Return of the Pharaohs
Chapter 12 – Days of Past Glory
Details
Preface: Averting Disaster
Most, if not all of the Runelords have heard the portents that a disaster is on the horizon and they must each find a way of preserving their own mortality. Unsure of the nature of the impending cataclysm, each Runelord has made plans of their own. Belimarius has been working for years on her own method of survival; a new, but temporary home on the Plane of Dreams, untouched by anything that may befell her city on the Material Plane. She has recently paid a great sum of wealth to one of her rivals, Runelord Karzoug, for the secrets to create a Runewell to concentrate the magical energy of sin and open a portal to her own pocket dimension in the Dream Plane. The Runewell has been created within the Temple of Desna and she has been inviting various dignitaries/rivals to her city to partake of the sights and hopefully become so gorged with envy. Once her guests begin to show signs of deep envy, she will allow them a great privilege – an offer to enter her most coveted and prized sanctuary, the Temple of Desna and its famous Dreaming Chamber where carefully crafted rumors tell of a place that can turn someone’s wildest dreams into firm reality. Many people believe that Belamarius has magically ‘dreamed’ her wealth and power into existence in this mysterious place.
In reality, the wily cruel Runelord allows her rivals entry in to the ‘dream chamber’ which actually drains them of their sin power and fuels her Runewell. This chamber is in actuality the Runewell itself.
Paying the Price of Envy
Once the Runewell was completed, she began to plant the seeds of envy in powerful rivals under the guise of opening trade with her capital city, Xin-Edasseril. Once the new delegates arrive, they are given lavish accommodations and treatment, each leader ‘confidentially’ told that they are going to receive superior trade opportunities from their competitors. In actuality, this is merely a grand show. Through a combination of clever and devious manipulation, Belimarius’ agents sow strong seeds of envy towards their rivals and even the Runelord herself. After about a week of envy-cultivation, the delegates are ‘allowed’ to see one of the Runelord’s most private and guarded ‘secrets’ – the Dreaming Chamber.
Frequently, influential visitors to the city (i.e. those who have the potential of exhibiting great envy) come on their own. When this happens, agents of the Runelord have hired enterprising entrepreneurs to help guide these visitors on grand tour of the city or at least direct them to some of the more awe-inspiring locales. Eventually, depending on the enthusiasm of the visitors, the topic of the ‘secret’ Dreaming Chamber will come up in conversation. Although the visitors’ level of envy may not be at its highest level, the Dream Chamber will most likely drive enough envy from them to make a substantial deposit in the Runewell.
Part 1: Welcome to the City of Envy
Once the group activates the Sphere, they will feel the effects as described in the Chronosphere details however, the end of their travel will be slightly unique as they are not able to bypass some of the powerful protections placed over the city by the Runelords of Envy.
As you activate the Sphere, you see the world fade to shades of gray and the only sounds you hear are from your own breathing and heartbeat. In the dim gray haze, you can make out the features of the land changing in size and content. Plants grow and fade, water flows over your heads, then recedes, the ground rises and then recesses lower as erosion moves the rocks and soil. All of this happens in the span of several seconds, but finally you begin to notice large stone structures jutting up from the ground near you. Just as you are trying to make out the shapes of the buildings, you feel your bodies jerked violently and you have the sensation of moving sideways.
Have everyone make a DC 20 Reflex save or fall prone.
You find yourselves unceremoniously dropped onto a grassy meadow. About 100 yards from you is a large gatehouse structure and stretching to either side are 40’ tall walls of artistically crafted stone and glowing magical force. The walls are slightly convex from your side and periodically, a ripple of energy flows gently through the translucent curves. A slight breeze blows over the grasses bringing a faint smell of rot and swamp gasses to your noses. You are started by a nearby voice, speaking in common, but with an unusual accent:
“Hello, hello! Welcome travelers to the magical city of Xin-Edasseril! Yes, you have arrived safe and sound and also yes, you probably had a bumpy ride, eh? Well that’s because her Grand Ladyship does not look kindly to good people like yourselves dropping willy-nilly into her most well respected and properly protected metropolis.” He will offer a hand to the nearest party member.
“Please allow me to introduce myself – I am Decklan Reese, your unofficial welcome committee and guide-for-hire, if you have the desire.”
Decklan is dressed in a stylish black and grey jerkin with black breeches, high leather boots and a deep blue cloak. He has roguishly good looks and an easy air about him. He is armed with a rapier at his hip and a set of perfect white teeth under a meticulously kept pencil moustache.
The group is outside the northern gate of the city, about 100 yards from the city walls. Decklan Reese is an opportunistic charmer who awaits groups of new and bewildered visitors on the meadow where the unaware are usually dumped. Most of the visitors that arrive this way are accomplished in magic or have access to those types of spells, so he knows that he can usually get a pretty copper for his ‘services’. He also has a backdoor deal with one of the Runelord’s agents to try to show off the city’s best assets and begin their journey into an envious experience. Decklan does not know the entire extent of his guests’ fates, but he may arouse some suspicions if anyone can make a Sense Motive roll (DC20 = some ulterior motive, maybe gouging profit, DC25 = definitely taking them on a pre-planned excursion, DC30 = there is a possible sinister reason for their meeting and tour).
Decklan will charge a modest fee of 100gp per person for a Grand Tour of the city which would take about 2-3 hours by way of the Amber Span.
Anachronisms:
- Decklan will do a double-take and ask about their coins, which will probably have an unfamiliar stamp on them, such as Osirion
- He will also be curious as to the race of Balen and Tark since the orcs have not emerged from underground by this time yet
He will let the party know that his fee also includes gate passes and access to the Amber Span. He can be grudgingly negotiated down to 50gp per person with a DC20 Diplomacy or Intimidate roll. The other option is for the group to tour the city on their own, which is a fairly difficult task due to the size and complexity of the metropolis. If they do go on their own, they will find that there is a 50gp fee to enter the city and a 100gp fee to use the Amber Span (Decklan has a deal with the city to gain access to these areas for no fee – but they will make a big deal of the transaction – bypassing lines, etc.)
The party will probably ask about the Temple of Desna’s First Dream, in which case Decklan will look a bit confused and tell them that there is a Temple of Desna, but he has never heard the other part of that name. He tells them that the Temple is on the other side of the city near to the end of their tour.
- A detailed tour will take about 3-4 hours (recommended) – add 1 hour if self-guided
- A straight shot to the Temple of Desna via Amber Span would take about 1.5 hours
- If the group takes detailed tour, they will be able to visit the seven major locales as well as a few other POIs
- If the group takes the straight shot to the Temple, the major locales are pointed out in some detail to entice them to visit.
- Depending on how the party wishes to travel, they may see some or all of the city’s places/sights
- Brodert will interject every so often with his recognition of landmarks that resemble those of the other Runelords.
Part 2: The Grand Tour Begins
No matter how the group decides to proceed, they will enter the city through the main gates. Flying over will be impeded by a repulsion effect. The gate entrance fee is 10gp/person unless they enter with a guide.
Decklan leads your group to the nearby gate and gestures to the ornate walls:
“You’ll notice that the walls have a bit of a curve to them, yes? Well, that feature actually extends up beyond the wall you see and forms a dome-shaped magical barrier of sorts. It would be that barrier that you bumped into when you arrived, depositing yourselves into that soft green meadow.”
Decklan will walk past a line of about 50 people waiting to get into the city, some walking, others in carts or horseback. He approaches a scowling gatehouse guard dressed in full plate armor with a tabard showing seven-pointed star with an unfamiliar rune in the center.
There is some back and forth between the two and then Decklan pulls out a gold coin from his tunic and hands it to the guard. The guard immediately stands aside and allows the party to enter the city with no further issue. Anyone who makes a DC25 Per roll will notice a man about 50’ away looking intently at the group and noting their appearances. He is using detect magic to generally discern the level and amount of magic that the group possesses for potential ‘VIP status’.
As you walk through the massive gates the first thing you notice is the almost overpowering aroma of baking breads and pastries. Also in the air are the smells of roasting meat, sweet and pungent spices and other exotic delicacies that are hard to identify. One of the first shops near the gate is called Grandma Thessie’s Oven. A line of about 25 people are happily chatting outside the shop as they wait their turn to purchase some fresh baked goodies.
Part 3: Getting to the Church on Time
The party needs to get to the Temple of Desna one way or another. They can use the guidance of Decklan or they can try to find it on their own. Using a guide is much more efficient, although Decklan will try to get them to see some of the wonders in order to build their excitement (i.e. envy). Most likely, the party will want to get straight to the Temple, so Decklan will explain that they can either go through the city or over the city. On their way to the Temple, the group will run into a few sidetracks described below.
Once through the gates, a visitor will notice that the immense city sits in a shallow bowl-shaped depression with swamplands surrounding the perimeter.
<Due to the protective shell that the Runelords have employed around the city, the slowly weakening bedrock under the city has not damaged anything within the city bounds, but the city is slowly sinking into the area>
From the vantage of the rim of the city, visitors can make out a sprawling city that stretched out for miles. The party may visit some or all of these locales. Decklan will describe the seven major districts and their primary feature as he gives his tour (see Xin-Edasseril document)
The Amber Span and a Familiar Landmark
As you begin walking farther into the city, you will notice a strangely familiar structure off to your right. Rising to a seemingly impossible 1500’ is a thin tower of elaborately detailed stonework.
Ahead of you, a line of carts and wagons as well as dozens of people are beginning the ascent of a wide ramp made of stone and shimmering amber energy. The top of the ramp is at least 200’ from the streets of the city.
A 40’ wide ramp made of stone and magical force stretches 500’ up to a height of 200’ above the city (20º slope). The Amber Span winds its way above two-thirds of the city, eventually terminating near the Maze of 1000 Doors. But the huge bridge is not just a pretty thoroughfare; it is also a district in its own right, with stores, inns, taverns and even some housing.
Once you reach the top of the ramp, you see a most unexpected sight – the Span widens to almost 50’ and a wide boulevard with shops lining both sides stretches off into the distance. Nicely maintained shop fronts are bustling with customers and window-shoppers. Planters are tastefully arranged to soften the stone buildings and allow seating for weary visitors.
(See separate list for possible shop names)
About every 500’ the boulevard expands into a plaza with some central feature such as a sculpture, fountain or statue. Open-air stalls offer freshly made foods, spices or textiles. On one side of each plaza are a set of stairs that descend down to the city streets below.
About halfway along their journey, the group will run into a pre-planned encounter. By this time, rumors of this powerful group of visitors (detect magics cast at gate alerted the authorities) have reached agents of the Runelord and a scenario has been triggered to help get this group into the ‘good graces’ of the city officials and speed along their possible contribution to the growing Runewell. The group will notice a commotion at the next plaza and see two people thrown high in the air and over the protective guardrails. Shortly afterward a chorus of screams and cries of panic envelop the area.
The agents have summoned a pair of powerful daemons to wreak havoc upon the Span. The agents know that the nearby mithril guardian golems can take over if necessary, but they wish to evaluate the party’s strengths. The two daemons will be close enough to utilize their respective auras against their foes. The Purro is a bit of a bully though and gets easily frustrated with his ally. He is constantly swearing in abyssal.
PURRODAEMON CR 18
XP 153,600
NE Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., true seeing; Perception +26
Aura fear (15 ft., DC 24, CL18 panicked 18r or shaken for 1r if saved), unholy aura (see below)
DEFENSE
AC 35, touch 19, flat-footed 29 (+4 deflection, +6 Dex, +16 natural, –1 size)
hp 294 (19d10+190)
Fort +25, Ref +21, Will +14
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 29
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee +2 wounding halberd 2d8+18/19-20/x3, bite +24 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks weapon steep
Spell-Like Abilities (CL 18th; concentration +23)
Constant—true seeing, unholy aura (DC 23, 20’ radius, 1d6 Str dam vs. good attacker who hits)
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—chain lightning (DC 21), cone of cold (DC 20), flame strike (DC 20)
1/day—summon (level 5, 2 derghodaemons 50%)
STATISTICS
Str 32, Dex 23, Con 30, Int 17, Wis 18, Cha 21
Base Atk +19; CMB +31; CMD 51
Feats Combat Expertise, Combat Reflexes, Greater Vital Strike, Improved Critical (halberd), Improved Initiative, Improved Sunder, Improved Vital Strike, Lunge, Power Attack, Quick Draw, Vital Strike, Weapon Focus (halberd)
Skills Acrobatics +28, Bluff +21, Diplomacy +17, Fly +16, Intimidate +27, Knowledge (planes) +25, Perception +26, Sense Motive +26, Spellcraft +23, Stealth +24, Survival +17
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Weapon Steep (Su) A purrodaemon can sheathe a weapon in its flesh as a swift action. This does no damage to the daemon. If a weapon remains sheathed in its body for at least 24 hours, the weapon absorbs some of its essence and gains magical enhancements. A purrodaemon can have up to a dozen weapons lodged in its body at a time, but only one can possess magical enhancements at a time. The total enhancements cannot exceed a +4 effective enhancement—most purrodaemons opt to create +2 wounding weapons in this manner. A weapon’s enhancements vanish as soon as the purrodaemon dies or releases the weapon. A purrodaemon gains Weapon Focus and Improved Critical as bonus feats as long as it wields a weapon benefiting from its weapon steep ability.
Deacons of War, purrodaemons ravage the planes as generals of massive battles. They employ creative tactics and never launch an assault without carefully looking over the plans or surveying the battlefield themselves. A purrodaemon is 12 feet tall and weighs 1,300 pounds.
TEMERDAEMON CR 14
XP 38,400
NE Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +27
Aura reaper’s curse (30 ft., DC 23, 10 rounds)
DEFENSE
AC 29, touch 15, flat-footed 23 (+6 Dex, +14 natural, –1 size)
hp 195 (17d10+102)
Fort +16, Ref +13, Will +17
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 25
OFFENSE
Speed 30 ft.; air walk
Melee +1 scythe +23/+18/+13/+8 (2d4+8/19–20/×4 plus confusion), 2 claws +16 (1d4+2 plus confusion)
Space 10 ft.; Reach 10 ft.
Special Attacks confusion
Spell-Like Abilities (CL 15th; concentration +20)
Constant—air walk
At will—bestow curse (DC 19), death knell (DC 17), gaseous form, passwall, stone shape, telekinesis (DC 20)
3/day—disintegrate (DC 21), greater dispel magic, illusory wall (DC 19), suggestion (DC 18)
1/day—summon (level 5, 1 temerdaemon 30%)
STATISTICS
Str 21, Dex 22, Con 23, Int 13, Wis 24, Cha 20
Base Atk +17; CMB +23 (+25 trip); CMD 39 (45 vs. trip)
Feats Blinding Critical, Combat Expertise, Critical Focus, Improved Critical (scythe), Improved Initiative, Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (scythe)
Skills Bluff +25, Intimidate +25, Knowledge (planes, religion) +21, Perception +27, Sense Motive +27, Stealth +22
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ undersized weapons
SPECIAL ABILITIES
Confusion (Su) A creature struck in combat by a temerdaemon’s melee attacks must succeed at a DC 23 Will save or be confused for 1 round. The durations from multiple strikes and failed saving throws stack. This is a mind-affecting effect. The save DC is Charisma-based.
Reaper’s Curse (Su) Creatures within 30 feet of a temerdaemon are afflicted by a profound increase in self-inflicted and ally-inflicted wounds, failures in magic, and similar accidental damage. Arcane spell failure chances from armor are doubled. A creature that rolls a natural 1 on its attack roll automatically
rerolls the attack against itself or an ally (50% chance of either). A creature that rolls a natural 1 on its roll to cast defensively suffers a mishap (see Scroll Mishaps on page 491 of the Pathfinder RPG Core Rulebook). Skill checks that have consequences if failed by 5 or more (such as Climb, Disable Device, and Swim) have these consequences on all failed checks.
After the First Ordeal
Assuming the party is victorious, during the cleanup and heal-up a man and woman dressed in fine robes, each with the sihedron/envy symbol on them will approach them a few minutes later (they are the ones who gated the demons into the area).
Please hold if you would, brave visitors. We were witness to your heroic deeds here and are much impressed by your bravery. We are stewards of the Runelord and would like to invite you to be honored guests within our city. Perhaps we can be of assistance to you? Are you in need or accommodations or are you seeking a particular place or person here?
If asked, they will introduce themselves as Arleta and Rayburn. They will each hand them party a golden medallion with the sihedron rune on it. (While worn, a star medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, as a free action, it may be commanded to bestow the effects of false life on the wearer. Placed on the neck of a dead body, a star medallion preserves the body indefinitely via a gentle repose effect.)
While you wear this medallion, you will be treated as the personal guests of the Runelord and will be afforded the proper respect and courtesies.
If the party expresses interest in visiting the Temple of Desna, they will tell the group that other than the outside shrine, the interior is off limits to most people, however, they would be happy to give the group a private tour of the Temple itself if they are interested. If the group agrees, they will join the tour and continue, allowing Decklan to continue his spiel.
If the party does not think of it, Decklan will make the suggestion in a whisper –
“Hey, you want to see the Dreaming Chamber, right? I know that everyone does, but they are so disappointed when they can’t get in. But you have the favor of the Stewards now, right? So…”
The Tour Continues
Decklan will guide the group down the rest of the Amber Span and in the distance about a mile away is a wide hill with a large towered keep perched upon the top. He will point it out:
“That would be the Grand Palace of the Runelord, also known as Palace Miasmora. It’s probably one of the most magnificent and feared places in Thassilon.”
If asked, he will tell them that the Runelord has been very ‘grumpy’ lately and most advisors give her a wide berth. When Decklan gets toward the end of the span, he will gesture down to a section of the city about 1000’ square that reflects the light of the sun in a dazzling display of colors.
“That pretty park is called The Maze of a Thousand Doors. It is one of the most popular destinations of visitors to the city. Why? Well, because anyone who successfully navigates the maze gets invited to the Runelord’s magical Dreaming Chamber. So you’re thinking ‘I’m a smart guy, I can whip a simple maze’ – but you would probably be wrong. The last person to exit the maze was 8 years ago and it took her 3 years to do it. Yeah, it’s made of mirrors and teleportation portals. And anyone in there has to contend with other… ‘aspirants’ as well as any nasty beasties that are in desperate need of a snack.”
<Brodert will interrupt here with a snap>
“I get it now, these districts are all aspects of the other Runelord’s domains!” He will rattle off the districts that he has seen and the possible structure to which they are attributed. Decklan will smile ruefully and reply.
“You are very perceptive my knowledgeable friend. But be sure to keep facts and speculation separate. We all value the former, but the latter can get you in trouble. Anyway… finally, way over there to the east, see that big colorful butterfly? That’s the top of the Temple of Desna, where we are headed.”
The Amber Span begins its descent back to the level of the city streets and the warm, muggy confines of the shops and taverns nearby make you nostalgic for the open freedom of the bridge in the sky. Several dozen shops nearby are selling very specific wares – cartography supplies, rations, ropes, massive spools of string, boxes of colored chalk, backpacks and some shopkeepers are even claiming that they sell first-hand partial maps that they have in specially sealed scroll tubes (to prevent copying of course).
The party may inquire about these shops – all of them cater to the curious maze-goers. There is also a group of gawkers waiting to witness the next brave soul to give the maze a try (there are none today).
As you begin nearing the Temple of Desna, the structures in this area are much more open-air and inviting. As Desna is the patron deity of travelers, many of the people you see in this district appear to be visitors to the city; evident from their various garb and accents. Sweet fragrances of incense and possibly other more potent mind-altering substances waft through the streets. People dressed in colorful shades of blues and greens are the most common – the preferred colors of followers of Desna apparently.
The shops, taverns and inns here are very inviting and accepting of travelers. Inexpensive, but quality food and accommodations can be found in most places here. Also, there appear to be a large number of ‘dream-dens’ – places where people can legally use mind-altering drugs to ‘get closer to Desna’s Dreams’ for a steep fee, of course. One of the most popular dens is called The Breath of Night, run by Keeya, a very young-looking human female with strong sylph blood and blue-tinged skin. Her long platinum hair almost flows about her as she gracefully moves around her main lounge. Anyone who wishes to partake, must pay up front for one of three products: Twilight Mirage (5gp, lasts for 1 hour, user gains a +1 insight bonus to all saves for 1 hour afterward), Deepening Shadows (15gp, lasts for 3 hours, user gains +2 insight bonus to all saves and +2 to initiative for 3 hours) or Midnight Curtain (50gp, lasts for 3 hours, user gains +3 insight bonus to all saves, +4 to initiative and a the effect of a Divination spell at completion for 3 hours afterward).
The Breath of Night is open on 3 sides, but dimmed by gauzy fabrics hung over the entryways. Newcomers are greeted by one of Keeya’s six ‘girls’, older human women with a little too much makeup and too low-cut blouses trying to impress their boss. Each is named after one of the well-known stars; Alba (Alboras), Cyn (Cynosure) and Tara (Taru). They will explain the 3 price levels and will give the “brings you closer to the Goddess so you may feel her presence in the forms of prophetic dreams” spiel.