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Sanctuary of Máni

Room

DCC 74 · p.9

Open source p.9

Area 1-9 – Sanctuary of Máni

Area 1-9 and the rite taking place therein doesn’t wait for on the PCs. Tentative or overly cautious parties might find themselves stymied if they wait too long to act. To help judges track the various moving parts, the encounter’s timeline is summarized here. Note that the abbotess is driven to complete the ritual; whether or not the PCs intercede, the ritual must be completed.

Summary of Encounter: At midnight, the moon casts its light into the heart of the temple. The ritual reaches its climax, blinding the congregation (and potentially, the PCs). With the devotees blinded, a false goddess is released from a hidden compartment within the altar, and the Argent Falx materializes in her hands. The false goddess presents the sword to the abbotess, then – as the sanctuary goes dark – the drugged maiden falls to her doom. The abbotess and her handmaidens retire with the blade, and the devotees are ushered from the temple.

In order for the PCs the steal the Argent Falx, they will have to act quickly and decisively. Just how the party attempts the heist, and whether or not they succeed, depends entirely up to the PCs and their cunning.

Once the players enter, read or paraphrase the following:

An enormous, vaulted temple opens before you. The floor of the temple is crowded with masked, chanting cultists. The devotees push and crowd each other for a view of the pit dominating the center of the chamber. The dark walls sway like opaque, gaseous clouds, speckled with stars.

A stone platform extends out into the center of the pit. Resting atop the platform is a pale marble altar. Hints of moonlight shine down from above, casting a soft glow over the sinister rites.

Towering temple guards glower over the crowd as masked priestesses cross towards the central platform, bringing the chanting to a fever pitch.

With the coming of the full moon, the fevered cultists hope to receive the blessing of their fickle, ever-changing goddess. As the moon rises above the temple, the rite builds to a fever pitch, the cultists wailing and howling on bended knee. While the priestesses and devotees are focused entirely on the ritual, the ten eunuchs and their captain keep a close watch over the proceedings. If the PCs are hidden among the worshippers but don’t follow along with the wailing devotion, the eunuchs immediately identify the heathens and remove them by force, casting them into the pit.

The rite takes place atop the platform in the center of the chamber. The pit surrounding the platform is 150 feet deep. It is 10 feet from the lip of the platform to the surrounding ledge; leaping the gap without a running start requires a DC 13 Strength check to catch the lip of the platform. It takes a round for the PC to pull himself onto the platform. If the cultists are cleared away to permit a running start, the gap is easily cleared—unless the PC rolls a 1 or less on a Strength check, he vaults to the far side.

The altar conceals a secret chamber. A young girl draped in opalescent robes hides within, drugged into a dull torpor and awaiting apotheosis. A thorough inspection of the altar reveals a clever mechanism that causes the face of the altar to fall away and the base of the hidden chamber to rise swiftly to the level of the altar.

Though not immediately evident in the swirling chaos, three of the temple’s four walls are covered in thick, black tapestries. Each hangs from ceiling to floor and is speckled with silver beads. Though incredibly cumbersome, the curtains can fetch as much as 3,000 gp in total.

Moon Reaches Apex: As the moon reaches its apex in the sky, read or paraphrase the following. Note that PCs are free to take action at any point during the rite.

Four masked handmaidens cross the temple floor towards the central platform, swinging smoking censers on long chains. Tendrils of incense crawl and writhe over the open pit. Suddenly, all is lit from above as pale moonlight pours down, washing over the cultists.

Four faceless priestesses circle the platform, mirrors cradled in their arms, collecting and reflecting the moonlight at the altar.

A final priestess places a glimmering jewel within the cascading beams, setting the gem ablaze from within!

Gem Blinds Congregation: A moment later, the gem flares with searing rays, blinding everyone facing the central platform (Reflex save, DC 15, or blindness for rounds). The abbotess’ eyes are closed and the eunuchs are turned away, but the four handmaidens and cultists are all blinded for 3 rounds.

While the congregation is blinded, the abbotess trips the latch on the altar. The lid of the altar slides away and the radiant “goddess” emerges into the moonlight.

While there is nothing divine about the “goddess,” what happens next certainly bears the mark of the gods. As the ritual reaches its climax, read or paraphrase the following:

A searing light blossoms from the jewel, erasing all sight. When the light dims, you see a shining goddess atop the altar. She glows with moonlight, radiant locks pouring down her back. The goddess raises her arms in exultation, and the moonlight condenses into drops of quicksilver that rain down on the platform. The silver rain quickly coalesces in the goddess’ hands, forming a curved blade: the fabled Argent Falx!

The scene appears magical, but some elements are mere legerdemain. The false goddess raises her hands in exultation, glowing in the reflected moonlight. A milky white sickle sword appears in her hands. This is the fabled Argent Falx: the sickle sword capable of severing the bonds of death, and the PCs’ goal.

False Goddess Disappears: The false goddess holds the blade up before the adoring worshippers, then presents the blade to the abbotess. At the abbotess’ signal, eunuchs atop the ziggurat place a cover over the Path of the Moon, momentarily shrouding the temple in darkness. Her role complete, the “goddess” calmly steps off the platform, plummeting to her death in the darkness below.

As the torches are relit, the eunuchs move to surround the high priestess. They quickly escort her back to her bower, where she places the blade within the altar-vault (see area 1-4).

With the completion of the rite, the eunuchs usher the remaining devotees from the temple, close the great gate, and retire to their barracks. Throughout the remainder of the night and the next day, a crew of five guards patrols the temple. The handmaidens and abbotess retire to area 1-4 to hold a brief, solemn prayer giving thanks to Máni before retiring to their beds.

The Heist: Just how they manage to seize the Argent Falx and escape the temple is entirely up to the PCs. The would-be thieves must plan and execute the heist within a narrow window of opportunity. Creative players are sure to come up with any number of wild plans that will need to be adjudicated on the fly. As an aid to judges, here are some of the most likely tactics:

• Violence: The most direct means of obtaining the Falx requires no small amount of daring. PCs forcing their way onto the platform must fight their way through at least three eunuchs, the high priestess, and all four handmaidens. The devotees immediately panic, trampling one another in their haste to escape through area 1-1a. In order to evade pursuit, PCs will need to escape via the sewers (area 1-6) or up through the Path of the Moon (area 1-5).

• Stealth: There are several opportunities for cunning PCs to gain the blade by stealth. If the PCs hide in the wings of the temple (areas 1-3, 1-4, or 1-4a) and wait for the ritual to reach its conclusion, the abbotess brings the Falx directly to them. However, if the PCs wait too long and the Falx is placed within the vault in area 1-4, they quickly discover that hesitation is its own punishment.

• Deception: Successfully masquerading as handmaidens (or better, eunuchs) affords PCs the chance to come tantalizingly close to the blade. How and when the PCs make the snatch determines how much blood must be shed in their flight from the temple.

• The Ransom: PCs can easily seize one of the devotees and demand that the abbotess surrender the Argent Falx. Unfortunately, though the cultists plead desperately for their lives, the abbotess and her eunuchs give no thought

to death in service of Máni. Rallying the temple to her defense, the abbotess commands the mob and the handmaidens to cast the PCs into the pit as offerings to their goddess. In the confusion, the abbotess and her handmaidens make a hasty retreat from the temple.

• Scorched Earth Expedition: It is not unlikely for the PCs to try to cut their way in and out of the temple. Unfortunately, this is also the least likely means of gaining the of her handmaidens, the surviving priestesses flee the temple. Retiring to the street before the temple, they summon the men-at-arms in the service of their patrons. Once suitably arrayed (with a force of no less than 100 mercenaries and blackguards) they scour the temple in search of the PCs.

In the advent of general melee, Potiphar and his eunuchs fight blindly to the death. The bulk of the devotees flee before the PCs, unless rallied by the high priestess with a successful morale check ( vs. DC 15; for every point of success, five cultists are rallied). The abbotess and her harem of handmaidens are not afraid to shed blood in the defense of the temple but withdraw in order to protect their blade or the high priestess.

Finally, those that anointed themselves with the sacred oil in area 1-1a are unable to take direct action against the priestesses. (Anointed PCs can still battle the Mánistales and devotees.)

There is the slim chance that the PCs recognize the false goddess for what she really is: nothing more than a simple (though beautiful) commoner. It is six hours before the torpor wears off and the girl can hold a conversation. She is Satia, the daughter of a wicked crime boss based in the Devil’s Thumb. Her father, Evold Oathbreaker, heartily rewards PCs that return his daughter and offers an even greater bounty if the PCs are willing to capture his daughter’s kidnappers for an audience with the godfather. A series of adventures in itself, this hunt sends the PCs throughout every ward in Punjar, ending at the citadel of House Cainegont.

Finally, should the PCs somehow succeed in stealing the without slaying any cultist or losing one of their own, their skills and audacity is enough to cause even the god of thieves to smile. For the god’s delight, the PCs receive a + bonus to Luck.

Argent Falx of Máni. Indeed, if the PCs slay the abbotess or any

Argent Falx

The Argent Falx of Máni, ceremonial two-handed sword (falx): Int 5; AL C; bane: un-dead (19-20 crit threat range); communication: simple urges; special purpose: free souls from death; special powers: resist death (wielder receives bonus to recovering the body checks), spell-like abilities (spell check: +wielder’s personality modifier) blessing 1/day, detect evil 3/day, turn un-dead 1/ day. Appearing on the full moon, the Falx slowly fades from existence, vanishing completely by the new moon.

The Abbotess: Init ; Atk Argent Falx of Máni melee (); AC 16; HD ; hp 27; MV 30’; SP spellcasting (spell check , spells known: (level 1) blessing, darkness, holy sanctuary, paralysis, word of command; Act ; SV Fort , Ref , Will ; AL C.

Handmaidens (4): Init ; Atk scimitars melee (); AC 15; HD ; hp 15, 14, 12, 10; MV 30’; SP moon curse 1/day (target must make DC 15 Will save or suffer -2d to all actions the following round); Act ; SV Fort , Ref , Will ; AL C.

Potiphar, captain of the Mánistales: Init ; Atk scimitar melee (); AC 18; HD ; hp 40; MV 30’; Act ; SP feint (successful attack causes no damage but target’s AC drops to 10 and Potiphar’s crit range improves to 15-20 for subsequent attack on same target); SV Fort , Ref , Will ; AL C.

Eunuchs (10): Init ; Atk glaive melee () or crossbow ranged (); AC 16; HD ; hp 17 each; 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.

The “Goddess” (drugged state): Init ; Atk fist melee (); AC 8; HD ; hp 2; MV 20’; Act ; SV Fort , Ref , Will ; AL N.

Interlude: Flight from the Temple

Unwilling to take the battle into the streets, the abbotess and her eunuchs give up the chase once the PCs win free of the temple. However, if the adventurers should leave any trace or clue, it is only a matter of time before the abbotess has her revenge.

With forethought and a little luck, the PCs have already scouted out their next step. If not, or if the PCs are incautious, they may draw unwanted attention to themselves. For the next week the streets are awash with thief takers hunting for the PCs.

There is a base 25% chance the thief takers find the PCs. This should be modified +/- 5% for precautions taken by the PCs (or that PCs fail to take). Additionally, judges should feel free to use the thief takers to prod the PCs into action.

Gruff, filthy men, the thief takers live on the edge of the law, one step removed from their prey. Girded in boiled leather and rotting hides, the rogues wield rusted, nicked blades in combat.

The thief takers stalk the PCs, waiting for an opportune moment to strike. They aim to kidnap the heroes, bearing them to the temple for the gentle ministrations of Master Bellows. Cowards and bullies at heart, the thief takers flee if they lose more than a third of their number in battle.

Thief Takers (9): Init ; Atk short sword melee () or dagger melee (); AC 13; HD ; hp 10 each; MV 30’; Act ; SV Fort , Ref , Will ; AL C.

The Charnel Pits

With the Carnifex only recently released from her godprison beneath Punjar’s dusty streets, there is no established church dedicated to the goddess of death. Instead spontaneous shrines appear throughout the neighborhoods of Old Punjar wherever the downtrodden and castoffs of the city’s lower class are moved to call upon a higher power.

Thieves, slaves, and beggars will all know where to find the shrine dedicated to Punjar’s patron of the outcast and untouchable: at the head of an alley leading to an abandoned crematorium and charnel house.

The charnel house has a horrific history. For decades the charnel house was tasked by the Overlord with disposing of the dead of Punjar’s lower class. Crime lords employed the house’s services when it became necessary to make enemies “disappear,” and if the bodies forced into the ovens fought for their freedom or screamed aloud as the flames devoured their coffins, no one was the wiser.

The charnel house was run by Ratvik Thirdson, an outcast of the noble House Tormanu. Better known as Ratvik the Mad, he was the victim of twenty generations of inbreeding and decadent pleasures. Given to strange predilections and foul desires, Ratvik was obsessed with creating his own court, fashioned after the court of the Overlord.

Over the course of many years, Ratvik hand selected his court of ministers and advisors from the bodies delivered to the charnel house. Some were mummified, others reduced to skeletons then carefully reassembled with gold and silver wire, and others were merely mannequins, formed of rude homespun canvas and stuffed with the ashes of the dead. Ratvik consulted these ministers before every decision, and on dark, moonless nights he hosted wild revels with his court of the damned.

But no court is complete without its queen. Unsatisfied with the quality of the corpses delivered to his door, Ratvik spent years scouring the Old Smoke for a woman of inestimable beauty. He found his would-be queen in the guise of a simple fishwife named Moira.

A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.

Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. Driven beyond the point of insanity, Ratvik lashes out at intruders, inflicting as much torture and anguish as possible.

To this day, Moira’s family has maintained a simple shrine to the Carnifex at the head of the alley, in the hopes that their offerings to the goddess of death might speed their mother’s spirit to restful peace.

With the arrival of the PCs, the Carnifex has finally answered their prayers.

Player Start: Ash Alley

Surrounded by rotting tenements and shrouded in perpetual darkness, with raw sewage pooling underfoot, there is nothing to distinguish the alley from any of the hundreds like it that infest the Old City.

But your sources all concur: this alley once led to the charnel house of Ratvik the Mad, whose bloody lusts haunt the poor of Punjar to this day. Somewhere within—so the stories aver—stand the gates to the Realms of the Dead, awaiting those foolish enough to throw them wide.

With the filth sucking at your boots, you take your first steps into darkness.

Inside the alley, the PCs encounter the shrine dedicated to the Carnifex:

A simple shrine stands against the alley wall. A crude stone and mud mosaic depicts a two-headed raven. Several partially burned candles rest before a humble wooden bowl.

Several ravens take flight as the PCs near the shrine, cawing angrily as they alight atop the tenements. The wooden bowl contains sweetmeats, bits of jerky, a bouquet, and worn copper coins—offerings to the Carnifex.

PCs lighting a candle in respect to the Carnifex receive a +2d bonus to a single roll of their choice. This blessing can only be received by a PC once and should be shared with the players only after the PCs leave the area.

If all the candles are lit and a PC makes an offering of 50 gp or more, the PC receives a special dispensation from the goddess: the next time the PC bleeds out after being reduced to 0 hit points or less, the PC falls unconscious instead of dying. Assuming the body can be recovered, when the PC is inspected, he awakens with a single hit point. No Luck check is required and neither ability loss nor grogginess penalties occur.

If the PCs spend more than 10 minutes at the shrine, a young woman appears at the head of the alley. Slight of frame, emaciated, and dressed in filthy rags, she is the great-granddaughter of Moira. Sakia fears that the PCs are defiling the shrine and warns them off in a tremulous voice. Kind overtures quickly set her at ease, and if asked, she relays the history of the wretched charnel pits and her great-grandmother’s shrine.

Sakia: Init ; Atk fist or dagger melee (); AC 10; HD ; hp 4; MV 30’; Act ; SV Fort , Ref , Will ; AL C.

Areas of the Map