Search Lens Reference MonstersSpellsTreasuresTablesRulesWorld AdventuresNPCsMapsPlayer ClassesAncestriesBuildCharactersPartyTools EncounterDiceAsk AIHex Maps
← Adventures

The Sunbathers

Open source p.28 ↗

OSE AA1

The golden asclepeion on Fos Imeras Island was once a famous place of healing. Recently, a cult of Lethe, goddess of oblivion, quietly co-opted the temple. They rededicated its purpose to “healing” humankind of its painful burden of memory through monstrous, transformative means. Visitors to the island find themselves unwitting patients, prisoners bound by ignorance and pleasure, incapable of leaving. The temple is off-limits except for staff and patients. It holds strange horrors but also secrets, treasures, and rewards. PCs will need to tread carefully if they wish to flee this sun-soaked prison.

Run 0/21 visited

The Adventure

Overview & introduction p.28 ↗

The golden asclepeion on Fos Imeras Island was once a famous place of healing. Recently, a cult of Lethe, goddess of oblivion, quietly co-opted the temple. They rededicated its purpose to “healing” humankind of its painful burden of memory through monstrous, transformative means. Visitors to the island find themselves unwitting patients, prisoners bound by ignorance and pleasure, incapable of leaving. The temple is off-limits except for staff and patients. It holds strange horrors but also secrets, treasures, and rewards. PCs will need to tread carefully if they wish to flee this sun-soaked prison.

Fos Imeras p.29 ↗

Island Exterior Map

Ruins

North Beach

Golden Asclepeion

Olive Grove

Tunnel to Area 11

Main Beach

An adventuring party may come here for one or more of these reasons:

  • Missing hero: The champion Orsilochus—the fame of whose heroic exploits is eclipsed only by that of his legendary mane of flowing black curls—recently has vanished. He was last known to have traveled to the island for healing on his legendary magical boat, The Elefthería.
  • Hired agents: The party has been hired by another Asclepeion to investigate Fos Imeras, as it has not been heard from for months.
  • Unintentional guests: Strange currents have brought the PCs’ ship here, or perhaps they have been shipwrecked on the island.

open full entry →

Denizens p.30 ↗

PATIENTS

Travelers or shipwrecked sailors, many here unwillingly. Dressed in billowing gray robes, and having relinquished their material goods, they now blissfully sunbathe while their memories are stripped away by the temple’s magical nectar (see Area 5). When their minds are finally empty, they’re escorted deeper into the temple to prepare for “ascension” (see Area 17).

PHYSICIANS

White-frocked cultists of Lethe called to assist in patients’ “healing” journeys before their own ascents into oblivion. Led by the Oracle Sebasteia. Physicians move slowly and speak softly but turn to cudgels when words fail.

THE ORACLE SEBASTEIA

White hair and pale blue eyes. Walks slowly and serenely, never shouts but insists troublemakers go to bed at once. Uses spells to blind and bind foes but neither defends herself nor displays any sense of pain or emotion. Even when broken and bloodied, sighs “I don’t see how this is helping.” “Is this truly the oblivion you seek?” Senses when the orb (Area 21) is in danger.

NANNIES

Harpies disguised as orderlies, hunched in oversized cloaks, serving as Sebasteia’s muscle. Use their charm ability to send wandering patients back to the beach. Fly to raid nearby islands for supplies.

PURIFIED ONES

“Cured” humans, bathed in the tears of Lethe. Blind, mindless, twitching human-shaped organisms without orifices who smash their bodies into anything that vibrates.

LIONS

Trained mascots of the cultists, serving as guard animals. One of these, a pure-white creature, always accompanies Sebasteia as protector.

ORDER OF BATTLE

Temple denizens who fail morale checks in combat will attempt to flee to Area 16, directing any harpies there to attack the party, and warning any other staff they encounter. Protracted battle may eventually attract the entire temple staff: 16 physicians, 13 nannies, plus Sebasteia and her lion.

open full entry →

General Notes p.31 ↗

TERRAIN

Fos Imeras is lined with rocky shores, apart from two beaches of pristine white sand where ships can land. The interior consists of scrubby grasses with groves of holm oak, wild olive, and mastic, lousy with rabbits and buzzing with cicadas.

DOCKED SHIPS

Should the party linger overnight on the island, a group of 3 nannies (hp: 11, 10, 7—stats on p.32) carrying flasks of oil and burning torches in their talons fly to any ships docked nearby and attempt to set fire to them. If successful, the only means of escape is via The Elefthería, interred in its condensed rudder form within the vault of Area 14.

open full entry →

The Golden Asclepeion p.34 ↗

Temple Interior Map

open full entry →

Random Happenings p.34 ↗

(1-IN PER TURN) 1. A hungry lion. 2. nannies on patrol. 3. physicians escorting a dazed sailor somewhere. 4. A lost sailor suddenly recalls an important memory and won’t stop screaming 5. Echoes of wet footsteps on stone; a purified one runs past in the middle distance, too quickly to make out details. 6. The thief Timo (see p.36) reveals herself. Re-roll if already encountered.

open full entry →

General Notes p.35 ↗

ENTRANCES / EXITS

Besides the main entrance in Area 4 an intrepid party can enter and exit the temple at these additional locations, though they may be spotted by nannies or physicians outside:

  • Area 8: Open windows at top of 3 story tower (45’ climb).
  • Area 11: Cave entrance onto beach.
  • Area 12: Open skylight in dome (30’ climb to roof, 30’ drop into Area 12).
  • Area 16: Unlocked grating in tower roof (30’ climb).
  • Roof: 30’ climb from ground level or a 10’ climb down from the cliffs behind the temple. The entrances into Areas 8, 12, and 16 (see above) can be accessed from the roof.

GENERAL CONSTRUCTION

Slabs of hewn white stone, 15’ ceilings, wooden doors. Frescoes depict narratives of gods, wars, and healers. Windows are barred (except in Area 8), but can be seen through.

LIGHTING

By day, Areas 4–12 and Area 16 are naturally lit by windows or other openings. By night, they are partially lit by oil lamps set near door frames. Areas 13, 17, and 20 are lit with oil lamps. All other areas are unlit.

open full entry →

Keyed entries (21)

1. 1. Main Beach p.32 ↗

Shimmering white sands and sun-bleached 20 tents. Thatches of gnarled mastic and wild W15 olive trees. 12 patients, gray-robed, blis- 6, AL ter-skinned, and ragged, lay on the sand and stare blissfully at the sea. 4 physicians (hp: 6, 4, 3, 1) feed them olives, figs, and the temple’s sweet magical nectar (see Area 5). 1 nanny 1 × cudgel (hp: 13) supervises from afar. MV 60’

  • Approaching: Physicians welcome PCs, Neutral, offering them food and the healing Nectar of Lethe (see Area 5).
  • Speaking to the patients: Roll on the Rumors table (p.33) .

open full entry →

2. 2. North Beach p.32 ↗

3 physicians (hp: 7, 5, 5) rest and prepare meals in a voluminous white tent, austere and unpretentious. Multiple cots and basic cooking gear.

Rumors

Patient Rumor “Don’t look at the nannies–they’re medusas!” 1 Sheperd “If the Maenads had but partaken of Lethe’s Nectar, Pen- 2 Playwright theus may yet have lived. In short: you should try some!” “My brother used to harass this bard all the time. It was 3 Thief hilarious. He swore there was this cave we could hide out in but he’s crazy. I wonder whatever happened to him.” “This place is paradise. I didn’t know how much I needed 4 Crone this.” 5 Missing Princess (Discreetly) “They’re just making us into idiots! The nectar is poison!” “I dream of a cave, with shadows moving on the wall. 6 Philosopher I imagine these are shadows of perfect objects I cannot directly see. Then the shadows start...growling and snapping?”

open full entry →

3. 3. Golden Asclepeion p.33 ↗

A brilliant temple covered in gold leaf, its tallest tower visible from a great distance. Its main entrance is flanked by two towers. The structure extends from the base of a granite cliffside, and appears to continue underground into the cliff. 1 nanny (hp: 17—stats on p.32) patrols the perimeter at all times.

Interior Area

Descriptions

open full entry →

4. 4. Entrance p.36 ↗

A grand marble arch, flanked by doric columns. Immense marble doors carved with blissful sunbathers stand open to the beach. 1 nanny (hp: 12—stats on p.32) huddles nearby.

  • Entering: Only gray-robed patients are admitted. The nanny attempts to charm intruders into returning to the beach, and attacks if unsuccessful.

open full entry →

5. 5. Main Sanctuary p.36 ↗

Grand, two-story chamber. At the far end is a gargantuan marble statue, reaching to the ceiling, depicting a shrouded woman, face in hands. Weeps actual tears which collect in a fountain basin: the Nectar of Lethe. Gentle music drifts from Area 6.

  • Looking in the basin: Offerings fill the basin: 406gp submerged in the nectar.
  • Secret door to 16: Claw marks on the wall lead to an otherwise unobtrusive latch that opens a door in the stone.

open full entry →

6. 6. The Musician p.36 ↗

3 patients (stats on p.36) sit, catatonic, in audience to Chairis (does not remember his name) who endlessly plucks three tones on his lyre.

open full entry →

7. 7. Nursery p.37 ↗

A nursery for patients with infantile tendencies. Wooden wheeled horses, clay dolls, a human-sized purple stuffed lamb. 3 patients (hp: 4, 2, 1—stats on p.36) giggle as they gleefully bash each other with juggling clubs; a fourth lies dead already.

  • Entering: The patients eagerly attempt to involve the PCs as new playmates in their violent game.

open full entry →

8. 8. Bunks p.37 ↗

A tower, 3 stories with ladders, lined with beds and 10 patients (stats on p.36) resting here. Seabreeze from open windows at the top floor breaks up the smell of sweating human bodies. 1 nanny (hp: 14—stats on p.32) sits in a tall ladder-chair at the room’s center, cooing lullabies.

  • Entering at ground level: Adventurers are immediately shushed by the nanny, and are admonished that everyone should be sleeping.
  • Defying the nanny: If shushed PCs do not immediately depart through the entrance by which they came, the nanny attacks, and uses her charm ability to command patients to hurl themselves from their beds onto intruders ( patients per round, THAC0 17 [], damage, kills patient).

open full entry →

10. 10. Baths p.38 ↗

Candle-lit. Geothermically-warmed brown water bubbles up from below. 6 patients (stats on p.36) lounge here, basking in herb-scented steam; one of them—with long, curly black hair—is the missing hero, Orsilochus. Among the patients also bathes 1 lion (hp: 19).

  • Heading towards Area 11: Causes the lion to roar and attack.

open full entry →

11. 11. Lion Cave p.38 ↗

Dry rocky shelves host piles of furs, bones, and offal. A cave mouth opens onto the beach. 2 lions (hp: 25, 24) pick at the body of a thief. Docile from a heavy meal.

  • Provoking the lions: Either searching the refuse or entering the cave mouth provokes warning growls from the lions; if unheeded, they attack.
  • Among the refuse: A purple plumed hat belonging to Chairis in Area 6, a potion of invisibility, lockpicks, and 6 sapphires (50gp each)

open full entry →

9. 9. Changing Room p.38 ↗

Clean towels, cedar benches, clothes hung on hooks.

  • Searching the clothes: Reveals several 9, AL sets of patients’ robes, a forgotten physician robe, and a cudgel ( damage).

open full entry →

12. 12. Gymnasium p.39 ↗

A cavernous, two-story gymnasium. Open skylights in the domed roof (30’ up) admit sunlight and the sound of surf. A balcony overlooks from the north. Thatched mats, stone lifting-weights. 3 physicians (hp: 6, 3, 2—stats on p.36) supervise 8 patients (stats on p.36) who seek purification via mindless physical fitness. Inside a wrestling circle crouches Kleostratos. Next to the circle lie 3 dead bodies.

  • Oracle Sebasteia: 3-in chance that she calmly supervises from her balcony (see Area 20).

open full entry →

13. 13. Meditation Path p.39 ↗

Hypnotic black and white patterns line the walls. Shallow grooves made by incessant walking are worn into a track. Oil lamps at regular intervals provide light. 5 patients (stats on p.36) sleepily lope past, non-responsive.

  • Walking more than 10’ with open eyes: Save versus spells or compelled to walk the track counterclockwise in a trance for turns.
  • Secret door to 14: Pressing hard on the inner south wall opens a door to Area 14.

open full entry →

14. 14. Vault p.39 ↗

Dry, dark, musty. Thick stone walls. Scattered on the floor is treasure requisitioned from patients: 6,256gp, a mace , and The Rudder of the Elefthería.

open full entry →

15. 15. Black Labyrinth p.40 ↗

Entirely cloaked in magical darkness. A twisting walkway, lacking any handrails, makes its way over a 20’ deep pit. 1 nanny (hp: 10—stats on p.32) sits within the pit, snacking on a runaway.

  • Darkness source: A darkness lantern “shines” from a crook mounted 10’ above the walkway near the center of the room.

open full entry →

16. 16. Aviary p.40 ↗

A 30’ hollow tower hosts womb-like harpy nests within its walls. Smells like blood, echoes with chirping songs. A ladder leads up 30’ to an unlocked grating in the ceiling. 5 nannies (hp: 20, 11, 11, 10, 9—stats on p.32) flutter about, squawk, and preen.

  • Searching the nests: They contain 1,920gp, 3 silver-tipped javelins (100gp each), and an unhatched harpy egg (500gp, very fragile).
  • Secret door to 5: A normal door on this side, not concealed.

open full entry →

17. 17. Convalescence p.40 ↗

Beds with straps, washbasin and rags, workbenches with drawers, cabinets. Lit by oil lamps. 4 patients (stats on p.36), smiling and catatonic, are being anointed and prepped for their final ascension by 2 physicians (hp: 8, 7—stats on p.36).

  • Searching the drawers: Reveals a bottle of rare perfume (300gp).
  • Secret door to 18: A hinged cabinet pulls back to reveal a door to Area 18.

open full entry →

18. 18. The Crypts p.41 ↗

The dark, sinuous passages connecting Areas 1 × crush- 18 [], 15 through 21 are lined with niches, holding stone burial caskets and urns for hundreds Neutral, of interred souls. 10 purified ones (hp: 14, 13, 10, 10, 10, 9, 9, 8, 6. 6) roam the crypts. Their wet foot slaps faintly echo nearby.

  • Searching the burial vessels: Most contain only bones and dust. Searching the vessels in each 10’ square of passage takes 1 turn and has a 1-in chance of uncovering a piece of jewelry worth × 100gp.
  • For every turn spent here: There is a 3-in chance of attracting of the purified ones that roam here.
  • Secret door to 17: The hall dead-ends in a mural depicting the Underworld. Pressing Hades’s face causes a hinged door to open in the stone.

open full entry →

19. 19. The Oubliette p.41 ↗

A wooden hatch sits in the middle of the floor, closed with a latch. Beneath is a 7’ deep, dark, spherical pit, in which writhe 6 purified ones (hp: 13, 12, 12, 11, 7, 3).

  • Opening the hatch: The purified ones attempt to scramble out. If PCs win initiative they may close the hatch.

open full entry →

20. 20. Oracle’s Residence p.42 ↗

Spartan, lamp-lit stone chamber furnished with a single bed and a stone chest (unlocked). Marble shelves line the walls, stacked with books. Oracle Sebasteia is here with her guardian white lion (hp: 32— stats on p.36). A narrow staircase leads upwards south to the balcony in Area 12.

  • In the chest: Crystal ball, ancient pottery (6 × 200gp), 2,000gp, a temple map (includes all locations and secret doors).
  • Browsing the books: Some contain paeans to Lethe that fade as read. Many are empty.

open full entry →

21. 21. Perfection’s Final Form p.43 ↗

A vaulted mausoleum, almost fully occupied by a 12’ diameter skin-slick orb of moistened patchwork sunburnt flesh that hovers 1’ from the ground. 10 purified ones (hp: 12, 11, 11, 11, 8, 10, 8, 8, 8, 3—stats on p.41) struggle to mush their way into the orb and join all the others of which it is composed.

  • Entering the room: PCs suffer migraines and nosebleeds for 1 turn (–1 penalty to attack rolls, cannot cast spells). The purified ones sense the adventurers and attack.
  • In 3 rounds: Sebasteia and her white lion arrive.
  • Attacking the orb (AC 5 [14], hp 30): Creates a painful high-pitched hum. All must save versus spells or lose 1 round wincing in pain.
  • Destroying the orb: All physicians flee to the beach, every purified one dies, and each nanny has a 2-in chance of fleeing the island. All patients recover in 1 day. All others unaffected.

open full entry →