Content Warning: Grooming, Incest, Sexual Assault, Sexual Slavery. While not consisting of the majority of this post, they are major elements for both the background of this adventure and the main antagonist's motivation, and incorporates a significant amount of my ending thoughts.
If any of these elements are triggering or can ruin your day, skip ahead to my next post.
To Caballero's partial credit, the above content warnings are outlined at the beginning of the chapter, but not with the warnings at the beginning of the book. I presume that this is an oversight.
You might notice that I don't have an illustration to go with the chapter header. Well, the fact is that Lilith, the antagonist of this chapter, is topless in every picture she's in. And two out of three of said pictures are either drawn in a salacious manner or have a clear portrayal of abused slaves. For that reason, I can't really show what she looks like on most forums on which I post this.
The bulk of this chapter takes place in Al'Kirat, centering on Lilith the lamia crime lord and her Veiled Syndicate. Lilith is the reigning leader of the city's slum, alternatively using the carrot of charity and the stick of blackmail and slavery to hold power and influence over people. She also holds a grip on the city's sex trade; even when it comes to "free" sex workers, she traps them in debtor's prisons and uses what they gather from merchants and officials to garner blackmail material. Lilith also has designs on violently overthrowing the city's government via gathering more and more beastfolk slaves into the city, where she seeks to make conditions bad enough for them (plus importing weapons into the Slums) in hopes that they'll usher in a violent revolution.
Vizier Rashid has long been aware of the Veiled Syndicate, although he's been unable to decisively stamp it out. And with the rise of Lord Ammu, he's taken the hammer approach in trying to purge their influence by kidnapping and killing citizens who would be opposed to the Veiled Syndicate in an attempt to turn public opinion against them. That many such citizens are people the Syndicate abuses or is opposed to (abolitionists, anti-human racists, and independent sex workers) was done by Rashid on purpose. This has spread fear in the city, with many brothels shutting down. The Adventurer's Guild is swamped with contracts to find missing people, as well as bounties on Syndicate members.
Beyond Rashid, Lilith has been engaging in her own kidnappings. Much of the Veiled Syndicate is made up of the lamia's children, whose demonic womb causes her offspring to mentally and physically mature in a matter of days and weeks rather than years. She has sex with her adult offspring once they come of age to create even more, but also has men kidnapped to serve as her sex slaves for both reproduction and her own pleasure. During the course of the adventure, Lilith will develop an obsession with one of the male PCs if the party has one, and desires to have his child in the belief it will make for a strong minion.
Part 1: Searching for Clues is an open-ended investigation of missing people and the Veiled Syndicate in Al'Kirat. PCs can freely gather rumors, with lists organized into subject matter, levels of secrecy, and appropriate times to dispense them during the investigation. Through these methods, the party can initially either learn of an underground slave pen in the city or a human named John in the Bazaar who is known to have Syndicate contacts.
There are three major areas in Al'Kirat that comprise this adventure. The first is the Burning Velvet, one of the most exclusive high-society brothels, where PCs can interview Orianna the madame. She can tell them about a strange male visitor who paid for a magical dream-based service, but his dreams were very disturbing on account of cannibalism (he's a jackalwere), and that he was last seen in the Slums. Beyond this, the module goes into a bit of detail of the prices and varieties of sex work at the Velvelt, such as how much it costs to employ sex workers with particular spells to use during a session (Enhance Ability, Vicious Mockery, etc) and the aforementioned dream-based service. In the latter case, the text mentions the most common types of sexual fantasies requested, such as auto-erotic asphyxiation via the thighs of Helga, a half-ogre who acts as the brothel's security.
The second area is the Slaver's Den, a 14 room dungeon crawl spread across two levels. Its front is an unassuming house in the Slums, and Kallista the tiefling adventurer from Chapter 3 might point the party this way along with accompanying them there to bust some heads. She can also join the PCs for the rest of the investigation unless they turn her down, in which case she'll be ambushed and captured before being brought to Lilith's lair.
This group of slavers is more secretive than usual, on account that they've been kidnapping tieflings fitting Lilith's tastes. As such, while they also have beastfolk slaves, they keep the tieflings hidden away in a secret room and will give inquisitive PCs a limited tour to show them only the beastfolk. PCs can notice various things out of order, such as that the larder is stocked with far too much food for the current occupants, interviewing next-door neighbors who talk about hearing rumbling construction projects beneath the house which hints at a secret room, and interviews with the captive beastfolk about humans entering a particular room and then seemingly disappearing.
The slavers are a mixture of typical thuggish warrior/rogue stat blocks, plus a unique ogre known as Gaddugg the Foul who has better gear and hit points than the average of his species. There's also a black pudding that the slavers are holding in the room with the tieflings, imprisoned in a box that can be triggered to devour all organic material as a sort of living crime scene cleaner. Stopping the black pudding from destroying evidence nets PCs the opportunity to find a personal letter revealing that a Syndicate member is dealing poisons at the Bazaar, and that the gangsters are hunting for a traitor at the Djinn's Den bathhouse. As for Gaddugg, he is steadfastly loyal to Lilith, but his stupidity means that he can be tricked into divulging secrets about her and the Syndicate. Gaddugg cannot tell much beyond that his mother is in charge and her name is Lilith. An Arcana check can reveal that Lilith is a lamia name, and her legacy is public knowledge among the beastfolk of Kirat, although most believe that she is dead or vanished.
Due to the slavery ring being a supposedly legal operation, PCs who attack the slavers or break in are at risk of arrest unless they can show the existence of the tiefling slaves. If the PCs end up imprisoned or on the lam, the Vizier will pull some strings to get their sentences lifted and reveal that he's also investigating the Syndicate. But he will not reveal his extrajudicial murders and kidnappings.
The beastfolk slaves are two harpies, a lizardfolk, and a minotaur, who haven't set foot in Al'Kirat before and thus seek to escape as their first and foremost opportunity. The tieflings are now fully aware that their kidnappers are jackalweres disguised as humans, and that they were to be transported somewhere south along the river heading out of the city at the request of a figure that the monsters called "mother." If the PCs end up in legal trouble from the assault on the slavers, the tieflings will speak in their favor.
The poison-seller is a jackalwere named Jackal John, who is actually one of the named merchants PCs can otherwise buy from in this adventure path. He can be found automatically if the PCs have the note, or more easily found out if the party knows the password Syndicate members use to confirm each other's identities ("mother is watching"). John will run for it if he suspects that he's being followed or the PCs try to capture/attack him, dropping vials of blinding poisonous gas as he does so. The chase is resolved as a skill challenge with potential complications and penalties from obstacles. Jackal John has fallen out of favor in Lilith's eyes, so he's more willing than other Syndicate members to sell out his boss. But only if they can convince the Jackalwere that they can protect him from the Syndicate's revenge. John can tell the PCs about the crime network's vice trades, the name and identity of Lilith, the Syndicate's current plan to incite a revolution in Al'Kirat by importing in enough beastfolk slaves, and even the location of Lilith's headquarters. He doesn't know about the security within the lair, and is unwilling to personally go inside.
The Djinn's Den bathhouse is a mixed bathhouse that creates dense fog which causes the shapes of other bathers to appear as vague silhouettes. This allows for a preservation of modesty while still maintaining the public baths as a social occasion. The traitor is Jenna, a jackalwere who sought to mimic the form and mannerisms of a male sex slave that Lilith became obsessed with, which resulted in the lamia mocking and punishing her. Jenna killed the slave in revenge, which resulted in the Syndicate gunning for her head. A pair of jackalwere assassins are hunting for her in the baths, whose lack of tiefling social customs make their conversation sound weird to others but sounds perfectly normal to Jenna. For example, one assassin might say "hello person, I am distraught and in need of a Jenna from this establishment. Have you seen one of those?"
They intend to kill Jenna with a dagger coated with a paralytic poison so that she drowns in the bath face-down. As she will transform into a jackal upon death, this can further cover up their tracks. PCs have various opportunities to save Jenna: the most obvious is by combat, but if the assassins stab her, they will seek to escape and the party has 1 minute to find Jenna before she drowns. The assassins will attempt to cause public panic to hinder any pursuers by shouting that there's a murder in the baths. Once again, the jackalwere lack of social customs can come in an advantage for the PCs, as most people are covering their privates as they run out, but the jackalweres awkwardly cover random body parts instead.
Jenna knows what Jackal John knows, but is more helpful to the PCs in her willingness to personally accompany them into Lilith's lair and engage in combat.
Thoughts: This investigation is non-linear, relatively open-ended, and is generous with both alternative resolutions and helpful NPCs that it looks to avoid the common problem of "fail a skill check and the PCs are stumped" that plagues many mystery-centric adventures. I will note that we see the first inklings of this adventure being a lot more sexual than normal, on account of the detail of common fantasies requested by brothel clients at the Burning Velvet and the pay rates for particular spells.
Part 2: Hunt for the Lamia is the second half of this chapter, where the PCs learn of the general location of Lilith's lair. It is in an abandoned mine downriver to the southwest of Al'Kirat. At this point in the adventure, Lilith is aware of the PCs snooping into her affairs and will make regular use of Scrying (she can cast it 3 times a day) to measure their progress. A letter will be sent to the most handsome/charismatic male PC in the party, where she asks them to come visit but "without any soldiers." Aka, no cops. The overall tone of the letter makes it very clear that Lilith has a sexual interest in said PC, along with the veiled threat that she is watching him in particular. Due to Lilith's obsession with said PC, she will use all of her scrying spells on him, which can possibly play to the party's advantage if that character has better protection against that kind of spell.
The journey to the lair takes one day, with 2 potential combat encounters. The first involves cockatrices with valuable eggs, and the second is a group of a minotaur and harpy raiders who mistake the PCs for slavers. If the PCs helped free the beastfolk from the slavers' den, one of the harpies will be one of those slaves, who will tell the group to hold off. As a reward, the PCs will be given four harpy feathers which can be used to put others to sleep.
Lilith's hideout is a 10 room dungeon crawl spread out across a single level. The entrance to the dungeon is a cantina full of Syndicate members partying, with chained harpy slaves forced to sing. Her security consists of a mixture of mundane humans with various "criminal warrior" stat blocks, along with jackalweres, ogres, and half-ogre/ogrillions. An unaffiliated creature is a particularly powerful grick in a section of the mine studded with Heka-infused amber. The gangsters will initially be non-violent on account of it being a common gathering spot for business meetings as well as the party receiving Lilith's personal invitation. A lizardfolk assassin named Krazak Sandscale is a potential ally, who recently accepted a contract from Lilith to kill Eurydice. But he has also taken a contract from Eurydice to kill any lamia found in Kirat. PCs can hire him for 500 gold to help slay Lilith, which is lower than normal on account that he knows that Eurydice will be good for the bounty, so in effect he gets a win/win situation of doing the job with backup
and more money.
Lilith's sex slaves can be found in this dungeon closer to Lilith's location. One of them is by himself in a room: Gruntz "the Fertile," a nearly-naked ogre collapsed on the ground and sweating. Gruntz was once famous for being the strongest of his species in the region, and was chosen by Lilith to bear most of her ogre children. She forces him to have sex with her almost every waking hour, resulting in 4 levels of exhaustion and thus he wishes for nothing but to rest. There are 8 male slaves, mostly tieflings and a few humans, who have been kept starving in filthy stables. Interacting with them reveals that they've been visibly traumatized: averting eye contact, telling the PCs they can't talk to them as they're afraid of dying, or not talking but breaking down in tears. They all have Geas spells on them to not speak or act against her.
Lilith's audience room is where she is located during the dungeon crawl, with a banquet set out. She is attended by four jackalweres, two ogres, a pet giant snake, and seven tiefling slaves who visibly tremble and huddle around her throne. She has a Mirage Arcane spell concealing the truth of the feast: an NPC ally of the PCs has been captured and killed to serve as the main course. The module has 3 suggestions, along with potentially using a character from a PC's backstory or a previously-killed PC.
PCs who don't fight their way through Lilith's lair and instead take her up on her meeting offer have the opportunity to learn more about her and what she wants. Lilith has been scrying on various affairs in Kirat, including the ill-fated expedition to the Great Pyramid. She is well aware of the Anubian threat, and as the city they seek to assault is the one she wants to rule, Lilith makes an offer of alliance to the party. She will pay them 1,000 gold every week, use her scrying powers to keep tabs on the party's enemies, put a moratorium on Syndicate kidnappings and killings as well as freeing all the slaves held in her lair, and telling them that a Divine Relic is being held at exclusive auction known as the Enchanted Gala. In exchange, she asks the PCs to cease their investigation and attacks against the Syndicate, and falsely inform the authorities that they killed her.
Lilith is also wearing a Divine Relic herself, the Mask of Opals (can create illusory duplicates of yourself and creatures of Intelligence 5 or greater find you attractive regardless of their sexual orientation and regard all your words as intelligent no matter what you say). However, she will not voluntarily give it up, as she can only unattune to it in death. She will also deny any involvement in the deaths and disappearances of Rashid's targets, claiming that someone else is trying to implicate her; Lilith is telling the truth, as she is not aware of Rashid's involvement.
Should the PCs seek to fight Lilith, it can be a difficult battle. Not only do they have to contend with Lilith, there's also her minions who will join in, and the Geas-bound slaves will be used as humanoid shields to inconvenience the PCs. If the party loses in battle against her, female characters will be killed, but male characters will be kept alive to become her charmed sex slaves.
If the party allies with her and are in need of a favor from her later, Lilith will request a night with the male PC she is obsessed with. She wishes to bear his children, and in order to maximize this chance she "expects a full night of intimate indulgence with the 'Favored One,' lasting until dawn and broken only by brief moments of rest." We also get a description of how many children she sires, equal to the PC's Constitution modifier. Which can backfire on lilith, for this means that a PC with an average or worse Constitution may be effectively sterile!
Thoughts: Well now, where do I begin? This part of the adventure feels tonally different from the rest of the module, and seems to lean too heavily in favor of Porn Logic. Besides the rather descriptive scene of a sweaty, practically-naked ogre exhausted from sex, or the oddly-detailed explanation of how many children Lilith can have with a male PC, there's also the implied expectation that the party will be more open to working with the lamia.
While Lilith is willing to hold up her ends of the bargain, I figure that most of it is going to sound way too good to be true to most players. The author appears to have the impression that a lot of gaming groups would seriously consider an alliance. Why? Errr, sexy snake lady, I guess?
Lilith is seductive and overtly sexual. Her voice is soft and decadent, punctuated by heavy breaths or soft moans when she pauses. She is almost always touching something suggestively—her hair, which she brushes; her slaves, whom she pets; or her own body, which she caresses. She directs most of her attention and flirtations to her 'Favored One.'
During the meeting, the lamia should be portrayed in a way that would make it feel counterproductive for the party to attack her. To achieve this, she openly invites the characters into her chambers, makes no threatening moves, answers their questions truthfully, and offers peace and aid in return.
Lamias are corruptive and persuasive; if the party entered her hall intending to end her life but left as pawns in her schemes, the lamia has been roleplayed perfectly. It is important, however, not to twist the narrative to forcefully make the lamia seem less evil than she is. Her helpful demeanor must stand in contrast to the grim darkness around her—the tortured slaves she's exploited and the terrible creatures she births. This contrast is what makes the decision to ally with her difficult, and what makes the scenario unique.
Let's reverse the genders of Lilith and her slaves: I imagine that most parties would be all too eager to give a male Lilith a violent end. To say nothing of how they'd react when they find out that one of their allies was killed and served as the main course! Female sexual predators are taken less seriously in the real world, and the way this text reads feels like it's playing off this, which gives a major "ick" factor. Additionally, I can't see most groups thinking it would be a good idea to let the PC the rapist slaver is obsessed with spend the night alone with her. Again, this is something that requires Porn Logic in order to be a plausible element to plan for in a campaign.
Thoughts So Far: Dark sexual themes aside, this chapter is a workable mystery with a followup dungeon crawl. I do feel that the final encounter may be a tad difficult, but as the party has multiple opportunities to get NPC allies on their side, this might edge in their favor.
I do want to touch upon this chapter's overall…horniness, for lack of a better term. It feels closer to one of those eroge RPGs on Steam, where arousing and exciting the player is just as important as the gaming elements. This isn't a bad thing in and of itself, but such games are straightforward and honest in what they're about, and unlike the social contract with group-based tabletop it's much easier to dip out of troubling or uncomfortable elements by closing out the game or using a fast-forward/scene skip button. What makes Sands of Doom falter in this is that it's, for all intents and purposes, a PG-13 campaign otherwise. And given the earlier mention of how this basically shows up in the middle of the book without proper forewarning until you start Chapter 7, it just feels dissonant than if these themes were part of the campaign from the beginning.
While the author suggests changes to this chapter to make elements less sexual, there's still quite a bit of work for the DM to do than if it were the default. Namely that Lilith's artwork is not safe for work, and her roleplay notes push her sexual behavior first and foremost. Thus, a less predatory Lilith would have to be designed from the ground up with original artwork, for one. Additionally, without the overt sex appeal, there isn't really much reason I can see PCs allying with her, other than those types who will go "well, we need all the help we can get"
and are also willing to believe she'd give so much while asking for so comparatively little. The Mask of Opals' ability to automatically make characters find Lilith sexy and sound smart with no means of countering feels way too heavy-handed, as it can be interpreted as a blatantly artificial means of the DM saying "I didn't say you failed your Wisdom save, but you failed your Wisdom save."
Join us next time as we attend an auction for a Divine Relic and other precious items at the Enchanted Gala!