This
adventure is designed for use with the Pathfinder
roleplaying game; it takes the party to an ancient location for an
old-fashioned dungeon crawl that provides hints of a growing threat
to the solar system. While it is written for a party of seventh-level
characters, and intended as a sequel to the scenario At
a Crossroads,
it can easily be adapted for parties with more experience and/or as a
standalone scenario.
Adventure
Background
Recently the PCs, while competing in an aethership race through the
asteroid belt, made a curious discovery: a lost Royal Interplanetary
Company cog, one that was outfitted for some kind of expedition
surface-based expedition but that had somehow become frozen in a
comet's ice with an angry nabasu demon on board. This vessel also
contained a ship's log, one that can perhaps lead them to the place
that the missing crew was hoping to excavate.
For
the Gamemaster
Just about one year ago, agents of the Royal Interplanetary Company
were sent on a secret mission to explore a tunnel network on the cold
red desert planet. It did not go well. In addition to learning that
the planet was infested with remorhazes, they found that a ziggurat
deep in the tunnels had even nastier inhabitants. Repulsed by the
demon worshiping troglodytes, and with one of their own succumbing to
possession by a shadow demon, they fled. While they managed to trap a
nabasu demon by securing it in dimensional shackles, the
shadow demon eventually slew them and then returned to its lair. Now
the demons and their minions lie in wait, ready for more interlopers.
Even more notable is the fact that these very same monsters serve the power known as Mother whose scheme for domination is spreading throughout the solar system. Indeed, this ziggurat has served as a base of operations for her, and the PCs can learn a great deal about her growing threat—if they can survive this one first, that is.
Part
1—A Conflict of Interests
Before they can head out on this expedition, however, the PCs need to
deal with some business in Crossroads; a few of the issues most
likely to arise are detailed below.
The Journal
First and foremost, the PCs need to make some sense of the journal
that they found aboard the Constant. Show the players the
handout in the appendix and let them do some figuring. Given those
details, they can with a DC 15 Profession (sailor) or Knowledge
(geography) check determine that, at that time, the comet would've
been approaching the asteroid belt after circling the sun; the most
likely candidate is the cold red desert planet that is neighbor to
Homeworld.
Reda's Claim
If Luciano Reda hears about the journal's contents, he reacts
strongly. For one thing, he claims that, because the Constant
is a Royal Interplanetary Company vessel, he should be granted
salvage rights to it. That is not true, however, a fact that can be
confirmed with a DC 10 Profession (sailor) check. Assuming that the
PCs don't just yield their salvage rights, Reda then resorts to
different tactics. He is willing to pay the PCs 2000 gp for the wreck
and everything aboard it, and increases that to 3000 gp if the PCs
can beat him in opposed Diplomacy checks. Alternately, he is willing
to pay the same amount if the PCs will undertake a voyage to the
mysterious desert world, in order to learn what happened to the rest
of the expedition. Indeed, he suspects that his brother Lorenzo may
have been involved in this business, but he does not know for
certain. For that reason, he wishes to send Lt. Vanderwald and a
squad of R.I.C. soldiers with the PCs.
Outfitting and
Recruiting
The PCs can find most everything that they need to outfit their
vessel on Crossroads. In fact, if they have made a good impression on
the people there, then they might even be able to negotiate
discounted prices for foodstuffs and other equipment. What is more,
they can probably hire more crew members if necessary, and possibly
even make modifications to their ship (something with which Brother
Fain can be helpful).
Once they've made ready, the PCs can take passengers such as Lt.
Vanderwald and his men aboard and then set sail for adventure.
Part
2—More Encounters in Space
The GM can introduce any of the following encounters during the
voyage from Crossroads to Tyr, depending on the desires of the
players and the needs of the campaign.
A. Void Natives,
Part 3
Some time during the crossing between the Asteroid Belt and Tyr, the
PCs run into a scouting party of three mi-go that are hunting an oma
for use in the process of item creation. Currently they are on its
back, having grappled it, and are using their evisceration ability to
dismember it. In fact, it has been driven berserk from the pain, and
so is likely to lash out at anyone who approaches.
Mi-Go: Refer to page 193 in Bestiary 4 for details.
Oma: Refer to page 209 in Bestiary 4 for details.
The PCs can approach this situation in a number of different ways.
They could, of course, always ignore the matter and proceed on their
journey. Force, as always, is another option. They could also rely on
Diplomacy for convincing the mi-go to desist in their attacks; to
that end, treat the mi-go as Unfriendly for the purposes of the
check. As always, the GM should assess bonuses or penalties to the
check based on good roleplaying, cogent arguments and other factors,
such as offering substitute materials for the mi-go to use in their
item creation, or some other kind of compensation.
B. The
Spacewreck
At another point the PCs encounter a derelict bark, one that at first
glance seems to have been abandoned. The truth of the matter is that
it has become infested by a cblack pudding, one that has killed all
of the crew aboard the vessel and now lurks down in the bilge,
waiting for fresh victims.
Refer to the scenario “At a Crossroads” to find deck plans for
the bark.
Black Pudding: Refer to page 35 in the Bestiary for
details.
There could be some useful items left aboard the bark, provided
they're not made of metal or organic material. Clay or stone jars are
the most likely to have survived.
C. Restless
Spirits
Some time ago, a ship of the Elven Navy defeated a crew of human
pirates. Such was the wicked avarice of the pirates, however, that
their spirits still remain, seeking a ship to claim as a prize. They
take the form of a spectre, the captain, who at some point appears
aboard the PCs' ship. Instead of turning into spectres, however, the
bodies of those who are slain by it become animated by other spirits,
rising as wights to aid their captain in battle.
Spectre: Refer to page 256 in the Bestiary for
details.
Wights: Refer to page 276 in the Bestiary for details.
While this encounter doesn't yield any treasure for the PCs, it can
be used to introduce new plot hooks, perhaps in the form of a cryptic
clue to a lost treasure that the spectral captain mutters as his last
words before dissipating.
D. Out of
Control, Again
During the journey, watchful PCs or other crew members might notice
that a ship is following them across the void. Those who succeed at
DC 20 Perception or Knowledge (sailor) checks can recognize it as the
Redoubtable, Captain Axelrod's ravid-powered dhow. While this
might at first seem a happy coincidence, the truth is revealed when
the gnome's ship steers straight for that of the PCs, speeding in to
make a ram attack.
Axelrod is currently affected by Nora the Succubus's dominate
person ability; he is joined by a medusa, one who is allied with
the demon. She has turned a number of unfortunate victims to stone,
and he has animated them using the ravid.
Captain Axelrod: Refer to the scenario “Among the Stars”
for details.
Ravid: Refer to the scenario “Among the Stars” for
details.
Medusa: Refer to page 14 in the Bestiary for details.
Animated Statues: Refer to page 201 in the Bestiary
for details.
This should make for a challenging battle, and one in which the PCs
must use discretion. After all, Axelrod is a good, if foolish, gnome,
and the animated statues are innocent people, too.
The medusa carries a cold iron dagger and wears a headband of
alluring charisma +2. Some of the petrified, animated people
might also possess valuables or other items of interest,
too—provided, of course, that the PCs can somehow restore them to
flesh and blood.
E. Riddles in
the Black
As the PCs approach Tyr, they encounter a djinni named Mahmud. He has
just been visiting the jann on that world, and, while there, they
presented him with a riddle that he has been unable to solve. Mahmud
appears at the bow of the PCs' vessel, bows and introduces himself,
explaining the reason for his visit. He offers to provide food and
drink, if the PCs can solve the riddle.
Question: I
serve two masters, one who never blinks and another who is very slow
to do so.
They
do not always agree with each other, but I am strongest when they
stand together.
Who are they and
what am I?
Answer: I
am the tide, and they are the sun and moon.
Mahmud is true to his word, using his spell-like abilities to create
food and wine for the whole crew. He also creates a small wooden
statue of an eagle, a token that the PCs can share with the jann to
show that they have earned his friendship.
Part 3—The Cold Red Desert Planet
Note as usual that, depending on the solar system in which the
particular GM's campaign is taking place, some of these details will
change.
When the PCs arrive on the cold red desert world, one word best
summarizes what they find: desolation. While this landscape is
relatively comfortable by the standards of most other planets in the
solar system, it certainly isn't Homeworld. Rust-colored dunes
stretch as far as the eye can see, and what little air there is to
breathe is painfully cold. In game terms, treat this like “severe
cold or exposure” as detailed on page 442 of the core rulebook.
Based on the information from the Constant's logbook, the PCs
can find a place to land in the middle of the desert, as indicated on
the following map; details for the areas indicated by letters are
provided below.
A. Tunnel Entrance
This location corresponds with the landing area, at the base of a
volcano, as described in the journal from the ship Constant.
From here, a DC 15 Survival check lets the PCs to find tracks left by
the expedition, leading toward the tunnel entrance (Area C).
B. Open Plains
Although this cold red desert planet isn't exactly filled with life,
there are some tough and dangerous creatures inhabiting it. Such is
the case with a remorhaz that burrows in the red sand. The PCs should
make Perception checks opposed to its stealth effort, although it
receives a +5 circumstance bonus. It erupts from the ground and
attacks until reduced to one quarter of its hit points, at which
point it flees.
Remorhaz: Refer to page 233 in the Bestiary for stats.
C. Jann Camp and Tunnel Entrance
Following that attack, a pair of Jann visit the party. They live in
the area, and have occupied this land for generations. That is why
they know the legends about how the troglodytes once ruled here, but
fell into barbarity long ago. They watched as the people of the Royal
Interplanetary Company explored the ruins but were forced to flee,
and now they wish to know about the PCs' intentions. For that reason
they approach openly and hail the newcomers. Then they introduce
themselves as Akeem and Zobeida, and offer to share food and drink
with them. Akeem then produces an expedition pavilion, which
he sets up to provide shelter and concealment.
Jann: Refer to page 141 in the Bestiary for stats.
This scene should present an opportunity for some roleplaying, and
provide some information to the PCs. After sharing food and drink
with the PCs, they begin the conversation. The Jann know the
following details:
- The troglodytes once possessed a civilization that would rival any in the solar system, but their obsession with demon worship led their decline into barbarity.
- For many years, the troglodytes have done little more than linger in their ziggurat, hoarding their secrets but doing little with them.
- Recently, however, a cog—matching the description of the Constant—made landfall, and a party of explorers disembarked from it.
- The jann have been tasked with watching the place. In addition to demonic lore, it is believed that the troglodytes once experimented with powerful elemental magic. They're not sure what all that entailed, but it's enough of a concern that some of the royal genies have asked them to monitor what happens here.
- To that end, they warned the newcomers, but those humans failed to heed their warnings and ventured into the tunnels. Eventually they were forced to flee, boarding their aethership and flying away.
- If the PCs' intentions are good—that is, if they don't intend to unleash a plague of demons on the solar system, or to obtain magic that can be used to summon and bind elemental creatures—then the jann agree to led them proceed.
- Additionally, if they need to do so, then the PCs are welcome to return to the expedition pavilion to rest and recover.
Once they've had enough conversation, the jann invite the PCs to stay
the night if they wish, or let them go on their way—assuming, of
course, that the PCs win their trust. The GM may want to handle this
purely through roleplaying, or could call for a DC 20 Diplomacy check
(with the usual bonuses and penalties applied) and perhaps with Sense
Motive checks for the jann.
Should the PCs choose not to be diplomatic, or have wicked
intentions that are revealed, then the jann might decide to attack
them or even to flee the scene to seek more help from their genie
superiors. In that case, they could develop into an ongoing problem
for the PCs, both as they finish this scenario and further in the
future.
Once the PCs head into the underground tunnel, proceed in the next
section.
Part 4—Into the Tunnels
This scenario does not provide a complete map of the tunnel system
beneath Tyr. Rather, a few smaller maps for specific locations are
provided, for use with specific creature encounters. The PCs should
make a series of DC 15 Survival checks in order to follow the trail
left by the party of R.I.C. explorers.
Cave
Entrance
On one side of the hill, behind a tumble of loose boulders and
smaller rocks, is the entrance to the tunnel network. It is also the
lair for a pair of cytillipedes, which use their cytillesh flash
abilities before moving forward to attack.
Cytillipedes:
Refer to page 65 in Bestiary
5 for details.
Chasm
This rope bridge was crafted by the troglodytes centuries ago to span
a gorge some hundred feet deep (2). Now it is home to a lone
chaugrak, a creature so corrupted by fiendish influence that it has
been exiled to the tunnels. Note that the ceiling in this chamber is
only twenty feet higher than the level of the rope bridge.
Chaugrak:
Refer to page 65 in Bestiary
5 for details.
The
Web
Columns of stone run from floor to ceiling in this long, narrow
passage. It is now home to a hive of shriezyxes, which have spun webs
across many of the resulting gaps. They now wait inside this giant
nest, watching for prey and ready to attack.
Shriezyxes:
Refer to page 244 in Bestiary
4 for details.
Piled
in the corner near the exit door are a number of items taken from
slain R.I.C. explorers, including a lockbox holding 100 cp, sp, gp
and pp; a vial of stone
salve; and a rope
of climbing.
Underground
Lake
At this low point, the tunnel has become flooded with cold, murky
water. It is home to a chuul.
Chuul:
Refer to page 46 in the Bestiary
for details.
The
ceiling here is only ten feet above the water. There is a taller, dry
cavern in the middle of the passage, in which the PCs can find the
remains of an R.I.C. explorer, which still wears rhino
hide armor.
Huge
Cavern
After a time the tunnels open up into a huge cavern, with a ceiling
150 feet in the air. Two separate tunnels lead into this chamber from
the tunnel network. Additionally, there are two side passages—one
that opens into a larger freshwater well, and the other that leads to
the troglodytes' cess pit. The cavern is pitch dark, so barring
magical means the PCs likely only gain a glimpse of its size.
Standing in the middle of the chamber is a huge ziggurat; this is,
of course, the PCs' objective. Given that, along with the fact that
the air has grown steadily warmer as the PCs have moved further
underground, means that they probably can and need to rest. Even so,
the GM might want to inflict an encounter on them during that time,
such as with a patrol of troglodytes mounted on monitor lizards.
Part 5—The Ziggurat
Refer to the appropriate map for the following area descriptions.
1. Exterior Doors
These stone slabs are not locked, but are very heavy and have no
exterior features. For that reason, it takes the use of magic (such
as a knock spell) or the combination of a DC 20 Disable Device
check along with a DC 25 Strength effort to open. Failing that, the
doors have hardness 8 and 60 hit points.
2. Entry
Double doors provide access to these areas, as well as to the rest of
the structure. Although one might expect them to be choked with
cobwebs and dust, they are in fact clean.
3. Hallway
This passage winds throughout the structure. The ceiling here, as in
the other rooms, is ten feet high. The doors are made of stout wood
and not locked unless otherwise noted; in those cases, they have
hardness 5 and 20 hit points, requiring a DC 20 Disable Device check
to open or a DC 25 Strength check to force.
4. Privy
Each of these chambers contains the expected bench with a whole in
the middle of it.
5. Junior Acolytes' Quarters
Each of these rooms is furnished with a bed, a desk and chair, and a
small chest. At the GM's discretion, the PCs could find small items
of value among mundane personal items.
Troglodyte junior acolytes: See below for stats.
6. Senior Acolytes' Quarters
In addition to the furnishings that the junior acolytes have, these
rooms also boast large wardrobes for ritual clothing.
Troglodyte senior acolytes: See below for stats.
7. Dining Hall
Long wooden tables with benches fill two sides of this room; the
smells from years of food—stuff that's not appealing to anyone but
troglodytes—lingers thick in the air.
8. Guard Barracks
Simple beds line the walls of these rooms; they have footlockers
underneath them. At any given time, four troglodytes are likely to be
found here, sleeping—unless, of course, they've been awakened by
the PCs' activities.
Troglodytes: Refer to page 267 in the Bestiary.
9. Storage Room
Shelves line the walls of this room; they are filled with all manner
of items necessary for keeping the temple running, including candles,
linens, spare writing materials, various kinds of tools and the like.
At the GM's discretion, the PCs might be able to find useful items
here.
10. Kitchen
Two broad cooking hearths dominate one wall of this room, making sure
that it is always warm in here. There are numerous tables used for
preparing food, and various barrels line the wall opposite the
hearths.
11. Pantry
The walls of this room are also lined with shelves, but they contain
all manner of foodstuffs: bottles of wine, cloth-wrapped cheeses,
loaves of bread, jars of oil, boxes of spices and the like. Hanks of
meat hang by hooks from the ceiling; a DC 15 Survival or Heal check
reveals that they are taken from some type of humanoid creature.
Troglodyte
Junior Acolyte
CR
2
XP
600
Various
troglodyte cleric 1
CE
medium humanoid (reptilian)
Init
-1; Senses Perception +1; Darkvision 90 ft.
DEFENSE
AC
19, touch 9, flat-footed 19 (-1 Dex, +4 armor, +6 natural)
hp
19 (3d8+6)
Fort
+9, Ref -1, Will +3
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +2 (2d4+1)
Ranged
Light crossbow +0 (1d8)
Special
Attacks None
STATISTICS
Str
12, Dex 9, Con 14, Int 8, Wis 13, Cha
11
Base
Atk +1; CMB +2; CMD 11
Feats
Great Fortitude
Skills
Knowledge (religion) +3, Stealth +5 (+8 in rocky areas)
Languages
Draconic
SQ
Aura, channel energy 1d6, domains (madness and trickery), orisons
Combat
Gear Chain shirt, light crossbow, falchion, silver holy symbol
Spells
per Day: 3/2+1
Spells
Known: Create water, detect magic, purify food and drink;
cause fear, doom, lesser confusion
These
troglodytes have begun to taste the power that comes from
dedication to Lamashtu, and as such are utterly obedient to
Chira'neeth. They fight ruthlessly and unceasingly.
|
Troglodyte
Senior Acolyte
CR
4
XP
1200
Various
troglodyte cleric 3
CE
medium humanoid (reptilian)
Init
-1; Senses Perception +2; Darkvision 90 ft.
DEFENSE
AC
19, touch 9, flat-footed 19 (-1 Dex, +4 armor, +6 natural)
hp
32 (5d8+10)
Fort
+10, Ref +0, Will +5
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +4 (2d4+1)
Ranged
Light crossbow +2 (1d8)
Special
Attacks None
STATISTICS
Str
12, Dex 9, Con 14, Int 8, Wis 14, Cha
11
Base
Atk +3; CMB +4; CMD 13
Feats
Extra Channel, Great Fortitude
Skills
Knowledge (religion) +5, Stealth +5 (+8 in rocky areas)
Languages
Draconic
SQ
Aura, channel energy 2d6, domains (madness and trickery), orisons
Combat
Gear Chain shirt, light crossbow, falchion, silver holy symbol
Spells
per Day: 4/3+1/2+1
Spells
Known: Create water, detect magic, purify food and drink,
stabilize; bane, cause fear, doom, lesser confusion; hold person,
invisibility, spiritual weapon
The
senior cleric are much like their junior fellows, only more so.
|
12. Cook's Quarters
When he's not in the kitchen, the cook can be found here. The room is
furnished in the same manner as those occupied by the senior
acolytes.
13. Cells
Each of these bare stone rooms has four sets of shackles for
prisoners. Two of them are filled with the seven remaining prisoners
taken from the Constant, who are being kept alive only to
serve as food. Once cell is empty, while another is home to a mohrg.
Mohrg: Refer to page 208 in the Bestiary.
14. Torture Chamber
A broad table, one with shackles mounted to its four corners,
dominates the center of this room. There are fresh bloodstains on it,
since the troglodytes have been torturing their prisoners to
determine what the R.I.C. knows about them. Shelves on the wall hold
various wicked implements, such as tongs, hot pokers, club and
knives, etc.
Chira'neeth,
High Priest of Lamashtu
CR
10
XP
9600
Male
troglodyte cleric 9
CE
medium humanoid (reptilian)
Init
-1; Senses Perception +4; Darkvision 90 ft.
DEFENSE
AC
23, touch 11, flat-footed 23 (-1 Dex, +6 armor, +6 natural, +2
deflection)
hp
71 (11d8+22)
Fort
+15, Ref +6, Will +14
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +12/+7 (2d4+3)
Ranged
Light crossbow +8 (1d8+2)
Special
Attacks None
STATISTICS
Str
12, Dex 9, Con 14, Int 8, Wis 18, Cha
13
Base
Atk +7/+2; CMB +8; CMD 17
Feats
Extra Channel, Great Fortitude, Iron Will, Lightning Reflexes,
Selective Channel
Skills
Knowledge (religion) +11, Stealth +5 (+8 in rocky areas)
Languages
Draconic
SQ
Aura, channel energy 5d6, domains (madness and trickery), orisons
Combat
Gear Chain shirt +2, light crossbow +1, falchion +2, silver
holy symbol, cloak of resistance +2, ring of protection +2,
incense of meditation, set of numbered keys (see the description
in area 7, below, for details)
Spells
per Day: 4/5+1/5+1/4+1/3+1/1+1
Spells
Known: Create water, detect magic, purify food and drink,
stabilize; bane, bless, cause fear, doom, lesser confusion, shield
of faith; bear's endurance, hold person, invisibility, owl's
wisdom, silence, spiritual weapon; create food and drink, dispel
magic, prayer, rage, searing light; confusion, freedom of
movement, sending, unholy blight; flame strike, nightmare
Chira'neeth,
the High Priest of Lamashtu, sees himself as the savior of the
troglodyte race. Through dedication to that foul goddess and an
alliance with her demon servitors, he sees himself leading his
people out from the shadows of ignorance and barbarity, and
helping them reestablish an empire on this cold desert planet. For
that reason, he is unwavering in his faith and unyielding in
battle.
|
15. Library
Of all the rooms on the building's lower level, this one should be of
the greatest interest to the PCs. The walls here, too are line with
shelves, but these contain books, scrolls and tablets. Between the
shelves, carved into the outside pillar, is a bas relief depicting
Lamashtu in all her terrible glory.
Various tomes and scrolls in here record the troglodyes' history,
along with the lore that they gathered in studying the solar system.
The GM can use it to introduce any number of potential plot points,
including the following.
- The troglodytes once had a might civilization, but they fell into ruin after earning the enmity of the gods.
- The reason for that enmity is an allegiance they struck with a race known as formians, said to inhabit the next planet out from this one in the solar system.
- The formians were insect-like creatures bent on conquering all of the other worlds, including those inhabited by still primitive humanoids. This was “before any elf drew a bowstring or any dwarf hammered on stone.”
- Although the troglodytes were reduced to barbarity, the formians suffered a worse fate; they were “destroyed in a cataclysm.”
- Chira'neeth sees himself as the savior of the troglodytes, one who will lead them back to greatness in service to his terrible mistress.
There are also texts regarding various types of demons and the
worship of Lamasthu; they grant +2 equipment bonuses to Knowledge
(religion) or (the planes) checks made regarding those topics. Note,
of course, that all of these texts are written in draconic.
Finally, a DC 25 Perception check or the use of magic reveals a
secret door in the ceiling of the room; it can be triggered by
pressing both eyes in the bas relief of Lamashtu. Doing thus releases
a staircase that descends from the ceiling, providing a means of
ascent.
16. High Priest's Quarters
This is where Chira'neeth resides; the room is no fancier than those
inhabited by his senior acolytes. Note that, because this room is
adjacent to the library, the troglodyte cleric has a chance of
overhearing any activity there—and won't take kindly to it.
17. Chamber of the Elements
In stark contrast to the narrow, cramped hallways of the ziggurat's
lower level, this level is seventy feet on a side and wide open.
Indeed, the only notable features, outside of the staircase leading
up into it in one corner, are four stone tables rather like altars.
These contain, from top to bottom in clockwise order: ash, dirt,
water and nothing. If the PCs don't recognize it right away, a DC 12
Spellcraft or Knowledge (arcane) check lets them recall that these
represent the four elements. In the front of each altar there are
also four keyholes that match the keys carried by Chira'neeth.
- Element/Shape/PositionKeysAir (Octahedron, A)2, 4, 4, 6Fire (Tetrahedron, B)2, 6, 8, 12Earth (Cube, C)2, 6, 8, 12Water (Icosahedron, D)2, 12, 20, 30
The trick for solving this puzzle requires a DC 15 Spellcraft,
Knowledge (arcana) or (the planes) check.
That lets characters recall that some ancient philosophers associated
each of the elements with a particular polyhedral solid. That is, a
tetrahedron (four-sided solid) represented fire, a cube represented
earth, an octahedron represented air, and an icosahedron
(twenty-sided solid) represented water.
The keys, then, refer to the numbers of faces, edges and vertices on
those different figures. There are four corresponding keyholes in the
front of each altar. Inserting the correct key opens part of the
locking mechanism for the secret staircase that leads up to the next
level, while inserting the wrong triggers the equivalent of an
electricity arc trap (DC 25 Perception check to notice; Disable
Device 20; electricity arc for 4d6 damage against targets in a
30-foot line; DC 20 Reflex save for half damage).
Once all of the keys have been inserted and turned, another secret
staircase (DC 25 Perception to notice) descends from the ceiling,
providing access to the secret vault above.
18. Secret Vault
This level is the smallest in the ziggurat, and yet the most amazing.
It is dominated by a large orrery, one that details the movements of
the system's planets and their moons. The steady sound of a clockwork
mechanism fills the room. What is more, a large, iron-bound chest
sits in the corner opposite the staircase. To protect this place, a
shadow demon resides here, tasked with thwarting anyone who might
discover the vault's secrets.
Shadow Demon: Refer to page 67 in the Bestiary.
For its part, the demon uses its magic jar ability to possess
a PC. Failing that, it tries to follow the PCs while in hiding and
thus find an opportunity to frustrate them more in the future.
Characters who examine the orrery can notice—with a DC 10
Perception check—that something seems odd about it; closer
inspection—and a DC 15 Knowledge (local) or DC 20 Profession
(sailor) check—reveals that this is because it depicts the familiar
solar system, but that there's an extra planet represented. Its orbit
is just beyond that of the cold red desert planet, and inside that of
the massive gas giant. This should strike the PCs as quite strange,
although it may occur to them that this position matches that of the
asteroid belt.
Finally, in the chest the PCs can find a collection of clay tablets
engraved with an ancient version of draconic. These include tales of
the alliance between the formians and the troglodytes, as were
detailed previously in the texts from the library, but there's more
detail here. The PCs can learn the following details.
- The formian hiveworld was destroyed with a relic known as the Godsharp, a device created by a race of immortal beings known as the azata.
- The azata crafted the Godsharp in order to protect fledgling humanoid races on Homeworld from the predations of the formians.
- Said formians are insect-like creatures that care about nothing more than obeying their queen's commands, which usually involve conquering other worlds and their inhabitants.
- After they witnessed the destruction caused by the Godsharp, however, the azata swore that it would never be wielded again, and hid it away in some unreachable location.
- Through communing with Lamashtu, Chira'neeth has concluded that the spirits of the formians who inhabited the destroyed hiveworld might know where the device was hidden, and someone could learn it from them—provided one knew how to speak with them, of course.
These details provide the PCs with their first glimpse into the true
depth of the plot undertaken by the demons and their minions, giving
them an opportunity to do something about it.
In addition to the tablets, the chest contains the troglodytes'
treasury, including 1681 gold pieces and 2941 silver pieces (all of
an unfamiliar and apparently old coinage), along with five emeralds
(1000 gp each).
Development
The
PCs can approach the ziggurat and its inhabitants in a number of
different ways. While they might want to sweep through the place and
eliminate all who are within it, that should prove a daunting
challenge. During an all-out battle, more and more troglodytes can
appear from their living quarters, with the warriors in the front
ranks and the clerics supporting them from behind, until the PCs are
overwhelmed. A better tactic is to use stealth for as long as
possible, learning more about the ziggurat and then staging short
raids—especially if the PCs have access to invisibility
and teleport
spells. In that case, however, Chira'neeth and his acolytes use their
magic to try and find those who've invaded their temple.
Depending on how the battle against the oni and ogre pirates went
during the voyage to this planet, the PCs might find him waiting
nearby, hoping to take revenge against them as well as to claim
whatever spoils they've taken from inside the ziggurat.
Conclusion
By the end of this scenario, the PCs should have gained a better idea
of the enemy they're facing, along with a hint of that enemy's
purpose. Armed with that information, along with rescued prisoners, a
likely option for them is returning to Crossroads. There are
machinations underway of which they're not aware, however, and for
them the real trouble is only beginning.
Appendix—Solar System Map
Presented here is an example of the information that the PCs could
find via the orrery in the ziggurat.
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