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The players' old characters are given the setup for this adventure and introduced to some of the prominent NPCs in the RotP campaign.

Part 2: The Meeting at the Rusty Dragon

 

A week after arriving in Sandpoint, at 10:00PM in the common room of the Rusty Dragon, the group will meet up with Abel and Po. Abel has actually been here most of the day in the guise of half a dozen different short people using his Hat of Disguise (dwarves, gnomes and halflings). When the group arrives to meet, he will enter the Inn in his regular form with Po who has just come off of the ship, but if the party arrives before the appointed time, they have a chance of seeing through his disguise (DC44 vs. Per – Shalelu gets +8).

 

Abel will make pleasant introductions, allow the party to do their detects (he smiles as they do this) then orders drinks and food for everyone if they want it. Ameiko will come over and make small talk and catch up with Shalelu and will tell Abel that their room is ready when he is and the food and drink will be waiting for the group. When the group goes to the back room, they will see a large round table with 8 chairs around it and the food and drink on platters nearby. Po will pull out a Bag of Holding and produce a cloth-wrapped package containing a tri-folding stand and a  2’ x 2’ x 1” thick flat pane of black obsidian, polished to a fine reflective surface.

 

Abel will begin his explanation:

 

“Thank you all for coming and heeding the call of our mutual friend here, Shalelu. This little gal and I go way back and had some grand adventures back when I was just a lad and she was a wee bit younger too. I have a job for a group of powerful adventurers and I’ve heard some great stories of you all. All my inquiries have checked out and I know you are up to this task if you choose to do it.”

 

If the group starts asking about who he is and what he does, he simply deflects by saying he is a simple recruiter. He hears about mysterious, fabled or rumored adventures and matches them to a proper group to tackle it. He tries to set his associates up for success because his most valuable payment is in knowledge and information. He doesn’t seem to care much about monetary and magical recompense, but does seem to have his own hidden agenda (DC25 Sense Motive). Shalelu knows that this is indeed his nature.

 

“Right now, I am working at chipping away at the diabolic influence of Cheliax. I really dislike those fiends and  their tricky ways. And I happen to know of one big boss who is about to cause a huge amount of trouble for some of my business associates.”

 

He asks if the group has any experience fighting demons or devils and if not he will give them a quick primer on prime material appearance, defeat, summoning methods, the general difference between the forces of chaos (demons) vs. law (devils) and the way that the devils are so insidious because of their subtle machinations and deceptions. He describes the hierarchy of the diabolic planes (Asmo, 8 other Lords of Hell (archdevils), hierarchy like military/nobility combined, Whore Queens, Infernal Dukes, Malbranche, lesser devils). He describes the infernal contract in short detail and then he describes the true name.

 

“However, one of the most prized possessions of all devils is their name; their True Name. These are very closely guarded secrets. If you happen to know their True Name, it can be used to increase the power and influence you have over them as well as bypass some of their defenses. This will be one of your three objectives.”

 

He waits while they absorb this and ask questions, etc. When ready he will continue:

 

So, this is what we are going to do. Po here has recently come back from the old capital of Cheliax, Westcrown and found a human called Kemper who tends one of the derelict temples to the dead god Aroden. Under the guise of a follower of Iomedae, this human is actually the caretaker and advanced guard for a diabolic stronghold under The Arodennama, the huge old statue of Aroden in the southern part of Westcrown. Po found that this… man is not too bright and the perfect subject for scrying. We have followed him magically from a distance and know his habits, his associates and his haunts. However, there is an area he goes where the scrying spell fails. It is under some sort of protection and that is where the fiends are hiding. We have listened carefully to his conversations and can deduce a good amount of detail about this place.”

 

Abel will pull out a blank sheet of parchment and begin to draw the area around the Arodennama. He will include the statue, the old temple and the door that leads to the protected area. He will draw some vague rooms beyond including something called the Vault and another room called the Hellhole; the throne room of a powerful devil.

 

“We are not sure of the exact nature of this devil as he is never seen leaving the complex, but we happen to know he is not there at the moment. Your objectives are simple (smiles); 1) penetrate the faux temple, 2) enter the protected area and find the vault. Once there, you will be looking for a cylindrical bronze goblet with a symbol on the bottom that looks like a half-open eye. The cylinder should open and inside will be the devil’s True Name, written on the pale skin of a deva. Once you have that in hand, the devil should be alerted to your presence and will return to the Hellhole. And 3) follow the noise and defeat the bastard. Once you have the True Name, you will need to speak it each time before you attempt to attack him.”

 

“If you are ready, we will perform the scrying again so you can get a good look at the area, enough to teleport if you wish and some advanced intel.”

 

Po will explain that this is a device of his own creation and will allow him to scry with great accuracy and share the experience with the group. It also has the added benefit of working immediately rather than the typical lengthy casting time of a spell.

 

Po will activate his Eye of the Arclord and then use the device to scry the human priest of Iomedae who is speaking with a group of 4 people just outside of the doors to the old temple. His has an easy and kind demeanor, but if the group uses a detect alignment, he will come back as LE. They can watch him move from room to room and speak with another group of subordinates, about 7 in total living/working here. They are not doing anything unusual for about 1 hour. But if the group insists on waiting, after about 90 minutes, a man will appear from the back of the temple and will say something to the effect that the Master is due back the following week and that there is a rumor that he will be ‘promoting’ his faithful ranks.

 

If the party decides to accept, they will appear wherever they want to port. The human does leave the temple at least once/day to shop, whore, gamble and eat fancy meals.

 

The reward: if the group is successful, Abel will want to know the true name of the main fiend and will offer the following prize: he will offer to improve their stronghold with magical protections and enchant it with the fly attribute to float and move as floating citadel.

I didn't have a description of Westcrown details beyond the early Pathfinder references, so most of this part of the adventure in this city was fleshed out for playability.

Part 3: The Caretakers of Aroden

 

Parting words

 

Abel will tell the party that the fiend will have hidden his name very well in his vault and that it may be very difficult to find. If the group has access to divination type spells, they may come in handy. They should not expect the name to be written on a scrap of parchment tucked in a vase!

 

The resident fiend of the old Temple of Aroden on Aroden’s Rise in the old capital of Westcrown has hired a human priest of Asmodeus to pose as a leader of Iomedae at the old temple. He even performs weekly sermons for the faithful followers of Iomedae and tends the old derelict temple. The human caretaker, Kemper, knows that there is a powerful archfiend within the inner chambers of the temple, but does not know the specifics of the entity that really runs the place. He knows that his 6 fellow caretakers are more than they appear and has been tasked with training them to act more ‘human’. The real guards; 6 Barbed Devils using alter self to take on the guise of humans.

Arodens Rise.jpg
Temple at the Arodennama.jpg

The Temple at the Arodennama

 

The old temple to Aroden was built in conjunction with the ancient massive statue, the Arodennama, over a thousand years ago, but has been kept in good repair by his faithful followers. The architecture is some of the oldest in the city, but few people come to this area of town to enjoy the aesthetic history. A small group of Iomedae priests can be found in the old temple, serving the spiritual needs of the Inheritor’s followers as well as the old faithful of Aroden. A set of well-worn steps lead into the clean and well-appointed worship chamber.

 

  1. The main worship hall is where the locals can come and pay their respects to Iomedae (more often to Aroden). Once per week, on Sunday, a handful of worshippers will attend a fake service run by Kemper. When no one is nearby, the other caretakers will prowl the rooms in restlessness (see key for current locations).

As soon as one of the barbed devils senses trouble, they will resume their natural form and converge on the intruders. Kemper can also communicate with them telepathically as well.

 

Kemper, Priest of Asmodeus

(see separate sheet for stats)

 

6 Improved Barbed Devils

2.    Kemper’s private quarters are dominated by his comfortable bed, desk and wardrobe. Since he is the only real human here, there are telltale signs of his residence including food, wood for fireplace, etc that other quarters do not have. One of the devils has taken the shape of a female human and is obsessed with human sex, so she waits here naked and expectant.

3.    Living quarters look used recently, but not quite “lived in”. No extra clothes, food, etc. but bed does look like someone sleeps here.

4.    Kitchen for preparing food is stocked well (too well?) and is very orderly.

5.    Dining room has a single place setting for Kemper, but it looks like all of the chairs have been used at some time. Now they are very neatly placed around tables.

6.    Storage room/larder is mostly empty with a few barrels of grains and preserved fruits. A secret door leads down to the lower levels from here. DC 28 to spot/open.

7.    The walls here were stone shaped over hundreds of years ago to block off passage to the old cathedral, but a DC30 Per check will reveal their telltale signs.

8.    This room was used to allow the priests to ascend the statue for blessings in the yards around the Arodenamma.

The lower levels are all protected by a permanent Dimensional Lock spell (except the Lair) that prevents teleport and gate type spells from working through the walls, but not within the areas. Also, a Non-Detection spell (DC30) is in effect for scrying into or out of the protected area.

 

9.    The Grand Cathedral of Aroden has not been used in over 100 years (Aroden died 108 years ago), but still shows the grandeur of Westcrown’s architecture in its heyday. It is here that the masses of privileged followers would congregate on holy Sunday for services while another High Priest would climb the stairs of the Arodenamma and perform a service for a group that gathered outside. The room can accommodate about 300 people, including the general standing area above the wings. The massive chamber stands 80’ high with the balcony at 20’ above the floor.

When a potential aspirant of the Fiend petitions for special audience, or if a particularly curious citizen happens upon the true nature of the temple, they are brought here for initiation/interrogation. A snooty contract devil named “Ivan” has set up his desk at the altar at the far end and will see to his “petitioners” and offer contracts to those he deems worthy and offers death to those who are of no use. He is attended by a group of Bone Devils who act as enforcers/recruitment officers.

 

When the party enters, Ivan will look up from his notes and motion them forward.

“Ah, some new souls wish to make a pact with me? Bring them up here after they have been divested of their belongings.” All of the Bone Devils will converge while Ivan begins his own spellcasting. (see below)

 

Ivan the Contract Devil

8 Bone Devils (Osyluth)

Combat Tactics:

The Osyluths will attempt to forcibly take the PCs prisoner. One the first round, the Osyluths will take to the air and pounce on the PCs, each one focusing on a separate PC.  From there, they will use their quickened invisibility to confuse the PCs, helping each other telepathically to take down spell casters and tougher opponents. If anyone tries to stay out of range of melee, they will use their greater teleport to appear adjacent and attack. If one of the bone devils drops below 30 hit points, they will use a Major Image spell to create a duplicate of themselves to confuse the opponent (acts like Mirror Image). If any PC gets to 10 hp or below they will be offered a chance to surrender their mortal lives, otherwise they will forfeit it.

Ivan will turn to his ‘client’ and say “this will only take a moment,” then casts a silence on an obvious spell caster (20’ radius). He will cast an immediate Delayed Blast Fireball into his minions’ melee if they need the help, and if one of the bone devils is killed, he will summon a new one to his side. If pressed my melee, he will also summon a personal Bone Devil to guard him and will resort to physical attacks only if necessary, using his d-door ability to get out of tight spots.

10.    This secret room was used by the priests for private conference with other priests or VIP guests, but now serves as Ivan’s personal quarters. It is outfitted in fancy, opulent materials, including a black and red pillowed area in the corner that serves as his bed. Several blank parchments hang from the furniture, and an aspiring young naked woman waits here as well.

11.    Priests’ ready room was used to prepare for the sermon and contains a pair of comfortable couches, a small fireplace and a couple side tables. There is also a locked, trapped secret door in the back of the fireplace that leads to the undervault (DC30 Per).

Harm Trap CR 14

Type magic; Perception DC 31; Disable Device DC 31

Effects

Trigger touch; Reset none

Effect spell effect (harm, +6 melee touch, 130 damage, DC 19 Will save for half, cannot be reduced to less than 1 hit point)

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