Ansirem Runeweaver thLevel Wizardth Level Archmage

Archmage of the Kirin Tor, Dalaran

Male Human: CR 18; Medium humanoid (human); HD 18d4+18, hp 63; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +8; Grp +8; Atk +8 melee (1d6, staff) or +10 ranged touch (spell); Full Atk+8/+3 melee (1d6, staff) or+10 ranged touch (spell); SA spells, arcane fire, arcane reach, mastery of elements, spell power; SQ contingency, spell-like ability (teleport 2/day); AL LN; SV Fort +6, Ref +9, Will +13; Str 10, Dex 14, Con 13, Int 25, Wis 12, Cha 11. Languages Spoken: Common, Dwarven, Thalassian. Skills: Appraise +7 (alchemical items +9), Concentration +22, Craft (alchemy) +19, Decipher Script +17, Diplomacy +4, Gather Information +2 (local +4), Knowledge (arcana) +17, Knowledge (architecture/engineering) +11, Knowledge (dungeoneering) +10, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +14, Knowledge (nature) +10, Knowledge (nobility) +14, Knowledge (religion) +10, Knowledge (the planes) +13, Search +16, Spellcraft +30, Survival +1 (keep from getting lost, avoid hazards, and on other planes +3).

Feats: Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Lightning Reflexes, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation).

Typical Wizard Spells Prepared (4/6/10/6/5/2/5/3/ 2/1; save DC 17 + spell level): 0—detect magic, mage hand, prestidigitation, read magic; 1st—comprehend languages, feather fall, mana shieldff, shield, unseen servant, sleep; 2nd—cripple*, darkvision, detect thoughts, frost armor*(x2), invisibility, mana burn*(x2), resist energy, see invisibility; 3rd—blizzard(x2), dispel magic, frost nova *, protection from energy, shockwave*; 4th—absorbmanaff, bloodlust*, immolation*, lightning shield*, rain of fire*; 5th— feeblemind, hold monster; 6th—chain lightning, disintegrate, greater dispel magic, greater heroism, planar ally; 7th—greater arcane sight, greater scrying, limited wish; 8th—banish*, greater planar ally; 9th— wish.

Possessions: Headband of intellect +6, ring of wizardry II, superior staff of frost.

Arcane Fire (Su): Ansirem can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (1,120 feet) that deals 5d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.

Arcane Reach (Su): Ansirem can use spells with a range of touch on a target up to 30 feet away by making a ranged touch attack.

Mastery of Elements (Ex): Ansirem can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity or sonic descriptor. The spell's casting time is unaffected. Ansirem decides whether to alter the spell's energy type and chooses the new energy type when he begins casting.

Spell Power (Ex): Ansirem's effective caster level is +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).

Contingency (Su): Ansirem has already cast a contingency spell. When he is attacked while flat-footed or reduced to below 20 hit points, Ansirem's contingency uses teleport to send him to his private sanctum in Dalaran.

Spell-Like Ability: Ansirem has permanently prepared the spell teleport as a spell-like ability that can be used twice per day.


Dressed in an elaborate violet robe, the bearded man stands with his eyes closed and his brow furrowed in concentration. He is quite tall, and, although he appears fairly old, he stands perfectly still — reflecting a great deal of physical discipline. The man carries no obvious weaponry, but his arms are crossed in his robes, concealing both hands.

Ansirem Runeweaver is no stranger to combat, having helped defend the magical city of Dalaran for the better part of four decades. He is confident, but not cocky, and always seems to know where best to strike for maximum effect. Upon engaging in combat, Ansirem's first action is usually to summon additional help, immediately following with a series of offensive blasts directed at enemy spellcasters. He targets arcane spellcasters first, then any healers or archers. If Ansirem appears to be winning after the first few exchanges of a combat, he presses the advantage with area-effect spells such as rain of fire* or shockwave*. If he thinks he is losing, however, Ansirem will not hesitate to cast teleport and beat a hasty retreat back to his private sanctum in Dalaran.














geously and vainly against the undead. I had heard about the human city of Tyr's Hand and planned to use this as a base while I conducted my survey.

The Eastern Plaguelands are north of the Hinterlands and east of the Western Plaguelands. Darrowmere Lake borders the region on the south, while Zul'Aman and Quel'Thalas lie to the north. The entirety of the Plaguelands is polluted and wretched, blighted by the Scourge. The undead plague has corrupted the people and nature itself. Noxious orange mists float like living entities over the blackened, filthy soil. The Scourge's power here is absolute.

People and Culture

The Scourge controls the Plaguelands. The undead are intelligent and draw their power from the Lich King far to the north. Now that the Lich King has regained his power, all the Scourge's members are utterly loyal — we cannot expect to see more defectors such as Lady Sylvanas and her Forsaken. Zombies, ghouls, skeletal warriors and worse roam the lands, slaughtering the few survivors when they find them. The undead need no rest and never complain. I am proud to say that, since my foray, the world is short twenty-three zombies, fourteen skeletal warriors and seven ghouls — and one unfortunate dog that sounded like a ghoul.

Against this indomitable force battles the Scarlet Crusade. As their name implies, these human warriors and priests dress in bright reds — a stark contrast to the devastated gray landscape. The Crusaders are frenetic, desperate to destroy the Scourge, but well and truly crazy. At the very least, they should wear clothing that blends in with the environment. A first-year scout knows that! The Scarlet Crusaders are fearless zealots. Drawing strength and conviction from the Holy Light, they are dedicated to eliminating undead and offering protection to human survivors. Unfortunately, the Crusaders tend to think that anyone unassociated with them carries the undead plague and simply kill refugees more often than not. Scary people. They are well armed and armored and keep their equipment highly polished. Though their hearts are in the right place, their minds are addled — the tiny group is a pathetic force against the Scourge's might. The Scarlet Crusade must be incorporated into a larger army to be successful. And someone has to kick the righteousness out of it.

A forest troll force has also moved into the region. Striking south from Zul'Aman, the trolls seek to regain their ancestral kingdom. A sick and delirious troll told me of their leader, Thresh'jin: "Thresh'jin and his army, mon, they are goin' to drive the Scourge from the land. It does not matter that the land is dead; Thresh'jin wants it because it used to be ours. And it will be so again! Zul'Aman's warbands back Thresh'jin — he's got many trolls."

My pistol eased the troll's passing into oblivion. Never let it be said that dwarves are without mercy. Forest trolls are no friend to dwarf or human, but they are enemies of the Scourge. If promised their kingdom, they might join an alliance.

The Poison Mist

An orange, toxic mist permeates both the Eastern and Western Plaguelands. A living (^-creature must attempt a DC 15 Fortitude save every 8 hours it remains in the Plaguelands. Failure indicates that the creature takes 1 point of temporary Constitution damage. Within 20 miles of Stratholme, the mist becomes much worse. A living creature in this area must succeed at a DC 17 Fortitude save every hour or take 1 d3 points of temporary Constitution damage. Non-breathing creatures are unaffected by the mist, as are members of the Cult of the Damned and characters with at least one level in the necromancerf prestige class. The mist is a supernatural poison.

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