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PILLARS OF ABBAI STEFFENHOLD TROY E. TAYLOR GNOME STEW THE GAME MASTERING BLOG WWW.GNOMESTEW.COM

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Page 1: PILLARS OF ABBAI - Gnome Stew · 2012. 1. 27. · Game Masters and Masks: 1,000 Memoral NPCs for Any Roleplaying Game are copyright 2010, 201 1 by Engine Publishing, ... download

PILLARS OF ABBAI

STEFFENHOLD

T R O Y E . T A Y L O R

GNOME STEWTHE GAME MASTERING BLOG

WWW.GNOMESTEW.COM

Page 2: PILLARS OF ABBAI - Gnome Stew · 2012. 1. 27. · Game Masters and Masks: 1,000 Memoral NPCs for Any Roleplaying Game are copyright 2010, 201 1 by Engine Publishing, ... download

PAGE 2

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

PILLARS

OF ABBAI

STEFFENHOLD

Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and Proper Names of people, places and magic items related directly to the Steffenhold homebrew campaign, including but not limited to Steffenhold, The Leaky Roof, The Serene River and The Harkenwood, except such elements that are cited as being in the public domain and those that already appear as Open Game Content below and are already Open Game Content by virtue of appearing there. The above Product Identity is not Open Game Content.

Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Steffenhold: Pillars of Abbai are designated as Open Game Content: the statistics and descriptions for the feats, items, and spells that appear; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.

Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2005 Wizards of the Coast, Inc. The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “The

Pillars of Abbai” ©2012 Troy E. Taylor.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Troy E. Taylor, except for purposes of review or use of Open Game Content consistent with the Open Game License and other copyright holders.

Used With Permission: Gnome Stew, Gnome Stew logo and The Game Mastering Blog are trademarks of Martin Ralya. Eureka: 501 Adventure Plots to Inspire Game Masters and Masks: 1,000 Memoral NPCs for Any Roleplaying Game are copyright 2010, 2011 by Engine Publishing, LLC; all rights reserved.

“A Family Affair” was created by Patrick Benson.

Aasiaya Hotep, exiled queen was created by Kurt Schneider.

Lora Rameris, puzzle solving adventurer, was created by John Arcadian.

Justina Sweetblade, enigmatic thief, was created by Patrick Benson

This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

Cover Photograph: “Philae Temple,” by MEJones at Stock.echng (www.sxc.hu), used in accordance with the site’s Section 7 image license agreement by HAAP Media Ltd.

Introduction

ne of the suggestions for improving Gnome Stew was to give readers a glimpse at our own

gaming experiences.For my part, I thought that

could best be achieved by sharing some of the background and setting information I’ve developed over the years for my own Steffenhold campaign.

I’ve assembled a portion of that information in a document and have made it available to download. This is only a glimpse at the sort of adventure that goes on in the background of a campaign world.

Ofttimes, an NPC or plot point in a campaign has no game “statistics” or value. And that’s true for much of the material in here. However, because my group is currently using a variant of the 3.5 rules and incorporating material from the Pathfinder Roleplaying Game, I thought I would bolster some of the entries by providing game statistics, where appropriate, using the Open Content material found at the Pathfinder Roleplaying Game Reference Document. at http://paizo.com/pathfinderRPG/prd/.

I hope you find some of this material useful for your own games, regardless of system. The essence of Gnome Stew is that we provide to game masters the tools, advice and, above all, encouragement they need to run engaging and fun roleplaying games.

It’s not the game system that matters — it’s the heart of the game master, and his or her willingness make use of the components they think will enhance the fun for everyone at the table.

Troy E. Taylor

O

The original purchaser may print or photocopy copies for his or her own personal use only.

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Pillars of AbbaiCourse of adventure

The player characters are summoned, along with other adventuring parties, to the court of the baron of Steffenhold. Each group is given an area to explore. The group that explores their assigned ruins and returns with the token described by an exiled queen from the lands of pyramids will be richly rewarded.

Sources for adventure The plot for this adventure was inspired by Plot No. 15, “A Family Affair,” written by Patrick Benson. It appears on Page 33 of “Eureka: 501 Adventure Plots To Inspire Game Masters,” 2010, Engine Publishing. The characters Aasiyah Hotep, exiled queen and Lora Rameris, puzzle solving adventurer, both are drawn from “Masks: 1,000 Memorable NPC for Any Roleplaying Game,” 2011, Engine Publishing. Aasiya Hotep was created by Kurt Schneider, Lora Rameris was created by John Arcadian, and Justina Sweetblade was created by Patrick Benson The characters of Castellan Briar and Lady Eileen come from the adventure author’s homebrew “Steffenhold” game. Special thanks goes to the Central Illinois Gamers Alliance for interacting with them for all these years.

GM information

This adventure can be adapted for any game system and for characters of any level. Included are monster statistics scaled for a party of 1st level adventures under the rules for the Pathfinder Roleplaying Game, a variant of the 3.5 version of the Open Gaming License. The requisite legal information pertaining to both can be found in the back of this adventure.

Scene 1: Court of the Baron of Steffenhold

he elderly baron of Steffenhold, Lord Somerset Farran, is too frail to conduct the court’s business this morning. His daughter-in-law, the matronly Lady Eileen, widow of his first-born son, Heribert, sits in judgment in his stead. As is custom, Castellan Briar, military adviser and

longtime servant, is in charge of the affair. The room is filled with four companies of adventurers, including your own, all responding to the castellan’s summons for men and women stout in heart and brave in deed who are willing to engage in a quest. A purse of 200 gp was promised to each of the four companies that passed the castellan’s muster and another purse of 400 gp was pledged to the group that completes the quest. But the details would only be revealed in a closed session of court, which you are now attending. Skill check: Knowledge Local or Dungoneering (DC 15). One adventurer among those assembled stands out above the rest because of her reputation, recognizable from her distinctive French braid, leather vest of pockets and pouches and wood staff whose tip is entwined around a pink gemstone. Lora Rameris is a well-known dungeoneer and puzzle-solver, capable of using magic and her own wits to devise ways past the most lethal traps. Her companions, three strong-armed mercenaries, are unknown to you. The murmer of voices — adventurers speculating on the exact manner of their task — quiets as Briar calls the court to session. “Assembled seekers. I ask you to give good attention to the baron’s most honored guest, Her Grace, Aasiyah Hotep, late of the Empire of Abbai.” Unbowed, statuesque but exotically attired in the manner of southern kingdoms of sand and mystery, Aasiyah steps forward from a coterie of similiarly dressed persons. She nods to her host, the Lady Eileen, then addresses the court. “I have come to these forested lands on a quest of my own, to restore to my family its rightful inheritance. Ancient scrolls revealed that a token — a badge of office — might be found here, in this corner of the world once belonging to the Imperial Empire. After conferring with the Lady Eileen and her advisers, librarians, and scholars, we have identified four ruins that are likely places where this token was taken. I am told these were once military outposts or watchtowers, now fallen into disuse and decay, where a certain Imperial general resided, a general whom we believe was last in possession of the item. “You will know this token, for when assembled, it was to be worn as a mediallion. It came in four parts, each representing the four pillars of the Empire of Abbai — clay, the building blocks of the pyramids, the eternal flame of the sun, the waters of the holy river Abbai and the sky that shelters us all, even the gods. “Return this token, or portions of it, and you shall be rewarded in kind. Know that the badge is of little intrinsic value, crafted from some precious metals and semiprecious gems. It’s what the badge represents to my family and people that matters most.”

T

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Lady Eileen stands and speaks: “In kindness and generosity we have agreed to aid Her Grace in this task. Seekers, by your admittence to this court, you have agreed in principal to this quest. I hold you to the terms supplied by the castellan. Return with the medallion and you shall be rewarded as agreed. Return with one of the four assembled parts and your reward will be apportioned accordingly. Betray the trust we place in you at your peril. Whatever you think of the baron’s own writ, I remind you that the reach of our liege, the beloved Duchesss Bethany, is long, and that a contingent of her Red Lions is stationed here. That said, I am certain such unpleasantness shall not come to pass, and that the noble character of each company will rise forth in the face of this quest.”

[If the PCs do not inquire as to manner of the search, have Lora Ramires step forward and make the following suggestion.] Lora says: “Castellan, M’lady Eileen, if I may be so bold as to suggest a course of action? Clearly, you have called four companies to search these four ruins, whose locations are still kept secret from us. Let us draw lots, the location of each ruin described upon each chit as drawn. Thus the destination of each company will be known only to themselves and cannot be discerned by others. This seems equitable. Already, we have each been richly rewarded. Let us leave to chance the final prize, which will be won by the courage and skill of the company that fate has decreed.” [The Lady Eileen then either responds to the PC’s or Lora’s suggestion] Lady Eileen says: “This is how it shall be done, then. Here are four maps, rolled and sealed with a distinctive mark pressed into the wax. The corresponding seals are in a bag now held by the castellan. The captain of each company shall come forth and retrieve one seal from the bag and will then claim the matching scroll. I trust this will suffice?” Castellan Briar speaks. “Very well. Captains assemble and retrieve your seal and map.” Once this is done, the Lady Eileen bids them farewell. “A good shepherd guides his flock through troubled times to safety. I bid each good hunting on your quest and will pray for your safe return to this hall. Mercy upon you all.”

Scene 2: The map revealed

The PCs will unravel the map at a location of their own choosing. The tower is a day’s ride north by northwest — across the bridge that spans the Serene River and into the dark woods. The old road is seldom traveled, except by the castellan’s patrols and lumberjack teams.

Skill check: Diplomacy. DC 10, all the companies find themselves crossing the bridge, riding past the abandoned wizarding enclave, Three Spires, and into dark woods. DC 15, two teams followed the river road trail, one downriver to the west, the other upriver to the east. DC 20, Lora Rameris‘ company set off on the same northroad as the PCs, but it branched off to true north.

Scene 3: Tower of the Obelisk

Arriving at the abandoned watchtower, you find that the gate structure and the north foundation wall remain while all the rest is ruin. In the daylight, you spy an inscription in the stone above the main gate. It is a drawing of an obelisk, in the styling of the sand kingdoms, not Imperial as you might suspect. Passing through the gate there is an archway ahead opening to a courtyard, overgrown with weeds.

Skill check: Perception. DC 10. Soft earth leading to the entrance is replete with many footprints and bootprints, crisscrossing and overlapping in an indecipherable shambles. Skill check: Survival. DC 10. Tracks in the earth lead to hole in the floor just to the left of the entrance. Iron hinges are bolted to the lip of the stone floor. Torchlight or other illumination reveals a stairway of hewn stone going down. If hole is undiscovered by Survival check, treat as a pit trap, CR 1. Perception DC 20. 2d6 falling damage; DC 20 reflex avoids.

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1. Stairway The stairway extends 20 feet down, slick with moisture and growth of some strange form of lichen. The area smells damp. Skill check. Acrobatics. DC 5. (no check for moving at half-speed). Falling damage 1d6 per 10 feet of fall.

2. Alcoves. Marble statues of Apollo (north) and Artemis (south) face each other from alcoves that flank the hallways. At the feet of Artemis lies a nest of six vipers. They will only attack if startled (Lead PC’s Stealth vs. vipers’ Perception +9). If the vipers are undetected (PC’s Perception vs. vipers’ Stealth +15), then treat as a wandering monster for this level.

Vipers (6) CR 1/2, XP 200, N tiny animal

hp Init Spd AC-tch-fl FRW3 +3 20 ft 16-15-13 1/5/1

Weapon Atk Dmg CMB/DBite +5 1d2-2 + poison +1/8Fort DC 9; freq 1/rnd for 6 rnds; effect 1d2 Con; cure 1 save

Wandering monsters. While on this level, check once per hour (d6 to determine which 10-minute increment encounter occurs in). Roll 3d6 for a result on the chart.Roll Monster CR No.3 Viper 1/2 1d64-5 Dire rats 1 1d66-7 Fire beetles 1 1d68-9 Giant Centipedes 1 1d410-11 No encounter — —12-13 Spider swarm 1 114-15 Rat swarm 1 116-17 Constrictor snake 2 118 Stirges 3 1d6

12

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5 6

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1 = 5 feet

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3. Arsenal An iron door (hardness 10, 60 hp, Break DC 28 locked) with a simple lock (DC 20) that opens inward (meaning hinges are on the other side) serves as the entrance. The smell of preservation oils permeates this room. In racks on the east and west walls are an assortment of weapons. Even bows and weapons with wooden hafts appear surprisingly well-preserved, though it appears they have been untouched for a long time. The arsenal is stocked with masterwork versions of following martial weapons and their number. Morningstar, 3 Javelin, 6 Throwing ax, 2 Handax, 2 Short sword, 6 Battleax, 1 Longsword, 1 Trident, 1 Warhammer, 2 Halberd, 3 Lance, 2 Ranseur, 6 Longbow, 3 Shortbow, 3

4. Gymnasium An open doorway leads into a sparring chamber, so soldiers could hone their fighting skills. Two mannequins displaying suits of masterwork scale mail stand in the east end of the chamber. A fully stocked coal brazier stands near the west wall. 5. Bath A simple wood door (hardness 5, 10 hp, Break DC 13 stuck) opens inward. The door is rotten with moisture and slightly askew. A hot spring with a small geyser feeds this pool, the edges of which are heavily calcified. The motion of the geyser and two drains in the east side of the pool keep the water circulating. A honeycomb of cubby holes lines the north wall, apparently serving as lockers. The room is home to a giant frog, who attacks to defend it.

Giant frog (1) CR 1, XP 400, N medium animal

hp Init Spd AC-tch-fl FRW15 +1 30 ft 12-11-11 6/6/-1

Weapon Atk Dmg CMB/DBite +3 d6+2 + grab +3/14Tongue +3 grab (15 ft) +7 grappleTongue is a touch attack; it can pull grabbed character 5 feet per round; frog can swallow whole (d4 bludgeoning dmg, AC 10, 1 hp)

6. Steam room An open doorway leads into this small room (though it appears rungs for a curtain once hung from a crossbar over the opening), which features a low bench along all the walls. A vent in the center of the floor allows steam from the hot spring to filter into the room. Crossing the threshhold into the room prompts a small air elemental to emerge from the vent and attack.

Small air elemental (1) CR 1, XP 400, N small outsider

hp Init Spd AC-tch-fl FRW13 +7 fly 100 ft 17-14-14 4/6/0

Weapon Atk Dmg CMB/DSlam +6 d4+1 +2/15SA whirlwind (DC 12, 10-20 ft. in height).

Defeating the air elemental reveals the treasure magically hidden within it: one quarter of the medallion, a silver filigree swirl on a field of azure. 7. Grate (stairs to lower level) An iron grate covers the entrance to the stairs that lead to the lower level. It has a handle and is hinged, but extremely heavy. Treat as a stuck stone door (hardness 8, 60 hp, Break DC 28 stuck) to open. Opening the grate disturbs a giant crab spider attached to the underside.

Giant crab spider (1) CR 1/2, XP 200, N small vermin

hp Init Spd AC-tch-fl FRW8 +3 30 ft 14-13-11 4/4/1

Weapon Atk Dmg CMB/Dbite +2 d6 + poison +2/15Poison, Fort DC 14, freq 1/rnd for 4 rnds; 1d2 Str dmg, cure 1 save

8. Chapel This long hall served as the chapel. The wood benches that served as pews have long since turned to dust. Light from Room 9 spills into this long room. Illumination in the form of luminescence comes from the glowing glands of the creatures within. A scavaging party of five mites mounted on fire beetles is exploring this area. They are willing to fight for this area, but also might be open to negotiation.

Mite (5)CR 1/4, XP 100, LE small fey

hp Init Spd AC-tch-fl FRW3 +1 20 ft 12-12-11 0/3/3

Weapon Atk Dmg CMB/Ddagger +0 d3-1/19-20 -2/9dart +2 d3-1Spell like abilities (CL 1st): at will prestigitation, 1/day doom (DC 10)Note: DR 2/cold iron; Hatred: +1 atk bonus vs. dwarf or gnome; Handle Animal +0, Ride +2

Fire Beetles (5)CR 1/3, XP 135, N small vermin

hp Init Spd AC-tch-fl FRW4 +0 30 ft 12-11-12 2/0/0

Weapon Atk Dmg CMB/Dbite +1 d4 -1/9Immune to mind-affecting effects

Notes: Review rules for mounted combat. Fire beetles can fly, albeit poorly, a manuever that can change the tactics of the situation. Another option is to have the mites dismount, thereby increasing the number of attackers. In this situation, the mites might choose to use aid another to increase the fire beetles’ chance to hit.

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9. Sacristy/Altar A tiered pedastal rises to height of 10 feet in the center of the room. A brilliant red and yellow flame burns in bowl at the top of the pedastal. Stepping up to the top tier triggers the small fire elemental within, which will make random attacks agaisnt anyone in the chamber. The creature is impulsive and erratic, thus does not single out opponents, but flits from foe to foe. It will not pursue any creature that leaves Rooms 8 and 9.

Small fire elemental (1) CR 1, XP 100, N small outsider

hp Init Spd AC-tch-fl FRW11 +5 50 ft. 16-13-14 3/4/0

Weapon Atk Dmg CMB/DSlam +4 d4 + burn +1/13SA burn (d4, DC 11).

Defeating the fire elemental reveals the treasure magically hidden within the bowl: one quarter of the medallion, a small rubies assembled to represent a flame on a field of gold.

10. Stairs As with the entrance to the dungeon, this stairway also extends 20 feet down, slick with moisture and growth of some strange form of lichen. The area smells damp. Skill check. Acrobatics. DC 5. (no check for moving at half-speed). Falling damage 1d6 per 10 feet of fall.

11. Crypt (outer chamber) Carved into the rock walls are shelves. These contains the bones of former Imperial warriors. Their burial clothes are in tatters. A cursory investigation of the remains reveals that three skeletons were wearing rings with an eagle insignia. An oil lamp stand is in the center of the room, though the oil well is dry. Ability check. Will. DC 15. PCs who fail now experience a strong sense of forboding. Skill check. Perception. DC 10. A stench of decay and death is coming from the chamber to the south. Skill check. Appraisal. DC 20. The silver rings have historical significance. Worth only 10 gp as a material good, they are worth 50 gp each to historians and treasure hunters. Skill check. Linguistics. DC 20. An inscription in Aklo, the language of inhuman and otherwordly monsters, appears on a seal inscribed with a luminescent blue paint in the floor between chambers. It reads: “I condemn these souls to serve me beyond death.”

12. Crypt (inner chamber) Crossing the threshhold of the seal prompts the four zombies to shamble forth. Unless commanded in the language of Aklo, the zombies follow their last instruction, which is to move to defend the entrance to Room 13 and then attack any intruders. Zombie (4) CR 1/2, XP 200, NE medium undead

hp Init Spd AC-tch-fl FRW12 +0 30 ft 12-10-12 0/0/3

Weapon Atk Dmg CMB/DSlam +4 d6+4 +4/14DR 5/slashing; Immune undead traits; SQ staggered

13. Treasury A necromancer long ago raided the watchtower ruins and established this level. He considered the elemental guardians that already occupied the ruins beneath his notice, so he never uncovered their true purpose. (He also like that they harassed intruders.) However, he hid his loot in this antechamber. The loot is kept in a metal strongbox with an average lock (DC 25) and rigged with a burning hands trap. Burning hands trap, CR 2, Type magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); reset none; Effect spell effect burning hands, 2d4 fire damage, DC 11 reflex save for half damage; multiple targets (all targets in a 15-ft. cone). The chest contains: Item Value (gp) Oil of magic weapon 50 Potion of rope trick 300 Scroll of burning hands 25 Scroll of see invisibility 150 Wand of acid splash 375 Vial of universal solvent 50 Vial of silversheen 125 2 cut gems (golden topaz) 1,000 30 platinum pieces 300 100 gold pieces 100 50 silver pieces 5 1 magnifying glass 100 Diary* —

The diary is written in Aklo. It contains the memoir of a necromancer, Astilles. In it, he describes his many setbacks in the creation of undead warriors while using this abandoned watchtower as his lair. He did successfully create a batch of zombies. He writes he was near a breakthrough, the creation of his “Patient Bone Warrior,” but of this experiment he does not elaborate.

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N

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1 = 5 feet

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14. Pool Stairs lead to a walkway that spans a pool of crystal blue waters fed by the same hot spring that is piped to the bath and steam room on the first level. The walkway’s clearance over the surface of the water is only 1 foot.

Skill check: Perception. DC 15. From the walkway, the medallion segment can be seen through the clear waters laying on the floor of the pool. A single white pearl rests on a field of blue.

Anyone who enters the pool or attempts to retrieve the medallion (such as by fishing it out) rouses its guardian, a medium water elemental.

Medium water elemental (1) CR 3, XP 800, N medium outsider

hp Init Spd AC-tch-fl FRW30 +1 90 swim 17-11-17 6/5/1

Weapon Atk Dmg CMB/DSlam +7 d8+4 +7/18SA drench, vortex (DC 15, creates whirlpool), water mastery (+1 atk, +1 dmg if it an foe are in water)

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15. Chamber of the patient warrior The door to this chamber is locked (simple, DC 20). Within lies the necromancer’s prized creation, his skeletal champion. However, the necromancer was unable to cheat death, so his successful experiment remained behind this locked door. Like the zombies, it only accepts commands in the language of Aklo. It attacks relentlessly any foe it encounters unless ordered to stop in Aklo.

Skeletal Champion (1)CR 2, XP 600, NE medium undead

hp Init Spd AC-tch-fl FRW17 +5 30 ft 21-12-19 3/1/3

Weapon Atk Dmg CMB/DLongsword+7 d8+3/19-20 +5/16DR 5/bludgeoning; Immune cold, undead traits

The room also contains a worktable. An inventory of the various materials and substances shows that the entire collection is the equivalent of an alchemist’s lab (200 gp) and weighs 40 pounds when assembled. Most of the tools and instruments were not properly oiled, and have since gone to pot. However a merchant’s scale is still in working order and is worth 2 gp.

16. Momma spider’s lair Thick cobwebs span this hallway, and grow thicker along the hallway. Ordinary spiders skitter away or disappear among the webbing. Passing through the doorway, the PCs find a room crisscrossed and draped with a curtain of different webs. The inhabitants of this room, a giant spider and its brood, a spider swarm, will attempt to intercept any who try to pass from this chamber to the open door in the east wall. The giant spider was mother to spider that had left the nest and was hanging beneath the grate in No. 7.

Giant spider (1)CR 1, XP 400, N medium vermin

hp Init Spd AC-tch-fl FRW16 +3 30 ft 14-13-11 4/4/1

Weapon Atk Dmg CMB/Dbite +2 d6 + poison +2/15Poison, injury, save Fort DC 14; freq. 1/round for 4 rounds; effect d2 Str dmg; cure 1 save

Spider swarmCR 1, XP 400, N diminuitive vermin

hp Init Spd AC-tch-fl FRW9 +3 20 ft 17-17-14 3/3/0

Weapon Atk Dmg CMB/Dswarm — d6 + poison —/—Distraction (DC 11)Poison, swarm, injury; save Fort DC 11; freq 1/round for 2 rounds; effect d2 Str; cure 1 save.

17. The last element The webs give way in the eastern hallway to uneven ground and damaged walls, as if some burrowing creature

had turned the floor to rubble. The doorway ahead is askew and the chamber ahead has uneven ground and bore holes in the walls. The southwest corner of the room has caved in from the damage done to its structure. The floor is so damaged this area should be considered difficult terrain for character movement. The source of the room’s upheaval is evident upon entering. Visible from the entrance is a creature with a thick serpentine body protected by dense plates, a haze of heat rising from its red-hot scales. It’s a thoqqua!

ThoqquaCR 2, XP 600, N medium outsider

hp Init Spd AC-tch-fl FRW22 +1 30 ft.* 15-11-14 5/4/2

Weapon Atk Dmg CMB/Dslam +4 d6+1 + burn +4/15Molten body; natural weapons take d6 fire dmg; DC 13 reflex save or manufactured weapons take d6 fire dmg; grapplers take 3d6 fire dmg.* — burrow 20 ft.

The last part of the medallion — four tiny quartz crystals on slate — can be found imbedded within the slain thoqqua’s body. The final battle with the thoqqua should be sufficient to cause the remaining structure of the room to buckle. Begin the room’s collapse shortly after finding the medallion. Describe the ceiling beginning to fall in. Have the collapse be complete after all the character’s leave the room. A narrow escape!

18. Tight squeeze This hallway has partially collapsed. Medium sized characters can squeeze through to reach the area beyond.

19. Choke(r) point Waiting to ambush vermin that must squeeze through the hallway or enter up through the grate in the floor is a choker. But it won’t hesitate to ambush larger prey, even adventurers, as they suffer a -4 to AC and -4 on attack rolls while trying to navigate the narrow passage.

!

Choker (1)CR 2, XP 600, CE small aberration

hp Init Spd AC-tch-fl FRW16 +6 20 ft* 17-13-15 2/3/4

Weapon Atk Dmg CMB/D2 tentacles +6 d4+3 + grab +4/16**SA constrict (d4+3), strangle* — climb 10 ft.** — +8 grappling

The grate in the floor is as the one in No. 7. It leads deeper down, beyond the scope of this adventure. Feel free to expand this dungeon in that direction.

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Scene 4: Double back, double crossed

Waiting at the crossroads is Lora Rameris and her goons, who never had any intention of exploring their dungeon, if they could help it. She played the odds, thinking it more likely one of the other teams would draw the “lucky” dungeon. Rather than waste time crawling about a dungeon, she decided she would wait here for the other teams to return. If she is unable to convince them through magical means into giving up the medallion, she’ll take it by force. Lora will likely approach the PCs from the middle of the road, her accomplices hiding in the greenery armed with crossbows and waiting for her signal. (Lora hopes she will not have to kill the PCs, but rather render them unconsious if it comes to combat. If her life becomes imperiled, she chooses to flee rather than be defeated in combat or killed. She has a rested horse tethered just off the road.)

Lora RamerisCR 2, XP 600, N human bard 1/rogue 2

hp Init Spd AC-tch-fl FRW16 +2 30 ft 15-13-12 1/7/1

Weapon Atk Dmg CMB/Ddagger +2 d4+1/19-20 +2/15SA bardic performance 7 rounds/day (countersong, distraction, fascinate (DC 13), inspire courage +1), sneak attack +1d6Bard spells 1st (2/day) silent image (dc 14), sleep (DC 14); 0 (at will) — dancing lights, lullaby (DC 13), mending, prestigitation.Combat gear: scrolls of cure light wounds, disguise self, invisibility (2), smokesticks (2), tanglefoot bag, thunderstones (2); other, leather armor, daggers (5), disguise kit, mwk tamborine, mwk thieves tools, mule and wagon, 25 gp.

Mercenaries (3 or other)CR 1, XP 400, N human fighter 2

hp Init Spd AC-tch-fl FRW16 +5 20 ft 19-11-18 5/1/1

Weapon Atk Dmg CMB/Dlongsword +5 d8+3/19-20 +5/16hvy x-bow +3 d10/19-20 SA bardic performance 7 rounds/day (countersong, distraction, fascinate (DC 13), inspire courage +1), sneak attack +1d6

Disguise twist: As written in Masks, Lora Rameris is an ally of good-hearted adventurers, thus it’s not really in her character to act this way. If you wish, then Lora is not Lora at all, but rather some vagabond (such as Justina Sweetblade, Page 75, “Masks”) in disguise, hoping to infiltrate the baron’s court by posing as the famed puzzle solver. If this is the case, the following skills should help her in the subterfuge: Bluff +11, Disable Device +12, Disguise +13, Escape Artist +6, Handle Animal +4, Knowledge local +5, Perception +5, Perform (dancing) +8, Perform (percussion) +10, Sleight of hand +10, Stealth +8. Bardic knowledge +1, rogue talent (stand up), trapfinding +1.

Scene 5: Concluding the adventure If the PCs earn their reward, well and good. However, if they lost their prize to Lora (or her imposter), then tracking her down and retrieving the medallion is the next step. But the PCs will have to prove themselves. Aasiyah Hotep isn’t likely to provide additional funds for this effort.

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