Arch of the Moon
RoomDCC 74 · p.6
Open source p.6Area 1-1 – Arch of the Moon
The stairs rise to a darkened archway, flanked by fiery braziers spewing black smoke. The devotees march to the top of the stairs and offer obeisance to the carved arch before passing into darkness. A trio of towering sentries dressed in white robes and bearing wickedly curved glaives hold solemn watch over the silent procession.
The devotees are distinguished by their pale ceramic masks. Any thief can pass the sentries with a successful DC 10 disguise self check, but other PCs must either wear a white mask or succeed on a Luck check with a . All others are turned away by the eunuchs without a word. PCs attempting to talk or coerce their way into the temple are turned away by force.
If combat breaks out on the platform, the devotees panic, pushing and shoving each other in their flight. The panicked mob is dangerous to those lower on the stairs (Reflex save, DC 10 or be crushed by the panicking mob for damage). If it suits the judge’s plots, the PCs might briefly spy a key campaign personality among the fleeing throng.
If faced with overwhelming force, the eunuchs withdraw into the temple, calling to their fellows in area 1-1b to lower the gate. The PCs have two rounds before the gate is fully lowered. The gate’s descent can be arrested with a DC 13 Strength check, but the PC or PCs must continue to make the check every round until the gate is propped or the windlass is reversed. Joining their fellows in area 1-1b, the eunuchs fight to the death. Each enormous eunuch wears appropriately-sized banded mail, which may only fit the largest of PCs.
Eunuchs (3): Init ; Atk glaive melee (); AC 16; HD ; hp 19, 16, 13; MV 30’; Act ; SP wolfpack (+1d to hit when 2 or more eunuchs attack the same target); SV Fort , Ref , Will ; AL C.
Devotees (): Init ; Atk fist or dagger melee (); AC 10; HD ; hp 4 each; MV 30’; Act ; SV Fort , Ref , Will ; AL C.