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The Temple of Pazuzu (d20)

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0% found this document useful (0 votes)
20 views23 pages

The Temple of Pazuzu (d20)

Uploaded by

José Solís
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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I1 – The Temple of Pazuzu

by Gabor Lux

 2002 Gabor Lux. All rights reserved.

1
The Temple of Pazuzu by Gabor Lux

Hall of ?Heroes?:
Narg, the Munchkin: Mnk 1/Pal 1/Clr 1/Ftr 1/Sor 1. Survived the adventure.
Krpante, Rng 4. After almost getting crushed by a statue, he retired and chose the much less risky life
of a pirate over adventuring.
Medorin, Brd 3. Despite the warning that the statues in the temple of Yig were enchanted with level
7+ magic, he strode forth boldly, getting simultaneously incinerated, maddened and petrified.
Bigby II., Rog 3/Ftr 2. Bigby was originally a man who sold his soul for two stat points. He later
became a woman by accident after putting on a cursed ring. She got possessed by Yig’s dagger and
is at the moment sinking deeper and deeper into the clutches of evil.
Felk, Wiz 3: a completely useless character, whose greatest deed was killing a guard – with a slung
backpack full of acid vials. Retired after the adventure.
Oscar, dwarven Ftr 4: breathed in the Smoke Fiend and choked instantly.
Zorg, Mnk 3: lasted a round longer than Oscar.
Hlissa , dwarven Ftr 5: she spent the final battle poisoned and unconscious on the ground. She
survived, much to the displeasure of her „friends” who were more interested in her magic axe than her
health.

INTRODUCTION
Dear Reader!
The module you hold in your hands was written for 4-6 adventurers with levels ranging from 3 to 6,
although it would be easy to adapt it for more experienced heroes with a bit of work. It is
recommended that at least three characters be capable fighters – and even this way, certain
encounters might prove hazardous for the unwary. Also, most of the locations and characters are light
on details. I assure you that it was my intention to leave them so, as I am sure you are a competent
storyteller and you can flesh them out in five or ten minutes, according to your preferences. Most stat
blocks are presented in a shortened format. A detailed index was planned but not implemented due to
the moronic layout of the SRD that makes copy/paste a living hell. Sorry.
And, naturally, if you liked the module, or hated it, or you have any kind of opinion on it, please drop
me an e-mail at [email protected] or post a message on the Necromancer Games message
boards. If I took my time to write, translate and illustrate the adventure, you can surely spare the five
minutes it requires to tell me what you think, no? Thanks in advance.

Gabor Lux
th
Civitas Quinqueecclesiensis, on the 10 of March in the year 2002

3
I. PROLOGUE rumors are available (each character can roll a
The backstory for the expedition is left to DC 12 Gather Info check for one rumor, or ask
you, the referee – it could be a hunt for a questions to obtain them):
magical treasure or key item the characters
need, a quest for a cleric to undertake 1. There are four different tribes on the island:
(destroying the temple of Pazuzu for a believer the greatest are the Yakaura, the second are
in a good air god, for example), a pilgrimage to the Balumba (renowned for their stupidity and
an important site or something completely great strength) and the third are the cowardly
different. Even getting to the island could be a Kesula, but they are only rarely seen. There
quest in itself – it is absent from most sea are also the terrible blackheads, but the less
charts and only a few ships stop by it – mostly said about them, the better. [Feel free to make
for water or supplies. The only man who visits up anything else about them. e.g. they aren’t
regularly is Segallion, a pirate who forged an human at all, they can turn invisible, they have
agreement with a tribal chieftain: he provides power over disease spirits, etc. Each
tools and money in exchange for slaves from tribesman can tell dozens of tales about the
other islands and villages. Segallion asks for evil blackheads.]
200 gp per head for the voyage, paid in 2. It isn’t wise to wander the swamps: they are
advance and in cash. He also tries to find out inhabited by the dead people, and they
their reasons for visiting such an obscure shouldn’t be bothered. Most of them are as
location. If treasure or plunder is mentioned, he strong as two adult warriors, but their leaders
will want a cut: 30% of monetary treasures for are even stronger. [True. Cannibals return as
himself and his crew and one half of the undead and all villagers are cannibalistic.]
magical items (which must be identified by a 3. Yomur, the shaman is the wisest of the
„neutral party”, who is actually on good terms shamans. He lives in a cave in the hills – just
with him), especially weapons or armor. follow the river to get there! There is also
Assuming that the characters don’t die of Vagla, the Master of Zombies, but he hates
some tropical sickness before reaching their everyone and never does anything good.
destination, their ship will approach from the 4. The blackheads live on the huge island to
northwest: they will see the northern mountain- the north. They are called blackheads because
island with its steep stone cliffs and the peak of they are demons and their faces are as black
a dormant volcano looming over the thick as the night. Their leader is a giant and his
jungles, the swamps of the west coast and the head is the biggest of all blackheads. His legs
many needle-sharp mountains. Finally, they are like trees, his skin is as thick as a giant
arrive at their destination, a calm bay lizard’s and his spear can kill a tiger in one
surrounded by the jungle. The village of the blow!
Yakaura, a small collection of huts with a 5. Many birds live in the mountains. They are
common hall in the middle is where Segallion’s ruled by a bird that is a human in disguise. He
ship is headed. is wise but he won’t give his wisdom to those
The villagers apparently know the pirates who kill birds.
well, as they are immediately escorted to their 6. An abandoned village lies to the north. It
chieftain, Ngogo. Everyone is given some was the richest before the blackheads grew
small gift (decorative carvings, fancy „gems”, jealous and killed everyone. There was a
minor articles of clothing, etc.) and it is magical rock there, but it is gone now.
expected that something of similar worth be 7. It was much more peaceful when Agodi was
given back. Soon, a delicious feast is served. the chief of chiefs. Everyone was content
There is palm wine and various roasted meats because noone dared to fight Agodi. When he
(which Segallion is vary to partake of for some died, he was buried in secrecy. Only a few old
reason), fruits and exotic fishes. An additional men know where, but Ngogo, the wisest of us,
portion of food is left intact for the dead (this is still caries his spear.
later carried to the border of the village). 8. Animals are like men: they have their chiefs
Visitors are expected to celebrate and enjoy and shamans like us. It is said the spider chief
the hospitality. lives in the jungle with his warriors.
The next day, Ngogo and Segallion will 9. Yomur, the shaman has gone mad. He
spend most of the time haggling over slaves. promises to help but gives bad advice, for bad
The average price is a well crafted axe or knife prices.
for an average man, more for a child, a woman 10. When people die, they go to the swamps
or a strong warrior type. Meanwhile, the PCs and live there. If they were cowards or
are left to their own. They are free to wander disrespectful, they go to the swamps of fire.
around as long as they observe the local These types of spirits hate the living even more
customs. The following informations and than the others.
The Temple of Pazuzu by Gabor Lux

11. The blackheads worship a huge bird-god 2d10+10 zombies, 40% chance of d6 ghouls
who is five men tall and shoots laser beams and 20% chance of a ghast leader. The leader
from his eyes. Lasers are like spears, only usually has a small trinket or jewelry worth
stronger. [Somewhat true. This is Pazuzu, „lord 3d10 gp.
of the lower aerial realms”]
12. Vagla, the Master of Zombies is a well- d100 Encounter No
poisoner. Everyone knows that. App
01-08 Tribesman 3d6
Vagla, the Master of Zombies: like all tribes, 01-32 Yakaura
the Yakaura have their own Zombie Master. 33-64 Balumba
Zombie Masters are rare and gifted individuals 65-96 Kesula
who were born with the power to keep the 97-00 Blackhead
undead away from themselves (=they can turn 09-16 Dog, Wild 4d4
th
and rebuke, but not destroy undead as a 6 17-24 Snake, Poisonous d6
level cleric with Cha 16). They can also 25-32 Snake, Constrictor d2
animate the dead (once per week). Naturally, 33-40 Lizard, Giant 2d4
they are universally shunned and loathed: they 41-48 Ape d6
aren’t allowed to leave the village without 49-56 Spider, M 2d6
escort, touch the food of others or have any 57-64 Frog, Giant* 2d4
children, etc. In turn, they are well fed and 65-72 Crocodile d8
given occasional gifts to get on their good side. 73-80 Pterodactyl** d3
Vagla is this tribe’s Zombie Master. He is also 81-84 Ape, Carnivorous d3
adept at creating poisons and „magical” brews, 85-88 Leopard or Tiger d2
which he will sell to characters, but only for 89-92 Snake, Spitting*** d4
gold (he learned this craft from a traveling 93-98 Combination****
wizard). He will also give one dose of Malar 99-00 Special
poison for every dead body the characters *See Creature Catalog
bring him. If he finds someone he can trust **Daytime only
(someone who looks evil and ruthless), he will ***Like Poisonous Snake, but with ranged
offer a magical dagger (hidden in the swamps) attack
in exchange for killing Ngogo. This is a lie, he ****Two rolls (e.g. Tribesmen fighting a tiger,
just wants revenge for something. etc)
Poisons:
-Brew of the Dung Beetles – 10 gp (DC 10, Yakaura (9, 21): the Yakaura are the strongest
ingested, 2*1 Str, tastes awful), unlimited tribe on the island. Their fortified village is
-Oil of Ammar root – 50 gp (DC 12, ingested, located on a peninsula near a river. They are
sleep/sleep), unlimited lead by Ngogo (LE War 6, Max Hp, Shortspear
-Dust of Yag Amnun – 300 gp (DC 20, contact, +1), a cunning and experienced chieftain.
3d6 Hp/4d6 Hp), 6 doses Ngogo rules by terror and deception and has
-Malar Shavings – 120 gp (DC 14, blood, his enemies thrown into a deep pit in the
2*2d6 Hp) jungle. His greatest treasure is Agodi’s Spear
-Ointment of the Ninnian Serpent – 800 gp (DC and he always keeps it on his person.
24, contact/blood, 2*2d6 Con), 1 dose Forces: 100*War1
-Potion of Strength – 150 gp (DC 14 or 2*d3 5*War6 + Chief
Con. If successful, +d4+1 Str for d6 hours), 12 100*Com1 (women, invalids and
doses children)
60/10 slaves
II. WILDERNESS The slaves are kept in a well guarded hut in
the middle of the village. On the first day, fifty
Random Encounters: encounters should be of them are bought by Segallion and
rolled every time the party progresses 1 hex (5 transported to the pirate ship, leaving those
km). If time is spent camping, roll twice per who are too old or feeble to be of any worth.
day. Encounters occur with a 1:8 chance.
Within one hex of a village, 1 in 4 encounters Tribesmen (100), War1
will be with a hunting party. In the hex of Hp d8+4 (8)
villages, 1 in 2 will be with a hunting party or a Init +2, Spd 30, AC 12 (+2 Dex)
guard patrol appropriate to the village. In +3 Shortspear d8+2 (*3)
swamps, a roll of 1 on a d8 results in d6 +3 Shortbow d6 (*3)
crocodiles, while a 2 results in a group of +3/+2/-1 14/14/12/8/8/10
undead (dead villagers): 80% chance of Toughness

5
The Temple of Pazuzu by Gabor Lux

Balance +8, Sneak +8, Tumble +8, Jump +11


Tribal Champions (5+1), War 6
Hp 6d8+18 (40) Peggy Scythe (1), Ftr 6
Init +2, Spd 30, AC 18 (+4 Hide, +2 Shd, +2 Hp 50
Dex) Init +8, Spd 30, AC 17(+4 Dex, +3 M Studded)
+10 Battleaxe d8+4 (*3) [+1 Dodge]
+8 Javelin d6+4 (*3), 30’ +11/+6 Keen +1 Scythe 2d4+5 (19-20/*4)
+8/+4/+4 18/14/16/8/10/13 +10/+5 Thr Dagger d4+3 (19-20/*2)+Poison
Power Attack, Cleave, Combat Refx, Iron Will (DC 13, Paralysis/0)
+8/+6/+3 16/18/14/10/12/14
Pirates (9, 21): the pirate ship is anchored in Weapon Focus (scythe), Dodge, Mobility,
the bay. While on the island (three weeks at Spring Attack, Expertise, Whirlwind Attack,
most – they want to leave before the rain Weapon Spec (scythe), Improved Init.
season begins), it is always on full alert and no Balance +10, Profession: sailing +9, Sneak +6
less than 8-10 pirates guard it at any given
time. Segallion (1), Ftr 10
Forces: 60*War 1 (pirates) Hp 96
4*War 6 (mates) Init +6, Spd 30, AC 17(+2 Dex, +5 Studded+2)
1*Peggy (helmswoman, CE) +20/+15 2H Sword +3 2d6+11 (17-20/*2)
1*Segallion (captain, N) +12 Light Crossbow d8 (19-20/*2)
Segallion, the captain is a man in the best +11/+5/+2 24(20)/14/18/12/8/12
years of his life, with brownish skin, long, oiled Power Attack, Cleave, Great Cleave, Sunder,
hair and a thick, black moustache. He is Weapon Focus (2H Sword), Improved Crit (2H
passionate and ruthless, stopping at nothing to Sword), Leadership, Great Fort, Weapon
achieve his goals (or revenge if he is Focus (Net), Improved Init., Weapon Spec (2H
wronged). If he sees fit, he can let the Sword)
characters borrow some of his men (no more Profession: sailing +14
than ten pirates and a mate), but only at a high Belt of Giant Strength +4
price. If the characters get captured, he might
choose to rescue them but takes all of their
gear as „compensation”. The Shaman’s Cave (11, 20): Yomur, the
Peggy, the helmswoman looks like a common shaman of the Yakaura (Adp 7) lives here in a
tramp on first sight with her gaudy clothes and small, artificial cave dug into the hillside. The
heavy gold earrings. She is also completely cave consists of one fetid and wet room filled
devoid of anything that could be called with various „magical” objects – herbs,
„goodness” or „honor”, being a backstabbing, ointments in jars, dead snakes, shrunken
covetous and jealous murderess. Unless the heads and so on. Also, several real magical
characters are of the same mold, she will take components are also present, roughly equal to
an immediate dislike to them. She is the three spell component pouches.
member of a secret band of assassins known Yomur knows quite a bit about the temple of
as the „Zedd Death Corps”. Pazuzu (and getting there in the first place).
However, he will only reveal this information to
Pirates (60), War 1 those who complete three trials first.
Hp d8+3 (7) -He wants a bucketful of pure tar from the Tar
Init +2, Spd 30, AC 13 (+2 Dex, +1 Small Shd) Pits
+3 Scimitar d6+1 (18-20/*2) -He wants the head of the dreaded
+3 Thr Dagger d4+1 (19-20/*2) Supersnake
+2/+2/+0 12/14/10/9/10/10 -And, to prove their bravery and cunning,
Finesse (Scimitar), Toughness / Balance +4 adventurers must steal an egg from the
Pterodactyl Nest
Mates (4), War 3/Rog 3 Should they complete these tasks, he tells
Hp 3d8+3d6+18 (42) what he can:
Init +3, Spd 30, AC 16(+3 Dex, +1 Kis Shd, +2 -The temple of Pazuzu, [the Lord of the lower
M Bõr) aerial realms] lies on the isle of the
+8 M Scimitar d6+2 (18-20/*2) blackheads. There is only one way to approach
+8 Light Crossbow d8 (19-20/*2) this isle: through a small valley to the south.
+6/+7/+2 14/16/16/12/10/10 Climbing is extremely dangerous. In order to
Finesse (Scimitar), Expertise, Impr Disarm, Pt reach the temple (which is just below the
Blank Shot mountain summit, in a dormant volcano crater),
Sneak Attack +2d6, Uncanny Dodge, Evade they must climb three mountain plateaus. Two

6
The Temple of Pazuzu by Gabor Lux

known pathways exist: the eastern one is Wasteland (12, 18/13, 17): these two hexes
significantly shorter, but this way is full of were mostly destroyed by a forest fire. The
tribesman patrols who attack on sight. On the remains of burnt trees are lying everywhere,
other hand, the western way leads through the with a few scrubs and some grass growing on
territory of carnivorous apes, who tear the ashes.
intruders into shreds.
-The crater that hides the temple has a small Balumba (16, 19): this is the fortified village of
opening at the side, where an ancient stairway the Balumba. The tribe is renowned for its
is guarded by „guardians of living stone”. extraordinarily strong warriors. Their war
These destroy all who don’t utter the sacred against the Kesula has met with success so
word „Evocare!” first. Once past the stairs, the far, but they, too, lost several men. Their
way is clear to the temple-fortress where chieftain, Alidour (N War 6, Max HP, Str 20,
Ayala, high priest of Pazuzu sacrifices captives Large Wooden Shield +1) is the strongest of
for his god and his own perverted amusement. them all. He is also extremely stupid, but none
Yomur is quite knowledgable about other dare doubt his decisions. His shield was once
matters as well, but requires expensive gifts carried by Agodi.
(particularly magic and gems) for answers. Forces: 80*War1
If Yomur is attacked or treathened, he calls 5*War6 + Chief
out to the „ancient spirits” to protect him, 100*Com1 (women, invalids, children)
summoning d2 unturnable Wights that defend 30 Slaves (in a cave, accessible
him viciously. through a very deep pit covered by leaves)

Yomur, Adp7 (LE) Tribesmen (80), War1


Hp 32 Hp d8+4 (8)
Init –1, Spd 30, AC 9 (-1 Dex) Init +2, Spd 30, AC 12 (+2 Dex)
+4 Dagger+1 d4+1 +4 Shortspear d8+3 (*3)
+2/+1/+7 11/9/10/13/15/12 +3 Shortbow d6 (*3)
Island Lore +11, Spellcraft +9, Spot +2 +3/+2/-1 16/14/12/8/8/10
Spells: 3/4/3.
1: Bless, Sleep, CLW, Cause Fear Tribal Champions (5+1), War 6
2: Mirror Image, Web, Invisibility Hp 6d8+18 (40)
Init +2, Spd 30, AC 18 (+4 Hide, +2 Shd, +2
Wight(2), HD 4, CR 3 Dex)
Hp 16, 20 +10 Battleaxe d8+4 (*3)
Init +1, Spd 30, AC 15 (+1 Dex, +4 Nat) +8 Javelin d6+4 (*3), 30’
+3 Slam d4+1+Drain +8/+4/+4 18/14/16/8/10/13
+1/+2/+5 12/12/-/11/13/15 Power Attack, Cleave, Combat Refx, Iron Will
Search +7, Spot +8, Blind-fight
Energy Drain (Su): Fort DC 14 Giant Spider Lair (14, 16): the vegetation in
Create Spawn this part of the forest is „covered with fine grey
filaments”. These filaments are the remains of
Abandoned Fort (8, 24): these makeshift webs, spun by the many spiders that lair here.
fortification was erected by a band of pirates, The spiders („led” by an ancient and huge
who wanted to establish a permanent specimen) attack by casting their webs from
stronghold on the island. Not much is left of the trees. Then, they poison their victims and
them: the circular walls (made of hard packed store them for later consumption.
dirt with wooden logs in the middle), a few
ruined huts, rusty weapons and helmets and a Huge Giant Spider (1), HD 10, CR 4
large group of wild dogs that lair amidst the Hp 50
ruins. Init +3, Spd 30/Cl20, AC 16 (-2 Size, +3 Dex,
+5 Nat)
Wild Dogs (16), HD 2, CR 1 +9 Bite 2d6+6+Poison (DC 22, 2*d8 Str), 10’
Hp 12, 13, 13, 7, 6, 15, 14, 13, 9, 5, 15, 8, 11, reach
4, 8, 12 +8/+6/+3 19/17/12/-/10/2
Init +2, Spd 40, AC 16 (+2 Dex, +4 Nat) Climb +16, Hide +2, Spot +7
+3 Bite d6+3 Webs (Ex): Escape DC 28, Break DC 34, 14
+5/+5/+1 15/15/15/2/12/6 Hp (+5 on ground)
Listen +5, Spot +5

7
The Temple of Pazuzu by Gabor Lux

Medium Giant Spiders (10), HD 2, CR 1 Tribal Warrior (40), War1


Hp 2d8+2 (11) Hp d8+4 (8)
Init +3, Spd 30/Cl 20, AC 14 (+3 Dex, +1 Nat) Init +2, Spd 30, AC 13 (+3 Dex)
+4 Bite d6+Poison (DC 14, 2*d4 Str) +3 Shortspear d8+2 (*3)
+4/+3/+0 11/17/12/-/10/2 +3 Shortbow d6 (*3)
Climb +12, Hide +10, Spot +7, Jump +5 +3/+2/-1 14/16/12/8/8/10
Webs (Ex): Escape DC 20, Break DC 26, Hp 6 Dodge
(+5 on ground)
Headhunter (7), Rog 3
The webs of the spider are full of drained Hp 2d6+6+3 (16)
human and animal corpses. Init +7, Spd 30, AC 13 (+3 Dex)
+3 Dagger d4+1 (19-20/*2) [+2d6
Sinkhole (16, 23): this sinkhole is a deep, Sneak Attack]
funnel-like depression in the forest. It is +5 Blowgun 0+Poison (DC 12/2*d6 Con)[+2d6
inhabited by 5 giant lizards. The lizards defend Sneak Attack]
the pit fanatically, protecting their eggs buried +5 Shortbow d6 (*3) [+2d6
at the bottom. They hide in the undergrowth Sneak Attack]
and attack by surprise. +2/+6/+2 12/16/12/12/10/10
Improved Init, Blowgun X-wp, Pt Blank Shot,
Giant Lizards (5), HD 3, CR 2 Evasion, Uncanny Dodge
Hp 27, 24, 15, 19, 22
Init +2, Spd 30, AC 15 (+2 Dex, +3 Nat) Tamektri (1), Rog 5
+5 Bite d8+4 Hp 23
+6/+5/+2 17/15/17/2/12/2 Init +4, Spd 30, AC 14 (+4 Dex)
Climb +9, Hide +15, Listen +4, Sneak +6, Spot +7 Dagger d4+Poison (DC 12, 2*d6 Con)[+3d6
+4 Sneak Attack]
+7 Shortbow d6 (*3) [+3d6
There is an old, decaying human skeleton at Sneak Attack]
the bottom of the sinkhole. Under the tattered +2/+10/+1 11/18/12/11/10/14
garments, a nice golden bracelet for women Climb +6, Sneak +12, Hide +7, Listen +5, Spot
can be found on the corpse (Search DC 16 to +7
find, worth 700 gp). Lightning Rfx, Finesse (Dagger), Dodge,
Evasion, Uncanny Dodge
Kesula (18, 13): the Kesula are almost as Plumage of Razors [the Headdress of Agodi]:
secretive and xenophobic as the blackheads. this is a wooden headdress decorated with one
The tribe lives in a hidden (and well guarded) large and six smaller feathers, all of them
cave complex hidden behind a plain rock face. plucked from rare tropical birds. These
They are feared and loathed by the other tribes feathers function as throwing daggers: the
for their ruthless and sneaky headhunters. smaller as +1 keen daggers, the larger as a +1
These silent killers didn’t help them in the last vorpal dagger. Once pulled out of the
few months: the Balumba killed several of their headdress, the feather must be hurled within a
warriors and they are very close to the melee round or it loses all of its powers and
discovery of their hideout. Their chieftain, becomes completely nonmagical. They can be
Tamektri (NE Rog 5) is thinking about having replaced (though not reused), but finding these
Alidour murdered in his sleep or even leaving sort of feathers take a considerable time to find
this area, maybe even the island. He is in tropical conditions. In other parts of the
desperate for any sort of help and he might world, they can only be obtained at exorbitant
consider parting with his Plumage of Razors in prices (about 400 gp for a lesser and 3000 gp
exchange for the life of his enemies. for a greater feather).
Forces: 40*War 1
7*Rog 3 + 1*Rog 5(chieftain) Anayola (11, 15): the Anayola are no more, as
60*Com 1 (women, disabled, children) they were massacred by the blackheads two
6 captives (food!) years ago and all survivors were taken to
slavery and for sacrifice. Nothing remains here
save for a few crumbling stone huts and a well
filled with mosquitoes, dead animals and
diseased water (DC 16, blinding sickness).

8
The Temple of Pazuzu by Gabor Lux

The Clearing of the Supersnake (11, 16): this Studying the ruins with a successful roll of
200’ (65 m) diameter clearing is considered Bardic Lore, Knowledge: Ancient History or
taboo to all tribes on the island and only the Knowledge: Religion (DC 24) reveals that the
bravest of the brave dare go near. No trees will motifs are similar to those found in the shrines
grow here, only some sort of vile weed with its of Yig, the ancient god of serpents. A
meandering vines that halve movement rates Stonecunning (or Craft: architecture, etc.)
and require a Balance check (DC 12) to run check of the same difficulty uncovers their age,
through without tripping. The ground is covered which could be „possibly thousands or tens of
with a layer of crumbling, olive-green stone thousands years”.
debris, the remains of smooth, worked stone On Yig (another Knowledge check, DC 24):
blocks. The only structure that remains is a Yig was a great and inscrutable monster-god,
small, 30’*30’ square building in the middle. worshipped by the Dhuvian serpent-men, a
This building is made of the same kind of race that was slowly sliding into degeneration
unearthly stone, without any sort of mortar or and decay when the ancestors of humans
other apparent binding material. The whole were still living on trees and eating raw meat.
place radiates a faint evil, which will Since then, the world has grown colder and the
immediately be noticed by paladins and god Dhuvians had to leave their shining cities of
clerics, while others will notice „a fleeting gold and jewels, retreating into hidden
sense of unease”. underground lairs and other, younger worlds.
The insides of the building are adorned (?) On the Dhuvians (DC 22): they were a race
by ancient and faint stone carvings: serpentine of mystics and warriors, who used weapons
motifs and writings in an alphabet that is alien never seen before or after their glory days.
in its geometry and unrecognizable in content, They also practiced hypnosis, were
even with the aid of magic. In the four corners, supposedly able to crush the will of a hardened
four very lifelike bas reliefs of snakes watch the man just by meeting his gaze, read
intruders. astronomical signs and conjunctions, etc.
The crevices between the stones of the
clearing is the lair of several poisonous vipers, The ruin also holds a nasty surprise: beneath
while the central structure is inhabited by the 5 feet of dirt, a circular slab of stone allows
ancient Supersnake, the progenitor of these entry into the Temple of Yig. This entrance
crawling monstrosities! The Supersnake can be found by extensive searching (DC 26,
attacks anyone who enters the building (most by pounding on the floor to determine if there is
likely by surprise) and immediately tries to grab a cavern beneath), magic or other means.
its prey in its coils. In a few moments, it is Lifting the slab requires a Str check (DC 16),
joined by its many children, who attack due to its weight and the lack of a good grip.
fanatically and fight until slain. Each character Once removed, a gust of fetid air escapes from
is attacked by 3-4 small vipers crawling out of the newly uncovered entrance – a circular well
the undergrowth. leading into the darkness.

Supersnake (1), HD 6, CR 4 The Temple of Yig (11, 16): The shaft is 60’
Hp 50 deep and opens into the ceiling of a
Init +3, Spd 40, AC 16 (+4 Dex, +3 Nat, -1 hemispherical chamber, roughly 30’ in
Size) diameter. The walls and floor here are covered
+9 Bite d6+5+Poison (DC 16, 2*d6 Con) by the same olive stones as above, only much
+4/+12/+5 20/18/14/2/16/16 less worn. The only apparent exit is a 5’ wide
Improved Grab, Constrict d8+5 and 15’ high arched corridor leading north.
The air is wet and musty, with a vaguely
Small Vipers (lots), HD 1 revolting odor. The presence of evil is
Hp 4/db substantially stronger: the whole area is
Init +3, Spd 20, AC 18 (+1 Size, +4 Dex, +3 covered by a special Unholy Aura spell – all
Nat) spells marked as „Good” must break through a
+4 Bite d2-2+Poison (DC 11, 2*d6 Con) 25 SR or fizzle. Anyone who would harm any
+2/+6/+1 6/17/11/1/12/2 part of the temple (including statues, traps,
etc.) must roll Fortitude (DC 24) or lose d6
Aside from those that emerge, several small temporary Str.
vipers live among the ruins. Every hour, there The corridor to the north is 100’ long and
is a 1:4 chance of an encounter with an trapped: the middle section has a double
additional 3d4 vipers, who will likely also scything blade trap (2*+8, d8+6 (*3) Damage,
surprise opponents. Search/Disarm DC 20, CR 3).

9
The Temple of Pazuzu by Gabor Lux

10
The Temple of Pazuzu by Gabor Lux

inhabited by the personality of a Dhuvian


The corridor leads into a smallish square archmage who has been dead for 30.000
room (20’*60’) with a 25’ high arched ceiling. years (Int 20, Wis 14, Cha 18, CE, telephatic,
Two statues, carved out of single blocks of EGO 21). It favors Wizards, Sorcerers and
mottled, greenish black stone, stand on 6’ tall Rogues (in this order, esp. high level ones). Its
stone pedestals. They depict the former first action is to attack the wielder’s mind in
masters of the island – humanoids with order to establish contact. (Those under the
serpent’s heads and scaled skin. Both figures effect of Dominate Person fail automatically).
wear simple loinclothes and a wiglike cap or From then on, it will be able to read the surface
other headgear. Both hold greatswords in their thoughts of the wielder and help or hinder him
hands. These weapons are unlike normal at its will. It won’t communicate or give any
weapons, as they are made of polished, sign of its intelligence, but always act in
multifaceted transparent crystals, with accordance with its interests. These goals
numerous wicked edges and flat facets. If light must be determined by the GM, but it must be
is brought near them, they will glint like a noted that the intellect residing in the dagger
handful of gems, casting colorful lights on the may often seem nonsensical to a human mind.
ground in all hues of the rainbow (!!!). Ultimately, however, it always brings doom and
Beyond the two statues, in the back of the ruin to its wielder and his associates.
room, a huge statue of a serpent sits coiled on
a circular foundation. It is carved out of the If the GM intends to conduct further
same greenish black stone as the serpent-man adventures in the temple, he can extend the
idols, but it is even more lifelike and detailed. It temple significantly with numerous secret
raises its head as if intending to strike, its passages and deathtraps. There is always a
gemstone eyes flashing menacingly (two possibility that a hidden Gate within the
pieces of polished ruby, each the size of a complex might lead to another age and
dove egg and worth 10.000 gp). With some dimension, where the Dhuvians still prosper –
observation, it can be easily determined that maybe even a gate to Caer Dhú, where the
there is a small stone lid on the foundation, oldest of their kind still offer sacrifices to Yig
which might conceal a smaller cache or hole. and his demons!
The whole room radiates strong evil and
magic: the crystal swords emit a strong (lvl. 7- The Tar Pit (8, 18): the tar pit is found at the
9!) aura of Evocation, the serpent statue emits end of a sacklike, deep and narrow valley. It is
moderate (lvl 4-6) Enchantment and the area populated by lost souls and the unlucky. The
of the stone lid emits an owerwhelming aura of tar erupts twice per day. This geyserlike
an undeterminable sort. [Naturally, the strength eruption covers the surrounding area with a
and nature of these auras are only apparent if hot, sticky and foul-smelling black mass.
somebody asks a straight question pertaining Unless the eruption pattern of the geyser is
to them and passes a Spellcraft roll in the latter observed before proceeding to ground zero,
case.] there is a 1:10 chance that it will happen during
If a living being passes between the two the characters’ visit, just when they are
idols, both crystal swords will shoot a ray of preparing to leave.
multicolored light at him (treat as Prismatic Getting to the lake of tar is a a hazardous
Spray, DC 24). If this line of defense is passed, and hard trip – the characters must progress
the character must still resist the hypnotic gaze through a narrow gorge. The gorge climbs
of the large statue, which acts as Dominate steeply for about 3 km (2 miles) and plummets
Person (DC 22) and encourages him to open for another 300’. Due to the unsure footing that
the stone lid and take possession of the crumbles under heavy weight and the overall
dagger found in the niche under it. The difficulty of the climb, 2-2 Climb checks (DC
dagger is a smooth shard of crystal (like those 16) must be passed to avoid falling d6*10’.
found in the hands of the statues) and it is one At the end of the gorge, the rock walls part
of the all-powerful weapons of the Dhuvian and reveal a 80’ wide and 160’ long depression
serpent-men – a +4 intelligent dagger. The in the ground – 80’ deep relative to the entry
dagger is capable of granting its wielder point and surrounded by steep, almost
Improved Initiative, Mobility, cast Cat’s Grace unclimbable cliffsides. The bubbling tar is
and Prismatic Spray once a day (the latter after clearly visible from the entrance – in a 15’ deep
a normal attack roll, DC 24). The dagger, and 20’ diameter crater with a 5’ tall rim. The
however, will not grant these benefits rest of the pit is a stinking, repulsive swamp of
automatically – it activates them on its whim, mud, rotting vegetation and tar.
when its interests dictate so, or when it feels
that its wielder is in grave danger. It is

11
The Temple of Pazuzu by Gabor Lux

Descent into the pit is possible by climbing always resulting in d6 pterodactyls. The foliage
down a treacherous path (Climb DC 16). To is very sparse due to the extreme heat that
get to the crater full of tar, one must pass seems to radiate from the rock walls. These
through the bog. There is a narrow, winding are mostly of a dark rock, with green, grey or
path to the crater, easily detected by someone yellow veins crisscrossing it (Spot DC 14 to
who can Track or is well versed in Wilderness notice, Mining/Alchemy DC 18 to identify).
Lore (DC 14). Failure means the unfortunate These veins contain huge quantities of copper,
character strays off the path and sinks chest- lead, silver and even gold. Naturally, extraction
deep into the mud (Rfx DC 16 or Str DC 16 to might prove to be a huge undertaking, but it
escape). could make one rich beyond dreams.
Collecting the tar is an easy feat (unless The central basin, the location of most
someone is really stupid and falls into it – this nests is a large, 100’*200’ depression, with
causes 6d6 points of damage/round and four rock piles (30’-40’ high, with 4-4 nests on
requires a DC 20 Str check to break free), but each). Of the 32 pre-birds, 10-12 is here all the
getting out of the pit alive is not: putrid time (26-28 after dusk). They mostly perch on
zombies, covered in tar and mud crawl out of the higher cliffs and „chat” in their croaking,
the swamp, blocking the route to escape. screeching „language”. They are extremely
Everyone will be attacked by 3-4 zombies, with dumb, so getting some eggs is easy, as long
new ones replacing the fallen in d3 rounds, as the characters maintain a low profile (i.e.
until the explorers flee or all 48 are slain. The stay close to the cliffsides and keep quiet).
zombies attack in small groups and attempt to Climbing the rock piles is relatively easy –
grapple, overbear and drown opponents. They climbing them silently requires Climb (DC 16)
don’t let anyone escape, having a malevolent and Sneak (DC 16). The content of each nest
(albeit low) Intelligence. is as follows:
01-40 Empty
Tar Zombies (max 48), HD 2, CR 1 41-80 Eggs (d4+1)
Hp 2d12+3 (16) 81-98 Hatchlings (d3+1) – unable to do
Init –1, Spd 30, AC 12 (-1 Dex, +3 Nat) anything except for alerting their parents,
+2 Ütés d6+1 + tar which they do with a surprising efficiency
+0/-1/+3 13/8/3/2/10/1 99-00 Special (a smaller treasure, interesting
Tar (Ex): acts as a DC 14 glue, sticking to object or whatever)
weapons or characters the zombie comes in
contact with. Breaking free requires a Str Pterodactyls (32), HD 3, CR 2
check. Hp 3d8+6 (18)
Init +4, Spd 20/Rep 30, AC 16 (+4 Dex, +2
Anyone killed in the pit will return as zombies Nat)
within a week. +4 Beak d6+2
Eruption: in case of eruption, the ground +3/+7/-2 14/18/14/1/6/6
shakes (this can be felt in a 1 km radius) and Improved Grab, Flyby Attack
the geyser will spill forth hot tar in d6+4
minutes. Anyone without cover will lose 6d6 Tactics: grab opponents and drop them from
damage on the first round and an additional the air.
3d6 each round thereafter, until he scrapes off
the sticky goo (Rfx DC 15). While there is no Coastal Cavern (6, 20): the entrance to this
apparent shelter in the area, one can be mammoth grotto is almost completely
created hastily with a Wilderness Lore check submerged. The only way to enter is with a
(DC 18) or a small crevice can be found if one smaller canoo during low tide (50% chance
looks hard enough (DC 24, enough for one when the characters sail past it), but spotting it
person). Those within 20’ of the burst of tar is hard in itself (DC 24).
must roll for Reflex (DC 22) or be totally Most of the cave is occupied by a lake, with
buried in the tar and drown/burn, with no way the remains of a small skiff on its shore. The
to escape. Also, hiding in the swamp reduces skiff contains a few rotten bones, a broken
damage to 3d6, but attracts zombies in droves. brass bullseye lantern and a small hexagonal
copper box with a golden signet ring in it. The
Valley of the Pterodactyls (8, 15): the ring isn’t magical, but it belonged to a fairly
pterodactyl nesting grounds lie in the middle of prestigeous family of the Referee’s choice. It is
steep mountains. Unless characters are able to worth 700 gp in itself, potentially more in the
fly, the easiest way to approach it is a narrow right hands and circumstances...
gorge, like the one leading to the tar pit. In the
mountains, encounter chance is 1:6 per hex,

12
The Temple of Pazuzu by Gabor Lux

Agodi’s Tomb (5, 17): the legendary chieftain,


Agodi is buried at this location. Agodi was the Zombies (30), HD 2, CR ½
supreme leader of the tribes (except for the Hp 16/db
blackheads) and a mighty warrior. This didn’t Init –1, Spd 30, AC 11 (-1 Dex, +2 Nat)
help him when unknown assassins murdered +2 Shortspear d8+1 (*3)
him in his sleep. After his death, most of his +0/-1/+3 13/8/-/-/10/11
riches, including his regalia were plundered by
the warring tribes, but the rest was hidden from Agodi’s treasure consists of 16,000 gp worth
the eyes of the greedy chiefs. When his faithful of gold/silver/copper items, intricate ebony and
servants, the most knowledgable voodoo sandalwood carvings and other
masters laid him to rest, thirty strong warriors miscellanneous artifacts. Naturally, they are
followed him to his grave, where they still serve heavy and bulky, so transportation will be
him in their undeath. trouble.
The tomb is hard to find and even harder to
loot: a narrow stone path, covered with Isle of the Blackheads: the smaller island is
undergrowth, leads to the entrance crawling with demon-worshipping savages and
(Spot/Search/Track DC 22), blocked by a huge bloodthirsty monsters. The whole place is one
stone slab (Str DC 24 to open). tall mountain, with three plateaus and the
The Tomb itself consists of two chambers: the crater of the dormant volcano in the middle.
upper chamber, accessable from the entrance, Climbing the plateaus is „impossible” with the
is a small, 30’*30’ dome, with offerings of food, exception of a few ravines. If someone
ale and animal blood (all spoiled and rotten). attempts the endeavour, he will be attacked by
From here, a long stone stairway winds down Vampiric Vultures (treat as pterodactyl, but
into the lower chamber, descending 60’ in its their bite spreads Red Ache).
100’ length. During the descent, the light of Also, landing on the island is very hard
torches and lanterns (if such are employed) (Sailing, DC 26), except for the mouth of the
gradually grows faint, until only a faint reddish river to the south. Of course, locating the place
glow remains. Meanwhile, observant is hard without previous knowledge (Sailing or
characters (Wisdom DC 18, +6 to roll if Spot DC 18), as the whole island is covered by
character is a dwarf or a skilled miner) notice a lush jungle. The place is guarded by one
an odd sensation: „You feel as if an invisible blackhead sentinel during the day, who will
demon had sat on your chest – breathing report suspicious activity to his masters. During
becomes hard and your limbs refuse to move”. the night, there are two such guardians, but
This, naturally, means trouble: the lower parts they will only notice intruders if they are noisy
of the tomb are completely filled with carbon- or use visible light. When the threat is
dioxide (which is heavier than air and sinks to identified, a messenger will be sent to Ayala
the bottom of the cavern). From now on, the (who likely already knows about the
drowning rules apply: a character can hold his characters) and three groups of warriors
breath for Con*2 rounds. When this time is up, dispatched to hunt them down, with the rest
he will have to roll a Con check every round defending the village.
(DC 10 first, grows by 1 each additional round).
Once a roll is failed, he falls to 0 Hp and loses Carnivorous Apes (8,7): these brutal primates
consciousness, dying on the next round. This are common on the western half of the island
drowning isn’t avoidable by Water Breathing, (every random encounter results in d2 apes
because the gas contains no air at all (this with a 1:2 chance).
might apply to other spells, at the Referee’s
discretion). Also, phisically taxing activities Carnivorous Apes (6) HD 5, CR 3
(fighting, hauling heavy treasure, etc) double Hp 5d8+10 (30)
the rate of air loss. Init +2, Spd 30/Climb 15, AC 15 (-1 Siz, +4
The lower chamber of Agodi’s tomb is a Nat, +2 Dex)
circular cavern of huge proportions: 140’ in 2*+8 Claws d6+6 10’
diameter and 120’ in height. Agodi and his +3 Bite d8+3
undead servants await intruders in the middle +6/+6/+5 22/15/14/2/12/7
and attack with a mindless determination. Climb +14, Sneak +9, Spot +9
Rend (Ex): If the ape hits with both claws, it will
Agodi (1), HD 6, CR 4 inflict an additional 2d6+12 points of damage.
Hp 48
Init –1, Spd 30, AC 11 (-1 Dex, +2 Nat)
+10 Greataxe d12+4 (*3)
+4/+0/+4 18/8/-/-/10/11

13
The Temple of Pazuzu by Gabor Lux

Village (9,4): this fortified village sits at the built by ancient high priests, with three special
base of a large cliff face. There are six huts statues on the sides: two are intact (apart from
with leaves as roofs, one for the captives, one moss and the effects of weather), one is
for the chief and four for the warriors. There is headless. If someone proceeds without
also a fire pit, a crudely carved black idol uttering the magical word (Evocare!), the intact
(surrounded by ebony fetish statuettes – worth statues attack. If the word is spoken, they
6*50 gp), drying human skins, etc. Embebbed deactivate for five minutes.
in the cliff face is a 10’ tall stone face, which
might be an entrance to the caves under the Statues (2), HD 4, CR 4
temple if the Referee so desires. Hp 47, 35
The tribe, despite its small numbers, is the Init +2, Spd 30, AC 20 (+10 Nat)
strongest on the island. All the odds are on 2*+6 Slam d8+3
their side: the inaccessability of their village, +8/+4/+1 20/10/18/6/11/7
the power and benevolence of Pazuzu and the DR 15/+1
infamy of their own ferocity and savageness.
Should warriors from another tribe encounter
blackhead warriors, they have to make a DC
14 Will save to avoid panic. If the save is
passed, or they outnumber their foes 1 to 4,
they are „merely” shaken. Blackhead warriors
always focus on ambushes, brutal slaughter
and the destruction of everything they can’t
controll. They neither show, nor beg for mercy
and fight with a fanatic craze.
All blackheads wear monstrous wooden
masks of a dark wood (hence their name).
Each member of the tribe is an able warrior,
the weak and old are killed and eaten. They
replace their fallen from children kidnapped
from other tribes. Even their language sets
them apart from the others – they speak an
almost unrecognizable dialect of the demonic
tongue. There are also countless tales of their
depraved sacrificial rituals and wild orgies,
which are repulsive even to another cannibal.

Forces: 60*War 2 (man and women)


1*War 6 (chief)
20*Com 1 (captives. 6 children and 14
beaten up, half-crazy adults)

Blackhead Warriors (60), War 2


Hp 2d8+7 (16)
Init +2, Spd 30, AC 14 (+2 Dex)
+4 Shortspear d8+2 (*3)
+4 Shortbow d6 (*3)
+4 Throwing Axe d6+2 (*2) 10’
+5/+2/+0 14/14/14/6/10/10

Chief (1), War 6


Hp 35
Init +2, Spd 30, AC 16 (+4 Irha, +2 Dex)
+11 Flaming Shortspear+1 d8+5 (*3) +d6 Fire
+8 Javelins d6+4 (*3)
+8/+4/+4 18/14/16/8/10/13
Power Attack, Cleave, Combat Refx, Iron Will

Guardians of Living Stone (9,5): a narrow


gorge leads to the crater and to the temple of
Pazuzu. There is an old, crumbling stairway,

14
The Temple of Pazuzu by Gabor Lux

III. IN THE TEMPLE OF PAZUZU (7,4) Attacks and then resort to hit-and-run
The Temple of Pazuzu is an old, decrepit tactics, always trying to put a distance
building. Once, it was prosperous and terrible, between him and the characters. If he
and its priests were envied by the princes of is cornered, he tries to break through
faraway Viridistan. After the fall of the cult, it and hide, to join his master in the final
lay empty and forgotten, only inhabited by evil confrontation.
birds and lost souls. Ayala, the new Evil High -2 warriors are positioned at locations
Priest, is the one who was destined to 5 and 10, with an additional 4 at 19.
recapture the former glory. He hired servants They loose javelins and charge. They
from the blackheads (and other shadowy also attempt to kill or subdue those
types), started to repair the rooms and soon, who stray away from their companions.
there were sacrifices and mysterious rituals -Thalzur, the master ventriloquist hides
again, all for the monstrous bird-god who is in room 20 (see room description!)
Lord Pazuzu. -Ayala and his two elite guards wait at
Ayala sees all and knows all: his birds bring 26/b (see room description!)
him news from his island and beyond. He will
no doubt know the details about Segallion’s
arrival and the deeds of the characters, unless
they go to great lengths to maintain a low
profile. Since he is no fool, he will prepare a
warm welcome for intruders:
-N’gana, the assassin waits at location
4 (or 17, or 23) with a cocked
crossbow. He will begin with Sneak

15
The Temple of Pazuzu by Gabor Lux

If someone is so foolish as to utter Pazuzu’s plants have already sprouted in the cracks of
name on temple grounds, there is a 1% the stones. There is also a 5’*10’ stone block in
chance that he will appear in person (if the the middle, with affixed rusty chains, traces of
name is uttered multiple times in a way that dried blood, broken human bones (rotten meat
would draw interest, this chance will be higher, still sticking to them), teeth, lots of feathers
maybe even 5% or more). Pazuzu will not from various birds, etc. Two wooden flails
neccessarily kill the characters (he is (which aren’t designed for combat and are
susceptible to groveling (a weakness of demon therefore –2 to hit) are propped against the
lords) and has a darks sense of humour), but wall next to the double doors. If someone
he will likely use a Quest spell (no save), strip spends more than a minute in the chamber,
away magical items or both. birds will start appearing in small flocks. At
first, they just watch with a lazy curiosity, but in
1. Courtyard: the courtyard is covered with about five additional minutes, they all attack in
huge, cracked stone slabs. If N’Gana is hiding a frenzy. [Remember the movie?]. The birds
at 17 or 23, he will shoot as soon as the will not pursue anyone beyond this room.
characters get within range (30’), running away
and finding a new ambush position afterwards. 8. Parapet: this is a long parapet overlooking
the deep crater. Since it gets no sun most of
2. Stairs: the statues to the right of the stairs the time, the whole place is covered with a
are mostly broken off, but some of them are thick layer of moss. In the middle, a large (10’
still whole. They depict squatting, evil looking tall) stone statue of a bird-beast watches the
birds of prey. distant mountains, with its wings spread as if it
were prepared to take off at any moment. The
3. Gate: a 20’ tall, heavy bronze gate. Opening damp and shady undersides of the wings are
the gate requires a Str check (DC 20) and even more mossy than the other parts, and
causes a lot of noise. Additionally, a Stone of they hide egg-sized purplish lumps. These
Alarm is affixed to the gate at night (unless an burst if they are disturbed (merely walking by
ambush is expected), which results in even has a 10% chance of bursting), releasing a red
more noise. The stone is like other small and cloud of poisonous spores in a 5’ diameter (DC
nondescript stones, so finding it might prove 15, 2*d6 Con)
hard in the debris littering the floor.
9. Empty: this is an empty antechamber,
4. Corridor: the wide corridors within the leading to the southern tower.
temple are 10’ wide and 30’ high. The walls are
covered by ancient, peeling frescoes and bas 10. Guard Room: another guardroom with a
reliefs. The ceiling is supported by grotesque, table and four chairs, a boardgame (awari),
birdlike statues, which cast long and wicked- two flagons of palm ale, a sack of yam roots,
looking shadows on the tiled floor. All double and a bag full of dried leaves (drug).
doors are like the one at location 3., and none a. Secret corridor: four spare shortspears and
of them are locked or barred, although they still two shortbows.
require a DC 20 Str check to open. The smaller
doors are made of dark wood and open easily. 11. Guardians of the Captives: a dark,
foreboding room with a walled-in window and
5. Guard Room: the contents of this chamber an unusually high (50’) ceiling. The room
were once destroyed by fire, as evidenced by detects of evil (paladins or good clerics will feel
soot-covered paintings and charred beams. at unease just by entering). This evil comes
The new furnishings consist of two stools, a from the upper regions, with a faint, almost
rickety table and a clay pot with some sort of undetectable phosphorescent glow. The glow
sweet fermented drink. comes from the Spectral Ravens that nest
above. These evil creatures attack anyone who
6. Armory: also sooty, the room has several tries to escape from the prison.
shortspears (most of them unusbale), a barrel
of arrows, three wooden shields and an empty
cabinet on the wall.

7. Room of Birds: another sooty room, this


one has a collapsed ceiling (30’ high) and
beams strewn about. The room must have
been this way for a long time, as the walls and
floor are covered with moss, and a few small

16
The Temple of Pazuzu by Gabor Lux

Spectral Ravens (16), HD 1, CR 1, TR +1 gate. There is a glowing red pentagram in the


Hp 11, 6, 6, 5, 4, 5, 10, 9, 4, 11, 5, 11, 5, 11, middle of the painting, enclosed in a pentagon
12, 10 and surrounded by a circle, with the following
Init +3, Spd Fly 40, AC 15 (+2 Siz, +3 Dex) words in the abyssal tongue: „My name shall
+4 Beak, Incorporeal Touch d2 Str (*2) let you pass beyond, You need no more or
+0/+3/+4 6/16/-/2/14/10 less, But stray not from a determined path,
Finesse (Beak) Lest you draw a cerulean death.”
Incorporeal: 50% miss chance against In fact, the painting is a specially enchanted
physical attacks, +1 to hit. Phase Door. The only way to pass through is
to trace one’s finger along the glowing lines of
There is a fistful of broken glass and the pentagram and spell out the name of
worthless trinkets in the ravens’ nest, along Pazuzu (a possible solution is provided on the
with a 300 gp gem. diagram). If the pattern is incorrect, or
someone attempts to steal anything from the
12. Prison: three small windows, 20’ from the room, blue-white tentacles of smoke emerge
ground, illuminate this room, used both as a from the brass pitcher. The Smoke Fiend will
torture chamber and a prison. Chains hang distribute its attacks between people in the
from the walls to the north and south, while a 7 room, or, if this is not possible, attacks at
feet tall stone column rises in the middle (also random every round.
with chains). A table stands under the eastern
windows, with various unwholesome Smoke Fiend (1), HD 7, CR 7
instruments of torture: spiked wooden flails, Hp: 6/tentacle
weirdly shaped bronze knives, a small wooden Init +5, Spd Fly 50, AC 22 (-1 Siz, +5 Dex, +8
cage, etc. There are two captives in the room, Nat)
suspended from the ceiling. Both are tentacle*+3 Touch d6+2+Smoke, 20’ reach
completely insane and, apart from piteous +3/+10/+2 14/21/13/6/11/11
shrieking and whimpering, they will not react to Multiattack, Sneak +9, Listen +9, Spot +9, Hide
the characters. +9
Smoke (Su): if an attack hits, the victim will
13. Ayala’s Room: unlike other parts of the suffer the damage and, unless he makes a DC
temple, this room is in relatively good repair 14 Fort save, inhales the tentacle. From then
and the furnishings are obviously for someone on, the smoke causes 3d4 points of damage
of high status. The splendid frescoes were each round until the victim coughs it out
repainted with vivid colours, the floor is (another Fort save) or falls unconscious, in
covered by a soft rug (120 gp). Comfortable which case he is immediately coup de graced
pillows, no doubt made in Viridistan, lie on a and the tentacle will leave the body and look
luxurious, carved couch, while an embroidered for new opponents.
carpet (depicting Pazuzu with a halo of
incadescent light, worth 200 gp) hangs on the 14. Cache: this room is shielded from
wall. Pleasant, scented mist wafts from a large, detection and transdimensional interference
round brass pitcher in the middle and sweet (e.g. teleportation and such). This is where
smoke billows from four incense burners. A Ayala stashed his mystical paraphernalia:
one foot tall bronze idol stands in the corner, herbs, herbal poisons, strange brews, a bronze
watching the room with two sapphire eyes cauldron, a distorting metal mirror, a necklace
(2*400 gp or 1200 for the idol, which radiates a (Necklace of Fireballs, Type I), an iron brazier
faint evil). with charcoal, a few leather pouches of a bitter
The „door” leading to area 14 is merely a white powder and a chest with 300 pt, 400 gp
painting, depicting a richly decorated metal and a carefully stoppered stone bottle with

17
The Temple of Pazuzu by Gabor Lux

Stone Salve. He also has a Flying Carpet for 19. Quarters of the Warriors: this chamber is
four, rolled up and hidden in a hollow beam in like the previous, only more humble (and in a
the ceiling (which is 30’ high – Search/Spot DC slightly better repair). The contents include
27). This place is perfect for hiding an item the twelve pallets, various personal belongings
characters need on their quest. (fetishes, small clay necklaces, stone knives),
30 crossbow bolts and a jar of balm
15-16. Moldy Rooms: these rooms are damp, (nonmagical, made of grease, guano and
smell of mildew and they are full of wooden incense).
furniture that falls apart on touch. Nothing of
value is to be found here. 20. Thalzur: Ayala’s most faithful and trusted
servant, Thalzur of Nippur lives here. When the
17. Defunct Trap: heavy, rusty iron characters enter, they will not see him, only a
portcullises hang from the ceiling. They are fairly prosperous room: the usual paintings and
stuck and nothing will move them. vulture statues, a couch with pillows, a small
table (made of mahogany, 120 gp), a stuffed
18. Quarters of the High Priests: in more vulture perching on a brass rod, a wooden
glorious times, this gigantic hall saw countless dressing screen (the fur of some animal spread
orgies and feasts. This is where the ancient hanging from it), several brass urns, vases and
high priests lived (and often died in their pitchers, and a collection of monstrous carved
drugged sleep, by poison or blade) and ruled. masks hanging from the wall. The cunning
All this is a thing of the past – the prosperous priest watches from a secret hidey-hole
furnishings were stolen, the murals, telling (Search DC 24). Once the characters make a
tales of brutal conquest and lewd lust grew suitably loud noise, he uses his ventriloquist
faint, and the resounding bronze gongs no talents to speak from the direction of the
longer called swift slaves to serve their master. stuffed vulture (in a deep, sorrowful voice
Some of this ancient splendor still remains: devoid of hope or joy): „So, you have returned
the dimensions of the chamber still inspire once more, you lowly monster... How long
awe, and the vulture statues squatting at the must I endure your questions? How long will
base of the gargantuan dome, 50’ above the you keep me in this sorry shape, which is the
entrance, are still as vigilant as they used to most repulsive for my kind? How long must I
be. During the night, there is a 10% chance serve you and your worthless god?”
that a haunting is taking place – smokelike The „poor bird” feigns surprise if he is
shades with glowing ember-red eyes roam the assured that the characters don’t serve Ayala.
hall, whispering quietly to themselves. They He is eager to tell his „tale of woe”: that he
don’t leave this area under any circumstances, used to be a noble Phoenix until Ayala trapped
but resent disturbance and attack intruders him in his current body of a vulture („the least
mercilessly. worthy of the bird-folk”) and used him for
divination and torment. If they were to free him,
Wraiths (d3+1), HD 5, CR 5, +2 TR he would gladly aid them in their battle against
Hp 5d12 (32) the Evil High Priest, who is „invulnerable to
Init +7, Spd 30/Fly 60, AC 15 (+3 Dex, +2 spell or sword while in his temple”. Freeing him
Deflection) requires a somewhat complicated „ritual”: he
+5 Incorporeal Touch d4 + d6 permanent Con needs rotten wood („easy to find in such a
(Fort DC 14 negates) dismal place”), red mold („a vile and poisonous
+1/+4/+6 -/16/-/14/14/15 fungus that grows on the southern wall” (in
Hide +11, Intimidate +10, Intuit Direction +6, fact, this is almost completely true, save for a
Listen +12, Search +10, Spot +12 small problem...)), to be mixed with tainted
Blind Fight, Combat Refx, Improved Init, water and poured on an unholy idol in his
Create Spawn (wight) presence („Ayala surely keeps one in the room
Unnatural Aura: no animal will approach within to the southeast”). If he is pressed about his
30’. intimate knowledge of the complex, he will
Incorporeal: only affected by magic and refer to his otherworldly means of divination.
weapons of at least +1 enchantment, with a Once the „ritual” is completed, he will
50% chance to ignore physical attacks. Moves happily tell what he knows (or, more correctly,
completely silently and passes through makes up):
nonmagical obstacles. -the unholy enchantments of Pazuzu are easily
broken if one attacks with weapons that were
previously smeared with tar and covered with
feathers. (=1/2 damage)

18
The Temple of Pazuzu by Gabor Lux

-all spells directed at Ayala must be intoned aforementioned differences, none of these
extremely loudly in order to be effective (=DC have any kind of effect, magical or otherwise.
12+lvl Concentration check or spell is wasted)
-arrows are completely useless, because a 23. Hall of Statues: thin and tall stone statues
Wall of Wind will deflect them from the EHP. stand on both sides of the corridor. They are a
lot like cranes (only thinner, with needle-thin
Treasures: the masks are worth 300 gp (or ten beaks). The larger statue at the end is like the
times as much to a serious collector), Thalzur’s others in all respects, only it is 12’ tall and has
golden bracelet is worth 600 gp and a small green gemstones (glass...) for eyes. If
platinum brooch with a flawless ruby (long lost someone touches them, the beak opens and a
in a crack between floor tiles, Search DC 30, 20’ jet of flames shoots into the corridor for 5d4
takes some time to fish out) is worth 1200 gp. points (Rfx 15 evades, no save for the one who
climbed up for the „treasure”).
Thalzur of Nippur (1), Ftr 1/Clr1
Hp 17 24. Storeroom: 16 amphoras of oil, charcoal,
Init +1, Spd 30, AC 11 (+1 Dex) torches, arrows, food hanging in sacks, a few
+2 MW decorative Shortspear d8+4 (*3) jars of balm (see 19 for details!) and several
+8/+1/+3 10/13/14/16/13/10 other items are stored in this chamber.
Toughness*2, Great Fortitude / Concentration
+6 25. Temple: the temple is an almost separate
Ventriloquism (Ex): not magical. building from the rest of the complex – it is
Spells: Air, Evil, 1: 2+1 huge, with an arched ceiling that peaks at 30’
1: Obscuring Mist (1 min, 30’), Random Action, (and 40’ at location 26). Of course, it is ancient
Magical Weapon (1 min) and partially ruined – beams of sun/moonlight
Potion of Invisibility shine into the huge hall at points where the
roof didn’t withstand the ravages of time. There
21. Secret Escape Route: the secret corridor are large, windowlike openings to the south, no
to the east is sealed by a huge stone block. doubt meant for huge airborne creatures. If it is
The outlines of the exit are easily found possible, the reliefs are even more perverted
(Search/Spot DC 20), but it can’t be opened and disgusting – they depict birds, vulture
from this side. („type I.”) demons, gargoyles, harpies and all
kinds of flying beasts imaginable, all
tormenting, huntintg, or feasting on the

22. Fountains: to the north, three stone carcasses of small humanlike figures, with a
statues sit in alcoves. Each is a fountain with few extremely shocking pieces detailing all the
three different types of water: the first is gruesome details of the fate that befell those
shaped like a gargoyle, and the water is sour, who didn’t bow before the bird-god.
the second is like a needlebeak, with
opalescent, tarry-tasting water, and the third is
like a bat with sweet water. Apart from the

19
The Temple of Pazuzu by Gabor Lux

20
The Temple of Pazuzu by Gabor Lux

26. Inner Sanctum: the idol of the Demon plots for a later revenge (e.g. hiding on the
Lord stands at the end of the temple (b), with a pirate ship, etc.).
deep and dark pit, covered with an iron grille
before it (a). This is the center of Ayala’s Ayala, Evil High Priest of Pazuzu (1), Clr 8,
domain – and also the place where the battle Chaotic Evil
with the depraved High Priest will take place! Hp 70
Init –1, Spd 30, AC 11 (-1 Dex, +2 Large
a) well: the iron grille can be found at the Wooden Shield)
bottom of a 5-6’ deep, funnellike depression +8/+3 Halfspear d6+2 (*3)
(Lift DC 16). The grille and the walls of the +5 Ranged
depression are thick with drying blood – their +9/+1/+11 14/8/16/10/16/14
smell can only be matched by the repugnant Iron Will, Combat Casting, Leadership, Scribe
stench of decay that comes from the 80’ deep Scroll
pit itself. The pit leads to area 27 and anyone Concentration +14 (Casting on the Defensive
who somehow falls in will land in a deep pool +18), Spellcraft +4, Theology +11, Wilderness
of water. The first 20’ are counted as subdual Lore +11, Scry +6 (through birds)
damage, and this can be increased to 40’ with Rebuke Undead/Turn Paladins: +2, 2d6+10
a DC 18 Jump/Swim check (if one knows that HD (2d6+8 vs paladins)
he will land in water, that is...). Spontaneous Casting: converts spells to inflict.

b) Statue of Pazuzu: the idol is a robust figure Magic Items:


sitting proudly on a 15-20’ tall stone throne: a *Necklace of Prayer Beads (Bless): green
muscular man in a loincloth with four spread, stones, casts Bless 1/day
feathery wings, scaly bird-feet and a fiendish *Darkwood Shield: made of ebony, no armor
grin. check penalty
*Scroll: Dispel Magic (lvl 5), Spell Resistance,
c) secret door: Search DC 20 to find (DC 28 if Air Walk (70 minutes)
one wants to find the opening mechanism in *Potions: Cure Moderate Wounds, Speak With
haste, decreasing by 2 every round). Ayala can Animals
operate it with no difficulty, opening and
closing it in a single round. There is also a Spells: Air, Travel (8 rounds/day, move through
Scything Blade trap in the escape corridor that obstacles)
he avoids (+8, d8+6 (*3) damage, 1: 5+1 2: 4+1, 3: 4+1, 4: 2+1
Search/Disarm DC 20, CR 3). 1: Expeditious Retreat, Bane, CLW*3, Divine
Favour (+2 Attack/Damage, 1 min)
Tactics: if there was enough time for 2: Wind Wall (8 rounds), Bull Strength (d4+1
preparations, Ayala will have cast the Str, 8 hours), Endurance (d4+1 Con, 8 hours),
following: Endurance (8 hours) and Fly (80 Hold Person (8 rounds), Sound Burst
minutes) on himself, maybe even Spell 3: Fly (80 minutes), Searing Light*2 (4d8),
Resistance (10 minutes, SR 22, from scroll) if Dispel Magic, Bestow Curse (-6 Str on touch)
the players seem particularly tough. If N’Gana 4: Dimension Door, Summon IV (8 rounds,
is present, he will receive Bull’s Strength (or if Lesser Arrowhawk), Sending
he was killed before, this goes to one of his
guards. Lesser Arrowhawk (1), HD 3, CR 3
During combat, he flies up, summons an Hp 16
Arrowhawk to toast enemy archers and Init +5, Spd 60 Fly, AC 20 (+1 Siz, +5 Dex, +4
spellcasters, supplementing its electric ray with Nat)
Searing Light. If he is forced into melee, he +9 Electric Ray Touch 2d6 45’
casts Bestow Curse (defensively), maybe Hold +9 Bite d6+1
Person or Sound Burst („Screech of Vultures”). +4/+8/+4 12/20/12/10/13/14
To defend against archers, he conjures a Wind Immunities: Acid, Electricity, Poison
Wall. And finally, if all these fail, he tries to flee Resistances: Fire 20, Cold 20
(flying through a crack in the ceiling) or use
Sending to alert the blackheads. Blackhead Warriors (10), War 2
The two elite guards (Blackhead Warriors Hp 2d8+7 (16*8 and 23*2)
with maximum Hit Points and Str 16) will fight Init +2, Spd 30, AC 14 (+2 Dex)
to the death and do anything to protect Ayala +4 (+5) Shortspear d8+2 (*3)
from harm. If N’Gana is present, he will try +5/+2/+0 14 (16)/14/14/6/10/10
Sneak Attacks, but if the High Priest dies, he
flees (preferably with a few choice items) and

21
The Temple of Pazuzu by Gabor Lux

N’gana (1), Rog 6/Bbn 1 later for some more sadistic torment. After all,
Hp 30 he can take his time...
Init +4, Spd 40, AC 17 (+4 Dex, +3 Ring of
Protection) [+4 vs AOO, +1 Dodge] Vampire in the Well, ex-Clr 14 (TR +4)
+8 MW Dagger d4+3+Poison (DC 20, d6 Hp 70
Con/2d6 Con) [+3d6 Sneak Attack] Init +7, Spd 30/Fly 20, AC 16 (+6 Nat)
+9 Light Crossbow +2 d8+2 (19-20/*2) + 1 on +13/+7 Claw d6+5
Pt Blank [+3d6 Sneak Attack in 30’] +15/+7/+13 20/16/-/4/18/22
+7/+9/+4 16/18/17/10/15/9 Dominate: DC 23, eye contact, 30’, 12 nap
Dodge, Mobility, Pt Blank Shot, Shot on the Energy Drain: 2 levels, DC 23
Run Blood Suck: on grapple, d4 permanent Con
Balance +13, Climb +9, Escape Artist +13, DR 15/+1, Electric Resistance 20,
Hide +13, Jump +10, Listen +12, Spot +11, Regeneration 5
Search +5, Sneak +13, Tumble +13 Gaseosus Form, Spider Climb, Shapechange
Sneak Attack: 3d6
Uncanny Dodge The vampire’s lair is also approachable
Evade through a secret tunnel, but he has nothing of
Rage: doesn’t use it note except for an unusable, ragged magical
cloak.
Items:
*+3 Ring of Protection
*+1 Light Crossbow
*Stone of Alarm (at location 3 at night)
*Potions: Cure Moderate Wounds, Invisibility

27. Down in the Well: the well leads into a


small natural cavern. There is a 30’ deep pool
in its middle, with dead bodies on its shore. All
of these decomposing corpses have griveous
wounds on them, and they lie in poses that
aren’t possible without a broken spine or
neck...
As long as everyone keeps quiet, nothing
happens. On the other hand, if there is a
commotion (or just excessive shrieking), there
is a 10% chance each round that the
characters attract the inhabitant of the well: an
ancient vampire. The vampire was once the
most powerful High Priest of this temple, but
his servants schemed against him and
dropped him into the sacrificial pit. After his
terrible death down below, he returned as a
vampire. Since he is unable to leave (for
magical reasons), he had to be content with
drinking the blood of the sacrificed victims.
After centuries of isolation, he has gone
completely insane – he isn’t much more than a
wild beast by now.
The vampire emerges from a narrow crack
in the wall, in the form of a thick red mist. For a
few rounds, he hovers above the victims, then
materializes. If possible, he will avoid life
draining attacks: he rends his opponents apart
merely with his claws, or snaps their bones
with his immense Strength (a critical hit
indicates he has done just that). If the situation
seems completely bleak for the players (or he
has had enough mauling and blood-drinking for
the day), he retreats into his lair, only to return

22
The Temple of Pazuzu by Gabor Lux
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Designation of Product Identity: all names, specific locations, plot elements, illustrations, maps, NPCs and distinguishing
characteristics are designated as product identity. If you copy them without permission, you are hereby designated Scum of the
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Designation of Open Game Content: all stat blocks, new magic items and new monsters in the module are designated open game
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15 COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. The Temple of Pazuzu is copyright
2002, Gabor Lux. All rights reserved. F N O R D

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