 
  creative use of the Pearl‘s power must be 
  done before someone has begun to lose 
  points of Wisdom as a result of the Caller’s 
  influence to protect them from its dreaded 
  commands. The only completely safe 
  method of avoiding the Caller 
  is for the PCs to not use 
  psionic powers until they’re 
  safely inside the walls of 
  Giustenal.  
   
  For more information on the 
  Caller in Darkness, see 
  APPENDIX III: New 
  monsters.  
   
  Remember as well that the 
  PCs must eventually leave the 
  city, and may encounter the 
  creature on their way to the 
  Pristine Tower. 
   
  There is little the PCs can do 
  against the Caller in 
  Darkness, regardless of their 
  experience levels. The DM 
  should be merciless when 
  running the Caller in 
  Darkness, especially if the 
  PCs have been to Giustenal in 
  the past and have knowledge 
  of the creature. Some of the 
  other encounters in Part III 
  may not present a worthy 
  challenge of high level 
  characters, which is all the 
  more reason to make the 
  Caller in Darkness a difficult 
  adversary to survive against. 
  Illus. by Michael Cugley 
  
   
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  4. TAR PITS 
   
  Much closer to the walls of ancient 
  Giustenal than the Jagged Plains, the Tar 
  Pits just south of the city walls present a 
  formidable barrier against those trying to 
  reach the city. These vile pools of tar were 
  created as a result of the defiling magic used 
  by the seven sorcerer-kings when they 
  attacked Giustenal 2,000 years ago. The tar 
  is hot enough to boil flesh in only a few 
  seconds, and any contact with it while it’s 
  still in the pits can be fatal. If exposed to 
  flame—magical or otherwise—the tar in 
  these pits does not ignite.  
   
  With Dregoth’s return to Athas the tar pits 
  have mysteriously grown in size, and the pit 
  snatchers living in them have grown larger 
  and more fierce. Since it is believed that 
  large amounts of defiler magic created this 
  phenomenon centuries ago, it’s likely the 
  Dread King’s use of magic has caused the 
  pits to expand and the snatchers to become 
  more powerful. With the southern wall of 
  Giustenal near cut off by the tar pits, those 
  trying to reach the city may find it more 
  difficult than in past years. All maps 
  detailing safe paths through the pits are 
  now obsolete and should no longer be 
  trusted. PCs who may have been to 
  Giustenal in the past notice an instant 
  change in the environment, and this should 
  be conveyed by the DM once they come into 
  visual contact with the tar pits. 
   
  Crossing the Tar Pits 
  The above-ground crust that forms paths 
  throughout the pits is extremely brittle. In 
  order to cross the Tar Pits safely, a creature 
  must make two Survival checks DC 25 at the 
  west and east ends where the distance is the 
  shortest across, and three checks anywhere 
  else.  
   
  A failed Survival check means the crust has 
  broken, forcing a medium-size creature to 
  make a Reflex Save DC 20 to avoid falling 
  into a tar pit. Small creatures gain a +4 size 
  modifier to their roll, whereas Large 
  creatures suffer a -4 penalty. Huge creatures, 
  if any are present, suffer a -8 penalty.  
   
  Anyone falling into the boiling tar takes 
  3d10 points of fire damage and another 1d10 
  each round until pulled free. A Strength 
  check DC 20 is required to pull free by one’s 
  self or by an ally. In addition, the victim 
  must make Fortitude Save DC 15 to avoid 
  suffocation for each round spent in the tar 
  pit. See the drowning rules in the Dungeon 
  Master Guide for details. 
   
  Noxious fumes 
  Another danger when crossing are noxious 
  fumes and heat that waft from the tar pits. 
  At the same time a character makes a 
  Survival check to cross the tar pits, he must 
  make a Fortitude Save DC 17 against the 
  poisonous fumes. Failure indicates 
  immediate 1d6 Constitution and Strength 
  ability score damage. A creature who falls 
  unconscious from ability score loss begins to 
  suffocate in 2d4 minutes. 
   
   
   
  Because of violent silt storms currently 
  raging to the north, it is difficult to 
  circumvent the tar pits to reach the walls of 
  the ancient city without spells such as 
  control weather.  
   
  The wind force of the silt storms is severe 
  (see Wind Effects, in the DMG). The fine, 
  airborne silt reduces visibility, smothers 
  unprotected flames and even chokes 
  protected flames such as a lantern’s light 
  (50% chance). The silt storms leave behind a 
  deposit of 2d6 inches of silt.  Visibility in a 
  silt storm is reduced, so all creatures within 
  a silt storm suffer a –2 penalty to Search and 
  Spot checks. Furthermore, any living 
  creature caught within a silt storm suffers 
  the effects of the Gray Death (see page 9).   
  
   
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  12 
  Pit snatchers 
  The tar pits are home to the vile pit 
  snatchers, horrible creatures that live in the 
  black ooze and prey on those trying to reach 
  Giustenal through them. As mentioned, the 
  pit snatchers have become more powerful. 
  In game terms, the pit snatchers have gained 
  8 Hit Dice.  
   
  Advanced pit snatchers: hp 149 
   
  There is a 30% chance per PC that they’ll 
  attract the attention of 4d8 pit snatchers 
  while moving across the tar pits. This 
  chance can be increased up to a maximum 
  of 95% depending on the PCs’ actions. The 
  table below outlines modifiers that may 
  influence this check for and against the PCs. 
   
  Chance of encountering pit snatchers modifiers 
  Modifier 
  Reason 
  +30% 
  Falling in a tar pit* 
  +25% 
  Riding or leading a beast of 
  burden** 
  +20% 
  More than 3 people within 
  20 feet of each other 
  +15% 
  For every size category 
  above medium 
  +10% 
  Excessive noise 
  –10% 
  Under silence spell 
  –5% 
  For every size category 
  below medium 
  –5% 
  Traveling at half movement 
    
  * If there is an encounter from falling into a pit, there is 
  a 50% chance a pit snatcher is in the pit the PC fell into.  
  ** Creatures over 1,000 pounds, such as mekillots, roll 
  individually to attract pit snatchers. Crodlu are roughly 
  800 pounds and kanks are 400 pounds. 
   
    
  5. ROCS 
   
  If the PCs decide to fly above the Tar Pits or 
  the Sea of Silt, they will attract the attention 
  of a pair of rocs that have been preying on a 
  pack of razorwings living in the area. The 
  PCs can avoid this encounter if they use 
  invisibility or other means of not being 
  visible. If the PCs put up a good fight, the 
  rocs will single out a PC and attack her until 
  she falls unconscious or dies, then grab the 
  body and retreat to their nest located on top 
  of a cliff two miles away to consume the 
  body.  
   
  Rocs (2): hp 270  
   
  Roc stats can be found in Terrors of Athas.  
   
   
  6. SILT SEA 
   
  Approaching from the north 
  PCs approaching from the north by silt 
  skimmer will have to navigate their way 
  through the reefs outside the shores of 
  Giustenal. This requires three Profession 
  (navigator) checks (DC 25). Failing by more 
  than 5 means the skimmer has run ashore 
  and is stuck. Unless the PCs can get it off the 
  reefs somehow and repair it with a spell or 
  four hours of work and Craft (carpentry) 
  check (DC 20) assuming they have necessary 
  raw materials, they need to find another 
  means to get to shore.  
   
  Wading between the reefs is extremely 
  dangerous, requiring one Survival check 
  (DC 30) for each remaining Profession 
  (navigator) check on the Silt Skimmer to 
  reach the city walls. Failure requires a Reflex 
  Save (DC 25) to avoid falling into a silt 
  trench or pit 1d6 x 10 feet deep and 1d6 x 5 
  feet wide. Unless he possesses ability to 
  breathe in silt, the PC risks drowning in the 
  silt. See the rules for holding one’s breath, 
  suffocating and drowning in the Dungeon 
  Master Guide.  
   
  Approaching from the east and west 
  Wading through silt towards the city walls 
  is extremely dangerous, as the terrain shifts 
  with the ever-changing winds. To 
  successfully reach the walls of Giustenal 
  requires two Survival checks (DC 25). 
   
  Failure requires a Reflex Save (DC 25) to 
  avoid falling into a silt trench or pit 1d6 x 10 
  feet deep and 1d6 x 5 feet wide. Unless he 
  possesses ability to breathe in silt, the PC 
  risks drowning in the silt. See the rules for 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  13 
  holding one’s breath, suffocating and 
  drowning in the Dungeon Master Guide.  
   
  Silt horror 
  Regardless of the direction they are coming 
  from, the PCs have a 50% chance of 
  attracting a white silt horror while crossing 
  the Sea of Silt to get to Giustenal. The silt 
  horror stands a good chance of gaining 
  surprise on the PCs. It will attempt to 
  grapple the largest PC available and drag 
  that character off, below the silt. When the 
  victim stops moving, the silt horror will 
  drop it at the bottom of the silt. Then it will 
  return and attempt to snatch another target. 
  It repeats this tactic until either all PCs are 
  taken, or it is reduced to less than 20% of its 
  hit points upon which it flees, taking with it 
  the body of the largest PC it has captured.  
   
  If the PCs somehow track the silt horror to 
  its lair – the monster fights to the death if 
  still alive. Its lair contains some lost 
  treasures, but finding them can be difficult 
  unless the PCs can see beneath the silt 
  somehow. A Search check of the lair can 
  unveil the following:  
   
  DC 30: A psionic +1 agafari heavy shield  
  DC 40: A magical +1 steel dagger 
  DC 50: cognizance crystal (11 pp) 
  DC 60: A corroded iron needle 
   
   
   7. STATUS OF GIUSTENAL 
   
  Currently, the bulk of the Army of Light is 
  stationed in the ruined Arena. This location 
  was chosen since it is best shielded from the 
  blasting silt from the north, and its 
  underground chambers (cleared of undead 
  prior to the Day of Light) make for excellent 
  sleeping quarters. Regular squads of dray 
  patrols as well as individual scouts are 
  scattered throughout Giustenal, alert for any 
  activity not of a dray nature. Despite their 
  best efforts, the dray should eventually 
  detect the presence of the PCs if they 
  attempt to reach one of the two entrances to 
  the underground city of New Giustenal. At 
  the very least the PCs are confronted by 
  Mon Adderath before entering one of these 
  two passages. 
   
  Only days prior to their assault on Raam, 
  the Army of Light did its best to clear all 
  monsters and other harmful creatures from 
  the ruins of Giustenal. Where one or two of 
  the beasts may have been missed, the 
  majority of them have been slain or 
  temporarily driven off. This applies only to 
  the city itself, not the environs outside the 
  city walls—though many of the intelligent 
  creatures have gone into hiding with the 
  recent comings and goings of Dregoth’s 
  army. As a result the normal chance of 
  having a random encounter in the Giustenal 
  environs is doubled, while only dray are 
  encountered inside the city’s walls. 
   
  Another problem for the Dread Lord was 
  the presence of huge amounts of silt 
  blanketing the city. Though some of it has 
  returned in the two or more weeks since the 
  army left for Raam, Dregoth’s magic 
  uncovered the ruins from the centuries of 
  silt gathered there. Unless the sorcerer-
  king’s magic is used again in the future, the 
  silt eventually returns. 
   
  In his preparations for the Day of Light, 
  Dregoth revived many old memories 
  regarding his ruined city of Giustenal—
  memories the Dragon-King thought purged 
  centuries ago. After removing much of the 
  silt from within the city’s walls, Dregoth 
  noticed that a fair portion of his city was still 
  intact—though weathered through the 
  years. Should Dregoth ever succeed in 
  attaining ultimate power and launch his 
  own Cleansing War against the races of 
  Athas, he would need an above-ground city 
  to do it from. Coupled with the recent 
  increase in the dray population and over-
  crowding in New Giustenal, Dregoth has 
  had notions of late of rebuilding his once 
  great city. This, however, would be done at 
  another time. 
   
  PCs that may have been to Giustenal in the 
  past barely recognize the city upon their 
  return. With the removal of much of the silt 
  things such as city streets, small structures, 
  
   
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  14 
  and other features—though crumbled 
  through time—have appeared where before 
  they were hidden beneath mounds of silt. 
  Additionally, where once there were 
  monsters and other hidden horrors now 
  lurk dray patrols on the lookout for groups 
  such as the PCs who wish to thwart their 
  master’s plans. 
   
  Once in the city, the PCs are likely to begin 
  making their way towards one of the two 
  entrances to the ruins below. The two 
  entrances down can be found in the Blasted 
  Spire and Dregoth’s Tower, which may be 
  known to the PCs on a previous journey to 
  New Giustenal. Each of these entrances is 
  guarded by the most powerful of Dregoth’s 
  dray templars, warriors, and defilers. If the 
  PCs have never been to New Giustenal in 
  the past, they’ll likely be confronted by Mon 
  Adderath long before discovering either of 
  these locations. In the case of the High 
  Templar he has instructed that any 
  prisoners be taken alive—if possible—for 
  questioning regarding their presence in the 
  city. 
   
     
   
   
   
  Reaching Giustenal from the north 
  PCs approaching from the north must scale 
  the city walls or enter through a rift.  
   
  Reaching Giustenal from the west 
  PCs approaching from the west must scale 
  the city walls or enter through a rift.  
   
  Reaching Giustenal from the east 
  PCs approaching from the east have the 
  option of entering through the eastern city 
  gates, or they can scale or enter through a 
  rift in the city walls.   
   
  Reaching Giustenal from the south 
  PCs approaching from the south have the 
  option of entering through the southern city 
  gates, or they can scale or enter through a 
  rift in the city walls.   
   
  Location and encounter list for Giustenal: 
  8. CITY WALLS 
  9. CITY GATES 
  10. TEMPLE 
  11. DISTRICT RUINS 
  12. ARENA 
  13. DREGOTH’S PALACE 
  14. BLACK TOWER 
  15. BLASTED SPIRE 
  16. MON ADDERATH  
   
  8. CITY WALLS 
   
  Some PCs may decide that the walls 
  surrounding Giustenal offer a better 
  entrance to the city than one of the two 
  smoke-shrouded gates. While this may be 
  true, the 40–foot walls offer hazards of their 
  own. Following Dregoth’s attack on 
  Giustenal during the Cleansing Wars, the 
  Dread Lord instructed his masons to 
  replaced sections of the wall damaged 
  during his attack. A well-trained eye can 
  spot these large sections of wall, which are 
  inferior and have begun to crumble over the 
  years. Those unlucky enough to choose one 
  of these wall sections to ascend are sure to 
  plummet to the desert floor. 
   
  What if...  
   
  High-level PCs are resourceful. If the PCs 
  somehow find a means to get to New 
  Giustenal undetected, there are 
  approximately 1 000 dray who have 
  returned to the subterranean city along with 
  1 000 undead stationed to protect the city 
  since the Army of Light first left for Raam. If 
  the PCs make it all the way to the Dread 
  Palace, they will find the obsidian fortress is 
  guarded with an epic spell that prevents 
  living creatures from entering it. 
  Circumventing this obstacle is theoretical, 
  but were it to occur, the PCs would have to 
  face not only Dregoth – but also a dozen of 
  his undead giant bodyguards and a host of 
  contingencies placed by the undead dragon 
  king in case the champions of Rajaat once 
  again unite against him.   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  15 
  Actually, the first 30 feet of the wall are easy 
  to climb, requiring a Climb check  (DC 10); 
  it’s the last 10 feet that contain the most 
  patchwork masonry. At this point the 
  characters must make a Climb check (DC 20) 
  to make it over the remainder of the wall. If 
  the check fails by 5 or more, the PC falls 
  taking 4d6 points of damage. There is also a 
  50% chance that a significant portion of the 
  wall has followed the climber down, causing 
  an additional 5d6 points of damage if the PC 
  fails a Reflex save DC 18.  
   
  Because of the unstable masonry, no dray 
  patrol the walls. 
   
    
  9. CITY GATES 
   
  Giant roaring dragons cast in the visage of 
  Dregoth 2,000 years ago stand to either side 
  of Giustenal’s 30–foot gates. Two gates still 
  bar the way into the ancient city, one on the 
  south wall and one on the east. The doors 
  that used to bar these gates have crumbled 
  into rubble following the passing of the 
  Army of Light through them, as have 
  portions of the dragon statues. The southern 
  gate opens into the Temple Area, while the 
  eastern gate leads into the heart of the city.  
   
  Each gate is guarded by a patrol of dray elite 
  kalin riders accompanied by a dray psion. 
  The dray cannot be seen from the outside 
  wall, as they’re positioned just inside the 
  walls beyond the arches dedicated to 
  Dregoth. Because of the blowing silt outside 
  and not inside, the dray get a chance to spot 
  someone entering the gates before the 
  intruders would see the secluded dray. 
  Unless the PCs use Hide, the Spot check DC 
  to notice them is 15 at 60 feet distance from 
  the gates and 10 at 30 feet. Once the PCs 
  enter the gate, it is DC 5 – but the dray lose 
  the opportunity for an ambush.   
   
  If someone is detected trying to enter 
  Giustenal, the psion notifies Mon Adderath 
  of the intrusion telepathically, while the 
  kalin riders cast shield of faith, then the dray 
  prepare an ambush at the arches. The psion 
  will use ultrablast, then the kalin riders 
  charge. Note that the kalin riders have hold 
  person spells stored in their melee weapons. 
  The dray have orders to take the PCs alive 
  and bring them before Mon Adderath.   
    
  If the message reaches Mon Adderath, 
  additional dray forces appear 1 minute after 
  the PCs were spotted. 2d10 dray of the DM’s 
  choosing arrive every 5 rounds until they 
  PCs are either overwhelmed or retreat. Any 
  captured PCs will be brought to the Arena 
  where they will meet Mon Adderath.  
   
  Elite Dray Kalin Rider (4): hp 87 each 
  Dray Psion:  hp 73 
   
   
  10. TEMPLE 
   
  At one time this was a temple to Taraskir 
  the Lion, giant ruler of Giustenal before 
  being killed by Dregoth during the 
  Cleansing Wars. When the Ravager of 
  Giants took control of the city, much of the 
  temple was renovated in the image of the 
  Dread Lord. Knowing that many of 
  Dregoth’s faithful would be spending time 
  above ground during the Coruscation, High 
  Priest Absalom had the structure stabilized 
  so the faithful of Dregoth could come and 
  pray for his success and conquest over his 
  enemies. Though holes remain in the walls 
  and ceiling, the floor to the temple will not 
  collapse into the building’s basement. The 
  murals inside, depicting Dregoth’s victory 
  over Taraskir the Lion, have been restored 
  (as best they can due to their age) and now 
  act as an altar for the prayers of the dray.  
   
  Dregoth’s High Priest, the morg Absalom, 
  presides here for the duration of the dray’s 
  visit to the surface world. He constantly 
  preaches to the dray, keeping their faith 
  during this time of change and preparing 
  them for their master’s ascension to 
  godhood. Unlike Mon Adderath, Absalom 
  fully believes in his master’s success. Should 
  the PCs confront Absalom, the morg rallies 
  those dray dedicated to him to fight the 
  invaders to the death.  
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  16 
   
  If the PCs have met Absalom before in the 
  Dregoth’s Revenge adventure and aided the 
  first generation dray of Kragmorta, he will 
  show the PCs mercy of sorts– instead of 
  death, he offers human and half-elf PCs to 
  be transformed into dray and PCs of other 
  races to become undead servants of the king 
  of Giustenal. If they refuse, Absalom orders 
  their deaths.  
   
  There are at least 20 dray here at all times. 
  The DM is free to add more. Also, since 
  Absalom will cry alarm once battle ensues, 
  2d10 dray arrive every 5 rounds thereafter.  
   
  Dray Footsoldier (16): hp 64 each 
  Dray Commander (4): hp75 each 
  Dray Defiler (2): hp 42 
  Absalom: hp 144 
   
   
  11. DISTRICT RUINS 
   
  There are several districts in the city of 
  Giustenal: Merchant District, the Warrens of 
  the Poor, Freeman District, Noble’s District, 
  Trader’s District, and the Templar 
  Buildings. Each of these districts consists of 
  deteriorating buildings, though these appear 
  much different now that some of the silt has 
  been removed by Dregoth.  
   
  Treasure 
  The removal of the silt has uncovered many 
  ancient items in each districts should a PC 
  take the time to search them out. A 
  general Search check (DC 20) taking 5 
  minutes can turn up treasure. Failure 
  means a PC finds nothing of interest for 
  certain. For every 5 additional minutes 
  spent searching the PC gains a +2 
  bonus to their Search check.  
   
  However, remember that the PCs 
  are supposed to be under a dead 
  line in their attempts to reach 
  Dregoth, and taking time out to 
  search through ruins shouldn’t 
  be done more than a few times. 
  Also, for each 10 minutes spent 
  in the districts, there is a chance of 
  encountering a dray patrol (see below).  
   
  Giustenal Random Treasure 
  Roll 1d100 
  Result 
  1-29 
  Nothing 
  30-39 
  Misc. jewelry worth 10 Cp 
  40-49 
  Metal dagger 
  50-59 
  Metal longsword or short sword 
  60-74 
  Misc. jewelry worth 5d10 Cp 
  75-84 
  Misc. jewelry worth 5d8 Sp 
  85-94 
  Misc. random metal weapon 
  95-98 
  One random psionic item (max. 
  value 4.000 Cp) 
  99-100 
  One random magical item (max. 
  value 4.000 Cp) 
   
  Dray patrols 
  While spending time in any of these districts 
  there is a 4 in 10 chance per 10 minutes of 
  meeting a dray patrol moving through the 
  city. These patrols are looking for not only 
  intruders but also wandering monsters that 
  may have decided to prematurely return 
  home.  
   
  Each patrol consists of 2 kalin riders, 6 
  footmen, 1 commander, 1 defiler, 1 templar 
  and 1 psion. There is a 25% chance the 
  patrol consists of one or 
  more elite dray.  
   
  Illus. by Steve Bell 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  17 
  Dray Kalin Rider (2): hp 72 each 
  Dray Footsoldier (6): hp 64 each 
  Dray Commander: hp 75 
  Dray Defiler: hp 42 
  Dray Templar:  hp 88 
  Dray Psion:  hp 73 
   
  If the PCs are detected, the psion tries to 
  inform Mon Adderath of the intruders. If 
  the psion is killed or otherwise unable to 
  manifest powers, one of the kalin riders falls 
  back and tries to reach the Arena to get 
  reinforcements and have a message sent to 
  Mon Adderath at the Black Tower. 
   
  The templar and defiler start by wearing the 
  PCs down with heavy damage spells such as 
  elemental strike and cone of cold. Then the 
  templar casts prayer and targets PC 
  spellcasters with silence. The defiler will use 
  haste and slow. Kalin riders combine the 
  Power Attack and Spirited Charge feats 
  with inflict light wounds stored in their 
  weapons, then use Power Attack. The 
  footsoldiers will use Power Attack against 
  PCs in light or no armor, but not against 
  those in medium or heavy armor. The 
  commander’s tactics vary depending on PC 
  actions, but can include healing allies or 
  neutralizing PC spellcasters.   
   
   
  12. ARENA 
   
  This one-time gladiatorial arena is now 
  home to the Army of Light. The slave pens 
  beneath the southern seating section have 
  been cleared of dozens of ancient corpses 
  (slaves left here after the sorcerer-kings 
  attacked), silt, and other filth. Now the pens 
  serve as temporary housing for the dray 
  troops. Some of the larger rooms have 
  become headquarters for high level 
  templars, including Mon Adderath, and if 
  still alive after the assault on Raam – 
  supreme commander Zar’kat Daar.  
   
  Mon Adderath can sometimes be found here 
  giving orders to subordinates and planning 
  with Zar’kat Daar, but spends most of his 
  time in the Black Tower. Should the PCs be 
  captured by dray patrols they’ll be brought 
  to the Arena and Mon Adderath is 
  summoned here.  
    
  Over half of the Army of Light can be found 
  here. The rest have returned to New 
  Giustenal to resume their various duties that 
  keep the underground city functional. What 
  remains are the most powerful of Dregoth’s 
  forces—high level templars and elite 
  commanders, kalin riders, defilers, footmen, 
  and psions (despite protections, many 
  psions still fear the Caller in Darkness and 
  refrain from using their powers). Including 
  the dray on guard at the gates and on patrol 
  through the ruins, there are roughly 1,000 
  dray in Giustenal. 
   
  Should the PCs be foolish enough to initiate 
  combat in or near the Arena, the DM is 
  encouraged to use all dray troops at his 
  disposal in the Appendix. 
   
   
  13. DREGOTH’S PALACE 
   
  The removal of silt from the Dread Lord’s 
  former palace was not kind to the ancient 
  ruins. Because of poor construction 
  following the vanquishing of giants from 
  Giustenal, Dregoth’s Palace did not wear 
  well through the centuries. In many cases 
  the encroaching silt actually helped keep 
  much of the palace together, and with it 
  “vacuumed“ from the city by Dregoth’s 
  magic many of the buildings have collapsed. 
  Much of the palace is now extremely 
  unstable, and anyone on their way to the 
  Black Tower located at the center of 
  Dregoth’s Palace has to pass through the 
  ruins. Be sure to tell the PCs, especially if 
  they’ve been to Giustenal before, that the 
  remaining structures look extremely 
  unstable. 
   
  All creatures weighing more than 20 pounds 
  passing through the ruins must make a 
  Dexterity check (DC 12), else they’ll 
  accidentally cause the collapse of some wall 
  or other construction. Small creatures gain a 
  +2 modifier to the check, while large 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  18 
  creatures suffer a -2 penalty. Victims failing 
  the check take 6d6 points of damage, and all 
  of their items must make a Fortitude Save 
  DC 15 or take equal damage.  
   
  There is a safe passage through the rubble 
  and crumbling walls, which was created by 
  the dray to reach the Black Tower. PCs who 
  succeed at a Search check (DC 15) or 
  Survival check (DC 15) if they have the 
  Track feat can find this passage after 
  actively searching the northern edge of the 
  outside of the palace.  
   
  In addition, like the district ruins there is a 
  chance to find ancient artifacts in the 
  uncovered palace. Searching through the 
  ruins increases the chance of becoming a 
  victim of crumbling walls. Another 
  Dexterity check must be made for each five 
  rounds spent searching for relics, making 
  this a dangerous task. However, if any items 
  are found they are considered to be of 
  superior worth. Metal weapons would be 
  masterwork, and items of jewelry are 
  increased in value by a factor of 10. Magical 
  and psionic items can be worth as much as 
  8,000 Cp.  
   
  Even if the PCs are skilled enough to make 
  it this far, they’re still likely to be spotted 
  entering the palace ruins. This close to the 
  passage down in the Black Tower there are 
  several hidden Dray Agents among the 
  ruins. News of the PCs’ approach is 
  immediately sent to Mon Adderath at the 
  Arena via psionics to alert him of their 
  intentions in reaching the Black Tower. It is 
  also possible for resourceful PCs to discover 
  the hidden dray amongst the ruins. In this 
  case the agent’s primary concern is to 
  contact Mon Adderath, then defend himself 
  against the attacking PCs. There are 10 
  agents scattered across this district. 
   
   
  14. BLACK TOWER 
   
  Located at the center of Dregoth’s Palace, 
  this structure is the only portion of palace 
  not on the verge of collapse. This tower 
  contains the primary path to the lower 
  environs of New Giustenal, used by the 
  Army of Light to reach the surface. In the 
  year prior to the invasion dray masons 
  stabilized and increased the passage to New 
  Giustenal to insure its safety for Dregoth's 
  troops. With the entrance to their city more 
  accessible, a contingent of 8 elite dray 
  footsoldiers and 2 elite dray commanders 
  stand in constant watch over the passage. If 
  the PCs actually make it this far, they are 
  confronted by Mon Adderath here (see 
  Encounter 16. MON ADDERATH). If 
  combat erupts all dray agents in the area 
  come to the High Templar’s aid, and 2d10 
  dray (DM’s choice) arrive every five rounds. 
   
  The PCs should have no need of entering 
  New Giustenal after their conversation with 
  Mon Adderath. If the DM is going to allow 
  the PCs to kill Mon Adderath and the dray 
  guards and enter New Giustenal, then refer 
  to information presented in City by the Silt 
  Sea.  
   
  15. BLASTED SPIRE 
   
  If the PCs have played the adventure 
  Dregoth’s Revenge found in the City by the Silt 
  Sea box set, they may have already 
  discovered this entrance to the Sunken City 
  and New Giustenal beyond. This structure 
  was once one of the most ornate and 
  decorated building in all of ancient 
  Giustenal, reaching heights that exceeded 
  even the spire of the Dread Lord’s former 
  palace. The superior construction of this 
  building has also helped it weather the 
  centuries, especially since its base rests in 
  the Silt Sea. 
   
  There are two things that make using this 
  entrance difficult. The first is that despite 
  any previous efforts by the PCs, the bottom 
  floor containing the passage down is 
  completely mired in silt to a depth of 50 
  feet—which is 20 feet more than two years 
  ago. This is primarily due to recent storms, 
  and the fact that much of the silt swept out 
  of Giustenal by Dregoth’s magic was done 
  so in the direction of the Blasted Spire. The 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  19 
  second obstacle for the PCs is that Dregoth 
  himself has renewed the wards once placed 
  here by Abalach-Re to seal this portal (and 
  restored the stone door if it was previously 
  destroyed). To get past the door the PCs 
  must defeat a permanent prismatic wall and 
  then an arcane lock placed on the door. Both 
  spells were cast by Dregoth with an effective 
  caster level of 29.  
   
  It may be possible for the PCs to use the Star 
  of Badna to negate the spells placed here by 
  Dregoth. Mon Adderath is magically 
  informed if the spells or the door are 
  attempted breached, and appears in one 
  minute along with the dray guard 
  contingent mentioned under Black Tower 
  (see above). 
   
  16. MON ADDERATH 
   
  At some point during their attempt to reach 
  New Giustenal and confront Dregoth the 
  PCs encounter Mon Adderath. Where and 
  when this occurs is a combination of 
  location, circumstance, and timing on the 
  part of the DM. 
   
  As stated in the introduction, the High 
  Templar does not think Dregoth’s attempt at 
  godhood will succeed. However, Dregoth 
  ignored Mon Adderath’s warnings and the 
  godhood spell was begun. In the time since 
  the spell began Mon Adderath reflected on 
  many things, and the High Templar decided 
  that if an opportunity 
  presented itself he would try to 
  prevent the casting of the 
  godhood spell.  
   
  What this means for the PCs is 
  that Mon Adderath is going to 
  help them—to a point. Mon 
  Adderath does not wish the 
  death of his friend, or the 
  destruction of the dray or their 
  homes. All he wishes is for 
  Dregoth to cease his casting of 
  the godhood spell and put his 
  energies towards the future of 
  New Giustenal instead of what 
  Mon Adderath believes to be 
  the possible end of the world.  
   
  The High Templar believes he 
  can accomplish this by using 
  the PCs. There is, of course, a 
  certain amount of risk 
  involved, but that’s a chance 
  Mon Adderath is willing to 
  take. With the artifacts they 
  possess the PCs have the best 
  chance of accomplishing what 
  Mon Adderath wishes, the 
  only other alternative being the 
  remaining sorcerer-kings—
  who would surely kill his 
  master. 
   
  Illus. by Steve Bell 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  20 
  Read or paraphrase the following when the 
  PCs encounter Mon Adderath:  
   
  “I am Mon Adderath,” states the figure before 
  you, “High Templar of Dregoth and regent of 
  New Giustenal at this time. Before any further 
  actions are taken I wish a discourse to learn why 
  you are here and what you seek. Do you agree? 
  Or do we have to put you to death?” 
   
  Any aggressive actions here on the part of 
  the PCs ends all their hopes of a pact with 
  Mon Adderath. If the PCs are captives of the 
  dray at the Arena, they are summarily 
  executed. If they’re parlaying with Mon 
  Adderath at either the Black Tower or the 
  Blasted Spire, the dray under his command 
  immediately attack—with additional troops 
  arriving every turn. If aggressive actions 
  were taken by individual, foolish PCs, the 
  DM may opt to kill them as an example to 
  the others.  
   
  If the PCs agree to a parlay, Mon Adderath 
  isolates them from other dray to insure they 
  are not overheard, though this will never be 
  more than a few yards away from any dray 
  reinforcements. Once they are apart Mon 
  Adderath says: 
   
  “I know why you’ve come, mercenaries,” 
  whispers Mon Adderath, “but you are too late—
  Dregoth is departing New Giustenal to complete 
  his spell elsewhere. I wish to bargain with you 
  mortals, and if you refuse it may likely mean 
  your death. Betray me and it will also mean your 
  death. The choice is up to you. As you know, 
  since you plot with the Assassins to slay my 
  master, the Dread Lord is in the final stages of 
  casting a spell he believes shall transform him 
  into a supreme being. Though I would want 
  nothing more than my lord to succeed, all 
  research I’ve done has indicated that he shall fail. 
  The outcome, however, could be catastrophic for 
  Athas. Thus, I wish to help you. 
   
   “Take care mortals,” warns the High Templar, 
  his mood suddenly turning unfriendly, “should 
  you somehow kill my lord and master, the entire 
  dray nation will stop at nothing to see that you 
  and everything you hold dear is destroyed. It is 
  unlikely you would be able to kill Lord Dregoth 
  in the first place—but you do not have to, you 
  only need to prevent him from completing his 
  spell. After that I would recommend running for 
  your lives. I am the only other person on Athas 
  that knows some of the workings of the spell, and 
  you can tell the traitorous Champions the spell 
  can never again be attempted. Prevent the spell 
  from being cast now, and it shall never be cast 
  again. 
   
  “While you ponder your decision,” he concludes, 
  “you should know that only I know where 
  Dregoth has gone. None of his other templars, 
  especially the morg Absalom, knows where our 
  master has gone to complete his spell. Even if 
  you would discover his location, I would do all I 
  can to see you didn’t make it there alive unless 
  you agree to my concession. Choose your answer 
  carefully . . .  I give you a moment to confer.” 
   
  Should the PCs need further proof from 
  Mon Adderath, he does explain his 
  reasoning to them (see the Mon Adderath 
  entry in the Appendix). Despite his alliances 
  and evil alignment, Mon Adderath is sincere 
  in both his offer—and threats. He will not be 
  intimidated by the PCs, and his terms are 
  not open to negotiation. If the PCs do not 
  agree to Mon Adderath’s terms the PCs are 
  attacked by wave after wave of dray patrols 
  as they try to leave ancient Giustenal, and 
  dray assassins stalk them for the rest of their 
  lives should they escape. 
   
  If the PCs agree to Mon Adderath’s terms 
  continue with the following: 
   
  “You have chosen wisely mortals,” states Mon 
  Adderath, “and I shall hold you to this 
  bargain—take care not to break it. Dregoth has 
  gone to the Pristine Tower to complete his spell. 
  Only the inherent powers placed there by the 
  Blue Age nature masters and the First Sorcerer 
  can amplify my master’s energies enough to 
  achieve his goals. To avoid Absalom and not 
  appear traitorous to the dray, I shall pretend to 
  destroy you with a spell—but instead I shall 
  transport you beyond the tar pits surrounding 
  Giustenal. Travel south. Remember, if you do 
  not live up to your end of this agreement, we 
  shall meet again.” Mon Adderath then steps back 
  and menacingly points a finger at you. A 
  brilliant flash of light fills your vision, and you 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  21 
  suddenly find yourself standing in the hills 
  south of Giustenal. You then turn your gaze 
  south in the direction of the Pristine Tower . . . 
  and your dreaded confrontation with the Undead 
  Dragon-King. 
   
  It is possible that the PCs could discover 
  Dregoth’s location on their own, preventing 
  them from making any type of deal with 
  Mon Adderath. It’s important to remember 
  that Dregoth doesn’t depart for the Pristine 
  Tower until the PCs are already in ancient 
  Giustenal. On the other hand, players 
  knowledgeable with the DARK SUN 
  campaign may guess the Dread Lord’s 
  location without the aid of Mon Adderath. 
  In this case, however, they’ll still have to 
  escape Giustenal and the Army of Light 
  before making their way to the Pristine 
  Tower.  
   
  If the PCs decline to deal with Mon 
  Adderath and somehow escape Giustenal, 
  dray forces immediately set out to track 
  down the party. This death squad consists of 
  10 elite dray kalin riders, 2 elite dray 
  defilers, 2 elite dray psions and 1 dray agent. 
  The DM may opt to give the dray magical 
  and psionic items to help track the PCs. 
   
  Should the PCs survive the conclusion of the 
  adventure, the DM should follow through 
  on Mon Adderath’s threat and send 
  frequent assassins (not limited to dray, as 
  others can be hired to attack the PCs) after 
  the characters for the rest of their days. 
   
  Following learning of Dregoth’s location, 
  the Pristine Tower is one day’s travel 
  overland from Giustenal. Timing from here 
  on becomes important, as Dregoth has 
  entered the final stages of his spell. Once 
  they’ve learned the location of the Dread 
  King, proceed with encounter 17.   
   
   
   
   
  17. APPROACHING THE 
  PRISTINE TOWER 
   
  The Pristine Tower is south/southwest of 
  Giustenal, roughly a day’s forced march. 
  The history of the tower can be found in 
  APPENDIX V: The Pristine Tower.  
   
  Reaching the Pristine Tower is not without 
  its perils. There are several obstacles the PCs 
  must overcome when approaching the 
  Pristine Tower: mutations, the bogo forest, 
  the blossom field (and the creatures living 
  there), and the gatehouse sheltering the 
  shadow giants.  
   
  “I never understood why Rajaat created the 
  Champions. He possessed ultimate mastery 
  of both the Way and Sorcery, and could 
  have cleansed Athas of every race save the 
  halflings in the course of a day. Yet he did 
  not. For three millennia I have tried to 
  answer this question, and each time I believe 
  I have the answer two more questions arise. 
  I have often thought that the key was the 
  Pristine Tower, though I’ve been reluctant to 
  return there. The first time I stood before the 
  marble-white spire, my life was changed 
  beyond my control, and there began an age 
  on Athas I sometimes regret. To my 
  knowledge none of us have ever journeyed 
  there, even to reminisce of a time when we 
  thought we ruled the world. Should the 
  choice be mine, I shall never see it again.” 
     —Manu of Deche 
   
  The mutating influence of the tower extends 
  to a circular radius of three miles, with the 
  white spire at the center. It’s important to 
  note that the bogo forest, the first visible 
  obstacle, reaches slightly less than two miles 
  from the tower. That means the one mile of 
  scrublands before the forest can be affected 
  by Pristine Tower mutations. It’s in this area 
  that many “new beasts” are created, as well 
  as those attempting to harvest wood from 
  the forest. Each of these obstacles presents 
  major problems for the PCs even before they 
  confront the Undead Dragon-King. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  22 
  Like the PC’s approach to Giustenal, 
  magical and psionic means of 
  transportation, such as teleport, are not 
  feasible here. Even if the PCs have traveled 
  here in the past, the powerful energies of the 
  Pristine Tower interfere and cause any 
  creatures to end up outside the Bogo Forest. 
  Note that attempts at magical and psionic 
  travel is only prevented one-way. The PCs 
  can always transport themselves out of the 
  area, but not into the area. If the PCs try to 
  transport themselves within the area, such 
  attempts automatically fail, but the PCs 
  remain in their locations.  
   
  It is possible for the PCs to avoid many of 
  the dangers surrounding the tower through 
  flying. One of the dangers to flying 
  characters - as well as those on the ground - 
  is floaters. These floaters are different than 
  their cousins living near the Silt Sea, as this 
  type is carnivorous in nature. After 
  poisoning their victims, the floaters quickly 
  drain them of blood. Mutations occur to the 
  victim after the floater detaches itself. There 
  are hundreds of these floaters living near the 
  Pristine Tower, and they’ll spot flying 
  characters much easier than those on the 
  ground. 
   
  Carnivorous floater: hp 26 
   
   
  18. CALL OF CHAMPIONS 
   
  If either 20 days pass from the time the PCs 
  meet Arru, or Dregoth has finished the 6th 
  stage of the godhood spell prematurely due to 
  the PCs approaching Giustenal, the PCs are 
  contacted psionically by the Sorcerer-
  Monarchs and instructed to go to the 
  Pristine Tower to confront Dregoth.  
   
  You sense a stinging surge in the back of your 
  mind, a sharp pain from the force of the mind 
  intruding on you. The powerful voice of the 
  Illus. by Brian Sanchez 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  23 
  Shadow King rings in your ears. “Time is short. 
  Dregoth moves to the Pristine Tower, where 
  you must confront him. Travel south from 
  Giustenal and cross the Bogo Forest to reach 
  the white spire.” 
   
  The stern voice of the Oba interrupts. “Be 
  careful when approaching the forest. Even a 
  small scratch can be fatal due to the mutating 
  properties of the Pristine Tower. We have no 
  tolerance for meaningless deaths after you have 
  come this far.” 
   
  “Lalali-Puy is correct, mortals.” The Shadow 
  King confirms. “Be careful, lest you be 
  mutated into forms we can only guess. The 
  birth of a New Race spawned by the Pristine 
  Tower is uncontrollable. Even Rajaat could 
  not control the process. Go now.”  
   
  If the PCs have the Scorcher, add the 
  following:  
   
  A third presence manifests itself. “The Lion of 
  Urik has some information for you concerning 
  his sword,” concludes the Shadow King before 
  his presence drifts off into the distance along 
  with the Oba’s. The powerful voice of 
  Hamanu of Urik echoes off the walls of your 
  mind. “You have perhaps tasted the power 
  offered by the Scorcher, mortals, but its true 
  power can only be utilized by one true to his 
  cause. Listen closely and you will learn how 
  to wield the Scorcher with all its might. 
  The blade never served Vorr as it 
  served me, or how it will serve you. 
  Focus – become one with your goal. 
  Visualize its completion – your 
  emotions, your strength – and the 
  ordeals you have conquered. Do this – 
  and the Scorcher will show you true 
  power. Do it now –visualize your goal 
  completed.  
   
  If the PC with the Scorcher states he 
  is focusing on visualizing the 
  completion of his goals and succeeds 
  at a Charisma check (DC 15), the 
  Scorcher is considered activated. This 
  check can be retried. See APPENDIX II: 
  Artifacts for details.  
      
   
  19. BOGO FOREST 
   
  The bogo forest consists of large, gnarled 
  trees that have dagger-like thorns 
  protruding from the trunk. The wood of the 
  bogo tree is a hardwood, and brave 
  members of local elf tribes and outlying 
  villages occasionally come to harvest them 
  for sale in nearby city-states. Though not 
  quite as hard as agafari wood, bogo wood 
  is hard enough to make weapons capable 
  of holding an enchantment. Weapons 
  constructed from bogo wood are treated 
  as masterwork.  
   
  Once cut a bogo tree grows back to its full 
  height in 1d10 days, unless it has been 
  uprooted. If uprooted and taken from the 
  influence of the Pristine Tower a bogo 
  tree dies within 24 hours. Bogo wood 
  fetches a price of 1 Cp per pound in 
  Nibenay, Gulg, and Tyr, while Urik has 
  outlawed the wood for unknown reasons. 
   
  Bogo fruit 
  Bogo trees also produce a small berry-like 
  fruit. This fruit is poisonous (Fort Save 
  DC 24; 3d6 Strength primary damage; 3d4 
  Strength secondary damage) to all but the 
  bogo snake, which is their sole source of 
  food. The fruit rots after 24 hours if 
  picked, emitting a vile stench. The poison 
  loses its potency when the fruit rots 
  (Fort Save DC 12, 1d6 Strength 
  primary damage, 1d4 Strength 
  secondary damage). If the poison is 
  conserved in a container, its 
  potency remains for 1d4+3 days.  
   
  Thorns 
  Damage caused by the dagger 
  thorns of the bogo tree, though only 
  amounting to one point, are just 
  enough to cause mutations for the 
  PCs. If the PCs move at their normal 
  movement rate through the bogo forest 
  they must make four Dexterity checks 
  (DC 10) or become scratched by one of 
  the thousands of dagger thorns. If the 
  players expressly state they’re moving at 
  1/2 their movement rate or less the checks 
  Illus. by Rev. Raven Daegmorgan 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  24 
  are reduced to a minimum of two. Apply 
  the subject’s natural armor bonus and size 
  modifier to AC to the check, i.e. a large 
  creature with no natural armor suffers a -1 
  penalty and a small creature benefits from a 
  +1 bonus. Anyone damaged by the thorns 
  must immediately roll on the Pristine Tower 
  Mutation Chart. Creatures with damage 
  reduction need not worry about the thorns.  
   
  Bogo snakes 
  Another danger of the forest is the bogo 
  snakes. These creatures lurk in the low 
  branches of the bogo trees, swinging down 
  on their prey as they pass beneath a branch. 
  The sheer number of bogo snakes ensures 
  that it is not a question of if they’re 
  encountered, but when and how many.  
   
  Roll 5d6 to determine the total number of 
  snakes encountered in the Bogo Forest. The 
  DM many opt to break the total amount of 
  snakes encountered down into smaller, 
  separate encounters. 
   
  PCs combating bogo snakes in the forest 
  environs run an additional risk of becoming 
  injured on the dagger thorns of nearby trees. 
  Characters can opt to either combat without 
  their Dexterity bonus to AC or make a 
  Dexterity check (DC 10) every round (same 
  penalties and bonuses apply as described 
  under Thorns). 
   
  When any creature passes within five feet of 
  a bogo snake, it thrashes about wildly in the 
  invader’s direction in an effort to scare them 
  off. Should one of its barbs hit they inflict 
  2d6 points of damage, and the victim should 
  immediately roll on the Pristine Tower 
  Mutation Chart. If a creature or character is 
  able to distance themselves at least 10 feet 
  from the thrashing snake, it ceases its attack 
  in one round and disappears into the tree’s 
  upper branches. 
   
  Bogo snake: hp 9 each 
   
  Bogo snake stats can be found in Terrors of 
  Athas.  
  Illus. by Brian Sanchez 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  25 
   
  20. BLOSSOM FIELDS 
   
  Once through the bogo forest, the white 
  spire of the Pristine Tower comes into view. 
  To get there, the PCs must transverse 100 
  yards of blossom fields—which is easier 
  said than done. Though the blossoms 
  themselves prove no hazard to the 
  characters, the creatures that live within 
  them do. The bushes on which the blossoms 
  grow rise to a height of one foot, with three-
  foot long yellow stems upon which white 
  blossoms blow in the wind. The blossoms 
  are of an ordinary variety, though flowers of 
  any kind are difficult to find on Athas. This 
  type of blossom may only be found in the 
  garden of a sorcerer-king given its exotic 
  nature. The real danger is what lives 
  beneath the blossoms—mole boars. 
   
  Mole Boars 
  The mole boar is a small rodent that appears 
  as a cross between a weasel and a boar. The 
  creature lives in small one foot diameter 
  holes concealed by the blossom fields, which 
  pose a threat to characters walking towards 
  the Pristine Tower. There are literally 
  thousands of the small creatures and their 
  burrows scattered across the fields.  
   
  Any movement through the blossom fields 
  attracts a random number of mole boars to 
  the PC’s location. The creatures sense the 
  vibrations the PCs make as they walk 
  through the fields, attacking them as they 
  make their way towards the Pristine Tower. 
  For each 25 yards of travel through the 
  fields roll the PCs attract the attention of 
  3d10 mole boars.  
   
  Mole boar: hp 9  
  Mole boar stats can be found in Terrors of 
  Athas.  
   
  Burrows 
  Medium-size or smaller PCs moving 
  through the fields must make 1d6 Reflex 
  saves (DC 12) or stumble into a randomly 
  located burrow. Anyone failing a Reflex 
  save has twisted an ankle and is reduced to 
  1/2 of their movement rate for 1d3 days or 
  until a cure moderate wounds spell is applied. 
  PCs with a twisted ankle do not get a 
  Dexterity bonus to their armor class.  
     
  If the PCs manage to get through the 
  blossom fields, they reach the base of the 
  Pristine Tower, where lies the gatehouse. 
  Proceed to Encounter 21. GATEHOUSE. 
   
   
  21. GATEHOUSE 
   
  At the base of the Pristine Tower lies a 
  gatehouse. This structure, now crumbling 
  and broken down, was not part of the Blue 
  Age halflings’ original creation. Instead, this 
  building was erected during Rajaat’s reign 
  over the Pristine Tower as a home for his 
  faithful halfling followers. These halflings 
  would later become shadow giants, the 
  mysterious creatures imprisoned half in the 
  Black and half in the real world. Though it 
  has fallen into disrepair since the end of the 
  Cleansing Wars, the structure still blocks the 
  only entrance into the Pristine Tower. 
   
  When the PCs are within 50 feet of the 
  gatehouse read the following 
   
  You’re nearly to the tower now, and the glaring 
  white needle seems to rise endlessly into the sky 
  the closer you get. Nearly to your goal, you 
  notice there is a second structure at the base of 
  the tower. The building is an ancient structure 
  to be sure, but is not made of the same unknown 
  substance as the tower. Instead this gatehouse is 
  constructed of granite blocks, and at one time 
  was likely a solidly built structure. The granite 
  blocks are lined with arrow slits, a notice to 
  anyone of the war-like nature of the Tower's last 
  tenant. 
   
  After untold centuries the building has begun to 
  show signs of decay. No roof remains intact, and 
  much of the stone surrounding its few windows 
  has broken off in large chunks that litter the 
  ground. The remnants of a rusted metal 
  portcullis, the only apparent entrance, lies in a 
  twisted pile on the ground. Peering through the 
  shadows inside, a small entrance can be seen 
  leading into the Pristine Tower. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  26 
   
  As the PCs approach the entrance of the 
  gatehouse, a bright flash occurs at the top of 
  the Pristine Tower. 
   
  22. KYST 
   
  Inside the gatehouse are shadow giants, 
  lying in wait for the PCs. The shadow giants 
  have bright blue eyes that glisten in the 
  shadows. 
   
  Shadow giants (15): hp 105 
   
  Kyst, sachem of the shadow giants, appears 
  to the PCs if they make no threatening 
  move. Read the following:  
   
  “Dregoth nears the end of the spell.” suddenly 
  says a giant-sized shadowy creature that 
  manifests before you. Wisps of black smoke issue 
  from its blue mouth as it speaks. “I am Kyst, 
  sachem of the shadow giants. Since you are not 
  dray I am assuming you are here to prevent the 
  completion of Dregoth’s spell. The Ravager of 
  Giants destroyed many of my people upon his 
  arrival, and he is too strong for us to contain. 
  Normally we would take action against your 
  intrusion. Instead we offer you a truce—we shall 
  guide you through the tower if you do what you 
  can to defeat the Traitor. Then you will leave 
  and never return. Refuse, and you may not reach 
  Dregoth in time. Do we have a deal?” As Kyst 
  awaits your answer, you spot four other shadow 
  creatures eyeing you from the corners of the 
  room.   
   
  If the PCs accept the offer of the shadow 
  giants, two of them (Kyst and one other) 
  guide them through the tower. The rest 
  disappear into the bogo forest. From this 
  point forward, the shadow giants inform the 
  PCs on how to reach the Steeple of Crystals, 
  the current location of Dregoth.  
   
  Illus. by Brian Sanchez 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  27 
  If the shadows giants are not with the PCs, 
  then it likely takes considerably longer to 
  reach the Dread King since they must figure 
  out how to enter the Steeple of Crystals 
  without the shadow giants’ help. The 
  consequence could be that Dregoth 
  completes another stage of his spell before 
  the PCs reach him.  
   
  See Map 2: Gatehouse map.  
   
   
  23. THE PRISTINE TOWER 
   
  There are few rooms and chambers in the 
  Pristine Tower. Whether this is by design or 
  as a result of restructuring by Rajaat is 
  unknown. The exact dimensions of the 
  Pristine Tower are undetermined. From a 
  distance of one or more miles the tower 
  appears only to be a few hundred feet in 
  height, but at the structure’s base it appears 
  to reach into the sky and beyond. In 
  addition, the tower seems to 
  literally disappear in the absence of 
  daylight, and brave souls searching 
  for it at night (a foolish thing to do 
  in the first place) cannot see the 
  tower until they’re within 20 feet of 
  its base. These strange distortions 
  only add to the mystery of the 
  tower and its origins. 
   
  The Pristine Tower appears to be 
  constructed of some sort of white 
  porous rock similar to limestone 
  that can also be found in the nearby 
  grotto of Cleft Rock. The rock can 
  be chipped away like normal stone, 
  though the next morning it “grows” 
  back and the chipped piece 
  crumbles into dust. 
   
  Much of the exterior of the Pristine 
  Tower consists of stairs going up. 
  These stairs are difficult to climb, as 
  the stairs are only a few inches high 
  and extremely thin. In addition, the 
  stairs are worn in some places, 
  making for more of a ramp than a 
  set of stairs. Consequently, PCs 
  who do not take extreme care when 
  ascending the stairs have a chance to 
  stumble and fall.  
   
  The set of stairs the PCs ascend are 
  extremely worn, and require a Climb check 
  or Dexterity check (DC 15). Failure by five 
  or more means the PC has fallen on the 
  steps and takes 1d6 points of damage and 
  must roll immediately on the Pristine Tower 
  Mutation Chart. An optional rule for the 
  DM here is that PCs standing behind 
  stumbling characters must make an 
  immediate Dexterity check or stumble 
  themselves. Because of limited space large-
  size beings such as half-giants suffer a –2 
  penalty to their checks.     
   
  If the PCs manage to survive the long climb, 
  they reach the top of the Pristine Tower, 
  where lies the limestone pool.  
   
  See Map 3: The Pristine Tower. 
   
  Illus. by Steve Bell 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  28 
   
  24. LIMESTONE POOL 
   
  As the PCs reach the top of the stairs, they 
  arrive at a pair of half-giant sized doors. 
  Standing between the doors, blocking the 
  PCs’ path, is Dregoth’s supreme 
  commander, Zar’kat Daar (if killed by the 
  PCs in Raam, Zar’kat has been resurrected). 
  The supreme commander’s orders are to 
  stop anyone coming up the stairs. Zar’kat 
  has become Black-touched and is immune 
  to the attacks of the shadow giants. Read the 
  following:  
   
  Reaching the top of the staircase, you see a pair 
  of opened doors, high enough for a half-giant to 
  stand to full height, with room to spare. Blocking 
  your path is a tall, regal dray in braxat plate 
  armor, wielding a lotulis. You recognize him as 
  Dregoth’s general from the invasion of Raam, 
  but he is somehow changed. His eyes are the 
  color of obsidian and wisps of shadow escape his 
  mouth as he exhales. “This time, there will be no 
  mercy”, hisses the dray. With a flick of his wrist 
  and a whisper, all sound around you suddenly 
  dies.  
   
  Zar’kat Daar, black touched: hp 151 
   
  Combat tactics: Zar’kat cast silence.  On the 
  first round, he engages the PCs in melee 
  combat. Unless the PCs were cautious when 
  approaching the top of the tower, Zar’kat 
  heard them coming and cast divine shield, 
  divine favor and divine power. Zar’kat uses his 
  gem of seeing to spot any invisible PCs. 
  Remember that wounds cause mutations.  
   
  Beyond the archway, an immense pool of 
  blue shimmering water fills the PCs’ view. 
  The floor surrounding the basin appears to 
  be of common limestone, though a rose-
  colored shade of the stone weaves leads to 
  the center of the pool. The pool is roughly 
  200 feet in diameter. 
   
  At the center of the pool, amidst grass-like 
  blades of some underwater plant, is a white 
  onyx tower rising more than a hundred feet 
  above the water. This tower appears to be 
  sculpted of white onyx except for its peak, 
  which is formed of crystal. The entire 
  representation glows with a blushing ruby 
  radiance similar to that of the crimson sun. 
  A path of limestone blocks leads across the 
  water to the onyx tower, though there is no 
  visible way to enter it. 
   
  What if... 
  PCs risk drowning unless they make a Swim 
  check (DC 10) should they enter the pool. 
  Attempts at fueling defiling magic with the 
  underwater plants while the shadow giants 
  are present will result in a warning, and if 
  the PCs continue, the shadow giants will 
  attack.   
   
  The water in this pool is foul and brackish, 
  and anyone drinking it immediately 
  becomes nauseated for 1d4 rounds and 
  coughs it up. Even spells such as purify 
  water do nothing to cleanse the water in this 
  pool. Closer inspection of the pool reveals 
  that the entire basin is covered in the 
  underwater plant life, its weaving, gnarled 
  roots resembling the knotted branches of 
  bogo trees.  
   
   
  25. STEEPLE OF CRYSTALS 
   
  The Steeple of Crystals, where Dregoth is 
  casting the final stages of the godhood spell, 
  is located inside the white onyx tower.  
   
  Entering the Steeple of Crystals 
  Darkness is required to proceed into the 
  Steeple of Crystals. A character must be 
  completely encompassed in darkness to 
  pass through the onyx and emerge inside 
  the chamber. There are a few ways to 
  accomplish this feat, the simplest of them 
  being the aid of the shadow giants. The 
  giants can envelop them in darkness and 
  allow them to pass through by covering 
  them with a portion of the Black. This 
  method is not without its drawbacks, as 
  each character takes 3d10 cold damage and 
  1 point of Strength damage in the process (a 
  successful DC 23 Fortitude save negates the 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  29 
  Strength damage). This is the only way the 
  shadow giants know of to get through the 
  onyx that they reveal to the PCs. 
   
  Another way to pierce the onyx barrier is by 
  the creative use of spells to remove all light 
  from a character’s form. A darkness spell 
  would get the PCs through. Even invisibility 
  does not work because light is still 
  interacting with the character’s body, even 
  if it’s only to pass through it. Teleport and 
  etherealness do not work for this purpose. 
  Only complete darkness allows the PCs to 
  pass through the barrier. The onyx can be 
  pierced at any point along the walls of the 
  tower, though it is probably easier to pass 
  through the point where the limestone path 
  reaches the tower.  
   
  Inside the Steeple of Crystals no character 
  casts a shadow with the tower’s 
  illumination. Shadows occur only with light 
  from sources supplied by the PCs. 
   
  If the PCs manage to get into the Steeple of 
  Crystals, read or paraphrase the following:  
   
  You’ve arrived at your destination—the Steeple 
  of Crystals of the Pristine Tower. You see the 
  entire chamber made of white onyx. The top of 
  the tower is a large crystal dome. Near the top of 
  the dome, an enormous steel ring, suspended in 
  the center of the tower, is attached to the walls by 
  three bars. Seven enormous gems —a ruby, an 
  amethyst, an emerald, a sapphire, an opal, a 
  diamond, and an aquamarine—are set in the 
  steel ring. Protruding from the ring are six bars 
  supporting another steel collar. The floor of the 
  room is a dome-shaped mirror. 
  Important... 
  None of the special powers of the artifacts 
  found in Chapter Three allow the PCs to 
  automatically pass through the wall to the 
  Steeple of Crystals. The powers of the 
  Pristine Tower are neither magical nor 
  psionic, and the protection powers of the 
  Star of Badna and the Pearl of the Sunrise Sea 
  have no effect against its unique abilities. 
  Illus. by Brian Sanchez 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  30 
   
  The most imposing aspect of the chamber, 
  however, is the figure of Dregoth the Undead 
  Dragon-King standing directly below the empty 
  ring at his imposing full height of over thirty 
  feet. Beams of light filtering through the seven 
  gems come together high above forming a 
  scintillating ray that passes through the empty 
  circlet, bathing the Dread Lord directly beneath. 
  The mystical chanting of the undead sorcerer-
  king can be heard from the chamber’s entrance, 
  its eerie words sending a shiver down your 
  spine. The only other things apparent in the 
  chamber are small obsidian orbs. 
   
  The floors, walls, and ceiling of this room 
  are covered in white onyx, and the room is 
  lit by some mysterious light—the source of 
  which cannot be determined. Strewn here 
  and there against the far wall rests several 
  obsidian orbs, and a closer inspection 
  reveals small wisps of blue moving across 
  its surface as if it were alive.  
   
  The empty steel circle is where the Dark 
  Lens was placed when Rajaat created his 
  champions over 2,000 years ago, though 
  now the artifact is buried in the lava of the 
  Ring of Fire. For those who know how to 
  utilize it, the light filtered through the gems 
  of the Steeple of Crystals allow epic spells to 
  be cast with a +50 bonus to Spellcraft 
  checks. While all remaining Champions of 
  Rajaat understand exactly how to 
  manipulate this energy, others would have 
  to study it for nearly a decade before fully 
  understanding how it works. None of the 
  seven gems in the steel ring can be removed 
  by any means, but should someone try the 
  shadow giants do all they can to prevent it. 
   
  There is no apparent exit out of this room. 
  Unlike the porous stones of the outside of 
  the tower, the onyx in this chamber is as 
  hard as diamonds and for the purpose of 
  the adventure is unbreakable. The small 
  orbs are eggs, crucibles the shadow giants 
  use to incubate their young. The giants 
  immediately attack any PCs leaving the 
  Steeple of Crystals if they’re carrying any of 
  the orbs. If removed from the Pristine 
  Tower, these obsidian eggs become brittle 
  and shatter within a matter of days. 
   
  The final stages of the Godhood spell 
  As the PCs approach the conclusion of the 
  adventure, time becomes precious. As the 
  characters begin to ascend the stairs of the 
  Pristine Tower Dregoth nears the 
  completion of the godhood spell’s seventh 
  stage. If the PCs take significant time in 
  reaching the Steeple of Crystals, the Dread 
  Lord would have time enough to complete 
  the seventh stage of the spell. If their ascent 
  is rapid and hurried, then they’ll arrive 
  before he completes that stage. 
   
  One drawback of allowing Dregoth to 
  complete the seventh stage is that all divine 
  spellcaster characters would have to make a 
  Will save (DC 27) or lose consciousness for 
  1d4x10 minutes. This could eliminate 
  affected PCs from the final battle, not to 
  mentions the possibility of being left behind 
  should the party have to flee from Dregoth 
  afterwards. 
   
  The final decision as to whether or not the 
  PCs make it to the Crystal Steeple before the 
  7th stage is completed is up to the DM. 
  Factors to consider here are whether or not 
  they PCs have enlisted the aid of the 
  shadow giants (who know all the tower’s 
  secrets), take time out to rest along the way, 
  or take too much time or cannot figure out 
  how to reach Dregoth (if not aided by the 
  shadow giants). In the end, the simplest 
  way to determine if the stage is cast or not is 
  to say yes if the PCs are not aided by the 
  shadow giants, and no if they are.  
   
  What if...?  
  Dregoth will immediately begin casting the 
  8th stage of the godhood spell if he has time 
  to complete the 7th stage before the PCs 
  arrive in the Steeple of Crystals. The 8th and 
  final stage takes 1 hour to complete. If for 
  some reason the PCs have not entered the 
  Steeple by the end of the 8th stage, the PCs 
  have failed to stop Dregoth. See Encounter 
  27. AFTERMATH. 
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  31 
  26. CONFRONTATION 
   
  In the final confrontation with the Undead 
  Dragon-King the PCs must use not only the 
  power of the artifacts at their disposal, but 
  all of their skills and wits if they wish to 
  survive.  
   
  When the PCs enter the Steeple of Crystals, 
  Dregoth is most likely busy casting either 
  the 7th or 8th stage of the godhood spell. The 
  PCs have one round to act while Dregoth 
  takes a one-round action to suppress the 
  casting. This gives him 10 rounds to act 
  against the PCs before he must resume the 
  casting of the godhood spell. Reverting to 
  casting mode is also a one-round action. 
  Dregoth can suppress the casting again, but 
  each time he suppresses the casting beyond 
  the first he suffers 5d6 backlash damage.  
   
   
   
   
  Consequences of DA Part 2: The Quest 
  Depending on how long it took the PCs to 
  gather the artifacts and reach New 
  Giustenal, the PCs may have forced Dregoth 
  to rapidly accelerate the casting of stages 
  three through six of the godhood spell. This 
  will have weakened Dregoth. For each 
  accelerated stage of casting, Dregoth suffers 
  a -3 penalty to saves, skill checks, attack and 
  damage rolls, as well as effective caster and 
  manifester level.   
   
  Dregoth’s combat tactics 
  The Dread King does whatever he can to 
  mercilessly bring about the death of the PCs. 
  Dregoth lets loose with his most powerful 
  spells and powers first, and his potent 
  breath weapon. He will also use his All-Out 
  Attack. Sample combat tactics are listed 
  below, with countermeasures to some 
  common PC tactics Use Map 4: DM's map 
  of Steeple interior.  
   
  Dregoth’s most powerful damage spells 
  include: empowered maximized quickened 
  fireball, maximized energy drain, maximized 
  meteor swarm, maximized polar ray, empowered 
  maximized circle of death, maximized delayed 
  blast fireball, and temporal stasis. Dregoth can 
  augment some of these spells even further, 
  with Casting Time Metamagic.  
   
  Dregoth’s psionics are not as powerful as 
  his magic, but should still be a match for the 
  PCs. His most potent attack powers include: 
  ultrablast and breath of the black dragon. 
  Dregoth uses Arcane Augmentation to 
  increase his effective manifester level for 
  purposes of augmenting his psionic powers.   
   
  If the PCs use silence, Dregoth has the 
  Automatic Silent Spell feat and can still use 
  his All-Out-Attack to almost full effect 
  under silence; he gets a full-attack and can 
  cast a 3rd-level spell and manifest a 4th-
  level psionic power. He can also cast a 
  quickened silenced dispel magic spell if he 
  wants to use higher level spells.  
   
  If the PCs use antimagic field, Dregoth will 
  use Arcane Augmentation to boost his 
  psionic powers or use epic spells.  
   
  If the PCs use antipsionic field, Dregoth 
  will use magic. If the PCs use both antimagic 
  field and antipsionic field, Dregoth engages 
  them in melee combat or uses epic spells.  
   
  In melee combat, Dregoth combines the raw 
  strength of his dragon form with the undead 
  powers of being a kaisharga, the most 
  potent being his ability to paralyze those 
  struck by his already impressive natural 
  weapons.  
   
  If Dregoth only has 1 round before he must 
  resume the casting of the godhood spell, he 
  will use timestop and attempt to finish off the 
  PCs with a last ditch effort.  
   
  Dregoth recognizes the use of any of the 
  three artifacts gathered by the PCs, and acts 
  accordingly afterwards (e.g. not using 
  psionic powers against the carrier of the 
  Pearl). 
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  32 
  Should the PCs be lucky enough to drop the 
  Dread Lord below 75 hit points, a preset 
  contingency spell teleports him back to his 
  palace in New Giustenal. 
   
  Dregoth: hp 532 
   
  Important note 
  For some reason Pristine Tower mutations 
  do not occur in the Steeple of Crystals, and 
  because he is undead mutations do not 
  occur for Dregoth in any case. 
     
  The Key to Victory 
  There are two ways to defeat Dregoth—
  disrupt his spell or reduce him to less than 
  75 hit points, upon which a contingency 
  spell returns him to his palace in New 
  Giustenal. In either case the godhood spell is 
  ruined. For extremely resourceful PCs there 
  is also a way of reversing the spell and 
  resetting the elemental and astral conduits 
  to their original positions.  
   
  The easiest way to defeat Dregoth is to 
  disrupt his spell—then get away before he 
  takes his anger out on those who thwarted 
  him. Simply attacking or otherwise 
  distracting the Dread King is not enough to 
  disrupt the godhood spell.  
   
  Disrupting the godhood spell 
  To disrupt the godhood spell without 
  defeating Dregoth in combat, the PCs would 
  have to somehow destroy or take one of the 
  material components and run with it, 
  separating it from its original location until 
  Dregoth has to resume his casting 
  (maximum 10 rounds).  
   
  A variant of this solution is to switch the 
  locations of the spell components, causing 
  the planar conduits to return to their 
  original locations one round after the switch 
  is completed. Once this switch is set in 
  motion it cannot be reversed, and the spell is 
  neutralized.  
   
  Illus. by Brian Sanchez 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  33 
  Dregoth has two particular weaknesses that 
  can be exploited. First of all, he will target 
  all of his attacks on anyone displaying 
  symbols of any of the sorcerer-kings. 
  Second, Dregoth’s delusions of godhood can 
  be exploited to prevent him from attacking 
  if the PCs attempt to engage the Undead 
  Dragon King in conversation – possibly 
  distracting him long enough to do 
  something with the material components of 
  the spell.  
   
  The problem with interfering with the 
  components of the godhood spell is that 
  they’re invisible to the naked eye. Only 
  Dregoth or PCs that are within five feet of 
  the components can actually see them, as 
  they hover between the astral and ethereal 
  plane. A true seeing spell will also reveal the 
  components. The gem of seeing Zar’kat Daar 
  had in his possession utilizes this spell.  
  Once detected, it is up to the PCs to figure 
  out that this is a possible way to defeat the 
  Dread King. Since the components are 
  hovering between the astral and ethereal 
  plane, there is a 50% chance that they won’t 
  be affected by attacks, spells and powers 
  unless they can affect the ethereal, such as a 
  ghost touch weapon.  
   
  Material components for the godhood spell 
  There are only two components to the 
  godhood spell, each placed at opposite ends 
  of Dregoth’s casting circle. The first is an urn 
  of god’s blood obtained from the Outer 
  Planes by Dregoth during his travels. Which 
  god and how he acquired the rare substance 
  is unknown (and is left to the DM if it 
  becomes relevant). Outside of the godhood 
  spell the blood has no relevant purpose 
  other than that created by the DM. One 
  possible use is that common spell 
  components immersed in the blood produce 
  maximum effects for both arcane and divine 
  spells as per the Maximize Spell feat. The 
  200-pound urn is made from stone 
  (hardness 8, hp 30) and has been sealed by 
  Dregoth with an arcane lock spell cast at 
  29th–level. A disintegrate spell destroys the 
  urn and its contents A shatter spell cast at 
  20th level also destroys the urn, spilling its 
  contents.   
   
  The second component is a living elemental 
  vortex captured by the Dread King 
  following the death of King Tectuktitlay. 
  The living vortex allows a sorcerer-king to 
  grant spells to his or her followers, and 
  Dregoth needs to sacrifice one of the rare 
  creatures to achieve divinity. At the 
  conclusion of the spell, whether completed 
  or not, the vortex is either destroyed or is set 
  free and cannot be captured or utilized by 
  the PCs. The vortex is contained within a 
  four foot square cube constructed of pure 
  obsidian that is hollow in the center 
  (hardness 8, hit points 180). A disintegrate 
  spell destroys the cage, releasing the vortex. 
  A shatter spell cast at 20th level also destroys 
  the urn, spilling its contents.   
  There is no way for the PCs to discern the 
  contents of the cube by visual reference. At 
  the conclusion of the spell, if successfully 
  completed, both components burst open and 
  their contents are consumed. If the spell is 
  not properly completed, the vortex escapes 
  on its own once the godhood spell is 
  permanently disrupted. 
   
  Surviving the encounter with Dregoth 
  Some or all of the PCs are likely to die 
  fighting Dregoth. If the PCs are successful in 
  their attempt to thwart his spell, but do not 
  drive off Dregoth, they must either make a 
  stand against the enraged sorcerer-king or 
  flee.  
   
  If the PCs were guided by the shadow 
  giants, they will appear at the end of the 
  round the spell is disrupted. The following 
  round they embrace the PCs to carry them 
  back outside to the Limestone Pool.  
   
  Keep in mind that attempts at magical or 
  psionic transportation fail if the PCs try to 
  transport themselves within the boundaries 
  of the Pristine Tower and the Bogo Forest, 
  but work normally if the targeted location is 
  beyond the Bogo Forest.  
    
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  34 
  Simply running from the Pristine Tower 
  does the PCs little good, since it’s a simple 
  matter for Dregoth to pursue them.  
   
  Make no mistake; if they survive the PCs 
  have made a mortal enemy in the Ravager 
  of Giants if they thwarted his efforts. For the 
  rest of their lives, the PCs should always be 
  looking over their shoulders, for one day the 
  Dread Lord will have his revenge. At a 
  minimum dray agents are still active and 
  they will be searching actively for the PCs.  
   
   
  27. AFTERMATH 
   
  Should Dregoth’s spell never reach 
  completion, each PC involved receives 8,000 
  experience points in addition to any 
  experience gained throughout the 
  adventure. If the PCs reversed the planar 
  conduits, award each PC an additional 2,000 
  experience points.   
   
  Dregoth Thwarted 
  There are several different possible endings 
  for this adventure, the most viable being 
  that Dregoth’s spell is impeded and the PCs 
  (or at least some of them) survive to collect 
  the reward of the sorcerer-kings. Another 
  ending could involve completion of the 
  godhood spell and its possible consequences 
  to Athas. The final decision on the outcome 
  of Dregoth Ascending and the effect it has on 
  the world is left to the DM. It is encouraged 
  that the loss of divine magic not become a 
  permanent aspect of Athas, but possibly 
  another adventure that requires brave PCs 
  to amend. 
   
   
  Rewards & Treachery 
  The most favorable ending for Dregoth 
  Ascending is that the PCs were successful in 
  their mission and escaped the wrath of the 
  Dread Lord (at least temporarily), returning 
  to Nibenay to collect their reward from the 
  sorcerer-kings. It’s quite possible the PCs 
  may decide they can kill the three 
  Champions with the artifacts they’ve 
  collected. Unfortunately, the sorcerer-king 
  have taken this into account and are more 
  than prepared for any treachery on the part 
  of the PCs. Protective spells, templar and 
  defiler hirelings, and other precautions are 
  set in motion as soon as the PCs enter 
  “The Dread Lord appeared suddenly in 
  New Giustenal, to my surprise and the 
  surprise of the few dray not gathered on the 
  surface. He stood in the rushing waters of 
  the Blackjaw River, towering far above 
  nearby buildings to the awe of his subjects 
  nearby, who, like myself had only heard 
  stories about our master’s true godly form. 
  It was then my sovereign screamed. A howl 
  of anger rocked the cavern of New 
  Giustenal so greatly that more than a few 
  buildings suffered measurable damage. As 
  his cry began to subside he took his 
  tremendous fist and smashed the 
  abandoned estate on Sharg Island into 
  thousands of pieces in one mighty blow.  
   
  While many of the faithful had fled to their 
  homes I stood before my lord with my head 
  bowed. Should he wish to take my life in his 
  anger, then so be it. There was silence for 
  several moments—moments I dare not raise 
  my head for fear I would lose my nerve at 
  what I thought was my impeding death. It 
  was then I heard my lord speak in a deep 
  somber tone I had never before heard, a 
  manner that lacked fulfillment and purpose. 
  “Go to the surface and tell Mon Adderath 
  and Absalom the Coruscation is over. All 
  dray are to return to New Giustenal. Go . . .” 
  My lord then began walking towards his 
  palace, though I did not watch him finish 
  his journey. There was much for me to do.” 
   
  —Venagi, Acolyte of Dregoth 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  35 
  Nibenay to collect their reward. Should this 
  occur, the DM would have access to 
  practically almost an unlimited amount of 
  NPCs of 5th to 15th level to defend the 
  sorcerer-kings and recover the artifacts. 
   
  It is also possible the PCs may decide not to 
  return to Nibenay and keep all the artifacts 
  as their reward. In this case, the same army 
  of NPCs would track down the items and 
  take them from the PC’s lifeless bodies. In 
  the end, crossing the sorcerer-kings should 
  come with a heavy price. Should it come to 
  blows, stats for the three sorcerer-kings are 
  included in the Appendix.  
   
  In the case of either destroying the cursed 
  Star of Badna or returning the Pearl of the 
  Sunrise Sea to the templars of Andropinis, 
  the sorcerer-kings take no overt actions 
  against the PCs. This leaves the question of 
  the Scorcher should the PCs still possess it. If 
  the PCs take it as a reward, that’s their only 
  compensation. Otherwise, it must be 
  returned to Hamanu. All other rewards for a 
  successful adventure are presented in 
  Dregoth Ascending Part II: The Quest. For the 
  most part, the three sorcerer-kings live up to 
  their end of the deal, though they refuse to 
  give up one ceramic bit more than earlier 
  promised. 
    
  Dregoth Triumphant 
  Proving that Athas is a cruel, harsh world 
  it’s quite possible Dregoth will emerge 
  triumphant in his casting of the godhood 
  spell, regardless of whether it actually 
  works or not. In this case the PCs either 
  never made it to the Steeple of Crystals or 
  were slain by Dregoth. Should the 
  completion of the godhood spell actually 
  occur, there are several possible outcomes 
  that can affect the future of Athas and the 
  DARK SUN campaign. 
   
  As stated from the beginning, the godhood 
  spell cannot achieve Dregoth’s goal in 
  accordance with the rules of the multiverse. 
  However, allowing Dregoth to complete the 
  spell simply to have it fail with no effect is 
  extremely anti-climatic. Should the spell 
  actually occur despite the PC’s best efforts, 
  there are several options for the DM to 
  consider as to what really happens. The 
  following examples for the most part 
  represent adventures that may occur for the 
  PCs following the completion of this 
  adventure. 
   
  Loss of Spells: The godhood spell falls short of 
  Dregoth’s expectations and the elemental 
  conduits remain in a state of flux, unable to 
  reattach to Athas’ Prime Material Plane. As 
  a result the loss of divine spells (at whatever 
  stage of the spell was completed last) 
  remains in effect even though the spell was 
  never completed. Once again supplied with 
  information and aid from the three sorcerer-
  kings the PCs would have to travel to the 
  Inner and Outer Planes in an effort to 
  restore the conduits to their original 
  positions. Only this would restore divine 
  magic to its former self. 
   
  Natural Disaster: The force of returning the 
  elemental conduits to their original 
  positions on the Ethereal and Astral Planes 
  causes certain repercussions on Athas. Such 
  occurrences may include another great 
  earthquake, severe Tyr storms that last more 
  than a few minutes and cause great amounts 
  of damage, or an immense sandstorm that 
  would be detrimental to both structures and 
  living creatures. 
   
  Planar Creatures: In the moments when the 
  conduits are transversed several creatures 
  from another plane find their way to Athas. 
  This gate would only be open temporarily, 
  and the invaders would have no way to 
  return to their home plane. Such creatures 
  could be elementals, baatezu, tanar’ri, or 
  other creatures. The number and type of 
  beings would be left to the DM. 
   
  Ascension: Though it would severely change 
  the nature of the DARK SUN campaign, a DM 
  may choose to have Dregoth become a god 
  at the successful conclusion of the godhood 
  spell. In this case only templars of the Dread 
  Lord would be able to cast priestly spells of 
  any kind across the face of Athas. Templars 
  of the remaining sorcerer-kings would lose 
  their spells, and druids and elemental 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  36 
  priests would be powerless as well. 
  However, now that a spiritual conduit was 
  anchored to Athas, other gods of the Outer 
  Planes may take notice of the scorched 
  world and seek out followers. This 
  consequence would then restore a good-
  neutral-evil balance to a world monopolized 
  by an evil deity. 
   
  Completed metamorphosis: Another twist is 
  that the godhood spell allows the Dread Lord 
  to do the one thing that eludes him in 
  undeath—achieve the 10th–stage of the 
  defiler metamorphosis. This would increase his 
  stats as described in Athas.org’s Dragon 
  Rules, making Dregoth an even more 
  powerful villain.  
  
   
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  37 
  APPENDIX I: NPCS 
   
  Generic NPCs 
     Advanced Pit Snatcher 
     Dray Agent 
     Dray Commander 
     Dray Defiler 
     Dray Footsoldier 
     Dray Kalin Rider 
     Dray Psion 
     Dray Templar 
     Dregoth’s Bodyguard 
     Elite Dray Commander 
     Elite Dray Defiler 
     Elite Dray Footsoldier 
     Elite Dray Kalin Rider 
   
  Specific NPCs 
     Absalom 
     Dregoth 
     Grogh-En 
     Mon Adderath 
     Zar’kat Daar, black-touched 
   
   
  GENERIC NPCS 
   
  Advanced Pit Snatcher: CR 6; Large 
  elemental (earth, psionic); HD 13d8+91; hp 
  149; Init +3; Spd 30 ft.; AC 17, touch 8, flat-
  footed 17; Base Atk +9; Grp +24*; Atk +15 
  melee (2d6+7, slam); Full Atk +15 melee 
  (2d6+7, 2 slams); SA improved grab, psi-like 
  abilities, taint, tar pit; SQ bound to pit, 
  darkvision 60 ft., elemental traits; AL CE; SV 
  Fort +15, Ref +5, Will +6; Str 25, Dex 8, Con 
  24, Int 5, Wis 10, Cha 12. 
   
  Skills and Feats: Hide +5, Spot +6; Ability 
  Focus (attraction), Improved Initiative, 
  Improved Natural Attack, Iron Will, 
  Lightning Reflexes. 
  Bound to Pit (Ex): A pit snatcher cannot 
  willingly leave its pit, though it can travel 
  through the ground to another tar pit within 
  20 feet. A pit snatcher that is forcibly 
  removed from its pit must ooze back to its 
  pit; if kept out of the tar pit for 1 hour, the 
  pit snatcher dies, dissolving into a puddle of 
  goo. 
  Psi-Like Abilities: At will—attraction (+10 
  interaction bonus, DC 20*), know direction 
  and location; 3/day—synesthete. Manifester 
  level 13th. The save DC is Charisma-based. 
  *Includes augmentation for the pit 
  snatcher’s manifester level. 
  Taint (Ex): If a pit snatcher critically hits a 
  creature, the wounds leave a black mark 
  that never fades. Nothing short of a limited 
  wish, miracle, or wish spell can remove a pit 
  snatcher’s taint. 
  Tar Pit (Ex): A creature submerged in tar 
  takes 3d6 points of fire damage each round 
  and starts to suffocate. To escape the pit, the 
  creature must first escape the grapple. It 
  must then escape the tar as though it were 
  quicksand (see Chapter 3 of the DMG). 
   
  Dray Agent: Male dray Tem 6/Psion 
  (telepath) 7; CR 14; Medium monstrous 
  humanoid; HD 6d8+18 plus 7d4+21; hp 87; 
  Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 15; Base Atk +7; Grp +8; Atk +9 
  melee (1d8+2/x3, +1 carrikal) or +9 ranged 
  (1d4+1/19-20, dagger); Full Atk +9/+4 
  melee (1d8+2/x3, +1 carrikal) or +9/+4 
  ranged (1d4+1/19-20, dagger); SA -; SQ 
  darkvision, discipline (telepathy), fire 
  resistance 10, less water, light sensitivity, 
  low-light vision, secular authority, rebuke 
  undead 6/day; AL LE; SV Fort +10, Ref +6, 
  Will +11; Str 13, Dex 14, Con 16, Int 17, Wis 
  13, Cha 16. 
   
  Skills and Feats: Bluff +19, Concentration 
  +18, Diplomacy +23, Disguise +5 (+7 to act 
  in character), Gather Information +19, 
  Knowledge (psionics) +12, Knowledge 
  (religion) +12, Sense Motive +17; Empower 
  Power, Extend Spell, Greater Psionic 
  Weapon, Improved Initiative, Inquisitor,  
  Martial Weapon Proficiency (carrikal), 
  Martial Weapon Proficiency (longsword), 
  Psionic Weapon, Stand Still. 
   
  Templar Spells Known: (8/6/4/3; save 
  DC 13 + spell level): 0 – cure minor wounds, 
  defiler scent, detect magic, detect poison, inflict 
  minor wounds, mending, resistance, virtue; 1st 
  – bless, command, cure light wounds, divine 
  favor, inflict light wounds, shield of faith; 2nd – 
  death knell, enthrall, hold person, undetectable 
  alignment; 3rd – cure serious wounds, dispel 
  magic, sandspray. 
   
  Psion Powers Known (power points 56, 
  save DC 13 + power level): 1st – conceal 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  38 
  thoughts, deceleration*, inertial armor*, mind 
  thrust*, psionic charm*; 2nd – biofeedback*, ego 
  whip*, psionic knock, read thoughts, thought 
  shield*; 3rd – crisis of breath*, forced share 
  pain*, psionic blast; 4th – correspond, 
  mindwipe*. 
   
  *Power can be augmented. 
   
  Possessions: +1 carrikal, hat of disguise, 
  leather armor, 2 daggers (bone), amulet of 
  the dragon. 
   
  Dray Commander: Male dray Tem 8/Ftr 2; 
  CR 11; Medium monstrous humanoid; HD 
  8d8+16 plus 2d10+4; hp 75; Init +2; Spd 20 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk 
  +8; Grp +11; Atk +13 melee (1d8+5/17-20, 
  metal longsword +1); Full Atk +13/+8 melee 
  (1d8+5/17-20, metal longsword +1); SA 
  rebuke undead 6/day; SQ fire resistance 10, 
  light sensitivity, secular authority; AL LE; 
  SV Fort +11, Ref +4, Will +8; Str 16, Dex 14, 
  Con 15, Int 11, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +14, Concentration 
  +13, Diplomacy +18, Knowledge (warcraft) 
  +2, Ride +4, Sense Motive +13; Craft Magic 
  Arms and Armor, Empower Spell, 
  Improved Critical (longsword), Mounted 
  Combat, Silent Spell, Weapon Focus 
  (longsword). 
   
  Templar Spells Known: (6/7/7/6/3; save 
  DC 13 + spell level): 0 – cure minor wounds, 
  defiler scent, detect magic, detect poison, 
  guidance, inflict minor wounds, mending, 
  resistance, virtue; 1st – bless, cure light wounds, 
  divine favor, doom, inflict light wounds, shield of 
  faith; 2nd – enthrall, hold person, silence, 
  undetectable alignment; 3rd – cure serious 
  wounds, dispel magic, prayer; 4th – divine 
  power, greater command.  
   
  Possessions: Breastplate (braxat), +1 
  longsword (metal), dagger (bone), amulet of 
  the dragon. 
   
  Dray Defiler: Male dray Wiz 5/Arch defiler 
  4; CR 10; Medium monstrous humanoid; 
  HD 9d4+18; hp 42; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +4; Grp +5; 
  Atk +5 melee (1d4+1/19-20, dagger) or +7 
  ranged (1d4+1/19-20, dagger); SA -; SQ 
  casting time metamagic 1/day, fire 
  resistance 10, light sensitivity, tainted aura; 
  AL LE; SV Fort +6, Ref +5, Will +9; Str 12, 
  Dex 16, Con 14, Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +10, Concentration 
  +14, Disguise +12 (+14 acting), Intimidate 
  +4, Knowledge (arcana) +15, Spellcraft +17; 
  Agonizing Radius, Destructive Raze, Fast 
  Raze, Great Fortitude, Scribe Scroll, Silent 
  Spell, Still Spell. 
   
  Wizard Spells Prepared: (4/5/5/4/2/1; 
  save DC 13 + spell level): 0 – daze, detect 
  magic, message (2); 1st – charm person (2), 
  mage armor, magic missile, ray of enfeeblement; 
  2nd – bear’s endurance, flaming sphere, 
  hypnotic pattern, protection from arrows, still 
  shocking grasp; 3rd – haste, lightning bolt, hold 
  person, slow; 4th – silent lightning bolt, fire 
  shield; 5th – cone of cold.  
   
  Possessions: 2 daggers (bone), spellbook 
  (sandstone). 
   
  Dray Footsoldier: Male dray Ftr 7; CR 8; 
  Medium monstrous humanoid; HD 
  7d10+21; hp 64; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +7; Grp 
  +10; Atk +11 melee (1d6+6/x4, impaler) or 
  +10 ranged (1d6+3, javelin); Full Atk +11/+6 
  melee (1d6+6/x4, impaler) or +10/+5 
  (1d6+3, javelin); SA -; SQ fire resistance 10, 
  light sensitivity; AL LE; SV Fort +8, Ref +5, 
  Will +2; Str 16, Dex 16, Con 16, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +13, Intimidate 
  +9, Jump +13; Cleave, Diehard, Endurance, 
  Power Attack, Quick Draw, Weapon Focus 
  (impaler), Weapon Specialization (impaler). 
   
  Possessions: Leather armor (kalin), 
  impaler, 2 javelins, dagger (bone). 
   
  Dray Kalin Rider: Male dray Ftr 6/Templar 
  knight 3; CR 10; Medium monstrous 
  humanoid; HD 9d10+18; hp 72; Init +3; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15; Base 
  Atk +9; Grp +12; Atk +13 melee (1d8+6/19-
  20, metal longsword) or +12 ranged (1d6+3, 
  javelin); Full Atk +13/+8 melee (1d8+6/19-
  20, metal longsword) or +12/+7 (1d6+3, 
  javelin); SA smite 1/day; SQ detect magic at 
  will, fearless presence, fire resistance 10, 
  light sensitivity, secular authority, 
  spellstoring 1/day; AL LE; SV Fort +10, Ref 
  +6, Will +3; Str 16, Dex 16, Con 14, Int 13, 
  Wis 10, Cha 12. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  39 
   
  Skills and Feats: Concentration +6, 
  Diplomacy +6, Handle Animal +11, Jump 
  +10, Ride +13; Mounted Combat, Quick 
  Draw, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample, Weapon Focus 
  (longsword), Weapon Specialization 
  (longsword). 
   
  Templar Knight Spells Known (2/0; save 
  DC 11 + spell level): 1st – inflict light wounds, 
  shield of faith. 
   
  Possessions: Leather armor (kalin), 
  longsword (metal), 2 javelins, dagger (bone), 
  amulet of the dragon. 
   
  Dray Psion: Male dray Psion (telepath) 13; 
  CR 14; Medium monstrous humanoid; HD 
  13d4+39; hp 73; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +6; Grp +7; 
  Atk +7 melee (1d4+1/19-20, dagger) or +9 
  ranged (1d4+1/19-20, dagger); Full Atk 
  +7/+2 melee (1d4+1/19-20, dagger) or +9 
  ranged (1d4+1/19-20, dagger); SA -; SQ 
  discipline (telepathy), fire resistance 10, light 
  sensitivity; AL LE; SV Fort +7, Ref +7, Will 
  +9; Str 12, Dex 16, Con 16, Int 18, Wis 13, 
  Cha 11. 
   
  Skills and Feats: Bluff +16, Concentration 
  +19, Gather Information +16, Knowledge 
  (psionics) +20, Psicraft +22, Sense Motive 
  +17; Burrowing Power, Chain Power, Delay 
  Power, Expanded Knowledge, Inquisitor, 
  Maximize Power, Overchannel, Talented. 
   
  Psion Powers Known (power points 173, 
  save DC 14 + power level): 1st – deceleration*, 
  inertial armor*, mind thrust*, missive*, psionic 
  charm*; 2nd – biofeedback*, ego whip*, psionic 
  knock, read thoughts, thought shield*; 3rd – 
  crisis of breath*, false sensory input*, forced 
  share pain*, psionic blast; 4th – aura sight*, 
  detect remote viewing, psionic dominate*, 
  schism; 5th – leech field*, mind probe, power 
  resistance, psychic crush*; 6th – retrieve*, 
  psionic overland flight, temporal acceleration*; 
  7th – ultrablast. 
   
  *Power can be augmented. 
   
  Possessions: 2 daggers (bone). 
   
  Dray Templar: Male dray Tem 5/Templar 
  of the scale 8; CR 14; Medium monstrous 
  humanoid; HD 13d8+26; hp 88; Init +2; Spd 
  20 ft.; AC 22, touch 12, flat-footed 20; Base 
  Atk +11; Grp +13; Atk +16 melee (1d8+5/x3, 
  +2 carrikal); Full Atk +16/+11/+6 melee 
  (1d8+5/x3, +2 carrikal); SA rebuke undead 
  6/day; SQ damage reduction 2/-, fire 
  resistance 25, incite racial superiority, inspire 
  fear 2/day, light sensitivity, lower enemy 
  morale, secular authority; AL LE; SV Fort 
  +12, Ref +5, Will +12; Str 14, Dex 14, Con 15, 
  Int 12, Wis 14, Cha 17. 
   
  Skills and Feats: Concentration +18, 
  Diplomacy +19, Knowledge (religion) +13, 
  Knowledge (warcraft) +11, Spellcraft +11; 
  Craft Magic Arms and Armor, Greater Spell 
  Penetration, Heighten Spell, Martial 
  Weapon Proficiency (carrikal), Martial 
  Weapon Proficiency (longsword), Spell 
  Penetration, Weapon Focus (carrikal). 
   
  Templar Spells Known (6/7/7/7/6/4; 
  save DC 13 + spell level): 0 – cure minor 
  wounds, defiler scent, detect magic, detect 
  poison, guidance, inflict minor wounds, 
  mending, read magic, resistance, virtue; 1st – 
  bless, cure light wounds, divine favor, doom, 
  inflict light wounds, shield of faith; 2nd – 
  battlefield healing, enthrall, hold person, inflict 
  moderate wounds, silence, undetectable 
  alignment; 3rd – animate dead, cure serious 
  wounds, dispel magic, magic vestment, prayer; 
  4th – air walk, divine power, greater command, 
  greater magic weapon; 5th – elemental strike, 
  mark of justice, true seeing. 
   
  Possessions: +2 breastplate (braxat), +2 
  carrikal, dagger (bone), amulet of the dragon. 
   
  Dregoth’s Bodyguard (5): Desert giant 
  thinking zombies; CR 15; Huge undead; HD 
  14d12+14; hp 945*; Init +2; Spd 40 ft.; AC 26, 
  touch 10, flat-footed 24; Base Atk +10; Grp 
  +28; Atk +19 melee (2d8+15/x3, spear) or 
  +18 melee (1d8+10, claw) or +11 ranged 
  (2d8+10, rock); Full Atk +19/+14 melee 
  (2d8+15/x3, spear) and +13 melee (2d6+5 
  plus disease, bite); or +18 melee (1d8+10, 2 
  claws) and +13 melee (2d6+5 plus disease, 
  bite); or +11 ranged (2d8+10, rock); 
  Space/Reach 15 ft./15 ft.; SA disease, rock 
  throwing; SQ gray toughness 1, lowlight 
  vision, power resistance 15, resistance to 
  cold 10 and electricity 10, rock catching, 
  vulnerability to blessed elements, undead 
  traits; AL NE; SV Fort +9, Ref +6, Will +5; 
  Str 31, Dex 15, Con -, Int 14, Wis 12, Cha 13. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  40 
   
  Skills and Feats: Climb +20, Jump +20, 
  Listen +15, Search +12, Sense Motive +9, 
  Spot +15, Survival +11; Cleave, Combat 
  Reflexes, Great Cleave, Power Attack, 
  Weapon Focus (spear). 
   
  Disease (Su): A thinking zombie’s bite 
  causes disease in its victim.  A successful 
  bite attack requires a Fortitude save (DC 18) 
  from the victim. Failure means that the 
  victim contracts filth fever. 
   
  Vulnerability to Blessed Elements (Ex): A 
  thinking zombie takes half again as much 
  (+50%) damage as normal from blessed 
  elements. 
   
  Possessions: inix scale mail, huge spear. 
   
  * The bodyguards have been enchanted by 
  Dregoth with the epic spell rift, which 
  multiplies their hit points by nine.  
   
  Elite Dray Commander: Male dray Tem 
  8/Ftr 4; CR 13; Medium monstrous 
  humanoid; HD 8d8+24 plus 4d10+12; hp 
  102; Init +2; Spd 20 ft.; AC 20, touch 12, flat-
  footed 18; Base Atk +10; Grp +13; Atk +15 
  melee (1d8+7/17-20, +1 metal longsword); 
  Full Atk +15/+10 melee (1d8+7/17-20, +1 
  metal longsword); SA rebuke undead 6/day; 
  SQ fire resistance 10, light sensitivity, 
  secular authority; AL LE; SV Fort +13, Ref 
  +7, Will +9; Str 16, Dex 14, Con 16, Int 11, 
  Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +14, Concentration 
  +13, Diplomacy +18, Knowledge (warcraft) 
  +4, Ride +6, Sense Motive +13; Craft Magic 
  Arms and Armor, Empower Spell, 
  Improved Critical (longsword), Lightning 
  Reflexes, Mounted Combat, Silent Spell, 
  Weapon Focus (longsword), Weapon 
  Specialization (longsword).  
   
  Templar Spells Known (6/7/7/6/3; save 
  DC 13 + spell level): 0 – cure minor wounds, 
  defiler scent, detect magic, detect poison, 
  guidance, inflict minor wounds, mending, 
  resistance, virtue; 1st – bless, cure light wounds, 
  divine favor, doom, inflict light wounds, shield of 
  faith; 2nd – enthrall, hold person, silence, 
  undetectable alignment; 3rd – cure serious 
  wounds, dispel magic, prayer; 4th – divine 
  power, greater command.  
   
  Possessions: Breastplate (braxat), +1 
  longsword (metal), dagger (bone), amulet of 
  the dragon. 
   
  Elite Dray Defiler: Male dray Wiz 5/Arch 
  defiler 6; CR 12; Medium monstrous 
  humanoid; HD 11d4+22; hp 51; Init +3; Spd 
  30 ft.; AC 16, touch 13, flat-footed 13; Base 
  Atk +5; Grp +6; Atk +6 melee (1d4+1/19-20, 
  dagger) or +8 ranged (1d4+1/19-20, dagger); 
  SA -; SQ casting time metamagic 1/day, fire 
  resistance 10, light sensitivity, painful 
  radius, tainted aura; AL LE; SV Fort +7, Ref 
  +6, Will +10; Str 12, Dex 16, Con 14, Int 17, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +11, Concentration 
  +16, Disguise +14 (+16 acting), Intimidate 
  +4, Knowledge (arcana) +17, Spellcraft +19; 
  Agonizing Radius, Destructive Raze, 
  Exterminating Raze, Fast Raze, Great 
  Fortitude, Scribe Scroll, Silent Spell, Still 
  Spell. 
   
  Wizard Spells Prepared: (4/5/5/5/3/2/1; 
  save DC 13 + spell level): 0 – daze, detect 
  magic, message (2); 1st – charm person (2), 
  mage armor, magic missile, ray of enfeeblement; 
  2nd – bear’s endurance, flaming sphere, 
  hypnotic pattern, protection from arrows, still 
  shocking grasp; 3rd – haste, lightning bolt, hold 
  person, slow, vampiric touch; 4th – silent 
  lightning bolt, fire shield, stoneskin; 5th – cone 
  of cold, feeblemind; 6th – chain lightning.  
   
  Possessions: 2 daggers (bone), spellbook 
  (sandstone). 
   
  Elite Dray Footsoldier: Male dray Ftr 10; CR 
  11; Medium monstrous humanoid; HD 
  10d10+30; hp 89; Init +3; Spd 30 ft.; AC 21, 
  touch 13, flat-footed 18; Base Atk +10; Grp 
  +13; Atk +15 melee (1d6+6/x4, impaler) or 
  +13 ranged (1d6+3, javelin); Full Atk 
  +15/+10 melee (1d6+6/x4, impaler) or 
  +13/+8 (1d6+3, javelin); SA -; SQ fire 
  resistance 10, light sensitivity; AL LE; SV 
  Fort +10, Ref +6, Will +3; Str 17, Dex 16, Con 
  16, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +13, Intimidate 
  +12, Jump +13; Cleave, Combat Reflexes, 
  Diehard, Endurance, Great Cleave, Greater 
  Weapon Focus (impaler), Power Attack, 
  Quick Draw, Weapon Focus (impaler), 
  Weapon Specialization (impaler). 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  41 
   
  Possessions: Masterwork breastplate 
  (braxat), impaler, 2 javelins, dagger (bone). 
   
  Elite Dray Kalin Rider: Male dray Ftr 
  6/Templar knight 5; CR 12; Medium 
  monstrous humanoid; HD 11d10+22; hp 87; 
  Init +3; Spd 20 ft.; AC 21, touch 13, flat-
  footed 18; Base Atk +11; Grp +14; Atk +15 
  melee (1d8+6/19-20, metal longsword) or 
  +14 ranged (1d6+3, javelin); Full Atk 
  +15/+10/+5 melee (1d8+6/19-20, metal 
  longsword) or +14/+9/+4 (1d6+3, javelin); 
  SA smite 2/day; SQ detect magic at will, 
  fearless presence, fire resistance 10, light 
  sensitivity, secular authority, spellstoring 
  1/day; AL LE; SV Fort +11, Ref +6, Will +3; 
  Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 
  12. 
   
  Skills and Feats: Concentration +9, 
  Diplomacy +9, Handle Animal +10, Jump 
  +5, Ride +13; Cleave, Mounted Combat, 
  Quick Draw, Power Attack, Ride-By Attack, 
  Spirited Charge, Weapon Focus 
  (longsword), Weapon Specialization 
  (longsword). 
   
  Templar Knight Spells Known (2/1/-); 
  save DC 11 + spell level): 1st – inflict light 
  wounds, shield of faith; 2nd – inflict moderate 
  wounds, hold person. 
   
  Possessions: Masterwork breastplate 
  (braxat), longsword (metal), 4 javelins, 
  dagger (bone), amulet of the dragon. 
   
   
  SPECIFIC NPCs 
   
  Absalom: Male dray morg Tem 8/Templar 
  of the Scale 9; CR 21; Medium Undead 
  (Augmented Monstrous Humanoid); HD 
  17d12+34; hp 144; Init +1; Spd 30 ft.; AC 26, 
  touch 11, flat-footed 25; Base Atk +15; Grp 
  +20; Atk +24 melee (1d8+8/19-20 plus 1 Con 
  damage, +3 wounding ghost touch longsword) 
  or +20 melee (1d6+5 plus energy drain, 
  claw) or +20 melee (1d4+5 plus energy 
  drain, tongue); Full Atk +24/+19/+14 melee 
  (1d8+8/19-20 plus 1 Con damage, +3 
  wounding ghost touch longsword) and +15 
  melee (1d6+2 plus energy drain, claw) and 
  +15 melee (1d6+2 plus energy drain, bite) 
  and +15 melee (1d4+2 plus energy drain, 
  tongue), or +20 melee (1d6+5 plus energy 
  drain, 2 claws) and +15 melee (1d6+2 plus 
  energy drain, bite) and +15 melee (1d4+2 
  plus energy drain, tongue); SA constrict 1d4 
  +5, create spawn, energy drain, fear aura, 
  improved grab, inspire fear 3/day, lower 
  enemy morale, sigil, turn/rebuke undead 
  (+2 on checks); SQ code of honor, damage 
  reduction 10/magic and 2/-, darkvision 60 
  feet, enhanced ability (2 bonus feats), fast 
  healing 1, gray toughness 2, light sensitivity, 
  lowlight vision, fire resistance 30, incite 
  racial superiority, mark of the yellow scale, 
  secular authority, vulnerability to cold; AL 
  LE; SV Fort +12, Ref +5, Will +12; Str 20, Dex 
  12, Con -, Int 16, Wis 15, Cha 19. 
  Skills and Feats: Bluff +6, Concentration +17, 
  Diplomacy +20, Gather Information +19, 
  Heal +15, Intimidate +12, Knowledge (local) 
  +19, Knowledge (religion) +23, Listen +8, 
  Literacy (Giustenal), Move Silently +11, 
  Search +9, Sense Motive +24, Spellcraft +9, 
  Spot +8; Hidden Talent (conceal thoughts), 
  Hidden Talent (dissipating touch), Hidden 
  Talent (vigor), Improved Natural Attack 
  (claw), Martial Weapon Proficiency 
  (longsword), Martial Weapon Proficiency 
  (composite longbow), Psionic Fist, Psionic 
  Meditation, Unavoidable Strike, Weapon 
  Focus (longsword). 
   
  Templar Spells Known 
  (6/7/7/7/7/6/6/4; save DC 14 + spell 
  level): 0 – cure minor wounds, defiler scent, 
  detect magic, detect poison, guidance, inflict 
  minor wounds, light, mending, read magic, 
  resistance; 1st – bless, comprehend languages, 
  deathwatch, hand of the sorcerer-king, 
  sanctuary, shield of faith; 2nd – battlefield 
  healing, bull’s strength, enthrall, hold person, 
  undetectable alignment, zone of truth; 3rd – 
  cure serious wounds, dispel magic, protection 
  from energy, speak with dead, wind wall; 4th – 
  greater command, inflict critical wounds, 
  sending, tongues, wrath of the sorcerer-king; 5th 
  – elemental strike, klar’s heart, lungs of water, 
  mark of justice, true seeing; 6th – blade barrier, 
  forbiddance, greater dispelling, word of recall; 
  7th – glass storm, confessor’s flame, crusade. 
   
  Psion Powers Known (power points 6, 
  save DC 14 + power level): 1st –conceal 
  thoughts, dissipating touch, vigor. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  42 
  Possessions: +3 ghost touch longsword, +3 
  shell armor, dust of illusion (10 doses), amulet 
  of the dragon. 
  Code of Honor (Ex): Absalom has a code 
  that he must follow. This code can be used 
  to coerce him into service. Absalom truly 
  believes that Dregoth is a god and takes his 
  position as High Priest very seriously. He 
  believes that all dray are Dregoth’s children, 
  even the banished dray of Kragmorta. He 
  administers to the first generation dray’s 
  needs, even though Dregoth has forbidden 
  any contact with the banished ones. He has 
  discovered Dregoth’s deception of the Spirit 
  of Kragmorta and hopes to find a way to 
  save the remainder of Kragmorta’s dray 
  before more march into Dregoth’s trap. 
  Constrict (Ex): When Absalom 
  successfully grapples with his tongue attack, 
  he automatically deals 1d4+5 points of 
  damage. 
  Create Spawn (Su): Any humanoid slain 
  by Absalom’s energy drain becomes a 
  namech 1d4 days after death. Spawn are 
  under the command of Absalom and remain 
  enslaved until death. At one time, Absalom 
  can have namech spawn with HD totaling 
  34. 
  Energy Drain (Su): Living creatures hit 
  by Absalom’s tongue attack, claws or bite 
  gain one negative level. For each negative 
  level bestowed, Absalom gains 5 temporary 
  hit points. A morg can use its energy drain 
  ability once per round. The save DC to 
  remove the negative level is 22. The save DC 
  is Charisma-based. 
  Fear Aura (Su): Absalom generates a 
  powerful aura of evil and death. Creatures 
  of less than 5 HD within 60 feet that look at 
  Absalom are panicked and flee. Creatures 
  with 5 HD or more are allowed a Will save 
  (DC 22) to avoid being panicked. If the save 
  is successful, the creature is instead shaken 
  for one round. A creature that successfully 
  saves cannot be affected again by Absalom’s 
  aura for 24 hours. The save DC is Charisma-
  based. 
  Improved Grab (Ex): To use this ability, 
  Absalom must hit an opponent of up to size 
  Large with his tongue attack. He can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  If he wins the grapple check, he establishes a 
  hold and can constrict. 
  Incite Racial Superiority (Ex): Dray 
  believe they are the superior race. Absalom 
  can magnify this belief in other dray by 
  delivering a powerful speech. This ability 
  affects 13 dray, who gain a +4 morale bonus 
  to saving throws versus fear-effects for the 
  next hour. Inciting racial superiority is a full 
  round action and can be used 4 times per 
  day. 
  Inspire fear (Sp): Absalom can strike fear 
  into the hearts of his enemies and cause 
  them to flee as the spell fear if they fail a 
  Will save (DC 23). This ability can be used 3 
  times per day. The save DC is Charisma-
  based. 
  Light Sensitivity (Ex): Absalom is 
  dazzled in bright sunlight or within the 
  radius of a daylight spell. 
  Lower enemy morale (Ex): Templars of the 
  scale carry themselves in a confident 
  manner on the battlefield that can unnerve 
  their enemies. Anyone successfully attacked 
  by Absalom must succeed a Will save (DC 
  23) or suffer a -1 penalty to attack and 
  damage rolls for the remainder of the 
  encounter. This effect only applies on the 
  first successful attack inflicted per opponent 
  per encounter. The save DC is Charisma-
  based. 
  Mark of the Yellow Scale (Ex): Templars of 
  the scale are feared and respected by both 
  first and second generation dray. When 
  interacting with other dray, Absalom gets a 
  +2 bonus to Bluff, Diplomacy, Gather 
  Information and Intimidate checks. 
  Vulnerability to Cold (Ex): Unlike other 
  morgs, Absalom takes normal damage from 
  all cold attacks. He does not have cold 
  resistance. 
   
  When Dregoth the undead dragon king 
  decided it was time to appoint a new High 
  Priest, he chose the powerful templar 
  Absalom. Of course, Dregoth wanted 
  someone special to oversee his quest for true 
  godhood. He wanted a High Priest made in 
  his own image-a dray. At the time, which 
  was shortly after Dregoth’s death and 
  Guistenal’s destruction, the dragon king had 
  not yet perfected the dray transformation 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  43 
  process. Only in death did the 
  transformation stabilize. So to become 
  Dregoth’s High Priest, Absalom had to die. 
  Absalom underwent the imperfect 
  transformation process, mutated into a 
  perfect dray, then was killed to halt the 
  process from changing him further. Death 
  was not the end, however. Dregoth brought 
  Absalom back as a morg, an undead 
  creature similar to the greater mummies of 
  other worlds. Now he wears the ornate 
  robes of Dregoth’s High Priest, though the 
  finery does little to hide his mummified, 
  dead-gray features.  
   
  Absalom stands seven feet tall and looks 
  like a well-preserved second generation 
  dray who died thousands of years ago but 
  continues to walk around. 
   
  Dregoth: See appendix IV: Dregoth.  
   
  Grogh-En, Badna Zombie: Male human 
  Badna zombie Templar 5/Servant of Badna 
  8; CR 15; Medium undead (augmented 
  humanoid); HD 13d12; hp 84; Init +8; Spd 50 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk 
  +9; Grp +14; Atk +14 melee (1d6+4/19-20, 
  masterwork bone short sword) or +14 melee 
  (3d6+5 plus disease, claw); Full Atk +14/+9 
  melee (1d6+4/19-20, masterwork bone short 
  sword) and +9 melee (3d6+2 plus disease, 
  claw) or +14 melee (3d6+5 plus disease, 2 
  claws); SA disease, rebuke undead 5/day 
  (+2 on checks), sigil, starchild; SQ Badna 
  babble +4, damage reduction 10/magic, 
  darkvision 60 feet, fast healing 3, immune to 
  surprise, immunities, riot control, secular 
  authority, skitterish, slippery mind, spell 
  resistance 19 (31 defiler spells), starfollower, 
  subterfuge, undead traits, vulnerability to 
  pin; AL NE; SV Fort +10, Ref +5, Will +9; Str 
  20, Dex 15, Con —, Int 12, Wis 4, Cha 16. 
   
  Skills and Feats: Bluff +20, Concentration 
  +8, Diplomacy +22, Disguise +15 (+17 
  acting), Gather Information +10, Heal +5, 
  Intimidate +18, Knowledge (local) +7, 
  Knowledge (religion) +9, Search +1 (+9 
  tracking Star of Badna), Sense Motive +7, 
  Spellcraft +7, Spot –3 (+5 tracking Star of 
  Badna), Survival –3 (+5 tracking Star of 
  Badna); Combat Reflexes, Hostile Mind, 
  Improved Initiative, Improved Natural 
  Attack, Iron Will, Martial Weapon 
  Proficiency (longsword), Martial Weapon 
  Proficiency (short sword), Negotiator. 
  Badna Babble (Ex): Even if the legends of 
  Badna are but constructions of Abalach-
  Re’s, Grogh-En uses the teachings to their 
  full advantage. He gains a +4 bonus to Bluff 
  and Intimidate checks. 
  Disease (Su): Supernatural disease—
  claw, Fortitude save DC 19, incubation 
  period 1 round; damage 1 point of ability 
  damage to a random ability. 
  Unlike normal diseases, a badna 
  zombie’s disease damages a creature’s 
  ability scores each round until cured. For 
  this reason, the disease can never be cured 
  naturally, but a remove disease spell works as 
  normal. 
  Immune to Surprise (Ex): The servants of 
  Badna’s paranoia eventually results in that 
  they are never caught off-guard. From 8th 
  level, a servant of Badna can always act in 
  the surprise round. However, the servant of 
  Badna loses sanity, reflected in a permanent 
  2 point Wisdom loss, which cannot be 
  restored, not even by a miracle or wish spell. 
  Immunities (Ex): A badna zombie is 
  immune to holy elements and attempts to 
  turn undead. 
  Riot Control (Sp): Servants of Badna are 
  used to dealing with riots. When the servant 
  of Badna casts spells with the (Compulsion) 
  descriptor requiring a Will save, such as 
  calm emotions, the save DC increases by 2. 
  Slippery Mind (Ex): This ability functions 
  exactly like the rogue special ability of the 
  same name in the Player’s Handbook. 
  Skitterish (Ex): Servants of Badna are 
  paranoid, expecting ambushes and assaults 
  in any situation. They gain a +2 bonus to 
  initiative. This bonus stacks with the 
  Improved Initiative feat. 
  Spell Resistance (Ex): Like any creature 
  that possesses the Star of Badna, a badna 
  zombie has spell resistance 31 against spells 
  cast by defilers and spell resistance 19 
  against other spells and effects. 
   
  Starfollower (Su): The badna zombie 
  always knows the location of the Star of 
  Badna if separated from it, being able to 
  track it anywhere on Athas. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  44 
  Starchild (Su): A badna zombie can use 
  one power of the Star of Badna as a free 
  action each round. 
  Subterfuge (Sp): Raam is a chaotic city 
  where not even templars feel safe in the 
  streets, thus they have learnt the art of 
  subterfuge. Servants of Badna can alter their 
  appearances as per the disguise self spell 
  once per day, granting a +10 bonus to 
  Disguise checks. The duration of this ability 
  is 10 minutes/class level. 
   
  Vulnerability to Pin (Ex): An opponent 
  can tear the Star of Badna from a badna 
  zombie’s chest by pinning the zombie when 
  it has fewer than 10 hit points. The badna 
  zombie loses the special attacks and special 
  qualities listed above (except for 
  starfollower), and its Challenge Rating 
  decreases by 2. Each month the opponent 
  has the artifact, it must make a Will save 
  (DC 10 + number of previous saves) or 
  become a badna zombie. 
   
  Possessions: Masterwork bone short 
  sword, +1 studded leather armor of seeing 
  (Jhakar & Hardwood), Star of Badna. 
   
  In life, Grogh-En was a senior templar of 
  Abalach-Re who had become sympathetic to 
  the Veiled Alliance and the plight of the 
  sorceress-queen’s daughter Nanda Shatri.  
  When his involvement with the Alliance 
  was revealed to the Grand Vizier by the 
  mansabdar Roal, Abalach-Re made Grogh-
  En the guardian of the artifact known as the 
  Star of Badna, secure in the knowledge that 
  the templar would be claimed by its terrible 
  curse.  Grogh-En had only been in 
  possession of the Star for a brief period 
  when Abalach-Re was slain and he took 
  refuge in the Consecrated Sepulcher of 
  Badna as riots swept through Raam.  He 
  was subsequently entombed in the 
  Sepulcher when it collapsed, where he 
  remained as the artifact transformed him 
  fully into a Badna zombie. 
  Grogh-En’s mind has been utterly 
  claimed by the Star of Badna and his only 
  thoughts now revolve around keeping 
  possession of the artifact.  He is suspicious 
  in the extreme of all who approach him, 
  believing that they come to steal his prize.  
  Although he can still think and reason, all of 
  his intellect is bent upon ensuring that the 
  Star remains in his keeping forever. 
  Grogh-En is gaunt in the extreme, 
  with withered blue skin stretched over his 
  bones.  Talons as black as pitch have 
  sprouted from his hands and his eyes have 
  darkened to a similar hue.  Embedded in the 
  center of his chest is the gleaming gem that 
  is the Star of Badna. 
   
  Mon Adderath: Male human Tem 
  8/Templar of the Scale 10; CR 19; Medium 
  Humanoid; HD 18d8+54; hp 138; Init +2; 
  Spd 30 ft.; AC 22, touch 14, flat-footed 20; 
  Base Atk +16; Grp +19; Atk +23 melee 
  (2d6+7/17-20, +3 keen thundering greatsword) 
  or +19 ranged (1d8+4/x3, +1 speed composite 
  longbow [+3 Strength bonus]); Full Atk 
  +23/+18/+13/+8 melee (2d6+7/17-20, +3 
  keen thundering greatsword), or 
  +19/+19/+14/+9/+4 ranged (1d8+4/x3, +1 
  speed composite longbow [+3 Strength bonus]) 
  or +17/+17/+17/+12/+7/+2 ranged 
  (1d8+4/x3, +1 speed composite longbow [+3 
  Strength bonus] with Rapid Shot); SA 
  inspire fear 3/day, lower enemy morale, 
  sigil, turn/rebuke undead (+2 on checks); 
  SQ damage reduction 2/-, darkvision 60 
  feet, dregoth’s blessing, immortal, less 
  water, lowlight vision, fire resistance 30, 
  incite racial superiority, mark of the yellow 
  scale, secular authority; AL LE; SV Fort +16, 
  Ref +7, Will +15; Str 16, Dex 14, Con 17, Int 
  17, Wis 14, Cha 19. 
  Skills and Feats: Bluff +17, Concentration +24, 
  Diplomacy +16, Gather Information +12, 
  Heal +10, Intimidate +24, Knowledge 
  (ancient history) +21, Knowledge (religion) 
  +21, Knowledge (warcraft) +11, Literacy 
  (Giustenal, Green Age Common, Modern 
  Common), Sense Motive +15, Spellcraft +15; 
  Combat Casting, Hidden Talent (mindlink), 
  Hidden Talent (psionic charm), Martial 
  Weapon Proficiency (greatsword), Martial 
  Weapon Proficiency (composite longbow), 
  Point Blank Shot, Power Attack, Quicken 
  Spell, Rapid Shot, Weapon Focus 
  (greatsword). 
   
  Templar Spells Known 
  (6/7/7/7/7/6/6/5/3; save DC 14 + spell 
  level): 0 – cure minor wounds, defiler scent, 
  detect magic, detect poison, guidance, inflict 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  45 
  minor wounds, light, mending, read magic, 
  resistance; 1st – bless, cure light wounds, divine 
  favor, doom, hand of the sorcerer king, hide from 
  undead; 2nd – battlefield healing, bear’s 
  endurance, death knell, hold person, lesser 
  restoration, silence; 3rd – animate dead, cure 
  serious wounds, dispel magic, prayer, protection 
  from energy; 4th – air walk, dimensional anchor, 
  divine power, freedom of movement, greater 
  command; 5th – break enchantment, elemental 
  strike, mark of justice, spell resistance, true 
  seeing; 6th – blade barrier, greater dispelling, 
  slay living, wisdom of the sorcerer-king; 7th – 
  confessor’s flame, crusade, repulsion; 8th – 
  poisoned gale, symbol of death. 
   
  Psion Powers Known (power points 4, 
  save DC 14 + power level): 1st – mindlink, 
  psionic charm. 
  Possessions: +2 kalin hide armor, +1 speed 
  composite longbow [+3 Strength bonus], +3 
  keen thundering greatsword, ring of protection 
  +2, dust of disappearance (sack with 5 doses), 
  potion of barkskin +4, drayblood amulet*, 
  amulet of the dragon. 
  *Mon Adderath’s drayblood amulet 
  grants him certain special qualities of a 
  second generation dray, namely darkvision 
  60 ft., less water, low-light vision and fire 
  resistance 10. For all effects related to race, 
  Mon Adderath is considered a dray. 
  Dregoth’s Blessing (Su): Mon Adderath 
  can invoke Dregoth’s blessing. He gains a +2 
  bonus to AC, saves, skills checks, attack rolls 
  and damage rolls for 10 consecutive rounds. 
  This ability can be invoked once per day. 
  Immortal (Ex): Mon Adderath has been 
  made immortal by Dregoth’s epic magic. He 
  does not take ability score penalties for 
  aging, cannot be magically aged and does 
  not need to eat or sleep. Bonuses still accrue, 
  however and Mon Adderath will never die 
  from old age. 
  Incite Racial Superiority (Ex): Dray 
  believe they are the superior race. Mon 
  Adderath can magnify this belief in dray by 
  delivering a powerful speech. This ability 
  affects 14 dray, who gain a +4 morale bonus 
  to saving throws versus fear-effects for the 
  next hour. Inciting racial superiority is a full 
  round action and can be used 4 times per 
  day. 
  Inspire fear (Sp): Mon Adderath can 
  strike fear into the hearts of his enemies and 
  cause them to flee as the spell fear if they fail 
  a Will save (DC 24). This ability can be used 
  3 times per day. The save DC is Charisma-
  based. 
  Less Water (Ex): Dray only need 1/2 as 
  much of the normal water requirement for 
  their size category when active, and only 
  1/4 the requirement when they are inactive. 
  Lower enemy morale (Ex): Templars of the 
  scale carry themselves in a confident 
  manner on the battlefield that can unnerve 
  their enemies. Anyone successfully attacked 
  by Mon Adderath must succeed a Will save 
  (DC 24) or suffer a -1 penalty to attack and 
  damage rolls for the remainder of the 
  encounter. This effect only applies on the 
  first successful attack inflicted per opponent 
  per encounter. The save DC is Charisma-
  based. 
  Mark of the Yellow Scale (Ex): Templars of 
  the scale are feared and respected by both 
  first and second generation dray. When 
  interacting with dray, Mon Adderath gets a 
  +2 bonus to Bluff, Diplomacy, Gather 
  Information and Intimidate checks. 
   
  Mon Adderath is Dregoth’s High Templar, 
  ranked Templar of the Highest Scale. He is 
  the only non-dray to walk the streets of New 
  Giustenal, and is a childhood friend of 
  Dregoth.  
  In the past year Mon Adderath has 
  studied extensively ancient records 
  regarding the Inner and Outer Planes, 
  theories on energy and matter, and 
  information on the Black and the Gray. 
  Many of these theories and facts came from 
  none other than Rajaat the First Sorcerer 
  himself during his eons of studying magic 
  and the makings of Athas itself. 
   
  Shortly before the Coruscation was to begin 
  Mon Adderath and Dregoth sat down to 
  detail the sorcerer-king’s upcoming attempt 
  at godhood. Mon Adderath fiercely argued 
  with Dregoth, stating he thought the plan 
  was destined to fail. “If it were possible to 
  become a god,” Mon Adderath would say, 
  “then why did not Rajaat do so thousands of 
  years ago?” Dregoth would always reply 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  46 
  that Rajaat’s hideous nature drove him 
  insane eons before, and his dementia never 
  allowed him to see the truth—or something 
  to that nature. Many of these conversations 
  were not as master and servant, but between 
  two who had been friends for three 
  millennia. 
  In the end, however, the Dread Lord 
  ignored Mon Adderath’s warnings and the 
  godhood spell was begun. In the time since 
  the spell began Mon Adderath reflected on 
  many things, and the High Templar has 
  decided that if an opportunity presented 
  itself he would try to prevent the casting of 
  the godhood spell. Should this mean the 
  death of his master and friend, or the dray 
  race, he would opt to take his chances with 
  the outcome of Dregoth’s plan. 
   
  Zar’kat Daar, blacktouched: Male black-
  touched dray Tem 5/Templar of the Scale 
  5/Templar Knight 5; CR 17; Medium 
  monstrous humanoid; HD 10d8+50 plus 
  5d10+25; hp 151; Init +3; Spd 20 ft.; AC 22, 
  touch 11, flat-footed 21; Base Atk +13; Grp 
  +16; Atk +18 melee (1d8+5/17-20, +1 
  wounding lotulis); Full Atk +16/+11/+6 
  melee (1d8+4/17-20, +1 wounding lotulis) 
  and +18/+13 melee (1d8+4/17-20, +3 
  defending lotulis); SA chill touch, rebuke 
  undead 7/day; SQ black traits, damage 
  reduction 1/-, dark powers, dark sight, 
  detect magic at will, fearless presence, fire 
  resistance 20, incite racial superiority, inspire 
  fear 1/day, light sensitivity, lower enemy 
  morale, secular authority, smite 2/day, 
  spellstoring 1/day, unnatural aura; AL LN; 
  SV Fort +17, Ref +6, Will +11; Str 16, Dex 17, 
  Con 21, Int 13, Wis 15, Cha 18. 
   
  Skills and Feats: Bluff +10, Concentration 
  +20, Diplomacy +18, Knowledge (religion) 
  +9, Knowledge (warcraft) +10, Ride +6, 
  Sense Motive +15, Spellcraft +6; Combat 
  Expertise, Improved Critical (lotulis), 
  Improved Two-Weapon Fighting, 
  Leadership, Protective, Two-Weapon 
  Fighting, Weapon Focus (lotulis). 
   
  Templar Spells Known (6/7/7/7/5; save 
  DC 14 + spell level): 0 – cure minor wounds, 
  defiler scent, detect magic, detect poison, 
  guidance, inflict minor wounds, mending, 
  resistance, virtue; 1st – bless, cure light wounds, 
  divine favor, doom, hand of the sorcerer-king, 
  shield of faith; 2nd – battlefield healing, hold 
  person, remove paralysis, silence, zone of truth; 
  3rd – cure serious wounds, dispel magic, magic 
  vestment, prayer; 4th – divine power, greater 
  command, status.  
   
  Templar Knight Spells Known (2/2/1; 
  save DC 14 + spell level): 1st – entropic shield, 
  cure light wounds; 2nd - bear’s endurance, 
  bull’s strength; 3rd - invisibility purge.. 
   
  Possessions: Full plate (braxat), +1 
  wounding/+3 defending lotulis, dagger (bone), 
  amulet of the dragon, scroll of true seeing (CL 
  14).  
   
  Black Traits: Zar’kat Dar is immune to 
  cold. Zar’kat Dar also receives a +4 racial 
  bonus to saves against paralysis, stunning, 
  disease, death effects, and necromantic 
  effects. 
   
  Chill Touch (Su): Zar’kat Dar can use chill 
  touch at will at caster level 15, save DC 21.  
  The save DC is Charisma-based. 
  Dark Powers (Su): At night or in a 
  shadowy area, Zar’kat Dar’s Dexterity 
  increases by 2, and he gains a +1 deflection 
  bonus to armor class and a +10 circumstance 
  bonus to Hide checks. This gives Zar’kat 
  Dar an armor class of 23 (touch 12, flat-
  footed 22), a Reflex save of +8, a Hide skill 
  of +13 and a Ride skill of +7. 
  Dark Sight (Su): Zar’kat Dar has 
  darkvision of 60 feet. 
  Unnatural Aura (Su): Both wild and 
  domesticated animals can sense Zar’kat 
  Dar’s unnatural presence at a distance of 10 
  feet. They do not willingly approach nearer 
  than that and panic if forced to do so; they 
  remain panicked as long as they are within 
  range. 
   
  Zar’kat Daar is Dregoth’s favored general 
  and war templar, ranked supreme 
  commander of the dray forces. His secular 
  authority is second only to Mon Adderath 
  and Absalom. Zar’kat rose through the 
  ranks of the dray templarate before 
  attracting Dregoth’s attention. Dregoth 
  promoted Zar’kat to be one of his war 
  champions, and the dray did not disappoint 
  his lord. After years of excellent service, 
  Zar’kat became supreme commander of 
  Dregoth’s forces. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  47 
   
  Zar’kat is a tall and powerful warrior in 
  his own right, but with his strong presence 
  and sense of leadership he is an even more 
  powerful commander. Zar’kat is loyal, 
  efficient, and respected by all dray. On the 
  battlefield the dray supreme commander 
  wears dark braxat plate armor with a full 
  face helmet designed to take his two curved 
  horns into account. 
   
  Zar’kat was recently infused with 
  essence from the Black to make him immune 
  to the attacks of Rajaat’s servants at the 
  Pristine Tower – the shadow giants.  
   
   
  APPENDIX II: 
  ARTIFACTS 
   
   
  T
  Thhee  S
  Sttaarr  ooff  B
  Baaddnnaa  
   
  The Star of Badna is a perfect sapphire of 
  200 carats. It is the size of a human fist, the 
  largest gem of its kind ever found on Athas. 
  The gem is most often found embedded in 
  the chest of a badna zombie, a guardian who 
  is cursed with an undead existence by the 
  magic of the sapphire. When exposed to 
  moderate amounts of light, the Star of 
  Badna glows with an azure radiance. 
   
  History 
  After asserting herself as queen of Raam, 
  Abalach-Re proclaimed herself the servant 
  of a greater power (a supreme entity named 
  Badna from which she and her templars 
  drew their power). This was, of course, a 
  fraud, as the being known as Badna has 
  never existed. Hundreds of years ago, Raam 
  had the most plentiful mines on all of Athas, 
  which produced alabaster, sapphires, and 
  emeralds before being mined out several 
  King’s Ages ago. The largest gem to be 
  taken from these mines was a sapphire of 
  over 200 carats, and was accredited to be a 
  gift to Raam from Badna by the sorcerer-
  queen. Called the Star of Badna, it was often 
  displayed to the general populace as a way 
  to dupe Raamites into believing their 
  destiny was controlled by a great celestial 
  entity named Badna and not Abalach-Re. 
   
  Nearly 100 years after taking control of 
  Raam, Abalach-Re discovered the intentions 
  of Dregoth to complete his dragon 
  transformation. With Borys of Ebe still 
  rampaging across the Tablelands, none of 
  the other sorcerer-monarchs wanted the 
  Ravager of Giants to attain such power. 
  Hence, Abalach-Re planned to lead the 
  other former Champions to Giustenal and 
  kill Dregoth. Following weeks of seclusion, 
  she empowered the near-perfect Star of 
  Badna with magical wards that protected 
  the bearer from defiler-based spells, as well 
  as granting other protections and abilities. 
  With the aid of the Star of Badna, Abalach-
  Re and the other sorcerer-monarchs slew 
  Dregoth with ease. 
   
  Afterwards, Abalach-Re discovered that the 
  Star of Badna came with a horrible curse—
  one the sorcerer-queen was not willing to 
  pay. Unwilling to give up an artifact of such 
  power should she ever need it again, 
  Abalach-Re instead bequeathed the Star of 
  Badna to several high templars over the next 
  2,000 years (usually those she did not like). 
  This cycle continued until Abalach-Re’s 
  death at the hands of Sadira of Tyr in Free 
  Year 10, after which the Star of Badna 
  disappeared. The last known caretaker of 
  the Star of Badna was a human by the name 
  of Grogh-En, who disappeared after the 
  sorcerer-queen’s death and the riots that 
  followed. 
   
  Campaign Use 
  Outside of the Dregoth Ascending 
  adventure, the Star of Badna is a deadly 
  artifact for player characters to have. 
  Eventually, they’ll fall victim to its curse and 
  become evil NPCs. Characters should to 
  hide or attempt to destroy the sapphire 
  before its power falls into the wrong hands. 
   
  Abilities 
  The owner of the Star of Badna has spell 
  resistance 31 against spells cast by defilers 
  and spell resistance 19 against other spells 
  and effects.  The star comes with a curse, 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  48 
  however: Each month a creature possesses 
  the artifact, it must make a Will save (DC 10 
  + number of previous saves) or become a 
  badna zombie. 
   
  The star also grants its owner the following 
  abilities.  (A badna zombie can activate one 
  of these abilities each round as a free action.) 
   
  • As a standard action, the wielder can use 
  spell turning or a targeted mage’s disjunction 
  (DC 23) on a single creature affecting all its 
  magical items and spells in effect. Each of 
  these abilities can be used twice per day, at 
  caster level 20. 
   
  • Once per day as a standard action, the star 
  can project a bluish ray of light at a creature 
  within 60 ft.  A target struck by the ray must 
  make a Will save (DC 23) or lose his 
  remaining prepared spells and/or spell 
  slots.  If the save is successful, the victim still 
  loses half his prepared spells and/or spell 
  slots of each spell level (rounded down).  
  The victim chooses which prepared spells to 
  lose. 
   
  Suggested Means of Destruction 
  • Subjected to a weight of 2,000 pounds, one 
  pound for every years of its existence. 
  • Sealed in complete darkness for a 
  thousand years. 
   
   
  T
  Thhee  S
  Sccoorrcchheerr  
   
  The Scorcher was created by Rajaat at the 
  same time as the Silencer of Bodach, and is a 
  massive long sword. The Scorcher is 
  constructed of the same unidentifiable red 
  alloy as the Silencer, and is much harder 
  than enchanted steel. The Scorcher's blade is 
  perfectly smooth, and the hilt contains a red 
  glowing rune identical to that of the 
  Silencer. The hilt is constructed of 
  unbreakable obsidian, wrapped in the hide 
  of an ancient fire drake. The pommel is a 
  tooth from said fire drake, and its point is 
  razor sharp. When used in combat, ebony 
  flames appear from the blade and burn 
  opponents with cold, black fire. 
   
  History 
  When Rajaat planned the Cleansing Wars 
  4,000 years  ago, the great defiler warlord 
  crafted three mighty weapons to be given to 
  his most favored champions. The Silencer 
  was given to the left-hand of Rajaat, a 
  warlord named Irikos, who was later killed 
  after destroying the city of Bodach. The 
  second weapon, a long sword called 
  Scorcher, was given to the right-hand of 
  Rajaat-a warlord named Myron who later 
  became known as Myron the Troll Scorcher, 
  4th Champion of Rajaat. And the third was 
  the Scourge, which was given to Borys of 
  Ebe. With the Silencer lost following Irikos' 
  death, Rajaat relied heavily on Myron 
  during his war with the preservers of Athas, 
  and with the help of the Scorcher Rajaat 
  succeeded. Next came the Cleansing Wars. 
     As the terrible wars against the races of 
  Athas ensued, Myron of Yorum began to 
  question the moral implications of Rajaat's 
  intentions. Perhaps the warlord discovered 
  Rajaat's goal of returning Athas to a Blue 
  Age, and realized that the Champions 
  would also be slain. In the end, Myron's 
  treachery was discovered by Rajaat and he 
  was slain and replaced by Hamanu-who 
  became the new 4th Champion of Rajaat and 
  wielder of the Scorcher. 
     The Scorcher remained in Hamanu's 
  possession for years, and was the blade used 
  by the sorcerer-monarch of Urik to deal the 
  death-blow to Dregoth, the Ravager of 
  Giants. Shortly after killing the 3rd 
  Champion of Rajaat, Hamanu lost the 
  Scorcher in the Silt Sea near Giustenal. It is 
  believed that the assassins of Dregoth 
  witnessed how easily the Scorcher slew the 
  king of Giustenal, and it was agreed that 
  this weapon of Rajaat could pose a threat to 
  them some day-and was better off lost to all 
  of Athas. All traces of the Scorcher were 
  removed from the land, as the sorcerer-
  monarchs did not wish their subjects to 
  know of a weapon capable of killing them. 
     The long sword remained at the bottom of 
  the Sea of Silt for many centuries, until 
  being accidentally swallowed by a silt 
  horror. Later, the horror was killed when it 
  raided the shores of the village of Cromlin 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  49 
  and the artifact was retrieved from its gullet 
  by an ex-gladiator named Vorr. With the 
  power of the Scorcher, Vorr slew dozens of 
  slave raiders from Draj, Raam, and Nibenay, 
  before supposedly being killed by a 
  nightmare beast in the Valley of Trevain. 
   
  Campaign Uses 
  The Scorcher is a weapon capable of killing 
  the most powerful of Athas' creatures - a 
  sorcerer-monarch. Unlike the Silencer, the 
  Scorcher is a more elegant weapon that 
  relies on its vast array of unique abilities to 
  achieve its end. Because of Myron's 
  powerful influence the Scorcher is 
  considered "neutral" in alignment, causing it 
  to be driven by whatever its possessor 
  desires most. If the wielder of the Scorcher is 
  intent on killing innocent villagers, the 
  sword lends its power to the gruesome task. 
  If the wielder wishes the death of a sorcerer-
  monarch, then the Scorcher wants nothing 
  more than to once again drink the blood of 
  Rajaat's champions. 
     The attitude of the Scorcher is not one of 
  good or evil, but of purpose. The Scorcher is 
  not a weapon that will ever hang on 
  someone's trophy wall. If the Scorcher is 
  ever without a purpose it is either lost by the 
  wielder, or it summons someone within a 30 
  mile radius that would have use of its 
  powers in some sort of campaign. This 
  challenger fights the wielder of the sword 
  for its possession, and the Scorcher's powers 
  do not work for the idle possessor. 
     The Scorcher's whereabouts since Vorr's 
  death are unknown. Rumor has it that the 
  blade can be found in the lair of a nightmare 
  beast that slew Vorr, though this is 
  speculation by the only witness to the 
  incident. 
   
  Abilities 
  When picked up, the Scorcher has the 
  following statistics:  
     The Scorcher is a +3 keen icy burst bane 
  longsword. The bane property is morphic; the 
  wielder chooses an individual, race or 
  organization, for which the weapon deals an 
  extra 2d6 points of damage. The bane 
  property can be changed 1/week as a 
  standard action. The weapon is very light in 
  its wielder's hand, so that the Weapon 
  Finesse feat can be used with it. The 
  Scorcher bestows constant blur and 
  protection from evil and good effects on its 
  wielder. It also grants its wielder fire 
  resistance 15. Additionally, the wielder of 
  the scorcher can use slay living 1/week, wall 
  of fire 1/day, true seeing 1/day and cure 
  serious wounds 3/day, each at caster level 20. 
   
  The Scorcher has even greater potential to 
  those who know how to unlock it. If a 
  character focuses on visualizing the 
  completion of his goal and succeeds at a 
  Charisma check (DC 15), the Scorcher has 
  the following statistics: 
     The Scorcher is a +6 speed keen icy burst 
  bane longsword. The bane property is 
  morphic; the wielder chooses an individual, 
  race or organization, for which the weapon 
  deals an extra 2d6 points of damage. The 
  bane property can be changed 1/week as a 
  standard action. The weapon is very light in 
  its wielder's hand, so that the Weapon 
  Finesse feat can be used with it. Physical 
  attacks made with the Scorcher ignore all 
  bonuses to AC originating from spells and 
  psionic powers, as well as psionic and 
  magical items. The Scorcher bestows 
  constant mind blank, blur and protection from 
  evil and good effects on its wielder. It also 
  grants its wielder fire resistance 30. 
  Additionally, the wielder of the Scorcher can 
  use slay living 1/week, wall of fire 1/day, true 
  seeing 1/day and cure serious wounds 3/day, 
  each at caster level 25.  
   
  A side effect of the activated Scorcher is that 
  the wielder develops a compulsion towards 
  completing his goal. The extent is 
  determined by the DM.  
   
  Suggested Means of Destruction 
  • Strike the weapon against the Silencer of 
  Bodach, shattering both blades. 
  • The blade is consumed by a water drake. 
   
   
   
   
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  50 
  T
  Thhee  PPeeaarrll  ooff  tthhee  S
  Suunnrriissee  S
  Seeaa  
   
  This artifact appears as a half inch diameter 
  ivory pearl that is perfectly circular. Its 
  surface is absolutely smooth, and it is cool to 
  the touch even during the warmest of 
  Athasian days. 
   
  History 
  The Pearl of the Sunrise Sea is from a time 
  when oceans covered the face of Athas and 
  the world was ruled by halfling. Taken from 
  the depths of the ocean now called the Silt 
  Sea, this item was the possession of one of 
  the nature-masters who help create the 
  Pristine Tower and destroy the encroaching 
  Brown Tide. With the coming of the Rebirth, 
  the pearl was left in the Pristine Tower by 
  the unknown halfling and was discovered 
  there six millennia later by Rajaat the First 
  Sorcerer.  
     Over the eons the Pearl had developed 
  certain abilities due to it proximity to the 
  Pristine Tower, powers the evil pyreen 
  quickly learn and utilized to his benefit. 
  During the height of the Cleansing Wars 
  Rajaat, displeased with Albeorn, Slayer of 
  Elves, gave the Champion the Pearl of the 
  Sunrise Sea to protect him from the 
  substantial psionic powers of the elven 
  kings. Soon after the Champions turned on 
  their master and Albeorn, later known as 
  Andropinis, took control of the city-state of 
  Balic. With the Pearl on his person, 
  Andropinis later participated in the 
  assassination of Dregoth. When Dregoth’s 
  superior psionic powers had no effect on 
  him, Andropinis swore he would study the 
  pearl to learn the extent of its capabilities. 
     In the years that followed Andropinis 
  uncovered the pearl’s powers, and the 
  limitation it imposes for such abilities. In the 
  end the sorcerer-monarch decided the 
  ancient artifact’s limitations outweighed its 
  abilities for a being of his power, and he hid 
  the pearl deep within the bowels of his city 
  and told no one of its location—even his 
  most trusted templars. As he was a 
  psionicist himself the pearl could be used 
  against him, and this made Andropinis 
  wary of the relic. 
   
  Campaign Uses 
  The Pearl of the Sunrise Sea is a potent artifact 
  to be sure, but not one that would have to be 
  restricted to NPCs. Should a player 
  character be willing to live with the 
  limitations imposed by the artifact, it can 
  become a powerful weapon. It’s important 
  to remember that evil as well as good can 
  possess the Pearl of the Sunrise Sea. Should a 
  character become renown through use of 
  this artifact, others may desire its power and 
  seek to kill him for it. 
   
  Abilities 
  • The possessor of the Pearl of the Sunrise Sea 
  is completely immune to psionic powers. 
  Though unaffected, the possessor becomes 
  instantly aware of the location and intent of 
  those trying to use psionics against him, 
  regardless of distance. Psionic feats may still 
  be used against the possessor.  
  • Once per day as a standard action, the 
  Pearl can emit a beam of white light at a 
  creature within 60 ft. The target struck by 
  the beam must make a Will save (DC 23) or 
  lose all remaining power points. If the save 
  is successful, the victim still loses half his 
  remaining power points. 
  • Three times per day as a standard action, 
  the possessor of the Pearl can detect psionics 
  within a radius of 100 yards. The possessor 
  of the pearl knows the exact location of all 
  beings with a power point reserve within 
  that radius. Additionally he senses all 
  powers being used and the targets of all 
  psionic powers. 
  • The possessor of the Pearl of the Sunrise Sea 
  is deprived of all psionic power while in 
  possession of the artifact. While no psionic 
  powers can affect him, he cannot manifest 
  powers of his own either. Nor can he use 
  psionic feats – though psionic feats may still 
  be used against him.  
   
  Suggested Means of Destruction 
  • Subjected to magical fire for 24 hours. 
  • Swallowed by a psurlon 
   
   
   
  
   
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  51 
   
   
   
  APPENDIX III: NEW MONSTERS 
   
   
  CALLER IN DARKNESS, GIUSTENAL 
   
  Huge Undead (Incorporeal, Psionic) 
  Hit Dice: 20d12 (130 hp) 
  Initiative: +7 
  Speed: Fly 60 ft. (good) (12 squares) 
  Armor Class: 21 (-2 size, +3 Dex, +10 deflection), touch 21, flatfooted 18 
  Base Attack/Grapple: +10/— 
  Attack: Incorporeal touch +11 melee (3d6) 
  Full Attack: 4 incorporeal touches +11 melee (3d6) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Identity lash, psi-like abilities, steal essence 
  Special Qualities: Darkvision 60 ft., incorporeal traits, psychic detection, +4 turn resistance, 
  undead traits, unnatural aura 
  Saves: Fort +6, Ref +9, Will +15 
  Abilities: Str —, Dex 16, Con —, Int 19, Wis 16, Cha 19 
  Skills: Bluff +27, Diplomacy +8, Disguise +4 (+6 acting), Hide +18, Intimidate +29, Listen +28, 
  Search +27, Sense Motive +26, Spot +28, Survival +26 (+28 following tracks) 
  Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Power 
  Penetration, Wounding Attack 
  Environment: Giustenal 
  Organization: Solitary 
  Challenge Rating: 16 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: — 
  Level Adjustment: — 
   
  A ghostly mass of swirling, silently screaming faces whirls about as a column of grayish energy. The 
  humanoid faces are twisted into masks of rage and terror, suggesting that these spirits died horribly. 
   
  The caller in darkness of Giustenal is a collection of those who died in the great carnage inflicted 
  upon Giustenal when Dregoth was killed. The souls of the humanoid creatures killed in that 
  bloodbath slowly assembled themselves together to form this tortured creature. 
  The caller seeks out those with psionic potential or who manifest psionic powers and tries to 
  kill them in order to absorb their energy. 
   
  Combat 
  Using detect psionics and its psychic detection ability, the caller in darkness searches for creatures 
  that manifest psionic powers. The caller attempts to absorb the souls of the creatures it kills, 
  helping it to grow stronger. 
  Identity Lash (Ps): The Giustenal Caller in Darkness can attack the psyche of any living 
  creature within a radius of 100 feet as a full-round action that provokes attacks of opportunity. 
  
   
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  52 
  The target must make a DC 24 Will save or take 1d6 points of Wisdom damage. The save DC is 
  Charisma-based. 
  Psi-Like Abilities: At will–clairvoyant sense, concussion blast (up to three targets within 15 ft., 6d6*), 
  crisis of life (kill creature up to 16 HD, DC 21*), demoralize (70-ft. radius, DC 23*), detect psionics, 
  psionic suggestion (up to 8 targets within 15 ft., DC 16*), recall agony (17d6, DC 10*). Manifester level 
  18th. The save DCs are Charisma-based. 
  *Includes augmentation for the Giustenal caller in darkness’s manifester level. 
  Steal Essence (Su): Any living, intelligent creature slain by the Giustenal caller in darkness’s 
  touch attack is mentally absorbed into the monster’s consciousness. (The physical body of the 
  victim remains intact). Stealing a victim’s essence is a free action; it grants the caller 12 temporary 
  hit points, and a permanent new screaming face appears within its cloud. 
  Giustenal’s caller in darkness can also steal the essence of living, intelligent creatures within 30 
  feet that are paralyzed or sleeping, or that are helpless due to having a mental ability score 
  reduced to 0. Doing so is a standard action that provokes attacks of opportunity. The victim dies, 
  and the caller gains 12 temporary hit points. 
  Psychic Detection (Ps): The Giustenal Caller in Darkness can sense the use and location of any 
  psionic power or psi-like ability within a radius of one mile. 
  Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of 
  Giustenal’s caller in darkness at a distance of 1000 feet. Such an animal refuses to move closer, 
  and if forced to do so, it becomes panicked unless it makes a Will save (DC 24). It remains 
  panicked until it leaves the area of effect. A panicked creature that is cornered begins cowering. 
  The save DC is Charisma-based. 
   
  FLOATER, CARNIVOROUS 
   
  Medium Aberration (Psionic) 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +3 
  Speed: Fly 30 ft. (good) 
  Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 
  Base Attack/Grapple: +3/+3 
  Attack: Tentacle +3 melee (1d4 plus poison) 
  Full Attack: 6 tentacles +3 melee (1d4 plus poison) 
  Space/Reach: 5 ft./10 ft. 
  Special Attacks: Blood drain, explosive gases, improved grab, poison, psi-like abilities 
  Special Qualities: Darkvision 60 ft., vulnerability to fire 
  Saves: Fort +6, Ref +3, Will +4 
  Abilities: Str 11, Dex 14, Con 15, Int 7, Wis 10, Cha 14 
  Skills: Hide +15*, Listen +2, Spot +2 
  Feats: Ability Focus (poison), Hover 
  Environment: Silt 
  Organization: Troupe (2-8) 
  Challenge Rating: 2 
  Alignment: Neutral 
  Advancement: 5–8 HD (Medium); 9–12 HD (Large) 
  Level Adjustment: — 
   
  This bobbing curiosity appears much like a jellyfish, with a round, bulbous, translucent body and six 
  tentacles hanging beneath. It floats above the bogo forest, seeming to drift on the wind itself. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  53 
   
  Carnivorous floaters are a kind of levitating jellyfish related to the more common variety of 
  floater that inhabits the region around the Sea of Silt. Carnivorous floaters, however, are native to 
  the upper airs around the Pristine Tower. Like their more common cousins, they have 6 tentacles 
  filled with poison pods they use to paralyze their prey. They have a small spread of psionic 
  powers which the creatures sometimes boost by eating large amounts of esperweed. Carnivorous 
  floaters also drain the blood of their victims. 
  These small creatures have a round, bulbous and translucent body, mostly made of a 
  gelatinous substance. They are surprisingly aggressive for such seemingly docile creatures and 
  will flock to attack any prey that is unfortunate enough to wander into their airspace. They live in 
  nests which they build in the bogo tree forests located in the vicinity of the Pristine Tower. A 
  carnivorous floater’s single offspring is reared in the nests and brought food fresh blood by the 
  mother floater. The nests also provide protection from razorwings and adventurous mole boars, 
  who are the floaters’ chief enemies. 
  A carnivorous floater's body is filled with hydrogen, helping it to float above the bogo forests. 
  The gas is produced by a carnivorous floater's internal glands, which convert food into hydrogen 
  in quantities sufficient to keep the creature floating. Males of the species generally have a reddish 
  tint to them, while females are more often tan or yellowish in color. Carnivorous floaters boast no 
  useable byproducts, though many researchers have tried to make use of the gas-producing 
  glands of this creature as a source of flammable gas. None has met with any success. 
   
  Combat 
  Carnivorous floaters use their tentacles and numerous psionic powers to disable and defeat 
  their attackers. As floaters are mostly composed of hydrogen, they are especially susceptible to 
  fire attacks. Any fire attack against a floater runs the risk of causing the creature to explode. 
  A carnivorous floater will attempt to drain blood from any creature that it attacks. Most will 
  wait until the victim has been paralyzed by the carnivorous floater’s poison, but more aggressive 
  members of the species do not wait upon such niceties before commencing feeding. The nature of 
  this blood drain means that any Pristine Tower wild mutations caused by the damage inflicted by 
  the carnivorous floater do not take effect until after the blood drain has ceased. 
  Blood Drain (Ex): A carnivorous floater drains blood from a grappled opponent, dealing 1d2 
  points of Constitution damage each round that it maintains the hold. 
  Explosive Gases (Ex): A carnivorous floater that takes fire damage must make a Fortitude save 
  (DC equals 10 + damage dealt) or explode, dealing 1d8 points of damage to each target within a 
  5-ft. radius (Reflex half DC 14). The save DC is Constitution-based. 
  Improved Grab (Ex): If the carnivorous floater hits with a tentacle attack, it can attempt to start 
  a grapple as a free action without provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can drain blood. 
  Poison (Ex): Injury, Fortitude save (DC 16), initial damage paralysis for 2d6 minutes, secondary 
  damage none. The save DC is Constitution-based. 
  Psi-Like Abilities: At will – aversion (DC 14), chameleon, displacement, dissolving touch, inflict pain 
  (DC 14), inertial armor (+5 bonus*). Manifester level 4th. The save DCs are Charisma-based. 
  *Includes augmentation for the carnivorous floater’s manifester level. 
  *Skills: Carnivorous floaters get a +10 Hide bonus while in the bogo forests around the Pristine 
  Tower. 
   
   
   
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  54 
  GIANT, SHADOW (GREATER) 
   
  Huge Outsider (Extraplanar, Incorporeal) 
  Hit Dice: 14d8+42 (105 hp) 
  Initiative: +6 
  Speed: Fly 40 ft. (good) (8 squares) 
  Armor Class: 14 (-2 size, +2 Dex, +4 deflection), touch 14, flat-footed 12 
  Base Attack/Grapple: +14/- 
  Attack: Incorporeal touch +14 melee (3d6 cold plus 1 Strength damage) 
  Full Attack: Incorporeal touch +14 melee (3d6 cold plus 1 Strength damage) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Dark mist, drawing the dark, improved grab, Strength damage 
  Special Qualities: Darkvision 60 ft., DR 15/adamantine and magic, immunities, lucent healing, 
  magic susceptibility, temporary corporeality, weapon damage 
  Saves: Fort +9, Ref +9, Will +9 
  Abilities: Str -, Dex 15, Con 17, Int 14, Wis 12, Cha 18 
  Skills: Bluff +21, Hide +11, Intimidate +21, Knowledge (arcana) +19, Knowledge (history) +19, 
  Listen +20, Move Silently +19, Search +19, Sense Motive +18, Spot +20 
  Feats: Ability Focus (dark mist), Ability Focus (Strength damage), Alertness, Combat Reflexes, 
  Improved Initiative 
  Environment: The Black 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Usually chaotic neutral 
  Advancement: 15–28 HD (Huge) 
  Level Adjustment: — 
   
  Rearing above you is a giant form of shadow standing almost thirty feet in height. Although it is 
  vaguely humanoid in shape, with arms, torso and head, its lower body trails off in wisps of black smoke 
  instead of ending in legs. Its eyes glow a spectral blue. 
   
  Greater shadow giants are more powerful relatives of the standard shadow giant. Fully 
  mature versions of the species, they are seldom seen away from the Pristine Tower. There, they 
  watch over the incubation of their young in obsidian eggs and guard against intruders who 
  might seek to defile the mysteries of that sacred place. 
  Greater shadow giants normally stand around 20 feet in height but bright light lends them 
  size and depth, and in full sunlight a shadow giant can grow to be as tall as 30 feet. 
   
  Combat 
  Greater shadow giants are even more feared in battle than their lesser brethren. This is 
  primarily due to their ability to attack several targets at once with the chilling power of the Black, 
  but also because they possess more powerful immunities than smaller versions of their species. 
  The very touch of a greater shadow giant leeches the Strength from their foes and individual 
  targets suffering a shadow giant’s caress are likewise susceptible to being taken back to the Black 
  by the creature. 
  Dark Mist (Su): Once per day, as a standard action, a greater shadow giant can transform 
  itself into a billowing ebony fog bank with a radius of 20 feet. When in this form, the greater 
  shadow giant can move as normal. It cannot assume temporary corporeality but all other 
  statistics are unchanged. Any living creature touched by the dark mist suffers its effects. Living 
  creatures of 4 or fewer HD are automatically killed (no save). Living creatures of 5 HD or greater 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  55 
  must make a DC 23 Fortitude save or take 1d6 Strength damage, 1d6 Constitution damage and 
  3d10 points of cold damage. Living creatures that make their saves still take 3d10 points of cold 
  damage. The body of any creature slain by the dark mist disappears into the Black and is lost. 
  The save DC is Charisma-based. 
  Drawing the Dark (Su): A temporarily corporeal greater shadow giant that begins its turn 
  grappling an opponent can pull that creature into the Black if the greater shadow giant makes a 
  successful grapple check.  Exposure to the Black deals 3d10 points of cold damage to a creature 
  each round, eventually killing a creature not immune to cold. 
  Immunities (Ex): A greater shadow giant is immune to cold, electricity, and fire-based 
  attacks and all mind-affecting effects. 
  Improved Grab (Ex): To use this ability, a temporarily corporeal greater shadow giant must 
  hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it establishes a hold and can use drawing the 
  dark. 
  Lucent Healing (Ex): A greater shadow giant has fast healing 4 in light as bright as torchlight, 
  and it has fast healing 8 in sunlight or within the radius of a daylight spell.  In total darkness, a 
  greater shadow giant suffers 1d4 points of damage per round. 
  Magic Susceptibility (Ex): Greater shadow giants are susceptible to raw arcane magic. A 
  wizard who gathers energy for a spell can lose the spell and instead make a touch attack on the 
  shadow giant, dealing 1d6 points of damage per spell level with a successful attack.  
  Strength Damage (Ex): Living creatures touched by a shadow giant must make a Fortitude 
  save (DC 23) or take 1 point of temporary Strength damage. The save DC is Charisma-based. 
  Temporary Corporeality (Su): The greater shadow giant can become corporeal as a standard 
  action, seemingly becoming either a solid shadow the size of a giant or a halfling-like figure 
  composed of shadowstuff. In corporeal form, it loses the incorporeal subtype, its deflection bonus 
  to armor class becomes a natural armor bonus, and it has a Strength score of 28 when assuming 
  its larger form or 10 when assuming its halfling-sized form. The greater shadow giant makes 2 
  slam attacks instead of an incorporeal touch attack (slam +21 melee, damage 1d8+9 plus 1 
  Strength damage in giant form, or slam +15 melee, damage 1d4 plus 1 Strength damage in 
  halfling form), and it can still use special attacks. It can grapple creatures (grapple bonus +31 in 
  giant form or +10 in halfling form) and manipulate objects (thus gaining the use of its drawing the 
  dark power). The greater shadow giant can become incorporeal again as a standard action. 
  A greater shadow giant that assumes halfling form gains an additional +3 bonus to its AC 
  and a +12 bonus to Hide checks for going from size Huge to size Small.  All other abilities are 
  unaffected.  Greater shadow giants have only gained the ability to take on the halfling form since 
  the death of Borys, Dragon of Tyr, and cannot assume this form in games set prior to that event. 
  Weapon Damage (Ex): Any weapon that strikes a shadow giant and is affected by its damage 
  reduction (any weapon that is not adamantine and magic) takes 15 points of damage. 
   
   
  
   
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  APPENDIX IV: DREGOTH 
   
  Dregoth, the Dread King: Male stage IX dragon champion of Rajaat kaisharga Wiz 7/Psion 
  (egoist) 8/Cerebremancer 5/Arch Defiler 10/Athasian Dragon 8; CR 49; Gargantuan Undead 
  (Augmented Dragon, Psionic); HD 38d12+76; hp 532; Init +3; Spd 50 ft., burrow 30 ft., fly 200 ft. 
  (poor); AC 51, touch 16, flat-footed 46; Base Atk +18; Grp +52; Atk +36 melee (1d10 cold plus 
  paralyzing touch, touch) or +36 melee (2d8+22 plus 1d10 cold plus paralyzing touch, claw); Full 
  Atk +36 melee (2d8+22 plus 1d10 cold plus paralyzing touch, claw) and +36 melee (2d8+22 plus 
  paralyzing touch, claw) and +31 melee (4d6+11 plus paralyzing touch, bite) and +31 melee 
  (2d8+33 plus paralyzing touch, tail slap) and +31 melee (2d6+33 plus paralyzing touch, tail 
  sweep) and +31 melee (2d6+11 plus paralyzing touch, 2 wings);  
   
  SA All-out attack IV, breath weapon, deeper darkness, defiling adept, dragon magic, fear aura, 
  frightful presence, genocidal focus, painful radius, paralyzing touch, psi-like abilities, psionic 
  enchantment (Arcane Augmentation), psionic enchantment (Far Reach), psionic enchantment 
  (Metamixture: Widen Power), psionic enchantment (Metapotency: Empower Power, Empower 
  Spell), signature spells, taint weapon;  
  SQ Casting time metamagic 2/day, darkvision 60 ft., delusional, discipline (psychometabolism), 
  distractible, DR 15/magic and 10/epic, dragon traits, energy storing, gray toughness 2, 
  immortality, immunities, lowlight vision, metamagic raze, polyglot, PR 49, regeneration 10, SR 
  49, tainted aura, undead traits; AL CE; SV Fort +21, Ref +24, Will +38; Str 54, Dex 21, Con -, Int 39, 
  Wis 28, Cha 29. 
   
  Skills and Feats: Autohypnosis +21, Balance +10, Bluff +20, Concentration +33, Craft 
  (obsidian) +47, Decipher Script +47, Heal +14, Intimidate +35, Knowledge (ancient history) +44, 
  Knowledge (arcana) +55, Knowledge (architecture and engineering) +34, Knowledge (geography) 
  +22, Knowledge (history) +42, Knowledge (local) +23, Knowledge (nature) +22, Knowledge 
  (nobility and royalty) +22, Knowledge (psionics) +57, Knowledge (religion) +27, Knowledge (the 
  planes) +49, Listen +19, Literacy (Ancient Giustenal, Green Age Common, Infernal), Psicraft +49, 
  Search +24, Sense Motive +24, Spellcraft +57, Spot +29; Agonizing Radius, Automatic Silent Spell, 
  Automatic Still Spell, Controlled Raze, Destructive Raze, Distant Raze, Efficient Raze, Empower 
  Power, Empower Spell, Epic Spellcasting, Exterminating Raze, Fast Raze, Great Fortitude, 
  Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), 
  Martial Weapon Proficiency (maul), Maximize Spell, Opportunity Power, Quicken Spell, Scribe 
  Scroll, Silent Spell, Still Spell, Widen Power. 
   
   
   
  Wizard Spells Prepared (4/8/8/7/7/7/7/6/6/6/3/2/2; save DC 24 + spell level): 0 – dancing 
  lights, ghost sound, mage hand, mending; 1st – expeditious retreat, mage armor, magic missile (x3), ray of 
  enfeeblement, shield, shocking grasp; 2nd – acid arrow (x3), detect thoughts, hideous laughter, resist 
  energy, see invisibility, web; 3rd – dispel magic, displacement, fireball, haste, lightning bolt, major image, 
  slow; 4th – bestow curse, detect scrying, dimensional anchor, fire shield, greater invisibility, resilient 
  sphere, stoneskin; 5th – dismissal, dominate person, feeblemind (x2), maximized lightning bolt*, teleport, 
  wall of force; 6th – disintegrate, empowered cone of cold*,  flesh to stone, globe of invulnerability, repulsion, 
  summon monster VI, true seeing; 7th – banishment, forcecage, mass hold person, quickened silent dispel 
  magic*, spell turning (x2); 8th – empowered maximized ice storm*, prismatic wall, power word stun, 
  quickened transmute rock to mud*, summon monster VIII, temporal stasis; 9th – gray rift, maximized 
  chain lightning, maximized delayed blast fireball*, power word kill, quickened greater dispel magic*, time 
  stop; 10th – empowered maximized circle of death*, maximized polar ray*, quickened create undead; 11th – 
  empowered maximized quickened fireball*, maximized energy drain*; 12th – maximized meteor swarm, 
  quickened power word stun. Caster level 22nd.  Effective caster level 29th. 
  *Metamagic raze applied to this spell. 
  
   
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  Signature spells: 1st – disguise self; 2nd – spectral hand; 3rd – arcane sight; 4th – dimension door; 
  5th – break enchantment; 6th – geas/quest; 7th – finger of death; 8th – create greater undead; 9th – gate.  
  Epic Spells Prepared: animus blast, epic counterspell, godhood, spell worm. 
   
   
  Psion Powers Known (power points 238, save DC 24 + power level): 1st – defensive precognition, 
  disable, energy ray, mind thrust, vigor; 2nd – concussion blast, ego whip, mental disruption, recall agony; 
  3rd – ectoplasmic form, energy burst, eradicate invisibility, hustle; 4th – empathic feedback, 
  metamorphosis, psychic reformation, psychic vampire; 5th – adapt body, leech field, psionic plane shift, 
  psionic revivify; 6th – aura alteration, breath of the black dragon, mass cloud mind; 7th – ultrablast. 
  Manifester level 13th. Effective Manifester level 20th. 
  Psi-Like Abilities: At will—aversion (16 hours, DC 25*), conceal thoughts, control air (up to 60 
  mph*), control object, detect psionics, dimension slide (move action*), mass missive (range 1,040 ft., DC 
  25*), mindlink (12 willing or 8 unwilling targets, DC 20*), psionic dimension door, psionic dimensional 
  anchor, psionic levitate, psionic teleport, telekinetic force (425 lb.*); 3/day—control body (Huge or 
  smaller*), dispel psionics (+20 bonus*), matter manipulation, psionic dominate (any target, DC 25*), 
  psionic mind blank, psychic crush (4d6*). Manifester level 12th. The save DCs are Charisma-based. 
  *Includes augmentation for Dregoth’s manifester level. 
  Possessions: headband of epic intellect +8, ring of protection +5, cloak of resistance +5, cube of force. 
   
   
  All-Out Attack IV (Ex): When making a full attack action, Dregoth can manifest a 1st to 4th-
  level psionic power and cast a 1st to 4th-level arcane spell simultaneously, in addition to his 
  normal attacks from the full attack action. The spell and power must both have a 
  casting/manifesting time of 1 action. This use of psionics and spells counts towards the limit of 
  one quickened power and one quickened spell per round. 
  Breath Weapon (Su): Using a breath weapon is a standard action. Once Dregoth breathes, he 
  can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any 
  intersection adjacent to Dregoth and extends in a direction of Dregoth’s choice, in a 60 ft. cone of 
  super-heated sand. If the breath weapon deals damage, creatures caught in the area can attempt 
  Reflex saves (DC 29) to take half damage. Dregoth’s breath weapon deals half fire damage and 
  half piercing damage due to the abrasive nature of the super-heated sand. The save DC is 
  Constitution-based. 
  Casting Time Metamagic (Ex): Three times per day, Dregoth can apply a metamagic feat he 
  knows to a spell at casting time. This does not increase the spell’s level or require a higher level 
  spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action 
  becomes 1 full round). Only metamagic feats that would increase a spell slot by 3 or less may be 
  applied with casting time metamagic. 
  Deeper Darkness (Su): Dregoth can create a globe of darkness at will. Treat this as a deeper 
  darkness spell cast by a wizard of caster level 38. 
  Defiling Adept (Ex): Dregoth gains three bonus defiler feats (Destructive Raze, Efficient Raze, 
  Fast Raze) due to his undead nature. 
  Delusional (Ex): Dregoth believes that he is truly a god. Characters aware of this belief can use 
  it to reason with and manipulate him. Dregoth receives a -4 penalty on Sense Motive checks 
  against such characters. 
  Distractible (Ex): Dregoth is easily distracted by any creature openly displaying the symbols 
  of the other sorcerer-monarchs of Athas, or by the sorcerer-monarchs themselves, and is 
  aggravated by such individuals to the point of rage. In combat, Dregoth rids himself of the 
  distraction, eliminating the source even before dealing with more prominent threats. 
  Dragon Magic (Su): Dregoth can choose to power his spells with energy from living creatures 
  rather than plants; when using living creatures, the “terrain” is treated as fertile. Casting in this 
  way is considered defiling and subject to all the rules thereof. Living creatures caught in 
  Dregoth’s defiling radius when he is using dragon magic take 2 points of damage per level of the 
  
   
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  spell being cast (0 level spells inflict 1 point of damage.) Dragon magic requires a piece of 
  masterwork obsidian of a value of least 250cp as a focus. 
  Energy Storing (Su): Dregoth can store life energy from nearby creatures in psionically 
  enchanted obsidian orbs. Gathering and storing energy is a full-round action that provokes an 
  attack of opportunity. Creatures within 190 feet gain one negative level each round Dregoth uses 
  energy storing. 
  Fear Aura (Su): Dregoth’s connection to the Gray generates a powerful aura of fear. Creatures 
  of less than 8 HD within 60 ft. who view Dregoth must make a Will save (DC 38) or be frightened 
  for 5d4 rounds. A creature that successfully saves cannot be affected again by Dregoth’s fear aura 
  for 24 hours. Creatures with 8 HD or more are immune to Dregoth’s fear aura. The save DC is 
  Charisma-based. 
   Frightful Presence (Ex): This ability takes effect whenever Dregoth attacks, charges, or flies 
  overhead. Creatures within a radius of 570 feet are subject to the effect if they have fewer than 38 
  HD. A potentially affected creature that succeeds on a Will save (DC 38) remains immune to 
  Dregoth’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become 
  panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dregoth 
  ignores the frightful presence of other dragons. The save DC is Charisma-based. 
  Genocidal Focus (Su): Dregoth was made a champion of Rajaat to slay all members of the giant 
  race. Spells and powers that deal damage do +4d6 bonus damage against giants. Any weapon 
  that Dregoth wields in combat is considered a dread weapon against giants. The weapon loses this 
  dread ability if Dregoth ceases to wield it. Against giants, the weapon’s effective enhancement 
  bonus is +4 better than its normal enhancement bonus and it deals +4d6 points of bonus damage. 
  Immortality (Ex): All champions of Rajaat are naturally immortal and cannot die from natural 
  causes. Champions of Rajaat do not age, and they do not need to eat, sleep, or breathe. The only 
  way for a champion of Rajaat to die is through special circumstances, usually by being slain in 
  magical or physical combat. 
  Immunities (Ex): Dregoth is immune to ability damage, ability drain, cold, critical hits, death 
  effects, death from massive damage, disease, disintegration, effects requiring a Fortitude save, 
  electricity, energy drain, exhaustion, fatigue, mind-affecting effects (charms, compulsions, 
  phantasms, patterns and morale effects), nonlethal damage, paralysis, petrification, 
  polymorphing, poison, sleep, stunning, or any other attack that alters his form. Immunities other 
  than those that accrue due to the kaisharga template, undead traits or dragon traits can be 
  lowered at will.  
  Metamagic Raze (Ex): Dregoth can gather energy during spell preparation to improve his 
  metamagic capacity. Spell slot level adjustments from metamagic feats are reduced by one (to a 
  minimum of one), but only once per spell. For each use of Metamagic Raze, the arch defiler 
  defiles a 5 ft. radius where the spell is prepared. Preparation of multiple spells increase the radius 
  by 5 ft. for each spell prepared with this ability. 
  Painful Radius (Ex): The penalties suffered to attacks, saves and skill checks for being caught 
  in Dregoth’s defiling radius increase by one. This effect stacks with Agonizing Radius, bringing 
  the modifier to a total of -3. 
  Paralyzing Touch (Su): Any living creature Dregoth hits with his touch attack or a natural 
  weapon must succeed on a Fortitude save (DC 38) or be paralyzed for 2d4 minutes. Remove 
  paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell 
  description). The effect cannot be dispelled. Anyone paralyzed by Dregoth seems dead, though a 
  DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. The save DC is 
  Charisma-based. 
  Polyglot (Ex): Dregoth can comprehend and speak any language of creatures that he interacts 
  with, per the tongues ability. 
  Psionic Enchantment (Su): Dregoth can combine psionics and arcane magic in unique ways to 
  augment his casting and manifesting: 
  
   
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  • 
  Arcane augmentation: Dregoth can spend a prepared spell slot to increase his limit for 
  augmenting psionic powers during manifestation. Using arcane augmentation is a free 
  action that does not provoke an attack of opportunity. Add the level of the spell slot to 
  Dregoth’s effective manifester level for purposes of determining the maximum amount 
  of power points he can spend while manifesting a single power. These additional 
  points cannot be used to apply additional metapsionic feats. 
  • 
  Far reach: Dregoth can use touch spells and powers on targets up to 30 feet away. 
  • 
  Metamixture: Dregoth can apply Widen Power to spells. Using metamixture is a free 
  action that does not provoke an attack of opportunity. Dregoth must spend power 
  points as normal when using Widen Power to boost a spell. Treat the spell as a psionic 
  power of equivalent level for the purpose of determining the power point cost. Dregoth 
  cannot spend more power points in this fashion than his effective manifester level. 
  • 
  Metapotency: Dregoth gains synergistic bonuses from Empower Power and Empower 
  Spell. When applying either feat, multiply its effects by 1½, allowing these feats to 
  increase the spell or power’s damage by 75% instead of 50%. The increased cost in spell 
  levels or power points is unaffected by metapotency. 
  Regeneration (Ex): Dregoth has regeneration 10. Cold and sonic effects deal normal damage to 
  Dregoth. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. Dregoth can 
  reattach the severed member instantly by holding it to the stump 
  Signature Spells (Sp): Dregoth chooses one spell of each level 1st through 9th. These chosen 
  spells become Dregoth’s signature spells. Dregoth can channel stored spell energy into signature 
  spells that he did not prepare ahead of time. Dregoth can “lose” any prepared spell in order to 
  cast one of these signature spells that is of the same spell level as the prepared spell or lower (just 
  like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.) 
  Taint Weapon (Su): Dregoth can taint magic and psionic weapons by touching them. He 
  makes a touch attack against the weapon. The touch does not provoke an attack of opportunity. If 
  he hits, the weapon or its wielder must make a Will save (DC 38). Failure means the weapon 
  permanently loses one point of its enhancement bonus. A weapon drained to a +0 enhancement 
  bonus loses all other magic and psionic properties. The save DC is Charisma-based. 
  Tainted Aura (Ex): Dregoth is tainted by his arcane ways in such a matter that it is noticeable. 
  People feel uncomfortable and wary when Dregoth is present and animals whimper when he 
  approaches. Dregoth suffers a -4 circumstance penalty to Bluff, Diplomacy, Gather Information 
  and Handle Animal checks. He receives a similar circumstance bonus to Intimidate checks. The 
  tainted aura has a range of 50 feet. 
   
   
  Background 
  Dregoth the Undead Dragon-King has been traveling the planes of existence for nearly 2,000 
  years, ever since his discovery of the planar gate, a Green Age artifact found in the caverns 
  beneath Giustenal. During his travels Dregoth discovered the presence and worshipping of 
  actual true gods, something previously unknown to the world of Athas. For nearly two eons 
  Dregoth studied the nature of gods, their incredible power, and their zealous worshipers in 
  hopes of attaining such divinity. The Dread Lord of New Giustenal traveled to countless worlds 
  in a variety of disguises, researching hundreds of factions and cults, good and evil, to learn the 
  true nature of gods and their devotees. Dregoth has only recently returned to Athas in the wake 
  of the events of the Prism Pentad, and is now putting events in motion, hoping to become Athas' 
  first true god. 
   
  After another two years of research, in addition to his previous study of the multiverse, Dregoth 
  uncovered the reason why the gods of the planes have never turned their attentions towards the 
  world of Athas. The spiritual conduits that allow the gods of other worlds to draw strength from 
  their worshipers don’t exist on Athas, and so the powers of the planes have turned away from the 
  
   
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  inhabitants since the earliest days of existence. The spiritual conduits have been replaced by 
  elemental conduits, strongly linking the world of Athas to the elemental Inner Planes. Dregoth 
  has theorized the presence of the Gray, the endless limbo where Athasians go when they die, is 
  responsible; because of the Gray, spiritual conduits cannot be linked to Athas. However, the 
  elemental conduits easily pierce the Gray, granting the elemental clerics of Athas their power. 
   
  In the end the Dread Lord’s plan is a simple one: move the existing elemental conduits so they 
  connect the Outer Planes to Athas. Once the conduits connect to the Outer Planes, Dregoth plans 
  to travel there and receive the power bestowed upon him by his faithful. In addition, all Athasian 
  divine spellcasters shall have to turn to Dregoth for spells since Athas would no longer be 
  connected to the elemental Inner Planes.  
   
  To achieve this end Dregoth has created an epic godhood spell that will not only move the 
  conduits, but instantly elevate him to divinity upon its completion. This spell was devised by the 
  Dread Lord during his journey to the Outer Planes, and perfected upon his return to Athas.
  
   
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  APPENDIX V: THE PRISTINE TOWER 
   
  This ancient structure is probably the last remnant of the Blue Age, though it was created in its final 
  days. As the Brown Tide swept across the face of Athas, the last of the nature-masters used their 
  forgotten art to create a potent focus for their power. When they were done a glaring needle of white 
  stone was born, seeming to reach into the clouds themselves. From the ground the tower seems to 
  have no summit, it simply grew smaller and smaller until it disappeared into the sky. 
   
  History 
  Just when the Brown Tide looked to destroy all of Athas the nature-masters channeled their power 
  through the Pristine Tower, drawing on the power of the sun itself to save the world. In the end they 
  were successful, but the Athas they knew would be changed forever. Much of the planet’s life had 
  been destroyed by the Brown Tide, and for Athas to survive the land had to be remade. Filled with the 
  power of a yellow sun, the last of the nature-masters used the Pristine Tower to create spontaneous 
  life across the land—a time that would later be known as The Rebirth. Some creatures survived, other 
  did not, but in the end life once again flourished. Knowing their civilization had come to an end, the 
  halfling nature-masters used their power to transform themselves into the new races of Athas, ones 
  that would survive this new age. Using the tower one final time, the halflings created humans, elves, 
  dwarves, and a dozen other races that would become the civilizations of the Green Age. But what of 
  the Pristine Tower? 
   
  The truth regarding the halflings’ creation was lost with the onset of The Rebirth. Years later others 
  would approach the tower and try to harness its power, but strange mutation would occur to any 
  suffering injuries near the spire. Sages of the Green Age theorized that the great power of the blue sun 
  that was channeled through the structure still emanates from within, causing the mutations. 
  Eventually it became a place best avoided, and fell into obscurity for many years. 
   
  The most powerful nature-masters to save the world transformed themselves into pyreen, also known 
  as the “peace-bringers.” These were creatures of exceptional power and beauty, carrying some of the 
  ways and teachings of the nature-masters into this new age. It was from amongst the pyreen children 
  that came the greatest threat to ever walk the face of Athas—Rajaat. Hideous and horribly deformed 
  when compared to his brethren, Rajaat became everything the pyreen were not—corrupt, evil, and 
  immoral. After mastering the Way, Rajaat spent thousands of years developing sorcery with the aid of 
  the Pristine Tower. It is thought that the evil pyreen learned many of the ways of the nature-masters, 
  and changed the tower to fit his own needs. Through it all the mutation associated with the structure 
  remained, though Rajaat saw it as a liability and made several attempts to remove it. In the end it did 
  not matter, since he was able to accomplish his goals in spite of the mutation drawback. 
   
  Through the combined use of the Pristine Tower and the Dark Lens, Rajaat created his Champions, 
  and thus began the Cleansing Wars. For the 1,500 years the wars reigned Rajaat stood in the shadow 
  of the Pristine Tower, awaiting the return of his Champions. It was in this same shadow the War-
  Bringer was defeated by his creations, his own devices turned against him. Using the power of the 
  Dark Lens and the Pristine Tower, Borys of Ebe created the sorcerer-kings from Rajaat’s Champions, 
  who in turn transformed him into the Dragon. 
   
  It wasn’t until 2,000 years later that someone would return to the Pristine Tower seeking its strange 
  powers. In an effort to save her city, Sadira of Tyr braved the dangers of the Pristine Tower to find the 
  power she needed to defeat the Dragon. It was there she was confronted by the mysterious keepers of 
  the spire—the shadow giants. These creatures were once halflings who had followed Rajaat, but were 
  imprisoned in The Black when their master was defeated. Since they were closely linked to the 
  Pristine Tower through Rajaat’s magic, these halflings were able to interact with the real world as 
  powerful shadows. Though they did not have the Dark Lens, the shadow giants used the inherent 
  power of the Pristine Tower to transform Sadira into a unique creation later termed as a sun wizard. 
   
  
   
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  Since Sadira’s transformation none have journeyed to the Pristine Tower, and the few that have tried 
  either succumbed to the mutation effect or were slain by the remaining shadow giants. Those who 
  have been affected by the mutations of the tower have been termed “new beasts” by outlying villages 
  and nearby cities, often being forced to live in the wastes due to their deformities. 
   
  The Pristine Tower and the godhood spell  
  It is the same power of the sun that transformed Sadira into a sun wizard that Dregoth needs to 
  complete his spell and elevate himself to godhood. Being a former Champion of Rajaat, the Dread 
  King is one of the few who can use and understand the workings of the ancient spire. 
   
   
  Mutations 
   
  When a character takes a minimum of 1 point of damage while within the radius of influence of the 
  Pristine Tower, that character is subject to wild mutations. These mutations occur each time a 
  character is injured, regardless of the amount of damage suffered. For example, if a character took 10 
  points of damage during three rounds of combat, it would have to roll for three possible mutations 
  (more if certain results are rolled, but always a minimum of three).  
   
  Mutations occur at the spot on the character’s body where the injury was inflicted. If no 
  specific area is targeted or the DM is not using a hit location system, roll on Table #1A or #1B to see 
  which portion of the body is struck. The DM may wish to reduce a character’s Charisma score if no 
  such reduction is already listed under the mutation. Such a reduction inflicts a Charisma penalty of 
  1d4 points on the affected character. All mutations manifest themselves in 1-3 rounds, and can only be 
  removed through the use of wish, miracle or similar magic. The removal of a mutation causes a great 
  deal of pain to the afflicted character, with the result that the character is shaken for 24 hours 
  following its removal. All penalties and bonuses to a character’s scores listed below last for as long as 
  the mutation is present. 
   
   
  Table #1A: Humanoid Hit Location Chart 
  d10 Roll 
  Location 
  1-2 
  Right Leg 
  3-4 
  Left Leg 
  5 
  Abdomen 
  6-7 
  Torso 
  8 
  Right Arm 
  9 
  Left Arm 
  10 
  Head/Neck 
   
  Table #1B: Monster Hit Location Chart 
  d10 Roll 
  Location 
  1 
  Right foreleg/claw/wing 
  2 
  Left foreleg/claw/wing 
  3 
  Right hind leg 
  4 
  Left hind leg 
  5 
  Tail (for serpentine monsters, 1-5 is a 
  tail hit) 
  6-7 
  Abdomen 
  8-9 
  Torso/chest 
  10 
  Head/Neck 
   
  
   
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  Table #2: Limbs (Includes right/left leg, and right/left foreleg, claw, and wing) 
  d20 Roll 
  Mutation 
  1-2 
  Scaled carapace covers entire limb, providing the character with a +1 natural armor 
  bonus and a +1 bonus to Strength. 
  3 
  One leg/hand/claw/wing is hideously deformed. The character suffers a –1 penalty 
  to both Strength and Dexterity.  Furthermore, if a leg or wing is affected, the 
  character’s movement rate is halved and the character is permanently denied its 
  Dexterity bonus to AC. If a hand or claw is affected, the character cannot grasp items 
  or make claw attacks with that hand.  
  4 
  The affected limb is replaced with a clawless insect limb. The character suffers a –1 
  penalty to Strength and cannot grasp items with that limb. 
  5 
  The affected limb grows claws. The character gains a claw attack with that limb. The 
  claw deals damage appropriate for the character’s size, as described on Table 5-1 on 
  page 296 of the Monster Manual. 
  6 
  The affected limb becomes double-jointed. 
  7 
  The affected limb grows thorny spikes. If any of the spikes are broken (such as when 
  the character takes damage in combat or falls 10 feet or more, the character suffers 
  1d4 points of damage. Anyone who attacks the affected character with an unarmed 
  attack or a natural weapon suffers 1d3 points of damage. 
  8 
  An identical limb grows from the wound. This additional limb is shriveled and 
  useless. 
  9 
  The wound continues to bleed, inflicting 1 point of Constitution damage per round 
  until cauterized.  Cauterization causes 1d6 points of damage. Further wounds on the 
  affected limb will also bleed in the same fashion. 
  10-11 
  The affected limb dissolves in 1d6 rounds. Each round of dissolution, the character 
  suffers 1d4 points of damage and is shaken. The character suffers a –2 penalty to 
  Strength and Dexterity. 
  12-13 
  The affected limb becomes an intertwining mass of vines, twigs, and leaves. The 
  character suffers a –2 penalty to Dexterity. 
  14 
  The affected limb constantly secretes terinav root poison. The character may use the 
  limb to make touch attacks to deliver the poison against a target. The affected 
  character is susceptible to this poison on other body parts. The character has a 5% 
  chance of exposing himself to the poison whenever he applies it to a weapon or 
  otherwise readies it for use. Additionally, if the character rolls a natural 1 on any 
  attack roll, he must make a DC 15 Reflex save or accidentally poison himself. 
  15 
  The affected limb is covered in thick black fur. If cut, the fur grows back in one hour. 
  The character suffers a –1 penalty to Strength. 
  16 
  The affected limb becomes a tree branch. The character suffers a –2 penalty to 
  Strength and Dexterity. 
   
   
  17 
  The affected limb becomes a tiny lizard (Monster Manual, p275) that writhes in place 
  at the limb’s joint. After 2d10 minutes the lizard falls off and runs away, leaving the 
  host with no limb. The character suffers a –2 penalty to Strength and Dexterity. 
  18 
  The affected limb becomes a plant-like extremity that immediately tries to plant itself 
  in the ground. The character must succeed at a DC 15 Strength check each round to 
  prevent this from happening. The character suffers a –1 penalty to Strength and 
  Dexterity. If 8 points of damage are inflicted on the plant-like extremity, it is severed. 
  In this instance, the character takes the same amount of damage as well as 1 point of 
  Constitution damage from blood loss and suffers a –2 penalty to Strength and 
  Dexterity (this replaces the initial –1 penalty suffered from gaining the mutation in 
  the first place). 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  64 
  19 
  Roll twice more or once on Table #4. 
  20 
  Roll again and once on Table #3. 
   
   
  Table #3: Body 
  (includes abdomen, torso, and chest) 
  2d20 Roll 
  Mutation 
  2 
  Victim is permanently polymorphed into a mole boar (see Terrors of Athas). 
  3 
  Lizard-like scales cover the affected area, providing the character with a +2 natural 
  armor bonus. 
  4-5 
  All limbs attached to the affected area (legs, if the abdomen is affected; arms if the 
  torso is affected) become useless. The character suffers a –4 penalty to Strength and 
  Dexterity. 
  6 
  Skin becomes soft and moist. The character suffers a –2 penalty to AC.  Every hour, 
  the character’s skin must be soaked with a quart of water or the character suffers one 
  point of Constitution damage from dehydration. 
  7 
  The affected area is covered in chitin. The character receives a +4 natural armor 
  bonus. 
  8-9 
  The affected area grows a stunted, malformed limb. This additional limb is useless. 
  10 
  The muscles of the character’s torso become enlarged and contorted. The character 
  receives a +2 bonus to Strength, a +1 bonus to Constitution, a –2 penalty to Dexterity, 
  and a –3 penalty to Charisma. 
  11 
  A fully usable limb (typically an arm) sprouts from wound. Although the limb is 
  fully useable, the difficulties involved in coordinating its use with other limbs mean 
  that the character’s ability scores are unaffected. The character could, however, use it 
  to wield an additional secondary weapon, for example, and could benefit from the 
  Multiattack feat. 
  12 
  The character’s skin becomes covered in grass and small plants. The character’s daily 
  water requirement is doubled. 
  13 
  The character’s skin becomes transparent in the affected area. The character suffers a 
  –2 penalty to Charisma. 
  14 
  The affected area is covered in thick obsidian plates. The character receives a +6 
  natural armor bonus but suffers a–3 penalty to Dexterity. 
  15 
  A functioning eye sprouts from the wound. Unless permanently covered the 
  additional eye is disorientating, imposing a –2 penalty to Dexterity. 
  16 
  Six non-functioning spider legs sprout from the character’s body. The character 
  suffers a –2 penalty to Dexterity and a –4 penalty to Charisma. 
  17-18 
  Two fully functional thri-kreen arms sprout from the character’s body. Although the 
  limbs are fully functional, the difficulties involved in coordinating their use with 
  other limbs mean that the character’s ability scores are unaffected. The character 
  could, however, use them to wield additional secondary weapons, for example, and 
  could benefit from the Multiattack feat. The limbs can also be used to make 
  secondary claw attacks, dealing damage appropriate for the character’s size, as 
  described on Table 5-1 on page 296 of the Monster Manual. 
  19 
  The affected area becomes covered in thick black fur. If cut, the fur grows back in 
  one hour. Unless the character doubles his daily intake of water, he is permanently 
  exhausted. 
  20 
  Limbs attached to the section (arms/legs/wings) become squid-like tentacles. The 
  character suffers a –1 penalty to Dexterity but can to make tentacle attacks, dealing 
  damage appropriate for the character’s size, as described on Table 5-1 on page 296 of 
  the Monster Manual. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  65 
  21-22 
  The character mutates into a quadruped using his existing limbs. His hands and feet 
  become hoof-like and his body is covered with thin scales. The character receives a 
  +2 natural armor bonus, a –2 Dexterity penalty and gains the carrying capacity of a 
  quadruped of his Strength and size. 
  23 
  The mutation spreads internally to the character’s lungs. The character now breathes 
  silt, not air. Whenever the character is not immersed in silt, he runs the risk of 
  drowning, according to the rules on page 304 of the DMG. 
  24-25 
  The affected area becomes covered in sharp, thorny spines. If any of the spines are 
  broken (such as when the character takes damage in combat or falls 10 feet or more, 
  the character suffers 1d4 points of damage. Anyone who attacks the affected 
  character with an unarmed attack or a natural weapon suffers 1d3 points of damage. 
  26 
  Victim is permanently polymorphed into a bogo snake. (This effect applies in bogo 
  forest only; otherwise roll again). 
  27-28 
  Small bird-like wings sprout from the injured area. The wings are too small for 
  flight. 
  29 
  The injury sprouts a 2d6 foot long tail. The tail cannot grasp objects or be used to 
  attack. 
  30-31 
  The character’s body sprouts feathers. 
  32-33 
  The mutation spreads throughout the character’s body. All wounds inflicted on the 
  character (including this one) only heal naturally and are unaffected by magical 
  healing of any sort. 
  34-35 
  The character is permanently polymorphed into a bogo tree (This effect applies in 
  bogo forest only; otherwise roll again). 
  36 
  The wound never fully heals, always leaving the character suffering from at least 
  one point of damage. Spores constantly issue from wound, which attract all 
  carnivorous creatures in a one-mile radius and drive them into a frenzy of hunger 
  directed at the affected character. The DM should select an appropriate creature 
  from the local encounter table every hour. The selected creature attacks the affected 
  character to the exclusion of all other targets. 
  37-38 
  Roll again and on Table #2. 
  39 
  Roll again and on Table #4. 
  40 
  Roll Twice. 
   
   
  Table #4: Head/Neck 
  2d8 Roll 
  Mutation 
  2 
  The character’s head becomes covered in tiny gray scales.  The character receives a +1 
  natural armor bonus to AC and a –2 penalty to Charisma. 
  3 
  Lizard-like scales cover the entire head. The character receives a +2 natural armor 
  bonus. 
  4 
  An eyestalk grows from the injury. The eye is fully functional and the stalk upon which 
  it sits can be extended at will up to a length of one foot, allowing the character to peer 
  around corners, into small holes etc. If the eyestalk looks in any direction other than the 
  direction that the character’s normal eyes are looking, the character suffers a –2 penalty 
  to Dexterity due to disorientation. 
  5 
  A fully functional eye grows from the wound and character’s normal eyes can no longer 
  see. The character’s loss of depth perception imposes a –1 Dexterity penalty. 
  6 
  Gills grow from the injury, requiring the character to breath water instead of air. 
  Whenever the character is not immersed in water, he runs the risk of drowning, 
  according to the rules on page 304 of the DMG 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  66 
  7 
  The character develops protruding carnivorous jaws. He suffers a –2 penalty to 
  Charisma and gains a bite attack. The bite deals damage appropriate for the character’s 
  size, as described on Table 5-1 on page 296 of the Monster Manual. 
  8 
  Thin scales grow from the wound and cover the character’s ears. The character is 
  deafened. 
  9 
  Spines bearing greenblood oil grow from the wound. The character may use the spines 
  to make a single secondary attack each round in order to deliver the venom. On a 
  successful hit, the spines deal 1 point of damage and inject the poison into the target. 
  The affected character is susceptible to this poison himself. The character has a 5% 
  chance of exposing himself to the poison whenever he applies it to a weapon or 
  otherwise readies it for use. Additionally, if the character rolls a natural 1 on any attack 
  roll, he must make a DC 15 Reflex save or accidentally poison himself. 
  10 
  The character’s head becomes large and deformed. The character suffers a –6 penalty to 
  Charisma and a –2 penalty to Dexterity. 
  11 
  Thick vines sprout from the wound, entwining the character’s head. The character can 
  see and hear through the vines but suffers a –2 penalty to Charisma. 
  12 
  Thin scales grow from the wound and cover the character’s eyes. The character is 
  blinded. 
  13 
  The character’s brain enlarges. The character receives a +2 bonus to Intelligence, a –2 
  penalty to Charisma and a –1 penalty to Dexterity. 
  14 
  Thin scales grow from the wound and cover the character’s nose. The character can no 
  longer smell and suffers a -8 penalty on all Spot and Search checks where smell would 
  be a factor. 
  15 
  A small, malformed, non-functional head grows from the wound. The character suffers 
  a -6 penalty to Charisma. 
  16 
  Roll again and on Table #3. 
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  67 
  APPENDIX VI: Maps 
   
   
  Map 1: Around the Pristine Tower 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  68 
   
   
  Map 2: Gatehouse map. 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  69 
   
  Map 3: The Pristine Tower. 
   
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  70 
   
  Map 4: DM's map of Steeple interior. 
  5 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  71 
   
  Map 5: PC's map of Steeple interior. 
   
  5 
  
   
  PUBLIC PLAYTEST. VERSION 0.9 
   
  72 
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