to Slay a Hierarch

Set Up

* The PCs are approached by a Knight of Holy Shielding who has learned, through a spy in Molag, that a powerful Hierarch of the Horned Society will spend a night at a house outside Admundfort shortly . This man is a renegade Shield Lander and returns to his birthplace each year. His death would be a great blow against evil.

* The PCs have had adventures on the Nyr Dyv in which they have been attacked by pirates. From a Rhennee they learn that an organizer of this piracy, a powerful priest, will be at a house outside Admundfort for a night shortly, visiting his birthplace for sentimental reasons.

The Lair

This is a simple house on the hills overlooking the sea to the west of Admundfort. It should not be difficult for the PCs to sneak onto the island and reach the house, especially under cover of darkness. Here Vazirian the Hierarch is indeed staying for a night, with his mistress Tondaleyo, a mage in the service of Iuz. This liaison would not be approved by Iuz or the Hierarchs if it were known about, and it is a dangerous, foolish affair. However , lust conquers all in this case.

The house has had certain conversions made to it. Windows have been sealed over with brickwork, and the chimney flue sealed up. These changes are visible at a reasonable distance, as are the guards (one each at front and back door). The PCs can get to within 80 yards of the house without being seen, but if they get closer, then these guards rush inside and raise the alarm. These guards are monster zombies, animated by Marler, Vazirian's secretary, who is here with his master. Since they are fully clad in plate, with visors, the PCs cannot see that they are zombies (they are bugbears, some seven feet tall).

Monster Zombies (2): AC2; MV 6; HD 6; hp 40, 28; THACO 15; #AT 1; Dmg4d4 (large clubs SD immune to charm, cold, hold, sleep, and death magic; half damage from blunt weapons, automatically lose initiative (but roll anyway so the players don't figure this out), tum as ghasts; Int Non-; AL N; SZ L (7' XP 650

Defenses on the Building

The front and back doors have alarm spells on them: the doors to rooms 5 and 9 both have a glyph of warding that causes 28 points of damage and poison (successful saving throw or die).

Actions for the Evil Creatures

The guardians-the stalker, golems, and zombies-fight intruding PCs and defend the NPCs with little subtlety. The priests and mage will coordinate their spells if they can and retreat to the cellar only if they have to. They won't just run right off-they're too proud, and they will want to know who's had the audacity to attack them. All have escape routes (plane shift, teleport, word of recall) for use if matters get desperate.

Not all their actions can be scripted here; it depends on the warning they get. Precautionary castings of cloak of fear/ spell immunity/prayer (Vazirian), protec tion from good/aid (Marler), globe of invulnerability /mirror image/invisibility (Tondaleyo) should be given preference. Don't forget sneaky stuff like an invisible Tondaleyo using a dimension door to get outside and zap the back of the party with a cone of cold, either.

If the PCs kill Vazirian, when they get out there is a note pinned to the front door. It reads, "Thanks for slaying my rival. I'll tip you off next time I want a job done. Thanks again-A Grateful Hierarch."

Terrain: Hilly (indoors)

Total Party Levels: 72 (Average 12th)

Total gp XP: 18,700

Monster XP: 29,300

Rooms of the House

These are described very briefly here; you may flesh out details of decor and such. Details and stats for the occupants and their combat strategies are given in a separate section below. Rooms 1 and 6 are entrance halls; both have a flesh golem guard. Room 2 is a waiting lounge. Room 3 is a small guest bedroom (Marler sleeps here). Room 4 is a dining room, which is occupied by Marler while guarding his master. Room 5 is a drinking and smoking room, where Tondaleyo the Mage is initially, brushing her hair and smoking a halfling weed cigarette . She has the invisible stalker guard she brought with her here, by the door to room 4. Room 7 is a storeroom with food and utensils, and room 8 is a cloakroom.

Room 9 is a large, spacious living room with good carpets, furnishings, and ornaments, and a large double bed with silk sheets and tiger skin covers. Here, Vazirian the Hierarch is busying himself with some last-minute proofreading of a new Unholy Text of Asmodeus.

In the cellars below, room 10 is a simple lumber store, and room 13 a large retreat chamber. Rooms 11 and 12 may be used by retreating NPCs as good lairs from which to make sneak attacks on the rear of a pursuing PC party via the secret doors.

The positions for the NPCs and their friends given here apply in the early hours of night. At some stage the humans go to sleep, with Tondaleyo moving into room 9 with Vazirian. The flesh golems and invisible stalker stay vigilant. It will be hard to catch this group unawares.

Flesh Golems (3): AC 2 (plate and shield MV 6; HD 9; hp 40; THACO 11; #AT 2; Dmg 2d8/2d8; SA structural damage; SD immune to most spells; AL N; Int Non-; SZ M; XP 3,000

These are clad in plate like the monster zombies outside.

Invisible Stalker: AC 3; MV 12; HD 8; hp 40; THACO 13; #AT 1; Dmg 4d4; SA + 5 penalty to opponents' surprise roll; SD opponents unable to detect invisible strike with -4 penalty; MR 30%; Int High; AL N; SZ L; XP 2,000

This protects Tondaleyo at all times.


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