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Sanctum of the Elephant God

6th-Level ▶ Run in Live DM

Sanctum of the Elephant God · p.1

Open source p.1 ↗
Run 0/10 visited· 5 fights left

Overview

Shadowdark RPG. K. Dionne, 2023. 6th-Level.

Face the perils of an unholy cult, and reap an incredible reward if you survive!

The cultists of the Elephant God lurk in their dark domain, murmuring prayers over a glut of riches. Rumors say the Overlord has paid them a fortune in exchange for their wicked sorcery, and now the Jewel of Alkalla glitters in their coffers. A prize too tempting to ignore...

Jewel of Alkalla. A brilliant, egg-shaped sapphire of indigo blue. Worth 1,000 gp. The jewel is a symbol of the crown and grants the wielder the Overlord's authority. The royal assassins would hunt down anyone using it illicitly.

RANDOM ENCOUNTERS

Details
1. cultists lead a drugged and bound peasant to Area 10
2. Elephantine clay golem on patrol
3. One of the Overlord's assassins ambushes from the shadows
4. scorpions surge from a crack

Trapdoor: DC 15 DEX to avoid; slide to pit in Area 10

Maps (1)

Sanctum Map (22 wide x 22 high)

22 × 22 squares VTT
⬇ Download

Rooms (10)

1 Elephant Statues p.2 ↗

1. Elephant Statues. Low ceiling, walls of reflective black slate. Two glistening, mud statues of life-sized elephants kneel beside stairs, trunks raised. They trumpet if creatures exit room without prayer to Yag-Kesh, Elephant God. Air thick with spicy incense (DC 12 CON per round or 1 temp. WIS damage). It pours from Area 3 through tiny wall holes.

  • 120 gp ruby buried in chest of each statue. Removing silences the statue.

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2 Hall of Petitioners · cultist p.2 ↗

2. Hall of Petitioners. Incense-addled peasants kneel on dirty mats amid flickering candles, droning for Yag-Kesh to "take us into the herd." 1:6 chance per round that cultists come to take one to the ivory maiden (Area 7). Secret door to Area 3 in south wall.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

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3 Incense Room (Hidden) p.2 ↗

3. Incense Room (Hidden). Dense, white smoke. Six silver censers on floor churn out potent incense (as Area 1, but DC 15 CON). Engraved with eyes, 30 gp each.

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4 Sacred Mud · golem-clay p.2 ↗

4. Sacred Mud. Narrow walkway around pool of waist-deep, earthy-smelling mud. Mud heals HP per use. If pool is touched, a clay man with an elephant head (clay golem) rises from surface; it attacks those who take mud but don't toss a gold offering into the pool. If killed, reforms in rds. 80 gp and Amulet of Vitality on bottom of pool.

Foes tap HP · attacks roll
  • golem-clay AC 14 HP 40 LV 8 N
    3 slam +6 (1d8)

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5 Hall of Offerings p.2 ↗

5. Hall of Offerings. Cavernous, silent hall of reflective black slate. A giant brass idol of a meditating elephant-man sits in south alcove. Dozens of guttering candles are melted to it. 100 gp are scattered haphazardly around its base.

  • Trap: Weight on the floor in front of the idol causes floor to fall open into chute. DC 15 DEX to jump aside. Chute dumps into mud pit in Area 10.

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6 Idol of Yag-Kesh p.2 ↗

6. Idol of Yag-Kesh. Door trapped (see Area 9). Inside, a lumpy, grey statue of a humanoid elephant-man with wings sits on a black plinth. A creature who touches the statue and says a prayer to Yag-Kesh gains INT (once only) and an ugly, permanent scar on their palm.

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7 Prayer Hall p.2 ↗

7. Prayer Hall. Door trapped (see Area 9). Silk mats line the floor. In the south alcove, a dead peasant is skewered inside an open iron maiden fashioned entirely from ivory (including elephant-tusk spikes). The blood runs into a floor gutter where a 120 gp ruby is trapped.

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8 Sorcerer's Chamber · archmage p.2 ↗

8. Sorcerer's Chamber. Gilbrath Dorn, the twitchy head sorcerer of Yag-Kesh (archmage), hunches over a Crystal Ball, feverishly scrying on the ritual in Area 10. He isn't fool enough to be present for it.

Foes tap HP · attacks roll
  • archmage AC 12 HP 44 LV 10 L
    2 spell +7

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9 Undead Mammoth · mammoth p.2 ↗

9. Undead Mammoth. Iron bars enclose a towering mammoth skeleton (as mammoth + skeleton's Undead talent). The skulls of 15 dead cultists rattle from cords inside its ribcage.

  • Trap: Opening doors to Areas 6 or 7 lowers iron bars (closing raises them). Mammoth charges at non-cultists.
Foes tap HP · attacks roll
  • mammoth AC 15 HP 44 LV 9 N
    2 tusks +7 (1d12)

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10 Mud Pit · cultist,chimera p.2 ↗

10. Mud Pit. Four cultists chant gutteral prayers around a bubbling pool of knee-deep sludge. One lifts the sparkling Jewel of Alkalla high overhead, preparing to toss it into the mud.

  • The cultists chant for 3 rounds before throwing the jewel into the mud pit. If even one finishes the ritual without interruption, an avatar of Yag-Kesh (a grey-skinned chimera with three elephant heads) bursts from the pool and attacks all in its path. The avatar seeks to slay the Overlord so Gilbrath Dorn (Area 8) can seize power.
Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2
  • chimera AC 16 HP 49 LV 10 C
    4 rend +7 (2d8) and 1 fire breath

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