Thursday, 28 June 2018

Bad People that Woody the warforged wizard may or may not have sold his soul to

Still working on last weekend's session log. At the close of the session, the party wizard (warforged race from Eberron, sentient golem-like) was wiped out by a Rakshasa shapeshifter demon. After some private messages, the golem is showing signs of life.

He lives! Who or what do we have to thank for that? (d10)

  1. Archwizard Radamenus the three eyed giant, currently stranded as a ghost after her clone body was petrified before she could wake up in it
  2. Jinmenju the dirty old sentient tree, luring little meat bags to his maw with drugged fruit and now digging his roots into the half-wooden warforged
  3. Dead-but-dreaming Aboleth from the 1000 Ghost Falls
  4. Vulkoor the Scorpion, ticked off that his Drow minions cannot retrieve his swanky poison stinger artifact and taking a more personal approach
  5. Deep Master below the city, running scams via shapeshifted minions on both the Giants and the Drow in search of Vulkoor's Stinger / the Fang of the Sky Serpent
  6. Demon of the Throne of Betrayal, that Woody immediately sat down on during last session
  7. Shapeshifting asshole gnome/drow/whatever who crashed the players' airship in session 1
  8. Sorceror King on a visit from Dark Sun (warning: TV Tropes link)
  9. Quori invader from the big war 40k years ago, buried all that time in a mindcrystal. Warforged are based on the tele-operated golems that the Quori designed back then, so it only makes sense that the new line is still vulnerable to takeover
  10. Remnants of demigod produced in the Giant godforges as a custom source of divine power, mad with lack of prayer

Tuesday, 12 June 2018

Stocking the ruined temple city

My home group is exploring the ruined metropolis of Pra'xi'rek. Pra'xirek? Praxirek? Fuck it. The city is described briefly in the Explorer's Handbook. I'm not linking you there, it's not worth it - as published in the book, the area is not too much to go on. Hill Giants and Drow fighting over jungle-covered ruined metropolis, water beasties in the old harbor, bunch of Cloud Giants in a flying hall - and that takes pages to explain.

I took much more inspiration from MightyBakuDan in his Dreams of Xen'drik log. City of many shrines and temples, ideas on how to play players and Drow and Giants against each other - sold, with thanks. I'll add to that industrialized religion: not faith to appease a divine overlord, but a series of mantras to leach power from a handy source. What else would you expect from the civilization that includes a handy 'please insert Drow' rune on their magical forge to squeeze some poor schmuck's soul for some oomph?

Jungle-ruined metropolis crawl

Below is a bunch of tables to crawl through shrine-infested Pra'xirek.
  • Add complications between the local factions of Drow and Giants? Check it.
  • Add some scenery or add random beasties? Check out my Junglebox and its follow-up post of wandering loons.
Encounter check (d6)
Stolen/adapted from Necropraxis' overloaded encounter die. Every hour of exploration, or when heading into the next area of town, or in case of excessive noise or loitering, roll d6:
  1. Encounter
  2. Trail of encounter
  3. Obstacle
  4. Shrine
  5. Building
  6. Resource depletion

Encounters (d30 when above ground, d20 when underground, roll that 20, I dare you.)
  1. Parley between (2d30, reroll doubles)
  2. Fight between (2d30, reroll doubles)
  3. Farmer / gatherer collecting fruits of garden or fungal patch
  4. Trader from distant tribe with rare herbs, medicine, tools
  5. Dino raptor pack (3 HD, 5 bitey/harrying), directed by Songraa handler (Hill Giant ranger 2, dino taming tribe)
  6. Drow scouting party (3x rogues, 3x wizards) investigating shrine
  7. Drow raiding party (d4: 1-3 4x ranger 3; 4 plus Drow Mistress of Ambush Sorrla)
  8. Drow courier headed for dead drop with package (d4: 1-3 cleric or rogue 'bringing offering', 4 Drow Master of Scorpions Vorruul on personal mission)
  9. Crab men (4x barbarian 3, 1x sorcerer 4) clearing canal / tunnel for better access to central ruins
  10. 1d4+1 Carrion Crawlers hunting or guarding a shrine
  11. Chuul harvester clearing tunnels of scouts, headed for package dead drop
  12. Drow scorpion walker Cleric 5, 4x rogue 3 scouts, dousing for Vulkoor’s favor with a bone white ultra deadly giant scorpion (5HD)
  13. Giants filling in Drow tunnels, contemplating sending in kids (ogres), fire (risks forest fire), Dinos or water
  14. 2d4 Scorrow on pilgrimage. Holier and definitely more poisonous than thou.
  15. 2d10 Spellgorged zombies guarding treasure trove, uncovered after cave-in of hidden vault
  16. Hill Giant teenagers trying to get a Drow with a broken leg out of a narrow crawl way
  17. Fungal Garden with uppity patches of Violet Fungus infests chamber
  18. Patch of udoroot + 2d2 assassin vine, psionic illusion of a hurt Drow/Giant with foot caught in a crack.
  19. 2d3 Skin Stitchers investigating a shrine
  20. Weird telepathic/spellcasting lizard folk, psionic tattoos and crystal baubles, lightheaded from all the oxygen and plant life. Spells leave behind black ash, ruined vegetation. Frantically looking for "Dregoth's Mirror". Will offer powerful psionic items for help.
  21. Dire flytrap on dry land between ponds with Kawa Akogo lily pads. Flytrap is wound around water nymph statue/fountain that gives fire resistance 10, 1 hour for those who drink of the fountain.
  22. Dinosaur nest - eggs and mother. 1d4: 1 Triceratops, 2 Velociraptor, 3 Pteranodon, 4 T Rex.
  23. 3 Songraa Hill Giants playing hide & seek to train velociraptor pack of 5. Pack developing its own language of clicks and rattles, testing awareness of their masters.
  24. 5 Urgruk hill giants (2x brawler/grabber, 3x rock tosser) with loot just excavated - boisterous but hurt, inattentive
  25. Dorraan hill giant meditating in small garden - walking high-concentration path of stepping stones between hungry carnivorous plants
  26. Cloud Giant spying on 3 hill giants bathing, or surveying city from on high
  27. Drow druid 5 or wizard 5 meeting with Dorraan giant ascetic in cautious parley
  28. Wild triceratops, tracked by exhausted Songraa tamer
  29. City of Druxis trade party - bring exquisite drugs, come for access to magic garden or fountain. 2 snake men handlers (ranger, wizard 5) and 2d6 slaves (ogre porters, drow horticulturists)
  30. Skyfather (1d8: 1-3 with Whisper, 4-5 with son, 6-8 alone) exploring temple

Obstacle (d10)
  1. Canal, no bridge or guarded bridge
  2. Central square with lots of movement and activity, very exposed
  3. Giant workplace (leather, rope, wood, stone, food prep)
  4. Overgrowth - detour or hack through (extra encounter check)
  5. Collapsed buildings, climb or detour
  6. Cleared road, wall rigged to collapse, 1d4 Giants in hiding nearby
  7. Giants digging into building for treasure, few outside on break
  8. Marketplace - Urgruk giants trading magic baubles with Dorraan for food & tools
  9. Fallen sky bridge - climb (roll resource depletion) or detour for new encounter check
  10. Drow tunnel rigged to collapse, nasty fall (dex14/19/23 for med/large/huge, 3d8 dmg and Covered with rock, str dc 25 to clear, or  str dc 20 and 3 checks)

Shrine (d8)
  1. Maw of the black, 5ft wide carved stone face looking upwards from still black pool. Eats everything put inside, CMB +10/CMD 22 or 5d6 slashing/bludgeoning each round. Used as garbage dump, mouth looks disgusted. Gift live sacrifice 3x (or 1 sentient) to receive blessing: mouth on left palm, can chew through almost anything (full round action, 1d6+Str dmg, 2lb/round, ignores hardness up to 15)
  2. Glistening library. Entrance is carved mouth of a cobra, inside are 3 round chambers on in/downward spiralling corridor, each filled with snakes. Clear out the snakes to earn displeasure of snake spirit, cursed to fail saves against next poison. On dais in central/deepest room, illuminated from ceiling holes: serpent reader to decypher the code in serpent's skins. Decode skin to gain random Druid or Wizard scrolls, spell level (d8) 1,1,2,2,3,3,4,5, minimum caster level. Snake has to have 2x HD of spell level.
  3. Demon throne, sit and receive vision of someone who will betray you. Usable 1/month, more for Will 15 +5 per extra use. Failure = beset by Nightmare spell (will 20 nightly until successful save. Demon shows how bad betrayal will be and offers you a way to outwit your betrayer. Iron dagger with ruby pommel will appear in your backpack. Kill betrayer and gain death knell-effect for 6 days.)
  4. Square with blood altars for micro blessings. Pinprick of blood (for a giant - 1d4 damage) gives a +1 bonus to (1d6) 1 dex, 2 fort, 3 will, 4 attack, 5 specific physical skill, 6 specific mental skill.
  5. Moon temple with open roof, colored lenses mounted on thin, white metal arms that focus light onto mosaic floor. Offers boon to skill checks related to whatever of Eberron's 12 moons is primary for the month. Perform proper ritual dance in the right spot of light and gain +5 bonus to related skill check, usable once or until a new moon becomes primary. d12: 1 intimidate, 2 diplomacy, 3 heal, 4 craft, 5 handle animal, 6 gather information, 7 perception, 8 perform, 9 bluff, 10 survival, 11 knowledge, 12 stealth
  6. Pillared hall around half empty pool. Waters wash away curses and mutations. Still do, now also add dysentery (Fort 16, 2 saves to cure, fatigued & staggered, 1d6 nonlethal)
  7. Garden with gazebos around magical trees (Wormwood, Ebon apple tree, Acanthus superior (sovereign glue), Heroism (+4 all d20 rolls for 1d6 rounds), Love, Simulacrum potion)
  8. Megalith henge surrounding a peaceful glade, 100x70 m oval. The Unicorn trapped inside resurrects one week after its death. Acts controlled but is quite insane. Horn creates continuous protection vs evil, 3/day purify water, 1/day cure spell (1d8+5 hp), 1/week neutralize poison. Oval's two nodes hold 1) altar to butcher unicorn and retain some power in the horn for 1 month. Other node used to imprison the Unicorn's mate, which got free ages ago. A killer of the unicorn is pursued by its raging mate - a Nightmare - for a week. http://paizo.com/pathfinderRPG/prd/bestiary/nightmare.html
  9. Hall of Planar Melodies - oval amphitheatre with floating crystal spheres (astral, ethereal, shadow, Daanvi, Dal Quor, Dolurrh, Fernia, Irian, Kythri, Lamannia, Mabar, Risia, Shavarath, Syrania, Thelanis, Xoriat, Khyber, Syberis). Playing correct melodies on the spheres allows for Contact other Plane, 7 questions.
  10. Water nymph statue/fountain that gives fire resistance 10, 1 hour for those who drink of the fountain.

Buildings (d6)
  1. Collapsed dome, rows of seats around the edge and central stage for presentations. Decayed, used for big meetings for superior acoustics. 
  2. Septagon pit, 3 storeys deep, three walkways reach out to observation platform - fragile, creak under large load (=4 medium loads), under sudden stress starts to slip. Platforms held moon lenses to focus on floor. At bottom: platform for summoning rites. Filled with brackish water, entrance into elf tunnels. Water holds plant monsters and opportunistic snakes. Summoning circle holds supremely bored imp.  
  3. Tower 300ft high, 30ft diameter with bulbous swelling halfway, 60ft sphere wide, for floating meditation. Corpse of a cloud giant monk drifting inside. Tower is filled with plants inside, corpse holds minor loot. Assassin vine.
  4. Square block mausoleum of essential salts, high and narrow windows. Haunted by Witchfire ghost of cloud giant (lightning damage). Rooms with decorated pots filled with essence dust of monsters and sages. Reduction room places body / living creature in sarcophagus and reduces to essential salts (fort 20: 1d6/1 Con). Theatre with stone tables, body shaped cavities in tables can hold dust for reanimating. Incantations run around the cavities, which shapeshift to show rough outline of creature. Requires blood offering (HD x d6) to activate (required hd = full cavity; ceremonial knife nearby). Chant incantation at less than required amount of blood: raise as hunting shadow. Shadow or revenant lasts for 1 turn per HD unless it can drain life force (maxed HD worth of blood, level drain, whatever.) Reverse incantation returns revenant to dust immediately - will save 25 to get one more action in.
  5. Connected low buildings house deity production program - configurable shrines and book scrolls on breeding better godlings, tuneable portfolios. References the Chains of Heaven facility for creating, binding, draining fresh godlings.
  6. Hollow facade ziggurat. Cells on the inside hold mummified high priests' heads, stored for version control of older rites and deprecated deities.

Resource depletion (d6)
  1. Nasty fall or collapse - for instance, 3d6 damage, Reflex 15 for half
  2. Fatigued one step
  3. Active spells run out or spend 1 low level spell
  4. Light source runs out
  5. Rope and climbing gear used
  6. Food and drink used

Saturday, 9 June 2018

Jungle Trek session 5: treasure hunt in a ruined city

Last time on Jungle Trek, I left the party sky diving out of a flying giant fortress and into an even more giant ruined metropolis on the hell junglegarden continent of Xen'drik. They're still trying to get home after accidentally crashing a supremely expensive airship.

Our band of explorers:

  • Indiana Gnoll - male Gnoll ranger. Whip, gills, suckers. Deranged laugh. [player: Robert]
  • Woody the Warforged Wizard, currently a black-and-white ogre-bot. Albino body, shiny black scales, extra fingers and extra mouth. Dude loooooves him a mutating altar. [player: Bas]
  • Drake - male human healer [non-player character, hireling, idiot. But finally having doubts about his employers.]
  • Eorie - female human rogue [non-player character, hireling] dead - friendly fireball
  • Santash - male kalashtar psion who shoved his mind into his psicrystal [non-player character] dead - vaporised by anti-kalashtar/quori energy shield

Things that happened this session

  • Teleported into the area on board a hijacked Giant fortress/lab/tomb. Ejected when original occupant showed signs of being depetrified and revived. Landed safely in ruined giant city. The air is hot and humid, smells of decay and mad faith. There is a harbor, some large buildings are still standing. A collonaded hall floats above the city. Buildings have been shattered by the vast fallen sky bridges that used to lead up to the floating hall.
  • Woody recognizes the place from a magazine article. These are the ruins of the temple city Pra'xi'rek , where the Giants tamed divine magic.
  • Indy spots that the cities big avenues and landmarks spell out the symbol of the much younger Sovereign Host pantheon on the group's home continent of Khorvaire. What's odd is that even the Silver Flame (a faith maybe 700 years old on Khorvaire) is represented in this >40.000 year old city on Xen'drik.
  • A rescue from Giant hunters by Drow scouts turns into an ambush with sleeping poison. Woody fries a couple of Drow with a fireball, but kills Eorie and drops Drake to critical health with it. Drake gets better, buries Eorie later in the session. Eorie gets a "sorry kiddo" before the wizard moves on. And there drops the Morale meter...
  • Trying to stick characters with a slave collar (in the form of implanted burrowing beetles that can be controlled with the right poison) is easy. Preventing them from cutting the damn things out on the spot is a lot harder. In the end the party promises to help the Drow anyway. Players are sensitive about getting forced into things.
  • The party spends a lot of time talking with the Drow, scouting the city and gathering intel. They're hard at work charting power structures and agendas. 
  • At session's end, the group discover that their anti-scrying box with a prophetic feather inside has been stolen. They've used it once in session 1, then stowed it in a backpack and forgot about it. Of course, take it away, and they’ll want it back. More on that next session. 

Shrines and other encounters in Pra'xi'rek

  • Pack of tiny, alert dinosaurs guiding Hill Giant hunters.
  • Shrine of a carved stone face floating in basin filled with black liquid. The face's mouth is wide open and shows only darkness, the face's expression is of disgust. All around the shrine are the remains of refuse.
  • The huge Beacon of the Sun; still alight on top of its wireframe tower, but no clear way inside.
  • An oval megalith henge 70x100 m across with a unicorn inside. The creature appears trapped and has eroded a path into the ground in its endless circuits. An offering block at one of the oval's nodes smells of blood. (Indy pauses to wonder what unicorn tastes like, but keeps walking.)
  • A Cloud Giant drawing the city from the highest edge of the former sky bridges. He's using levitation magic not to stress the stone - Woody walking up makes the bridge creak until he too fires up a flight spell.
  • Tales of Crab Men in the harbor, where the docks float magically on the water surface.
  • A workshop and library in one, where custom holy symbols and deity statues can be altered to best draw power from obscure divinities. Being looted by three horrific skinless monsters who wear Drow skin suits and speak the underdark trade tongue. The Skin Stitchers end up dead after a long but not too eventful fight.

The Drow

The Ka'ki'kur tribe live in the old service tunnels below Pra'xi'rek. They consider the entire city their property since the Giant civilisation fell 40.000 years ago.

Matron Ghyrra leads the Ka'ki'kur Drow of Pra'xi'rek. Yes, there was an apostrophe discount.
  • She is occupied with the increased aggression of the Giants and with the religious crisis of cleric Vorruul.
  • Ghyrra's son Yruzel was one of the first Drow to fall to the new dinosaur packs the Songraa giants use. Ghyrra blames her sister Sorrla for her son's death, because she is head of the scouts and hunters where Yruzel was training.
  • Ghyrra wants to get the Giants off the Drow's case. The idea is have them feud amongst themselves. Could the visitors please steal the ceremonial sword of the Dorraan clan and murderify one of the kids of the dino taming Songraa?

Vorruul is Master of Scorpions, high cleric of Vulkoor the Scorpion.
  • He claims that the Giants hunting the Ka'ki'kur is a sign of Vulkoor's displeasure. There will be no divine aid to the Ka'ki'kur except to protect the integrity of the tribe.
  • The Ka'ki'kur can regain Vulkoor's favor by finding the Stinger of Vulkoor artifact. If the players find it, they will be rewarded handsomely.
  • Below ground, there are temples to the darker forces of the divine realm - a sketch in the sand convinces Indy that the temples spell out the sign of the Dark Six, the shadow pantheon of the Sovereign Host that makes up the surface city layout.
Sorrla is Mistress of Ambush, the leader of the Ka'ki'kur scouts and hunters.
  • Her scouting form is that of a scorpion - what else would a Drow druid use?
  • She lives in half-exile after Sorrla's son Yruzel died on her watch.
  • Sorrla is very surprised to hear that the reason the Giants are so restless is the hunt for an artifact. The fact that the Giants and the Drow started a treasure hunt at the same time cannot be coincidence.
  • She mistrusts Vorruul, but has had severe issues tracking the cleric on unexpected trips into the city. Can the players track him and provide information?
  • Sorrla's scouts can help create a diversion to help them infiltrate the Songraa compound.
  • It is good to know that Ghyrra is a skilled diviner as well as stealthy warrior.
  • The four named Drow are close to each other in skill and age.
Larruuz is Master of Visions, head of the Ka'ki'kur mages and diviners.
  • He and his cabal are running themselves ragged scrying for incoming Giants and dinosaurs, and trying to find the Stinger of Vulkoor.
  • Larruuz is eager to trade spells with Woody.
  • He is convinced that Skyfather is a minor sorceror only, with some power in the blood but no real skill. The Giant now wielding advanced magic thanks to a familiar is very puzzling and disturbing. Can the players find out more about this familiar and how to bind it?

The Giants


The overall ruler of the city's Hill Giant tribes is Skyfather, patriarch of the Cloud Giants in the flying hall above the ruins.

Skyfather and the Cloud Giants
  • Skyfather is an immense creature, with the same blueish skin as the wizardess in the floating fortress. 
  • He can use magic, but uses a hidden wand to throw lightning - his personal power is probably limited, although the Drow claim it has increased recently.
  • Woody flies up to the halls and learns that Skyfather is very interested in the magic fortress that the party teleported in on. Woody says he has the magical amulet that will drop the fort's defensive barrier, but will need to retrieve that from the city below before he can trade for it.
  • Whisper the giant air-swimming snake is Skyfather's new familiar since a few months. The creature can talk and has a hypnotic gaze. It allegedly boosts Skyfather's magic.
  • Skyfather is looking for an artifact called the Fang of the Sky Serpent and has the surface giants hunting for it. This Fang will help the Giants drive off or kill the Drow.
The Dorraan - disciples of strength and protection
  • The Dorraan are the smallest giant tribe. They are noble savages that center around the temple of Dorraan, a spitting image of a god the party knows as Dol Dorn of Strength and Protection. 
  • The titanic statue of Dorrraan looks like it should hold a sword, but apparently this ceremonial sword is kept inside the temple.
  • The Dorraan don't appear to be hunting for magical relics themselves. They trade goods and food to the Urggruk to get the minimum tribute to appease Skyfather.
The Urggruk - barbarian scavengers
  • The Urgruk are the largest Giant tribe. They are barbarians that dig into the city ruins at random in search for magical tribute to Skyfather.
The Songraa - dinosaur tamers
  • The Songraa are the second largest Giant tribe and live near the old temples of Agriculture and Hunting.
  • They have learned to tame small and large dinos a few months ago and are using the beasts to hunt the upper city and lower catacombs where the Drow live for magical relics. 
  • The camp is well guarded by packs of tiny dinosaurs with sharp eyes and noses.
  • An enormous beast is being tamed inside a newly erected palisade.

The others

In the library/workshop for custom deities, three Skin Stitchers are surprised by Woody and Indy. They can smell Indy's skin (Woody, as a sentient golem, has none), but find the ranger hard to spot. A fight (not too interesting - just a hit point slog) erupts when it turns out the pair don't work for the Deep Master.
  • Great, yet another faction. But this is the last one.

Monday, 30 April 2018

DIY dungeon dice

Rainy weekend over here with nothing much planned, so an excellent time for us to arts&crafts ourselves our own dungeon dice - inspiration from Dyson. Here's our 5x5 cm geomorphs on grid paper. Roll the dice, arrange top sides as you like, and there's your quickie dungeon.

About productivity. In one day, I managed two of these cubes with little mini-dungeons on each side. My wife made four in the same afternoon, three more the day after, and is now experimenting with a version in wood, either to stamp or to shape clay. I stand in awe.





Friday, 27 April 2018

1000 Ghost Falls: landmarks and treasures

Part three of 1000 Ghost Falls. Part one: huge waterfall uncovering and demolishing an ancient city, with raiding parties looking for loot in the ruins. Part two: flying eels hibernating in the mud before they eat your mind and spin a delicious cocoon. In this last post, there's landmarks for the dig and treasures to find.

By the way, here's a great page with real world ancient finds.

LANDMARKS IN THE DIG

The explorers of 1000 Ghost Falls have uncovered a bit of the city's history; thousands of centuries ago, a race of protogiants built one of their first bronze age cities when they were graced by visiting Guests from the stars or another plane. Trade of tools and knowledge started, and the Guests used their arts to uplift certain protogiants. The result was an upper caste of larger, vividly colored protogiants with three eyes and radially symmetric hands (like the gripper of a plushie grabbing machine).

Putting uppity baselines in their place.
(Yoko Tsuno panels - found here)

Once you lift up one group of servants,
they can help and teach the uninitiated.
Original

The green obelisks

Meanwhile, in the spirit world.
(Deviantart / StephenGarrett1019)
Three sided pillars of greenish stone capped with a charcoal metal pyramid found in separate districts of the city. The sides of the pillars are inscribed with glyphs describing the benevolent Advisor to the local population, a tally of gifts rendered unto them, and the deeds performed by uplifted locals in service to the advisor. Each obelisk cries out in the mind the first time light touches it after at least a few hours of darkness. Psions of the Fortunate Peony Blossom can distinguish flavors in the cries and are starting to decypher messages exchanged by the obelisks. The first time a new obelisk comes to light after ages under the falls, the shriek can cause catatonia or even a permanent coma - suffer 5d6 Wisdom damage, -1d6 per 100 yard distance (Will save 20 to halve the damage). Lost Wisdom returns at a rate of 1 point per day.

The Oval


A large oval open space 150 x 250 foot across, surrounded with large basins and the remains of great columns. At the centre a mosaic that depicts a globe with unfamiliar continents and paths between them. Precious stones used to mark the sites of what is thought to have been cities.
Source
Someone who can replace the gem corresponding to the alien Guests' origin on the map finds a mechanism to open up a doorway beneath the mosaic. The gem is not on site any more and was sold to a trader in Stormreach decades ago.


The Bathhouse

A stone and metal dome 150 feet across and 50 high at the top has broken long ago. Inside are large basins connected in a network that extends deep underground. A double helix hallway descends from the center of the structure, one strand a staircase and one strand a smooth tube. Egg-shaped basins connect to the smooth tube, the staircase to flat floored rooms in between the basins, with incredibly hard and thick glass windows between the two sets of rooms. Decorative carvings with an under water theme, mosaics of night skies and continents subtly altered in shape fill the rooms. Water and mud still fills many basins and has seeped into the rooms for air breathers. Many treasures can be found here, and passages to other sites under the city. The theory is that the Bathhouse was an embassy or government centre for the city's water breathing Guests. Lower levels are unexplored due to Ghost infection.

The Bronze King

Found here
In a pentagon building ringed with the remains of fluted minnaret towers is a courtyard. Here kneels a brass statue of a protogiant, arms lowered and spread aside, palms upward in a pose of rest or submission. The head is long missing, but on the back is a platform where a device was mounted once. Glyphs down the statues torso indicate that "to enter the statue end yield the primal" was a high honor bestowed on willing suplicants. The statue is hollow and filled with rocks and mud. Finding the King's head would reveal a hinged mechanism to upen up the entire statue and place someone inside. The head contains a helmet-platform for a juvenile Ghost and allowed the Guests to siphon of the supplicants dreams and distill them into a potent narcotic. Carvings indicate the location was a meeting place for high-ranked Guests to relax.


TREASURES OF THE DIG


Where the thing is found (d20)


Just add water.
Found here
  1. on ancient mummy in a partial collapse. Chance of extra cave in when removed.
  2. behind dizzying mosaic of star creatures communing with locals. Invasion, gift exchange, sacrifice? Sanity check when investigating the scene too closely - ever smaller and more gruesome details emerge from the cracks.
  3. in a mud-filled bath house infested with lampreys.
  4. through a hole in the unstable ceiling.
  5. sweeping past on a river of mud.
  6. in the wreckage of an experimental apparatus.
  7. glinting in a tiny crawl space under toppled pillars.
  8. inside a crushed statue.
  9. under a pile of decayed furniture.
  10. in an alcove, on a pressure plate.
  11. wedged down a narrowing chute.
  12. tossed in a pile of gnawed bones.
  13. in a sealed room filled with rows of glistening eggs.
  14. carried by escaping inhabitants caught by mudslide.
  15. in a hallway where the sophisticated alien stone carvings mix seemlessly with cave paintings.
  16. at the feet of a gigantic primitive stone statue.
  17. beneath a dome of a sky filled with too many/few moons and stars.
  18. at the centre of a metal wireframe pyramid inside a geodesic dome.
  19. in the collecting basin of a sacrificial altar.
  20. in the mouth of a gigantic stone head.
Original


What's weird about the thing (d12)

  1. placed carefully between five bronze mirrors. Reflection will seem to move.
  2. in a 1 foot wide, absolutely spotless circle.
  3. smells of childhood memories.
  4. ruffled by a slight wind.
  5. you can only ever see the same face of the object, even when you walk around it or coordinate with someone.
  6. Source
  7. vibrating softly.
  8. back teeth ache when you come near it.
  9. hypnotic, soothing to look at
  10. weight very different than size suggests.
  11. looks like it is always receding.
  12. sweats a murky amber liquid - creates one random potion per week.
  13. levitates 1" off the surface.

This thing you've found (d30)

  1. 10ft wide stone disk, jade inlays. Floats 10ft/rd, 1ft off the ground on command in unknown tongue (inscribed around edge), carries up to 6000 pounds.
  2. huge metal-strap harness that takes 70% weight off of whatever's inside it. Shaped for a huge fish.
  3. a three-pronged Strength 16 claw prosthetic, designed to be mounted on a tentacle.
  4. 5 ft long skull of an unknown fish/amphibian, three exquisite bronze swords through its dome.
  5. cracked but sealed jar of glass a finger length thick, contains goopy clear liquid with 3 eyes that slowly dilate while they adjust to the light.
  6. a fossilized egg, translucent.
  7. a lens the color of a bruise and the size of your hand with fingers stretched wide. When you look through it, you see glowing paths and unknown stars in the night sky. The user can also see into the spirit world, but without any added protection she will be visible and vulnerable to the spirits. Coupled with the astrolabe below, the lens allows for a definitive pinpointing of the aliens' origin.
  8. foot wide jade bowl designed to be worn as a hat or helmet. The outside is set with spiral ridges the width of your wrist. A dead juvenile Ghost lies in the ridges, its head sticking through a hole in the center.
  9. jade glasses that see into spirit world for 5 rounds per day (can be divided up but all lenses activate simultaneously). Designed for three eyes - two-eyed users choose which lenses to use: ochre lens of seeing into the spirit realm; cobalt lens of protection vs possession, jade lens of seeing the true form. (Example: when you look at a deceitful spirit that posed as someones ancestor to ride them, the ochre lens lets you see a ghostly outline of the ancestor around the victim, the cobalt lens blocks the spirit from flowing into your mind, the jade lens shows the spirit's true form. When you look at a werewolf, the ochre lens would show an aura in turmoil, the cobalt lens would do nothing, the jade lens shows the outline of a wolf around the person.)
  10. barbed stabbing weapon (damage as dagger, inflicts a wound that bleeds for 1 damage for 1d6 rounds unless bound or healed). The handle is fitted for a radially symmetric three-fingered hand - humanoids take -1 to attack rolls.
  11. clear crystal dome on a shoulder rest - like a diving helmet, filled with the smell of brackish water. For reverse divers who cannot breathe air.
  12. set of delicately ornamented drinking cups of an unknown wood, heavier than water. The designs seem to invoke protection by (or from) unknown gods.
  13. golden bust of disfigured or mutated person. Weighs 300 pounds. Will shift form over the course of weeks to match the current owner, who then gains resistance to poison and disease but suffers a minor mutation (permanent even after losing the bust).
  14. astrolabe of interlocking sliding rings and rulers, can be manipulated to form familiar and strange constellations of stars. Immune to rust, green-tinted anthracite metal, inlaid with pearls. When shaped to match the city patterns of the Great Oval, this astrolabe suggests that the cities are in fact known and unknown moons and planets in the night sky. Several possible origins of the city's alien Guests can be uncovered.
  15. gloves of overlapping jade plates with cruel claws at the end, allows an unarmed attack for 1d4 damage. Three fingers + thumb per hand; unwieldy for humanoids with five digits, who attack with a -1 penalty.
  16. set of nested, painted and jade/gold-inlaid wooden boxes; a d4,d6,d8,d10,d13. (Yes.) All sides of a smaller box will touch the sides of its outer box as if they were the same shape. When all boxes are fit inside each other, contents of innermost box (the size of your heart) are frozen in time and do not spoil. Whole set weighs 40 pounds. Do not place into bag of holding.
  17. Go on, read it out loud.
    Found here
  18. five unconnected gems maintaining relative position as if they were fitted in an invisible, intangible holder.
  19. jade helmet with three eye-holes. Can fit the jade glasses of the spirit world and can be closed to provide partial immunity to poison gas (+2 to saving throw).
  20. bucket-sized jars of dried out make-up and perfumes - colors make your eyes hurt and the rotting meat stench will stay with you for d6 days.
  21. angular wireframe pendant of twisted charcoal-colored metal, can capture the sights and sounds in a scene (~1 turn, 30ft range) and replay it afterwards as an illusion; holds 3 scenes maximum, currently holds 1 scene: in an alley, two persons are exchanging a hollow metal cilinder with a map inscribed on the inside. They are a protogiant (female, three eyes, blue skin) and a cloaked warrior with a bronze dagger, and both seem on edge.
  22. amulet of twins standing back to back with weapons out, gold and lapis lazuli
  23. very wide and heavy decayed leather belt with gold thread and huge golden buckle
  24. stone hooks and knives, polished and inscribed with spiral glyphs.
  25. text in curved glyphs engraved in a spiral on a head-sized marble ball, 50 pounds - describes the correct fasting and purification rites to protect the mind against illusions. Malnutrition lowers hit point maximum by 1d6 lower for every day the rite is observed, but the penitant automatically spots and sees through the first illusion encountered that day.
  26. finger-tall statuettes of five unfamiliar deities. When positioned in the correct religious scenes and prayed over, will provide blessings that last a day. If placed incorrectly, will curse the heretic. Can be used multiple times, but each use must be repositioned according to forgotten rules. Roll to see if you got the positioning exactly right: d8: 1 wasting curse, no natural healing and magical healing provides only 1/4 effect; 2 all rations and water carried spoil, vegetable or animal materials (rope, leather) decay; 3 blessed fecundity, 4-in-6 chance of succesful pregnancy after intercourse; 4 good health, +2 bonus against poison/disease; 5 endurance, +2 bonus to checks involving hard physical labor including forced marches; 6 blessed hunter: guaranteed to find prey to feed your entire group, but will only find (d8) dinosaurs (1-2), vermin (3-6) or fungi (7-8).
  27. Found here
  28. set of bronze hammers and chisels that can carve any stone.
  29. bronze spear, vague inscriptions on the blade of a whale hunt scene. +1 attack and damage to attack aberrations, but must attack such creatures on sight or the spear imposes -1 on all attacks and damage for you.
  30. orb of the star song: when fully submerged in water, will vibrate and chime in weird harmonies. Draws aberrations in the water to it; range 1 mile.
  31. cuirass of bronze overlapping plates, each an icon of a religious scene; as breastplate, wearer has +2 bonus on saves versus mutation.
  32. 4 finger rings of tarnished silver connected with bronze chains.