This
adventure is designed for use with the Pathfinder
roleplaying game; it draws the party into a plot involving a secret
elven colony and wicked magic. While it is written for a party of
ninth-level characters, and intended as a sequel to the scenario
Beneath the Sands,
it can easily be adapted for parties with more experience and/or as a
standalone scenario.
Adventure
Background
Recently the PCs undertook a voyage to the cold red desert world, to
a ziggurat that the Royal Interplanetary Company had tried but failed
to explore. There they learned that the troglodytes have allied
themselves with demons, who in turn are researching legends regarding
the planet that broke apart to form the asteroid belt. Armed with
this information, they should be heading back to Crossroads to
deliver the surviving crewmen from the R.I.C. vessel and perhaps
report their findings. What they don't know—in addition to why the
demons are interested in the destruction of the hiveworld—is that
the demons have also gained influence over Luciano Reda, the governor
of Crossroads, and that he's poised to move against them.
For
the Gamemaster
The architect between the demons' plans of conquest is a succubus
named Mistress Nora. She is the mother of Uthoi the skum and
confidante of Chira'neeth the troglodyte. What is more, she has been
using her ability to alter self in order to infiltrate various
organization throughout the solar system and, more importantly, to
pose as a romantic interest for certain influential individuals. Such
is the case with Luciano Reda, governor of Crossroads, who is
entirely smitten with her. That is why, when the PCs return to the
asteroid colony, they find Royal Interstellar Company soldiers are on
edge when interacting with them.
The demons' ultimate goal involves a conflict that swept through the
solar system centuries ago, when the many different cultures on
Homeworld were just starting to become civilized. Back then, the
formians dominated their home planet, known to non-formians as
Hiveworld. Such was the insect-like creatures' dedication to conquest
that certain immortals, especially the azata, began to fear for the
future of Homeworld. That is why the azata, led by a lillend whose
name translates as Harmony, created a relic known as the Godsharp.
This powerful, magical instrument is attuned to something called the
“music of the spheres,” a mystical melody created by the planets
as they drift through their orbits. Utilizing the Godsharp,
the lillend shifted the planet's trajectory; in one tremendous
cataclysm, it was torn apart. The drifting rocks of the asteroid belt
are a silent testimony to the planet that once existed.
Shocked by the power that she'd unleashed, Harmony decided that the
Godsharp should never be used again. For that reason, she
arranged for it to be hidden away in an extra-dimensional space that
itself was concealed inside a perpetual storm on the system's huge
gas giant planet. There, she hoped, it would be safe. She was wrong.
The demons have learned about the existence of relic and hope to
acquire it for themselves. After all, while they have had success in
leading some mortals from Homeworld into corruption, there are many
others from that planet who fight against them. That is why the
demons wish to acquire the Godsharp and use it to destroy
Homeworld; after that, taking control of the remaining few who've
ventured into aetherspace should be easy.
In order to acquire the relic, the demons to prepare a few more
aspects of their plot. One is to commune with the spirits of the
deceased formians, which they can do by having an aethership travel
to the point in space where the planet would be orbiting if it hadn't
been destroyed. That information, of course, they acquired from the
orrery in the uppermost chamber of the troglodytes' ziggurat.
The other element of their plan is even more terrible. In order to
survive the destructive force of the unceasing storm on the gas giant
planet, Mistress Nora's other son—a half-orc necromancer named
Cyril—is seeking to create a ship of the dead. That vessel, built
from reanimated material taken from the bodies of arborlings on the
planet Arborea, is one that he and his followers can repair in-flight
using channeled negative energy, much as they would heal zombies or
other undead minions. To that end, Mistress Nora has used the shadow
demon to overcome Captain Corwyn, a respected and influential member
of the Elven Navy. The succubus has thus gained access to the
insterstellar portal that lets elves visit the arborlings'
home planet, and thus to overrun their small settlement, slay their
ambassadors, murder scores of the native sentient plantfolk, and use
their remains to craft the unholy aethership.
For Homeworld, then, it is only a matter of time. While the PCs have
acquired some clues to the true nature of this plot, they also face
many enemies; only through quick thinking and fast action can they
reveal the conspiracy and save the day.
Part 1: Deception and Revelation
The next part of this adventure begins when the PCs return to
Crossroads to deliver the surviving crew members from the Constant
whom they rescued from the troglodyte ziggurat. Detailed below are
some of the events that might transpire.
The Gnome's
Story
One of the better leads that the PCs have is Captain Axelrod's story
about why he attacked the PCs' ship (see the events of “Beneath the
Sands” for details). All the gnome remembers is going to dinner at
the Governor's house on Crossroads; the next thing he knew, the PCs
had defeated him, a medusa, and some animated statues. While it's not
a lot of information, it should be enough to point the PCs'
suspicions squarely at the governor and, given what else they've
learned, at Reda's new wife, Nora.
Homecoming
Upon arrival, the PCs can go about their normal business, including
such activities as resupplying their ship, selling acquired treasures
and purchasing other ones, and the like. If they performed well
during the recent Festival of the Comet, then they should enjoy the
status of being local heroes. Additionally, if they managed to rescue
the R.I.C. sailors from the troglodyte ziggurat, then their
reputations are further enhanced. They are treated to free rounds of
drinks at the Sign of the Ourobouros, and people even break into
three cheers for them.
The Lieutenant's
Report
Once he's back at Crossroads, Lieutenant Vanderwald normally reports
back to Governor Reda about his business and anything else that
occurred. Given the PCs' suspicions, however, they might want to
convince him otherwise on this occasion. This can be handled via the
Diplomacy skill, with a base DC of 15 (for him being Indifferent,
unless the GM deems otherwise); as always, the GM should assign
bonuses or penalties for good or bad evidence and argumentation.
Success means that they PCs convince the cavalier not to act until
they do; failure, on the other hand, might force them to use more
drastic measures if they want to keep the lieutenant quiet.
Investigation
As long as the PCs think to ask, they can confirm an important
detail—just one year ago, Governor Reda married a beautiful,
raven-haired human woman named Nora. This can be revealed during
casual conversation, or via the use of the Diplomacy skill to gather
information (DC 15).
However they learn of it, then, the PCs probably want to visit the
Governor's House once they have that bit of information. They might
seek this of their own volition, barging through any obstacles to do
so. Alternately, Nora could instruct her husband to invite them,
hoping to dominate one of them and thus disrupt their
investigation.
This confrontation can develop in many different ways. At first
Governor Reda refuses to believe that his wife is a succubus; treat
him as Unfriendly for any use of Diplomacy, creating a DC of 20. He
might demand that the PCs leave his home, and even the whole
settlement, for slandering his wife. If need be, he can call on the
Order of the Lion cavaliers to arrest the PCs—unless Lieutenant
Vanderwald countermands the order, that is. For her part, the
succubus tries to use her dominate person ability to win over
an important ally, possibly the most daunting warrior from among the
PCs. Failing that, she can always attempt to flee, flying to a safe
distance and then using her ability to teleport so as to
report back to her associates. All the while, too, the PCs should
remember that the R.I.C. agents are unwitting dupes in this business,
and not treat them too brutally.
Crossroads and the Abattoir
This asteroid colony and the orc whaling ship that visit it are detailed in the scenario At a Crossroads. In order to avoid redundancy, that information is not presented here; the GM should refer to it in order to find maps of the settlement and its buildings, along with stats for their inhabitants. |
The Stowaway
Some
time after the confrontation at the Governor's House, the situation
takes another dramatic turn. This comes shortly after the arrival of
the orc whaling ship Abattoir—a
group with whom the PCs probably tangled during the events of “At a
Crossroads.”
Phigalia
the Dryad: Refer to page 116 in
the Bestiary
for details.
Phigalia
has fled to the grove of trees located atop Crossroads (area 9 on the
map). There she used her tree
shape ability to hide
among the other trees. For that reason, she is all but undetectable
for the rank-and-file soldiers, but the PCs should have other means
of finding her. Assuming that they can do so, they then must find a
means of communicating with her without attracting unwanted
attention. Convincing her of their good intentions requires a DC 25
Diplomacy check, with bonuses or penalties as always for good or bad
reasoning or roleplaying. As long as they can win her confidence, the
dryad shares what she knows.
- Phigalia comes from a lovely green planet that is filled with mountains, hills, lakes, rivers and forests; the elves call it Arborea.
- The elves made contact with her world a few years ago, appearing out of the heavens in one of their aetherships.
- After making contact, they left behind a structure drifting in orbit of the planet, something that they call an “interstellar portal.”
- A few months ago, a different ship came through the portal. It was a longboat, but this time it was crewed by a group of orcs—some of the same ones who pursued her here.
- Although they said they came in peace, these newcomers instead began systematically to murder the arborlings, cutting down a swath of forest on that planet.
- What is more, Phigalia belives that they were using material from the bodies of the slain to craft some kind of ship.
- Having witnessed these things, Phigalia sneaked aboard a longboat when it visited the planet, and from there through the interstellar portal and aboard the Abattoir.
Following all of these details, she asks that the PCs help her
investigate the matter and thus reveal the truth behind these
machinations.
What is more, the orcs can provide more information. They have been
making numerous runs of late between three different
locations—Crossroads; an island back on Homeworld, the Isle of the
Minotaurs; and a location in the rings of the planet Kronos, on which
Starfort Station is located. As the PCs have already dealt with that
first location, they now have two more from which to choose. If they
go to visit that island, then continue in Part 2, below. On the other
hand, if they decide to visit Kronos, then proceed with Part 3.
Part 2: The Root of the Problem
Refer to “Among the Stars” to find a map of the Middle Sea in
which the Isle of the Minotaurs is located, and to the map below for
a layout of the island itself.
The
Island of the Minotaurs
Of all the islands on the northeastern end of the Middle
Sea, perhaps one is the most distinct, a long and narrow body of land
with rocky a coast and forested inland hills. This is the home of the
minotaurs, a cunning race of men with humanoid bodies and the heads
of bulls. Some say that they are the unfortunate result of a coupling
between a human noblewoman and a sacred animal, while others maintain
that it was the influence of a demon lord—likely Baphomet or
Lamashtu—that led to their rise. Whatever the case, there's no
doubting that they are clever and powerful creatures. They have taken
over the island, wiping almost all of the other inhabitants.
The
Agreement
What most people on Homeworld don't know is that the
minotaurs have a working agreement with an agent of the Northern
Empire. Once a year, that agent hires a ship to deliver convicted
criminals, unrepentant heretics and similar types—the “dregs of
humanity”—from the Empire to the Island of the Minotaurs. The
condemned are left in the bay of a ruined fishing village, in theory
left to fend for themselves. Of course, once the quasits learn of new
arrivals, they report quickly back to the minotaurs, who then come to
hunt the newcomers as a sick kind of sport.
When the PCs arrive at the island, the ruins are the only location
likely to stand out from what is otherwise barren land. They are
likely to attract attention themselves from the prisoners who've been
stranded over the years, since newcomers to the island are very rare.
These unfortunates are likely to approach, hoping for rescue—and
perhaps a chance to steal a ship, if they must. This is a situation
that the PCs can handle with Diplomacy; treat the prisoners as
Indifferent (DC 15) at the start.
Stranded prisoners: Use the stats for Pickpockets from page
264 of the Game Mastery Guide.
Jonas, their leader: Use the stats for a Burglar from page
265 of the Game Mastery Guide.
For their part, the prisoners can provide information in exchange for
assistance. They know where to find the entrance to the minotaurs'
labyrinth and, more importantly, where to find Amalthea—the nymph
who protects the rest of the island.
Phigalia's
Affliction
While the PCs are en route, Phigalia becomes more and more gaunt,
as if she is wasting away. Heal checks and even curative magic can
do nothing for her, but a DC 13 Knowledge (nature) check can
reveal the cause. As a dryad, her life force is tied to a specific
tree; it seems that her must be dead. Checks that succeed at DC
18, however, reveal that there's something different happening,
but don't reveal what; with a DC 23 Knowledge (arcane) or
(religion) check, the cause is revealed to be some kind of
necromancy.
There's
nothing that the PCs can do to save her, short of using magic such
as a miracle
or wish
spell (to which the PCs should not have access, barring
extraordinary circumstances). After three days of deterioration,
Phigalia dies. The truth behind this matter is that Arborling to
which she's connected, back on Sylvanus, has been killed and then
reanimated as part of Baron Stephano's ship of the dead. This has
corrupted the dryad's life force. It is also why, after dying, her
spirit returns as an advanced spectre.
Advanced
spectre: Refer to page 256
in the Bestiary,
and apply the template from page 294.
If it can, the spectre waits to leave the dryad's body until a
time aboard the aethership when there are few crew members up and
about, hoping to prey on those who are sleeping and thus to use
its Create Spawn ability. Failing that—such as if the PCs are
going to throw the body overboard—it attacks immediately.
Whatever the case, the GM should play up the fact that it looks
like a twisted, ghostly version of the once beautiful fey
creature.
|
Quasits
Because the minotaurs have dealings with demonkind, they
permit a flock of quasits to run amok on the island. These little
demons act as messengers and spies, and also delight in tormenting
any unfortunates whom they encounter.
Quasits:
Refer to page 66 of the Bestiary
for details.
Amalthea
The island's lone protector is a nymph named Amalthea.
She dwells in a cave hidden behind a waterfall high in the island's
interior. From there she provides what help she can to those
unfortunate others who become trapped on the island.
Amalthea the Nymph: Refer to page 217 in the
Bestiary for details.
Reaching Amalthea's cave is not easy task. It requires a
DC 20 Climb check (15 due to the rough rocky surface, +5 because it
is slippery with water spray). That assumes, too, that the nymph is
not actively opposing the one who approaches her; she can use her
stunning glance and blinding beauty abilities to repel most
intruders, and has an impressive variety of spells, too.
Inside the cave is a broad central cavern (1) with a
natural stone table—a stalagmite with a flat top—where she
receives visitors. Branching off from there are two smaller caverns,
one (2) that holds an ancient shrine to the Earth Mother, and the
other (3) in which Amalthea sleeps. Whatever treasure the nymph
possesses can be found there.
As long as the PCs treat her in a respectful
manner—which includes promising to help the stranded
prisoners—Amalthea provides what help she can. This takes the form
of her inspiration ability and any useful druid spells that she has
prepared.
The Labyrinth
The most notable structure on the island is, of course, the
minotaurs' labyrinth. While it is hidden beneath the ground, the
entrance itself is neither concealed nor guarded; rather, the cruel
and cunning bull-men delight in tempting incautious travelers to
enter, so that they can savor watching them suffer once they're
trapped. There is, however, a mated pair of gorgons that roams around
outside it.
Gorgons: Refer to
page 165 in the Bestiary
for details.
Refer to the maps below for the following area
descriptions. For the most part, the labyrinth is a pretty
straightforward maze, with walls that form a convoluted rectangular
pattern. They are stone of roughly five feet thickness, giving them
hardness 8 and 900 hit points. The exception to this is that in eight
places (inside dotted circles and marked with letters) the walls can
pivot, changing the shape of the maze and thereby confounding those
who are trapped in it. The aforementioned quasits revel in using
their telepathy ability to coordinate such confusion.
1. Entry
Perhaps surprisingly, the entrance to the labyrinth is plainly
visible at ground level; this is because the cunning and wicked
bull-men enjoy letting victims venture into it so that they can be
tormented.
2. Passageways
Inside the labyrinth, the ceilings are fifteen feet high
and the walls are made of stone five feet thick (hardness 8 and 900
hit points). While most of the labyrinth is a typical underground
maze, there is an exception: In eight different places—marked with
letters from A to H—the sections of walls can pivot in
ninety-degree increments so as to change the flow of the passages.
With help from the quasits and their telepathy, the minotaurs
use these sections to torment those who venture into the labyrinth.
3. Stairwell
In the center of the maze, a wide spiral staircase leads down to the
lower level, the minotaurs' stronghold. On the lower level, in the
stronghold, the stairway is surrounded by a series of metal
turnstiles; each of them controls one of the pivoting sections of the
labyrinth above.
4. Summoning Room
A huge pentagram fills the floor of this chamber. In the far corner
stands a statue of Baphomet, demon lord of the minotaurs. In front of
that a portal rests on the floor, one that seems to open into
darkness. This device is similar to an interplanetary portal,
detailed below, except that it provides a gate to the Abyss itself.
5. Storage
The walls of this room are lined with broad shelves; they contain all
manner of goods for the upkeep of the stronghold, such as candles and
torches, extra bedding, and tools and materials for maintaining both
the inhabited rooms and the labyrinth above.
6. Mistress Nora's Bedchamber
In contrast to the rough nature in the rest of the stronghold, this
room is quite comfortably furnished. There is a large, luxurious bed,
along with a broad wardrobe and a dressing table and chair. It is, of
course, the quarters Mistress Nora, the succubus who acts as a
saboteur and spy on behalf of the minotaurs and demons.
Mistress Nora: Refer to page 68 in the Bestiary for
details.
In addition to various items of diaphanous clothing and expensive
toiletries, one can find Mistress Nora's personal treasure, including
a hat of disguise, a feather token (whip), a
dose of salve of slipperiness and one elixir of love.
7. Minotaurs' Barracks
Crude sleeping pallets line the walls of these rooms, and a rough
wooden table and chairs stand in the middle. This is where the
ordinary minotaurs spend their time when not engaged in other
activities. Each minotaur possesses a small amount of hoarded wealth,
including 1d20 cp, sp and gp.
Minotaurs: Refer to page 206 in the Bestiary for
details.
8. Kitchen
Two long tables fill the center of this room; beyond them stands an
open hearth with a spit for cooking meat. There are barrels of water
and wine, too, along with various cooking implements and baskets of
other foodstuffs. At any given time, two of the minotaurs can usually
be found here, preparing the next meal for their associates.
9. Pantry
Shelves line the walls of this room, too; they are filled with all
manner of food and drink, including casks of ale, bottles of wine,
jars of pickled fruits and vegetables, baskets of fresh produce,
haunches of cured meat, various containers of spices, and the like.
10. Hezrou's Bedchamber
In contrast to other chambers, this one has a mud floor. It is where
the hezrou leader of the minotaurs resides. This demon leaves all of
its valuables in the treasury, detailed below.
Hezrou: Refer to page 62 in the Bestiary for details.
11. Treasury
The combined wealth of the minotaurs and their demon lords is
assembled here, stored in two large chests and a number of urns. It
includes 2781 gold pieces, 3811 silver pieces, 1294 copper pieces, a
jar of stone salve, a figurine of wondrous power
(serpentine owl), and a lyre of building. There is also
a drawing of a temple; refer to Part 3, below, for more information
about it.
12. Armory
Racks of weapons and armor line the walls of this room, filled with
chain shirts and greataxes, heavy crossbows with quarrels and the
like. Additionally, the broad space in the middle is kept clear for
when the minotaurs or Cassius feel like sparring with each other.
13. Champions' Quarters
In contrast to the crude barracks provided for the ordinary
minotaurs, these chambers are furnished with beds, a long table with
two benches, and a washstand. Here is where the fiendish
minotaurs—born through the intervention of the succubus—reside.
Half-Fiend Minotaurs: Refer to page 171 in the Bestiary
for details.
The minotaur champions also possess some individual wealth,
equivalent to 2d20 gold, silver and copper pieces each.
Developments
This battle could easily turn into a long, difficult engagement for
the PCs. After all, the quasits can inform the minotaurs and other
demons about the party's intrusion. Keep in mind the following
potential factors.
- The hezrou can cast blasphemy and holy blight to hurt the PCs from a distance. Should the battle turn against it, the demon can try using gaseous form or teleport to escape.
- Mistress Nora is here, even if the PCs managed to kill her back on Crossroads; this is because she returned to this plane through the portal in Area 4. She uses her ability to dominate person, as mentioned previously.
- Both demons try to summon more of their kind if they have time to do so.
- Finally, the quasits use their telepathy to coordinate the demons' defense, letting the GM taking liberties with their tactics that might not otherwise be possible.
The Portal
The
PCs can strike a major blow against this fiendish plot by disabling
the portal in Area 4. To do so, they can use spells such as dispel
magic or break
enchantment.
Alternately, they could try inflicting damage on it or sealing it
with an effect such as a wall
of force. However they
do it, the PCs can stop the demons from returning to this plane if
they succeed in closing the portal.
Interstellar
Portal
Aura
strong conjuration; CL
17th
Slot
--; Price
400,000 gp; Weight
NA
DESCRIPTION
Much like ring gates, these devices are always created in
pairs. In fact, they are essentially larger versions of those
devices, being 150 feet in diameter. Each is crafted from a single
chunk of nickle-iron asteroid, in the shape of a hollow, flat,
circular structure. The surface of each is engraved with mystic
symbols related to its system of origin. Together they allow
aetherships to pass into one and out of the corresponding other.
DESCRIPTION
Requirements
Craft Wondrous Item, gate;
Cost 200,000 gp
|
Part
3: Forbidden Knowledge
As
mentioned above, the architectural sketches from the minotaurs'
stronghold depict a temple, one that the PCs can identify with DC 12
Knowledge (local), DC 15 (engineering) or DC 18 (religion) checks—the
Temple of the Universal Architect, in the Holy City back on
Homeworld. Mistress Nora and her allies are targeting the secret
vault beneath it in order to learn the whereabouts of the Godsharp.
Once again, it's up to the PCs to stop them.
The Holy City
On Homeworld, the
largest temple of the Universal Architect is located in a coastal
city known fort its strong harbor, daring captains and thriving
trade. Known far and wide as the Holy City, it sits on the shore of a
massive inland sea. Groundling vessels make their way hence, carrying
trade goods, merchants, missionaries and settlers to all parts of the
world. What is more, aetherships come and go more frequently there
than anywhere else on Homeworld, given the desire of the Universal
Architect's followers to explore the solar system.
Refer to the map
below for the following area descriptions.
1. Islet
Part of the
protection for the city's harbor is formed by this small island,
which lies about a quarter of a mile offshore. Much of the natural
body has been covered with a small fortress, one that boasts a
lighthouse for guiding ships along with siege weapons for defending
the area.
2. Mole
Built stone by
stone with the force labor of convicted criminals, this artificial
spur completes the protection for the city's harbor. A crenelated
road runs it length, allowing traffic to and from the fortress on the
islet.
3. Harbor
Given the previous
two structures, the Holy City's harbor can protect vessels from all
but the worst of storms. Usually at least one galley is located here
at all times, providing a first line of defense against attack
vessels. Additionally, any approaching aetherships are directed to
land in the water beyond the mouth of the harbor, with severe
penalties for failure to do so. Inside the harbor, along the
shoreline, numerous peers jut out into the water, providing places
for boats to land and load or unload cargo and passengers.
4. Marketplace
Just
up a short road from the harbor is the city's main marketplace. While
there are many smaller ones—including some covered marketplaces, or
suqs,
where illicit goods are more likely to be found—none is as large or
as vibrant as this one. Some three hundred feet wide and five hundred
in length, it is filled with tents, stalls and other such
arrangements for presenting food, equipment and other goods. This
place is a hub of activity from before sunrise until after sundown,
at which point business and entertainment shifts to indoor locations.
5. City Gates
Five different
roads lead out of the city, either along the coastline or into the
continent's interior. Each is guarded by a gate, where city officials
and their enforcers examine newcomers and assess taxes on the goods
that they carry with them.
6. Temple
The religious
heart of the city is this edifice that glorifies the Universal
Architect; see below for more details.
7. Captain's
Houses
Each of the seven
captains who form the ruling council for the Holy City has an
impressively lavish home. Once again, see below to find the layout
and description of one such domicile.
The Temple of the
Universal Architect
Situated atop the
hill overlooking the city from its southern side, this temple is the
center of faith in the one deity who has planned all things.
1. Entry
Broad double
doors, stout wood banded with iron, provide entrance into the temple
(hardness 5 and 40 hit points; DC 25 Disable Device check to break).
Inside is a twenty-foot-by-twenty-foot chamber barred by a similar
set of doors, allowing the priests to seal the building in the event
of trouble.
2. Sanctuary
This broad,
circular, open chamber is capped by a dome that rises to fifty feet
in height. In the center stands a statue of the deity, facing
north—the direction of the darkness that represents ignorance.
Around the outside wall are shelves filled with books, scrolls,
tablets and other such texts. The rest of the floor is open,
providing the space in which the faithful place their prayer rugs.
3. Study Niches
Each of these
areas, set off from the main sanctuary, has a table and chairs for
those who wish to study. Natural light is provided by tall windows.
Imhotep,
the High Priest
CR
12
XP
19,200
Male
human cleric 13
LN
medium humanoid
Init
-1; Senses Perception +6
DEFENSE
AC
9, touch 9, flat-footed 9 (-1 Dex)
hp
75 (13d8+13)
Fort
+9, Ref +4, Will +15
Resist
None
OFFENSE
Spd
30 ft.
Melee
Warhammer +9/+4 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 8, Con 12, Int 16, Wis 23,
Cha 10
Base
Atk +9/+4; CMB +9; CMD 18
Feats
Improved Iron Will, Iron Will, Scribe Scroll, Skill Focus (x4)
Skills
Craft (writing) +19, Heal +21, Knowledge (history, local,
religion) +22, Linguistics +19
Languages
Common, Elven, Draconic, Celestial
SQ
Aura, channel energy 7d6, orisons, domains (artifice, knowledge)
Combat
Gear Warhammer, chain shirt, light steel shield, clothing,
holy symbol, books and writing materials, healer's kit, incense
of meditation, headband of inspired wisdom +4 (most of
this is not carried during normal daily activities)
Spells
per Day: 4/5+1/5+1/5+1/5+1/4+1/3+1/1+1
Spells
Prepared: Detect magic, guidance, read magic, resistance;
comprehend languages, detect evil, detect magic, endure elements,
protection from evil, sanctuary; augury, make whole, owl's
wisdom, spiritual weapon, wood shape, zone of truth; dispel
magic, helping hand, invisibility purge, locate object, magic
circle against evil, stone shape; discern lies, divination, minor
creation, sending, spell immunity, tongues; break enchantment,
commune, fabricate, hallow, true seeing; find the path, greater
dispel magic, major creation, mass owl's wisdom; dictum, legend
lore
Imhotep,
the high priest, is entirely dedicated to the pursuit of
knowledge. He is a kind and benevolent person who seeks to help
others gain enlightenment as much as himself. For that reason he
rarely prepares offensive spells, except in dire circumstances
when enemies or danger threaten his temple and fellow clergy
members. Some say that he is too trusting and perhaps even naive,
but Imhotep maintains that “Truth will always prevail over
deception of falsehood, given enough time and effort.”
|
4. Clerics'
Quarters
These chambers are
furnished with half a dozen beds, beneath each of which is a
footlocker for storing personal items. There's also a table and
chairs for study or recreation.
5. Minarets
At each corner of
the temple, a tall and narrow tower rises sixty feet into the air. A
spiral staircase leads upward from ground level, leading to a
trapdoor in the floor of the open platform at the top. From these
positions, clerics use tripod-mounted telescopes to observe the
heavens. A waist-high railing encircles each such platform.
6. Tunnels and
Burial Niches
These tunnels are
cramped and dark, making for uncomfortable passage. Bodies of
deceased clerics that have been properly prepared—through
mummification, of course—are place in the niches, which are then
covered over with thin stone slabs.
Cleric
of Ptah (Initiate)
CR
½
XP
200
Various
human cleric 1
LN
medium humanoid
Init
-1; Senses Perception +3
DEFENSE
AC
9, touch 9, flat-footed 9 (-1 Dex)
hp
9 (1d8+1)
Fort
+3, Ref -1, Will +7
Resist
None
OFFENSE
Spd
30 ft.
Melee
Warhammer +0 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 8, Con 12, Int 16, Wis 16, Cha
10
Base
Atk +0; CMB +0; CMD 9
Feats
Iron Will, Skill Focus
Skills
Craft (writing) +10, Heal +7, Knowledge (any three) +7,
Linguistics +7
Languages
Common, three more
SQ
Aura, channel energy 1d6, orisons, domains (artifice, knowledge)
Combat
Gear Warhammer, chain shirt, light steel shield, clothing,
holy symbol, books and writing materials, healer's kit (most of
this is not carried during normal daily activities)
Spells
per Day: 3/2+1
Spells
Prepared: Detect magic, guidance, read magic; animate rope,
comprehend languages, sanctuary
These
clerics lead privileged lives, having been chosen to worship the
Universal Architect and study what lore they can obtain from this
world as well as others. They are well fed, meaning that they are
generally robust, but somewhat awkward when it comes to social
situations.
|
Cleric
of Ptah (Patriarch)
CR
6
XP
2400
Various
human cleric 7
LN
medium humanoid
Init
-1; Senses Perception +4
DEFENSE
AC
9, touch 9, flat-footed 9 (-1 Dex)
hp
42 (7d8+7)
Fort
+6, Ref +2, Will +10
Resist
None
OFFENSE
Spd
30 ft.
Melee
Warhammer +5 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 8, Con 12, Int 16, Wis 19, Cha
10
Base
Atk +5; CMB +5; CMD 14
Feats
Improved Iron Will, Iron Will, Scribe Scroll, Skill Focus
Skills
Craft (writing) +16, Heal +14, Knowledge (any three) +13,
Linguistics +13
Languages
Common, three more
SQ
Aura, channel energy 4d6, orisons, domains (artifice, knowledge)
Combat
Gear Warhammer, chain shirt, light steel shield, clothing,
holy symbol, books and writing materials, healer's kit, headband
of inspired wisdom +2 (most of this is not carried during
normal daily activities)
Spells
per Day: 4/5+1/4+1/3+1/2+1
Spells
Prepared: Detect magic, guidance, read magic, resistance;
comprehend languages, detect evil, detect magic, endure elements,
protection from evil, sanctuary; augury, make whole, owl's wisdom,
spiritual weapon, wood shape; dispel magic, invisibility purge,
magic circle against evil, stone shape; divination, minor
creation, tongues
These
clerics are every bit as entitled and coddled as their
lower-ranking brethren, only more so. They enjoy extra privileges
due to their seniority, including being able to call on initiates
for help with their research and other projects.
|
7. Secret Library
Those texts and
artifacts that the high priest deems to be too dangerous for most
individuals to study are kept here. One of the burial niches (see
map) actually contains a secret door, which requires a DC 25
Perception check to locate, and a similar Disable Device effort to
bypass. Just what this collection contains is left to the GM to
determine.
Developments
When
the PCs arrive, they face the challenge of convincing the clerics
that their business is legitimate and, indeed, urgent. Matters
quickly come to a head, however, when one of the clerics comes
rushing up from the lower level to report an incursion: a pair of
bulettes have dug their way into the catacombs beneath the temple
(and, though he doesn't say it, are targeting the hidden library).
Nora
the Succubus:
Refer to page 68 in the Bestiary
for details.
Bulettes (2): Refer to page 39 in the Bestiary for
details.
Assuming that the PCs head down to investigate the incursion, they
find that the bulettes have dug their way through the tunnels and
into the hidden library; Mistress Nora has gone inside it, and is
flipping through dusty old tomes. Moments later she finds what she
seeks, tears that page out of a book, and tries to flee with it,
siccing the bulettes on the PCs as she does so.
The Poem
On the page is written a bit of poetry:
Long
ago, on that fateful day,
When
the fearsome weapon was locked away,
Only
one witness remained, unbidden,
To
see where the potent device was hidden.
For
though her body is burning in the Nine Hells,
On
this plane the queen's spirit yet dwells.
The
single eye staring from a mottle face,
The
giant with dozens caught in its embrace,
The
pregnant mother, with swelling womb,
The
fallen warrior, in a bloody tomb:
In
the place where the gazes of four come together,
Is where her soul still remains tethered.
Written by an old oracle, this poem reveals where the
spirit of the formian queen, now a haunt, can be found in the
asteroid belt. Dealing with her, then, is the only way to find the
cache in which the Godsharp has been locked away. Of course, the PCs
probably won't recognize the importance of that information until
they've learned more about the history of Hiveworld and the
Godsharp—something that will require paying a visit to the
Elven Navy at Kronos.
Part 4: Rank and File
When the PCs decide to head for Kronos, to find answers about what
the orcs were doing there, the voyage can be quick and uneventful or
fraught with peril. To add encounters, refer to the previous
adventure, “Beneath the Sands,” for some suggestions.
Arrival and
Confrontation
As
the PCs approach Kronos, they see a galleon—Captain Corwyn's
vessel, the Sylvana—approaching.
If they don't try to evade, then she pulls alongside them, orders her
crew members to throw grappling hooks, and leads a team of elf
musketeers aboard. Then she demands that they throw down their
weapons, as they are under arrest for trespassing in Elven territory.
That should strike the PCs as odd, since by they've probably had a
couple of positive interactions with her. Even so, that accusation
presents them with limited options.
If they fight, then the PCs find themselves facing dangerous foes in
the short term, along with the potential for reinforcements. As with
the battle at Crossroads, they should keep in mind that the crew
members are just following orders, and that some sort of deception is
likely taking place.
Elf
Musketeers
CR
7
XP
3200
Various
elf Fighter 5/Wizard 2/Arcane Archer 1
N
medium humanoid
Init
+3; Senses Perception +2; Low-light vision
DEFENSE
AC
18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp
52 (6d10+2d6+8)
Fort
+7, Ref +6, Will +6
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +9/+4 (1d8+5)
Ranged
Musket +11 (1d12+3)
Special
Attacks Far Shot, Point Blank Shot, Precise Shot, Weapon
Focus (musket), Weapon Specialization (musket)
STATISTICS
Str
10, Dex 16, Con 12, Int 14, Wis 12,
Cha 10
Base
Atk +7/+2; CMB +8; CMD 22
Feats
Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, Scribe
Scroll, Weapon Focus (musket), Weapon Specialization (musket)
Skills
Climb +8, Craft (gunsmithing) +10, Knowledge (arcane) +9,
Profession (sailor) +9, Spellcraft +10
Languages
Elven, Common, Draconic
SQ
Low-light vision, elven immunities, elven magic, keen senses,
weapon familiarity, bravery +1, armor training 1, weapon training
1 (firearms), arcane bond, arcane school (divination), cantrips,
forewarned, diviner's fortune, enhance bullets (magic)
Combat
Gear Mithral shirt +1, longsword +1, musket,
powder and ball for 20 shots, cloak of resistance +1,
spellbook, spell component pouch
Spells
per Day: 4/3
Spells
Known: All 0-level; feather
fall, identify, jump, magic missile, shield, true strike
Elf
musketeers are the elite of the Elven Navy, and they know it.
Sometimes they are assigned singly to vessels, to act as
sharpshooters and to lead training in firearms and siege weapons;
at other times, full squads are given special assignments, like
acting as bodyguards to a dignitary or performing a critical
mission during a military engagement. Whatever the case, they do
their duty with cool and calculating efficiency, delivering their
deadly missiles wherever necessary. Many of them, as a token of
their elite status, use their arcane bond ability to form a
connection with an exotic familiar animal.
|
Captain
Corwyn: Refer to “Among the
Stars” for stats.
Shadow
Demon: Refer to page 67 in the
Bestiary
for stats.
In the event that a fight does break out, the PCs could try to use
magic to reveal that the shadow demon has possessed the elf captain,
and even to break its hold on her.
On the other hand, the PCs could also make a run for Starfort
Station, hoping to confront Admiral Beryl with the information
they've learned and thus attain a cessation of hostilities. In
addition to adjudicating the chase itself, the GM can treat this as
an effort at Diplomacy. The DC for the latter is 20 if the PCs have
not caused any lasting harm to the elves, or 30 if they have done so.
As always, the GM can assign bonuses or penalties based on good or
bad roleplaying and argumentation.
Debriefing
As long as cooler heads (eventually) prevail, Admiral Beryl invites
Mr. Lemuel and Mr. Akham to meet them for a debriefing. Together,
they can relate the following information.
- The elves have been a spacefaring race for some time, leading almost all of the others who come from Homeworld.
- Their long lifespans allow them to undertake projects of whicthat other sentient beings cannot.
- An example of this is how the elves dispatch a galleon through the depths of space beyond this solar system, one with which they keep in touch through the use of two magic items known as interstellar portals.
- Each galleon tows a portal, which is connected to its mate back at an established location.
- In this way, the elves can use aetherial longboats to shuttle officers and crew back and forth between the expeditions and home.
- One such undertaking discovered the planet the elves call Arborea, the homeworld of the arborlings, about two years ago.
- In order to protect the pristine nature of that world, the elves decided to keep the portal leading to it as a closely guarded secret; Captain Corwyn was assigned that task.
- Should the PCs present the poem that they found in the minotaurs' lair, Admiral Beryl vows that he will look into it, but does not known just what it might mean.
If questioned, Captain Corwyn has no recollection of any vessel going
to or coming from that portal. She has no memory from when the shadow
demon possessed her, however, something that the PCs could recognize
from experience, or from making a DC 17 Knowledge (planes) check.
Furthermore, records from Starfort Station show that she has, on
occasion, requisitioned a a longboat from time to time for her own
use—most recently, on a date that lines up with the time that the
orcs aboard the Abattoir would have set out for Crossroads,
leading to their encounter with the PCs during their pursuit of
Phigalia.
Next Steps
Armed
with a considerable amount of information, the PCs should have a good
idea of where they need to go next. What is more, the elves are
willing to help them in this endeavor. For his part, Admiral Beryl
will accompany them out to the location in the planet's ring where
the interstellar portal
that leads to Arborea is located. Taking that a step further, Captain
Corwyn—who is feeling repentant after the business with the shadow
demon—offers to go through it with them to the planet beyond.
Part 5: Despoiled
The interstellar portal that leads to Arborea is hidden among
the chunks of ice and cosmic dust that form the rings of Kronos. As
mentioned above, the elves will lead them to that location. As they
approach, however, they are attacked by a pair of vrock assassins
sent by the nalfeshnee demon behind this plot. They appear aboard the
PCs' ship next to the character who holds the orb of control,
hoping to kill that individual and cause a crash.
Vrocks: Refer to page 69 in the Bestiary for stats.
This is a desperation maneuver on the part of the demons, especially
if the PCs destroyed the portal in the minotaur's lair. Even so, the
mastermind behind the plot is willing to sacrifice underlings in
order to destroy Homeworld, and so takes the chance.
Scrying
Although the PCs won't meet him until the next scenario, the leader of the demons is a nalfeshnee who possesses a crystal ball. As they have become more and more of a threat to his plans, the demon takes time to scry on them and, when possible, to sabotage their efforts. This should |
Making Landfall
PCs who wish to survey this new planet from orbit should make DC 20
Perception checks; success reveals one area, about a mile in
diameter, that stands out like a blot amidst the sea of greenery. It
looks like nothing more than a blackened smudge, a place where
nothing natural grows anymore. That blot, in fact, is where Cyril and
his orc minions committed their wicked deeds, murdering arborlings
and then reanimating their bodies for use in construction a ship of
the dead. What is more, the evil magic that they used for that
shipbuilding has also tainted some of the local plant life and other
creatures, leaving voracious monsters in its wake.
Of course, landing an aethership in a forested area that is devoid
of lakes presents a problem. While the PCs could board an aetherial
longboat and try to put it down in the clearing, a better idea is for
them to drop a rope ladder over the side of the vessel and then just
climb down to the ground, thereby avoiding such maneuvers entirely.
The PCs, upon landing, encounter some of the aforementioned
monsters. First there's a giant flytrap, a local predator that the
arborlings generally kept in check but that is now running wild.
Giant Flytrap: Refer to page 134 in the Bestiary for
details.
Roughly in the middle of the scar, a dozen posts have been driven
into the ground. Around them, bits and pieces of what at first seem
to be discarded wood are strewn across the ground. There are even a
few odd tools lying about, including hammers and saws. A DC 10 Craft
(carpentry) or (shipbuilding) check can confirm that a ship has been
constructed on this site. What is more, a DC 20 Knowledge (arcane) or
(religion) check confirms the use of powerful necromantic magic.
Finally, a DC 13 Knowledge (nature) or a DC 18 Heal check identifies
some of the wood scraps as being limbs and other parts from dead
arborlings. In fact, those remains have been animated by the powerful
ritual conducted here, and attack newcomers as if they were wood
golems.
Wood Golems: Refer to page 164 in the Bestiary for
details.
Finally, in the aftermath of tht battle, someone else approaches
them. This is the lillend known as Harmony, who has come to Arborea
after hearing of this massacre. She has an inkling of why this has
happened, something that the PCs can confirm by sharing what they've
learned.
Harmony, the Lillend: Refer to page 26 in the Bestiary
for details.
For her part, Harmony can share the following information. As always,
these details can be presented in a conversational manner, or more
like a briefing.
- Harmony is a lillend, one of a race of celestials known as the azata.
- The azata hail from the plane of Elysium, and are champions of freedom and goodness. They travel throughout the prime material plane promoting those virtues.
- Harmony herself is partial to visiting this solar system; she has fallen in love with those of its people who embrace such qualities.
- It is that kind of love that caused the azata long ago to create an item known as the Godsharp.
- At that time, a race known as the formians were threatening to overrun the solar system, based out of their planet known as the Hiveworld.
- Those remorseless individuals—much like insects back on Homeworld—cared for nothing more than propagating their own kind and obeying the orders of their Queen.
- The azata created the Godsharp, then, in order to destroy the Hiveworld and prevent the formians from wiping out all the other races.
- After that terrible act, the azata hid the Godsharp an a place where none could ever claim it.
- Cyril and the orcs, however, seems to be bent on doing just that.
- As part of those efforts, they have built a ship of the dead, an aethership built from reanimated arborling flesh, one that he can thus use his wicked divine magic to heal in battle.
- If they are in league with the demons, then they can have just one purpose: using the Godsharp to destroy Homeworld, thus eliminating those good people who stand against them.
- The Godsharp can only be destroyed if it is carried by an immortal being into a black hole.
The
Beginning of the End
Armed with this information, the PCs can make preparations for their
final showdown against the demons and their allies. Such activities
can include a combination of practical outfitting and dramatic
roleplaying; here are a few suggestions.
- Naturally, the PCs should have a chance to purchase any supplies for their aethership, weapons and other equipment for themselves and the crew, magical items and the like to make sure they're ready for the dangers that lie before them.
- If they've come to control multiple aetherships, then the PCs might need to appoint captains and designate other crew members for each, and then divide weapons, equipment and supplies between them.
- Characters who have the requisite item creation feats could even help craft of forge magical items, brew potions, scribe scrolls and the like to assist with this outfitting.
- They may wish to contact potential allies of their own, recruiting more people to help with the upcoming battle. This activity could involve plenty of roleplaying, with the players making rousing speeches, or mechanical efforts, in the form of Diplomacy checks, or—what is more likely—a combination of the two. Whatever the case may be, the final conflict feels more epic if more NPCs become involved.
- To that end, they could even form their own organization, one that has ranking officers and its own battle flag.
- In a similar vein, they may want to visit any loved ones they have before the final fight, given that they might not return from it. This could involve settling outstanding personal matters such as designating heirs, performing marriages, and that sort of thing. Here again, this all adds to the overall sense of drama.
Once they've completed this business, the PCs can proceed to the
campaign's final chapter, “Into the Eye of the Storm.”
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