After the PCs vanquish
the dusk beasts from the last encounter, they have a chance to find
the missing pages of the journal. These pages are in even worse condition
than the journal itself, so several details are left out. The gist of
the journal pages relates some of what Lorin did after his unsuccessful
confrontation with Manafae.
After the battle,
Lorin made his way back up to the tombs, only to find that Manafae had
turned many of the dead in the tombs into undead. Lorin had to battle
his way back up to the monastery. By the time he reached his quarters,
Lorin was exhausted. He had left word with his subordinates to close
and bar the access to the tombs until he returned.
Here the information
in the journals becomes sketchy due to damage. All the characters can
piece together is that Lorin was working on some ritual or magic item
that would close the gateway forever.
After five weeks,
Lorin emerged with a large pack and his holy symbol. He ordered the
tombs to be closed behind him and barred to anyone of the order. He
hoped that a certain comet's proximity would help him with the task
at hand.
The fight with the
dusk beasts has caught the attention of other denizens of the chasm.
The light in the distant darkness is gone, but the group hears the sound
of something coming toward them out of the still water that fills most
of the bottom of the chasm.
Lorin couldn't destroy
all of the undead created by Manafae, and six of the evil cleric's skeletons
have been surviving in the chasm with the help of the xeg-yi (the floating
light the characters saw), which has moved into the stone wall of the
chasm and is moving toward the characters, ahead of the skeletons, but
invisible within the wall.
The skeletons stop
90 feet out from the edge of the water to draw the group into the water
to engage them. Once the characters get at least 30 feet into the water,
the xeg-yi comes out of the wall and attacks from behind, which is the
signal for the skeletons to charge into melee.
Where the attack
occurs, the water is about 3 feet deep, tapering off 1 foot per 10 feet
to the water's edge. Characters in 3 feet of water take a -2 penalty
on all actions (-1 if they move back to 2-foot depth). The skeletons
suffer the same penalty, but the xeg-yi does not.
Here's a quick reminder
for fighting underwater (from
the D&D FAQ): If you don't have a swimming speed (or
a freedom of movement effect), you suffer a -2 penalty to attacks
and damage when underwater. Any slashing weapon, blunt weapon, claw
attack, or tail attack also inflicts half damage (subtract the 2 points
first, then take half of the rest and round down). Remember that a successful
hit still inflicts at least 1 point of damage. Even if you have a swimming
speed, you inflict half damage with slashing or blunt weapons (but not
claws) unless you have a freedom of movement effect.
Skeletons (6):
hp 9 each; see Monster Manual page 165.
Xeg-Yi:
CR 5; Medium-size outsider (incorporeal); HD 5d8+5; hp 27; Init +3;
Spd fly 20 ft. (good); AC 17 (touch 17, flat-footed 14); Atk +8 melee
touch (1d6 and negative energy, 4 incorporeal touchs) or +8 ranged touch
(1d8, negative energy ray); SA Negative energy lash 5/day, rebuke undead
5/day; SQ Incorporeal subtype, outsider traits; AL N; SV Fort +5, Ref
+7, Will +4; Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18.
Skills and Feats:
Diplomacy +6, Hide +10, Search +5, Sense Motive +8, Spot +8; Combat
Reflexes, Extra Turning.
Negative Energy
Lash (Su): A xeg-yi can make a ranged touch attack or hit with an
incorporeal touch attack to infuse a target with negative energy. This
deals an additional 2d8+5 points of damage to a living target but heals
an undead creature by the same amount. A xeg-yi can control its negative
energy enough to avoid healing an undead foe (dealing only the base
damage).
Rebuke Undead
(Su): A xeg-yi can flood a 60-foot-radius area with negative energy,
making undead creatures cower in fear. It rebukes undead as a 5th-level
cleric, doing so up to five times per day. It cannot command undead.
Incorporeal
Subtype: Can be harmed only by other incorporeal creatures, +1 or
better magic weapons, spells, spell-like abilities, or supernatural
abilities; immune to all nonmagical attack forms; 50% chance to ignore
any damage from a corporeal source (except for force effects, such as
magic missiles, and attacks made with ghost touch weapons); can pass
through solid objects (but not force effects) at will; attacks ignore
natural armor, armor, and shields (though deflection bonuses and force
effects work normally); moves silently (cannot be heard with Listen
checks unless desired).
Outsider Traits:
Darkvision 60 ft.; cannot be raised or resurrected (though a wish
or miracle spell can restore life).
Tactics:
The xeg-yi uses surprise to attack and then tries to retreat back into
the wall when possible to mount another surprise attack. It also uses
its negative energy lash to heal the skeletons if they are not completely
destroyed early. (Note: Living with the xeg-yi for ten years has made
the skeletons much heartier than average.)