Although a journey to the island of Khosravi isn’t required by the shaitans or proteans, and it isn’t a necessary step to escape from Kakishon, there are several points in this adventure where the PCs can learn that a smith who dwells on the island may have been building a weapon to fight Jhavhul. These stories are true, and if the PCs make the journey to the Isle of Flint and secure the friendship of the azer Artel, they will be all the better prepared to face Jhavhul when they finally confront him in the last adventure, “The Final Wish.”
Khosravi, known also as the Isle of Flint, is a blasted and barren land of rock and gravel. Nothing grows on the island, and its skyline is dominated by two singular sights—the rise of an active volcano, Salenax, just off of Khosravi’s southern shore, and the immense stone spike of the Black Spire from the island’s center. The rest of the island is littered with ruined siege engines, broken towers, crumbling stone barracks, and other accoutrements of war, for it was on Khosravi that Nex readied his initial armies to aid in taking control of the nation destined to bear his name.
The numerous ruined buildings were built for the use of creatures coming to Khosravi to drill and practice their martial skills, and they still bear remnants of the ancient magics with which Nex infused them. Any creature resting in the ruins of one of the hundreds of barracks that decorate the expanse of the Isle of Flint heals naturally at twice the normal rate.
The remnants of siege engines and mock battlefields that clutter much of the island give the place a strange, sterile appearance—that of a mass battle that resulted in no bloodshed or death, for nowhere are there bodies or bones to tell the tale of what occurred here. In some places, fires seem to have damaged large areas of the island, but these came after Nex abandoned the place and result from the actions of Jhavhul and his army, who spent some time sifting through the rubble looking for treasure only to be discouraged by the lack of worthwhile finds combined with the hostility of the Isle of Flint’s primary inhabitants—ghasts. Today, these ghasts are much fewer in number, and cluster around the foot of the Black Spire.
An immense spike of sheer, solid rock with narrow groove spiraling up its entire length protrudes from the ground.
Driven deep in the heart of a hilltop at the center of the island, the spike rises to a height of at least one hundred feet. The spike impales the petrified ribcage of an enormous draconic beast, its stony ribs themselves over twenty feet high. Scattered nearby are other fragments of the colossal skeleton—bits of wing, legs, and to the south of the spire, an immense horned skull. The spire widens at the top like the knob of some brobdingnagian club, and the top is slightly jagged, as though pieces have been broken off.
Here sits Nex’s tribute to his own cleverness. When one of his enemies managed to invade Kakishon with a primordial nightmare called the Eater of Magic that devoured every kind of magical power Nex could throw at it, he conceived the idea of building an immense rod of great weight and hardness, suspending it magically, and then dropping it from a great height upon the beast. The calculations required to hit a moving target, even one as large as the Eater of Magic, were quite complex, but Nex successfully lured the creature to the precise spot required at the very moment the enormous flint spike (carved from the island itself ) struck, impaling the creature and putting Nex’s enemy to flight. That enemy’s name is now lost to time, but the fossilized remains of the Eater of Magic live on here as a testimony to Nex’s power.
The bones of the Eater of Magic have a peculiar property still—they suppress magic, creating a permanent antimagic zone to a radius of 150 feet from the spire’s base. This made for an excellent neutral ground where Nex or his agents could safely meet with enemy spellcasters to resolve issues diplomatically without fear of magical treachery.
Nex built a structure atop the spire and had steps carved into the spire’s sides, and for some time Andrathi hid atop this spire until he was forced to flee after Jhavhul found a way to drive the isle’s ghasts against him.
Creatures: A dozen of the isle’s ghasts remain, dwelling amid the petrif ied remains of the Eater of Magic in a perpetual state of starvation and hunger. They have learned to fear the results of wandering too far from the spire (they are not yet aware of the fact that Jhavhul and his army have left Kakishon), and instead clamber and howl madly among the bones here. Their howls increase in ferocity if the PCs approach, and they scuttle forth to attack at once.
The ghasts do not pursue foes outside of the antimagic zone. While inside the zone, the ghasts cannot inflict foes with ghoul fever (as this is a supernatural ability), but their paralysis and stench abilities are not impeded at all. More importantly, they cannot be turned, rebuked, or commanded while in this zone, as the ability to turn and rebuke undead, as a supernatural ability, is blocked by antimagic. If they are assaulted from beyond the antimagic zone via ranged weapons, they simply seek cover amid the large bones and wait out the siege—although constantly starving, they, as undead, have no need to eat to continue on.
hp 29 each (MM 119)
Treasure: The ghasts have amassed a small cache of loot from their victims, and have hidden it in the left eye socket of the Eater of Magic where a DC 20 Search check can locate it. The cache consists of 190 gp, 13 +3 undead bane arrows, a scroll of disintegrate, a +2 mithral buckler, and a periapt of wound closure.
Yet what might be a greater treasure lies atop the Black Spire. A PC that climbs to the top of the spire finds the partially collapsed structure that once served Nex as a diplomatic summit chamber. The building itself is empty of furnishings and guardians (although any ghasts are sure to clamber up here to attack any foes they see), but in 2d4 locations, strange gray crystals the size and shape of a dagger’s blade have sprouted from the flinty ground.
These strange crystals form as a result of the combination of magic and antimagic that so powerfully infused the area, and can be harvested by simply smashing away at the underlying stone with any bludgeoning weapon as a full-round action. Once harvested, these strange crystals can be worked like iron. Any piercing or slashing weapon crafted from the crystals is exceptionally sharp, and gains a +2 enhancement bonus to damage done. A single crystal is large enough to forge a single light Medium weapon.
Two are required for a one-handed weapon, while four are required for a two-handed weapon. A weapon made of this material penetrates DR/magic even if the weapon itself is not magic. A single crystal is worth 4,000 gp to a smith who recognizes its usefulness—likewise, a weapon made from this crystal costs 4,000 gp more than its actual price. This nameless crystal grows only atop the Black Spire, and even then at a hideously slow rate of one per century.
Those who seek to visit the azer smith Artel must climb the slopes of Salenax, for the smith’s forge lies within a cavern overlooking the volcano’s caldera. The volcano itself rises from the sea, its own separate island just off the southern coast of Khosravi, but its lower slopes are connected to the larger island by a long bridge of red marble—the Phoenix Bridge. Salenax itself is very active, constantly belching steam and ash and periodically lava, but the underlying structure of Kakishon itself serves to isolate its seismic activity so that no tsunamis result from its rumblings. The Phoenix Bridge itself, although it shakes and shudders ominously each time the volcano erupts, is never in any actual danger of collapse.
On the Salenax side of the bridge, a short path leads to a small gatehouse consisting of two towers extending out of the side of the volcano, between which looms a 25-footwide cave entrance. Smoke plumes from this entrance constantly, carried on blisteringly hot winds. This is the entrance to the Fireforge, the lair of the azer smith Artel Norrin, who once served Nex as the master smith of weaponry. Like the Phoenix Bridge, this underground complex is shielded and protected from the seismic activity of the volcano, and even though the forge itself looks out over the volcano’s active throat, no danger of flooding from magma exists here.
Yet the temperature within the Fireforge is blisteringly hot. The temperature here is severe heat, and creatures within must make a DC 15 (+1 for each previous roll) Fortitude save every 10 minutes or take 1d4 points of nonlethal damage—characters in heavy armor or clothing suffer a –4 penalty on this save. For more details on severe heat, see page 303 of the DMG.
The tunnel winds through the depths of the volcano for a mile and a half (characters moving at speed 30 can traverse this length in about half an hour, and thus will likely need to make three saving throws against the heat before reaching area C1).
The tunnel ends in a pair of red-hot metal gates, embossed with the seal of Nex and a dwarven figure covering both door panels, with the dwarf’s left hand on an anvil and his right hand on a hammer.
The doors are not locked, but they are tremendously hot and heavy, requiring a DC 20 Strength check to push open. Up to four people can work together to aid another on this strength check, but each round spent pushing and forcing the door open inflicts 2d6 points of fire damage.
A single row of red-hot metal columns runs down the center of this curved hall. The plain stone walls are lined with dozens, perhaps hundreds, of weapon and armor racks. The majority of these racks are empty, but several along the south wall still hold a magnificent array of glittering arms and armor.
During Nex’s day, this storeroom was filled with weapons produced by the Fireforge, and raw materials stacked high awaiting use. When Nex left, he took the weapons with him, and no new supplies of raw materials have come in. Artel Norrin has been forced to recycle his creations for the past several centuries as he reworks weapons and stores them here, and when he runs out, he simply reuses old weapons for new base materials.
The doors to the south are red hot and heavy to open, as the door at C1.
Treasure: Currently, there are a dozen magic weapons stored here (3 +1 longswords, a +2 battle axe, two +1 halberds, a +1 thundering bastard sword, a +2 rapier, and 4 +1 daggers), along with a suit of +2 chainmail and +1 full plate—all awaiting eventual recycling and transformation into new weapons.
The air in this yawning cavern roils with heat. A broad expanse of stone slopes gently to the south, pocked with dozens of steaming holes in the ground. At the far end, a bubbling pool of magma surrounds a stone precipice, both of which overlook the volcano’s smoking crater. Lava drains off in immense cascades, yet the level of magma in the lake remains constant.
An immense iron-and-stone forge looms at the edge of the island in the middle of the lava lake.
Here, inside the Fireforge itself, the heat is extreme—breathing the air deals 1d6 points of damage per minute (no save), and creatures must make a DC 15 (+1 per previous check) Fortitude save every 5 minutes or take 1d3 points of nonlethal damage (see DMG 303 for rules on extreme heat). Additionally, the roar of the forge, lava cascades, and the constant rumble of the volcano itself impart a –10 penalty to all Listen checks made in here.
The ground between the entrance and the actual Fireforge itself fits into two categories. The central section is solid, with small fumaroles as indicated on the map. Anyone who enters a square with a fumarole has a 50% chance to trigger a sudden blast of hot gas, inflicting 4d6 points of fire damage (DC 15 Reflex halves).
To the left and right of the central area, the ground is actually just a thin shell of rock over more magma. A DC 20 Survival check is enough to note the hazard—otherwise, a creature of Small or larger size that treds upon the rock breaks through and must make a DC 15 Reflex save to stagger back to solid ground. If solid ground is not within 5 feet, or if the Reflex save is failed, the creature plunges into the lava, taking 20d6 points of fire damage per round of immersion (see DMG 304 for rules about lava).
Creatures: Three different creatures dwell in the Fireforge—Artel Norrin, his magma mephit familiar Farid, and his four magmin servants. Artel and the magmin are focused on their most recent project at the forge and are unlikely to notice intruders in the cave, but Farid is perched on a tiny ledge by the wall. As soon as he notices the PCs enter, he flutters down and demands to know their business, stating that his master is very busy. He is brusque and unfriendly, and while he understands Common, he only replies in Ignan (he feels Common speech is beneath his position as the forgemaster’s familiar). PCs who can make him friendly with a DC 25 Diplomacy check convince him to interrupt his master’s work, in which case he escorts them across the bridge for an audience. PCs gain a +2 circumstance bonus on Diplomacy checks if they reply to Farid in Ignan—offering him a bribe of at least 100 gp in precious metal or gems also grants a +2 bonus. Showing one of the crystals from atop the Black Spire automatically makes the mephit helpful, and he flaps off to excitedly inform his master of the kindly visitors bearing important gifts.
The forge itself is tended by the four magmins, toiling constantly to keep it hot and ready for use and fetching tools and metal from a large pile of partially melted weapons and armor as Artel demands. Over the thousands of years Artel has toiled here, though, the passage of time has worn heavily on his mind and many of his memories of life before are merely hazy whispers and shadows. He remembers Nex as his father, and speaks of him kindly, but doesn’t recall much of use from Kakishon’s early days.
His memories of Jhavhul are more clear, as is his hatred of the efreeti’s demands and overbearing nature. Jhavhul supplied Artel with some materials to continue forging, but much more haphazardly and periodically—and only as Jhavhul needed weapons. Artel forged such for the efreeti, but only begrudgingly, and when not working he has been toiling to perfect his masterpiece (see Treasure).
As the PCs approach, Artel greets them with an exasperated sigh and declares impatiently, “All right, you have your meeting with the great forgemaster, Artel Norrin. That’s me. Now what do you want? Be quick about it. As you can see, some of us have work to do.”
Artel is gruff and surly but generally indifferent—but if the PCs give him at least one of the crystals from atop the Black Spike, he immediately becomes helpful. As the crystals are in an antimagic zone protected by ghasts, Artel is unequipped to harvest the crystals despite his great love of working with them.
If Artel is made at least friendly, and if he believes that the PCs are no friends of Jhavhul, he’ll agree to help them against the hated efreeti.
Artel admits that he’s been working in secret on several weapons to use against Jhavhul, and if told that Jhavhul is no longer in Kakishon, he appears crestfallen. He has dwelt here in Kakishon long enough to have developed a sort of agoraphobia about returning to the real world—with Jhavhul gone, he sees no reason to continue his work on his weapons against the genie. However, if made friendly, he agrees to sell the weapons to the PCs—if made helpful, he gives them to the PCs for free, as long as they promise to use them on Jhavhul and let the efreeti know they’re from Artel when they do.
Male azer wizard 8
LN Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Listen +6, Spot +6
DEFENSE
AC 27, touch 13, flat-footed 24 (+4 armor, +3 Dex, +6 natural, +4 shield)
hp 59 (10 HD; 2d8+8d4+30)
Fort +10, Ref +10, Will +12
Immune fire; SR 21
Weaknesses vulnerability to cold
OFFENSE
Spd 30 ft.
Melee +1 warhammer +7/+2 (1d8+1/×3 plus 1 fire)
Spells Prepared (CL 8th, +9 ranged touch)
4th—confusion (DC 18), ice storm, rainbow pattern (DC 18)
3rd—dispel magic, fly, haste, ray of exhaustion (DC 17)
2nd—glitterdust (DC 16), mirror image, resist energy, scorching ray
1st—feather fall, floating disk, mage armor, shield, ray of enfeeblement
0—dancing lights, detect magic, ghost sound, message
TACTICS
Before Combat Artel casts mage armor and shield as soon as he suspects trouble might be coming.
During Combat Artel avoids using his fire spells against foes unless it’s obvious that some of the PCs are taking damage from the environment, but is quick to use ice storm against foes whom he suspects might take additional damage from cold.
His first act in combat is to cast haste and send his magmin out to attack melee fighters. Artel is fond of using rainbow pattern to lure enemies into the lava, and uses fly to gain mobility over the PCs if necessary.
Morale Artel uses dimension door to escape if reduced to 15 hit points or less, fleeing into the volcano itself for safety. If prevented from escaping and captured alive, he offers his weapons as a bribe for his life and freedom.
STATISTICS
Str 10, Dex 16, Con 16, Int 18, Wis 12, Cha 10
Base Atk +6; Grp +6
Feats Craft Magical Arms and Armor, Craft Wondrous Item, Improved Familiar, Point Blank Shot, Precise Shot, Scribe Scroll
Skills Appraise +9, Climb +4, Concentration +11, Craft (armorsmithing) +13, Craft (weaponsmithing) +12, Hide +8, Jump +5, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (the planes) +12, Listen +6, Search +9, Spellcraft +14, Spot +6
Languages Common, Ignan, Terran
SQ heat
Combat Gear scroll of identify, scroll of protection from chaos, scroll of see invisibility, scroll of shrink item, scroll of tongues, wand of invisibility (45 charges); Other Gear +1 warhammer, cloak of resistance +2, hand of the mage, spellbook (an iron book with metal pages, this spellbook contains all the spells Artel has prepared plus an additional 2d4 spells of each level).
Magma mephit familair
hp 29 (MM 183)
hp 11 each (MM 179)
Treasure: In order to construct a weapon for use against Jhavhul, Artel has focused his research and work over the past few centuries perfecting something to fight against fire. His research into the methods of how fire works, and how to “unburn” things, led him to a singular discovery—ebon flame. Crafting ebon flame from raw fire is a lengthy process, but he’s secured a dozen vials of the stuff so far.
Yet his crowning achievement has been the creation of Zenzirad, a +1 fire outsider bane frost falchion forged on ebon flame. Artel, being a creature of fire, still bears scars on his arms and hands from handling and forging this weapon, and as proud as he is of the result, he’s eager to see it handed off to a proper warrior. Feel free to change Zenzirad into a different weapon that matches one favored by one of your PCs—preferably not the same PC who wields Tempest from “Howl of the Carrion King.”
Aura faint transmutation; CL 5th
Slot —; Price 1,500 gp; Weight 1 lb.
Description
This small flask smokes with an odorless black mist when opened. Each flask contains a single use of ebon flame, a strange sort of fire that is hostile to normal fire. Cool to the touch even in hot environs, when poured out, a flask creates a 20-footradius burst of black fire centered on the user. This burst of ebon flame extinguishes all natural fires and dispels magical fire (dispel check 1d20+5) in the area, including magic items that have fire effects (such as a flametongue sword or a necklace of fireballs), although items dispelled merely cease to function for 1d4 rounds.
The ebon flame can cure damage caused by fire—each creature in the burst is healed 5d6 points of damage caused by fire effects.
A creature with the fire subtype inside the area of the burst takes 5d6 points of damage and is stunned for 1 round—a successful DC 15 Fortitude save halves the damage and negates the stun effect.
Ebon flame is unstable, and when combined in doses larger than a single use, or when not stored in a specially prepared flask, it dissipates harmlessly in a cloud of faint black smoke. Overlapping areas of ebon flame do not stack their effects.
Construction
Requirements Craft Wondrous Item, false life or cure moderate wounds, resist energy or quench; Cost 750 gp, 60 XP