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by Harley Stroh

City of the Gods City of the Gods


Credits Table of Contents
Blackmoor Creator Chapter One
Dave Arneson
Audience with the King
Executive Producers ........................................4
Dave Arneson and Dustin Clingman
Chapter Two
Writer Valley of the Ancients
Harley Stroh
........................................8
Blackmoor Line Developer Chapter Three
C.A. Suleiman
The Lost Rift
Editor ......................................40
C.A. Suleiman
Chapter Four
Cover Artist Escape from the City
John Donahue
......................................70
Interior Artists Appenix One
John Donahue, Britt Martin, and Scott Purdy
New Monsters
Cartographer ......................................92
Ed Bourelle
Appendix Two
Art Director New Equipment
jim pinto
© 2007 Zeitgeist Games, Inc. Zeitgeist Games is a trademark
.................................... 103
of Zeitgeist Games, Inc. Based on the original Blackmoor
setting, associated characters and places owned by Wizards
of the Coast, Inc. Used with permission, all rights reserved
©1975 Wizards. © 2008 Code Monkey Publishing, LLC. Code
Monkey Publishing, CMP, and the CMP logo are trademarks
of Code Monkey Publishing, LLC.
Designation of Product Identity: All elements of the
Blackmoor setting, including but not limited to capitalized
names, characters, creatures, geographic locations,
historic events, organizations; any and all storylines, plots,
thematic elements; all artwork, symbols, designs and
illustrations, except such elements that already appear in the
System Reference Document.
Designation of Open Game Content: Excluding anything
called out as Product Identity, and all works of art, this entire
document is hereby designated open game content.
Printed in the United States
CITY of the GODS
Our elders had foretold the Fall, reading it in the entrails of pigs and have never set foot in the city. While similar at first glance,
in the flight of ravens. And on the appointed eve, we watched as a with the sandfolk, odd villains, and technology that players
thunderbolt split the dark sky, streaking across the heavens, lighting have come to expect of the Valley of the Ancients, the heart
the plains and turning night to day. It was like a moon had been of the adventure is substantially different from any other City
torn free from the firmament, and when it fell to the earth, the very of the Gods, and players overconfident in their knowledge of
stones beneath our boots did tremble. the city will quickly find themselves at a disadvantage, while
those who are either wholly ignorant of the city or are able to
We turned our ponies towards the Valley of the Ancients. Dust, maintain an objective point of view need not fear the mishaps
scorched earth and ash rained down upon us, choking the air and common to meta-gaming.
turning the day-star the color of blood. We rode for seven days and
nights, until we came to the jagged lip of the Valley’s rim. There we City of the Gods offers challenges and rewards unlike those in
bore witness to the destructive might of the gods. previous incarnations. In order to persevere heroes will need
cunning, courage, and no small portion of luck. Many are those
The forest of Al-Ahuc had been set aflame, leaving only a skeletal, who mistakenly believed that they knew they what the infamous
charred wasteland in its place. A rift had been torn in the hard, city held, only to discover all too late that it had more than one
rocky belly of the valley, and the land crackled like the embers of a surprise in store. Well-balanced parties armed with caution
fire. The sand flats had been turned to glass, broken, and cast afield and common sense will be amply rewarded, while those foolish
with the heat of the sun’s furnace. enough to fight their way through every encounter will quickly
Looking upon that glowing, hissing ruin, we knew that nothing find themselves out of their depth. While every encounter is
would ever be the same. There in the center of rift, half buried in designed to be survivable by a capable and intelligent party,
blackened rubble and scorched earth, it rested: not every encounter can be bested by brute force. PCs might
need to choose between fight and flight, or come to learn by
The City of the Gods. necessity the better part of valor.
From the journal of Yelrah the Damned
Clan of the Fallen Star
A Look Inside
Welcome, heroes and scoundrels alike, to the latest chapter As an epic adventure, City of the Gods is broken into several
of the greatest story ever told in the history of Blackmoor! chapters. Those wishing to explore the city as adventurers
Before the inception of the world’s most popular roleplaying should read no further—not merely because it might spoil
game, the City of the Gods has lit the imaginations of their enjoyment, but because a cunning GM always uses
adventurers and sages, drunkards and emperors. The city misbegotten knowledge to lead unscrupulous players into
has been explored on thousands of occasions, in dozens of ever more deadly traps!
worlds, and this adventure represents the latest incarnation—
though surely not the last. Now, it is your turn to take up For your own safety: Beware!
shield and blade, break camp, and turn your attentions to Chapter One: Audience With the King. In which the
one of Blackmoor’s most enduring mysteries. legendary King Uther (once and always!) gathers the heroes
for one purpose — to solve the mystery of the City of the
Gods.
City of the Gods Chapter Two: Valley of the Ancients: Wherein our heroes
Welcome to City of the Gods, a challenging d20 adventure for
venture into the Valley of the Ancients, and encounter the
a well-equipped party of 9th- or 10th-level characters, set in
deadly fire-loving beasts inhabiting the valley floor. In search
the world of Dave Arneson’s Blackmoor. To enjoy the
of the city, the PCs must weather the intrigues of sand people,
adventure to its fullest, it is recommended that the GM also
seek out an elder who has hidden himself in a deadly tomb,
own or have access to Dave Arneson’s Blackmoor Campaign
and infiltrate the fastness of a fire giant clan.
Setting, the Player’s Guide to Blackmoor, and Temple of the Frog.
All three of these sourcebooks provide valuable references Chapter Three: The Lost Rift: Next, the heroes venture
and setting details that enable a GM to bring this adventure— into the Lost Rift, home to an army of rough brigands
specifically the Valley of the Ancients and the organizations and mutineers loyal to Saint Stephen of the Rock, and the
referenced in the Involving the Characters section (see location of the resting place of the City of the Gods. By force
below)—to life. In the absence of these references, GMs are or guile, the PCs find their way past the army of the Saint,
encouraged to create NPCs and organizations unique to their and then onto the massive surface of the city itself.
campaign, making the Valley of the Ancients an integral part
Chapter Four: Escape From the City: Caught by the wicked
of their own game worlds.
machinations of Saint Stephen, the PCs are cast into the
If one or more of the players are familiar with previous depths of the city, alight with fusion fire and molten metal,
versions of City of the Gods, there’s no need to worry that where survival and escape—not exploration or conquest—
their PCs will have an unfair advantage over characters that

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CITY of the GODS
become their first goals. Amidst deadly hazards and even By undertaking exploration of the city, your players will join the
deadlier foes, the PCs’ only escape is up through the various ranks of such luminaries as Rob Kuntz and E.G.G., brave souls
ecologies that are home to beasts unlike any encountered in whose signature characters, when confronted by the horrors
the lands of Blackmoor. Fighting their way from the depths lurking within, fled for their very lives. May your own players
of the city, the PCs must finally come face to face with their discover as much adventure and excitement, risking their
foe: Saint Stephen of the Rock. heroes’ lives for unknown rewards and the indisputable right
to declare that they, too, have braved the City of the Gods!
Appendix One: New Monsters: A sampling of new monsters
encountered in the Valley of the Ancients and the City of the
Gods, presented with statistics for use in the d20 game.
Chapter One:
Appendix Two: New Equipment: A record of new magics and
technologies discovered during the exploration of the City of Audience
the Gods, and the implications they hold for campaigns set
within Dave Arneson’s Blackmoor. with the King
Finally, no incarnation of City of the Gods would be complete As a lengthy adventure spanning several gaming sessions,
without recognition of its predecessors. First penned by Dave the way in which the GM integrates City of the Gods into
Arneson, all derivations—including this meager tome—must the overall campaign becomes a factor. Three approaches,
be regarded as mere shadows of the original. David J. Ritchie discussed below, can serve as a guideline. As always, a GM
added his stamp to the city in the venerable adventure DA4 should look to the goals and ambitions of his own campaign,
(which this adventure both contradicts and supports). With possibly even consulting with players before unleashing the
such a rich and vibrant legacy, every GM should feel endowed potentially world-shattering powers and personas found
with the imprimatur necessary to make this version of the within the City of the Gods.
city his City of the Gods.

Heroes of Futures Past: d20 Modern and Dave Arneson’s Blackmoor


Blackmoor has always been home to a variety of odd and unique explorers. One intriguing variant of City of the Gods
is to introduce Traveler PCs foreign to the lands of Blackmoor. Aliens like Saint Stephen of the Rock, the PCs must
find a means of surviving the deadly Valley of the Ancients as well as finding a way back to their own time and place.
The creatures and environs presented herein are unique to Blackmoor but compliant with d20 Modern and d20 Future
game systems, so adventurers brought in from either game system can be introduced with little difficulty.
The easiest means of integrating alien PCs is to assign them the role of bounty hunters or interstellar police sent to hunt
down the rogue crewmembers of the Beagle. The PCs are tasked with tracking down and capturing the Saint before he
can do any more damage to the fragile young civilization of Blackmoor. The punishment for the crime of space mutiny is
death, and each PC is empowered to be both judge and executioner (though in the case of bounty hunters, their quarry
will be worth much more if brought back alive).
D20 Modern and Future equipment (especially weapons) can have an enormous impact on Blackmoor, and the GM is
encouraged to remove all but the most basic of the PCs’ equipment using one of the following scenarios:
Damage Control: The PCs are under strict orders not to disturb the fragile planetary cultures. Lest more damage be done,
the PCs must leave all of their modern gear on board their ship, trading their equipment for primitive variants that
would be available to the local species. The PCs are tasked with acquiring or destroying all the rogue tech that Stephen
has distributed to the natives, by force if necessary.
Starfall: The magic of Blackmoor wreaks havoc with future computers, drive systems and technology, disabling escape
pods and causing the PCs’ ship to come crashing to earth. Lucky to survive the wreck, the PCs pull themselves from
their starship with only moments to spare. Each PC is able to escape with just a handful of keys and portable items. All
the rest is lost in the fusion fires that quickly race through the dying starship.
Alien PCs caught on the surface of Blackmoor will be hard pressed to find relief. The sole means of escape and return
to their previous lives lies in the technology on the Beagle. Regardless of their original mission, the PCs’ fate now hinges
on their ability to survive on a planet rife with deadly monsters and hostile natives, finding the lost City of the Gods,
and taking the technology they need to escape Blackmoor.

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CITY of the GODS
The One Shot: City of the Gods can be run as a mini-campaign
with little or no world background apart from the PCs’
Involving the Characters
mission to locate and explore the fallen Sky City. Characters The world of Blackmoor is home to a number of detailed
rolled up from scratch should have both appropriate levels organizations and groups; nearly every PC will be part of one
and equipment for exploration of the city. The term “one or more of these groups, and even those that abstain from
shot” can prove something of a misnomer, since after several political life will find their dealings affected by these groups
sessions playing their PCs, players may find themselves at some point in their careers. While active membership
growing attached to the heroes, and ask that the GM in these groups is not necessary for the adventure, the GM
continue the campaign in the greater realms of Blackmoor can use the groups listed below to add another level of
and the North. intrigue to the PCs’ exploration of the city. At some point
in the adventure, each PC will be forced to choose between
Mysteries of Blackmoor: The exploration of the city is loyalty to their group and loyalty to their fellow adventurers—
a heroic quest worthy of true heroes, but there is no need transforming the experience of membership into a life or
to unseat an established sword and sorcery campaign with death choice, the sort of decision that defines a character as
far-reaching technology and strange beasts torn from the a hero or a scoundrel.
heavens. If the GM has a vested interest in maintaining a
tight rein on campaign balance, he should treat the city and What follows is a brief listing of the political groups with
the wonders contained therein as an example of the most the greatest active interest in the City of the Gods. The GM
unusual of Blackmoor’s unusual locales. The GM should is encouraged to use his favorite NPCs to create even more
carefully review the appendices found at the back of this subplots, so that conspiracies and plots spiral in on one
book to ensure that the city’s inhabitants have little or no another until a PC has no one to trust but himself.
effect on the North outside of Saint Stephen’s machinations Agents of the Cabal: Of all the organizations in Blackmoor,
in the Temple of the Frog. Similarly, technological items should the Wizards’ Cabal has the greatest vested interest in locating
be altered accordingly, so that they have little or no worth and acquiring the power held within the City of the Gods.
outside of the city (see Appendix Two). The Cabal is fully aware that should the powers of the city
The Blackmoor Epic: Placed in its proper context, the fall and fall into the wrong hands, the Cabal’s monopoly of power
discovery of the City of the Gods is a campaign-transforming in the North could come to a quick and violent end.
event with implications that span the entire North. If the GM Some cabalists seek to maintain power merely to avoid the
is dedicated to fully integrating the city into the campaign, he inevitable suffering that would come with such a coup, while
can work various vital details into his game’s history of the others seek the power only so that they might cement their
North. Five years prior to the discovery of the city, scholars hold over King Uther and the North. Characters beholden
and sages (specifically, Cabal astrologers and any scholarly to the Cabal will be sent into the Valley of the Ancients with
PC mentor) witnessed a comet that streaked across the night the express purpose of locating the city, determining if its
sky, crashing down somewhere in the vicinity of the Valley inhabitants can be subjugated to the will of the Cabal, and
of the Ancients. If possible, this event should bring portents acquiring the city’s secrets for the Cabal. Failing that, the
that directly affect the lives of the PCs who, in turn, see their PCs are tasked with finding a means of destroying the city,
destinies hinged on this single night. Over the next five years so that if the Cabal can’t have its secrets, none will. Those
PC nobles enter their Trials of Validation, warriors rise to beholden to the Cabal will be summoned for a clandestine
become knights, wizards rise to power within the ranks of audience with the unusual triumvirate of Sildonis, Veda
the Cabal, and priests are recognized as the champions of Sonrean, and Mengar Torerdyn; uncharacteristically solemn,
their respective deities. Then, about six months prior to the the three will explain the import of the PCs’ mission and the
discovery of the city, the PCs take part in the events depicted dire implications, should they fail.
in the Temple of the Frog, uncovering the vile plots of Saint Eldritch Underground: A shadow to the Cabal’s plots, agents
Stephen and his froglins. Then, mistakenly believing that of the Eldritch Underground have little interest in power
they have seen the last of such things, the PCs are contacted offered by the City of the Gods, but have a strong need to
by King Uther Andahar with a mission whose history harkens foil the plots of the Wizards’ Cabal. To this end, the Eldritch
back to that fateful night five years ago…. Underground finds itself in an unenviable race with the Cabal;
if it beats the Cabal to the city, it has a chance of denying the
city’s secrets to the Cabal. Prior to their departure, agents of
the Underground will be summoned for a meeting with none
other than T’vadan of the Many Eyes. Something of an alien
creature itself, T’vadan will convey in no uncertain terms the
fate that will befall Blackmoor if agents of the Cabal succeed
in gaining the secrets of the city for their arcane masters.
Agents of the Underground will be cautioned that there

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CITY of the GODS
are groups of cabalists already active within the Valley of
the Ancients, and that these groups will stop at nothing to
The Adventure Begins
acquire the secrets of the city. The story begins, like many adventures in Blackmoor, at the
Comeback Inn. The PCs are delivered handwritten missives
Noblesse Validation: By the decree of King Uther Andahar, politely inviting them to a covert meeting with the lovely
upon coming of age, all nobles must adventure for at least bardess Alwyn Morland. After finishing a performance in the
five years to demonstrate their worthiness to rule. But many common room, Alwyn discretely signals the PCs and then
are the wicked rulers that would accuse young nobles of retires to her chamber.
dishonor or disloyalty to the crown, calling their validation
into question. Nobles accused of dishonor or cowardice Read or paraphrase the following:
during their time of validation can elect to take a test to The door opens from the hall into a small, austere chamber. Of all the
demonstrate their courage and loyalty to the kingdom of stories you’ve heard told of Alwyn Morland, nothing in them could
Blackmoor. Investigating rumors of a foreign army in the have prepared you for this. Instead of grand accommodations, rare
heart of Blackmoor is just such a quest, and few are those wines, and rich sweetmeats, the chamber is simply appointed with a
who would dare doubt the courage of one who rode into plain straw cot, a handful of wooden chairs, and a roughhewn table.
the Valley of the Ancients. Nobles undertaking such a test
are expected to hold to the highest standards of chivalry and Alwyn sits at the table, a drinking horn in hand. At her side is a
nobility during their quest—as living examples of the finest white-bearded warrior, girded in scarred armor and a dented helm,
heroes that Blackmoor has to offer. with a mighty bastard sword hanging from his chair. Behind them
stands an imposing guard, his features shadowed in a heavy hunting
Howling Lords of the Midnight Hunt: The strange experiments cloak that does nothing to conceal the heavy armor worn beneath.
of Saint Stephen have unbalanced the natural order of
Blackmoor by introducing predatory creatures that Elgrath Alwyn smiles warmly and beckons the PCs to have a seat,
never intended. The Howling Lords send their finest motioning for the guard to offer PCs the jacks of wine.
huntsmen and women into the Valley of the Ancients to find The drink is safe, though exceedingly rare and expensive.
Saint Stephen and end his reign. Additionally, hunters are (Connoisseur PCs will recognize the wine as a particular elven
tasked with ensuring that no others (such as the Cabal or vintage, over 500 years old, and never sold by the fae lords,
their enemies) acquire the unnatural secrets of the city. The but only granted as a gift.) Regardless of the PCs’ reaction,
knowledge—and all those who would preserve it—must be Alwyn will down her wine in a single gulp and motion for
extinguished, lest all Blackmoor fall victim to the mad saint’s more.
blight. Any character with 2 or more ranks in Knowledge (nobility)
Apprentices to the King’s Companions: While the King’s recognizes the stern warrior sitting at Alwyn’s side as Knight-
Companions are far too valuable as advisors (and long in the Protectorate Dorigan, once renowned for his service in the
tooth, as adventurers) to risk an expedition to the Valley of Coot’s Watch. Those succeeding on a DC 20 Knowledge
the Ancients, their apprentices are the ideal heroes for such a (nobility) or bardic knowledge check will also recall that
mission. PCs who are apprenticed to the King’s Companions Sir Dorigan was recalled from service five years ago, under
are of prime level for their graduation quest, and the charges of dereliction of duty and cowardice. Finally, any PC
expedition will certainly test any hero’s traits of loyalty, whose Knowledge (nobility) or bardic knowledge check equals
courage and cunning. The King’s Companions, having heard or exceeds 25 will also recall that court rumormongers and
of the rumors of Saint Stephen and his evil workings in the gossips have alleged that Sir Dorigan was discharged from
Temple of the Frog, and would want to investigate the rumors service by none other than King Uther himself, and that he
and ensure that the Saint and his minions are no longer a left for the south the very next day with a pair of fresh riding
threat to the people of Blackmoor. horses loaded down with supplies.
Brothers of the Greenwood: Although the Brothers of the Once the PCs have settled themselves and declared any
Greenwood typically turn their attentions south, agents of actions, Dorigan begins:
Baron Oric van Rijin are intimately involved in local events. “As you may recall, five winters ago a great comet burned in the
The Brothers are dogged and diligent in their work, and it night sky. The elder sages and royal magicians predicted doom, and
falls to their finest to see that the madman calling himself declared that the comet portended the return of the army of the Coot,
Saint Stephen of the Rock has been put down once and for or a defeat of our dwarf-friends in the spreading Orc-Dwarf war.
all. As agents of the good Baron, any Brothers among the PCs
would want to return with intelligence on the Saint’s allies “Of course, by now we know that all of these predictions were
and how the villain came to find himself in Blackmoor. wrong. Our elders were too short-sighted, our sages lost in the pages
of their musty tomes. What the comet heralded was a new threat to
Blackmoor.”

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CITY of the GODS
Dorigan pauses to consider his words. The king places a finger squarely in the center of the map, in
the center of Blackmoor.
“Our nation is in a dark time. Armies of Afridhi threaten from
the south. Bands of beastmen and orcs grow stronger by the day. To “The Valley of the Ancients. Always a place a mystery and danger,
have a threat lodged in the very heart of Blackmoor would tear the but now, possibly harboring an army in the midst of our own
kingdom apart, send the barons cowering in their manors, and cause peoples.”
panic amongst the common folk. This threat demands the discretion
and subterfuge of a small group of heroes, rather than the brute force Uther watches the PCs‘ reactions to this revelation closely,
of marching armies. Our patron has sent us in search of such heroes. then continues.
And that search has brought us to you.” “The trouble is that we know so little. What is the source of power?
Does this fabled city truly exist? If so, what are its designs on
Alwyn takes a leather pouch and places it before the PCs
Blackmoor?”
on the table. The GM should allow the PCs to declare any
actions before proceeding: The regent shakes his head.
“One hundred pieces of platinum, taken from the richest vein in “Two months ago I sent an expeditionary force into the valley.
Blackmoor, are yours simply for undertaking this quest. Return Experienced warriors all, the most trusted and dedicated of my
successful, and both the mine from which they came and the castle servants. And now? Nothing. Even potent divinations won’t reveal
that sits atop it will be yours so long as civilization rules the North.” what became of them.”
Dorigan reaches out a weathered hand. He looks to the PCs.
“Before you answer, think carefully. The kingdom needs heroes, not “Following them could mean suicide, for any advantage of surprise
merely self-serving mercenaries. Each coin is ensorcelled—if you should is lost. I would not make a request of any of my subjects, but I
abandon your quest, ruin will stalk you the rest of your life.” find myself with few choices. If not for my sake, then for the sake
Blackmoor, please undertake this quest on our behalf. Seek out the
The mine and castle of which Dorigan speaks can be placed City of the Gods for me…and for your homeland.”
anywhere within the kingdom (GM’s discretion). The GM
should give the PCs time to formulate an answer. Uther takes his leave of the PCs, leaving Alwyn and Dorigan
to answer any of the party’s questions. The pair has little to
If the PCs shrink from the challenge, Alwyn bids them
offer the heroes apart from the usual rumors and speculations;
goodnight and Dorigan waves them to the door. If the PCs
the Valley and its environs remain a mystery to the people
accept, both the warrior and the bard break into their first
of Blackmoor. Assume that Alwyn and Dorigan can convey
smile of the conversation.
all of the details as recorded in the Dave Arneson’s Blackmoor
In this event, continue as follows: corebook, but otherwise have very little to convey.
Dorigan raises his sheathed sword and brings it crashing down to At the end of the interview PCs should be left with the
the floorboards, causing sawdust and bits of plaster to fall from the understanding that this is truly an expedition into a foreign
ceiling. “Splendid! Then it is my great honor to introduce to you and unknown land, where they will be forced to rely on their
your liege—his majesty King Uther Andahar the Rectifier, master of own skills and talents. For all his might, Uther and his forces
Blackmoor and lord of all he surveys!” will be unable to aid the PCs during their expedition. With
no powerful NPCs to snatch them from the jaws of death
The guard standing behind Alwyn lowers the hood of his or defeat, the expedition’s success or failure depends on the
cloak, revealing the lean face and noble features of King heroes alone.
Andahar.
Those seeking to outfit themselves prior to the expedition
The PCs (nobles especially) should take this opportunity discover that Dorigan has already met with local merchants,
to demonstrate their loyalty to the son of Blackmoor; no alchemists and purveyors of wonder, and can supply any
immediate repercussions will come to those that refuse to mundane item the PCs might wish for, as well as a small ration
show proper deference, but Dorigan will take their pride for of magic items (no item being worth more than 1,000gp, and
unfaithfulness, and he will likely take the matter up with the the sum of all items being worth no more than 6,000gp).
insolent PC at a later date (likely in private).
Once the PCs have rested and readied themselves, Alwyn
Uther motions for any kneeling PCs to stand, then retrieves shows them to an inconspicuous bronze plated door secreted
a map from a scroll case at his belt. in an unused room of the inn. Stepping through the door, the
“It is the City of the Gods that we speak of, a place of untold power PCs find themselves at the head of the Valley of the Ancients!
and might beyond our comprehension.”

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Chapter Two: Dangers of the Valley


The Valley floor is comprised largely of bleak, uninhabited
Valley of the salt flats, punctuated by the occasional boiling hot spring that
feeds into mud pits. In such a desolate environ, it is hard to
Ancients imagine that any beast can survive such conditions, let alone
thrive. Those that do make their home on the Valley floor
The PCs begin their quest for the City of the Gods with a
are deadly, implacable foes that have learned to strike swiftly
search for traces of the first expedition sent by King Uther.
and quickly retreating when the odds turn against them. The
The Valley of the Ancients is hostile to life and unforgiving
law of the wild reigns here, and PCs who insist on tackling
to the naive, and indeed, seems to impede the heroes’ search
every challenge with bullish, toe-to-toe battle may quickly
with steaming lakes, boiling sulfur springs, and fearsome
find themselves in over their heads as they exhaust precious
inhabitants that prey upon the weak and foolish. Alliances
resources on trivial encounters.
can be made with the mysterious and secretive sandfolk, who
in turn can offer the PCs clues to the Sky City’s location, and To best the challenges of the Valley, the PCs will have to
to the aged sandfolk shaman that was present the night the adopt the practices of its natives, dealing harshly with
city fell from the darksome sky: the Old Man of the Valley. foes and withdrawing when faced by superior foes. Players
accustomed to adventures where every CR and EL is hand-
Following the old man’s mysterious clues, the PCs cross the
tailored to their characters’ levels may be quick to cry foul.
deadly salt flats, alternately evading or battling the Valley’s native
The GM is encouraged to remind PCs that Blackmoor is
inhabitants or agents of the Wizards’ Cabal, until arriving at
a deadly place, and that not every monster encountered
the Caldera of the Fire Giant King. There, the PCs find their
is suitable for “experience grinding.” Indeed, the players
first real trace of the Traveler’s influence: A clan of fire giants
should be encouraged to play their characters as explorers
subjected to the rule of a rogue artificial intelligence.
in a foreign, alien land. GMs will find that most of their
Deep within the smoking caldera, the PCs come upon players will rise to the challenge, acting with caution in most
the broken remnants of the first expedition sent by King instances, and with courage when called for — the heart of
Uther Andahar, and discover the knowledge they will need every true Blackmoor game!
to press on to their final goal…the fallen City of the Gods!

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GMs should check for wandering monsters once every six hours Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track.
during the day, and once every four during every night. There is Regeneration (Ex): Fire and acid deal normal damage to a troll. If
a 1 in 12 chance that a wandering monster comes upon the PCs a troll loses a limb or body part, the lost portion regrows in 3d6
or their camp. This chance doubles if the PCs don’t take pains to minutes. The creature can reattach the severed member instantly
hide their camp or fail to take basic precautions to disguise their by holding it to the stump.
passage. Most of the monsters encountered will be predators Rend (Ex): If a troll hits with both claw attacks, it latches onto the
intent on making a meal of the PCs, and will stalk the party opponent’s body and tears the flesh. This attack automatically
for an hour or more, waiting for an opportune moment before deals an additional 2d6+9 points of damage.
making an attack.
Monstrous Scorpion, Gargantuan: CR 10; Gargantuan Vermin;
If a wandering monster is encountered, roll 1d10 and consult HD 20d8+60; hp 150; Init +0; Spd 50 ft.; Space/Reach 20 ft./15
the following table: ft.; AC 24, touch 6, flat-footed 24; Base Atk +15; Grp +37; Atk
1d10 Encounter Claw +21 melee (2d6+10); Full Atk 2 claws +21 melee (2d6+10)
and sting +16 melee (2d6+5 plus poison); SA Constrict 2d6+10,
1–2 Agents of the Cabal
improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft.,
3 Hill giant hunting party vermin traits; AL N; SV Fort +15, Ref +6, Will +6; Str 31, Dex
4 Salt trolls 10, Con 16, Int —, Wis 10, Cha 2.
Skills and Feats: Climb +14, Hide –8, Spot +4.
5 Monstrous scorpion, gargantuan
Constrict (Ex): A monstrous scorpion deals automatic claw
6 Dire tiger damage on a successful grapple check.
7 Wyvern Improved Grab (Ex): To use this ability, a monstrous scorpion
8 Sandfolk raiders must hit with a claw attack.
Poison (Ex): A monstrous scorpion has a poisonous sting. The
9–10 Sandfolk camp
details vary by the scorpion’s size, as follows. Fort DC 23, 1d8
Agents of the Cabal: If this encounter is rolled, consult encounter Con initial and secondary.
area C, below. The agents of the Cabal can only be encountered Skills: A monstrous scorpion has a +4 racial bonus on Climb,
once as wandering monsters. If the PCs have already gone Hide, and Spot checks.
through the encounter once, roll again for wandering monsters,
Dire Panther: CR 8; Large Animal; HD 16d8+48; hp 120; Init
ignoring any roll of 2 or 3.
+2; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 17, touch 11, flat-
Hill Giant Hunting Party (3): CR 7; Large Giant; HD 12d8+48; footed 15; Base Atk +12; Grp +24; Atk Claw +20 melee (2d4+8);
hp 102; Init –1; Spd 40 ft.; Space/Reach 10 ft./10 ft.; AC 17, Full Atk 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4);
touch 8, flat-footed 17; Base Atk +9; Grp +20; Atk Greatclub SA Improved grab, pounce, rake 2d4+4; SQ Low-light vision,
+16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 scent; AL N; SV Fort +13, Ref +12, Will +11; Str 27, Dex 15,
ranged (2d6+7); Full Atk Greatclub +16/+11 melee (2d8+10) Con 17, Int 2, Wis 12, Cha 10.
or 2 slams +15 melee (1d4+7) or javelin +8 ranged (1d8+7); SA Skills and Feats: Hide +7*, Jump +14, Listen +6, Move Silently
Rock throwing; SQ Low-light vision, rock catching; AL CE; SV +11, Spot +7, Swim +10; Alertness, Improved Natural Attack
Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon
Cha 7. Focus (claw).
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Grab (Ex): To use this ability, a dire panther must hit
Improved Bull Rush, Improved Power Attack. with its bite attack. It can then attempt to start a grapple as a free
Possessions: Large greatclub, six large javelins in a leather quiver, action without provoking an attack of opportunity. If it wins the
bone creel with the corpses of two freshly killed sandfolk. grapple check, it establishes a hold and can rake.
If captured and interrogated, a hill giant can give rough directions Pounce (Ex): If a dire panther charges, it can make a full attack,
to the fire giants’ fastness (area E–1). The giants know nothing of including two rake attacks.
the fire giants’ defenses, and convey little to the PCs, other than Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
an abiding fear of the fire giants’ might. Skills: Dire panthers have a +4 racial bonus on Hide and Move
Silently checks. *In areas of tall grass or heavy undergrowth, the
Salt Trolls (4): CR 5; Large Giant; HD 6d8+36; hp 63; Init +2;
Hide bonus improves to +8.
Spd 30 ft.; Space/Reach 10 ft./10 ft.; AC 16, touch 11, flat-footed
14; Base Atk +4; Grp +14; Atk Claw +9 melee (1d6+6); Full Atk Wyvern: CR 6; Large Dragon; HD 7d12+14; hp 59; Init +1; Spd
2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3); SA Rend 20 ft., fly 60 ft. (poor); Space/Reach 10 ft./5 ft.; AC 18, touch
2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, 10, flat-footed 17; Base Atk +7; Grp +15; Atk Sting +10 melee
scent; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10
23, Int 6, Wis 9, Cha 6. melee (2d8+4); Full Atk Sting +10 melee (1d6+4 plus poison)

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CITY of the GODS
and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) Skills and Feats: Handle Animal +0, Hide +3, Intimidate
and 2 talons +8 melee (2d6+4); SA Poison, improved grab; +0, Jump +2, Move Silently +3, Ride +5; Weapon Focus
SQ Darkvision 60 ft., immunity to sleep and paralysis, low- (longspear).
light vision, scent; AL NE; SV Fort +7, Ref +6, Will +6; Str Possessions: Leather armor, longspear, 2 shields (light wooden),
19, Dex 12, Con 15, Int 6, Wis 12, Cha 9. shortbow, quiver with 15 arrows.
Skills and Feats: Hide +7, Listen +13, Move Silently +11,
The raiders are hesitant to engage the PCs. Instead, they
Spot +16; Ability Focus (poison), Alertness, Flyby Attack,
will watch them from a distance for several hours, hoping to
Multiattack.
garner an inkling of the PCs’ intent. If pursued, the raiders
Improved Grab (Ex): To use this ability, a wyvern must hit will attempt to withdraw. The raiders fight if attacked, and
with its talons. It can then attempt to start a grapple as a free will not give up the location of their camp unless it is tortured
action without provoking an attack of opportunity. If it wins out of them.
the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary Sandfolk Camp: If this encounter is rolled, consult encounter
damage 2d6 Con. The save DC is Constitution-based. area B–1, below. The sandfolk camp can only be encountered
once as wandering monster. If the PCs have already gone
Sandfolk raiders (10): CR 2; Medium Humanoid; HD through the encounter once, roll again for wandering
2d8+2d8+2; hp 24; Init +2; Spd 30ft.; AC 17, touch 12, monsters, ignoring any roll of 9 or 10.
flat-footed 15; Base Atk +2; Grpl +3; Atk longspear +4
melee (1d8+1/✕3) or shortbow +4 ranged (1d6+1/✕3); SQ
multiweapon fighting ; AL LN; SV Fort +4, Ref +2, Will 0;
Str 13, Dex 14, Con 13, Int 10, Wis 10, Cha 9.

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CITY of the GODS
Area A–1: The Last Camp Search
Read or paraphrase the following: Roll Information
15 The PCs find massive scratches dug into the
An abandoned campsite sits atop the ridge, hidden in the lee of
rock face. A DC 17 Track check or DC 20 bardic
several boulders, yet commanding an impressive view of the valley.
knowledge check identifies the originator of the
A scorched fire ring filled with long dead cinders rests against the
scratches as a dragon. Judging from the span of the
cliff’s edge, beside a meager stack of firewood.
scratches, the claw was over 6 feet across.
The last camp is a safe site for the PCs for a number of reasons, 20 The searcher discovers a greasy lock of wiry
not the least of which is that it was once the favored hunting hair. Dwarfs, gnomes, rangers with giants as their
perch of an ancient blue dragon. The dragon hunted the chosen enemy, or bards succeeding on a DC 17
valley’s rim for over one hundred years, and instilled in the bardic knowledge check can all identify the lock as
local beasts and monsters an instinctual dread of the ridge. belonging to a fire giant.
So long as the heroes remain atop the ridge, the GM should 23 The PCs discover an old dragon scale partially
roll for random encounters as normal, but anytime an buried in the sand. The scale is a faded blue, with
encounter is indicated, it is actually sighted out on the valley a trio of small sapphires embedded into its lip. (All
floor, at a distance of 1d4 miles. The PCs can choose to together, worth 850gp to collectors of draconian
engage at their discretion, but all monsters refuse to approach esoterica.)
within one mile of the ridge.
27 The PCs discover a small wooden chest, roughly
This campsite is the last confirmed location of the first 1 foot on a side, bound in silver and masterfully
expedition sent by King Uther. Past this point, all is naught hidden beneath a rock on the far side of the
but speculation and wild theories. ridge. The chest is locked (DC 30) and trapped
If the PCs elect to search the campsite, consult the following with a chain lightning spell. Opening the lid of the
table. Both Survival (Track) and Search checks can turn up chest without first speaking the command phrase
valuable information. Note that some of the information (“Uther, once and always!”) causes the trap to
discovered, though true, might mislead PCs. Specifically, discharge, hurling a deadly bolt of lightning at the
all the details pointing towards the presence of a dragon are PC closest to the chest, and then arcing to up to
decades out of date—the ancient blue hasn’t been sighted in eleven secondary targets.
these parts in years, though a GM might decide that the PCs Inside the chest are three ceramic flasks and a parchment scroll
occasionally spot an enormous winged beast circling high in tied with a silken red ribbon. Each flask contains a viscous
the desert sky above. green liquid that smells of fresh soil; all are potions of cure
A successful check reveals the information indicated, as well moderate wounds. The scroll is protected by a glyph of warding
as any information imparted with a lower roll: (blast), and opening the scroll causes the ward to detonate,
destroying the parchment and dealing sonic damage to all
Track targets within 5 feet. The sonic blast also shatters the flasks,
Roll Information spilling their contents onto the ground.
15 The campsite was occupied by a party of six Any PC lifting the chest and succeeding on a DC 15 Intelligence
humanoids and eight mounts. The camp has been or Spot check notices that the chest is too heavy for its size. The
abandoned for over two weeks. chest has a false wooden bottom (DC 20 Search) that conceals
20 The party left headed northwest, along the north 5 paper-thin tablets—sacred scrolls forged in honor of the
rim of the valley.The trail disappears after only 1/4 mighty Dhumnon. Each sheaf contains a single divine spell
a mile. scribed in Dwarven. The spells are as follows: bull’s strength (CL
23 The campsite was occupied intermittently for 3), meld into stone (CL 5), divine power (CL 7), raise dead (CL 9),
over three weeks, with the party absent for brief and firestorm (CL 15). Note that the sheaves cannot be rolled
periods of time. up like a normal scroll, and must either be carried within the
specially designed chest or somehow protected from being bent
25 A large giant was brought back to the camp, just or damaged (both of which cause a sheaf to lose all its power).
before the camp was abandoned. The giant was
wounded and bleeding profusely. The giant was Chain Lightning Trap: CR 7; magic device; proximity
larger than a hill giant. trigger (alarm); automatic reset; spell effect (chain
lightning, 11th-level wizard, 11d6 electricity to target
27 The party was composed of two large humans nearest center of trigger area plus 5d6 electricity
girded in heavy armor, a barefooted halfling, a half- to each of up to eleven secondary targets, DC 19
elf armored in medium armor, and one human Reflex save half damage); Search DC 31; Disable
dressed in a robe and walking with a limp. Device DC 31.

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CITY of the GODS
Glyph of Warding (Blast): CR 6; spell; spell trigger; Steam Mephit (3): CR 3; Small Outsider (Extraplanar, Fire);
no reset; spell effect (glyph of warding [blast], HD 3d8; hp 13; Init +5; Spd 30 ft., fly 50 ft. (average); AC
16th-level cleric, 8d8 sonic, DC 14 Reflex save 16, touch 12, flat-footed 15; Base Atk +3; Grp –1; Atk Claw
half damage); multiple targets (all targets within +4 melee (1d3 plus 1d4 fire); Full Atk 2 claws +4 melee (1d3
5 feet); Search DC 28; Disable Device DC 28. plus 1d4 fire); SA Breath weapon, spell-like abilities, summon
mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2,
immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref
Area A–2: Burning Lake +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15.
Read or paraphrase the following:
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen
The boiling pool rolls with heat, the steam stinking of sulfur and +6, Diplomacy +4, Disguise +2, Move Silently +7, Spot +6,
brimstone. A patina of yellow scum dances about on the surface Use Rope +1; Dodge, Improved Initiative.
of the pool, forming a thin crust where it is allowed to cool. Spell-Like Abilities: Once per hour a steam mephit can
The waters are hot to the touch, inflicting 1d4 points of heat surround itself with a plume of vapor, duplicating the effect
damage to those immersed in the waters. The scorching of a blur spell (caster level 3rd). Once per day it can create a
waters are fed by heated springs, 25 feet below the surface rainstorm of boiling water that affects a 20-foot square area.
of the pool. Over the years, hundreds of creatures have Living creatures caught in the storm take 2d6 points of fire
died on the shores of the burning waters, slain by predators damage (DC 14 Reflex save for half; caster level 6th). This
lurking in the depths. PCs searching the shoreline come ability is the equivalent of a 2nd-level spell. The save DCs are
upon dozens of bones—partially dismembered skeletons of Charisma-based.
humanoids and large mammals. Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire,
Reflex DC 12 half. Living creatures that fail their saves are
Mephits lurk just off the shore, preying on anything foolish tormented by burned skin and seared eyes unless they have
enough to come within reach of the water’s edge. Anytime immunity to fire or are otherwise protected. This effect
a PC comes within 10 feet of the end of the lake, roll 1d12. imposes a –4 penalty to AC and a –2 penalty on attack rolls
On a roll of a 1 there are 1d4 mephits lurking beneath the for 3 rounds. The save DC is Constitution-based and includes
surface of the boiling water, awaiting an opportunity to a +1 racial bonus.
attack the PCs. Fast Healing (Ex): A steam mephit heals only if it is touching
The mephits focus attacks on a single PC, trying to force boiling water or is in a hot, humid area.
the target into the steaming waters, and summoning fellow Summon Mephit (Sp): Once per day, a mephit can attempt to
mephits (as per their ability) if the heroes prove to be a summon another mephit of the same variety, much as though
challenge. casting a summon monster spell, but with only a 25% chance
of success. A mephit that has just been summoned cannot
use its own summon ability for 1 hour. This ability is the
equivalent of a 2nd-level spell.

Ember
A mighty bastard sword with a curved, scimitar-like blade, Ember is forged from blue, volcanic glass, the same material
used to build the strange arcane towers in the Valley. The heart of the blade has a peculiar, reddish glow that seems to
ebb and flow along the sword’s edge, and that gives the blade its name.
The blade was forged as a gift to the barbarian warlords, when the world was still young and the dwarves reigned over
much of the north. Forged by the legendary dwarf smith Thorwien Dur’Hail, Ember is said to have a companion set
of blackened scale mail armor, but the suit of armor was last seen centuries ago in the hoard of the ancient red wyrm,
Asarioch. What powers, if any, the suit of armor might posses, and what powers each might awaken in the other, is a
vein of speculation best left to sages.
Ember serves as a +2 bastard sword, with a special property unknown to other magical weapons in Blackmoor. When
wielded in battle against beings with any degree of either fire or cold resistance (including immunity) the blade is
wreathed with icy flames of blue and red. Against such creatures, the flames inflict an additional 1d12 points of damage,
regardless of any resistances or immunity to either cold or fire effects. In addition, when wielded, the sword bestows
upon its wielder a resistance to cold 10 and fire 10.
Many wicked races are aware of Ember and bear the sword an ageless enmity. The fire giants of the Valley of the Ancients,
in particular, have a powerful hatred of the sword, and immediately direct all of their attacks against the wielder.

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CITY of the GODS
Area A–3: The Lady of the Lake best of her. She dives into the water, returning moments later
Read or paraphrase the following: with a curved bastard sword in her hands. She asks the PCs
to lay the flame charm at the water’s edge, then tosses Ember
A trio of large boulders stands at the boiling water’s edge. A sad, to the party and snatches up the charm in a single motion.
choking weeping wafts softly from the lee of the boulders. The nymph vanishes into the boiling waters and is never seen
A fire nymph is sitting on again.
the far side, distraught, Acendioris (Fire Nymph):
weeping into the boiling CR 7; Medium Fey; HD
water. If she notices 6d6+6; hp 27; Init +3; Spd
the PCs’ approach, she 30 ft., swim 20 ft.; AC 17,
slips into the waters touch 17, flat-footed 14; Base
up to her waist, as if Atk +3; Grp +3; Atk Dagger
to flee. After gauging +6 melee (1d4/19–20);
the PC’s reaction, she Full Atk Dagger +6 melee
will introduce herself (1d4/19–20); SA Fiery
as “Acendioris” and beauty, spells, spell-like
beg them for their abilities, stunning glance;
assistance. SQ Immunity to fire,
The nymph has had a vulnerability to cold, low-
quarrel with her lover, light vision, unearthly grace;
a fearsome salamander AL CE; SV Fort +7, Ref
of noble descent. The +12, Will +12; Str 10, Dex
salamander stole the 17, Con 12, Int 16, Wis 17,
nymph’s flame charm, a Cha 19.
black star sapphire that is Skills and Feats:
the source of many of her Concentration +10,
powers. She begs the PCs Diplomacy +6, Escape Artist
to return the jewel to her; +12, Handle Animal +13,
in return she will point Heal +12, Hide +12, Listen
them the way that the +12, Move Silently +12, Ride
previous “land walkers” +5, Sense Motive +12, Spot
(Uther’s explorers) went. +12, Swim +8, Use Rope +3
If pressed, she will even (+5 with bindings); Combat
offer the PCs a legendary Casting, Dodge, Weapon
weapon—Ember, a bastard Finesse.
sword reputed to render Spells: A nymph casts spells
its wielder immune to the as a 7th-level sorcerer.
effects of both fire and magic—as reward. Although desperate, Sorcerer Spells Known (6/7/7/5; DC 14 + spell level): 0—daze,
the she is far from foolish, and will not reveal the information detect magic, flare, ghost sounds, mending, read magic, resistance;
or produce the sword until the PCs return with her talisman. 1st—charm person, cause fear, mage armor, protection from good, ray
If the PCs agree to undertake the mission on behalf of of enfeeblement; 2nd—invisibility, mirror image, scare; 3rd—fireball,
Acendioris, she points the way to an island located in the center water breathing.
of the boiling lake, nearly obscured by the wafting steam. Fiery Beauty (Su): This ability affects all humanoids within
30 feet of a fire nymph. Those who look directly at a fire
If the PCs elect to attack the fire nymph instead, she uses nymph must succeed on a DC 17 Fort save or be effected as if
dimension door to slip away into the waters, doing her best to by a heat metal spell. Acendioris can suppress or resume this
escape. If escape becomes impossible, she turns her attacks ability as a free action.
on the PCs with fiery spite. Unearthly Grace (Su): A nymph adds her Charisma modifier as
The Return of the Heroes: If the PCs succeed in retrieving a bonus on all her saving throws, and as a deflection bonus
the flame charm, Acendioris will ask to inspect the charm to her Armor Class. (The statistics block already reflects these
before honoring her agreement. If the charm is handed bonuses).
over, the nympth uses dimension door to flee, her laughter Stun (Su): As a standard action, a wrathful nymph can stun a
echoing in the PCs’ ears as she vanishes from sight. If the creature within 30 feet with a look. The target creature must
PCs withhold the flame charm, the nymph’s desire gets the

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CITY of the GODS
succeed on a DC 17 Fort save or be stunned for 2d4 rounds. Area A–4a:The Doorkeeper
The save DC is Charisma-based. Read or paraphrase the following:
Spell-Like Abilities: 1/day—dimension door. Caster level 7th. Burning steam rises up through the passageway, condensing on the
Skills: A nymph has a +8 racial bonus on any Swim check ceiling and walls, then running in rivulets back down the cave. Before
to perform some special action or avoid a hazard. She can you the passage opens into a larger cavern, its true size obscured by
always choose to take 10 on a Swim check, even if distracted dense clouds of steam. The floor of the cave is a peculiar grating
or endangered. She can use the run action while swimming, composed of one-foot, by one-foot holes bored into the stone.
provided she swims in a straight line.
The stone grate conceals a 15-foot pit containing a ferocious
Flame Charm: Every flame nymph carries a talisman known as seven-headed pyrohydra trained to attack anyone not
a flame charm, which provides a +2 arcane bonus to Charisma accompanied by its salamander master. The hydra attacks up
while worn. In addition, the flame charm allows the bearer through the holes in the stone grate, striking out of the mist,
to cast charm person 1/day (CL 10th). The charming has a keeping its true size—and nature—hidden.
secondary, negative effect that causes any creature so charmed
to become insanely, violently jealous of the bearer. The Those attempting to fight atop the grate must succeed on
talisman shatters after its charming power is used 5 times. DC 15 Balance checks every round. Failure indicates that the
PC has lost his footing and fallen prone atop the grate. Small
creatures (and smaller) are in danger of actually slipping
Area A–4: Isle of the Dour Lord through the grate, and must succeed on DC 15 Reflex saves
The isle is located less than a quarter mile from the shore, to avoid accidentally falling through the grate after losing
though without a boat, the PCs may be hard pressed to find a their balance. An attacker who is prone has a –4 penalty on
way to reach it. Once they succeed in gaining the island, read melee attack rolls and cannot use ranged weapons, save a
or paraphrase the following: crossbow. A defender also takes a –4 penalty to AC against
melee attacks. Standing up is a move-equivalent action that
The desolate island barely raises its barren head above the boiling
provokes an attack of opportunity from the hydra below.
waters. Bereft of vegetation except for a scorched-looking brush, the
only prominent feature is a sharp, rocky ridge of blackened basalt Small PCs can intentionally slip through the grate, dropping
that runs the length of the island like the backbone of some great into the pit below that houses the hydra. Medium creatures
skeletal wyrm. can slip through with a successful DC 18 Escape Artist check.
The pit is 15 feet deep with 8 feet of brackish water.
A cursory search of the ridge reveals a large cave entrance
hidden in its western slope. A natural cave, the opening is The unintelligent hydra keeps nothing in the way of true
over 20 feet in height, and shrouded in escaping steam. The treasure in its pit, but certain items have fallen through the
bleached bones of humanoids are scattered about the mouth grating over the years. A search of the water uncovers a suit of
of the cavern. A DC 15 Heal check or a DC 20 Search check halfling-sized +1 elvin chain mail (still occupied by the rotting
reveals that many of the bones bear the tooth marks of some corpse of its original owner), a rusted steel buckler, a pair of
massive creature. If used successfully in conjunction with a serrated silvered daggers in a rotting calf-sheath, and 408gp
DC 20 Survival (Track) check, the investigating PC is able to and 25 sp scattered about the muddy bottom of the pool.
determine the creature that slew the humanoids is of huge-
The hydra is sustained by a clear spindle ioun stone that perpetually
size or larger.
orbits its seven-heads, alternating from head to head.
The cavern (and indeed, the entire cave complex) is
Seven-Headed Pyrohydra: CR 8; Huge Magical Beast (fire);
continually ensnared by thick, choking mists that obscure all
HD 7d10+38; hp 77; Init +1; Spd 20 ft., swim 20 ft.; Space/
sight, including darkvision, beyond 15 feet. Creatures 15 feet
Reach 15 ft./10 ft.; AC 17, touch 9, flat-footed 16; Base Atk
away have total concealment and attacks against them have
+7; Grp +19; Atk 7 bites +10 melee (1d10+4); Full Atk 7 bites
a 20% miss chance. For every ten rounds spent within the
+10 melee (1d10+4); SA —; SQ Darkvision 60 ft., fast healing
cave, PCs must succeed on a DC 17 Fort save or become
17, low-light vision, scent; AL NE; SV Fort +10, Ref +6, Will
sickened, which imposes a –2 penalty on all attack rolls,
+4; Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9.
weapon damage rolls, saving throws, skill checks and ability
checks until the character exits the cave. Skills and Feats: Listen +7, Spot +7, Swim +12; Combat
Reflexes, Iron Will, Toughness, Weapon Focus (bite).
The walls, ceiling and floor of the cavern are slick with Breath Weapon (Ex): Once every 1d4 rounds, all of a pyrohydra’s
condensed moisture, making any attempt to climb the cavern heads breathe jets of fire. Each jet is 10 feet high, 10 feet wide
walls extremely challenging. PCs attempting to scale the walls and 20 feet long, and deals 3d6 points of fire damage per
or ceiling must succeed on DC 30 Climb checks. head. A successful DC 18 Reflex save halves the damage.
Feats: A hydra’s Combat Reflexes feat allows it to use all its
heads for attacks of opportunity.
Possessions: Ioun stone (clear spindle).

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CITY of the GODS
Area A–4b:The Pit and the Door The ledge rises to a heavy bronze portal set into the far wall.
GM’s Note: Area A–4b has a number of dynamic challenges The door is emblazoned with snakes merging with flames,
that, when taken together, can pose a challenge to new and spiraling in a dizzying pattern that has a hypnotic effect on
veteran GMs alike. Read both areas A–4b and A–4c carefully anyone examining or searching the portal. PCs examining
before running the encounters. the door must succeed on DC 20 Will save or be stricken
with vertigo; PCs overcome with vertigo must make a DC
The first time PCs enter this area, the first two ranks must
20 Reflex save or slip off the ledge. The PCs falling from the
make DC 15 Spot checks or fail to see where the tunnel
ledge can be caught by any companion standing in an adjacent
floor turns into a ledge. Of course, PCs taking appropriate
square who succeeds on a DC 15 Reflex save. Pulling a PC
precautions (such as tapping the floor with a pole as they
back onto the ledge requires a DC 18 Strength check and is a
advance) notice the change. Those failing their Spot checks
move action that provokes attacks of opportunity. Even PCs
must succeed on DC 20 Reflex saves or tumble down 30 feet
making a cursory glance at the door are at risk, and must
into the boiling water below.
succeed on DC 13 Will saves or suffer its vertigo-inducing
If the PCs enter the cavern safely, read or paraphrase the effect. Regardless of the save DC, the effects of the vertigo
following: only persist for one round.
The narrow tunnel opens into a wide, mist-shrouded cavern. The door is barred from the far side, has a hardness of 10,
The floor is lost in mist below, but a narrow ledge wends its way and can take 60 points of damage before succumbing to
around the cavern wall. damage. PCs can batter the door down by succeeding on a
DC 28 Strength check.
The path is a mere 3 feet wide and slick with condensation.
As noted, it is a 30-foot fall to the waters below. The pool is While the PCs make their way up the ledge, Lord Jihzaja
14 feet deep and hot to the touch, inflicting 1d4 points of watches from the overhang in area A–4c. PCs can spot
heat damage to any creature falling in. The walls of both the the noble salamander through the mists by besting the
room and the pit are slick with moisture and black algae, salamander on an Spot check opposed by the salamander’s
making scaling the walls a challenge (DC 25 Climb). Hide check (+15), but the salamander receives an additional
+5 to his check, thanks to the obscuring mist.
Lord Jihzaja waits until the PCs make it to the door, or
spot him, before launching his attacks. The salamander
casts wall of fire along the elevated ledge, inflicting 2d6+15
points of fire damage to every creature on the ledge on the
first round, and on the salamander’s turn every following
round the wall remains alight. If any 5-foot length of wall
takes 20 points of cold damage or more in 1 round, that
length goes out. (Do not divide cold damage by 4, as
normal for objects.)
If the PCs succeed in extinguishing the wall, or else manage
to threaten the salamander, Lord Jihzaja summons a huge
fire elemental at the base of the ledge, commanding the
elemental to attack his foes. While the elemental distracts
the party, the salamander withdraws through its maze-like
lair to area A–4d, where the noble makes his final stand.
Lord Jihzaja, Noble Salamander: See area A–4c.
Mesmerizing Door: Hardness 10, 60 hp, Break
DC 28.
Huge Fire Elemental (Summoned): CR 7; Huge
Elemental (Fire, Extraplanar); HD 16d8+64; hp 136; Init
+11; Spd 60 ft.; Space/Reach 15 ft./15 ft.; AC 19, touch
15, flat-footed 12; Base Atk +12; Grp +24; Atk Slam +17
melee (2d8+4 plus 2d8 fire); Full Atk 2 slams +17 melee
(2d8+4 plus 2d8 fire); SA Burn; SQ DR 5/—, darkvision
60 ft., elemental traits, immunity to fire, vulnerability to
cold; AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25,
Con 18, Int 6, Wis 11, Cha 11.

15
CITY of the GODS
The steam is thicker here than in previous portions of the
caverns, limiting sight to a mere 10 feet. For every 5 rounds
spent in the maze, PCs must succeed on a DC 20 Fort save or
Skills
become both sickened (taking a –2 penalty on all attack rolls,
a n d
weapon damage rolls, saving throws, skill checks and ability
Feats:
checks) and bewildered, mistaking left for right, confusing
Listen +11,
all cardinal directions, and being utterly unable to discern
Spot +12;
whether or not they have been to an area of the maze before.
Alertness,
Cunning PCs will take measures against this induced, non-
C o m b a t
magical confusion (such as leaving markers or signs on the
Ref lexes,
cave walls), but even these can easily mislead explorers. Lord
D o d g e ,
Jihzaja is inured to the gases and immune to their effects.
Improved
Initiative, Iron The maze is littered with hot pots—boiling springs that emit the
Will, Mobility, gases that shroud the maze. The hot pots inflict 1d4 points of
Spring Attack, heat damage to anyone foolish enough to enter their waters.
Weapon Finesse.
If the salamander spotted the PCs while they advanced up
Burn (Ex): A
the ledge in area A–4b, he has since withdrawn to area A–4d.
fire elemental’s
If the PCs somehow succeeded in avoiding the salamander’s
slam attack deals
notice, Lord Jihzaja is resting on the rim of a hot pot, before
bludgeoning damage plus
venturing out to find (and capture) the fire nymph. Fully armed
fire damage from the elemental’s
and armored in either case, the salamander fights to the best
flaming body. Those hit by a fire
of his ability, using all of the powers at his disposal to defeat
elemental’s slam attack also must
the invading PCs. If overwhelmed by superior foes, the mighty
succeed on a DC 22 Reflex save or
salamander withdraws to area A–4d to make his final stand.
catch on fire. The flame burns for 1d4
rounds. A burning creature can take Parlaying with the Dour Lord: Asute PCs might rightly
a move action to put out the flame. realize that a “burn and destroy” tactic is not necessary in
The save DC is Constitution-based. their expedition to the Isle of the Dour Lord. Their chief
Creatures hitting a fire elemental with task is simply to recover the fire nymph’s flame charm, a goal
natural weapons or unarmed attacks that can be accomplished without slaying Lord Jihzaja. PCs
take fire damage as though hit by the succeeding in treating with the Dour Lord and acquiring
elemental’s attack, and also catch on fire the fire charm should be awarded experience as if they had
unless they succeed on a Reflex save. defeated the noble salamander in combat.
The PCs might consider parlaying with Lord Jihzaja:
Area A–4c: Maze of the Dour Lord
Read or paraphrase the following: Subduing: If Lord Jihzaja is reduced to fewer than 20 hp, he
sues for peace, offering PCs the fire charm and a portion of
The natural cave wends its way into darkness. The his treasure in exchange for his life. The noble salamander
walls are slick with condensation, and tendrils of willingly gives the PCs the treasure openly displayed in area
the ever-present steam snake about your waist as if A–4d, but will not direct them to hidden treasure chests.
to ensnare you. The heat and accompanying stink are
almost overbearing here, worming their way into clothes, Bartering: If the PCs initiate talks, the Lord might agree to
saturating books and seeming to seep into the skin. trade the fire charm for another two magic items, or a single
item and a minimum of 5,000gp. Note that Lord Jihzaja is an
This small maze is where the noble salamander Lord aloof trader, but PCs that are able to tolerate the salamander’s
Jihzaja makes his home. Explorers find racks with arrogance can secure the fire charm with little difficulty.
steaming meat, the pelts of various beasts (saturated
Bluffing: The noble salamander is secure in his position
with mineral-rich waters) and simple decorations
and fears little (right or wrong) that the Valley has to offer.
scattered about the maze. There seems little rhyme or
The sole exception is Saint Stephen and his army of raiders.
reason to it all, for the salamander spends little time
If the PCs succeed in weaving a convincing tale (DC 25 Bluff
here, preferring to be with his fire nymph lover (see area
check) the salamander relinquishes the fire charm. A GM is
A–3), hunting the valley floor or working in his forge (area
within his rights to demand that the player characters provide
A–4d).
a convincing story explaining why Saint Stephen would want
the nymph’s fire charm.

16
CITY of the GODS
Lord Jihzaja, Noble Salamander: CR 10; Large Outsider This chamber is home to the noble salamander, and (when
(Extraplanar, Fire); HD 15d8+45; hp 112; Init +1; Spd 20 she is not wroth) the fire nymph. Sadly, despite the opulence,
ft.; Space/Reach 10 ft./10 ft. (20 ft. with tail or longspear); much of the chamber’s contents have lost their value after
AC 24, touch 10, flat-footed 23; Base Atk +15; Grp +25; Atk years of exposure to constant moisture and heat. The pillows
+3 longspear of speed +23 melee (1d8+9/✕3 plus 1d8 fire); Full all show signs of algae and mold, the divan is riddled with
Atk +3 longspear of speed +23/+23/+18/+13 melee (1d8+9/✕3 rot, the tapestries and rugs all ruined with grime.
plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire);
The vault is a far from worthless, though. Nestled amid the
SA Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-
nooks lining the walls, are a total of 7 spectacular gems, each
like abilities; SQ SR 13, DR 15/magic, darkvision 60 ft.,
worth between 100 and 1,000gp (1d10 x 1,000gp); the eighth
immunity to fire, vulnerability to cold; AL CE; SV Fort +12,
gem in the series is a brilliant black star sapphire—the flame
Ref +10, Will +11; Str 22, Dex 13, Con 16, Int 16, Wis 15,
charm stolen from the fire nymph.
Cha 15.
Skills and Feats: Bluff +19, Craft (blacksmithing) +25, Diplomacy The iron coffers contain the bulk of the salamander’s treasure,
+4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, though much has been spent foolishly by the salamander, in
Spot +13; Alertness, Cleave, Great Cleave, Multiattack, Power his unceasing quest to win the nymph’s love. All of the coffers
Attack, Skill Focus (Craft [blacksmithing]). are locked (DC 25). The key was stolen by the fire nymph a
Constrict (Ex): A salamander deals automatic tail slap damage week ago, and hidden somewhere deep beneath one of the
(including fire damage) with a successful grapple check. A noble valley’s burning lakes.
salamander can constrict multiple creatures simultaneously, Coffers (6): Hardness 10; Hp 10; Open Lock DC
provided they are all at least two sizes smaller than it. 25; Break DC 20.
Heat (Ex): A salamander generates so much heat that its mere
touch deals additional fire damage. Salamanders’ metallic
weapons also conduct this heat. Coffer Trap/Contents
Improved Grab (Ex): To use this ability, a salamander must hit 1 Glyph of warding
a creature of up to one size larger than itself with its tail slap 15 copper ingots stamped with the mark of the
attack. It can then attempt to start a grapple as a free action Duchy of Peaks; cast inside each ingot is a rod of
without provoking an attack of opportunity. If it wins the platinum worth 200gp
grapple check, it establishes a hold and can constrict. 2 None
Spell-Like Abilities: 3/day—burning hands (DC 13), fireball (DC Empty. A DC 25 Search reveals a false bottom
15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel concealing 4 divine scrolls: resurrection (CL 13),
magic, summon monster VII (Huge fire elemental). Caster level righteous might (CL 9), and heal (CL 11).
15th. 3 Poisoned dart trap
Possessions: +2 chain shirt of spell resistance (13), +3 longspear of An elven buckler +2 (see appendix) wrapped in
speed. the skin of a unicorn worth 5,000gp (Cursed;
good or neutral PCs carrying the unicorn skin on
Area A–4d: Abode of the Salamander their persons are afflicted as if by a bestow curse
spell, no save. The curse remains even after they
The boulder blocking the entrance to this area can only be
have disposed of the skin, unless they bury it in a
moved by creatures succeeding on a DC 20 Strength check.
hallowed sylvan grove.)
Even a successful Strength check causes a grinding that can
4 Fireball trap
be heard throughout areas A–4d and A–4c.
A bolt case made from the skin of a young black
Read or paraphrase the following: dragon (worth 300gp), containing 10 sleep bolts for
a hand crossbow.
Past the massive boulder you spy a treasure chamber worthy of a king!
5 None
Thick carpets cover the hard stone floor, and rich tapestries adorn
Empty.
the walls. A candelabra formed from living crystal hangs from the
6 Lock smeared with contact poison
ceiling, and flames dance amid the cups of burning oil. Embroidered
2,300gp (Counterfeit coins; a DC 15 Spot check
silken pillows lie cast about with careless abandon, and a low, wide
reveals that each coin is merely a copper coin with
divan rests in the far recesses of the chamber.
a skin of hammered gold. PCs attempting to use the
Of more interest to you and your companions are the half-dozen coins have a 25% of being caught and prosecuted
coffers lying about the room, and the nooks carved into the rock as counterfeiters, a crime punishable by death in
walls, each displaying a brilliant gem! most parts of Blackmoor.) The salamander noble
uses these for trade with the other creatures of
the Valley, not fearing any repercussions.

17
CITY of the GODS
Glyph of Warding (Blast): CR 4; spell; spell trigger; Area A–5: The Sea of Mud
no reset; spell effect (glyph of warding [blast], 5th- Read or paraphrase the following:
level cleric, 2d8 acid, DC 14 Reflex save half
damage); multiple targets (all targets within 5 feet); Pools of thick mud stretch out before you, gurgling and popping with
Search DC 28; Disable Device DC 28. heat, spitting flecks of burning mud into the air. The hot air reeks of
sulfur and brimstone.
Poisoned Dart Trap: CR 4; mechanical; location
trigger; manual reset; Atk +15 ranged (1d4+4 plus The sea of mud is superheated by hot springs deep beneath
poison, dart); multiple targets (1 dart per target in a the surface of the Valley of the Ancients. Any being immersed
10-ft.by 10-ft.area);poison (Small monstrous centipede in this mud takes 1d8 points of heat damage every round, and
poison, DC 10 Fort save resists, 1d2 Dex/1d2 Dex); 1d4 points of damage on the round after escaping the mud.
Search DC 21; Disable Device DC 22.
Worse, the thick, viscous mud gives birth to fiery geysers
Fireball Trap: CR 5; magic device; touch trigger; that erupt periodically, releasing the pressures built up by
no reset; spell effect (fireball, 8th-level wizard, 8d6 the boiling waters. The GM should make a secret roll for
fire, DC 14 Reflex save half damage); Search DC each square the party crosses in the sea of mud, if the group
28; Disable Device DC 28. travels via the log bridge (see area A–5a below). Roll 1d4 each
Lock Smeared with Contact Poison: CR 5; time, as there is a 1 in 4 chance of a geyser erupting near the
mechanical; touch trigger (attached); manual reset; PCs during their trek through a given square, showering the
poison (nitharit, DC 13 Fort save resists, 0/3d6 surrounding area with superheated water and steaming mud.
Con); Search DC 25; Disable Device DC 19. Each time this happens, PCs in the area take 2d12 points of
heat damage (DC 20 Reflex save for half).

Area A–5a: Hell’s Highway


Read or paraphrase the following:
A crude trail of mud-spattered logs crosses the steaming pools
of mud, crossing from one island to the next. The logs are
slick with condensation and crusted with minerals, and slime
grows where the water pools in hollows atop the logs.
The logs are all large, each one foot in diameter and
between 20 and 30 feet in length. The path was built
by sandfolk, but is used by ogres in service of the fire
giants.
PCs crossing the logs are in considerable danger from
the geysers. If a geyser goes off while the PCs are on the
bridge, they must succeed on a DC 15 Balance check
or fall into the scorching mud, taking 1d8 points of
heat damage every round until freed (and another 1d4
points of damage the round thereafter).
Characters in falling into the mud must make a DC
10 Swim check every round to simply tread water, or
a DC 15 Swim check to move 5 feet in any direction
desired. If a trapped character fails this check by 5 or
more, he sinks below the surface and begins to drown
(see Drowning, DMG 304).
Characters may resurface with a successful Swim check
(DC 15 +1 per consecutive round under the surface).
To rescue a PC caught in the quagmire, a rescuer must
make a DC 15 Strength check to pull the victim, and
the victim must make a DC 10 Strength check to hold
on. If the victim fails to hold on, he must make a DC
15 Swim check immediately to stay above the surface.
If both checks succeed, the victim is pulled to safety.

18
CITY of the GODS
Area A–5b: Ambush! The cliffs mark the north-west border of the valley. Powerful
A trio of salamanders lurks alongside the log bridge, where the heroes like the PCs can pass them, but only at the cost of
mud is only 4 feet deep. The outsiders have taken pains to hide much labor for little reward. The cliffs are sheer, and the
themselves, and PCs must succeed on Spot checks opposed few hand or footholds are composed of sharp, razor like
by the salamanders’ Hide roll to spot them (they receive a +4 edges. Ranging between 200 and 400 feet high, the cliffs
circumstance bonus, on top of their +11 Hide modifier). can be climbed with DC 20 Climb checks, but lead climbers
inflict 1d4 points of damage on themselves every 50 feet
The salamanders wait until one or more PCs are on the log
climbed. (Those following, presumably with the aid of ropes
bridge before springing from hiding. One salamander levers
and suitable equipment, need not take damage.) The cliffs
the log over, causing it to roll. PCs standing atop the log must
radiate a dull constant heat that, when combined with the
succeed on DC 20 Balance checks or tumble into the burning
steam, forces a DC 20 Fort save every 10 rounds, lest a PC
mud. Meanwhile, the other two salamanders concentrate
be sickened, suffering a –2 penalty on all attack rolls, weapon
their attacks on the PCs that escaped the fall, attempting to
damage rolls, saving throws, skill checks and ability checks.
put them down before their companions can recover.
PCs failing a second DC 20 Fort save are treated as exhausted,
If two or more of the salamanders are reduced to fewer than
moving at half speed and taking a –6 penalty to Stregnth and
15 hp, the survivors flee, diving into the mud in the hopes of
Dexterity. One hour of complete rest, or any magical healing
eluding the heroes.
effect, remedies both conditions.
Salamander (3): CR 6; Medium Outsider (Extraplanar, Fire);
PCs gaining the top of the cliff are faced with a view of the
HD 9d8+18; hp 58; Init +1; Spd 20 ft.; Space/Reach 5 ft./5
southern Badlands: desolate, sharp ridges, and deep ravines.
ft. (10 ft. with tail); AC 18, touch 11, flat-footed 17; Base Atk
The wasteland is dotted with the occasional smoking caldera,
+9; Grp +11; Atk Trident +11 melee (1d8+3 plus 1d6 fire);
and cooling lava flows crawl their way across the ridges before
Full Atk Trident +11/+6 melee (1d8+3 plus 1d6 fire) and tail
plunging hundreds of feet down into darkness.
slap +9 melee (2d6+1 plus 1d6 fire); SA Constrict 2d6+1 plus
1d6 fire, heat, improved grab; SQ DR 10/magic, darkvision Those with the means to fly can traverse the southern rim of
60 ft., immunity to fire, vulnerability to cold; AL LE; SV Fort the Badlands to their less desolate cousins to the north, but
+8, Ref +7, Will +8; Str 14, Dex 13, Con 14, Int 14, Wis 15, advancing on foot is nearly impossible. Advancing a single
Cha 13. mile requires climbing both up and down several hundred
Skills and Feats: Bluff +11, Craft (blacksmithing) +19, feet, several times, slowing progress to a crawl. Searching
Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate the hundreds of valleys, by foot or from the air, is a futile
+3, Listen +8, Move Silently +11, Search +12, Spot +8; experiment, yielding nothing.
Alertness, Multiattack, Power Attack. For every 4 hours spent traversing the Cliffs of Flame, roll
Constrict (Ex): A salamander deals automatic tail slap damage 1d12. On a 1–3 the PCs are set upon by a pair of wyverns
(including fire damage) with a successful grapple check. on the hunt for their evening meal. On a 12, the PCs are
Heat (Ex): A salamander generates so much heat that its mere attacked by a flock of six wyverns.
touch deals additional fire damage. Salamanders’ metallic
weapons also conduct this heat. Wyvern: CR 6; Large Dragon; HD 7d12+14; hp 59; Init +1;
Spd 20 ft., fly 60 ft. (poor); Space/Reach 10 ft./5 ft.; AC 18,
Improved Grab (Ex): To use this ability, a salamander must hit
touch 10, flat-footed 17; Base Atk +7; Grp +15; Atk Sting
a creature of up to one size larger than itself with its tail slap
+10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4)
attack. It can then attempt to start a grapple as a free action
or bite +10 melee (2d8+4); Full Atk Sting +10 melee (1d6+4
without provoking an attack of opportunity. If it wins the
plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee
grapple check, it establishes a hold and can constrict.
(1d8+2) and 2 talons +8 melee (2d6+4); SA Poison, improved
grab; SQ Darkvision 60 ft., immunity to sleep and paralysis,
Area A–6:The Cliffs of Flame low-light vision, scent; AL NE; SV Fort +7, Ref +6, Will +6;
Read or paraphrase the following: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
The sharp, craggy cliff rise up from the valley floor like the blades Skills and Feats: Hide +7, Listen +13, Move Silently +11,
of a thousand spears placed end to end. The occasional ravine, dark Spot +16; Ability Focus (poison), Alertness, Flyby Attack,
and narrow, wends its way into the cliffs, but nearly all seem to Multiattack.
terminate within 100 steps of the canyon entrance. The cliffs stink Improved Grab (Ex): To use this ability, a wyvern must hit
of sulfur and hellfire, and are even warm to the touch. A faint steam with its talons. It can then attempt to start a grapple as a free
rises off them like a corpse cooling in winter. 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.

19
CITY of the GODS
Area B: Sandfolk Camp At present there are 15 sandfolk raiders in camp, along with
their warchief Sha-su-roth, and his advisor, the camp elder.
The sandfolk are a hardy nomadic people that manage to The warchief’s second in command Da-Nel is away from camp,
survive within the Valley’s harsh ecology. Read or paraphrase leading a raiding party of 8 sandfolk and 4 more camarilla;
the following when the PCs come across a camp: Da-Nel returns within 1 hour of the PCs encountering the
A dozen felted tents, bleached white to reflect the heat of the sun, camp, or as the GM deems best for the story line.
stand clustered around a large fire pit. You spy at least a dozen The sandfolk welcome the PCs into their camp, and welcome
humanoids working about the camp; smoking meat outside the huts, them to spend a night safely in camp (but only one). That
beating wool into felt, tending the fire, and so on. As you watch, the evening, gathered around the crackling fire, the camp elder
strange physiology of these people comes into focus: All have leathery selects a comely young sandfolk maid—the daughter of Sha-
skin, ranging in color from a smooth green to a dusky, slate grey, and Su-roth, and the love of Da-Nel—to recite the poem known as
all have a second pair of arms protruding from their torsos. A circle “The Fall of the Gods” (see sidebar).
of small mounds surrounds the encampment.
Test of Courage: While the sandfolk are quick to welcome
The camp is home to a band of sandfolk raiders—nearly PCs to their fireside, they refuse to give them information or
thirty strong, including leaders. Although it might appear aid until the PCs have demonstrated themselves to be worthy
that the camp has been caught unawares, this is only a ruse. allies. If pressed for information or directions to the City of
The mounds surrounding the camp are resting camarillas, the Gods, Sha-Su-roth welcomes the PCs to prove themselves
buried in the sand to ward off the worst of the day’s heat. worthy recipients of the chieftain’s “wisdom.”
The voracious lizards are ever vigilant, and are poised to
spring as soon as any prey (anything not accompanied by a The test is a simple one. The PCs are asked to choose a single
sandfolk) comes within 15 feet of their hiding places. There champion to face the sandfolk champion in single combat.
are 8 camarillas guarding the camp. The goal is not to kill the other, but to not surrender. Either
champion can surrender with less than 15 hp without shame,
and is lauded for their tenacity and resolve. The winner is
awarded a gift from Sha-Su-roth: a +2 keen battle axe.
The Su-roth Sandfolk While the PCs and Sha-Su-roth are choosing their champions,
The sandfolk have inhabited the Valley of the Ancients the sandfolk draw a circle in the sand, 30 feet across and
for as long as Tenian scholars have known Blackmoor. ringed by 7 greased poles. Each pole is 14 feet high and
A nomadic people, their camps can be found through greased with camarilla fat.
out the valley. Increased activity emanating from the Atop each pole is tied a battle axe and a short sword—
City of the Gods, however, coupled with interest traditional sandfolk weapons. The weapons are tied loosely
from outside factions, has led most of the tribes to to the tops of the poles and are easily pulled free. A weapon
seek shelter in caves hidden along the valley’s rim. can be reached with a DC 24 Jump check, or a DC 25 Climb
The remaining tribes are raiders—brave souls looking check. Alternately, a pole can be broken with a DC 26
to make a profit off the mysterious city by preying Strength check, or cut down (hardness 6, 15 hp).
off foolish explorers. Though opportunistic, the
sandfolk are excellent judges of a challenge, and will Sha-Su-roth has secretly dusted all the weapons with a tacky
not press dangerous groups. Indeed, if the party shows black powder called walkers’ bane, which is poisonous to
themselves to be capable but not thoughtlessly violent, sandfolk but harmless to others (Injury, DC 18, 1d4 Str
the raiders will invite them to share their campfire. Initial, 1d4 Con Secondary). Sha-Su-roth hopes for Da-Nel’s
This might seem a contradiction to “civilized” folk, but defeat, giving the war chieftain the pretense for exiling Da-Nel
to the sandfolk, raiding and hospitality are both useful from the tribe.
means of dealing with outsiders. If the PCs recognize that Da-Nel has been poisoned and
Sha-Su-roth’s tribe is more volatile than most because rush to his aid, they earn the enmity of Sha-Su-ruth but the
of the young ranger, Da-Nel. A sandfolk warrior gratitude of Da-Nel and the respect of the sandfolk.
without peer, Da-Nel threatens Sha-Su-roth’s claim to If the PCs succeed in besting Da-Nel, or earn the sandfolk’s
leadership. The ranger is in love with Sha-Su-roth’s respect by enduring the trial, Sha-Su-roth is bound to
green-skinned daughter, and serves the chieftain at his entertain their queries. The war chieftain sends the elder to
own pleasure. Both Sha-Su-roth and Da-Nel will see the answer their questions.
PCs as an opportunity to advance their own agendas,
treating the heroes as witless pawns until the heroes How do we get to the Sky City? No one but the Old Man of the
demonstrate otherwise. Valley has ever seen the fallen Sky City. Many say that it is
nothing but a fable.

20
CITY of the GODS
Who is the Old Man of the Valley? A sandfolk elder that
witnessed the Fall of the City of the Gods. The sight drove Fall of the Gods
him mad and he fled the tribe. The sandfolk elder, Dra-aj’haraki, composed the epic
Where is he now? Dra-aj’haraki has hidden himself in the poem “Fall of the Gods” before his madness caused
ancestral caves of the sandfolk. The caves are found in a ridge him to flee his own tribe. The work lives on with Sha-
north of here. I can draw you a map. Su-roth and his people, and is recited around the camp’s
fires to this night. The poem is recited in the keening
Can we speak with him? If you can find the Old Man, and if religious tongue of the sandfolk, but can be roughly
you are worthy of his trust, old Dra-aj’haraki might show you translated for the benefit of non-sandfolk audiences.
to the way to the fabled city.
Fall of the Gods
The elder offers to heal any of the PCs to the best of his
ability. In the morning the sandfolk send the PCs on their way Recall that night, when the moon was a sliver in the house
with wineskins of desert wine, and satchels of dried camarilla of the Chimera,
meat. If the PCs showed exceptional kindness to Da-Nel, the and the entrails of the birds bled bile, and the camarillas
sandfolk warrior sends them off with a gift of his own: a fur- attacked their masters,
trimmed quiver containing three javelins of lightning.
and the she-cats howled in the daylight.
Sha-Su-roth, sandfolk warchief, Ari4/Ftr7: CR 9; Medium
Humanoid; HD 2d8+4d8+ 7d10+33; hp 94; Init +1; Spd Recall the night and its wicked portents, the night the gods
30 ft.; AC 21, touch 11, flat-footed 20 (+5 armor, +4 shield, were cast from heaven.
+1 natural, +1 Dex); Atk +2 Glaive +15 melee (1d10+6/3) What wicked deeds had they wrought, to be shamed so?
or composite shortbow +11 ranged (1d6+2/✕3); Full Atk +2
Glaive +15/+10 melee (1d10+6/✕3) or composite shortbow Streaking across the dark sky like a brilliant comet, turning
+11/+6 ranged (1d6+2/✕3); SQ multiweapon fighting; night to day, sand to glass,
AL N; SV Fort +9, Ref +4, Will +6; Str 14, Dex 13, Con 16, forests to flame, before their terrible city sank to the earth.
Int 10, Wis 11, Cha 16.
Skills and Feats: Bluff +10, Diplomacy +13, Handle Animal We can only pray that they are forgiven and welcomed back
+10, Intimidate +9, Sense Motive +9, Survival +7; Cleave, through the Gate of Stars,
Leadership, Negotiator; Power Attack, Stealthy, Track, before they turn their wicked gaze upon us.
Weapon Focus (glaive), Weapon Specialization (glaive).
For now, we can only pray, for gods walk the earth, armed
Possessions: Chainmail, composite shortbow [+2], +2 ceremonial
with divine lightning,
glaive, two +1 ceremonial shields (light wooden).
girded in the mail of the All-Father.
Da-Nel, sandfolk raider, Rgr9: CR 10; Medium Humanoid;
HD 2d8+9d8+27; hp 97; Init +3; Spd 30 ft.; AC 18, touch For Death follows in their shadow.
13, flat-footed 15; Base Atk +9; Grpl +11; Atk mwk scimitar
+12 melee (1d6+2/18–20) or composite short bow +12
Sandfolk elder, Drd5: CR 6; Medium Humanoid; HD
ranged (1d6+2/19–20); Full Atk mwk scimitar +10/+5 melee
2d8+5d8+5; hp 47; Init +1; Spd 30 ft.; AC 16, touch 11, flat-
(1d6+2/18–20) and 3 mwk short swords + 8/+8/+8/+3
footed 15; Atk Spear +3 melee (1d8/✕3) or spear +4 ranged
melee (1d6+2/19–20), or composite short bow 12/+7 ranged
(1d8/✕3); SQ multiweapon fighting , nature sense, animal
(1d6+2/19–20); SQ multiweapon fighting, favored enemy
companion, wild empathy, woodland stride, trackless step,
(human, elf), track, wild empathy, combat style, endurance,
resist nature’s lure, wild shape 1/day; AL N; SV Fort +5, Ref
animal companion, improved combat style, woodland stride,
+2, Will +7; Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha
swift tracker, evasion; AL N(e); SV Fort +9, Ref +9, Will +4;
12.
Str 15, Dex 16, Con 16, Int 10, Wis 13, Cha 9.
Skills and Feats: Concentration +5, Handle Animal +3, Heal
Skills and Feats: Climb +3, Heal +3, Hide +15, Jump +3,
+9, Knowledge (nature) +7, Listen +5, Ride +3, Spot +5,
Knowledge (nature) +3, Listen +12, Move Silently +14, Ride
Survival +10; Track, Weapon Focus (spear).
+7, Search +5, Spot +12, Survival +12; Cleave, Power Attack,
Stealthy, Weapon Focus (short sword). Druid Spells Prepared (5/4/3/2; DC 13 + spell level): ­0—create
water, cure minor wounds (✕2), detect poison, purify food and drink;
Ranger Spells Known (2/0; DC 11 + spell level): 0—delay poison,
1st—charm animal, cure light wounds (✕2), invisibility to animals;
pass without trace.
2nd—barkskin, flaming sphere, resist energy; 3rd—cure moderate
Possessions: Masterwork chain shirt, composite shortbow (+2),
wounds, remove disease.
masterwork scimitar, three masterwork short swords, quiver
Possessions: Leather armor, two shields (light wooden), spear.
with 15 arrows and five arrows of human slaying.

21
CITY of the GODS
Sandfolk raider, War2 (23): CR 2; Medium Humanoid;
HD 2d8+2d8+2; hp 24; Init +2; Spd 30 ft.; AC 17, touch
Area C:
12, flat-footed 15; Base Atk +2; Grpl +3; Atk longspear +4 The Old Man of the Valley
melee (1d8+1/✕3) or shortbow +4 ranged (1d6+1/✕3); SQ When the City of the Gods came crashing to Blackmoor, it
multiweapon fighting ; AL LN; SV Fort +4, Ref +2, Will 0; was witnessed by a lone sandfolk shaman. Dra-aj’haraki was
Str 13, Dex 14, Con 13, Int 10, Wis 10, Cha 9. driven mad by what he witnessed, and was exiled from his
Skills and Feats: Handle Animal +0, Hide +3, Intimidate +0, Jump tribe. Since that time, old Dra-aj’haraki has become a hermit,
+2, Move Silently +3, Ride +5; Weapon Focus (longspear). living alone in a cave once used to bury sandfolk warlords.
Possessions: Leather armor, longspear, two shields (light The burial cave is trapped to defend against tomb robbers,
wooden), shortbow, quiver with 15 arrows. and Dra-aj’haraki has worked to make these traps even more
Camarilla (12): CR 4; Large Magical Beast; HD 4d10+20; hp effective, refreshing the poison on the blades, and planting
42; Init +2; Spd 40 ft.; AC 18, touch 11, flat-footed 16; Base false trails across the traps.
Atk +3; Grpl +7; Atk Claw +7 melee (1d6+5) or bite +7 melee If the PCs discover the cave on their own, or follow the lead
(1d8+5); SA breath weapon, improved grab, rake; SQ low-light offered by the sandfolk chieftain, begin with encounter C–1.
vision 60’, darkvision 60’; AL N; SV Fort +9, Ref +6, Will +2;
Str 21, Dex 14, Con 20, Int 3, Wis 12, Cha 10.
Skills: Hide +13, Jump +7. Area C–1: Cave Entrance
Sand Breath (Ex): 10-foot cone of irritating particles, damage Read or paraphrase the following:
4d4, Reflex DC 15 half. Living creatures that fail their saves are A narrow hole is carved into the side of the ridge. Partially concealed
tormented by itching skin and burning eyes. This effect imposes by a large boulder, the cave is perfectly hidden from nearly all sides.
a –2 penalty to AC and a –2 penalty on attack rolls for 3 rounds.
A camarilla can call upon this ability once every 1d4+1 rounds. This cave complex has been the chosen burial place for
Targets of multiple uses of this ability do not suffer cumulative honored sandfolk warlords for centuries. And as long as it
AC and attack penalties, but must still save for half damage. has housed their sanctified remains, it has been the storied
Improved Grab (Ex): To use this ability, a camarilla must hit goal of Tenian grave robbers. Rogues of every stripe have
with its bite attack. It can then attempt to start a grapple as a tried their hand at raiding the cave, and if any succeeded,
free action without provoking an attack of opportunity. If it they have elected not to brag of their deeds.
wins the grapple check, it establishes a hold and can rake. PCs investigating the cave entrance discover that the face of
Rake (Ex): Attack bonus +7 melee, damage 4d6+5. the boulder turned toward the cave entrance is decorated
with runes, a basin, and a dozen channels. PCs able to read
sandfolk runes or succeeding on DC 20 Decipher Script
check are able to translate the carvings:
the blood of war chiefs blazes with the noonday sun
soaks the stones of our fathers
their might shall never be rivaled their secrets never revealed
only mirrored.
The runes are difficult to translate precisely; even sandfolk will
concede as much. The inscription is a crude riddle hinting at
the purpose of the channels and basin, as explained below.
The channels are cut down into the center of the rock, so
that when the sun is at its apex, a narrow shaft of line is
shone directly into the basin. Multiple channels have been
cut into the rock so that the effect is the same, regardless of
the season and the noonday sun’s position in the sky.
If the basin is filled with liquid (not necessarily blood, as hinted
at in the inscription) the reflection illuminates a narrow band
of light into the cave. Stepping in this band of light (and only
in this band of light) allows PCs to avoid the three traps in
area C–3.
A DC 15 Track check reveals that a lone humanoid uses
the cave entrance daily. A DC 20 Track check reveals this
humanoid to be a sandfolk. This is Dra-aj’haraki’s trail.

22
CITY of the GODS
Area C–2: Path of Light (EL 10) Area C–3: Parting of Ways
Read or paraphrase the following: Read or paraphrase the following:
The narrow cave winds its way into the hillside. The floor alternates The corridor splits in two sets of rough-hewn stairs. One set descends
between rock, smooth by the passage of time, and sand. Niches have further beneath the surface, the other climbs higher into the ridge.
been cut into the rocky walls at chest height every 6 feet or so. Some Between the two sets of stairs is a narrow dividing wall, decorated
of these hold extinguished candles, others just telltale traces of wax. with a crudely carved glyph.
This corridor is littered with deadly traps placed by the From below you hear rushing water. From above… silence.
sandfolk to protect the sacred burial chamber of their A DC 15 Track check reveals that the stairs leading down
warchiefs. If liquid has been poured into the basin in area are in regular use. This is another false trail created by Dra-
C–1 at high noon, a narrow beam of light illuminates a safe aj’haraki. A DC 25 Track check reveals that the lower path is
path through the traps. Otherwise, the PCs must pick their false, while the stairs leading up are in regular use by someone
own way through the corridor and suffer the consequences. who works diligently to conceal his tracks.
The traps are marked on the map. Each is triggered by a A DC 15 Decipher Script check translates the glyph:
sensitive panel hidden in the floor.
Climb to ignoble death, descend to the noble dead.
A DC 15 Track check reveals tracks in the sand. This trail is
a ruse; following the trail leads directly into each trap. Dra- The glyph is both a warning and a descriptor. The steps leading
aj’haraki’s has disguised his true trail, but an expert tracker up are trapped (true), while the warlords of the sandfolk are
alert to tricks (DC 25 Track) will be able to detect the true in the crypts below (also true). Dra-aj’haraki, however , has
path through the traps. taken up residence in chambers above.
Following the second trail requires a DC 25 Track check The stairs leading down are trapped. When the stone steps
every 10 feet, and allows PCs to safely navigate the corridor. are weighted with more than 100 lbs., they collapse into a
slide; anyone failing a DC 20 Reflex save is sent shooting
Map
downward. Their slide ends abruptly in a 50 feet deep pit.
Icon Trap
Worse, at the base of the pit are a trio of sandfolk skeletons.
X1 Wide-mouthed pit with poisoned spikes These are sandfolk criminals who were sentenced to an
X2 Poison spears eternity of undeath; the immediately leap to the attack,
unleashing their fury on the PCs.
X3 Deathblade greataxe
The upward stairs are similarly trapped with a fusillade of
Wide-Mouth Pit w/ Poisoned Spikes: CR 9; poisoned darts targeting PCs ascending the stairs.
mechanical; location trigger; manual reset; DC 20 The glyph disguises a secret panel that can be found with a
Reflex save avoids; 70 ft. deep (7d6, fall); multiple DC 25 Search check. Hidden behind the panel are two levers.
targets (all targets within a 10-ft.-by–10-ft. area); If either is pulled, a loud creaking sound emanates from the
pit spikes (Atk +10 melee, 1d4 spikes per target corridor, followed by a ticking noise. The left lever disarms the
for 1d4+5 plus poison each); poison (giant wasp pit trap, the right lever disarms the dart trap. Pulling a lever
poison, DC 14 Fort save resists, 1d6 Dex/1d6 disarms a trap for 5 rounds. If a lever is jammed in the down
Dex); Search DC 20; Disable Device DC 20. position, the appropriate trap is disarmed and cannot reset.
Poisoned Spears: CR 6; mechanical; location
Treasure: At the base of the pit are the remains of the skeletons’
trigger; automatic reset; Atk +10 melee
previous victims. Scattered amid the bones is a rusted, rotting
(1d6+4/19–20 plus poison, short spear); poison
suit of studded leather, a set of masterwork thieves tools kept
(purple worm poison, DC 24 Fort save resists, 1d6
in an ornate jade box, a +1 light crossbow of shock, two broken
Str/2d6 Str); multiple targets (one target in each
ceramic flasks, one glass vial of acid wrapped in rotting cotton,
of three preselected 5-ft. squares); Search DC 20;
and one steel flask containing a potion of cure serious wounds.
Disable Device DC 20.
Sandfolk skeleton (2): CR 1; Medium Humanoid; HD 2d12;
Deathblade Greataxe: CR 8; mechanical; touch
hp 20; Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed;
trigger; manual reset; Atk +16 melee (1d12+8 plus
Base Atk +1; Grpl +2; Atk spear +2 melee (1d8+1/✕3) SQ
poison, great axe); poison (deathblade, DC 20 Fort
multiweapon atk, DR 5/bludgeoning, darkvision 60 ft.,
save resists, 1d6 Con/2d6 Con); Search DC 24;
immunity to cold, undead traits; AL NE; SV Fort +0, Ref +3,
Disable Device DC 19.
Will +3; Str 13, Dex 16, Con —, Int —, Wis 10, Cha 1.
Skills and Feats: Improved initiative.
Possessions: Leather armor, spear, 2 shields (light wooden).

23
CITY of the GODS
Camouflaged Collapse Stairs Pit Trap: CR Area C–5: Hall of the Holy
5; mechanical; location trigger; automatic reset; Read or paraphrase the following:
DC 20 Reflex save avoids; 50 ft. deep (5d6, fall);
multiple targets (any target on the stairs); Search A wide cave branches off from the stream here, climbing out of the
DC 25; Disable Device DC 17. water and ending in a small, circular chamber. The walls have been
polished smooth from centuries of running water, and the stalagmites
Fusillade of Poisoned Darts: CR 6; mechanical;
seem to glisten and shine in the dim light.
location trigger; automatic reset; Atk +18 ranged
(1d4+1 plus poison, dart); poison (deathblade, DC In the center of the chamber is a narrow well that descends
20 Fort save resists, 1d6 Con/2d6 Con); multiple into inky darkness.
targets (1d8 darts per target in a 5-ft. by 10-ft.
area); Search DC 19; Disable Device DC 25. This cave is where sandfolk pause to prepare themselves
before descending into the burial chambers reserved for their
mightiest war chiefs.
Area C–4: False Crypt Concealed behind a stalagmite (DC 10 Search) is a large bowl
Read or paraphrase the following: fashioned of beaten copper (stained green with verdigris), a
The stairs open into a natural chamber that has been enlarged by hollowed fang of a black dragon one foot in length, and a folded
hand. To your left, the cave opens to a shallow stream. To your right prayer cloth embroidered with obscure sandfolk glyphs.
is a series of shallow steps rising to a platform. Atop the platform are Sandfolk use the items to collect and bless water from the
a pair of bronze braziers, and a set of shining golden doors. stream before ritually washing themselves. PCs can divine the
PCs approaching the double doors can see that they are use of the horn and bowl with a successful DC 15 Knowledge
inscribed with pictographs depicting sandfolk war chiefs in (sandfolk) check or a DC 20 Bardic Knowledge check. A DC
battle against dragons, chimeras and giants. A close inspection 20 Decipher Script check reveals the meaning of the glyphs
of the doors (DC 20 Search) reveals that the portals are on the prayer cloth: “unholy,” “ablutions,” and “child of war.”
fashioned of stone and covered with beaten gold. Situated on Invaluable to sandfolk, the ritual items are worth a mere 75gp
the seam between the two doors are 4 obsidian plates, each to sages or other collectors of obscure religious relics.
cut in the size and shape of a hand. Though intriguing, these The well in the center of the chamber is only 2 feet in diameter,
sandfolk “hand plates” are nothing more than a distraction. and drops 20 feet before ending in a narrow tunnel.
The portals are trapped to collapse when any one of the
“hand plates” is disturbed, causing the ceiling above the
platform to come crashing down, inflicting 12d6 points of
crushing damage to anyone failing to leap from the platform
(DC 25 Reflex save).
The doors are false. Behind them is naught but unworked
stone. If the room is unearthed (a monumental task certain
to take days if not weeks) the beaten gold can be recovered:
the equivalent of 100gp in fragile, delicate flecks.
The stream is 1 foot deep, cool and clear. The streambed is
composed of loose stones and sand. If followed downstream,
the stream opens out onto the surface after a 1/4 mile of
winding, narrow caves. PCs following the current upstream
have a chance of discovering the secret entrance to the Old
Man’s hidey-hole (see area D–12a). Failing that, the corridor
grows quickly narrower and smaller, and after 100 feet is too
small to for even a small-sized creature to follow.
Collapsing Ceiling: CR 9; mechanical; location
trigger; repair reset; DC 25 Reflex save avoids;
ceiling collapses (12d6, crush); multiple targets
(all targets on platform); Search DC 20; Disable
Device DC 16.

24
CITY of the GODS
Area C–6: Area C–7: Sand Maze (EL 8)
Watcher of the Dead (EL 6) Read or paraphrase the following:
The tunnels here are nearly filled with sand, effectively only The sandy-floored tunnel seems to grow even tighter here. Peering
2 feet in height, forcing medium and small PCs onto their ahead you can see that the tunnel branches off to every side, each
hands and knees. Those in the tunnel can only fight with side-cave equally narrow. The sand is covered in a fragile crust here
Medium or Small piercing weapons—there is not enough and the stench of sulfur is strong in the air.
room to swing Large, slashing, or bludgeoning weapons.
The tunnels here are as confining as those in area C–6,
The sand that covers the floor is 4 feet deep. Hidden beneath merely 2 feet high, forcing all but the tiniest PC to crawl, and
the sand is a guardian, a sandfolk mummy. The ferocious prohibiting the progress of those greater than large-sized.
undead attacks anyone that has not washed himself in water
The sand covering the floor conceals a number of sandwasp
taken from the stream and blessed in area 4.
nests. The hive can be detected with a DC 20 Search or Spot
The horrible beast attacks from below, slamming foes with its check, and bypassed by a PC making a successful DC 15
mighty fists before dragging them away into darkness. Balance check. Each PC attempting to crawl past a nest must
succeed on the Balance check or disturb the nest, arousing
Treasure: The mummy wears a +1 chain shirt. Buried in the
the sandwasp’s anger.
sand (DC 18 Search) is a bejeweled ceremonial dagger worth
40gp and a silver-plated torc worth 25gp. If a nest is disturbed, the wasps set off a loud droning, calling
the other hives into a single fearsome swarm, and alerting
Sandfolk mummy: CR 6; Medium Undead ; HD 8d12+3; hp
Sha-Ce’Toth, below. The wasps light up as they swarm, filling
55; Init +0; Spd 20 ft.; AC 25, touch 10, flat-footed 25; Base
the tiny, confining tunnel with blinding brilliance.
Atk +4; Grp +11; Atk Slam +11 melee (1d6+10 plus mummy
rot); Full Atk Slam +7/+3 melee (1d6+10 plus mummy rot); Sandwasp Swarm: CR 7; Diminutive Magical Beast (Fire,
SA Despair, multi-weapon fighting, mummy rot; SQ DR Swarm); HD 12d10+27; hp 93; Init +10; Spd 5 ft. (1 square),
5/—, darkvision 60 ft., undead traits, vulnerability to fire; AL fly 40 ft.; Space/Reach 10 ft./0 ft.; AC 20, touch 20, flat-
LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10, Con —, Int footed 14; Base Atk +12; Grp —; Atk Swarm (3d6 plus burn);
6, Wis 14, Cha 15. Full Atk Swarm (3d6 plus burn); SA Distraction, inhabit,
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; burn, flare; SQ DR 10/magic, darkvision 60 ft., immune to
Alertness, Great Fortitude, Toughness. weapon damage, resistance to fire 10, low-light vision, swarm
Despair (Su): At the mere sight of a mummy, the viewer must traits; AL N; SV Fort +10, Ref +14, Will +7; Str 1, Dex 22,
succeed on a DC 16 Will save or be paralyzed with fear for 1d4 Con 14, Int —, Wis 13, Cha 9.
rounds. Whether or not the save is successful, that creature Skills and Feats: Hide +19, Listen +10, Spot +10; Ability Focus
cannot be affected again by the same mummy’s despair ability (burn), Alertness, Improved Initiative, Iron Will, Toughness.
for 24 hours. The save DC is Charisma-based. Distraction (Ex): Any living creature that begins its turn with a
Mummy Rot (Su): Supernatural disease-slam, Fortitude DC 16, sandwasp swarm in its space must succeed on a DC 18 Fort
incubation period 1 minute; damage 1d6 Con and 1d6 Cha. save or be nauseated for 1 round.
The save DC is Charisma-based. Unlike normal diseases, Burn (Ex): Those caught in a sandwasp swarm must also
mummy rot continues until the victim reaches Constitution succeed on a Reflex save (DC 18) or catch on fire. Creatures
0 (and dies) or is cured as described below. Mummy rot is a lit aflame by this ability stay on fire for 1d4 rounds, unless
powerful curse, not a natural disease. A character attempting they take active measures to put out the fire (see Chapter 8
to cast any conjuration (healing) spell on a creature afflicted of the DMG).
with mummy rot must succeed on a DC 20 caster level Flare (Ex): As a free action every third round, a sandwasp
check, or the spell has no effect on the afflicted character. swarm flares brightly, effecting all opponents within 30 ft.
To eliminate mummy rot, the curse must first be broken The swarm makes a ranged touch attack; if it hits, the target
with break enchantment or remove curse (requiring a DC must succeed on a DC 18 Fort save or be blinded for 1d4
20 caster level check for either spell), after which a caster rounds. Eyeless creatures are immune to the blinding effect.
level check is no longer necessary to cast healing spells on
the victim, and the mummy rot can be magically cured as any
normal disease. An afflicted creature who dies of mummy rot
shrivels away into sand and dust that blow away into nothing
at the first wind.
Possessions: +1 chain shirt.

25
CITY of the GODS
Area C–8: Treasure: The golden seal is indeed made entirely out of gold,
and is worth 7,000gp based on its weight alone. The seal is
Burial Antechamber (EL 10) incredibly unwieldy and far too large to fit into any backpack
Read or paraphrase the following: or satchel. PCs hoping to being their treasure home must
The tight, confining tunnel finally opens up, permitting you to stand find a way to make the seal manageable: either by breaking
up and shake the sand out of your armor and robes. The chamber the seal into pieces, melt the seal down into smaller bars,
before you is stained black with the soot from ancient fires. magically shrinking the seal, etc.

A large golden disk, four feet across and decorated with 7 runes, Regrettably, like the rest of Sha-Ce’Toth’s crypt, the gold
hangs on the far wall, shrouded in cobwebs and shadows. of the lich’s seal is far from mundane. Anyone carrying the
slightest bit of the seal’s gold on their person is afflicted by
The gold disk is actually a seal that guards the entrance to the the Curse of Sha-Ce’Toth. Those failing a DC 21 Will save
crypt of Sha-Ce’Toth, a mighty sandfolk wizard, who quested suffer a –4 penalty to attack rolls, saving throws, skill checks
for immortality and is now a lich. The seal is decorated and ability checks until the cursed is removed.
with series of spiraling runes. If detected, the seal radiates a
powerful abjuration magic; the engraved runes of the seal are Fireball Trap: CR 7; magic device; touch trigger
filled with quicksilver sealed with wax. (alarm); automatic reset; spell effect (fireball, 11th-
level wizard, 11d6 fire, DC 20 Reflex save half
The seal is held in place with strange, ancient magics, seldom damage); onset delay (2 rounds); Search DC 28;
seen in modern-day Blackmoor. When a living creature Disable Device DC 28.
comes within 15 feet of the seal, it begins to glow dimly in
Silence Trap: CR 3; magic device; touch trigger
the darkness of the cavern. If a living creature comes within
(alarm); automatic reset; spell effect (silence, 5th-
10 feet, the glow grows as brightly as a daylight spell, and
level cleric, DC 15 Will save negates); onset delay
begins to hum softly. If a living creature comes within 5 feet
(2 rounds); Search DC 27; Disable Device DC 27.
of the seal, the glow becomes so bright that any sight related
activities (including Search checks) suffer a +5 DC penalty. GM’s Note: The following encounter can prove a challenge
The humming grows to a fevered pitch that resonates in to even experienced players, and—if Lord Hersh should turn
the walls and ceiling, causing stalagmites to break from the his back on the PCs—can quickly result in the death of one
ceiling. A total of 7 stalagmites fall, 1d3 every round a living or more PCs. The encounter is not essential to the PCs’ mission.
creature is within 5 feet of the seal, targeting random PCs in However, one facet of being an “expert player” is being able
the room (Atk +10 melee; 4d6, stalagmites). to recognize when a challenge poses more risk than reward.
In the world of Dave Arneson’s Blackmoor survival depends
The portal can be opened by puncturing the wax sealing any
upon quick wits and an instinct for survival, as much as a
one of the seven runes. The quicksilver spills from the rune
strong sword arm. Doughty PCs might very well elect to press
onto the floor, quickly seeping into the sand. If any of the
on, but in doing so they take their fate into their own hands.
quicksilver comes into contact with a PCs’ flesh, it burns for
In this case, let the dice fall where they may, and to the victor
1d12 points of magical damage, but bestows spell resistance
go the spoils!
13 for the next 5 rounds. The effect works only once. Any
remaining quicksilver is worthless other than a novelty to
alchemists and sages.
Summary of Sha-Ce’Toth’s
It takes one round for the quicksilver to escape; the following
round, the golden disk falls crashing from the wall, revealing a Pre-Cast Spells and Durations
4 feet diameter tunnel leading into the crypt of Sha-Ce’Toth. Mage armor: +4 armor bonus to AC.
The falling golden seal is dangerous enough on its own—PCs Duration: 12 hours.
standing in squares adjacent to the seal must succeed on DC Armor of darkness: +6 deflection bonus to AC,
15 Reflex saves of be caught beneath the falling seal for 2d6 +2 saves versus attacks made by good creatures,
points of damage, and be pinned beneath the seal. The seal +4 turn resistance. Duration: 120 minutes.
can be lifted with a successful DC 20 Strength check, or a
pinned hero can slip from beneath the seal with a DC 23 Shield: Negates magic missiles, +4 shield bonus to AC.
Escape Artist check. Duration 12 minutes.
As the portal is opened, it triggers a pair of spells, both with Mirror image: 1d4+4 images. Duration: 12 minutes.
a 2 round onset delay: fireball, and silence. The fireball is Displacement: 50% miss chance. Duration: 12 rounds.
centered on the “F” marker. The silence spell is centered on
the “S” marker. Sha-Ce’Toth enters combat the following Globe of invulnerability: Immune to spell effects of 3rd
round, casting spells from his sarcophagus into area C–8. See level or lower. Duration 12 rounds.
area C–9 for the lich’s statistics and tactics.

26
CITY of the GODS
Area C–9: Sha-Ce’Toth the Eternal, sandfolk lich, Wiz12: CR
14; Medium Humanoid; HD 14d12; hp 109; Init +8;
Burial Chamber Spd 30 ft.; AC 20, touch 14, flat-footed 15; Base Atk +6;
of Sha-Ce’Toth (EL 14) Grpl +6; Atk touch +8/+3 melee 1d8+5 plus paralyzing touch
Read or paraphrase the following: or +2 quarterstaff +10/+5 melee 1d6+2 plus 1d6 frost; SQ
damage reduction 15/bludgeoning and magic; multiweapon
The sandy-floored chamber is occupied by a chariot, a team of fighting, summon familiar, scribe scroll, turn resistance; AL
mummified camarilla, several bronze shields and a dozen bronze LE; SV Fort +10, Ref +14, Will +14; Str 11, Dex 21, Con 13,
spears, arrayed in a circle. A single great stone sarcophagus stands Int 24, Wis 17, Cha 16.
against the far wall.
This chamber is the final resting place for the
dread sandfolk lich Sha-Ce’Toth. Alerted by
the PCs’ approach, the lich Sha-Ce’Toth is a
truly fearsome opponent. The lich has taken
the time to cast the following spells: mage
armor, armor of shadows, mirror image, shield,
displacement, and globe of invulnerability
(lesser).
Thus prepared, Sha-Ce’Toth’s statistics reflect
the following totals: AC 34, touch 20, flat-
footed 29; +8 turn resistance; immunity to all
spells 3rd level or lower; 1d4+4 mirror images;
50% miss chance due to displacement. Note
that with his feat selection and dexterity bonus,
Sha-Ce’Toth receives a +13 to hit bonus with
ray spells.
The lich fires spells through holes bored in its
sarcophagus into the adjoining chamber, and
waiting until two or three party members have
entered his chamber before casting wall of
force across the entrance to its crypt, dividing
the party. Then the lich emerges from its vault,
engaging the PCs trapped in its chamber, and
using its spells to their greatest devestation.
Sha-Ce’Toth has cast symbol of fear on its
tabard (the spell is mind-affecting, and has
no effect on the lich). PCs facing the lich
in combat automatically set off the symbol,
which affects all creatures within 60 feet (even
those outside the wall of force). Those failing
a DC 23 Will save are panicked and flee to
the best of their ability, or, if cornered, cower
defenselessly.
Although the lich is confident in its ability to
best the PCs, the lich is by no means foolish.
Sha-Ce’Toth slaved for years in its bid for
immortality and refuses to risk losing its work
to anything as trivial as a battle with mere
mortals. If pressed, the lich teleports away
to another vault, where it recoups its losses
and begins to plot revenge on the foolish
adventurers that interfered with the sandfolk’s
quest for immortality.

27
CITY of the GODS
Skills and Feats: Concentration +16, Craft (Alchemy) +9, Area C–11: False Door
Decipher Script +21, Hide +13, Listen +11, Knowledge Read or paraphrase the following:
(arcana) +22, Knowledge (history) +9, Knowledge (nobility
and royalty) +9, Knowledge (the planes) +9, Move Silently The stone stairs rise to a great bronze portal emblazoned with images
+13, Search +15, Sense Motive +15, Spellcraft +22, Spot +11; of sandfolk warriors riding into battle astride fearsome dragons.
Great Fortitude, Improved Initiative, Craft Wondrous Item, The door is encrusted with golden studs and bright jewels. A single
Lightning Reflexes, Point Blank Shot, Weapon Focus (ray). massive pull ring rests in the center of the portal.
Wizard Spells Prepared (4/6/6/6/4/4/3; DC 17 + spell level): The false door is trapped. The “golden studs” are actually
0—detect magic, mage hand, open/close read magic; 1st—mage armor, the tips of spears, painted gold, and the bright jewels, merely
magic missile, shield, ray of enfeeblement (✕3); 2nd—mirror image, paste imitations. Any living creature coming within 10 feet of
scorching ray (x4), see invisiblity; 3rd—blink, clairaudience , dispel the door triggers the trap, firing a salvo of spears down the
magic, displacement, lightening bolt, ray of exhaustion; 4th—armor stairway.
of darkness, evard’s black tentacles, globe of invulnerability (lesser),
mnemonic enhancer; 5th—cone of cold, teleport, quincke’s suffocating Fusillade of Spears: CR 6; mechanical; proximity
hands, wall of force; 6th—disintegrate, lucubration, mislead. trigger; repair reset; Atk +21 ranged (1d8, spear);
multiple targets (1d6 spears per target in a 10 ft.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death
by 10-ft. area); Search DC 26; Disable Device DC
and evil. Creatures of less than 5 HD in a 60-foot radius that
20.
look at the lich must succeed on Will Save (DC 20) or be
affected as though by a fear spell from a sorcerer of the lich’s
level. A creature that successfully saves cannot be affected Area C–12: Old Man of the Valley
again by the same lich’s aura for 24 hours. Read or paraphrase the following:
Paralyzing Touch (Su): Any living creature a lich hits with
its touch attack must succeed on a DC 20 Fort save or be The low, tight caves smell of wet fur and the hot stink of feral beasts.
permanently paralyzed. Remove Paralysis or any spell that The rock floor is covered in matted grasses, twigs and fur. Lurking
can remove a curse can free the victim (see the bestow curse deep within the cavernous shadows sits the ponderous shape of a
spell description). The effect cannot be dispelled. Anyone reclining cave bear.
paralyzed by a lich seems dead, though a DC 20 Spot check This “cave bear” is, of course, the goal of the heroes’ quest:
or a DC 15 Heal check reveals that the victim is still alive. the Old Man of the Valley. The aging druid sandfolk is the
Turn Resistance (Ex): A lich has a +4 turn resistance. Valley’s sole surviving inhabitant to have witnessed the wreck
Damage Reduction (Su): A lich’s undead body is tough, giving of the Beagle. Fearing the retribution of Saint Stephen and
the creature damage reduction 15/bludgeoning and magic. his raiders, the old man has hidden himself amongst the
Its natural weapons are treated as magic weapons for the bones of his elders, content to live out the remainder of his
purpose of overcoming damage reduction. days as a savage beast.
Immunities (Ex): Liches have immunity to cold, electricity, The old man’s mind was shattered by witnessing the fall of
polymorph, and mind-effecting attacks. ✕2 the Sky City, so dealing with the aging sandfolk is challenging
Possessions: Crown of intellect +3, , +2 icy burst quarterstaff, cloak at best. Believing the PCs to be agents of the Saint, the old
of resistance +3, gloves of dexterity +2, gold-thread tabard with man will be hesitant to attack, but quick to flee at the first
symbol of fear. threat of violence, springing down the hole to the stream and
quickly swimming his way out of the dungeon.
Area C–10: Concealed Door Those hoping to garner some of the old man’s knowledge
PCs passing by can notice the secret door on a DC 23 Spot (and specifically, directions to the Lost Rift) will be forced to
check. Trackers succeeding on a DC 20 Survival check notice put up with the old timer’s eccentric mumblings. First, they
that a humanoid has been using the stairs, but that the signs will need to coax the old man back into sandfolk-form, or else
of disturbance do not proceed up past the landing. use magical means to communicate with him in bear-form—
an even more challenging forum!
Once the PCs have demonstrated their intentions (a task
easiest done by displaying some artifact won from the sandfolk
tribe), or won his favor through duplicity or magic, the old
man will share some tidbits with the heroes. The GM should
relay these to the players in a jumbled, disjointed fashion,
leaping from one topic to the next, all the while telling and
retelling stories of the sandfolks’ youth, further confusing
matters for the heroes.

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CITY of the GODS
• The city fell from the heavens five rains ago. Old Man of the Valley, sandfolk Drd8: CR 9; Medium
Humanoid; HD 2d8+8d8+24; hp 86; Init +1; Spd 30 ft.;
• The city crashed on the north side of the Valley, creating
AC 12, touch 11, flat-footed 11; Base Atk +6; Grpl +5; Atk
a rift in the Valley wall.
Quarterstaff +5 melee (1d6–1); Full Atk Quaterstafff +3/–2
• The city unleashed the anger of the Earth Dragon, who melee (1d6–1) and sickle +3 (1d6–1); SQ Multiweapon
covered much of the City with lava, rubble and ash. fighting, nature sense, animal companion, wild empathy,
woodland stride, trackless step, resist nature’s lure, wild shape
• The north wall of the valley is pocketed with canyons
3/day, wild shape large; AL CN; SV Fort +9, Ref +3, Will +9;
and rifts; you will know the right one by the sign of the
Str 9, Dex 13, Con 16, Int 10, Wis 17, Cha 11.
dragons.
Skills and Feats: Concentration +5, Heal +11, Knowledge
• Giants of fire and lava guard the way to the city; befriend (nature) +9, Listen +12, Spot +8, Survival +14; Combat
them with gifts for sacrifice, and they will let small-folk Casting, Lightning Reflexes, Natural Spell.
pass. Druid Spells Prepared (6/5/4/4/2; DC 13 + spell level): ­0—
• The giants’ master is known as Rai; this new master arrived create water (✕2), cure minor wounds, detect poison, purify food
the same night the Sky City fell from the heavens. and drink, resistance; 1st—charm animal, cure light wounds (✕2),
entangle, summon nature’s ally I; 2nd—barkskin, flaming sphere,
If the PCs seem to be having an unusually difficult time resist energy (✕2); 3rd—cure moderate wounds, poison, spike growth,
navigating the dangers of the valley’s floor, the GM is remove disease; 4th—flame strike, scrying.
encouraged to use the encounter with the old man to supply Possessions: Quarterstaff, sickle.
the heroes with other vital clues. The exploration of the
valley floor is intended to be challenging but not frustrating
to players, and those with little experience outside of the
dungeon might need to be goaded on towards their goal.
Area D:
Sign of the Dragons
Read or paraphrase the following:
A canyon slithers out of the north rim of the valley here,
towards the inhospitable badlands. But this one is different
from the hundreds of others you have investigated: the rift is
bridged by a natural stone arch, carved into the shape of two
dueling dragons.
Hot wind whistles down through the steep canyon walls, and
you catch the smell of brimstone on the air.
While many rifts lead north from the valley floor, only
one leads to the Caldera of the Fire Giant King, and
ultimately to the City of the Gods.

Area E: Caldera
of the Fire Giant King
Read or paraphrase the following:
A narrow path wends its way up the side of the rocky slope.
Crusty sheets of cooled lava and fallen cinders litter the climb.
Ahead, obscured by the steep wall of the caldera, you catch
a glimpse of the massive towers of the giant holdfast. A hot
wind, buffets you from the valley, threatening to batter you
into the cliff walls.
A small clan of fire giants have ruled this caldera for
many years, raiding the sandfolk of the lowlands and
enjoying their dominance of the surrounding lands.
This changed with the coming of the FSS Beagle. A
command module was thrown free of the wreckage
and crashed into the caldera. The module, an artificial

29
CITY of the GODS
intelligence aided by robotic assistants, immediately set about Avalanche: CR 6; mechanical; location trigger; no
bringing the fire giants and their servants under its control. reset; Atk +10 melee (4d6, boulders, all targets in
The AI believes itself to be the only survivor of the crash and target zone); Search DC 25; Disable Device DC
has gone rogue. 20.
The rogue AI, or RAI, as the giants know it, is the true ruler
of the caldera. RAI has no interest in being rescued, and Area E–3: Slag Pass
instead seeks to cement its control over the giants and spread Read or paraphrase the following:
its influence through the Valley of the Ancients, setting up a
fiefdom where it can rule uncontested. The path rounds a gentle corner, widening considerably. A pair of
massive stone towers block your way. Atop each towers, past the
Many weeks ago the scouting party sent by King Uther was thick battlements, you spy a pair of snarling ogres girded in bright
captured and interrogated. Loathe to waste such biomass, armor.
RAI has had the minds of the scouting party placed in stasis,
permitting it to draw upon their collective knowledge of The cliffs fall away sharply here. Anyone carried over the edge
Blackmoor. From the information it has gathered, RAI fully falls for a total of 80 feet, taking 8d6 points of falling damage,
anticipates Uther’s next move, and has taken pains to prepare before tumbling down a boulder field for another 130 feet,
its fastness against the PCs. taking another 13d4 points of damage.

For more information on RAI and its goals see area E–14. For the statistics and battle tactics of the ogres, see area E–3a
below.

Area E–2: Avalanche Trap (EL 9) Area E–3a: North and South Towers (EL 7)
Careful PCs may spot a hidden staircase here, cut into the side Read or paraphrase the following:
of the cliff. The staircase can be noted on a DC 20 Spot or
Search check. The staircase rises 35 feet to a narrow ledge. A pair of massive towers rise before you, dominating the pass.
Between the towers is a gatehouse defended by a massive wooden
Stationed on the ledge is a pair of ogres. The cliffs below have doors, bound in iron and scarred from a hundred battles.
been weakened, and scree added to the slope; as the heroes
pass by underneath, the ogres trigger an avalanche. The ogres There are 2 ogres atop each tower. Unlike their brothers
are anxious and immediately attack once the PCs enter the down the trail, these monsters are trained and practiced,
slide zone. The avalanche makes an attack on every PC in the and use the tools at their disposal with deadly efficiency. The
slide zone. PCs struck by the slide (+10 melee) take 4d6 from ogres are armored with chain and shield, and carry massive
the falling stone blocks and must make DC 15 Ref saves or recurve bows at their side. Their arrows are fletched with the
be swept over the edge of the ledge. Those pushed off the blackened pegasus feathers and tipped with wickedly serrated
ledge tumble 80 feet to the base of the scree field, taking an blades.
additional 8d4 points of damage. Atop each tower is a ballista and a rack holding 10 ballista
After triggering the avalanche, the ogres attack surviving PCs bolts. If the PCs set off the avalanche in area 2, the ogres
with their javelins, targeting spellcasters first. Once all their have armed and readied the siege weapons, and fire them on
javelins are spent, the ogres descend down the ragged slope the first round of combat (Atk ballista –3 ranged, 3d8 dmg).
and close for melee. It takes an ogre a full-round action to reload a ballista; one
reloads, while the second fires on the PCs with its longbow.
The avalanche sets off reverberations throughout the caldera,
alerting the guards stationed further up the path. In addition to the ballista and bolts, the top floor of each
tower contains three barrels of rainwater, and a giant-sized
Ogres (2): CR 3; Large Giant; HD 4d8+11; hp 29; Init –1; sack of roasted meat: halfling, dwarf and elf mutton.
Spd 30 ft.; Space/Reach 10 ft./10 ft.; AC 16 (–1 size, –1 Dex,
+5 natural, +3 hide armor), touch 8, flat-footed 16; Base Atk The towers are both 40 feet high, and built of rough stone
+3; Grp +12; Atk Greatclub +8 melee (2d8+7) or javelin +1 that can be climbed with little difficulty (DC 20 Climb
ranged (1d8+5); Full Atk Greatclub +8 melee (2d8+7) or check). Centered beneath the towers is the gatehouse. A pair
javelin +1 ranged (1d8+5); SA —; SQ Darkvision 60 ft., low- of gates and a portcullis bar entrance to the giant’s fastness.
light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex The enormous ironbound gates are locked with a bar from
8, Con 15, Int 6, Wis 10, Cha 7. the inside, and must be broken (DC 30 Strength) or destroyed
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, (thickness 12 in., hardness 5, hp 120). If the bar is drawn
Weapon Focus (greatclub). back, the gates can be opened with a DC 25 Strength check
Possessions: Greatclub, 6 javelins.

30
CITY of the GODS
The portcullis can be raised by releasing the counterweights RAI has removed Gallos’ right eye and replaced it with a
atop the southern tower, lifted with a DC 30 Strength check or camera held in place with crude iron plating bolted directly
destroyed (thickness 4 in., hardness 10, hp 80, Break DC 30). into Gallos’ skull. The camera feeds visual data back to RAI,
permitting the AI to observe any and all that Gallo’s does.
The towers are connected by a catwalk that arches over the
When the camera is activated, a bright red light burns inside
gatehouse. The southern tower is built directly into the side
Gallos’ eye socket.
of the caldera. The only entrance to the towers is through the
elevated tunnel in the southern tower. The stables are littered with burning coals—the remnants of
fires started by the dierophant—and soot covers the interior
Ogre Sentinels (4): CR 3; Large Giant; HD 4d8+11; hp 29;
walls and ceiling. Standing inside the stables inflicts 1d3
Init –1; Spd 30 ft; Space/Reach 10 ft./10 ft.; AC 20, touch 8,
points of fire damage per round.
flat-footed 20; Base Atk +3; Grp +12; Atk/Full Atk Shortspear
+7 melee (1d8+7) or longbow +2 ranged (2d6+2); SA —; SQ Treasure: Hanging on the walls of the stables is second suit
Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref of iron barding, and a barrel containing 13 of the giant’s
+0, Will +1; Str 21, Dex 8, Con 15, Int 9, Wis 10, Cha 7. large javelins. Forgotten beneath the barrel (DC 20 Search) is
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, a ring of protection +2.
Weapon Focus (longbow). Gallos is plotting an escape from the fastness, and hopes to
Possessions: Chainmail armor, huge shield (large wooden), take the king’s daughter (and the king’s considerable horde)
huge shortspear, huge composite longbow (+2), quiver with with him. Gallos keeps his own personal cache hidden in the
20 arrows, 1d100gp each. back southwest corner of the stables. Crudely secreted beneath
a pile of coals (DC 15 Search) is a large iron coffer. The coffer
Area E–4: Courtyard once had a lock, but heat fused the delicate lock open years
ago. Inside the coffer are a pair of thoqqua. If the coffer is
Read or paraphrase the following:
opened, the elemental snakes instantly spring to the attack.
The rough courtyard is paved with obsidian flagstones. Against the
Beneath the elementals is a trove containing 650gp, 7
side of the caldera rises an enormous great hall—crudely built but on
bloodstones (worth 50gp each), and a luck blade (0 wishes).
a giant’s scale. Behind the great hall is smaller building, that emits
smoke from its wide doorway. The courtyard ends at the cliffs’ edge, Behind the coffer (Search or Spot, DC 15) two scorched
where a narrow stone walkway crosses to the top of a narrow spire. boards are laid over a hole in the wall. The tunnel leads to
area A–6, the giants’ Great Hall.
If the PCs failed to defeat the ogres in area E–3a silently, or
cross the courtyard openly, they are noticed by the fire giant Gallos, fire giant knight: CR 10; Large Giant (Fire); HD
knight in area E–5. The knight leaps astride his mighty steed 15d8+75; hp 142; Init +0; Spd 30 ft.; Space/Reach 10 ft./10
and charges across the courtyard, hoping to run down the ft.; AC 25, touch 8, flat-footed 25; Base Atk +11; Grp +25;
puny manlings in a single fell swoop. Atk Morningstar +20 melee (2d6+10) or javelin +11 ranged
(1d8+10); Full Atk Morningstar +20/+15/+10 melee (2d6+10)
or javelin +11/+6/+1 ranged (1d8+10); SA Rock throwing; SQ
Area E–5: Stables (EL 12) Immunity to fire, low-light vision, rock catching, vulnerable
Read or paraphrase the following: to cold; AL LE; SV Fort +14, Ref +4, Will +9;Str 31, Dex 12,
A roughhewn building stands here. It was built from massive beams Con 21, Int 10, Wis 14, Cha 11.
and to a giant’s scale, with an open doorway wide enough to admit Skills and Feats: Climb +9, Ride +6, Intimidate +6, Jump +9,
four warhorses side by side. Past the door you can see thick piles of Spot +14; Cleave, Improved Overrun, Iron Will, Mounted
cinders interspersed with glowing embers. The smell of burning wood Combat, Power Attack, Trample.
hangs in the air. Rock Throwing (Ex): Adult giants are accomplished rock
throwers and receive a +1 racial bonus on attack rolls when
These stables are home to a mighty dierophant, an enormous, throwing rocks.
mastodon-like beast suffused with a burning heat (see
Rock Catching (Ex): A giant of Large size can catch Small,
Appendix One). The fire giants have trained the dierophant
Medium, or Large rocks (or projectiles of similar shape).
for war, outfitting it with plates of iron barding and razor
Once per round, a giant that would normally be hit by a rock
sharp tusk blades.
can make a Reflex save to catch it as a free action. The DC is
The dierophant is tended by its master, a fire giant knight. 15 for a Small rock, 20 for a Medium one, and 25 for a Large
If battle breaks out near the towers, the giant takes the time one. The giant must be ready for and aware of the attack in
to outfit the dierophant and then dons his own armor. As order to make a rock catching attempt.
the PCs enter the courtyard, the giant mounts his steed and Possessions: Half-plate armor, large shield (large steel), large
charges into battle. morningstar, saddle quiver with 9 large javelins, jeweled
golden torque (worth 350gp).

31
CITY of the GODS
War Dierophant: CR 10; Huge Animal (fire); HD 11d8+55; Area E–6: Platform
hp 104; Init +0; Spd 40 ft.; Space/Reach 15 ft./10 ft.; AC 19,
touch 8, flat-footed 19; Base Atk +8; Grp +26; Atk Gore +16 of the Storm Gods (EL 7)
melee (2d12+15); Full Atk Slam +16 melee (2d6+10) and 2 Read or paraphrase the following:
stamps +11 melee (2d6+5); or gore +16 melee (2d12+15); SA A narrow rock archway spans the gap between the cliffs and a rocky
Trample 2d8+15, Burn; SQ Low-light vision, scent, immunity spire, thirty feet out. Atop the spire is an octagonal platform, built of
to fire, heat, vulnerability to cold; AL NE; SV Fort +12, Ref polished white marble. Lying atop the marble is the enormous body
+7, Will +6; Str 30, Dex 10, Con 21, Int 8, Wis 13, Cha 7. of a rotting giant clothed in black robes.
Skills and Feats: Listen +12, Spot +10; Alertness, Endurance,
Iron Will, Skill Focus (Listen). Before the arrival of RAI, this platform was used by the
giants’ shaman, a wicked cloud giant known as Kothia-jahai,
Trample (Ex): DC 25 Reflex save for half.
to commune with the elemental spirits that inhabit the Valley
Burning Cloud (Su): Three times per day a dierophant can of the Ancients. Kothia-jahai refused accede to RAI’s rule,
exhale a cloud of burning, choking gases. Once a dierophant and attempted a coup against the rogue AI. The cloud giant
breathes, it can’t use its breath weapon for another 1d4 was defeated, and marched out to his celebrated platform
rounds. The breath weapon takes the form of a cloud, 40 feet and killed as an example to the others. Kothia-jahai’s fiendish
long and wide. Victims caught in the cloud take 6d6 points lords were angered at the death of their servant, and raised
of fire damage (DC 21 Reflex save for half). him as a skeleton.
Heat (Ex): Merely touching or being touched by a dierophant
automatically deals 2d8 points of damage. Now Kothia-jahai waits—a skeleton playing “dead”—for
anyone foolish enough to approach it. Then the beast rises
Burn (Ex): When a dierophant hits with its slam attack, the
up, and grapples with the nearest target. The meat of the
opponent must succeed on a DC 12 Reflex save or catch fire.
corpse sloughs off the body of the skeleton in wet sheaves,
The flame burns for 1d4 rounds if not extinguished sooner.
despoiling all it touches. If Kothia-jahai succeeds in attaining
A burning creature can use a full-round action to put out the
a grapple, it leaps off the edge of spire, plummeting to the
flame.
rocky boulder slope far below.
Possessions: Iron barding, tusk blades.
Anyone carried over the edge falls for a total of 110 feet,
Thoqqua (2): CR 2; Medium Elemental (Earth, Extraplanar,
taking 11d6 points of falling damage, before tumbling down
Fire); HD 3d8+3; hp 16; Init +1; Spd 30 ft., burrow 20 ft.;
a boulder field for another 100 feet, taking an additional
Space/Reach 5 ft./5 ft.; AC 18, touch 11, flat-footed 17; Base
10d4 points of damage. Note that there is an excellent chance
Atk +2; Grp +4; Atk / Full Atk Slam +4 melee (1d6+3 plus
Kothia-jahai will survive the fall, forcing a surviving PC to
2d6 fire); SA Heat, burn; SQ Darkvision 60 ft., elemental
battle with cloud giant skeleton alone, while her allies watch
traits, immunity to fire, tremorsense 60 ft., vulnerability to
on from the cliff top.
cold; AL N; SV Fort +4, Ref +2, Will +2; Str 15, Dex 13, Con
13, Int 6, Wis 12, Cha 10. PCs succeeding in getting a close look at Kothia-jahai (DC 15
Skills and Feats: Listen +5, Move Silently +3, Survival +3; Spot) observe that the giant’s rotting corpse bears a number
Alertness, Track. blackened holes. Those experienced in the study of tissue
Heat (Ex): Merely touching or being touched by a thoqqua trauma (DC 15 Heal) are able to determine that the giant
automatically deals 2d6 fire damage. died from a ranged attack that burned multiple holes into the
giant’s flesh—RAI’s lasers, though the PCs won’t be familiar
Burn (Ex): When a thoqqua hits with its slam attack, the
with the technology.
opponent must succeed on a DC 12 Reflex save or catch fire.
The save DC is Constitution-based. The flame burns for 1d4 Treasure: Kothia-jahai’s corpse still has the treasure that the
rounds if not extinguished sooner. A burning creature can cloud giant carried when it died. The giant wore a heavy
use a full-round action to put out the flame. leather belt pouch that contained 92 pp, 158gp, and 3 violeet
garnets worth 500gp each. The giant fought with a large +2
shortspear and kept a pearl of power (2nd level) in a special
pocket sewn into its robes. A shred of tanned sheepskin kept
tucked into the giant’s belt bears the word “tairasmaun,”
giant-tongue for “visible.” This is the command word used to
disarm the trap in area 8.
Evil or neutral casters may cast spells atop the platform at +2
to their caster level. Good-aligned casters received the same
bonus, but have a cumulative 7% chance of being struck by a
bolt of lightning for 6d6 points of damage (no save).

32
CITY of the GODS
Kothia-jahai, cloud giant skeleton: CR 7; Huge Undead; HD Once aware of the PCs, the giant hurls himself into battle,
17d12; hp 142; Init +6; Spd 50 ft.; Space/Reach 15 ft./15 fighting with wild abandon, hoping only for a valiant death
ft.; AC 13, touch 10, flat-footed 11; Base Atk +8; Grp +28; at the hands of merciless foes. Gunot-Vanur has been driven
Atk Claw +18 melee (1d8+12); Full Atk 2 claws +18 melee mad by its hatred for RAI and immediately assumes that the
(1d8+12); SA —; SQ DR 5/bludgeoning, darkvision 60 ft., PCs are part of the alien intelligence’s plan.
immunity to cold, undead traits; AL NE; SV Fort +5, Ref +7,
Treasure: Mounted on the walls of the great hall are trophies
Will +10; Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1.
collected by several generations of fire giants. Most of the
Skills and Feats: Improved Initiative. trophies are worthless or valuable only to collectors: there are
broken lances from the Knights of Ten, skulls of monstrous
Area E–7: Hall beasts, battered shields from baronies throughout Blackmoor,
broken weapons of adventurers foolish enough to challenge the
of the Forlorn King (EL 11) fire giants, and a tapestry sewn from the flayed and stretched of
If the PCs approach the hall from the courtyard, read or skin of Blackmoor’s most prominent races.
paraphrase the following:
A careful search of the walls (DC 20 Search) turns up a pair of
A massive great hall is built into the side of the caldera wall. Easily +2 matched short swords; lacking guards, with handles wrapped
four-stories high, the hall is built of heavy, scorched timbers, and in the skin of a green dragon, the swords are called “Fang” and
mudded over with cooled lava. A pair of giant-sized doors guard “Claw” respectively—facts known to any PC making a DC 15
entrance to the hall. A pair of timbers, carved to resemble ferocious bardic knowledge check. (See Appendix Two for details on the
dragons, form the arch over the doors. matched ability description.) The crown adorning the giant’s
head is the fabled crown of fire. His greatsword, an enormous
The portals are not locked, but are incredibly heavy. Opening
blade of blackened steel with a blood groove running down its
them requires a DC 25 Strength check. Alternately, the doors
center, is a legendary weapon named “Fellstroke.”
can be destroyed (thickness 12 in., hardness 5, hp 120).
Gunot-Vanur, the fire giant king, Ftr3: CR 11; Large Giant
Once the PCs have entered the great hall, read or paraphrase
(Fire); HD 15d8+3d10+90; hp 162; Init +1; Spd 30 ft.; Space/
the following:
Reach 10 ft./10 ft.; AC 23, touch 7, flat-footed 22; Base Atk
The scent of death hangs over the great hall. The bodies of a dozen +14; Grp +28; Atk +1 thundering greatsword +27 melee (3d6+16)
giants are scattered about the room, slumped over in their carven or slam +22 melee (1d4+10) or rock +16 ranged (2d6+10 plus
chairs, or atop the wide, roughhewn table. Sitting at the head of the 2d6 fire); Full Atk +1 thundering greatsword +27/+22/+17 melee
hall, atop a mighty throne, slumps another giant, larger than the rest (3d6+16) or 2 slams +25 melee (1d4+10) or rock +16 ranged
and girded in dark plate armor, a bloody greatsword resting in his (2d6+10 plus 2d6 fire); SA Rock throwing; SQ Immunity to
hands. The giant’s eyes, strange metal orbs, have been plucked from fire, low-light vision, rock catching, vulnerability to cold; AL
his eye sockets and cast upon the table. Fresh blood runs down the LE; SV Fort +17, Ref +9, Will +10; Str 34, Dex 12, Con 21,
giant’s face and into his fiery red beard. Int 13, Wis 14, Cha 14.
This is the king of the fire giants, Gunot-Vanur. When the Skills and Feats: Climb +9, Intimidate +8, Jump +9, Listen +4,
City of the Gods crashed, the king welcomed RAI into his Sense Motive +6, Spot +14; Cleave, Great Cleave, Improved
fastness, only realizing his mistake all too late. Soon he and Overrun, Improved Sunder, Iron Will, Lightning Reflexes,
his entire clan had fallen to the AI’s machinations. Faced Power Attack, Weapon Focus (greatsword).
with a life of subservience, the proud regent chose defiance Rock Throwing (Ex): Adult giants are accomplished rock
instead, slaughtering any giant that had sworn loyalty to the throwers and receive a +1 racial bonus on attack rolls when
alien power, and then plucking RAI’s optical cybernetics from throwing rocks.
his own eye sockets. The only giants to escape Gunot-Vanur’s Rock Catching (Ex): A giant of Large size can catch Small,
wrath are the regent’s daughter and his chief knight. Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock
The slaughter took place a few hours before the PCs arrived. can make a Reflex save to catch it as a free action. The DC is
The fire giant king intended to hurl himself to his death, but 15 for a Small rock, 20 for a Medium one, and 25 for a Large
the PCs’ arrival offers him the chance at a more noble death. one. The giant must be ready for and aware of the attack in
If Gunot-Vanur hears the PCs enter the hall, he slowly order to make a rock catching attempt. (The GM should roll
pulls himself from his throne and calls out to the heroes, as if the blind giant was attacking to determine if he’s aware
demanding to face their strongest champion. If the PCs sneak enough of an attack to receive a Reflex save.)
into the great hall without alerting the giant, they hear him Blind (Ex): All of Gunot-Vanur’s attacks suffer a 50% miss
mutter quietly into his beard. Those making a DC 20 Listen chance, due to the giant’s blindness.
check hear the giant say, “The metal thing took them all,” Possessions: +1 half-plate armor, Fellstroke (large +1 thundering
and “Forgive me, Mishka,” and “Damn the sky city and all its greatsword), crown of fire (see Appendix Two).
kith,” along with other such gibberish, ad infinitum.

33
CITY of the GODS
Area E–8: Greater Invisibility Trap (3): CR 4; magic device;
location trigger (alarm, set on at the T); no reset;
Storage Room (EL 8 or 6) spell effect (greater invisiblity, 4th-level wizard);
Read or paraphrase the following: Search DC 28; Disable Device DC 28.
Rotting crates, swollen wooden barrels, rolls of cloth, and rawhide Lightning Bolt Trap: CR 6; magic device; touch
sacks line the walls of this chamber. The air is thick with heat and trigger (alarm); no reset; spell effect (lightning bolt,
the walls and floor are slick with moisture. 10th-level wizard, 10d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device
A trio of trained hell hounds guard this room. Unless PCs DC 28.
say the word “tairasmaun,” (found on the sheep skin in area
E–6) as they cross the square marked T, the PCs trigger three
greater invisibility traps, that instantly render the hell hounds
invisible. The effect lasts for 8 rounds.
The hounds use their size and breath weapons to their
advantage, only closing to bite, before darting back to safety.
Unable to see one another, the hell hounds cannot judge their
strength, thusly fighting to the death.
Treasure: This chamber holds the miscellaneous goods stolen
in the lowland raids. Nearly all of the food and wine has
spoiled, with worms and mold infesting the rotten containers.
One barrel contains 12 large javelins, a rack holds 3 suits of
large half-plate armor, and a crate contains 45 large arrows.
In a rawhide sack, carefully bound with a silver-laced cord,
are a pair of clay idols carefully packed in straw. The idols
depict a giant and a dragon, both threatening some foe. If
sold in a large city, the pair can fetch up to 750gp.
There is a masterfully crafted secret door hidden in the south
wall of the chamber that can be found with a DC 27 Search Area E–9:
check. The door is not locked, but when PCs attempt to open
it, the door catches with the sound of a soft click. Unless
Hoard of the Giants (EL 13)
the door is immediately pushed through, a lightning bolt trap is Read or paraphrase the following:
triggered, striking the hero closest to the door. (If the PC push Your lights reach into the darkness to reveal a glittering horde! Piles
through heedless of the danger, the trap is not triggered.) of gold, platinum and silver coins spill towards you, interspersed with
Hell Hounds (3): Medium Outsider (Evil, Extraplanar, Fire, sparkling gems. The vault is lit by the soft glow of weapons, half
Lawful); CR 3; HD 4d8+4; hp 22; Init +5; Spd 40 ft.; AC buried in the coins.
16, touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk/Full This vault contains the sum of the clan’ wealth, but the giants
Atk Bite +5 melee (1d8+1 plus 1d6 fire); SA Breath weapon, are loathe to lose their hoard, and their bitter greed ensures
fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, that the vault is a nest of traps and hazards. The traps are
vulnerability to cold; AL LE; SV Fort +5, Ref +5, Will +4; Str carefully timed, and operate in deadly concert.
13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
At the very entrance of the vault is the alarm trigger for a
Skills and Feats: Hide +13, Jump +12, Listen +7, Move Silently
force cage trap. The trap is set to activate 5 rounds after a
+13, Spot +7, Survival +7*; Improved Initiative, Run, Track.
living humanoid enters the vault. The windowless force cage is
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, placed at the entrance corridor to the vault, capturing anyone
damage 2d6 fire, Reflex DC 13 half. The save DC is in the square, and blocking escape from the room.
Constitution-based.
Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire The following round, the second trap is triggered, causing
damage every time it bites an opponent, as if its bite were a the ceiling to begin its descent. It takes 7 rounds to reach the
flaming weapon. floor, dealing 16d6 points of damage to large-sized creatures
Skills: Hell hounds have a +5 racial bonus on Hide and on round 5, medium-sized creatures on round 6, and small-
Move Silently checks. *They also receive a +8 racial bonus sized or small creatures on round 7.
on Survival checks when tracking by scent, due to their keen
sense of smell.

34
CITY of the GODS
There is an escape from the deathtrap that its designers failed
to anticipate. A DC 15 Search or Spot reveals that the south-
west corner of the vault is weak and ready to collapse. Ruined
Any
by the hot springs below, the floor gives way if weighted with
P C s
more than 100 lbs., plunging heroes into the waters below.
w h o
It is a 20 ft. fall to the burning lake beneath the vault (area stumble
E–11). Anyone falling through the hole takes no falling over the
damage, but suffers 1d12 points of heat damage for every edge must
round spent in the waters. Those plunging into the waters make DC
must make immediate Swim checks. 15 Reflex
saves or
If the PCs succeed in looting the vault, they find the following
tumble into
Treasure: 23,000gp in loose piles, 35,000 sp in loose piles, 35
the lake. PCs
assorted gems worth a total of 7,000gp, a suit of +1 elven chain,
falling in must
“Wyrmstrike” (a +1 mighty cleaving battleaxe), a circlet of persuasion,
make immediate
and a wand of magic missiles (CL 7th) with 14 charges.
Swim checks. At
Forcecage trap: CR 7; magic device; proximity the drop-off, the
trigger (alarm); automatic reset; effect (forcecage, lake is 25 feet deep,
13th-level wizard); Search DC 32; Disable Device and the water is hot
DC 32. to the touch. Unprotected
Crushing Room: CR 13; mechanical; timed PCs entering the water suffer
trigger; automatic reset; ceiling descends to floor 1d12 points of heat damage for
(16d6, crush); multiple targets (all targets in a every round spent in the waters.
room); never miss; onset delay (4 rounds); Search
DC 22; Disable Device DC 30. Area E–11: Lake of
Steam
Area E–10: Descent Into Flame Read or paraphrase the following:
Read or paraphrase the following:
The surface of the dark lake rolls and boils
The slick stone stairs round a corner and disappear into a pool of with heat, and moisture condenses on the
water. Steam fills the air, condensing on the walls and steps, and ceiling, forming needle-thin stalactites that
slick, green algae grows on the ceiling and walls, giving off a faint gather on the ceiling in chalky white clusters.
luminescent glow.
At its lowest point the water is 65 feet
The stairs continue into the water, descending another 4 ft. deep, and as previously noted, the water is
before leveling off at the corridor running south. The water hot to the touch. Unprotected PCs entering
is heated to the point of boiling from the geothermal heat of the water suffer 1d12 points of heat damage
the lava; unprotected heroes entering the water suffer 1d12 for every round spent in the waters.
points of heat damage for every round spent in the waters.
There was once a dungeon built over the lake,
The algae is not dangerous, but the faint light reflects off but heat and water ate away at the supporting
the rolling surface of the water, obscuring the floor of the rock, causing the corridors and rooms to fall
corridor. All sight-reliant Search and Spot checks suffer a –4 away into the water. Some of the original dungeon
penalty in this area. dressings still remain, buried in the rubble at the
base of the lake.
Area E–10a: Drop-off
A DC 30 Search of the underwater rubble (or three
Read or paraphrase the following:
successive DC 20 Search checks) uncovers a large
The water-filled corridor widens into a vast underground cavern. silver coffer. The coffer has a cunning lock (DC 30,
Boiling water covers the floor of the cavern, and thick clouds of Open Lock) and is trapped with a fireball trap. Four
steam obscure the far walls. pearls adorn the coffer;
The floor of the corridor drops off here, though PCs failing
DC 20 Spot checks, not prodding the water before them may
not notice until it is too late.

35
CITY of the GODS
Inside the coffer, wrapped in the cloak made of shimmering is 8,000gp worth of the precious metal in the pile, enough for
red dragon scales, is the bright blade of a giant-sized (Huge) a smith to forge a suit of light armor and a weapon.
battle-axe. The cloak is a cloak of heat resistance 10; the axe
Hidden in the ceiling of chamber is a secret trapdoor (DC 25
blade, if hung on a handle by a master craftsman, becomes
Search). The trapdoor is neither locked nor trapped, and it
Arbîr, the legendary giant-sized +2 throwing battle axe. Medium
opens upward.
creatures can use the weapon as a greataxe.
Coffer: Hardness 10; Hp 10; Open Lock DC 30; Area E–12a: Steamworks
Break DC 20. Read or paraphrase the following:
Fireball Trap: CR 5; magic device; touch trigger; no
The walls, floor and ceiling of this chamber are covered in plates of
reset; spell effect (fireball, 8th-level wizard, 8d6 fire,
hammered iron, slick with rust and red algae. A constant rumble,
DC 14 Reflex save half damage); Search DC 28;
like the sound of the dwarven mine, continually fills the chamber,
Disable Device DC 28
causing puddles of water on the floor to tremble and vibrate. The
walls, ceiling and floor are almost entirely whirling gears, levers and
Area E–12: Junk Room pistons set at crazed angles, as if by a mad clockmaker. Weighted
Read or paraphrase the following: pendulums swing back and forth across the room, steam vents shriek
at irregular intervals and whirling, toothed gears spin, in the hot,
Suspended above the lake of boiling water, the hexagonal room before stinking air, at a mind-confounding speed.
you harkens back to mysteries of another age. The chamber is filled
with strange rubble—rusting gears, broken levers and the like—all The gearworks is a complex steam-powered generator created
discarded into a chaotic pile of junk. by RAI to provide itself with a constant and reliable energy
source. Water is fed into lava tubes beneath the floor of
The chamber is home to clockwork parts discarded by RAI. the room, creating the superheat which drives the turbines
When the gearworks in area E–13 are worn out, they are hidden in walls. Even if discovered, all of this technology is
tossed here. There appears to be nothing of worth in the pile, alien to that practiced in Blackmoor, confounding even the
though 3 of the discarded gears are actually adamantine. There wisest mind.

36
CITY of the GODS
Crossing the chamber on foot proves to be a challenge, as the Swinging pendulums make +15 melee attacks causing
gears, pendulums and steam vents make for deadly hazards. 1d12+8 points of bludgeoning damage. Additionally, PCs hit
GMs running the encounter need to closely track movement by swinging pendulums must succeed on DC 25 Reflex saves
and time in the room. The individual components are so or be knocked into the gears below.
large as to be immune to nearly all attempts to tamper with
PCs in the line of fire of a blasting steam vents take 3d4+3
the mechanism. A successful disintegrate spell, or massive
points of fire damage (DC 13 Reflex save for half damage).
damage (200 hp, hardness 15) can destroy a single component,
PCs damaged by steam vents, must succeed on DC 20 Fort
but traditional attempts to jam or disable the gearworks are
saves or stumble backwards while shielding themselves from
ineffectual, as equipment used to jam the works is violently
the superheated steam, and fall into the gears below.
ground into bits, and heroes attempting disable device checks
are immediately sucked into the chain of gears. In any instance, a PC tumbling into the gearworks is must
make a DC 25 Reflex save each round or be caught up in the
There is no space to step on the floor where a toothed gear
gear chain, taking 2d20 points of crushing damage. PCs take
will not snag on a PC. Those attempting to cross the room
the crushing damage every round they are caught in the gear
on foot, must leap from the top of one spinning gear to the
chain. Once caught, PCs can attempt to wrench their bodies
next. Each leap is a move action, requiring a DC 15 Jump
free of the gears (or be pulled free by their companions) by
check and a DC 20 Balance check. A PC failing either
succeeding on a DC 25 Strength check.
check stumbles down amid the threshing gears (see below
for associated damages). Contrary to the jump DCs listed in Flying PCs can escape nearly all of the challenges of the
the PHB, these jumps assume the PCs are making standing room, but the GM should still check for swinging pendulums
jumps, not leaps with a running start. Since there isn’t room or blasting steam vents as the PCs cross the room. While
for a 20 feet running start, all Jump DCs and distances are airborne PCs won’t stumble down into the floor, they must
for standing jumps. still make the same saves (Reflex or Fortitude) respectively, or
be knocked into the gear chains along the walls, taking the
The swinging pendulums and steam vents present additional
damage each round as outlined above.
hazards that are far more difficult for PCs to predict. PCs
succeeding on a DC 15 Spot check and a DC 20 Int check On the north side of the room, placed within a recess, is a
can accurately predict the hazards on the following 3 rounds. single iron lever. If pulled, the lever causes all of the steam
PCs can use the Aid rules to assist one another on the Spot vents to discharge for 5 rounds, after which the gear works
check, but a PC must succeed unaided on the Int check. shuts down for 5 rounds, restarting on the eleventh round.
This alerts RAI in area E–14, and causes the steam lift (area
When a PCs advances into the gearworks, roll 1d10 to
E–13) to be inoperable until the gearworks restart.
determine the starting time for the room. For each following
round, advance 1 entry, returning back to the top of the list Weighted Pendulum: CR 3; mechanical; timed
at the end of the cycle. If at any point the PCs spend an trigger (see table); automatic reset; Atk +15 melee
extended amount of time outside the gearworks (i.e., making (1d12+3).
plans outside of the room), stop the progression and re-roll Steam Vent: CR 3;mechanical; timed trigger (see
when the PCs renter the room. table); automatic reset; area effect (3d4+3 fire, DC
Roll/Time Effect 13 Reflex save half damage).
1 Pendulums 1, 3 and 7 swing. Gear Chain: CR 4; mechanical; constant; automatic
2 Pendulum 2 swings across the room, steam vents reset; area effect (2d20 crushing, no save); DC 25
1 and 5 blast Strength check to pull free.
3 Every steam vent blasts
4 Pendulums 2, 5, and 6 swing
5 Pendulums 1 and 3 swing,
steam vent 1 and 4 blast
6 Pendulum 2 swings, steam vent 2 blasts
7 No effect
8 Every pendulum swings
9 No effect.
10 Every steam vent blasts
Both the pendulums and steam vents make attacks across the
room from east to west. If a PC is in their line of attack when a
pendulum or steam vent is indicated by the Gearworks attack
table, the PC is treated as a target of the appropriate attack.

37
CITY of the GODS
Area E–13: Steam Lift source. RAI derives power from the steam turbine running
Read or paraphrase the following: off from the caldera’s heat, biding its time as it researches the
curious environs of Blackmoor and the land’s inhabitants.
The corridor terminates in a small cage lift. A cable runs from the RAI is slowly developing a plan of conquest, beginning with
top of the lift up into darkness. A pair of levers are set in the floor the fire giants and the sandfolk.
outside of the lift.
Toward this end, RAI is constantly in search of more accurate
The lift cage rises 100 feet to area E–14, where an identical knowledge regarding Blackmoor and its denizens. Its primary
pair of lever stand outside the lift shaft. Operation of the lift “interviewing” technique is to remove a creature’s head and
is simple to discover: pulling on the left lever causes the lift to interrogate it at its leisure. RAI captured the initial group of
ascend; pulling on the right causes the lift to descend. Pulling explorers sent by King Uther; these are the heads adorning the
on both causes the lift cable to disengage from the brake and pedestals. The heads are all still “alive,” though they die within
fall, crashing to the floor. Any PC in the lift cage when it 1d6 rounds of being removed from the suspension gel.
falls takes falling damage appropriate to their height at the
time the brake was disengaged. Otherwise, the lift rises and Tactics: As the first PCs enter the chamber, RAI cuts power
descends at a rate of 5 feet per round. to the lights, plunging the room into darkness. At the same
time, 8 serpentine metal tentacles topped by powerful
The challenge of this area lies in the fact that the lift can only pinchers descend from the ceiling. All of the tentacles can
be operated if one of the party remains behind to operate attack anywhere in the chamber, and focus on as many or as
the lever. The lever can be jammed in place with a DC 15 few opponents as RAI chooses.
Disable Device check, but any PC successfully
jamming the lift must then succeed on a DC
15 Jump check to leap aboard the lift before
it rises out of reach.
The lift shaft can be climbed with a DC 20
Climb check. PCs reaching the top of the
shaft after the lift has already ascended (or
attempting to enter the shaft while the lift is
still at the base) must succeed on DC 20 Escape
Artist checks to squeeze between the iron lift
cage and the lift of the shaft. Alternately, the
PCs can hammer their way through the floor/
ceiling of the lift by succeeding on DC 25
Strength checks, or by inflicting 30 points of
damage (hardness 5).

Area E–14: RAI


Read or paraphrase the following:
The hall opens into a circular chamber, roughly
30 feet across and made entirely of iron. The floor
glistens with condensation and a thin film of green
algae. Hanging from the center of the ceiling is a
sort of metallic pyramid, festooned with glowing
gems. Stationed about the room at regular intervals
are short, metallic pedestals. Atop each pedestal is
a glass containing a humanoid head suspended in
glowing green gel. The heads—human, elf, dwarf
and halfling—look to you in wide-eyed terror,
mouthing silent screams.
This chamber is lit by a dim light that pulses
in time with the sound of groaning turbines.
The rogue artificial intelligence that rules the
fire giants (known simply as RAI) built the
chambers as a protective housing and power

38
CITY of the GODS
PCs succeeding on a DC 20 Spot check notice the lip of Area E–15: Lava Tubes
a heavy metal plate drawn into the ceiling. The round The hidden door in area E–15 leads to a narrow service
following the PCs’ entrance into the chamber, RAI drops an corridor between the RAI’s chamber and the natural lava tubes
iron blast door, attempting to trap half the party inside the lining the caldera lip. Only 3 feet high, the corridor contains
room, isolating them from their companions. RAI’s tentacles a series of large, flexible black tubes (nanite constructed steel
attack those inside the room viciously. Additionally, once weave encased in thermal rubber) running along the floor.
every 5 rounds, RAI can electrify the floor, ceiling and walls The tubes radiate heat, raising the temperature of the corridor
of the chamber, inflicting 4d4 points of electricity damage to and forcing those inside to make DC 15 Fort saves every three
anyone touching one of the room’s surfaces (DC 15 Fort save rounds spent in the service corridor, or suffer 1d4 points
for half damage). of heat damage. After 150 feet the corridor gives way to the
Attacking in return is a challenge. The PCs can either attack natural lava tubes that riddle the interior of the volcano.
the tentacles or the pyramid hanging from the center of the PCs can follow the thermal tubes to the caldera, but those
chamber, but if at any point in the battle a PC is reduced exploring the tubes have an excellent chance of getting lost in
to unconsciousness, a single tentacle immediately devotes the maze of tunnels. Every 15 rounds spent in the lava tubes,
itself exclusively to the PC’s care. The tentacle injects a roll 1d8. On a 1 or 8, the PCs encounter 1d4 magma mephits.
powerful anesthetic into the PC (DC 23 Fort save, initial The mephits perceive the PCs as intruders and respond with
unconsciousness, secondary unconsciousness for 2d4 hours) violence, heedless to the risk of their own lives.
that also heals 2d12 points of damage. Over the next four
rounds, the tentacle uses a microsaw to remove the PC’s head Magma Mephit: CR 3; Small Outsider (Fire, Extraplanar);
from its still-living body. On the fifth round, the tentacle HD 3d8; hp 13; Init +5; Spd 30 ft., fly 50 ft. (average); AC
takes the severed head and places it within one of the empty 16, touch 12, flat-footed 15; Base Atk +3; Grp –1; Atk Claw
canisters containing life support gel, to be interrogated once +4 melee (1d3 plus 1d4 fire); Full Atk 2 claws +4 melee (1d3
all the PCs have either been killed or placed in suspension. plus 1d4 fire); SA Breath weapon, spell-like abilities, summon
mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 2,
If the PCs emerge victorious over the crazed entity, they must immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref
address the severed heads. PCs skilled in reading lips, or with +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15.
the ability to communicate telepathically, can interview the Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6,
heads, learning that they all were part of the first exploration Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot
group, and that they were captured during a raid on the fire +6, Use Rope +1 (+3 bindings); Dodge, Improved Initiative.
giants’ citadel. The heads believe that the citadel guards the
Breath Weapon (Su): 10-foot cone of magma, damage 1d4
pass to the narrow valley leading to the City of the Gods.
fire, Reflex DC 12 half. Living creatures that fail their saves
RAI is at war with Saint Stephen and his army of raiders—on
are tormented by burned skin and seared eyes unless they
RAI’s orders, the heads relate, the fire giants have collapsed
have immunity to fire or are otherwise protected. This effect
the mountain above the pass, sealing off any means of
imposes a –4 penalty to AC and a –2 penalty on attack rolls
passage. Only one other way remains, the heads tell: a secret
for 3 rounds.
door from this very chamber. The door leads to a passage that
winds its way up through empty volcano tubes, up to the base Fast Healing (Ex): A magma mephit heals only if it is touching
of the caldera. From there, the heads believe, it should be magma, lava, or a flame at least as large as a torch.
easy work to find the City of the Gods. The severed heads ask Summon Mephit (Sp): Once per day, a mephit can attempt to
to be destroyed before they leave, ending the misery of their summon another mephit of the same variety, much as though
imprisonment. This can be done as easily as breaking open casting a summon monster spell, but with only a 25% chance
the glass canisters. The heads silently mouth desperate, futile of success. Roll d%: On a failure, no creature answers the
gasps before slowly expiring. summons that day. A mephit that has just been summoned
cannot use its own summon ability for 1 hour. This ability is
The PCs find the small, 2’ by 2’ door hidden behind a sliding the equivalent of a 2nd-level spell.
service panel on the north side of the chamber. Spell-Like Abilities: Once per hour, a magma mephit can use
Iron Door: Hardness 10; 120 hp; Break DC 32. shapechange to take the form of a pool of lava 3 feet in diameter
and 6 inches deep. The mephit’s DR improves to 20/magic
RAI, unique robot: CR 8; Huge construct; HD 8d10+40;
when in this form. The mephit can’t attack while in lava form
hp 84; Init –2; Spd —; AC 12, touch 1, flat-footed 12; Base
but can use other spell-like abilities. It moves at a speed of 10
Atk +6; Grp +24; Atk 8 claws +14 melee (1d8+10); Reach 20
feet, but can’t run. In this form the mephit can pass through
ft.; SQ Construct traits, DR 5/adamantine, darkvision 60 ft.,
small holes or narrow openings, even mere cracks. The pool’s
low-light vision; SV Fort +2, Ref +0, Will +0; Str 30, Dex —,
touch ignites flammable materials such as paper, straw, or dry
Con —, Int 23, Wis —, Cha 1.
wood. Once per day a magma mephit can use pyrotechnics (DC
Skills and Feats: Knowledge (local) +5, Knowledge (arcana) 14). It can use itself as the fire source without harm. Caster
+10, Spellcraft +10, Knowledge (religion) +5; Multiattack. level 6th.

39
CITY of the GODS
Area E–15a: Crystal Cache Area E–16: The Caldera
Although the mephits have little in the way of true treasure, Read or paraphrase the following:
they have made a practice of cultivating the growth of delicate
crystalline structures that are hidden in narrow clefts in the After what seems like days of exploring the endless, meandering
walls and ceiling of the volcano tubes. volcano tubes, you finally see a hint of natural light. Following the
curving tunnel, you climb out into glorious sunlight and fresh air!
PCs passing by notice a hidden crystal cache on a DC 20 Spot You are standing on the lip of an enormous caldera. Below, you
check. Each cache is a spiraling growth of delicate crystals, can see the bright, bubbling light cast off by pools of molten rock.
roughly the size of a large fighting dagger, though some are up Down the blackened slope, the caldera gives way to a narrow valley
to 2 ft. in length. Each is worth between 6,000gp and 10,000gp surrounded by steep cliffs. You can see what looks to be a small fort
if sold intact to a gem dealer, but the crystals are extremely built into the side of a cliff and protected by an enormous overhang.
delicate. Removing a crystal without ruining it requires a DC Further down the valley, atop a sheer cliff, you see the blinding
25 Disable Device or Dexterity check. Crystals fail any saving gleam of metal….
throw, have a hardness of 1, and are crushed into worthless bits
if they sustain more than 3 points of damage. After a journey fraught with peril the PCs have at last reached
the Lost Rift, resting place of the fallen City of the Gods!
A huge earth elemental has taken to secretly watching over
the work of the mephits, and guarding the crystals while the
mephits are away. There is a cumulative 13% chance that for
every cache the PCs discover, the elemental is watching from
inside the walls of the volcano tubes. If the elemental catches
the PCs destroying a crystal formation, it launches into a
furious attack, unleashing its awesome wrath upon those
who would destroy its charges.
Earth Elemental, Huge: CR 7; Huge Elemental (Earth,
Extraplanar); HD 16d8+80; hp 152; Init –1; Spd 30 ft.;
Space/Reach 15 ft./15 ft.; AC 18, touch 7, flat-footed 18;
Base Atk +12; Grp +29; Atk Slam +19 melee (2d10+9); Full
Atk 2 slams +19 melee (2d10+9); SA Earth mastery, push; SQ
DR 5/—, earth glide, darkvision 60 ft., elemental traits; AL
N; SV Fort +15, Ref +4, Will +7; Str 29, Dex 8, Con 21, Int
6, Wis 11, Cha 11.
Skills and Feats: Listen +10, Spot +9; Awesome Blow, Cleave,
Great Cleave, Improved Bull Rush, Iron Will, Power Attack.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on
attack and damage rolls if both it and its foe are touching
the ground. If an opponent is airborne or waterborne, the
elemental takes a –4 penalty on attack and damage rolls.
(These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver
without provoking an attack of opportunity. The combat
modifiers given in Earth Mastery, above, also apply to the
elemental’s opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone,
dirt, or almost any other sort of earth except metal as easily
as a fish swims through water. Its burrowing leaves behind no
tunnel or hole, nor does it create any ripple or other signs of
its presence. A move earth spell cast on an area containing a
burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC
15 Fort save.

40
CITY of the GODS

41
CITY of the GODS

Chapter Three: 1d10 Encounter


1 Fire giant
The Lost Rift 2 Ogre mage
3 Four Griffons
The Lost Rift is home to both the City of the Gods and 4 Dire boar
to Saint Stephen and his raiders. Stephen’s raiders are 5–7 Raiding party
desperate, vicious foes, fully aware of the punishment that 8–9 Three Wyverns
awaits mutineers if they are captured. Although their loyalty 10 C-Bot
to Saint Stephen might come into question, they fight to the
death with the bitterness known only to wanted men. Fire Giant: CR 10; Large Giant (Fire); HD 15d8+75; hp
142; Init –1; Spd 30 ft. in half-plate armor; base speed 40
The PCs must defeat the raiders (be it by stealth, deception ft.; Space/Reach 10 ft./10 ft.; AC 23, touch 8, flat-footed 23;
or brute strength) and find their way to the City of the Gods. Base Atk +11; Grp +25; Atk Greatsword +20 melee (3d6+15)
But even the surface of the city holds deadly challenges to or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus
the PCs, as they scour in search of an entrance. Once the 2d6 fire); Full Atk greatsword +20/+15/+10 melee (3d6+15)
entrance is found, the PCs can finally square off with the or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10
notorious Saint Stephen of the Rock, only to discover too plus 2d6 fire); SA Rock throwing; SQ Immunity to fire, low-
late that they have been drawn into a deadly trap! light vision, rock catching, vulnerability to cold; AL LE; SV
Fort +14, Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis
14, Cha 11.
Frequently Appearing Monsters
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6,
The presence of the Saint’s raiders has had an enormous
Jump +9, Spot +14; Cleave, Great Cleave, Improved Overrun,
impact of the rift’s ecosystem, wiping out nearly all of the
Improved Sunder, Iron Will, Power Attack.
native fauna, a fact which is readily apparent to druids, rangers,
or heroes with 5 or more ranks in Knowledge (nature). Rock Throwing (Ex): Adult giants are accomplished rock
throwers and receive a +1 racial bonus on attack rolls when
Equipped with deadly weapons, the raiders’ depredations throwing rocks. A fire giant can hurl rocks weighing 40 to 50
have affected nearly every creature in the rift; the sole pounds each (Small objects) up to five range increments. 120
survivors are the predators that stand atop the food chain. ft range increment. A Huge giant can hurl rocks of 60 to 80
Deprived of their regular prey, these predators in turn have pounds (Medium objects).
become unusually aggressive, attacking at all hours of the day Rock Catching (Ex): A fire giant can catch Small, Medium, or
and with no regard for their own safety. Druids and rangers Large rocks (or projectiles of similar shape). Once per round,
will notice that the animals encountered are gaunt, displaying a giant that would normally be hit by a rock can make a
signs of malnutrition and species infighting—evidence of a Reflex save to catch it as a free action. The DC is 15 for a
shortage of prey. Small rock, 20 for a Medium one, and 25 for a Large one.
While the PCs are exploring the rift, the GM should check (If the projectile provides a magical bonus on attack rolls,
for wandering monsters every hour. On a 1d6, a result of 1 or the DC increases by that amount.) The giant must be ready
2 indicates an encounter, with the table below determining for and aware of the attack in order to make a rock catching
the nature of the encounter. Note that even driven on by attempt.
starvation, the rift’s monsters are loath to approach the Ogre Mage: CR 8; Large Giant; HD 5d8+15; hp 43; Init +4;
raiders’ outpost or the City of the Gods. Driven mad with Spd 40 ft., fly 40 ft. (good); Space/Reach 10 ft./10 ft.; AC 18,
hunger, the monsters encountered receive a +2 bonus to touch 9, flat-footed 18; Base Atk +3; Grp +12; Atk Greatsword
resisting charm effects, though attempts to distract the beasts +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/✕3);
with food will nearly always be successful. (Certain beasts, Full Atk Greatsword +7 melee (3d6+7/19–20) or longbow
though, always disdain “carrion” in favor of living prey.) +2 ranged (2d6/✕3); SA Spell-like abilities; SQ Darkvision
GMs and alert PCs should note that these violent encounters 90 ft., low-light vision, regeneration 5, spell resistance 19; AL
offer little in the way of reward to PCs, and can quickly drain LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10, Con 17, Int
precious resources. Cunning PCs will find ways to avoid such 14, Wis 14, Cha 17.
encounters, saving their strength for truer enemies. At the Skills and Feats: Concentration +11, Listen +10, Spellcraft
GM’s discretion, PCs displaying wisdom should be awarded +10, Spot +10; Combat Expertise, Improved Initiative.
partial to full experience for such encounters.

42
CITY of the GODS
Spell-Like Abilities: At will—darkness, invisibility; 1/day—charm Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy
person (DC 14), cone of cold (DC 18), gaseous form, polymorph, wooden), belt quiver with 10 quarrels, laser pistol (4 charges),
sleep (DC 14). Caster level 9th. horn, belt pouch with 1d20 sp and 1d12gp, steppe pony.
Flight (Su): An ogre mage can cease or resume flight as a free The raiders will be astride hardy steppe ponies (treat as riding
action. While using gaseous form it can fly at its normal horses). The raiders send one of their riders back to alert the
speed and has perfect maneuverability. outpost, while the remainder investigates the PCs. The raiders
Regeneration (Ex): Fire and acid deal normal damage to an call for the PCs the surrender, but brook no argument. If the
ogre mage. An ogre mage that loses a limb or body part can PCs dissemble or attempt to stall, the raiders respond with
reattach it by holding the severed member to the stump. overwhelming violence, erring on the side of caution.
Reattachment takes 1 minute. If the head or some other vital
organ is severed, it must be reattached within 10 minutes If the PCs are captured (or allow themselves to be captured)
or the creature dies. An ogre mage cannot regrow lost body the raiders cut a thumb off each PC before escorting them all
parts. back to the outpost (area A) to be interrogated.

Griffon (4): CR 4; Large Magical Beast; HD 7d10+21; hp 59; Wyvern (3): CR 6; Large Dragon; HD 7d12+14; hp 59; Init
Init +2; Spd 30 ft., fly 80 ft. (average); Space/Reach 10 ft./5 +1; Spd 20 ft., fly 60 ft. (poor); Space/Reach 10 ft./5 ft.; AC
ft.; AC 17, touch 11, flat-footed 15; Base Atk +7; Grp +15; 18, touch 10, flat-footed 17; Base Atk +7; Grp +15; Atk Sting
Atk Bite +11 melee (2d6+4); Full Atk Bite +11 melee (2d6+4) +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4)
and 2 claws +8 melee (1d4+2); SA Pounce, rake 1d6+2; SQ or bite +10 melee (2d8+4); Full Atk Sting +10 melee (1d6+4
Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +8, plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee
Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha (1d8+2) and 2 talons +8 melee (2d6+4); SA Poison, improved
8. grab; SQ Darkvision 60 ft., immunity to sleep and paralysis,
Skills and Feats: Jump +8, Listen +6, Spot +10; Iron Will, low-light vision, scent; AL NE; SV Fort +7, Ref +6, Will +6;
Multiattack, Weapon Focus (bite). Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Pounce (Ex): If a griffon dives upon or charges a foe, it can Skills and Feats: Hide +7, Listen +13, Move Silently +11, Spot
make a full attack, including two rake attacks. +16. Feats: Ability Focus (poison), Alertness, Flyby Attack,
Multiattack.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Improved Grab (Ex): To use this ability, a wyvern must hit
Dire Boar: CR 4; Large Animal; HD 7d8+21; hp 52; Init with its talons. It can then attempt to start a grapple as a free
+0; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15, touch 9, action without provoking an attack of opportunity. If it wins
flat-footed 15; Base Atk +5; Grp +17; Atk gore +12 melee the grapple check, it establishes a hold and stings.
(1d8+12); Full Atk gore +12 melee (1d8+12); SA Ferocity; SQ Poison (Ex): Injury, DC 17 Fortitude, initial and secondary
Low-light vision, scent; AL N; SV Fort +8, Ref +5, Will +8; damage 2d6 Con. The save DC is Constitution-based.
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8.
Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, C-Bot: CR 6; Huge Construct; HD 8d10+40; hp 84; Init –2;
Iron Will. Spd 20 ft., fly 30 ft. (poor); AC 12, touch 6, flat-footed 6;
Base Atk +6; Grp +24; Atk 4 claws +14 melee (1d8+10) or
Ferocity (Ex): A dire boar is such a tenacious combatant that
2 laser rifles +2 ranged (3d8); Space/Reach 15 ft./10 ft.; SA
it continues to fight without penalty even while disabled or
Autofire; SQ Construct traits, darkvision 60 ft., DR 5/—,
dying.
low-light vision; SV Fort +2, Ref +0, Will +2; Str 30, Dex 6,
Raiding Party, War3 (8): CR 2; Medium Humanoid; HD Con —, Int —, Wis 10, Cha 1.
3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed Skills and Feats: Listen +15, Search +20, Spot +15.
16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3) Autofire (Ex): A centurion robot may saturate an area with
or laser pistol +4 ranged (2d8) or light crossbow +4 ranged automatic fire from its laser rifle. The c-bot targets a 10-foot
(1d8/19–20); AL LE; SV Fort +5, Ref +2, Will +1; Str 13, by 10-foot area and makes an attack roll against AC 10. If
Dex 12, Con 14, Int 10, Wis 11, Cha 9. the attack succeeds, every creature within the affected area
Skills and Feats: Handle Animal +1, Intimidate +5, Jump must make a DC 15 Reflex save or take 1d8 points of laser
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; damage.
Alertness, Exotic Weapon Proficiency (laser pistol), Weapon
Focus (battleaxe).

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CITY of the GODS
Area F: Raider Outpost Area F–1: Palisade Wall and Gate
Read or paraphrase the following: Read or paraphrase the following:

Ahead looms an enormous rock overhang. Carved into the rift wall A low mound of packed earth and stone rises to a palisade built of
by wind and time, the overhang is sheltered from the weather and tree trunks. The base of the trunks are buried in the rampart and
foes on the wing by a thick arch of dark, volcanic rock. A tiered sharpened to a point. The trunks are laced with spools of glittering
stockade has been built beneath the rock ceiling. You can see a spindly metal strands.
watchtower, a wooden donjon, and in the very back of the overhang, The palisade wall is crudely built of massive tree trunks and is
a series of switchbacks climbing into shadows. Smoke hangs over the a mere 25 feet high. The wall can be easily climbed with a DC
stockade, and you catch glimpses of rough-looking brigands at work 15 Climb check. The “glittering metal strands” pose more of
behind the crude wooden walls. a challenge. Electrified razor wire, the strands are coated in an
This permanent camp is the center of operations for Stephen insulating jelly that prevents the wire from simply grounding
Rocklin and his band of marauding raiders. Unlike the itself against the wooden palisade.
froglins (see Temple of the Frog) the raiders are far too cynical Anyone climbing around the razor wire must succeed on a
to be taken in by Rocklin’s claims to divinity. At the same DC 20 Climb check and DC 20 Escape Artist check. Failing
time, all have witnessed the Rock unleash devastating powers either causes the PC to come in contact with the wire, taking
that dwarf those of all but the most powerful spellcasters. 1d4 points of slashing and 3d6 points of electric damage.
The reigning theory among the raiders is that the Rock is
some sort of rogue mage on the run from the Wizards’ Cabal, Discharging the wall triggers a siren at the head of the camp
a rumor that the Rock has done nothing to discourage. (area A–7), putting all the raiders on high alert. For 8 hours
following the alarm, all of the raiders will be fully armed and
Since his crushing defeat at the Temple of the Frog, the Rock manning the various stations throughout the camp.
has focused his attentions on rebuilding his army. He has
hand-picked loyal rogues, and is now training them in the use The palisade gate is kept closed, but unbarred at all times.
of weapons stolen from the wreckage of the city. Palisade Gate: 1 foot thick; hardness 5; hp 120
per 5 feet; Break DC 30; Climb DC 20.
Palisade Wall: 3 feet thick; hardness 8; hp 300
per 5 feet; Break DC 40; Climb DC 15.

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CITY of the GODS
Area F–1a: Sentry’s Walk Area F–3: Mud Yard
A narrow wooden catwalk runs the length of the palisade. A Read or paraphrase the following:
pair of sentries patrols both halves of the catwalk, keeping a
sharp watch for monsters or sandfolk raiders. If they catch The yard is covered in mud and puddles. The mud clings, rising to the
sight of the PCs, one of the sentries blows his war horn, knee, sucking at boots and shoes. On the far side of the yard is stocky
alerting the rest of the camp. After dark, torches are lit every stone edifice. To the right is short wooden palisade surrounding a
10 paces. deep pit; to the left is a corral with a score of muddy horses.

Sentry, Thonian War3 (4): CR 2; Medium Humanoid; HD Movement across the yard is slow and tedious. Movement
3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed rates are reduced by 15 feet per round, turning the yard into
16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3) an effective killing field. Anyone knocked prone into the
or light crossbow +4 ranged (1d8/19–20); AL LE; SV Fort mud must make a DC 13 Strength check in order to stand.
+5, Ref +2, Will +1; Str 13, Dex 12, Con 14, Int 10, Wis 11,
Cha 9. Area F–3a: Slave Pits
Skills and Feats: Handle Animal +1, Intimidate +5, Jump Read or paraphrase the following:
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; A pair of fearsome ogres stand before a muddy wall built of sharpened
Alertness, Power Attack, Weapon Focus (battleaxe). stumps. Behind the wall are a pair of dark holes that stink of flesh
Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy rot and feces. Broken cries and feeble moans sound from the depths,
wooden), belt quiver with 10 quarrels, horn, belt pouch with weeping for mercy.
1d20 sp and 1d12gp.
The paired ogres are twins, raised by the raiders from mere
ogrelings. The beasts have learned their lessons well, taking
Area F–2: Watchtower the worst of humanity’s vices and combining with an ogre’s
Read or paraphrase the following: animalistic desires. Wicked beyond redemption, cruel beyond
description, and fearless in battle, the pit masters have never
The spindly watchtower rises above the palisade, no more than a
fought a foe they couldn’t beat.
platform supported by three tall timbers.
The ogres charge eagerly into battle, hurling foul insults and
The tower is 40 ft. tall, and occupied by a pair of sentries. fully expecting the PCs to give way before them like a hundred
The sentries keep a watch over the valley floor, anticipating opponents before. If the PCs manage to hold their ground,
an attack from the sandfolk. it leaves the ogres dumbfounded by the possibility that
A railgun with an infrared scope is fitted to a wooden someone might be more powerful than themselves. Unable
tripod atop the platform. The railgun fires heavy rounds at to coordinate their attacks, the stupefied ogres fight to the
supersonic speeds, throwing up plumes of soil and shattered death simply because they can’t think of anything else.
stone when the rounds miss, and tearing massive holes The pit is 18 feet deep. At the bottom of the pit is 3d12+7
through flesh when it hits. slaves of various races, standing in 2 feet of filthy muck.
The infrared scope grants the shooters darkvision, 200 ft. Weakened by disease, starvation and the constant torment
The rail gun has a range increment of 100 feet. rained down by the ogres, the slaves are all near the point of
death. A narrow staircase descends into the pit, but most of
The railgun is fed by a partially depleted power cell and has 13 the slave are so weak that they need to be carried out of the
shots remaining. The railgun weighs 50 lbs and is seven feet pits to safety.
in length, making the weapon difficult to transport except on
pack animals or in a wagon. Upon closer inspection, the slave master’s true depravity
becomes apparent. Warriors thumbs’ are cut off and suspected
Sentry, Thonian War3 (2): CR 2; Medium Humanoid; HD spellcasters have had their tongues gouged out. While one of
3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed every three slaves has 1d3 levels in adept, aristocrat or warrior,
16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3) they can offer little or no real aid to the PCs.
or railgun +4 ranged (4d12); AL LE; SV Fort +5, Ref +2, Will
+1; Str 13, Dex 12, Con 14, Int 10, Wis 11, Cha 9. Notable Slaves: At the GM’s discretion, some of the slaves
Skills and Feats: Handle Animal +1, Intimidate +5, Jump may be exceptional, with information of value to the party,
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; or worthy of reward if returned to civilized Blackmoor.
Alertness, Power Attack, Exotic Weapon Proficiency (rail Returning rescued slaves to their homelands can be a time
weapons). consuming process and could easily derail an adventure,
but if the GM is willing to entertain the idea of a side quest
Possessions: Battleaxe, chain shirt, shield (heavy wooden), belt
or two, roll 2d6 and consult the following table to generate
pouch with 1d20 sp and 1d12gp.
exceptional NPCs:

45
CITY of the GODS
2d6 Result 11 Iserna, the Witch of the Peaks. This spiteful,
2 Lady Briarever. Late of Maus, this once foul crone was captured in a moment of weakness, and has
exceedingly lovely High Thonian maiden was captured while been bound, gagged with an iron mask and left to starve.
on a diplomatic mission to Ten. If the Lady is delivered safely Born of a demon and a sorceress, Iserna embodies all the
to Maus, her father will award the rescuers 10,000gp and worst vices of her kind. If the witch is set free from her
their pick of any of his daughter’s seven lovely ladies-in- manacles and mask, she surveys the group of PCs, choosing
waiting. Nobles who turn down the offer of gold (all of it!) just one to serve as her love and consort. From this PC, and
rightfully earn themselves +2 Nobility points. this PC only, she begs a kiss; if the PC acquiesces, the wicked
crone takes a liking to the PC; the witch takes an active
3 Berlo Snomar. A lecherous dwarf hailing from roll in the remainder of the adventurer’s career, dropping
the Mines of the Regent, Berlo’s keen mind has learned the morsels of wisdom when needed, directing the PC to ever
secret of Traveler laser weapons. Berlo can teach a PC how greater challenges and treasures, and otherwise serving as
to use Traveler weapons, forgoing the dangers that come a mentor.
with experimentation.
I f the PC should be so foolish as to spurn the old crone’s
4–5 Korus Kolnae. Korus is an agent of the Wizards’ advances, she bestows a curse before vanishing in a flight
Cabal sent to infiltrate St. Stephen’s army. A 4th-level cleric of crows. For the remainder of the PCs’ life, he is dogged
of Tsartha, Korus will do his best to aid the PCs, providing by silent ravens that keep a close watch on the one that
healing and the blessing of his god, only to betray them to spurned their mistress.
the Cabal at the first opportunity.
` 12 Roll Twice, ignoring any duplicates or 12s.
6–7 Coethur Pteo, is an burly halfling decorated
with tattoos and strange bone piercings that hint at his GM’s Note: If a PC has died in the course of the adventure,
travel to foreign lands. A rogue and warrior, the halfling is the slave pits are an excellent opportunity to introduce a
actually one of the raiders placed in the pit as punishment replacement character. Through cunning deception, the new
for attacking a fellow raider. Koethur will pretend to be an PC has managed to avoid the worst of the ogres’ sadism (i.e.,
adventuring rogue, and offer to lend the PCs his aid. He will the PCs has all his fingers, toes and organs). With food, clean
aid the party until they are engaged in combat with raiders, water and a few days of rest, or, alternately, a cure serious wounds
at which point the halfling betrays the PCs, attempting to spell or its equivalent, the PC returns to full strength. Note
kill or disable crucial spellcasters. that the slaves have only loincloths. Any PC joining the party
will need to be outfitted with weapons from the party’s cache,
8–9 Martic the Black, a half-orc rogue infamous or with weapons, armor and gear taken off of the raiders.
across the span of Blackmoor, Martic is more than willing to
join forces with the PCs against the raiders.A black-hearted Pit masters, ogre Ftr2 (2): CR 5; Large Giant; HD
villain, Martic betrays the party at his first convenience, 4d8+2d10+15; hp 42; Init +1; Spd 40 ft.; AC 21, touch 10,
making off with as much treasure as possible. flat-footed 20; Base Atk +5; Grp +10; Atk Large flail +11
melee (2d6+6) or large longspear +5 ranged (2d6+6/✕3); AL
10 Tau No’rrog, a Peshwah noble cast out from his
CE; SV Fort +9, Ref +2, Will +3; Str 23, Dex 12, Con 15, Int
homeland for the sin of falling in love with a Cumasti elf,
7, Wis 10, Cha 6.
Tau was captured by the raiders a week ago while fleeing
across the Valley of the Ancients. His new bride is hiding in Skills and Feats: Intimidate +0, Listen +2, Spot +2; Improved
a cave in the northern rim of Valley. If the PCs rescue Tau Overrun, Iron Will, Power Attack, Toughness, Weapon
and return him to his wife, the elven princess awards the Focus (flail).
group with her dowry: a suit of +1 elfin chain, a +2 elven Possessions: Large longspear, large flail, scale mail, shield
longblade of speed, a wand of elemental ball (23 charges) and (heavy wooden).
a finely wrought silver necklace set with three small rubies.
Astute PCs succeeding on a DC 20 Sense Motive check Area F–3b: Corral
realize these items are all that the pair have, and that without Read or paraphrase the following:
them, the couple is likely to perish while crossing the Valley
A short fence surrounds a muddy corral. Scenting you, a herd of
of the Ancients. If the PCs refuse the couple’s wealth, the
spottled horses snort and rear, tossing their heads about in anger.
goddess Phellia herself bears witnesses to their selflessness,
They buck and prance with nervous energy, their neighs sounding off
and grants a special blessing to the PCs—the next time
the rocky cliff walls.
a party member dies, the PC is instantly returned to life
with full hit points, with a mysterious mark resembling a The horses are difficult to ride. An individual horse can be
red spider on his or her forehead, marking the PC a one tamed with a DC 15 Handle Animal check, but if anyone
blessed by the Spider Goddess. This miraculous blessing is caught in among the herd, he is attacked and trampled.
takes place only once. There are 42 horses in all.

46
CITY of the GODS
Horse, light (42): CR 1; Large Animal; HD 3d8+6; hp 19; The raiders fight a holding action, attempting to stall the
Init +1; Spd 60 ft.; Space/Reach 10 ft./5 ft.; AC 13, touch party until their companions can ready a counter attack. They
10, flat-footed 12; Base Atk +2; Grp +8; Atk Hoof –2 melee fight until one of their number falls, then make a fighting
(1d4+1); Full Atk 2 hooves –2 melee (1d4+1);SA —; SQ Low- withdrawal from the room.
light vision, scent; AL N; SV Fort +5, Ref +4, Will +2;Str 14,
A simple wooden table sits in a corner of the room, scarred
Dex 13, Con 15, Int 2, Wis 12, Cha 6.
with knife cuts and stained with spilled wine. A ceramic jug,
Skills and Feats: Listen +4, Spot +4; Endurance, Run. half-filled with wine, and a pair of bone dice sit atop the table.
The dice are loaded, and roll double sixes 50% of the time.
Area F–4: Donjon
Read or paraphrase the following:
A sturdy guardhouse built of fitted stone stands
against the back wall of the muddy courtyard.
Squat, iron-bound doors deny entrance to the
guardhouse, and siege weapons sit behind
crenellations atop the roof.
Behind the building, the ground rises to a
sharp abutment. The only way to proceed
is to climb the rocky slope or through the
guardhouse.
Several guardsman are stationed atop the
dunjon, and if an alarm has been raised,
they are at their stations, ready to turn the
considerable might of their siege weapons
against their enemies. For statistics on the
rooftop defenders and the weapons, see
entry A–4e below.
The slope is 30 feet high, and though easy
to climb (DC 15), is loose and crumbling.
PCs attempting to ascend the crumbling
slope must succeed on three separate
DC 17 Reflex saves (one check for every
10 feet climbed) or fall from the slope,
tumbling back to the ground.
If the PCs are spotted climbing the slope,
the guards in areas 1a, 4-g and 5 all turn
their attacks toward the climbers.

Area F–4a: Guard Room


The southern entrance to this chamber is
a pair of stout wooden doors, reinforced
with iron, and barred with a heavy oaken
beam. When barred, the door cannot be
picked and must be broken in or beaten
down. The double doors have a hardness
of 7, 45 hp, and a break DC of 25.
Once the doors are bypassed, read or
paraphrase the following:
The doors break in with a shower of splinters
and wooden shards. Just inside, you see a trio
of raiders, axes at the ready. As one, they give
a war cry and charge!

47
CITY of the GODS
Guards, Thonian War3 (3): CR 2; Medium Humanoid; HD 4 Wool blanket, short sword with a masterwork
3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed set of thieves tools hidden the pommel, a pouch
16; Base Atk +3; Grp +4; Atk Battleaxe +5 melee (1d8+1/✕3); containing 10sp.
AL LE; SV Fort +5, Ref +2, Will +1; Str 13, Dex 12, Con 14, 5 A pair of boots (high, hard); hidden in the floor
Int 10, Wis 11, Cha 9. of the coffer (DC 20 Search check) is a sliding
Skills and Feats: Handle Animal +1, Intimidate +5, Jump wooden panel concealing four small emeralds
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; worth 75gp each.
Alertness, Power Attack, Weapon focus (battleaxe).
6 A roll of cotton bandages, 5 slabs of smoked
Possessions: Battleaxe, chain shirt, shield (heavy wooden), belt venison, and a belt pouch containing 1d20pp.
pouch with 1d20 sp and 1d12gp.
Guards, Thonian War3 (4): CR 2; Medium Humanoid; HD
Area F–4b: Bunk Room 3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed
Read or paraphrase the following: 16; Base Atk +3; Grp +4; Atk Battleaxe +5 melee (1d8+1/✕3);
AL LE; SV Fort +5, Ref +2, Will +1; Str 13, Dex 12, Con 14,
A set of bunk beds fill this chamber, six in all. The plastered walls Int 10, Wis 11, Cha 9.
are decorated with trophies: shattered shields, broken swords, dented Skills and Feats: Handle Animal +1, Intimidate +5, Jump
helms, and torn banners. Shards of ceramic jugs lie on the floor, +3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2;
amid dried bones, stripped of meat. Alertness, Power Attack, Weapon focus (battleaxe).
The bunk room is home to the rotating units of guards that Possessions: Battleaxe, chain shirt, shield (heavy wooden), belt
serve on the wall and donjon. If the PCs reach the bunk room pouch with 1d20 sp and 1d12gp.
without alerting the donjon, the guards are found
resting their bunks, with the following unarmored
statistics: AC 12, touch 11, flat-footed 11.
If alerted by battle in area 4a, the guards have
donned their armor and are prepared to do
battle. The guards attempt to fight past the PCs,
to the Captain’s Quarters (area 4d), where they
make their stand.
Treasure: One of the guards carries an iron
double key hidden in his boot (DC 15 Search
check). One head of the key is cast in the shape
of a dragon, the other is shaped like a frog. The
key is used to open the lock to the armory and
to disarm the traps within. See area 4c for more
information on the armory and its defenses.
A pair of coffers rest beneath each bunk. There
are six in all; each is unlocked with a DC 20 Open
Locks check. None are trapped.
Coffer Contents
1 Change of dirty clothes, a half-empty
bottle of wine, and a bandolier of three
silvered daggers.
2 Winter cloak trimmed with dire-tiger
fur worth 25gp. Hidden in the seam of
the cloak (DC 15 Search check) are
four darts coated with drow poison.
3 Loaf of hard bread, an empty ceramic
jar and a small wheel of cheese. Pressed
into the cheese (DC 15 Search check)
is a ring of protection +1.

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CITY of the GODS
Area F–4c: Armory If the PCs open the crate, read or paraphrase the following:
The door to the armory is locked. Bound and reinforced with
Inside the crate is the torso and head of a Thonian male cradled in
iron, the doors have a hardness of 7, 45 hp, and a break DC of
a bed of straw. The body was once a handsome young man, with a
25. Just inside the door is an elaborate pit trap (see below).
dignified, trimmed beard, and a well-muscled physique. The torso
The key to the armory’s lock (found on the guard man in area is severed at the waist, and where there should be a spilled mass of
A–4b) has 2 heads, one shaped like a dragon, the other like intestines and organs, is only a strange collection of corded black
a frog. If used properly, the key both unlocks the door and tubes, slowly leaking glistening black ichor.
disarms the trap.
The “corpse” in the crate is actually the partial frame of an
First, the dragon key is inserted and turned clockwise. PCs android sent from the City of the Gods to infiltrate the army
hear click as the door is unlocked. Then the key must be of the Saint. The raiders discovered the spy in their midst,
removed, the frog head inserted, and the lock turned counter but were only able to capture it at a great loss of life. The
clockwise, disarming the trap. deactivated android is being kept here until the Rock can
The door can be unlocked with a DC 25 Open Locks check, return from his expedition to the city.
but this leaves the pit trap activated. If a rogue succeeds on a Hidden in the straw beneath the android is a battered laser
DC 20 Search check after the door is unlocked, she discovers rifle, covered in mud and hydraulic fluids. The weapon has
the extra set of tumblers, but otherwise the party has no 6 charges remaining.
cause to suspect that anything is amiss. Searching for traps
Camouflaged Pit Trap: CR 4; mechanical;
before the door is unlocked reveals nothing. For statistics on
location trigger; manual reset; DC 25 Reflex save
the trap, see below.
avoids; 20 feet deep (2d6, fall); multiple targets
Whether or not he PCs succeed in disarming the trap, read (first target in each of two adjacent 5-ft. squares);
or paraphrase the following once they open the door: Search DC 29; Disable Device DC 19.
Dozens of racks, laden with weapons and armor, stand inside the Whirling Poison Blades: CR 5; mechanical;
darkened chamber. Spears, unstrung crossbows, and axes hang from touch trigger; automatic reset; Atk +10 melee
the racks, while shields hang along the walls. In the back of the (1d4+4/19–20 plus poison, dagger); poison (purple
chamber is a single, long crate resembling nothing so much as a worm poison, DC 24 Fort save resists, 1d6 Str/2d6
coffin. The air is thick with the smell of weapon oil. Str); multiple targets (any target in pit); Search see
above; Disable Device see above.
Just inside the door is a well camouflaged pit trap. The pit
opens up when weighted with more than 50 lbs. dumping
Area F–4d: Captain’s Quarters
targets in each of two adjacent 5-feet squares down a 20 feet
If the half-orc captain has been warned of the impending
pit. The walls of the pit are nearly sheer; those falling into
attack—either by the warhorns of his men, or the sounds of
the pit will needs to make a DC 25 Climb check, or aid from
battle—he takes the opportunity to pre-cast a number of his
above to escape the death trap.
spells, including a glyph of warding (blast) on the entrance to his
The base of the pit is a thicket of poisoned blades driven by chamber (see page 50 for more).
gears and clockworks. The instant a target strikes the base of
Once PCs gain the chamber, read or paraphrase the
the pit, the blades activate, hacking and slashing any target
following:
in the pit. The trap is automatically reset by clockworks each
round, and continually attacks PCs until they succeed in This chamber is surprisingly well furnished with a writing desk,
escaping the pit, or are diced to bits and fall through the small table, and bed, complete with quilted covers. A half-eaten meal
grate beneath the clockworks. of mutton and hard tack sits atop the table, and a single candle is
burning atop the writing desk, before an open tome. The straw bed
The ranks, shelves, and barrels in the armory contain the
still has a depression in it, as if someone were sleeping upon the bed
raider’s surplus weapons. There are 23 battleaxes in the
not moments before you entered.
armory, 17 spears, 10 heavy crossbows, 24 replacement
crossbow-strings, 120 bolts, 15 chainshirts, and 22 shields If Stornhan has had the chance to quaff his potion of invisibility
(heavy, wooden). and pre-cast his spells (see page 50), he is lurking in the corner
of the room, prepared to unleash a devastating rain of melee
The coffin-shaped crate is made of the rough wooden plants
and spell attacks upon the PCs.
that bear peculiar dark stains. A DC 10 Heal check determines
that these stains are not blood, but some sort of oil. The top If the PCs have succeeded in penetrating the guardhouse
of the crate is held down with wooden pegs, and can be pried without engaging in combat or otherwise creating a
off with a DC 20 Strength check. disturbance, the half-orc is visible and standing in the center
of the room, having just finished donning his armor ahead of
a regular inspection of the troops.

49
CITY of the GODS
Tactics: If the captain has had the opportunity to pre- Treasure: Resting atop a shelf on the north wall is a sculpture
cast spells before entering combat, his statistics reflect the depicting a crumbling tower above a skull. The sculpture is
following changes: cast in blackened (scorched) gold and is worth 200gp by
weight, or 350gp to a priest or priestess of Hella. (Of course,
AC 22, touch 11, flat-footed 21; Grpl +12; Atk
any devotee of the goddess would much rather slay and rob
+14/+9 +1 longsword melee (1d8+7/19–20); 20%
the PC than pay for the idol, and any good-aligned merchant
miss chance to ranged attacks.
will almost certainly refuse to purchase the idol.)
In addition, he will also have quaffed his potion of invisibility
Two incense burners, a curved sacrificial dagger, and a trio of
and cast the following spells with specific, conditional
red candles also sit atop the shelf. All are ceremonial, and are
effects:
worth a total of 100gp to traffickers in unholy artifacts.
Guidance: +1 to hit on a single attack.
A close search of the bed reveals a simple key hidden in the
Bane: Enemies take –1 penalty to attack rolls and straw. This key opens the secret door to the south (area 4d).
saving throws against fear-related spell effects. The hidden door stands on the south wall (DC 20 Search).
The secret door has a false keyhole in its face; if any key is
Glyph of warding: Cast on the door to the chamber;
used in this fake keyhole it triggers a burning hands trap.
2d8 points of fire damage to anyone within 5 feet of
the door when it is opened. The true keyhole to open the door is on the western wall.
Masterfully hidden, the door’s keyhole can be found with a
Magic circle against good: +2 to AC and saves against
DC 25 Search check. If turned clockwise, the key triggers a
attacks and spells made by good creatures.
latch, opening the secret door. If turned counter clockwise,
Stornhan is a fearless opponent and cagey, and fights to the the key fires a poisoned dart.
best of his ability, hammering foes with his magic blade. The
PCs unable to find the hidden latch can batter down the
half-orc fights until reduced to 20 or fewer hit points, then
door. The secret door has a hardness of 4, 15 hp, and a break
sues for peace, offering his blade and spells against Stephen
DC of 15.
the Rock. The half-orc claims that the Saint has forced the
raiders to serve as his muscle, and that if the PCs make a Beneath the bed is a coil of thin rope, with a two-pronged
stand against the Rock, the raiders will rise to support them. grappling hook tied to one end. The rope is oiled, and if
This is a bald faced lie, but Stornhan does his best to convince inspected it is readily apparent that the rope is wet, and the
the PCs that he can be an aid to them, then betrays the PCs grappling hook is slightly rusted. Stornhan uses this rope and
to his best advantage. hook to retrieve the chest hidden at the bottom of the well
in area 5a.
Given the opportunity—either during combat or afterwards—
Stornhan attempts to flee to area 5a, where he retrieves his Stornhan, half-orc Ftr4/Clr5: CR 9; Medium Humanoid;
hidden chest and makes his escape from the compound. HD 4d10+5d8+18; hp 71; Init +1; Spd 30 ft.; AC 21, touch
11, flat-footed 20; Base Atk +7; Grpl +10; Atk +12/+7 +1
longsword melee (1d8+5/19–20); SQ turn and rebuke undead;
AL LE; SV Fort +10, Ref +3, Will +8; Str 17, Dex 12, Con 15,
Int 8, Wis 16, Cha 13.
Summary of Stornhan’s
Skills and Feats: Bluff +7, Concentration +6, Intimidate +9,
Pre-Cast Spells and Durations Listen +6, Spot +6; Cleave, Combat Casting, Great Cleave,
Given the chance to prepare for battle, Stornhan Lightning Reflexes, Power Attack, Weapon Focus (longsword),
will quaff his potion of invisibility and pre-cast the Weapon Specialization (long sword).
following spells (with the duration for each provided Cleric Spells Prepared (5/4+1/3+1/2+1; DC 13 + spell level):
in parentheses): 0—Guidance (✕3), light, read magic; 1st—Bane, cause fear, divine
Guidance (1 minute or until discharged) favor, entropic shield, magic weapon*; 2nd—Bull’s strength, cure
moderate wounds, hold person, spiritual weapon*; 3rd—glyph
Bane (5 minutes) of warding (blast), magic circle against good, magic vestment*;
Divine favor (5 minutes) *Domain spells.
Possessions: Longsword +1, scale mail +2, shield (heavy wooden)
Entropic shield (5 minutes) +1, potion of invisibility, necklace with a holy symbol of Hella
Bull’s strength (5 minutes) (worth 25gp), belt pouch with 20 pp.

Magical vestment (5 hours)


Magic circle against good (50 minutes)

50
CITY of the GODS
Burning Hands Trap: CR 3; magic device; proximity The trapdoor at the top of the stairway is bound in iron and
trigger (alarm); automatic reset; spell effect difficult to destroy (hardness 7, 45 hp, Break DC 25).
(burning hands, 5th-level wizard, 5d4 fire, DC 11
Reflex save half damage); Search DC 26; Disable The sentries in area 4g attack anyone coming up through the
Device DC 26. trapdoor until the “all clear” signal is given by the captain.
For the sentries’ tactics, see below.
Poison Needle Trap: CR 2; mechanical; touch
trigger; repair reset; lock bypass (Open Lock DC Area F–4g: Rooftop Defense
30); Atk +17 melee (1 plus poison, needle); poison
Read or paraphrase the following:
(blue whinnis, DC 14 Fort save resists (poison
only), 1 Con/unconsciousness); Search DC 22; The roof of the guardhouse is protected by high stone battlements.
Disable Device DC 17. Hastily built, with crude edges, the fortifications nevertheless
provided an adequate defense to the paired ballista, cauldron and
Area F–4e:Treasure Hold crossbowmen that stand atop the guardhouse.
Read or paraphrase the following: Four sentries stand watch from behind the battlements, their
The hidden door slides away to reveal a narrow chamber containing crossbows and ballista at the ready. The sentries benefit from
a single large chest. Bound in iron and decorated with bolts cast in hard cover (+4 AC, +2 to Reflex saves against attacks that
the likeness of snarling dragons, the chest bears four keyholes—one on originate or burst out from a point on the other side of the
each facing of the lid. battlement), and attack any intruder crossing area 3 below,
first with ballista shots, and then with crossbows as the PCs
The chest contains a small portion of the raiders’ treasure, loot close. It takes a sentry two full-round actions to reload the
used to curry the favor of new recruits. Each of the identical ballista after firing. If the PCs persist in trying to kill the
locks is challenging in its own right (DC 25 Open Lock), but sentries from below, the guardsmen call for their allies,
in order to lift the lid, opening the chest, all four locks must rousing the raiders in area 5.
be picked at the same instant—a physical impossibility for a
single rogue. A pair of thieves might succeed on picking two If the PCs attempt to batter down the doors to area 4a, the
locks at the same time by succeeding on two DC 30 Open sentries dump the cauldron of flaming down upon them,
Lock checks in a single round, or a talented rogue might work inflicting 3d8 points of fire damage to anyone within 10
in conjunction with several spellcasters, but regardless of the feet failing a DC 15 Reflex save. Those succeeding on the
means used, all four locks must be tripped at the same time. save take only half damage. On the round following a direct
If a single lock fails to trip, the lid remains secure. hit, the target takes an additional 1d6 points of damage. If
desired, the target can use a full-round action to attempt to
The treasure chest can also be broken open, either with a DC extinguish the flames before taking this additional damage.
25 Strength check, or after taking 30 hp (hardness 7). Breaking Extinguishing the flames requires a DC 15 Reflex save.
open the chest shatters a glass vial strapped to the lid. The vial Rolling on the ground provides the target a +2 bonus on
contains a solution that reacts with the air, turning into poison the save. Magically extinguishing the flames automatically
gas that targets all living creatures within 15 feet; those failing smothers the fire.
DC 18 Fort saves suffer 1 Con drain primary damage and 3d6
Con secondary damage 2 rounds later. The vial is impossible to The sentries also serve to guard the trapdoor rising from
detect from the outside of the chest. area 4f; the guards know that if the PCs succeed in fighting
their way past the defenders and the captain below, then
Inside the chest are 10 leather sacks, each containing 250gp they must do everything in their power to stop the attackers.
each; a fur-trimmed cloak of resistance +2; a necklace of fireballs The sentries drag the cauldron of oil over to the trapdoor,
(type III); and a wand of summon monster II with 7 charges emptying the cauldron into the stairway (area 4f) when the
remaining. PCs attempt to force their way past the trapdoor. At the same
instant, one of the guardsmen drops the portcullis at the base
Area F–4f: Stairway of the stairway, potentially sealing the PCs’ fiery fate.
At first glance there is nothing unusual about this stairway,
Those caught within the stairway are faced with an
save that it is unusually steep. However, in conjunction with
exceptionally deadly challenge: PCs must succeed on a DC 25
the defenders in area 4g, the stairway has the potential to
Reflex save or take 3d8 points of damage. Those succeeding
become a deathtrap.
manage to avoid taking damage altogether. PCs catching fire
On a DC 10 Search or a DC 15 Spot check, PCs entering take an additional 1d6 points of fire damage per round until
the base of the stairway notice the slot concealing a raised extinguished.
portcullis. PCs succeeding on a DC 10 Disable Device check
Note that for PCs caught within in the stairway, there is no
(or simply hammering a spike over the slot) effectively prevent
quick escape for extinguishing the flames. Either the PCs
the portcullis from dropping.
must ascend the stairs through the fire, or find a way through

51
CITY of the GODS
the portcullis. The portcullis can be lifted with a DC 30 Sentry, Thonian War3 (4): CR 2; Medium Humanoid; HD
Strength check, broken through with a DC 25 Break check, 3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed
or battered down (hardness 10, hp 40). 16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3)
or light crossbow +4 ranged (1d8/19–20) or ballista –1
The instant the oil is rained down upon the PCs, the stairway
ranged (3d8/19–20); AL LE; SV Fort +5, Ref +2, Will +1; Str
catches fire, further complicating matters. Smoke obscures
13, Dex 12, Con 14, Int 10, Wis 11, Cha 9.
all sight beyond 5 feet, and those standing amid the flames
take an additional 1d6 points per round (stacking with the Skills and Feats: Handle Animal +1, Intimidate +5, Jump
damage for being on fire, for a total of 2d6 points of fire +3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2;
damage per round). Alertness, Power Attack, Weapon Focus (battleaxe).
Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy
After 2d6+4 rounds, the stairway collapses, causing 1d6 wooden), belt quiver with 10 quarrels, horn, belt pouch with
points of damage to anyone in the stairway, and trapping 1d20 sp and 1d12gp.
anyone that fails a DC 20 Reflex save. The sentries abandon
their post, dragging away the ballistas if they are not engaged
in combat. The rooftop of the donjon collapses after another Area F–5: Tent Tier
2d6+15 rounds, inflicting 3d6 points of flame damage to Read or paraphrase the following:
anyone inside the structure, and trapping anyone failing a
The rocky tier is home to 5 simple rawhide tents. Before each tent is
DC 25 Reflex save.
a fire ring, with a simple iron stand and small cooking cauldron.
If left to burn unchecked, the flames gut the interior of the
Two raiders are resting in each tent, a total of ten in all. The
donjon, but leave the exterior stone walls largely undamaged.
raiders are quickly roused, ready to join battle 2 minutes after
It takes the raiders two weeks of constant work to rebuild the
they are alerted.
donjon.
If the raiders are caught unawares and don’t have the time to
Treasure: There is little in the way of treasure to reward the
don their armor before battle, their armor class drops to the
PCs for a hard-won fight. The barrels in the north-west corner
following: AC 12, touch 11, flat-footed 11. Terrified of Saint
of the roof hold a total of 18 ballista bolts. Hidden in the base
Stephen, the raiders will fight to the death.
of one barrel (DC 20 Search) is one sentry’s secret Treasure: a
silver necklace bedecked with emeralds (worth 350gp).

52
CITY of the GODS
Each tent contains a pair of cots, a weapons rack, an armor The well is 50 feet deep, and supplements the raiders’ supply
stand, and two coffers. The coffers contain tools for repairing of rainwater during the dry months. The bottom 15 feet of
armor, whetstones, spare blankets and a change of clothes. the well is covered in water.
There is a 10% chance that a coffer might also have a minor
Hidden at the base of the well is a small silver chest wrapped
treasure. If a treasure is indicated, roll 1d12 and consult the
in an oil skin. The chest belongs to the captain of the guard,
following table. Each item, or collection of items, can only
Stornhan. The chest is locked (DC 25 Open Lock) and the
be found once.
oil skin is smeared with nitharit contact poison.
1d12 Treasure
Inside the chest is Stornhan’s secret cache, a safeguard for
1 A tome detailing the hunting habits of blue the day when Uther’s armies come hammering down on the
dragons (worth 150gp). At the GM’s discretion, a Saint’s army. When that day comes, Stornhan intends to have
folded sheet of parchment is hidden in the spine of long since fled. Hidden inside the chest are 5 small rubies
the book (Search, DC 20), detailing a wyvern lair (worth 100gp each), a pouch containing 75gp, 2 potions of
hidden in eastern Blackmoor. cure serious wounds contained in a single large ceramic jug, 3
2 A quiver containing 1d6 arrows +2. spore shuriken, and a golden ring of teleportation (see Appendix
Two for details on both of these items). The ring’s command
3–4 A pouch containing 2d20gp, and a small ruby
word, Drahav, is inscribed in dwarven inside the ring. The
(worth 100gp).
ring has 3 charges remaining.
5–6 A boiled leather wand case, embroidered with
golden thread (worth 30gp). Stornhan’s Flight: If Stornhan succeeds in fleeing to the well,
it takes him 5 rounds to fish the chest out from the base of the
7–8 1d12 small gold nuggets (worth 10gp each) well, and then open the chest. If pressed, Stornhan hurls the
9–10 A silvered +1 short sword with a handle wrapped in poison oilskin at his pursuers, then teleports to the City of
platinum wire (worth 50gp). Maus, where he disappears into the criminal underground.
11 The portrait of an elfin queen; painted in runes on Oil Skin Smeared with Contact Poison: CR 5; mechanical;
her robe (DC 18 Search; DC 21 Decipher Script) touch trigger (attached); manual reset; poison (nitharit, DC
is the key to an ancient tomb. 13 Fort save resists, 0/3d6 Con); Search DC 25; Disable
12 Roll twice, ignoring duplicates. Device DC 19.

Guards, Thonian War3 (10): CR 2; Medium Humanoid; HD


3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed Area F–6: Shooter’s Climb
16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3) Read or paraphrase the following:
or light crossbow +4 ranged (1d8/19–20); AL LE; SV Fort
A packed, earthen ramp winds up the next tier. Above, high atop
+5, Ref +2, Will +1; Str 13, Dex 12, Con 14, Int 10, Wis 11,
steep slopes, you can see a sheer wall built of sharpened logs. Arrows
Cha 9.
slits are cut into the wall, providing cover for guards above.
Skills and Feats: Handle Animal +1, Intimidate +5, Jump
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; PCs can avoid taking the ramp by climbing the steep slope
Alertness, Power Attack, Weapon Focus (battleaxe). leading directly to the wall. Climbing the crumbling slope
Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy requires a DC 20 Climb check, and ascending the wall, a
wooden), belt quiver with 10 quarrels, horn, belt pouch with second DC 15 Climb check. The top of the wall is lined with
1d20 sp and 1d12gp. sharpened stones and ceramic shards; climbers can avoid the
shards by taking an extra round to carefully pick their way
over the wall, or by succeeding on a third and final Climb
Area F–5a: Well
check (DC 25).
Read or paraphrase the following:
A total of 4 shooters watch from behind the wall, marked by
A crude stairway descends its way into the cave, ending at the A. Regardless if the whether the PCs advance up the ramp,
entrance to a small chamber. A simple hole is dug in the center of or attempt to scale the walls, they are assailed by shooters
the chamber. Beside the well is a rope and large wooden bucket. crouched behind the wall. While firing through the arrow
A DC 20 Search of the top of the stairs reveals a narrow niche slits, the shooters enjoy hard cover (+8 AC, +4 to Reflex saves
dug into the stone wall. Hidden in the niche are a pair of against attacks that originate or burst out from a point on
wet leather gloves, with the palms and fingertips discolored. the other side of the battlement). The raiders attack first with
Stornhan, the captain of the guard, uses these gloves to their laser pistols, and then—once the pistols’ power supplies
avoid the contact poison coating the chest and oil skin (see are exhausted—with their light crossbows. Note that if the
below). PCs engage the shooters in melee combat, the defenders have
a +1 bonus to their attack rolls for higher ground.

53
CITY of the GODS
If the PCs succeed in taking the tier, the surviving shooters robotics will be unable to place what “wrong” is. The truth of
withdraw to the back of the overhang, hammering on the the replicant’s nature becomes immediately apparent when
doors to area 7, begging to be let in. To the defenders despair, the robot takes damage from piercing and slashing weapons.
the doors are not opened; instead, those inside area 7 use the Instead of bleeding, the wounds reveal wires, braided metal,
time to prepare for the final stand of the Saint’s raiders. and hydraulic fluids.
Shooters, Thonian War3 (4): CR 2; Medium Humanoid; Knowing that it has little chance of defeating the PCs, the
HD 3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat- android has set the battlesuit’s power cell to overload and
footed 16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee hidden itself behind a pile of containers in the rear of the
(1d8+1/✕3) or laser pistol +4 ranged (2d8) or light crossbow cave. The humming increases in volume over 5 rounds,
+4 ranged (1d8/19–20); AL LE; SV Fort +5, Ref +2, Will +1; causing the cavern’s ceiling, walls and floor to tremble with
Str 13, Dex 12, Con 14, Int 10, Wis 11, Cha 9. the vibrations. On the sixth round the battlesuit’s power cells
Skills and Feats: Handle Animal +1, Intimidate +5, Jump explode, showering the chamber with acid. Anyone in the
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; room not hidden behind complete cover takes 2d12 points of
Alertness, Exotic Weapon Proficiency (laser pistol), Weapon acid damage; unless neutralized, the acid continues to burn
Focus (battleaxe). for 4 rounds, doing 1d12 points of damage the second round,
Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy 1d6 points the third round, and 1d4 on the fourth round.
wooden), belt quiver with 10 quarrels, laser pistol (8 charges), Disconnecting the cables from the back of the battlesuit
horn, belt pouch with 1d20 sp and 1d12gp prevents the power cell from overloading. The cables can be
Upper Gate: 1 foot thick; hardness 5; hp 120 per disconnected by PCs succeeding on a DC 25 Disable Device
5 ft.; Break DC 30; Climb DC 20. check, or by doing 30 points of slashing damage to the cables
(0 hardness).

Area F–7: Stephen’s Hold The Saint android waits for the power cell to explode, then
The paired doors to area 7 are barred closed and must be sprints past the PCs, fighting its way to freedom.
broken through (Break, DC 30) or destroyed (hardness 5, hp Saint Stephen Bioreplica: CR 5; Medium Robot; HD
100 per 5 feet) before the PCs can pass. PCs succeeding on 7d10+10; hp 71; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
DC 15 Listen check hear a low, pulsing hum that causes the footed 18; Base Atk +5; Grpl +9; Atk Slam +9 melee (1d6+4)
very doors to vibrate. or laser pistol +7 ranged (2d8); SQ Construct traits, DR 5/
Once the PCs succeed in bypassing the doors, read or adamantine, darkvision 60 ft., low-light vision; AL N; SV
paraphrase the following: Fort +2, Ref +4, Will +2; Str 18, Dex 15, Con 10, Int 15, Wis
10, Cha 10.
Inside the walled-off overhang, the air is warm and crackles with Skills and Feats: Disguise +5, Hide +4, Jump +6, Listen +4,
energy. Pulsing white orbs hang from the rocky ceiling, providing Move Silently +6, Spot +4.
dim light. An enormous silver egg occupies the bulk of the cave, Possessions: Integrated battle armor, laser pistol (7 charges).
with bundles of thick black cords running from its polished, reflective
surface. Standing before the egg is an enormous humanoid shape,
Area F–7a:The Silver Egg
girded in armor and decorated with dozens of small, glowing crystals.
At a glance it can be seen that the armor was at one time as bright as Read or paraphrase the following:
the egg, but now is scratched, scorched and dented. A deep, rumbling The enormous egg has no apparent seams, doors or panels. It glimmers
hum emanates from the man-thing. in the dim light like quicksilver. The skin of the egg trembles and emits
The “golem-like” creature is an alpha battlesuit, a suit of a soft hum. The sole exception is a purple handprint emblazoned on
powered armor used by the Saint on his expeditions to the the egg’s underbelly, beside a short series of runes that pulse with a
City of the Gods. The “silver egg” is the escape pod used by dim light. The air around the egg tastes of copper, and a trio of thick,
the Saint to escape the Beagle when it came crashing down to ropey cables protrude from the egg’s underside.
Blackmoor. With a small, internal fusion drive, the escape The silver egg has a single entrance, a narrow 3 ft. square
pod provides power to the compound’s electrified fence, hatch on the egg’s reflective underbelly. The hatch has a
lighting to the cave, and is currently charging the battlesuit’s print reader and is programmed to open only to the Saint’s
internal power pack. right hand. Even the android can’t open the pod (which is
Hidden in the back of the cave is an robotic replicant of Saint why the robot was forced to hide in the cave). If any creature
Stephen. The android is visually indistinguishable from the other than the Saint presses a hand to the print activate the
actual Saint; PCs succeeding on a DC 20 Sense Motive check egg’s defenses: an electrical charge shoots across the surface
or Spot check will sense that there is something “wrong” of the egg, shocking anyone touching the egg for 5d6 points
about the android, but without a working knowledge of of damage (DC 14 Reflex save for half).

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CITY of the GODS
The glowing runes beside the print reader are the pod’s serial of water; one flare pistol (ranged, 1d4+fire) with ten flares
number. A DC 20 Decipher Script check reveals that the of varying colors; one nanite water filter; the equivalent of
runes translate roughly to “Beagle 31-A.” ten weeks worth of rations, in ten concentrate tubes; one
headlamp; and a hand-held plasma fire starter.
The hatch has a hardness of 25, can sustain 200 hp of
damage, and is immune to all spells of 6th level or lower, so The escape pod itself is designed to serve as shelter, providing
there is little that the PCs can do to harm it. If the heroes do warmth and safety indefinitely, while synthesizing water from
somehow find their way inside, they discover that the inside the air. The pod’s homing transmitter is designed to broadcast
of the pod is nearly filled with life support systems. A single, distress calls, but the Saint disabled the transmitter and used
claustrophobic, gel-lined crash glove designed to accept a slaves to move the egg beneath the rock overhang, making it
medium-sized humanoid is the only accessible space. The difficult to detect the escape pod with base scans. (The crew
interior of the glove is fitted with oxygen, water and feeding of the Beagle has been unable to accomplish even this much,
tubes, as well as waste tubes. but the Rock refuses to take chances.)
At the foot of the glove, where it meets the hatch, is an Electrified Skin Trap: CR 6; magic device; touch
unopened locker containing survival gear. Inside the locker trigger; automatic reset (3 rounds); 5d6 electricity,
is the following: one reflective tarp that doubles as a sleeping DC 14 Reflex save half damage; Search DC 35;
bag; one laser pistol (ranged, 2d8) with 25 charges; one Disable Device DC 35.
survival knife (treat as a dagger); ten one-gallon containers

The Alpha Battlesuit


Essentially a large suit of armor, the alpha battlesuit excels in close combat and starship boarding actions. An alpha suit
is the easiest of the powered battlesuits to operate, however it doesn’t carry the array of weapons that a larger battlesuit
can, nor is it as strong or durable.
Combat Statistics: An alpha battlesuit adds a +8 equipment bonus to a character’s Strength score. It imposes a –1 size
penalty on attack rolls and a +7 armor bonus to AC (already modified for size). An alpha battlesuit has 50 hit points,
which are added to the character’s total and subtracted first when the character takes damage. It confers a –6 penalty
on Hide checks upon its wearer.
An alpha battlesuit has a single slam attack that deals 1d8 points of damage (plus the character’s increased Strength
modifier). Its reach is 10 feet, and its base speed is 30 feet.
An alpha battlesuit comes outfitted with the following equipment. All of the gear is connected to the suit by power
cables and has a range of motion of three feet. If disconnected from the suit, the gear ceases to function.
Helmet: The battlesuit’s helmet automatically scans the surrounding topography and highlights living targets, granting
darkvision 60 ft., low-light vision. The sensor array grants a +3 equipment bonus on the operator’s Listen and Spot
checks. Auto dampeners grant a +3 equipment bonus to saves against sonic and visual attacks.
Right Arm: Built in plasma blade (plasma blade +0 melee 3d6/✕3).
Left Arm: Built-in laser rifle (laser rifle +0 ranged 3d8, 100 ft.).
Activation: With the exception of its weapons, all of a battlesuit’s powers activate automatically when the suit is donned.
In order to activate a weapon, a character must succeed on a DC 21 Intelligence check. If the wearer fails the check by
10 or fewer, the weapon does not activate. If the wearer fails the check by 11 or more, the weapon activates but strikes at
a random target within the weapon’s range. If the check succeeds, the weapon works as intended.
A character may make an Intelligence check once per round as a standard action. Once a character has succeeded on an
Intelligence check, he can use the weapon at will, and can instruct others in how to use the item safely.
Note that non-Travelers who attempt to use the suit’s weapons suffer a –4 penalty for being non-proficient.
The battlesuit’s power cell has an 8-hour running time. Once the suit’s batteries are exhausted, or it has suffered 50
points of damage, the armor collapses into a useless heap from which nothing can be salvaged.

55
CITY of the GODS
Area F–7b:Treasure Cave Also found in the horde is a pair of obsidian statuettes
Read or paraphrase the following: depicting baying wolfhounds. The eyes of each wolfhound
are small rubies, and the fangs are slivers of bone. If appraised
An iron gate, embedded into the rock walls of the cave, bars your
as mere mundane items, the statuettes appear to be worth
way. Past the gate you spy a veritable king’s ransom. Rolled tapestries
500gp each. The value, however, is entirely negated by the
embroidered with gold and silver thread rest atop might chests filled
statuettes’ curse. Every night the wolfhounds are kept in the
to overflowing with coins and gems.
PCs’ possession, there is a cumulative 13% chance that the
Surely this must be the storehouse of the raiders’ ill-gotten PCs are attacked by a pair of shadow mastiffs. The outsiders
wealth: their treasure cave. attack during the dead of the night, when the majority of the
PCs are sleeping without their arms or armor. Even on nights
The gate is locked (DC 20 Open Lock) and has hardness of when the mastiffs don’t attack, they encircle the PCs’ camp,
10, 30 hp, Break DC 25. howling in the distance.
An electric eye has been hidden in the wall at the entrance to On a night following an attack, the cycle begins anew, with
the cave. Crossing more than 10 feet into the cave triggers a the cumulative likelihood of an attack on the following night
series of small explosives that collapse the ceiling burying any a mere 13% chance. The attacks continue for as long as any
unfortunate soul caught in the first 10 feet of the cave. PC carries one or both of the statuettes, regardless of how
The electric eye can be detected with a DC 28 Search check, many times the PCs succeed in slaying the mastiffs.
but this places the rogue directly in line of the collapse. The Shadow Mastiffs (2): CR 5; Medium Outsider (Extraplanar);
act of detecting the eye activates the trap, and any rogue HD 4d8+12; hp 40; Init +5; Spd 50 ft.; Space/Reach 5 ft./5
failing the DC 30 Disable Device check triggers the collapse, ft.; AC 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; Base
likely burying the unfortunate soul beneath several tons of Atk +4; Grp +7; Atk/Full Atk Bite +7 melee (1d6+4); Full
boulders. Rogues with the skill Knowledge (Traveler tech) Atk Bite +7 melee (1d6+4); SA Bay, trip; SQ Darkvision 60
gain a +5 synergy bonus to disabling the trap. ft., shadow blend, scent; AL NE; SV Fort +7, Ref +5, Will +5;
Just past that the trap is the sum of the raider’s treasure, a Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13.
considerable horde gleaned from hundreds of merchant Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8,
trains, looted ruins, pillaged farmsteads and the like. Survival +8*; Dodge, Improved Initiative, Track.
Concealed inside the treasure vault is the following: one Bay (Su): When a shadow mastiff howls or barks, all creatures
silken white sleeve protecting a blue key card (see Through except evil outsiders within a 300-foot spread must succeed
the Pod Bay Doors, p. 63); five tapestries embroidered with on a DC 13 Will save or become panicked for 2d4 rounds.
gold and silver thread, depicting the early reign of King This is a sonic mind-affecting fear effect. Whether or not the
Uther (each is worth 200gp and weighs over 100 lbs.); four save is successful, an affected creature is immune to the same
chests containing a total of 3,500gp, 17,000 sp, and 4,000 mastiff ‘s bay for 24 hours. The save DC is Charisma-based
cp; one coffer containing 35 various gems totaling 12,000gp Trip (Ex): A shadow mastiff that hits with its bite attack
in value; ten crates containing exotic Thonian spices (each can attempt to trip the opponent as a free action (+3 check
weighing 400 lbs., and if sold in a large, city market, bringing modifier) without making a touch attack or provoking an
as much as 500gp; one mighty greatsword with a silver blade attack of opportunity. If the attempt fails, the opponent
(the legendary blade, Stormreach, as recognized by anyone cannot react to trip the shadow mastiff
succeeding on a DC 15 bardic knowledge check) which Shadow Blend (Su): In any condition of illumination other
functions as both a +2 greatsword, and a wand of lightning bolts than full daylight, a shadow mastiff can disappear into the
(12 charges remaining); one leather bandoleer holding four shadows, giving it total concealment. Artificial illumination,
+1 throwing knives (dmg 1d3+1/✕3, range increment 20 feet); even a light or continual flame spell, does not negate this ability.
one large ceramic jug containing four potions of cure serious A daylight spell, however, will.
wounds; one necklace containing a pearl of power (3rd); and
one lion’s shield. Cave-in: CR 7; mechanical; location trigger
(electric eye); repair reset; Atk +20 melee (6d6,
boulders); multiple targets (all targets in a 10-foot
by 10-foot area); DC 28 Search; DC 30 Disable
Device.

56
CITY of the GODS
Area G: When any other spell (divine or arcane) is cast, roll d% + the
caster’s Wisdom bonus and consult the following table:
The City of the Gods 1d100 Result
Read or paraphrase the following:
1–2 The caster erupts into a burning pillar of fire,
Climbing to the top of the rise, you spy something that surely should inflicting 3d12 points of fire damage to himself and
not exist. A giant metal sliver—larger than any castle or citadel— any creature within 5 feet The spell is wasted.
buried into the seething ground. Its metal skin shimmers and gleams
3–5 The spell detonates in a flash of light and smoke,
like quicksilver, while delicate towers rise from its metallic surface.
blinding all within 100 feet for 1d4 rounds (DC 15
Hundreds of multicolored lights skim across its surface, flaring
Reflex save avoids). The spell is wasted.
brightly before vanishing into darkness.
6–10 The spell targets a random creature within 150
The object is so large that it defies comparison. Perhaps two or three feet
miles long, half as wide, and laying in the earth like an enormous
broken spearhead. 11–15 No effect; the spell is wasted.

This must be the subject of your quest—the fabled City of the Gods! 16–25 No effect; the spell is not expended.
26–55 The spell functions normally.
The city’s alien nature runs counter to the magic-infused
land of Blackmoor. The two forces war like magnetic poles, 56–75 The spell’s area of effect (if any) is doubled.
each twisting the other so that both are changed in the end. 76–85 The spell’s duration (if any) is doubled.
Characters succeeding in a DC 20 Spellcraft check will
recognize that the city projects an ethereal aura that warps, 86–90 The spell is duplicated, affecting both the intended
distorts and opposes Blackmoor’s magic. target and one additional randomly determined
target (if applicable).
The zone extends 100 yards from every side of the city with
91–94 The spell is cast at +2 caster level.
the following effects: Spellcasters within this zone of magical
distortion must succeed in a DC 25 Concentration check to 95–97 The spell is cast at +3 caster level.
cast any spell of the transmutation school; all teleport spells 98–99 The spell is cast at +4 caster level.
have an additional +33% chance of resulting in a mishap.
100+ The spellcaster experiences a flash of arcane or
divine insight while casting the spell: The spell is
cast at +5 caster level and the caster instantly
receives 500 XP.The spell is not expended and may
be cast again. (If this result occurs more than once
per character per scene, the GM should roll again,
ignoring this result.)
Except where noted, this warped magic zone extends to all
encounter areas inside the city.

57
CITY of the GODS
Area G–1: The Approach targeting obvious spellcasters first. If it looks like the PCs will
The scale of the city is so great that even though the city is succeed in reaching their post, two of the guards cast down
buried relatively flush with the ground, its surface is still a their crossbows and begin hacking at the webbing with their
good 200 feet in the air. Climbing the walls requires a DC 30 battleaxes. The webbing can take 25 points of damage before
Climb check, a task made considerably more difficult if PCs collapsing under its own weight, tearing free and falling to
fail to note the location of defense emplacements (locations the rocky base of the city, 100 feet below. Any PCs caught in
marked as G–5). the falling net suffer 10d6 points of damage.

If the PCs taking the time to scout the perimeter of the city, Terrified of the consequences of failing the Saint, the sentries
read or paraphrase the following: fight to the death.

A crude webbing of rope and braided vines hangs from the face of The raiders have built a small camp atop the wall of the
the city wall. Anchored periodically on torn metallic wreckage, and tower. A small campfire is burning beside a pitched tent.
a pair of strange towers built perpendicular to the wall, the netting Inside the tent is a supply of firewood, two weeks worth of
climbs the entire way to the city’s surface. salted mutton, a water barrel, 3 bedrolls, and a small crate
containing 50 heavy crossbow bolts and a thin iron chain
The improvised rigging was hung by Saint Stephen’s raiders. secured to an iron grappling hook. (The hook and chain are
Climbing the webbing requires a DC 15 Climb check, but used to bypass the malfunctioning generator in area B–13.)
anyone falling can attempt a DC 15 Reflex save. Success
indicates that the PC managed to hook an arm or leg in the Sentry, Thonian War3 (4): CR 2; Medium Humanoid; HD
webbing, arresting his fall. Failure indicates a fall inflicting 3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed
1d6 damage per 10 feet fallen The webbing is 8 feet across. 16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3)
or heavy crossbow +4 ranged (1d10/19–20); AL LE; SV Fort
Halfway up the wall, a dead defense emplacement extends +5, Ref +2, Will +1; Str 13, Dex 12, Con 14, Int 10, Wis 11,
out like a tower, perpendicular to the wall. Four of Saint Cha 9.
Stephen’s Raiders sit atop the tower, ensuring that no one can Skills and Feats: Handle Animal +1, Intimidate +5, Jump
ascend to the city’s surface without a fight. The guards wait +3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2;
until most of the party is on the webbing before attacking, Alertness, Power Attack, Rapid Reload.
Possessions: Battleaxe, chain shirt, shield (heavy wooden),
heavy crossbow, quiver with 15 bolts, belt pouch with 1d20
sp and 1d12gp.

Area G–2: City Surface


Read or paraphrase the following:
A vast metallic plain stretches out before you. The surface of the
city is metallic, hard and cold, but you fail to see any seams in the
unusual metal. Silver towers glimmer in the distance, where squat
metallic beings scurry across the face of the city.
The surface of the city is alive with hundreds of robots, all
diligently doing their best to repair the Beagle. The repair-
bots scour the surface of the Beagle, welding plates over holes
punched by asteroids, re-raising sensor towers that collapsed
during the crash, and all of the thousands of other repair
tasks demanded by the Beagle’s master computer. Their
charge is impossible and will never be accomplished, but still
the r-bots labor on.
Part of their programming is to remove any organic material
from the surface of the Beagle before it can cause any damage
to the ship. Scouts sent by the Army of the Saint have spent
entire weeks surveying the movements of the r-bots, and have
carefully mapped out a trail across the deck of the starship,
a path that avoids the work of the of r-bots. (See area 2 for
information on the Saint’s Highway.)

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CITY of the GODS
If the PCs strike out on their own across the city’s surface, or starship, the only path that avoids the sensor range of the
otherwise stray from the Saint’s Highway, four r-bots home in laser towers and the majority of the r-bots.
on them after 1d12 minutes. The r-bots circle the PCs, intent
For every minute spent on the Saint’s Highway, roll 1d12. On
on their mission to methodically disassemble the interlopers
a roll of 1, a single r-bot crosses the path of the PCs, scouring
with their plasma torches before disposing of the parts.
the ship’s surface for organic material. If incapacitated, the
If the PCs succeed in incapacitating an r-bot, the robot r-bot attempts to summon a c-bot (that would arrive in 1d8
broadcasts a distress beacon that has an 80% chance of rounds).
bringing a c-bot to the scene within 1d8 rounds. If the c-bot
The symbols on the flags follow a simple sequence: Bull,
and all of the r-bots are destroyed, no other robots investigate,
Cross, Sword, Tiger, Spear, Tiger, Sword, Cross, Bull.
but proceeding to cross the city’s surface draws repair robots
anew within 1d12 minutes. Between the first tiger flag and the spear flag, the safe path is
crossed by a second path, forming a crossroads. See area B–4
The city’s “skin” was built to weather the dangers of space
for more information.
travel, and is nearly impervious to damage of the sort inflicted
by the PCs. In addition to being immune to all spells of R-Bot: See statistics above.
6th level or less, the city’s armor plated surface enjoys the
C-Bot: See statistics above.
following stats: Hardness 30; hp 900/ft.; DR 15/magic.
The ship was built for travel through the etheric realms,
resulting in certain peculiar qualities in regards to its exterior
structures; incorporeal, etheric, or astral creatures will find
themselves unable to pass through the ship’s skin, or any of
the exterior structures (e.g. emplacement towers and the like).
R-Bot (4): CR 4; Medium Construct; HD 5d10+20; hp 55;
Init 0; Spd 30 ft., fly 30 ft. (poor); AC 14, touch 10, flat-
footed 14; Base Atk +2; Grp +4; Atk 3 plasma torches +4
melee (2d8); SQ Construct traits, darkvision 60 ft., low-light
vision; AL N; SV Fort +1, Ref +1, Will –4; Str 14, Dex 10,
Con —, Int —, Wis 1, Cha 1.
C-Bot: CR 6; Huge Construct; HD 8d10+40; hp 84; Init –2;
Spd 20 ft., fly 30 ft. (poor); AC 12, touch 6, flat-footed 6;
Base Atk +6; Grp +24; Atk 4 claws +14 melee (1d8+10) or
2 laser rifles +2 ranged (3d8); Space/Reach 15 ft./10 ft.; SA
Autofire; SQ Construct traits, darkvision 60 ft., DR 5/—,
low-light vision; SV Fort +2, Ref +0, Will +2; Str 30, Dex 6,
Con —, Int —, Wis 10, Cha 1.
Skills and Feats: Listen +15, Search +20, Spot +15.
Autofire (Ex): A centurion robot may saturate an area with
automatic fire from its laser rifle. The c-bot targets a 10-foot
by 10-foot area and makes an attack roll against AC 10. If
the attack succeeds, every creature within the affected area Area G–4: Crossroads
must make a DC 15 Reflex save or take 1d8 points of laser Read or paraphrase the following:
damage.
The trail of cairns splits here. One runs to the left, between a series
of tall silver towers. The other heads north and wends its way around
Area G–3: the lip of a deep, smoking gash torn in the surface of the City.
Saint’s Highway (EL Variable) Despite initial appearances, the trail to the left is safe, while
Read or paraphrase the following: the trail to the right was designed specifically to lead intruders
A series of piled rock cairns mark a line across the smooth, silver face to their doom.
of the city. A standard is placed in the center of the cairn; cloth flags, On a DC 13 Spot check (or simply a declaration of close
decorated with red and black symbols, flap in the wind. inspection by the PCs) the heroes notice that the flag on the
The cairns were built by the Army of the Saint through a cairn to the left flies a flag decorated with a spear icon, while
rigorous process of trial and error, at the cost of many lives. the cairn on the path to the right flies a dragon flag.
The piles of stacked stones mark a path across surface of the

59
CITY of the GODS
Area G–5: Defense Emplacement Autofire (Ex): A sentry emplacement may saturate an area with
Read or paraphrase the following: automatic fire from its cyclic laser cannons. The sentry targets
a 10-foot by 10-foot area and makes an attack roll against AC
A gleaming watchtower, perhaps two stories high, sits atop the city’s 10. If the attack succeeds, every creature within the affected
slick metal skin. A trio of glowing red orbs sit above an appendage of area must make a DC 20 Reflex save or take 2d8 points of
hollow black rods, bound together like a bundle of reeds. laser damage.
The many-eyed tower is an ever-watchful sentry emplacement;
the “bundled reeds” are the multiple barrels of the sentry’s Area G–6: Dead Emplacement
cyclic laser cannon, a weapon capable of unleashing a deadly
Either deactivated in the crash, or disabled by Stephen and
hail of laser blasts. Defended by heavy plates of ablative
his team of rogue techs, the “dead” emplacements are nearly
armor, the emplacements are the city’s first line of defense.
indistinguishable from the functioning emplacement towers,
Each sentry was originally programmed to attack anything in but are defunct and pose no threat to PCs. (See area G–3 for
its field of fire not broadcasting the Beagle’s digital “friend” descriptions of the towers.)
code. In his madness, Captain Riesling has disabled the
The sole difference between functioning and deactivated
friend codes, so that the emplacements fire on any organic
towers are the glowing sensors that sit atop the towers. A DC
forms coming within 100 feet, be they friend or foe. So long
20 Spot check notices that the sensors of a dead emplacement
as PCs don’t stray from Saint’s Highway (and avoid the false
are “dead” and do not glow with the crimson light that
cairns) they are safely out of range of the tower’s sensors.
identifies the active laser towers.
The tower’s sides are smooth plates of neovulcanium,
Those atop the towers can see that armor plates have been
punctuated by sensor arrays, antennae and communication
removed from the very top of the tower and dozens of cables
relays. A tower can be climbed with a DC 25 Climb check, but
have been torn from inside the turret. The damage was done
unless the laser turret is distracted by more attractive targets (see
by Stephen and his techs in order to clear a safe path across
Tactics below) climbing a tower can prove extremely perilous.
the surface of the city.
Tactics: If any living creature comes within 200 feet of a
defense emplacement, the tower comes alive, the laser cannon
rotating to target the nearest creature while the cyclic laser Area G–7: The Great Rift
cannon comes online. This warm-up period is a one-time Read or paraphrase the following:
requirement that takes 2 rounds. Once “awakened” the tower A deep gash has been torn in the skin of the city here. The canyon
lays down regular fields of automatic laser fire, drenching its walls fall sharply away; the base of the canyon is hidden in dense
opponents in laser blasts, favoring groups of two or more gray clouds. Blue and white lights sparkle and flash within clouds
over individuals. and the smell of scorched metal wafts up from below.
The laser turret can fire directly down the tower walls and at When the Beagle crashed to Blackmoor, several defense
targets flying above it, but anyone directly atop a turret cannot towers tore free, ripping a great gash in the surface of the city.
be attacked by its laser cannon. Besides raw damage, the Though PCs might mistake the rift as a possible entrance into
turrets can also be disabled by anyone succeeding on a DC the city, the repair robots have already succeeded in sealing
25 Disable Device check. A PC must be directly atop a turret the gaps, welding massive armor plates over the destruction.
to attempt to disable it.
The rift walls are extremely smooth and steep, but there are
Only attacks made to the laser turret (20 feet above the slight seams in the plates that permit climbing by extremely
surface of the city) are effective at causing damage to the skilled (or well-prepared) explorers. The walls are 200 feet
actual emplacement. Strikes to the base of the emplacement high and can be scaled with DC 25 Climb checks.
are treated as attacks on a structure. The armored base of the
tower enjoys DR 20/— that effectively ignores all but the most A narrow path, once used to transport armor panels, runs
deadly attacks. If the base of the tower sustains 300 points of down the western wall of the canyon, through the dense
damage, the tower come crashing to the surface of the city, clouds of plasma smoke, to the valley floor. The r-bots have
destroying the laser turret. just begun the process of disassembling the ramp, and have
removed the bottommost sections. Unless the PCs take
Defense Emplacement: CR 7; Medium Construct; HD precautions as they descend the ramp (such as prodding the
9d10+20; hp 70; Init +0; Spd —; AC 25, touch 5, flat-footed ramp with poles) the first two ranks must succeed on a DC
25; Base Atk +6; Grpl —; Atk Cyclic laser cannon +10 ranged 20 Reflex save or walk off the edge, falling 60 feet to the base
(5d8); SA Autofire; SQ Construct traits, darkvision 60 ft., of the canyon, amidst 4 r-bots.
DR 10/—, low-light vision; AL LN; SV Fort +3, Ref +3, Will
+3; Str 20, Dex —, Con —, Int 10, Wis 12, Cha 10.

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CITY of the GODS
If the PCs fall from the ramp or otherwise descend to the Plane, animating that body as if by the spell animate dead,
base of the canyon, they are swarmed by the 4 r-bots. An granting the corpse the skeleton template. To use this ability
additional 1d3 r-bots arriving every 1d4+1 rounds. There are the stalker must move into the corpse’s space; moving into
a total of 60 r-bots working in the rift. The r-bots do not the target’s space to use this ability does not provoke attacks
summon c-bots if incapacitated. of opportunity. If turned or subjected to a dismissal spell
while possessing a host, the creature is ejected.
R-Bot (4 or more): CR 4; Medium Construct; HD 5d10+20;
hp 55; Init 0; Spd 30 ft., fly 30 ft. (poor); AC 14, touch 10, Young Adult Red Dragon Skeleton: CR 8; Huge Undead
flat-footed 14; Base Atk +2; Grp +4; Atk 3 plasma torches +4 (Fire); HD 19d12; hp 123; Init +5; Spd 40 ft.; Space/Reach
melee (2d8); SQ Construct traits, darkvision 60 ft., low-light 15 ft./10 ft.; AC 12, touch 9, flat-footed 11; Base Atk +9; Grp
vision; AL N; SV Fort +1, Ref +1, Will –4; Str 14, Dex 10, +27; Atk Bite +17 melee (2d8+10); Full Atk Bite +17 melee
Con —, Int —, Wis 1, Cha 1. (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12
Pit Trap: CR 3; mechanical, location trigger; manual melee (1d8+5) and tail slap +12 melee (2d6+15); SA —; SQ
reset; DC 20 Reflex save avoids; 60 feet deep (6d6, DR 5/bludgeoning, darkvision 60 ft., immunity to cold and
fall); DC 20 Seach; DC 20 Disable Device. fire, undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str
31, Dex 12, Con —, Int —, Wis 10, Cha 1.

Area G–8: The Watcher Above


Atop a dead emplacement tower lurks the animated skeleton
Area G–9: Escape Pods
of a young red dragon. The skeleton is possessed by a Read or paraphrase the following:
malevolent stalker (see below and Appendix One for details A sloped metallic ridge rises out of the city’s skin here. The far side
regarding the malevolent stalker). Unable to comprehend the of the ridge is a vertical wall punctuated by a row of strange raised
workings of the city, the stalker has retreated to the top of the bulges, each in the shape of a half-egg. Each is over fifteen feet high
emplacement. and nearly as wide.
If the PCs pass within 50 feet of the emplacement, the dragon One of the eggs is missing. In its place is a curved depression
hurls itself from the top of the tower, using its bulk to crush as matching the backside of an egg. In the very center of the depression
many of the PCs as possible. The drop inflicts 5d6 points of is an octagonal hole, with something wedged into place.
crushing damage to any hero within the dragon’s facing and
failing a DC 20 Reflex save. The dragon, with its enormous Twin stone cairns stand to on either side of the depression, raised
bulk, takes no damage from the minor fall. banners flapping in the wind. The banners are stained red, with
white skulls in relief.
The dragon, as directed by the stalker, proceeds to focus its
attacks on the seemingly weakest member of the party. If When the Beagle came crashing to Blackmoor, Captain
the dragon succeeds in slaying a PC, the stalker abandons Riesling disabled the escape pods, preventing the flight of his
the skeleton and possesses the dead PC, causing the dragon mutinous crew. Saint Stephen succeeded in overriding the
skeleton to collapse into a pile of bones. command and fled the ship. The sole empty pod bay is also
the only safe entrance to the Beagle.
The stalker then does its best to pretend that it is the PC,
albeit addled by her near brush with death. If questioned, PCs approaching the escape pod bay discover that the hole
the possessed body will suggest that some strange effect of at the base of the escape pod launcher is wedged open with a
the City raised it from the dead, and will point to this fact to steel shield, a low-tech answer to a high tech problem.
explain away any erratic behavior. At its first opportunity, the The shield is an effective short-term solution, but is far from
stalker will use the possessed corpse to safely flee the City, foolproof. PCs climbing over the shield must succeed on a
abandoning the corpse as soon as it has exhausted its worth. DC 15 Balance or Climb check or risk disturbing the shield.
Malevolent Stalker: CR 3; Medium Undead (Incorporeal); On a failed check, there is a 1 in 6 chance that the shield is
HD 3d12; hp 19; Init +2; Spd Fly 40 ft. (good) (8 squares); knocked free, permitting the airlock doors to close. A PC
AC 13, touch 13, flat-footed 11; Base Atk +1; Grp —; Atk/ climbing through the hole when the shield is knocked free
Full Atk Incorporeal touch +3 melee (1d6 Wis); SA Wisdom must succeed on a DC 17 Reflex save or be caught by the
damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn closing airlock, taking 10d6 points of crushing damage and
resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will becoming pinned in the airlock. Every round spent caught
+4; Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13. in the closed doorway, the trapped creature must succeed on
a DC 20 Fort check or take an additional 1d12 points of
Skills and Feats: Bluff +5, Hide +6, Listen +2, Spot +5;
crushing damage.
Alertness, Dodge.
Corpse Possession (Su): Once per round the stalker can merge Wrenching the airlock open is a difficult proposition,
itself with the deceased body of a creature on the Material requiring a DC 35 Strength check. Alternately, PCs inside the

61
CITY of the GODS

ship can attempt to override the airlock’s programming. Just The western door was deactivated by the Saint, but mechanic
inside the airlock is a panel of glowing gems—a security panel. counterweights cause the door to slide nearly closed when it is
The code is too complex to be methodically deciphered, but not being held open. The door can be pulled opened with a
PCs flailing wildly at the panel (even Disable Device checks) DC 20 Strength check, but doing so causes a terror gas grenade
have a non-cumulative 1% chance per round of accidentally to fall from behind the door and detonate, filling every square
opening the door. within 5 feet of the door with green tendrils of wafting gas.
Those caught within the area of effect must succeed on DC
Alternately, the doors can be destroyed from inside or outside.
16 Will saves or witness their worst nightmare crawling its way
The door can sustain 100 hp of damage, and has a hardness of
through the door. Those failing to disbelieve must succeed on
20, and is immune to all spells of 6th level or lower.
DC 16 Fort saves or die from fright. Even those succeeding on
the save take 1d6 points of Wisdom damage (not drain). The
Area G–10: Airlock gas does not affect non-living or non-breathing creatures.
Read or paraphrase the following: The grenade can be easily detected by anyone, rogue or
The door-like aperture opens at your approach, revealing a circular otherwise, reaching around to the far side of the door, but
chamber, roughly 30 feet across, with three exits, not counting the in order to do this, the door must be partially opened (just
portal before you. A dim light emanating from the ceiling brightens enough to permit an arm to reach through the aperture) and
as the door opens, flaring to light the chamber. then searched. Any other non-magical action (e.g., searching
the fully closed door) does not reveal the trap.
The airlock was the first area penetrated by Saint Stephen
when he retook the upper bridge of the Beagle. A cursory Once the trap is detected, it requires a rogue’s careful touch to
inspection of the airlock reveals narrowly focused spots on puzzle out the grenade’s trigger mechanism, simply by sense
the walls and doors that resemble burn marks (the result of a of touch. Those with the feat Exotic Weapon Proficiency
laser battle). The same quick search of the airlock reveals that (Traveler grenade) have a +4 bonus to their Disable Device
the western door is partially open. check, but those ignorant of Traveler tech face a much greater

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CITY of the GODS
challenge. (Note, even if the grenade is successfully disabled, Area G–11: Undisturbed Airlock
a user must still succeed on all of the appropriate Traveler These airlock are similar in all regards to area G–10, save that
tech activation rolls before using the grenade.) none of the doors have been pinned open or trapped. All of
The other doors have not been deactivated, and only open the doors open with a red or higher level key card.
if approached by someone carrying a red or higher access key
card. Alternately, if the PCs wait 1d4 hours, an r-bot enters Area G–12: Cargo Bay
through one of the doors. The door closes 1 round after
Entrance to this chamber does not require a key card. Read or
the r-bot passes through, but quick thinking PCs can leap
paraphrase the following:
through or pin the door open.
Terror Grenade: CR 6; magic device; location The portal scissors open to reveal a great chamber, easily as large as
trigger (opening the door); no reset; hallucinatory many a cathedral. The chamber is in disarray, with large metallic
gas (behaves in all respects as phantasmal killer, blocks cast about like Hersh’s own dice. Some of the massive blocks
7th-level wizard, DC 16 Will save for disbelief and are crumpled while others are perched at precarious angles. The air
DC 16 Fort save for partial effect); multiple targets is still and smells of scorched metal.
(any breathing, living target in a square within 10 This chamber was one of the Beagle’s many cargo bays. The
ft. of the western door) DC 20 Search; DC 29 crash of the Beagle tore the cargo containers free of their
Disable Device. strappings and sent them tumbling across the bay. While the
cargo containers initially presented little danger to shipmates,
now many are hazardous in the extreme.

Through the Pod Bay Doors


PCs gaining the interior of the City are treated to a mystical wonderland. The interior of the City is molded of a spongy
gray substance that resists cutting. The walls are reactive, hardening in response to force. The walls have a hardness of
5, and 200 hp per 5 feet.
The ship was built for travel through the etheric realms, resulting in certain peculiar qualities in regards to its interior
structures; incorporeal, etheric, or astral creatures will find themselves unable to pass through the ship’s interior
structures, though they will not trigger doors like invisible or hidden creatures (see below).
All doors, except where noted, are made of a similar substance, and spiral open and closed at a creature’s approach.
This function is heat and weight based, so that even hidden or invisible creatures trigger doors, potentially revealing their
locations to on-lookers.
The doors have a hardness of 10 and 250 hp. Some doors open only to creatures displaying specific security card keys.
The card keys are ranked according to color, and a higher rank card keys open all doors of lower security ranks. From
lowest to highest, cards are ranked Red – Yellow – Blue – Black. (Card keys are described in greater detail under the
Appendix Two.)
Once opened, doors remain open for 1 round after the key-bearer has passed through them. The door can be spiked
or wedged open by any character succeeding on a DC 20 Int check or a DC 15 Disable Device check. GMs should ask
players to describe how the PCs are locking the door open—nearly any sharp item can be used, but if the door is to be
kept open, the item must be left behind.
The ruined Beagle is host to a variety of lighting conditions. The standard, undamaged lighting is a pale blue glow that
emanates from “crystals” in the ceiling. The glow grows brighter as living creatures approach. Much of the Beagle is
damaged however, and the lighting conditions are specifically addressed in these locations.
Finally, computers are a constant in the Beagle, woven into nearly every location. These have largely little impact on the
adventure, other that providing a constant background of flashing colored “crystals” that seem to mystically glow and
fade, with no discernable rhyme or reason. The GM should feel free to use the blinking lights to mislead and deceive
PCs into believing that they have some sort of control over the Beagle’s systems. Even more ominous to alert explorers
hailing from Blackmoor is a constant, oppressive hum that seems to follow them wherever they go. This is merely the
ever-present drone of machinery, but to natives of Blackmoor it is surely a restless spirit, haunting them from inside the
very walls.

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CITY of the GODS
Containers marked by an F are perched precariously atop other be sheared off in order to open a container. The walls of a
containers, and moving within 5 ft. of the container causes a container have a hardness of 10 and 100 hp per 5 feet.
container collapse. This can take the form of one container
Roll % and consult the table below to determine a specific
tipping free, one container to crumble beneath another, a
container’s contents.
container wall to break free, or any other of a variety of hazards.
The result of these collapses is the same: PCs within 2 squares 1d100 Contents
adjacent to the F marker are targeted by a falling container. 1–15 The container once held drums of industrial
The container attacks with a +15 melee bonus, and inflicts acid, but the drums were damaged in the crash.
8d6 points of damage to anyone caught beneath the collapse. If opened, the container spills several thousand
Targets hit by the attack and failing a DC 18 Reflex save are gallons of acid across the cargo bay floor. The acid
also pinned beneath the collapsed container. dissolves any organic material, causing 3d6 points
A falling container creates a resounding crash that has a 1 in of damage per round for 11 rounds (DC 15 Reflex
6 chance of drawing the attention of Stephen’s raiders. Five save for half damage.)
raiders arrive to investigate in 1d10 minutes after the crash. 16–25 The cargo container is empty.
Upon sighting the party, the raiders launch an attack, but as
26–30 Terraformer (ruined from the crash)
soon as two or more raiders fall in combat, their captain orders
a retreat, falling back to the bridge (area G–18). 31–32 45 crates of computer parts, all ruined from the
crash.
Investigating the Containers: A container is 15 feet high, 10
feet wide and 20 feet long, and are composed of a metallic 33 Ten desalination tanks
composite created by injecting a honeycombed metal 34–50 Several tons of freeze-dried textured vegetable
superstructure filled with high-density plastics. There are protein.
a total of 20 containers in the cargo bay, but only 8 can be
51–65 30 50-gallon drums containing machine oil.
opened without risking a collapse from above. A DC 20 Search
check reveals that the containers are bolted closed. Each bolt 66 Fifteen foam-padded crates, each containing a
has a hardness of 5 and 20 hit points; a total of 6 bolts must specialized diamond-tipped drill bit for hard rock
drilling. Each drill is 4 feet long and tapering to a tip
1/2 in. across, and weighs 200 lbs. If the diamonds
are chipped free, a drill yields 10 gems worth
100gp each. Alternately, an enterprising dwarf or
gnome might recognize the purpose of the drills,
which would yield a Baron’s ransom if sold to the
dwarf-lords. (Cunning nobles can earn the dwarf-
lords’ esteem, and nobility points, by freely giving
the intact drills to the dwarven clans.)
67–68 Automated trackdrill (ruined from the crash).
69–75 30 drums containing various species of seeds (all
high-yield food crops)
76–90 120 crates, each containing100 plastic toy guns
(indistinguishable to PCs from real laser pistols).
90–84 29 empty drums.
95–99 25 inactive S-Bots (these robots have no
programming or power source, but their shells can
be used by the PCs as crude disguises or decoys).
100 Four carefully secured, oversized crates, each
containing an antique weapon or armor, all intended
to be museum pieces. If used by PCs in combat,
non-proficiency penalties still apply. Included are
the following weapons: one utomatic pistol, with
13 bullets (ranged, 2d6, 40 feet, 13 shot magazine);
one assault rifle, with 15 bullets (Ranged, 2d8,
70 feet, 20 shot magazine); 5 shrapnel grenades
(slashing, 5d6/19–20); one flame thrower (fire, 3d6,
15 feet, 5 shots).

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CITY of the GODS
Raider captain, Traveler Ftr3: CR 3; Medium Humanoid; Area G–14: Security Hold
HD 3d10+3; hp 28; Init +2; Spd 30 ft.; AC 20, touch 12, flat- A blue card key is required to enter this area. Alternately, the
footed 18; Base Atk +3; Grp +5; Atk Longsword +5 melee doors can be battered down. The doors have a hardness of
(1d8+2/19–20) or laser pistol +6 ranged (2d8); AL LE; SV 10 and 250 hp.
Fort +4, Ref +3, Will +0; Str 14, Dex 15, Con 13, Int 14, Wis
8, Cha 9. Once the door is bypassed, read or paraphrase the following:
Skills and Feats: Craft (weaponsmithing) +3, Intimidate +7, A small, darkened chamber stands before you. The room is austere,
Listen +1, Pilot +8, Ride +5, Sense Motive +1, Spot +2; even by the city’s standards, with short benches lining two walls, and
Persuasive, Point Blank Shot, Power Attack, Exotic Weapon a simple desk against the left wall. Across the room, on the far wall,
Proficiency (laser pistol), Weapon Focus (laser pistol). is a door reinforced with heavy black panels.
Possessions: Chain shirt, force shield (lesser), laser pistol (15
The security hold is where criminals are processed before
charges), longsword, belt pouch with 1d12pp, yellow card key.
being placed in the brig. The crash of the ship has triggered
Sentry, Thonian War3 (4): CR 2; Medium Humanoid; HD a programmed lockdown of the security hold and brig that
3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed can only be overridden by direct voice command of Captain
16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3) Riesling or at the command of the hold’s s-bot (see below).
or light crossbow +4 ranged (1d8/19–20); AL LE; SV Fort
Two rounds after the first PC enters the chamber the robots
+5, Ref +2, Will +1; Str 13, Dex 12, Con 14, Int 10, Wis 11,
begin their intruder protocol, triggering flashing red sirens
Cha 9.
and ear-shattering klaxons.
Skills and Feats: Handle Animal +1, Intimidate +5, Jump
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; At the start of the third round, blast doors drop over each
Alertness, Power Attack, Weapon Focus (battleaxe). exit. PCs may leap past the falling doors with a DC 25 Reflex
Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy save. Anyone failing the save is trapped beneath the blast door,
wooden), belt quiver with 10 quarrels, horn, belt pouch with suffering 4d6 crushing damage and becoming pinned in place.
1d20 sp and 1d12gp. The blast doors have a hardness of 15 and 300 hp, but can lifted
with a successful DC 30 Strength check; up to 4 medium-sized
Falling Container: CR 6; mechanical; location PCs can aid a lifting character. Once raised, the doors must be
trigger; no reset; Atk +15 melee (8d6); multiple held in place. Supporting a door for a round requires a DC 20
targets (can strike all characters in two adjacent Strength check or the blast door drops back in place.
specified squares); DC 20 Search; DC — Disable
Device. On the fourth round, a door on the south wall of the chamber
slides open, releasing an S-Bot. The robot uses its web attack
in an attempt to restrain any PCs in the hold, but failing that,
Area G–13: Emergency Generator attacks with lethal force. If the S-Bot succeeds in restraining
A yellow card key (or greater) is required to enter this area. all the intruders, it gives reports the all-clear command to
Read or paraphrase the following: the hold computer, which raises the blast doors, silences the
The doors scissor open to reveal a dark chamber sporadically lit by klaxons and ends the flashing sirens.
bright flashes. In the rear of the chamber is a large metal box. The S-Bot (security robot): CR 7; Large Construct; HD 9d10+30;
box has been split down the center by long metal beam. A loud hp 79; Init –1; Spd 30 ft.; Space/Reach 10 ft./10 ft.; AC 23,
buzzing fills the room and the air is thick with the taste of copper. touch 8, flat-footed 23; Base Atk +6; Grp +15; Atk Slam +10
An emergency generator sits in the back of the room. When melee (2d8+5) or laser rifle +4 ranged (3d8/✕2); Full Atk 2
the Beagle crashed a support beam tore free of the ceiling, slams +10 melee (2d8+5); SA Autofire, web; SQ Construct
tearing through the generator’s housing and transforming traits, darkvision 60 ft., DR 5/adamantine, immunity to
the room into a death trap. magic, low-light vision; AL LN; SV Fort +3, Ref +2, Will +3;
Str 21, Dex 9, Con —, Int 10, Wis 11, Cha 1.
The generator builds up voltage, which discharges once every Skills and Feats: Listen +10, Search +10, Spot +10.
1d4 rounds, arcing through the room. The arc strikes any Autofire (Ex): A security robot may saturate an area with
creature in the room; if there is more than one target in the automatic fire from its laser rifle. The s-bot targets a 10-foot
room, the arc strikes the creature closest to the beam. Any by 10-foot area and makes an attack roll against AC 10. If the
creature struck by the arcing electricity takes 10d6 points of attack succeeds, every creature within the affected area must
electricity damage, DC 14 Reflex save for half. make a DC 15 Reflex save or take 1d8 points of laser damage.
The Raiders use a grappling hook affixed to a chain to ground Web (Ex): Once every 4 rounds a security robot can fire a
out the generator when they need to pass this area. The hook sticky, synthetic restraining web that targets a 4 square area
and chain can be found in area B–1, though PCs, with no of effect (a 20-foot square). Anyone in the effect’s area must
working understanding of electricity, will be hard pressed to make a DC 15 Reflex save. If the save succeeds, the creature
understand the principles behind the solution.

65
CITY of the GODS
is entangled, but not prevented from moving. If the save fails, Limb Blade (Su): As a free action a ferrous doppelganger can
the creature is entangled and cannot move from its space, but transform either or both of its limbs into hardened, razor
can break loose by spending 1 round and making a DC 20 sharp blades.
Strength check or a DC 25 Escape Artist check. Once loose, Attach (Ex): If a ferrous doppelganger hits with its limb blades,
a creature remains entangled, but may move through the web its causes the blade flare out inside the opponents body,
very slowly. Each round devoted solely to moving allows the effectively grappling its prey. The ferrous doppelganger loses
creature to make a new Strength check or Escape Artist check. its Dexterity bonus to AC, but holds on with great tenacity.
The creature can move 5 feet with each successful check. If the grapple is broken, the opponent takes 1d4 points of
The strands of the restraining web are not flammable, but damage as the flared blade is torn from the wound.
dissolve if treated with alcohol (one pint dissolves one 5 square Blood Drain (Ex): In any round when it begins its turn attached
feet of webbing) or dissolve of their own accord in 10 rounds. to a victim, a ferrous doppelganger drains blood, dealing 1d4
points of Constitution damage.

Area G–15: Brig


A blue card key is required to open the door to each of the Area G–16: Armory
brig’s cells. Alternately the doors can be battered down. The A blue card key is required to enter this area. Alternately the
doors have a hardness of 10 and 250 hp. The cells are empty doors can be battered down. The doors have a hardness of
save a single bunk, toilet, sink and food synthesizer. 10 and 250 hp.

All of the cells are empty, save one, which contains a ferrous Read or paraphrase the following:
doppelganger, an alien lifeform akin to the traditional The small, circular chamber is walled in translucent crystal cases that
Blackmoor doppelganger, but far more deadly. The house strange instruments resembling wands, small black eggs and
doppelganger was part of Stephen’s mutinous crew, but was strange black vests, helmets and trousers. The entire chamber is bathed
captured prior to the crash of the Beagle, and has languished in a dim blue light, and the cases emanate a pale yellow radiance.
in the cell since, nursing a bitter hatred of both Captain
Riesling and Stephen the Rock. The armory houses weapons and armor for the ship’s security
crew. The Saint has not bothered with taking this equipment
The ferrous doppleganger uses detect thoughts to assume a yet, intending to award the gear to generals that demonstrate
form it believes will confuse the PCs, perhaps even assuming their loyalty in the campaign against the armies of Blackmoor.
the role of a recently deceased or captured comrade. The
doppleganger uses the confusion to make its escape, returning Following the crash, the armory’s computer locked down
stalk the PCs as they proceed on their exploration of the city. the weapons. The cases can only be opened with the verbal
If the PCs encounter Saint Stephen (or any of his robotic command of Captain Riesling or by the ship’s main computer.
decoys), the doppelganger will fly into a murderous rage. The cases can be broken in, and have a hardness of 15 and
50 hp. Doing so causes the armory’s computer to flood the
Ferrous Doppelganger: CR 5; Medium Shapechanger; armory with 2 forms of gas. The first causes unconsciousness
HD 6d8+6; hp 35; Init +2; Spd 30 ft.; AC 17, touch 12, in breathing creatures that fail their Reflex saves; the second
flat-footed 15; Base Atk +4; Grpl +8; Atk Limb blade +8 dissolves metal-based materials. Both clouds dissipate in
melee (1d8+4/19–20); Full Atk 2 Limb blades +8/+4 melee 5 rounds. On the 6th round, an s-bot enters the armory,
(1d8+4/19–20); SA Detect thoughts, attach, blood drain; SQ summoned by the ships computer. The robot attempts to
Change shape, immunity to sleep and charm effects; AL NE; capture any PCs that remain conscious, destroying those that
SV Fort +6, Ref +7, Will +7; Str 18, Dex 15, Con 12, Int 10, resist. Any PC captured by the s-bot are placed into one of
Wis 14, Cha 13. the brig’s cell.
Skills and Feats: Bluff +8, Disguise +8, Listen +11, Move Silently
+4, Sense Motive +6, Spot +8; Dodge, Great Fortitude. Contained in 4 separate cases are the following Traveler Tech
Change Shape (Su): A ferrous doppelganger can assume any items:
shape of the same mass. A doppelganger can remain in Case 1: 10 concussion grenades, 5 EMP grenades.
its humanoid form until it chooses to assume a new one. Case 2: 4 suits of tactical ballistic armor
A change in form cannot be dispelled, but a doppelganger
reverts to its natural form when killed. A true seeing spell or Case 3: 5 laser pistols (10 charges each)
like ability reveals its natural form. Case 4: 4 laser rifles (15 charges each)
Detect Thoughts (Su): A doppelganger can continuously use Poison Gas Trap: CR 4; mechanical; touch trigger;
detect thoughts as the spell (caster level 18th; DC 13 Will auotmatic reset; lock bypass (Open Lock DC 30);
negates). It can suppress or resume this ability as a free action. poison (tranquilizing gas, DC 14 Fort save resists,
Unconsciousness /Unconsciousness for 1d4
hours); DC 22 Search; DC 17 Disable Device.

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CITY of the GODS

Rust Gas Trap: CR 1; mechanical; location trigger; Interrogation Drone: CR 4; Large Construct; HD 4d10+30;
repair reset; gas; never miss; poison (cloud of rust hp 52;Init +0; Spd 60 ft. wheels; Space/Reach 10 ft./10 ft./5
dust, DC 15 Item Reflex save resists, destruction ft.; AC 14, touch 9, flat-footed 14; Base Atk +3; Grp +10;
of metallic items); multiple targets (all targets in Atk Pincher +5 melee (1d8+4); Full Atk 2 Pinchers +5 melee
armory); DC 15 Search; DC 10 Disable Device. (1d8+4); SA Memory spoers; SQ Construct traits, darkvision
S-Bot: See statistics, page 65. 60 ft., low-light vision, hardness 10, impervious to EMP
effects; AL N; SV Fort +1, Ref +1, Will –4; Str 16, Dex 10,
Con —, Int —, Wis 1, Cha 1.
Area G–17: Head Invasion Skills and Feats: —
At first glance this corridor appears no different from any Trample (Ex): An interrogation drone creatures two or more
other that the PCs have encountered during their exploration sizes smaller than itself, dealing 1d8+6 damage. Opponents
of the city, but Saint Stephen has turned it into an ambush, who do not make attacks of opportunity against the object
critical to his plans to invade Blackmoor. can attempt Reflex saves (DC 16) to halve the damage.
PCs entering the corridor should make DC 20 Spot (or Hardened (Ex): An interrogation drone is immune to EMP
Smell, if the GM prefers) checks. Those succeeding notice a effects. Its nanites are not.
strange taste in the air. The air of the corridor is filled with Memory Spores (Ex): An interrogation drone release a cloud
memory spores, emitted by an interrogation drone lurking of nanite spores from its body once every 3 rounds as a free
just around the corner in the hall. Immediately, effected action, targeting any breathing creature within 15 feet. The
PCs (any breathing creatures standing within the corridor) spores penetrate the skin and seek out blood streams, rushing
are effected by the spores, taking 1d4 points of Intelligence to the brain and spinal cord, where they deal 1d4 points of
damage as the spores steal their memories and transmit them Intelligence damage each round for 5 rounds, as they copy
back to the ship’s master computer. the victim’s memories and transmit them back to the ship’s
master computer.
The unthinking drone, placed by Saint Stephen, rolls around
the corner, continuing to emit clouds of spores as it rolls Wizards and other classes that memorize spells suffer terribly,
toward the PCs. The drone will likely be quickly destroyed, losing 1 memorized spell for every point of Intelligence lost,
but by then the damage is already done. beginning with the highest-level spells.
PCs searching their memories in an attempt to determine Bless, neutralize poison, or remove disease spells have no effect on
what has been accessed, are permitted DC 18 Intelligence the nanites. The nanites can be disabled if the victim is takes
checks. Succesful checks indicate that the PCs realize that more than 10 points of fire or electrical damage, is the target of
their memories of the land of Blackmoor, its geography, a heat metal spell, or is subjected to an EMP blast.
armies and defenses, have all been tampered with.

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CITY of the GODS
Area G–18: Bridge robot built to masquerade as the Saint. Stephen of the Rock
A yellow card key is required to enter this area. Alternately has anticipated the PCs’ assault on the city, and the robot
the doors can be battered down, though this alerts the raiders replicant is just part of an elaborate ploy to lure the PCs to
inside the room and makes surprise impossible. The doors their doom. The raiders are utterly ignorant of their role as
have a hardness of 10 and 250 hp. disposable pawns in the Saint’s plot, and while the robot is
technically aware of the plan, with no survival instinct it goes
Read or paraphrase the following: readily to its doom.
A large chamber stretches out before you, arrayed in three tiers. The When the PCs enter the bridge “Stephen” and his Raiders
chamber is host to a number of plush chairs set before strange desks immediately duck behind the cover of command chairs and
alight with glowing crystals. On the far side of the chamber is a series computers banks, and begin firing at the PCs with their
of large flat panels. ranged weapons. The bioreplica also harasses PCs with
Six rough brigands are scattered about the chamber, laying out black concussion grenades, giving little thought to allies that might
rope around the chamber’s perimeter. Their apparent leaders, one in also be caught in the blast radius. The concussion grenades
a chain shirt, the other in fitted black armor, stand at the head of have a 15-foot blast radius, and do 4d6 points of non-lethal
the room surveying the work. concussion damage, or half damage with a successful DC 15
Reflex save. Concussion grenades do not affect robots or other
nonliving creatures.
While the PCs are
distracted by the battle,
the Saint’s plan goes
into effect. On the first
round following the
PCs entrance to the
bridge, projected force
fields drop to cover the
exits. These are non-
magical effects that
act as walls of force that
cannot be dispelled and
are immune to EMP
blasts.
On the fifth round
following the PCs’
entrance, the screens
above the bridge come
alive, showing the leering
face of the real Saint
Stephen, gloating in
true, villainous fashion.
As the Saint mocks the
PCs, the battle rages on.
Read or paraphrase the
following:
If the raiders are aware of the PCs, read or paraphrase the
following: “Champions of Blackmoor! Your time in the City of the Gods has
come to an end.” The lean, gray-haired man holds up a small cube.
The tall, lithe raider in fitted black armor calls out to you. Dancing on the faces of the cube you see images of Blackmoor—its
“Companions! The Saint welcomes you! Alas, you are too late.” armies, geography and defenses; all your memories depicted as visual
The Saint raises his right hand, pointing a metal wand menacingly records. “You have given me what I need for my invasion, and so now
towards you! your usefulness has ended.”
PCs who have adventured through the Temple of the Frog The Saint raises a black metal rod and depresses a red button.
instantly recognize this as Saint Stephen of the Rock, but Instantly, the panels go black.
their senses mislead them. The “saint” is only a replicant

68
CITY of the GODS

What About the Rogue?


So despite your every attempt to keep the PCs all in one place, they violated the cardinal rule of dungeon exploration
and went running, pell mell in different directions. Not all of the party made it to the encounter with Stephen the Rock,
leaving some PCs stranded as their companions crash through to the heart of the City.
The destruction of the bridge creates a structural vacuum that tears through the heart of the City. Though it wasn’t
in the Saint’s plan, assume the remains of the bridge level tear away. Wherever PCs might be within the City, their
chamber is sucked along with the collapse of the bridge. Like those aboard the bridge, these other PCs must immediately
find a way to immediately secure themselves or take 6d6 points of falling damage
All areas come crashing down in area H–1 of Chapter Four.

At the end of the Saint’s monologue pre-set explosives Raider captain, Traveler Ftr3: CR 3; Medium Humanoid;
detonate all around the outside of the bridge. All living HD 3d10+3; hp 28; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
creatures on the bridge must make DC 15 Fort saves against footed 18; Base Atk +3; Grp +5; Atk Longsword +5 melee
the sonic blast or be stunned and deafened for 1d4 rounds. (1d8+2/19–20) or flame thrower +6 ranged (3d6); AL LE;
As the blasts rip through the superstructure of the city, the SV Fort +4, Ref +3, Will 0; Str 14, Dex 15, Con 13, Int 14,
bridge goes dark. The following round, PCs feel the structure Wis 8, Cha 9.
of the bridge warp and break free. The bridge tumbles down Skills and Feats: Craft (weaponsmithing) +3, Intimidate +7,
into the heart of the ruined city, tearing holes in levels as it Listen +1, Pilot +8, Ride +5, Sense Motive +1, Spot +2;
falls. Persuasive, Point Blank Shot, Power Attack, Exotic Weapon
The GM should count down from 15. When the count Proficiency (flame thrower), Weapon Focus (flame thrower).
reaches 1, the bridge comes crashing to a stop, and PCs that Possessions: Chain shirt, force shield (lesser), flame thrower
haven’t somehow secured themselves take 6d6 points of (5 shots), longsword,belt pouch with 1d12 pp and a yellow
damage. Assume that the raiders and the Stephen replicant card key.
die in the crash. Proceed to Chapter Four: Escape from the Sentry, Thonian War3 (6): CR 2; Medium Humanoid; HD
City of the Gods. 3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed
Saint Stephen Bioreplica: CR 5; Medium Robot; HD 16; Base Atk +3; Grp +4; Atk Battleaxe +4 melee (1d8+1/✕3)
7d10+10; hp 71; Init +2; Spd 30 ft.; AC 20, touch 12, or light crossbow +4 ranged (1d8/19–20); AL LE; SV Fort
flat-footed 18; Base Atk +5; Grp +9; Atk Slam +9 melee +5, Ref +2, Will +1; Str 13, Dex 12, Con 14, Int 10, Wis 11,
(1d6+4/✕2) or laser pistol +7 ranged (2d8); SQ Construct Cha 9.
traits, DR 5/adamantine, darkvision 60 ft., low-light vision; Skills and Feats: Handle Animal +1, Intimidate +5, Jump
AL N; SV Fort +2, Ref +4, Will +2; Str 18, Dex 15, Con 10, +3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2;
Int 15, Wis 10, Cha 10. Alertness, Power Attack, Weapon Focus (battleaxe).
Skills and Feats: Disguise +5, Hide +4, Jump +6, Listen +4, Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy
Move Silently +6, Spot +4. wooden), belt quiver with 10 quarrels, horn, belt pouch with
Possessions: Integrated battle armor, laser pistol (10 charges), 3 1d20 sp and 1d12gp.
concussion grenades.

69
CITY of the GODS

Chapter Four: Captain Riesling and the surviving members of the Beagle’s
crew, who show them the escape route back to Blackmoor,

Escape From only to discover that the way is blocked by Saint Stephen of
the Rock and his army of raiders!

the City
The Beagle was built to travel the streams of the Ethereal, space Area H:
and time, and cannot long withstand the stresses of planetside-
gravity. Worse, when the Beagle came crashing to Blackmoor,
Into the Heart of the City
its plasma drives continued to burn, reducing entire sections A dozen levels below the bridge is one of the ship’s many
of the ship into a fiery sea of molten metal and plastic, and plasma propulsion drives. The crash of the Beagle shifted
weakening the ship’s already fragile superstructure. certain key contact points, resulting in the current state of
the drive chamber: a fiery sea of molten metal and plastic
With the destruction wrought by Saint Stephen of the Rock, continually fed by vertical pillars of searing plasma. The bridge
the command deck comes crashing down through the heart comes crashing down into the heart of this sea of fire, and
of the ship. Like paper cells torn from the center of a wasps’ immediately begins to sink. The PCs must escape the bridge
nest, the City of the Gods collapses from the inside. Above, then find a means of gaining the ruined observation decks and
the Beagle collapses in to fill the void, wreaking destruction making their escape before they are incinerated by the streams
and removing any of the PCs hopes for escaping back the way of plasma, crushed by falling debris, or pulled to their doom by
they came. Instead, if the PCs have any hope of survival, they the fearsome beast that now inhabits the molten sea.
must fight their way through the remainder of the ship and
back to the surface of the City. The GM should begin by determining damage from the crash
(see area G–18). Then read or paraphrasing the following:
The second stage of the adventure is focused on PC survival.
No longer explorers bent on conquest, the PCs’ sole goal is to The darkened bridge finally comes to a rest, bobbing slowly like a
escape the ruined City of the Gods. This demands a dramatic ship at sea, the entire chamber canted at a sharp incline. Through
shift in play-style. PCs will be forced to calculate the risks and the darkness you try to take stock of the situation and your fellows.
rewards of deadly challenges, and escaping the massive ship A soft yellow glow begins to creep along the far wall, shedding a dim
requires creativity, caution and careful planning. light through the chamber. The broken bodies of raiders, killed in
The GM shouldn’t forget that experience is awarded for the crash, are scattered about the room. Slowly, as the room grows
“overcoming challenges,” which does not necessarily mean brighter, you are able to survey the damage wrought by the crash.
defeating monsters in toe-to-toe battles. Accordingly, some The bright liquid continues to seep into the chamber, and you can
of the monsters found on this level are likely too challenging feel the heat coming off the liquid as it pulses white. To your horror,
to tackle in direct combat. Players unused to facing monsters you realize the bubbling, searing substance is melting its way through
tougher than the usual CR range might have to learn this the floor, consuming all it touches!
the hard way. If PCs charge into combat without a plan, and The searing liquid is a superheated mix of metal and plastic.
then complain about the encounters being “unbalanced,” the The encroaching tide fills the bridge from floor to ceiling in 7
GM might remind them that from the day of its inception, rounds, slowly creeping from eastern portion of the chamber,
Blackmoor has been a deadly, dangerous world, full of unfair west toward the door. The bridge continues to sink lower
encounters, and that it is up to the PCs to judge the best into the sea, forcing PCs to seek higher ground.
solution to each challenge. The GM will find that most players
rise to the challenge, relishing the increased danger and risk. Anything or anyone coming into contact with the searing
liquid is set aflame and suffers 4d6 fire damage per round. As
the bridge melts, it gives off toxic vapors, filling the air. PCs
Chapter Summary remaining in the bridge after 2 rounds must make DC 20 Fort
The interior of the city is vast. A tome ten times this size saves each round or suffer 1d6 Constitution damage.
could not exhaust all its challenges and dangers. The contents
The bridge is canted at a 70 degree angle. PCs must succeed
of this chapter detail only the areas encountered in the PCs’
on DC 15 Climb checks before making their way to the
fight to reach the surface, and assume that other connecting
bridge’s exit. Those failing, risk tumbling back into the rising
corridors, tubes and lev-ways were all destroyed or blocked in
tide of molten metal, and must succeed on DC 15 Reflex
the ship’s collapse.
saves to arrest their fall prior to landing in the searing pools.
In their trek out of the bowels of the city, the PCs must find
PCs who climb to the head of the bridge, discover the exit
their way past a sea of molten metal, monster-filled ecologies
blocked by rubble. Breaking through requires a DC 20 Strength
dedicated to extreme environments, and a maze of sublevels
check. Alternately, PC can batter through by inflicting 30
infested with escaped aliens. Finally, the PCs encounter
points of bludgeoning damage.

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CITY of the GODS
Radiation Hazards cling to the PCs’ clothes and skin, work their way into the
The malfunctioning plasma drive puts off an incredibly heroes’ lungs, infect tissue exposed by raw wounds, and work
amount of radiation, that—when combined with the magical their way into the heroes’ bodies in hundreds of other subtle
nature of Blackmoor’s natives—can produce an unusually vectors. Thus the “irradiated area” shown on the map is a
high likelihood of mutation. While these mutations take crude approximation of both the PCs exposure radiation and
place on a genetic level, they are not impossible to reverse. irradiated particles. The creatures in the far reaches of the
The gene-scrubbers found in the radiation pills rebuild radiation zone are only exposed once the PCs open the various
mutated tissue and replace altered genes. The medical labs blast doors, and don’t suffer measurable effects in the time of
of the city could accomplish even greater wonders, but the this adventure. PCs that later return to affected areas, though,
Beagle lost nearly all its qualified medical personnel in the might be surprised by the strange and unusual monsters with
crash, as the valiant men and women risked their lives to save terrible new abilities that defy explanation.
their fellow crewmen. None of the surviving doctors have Finally, it should be noted that the bodies of dead PCs
access to the gene-tech labs, and even if they did, their time continue to absorb radiation even though they do not mutate.
is better spent treating the physical injuries sustained in the Track the body’s cumulative exposure, applying the chances
crew’s daily fight for survival. Thus, at best, the doctors of of mutation if and when the PC is brought back to life.
the city (found in area 11) can offer affected PCs radiation
pills, hoping that the radiation damage hasn’t progressed so For every hour spent within the circle of radiation exposure,
far as to be irreversible. While mutations due to radiation a PC must make a DC 20 Fort save or suffer 1d4 points on
cannot be treated by the usual battery of cure spells, a heal Con damage due to radiation sickness. For every point of
spell removes all traces of radiation mutations. Con damage taken the PC incurs a 10% chance of suffering a
mutation. Although the Con damage can be healed normally,
The radiation thrown off by the plasma drives affects a large the chances of mutation remain until the PC is cured as noted
portion of the ship (as marked on the map). The circumscribed above. Once per day the GM can, at his discretion, roll d%
area reflects not only the radiation, but also accounts for to see if the irradiated PC suffers a mutation. If a mutation is
irradiated particles passed along when the PCs raise blast indicated, roll 1d20 and consult the table on page 72.
doors and enter previously uncontaminated areas. Particles

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CITY of the GODS
1d20 Mutation 6–8 Claws: The PC’s hands grow heavy, long claws that
1–3 Fur: The PC develops a thick coat of fur that grant an augmented, unarmed melee attack. Claws
grants a +4 equipment bonus to cold-related skill on medium-sized creatures do 1d6 points of lethal
checks and saves. If this mutation is indicated a damage, small-sized creatures do 1d4, large-sized
second time, the coat becomes thick and heavy, creatures do 1d8 points, and huge-sized creatures
granting a +1 AC bonus for natural armor. do 1d10. If this mutation is rolled twice, the claws
grow even larger and sharper, raising the damage
4–5 Unearthly Glow: The PC’s skin radiates a soft to the next size, but making fine manipulation
glow (typically green or blue) that sheds light over difficult. To make an attack with a weapon, or
a 5-foot area and makes it extremely difficult to any other action that requires fine manipulation
hide in darkened or shadowed areas (–3 to Hide under pressure, the PC must succeed on a DC 15
checks). The glow cannot be controlled by the PC. Dexterity check.
If this mutation is rolled a second time, the glow’s
brightness expands to a 15-foot area, increasing 9–12 Scales: The PC develops a coat of scales that
the penalty of Hide checks to –6. covers her entire body, granting a +1 natural armor
bonus. If the mutation is rolled a second time, the
scales grow in thickness, granting a total of +2 to
the PC’s AC, but impeding movement, reducing
her max Dex bonus to +2 and reducing her base
movement by 10 feet per round.
13–14 Unnatural Aura: The PC radiates an aura of
“wrongness” that causes an irrational fear in
others. Those coming within 10 feet must succeed
on a DC 15 Will save or be shaken for 1d6 rounds;
creatures with 5 or more HD are unaffected by
the aura.The aura cannot be controlled by the PC.
If this mutation is indicated a second time, the Will
save DC rises to 20 and the aura affects creatures
up to 7 HD.
15–18 Horns: The PC grows a short pair of spiked horns
that, while intimidating, are neither long nor sharp
enough to be used effectively in combat. If the
mutation is rolled a second time, the horns grow
long enough to be used in battle, inflicting damage
according to the PC’s size. Horns on medium-
sized creatures do 1d6 points of lethal damage,
small-sized creatures do 1d4, large-sized creatures
do 1d8 points, and huge-sized creatures do 1d10.
19–20 Detect Thoughts: The mutant can continuously
detect thoughts as the spell (DC 12 + the PC’s
Charisma bonus), at a maximum range of 15 feet.
Caster level equals the PC’s Hit Dice.The PC’s mind
is filled with an unending stream of disassociated
thoughts, urges and desires, and he must succeed
on a DC 15 Concentration check to focus the
ability properly. This is a move-equivalent action,
and the check must be made each time he wishes
to focus on a target. If the mutation is rolled twice,
the detect thoughts DC increases to 20 + the PC’s
Charisma modifier, the range increases to 30 feet,
and the Concentration DC increases to 20.

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CITY of the GODS
Area H–1: Sea of Fire Blind-Fight, Combat Expertise, Improved Critical (tentacle),
Read or paraphrase the following: Improved Initiative, Improved Trip, Iron Will.
Burn (Ex): A thermal godmite’s tentacle and bite attacks deals
You pull free of the wreckage to behold an awesome sight. You bludgeoning/piercing damage plus fire damage from the
are standing atop a floating island of metal in a sea of flaming, godmite’s flaming body. Those hit by either of the godmite’s
molten metal. Massive pillars feed and stir the churning ocean, while attacks also must succeed on a DC 25 Reflex save or catch
tumbling blocks of metal the size of small houses break free from the on fire. The flame burns for 1d4 rounds. A burning creature
ceiling and come splashing down, catching flame and throwing out can take a move action to put out the flame. The save DC
great plumes of searing liquid. High above, partially concealed in is Constitution- based. Creatures hitting a thermal godmite
the smoke and heat, you spot thin, delicate bridges that span the with natural weapons or unarmed attacks take fire damage as
burning waves. though hit by the thermal godmite attack, and also catch on
The bridge remains afloat for a scant 10 rounds, before finally fire unless they succeed on a Reflex save.
catching fire and sinking into the molten sea, forcing the Constrict (Ex): A godmite deals automatic tentacle damage
PCs to seek another perch. Those immersed in the burning with a successful grapple check.
liquid suffer 5d6 points of fire damage per round of contact. Improved Grab (Ex): To use this ability, the godmite must hit
Although the air is choked with smoke and heat, hot winds with an arm or tentacle attack. It can then attempt to start
continue to cycle through the chamber, drawing in enough a grapple as a free action without provoking an attack of
fresh air to stave off the danger of toxic inhalants. opportunity. If it wins the grapple check, it establishes a hold
The engineering catwalks sighted by the heroes are 50 feet and can constrict.
above the surface of the sea. The can be reached by flight or
PCs throwing grapples (DC 20 Use Rope or DC 25 Strength Area H–2: Engineering Catwalks
check to successfully rope onto an observation deck). Read or paraphrase the following:
On one of its passages through the Ethereal streams the Beagle The narrow, metallic catwalk is dwarfed by the boiling, raging sea
picked up a microscopic, alien stowaway—a thermal godmite— below. Portions of the catwalk have been torn free by falling debris,
drawn to the heat of the ship’s drives. Following the crash and even now massive metal blocks tumble from the ceiling crashing
and the subsequent malfunction of the plasma drive, the down amid the catwalks, showering the air with molten rain.
godmite has grown to titanic proportions, becoming a thing
of fiery horror. It swims in the molten soup, drawing on the Despite all the destruction, a humanoid form in some sort of white
heat and continually growing. The collapse of the bridge armor, stands atop a catwalk in the center of the chamber, watching
and surrounding superstructure has angered and frightened with an eerie stillness.
the godmite, and the beast lashes out at the PCs like a cruel
The platforms were constructed to permit engineers to
child would swat a fly. The godmite’s size has also become its
observe the plama drives. Now the platforms serve as the
weakness; it cannot leave the sea of fire, nor fit through any
sole means for safely traversing the sea of molten metal. The
of the exits, and will remain trapped for as long as the city
catwalks are supported by hanging cables; with a DC 20 Spot
stands.
check, PCs note that many of the cables have been torn loose
The thermal godmite lurks beneath the surface of the molten from their moorings and sprawl, dangling from the catwalk
sea, emerging as the PCs make their escape from the sinking or hanging over into the sea of fire.
bridge. If the PCs succeed in gaining the engineering platforms,
The humanoid form “watching” the PCs is actually the
the godmite alternates its attacks at the PCs with attempts to
charred corpse of a Beagle engineer. Her heat suit was unable
smash down the catwalks. (See area H–2 for more details.)
to protect her when a rogue plasma blast welded her body,
Thermal Godmite: Gargantuan Magical Beast (Alien, Fire); upright, to the catwalk. Any PC raising the shielded visor
CR 13; HD 20d10+180; hp 290; Init +4; Spd 10 ft., Swim 20 finds a blackened corpse within, the skin desiccated and
ft.; Space/Reach 30 ft./15 ft. (30 ft. with tentacles); AC 20, drawn tight around the brittle skeleton.
touch 6, flat-footed 20; Base Atk +20; Grp +44; Full Atk 6
A quick search of the engineer’s suit discovers a pocket on
tentacles +28 melee (2d8+12/19–20 plus 2d8 fire) and bite
the outside of the suit containing a small silver capsule.
+23 melee (4d6+6 plus 2d8 fire); SA Improved grab, constrict
Inside the capsule are 10 pills the color of chalk. If ingested,
2d8+12 plus 2d8 fire; SQ Darkvision 60 ft., immunity to fire,
the pills absorb any unhealthy doses of radiation, eliminating
low-light vision, vulnerability to cold; AL CE; SV Fort +21,
any need to check to radiation sickness. A single pill is good
Ref +12, Will +13; Str 34, Dex 10, Con 29, Int 5, Wis 20,
for 24 hours. If a PC ingests more than one pill in a 24 hour
Cha 20.
period he must succeed on a DC 20 Fort save or take 1d6
Skills and Feats: Intimidate +16, Listen +30, Search +28, Spot points of Constitution damage. The suit worn by the dead
+30, Survival +5 (+7 following tracks), Swim +20; Alertness, engineer is ruined and worthless, the interior of the suit
fused to the charred body.

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CITY of the GODS
The falling debris presents a constant danger to the debris. PCs ascending the tube find that it rises for 200 feet before
Every round the PCs remain in the area, roll 1d10. On a 2 or 3, coming to a lit exit. The top 30 feet of the tube is covered in
the catwalk is struck by falling debris. The blow sends tremors thick webs that glisten wetly. These are the stinging webs of an
throughout the catwalks, forcing PCs to succeed on a DC 15 arachnicid, an alien giant spider that has escaped from one of
Balance check or be thrown from the catwalk. Those thrown the ecologies. PCs touching the webs find them suffused with
off may attempt a DC 20 Reflex save to catch hold of the lip a mild acid. Any item touching the web takes 1d6 points of
of the catwalk; also anyone within 5 feet of the falling PC may acid damage (items—but not creatures—may attempt a DC 20
attempt a DC 20 Strength check (DC 25 for Large creatures) to Fort save for no damage).
pull them to safety. On a roll of 1, a PC (determined randomly)
Those attempting to burn the webs find them resistant to
is struck by the falling debris for 2d10 points of crushing
flame. The webs must be hacked through or dealt with in
damage (DC 20 Reflex save for half damage).
another manner. Any tremors alert the arachnicid lurking at
When the plasma drive began to malfunction blast doors the top of the tube. The arachnicid, eager for prey, descends
dropped, sealing all of the exits from the drive room. PCs through the webbing and attempts to web the uppermost PC,
succeeding in gaining one of the 2 exits discover that their dragging the victim up through the webs to be dissolved and
way is blocked. The blast doors have a hardness of 15 and 300 devoured.
hp, but can lifted with a successful DC 30 Strength check;
At the top of the tube is pair of open sliding doors like the ones
up to 4 medium-sized PCs can aid a lifting character. Once
the PCs entered. Hanging in webbing between the doors are
raised, the doors must be held in place. Supporting a door
a trio of a arachnicid web sacks. Close inspection shows that
for a round requires a DC 20 Strength check, or the blast
the insides of the sacks are teeming with thousands of baby
door drops back in place. The squares immediately adjacent
arachcinids. Break a web sack releases an arachcinid swarm;
to the blast doors are not part of the catwalk, and cannot be
a released swarm hungrily attacks the nearest PC, injecting
torn down by the godmite. PCs standing in the squares can
the victim with digestive acid. Additionally, any action taking
still be attacked by the godmite’s tentacles.
place within 5 feet of the egg sacks has a chance of causing
If the thermal godmite attacks the catwalks, it can pull down sufficient tremors to release the arachnicid swarms. Cautious
one 10 feet section per round. The godmite has little in the PCs must succeed on DC 15 Balance checks every round
way of intelligence and only realizes the PCs’ escape route
after one PC succeeds on escaping the engine chamber.
Only after at least one PC escapes does the godmite begin
to tear away the catwalk leading to the escape route.

Area H–3: Transportation Tube


Read or paraphrase the following:
A pair of metallic sliding doors, partially drawn apart, block
your way.
The doors can be pulled apart with a DC 25 Strenght
check, revealing a vertical tube that rises and descends
further into the city. The tube is pitch black, and the
transport cars (essentially high speed elevators) can no
longer reach the tube. Ascending or descending the tube
requires a DC 20 Climb check every 50 feet, though
roped assistance removes any need for a climbing check.
The tube descends roughly 150 feet. before ending in a
pile of metallic rubble (the crushed top of a transport
car). A DC 20 Search check uncovers a hatch opening
to the car below. PCs climbing into the transport car
discover the corpses of a pair of Travelers. Resembling
High Thonians, the Travelers were trapped in the car
when the Beagle crashed and died of dehydration. Both
wear uniforms of a silky, light gray material that serves
to regulate body temperature (granting a +1 equipment
bonus to fire- or cold-based saving throws).

74
CITY of the GODS
that they make attack or move actions within 5 feet of the
egg sacks or else awaken and release the swarms. Note that
PCs unaware of the dangers might not take precautions, and
thereby automatically release the swarms.
Arachnicid: CR 5; Huge Vermin (Alien); HD 8d8+16; hp 52;
Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.;
AC 16, touch 11, flat-footed 13; Base Atk +6; Grp +18; Atk
Bite +9 melee (2d6+6 plus acid bite); Full Atk Bite +9 melee
(2d6+6 plus poison); SA Acid bite, web; SQ Darkvision 60
ft., tremorsense 60 ft., vermin traits, immunity to acid; AL
N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int
—, Wis 10, Cha 2.
Skills and Feats: Climb +12, Hide –1*, Jump +4*, Spot +4*.
Acid Bite (Ex): Following a successful bite attack and arachcinid
can inject into the victim a concentrated stream of acid that
deals 8d8 points of damage. A DC 17 Reflex save halves the
damage. The arachnicid must wait 5 rounds between acid Area H–3a: Jungle’s Reach
bites. Read or paraphrase the following:
Skills: Arachnicids have a +4 racial bonus on Hide and Spot Before you are a set of the spiraling doors so common in this abhorrent
checks and a +8 racial bonus on Climb checks. An arachnicids place. This portal is different, however: a spiked, green tentacle-like
can always choose to take 10 on Climb checks, even if rushed tendril is caught in the center of the door.
or threatened.
The tendril belongs to the alien jungle growth lurking just
Tremorsense (Ex): An arachnicid can detect and pinpoint any
beyond the doors. The tendril is far from harmless, and
creature or object in contact with the arachnicid’s webs.
attacks any living creature coming within 10 feet. The tendril
Stinging Web (Ex): Arachnicid webs are suffused with acid is part of a large plant-like creature, the feared massive creeper,
and contact with the webs causes 1d6 points of acid damage. lurking just beyond the door (see area H–4). For all its mighty
Arachnicids can throw a web eight times per day. This is strength, the creeper has not the intelligence to pry the doors
similar to an attack with a net but has a maximum range open; as long as the doors remain closed the creeper can
of 50 feet with a range increment of 10 feet An entangled attack the heroes with only 1 of its 4 tendrils. The tendril can
creature can escape with a successful DC 16 Escape Artist be lopped off by inflicting 17 points of damage.
check or burst it with a DC 20 Strength check. Each 5-foot
section of webbing has 14 hp. An arachnicid can move across The doors have a hardness of 10 and 150 hp, and will only
its own web at its climb speed and can pinpoint the location open to a yellow card key or higher. Partially opened, the door
of any creature touching its web. can also be pulled open with a DC 25 Strength check. Once
opened, doors remain open for 1 round after the key-bearer
Arachnicid Swarm (3): CR 2; Diminutive Vermin (Swarm, has passed through them. If the doors are opened, the creeper
Alien); HD 2d8; hp 9; Init +3; Spd 20 ft., climb 20 ft.; Space/ lashes out with its remaining tendrils, attempting to drag a
Reach 10 ft./0 ft.; AC 17, touch 17, flat-footed 14; Base Atk target through the doors before they close once more.
+1; Grp —; Atk Swarm (1d6 plus acid bite); Full Atk Swarm
(1d6 plus acid bite); SA Distraction, poison; SQ Darkvision Massive Creeper: CR 7; Huge Plant (Alien); HD 8d8+40; hp
60 ft., swarm traits, tremorsense 30 ft., vermin traits; AL N; 76; Init +2; Spd —; Space/Reach 15 ft./15 ft.; AC 22, touch
SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int —, 10, flat-footed 20; Full Atk 4 tendrils +13 melee (2d6+9); SA
Wis 10, Cha 2. Ferocious bite, improved grab; SQ immunity to cold, low-
Skills and Feats: Climb +11, Listen +4, Spot +4. light vision, vulnerability to fire; AL N; SV Fort +11, Ref +4,
Skills: An arachnicid swarm has a +4 racial bonus on Hide Will +2; Str 28, Dex 14, Con 20, Int—, Wis 10, Cha 9.
and Spot checks and a +8 racial bonus on Climb checks. It Ferocious Bite (Ex): The central head of a creeper is a ferocious
uses its Dexterity modifier instead of its Strength modifier mouth full of sharp spikes and rasping tongues. Attack bonus
for Climb checks. It can always choose to take 10 on a Climb +14, 2d8+9 points of damage.
check, even if rushed or threatened. Improved Grab (Ex): To use this ability, a creeper must hit a
Distraction (Ex): Any living creature that begins its turn with Large-sized or smaller opponent with a tentacle attack. It
an arachnicid swarm in its space must succeed on a DC 11 can then attempt to start a grapple as a free action without
Fort save or be nauseated for 1 round. provoking an attack of opportunity. If it wins the grapple
Acid Bite (Ex): A successful swarm attack also causes 1d10 check, it establishes a hold and can use its bite attack the
points of acid damage (DC 11 Fort save for half). following round.

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Area H–4: Jungle Ecology Skills and Feats: Hide +10, Jump +26, Listen +10, Move Silently
Read or paraphrase the following: +4, Spot +10, Survival +10; Run, Track.
Blink (Su): The creature can use blink as the spell (CL 4) and
Before you rises an awesome sight: a living, steaming jungle, here can evoke or end the effect as a free action.
in the heart of this alien city. A dense canopy of fronds cast deep
Pounce (Ex): If a lazarik charges, it can make a full attack.
shadows over the moist jungle floor. The air is hot and thick with
moisture, and a hundred foreign smells and sounds. Sneak Attack (Ex): Any time a lazarik’s opponent is denied his
Dexterity bonus to AC, or if a lazarik flanks its opponent, it
This large chamber serves as a jungle-ecology for all the tropical deals an extra 1d6 points of damage. This ability is just like
beasts and monsters abducted during the course of the Beagle’s the rogue’s sneak attack and subject to the same limitations.
travels. The jungle is thick with alien plants, vines, fronds, Skills: A lazarik has a +8 racial bonus on Hide, Jump, Listen,
ferns and mist. Creatures 20 feet away or more have total Spot, and Survival checks.
concealment and attacks against them have a 20% miss chance.
The canopy obscures the chamber’s artificial sunlight; creatures Ridgeback Ape: CR 5; Large Animal (Alien); HD 7d8+14; hp
with sensitivity to light do not suffer any of the usual ill effects. 40; Init +2; Spd 30 ft., Climb 30ft.; Space/Reach 10 ft./10 ft.;
The floor of the chamber is made up of a moist, mealy soil that AC 19, touch 11, flat-footed 17; Atk Claw +11 melee (1d6+7);
grants a +5 circumstance bonus to Track checks. Full Atk 2 claws +11 melee (1d6+7); SA Rend; SQ Blood
frenzy, low-light vision, scent; AL NE; SV Fort +7, Ref +7,
The ecology teems with life. Insects buzz through the air, Will +3; Str 24, Dex 15, Con 14, Int 6, Wis 12, Cha 6.
eerie chirps, squawks and cries ring down from the canopy,
Skills and Feats: Climb +15, Listen +3, Move Silently +9,
and the tracks of massive beasts abound. Flowers droop from
Spot +9; Alertness, Power Attack, Toughness.
enormous trunks, serpentine vines litter the air and floors,
Blood Frenzy (Ex): Once per day a ridgeback ape that suffers
and a constant light rain falls on the jungle’s canopy.
damage in combat can fly into a blood frenzy the following
Since the crash of the Beagle there have been no caretakers round, clawing and biting madly until either it or its opponent
to cull the ecology’s inhabitants or supply them with prey, is dead. The ridgeback ape gains +2 Constitution and +2
transforming the jungle into a highly lethal exercise in Strength, and takes a –2 penalty to AC.
Darwinism. Creatures encountered have little or no fear of the Rend (Ex): A ridgeback ape that hits with both claw attacks
PCs, and attack ferociously, hoping to make a quick meal of latches onto the opponent’s body and tears the flesh, doing
the heroes before a larger, more ferocious predator arrives. an extra 2d6+14 points of damage.
For every 10 rounds spent in the ecology (areas 4b to 4d) Skills: Ridgeback apes have a racial bonus of +8 on Climb
roll 1d20 and consult the random encounter table below. If checks and can always choose to take 10 on Climb checks,
combat lasts longer than 5 rounds, roll 1d20+5; if the result even if rushed or threatened.
is higher than the initial roll, consult the table again. The Massive Creeper: See statistics in area A–3.
second beast arrives to fight the first for the right of devouring
the PCs. In chaos ensuing, the PCs might have the chance to Yrthak: CR 9; Huge Magical Beast HD 12d10+36; hp 102;
slip free of the battle. Init +6; Spd 20 ft., fly 60 ft. (average); Space/Reach 15 ft./10
ft.; AC 18, touch 10, flat-footed 16; Base Atk +12; Grp +25;
1d20 Encounter
Atk Bite +15 melee (2d8+5) or sonic lance +12 ranged touch
1–5 No encounter (6d6); Full Atk Bite +15 melee (2d8+5) and 2 claws +13
7–10 1d3 Lazariks melee (1d6+2); or sonic lance +12 ranged touch (6d6); SA
Sonic lance, explosion; SQ Blindsight 120 ft., immunities,
11–15 1d4 Ridgeback apes vulnerability to sonic; AL N; SV Fort +11, Ref +10, Will +5;
15–17 Massive creeper Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11.
18–20 Ythrak Skills and Feats: Listen +12, Move Silently +10; Endurance,
Flyby Attack, Improved Initiative, Multiattack, Snatch.
21–23 Maned drazin
Sonic Lance (Su): Once every 2 rounds, a yrthak can focus
24+ Advanced tyrannasaurus sonic energy in a ray up to 60 feet long. This is a ranged touch
Lazarik: CR 4; Medium Magical Beast (Alien); HD 4d10+16; attack that deals 6d6 points of damage to a single target.
hp 38; Init +2; Spd 60 ft.; Space/Reach 5 ft./5 ft.; AC 16, Explosion (Su): A yrthak can fire its sonic lance at the ground,
touch 12, flat-footed 14; Base Atk +4; Grp +8; Atk Talons a large rock, a stone wall, or the like to create an explosion
+6 melee (2d6+4); Full Atk Talons +6 melee (2d6+4) and 2 of shattered stone. This attack deals 2d6 points of piercing
foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2); SA damage to all within 10 feet of the effect’s center. This counts
Pounce, sneak attack +1d6; SQ Blink, darkvision 60 ft., low- as a use of the sonic lance attack and thus is usable only once
light vision, scent; AL N; SV Fort +8, Ref +6, Will +2; Str 19, every 2 rounds, and never on the round following a sonic
Dex 15, Con 19, Int 2, Wis 12, Cha 10. lance attack.

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Blindsight (Ex): A yrthak can ascertain all foes within 120 creature can cut its way out by using a light slashing or piercing
feet. Beyond that range it is considered blinded. Yrthaks are weapon to deal 25 points of damage to the gizzard (AC 16).
invulnerable to gaze attacks, visual effects of spells such as Once the creature exits, muscular action closes the hole;
illusions, and other attack forms that rely on sight. A yrthak another swallowed opponent must cut its own way out.
whose sense of hearing is impaired is effectively blinded,
treating all targets as having total concealment. Area H–4b: Mist Pool
Immunities: Yrthaks have immunity to gaze attacks, visual Read or paraphrase the following:
effects, illusions, and other attack forms that rely on sight.
The thick jungle parts to reveal pool of water shrouded in heavy
Skills: Yrthaks have a +4 racial bonus on Listen checks.
mists. Fed by a small waterfall, the pool seems a peaceful reprieve
Maned Drazin: CR 10; Huge Animal (Alien); HD 18d8+54; from this horrid place. The illusion of safety is shattered when you
hp 134; Init +4; Spd 40 ft.; Space/Reach 15 ft./10 ft.; AC 18, recognize the shape of a humanoid floating face down in the water.
touch 12, flat-footed 14 (+6 natural, +4 Dex, –2 size); Base
The pool is home to a lampine lurker, a fearsome beast that
Atk +14; Grpl +30; Atk Claw +20 melee (2d6+8); Full Atk
employs illusions and the ability to detect thoughts to lure
2 claws +20 melee (2d6+8) and bite +18 melee (2d6+4); SA
victims within reach. The “body” floating face down in the
Improved grab, pounce, rake, roar, trample; SQ Low-light
water is one such illusion. If closely inspected (and if the
vision, scent; AL N; SV Fort +14, Ref +15, Will +9; Str 26,
illusion stands up to disbelief) the body seems to be High
Dex 18, Con 16, Int 2, Wis 12, Cha 10.
Thonian, and wearing a silver-gray body suit.
Skills and Feats: Hide +4*, Jump +14, Listen +5, Move Silently
+12, Spot +5, Survival +4; Alertness, Endurance, Iron Will, The lurker waits until the heroes approach the pool, then
Multiattack, Run, Toughness, Track. lunges out of the water, latching its massive jaws around a
Improved Grab (Ex): To use this ability, a maned drazin must hit victim and dragging the poor soul to the bottom of the pool
with its bite attack. It can then attempt to start a grapple as a to drown. The pool is 30 feet deep and murky, obscuring sight
free action without provoking an attack of opportunity. If it beyond 5 feet, so that even those that dive after their fellows
wins the grapple check, it establishes a hold and can rake. might find it difficult to locate the lurker and its prey.
Pounce (Ex): If a maned drazin charges, it can make a full The illusion is based on a pair of the lurker’s previous
attack. victims. The two Travelers, caretakers for the ecology, were
Rake (Ex): Attack bonus +20, damage 2d6+4. trapped in the chamber when the Beagle crashed and quickly
Roar (Ex): This attack is a directed cone of sound 60 ft. long. killed by their charges. Their corpses remain hidden in a
Any hearing target caught in the drazin’s roar must succeed small, muddy burrow at the base of the pool. The burrow can
at a DC 18 Will save or be stunned for 1d4 rounds. The be found by searching the pool (DC 20 Search). The bodies
drazin may call upon this ability once every 1d4 rounds. of the Travelers are torn and gashed, thoroughly saturated
Skills: Maned drazins have a +4 racial bonus on Hide and with the filthy pond water. Their environmental suits are
Move Silently checks. *In areas of deep jungle or heavy ruined, though 2 laser rifles (15 charges each) have survived
undergrowth, the Hide bonus improves to +8. submersion, and one of the suits has a blue passkey and 5
radiation pills zipped into its pocket.
Advanced Tyrannosaurus: CR 12; Gargantuan Animal; HD
25d10+175; hp 317; Init +1; Spd 40 ft.; AC 14, touch 5, flat- Lampine Lurker: CR 11; Huge Animal (Alien); HD 13d8+52;
footed 13; Base Atk +18; Grp +25; Atk/Full Atk +25 melee hp 116; Init +1; Spd 20 ft., swim 30 ft.; AC 16, touch 9, flat-
(5d10+13); Face/Reach 20 ft./ 20 ft.; SQ Scent, improved footed 15; Base Atk +9; Grp +27; Atk +18 melee (2d8+15) or
grab, swallow whole; AL N; SV Fort +21, Ref +15, Will +10; tail slap +17 melee (1d12+15); Space/Reach 15 ft./10 ft.; SA
Str 36, Dex 12, Con 25, Int 2, Wis 14, Cha 10. improved grab; SQ Detect thoughts, hold breath, low-light
vision, silent image; AL N; SV Fort +12, Ref +9, Will +5; Str
Skills and Feats: Listen +14, Spot +14; Alertness, Improved
30, Dex 12, Con 19, Int 1, Wis 12, Cha 15.
Natural Attack (bite), Run, Toughness, Track.
Skills and Feats: Hide +2*, Listen +10, Spot +10, Swim +18;
Improved Grab (Ex): To use this ability, a tyrannosaurus must
Alertness, Endurance, Skill Focus (hide), Weapon Focus
hit an opponent of up to one size smaller with its bite attack.
(bite).
It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple Detect Thoughts (Su): A lampine lurker can continuously use
check, it establishes a hold and can try to swallow the foe the detect thoughts as the spell (DC 15 Will, CL 6). It can suppress
following round. or resume this ability as a free action.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a Hold Breath (Ex): A lampine can hold its breath for 10 minutes
grabbed opponent of up to two sizes smaller by making a before it risks drowning.
successful grapple check. The swallowed creature takes 2d8+8 Improved Grab (Ex): To use this ability, a lampine must hit
points of bludgeoning damage and 8 points of acid damage with its bite attack. It can then attempt to start a grapple
per round from the tyrannosaurus’s gizzard. A swallowed as a free action without provoking an attack of opportunity.

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If it wins the grapple check, the lampine establishes a hold Area H–4d: Onyx Pyramid
on the opponent with its mouth and drags it into deep water, Read or paraphrase the following:
attempting to pin it to the bottom of the pool.
A polished black pyramid stands in the center of the clearing.
Silent Image (Su): This effect duplicates a silent image spell (DC Roughly 50 feet wide at the base and rising 40 feet in height, the
15 Will, CL 6). pyramid shows no seems or cracks. The structure is curiously free of
Skills: A lampine has a +8 racial bonus on any Swim check all lichen, moss and vines. A simple staircase climbs one side of the
to perform some special action or avoid a hazard. It can pyramid, stopping just short of the peak.
always choose to take 10 on a Swim check, even if distracted
or endangered. It can use the run action while swimming, To all tests, the pyramid seems to be cut from a single block of
provided it swims in a straight line. *A lampine gains a +4 polished onyx, and extends over 20 feet beneath the jungle’s
racial bonus on Hide checks when in the water. Further, a surface. The pyramid once served as the means for supplying
lampine can lie just beneath the water’s surface, gaining a the predators of the ecology with fresh prey, but the crash
+10 cover bonus on Hide checks. of the Beagle and the death of the ecology’s handlers (see
area 4c) the feeding pyramid has gone unused. With the sole
Area H–4c: No Way Out! exit from the ecology blocked by fallen rubble, the feeding
pyramid is the sole means of escaping the ecology.
This set of portals is no different from any of the other doors
encountered previously in the Beagle, save that they have A casual search of the clearing reveals that the ground is
been cut off from power, and refuse to open to any color littered with bones. Most are broken or show signs of massive
passkey. Worse, even if the PCs batter their way through the bite marks. A DC 15 Heal or Track check reveals that the
doors, they discover that the corridor beyond collapsed in bulk of creatures are large-sized quadrapeds, with skeletons
the crash. Several thousand tons of debris blocks the way, similar to Blackmoor horses or cattle.
preventing passage.
If the PC carrying a yellow or higher passkey ascends the
pyramid, it triggers the following sequence. The peak of the
pyramid descends into the pyramid, revealing a vertical tube
that descends 70 feet into the heart of the pyramid, before
running north (see area 4e). The interior of the tube is sheer
and perfectly vertical, and cannot be climbed without aid.
The creatures of the ecology have learned to recognize the
noise of the pyramid opening as the arrival of prey. Within
1d6 rounds of the feeding pyramid opening, an advanced
tyrannosaurus appears in the clearing, ravenous for prey.
Alert PCs will see other of the ecology’s beasts lurking on
the periphery of the clearing, hoping to pick at the scraps left
behind by the king of the jungle.
Advanced Tyrannosaurus: See area H–4 above.

Area H–4e: Feeding Corridor


This smooth-sided, unlit corridor runs the length between
the jungle and arctic ecologies. Before the crash of the Beagle,
a system of moving platforms transported prey to both of the
ecologies, but now must be traversed by foot.
The northern end of the corridor terminates in a vertical tube
like the one leading from area 4d. Like the tube leading from
area 4d, the tube rising to area H–5 is perfectly smooth and
cannot be climbed without aid. The tube rises 70 feet before
ending at a portal that opens automatically when touched by
a living creature. The portal opens to the top of the feeding
pyramid in the arctic ecology.

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Area H–5: Arctic Ecology Bite +13 melee (2d8+12); Full Atk Bite +13 melee (2d8+12);
Read or paraphrase the following: SA Improved grab, swallow whole; SQ Darkvision 60 ft., heat,
low-light vision, tremorsense 60 ft.; AL N; SV Fort +10, Ref
An endless waste of blowing snow and ice reaches as far as the eye +6, Will +3; Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10.
can see. The howling wind tugs at your clothing, and the cold stings Skills and Feats: Listen +8, Spot +8; Awesome Blow, Improved
your eyes and steals the breath from your lungs. Bull Rush, Power Attack
The arctic ecology is severely cold, and when combined with Skills: Remorhazes have a +4 racial bonus on Listen checks.
the endless wind, presents a serious danger to unprotected Heat (Ex): An enraged remorhaz generates heat so intense that
heroes. Every hour spent in the ecology, PCs must make a DC anything touching its body takes 8d6 points of fire damage.
25 Fort save; the DC is reduced to 15 for those wearing suitable Creatures striking a remorhaz with natural attacks or unarmed
cold weather gear. Those failing the Fort save suffer 1d6 points attacks are subject to this damage, but creatures striking with
of nonlethal damage. PCs taking any nonlethal damage from melee weapons do not take damage from the remorhaz’s heat.
cold and exposure are beset by frostbite and hypothermia (treat This heat can melt or char weapons; any weapon that strikes a
as fatigued). These penalties end when the character recovers remorhaz is allowed a DC 18 Fort save to avoid destruction.
the damage caused by the cold and exposure. Improved Grab (Ex): To use this ability, a remorhaz must hit
Although at first glance a wasteland, the arctic ecology is far an opponent least one size category smaller than itself with
from lifeless. For every hour spent in the ecology, roll 1d20 its bite attack. It can then attempt to start a grapple as a free
and consult the following table. action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can attempt to
1d20 Encounter swallow the opponent the following round.
1–6 No encounter Swallow Whole (Ex): When a remorhaz begins its turn with
7–11 1d6+3 abducted Skandaharians a grappled opponent in its mouth, it can swallow that
opponent with a successful grapple check. Once inside, the
11–14 Dire bear opponent takes 2d8+12 points of bludgeoning damage plus
15–17 Remorhaz 8d6 points of fire damage per round from the remorhaz’s
gizzard. A swallowed creature can cut its way out by using a
18–20 1d3 black ice giants
light slashing or piercing weapon to deal 25 points of damage
Skandaharian, War4: CR 4; Medium Humanoid; HD to the gizzard (AC 15). Once the creature exits, muscular
4d8+4; hp 22; Init +1; Spd 40 ft.; AC 14, touch 11, flat-footed action closes the hole; another swallowed opponent must
13; Base Atk +4; Grpl +6; Atk/Full Atk Battleaxe +7 melee cut its own way out. A Huge remorhaz’s interior can hold 2
(1d8+2/✕3) or longbow +5 ranged (1d8/✕3); SA Rage 2/day; Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512
SQ Skandaharian traits; SV Fort +5, Ref +2, Will +0; Str 15, Fine or smaller opponents.
Dex 13, Con 13, Int 8, Wis 8, Cha 6.
Black Ice Giant: CR 11; Large Giant; HD 16d8+80; hp 154;
Skill and Feats: Climb +0, Intimidate +6, Jump +3, Swim +0; Init +2; Spd 40 ft.; AC 25, touch 11, flat-footed 23; Atk Huge
Cleave, Power Attack, Weapon Focus (battleaxe). greataxe +21/+16/+11 melee (2D8+10/✕3) or rock +13/+8/+3
Possessions: Hide armor, battle axe, longbow, quiver with 10 ranged (2d6+10/crit ✕2, Rock); SA Rock throwing, rage, death
arrows, pouch with flint and steel, tinder, and 3 days dried throes; SQ Immunity to cold, low-light vision, rock catching,
meat. vulnerability to fire; AL LE; SV Fort +15, Ref +7, Will +7; Str
Dire Bear: CR 7; Large Animal; HD 12d8+51; hp 105; Init 30, Dex 14, Con 21, Int 10, Wis 14, Cha 11.
+1; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 17, touch 10, Skills and Feats: Climb +14, Intimidate +2, Jump +14, Spot +8;
flat-footed 16; Base Atk +9; Grp +23; Atk Claw +19 melee Cleave, Great Cleave, Improved Overrun, Improved Sunder,
(2d4+10); Full Atk 2 claws +19 melee (2d4+10) and bite +13 Power Attack; Cleave, Great Cleave, Power Attack, Sunder.
melee (2d8+5); SA Improved grab; SQ Low-light vision, scent; Rock Catching (Ex): A black ice giant Small, Medium, or Large
AL N; SV Fort +12, Ref +9, Will +9;
Str 31, Dex 13, Con 19, rocks (or projectiles of similar shape). Once per round, a giant
Int 2, Wis 12, Cha 10. that would normally be hit by a rock can make a Reflex save
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, to catch it as a free action. The DC is 15 for a Small rock, 20
Endurance, Run, Toughness, Weapon Focus (claw). for a Medium one, and 25 for a Large one. (If the projectile
Improved Grab (Ex): To use this ability, a dire bear must hit provides a magical bonus on attack rolls, the DC increases by
with a claw attack. It can then attempt to start a grapple as a that amount.) The giant must be ready for and aware of the
free action without provoking an attack of opportunity. attack in order to make a rock catching attempt.
Rock Throwing (Ex): Black ice giants are accomplished rock
Remorhaz: CR 7; Huge Magical Beast; HD 7d10+35; hp 73; throwers and receive a +1 racial bonus on attack rolls when
Init +1; Spd 30 ft., burrow 20 ft.; Space/Reach 15 ft./10 ft.; throwing rocks. An ice giant can hurl rocks weighing 40 to 50
AC 20, touch 9, flat-footed 19; Base Atk +7; Grp +23; Atk pounds each (Small objects) up to 600 feet.

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Rage (Ex): A black ice giant that takes damage in combat flies Skill and Feats: Climb +0, Intimidate +6, Jump +3, Swim +0;
into a berserk rage on its next turn, attacking madly until Cleave, Power Attack, Weapon Focus (battleaxe).
either it or its opponent is dead. It gains +4 Strength, +4 Possessions: Hide armor, battle axe, longbow, quiver with 10
Constitution, and –2 AC. The creature cannot end its rage arrows, pouch with flint and steel, tinder, and 3 days worth
voluntarily. of dried meat.
Death Throes (Ex): When killed, a black ice giant turns to ice
and shatters in an explosion that deals 8d6 points of cold Area H–5c:The River of No Return
damage and 6d6 points of piercing damage to everything Read or paraphrase the following:
within 50 ft. (DC 22 Reflex save for half damage).
Possessions: Breatplate, huge greataxe, rock. The icy tundra slopes down to a slow moving ice flow. Thick blocks
of ice swirl and bob in the dark current.
Area H–5b: Feeding Pyramid PCs can cross the river by leaping from ice block to ice block.
Read or paraphrase the following: The river is 30 feet wide and leaping from one block to the
next covers 5 feet. In order to safely leap from one ice block
A polished black pyramid rises from the windswept snow and ice. to the next requires a DC 15 Balance check. Those failing slip
Long, high drifts of snow trail behind the pyramid, and a single off the ice block and plunge into the dark waters.
staircase descends one face into the snow. A low wall, built of blocks
of packed snow and ice, surround the obelisk’s base. The river is home to a pair of orcamen. The pair wait for the
PCs to cross the ice flow, then hurl themselves at the PCs,
If the PC carrying a yellow or higher passkey approaches the attempting to knock the heroes into the water. Alternately,
pyramid—either from above or below—it causes the peak of each round an orcaman can slam a block office that a hero is
the pyramid to open, revealing the vertical tube running standing on, forcing the PCs to succeed on a DC 20 Balance
down to area 4e. check or be knocked into the water. Once a PC has been
A tribe of skandaharians, abducted by researchers of the knocked into the water, the orcamen concentrate all of their
Beagle, are camped out around the base of the pyramid. attacks on the unfortunate soul. The water is bitterly cold,
Although the savages have no conception of the pyramid’s and any PC falling in must succeed on a DC 20 Fort save
purpose, they are drawn to its unique nature. Desperate for each round or suffer 1d4 points of Str damage, dramatically
food, the tribe attacks anything coming out of the pyramid. impairing the ability to swim and fight.
The savages have established a crude camp around the base Those sinking beneath the ice must risk the danger of
of the pyramid, including squat snow caves, a simple hut for drowning. Any character can hold her breath for a number
smoking meat, and a small bonfire. A close search of the camp of rounds equal to twice her Constitution score. After this
(DC 16 Search) reveals a small, emerald idol buried in ice period of time, the character must make a DC 10 Constitution
floor of one of the snow caves. The idol is a holy relic, depicts check every round in order to continue holding her breath.
the war god Thyrm, and is sacred to the Skandaharians. If Each round, the DC increases by 1.
carried by a cleric, warrior, fighter or barbarian who worships When the character finally fails her Constitution check, she
the savage war god, the idol grants the PC the ability to rage begins to drown. In the first round, she falls unconscious
once per day. If the character already has the ability to rage, (0 hp). In the following round, she drops to –1 hit points and
the idol adds to the number of times the character can rage. is dying. In the third round, she drowns.
If the idol is carried by a PC who hasn’t professed their Orcaman (2): CR 5; Huge Animal; HD 9d8+45; hp 85; Init
devotion to Thyrm, the idol begins to haunt the hero’s +2; Spd 50 ft.; AC 16, touch 10, flat-footed 14; Base Atk +6;
dreams, appearing as a starkly beautiful Skandaharian Grpl +12; Atk/Full Atk Bite +12 melee (2d6+8) or Huge
princess that beckons the hero to chase her. Unless the hero Spear +12 melee (3d6+12/✕3); SA —; SQ Blindsight 120 ft.,
succeeds on a DC 25 Will save, he spends his night chasing hold breath, low-light vision; AL N; SV Fort +11, Ref +8, Will
the princess in his dreams. The nightmare prevents restful +5; Str 26, Dex 14, Con 20, Int 9, Wis 14, Cha 6.
sleep and causes 1d10 points of damage, leaves the subject
Skills and Feats: Listen +9, Spot +9.
fatigued, and unable to regain arcane spells for the next 24
hours. The dreams end the moment the PC puts down the Skills: Listen +14*, Spot +14*, Swim +16; Alertness, Endurance,
idol and leaves it behind. Run, Toughness.
Blindsight (Ex): Orcamen can “see” by emitting high-frequency
Skandaharians, War4 (12): CR 4; Medium Humanoid; HD sounds, inaudible to most other creatures, that allow them to
4d8+4; hp 22; Init +1; Spd 40 ft.; AC 14, touch 11, flat-footed locate objects and creatures within 120 feet. A silence spell
13; Base Atk +4; Grpl +6; Atk/Full Atk Battleaxe +7 melee negates this and forces the whale to rely on its vision, which
(1d8+2/✕3) or longbow +5 ranged (1d8/✕3); SA Rage 2/day; is approximately as good as a human’s.
SQ Skandaharian traits; SV Fort +5, Ref +2, Will +0; Str 15,
Dex 13, Con 13, Int 8, Wis 8, Cha 6.

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CITY of the GODS
Hold Breath (Ex): An orcaman can hold its breath for a Area H–5e: Geyser
number of rounds equal to 8 x its Constitution score before Read or paraphrase the following:
it risks drowning.
A geyser tears free of the icy ground, intermittently hurling searing
Skills: An orcaman has a +8 racial bonus on any Swim check water hundreds of feet into the air. The steaming water freezes before
to perform some special action or avoid a hazard. It can even striking the ground, piling as sleet and snow about the geyser.
always choose to take 10 on a Swim check, even if distracted
or endangered. It can use the run action while swimming, The geyser is the second means of escape from the arctic ecology,
provided it swims in a straight line. *An orcaman has a +4 and though it is less dangerous than facing down the unit of
racial bonus on Spot and Listen checks. These bonuses are c-bots in area 5d, it is far from safe. Those coming within 5 feet
lost if its blindsight is negated. of the geyser can peer down the neck, spotting not one but two
Possessions: Huge Spear. vertical tubes rising from below. The first is a metallic pipe (the
source of the eruptions), but the second is a hole torn in floor
Area H–5d: Wardens of the ecology—an escape from the arctic wasteland.
Read or paraphrase the following: The crash of the Beagle tore a series of pipes free from the
The snowy slope rises to a high, ice-locked plateau. Placed at the rear coolant sublevel. The piping punched a hole through the
of the plateau is a large portal set into the nigh-impervious walls, floor of the ecology. PCs can escape into the coolant sublevel
but standing at the ready before the portal is a troupe of the massive, through the hole beside the piping, but only when the geyser
metal automatons. Blowing snow obscures the golem-things and the isn’t erupting.
portal, but you count at least ten of the fearsome watchers. The neck of the geyser is a 30-foot long ice chimney. Climbing
the chimney without the aid of gear (or magic) is nearly
The plateau portal is but one of two potential exits from the
impossible, requiring a DC 35 Climb check. Rappelling down
arctic ecology. The sheer number of centurion robots makes
the chimney with a fixed rope takes 2 rounds and requires
this exit extremely challenging, and—if the PCs charge in
only a DC 15 Rope check; with a DC 25 Rope check, the
blindly—potentially deadly.
rappel can be done in a single round, but PCs failing the
Unlike the other robots encountered thus far in the city, checks take damage as if they had fallen the entire distance.
these 13 have been stationed by Captain Riesling to keep the
To complicate matters, the geyser doesn’t erupt on a regular
ecology’s starving beasts from breaking into the adjoining
basis. There is a 34% chance on any given round that the
chambers. The robots are under orders not to leaver their
geyser erupts; if an eruption is indicated, it continues for 1d3
posts. Even if the PCs assault them with spells from beyond
rounds. At the end of the cycle re-roll to following round to
the range of the c-bot’s laser rifles, the robots will not pursue.
see if the geyser erupts again.
(They will, however, alert Captain Riesling, who will organize
a party of armed troopers to investigate.) The sole means of Heroes within 5 feet of the geyser when it erupts take 2d10
luring the robots away from the door is by approaching close points of fire damage (DC 20 Reflex for half). Those within
enough to activate the robots’ melee programming. If the 15 feet take 1d10 points of fire damage (DC 15 Reflex save
robots calculate that they close with the PCs in 2 rounds or for half). Those caught within the chimney (or poking their
less, they will charge. heads directly into the neck) take 3d10 points of fire damage
(DC 27 Reflex save for half), 1d12 point of bludgeoning
C-Bot (13): CR 6; Huge Construct; HD 8d10+40; hp 84; Init
damage from the sheer force of the blast, cannot descend
–2; Spd 20 ft., 30 ft. fly (poor); AC 12, touch 6, flat-footed 6;
further down the chimney, and at the end of the erruption
Base Atk +6; Grp +24; Atk Claw +14 melee (1d8+10, 4 claws)
must make a DC 25 Rope use or Climb check to avoid falling
or 2 laser rifles +2 ranged (3d8); Space/Reach 15 ft./10 ft.;
to the base of the chimney.
SA Autofire; SQ DR 5/—, Construct traits, darkvision 60 ft.,
low-light vision; SV Fort +2, Ref +0, Will +0; Str 30, Dex 6, All damage values listed are per round, so an unlucky climber
Con —, Int —, Wis 10, Cha 1. caught within the chimney for a three-round eruption
Skills and Feats: Climb +14; Multiattack. would take 3d10 points of fire damage and 1d12 points
Autofire (Ex): A centurion robot may saturate an area with of bludgeoning damage each round, and after surviving
automatic fire from its laser rifle. The c-bot targets a 10-foot the blast, risk falling to the base of the chimney (or being
by 10-foot area and makes an attack roll against AC 10. If dropped if his fellows fled their anchor stations at the top of
the attack succeeds, every creature within the affected area the geyser).
must make a DC 15 Reflex save or take 1d8 points of laser
damage.

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CITY of the GODS
Area H–6: Coolant Sublevel The coolant sublevel draws heat from the arctic ecology and
Read or paraphrase the following: feeds it to the jungle sublevel. The massive pipes are filled with
a water-based coolant, that while sweet tasting, is virulently
A wide corridor with a low ceiling leads into darkness. Large, black poisonous. Anyone drinking the water from the floor must
pipes occupy the bulk of the corridor, leaving only a narrow path to make a DC 20 Fort save or be poisoned (1d6 points Con
one side. The corridor radiates a sweltering heat, and the metal-like damage, initial and secondary).
floor is covered in several inches of lukewarm water.
The sublevel is accessible only by the hole torn in the arctic
ecology and a service door located so several hundred feet
down the corridor.
Chamber Specimen
1 A 14-foot long black worm, with its head Area H–7: Laboratory
ending in a dozen tentacles. Each tentacle is This area can only be accessed by blue or higher passkeys. When
tipped in a hooded talon. the portal is opened, read or paraphrase the following:
2 A translucent jelly-fish like creature with As the portal slides open your ears fill with a deafening wail. Bright
long, dangling stingers and an enormous red lights flash in time to the rise and fall of the screeching noise. The
central eye. chamber before you is in disarray. Multiple glass cases line the walls,
3 A creature resembling an idealized High but most are shattered, their contents spilled onto the floor. In very
Thonian, with long, graceful wings. center of the chamber is what looks like a low sacrificial altar, and
multiple metallic appendages hang from the ceiling.
4 A collection of irridescent crystals, roughly
the size of a human fist. The laboratory once held a multitude of deadly specimens,
creatures abducted from a number of worlds, planes and
5 This chamber appears empty (the alien
times. The crash of the Beagle, and the subsequent loss of
creature contained inside is invisible under
power in the lab, resulted in an end to the stasis fields. The
normal conditions).
beasts that were able to break free of their physical containers
6 An amorphous black goo with a trio of fled the chamber, while those that were unable to sunder
spider-like legs extending from the center of their prisons died slow deaths.
its mass.
The sirens and klaxons cannot be silenced, so PCs investigating
7 An unimportant (but recognizeable) NPC the lab are forced to put up with the ear-splitting wails and
from Blackmoor. Either the unfortunate disconcerting lighting. The floor is covered with shards of
soul disappeared when the Beagle first came glass and translucent, cryogenic ooze that sticks to the boots
to Blackmoor, or has been replaced by a and sandals of explorers.
Traveler doppleganger and is still active in
the North! PCs giving the chamber a cursory inspection discover the
body of a researcher behind the examination/surgery table.
8 An ape-like creature, with tentacles for arms,
The Traveler resembles a high Thonian, with long-dried
curved horns, and massive fangs.
blood crusting multiple savage wounds. A DC 15 Heal
9 A single enormous ant. On close inspection, check or DC 15 Track check confirms that the injuries were
it is readily apparent that the ant is wearing caused by a creature with massive claws and large fangs. The
a metallic belt, and its pinchers have been researcher carried little that could be mistaken for treasure,
augmented with opposable metal grippers. but in the pocket of his white lab coat is a black keycard.
10 Hundreds of small gray worms, bundled In the opposite pocket, secured to a nylon cord is a voxbox
together into a ball. and three radiation tablets.

11 Two halfling-sized humanoids joined at the Those inspecting the surviving stasis chambers find a
waist and head with long, fleshy cords. horrifying menagerie of beasts. Thirteen of the original
26 chambers remain intact. Each is filled with the same
12 A scaled quadruped resembling a dog-sized
translucent fluid that covers the floor, and each contains a
black dragon.
captured specimen. The GM is encouraged to come up with
13 An inconspicuous black mote, the size of a his own nightmarish ideas or build upon the suggestions
robin’s egg. below. Alternately, a PCs might find a long-lost NPC floating
in the cryogenic jelly. All of the specimens are dead, their
internal organs rotting from the inside.

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Area H–8: Devil in the Halls Disgorge (Ex): A tamer that wins a grapple check after a
Read or paraphrase the following: successful bite attack vomits forth a gout of tamerian ooze.
The ooze immediately inflicts slam and acid damage (1d6+3
Ahead, the body of a humanoid lies in the center of the corridor. slam, plus 1d12 acid). A tamer may vomit only a single ooze.
From a distance you can see that the humanoid appears to be a High If a tamer is within 5 feet of its ooze, it can retract the ooze as
Thonian dressed in a white coat and trousers, and carrying a crude a move action without provoking an attack of opportunity.
spear fashioned of a length of metal ending in a sharpened tip. Invisible in Light (Ex): A tamer is invisible in any area lit well
The body was once one of the Travelers, and PCs investigating enough for a human to see. In a darkened area, it shows up
the corpse will gain a fair amount of insight to the condition as a faintly glowing outline visible up to 30 feet away (60 feet
of the Beagle’s surviving crew members. First, though, the PCs if the viewer has low-light vision). Magical darkness smothers
will have to deal with the invisible tamer. The beast leads off the glow and conceals the outline.
combat with its bite, then disgorges its tamerian ooze to finish Skills: Tamers have a +4 racial bonus on Spot checks due to
off the victim while the tamer moves on to another victim. If their three keen eyes.
reduced to 30 hp or less, the tamer reclaims its ooze and flees
Tamerian Ooze: CR 5; Medium Ooze; HD 7d10+35; hp 73;
into the corridors, using its invisibility to elude pursuers.
Init –5; Spd 10 ft.; AC 5, touch 5, flat-footed 5; Base Atk +5;
Heroes inspecting the body of the dead Traveler find that Grp +8; Atk/Full Atk Slam +8 melee (1d6+3 plus 1d12 acid);
unlike the previous Travelers discovered so far, this one is SA Acid, constrict 1d6+1 plus 1d12 acid, improved grab; SQ
filthy. The dead man’s skin is blackened with soot and grime, Blindsight 60 ft., immunity to cold and fire, ooze traits; AL
his beard is matted with grease, and his hair is a tangled mess N; SV Fort +7, Ref –3, Will –3; Str 16, Dex 1, Con 21, Int —,
of greasy knots. A DC 15 Heal check determines that the Wis 1, Cha 1.
man was killed recently, inside the last 8 hours. Skills and Feats: —.
His spear is no more than Acid (Ex): A tamerian
a crudely sharpened metal ooze secretes a digestive
rod. His white lab coat is acid that quickly dissolves
stained with blood and any non-tamer organic
grease, and the corpse material and metal, but
wears a primitive suit of not stone. Any melee hit or
armor fashioned from constrict attack deals acid
ceramic and metal plates damage. Armor or clothing
held in place with corded dissolves and becomes
wire. The Traveler carried useless immediately unless
a creel of spitted space it succeeds on a DC 16
rats and has a rat-skin Reflex save. A metal or
pouch containing (which wooden weapon that
the PCs likely don’t strikes a tameriarn ooze
recognize), four hand- also dissolves immediately
rolled cigarettes, a vial of unless it succeeds on a DC
cinnamon liquor and a 18 Reflex save. The ooze’s
blue passkey. acidic touch deals 16 points
of damage per round to
Tamer: CR 8; Large Magical Beast (alien); HD 10d10+70; hp wooden or metal objects, but the ooze must remain in contact
125; Init +0; Spd 60 ft.; Space/Reach 10 ft./10 ft.; AC 19, with the object for 1 full round to deal this damage.
touch 9, flat-footed 19; Base Atk +10; Grp +20; Atk Bite +15 Constrict (Ex): A tamerian ooze deals automatic slam and
melee (2d6+6); Full Atk Bite +15 melee (2d6+6) or 2 claws +10 acid damage with a successful grapple check. The opponent’s
melee (1d6+3); SA Improved grab, disgorge; SQ Darkvision 60 clothing and armor take a –4 penalty on Reflex saves against
ft., low-light vision, invisible in light, scent; AL N; SV Fort the acid.
+14, Ref +7, Will +4; Str 23, Dex 10, Con 24, Int 3, Wis 12,
Improved Grab (Ex): To use this ability, a tamerian ooze must hit
Cha 8.
with its slam attack. It can then attempt to start a grapple as
Skills and Feats: Hide +2, Spot +10, Survival +3; Cleave, Power a free action without provoking an attack of opportunity. If it
Attack, Improved Bull Rush, Track. wins the grapple check, it establishes a hold and can constrict.
Improved Grab (Ex): To use this ability, a tamer must hit with Symbiote (Ex): The ooze relies on its host to survive. If the
its bite attack. It can then attempt to start a grapple as a free ooze’s tamer is destroyed, the ooze dies as well. (If a tamer’s
action without provoking an attack of opportunity. ooze dies, the tamer dies of starvation in 2d10 days.)

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CITY of the GODS
Area H–9: Blockade The oil slick covers the 20 feet directly before the barricade.
Read or paraphrase the following: The guards hurl flaming torches over the barricade, igniting
the oil and causing 1d4 points of fire damage per round to
Up ahead you see a barricade that crosses the entire corridor. anyone standing in the oil. The slick burns for 6 rounds.
The blockade is lit by torches stuck at odd angles in the rubble, While the slick burns, the guards fire their missile weapons
and you can see a number of sharpened stakes placed in the mass over the barricade.
of rubble to ward off attackers. The air is tainted with the smell of
burning cloth and the sooty smoke of torches. The PCs can scale the barricade with a DC 20 Climb or
Balance check. Those failing the check slip and fall into 1d3
Three guards lurk behind the barricade, spying down the spikes, taking 1d4 points of damage per spike. The spikes are
corridor for the approach of monsters. It has been several coated with a mild poison; poisoned heroes must make DC
months since a survivor appeared from lower in the ship, so 15 Fort saves or fall unconscious for 1d6 rounds.
the guards are quick to assume that the PCs are alien beasts
in the shape of strange humans (the more exotic races, like On the back side of a barricade is a trio of mattresses, a bucket
half-orcs, gnomes and docrae look like monsters already). The of water, and a small cooking fire with space rats roasting on
Travelers call out, ordering the PCs not to come any closer. a spit.
If the PCs win the Traveler’s trust (such as it is), the guards ask The ideal resolution to this encounter is a peaceful meeting
one PC to come forward to speak for the party. with the Travelers, but the PCs, inurned to violence from
The Travelers’ fright has made them trigger-happy. If the their previous encounters within the Beagle, might not see
PCs make the slightest misstep, the guards retreat behind the things that way. This is an opportunity for the socially-
barricade and take defensive measures. skilled members of the party to excel. Though suspicious and
cautious, if the Traveler guards can be won over by the PCs,
The floor before the barricade if coated with highly flammable the heroes will reap rewards that might otherwise be lost.
machine oil. PCs notice the oil slick with a DC 20 Spot check.

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CITY of the GODS
If the PCs resort to combat, the Travelers do their best to
hold them off, while sending one of their number back to
raise an alarm. Even if the guards are unable to alert their
companions, unless the battle is perfectly silent, 1d12 + 6
additional Travelers with identical statistics arrive within 5
minutes. The reinforcements will call for a truce with the
PCs, immediately recognizing them as distinct from their
true enemies, the Army of the Rock.
Traveler guard, male human Exp2/War1 (3): CR 2; Medium
Humanoid; HD 2d6+1d86; hp 25; Init +1; Spd 30 ft.; AC
13, touch 11, flat-footed 12); Base Atk +2; Grpl +3; Atk
Club +3 melee (1d6+1) or improvised crossbow +3 ranged
(1d6/19–20) or improvised javelin +3 ranged (1d4+1); AL
NG; SV Fort +4, Ref +1, Will +4; Str 13, Dex 12, Con 14, Int
12, Wis 12, Cha 10.
Skills and Feats: Hide +3, Knowledge (science) +7, Knowledge
(architecture & engineering) +5, Listen +5, Move Silently +3,
Profession (crew member) +7, Search +4, Spot +6, Survival +3;
Alertness, Exotic Weapon Proficiency (improvised crossbow),
Toughness.
Possessions: Club, 3 improvised javelins, layered cloth armor,
improvised crossbow, space-rat quiver with 6 bolts.

Area H–10: Wild Town


Read or paraphrase the following:
The portal scissors open to reveal a vast, dark chamber occupied by
what appears to be—by all standards—a refugee camp. By smoky
firelight you can see improvised tents, pitched about the chamber The people of Wild Town have erected tents to provide some
in small clusters. The air stinks of smoke and humanity, like the small semblance of privacy, but after months living in close
worst slum you’ve ever seen. On the far side of the flame-lit chamber quarters with one another, many go about only partially
is a small shelter built from stacked cargo containers, with guards clothed. The shelters are built from bed sheets, covers, and
standing at attention. Scores of men and women, thin and dirty, cubicles walls.
turn their hollow, haunted eyes toward you as you enter.
The crewmembers get their drinking water from a meta-
The original crew of the Beagle numbered over 2,500 souls. distiller intended for terra-forming; the machine draws
The Rock’s mutiny led to the death of over two-thirds of the moisture from the air, organic material and reclaimed waste
crew, either by violence or in the crash of the Beagle. Following to produce purified water. However, the meta-distiller was
the crash, radiation, asphyxiation, and deadly beasts released designed to run off solar power. Though it has been converted
from the ecologies did away with hundreds more. As the PCs to run off batteries, the supply of batteries is limited, forcing
can attest, the Beagle is a hazardous environment, deadly to the Travelers to limit their use of the distiller to creating
the weak and foolish. Within weeks of the crash, mutineers only drinking water—no one in Wild Town has showered or
loyal to the Rock sealed off all avenues of the crew’s escape; bathed in months.
cut off from supplies of food, water and fresh air, the crew
The people of Wild Town have little need of fire for warmth;
was forced to seek shelter here, organizing a defense against
the fires are used exclusively for cooking, since heat has proven
the beasts below, and the Rock’s men above.
to be the only way to sterilize the meat of the space rats and
While the crew hasn’t reverted to savagery in the usual sense the other alien creatures the inhabitants manage to kill. And
(they can all recall what life was like before) their current while there was originally an abundant supply of Traveler
existence is little better than that of savages. The Rock has weapons, most have been confiscated for their batteries to
succeeded in cutting off all electricity to this section of the power the distiller, or for use by Riesling’s Court (see area
ship, forcing the crew to light their way by improvised torches. H–11 below). For hunting and defense, the crewmembers
(To date the Rock has failed to cut the section’s supply off have resorted to using improvised weapons; mostly spears
fresh air, though he will succeed in the next several weeks.) and javelins salvaged from metal components exposed in
the wreckage and weak crossbows built from the same. The

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CITY of the GODS
crewmembers subsist off a diet of space rats, scavenged food, Area H–11: The Court of Riesling
the few predatory beasts that they manage to kill, and—when A pair of guards stand watch over the entrance to Riesling’s
one of their own dies—cannibalism. compound, refusing entrance to those that would enter without
Thus, the surviving men and women of the Beagle are the Captain’s blessing. There are another four guards inside
desperate indeed. Recent attacks by the Saint have driven this the compound, who immediately come to their brethren’s aid,
home. The crewmembers realize that their time is drawing if the compound is under attack.
short, but the PCs’ arrival (from the depths of the Beagle no If the PCs are brought to see Captain Riesling, read or
less!) offer them their first glimmer of hope in months. Who paraphrase the following:
are these strange folk? Do they come in peace? Do they bring
food, weapons, a chance at escape? These questions and The guard draws aside the curtain, to reveal a small chamber
hundreds of others roll through the crowded chamber. The dominated by a humble throne, a simple chair crafted from leather
crewmembers immediately cluster about the PCs, hoping for and raised off the floor by a collection of pallets. An older man with
some clue of their origins and nature. a short gray beard sits atop the chair, radiating a solemn, charm and
quiet presence. To his side stands what must be an advisor, garbed in
If the PCs were escorted here by the guards in area H–9, the tattered robes. A pair of guardsmen stands to either side of the throne,
guards will force back the mob and escort the PCs to the each holding an improvised club tipped with fearsome spikes.
Captain’s Court (area H–11). If the PCs have fought their way
here, the crew gathers their weapons and prepares to defend This is the once-great Captain Riesling, master of the Beagle.
their home, but the they prefer to meet with outsiders, rather Once he traversed the ether-streams in the mighty Beagle, now
than fight with them. he finds himself simply fighting for his people’s survival. The
captain is a charismatic man with a powerful presence; nearly
There are 50 or so tents littering the common room, each everyone who meets him is drawn to the captain, hoping to
home to 1d3+1 crewmembers. Each tent is outfitted with win their way into his good graces. The captain is careful not
a collection of water bottles strung from the ceiling, and a to abuse this power, treating all his people and the PCs with
rack of meat smoking over a fire. There is a 15% chance that the same objective kindness.
any given tent has a small cache hidden under a bedroll or
secreted in the seams of the tent (DC 15 Search). Roll 1d8 to Riesling’s Gambit: The captain is in a tight spot. He knows
determine contents of the cache. that it is only a matter of time before the Saint and his army
find a way of shutting off air to the refugee camp. Captain
1d8 Result Riesling has but a single principle that guides and informs
1–3 A pair of skiv (treat as daggers) made from all his actions: the welfare of the men and women under his
scavenged metal; the hilts are wrapped with space rat hide. command. Already thousands of lives have been lost, and
4 A spare water bottle filled with rum. the knowledge of his failures weighs heavily on Riesling. The
captain is desperate to do whatever it takes to get his people
5 One concussion grenade. to safety, even if it means resorting to betrayal and violence.
7 A pair of radiation tablets. For the good of his crew, Riesling will sacrifice his own life,
the PCs, and even his honor.
8 A laser pistol with 5 shots remaining.
The PCs are the first Blackmoorians to make contact with
Life in Wild Town: The people of Wild Town welcome the
the surviving crew of the Beagle. Just a week before the PCs
PCs into their midst, clearing a space for the heroes to set
arrival, a wizard with glowing blue eyes named Sabernius Fah
up a camp, and sharing their meager supplies of food and
won past the army of the Saint and found his way to Wild
water. The crewmembers are also willing to trade weapons
Town. Sabernius immediately ingratiated himself to the crew,
and radiation pills, but only if the PCs have something of
serving as an advisor to Riesling and as an ambassador to the
worth to barter in turn. (The crewmembers have no use for
people of the Blackmoor. Unbeknownst to Captain Riesling
gold or gems, and have little faith in “magic.”)
or his crew, Sabernius is a thrall beholden to the fell Egg
It is left to the GM to determine if the PCs are successful of Coot. On behalf of the Egg, Sabernius has proposed an
in their dealings with the crewmembers of the Beagle. The alliance: The Egg will raise a small army to annihilate the
crewmembers have up to 20 laser pistols (with 3d4 charges Saint and his raiders; in exchange, the Captain will give the
each), 50 radiation pills, and a single laser rifle (with 5 Egg and its minions unrestricted access to the City’s alien
charges). technology. This goes against the captain’s every general
operating order, but with his time running short, this might
Average Crewmember (150): See guard above.
be the only chance the captain has.
The arrival of the PCs changed all that. The army of the Saint
believed that they killed the PCs when the bridge collapsed,
but divinations by the Saint’s agents proved that the PCs

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CITY of the GODS
were still alive. Desperate to capture the PCs before they can Treasure: The captain has colleted the bulk of the crew’s
lend their aid to Riesling and the surviving crew, the Saint supplies for rationing. He keeps the gear in large trunks.
sent messengers to the surviving crewmembers requesting a There are 7 fully charged laser pistols (20 charges each), 3
trade: the PCs in exchange for the crew’s freedom. fully charged laser rifles (20 charges each), 10 first aid kits,
7 fragmentation grenades, 5 concussion grenades, 3 EMP
Thus, Captain Riesling has two choices: Ally with a native
grenades, 2 voxboxes, and 2 suits of medium-sized tactical
being of unknown motives, or betray the PCs to the Saint.
ballistic armor.
Given that his hands are already stained with the blood
of many innocents, and that handing the ship’s Captain Riesling, male Traveler Exp10/
technology over to a local faction could result War2: CR 7; Medium Humanoid; HD
in the death of untold thousands, Riesling’s 10d6+2d8+24; hp 80; Init 0; Spd 30 ft.;
choice is clear: Deliver the PCs to the AC 10, touch 10, flat-footed 10; Atk
Saint in the hopes that he wants them Laser pistol +10/+5 ranged (2d8);
badly enough to deal honorably. (Of AL LN; SV Fort +8, Ref +3, Will
course, the Saint will renege on +12; Str 13, Dex 10, Con 15,
his deal, killing the PCs before Int 14, Wis 17, Cha 17.
moving on to Riesling and Skills and Feats: Bluff +10,
his crew, but the captain is Diplomacy +23, Intimidate
desperate enough to believe +20, Knowledge (the
just about anything.) planes) +17, Knowledge
Accordingly, the captain (the ether) +17, Knowledge
will welcome the PCs into (science) +17, Pilot +15,
his camp, offering them Profession (ship’s captain)
whatever meager supplies +18, Sense Motive +20,
he has on hand. He will Swim +3; Exotic Weapon
explain (truthfully) how he Proficency (laser pistol),
and his crew are trapped Iron Will, Leadership,
here by the Saint. Once the Negotiator, Persuasive,
PCs have had a chance to Skill Focus (Diplomacy).
rest and heal any wounds, Possessions: Laser pistol with
Riesling asks them to help 20 charges, 2 concussion
him and his crew fight their grenades, 2 EMP grenades,
way free of the city. This is 1 fragmentation grenade.
actually a ruse; Riesling’s Elite Traveler guard,
true plan is to lead the PCs War5 (6): CR 5; Medium
into an ambush. (See area Humanoid; HD 5d8+10;
H–12 below.) hp 41; Init +1; Spd 30 ft.;
Riesling’s duplicity is AC 14, touch 11, flat-footed
complicated by Sabernius 13; Base Atk +5;gpl +7;
Fah, whose leverage over the captain ends as soon as the crew Atk Morningstar +7 melee
is freed from the city.” Therefore, even though Sabernius (1d8+2) or laser pistol +6 ranged (2d8, laser Pistol ); AL LN;
hungers to see the PCs fall into the Saint’s clutches, he may SV Fort +6, Ref +2, Will +2; Str 14, Dex 13, Con 15, Int 10,
be forced to fight on their behalf if it appears that Captain’s Wis 12, Cha 12.
gambit might win out. The Thrall’s first goal is to secure the Skills and Feats: Bluff +3, Intimidate +9, Jump +6, Knowledge
forbidden technology of the city for his master, the Egg, but (science) +4; Exotic Weapon Proficency (laser Pistol), Power
failing this, will do everything in his power to deny others Attack, Toughness.
such precious secrets, even if that means destroying the City Possessions: Laser pistol (10 charges), morningstar, scavenged
of the Gods. armor.
Sabernius is served by Dross, a dwarf assassin who is infamous Sabernius Fah, High Thonian Thrall of Coot/Wiz9: CR
throughout the North. Dross is lurking about, invisible, and 11; Medium Humanoid; HD 9d4; hp 27; Init +2; Spd 30
doesn’t show himself unless Sabernius is attacked, and only ft.; AC 17, touch 13, flat-footed 15; Atk +2 dagger +8 melee
then to land a sneak attack/death strike augmented by the (1d4+2/19–20) or +2 dagger +8 ranged (1d4+2/19–20);
true strike spell. SQ Summon familiar, scribe scroll, fast healing, magical
puissance, mage’s sight, resilient, immunities, resilient; AL

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CITY of the GODS
LE; SV Fort +4, Ref +5, Will +10; Str 15, Dex 14, Con 9, Int Area H–12: Betrayed
21, Wis 14, Cha 6. Up until a week ago, the corridor leading to area H–12 was
Skills and Feats: Concentration +11, Decipher Script +17, Hide sealed by 5 separate blast doors, all controlled remotely the
+5, Intimidate +4, Knowledge (arcana) +25, Move Silently +6, Saint, and used to keep the surviving crewmembers trapped
Search +11, Sense Motive +8, Spot +6, Use Magic Device +7; within the Beagle. Within the last week, the Saint has raised
Great Fortitude, Iron Will, Spell Penetration, Toughness ✕3, the blast doors and sent emissaries to meet with Captain
Weapon Finesse. Riesling and his band of motley survivors.
Possessions: Bracers of armor +2, dagger +2, ring of protection +1,
The chamber is a prepared ambush for the PCs. Whether
tattered robes, spell focus, ring of teleportation.
Captain Riesling succeeds in duping the PCs, or the heroes
Wizard Spells Prepared (4/6/5/5/4/3/1; DC 15 + spell level): proceed on their own, the Saint and his men are waiting
0—acid splash, detect magic, ghost sound, resistance; 1st—mage for them. When the PCs proceed into area H–12, read or
armor, protection from good, ray of enfeeblement (✕3), shield; paraphrase the following:
2nd—blur, mirror image, scorching ray (✕2), see invisibility; 3rd—
blink, displacement, dispel magic, ray of exaustion (✕2); 4th—black Some great cataclysm in the past tore a massive gash in the far wall of
tentacles, fire shield, phantasmal killer (✕2); 5th—cone of cold, this chamber. Looking out over the rubble, you can see pools of flames
dominate, feeblemind; 6th—chain lightning. that dance and shift, throwing up thick clouds of black smoke. Past the
Magical Puissance (Ex): A thrall of Coot cast all spells and uses pools of flame you can see blue sky, wavering in the heat.
spell-like abilities at +2 caster level. Saint Stephen and his raiders are hidden in the rubble,
Mage’s Sight (Sp): The thrall’s eyes glow an eerie blue and allow waiting in ambush. The rift on the far side of the chamber
it to see magical emanations from all objects and creatures. is a major image cast by the Saint’s chief war-caster, Gelmyr
This ability continually duplicates the detect magic spell. of the Third Eye. The actual exit is in the north-east corner
Fast Healing (Ex): A thrall heals 1 point of damage each round, of the chamber, hidden by a pile of rubble. The exit can be
as long as it has more than 1 hit point. found with a DC 15 Search or Spot check.
Resilient (Ex): A thrall takes 1d6 less damage from a successful
The agents of the Saint are arrayed about the chamber,
sneak attack and takes one-half the additional damage
launching their attacks when the first PCs cross between the
normally dealt by a critical hit.
pools of flaming oil. The enemy combatants are located as
Immunities (Ex): A thrall is immune to mind affecting effects, noted on the map:
poison, charm and sleep effects, paralysis and stunning.
Skills: A thrall has a +8 racial bonus on Knowledge (arcana),
Spellcraft, and Use Magic Device checks.
Dross, male dwarf Rog5/Ftr3/Asn2: CR 10; Medium
Humanoid; HD 5d6+3d10+2d6+40; hp 90; Init +2; Spd 20
ft.; AC 16, touch 12, flat-footed 14; Base Atk 7; Grpl 11; Atk
+2 short sword +14 melee (1d6+4/19–20) or dagger of venom
+13 melee (1d4+5) or light crossbow +9 ranged (1d8/19–20);
Full Atk +2 short sword +14/+9 melee (1d6+4/19–20) or dagger
of venom +13/+8 melee (1d4+5) or light crossbow +9/+4
ranged (1d8/19–20); SQ stonecunning, sneak attack +4d6,
trapfinding, evasion, trap sense +1, uncanny dodge, death
attack, poison use, +1 save vs. poison; AL LE; SV Fort +8, Ref
+10, Will +3; Str 18, Dex 15, Con 19, Int 16, Wis 8, Cha 6.
Skills and Feats: Appraise +5, Balance +6, Bluff +2, Climb
+6, Disguise +3, Hide +10, Intimidate +6, Listen +7, Move
Silently +10, Open Lock +10, Search +11, Sleight of Hand
+10, Spot +7, Swim +6, Tumble +7; Alertness, Iron Will,
Power Attack, Toughness, Weapon Focus (short sword),
Weapon Specialization (short sword).
Possessions: Belt of giant strength (+4), dagger of venom, +2 leather
armor, light crossbow, ring of invisibility, +2 short sword, bolt
quiver, 10 bolts, four bolts of human slaying, two bolts of elf
slaying, 50 ft. rope, masterwork thieves tools, belt pouch.
Assassin Spells Known (2; DC 13 + spell level): 1st—true strike
(✕2).

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CITY of the GODS
S: The Saint of the Rock. The Saint uses his blade
to hound the PCs with bolts of lightning, closing The Saint’s Arms and Armor
for combat only when the PCs begin to close with GMs that have played through Temple of the Frog will
Gelmyr or appear close to making an escape. If recognize the Saint’s gear. For those that have not
the battle goes against the Saint, he redoubles his faced the horrors of the temple, the powers of the
efforts, knowing that this may be his only chance to Saint’s alien items are recounted here. (Where there
eliminate the heroes. are discrepancies, these stastistics take precedence):
G: Gelmyr of the Third Eye. Gelmyr does his best Nimbic Shield: The nimbic shield is a +3 reflecting buckler
to avoid melee combat, hanging back and directing that grants the wearer and all allies within 10 feet resistance
spells at spellcasters. If reduced to 10 hit points or to cold 10, electricity 10, fire 10, and sonic 10. It also
less, Gelmyr beats a hasty retreat. grants all allies within 10 feet a +3 resistance bonus on
R: Raider. There are a total of 6 raiders concealed all saving throws and can generate an invisibility sphere
about the rubble, all benefiting from cover. The three times per day (CL 12). It is a standard example
raiders attack with their ranged weapons, and close of Traveler tech. It must be activated to make use of its
to melee range once their laser pistols are expended. reflecting property, to generate the resistance and save
The raiders fight until they are reduced to 5 hit benefits, or to create the invisibility sphere.
points or less, before retreating from the chamber. Saint Stephen’s Battle Armor: In addition to acting
If the PCs arrived with Captain Riesling, he brings Sabernius as +3 full plate, the battle armor grants the wearer a
Fah and his six elite guards with him. The captain waits for +3 resistance bonus on all saving throws, as well as
the combat to begin before attacking the PCs from behind, resistance to fire 10, cold 20, electricity 20 and sonic
turning the battle into a deadly crossfire. The instant battle is 20. It imposes no penalty to land movement (30 feet
joined, the Saint commands the blast doors to the south to fall, base speed) and grants the wearer a fly speed of 30
trapping both the Captain and the PCs in the chamber. The feet (average) and a swim speed of 30 feet. While clad
blast doors have a hardness of 15 and 300 hp, but can lifted in the battle armor, the wearer is is protected as from
with a successful DC 30 Strength check; up to four medium- a death ward spell and is immune to all spells of the
sized PCs can aid a lifting character. Once raised, the doors Enchantment and Transmutation schools. Finally, the
must be held in place. Supporting a door for a round requires armor bestows a +6 enhancement bonus to Strength
a DC 20 Strength check, or the blast door drops back in place. and Dexterity to anyone wearing it.
For statistics on Captain Riesling and his men, see area A–10. Saint Stephen’s battle armor is a taxing, complex example
The Terrain: The ambush is but one of the dangers faced of Traveler tech, and moving while in the armor
by the PCs. The pools of flame are composed of a viscous requires activation.
mixture of oil and synthetics, that causes 1d8 points of Saint Stephen’s Sword: The sword Saint Stephen
damage to any creature it touches. Worse, the liquid sticks wields is a blade of blue lightning, a complex example
to whatever that touch it, and can only be extinguished if of Traveler tech. On top of being a +3 brilliant energy
completely cut off from every oxygen source (i.e. submerged bastard sword, it acts as a wand of lightning bolts (CL 6th,
in some liquid, placed in a vacuum, etc). Otherwise, even 7 charges remaining) and can detect living creatures
a small vial of the liquid burns for 1d6+5 rounds; larger (presence and number only) within a range of 120 feet
amounts burn for respectively longer durations. as a standard action. It is unbreakable by any means
The flaming liquid can be used by both the heroes and the short of employing a miracle or wish.
agents of the Saint, but GMs should carefully adjuncate any
attempts to use the liquid as a weapon. Those reaching into Immediately, Sabernius leaps into the fray, running to the
the pool to “scoop” flaming oil into vials and jars are certain PCs’ side (which might be construed as an attack) and calls
to burn themselves, and any quick action is sure to splash to the party leader. In the heat of battle, Sabernius calls
nearby characters with the sticky, persistent flames. for a truce, offering his spells in defense of the PCs if they
Strange Bedfellows: Once the blast doors drop behind them, guarantee his safety out of the city. On Sabernius’orders,
Sabernius Fah instantly recognizes that the Saint intends to Dross stays hidden, ready to launch a sneak attack if the PCs
kill not only the PCs, but also and Captain Riesling and his betray his master.
men. And while Sabernius has no love for the PCs, he can see While Sabernius fights valiantly for the PCs, as soon as the
that the deluded Riesling is no match for the Saint. The only Saint and his men are defeated, the wizard signals Dross,
way Sabernius can hope to escape with his life is to throw his and the wicked dwarf launches his attack against the heroes,
lot in with the PCs. hoping to wipe them out before they can recover. Alternately,
if the PCs appear to be making short work of Riesling and

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CITY of the GODS
the Saint, Sabernius and Dross do their best to destroy the
PCs so that the agents of the Coot are the only ones standing
Conclusion:
when the battle draws to a close. Return to the City
The final battle with Saint Stephen of the Rock, Captain
If things go badly for Sabernius and Dross, the pair fight their
Riesling, and Sabernius Fah quickly devolves into chaos,
way past the Saint to the hidden door. If they make it outside
with all three sides vying for victory, and the PCs caught in
the City, Sabernius uses his ring to teleport them both back to
the middle. In order to survive, let alone win out over their
the realm of the Egg.
foes, the PCs have to find a way to let the Riesling and the
Saint Stephen, male Traveler Exp9: CR 8; Medium Rock exhaust themselves attacking each other, while avoiding
Humanoid (human); HD 9d6+27; hp 72; Init +4; Spd 30 ft.; Sabernius and his dwarf assassin. Success depends less on the
AC 28, touch 12, flat-footed 22; Base Atk +6; Grp +10; Atk heroes’ actual skills and battle prowess, and more on their
+13 melee (1d10+5/19–20, brilliant energy bastard sword ability to track multiple opposing forces. If the PCs can keep
+1); Full Atk +13/8 melee (1d10+4, brilliant energy bastard their cool in the midst of the battle, they have the chance
sword +1); AL LE; SV Fort +6, Ref +7, Will +7; Str 18, Dex of escaping with their lives, and perhaps, some of the city’s
18, Con 16, Int 32, Wis 15, Cha 20. fabled treasures.
Skills and Feats: Craft (metalworking) +23, Craft (etherworking)
Once the dust settles and the PCs escape the City, the
+23, Decipher Script +23, Diplomacy +17, Disable Device
adventure need not be over. The unexplored city is vast, and
+23, Disguise +17, Heal +14, Handle Animal +17, Intimidate
given untold number of cybogs, mutated crewmembers and
+17, Knowledge (religion) +23, Knowledge (the planes)
alien horrors, there is no end to the challenges the heroes
+23, Knowledge (the ether) +23, Profession (navigator) +17,
could face. The agents of the Cabal and Coot will still vie for
Search +23, Spellcraft +23, Survival +14, Use Magic Device
control of the city’s technological marvels, and the city still
+17; Armor Proficiency (heavy), Exotic Weapon Proficiency
poses a potential threat to the nation of Blackmoor. One way
(bastard sword), Shield Proficiency.
or another, the barons of Blackmoor will be forced to deal
Possessions: Battle armor, blade of blue lightning, nimbic shield. with the city again.
Gelmyr of the Third Eye, human Wiz7: CR 7; Medium GMs looking to make the City of the Gods an integral part
Humanoid; HD 7d4; hp 16; Init +2; Spd 30 ft.; AC 12, touch of their campaign can begin by integrating hints of the
12, flat-footed; Base Atk +3; Grpl +1; Atk Light crossbow +5 technology into Blackmoor culture. Clockwork scientists will
ranged (1d8/19–20) or quarterstaff +1 melee (1d6–2); SQ take their inspiration from the city’s cyborgs. And barons,
summon familiar, scribe scroll; AL LE; SV Fort +3, Ref +4, seeking to augment their armies, will try to acquire laser
Will +9; Str 7, Dex 15, Con 9, Int 17, Wis 14, Cha 9. weapons for their elite forces.
Skills and Feats: Concentration +9, Decipher Script +5, Hide
+7, Knowledge (arcana) +13, Move Silently +5, Search +6, Alternately, GMs can limit the impact of the city’s technology
Spellcraft +13, Spot +5; Great Fortitude, Improved Initiative, by simply tracking the use of charges and waiting for the PCs
Iron Will , Spell Penetration, Toughness. to exhaust their weapons and items. Given the PCs inherent
inability to recharge the items, it will only be a matter of
Possessions: Light crossbow, quarterstaff, bolt case with 10 +1
months before they are drained of charge. Meanwhile, the
bolts and 5 bolts of human slaying, spell focus.
PCs become the target of every ambitious Cabal and Coot
Wizard Spells Prepared (4/5/4/3/1; DC 13 + spell level): agent hoping to impress her superiors. Played correctly,
0—daze, flare, read magic, resistance; 1st—expeditious retreat, a cunning GM might even be able to convince the PCs to
mage armor, magic missile (✕2), ray of enfeeblement; 2nd—hideous destroy the items themselves, since they are more trouble
laughter, invisibility, scorching ray, web; 3rd—deep slumber, fireball, than they are worth.
major image; 4th—ice storm.
Finally, consider the question of the Travelers themselves.
Saint’s raiders, Thonian War3 (12): CR 2; Medium Although the PCs might not recognize it at first, in many
Humanoid; HD 3d8+6; hp 19; Init +1; Spd 30 ft.; AC 17, ways a single scientist is far more dangerous than the worst
touch 11, flat-footed 16; Base Atk +3; Grp +4; Atk Battleaxe weapon the city can muster. Presented with a choice between
+4 melee (1d8+1/✕3) or laser pistol +4 ranged (2d8) or light slaughtering the last surviving crewmembers in cold blood,
crossbow +4 ranged (1d8/19–20); AL LE; SV Fort +5, Ref +2, and the knowledge that at some point, somehow, one of
Will +1; Str 13, Dex 12, Con 14, Int 10, Wis 11, Cha 9. those crewmembers will fall into the hands of the Egg of
Skills and Feats: Handle Animal +1, Intimidate +5, Jump Coot, unleashing a torrent of technological horrors upon
+3, Knowledge (geography) +1, Listen +2, Ride +7, Spot +2; the North, the PCs are forced to make a very, very difficult
Alertness, Exotic Weapon Proficiency (laser pistol), Weapon choice. Such is the heart of any good roleplaying game!
Focus (battleaxe).
Possessions: Battleaxe, chain shirt, light crossbow, shield (heavy
wooden), belt quiver, 10 quarrels, laser pistol (8 charges).

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Appendix One: heat metal spell. An acendioris can suppress or resume this
ability as a free action.

New Monsters Spell-Like Abilities: 1/day—dimension door. Caster level 7th.


Spells: A fire nymph casts spells as a 7th-level sorcerer.
Acendioris (Fire Nymph) Sorcerer Spells Known (6/7/7/5; DC 14 + spell level): 0—daze,
Medium Fey (Fire) detect magic, flare, ghost sounds, mending, read magic, resistance;
1st—charm person, cause fear, mage armor, protection from good, ray
Hit Dice: 6d6+6 (hp 27)
of enfeeblement; 2nd—invisibility, mirror image, scare; 3rd—fireball,
Initiative: +3 water breathing.
Speed: 30 ft.; swim 20 ft.
AC: 17, touch 17, flat-footed 14 Stun (Su): As a standard action, a wrathful nymph can stun a
creature within 30 feet with a look. The target creature must
Base Atk/Grapple: +3/+3
succeed on a DC 17 Fort save or be stunned for 2d4 rounds.
Attack: Dagger +6 melee (1d4/19–20) The save DC is Charisma-based.
Full Attack: Dagger +6 melee (1d4/19–20)
Space/Reach: 5 ft./5 ft. Unearthly Grace (Su): A nymph adds her Charisma modifier as
a bonus on all her saving throws, and as a deflection bonus
Special Attacks: Fiery beauty, spells, spell-like abilities,
to her Armor Class. (The statistics block already reflects these
stunning glance
bonuses).
Special Qualities: Immunity to fire, vulnerability to cold,
low-light vision, unearthly grace Skills: A nymph has a +8 racial bonus on any Swim check
Saves: Fort +7, Ref +12, Will +12 to perform some special action or avoid a hazard. She can
always choose to take 10 on a Swim check, even if distracted
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
or endangered. She can use the run action while swimming,
Skills: Concentration +10, Diplomacy +6, Escape Artist
provided she swims in a straight line.
+12, Handle Animal +13, Heal +12, Hide +12,
Listen +12, Move Silently +12, Ride +5, Sense Flame Charm: Every fire nymph carries a talisman known as a
Motive +12, Spot +12, Swim +8, Use Rope +3 flame charm, which provides a +2 arcane bonus to the bearer’s
(+5 with bindings) Charisma. In addition, the flame charm allows the bearer to
Feats: Combat Casting, Dodge, Weapon Finesse cast charm person 1/day (CL 10th). This ability has a secondary,
Environment: Temperate aquatic negative effect that causes any creature so charmed to become
insanely and often violently jealous of the bearer. The talisman
Organization: Solitary
shatters after its charming power is used 5 times.
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil Arachnicid
Advancement: By character class Huge Vermin (Alien)
The beautiful woman seated before you has hair the color of fire, and Hit Dice: 8d8+16 (hp 52)
eyes that glow with a fierce passion. Initiative: +3
Fire nymphs (or acendioris, as they like to call themselves) Speed: 30 ft.; climb 20 ft.
are sisters to the nymphs. The guise of beauty conceals a AC: 16, touch 11, flat-footed 13
wicked, devious mind and fire nymphs are notorious for their Base Atk/Grapple: +6/+18
cruelty in luring men into fiery love affairs that almost always Attack: Bite +9 melee (2d6+6 plus acid bite)
spell doom for the mortal. All that usually remains of such Full Attack: Bite +9 melee (2d6+6 plus acid bite)
dalliances is a pile of ash and charred bone. Space/Reach: 15 ft./10 ft.
Special Attacks: Acid bite, web
Combat Special Qualities: Darkvision 60 ft., tremorsense 60 ft.,
Fire nymphs do their best to avoid combat, relying on their vermin traits, immunity to acid
beauty, or failing that, their spells to extricate themselves Saves: Fort +8, Ref +5, Will +2
from dangerous encounters. Abilities: Str 19, Dex 17, Con 14, Int —, Wis 10, Cha 2
Fiery Beauty (Su): This ability affects all humanoids within 30 Skills: Climb +12, Hide –1*, Jump +4*, Spot +4*
feet of a fire nymph. Those who look directly at a nymph Feats: —
must succeed on a DC 17 Fort save or be effected as if by a Environment: Underground

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CITY of the GODS
Organization: Solitary, pair Special Qualities: Darkvision 60 ft., swarm traits,
Challenge Rating: 5 tremorsense 30 ft., vermin traits
Treasure: Incidental Saves: Fort +3, Ref +3, Will +0
Alignment: Always neutral Abilities: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Advancement: 9–13 HD (huge) Skills: Climb +11, Listen +4, Spot +4
Feats: —
The large, black creature, with its chitin hide, bulbous body, and eight
legs, extends a pair of hooked fangs towards you. A drop of liquid falls, Environment: Underground
sizzling, from a fang, hissing loudly as it strikes the ground. Organization: Swarm
Challenge Rating: 2
As its name implies, the arachnicid shares much in common
Treasure: Incidental
with other huge spiders. The arachnicid’s frame is covered in
glossy black plates of chitin that slowly dull to a subdued violet Alignment: Always neutral
as the creatures ages. The pieces of chitin can be used as shields, Advancement: —
or to construct chitin-plate armor, and are resistant to acid. A swarm of chittering, hissing black spiders swarms towards you like
a wave of inky darkness.
Combat Once every five to ten years an arachnicid lays a clutch of
Acid Bite (Ex): Following a successful bite attack and arachnicid eggs more than 10,000 strong. When the eggs hatch, the
can inject into the victim a concentrated stream of acid that result is a swarm of ravenous arachnicids. The small creatures
deals 8d8 points of damage. A DC 17 Reflex save halves the attack anything in their path in their battle for survival. After
damage. The arachnicid must wait at least 5 rounds between 10 weeks, 99 percent of the swarm dies off, leaving a few
acid bites. survivors to find their own way in the world.
Stinging Web (Ex): Arachnicid webs are suffused with acid
and contact with the webs causes 1d6 points of acid damage. Combat
Arachnicids can throw a web eight times per day. This is
Arachnicid swarms are deadly and terrifying, but harmless if
similar to an attack with a net but has a maximum range
avoided.
of 50 feet, with a range increment of 10 ft. An entangled
creature can escape with a successful DC 16 Escape Artist Distraction (Ex): Any living creature that begins its turn with
check or burst it with a DC 20 Strength check. Each 5-foot an arachnicid swarm in its space must succeed on a DC 11
section of webbing has 14 hp. An arachnicid can move across Fort save or be nauseated for 1 round.
its own web at its climb speed and can pinpoint the location
Acid Bite (Ex): A
of any creature touching its web.
successful swarm
Tremorsense (Ex): An arachnicid can detect and pinpoint any attack also causes
creature or object in contact with the arachnicid’s webs. 1d10 points of acid
damage (DC 11
Skills: Arachnicids have a +4 racial bonus on Hide and Spot
Fort save for half).
checks and a +8 racial bonus on Climb checks. An arachnicid
can always choose to take 10 on Climb checks, even if rushed Skills: An arachnicid
or threatened. swarm has a +4
racial bonus on
Hide and Spot
Arachnicid Swarm checks and a +8
Diminutive Vermin (Alien, Swarm) racial bonus on
Climb checks. It
Hit Dice: 2d8 (hp 9)
uses its Dexterity
Initiative: +3 modifier instead
Speed: 20 ft.; climb 20 ft. of its Strength
AC: 17, touch 17, flat-footed 14 modifier for Climb
Base Atk/Grapple: +1/— checks. It can always
Attack: Swarm (1d6 plus acid bite) choose to take 10
Full Attack: Swarm (1d6 plus acid bite) on a Climb check,
Space/Reach: 10 ft./10 ft. even if rushed or
threatened.
Special Attacks: Distraction, acid bite,

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CITY of the GODS
Abilities: Str 30, Dex 12, Con 19, Int 1, Wis 12, Cha 15
Skills: Hide +2*, Listen +10, Spot +10, Swim +18
Feats: Alertness, Endurance, Skill Focus (Hide),
Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: Incidental
Alignment: Usually neutral
Advancement: 14–18 HD (Huge), 19–23 (Gargantuan)
The water erupts in a violent boil as a massive creature, nearly all
jaw and fangs, lunges forward!
The lampine lurker is an aquatic predator, occupying a similar
place on the food chain as Blackmoor’s giant crocodile. Pale
and nearly translucent of skin, mature lurkers develop a
coat of algae and aquatic plants that serve to camouflage the
lurker’s form. Some native cultures make use of the lurker’s
long, needle like fangs to tip their warclubs and spears, with
the smaller fangs being used as needles.

Combat
Though far from intelligent or even cunning, the lurker has
the innate ability to detect thoughts, and it projects silent
images to lure its prey within striking range. As per its name,
the lurker lurks in shallow water, preying upon those that
come to drink.
Detect Thoughts (Su): A lampine lurker can continuously
use detect thoughts as the spell (DC 15 Will, CL 6). It can
suppress or resume this ability as a free action.
Hold Breath (Ex): A lampine can hold its breath for 10 minutes
before it risks drowning.
Lampine Lurker Improved Grab (Ex): To use this ability, a lampine must hit
Huge Animal (Alien) with its bite attack. It can then attempt to start a grapple as
Hit Dice: 13d8+52 (hp 116) a free action without provoking an attack of opportunity. If
Initiative: +1 it wins the grapple check, the lampine establishes a hold on
Speed: 20 ft.; swim 30 ft. the opponent with its mouth and drags it into deep water,
AC: 16, touch 9, flat-footed 15 attempting to pin it to the bottom of the pool.
Base Atk/Grapple: +9/+27 Silent Image (Su): This effect duplicates a silent image spell
Attack: +18 melee (2d8+15) (DC 15 Will, CL 6).
or tail slap +17 melee (1d12+15) Skills: A lampine has a +8 racial bonus on any Swim check
Full Attack: +18 melee (2d8+15) to perform some special action or avoid a hazard. It can
or tail slap +17 melee (1d12+15) always choose to take 10 on a Swim check, even if distracted
Space/Reach: 15 ft./10 ft. or endangered. It can use the run action while swimming,
Special Attacks: Improved grab provided it swims in a straight line. *A lampine gains a +4
Special Qualities: Hold breath, detect thoughts, silent image racial bonus on Hide checks when in the water. Further, a
Saves: Fort +12, Ref +9, Will +5 lampine can lie just beneath the water’s surface, gaining a
+10 cover bonus on Hide checks.

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CITY of the GODS
Lazarik Skills: A lazarik has a +8 racial bonus on Hide, Jump, Listen,
Spot, and Survival checks.
Medium Magical Beast (Alien)
Hit Dice: 4d10+16 (hp 38)
Initiative: +2 Malevolent Stalker
Speed: 60 ft. Medium Undead (Incorporeal)
AC: 16, touch 12, flat-footed 14 Hit Dice: 3d12 (hp 19)
Base Atk/Grapple: +4/+8 Initiative: +2
Attack: Talons +8 melee (2d6+4) Speed: Fly 40 ft. (good) (8 squares)
Full Attack: Talons +8 melee (2d6+4) and 2 foreclaws AC: 13, touch 13, flat-footed 11
+3 melee (1d3+2) and bite +3 melee (2d4+2) Base Atk/Grapple: +1/—
Space/Reach: 5 ft./5 ft. Attack: Incorporeal touch +3 melee (1d6 Wis)
Special Attacks: Pounce, sneak attack +1d6 Full Attack: Incorporeal touch +3 melee (1d6 Wis)
Special Qualities: Blink, darkvision 60 ft., Space/Reach: 5 ft./5 ft.
low-light vision, scent
Special Attacks: Wisdom damage
Saves: Fort +8, Ref +6, Will +2
Special Qualities: Darkvision 60 ft., incorporeal traits,
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10 +2 turn resistance, undead traits
Skills: Hide +10, Jump +26, Listen +10, Move Silently +4, Saves: Fort +1, Ref +3, Will +4
Spot +10, Survival +10
Abilities: Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13
Feats: Run, Track
Skills: Bluff +5, Hide +6, Listen +2, Spot +5
Environment: Jungle, temperate plains
Feats: Alertness, Dodge
Organization: Pack (5–24)
Environment: Any
Challenge Rating: 4
Organization: Solitary
Treasure: Incidental
Challenge Rating: 3
Alignment: Usually neutral
Treasure: Standard
Advancement: 5–9 HD (Large)
Alignment: Always chaotic evil
The feral, upright lizard circles you slowly, its dark eyes and fangs Advancement: —
glistening. In an instant, the beast has vanished!
A cool chill passes by. You can smell grave soil and moldering flesh,
Cowardly when encountered alone, a pack of lazariks is a and sense a faint aura of wickedness.
deadly force to be reckoned with. Covered in tough scales,
Malevolent stalkers delight in raising corpses from the dead,
and armed with long, hooked claws, the lazarik is a killing
turning the walking dead against loved ones and old friends.
machine, hunting without remorse. Lazariks hunt only for
Opportunistic stalkers have even grander plans, seeking out
food, but a pack of these beasts is always hungry.
the largest corpses for animation. Throughout the history of
In some places, lazariks tamed and used as mounts for Blackmoor there have been reports of mighty, skeletal creatures
smaller-sized creatures. Although, the lazarik has never attacking small towns and settlements, and a fair number of
been successfully domesticated—to date, and every lazarik is these incidents can be traced to malevolent stalkers.
captured from the wild. Even “tame” lazariks rebel against
their captors, perceiving a rider as a meal it carries.
Combat
The malevolent stalker exists to torment the living, and if
Combat ever a battle goes against it, the stalker abandons the corpse,
Lazariks attack with brutal efficiency, using their blink ability retreating to raise a different corpse on a different night.
to surround prey before making pounce and flank attacks.
Corpse Possession (Su): Once per round the stalker can merge
Blink (Su): The creature can use blink as the spell (CL 4) and itself with the deceased body of a creature on the Material
can evoke or end the effect as a free action. Plane, animating that body as if by the spell animate dead,
which grants the corpse the skeleton template. To use this
Pounce (Ex): If a lazarik charges, it can make a full attack.
ability, the stalker must move into the corpse’s space, an act
Sneak Attack (Ex): Any time a lazarik’s opponent is denied his which does not provoke attacks of opportunity. If turned
Dexterity bonus to AC, or if a lazarik flanks its opponent, it or subjected to a dismissal spell while possessing a host, the
deals an extra 1d6 points of damage. This ability is just like creature is ejected and cannot attempt to possess that same
the rogue’s sneak attack and subject to the same limitations. corpse for another 24 hours.

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Maned Drazin Skills: Hide +4*, Jump +14, Listen +5, Move Silently +12,
Spot +5, Survival +4
Huge Animal (Alien)
Feats: Alertness, Endurance, Iron Will, Multiattack, Run,
Hit Dice: 18d8+54 (hp 134) Toughness, Track
Initiative: +4 Environment: Jungle, temperate plains
Speed: 40 ft. Organization: Solitary, pair
AC: 18, touch 12, flat-footed 14 Challenge Rating: 11
Base Atk/Grapple: +14/+30 Treasure: Incidental
Attack: Claw +20 melee (2d6+8) Alignment: Usually neutral
Full Attack: Atk 2 claws +20 melee (2d6+8) Advancement: 19–23 HD (Huge)
and bite +18 melee (2d6+4)
Space/Reach: 15 ft./10 ft. An enormous leonine creature plunges out of the underbrush, saber-
Special Attacks: Improved grab, pounce, rake, roar, trample like teeth thrown wide, its crimson mane matted with dried blood.
Special Qualities: Low-light vision, scent The maned drazin is at the very apex of its native food chain.
Saves: Fort +14, Ref +15, Will +9 Consequently, the maned drazin has no instinctual concept
Abilities: Str 26, Dex 18, Con 16, Int 2, Wis 12, Cha 10 of fear or caution, immediately assuming that whatever it
encounters will simply be prey. In most cases this is correct,
but drazins abducted by planar travelers
seldom survive for long, attacking foes
that are the apex of their food chain.

Combat
The maned drazin is simple and to the
point. At its most devious, the drazin lurks
amid tree limbs to ambush its prey, but this
is to save the drazin the effort of stalking
and chasing its prey, rather than to give
the beast a crucial tactical advantage.
Improved Grab (Ex): To use this ability, a
maned drazin must hit with its bite attack.
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 can rake.
Pounce (Ex): If a maned drazin charges, it
can make a full attack.
Rake (Ex): Attack bonus +20, damage
2d6+4.
Roar (Ex): This attack is a directed cone of
sound 60 ft. long. Any hearing creature
caught in the drazin’s roar must succeed
at a DC 18 Will save or be stunned for
1d4 rounds. The drazin may call upon this
ability once every 1d4 rounds.
Skills: Maned drazins have a +4 racial
bonus on Hide and Move Silently
checks. *In areas of deep jungle or heavy
undergrowth, the bonus to Hide checks
improves to +8.

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Massive Creeper Ridgeback Ape
Huge Plant (Alien) Large Animal (Alien)
Hit Dice: 8d8+40 (hp 76) Hit Dice: 7d8+14 (hp 40)
Initiative: +2 Initiative: +2
Speed: — Speed: 30 ft., climb 30 ft.
AC: 22, touch 10, flat-footed 20 AC: 19, touch 11, flat-footed 17
Base Atk/Grapple: +6/+23 Base Atk/Grapple: +5/+16
Attack: Tendril +14 melee (2d6+9) Attack: Claw +11 melee (1d6+7)
Full Attack: 4 tendrils +14 melee (2d6+9) Full Attack: 2 claws +11 melee (1d6+7)
Space/Reach: 15 ft./15 ft. Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, ferocious bite Special Attacks: Power Attack, rend
Special Qualities: Immunity to cold, plant traits, Special Qualities: Blood frenzy, low-light vision, scent
vulnerability to fire Saves: Fort +7, Ref +7, Will +3
Saves: Fort +11, Ref +4, Will +2 Abilities: Str 24, Dex 15, Con 14, Int 6, Wis 12, Cha 6
Abilities: Str 28, Dex 14, Con 20, Int —, Wis 10, Cha 9 Skills: Climb +15, Move Silently +9, Spot +9
Skills: — Feats: Alertness, Power Attack, Toughness
Feats: — Environment: Jungle
Environment: Any Organization: Solitary, pair, band (5–8)
Organization: Solitary Challenge Rating: 5
Challenge Rating: 7 Treasure: Standard
Treasure: Incidental Alignment: Usually neutral (evil)
Alignment: Always neutral Advancement: 8–12 HD (Large); 13–17 HD (Huge)
Advancement: 9–13 HD (Huge)
The muscular, ape howls at the sky, the red and black spines along
Long, dark green tendrils resembling, thick, corded vines hang from its back flaring wide. It drops onto all fours, white fangs bared, and
above. Each tendril sports a dozen, spiky thorns that seems to quiver charges!
softly at your approach.
The ridgeback ape is as territorial and violent as killer apes
The massive creeper is a large, carnivorous plant found in of other worlds, but the ridgeback displays signs of a cunning
dense jungles, fetid swamps, and in moist, wet caverns. The intelligence. Although the ridgeback has never been witnessed
massive creeper exists by attacking creatures that pass within using weapons (and indeed, given its natural arsenal, it has
its reach, devouring bones and all, that is turned into rich little need to), some bands of apes have taken to wearing
humus that feeds the other nearby plants, resulting in thicker, thick coats of mud or the skins of other beasts to augment
lush undergrowth the serves to conceal the creeper. their tough hides.

Combat Combat
The massive creeper mindlessly attacks any living thing that A band of ridgebacks will track prey for days, waiting for the
comes within its reach. opportune moment to attack, dropping out trees, charging
Ferocious Bite (Ex): The central head of a massive creeper is through the underbrush, and otherwise hoping to overwhelm
a ferocious mouth full of sharp spikes and rasping tongues. their prey with fear and terror.
Attack bonus +14, 2d8+9 points of damage. Blood Frenzy (Ex): Once per day a ridgeback ape that suffers
Improved Grab (Ex): To use this ability, a creeper must hit a damage in combat can fly into a blood frenzy the following
Large-sized or smaller opponent with a tentacle attack. It round, clawing and biting madly until either it or its opponent
can then attempt to start a grapple as a free action without is dead. The ridgeback ape gains +2 Constitution and
provoking an attack of opportunity. If it wins the grapple +2 Strength, and takes a –2 penalty to armor class.
check, it establishes a hold and can use its bite attack the Rend (Ex): A ridgeback ape that hits with both claw attacks
following round. latches onto the opponent’s body and tears the flesh doing
an extra 2d6+14 point of damage.
Skills: Ridgeback apes receive a racial bonus of +8 on Climb
checks and can always choose to take 10 on Climb checks,
even if rushed or threatened.

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Robots Like a titan crafted of glowing metal, the argent giant rises into the
air. It turns its gaze towards you, and an ominous humming fills
Automatons programmed to carry out instructions and the air….
perform particular duties, robots are common aboard the Unlike the security robot, the c-bot has but a single express
ship. The Beagle manufactures its own robots at an amazing purpose: to eliminate threats. Sent into the field on search and
pace, and continues to do so despite the crash, slowly repairing destroy missions, the c-bot is dangerous when encountered
and rebuilding itself. The extensive construction of robots has alone and deadly when encountered in a group.
forced the Beagle to gut itself for parts, shutting down extensive
sections of the ship to be pillaged for construction materials.
While the robots of the Beagle are programmed for a
Combat
rudimentary artificial intelligence, they respond slowly The c-bot’s tactics are simple: surround the enemy, and
to new situations and challenges, a weakness that can be lay down overlapping fields of laser fire until the threat is
exploited by PCs. This changes the more the robots of the eliminated. C-Bots are most often encountered in teams of
ship are exposed to the actions of the PCs—all the robots feed two, four, six, or eight.
collected data back to the mother computer, so that by the Autofire (Ex): A centurion robot may saturate an area with
time the heroes succeed in infiltrating the ship, the may find automatic fire from its laser rifle. The c-bot targets a 10-foot
that the robots are able to anticipate their every move. The by 10-foot area and makes an attack roll against AC 10. If the
GM should play this carefully, reflecting the slow learning attack succeeds, every creature within the affected area must
curve of the robots, with each encounter proving less amusing make a DC 15 Reflex save or take 1d8 points of laser damage.
and more dangerous.
Any skills demonstrated by a robot reflect built-in sensors
and programming, not actual trained skills. A robot cannot Defense Emplacement
increase its skills without a software and parts upgrade. Medium Construct
Hit Dice: 9d10+20 (hp 70)
Initiative: +0
Centurion Robot (C-Bot) Speed: —
Huge Construct AC: 25, touch 1, flat-footed 25
Hit Dice: 8d10+40 (hp 84) Base Atk/Grapple: +6/—
Initiative: –2 Attack: Cyclic laser cannon +10 ranged (5d8)
Speed: 20 ft.; 30 ft. fly (poor) Full Attack: Cyclic laser cannon +10 ranged (5d8)
AC: 12, touch 6, flat-footed 6 Space/Reach: 10 ft. /10 ft.
Base Atk/Grapple: +6/+24 Special Attacks: Autofire
Attack: Claw +14 melee (1d8+10) Special Qualities: Construct traits, DR 10/—,
or laser rifle +2 ranged (3d8) darkvision 60 ft., low-light vision
Full Attack: 4 Claws +14 melee (1d8+10) Saves: Fort +3, Ref +3, Will +4
or 2 laser rifles +2 ranged (3d8) Abilities: Str 20, Dex —, Con —, Int —, Wis 12, Cha 10
Space/Reach: 15 ft./10 ft. Skills: Listen +15, Spot +20
Special Attacks: Autofire Feats: —
Special Qualities: DR 5/—, Construct traits, Environment: —
darkvision 60 ft., low-light vision
Organization: —
Saves: Fort +2, Ref +0, Will +2
Challenge Rating: 7
Abilities: Str 30, Dex 6, Con —, Int —, Wis 10, Cha 1
Treasure: Incidental
Skills: Listen +15, Search +20, Spot +15
Alignment: Usually lawful neutral
Feats: ­—
Advancement: —
Environment: —
Organization: — The silver tower rises to a small black globe. A strange rod, resembling
nothing so much as bundled reeds, extends from the globe.
Challenge Rating: 6
Treasure: — Stationary robots used solely for defense, emplacements
Alignment: Usually lawful neutral are found across the surface of the Beagle, most often atop
Advancement: — armored towers.

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Combat Hardened (Ex): An interrogation drone is immune to EMP
Defense emplacements continually scan to the limit of their effects. Its nanites are not.
sensors for unauthorized robots or life forms, immediately Memory Spores (Ex): An interrogation drone release a cloud
attacking upon target acquisition. of nanite spores from its body once every 3 rounds as a free
Autofire (Ex): A sentry emplacement may saturate an area with action, targeting any breathing creature within 15 feet. The
automatic fire from its cyclic laser cannons. The sentry targets spores penetrate the skin, rushing to the brain and spinal
a 10-foot by 10-foot area and makes an attack roll against AC cord, where they deal 1d4 points of Intelligence damage each
10. If the attack succeeds, every creature within the affected round for 5 rounds, as they access the victim’s memories and
area must make a DC 20 Reflex save or take 2d8 points of transmit them back to the ship’s master computer.
laser damage. Wizards and other classes that memorize spells suffer terribly,
losing one memorized spell for every point of Intelligence
lost, beginning with their highest-level spells and working
Interrogation Drone backwards.
Large Construct
Bless, neutralize poison, or remove disease spells have no effect on
Hit Dice: 4d10+30 (hp 52) the nanites. The nanites can be disabled if the victim is takes
Initiative: +0 more than 10 points of fire or electrical damage, is the target
Speed: 60 ft. wheels of a heat metal spell, or is subjected to an EMP blast.
AC: 14, touch 9, flat-footed 14
Base Atk/Grapple: +3/+10
Attack: Pincher +5 melee (1d8+4) Repair Robot
Full Attack: 2 Pinchers +5 melee (1d8+4) Medium Construct
Space/Reach: 10 ft./10 ft. Hit Dice: 5d10+20 (hp 55)
Special Attacks: Memory spores Initiative: +0
Special Qualities: Construct traits, darkvision 60 ft., Speed: 30 ft.; 30 ft. fly (poor)
low-light vision, hardness 10, impervious to EMP effects AC: 14, touch 10, flat-footed 14
Saves: Fort +1, Ref +1, Will –4 Base Atk/Grapple: +3/+5
Abilities: Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1 Attack: Plasma torch +4 melee (2d8)
Skills: — Full Attack: 3 Plasma torches +4 melee (2d8)
Feats: — Space/Reach: 5 ft./5 ft.
Environment: — Special Attacks: —
Organization: — Special Qualities: Construct traits, darkvision 60 ft.,
Challenge Rating: 4 low-light vision
Treasure: — Saves: Fort +1, Ref +1, Will –4
Alignment: Usually lawful neutral Abilities: Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1.
Advancement: — Skills: —
Feats: —
The large metallic structure wheels towards you, pinchers raised. You
hear a soft hissing sound as it advances. Environment: —
Organization: —
The interrogation drone is deceptively plain. It refrains from Challenge Rating: 4
barbaric behavior like torture and threats, and does not seem
Treasure: —
outfitted to harm any creature. Instead, the drone releases
nanite spores that infect a target’s blood stream, ripping Alignment: Usually lawful neutral
memories from it’s subject’s very mind. Advancement: —
The metal box extends eight segmented legs and scuttles across the
Combat surface of the floor.
The interrogation drone is not suited for combat, and its The repair robot, or r-bot, is by far the most common robot
programming directs it to avoid battle if at all possible. If aboard the Beagle. The r-bots can be seen nearly everywhere,
cornered or unable to flee, the robot summons allies and welding sheets of metallic fabric onto the ship’s hull, rewiring
does its best to fend off opponents. and repairing electronics, and doing the myriad of other tasks
that will be necessary to complete before the Beagle becomes
ether-worthy once more.

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Combat Combat
If forced into combat, a r-bot’s programming dictates that The s-bot leads off combat by firing its web, in the hopes
it flees battle as quickly as possible. If cornered, or if its of restraining a threat. Failing that, the s-bot resorts to its
programming is overridden, the r-bot enters battle with 4 laser rifle, using autofire if it becomes necessary to suppress
plasma torches, slicing its foes into cauterized bits. a large number of foes. If at any point during the combat
apprehension becomes possible again, the s-bot reverts back
While the r-bots might not immediately respond to the PCs’
to web and melee attacks.
presence, they do watch and observe, transmitting all data
back to the mother computer for analysis. Autofire (Ex): A security robot may saturate an area with automatic
fire from its laser rifle. The s-bot targets a 10-foot by 10-foot area
and makes an attack roll against AC 10. If the attack succeeds,
every creature within the affected area must make a DC 15
Security Robot (S-Bot) Reflex save or take 1d8 points of laser damage.

Large Construct Web (Ex): Once every 4 rounds a security robot can fire a
Hit Dice: 9d10+30 (hp 79) sticky, synthetic restraining web that targets a 4 square area of
effect. Anyone in the effect’s area must make a DC 15 Reflex
Initiative: –1
save. If the save succeeds, the creature is entangled, but not
Speed: 30 ft. prevented from moving (thought moving is more difficult
AC: 23, touch 8, flat-footed 23 than normal for being entangled (see below). If the save fails,
Base Atk/Grapple: +6/+15 the creature is entangled and cannot move from its space, but
Attack: Slam +10 melee (2d8+5) can break loose by spending 1 rounds and making a DC 20
or laser rifle +4 ranged (3d8) Strength check or a DC 25 Escape Artist check. Once loose
Full Attack: Atk 2 slams +10 melee (2d8+5) (either by making the initial Reflex save or later Strength or
Space/Reach: 10 ft. /10 ft. Escape Artist checks) a creature remains entangled, but may
move through the web very slowly. Each round devoted solely
Special Attacks: Autofire, web
to moving allows the creature to make a new Strength check
Special Qualities: Construct traits, DR 5/adamantine, or Escape Artist check. The creature can move 5 feet with
darkvision 60 ft., immunity to magic, low-light vision each successful check.
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con —, Int 10, Wis 11, Cha 1 The strands of the restraining web are not flammable, but
do dissolve if treated with alcohol (one pint dissolves one
Skills: Listen +10, Spot +10, Search +10
5-foot square of webbing) or dissolve of their own accord in
Feats: — 10 rounds.
Environment: —
Organization: —
Challenge Rating: 7
Treasure: Incidental
Alignment: Usually lawful neutral
Advancement: —
An enormous man, crafted from glowing metal, strides towards you,
one arm extended accusingly. A female voice sounds from the thing’s
head, incongruous with its masculine form. “Stand down,” the she-
thing says flatly. “You have five seconds to comply.”
The security robot, or s-bot, is created for the dual purposes
of capturing or eliminating threats. While the s-bot does not
hesitate to resort to violence, its programming dictates that
its first choice in any conflict is communication, followed by
apprehension.

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Tamer Invisible in Light (Ex): A tamer is invisible in any normally lit
area. In darkened areas, it appears as a faintly glowing outline
Large Magical Beast (Alien) visible up to 30 feet away (60 feet with low-light vision). Magical
Hit Dice: 10d10+70 (hp 125) darkness smothers the glow and conceals the outline.
Initiative: +0
Skills: Tamer’s have a +4 racial bonus on Spot checks due to
Speed: 60 ft.
their three keen eyes.
AC: 19, touch 9, flat-footed 19
Base Atk/Grapple: +10/+20
Attack: Bite +15 melee (2d6+6) Tamerian Ooze
Full Attack: Bite +15 melee (2d6+6) or 2 claws +10 melee Medium Ooze (Alien)
(1d6+3) Hit Dice: 7d10+35 (hp 73)
Space/Reach: 10 ft./10 ft. Initiative: –5
Special Attacks: Improved grab, disgorge Speed: 10 ft.
Special Qualities: Darkvision 60 ft., invisible in light, AC: 5, touch 5, flat-footed 5;
low-light vision, scent
Base Atk/Grapple: +5/+8
Saves: Fort +14, Ref +7, Will +4
Attack: Slam +8 melee (1d6+3 plus 1d12 acid)
Abilities: Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Full Attack: Slam +8 melee (1d6+3 plus 1d12 acid)
Skills: Hide +2, Spot +10, Survival +3
Space/Reach: 5 ft./ 5 ft.
Feats: Cleave, Power Attack, Improved Bull Rush, Track
Special Attacks: Acid, constrict, improved grab
Environment: Any
Special Qualities: Blindsight 60 ft., immunity to cold
Organization: Solitary and fire, ooze traits
Challenge Rating: 8 Saves: Fort +7, Ref –3, Will –3
Treasure: Incidental Abilities: Str 16, Dex 1, Con 21, Int —, Wis 1, Cha 1
Alignment: Usually neutral Skills: —
Advancement: 11–15 HD (Huge) Feats: ­­—
You hear the scrabble of hard talons on the ground, and a sudden Environment: See Tamer
breeze passes nearby. Organization: Solitary
The tamer is a deadly predator, invisible in normal light, and Challenge Rating: 5
only partially visible in dim light. It’s true form resembles a Treasure: Incidental
large, upright lizard with pasty, fatty flesh. The tamer’s head Alignment: Usually neutral
is oversized, with a wide jaw, filled with small but sharp fangs. Advancement: 8–11 HD (Large)
The tamer’s forelimbs end in sharp spikes.
The milky white ooze covers your torso, burning as it undulates
around you, crushing ribs and flesh into a meaty pulp.
Combat The tamerian ooze is a tamer’s stomach, disgorged to
The tamer enjoys stalking its meals, savoring the cat-and-
consume weakened prey. Resembling a milky, fleshy sheet,
mouse relationship of predator and prey. But rather than
with muscles ringing its circumference.
claw or fang, the tamer’s chief attack is to disgorge its
stomach onto a creature. The stomach, a tamerian ooze, lives
independent of the its tamer host. The ooze, detailed below, Combat
consumes the prey with acid, before being absorbed back into The ooze has only limited ability to move, relying instead on
the host tamer. the tamer to gout it forth upon its prey.
Disgorge (Ex): A tamer that wins a grapple check after a Acid (Ex): A tamerian ooze secretes a digestive acid that
successful bite attack vomits forth a gout of tamerian ooze. quickly dissolves any non-tamer organic material and metal,
The ooze immediately inflicts slam and acid damage (1d6+3 but not stone. Any melee hit or constrict attack deals acid
slam, plus 1d12 acid). A tamer may vomit only a single ooze. damage. Armor or clothing dissolves and becomes useless
If a tamer is within 5 feet of its ooze, it can retract the ooze as immediately unless it succeeds on a DC 16 Reflex save. A
a move action without provoking an attack of opportunity. metal or wooden weapon that strikes a tameriarn ooze also
Improved Grab (Ex): To use this ability, a tamer must hit with dissolves immediately unless it succeeds on a DC 18 Reflex
its bite attack. It can then attempt to start a grapple as a free save. The ooze’s acidic touch deals 16 points of damage
action without provoking an attack of opportunity. per round to wooden or metal objects, but must remain in
contact with the object for 1 full round to deal this damage.

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Constrict (Ex): A tamerian ooze deals automatic slam and mite can grow to gargantuan proportions over the course of
acid damage with a successful grapple check. The opponent’s a mere 10 months, making the thermal godmite the bane of
clothing and armor take a –4 penalty on Reflex saves against interstellar and interplanar travelers.
the acid.
Improved Grab (Ex): To use this ability, a tamerian ooze must Combat
hit with its slam attack. It can then attempt to start a grapple The thermal godmite is a crude and direct opponent, lashing
as a free action without provoking an attack of opportunity. out in cruel delight at all living creatures than invade its fiery
If it wins the grapple check, it establishes a hold and can demesne.
constrict.
Burn (Ex): A thermal godmite’s tentacle and bite attacks deals
Symbiote (Ex): The ooze relies on its host to survive. If the bludgeoning/piercing damage plus fire damage from the
ooze’s tamer is destroyed, the ooze dies as well. If a tamer’s godmite’s flaming body. Those hit by either of the godmite’s
ooze dies, the tamer dies of starvation in 4d8 days. attacks also must succeed on a Reflex save DC 26 or catch
on fire. The flame burns for 1d4 rounds. A burning creature
can take a move action to put out the flame. The save DC
Thermal Godmite is Constitution-based. Creatures hitting a thermal godmite
Gargantuan Magical Beast (Alien, Fire) with natural weapons or unarmed attacks take fire damage as
Hit Dice: 20d10+180 (hp 290) though hit by the thermal godmite attack, and also catch on
Initiative: +4 fire unless they succeed on a Reflex save.
Speed: 10 ft., swim 20 ft. Constrict (Ex): A godmite deals automatic tentacle damage
AC: 20, touch 6, flat-footed 20 with a successful grapple check.
Base Atk/Grapple: +20/+44 Improved Grab (Ex): To use this ability, the godmite must hit
Attack: Tentacle +28 melee (2d8+12/19–20 plus 2d8 fire) with an arm or tentacle attack. It can then attempt to start
Full Attack: 6 tentacles +28 melee (2d8+12/19–20 a grapple as a free action without provoking an attack of
plus 2d8 fire) and bite +23 melee (4d6+6 plus 2d8 fire) opportunity. If it wins the grapple check, it establishes a hold
Space/Reach: 30 ft./15 ft. and can constrict.
Special Attacks: Burn, improved grab, constrict 2d8+12 Skills: A thermal godmite receives a +8 racial bonus on all
plus 2d8 fire Swim checks. It can always choose to take 10 on a Swim
Special Qualities: Darkvision 60 ft., immunity check, even if distracted or threatened. It can use the run
to fire, vulnerability to cold action while swimming, provided it swims in a straight line.
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 34, Dex 10, Con 29, Int 5,
Wis 20, Cha 20
Skills: Intimidate +16, Listen +30, Search +28,
Spot +30, Survival +5, Swim +20
Feats: Alertness, Blind-Fight, Combat Expertise,
Improved Critical (tentacle), Improved Initiative,
Improved Trip, Iron Will
Environment: Interplanar space, underground
Organization: Solitary
Challenge Rating: 13
Treasure: Incidental
Alignment: Usually chaotic evil
Advancement: 21–30 HD (Gargantuan),
31–40 (Colossal)
A glowing god-thing emerges from the sea of molten fire. Flailing
whip-like tentacles crack through the smoky fumes, sending shudders
through the air.
The thermal godmite exists as a small mite in the frigid
depths of space, only growing to its god-like proportions when
exposed to overwhelming supplies of heat. The diminutive

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CITY of the GODS

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CITY of the GODS

Appendix Two: 1–2 None


3–4 Harmless discharge: light (colored light shines
New Equipment brightly from device; –8 penalty to Hide checks for
one round).
The beings referred to as “Travelers” in this adventure are
5–6 Harmless discharge: sound (snapping sound
beings from outside the ether sphere surrounding Blackmoor.
emanates from device; –8 penalty to Move Silently
Their treasures are not fully compatible with either the natural
checks for one round).
or magical realms of the North. These items are all curious
and arcane, their appearance unfamiliar, their operation 7–8 Harmless discharge: smell (plumes of foul-smelling
complex; in order to activate them, both physical and mental smoke emanate from device).
commands need to be performed. Until one has become 9 Dangerous discharge (as per all three harmless
accustomed to an item, each activation is a challenging test discharges combined, plus the wielder takes 2d4
of the wielder’s dexterity and willpower. points of electricity damage and is dazzled for one
To activate any of this Traveler tech, one must make both round).
a Reflex save, to place the fingers or other limbs in the 10 Accident (as dangerous discharge, plus a 20%
appropriate pattern, and a Will save, to align the mind with chance that the item is destroyed).
the crystal. Practice, experimentation, and the use of certain
skills can make use of such items much easier, but to the
natives of Blackmoor (but not to the Travelers themselves) First-Aid Kit (Elaborate)
there is always a chance of failure in their use. The base This medical kit comes in a small gray bag, roughly 6 inches
save DCs for operating each of the three types of Traveler square. The kit has no obvious mean of opening, but can be
tech—complex, elaborate, or taxing—as well as the possible torn open with a DC 15 Strength check. Tearing the kit open
modififers to each roll, are presented on the table below. New releases a cloud of nanites, 10 feet in diameter. The nanites
activation rolls need be made only when it is appropriate seek out living creatures within the cloud, healing them for
to do so. For example, wearing a suit of tech armor would 2d12 hp, coagulating blood, and stabilizing all those who are
require one pair of rolls when first donned, but then not unconscious and/or dying within radius.
again until the armor was taken off and put back on again. Held within the kit are the following items: One canister of
The exception would be if the wearer tried to activate an spray skin (3 applications, each heals surface wounds for 1d8
ancillary power of the armor worn, at which point another hp); 5 radiation pills (each pill consumed reduces the chance
pair of rolls would be required. of mutation by 10%); 2 doses pneumatic syringes loaded with
Attempting to operate Traveler tech is a full-round action that steroids (each allows a living creature to function normally
provokes attacks of opportunity. The activation modifiers below 0 hp for 3d4+2 rounds; at the end of the duration, the
listed on the table below are all cumulative. PC suffers all the effects of his new hit point total).
DC Modifier
Condition Base DC (Reflex/Will) Flamethrower (Elaborate)
Complex device 20 — (Damage: 3d6; range increment: 15 feet)
Elaborate device 16 +2/0
Taxing device 14 0/+2 The flamethrower resembles a two-foot rod attached to a
4+ ranks in: short hose that runs to a small backpack. When the thrower
Use Magic Device — –2/–2 is triggered, it fires a jet of flammable liquid that catches fire
Sleight of Hand — –2/0 on contact with air. Victims targeted by the flamethrower
Concentration — 0/–2 take 3d6 points of fire damage and catch fire. A creature
Previously activated this Traveler tech/effect can take a full-round action to extinguish itself. Otherwise,
— –4/–4 it suffers an extra 1d6 points of fire damage per round for
Failure: If one of the two saves is failed, but the other is made, 1d6 rounds.
the attempt has no effect. If both saves are failed, the user Both the backpack and the hose are extremely vulnerable.
suffers a possible mishap from the following table. Even after Both have a hardness of 5, and if either takes more than 8
a mishap, the user can attempt to activate the item again on points of damage, it ruptures, causing 8d6 points of damage
the following round (unless, of course, the item is destroyed to the wielder of the flamethrower (and, of course, setting
in the mishap). Certain specific types of Traveler tech (as him on fire).
noted in their descriptions) are immune to being destroyed
by activation mishaps.
1d10 Mishap

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CITY of the GODS
Grenade (Taxing) Creatures caught within 15 feet of the blast may attempt a DC
A Traveler grenade resembles a black, egg-shaped ball that 20 Reflex save for half damage. Those within 10 feet of the blast
fits easily into the palm of a Medium creature’s hand, with a may attempt a DC 25 Ref save for half damage, and those within
small seam down the center of the egg. The color of the seam 5 feet of the grenade when it detonates may attempt a DC 30 Ref
indicates the type of grenade. save for half damage.

To activate a grenade, the two halves must be twisted in


opposite directions until it makes a click. A grenade has Key Cards (N/A)
three settings, each corresponding to a click: At one click, the Many of the Beagle’s portals open only to creatures displaying
grenade detonates the same round it is activated (meaning specific security passkeys. The key cards, or passkeys—as they
at the end of the round, as using the grenade is a full-round are also known—are thin rectangular cards, 2 inches long and 1
action); at two clicks, it detonates the following round; and inch wide. Each card displays a color. The passkeys are ranked
at three clicks, the grenade detonates two rounds after it is according to color, and a higher rank card keys open all doors of
activated. A user can choose to throw a grenade during the lower security ranks. From lowest to highest, passkeys are ranked
same round in which he activates it. Red – Yellow – Blue – Black.
Traveler grenades have a range increment of 30 feet, and all The cards are used by advancing towards a portal; if the portal
that is required to target a specific square is a ranged attack requires a specific card key, and if the PC is carrying a card that
roll against AC 10. Failure indicates that the grenade lands a can open that door, the portal opens. Otherwise, the portal
number of squares away (in a randomly determined direction) remains sealed. No activation rolls are necessary when using key
equal to 1d4 plus the number of range increments covered. A cards.
fumble on the ranged attack roll results in the grenade landing
A portal remains opens for 1 round after the key-bearer has
1d4 squares away from the thrower. Throwing a grenade that
passed through.
has already been activated is a standard action.

Grenade, Concussion: Red Seam Laser Pistol (Elaborate)


(Damage: 4d6 nonlethal; blast radius: 30 feet) (Damage: 2d8; range increment: 100 feet)
Living creatures within the grenade’s 15-foot burst radius take Resembling a short metallic rod, attached to what might be
4d6 points of non-lethal concussion damage, or half damage the handle of a handsaw, the laser pistol is typically blue-grey
with a successful DC 15 Reflex save. Concussion grenades do in color, though silver and black instances can also be found. A
not affect robots or nonliving creatures. fully charged laser pistols has 25 shots.

Grenade, EMP: Blue Seam


Laser Rifle (Elaborate)
(Damage: variable; blast radius: 15 feet)
(Damage: 3d8; range increment: 150 feet)
Robots, cyborgs and other constructs within the grenade’s
A laser rifle is a larger version of the laser pistol, with a longer
blast radius take 5d6 points of electrical damage.
barrel and a butt behind the trigger. Laser rifles are always black.
Equipment with electrical components caught within the blast A fully charged laser rifle has 15 shots.
radius must succeed on a DC 15 Fort save or be destroyed.
(This includes all non-hardened blasters, powered armor, and
most other items of equipment found on board the Beagle.) Railgun (Complex)
Items succeeding on the save simply cease to function for 1d4 (Damage: 4d12; range increment 100 feet)
rounds. Hardened items are unaffected by an EMP blast. The railgun resembles a long set of blackened iron rods, bound
The EMP grenade deals no damage to living creatures. Crew together by a curiously soft, but firm casing and grip. The railgun
members of the Beagle use EMP grenade only as a last resort, fires heavy rounds at supersonic speeds, and is fitted with an
for fear of causing damage to the Beagle’s computer systems. infrared scope that grants the shooters darkvision to a range of
200 feet
Grenade, Fragmentation: Green Seam The railgun must be fed by power cell, and fully charged power
(Damage: 5d6; blast radius: 20 feet) cells permit 25 shots. The weapon weighs 50 lbs. and is over
seven feet in length, making it very difficult to transport except
By far the most deadly of the grenades, the fragmentation
on pack animals or in a wagon.
grenade releases hundreds of monofilament wires that whip
through the air, slicing everything within their blast radius.
Creatures with DR 10+ and objects with Hardness 8 or
greater do not suffer any damage.

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CITY of the GODS
Tactical Ballistic Armor (N/A) blades easily slice through the reflective mesh weave. No
(Armor bonus —; max Dex bonus +6; armor check penalty activation roll is required to use the armor.
–2; arcane spell failure chance 10%; weight 10 lbs.)
A suit of TBA resembles a lightly padded black vest and Voxbox (Complex)
pants. When donned, the vest and pants provide DR 10/— A small, metallic box attached to a cloth loop. Hanging from the
against most laser and ballistic weapons. Note that this has box are a pair of retractable earphones. The box translates all
absolutely no effect against archaic weapons like swords, spoken language (and only spoken language) into the wearer’s
maces, or even arrows, whose greater mass and edged language, which is then broadcast into the earphones.

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CITY of the GODS
New Magic Items Spore Shuriken
This shuriken resembles a normal shuriken, made not of
metal but some strange brown, organic material. When the
Crown of Fire shuriken strikes a target, it deals 1d8 points of damage to
Crafted from scorched iron, this spiked crown …has been the target creature. The shuriken’s points then penetrate the
handed down through the ages from one owner to the next. skin and grow, dealing an additional 1d4 points of damage
Inevitably, the crown’s regent falls to a usurper,” And later in each round for 10 rounds. At the end of this time, the victim
the same entry: “The crown cannot be recharged by mortal is covered with a tangle of viny growths. (The vines are
magic, but once a given owner has exhausted its power, it will harmless and wither away in 1d4 days.) A delay poison spell
resurface—fully charged—in the hands of another, often many stops the spores’ growth for its duration. Neutralize poison or
years later. remove disease kills the spores, as does any spell or effect that
When found, the crown has 20 charges. The crown permits successfully inflicts fire damage upon the host.
the wearer use of the following spells: Minor evocation; CL 10th; Craft Wondrous Item; Price
Burning hands (1 charge) 2,500gp.
Fireball (1 charge)
Wall of fire (2 charges)
Elven Buckler
A light, narrow shield used almost exclusively by elven
In addition, the crown allows a spellcaster to store a single war casters, the elven buckler is designed with spellcasters
targeted spell of up to 3rd level. (The spell must have a in mind. Carried by elven nobles into battle, the buckler
casting time of 1 standard action or less.) At any time, the provides excellent protection at a reduced arcane spell chance
wearer can cast the crown’s stored spell as a free action. (This penalty.
special ability is an exception to the general rule that casting
a spell from an item takes at least as long as casting that spell The cost of such a shield is almost always exorbitant, a
normally takes.) Once the stored spell has been cast from reflection of the rare metals necessary for its construction.
the crown, any spellcaster can cast any other targeted spell Secondly, the use of the shield is challenging to those not
of up to 3rd level into it. The crown magically imparts to the specifically trained in its use; those donning the shield must
wielder the name of the spell currently stored within it. The take an Exotic Armor Proficiency feat to make use of the
crown cannot “absorb” spells not specifically targeted at it, buckler. Otherwise, the shield performs as a normal heavy
nor can it store spells with no Target. All XP and material shield.
component costs must be paid when the spell is stored. Cost 175gp; shield bonus +2; armor check penalty –2; arcane
The crown uses the wielder’s ability score and relevant feats spell failure chance: 5%.
to set the DC for saves against its spells. Unlike similar magic
items, the wielder can use his caster level when activating the New Magic Weapon Ability:
power of the crown if it’s higher than the caster level of the
crown (12th). Matched
Matched weapons are perfectly balanced and designed
After the last of the crown’s charges is expended, the item specifically for two-weapon fighting, giving a +2 circumstance
devolves into a crown-shaped hunk of inert lead, losing all bonus to primary and off-hand attack roll modifiers. This is
magical properties (and stored spells) in the process. The in additional to any other magical qualities the blades might
crown cannot be recharged by mortal magic. have. Thus, a hero wielding two +1 matched shortswords would
Strong evocation; CL 12th; Craft Wondrous Item, burning have +3 to hit and +1 to damage when wielding both matched
hands, fireball, wall of fire, creator must be a caster of at least swords at the same time.
12th level; Price 23,750gp. Note that this benefit only functions when both weapons
being wielded have this ability.
Moderate evocation; CL 7th; Craft Magic Arms and Armor;
Price +1 bonus.

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CITY of the GODS
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System Rules Document Copyright 2000, Wizards of the Coast Inc.:
2. The License: This License applies to any Open Game Content that Authors Jonathon Tweet, Monte Cook, Skip Williams, based on Original
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City of the Gods by Harley Stroh. Copyright 2008 Zeitgeist Games Inc.

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