Mark's Campaign
This website is a place where friends and strangers can browse the ancient and current RPG campaigns that I have created over the past 40 years. Rather than simply shredding my creations from past decades, I will hopefully engrave them in the dubious permanence of the internet. Enjoy the gallery!
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If you are following this website, the most recent changes/additions have been highlighted in red text.
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I used the Adventure Path Second Darkness for inspiration, flavor and some of the maps, but did not really use any of the AP's content. The labs of Yeetugh were actually a large complex meant for the noble drow house so it was a bit out of proportion for a lone drow to reside within. But I liked the map, so there. I have no idea where in my mind the acts from the Cyclic Sublime came from, but it was fun to create some creepy theater (NC-17 rating - beware)
Part 11: The Bladed City
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After a semi-eventful trip, the troupe will emerge in the enormous cavern that contains Zirnakaynin (see pg. 13 for a reader description)
Arinna will meet with the four guards who approach from the gate and make arrangements to have a runner let her contact, Orbrian know that she is waiting. She will try to act nonchalant as her friends (who are supposed to be strangers) leave her and she will reiterate that she will only be here for 2 nights. Also, if the group is openly fleeing from the drow, she will make sure that she is not implicated. She wishes them good luck.
The group can either attempt to find their own way to the laboratory of Yeetugh with directions from Gadak, or he may suggest a nearby inn for them to use while they go about their business. If they want the name of a safe inn, he will suggest a couple: The Gelded Goblin – a known hangout for house servants and lower-born house members to relax without their highborn house members hassling them. And the other is called The Flickering – run by a female CN tiefling sorcerer named Tyrene who secretly also holds favor with the demon patron Abraxxas. She is very flirtatious and seemingly innocent, but she also keeps various thought-reading spells active so she can barter secrets on the side. If the party stays at her inn, she will undoubtedly eavesdrop unless they take proper precautions.
Traveling through the city will be much easier with Gadak as a guide, but either way, the group will find the experience otherworldly and awe-inspiring. Some of the strange things they will see:
- The drow move about with grace and purpose. However, it is also apparent that they are acutely aware of their surroundings and there is an almost poetic flow of motion between the high-born and the low-born. The low-born keep a safe distance from the high, which are obvious when in a crowd.
- Slave markets line the streets in several districts, each with its own distinct quality of product (think used car lots). Most of the time, there is nothing actively happening but 3 to 10 slaves are on display for inspection. Most are duergar, troglodytes or derro but there are a few humans, orcs and gnomes.
- To drow mores, anything and anyone who is not a drow is a candidate for slavery. Their word for servitor is anquestra, while their word for outlander is jenanquestrok, which means “not yet a slave.”
- Most armed patrols ride atop giant geckos which easily move across walls and ceilings as well as the ground.
Gadak will escort them quickly through the Pit of Ghenavoc where the lowliest and most dangerous residents reside. Then he will ascend to Arsyrvhar where most of the merchants and common folk reside. He will point out #12 (The Blind Eye) and #13 (The Diamond Coffer) before the final ascent to The Last City where the wealthy on-nobles reside. He will point out the very important #17 (Ileccinoc)and eventually #19 (The Cyclic Sublime).
The two inns, The Gelded Goblin (N of 19) and The Flickering (SW of 19) are nearby. Gadak will offer the group to get them into this evening’s show at the Sublime if they can pay the 100gp per ticket. He’s not sure what the show will be tonight as it is usually not revealed until that evening.
The Cyclic Sublime (optional)
When the party arrives, they will need to either pay the usher 100gp each to enter or have a ticket for the night’s performance which has an invisible arcane mark on the back with the seal of House Sardavic. If the group uses surface gold, the usher will look at them more carefully (and their gear/companions) and someone must make a DC 18 bluff check to avoid further inquiries.
The Cyclic Sublime is a massive building, with much of it reaching up over a hundred feet high and dropping another hundred feet below the entrance level. You are led to a huge circular room with a 100’ diameter arena topped by a dome of patterned crimson glass at least 200 feet above the arena floor. The names of the city’s currently favored performers, gladiators, and torturers blazing in illusory flames, are displayed overhead, each with its own title and category. At least 20 levels of galleries surround the performance center. Small glass bulbs with flickering, crackling flames of red, purple and green float throughout the room, providing low light and casting an otherworldly glow everywhere. A din of excited drow voices creates a constant hum and several groups of more prominent drow are settling into extravagant boxes with their own entourages of servants, slaves and guardians.
As one, each of the glowing balls dims and a circle of them illuminate a single drow female, standing on a disk of light floating 20 feet from the floor. She is dressed in a revealingly tight dress of black silk, dark feathers and long sharp claws. With a wide smile, she turns on her disk and addresses the quieting crowd:
“The Cyclic Sublime welcomes its most generous and appreciative patrons once again this lovely evening. I am your humble hostess, Madam Sarlottia Sardavic and I have created a feast for all of your senses tonight.”
She bows to the sounds of thousands of metallic tubes being struck together in a quickening tempo. Holding up her hands, she continues:
“You have come to this grand old theater on a most fortunate night! For I have three acts that are sure to ignite your passions, enflame your lusts and inspire your souls unlike anything you have ever witnessed before!”
The crowd goes wild with cheers and sounds of metallic chimes.
“But I will not restrain you any longer from your rightful due. Let the show begin!”
All of the lights wink out and even that small amount of illumination makes you blind for a moment, so when the lights return, you are startled to see that the floor of the arena is now occupied by small forest of multicolored trees.
Anyone with Know:Nature DC10 will know that the trees are grossly generalized and include multiple species that don’t normally co-exist.
Act 1: The Princess
Three reptilian humanoids are walking stealthily through the thick forest, casting desperate glances over their shoulders every few steps. Chained by the ankles and wrists, a young female elf is being led by the three lizardfolk, stumbling and crying out in pain. Suddenly, a group of six sturdy drow warriors drop down from concealment in the trees and attack the would-be captors. The crowd roars in approval and the heroes raise their swords in salute. The battle lasts for a few minutes, with the lizardfolk desperately trying to fend off the obviously more skilled drow warriors. After the bloody battle, two of them are decapitated while the third lays in a puddle of his own entrails. The heroes then release the very grateful elf maiden from her metal shackles and the group continues off stage to the raucous approval of the theater as the lights dim slightly ending the first act.
Act 2: The Seduction
A circular section of the trees clears in the center of the floor and a large flat stump rises from the ground. The elf maid and her three rescuers frolic around the area for a few minutes, chasing each other and teasing until the crowd begins to cheer them on in a decidedly lewder manner. A pair of drow reapply their manacles and chains to the now struggling elf maiden and securely bind her to the stump, spread-eagled. The crowd goes into a near frenzy as each of the drow take turns molesting, fondling and eventually raping the screaming, crying elf, all to the cheers of the audience. Also shockingly, this sexual display has spread into the audience and several drow females are actively being serviced by their male and female consorts while continuing to watch the spectacle below. The lights dim as the elf’s cries get fainter and fainter.
Each character can get a DC 25 Per roll to spot a few stealthy black-robed figures begin to surround the arena floor.
Act 3: The Betrayal
When the lights rise again, the trees surrounding the clearing are an unusual shade of gray and the drow men are sitting around the base of the large stump. The elf looks like she is still alive, and a single moan carries up to the seats. The audience quiets down to hear the faint sounds of a humming song coming from somewhere. Apparently the two drow men hear it as well and the begin to look around the clearing for the source, when they close in on the elf. Ever slightly louder, her delicate song can be heard clearly now and the two drow exchange glances and move to opposite sides of her body, leering evilly. One of the drow reaches out and roughly grabs the elf by the throat, but instead of resisting, the elf maiden actually licks the wrist of her attacker. The confused drow loosens his grip just slightly enough for her to mouth to clamp onto his wrist and with a sickening crack, she bites through his flesh and bones, removing the hand in a grisly spray of blood.
The entire crowd begins yelling, cheering and screaming. The remaining drow on the arena floor take a moment to recover from their shock and back up quickly as the elf maiden’s skin begins to rip and shred like an over-ripe fruit. A much larger hulking creature emerges from the discarded husk of the elf and the drow hastily draw their weapons and prepare for combat.
Demon, Hezrou
This fiend's armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.
HEZROU CR 11
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DROW Warrior CR 6
If the drow are victorious, any survivors are regaled in praise and celebration. A pair of drow priestesses will enter the arena and heal the men. If the demon is victorious, the black robed wizards will close on it and destroy it in a barrage of fireballs and spheres of acid.
Part 12: The Haughty Naughty (encounter)
When the group finally decides to make their move and head toward the shop or attend the play at the Sublime, they will get a firsthand lesson in caste etiquette. At some point, quite unexpectedly, a female noble from house Sardavic, a minor priestess of Socothbenoth (demon lord of perversions) called Leodine, covered almost head to toe in various tattoos will emerge from a doorway directly into the path of the party. How they react initially, will dictate her response:
If they immediately get out of her way, avert their eyes or fall to the ground, she will smile and examine the newcomers for possible sexual interests. Add +5 to upcoming Diplomacy roll.
If the group stands their ground or makes little effort to let her and her entourage pass, she will get a strange smile on her face and her eyes will narrow. Add +0 to upcoming diplomacy roll.
If the group is overtly hostile or insulting, she will step back behind her nearby retainers and with a scowl, order them to restrain the party. If the group does not get into immediate combat, she will address the group as a whole with the faintest hint of a smile, “I do not recognize you strangers. Are you visitors to this area?”
Whomever speaks for the group will need to make either a Diplomacy or a Bluff check, modified as above.
DC <10 – She will immediately order her guards to take the group into custody, strip them of their possessions and bring them back to House Sardavic for questioning.
DC10 – She will sneer at them slightly and then demand to know their names, their house (and if she doesn’t know of the house name), their matron’s name. If she is satisfied, they will need to make another check with the same modifiers. Failure, see <10 above.
DC15 – Her smile will soften slightly and she will pick the person with the highest charisma to accompany her on a brief stroll through the city. The rest pf the group must stay in the rear. She will make some over sexual overtures, but if they go along with them, she will let them go. If they do not ‘play along’ she will eventually take the group into custody.
DC20 or more – She will smile salaciously, then continue on her way.
If the group does get into trouble, she will order her 16 guards to subdue them:
DROW CHAMPION CR 9
XP 6,400
Drow antipaladin 10
The next section takes place on a map from the Second Darkness AP. I had modified a few of the walls and all the encounter rooms are different from the module. This section introduces the android Suramber, the Starsword power supply and most importantly, the Chronosphere (although they don't know what it is at this time).
Part 13: A Most Unusual Study
The party can find Yeetugh’s study only a few ways:
- Gadak knows of the outcast drow and where his laboratory is located. As a matter of fact, he will attempt to contact Yeetugh at some point in the near future since he has witnessed Roga’s weapon in action and recognizes what it potentially may be.
- Other magic dealers may know of him (DC15 Local Knowledge) but need to be persuaded for directions (DC25 Diplomacy or Intimidate) or 200gp value bribe since he knows that Yeetugh is a more private person.
- Random people will have no idea about Yeetugh, but shop owners may know him with a DC20 Local knowledge)
For over 60 years, Yeetugh Vonnarc has lived on his own away from his matron’s house. It is just as well since Yeetugh is a more eccentric explorer and finds very little entertainment in the political intrigues of the houses, nor the magic and combat-craft of his brethren. In his youth, Yeetugh found himself in the exotic land of Numeria and found his first ‘artifact’, a female android in a suspended state. >>>>>>> With a little trial and error and some luck he was able to partially power the head and learn a bit about the history of the Rain of Stars and some of the wondrous things she called ‘technology’. Yeetugh has been quietly collecting Numerian items throughout the world and secretly has joined the Technic League as their representative among the drow peoples. This secret is only known by Yeetugh, his android and the Technic League council. Yeetugh has been very careful to keep his labs safe, guarded and protected. He is very meticulous and a creature of habit. He travels often in disguise to the surface world and the other drow communities, one of which is where he currently can be found. His lab building is off the beaten path (on purpose) so that people do not have the opportunity to observe his comings and goings, which will be a great help for the party.
Yeetugh’s labs are a progression of the mundane to the extraordinary to the unbelievable. Visitors to his labs will see a façade of alchemical/metallurgical research, but once they get into his more private areas, his studies are more unusual. His final study is guarded by a powerful demon as well as an array of deadly traps and guardians of Numerian manufacture.
As with most structures in Zirnakaynin, the exterior walls of Yeetugh’s labs are supplemented with Dimensional Lock and Non-Detection spells and lined with a sheet of lead.
Area 1 – The Façade
This area of the house presents itself as the residence of a lower ranked noble-born citizen. In the rare occurrence that Yeetugh would need to entertain a guest, these chambers present a fine and welcoming home of a single male drow of means.
A1 – Since Yeetugh is not in residence, his front doors are not only closed and locked, but also trapped against intrusion by nosy snoops. Lock is DC30 + 10 for arcane lock spell. In addition, the lock mechanism is trapped with a nasty effect:
ENERGY DRAIN TRAP CR 10
Type magic; Perception DC 34; Disable Device DC 34
EFFECTS
Trigger visual (true seeing); Reset none
Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23 Fortitude negates after 24 hours)
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A single stone golem carved in the image of Areshkagal (6-legged female sphinx, demon lord of portals, riddles and greed) stands guard in the entry. The golem obeys the command of anyone who openly wears a Vonnarc amulet, but otherwise attacks other intruders.
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STONE GOLEM CR 11
A2 - Reception Hall: Visitors to the house wait here to meet with Yeetugh.
A3 - House Barracks: The rank-and-file guards would normally sleep here if Yeetugh had guards. There are accommodations for up to 20 guards in these quarters.
A4 - Dining Hall: This formal dining hall has been all but abandoned. One end of the huge table has 8 place settings for visitors, but the rest of the table is empty. Area A9 used to be the kitchens, but now is dedicated to alchemical research, so there is a kitchen area along the west wall.
A5 - Library: The books kept here cover a wide range of alchemical and metallurgical topics—any Knowledge check made using these books on those subjects as references gains a +4 bonus on the roll. If an alchemist or arcane spellcaster studies the books for more than 2 hours, they will gain knowledge of the following spells: See Alignment, Ablative Barrier, Burst of Speed.
A6 – Cold storage for alchemical reagents. This room is about 35F and has several shelves of liquids and preserved organs that require cold to keep them usable (DC15 Alch to know this). If these can be kept cool, they are worth 2000gp.
A7 – The opposite walls (left and right) have tapestries depicting Areshkagal. the demon lord of portals, riddles and greed. The double doors into A8 are barred from the inside and require a DC25+5 (hold portal) STR check to break.
A8 – Metallurgy Lab: This huge hall has collections of metallic objects; armor, statues, weapons, tools, etc. There is nothing magical and the large central forge is inactive (although the current occupant may make it seem otherwise). Anyone who makes a DC15 Craft Armor/Weapons will realize that this is very unusual unless the forge has not been used in many weeks or longer. Workbenches and tables are scattered around and alcoves contain various metallic stores and samples. With a DC30 Craft Armor or Weapon, it is apparent that this is actually not a workshop that is used, but rather a ‘display’ to seem like a metallurgy workshop. On a whim, however, Yeetugh has imprisoned an Elder Magma Elemental who spends most of its time hiding in the forge and plotting the death of its captor. Because of its limitations to pass through metal, this room is particularly disturbing and frustrating to the elemental.
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ELDER MAGMA ELEMENTAL CR 11
A9 – Alchemy labs: the kitchens have been converted into a complex series of alchemy labs. Although the equipment in here seems to be useful and things are set up to look realistic, anyone who makes a DC20 Craft Alchemy roll will realize that these rooms are just for show and that no real work has been going on in here. There is nothing of magical value in here and most items are only of mundane quality to an alchemist.
A10 – Guest quarters look like no one has stayed here in many years.
A11 - Shrine to Areshkagal: This shrine holds a capacity of dozens of possible devotees to the demonlord. There is evidence of ceremonies that include sacrifices (usually slaves bought in the market or servants scheduled for execution) in the past. Services would be led by a visiting Daughter such as Faidaeva Vonnarc. 8 Babau demons reside here (armed with longspears), bound to this level of the labs and will gleefully attack any intruders that they see or hear nearby. They hide under the wooden dais and will teleport in groups of 4 to attack by surprise when they can get optimal advantage (flanking for sneak attacks, DC42 Per to notice).
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(8) BABAU CR 6
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A search of the room will reveal 2 Candles of Invocation (Chaos) and a black serrated ceremonial dagger used for sacrifice (+1 Dagger of Venom).
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A12 – A13 Individual research rooms. Each room is used for a specific alchemical experiment and research project. These include: (a) jellyfish poison, (b) rust monster saliva, (c) blightburn paste (in lead box 2’x2’x1’, danger!! and a smaller lead box 6”x6”x6” with blightburn mineral), room walls and doors are lead lined for safety (d) silversheen (there is enough material to craft 15 vials) DC 20 Craft Alchemy to determine that the collection is for ‘show’ only. The research notes are mostly fluff and do not contain any useful alchemy info.
This heavy stone box measures 2 feet to a side, and the tiny compartment inside is lined with lead. Inside the compartment is a half-ounce of deep green paste. This paste is made of animal fat mixed with ground up blightburn. Once the box is opened, blightburn paste limits teleportation within 60 feet and irradiates anyone within 60 feet, afflicting them with blightburn sickness (see sidebar for details on both effects). Any creature that touches the paste is afflicted with blightburn sickness (no save), and takes 2d6 points of fire damage per round until the paste is cleaned away with a successful DC 15 Heal check. Crafting this item requires a successful DC 30 Craft (alchemy) check.
Blightburn
The mineral blightburn is the deadliest radioactive substance in the Darklands. The green-glowing crystal burns anyone who touches it, dealing 2d6 points of fire damage per round of contact, and its radiation causes blightburn sickness. The substance also limits teleportation. Anyone casting a teleportation spell in or teleporting to a cavern with blightburn in its walls must succeed at a DC 30 caster level check.
Blightburn Sickness
Type disease, contact (see text); Save Fortitude DC 22
Frequency 1/day
Effect 1d6 Con damage and 1d6 Cha damage; contact is automatic when a creature comes within a 60-foot radius, and can be blocked only by lead sheeting, 1 foot of stone, or a force effect; Cure 2 consecutive save
Construction
Craft (Alchemy) DC 30
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This northern portion of Yeetugh’s home is more secretive than his public ‘labs’ and can only be accessed via a secret door in A13. DC 30 Per to find. Like the previous areas, this part of his home is carefully staged for his ‘special’ guests to ‘discover’ his ‘real’ work. Yeetugh will make a great show of allowing his most select guests the privilege of touring the ‘real’ studies going on at this home. Ironically, this area serves the same purpose as the preceding areas, misdirection and illusion.
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A14 – Hall of Fleshcrafting - This grotesque hall serves as a display chamber for six pieces of living “artwork”, twin rows of fleshwarped elves—creatures known as irnakurse. Six in all dwell here, and they are swift to lash out at anyone that comes within reach. Since the party looks like drow, the Irnakurse do not immediately attack, but rather snoop dangerously close by to anywhere the party goes. If the party tries to take any of the magic, however, they will attack. Hanging on the wall are a number of magical items used to lure any curious, unescorted visitors to their early deaths.
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(6) IRNAKURSE CR 9
On the walls hang the following objects:
- Cloak of Elvenkind, dyed bright purple which can be removed
- Robe of Bones
- Caster’s Shield with Vampiric Touch (CL5)
- Sword of Subtlety (Buffoon’s Sword)
- Glowing Glove
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A15 – This parlor is a cozy room to receive guests, particularly those arriving to attend events in the ‘secret areas’ of the house.
A16 – Fleshwarping labs – The true horrors of the drow art-form are realized in these rooms (or some very much like these if they were real). Benches, tables, huge vats and cauldrons, restraints, implements of fleshcraft that reflect elements that could be torture or surgery are neatly arranged in this room. Preserved and suspended limbs, bones, flesh, heads, entrails and other unrecognizable creature components wait for their use.
There are a number of references about fleshwarping on the tables and stands scattered about the rooms. Although there is a lot of general information regarding the different types of fleshwarps; Driders (drow), Ghonhatine (troglodytes), Gomnits (gnomes), Grothut (humans), Halsora (vegepygmaies), Irnakurse (elves) and Jashoi (halflings), (dwarves are not mutable) there is no direct information on the creation of these monstrosities in here. If collected, the books are very valuable though and would be worth about 8000gp, but weigh 275# DC 30 Know Arcana to determine that the collection is for ‘show’ only.
A17 – Fleshcrafting alchemy lab – The combination of fleshwarping and alchemy is studied in here, allowing the manufacture of the dangerous fleshcrafting potions and spells. By perusing the notes here, it will be revealed which types of mutations are available: Antennae (blindsight), Blinding Spittle, Burrowing Claws (slashing dam + burrowing), Chitinous Skin (AC bonus), Poison Fangs (bite attack + poison), Retractable Spines (1-2 extra attacks, grapple bonus) and Stinging Tail (extra attack, poison) and their possible advantages, but there is nothing about their duration or penalties.
On the benches are 7 unlabeled potions of various colors/consistencies:
(2) amber – Chitinous Skin
(1) pale blue – Stinging Tail
(2) thick mustard yellow – Antennae
(1) dark brown – Blinding Spittle
(1) pale green – Retractable Spines
DC 30 Craft Alchemy to find that there are helpful notes to create these ‘poisons’ and would be worth 5000gp market value on surface.
A18 – Study/Temporary Bedroom – This is a resting place for anyone spending long hours working in the labs. It is a place to study (desk) or relax (cot). It looks unused for years.
A19 – A20 - Empty quarters for assistants/slaves. All are furnished, but empty and have not been occupied for decades.
A21 – Humanoid holding pens – these crude straw pens have one set of ankle manacles in each and would be where humanoid slaves are penned for later experimentation. When Yeetugh is ‘showing’ his guests these areas, he makes sure to get a few slaves to fill the pens. So there are signs that these pens have been used in the past 6 months or so.
A22 – Large creature holding pens – same as above but for larger sized creatures. Each pen has 2-4 large manacles for legs or necks. Same chance of finding recent use, but 6 months old.
A23 – Prep/stunning room – When slaves or other unwilling subjects are getting moved into the labs, this is where they are stunned or poisoned into unconsciousness. A collection of unique poisons (all create deep unconsciousness, but there is about a 25% chance of death) sits neatly on one desk as well as a roster of various racial specimens, sex, age, ID, proposed ‘treatment’.
A24 – Observation bay – the doors to the south appear to be simply the frames, but upon closer inspection they are actually panes of Walls of Force. The north door can be barred from A23. During the fleshwarping process, the experimenter can place a subject in here to safely observe the effect. The walls, floor and doors have increased hardness of 30. There are two vats of water on opposite sides.
A25 – Drow holding cells - similar to the humanoid pens, but since the drow are more respected, these cells are more like small rooms. All are furnished simply but unused for many years.
The upper level of the house is the living quarters for Yeetugh. Most of these rooms show signs of someone living here, but have not been active in about 2 months. This floor is about 60’ above the ground level.
A26 – A balcony overlooks the main reception hall. This area is almost impossible to see form the ground since it is so high above and recessed without flying up nearer.
A27 - Guest Suites: These rooms are reserved for the most important guests of Yeetugh’s house.
A28 – Storage – there are linens, non-perishable food, crockery, furniture, etc. stored in these areas.
A29 – The stairs from the forge below are trapped with a Permanent silent Alarm spell to warn Yeetugh if someone is coming up from the public areas. However, it only works near his home.
A30 – This balcony overlooks the shrine, 60 feet above and is also very hard to see without flying within 10’ of it.
A31 – Personal suite lobby – Yeetugh does not permit anyone, special or not to enter his personal suite of rooms. The doors here are always locked with an identical mechanism and trap as the front doors. In addition, he has 4 Alchemical Golems (medium sized) who stand sentry here as well and will attack anyone not accompanied by Yeetugh.
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4 ALCHEMICAL GOLEMs CR 9
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A32 – Bar – this room is a private bar stocked with all manner of wine, ales, hard liquors, etc. The whole lot, including some very rare drow-specialties could sell on the surface for at least 2000gp.
A33 - These austere chambers appear to have never been slept in. In fact, Yeetugh visits here only once or twice a year, preferring the more secure hideaway than his own home for resting.
A34 – More private quarters for visiting relatives and confidants. Very seldom used (decades).
A35 – Since this room is the main passageway from the lower levels to the upper, there is also a permanent alarm at the top of the stairs. Fine art from the Darklands as well as the surface adorn this hall and are worth 1500gp if sold. 4 exquisitely sculpted glass statues (2 male humans and 2 female humans) of incredible beauty act as guardians as well.
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4 Glass Golems
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A36 – The party hears a dripping sound when this area is first entered. This large cavern is dominated by a shallow pool of water in which a number of terracotta shells are partially submerged. From the shells, a number of fleshy mushrooms rise with a bloom here and there. If someone examines the blooms, they look somewhat like drow faces. If the blossoms are opened, the face may speak some random gibberish.
In the center of this pond is a piece of hidden technology (non-magical, DC 35 Per to find if searched) that will teleport anyone standing in the center of it to the higher levels and the Numerian studies. The circle will begin to pulse with an increasingly brighter blue light, then after 6 seconds, transports anyone standing within it to area B1.
Yeetugh’s private labs are the heart of his home and where the real collection is housed. Yeetugh has been collecting Numerian artifacts for centuries, some from Numeria itself and other items from random collectors and adventurers. He has a basic understanding of technology, knows the general story of the fate of the starship Divinity but is still fascinated by each new trinket he brings home. Many of the items in his collection have been thoroughly investigated and experimented with but there are a few whose secrets he has not been able to crack. He has begun to sort his discoveries by function, but he has also placed some defensive technology in key locations. In addition, he has recently come into possession of a large coffin-shaped container which opened to reveal a beautiful female android named Suramber who now assists him in his studies in trade for the freedom to study Golarion’s varied forms of life, culture and religion.
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Suramber’s Background
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Suramber awoke from her renewal only 3 years ago and although she has an instinctive knowledge of technology, she is still in the dark about her personal background. She is very curious about her own kind as well as the other races of Golarion and has experimented with alchemy, martial arts and recently devoted her attention to the faith of Sarenrae. She is very concerned that the Technic League will discover her even though Yeetugh promises that she will be safe as long as she stays with him in the Darklands. She has had very minimal interaction with anyone other than Yeetugh, but he does on occasion take her out of his home in disguise to explore the city and even some of the nearby surface ruins within teleport range.
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Suramber is fully aware of the nature of her sponsor, although she often plays the innocent to keep Yeetugh from knowing her capabilities (such as her new religious beliefs). As she was reading the scriptures of many religions, she seemed to gravitate toward the philosophies of Sarenrae. The combination of martial strength, patience and compassion resonated deep within her. She read that the Dawnflower even holds hope that she may be able to subtly convert some of her most evil counterparts. Yeetugh seems to be more interested in his collecting passion, which he has devoted most of his life and does not have quite the chaotic flashes of cruelty for which his race is known. She is loyal to Yeetugh to a certain degree, but does want to leave the Darklands when the proper opportunity arises. She will attempt to befriend the party if they give her the chance, but she will try to dissuade them from completely cleaning Yeetugh’s collection out. She is also very inquisitive and asks questions about things that some people may take for granted. If pressed, she will trade access and information about the Device for her freedom.
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If the group set off the alarm when they entered this portion of the lab, she will be awaiting them calmly in the kItchen. Suramber is fully aware of what she is, but she will portray herself as a human. The ‘tattoos’ on her neck she says that she got when she was newborn and doesn’t remember receiving them (which is true). If asked, she tells the group that she encountered Yeetugh in a small settlement called Greenbough in the Echo Wood of the northwest River Kingdoms which is the only place she has ever known. She will do her best to bluff her way through her cover story, mixing as much truth as possible. After speaking with the group, she will Sense Motive and if >15 she may trust them enough to help out. She can identify a technological item with Knowledge Eng roll (+8) vs. the Craft DC.
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Yeetugh’s primary defense is a permanent spell of Anti-magic that he has placed on this entire part of his home. He mostly depends on technology and Suramber, but has also enlisted the assistance of a powerful demon (gated, not summoned) to dissuade any would-be treasure hunters.
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B1 – The entry to this portion of the tower is dimly lit in an eerie blue light coming from a set of three 8” cylinders attached to the walls of the room about 6 feet from the floor. On the floor where visitors arrive is a metallic circle made of adamantine and other alien materials. Glowing blue strips of light around the perimeter begin to dim as the power recharges for the next use. Anyone who stands on the disk for more than 6 seconds will activate the matter transport device which will reassemble them in the lower levels of Yeetugh’s tower (and vice versa).
The first thing that a visitor may realize is that any magic that they currently possess (ongoing spells, items, etc.) cease functioning. The cylinders on the wall are not the source of the anti-magic field, but are still a first line of defense. Nearly invisible beams of light cross-cross the floor at about 6” height and if anyone steps off the platform, there is a 50% chance for each 5’ area of setting off the defenses. A DC28 Per will reveal the trip beams and a DC20 (+5 for not having tech ability or e-Pick) Disable can foil them. Suramber and Yeetugh wear a small radio beacon that allows them to pass through the trip-beams without setting them off.
If triggered, all three proximity mines will detonate in 20’ radius each (50% glitch check) and Suramber will be notified of the intrusion:
- Plasma Grenade (DC15 Ref 4d6 electric + 4d6 fire)
- Concussion Grenade (DC15 Ref 5d6 bludgeoning)
- Sonic Grenade (DC15 Ref 5d6 and DC15 Fort deaf 1d4 rounds)
B2 – Timeworn/Non-functional lab – although the items in here are fascinating, they all have major damage and will not power on when a charge is applied. On the workbenches are a several odd items: A padded one-piece jumpsuit made of very smooth cloth but missing the left leg (Inssuit DC24), a small (4”) metallic cross-shaped item with small metallic threads coming out of one end (Cranial Bomb DC20), a very damaged metallic arm missing two fingers and cracked supports (Cybernetic Arm DC25), a blue handled wand-like item about 6” long with bent small metal projections on the end (Blue E-Pick DC29) and a small (5”) green-tinted glass cylinder with metallic end caps, the glass is fractured in a couple places (Green Hologram Projector DC30)
B3 – Suramber’s ‘bedroom’ – a 7’ tall coffin-like box is propped up against one wall of this spacious room. Inside the box are a number of faintly glowing symbols, tubes and wires. Also in the room is a more conventional bed, with very plain linens in blue, gray and red. A small potted plant sitting behind a floor-blind on a side table looks like it could be from the surface world. It is next to the bed, under a hooded lamp that directs the light down on the leaves but not into the room. Hanging in an open armoire are 6 sets of identical clothes, cloaks and thigh-high soft leather boots, all in the red-blue-gray motif as well, all very fine quality with elements of leather and cloth. Hidden under the bed is an 8” golden ankh with a woman’s form overlaid (holy symbol for Sarenrae). In a large (unlocked) locker at the foot of the bed is her leather armor and mace. The room is very tidy and there is a small crystal decanter of water and a glass on a tray near the bed.
B4 – Library – Suramber and Yeetugh share this library of collected works, mainly chronicling the surface world; its countries, races and cultures. Suramber spends most of her time in here, reading and taking notes. She is compiling a ‘bucket list’ of places and races to visit someday. (see handout for various notes). Anyone who spends more than an hour in here will note that there is a lot of basic information mostly about Avistan, but it is very general and non-detailed. A number of books are lying open on tables with bookmarks in place.
B5 – Yeetugh and Suramber have combined their resources to rebuild a robot that serves as a guard and general helper around these labs. With a rudimentary AI, the robot will attack any unknown visitors who do not properly identify themselves or unless countermanded by Suramber or Yeetugh. As the robot attacks, he will attempt to communicate, but his speech synthesizer is damaged and the sound comes out as a series of squeaks and whistles.
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MYRMIDON Robot CR 11
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Tactics: The robot will spend the first round ‘asking’ the group for their identification (which is unintelligible). After that it will lift off the ground 5’ and will launch a Quantum Lash at two different random people. If people are attacking at range, it will use its Rockets to destroy pockets of attackers (30’ radius). The robot will follow any attacker throughout these levels but not through the portals at either end.
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If carefully searched, the party may find that the power source for the eye can be removed and used as the new power source for the Starsword. The new stats are listed below:
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Technic League Captain’s Starsword (technological construction – non magical)
+2 Keen, Flaming, Shock, Construct-bane Bastard Sword
Activated as a swift action.
Sheds light as a torch (20’) but with a green hue.
Penetrates hardness as Adamantine.
Once per round, up to 10/day a Starsword that strikes a creature or object can target the creature or object struck with dispel magic (CL11)
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B6 – Robot lab – The myrmidon robot was assembled in here and this is where any new upgrades are installed. A large wooden apparatus is set against the wall to support the robot when needed and random parts and dead power sources lay here and there.
B7 – Miscellaneous items are carefully placed on four tables in this room. Not all of them have been fully investigated.
- An Envoy’s Mouthpiece of platinum and sapphires with 4 charges (IG2 p62) DC28
- 12 vials of pink Soothe (IG2 p63) DC20
- A 6” long vial with a large red maggot Hivebrain Symbiote Arcana DC24
- A 1’ square metal box Nutrient Training Node with 35 charges remaining DC30
B8 – Armor – From the shapes and forms of the equipment in here, it is obvious that these items represent some form of body armor or protection.
- body suit of Neraplast Armor (IG1 p60) has 14 remaining charges DC22
- bracelet is a Hard Light Shield has a few faintly blinking blue lights, 15 remaining charges DC27
- an adamantine scaled breastplate of Smart Armor with 22 charges remaining DC28
- a full HEV suit with a depleted battery (but the starsword battery could be used) DC28
B9 – Tool room, this very organized storage area has conventional tools and instruments that Yeetugh and Suramber use to study the Numerian items. Pliers, forceps, tongs, various crowbars, magnifying glasses, alchemical agents used to ID metals (acids, bases) as well as a few odd contraptions that create gusts of wind, heat, cold, noise and electricity.
B10 – Kitchen/Larder This room leads to Yeetughs private research level and serves as a kitchen and dining room. It is in here where Suramber currently sits, munching on a bowl of fruity fungus and reading a large tome of Sarenrae’s scriptures.
When you reach the top of the stairs you find a well lit room with cupboards and prep tables for food. A large green wheel of cheese and blue-hued bread sits on one of the tables with a few odd knives. In the middle of the room is a large table with two bench seats. Sitting on one of the benches is a striking pretty human woman with long brown hair and two violet locks that hang about the edges of her face, idly munching from a bowl of fruit-shaped fungus. Her other hand holds open the pages of a large tome bound in red leather. She is dressed in one of the same sets of clothes that you found earlier, although she is also wearing a pair of goggles propped up on her forehead and has a wide belt with numerous vials, tubes and glass spheres of colored liquids. As you enter, she looks up calmly -
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“Hello, I didn’t know to expect visitors. Are you friends of Yeetugh?” Their answer here is important as she will use Sense Motive to test their honesty.
“Who are you and why are you here?”
If the group has obviously taken anything, “Will you please leave Yeetugh’s items here before you leave. They aren’t yours.” She does not abide thievery, but again, she will not make them drop any loot.
If anyone looks seriously injured (< ½ max HP), she will offer to bind their wounds and heal them if they need it. She will need to leave this area to cast her spells however.
If the group asks specifically about the battery for the Starsword, she will tell them that Yeetugh does have a collection of batteries, but none of them look like they would fit into the pommel of his sword.
If the group asks about the sphere, she tells them that she knows of it, but not what it does. Yeetugh keeps it in his private collection which is off limits. The group may try to persuade Suramber into helping with a good Diplomacy roll (she starts at indifferent and will need to reach helpful). *See the description of the sphere for more information.
If the group reveals their true forms, she will not show much surprise (which they may find odd) but will say, “I see, that explains what I was trying to figure out. My attunement with the Dawnflower has been warning me of something that I could not quite put my finger on.”
If she is offered the opportunity to leave with the group and she has Friendly or Helpful attitude, she will consider for a few minutes then will agree. She does ask where they are heading and how they plan to get to where they are going.
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First step, friendly = DC16 (base)
Second step, helpful = DC11 (base)
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal an important secret +10 or more
Give aid that could result in punishment +15 or more (this would be for accessing Yeetughs private storage)
Additional requests +5 per request
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The transport ring on the floor is fairly obvious and if they party looks or acts untrustworthy, she will try to dissuade anyone from using it, although she will not try to prevent it.
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The Connection
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At some point after Suramber meets the party, if they are heavily damaged, Tark will feel the Godstone begin to pulse and Suramber’s holy symbol will also begin to throb. If they reveal it, Suramber will look at it in wonder and instantly feel the overwhelming presence of her goddess, sending her to her knees. If she is allowed to touch it, it will disappear in a flash of daylight brightness and meld with her holy symbol. But she knows that she can now cast any of her prepared spells even within the anti-magic field. If the group unites Suramber with the Godstone they will get an immediate +2 permanent increase in Wis.
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B11 – Yeetugh’s private study – This room is dominated by an ornate, beautifully, magically carved desk of black wood and iron as well as several tall bookshelves lined with tomes, scrolls, tools, maps, survey equipment and few odd collectibles. The books are from a variety of sources and include human cultures (both continents), elves, dwarves, infernal, abyssal, daemonic, elemental and some real rarities which may only be identifiable by someone with the language or a DC35 linguistics roll: sahuagin, sylvan, aboleth, aklo, giant, sphinx, yithian.
B12 – Yeetugh’s private quarters – A surprisingly modest bed sits against the far wall along with an armoire and comfortable looking sofa and chair. A large, ornate oil lamp sits on a side table and a rich purple rug covers much of the floor. Hanging from the wall is a 3’ x 5’ mirror that can be activated to show each room in this area (B1-B12). A set of controls on the side of the mirror can be deciphered with a DC24 Disable Device or a DC30 Knowledge Engineering roll.
The armoire is mostly empty except for a few sets of warm winter clothes and boots. His secret storage is actually in the oil lamp (which he does not need to use as a light). A hidden compartment under the lamp (DC32 Per to find latch) allows a small drawer to pop open. The drawer holds a Ring of Wizardry III, Ring of Protection +4, Wand of Restoration (8ch), Rod of Negation, a Pale Green Prism Ioun Stone and a Cube of Force.
B13 – Private collection – This large room has two tall wooden cabinets and three chests against the far wall. Yeetugh has placed most of the non-timeworn and possibly important items in this room under the guardianship of a specially gated powerful demon named Zijad. Since the demon’s magic does not work here, his innate protections, senses and brute strength are his greatest assets. If they can overcome him, they will find the following items, which also include some magic that Yeetugh uses for his journeys. Yeetugh also stores most weapons in this room as well.
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Each container is locked with a DC30 quality lock. In addition, each item has a physical trap (see below):
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Left Cabinet
- Starfall Spade (IG5-63) – 8ch
- +4 Defending Quarterstaff
- Trap: Insanity Mist, Per DC25, DD DC20, 10’x10’ poison gas
Left Chest
- Mindmelder (IG6-61) – 10ch (the VR world is the starship Divinity’s observation deck)
- Boots of the Winterlands
- Trap: Wyvern Arrow, Per DC20, DD DC20, +15 Ranged, 1d6+wyvern poison
Right Cabinet
- Arc Rifle (TG22) – 18ch
- Trap: Hand Blade, Per DC25, DD DC20, +20 Melee, 3d8+3
Middle Chest
- 12 ‘Silverdisk’ Batteries (10ch each)
- EMP Pistol (TG23) – 3ch
- Bag of Concealment containing the Chronosphere (see below) (killing Yeetugh or Mage’s Disjunction to access)
- Trap: Electric Field, Per DC32, DD DC29, 10d8 Electricity (Ref DC25 for ½)
Right Chest
- Cloak of Arachnida
- Darkskull (with suppressed Unhallow; circle against good, freedom of movement)
- Trap: Translocation, Per DC30, DD DC29, nanite tech pulls victim into chest via lock, no air so must use suffocation rules until released. Damage to chest may harm occupant as well (50% chance that occupant takes ½ damage)



The Chronosphere
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Somehow, Yeetugh was able to unknowingly trade for one of the most powerful Numerian artifacts on the planet. The technic League has deemed the recovery of this item as one of the highest priority and Yeetugh has heard about the bounty so he closely guards its existence.
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The device is a metallic sphere about 4” in diameter composed of dull coppery Horaculum and Adamantine. A complex lattice of filigree surrounds the surface. If the proper combinations of 8 facets on the surface are depressed at the same time, the device will swing open on a cleverly designed hinge, revealing a small pad with strange glowing symbols (written in Androffan language). A DC28 Per will reveal a set of 12 symbols on the surface which can be depressed a few mm. If more than one is depressed at a time, the sphere will pulse in white light and then deal 5d6 of random energy damage (d4 fire, cold, electrical, acid vapor) and will inflict 1 point of Int damage. It would be virtually impossible to luck into opening the sphere (Yeetugh has been trying unsuccessfully for 18 years with much pain and expense, but Suramber was able to open it, seemingly instinctively, but has not shared her discovery with Yeetugh. She does not know, however, what the device actually does).
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The digital controls are used in a particular sequence:
- Phase one, set the time and spatial coordinates to the sphere’s current T/S location
- Phase two, set the desired time coordinates
- Phase three, set the recall timer for a maximum of 12 hours
- Phase four, connect travelers to user via touch
- Phase five, engage sphere
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Each phase lasts a maximum of 12 seconds before the sequence has to be started from scratch. The power source held within the sphere requires 1 week to fully recharge if not attached to a quantum power source such as the one that powered the drive of Divinity and has been long destroyed.
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When the Chronosphere is engaged, the sphere will close and all 12 of the depressions will begin to pulse and glow. To the users, the world will slowly fade to gray, eventually immersing them in a foggy limbo. Disconnected images of trees, buildings, people and landscape rise and fall nearby, slowly coalescing into stationary features. The users arrive at their appointed time in the same space coordinates that they left. They must be very careful to account for changes to topography, climate, natural and unnatural changes to their previous environment.
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The Guardian
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Yeetugh spent a great deal of personal resources to gate and entreat a powerful demon named Zijad to stand guard over his priceless collections. Zijad is very intelligent and Yeetugh often allows the demon to sate his own perversions now and then to keep his loyalty. His only instructions are to kill anyone entering the room who is not himself or Suramber. Although he is not happy about the suppression of his magical abilities, he does enjoy the visceral challenge of physical combat with any would-be intruders.
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Serpent Demon (Mallor) CR 13
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Conclusion
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Once the group has recovered the Chronosphere, they are done with this part of the adventure and can head back to civilization. Whether they take Suramber with them is a group decision, although she will tell them that she can help them with the Sphere and her escape would be the payment. Due to the nature of the city, anyone using a conventional Teleport inside of the city gates, the spell will automatically roll on the familiarity scale one step worse, unless they use a variant of Greater Teleport or Teleport Circle. Studied Carefully -> Seen Casually
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Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.
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Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
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Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll.
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If the group gets Off Target –
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City Gates: They will end up in the tunnels between the gates and the portal and are lost.
Korvosa (415 miles): They will end up % miles which may be near surface or may be deeper into the Darklands.
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If the group gets Similar Area –
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City Gates: spell fails
Korvosa: The group will end up in Riddleport, in the summoning circle of an overworked tiefling wizard named Mordai, who works directly for Elias Tammerhawk, Speaker of the Order of Cyphers. They will be sharing the circle with a very irate, surprised Seraptis demon.