Return of the Pharaohs
Chapter 14b – Another Day in Hell
Details
The Gift
After their overnight in Hell, each party member will remember that they had a vivid dream taking them back to a simpler time before they began their life as adventurers. In the dream, they each remember a specific event that brought them comfort or contentment. In the dream, they see themselves take a small vial from somewhere and pour that contended feeling into it, then stopper it up and slip it into their pocket.
When the party wakes up, each person will be able to find that same flask within their own pockets. They know that if they open the vial, it will infuse them with the memory of the past, granting them the following spell effects at CL15: Good Hope, Greater Restoration, Remove Fear and Protection from Evil.
As you begin your new day, a black gate opens in front of you and a large female devil emerges. She has huge black wings and carries an immense scythe. With an unexpectedly pleasant voice, she addresses you:
โMy Lord Hutijin bids you fair day and hopes that you are well refreshed. However, he has imposed a penalty for the circumvention of his most fair challenge. Fare thee well mortals!โ
She steps back through the portal before they can ask any questions of her and in its place is a huge dog-like creature with the flesh stripped from its body and whirling barbed chains encircle the creature.
The Prince will start with a Howl of Despair in the surprise round as the gate disappears (DC 28 Per)
He will then move to close, taking advantage of his Chainstorm Aura and its Unnerving Gaze.
The Prince in Chains CR 15
XP 51,200
LE Large outsider (evil, extraplanar, kyton, lawful)
Init +7; Senses blindsight 60 ft., darkvision 60 ft., low-light vision, scent; Perception +21; Aura chainstorm (15 ft., DC 25)
DEFENSE
AC 33, touch 13, flat-footed 29 (+3 Dex, +1 Dodge, +20 natural, โ1 size)
hp 202 (15d10+120); fast healing 10 (see exaction)
Fort +17, Ref +12, Will +8
Defensive Abilities exaction; DR 15/good; Immune cold, critical hits, sneak attacks
OFFENSE
Speed 40 ft., fly 50 ft. (good)
Melee bite +24 (6d6+9 plus trip and vicious critical), 2 tentacles +18 (3d6+4 plus vicious critical)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks howl of despair, unnerving gaze (30 ft., DC 22), vicious critical
Spell-Like Abilities (CL 18th)
Constantโpass without trace
At willโdeath knell (DC 17), deeper darkness, desecrate, shadow walk
3/dayโbestow curse (DC 18), blindness/deafness (DC 18), crushing despair (DC 19), eyebite (DC 21), greater invisibility, greater shadow conjuration (DC 22), find the path, plane shift (DC 20), symbol of pain (DC 20)
1/dayโblasphemy (DC 22), slay living (DC 20), unhallow
Tactics
During Combat The Prince in Chains luxuriates in the suffering of its foes. It prefers to use its bite attack over all others, and delights in tripping opponents and hearing their screams as it bears them to the ground. As often as possible it makes use of its howl of despair, relishing the chance to impart its own suffering upon its foes.
STATISTICS
Str 28, Dex 16, Con 26, Int 13, Wis 16, Cha 20
Base Atk +15; CMB +25 (+27 overrun, +27 sunder); CMD 39 (41 vs. overrun, 41 vs. sunder, 43 vs. trip)
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Overrun, Improved Sunder, Power Attack, Run, Weapon Focus (bite)
Skills Acrobatics +21, Climb +17, Fly +5, Intimidate +23, Knowledge (planes) +19, Knowledge (religion) +11, Perception +21, Stealth +17, Survival +21 (+29 when following tracks); Racial Modifiers +8 Survival when following tracks
Languages Auran, Common, Infernal, Sylvan
SQ no breath
SPECIAL ABILITIES
Chainstorm (Ex)
Chains and flesh tendrils constantly lash at anything that approaches the herald. A creature that enters the area or begins its turn within it takes 1d12 points of bludgeoning and slashing damage. The chains entangle any creature so long as itโs in the area (Reflex DC 25 negates). The save DC is Constitution-based.
Exaction (Ex)
The herald is healed of 10 points of damage in any round it deals damage, as if it had fast healing 10.
Howl of Despair (Su)
The Prince in Chains can loose a howl of immortal agony once every 1d4 rounds. All nonevil creatures within 60 feet must succeed at a DC 22 Will saving throw or take 6d6 points of sonic damage. Any within 10 feet who fail their saves are also affected as per the insanity spell. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
No Breath (Ex)
The Prince in Chains does not breathe and is immune to inhaled toxins and diseases.
Trip (Ex)
If the Prince in Chains hits with its bite attack it can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt fails, the opponent cannot react to trip the Prince in Chains.
Unnerving Gaze (Ex)
A creature that fails its save against the heraldโs unnerving gaze is staggered for 1 round.
Vicious Critical (Ex)
If the herald confirms a critical hit, the attack also deals 2 points of Constitution damage.
The Corrupted Prince
When Harunโs son, Khemet II died in a โsummoning accidentโ, his level in the Pyramid prison of Hutijin was ready for him. Hutijin knew well the princeโs penchant for debauchery and laziness as well as his cruel inclinations. He prepared a vast series of harems, populated by devious, hungry succubi that he bargained with for service. As a matter of fact, it was during the summoning of a particularly powerful succubus named Nymm that the careless prince left an opening for her to literally sink her nails into him and rip out his throat. Hutijin thought it was pure poetic justice that he would assign this succubus the pleasure of torturing the prince in his 10,000 year prison, forever leaving him unsatisfied and unfulfilled, denying him of his mortal pleasures and not allowing him the rest he so often desired.
In a most surprising turn of events, the prince did not react as Hutijin expected. Although he was lazy and lecherous, he also possessed a great deal of intellect and willpower when he deemed to use it. He was able to subtly interrogate Nymm, whom he knew about well before he had attempted to summon her, and make a separate bargain with her as an equal partner. Although Khemet II is bound to this prison, his dark mistress is not and she brings back all manner of victims for the two of them to play with. When Hutijin found out about this little arrangement, he was going to end it forcefully, but then realized that ultimately, these levels provide barriers of protection from the ones above them and that these two would be a formidable obstacle to any would-be intruders.
The Harems of Khemet II
This entire level serves as a playground for Khemet and Nymm. The succubus regularly brings in mortals (and some fiends who have displeased her) and locks them in a secure prison area. Then, usually once per day she will have her Warden, an Ogre Mage Sorcerer/Ranger called Osuth-Augmi, prepare one or more of the prisoners which he presents to them for their amusement. Osuth can be very creative sometimes and he is rewarded handsomely with his own pleasure-toys for a particularly entertaining evening event.
Nymm is bound by the anti-teleportation magic of the Pyramid, so she has to leave by conventional means, although she can still use her Greater Teleport to take her to the portals between levels. She prefers to hunt through the prisons of this plane to find mortals who have been recently acquired. She is careful not to take anyone that would cause their jailer to retaliate, but most of the wretches here are not monitored very carefully. Once she finds new blood, she usually seduces them with promises of escape, posing as a fellow mortal prisoner or fallen fiend and then uses her greater teleport to return to the pyramid, where she takes them to the detention area. Part of the detention area appears very comfortable or may appear as a hideaway for the escapees to rest until she can provide egress from the plane. When the party first arrives, they will find one of the more comfortable โsafe houseโ areas. All of these areas have an โOsirianโ look to them.
- Safe Suite โ this comfortable, but sparse apartment has beds, food and a resting area for Nymmโs refugees when they first arrive. It is currently unoccupied, but recently a fallen paladin was brought here and โentertainedโ by Nymm before being led to the previous eveningโs main event with Khemet. Anyone searching the room will find a single 6โ silk rope tied to one of the bedposts and stuffed under the bed. The secret door can be found with DC30 Per check. The wall where they enter appears solid and cannot be passed through without Khemetโs permission.
- Safe Suite โ This second safe suite can be used for a second group and consists of a bedroom wing and comfortable sitting rooms. Unlike #5, this area has not been โcleanedโ from a previous guest. Used bloody bandages lie scattered about the rooms and telltale signs of someone who was gravely injured had recovered in here just recently. Anyone doing more thorough research may find that a human woman and a male dwarf were brought in here by Nymm in the form of a beautiful priestess of Irori (one of her favorites) about 2 days ago. The pair were unfortunate enough to accidentally stumble through a portal in a wizardโs tower that was a gate to this layer of Hell. They were bandaged, healed and offered fresh clothes then sent to sleep in the rooms marked with an X. Their discarded armor and belongings still lie in the main sitting rooms. Once they were comfortably asleep (and relieved of their weapons and armor), they were taken to the chambers of Khemet for his entertainment.
Former prisoner: Human C11 of Desna, Gear: Necklace of Fireballs (type III), Potion of Delay Poison, Wand of Shield of Faith (7 charges), +1 breastplate, +1 heavy steel shield, +2 heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, silver holy symbol of Desna, 1,453 gp
Former prisoner: Dwarf F12, Gear: potion of bear’s endurance, potion of cat’s grace, potion of cure serious wounds, potions of enlarge person (2, CL 5th), potion of shield of faith (CL 7th); +1 full plate, +1 adamantine warhammer, javelins (6), masterwork spiked gauntlet, belt of giant strength +2, boots of striding and springing, cloak of resistance +1, portable ram, whetstone, 69 gp
- There is a silent (permanent) alarm spell on this door that mentally alerts the Warden if anyone opens the door without uttering the proper password that only he and Nymm knows. Once set off, the Warden starts to cast his defensive spells.
- Unlike the preceding suites, which were well appointed and comfortable, this area is just the opposite. Detainees here know that they are in for a world of pain and despair when they are confined the Pit. A raised walkway crosses over a large pit 20โ down. Typically, prisoners are manacled to the wall or one of the support columns and outside of reach of other prisoners. Except for a basic tunic, the prisoners are stripped of all belongings.
There are currently 24 prisoners shackled in the Pit, brought here by Nymm over the years. Some are fiends, some are mortals from the prime material and others are more exotic. Most prisoners are in poor shape and are either unconscious or in almost catatonic stupors. A DC30 Intimidate or Diplomacy will be needed to bring them to a coherent level, at which time they beg for their freedom. Each has their own story, many came here as a group, no one knows what has become of the other prisoners:
| 1 โ Halfling M | 7 โ Tiefling F | 13 โ Human F | 19 -Drow M |
| 2 โ Human M | 8 โ Human F* | 14 โ Dwarf M | 20 โ Elf M |
| 3 โ Hill giant M | 9 โ Ogre M | 15 – Dwarf M | 21 – Babau |
| 4 โ Bearded devil | 10 – Ogre M | 16 โ Halfling F | 22 โ Cyclops |
| 5 โ Elf F | 11 โ Human M | 17 – Minotaur | 23 โ Human F |
| 6 โ Human M | 12 โ Half-elf M | 18 – Drow M | 24 โ Half-orc M |
Hutijin does not look kindly on mortals who try to become freedom fighters but he knows that no one in here can really help them and will only be a liability to those morally inclined.
However, if Osuth is alerted to the partyโs presence by entering the secret door, he will begin casting his defensive spells and then spy them from his quarters. If the party begins freeing the prisoners, or when they start to approach the double doors to his wing, he will turn Gaseous and slip through his spy hole to surprise them from behind (DC26 in surprise round to notice as he reforms).
Osuthโs tactics: (+4 vs. human)
- Flies out of range to start
- Tries to catch grouped up people in cone of cold or fireball
- Tries to use Hold Person at range
- Tries to use bow at range
- If taking big damage, will cast Blink defensively
- May use darkness, grease or invis to confuse/hinder opponents
The double doors to exit the room are about 8โ wide each and are each locked with a key that Osuth carries on him. DC35 to unlock.
* The Human female in here is actually a vampire who is faking being a captive so she can feed upon the other captives. Nymm and Osuth are not aware of this yet as she just arrived a few days ago. If the party identifies her or sees through her Disguise Self spell, she will ask that they do not blow her cover. She has limited information, but may be of some help with describing the ogre-mage warden and the treacherous Nymm. She was captured during a failed summoning by one of her fellow mages in Egorian (Cheliax).
Visenna the Human/Vampire
XP 6,400
Female human vampire sorcerer 8
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
hp 102 (8d6+72); fast healing 5
Fort +13, Ref +11, Will +12
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Speed 30 ft.
Melee slam +8 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22)
Bloodline Spell-Like Ability (CL 8th, +7 touch); 11/dayโgrave touch
Sorcerer Spells Known (CL 8th, +8 ranged touch)
4th (5/day)โgreater invisibility
3rd (5/day)โdispel magic, fireball (DC 21), vampiric touch
2nd (8/day)โfalse life, invisibility, scorching ray, web (DC 20)
1st (8/day)โburning hands (DC 19), chill touch (DC 19), disguise self, expeditious retreat, mage armor, magic missile
0โacid splash, detect magic, light, mage hand, mending, message, open/close, read magic
Bloodline undead
STATISTICS
Str 16, Dex 18, Con โ, Int 14, Wis 16, Cha 26
Base Atk +4; CMB +7; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Skills Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19; Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
- Osuthโs quarters โ the ogre mage spends most of his time either in here, devising new scenarios for his patrons, in the pit, choosing his new cast or in wardrobe, organizing the costumes. He considers himself something of a theater director now and refers to the prisoners as his troupe. His lavishly appointed room consists of a huge four-poster bed strewn with mismatched blankets, drapes and silks that he has collected over the years. A tapestry hangs on the wall behind him depicting a lightly clouded sky above jagged mountain peaks. It is a sentimental reminder of his home on the material plane in the Hungry Mountains.ย Two side tables contain a few hand-picked trophies from some of his more successful performersโ original possessions. These include a Helm of Brilliance CL13 (2 diamonds, 4 rubies, 8 fire opals, 21 opals), Trident of Fish Command CL7, Harp of Charming CL5, Knucklebone of Fickle Fortune CL20 minor artifact (APG), +1 Vorpal Dwarven Waraxe CL18.
In the center of the room is the tanned skin of a huge white yeti laid out on the floor. He uses the rug for meditation and his own โcasting couchโ.
His desk has several stacks of notes pertaining to some of the past and ideas for future performances. If the party reads some of them, they will understand the ogreโs strange playwright nature. Some of his โscenariosโ which can use any of the special entertainment rooms, include โ elaborate exotic slave auction, a shipwrecked and thankful castaway, a torturer in training, a schoolhouse uprising and an unexpected summoning at a church of a good deity. Each plan has a cast of characters (1-6) and a script/scenario. There is a spoken introduction for the benefit of the audience, the placement of the cast and then the interactive โactsโ.
It is hard to tell who the audience is however.
- Wardrobe โ this area has shelves and racks with collected โcostumesโ ranging from nobles clothes, clerical garb, fake armor, sexy leather and silks, fake slave garb, etc. Accidentally stored in here is a Bracelet of Friends with one charm hanging from it. If someone is able to divine the name of the person still associated with the charm (Beldac Grevu), and they are back on the material plane, they will bring a Lvl16 paladin from Korvosa. The bracelet belonged to Nia Horstum the human female prisoner #13 who is currently unconscious.
- The Theaters โ each set of double doors is obscured by a thick velvet drape bounded with a golden rope tied to stanchions on either side. There is one red, one violet and the last one deep green. Signs above the curtains read โIn fantasy, we discover ourselvesโ, โAdversity reveals our true naturesโ and โWhen hope fails us, we must stand on our ownโ respectively. The doors are unlocked and beyond each is a 5โ wide carpet matching the color of the drapes over the entrance.
Extras โ a troupe of infernal extras have been brought in to serve as โencouragingโ supporting cast. Looking uncomfortable in ill-fitting noblesโ garb, a group of male and female Erinyes divas lounge around and rehearse their lines. When the party enters, they impatiently ask which role each is playing so they โcan get on with the showโ. When they either donโt get an answer or do not see Osuth in the group, they immediately perk up and smile maliciously. โWeโre off script now my fellow thespians!โ and attack.
Tactics: The Erinyes will attempt to use their ropes to entangle and/or use their fear to hinder the party as soon as possible.
Some may fly up and use their bows to pelt those still on the ground.
8 Erinyes (Devil) CR 13
XP 25,600
Male erinyes fighter 5 (Pathfinder RPG Bestiary 75)
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +21
——————–
Defense
——————–
AC 32, touch 19, flat-footed 25 (+7 armor, +2 deflection, +6 Dex, +1 dodge, +6 natural)
hp 182 (14d10+103)
Fort +16, Ref +13, Will +8 (+1 vs. fear)
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
——————–
Offense
——————–
Speed 30 ft., fly 50 ft. (good)
Melee +2 longsword +21/+16/+11 (1d8+9/17-20)
Ranged +1 flaming composite longbow +21/+16/+11 (1d8+1/ร3 plus 1d6 fire) or
rope +20 touch (entangle)
Special Attacks weapon training (light blades +1)
Spell-Like Abilities (CL 12th; concentration +17)
Constantโtrue seeing
At willโ** fear (single target) (DC 19 partial), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/dayโsummon (level 3, 2 bearded devils, 50%)
——————–
Statistics
——————–
Str 20, Dex 23, Con 22, Int 14, Wis 18, Cha 21
Base Atk +14; CMB +19; CMD 38
Feats Combat Reflexes, Critical Focus, Deadly Aim, Dodge[B], Improved Critical (longsword), Lunge, Mobility[B], Point-Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Toughness
Skills Acrobatics +19, Bluff +20, Diplomacy +14, Disguise +15, Escape Artist +14, Fly +19, Intimidate +21, Knowledge (planes) +8, Knowledge (religion) +8, Perception +21, Sense Motive +13, Stealth +17
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ armor training 1
Other Gear +4 studded leather, +1 flaming composite longbow, +2 longsword, ring of protection +2
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Special Abilities
——————–
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
**Entangle (DC 20) (Su) Carries 50-ft rope that entangles foe as animate rope and can be hurled 30-ft. with no range penalty.
Fly (50 feet, Good) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shot on the Run When attacking with a ranged weapon, you can move – attack – move.
Spell Resistance (19) You have Spell Resistance.
Summon (level 3, 2 bearded devils, 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
- Fantasy suites โ these 4 rooms are where Osuth produces his unusual fantasy plays for Khemet and Nymm. Stacked against the walls of the two outer rooms are props, backdrops, work tables, etc. Currently, the rooms are set up as follows:
- Room A is set up for a slave auction with a raised stage, โAuctionโ sign, chairs and a 10×10 cage but is empty
- Room B is partially set up for a drug-den harem. Large throw pillows, silks and cloth wall coverings surround a trio of tall hookahs and two grand pillows are stacked at one end.
- Room C is empty now except for a few areas where dried blood has not been cleaned up and a โcleaning crewโ of grumbling Imps wearing little maid outfits (Osuthโs idea) and carrying little buckets and mops. They donโt want anything to do with the party and will turn invisible and scamper away if they can.
12 Imps
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constantโdetect good, detect magic
At willโinvisibility (self only)
1/dayโaugury, suggestion (DC 15)
1/weekโcommune (6 questions, CL 12th)
STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
SPECIAL ABILITIES
Poison (Ex) Stingโinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
- Room D appears to be a temple to Iomedae with light sword symbol hanging over a golden altar. In the previous eveningโs entertainment, a paladin of Iomedae was slaughtered here by a Horned Devil and his various remains are scattered about the room. He appears to have been wearing cloth replicas of his plate armor. If someone tries to resurrect or contact the dead paladin, the mysterious black devil from earlier will appear and give a cryptic warning โYou should only concern yourselves with the soul of Khemet and leave the damned where they lay. Just a suggestionโฆโ and disappears. If they so go forward with interfering with the paladin, the black devil will reappear and announce โyou were warned, and now your challenge has been increased as penance.โ Then disappear again.
Paladin in Hell:
XP 6,400
Sir Gaius Halen, Human paladin of Iomedae 10
Originally from Lastwall but was captured a year ago near the Worldwound at the front.
LG Medium humanoid (human)
Init โ1; Senses Perception +10
Aura courage (10 ft.), resolve (10 ft.)
DEFENSE
AC 22, touch 10, flat-footed 22 (+11 armor, +1 deflection, โ1 Dex, +1 natural)
hp 84 (10d10+25)
Fort +11, Ref +4, Will +9
Immune charm, disease, fear, poison
OFFENSE
Speed 20 ft.
Melee +1 ranseur +17/+12 (2d4+8/ร3) or mwk longsword +16/+11 (1d8+7/19โ20)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks channel positive energy (DC 17, 5d6), smite evil 4/day (+2 attack and AC, +10 damage)
Paladin Spell-Like Abilities (CL 10th; concentration +12)
At willโdetect evil
Paladin Spells Prepared (CL 7th; concentration +9)
2ndโbull’s strength, delay poison
1stโbless, lesser restoration, protection from evil
TACTICS
Before Combat The paladin casts bull’s strength and delay poison.
During Combat The paladin disarms foes to capture and question them. The exceptions are mindless creatures, evil outsiders, and undead, all of which he destroys on the spot.
Base Statistics Without bull’s strength, the paladin’s statistics are Immune charm, disease, fear; Melee+1 ranseur +15/+10 (2d4+5/ร3) or mwk longsword +14/+9 (1d8+4/19โ20); Str 16; CMB +13 (+17 disarm); CMD 23 (25 vs. disarm).
STATISTICS
Str 20, Dex 8, Con 14, Int 14, Wis 10, Cha 14
Base Atk +10; CMB +15 (+19 disarm); CMD 25 (27 vs. disarm)
Feats Cleave, Combat Expertise, Greater Disarm, Improved Disarm, Power Attack, Weapon Focus (ranseur)
Skills Diplomacy +10, Intimidate +7, Knowledge (history, local) +7, Knowledge (nobility, religion) +10, Perception +10, Sense Motive +13, Spellcraft +10
Languages Common, Dwarven, Elven
SQ aura, code of conduct, divine bond (weapon +2, 2/day), lay on hands (5d6, 7/day), mercies (cursed, nauseated, shaken)
Other Gear +2 full plate, +1 ranseur, masterwork longsword, amulet of natural armor +1, ring of protection +1, silver holy symbol, 450 gp
Balancing act โ if the party communicates with Sir Gaius, they will not be penalized. If they bring him back from the dead, however, Hutijin will bring Osuth back to life to harass them at an inopportune time.
The Arena of Trial
- The entrance hall to the Arena is lined with stands and tables with armor and weapons. All the weapons and armor are masterwork quality and just about all types are here. However, each item has the rune of Mephistopheles on it (burning trident). At the end of the hall are two massive doors, 10โ wide and 20โ tall. A heavy iron-shod bar lays across the two doors at this time. If anyone listens, they have a chance (DC28) to hear the faint sounds of combat from behind the doors.
- The private viewing areas are accessible by a well-concealed secret door (DC40 to find). A narrow passage with steps leading up open onto two platforms 20โ above the floor of the Arena. The opening is 10โ tall, 20โ wide and a wall of force covered in a permanent one-way illusion protects those in the viewing area. The wall of force has 4 vertical slots in it (10โx2โ) so the audience can hear the sounds from below. Currently there are no spectators in these areas. At the far end of the far viewing area is a secret door leading to the private chambers of Khemet and Nymm.
- Arena Maze โ the multi-purpose arena has been arranged as a maze for the benefit of the latest contests featuring a new champion โ a fiendish Minotaur called Araplenus the Scarred. Currently, the minotaur is sparring (and almost holding his own) with a marilith demon wielding ย 6 longswords. Curia the Marilith is a friend of Nymm who was hired/enticed to work in the prison and serve as Arenamaster. She is training her understudy/apprentice minotaur. ย If the party makes a lot of noise or talks as they traverse the maze, the pair will undoubtedly notice and silently wait on opposite sides of their area and attack when the party emerges.
The maze is composed of 10โ tall, covered walls of thorns, but unlike the spell, these walls are much tougher to penetrate, as hard as iron and are poisoned. Any creature taking damage from the walls must roll a DC28 Fort save or be paralyzed for 1 hour. Break DC30, Hardness 10, 90HP (10โ section).
MARILITH CR 17
XP 102,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 25)
DEFENSE
AC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, โ1 size)
hp 264 (16d10+176)
Fort +25, Ref +18, Will +13
DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28
OFFENSE
Speed 40 ft.
Melee +1 longsword +24/+19/+14/+9 (2d6+8/17โ20), 5 +1 longswords +24 (2d6+4/17โ20), tail slap +17 (2d6+3 plus grab) or 6 slams +22 (1d8+7), tail slap +17 (2d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th)
Constantโtrue seeing, unholy aura (20โr, DC25 Fort or 1d6 Str dam if good hits)
At willโgreater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22)
3/dayโblade barrier (DC 23), fly
1/dayโsummon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
STATISTICS
Str 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 42 (can’t be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES
Crushing Coils (Ex) A creature that takes damage from a marilith’s constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.
A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.
- Maze sensor โ a 5โ diameter sphere of black stone floats at the level of the observation deck #14. When someone enters the floor of the arena, the sensors activate and display an image of the closest creature from a height of 10โ above. This allows the spectators to observe the covered areas from their seats.
- Stairway of Crushing Despair โ the staircase spirals down for hundreds of feet, even though it seems like it is farther. The distance, appearance, odors and sounds of pain in the distance are intended to build an unbearable sense of dread in those who come here against their will.
As you descend the spiraling stairs, deeper and deeper into the ground of this strange place, the air becomes heavy and warmer. Faint cries of pain rise up to you from the depths below, every so often accompanied by the metallic ping of metal on metal or the hiss of fire on something soft and fleshy. The stairway grinds onward, down and down, you estimate that you are now hundreds of feet below where you started.
At the bottom of the stairwell, the party must make a DC19 Will save or be affected by a Crushing Despair spell effect (CL15).
The Terminus Spiral โ this area is a concentric series of levels designed to allow Khemet and Nymm the freedom to indulge in their most cruel pleasures. There are no โobservation areasโ โ everything here is performed hands-on. The open spiral design allows the torments of all the prisoners here to be shared with their fellow recipients. The party may figure out that the experiences get more โexoticโ as they descend.
- Welcoming room โ the first room that the party enters is where new guests are โsoftened upโ and evaluated for their tolerance to pain. Manacles of various sizes hang on the walls and columns. Three 4โ square boxes hold hot coals with a number of pokers laying ready for use. The room is unbelievably hot, but not enough to damage. Although there are no guests currently here, if someone checks for tracks, they will see that there are mostly human-sized (Khemet + several guests) as well as a bare-footed female (Nymm). At the far end of the chamber, a 10×10 cage hangs with a heavy chain loop in the center that can be used to lower down to other levels. It takes a DC 15 Str check to move the lift, but it is counterweighted well and can carry up to 8 medium sized creatures.
- Bath time โ this room has a few manacles set into the walls to hold guests, but the main horror here is a suspended chain, hanging like a clothesline and leading to a 15×10 pool of noxious acid. The mechanism allows a victim to be manacled to the chain, 10โ above the level of the pool an then slowly lowered into it by use of a large crank in the center of the room. The pool is empty except for a few odd bones and teeth. Anyone touching the acid will take 1d6/r damage or 10d6/r if immersed.
- Rack them up โ three large tables with a wide groove down the center and restraints at all four corners can be adjusted in almost any direction, including inverted. Nearby tables are loaded with an assortment of things that pinch, slice, impale, probe and crush. Dried blood on the tables and floor leave no doubt as to the frequent use of this room. The middle table currently has a naked human male strapped to it upside down. His lungs are exposed through the careful peeling away of flesh and the cutting of ribs. As the party examines him, he will take a shuddering breath that brings bubbles of blood to his lips. Nymm has been keeping him at 0 HP for a few days to amuse Khemet. He was a mageโs apprentice in Westcrown who was given as payment for a certain ritual. If the party frees and/or heals him (he has 15HP max), he will be mostly in a state of stupor and horror and shrinks away from them. The only thing they can get out of him is his name โ Geirgen and his master, Lucelius.
A second lift lowers down to a different level below. It is currently lowered and will need to be raised.
- Build a devil workshop โ this twisted laboratory is used by Nymm as a diabolistโs creation chamber. A huge iron-barred cage with an iron floor and domed iron lid hangs from a ceiling 20โ above and sways just above the ground. Behind the cage is a 12โ wide archway that can be used as a Gate to invite diabolic guests. On the ground is an inscribed pentagram made of obsidian with inlaid runes of gold. Through dark magic and secretive spells known only to the keepers of diabolism, mortals are subjected to the full or partial transformation into beings of diabolic power. In the cage, the most recent experiment is โincubatingโ โ a troll with a huge distended stomach lies unconscious on the floor of the cage. If anyone gets within 5โ of the cage, the troll will groan and its stomach will rip open and 20 goo-laden imps will emerge, squeeze through the bars and begin wreaking havoc.
IMP CR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constantโdetect good, detect magic
At willโinvisibility (self only)
1/dayโaugury, suggestion (DC 15)
1/weekโcommune (6 questions, CL 12th)
STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
Poison (Ex) Stingโinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
- Throw it against the wall and see if it sticks โ this long room is dominated by a thick 20โ tall wall of razor-sharp spikes and hooks with a 6โ gap at the top from the ceiling. A favorite pastime of Khemet is to bring a prisoner here and immediately lower the cage lift. Then place a horrific creature into the cage and lift it back into the room (demon, infernal creature, etc.) thus forcing the victim to either scale the wall or suffer the tenderness of the creature. There are currently 8 people (3 humans, 2 dwarves, 2 elves, 1 drow) impaled on the wall at different heights, but none are within 5โ of the top. Some are missing their feet and lower legs (mauled off by creatures) but all are sliced and punctured from the extremely sharp edges. Blood coats the wall and a small river congeals at the base of the wall.
Similar to a Wall of Thorns, anyone coming into contact with the wall will take slashing and piercing damage equal to 30 โ AC, not including dodge or Dex bonuses each round. (an unarmored creature would take 20HP dam/round)
Lurking in the shadows at the far end of the wall at โXโ is the most recent challenge, an Advanced Kalavakus Demon snacks upon some of the more recent wall-climbers. He will attempt to keep the party bottlenecked if they proceed to melee and try to Dominate any of the fighter-types. If he is cornered, he will teleport to the other side of the wall and try his Enslave Soul upon threatening spellcasters or ranged attackers.
This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.
——————–
Kalavakus (Demon) CR 14
XP 38,400
Male advanced kalavakus (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 78)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +29
——————–
Defense
——————–
AC 32, touch 16, flat-footed 29 (+3 deflection, +3 Dex, +16 natural)
hp 203 (13d10+130)
Fort +13, Ref +11, Will +13
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21
——————–
Offense
——————–
Speed 30 ft.
Melee bite +24 (1d6+11), 2 claws +24 (1d8+11), gore +24 (2d6+11)
Special Attacks enslave soul, horns, powerful charge (gore, 4d10+16)
Spell-Like Abilities (CL 12th; concentration +17)
At willโcommand (DC 16), greater teleport (self plus 50 lbs.), telekinesis (DC 20)
3/dayโair walk, dominate person (DC 19), haste
1/dayโgreater command (DC 20), summon (level 4, 1 kalavakus 40%), symbol of persuasion (DC 21)
——————–
Statistics
——————–
Str 26, Dex 17, Con 28, Int 19, Wis 21, Cha 20
Base Atk +13; CMB +21 (+23 bull rush, +27 disarm, +23 trip); CMD 37 (39 vs. bull rush, 39 vs. disarm, 39 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack, Toughness
Skills Acrobatics +19, Climb +24, Escape Artist +16, Intimidate +21, Knowledge (planes) +20, Perception +29, Profession (torturer) +18, Sense Motive +21, Stealth +19, Use Magic Device +21; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal; telepathy 100 ft.
Other Gear amulet of mighty fists +3, ring of protection +3
Special Abilities
——————–
Enslave Soul (DC 21) (Su) A kalavakus can attempt to enslave the soul of any mortal creature within 60 feet as a swift action. The kalavakus must have line of sight to the target. The target can resist this special attack with a DC 18 Will save, but is staggered for 1 round
Horns (Ex) The kalavakus’s numerous horns can easily catch weapons and yank them away from opponents. The demon gains a +4 racial bonus on all disarm attempts as a result.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 4d10+16) (Ex) Your charge attacks deal additional damage.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
- Deconstructed โ this device is probably the most cruel of them all. Unlike the traditional โRackโ which this does resemble somewhat, this device is a raised 3โ deep pool with various metallicย restraints at the corners and sides, able to adjust from small to large creatures. A control panel has levers and wheels that adjust the restraints and level of the liquid in the pool. Controls include a crude diagram with corresponding wheels to each restraint and a large lever labelled โfull โ emptyโ โ currently at Full.
Some poor unfortunate is bound into the restraints, then slowly drawn apart, pulling bones from sockets and ripping through flesh and organs, however, the liquid contains a magical essence of hell-lifeforce that sustains the creature and keeps him from dying. So a ripped-apart creature can live literally in pieces while in the pool and suffer continuously until removed from the liquid. The liquid does not harm anyone who touches it, but any non-evil person is Sickened while they are in contact with it.
Currently, there is a dwarf who has had his head, legs and arms ripped from his body and is moaning in pain constantly. If the liquid is drained from the pool, he will die instantly, but if someone tries to heal him with positive energy, the effect will be like water into acid โ the dice of healing will be converted into a splash weapon attack doing 2 HP dam/d8 of healing to anyone within 5โ of the pool.
The Harems of Khemet II
This large area is a massive pleasure harem, created by Khemet and Nymm for their own perverse tastes and inclinations. It is inhabited by a troupe of lesser succubi, several willing mortals and a few prettier slaves. The โwallsโ here seem to be thick gossamer sheers that create partitions, but do not block sound, but passage through them is unusually difficult (DC 20 Str check to push through or Hard5/15HP to cut through). They are resistant to magical damage so will not be affected by spells. Khemet and Nymm each have their own โprivateโ area and the sounds of moaning and more enthusiastic pleasures can be heard throughout. โNymmโs Girlsโ have a tendency to entertain themselves as much as their masters. Plain doors lead to the secret entrances to the areas where the two interact with their captives.
- Secret passageways โ these passageways lead to and from the three corresponding areas in this part of the pyramid, but spatial displacement does not work here as expected on the material plane. Even though the party may have travelled vertically or horizontally through the previous areas, the distance to the Harems is always about 200โ total through a 5โ wide passage.
- Grand Harem โ in this large area, Nymmโs Girls usually lounge about and engage in their own pleasures with favorite slaves or each other. Currently, they are all in here but will attend to their Mistress if called. There are also three โluckyโ human males who are serving at their pleasure. These men have been drained to level 1 and are mainly just automatons unless someone uses Greater Restoration or some other way to remove insanity.
This large area is filled with pillows, low benches and furry rugs made from many different creatures. Scattered around the room, a dozen strikingly sexy women are engaged in various sex acts with a trio of human men or each other. A couple of the closest women who notice your arrival smile your direction and make room for you to join, gesturing with a long black fingernail. Tiny horns and small bat-like wings are clue that these may not be very upstanding women.
The succubi will not immediately attack, but will be very pleased to see โfresh meatโ. They will squeal with delight and each of them tries to coax a party member over to join them with a Charm Monster spell. If attacked, however, they will draw their rapiers and try a more personal approach.
12 Advanced Succubi (โNymmโs Girlsโ)
XP 4,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good; Perception +23,
DEFENSE
AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 100 (8d10+56)
Fort +9, Ref +11, Will +12
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee +1 Rapier +14/+9 (1d6+4/18-20) or 2 claws +13/+13 (1d6+3)
Special Attacks energy drain, profane gift
Spell-Like Abilities (CL 12th)
Constantโdetect good, tongues
At willโcharm monster (DC 24), detect thoughts (DC 22), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 24d), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/dayโdominate person (DC 25), summon (level 3, 1 babau 50%)
STATISTICS
Str 17, Dex 21, Con 24, Int 22, Wis 18, Cha 31
Base Atk +8; CMB +13; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Acrobatics +8, Bluff +29, Diplomacy +21, Disguise +21, Escape Artist +13, Fly +16, Intimidate +18, Knowledge (arcana) +11, Knowledge (local) +17, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +23, Sense Motive +15, Stealth +16; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 24 Will save to negate the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
- Grand Banquet โ Three long tables set at floor-sitting height are loaded with exotic foods and rare beverages. The smells from the table are mouth-watering and it all looks fresh and ready to be eaten. The food is an illusion, however, and merely a Major Image (DC18 Will save to disbelieve). However, the food tastes very real to those who fail their saves! Currently, there is no one in this room.
- Throne room โ this room is adorned as Khemet remembers it from the palace in Sothis. An illusion on the partitions from within the room simulated the large throne room in the Palace of the Forthbringer. There are even nobles and visitors standing in the far off ends of the vast room. Khemet spends the majority of his time basking in glory here when he is not engaged in some other diversion.
- Opium den โ a thick haze of blue smoke reduces sight to about 10โ in here. Heavy narcotic fumes emit from two wide braziers. 3 human men and 3 human women lie on large pillows on the ground in drooling stupors. Anyone who stays in this room for more than 2 rounds will be subject to the opiumโs effects: Save – Fortitude DC 20, Effects; +1d8 temporary hit points, +2 alchemical bonus on Fortitude saves, fatigue, Damage 1d4 Con and 1d4 Wis damage
- Bathhouse โ two large pools, each about 3โ deep are full of warm water and a collection of oils and incense lies within reach of the sides. Although they appear empty, the succubi have trained a pair of water elementals to provide pleasurable jets to them on command. The elementals are not hostile but will attempt to โprovideโ for anyone who enters the pools. They will rise up in curiosity if someone is nearby but does not enter the baths.
2 MEDIUM WATER ELEMENTAL CR 3
XP 800
N Medium outsider (elemental, extraplanar, water)
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d8+4)
Special Attacks drench, vortex (DC 15), water mastery
STATISTICS
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16
- Slave quarters โ even though the succubi and masters do not need sleep, the mortal slaves do so this room is set up for them to regain their strength and stamina. The beds are basic cots and there are a couple changes of thin, gossamer clothing under the beds.
- A basic kitchen and pantry are stocked with the necessities to sustain the slaves. The slaves can also prepare their dayโs treats to feed the masters.
- S&M room โ the contents of this room are a little more on the kinky side and there are whips, chains, ropes, leather, manacles, clamps, candles, etc. on side tables and hanging on racks. One thing of note is that there are no signs of blood or injury in here. A single naked human female sleeps on one of the beds, tied to the bedposts but looking comfortable. Her name is Yvette and is one of the willing slaves who is perfectly happy here.
- A large rectangular sunken tub is filled with magically chilled water (about 40F).
- These rooms are simple, but used for more intimate encounters away for the group rooms. Each usually has a bed, or pallet or large set of pillows as well as refreshments.
- Khemet IIโs room โ Although the master is not really here as a mortal, he still enjoys the illusion of mortal trappings. So he has a well-appointed room with a large bed, desk and shelves with books and research from his days when he walked the material plane. He can only take so much of these memories however, as they remind him too much of what he has lost, so he spends much of his time in the Throne Room or indulging in some diversion. The shade of Khemet, like that of Harun, cannot be harmed, nor can he harm anyone. He will act as if he is going to attack, but he ultimately knows that he is ineffective and must rely on Nymm or the other mortals here. If searched, the room is actually quite empty and his shelves are full of blank books and desk has blank papers strewn about.
- Nymmโs room โ Nymm, is quite the multitasker. She keeps herself busy between recruitment outside the pyramid, checking in on the guardians of this level, attending the needs of Khemet or indulging in personal or partner pleasures. She has a lot of job satisfaction and is not pleased when she first hears of the intruders. One of her servants, an Erinyes diva has told her about the powerful group of interlopers and some of their abilities. She knows that they will probably be able to defeat her and her Girls, so she has decided on negotiation. She realizes that the group probably wishes to continue up the pyramid and she really has no loyalty to Khemet or Hutijin other than their mutually enjoyable situation. So once she is encountered, she will call her Girls to her side (unless the group reaches the harem first, in which she will appear during the battle and call them off).ย She will address the group:
โPlease hold your weapons and spells mighty ones. I know that you could probably defeat me and my Girls, but that will not avail you for what you really seek.โ
She stops here to see if they do stop or are curious as to what she is referring to. If they ask, she will confide โ
โYou seek to pass through this area and ascend to the next โ am I correct?โ
If they stop here or allow her to continue โ so will she.
โPerhaps we can strike a mutually beneficial bargain?โ She flashes a wonderfully sincere smile and wink.
At this point, Khemet will come storming in through the silk walls bellowing, โWhat are you doing?? Kill them right now! They are intruders, not your partners! I am your partner, not them!โ
You see a thin, lanky young man dressed in oversized blue pantaloons and billowing yellow robes with a long pointed beard come storming though the walls and stand with his hands clenched into fists as he surveys the room.
She will continue to bargain with the party at which point he will begin casting a (useless) spell that can be identified as a Mass Harm (DC 24 SC to identify) but she does not pay much attention. Becoming more and more frustrated, he eventually breaks down alternatively screaming and crying. In soothing tones, she comforts the distraught prince.
โCome now my prince, let us have no more of these interlopers. Allow them to continue on their way and let the others take care of them. Letโs allow them through and get back to those elf twins!โ
With a sigh and a shudder, looking at the ground, he makes a gesture with his hand and a set of metallic circular stairs descends from the ceiling.
โBegone from my presence โ you have thoroughly ruined the moodโฆโ
The Torment of the Forthbringer
Prince Khemet III, the Ruby Prince, the Forthbringer and someday, the Unifier will eventually surrender his soul to eternal imprisonment on the third level of the Pyramid Prison. His greatest accomplishments to date have been his creation of the Council of the Sun and Sky, his moderate stance on slavery but most importantly, his opening of the borders of Osirion to fortune-seekers and his outreach and assistance offered to many far-away countries. Hutijin has instructed a pair of Pit Fiend guards to not only restrain and torment the angel Orphamiel, but to create a grand torment for the Ruby Prince upon his arrival. The devious pair has created a twisted version of one of the Princeโs most hallowed edifices; the shell of the titanic beetle Ulunat. Under the black carapace, they are in the process of constructing several perverse reflections of the real Ulunat dome of Sothis. The grand Palace of the Forthbringer now houses the captured angel, presented directly across from the Princeโs high throne, so he can helplessly witness the good creatureโs endless torments. The famed and exclusive Exhibitoryโs lower level is where the Council of the Sun and Sky meet and where they now engage in eternal evil acts of violence, deceit, treason and outright murder. A perversion of the Gardens of Shepeska are infested with evil carnivorous trees surrounded by a palisade of pikes where dying druids hang in perpetual agony. Finally, the most recent addition to this horrific area is a hellish version Menetnashte’s Orrery. Where normally the planets in the Golarian solar system could be manipulated to display the constellations on the inner surface of the great black shell above, these spheres have been replaced by various decapitated heads, each one resembling a famous world leader, many of which the party will recognize, including Princess Eutropia of Taldor, White Estrid of the Linnorm Kings, Governor Markwin of Molthune, Codwin I of Andoran, Lord Gyr of Absalom, Thakur Kharswan of Jalmeray and Satrap Xerbystes II of Qadira. Where the planet Golarion should be in the model, the a pain-expressioned head of the Ruby Prince drips fresh blood onto the stone floor below.
The Ulunat shell is a sea of blood, bodies and bones now with 4 distinct islands representing the aforementioned areas. There does not appear to be any way from one โislandโ to another other than flight or teleportation. The blood sea is virtually bottomless and almost beyond the ability of a mortal to observe.
The Palace and the Soul Prison
Several centuries ago, the Infernal Duke Hutijin defeated a powerful herald of Sarenrae, a Solar named Orphamiel. The decisive defeat of such a powerful good entity endeared Hutijin to Lord Mephistopheles and the Duke was rewarded with power, dominion over a vast number of prisons within Caina and most importantly, the favor of the Lord of the Eighth.
Hutijin spent a few decades torturing and toying with his new pet, but ultimately put him to use. The Solar holds an immense amount of divine power and with enough time, he could possibly muster enough to pose a serious threat to the Duke. So he was fitted with a pair of malevolently enchanted manacles, forged from a rib each of two powerful pit fiends, Vogath and Gozath. This unholy connection and corruption of the angel constantly flows from Orphamiel into the two pit fiends and makes them even more formidable than their typical lot. After centuries of this parasitical relationship, the corruption has taken a physical toll on the angel and he now looks very much like one of the other powerful evil entities of the plane. The party may even mistake his corrupted form as another source of malevolence on this plane.
The Solar also makes the perfect receptacle for a powerful mortal soul. With the added protection of a pair of juiced up pit fiends, Hutijin is confident in the security of Khemetโs soul prison.
The most recent addition to the Pyramid Prison is the immortal soul of Khemet III, the Ruby Prince. It currently resides within the clasped hands of a corrupted and defeated Solar at the top of the Prison. In preparation for Khemetโs eventual arrival, the two powerful pit fiends have been creating a proper welcoming for his almost 10,000 year torment. As with the previous souls, Khemet III is doomed to live through a mockery of his personal successes. Although his father was not a shining beacon of righteousness and was thus a โtough cookie to crackโ, the Ruby Prince has accomplished much during his reign and the size of this level of the Pyramid assumes that he may have more impressive accomplishments to come. The current scenarios that the Fiends are working on include:
- Opening the borders of Osirion to exploration (military invasion and overthrow scenario)
- Establishing the Council of Sun and Sky for representative government (high treason and outright corruption scenario)
- Successful alliances with Elemental Lords (Sothis is decimated by an angry pair of Elemental Lords of Fire and Earth)
The party should anticipate that this level is designed to โpunishโ the Ruby Prince, so if they can recall some of his accomplishments, they may be able to deduce what to expect.
The Dark Palace
- The spiral staircase ascends for what seems like an eternity and finally ends in a dark room with a curved wall and two iron-bound wooden doors. A low groaning sound rumbles through the air creating a slight tremor in the stone floor. A few small streams of dust fall from the ceiling 15โ above. Stacked against the north wall is the a pile of discarded equipment of the workers who have been enslaved to work on this faux palace. Old cloaks, broken weapons and damaged armor, miscellaneous personal effects have been tossed in here and lie in disorganized piles. If searched, there is nothing of value, but the personal effects are from various humanoid races.
- More piles of discarded equipment is haphazardly stacked against the walls in this room. If searched, a small locket with a lead lining (made specifically to prevent detection) can be found with a DC35 Per search roll. Inside of the locket is a Ring of Spell Storing (CL9) with the following spells: Displacement, True Strike and Protection from Law. See below for regarding possible work going on here.
- Sorting room โ a contingent of Advanced Bearded Devils has been assigned to the organization of confiscated goods and they are currently in the process of begrudgingly carrying out their task. Two of the fiends are currently in room #2 and five more are in room #3. Their glaives are currently strapped to their backs.
If searched, the party will be able to find most mundane items (torches, backpacks, sacks, candles, etc.), weapons and armor. Also, among the neatly stacked and sorted piles are the following magic items: +1 Leather Armor (3), +3 Breastplate (9), +1 Greatsword (3), +1 Mace of Speed (7), +2 Rapier (6), Gloves of Arrow Snaring (3), Decanter of Endless Water (9)
7 Advanced Bearded Devils CR 8 XP 4,800
Male advanced bearded devil (Pathfinder RPG Bestiary 73, 288)
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +12
——————–
Defense
——————–
AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)
hp 91 (8d10+48)
Fort +12, Ref +10, Will +5
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
——————–
Offense
——————–
Speed 40 ft.
Melee glaive +15/+10 (1d10+9/ร3 plus infernal wound) or
2 claws +9 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
Spell-Like Abilities (CL 12th; concentration +14)
At willโgreater teleport (self plus 50 lbs. of objects only)
1/dayโsummon (level 3, 1 bearded devil or 6 lemures, 50%)
——————–
Statistics
——————–
Str 23, Dex 19, Con 23, Int 10, Wis 16, Cha 14
Base Atk +8; CMB +14; CMD 28
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Acrobatics +4 (+8 to jump), Climb +15, Intimidate +9, Perception +12, Sense Motive +8, Stealth +13
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Other Gear glaive
——————–
Special Abilities
——————–
Beard (DC 20) (Ex) If both claws hit, beard deals damage and inflicts disease.
Disease (DC 20) Devil Chills: Devil chillsโinjury; save Fort DC 20; onset 1d4 days; frequency 1/day; effect 1d4 Str; cure 3 consecutive saves. The save DC is Constitution-based.
Infernal Wound (Su) Weapons deal 2 bleed and requires Heal check or caster level check to stanch.
- Defleshing room โ this room is where the horrific process of harvesting bone and blood from slaves is performed. The room is cleverly designed with the floor sloping to the southeast corner where a large vat is sunk into the floor to collect blood. On the opposite side of the room are 12 sets of spiked manacles hanging from a 15โ high ceiling and next to the manacles are three tall tables with flensing knives and bone saws. A central table contains two deep tubs, one with bloody bones and the other with discarded miscellaneous body parts, skin and organs.
Five of the manacles have the recently deceased corpses of humans hanging from them in obvious displays of the carnage performed in this room. Each party member must make a DC20 Fort save or be sickened for 1d6 minutes.
- Lair of the Flenser โ a particularly cruel minion resides here and thoroughly enjoys his daily routine. Any mortal who happens upon him fills him with glee and he smiles in anticipation as he assesses their potential raw material. This bone devil has modified his claws to end in razor-sharp scalpel blades closes to attack.
In the room, the Flenser has made a reclining chair of bone and skin with a place near his right hand where a captive can be restrained for him to pare and poison at his leisure. The restraint has a dismembered lower human leg in it at the moment.
The Flenser โ Advanced Dread Bone Devil CR 18
XP 153,600
Male advanced bone devil (Pathfinder RPG Bestiary 74, 288)
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +21
Aura frightful presence (5 ft., DC 25, 1d6 rounds)
——————–
Defense
——————–
AC 37, touch 24, flat-footed 29 (+8 Dex, +13 natural, +7 profane, -1 size)
hp 243 (18d10+144)
Fort +18, Ref +19, Will +12
DR 10/bludgeoning, 10/good; Immune fire, poison; Resist acid 10, cold 10, electricity 10; SR 20
——————–
Offense
——————–
Speed 40 ft., fly 60 ft. (good)
Melee bite +25 (1d8+8), 2 claws +25 (1d8+8/19-20), sting +25 (3d4+8 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
Spell-Like Abilities (CL 12th; concentration +18)
Constantโfly
At willโdimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 19), wall of ice (DC 20)
3/dayโquickened invisibility
1/dayโsummon (level 4, 1 bone devil, 35%)
——————–
Statistics
——————–
Str 26, Dex 26, Con 24, Int 20, Wis 19, Cha 22
Base Atk +18; CMB +27; CMD 52
Feats Alertness, Combat Reflexes, Improved Critical (claw), Improved Initiative, Improved Iron Will, Improved Natural Attack (claw), Iron Will, Quicken Spell-Like Ability (invisibility), Toughness
Skills Acrobatics +8 (+12 to jump), Bluff +19, Diplomacy +19, Fly +25, Intimidate +19, Knowledge (planes) +18, Perception +21, Sense Motive +21, Spellcraft +18, Stealth +17
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
——————–
Special Abilities
——————–
Frightful Presence (5 ft., 1d6 rounds, DC 25) Those in area of effect become frightened or shaken (Will neg.)
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Poison – STR Damage (DC 26) (Ex) Stingโinjury; save Fort DC 26; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
The bone devil will cast a Wall of Ice to separate the party as soon as he can. He enjoys stinging and incapacitating his victims so he can play with them at his leisure.
- Raw materials storage โ this macabre room has neatly organized bins of bone, sorted by size and shape on one side and over 100 stacked kegs of blood, sealed with a variant spell of Gentle Repose to preserve its freshness.
- Refined materials โ this area is used to make the basic โbricksโ of the palace. Machines are used to grind bone and mix it with blood in 10โ long casts. Stacks of completed โbricksโ lie against one wall while the other serves as the main work area. If combat breaks out in the room next door, the 4 Blood Reavers will turn invisible and teleport into the adjoining room to allow their Blood Siphon to take effect. Only if discovered will they attack and they are in telepathic communication with their boss at all times.
Blood Reaver Devil (Garugin) CR 8
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +14
Aura siphoning aura (Fort DC 19)
DEFENSE
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +8, Will +8
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
OFFENSE
Speed 40 ft.
Melee barbed dire flail +16/+11 (2d6+9/19โ20 plus stun) or 2 claws +15 (2d6+6)
Spell-Like Abilities (CL 12th)
At willโgreater teleport (self plus 50 pounds of objects only), invisibility (self only), wall of fire
1/dayโlightning bolt (DC 15), summon (level 6, 2d10 lemures 50% or 1 blood reaver 35%)
TACTICS
Blood reavers despise mortals and attack them on sight. They prefer to hide or stand nearby while invisible and let their siphoning aura drain a person of its blood, though the telltale sign that something is wrong is when the victimโs eyes, ears, nose, and mouth begin to bleed for no apparent reason.
In combat, they attack with their barbed flails, relentlessly hammering away at their enemies and freely unloading with walls of fire to separate allies from one another. Being immune to fire, the blood reaver simply walks through the wall and attacks the creature standing on the other side.
STATISTICS
Str 23, Dex 15, Con 21, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Great Cleave, Improved Critical (dire flail), Power Attack, Weapon Focus (barbed dire flail)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear barbed dire flail
SPECIAL ABILITIES
Siphoning Aura (Su)
Blood reavers can radiate an aura in a 20-foot radius as a free action that causes a creature to bleed from its mouth, nose, eyes, and ears. Affected creatures must succeed on a DC 19 Fortitude save each round or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.
Stun (Su)
Whenever a blood reaver hits with a dire flail attack, the opponent must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This ability is a function of the blood reaver, not the dire flail.
A blood reaver stands 8 feet tall and is never without its special barbed dire flail. The heads are wickedly crafted with oversized and strongly curved barbs so they do as much tissue damage as possible when they hit.
- This room is where the masters store a hodgepodge of food and relatively safe water to keep the slaves alive. The food is doled out by โtrustiesโ who trade loyalty for better work assignments including being trusted to hand out the daily allotment of food to the rest of the slaves. The remaining slaves know well that they are forbidden from taking anything from this room or be โpromotedโ to the next level of their existence.
- Slaves bunks โ the stench of sweat, blood and desperation hangs thick in the air in here. These rooms are where the mortal worker slaves sleep and eat when they are allowed a break. Currently, most of the slaves are at work in other parts of the โpalaceโ but about 6 of them are here โ too weak to move and soon to be converted into building materials. If the party is able to revive one or more of the slaves (they are exhausted and would need at least lesser restoration to improve the condition). These humans have been here for years and are mentally not the same as they once were. The party can get fragments of information out of them, but most only speak 3-5 words then stop. They are aware of their fate, but await death as an escape from life.
- Workshops โ large tables are used for the construction of wall sections, columns and other features of the โtempleโ. There are currently 25 workers in here hammering, sawing and measuring products. These slaves (human and dwarf mostly) are skilled and valued by their masters. Likewise, these slaves will not do anything to jeopardize their status. They try to ignore anyone passing through their areas.
A gnome by the name of Bertagaboweezil โWeezilโ is the foreman/engineer for the slave workers. He is treated relatively fairly as long as his work is good and he keeps everyone busy. As long as the party does not interrupt his crew, he will answer a few questions and he is one of the few mortals who knows of the other โislandsโ although he has not been there personally. He also knows that the black Angel is a prisoner rather than a foe but does not know anything else other than he is abused by the Masters. He suggests they talk to the prisoner for more information. Weezil does not speak at length because he knows that the Masters can โread his mindโ when they want (they canโt but use telepathy which is one-way but they try to keep up the charade that they read minds).
- Tool storage โ a collection of mundane construction tools is neatly organized in these rooms.
- Grand Throne Room โ This massive chamber is still a work in progress as evidenced by the columns laying in sections on the floor in different places. Eight 10โ diameter columns with square bases, decorated in ornate hieroglyphics rise over 300โ to a domed ceiling above, painted with scenes of pyramids, sphynxes, serpents and colossal creatures of legend. If scrutinized, it can be seen that in all of the scenes above, the forces of opposition are winning against the peoples and leaders of Osirion.
Small groups of workers are busy chiseling and stone working the columns and preparing a pulley and scaffold system to place additional columns in the room. When the party makes their presence known, the workers will stop and hurry back to area 10.
At the north end of the chamber a huge raised platform can be accessed by wide steps leading up to a height of 15โ. On the wide platform is another smaller platform that rises an additional 10โ with an ornate golden throne fashioned to look like two great feline beasts cradling the seat in their massive paws. The throne is of course empty, but anyone sitting in it can almost feel the power that such a high position affords.
Directly across from the raised throne is another large platform that rises 20โ from the ground level but with no obvious way to ascend it. Atop the platform is an incredible sight:
A stark white platform rises from the floor to a height of 20โ with no obvious way to ascend. A weaving network of red veins runs through the white stone, pulsing like the flow of blood through the vessels of a massive pale creature. In contrast, a large creature with bare muscular chest stands atop the platform with rough blackened skin and soot black jagged leathery wings extended upward. The creatures hands are clasped in front of him with a sphere of blue-white energy between them. Thick white bracers appear to be containing the energy between his hands. The creature is staring skyward and does not seem to notice anything in the room.
As the party gets closer, they will see that black bands of energy are attached to two columns of the white stone of the platform and then to the white bracers around its wrists (one to each opposite wrist to bind the hands together). The energy between his hands is the immortal soul of Khemet III.
The Solar is not easily recognizable in his corrupted, active state. His golden/white skin and wings have been charred to inky blackness with dripping black negative energy and anyone rolling less than a DC30 Know Religion or Planes will not recognize the creature. If anyone makes a DC40 Religion or Planes roll, they will slowly realize that the evil-looking creature before them (his area radiates evil from the mere presence of his bindings) is not a fiend, but an angel who is in terrible, tortured condition. Once he is recognized for what he is, Tark will become stunned and drop whatever he is carrying as Sarenraeโs wrath overcomes his mind.
For Tark: through her champion, the Goddess can feel the weak connection to her former elite herald and as she realizes what has happened, Tark feels the brunt of a flash of rage. She will explain to him:
โOh poor Orphamiel, my lost herald. This is where you have been for these many centuries. What have they done to you?โ Sarenraeโs sadness is brief but heartbreaking to you and a tear falls down your cheek in sympathy. She turns her attention to you now. โYou have been a most loyal and devout follower and I am proud of your decisions and the way you have handled your doubts. You must do what is necessary to free Orphamiel โ do so without hindrance any longer, I trust your heart to do what is right. If you are able to free my herald, he will be of incredible assistance to your quest, I am sure. Be my instrument of vengeance in your time of great need.โ
Tark will feel a powerful heat well up within his body as his daily divine boons are renewed and he is subjected to a Dayโs Resurgence spell (see below). In addition, the Goddess has loaded him with several charges of divine wrath:
- Fire Bolt* (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 3d6 points of fire damage + 2 points for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Aura of Heroism (Su): You can emit a 30-foot aura of heroism for a number of rounds per day equal to your level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
- Holy Lance (Su): You can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Healer’s Blessing (Su): All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
- Nimbus of Light (Su): You can emit a 30-foot nimbus of light for a number of rounds per day equal to your level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
- Day’s Resurgence* (Su): You can restore a single creature as if it had just completed 8 hours of rest. It takes 2 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 2 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability also allows a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
- Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
* this is an intentionally souped-up version of the domain power
With that, you have control again over your actions and you see your friends watching you in some confusion.
The Solar will not respond to anyone unless they address his by his name. At the mention of his name:
The great head slowly tilts down to face you and you can see an expression of perpetual agony and sadness in its features. In a raspy voice it asks, โWho are you? Why are you here?โ
Orphamiel will listen to their story and confirm that he holds the soul of the Khemets between his hands if asked. He will also explain that his power is almost completely depleted by his manacles, which he describes as โphysical extensions of his captorsโ. Anyone making a DC30 Heal check who examines the manacles will recognize that they are actually large ribs that have been bent and twisted around the Solarโs wrists.
He will tell the party that this level of the prison is run by a pair of powerful Pit Fiends named Vogath and Gozath. But they are much more dangerous than normal because they are drawing divine energy directly from the Solarโs life essence and are virtually invincible. Independently, it is possible they may be able to be overcome, but together, they would be much too powerful for any mortals to defeat. If the party does not come up with a plan, he offers that if they can defeat one the Pit Fiends and return here quickly, he can possibly assist by diverting some of his energy to the party.
He does not know of the surroundings outside of this chamber, but has heard the pair speak of โthe Groveโ, โthe Orreryโ and โthe Council Chamberโ. He assumes that the Fiends are at one of these locations supervising new construction.
- An amber tinted glass-domed ceiling allows light to filter into this antechamber with 2 long pools and decorative trees around the perimeter. Upon closer inspection, however, this serene room is quite the opposite. The pools appear to be filled with blood and the trees are thorny twisted abominations; a mocking reflection of the tall regal palms of the real Palace.
The pools are about 5โ deep and filled with hell-tainted blood. Anyone who comes into contact with the blood must make a DC24 Fort save or be sickened for 1d4 rounds. Anyone who fully submerges in the blood must make a DC30 Fort save or be stunned for 1d4 rounds and takes 1d4 Str damage. If save is successful, they are only staggered for same amount of time and may need to reroll again if they stay in liquid.
6 Fiendish Heartrot Trees CR 14
XP 25,600
NE Huge plant
Init +4; Senses blindsense 60 ft., darkvision, low-light vision; Perception +14
DEFENSE
AC 28, touch 8, flat-footed 28 (+20 natural, โ2 size)
hp 184 (16d8+112)
Fort +17, Ref +7, Will +5
Defensive Abilities all-around vision; DR 10/slashing, DR 10/good; Resist Cold/Fire 15, Immune plant traits, poison, SR 19
OFFENSE
Speed 10 ft.
Melee 2 tendrils +20 (2d6+9/19โ20), slam +20 (1d8+13/19โ20 plus disease)
Space 15 ft.; Reach 15 ft.
Special Attacks disease
STATISTICS
Str 29, Dex 10, Con 24, Int 2, Wis 11, Cha 3
Base Atk +12; CMB +23; CMD 33 (canโt be tripped)
Feats Improved Critical (slam, tendril), Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (slam, tendril)
Skills Perception +14, Stealth +3 (+11 in forests); Racial Modifiers +8 Stealth in forests
SQ hardy stump, virulent roots
SPECIAL ABILITIES
Disease (Ex)
Unlike other diseases, heartrot disease is particularly insidious due to having an immediate effect in addition to a lasting effect.
Heartrot Disease: Slamโcontact; save Fort DC 25; onset immediate; frequency 1/round for 5 rounds, then 1/day for 10 days; initial effect 1d2 Wis damage and nauseated; secondary effect 1d3 Con drain; cure 3 consecutive saves.
Hardy Stump (Ex)
A heartrot tree is difficult to kill. After it sustains fatal damage, a heartrot tree begins to regenerate and can grow back to its previous size in 1d4 weeks. Dealing 50 points of fire damage to the heartrot treeโs stump after it has sustained fatal damage prevents this regeneration.
Virulent Roots (Ex)
A heartrot treeโs roots grow deep beneath the surface. If the tree grows above a cave, cavern, or other large underground opening, its roots have the same statistics as the aboveground tree and can menace creatures underground in the same way. In this case, though they grow from the ceiling, treat a heartrot treeโs roots exactly as a normal heartrot tree. A heartrot tree canโt fight with its branches and roots simultaneously.
- Fiendish Stables โ this area is eventually going to house a group of fiendish steeds that will pull an elaborate grim chariot between the areas on this level to force Khemet to view his lifeโs failures. Although there are no Hell Steeds here yet, the chariot is in the last stages of construction. There are 6 empty stalls with strangely reinforced stone walls and a large enclosed room at the far end with a chariot made of bone and sinew lashed around what looks like a huge hollowed out skull pan. The chariot could transport up to 4 med sized creatures when pulled, but it is very heavy and requires a combined 80 Str to pull it. If inspected with detect magic, a strange spell has been cast on the chariot (transmutation โ water walk). Two long rooms next to the chariot contain stores of raw materials and tools that the crafters use here. When the party enters this area, the workers will try to scurry away from the scene. They are led by a gray-haired dwarf named Folgus. The dwarf tried to dodge any questions by saying โWe donโt want no trouble masters, weโll get out of yer way.โ If he is pressed, he can give them some basic info about what they do here, but will not give them any info about the real Masters. He will refer them to their foreman, a gnome namedย Weezel who is working in area 10 right now . A DC30 Per search of the central area will reveal a tool that one of the workers left behind โ Travelerโs Any-Tool (UE, CL9)
- The huge doors leading out to the ramp are locked with a huge mechanical lock (2โ tall hole, 8โ from floor, imposes a -5 circumstance penalty to anyone using thieves tools)ย that is also Arcane Locked to keep the slaves from wandering out of this area if they were inclined. DC30 (50 w/AL)ย Disable Device to open.
A long ramp descends beyond the doors, a total of 120โ long and 60โ in height ending at a vast sea of roiling blood and bodies. The effects of this โseaโ are the same as #13 above. In the distance, three other โislandsโ can be seen from ยผ mile to over a ยฝ mile away. The party will need to find their own way to get to the islands (fly, teleport, etc.)
Location of the Fiends
The party can choose which โislandโ they wish to explore first, but no matter which order they visit, the fiends will appear in the following order:
First Island โ the first island that the party explores will only have the inherent dangers/creatures of the island, if any. They will not encounter any of the major forces here.
Second Island โ in this island, the party will encounter the Mastersโ assistants and enforcers, a trio of Horned Devils. (see separate sheet for stats) There will also be a contingent of slave workers in this area as well.