| Fourth |
I used the tomb as a level 10 dungeon to introduce some mythic themes (although I admit we haven't really been using mythic, inheriting a source of mythic power is how I explained to the players that their characters were outlevelling the level 10 soft-cap I had previously implied).
In my game the shrine and tomb has been unbreached since earthfall. Recall that it was also constructed after the Azlanti conquest of Ilmurea. Given this, I wanted to expand and introduce some of the "Savith's legend" pieces alluded to in book 6 (her companions, etc). Since I am a shameless thief, I looked up a lot of images of Roman army graves and learned a little latin (Azlanti) to throw in some funerary inscriptions. I wanted Acavna to be the central deity this tomb was dedicated to but was a bit dissapointed there is so little in-game fluff to describe her, so I took what little there is and carbon copied a Golarion version of Athena/Minerva to fill in the rest. I inserted fluff elements and minor treasures about Azlanti deities (A holy symbol left on a clay plate in a tomb with 'Desna protect us as we make our way to this distant land...' etc).
I described accounts of Savith's beleaguered march across the proto-Mwangi with 9 legions, fighting and making peace with various local human tribes, cyclops peoples, and even some of the serpentfolk's rebellious thralls (lizardfolk), before eventually describing a large battle that took place in the valley that would become Saventh-Yhi between Savith's assembled army and the serpentfolk and their Xulgath (troglodyte) slaves. Over the course of the march, one of her legions acts shamefully and pillages and loots several local tribes, which causes rifts and tensions Savith must overcome (this shamed legion eventually gets the job of garrisoning Ilmurea, below), while another legion abandons the mission entirely due to racial tensions with Aveshai's cyclops and the lizardman auxiliaries, turning to raiding and banditry (I had the Zuran cultists associated with descendants of this bunch). The thiing I wanted to convey is that the Savith who landed on the shores of the Slithering coast to seek the Apophites (how the Azlanti refer to their serpentfolk foe) had a very different army makeup compared to what she would have when she eventually did face down the serpents (foreshadowing later themes) with her 7 remaining legions and their allies. So the tomb itself was basically a memorial to the hero, her army, and Acavna.
I also wanted to connect it to Urschlar a bit, so I introduced a little conspiracy involving two outsiders inhabiting the dungeon. The first outsider was a trumpet archon bound to protect the tomb and serve as a divine messenger (similar to the muse I guess). Since Acavna was long gone, this archon went fully insane (broken soul template), and was basically pacing the floor in Savith's mausoleum at the bottom of the tomb. Meanwhile, I decided Urschlar would have needed help getting his hands on midnight spores and moving the Argental Font (since this requires wish), so I decided his long paranoid road to damnation was helped along by someone who WOULD hear his prayers and offer guidance (since Pharasma would not), and introduced a Glabrezu who took the form of a Solar and who was responsible for locking the Argental Font away, and feeding Urschlar's madness and paranoia as well as helping him get to Pharasma's domain and find the midnight spores growing under the light of Groetus.
I wasn't sure how to square the minotaurs with what I knew of the Azlanti, but I knew that I wanted to include them to complete the mythic feel of this dungeon... so I described funerary games (apparently an actual proposed origin of gladiators?) and reasoned since minotaurs were cursed Azlanti that they might be a sort of deep Azlanti slave underclass used in pit-fighting. It also gave rise to another villain who would appear later, a gladiatrix who took the role of "Savith" during the games and wore a medusa mask capable of petrifying her opponents on a thumbs down. Hence the petrified minotaurs defeated in the games serving a dual role as guardians and embellishments for the tomb. I described this backstory through murals of what appeared to be a masked and armored woman fighting various arena foes interspersed throughout the tomb.
The "Boss" of Level 2 was the Glabrezu Adonai, who appeared as a beatific angel and guarded the seal down to level 3. I had him describe himself as the guardian of the shrine and that he is bound to protect it for all time against the enemies of Azlant. I had him act a bit suspiciously but overall not something an APL 10 group wanted to mess with, so they took his quest which was to destroy the original protector of the tomb which is sealed below and prevent her from continuing to disturb the spirits of the dead. Of course, "Adonai" is actually the one responsible for this disturbance and the "corrupted" trumpet archon he wants destroyed isn't beyond redemption.
4 switches activated throughout the labyrinth open the seal down to level 3.
A broken-soul Trumpet Archon formerly of Acavna's host was hilariously over-CR'd given that I had softcapped my PC's at level 10, but it was not designed as a combat encounter. Basically she began as hostile (since the party had been graverobbing and she was insane) but she was unstable and engaged in a lot of terrorization rather than just straight out murdering anyone with her greatsword or magic. She blew her trumpet (I gave her a free 'horn of valhalla' effect but had the summoned warriors be Advanced Udaeus in a quantity proving worthy of CR), cast deeper darkness and taunted from the shadows, while they fought her minions and they heard her casting her buff spells etc to buy some time for the PC's to figure out a) what was happening and b) that she was too much for them. She accused them of being sent by the deceiver (pressed on this subject, she would reveal through angry accusations that the deceiver and they were responsible for imprisonment, that it was he who took the light of the gods away, etc) and since they already didn't trust "Adonai" they were able to figure out what was happening somewhat and fled this level to leave her to her misery rather than face her wrath.
They confronted Adonai back on level 2 about what they'd seen and he dropped the charade because the wizard had brought true seeing (actually he'd brought it earlier as well to confirm his Adonai theory but I had the glabrezu absent from his chamber while the "quest" was in progress) this time the Glabrezu took the opportunity to gloat and revealed his true form to start the real (and much more CR appropriate) Labyrinth boss fight. I stunned the wizard which turned this into an actual challenge for the PC's with some affected by reverse gravity and others trying to maneuver for a flank. Eventually they pulled it off.
I handwaived that the Glabrezu's corrupt wishes are undone upon his death/banishment, which meant the Argental Font was now back in the reliquary on level 1 rather than in the vaults, but I didn't provide any further direction for the party as to how to resolve the scenario, other than to throw the graveknight at them again (having regenerated). They eventually sought to manufacture the resolution they desired, which is what I hoped would happen. First, after fighting the graveknight again a high knowledge (religion) check revealed that the only way to permanently destroy the graveknight would be an overwhelming source of positive energy (they immersed the graveknights armor in the font which did the trick). As they did so, the trumpet archon had ascended the dungeon from her prison at the bottom (since Adonai and the undead were cleared out), and basically I had the archon in a moment of fugue/lucidity given she'd just witnessed the PC's set right one of the principal wrongs which were vexing her (the graveknight being a defilement of Savith's image).
I had the archon relate a few events she'd witnessed in her long life; long years spent trying to undo Adonai's manipulation of Urschlar and steer the city back from a destructive path; the moment of earthfall when her goddess and god-husband were vanquised by the starstone; the purity of Savith whose tomb she'd failed to protect; etc. All while she inched toward the font with a blade pointed to her own chest. The PC's had to make a series of rolls to more or less undermine her reasoning at each "step" forward toward the font upon each subject (using knowledge and reasoning they'd hopefully gathered from the tomb and their own experience), with varying DC's. Strong magic and disarm/grapple maneuvers that might have affected the outcome wouldn't be much help given her saves, SR, and CMD (but they were certainly able to try in a bid for more time) so this was more of a roleplaying moment to see if they could redeem the character and prevent her suicide (which would have destroyed the artifact).
As it happens, the group I ran it for did fairly well and then returned to Savith's crypt on the bottom level to make their knowledge rolls to interpret Savith's life and deeds. Once the PC's had all drunk from the font to cure their midnight-spore madness and redeemed the archon, I levelled them to 11 which was sort of their acknowledgment that they were walking the path to their mythic destiny that Nkeche's vision had alluded to.
I guess you could say I used this adventure inbetween books 4 and 5, because I wanted to give the players more of a connection to the city and also change some of the late-game show and tell that happens to drive the end of the AP. I'd rather have the PC's come to many of Eando's revelations naturally based on their previous knowledge of the city and this I felt helped set that up - because even if the PC's stumble then their faction and/or Eando can suggest they retread their own footsteps or help them to interpret what they already know. Rather than having Aveshai be implausibly aware of plans and events that were set into motion after his demise (the function of the spears) or having the characters be the inheritors of Eando's quest. The archon is able to serve as a source of information for what is expected of the characters (as it relates to their destiny and methods to accomplish it; they should follow Savith's example).
