Pathfinder Module E2: Blood Of Dragonscar by Keith Baker

By Keith Baker

None visit Dragonscar! The legends communicate of the traditional beast stated to live in the volcanic zone, and even though few have noticeable the effective dragon of past due, these legends are sufficient to ward idle explorers away. but now, thunder shakes the geographical region and hearth stains the sky - the dragon of Dragonscar is conscious, and all who oppose him shall burn! This experience, written by way of Eberron writer Keith Baker, is designed for a celebration of 15th-level characters.

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The earth itself has rejected the corrupted crystal, and the crystal’s powers do not function while you or it are in contact with the ground. Any creature you kill while bearing the crystal has its soul absorbed into the crystal (preventing anyone from raising them from the dead), granting you powers while you carry it. After 10 kills, you gain fast healing 10. After 30, you gain spell resistance 30. After 60, you gain damage reduction 15/—. After 100, you gain a +5 profane bonus to all saving throws and a unique negative energy power related to your other abilities (a fighter’s melee attacks may gain the unholy property, a dragon’s breath weapon may become infused with negative energy, and so on).

It is possible for different people to have different levels of power from the crystal depending on how many they have killed while holding it. The crystal tends to spontaneously create necropyre creatures from the tortured souls within it and sometimes reabsorbs these creatures into itself if they are nearby. The necropyres never harm you, nor are they under your command. The crystal bestows one negative level on any non-evil creature touching or carrying it. The negative level remains as long as the crystal is touched, held, or carried, and disappears when the weapon is no longer wielded.

Necrotic Blast (Su) A vessel can fire a blast of negative energy once per round as a ranged touch attack (100-ft. range, 5d6 negative energy damage). (CR 12) NE Medium undead Init +8; Senses Darkvision 60 ft; Listen +12, Spot +18 DEFENSE AC 24, touch 18, flat-footed 20 (+4 deflection, +4 Dex, +6 natural) hp 123 (18d12+6) Fort +6, Ref +10, Will +14 Immune undead immunities OFFENSE Spd 30 ft. Melee scythe +19 (2d4+13/19–20/×4) or slam +18 (1d6+9) Ranged necrotic blast +14 ranged touch (5d6 negative energy damage) Spell-Like Abilities (CL 10th) varies TACTICS Before Combat A bloodless vessel with the mage armor spell-like ability keeps it active as much as possible (AC 28, touch 22, flat-footed 24).

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