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Shearphorus, Part 3 (Lamashan (X) 30th, 4712 AR)

Tears of the Forest. The ritual continued:  The acid showers continued and the heroes were subjected to the effects of acid fumes. The acid showers ceased, although the heroes were still subject to the effect of acid fumes. The tendrils withered away, leaving Lephrelourge to fly on his own. Smaller tendrils snaked out of the root-holes and again attempted to wrap around   the heroes. The tendrils withered away soon. The plants supporting Lephrelourge during the ritual partially protected him from melee, and he attacked with his tongue.   Lephrelourge retreated through the plant-wall when gravely injured. He spoke the command word to open the plant-wall ("Witness the Forest Fall", spoken in Draconic), and used it to close the wall behind him. The heroes decided not to pursue and break through the door instead. During that effort, tendrils again appeared. The plant-wall separating this chambers from the Emerald Graveyard twisted open momentarily, and then closed again. The ...

Shearphorus, Part 2 (Lamashan (X) 30th, 4712 AR)

The Emerald Graveyard.  The mohrgs and zombies attacked until destroyed. The heroes noticed that the bones are all moving, albeit extremely slowly. A well-disguised section of the ceiling was actually a 20-foot-diameter plug of living plant material blocking access to the green dragons’ ceremony chambers above. The plug was 6 inches thick. Tears of the Forest.  This vast stone chamber is reminiscent of a canopied forest. Sturdy, irregularly spaced columns rise along the walls and branch out into interlocking arches to form the ceiling more than eighty feet above. Shadowy light speckles the damp, uneven floor and knotted walls. The chorus of rivulets cascading down the walls mimics the rustling of leaves. Inset in the far wall of the chamber, at least one hundred-twenty feet away, stand a pair of stone doors, thirty feet in height and twenty feet wide, engraved with a leaf-and-vine motif. The chamber’s walls and floors resemble petrified wood. The lighting in the chamber is equ...

Shearphorus, Part 1 (Lamashan (VI) 29th-30th, 4712 AR)

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One of the satyr opponents made sneak attacks.   He fled when seriously injured. The rest of the satyrs switched from foe to foe, swinging their battleaxes. When a foe was adjacent to the sneaky one, the other satyrs facilitated sneak attacks. The heroes killed the rest of the satyrs. The glow in the center of the Emerald Shrine emanates from a standing portal made from green flickering light. The entire area around the portal has an intense acrid stink. Those who pass through the portal were transported inside Shearphorus, into the maelstrom . Dragonfall The Maelstrom.  The heroes arrived here from the portal in the Emerald Shrine. They were greeted by total darkness and a corrosive lake full of bone shards. A mark appeared on the heroes’ faces (except for Jule) the moment they arrived in Dragonfall. The mark was  a red tattoo made up of Draconic runes around their eyes, branding them as Dragonfall trespassers. A frothy acidic lake, tormented by a shrieking cyclonic wind...

Mohrgs

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Undead: Undead are once-living creatures animated by spiritual or supernatural forces. They have darkvision. Undead have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Undead are not subject to nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores, as well as to exhaustion and fatigue effects. Unintelligent undead cannot heal damage on their own, although they can be healed. Negative energy (such as an inflict spell) can heal undead creatures. Unintelligent undead can still have the fast healing special quality. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not at risk of death from massive damage, but are immediately destroyed when reduced to 0 hit points. They are not affe...

The Emerald Shrine (Lamashan (X) 29th, 4712 AR)

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The creatures hid and one of them attempted to charm the heroes with his pipes. He urged Jule, who was affected by the charm, to take shelter through the portal in the Emerald Shrine, while the rest of the creatures attacked the others, swinging their battleaxes.

The Bone Field (Lamashan (X) 29th, 4712 AR)

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Seneschal's Cathedral The bones around this area are meticulously organized, creating a spiral of bone walls that lead into a small clearing. In the center of this open space reside the bones of a gargantuan dragon. The dragon’s bones have been carefully carved with the draconic word for “protector” over and over again. Despite their pristine condition, the skull of the dragon has been crushed. The heroes uncovered a green dragon scale embedded in a fragment of the shattered skull. The bones ringing this clearing are inscribed with a complex litany of protective runes, mixed in with bits of draconic prophecy. A single tongue of rebuke had been stationed here. It circled this area but did not attack until the heroes tried to leave the cathedral. The tongue of rebuke alternated between its breath weapon and roar. It fought until destroyed. The Spirit of Auronorex This location contains some of the largest draconic skeletons in the entire Bone Field. Lying in the center of these skele...

Tongues of Rebuke

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Construct: A construct is an animated object or artificially created creature. They have low-light vision. They have darkvision. They have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. They cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole . A construct may have the fast healing special quality. They are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). A construct cannot be raised or resurrected. Constructs do not breathe, eat, or sleep.