Chapter 9: The Campaign Previous      Index      Next

Long ago, when the Old Dynasty began to fail on the mainland, Uruk Kigal was exiled with a whole cadre of his supporters for practicing deviant and forbidden magic. Uruk departed the jungle valleys of his youth in search of a new home. He crossed the sea and discovered Sahu, a large island of mysterious beauty that resembled, in many respects, his beloved home.
The island was divided into a low-lying coastal region, an inner high plateau embraced by jungle, and a high ridge of mountains rising from the center of the island like the spine of a vishap. On the high plateau, by the shores of a sepia lake, Uruk built Nycopolis and made his city the capital of a new monarchy. He built the Great Summer Palace out of solid ivory and erected a mighty Colossus in his image to guide visitors safely to his island. Uruk was the first and most powerful of the Necromancer Kings, and he ruled Sahu, some say wisely, for many hundreds of years.
Now, Sahu was not entirely uninhabited when Uruk founded the New Dynasty. The colonists found the traces of an even more ancient civilization on the island, based on the low, sandy shores. They discovered entire ruined cities of antique metal towers, sundered and dilapidated, lapped along the coast by the hungry sea. In these mushroom- shaped spires, exotic totems and strange shrines were unearthed, temples of the forgotten god Thasmudyan, King of Worms, Lord over Life and. Undeath. Many of the New Dynasty began to worship this ancient god whose first followers had long since abandoned Sahu to live forever beneath the cold waves of the sea (or so the ancient legends say).
The worship of Thasmudyan, known as the Cult of Worms, soon flourished again under an ambitious priestess named Vermissa, one of the first nobles to accompany Uruk into exile on Sahu. But the King was jealous of Vermissa's mounting influence, and he conspired with his most powerful nobles to destroy her. Vermissa disappeared soon after from Nycopolis. When she died, the Cult of Worms floundered without her direction, and Uruk reigned supreme once again in his mighty new kingdom of necromancers.
Thus the age-old conflict between king and high-priest began again in Sahu, transplanted from the mainland by its colonists, and it sprang forth anew with all the vehemence of old. As it destroyed the Old Dynasty, so too did it unravel the Necromancer Kings. The New Dynasty eventually withered and died, leaving only mournful spirits to glide over the still black waters by the ruins of Nycopolis. Now only their histories and their mysterious artifacts remain as sad, silent testimonies to their former power and glory.

—From Kazerabet's Art of Necromancy

Thus far, we have been primarily concerned with developing the individual components of the necromancer and death priest. We have presented kits, powers, spells, and magical items, but we haven't really discussed how to fuse these elements into characters and use them in a campaign. In this chapter, we address these issues.
First we present a sample campaign with guidelines for creating a detailed and convoluted storyline lasting for many adventures The chapter also contains some adventure hooks which the DM can drop as rumors or expand into full-length scenarios if desired. These scenarios illustrate a multitude of roles for the necromancer and death priest in the campaign.
Finally, we devote the remainder of the chapter to seven detailed NPC necromancers and death priests who will pop up intermittently in this chapter as they have been doing so throughout the rest of this book. Our goal is to provide the DM with an interesting setting, specific adventure ideas, and necromancer characters that can be easily incorporated into an existing campaign.
General methods for creating settings and NPCs have already been covered in other blue-cover DM supplements. For more general information on running a successful campaign, the DM should consult the Creative Campaigning sourcebook. A starting DM may also refer to the Complete Book of Villains for general guidelines on creating compelling nemeses for a campaign.

Isle of the Necromancer Kings

Every campaign or adventure begins with an epic story such as the tale of the Necromancer Kings. Legends and lore form the backdrop of any campaign, creating a mood and background that will inspire your players and get them interested in your world and all of the things that occupy it.
A good campaign is created like an onion, with various layers of perception and reality overlaying one another. At each layer, a party of adventurers starts with a common perception, myth, legend, or rumor and uncovers the reality or truth behind that perception. This revelation leads to a new, deeper awareness of the world, which can be again challenged in another adventure. This cycle progresses until the entire onion had been peeled away, revealing a single, terrifying truth or reality at the core that irrevocably changes the PCs' perception of the entire campaign.
A detailed setting is extremely important to creating a vivid and memorable campaign. Sahu, the Isle of the Necromancer Kings, can easily be transplanted into the ocean of any world. Its official location is in the southern hemisphere of Toril, in a region of the Land of Fate setting known as the Ruined Kingdoms of Nog and Kadar. (Incidentally, the Old Dynasty, alluded to in Kazerabet's tale of Sahu, is fully detailed in the Ruined Kingdoms boxed set). But Sahu could just as easily be located off the coast of Amn or the Shining South in the Forgotten Realms, another region with a legacy of powerful ancient empires.
Sahu is an ancient place, the home of two destroyed civilizations: the New Dynasty of the Necromancer Kings and the Old Empire of Thasmudyan that preceded them. It is an island of ruined cities, magical pools, and cursed lakes. Its forgotten palaces are littered with the treasures of bygone epochs and scattered with the bones of foolhardy explorers.
Sahu itself is the outermost layer of the "campaign onion" mentioned earlier. It is important that, in the beginning of the campaign, Sahu appears like "just another interesting place to adventure." Indeed, Sahu is dubbed the "Isle of Serenity," though the actual meaning of the word is rooted in deep antiquity. Actually, in the ancient language of Kadari, spoken by the Necromancer Kings, Sahu means something like "Serene Eternity," an old euphemism for Death. The island's name is another example of the contrast between conventional popular belief and a deeper, more sinister reality.
Sahu is a perfect setting for adventure, and in this section, we present a brief guide. Note that you, as the DM, can "deconstruct" Sahu, scattering its individual elements anywhere in your campaign, especially if it is primarily land based with little or no access to the sea. Finally, these place descriptions also illustrate the varied settings and contexts in which a necromancer or death priest will feel most at home.

The Twin Villages of Misbahd and Jinutt

Sahu is not completely bereft of civilization. Two villages, Misbahd and Jinutt, can be found on the island's northern shore, at the base of the giant plateau. These settlements can be used as the starting point for most adventures, since the party will presumably have arrived at one of these ports by ship. Misbahd is a dilapidated and squalid den of rogues and pirates. The settlement is well fortified, protected by a small fleet of "privateers," and its shops and stores are filled with all types of merchandise, illicit and otherwise. Jinutt, on the other hand, is a small, simple village of fishermen who provide food to Misbahd in exchange for various necessities.
Despite the villages' serene or mundane appearance, there is something peculiar about them which should only be learned after several visits in which the PCs have become sufficiently familiar with the locals and village leaders. Eventually, the party members will notice that there are a few shrines to mainland gods, but there is no large temple or priesthood in either Misbahd or Jinutt. There are no healers or priests capable of raising the dead on Sahu. Neither is there a cemetery. When people die (which happens quite frequently in rough Misbahd), their bodies are carried in a funeral procession out to the edge of town, where they are abandoned to "the wild forces of nature," presumably to be devoured by wild animals. This ancient tradition is very sacred to the villagers, and it applies to everyone on the island - both natives and visitors. To break with this holy rite would anger the evil spirits of the highlands, who would punish the offending village. Those attempting to interfere or stop a funeral procession will be quickly confronted by a hysterical and violent mob.
Although they would never admit it to any visitor, many of the villagers are secret worshippers of the ancient god Thasmudyan and are fanatical members of the highly secret Cult of Worms. The entire ruling hierarchy in both villages is made up entirely by cultists who arc sworn to absolute secrecy. The bodies of the dead are actually carried away by a pack of ghouls (disguised as plum-robed priests) to a nearby underground temple where the corpses are ritually devoured by the ghouls and a small hierarchy of death priests (Charnelists) whom the PCs may recognize as members of the village council. Each temple has a black stone idol of Thasmudyan and a small treasury which may contain a few magical items of minor importance. Obviously, important magical items are wielded by the priests and ghouls themselves.
Finally, these villages are also ideal locations to learn various rumors and lore about the island. In general, the superstitious villagers (island natives) consider the upper plateau to be haunted, a forbidden, dangerous place of ghosts and evil spirits. A few retired adventurers in the villages have more information. With suitable monetary encouragement, they reveal the location of "ruins along the shore of the sea" (Ereshkigal) supposedly containing fabulous treasures and magical items, virtually unguarded.

The Iron Spires of Ereshkigal

Further north along the coast from Jinutt lies Ereshkigal, a largely deserted city of ruined metal towers, located about five miles inland so its appearance cannot easily be discerned from the sea without a telescope. The ruins are quite extensive, spreading out over a few square miles.
The city encompasses hundreds of metal spires fashioned like giant mushrooms or fungi. The few intact specimens are hollow shells bereft of any kind of stairs, with only a few small entrances at the base (symmetrically arranged) and a central hole in the 120' high ceiling. Most of the outlying towers have already been stripped of anything interesting by explorers, but spires in the center of the city are filled with bizarre inscriptions in an unknown language (predating the Kadari tongue of the Necromancer Kings).
Contrary to rumor, Ereshkigal's treasures are hardly unguarded, since the towers of the inner city serve as lairs for several packs of ghouls and ghasts. These lairs are clustered around a central spire that has been converted into a lofty cathedral to Thasmudyan, guarded by a powerful high priest with the powers of a greater mummy, who carries an ancient horn of the exalted dead.
Concealed beneath the shrine's altar is a secret passage leading into a convoluted mazework of tunnels and subterranean corridors that stink of ghast breath. Ultimately, these caverns lead to the Garden of Eternity (detailed below), but they are filled with roving packs of armored undead soldiers, deadly glyphs of warding, and ravening beasts of the Underdark.

The Colossus of Uruk

On top of the plateau, overlooking Ereshkigal and the deadly Horn of Sahu, stands the Colossus of Uruk, easily visible from the coast. This gargantuan, 150'-tall granite statue was erected by the first of the Necromancer Kings and originally served as a lighthouse to protect incoming ships from the reefs. The Colossus has been completely overgrown by plants and birds' nests. The statue's stone body is entirely hollow, like an odd tower, and contains numerous chambers, including a small library and a magical lantern room in its hollow head. The eyes of the statue once contained specially enchanted lenses that magically magnified any light source in the room so it would be visible for miles at sea.
Now the huge eye lenses of the Colossus are shattered, but two of the broken fragments might still serve as makeshift eyes of minute seeing. The walls of the lantern chamber were lined with fire-proofed gold to augment the internal reflection, a source of fabulous wealth for the lucky adventurer who recovers it. However, the primary light source for the chamber is still a huge, imprisoned, and very angry fire elemental (16 HD, maximum hit points) who will attack any who enter the room and attempt to steal its valuable furnishings. Without the enchanted lenses of the Colossus, the elemental's glow can no longer be perceived from outside, except nearby and at night.
The first time the party visits the Colossus, the entrance at the base of the statue will be wizard locked (cast at 20th level), and the beautiful philosopher Kazerabet will be perusing some of the volumes in the library (see her separate NPC sheet at the end of this chapter). Luckily for the PCs, she will have already deactivated the most deadly of magical wards in the Colossus. She will not attack the party unless they assault her first, and will warily introduce herself as Zaribel, since her formal name might be too easily recognized by any experienced student of magic. Note that this powerful archmage could easily obliterate even an experienced party, so try to drop veiled hints about the kind of person the party is dealing with. Comments like "I'm glad you didn't come here earlier, before I disarmed the old symbol on the door" should work nicely.
Although she will not reveal anything about her past history or future plans, Kazerabet does not mind hinting that she is interested in the history of the Necromancer Kings and had always wanted to visit the Colossus. Most scholars like to flaunt their knowledge, and Kazerabet is no exception. The PCs might pump her for information about the ancient history of the island, learning all of the lore presented in the chapter introduction. Before she teleports mysteriously away, she warns the party not to take any of the books in the library, since she might want to return and peruse them later. Although the books are not warded in any way, Kazerabet will come looking for them eventually if the party takes any. The party is free to peruse the books in the library itself, however. Its shelves may contain copies of various histories of the Necromancer kings, including a copy of the Nycoptic Manuscripts and On Corning Forth by Day. This is a good opportunity for the DM to introduce the party to some of the necromantic lore or spells presented throughout this book.

The Tower of Pizentios

This spire lies on the eastern shores of Sahu, as described in the Tales of Captain Omar (see the introduction to Chapters 7 and 8, and the NPC sheet for Pizentios). The mushroom-shaped metal tower, similar to the spires of Ereshkigal, cannot be seen from shore, but there is a small collection of wooden buildings in a sheltered lagoon that serves as a supply base for a pirate ship of necromancers, the Scrofula (see the NPC sheet for Sarzec).
Normally well-camouflaged by palm trees, the wooden supply sheds might have been temporarily uncovered in a recent storm, making them visible from a ship at sea. Otherwise, a party might stumble across the lagoon by chance, with or without the Scrofula at port.
The supply sheds are guarded by a squad of twelve zombies (maximum hit points). The zombies will not attack if the party leaves the supply sheds alone. If the undead are defeated, the storerooms will be found to contain spare sails, spars, rigging, and planking - everything one might need to equip a ship, except food and water.
The palm groves near the sheds are the home to four newly made shadows, recent victims of Pizentios's shadowblade. These creatures only emerge from the grove at night. Of course, any sounds of battle at the lagoon or supply sheds will undoubtedly attract Pizentios, who will appear with his infernal familiar Ifrit to exact vengeance (and perhaps gain more zombies).
If the party leaves the sheds alone and explores inland, they are quickly spotted by the invisible Ifrit, who warns his master of their approach. The evil necromancer will attempt to dupe the party using the same ruse he employed on Captain Omar, but he will have telepathically summoned his zombies and shadows just in case the stratagem fails. He has learned from his past mistakes and is determined not to let history repeal itself.
The DM should place only a moderate amount of treasure ill Pizentios's tower, since Omar's raid already stole most of the finer pieces in the necromancer's hoard. Should the party manage to defeat Pizentios, he will attempt to flee through a massive bronze door in the basement, leading to the Underdark beneath Sahu and, eventually, to the Garden of Eternity. The DM might allow a resourceful party to follow him there, only to be driven back by the Bone Legion after the PCs have briefly glimpsed the Garden.

Capital of the Necromancer Kings

The ruined city of Nycopolis stands on Sahu's inland plateau, on the shores of an inky black lake. The desolate ruins are utterly devoid of life. No speck of grass grows within a mile of its crumbling walls. No animals, living monsters, or island natives will voluntarily approach it. The last of the Necromancer Kings, in his madness, opened a gate to the Negative Material Plane in the lake, and it promptly sucked all the life force out of the city's debauched inhabitants. Some believe it was the evil god Thasmudyan who inspired the last King's madness, a final act of vengeance against the dynasty that betrayed him. Others believe the King's vile act was performed out of sheer spite held against those that were destined to outlive his tortured soul's time on this earth.
At night, Nycopolis comes alive with the spirits of the dead. Pale ghosts, spectres, and banshees rise up from the lake every evening, flitting mournfully around the ruins. These spirits take on the shapes and professions they had in life, centuries ago when the metropolis prospered. Every night, the ghost of the last Necromancer King rises from the lake to hold court in his Royal Palace, accompanied by an entire doomed retinue of spirits. The living are not welcome in this ghost city by night, but there is nothing to deter adventurers from exploring the city during the day
The monumental architecture of Nycopolis is at once sinister and beautiful to behold. The city was hewn from the blackest of volcanic rock, erected in the shape of a perfect nonagon with a monolithic black tower at each of its nine corners. Wide boulevards radiate into the city from each gatetower, opening into a network of palaces, bazaars, shops, and warehouses, all constructed from the same dark granite, all completely deserted and eerily empty. The city looks as if it were deserted yesterday, with laden carts still littering the streets and fully-furnished homes still lining the boulevards. Nycopolis has been frozen in undeath by a terrible curse.
The vast Royal Palace at the center of Nycopolis still contains many treasures of its past. There is enough wealth and magical items in the palace to fill a thousand coffers, but all of the gold is tainted with an irrevocable plague curse, and its only surviving artifacts are twisted and evil.
In the basement of the Royal Palace, past the vaults heaped with antique treasures, lies a massive copper portal tarnished blue-green with age and heavily traced with spirit wardings and ghost banishings. Indeed, the warded door is meant to keep out ghosts, spirits, and other undead, but these magic runes have no power over the living. The door is unlocked, and leads into a tiny, 10' teleportation chamber. Those who enter immediately vanish, reappearing in a similar chamber beneath Uruk's Summer Palace.

Uruk's Summer Palace

The Summer Palace was King Uruk's second great architectural wonder, a complete contrast to his capital's dark and dreary buildings. Erected a hundred miles south of cursed Nycopolis, on the high plateau overlooking the Rubban's Tears, the Summer Palace was fashioned from tons of solid ivory and white marble. Its domed halls and wide courtyards gleam like polished bone in the bright sunlight.
The Summer Palace is completely secluded from the rest of the island in the heart of an impenetrable wilderness. There is no road across the ghoul-infested plateau from Nycopolis, and the approach by sea is impossible due to the cliffs, jagged reefs, and hungry schools of ixitxachitl. The safest approach is by air (and even that can be dangerous because of the wyvern roosts in the Spine), though the King himself favored the teleportation cell deep in the basement, for both its quiet efficiency and its unquestionable security.
The Summer Palace is thus a perfect, secluded retreat, shielded from the rest of the world by anti- divination wardings. Even the existence of the Summer Palace was a closely guarded secret, since according to legend, Uruk himself raised the building with immortal laborers, tasked genies, and fiendish servitors in only three days and three nights. He told its location to no one and filled the surrounding jungles with undead creations and fell guardians to safeguard his privacy.
Kazerabet stumbled across the Palace quite by chance, while flying over the island on a magical steed. She had read references to the Summer Palace in ancient texts from Uruk's reign and was delighted to find the palace uninhabited by any significant threat, with most of its library intact. She has lived there for years, leaving only to explore the island or pay a social call on Vermissa in the Garden of Eternity. Now she devotes much of her time to researching the various methods of attaining lichdom.
There are two magical gates in the basement of the palace, one ancient (forged by Uruk himself) and one new (created recently by Kazerabet). The ancient gate leads to the basement of the haunted Royal Palace in Nycopolis. The newer portal gates visitors directly to the Garden of Eternity. Both portals have been massively warded to keep out undead, and Kazerabet has placed an invisible symbol of stunning in the foyer to trap uninvited living visitors. An invisible stalker has been tasked with watching these doors and will report immediately to Kazerabet the moment one opens.
The archmage is bound by her own code of honor to offer hospitality to visitors, and she will be wryly amused if she encountered the party previously at the Colossus. Providing the heroes treat her with proper respect, Kazerabet entertains them grandly for three days. She then asks them not to trouble her research again, and she allows them to leave the way they came.
These three days are a perfect opportunity for the adventurers to ask Kazerabet more questions about Sahu and its many secrets. She might offer insight into Pizentios's loathsome character (particularly his vulnerability through Ifrit), some lore about the history and dangers of Nycopolis, and perhaps some veiled hints about the Garden of Eternity.
As noted earlier, Kazerabet should be much too powerful for the party to fight with any real hope of survival. References to invisible fiendish servants, the occasional glimpse of a genie, and the numerous embalmed ju-ju zombies maintaining the palace should be ample hints of her extreme power. If the party is rude, attacks her, or pries too much into her private research, Kazerabet will promptly subdue the offenders and let them rot in her oubliettes for a while. Days later, she will release them, stripped of all equipment and magical items, into the monsterinfested jungle outside her palace.

The Garden of Eternity

Deep within the core of Sahu, somewhere beneath the Vishap's Spine, rests an ancient prison for an undying priestess of Thasmudyan, the lich Vermissa (see her NPC sheet). Imprisoned in the Garden of Eternity by King Uruk and eight lesser barons, Vermissa was abandoned in her subterranean abode and all but forgotten. The Garden is not a physical prison, but a magical binding that prevents Vermissa (or her spirit) from leaving. Others can enter and leave the Garden freely. Vermissa gives regular audiences from her prison to a steady stream of undead followers and living cult members.
The magical binding was formed with nine magical seals, each enchanted with life force transfer and wrought into the main doors of the Garden by a different necromancer. Vermissa will need another nine similarly powerful necromancers to free her, each casting revoke life force transfer on an unbroken seal.
Recently, Vermissa persuaded Kazerabet to break one of the seals, just as she convinced Nebt Bhakau (Pizentios's former master) and four other powerful necromancers in the past centuries to aid her, for Vermissa knows the secrets of lichdom, and she gladly bestows them on wizards who aid her. It is only a matter of time before she is freed, but just to help matters along, Vermissa bestowed her patronage on the young Pizentios, expecting him to break the seventh seal when he becomes sufficiently powerful.
The garden itself is in a vast cavern whose walls have been magically smoothed. The ceiling has been imbued with continual light, and the rich soil has given root to many strange plants that Vermissa has augmented over the centuries of her imprisonment. The trees and flowers in her garden give bloom to many horrendous human parts with grotesque limbs and faces grafted into the scaly brown bark of twisted mauve bushes or somehow fused into giant orchidlike flowers. These pale limbs and contorted faces are not dead, for that would be merciful and provide little entertainment for Vermissa. The trees and flowers in the Garden arc alive, after a fashion, twisted into pathetic, fleshy things that crave new fodder. Vermissa feeds her Garden frequently, sometimes with the occasional visitors when they displease her, or with hand-picked enemies from the surface.
Vermissa lives in a U-shaped palace that wraps around one half of the Garden, embracing it in a semicircle as if it were an outdoor courtyard. The largest chamber in the palace, besides the audience hall, is a huge cathedral to Thasmudyan, beneath which rests a hidden treasure vault containing Vermissa's phylactery. The palace contains an extensive library of necromantic lore (stolen from Uruk's vaults in Nycopolis by Vermissa's ghouls) and a tall trophy room, where the lich saves the animated heads of her most entertaining visitors for moments when she craves light-hearted conversation. There is an entire wing of "guest" rooms, though only the necromancers Pizentios and Kazerabet (and other prominent, living cult members) make frequent visits.
Reaching the Garden is not an easy task, as it lies beyond a mazework of twisting runnels, protected in key regions by powerful glyphs and symbols or guarded by well-organized detachments of Vermissa's Bone Legion, an elite force of mummies and ju-ju zombies. These caverns rise to the surface in a number of locations, such as the hidden shrines outside Misbahd and Jinutt, the ruins of Ereshkigal, and the tower of Pizentios. Cult members have a secret password that they use to gain passage through the various traps and guardians of the Underdark, but these code phrases change frequently (once every few months). Perhaps the most direct way into the Garden is through the multiple gates leading from Nycopolis to the Summer Palace, and from the Palace to the Garden, but these magical portals are used only by Kazerabet herself and would probably require her personal permission (unlikely given).
The Garden of Eternity is the secret core of the Necromancer Kings campaign, and knowledge about its location and true contents should be kept mysterious for as long as possible in the campaign. Infiltrating the Garden, confronting Vermissa, and defeating the lich priestess should only be attempted by the most powerful and resourceful parties.
A more likely scenario would involve the heroes' attempted infiltration of the garden, and their subsequent capture by the lich, who would be more then happy to give them a tour of her facilities, providing at least some opportunity for role-playing. If they entertain her sufficiently (or somehow manage to beat her at chess), the lich might release them. Otherwise, they will have to devise their own escape (possibly aided by Kazerabet if she has grown fond of the PCs by now). If not, the party will end up as souvenirs in the trophy room or as screaming nourishment for Vermissa's Garden.

Adventure Hooks

After one visit to Sahu, a timid party of adventurers may want leave and never return. This is only natural. Some would call such heroes intelligent or, at the very least, discreet for cutting their losses so early. In fact, if the adventurers are frightened of Sahu, you, as the DM, have been doing your job right! Here are a few more strategies that you can use to lure a reluctant party of heroes back to the island. Additionally, they can also serve as independent adventure hooks for a background even distantly related to the tale of the Necromancer Kings.

The Pirate Necromancers

While on the mainland, the party hears rumors of increased pirate activity in the waters near Sahu. The heroes might be hired by a wealthy merchant to protect his caravel on its voyage past the dangerous island, or they could be enlisted by a nervous town council to perform a reconnaissance of the island and search for the "secret" pirate base.
The adventure itself can be relatively straightforward, with the party first encountering the pirate ship Scrofula (see Sarzec's NPC sheet) near the island. During the battle, one of the zombies' eyes begins to glow with a red light as Vermissa begins to watch the engagement from the distant Garden of Eternity. Before the party hacks the zombie apart, the adventurers hear her speak through the undead's mouth. Although Vermissa does not reveal her identity, her cold voice is clearly female: "Welcome to the Isle of Serenity, you fools. You will all be feeding my servants ere long!" The malevolent laughter only ends when they hack the zombie apart.
Note that the DM can make this simple encounter much more difficult for an experienced group of heroes by placing Pizentios among the crew. Of course, Pizentios will teleport to safety if the battle looks hopeless, taking Sarzec with him. A search of the ship after the battle reveals a sea chest filled with minor booty taken from the Scrofula's latest victims, Sarzec's spellbook, and a rutter (a navigational aid) that will help the PCs locate Pizentios's tower once they decipher its codes (requiring comprehend languages and several days to decrypt).
However, while the party is pondering its course of action, a powerful storm rolls across the sea toward them, driving them inexorably towards the reefs in the Horn of Sahu. The storm has been conjured by Vermissa, and she intends to dash their ship to pieces. Unless the party can dispel her unnatural weather, this will likely be their fate. Although the heroes manage somehow to survive the shipwreck, they are now marooned on the northern tip of Sahu.

Bhakau's Return

Pizentios's first master, Nebt Bhakau, was the Court Astrologer in Afyal, a wealthy island kingdom near Sahu, quietly manipulating events according to the wishes of Vermissa in the distant Garden of Eternity. But Bhakau's role was eventually uncovered, and the Astrologer was captured by a small group of wizards who blocked his contingencies and prevented him from fleeing. In captivity, Bhakau is said to have written the Book of Shadows with the help of minor familiars who had not deserted him. The necromancer was tortured and finally killed, his body divided into six pieces, each individually burned and buried separately in distant parts of the island. The Astrologer's tower in the royal palace was razed, and records of his very existence were obliterated.
For any regular necromancer, Bhakau's demise would have been final. But the evil god Thasmudyan had granted Bhakau a Dark Gift: the ability to regenerate (one reason why the wizard could survive countless torturing sessions and dictate a book after his tongue had been cut out). This power would have enabled the necromancer to rise up from his ashes, were they not sealed in individual containers and buried separately.
Back on Sahu, Vermissa has decided that enough time (almost 30 years!) has passed, and she can safely attempt to restore one of her favorite dead servants back to life without arousing undue suspicion in Afyal. Note that, without major access to the sphere of Divination, Vermissa must rely heavily on allies and spies for information.
The necromancer was a valuable ally, an excellent field agent for her Cult of Worms, and prophesied in the Nycoptic Manuscripts to be instrumental in her release (see below). She instructs Pizentios to sail to Afyal (on the Scrofula or a suitable replacement procured in Misbahd), where he breaks into the cemetery and steals some burial remains of a known accomplice in Bhakau's execution. The necromancer conveys the ashes back to Vermissa, who interrogates the executioner's spirit, learning the locations of the six urns.
Vermissa has no desire to send Pizentios away on a lengthy quest of this kind, so she arranges for living cult members on the mainland to hire various groups of mercenaries and adventurers to discreetly find the six urns for her. The urns are all located in inhospitable places (like at the bottom of the sea, buried at the base of a scorpion-filled ravine, or entrusted in the care of a neutral dragon, genie, or guardian daemon). Here is an opportunity for the adventurers to actually work for the Cult of Worms, though the cultists are far from sincere about the real purpose of the party's mission.
The cultists pose as members of the Brotherhood of Sorrow. The ashes, they claim, are the sacred relics of a martyred saint. The cultists pay very well, well enough that the party should not ask too many questions. If the party simply does as they arc told and recovers the ashes, they are amply rewarded, and the adventure ends there. On the other hand, if they start probing around for hidden secrets, perhaps casting divinations on the urn or its contents, they may find themselves confronted with new mysteries, all of which point directly to deadly adventure on the Isle of Sahu.

The Scourge of Thasmudyan

The Nycoptic Manuscripts foretold many plagues and portents, but none arc more terrible than the Opening, when the Ninth Seal in the Garden of Eternity will be broken, releasing Vermissa from her magical prison. The first portent of her release, alluded to in the Manuscripts, is the spread of disease across the land as the "cold breath of Thasmudyan heralds the return of His chosen."
Rampant plague is an excellent backdrop for a campaign of necromancers and death priests. It should descend on a setting slowly, with vague rumors of unexplained deaths filtering to the adventurers before the massive epidemic breaks out, slaying as much as a third of the local population. This plague is at least partly magical in nature, since clerical magic is much less effective against it. Cure disease has only a 50% chance of success (the spell only works once per victim), and only heal is 100% effective in eradicating the infection.
Before long, the Brotherhood of Sorrow arrives, and the Flagellants try their best to mediate the local pain and suffering. One of the Master Flagellants approaches the heroes, asking their help to stop the disease. The learned priest has heard of the Nycoptic Manuscripts, which describe magical plagues of this sort and might contain suggestions of a cure. He begs the party sail to Sahu and search for a copy, which may greatly help alleviate the suffering.
The prophetic manuscripts can indeed be found in Sahu, either in the Colossus of Uruk or perhaps in the Tower of Pizentios (or the Garden of Eternity itself). A perusal of the scroll docs reveal a cure for the disease (eating one raw scarab beetle a day), but it also suggests the cause of the plague: "the release of Thasmudyan's chosen." (Vermissa is not named specifically).
There are two other prophesies in the manuscripts that are directly related to Vermissa: "The Sundered Man shall be made whole by the Chosen, who will release Her" (this refers to the restoration of Nebt Bhakau, mentioned previously) and "The Chosen shall Emerge when the Colossus walks in Nycopolis" (this can be taken to mean that the Colossus of Uruk will come to life in some way, but it really alludes to the fact that Bhakau and Pizentios, working together, will create a huge, flesh golem (a Colossus of sorts) and use the monster to physically destroy Vermissa's prison). All of this will happen exactly as was predicted, unless, of course, the necromancers' evil plans are thwarted by the intrepid adventurers after they bring back the knowledge of how to cure the plague!

Lich Hunting

It is highly probable that the heroes may not survive a direct, violent confrontation with Vermissa. If the DM wishes to stage one anyway, in a truly epic style, feel free to introduce the party to King Talib, lich-hunter, as an individual who can provide them with some much-needed aid. Introducing Talib helps muddy the situation even further, given his past involvement with Kazerabet and her secret intention to become a lich herself. Naturally, Talib does not reveal that he is still Kazerabet's husband, and he does not know that his wife is currently on Sahu in the Summer Palace.
Once Talib learns that the adventurers have visited Sahu, he will approach them (in a corpse host) to learn about their adventures. He will offer money, magical items, or even his services as a lich-hunter in exchange for all they know about the island. He has long suspected that Sahu might be the haven for (at least) one lich and has researched its history quite thoroughly. He has reason to believe that Vermissa and Uruk made the transformation centuries ago. Talib confides all these secrets to the heroes, hoping to sway them to his side. Later, when he gets to know the party better, he may even reveal the personal reason for his crusade against liches.
Talib is respectfully cautious, particularly where liches are concerned. He has completed some discreet magical reconnaissance of the island and uncovered the existence of the Cult of Worms in Misbahd and Jinutt. He now feels ready to visit the island, albeit disguised in a corpse host. He needs the adventurers because of their familiarity with the island, and he would appreciate their company during the visit. He promises them the wealth of the Necromancer Kings if they seem uncertain (and are motivated by greed); he also warns of the danger to the surrounding world when Vermissa finally earns her freedom.
Talib's relationship with Kazerabet adds another convolution to the exploration of Sahu. If the party has already encountered her and informs Talib of this, his first goal will be to track down his wife, determine her motives for staying on Sahu, and try to convince her to join him on his lich-hunt. If the party hasn't met her before, he will insist on exploring the ruins of Nycopolis, where they will find the "back door" into the Summer Palace and there encounter Kazerabet. The melodramatic reunion between husband and wife gets off to a shaky start (Talib is, after all, disguised in a corpse host). Kazerabet angrily sets her wards blazing when she sees the party, threatening to wipe them out for disturbing her research one too many times. Then Talib calls her by her true name (Inanna) to get her attention, and he reveals his true identity. She calls his corpse host a "neat trick," and he praises her radiant beauty and asks her to come back to him. "You finished your precious book," Talib notes casually. "I enjoyed reading it enormously," he adds, complimenting her further (he knows too well how to butter her up).
Kazerabet still loves her husband, but she tries very hard not to show it. She refuses to join him and the party against Vermissa (that would be contrary to her personal code of honor), but she will allow him (along with the adventurers) to use the gate in her basement to quickly reach the Garden. She says as little as possible about her involvement with the lich, except that she was studying Vermissa for a new book. Her interest in Sahu, she claims, was purely academic.
Aided by Talib, the adventurers may now be able to defeat Vermissa. Before her destruction, however, at a climactic moment in the battle, Vermissa reveals the true reason Kazerabet was helping her, and suggests that Talib's wife has already made the transformation into a lich. Before Vermissa dies, she wishes Talib joy in hunting his wife down and slaying her.
Make sure to arrange for Talib's corpse host to die a grisly, death before the climactic scene, leaving the final dirty work in the battle, and the destruction of Vermissa's phylactery, up to the heroes alone. After her death, presuming that the adventurers emerge from the battle victorious, the party hears a distant roar, and Thasmudyan informs them of his displeasure. He curses the heroes with any malediction the DM finds appropriate (save vs. spells at -4). The curse can only be removed by a 20th level or higher priest.
Afterward, confirming Vermissa's allegations, the PCs will find the Summer Palace completely empty should they return there via the gate, with no trace of Kazerabet's former occupancy. Talib teleports there in person to congratulate the adventurers, and he searches the palace for any clues to Kazerabet's current whereabouts. She has indeed left a clue, a small vase on a neglected mantle. A legend lore cast on the vase will reveal the distant location of its manufacture, another renowned center of magical learning. Kazerabet might be found somewhere near that vicinity, but perhaps the vase is nothing more than a red herring, planted there to throw a persistent husband off her trail.

Necrophiles

As the sample campaign has shown, vivid and believable characters are essential to keep a convoluted plot moving forward. NPC necromancers are not passive, boring hulks, lurking in a crypt, waiting for an unsuspecting party to wander by. Each has his or her own agenda, plans, and ambitions, and these may - or may not - coincide with allied necromancers, even in an allied organization. In the last section of this book, we finally present seven of the necromancers and death priests to whom we have alluded throughout this book, as concrete examples of the multiplicity of roles these characters can play in the campaign.
Two of these characters, Ellandra and Mistress Yola, are purposefully independent from the Necromancer Kings campaign and can easily introduce a group of PCs to an entirely different series of adventures involving the Anatomical Academy and Ellandra's goal to restore her dead husband. The DM should feel free to tailor or modify the backgrounds for any of the other characters to suit the needs of a particular setting. May these necrophiles provide you with inspiration for countless more intriguing characters in your campaign.

Ellandra

Lady Doctor Ellandra Tolbert
13th-level Human Necromancer (Anatomist)


Str: 9
Dex: 17
Con: 10
Int: 16
Wis: 17
Cha: 15 (10 without grafted face)
AC:1
THACO: 16 (13 with hornblade +2 or throwing knife)
Movement: 12
Hit Points: 39
Alignment: Neutral
Dark Gifts: Nil
Special Attacks: By spell or magical item; opponents save at -1 vs. her necromantic spells; specialized in knife.
Special Defenses: Contingency invokes a fire shield spell if physically attacked.
Saving Throws: PPDM 11; RSW 7; PP 9; BW 11; S 8.
-1 bonus on saves against necromantic attacks, +3 magical attack adj. (Wisdom).
Size: M (5'3")

WP: knife (specialized), rapier. NWP: anatomy (16), etiquette (15), heraldry (16), modem languages (elvish, dwarvish, 16), healing (15), herbalism (15), reading/writing (18), spellcraft (15), spirit lore (11), venom handling (15).

Spells: color spray, detect disease (WH), light, magic missile, protection from evil, unseen servant; detect life (WH), ESP, ice knife (WH), knock, living link, protection from paralysis (TOM); delay death (WH), dispel magic, false face, iron mind (WH), paralyze (FOR), wizard sight (TOM); brainkill, empathic wound transfer, minor globe of invulnerability, shout, summon spirit; cloudkill, bone growth, graft flesh, teleport, throbbing bones (WH), wall of force; death spell, power word, silence (FOR), transmute steel to bone.

Equipment: Bracers of Defense AC4, greater bone ring, platinum necklace set with a pearl of power (5th level), amulet of life protection, wand of paralyzation (66 charges), hornblade (dagger +2), diamond wedding ring (5,000 gp), gold necklace (1,500 gp), four jade bracelets (500 gp each), doctor's satchel with knives, scalpels, saws, bandages, four vials of soultravel, three vials of mindshadow, potion of extrahealing, three pots of Kheoghtom's ointment, and two packets of dust of sneezing and choking.

Physical Appearance: A short, pale woman in her late thirties, Ellandra has thin yellow hair and hazel eyes, highlighted by long gold lashes. Ellandra's hands are milk-white and delicate, her fingers tipped by unusually long nails. When nervous, bored, or anxious, she will clack her nails impatiently, on the nearest available hard surface.
Despite her natural beauty, Ellandra is insecure about her own appearance. She favors long-sleeved robes cut in the exotic, southern style of Calimshan to modestly conceal much of her body, and she keeps a black leather shoulder bag nearby, which contains her surgical equipment and medications.

Background: Ellandra was born into one of the noble houses of Neverwinter. Her father was a famous Anatomist, and as a child she assisted him in his dissections. When she was 13, a disgruntled serf burned the Tolbert Estate to the ground. Only Ellandra survived, but her face was badly burned in the inferno. After that disaster, she resolved to continue her father's research, eventually joining the Anatomical Academy.
At first, Ellandra focused her research on curing - or at least hiding - the horrible burns on her face. She first developed false face for that purpose. As her power grew, she learned how to graft flesh from a cadaver onto her own scarred face, concealing her deformity.
Today she still maintains a grafted face, and her skill with the Art enables her to blend the corpse flesh with her own skin exactly. She continually fortifies this disguise with multiple overlapping spells, so that it cannot be undone all at once by a single lucky dispel magic. Ellandra has maintained this "disguise" for years.
Her former husband, Gerard Anterra, was a famous sea captain and privateer, but he tragically died in action off Nelather more than five years ago. His body was never recovered, and Ellandra was plunged into deep depression. After Gerard's death, Ellandra devoted her life to the Academy. Ellandra now labors exhaustively at her research, secretly trying to find a way to bring her husband permanently back from the dead.
Her close friend and confidante. Mistress Yola (detailed in her own NPC sheet), has recently cultivated a mild cruel streak in Ellandra. Even though Ellandra does not follow her friend's fanatical religious views, she still regards Yola as a trusted ally.

Role-Playing Notes: Ellandra carries herself with the hauteur of a true aristocrat. She is fantastically wealthy and expects everyone around her to cater to her whims, if not for her wit and beauty, then for her money. Ellandra is an accomplished surgeon, but she only practices these skills on the living to show off or to endear herself to potential allies. She really has little concern for healing - her interest lies in dissecting and studying the dead body.
Despite her wealth and power, Ellandra is sad and lonely. She mentions her dead husband Gerard in just about any conversation, and when she is especially morbid, she dredges up memories of her father. Ellandra craves love and attention. She adores flattery.
Despite her quirks and mood swings, Ellandra is more sad and tragic than cold-heartedly evil. She can be extremely generous with those she is trying to befriend. Ellandra would make an interesting patron for a party of adventurers. She might even take a party mage under her wing, especially if he coincidentally reminded her of Gerard.

Kazerabet (Zaribel)

Angel of the Dark, Former Queen of Ysawis
20lh-level Human Necromancer (Philosopher)


Str: 12
Dex: 15
Con: 10
Int: 17
Wis: 19
Cha: 18
Armor Class: 1
THACO: 14 (12 with magic staff)
Movement: 12
Hit Points: 48
Alignment: Lawful Neutral
Granted Powers/Dark Gifts: Nil
Special Attacks: By Spell or magical item; opponents save at -1 against her necromantic spells.
Special Defenses: Chain contingency (TOM) raises a prismatic. wall and a homonculous shield (TOM) around her in defense when she snaps her fingers; stoneskin spell withstands 12 physical attacks; contingency spell teleports her to safely if wounded to 10 hp or less; has combined permanency spells with comprehend languages, protection from normal missiles, read magic, and tongues; has used wishes to shield her from all divination, location, and scrying spells; immune to cause fear, charm person, command, friends, and hypnotism.
Saving Throws: PPDM 10; RSW 5; PP 7; BW 9; S 6.
+2 on saves vs. spell (magic staff); +1 bonus on saves against necromantic attacks, +4 magical attack adj. (Wisdom).
Size: 5'6"

WP: dagger (thrown and wielded), staff. NWP: ancient languages (Kadari, 17), ancient history (16), brewing (17), engineering (14), etiquette (18), herbalism (15), heraldry (17), airborne riding (17), necrology (19), netherworld knowledge (16), reading/writing (18), religion (19), singing (18), spellcraft (15).

Spells: animate dead animals, burning hands, color spray, corpse link, chill touch, exterminate, feather fall, grease, magic missile. spectral voice, spider climb, unseen servant; darkness 15' radius, embalm, ESP, ghoul touch (WH), levitate, living link, skeletal hands, spectral hand (x2), protection from paralysis (TOM), vocalize (WH), web; delay death (WH), clairvoyance, dispel magic, dispel silence (FOR), fireball, infravision, lightning boll (x2), slow, vampiric touch, tongues, wizard sight (TOM); contagion, dimension door, enervation, magic mirror, summon spirit, polymorph other; animate dead (x2), dismissal (x2), magic jar, teleport; chain lightning, lich touch (FOR), invisible stalker, globe of invulnerability, legend lore; finger of death, lifeproof(AA), power word, stun, spell turning, vision; death shroud, maze, mind blank, sink; time stop, wail of the banshee (TOM), gate.

Equipment: staff of the magi (18 ch.), amulet of terror (13 ch.), bracers of defense AC 2, ring of regeneration, ring of wizardry (doubles lst-3rd level spells), talisman of divining (detects undead, 38 ch.), wand of lightning (48 ch.), handglyph of power (death spell, 2 ch.), nether scarab (18 ch.), figurines of wondrous power (three ivory goats, one use remaining for each), miniature, modified iron bottle worn on necklace (containing six barbazu), scroll of protection from undead, two bottles of greater ju-ju wine, potions of invisibility and extrahealing (x2), two concealed daggers.

Appearance: Kazerabet has a strong, forceful personality and an intellect so intense and commanding that at first one may almost be tempted to forget to notice her attractive face and figure". Her eyes arc a spectacular steel gray, and they flash like drawn daggers when she is angered. She has a proud and expressive mouth, with ruby-painted lips that often curl into a pouting smile or a contemptuous sneer. For important occasions, she puts on a platinum tiara that accents her eyes (10,000 gp) and drosses in a full-length imperial robe, encrusted with emeralds (7,500 gp). During more intimate audiences, she prefers a semi-translucent gown, vaporous and sheer like a shroud of mist.

Background: For the past two centuries, Kazerabet has been an eminent researcher, a scholar, and a theoretician of the necromantic Arts. She practiced necromancy to gain a greater knowledge of life by studying death, embracing the Art because it was forbidden and mysterious. Kazerabet has always been fascinated by the history of the Necromancer Kings of Sahu and their legacy of magical artifacts.
Kazerabet's researches have taken her to Sahu, the Isle of the Necromancer Kings, where she uncovered the Garden of Eternity hidden beneath the island. There she has entered into a mutually beneficial pact with the lich-priestess Vermissa (see her NPC sheet). In exchange for access to her ancient library and assistance in attaining lichdom, Kazerabet has agreed to remove one of the nine ancient glyphs keeping Vermissa imprisoned in the Garden.
Kazerabet is a neutral visitor in the Garden of Eternity. She is fascinated by Vermissa, as she represents the history she has been studying for decades. Although Kazerabet easily tolerates the presence of undead, she has no respect for Vermissa's living cult members and allies. She finds the necromancer Pizentios (see his NPC sheet) particularly distasteful.

Role-Playing Notes: Kazerabet carries herself with all the pride and dignity of exiled royalty. She is an extremely private person and never discusses her past history or future plans.
Though Kazerabet memorizes divinatory and defensive magics, she is fully capable of unleashing a torrent of devastating spells (and barbazu) when provoked. If she is seriously endangered, her chain contingency will activate (see "Special Defenses"), giving her time to release her barbazu from her iron bottle, cast time stop, and ready her necromantic attacks. She will not hesitate to teleport away from a lost battle so she can gate in a greater baatezu and prepare her own ambush.

Pizentios

Master Pizentios of the Ghoul's Skin, Shadowmaster
11th-level Human Necromancer (Archetype)


Str: 15
Dex: 11
Con: 15
Int: 18
Wis: 16
Cha: 10
Armor Class: 1 (with spirit armor) or 7
THACO: 17
Movement: 12
Hit Points: 58 (including Ifrit's hit points) or 40
Alignment: Lawful Evil
Dark Gifts: Enhanced night vision (and wizard sight (TOM)), turn/command undead as 6th-level cleric.
Special Attacks: By spell or magical item; opponents save at -1 against his necromantic spells.
Special Defenses: Telepathic link with Ifrit, Ifrit's ability to regenerate (1 hp/round), and Ifrit's 25% magic resistance.
Saving Throws: PPDM 11; RSW 7; PP 9; BW 11; S 8.
+3 on all saves (magic robes), +1 bonus on saves against necromantic attacks, +2 magical attack adj. (Wisdom).
Size: 5'6"

WP: scimitar, staff. NWP: ancient languages (Kadari, 18), ancient history (17), brewing (18), herbalism (16), necrology (16), netherworld knowledge (14), reading/writing (19), religion (16), spellcraft (16), spirit lore (6), venom handling (14).

Spells: corpse visage (WH), corpse link, chill touch, grease, magic missile; choke (WH), spectral hand, stinking cloud, vocalize (WH), web; blink, dispel magic, non-detection, spirit armor (TOM), vampiric touch; Beltyn's burning blood (FOR), dimension door, minor globe of invulnerability, polymorph self; animate dead, cloudkill, summon shadow, wall of bones (WH).

Equipment: shadowblade scimitar, staff of skulls (20 ch.), robes of protection +3, gold signet ring (150 gp, engraved with the wheel symbol of the Necromancer Kings), heavy black robes imbued with deeppockets. filled with miscellaneous spell components, adventuring gear, 14 garnets (500 gp each), three pots of ghast salve, potions of vitality, gaseous form, and undead control, scroll of wizard spells (cast at 11th level): chill touch, vampiric touch, mummy touch (FOR), and animate dead, a protection from fire scroll, and four packets of dust of coagulation (TOM).

Appearance: Pizentios's most distinguishing feature is his clammy blue-gray skin. His fingernails and lips are an even darker shade of blue, lending him the appearance of a fresh corpse. When he smiles, his blue-black gums contrast hideously with his pearl white teeth. Pizentios is otherwise a dumpy, short, middle-aged man with a protruding round belly. Most of his hair has fallen out, leaving him partially bald, except for a thin fuzzy band of whitish strands clustered above his cars and around the back of his head. He has intense, dark eyes and a cold, emotionless voice that sends shivers up the spines of weak-hearted listeners.

Background: Pizentios was hand-picked as an apprentice by the infamous necromancer Nebt Bhakau. When Pizentios was a youth, Bhakau sent him to explore Sahu and learn the secrets of the Necromancer Kings. Before Pizentios could return, however, he learned of his master's imprisonment and demise. Fearing a similar fate should he return, Pizentios remained on Sahu.
One day, Pizentios encountered a group of ghouls and joined their pack by using ghast salve. The ghouls led him to the Garden of Eternity, where he met the imprisoned Vermissa (see her NPC sheet). The lich had once been Bhakau's patron, and she embraced Pizentios as an exiled son. The necromancer swore an oath of fealty to Vermissa and her evil god, Thasmudyan, gaining the ability to perceive hidden auras (enhanced vision) and command undead. Pizentios also gained the service of an infernal familiar, Ifrit.
Ifrit is an unusual imp. Although he can take any of the normal forms, his preferred shape is that of a man-sized shadow, with tiny horns and vestigial wings. In this form, he is 90% undetectable in shadowy surroundings and completely invisible in deep shadows (or darkness). Unlike an undead shadow, however, Ifrit is not harmed or deterred by light. The fiend delights in terrorizing Pizentios' apprentices, and requires one blood sacrifice per week to assure his loyalty. If so appeased, the imp follows his master's orders obediently.
Pizentios was too young and inexperienced to contain the new powers bestowed on him. The initiation nearly killed him, leaving him hideously disfigured. Pizentios recovered and founded a small school for necromancers outside the entrance of Vermissa's Garden. He is currently training new skilled followers for her cult. These apprentices naturally have no idea of what transpires in Pizentios's "secret garden.

Role-Playing Notes: Pizentios is smug and arrogant, confident in the knowledge that he is Vermissa's favorite pet. His power has grown considerably in the past few years, and tie yearns to leam all of his former master's great secrets. In many ways, he is like a spoiled child who has been given too much, too soon. No matter how much he learns or gains, he always wants more. This insatiable ambition, combined with his genius intellect, makes Pizentios a deadly opponent.
In battle, he will first surround himself in a wall of bones, and then summon shadows to distract his enemy. He will next prepare minor globe of invulnerability and spirit armor as quickly as possible. Depending upon the wind conditions, he will hit his foes with cloudkill or Beltyn's burning blood (his favorites). Should he be pressed into melee, he can fight with either his shadowblade or his enchanted staff. Finally, if an encounter goes poorly, he will call in Ifrit for a distraction and either dimension door himself away or polymorph into a gargoyle to escape.

Sarzec

Sarzec the Broken, Captain of the Scrofula
6th-level Human Necromancer (Undead Master)


Str: 11
Dex: 11
Con: 10
Int: 15
Wis: 16
Cha: 14
Armor Class: 3 (with spirit armor) or 8
THACO: 18
Movement: 6 (hobbled by old accident)
Hit Points: 25 (including 5 extra hp from Malvolio)
Alignment: Chaotic Evil
Dark Gifts: Nil
Special Attacks: By spell or magical item, opponents save at -1 against his necromantic spells, turns/commands undead as 6th-level priest (Undead Master).
Special Defenses: Nil
Saving Throws: PPDM 13; RSW 9; PP 11; BW 13; S 10.
+2 on all saves (magic ring), +1 bonus on saves against necromantic attacks, +2 magical attack adj. (Wisdom).
Size: 4'11" (bowlegged)

WP: darts. NWP: ancient history (14), ancient languages (Kadari, 15), heraldry (15), navigation (13), necrology (16), netherworld knowledge (13), reading/writing (16), religion (14), spellcraft (13), swimming (11), weather sense (14).

Spells: chill touch, charm person, detect magic, magic missile (x2); spectral hand, ghoul touch (WH), skeletal hands; bone dance, spirit armor (TOM), lightning bolt.

Equipment: ring of protection +2 (silver band set with a tiny green ceramic scarab beetle), iron key worn from string around neck (opens sea chest, see below), gold earring set with a garnet (100 gp), three golden rings (worth 50 gp each), midnight blue robes (edged in silver thread) whose pockets contain one black bead of force, spell components, a compact quiver with nine barbed darts dipped in Type C poison (onset 2-5 rounds, 25 hp damage, 2-8 if save), a spyglass (500 gp), potions of healing (x2), and a wizard scroll (spells cast at 11th level): animate dead (x3), cloudkill.

Physical Description: Sarzec was once a tall and handsome man, but a previous accident has left him a crippled hunchback with horribly twisted legs. He walks slowly and painfully in a bowlegged gait, but he stubbornly refuses to seek medical treatment. The prideful wizard will not even use a staff or cane as a crutch. Sarzec is approaching his early thirties, but his blue eyes are ringed with darkness, and his raven-black hair is shot with silver. He has a loud and commanding voice and speaks with an air of determination.

Background: Formerly an apprentice of the necromancer Pizentios (sec his NPC sheet), Sarzec fell into an oubliette while feeding one of his Master's prisoners on Sahu. The fall shattered his body, but he survived, and his life was spared by the escaping prisoners. Enraged by his student's failure, Pizentios refused to set the broken bones, which healed and fused at awkward angles, leaving him a permanent cripple. Pizentios successfully convinced Sarzec that the prisoners were to blame for his disfigurement, and when Sarzec finished his studies, the master even outfitted him with a ship and a zombie crew to hunt down the renegade sailors who crippled him.
Sarzec now scours the seas in a trim caravel, the Scrofula, with a junior necromancer and a crew of zombies. They patrol the sea lanes near the Isle of Sahu, preying upon understaffed merchant ships, constantly on the lockout for the adventurers who wrecked Sarzec's body and filled his life with unending pain. The necromancers have a small base on Sahu and report back occasionally to Pizentios, who is pleased with their progress and keeps them well outfitted in exchange for prisoners and tribute. Sarzec enjoys the current arrangement with his former mentor (and as an Undead Master, he revels in the command of an undead crew), but his thirst for revenge takes him on ever wider forays from the coast of Sahu.
As a natural leader, Sarzec enjoys the complete authority over his undead crow. These twenty zombies (hp 12-16 each) have been fortified by embalming, which also prevents them from decomposing in the intense sun and heat at sea.

Role-Playing Notes: Sarzec is a cruel, foul-tempered bully who suffers in constant physical pain from his old injuries. He lashes out, often violently, against any who disagree with his opinion (these are scarce on a ship crewed mostly by mindless undead). In battle, Sarzec's first action is usually to cast spirit armor in defense, then use a lightning bolt to soften up the enemy while sending over a zombie boarding party. He then casts spectral hand to deliver touch-related attacks, afterward animating a pair of skeletal hands or casting bone dance on a fallen foe. He will not hesitate to use his magical bead. scroll, or poisoned darts if pressed in battle.
Sarzec's intelligent mind has easily grown accustomed to sea travel. He chooses his potential victims carefully, always screening their ships from a safe distance with the help of his huge raven familiar, Malvolio. If a target seems weak or helpless, he maneuvers the Scrofula so it has the wind advantage and attacks. The Scrofula has been rigged for speed. Lacking heavy supplies or cargo and forewarned by Malvolio's reconnaissance, she can outrun most merchant ships.

Talib

King Talib al-Ysawis the Magnificent (and the Accursed)
Dual Class Human: 5th level Desert Warrior/16th-level Necromancer (Deathslayer)


Str: 16
Dex: 13
Con: 15
Int: 17
Wis: 16
Cha: 15
Armor Class: -1 (with ghost armor (FOR)) or 6
THACO: 15 (13 vs. liches)
Movement: 12
Hit Points: 68
Alignment: Chaotic Good
Dark Gifts: Nil
Special Attacks: By spell or magical item, opponents save at -1 against his necromantic spells, liches save at -2 vs. all spells.
Special Defenses: Physical body warded by a corpse host when hunting undead, contingency spell teleports all equipment to safety when the corpse host is destroyed.
Saving Throws: PPDM 10; RSW 5; PP 7; BW 9; S 6.
+1 on saves vs. spell (scarab), +5 on all saves (cloak and stone); +2 on all saves against liches, +1 bonus on saves against necromantic attacks, +2 magical attack adj. (Wisdom).
Size:6'l"

WP: scimitar (specialized), great scimitar, longbow, spear, dagger, staff. NWP: ancient languages (Kadari, 17), ancient history (16), engineering (16), fire building (15), heraldry (17), survival (17), running (9), blind-fighting (14), land based riding (19), necrology (16), netherworld knowledge (13), tracking (16), reading/writing (18), religion (16), spellcraft (15).

Psionics: (wild talent). PSPs: 138, mind blank (9), mind bar (15), object reading (11), sensitivity to psychic impressions (12).

Spells: burning hands, corpselight (FOR), detect undead, hold portal. magic missile, protection from evil; cloak from undead (FOR), E5P, knock, levitate, vocalize WH), web; dispel magic, fireball, ghost armor (FOR), lightning bolt, hold undead, wizard sight (TOM); dimension door, empathic wound transfer, Evard's black tentacles, polymorph self, thunderstaff (TOM), wall of ice, polymorph other; bind undead, cone of cold, dismissal, graft flesh, teleport. wall of force; Bloodstone's spectral steed (TOM), chain lightning, claws of the umber hulk (TOM), legend lore; acid storm (TOM), prismatic spray, wound conferral; Bigby's clenches fist, homunculus shield.

Equipment: cloak of protection +4, rod of absorption (40 ch.), talisman of divining (detects life, 65 ch.), handglyph of power (disintegrate, 3 ch.), scimitar of life stealing (specialized: #AT 3/2, Dmg 1d8+4), stone of good luck (carved in the shape of a white elephant), a jade scarab of protection (10 ch.), and a girdle of many pockets containing traveling spellbooks, spell components and adventuring gear, a composite longbow, quiver with 24 arrows +2, a purse with 400 gp, 10 pearls (100 gp each) and 10 diamonds (1,000 gp each), potions of extrahealing (x4), flying, invisibility, and growth, an elixir of youth, scroll of protection from fiends and a scroll (cast at 16th level) with limited wish (x3).

Physical Description: Talib appears to be unusually strong and muscular for a man in his sixties. His massive shoulders and arms arc covered by tattoos, and his face is lined with wrinkles and deep scars. One ear is gone, nothing more than a tattered strip of skin, and his right eye is covered by a velvet eye patch. Because of his scimitar, scars, and military demeanor, one might easily mistake him for a retired general.
For dangerous missions, Talib adopts a corpse host as a disguise and a safeguard, since his distinctive features are easily remembered and his lethal quarries often set up nasty surprises. He prefers to use the fresh body of an experienced fighter who died of natural causes (or in battle). Talib always makes sure to conceal any obvious mortal wounds on his host. Most often, he does this simply by wearing enough clothing to cover himself fairly well. After all, it wouldn't do much for the credibility of his disguise to be seen walking about with a gaping chest wound.

Background: In his youth, Talib married Kazerabet (see her NPC sheet), who advanced his training and let him rule by her side over a secluded kingdom of undead. After a few happy decades, Kazerabet mysteriously deserted him. He has never forgiven her, but neither has he stopped searching for her.
Talib became a Deathslayer after his two sisters, Jal' and Leyla, were disintegrated by the lich Thalath. He has since destroyed four liches (including Thalath) and returned all the zombies in his kingdom back to their graves. Ysawis is now a secluded and deserted city in the jungle, doomed to slow decline by its dark heritage. Talib lives in a magnificent Jade Palace in the decaying city, alone save for a contingent of loyal jann. At least four jann bodyguards accompany Talib (or his corpse host) on his adventures, flying invisibly around him.

Role-Playing Notes: At first, Talib fought liches in revenge, but his anger has been replaced by grim moral outrage. He is reckless, foolhardy, and fatalistic. He has no fear of pain or death because his corpse host can easily be replaced, and he always has at least one clone of himself carefully stored in his palace. Destroying liches gives his empty life a sense of purpose, and he pursues it with gusto. Though he suffers from horrible recurring nightmares and terrifying visions, he somehow manages to maintain a sane, positive, and often humorous outlook on life.
Talib (or his host) may sometimes join a party of adventurers to help mask his movements when hunting a lich. To protect his companions, he tries to conceal his true power and invisible associates unless direly threatened. Talib may serve as a temporary ally for an adventure or two, provided these excursions help Talib locate or ultimately destroy his enemy.

Vermissa

The Undying One, Queen of Worms, Matron of Ghouls
24th-level Lich Priestess (Charnelist)


Str: 10
Dex: 12
Con: 15
Int: 18
Wis: 20
Cha: 16
Armor Class: -3
THACO: 6
Movement: 6
Hit Points: 90
Alignment: Lawful Evil
Special Attacks: Aura of power (creatures of 5 HD or less must save vs. spells or flee for 5-20 rounds), chilling touch (Dmg: 1-10 hp, permanent paralysis).
Granted Powers/Dark Gifts: Animate dead by touch (3/day), skull scry (see through any corpse within 17 miles, at will).
Special Defenses: Never surprised (robes), +1 magical weapon to hit, immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, and death spell.
Saving Throws: PPDM 2; RSW 4; PP 3; BW 6; S 5.
+3 on all saves (ring), +4 magical attack adj. (Wisdom).
Size: 5'8"

WP: staff, footman's flail, footman's mace, warhammer. NWP: ancient history (16), ancient languages (Kadari, 17), musical instruments (flute, horn, 10); local history (13), gaming (14), reading lips (15), necrology (19), netherworld knowledge (18), spirit lore (12), anatomy (17); herbalism (16), reading/writing (18), religion (19), spellcraft (15).

Spells: bless, command (x2), call upon faith (TOM), darkness, detect food, emotion read (TOM), protection from good, sanctuary, spiritual hammer, undead alacrity; aid, augury, barkskin, draw upon unholy might (TOM), enthrall, know alignment, hold person (x2), music of the spheres (TOM), resist turning, withdraw; bestow curse, dispel magic (x3), life drain (x3), memory read (TOM), prayer, protection from fire, speak with dead; abjure, cause insanity (x2), mental domination (TOM) (x2), rapport (TOM), solipsism (TOM) (x2), thought broadcast (TOM), poison (x2); dispel good, imbue undead with spell ability, quest, scourge (x2), slay living, undead regeneration (x3); asphyxiate (x3), aerial servant, animate object, summon undead (x2), wall of thorns; confusion, energy drain, mindkiller (TOM).

Equipment: A loose purple gown (robe of eyes), an electrum choker adorned with writhing worms and set with a massive 5,000 gp emerald (functions as a helm of telepathy), a gold and amethyst earring (an adapted ioun stone, absorbs 58 spell levels), a ring of spell storing (contains dispel magic, dispel good, undead regeneration (x2), word of recall), ring of protection +3, staff of withering (20 ch.), talisman of divining embedded in an gold arm band (detects magic, 44 ch.), and three handglyphs of power wrapped around the wrists and lower arms like exotic bracelets (fire (2 ch.), disintegrate (I ch.), power word, stun (2 ch.)).

Appearance: For a lich, Vermissa's body is remarkably well preserved, still possessing the same voluptuous curves and alluring contours of an attractive young woman. Vermissa carries the full weight of her undead transformation in her face, where the skin has shrunken tight over her skull, and her eyes bum with infernal radiance in their empty sockets. She sometimes uses a solipsism to disguise her true nature (she can subdue her aura, chilling touch, and glowing eyes at will). Vermissa's voice can be soft and sweet (she can sing beautifully) when she is receiving visitors; when angered, however, her voice gains a tone of commanding power and malevolence.

Background: Vermissa lived when the first Necromancer King ruled Sahu in the distant past. She founded the Cult of Worms. directly challenging King Uruk's authority. Even then, Vermissa's power was great, and Uruk dared not anger Thasmudyan, her infernal patron. Rather than destroying Vermissa, Uruk and eight of his barons forged an eternal prison for their nemesis. They lured Vermissa into the Garden of Eternity and locked her within using nine seals of power.
Vermissa raged against Uruk, but he left her there to perish. In time, Uruk passed away, and his dynasty faded into oblivion, but Vermissa lived on, granted the gift of lichdom by Thasmudyan. Although she is prevented from physically leaving the Garden, others can enter and leave at will.
She has since rebuilt her Cult of Worms into a semblance of its former glory. Vermissa has cultivated relationships with powerful necromancers like Kazerabet (see her NPC sheet), providing ancient lore in exchange for destroying a seal of her prison. Now only three seals remain, and she is slowly training her own branch of wizards through Pizentios (see his NPC sheet). Once her private corps of necromancers is sufficiently powerful, she will be free at last.

Role-Playing Notes: Vermissa is a master manipulator, a priestess and politician with a long-term view. Her living cult members control all the villages on Sahu, and her countless undead minions (ghouls and ghasts mostly) range freely over the island's "haunted" highlands. Vermissa's power is strongest on Sahu. She can project her spirit into any undead creature on the island and see through the eyes of any corpse within a score of miles from her lair. Her power extends, more tenuously, from Sahu to the mainland beyond, where her fanatical cult members have insinuated their way into positions of political power and authority.
Vermissa's quick and agile mind has been numbed by centuries of boredom. She would gladly welcome a party of explorers into her subterranean Garden to relieve some of the monotony. She might even let some of them live if they are suitably entertaining. If not, their remains can be served to Thasmudyan at his next infernal feast. Hostile visitors will meet a similar fate.

Yola

Pain-Mistress Yolanda Shamat
8th-level Human Death Priestess (Pain)


Str: 14
Dex: 13
Con: 15
Int: 12
Wis: 17
Cha: 13
Armor Class: 5
THACO: 16
Movement: 12
Hit Points: 50
Alignment: Neutral Evil
Granted Powers: Negate emotion spells in others, emotion control (fear, sorrow, or hatred; up to 16 people, 1/day), focus harm spell (cause serious wounds, 17 hp damage, 1/day).
Special Attacks: By spell or magical item.
Special Defenses: Nil
Saving Throws: PPDM 7; RSW 11; PP 10; BW 13; S 12.
+4 on saves vs. pain; +3 magical attack adj. (Wisdom).
Size: 5'9"

WP: scourge, footman's mace, footman's flail, staff, whip. NWP: endurance (15), local history (13), reading/writing (13), religion (17), rope use (13), spellcraft (10), swimming (14).

Spells: bless, call upon faith (TOM), cause light wounds, command, protection from good: aid, draw upon unholy might (TOM), hold person (x2), silence 15' radius; cause blindness, death's door. dispel magic; cause insanity, cause serious wounds.

Equipment: Scale mail +1, wickedly spiked staff-mace, whip, gold signet ring (100 gp), nose ring (50 gp), electrum tiara (250 gp), belt pouch (28 gp, 34 sp, and a pair of thumbscrews), and shoulder bag with four knives, one dose of mindshadow. eight caltrops, scourge, spare whip, iron spikes and needles, a sponge, 50' of rope, flask of salt water, potion of extrahealing, and four packets of powder of the black veil (TOM).

Physical Description: Yola is a daunting figure. A tall, sturdily built woman in her early thirties, Yola has pale blue eyes and midnight black hair which she braids and coils around sharp iron needles. She has dark, .swarthy features, and she speaks with an exotic foreign accent. Her stature and demeanor clearly convey a strong, commanding personality, for she carries herself rigidly erect, moves with deliberate purpose, and cows everyone around her with an icy stare.

Background: As a child, Yolanda Shamat was sold as a slave to Signer Matanzas, a priest of Loviatar who introduced her to the excruciating rites of the Pain Goddess. Yola rose in Matanzas' household to the position of chamberlain, and she ran his estate with brutal efficiency. Matanzas was a member of the Anatomical Academy, and the vivisection facilities in his estate were sometimes used as a meeting place for the Academy. Dr. Ellandra Tolbert (see her NPC sheet) attended several of these meetings and met Yola at Matanza's Estate. While their first encounter was less than cordial, it was clear that Ellandra was not intimidated by Yola's demeanor. After only a few visits to the estate, the two began to exchange polite greetings, and then pleasantries. Ellandra persuaded Matanzas to transfer Yola into her service.
Since slavery is not as prevalent in her homeland, Ellandra promptly gave Yola her freedom when she moved north to Waterdeep. In a curious mixture of gratitude, friendship, and respect, the priestess agreed to remain in Ellandra's employ as her "personal assistant." Yola is convinced that her friend's attempts to bring back her dead husband will only result in great sorrow and pain, but as a priestess of Loviatar, she finds some measure of satisfaction at helping in this enterprise. She manages Ellandra's villa just like Matanzas' estate, though the soft northern servants have almost no tolerance to pain and are thus almost pathetically easy to control.
Yolanda is also now an established member of Loviatar's priesthood in Waterdeep, but the city's high priest reminds her too much of Malanzas. She spends as little time in the House of Pain as possible, preferring to assist Ellandra in furthering her research. She has no personal following and no interest in acquiring one.

Role-Playing Notes: Yola exudes a palpable aura of harsh, uncompromising severity that is emotionally disturbing to humans in her presence, as well as animals. Babies cry, children flee, dogs bark, and horses rear at her approach.
Anyone visiting Ellandra will first have to contend with Yola, who screens her mistress from needless interruptions. She addresses newcomers with glacial frigidity unless they have a scheduled appointment. Yola also serves as a recruiter for Ellandra, hiring adventuring parties to take care of messy or difficult business (such as acquiring new bodies for Ellandra's secret research).
Yola can be extremely unpleasant if provoked into combat. Her first action will usually be to release her dogs and invoke fear using her emotion control (save vs. spells or flee for 8 rounds). If her dogs can shield her from melee, she will first silence, hold or command spellcasters; otherwise she will wade into battle focusing cause serious wounds (see granted power) or cause insanity on an opponent. Once her spells have been exhausted, she will fight with her staff-mace (THACO 13, Dmg ld6+3); against unarmored victims, she may use her whip to entangle or disarm (THACO 20 with called shot, Dmg: ld2/l). Yola is too prudent to fight to the death. She will use her powder of the black veil and anandful of scattered caltrops to cloak her escape and deter pursuit.

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