Castle Rezjomon

History
Castle
Golems
Treasure
History
During the War of the Undead, Demik Coruth created an amy of undead minions. Demik's most powerful undead servants were once powerful beings during the Storm Wars -- including Arkanis Rezjomon. Rezjomon was an enchanter of considerable power, creating a myriad of different items for use by the Karatikan Alliance, against the hordes of Nathel. Demik Coruth raised Rezjomon from beyond the grave, yanking his soul from its Relic, and infusing it into his corpse with negative energies from beyond the planes.

Rezjomon created a number of powerful artifacts for Demik Coruth, but with Demik's defeat, the undead enchanter returned once again to his Relic. Unfortunately, a number of Rezjomon's artifacts and items remained -- and one of those was the Castle Rezjomon. His ancestral castle was still within his family's control, but the undead enchanter had all of his descendants slain, and their spirits added to his personal arsenal. Rezjomon also found a way to bind the souls of the damned -- those spirits that no god would accept into a Relic -- to his ancestral castle. The castle was capable of flight, and harbored a number of hellish golems and creatures. When Demik was defeated, and Arkanis Rezjomon released from his service to the necromancer, the castle plunged into a lake in southern Galanath, out of control.

Five years later, a river pirate by the name of Jean Colierre heard of the legends of a castle falling into a nearby lake. After doing considerable research, and even finding and harboring a wizard of his own, Colierre discovered the secret to controlling the castle, and its golems. Colierre's wizard, Ahmed ser Shuzel of Al Fahim, was able to scry for and locate the circlet that let whomever wear it control the flight of each component of the castle, and the golems therein. The price for wearing the circlet was to become an idiot savant (those who succeeded at a Willpower save versus DC 16 were safe from the circlet's price).

Shuzel placed the circlet upon the head of a captured soldier named Avadus.  Avadus's mind was destroyed by the circlet, and the cries of the damned.  The former soldier became grotesquely huge, fed and babied as he was by Shuzel -- who controlled the castle and its golems, through Avadus.  Shuzel placed a number of illusions on the throne wherein the controller normally sat in Castle Rezjommon, so that intruders would think Avadus was there, instead of in the apartments above.

Working with Shuzel, Colierre and his pirate bands carefully raided independent barons and dukes throughout the uncivilized lands of southern Galanath.  They amassed considerable wealth, including a small cache of magical weapons that had been stored in a monastery to the Inquisition in the Egis Hills.  The Monastery of the Four Faiths even had spellbooks, making Shuzel that much more powerful.

Jean Colierre and Shuzel attempted to take over the nation of Sandar, on the western edge of southern Galanath.  Unknown to them, the Dragon Nation of Wuron S'fa was just then forming -- and dragons were out patrolling their new homeland.  One of the portions of the castle, known as the Gate Keeper, killed a patrolling dragon over a forest in Sandar.  The incident brought Castle Rezjommon to the attention of Wuron S'fa, and its nominal ally, Rakore.

Rakore sent a reconnaissance team into Sandar to assess the threat of something that could kill dragons, expecting to find a new Inquisition weapon.  The reconnaissance team discovered the truth about the Castle Rezjommon and its golems, and with the help of several dragons, managed to shut the castle down by killing Jean Colierre and his pirates, and stealing the circlet of command.  The theft of the circlet from Avadus' head sent the castle plunging into the Aboriac Sea just north of Sandar.

Later, Shirastalak -- a dracolich of the Dragon Nation -- returned to the coast of Sandar, and retrieve the castle and all its components.  Working her magic, Shirastalak found a way to control the castle and its golems without the circlet, which she never found.  Now, the dracolich uses the flying castle to store all of the dragon-slaying weapons she finds, and as a mobile roost with which to patrol Wuron S'fa and the Sea of Kiriath.

The Castle Rezjomon
The Castle Rezjomon is composed of six parts -- three towers, a gate, a main castle, and a smaller castle. Each part is capable of independent flight and mobility -- fly 150ft (poor). The buildings are all made of a deep black basalt (stone) with damage reduction 30/+2. The three towers each have 400hp, the main castle has 900hp, and the smaller castle has 600hp; the gate is detailed below in the section on Golems.

Underneath each part of the castle is a 'ghost zone', in which the shrieks of the dead and the powers that keep the castle held aloft can drive a man to insanity. Anyone caught in a ghost zone must make a Willpower Save versus DC 14 or go permanently insane. The affected individuals have a permanent link to the castle, hearing the roar of the undead within their own skull, until they are cured of their insanity by the 6th-level heal spell, or similar magics.

The Golems
The largest and most dangerous golem of the Castle Rezjomon is the gate-keeper. A part of the gate itself, this flying monstrosity is large enough to bite down into a dragon.

There are two giant-sized golems, nearly a dozen normal (large-sized) stone golems, and close to seventy medium-sized golems. As with the ghost zones of the tower components, each of the larger golems has a ghost zone around it.

The golems are of some deep black basalt, and were all carved to look like gaunt men with hooded cloaks. Beneath the hoods lie sinister and grotesque visages. (The gate-keeper, of course, does not display this appearance. However, two small towers to either side of the massive double-portcullis have large arrow-slit windows high up on them, and these serve as the golem's statuesque eyes. It's mouth is the gate, and its dreadful teeth are the iron bars of the portcullis itself. Slightly mobile, the gate-keeper can distend its 'jaw' far enough to take in creatures well beyond the lip of its foundation.)

The Gate-Keeper: golem, gargantuan stone construct; CR 17; HD 25d10 (160hp); Init -1 (Dex); Spd Fly 150ft (poor); AC 13 (-4 size, -1 Dex, +18 natural); Atk 1 bite +31 melee (portcullis, 4d10+23, crit20x3); S/R 40ft x 20ft; SA Slow; SQ Construct, magic immunity, ghost zone, damage reduction 30/magic; SV Fort +4, Ref +3, Will +4; Str 37, Dex 9, Con -, Int 3, Wis 11, Cha 1; AL N. Ghost Zone (Ex): Directly beneath the gate-keeper, and extending downwards for ten feet, is a zone of undead spirits bound to providing power for the golem's flight. A second ghost zone surrounds the golem itself, extending to five feet in all directions. Anyone caught within the ghost zones must make a Will vs DC 14 or go permanently insane.

Giant Golems (2): golem, huge stone construct; CR 13; HD 19d10 (123hp); Init -1 (Dex); Spd 30ft (can't run); AC 25 (-2 size, -1 Dex, +18 natural); Atks 2 slams +22 melee (slam, 2d10+12); S/R 10ft x 10ft; SA Slow; SQ Construct, magic immunity, damage reduction 30/magic, ghost zone; SV Fort +4, Ref +3, Will +4; Str 31, Dex 9, Con -, Int 2, Wis 11, Cha 1; AL N. Ghost Zone (Ex): Directly around the giant golems is a ghost-zone extending to five feet in all directions, wherein the souls of the damned orbit the giant golems. Anyone caught within the ghost zone must make a Will save (DC 14) or go insane for 4d4 rounds.

Large Golems (11): golem, large stone construct; CR 11; HD 14d10 (77hp); Init -1 (Dex); Spd 20ft (can't run); AC 26 (-1 size, -1 Dex, +18 natural); Atks 2 slams +18 melee (slam, 2d10+9); S/R 5ft x 10ft; SA Slow; SQ Construct, magic immunity, ghost zone, damage reduction 35/magic; SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con -, Int 2, Wis 11, Cha 1; AL N. Ghost Zone (Ex): Directly around the giant golems is a ghost-zone extending to five feet in all directions, wherein the souls of the damned orbit the giant golems. Anyone caught within the ghost zone must make a Will save (DC 14) or go insane for 2d4 rounds.

Medium Golems (68): golem, medium stone construct; CR 8; HD 9d10 (50hp); Init -1 (Dex); Spd 20ft (can't run); AC 27 (-1 Dex, +18 natural); Atks 2 slams +14 melee (slam, 2d10+6); S/R 5ft x 10ft; SA Slow; SQ Construct, magic immunity, damage reduction 20/magic; SV Fort +4, Ref +3, Will +4; Str 21, Dex 9, Con -, Int 2, Wis 11, Cha 1; AL N.

The Treasure
Found within the main castle of Castle Rezjomon is the treasury. Beneath the treasure lies one last large-sized golem, buried in art, gems, and coins. There is also a curse on anyone entering the treasury, requiring a Will save (DC 13); anyone who fails will always be visible to the undead, no matter what magics are cast upon them.

Treasury:  brass mug with jade inlays (431.9gp), carved bone statuette (42.1gp), carved harp of exotic wood with ivory inlay and zircon gems (775.8gp), cloth of gold vestments (96.5gp), finely wrought small gold bracelet (19.9gp), gold and topaz bottle stopper cork (847.7gp), jeweled gold crown (5,723.8gp), large well-done wool tapestry (578.4gp), old masterpiece painting (1,431.2gp) (a bustier of Arcanus Rezjomon himself), sapphire pendant on gold chain (1,633.1gp), 3 silver chalices with lapis lazuli gems (106.5gp ea), silver comb with moonstones (614.6gp), gem of seeing (75,000gp), stone of controlling earth elementals (100,000gp).  Armor:  large steel shield +4 (reflection) (81,170gp), white robes of the archmagi (75,000gp).  Coin:  23,107 gold coins (half are Karatikan standard, and the other half are various standards).  Staves:  staff of defense (12 charges) (19,200gp), staff of woodlands (44 charges) (79,200gp) (carved leaves in an inset, druidic pattern provide some clue to the staff's function).  Weapons:  silver-plated steel longsword with jet jewel in hilt (500.8gp), 40 arrow +5 (True Slaying) (50,340 gp).  Aevilyn:  winged boots (27,000gp) - Int: 8 (-1), Wis: 5 (-3), Cha: 13 (1), Ego: 4, Communication: empathy, Alignment: neutral, 'cure light wounds' (1d8+5) on self (1 per day), 'telepathy' (100 ft. range) (2 per day).  Baeldrakos:  mighty (+5) composite longbow +5 (black dragon's bane) (123,600 gp); Int: 19 (4), Wis: 9 (-1), Cha: 15 (2), Ego: 21; Communication: speech; AL TN; Languages: Common, Draconic, Elven, Dwarven, Gnomish; Skills: Sense Motive +10; Purpose: slay black dragons; resist energy (acid) continual; spell resistance 1x/day (when in pursuit of the item's special purpose); fly 1x/day.  Meyelyelethe:  scimitar +5 (Corrosive) (Everbright) (138,315 gp); Int: 8 (-1), Wis: 12 (1), Cha: 8 (-1), Ego: 15; Communication: semiempathy; Alignment: lawful good; Purpose: defend druids from dragons; heal 1x/day; teleport 1x/day (when in pursuit of the item's special purpose).  Princess Sword (fake): two-handed sword +5 (60,335 gp); Int: 14 (2), Wis: 15 (2), Cha: 8 (-1), Ego: 15; Communication: semiempathy; AL LN; Purpose: slay dragons; heal 1/day (when in pursuit of the item's special purpose), stoneskin 2x/day (self only, 10 minutes per use).


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