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Sepulcher of Wee Jas
31. Bone-filled Cavern 32-33. Den of the Fire Nagas (Half-Dragons) 34. The Queen's Hoard (Temple) 35. Red Wyrmling Nests 36. Hidden Hoard 37. Secret Exit 38-39. Holy Shrine 40-47. Fireborn Kobold Warrens 48-49. Lair of the Red Wyrm 50. The Red Wyrm's Larder 51. Secret Shaft 52. Level Three Entrance Cavern 53. Cloisters of the Dragon Priests 54-55. High Priest's Lair 56. High Priest's Vault
Description: Other than the type of location, the only commonality between different frozen calderas of the Dragon Queen is the inner sanctum, which is sometimes known as the Queen's Hoard. This enormous chamber is dominated by a carving of the five-headed Dragon Queen that occupies the entire the back wall, glaring down at all who enter. On the floor below the engraving is a pit that leads down into the fires and lava beneath the earth. Sacrifices of wealth must be dropped into the hole and allowed to melt away. Though the walls are often covered in a thin layer of ice, a haze of heat radiates from the pit.
Prerequisite: Only a non-good creature of character level 7th or higher can access the power of a frozen caldera of the Dragon Queen. Claiming the more advanced powers of such a place also requires a sacrifice of treasure.
Location Activation: To gain the benefit of the most basic power of a frozen caldera of the Dragon Queen, a character must offer a prayer to Tiamat and touch each of the five carved heads of her image in a ritual that takes 5 minutes to perform. To gain the benefit of the greater powers, the character must sacrifice treasure in the pit beneath the engraving after performing this rite.
Recharge: Once a frozen caldera of the Dragon Queen has bestowed one or more powers on a given individual, it cannot do so again for five years. Even if a character accesses only the basic power, this limit applies to any use of the site. Thus, anyone who wishes to gain multiple powers must claim them all at once. When a frozen caldera of the Dragon Queen has granted powers to five different individuals, it goes dormant for 5 months.
Special Ability: A frozen caldera of the Dragon Queen can grant up to three abilities to any single character. The most basic requires only the ritual; the other two require payments of treasure. The costs for dragons and dragonblooded creatures and for other creatures are given on the table below.
Cost for Dragons and Dragonblooded Ability Conferred Creatures Cost for All Others
Energy resistance — — Breath weapon 12, 000 gp 13, 200 gp Draconic form 50, 000 gp 55, 000 gp
Energy Resistance (Su): The petitioner must choose acid, cold, electricity, or fire. He gains resistance 5 to the selected energy type.
Breath Weapon (Su): The petitioner chooses one of the breath weapons listed below. Each is usable once per day and deals 6d8 points of damage. A successful Reflex save (DC 10 + character's HD + character's Con modifier) halves the damage. This ability is gained in addition to any breath weapon or similar ability that the creature might already have.
60-ft. line of acid 30-ft. cone of corrosive (acid) gas 30-ft. cone of cold 60-ft. line of electricity 30-ft. cone of fire
Draconic Form (Sp): Once per day for 10 rounds, the petitioner can transform into a mature adult dragon of one of the five standard chromatic kinds. He does not gain the spellcasting ability of that form and has his normal Hit Dice for the purpose of effects that affect only beings with a particular number of Hit Dice, but he takes on all the dragon's other traits. While in draconic form, the petitioner loses all his own extraordinary, spell-like, supernatural, and spellcasting abilities.
If the petitioner is a dragon, it instead gains the powers of a dragon one age category higher than its own for up to 10 rounds per day.
Duration: Each of these abilities lasts for one year.
Aura: Strong abjuration and evocation.
Ability Value: 10, 000 gp (2, 000 gp per affected creature).
Despite the false assumptions often made by commoners and adventurers alike, the majority of necromancers do not go on to become liches or other undead. Most simply die, finally and irrevocably, like everyone else. The faithful of Wee Jas sometimes gather in a spot where one of their greatest lies entombed to venerate the deceased as a true master of both magic and death. If their faith is strong enough, and the deceased necromancer's power was potent enough, the goddess might imbue the site with a fraction of her own power, which can be claimed by anyone willing—and able—to take it.
Lore: Characters can gain the following pieces of information about sepulchers of Wee Jas by making Knowledge (arcana) or Knowledge (religion) checks at the appropriate DCs, as given below. A character seeking to locate the grave-site of a particularly powerful and famous necromancer can sometimes do so with a Knowledge (arcana) or Knowledge (religion) check. The base DC is 25, but this DC can vary dramatically at the DM's discretion, based on how famous or how secretive the deceased was.
DC 20 (arcana or religion): Some of the tombs where the most powerful necromancers lie buried have become holy sites to the faithful of Wee Jas.
DC 22 (arcana): Although Wee Jas has both arcane and divine necromancers among her followers, the overwhelming majority of sepulchers of Wee Jas form at the graves of arcane necromancers.
DC 22 (religion): Determining whether a given site is a true Sepulcher of Wee Jas or just the tomb of a necromancer with lingering enchantments can be extremely difficult. Wee Jas's faithful never alter the tomb when they begin worshiping at