Occipitus - Cathedral of Feathers to Plain of Cysts mini-adventure


Shackled City Adventure Path

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OCCIPITUS – CATHEDRAL TO PLAIN OF CYSTS ADVENTURE OVERVIEW
AND ERRATA FOR PART ONE (ARRIVAL TO CATHEDRAL)

NOTES ON ADVENTURE

This is part two of a series of supplemental adventures, building on David Noonan’s ‘Test of the Smoking Eye’ module, turning his encounter tables into an actual adventure through Occipitus.

Part one takes players from their arrival on Occipitus to the Cathedral of Feathers. This installment (part two) begins immediately after players find the lantern of guidance in the Cathedral, and begin following its light towards the site of the second test. Part One can be downloaded from the theRPGenius.com, or found at:
http://paizo.com/dungeon/messageboards/shackledCity/occipitusArrivalToCathe dralOfFeathersMiniAdventure

This installment stays mostly true to the Noonan encounter tables, with a couple of exceptions: I’ve taken advantage of Fiendish Codex (released after ‘Test of the Smoking Eye’) to help add some diversity. I’ve also beefed up the random succubus/cleric encounter by providing the succubus some character levels to make it more memorable. I have also made some modifications to the suggested ghost random encounter. Finally, I have foreshadowed the presence of the Wee Jas clerics on the Plain of Cysts, and have provided them a plausible link both to Cauldron and the overall story arc.

The number of encounters here represent the movement rate of the party I ran though Occipitus (base speed 20 feet/round or 16 miles/day), and stays true to the average number of encounters such a party would face based on the recommended frequency. Faster parties will have fewer encounters. You may want fewer encounters anyways if your characters are itching to get back to Cauldron. In this case I would recommend dropping Encounter Three (the slaad looters) and Encounter Eight (the chasme demon ambush) as they do the least in advancing the story or revealing the atmosphere of Occipitus.

I wanted the magic items I gave these monsters an otherworldly feel, so they are mostly taken from other WotC products – I’ve listed the source (although most should also be found in the new Magic Item Compendium). Wherever I have suggested a magic item or monster from outside the core books I have also provided a core book alternative.

Thanks again to catdragon who posted several of the stat blocks that appear in this mini-module on theRPGenius.com site. My apologies for any errors in the new stat-blocks created for this adventure.

PART ONE ERRATA

Thanks to Bran, Colin McKinney, Mary Yamato and VedicCold on the Paizo boards for identifying and troubleshooting potential problems with the Kelnor (hezrou) and leonal guardinal encounters in part one.

ENCOUNTER NINE – KELNOR THE HEZROU
As written, the encounter is very challenging due to the hezrou’s blasphemy ability, its caster level, and the likely levels of party members.

When running this encounter, keep in mind that Kaurophon (who is chaotic evil) is immune to the blasphemy ability, and can also cast dispel magic to counter the blasphemy (either targeting the effect specifically, or as an area effect).

However, even with these considerations, the encounter can still be a bit over the top, so here's an alternate approach that stays true to Kelnor’s cruel and overconfident attitude.

Kelnor uses blasphemy to debilitate the adventuring party one or two members at a time, all the while taunting her foes. She does this with glee, realizing it typically creates increased terror and despair, and deliberately targets only one or two charcters with this effect. In essence, she uses blasphemy to strip down the party, then she attacks the survivors, before turning her attention to those who are paralyzed, weakened or dazed.

If she sees that Kaurophon is starting to dispel her blasphemies, she might then target a larger group of PCs with the ability, or attempt to elminate Kaurophon from the equation.

ENCOUNTER TWELVE – LEONAL GUARDINAL
While this encounter is designed primarily for roleplaying purposes, should combat break out with the guardinal, the result could be a TPK. Keep the following in mind when running the guardinal.

Unless she is convinced the party is evil, her purpose is not to kill the party, but to defeat them in order to drive them out of the celestial rubble, and to teach them to respect the rubble and its guardians. She will repeatedly offer the party the opportunity to surrender and retreat. She may also switch to non-lethal damage when she suspects party members are close to falling.

However, if she does believe the party is evil, she will go full bore in order to protect her domain.

PART TWO
OCCIPITUS – THE CATHEDRAL OF FEATHERS TO THE PLAIN OF CYSTS

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The light from the mummy’s lantern guides you back to the Cathedral’s upper level. Kaurophon waits for you, unable to conceal his anticipation as he asks, “Did you succeed?”
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Kaurophon is fascinated by the lantern of guidance. If the party allows, he examines it carefully. The lantern is a mystery to him, its existence never revealed in any of his studies and visits to Occipitus. The lantern levels the playing field somewhat for Kaurophon. While he is still the resident expert on the plane, his role as guide has been usurped by the lantern.

Kaurophon is impressed with the party’s success – to his knowledge, no one has ever passed the first part of the test – which means no one has ever been closer to claiming Adimarchus’ throne. He will also want to know the nature of the challenges the party faced, and what they did to pass the test.

Should the party choose to rest within the Cathedral, they will do so uninterrupted.

The lantern’s light points to the Cathedral’s exit. Once the party emerges, the light reveals a new direction…

DAY ONE – Ghosts and Guardians

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You are once again bathed in the fiery glow of the coagulating pool flowing above. Its irregular light casts a red taint over the Celestial marble’s broken beauty. The lantern’s beam indicates a route that takes you no closer to the distant mountainous skull at the centre of the bowl.

Kaurophon looks in the direction of the beam. “At this point, I am as much a tourist as you. Let’s see where the light leads us.”
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The party travels for several hours without interruption. This marble (like the other expanses of Celestial rubble on Occipitus) once rose gracefully out of Mercuria’s soil within the verdant valley ripped from Celestia and cast into the abyss. On this stone were once magnificent shrines, places of worship, grand angelic estates, and necropoli for honoured archons and angels. The PCs now walk through these desolate, shattered remnants.

ENCOUNTER ONE (EL 11)

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You reach an expansive rift in the marble that must be miles deep. Deep below are openings in the severed rock walls. On the far side of the crevasse, three pillars stand defiantly amidst a field of shattered rock.

The lantern beams across the rift. Kaurophon shakes his head. “It would take us hours to walk around. This does seem the narrowest point for crossing.
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The openings in the walls are 600 feet below the surface. They are worked shafts of marble in a sacred burial crypt, and the area is now the home (and fiercely protected by) several couatls should the characters dare to explore.

It is up to the party to devise a way across the rift. Across from the pillars, the rift is only 20 feet wide (as opposed to 40 or 60 feet wide elsewhere). The drop to the rift’s bottom is over one and a half miles.

As soon as the first PC reaches the other side of the chasm…

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You have barely made your way across the rift, when a horrific visage emerges from one of the towering pillars.

The image is insubstantial, in humanoid form with a dog’s head. The chest cavity of the creature lies exposed, entrails spilling out.
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The creature is the ghost of a hound archon. The three pillars are only 20 feet from the chasm. Any character within 60 feet of the ghost when it appears must make a DC 19 Fortitude save versus its Horrific Appearance or take 1d4 points of Strength, Dexterity and Constitution damage.

Have the party roll initiative. If the party attacks the ghost, its two companions (also hound archon ghosts) emerge from the other two pillars. All assail the party.

However, should the party not attack, on its initiative the ghost speaks with a platinum voice that defies its appearance. “Will you help my beloved?” The hound archon ghost uses tongues to break through any language barriers.

The ghost is eager to tell its story. His name is Liatrodes. He and his fellows were all descendants of hound archons stranded on Occipitus at the time of what he refers to as ‘the severing’.

After the severing, archons banded together to protect sacred sites. This group selected to protect an expansive necropolis known as the ‘Hall of Trumpets’, a hallowed crypt reserved for trumpet archons of legendary stature.

The hound archons protected this domain (and surrounding area) throughout Adimarchus’ reign. However, shortly after his disappearance 50 years ago, Orcus made a play for Occipitus. He sent many of his undead minions to target the celestial rubble.

Liatrodes, his beloved Saru, and the other hound archons (in league with other remaining Celestial defenders) helped to hold off Orcus’s minions for an extended time – but Liatrodes was unable to protect Saru from being slain and transformed into a spectre during the battle. Liatrodes and his two companions were later slain by a lich leading the assault. Liatrodes spirit is bound by his failure to protect Saru, while his companions (Desum and Vailiar) are bound by their failure to defend the Hall of Trumpets.

Liatrodes seeks the PCs to release Saru – by entering the Hall of Trumpets which the spectre and its spawn (including Saru) now perversely inhabit. Should the spectre that was once Saru be destroyed, Liatrodes’ spirit will be released knowing that her soul is no longer in the grips of Orcus. Desum and Vailiar are destined to remain until all four spectres are destroyed and the Hall of Trumpets is purified from the grip of undeath.

If the party asks for a reward to achieve this goal, Liatrodes deems the party unworthy to enter the Hall of Trumpets. Sadly, he merges back into the pillar. Without Liatrodes to guide them, the party will be unable to find the long forgotten entrance to the necropolis.

Liatrodes’ companions only emerge should a fight ensue. Otherwise, Desum and Vailiar follow the PCs as Liatrodes leads them to the Hall of Trumpets. They will reveal themselves once Liatrodes spirit has been released.

Tactics: Should combat begin, Desum and Vailiar emerge from the marble in the midst of the PCs in order to affect the maximum number with their Horrific Appearance. They attempt to use their Manifestation ability to enter the bodies of martial characters, and then attack spellcasters. Otherwise, they use their telekinesis ability, either flinging large chunks of marble at the party, or launching an unfortunate PC into the chasm (such unfortunate characters can attempt a Reflex Save DC 15 to avoid falling into oblivion by landing on a rock outcropping 150 feet below the lip of the crevasse – and taking 15d6 damage in the process on a successful save).

Liatrodes, Desum, Vailiar, Hound Archon Ghosts Paladin 2, Medium Undead (Augmented Outsider) (Incorporeal); CR 8; HD 8d12; hp 52; Init +4; Spd 40', fly 30' (perfect); AC 22 (+0 Dex, +3 deflection, +9 natural), touch 13, flat-footed 22; BAB +8/+3; Grp +8; Atk: Incorporeal touch +8/+3 melee (1d3); Space/Reach 5/5; SA horrific appearance, malevolence, manifestation, telekinesis, smite evil 1/day, spell-like abilities; SQ Aura of good, aura of menace, change shape, damage reduction 10/evil, darkvision 60,’ immunity to electricity and petrification, incorporeal traits, lay on hands, low light vision, magic circle against evil, rejuvenation, scent, spell resistance 16, teleport, tongues, +4 turn resistance, undead traits; AL LG; SV Fort +11, Ref +8, Will +9; Str -, Dex 10, Con -, Int 10, Wis 12, Cha 17.
Skills & Feats: Concentration +7, Diplomacy +18, Hide +19, Jump +15, Listen +20, Move Silently +8, Search +8, Sense Motive +12, Spot +18; Blind-Fight, Improved Initiative, Weapon Focus (Greatsword).
Armor Class: Natural armor applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save DC 16 to resist its effects. The save is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 8th). (The defensive benefits from the circle are not included in an archon’s statistics block.)
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 18). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Spell-like Abilities: At will – aid, continual flame, detect evil, message. Caster level 6th.
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th, Will save DC 16). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
+4 racial bonus on saves against poison.
Skills: While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks. Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
Paladin Abilities: Aura of good, detect evil, divine grace, lay on hands (10 points/day).

Development: Should the party be deemed worthy to assist Liatrodes, he leads them to the Hall of Trumpets (encounter two). Otherwise the lantern leads PCs to encounter three.

ENCOUNTER TWO – THE HALL OF TRUMPETS (EL 11+)

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Liatrodes leads you across the marble, moving roughly in the direction of the skull. Kaurophon mutters under his breath about losing time as you deviate from the lantern’s path.

After half an hour, Liatrodes stops to point at a mound of rubble over 20 feet tall.
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This is the entrance to the Hall of Trumpets. A permanent image creates the illusion of the rubble mound. It conceals the remains of an open air temple. Liatrodes does not enter the temple, unable to face the source of his sorrow.

At the middle of the temple, a 10 foot wide staircase descends sixty feet. Here a long hallway leads into the Entry Hall, a 20 by 40 room featuring bas reliefs on the walls and an arched ceiling. These painted sculptures reveal various trumpet archons and angels, victorious against hordes of fiends. Unexposed to the light for hundred of years, the colours are still brilliant. A 10 foot wide corridor opposite the hallway leads deeper into the necropolis.

In this chamber four spectres await – three in the guise of hound archons, the fourth in the form of a human, sensing as life approaches. They hide within the bas reliefs (Spot DC 33 to notice an insubstantial shape emanating from some of the sculptured faces).

Tactics: The spectres attack the first living creature to enter the hall, seeking to gain surprise. If possible, they later attack from within the walls (achieving cover when they do so). If the spectre has movement after making an attack, it may enter the wall completely for total cover. While the Hall of Trumpets was once consecrated ground, hundreds of years in Occipitus have neutralized the consecration. Clerics who attempt to turn in the hall receive no bonuses or penalties.

Development: When the spectre that was once Saru is destroyed, Liatrodes’ soul is released. Should the characters succeed in cleansing the temple of all spectres, there is a whispering sound that echoes through the halls – a whispering that prompts Desum and Vailiar to appear (likely forcing new Fortitude Saves versus their horrific appearance).

In tongues, the ghosts speak. “You have cleansed these halls with your acts. The guardians have called, requesting you be rewarded. Please follow us.” They lead the PCs into the next chamber of the Necropolis – the Gatekeepers’ Hall.

This impressive 40 by 60 foot chamber contains the remains of four trumpet guardians, symbolically laid to rest, guarding against corporeal intruders who might violate their halls. The ceiling is alight with an illusion revealing the skies of Mercuria.

Immense statues representing the four trumpet archons stand in each corner of the room, and heavy sepulchers are set in recessed niches, two to the left and the right. A stairwell at the centre of the chamber descends deeper into the Celestial marble.

There is more whispering, after which the ghosts gesture towards to the hands of the statues. Each statue holds an item that was precious to the fallen archon during their life – a rod, a staff, a trumpet, and a stone.

In celestial, Desum states, “It is the guardians’ will that you choose one of these items. Once you have made your choice, you must leave.”

Neither Desum nor Vailiar know the nature of the items – only that they are a rod, a staff, a stone, and a trumpet.

They are in fact the following: lesser metamagic rod of sculpting (Complete Arcane), trumpet of doom (Book of Exalted Deeds), ioun stone of resistance +2 (Arms and Equipment Guide), and a greater saintly staff with 5 charges (Complete Divine). (DMG substitutions: lesser metamagic rod of extend, trumpet of goodness (as horn of goodness), cloak of resistance +2, staff of illumination with 8 charges). Characters are permitted to examine the items with their eyes and through divinations, but touching an item commits their selection (thus thwarting efforts to identify). Once one item is touched, the hands of the other three statues clasp around their items.

Should the party attempt to take any more than one of their items, the four statue avatars of the guardians (stone golems) attack, as do Desum and Vailiar. Should the PCs retreat from the chamber, the stone golems do not pursue, but a massive stone block lowers, preventing an easy return to the Gatekeepers’ Hall.

After the PCs make their selection, the spirits of Desum and Vailiar are released.

DAY TWO – Reaching the Tremor Zone

ENCOUNTER THREE (EL 12)

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The lantern’s light continues to direct you across the fields of marble. You are walking near a substantial ruin when three green slaadi emerge, climbing out of rubble carrying a carrying a carved box. They seem surprised to see you.
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The slaadi are survivors of a raiding group from the mountainous rim seeking the Celestial rubble’s fabled magics. The box contains all they’ve looted from the estate crypt they are now exiting.

Tactics: The slaadi aren’t looking for a fight – they realize they must now traverse the rubble without drawing the attention of guardians. They only attack if attacked, creating a blanket of deeper darkness to aid their escape. Should combat begin, the slaadi only cast fireballs within areas of darkness to avoid being noticed by Celestials. Once one of their members falls, desperation sets in and the slaadi cease to be concerned by these restrictions.

Should the party attempt Diplomacy, the slaadi begin negotiations with an unfriendly attitude. If a helpful attitude is achieved, the slaadi will offer to give the PCs one of their magic items should they be allowed to leave peacefully. The slaadi refuse to return the magic items to the crypt – the have lost two of their fellows in its explorations, and have left two stone golem defenders intact below.

Treasure: The box carried by the slaadi (built and carved from the silver pines of Mercuria, worth 250gp) contains a pair of steadfast boots (Arms and Equipment Guide), 12 +1 blessed arrows (Book of Exalted Deeds) and a wand of light of Mercuria with 8 charges (Spell Compendium). (DMG Substitutes: boots of striding and springing, 12 +1 bane arrows vs. evil outsiders , 1st level, wand of daylight with 8 charges.)

Development: The crypt is from the estate of a noble aasimar family dating before the time of the fall. Access to the deeper areas of the family catacombs are choked and blocked by fallen rubble, but the top-most level is still accessible. Should the party decide to explore the crypt over Kaurophon’s protests, they will find two stone golems protectors, as well as the bodies of two fallen slaadi. No other magic remains in this area, although a thorough search will reveal a diamond encrusted platinum chalice portraying a feast hosted by Solars (6000gp) within one of the aasimar’s crypts.

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You have completed perhaps a half-day’s march when the Celestial Rubble yields to the pulsating expanse of Occipitan flats.

The ground undulates, fleshy soil randomly heaving as you look in the direction of the lantern’s beam. The flats nearby violently slap against the leading edge of Celestial Rubble, making the marble beneath your feet shudder. There are brief interludes of stillness between tremors, but then the ground’s quivering repeats.

“The lantern is directing us across a tremor zone. I have never traversed one. It would take us a week to walk around it and we don’t have that kind of time. We should rest now. Once we start to cross, we will be unable to rest.”
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Kaurophon is correct. Unless the party has extraordinary or extra dimensional means (i.e. rope trick) they will not be able to rest until they reach the far side of the tremor zone.

DAY THREE – Across the Tremor Zone

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You rest without interruption, save for the continuous sound of the tremulous flats cresting and slapping against stone.
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Kaurophon is quieter than usual, as if even he dreads this next stage of the journey. He is uncertain the width the party must traverse (he estimates between 10 and 25 miles). It is in fact 15 miles.

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Walking to the edge of the Celestial rubble, the flats continue to shake and tremble. Flaps of the fleshy mass frequently gape open, only to slam against the marble seconds later.
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There is no discernable pattern to this opening and closing. Should the PCs have no safe means to traverse the random rifts (i.e. fly)…

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Kaurophon steps back, then takes a running jump towards the flats, safely landing on its surface. He indicates for you to follow.
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Every d4 rounds, there is an undulation centered close enough to the Celestial rubble to cause an opening. It creates a random sized rift (3d6 feet).

When a PC attempts to cross from the Celestial Rubble into the tremor zone, role a d4 to determine if a rift opens that round. If so, they must make a successful Jump check based on the width of the rift. Failure means falling 20 feet to a point where the character is sandwiched between marble and flats. The following round, the rift closes up.

Each round a character remains trapped in the rift they take 6d6 damage as the flats grind them against the rough marble surface. A rift will open again in d4 rounds providing trapped characters an opportunity to escape. A Climb Check DC 20 is required to scale the tremulous flats, but only DC 10 to ascend the marble.

Once all PCs have landed on the flats, their journey continues. The ground quivers continuously, as if a minor earthquake is occurring. Every round, each character must resist a trip attempt from the tremors (the tremors have a +0 Strength bonus). Characters who fail the opposed check are knocked prone, hindering their progress.

For the purposes of overland movement, assume that movement rates are reduced by half. Parties with a speed of 30 feet can traverse 1.5 miles per hour, while parties with a speed of 20 feet only cover 1 mile per hour. For many parties, this will require a forced march (PHB pg 164). Should a PC become exhausted (i.e. fails two saves vs. fatigue without having the non-lethal damage removed) their speed is further cut by half. Anyone wearing the steadfast boots can move at their normal overland speed until they are exhausted (it is as if Celestia wanted the party to find this item).

ENCOUNTER FOUR (EL 12)

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Your progress is slow. The ground’s pulsation is unrelenting. Kaurophon keeps his eyes on the sky. “I don’t know what lives on these flats… but predators fly above tremor zones. Perhaps they seek easy prey.”
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Six miles into the tremor zone, the party faces their first threat from the skies. A group of three vrock flying close to the surface of the flats notices the PCs at a range of 340 feet (DC 25 for PCs to notice).

Tactics: On their surprise round, the vrock each use their mirror image ability. The following round they use heroism. They then teleport to surround the party. The vrock fight intelligently, ganging up to target the most effective characters, and replenishing their mirror images when appropriate. Every round at initiative point 0, any character or creature not flying must make an opposed Strength check to avoid being tripped (the Vrock are +10 on these checks).

ENCOUNTER FIVE (EL 12)

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The perpetual tremors, the falling down and standing up all take a toll. You sweat and labour with each step.
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Kaurophon is now beginning to suspect where the lantern may be heading. Between breaths he mutters, “I wonder… is the lantern leading us to the Plain of Cysts?” Given the precarious state of travel, Kaurophon is unable to share all he knows about the plain – however, he is able to mention that it was the site of an epic battle between Celestial forces and Adimarchus’ hordes.

At the twelve-mile point in their journey across the tremor zone, the party is once again attacked from the air by six fiendish wyverns. By this point, parties with a 20 foot movement rate may be struggling with fatigue. Ask all party members to roll spot checks. Add 9 to the highest number and multiply by 10 – this is the range in feet when the party becomes aware of the wyverns.

Tactics: The wyverns do not fly in tight formation (they have learned to avoid falling prey to fireballs and lightning bolts). If possible, they target creatures who have wounded them on their approach.

Fiendish Wyvern, Large Dragon; CR 7; HD 7d12+14; hp 59; Init +1; Spd 20', fly 60' (poor); AC 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; BAB/Grapple +7/+15; Atk Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4); Space/Reach 10'/5'; SA Poison, improved grab, smite good (+7 damage) 1/day; SQ Darkvision 60', DR 5/magic, Immunity to sleep and paralysis, low-light vision, resistance to cold and fire 5, scent, SR 12; AL NE; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Skills & Feats: Hide +7, Listen +13, Move Silently +11, Spot +16; Ability Focus (poison), Alertness, Flyby Attack, MultiattackB.
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.

ENCOUNTER SIX (EL 10)

The PCs face one final challenge traversing the tremor zone. An eyrie of fiendish giant eagles nests in a large hill that boarders the tremor zone. By the time the party reaches the fourteenth mile, they are set upon by seven eagles. The eagles fly close to the ground to avoid early detection, and approach in three clusters. The party notices the eagles when they are 100 feet away from the PCs.

Tactics: The eagles use their flyby attack and attempt to grab one or more small characters. If successful, they then head back to their nesting area to share their meal.

Development: Should the eagles succeed in abducting a character, they will reach a height of 60 feet, then head directly to the eyrie, which is on the top of a large hill just over two miles away. Should the prey escape their clutches, the eagles will attempt to retrieve their prize. Any PCs still alive when deposited in the eagles’ nest will be attacked by all remaining eagles. No treasure will be found in the eyrie.

After the eagles, the party faces no other challenges traversing the tremor zone. Near the fifteenth mile of their trek, the pulsation diminishes. By the sixteenth mile it is no longer felt at all. Kaurophon slumps to the ground, exhausted. The party will not be assailed while they rest.

Fiendish Eagle, Giant, Large Magical Beast; CR 4; HD 4d10+4; hp 26; Init +3; Spd 10', fly 80' (average); AC 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; BAB/Grapple +4/+12; Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2); Space/Reach: 10'/5'; SA Smite good (+4 damage) 1/day; SQ darkvision 60’, DR 5/magic, Low-light vision, evasion, resistance to cold and fire 5, SR 9; AL NG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10.
Skills & Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
Skills: Giant eagles have a +4 racial bonus on Spot checks.

DAY FOUR

ENCOUNTER SEVEN

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You rest without interruption, the distant vibrations of the tremor zones having a hypnotic effect.

The lantern continues to beam towards your destination, pointing up a ridge that comes close to touching the sky.

Kaurophon surprises you by suggesting a detour. “We must go around this ridge – following the direct path would be very dangerous and draw the attention of plasms from the sky.”
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Kaurophon will further explain what he knows about the plasms, that they are neither alive nor inanimate, that millions of them populate Occipitus’ skies. They emerge from the single eye of the mountainous skull and streaming to the far edges of the layer. He has no clue where they go once they reach that edge.

Kaurophon emphatically stresses the danger of the plasms, full of fire and evil energy that responds to life that strays too close. They are almost impossible to destroy.

Should the party not heed Kaurophon’s advice (or if Kaurophon no longer accompanies the party), a plasm peels its way from the mass when the party is near the crest of the ridge. It has a fly speed of 30 feet (perfect) and an Initiative of +0. Every round on its turn, the plasm moves towards the closest living creature within 120 feet. Like a swarm, a plasma takes up any four adjacent squares . The plasm does 8d6 points of fire damage and 8d6 points of unholy damage to anyone who touches or is touched by it.

Plasms aren’t living creatures. They don’t have hit points and can’t be hurt by weapons or most magic. A plasm is dispersed if it takes 100 points of cold and holy damage (in any combination) in a round.

Once everyone in the party is more than 120 feet away from the plasm, it floats back up to the pool of fire above. Should anyone dare to climb beyond the point where the first plasm was attracted, 1d4 plasms approach the party per round.

DAY FIVE

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Beyond the ridge, the terrain descends steadily, revealing miles of flats ahead. From this vantage, you are able to avoid large herds of bison. At one point you see a small group being chased by a huge beast but the pursuit is miles away. You march and rest without incident.

After some time you are hit by the overpowering scent of fresh blood. Caustic pools of red liquid soon appear, bubbling in holes that scar the surface of the flats. There are hundreds of pools, creating a broad swath across the landscape. The lantern beams directly across them.

“They are called ‘ulcers’,” Kaurophon states. “The fluid is acidic, but if we stay clear of the ones spewing liquid, we may be safer passing through this area than walking around it.”
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Most of the ulcerous pools are stagnant, some bubble from seepage, and the occasional pool ejects a steady fountain of the viscous red liquid. While the fluid isn’t blood, it looks and smells like it. Kaurophon states there are other ulcerous plains on Occipitus, most notably around the Skull at the plane’s center.

The seeping pools have shallow fluid around them. These pools are typically a foot deep and 20 to 30 feet across. It costs 2 squares of movement to enter a square containing ulcer fluid, and the DC of Tumble checks in such squares increases by 2.

Fountain ulcers have a similar pools about them, but above the pool floats a pink mist – miniature droplets of the ulcer fluid. The mist provides concealment while damaging creatures within it. Fountains project ulcerous fluid upwards d4x10 feet, with the mist rising to half the fountain’s height, and expanding to cover a diameter equal to the height of the mist.

Regardless of whether it is in liquid form or mist, ulcer fluid deals 1d4 points of damage per round of contact.

Development: should the PCs decide to trek around the ulcers instead of taking the direct route, they add one day to their journey and must first face six thunder lizards (digesting a meal of fiendish bison they have driven into the ulcers), then four advanced babau demons (all four with one level of rogue, barbarian and fighter).

ENCOUNTER EIGHT (EL 12)

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Following the lantern, you work your way around the ulcerous pools. Many are grotesque, bubbling and heaving like open sucking wounds. Others continuously spray the viscous red liquid dozens of feet in the air, leaving a thick mist behind.

You are weaving your way between two large pools. To your right, a fountain streams fluid 40 feet high. Suddenly, you hear a droning sound.
-------------------------------------------------

The PCs are threading their way through a narrow path. 20 feet separate the pool on the left from the mist on their right (and it is 30 feet between the two pools).

Two chasme demons (Fiendish Codex I: Hordes of the Abyss) have made a home in the walls of the fountain ulcer. The fluid is deeper here, a depth of about five feet for most of the ulcer. The demons’ acid resistance protects them from both the liquid and the mist.

Tactics: Unless the PCs are using extraordinary means to avoid detection, the chasme demons (Listen +14, Spot +14) are aware of their approach and hide in the pool. One lurks with its eyes just above the fluid near the pool’s edge, while the other hides under the surface closer to the fountain. Both chasme demons have protection from good and see invisibility pre-cast. An unholy aura is also in place and the demons have activated their fear auras.

Once the party is in range, both chasme target fighters with quickened rays of enfeeblement. If the party is flat-footed, the chasme near the pool’s edge may fly over the party, attempting to catch PCs within it’s fear aura. Otherwise, it uses telekinesis (see below). The other chasme begins to cast insect plague (a full round action that will not complete until the following round). PCs making a DC 32 Spot Check are not surprised.

In subsequent rounds, one chasme assaults the party from the air with flyby attacks or spells and quickened rays of enfeeblement. The other takes to sky, if possible using a quickened ray of enfeeblement each round and targeting the party with spell-like abilities (dispel magic, insect plague).

A favorite trick of the demons is to use telekinesis on their stash or treasure – 30 masterwork greatswords plundered from fallen celestials on the Plain of Cysts. The chasme can use violent thrust to propel nine greatswords (+8 to hit, 2d6/19-20 x2) at any single PC, targeting (or readied against) divine spellcasters.

Treasure: 30 masterwork greatswords lie in a dry cavity in the ground on the far side of the fountain ulcer.

Alternate encounter (for those without Fiendish Codex I): Four babau demons (each with 1 Rog, 1 Barb, 1 Ftr)

ENCOUNTER NINE (EL 11)

After defeating the chasme, the party progresses through the ulcer plain without incident, making the crossing in about three hours.

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The terrain becomes more irregular, hills and ridges stretching and contorting Occipitus’ surface. The lantern shines up an extended incline, its crest far from the ceiling of eddying plasms.

Ahead of you, two human women climb down a hill, waving towards you.
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Creatures: One of the women is indeed human: Karolyse Atherfel, a priest of Wee Jas who has been charmed and separated from the group searching for the lens of the blacksun on the Plain of Cysts. The other is Synia, the polymorphed succubus who lured Karolyse away.

Synia has been trapped on Occipitus since Adimarchus’ departure and is desperate to escape. Shortly after charming Karolyse, Synia discovered the cleric did not have the means to escape the plane. She also learned that Velasia, senior cleric of the Wee Jas group, had a scroll of plane shift in her possession. Suggestion was used to compel Karolyse to request the scroll. Velasia refused and banished Karolyse from the group.

The two retreated to the hills around the Plane of Cysts for Synia to devise a new plan. It is at this point the PCs were observed and Synia decided to seize on a new opportunity and approach the party.

Synia approaches with nystal’s magic aura pre-cast by Karolyse (to mask the magic aura of her tunic and wand). She will lead the discussion (Sense Motive DC 36 to sense she is lying), stating that she and her companion have been stranded on Occipitus since becoming separated from their expedition and are now lost. Synia asks the party if they have any way to escape the plane, and if so to save them.

If asked, Synia uses knowledge she’s gained through her conversations with Karolyse to bluff her way through questions from PCs:

• Synia and Karolyse have been separated from their group for more than a week. They are running low on food and have survived by laying low and avoiding the monstrous creatures that wander this realm.
• Both women were part of an expedition sent by the Church of Wee Jas to find an artifact known as the lens of the blacksun. (Knowledge local DC 25 or Bardic Knowledge DC 30 from a Cauldron native will identify Karolyse as a cleric in the city’s church of Wee Jas).
• They do not know what has become of the other members of their expedition – they were six in all before they were separated.
• The separation occurred after impenetrable darkness fell upon the group. When it lifted, Synia and Karolyse were alone.
• If specifically asked, Synia will state that they are from a city called Cauldron.

Should the party attempt to speak to Karolyse directly, she defers to Synia (as she has been directed to do). If Synia fears the party is suspicious, she makes a private aside, stating she fears for Karolyse’ soundness of mind after the horrors they have faced since being abandoned.

Kaurophon is unwilling to help the women with the use of his lesser amulet of the planes, realizing that the random return could add weeks to their journey. He does not object if the party wishes to barter one of its scrolls of plane shift.

Synia is willing to offer well beyond the value of the scroll for her escape: a necklace of white gold featuring seven flawless sapphires, worth 4,500 gp. Should the party decline to sell, she will graciously thank the party for their time and retreat into the hills with Karolyse.

Tactics: Synia has mage armor and shield pre-cast. If the party becomes suspicious and decides to attack her, the succubus requests an eagle’s splendor from Karolyse, and first attempts suggestion (DC 22) if she has come to believe the party has the means for planar travel. She targets the PC she suspects (or knows) has the means or the scrolls, suggesting that helping her escape Occipitus will benefit all. She may also center a stinking cloud (DC 24) upon herself – she is immune to the effect, and those failing their saves are unable to make an attack of opportunity to fend off her Kiss ability. As soon as Synia is seriously threatened, she teleports away, hoping for a better opportunity in the future.

Note: the stat block below does not take into account any buffs Synia has active.

Synia, Succubus sorcerer 6, Medium Outsider (Chaotic, Extraplanar, Evil); CR 10; HD 6d8+12 + 6d4+12; hp 70; Init +0; Spd 30', fly 50' (average); AC 19 (+0 Dex, +9 natural), touch 10, flat-footed 19; BAB +9/+4; Grp +11; Atk 2 claws +11 melee (1d6+2) or +8/+3 melee; Space/Reach 5'/5'; SA Energy drain, spell-like abilities, spells, summon demon; SQ DR 10/cold iron or good, darkvision 60', immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 18, telepathy 100', tongues; AL CE; SV Fort +9, Ref +7, Will +14; Str 14, Dex 10, Con 15, Int 16, Wis 18, Cha 33.
Skills & Feats: Bluff +26, Concentration +22, Diplomacy +22, Disguise +20, Escape Artist +9, Hide +9, Intimidate +22, Knowledge (Arcana) +6, Knowledge (The Planes) +12, Listen +21, Move Silently +9, Search +12, Sense Motive +4, Spot +21, Survival (The Planes) +15, Use Rope +9 ; Dodge, Mobility, Spell Focus (Conjuration), Greater Spell Focus (Conjuration).
Spells known (6/9/8/6; base DC 21, 23 if conjuration*): 0 – acid splash, dancing lights, detect magic, message, read magic, resistance, touch of fatigue; 1st – grease*, mage armor, magic missile, shield; 2nd – glitterdust*, invisibility; 3rd – stinking cloud*.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-like Abilities: Caster level 12th. The save DCs are Charisma-based. At will - charm monster (DC 25), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 24), greater teleport (self plus 50 pounds of objects only).
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
Possessions: tunic of steady spellcasting (Complete Adventurer; DMG option: fire elemental gem), wand of summon monster IV (7 charges).

Karolyse, Wee Jas Cleric, female human Clr4; CR 4; medium humanoid (human); HD 4d8+4; hp 26; Init +1; Spd 20; AC 18 (+1 Dex, +7 armor), touch 11, flat 17; BAB +3; Grp +5; Atk +6 melee (1d8+2, masterwork morningstar) or +5 melee touch (spell) or +5 ranged (1d8, masterwork light crossbow); Full Atk +6 melee (1d8+2, masterwork morningstar) or +5 melee touch (spell) or +5 ranged (1d8, masterwork light crossbow); SA spells, rebuke undead; AL LE; SV Fort +7, Ref +4, Will +7; Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 8.
Skills & Feats: Concentration +1, Diplomacy +5; Knowledge (Religion) +5, Knowledge (The Planes) +5, Spellcraft +5; Great Fortitude, Improved Toughness, Lighting Reflexes.
Spells prepared (5/4+1/3+1; base DC 13): 0 – create water, cure minor wounds, detect magic, guidance, resistance; 1st – bane, command, cure light wounds, divine favor, nystal’s magic aura*, shield of faith; 2nd – aid, cure moderate wounds, death knell*, eagle’s splendor.
*Domain spell; Domains: death (death touch 1/day, damage 4d6; Magic (use magic items as 2nd-level wizard).
Possessions: masterwork chainmail, masterwork light crossbow, masterwork Morningstar.

Development: If Synia leaves and does not suspect the adventurers have a way to help her escape, she immediately loses interest in them.

However, if Synia believes the party is her ticket off the plane, she will correctly surmise they are following the light of their lantern towards the Plane of Cysts. With or without Karolyse, she will attempt a raid on the party while they rest.

She casts invisibility on herself, and Karolyse if present. Karolyse uses Synia’s wand of summon monster IV to create a diversion, summoning monsters each round. If Karolyse is absent, then Synia uses two charges of the wand before executing her plan if she fails to summon tanar’ri.

Synia teleports into the party’s encampment, as close as possible to the character she suspects has the means for planar travel. If she is unsure, she arrives with detect magic active, seeking a moderate or strong conjuration aura. She then uses charm monster, suggestion or force to acquire the item. The acquisition is her entire focus. She has no interest in defeating the party, but uses stinking cloud, sculpted glitterdust, or sculpted grease if it serves her cause.

Synia teleports away if seriously threatened, hoping to ambush the party at a later date (although once the party has completed the second test, she will be unable to pursue them).

If Karolyse is either rescued or taken captive by the party, she is remote and distant until the charm is dispelled or Synia dies. Once released from the charm, Synia is thankful, admitting she is a junior priestess from the church of Wee Jas in Cauldron, and that she is part of a group searching for the lens of the blacksun. She was captured by Synia before her group arrived at the Plain of Cysts, and has no intelligence other than that the plain is said to have been the site of an epic battle between demons and celestials.

Karolyse likely knows of the PCs, and her opinion of the group is consistent with that of her church (probably holding the adventurers in low esteem). Karolyse refuses to answer other questions regarding her mission, stating it is private church business which she is not allowed to disclose. Only if charmed or under extreme duress will she provide details: that she and a group of five others were hand picked by Ike Iverson to seek the artifact. She does not know that Ike was directed by Embril Aloustani to send them to search for the lens (all six were personal recruits to the church by Embril, but none know that she is responsible for their mission to Occipitus).

While accompanying the party, Karolyse neither aids nor impedes their progress, keeping to herself and contributing only when it is in her best interest. Should the party encounter the other Wee Jas clerics on the Plain of Cysts, she immediately comes to the aide of her compatriots.

Note: Embril discovered about the lens through fellow Cagewright Dry’ryd, who was in turn fed the information by Kaurophon as a ploy to provide the Cagewrights information about Occipitus to protect other secrets about the plane. Kaurophon does not know Embril is a Cagewright, and is unaware of the link between the group and the church of Wee Jas. Should he find out about the search for the lens by Wee Jas, he will be suspicious but will not reveal the potential role he has played in leading them to Occipitus.

DAY SIX

After Synia, provided they continue to follow the lantern, the party faces no more threats. Two hours after breaking their encampment, the party will crest the incline and see an immense expanse: the Plain of Cysts.

Dark Archive

Adventure Path Charter Subscriber

It was pointed out to me that the link I had provided to this post didn't work... so here it is. Hopefully it will be of use to some DMs...

Liberty's Edge

rokeca wrote:
It was pointed out to me that the link I had provided to this post didn't work... so here it is. Hopefully it will be of use to some DMs...

Thanks for posting these rokeca. My group should finally be starting Test of the Smoking Eye soon and I’m sure these encounters will come in very handy for me.

Not sure if you’re about on the boards much these days, but did you ever write a third part to this, detailing the journey from the fibrous forest to the skull?

Also, how did your Shackled City campaign finish? (assuming it has...)

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