This is probably at odds with what you have in mind, but I thought I'd post it, perhaps some of the ideas within will help with your campaign. Also, if you're interested, my blog here has several maps of the city of Geihemne and what lies beneath, if you're interested in using them.
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[h=1]Introduction[/h]
[h=1]Adventure Overview[/h] The Secret City is divided into twelve major chapters. Each chapter is devised to advance the characters who participate in it approximately one level of experience.
Chapter I introduces the characters to the city and a few of the inhabitants, then thrusts them into the secrets within the topmost dungeon levels in the city. The culmination of this chapter ends with a face-off against the human-turned-hobgoblin, Chakanter.
Chapter II plunges the characters into a secret dungeon nestled within the sewers that run through the city. It ends with the characters facing against the “Touched of Asul” – a band of wererats.
Chapter III sets the characters against the secret cult of the Unseen Eye, who worship the deceased former warlock of Geihemne. The characters plunge even deeper beneath the city, discovering a secret temple built beneath even the level of the city sewers.
In Chapter IV, the character’s destruction of the cult brings the ire of the unquiet dead upon the city. No longer held in check by the Cult that animated them, characters must delve into the catacombs to put the dead back to rest. It is here that the characters face the beloved vampiress Ackendale, and learn that Vogluns lives on as a wraith.
[h=1]City Overview[/h]
Gehiemne
N Small City
Corruption +1;
Crime +0;
Economy +2;
Law +2;
Lore +2;
Society +6
Qualities Academic, Insular, Prosperous, Rumormongering Citizens, Superstitious
Danger +4 ;
Disadvantages Cursed
DEMOGRAPHICS
Government Autocratic council
Population 9,000 + 1,000 transients (9,000 humans + 700 dwarves + 200 elves + 100 others)
Notable NPCs (see NPC section)
MARKETPLACE
Base Value 5,200 gp;
Purchase Limit 37,500 gp
Spellcasting 5
th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6
[h=2]Known History of the City[/h] The city stands on a small island (about 5 miles across), known as the Isle of Aesa, that lingers some 15 miles from the nearest shore. Steep hills dot most of the island, except for a singular cove protected from wind and rain that has proven to be fertile enough to support the city.
Sheep and dogs have been loosed on the isle, and there are some species of birds that call the island home. However, beyond rats and a handful of pets or exotic animals that have escaped from ships or townsfolk, there is no other wildlife of note.
The Isle of Aesa had no known sentient inhabitants when it was first established as a naval fort almost 120 years ago. After the wars passed for which the fort was established, it was briefly abandoned. Only a few years later, it became a colony to a group of followers of Solestis, who moved to the island from the mainland to evade persecution by the Lord of the Realm, whom they had openly spoken against during the war.
The at-the-time village’s growth was stagnant for many years until the arrival of the wizard Zelarus Vogluns. Seeing the port’s potential, Vogluns heavily promoted the village as a trading hub with the mainland, and the city grew rapidly. However, the church of Solestis was always a thorn in Zelarus’s side, for they preferred their isolation from the mainland.
Things finally came to a head when Zelarus’s consort bore a child out of wedlock. The priests of Solestis inflamed the faithful against Zelarus’s “bastard child”, which eventually led to Zelarus’s consort commiting suicide. In his rage, Zelarus rallied his own cult following, determined to push the Solestians out of the city and have himself declared a god in the process. Months passed as Zelarus brutally drove the Solestians into hiding and inducted a reign of terror across the city.
However, a faithful paladin of Solestis arose and faced off against Zelarus, finally laying the wizard low. The cult Zelarus founded was disassembled, its most brutal members brought to justice and the worship of Solestis – though much diminished – was able to return to the city.
Since that time, things have generally been quiet in the city, though many whisper that the curse of Zelarus still hovers over the city, and will not abate until the last of the Solestians lay in the crypts beneath the city.
[h=2]Secret History of the City[/h]The mines have existed since the days of the naval fort; originally it was a quarry to mine granite for the fort until the works ran afoul of a sinkhole. The sinkhole unleashed vile predators that attacked and killed at night. An expedition was made into the mines, where the veins of precious metals and gemstones were found. While the expedition claimed to have expunged the mines and all was quiet for about 30 days, the dark-cloaked predators returned after a months time, in increasing frequency and brutality. The mines were sealed and instrumental in the abandoning of the fort. They were not reopened until Zelara learned of them. To protect the city, he used his magic to seal the mines so that the creatures within could not escape to the upper works
.
Zelarus delved into the city's depths as part of his projects to provide water and sewerway for the city. He stumbled on the Vaults beneath the city where he accidentally encountered an Aboleth, but managed to befriend it. In return for magical power, Zelarus gave over his consort to birth the first of the skum that would populate the depths below. With his consort lost to him, Zelarus turned to a succubus he had summoned with his new-found magic and concieved another child in secret.
As Zelarus grew in magical power, so did his ego. He founded a cult to venerate him as a god, and turned against the Soletians, seeking to destroy them. However, his plans were thwarted when the paladin Morthast and the high Solestian priest fought back and slew his consort (who was turning into a chaos beast). Zelara's cult secreted his remains into the grand tombs, where his body was dipped in liquid gold to mummify it and then laid to rest in a throne of hardened steel. Zelarus will animated the golden mummy, and he continued his plans in secret from the security of his grand tomb. However, only his ghost can escape the confines of the tomb on nights of the new moon.
However, Morthast eventually learned of Zelarus "return" and quested into the tomb after the unholy wizard. However, he was unprepared to face the traps and the guardians, and he was felled and his spirit trapped in the dark treasures of the vault.
Morthast's quest however, did not go unnoticed. The powerful merchant Umbris Balinock learned of Morthast's jaunt into the vaults, and with the aid of several of his apprentices, he invaded the vault and recovered an artifact known as the Sphere of Shadows. The artifact granted those who touched or remained near it with the power of shadows. Those who delved its secrets also gained the power of moving through mirrors and copying the images of others.
Asul, the powerful aboleth who befriended Zelarus founded the City of the Ancients and freed others of his kind. With the death of Zelarus, Asul turned to the rats of the city, his strange touch transforming them into wererats. These wererats have become the eyes and ears of the Piper, as Asul is known among the rats. Asul has grown heady with the power he has acquired, and has no desire to see the Sunken City returned to the surface. He pretends to be working towards raising the city from the depths, when instead he is seeking to bring Gehiemne under his control.
Lady Ackendale, the female vampire sorcerer of the Grand Tombs was one of Zelarus's beloved cultists, who was transformed into a vampire to stave off old age. She has secretly stalked the city for over 80 years, gathering a small host of "lovers" and servants. She has been seeking a method to return to the sun-lit realm above and had nearly succeed with the creation of her "son", the dhampir Morice Bloodshaven. However, when Morice discovered he was to be discected to find out his sun immunity "worked", he broke free of Lady Ackendale's control and dwells in secret in the slums and vacant passages that wind beneath the city.
[h=2]City of Gehiemne Power Structure[/h]Though the most powerful individual in Gehiemne proper is the Mayor, even he owes a greater allegience to the local Margrave on the mainland. It is the Margrave who bestows the appointment of the Mayor of Gehiemne, though this has been a formal ritual passed father to son for nearly 80 years. Generally, the appointment of Mayor is for life, or should the Margrave be given reason to remove the Mayor from power. However, because of the relative isolation of Gehiemne from the mainland, there has been little to no outside influence on the island, making it somewhat unique compared to the cities of the mainland.
To help the Mayor manage the town of Gehiemne, he has at his disposal the Council of Seven. These are semi-honorary positions with some political power, but are mainly designed as a way for the Mayor to curry favor with the social elite. The applicants are selected by the Mayor, but the selection process is rife with social and political intrigue. A Council member's appointment is for one year, and most posts are renewed to the same individual year after year.
The seven council positions and titles are: Master of Trade, Master of Ships, Master Landlord, Master of Public Works, Ex-Chequer, Minister of Public Defense and Divine Advisor.
The Master of Trade is generally drawn from the most influential craftsman in the city. The Master of Trade is responsible for collecting taxes from the sale of merchandise in the city, and has a handful of tax collectors assigned to him/her for this task. Likewise, the Master of Trade oversees the various craftsman guilds in the city and is responsible for ensuring fair business practices of merchants across the city. Generally, the Master of Trade also heads their own particular guild, though they are rarely given the power to preside on matters directly affecting other guilds. Lastly, the Master of Trade is also responsible for overseeing freeman craftsmen - those who practice their trade without membership in a guild. In this role, the Master of Trade is both an advocate for these craftsmen, while at the same time ensuring that such craftsmen do not endanger the good name, trade or income of the various guilds. The current Master of Trade is Lady Alexandria Fairfax.
The Master of Ships is also known as the Harbormaster. This individual is responsible for the conditions within the port and keeping an eye on ships that enter and leave the city's harbor. The harbormaster is responsible for inspecting and repairing ships, loading/unloading and taxation of cargo and also assists captains and sailors in finding work. The Master of ships has at his disposal several tax collectors dedicated to collecting ship and warehousing fees. Oddly, the Master of Ships also has tax collectors who inspect and license the sale of non-wine liquor in the city. He also has under his control all dockworkers, several city-paid captains and manages the sailor's guild. Secretly, the Master of Ships also runs press gangs to help supply captains with desperately-needed crews - oddly enough, these press gangs are formed by members of the sailor's guild, who seek to gain extra coin on the side. The current Habormaster is Admiral Gregori Suzpenzor.
The Master Landlord is responsible for the various dwellings inside and outside the city. The majority of tenements are actually owned by the city - with the exception of a few manor houses owned by the wealthiest merchants of the city - and thus the Master Landlord has the largest base of tax/rent collectors at his disposal. The Master Landlord is also responsible for repairing and construction of new tenaments in the city, a job that often seems to be lagging far behind schedule. The Master Landlord has teams of inspectors and work crews for these jobs, though the individuals are all freeman craftsmen - and thus their work is inhibited in that they are only allowed to perform preventive, emergency maintenance and all other work must be hired out from the various guilds under the Master of Trade (and paid for by the rentors, whereas the work done by the Master Landlord is covered by the cost of rent). Also, the Master Landlord has under his control the Fire Brigade - small teams of 2-4 freeman who are tasked with inspecting buildings for fire hazards and also charged with combating any blazes that break out in the city. In times of disaster, these Fire Brigades are supplemented with the common populace, who are pressed into service to save their own and nearby areas from being engulfed in flame. The Master Landlord is currently Lady Elestria Avendport.
The Master of Public Works on the surface seems to have responsibilities that overlap with that of the Master Landlord. They are responsible for maintaining government buildings, roads and the outer walls of the city. They are also responsible for decorations and crowd control planning during holidays and festivals. The Master of Public works has no tax collectors under his control and instead only manages various work crews of freeman craftsmen who devote their time to these public works. In times of need, the Master of Public Works has the authority to press vagrants and criminals into work crews for various projects, though the latter is generally done with care so that an unfortunate incident does not jeapordize the councilor's position. The current Master of Public Works is Lord Finnegar Soulsmith.
The Ex-Chequer is in charge of all public records and the manager of the city's funds. This individual is in charge of tracking taxes collected, money spent by various projects and other councilors and also responsible for all official records and documents for the city. The Ex-Chequer has a host of accountants who specialize in these various tasks. Some record the monies collected from taxes, grants or other sources of income. Other record the monies spent by the city and its officials. A third group of accountants draft and record all documents issued by the city (including rental contracts, guild contracts, licenses, cargo manifests, court proceedings and criminal records). The final group under the Ex-Chequer is devoted to documenting the city's history and keeping architechural maps up to date. The current Ex-Chequer is Advocate Tellain Montetessen.
The Minister of Defense is charged with the safe keeping of the city. Generally a judge, the Minister of Defense directly leads the panel of the city judges and officers of the court. The Minister also appoints the position of Sheriff, who in turn is in control of the various town guardsmen that patrol the city's streets. In addition to the town guard, all male adults in the city are required to register their name in a special ledger that is used to draw up militias in the event the city must defend itself from attackers. A monthly lottery is held in which the name of about 20 individuals of age 15 to 40 are drawn and assigned training and guard duty at Karthaire keep for a period of two weeks. After this duty, the individal cannot be recalled for 6 months except in the case of a true emergency. Those who wish to volunteer for duty at the keep may likewise do so and are paid a 1 sp salary per week for their time. The current Minister of Defense is Lord Herridae Allsworth.
The last of the councilors is the Divine Advisor, commonly referred to as the Bishop of Solesti. Though the position exists at the pleasure of the mayor, the position is filled by the clergy of the church of Solesti. A conglomorate of the clergy votes for the person who will take the post, though it is normally given to the longest-serving priest of the order, and is held for life. However, at any time the priests can reconvience for a vote of No Confidence and replace the current Bishop. Supposably, this post is open to any priest, regardless of faith, but due to the dominating presence of the church of Solesti, it has been unknown for any other priest to take the position. The Divine Advisor is truly a political advisor position, generally only prodviding moral guidance and in rare cases raising religious concerns to the mayor's attention. However, as the Bishop of Solesti, the appointee has great power over the scope and direction of the church of Solesti. The Bishop guides the policies of the church and handles the appointment of lesser priests and other functionaries. Directly beneath the Bishop is the Paladin-elect. The Paladin-elect is charged with defending the faith through word and deed. Directly underneath the Paladin-elect is are the church inquisitors and the "common" Paladins of Solestis. The inquisitors are charged with protecting the faithful from supernatural harm, though at various times over the years this position has been abused by individuals in hunting down "heretics" to the faith. The Paladins of Solestis are faithful individuals charged with spreading the faith through word in deed. Many paladins take up arms to directly battle the evil that sometimes manifests in the dark corners of the city, where even the City Watch fears to tread. Generally, the Paladin-elect selects individuals to fill the roles of inquisitors and paladins, though all such posts are approved by the Bishop. Stepping back up the heiarchy, are the lay clergy of Solestis. These priests are normally trained by other priests and confirmed by the Bishop after a series of exams administers by the elder priests. The current Divine Advisor is Bishop Darius Hornquan.
[h=2]Other Powers in Gehiemne[/h] Seaman’s Guild
Cult of the Unseen Eye
Paladins of Solestis
Inquisitors of Solestis
Thieve’s Guild of Gehiemne
Merchant’s Guild of Gehiemne
Sellswords
[h=2]City of Gehiemne Locations[/h]Often shrouded in mist or rain, this city is slowly being consumed by the physical corruption of its rotting structures and the evil that gnaws at its moral roots. In this place, a friend must be earned, but it is through friends that corruption and destruction can be kept at arms length.
This is a city that slowly becoming a shadow of its former self, exemplified by the fetchlings who command the Sphere of Shadows that sends its pall over the city, and the Cult of the Unseen Eye, who seek to awaken the Master of the Tower in the Sunken City.
The city is built on a low hill overlooking the sea. It is surrounded by a fertile valley that recieves ample rain from the surrounding steep stone-washed hills and cliffs. The original dwelling that is the center of the city is Karthaire Keep. Most of the council have manors very close to the keep near the top of the hill. As one descends the hill, so does wealth, so that by the time one reaches the valley and the outer city wall, the buildings are more than ramshackle houses scavenged from retired ships, spackled with mud from the valley and stones from the hills to make a mortar that fill the gaps against wind and rain.
The ports of the city lay on the east side, and the whole bay is protected by rocky sand bar/reefs that nearly enclose the bay. A pair of lighthouses flank the entrance to the bay. This wide channel into the bay is known as The Straight. There is a small isle located in the heart of the bay, known as the Peastone. On this isle an odd tower rises, though no one seems to remember who or when it was built.
The rest of the city is divided officially into five quarters; the northwest is the Workman's Quarter, the northeast is known as the Merchant Quarter, the southeast is known as the Foreign Quarter and the southwest is the Gentry Quarter. The final quarter - considered to be a "non"- quarter, is the Graveyard Quarter.
The Workman's Quarter is home to those who live and work in or around the city and are not members of the various city guilds. They include the field workers who tend the farms in the fertile valley, the ranchers and shepards who look after the livestock that are kept in the low hills surrounding the city and is also home to other individuals who work at establishments in the Merchant and Foreign Quarters. As in the other quarters, those with higher status, wealth and skill tend to liver higher up the slope towards Karthaire keep. Thus one generally finds ditch diggers, ranch hands and farm pickers near the city wall. Servants, butlers, maids, waiters and other skilled assistants tend to dwell in the midrange of the quarter while farm and ranch owners tend to have manors near the top of the hill. The quarter is "capped" by the manor of the Master Landlord, whose estate can be found just inside the inner city wall.
The Merchant's Quarter is home to those who ply their trade buying and selling wares. The slum area tends to be filled with panhandlers and walking merchants who have no permanent place of business - they usually carry their wares from customer to customer or work out of mobile stalls they wheel to the ports or Foreign Quarter. The midsection of the hill is home to various small businesses that sell supplies and gear bought from incoming ships and sold primarily to those in the Workman or Gentry quarter. The high section of the Merchant's Quarter is littered with the estates of those merchants who do their business selling their wares to other cities. These merchants often contract with the various captains in the ports to move goods from one location to another. Central to this trade is the Fairfax estate, a sprawling mansion that has a wing that also doubles as a sort of market where shipping deals are ironed out between merchants and/or captains.
The Foreign Quarter consists of tenaments and shops dedictated to the influx of sailors and others who come to the city. Its population tends to be highly transient and its shops and stores are generally run and managed by those from other quarters. The slum areas of the Foreign Quarter is dominated by out-of-work sailors or those sailors who have been disabled or are otherwise no longer seeking employment. The ship repair facilities of the city are also located in this section, and it is from the scraps and wrecks of this shipyard that most of the tenaments in this quarter are built. The midsection of the Foreign Quarter consists of shops, inns, taverns and other places of entertainment that cater to the transient population. This is also where most city's red-light district would be, though due to the high moral outlook of the city's leader, this aspect of the city is much subdued and generally covert. The high section of the Foreign Quarter contains the few non-cobbled together buildings in this sector. Most are home to retired captains or the dwellings of the families of other captains who ply their trade at the city. Capping the Foreign Quarter is the estate of the Harbormaster, perhaps one of the smallest and quaintest of the council estates.
The Gentry Quarter is the home of many of the well-established families of the city. The slums of this quarter are generally in better shape that those of any of the other quarters and tend to house the poor individuals who work at other establishments across the city. The midsection of the quarter is filled with tenaments that house the city's guilders, who either ply their craft for one of the guilds or work in the Merchant quarter at a trade house. The high section of the quarter is home to the more wealthy families of the city, many whom are prominent menbers or leaders of the various guilds within the city. The capstone to the quarter is the manor of the Master of Trade. Unknown to all but a few, the "Thieve's Guild" of the city is hidden in the lower tenaments of this quarter.
The Graveyard is considered its own quarter, and was originally just a place where deitrius from the mine was piled up. The first graves were the final home of miners who died within the mine, and they were not so much buried as laid upon the ground and covered with rocks and marked with a headstone. When the first Solestians came to the site, they found these tombstone and begin to erect shrines to mourn their dead, and built a grand church on the edge of the elevated and hallowed ground. However, the first Solestians prefered to cremate the bodies of their dead, and this practice continued until Zelarus came to power. Realizing the ground was too hard for graves to be dug regularly, he had catacombs dug beneath the graveyard where the dead of non-Solestians could be entombed. The catacombs were so well-designed that they are used to this day, whereas the above-ground family shrines of the original Solestian families have become a sort of memorial park. Likewise, the city often holds festivals and other celebrations on the elevated grounds here, in the shadow of the grand Church of Solestis.
- Statue of Vogluns (from a distance, looks like a baleful eye watching over the city, in its shadow dwells the half-mad wizardly hermit Snulgov [yes, his name is purposely Vogluns backward])
- City Gate (guards here note marks for the theive’s guild and slavers)
- Vogluns estate (abandoned manor overlooking the sea on high bluff northeast of the town)
- Tengora manor (cultist manor, run by descendants of Vogluns; situated near the farms at the north side of town)
- The White Tower (shrine of the paladin Morthast, still a bastion of good; erected halfway up the hill between the Church and Karthaire keep)
- Church of Solestis (church of the sun god, its clergy has been replaced with cultists; sits as the base of the hill on the south side of town)
- Graveyard (erected on a slab of raised earth south of the church; it a combination fairgrounds and graveyard, with many above-ground tombs)
- Balinock tenements (thieves guild headquarters – higher level members are fetchlings; located in the slums of the Gentry Quarter)
- Karthaire Keep (primary government building that sits atop the central hill of the city)
- Tower of Isolation (sanitarium/max security prison, ruled secretly by Chakanter; northwest wing of the keep that overlooks the sea)
- Wichton estate (mayor’s house. The mayor is a diabolist; manor house north and east of Karthaire keep)
- The Boar’s Head (inn & tavern; midway between the docks and Karthaire keep, just inside the foreign quarter)
- Fainfax estate (crooked merchant; sit in the northeast section of the city at the top of the Merchant quarter, near Karthaire keep)
- Xalihandrex’s estate (wizard’s tower; resides on a rocky island in the bay)
- Dock Warehouse #23 (slaver’s auction house; halfway between the docs and the Black Hulk shantytown in the Merchant Quarter)
- Dumont the Fishmonger’s house (rumormonger, charms; near the docks in the Foreign Quarter)
- Chakanter’s Orphanage (goblin lab; in the southwest section of town in the Gentry Quarty)
- Wreck of the Black Hulk (prison ship wreck just outside town to the south, converted into a shantytown)
- Coalson’s Abattoir (slaughterhouse and evidence disposal, located in the northwest slum area of the Workman's Quarter)
- Mystical University (monestary that hosts classes and also doubles as a library, located in the middle of the southwest gentry quarter)
[h=2]Plot Hooks[/h]
[h=3]Plot Hook #1 - Close Encounter[/h]On the way to the local tavern, the characters pass a nearby alley. A youth is being roughed up by a thug named Amos. Two more thugs watch the entrance to the alley, and attempt to intimidate the characters into “moving along”.
If the guards are attacked, Amos runs. The thugs battle until severely wounded, then attempt to escape (ECL 3).
4 shipmates (Gamemastery Guide, p 294)
Amos Darkslayer (fetchling Slayer, Gamemastery Guide, p 267 + Bestiary 2, p 123)
Deidros Backbay
>>-------SIDEBAR: Amos Darkslayer------------<<
Amos Darkslayer – Fetchling assassin. Amos is the top operative for the thieves guild. He is a cold and cunning killer known for getting the job done. He is a constant thorn in the character’s side, always acting to try and thwart the PCs progress.
Amos DarkSlayer CR 8
Male Fetchling Assassin 4 Ranger (Skirmisher) 5
NE Medium Outsider (Native)
Init +8; Senses Darkvision, Low-Light Vision; Perception +10
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DEFENSE
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AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 59 (5d10+4d8+9)
Fort +6, Ref +10, Will +0
Defensive Abilities Shadow Blending, Uncanny Dodge; Resist +2 Save Bonus against Poison, cold 5, electricity 5
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OFFENSE
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Spd 30 ft.
Melee +2 Kukri +12/+7 (1d4+2/15-20) and
+1 Kukri +11 (1d4+1/15-20) and
Ranged Shortbow, Composite +12/+7 (1d6/x3)
Special Attacks Death Attack (DC 16), Sneak Attack +2d6
Spell-Like Abilities Disguise Self (1/day), Shadow Walk (1/day)
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STATISTICS
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Str 10, Dex 19, Con 12, Int 14, Wis 6, Cha 15
Base Atk +8; CMB +8; CMD 23
Feats Assassin Weapon Proficiencies, Deceitful, Dodge, Endurance, Improved Critical: Kukri, Improved Initiative, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Climb +8, Disable Device +13, Disguise +16, Escape Artist +16, Intimidate +10, Perception +10, Sleight of Hand +11 (+15 to hide weapons), Stealth +23, Survival +3 (+5 to follow tracks)
Languages Aklo, Common, Thief's Cant
SQ Enemies: Humanoids (Elf) (+2 bonus) (Ex), Enemies: Humanoids (Human) (+4 bonus) (Ex), Hidden Weapons +4 (Ex), Hide in Plain Sight (Su), Hunter's Trick: Skill Sage (Ex), Hunter's Tricks (Ex), Hunting Companions (1 rounds) (Ex), Poison Use, Terrains: Urban (+2 bonus) (Ex), Track +2, True Death (DC 19) (Su), Wild Empathy +7 (Ex)
Combat Gear +1 Kukri, +1 Studded Leather, +2 Kukri, Composite Shortbow and 20 arrows; Other Gear Cloak of Elvenkind, Black Adder Venom (2), Giant Wasp Poison (2), Potion of Expeditious Retreat, Potion of Gaseous Form, Potion of Sanctuary, Thieves' tools, masterwork
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SPECIAL ABILITIES
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Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
>>-------------------------------------------<<
>>-------SIDEBAR: Deidros Backbay---------<<
Backbay, Deidros – Orphan of Gehiemne who is searching for the fate of his parents.
>>-------------------------------------------<<
The youth, Deidros, is now homeless. He claims he was hunting down leads to locate his missing parents. While local word is that they succumbed to the plague in the slums and Deidros is delusional with grief, Deidros claims that his parents were nabbed and sold into slavery. He was just given some information by Dumont the Fishmonger that the sailor Peavy had information about the slave trade. He was heading to the city dungeons to try and talk to Peavy (who was incarcerated last night for public drunk), when Amos & company ambushed him.
[h=3]Plot Hook #2 - Missing Cargo[/h] There are posters featuring prominently at the docks for the capture and arrest of former Captain Eustice, who fled his debtors after he lost his ship –
The Sea Witch, it’s cargo and crew. There is a 50 gp bounty on his capture (alive) and a 15% salvager's fee on the recovery of the lost cargo. Likewise, the Seaman’s guild is offering a 25 gp reward for the return of each of the sailors (or their bodies) who disappeared on Eustice’s last trip (there are 12 missing sailors).
If the characters ask around about Captain Eustice, they can find the following information with a successful Diplomacy check. The characters discover the information for their highest result plus all lesser results.
DC 15 Diplomacy: Captain Eustice was last known to dwell in a small hostel called The Cobb House, located in the Foreign Quarter.
DC 25 Diplomacy: Captain Eustice was spotted hiding down the Black Hulk shantytown.
DC 30 Diplomacy: Captain Eustice was rumored to sell slaves.
>>-----SIDEBAR: Writ of Inquiry------<<
A Writ of Inquiry is a legal document used to obtain records for legal proceedings. Though a Writ of Inquiry can be requested through the offices of any one of the Council of Seven, it is actually drafted by the office of the Ex-Chequer. Writs of Inquiry are only issued to those investigating or pursuing legal matters against a person or entity. A Writ of Inquiry allows the individual to review financial or personal records and/or to question the individual named on the Writ. A Writ of Inquiry usually has a very narrow focus – such as dealing with the cargo aboard a specific ship, the activities of an individual (such as inquiry into tax evasion, embezzlement, secret trysts or the like).
Normally, acquiring a Writ of Inquiry requires a successful DC 25 Diplomacy check and a fee ranging from 5 – 25 gp. If there is legal suit active regarding the individual or item the Writ is for, requestors gain a +10 bonus to the check.
The associated fee varies according to the social station of the individual named in the document – 5 gp to investigate foreigners, 10 gp to investigate merchants operating from a stall or common individuals, 15 gp to investigate established merchants or gentry and 25 gp to investigate government bureaucrats. Writs inquiring into the matters of Council members or the Mayor are almost always universally refused without strong evidence of misconduct.
A Writ cannot be drawn against an individual more than once a month to investigate the same matter, and the office of the Ex-Chequer takes a dim view to those who “needlessly” or obsessively request a Writ.
It generally takes 2 hours for a Writ of Inquiry to be drafted up, though this can be speeded up to ½ hour in emergency cases.
Forging a passable Writ of Inquiry requires a successful DC 25 Linguistics check and at least 5 gp for the ink and materials. The penalty for forging a Writ is 100 gp and from 2-12 months of jail time.
>>-------------------------------------------<<
If characters wish to learn more about
The Sea Witch, they will need to make a DC 15 Diplomacy check and pay a 15 gp inquiry fee to the Harbourmaster’s office (or acquire a Writ of Inquiry, see sidebar) to review the
The Sea Witch’s cargo manifest. The fee is to deter pirates and other undesirables from scoping out a ship’s cargo, and is only available in this case as a legal case has been levied against Captain Eustice, his ship and cargo).
The ship’s manifest for
The Sea Witch is vague ("Warehouse 23 standard wooden crates, coffin-sized, unopened. Destination: Mainland, unspecified") and reeks of having been overlooked on account of a bribe.
The Seaman’s guild has a list of the missing sailors and a description of each (though no pictures, sadly). There is also paperwork available with a Writ of Inquiry that Captain Eustice acquired the sailors through a guildsman and sailor named Peavy, who is currently jailed for drunk & disorderly charges.
[h=3]Plot Hook #3 - A Call For Help[/h]Characters arrive in the city to meet with Edward Yinn. Yinn had sent a letter to the characters, asking their assistance in unearthing a “vile conspiracy within the city of Gehiemne”. Inquiring on the docks reveals, with a successful DC 15 Diplomacy check, that Edward is staying at Cobb House.
However, the PCs are followed and given circuitous directions so they can be ambushed by three sailors from the Seaman's guild who warn the PCs to stay away from Cobb House (“Your kind isn’t wanted there”).
3 shipmates (Gamemastery Guide, p 294)
If defeated, one of the sailors has a note from Peavy telling the sailor to recover a trunk from Yinn’s room because it contains a log that links Peavy Hammefiste to Captain Eustice and the operations at Warehouse 23.
>>-----------SIDEBAR : Joining the Cult-------------<<
While it is unlikely that heroic characters will contemplate joining the Cult of the Unseen Eye or the corrupted Thieves Guild, characters with a less black-and-white outlook may contemplate joining either of the two organizations.
Joining the Cult of the Unseen Eye will require the character to seek out an existing member and ask to join; current members will not approach the PCs with an offer to join. If the character in question has acted against agents allied to the Cult, they treat the cult member as having a starting attitude of Unfriendly. If the characters has unknowingly, or in self-defense, harmed a current member the starting attitude is Hostile. If the character has actively and knowingly harmed or killed a cult member - or professes faith in a god, there is no chance the character will be allowed to join.
Once the character has been accepted into the cult, they are treated as a probationary member for one month of game time. During this time the character is taught only the most rudimentary secrets of the cult - they are assigned a "keeper" who watches over them, teaches them the basics of the faith and instructs them in the most cursory secrets of the cult itself. At this level, the cult seems little more than a gentlemen's club with a mysterious network that stretches through the city. At this level, the character cannot expect as a boon more than moral support from their keeper.
After about 2 weeks of initial teaching, the character is brought to their first cult meeting - generally held at night in the middle of the week at one of the cultist's secret meeting places in the city (generally an abandoned tenement in the slums absconded by the cult). Here, the character meets other cult members beside his keeper for the first time and the character undergoes a minor ritual that marks them as an official cult member. From this point forward, the character is allowed to attend weekly meetings and can count on the assistance from other members of his sept. At this level, the character can gain moral and minor economic support (generally not more than 1 gp/week) from the members of their sept. Secrets extend to a special sign used by the sept members to identify each other when greeting and passing on the next location of a meeting.
After a month, the character is abducted one night and brought to the minor temple beneath the Solestian church. Here, the character is expected to perform their first ritual sacrifice - slaying a vagrant foreigner captured in the foreign quarter - to prove their devotion to Vogluns. Upon the completion of this sacrifice, the victim is raised as a zombie and the character is inducted into the first level of the cult's secrets - its devotion to Vogluns as a god, and a wider revelation of who many of the lower-level cult members are. Likewise, the cult's control over undead obviously becomes known.
From this point forward, the character's induction into the greater mysteries and power of the cult depends on how physically active and politically connected they are. As the character takes on more duties for the cult, the more the character is rewarded with positions of power and trust. Generally, by about 6 months time as a member, the character is allowed to attend cult ceremonies in the Hidden Temple. As a reward for each major action performed for the cult, the character is allowed to drink from the Black Cup. The Black Cup contains water from the Sunken City, and after about five draughts, the character undergoes a transformation that leads to either them being transferred to the Cultist City or being expelled to the Caves of the Outcast for their unsightly mutation.
The thieves guild works a little differently. Characters can seek out members of the guild to attempt to join, or may be approached by members if the character's activities of pickpocketing, burglary or the like comes to the guild's attention. Like the cult, so long as the character has not actively and knowingly harmed a member of the guild, they can attempt to join, treating the initial interaction as Unfriendly.
Once a character joins, they will be given jobs commesurate with their skill and expected to report back on their progress (and give the guild its 25% cut) to a minder assigned to them.
If the guilder performs exceptionally well, they will be given the opportunity to meet with the guild master after about three months probation. Afterwards, in a special ceremony after at least six month’s service, a member in good standing is allowed to touch the Darkstone and become a Fetchling. The character is then brought into the secret enclave that associates with the Cult of the Unseen Eye and informed of the guild's goal to raid the Vaults.
>>-------------------------------------------<<
[h=3]Adventure 1A – A Darkness Comes[/h]
If the characters follow up on leads by going to the dungeon, the guards reluctantly let the characters in, mumbling that Peavy’s had several visitors already. When they reach Peavy’s cell, he is belligerent and disinclined to talk.
After about a minute, four fetchlings slip into the cell block from the dockward side. At the same time, a press of sailors assaults the dungeon’s main entrance, keeping the guards occupied. Three of the fetchlings (ECL 3) keep the PCs busy while the last (Amos) slips through the bars and attempts to kill Peavy, who shouts “he didn’t reveal nothing”.
1) Turnkey
There is a single table here with a ledger for visitors to sign in and a sheet containing a list of the prisoners currently being detained. Built into the doorframe are stones that dispels magic, unsummons creatures and stuns evil at CL 12.
1A & B) Secret Guard Room
An armed guard is stationed in each of these rooms during the day. They can peer into the entryway through a small slit large enough for them fire their crossbows through.
3) Drunk Tank
This cell is used to contain those who were arrested on charges involving drunkedness. Offenders are kept until they sober and can pay their fine, or for two days. Once sober, offenders are moved to the appropriate cell. Generally there are 2d4+1 drunkards in the cell at any given time.
4) Holding Pen
This cell is used to hold those who have been detained and await a proper trial. There are generally 1d4-1 individuals kept in this cell.
5) Overflow Cell
This cell is generally only used when a mob has been detained. It is equipped with wallbound shackles to keep rowdy individuals under control. Normally, it is kept vacant.
6A) Individual Cell
This small cell is equipped with floor-bound and wallbound shackles. It is meant to keep dangerous individuals from harming other prisoners until after trial, where they may be placed in a permanent cell. Currently, it is occupied by Peavy Hammfiste, a habitual pressgang leader arrested for killing a man while he was drunk.
4 Fetchlings (Bestiary 2, p 123)
Amos (fetchling Slayer, Gamemastery Guide, p 267 + Bestiary 2, p 123)
Peavy (Exp 1/Rog 2)
>>----SIDEBAR: Peavy Hammfiste-----<<
Peavy Hammfiste – Sailor of the Seaman’s Guild who runs press gangs and slave drives in Gehiemne.
>>-------------------------------------------<<
If Amos kills Peavy, he slips back through the cell and attempts to escape back the way he came, with the remaining fletchlings covering his exit. If Amos is captured, he commits suicide to avoid revealing information about his superiors. His fetchling assistants do likewise if captured. Once slain, their bodies melt into shadows and seep into the cracks of the floor.
If Peavy escapes, he knows his days are numbered. If the characters can finagle his escape, he will tell them what he knows about the slave auction in Warehouse #23 and to seek out Zorda, the slavemaster. If he is slain, this information can be found on his body.
6B) Individual Cell
This small cell is equipped with floor-bound and wallbound shackles. It is meant to keep dangerous individuals from harming other prisoners until after trial, where they may be placed in a permanent cell.
7) Women’s Misdemeanor Cell
This cell is used to detain female prisoners arrested for minor crimes while awaiting trial. There are generally 1d4-1 individuals in the cell.
8) Men’s Misdemeanor Cell
This cell is used to detain male prisoners arrested for minor crimes while awaiting trial. There are generally 2d4-2 individuals in the cell.
9) Animal Pen
This area is used to keep animals that have been confiscated for various reasons. They are kept in the pen until returned to their proper owners or sold.
10) Jerky Room
This room is used to tan hides and jerky meat from the occasional animal that is slaughtered to feed the guards and/or prisoners.
11) Embalmer’s Room
This room is used to prepare deceased prisoners for burial after their execution, accidental death or suicide.
12) Death Row
This bridge is used to remove deceased prisoners, where they are carried to the docks and then taken to the graveyard.
13) Barracks
This room contains bunks for 8 soldiers. A trunk at the foot of each bed contains a change of clothes and a few personal mementos. Unless chaperoned by a soldier, characters are not allowed in here.
14) Armory
This room contains a variety of weapons to arm the local militia. Unless chaperoned by a soldier, characters are not allowed in here.
[h=3]Adventure 1B.1 – Warehouse 23[/h]
The characters will need to wait until evening to visit Warehouse #23, which is actually the Seaman’s guild. The building exterior is patrolled/guarded by corrupt watchmen. Characters will need to give the guards the secret greeting to be allowed inside or will need to overpower a guard or otherwise sneak in.
Inside, in the main meeting hall, a gathering of pirates and corrupt merchants are gathered, engaged in a slave auction. Characters will need to discreetly meet with Zorda, as the opposing force is overwhelmingly against them.
Zorda is cordial, if blunt. If questioned about the slave trade, he bluffs that the warehouse is owned by a lord of the mainland, and thus the slave trade here is legal – only convicted criminals and foreign prisoners are being sold (partly a lie; the trade is legal on the mainland but not in the warehouse and some of the slaves are citizens of the city, and warned not to reveal their true heritage.
If the characters do not threaten his business, and make a successful DC 30 Diplomacy check he will check his ledger and verify that the parents of Deidros were sold to Captain Eustice. He will inform them however, that Eustice lost the last ship of cargo and that these individuals are thus dead. With a simple DC 20 Diplomacy check, Zorda will reveal that there was a young boy with the two, and that the child was turned over to the orphanage – he frowns upon selling children into slavery. Zorda has no record of the fate of Edward Yinn, though with a successful DC 15 Diplomacy check Zorda will reveal that he suspected the man was attempting to find out about the slave trade and its location.
Exterior
6 Corrupt City Watch Guard (Gamemastery Guide, p 260) on guard outside, on singular patrol around building
Main Hall
3 Corrupt City Watch Guard (Gamemastery Guide, p 260)
Corrupt Guard Officer (Gamemastery Guide, p261)
Corrupt Turnkey (Gamemastery Guide, p 271) running the auction
7 Corrupt First Mate (Gamemastery Guide, p 275) buying slaves
12 Slaves (Commoner 1) for sale
Zorda’s Office
Zorda Slimme, Slaver (Gamemastery Guide, p 266)
Zorda’s ledger
>>-------SIDEBAR: Zorda Slimme---------------------<<
Slimme, Zorda – Head of the Seaman’s Guild and slave trader.
>>-------------------------------------------<<
[h=3]Adventure 1B.2 – Black Hulk Shanty (battle Captain Eustice)[/h]
If Deidros is told about the fate of his parents, he demands to confront Captain Eustice. If the characters are willing, they can track Eustice to the Shantytown of the Black Hulk. Eustice plays games of cat and mouse, thinking the characters are skum come to claim him. He leads characters through a gauntlet of rigged traps until they capture (or kill) him. If confronted, Eustice does not remember Deidros parents, but he claims “they live beneath the waters”, and that his own son is "safe". He will not elaborate, and should he slip free, he kills himself as soon as he is able, fearing he’s let others know too much. Eustice has a diary of sorts hidden in his room. Of note, it mentions him releasing care of his son to the orphanage after his wife death. It also mentions Eustice obtaining his "specialized" crew from Peavy, and his days at Cobb House.
Shantytown
21 beggars
Black Hulk Alley
Pit Trap
Crossbow Snipe
Wreck of the Black Hulk – Lower Hold
2 fiendish weasels
Wreck of the Black Hulk – Upper Deck
Animated noose (Use choker stats)
Wreck of the Black Hulk – Captain’s Quarters
Captain Eustice (Rog 1/Ftr 3; CR 3)
Captain Eustice’s Diary
>>-------SIDEBAR: Captain Eustice Shrike------------<<
Shrike, Captain Eustice (Former Captain) – A former slaver whose last cargo of slaves was to be delivered to skum. When his crew protested and a fight broke out, his crew was overwhelmed and taken prisoner as well. Eustice managed to plead for his own freedom, but the loss of his ship and the horrors he saw have taken his mind. He travels from shanty to shanty at the wreck, fearful that the skum will return to reneign on their bargain and take him away.
>>-------------------------------------------<<
[h=3]Adventure 1B.3 - Cobb House (versus Mongrelman)[/h]
If characters investigate Cobb House, they find it run by a rather insular mongrelman named Nathaniel Cobb (keeps his true idenity secret). Cobb attempts to allay any concerns the party has, but hides the secret he works for both Chakanter and the corrupt Seaman's guild. If the party gets too close to discovering information about Warehouse 23, he leads them into ambush in one of the rooms. If faced with capture, he and his companions flee to the basement and attempt to use the winding passages to escape to the Orphanage.
The characters can locate the following information: Captain Eustice's locker, with passphrases to get into Warehouse 23; A receipt from Peavy for crew-hiring services; A note from "a friend" stuffed into a secretly obvious location warning to check the Orphanage
Lobby
Nathaniel Cobb, mongrelman (Bestiary 2, p 191)
2 bagboys, street thugs (Gamemastery Guide, p 265 )
>>-------SIDEBAR: Nathaniel Cobb---------------<<
Cobb, Nathaniel – Mongrelman who runs the Cobb House for crooked sailors involved with the slave trade.
>>-------------------------------------------<<
Office
Homunculus (Bestiary, p 176)
Room 1,2,4,6
Corrupt shipmate (Gamemastery Guide, p 294)
Room 3 (Captain Eustice’s Former Room)
3 goblins (Beastiary, p 156)
Captain Eustice’s locker w/ passphrases for Warehouse 23
Room 5 (Edward Yinn’s Former Room)
4 mites (Bestiary, p207)
Note from Edward Yinn – “check the Orphanage”
[h=3]Adventure 1C – The Orphanage & Dungeons Revealed[/h] Deidros claims he has no brother, but is willing to follow up on the lead in the orphanage. If characters learned of Eustice’s child, they may wish to check here as well. A quick visit to the orphanage leads to a meeting with Chakanter. Chakanter at first claims no child by either name is present, but if pushed “remembers” the child was sent on to the mainland. If pressed for documents, he retires to his office where he has the characters beset by goblins. Chakanter then attempts to escape into his lab within the dungeons under Karthaire Keep, leading to the Tower of Isolation. There, Chakanter reveals his Warden Ossus form and attempts to capture the characters and add them to his collection of mongrelmen and goblins.
Chakanter is a hobgoblin who uses illusions to also double as the prison warden for the city dungeons. At night, he performs grotesque experiments on unruly children and inmates. He is responsible for the creation of a small army of goblins and mongrelmen.
Orphanage – Lobby
Chakanter (hobgoblin sorcerer 3, human disguise)
>>-------SIDEBAR: Chakanter Durge---------------<<
Chakanter / Warden Ossus – Once human, Chakanter’s experiments have transformed him into a hobgoblin. A sort of Jeckyl and Hyde, Chakanter is the firm but lovable mentor that runs the orphanage by day and is the abusive Warden of Karthaire Keep by night.
>>-------------------------------------------<<
Orphanage – Chakanter’s Office
3 goblins
Orphanage – Cellar
Vargouille
Orphanage to Dungeons Passage
Giant Spider
Dungeons – “Abandoned” Cell
4 human skeletons
Dungeons – Hall Patrol
2 goblins
Goblin dog
Dungeons - Torture Chamber 1
Cave Scorpion
Dungeons - Torture Chamber 2
Spider Swarm
Dungeons ‑ Torture Chamber 3
1 lemure + tiefling
Dungeons – Lab Antechamber
Accuser Devil
Dungeons – Main Lab
Chakanter (hobgoblin sorcerer 3)
4 goblins
[h=3]Adventure 1D – Prisoner 53[/h] If characters happen to locate the secret passage to the Tower of Isolation, they can find and rescue the dhampir, Morice Bloodshaven.
Guard Room
3 tiefling
The Breech
2 akata
Cell 53
Morice Bloodshaven (dhampir Rog 3)
2 zombies (Bestiary, p )
>>-------SIDEBAR: Morice Bloodshaven----------------------<<
Bloodshaven, Morice – Once an orphan under Chakanter’s care, he was experimented upon by both Chakanter and Lady Ackendale until he was transformed into a dhampir – a vampire capable of surviving in sunlight. Chakanter realized what his existence might mean in bringing a reign of terror upon the city through Lady Ackendale, and he was moved to the Tower of Isolation and his existence kept secret from the Lady, who thought him dead.
>>-------------------------------------------<<
______________________________________
[h=2]The Favored of Asul[/h]
A few days after the defeat of Chakanter, an assassin is sent to attack the characters for their interference with Lady Ackendale’s plans. In the fight, a scrap of a map of the sewers is left behind, with notes to kill the PCs. If the characters backtrack on the map, it leads to the main cistern, where an open secret door leads to a macabre maze of unseen horrors. The mazeworks eventually lead to the wererats Alliston and Hilldare, who are upset that their interests in the slave trade have been endangered – as well as seeking revenge against Chakanter’s death.
Amid the charnel of the wererats, characters find the cadaver of one of the wererat’s meals – a cultist of the Unseen Eye, with papers leading to the next gathering at the full moon.
[h=3]Adventure 2A – Meet the Council[/h]Characters are invited to a ball at the Tengora Manor. There they can hobnob with the upper level bureaucrats and possibly the Councilors or even the Mayor. Characters can acquire allies and boons with successful Diplomacy checks, or possibly detractors and banes with bad checks.
At the highlight of the ball, the characters are awarded medals for their conduct in stopping/revealing Chakanter.
As the night winds down, a servant finds a bloody trail leading from the ballroom into Tengora manor. A quick check seems to indicate it comes from the Harbourmaster, as all the other patrons can be accounted for. Inspecting the house eventually leads characters to the Cellars, where they confront a wererat left to deal with the party. A secret door in the Cellars seems to indicate it was the way used to enter/exit the house with the Harbourmaster's body, but the trail is quickly lost in the sewers.
Cellars
Wererat (bestiary, p )
Tunnel To Sewers
Rat swarm (bestiary, p )
[h=3]Adventure 2B.1 – Fetchling Assassination (vs. fetchlings)[/h]As characters move about the city, they are ambushed by members of the thieves guild, sent by Amos. On one of the bodies is a note from the wererat lords describing the characters. It tells them to dump the bodies "by the brick wall in the city aquafier".
Side Street Ambush
2 fetchling rogues (Bestiary 2. p 123)
Fetchling footpad (Rog 2)
>>-------SIDEBAR: Hergroz ----------<<
>>-------------------------------------------<<
[h=3]Adventure 2B.2 – The Rat That Walked (vs. wererat)[/h]Characters are approached by an old lady who relays to them a tale about a walking rat down in the Aquafier. She swears she saw it take the shape of one of her neighbors, and asks the PCs to get rid of the doppleganger before it kills her real neighbor. Of course, it is actually a wererat.
Infected Tentament - Main Room
3 Pugwampi
Infected Tentament - Bedroom
Wererat
>>-------SIDEBAR: Solomon Cistell--<<
>>-------------------------------------------<<
Infected Tentament - Cellar
Chupacabra
Sinspawn
[h=3]Adventure 2C – Into the Sewers[/h]The aquifers bring life to the city and the sewers carry its filth away to the sea. However, the Cult of the Unseen Eye has had its hand in the crafting of these hidden tunnels – and its twisted denizens, and they have become pervaded with the stink of evil. Most notably, they have become the spawning pit of Asul’s Touched – known elsewhere as wererats.
Secret Entrance
Behind a brick wall disguised as an aging retainer wall is a chamber with three passages leading deeper into the den of evil. The room is filled with grisly trophies of bone and sinew dedicated to “Father Asul”
Darkmantle
Vegepygmy
Left Passage – Room 1
The half-submerged passage has a current that grows stronger and stronger until it opens into a circular room with a great whirlpool in the center. Crumbling walkways seem to offer the only safe way around to the far side.
Whirlpool trap
Left Passage – Room 2
Beyond the pull of the whirlpool room, the passage opens into a shrine to Asul made of a basalt fountain. Magically chained to the fountain is a fouled water elemental and dwelling in the chamber is the shrine’s custodian, a grindlylow.
Small fouled water elemental
Grindlylow
Left Passage – Room 3
The mouth of the fountain leads into a maze of watery pits inhabited by a Slurk. Correctly navigating the maze leads the PCs to the Black Shrine.
Slurk
Pit trap
Spike trap
Middle Passage – Room 1
Taking the middle passage from the secret entrance leads to a trash-strewn room that reeks of death and rot. If characters linger in the room, they become subject to nausea and are assaulted by the room's inhabitant.
Cythnigot
Middle Passage – Room 2
Beyond the refuse-strewn room is a room filled with a morass of floating trash. Dwelling in the room in an Otyugh that has taken the name Asul, and demands interlopers worship it as a god. If characters refuse, the otugh flies into a rage and attacks. The half-submerged passage from this room leads to the Black Shrine.
Otyugh
>>-------SIDEBAR: Asul the Otyugh--------<<
>>-------------------------------------------<<
Right Passage – Room 1
Taking the right-hand passage from the secret entrance leads into a crude underground cavern pool. A pack of stirges assault those who enter. Hiding in the stalactite-ridden ceiling near the center of the room is a cave fisher.
4 stirges
Cave fisher
Right Passage – Room 2
The natural cavern gives way to a rising passage seemingly carved out of solid rock. It eventually opens into a gruesome den filled with the remains of past victims and is alive with a queer buzzing sound.
Flesh-eating cockroach swarm
Right Passage – Room 3
Beyond the grisly feast, a twisting series of hewn passages lead to the nesting chamber filled with strange, hexagonal eggs. Behind the carved image of a tentacled horror at the back of the chamber is a passage that leads to the Black Shrine.
Grick
Pools of the Black Shrine
The antechamber to the Black shrine is a great black pool lined with the skulls of those drowned within. An arched bridge of interlocking backbones leads to the raised isle where stands the Black Shrine. However, the restless dead of the waters have been harnessed to protect the bridge from interlopers.
2 Draugr
Foot of the Black Shrine
Across the bone bridge, rises a basalt isle consisting of a series of stone squares separated by channels of water. In the center rises a black pyramid, lit by orange-red will-o-wisps of flickering flame. The top is shaped like a cowled cloak, and here foul, soon-to-be-inhuman worshippers pray for the gift of Asul – lycanthropy.
4 cultists
The Black Shrine
Atop the black shrine, shouting orders to its initiates are the foul leaders of Asul’s chosen. They fight a retreating battle into the bowels of the Black Shrine, where they seek the aid of their lord, Asul.
2 wererats
3 dire rats
Inside the Black Shrine - Passages
A twisting set of passages lead into the heart of the black shrine, where the various conspirators of the city gather to plot. The passages are guarded by the mutated terrors loyal to Asul, who attack the characters on sight.
Skulk
Shadow of Asul, Skulk Rogue
>>-------SIDEBAR: Shadow of Asul-------<<
>>-------------------------------------------<<
Inside the Black Shrine – Meeting Chamber
Here, the other conspirators gather to plan the downfall of the city of Gehiemne. A strike here will shatter the fast-approaching alliances of evil in the city.
2 fetch
2 cultists
skum
wererat
Inside the Black Shrine – Prison
In these cells with bars like twisting tentacles is the harbourmaster, his body tortured but still alive. The Favored of Asul plan to sacrifice the harbourmaster for allowing the characters to interfere in the matters of their lord, Asul.
Inside the Black Shrine – Worship Antechamber
Here, the touched of Asul bring offerings to their foul god. Here, having fed on the blood of victims, the natural creatures of the sewers have grown sinister and predatory.
6 dire rats
Inside the Black Shrine – Aspect of Asul
Beyond the bloodied black curtain lies a chamber made of green soapstone. At its back is a grotesque tenctacled thing, meant to represent asul. To the PCs horror, the thing animates to defend the chamber!
Animated object
[h=3]Adventure 2D – The Witch Hunts begin[/h] With the harbourmaster returned and word of a secret cult existing in the city, Wichton starts a witch hunt in the city for its secret members, using the Paladins of Solestus to hunt down and incarcerate suspected members. Wichton focuses his wrath on anyone who openly displays arcane magic skills, driving the wizard Xalihandrex further into obscurity. The characters are given a cursory examination, and witness the paladins question other individuals and may help or hinder the examination.
2 Protectors (paladin 3)
6 commoners (commoner 1)
disguised cultist (adept 3)
_______________________________________
[h=2]The Hidden Temple[/h]
The papers taken from the cultist, and further help by the Paladin Temperance lead the characters to Voglun’s abandoned estate. In the basement of the abandoned mansion is a corridor that leads to the Hidden Temple. The characters must navigate the dungeons to face the Grand Cultist.
Upon the defeat of the grand cultists, the characters find evidence of experiments and a more powerful force in the catacombs beneath the city.
[h=3]Adventure 3A – Trial of a Witch[/h] While near the city docks, the characters witness a pair of Solestian Paladins apprehend a suspected cultist. Suddenly the cultist lashes out with dire magic, badly injuring the two paladins. The cultist then turns on the populace, determined to use her magic to destroy Gehiemne’s citizens, and the PC’s. When attacked, her two aides join the fight to bring the PC’s down.
2 Protectors (paladin 3)
Abigail Gruvedottir (sorcerer 6)
2 cultist (Gamemastery Guide, p 278)
>>-------SIDEBAR: Abigail Gruvedottir------------------------------------<<
Gruvedottir, Abigail – Sorcerous member of the Unseen Eye
>>-------------------------------------------<<
[h=3]Adventure 3B.1 – Volguns Estate[/h] After the trail of some suspected cultists, the Paladin-Elect Helena tasks the party with investigating the Volguns estate. She does not dare to do it herself as Mayor Wichton has forbid her doing so and has threatened to have her imprisoned should she herself or her paladins investigate the old house. She is sure there is some secret within the ancient manor that would shed light on the cult’s activities.
1ST FLOOR-------------
The front door to this mansion has been
wizard locked shut. However, anyone who grasps the door handle and speaks (or whispers) “I am a friend of Vogluns” can enter as if the door were unlocked. All the windows on this level have been treated with
prestidigitation to be covered in thick grime so that outsiders cannot see into the house. The windows have likewise been boarded over to prevent outsiders from easily accessing the building.
Entrance Foyer
This room has been stripped of furniture and has been subjected to several
prestidigitation spells to keep it covered in dust and appear long abandoned. The symbol of the Unseen Eye has been carved into the door leading into the east wing.
North Wing – Room 1
This room has a large reclining couch covered with a dusty white sheet. If approached, the sheet animates, acting like a ghost and attempting to scare away intruders. The sheet will not attack the creatures that dwell in the estate or those openly wearing robes of the cult.
Animated Object
North Wing – Room 2
This chamber has been cleared out, though there appears to be an ancient, though large bloodstain on the tiled floor.
North Wing – Room 3
<<Add concealed door to outside on right side of fireplace and door to Room 4>> This room is the “play room” to a boggart and three goblins, which have been tasked with maintaining the illusion that the house is haunted. They use stealth and their illusionary magic to confound and attempt to scare off non-cultists they encounter.
Boggart (Sor 1, new)
3 goblins
North Wing – Room 4
<<Add door from this room to Room 3>> This room contains several pieces of furniture draped with white sheets. The goblins and boggard use this room to sleep in, but is unoccupied during the day. It is where the goblins keep their treasure.
South Wing – Room 1
This room contains several pieces of furniture covered with dusty white sheets. When the characters turn their backs, the room’s furniture rearranges itself.
South Wing – Room 2
The floor of this room has been stripped to reveal a slab of marble covered in strange, glowing runes. If the characters linger in the room, the fireplace animates and attacks, revealing itself to be an earth elemental. The elemental cannot leave the confines of the room unless the runes should be destroyed, in which case the elemental departs to its home plane.
Earth Elemental
South Wing – Room 3
The wallpaper of this room is brown and peeling, while the sheets that cover the furniture have turned black with mold. If the sheets are disturbed, they infect the character with a rotting sickness.
Disease Trap
South Wing – Room 4
The walls of this room are peeling and furrows bulge all along the inner walls as if some sort of gopher were tunneling beneath it. Patches of black mold dot the floor and the furniture of the room is smashed to flinders and covered over with mold-ridden scraps of once-white sheets. Living in the walls is a Cacodaemon, and in the heaps of broken furniture is a clan of mites who act as spies for the Unseen Eye.
Cacodaemon (Bestiary 2, p 64)
4 mites
East Wing – Room 1
This room is richly dressed with several couches and chairs that are kept under dusty white sheets. Cultists gather in this room as they wait for the dark ceremonies to be performed.
4 cultists (Adept 1)
East Wing – Room 2
This room contains a few pieces of old furniture kept under dusty white sheets. The room is abnormally cold due to the
prestidigitation of the goblins in the north wing, who renew the cold periodically.
East Wing – Room 3
This room is richly dressed with several couches and chairs that are kept under dusty white sheets. Cultists gather in this room as they wait for the dark ceremonies to be performed.
4 cultists (Adept 1)
East Wing – Room 4
Like the other rooms of the east wing, this room contains several pieces of comfortable furniture kept under dusty white sheets. In this chamber the adepts greet arriving cultists and keep watch for intruders or danger.
6 cultists (Adept 1)
2 adepts (Cleric 2)
East Wing – Room 5
<<Move stairs to cellars to be accessed from this room>> This room appears to be the kitchen. Set in a single rocking chair facing the phantasmal fire that seems to blaze in the hearth, sits a crypt thing. If approached by those not wearing the robes of the Unseen Hand, it attacks. Unlike normal crypt things, this creature transport victims to a specially keyed oubliette in the wilderness on Aesa island.
Crypt Thing (Bestiary 2, p 60)
---------------------------
2nd FLOOR------------
North Wing – Room 1
North Wing – Room 2
North Wing – Room 3
North Wing – Room 4
South Wing – Room 1
South Wing – Room 2
South Wing – Room 3
South Wing – Room 4
--------------------------
Basement – Wine Cellar
Basement – North Wing 1
Basement – North Wing 2
Basement – North Wing 3
Basement – North Wing 4
Basement – North Wing 5
Basement – South Wing 1
Basement – South Wing 2
Basement – South Wing 3
Basement – South Wing 4
Basement – South Wing 5
Basement – South Wing 6
Basement – South Wing 7
Minotaur
<< Remove from Map>>
Basement – Basalt Chamber
Basement – Fane Antechamber
Basement – Fane of Asul
Basement – Vault
Basement – Chambers of Woe (+0 drop)
Basement – Chambers of Woe (-10 drop)
Basement – Chambers of Woe (-15 drop)
Basement – Chambers of Woe (-20 drop)
<<Remove from Map>>
[h=3]Adventure 3B.2 – Church Reliquary[/h] Word comes from the Solestian Temple that assistance is needed. After the morning service, a young acolyte was found strangled in the well chamber. When one of the paladins went in to investigate, he was driven from the basement by some force of evil. Some strange barrier has been erected that prevents the paladins from re-entering the depths. If someone can’t be found to enter the depths and figure what is going on, a major water source for the city will become inaccessible.
Characters must enter the basement from a hidden entrance from the sewers, as the main entrance has been sealed off with powerful magic.
Storage
This area can be reached by a metal staircase that leads down from the sewer level of the city. The interior of this room is filled with old furniture, crates, candlesticks, draperies and an assortment of other items that makes it nearly impossible to reach the far side of the room. The characters will have to clamber through the room, empty a passage or hack their way to the door that leads to the minor storage area.
Minor Storage
This room is filled with odd bits of furniture and crates. There is a clear path through the room to both the antechamber and the primary storage room.
Antechamber
This room is kept mostly clear; however, inscribed into the floor, in blood, is a massive pentagram. To the north and south, cage-like walls show the wonders of the church’s vaults. The far wall is dominated by a great pair of brass doors inscribed with a blazing sun. The doors have been fouled with black, dripping slime.
Vault 1 & 2
Protected by an intricate puzzle lock, these two rooms display the wealth of the Solestian church. There are bejeweled items of gold aplenty into the two rooms. However, many of the gemstones in the displayed items are actually crysmar eggs, and they will hatch after a day’s exposure to sun.
High Reliquary
This room is made of a stark white marble. The marble is flecked with gold and spiderweb-like traces of black. It dazzles the eye, and is made to sparkle in bright light. At the far end of the reliquary is a 20’ tall statue of Solestian. In his outstretched hand, a smaller basalt statue has been set. This statue is the source of the barrier that protects the basement. However, as the characters approach, the statue of Solestian beautiful façade slips away as it reacts to protect the small basalt statue.
Animated Object
Upper Waterworks
This room has become the workroom of a boggard and three goblins as they puzzle how to destroy the pure water basin the city depends upon. Normally, the door to the lower pools is kept locked, but the door has been forced (from the outside).
Boggard
3 goblins
Cultist Antechamber
This room contains a minor temple for the Cult of the Unseen Eye. It also contains the boggard’s personal journal and its orders from Arcanis Blighteye in the hidden temple. The boggard has orders to head to Volgun’s manor after completing its job here.
Church Pools
The bottommost levels of the basement contain a series of black-water pools fed by upwells that bubble with water from the depths below the city. The water here is actually being pumped upwards by the Floating Tower to fill the cisterns. Drinking the black water is extremely dangerous, but the water is fed into the sancitified Pool of Solestis where a downcurrent pushes it up into the upper waterworks for the city’s use.
Unfortunately, one of Asul’s abominations has found its way into the black waters, and it will attack anyone foolish enough to enter the waters or come too close to its edge.
The Deep Abomination (CR 5)
>>-------SIDEBAR: The Deep Abomination-------------<<
>>-------------------------------------------<<
[h=3]Adventure 3.B3 – The Savior[/h] The paladin Temperance approaches the characters and asks for their assistance in freeing several falsely accused individuals from the dungeons, and secreting them to a ship waiting in the harbor.
Temperance avoids taking the lives of any of the citizens of Gehiemne while attempting to free the prisoners.
Temperance (paladin 5)
>>-------SIDEBAR: Temperance-------<<
Temperance - This paladin of Solestis works in secret throughout the city, spreading goodwill whereever he can. In truth, temperance is the daughter of Helena, working in secret to undo her mother's image wherever she can. She pretends to be young man to throw her mother (who despises Temperance's acts as sedicious) off the scent.
>>-------------------------------------------<<
Dungeons – Guard Room
Characters can attempt a frontal assault or possibly either sneak in through Chakanter’s tunnel or the passage to the docks. However, if the characters sneak in, one of the prisoners protests freeing the others and attempts to call for the guards.
3 Guards (Gamemastery Guide, p 260)
Guard Officer (Gamemastery Guide, p 261)
Watch Captain (Gamemastery Guide, p 261)
1 Turncoat Prisoner (Com 2)
7 Prisoner (Com 1)
1 true cultist (Gamemastery guide, p 2
City Streets
Once away from the dungeons, characters must avoid guard patrols to get the prisoners safely to a ship.
2 Guards (Gamemastery Guide, p 260)
Slipping Away
On the way to the boats, the true cultist makes a break to try and slip away from the party and rejoin the cult by slipping into an abandoned cult safehouse. If the characters pursue, they must contend with the cult members running the safehouse.
6 cultists
[h=3]Adventure 3C – The Hidden Temple[/h]
Only those who have learned an inkling of the true nature of the Cult of the Unseen Eye even see these foul tunnels laid atop the ancient catacombs of the city’s sleeping dead. Filled with those initiated into the lesser secrets of the Cult, this is first step of its member’s trek beyond their mortality.
Upper Cavern
This domed cavern is reached from a nearby shaft. The exterior has been carved like a face caught in wretched agony. The tunnel is shaped like an open mouth in the rock face.
Side Cavern
Cockatrice
Lower Cavern
Dire Ape
Pillared (Statues) Chamber
8 cultists
Causeway
This section of the temple consists of a four-way open passage stretched over a deep shaft that drops into darkness. The shaft is 50 feet deep, with the bottom 20 feet filled with murky black water upwelling from the Sunken City. Drops of water occasionally fall upward from the pool to the black-smeared roof. At the crossroads in the center there is an apparatus the cult uses to lower individuals into the corrupted waters; it can also be used to retrieve those who fall or are pushed into the black depths.
Pit Trap
Corrupted Water
Righthand Chamber 1
This room houses the guards for the dark stalker in the adjoining chamber. The fetchlings have an uneasy alliance with the cult, but will protect themselves against attacks by outsiders.
4 fetchling
Righthand Chamber 2
This opulant chamber is the temporary home of the dark stalker, Morass. Once human and altered by the darkstone, Morass has been talking with the cult leadership in an attempt to organize a raiding party to liberate more artifacts from the Vaults. He suspects the cult leaders may attempt to betray and murder him for proposing to vandilize the Vaults, and is very cautious in his dealings.
Dark Stalker
Lefthand Chamber 1
Empty
Lefthand Basalt Chamber
Transformation trap
Lefthand Chamber Up
Lefthand Chamber Down
Necrophidius
Lefthand Southern Chamber
Those who are to be sacrificed or transformed by the foul rites in the temple are brought here to be “purified” before they are imprisoned.
Lefthand Southern Guard Room
Worship Hall
Lightning Glyph
Worship Sideroom 1
6 cultists
Worship Sideroom 2
Cult leader’s personal room
Worship Sideroom 3
Cult leader’s bedroom
Priest Antechamber 1
Sleeping chambers for cult adepts
Priest Antechamber 2
Sleeping chambers for cultists
Temple
Arcanis Blighteye, Grand Cultist (Cleric 5)
Advanced Yeth hound
4 cultists (Adept 1)
>>-------SIDEBAR: Arcanis Blighteye-------<<
>>--------------------------------------------<<
[h=3]Adventure 3D – The Dead Gone Awry (Plague victim talks up PC)[/h] After returning from the Hidden Temple, one of the PCs finds Diedros waiting for them in their room. Diedros says he has come to say his goodbyes – he is leaving Aesa isle in the morning. Before leaving, Diedros thanks the PCs for any help they’ve given him so far and leaves the PCs with a gift – a small figurine that protects against evil spirits. However, as soon as it leaves his hands, it also ceases to protect Diedros from the plague curse he’s contracted, instantly transforming him into a plague zombie.
______________________________________
[h=2]The Catacombs[/h]
With the defeat of the Temple of the Unseen Eye, the undead held within the confines of the catacombs are no longer bound to their dead realms and begin to spill over into the city.
[h=3]Adventure 4A – Zombie Plague[/h] The morning after the leaders of the Hidden Temple are slain or scattered, word quickly spreads around the city that plague victims are rising from the dead and attacking other citizens. While the other paladins of Solesti are busy taking care of various undead uprising in the city, the characters face a horde of plague zombies rapidly approaching the character’s position.
6 zombies
Inspection of the zombies after their destruction reveals the “leader” had at one time been laid to rest in a tomb. One of the zombies bears the burn marks of a Solestian holy symbol on its chest and bite marks on its neck. If characters have met Temperance before, they recognize the burn from his holy symbol.
[h=3]Adventure 4B.1 – Grave Situation (infested tombs)[/h] Inspecting the graveyard reveals an open tomb. The tomb innards lead to a hidden shrine for the Unseen Eye. Located within the tomb is a small horde of undead and a strange relic, that if destroyed, prevents further plague victims from arising as undead. Likewise, in the room is a set of notes from
9 skeletons
4 zombies
ghoul
[h=3]Adventure 4B.2 – Temperance the Paladin (witness the plague)[/h] In the slums, characters encounter the paladin Temperance. She is on the trail of two vampire spawn she witnessed feeding from individuals in the slum. She believes the vampire’s deprevations might be involved in spreading the plague to others. A rooftop chase leads the characters back to the vampire’s lair.
2 vampire spawn
[h=3]Adventure 4B.3 – Unquiet Soul[/h] The characters discover an unquiet spirit has taken residence in a house recently ravaged by plague. Searching the attic reveals the source – a foul aranea who has been preying on children in the area. The aranea possesses a stolen spellbook and notes from Lady Ackendale, and a crude map of the graveyard with several tombstones marked off, as if she were searching for something
Downstairs
Attic Whisperer
Attic
Aranea
Spider swarm
[h=3]Adventure 4C – The Catacombs[/h]
Ancient homes for the city’s dearly departed, the Cult of the Unseen Eye has transformed these places of last rest into prisons where the souls and bodies of the dead perform the Cult’s bidding.
1) attic whisperer (ECL 4)
2) leech swarm (ECL 4)
3) vampire spawn (ECL 4)
4) skeletal champion + 5 skeletons (ECL 4)
5) 6 zombies (ECL 4)
6) 5 skeletons + 3 zombies (ECL 4)
7) 2 ju-ju zombies (ECL 4)
8) 3 ghouls (ECL 4)
9) yellow musk creeper + 3 yellow musk zombies(ECL 4)
10) wight + ghoul (ECL 4)
11) boggard + sahuagin (ECL4)
12) 2 vargouille (ECL 4)
13) cloaker (ECL5)
14) aranea + spider swarm (ECL 5)
15) minotaur + 3 goblins (ECL 5)
16) hellhound + werewolf + goblin dog (ECL 5)
17) babau (ECL 6)
18) (ECL 6)
19) 2 vampire spawn (ECL 6)
20) 9 skeletons + 4 zombies + ghoul (ECL 6)
21) wraith + 2 wights (ECL 7)
22) Trap (ECL 4)
23) Trap (ECL 4)
24) Trap (ECL 5)
25) Trap (ECL 6)
[h=3]Adventure 4D – End of the Plague[/h]______________________________________
[h=2]Grand Tombs[/h]
Shortly after the destruction of Voglun’s spirit, vampire spawn attack the characters, seeking revenge for defeating Voglun. Research with the aid of Xalihandrex reveals that the spawn are being sent by Lady Ackendale and that she lies in the grand tombs beneath the catacombs – where the ancient hero Morthast disappeared. Characters travel into the Grand Tombs to confront not only Lady Ackendale, but the glorified mummified remains of the sorcerer Voglun himself.
With Voglun’s defeat, the 13
th Black Book buried with him reveals the existence of the Vaults beneath the Grand Tomb and the existence of the aboleth Asul in the depths below.
[h=3]Adventure 5A – Vampires in the Night[/h] Lady Ackendale, angered by the setback of the character’s defeat of the plague, creates a pair of vampire spawn assassins to deal with the party. Tracking the vampires back reveals they were students at the Mystic Unversity.
[h=3]Adventure 5B.1 – The 13
th book (face Professor Hydessen Wycte)[/h] Having retrieved the 13
th book, the party is invited to bring the book to the Mystic University so that Professor Hydessen Wycte can examine it and safely store the book where the minions of the Unseen Hand cannot access it. However, with the 13
th book in his possession, the Professor reveals his true nature as his first act is an attempt to destroy the characters and get them out of the way.
>>-------SIDEBAR: Professor Hydessen Wycte--------<<
Wycte, Professor Hydessen - Influential professor at the University who shares a deep resentment of the Solarians. Hydessen practices foul black magic in the depths of the monestary and is always on the look-out for new and more powerful spells to add to his collection. Hydessen pretends to be friends with Wichton, but the two cannot stand to be in the other's presence. Hydessen is the keeper of the "Black Books", a series of 12 tomes that formerly belonged to Zelarus. The Black Books are a mix of diary and spellbook, they are kept nominally because they contain much history about the city's earlier days. Hydessen allows others to review expunged versions with official consent, but keeps the real Black Books in his personal library. Hydessen is aware of a 13th volume that contains Zelarus's more powerful spells, but he has been unable to locate it.
>>--------------------------------------------<<
[h=3]Adventure 5B.2 – Snoglov’s Cave (get aid from Snoglov)[/h] The characters receive a cryptic message that Snoglov is looking for them; he sends a warning to the characters to not reveal to anyone they have the book, and ask they bring it to him. If the characters do so, Snoglov examines the books for the fate of Volgons and gives the characters information and aid to further their cause.
>>-------SIDEBAR: Snoglov the Mad----------<<
Snulgov – Mad Hermit who believes names are power. He hopes by taking the reversed name or Zelarus, he can undo the wizard’s corruptive influence.
>>--------------------------------------------<<
[h=3]Adventure 5B.3 – Release the Hounds (Hell Hounds hunt for the 13
th book)[/h] Vogluns discovers the characters have recovered his 13
th book and sends Hell hounds to retrieve it. These hell hounds boldly track the character and seem to keep returning even when defeated until their secret is discovered and they are sent back empty-handed to Vogluns – or succeed in taking the book.
[h=3]Adventure 5C – Grand Tombs[/h]
Here, the city’s founders do not rest, instead locked in eternal battle beyond the grave to save or doom the city. It is a place where even the once-incorruptible have become damned by the evil they once sought to strike down.
1) wraith (ECL 5)
2) vampire spawn + ghoul (ECL 5)
3) phase spider (ECL 5)
4) vampiric mist + ooze mephit (ECL 5)
5) 2 skeletal champions + 3 skeletons (ECL 5)
6) hydra + mud elemental (small) (ECL 5)
7) shadow + 4 fetchlings (ECL 5)
8) two rogue 3 fetchlings (ECL 5)
9) bearded devil (ECL 5)
10) 2 blood elementals (water elementals) (ECL 5)
11) 2 hell hounds (ECL 5)
12) wight + 2 ghouls (ECL 5)
13) will-o-wisp (ECL 6)
14) 2 mimics (ECL 6)
15) gibbering mouther + animated object (ECL 6)
16) 2 rat swarms + 3 advanced dire rats + wererat (ECL 6)
17) aboleth (ECL 7)
18) mummy + 2 wights (ECL 7)
19) cloaker + cloakling (wasp) swarm + grasping corpse mass (assassin vine) (ECL 7)
20) worm that walks sorcerer (ECL 7)
21) vampire sorcerer (ECL 8)
22) Trap (ECL 5)
23) Trap (ECL 5)
24) Trap (ECL 6)
25) Trap (ECL 7)
[h=3]Adventure 5D – The Secret of Vogluns Statue (stone golem w/ spells)[/h]
___________________________________
[h=2]To the Vaults[/h]
To pass into the City of the Ancients in the pursuit of Asul, the characters must navigate the Vaults and find the key that opens the Unopenable Door. Among the strange and weird artifacts of the vault, the characters must overcome the corrupted beings stored and guarding the ancient treasures. However, when the vault of the key is breached, it is discovered that the key has been secreted away to the Cultist City, and the characters must find a way to recover it from the Triumverate to continue their mission
[h=3]Adventure 6A – Amos the Assassin[/h]
[h=3]Adventure 6B.1 – Xalihandrex’s Tower (research the vaults)[/h]
[h=3]Adventure 6B.2 – Balinock Estates (defeat the thieves guild)[/h]
[h=3]Adventure 6C – The Vaults[/h]
When the Sunken City knew it doomed, it prepared these vaults so that one day it could return to the world to rule once again. It was further expanded by the Ancients, who added their own vaults should the day come they suffer a similar fate. Finally, even the founders of the current city eventually discovered the vaults, and sought to store their greatest treasures here, in preparation for the day they would too return with the rise of the Sunken City.
1) kyton (ECL 6)
2) lamia (ECL 6)
3) 2 minotaur (ECL 6)
4) sea hag + water mephit + homunculus (ECL 6)
5) phase spider + young aranae (ECL 6)
6) ghost (ECL 6)
7) dark stalker + 2 dark creepers (ECL 6)
8) tendriculos (ECL 6)
9) 2 tentamort (ECL 6)
10) 3 grick (ECL 6)
11) 3 mindwalkers (grell) (ECL 6)
12) 2 gargoyles (ECL 6)
13) spectre (ECL 7)
14) 2 cloakers (ECL 7)
15) gibbering mouther + mummy (ECL 7)
16) djinni + large air elemental (ECL 7)
17) shadow demon + 2 shadows (ECL 8)
18) 2 rogue fetchling (CR 4) + bard (death chanter) fetchling (CR 6) (ECL 8)
19) greater shadow (ECL 8)
20) advanced hound of Tindalos (ECL 8)
21) aboleth + 3 skum + advanced skum (CR 5) (ECL 9)
22) Trap (ECL 6)
23) Trap (ECL 6)
24) Trap (ECL 7)
25) Trap (ECL 8)
[h=3]Adventure 6D – A Visit with the Professor (Hydessen Wycte)[/h]____________________________________
[h=2]Cultist City[/h]
The characters must insinuate themselves into the secret city and locate the Triumverate and recover the Key to the Unopenable Door. Navigating the city, the characters eventually reach the Triumverate – a pair of lich heads and a sorcerer skin dancer. Upon recovering the key, the characters discover that the door they must reach lies through the Caves of the Outcast and the reality-warped Mines.
[h=3]Adventure 7A – The Unopenable Door (dream)[/h]
[h=3]Adventure 7B.1 – Tengora Manor (kill the cultist leader)[/h]
[h=3]Adventure 7B.2 – Merchant of Death (selling artifacts)[/h]
[h=3]Adventure 7C – Cultist City[/h]
Those of the Cult of the Unseen Eye whose eyes have been opened to the true nature of the Sunken City and the City of the Ancients have taken up residence here. No longer fit or willing to dwell in the city above, they patiently bide their time waiting for the glorious return of the Sunken City, where they may dwell openly and freely – or so they believe.
1) 4 skum + sorcerer skum (CR 3) (ECL 7)
2) ghost (ECL 7)
3) greater barghest (ECL 7)
4) 2 cultist inquisitors (CR 5) (ECL 7)
5) gibbering mouther + ooze-loved (cleric) cultist (CR 5) (ECL 7)
6) lamia + cultist sycophant (CR 3) (ECL 7)
7) 4 cultists (CR 4) (ECL 7)
8) mothman + crysmal (ECL 7)
9) babau + sahaugin sorcerer (CR 3) (ECL 7)
10) 2 skin dancers [new – wear the “body” of others] (CR 5) (ECL 7)
11) bearded devil + 4 lemures (ECL 7)
12) 2 cyclops (ECL 7)
13) 6 cultists (CR 3) (ECL 8)
14) dark naga (ECL 8)
15) 2 kytons (ECL 8)
16) invisible stalker + fiendish brownie (ECL 8)
17) aboleth + 4 skum + barbarian skum (CR 3) (ECL 9)
18) vampire cleric (ECL 9)
19) succubus + hill giant (ECL 9)
20) alchemical golem (ECL 9)
21) 2 lich heads (CR 7) + sorcerer skin dancer (CR 7) (ECL 10)
22) Trap (ECL 7)
23) Trap (ECL 7)
24) Trap (ECL 8)
25) Trap (ECL 9)
Adventure 7D – The Shadow of Asul (battle with the aboleth, the “Mouth of Asul”)
____________________________________
[h=1]Caves of the Outcast and the Mines[/h]
The characters must travel through the dangerous and reality-twisted mines and into the Caves of the Outcast where those “not fit” to dwell in the city of the ancients are bound. The characters can both uncover the secrets behind the reality-warping of the mine and fix it, and may find allies among the twisted life outside the City of the Ancients who desire to bring down those inside. Once at the door, the characters can sneak into or lead an army of abberents to invade the City of the Ancients
[h=2]Adventure 8A – Morice Bloodshaven’d Dark Secret[/h]
Morice arranges a meeting with the PCs revealing that he has discovered where Chakanter was extracting the elixirs he was injecting his experimental subjects with. In return for the information, he asks the characters to concoct an elixir that will free him from his need to consume blood.
[h=3]Adventure 8B.1 – The Transformation[/h]
Dumont is abducted by underground members of the Unseen Eye and turned into a drider in the hopes of making their new leader. Dumont begins a spree of revenge in the Fainfax Estate, aimed at slaying those he feels kept him from gaining the riches he feels he deserved. After his rampage, he and his members retreat to the Caves of the Outcast.
[h=3]Adventure 8B.1 – Bride of Skum[/h]
Amos strikes at Paladin-Elect Helena Solarian, infiltrating the The White Tower and infecting the holy water with “blood” of the slain Dark Abomination. When the paladins drink from the waters, they becomes skum under the control of Asul and retreat to the Caves of the Outcast - with the exception of Temperance, who seeks the aid of the characters in recovering her brethren.
[h=3]Adventure 8C – Caves of the Outcast[/h]
Driven mad and transformed by contact with the City of the Ancients or the sight of the Sunken City, these caves are filled with the insane and unfit ranks of monsters. Here in the dark, these creatures hunt one another, awaiting the day they are destroyed when the Sunken City ascends.
1) totenmaske + 2 fiendish advanced ghouls (CR 3) (ECL 8)
2) 2 tendriculos (ECL 8)
3) greater shadow (ECL 8)
4) 6 shadows (ECL 8)
5) mongrelmen barbarian lord (CR 6) + 3 mongrelmen barbarians (ECL 8)
6) 6 mongrelmen barbarians (CR 3) (ECL 8)
7) mongrelman cleric (ECL 8)
8) drider + 2 giant black widow spiders (ECL 8)
9) 2 will-o’-wisp (ECL 8)
10) 4 decapus (ECL 8)
11) gray render (ECL 8)
12) 2 girallon (ECL 8)
13) 2 drider (ECL 9)
14) witchfire (ECL 9)
15) 2 chuul (ECL 9)
16) 3 cloakers + gibbering mouther (ECL 9)
17) rakshasa (ECL 10)
18) 2 morgh (former fetchlings) (ECL 10)
19) 4 seugathi (ECL 10)
20) imentesh (protean) (ECL 10)
21) devourer (ECL 11)
22) Trap (ECL 8)
23) Trap (ECL 8)
24) Trap (ECL 9)
25) Trap (ECL 10)
[h=3]Adventure 8D – What’s in the Mines?[/h]
____________________________________
[h=2]Adventure 9A – Eggs of Chaos[/h]
A local miner from the quarry finds several unusual crystal ovals and decides to sell them in the local market. Chaos erupts when the eggs hatch, unleashing a horde of crysmal on the unsuspecting populace.
[h=3]Adventure 9A.1 – The Missing[/h]
Zorda captures an NPC friendly to the PCs and sells them to work in the mines. An escaped miner from the caves brings word to the PCs about the abduction and Zorda’s unwholesome practices.
[h=3]Adventure 9A.2 – The Quarry Pit[/h]
The characters are asked to investigate several recent miner disappearances. As it turns out, Phase spiders hunting in the old quarry pit and dragging the miners back into the mines to feast on at their leasure.
[h=3]Adventure 9 – Mines[/h]
Filled with the weird energies of the depths below them, these mines are filled with unwilling slaves from the surface and the spidery creatures that slip through the dimensional gaps sown by the Sunken City. Here, salt, silver, gold and strange gemstones from another realm are mined and traded in secret.
1) theletos (aeon) + 4 psionic slavers (CR 3) (ECL 9)
2) aurumvorax (ECL 9)
3) 4 phase spiders (ECL 9)
4) 3 aranae + 2 phase spiders (ECL 9)
5) 2 driders (ECL 9)
6) 3 aranae sorcerers (CR 6) (ECL 9)
7) 9 shadows (ECL 9)
8) 7 crysmal + prysmal (crysmal CR 5) (ECL 9)
9) 2 phase spiders + drider (ECL 9)
10) 4 shadows + shadow demon (ECL 9)
11) shaitan (genie) + fire remorhaz (terrahuz) (ECL 9)
12) 2 ogre spiders + shadowspinner spider (CR 7) (ECL 9)
13) bebilith (ECL 10)
14) young umbral dragon (ECL 10)
15) 2 animate dream (ECL 10)
16) 2 neh-thalggu (ECL 10)
17) retriever (ECL 11)
18) 3 intellect devourers (ECL 11)
19) chimera + 2 chuul + drider (ECL 11)
20) Derghodaemon (ECL 12)
21) bebilith + gorgon + nabasu (The Court of Gloom) (ECL 12)
22) Trap (ECL 9)
23) Trap (ECL 9)
24) Trap (ECL 10)
25) Trap (ECL 11)
[h=3]Adventure 9D – The Secret of the Black Waters[/h]learn of source of transformative waters
____________________________________
[h=1]City of the Ancients[/h] Traveling through the city of the ancients, the characters track down Asul the aboleth, to discover that he has evolved into a neothelid. With Asul’s defeat, the characters learn of the Floating tower and hints at the existence of the Sunken City. Likewise, the characters learn of the Pit of the Breeders, which Asul was promoting to eventually bring the city under his control. Hints of foulers things at the core of the Spawning Pit are revealed.
[h=2]Adventure 10A – To the Unopenable Door[/h]
[h=3]Adventure 10B.1 – Rally the Troops[/h](Dumont aids the characters storm the city)
[h=3]Adventure 10B.2 – The Slave Auction[/h]Zorda meets his fate at a skum slave auction at sea
[h=3]Adventure 10C – City of the Ancients[/h]
The City of the Ancients are filled with the former slave creatures of the Sunken City. Here, the formerly enslaved rule like kings. Most oppose the return of the Sunken City to power, but even here a secret cult among former slaves seeks to return the Sunken City in the hopes of a grand reward for faithfulness to former masters.
1) 3 aboleth (ECL 10)
2) aboleth + 4 skum (anti)paladins (CR 5) (ECL 10)
3) 2 cthonian [menten] empaths (CR 8) (ECL 10)
4) rakshasa (ECL 10)
5) 2 neh-thalggu (ECL 10)
6) neh-thalggu + cthonian empath (ECL 10)
7) advanced ceustodaemon (CR 8) + 2 kytons (ECL 10)
8) giant aboleth + 2 skum clerics (CR 6) (ECL 10)
9) dark naga + mohrg [aboleth] (ECL 10)
10) greater shadow + 4 skum shadows (CR 6) (ECL 10)
11) 2 advanced aboleth (ECL 10)
12) aboleth sorcerer (ECL 10)
13) fiendish couatl (ECL 11)
14) 2 greater water elementals (ECL 11)
15) 2 leech swarms (use tick swarm) (ECL 11)
16) alchemical golem + leukodaemon (ECL 11)
17) derghodaemon (ECL 12)
18) aboleth sorcerer (CR 10) + 2 skum (anti)paladins (CR 6) + skum high priest (CR 6) (ECL 12)
19) 2 piscodaemon (ECL 12)
20) clay golem + 2 advanced aboleths (ECL 12)
21) neothelid (ECL 15)
22) Trap (ECL 10)
23) Trap (ECL 10)
24) Trap (ECL 11)
25) Trap (ECL 12)
[h=3]Adventure 10D – He Who Sleeps Shudders[/h]earthquake damages City above and City of the Ancients
____________________________________
[h=1]Caves of the Breeders[/h] Aberrations begin to plague the city after their restraints in the City of the Ancients fail. Characters must travel into the Caves of the Breeders and destroy the aberrations before they swarm out and destroy the city.
[h=2]Adventure 10A – The Son of Vogluns[/h]Dean takes the characters to a hunt Dunwich horror style
[h=3]Adventure 10B.1 – Abandoned Cave[/h]Ancient cave holds aberration
[h=3]Adventure 10B.2 – The Cistern Deeps[/h]Aberration in church Cistern
[h=3]Adventure 10C – Caves of the Breeders[/h]
[h=3]Adventure 10D – The Sleeping City[/h]first sight of the Sunken City
____________________________________
[h=1]Floating Tower / Spawning Pit[/h]
After the defeat of Asul and the destruction of the City of the Ancients, the power of the Floating Tower begins to waver, threatening doom to the city if it cannot be shut down. Characters must travel to the heart of the Floating Tower and destroy the infernal mechanism within it, which in turn reveals the existence of the waking Sunken City.
Likewise, at some point, the characters need to descend into the Spawning Pit to destroy the uncontrolled number of aberrations the pit is producing.
[h=3]Adventure 11A – The Pumps Activate[/h]
For the next week, strange noises thrum through the island and black water begins to appear in the bay. Ships become mired in the black, inky substance and it becomes increasingly difficult to find drinkable water. By the end of the week, the only source of drinkable water in the city is in the Church, and the characters are called to disperse a riot secretly led by members of the Cult of the Unseen Eye.
[h=3]Adventure 11B.1 – Kraken[/h]
Amid the inky blotches in the bay, a Kraken surfaces, stirring the sky into a monstrous storm as it proceeds to destroy any ships in the harbor - teleporting between pools of inky blackness as it does so.
[h=3]Adventure 11B.2 – The Black Fountain[/h] With no other choice left, some of the poor individuals of the slum are forced to drink the fouled fountain waters, only to either be stricken sick or in the most extreme cases, to be transformed into creatures of pure corruption.
[h=3]Adventure 11C.1 – The Floating Tower[/h]
The floating tower is an ancient construction manufactured by the former slaves of the Sunken City as a means to eventually revive and return that city to the surface. However, is function has been aborted and the complex overrun with the spawn of those opposed to the Sunken City’s return.
1) 10 advanced skum (CR 4) (ECL 11)
2) 4 skum monks (CR 7) (ECL 11)
3) 2 nessian warhound (ECL 11)
4) skum vampire (CR 9) + 4 advanced skum vampire spawn (CR 5) (ECL 11)
5) hezrou (ECL 11)
6) invisible stalker + 2 advanced invisible stalkers (ECL 11)
7) athach (ECL 12)
8) 4 bodak (victims of the banshee) (ECL 12)
9) 2 corrupted movanic deva (ECL 12)
10) banshee + 2 advanced bodaks (ECL 14)
11) charybdis (ECL 13)
12) colossal animated object (infernal machine) (ECL 11)
13) Trap (ECL 12)
[h=3]Adventure 11C.2 – Spawning Pit[/h]
The Spawning Pit is home to the greatest creation of the Sunken City – a biological “machine” designed to repopulate the ancient city. Even in its dormant state, it still spews lesser creations – creations deadly enough to plague the upper levels.
1) cauchemar (ECL 11)
3) 2 fiendish huge chaos beast (ECL 11)
4) 4 tendriculos + chuul (ECL 11)
5) 2 chuul + totenmaske (ECL 11)
6) chaos beast + hound of Tindalos + shoggti + totenmaske (ECL 11)
7) chernobue (ECL 12)
8) 2 gug (ECL 12)
9) chaos beast high priest (ECL 13)
10) (ECL 13)
11) restrained shoggoth (ECL 14)
12) Trap (ECL 11)
13) Trap (ECL 13)
[h=3]Adventure 11D – The Moon Becomes Blood[/h]_____________________________________
[h=2]The Sunken City[/h]
The destruction of the Floating Tower bodes the awakening of the city. As the city descends into a waking nightmare and threatened to be overrun with Sahaugin, the characters must delve into the bowels of the city, face its weird inhabitants and ensure that final nightmare of the risen city does not occur.
Situated in a cavern made of basalt and obsidian, gemstones dot the wall of this ancient cavern, reflecting the greenish glow of the massive Tower of Madness. Sharp pillars of blood-red stone protrude from the greenish waves like bizarre cattails. In the deep depths lie hundreds of squat basalt buildings, hellish green light spewing from the odd windows. And in the water, something palpatively evil stirs.
[h=3]Adventure 12A – The Nightmares[/h]
[h=3]Adventure 12B.1 – Siege of the Sauhaugin[/h]
In preparation for Cthulhu’s arrival, sauhaugin raiders from the Sunken City spread across city in an attempt to bring the city under control and procure sacrifices for their god’s hunger.
[h=3]Adventure 12B.2 – The Feast of Shoggoth[/h]
As the beloved of Dagon perform their ceremonies to awaken Cthulhu, aberrations from the caves gorge themselves in an orgy of chaos and destruction.
[h=3]Adventure 12C – The Sunken City[/h]
Characters must penetrate the depths of the Sunken City and stop the beloved of Dagon from raising Cthulhu from his tomb of Ryleth at the heart of the isle.
1) 4 lesser sahaugin sorcerers (CR 8) (ECL 12)
2) sahaugin high priest (CR 10) + sahaugin antipaladin (CR 10) (ECL 12)
3) sahaugin baron vampire (CR 10) + 2 sahaugin vampire (CR 8) + (ECL 12)
4) dimensional ravager [new creature] (ECL 12)
5) 2 piscodaemon (ECL 12)
6) 4 hydrodaemon (ECL 12)
7) derghodaemon (ECL 12)
8) 3 leukodaemon (ECL 12)
9) (ECL 12)
10) ECL 12)
11) thanadaemon (ECL 13)
12) aboleth sycophant (CR 11) + young clockwork golem (ECL 13)
13) 2 sahaugin high templars (CR 11) (ECL 13)
14) sahaugin mouth of Dagon (ECL 13)
15) 2 clockwork golems (ECL 14)
16) spider of leng (ECL 14)
17) sahaugin beloved of Dagon (ECL 14)
18) 4 sahaugin lords of battle (ECL 14)
19) offspring of dagon (ECL 15)
20) 2 froghemoth (ECL 15)
21) Cthulhu (ECL 20)
22) Trap (ECL 12)
23) Trap (ECL 12)
24) Trap (ECL 13)
25) Trap (ECL 14)
[h=3]Adventure 12D – A God sleeps[/h]
NPCs and Monsters
Alistare, Wichton (Mayor) – Grandson of __ and a devout Solestian – or at least he used to be. About a year ago, he was visited by the ghost of Zelarus. With a touch, Zelarus turned Wichton’s devotion against itself. Now, Wichton believes that other Solestians are actually diabolists in disguise. He carefully watches them to find evidence of their “guilt” and then has them arrested and eventually executed.
Allsworth, Lord Herridae – Current Minister of Defense
Asul, Death of Worlds – Former aboleth turned neothelid. Once a slave to the Lords of the Sunken City, Asul decided to rebel and founded his own city in the depths beneath the city. By sabotaging the Floating Citadel, he has prevented the Sunken City from returning to the surface and instead plans to unleash an army of his own to rule the surface world.
Avendport, Lady Elestria - Elestria is the heir to the largest herd of sheep kept on the Isle of Aesa. Though sheparding the herd is left to her hired hands, Elestria has nothing but scorn for the Master of Trade and the guilds that tie her hands with public works. Had she any love for the citizens of the city, she might actually try to pass through reforms that would improve living conditions across the city. Instead, her disdain for civilization and adoration of the wilder areas of the isle makes her policy slack.
Backbay, Deidros – Orphan of Gehiemne who is searching for the fate of his parents.
Beezlebrim, Xalihandrex – A wizard from the mainland who primarily keeps to himself and is loathed by Wichton. He makes a living by reading palms, selling potions and minor wands and moving his shop from place to place daily to avoid Wichton and the city guard. He remains in the city to thumb his nose at Wichton and to get to the bottom of the strange occurances in the city.
Bhendville, Captain Eustice (Former Captain) – A former slaver whose last cargo of slaves was to be delivered to skum. When his crew protested and a fight broke out, his crew was overwhelmed and taken prisoner as well. Eustice managed to plead for his own freedom, but the loss of his ship and the horrors he saw have taken his mind. He travels from shanty to shanty at the wreck, fearful that the skum will return to reneign on their bargain and take him away.
Blighteye, Arcanis – Leader of the cult of the Unseen Eye.
Bloodshaven, Morice – Once an orphan under Chakanter’s care, he was experimented upon by both Chakanter and Lady Ackendale until he was transformed into a dhampir – a vampire capable of surviving in sunlight. Chakanter realized what his existence might mean in bringing a reign of terror upon the city through Lady Ackendale, and he was moved to the Tower of Isolation and his existence kept secret from the Lady, who thought him dead.
Chakanter / Warden Ossus – Once human, Chakanter’s experiments have transformed him into a hobgoblin. A sort of Jeckyl and Hyde, Chakanter is the firm but lovable mentor that runs the orphanage by day and is the abusive Warden of Karthaire Keep by night.
Coalson, Nevil – City butcher and information broker. Coalson is willing to do just about anything if it will turn a profit and doesn’t get him killed.
Cobb, Nathaniel – Mongrelman who runs the Cobb House for crooked sailors involved with the slave trade.
Darkslayer, Amos – Fetchling assassin. Amos is the top operative for the thieves guild. He is a cold and cunning killer known for getting the job done. He is a constant thorn in the character’s side, always acting to try and thwart the PCs progress.
Dumont the Fishmonger - This old fisherman is known for his ability to carve wood and bone moreso than his sale of fish. A sailor of old, he knows many superstitions and sells his carved wares as charms against evil. He also sells rumors and read fortunes on the side, but is careful not to get on Wichton's bad side.
Fainfax, Lady Alexandria – A powerful merchant with ties to the Lord of the Mainland. In her forties, Alexandria is accustomed to getting her way. She runs the slave trade in the city on the side, abducting travelers or vagrants and selling them to ship captains or transporting them to plantations on the mainland. While the slave trade is legal on the main land, she keeps it secret as the Solestians forbid the sale and purchase of slaves on the island proper - and would be extremely unhappy to learn citizens were being turned into slaves.
Gallowsonne, Bromme – Barkeep at the Boarshead Inn. Keeps his eyes and ears open for rumors about town and will share them with customers. Though he doesn’t ask for money for this information up front, he expects those who find his information useful to tip him.
Gruvedottir, Abigail – Sorcerous member of the Unseen Eye
Hammfiste, Peavy – Sailor of the Seaman’s Guild who runs press gangs and slave drives in Gehiemne.
Hornquan, Bishop Darius – Current Divine Advisor
Luvve, Lady Ackendale – Former lover of Zelarus Vogluns, Lady Ackendale has become a vampire who rules from her crypt in the catacombs. She seeks a way to return to the sunlit realm, and feeds her hunger with the dredges of the city above.
Montetessen, Advocate Tellain - Current Ex-Chequer
Nexnus, Dean Gessun - An ameteur sluth, Gessun is an eccentric who enjoys boar hunting out of the city (where he is actually artifact hunting). Gessun has stumbled onto the fact that a more ancient civilization once existed on the isle, but is unwilling to share the information with others, fearing Wichton will have him imprisoned for heresy.
Slimme, Zorda – Head of the Seaman’s Guild and slave trader.
Snulgov – Mad Hermit who believes names are power. He hopes by taking the reversed name or Zelarus, he can undo the wizard’s corruptive influence.
Solarian, Paladin-Elect Helena - Self-described "bride of Solaris", Helena is a vicious jackal of a woman who is all-to-eager to carry out Wichton's witch hunts. Believing herself infallible and above reproach, she spends her free time wandering the Slums, healing the sick, aiding the poor and preaching to those she doles out her aid. Wichton tolerates Helena for the tool she is, and will eventually betray her when he feels the time is right - possibly after the idenity of Temperance is revealed.
Soulsmith, Lord Finnegar – Current Master of Public Works.
Suzpenzor, Admiral Gregori - A retired captain of a large trade fleet, the admiral works to ensure that the flow of ships and trade is undisturbed. He very much dislikes those making waves. Gregori cares more about results than morals.
Temperance - This paladin of Solestis works in secret throughout the city, spreading goodwill whereever he can. In truth, temperance is the daughter of Helena, working in secret to undo her mother's image wherever she can. She pretends to be young man to throw her mother (who despises Temperance's acts as sedicious) off the scent.
Tengora, Lord Andrew – Half-son of Zelarus Vogluns. He has managed to keep his relation to Zelarus a secret and is the founder of the Cult of the Unseen Eye. Master Tengora was plotting to overthrow Wichton until the ghost of his father intervened. He now bides his time, waiting for the old man to do himself in, and instead focuses on cementing his power to take the mayorship once Wichton falls.
Vogluns, Zelarus – Ancient Sorcerer and Mayor of Gehiemne, Zelarus discovered the vaults beneath the city and released the aboleth Asul. He was later killed, then bound into a golden mummy in the grand tombs.
Wycte, Professor Hydessen - Influential professor at the University who shares a deep resentment of the Solarians. Hydessen practices foul black magic in the depths of the monestary and is always on the look-out for new and more powerful spells to add to his collection. Hydessen pretends to be friends with Wichton, but the two cannot stand to be in the other's presence. Hydessen is the keeper of the "Black Books", a series of 12 tomes that formerly belonged to Zelarus. The Black Books are a mix of diary and spellbook, they are kept nominally because they contain much history about the city's earlier days. Hydessen allows others to review expunged versions with official consent, but keeps the real Black Books in his personal library. Hydessen is aware of a 13th volume that contains Zelarus's more powerful spells, but he has been unable to locate it.
Yinn, Edward – Middle-aged priest who was investigating the dark happenings in Gehiemne.
[/sblock]
