The Hanging Gardens of Karexin
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Located on the edge of the Court of Ether, The Hanging Gardens of Karexin provide visitors with a quiet place to reflect and enjoy the ambiance of despair and suffering of the gardens’ living topiary and the novelty of the undead. Necromancer Zorih Totek chose this location to research the mysterious veins of glowing blue crystals that reanimate the dead. Zorih Totek seeks to understand and harness the crystals’ magic. The gardens are tended to by his dread glutton devotees, Darox, Kuza, and Selidar. The gardens are comprised of an interconnected ring of eight platforms suspended on stalactites 20 feet above a cultivated ledge. The lower ledge of the gardens are planted with a wide variety of colorful flora of Nar-Voth, and is accessible by stairwells found on some of the platforms. Rope bridges span the distance between the platforms. Metal cages and larger planters hang from a web of chains 20 feet overhead. The cages contain living creatures that have been implanted with dread glutton spores and other fungi to create beautiful glowing arrangements that fill the area with a sense of hopeless dread.
When the caged topiary subjects expire and Zorih Totek is ready inspect the remains, the hanging cages are lowered and emptied. Newly acquired fertilizer, in the form of living creatures, are kept in the hanging gardens in the spring cages, which must be reset before a creature is placed on the pressure plate to be drawn up into the cage.
The PCs arrive at the Endless Gulf in pursuit of Duergar slavers and their captives, who disappeared from Longacre. En route the PCs encountered injured svirfneblin scouts outside Court of Ether who reported that 4 of their own number were captured after a skirmish with the slavers and taken into the garden as well. The svirfneblin were unable to assist the PCs with the rescue, but they do verify the presence of new human slaves in the gardens and provide information that will allow the PCs to reach the gardens undetected.
Releasing the Captives (CR 10)
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Read or paraphrase the following upon the arrival of the PCs to The Hanging Gardens of Karexin.
Faint luminescence radiates from hanging topiary baskets, cages and planter boxes lining the edges of the open platforms. Several of the cages sway gently, and the sounds of crying and moaning can be heard across the open space of the garden. Glowing lights from the Court of Ether can be seen in the distance, as can the open darkness of the Endless Gulf below.
Svirfneblin and the human captives the PCs are searching for are in the hanging cages marked C on the map; empty hanging cages are traps, and all other occupied cages contain humans. There are free-hanging cages and planters on the outer edges of some platforms that do not connect to the chain web or stalactites. Freestanding box planters are 2 feet tall and 2 feet deep, and are filled with fungi and plants. Cages hanging in the open space over the lower level hang 15 feet below the suspension chains and are lower than cages hanging over the platforms. Climbing along the chains is a DC 10 Climb check, while climbing the stalactites is a DC 30. Hanging planters and cages may be used to swing between platforms at a character’s normal movement with a DC 17 Acrobatics check.
The cage-release mechanism is a series of levers used in combinations to open, close, lower and reset the hanging spring cages as well as open the walking cage on platform 1. A successful DC 10 Knowledge (engineering) check allows a character to activate the cage mechanisms as desired.
Captives are humans or svirfneblin with the shaken and sickened conditions when combat breaks out. They call out to the PCs for help and rescue. If they are released during combat, they are all considered frightened. There are more captives than those the PCs seek.
Large veins of glowing blue crystals run through several of the stalactites that cause the reanimation of any creature that dies within the garden within 1d6 rounds of death. Crystals removed from the veins are inert and have no reanimation properties.
Creatures: Darox (A) and Kuza (B) begin the encounter tending to the garden and loading captives into some of the empty cages. Selidar (E) begins on the chain web tending to raised planters.The zombies are located in the walking cage on the same platform as Darox.
Advanced Dread Glutton (3) CR 5
XP 2,400 each
AC 21
hp 68 each (R3)
Melee 2 claws +10 (1d6+4 plus spores)
Gear gardener’s tools
Darox’s Tactics Darox makes every effort to reach the mechanism (D) to open the walking cage and release the zombies. Once the zombies are released, Darox enters melee to defend his master’s garden from the invaders.
Kuza’s Tactics Kuza destroys the walkways between the platforms to isolate PCs before engaging in melee, using the chain webbing to move between platforms before descending to cut the rope bindings.
Selidar’s Tactics Selidar uses ranged attacks to slow the PCs’ advance and swings through the garden using the elevated planters he is tending. He engages in melee combat by swinging down to platform 2 in order to lure PCs into the trap; he lands in a square adjacent to the (T) that is most advantageous to trap a PC.
Dread Glutton Group Tactics Once a dread glutton reaches 20 hp, he or she climbs any of the stalactites to access the chain web between platforms and uses his or her ranged attacks.
Once one of the dread gluttons falls and the remaining two are both at less than 20 hp, they make every effort to reach the cage mechanism and release all of the captives in hopes of escaping in the confusion.
Captive Humans
hp 17 each, currently 6 (NPC Codex 257 Barmaid)
Captive Svirfneblin
hp15 each, currently 5 (Bestiary[/1] 261)
Captive Group Tactics Due to their infected status, all captives begin with the shaken and sickened conditions. If they are released during combat, they are all considered frightened. If set upon by dread gluttons or zombies, they become panicked. Escaping the garden is their only goal in the encounter, and they lend no aid to the PCs.
Infected Zombie (6) CR 1/2
XP 200 each
hp 12 each ([i]Bestiary 288)
Melee slam +4 (1d6+4 plus incubators)
Special Attack
Incubators (Ex) Infected with dread glutton spores, infected zombies release spores as a ranged touch attack and increase the chance of infecting targets by spreading spores (Will DC 16 negates). An affected creature takes 1d6 points of Charisma damage as the fungi burst and release drained emotions. This is a mind-affecting effect. If the affected creature is shaken, frightened or panicked, any creature within 10 feet of it also gains that condition for 1d4 rounds (Will DC 14 negates). This is a mind-affecting fear effect. The save DCs are Charisma-based.
Tactics Zombies are free to wander the cage that encircles the stalactite on platform 1. Once the cage is open, the zombies engage in melee with the closest living creature, including any freed captives.
Trap:
Spring Cage CR 1
Type mechanical; Perception DC 20; Disable Device DC 25
----- Effects -----
Trigger proximity;
Reset manual;
Effect Any Small or larger creature walking or standing directly under a spring cage activates the pressure plate. A claw drops from the top of the cage and pulls the creature up into the bell-shaped metal cage. A Reflex 25 save negates capture by the claw. Latticed floor panels fall down to secure the bottom of the cage and the creature is released by the claw, which retracts to the top of the cage. The cage can be escaped with a DC 20 Disable Device check, a DC 22 Escape Artist check or a DC 24 Strength check.
Development:
PCs may release some or all of the 21 living captives, only 9 of the total are originally identified as possible rescue targets: 5 humans from Longacre and 4 svirfneblin. If the PCs did not agree to rescue the captured svirfneblin, they may avoid encountering the injured svirfneblin, who are in no condition to fight the PCs.