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Darkhaven Clearing

D&D 3e (3.0/3.5) Rules

by Eric Jwo


"Darkhaven Clearing is a forest clearing damned of the gods, set in a time of dragons, in a land without faith. Death is the only reward for those foolish enough to tread its cursed soil. Death, or, perhaps, salvation!"
--Attributed to Brael Loresmith, The Silver Sage, in 32SC

Deep within the free realm of Abanasinia, in a dark forest near Pax Tharkas proper, a sinister glade has grown infamous among the local woodfolk. Strange occurrences have plagued the forest for quite some time, ranging from disappearances of lumberjacks to the savage deaths of several well-known travelers. Even fearless, happy-go-lucky kender have become wary of the dread forest. This area of cursed wood has grown infamous among all travelers from Abanasinia to Pax Tharkas. Its ill reputation has caused it to be named the Darkhaven Clearing.

Many have speculated on the origin of Darkhaven Clearing. Currently, this legend gains strength among the locals (though none will confirm its accuracy):

Curse of the Red Robe

Near the end of the Fourth Age, a powerful Wizard of the Red Robes named Rhakyl Kormoth lived and wandered the land. He believed himself so powerful that he felt certain he would be the next head of the Red Robes. His pride and joy, however, was a potent magical artifact known as the Starsunderer. None fathomed its limitless and awesome power, save Rhakyl, and he jealously tried to keep knowledge of this artifact's existence from anyone. Despite this secrecy, some savvy mages knew he possessed it.

When Chaos returned to Krynn, Rhakyl battled the daemon warriors and shadow-wights alongside others. His searing flames and thunderbolts destroyed many minions of Chaos. In the end, the battle was won, and Krynn was saved. However, salvation came at a heavy price. The gods abandoned their world forever, taking High Sorcery with them. Those who had reveled in the magic felt empty and hollow. So it was with Rhakyl Kormoth.

Grief-stricken, Rhakyl began to pore over his vast collection of magical tomes to find a way to rekindle the magic. Night after night, and even through the day, Rhakyl painstakingly searched for the answers that would restore his magic. Mages from the Tower of High Sorcery in Wayreth Forest checked on him from time to time, though only one or two ever discovered the path he was following. After diligent years of research, Rhakyl found the solution he had been searching for. Though Aran Glowstrider, a former Red-Robed Mage, attempted to prevent Rhakyl from following through on the discovery, Rhakyl turned on him and knocked him unconscious. To this day, people want to know what Rhakyl discovered, but only Aran knows. Since he won't tell, some folks suspect he brought Darkhaven Clearing into being.

DM's Notes

On a dark and dreary night, when even the pale moon of the new age hid itself from view, Rhakyl entered the forested mountain area near Pax Tharkas. Bearing the Starsunderer, Rhakyl prepared to embrace the magic he believed he had discovered. In an arcane ritual, Rhakyl pricked his finger, and let a drop of his blood land on the surface of the Starsunderer. As the crimson droplet sizzled on the surface of the artifact, the forest filled with a white light. The Starsunderer began to crackle with magical energy, and the forest clearing literally pulsated with life.

However, the energy was too intense for the powerless mage to control. The artifact pulled Rhakyl's very life into itself and, with Rhakyl's last heartbeat, the Starsunderer exploded.

The land was charred and blackened by the magical blast, and the energy infused itself into the very essence of the glade. From that moment on, the woods where Rhakyl had given his life became damned. No animal would ever enter the spot, and the plants became hollow, skeletal remnants of their former selves.

How to Use Darkhaven Clearing

Darkhaven Clearing may be placed anywhere within a forest in the Kharolis Mountain region. It may even move from place to place, much like the Tower of High Sorcery in Wayreth Forest. All of this depends on the will of the Dungeon Master. The forest clearing itself may also be of variable size.

The trees and plants of Darkhaven Clearing are all dying or dead. It resembles the Silvanesti Forest during Lorac's nightmare to a lesser degree. Blood may run down the trunks of trees, and sunlight might not reach the forest floor, but decaying heaps of bodies and constant ruin and devastation would be out of place. No animals dare to enter the clearing, and few monsters would take such a chance.

Several streams run through Darkhaven Clearing, but these all have a reddish taint. Anyone who drinks from these streams is poisoned and must succeed in a Fortitude saving throw [challenging Endurance action] or suffer the same effects as id moss poisoning (see Dungeon Master's Guide, page 80). [Saga characters lose 1 point of Reason each minute, and another challenging Endurance action is allowed after five minutes.] Only magical healing can negate this particular poison. Even if the hero does succeed in the action, he or she still retches for several minutes, reducing all abilities by 2 points for ten minutes.

If the heroes visit the clearing, perhaps in search of a missing person, they encounter the ghost of Rhakyl after ten minutes have passed. Dungeon Masters can bring him into play sooner to keep the adventure pace interesting.

Rhakyl Kormoth, male human ghost Wiz7; CR 9; Medium-size undead (incorporeal); HD 7d12; hp 67; Init +4 (Improved Initiative); Spd fly 30 ft. (perfect); AC 11 (+1 deflection); Atk +3 melee (1d4, incorporeal attack); SA Corrupting gaze, malevolence; SQ Undead, incorporeal, manifestation, rejuvenation, turn resistance; AL NE; SV Fort +3, Ref +2, Will +4; Str 11, Dex 11, Con --, Int 18, Wis 9, Cha 13.

Skills and Feats: Alchemy +14; Concentration +10, Craft (blacksmithing) +14, Craft (weaponsmithing) +14, Hide +8, Knowledge (arcana) +14, Listen +8, Search +8, Spellcraft +14, Spot +8; Craft Staff, Craft Wondrous Item, Improved Initiative.

SA—Corrupting Gaze (Su): Rhakyl can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet his gaze must succeed at a Fortitude save (DC 14) or suffer 2d10 points of damage and 1d4 points of permanent Charisma drain.

SA—Malevolence (Su): While ethereal, Rhakyl can merge his body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, Rhakyl's ethereal body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 16). A creature that successfully saves is immune to Rhakyl's malevolence for one day.

SQ—Manifestation (Su): As an ethereal creature, Rhakyl cannot affect or be affected by anything in the material world. When he manifests, he becomes visible but remains incorporeal. He can strike with his touch attack (or a with ghost touch weapon). While manifesting, he remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes.

SQ—Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

SQ—Rejuvenation (Su): 2d4 days after being destroyed, Rhakyl might rejuvenate. He must succeed at a level check to do so (1d20+3, DC 16).

SQ—Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

SQ—Turn resistance: Ghost's +4 resistance to turn attempts.

[Rhakyl Kormoth: Ghost. Co 5, Ph 6, In 7, Es 8, Dmg N/A, Def N/A, also fear aura, drain Spirit.]

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