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Summary:
A PC joins with a troubled arcane trickster to find the lair of a priest of Flupnir. Unbeknownst to them both, the priest has been murdered, and his supposedly abandoned lair still contains one of the minions of those who murdered him.
Assumptions:
The PC is a mage or cleric researching the magical formulae for the crafting of a bag of tricks or some other Trickster-related magic item. For purposes of this scenario write-up, it is assumed the PC is researching a bag of tricks.
This scenario is specifically designed for a solo-run, though another player can play the arcane trickster during most of the scenario. The scenario is not designed for non-mages.
Note: This scenario expands upon the rumours and events presented in "The Year 5536". Specifically, rumour A36 and Vignette #1.
Location:
The northern half of the Far Coast.
Historical Date:
Early 23 N.S. (5537), Late Winter or Early Spring.
GM's Introduction:
Since the War of the Gem, the clergy of Flupnir has occupied a strange part in society. Flupnir and his minions are almost universally credited with saving the world (along with the Heroes of the Gem), but few people can stand to have the tricksters around long enough to grant them accolades, and doing so risks embarrassment at the hands of those receiving said accolades. As such, the general attitude of most of the civilized populace of Western Jerranq viz a viz Flupnirians is one of respect and admiration for past deeds as long as such respect is at a distance.
Evil folks, on the other hand, have a decidedly different view of Flupnir and his adherents. They hold the God of Jests singularly responsible for the downfall of the Deceiver, and many regard the Heroes of the Gem as mere puppets of the Great Puppetmaster, Flupnir. As such, some ex-servants of the Deceiver have made it their life's work to kill Flupnirians in acts of cold, cruel vengeance.
The ranking priest of Flupnir in the Far Coast was Gerishoild of the Woild, a 13th level cleric of the Trickster God. Serving as an active agent of Flupnir during his youth for the duration of the War of the Gen, Gerishoild kept a low profile for most of his years after the War. His master was assassinated by minions of the Deceiver in NS 14, and Gerishoild took over the hidden temple at that time as its ranking (and only) priest. Somewhat chastened by his master's demise, Gerishoild was singularly inactive in matters of jokes and pranks. Instead, he used his temple as a way station for the faithful (an oxymoron if there ever was one), but kept it well hidden to thwart further assassins. He also served on more serious matters that were of interest to him and his god, though often these took place in foreign lands. As such, the priest gained power and status in the eyes of his god, but was virtually unknown outside of Flupnirian circles.
Alas, even the insular Gerishoild found his nose stuck where it didn't belong. At a bookseller in Dwillingir he came upon a rather mundane tract of Indolle hymns that contained some rather interesting notations in its margins. To the priest, the notations appeared to be a code of some sort, and as a rule some priests of Flupnir specialize in intricate and clever codes and cryptographs.
The priest pored over the notations on and off for several years, and believed he was on the verge of cracking it, though he felt the key to finishing the deciphering was to consult the Temple of Indolle, as perhaps they had insight into such codes, likely used to protect the confidentiality of trade documents.
So he took the tome to Markuth, the head of the Indolle Temple in Dwillingir. Markuth examined the tome and advised the priest (who was in disguise) that the code looked like the work of Renderuth, the previous House Priest of House Riverine.
Gerishoild then took the tome to House Riverine, where he met with Lady Abrinda. The Lady informed Gerishoild that Renderuth had left the service of the House a few years ago for service in distant lands to the west. When Gerishoild asked the Lady where the priest went, so that he might contact him regarding the notations, she informed him that she would gather that information and present it to him within a month's time.
Alas, Gerishoild was doomed from that moment, for Renderuth had not moved west, but was slain by Lady Abrinda, who is actually a succubus in the employ of the drow who secretly rule House Mercur in the Far Coast. Renderuth was beginning to suspect Abrinda, and so the Lady had him slain and engineered a cover story that he had been transferred to the west.
Renderuth's possessions were sold off, with Abrinda being completely unaware of the existence of the coded notations. Having now become aware of such a code, Abrinda became worried that the code could contain some of the dead priest's suspicions about her.
She had Gerishoild tracked and trailed, by means mundane and magical, to his lair, where she sent drow assassins to slay the priest. The code book was destroyed and she considered the matter settled. No one would miss a Flupnir priest, especially one who was quite secretive and unknown to begin with.
Even when the bacchae came to wreak some measure of revenge against Dwillingir for the murder of their priest, Abrinda was not concerned. The bacchae soon departed, driven off by mercenaries of her own House, and the Lady Abrinda turned her thoughts to more important matters.
Part One - The Start:
The PC is in the annex of the Cotrunal Temple in Dwillingir, researching various tomes that have any mention of tricksters and their magic. He is poring through a tome entitled "The Blood of a Rainbow", which is an account of the exploits of a Flupnirian priest and his contingent of "soldiers of fortunate" in battle during the War of the Gem (this priest is the same one who was Gerishoild's mentor and who was assassinated in NS 14). Tantalizingly, is seems this priest, named Allornaught, seemed to carry a tan coloured magical bag from which he would pull lions and tigers and bears (oh my!). One description claims in the period of a single minute he reached in and produced 6 rhinos, which then helped break up a charge on his group by a phalanx of armoured trolls.
All at once the pages of the book start to flip, as if from an errant wind, losing the PC's place. Quick reflection, however, will reveal that the library has no exposure to the wind. Observation of the library will show that a half a dozen others are within, including a Tome Brother (a low level cleric of Cotrunal who replaces books back onto shelves), a Master Librarian (a mid level cleric), and four other patrons who have paid to use the facilities. The other patrons include:
· A male human minstrel who has a lute case set upon
his table and who is jotting musical notes onto a parchment with
a quill pen as he references a large tome.
· A scholarly human man with a long grey beard and spectacles
who is furiously writing notes from several tomes and who pinches
his brow in a frown every few seconds.
· A plain looking female who is reading a large scroll.
· A half elf who is leaning back in his chair with his
feet up on the table reading through a book. His skin is somewhat
pale and drawn tightly around his bones and he coughs occasionally
into a cloth handkerchief.
After the PC resumes his place in the book and a few minutes pass, the PC will jot a note in his own papers and then, looking back to the book, find that the pages display graphic depictions of contorted sexual positions. The text is Morakki. Flipping through the book will reveal that the whole is a sort of Karma-Sutra from Amabong, with well done but graphic depictions of amazing sex acts. Apparently, "The Blood of a Rainbow" has been suddenly replaced with a new book.
Should the PC glance around the room again, allow him a Spot check (DC 20) to notice that the half elf now has "The Blood of a Rainbow" in his hands. Another Spot check (DC 20) or an opposed Sense Motive vs. Bluff check can reveal that the half elf is not actually reading the book in his hands, but is peering over the top of the book at the PC and his body is shaking slightly, as if trying to keep from laughing.
If the PC wishes, he can approach the half elf. If not, in a few moments the half elf will approach the PC, "The Blood of a Rainbow" in hand.
The half elf will introduce himself as Qualithin of Vosh with a bow. He will apologize to the PC, claiming that he had been searching for "The Blood of a Rainbow" for some weeks now, and having finally tracked it to Dwillingir, and having waited for well over two hours for the PC to finish using the book, he could wait no longer.
With that, he will lean conspiratorially towards the PC and whisper "are you seeking it too?"
What Qualithin refers to is the location of the hidden lair of the priest Gerishoild of the Woild. Whether or not the PC claims he is seeking what Qualithin seeks, the half elf will hold the book low, out of sight of the librarian and Tome Brother, and will suddenly produce a small sharp razor in his hand (the kind commonly found in a set of thieves' tools). He will flip the book to the front and begin to pry the front leaf of the book from the inside of the front cover, being careful not to tear anything.
In a moment the front leaf will be pulled back, revealing a map scrawled on the inside of the leaf. Qualithin will hiss in elation, muttering "finally!" almost to himself. He will pull out a small scrap of vellum and a charcoal pencil and quickly scrawl a copy of the map onto his vellum before replacing the leaf and restoring the book.
By now, of course, the PC will likely be very curious. Qualithin will ask who the PC is and why he was so interested in "The Blood of a Rainbow". If the PC in any way relates that he is seeking for someone with the knowledge of how to craft Flupnirian items, Qualithin will be overjoyed.
| I seek the great Flupnirian priest Gerishoild of the Woild! He is reclusive, and does not suffer casual callers, but he does welcome the clever. I have been tracking down the clues he has left for weeks now, and this map is the final one. At last I now know the location of his hidden temple and can complete my quest. You should come as well. I could use some company, and it is not far from here. Truly, you did not divine the location on your own, but having now exposed the location of the map to you, you could simply follow it yourself, so why not go together? |
If asked why he seeks the priest, Qualithin will suddenly become serious almost fearful. He will raise his shirt and expose a strange hand-shaped bruise along his side and another across his back and a third on his right shoulder.
|
I was seeking the lost Rod of Tamashan when I was jumped by wights. They came at me out of the dark and surprised me. I felt their cold touch fall upon me, and in my fright I dropped my lantern, which went out. At least a dozen times their chill hands grabbed me, and I felt as though I was falling into an abyss of darkness. But my misfortune was my salvation it seems, for the wights parted and an even dreader presence came forth. I could not see it in the dark, but I could sense its malevolence. It came forward and touched me, its essence slicing through my neck as if its hand were the axe of an executioner and I with my neck on the chopping block. As my heart began to fail, I prayed to Flupnir, cast myself to his whims, and chose a direction. Staggering up, I ran, with almost no chance of stumbling into the passageway that led out. But where I expected to slam head first into a wall or at best stumble into a passage leading deeper into that hell hole, instead Flupnir was with me, and I ran straight into the passageway that led out. I could hear the hordes of undead on my heels, but now hope gave me speed. I saw the light of the sun ahead of me, but it was suddenly dimmed by the shadowy form of the wraith that had already sliced through my neck. I closed me eyes and ran right through the thing, its chill enfolding me, and I remembered little more, though I must have made it out into the bright sunlight where those dread hordes dare not tread. Eventually I collapsed, but I was safe, and made it to a village where I was nursed back to health. But even after their ministrations, I could feel the chill of those touches still racing through my veins and inflicting my soul. I could not recall much of my lore, for the remembrance of those touches would intrude upon my thoughts always. I returned home, dismayed. But there I learned that Gerishoild the Woild dwelt in the north of the Far Coast and that it was said he had power enough to cure my affliction, though even he could only do so if I found him in time a matter of a dozen or so weeks. For the last 10 weeks I have searched for him and his temple. It seems he leaves clues to his whereabouts, to test his supplicants presumably. I was fearing that time would run out, but when I saw the book you were reading, its title clicked in my mind, for my previous clues referred to it in riddle and guided me to lift its front leaf. This I did and the rest you have observed! |
As he tells this tale, Qualithin will become visibly shaken. In the midst of his tale he will start to shiver and his skin will become clammy with sweat. It is clear Qualithin was severely shaken by his encounter with the wights and the wraith.
If the PC accepts Qualithin's offer, then they can set out as soon as the PC is ready. Qualithin is in a little bit of a hurry, as he only has three weeks left to have his losses restored, but a delay of a few days will not trouble him.
If the PC refuses to accompany Qualithin, then he will allow the PC a chance to copy the map. Thereafter, the PC can proceed on his own, though in that case the DM can have the PC catch up with Qualithin either on the way to the cave or have the half elf stuck (even for days) at one of the puzzles or riddles within.
Qualithin:
Qualithin's statistics are presented here. They are also presented again at the end of this scenario in a write-up especially tailored for having a person other than the DM play him. It is perfectly reasonable for the DM to hand play of Qualithin over to a player at the start of Part Two (below).
In addition, there are two sets of statistics given for Qualithin. The first is for the arcane trickster in his current form, heavily level drained and Constitution drained. The second set represents his statistics once he is restored.
Qualithin does not have a familiar. It was slain in his encounter with the undead. Qualithin always memorizes at least 1 undead affecting spell at each spell level, assuming he has learned such a spell. Thus, in his drained state, he will always prepare one 0 level undead affecting spell, one 1st level undead affecting spell, and one 2nd level undead affecting spell. "Undead affecting" means a spell specifically designed to be effective against or more effective against undead (i.e. Disruption Missiles or Dectect Undead).
|
* Qualithin (drained): Male half elf Rogue 2/Wizard 3; CR 5; Medium humanoid (elf); HD 2D6-2 plus 3D4-3; hp 15; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 16, flat-footed 15); Atk +7 melee (1D6+1, +1 rapier) or +7 ranged (1D8, masterwork longbow); SA sneak attack +1D6; SQ frightened of undead, evasion, trapfinding, immune to sleep, low-light vision; AL CN; SV Fort +0, Ref +7, Will +4; Str 11, Dex 18, Con 8, Int 16, Wis 12, Cha 14. Height 5 ft 6 in. Skills and Feats: Appraise +4, Balance +6, Bluff +6, Climb +3, Concentration +4, Decipher Script +8, Diplomacy +4, Disable Device +6, Disguise +6, Forgery +6, Hide +5, Jump +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Move Silently +5, Open Lock +5, Search +4, Sense Motive +2, Sleight of Hand +6, Spellcraft +8, Tumble +8, Use Magic Device +10; Dodge, Scribe Scroll, Weapon Finesse. Special Qualities: Frightened of Undead (Ex): Whenever Qualithin sees undead, he must make a Will save (DC 15) or become shaken until the undead are removed from his vicinity. He suffers a -2 circumstance penalty to saves against fear effects generated by undead. Possessions: +1 rapier, masterwork longbow, arrows (20), silvered arrows (6), dagger, masterwork leather armour, potion of Cure Light Wounds at 1st level, cloak of protection +2, amulet of natural armour +1, potion of Aid at 3rd level, potion of Levitate at 3rd level, scroll of Summon Monster I at 3rd level, scroll of See Invisibility at 3rd level, scroll of Floating Disc at 1st level, spellbooks (2), spell component pouch, belt pouch, masterwork thieves' tools, disguise kit (with 8 uses left), sack, quill pens (3), parchment (12), vellum (6), 16 sp, 60 gp, 10 pp. Spells Prepared (4/3/2): 0 - disrupt undead, light, mage hand; 1 - energy armour, grease, mantle of shadows; 2 - disruption missiles, mirror image. Base DC = 13 + spell level. Spellbook (23/16/12/10/8): 0 - acid splash, arcane mark, dancing lights, conjurer's toolbelt, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, quill, ray of frost, read magic, resistance, shelve, summarize, touch of fatigue; 1 - animate rope, charm person, cheat, colour spray, comprehend languages, energy armour, grease, floating disc, identify, illusionary bolt, mage's buzzing bee, mantle of shadows, protection from chaos/evil/good/law, sleep, summon monster I, tickle finger; 2 - alter self, blindness/deafness, blur, choke, disruption missiles, glitterdust, jester's gift, invisibility, mirror image, misdirection, rope trick, see invisibility; 3 - blink, chameleon skin, dancing shield, deep slumber, dispel magic, lightning bolt, mass missile, shadow cache, stinking cloud, water breathing; 4 - charm monster, detect scrying, fear, fire shield, lesser geas, phantasmal killer. Languages: Common, Elvish, Orcish, Draconian, Goblin, Ancient Imperial, Dwarvish, Morakki. Spell Choice: In order to reflect Qualithin's paranoia of undead, he must prepare at least one spell of each level that is specifically geared to affect undead. From his 0, 1st, and 2nd level spells in his spellbooks, these include: disrupt undead; 1 - energy armour; 2 - disruption missiles. |
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* Qualithin (restored): Male half elf Rogue 3/Wizard 5/Arcane Trickster 3; CR 11; Medium humanoid (elf); HD 3D6+6 plus 5D4+10 plus 3D4+6; hp 56; Init +8; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 16, flat-footed 15); Atk +10 melee (1D6+1, +1 rapier) or +9 ranged (1D8, masterwork longbow); SA sneak attack +3D6, impromptu sneak attack 1/day; SQ evasion, trapfinding, immune to sleep, low-light vision, ranged legerdemain 1/day; AL CN; SV Fort +5, Ref +10, Will +9; Str 11, Dex 18, Con 14, Int 16, Wis 12, Cha 14. Height 5 ft 6 in. Skills and Feats: Appraise +4, Balance +8, Bluff +9, Climb +7, Concentration +10, Decipher Script +10, Diplomacy +6, Disable Device +10, Disguise +6, Escape Artist +11, Forgery +7, Gather Information +4, Hide +6, Jump +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +5, Listen +5, Move Silently +6, Open Lock +6, Search +7, Sense Motive +2, Sleight of Hand +6, Spellcraft +9, Spot +5, Tumble +7, Use Magic Device +9; Dodge, Improved Initiative, Mobility, Scribe Scroll, Silent Spell, Weapon Finesse. Possessions: +1 rapier, masterwork longbow, arrows (20), silvered arrows (6), dagger, masterwork leather armour, potion of Cure Light Wounds at 1st level, cloak of protection +2, amulet of natural armour +1, potion of Aid at 3rd level, potion of Levitate at 3rd level, scroll of Summon Monster I at 3rd level, scroll of See Invisibility at 3rd level, scroll of Floating Disc at 1st level, spellbooks (2), spell component pouch, belt pouch, masterwork thieves' tools, disguise kit (with 8 uses left), sack, quill pens (3), parchment (12), vellum (6), 16 sp, 60 gp, 10 pp. Spells Prepared (4/5/4/4/2): 0 - disrupt undead, light, mage hand; 1 - colour spray, energy armour, grease, illusionary bolt, mantle of shadows; 2 - disruption missiles, glitterdust, invisibility, mirror image; 3 - blink, chameleon skin, dancing shield, mass missile; 4 - fire shield, phantasmal killer. Base DC = 13 + spell level. Spellbook (23/16/12/10/8): 0 - acid splash, arcane mark, dancing lights, conjurer's toolbelt, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, quill, ray of frost, read magic, resistance, shelve, summarize, touch of fatigue; 1 - animate rope, charm person, cheat, colour spray, comprehend languages, energy armour, grease, floating disc, identify, illusionary bolt, mage's buzzing bee, mantle of shadows, protection from chaos/evil/good/law, sleep, summon monster I, tickle finger; 2 - alter self, blindness/deafness, blur, choke, disruption missiles, glitterdust, jester's gift, invisibility, mirror image, misdirection, rope trick, see invisibility; 3 - blink, chameleon skin, dancing shield, deep slumber, dispel magic, lightning bolt, mass missile, shadow cache, stinking cloud, water breathing; 4 - charm monster, detect scrying, fear, fire shield, lesser geas, phantasmal killer. Languages: Common, Elvish, Orcish, Draconian, Goblin, Ancient Imperial, Dwarvish, Morakki. |
Part Two - The Temple:
The map leads to a small cave opening in the woods to the west of Dwillingir, some 8 miles towards Ocra's Woods. Refer to the Trickster's Cave Map when reading the detailed descriptions below.

Unless otherwise stated, all passages are 8 feet tall. All chambers are 10 feet tall. All places are dark, though sconces for torches and oil lamps are present. The whole place shows signs of dust accumulation, as if not attended to for some time (since early in year NS 22).
The cave is well concealed by scrub. It forms a 25 foot wide and 4 foot tall crack in the base of a massive boulder (well over 100 feet square and over 30 feet tall).
1. Entry Cave:
Once the cave opening is breached, the chamber floor quickly descends 6 feet, so that the ceiling of the chamber, formed by the bottom of the massive boulder, hovers 10 feet above the center of the chamber.
The chamber itself is empty, devoid even of sconces for light sources. A Spot check (DC 20 in torch light) will reveal small husks of animals littering the floor, and another will show bits of webs in the corners of the cave. In the year plus long absence of Gerishoild, some monstrous spiders have taken up residence in the cave, left behind by the drow as a surprise for callers to the murdered priest.
|
* Medium Monstrous Hunting Spider: CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3; Spd 40 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Width 5 ft. Skills and Feats: Climb +11, Hide +7, Jump +10, Spot +12; Weapon Finesse. Special Attacks: Poison (Ex): bite, Fort DC 12, 1D4 Str initial and secondary damage. |
|
* Small Monstrous Hunting Spiders (2): CR ½; Small vermin; HD 1D8; hp 4; Init +3; Spd 40 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 11); Atk +4 melee (1D4-2 plus poison, bite); SA poison; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Width 5 ft. Skills and Feats: Climb +11, Hide +11, Jump +8, Spot +12; Weapon Finesse. Special Attacks: Poison (Ex): bite, Fort DC 10, 1D3 Str initial and secondary damage. |
To the east of the chamber is a secret door (Search DC 20). The door is locked by magical means and cannot be opened except by way of an Antimagic Field or a Dispel Magic that defeats a spell cast by a 13th level caster.
In the area of the door, on the floor, can be found bits of charred hair, fur, and skin (from the goblin slaves and quaggoth warriors of the drow who sought entry into the temple).
Close inspection of the secret door (Search DC 15) will reveal that three portions of the door that are raised bits of stone that can pivot, like three dials. One edge on each dial has a notch, and around each dial are lightly engraved numbers, from 1 to 6. The dials are currently set to 1-1-1.
Below the dials is etched into the stone the following in Common:
| My companions are my equal in every way but one when they are not in the wrong. My vain wife feels she is only complete when gazing at her reflection. My son has just been born. |
The inscription is a riddle that tells what numbers to dial. The numbers to dial, from right to left, are:
4-2-1
The riddle explanation is:
My companions are my equal in every way but one [the second two numbers add up to one less than the first]
when they are not in the wrong [when someone "is not in the wrong", they are "in the right", meaning in this case "to the right"].
My vain wife [the wife is at the husband's side adjacent to the first number]
feels she is only complete when gazing at her reflection. [twice the wife's value equals the husband]
My son has just been born. [the final number is "1"]
If the dials are deployed to 4-2-1 and the door pushed, it will open. If not, then when the door is pushed, a jolt of electricity will arc out at whomever does the pushing. This arc will attack anywhere in the chamber, even if he is pushing with a pole or other device or using Telekinesis or any other such spell. The jolt has a +6 ranged attack bonus and does 1D3 damage the first time it is activated. For each time thereafter that a given person tries the wrong combination, a cumulative +1 is added to the damage of the jolt.
For example, if Halastar makes 3 failed attempts to open the door, he will have been subject to a 1D3 jolt, a 1D3+1 jolt, and a 1D3+2 jolt. The maximum damage from the jolts is 1D3+13. Each succeeding jolt is visibly stronger than the last, so that it will be obvious to the PCs that the damage potential is increasing. Should another person take over the attempts, then the damage for that person picks up where it left off form him personally. This effect is permanent, meaning if a person were to give up and then return a year later the damage would still pick up where it left off. The jolt effect is as if cast by a 13th level caster. It takes 4 rounds to make a single opening attempt (1 for each dial and 1 to push).
| * Electric Jolt Trap: CR 1; magic device; touch trigger; automatic reset; puzzle bypass; spell effect (electric jolt, 13th level wizard, 1D3 electricity, +4 ranged touch attack); no Search, no Disable Device. |
There are 216 possible combinations, meaning to try every one would take approximately 90 minutes and subject the person(s) to a great deal of electricity damage. There are some means to defeat the puzzle. A person could theoretically use a Summon Monster to have it push the door (thereby subjecting the summoned creature to the electricity damage). An Unseen Servant spell will not work, as it requires more than 20 pounds of pressure to open the door. Obviously, simple teleportation spells could also bypass the door.
The door opens normally from the other side by simply depressing a hidden switch (Search DC 20).
2. Cavern of the Obelisk:
This cave is dominated by an octagonal obelisk some 3 feet in diameter and some 8 feet tall. The obelisk seems to be made of marble and is decorated with intricate carvings and set with silvery runes. The obelisk seems to be set into a round impression set in the center of the cavern floor.
Running in a band around the cave walls, at a height of about 7 feet, are a series of runes each about 2 feet tall and done in inlaid silver. The strip is one rune high and proceeds from just to the north of the entryway, around the cavern wall clockwise, to just to the south of the entryway:
| A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
Note: Proper viewing of the runes in this chamber requires having the font AutoREALM Futhark loaded into your computer. Without that font, you will see the runes as simple letters. It is possible to run the enounter using the normal letters. Just make certain you emphasize to the players that although they are seeing normal letters, they represent strange runes.
The runes have no apparent meaning, even in the face of magic such as Comprehend Languages.
The obelisk seems to be divided into ten bands, each of which is separated by carvings of cherubs and snakes. Each band contains eight runes in silver, one to each face of the octagon. Thus, there are a total of 80 runes on the obelisk, 8 to each of eight bands.
Next to the obelisk is a 3 foot tall pedestal, approximately 1 foot round. Atop the pedestal is a steel lever. Engraved into the top of the pedestal around the lever is the following:
| To prime the pump, pump the primes, and you will have success sublime, if you fail you'll get jumped each and every time |
The depression into which the obelisk is set is 3 feet deep, and various mechanisms can be seen at the bottom of the depression, so that it appears that there could be quite a bit of space beneath the obelisk. Surrounding the depression are polished stones of the semi-precious sort, and one stone, to the south, is pointed along the edge facing the obelisk, forming a triangle that seems to indicate a pointer at the obelisk (called the "pointing stone").
The floor contains a few skeletons of what appears to be goblins, and some dried splotches of blood here and there (again, dispatched slaves of the drow).
The obelisk can be turned. In fact, each band can be turned separately.
The runes on each band, starting with the top band (band 1) and ending with the bottom band (band 10) are as follows:
Band 1:
| E N S R T C F P R Q |
Band 2:
| C L G W U A R I L X |
Band 3:
| K P H S L X H D F U |
Band 4:
| V X Z N L F T L G M |
Band 5:
| I P L D V G M K G N |
Band 6:
| H N F R S N S B I U |
Band 7:
| M R Z L G V A X I N |
Band 8:
| J C M A G I M Q G J |
Band 9:
| L I Q A E M H U E X |
Band 10:
| V G V D T N Z Y Z I |
The runes shown in red above are not actually red on the obelisk. All of the runes are silver. Rather, the red ones represent the "prime" runes. That is, if one were to number the runes, from 1 to 26, then the "primes" are the runes that would be represented by prime numbers (i.e. 1, 2, 3, 5, 7, 11, 13, 17, 19, 23).
Note: It is recommended that the Dm spend time before the scenario preparing paper handouts with these runes on them.
To properly activate the obelisk, each band must be turned so that one of the primes faces the pointing stone. Once done, the steel lever stop the pedestal must be pulled. If done properly, the secret door to the south swings open. This door is very difficult to find (Search DC 30), and is magically locked so that it will only open by activating the obelisk.
If the wrong runes are facing the pointing stone when the lever is pulled, a Summon Monster spell will activate.
The first three times in any 24 hour period that the wrong runes are activated, a Summon Monster I spell will activate. The second three times, a Summon Monster II spell will activate. Thereafter, a Summon Monster III spell will activate.
The Summon Monster II spell will summon a single 2nd level monster (01-50) or 1D3 1st level monsters (51-00). The Summon Monster III spell will summon a single 3rd level monster (01-33) or 1D3 2nd level monsters (34-66) or a single 3rd level monster (67-00). Monsters summoned will be random, determined from the charts in the PHB. Aquatic creatures will not be summoned. Summoned creatures will attack to the best of their ability. All are treated as if summoned by a 13th level caster.
| * Summon Monster Trap: CR 2; magic device; touch trigger; automatic reset; puzzle bypass; spell effect (summon monster I or II or III, 13th level wizard); no Search, no Disable Device. |
The secret door is openable from the other side by activating a hidden switch (Search DC 20).
3. Riddle Cave:
In this cave stands a stone statue of a gynosphinx, medium size (smaller than life-sized) and posed in a relaxed position with a knowing grin upon her face. A stone ring pierces her nose and a stone earring is in her right ear. A stone crown is set upon her brow.
To the northeast, the passageway is cut off by a Wall of Stone as cast by a 13th level caster.
If the sphinx is approached and touched, it will animate and purr:
| Thrice chance thou hast to my conundrum and naught more. If thou failest, flee. Flee or brave me. |
She will then stretch and intone her riddle:
| Two hands have I, misshapen be A face have I, though I cannot see No mouth have I, nor nose nor ears No eyes have I, I shed no tears Beset by ticks, I do not itch I do not sew, yet I relate the stitch I have no legs, yet round I go I have no blood, yet I mark a flow |
The answer is a "Clock".
If the correct answer is given, the sphinx will smile and the Wall of Stone will turn ethereal for 10 rounds, during which time it may be passed through.
If the wrong answer is given the first two times, she will cluck her tongue and say "try again". If a third incorrect answer is given, she will shake her head and say "if thou answerest incorrectly again, then thou shalt perish".
A fourth wrong answer will cause the statue to animate and attack, though she will utter:
| Your answers have not the ring of truth about them. Those without such a ring do perish at my hands. |
|
* Stone Guardian: CR 4; Medium construct; HD 4D10; hp 22; Init -1; Spd 20 ft (cannot run); Space 5 ft; Reach 5 ft; AC 18 (touch 9, flat-footed 18); Atk +8 melee (2D6+5 [x2], slams); SQ construct traits, see invisibility, resistance to fire 5 and cold 5 and electricity 5, ring link; AL N; SV Fort +1, Ref +0, Will +1; Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1. Length 6 ft. Skills and Feats: none Special Qualities: See Invisibility (Su): Can see invisibility as per the spell. This is always active as if cast by a 4th level caster. If negated, the stone guardian can restart it as a free action on its next turn. Ring Link (Su): The ring that is created at the same time as the stone guardian is created links that guardian to that ring. Any creature possessing that ring, ad all creatures within 10 feet of someone wearing the ring will not be attacked by that stone guardian. This ring offers protection against the particular stone guardian with which it was created ad offers no such protection against other stone guardians. This ring confers no control or command over a stone guardian to the wearer. |
It can be noted that the ring in the statue's nose will, when it attacks, turn into a golden ring. If this ring is taken (requires a melee touch attack and the statue will not take an Attack of Opportunity against someone grabbing for the ring) and worn, then it will prove to be linked with the guardian and will have the effect described under the Ring Link ability.
Otherwise, the statue will chase intruders up to but no including area 2. It will also attack anyone attempting to bash through the Wall of Stone.
If the room is departed, the statue will turn back to stone.
However, it will still remember who was present when it asked
its riddle and how many answers those present have guessed. If
multiple people are present when a riddle is given, they have
three guesses amongst them all.
If the statue is destroyed, the Wall of Stone will not
budge.
As a note (though it is not relevant for this scenario), the statue gives a different riddle to each group of beings who encounter it.
On the other side of the Wall of Stone is a lever set into the wall. This lever will cause the Wall of Stone to turn ethereal for 10 rounds.
4. Antechamber:
This cave is fairly unadorned. A fur rug from what looks like it might have been a manticore covers much of the floor, though its head is devoid of teeth and it has a silly grin on its face. Where its tail spikes should be are wilted stems of what were likely once flowers of some sort.
An iron door to the north is slightly ajar, and it looks as if something strong had bashed it in, for the door is buckled inward. The door one had a fairly cunningly wrought lock of dwarven make.
Next to the door is a pull chain that, when pulled, activates a permanent Magic Mouth spell that merely laughs uproariously.
5. Priest's Common Chamber:
This chamber is in a bit of a mess. An oaken table lies topped over with four chairs of wood in disarray, a couple of them broken apart with bits of wood scattered over the floor. Several earthenware pots and ceramic pieces are in shards on the floor, while a few intact pieces rest on shelves set along the walls. Rotted food lies on the floor next to the table, along with a battered silver goblet (worth 3 gp if repaired). Some of the wood is scorched.
Dried bloodstains can be seen on the floor, more than would be expected from a single person. Additionally, scorch marks in 20 ft burst patterns and in line patterns criss-cross the floor, walls, and ceiling.
The secret door to the east is partially open, so it is easy to spot. When closed, the door has a Search DC of 30.
Amidst the wreckage, under the heavy wooden table, can be found several vellum sheets. Locating them requires a Search DC of 20 once the table is lifted or a Search DC of 25 if the table is not lifted. In any event, the table has to be lifted in order to get at the sheets. The table weighs a good 700 pounds.
There are a total of six vellum sheets. Four of these are blank. A fifth contains a scroll of Handfire at 6th level. A sixth is a note, and it reads:
|
Strange dreams and omens have I, and I write them down so that I do not forget them. In one dream, I am asleep in my bed, and tendrils of darkness, like some inky squid, enfold me and drag me down into the deep abysses of the earth. In another, a beautiful woman stabs me with a wavy dagger, and as I stumble to the ground, she takes the book I found with the strange coded notations in the margin and tears it to shreds while smiling. In a third, a man with a haunted look in his eyes rings the doorbell. When I come to greet him, I see hordes of undead behind him. There is a look of shock on his face, but I quickly usher him in and bar the door. Still, he stares at me agape, and when I ask him what is amiss, he points directly at me. I rush to my mirror, and there I see my own form, rotted from the grave, staring back. If these dreams come from Flupnir, they are strangely devoid of any humour or irony that I can determine. Perhaps they are merely dreams, a result of my own paranoia that others accuse me of since my master Allornaught was assassinated in these very chambers. In any event, I think the book is important, even moreso now, and I shall have to once again consult with M |
The text trails off, as if the writer were interrupted.
A couple of shelves on the walls have a few books and tomes upon them. These are askew and somewhat mouldy now. More books are on the floor below these shelves, and one book in particular has been ripped to shred, though its cover is intact enough to read the titles:
"Hymns in Praise of Trade and Commerce"
This was Renderuth's book. All traces of his coded notes have been destroyed.
6. Temple to Flupnir:
This place has been desecrated. A bas relief against the south wall, showing a male jester throwing confetti with his right hand and holding a goblet in his left hand. The relief has been smashed so that it is barely recognizable.
Before the relief is a stone altar, once intricately engraved with carvings of jesters, flatulating beasts, and other ridiculous images. It is clear that the altar has taken an immense battering. It is also clear that various pieces of the carvings on the faces of the altar slide in grooves like a child's number tile puzzle. Whether there was a pattern to solve the puzzle is impossible to tell now, as too many of the sliding figures have been battered into misshapen lumps.
The altar can technically be manipulated, via the carvings, into opening, revealing some rather nice treasures. However, with the carvings battered, it is basically impossible to solve the puzzle. If, somehow, the PCs do manage to open the altar, which interior is lined with lead and steel and which cannot be opened by a Knock spell, then the DM must determine what is found within.
It is apparent that a bewildering variety of chairs served as pews for the temple. Some of these are commodes of various sorts, others are reclining divans, plain wooden chairs, faux opulent thrones, etc. Whatever the menagerie, all of it has been splintered, shattered, and mangled, so that a great amount of detritus littering the room.
A mosaic on the ceiling, somewhat less damaged, shows an emaciated, cross-legged Flupnir priest handing a black box to the Heroes of the Gem. The scene is meant to display the moment when the final Gem of Power was given to some of the Heroes of the Gem. However, the scene is inaccurate in that all of the Heroes are present, including Lancre and Imerika and Canaris none of whom were present at that moment.
7. Priest's Bedchamber:
This chamber also shows signs of s struggle, though less of one. A feather bed with warm linens rests to the west, while a large wooden box with a hole in it serves as a commode. Shelves along the wall display shards of class, as if vials were broken, and a wardrobe has been toppled over, clothing strewn across the floor. An open chest, its lock battered off, lies on the floor.
Dwelling within this chamber is one of the attackers of the priest. This zombie was left behind when its master was slain by the priest. The zombie had scuttled into the secret passageway from this chamber to area 5, and has since scuttled out. It now haunts this chamber, following its last instructions to kill all non-drow humanoids. The zombie is a troglodyte zombie.
|
* Troglodyte Zombie: CR 1; Medium undead; HD 4D12+3; hp 29; Init -2; Spd 30 ft (can't run); Space 5 ft; Reach 5 ft; AC 16 (touch 8, flat-footed 16); Atk +3 melee (1D4+1, bite); SQ single actions only, DR 5/slashing, darkvision 60 ft, undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1. Height 5 ft. Skills and Feats: Toughness. |
If a search is made of the room (Search DC 20), it can be determined that some of the vials knocked off of the shelves were cushioned by the clothing strewn across the floor. There are six such vials, and each has a label on it:
1: "oreltetsnarssoeri"
2: "doeoadisypnl"
3: "welsiseiroloxfsn"
4: "eurdodwesrcoamteun"
5: "dnlritkobnki"
6: "bsimnkbot"
The labels can be deciphered as (and their actual description is in parentheses):
1: "Lesser Restoration" (potion of Lesser Restoration at 3rd level)
2: "Deadly Poison" (potion of Poison [as per the spell with a DC of 14])
3: "Elixir of Slowness" (potion of Slow at 5th level)
4: "Cure Moderate Wounds" (potion of Cure Moderate Wounds at 3rd level)
5: "Drink to Blink" (potion of Blink at 5th level)
6: "Stink Bomb" (non-magical, when exposed to air operates like a Stinking Cloud spell at 5th level)
Additionally, amidst some clothing remaining inside the wardrobe (Search DC 20, DC 10 if the wardrobe is lifted and searched) is a grey bag of tricks.
Hidden in a secret niche under the bed (Search DC 25) are two scrolls of Greater Restoration at 13th level, two scrolls of Raise Dead at 9th level, and several scrolls that outline formulae for fashioning the following magic items:
· All three varieties of bags of tricks
· A hat of disguise
· A wand of silent image
The secret doors in this chamber are well crafted (Search DC 30). The door to the northeast leads several hundred yards to a well concealed escape hatch outside (Search DC 25). This hatch is locked from the inside by a stout metal bar.
Part Three - Aftermath:
Qualithin will claim half of whatever is found here, including one of the Greater Restoration scrolls and one of the Raise Dead scrolls.
Qualithin will head back to Dwillingir as soon as he can. He does not know exactly what happened to Gerishoild, though he suspects it might be agents of the Deceiver.
If he has found one of the Greater Restoration scrolls, he will, once back at Dwillingir, attempt to activate it using his Use Magic Device skill. His total bonus is +14 (he gains two synergy bonuses, one for Spellcraft and another for Decipher Script). He needs to make two consecutive checks to activate the scroll, one to emulate a Wisdom of 17 (that requires a DC of 32) and the other to activate the scroll (DC of 33). This means he will have to roll an 18 or higher and then, on his next roll, a 19 or higher. This gives him a 1.5% chance of success. Fortunately, he can retry every round, though if either check is a 1 then he must wait 24 hours. He has several weeks left to successfully cast the spell, and so should eventually make it. The DM is welcome to either roll or simply assume he makes it.
If he does regain his abilities, he will thank the PC and inform him that he intends to take up residence in the priest's lair, restore the temple, and possibly try to determine who killed him or kidnapped him. This means Qualithin will begin to take Cleric levels as he later advances. He can become an ally of the PC, a resource that can be tapped when needed later.
Experience:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:
· PC finds Gerishoild's note: +100 XP
· PC locates the formula for crafting a bag of tricks
(or whatever item the PC was originally researching): +100 XP
Appendix - Running Qualithin:
It is perfectly acceptable to have a player run Qualithin. It should not be the same player playing the PC. But this scenario is full of puzzles and riddles and having an extra head to help with such things can be invaluable. In this case, the DM should run Qualithin all the way through Part One, handing him over to the player at the beginning of Part Two.
The following can be given to the player of Qualithin:
|
* Qualithin (drained): Male half elf Rogue 2/Wizard 3; CR 5; Medium humanoid (elf); HD 2D6-2 plus 3D4-3; hp 15; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 16, flat-footed 15); Atk +7 melee (1D6+1, +1 rapier) or +7 ranged (1D8, masterwork longbow); SA sneak attack +1D6; SQ frightened of undead, evasion, trapfinding, immune to sleep, low-light vision; AL CN; SV Fort +0, Ref +7, Will +4; Str 11, Dex 18, Con 8, Int 16, Wis 12, Cha 14. Height 5 ft 6 in. Skills and Feats: Appraise +4, Balance +6, Bluff +6, Climb +3, Concentration +4, Decipher Script +8, Diplomacy +4, Disable Device +6, Disguise +6, Forgery +6, Hide +5, Jump +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Move Silently +5, Open Lock +5, Search +4, Sense Motive +2, Sleight of Hand +6, Spellcraft +8, Tumble +8, Use Magic Device +10; Dodge, Scribe Scroll, Weapon Finesse. Special Qualities: Frightened of Undead (Ex): Whenever Qualithin sees undead, he must make a Will save (DC 15) or become shaken until the undead are removed from his vicinity. He suffers a -2 circumstance penalty to saves against fear effects generated by undead. Possessions: +1 rapier, masterwork longbow, arrows (20), silvered arrows (6), dagger, masterwork leather armour, potion of Cure Light Wounds at 1st level, cloak of protection +2, amulet of natural armour +1, potion of Aid at 3rd level, potion of Levitate at 3rd level, scroll of Summon Monster I at 3rd level, scroll of See Invisibility at 3rd level, scroll of Floating Disc at 1st level, spellbooks (2), spell component pouch, belt pouch, masterwork thieves' tools, disguise kit (with 8 uses left), sack, quill pens (3), parchment (12), vellum (6), 16 sp, 60 gp, 10 pp. Spells Prepared (4/3/2): 0 - disrupt undead, light, mage hand; 1 - energy armour, grease, mantle of shadows; 2 - disruption missiles, mirror image. Base DC = 13 + spell level. Spellbook (23/16/12/10/8): 0 - acid splash, arcane mark, dancing lights, conjurer's toolbelt, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, quill, ray of frost, read magic, resistance, shelve, summarize, touch of fatigue; 1 - animate rope, charm person, cheat, colour spray, comprehend languages, energy armour, grease, floating disc, identify, illusionary bolt, mage's buzzing bee, mantle of shadows, protection from chaos/evil/good/law, sleep, summon monster I, tickle finger; 2 - alter self, blindness/deafness, blur, choke, disruption missiles, glitterdust, jester's gift, invisibility, mirror image, misdirection, rope trick, see invisibility; 3 - blink, chameleon skin, dancing shield, deep slumber, dispel magic, lightning bolt, mass missile, shadow cache, stinking cloud, water breathing; 4 - charm monster, detect scrying, fear, fire shield, lesser geas, phantasmal killer. Languages: Common, Elvish, Orcish, Draconian, Goblin, Ancient Imperial, Dwarvish, Morakki. Background and Personality: Qualithin is an accomplished trickster, versed in both chicanery and magery and melding the two to complement his wry sense of humour and his desire to poke his nose where it doesn't belong. Normally an affable sort who is likely to take on any dare if properly presented to him and who will take on even dangerous tasks simply because they are laid before him, Qualithin was recently traumatized during a dungeon crawl to recover a lost magic rod. He was jumped by a group of wights, led by a wraith, and these drained him of many levels and a good deal of his Con. As a result of his drained Con, he found it difficult to make his Fort saves to regain his negative levels, and so he is currently a shell of his former self, both physically, in prowess, and emotionally. Qualithin desires greatly to be restored to his former self. To that end, he is seeking someone to cast Greater Restoration upon him. He realizes that he has only 13-15 weeks to complete his quest, and it took all of his guile to determine that there was a Trickster priest rumoured to be powerful enough to cast such a spell right here in the Far Coast. Normally a resident of the south and central portions of the Province, Qualithin has come north to search for the priest named Gerishoild the Woild. Unfortunately, Qualithin has come to learn that Gerishoild is a recluse, almost manically so, and that he only leaves obscure and hidden clues to his seekers so that only the cleverest may find him. For many weeks Qualithin has looked for clues, interviewing other adherents of Flupnir, spreading money around like water, and poring over tomes. Finally, he determined from a bit of doggerel supposedly penned by Gerishoild in a book in Far Dereth that a map was hidden in the leaves of a book entitled "The Blood of a Rainbow", an autobiographical account of Gerishoild's master named Allornaught. Further inquiries determined that the only known copy of the book resided in the Contrunal Library in Dwillingir. Qualithin is now starting to get very antsy, for he has only a few weeks left before even a Greater Restoration will not help him. If Gerishoild was the minimum level to cast the spell, then he has only 3 weeks left to effect a cure before his losses are rendered permanent outside of a Wish spell. In addition, Qualithin has been extremely traumatized by his encounter with the undead. While encounters with undead are routinely horrific, being jumped by a mass of the undead, alone, in the dark, and having his familiar die while screaming in his mind, snapped something in him, so that now he is a bit jumpy and excitable, a bit less exuberent, and most importantly deathly afraid of undead. The mere mention of an undead gives him the shivers, and a picture in a book will often force him to look away. Even in a life or death encounter with undead, he is so fearful of them that he is treated as shaken unless he makes a Will save. Qualithin very much desires to regain his sense of humour and rid himself of his fears, but he can only do that, he feels, by restoring his soul to its complete form. Nonetheless, Qualithin is earnest in his current quest, and welcomes a companion, for he suspects that the reclusive priest may have more tests for him yet before he will finally be able to meet the great Gerishoild the Woild and entreat him for a cure. Qualithin is not the noble sort who gives his life for a cause, or even for friends, but he is also not a coward, and will not run in a pinch until things really begin to look hopeless. Spell Choice: In order to reflect Qualithin's paranoia of undead, he must prepare at least one spell of each level that is specifically geared to affect undead. From his 0, 1st, and 2nd level spells in his spellbooks, these include: disrupt undead; 1 - energy armour; 2 - disruption missiles. |
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