Tuesday, July 3, 2018

The Serpent Tower: and OSR Conan mini-adventure

Recently ran this one for the guys.
A fairly straight forward tower ransack which can be complicated with stealth in the town, negotiations, etc.

Tower of the Serpent
Shem, a dozen leagues East of Nippr.
The edge of the Great Eastern Desert.

The Prophet and the Town
A desert prophet of Set has come out of the South and taken up residence in the small trade town of Baghera a small trading town near a waterhole on a trade caravan out of Nippr.

He has brought a fabled artifact, the long lost gem known as the Eye of the Serpent. The prophet Anumen has gathered a large cult of followers in his wake including three powerful warriors, his Champions of Set. With the aid of these men he has taken over the town as a base for his Setian cult.The villagers tried to press back but a small purge and murder of those most vocal against the Prophet silenced the rest. They quietly watched as the Prophet's tower was built and sacrifices to Set were begun. First with slaves, then volunteers among the cult, and lately with townsfolk who are not yet in the cult. Many have been converted to spies for the cult with bribes and addiction to lotus passed out in the mandatory sermons. The cult tried to take over the nearby waterhole but the desert nomads kept them from doing this. Trade has now ceased in the town. Caravans avoid it, stop at the waterhole for a small refreshment and head along the trail. The town is dying, slowly.

The men of the village have had enough. An underground resistance has been formed led by the headman Sezrak and his son Musara. The men involved believe they have enough loyal men to put up a fight if the Prophet and his Champion are killed. To this end they are looking to hire mercenaries capable of entering the tower and carrying out the assassinations. They have sent out Musara to find such men. His leaving Baghera was not unnoticed........

The PC's
....are fleeing on foot on the edge of the desert. They and their mercenary companions were ambushed by a Zuagir warlord crossing the desert. They were the only survivors and escaped  Southwest across the sands with no horses and few provisions. They have been walking by night and sleeping by day for nearly five days now, out of food and down to less than half a nights water rations.

As they make camp for the night they hear cries and the sound of horses approaching.
Musara is being chased by guardsmen on horses and cultists on foot and they have caught up to him amidst the PC's camp.  The guards were lagging behind as they had to prepare the horses for the chase.

If the PC's do not initially want to help Musara:
He will offer them rubies.
The guards and cultists will attack everyone in a fury. They will fight to the death filled with fanatical fury for their master, a Prophet of Set.

Musara is not a fighter. He will cower behind the PC's untl the attackers are dead or defeated.
Grateful for not having to travel a long distance for mercenaries the  young man has an offer. As it turns out they are only a few leagues from Baghera.
He will pledge10 gp in rubies per PC to come to Baghera and meet with his father, the headman of the village who wishes to hire them for a job.  He is carrying nearly 50gp in coin and rubies which can be distributed to PC's.
He will not be more forthcoming. They must go to the meeting to get more rubies and details.

Baghera
As the PC's approach the town the land becomes rocky hills mixed with scrub grass and a bit of sand. Over one hill they see the trading town with the nearby waterhole and a tall tower adorned with statues of Set at its top.


The PC's are to enter the town and make their way to the Bull of Heaven tavern under the cover of darkness. Still loyal guards are bribed by Musara to let them into the town.
(False: they are cult spies and alert guard captain Amshar as to their presence.)

The Bull of Heaven Tavern

At the tavern the PC's meet half a dozen cloaked nomands and townsmen in a dingy back room. They are led by Sezrak. After receiving food and drink and being paid the rubies that were promised Sezrak begins his pitch:
He describes the prophet and his taking over of the town (see below.) He describe the large purple jewel the priest wears. (Those with the proper knowledge skills or background can make a skill or Intelligence check to recognize it as the Eye of the Serpent.)
He estimates that with the taxes taken by the cult and tithes collected there must be at least 5000 gp in coins, jewels, and other treasure in the tower. At least. He and the others wish the PC's to enter the tower and kill the Prophet and his three Champions. In return they offer the PC's 10% of the liberated loot (they can be negotiated up to 20%.) They are also offering the large jewel the Prophet wears as well. They figure it is at least 5000 gp by itself but they want no part of it. Their superstition and fear of Set is strong.
To aide in getting the PC's into the tower Sezrak has gathered a force of 50 willing Kinsmen who owe him favors. The nomads are poised in a hidden camp in the hills North of the town. When a messenger is sent they will ride down and attack the town, drawing out the majority of the guardsmen in the tower. This should give the mercenaries a better chance at entering.

Sezrak, headman of Baghera 
Hd 3
Hp 18
Ac 13
Hit +3
Save 13
Scimitar (1d8), dagger (1d4), scale.

Musara, son of Sezrak
Hd 1
Hp 5
Ac 12
Hit +1
Save 15
Short-sword (1d6), dagger,  leather.

Village men/Nomads 
Hd 2
Hp 14
Ac 12
Hit +2
Save 14
Scimitar (1d8), dagger (1d4), leather.

Betrayal
After the PC's agree or back out there is a crash at the back door as guards attempt to break into the room with axes. As this happens a force of guards led by Captain Amshar enters the front. The treacherous guards alerted him and he has come to ambush and claim the heads of the mercenaries. With him are eight guards in the back of the tavern an eight more with him in the front. They are joined by Shumal, a Shemite archer and champion of the Prophet Anumen (stats in the Tower below.)
The PC's are trapped in the inn and no quarter is expected.

Captain Amshar and his guards are fanatics and will fight to the death.
Shumar the archer is not. He will escape if things go badly and try to alert his comrades at the Serpent Tower

Captain Amshar 
Hd 4
Hp 26
Ac 14
Hit +4
Save 12
Scimitar (1d8), long knife (1d6), mail, crested helm.
Samthar is a former pit fighter and is well versed in two weapon combat. He can attack with his scimitar in his right hand and his long knife in his left for two attacks per round with a penalty of -2 per attack. If facing a heavily armored foe he will forgo this and attack with a single weapon to maximize his chance to hit.

Guards
Hd 1
Hp 6
Ac 13
Hit +1
Save 15
Half-pike polearm (1d10 no 10' reach), scimitar (1d8), scale, spired helms.

AFTERMATH
If Sezrak or Musara survive the offer stands and one will go to signal the gathered nomads.
If the towns men are killed the PC's are free to leave or loot the tower on their own.
If they flee the town they will be chased by a large number of cultists and possibly a champion or two.

THE TOWER COMPOUND  
The yard has been cleared of rocks and other debris. Scrub grass grows in places not trampled down by the guard garrison.

The walls of the compound are of loose stone blocks piled twenty feet high and ten feet thick with a flat top for guards to walk. There are plenty of handholds between the stones. The walls are one hundred feet to a side.

The entrance in the south wall are two ten foot tall barred gates, crudely but stoutly made at the town smithy. They are locked from within with a stout chain and padlock. A designated watch sergeant on duty has keys and can be summoned to open them.

Structures inside the walls include:

1 Guard Barracks
Large stone buildings with open doorways and windows covered in canvas flaps. Each building has enough room to store the meager personal effects of up to forty guards. Trinkets, spare clothes in chests, etc. The guardsmen rotate shifts allowing 20 at a time can bunk in each building.

2 Armory
This open door stone building contains racks of spears, polearms, swords, and shields for the guards. Armor and helms are to be kept by themselves in the barracks.

3 Bone Pit
Filled with animals and human bones from past meals and sacrificial victims.

4 Kitchen and Pantry
The kitchen is a good sized stone and mud building with two shuttered windows and a wooden door with a simple latch. Inside is a large hearth and cauldron as well as a butcher's table, cutting blocks, cooking and butcher utensils, bowls, pots, etc. It is surprisingly very clean.

A small stone and mud pantry is attached to the kitchen. It has salted and dried meats, stacks of vegetables, flower and grain sacks, and casks of ale, water, and wine. Stacked to the rear is a pile of old wood and dried camel dung for cooking fires.

The cook and his assistants live in the town proper and are gone before the gates are locked for the night.

Lighting
The yard is illuminated with 4 large iron braziers. There are torches burning at the guard barracks, front gates, and at various points on the inner walls.

The Compound Guards
The Tower compound has a solid 62 man garrison led by Captain Amshar. If Amsar survived the tavern he will make his way here.

Two guards stand outside the front gate with light provided by two torches set into the walls. They stand between two ten foot tall statues of Set. Two guards per wall walk atop the west, north, and south walls with a torch and bow. Each guard on duty bears a ram's horn to signal trouble.

Amshar and 16 guards, accompanied by Shumal the archer, were sent to the tavern to arrest the conspirators and PC's. The standard 10 gate,wall, and yard guards are at their post. Four are guarding the slaves on level 2 of the tower. This leaves 32 guardsmen eating or sleeping in the two guards barracks.

If someone was alive and made it to the compound to report the tavern incident:
30 of the 46 remaining guardsmen will come out of the compound to find the PC's. The guardmen will beat, torture, and probably kill a few townsfolk as punishment and in attempts to get information. The Champions will remain in the tower to protect the Prophet and the priests. The tower will be on alert. The remaining 16 guardsmen will be set to guarding the gate and walls and four will continue to guard the slaves on level two.

If no one lived to report the tavern incident:
Guards will be on normal alert for about an hour before the guards on the compound walls reaize they have not seen the torch lighs of the patrol for a while. They will report to Timon who sends a 20 man patrol to find out what is going on. The remaining 26 guardsmen will be assigned as above.

If the nomads attacked the town to draw out the garrison:
All of the remaining guardsmen with the exception of two at the front gate, three on the walls, and two walking the yard with a war-dog each will come out to fight the raiders. The Champions will remain in the Tower to guard the Prophet and his priests. The town fight will be long and bloody with horsemen and guardsmen dodging across streets, piling up cover and forming spear walls to break up cavalry charges, and house to house combat.

Each guard is distracted from the nearby sound of battle and will frequently look towards the town leaving gaps in his assigned section of walls. DM's should adjust the chances of PC's trying to sneak over the wall accordingly with relevant move silently, hide in shadows, Dexterity rolls, and surprise roll bonuses for attempts.

Guards
Hd 1
Hp 6
Ac 13
Hit +1
Save 15
Half-pike polearm (1d10 no 10' reach), scimitar (1d8), scale, spired helms.

THE TOWER OF SET 
The tower is 105' tall, 40'x40' wide. Atop the tower, facing north and south, are two large serpent head carvings hanging over the rooftop, flames burning in the mouths. In the center is a 20' tall carving of Set painted in gold and scarlet that gleams in the son.

The interior walls are of 2' thick stone.
The interior rooms are 12' tall with 3' thick floors/ceilings between.

Stairs
All stairs curve along the interior wall on each floor. The stairsteps are each roughly a foot in height and five feet in width, extending up through five feet holes in the ceiling/floor up to the next level.
WIndows

Doors
Doorways are of thick vertical wooden planks banded horizontal with black iron bands. A pull ring serves to open each. Several are locked with a primitive iron slide lock and key. The chance to Pick Locks for these are at a normal percentage. They can be opened with an open doors check or bashed in with heavy chopping or bashing weapons. The doors each have 20 hit points. Forcing or destroying a door causes a LOT of noise and may attract attention.

Prisoner's Chains
The chains can be broken with an open doors roll (with a 1 penalty to the roll.) The manacles are simple to pick giving a +20% to Pick Locks or they can be hacked loose with 10 hp damage.

Dumbwaiter Shaft
A three foot wide shaft runs the length of the northwest corner of the tower. This well shaft contains a pulley system (located at the top of the tower) with ropes and buckets acting as a dumbwaiter in between floors.  It can be climbed easily thanks to the ropes and bracing in the shaft.

Columns
Random columns are in the tower. They are floor to ceiling and wrapped with carved snakes and demonic figures.

Damaging the Tower
The tower is only a year old and has not completely settled and the mortar for the stones was not of the best quality due to poor materials available. Any roll of a natural one has a 1 in 1d6 chance of hitting the tower in the cramped space. Damage is rolled. If 10 or more points damage is done a five foot portion of the floor or wall falls loose in a shower of broken stone and mortar.




1. Main Hall
The entrance to the chamber is through two stout wooden doors with iron bands and a large pull ring. They can be barred from the inside. A low flight of stone steps lead the doors. Two large windows are set in the west wall and are barred with thick wooden shutters.

The room is of tight fitting stone blocks, forty feet on each side, with a ceiling nearly fifteen feet tall. A large set of stone stair lead upwards on the east wall. Tapestries of read and black with silver thread line several walls depicting scenes from the gospels of Set.

The room is lit like the fires of hell from a large stone brazier of burning oil in the center of the chamber. Two more small braziers burn in the corners of the south wall. The smell of smoke, incense, and lotus is strong here.

Two scarred wooden benches dominate the center of the chamber. They are filthy with the refuse of food, wine, and blood.

A three foot tall throne dais sits on the north wall. Thin pillars of stone, floor to ceiling, sit in front of the platform. Three massive stone steps lead to the top of the dais. Twin fire-pots burn on each side of the steps. The stone throne is carved with the image of twisting snakes and two large snake heads form the armrests. On each side of the throne are two incense burners carved into the likeness of tortured man-like figures holding bowls. Two ten foot statues of Set flank the dais, stone carved and painted in vivid colors of greens, reds, and yellows.

A secret drawer rests in the side of the throne. It contains 8 platinum pieces and 10 gems worth a total of 230 gold. These to act as emergency funds in case the Prophet has to flee the area.
The drawer's catch is trapped with a poison needle. Those opening it improperly must Save vs Poisons. Failure is death, success is 20 hp damage.

The dumbwaiter shaft is open to this area but hidden by a dark red velvet curtain.

If the nomads attacked Baghera four elite guards are guarding this room.

If the nomads did not attack the four elite guards are lounging at the tables, drinking wine, and taking a break. Their weapons are sheathed and shields are nearby.

Elite Guards  
Hd 4
Hp 24
Ac 13, 14 with shield
Hit +4
Save 12
Battle axe (1d8), scimitar (1d8) dagger (1d4), scale, spired helms, shield

2.  Slaves Quarters
A flight of steps lead up the northeast corner. It is lit by a large brazier and a small lamp. Two pillars are north of center of the chamber.

The air is tinged with the smell of smoke, unwashed bodies, dirty laundry, and dog piss.

Area 1
This is a storage area with several stone stalls on the north wall. Lumber, tools, old crates, jugs, old clothing, and all manner of junk is stored here. A chamber pot sits next to the well on the northeast corner.

Area 2
The slave-overseer quarters. It is a squalid stone room with a wooden and iron banded door. A lamp burns on a hook outside of the door. Inside are three dirty fur and cloth pallets and several old chests and crates for furniture. A small statue of Set, empty wine jugs, and a few bits of personal trash sit on the chests and crates. Inside the chests are spare clothing, belts, a pair of ratty boots, and a variety of dice and other nick-naks.  Two spare spears are leaning against the northeast corner of the room. One of the guards has managed to save up 3 gp and 13 sp in a leather bag hidden in a loose stone under the bed on the north wall. The rest are gambling away anything they have.

Area 3, 4, and 5
Slave quarters. Each is closed with a locked wooden and iron door set with a small window of iron bars. One of the guards has a key to the slave manacles and the doors. Each of the cells is dimly lit from the light coming through the barred windows.

There are seven slaves spread between the two rooms in area 3 and 5. The rooms ard filled with sleeping pallets of old cushions, hay, and fur. They huddle in fear and hunger.

Area 4 is a punishment cell. Prisoners are chained to the walls, doused with cold water, starved, and whipped. There may be a special NPC or even a late to the game PC in here.

Four guards and the Prophet's Champion Samthis are playing dice near the large brazier. If not caught by surprise Samthis will attack those coming up the stairs in a fury trying to jam up the stairs. All are fanatics and will fight to the death.

Four large war-dogs are resting near the door to Area 4 and will attack at the slightest disturbance in the chamber. They are pets of Samthis and he often roams the compound with them.

The noise of combat is muffled by a tapestries over the entrance upstairs; no one will hear the battle and interfere.

The dumbwaiter is open on this level.

Slave Overseers
Hd 1
Hp 6
Ac 13
Hit +1
Save 15
Half-pike polearm (1d10 no 10' reach), scimitar (1d8), scale, spired helms.

War-dogs   
Hd 2+2
Hp 18
Ac 13
Hit +2
Save 16
Move 120/40
Bite (2d4)
Pack attack: every extra wardog attacking the same target nets a +1 attack bonus to all that are attacking. Maximum of +3 bonus (4 dogs.)

Slaves
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

Samthis the Stygian, Champion of the Prophet
(The Champions of the Prophet are built with my Hyborian Classes, change as needed!)
Brute 5, NE
Hd 5
Hp 53
Ac 13 (scale armor), 14 with shield
Hit +4 melee, +2 ranged
Save 10
Str 17, Con 18, Int 8
Languages: Stygian, Shemitish
Abilities:
+2 to all melee and unarmed damage rolls (in addition to his normal Strength bonus)
⦁ He can choose to melee attack twice per round but
each attack is at a 2 penalty
Once per day per level  Samthis can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3.
Once per day per level Samthis can intimidate creatures with a total HD equal to his level. Lowest level HD creatures are affected first. The creatures must be able to see the Samthis' display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on him. Most will flee; only the most determined will stay and fight.
+4 Saving throws vs Poison and Disease

Items:
Two-handed Tulwar (1d10+4)
Battle axe (1d8+4)
Scale armor, Shield

Samthis is a vicious killer come with the Prophet from the South. A former slaver he is a massive man and totally ruthless in a fight often charging at foes and overwhelming them with blows from his huge tulwar. He is an absolute fanatic and worshiper of Set. 



3. Champions Quarters and Armory
The stairs from below lead to a small landing with a small burning brazier. Immediately past the brazier on the east are the stairs leading up to the next level. A large crimson curtain to the south leads to a ten foot hallway and another crimson curtain. Beyond the curtain lies the quarters of the three Champions of the Prophet and the armory for the tower. A slight smell of incense and lotus lingers in the air.

A large plaster statue of Set and a pillar from floor to ceiling are in the main area of the room. Two more pillars stand in the dark northwest and north east alcoves. A brazier, sconces, and lanterns light various areas of the chamber.

Area 1 
A shrine to set. A small reception room with a burning torch in a sconce. The east side of the room is covered in a large black curtain with silver and gold embroidery of Set swallowing sacrifices. Beyond is a small room with a golden set idol (100 gp) on a alter covered with candles, incense, and other trinkets left as offerings.

Two priests are here praying to their dark god.

Priests
Hd 1
Hp 5
Ac 10
Hit +1
Save 16
Long knife (1d6), red robes, Set medallions.
One of the priests has his dagger dipped in a virulent green poison. It is only good for one strike. If he hits

Area 2
The room of Samthis the Stygian. A small unlit lantern is on the wall next to the unlocked door.
This spartan room contains a simple pallet covered with silk and fur covers and pillows. A chest contains spare Stygian clothing. Two barrels of water sit on the north wall. A small alter with a Set statue and smaller statures and trinkets to the other Stygian gods sits next to the pallet. Two spears, a spare shield, and a battle axe lean in the northwest corner.

Area 3
The room of Timon the Kothian. An unlit lamp with red glass panes hangs near the unlocked door in this long, thin room. Timon's sleeping pallet is of covered with tiger-skin and a simple neck support. A small leather pouch of 23 gp and 25 sp is hidden in his tiger furs. A crossbow and a case of 20 bolts leans on the wall next to the pallet. Various chests contain spare clothing, armor and weapon repair tools, and a few trinkets. Two casks of fine wine sit by the door. One is tapped and atop it is a 3 gp silver chalice.

A comely female slave is chained to the southwest corner. She is well fed and cared for and will happily run off if freed, trying to reach her nomad family she was kidnapped from.

Slave-girl
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

Area 4
The room of Shumal the Shemite Archer. As with the others an unlit lantern is near the unlocked doorway.

Shumal's bed is of fine wooden frame and has a feather mattress and pillows. Open chests and tapped ale barrels line the walls. The room is a messy wreck with a scattering of filthy sweat and sand stained clothing, chicken bones, old plates, arrow shavings, spears, and other junk. Amid the filth lies a dead female slave chained to the wall on a dirty pile of of furs.  No coins or treasure is here. Shumal is paranoid and buries his stash of gems and coin near the village.

Amid the trash is two shemite bows and four extra quivers of arrows, 20 arrows each.

Area 5
The armory. The door is more heavily constructed than the other doors thus encounterred being covered in an iron barred portcullis over the wood and iron-band door. Both portcullois and door have a complicated key lock of Stygian origin. The key is round the neck of Timon and the Prophet has a copy as well. Two Pick Locks are required to enter, each at a 10% penalty due to the high quality. The portcullis and door are too heavily constructed to be forced, bashed, or chopped though.

The armory has racks of spears, swords, battle axes, hunting bows, and barrels of arrows. Several suits of copper scale armor (AC 16/+3) and iron cap helmets.

The dumbwaiter is open to the level.

Timon and Shumal (if he survived the tavern) may be here. If the compound is on alert Timon will most likely be upstairs with the Prophet and Shumal will be stalking the tower looking to target intruders, firing arrows and moving back up the stairs. If they are able to they will fall back if overwhelmed and fight the invading party upstairs. They will keep retreating, if possible,  to support other guardians upstairs and the Prophet himself.

Timon the Kothian, Champion of the Prophet
Warrior 6, LE
Hp 36
Ac 15 (brigandine)
Hit +5 melee, +4 ranged
Save 10
Str 15, Dex 13, Con 15
Languages: Kothian, Shemitish, Zamoran
Abilities:
+1 hit melee
+1 Ac
Follow through (one extra attack if first hits, must be within 5' of Timon)
Weapon expert (swords 1d10 damage, daggers 1d6 damage)

Items
Scimitar (1d10+1)
Dagger (1d6+1)
Brigandine , Iron helmet
Keys to treasure vault

A professional soldier and mercenary. Timon has honor and will gladly duel if challenged. In war he is merciless using any tactic to win. He will retreat if seriously wounded. 


Shumal the Shemite, Champion of the Prophet
Archer 3, NE
Hp 15
Ac 13 (leather)
Hit +2 melee, +3 ranged, +4 bows
Save 12
Dex 15, Wis 13, Chs 13
Languages: Shemitish, Kothian
Abilities:
+1 to hit with bows
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.
Range increment's for bows increases by 50 percent.
After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. 

Items

Shemite bow (1d8, 150' range inc), 20 arrows
Shortsword (1d6)
Knife (1d4)
Leather armor, Iron cap

A former thief, Zaguir raider with a death sentence, and all around scumbag. Shumal is not a true believer in Set although he hides it well. He is a coward and is waiting to loot the tower himself and flee the cult. 



4. Treasury 
The stairs open to a landing blocked off with a black vevet curtain on the west. A hallway runs the length of tower to the south leading to a stairway upwards. The hallway has two columns along its length and is lit by a small brazier near the landing and a small torch and sconce at the end of the hallway.

Area 1
The black velvet curtain opens to a small area with a thick red silk curtain on the south. A dim firelight flickers  beneath the curtain and muffled chanting can be heard.

Area 2
The main hallway of this level. It is lit by a large brazier between two columns. A large red curtain covers half or the east wall.. Two large locked solid wooden and iron doors are on the west wall. Normal chance to Pick Locks or the keys that Timon and the Prophet have will open it. The doors can also be forced, bashed, or chopped open.

Four priests in their red robes and shaven heads are here, gathered around the brazier, chanting and inhaling incense tinged with lotus with eight cultists. They are slightly frenzied from the mixture and have a +1 to hit and damage.

Priests
Hd 1
Hp 5
Ac 10
Hit +1
Save 16
Long knife (1d6), red robes, Set medallions.
+1 to hit and damage.

Cultists
Hd 1
Hp 4
Ac 10
Hit +1
Save 15
Club or dagger (1d6), white robes.
+1 to hit and damage.

Area 3
This large room is empty except for cobwebs and five large barrels of fine aged Corinthian wine.
The 'vaults' were built large in anticipation of a growing treasure horde as the cult spreads.

Area 4
This large room is empty save for cobwebs and the mummified corpse of a large man with red hair and beard chained to the west wall.

Who is the mummified man? Possibly:
A noble who found punishment for angeringi the prophet and died a slow death of deprivation.
A ancient giant-king brough to the North by the Prophet. It slumbers.
A warrior slain and preserved for animation as a special guard or spell components.
A total mystery to not be solved.

Area 5
Behind the red curtain is a large dark chamber. The light from the brazier in Area 2 is not sufficient to light but half of the chamber.  It is lit enough to show the treasure vault door from Area 6.

Just beyond the edge of the darkness is a towering 10' realistic snake statue of Set painted in greens, reds, and golds. When the PC's come near enough to illuminate the statue with a torch or lantern they must make a Save or be shaken as they think it is a living thing. Whomever fails is shaken and all dice rolls are -2/-10% for 2d6 rounds.

Resting on the northeast corner of the room, near the ceiling, slithers Mog'thaur the guardian demon of the treasure. He sticks to the darkness of the room and attempts to attack any PC that comes below him and into this area. He ha a 10' reach, lunging out of the dark and surprising foes automatically or on a 1-3 on a 1d6 if they have a torch or lantern and are actively searching the area. If not he surprises on a 1-5 on a 1d6. Once he exposes himself

Mog'thaur, Guardian Demon of the Treasure Vault
Hd 8, LE
Hp 48
Ac 12
Hit +8
Save 10
Ten feet of slimy netherworld flesh and bone; part ape, part crab, and part frog. Mog'thaur came under the control of the Prophet in the past before the journey north. He is bound to protect the treasure vault on this floor. He cannot attack members of the cult but any strangers will feel his pent up wrath and hunger.

Mog'thar has dark-vision out to 60' and can cling to walls and ceilings like a massive slimy spider. He uses the darkness in the chamber to his advantage, hiding in the shadows on the ceiling or walls. He is large enough to grab an unsuspecting victim while clinging to the ceiling with his 10' reach, lunging out of the dark and surprising foes automatically or on a 1-3 on a 1d6 if they have a torch or lantern and are actively searching the area. If not he surprises on a 1-5 on a 1d6. Once he reveals himself he disregards stealth attacks the intruders savagely with two claw attacks (1d4 damage each.) If both claws hit the victim must make a Strength check with a four penalty or be drawn to Mog'thar's maw for an additonal 1d6 bite damage.

He will fight to the death as he is bound too. He can be hit with normal weapons but regenerates 3 hit points per round with the exception of fire.  If not burned when brought below zero hit points he will revive even from death. A favored trick of his, when depleted of hit points, is to play dead when he revives, waiting for an opportunity to attempt to attack from surprise. If he is dismembered his parts will send tendrils of flesh out to each other and his body will rejoin within two rounds. If his parts are separated by walls or distance the limbs and head will die off and new ones will grow from the bulk of his fetid body. If dismembered and/or beheaded his head can still bite and his claws can still.......claw until the parts are rejoined. Each gets a separate attack doing 1d4 damage.

Area 6
This large room contains the cult's current treasure horde. WIthin the cobwebbed room is:
2750 gp in gems
2323 gp
10,390 sp
Various pieces of art, pottery, tapestries, silks, etc totalling 3085-ish gp.

The lock is identical to the Stygian armory lock. Pick locks at -10%. There is no portcullis or bars and the door can be bashed open with 30 points damage. Doing so is incredibly noisy and will catch the attention of the guardian demon Mog'thaur if he has not been dealt with previously.

Area 7
This large room is the lair of Mog'thaur. It is littered with broken furniture, shredded tapestries, shattered pottery and other debris. Gnawed human bones lie scattered about, old or sick slaves given to the demon. His nesting spot is in the northeast corner, a pallet of straw and roughly preserved skin and furs. There is no treasure in here, the demon is bound to give any he finds to his master. This frustrates Mog'thaur greatly.

The dumbwaiter is closed to this floor, bricked and mortared.

If combat spills into the west hallway a few priests with cultists from the next level may come to investigate. It is also possible to give the PC's a glimpse of the Prophet from across the hallway. It's a nice place for a fireball then a quick escape upstairs.

5. Priest Quarters
The stairs open up in the southwest corner to a well lit chamber. Immediately in front of the stairs sit a large Set statue and a pair of braziers on the south wall. A large brazier sits in the center of the chamber. Two female concubines on pillows are chained to the fire bowl.

Concubines
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

Several closed wood and iron doors are closed and unlit lanterns hang by each. The air is heavy with the odors of incense, oiled bodies, and candles. The stairs upwards are hidden behind a red velvet curtain behind the shrine in Area 1.

Area 1
This room is the priest's shrine to Set and the other dark gods of Stygia. The room is dominated by a well made jade statue of the Serpent worth 220 gp. Other life-like statues of the gods line the walls. Heavy incense burns and wafts out to the main corridors. Several leather whips hang from the alter, crusted with dried blood. Two mats lie before alter covered in flecks of blood. Priests will come here to flagellate themselves for the glory of their god and to shed their blood in his name. Each session does 1d2 points of damage.

Areas 2, 3, 4, 5, and 6
Two man cells where the priests store their personal items and sleep in shifts.
The rooms each have two wooden framed beds, small tables, chests of spare robes, casks of wine, cups, and spare bits of furniture. On top of the tables are a variety of mini-idols and other religioius trinkets, religious scrolls, inks and quills, incense holders and ash and candles.

If no alarm has been raised five priests are lounging in their chambers as another sits by the large brazier preaching to the cultists and two are whipping themselves before the alter in Area 1. The two flagellants will have lost 1d2 hp due to their whippings.

If the alarm has been raised the priests and cultists have weapons ready to defend the Prophet. They will allow the PC's to come up they stairs from below then attempt to swarm and flank them. They will fight to the death to defend the Tower and the Prophet.

Priests
Hd 1
Hp 5
Ac 10
Hit +1
Save 16
Long knife (1d6), red robes, Set medallions.

Cultists
Hd 1
Hp 4
Ac 10
Hit +1
Save 15
Club or dagger (1d6), white robes.

Concubines
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

TImon and Shumal, if alive, will make a stand here with the remaining cult and try to ambush and murder the invading PC's.

If the Prophet has appeared he will fling a spell or two and then escape upstairs to his chambers and his guardians.

The dumbwaiter is open to this level, in an alcove lit by a lantern.

6. Lair of the Prophet
The stairs from below open to a large two step dais in the northwest corner of the room. A set of stairs across the dais on the north wall leads upward. Two columns sit by the north wall, beyond the stairs leading upward. This corner is dark with a bit of firelight peeking beneath the partition in Area 1.

Area 1
A large statue of Set sits by the stairs leading down. The statue is painted realistically with the fangs of actual gold and the eyes of fiery rubies. The teeth and rubies are worth about 250 gp if taken. The statue is large enough to block the view of Area 7 unless the PC's get down and peek around the statue.

The chamber is partially hidden by a large framed partition of ancient origin, an Acheronian tapestry portraying some forgotten battle between the Valusians and a horde of serpentmen. Firelight faintly shows from beneath they tapestry.

Area 2
Beyond the partition is the main bulk of the chamber with clear views of Areas 3 through 7.
A large mass of red and black silk hangs from the ceiling on west side of the chamber, blocking the view to Area 3. The most notable immediate features are the large flaming brazier and the four gigantic corpses standing in a silent watching line to the south of the fire.

The eight foot tall withered corpses are dressed in ancient green-rimed copper armor and helms.
Each holds a huge battle axes and an ancient shield. When a PC or other character disturbs the tapestry or crosses the room they will immediately attack the intruders.

Giant Warrior Kings
Hd 5
Hp 36
Ac 15
Hit +5
Save 13
Giant Axe (1d12), ancient copper plate, helms, shields.
Undead

The unlit northwest alcove, near the blocked off dumbwaiter shaft, is filled with recent and moist crushed bones and shed snake skins. Further east on the wall is a chest with two small gallon jars of black lotus juice and a bag containing five doses of black lotus powder. A rack of ancient Acheronian chain and half plate armor and helm (AC 14/ +5) hanging on a stand. The armor has turned greenish with age but is still worthy. The chest is trapped and if the latch isn't rotated properly a spring-loaded spike fires towards the opener. Save or take 1d8 damage.

Black Lotus Juice: 
When ingested the imbiber must make a Save with a one penalty or die the next round. IF the Save was successful the imbiber still takes 25 hp damage.

Black Lotus Powder: 
Thrown this substance acts as a Dust of Sneezing and Choking. When burnt and inhaled as an incense the user enters a euphoric state and is helpless for 2d6 hours and a magic user or cleric gains four caster levels when calculating spell level on available spells for a number of hours that they were in their euphoric state.

The Prophet is wearing the Eye of the Serpent jewel as well as his keys.

Anumen, the Prophet of Set 
(Serpentman of Old), LE
Hd 8
Hp 52
Ac 14 (scale armor + scales)
Hit +6 melee, +5 ranged
Save 8
Str 15, Int 17, Wis 15, Chs 15
Languages: Aklo, Acheronian, Shemitish, Stygian, Zamoran
The Prophet has the following abilities:
+1 Ac for scales
Bite for 1d4 damage. The Serpentman can inject poison on a successful hit 3 times per day. The poison does an extra 2d6 damage, Save for half.
Darkvision 60'
Spells as a Magic User an can wear armor
Two-Weapon Fighting, the Prophet  is dangerous in melee combat as well and can attack with two weapons at a penalty of -2 for each hand. He prefers his magic shortsword and long knife mixed with his poisonous bite.

Spells (Swords & Wizardry)
Level 1, 4 spells. Charm Person, Detect Magic, Read Magic, Sleep
Level 2, 3 spells. Darkness 15', Levitate, Locate Object 
Level 3, 3 spells. Dispel Magic, Fireball, Suggestion
Level 4, 2 spells. Confusion, Polymorph Self

Items
+1 Shortsword (1d6+1)
Long Knife (1d6)
Potion of extra healing (3d8+3)
Eye of the Serpent (5000gp ?)

The Prophet's favorite form via Polymorph self is that of an ancient Stygian, a large man with a powerful voice, dusky skin, blue eyes, and long dark hair in black scale armor and dark robes. 
None but his Champions and the priests know of his true nature.




Area 3
The sleep/meditation chamber of the prophet is enclosed in silk curtains. Behind are three one foot tall levels leading up to a marble slab and braziers for the burning of black lotus. The Prophet will meditate here in the lotus fumes, dreaming and scheming. A half-devoured corpse of a female slave lies on the floor near the marble slab.

Area 4
Chained to the dimly lit south wall are four haggard looking slaves. They are completely cowed and will refuse to rise and escape even if unchained.

Decrepit Slaves
Hd 1
Hp 3
Ac 10
Hit +1
Save 15

Area 5
One lone slave lies in here. He is thin and near death. Operation scars and stitches adorn his flesh. He has one hit point and will die within the hour without assistance.

Area 6
Lining the east wall is a counter with shelves and three sconces for light. Bloody cutting knives, saws, and other instruments of exploratory surgery lie here. Beakers and burners of strange chemicals burn away. Preserved specimens and jars filled with preserved human parts sit or hang from the walls and counter-top. On the walls hang crude pictures of flayed human anatomy. A large stone table with four manacles, a blood groove, and a whole lot of dried blood sits near the counter-top.

If grabbed for use in combat the beakers have the following possibilities:
Acid: 1d6 damage the first round, 1d4 the second round, 1d3 the third round. Save for half damage.
Blinding: The creature must make a Save or be blinded (-4 hit) for 2d6 rounds.
Nothing: A splash of colored water to the face.

The Prophet will rely on his mummy guards and any surviving champions. He will flee upward if wounded or in serious danger.

7. The God in the Bowl
The stairs open up to a small landing with a thick black curtain. This entire chamber is pitch black; no fire is on this level.

The entire floor is partitioned off with one foot thick stone walls and thick red and black curtains. Columns dot the level. Everything is painted and stained black. Floors, walls, columns, everything.  This allows the black scaled Man-Serpent to blend into its surroundings.

A stairway leading up with a locked door is on the west wall near the open dumbwaiter shaft.

This entire floor is the lair of a Stygian Man-Serpent, brought from an old tomb to the far south and released as a servant by the Prophet. It moves freely through the dumbwaiter shaft at night, stalking careless slaves and guards for sport and food. IF the PC's have made a large ruckus it will hear through the shaft and go down to investigate. It will not attack but PC's may get a glimpse of its golden face in the darkened shaft.

The Man-Serpent will allow intruders to wander into his mini-maze. It will hide coiled up on the columns waiting for a chance to pick off stragglers. It will strike, do damage, then attempt to flee with it's superior movement deeper into the maze to attack again. There is a secret door (denoted with an S) it can enter and exit through silently on well oiled hinges. In dim light its Hide in Shadows is 95%. Under direct torch-light it falls back to 80%.

Stygian Man-Serpent 
Hd 10, LE
Hp 65
Ac 15
Hit +10
Save 8
Move 150'/50'

The Man-Serpent is 20 feet of black scaled death, a snake's body topped by a slightly alien yet strangely beautiful human face.

The creature is a master of stealth. It can see in the dark up to 90', can hide in shadows and move silently as a thief with an 80%, and can climb walls with a 95%. If it achieves surprise the Man-Serpent gains a gains a +4 bonus to attack.

The most dangerous ability of the creature is its ability to charm a victim with its powerful gaze and its haunting alien voice, beckoning the victim to come to it. It will speak in Old Stygian but a victim will understand the words in his mind. A Saving Throw is allowed. If failed the victim will come towards the Man-Serpent, entranced by its eyes and voice, and vulnerable to its attacks. The Man-Serpent gains a +4 bonus to attack a charmed victim. If the victim succeeds on its Saving Throw it is immune to the creature's charm attack for 24 hours.

It can attack with its fanged bite for 1d4 damage and attempt to wrap its body around a target for 1d6 crushing damage. Once wrapped a target must make a Strength check with a -4 penalty or take automatic crushing damage each round. A victim is allowed this Strength check each round on his turn to break free. If attacking from surprise or while the victim is charmed the Man-Serpent wraps the throat of its victim on a successful hit and does 1d8 damage per round. It is limited to one victim per round with its crush or strangle attack.

If alive and up here the Prophet will fight to the end with the help of the Man-Serpent. No quarter will be asked or given. He would rather die than be captured by 'primitive monkey-slaves.'

8. Rooftop
The steps lead to the top of the tower. The roof is of bare wind-swept stone blocks and no rim or guard rail lines the roof. The pulley and bucket mechanism for the dumbwaiter shaft is located here.

Two large serpent head carvings hanging over the rooftop facing north and south. Braziers burn inside the ten foot tall hollow heads illuminating the mouths and eye slits.

Dominating the roof is a stepped stone dais ten feet off of the roof. Atop is a 20' tall carving of Set painted in gold and scarlet that gleams in the sun.

Guards only come up here to relight the braziers before dusk. They greatly fear the Man-Serpent and will only come up here in squad strength with lit torches.

If combat comes up here the fire of the braziers and falling off of the roof for a 105' drop can be fun hazards.


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