20.03.2013 Views

Demon God's Fane.pdf - ZVDK

Demon God's Fane.pdf - ZVDK

Demon God's Fane.pdf - ZVDK

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

The demonskull, symbol of Ochremeshk<br />

bility purge spell, but quite tricky without them. Permanently<br />

invisible, a stone sphere about 6 inches across floats silently<br />

about the room, moving randomly but never striking anything.<br />

This stone sphere has a keyhole in it, which is where the smiling<br />

demon’s key is supposed to go. The Spot DC to notice that<br />

something invisible is floating around the room is 30. Once it’s<br />

detected, a character must make an attack roll to grab the<br />

sphere; the sphere has an AC of 25 due to size and its<br />

magically-enhanced mobility (50 percent miss chance if it is<br />

still invisible, plus the character must ascertain the area it is in<br />

—a nearly impossible task, considering that it floats randomly<br />

around the room). Even after someone grasps the sphere, the<br />

spell that allows it to float can lift up to 300 lbs., so it most<br />

likely lifts the character off the floor and carries him or her<br />

about (without striking anything). Opening this lock without<br />

the key requires an Open Locks check with a DC of 35 (add +5<br />

to the DC if the sphere is moving, or an additional +10 if the<br />

lock is invisible). With the key, opening it is automatic.<br />

When the sphere is unlocked, it teleports away for one<br />

minute. During that minute, a 10-foot-square hole appears at<br />

the spot marked “X” on page 15’s map. This is also a magical,<br />

spell-like effect. When the sphere reappears, the hole ceases to<br />

exist, and the statue returns to normal, any pins teleporting back<br />

into the box (which closes). Basically, the room resets.<br />

Using dispel magic or similar effects successfully against the<br />

sphere (treat the sphere as a single magic item, caster level 15),<br />

nullifies its magic for 1d4 rounds. Of course, this means that<br />

the key inserted into the lock accomplishes nothing until the<br />

suppression ends.<br />

In the days when the cult was in power, the demons ignored<br />

this room, simply teleporting where they wanted to go in the<br />

<strong>Fane</strong>. Residents that could not teleport usually used the exit in<br />

Area 25, now forever sealed.<br />

The Plug<br />

The plug, if it returns to its screwed-in position (as it does 10<br />

minutes after removal) can be unscrewed from the underside,<br />

but without the command phrase (see above), it requires a<br />

Strength check (DC 25).<br />

2. Chamber of Hooks<br />

This chamber’s dark walls are covered in iron hooks,<br />

some of them bearing grisly stains and dried remnants<br />

of things better left unidentified. The floor’s mazelike pattern<br />

is gouged with deep lines that lead to a 6-inch grate<br />

in the center. You can make out the outlines of two stone<br />

doors amid the hooks: one on the west wall and one on<br />

the east.<br />

If characters are coming down from Area 1, they either have<br />

to climb on the hooks (Climb DC 10, but on a roll of 1, the<br />

climber sustains 1d6 points of damage) or provide their own<br />

means.<br />

Characters searching the pattern on the floor (Search DC<br />

20) can see that the pattern leads not only to the drain on the<br />

floor, but to the doors as well. If liquid is poured into the pattern<br />

in such a way that it flows to one of the doors, the door<br />

opens. Otherwise, liquid poured into the pattern flows to the<br />

central drain and accomplishes nothing. This is tricky; it takes<br />

3 rounds minimum and requires at least 2 pints of liquid, but<br />

no actual roll. In its heyday, the <strong>Fane</strong>’s inhabitants used blood<br />

from sacrifices impaled on the hooks to open the doors.<br />

Without liquid properly applied into the pattern, the doors<br />

are considered arcane locked (DC 25 to force open).When one<br />

is closed, the lock seals again, although either door can be<br />

opened as if it were a normal, unlocked door from the other<br />

side (from Area 3).<br />

A search of the east wall (DC 30) reveals narrow peepholes<br />

for watching into this room.<br />

Getting Back Up<br />

When the hole down from Area 1 disappears (see above), the<br />

only way back up is a gem-studded lever hidden within a fake<br />

hook on the south wall (Search DC 25 to find). This lever<br />

teleports any player character who pulls it to a position in front<br />

of the statue in Area 1.<br />

The ruby on the handle is worth 800 gp, but removing it<br />

destroys the lever’s magic effect.<br />

3. Guard Room<br />

An old, iron-topped table and two benches furnish this<br />

room. An ancient corpse, shriveled and black in its<br />

banded armor, lies atop the table, still clutching a<br />

short sword thrust into its midriff.<br />

Leering, demonic faces peer out from carvings<br />

along the top of the walls, near the ceiling. The east<br />

wall also features a small built-in font, but the grinning<br />

demonskull within it seems to fill the basin with a tiny<br />

trickle of blood, not water.<br />

The banded armor the skeleton wears is masterwork, as is the<br />

sword he killed himself with. When this guard realized he was<br />

trapped here forever, he took his own life.<br />

MAlhavoc Press <strong>Demon</strong> God’s <strong>Fane</strong><br />

16

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!