Hidden Temple of Hextor (3.5e Quest)
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IMHO this quest is already in a usable state, although some plot twists are not yet completely detailed out. Maybe you give it a try and leave your experience on the discussions page?
Hidden Temple of Hextor[edit]
Intended for four level 8-10 adventurers.
The Hidden Temple of Hextor is a secret cult which can be integrated into a generally neutral or good town location. The high priest tries to corrupt and control the men of the city watch, to be able to mount a coup against the city officials.
This quest is a detective type adventure. It is not intended as a stand alone adventure, though it may also work this way. It would probably work better if integrated into a larger setting where it is just one thread of action while the players explore the town.
- Prep Time Significant
- Play Time Several sessions
Background[edit]
The Hidden Temple of Hextor was designed for the World of Greyhawk city of Hochoch, with the time set shortly before the beginning of the Greyhawk Wars.
The storyline depends on two rivaling factions of the city defence force. In Hochoch this is the Knights of the Watch, a monastic order consisting mainly of Paladins, good aligned Fighters and other do-gooders following Heironeous which uphold high moral standards and a strict chivalric code. The city watch as the other faction, while far from being evil, adopts a more practical, "anything goes" approach on the city defence.
The shiny knights are much more prominent and honored in the city, leading to some bad feelings among the watchmen.
With the Greyhawk Wars approaching, increasingly more powerful bands of humanoids and giants roam the lands around the city. The Knights, being primarily responsible for territorial defence, are still able to fend them off, but sometimes just barely so. This leaves the city population, including the watchmen, feeling frightened and insecure, so some are muttering about the Knights.
This is the scenery when Naxremis establishes the hidden temple and tries to insinuate the watchmen with the more robust doctrines of the Temple of Hextor.
Temple Strategy[edit]
Currently the Temple is in a defensive situation. If the Knights would get to know about it, they would surely be more than powerful enough to quickly defeat all of its current personnel. Therefor Naxremis and the other clerics never openly name Hextor, prefering to refer to him as "the Champion" and leaving away the "of Evil", which would belong to his official title.
They also keep quiet about the tyranny, discord and massacre aspects of Hextor, and openly propagate a "war with all means neccessary" doctrine. To this effect the Temple occasionally proclaims a crusade against the non-humans in the vincinity of the city, which usually result in attacking suspicious looking people or weaker humanoid groups which themselves flee from the intruding giants. Captives made on those crusades are "put to justice", which usually is execution during services for Hextor.
The followers of the Temple call themselves the "deep watch". Most of them would currently qualify as lawful neutral alignment, and only a few of the more corrupt ones even suspect that they worship Hextor. Therefor a Detect Evil will not compromise most of the followers. An obvious exception for this are the clerics themselves.
Unknown to the Temple, the Knights are quite stressed fighting outside the city. So, if the players would like to convince the Knights that they should move against the Temple they must present hard evidence that the Temple is in league with Hextor. Otherwise the Knights will claim things like "this is very grave news, but at the moment we have more pressing business", "we know that not everyone is strong enough to uphold the rules of our order" and similar excuses.
The City Watch itself also cannot be easily convinced to move against the Temple. Many of the watchmen are followers of the Temple, including some higher ranking officers, and many others sympathize more or less open with it. Nevertheless, if hard evidence can be provided that they have been deceived, most of them are still loyal enough to drive out the Temple. At least for the time being...
Possible Actions[edit]
Wreaking Havoc[edit]
Naxremis and/or Amada Keeling use their Summon Monster spells to summon infernal creatures into the streets of the city. They use some cover, maybe a storehouse or a dense hedge, cast their spells and leave the site under magical cover (Invisibility, Gaseous Form or something similar, maybe using potions or scrolls).
Chain Devil, Xill | 1 Naxremis |
Fiendish Dire Ape, Fiendish Deinonychus, Bearded Devil, Achaierai | 1d3 Naxremis, 1 Amada |
Fiendish Giant Wasp, Fiendish Dire Wolf | 1d4+1 Naxremis, 1d3 Amada |
Fiendish Constrictor Snake, Hell Hound, Fiendish Dire Weasel, Fiendish Ape | 1d4+1 Naxremis, 1d4+1 Amada |
Fiendish Wolf, Lemure | 1d4+1 Naxremis, 1d4+1 Amada |
Fiendish Raven, Fiendish Dire Rat | 1d4+1 Naxremis, 1d4+1 Amada |
There's no other goal than to terrorize the population, maybe killing a citizen or two, so that, before their followers, they can accuse the Knights of not being able to protect the population. They won't risk being discovered and won't directly attack anyone who looks powerful.
Maybe the players notice such an attack nearby and come to help. Or they are told about the assaults in a tavern or by their friends. Maybe a low level Knight is appointed to investigate, who is hopelessly overstrained and contacts the players for help.
It should not be easy for the players to trace these events to the Temple. If they already had some contact to the Temple, they might be able to find some hints. Some ideas:
* They find a shread of cloth from a coat, and Amada is wearing a new coat when they meet her the next time. * They notice traces of a snake in the dust (Tracking DC 20 or Search DC 25), caused by Amada's viper familiar * They find an empty flask with a trademark. If they find the creator of the flask (Knowledge (Local) DC 20) they remember selling several of them to a member of the City Watch, who secretly also is a follower of the Temple. The Watch member will claim to use it for booze, and have one in a pocket to prove it.
They may get into contact with Maura Tessaro, who is also investigating these assaults. This may create a hook for the Assault on Investigator action.
Assault on Investigator[edit]
Background[edit]
Though investigating these internal incursions officially is a job for the Knights, the council has decided to additionally hire Maura Tessaro. Since this might be seen as a (minor) affront towards the Knights, so the Council tries not to make a big deal out of this.
Maura seems to take this job more serious than the Knights currently do, but at the moment she still has no real idea of who or what is behind the attacks.
The Temple has learned about Maura's assignment and now tries to assassinate her.
Ideally the player group should have had some contact with Maura before. A Sorcerer of the party might have been trained by her, or they may have met her as she hurries to the site of an attack which the party also has witnessed. Maura is a quite visible member of the City's society, so every character passing a DC 10 Knowledge (Local) check will know something about her, even if they have not met personally. Passing a Gather Information DC 10 will provide her generic background, passing DC 15 the fact that she is hired by the Council.
The Plan[edit]
The Temple will prepare a valuable snuff tobacco box, containing high quality tobacco. This box will have a coat of arms engraved, which can be easily recognized as Maura's. If you want to make it even more obvious, the name could be engraved additionally.
They'll place two greater Glyph of Wardings on the box. Each will cast a Summon Monster VI, the first one summoning 1d3 Bearded Devils, the other one 1d4+1 Lemures.
The glyphs are triggered by opening the box. At your discretion, the trigger may be set to a person physically resembling Maura, a female half-elf of 5' 4" size and 150 pounds weight, so the glyphs are not triggered if a party member opens the box.
This box will be placed by some unremarkable Temple follower, so the PCs will find it and assume that it was accidentally lost. The box itself can be appraised to 100-200 GP. Maura is known as a generous person, so an honest finder may expect a significant reward. Another motivation may be to get into closer relation to Maura, because it may be valuable if she owes the PCs a favor.
So you probably get the idea that the PCs should somehow be nudged into returning the box to Maura. If they do, Maura will be very pleased by the box, but state that it does not belong to her. Then she'll carelessly open the box and trigger the summon spells.
Batte with the Demons[edit]
Remember that their glaives will give reach to the Bearded Devils. So the Lemures are ordered to keep the PCs away, while the Bearded Devils can attack from the second row and inflict Infernal Wounds with their glaives.
If the battle is taking place at Maura's home, Maura's body guard Amaranto Leotta will join the battle after several rounds (if you want to roll, use 1d6+5).
The spells would allow to summon stronger monsters than the Lemures, but I like this kind of hit team. Feel free to substitute them with Fiendish Dire Wolfs or something else if you want a greater challenge for your PCs.
Possible Outcomes[edit]
Without help from the PCs Maura will very probably be killed, being surprised and surrounded by the summoned demons. Even if the PCs assist, chances are that they cannot rescue her, since the demons will concentrate on attacking her before anyone else.
If it fits the GMs plans, Maura has made provisions to be raised. Her body guard Amaranto will have access to the necessary funds, and the Clerics of Heironeous are willing to raise this respected member of the city's society.
If Maura survives (or is raised) and the PCs assisted in the battle she will be in dept to the party. She will share the little knowledge she has about the attacks. She will assist reasonable requests by the PCs concerning the investigations and may even join the party as NPC if you consider that appropriate.
The tobacco box will have a small trade mark engraved (Search DC 15), which can be traced back to a local jeweler by a Knowledge (Local) DC 20 or Gather Information DC 15. If Maura can be asked, she knows the jeweler, but will doubt that he is part of a conspiracy.
If shown the box, the jeweler will tell the PCs that he made the box for a low officer of the City Guard. This officer in turn will claim that the box was intended as an extra payment to Maura for a magic piece of armor, but was stolen before it could be given to Maura. Maura will confirm that she made a magic armor for the officer, but is surprised about this idea of an extra payment.
In fact the officer is a loose follower of the Temple, and has bought the box for the Temple, though he does not know more details about the assassination plan. If he's observed and does not detect the observation, he may be followed to one of the entrances to the underground temple.
Another possible turn for more nasty GMs would be that the PCs are accused of assassinating Maura, since their actions lead to her death. This may get them into some troubles with the Knights and/or the City Council.
The Mini Crusade[edit]
This action requires that the PCs already had some non-violent contact with the Temple, and are not yet decided whether the Temple is evil or their enemy.
I use this encounter to put the party into a moral dilemma. The Orcs are currently not a threat for the city, not even their surrounding farms and villages. They are even willing to pay farmers for some additional food. So, simply killing them can not be considered a good action, and should pose some difficulties for Paladins or good aligned Clerics.
On the other hand, if your group is not into such fancy thoughts, this can also be a simple hack'n'slash distraction in the wilderness, where the main problem is to follow tracks and to handle nightly raids before confronting the tribe. You probably should add some more able fighters to the tribe if you suspect your players to take this direction.
Background[edit]
The Broken Tooth Orc tribe is on the move near the city. They come from the foothills of the Barrier Peaks, south of the entrance to the Valley of the Mage. They had a bargain with a Hill Giant clan there, but recently the giants do not keep their part of the bargain anymore and have greatly decimated the orcs by taking many of them as slaves.
Since they lost many of their strong warriors, and even more females and youths, the clan has decided to leave the area. They are now trying to reach the Pomarj to join the new leader there.
On their way they are currently following the southern borders of the Dim Forest and are trying not to cause any troubles, since the clan is low on warriors.
Nevertheless two members of the Temple, Brian and Burt, have spotted their trail. Those two are among the more sinister members, and they'd love to kill some Orcs for fun, and maybe capture some slaves, which would raise their prestige within the Temple. As they recognize that, even in its weakened state, the clan would be dangerous game for only the two of them, they ask the Temple for some additional supporters.
But, due to another threat to the city, currently all the watchmen are very busy, and noone else is inclined to join the raid.
In this situation Amada thinks of the PCs and tries to hire them, "for the defence of the city", to track down and eliminate the Orcs. Her idea is to use this as a test if the PCs might be converted into Temple followers. The temple will provide Brian and Burt as guides to the party. Of course the duo is also instructed to evaluate the party's actions, so the Temple leaders can assess them.
During the journey to the clan, the two of them will be loyal to the party and will assist fighting in random encounters, though they won't take greater risks without a good reason. If treasures are gained from these encounters, they'll claim a fair share.
Once close to the Orcs, Brian will try to convince the party to attack and slaughter or capture the Orcs ("bring them to justice!").
The Orcs, on the other side, are not in the mood for a fight. They invested a great part of their remaining wealth into hiring a group of mercenaries who should act as scouts and rear guard.
Zugarod's Marauders[edit]
This small group of mercenaries consists of the half orc leader Zugarod, the orcish warrior Gogron and Durzum, an orcish cleric of Gruumsh. Each of them uses a Dire Wolf as a mount. They specialize in scouting and hit and run tactics. Though they are loyal to their customers, they won't fight to the death, preferring to flee or even surrender if things look really bad.
Despite their martial name they are a rather disciplined group. Though they are not above stealing a pig or a sheep from a farmer's livestock, if the occasion arises, they won't outright pillage farms and kill people unless they are paid for it, or in dire need.
This is a policy of Zugarod, who considers their chances for business opportunities much better than when half the world is trying to hunt them down. Durzum has much less scruples, and he'd consider himself a much better leader for the troupe. Gogron is content to follow, as long as the leader keeps him and his purse sufficiently fed. At the moment he's content enough to continue to support Zugarod.
Currently they have been hired by the Broken Tooth tribe to act as scouts and skirmishers during their journey across the Sheldomar Valley.
The Broken Tooth tribe[edit]
To be continued ...
Lair[edit]
1: Entry from sewers[edit]
The northern door is a heavy iron door. Normally it is barred and can only be opened from inside the temple. Break DC 30, Hardness 10, HP 30
The door has a tiny view slit, which is normally closed. If someone knocks at the door, someone keeping watch will open the slit and check who wants to enter.
The Temple personnel uses this entry only when raiding the Bugbears in the deeper tunnels, or when hunting Kobolds.
2: Gatehouse[edit]
Here at least 3 guards are always on duty.
A heavy portcullis can quickly be lowered to block the entrance. It can be lifted high enough to allow someone to crawl below it by a DC 20 strength check. Behind the portcullis a wooden barrier allows defenders to shoot at attackers from cover. Even if the portcullis is lifted, the barrier allows only one man-sized person to enter at a time. It is also possible to cross the barrier with a DC 20 Tumble check.
From the room behind the arrow slits the door can also be watched and attacked using one of the three heavy crossbows which are always kept loaded here.
When under attack, one guard will immediately lower the portcullis and then use a crossbow or a spear to attack intruders through the portcullis. A second one will run into the temple to alert reinforcements, which will begin to arrive after 5+1d4 rounds. The third guard will run to the room behind the arrow slits and start shooting with the heavy crossbows.
3: Prison[edit]
In this area captured enemies are imprisoned until it's there turn to "be on trial". This usually means being executed during one of the services in the main temple.
Inmates may include
- Bugbears from the deeper tunnels
- Humanoids or humans caught in the vicinity of the city "while spying on the city's defences"
- Occasionally personal slaves of higher ranking temple members, while they are "off duty"
- Very rarely, a Kobold captured in the sewers
4: Main Temple[edit]
This big room is used for services to Hextor, and as barracks for the temple members during other times. The niche to the east contains an altar to Hextor, but in the current situation it is very hard (Knowledge (Religion) DC 25) to correctly identify this. If not identified correctly, it seems to be dedicated to an obscure lawful neutral war deity referenced as "The Herald" or "The Champion".
When no service is held, the altar is hidden behind a heavy curtain.
There are several long wooden benches here, which are set along the walls or pushed together as makeshift beds. Note that most rank-and-file temple members, and several of the more prominent ones, have some lodging in the city and only show up for services or when on-duty as guards.
Normally there will be 2d6 temple members here. They will be alerted if there is any trouble at the entrances and are ready to fight withing 1d6 rounds.
5: Entrance from outside the City[edit]
To the north a narrow tunnel leads to a concealed exit outside the city. This is the usual way to enter and exit the lair.
It has a portcullis and wooden barrier similar to room 2, at least 2 guards will be present here.
6: Alkolyth's chamber[edit]
This room is occupied by low ranking Temple members. It contains several bunk beds and chests with personal items and some minor treasure. If searched, 100 CP, 700 SP and 20 GP can be found in total.
The eastern part of the room is used as generic storage of low value goods. Crates with bread and dried meat, some barrels of beer and water, spears, crossbow bolts and similar things.
Under normal circumstances 1d4-1 Temple members (Clerics of Levels 1-4) will be resting here. These clerics know their patron deity (of course), but have been firmly instructed to keep this a secret. Their holy symbols, if presented to the Knights of the Watch, will convince them that the temple is in league with Hextor. A paladin or cleric of Heironeous among the player characters will also be able to identify the symbol of their arch enemy, other characters will need to pass a DC 20 Knowledge (Religion) check.
7: Amada's room[edit]
This room serves as the office and living space of Amada Keeling, Naxremis' aide and second in chain of command.
The northern half of the room contains a wooden desk with some drawers, as well as some chairs. A locker standing against the wall contains a golden chalice, a sacrificial dagger and the executioner's sword which are used during services to Hextor, as well as some ceremonial robes.
The southern part is separated by a wooden folding screen. Behind it is a large and comfortable bed, a large wardrobe, two armchairs and a low table. A keg of wine and four silver cups stand on a dresser. Inside the dresser are some bits to eat.
A large chest beside the bed contains Amada's personal belongings and is protected by a Blast Glyph. The glyph is triggered when the chest is opened by a person not matching Amada's physical characteristics or not being a follower of Hextor.
If the characters search the desk or pass a generic Search DC 10, they will find items and documents which can easily (Knowledge (Religion) DC 10) be identified as connected to Hextor. Followers of Heironeous pass this check automatically. If these items are presented to the watch or the Knights, they can easily be convinced that action against the temple is necessary. Or that actions by the PC's against the temple can be absolved, if this should be necessary.
8: Chamber of Naxremis[edit]
This is the residence of the Temple's leader Naxremis.
As in Amada's room, plenty of evidence pointing to Hextor can easily (Search DC 5) be found in this room, though none is visible openly.
9: Private Prison[edit]
Prisoners which are considered important by Naxremis, or which should not be visible to the common Temple members, are locked up in this prison cell.
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