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The Lost City of the Sun
Adventure idea for characters of 8-12th level
Forward:
This module is for use with Pathfinder 3.5 Edition. The ideas within are the base for a module (and adventure hooks) which can be integrated into any campaign setting. I created this module for my own campaign setting based in the desert regions of The Inner Sea region but you can move this to your own location as needed. A note on the magical item called: The Diamond Cast Bottle of the Wishmaker: This item can be very dangerous to a campaign and is not designed for your party members to use but can be To avoid this item causing massive chaos to your structure please use every attempt to inform the party of the dangerous nature of the item by way of NPCs. A Note on the Blade of insidious wound: This weapon is very challenging on a DM and I suggest that the weapon crumble to dust once it sees the light of day. How you deal with it, is up to you.
Adventure Hook:
Sah’don Sultan of the city of (“Enter Location”) beckons’ to local heroes with a large reward for the recovery of a very simple item from in the ruins near the Shimmering Oasis of Amet. He extends his welcome by a royal feast and honors those that arrive. Showing them his vast wealth and appreciation for fine wines from far away as well as exotic entertainments. It is during the entertainment that the Sultan begins to tell his guests about what he desires. “Long ago as rumor might have it, a bottle was crafted from Diamond blown glass. In it was trapped an Efreet capable of providing the owner with wishes beyond one’s vast desires. Of course the magical properties of the Bottle mean nothing to me as I am an art collector more fascinated by the idea of blown diamond like glass. I can only imagine its value and wish to add it to my collection of rare artifacts. In the legends I have heard, this is a two chamber bottle which has one side filled with sparkling smoke said to be the side which the Efreet inhabits. The other side is empty unless someone uses the bottle. So be mindful I wish that side of the bottle to be clean when I receive it. Also if the legends are true know an Efreet is a terrible being that is born to lie. Use the bottle not, for your own best interests.” His advisor Habanasus, will then enter and produce a small gift for the party for spending time listening to the Sultan’s plea. He provides 1 small pouch containing 20 gemstones worth 20 gp each.
(If the Party Agrees)
The Sultan tells them of the location. “Away in the south three leagues or so into the desert you will find the Shimmering Oasis. I have a guide that will escort you there. As for the location of the ruins those are lost but the tips of the ancient buildings. You should investigate the area until you come across them and then you will need to dig for an entrance into the ancient city to find where the Bottle is hidden. Legends speak of it existing in either the Temple of the Sun or in the Chamber of the long dead princess Mat’tekke the last of the ruling line of those that once existed in the lost city under the sands. It is rumored that the city once was dedicated to the sun and a great fortune was invested in the city but it had little forces to defend it. Its people being builders and lovers of gardening knew little of war. When raiders from the north came into the city it was easy for them to kill the inhabitance and topple the great artifacts dedicated to the Gods. Taking all of the wealth they could find they rode to the Shimmering Oasis and then on to other cities. It was at the Shimmer Oasis not long ago a scroll was found that documented the event. It also mentioned that the city had locked away its greatest treasures in a tomb, sealing away their Princess with their wealth. The Raiders could not get through the vault nor a vault in the temple of the Sun and thus these must be the only two locations for which must be searched by you.”
(If the Party Refuses)
Have them get approached on the streets by a Habanasus the Advisor to the Sultan. He overheard proposition to the party and no less thinks the Sultan cheapened the offer and wished to double it as well as provide a key that will help the party enter into the Main chamber of the Temple of the Sun. This key will help them avoid the seal’s power and aid them in entrance. (What’s his catch? He wants the power of the Wishmaker inside the bottle so he can become ruler of this land. But says he is interested in providing it to the Sultan for his birthday in a few months. A truly honorable gift. Bluff check for Habanasus is +16 as he is one crafty devil.) The key he give the party will detect as magical but offers absolutely no benefit and is only a ploy used to get them to go thinking the task easier.)
This Adventure idea is for 5 through 8 Characters level 8-12 who will adventure in the Lost City of the Sun. This city is well protected by the dead and by traps keeping those would be seekers of the Bottle and the lost treasure of the city from finding it. You should not need to worry about detailing the Oasis so much as the ruins of the city. Make sure that you connect the city by tunnels as the main complex is designed in a chaos star with the entry point being the center. The out stretched star points each end in a different part of the city to investigate. There should be 8 points of interest of which the entrance point to the Tomb of Mat’tekke should be at the northernmost point. The southernmost point is the Temple of the Sun. The rest of the star points of interest should contain historical designs to educate the party on the lost cities history. This should be invested by you and filled with interesting details your creative mind can come up with. You can use Ancient Egypt as a strong reference to what might be in each of the star points.
The Temple of the Sun
This part is a tad bit complex. The Temple itself is dedicated to the God(s) of the Sun and as such will contain no devils, demons, or undead but will contain traps that measure a person by their Alignment and by their greed. Traps that focus on Golden items laying there for the taking but when picked up release weight traps that drop the floor around where the perched item was. These are generally 10 foot deep pits that end in long rusted metal. The Alignment traps will be rune based spell traps that will not allow someone to enter until the Rune is read (Explosive Runes). If the reader is not of a Good Alignment then the trap will trigger and spray acids or poisonous gas into the area where the reader is standing. Those that are good are allowed to pass without harm. The main chamber of the Temple is guarded by a sealed vault. It will not open unless the Runes are read and the requester is good aligned. Once this is read the Seal will open and reveal a Passage beyond which leads to the Tomb of the last 10 Priests of the Sun. Their bodies are mummified and displaced above the floor in locations built into the walls. In the center of the room is a large glowing Chalice which is made of Gold with pearl inlay. The Chalice is trapped by a magical field; those passing into the field of a non-good alignment will immediately begin to burn from 1D6 points of heat damage (DC 14 reflex save for ½ damage). This will continue to burn for 1D4 rounds thereafter if the save was failed or for only 1 round if the save was passed. Those of a good alignment take no damage and can remove the chalice. The Chalice of the Sun contains the treasure of the Temple which is comprised of various non magical golden items worth up to 50,000gp on the local market. There will be several minor magical items as well (of your selection) as well as the following two new magic items: Wraps of Renewal (should be enough for 2 uses) and mummified Spirit Guardian. (see new magic item index)
The Tomb of Mat’tekke
This part of the adventure is extensive and should consist of 3 different levels of structure. The first level will be the entrance level guarded by the Seal of the Sun. This is the same trap as is in the Sun Temple- passing this will require a Good alignment as well as the need to break the seal which will require breaking through the stone seal itself. (Hardness 16, Hit Points: 40) Stone is 10 foot thick for Passwall or other such spells designed to bypass the natural barrier.
Once passed a long shaft heading slightly down will lead to the entrance level of the tomb. This location is where the sealers of the tomb have laid themselves to rest. Please realize that all those in this tomb were alive when the tomb was sealed, at least until the air supply ran out and then they died where they stood. It only gave them a certain amount of time to seal the tomb and get to where they needed to be before their own deaths. The entrance level holds the bodies of 30 works all of which are adorn with some form of golden trinkets around wrists or necks. (These randomly average between 20 and 30 gold pieces each) The mummified remains of these workers are rushed so many are not in the best shape, falling apart upon contact. Tools have been placed to the left and right of the room that were used to move the large seal into place and bath the tomb in darkness forever.
There is a shaft at the rear of the room that leads down into the room of shafts.
The Room of Shafts- is a vast complex containing over 30 different shafts of which 28 are fake tomb shafts and only 2 are real and will lead to the Tomb of Mat’tekke or her younger brother Akton. Each shaft leads down into the darkness and only a large golden silk weaved rope appears available to use to descend down. These ancient ropes however each hangs only 90 feet and the shafts are 100 feet long forcing someone to jump the remaining 10 feet. At the bottom appears to be a tomb entrance. The false tombs were designed to trap those foolish enough to drop down into them. The only thing here is an empty crypt that releases a CloudKill spell (1-3) or a Fogcloud (4-6) when seal is broken. Once the seal breaks and releases whatever contents it has as a trap 3 Mummified Warriors will come from the walls to attack the party. These will be immune to the affects of the gases as they have no need to breathe. The warriors wear head dresses that resemble a Jackal making them appear ominous and foreboding. They each possess Black Metal Spears (treated as long Spears) as well as Scimitars. Each also possesses a lavish golden necklace that fans out away from the neck and extends onto their chests which will fetch over 2500 gp on the open market if sold. They have golden bracers as well that would fetch an average of 2,000 gold on the open markets.
The Tomb shaft of Akton
This shaft ends in a lavish room of comfort. Golden vases, Gemstone inlaid cups and tapestries of woven silk all can be accumulated down to an 80,000 gold piece net worth. At the end of the room is the resting stone of Akton the battlier. Akton is one of the most feared generals of within the City of the Sun and once thought to be the descendant of a true god born to mankind but alas here his corpse remains a grim reminder that he was mortal. Breaking the seal and entering the death bed will reveal an empty bed. From the opposite side of the room a seal will open and out will step the mummified Warrior Akton (HD 10 HP 101 otherwise use the Mummified Warrior stats in the Bestiary) carrying a *Blade of insidious wounds named: Hemdon. Hemdon is a Bastard Swords +5 (1D10+5/Crit 19-20 X2 damage) Special. In Akton’s hands this Blade deals 1D10+15 damage/crit 19-20 for X2 damage plus Special. Akton also wears +3 Plate Mail which is designed to fit a medium sized man. This makes his AC20, touch 20 (Plate+3), flat-footed 20 (+10 natural). Akton is very aggressive and will attack anyone he can move to even if their back is facing him. He will generally gain a surprise attack based on his quickness and stealth. Once Akton is defeated it will be easy to see that behind his resting place where he was hidden in the wall is a small room filled with his treasure trove. Within is an assortment of Platinum (3,500 coins) 20,000 or so gold coins, over 100,000 silver pieces and about 45 pounds of gold in laid items from chairs to small boat icons that pay out to the sum of 50,000 gold pieces on today’s market.
The Tomb shaft of Mat’tekke
This shaft end unlike any of the others; having a very different styled hallway which is depicting great pictures of the oasis and the city when it was young and alive. The sun beaming down upon the alabaster towers and reflecting off the Winged griffin’s which protected the entrance to the city. The tunnel is a up shaft which turns west into a long tunnel that obviously passes beyond the prior room and deeper (over 120 feet) into the world. Finally the shaft ends in a 10 foot tall and wide ending which begins to glow with continual light from the source stone that guards the crypt. This stone depicts a goddess of a woman standing upright holding up her right hand which a dove flies from while in her left hand she holds water reed’s to symbolize peace. From her neck is a painted gold, blue and black necklace with a brilliant blue stone in it that glows to provide the light. There is 1 word written in an ancient language that protects the tomb entrance way.
(This word says, “Friendship”) and must be spoken by a Good aligned being. Those not of good alignment will trigger explosive runes that will inflict 6D4 damage in a 30 foot blast down the tunnel leading out from the Seal. This Heat damage can be reduced by ½ with a successful Reflex check DC 15. Each time this is tried this seal will explode until someone of Good alignment speaks the words. Once they do the tomb seal will break and the rock slab will slide back, revealing the tomb true.
This room is filled with ornamental designs both on the walls and on the tapestries that fill this tomb. Twenty one mummified servants are on each side of a walk way that leads up to an elaborate red, gold, and black decorated bed which is covered by a golden silk veil. Each mummy is on its knee’s with its face to the ground and its arms out stretched towards the other servant across from it. (These are not animated Mummies at all but the dead that remain exactly as they were when they died.) To the far side of the room is a great reed and wood ship with a mummified crew of 20 on it. There are also 4 chests on board that each carry special treasures. Chest 1 contains 35 golden Bar’s that weight a total of 5 pounds each valued at 500 gp each. The second box has silver bars of the same number and weight that total 500 silver each. The third box contains 50 pieces of jewelry made form gold, onyx, ivory, and silver metals that average 2,500 gp a piece. The last box contains all the history of the city up to the final days of its destruction. This history is enough to give anyone equal to a 5 in the Ancient Knowledge of the City of the Sun and its peoples. The value of this find is priceless to the right person.
It is easy to see through the golden veil in which the body of the Princess is perfectly preserved. Her beauty is stunning (CHR 19) and it is easy to see why she lead these people. She wears a gold and black dress that would be valued at 20,000 gp on today’s market. She also has very well decorated ornaments of ivory, gemstone, and pure lavender in the forms of elephants, hawks, scorpions, and figurines of people all hand crafted and valued around 100 gp each.
When the veil is pulled back however the body of the princess will immediately become exposed to the air and will wither and turn to dust in moments even if the veil is replaced. The damage will have been done. Behind the Princess on the other side of her bed (only accessible by crossing the bed) is the Diamond Cast Bottle of the Wishmaker.
Ending of our Story:
Returning back from the desert with all the treasure is no easy task as the desert sands are already challenging to walk but worse weighted down with treasure. However, within days the party returns to the city and provides the great treasure back to the Sultan or the Advise whichever deal was accepted and can then sell their rewards plummeted from the tombs on the open market.
The Sultan will of course display his prize for all to see and will entreat guests from all over to view the magnificent item. Months later the item will turn up missing as the advisor hires thieves to take it from the Sultan. This could become another adventure arch for this module.
The Advisor receiving the item will of course reward the party and go about his way back to the Sultan’s castle where he will summon forth the Efreet and begin to make his wishes. This is a dark part of the module the party can either take part in or ignore and it will be up to you to design the Advisor but remember he is certainly a 12th level or higher character having levels in both Arcane and Divine spells. Additionally his wishes will be great and having an Intelligence of 18 and a Wisdom of 18 (9 wishes) he will be able to make good use of the bottle before becoming a part of it forever. In the end the Advisor will certainly use all of his soul to achieve his ends as his ambitions and greed far exceed his capacity to accomplish it. This is also a story arch the characters may elect to continue on which will require some work on your part to create.
In the End of The Lost City of the Sun characters should be rewarded on their ability to negotiate the traps, monsters, and on their ability to work together to overcome the cities strengths to lessen their own weaknesses. It is expected to take up to 3 to 4 game sessions of 5 hours each and average netting the party up to 2,500 experience each per session unless the DM sees otherwise.
I hope you have enjoyed the Lost City of the Sun write up and please feel free to use it in your campaign structures. If you wish to communicate about the module please post and I’ll be watching.
Thank you!
New Magic Item Index:
Wraps of Renewal
Aura: Necromatic Magic; CL 12th
Slot None; Price 8,500 gp; Weight 2 pound
These wraps come large enough to wrap completely 1 large sized creature, 1 medium or 1 small, or 3 small creatures. Once wrapped the beings body will ignore the affects of death (as if under the Gentle Repose spell). On the first day (24 hours) of being in the wraps all limbs removed will begin to regenerate, the body will begin its repairing efforts and bring the deceased up to 0 hit points and places them into a comma. Communication with the body is impossible at this point next to a wish spell. On day 2 (48 hours) the body will have repaired all lost ability scores and removed all diseases the character might have had. On day 3 (72 hours) the character will have completed regenerating all lost limbs, ability points and any internal damage additionally completed breaking all curses laid on the body/character. The final stage of healing begins on day 4. Day 4 (96 hours) the character will awaken at full hit points as if they had never died completely restored and renewed and the wraps will disintegrate and fall off.
Necromatic Magic; CL 8th; Craft Wondrous Item, Fabricate, Gentle Repose, Regeneration, Restoration; Price 12,500 gp.
Mummified Spirit Guardian
Aura Moderate Necromantic magic; CL 10th
Slot hand; Price 14,000 gp; Weight 3 lbs
Long ago a breed of special Cat’s known as “Spirit Guardians” would protect the Pharaohs and Sultans of the great desert plateau peoples. The “living” Spirit Guardian’s were so powerful that no undead could stand being in their presence and when the Spirit Guardian’s died their owners would mummify them in order to gain their protective powers even beyond the death of the Spirit Guardian. During the rise of Tel’Daron a hideous lich lord, all of the known living Spirit Guardians were killed by his minions in order to weaken mankind. Even though man with the help of powerful magic’s managed to defeat Tel’Daron the loss of the Spirit Guardian’s was great. Today only a few of the mummified Spirit Guardian’s remain to help mankind in their never ended battle against the undead.
If a Mummified Spirit Guardian detects an undead within 120 feet of it, it will automatically trigger a clerical Sanctuary spell affecting all those living within a 10 foot sphere around the Spirit Guardian. All undead types are affected by this Sanctuary weather intelligent or non-intelligent. Once the effect triggers the Spirit Guardian will also glow with light enough to provide full vision up to a 10 feet radius and partial vision up to 30 feet away.
Moderate transmutation; CL 12th; Craft Wondrous Item, Mummified Spirit Guardian, Restoration; Price 4,500 gp.
Diamond Cast Bottle of the Wishmaker
Aura: Strong Universal Magic; CL 17th
Slot None; Price Unknown; Weight 9pounds
The Bottle stands 1 foot high and consists of two uniquely designed chambers which are made out of magically blown diamond glass surrounded by golden fixtures. The first chamber is transparent and doesn’t appear to contain anything while the second chamber is filled with a grayish sparkling smoke. Once the second chamber is opened it will release the smoke and out will come the trapped Efreet of the Bottle. The Efreet will then appear and tell the new owner that they may make any wish they desire with 2 exceptions. The Wishmaker can’t request details about the bottle nor can they use a wish to force the Efreet to remove anything from it (The Efreet will not understand how the bottle works, or anything about what the bottle contains). Otherwise the wish spells granted by the Efreet are equal in power to those of the 9th level Sorcerer/Wizard spell of the same name. With each wish made a small quarter sized clear ball will appear in the empty chamber containing 5 years of memories which belong to the wisher and the memories robbed are always earliest to oldest. Each time this happens it will also steal 2 points of wisdom and 2 skill points from various skills named by the DM which might apply to the earliest lost memories.
Once the Wisher runs out of Wisdom or age to accommodate the losses they will no longer be able to function as a Player character and will be a permanently mind blanked. At this point the freed soul (once appearing to be an Efreet) will be forced into gaseous form and sent into the body of the wishmaker entering through the nose and open mouth. The freed soul will gain the use of the body having no memories of its own up until this point in time while the clear sized balls in the chamber of the Bottle break down into a strange grayish sparkling smoke. The freed soul will have a terrible aversion to the bottle and will flee from it, seeing it as a hellish item to fear. The freed soul will have starting wisdom of 8 and will possess the understanding of a 1st level character of the DM’s selection. There is a 50% change the freed soul was once female of male. The new soul which is now trapped by their own greed will become the new Efreet as the cycle repeats itself.
Strong Universal Magic; CL 17th; Craft Wondrous Item, Wish; Binding; Price 85,000 gp.
There is only 1 of these devices known to man
History of the Bottle:
Long ago in the lands known to the ancient world as Tumen, lived Ammon a Sheppard of the Gods and highness of arcane knowledge. It was he that bore a great love for the princess Alairiah, she who would be granted only to those of the royal line of Pharaohs in which Ammon was only an advisor and servant of. In the shadows he would gaze on her and her on him and in the dark passageways at night they would meet and love one another without the eyes of the world upon them. The father of Alairiah suspected nothing of his daughter’s engagements with Ammon as the couple hid well their love but in all great stories of love there is a point of tragedy which must arise for Alairiah became pregnant with the child of Ammon and once this was discovered Alairiah’s father demanded to know her lover. She refused and was taken to a high tower for banishment, under strict orders to be seen by no man.
It of course reached Ammon’s ears that the Alairiah was to be banished and after birth the mother would be slain and the child given to the gods for the sin’s atonement. The cruel nature of this brought Ammon to his knee’s as his mind underwent a million thoughts to save his love. He must do something to free her and save the child! It was then that he sprang forth with the idea to create the Bottle. He went to the mines south of Tumen for diamonds large enough to mold and then returned to his temple to shape them with spell and crafting into the shape of a dual chamber bottle. He then brought a craftsman in to add the golden fixtures and finally pieces which Ammon then enchanted to give them long live. Finally the device was given its finally enchantments and Ammon order a temple servant loyal to him into his chambers. She would be the body for which his love would inhabit once the magic was done. So he banished the woman’s spirit to the bottle leaving her hollow body lying upon a silk laid bed.
It was now over seven long months since Ammon had seen his love and all this time he had crafted spells and fashioned plans for their escape. He transformed himself into the appearance of a female servant and brought the Bottle with him. When he arrived in the Princesses room she was alone and crying. She had lost the baby some months past and was no scheduled to be executed shortly by beheading. Her lover Ammon then asked of her to use the bottle to make several wishes. Confused Alairiah didn’t understand why the servant girl could have such a powerful device to grant wishes! Quickly Ammon told her that this was a gift from her love and that he has not abandoned her but instead crafted this fine device to save her from this curse. So wiping away her tears she as Ammon released the Efreet into the room. Its power was magnificent and Alairiah knew the spells would be true so she began to wish for great things to pass and slowly the vessel which was empty began to fill until finally with her last wish her soul was lost to it. The Efreet now freed went into the body of Alairiah and Ammon left her there and took the bottle with him. Several days later Alairiah was beheaded for her actions while Ammon and his lover left for the golden desert towards great destiny. It is told that the soul of Alairiah was released one time later into the body of another beautiful host and thus reuniting the loves but unknown to Ammon the curse of the bottle is the loss of memories which Alairiah possessed to tie her to Ammon. In the night he was left by her for another and in pain Ammon was said to have cast the bottle into the desert where it lay until discovery hundreds of years later.
Blade of insidious wounds
Aura strong transmutation magic; CL 12th
Slot weapon; Price 98,000 gp; Weight 12 lbs
There are only 3 of these magical blades known to existence in the world to date all created from a terrible metal taken from a fallen star. Each of the blades are Bastard Swords +5 (1D10+5/Crit 19-20 X2 damage) and appear to be made of a black metal that has a strange green tint when it is in the light. The hilts of the blades are bound in green cloth and pummeled with a demon stone which glows a strange greenish hue in a 5 foot radius constantly. Those damaged by the blades must make a Will save at a DC 20 to avoid the true power of the swords. All wounds created by the sword during the failed Will save will not heal through normal or magical means until a break enchantment, limited wish, miracle, remove curse, or wish spell is used on the wounds. Otherwise the wounds will remain forever. The names of the known blades are Insidious, Hemdon and Blight and their wielders will be deadly foes indeed.
Moderate transmutation; CL 12th; Craft Magic Arms & Armor, Bestow Greater Curse; Price 128,000 gp.
Bestiary
MUMMIFIED WARRIORS
Warrior Mummies are much more formidable foes then a traditional mummy, as they seem to fight with a bit more intelligence and act/respond much quicker in combat. They were mummified warriors which were designed to protect royal blood and therefore are mostly present near or around royal chambers.
Mummy CR 7
XP 2,400
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +20
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
Defense
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (10d8+24)
Fort +6, Ref +3, Will +9
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
Offense
Speed 40 ft.
Melee slam +16 (1d8+10 plus mummy rot)
Spear +16 (1D8+10 crit 20 for X2 damage)
Statistics
Str 24, Dex 16, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +15; CMD 25
Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam), Weapon Focus (Spear)
Skills Perception +20, Stealth +11
Languages Common
Ecology
Environment any
Organization solitary, warden squad (2–6)
Treasure standard
Special Abilities
Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.