TEXT:   
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  Along The Road of Tombs
  The Road of Tombs leads South from the Capital and is 
  as ancient when the Capital was only a provincial trade 
  town.  Before the Imperial Peace shattered, the road was 
  the old pilgrims’ way towards the religious centers of the 
  True Empire and the Holy Seat of the God Emperors, but 
  it had already been supplanted by newer tracks and 
  canals when the wars came.  When the ashes of The 
  Peace settled and the Successor Empire raised a 
  provincial cousin up as Emperor, renaming the Capital 
  the center of the Successor Empire, the Road of Tombs no 
  longer even drew pilgrims, becoming another dingy 
  track towards the ever-burning wastes of the fallen 
  Heart Provinces.  Throughout its history the Road has 
  been the Golgotha of the Capital’s rich and poor, who 
  have raised mausoleums and dug catacombs for their 
  dead since the Capital was only a riverside trading 
  station amid dark forests, beneath a only a single moon. 
  The road itself is of ancient construction and thus largely 
  imperishable, with only mild crazing in its smooth 
  bonewhite surface to show its age, the tombs around it 
  vary wildly in style and condition from late Imperial 
  tomb spires, to the slumping basalt sepulchers  of the 
  Successor Empire and the timeless, constantly replaced 
  rude wooden markers of the poor. The crypts and 
  catacombs along the Road of Tombs have changed over 
  time, abandoned or repurposed, and few are places of 
  respite now as over the eons the outcasts, freebooters and 
  odd of the Capital have moved into the stout structures, 
  when all those who would honor their dead are 
  themselves extinct, transforming much of the Road into a 
  haunt for thieves, smugglers and prostitutes.   
  The Road of Tombs is little more than a succession of 
  landmarks, but its most notable is the Red Massif, an 
  almost square block of red bedrock, pulled upwards and 
  sculpted by ancient magic to serve as the monument and 
  tomb to one of the sorcerer generals that founded the 
  Successor Empire. The massif is about 20 miles from the 
  city wall, the length of a single night’s ride along the 
  Imperial road.  
  The road is still little used, but since it debouches into a 
  canal near the Bawd’s Market it remains one of the main 
  arteries of Capital’s smuggling trade.  Of late the trade 
  has suffered, as petty extortion and theft along the road 
  have given way to slaughter and plunder, and the 
  Capital’s torrent of guard dogs, dream incense, steel 
  sewing needles, full color erotic etchings, pain medicines, 
  spices, sealing wax and other proscribed commodities 
  has slowed to a trickle.  Both market traders and the 
  Capital’s societies of upright men are frustrated and 
  angry, but the few exploratory parties they have 
  mustered from their own numbers either turn back from 
  superstitious fear of leaving the Capital’s warding 
  stones, have discovered nothing abnormal, or have failed 
  to return. 
  What’s Really 
  Happening? 
  The Red Massif is honeycombed with ancient tombs and 
  catacombs, now inhabited by a variety of dangerous 
  groups.  Area A is held by the vile Order of the Golden 
  Feast, a millenarian, cannibalistic sect that worships the 
  demon king of slaughter.  The Feasters have become the 
  dominant force in the massif , and built an inn into the 
  rock over the last year that they use to lure travelers for 
  sacrifice, transformation into demon hosts and forced 
  recruitment.  Area B contains the remains of Potilius 
  Vex, and his laboratory. Vex was a relatively weak and 
  benign necromancer who specialized in the reanimation 
  of animals, and traded undead mounts to travelers.  He 
  died peacefully two years prior, but his guardians (more 
  showy then dangerous) remain in place. Area C is 
  likewise largely deserted, its water and night air subtly 
  poisoned by the prophetic dreams of an ancient war 
  titan.   Area D contains the third faction within the Red 
  Massif, a band of highwaymen, calling themselves the 
  Dust Family and advised/led by an oracular Robbers’ 
  Bride.  The Dust Family has inhabited the massif for 
  years, cautiously preying on only the choicest caravans, 
  
    
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  foreign travelers and small bands while using the 
  minimum of violence necessary, following their oracle’s 
  instructions and attacking from a variety of locations.  
  The Dust Family is desperate to rid the massif of the 
  Feasters, both because the Feasters prey on them and 
  because they draw attention.  However, the Family has 
  been forced into retreat and hiding by the cult’s superior 
  numbers, magic and monstrous allies, though neither 
  group is prepared to assault the other’s tunnels or fight a 
  pitched battle. 
   
   
  NOTE ON ART AND SETTING:  All of the landscape and location art used in this adventure is the work of 
  Giovanni Battista Piranesi  (1720 – 1778).  Piranesi was a fantasist to a degree, though he presented some of his 
  work, including the pictures copied here as real representations of the decaying glories of ancient Rome.  The 
  picture above is supposed to be the Via Appia, which indeed does have ancient tombs, mausoleums and several 
  catacombs along its length.  Piranesi’s work exaggerates both the scale and detail of the Roman ruins as the 
  artist tried imagine what they had looked like in the time of the Emperors hundreds of years before. 
  This adventure also steals from the history of the Via Appia to some degree, as in late antiquity and medieval 
  times its tombs were sometimes refurbished and their superior ancient construction used as the basis for new 
  buildings.  During Rome’s decline the monuments along the Appian Way also allegedly became a red light 
  district and home to bands of highwaymen. 
  Given that Piranesi’s art was produced in the mid to late 18th century it is my informed belief that it is freely 
  available to use and reproduce without any copyright protections. 
  
    
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  Rumors 
  Inquiries will lead to the following rumors and potential 
  hooks, depending on the type of people that the party 
  seeks out.  Contacts with the underworld will give a 
  rumor off the “Thieves’ Rumors” table, while contacts 
  with merchants or the wealthy will give rumors from the 
  “Merchants’ Rumors” table.  All other rumors will come 
  from the general rumors table.  Rumors will likely lead 
  the party to the Red Massif. 
  Thieves’ Rumors 
  D8 Rumormonger 
  Rumor 
  1 
  A grizzled fifteen year old former 
  pickpocket - fingers hammered and 
  twisted into uselessness. 
  The Road of Tombs is the place to go on the lam, there’s plenty 
  of hidey holes and if you go far enough out not even the private 
  thief takers or the syndicators will find you. 
  2 
  A ragged house breaker, her eyes wide 
  with dream berry and her hands 
  twitching. 
  There’s something real down the Road of Tombs, it’s the 
  wilderness, but it’s calling to me now, a land of true comrades 
  and the balancing of the scales.  I’d go but my work is here. 
  3 
  A soberly and meticulously dressed 
  professional guide for the slumming 
  gentleman. 
  The Bawds have been having trouble of late, disappearances 
  from some of the outer crypts, I bet it’s some crime king, trying 
  to scare them into working for him. Little chance there. 
  4 
   A matron, dressed in sober black with a 
  grey stone skull mask and pin 
  designating her as a professional tomb 
  robber. 
  The Road of Tombs is picked clean, anything left is trapped, 
  wyrded, guarded or ensorcelled.   Even commoners’ ash jars will 
  sometimes contain ember geists, and the tombs of the ancients … 
  I didn’t get old by playing with that kind of magic. 
  5 
  A portly fence and boaster for the 
  Crime Kings, wearing a red sash of 
  office and the smile of a cannibal hog. 
  Boss Dixson has put up an honorarium of 500 GP for any who 
  can trace what happened to the lads he sent to the massif! We 
  know there are non-affiliates behind it, those Gladiators I bet - 
  they aren’t real thieves and have no sense of propriety or honor.    
  6 
  An elderly confidence man, still 
  attractive in a leathery way, but 
  seemingly retired and dressed in a 
  patched merchant’s suit. 
  The Road of Tombs was the way out of town fast when I was in 
  the game.  There was a necromancer at the massif, something 
  Vex.  You could trade him a blown horse for something that 
  would ride like the devil until the sun came up, hell of a guy.  
  7 
  A scarred pit fighter, having trouble 
  drinking through the grill of the 
  elaborate bronze helm bolted to his 
  neck.  
  A gladiator can do little after retirement, sell him or herself as 
  a companion to the wealthy, or a guard.  The smugglers will 
  look after a fighter when his time in the sands is done though, 
  and many retired gladiators live along the Road of Tombs 
  8 
  An assassin, or something equally dark, 
  her face covered in tiny tattoos, and her 
  right hand replaced with a magically 
  animated steel talon.  
  Smuggling is weak craft, the weak are smugglers.  The gods say 
  they should drown in their own blood, and that is what is 
  coming along the Road of Tombs, a reckoning in blood.  I know 
  how to stay before the tide – do you? 
   
   
   
   
  
    
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  Merchant’s Rumors 
  D8 Rumormonger 
  Rumor 
  1 
  A tinker pushing a cart of battered pots 
  and decorative tin demon wards. 
  I can’t get steel needles anymore, my best seller.  Outlawed for 
  decadence I know, but there used to always be a good supply 
  coming down the Road of Tombs. 
  2 
  A Caravan guard from the Resurgent 
  Kingdoms, leathers covered in black 
  iron studs.  
  No danger on the Road of Tombs, ha.  There is even an inn set 
  up at the massif, me and the lads stopped on the way in with a 
  load of arena beasts.  
  3 
  A hugely fat underwriter, right arm 
  covered in golden rings and bangles so 
  heavy she can barely lift it.  
  This is something more than bandits, the Road of Tombs 
  always had highwaymen, but they were cautious and almost 
  respectable, taking reasonable pay offs and properly 
  responsive to threats. 
  4 
  A fast messenger, business-like in 
  stained leathers and keeping an eye on 
  her alchemically augmented steed. 
  Road of Tombs, yeah I’ve ridden in on it, never stop the night 
  though, place is creepy and my horse is fast enough.  Last time 
  I heard the sound of strange and terrible hounds on the road, 
  something ghostly I suspect. 
  5 
  Boisterous and tanned, trade has been 
  good for this established smuggler who 
  is pouring wine for anyone who will 
  listen to his stories. 
  Road Wardens, bah, not quite bandits but usually close 
  enough.  I got a young scholar in my crew that knows the tax 
  code though – they can’t deal with that, and their stamps are 
  as good as the gatesmens’ for avoiding excise.  
  6 
  A pair of freelance stevedores loitering 
  canal side in tar impregnated overalls.  
  They share a cigar that reeks of illegal 
  mad-kelp. 
  Don’t know much beyond the city, but I heard that the dead 
  still wander from the tombs now and again.  Unless you’re a 
  bonded Templar or something it’s best to just run, because as 
  nasty as they are, the dead are stupid and slow. 
  7 
  The barrister stinks of expensive 
  perfume and has been sent to deny the 
  indemnification claims of a furious trade 
  tycoon for smuggled goods lost to 
  banditry.  The fight has moved into the 
  road and is easily overheard. 
  No one has seen what’s preventing smuggling along the Road 
  of Tombs.  No bandits have been spotted, no monsters slain, 
  and even caravans with a demon hunter or other priest 
  attached have been lost.  The lost caravans disappear with no 
  survivors and no trace, which is unusual for these sorts of 
  things, and especially for skilled and crafty traders like 
  smugglers. 
  8 
  Eyes filled with pain and hate a man in 
  ragged black clothes stand in a pillory 
  beside the gate with the label 
  ‘highwayman’ around his neck.  He will 
  gladly tell all he knows for water.  
  Yeah, there are highwaymen along the Road of Tombs, 
  always have been, but they aren’t killers.  In the past the 
  Madams and Gladiators allowed a certain amount of robbery 
  of foreign traders or those who did not pay protection, but now 
  that arrangement is gone. 
   
   
   
   
  
    
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  General Rumors 
  D8 Rumormonger Rumor 
  1 
  A bravo in ridiculous yellow and green 
  checked silks boasting with numerous 
  dueling scars. 
  When I was young there was an old necromancer at the red 
  massif, you could sell him a body or a dying man - hid the deed 
  and earned a coin or two. 
  2 
  A seller of cheap piscine torches, entire 
  greasy fish dried with a wick at their 
  core. Her hair greased into a monstrous 
  pile and decorated with bright rags. 
  Those old tombs along there are quite the decadent romp.  If 
  something bad is happening I bet it’s the gods punishing those 
  harlots and gladiators for their wicked tomb robbing and sinful 
  pastimes – and such a pity, all those fine physiques led into sin.  
  3 
  An itinerant underpriest, his rag 
  vestments a mockery of more 
  established priests 
  The ancient lords buried in the great tombs will speak to a man 
  who sleeps among them, not all they say is clear, but they are 
  saints, and saints are obtuse.  
  4 
  A pair of off duty gatesmen brothers, 
  clad in their family uniforms and 
  wearing ancient bonewhite badges of 
  office 
  It’s neither smugglers, bawds or gladiators that prey on 
  travelers it’s those damn cults.  I bet, half the pilgrims on the 
  road worship one blood soaked heresy or another, and in the 
  last year the vigils chased five covens out of town. 
  5 
  A crippled beggar, face scarred with 
  what appear to be the slash of a giant 
  beak. 
  Owlbears, filthy magic eating creatures.  Saw a sloth of them a 
  few years ago, someone once told me they can be distracted by 
  throwing down even the smallest bit of magic.  
  6 
  A healthy looking middle-aged man, 
  covered in battle scars and dressed in 
  the leathers of a gladiator.  He passes 
  out pamphlets for a dueling school. 
  The Road of Tombs is safe enough near the Capital, but it’s 
  been getting a bit hairy after the first few miles.  Why go 
  further though? Every pleasure is available within sight of the 
  city walls. A long trip? Wait a few months and I’m sure the 
  madams will take care of the problem. 
  7 
  A matron of the artisan class, her dress 
  and manners proper in every aspect.  
  She drinks heavily and resolutely from 
  a clay jug of aggressively clear liquor 
  for reasons of her own. 
  My son disappeared along the Road of Tombs, a bit the wild 
  one, I always thought he would grow out of it like his father.  
  He’d taken to attending the sword schools and gallivanting 
  about the burlesque houses, spending more money than we 
  had to look richer then we are.  Now he’s gone.  1,000 GP for his 
  safe return. 
  8 
  A broken bureaucrat, dressed in ragged 
  robes of office, his chains and badges 
  ripped away.  He weeps in his hands 
  and offers to sell his battered sandals. 
  Pleading for money to bribe his way 
  into the licensure hall to wheedle for his 
  job back. 
  The Imperial Equestrian Order is enraged, they were 
  expecting a member from a rural chapter to bring them 
  expired patents that would allow them to elevate some 
  younger members, but the knight has not arrived and the 
  bureaucrats had to deny their claims.  They will pay 2,000 GP 
  for the missing knight’s whereabouts, and say he was to arrive 
  in secrecy along the Road of Tombs. 
   
   
   
   
  
    
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  The Road 
  Should the party follow one or another of these rumors 
  they will find themselves stalking down the Road of 
  Tombs.  Despite its name and sinister reputation the road 
  seems more decadent than dangerous.  For the first three 
  miles the ancient tombs along both side of the road are 
  inhabited as a sort of wild suburb of the Capital.  The 
  tomb dwellers are a microcosm of the Capital’s lower 
  and middle classes.  The mansions and shops of local 
  industrial magnets stand near a profusion of brothels and 
  sword fighting schools, all built in and around ancient 
  mausoleums.  Stalls and tables form makeshift bazaars 
  near the first three ancient, mile-marking, magically 
  eternal fountains. 
  Shills for local bawd houses, dueling academies and 
  sellers of proscribed, but usually terribly mundane, 
  goods call out regularly along the road.   The citizens of 
  the Road of Tombs are amicable and free-spirited, but 
  can be hard bargainers and respond to threats or 
  violence by calling in their  militia of retired gladiators 
  that serve to keep order in the odd community.  
   
  If forced to retreat or a real fight breaks out the militia 
  will call for backup and another squad ex-gladiators 
  will arrive every 1D6 rounds backed by 2D10 
  unarmored LVL 0 levies (shopkeepers, prostitutes, 
  carters, sword school students and other normal citizens) 
  equipped with light weapons, spears and/or short bows.   
  In all, there are five groups of militia and levies, and 
  regardless of any other effects their massacre might 
  have, the wealthy and surviving members of the Road’s 
  leaders will take vengeance for their deaths through 
  assassins, hired mages and bounty hunters. 
  A loose government of the brothel Madams (a gender 
  neutral hereditary title) and dueling school masters 
  (gladiators) share control of the township, and often 
  family ties. If the party asks rumors of the citizens of the 
  road, only 2 in 6 are willing to discuss anything beyond 
  the weather or the price of beer, but the more 
  forthcoming residents will indicate that times are hard 
  and scary.  Citizens have disappeared in the night, entire 
  houses (or tombs) smashed open and all their residents 
  kidnapped.  The Madams and Gladiators are vigilant, 
  but so far the attacks have been irregular, located at the 
  fringes of the community or preying on the groups of 
  revelers that flock to the Road’s libertine amusements. 
  There is a general suspicion that the trouble centered 
  near the Red Massif, though reports of a decent 
  roadhouse operating out of the massif seem to contradict 
  this.  The Madams are willing to pay (100 – 500 GP) for 
  D6  Citizens of the Road of Tombs 
  1 
  Acrobats – A band of acrobats, performing as 
  advertisement for one of the Road’s brothels. 
  2 
  Rakes – D4 wealthy rakehells in a carriage, 
  drinking in preparation for their evening 
  debauch.  All are armed, LVL 0 and pugnacious. 
  3 
  Madam – In  a sedan chair with D6 gladiator 
  guards. The madam will speak to strangers and 
  generally promote the community.  
  4 
  Pilgrims – A group of silent pilgrims, heading to 
  the shrines of the burned provinces.  Their faces 
  are bound, and the argosy is led by a ‘speaking 
  priest’ to negotiate on their journey. 
  5 
  Gladiators – A pair of militia peacekeepers who 
  will encourage the party to spend the night in 
  one of the community’s inns and warn of danger 
  ahead. 
  6 
  Travelling Tinker – wandering down the road 
  from the Capital with his mule, this weathered 
  elderly woman will offer to make simple armor 
  repairs.  She knows only rumors from the 
  Capital. 
  Gladiator (squads of 2D6) F2 [STR 15, DEX 15]  
  AC 5[14], ATK 1, DAM 1D8+1, MV 9, SV 13, 
   
  Gladiator/guards and fencing instructors will 
  arrive in militia squads of 2D6 armed with military 
  weapons (axes and swords mostly) and wearing 
  various types of light or medium armor.   Most also 
  wear full bronze helmets sculpted into the heads of 
  animals or fantastic beasts as a badge of office.    
   
  
    
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  information and an explanation of who is attacking their 
  settlement and running off trade, the exact amount 
  depending on the quality of the information and proof.  
  If the Madams knew about the Feasters they would hire 
  a group of professional witch hunters, and back them 
  with their militia to exterminate the cult.  If they become 
  aware of the Dust Family they will do the same or send a 
  representative to meet with the bandits and work out an 
  arrangement.  
  Random encounters within the first quarter of the 
  journey to the massif are from the above table. Beyond 
  the first five miles the land becomes more dangerous, 
  using the table below. 
  D6 
  Road Dangers and Miscreants 
  1 
  Undead – Slow, shambling, mindless un dead, released by tomb robbers or the collapse of their crypt  to 
  prey upon travelers.  The group consists of 1D4-2 Mummies and 1d6 Wights.  Any mummies 
  encountered are ancient tomb guardians wrapped in parchments of curses and prayers, while the 
  wights are the decaying remnants of tomb robbers and travelers recently slain by the guardians. 
  Mummy – HD 5+1, AC 3 [16]* ,ATK 1, DAM1D12 **, MV 6, SV 11 *Immune to magic and silver weapons, 
  ½ damage from magic weapons. ** Inflicts rotting disease that prevents healing.  Carry 2D10x100 GP in 
  gold ornaments. Wight – HD 3, AC 5 [14]*, ATK 1, DAM 1HP**, MV 8, SV 14 *Immune to normal 
  weapons **level drain (one level) 
  2 
  Cursed Hounds – Howling builds in the distance, growing louder and louder until the hounds should be 
  among your party, a cacophony of near palpable terror.  The sound suddenly stops when the 1d8 huge 
  hounds burst into the road, their filthy yellow coats patterned with vile sigils and their muscled bodies 
  warped and corrupted.  They advance in silence, eyes glowing with hunger and hatred.   
  Hound of the Feast – HD 4, AC 6 [13] ATK 1*, DAM 1D6+1, MV 18, SV 13 *The hounds ethereal howls 
  can be heard for miles, but the air around each hound is silent, as the Cleric Spell Silence 15-foot radius. 
  3 
  Wardens – The remnants of the Imperial Road Wardens’ hereditary clans still patrol the roads, though 
  now they are more bandits than tax collectors. The Wardens will attempt to tax adventurers at the high 
  rate for “mercenary companies” – 40% of their portable wealth.  This band of 2D6+4 Wardens are led 
  by a Warden Barrister who knows the basics of the ancient tax codes, but is more mystic than taxman 
  and may  be cowed by a party that can convincingly cite Imperial statute.  
  Warden - F2, AC 3 [16], ATK 1, DAM 1D8, MV 9, SV 13 (banded mail, shields, war axes, heavy crossbow 
  and 30 bolts, group has 1D4x100 GP in goods and coin, 200 year old tax code and excise seals) 
  4 
  Army Rats – Protean swarms of rats, grown strange from generations among the radiations of ancient 
  Imperial magic.  Sleek coal black rats with blind eyes and green crystals protruding from their spines, 
  form this hoard, a single entity ruled by hunger that surges from food source to food source. The swarm 
  will flee if it takes considerable damage from fire or magic. 
  Rat Swarm – HD 5, AC 9[10]*, ATK Spc**, DAM 1D8**,  MV 8, SV 15  *Weapon blows do 1 pt of damage 
  to the swarm per hit and swarm is immune to mind effecting spells. ** Swarm automatically hits any/all 
  targets within 10’ with a surge of gnawing rats.  Damage is 1D8 to unarmored targets, 1D6 to lightly 
  armored targets, 1D4 to those in medium armor and 1D2 to any wearing heavy armor.    
  5 
  Owlbears – A Parliament of 1D6 ragged owlbears snuffles amongst the debris of a cracked monument, 
  undoubtedly seeking fragments of ancient magic to devour.  The feasting arcanovores are of the 
  common brown sort, with yellow eyes and a penchant for territoriality.  They are feeding and unlikely 
  to attack even a magically endowed group that moves quickly and quietly past them on the road. 
  Owlbear – HD 5, AC 5[14], ATK 3*, DAM 1D6x2/1D8, MV 12, SV12 *On a hit roll of 18+ owlbears hug 
  or maul their prey for an additional 2D8 damage. 
  6 
  Prophet of Crime – Ragged and smiling a wild-haired man walks the road, tightly wound in stinking 
  scraps of brown leather.  He is harmless, despite the rusted sword at his side, and seeks only to spread his 
  goddess’s message of freedom through crime.  If engaged he will rant about his goddesses plans for 
  carnivals of the poor, the pillars of the earth, and a reborn society of the proscribed.  If his nonsense is 
  treated with respect he will whisper that the party should “Seek the dusts among the statutes.”  
  Benito Profane - TH 2* [DX 14, CHR 16], AC 7 [12], ATK 1, DAM 1D6, MV 12** SV14 (leather wrappings, 
  rusted short sword) *has thief abilities ** will flee or surrender if offered violence 
  
    
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  The Red Massif - Map 
  
    
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  The Red Massif 
  Rising in a confusion of minarets, columns and obelisks a 
  few hundred yards from the gleaming line of the road, it 
  is impossible to mistake the Red Massif.  Pulled from 
  deep in the earth by ancient magics, the mausoleum 
  complex is a roughly rectangular block of porous red 
  lava stone, sculpted and twisted into effortless shapes.  
  Huge statutes of Imperial soldiers and priests, worn by 
  time, are built into its side amongst a tawdry profusion of 
  smaller sculpture.  There are areas that seem to provide 
  obvious ground level entrances (Areas A-D) including 
  what appears to be a newer building of raw timber, 
  constructed directly into the overhanging stone.   The 
  upper levels of the massif are largely decorative, a 
  veritable city of spires and monuments, many crumbled, 
  rising to a huge rotunda, at least 100’ feet above ground 
  level (Area E). 
   
   
  
    
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  AREA A – FEAST HALLS 
  The most obvious and built up area of the massif, and 
  home to ‘The Order of the Golden Feast’, a violent and 
  perverse cult that preys on travelers.  The Feasters have 
  built a crude inn into the massif and use it to lure victims.  
  They have also reclaimed a large set of tombs that 
  formerly held the bodies of the Sorcerer General’s 
  concubines, and reworked them into a blood soaked 
  temple 
  where 
  captives 
  are 
  transformed 
  into 
  abominations or devoured.  The Feasters perform 
  unspeakable rituals focused on cannibalism, torture and 
  savage violence within their hidden temple and channel 
  the power of their god to summon Cursed Hounds, 
  ascend into beast headed monstrous Golden Ones, and 
  defile their captives into ghoul thralls.  
  Tactics 
  The Feasters are blood crazed, but they are not 
  mindlessly violent brutes.  The inn’s residents seek to lure 
  victims to them, attacking only those they believe they 
  can overcome, and whose disappearance is unlikely to 
  be remarked on or draw a strong reprisal.   While 
  random encounters with the creatures created by the 
  Feasters are possible along the road and near the massif, 
  these abominations (Cursed Hounds primarily) have 
  been set loose to roam free as the cult deems them 
  (correctly) too violent and unintelligent to reveal any 
  secrets.   
  The Feaster’s priests, militants and laity would be a fairly 
  effective bandit force, even without accounting for their 
  cursed hounds, abominations and ghouls, however they 
  are smart enough to know that open confrontation with 
  the forces of order (such as they are along the road), 
  bands of fortune hunters or even the larger sort of 
  caravans that travel the Empire’s dangerous roads will 
  lead to a great number of deaths amongst the cult.  The 
  Feasters would rather take their enemies in small groups, 
  in their sleep, or by surprise.  It also feeds both the cults’ 
  vanity and cruelty to trick and manipulate their victims 
  prior to their destruction or capture. 
  To this end the feasters have built an inn, the “Feast Hall 
  Inn” into the side of the massif and will seek to capture 
  victims with the following tactics that depend entirely 
  on the cult’s laity and concealing its true profane nature. 
  The cultists are greedy for sacrifices, mostly insane and 
  sadistically cruel, but they will not endanger themselves 
  by confronting larger, especially well-armed groups, 
  preferring to prey upon smaller bands of smugglers, lone 
  travelers and migrants.  Groups that ‘Lace’ Swinton 
  deems too dangerous or too important will be treated 
  well (though there’s a pretty good chance that they will 
  be fed human flesh) and allowed to leave without any 
  trouble.   Others will be subject to an escalating series of 
  tactics to bewilder, separate and weaken individual 
  members until the victims react badly, when they will 
  either be set upon with clubs and knives or the Feasters 
  will flee into their tunnels to set the Golden Ones and 
  Cursed Hounds upon the visitors.  
  Misdirection – A party that seems evil, mercenary, or 
  simply dangerous and reveals their mission to 
  investigate banditry in the area will be told of the 
  existence of a dangerous band of blood thirsty 
  highwaymen, led by a she-demon that is somehow 
  related to the strange maze of statues in another part of 
  the massif.  While wards built into the inn’s doors 
  allegedly protect it, the road agents attack customers 
  leaving at night and perform sinister rituals at the massif.  
  The goal of this tactic is to encourage the party to launch 
  an attack on the Dust Family and convince them that 
  the inn is a safe haven.   Since the Feasters are not sure of 
  the exact location of the Dusts’ hidden warren they can’t 
  offer much more information, just general descriptions 
  and the belief that the bandits lair nearby and use the 
  statute maze for ‘rituals’. 
  Poisoned Grog – If one or more of the visitors seems 
  especially fond of drink, Lace will fill their mug or glass 
  with poison adulterated booze towards the end of the 
  evening.  The drug he uses cause unconsciousness and a 
  painful headache. Victims make a CON check against a 
  D20+the number of drinks (or estimated number) they 
  have consumed.  Success results a heavy sleep that will 
  take 1D6 rounds to wake from, while failure cause deep, 
  unshakable unconsciousness for 2D20 hours, and a -1 to 
  all rolls for the day after waking.  
  
    
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  The Honeypot – The more attractive of the Feast Hall’s 
  employees (Bundles, Voil the Lad, Cygnia) will flirt with 
  guests, and if this interest is returned eventually 
  proposition one of them.  The guest chosen will ideally 
  be one of the more attractive party members and 
  preferably a magic-user or similar less violent type.  The 
  Feaster will lead their victim into the empty kitchen, 
  and then through the secret door and into the tunnel 
  beyond.  Nearing the entrance to Area 7 the couple will 
  be blocked by several Feaster guards while The 
  Hierophant and two other guards close in from behind 
  and the victim will be paralyzed with ‘hold person’ or 
  bludgeoned unconscious.  To offset suspicion the 
  seducing Feaster will also remain absent and the other 
  inn workers will try to convince the remaining 
  adventurers that the Dust Family is to blame.   
  Kidnapped party members will be held in Area A11. 
  False Attack – This will be the Feaster’s choice tactic if 
  they suddenly discover that the party is exceptionally 
  dangerous. Just before dawn the inn will be awakened 
  by a hammering on the door, and a lit torch hurled into 
  the inn through its front windows.  Shadowy figures 
  (Feaster Guards in hoods) will mill before the inn firing 
  arrows and try to lure the party out to chase them.  If the 
  party follows, the guards will flee across the road after 
  an initial barrage and hide amongst the fallen tombs.  
  Especially persistent pursuers will meet a deadly 
  ambush by Golden Ones and Cursed Hounds.  Lace or 
  Bruno will explain that these attackers are the bandits 
  of the Dust Family as in the “Misdirection” tactic.  
  Poisoned Stew – If the party remains at the inn for more 
  than a night, the second night Trockly will make them a 
  “special spicy pork stew”.  This stew is of course human 
  flesh (and pig) slow cooked with mushrooms and a large 
  amount of flavorful spices.  Quite tasty, the spices 
  conceal the earthy flavors of the hallucinogenic poison 
  mushrooms in the stew.  Eating a meal of the stuff 
  requires a save v. poison after 1D4+4 turns, and failure 
  results in raving hallucinations that render the victim 
  incapable of meaningful action.  A save will still cause 
  horrible vivid hallucinations, but allow the victim to act 
  (at -2 to all rolls).   
  Late Night Ambush  - A full ambush, Feaster guards in 
  armor backed by the inn’s residents will grapple the 
  sleeping party (consider the guards to have 13 STR and 
  the laity to have 9 STR) attempting to subdue them.  The 
  Feasters are unlikely to try this tactic on an armed 
  adventuring party the first night they sleep at the inn, 
  but once they let their guard down, especially if 
  weakened by other tactics, this method will be 
  employed.  Any PC on guard will be backstabbed by 
  Mad Yurta. 
  Area A - Entrance 
  A crude sign, of ochre and black paint on redwood 
  boards stands at the roadside.  It read “Eat, Drink, Sleep” 
  and depicts a large steaming cauldron and an arrow 
  pointing down a newly laid path of cracked tombstone 
  fragments.  The path splits after a few feet, one side 
  leading to a rough wood building half built into the 
  massif (Area A1), and the other leading to a cleft in the 
  stone (Area A4).  A tall man in a dark cloak, rusted back 
  and breast armor carrying a brass horn and military fork 
  (Kletch) watches from a rock near the entrance of this 
  cleft.  There are no random encounters in the ‘civilized 
  areas’ of the Inn and Paddock, Area A1 – A5.  Random 
  encounter tables for the cult caves follow. 
  
    
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  A1 - Feast Hall Inn 
  A newly laid stone path, and sturdy steps made from 
  cracked tombstones leads from the road to the front 
  doors of this rude building.  The doors themselves are 
  huge, black iron, riveted with skull shaped heads that 
  likely came from a noble’s tomb, but the rest of the 
  building is less impressive.  The inn is typical raw frontier 
  construction, simple sturdy logs, with mud and straw 
  filling the cracks.  Two narrow windows, suitable for 
  defense flank the door.  The door is locked, but will be 
  opened by Bruno, in response to a hail or knock. 
  The Inn itself has a homey feel, with its log walls planked 
  in redwood, the stone wall rubbed smooth, a huge block 
  fireplace, and a variety of animal heads and rustic 
  cooking implements hung about.  A partitioned loft 
  provides a sleeping area for the staff. The furniture is 
  clumsy, simple, and sturdily fashioned from local wood, 
  and the floor covered in bundles of clean grass.  A 
  wooden bar with a black and orange feathered owlbear 
  pelt (400 GP) nailed above it covers the rear of the room. 
  The bottles of cheap gin, wine and barrel of beer (500 
  GP total) behind the bar are saleable anywhere. 
  The Feast Hall’s employees and inhabitants consist of 8 
  adults and 4 children, all of whom are fanatical laity in 
  service of the Order of the Golden Feast. All are 0-level 
  humans armed with clubs or daggers, except Bruno who 
  has crossbow and rapier, and the children who are non-
  combatants.  At night they will be joined by Kletch and 
  1d4 laconic Feaster Guards from Area A 4. 
  The Feast Hall’s prices are reasonable, but not especially 
  cheap, with a night sleeping on the main floor of the inn 
  costing 1GP and coming with a bowl of stew and a ½ loaf 
  of black bread.  Better meals are available for another 
  gold piece per person per day, including roast chicken, 
  wild game and fresh vegetables. Slightly bitter beer, 
  brewed on premises is 1 GP for a large growler or 1 SP a 
  mug, while mediocre wine is 10 GP a bottle, and rotgut 
  gin 1 SP a glass.    Private sleeping arrangements may be 
  requested in the form of a partitioned area, for 1 GP a 
  partition.  There is a 1 in 6 chance that every day the 
  party stays at the inn a group of 1D8 0-level travelers 
  will arrive.   
  Residents of the Feast Hall 
  Inn  
   ‘Lace’ Swinton (M) - Barkeeper/Innkeeper – An lean 
  man in his early middle age, Lace wears the patched 
  clothes of the Imperial gentry, including a large red 
  lace cravat.  He apes the manners of the gentry as well, 
  but only lightly and otherwise appears a competent, 
  but easy going innkeeper, and carries a pouch with 25 
  GP in assorted coins. Lace enjoys feeding living 
  victims to the Cursed Hounds.  
  Bruno (M) – Door Guard/ Musician – Bruno is a large 
  man in his 50’s with a sweet voice, bristly grey beard 
  and reddish hair.  He wears a stained jerkin of 
  multicolored leather scales and sits near the door with 
  a light crossbow and rapier nearby.  Bruno was once a 
  mercenary, but has lost his edge.  He carries the huge 
  iron key to the inn’s doors and plays the harp nights 
  near the fire. 
  Voil the Lad (M) – Kitchen boy/laborer – A big 
  youth of about eighteen, Voil is rambunctious and a 
  bit clumsy.  His wide face is handsome, except for a 
  tendency to sneer when he thinks he isn’t being 
  watched.  Voil is strong [STR 16] and proud of his 
  physique.  In a year or two he will be transformed into 
  a Golden One.  
  Cygnia (F) – Waitress/Cook – In her early twenties, 
  Cygnia has grown up in the cult and is a mystic 
  devoted to the lord of slaughter, delighting in pain, 
  torture and depravity.  She is also attractive, 
  charming, and laughs easily (because she is thinking 
  about what people’s insides look like). Cygnia serves 
  the inn as a waitress but is quickly learning to cook 
  from Bundles and Trockley.   
  Bundles (F) – Maid/Cook – In her late 30’s Bundles is 
  a bit slow witted but was once a courtesan of some 
  renown.  She has lost none of her wiles, and will wink 
  and giggle at guests, especially brawny fighter types 
  in their middle years.  She likes to bite off the tongues 
  of those she seduces, and if she gets too excited or 
  drunk she may mention this. 
  
    
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  A2 – Store    
  A locked side door (Bundles, Trockley and Lace have 
  keys) opens onto the inn’s storeroom, containing sacks 
  of dark grain, a brew kettle, hopback, mash tun and 
  standard inn supplies such as clay jugs, rope, lumber, 
  simple tools and nails.  A curtain hides a butcher’s 
  slab that drains through the wall and several meat 
  hooks whose contents will confirm the inn residents’ 
  cannibal nature.  The supplies (400 GP) and brewing 
  equipment (200 GP) have value, but require a wagon 
  to move.  
  A3 - Kitchen  
  This simple kitchen is dominated by a slowly 
  bubbling fountain that leaks clear water down over a 
  marble relief into a pool of chipped mosaic tile, and a 
  large stew pot bubbling atop a brick hearth. The 
  kitchen is poorly ventilated and its rafters stained 
  with smoke.  Several tables for food preparation, 
  baskets of common herbs, a cask of salted fish and 
  assorted knives and pots hang on the walls.  A 
  mattress is rolled near the hearth and a rudely built 
  cradle (often containing Baby Cyg) stands nearby. 
  The Fountain Door  - The fountain, obviously far more 
  ancient than the inn, contains a secret door.  The 
  fountain’s marble rear relief (worn into a procession 
  of warped figures) is a secret door.  The latch no 
  longer works, and when a few pounds of force are 
  applied the relief will swing on well-oiled stone 
  hinges revealing a low doorway into the rock. 
  A4 - Barricade and Paddock 
   
  The path of cracked stones leads towards this area as 
  an alternative to the inn.  If visitors have mounts or 
  livestock the lone guard, Kletch, will wave them over 
  with one hand on his alarm horn.  As they approach 
  Kletch will call out and inform the any visitors that 
  they should leave their animals in the paddock.  
  Kletch will accept 1sp per night, per beast to watch and 
  feed the party’s animals, warning amicably of wild 
  animal (especially owlbears and phase cats) in the area 
  that will devour unattended beasts.  Beyond the round 
  Residents of the Feast Hall 
  Inn  
  Trockly Giled (M) – Cook - A good chef and excellent 
  butcher, Trockly will come in from the kitchen after 
  meals to sip rotgut by the inn’s fire.  Almost as big as 
  his sister Scabbers, Trockley looks formidable but is a 
  physical coward.  He prefers to feed his guests dishes 
  contaminated with human flesh, and enjoys poisoning 
  others with hallucinogenic mushrooms before 
  capturing and tormenting them with his knives..  
  ‘Scabbers’ Giled (F) – Drunkard/Laborer – A large 
  woman with square shoulders and a barrel chest, 
  Scabbers does a lot of heavy labor around the inn and 
  has such poor hygiene it’s hard to tell her age.  She 
  would have become a Golden One long ago, except 
  she’s too much of a drunkard.  Towards the end of her 
  nightly tub of beer Scabbers may start singing very 
  gruesome and inappropriate songs.  
  Doc (M) – Waiter – Twenty-five, fair haired, thin and 
  intellectual, Doc wishes to be a priest, but his ambition 
  and love of self are too much for even the god of 
  slaughter.  Doc can be condescending, but would 
  really love to get his hands on the laboratory and 
  spellbooks of Pontillius Vex. 
  Orphan Steen (M) - Scrubber, age 12 - A silent young 
  boy with large eyes that glare with hatred. He stays 
  close to Bundles when he can. 
  Orphan Shalic (F) – Scrubber, age 10 – Another child, 
  with lank brown hair and a large birthmark. Shalic 
  cries at night as she still remembers what became of 
  her family, but will never tell.  
  Billy (M)  – Child, age 4 – The son of two cult members 
  who have been ‘raised’ into Golden Ones, Billy is a 
  dour ugly boy and only Lace seems fond of him.   Billy 
  knows nothing of the cult’s activities. 
  Baby Cyg (M)  - Infant, age 1 – Cygnia’s infant, a red 
  cheeked boy with wide eyes.  The baby is still 
  innocent and much loved by the cultists, but has been 
  marked by the God of Slaughter as a future  vessel.   
  
    
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  CULT OF THE GOLDEN FEAST 
  ORDER OF BATTLE 
   
  8 Laity (F0) 
  22 Feaster Guards ( F2) 
  Captain Tubbs (F5) 
  Mad Yurta (A5) 
  7 Cursed Hounds 
  8 Golden Ones 
  5 Militant Priests (CL 4) 
  15 Ghouls 
  The Hierophant (CL 7) 
   
  stone that is Kletch’s watch post a five foot tall barricade 
  of sharpened stakes, stacked stone and carefully 
  nurtured thorns is visible. While Kletch would prefer 
  strangers stay clear of the barricade, he will allow polite 
  visitors behind it, though he will first suggest they leave 
  all weapons outside.  If this tactic works and the entire 
  visiting group passes through the barricade Kletch 
  engages them in chatter while one of the three Feaster 
  Guards behind the barricade runs up the stairs and 
  fetches the entire force of Feaster militants (19 more 
  Feaster  Guards [Area  A 7, Area A 8,  Area 11] Captain 
  Tubbs [Area A 9]and Mad Yurta [Area A 11]) force, who 
  will attack the visitor cruelly, attempting to overwhelm 
  them.  
  If the visitors insist on maintaining their weapons or 
  otherwise avoid this trap, Kletch will allow them to 
  leave, encouraging them to stay at the Feast Hall Inn 
  content in the knowledge that the cultists there will 
  capture the visitors in due time. The paddock normally 
  contains a rickety wagon (25 GP) Captain Tubbs’ horse 
  (a lovely piebald stallion - 200GP), two tired carthorses 
  (30 GP each) and assorted livestock (three pigs, many 
  piglets, four milch goats and a flock of chicken - 75 GP 
  total). 
  A5 Garden of Silent Emperors     
  A ledge that overlooks the Feaster’s animal paddock 
  and barricades covered in brooding statues of long 
  forgotten emperors.  Since the ledge is well watered, 
  convenient and open to the sky, the Feast Hall’s residents 
  have planted a kitchen garden amongst the ancient 
  statutes.   A few rows of tomatoes, squash and melons 
  grow here, cared for by Voil the Lad, Scabbers and 
  Bundles but the majority of the plantings are taken up 
  by Trockley’s herb and pepper garden.  This extensive 
  collection of spices will impress the average chef, and 
  contains a rare alchemical specter pepper plant, which 
  will only grow when watered with human blood.  The 
  plant, its existing peppers and seeds are worth 1,800 GP, 
  but will be hard to recognize unless an expert in 
  alchemy, fine cuisine or necromancy examines them.  
  Trockley will reveal the plant as his “hidden treasure” in 
  exchange for escape for Scabbers and his if the cult is 
  destroyed and he is captured.  The statues are cruel 
  lipped and have the hollow mad eyes that have long 
  marked the inbred Imperial line. 
  Cult Tactics 
  The cult’s militant guards, priests and abominations are 
  far more willing to engage in open combat than the laity 
  in the Feast Hall in.  The Feasters are dedicated sadistic 
  maniacs; they will retreat but not run, sacrifice 
  individuals for the group and fight with cunning, 
  bravery and cruelty.  If confronted in the open the 
  Feasters will drive a wave of Cursed Hounds and Golden 
  Ones forward while the guard force rains arrows on their 
  enemies.  The priest will follow with a bodyguard of 
  whimpering chained Ghouls casting their most powerful 
  spells to target enemy casters and leaders. The cult is not 
  one to turn from a fight, but when clearly overmatched 
  they will retreat into their tunnels using disposable 
  assets (Ghouls, Cursed Hounds and Golden Ones) to 
  protect their leadership.   
  Attempts to negotiate with the cult may be successful, 
  especially if the party is in a position of strength and 
  appears as evil and depraved as the cultists.  While the 
  initial goal of the cultists is to massacre the Dust family, 
  they also desire victims and willing recruits to ransack 
  and finally take over the civilized area of the Road of 
  Tombs. 
  In a drawn out conflict, the Golden Feast will use the 
  laity as scouts and spies, and likely target an aggressive 
  
    
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  force with several ambushes (hit and run arrow attacks, 
  suicide ambushes by hounds and golden ones or 
  nighttime ghoul raids) rather than allow themselves to 
  be besieged.  
  Surprised within their tunnels the cult is less likely to 
  present an orderly defense, and cannot use their 
  monstrous assets effectively as they may run wild. The 
  cult feels safe in its tunnels; but the human guards are 
  alert and will eventually notice invaders, responding 
  intelligently to intruders. The guards are reluctant to 
  disturb their priests unless they lose half their number.  
  The cult will make its final stand in their temple, though 
  the Hierophant may try to escape.  
   In case of an obviously superior force and overwhelming 
  odds the Feasters will try to flee into the wilderness using 
  their monsterous thralls to protect their retreat.  The 
  Heirophant and the other cult leaders are grudge 
  holders and will make a pledge to their terrible diety to 
  destory the party.  Individual Feaster laity may 
  surrender (especially Trockley and the children) but 
  most cultists will choose death over captivity.  
  A6 - Guard Post 
   At the top of a stair carved into the raw red rock, and 
  beyond a neatly carved archway is a small guard post.  
  A waist high barricade allows the two (2) Feaster 
  Guards, (See Area A5) four AC of cover from missile 
  weapons   Unlike the three guards with Kletch at the 
  barricade below, these cultists will not hesitate to attack 
  with their bows and by hurling the crate of twelve 
  prepared firebomb (as flasks of oil) they have in their 
  possession.  One guard will flee to raise the alarm and 
  return in three rounds with the guards from the barracks 
  if the post is attacked by any large force.   
  A7 - Pool Room 
  A large chamber at the center of the Feaster’s tunnels, 
  the pool room has upper and lower levels that serve very 
  different purposes.  The Room is a place of vile rituals for 
  the Feaster Laity, the cult’s reservoir and the last 
  defensible choke point protecting the Feaster temple.  
  Three smoked red lanterns hang above the bridge 
  casting a dim and dirty light over the entire room.   
  Bridge – Entering from Area A 6, a visitor will first see a 
  huge statue, molded from the massif’s rock, that once 
  depicted a female dancer, but which has now been 
  defaced, it’s head crudely chiseled down to resemble a 
  dog or other toothy beast, and anointed with dried black 
  blood.  Dirty hammocks hang from the statue, while 
  bunks and sleeping pallets are scattered around it.  The 
  room serves as an auxiliary barracks for the Feaster 
  Guards (See Area A 5) and eight (8) of them inhabit this 
  room.  Like the guards in Area A8, these men and 
  women are trained killers whose ascetic vows hold them 
  back from the madness of their former lives as the worst 
  sort of soldiers, bandits or murderers, and channel their 
  drive for brutal violence and perverse cruelty into a 
  D6  Random Encounters in Areas 
  A6 – A16  
  1 
  Pair of Feaster Guards (2)  F2 [STR 14] AC 
  3[16], ATK 1 [+1 hit], DAM 1D10+1/1D8, MV 
  9, SV 14, (ochre painted garrison plate, two-
  handed sword, longbow, 30 arrows) 
  Wandering from Area A8 for a romantic tryst 
  will be more concerned with raising the alarm 
  than survival. 
  2 
  Laity F0, AC9, ATK 1, DAM (1D4), MV 12, SV 
  16 
  1 in 6 chance it’s Orphan Shalic with a bucket 
  of stew.  She will remain quite if ignored. 
  3 
  Golden Ones (1D2) HD 6 AC 14, ATK 3, 
  DAM 2D4, 1D3, 1D8 MV 12, SV11  * Will 
  regenerate fully from injury in 1D4 turns - 
  even ‘ death’ with a successful save.  Can track 
  by smell. 
   Tongues lolling  and bored – will attack 
  noisily. In addition to inhabitants of Area 12. 
  4 
  Feaster Guards (1D6+1)  F2 [STR 14] AC 3[16], 
  ATK 1 [+1 hit], DAM 1D10+1/1D8, MV 9, SV 
  14, (ochre painted garrison plate, two-handed 
  sword, longbow, 30 arrows) 
  From Area A8 on daily business. 
  5 
  Priests (2) CL 4 [STR 13, WIS 16] AC 2 [17], 
  ATK 1, Dam 1D6+1, MV 9, SV 14 (ochre 
  painted garrison plate, shield, steel flail, 
  bloody robes) Spells: Protection from Good, 
  Cure Light Wounds, Hold Person 
  6 
  Leader  (1D4)  1 - The Hierophant (Area  A 14,)  
  2 – Mad Yurta (Area  A 11),  3 - Captain  
  Tubbs (Area A9) 4 – Kletch (Area A4) 
  Leaders will retreat from dangerous invaders 
  and raise an alarm.   
  
    
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  daily routine.  The Feaster Guard practices a great deal 
  of self-mortification and 1D6+4 of the guards will be in 
  armor at all times. The guards have no treasure, and if 
  captured most will prove to be violent psychotics, 
  suffering from a variety of hallucinations and delusions. 
  The bridge itself is barricaded on the Southern side with 
  thick timbers that will allow defenders to take cover 
  while firing at any who approach from the underground 
  stream.  A second bridge, lighted with a few candles 
  (Area A 12), is visible beyond a huge crumbling statute. 
  Dam – Below the bridge is an eight foot deep pool of 
  clean black water filled by a spring and held on its 
  northern side by a wood and clay dam. If ruptured the 
  dam will force a deluge of water through the secret door 
  of the Feast Hall’s kitchen, and while it may drown 
  everyone in the passage between it is unlikely to do 
  permanent damage.   
  A gigantic statute, perhaps once depicting one of the 
  Imperial saints (a pulchritudinous one), crumbles in the 
  center of the pool, fractured and worn by time and the 
  spring’s gentle water.  
  Cannibal Shrine – Across the bridge from the guard 
  encampment is a horrific jumble of bloody pillows and 
  furniture scattered around a large cooking pot on a 
  makeshift hearth of cracked red stone.  This area serves 
  as a secondary shrine for the torment, slaughter and 
  consumption of the cult’s victims and evidence of its 
  grisly purpose is plain here.  While many of the chairs 
  and couches set in a half circle facing the bridge were 
  once fine, they are currently scratched, broken and 
  stained to the point of worthlessness. 
  Beyond the horrible shrine is a stone door carved with 
  images of dancers now almost concealed beneath layers 
  of encrusted dried blood that have been painted onto its 
  surface.  
  A8 – Barracks 
  Barracks for twelve of the cult’s twenty two guards, lit 
  by a pair of oil lamps. Two pairs of bunks stand in each of 
  the chamber’s curtained alcoves.  The curtains 
  themselves are stained threadbare tapestries with 
  geometric designs.   There are usually seven (7) Feaster 
  Guards (See Area A5) here off duty sleeping, sitting on 
  their bunk or meditating on the cold floor.  1D6 of the 
  guards will be wearing their armor as a form of 
  mortification even if they are surprised, and their 
  weapons are in easy reach.  Other than their equipment 
  the ascetic cult guards have no treasure.  A disturbing 
  golden figurine (450 GP) of the hyena headed god of 
  slaughter stands on a shelf near the door to Area A 11, 
  flanked by a pair of fresh human skulls. 
  A9 - Priestess Militant’s Shrine  
  This room was once a crypt chapel to allow the dead the 
  ability to worship, but now serves as the quarters and 
  office of Captain Tubbs, the ‘Priestess Militant’ who leads 
  the Feaster guard force.  An altar of the Imperial Cult 
  remains, formed directly from the rock of the floor, and 
  now defaced with a bone statute of the god of slaughter 
  and numerous symbols in dried blood.  The room’s other 
  furniture consists of a desk covered in hundreds of black 
  and red candles, a bed and a soldier’s tin chest.  All the 
  furnishings are splattered and encrusted with rotten 
  gore, and handprints in dried blood stain the room’s 
  walls.   
  Tubbs keeps her armor and weapons in the chest along 
  with a bit of personal treasure including a purse  of 300 
  GP, a pearl and jade necklace (700 GP) and a set of 
  finely engraved golden knight’s spurs (200 GP) (see 
  General Rumor 8).   
  The wall outside the trap room door is decorated in 
  frescos, showing the funeral procession of a wealthy 
  woman.  The mourners carry golden vessels, caskets of 
  gems and a distinctive crystal and gold sarcophagus.  
  This sarcophagus’ 
  design is repeated 
  in the shape of the 
  sculpted stone 
  door leading to 
  Area A 10 . 
   
  
    
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  A10 – The False Tomb 
  A false tomb, built as a trap for tomb raiders, and left 
  unused by the Feasters. The walls of the room are 
  frescoed with images of a stately Imperial burial, 
  featuring a gold and crystal casket, sumptuous grave 
  goods: silks, crystal vases, alabaster jars, golden furniture 
  and bejeweled trinkets.   At the far end room is another 
  door that appears to have been covered in gold leaf and 
  shaped like the crystal and gold sarcophagus of the 
  frescos.  The door is fake, a solid chunk of the wall 
  sculpted to provide the illusion of a door.  The entire 
  room is a trap designed to lure robbers over the magical 
  pit in the center of the room. 
  Sorcerer’s Revenge – A pit trap outside the normal 
  world of mechanical hinges or painted canvas 
  stonework, the sorcerers of the old Empire created this 
  trap to punish and capture tomb robbers.  The 10’ of floor 
  at the center of the hall’s 30’ is enchanted to melt away 
  when an intelligent warm-blooded creature stands at its 
  center.  Those caught by the trap will suddenly drop 
  through the floor as if through a spray of liquid, and fall 
  into a 10’ deep recess in the red rock (taking 1D6 
  damage). The trap’s purpose isn’t to kill, but to trap the 
  robbers within, entombing them forever in the darkness, 
  and within 10 seconds the immaterial rock above will 
  reform (slicing any rope or wooden pole that passes 
  through it and trapping any metal object).  
  The trap may be detected normally (there are tiny runes 
  that will give a knowledgeable thief chills carved in the 
  cracks of the floor’s false tiles), or magically, but will be 
  hard to disarm.  Dispel magic (against a 6th level 
  enchantment) will disarm the trap, but the floor will 
  remain a 4’ thick barrier between Area A 10 and anyone 
  trapped below.  Digging through the spongy red rock of 
  the massif is also possible (either with or without 
  disarming the trap) but it will take several days and 
  make a great deal of noise unless magical aid (dig, 
  passwall, rock to mud  or stone to flesh) is used to speed 
  the process.   
  Within the pit are an interesting collection of bones and 
  ancient objects, some valuable.  Amongst the remains of 
  no less then eight robbers, the oldest from the early years 
  of the Successor Empire and the newest a Feaster Guard 
  are the following: Suit of yellow garrison plate, a long 
  sword, several rusted weapons and decayed suits of 
  leather armor, a heavy square cut gold ring (150 GP), an 
  Imperial grave mask made of carved garnet (1,200 GP),   
  65 GP in coins, and a Bonewhite Rapier (1D8) the 
  weapon is enchanted and allows the wielder to invoke 
  the spell mirror image once per game session.  
  A11 – Kennels 
  Barking and growling are easily heard through the 
  stone door to this chamber as it serves as the cult’s 
  kennels and prison.  The room was once an ornate tomb, 
  but the stone coffins within, and all of its inner partitions 
  have been smashed and carried away.  The tomb is 
  transformed into a tall vault, lit by a single smoked red 
  lamp swaying above a large table at its center, and filled 
  with crude cages of giant dogs and a few cowed and 
  huddled prisoners in a smaller cage at the rear of the 
  room.  A heavy door leads West with an obvious bar to 
  keep it closed.   
  Captain Tubbs F5 (34 HP) [STR 18, CON 15, DEX 
  16, CHR 14] AC 2[18], ATK 1 [+2 hit], DAM 
  1D8+2/1D6, MV 9, SV 10, (Brass plated plate 
  armor, shield, saber, two silvered tomahawks [80 
  GP]) 
  *Tubbs has been blessed by the God of Slaughter 
  with a form of immortality.  Unless her shriveled 
  heart (Area A14) is destroyed her body will raise 
  again from death with her full HP in 2D4 turns or 
  as soon afterwards as it is no longer being watched.  
  If her body is destroyed or too damaged to revive, it 
  will melt into a bloody pool and Tubbs will revive 
  near her heart.  
  Tubbs is a huge woman, nearly 7’ tall, her mane  of 
  greyish brown hair matted into dreadlocks with 
  blood and viscera.  She is missing one of her front 
  teeth, covered in scars and her eyes are always wild 
  with deep madness. Despite her insanity and 
  relative stupidity she is an inspiring commander 
  and cunning in small until tactics. 
  
    
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  The kennels contain all seven (7) of the Cursed Hounds 
  sacred to the Cult of the Golden Feast and its cadre of 
  torturers, led by the assassin Mad Yurta.  The hounds are 
  always active, with massive jaws snapping amongst 
  themselves and their brindled yellow hides rippling 
  strange symbols. While the hounds appear to howl and 
  bark, and they wear easily heard at the door, the room 
  itself is strangely silent.  
   
   
   
  Sitting at the table, staring directly at the door is a 
  cadaverous man with flat red eyes wearing a 
  bloodstained leather apron, over a doublet covered in 
  bonewhite figurines.  Two yellow armored guards, a 
  woman in a full helm and a smaller man with a 
  handsome smiling face are rising from the benches as the 
  party enters. 
  This is Mad Yurta, the hound master, chief torturer and 
  assassin of the Cult of the Golden Feast.  Yurta and his 
  two favorites are more insane and antisocial than the 
  rest of the Feasters and are unlikely to aid the guards in 
  Area A8 unless the alarm was raised.  The torturers 
  communicate only through gestures and can coordinate 
  effectively even under the hound’s silence effect. 
   Yurta and his helpers have a plan for invasion.  Yurta 
  will wave languorously at anyone entering in an effort to 
  stall them while Min and Hild advance towards the door 
  calmly.  As soon as the guards are within melee range or 
  the intruders begin to act aggressively, Yurta will fling a 
  dagger at the lantern above, shattering it on a successful 
  hit vs. AC 9[10]). 
  With the room plunged into darkness Yurta will release 
  the Cursed hounds (round 2) and then move into a 
  backstabbing position if possible, attacking with the 
  hounds on round 4.  Meanwhile the two guards will fight 
  defensively, forgoing attacks to gain a bonus of +2 to 
  AC. The hounds are less disturbed by the darkness than 
  most humans, suffering only a -1 to hit vs. the normal -4.  
  Yurta of course has been granted blood filled eyes that 
  see in the dark by his cruel god. 
  Yurta’s first target is any intruder that seems unaffected 
  by the darkness, he then moves on to warriors, clerics, 
  and finally magic users and thieves, always trying for a 
  backstab attack.  If the Cursed Hounds and 
  torturers/guards are killed, Yurta suffers serious injury, 
  or the fight appears to be going badly Yurta will flee 
  Mad Yurta (A5) [STR 16, INT 13, DEX 15] HP 22, 
  AC 5[14], ATK 1 [+3 hit/Str and dual wield], 
  DAM 1D6+2/1D4 MV 12, SV 14 *Abilities as a 
  5th level assassin and backstab at +7 hit for 
  (1D6+3x3)+5 damage. Darkvision 80’ (Infidel 
  Doublet, Blood Drinking Blade , Short Sword, 6 
  throwing daggers). 
  Blood Drinking Blade – A straight razor edged 
  short sword with a simple cross guard, this 
  weapon has developed a bloodlust of its own 
  after many years in the hands of lunatic killers.  If 
  it strikes a target the blade will rapidly drink 
  blood from its victim, requiring a save vs. poison 
  or suffer a cumulative -1 penalty to all rolls for 
  the rest of the combat from blood loss. 
  Infidel Doublet – A heavy black leather doublet 
  covered with numerous devotional figurines of 
  the Imperial Cult sewn into it.  The figurines are 
  made from the ancient magical ceramic 
  bonewhite and enormously durable.  Each of the 
  figurines is defaced in minor ways (mostly with 
  painted slogans), but the figurines provide 
  effective light armor [AC 5/14 – but encumbers 
  as leather armor]. 
  Cursed Hound (7) HD 4, AC 6 [13] ATK 1*, DAM 
  1D6+1, MV 18, SV 13 *The hounds ethereal howls 
  can be heard for miles, but the air around each 
  hound is silent, as the Cleric Spell Silence 15-foot 
  radius. 
  Feaster Torturers (2 – Hild, Magnanimous Min) 
  F2 [STR 14] AC 3[16], ATK 1 [+1 hit], DAM 
  1D10+1/1D8, MV 9, SV 14, (ochre painted 
  garrison plate, two-handed sword, throwing axe, 
  5 daggers) 
  
    
  19 | P a g e  
   
  without concern.  He will dash to the rear door, throw 
  down the bar and vanish into the darkness beyond.  
  Yurta has a plan even here, clinging to the underside of 
  the bridge and only emerging if the intruders engage 
  the Golden Ones in Area A12.  Once the party is locked 
  in combat Yurta will silently climb back onto the bridge 
  (with appropriate bonuses to his move silently skill due 
  to the distractions and noise of combat) and backstab the 
  most easily slain target, preferably a cleric or wizard.  
  Yurta will leap into the water below and splash off 
  towards Area A7 after his initial attack as he has no 
  desire to deal with the Golden Ones. 
  Prisoners - Among the captives, locked together in a 
  cage are a single zero-level matron kidnapped from the 
  road’s settlement, and three rakes (zero level humans) 
  taken from the road.  One rake has parents looking for 
  him (See General Rumor 7). All four are deeply 
  traumatized and have been brutalized to a single HP 
  each. 
  A12 – The Golden Ones 
  Bridging the river 10’ below is a stone archway, 
  delicately carved with spires and flourishes.  The railings 
  of the bridge are studded with candles, but only a few 
  still burn.   
  At the end of the bridge is a stone door, similar to others 
  in the complex, but smudged and defaced with filthy 
  handprints.  If examined closely the handprints appear 
  basically human, but slightly too large.  Beyond is the 
  wretched, pitch black lair of the Golden Ones. 
  The room was once a tomb for an Imperial magnate of 
  some kind, but is barely recognizable as it is so strewn 
  with filth and gnawed bones.  A rickety coffin, likely 
  dragged from a graveyard, a feces piled altar and a 
  battered stone sarcophagus molded from the floor form 
  the room’s only furniture.  The Golden Ones themselves, 
  eight (8) of them, sit lean or lay about the room, their 
  huge furred bodies covered in scars.   
   
  When followers of the God of Slaughter have proven 
  themselves truly dedicated, but unworthy of the 
  priesthood, they are ‘raised’ into the deity’s “true 
  terrestrial representatives,”  monstrous  Golden Ones 
  trapped forever in the heightened state of a hunting 
  carnivore at the very moment its plunges its teeth into 
  the hot blood of its prey. Golden Ones know only a 
  desire for slaughter and blood, and while they cannot be 
  reasoned with sufficient injury may teach them fear, at 
  least until they heal. 
  The Golden Ones don’t allow other cult members in their 
  room, so the victims that they seize and drag back home 
  to devour leave their belongings among their gnawed 
  bones.  A small hoard of valuables, along with a varied 
  collection of gnawed skulls, is crammed inside the stone 
  Golden One (8) HD 6 AC 6 [13], ATK 3, DAM 
  2D4, 1D3, 1D8 MV 12, SV11  *Will regenerate 
  fully from injury in 1D4 turns - even ‘ death’ with 
  a successful save.  Can track by smell. 
  Men and woman become blond beasts lustfully 
  roving in search of spoils and victory. Golden 
  Ones stand anywhere from 6’ to 8’ tall and are 
  covered in shaggy golden fur, which barely 
  conceals bulbous musculature.  The heads of 
  Golden Ones dispense with any notion that they 
  might be human, being a twisted amalgamation 
  of the leonine, hyenine and bovine.  These 
  monsters are divine (albeit the spawn of an evil 
  and debased god) and heal at an unnatural rate, 
  unless specific efforts to kill them are taken 
  (beheading, incineration, drowning). 
  The horrors attack three times per round, by 
  biting with their bone cracking jaws (2D4 
  damage), pummeling with their huge fists (1D8) 
  and raking or stomping with clawed or hooved 
  feet (1D3). 
  Golden Ones are constantly frenzied and natural 
  hunters who will pursue their enemies if they are 
  able, even tracking by smell if they lose sight of 
  their prey. 
  
    
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  tomb, the lid of which can be moved by two strong 
  humans.  Inside the sarcophagus are 250 GP in scattered 
  coins, a courtesan’s comb in bone white, silver and 
  alchemical stones that advertises the wearer’s status 
  (800 GP), a folded pearl composite pocket fan, (300 GP) 
  a fine whitened steel rapier (200 GP). 
  A13  - Grand Temple of Slaughter 
  The slaughterhouse stink of this blood splattered 
  chamber is obvious even in Area 7, but upon entering 
  the true horror of the Feaster’s practice becomes 
  immediately apparent.  This room was once the entry 
  hall to the tombs of the Sorcerer General’s concubines.  
  The floor is a mosaic of black and red tile radiating 
  outward from the steps that lead to Area A14, and 
  decorative pillars, carved into the lithe forms of 
  beautiful men and women, the representations of those 
  entombed beyond,  bisect the chamber.  Garish silver 
  chains sculpted to resemble garlands of flowers and 
  festooned with eternal blue glowing lamps (12,000 GP 
  for the entire collection) still light what was once a 
  magnificent chamber. 
  Now the room has been given over to the violent and 
  bloody worship of the Hyena Headed Lord of Slaughter.  
  Black chains of crude iron are hammered into the 
  sculpted pillars and end in the heavy collars of fifteen 
  (15)grey skinned and emaciated men and women.  The 
  Feasters transform the most resilient of their victims into 
  Ghouls through starvation and evil rituals, and then 
  chain vile creatures here to clean the temple of gore 
  after the cult’s rituals.  The Ghouls’ chains cannot reach 
  every corner of the room and its reek wafts from these 
  gore caked nooks.  
  The Ghouls’ chains are long enough to reach anyone 
  entering the room and the horrible creatures will rush 
  howling to attack, perhaps seeking an end to their own 
  torments.  This cacophony will sound the alarm, if it has 
  not already been raised, unless magical efforts are made 
  to prevent it, and any surviving priests will arrive from 
  Areas A15 and A16 in 1D4 rounds.    
   
  A14 – Sanctum 
  The altar of slaughter lurks on this raised platform, 
  having been converted from the sculpted sarcophagus of 
  the chief concubine. Its beautiful marble is stained and 
  encrusted with the blood of sacrifices, while an icon 
  made from bones forms the altar’s centerpiece and 
  obscures the details of the concubine’s empty, 
  desecrated coffin. Also atop the altar are four skulls, cut 
  into bowls and sealed with gold (800 GP total).  Each 
  bowl contains a number of dried chunks of meat that an 
  Intelligence check or any sort of medical knowledge can 
  identify as hearts.  One of these belongs to Captain 
  Tubbs and allows her to return to life. Tubbs will die if 
  the heart is destroyed. 
  Around the altar a collection of plundered trade goods 
  and contraband rots. While much of this treasure is 
  decayed (a crate of rotten lobsters,  brocades ruined by 
  blood and water, wine that has long gone vinegar, a cage 
  of starved, rainbow hued pet  monkeys from far Vehissu, 
  and bags of sacks of weevil ruined  flour) some remains 
  valuable: A crate of steel needles (500 GP), a lead foil 
  wrapped brick of narcotic/pain killer drugs (1,200 GP), 
  A tin of smoked lens for glasses (300 GP).  These three 
  items are all contraband, and will be seized if taken 
  through the gates of the Capital. 
   
  Ghoul (15) HD 2 AC 6 [13], ATK 3, DAM 1D3x2 
  1D4*, MV 9, SV 16**  *The bites of ghouls cause 
  paralysis for 3D6 turns on a failed save. **undead, 
  subject to Clerical turning and immune to mid 
  effecting spells. 
  The Ghouls involuntarily created by the Cult 
  Golden Feast still have a vague memory of their 
  previous lives but are commanded to attack by 
  their infernal hunger.  Only the priests of the cult 
  can control them by lashing them with long chain 
  whips and calling their original names. 
  If the ghouls are turned, Feaster priests can 
  reverse the effect with a successful turn attempt 
  of their own. 
  
    
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  A15 - Priest Sanguine 
  Beyond a thin marble door, carved to resemble a 
  sleeping man with exquisite features is the private 
  seclusion of the Cult of the Golden Feast’s leader, the 
  Hierophant, or Priest Sanguine.  The room smells of a 
  sweet incense and clotted blood, and contains a simple 
  bed, a brass water pipe, a bone lectern with an 
  anthropodermically bound scripture of the Lord of 
  Slaughter (it will cause a loss of 1D4 points of Wisdom if 
  read by a non-believer), a rack with several yellow 
  robes, all stained rust red with blood, and several glass 
  oil lamps. 
  In a small lacquered bone box near the water pipe are 
  several compressed disks (200 GP) of some white 
  substance.  These disks are a powerful and sinister 
  hallucinogen that will induce 1D6 hours of horrific 
  bloody visions.  
  The Hierophant himself is most often found in this room 
  (though he will join the rest of the cult in battle) 
  meditating with his hookah, studying doctrine, sleeping 
  or mumbling to himself.   
  The Hierophant is an unremarkable man, once a 
  travelling priest of the Imperial Cult, with a body and 
  faced marked by a lifetime of depravity and ascetic self-
  denial.  He does not reveal in the evil he commits as 
  many of Feasters do, but is wholly dedicated to drowning 
  the corrupt world of the rotting Empire in its own blood 
  and pain, a slaughter far cleaner then the slow death by 
  starvation and decay that he has witnessed the Empire’s 
  decline force upon its subjects. As a reward he expects to 
  save himself and his followers from the coming 
  cataclysm. The Hierophant is not a tactician, he is a true 
  believer, and will fight to the best of his ability, unless he 
  believes his cult is about to be destroyed.  If defeat seems 
  certain the Hierophant will cast animate dead on any 
  nearby bodies and then flee, to return later.  He will use 
  his other spells (including his blade barrier scroll) 
  offensively. 
  The Hierophant’s calm crabbed features are always 
  hidden by the artifact of his cult, The Mask of Pain, a 
  great golden helmet inlaid with ivory and blackened 
  bone.  The mask depicts a screaming bestial head, 
  something like that of one of the Golden Ones (see 
  Trasures of Note below for details).  Beneath his mask the 
  Hierophant wears a blood soaked robe that conceals 
  elaborate brass decorated plate armor. 
   
  A16 – Underpriests Quarters 
  In contrast to Area A15, these chambers are a squalid 
  wreck with bloody mattresses tossed on the floor, and 
  filthy piles of pillows, rugs and hangings covered in 
  dried blood.  Bones have been balanced in a variety of 
  odd piles, clearly intended to be decorative or as acts of 
  lunatic devotion. 
  This chamber is home to the cult’s five Underpriests 
  (though two are priestesses, all five are sexless in their 
  blood spattered ochre robes and shaved heads). 
   
  Secret Door – A small trapdoor in the floor, a disc of 
  wood, much like a barrel lid with a blood soaked rope 
  handle opens into a small, crudely carved chamber.  The 
  West wall of this chamber (barely big enough for three 
  people to stand in) is a heavy blanket, painted on one 
  side to resemble the cave wall.  The blanket, which 
  gleams like wet stone, but won’t stand up to close 
  examination, can easily be pushed aside. 
  The Hierophant (CL8) [STR 14 WIS 18] HP 30, 
  AC 2[17], ATK 1 [+1 hit], DAM 1D6+1 MV 9, SV 9 
  *Darkvision 80’ (plate armor, bone mace, shield, 
  Mask of Pain (see  Treasures of Note section). Scroll 
  of Animate Dead(level 10), Scroll of Blade Barrier 
  (level 14) 
  Spells: cure light wounds(2), darkness, hold person, 
  silence 15’ radius, cause disease, prayer, protection 
  from good 10’ radius, insect plague.  
  Priests (2)  CL 4 [STR 13, WIS 16] AC 2 [17], ATK 
  1, Dam 1D6+1, MV 9, SV 14 (ochre painted 
  garrison plate, shield, steel whip (flail), bloody 
  robes)  
  Spells: Protection from Good, Cure Light Wounds, 
  Hold Person 
  
    
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  Area B – Necromancer’s 
  Repose 
  These smoothly cut rock chambers were originally 
  designed to be inhabited by caretakers and tomb 
  guards, but were taken over many years ago by Potilius 
  Vex an elderly necromancer somewhat faded in power.  
  Vex died of old age a two years before the time of this 
  adventure, but his body remains peacefully slumped on 
  his sleeping couch and guarded by the necromancer’s 
  few minions and traps, but there is no organized force 
  within AREA B. Vex was not an especially powerful or 
  destructive sort and focused his studies on the 
  reanimation of animals, an art that he gained some 
  expertise in over his long life.  The necromancer was well 
  known during his life, especially by the thieves of the 
  Capital who knew him as a man to sell corpses and sick 
  animals to, and as a wizard who could provide reliable 
  means of escape through his very temporary undead 
  steeds. The Dust Family and Vex were old 
  acquaintances, and lived in peaceful coexistence though 
  they did not interact often.  The Dust Family suspects 
  Vex is dead or gone, but has not raided the 
  necromancer’s lair out of respect and fear of his magic.  
  The Feasters have no idea of what’s beyond the entrance 
  to Vex’s lair, and have been frightened off by the 
  considerable legerdemain Vex used to make his home 
  seem dangerous. 
  Random Encounters in Areas B1 – B4 will be with Vex’s 
  Skeleton dog pack, consisting of six (6) skeletal dogs, 
  painted red and with skulls filed with glowing magical  
  embers. After these dogs are destroyed no more random 
  encounters will occur. 
   
   
   
  Area  B – Entrances     
  Bone Grotto   – A 25’ wide grotto leading into the side of 
  the massif, once carved into the shape of a gate flanked 
  by statutes and columns.  The original carvings are rain 
  worn and wind scoured, now only vague outlines.    The 
  reliefs carved on the wall are mostly lost, but close 
  examination will indicate that they depicted robed 
  guardsmen of some kind.  More obvious are the 
  weathered skulls of an ox and a horse set in niches where 
  the statue’s original heads have been neatly chipped 
  away.  A few pieces of ancient horse and cow dung are 
  scattered about the grotto’s corners, especially near the 
  10’  wide corridor leading from its rear. 
  Necromancer’s Stair – A smaller, seemingly natural 
  entrance leads to a narrow stair, and hallway beyond.  
  The walls and stairway are neatly carved from the stone 
  to resemble cut blocks.  In the center of the hallway is a 
  curtain of human skulls dangling from a lattice of rusted 
  chains. Approaching the curtain within 5’ will cause one 
  of the skulls (a random one each time) to speak.  The 
  skulls be relatively calm at first informing visitors that 
  the ‘dread master’ is indisposed.  If the party persists in 
  approaching they will warn of the master’s wrath and 
  how the visitor’s own bones will be used to create 
  ‘horrors’.  The curtain is otherwise harmless, a modified 
  version of the magic mouth spell. 
  Beyond the curtain is a decorative black iron gate, 
  wrought in the form of thorn vines, locked with a sturdy 
  but mundane padlock.  
  B1 – Paddock of Bones 
  An arched 10’ tall passage, neatly graveled leads from 
  the Bone Grotto and into a large open paddock.  Niches 
  along the walkway, seemingly carved at random heights 
  contain bleached animal skulls, mostly horses and oxen.  
  The last pair of niches, before the passage opens each 
  contains a human skeleton, articulated with copper wire 
  and holding a shovel.  These skeletons are animate, but 
  will do nothing unless animals are left along the passage 
  or in the paddock, in which case they will clean up 
  animal dung and smooth out the gravel of the passage 
  after 1D4 turns.  If attacked the skeletons will feebly 
  defend themselves with their shovels.  
  Skeleton Dog (6) HD 1, AC 5[14], ATK 1, DAM 
  1D6 MV12, SV 16* *The dogs are undead (as 
  skeletons) and are immune to mind affecting 
  spells and psychology, but susceptible to Clerical 
  turning. 
  
    
  23 | P a g e  
   
   
  The paddock itself is a large rough stone canyon, floored 
  with neatly smoothed gray gravel and brightly lit by 
  sunlight that streams 60’ through a chimney in the 
  porous rock to the sky above.   A 4’ tall fence of bones 
  and wire, barbed with sharpened vertebra, spans the 
  entry, with a simply latched gate allowing entrance. 
  A stone water trough is carved into the wall on the 
  Southwestern corner of the paddock, filled with 
  stagnant rainwater.  Across from it a narrow path winds 
  through a heaping pile of bones towards a broad stair 
  leading upward into the rock.  If examined the bones will 
  all prove to those of domesticated animals, mostly horses 
  and cattle, but with a few other stranger creatures mixed 
  in.  1D4 turns of search will uncover the weathered four 
  foot long tusks of a small elephant, worth 300 GP, while 
  1D6 turns of searching will reveal the large humanlike 
  skull of a manticore.  The manticore’s wicked teeth are 
  worth 600 GP to a sorcerer or collector of oddities. 
  The passage beyond the paddock is arched and has been 
  rubbed smooth and leads to an iron portcullis wrought in 
  the form of thorny vines.  Flanking the gate are six 
  niches, each containing a human skeleton, with head 
  replaced with that of a horse or bull, and its bones a 
  vibrant color.  The two niches nearest the door contain 
  vibrant red skeletons, their heads replaced with bull 
  skulls, the other four skeleton are green and have horse 
  skulls.  When an intruder reaches the top of the stairs all 
  six skeletons will step free of their niches, their fingers 
  suddenly raised to point back down the stairs.  If 
  intruders advance on the skeleton line, the undeads’ 
  hands will begin to glow (red for the bull skeletons, and a 
  sickly green for the others), as they crouch ready to leap.  
  If attacked, or if intruders touch the metal portcullis all 
  six skeletons will charge into melee.  The creatures are 
  simple animate skeletons, but their bones have been 
  painted bright colors and a minor enchantment cast on 
  them to make their hands glow.   
   
  Once the skeletons have been destroyed the gate proves 
  a mundane stoutly built iron gate, locked with a normal 
  padlock.  
  B2- Laboratory 
  The front of this chamber, just beyond the twin gates, 
  contains a set of chairs and a table made from lacquered 
  bones (20 GP), carefully held together with small copper 
  nails.  A hammered copper pitcher in the shape of a 
  spiny gourd and a set of matching copper cups (50 GP)  
  set on the table.  An alcove near the Southern gate holds 
  a glass fronted curio case (50 GP) full of bones and 
  mundane oddities such as oddly shaped pebbles, dried 
  flowers and a large taxidermy trout.  Near the case is 
  small wrought iron desk (10 GP) containing numerous 
  copies of blank form contracts for the exchanging 
  ‘sorcerous mounts’ for various amounts of gold and pre-
  signed by PontiliusVex.   Dead candles in a variety of 
  colors stand on every surface, and clutter several wall 
  sconces.    
  Bisecting the sitting area from the rest of the room is a 
  huge set of aged blue velvet curtains, (300 GP), 
  decorated with tiny crystals, the curtains are enormous, 
  unwieldy and heavy, but can be easily removed from the 
  brass rod they hang from.  Pulling back the curtain 
  activates a programmed illusion that Vex once paid a 
  wandering illusionist to place on it.  The illusion fills the 
  laboratory beyond the curtain with black mists that 
  quickly coagulate into a tall ghostly form in strange 
  jagged black armor.  The illusory guardian looks 
  mournfully at the curtain, scanning its entire length with 
  Skeleton Grooms (2) – HD 1, AC 8 [11], ATK 1,  
  DAM 1D6 MV12, SV 17*  
  *The skeletons are undead and are immune to mind 
  affecting spells and psychology, but susceptible to 
  Clerical turning. 
  Skeleton Guards (2) – HD 1, AC 8 [11], ATK 1,  
  DAM 1D6 MV12, SV 17*  
  *The skeletons are undead and are immune to mind 
  affecting spells and psychology, but susceptible to 
  Clerical turning. The skeleton Guards have been 
  treated with powdered devil bone, which inhibits 
  turning however, and must be turned as specters. 
  
    
  24 | P a g e  
   
  glowing red eyes before beginning a patrol of the 
  laboratory.  Careful observation for two turns will spot 
  the loop in the illusions actions, making it clear that the 
  silent guardian’s slow circuit around the chamber 
  repeats itself identically.  The illusion will dissipate if 
  the words “master” and “begone” are uttered in the same 
  sentence, and will reset after six turns (an hour). 
  Beyond the curtains is a laboratory, a large stone toped 
  iron table covered in the huge bones of a small elephant 
  (one of Potilius Vex’s long term projects was to raise an 
  elephant skeleton), and piles of notes crammed 
  haphazardly into a set of lizard skin folios.  The notes are 
  primarily basic research on a 5th level spell that would 
  allow the animation of elephant (or other giant creature) 
  bones as a servitor.  The spell is on ½ done, but the notes 
  will cut the cost and research time for such a spell in half.  
  The other furniture in this laboratory appears cheaply 
  knocked together from common wood and includes 
  several tables, one holding a jury rigged alchemical set 
  up that looks more dangerous than useful, a few stools 
  and a large bookcase.  The bookcase contains more folios 
  (mostly horse hide) that have notes for the all the spells 
  in Pontilius’ spell book (See Area B 3) as well as a small 
  collection of common reference books on anatomy and 
  sorcery (250 GP).  A glass jar on the bookcase contains 
  the a bundle wound in sigil scribbled linen, a Coward’s 
  Heart (See Treasures of Note section) 
  The balcony is barely visible from the ground 10’ below, 
  an overhang and its naturalistic pillars concealing it.  It 
  contains little of interest except a few bright painted 
  pots holding dead plants and dry dirt, but allows a great 
  deal of natural light to stream into the room beyond.   
  B3- Living Space 
  This smooth stone chamber is decorated with poorly 
  rendered murals of a rose briar, in faded but still garish 
  colors.   The windows are barred with decorative black 
  iron grates.  A large iron bed with dusty sheets and a 
  magically strengthened glass headboard (400GP), 
  decorated with an idyllic imperial market scene, 
  dominate the room. There is also an ironbound travelling 
  chest on one side of the bed, filled with sturdy work 
  clothes, a single silk shirt (40 GP) and a patched black 
  robe.  A similar black robe, in better condition is draped 
  over the back of the chair.     
  A body rests in the bed, having rotted into the thick 
  wool sheets.  The body is still indefinable as that of an 
  elderly man, with a long gray beard and lank gray hair.  
  This is Pontilius Vex, who died peacefully in his sleep a 
  year ago, shortly before the Feasters arrived at the 
  Massif.  
   A heavy iron chair coved in faded cushions stands near 
  a small iron table which displays a black tome on a 
  polished wood stand and three glass domes containing 
  strange objects.  
  The first dome contains a thighbone, covered in carved 
  script that glows an unwholesome green. It is another 
  piece of Vex’s legerdemain, begin a worthless toy he 
  liked to show off as a wand dread wand.   
  Undead Spider - The second glass case contains a large 
  preserved spider.  This case is a trap, as Vex raised the 
  spider, only to discover it was uncontrollable and highly 
  poisonous. While the spider, a hairy blue and black 
  thing the size of a fist, appears dead and remains inert 
  under the glass dome, when the case is removed it will 
  spring into unnatural life, surprising on a 1-4.    The 
  spider’s first attack will be a leap towards the nearest 
  living creature and attack at a +4. 
   
  The last case contains a pair of gold rimmed spectacles 
  with black smoked lenses (20 GP). These spectacles are 
  magical and while worn allow the wearer to grasp and 
  manipulate the black tome. 
  Black Tome – The book on table, set in an ebony wood 
  holder is Pontilius Vex’s spellbook.  It is protected by an 
  Undead Spider – HD 1/2, AC 4 [15], ATK 1*, DAM 
  1**,  MV 12, SV 17*** 
  *The spider leaps up to ten feet from target to 
  target, gaining a +4 to hit when it uses this tactic. 
  ** The spider’s bite contains lethal necromantic 
  poison that will kill anyone failing a save v. poison.  
  Victims will rise as rage filled undead (ghouls or 
  wights) in 1D12 hours after death.   
  
    
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  enchantment rendering it immaterial to any person not 
  wear the gold rimmed spectacles, but is otherwise a 
  normal spellbook containing the following magic-user 
  spells: 
   
   
  B4-Stores and Kitchen 
  Upon entry it becomes immediately clear that this area 
  has been used as a store room and kitchen in the near 
  past, with barrels of dried apples, sacks of common 
  grains, and hanging hams filling much of it.  The wagon 
  load of supplies is worth 100 GP despite being slightly 
  stale.  A small kitchen, containing a cast iron stove 
  connected to an ancient stone flue, a counter and simple 
  fountain filled with clear water take up the rest of the 
  space.  The residents of this room are also immediate 
  obvious.  Three skeletal cats (250 GP each) patrol the 
  stores, much as living housecats would.  The undead 
  beasts have no real understanding of their state and 
  spend most of their time slumped in various nest among 
  the stacked supplies, looking for rodents to kill.  All 
  three cats will rise when the door open however, as they 
  are curious creatures.  Two are malicious and hateful, 
  silently hissing at intruders with arched backs and 
  barred fangs, but they aren’t really aggressive and will 
  run to hide amongst the supplies if threatened with loud 
  noises.   The third undead mouser retains a sweet 
  disposition and will try to rub its boney face against 
  intruders’ legs.  If it has a positive reaction roll (a +2 
  bonus to reaction should be granted if the characters 
  coax it with clucking noises, pet it or otherwise behave in 
  a friendly manner) the undead cat will attempt to follow 
  them.  The cats are all excellent mousers and any 
  captured will fetch 250 GP as a useful addition to any 
  storehouse or as a parlor oddity.   
  Area C- Chambers of the Sleeping God 
  Magic formed from the red stone of the massif, this area 
  was designed as a place for pilgrims to worship the now 
  nameless sainted general who ordered the massif 
  created.  The stone is decorated in simple carvings of 
  angular spirals and toothed lines of bas relief.  A large 
  shallow pool of water comes from the rock, passing 
  through the face of the Pilgrim’s Temple (Area C1).  
  Within the rock the slumbering body of the general’s 
  bound servant, a yazata or titan, sleeps, waiting to awake 
  and do the bidding of the sorcerer general or his 
  progenies.  The slumbering god’s uneasy dreams have 
  filtered into the water of Area C giving the region an 
  uncanny feeling and leaking into the minds of any who 
  sleep there, and give the entire area an uncanny feel.  
  Even the waking mind is deranged by the presence of 
  the bound celestial titan, and on any random encounter 
  check resulting in a 3 or 4 a random party member will 
  experience one of the following disturbances. 
  Undead Mount 
  Spell Level: Magic-User, 2nd Level 
  Range: Touch 
  Duration: 12 hours (1 night) 
   
  This spell raises the remains of a draft or riding 
  animal as an undead steed for a single night.  The 
  creature will be completely docile and runs 
  tirelessly at base movement rate of 60, twice that 
  of a horse.  The undead mount can be ridden in 
  combat, but is very fragile (1HD/AC 8 [11]) and 
  cannot attack. 
   
  Skeletal Cat (3) HD ½, AC 5 [14], ATK 1, DAM 
  1D4, MV 12, SV 17**  
  *The skeletons are undead and are immune to mind 
  affecting spells and psychology, but susceptible to 
  Clerical turning. 
  1st Level – Read Magic, Detect Magic, Sleep, Magic 
  Missile 
  2nd Level –Darkness 15’ Radius, Magic Mouth 
  (talking skull specifically), Phantasmal Force, 
  Invisibility, Undead Mount 
  3rd Level – Dispel Magic, Suggestion, Hold Person,  
  5th Level – Animate Dead 
  
    
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  1D8 Mysterious effects of the Empyrean Titan’s Troubled 
  Slumber 
  1 
  Shadows shift suddenly, spinning away from the light in unexpected directions. 
  2 
  The colors suddenly reverse, red becomes blue and black becomes white.  The disorientation ends in 1D4 
  rounds. 
  3 
  A sense that an unknown number has been uttered, part of some count down, and that this number is 
  important.  
  4 
  Afflicted is compelled to utter a long phrase in an unknown language. The language is Celestial and the 
  afflicted is listed some of the infinite names of the Heavenly Thrones. 
  5 
  A flash of X-Ray vision, everyone around the character looks like skeletons. 
  6 
  The rocks sing in a haunting ballad about their torment at the hands of man and time.  
  7 
  A sudden strange taste fills the afflicted’s mouth: sand, burnt fish, the color green, regret, thorns. 
  8 
  Burning pain and overwhelming paranoia cascade into the victims mind.  It is over in a second, but leaves 
  behind a sheen of cold sweat. 
  
    
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  D8 Random Encounters in the dream caves of the 
  Empyrean Titan 
  1 
  Golden Ones (1D4)  A small pack of unhappily sniffing Golden Ones who are trying to track down Rheda 
  the mad pilgrim by scent.  They don’t like being close to the slumbering celestial and in the past her ability 
  to cast sanctuary has driven them off as they refuse to spend more than an hour or two within the range of 
  the titan’s thoughts.  The Golden Ones will be delighted with any ‘prey’ but run far more easily than normal 
  if injured or frightened. 
  Golden One - HD 6 AC 6 [13], ATK 3, DAM 2D4, 1D3, 1D8 MV 12, SV11  *Will regenerate fully from injury 
  in 1D4 turns - even ‘ death’ with a successful save.  Can track by smell. 
  2 
  Ash Geist – A shattered funerary urn and rests here with a haze of ash in the air above it.  The ash hangs in a 
  diffuse cloud, but should a living being come within striking distance (10’) it will suddenly coalesce and 
  spark into an ominous human shaped cloud of embers and hate that slashes with searing claws.  
  Ash Geist – HD 4+1, AC 5*, ATK 2, DAM 1D8**/1D8**, MV 10, SV 13 *Immune to normal weapons **The 
  Geist’s claws will ignite enemies if they fail a save vs. wands when struck.  The fire will burn for 1D4 HP per 
  round until extinguished by rolling on the floor or other reasonable means. 
  3 
  Dust Family Scout – A brown clad young man in a long scarf and wide hat with large brown feathers shoved 
  in the band is moving cautiously along the tunnel or trail.   This scout will hide if he spots the party without 
  being seen (since he can’t be surprised), flee if attacked, and claim to be a tomb robber in search of “a score” 
  if hailed.  The scout will try to direct the party downstream, to encounter the Feasters, but will warn them 
  that he thinks the “good tombs” in that direction are haunted by dangerous creatures.  
  Princely Dust, Poacher - (TH 2) [DEX 15] AC 7 [12] ATK 1 +1 hit at range, DAM 1D6/1D6, MV 12, SV 14 
  (Leather Armor, spear, short sword, shortbow  bow, 30 arrows.)   
  4 
  Owlbear – A mated pair of black feathered owlbears that have recently been hunting from the ruins.  They 
  are aggressive like all their kind, but have also shared the titan’s dreams of the celestial thrones.  The 
  creatures have become somewhat lawful in their actions and will stand guard over their territory, with 
  hackles raised  but will not attack unless there is demonic magic nearby or they are further provoked. 
  Owlbears (2) - HD 5 HP 25, 30, AC 5[14], ATK 3*, DAM 1D6x2/1D8, MV 12, SV12 *On a hit roll of 18+ 
  owlbears hug or maul their prey for an additional 2D8 damage. 
  5 
  Mad Vermin – A commune of vermin, their tiny minds fully subsumed by the titan’s dreams and the worship 
  of the Celestial Thrones lairs here.  The group is harmless and mixed, including mice, rats, insects, small birds 
  and the odd bat or two.  The creatures spend much of their time in prayer and worship, dancing in strange 
  artificial looking formations and chirping with odd unnatural rhythms.  They are also starving as the 
  predators among them refuse to eat their fellow believers and all have given over much of their time to 
  prayer.  The vermin are harmless and will stoically allow themselves to be slain if attacked. If fed and 
  transported to civilization the commune might be sold for 150GP as a novelty or circus attraction. 
  6 
  Mad Pilgrim  - Rheda is a former lay sister of the Imperial Cult, who sought enlightenment by sleeping in 
  the pilgrim’s temple.  The titan’s dreams have driven her mad, and she will be cheerfully  mumbling in 
  celestial whenever she is encountered.  Rheda is being hunted by the Feasters, but  since the Golden Ones 
  do not like entering Area C she has so far manage to hide.  If threatened Rheda will cast protection from evil 
  which has protected her long enough to run away in the past. 
  Rheda (Lunatic) - CL 1 [DEX 14] AC 9 [10], ATK 1, DAM 1D2, MV 12, SV145 – ragged novice’s robe, sack of 
  dried fish 
   
  C1 – Pilgrim’s Temple 
  The rock of the massif is carved and sculpted into the 
  façade of an ancient temple, with numerous windows 
  and portals above a façade of graceful pillars.  A stream 
  leading from the temple fills a large pool on the south 
  side of the massif that impedes entrance.  The pool is 
  clear, sandy bottomed and no more than six feet deep at 
  its center.  It is home to schools of tiny sand colored fish.  
  A narrow channel bisects this airy temple, well lit 
  during the day by the arched and decoratively carved 
  
    
  28 | P a g e  
   
  windows in its façade.  The temple contains no 
  furnishings, but pews, altars and devotional niches are 
  molded directly from the stone.    
  The channel that crosses the temple’s center is filled with 
  a variety of magnificent and miraculous fish, with long 
  feathery fins and glittering scales that shift through the 
  spectrum with every change of light.  These fish are an 
  illusion and thus cannot be harmed or caught.  However, 
  the illusion is programmed to react in a life like manner 
  to the presence of people in the temple, darting away 
  from reaching hands and sudden shadows. 
  C2 – Ledge  
  A dusty ledge occasionally used by mystics as a place of 
  seclusion so that they may fill their minds with the 
  dreams of the sleeping celestial  (Area C5).  While it is 
  currently unoccupied, a ragged lean-to cobbled from 
  dry branches and a cold fire pit provides evidence of 
  past visitors.  
  Sleeping in any of the Area C locations, especially after 
  drinking any of the water from the pool in front of the 
  temple or the stream winding through is (Area C1) will 
  allow the dreams of the slumbering Empyrean Titan to 
  subsume the sleeper’s own.  This is an unpleasant process 
  as the titan’s alien mind dreams of the ineffable glories of 
  the hive like Celestial Thrones and of the wars against 
  demons and men that it has waged.  The titan dreams of 
  immense battles and unleashing cosmic forces to shatter 
  entire cities with lightning, fire and the endless legions 
  of the ancient Empire.  These dreams can be prophetic, 
  but they can also tend to drive mortals mad.   A dreamer 
  must make a check against their wisdom to gain a 
  chance to ask the titan’s subconscious a single yes or no 
  question, which it will answer with 100% accuracy.  
  Regardless of success, the sleeper also needs to roll a save 
  v. spells after sharing the creature’s dreams or go mad.  
  Subsequent nights of sleep in Area C will repeat the 
  entire process, but the save v. spells is at a cumulative -1 
  per night.  
  Those driven insane by the titan’s dreams will abandon 
  their possessions and wander back towards civilization 
  with the insatiable need to spread the word about what 
  they now know of the Celestial Thrones.  The insanity is 
  curable with a Cure Disease spell, but a strong impulse 
  and fanatical devotion to the Celestial Thrones will 
  remain.  
  C3 –Shrine Niche 
  Carved into the wall of this small chamber is a shrine to 
  the Red Massif’s Sorcerer General, and more well-known 
  members of the Imperial pantheon.  Devotional figures 
  have been painted on the walls and are largely faded.  
  All that remains of the statute that once stood here is a 
  marble plinth.  The walls are covered in pilgrims’ 
  prayers, written on scraps of dry parchment or fragments 
  of poorly tanned skins and stuck to the walls with tar.  
  The prayers are universally desperate, as would be 
  expected from such a small and forgotten shrine. 
  The long hallway leading to this chamber contains a 
  wall of funeral niches, each holding an egg like ceramic 
  urn of ashes.  These urns are the remains of servants and 
  laborers and none contain either treasure or traps, but 
  there are thousands of them here, and only a few have 
  been broken over the millennia.  
  C4 – Tomb of the Defiant  
  A chamber of torment for the souls of the one hundred 
  and thirteen sorcerers slain by the ancient general, a 
  testament to his power and alleged sainthood.   The 
  chamber is a cage of ancient wards and iron bars, 
  containing a huge pile of petrified bones.  One hundred 
  and thirteen skulls hang from the ceiling in baskets of 
  chain beyond the bars.  A plinth, molded from the stone 
  of the floor stands before the cage and proclaims  
  “Look upon the bones of the fallen and ask how the 
  great, the dread, the mighty and the powerful have 
  come so low.  I am the answer to that question, for my 
  wrath carries all before it.”  No signature is inscribed 
  below this statement.  
  A careful examination of the bars will note that they are 
  loose, the stone around then having decayed from water 
  seepage. Attention to the room beyond the bars will 
  indicate strange movements and unnatural eddies of 
  dust among the ancient bones, it will also reveal hints of 
  dust covered gold and jewels.  The use of detection 
  magic will show a howling concentration of necromancy 
  
    
  29 | P a g e  
   
  inside the cage, and even highlight vague humanoid 
  figures moving amongst the bones. 
  Entering the cage (after jimmying away several bars) 
  will allow the vengeful and insane spirits of the 
  General’s enemies to attack the intruders.   Manifesting 
  as a swarm of glowing ghostlight, cadaverous 
  apparitions and even a few clattering petrified 
  skeletons, these undead cannot be reasoned with and 
  seek only to vent their rage.  They cannot escape from 
  the cage area however, trapped by the ancient wards, 
  and will dematerialize again if there are no potential 
  victims within their reach. 
   
  If the undead are destroyed, treasure in the form of 
  ancient jewelry is scattered amongst the bones: a 
  handful of loose emeralds (1,200 GP), a platinum rod 
  (800 GP) and a mask of fine golden chains (450 GP). 
  C5 – Slumbering God 
  The tunnels leading to this chamber are filled knee deep 
  with water.  After the first thirty feet from the entrance 
  in Area C1 , the darkness becomes absolute and the 
  water is covered with a raft of purple bioluminescent 
  algae resembling duckweed, that clings to those who 
  wander in it (preventing them from surprising enemies 
  until they clean it off and giving a -40% chance to the 
  hide in shadows skill).  The carpet of strange plant life 
  ends 30’ from Area A 7.   
  A passage almost concealed behind a natural pillar 
  slants downward into the black water after 10’ and leads 
  down for another 25’ before emerging into a deep pool.  
  The pool chamber is only half full of water, and its 
  ceiling studded with patches of purple bioluminescent 
  fungus that reveal the roof arching 30’ above the water.  
  Just below the water’s surface is an enormous body, 
  curled into a fetal position with skin like cold bronze.  
  The great sleeping creature appears to be an 
  androgynous human, completely bald and with regular 
  features.  Close examination of the colossus reveals that 
  it is still alive, as its chest slowly rises and falls though no 
  bubbles escape when it breaths.  Lichens and moss like 
  mushrooms grow on the creature’s skin where it meets 
  the water. 
  The giant is a yazata, one of the varieties of empyrean 
  titans and a lesser servant of the Celestial thrones.  Long 
  ago the noble entity answered the call of one of the first 
  sorcerer’s of the Successor Empire and allowed itself to 
  be bound to service.  The creature fought for a thousand 
  years, as the Empires’ wars never slowed, until the 
  ancestors of the Sorcerer king entombed in the massif 
  reforged its vows and bound it to their family.  The hubris 
  of the General had the mighty weapon put into an 
  ensorcelled sleep and buried with him. 
  Without a direct descendent of the unknown Sorcerer 
  King to recite a lost and hidden prayer, the yazata, 
  named “Twelve Rainless Winters” will remain sleeping 
  and dreaming, beyond the power of mortal magic or 
  science to move or wake.  Attempting to harm the yazata 
  is mostly futile as it will reflect magic 9 in 10 times, can 
  only be harmed by magical means and is immune to 
  even magical fire, lighting and poison damage.  Injury 
  will awake the creature in a towering and destructive 
  rage, only if it does more than 25 points of damage in 
  one round.  The flooded chamber is around 60’ tall 
  allowing the titan to stand within, though its size 
  prevents it from leaving Area C 5 (unless it casts 
  earthquake, falling rocks can’t harm it after all).  
  Should a descendent of the Sorcerer General utter the 
  waking prayer over Twelve Rainless Winters, it will rise 
  ready to serve, though all its actions must be justified as 
  ‘good’ or ‘within the law’.  It is entirely possible that no 
  descendants of the nameless sorcerer king remain, and 
  should the party discover one and raise the titan they 
  Spectres (2)  - HD 6, AC 2 [17]*, ATK 1,  
  DAM1D8**, MV 15/30 (fly), SV 9  *Immune to 
  non-magical weapons **level drain (two levels) 
  Wraith (9) – HD4, AC4 [15], ATK 1, DAM 1D6**, 
  MV 9,  SV13 * Immune to normal weapons, ½ 
  damage from silver weapons **level drain (one 
  level) 
  Skeletal Wight (4) – HD 3, AC 5 [14]*, ATK 1, 
  DAM 1HP**, MV 8, SV 14 *Immune to normal 
  weapons **level drain (one level) 
  
    
  30 | P a g e  
   
  will immediately become the target of various powerful 
  factions seeking to seize the creature’s power 
  everywhere they go. If shocked from its rest by violence 
  the titan will first kill all in the immediate area and then 
  return by mystic gate to the Celestial Throne, 
  considering its service complete.  Empyrean Titans, like 
  all Celestial beings, entirely lack free will and Twelve 
  Rainless Winters is content to stand silently unless 
  ordered by the Thrones or a master it is bound to.  
  Similarly the yazata has no imagination and will follow 
  orders in the simplest most direct way possible.  
   
  Area D – Court of the 
  Robber Bride 
  This set of dry comfortable tombs once held the remains 
  of bureaucrats and officials in the Sorcerer General’s 
  court, but was long about thoroughly looted by tomb 
  robbers.  About twenty years ago a band of highway 
  robbers took over this portion of the Red Massif as a base, 
  discovering one of the secret doors in The Maze by 
  accident.  Over time the band grew, eventually formed a 
  simple society in the wilderness, and began calling itself 
  the Road Dust Family, finally  shortened to the Dust 
  Family.   
  The Dust Family has never been an especially 
  aggressive highway gang, more afraid of the Road 
  Wardens and other dangers than dedicated to gaining 
  wealth.  Their nucleus was made up of peasants driven 
  from their homes by a border skirmish between nobles 
  and they have never really outgrown the peasant’s 
  limited desires for safety and adequate food.  In the past 
  the Dust Family made agreements with certain 
  smuggling groups to allow them free passage and attack 
  their rivals in exchange for regular shipments of grain 
  and beans, and had a cordial but distant relationship 
  with Pontilius Vex. Despite their humble origins and 
  limited ambition, the Dust family was and is a gang of 
  cutthroats who have never hesitated to murder when it 
  served their purposes or helped keep them free from the 
  clutches of thief catchers, the urban syndicates or other 
  road gangs. 
  As the first generation of children born into the gang 
  began to come of age, one of the mother’s (a former 
  captive, who was never ransomed and eventually 
  adopted into the gang) began to receive visions, and 
  soon became a host for a Spirit of Crime.  Now in her  mid 
  40’s Chansibel Dust has become the avatar for a Robber 
  Bride, a manifestation of criminal mysticism, calling 
  itself Sister Dust. Sister Dust’s prophecy and powers keep 
  the Dust Family safe and have allowed them to remain 
  mysterious, unknown and well fed.  Chansibel’s 
  daughter, Sift Dust has become leaders of the Family, 
  fully supported by the other dust leaders (old Gently 
  and his children Donald and Dagmar). 
  With the arrival of the Feasters, the Dust Family’s life 
  changed.  Warned by Sister Dust, at least the bandits 
  knew that the cultists were coming, and were able to 
  hide.  Sister Dust wasn’t able to determine the exact 
  goals of the cult, or its true nature, and several of the 
  Dust Family, including three children, were some of the 
  cult’s first victims.  The feud between the Dust’s and the 
  Feaster’s became deadly at that point and won’t end 
  until one side is entirely destroyed.  The cult doesn’t 
  know exactly where the Dust family hides, and suspects 
  they only visit the massif from a hidden redoubt further 
  along the road. Whatever success the Dust have had is 
  entirely due to the Robber Bride’s ability to limit 
  contact between the groups.   
  The Dust’s have retaliated, killing a fair number of 
  hounds, and ambushing guards, priests and laity when 
  they can.  Once Dagmar, Sift and Donald even caught 
  Tubbs along the road and murdered her, and they still 
  Twelve Rainless Winters (Empyrean Titan)  HP 106 
  HD 22* AC -3[22]**, ATK 2 DAM 7D6/7D6***,  
  MV 21, SV 3**** 
  *Regenerate 8 HP per Round, **Immune to non-
  magical attacks, immune to magical fire, lightning 
  and poison damage *** Titan may breath a 30’ x 60’ 
  long cone of force for 5D10 damage. Spell like 
  abilities: Sleep, Light, Dispel Magic, Mirror Image, 
  Invisibility, Levitate (at will) Magic Missile, 
  Lightning Bolt, Hold Person, Flesh to Stone (5 times 
  a day) Quest, Earthquake, Cloudkill  (Once per 
  Day) ****Titan will reflect injurious spells 90% of 
  the time.    
   
  
    
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  believe her dead.  The Dusts also know of Mad Yurta  
  and the Hierophant but fear them for their cruelty and 
  power.  The Robber Bride knows that the Dusts cannot 
  stay at the Massif, but the bandits are reluctant to leave 
  their hard won home. 
  In appearance the Dust family look much like one 
  would expect hardscrabble bandits to look: unshaven 
  faces, scars, scarves, sashes stuffed with daggers, 
  mismatched clothing and a lot of fringed raw hide.  
  Unlike many other highway gangs the Dusts equipment 
  looks to be in good repair and of a fairly high quality 
  thanks to Moraly Dust’s lessons and the family’s 
  smuggler contacts.  The Dust Family considers their 
  colors to be brown and gray, and if one squints they 
  almost manage to make this a uniform. 
  Dust Family Tactics     
  The Dust Family is secretive and frightened.  They were 
  never especially powerful, but they knew their limits 
  and were growing in numbers and ability.  It was only a 
  matter of time before they could become a village like 
  the Madams, strong enough to resist the urban bosses.  
  The Dusts know they can’t fight the magic and monsters 
  of the cult, though they would have fair chance against 
  its mortal adherents. 
  At this point the Dust’s are trying to find allies.  Since 
  they can no longer guarantee the safety of the road their 
  smuggler contacts have abandoned them and they are 
  largely trapped in their tunnels.  Efforts to reach the 
  necromancer Vex have failed (they still don’t know he’s 
  dead but suspect he fled the cult) The only advantage 
  that the Dust have is superior intelligence, they know 
  that their secret door can deliver a strike team into the 
  center of the cult compound, but they also know this will 
  only work once.  
  The Dust Family is willing to use the party to its ends, 
  ideally without the party ever knowing of them, or 
  perhaps with some kind of agreement for the 
  adventurers to provide magic and monster slaying 
  expertise while the Dusts massacre the human cultists. 
  If the Madams discover the Dusts, and the Family is still 
  fairly intact this meeting will end in an alliance and an 
  eventual union of the communities with Sister Dust 
  relocating her shrine to the Road of Tomb’s civilized 
  area, and her worshippers becoming something more 
  like Road Wardens then outright bandits. 
  If faced with an invasion of their tunnels the Dust Family 
  will respond intelligently, setting ambushes behind their 
  barricade and using their wounded, led by Gently, to 
  direct an escape of the Dust noncombatants through the 
  secret door in Area D8. Individual room residents will 
  congregate in Area D1 prior to any invasion as Sister 
  Dust’s powers will warn the bandits of impending attack. 
  The Dust Family will avoid pitched battle, knowing that 
  their strength are in ambush, hit and run tactics and 
  assassination. If forced to flee their tunnels they will, 
  though this is a last resort and they will do everything 
  they can to return.  The following are a sample of Dust 
  Family Tactics: 
  Fake Victim – One of the Poachers, an affable rangy 
  woman named Prudence Dust [DEX 14, CHR 15] will 
  don a torn dress and take one of the Dust infants.  She 
  will approach the party along the Road once they have 
  already visited the Inn but retreated or left.  Prudence 
  will introduce herself as a victim of a band of madmen 
  who operate out of the inn and the caves beyond.  She 
  will claim the Feasters are a cannibal cult dedicated to 
  evil and that she escaped their clutches with her baby.  
  Prudence will claim that she was part of a tinker family 
  captured only six days ago.  She will also insist that her 
  husband and older daughter (or any other combination 
  of family members that seem likely to evoke sympathy) 
  are still held be the madmen and plead for the party’s 
  help. 
  Honesty – Should magic or a lack of sympathy defeat 
  the Fake Victim plan, Dagmar, Moraly and Gently will 
  march boldly into the party’s camp (assuming they are 
  not at the Inn) under a white flag.  With Dagmar talking 
  the bandits will lay out the basic of their situation and 
  seek to enlist the party’s aid in attacking the cult.  The 
  Dusts will suggest that the party launch a frontal attack 
  on the inn and barricade while they use ‘secret ways’ to 
  attack from within the massif.  The Dusts don’t know 
  about the Golden One lair along their line of advance as 
  
    
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  Dust Family Order of Battle 
  Chansibel (F0) [WIS 15, CHR 14] HP 2, AC 5[14], 
  ATK 1, DAM 1D6 MV 12, SV 6 Possessed avatar of 
  Sister Dust 
  Sister Dust (Robber Bride) HP20  AC 3[16]*, ATK 1*, 
  DAM 1D8, MV12, SV 6 *An Immaterial Spirit, with 
  the abilities of a 10th level thief (See Notable New 
  Monster Section for details) 
   
  Avatar of the Robber Bride Sister Dust, Chansible 
  is a motherly figure in the clothing of a prosperous 
  farmer.  She smiles and tells comfortable homilies of 
  rural wisdom to all she encounters.  Sister Dust is 
  another matter, a spirit of rebellion crime and anti-
  social communion she wishes to see an empire of 
  misrule and the overthrow of all established order.  
  Sister Dust cannot adequately detect the soulless, semi-
  divine beings, and they likely be repulsed, unless the 
  party’s attack is very successful. 
  Traps- If forced into combat the Dusts will use their 
  foreknowledge of their enemies’ line of march to set 
  traps.  Simple and effective traps, such as deadfalls and 
  small covered pits filled with spikes. These traps may not 
  individually be especially effective but they will be 
  numerous.    
  Archer Ambush – The first sign of this ambush is likely 
  to be a shower of arrows from the trees or ruins.  The 
  archers will flee after a single barrage, and repeat their 
  attack 
  later 
  if 
  possible.
  Full Ambush – The Dusts will turn a barricade, line of 
  pits or natural narrowing of the road into a death trap.  
  Starting with archery from all sides and with their 
  heavily armored warriors ready to counter attack, this 
  ambush is serious, but if outmatched the Dusts will 
  retreat. 
  Retreat and Ambush – Allowing their enemies to think 
  they have caught them by surprise, a small group of Dust 
  Family warriors will flee with all appearance of panic.  
  This is a ruse, and the bait group will lead their pursuers 
  into an ambush and through a series of traps, before 
  turning on them. 
   
   
   
   
   
   
  
    
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  Sift Dust (TH 8) [STR 15, INT 17, DEX 14] HP 19, AC 7 [12] ATK 1 +2 hit melee[STR and dual wield]/+1 hit ranged, 
  DAM 1D8+1/1D8 MV 12, SV 8 (Onyx studded leather armor [500 GP],  silver rapier, falchion, silver dagger, 
  composite bow, 30 arrow, 8 silver arrows)  
  Seventeen Years old, strong, wickedly intelligent and with the unthinking cruelty of a forest creature, Sift has the 
  trust of the entire family due to her abilities as a planner and thinker.  She has no goals beyond the survival and 
  prosperity of the Family and her own freedom to do whatever she desires. 
  Gently Dust (TH 6) HP 16 [STR 15, INT 13, WIS 8, DEX 14] AC 7 [12] ATK 1 +1 hit, DAM 1D6+1/1D8 MV 12, SV 10 
  (Leather Armor embossed with grape bunches, spear, short sword, composite  bow, 30 arrows.   
  Old Gently was once a farmer of vine swine, and still reminisces about his idyllic days grooming the great beasts 
  and watching their symbiotic vines ripen to fruit.  Driven from his flock by pointless war, Gently was a man of rage, 
  which has cooled in the intervening twenty years.  He is now sixty, hardened by the bandit’s life and utterly 
  without mercy, except to his family. 
  Morely Dust (F5) HP 35 [STR 16, CON 16] AC 2 [17] ATK 1+2 hit, DAM 1D8+2 MV 8, SV 10 (brown enameled 
  plate mail, shield, longword (x2). 
  Morely is a fifty five year old warrior who walks with a bad limp.  Morley was adopted into the family eighteen 
  years ago and is a skilled swordswoman who was captured and grievously injured while acting as a bodyguard to 
  an adventuring warlock. With her master dead Morley offered her services to the Dust Family as a weapons’ 
  trainer.  She has been with them ever since but remains distant from the younger family members and broods on her 
  failures to achieve greatness.  
  Donald Dust (F4) HP 24 [STR 16, CON 14] AC 3[16] ATK 1+2 hit, DAM 1D8+2/1D8 MV 9, SV 11(Banded Mail, 
  Shield, Battle Axe, Long bow, 30 arrows, owlbear cloak [150 GP]) 
  Almost as handsome as his sister, Donald will never be thought of as more than superficially attractive due to his 
  harsh, cold and calculating personality.  He is fanatically devoted to the family and a mystic whose belief in Sister 
  Dust burns in his eyes.  Donald’s hands and arms are covered with horrible scars, the result of an attempt to grapple 
  a young owlbear.  
  Dagmar Dust (F4) HP 13 [DEX 14, CHR 16, CON 6], AC 1 [18], ATK 1, DAM 1D8/1D6, MV 9, SV11 (bonewhite 
  splint mail[+1], rapier, light crossbow, five daggers, silver dagger, golden bangles and jewelry worth 700 GP) 
  Dagmar is the family’s current beauty, a slim woman who looks every bit the burlesque hall bandit queen.  She 
  wears a good chunk of the Family’s gold on her person and depends on her looks, flash, tenacity and charm to make 
  up for her weak constitution, the result of a childhood disease.  
   8 Bandits (F2) [Boxer, Lundy, Christina, Fantom, Lullibelle, Heather, Polly, Queen] [STR 14, CON 13] AC 4 [15], 
  ATK 1[+1 hit], DAM 1D8+1/1D8, MV 9, SV 13 (chain mail, shield, long sword or battle axe, heavy crossbow, 30 
  bolts, dagger) 
  The blunt force of the Dust Family, these eight highwaymen and woman have shown an aptitude for melee combat 
  and are equipped accordingly.  All are well trained by Moraly and reasonably disciplined, knowing that they are 
  expected to fight and even die to protect the Family’s weaker missile troops. 
  10 Poachers (TH 2) [Dunce, Sandy, Sara, No Toe, Marx, Hobbe, Jaundice Tolly, Young Lundy, Owl, Grey Shirt] 
  [DEX 15] AC 7 [12] ATK 1 +1 hit at range, DAM 1D6/1D6, MV 12, SV 14 (Leather Armor, spear, short sword, 
  shortbow  bow, 30 arrows.)   
  Skilled outdoorsmen and hunters many of these men and woman are related to each other and bare a family 
  resemblance.  They are devoted to their family, distrustful of outsiders and have little regard for human life. 
  
    
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  Area  D Entrance  
  The entrance to the Dust Family’s tunnels depends on 
  concealment for external protection, and Sister Dust’s 
  ability to foresee attack and scout potential victims.  
  Access to the tunnels is through a pair of secret doors, 
  concealed in an ancient garden of statutes.  A large 
  square block and a set of smooth niches create a garden 
  of statuary, with eight statues depicting idealized 
  tradesmen: an astronomer, mason, carpenter, smith (in 
  the niches) and jeweler, hunter, fisherman and 
  sigilwright (in the block).  A larger lone statue of a 
  farmer appears to have been added as an afterthought. 
  The Astronomer – The astronomer is a bearded man with 
  a telescope over his shoulder and an astrolabe set in his 
  hands.  If the astrolabe is set to the current stars (easy 
  enough for a wizard or educated cleric) the statue will 
  slide into the earth to reveal a hidden entrance.  
  The Smith – The statue of the smith depicts a burly 
  woman in a welding mask carrying a hammer in her 
  hands.  The head of the hammer rotates on the handle 
  (stiffly, it is not immediately obvious) to unlatch the 
  secret door, causing the smith to sink into the ground.  
  D1 – Barricaded Living  
  A barricade of crates, tree trunks and the sheet metal 
  bed of a wagon pierced by loopholes prevent easy access 
  to this chamber.  The barricade is 9’ tall, blocking much 
  of the 15’ chamber, and has a fighting step built behind 
  it. Fighting from the barricade grants full cover of +4 to 
  AC and saving throws.  Polearms, spears, buckets of 
  rocks(save vs. wands or take 1D6 damage) and firebombs 
  (as flask of oil) stacked on the fighting step. 
  Beyond the barricade is the main living area of the Dust 
  Family, home to all of its noncombatant Family 
  Members, Children and two of the older Poachers [Owl, 
  Sandy] who prefer to live with their children close by.  
  The room is filled with light from several oil lamps and 
  numerous candles.  Tables, rolled mattresses and various, 
  chairs and tools for handicrafts fill the room.   
  D2 – Stores  
  A neat storeroom filled with smoked wild game, casks of 
  ale, sacks of grain and boxes of military rations as well as 
  other useful items such as rope, lamp oil and bolts of 
  cloth.  An unlit lamp rests in a sconce by the door. 
  The supplies, some obviously stolen from the merchant 
  stamps on their cases, will fill three wagon loads and are 
  worth 1,200 GP. 
  D3 – Moraly’s Den 
  This somber tomb remains largely undefiled and is 
  decorated with frescos of telescopes, astronomy and the 
  night sky, meaning the walls are mostly a deep purplish 
  black.  It is home to the brooding  sword mistress Moraly, 
  who keeps a large dark sheeted bed with a locked steel 
  case shoved beneath, an ebony writing desk (100 GP), 
  matching chair (50 GP), and racks for her numerous long 
  swords (8 of them), armor and other equipment.  A 
  battered pair of practice dummies completes the décor. 
  The case contains the hilt of a broken golden hilt of a 
  long sword (150 GP) and four large opals (1,200 GP).  The 
  Dust Family Noncombatants 
  11 Family Members (F0) , AC 9 [10], ATK 1, DAM 
  1D6/1D6 MV 12, SV 15 (short sword, shortbow, 10 
  arrows) 
  Some members of the family never learn more than 
  rudimentary fighting skills, become injured or 
  enfeebled with age.  These adults still contribute 
  and are valued members of the clan, acting 
  craftspeople, maintaining the band’s lair and 
  teaching the young.  
  6 Children (F0) HP 1, AC 9 [10] ATK 0, DAM 0, MV 
  12, SV 16 
  The children of the Dust Family are shy and furtive 
  things, ranging in age from infancy to about 12.  
  They are largely left to themselves and attach 
  themselves to various family members and learn 
  skills with the understanding that in their mid-
  teens they will join the family business in one 
  manner or another. 
  
    
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  desk is stuffed with papers, apparently a partially 
  written treatise on swordsmanship. 
  D4 – Guards   
  This former tomb serves as an armory and guard 
  quarters, filled with five bunks and numerous armor and 
  weapon racks.  A long table and several benches 
  complete its furnishings., while an ill-fitting, damaged 
  crystal chandelier (200 GP and rather fragile) packed 
  with candles provides light.  
  While the room was once decorated in frescos of stone 
  masonry and the plastic arts, tomb robbers destroyed 
  much of the decoration long ago, and the rowdy Dust 
  warriors that live here have finished their vandalism.  
  Six (6) Poachers and Four (4) Bandits sleep here, mostly 
  male, which may contribute to the chamber’s locker 
  room scent.   
  In addition to the guards equipment there are 4 
  polearms, a two handed sword, 6 hand axes, 3 short 
  swords, 10 shortbows, 500 arrows, 200 bolts,  a suit of 
  ringmail and 3 suits of leather armor in crates and on 
  shelves in this room.  The highwaymen in this room keep 
  their wealth on the table, in ten neat piles, as part of an 
  endless card and dice game with rules known only to the 
  Dust Family. There are 700 GP worth of coins and 
  another 300 GP in small decorative stones among the 
  piles.  
  D5 – Bakery 
  While the Dust’s used to cook at campfires in the woods 
  beyond the massif, since the arrival of the Feasters they 
  have been forced to use this makeshift bakery and 
  kitchen.  A clay oven, filled with coals is relatively 
  smokeless and cracks in this chamber’s ceiling bleed off 
  some of excess smoke, but the room is still hazy and the 
  five (5) Family Members who work here wear scarfs 
  around their mouths and noses to keep the smoke from 
  their lungs.  The bakery is lit by the glow of its ovens and 
  a lamp next to the door. 
  D6 – Bachelorettes Quarters 
   This living chamber is shared by four (4) of the Dust 
  Family Bandits, four woman who prefer to live together 
  and avoid the barracks environment of the guard post or 
  the families in Area D1. The room reeks slightly of rose 
  water as one of the four considers herself to have lady’s 
  tastes. 
  The former tomb is covered in frescos showing harvest 
  and grain framing in bright colors that are still vibrant 
  and with minimal damage.  In addition to stands for the 
  inhabitant’s armor, and some overstuffed straw beds, a 
  crate serving as a table (with a checked cloth) and three 
  rustic chairs there are chests containing the Bandit’s 
  personal possessions, plain clothing, tools for armor 
  maintenance and modest treasures (300 GP in mixed 
  coin, and a very fancy silk and whalebone corset worth 
  150 GP). 
  As Secret Door – A simple latch that allows a chunk of 
  the rear fresco to swivel backwards.  The Dusts will use 
  this door to send troops around take attackers in Area D1 
  from behind or as an escape route.  
  D7 – Captives 
  This stone door is barred from the outside and the room 
  within lit only by a pair of candles.  Three depressed 
  looking youth in ragged black clothes sprawl on pallets 
  on the floor and pretend to sleep [Badman, Jenny 
  Thirteen Fingers and Pookie].  These three are captives of 
  the Dust’s, bravos from the syndicate of Boss Dixson (see 
  Thieves’ Rumor 5). The survivors of an investigative force 
  massacred by the Dusts, these three are still alive as 
  Sister Dust has recently forbidden the murder of fellow 
  outlaws, over the strenuous objections of Gently.  One of 
  the three thieves (Jenny) is about ready to defect to the 
  Dusts, but Pookie and Badman are holding out for 
  rescue. 
   
  D8 – Escape Tunnel 
  A door, barred from the Western side, this door is made 
  from iron banded hardwood, unlike the stone doors 
  endemic to the massif.  It is new construction and leads to 
  the Dust’s escape tunnel.   
  Syndicators  - (TH2)H P 3, 6, 5 [DEX 14] AC 9 [10] 
  ATK 1 +1 hit at range, DAM 1D3, MV 12, SV 14  
  
    
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  Secret Door – A secret door, clearly visible in Area D8, 
  but well-constructed to blend into the cave wall from 
  the other side, allows egress into the cave near Area C1. 
  On the tunnel side the door is triggered by pulling a 
  chain concealed in the stream, underneath a good sized 
  rock.  
  D9 – Avatar’s Den  
  This vaulted chamber was once a shrine and grave good 
  store.  Looted long before the Dust Family arrived, the 
  room remains decorated with a vast fresco of rejoicing 
  worshippers looking upward toward painted deities of 
  the Imperial pantheon on the ceiling.  The Dust family 
  has defaced the gods on the ceiling by neatly painting 
  black bars over their eyes but left the rest of the 
  decoration untouched.  
  This chamber is used as an assembly hall and place of 
  sacrifice to Sister Dust.  Robber Brides demand their 
  followers abandon or destroy their ill-gotten treasures in 
  their goddess’ name.  This room provides testimony of 
  that practice.  Crates of burnt silk, smashed ceramics, 
  broken wine bottles and defaced artworks are strewn 
  about in intentional disarray.  In this mess there are still 
  items of value - A casket of melted gold and silver 
  jewelry (700 GP), and a huge soiled rug that can be 
  easily cleaned (1,800 GP). 
  This room is also the home of Chansible and Sift, who 
  sleep on a well-made bed and velvet saloon couch (500 
  GP) in the rear of the room, partitioned by a pile of 
  defaced mother of pearl screens.  The women keep their 
  clothing in a pair of identical military foot lockers near 
  their beds. A glass and alabaster lamp (100 GP) rests 
  near Sift’s couch. 
  Secret Door – Careful and complete searching will 
  discover that the eyes of one of the exhalant worshippers 
  in the fresco can be depressed.  Doing so will open a 
  secret door, itself shaped like the outline of another 
  worshipper in the fresco to conceal its presence. 
   
   
   
   
  D10 – True Shrine 
  Almost sterile, the frescos have been carefully peeled 
  from the walls of this room and replaced with charcoal 
  drawing of thievery, murder and crime. 
  A near finished statute is being chipped down from a 
  white marble figure of a long forgotten empress.  The 
  new form depicts a strong featured woman wearing a 
  ranger’s leathers with a sword and bow.  The face of the 
  statue resembles Chansible.   
  This room is Sister Dust’s secret shrine, still under 
  construction by Sift.  The Robber Bride will retreat here 
  as the half-finished statue is Sister Dust’s totem. Buried 
  in a plastered over niche in the wall is a set of two large 
  diamonds and a huge ruby (2,500, 3,000 and 5,000 GP) 
  in a velvet bag with the symbol of an extinct noble house 
  on it.  These are Sister Dust’s personal treasures and she 
  will offer them if pursued here for the safety of her totem, 
  herself and her surviving family.  Only Chansible and 
  Sift know of their location. 
  D11 – Leader’s Chamber  
  Gently and his children share this former tomb, 
  separated from the Den in Area D9 by a heavy brocade 
  curtain (150 GP) decorated with woven butterflies.  The 
  walls of their chamber are covered in frescos of smiths 
  and metalworking. A large glass globe lamp has been 
  hung from the ceiling with a rope stapled to the wall and 
  its reservoir is filled with several flasks worth of oil. 
  Gently, Dagmar and Donald live in style compared to 
  the other family members.  Each has a heavy wooden 
  bed with down stuffed quilts and pillows.  Dagmar’s 
  section of the room is screened with a silver and copper 
  wire partition (900 GP) and she also has a box of 
  expensive cosmetics (100 GP).  Donald doesn’t keep 
  valuable, sacrificing all his take to Sister Dust.  He does 
  keep a nice set of dandy’s eveningwear  (150 GP) in the 
  wooden chest near his bed. 
  Gently’s treasure is more prosaic.  The old bandit stores a 
  heavy iron strongbox beneath his bed, that is double 
  locked and trapped with a vial on contact poison (save 
  or die) that will break over the coins within if the chest is 
  
    
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  forced.  Gently keeps both keys around his neck. 
  Gently’s strongbox holds the clan’s real treasure in ten 
  leather envelopes.  Five contain negotiable promissory 
  notes drawn on five different Capital banks for 1,000 GP 
  each, while the other five each contain 1,000 newly 
  minted platinum coins (5,000 GP). 
  D12 – Trapped Chest 
  A low cliff (about 8’) leads to a dry sandy ledge in the 
  massif’s side.  Beyond is a small cave which contains 
  several old looking barrels, crates and a large ironbound 
  chest. The crates and barrels are clearly plunder from a 
  trade wagon, though all are so old that the wood is dry 
  and flimsy, impregnated with the ledge’s red sand.  
  Whatever contents they once held are long rotten, 
  stolen or evaporated. 
  The chest alone looks solid and sound. It is locked, but 
  can easily be picked (+10%) or pried open by force. 
  Pneumatic Launcher – Within the chest is an 
  elaborately crafted pop out pneumatic weapon, a rack 
  of brass tubes that when triggered will fill the cave in 
  front of the chest with a hurricane of steel bolts.  Anyone 
  standing on the ledge will be struck at least once and 
  must make a save vs. wands, and for every point they fail 
  by are stuck by an additional bolt.  Each bolt does 1D6 
  damage.  After firing the launcher must be reset and 
  reloaded manually.  The chest is of course empty. 
  AREA E – The Sorcerer’s 
  Sepulcher 
  Climbing atop the massif (difficult because of 
  overhangs) reveals a sunbaked expanse of tumbled walls 
  and leaning columns.  There are no real enclosed spaces, 
  and the areas that looked like they might be buildings 
  are solid blocks of extruded stone sculpted to resemble 
  towers, temples and halls.  The sun is hot on the bare rock, 
  and scant grey lichens cover many surfaces, while 
  wildflowers and grasses thrive in pockets of windblown 
  dirt amongst the statutes of weeping mourners, somber 
  priests dedicated to forgotten orders and stoic soldiers 
  clad in antique armor.  Eight boulevards, mere alleys 
  between the towering monuments to the sorcerer 
  general’s vainglory, lead to a huge solid rotunda at the 
  massif’s center.  This building, its central pillar protected 
  by a wall of spiraling pillars and friezes worn by rain is 
  the tomb of the sorcerer king.  Entombed seamlessly 
  within the 30’ diameter pillar of white marble, the 
  naked and unadorned body of the general rests still 
  imagining that the Empire is a great and eternal power.  
  The pillar itself is covered in large letters the read “Here, 
  my life’s glory my testimony, my name eternal.  Kneel in 
  awe, weep in shame, for my greatness remains while 
  yours must fade.”  The letters are inlaid in gold, and may 
  be chipped free with several days of effort.  The letters 
  are worth 3,500 GP when melted down, but the gold 
  itself is cursed and anyone taking them will develop 
  intense paranoia and will attack companions in a 
  murderous sleep.  Eventually (1 year, after all others who 
  know where the gold was obtained are dead) this curse 
  will compel the thief to replace the gold in the Sorcerer 
  General’s tomb.  The curse uses powerful ancient magic 
  and may not be removed with a spell less powerful than 
  a wish.  Returning the gold will remove the curse but also 
  cause a permanent loss of 1D6 points of Wisdom. 
   
   
   
  
    
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  New Monster of Note
  Robber’s Bride 
   
  Ecology 
  The Robbers’ Bride is a nightmare of settled man, the 
  keening memory of a kidnapped daughter and the 
  shadow of a wife fled into the night.  To the vagabond, 
  the proscribed, the outcast and the criminal they are the 
  manifestation of hopes and dreams. Robbers’ Brides 
  appear both as the motherly prophets of blood-soaked 
  wilderness brigand bands and as the child saints of the 
  urban underworld.  These thieves’ oracles been reported 
  to hold court in the low dens of tomb robbers and self-
  proclaimed ‘Adventures ‘, where the murder and gold 
  crazed vagabonds pay homage to them as voices of true 
  prophecy.   
  The Brides are mysterious entities, the embodiments of 
  contempt for the established order, the multipart 
  goddesses of misrule or revolution, the prime movers of 
  thieves’ republics, assassin’s dark goddesses and the 
  desperate prayers on the lips of the hanged man.  Even 
  the staid pontiffs of law will admit that the ferocity of 
  belief and numbers of believers dedicated to the 
  bespoke spirits of inequity must have some effect, but 
  what they may dismiss as diabolic or demonic influence 
  is something more - a false god with real powers that 
  relishes in its counterfeit nature. 
  When bands of thieves, robbers, vagabonds or exiles 
  grow numerous or desperate without the succor of an 
  established god, they pray to luck, fortune and 
  contingency, asking to be saved from ignominy and 
  death.  Thieves will sacrifice the choicest pickings of 
  their endeavors on rude altars, or bury them in a familiar 
  spot as a promise of future luck, and these devotions 
  sometimes bear fruit in the form of a Robbers’ Bride, an 
  immaterial intelligence with the gift of prophecy and 
  foresight that will either lurk about a shrine of infamy, or 
  possess the body of the most devote to offer supernatural 
  aide. 
  Brides’ two forms are universally reported as feminine 1, 
  even amongst the rare band of she-thieves, though they 
  run the gamut of femininity, taking the appearance of 
  caring 
  matrons, 
  defenseless 
  girls, 
  pragmatic 
  tradeswomen, burly amazons, seductive courtesans, or 
  even men in women’s grab affecting traditionally female 
  traits.  The first, and perhaps natural, form of the Robbers’ 
  Bride is as a presence: a smell of stolen goods, a vague 
  rag like shape of shadow, or a breeze that scratches at 
  the thief-taker’s eyes but caresses the pick-pocket’s 
  cheek.  To its believers, and in the moment it materializes 
  to attack, this presence is a ghostly representation of the 
  domesticity and normality that the thief has abandoned, 
  appearing as an idealized spectral version of the Bride’s 
  most recent avatar or totem. In combat this phantasm 
  will appear far less pleasant with exaggerated limbs, 
  twisted features and long bladed talons. More commonly 
  the Bride adopts an avatar from among her loyal band 
  of worshippers, possessing a human woman to act as the 
  criminal group’s queen and prophet. 
  While Robbers’ Brides are all similar in their powers and 
  strength their goals and interests vary based on the 
  nature of the band that worships and births the 
  phantasm.  The petty goddess of a bandit’s brotherhoods 
  will be sanguinary and crude, while that of an assassin’s 
  cult is likely to be calculating, cruel and merciless.  The 
  Robbers’ Brides worshipped by less violent criminals can 
  Hit Dice: 4+2 
  Armor Class: 3 (16) +special  
  Attack: 1 rend (1d8) +special  
  Move: 12  
  Saving Throw: 6  
  Special: Avatar, Immaterial, Thief Abilities, 
  Prophecy 
  Alignment: Chaos  
  CL/XP: 8/800  
  
    
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  be reasoned with sometimes, and are often more 
  tricksters then killers.  Because of their varied 
  personality and the varied appearances of their avatars, 
  Robbers’ Brides are known by other or individual names 
  such as: Queens of Shadow, Phantasms of Infamy, Lady 
  of Red Silence, Mother Felony, The Upright Wife or 
  Baby Sister.   
  Tactics 
  Controllers and wise counselors of their followers, 
  Robbers’ Brides use their powers to find rich targets for 
  banditry or theft, plan unexpected crimes, root out spies 
  and predict efforts to capture their followers or thwart 
  their plans.  Robbers’ Brides usually avoid direct combat, 
  preferring schemes, trickery or an unexpected ambush, 
  but they can and will fight if they must. When required 
  Brides will lead their band and fight as best as the 
  usually feeble form of their avatar allows.  If their avatar 
  is killed, the Robbers’ Bride retreats to the sanctuary, 
  altar, totem or idol its worshippers have created along 
  with any surviving followers.  If the pursued to this core 
  of her domain, a Robbers’ Bride will fight mercilessly, 
  backstabbing from concealment and dematerializing 
  quickly after each attack.  If the Bride believes it cannot 
  win a combat, or that attackers can be coopted or bribed 
  it may plead for mercy, surrendering much of its wealth 
  and offering to perform acts of true prophecy in 
  exchange for allowing it and its followers to flee in 
  safety. 
  Special Abilities and Powers 
  Avatar:  The avatar chosen by a Robbers’ Bride is rarely 
  powerful herself, as the Robbers’ Bride will select its 
  avatar based on devotion rather than ability.   Amongst 
  settled bands of thieves or bandits, and especially 
  amongst assassin’s cults, avatars are often children raised 
  from birth to believe in the Bride’s power. Within the 
  fanatical, lotus crazed, all male Brotherhood of the Red 
  Grin this has produced a situation where the cult 
  prophet is always a young boy, dressed and living as a 
  girl.  In other bands the Robbers’ bride will chose its 
  avatar from amongst captives or hostages, especially 
  those who have come to identify with their captors. 
  Avatars will generally be 0-level humans or low level 
  thieves, but the presence controlling them can manifest 
  its powers through the avatar, granting preternatural 
  nimbleness (+4 dexterity bonus to Armor Class) and the 
  ability to use all Thief Class Abilities as a 10th level Thief 
  (see below). 
  Immaterial: As a manifestation of collective will, the 
  native form of a Robbers’ Bride is immaterial, immune to 
  all non-magical attacks, and also to spell attacks that 
  depend on elemental intervention (fireball and 
  lightning bolt, but not magic missile or hold monster).  In 
  order to attack the Robbers’ Bride must materialize as it 
  attacks, before fading out the next round.  While 
  material, Robber’s Brides are still immune to normal 
  weapons, but take damage from silver weapons and all 
  magic.   
  The immaterial nature of the Robbers’ Bride’s also 
  augment its ability to Hide in Shadows, allowing the 
  Robbers’ Bride to Hide (with a 75% chance of success) 
  any round it is immaterial, even if it is in melee combat.  
  The phantasmagoric figure simply fades away, with its 
  bloody spectral claws disappearing last, and prepare 
  another surprise backstabbing attack. 
   
  Thief Abilities: Robbers’ Brides are manifestations of the 
  hopes and desires of a band of criminals and their 
  abilities reflect this.  Both in immaterial form and when 
  possessing an avatar a Robber’s Bride can perform all 
  Thief Class Abilities as a 10th level Thief, including 
  backstab.  In combat the entity will fade into and out of 
  existence, trying to flank its attackers and backstab such 
  as archers or wizards while avoiding those that can 
  damage it.  Given the Robbers’ Bride’s excellent Listen 
  and Move Silently abilities, it is nearly impossible to 
  sneak up on a Bride and the creature will scout groups 
  invading its lair before attacking. 
  1 Adepts have theorized that the gendered nature 
  of the Robbers’ Bride is a reflection of the status of 
  women within the patriarchal societies that the 
  Bride’s followers are outcast from or oppose, and 
  that in a purely matriarchal society the Robbers’ 
  Bride would be a masculine presence. 
  
    
  40 | P a g e  
   
  Prophecy:  Brides act as oracles for their followers, and 
  sometimes for others who offer them stolen goods as a 
  sacrifice.  The Robbers’ Bride’s power of prophecy is 
  limited to the subject of criminal undertakings, but 
  within this area it functions quite accurately. 
  Mechanically the ability manifests as two separate 
  powers.  The first is the assistance it provides to the 
  followers of the phantasm, who gain the ability to avoid 
  and anticipate surprise (they may never be surprised) 
  and predict attacks by their enemies, gaining a +2 to all 
  saves and initiative. 
  When prophecy is given to non-worshippers, the 
  Robbers’ Bride will whisper something cryptic which 
  will bestow one of the following boons. The character 
  need not understand the utterance and should not know 
  the exact effect, but the prophecy itself always gives 
  some sort of clue.  
   
  TREASURES OF NOTE 
  The Mask of Pain 
  This golden helmet closes with a set of hinges on the 
  back of the skull.  The face of the helmet is a mask its 
  details brought out with thin inlays of blacked bone and 
  ivory.  The mask depicts a snarling man beast of 
  indeterminate nature and horrible countenance.  Sacred 
  to the Lord of Slaughter, the depraved demonic god of 
  massacre, pointless murder and destructive violence, the 
  Mask of Pain has three magical powers.  The masks 
  powers are activated by using the charges it contains, 
  which may be refilled by pouring the life blood of an 
  Read 
  Languages 
  Read 
  Magic 
  Backstab 
  Climb  
  Delicate 
  Tasks 
  Listen 
  Hide 
  in 
  Shadows 
  Move 
  Silently 
  Open 
  Locks 
  Yes 
  90% 
  +4 
  hit/ 
  x4 damage 
  94% 
  70% 
  5 in 6 
  75% 
  80% 
  75% 
  D8 Sample Utterance 
  Effect 
  1 
  “The key is understanding that every lock desires to 
  be opened”. 
  Mastery:  Next skill check will succeed 
  automatically 
  2 
  “Absence has its own sort of presence.” 
  Prediction: The character will not be surprised next 
  time surprise is indicated. 
  3 
  “The randomness of the world so perfect a pattern 
  that a mere pattern cannot conceal itself within.” 
  Secrets: Next secret door encountered will be 
  glaringly obvious. 
  4 
  “It isn’t enough to take gold and jewels to call 
  oneself a thief, the upright man knows how to pick 
  and choose.” 
  Wealth: The next gemstone recovered or stolen will 
  be worth 1D4 times it’s listed value. 
  5 
  “The blade to the back is deadly, but it’s deadly 
  from a smiling friend.” 
  Wit: For the remainder of the session any reaction 
  roll will be at +1 for the character. 
  6 
  “All go into captivity eventually, but the upright 
  man knows he will never stay captive.” 
  Escape: The next time the character is imprisoned, 
  charmed, held or restrained (including grappling) 
  they will be able to easily escape. 
  7 
  “The difference between a warrior and a killer is not 
  technique, it is purity of intent.” 
  Murder: Next successful attack against a humanoid 
  target will strike for x4 damage. 
  8 
  “You may not avoid the blade, but you must avoid 
  the cut.” 
  Survival: The next attack that would kill the PC 
  instead misses. 
  
    
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  Heart Thrall: HD 1, AC 8[11] ATK 1 flailing (1d2), MV 12, SV 17, AL Chaos CL/XP A/5  
  Thralls may be destroyed easily by normal weapons, but there is a 5 in 6 chance that normal physical damage will 
  not damage the Heart, allowing it to raise another.  Fire and magical attacks will destroy the heart 4 in 6 times 
  along with a Thrall, and if special efforts are made the Heart may be easily crushed or incinerated. Thralls are 
  effectively completely loyal henchmen, capable of carrying a load, holding torches and standing watch while their 
  master sleeps.  They have normal undead immunities but may speak, though without a great deal of volition or 
  intelligence, and are usually ordered not to as their frequent timid whining annoys most masters. 
  innocent sacrifice into its maw. When discovered the 
  Mask of Pain will have its maximum of twelve (12) 
  charges. 
  Power 1 - Pain (two charges) The mask begins to recite 
  words in the language of the underworld that cause all 
  listeners excruciating pain.  Any humanoid within 50’ of 
  the mask who is not dedicated to the Lord of Slaughter 
  must save vs. spells or collapse for one round.  Even after 
  recovering from the initial shock, the mask’s victims 
  suffer a -1 to all rolls for physical task for the next 1d4 
  turns.  Even those who save from the mask’s stunning 
  effect suffer this penalty as bone bending pain rockets 
  through their nervous system.  
  Power 2 – Fear (one charge) The eyes of the mask open, 
  revealing blasted vistas of endless war and savagery.  
  Any who are within 20’ of the mask and who do not 
  rejoice in the doom that the Lord of Slaughter promises 
  must save vs. spells or flee wildly for 2D6 rounds. 
  Power 3 - Roar (one charge) the mask produces a 
  deafening roar that can bruise flesh and shatter 
  glass.  Treat this as an attack on any who are 
  in a 30’ long, 10’ wide line in front of the mask 
  wearer.  All in the path of the roar’s blast must 
  save v. spells or suffer 1D6 points of 
  damage.  The roar will also disrupt 
  spell casters for 1D4 rounds and shatter 
  any non-magical glass object in its 
  path.   
  Coward’s Heart 
  The 
  betrayal, 
  abandonment 
  or 
  mistreatment of one of the Green Circle, 
  the Bone Charmers, is rarely wise for their 
  torments are eternal and exquisitely cruel.  Unlike most 
  powers, necromancers need not lose the services of those 
  who receive their greatest punishments, and often the 
  utility of mortal servants is only enhanced by their 
  deaths.   
  The Coward’s Heart is a filthy bundle of stained rags 
  scribbled with illegible sepia sigils, reeking of camphor, 
  but also an artifact of necromantic revenge.   Fabricated 
  from the preserved heart a craven, when a sorcerer 
  stiches the Coward’s Heart into the chest of a corpse it 
  will raise the body as a pusillanimous thrall.  Undead 
  servants created by the Heart are timid creatures, 
  suffering from the same terrors and lack of resolve that 
  afflicted the Heart’s original owner.  The very fear and 
  timorousness that drove him during life prevents the 
  donor’s soul from abandoning the heart for the peace of 
  death, and this stubborn attachment to the self makes 
  the Heart a desirable arcane object. As long as the 
  Heart is intact placing it into a new corpse will create a 
  thrall, allowing the Heart’s owner to quickly recreate a 
  destroyed servant.  Unfortunately, thralls created by the 
  Heart are so cowardly that they cannot undertake 
  tasks that would be dangerous to a living person: 
  opening strange doors, testing potential traps, 
  leading others into a new place or engaging in 
  combat.  Perhaps because of the limited utility of 
  Heart thralls, Coward’s Hearts are most 
  frequently found in the possession of 
  weak necromancer, or even for sale as a 
  memento mori.  On rare occasions a 
  Heart Thrall remains active after the 
  death of its master, and these piteous things 
  skulk and scuttle at the edges of civilization, 
  becoming increasingly afraid of discovery or 
  enslavement. 
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Anomalous Subsurface Environment Land of 1000 Towers (LL)/ASE Land of 1000 Towers Along the Road of Tombs (LL).pdf