The Face of the Gods

This adventure was originally written to take place in Bourgund, a city in Kobold Press’s Midgard Campaign Setting. The scenario could be easily transplanted to any major city in Midgard. For use in a different setting, names of places and deities can be changed.

The Face of the Gods
Written by Jenny Jarzabski
Cartography by Jon Cary

“The Face of the Gods” is a dungeon crawl for four 3rd level PCs. In this adventure, high priests and priestesses of various temples compete for the PCs’ help in retrieving a powerful artifact from underground ruins teeming with monsters, hazards, and traps.

Adventure Background
Decades ago a powerful magical artifact known as Face of the Gods was the subject of an interfaith struggle. As the item changed hands Melora, a cleric of Lada, realized the potential for evil inherent in such a relic. Although she was unable to destroy the item, Melora spirited it away to a secret location. Melora continued her work as a healer and opened her underground temple to the sick, wounded, and misfortunate. Melora’s temple and the artifact were lost with her death 20 years ago.

A few months earlier, Ithrak found Face of the Gods after making Melora’s old temple into his lair. With the aid of the relic, he grew in power and garnered a following of undead, oozes, and other foul creatures. Melora’s once sacred hideaway is now a shrine to the dark god Mordiggian.

A few days ago, a poor farmer discovered a secret door in an oak he was trying to fell. Spurred by curiosity, he descended into the ruined temple and glimpsed the Face of the Gods and its new owner, Ithrak. He managed to escape and spread the fantastic tale. Several local clerics heard the truth in his ramblings and now seek to claim the relic for their own church.

Adventure Hook
If the PCs are looking for healing, information, or magic items from any temple in Bourgund, one of the clerics suggests they bring back Face of the Gods in exchange for what they need. If the PCs are unlikely to visit a temple, they receive missives from the three temples of Bastest, Mavros, and Rava requesting an audience.

Adventure Summary
The PCs are summoned to speak with three different clerics who wish them to look into the sighting of an artifact near the city. The PCs locate the abandoned temple’s entrance, which is carved into the middle of an enormous oak tree. The stairway in the hollow tree leads hundreds of feet underground to a subterranean complex. PCs navigate traps, hazards, and creatures living in the dungeon. When they reach the Feasting Hall, a huge cave-turned-unholy temple, they come face to face with the masks’s current owner, a ghast cleric of Mordiggian.

Now all that’s left is for the party to decide whose face the mask will grace—not a difficult decision, right?

Part One: A Favor or Three
Past the warren of silk-draped rooms and narrow hallways lies a room carved from black marble and lined with golden statues depicting human women with a feline head. A marble dais crowns the room, nearly six feet high, a waterfall of smooth steps spilling out to your feet.

A woman in robes of midnight blue crouches gracefully on the dais, flanked by two muscular men adorned in little more than scraps of the same blue cloth. The woman balances a large, bronze headpiece fashioned in the likeness of a cat upon her elegant shoulders.

“Welcome to the temple of Bastet,” she purrs, rising slowly from her haunches. “I am Nephthys.” With a clap of her hands the men stride out of the room and return with cushioned wicker chairs. They arrange the chairs before Nephthys and she motions for you to sit.

“I would invite you to look upon the Face of the Gods,” she whispers.

This invitation is not strange to you. Just this morning you stood before an altar wrought of swords and shields, listening to the request of a burly, one-legged man leaning on a spear instead of a cane. Burne Bronson, Bourgund’s high priest of Mavros, also asked you to serve his temple.

“By now you’ve heard the rumors,” Nephthys continues. “A relic that could help our church has been unearthed. My sources tell me that it can be found just outside the city in an abandoned temple.” One of the men bends to lift a heavy box of ebon wood. He opens it to reveal a collection of gems surrounding a wickedly curved scimitar with an emerald-studded hilt.

“These trinkets are yours if you will help us restore Bastet’s glory in this land.” Nephthys says.

Nephthys tells the PCs that only one person has seen the relic, which looks like a golden mask. She is unwilling to provide more detailed information about the item, but assures the PCs that it is safe to transport and will only benefit a true servant of the gods (i.e., a cleric or warpriest).

Though Nephthys speaks of an abandoned temple outside the city, she has no idea where it is. She directs the PCs to Lada’s church, which also serves as a hospital and orphanage, located just a few blocks away in the temple district. The man who claims to have seen the relic is there being healed.

The dagger is a +1 glamered scimitar (Pathfinder RPG Ultimate Equipment 142). The jewels are worth 2,000 gp.

PCs can recall that Burne Bronson offered to forge a weapon worth up to 2,000 gp for each PC that aids in returning the relic to the shrine of Mavros.

A similar offer is detailed in a letter from the temple of Rava, which is little more than a tinkerer’s workshop, but the high priestess there is a renowned craftswoman of mechanical and magical items.

2. Hospital
Men and women dressed in simple muslin shifts bustle through rooms cramped with identical cots wrapped tight in freshly starched sheets. Humanoids lie still or sit perched on the cots, some covered in wounds or boils and others heavy with child. The sounds of muffled talk and coughs fill the air.

A plump, grey-haired human woman beams at you from across the room. She waves for you to join her at a cot near the window.

A man cocooned in fresh bandages lies stiff in the bed. Blood and pus ooze from the wrappings. Only his red-rimmed eyes are visible.

Ella Brightblossom, cleric of Lada, tends many sick and injured citizens of Bourgund in service to her goddess. She informs the PCs that this man is a farmer named Ludo who lives on the outskirts of the city. Last night a guard found him trying to drag himself toward the city gates, mortally wounded by the tooth and claw of an unknown creature.

Ella did her best to make Ludo comfortable, but his condition is worsening and she knows he is dying. She allows the PCs a few minutes to ply him with questions before begging them to let him rest.

Ludo’s ordeal began while he cleared his fields for planting when he stumbled upon a door inside an ancient oak tree. What he found there was the entrance to a massive underground complex inhabited by ghouls and other foul creatures. He was attacked by a ghast wearing a golden mask at the foot of the second staircase, and barely escaped with his life. He is now dying of ghoul fever and, due to blood loss and shock, cannot answer questions other than to say “the door is in my field, between root and sky.”

PCs can locate Ludo’s farm with either a Knowledge Local or Diplomacy check (DC 15).

Part Two: Seeking the Face of the Gods


2A. Between Root and Sky
In spite of the wasted lands just to the west of Bourgund, several miles of fertile farmland surround the city. Less than a mile north of the city gates is Ludo’s farm. PCs can make a Knowledge Geography or Survival check (DC 20) to quickly locate a towering oak tree on the edge of Ludo’s field. If PCs fail the check, they spend three hours searching the acres of fields and woodland until they find it.

Read the following when PCs approach the tree:

An honor guard of saplings surround an ancient oak, its trunk wide enough that five men could join hands and not encircle it. Gnarled branches and exposed roots twist like a mass of writhing wooden serpents. Fresh axe wounds mar its trunk a few feet above the ground. Amber sap oozes from the deep cuts.

Yesterday, Ludo attempted to fell the tree to make room for new crops. When his axe struck something that didn’t feel like wood, he discovered a metal door. The door opens to reveal a hollow portion of the tree trunk and a spiral staircase leading down into darkness.

A sap demon stirred by the axe’s assault remains and attacks the PCs.

Sap Demon                                        CR 3
XP 800
hp 27 (Midgard Bestiary 84)
During Combat The sap demon attacks furiously before trying to grab and pin any PC wielding a blade. Once its victim is pinned, the sap demon uses its soul sap ability to control that PC.

2B. Down the Stairs
The spiral staircase descends into darkness. The ceiling of packed dirt gives way to stone on all sides, cold to the touch. The slow drip of water whispers to you from far away. Shadows hold sway in this chamber, gathering thick in a long hall stretching out before you.

Unless otherwise stated, the floors, walls, and ceilings are made of stone (hardness 8, 40 hp/inch) and the ceiling is 20 ft. high. The area is in complete darkness, but a DC 20 Perception check reveals a pile of unused torches near the foot of the stairs.

PCs with darkvision can make a Perception check (DC 15) to notice the bats overhead. PCs can attempt to sneak past without waking the swarm, but any light source will disturb the bats. Triggering the trap in the hallway will draw the swarm’s attention.

Bat Swarm                                        CR 2
XP 60
hp 13 (Pathfinder RPG Bestiary 30)
Before Combat The bats may be surprised by the PCs.
During Combat The woken bats swarm the PCs.

Bloodroot Arrow Trap                      CR 1
XP 400
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +15 ranged (arrow; 1d8+1/×3 plus bloodroot)
Type poison (injury); Save Fortitude DC 12
Onset 1 round; Frequency 1/round for 4 rounds
Effect 1 Con damage and 1 Wis damage; Cure 1 save

2C – 2F. Quarantine
A single bed occupies this small room. A stack of dusty books sit on a small table pushed close to the bed. Dead flowers wilt in a porcelain vase next to the books.

2C through 2G are identical rooms that Melora used to quarantine patients. The simple rooms have few adornments or comforts. Searching the rooms (DC 25) the PCs find mementos of former occupants: a silver locket (worth 20 gp), cloth doll, prayer book (Lada), and a wicker broom.

2H. Study
Stone shelves carved into the walls of this room house a collection of leather-bound tomes, bottles, and tools. A mahogany writing desk stands against one wall, equipped with sheaves of thick paper, pens, and bottles of colored ink. A heavy book lies open, turned to a page half full of names, dates, and illegible notes in a spidery hand. A thick layer of dust clings to every object in this room.

Melora used this room as her study. Ithrak never found the hidden door and thus the contents of the room remain untouched. The open book lists names of patients and the dates Melora treated them for illness or injury.

Among the various items on the stone shelves are: antiplague (3), antitoxin (3), healer’s kit, midwife’s kit, potion of cure light wounds (4), potion of cure moderate wounds (2), scroll of lesser restoration, smelling salts, and surgeon’s tools.


2I. Downward
The hallway opens into a spacious hexagonal chamber. Murals depicting flowers with eyes growing towards a radiant sun cover the walls. Though the paint is chipped, the colors remain vibrant. A second spiral staircase winds deeper into the earth.

A Knowledge (Religion) check (DC 10) identifies the eyes, flowers, and sun as common symbols of Lada. A DC 25 Perception check reveals that one of the eyes detaches from the mural and is actually an aegis of recovery.


3A. Ithrak’s Doorstep
Four heavy wooden doors face the center of this room. It is colder here, and you sense with a heaviness in your bones that you have traveled far underground.

At this point, the PCs are on Ithrak’s doorstep. There is a 15% chance that a patrol (1 ghoul and 1 festrog) will cross paths with the PCs anywhere in area 4.
3B. No Exit
A narrow dirt tunnel lies beyond this door. Pale roots poke through the ceiling, and chunks of dirt and rock litter the floor. The tunnel ends abruptly in a heap of fallen rocks. The rocks, ranging from boulders to little more than clods, are slick with moss and mildew.

The tunnel is only 5 feet wide and 6 feet high. Most medium and large creatures must stoop to pass through here. A slime mold squeezed its way through the rockfall but was unable to pass the heavy wooden door. For the last few days it has lain in wait for prey.

Slime Mold                                        CR 2
XP 600
hp 28 (Pathfinder RPG Bestiary 2 249)
Before Combat The slime mold waits for a PC to disturb the rocks. If PCs do not travel to the end of the tunnel, the slime mold is unaware of their presence.
During Combat The slime mold tries to engulf any PC within reach.

3C. The Pantry
A powerful stench assaults you as you enter a room crowded with rusty metal cages. The stench of feces, blood, and decay hangs heavy in the air. Of the dozen or so cages lining the walls, only three are currently occupied.

Ithrak uses the cages in this area to house his prisoners, unwary humanoids his ghouls capture on their nightly hunts. Ithrak likes to keep a well-stocked pantry for feasts and rituals to Mordiggian. All of the prisoners here are destined to be dinner.

Two humans huddle together in one cage. They have shallow claw marks on their bodies and are already affected by ghoul fever. If they are not healed, they will succumb in two days. A young male halfling occupies a second cage. As the newest addition to the larder, he is in good health and immediately yells and waves for the PCs’ attention when he hears them enter. A third cage holds a deathcap mycolid who was captured when he wandered in from the deeper cave system a few days ago.

One of Ithrak’s ghouls stands near the mycolid’s cage.

Deathcap Mycolid                                        CR 5
XP 1,600
hp 52 (Midgard Bestiary 75)
Before Combat The deathcap mycolid is hostile to the PCs. If PCs move within a foot of its cage it uses its poison spores to defend itself.
During Combat If PCs free the deathcap mycolid, it first uses its ranged spores to put PCs to sleep before attacking with its poison touch.

Marcus and Andrea                                     CR 1/2
Human Commoners 2
XP 200
hp 9 (Pathfinder NPC Codex 256)
Marcus and Andrea are both peasants from the outskirts of Bourgund. A nocturnal lover’s tryst in the woods turned into a terrifying pursuit by ghouls. When Andrea stumbled, Marcus stopped to try to save his lover and the two were taken to the pantry. Both are afflicted with ghoul fever. Marcus is unconscious when the PCs enter. Marcus will need to be carried if they are freed.

Meritus Flynn                                              CR 1
Halfling Expert 3
XP 400
hp 13 (Pathfinder NPC Codex 261)
Meritus, an experienced woodsman, was kidnapped a few nights ago while checking his traps in the nearby woods. Meritus is not affected by ghoul fever. Though Meritus wants to be helpful to his rescuers, he has only seen the upper parts of the dungeon and this particular room. He may offer PCs a small reward if they help him escape.

3D. The Long Way Down
Another stone hallway leads to a seemingly endless set of stairs. As you approach the stairway, you hear a whimper. A little girl curls in the corner near the stairs, arms wrapped around her knees, tears streaming down her rosy cheeks. Her brown eyes dart toward the sound of your footsteps and she sniffles as you approach.

Hungry creatures are favorites of Mordiggian, and Ithrak keeps a menagerie of bats, oozes, and other creatures in his lair. He allows them to roam freely, feeding them scraps from his table and leaving them to hunt intruders. One such creature is the treacle, a strange shapeshifting ooze with a subtle but deadly form of feeding.

There is also a pit trap on the stairs.

Treacle                                                         CR 3
XP 600
hp 34 (Midgard Bestiary 92)
Before Combat The treacle appears to be a lost, traumatized child. It tells the PCs, through choking sobs, that it escaped the “bad things” and doesn’t want to be eaten like its mommy. If a PC helps the treacle, it clings to the PC’s arm and feeds through its blood drain ability. The treacle will feed in this way for 1d4 hours if the PCs do not realize its true nature before detaching and wandering off to digest.
During Combat The treacle flees if threatened.

Pit Trap                                                          CR 1
XP 400
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 20-ft. deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

3E. Dining Room
An ornately carved table of rich mahogany adorns this room. The table is set for six with silver service, creamy porcelain dishes, and blue silk napkins folded into expert triangles. Lumps of decaying food fill the plates and bowls. In the six high-backed chairs around the table sit the dinner guests, desiccated skeletons clad in shreds of what must have once been fine clothing. Jaws hang open at the putrid feast, the droning of flies a mockery of some long ago dinner conversation.

Six skeletons sit frozen in a parody of life around the table. The skeletons attack when PCs enter the room.

Years ago Melora treated recovering patients and fellow clergy to simple but elegant meals in the dining room. The flower, eyes, and sun motif continues on the walls of this room. When Ithrak moved in he and his followers defaced the decor with feces, blood, and crude pigments. Ithrak created this gruesome tableau to amuse himself and horrify any unwelcome guests.

A DC 20 Perception check reveals that one of the skeletons is wearing a ring of protection +1. The silver service is worth 150 gp.

Human Skeletons (6)                                       CR 1/3
XP 135
hp 4 (Pathfinder RPG Bestiary 250)
Before Combat The skeletons sit frozen in place, as instructed by their master, and do not attack until at least one PC enters the room.
During Combat The skeletons attack with their claws.
Gear Ring of Protection +1

3F. Feasting Hall
Stalactites and stalagmites jut from the ceiling and floor like jagged teeth. Moss carpets the slick stone underfoot and the maddening sound of dripping water echoes through the chamber. An altar at the center of the room is flanked by tables carved out of natural rock formations. Heaps of bones, some still wet with gore, gather around the altar.

The surrounding walls are smeared with pigment, forming pictures of animals feasting on humanoids, ghouls huddled together using bones as utensils, and most frighteningly a gargantuan worm erupting from the earth in a shower of rock and bone.

This room is actually a natural cave discovered during the original temple’s construction. The ceiling soars to 100 feet high, and a deep, black lake seethes at the far end of the cave. The cave stretches 200 feet from the entrance and its irregular walls expand to about 80 feet wide.

A DC 20 Knowledge (Religion) check identifies the scenes and animals depicted on the walls as sacred to Mordiggian.

The altar to Mordiggian is 100 feet from the entrance. Ithrak and his two ghouls wait near the altar, hoping to surprise the PCs. Ithrak wears Face of the Gods proudly.

Ghouls (2)                                        CR 1
XP 400
hp 13 (Pathfinder RPG Bestiary 146)
Before Combat The ghouls wait for instructions from Ithrak.
During Combat The two ghouls flank PCs whenever they can and will coup de grace creatures they have paralyzed if able.

Ithrak                                                 CR 3
Ghast Cleric of Mordiggian
XP 800
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +11
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 17 (2d8+8)
Fort +4, Ref +4, Will +9
Defensive Abilities channel resistance +2
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+3 plus paralysis)
Special Attacks channel energy 7/day (1d6, DC 15) paralysis (1d4+1 rounds, DC 13, affects elves normally), stench, transform
Cleric Spells Prepared (CL 2nd; Concentration +8)
1st—bless, murderous command (DC 17)
0—bleed, guidance, resistance, virtue
Before Combat Ithrak uses his scroll to cast shield of faith on himself and casts bless on his two ghoul allies.
During Combat Ithrak casts murderous command on the strongest-looking PC. He joins his allies to attack with tooth and claw and channels to heal himself and allies or hurt the PCs. When he is reduced to 10 hp or fewer, he activates Face of the Gods to transform into a larval purple worm. If Ithrak transforms into a larval purple worm, he gains hit points but does not heal any damage already dealt by the PCs.
Str 17, Dex 19, Con —, Int 17, Wis 22, Cha 18
Base Atk +1; CMB +4; CMD 18
Feats Weapon Finesse
Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +4
Languages Darakhul, Trade Tongue
Combat Gear scroll of shield of faith; Other Gear carved bone utensils, Face of the Gods, wooden unholy symbol (Mordiggian), 75 gp
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
Paralysis (Su) Creatures damaged by a ghast’s natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, A ghast’s paralysis even affects elves.
Stench (Ex) Ghasts exude an overwhelming stink of death and corruption in a 10-foot radius.  Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.
Transform (Su) While he wears Face of the Gods he can use its transform ability once per week. As a standard action, Ithrak can transform into a sacred creature of Mordiggian, a larval purple worm.

Larval Purple Worm                                        CR 5
XP 1,600
N Large magical beast
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +10
AC 17, touch 4, flat-footed 17 (–1 Dex, +19 natural, –1 size)
hp 60 (8d10+24)
Fort +12, Ref +8, Will +4
Speed 20 ft., burrow 20 ft., swim 10 ft.
Melee bite +13 (1d8+4/19–20 plus grab), sting +13 (1d6+4 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks swallow whole (2d8+4 bludgeoning damage, AC 10, 15 hp)
Str 19, Dex 8, Con 17, Int 1, Wis 8, Cha 8
Base Atk +8; CMB +13 (+17 grapple); CMD 22 (can’t be tripped)
Feats Improved Bull Rush, Power Attack, Weapon Focus (bite, sting)
Skills Perception +10, Swim +15
Poison (Ex) Sting—injury; save Fortitude DC 16; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.

Face of the Gods (Minor Artifact)
Aura strong divination and transfiguration; CL 20th; Slot head; Weight 2 lbs
Legend identifies Face of the Gods as a gift given directly from a deity to his favorite follower. The true origins and which deities were involved in its construction are unknown. This golden mask acts as a phylactery of faithfulness, but also allows a cleric to transform into an avatar of her deity once per week. Activating this ability requires a standard action and does not provoke an attack of opportunity. The avatar is a creature that is either held sacred by the deity (GM’s discretion) or an outsider that shares that deity’s alignment. The selected avatar’s Hit Dice must be no greater than the cleric’s level +2. For example, a good-aligned 12th level cleric could transform into a monadic deva, or an evil cleric of 6th level could transform into an erinyes. The transformation lasts for a number of minutes equal to the cleric’s level.
If a cleric wearing Face of the Gods uses its transform ability to commit an act in direct opposition to her deity, the mask crumbles into golden dust.

3G. Underground Lake
The rocky floor melts into dark, still water of indeterminate depth. A ripple creeps across the black, glassy surface of the lake.

Foolhardy PCs who enter or otherwise disturb the lake come face to face with the aboleth who dwells there. The aboleth does not pursue PCs who flee from the lake, but will happily devour any swimmers. If PCs approach the lake too closely, they are rewarded with a glimpse of tentacles wriggling just below the surface.

Higher level PCs may return to find a system of caves leading into a second dungeon past the aboleth.

Aboleth                                       CR 7
XP 3,200
hp 84 (Pathfinder RPG Bestiary 8)
Before Combat If the PCs approach within a foot of the lake or enter the water, the abolish lashes out with a tentacle.
During Combat The aboleth does not pursue or further attack PCs who wisely leave the area. If the PCs wish to fight the aboleth, it casts hypnotic pattern and attacks the PCs that are unaffected.

Part 3: Returning the Favor
When PCs return to Bourgund, they must decide which temple will be the proud owners of Face of the Gods. If PCs keep the item for themselves, every 1d2 days collectors from one of the temples will pay them a visit. The table below provides an example of what type of creatures may come looking for the artifact, but the actual number of power level of these collectors is up to GM discretion.

Use Appendix A for reference if the PCs wish to learn more about the clerics and their temples or refresh the memories about available rewards.

d% Encounter Average CR
1–10 2 gearforged fighters CR varies
11–20 3 catfolk rogues CR varies
21–25 Axe Dancer (Pathfinder NPC Codex 99) CR 7
26–30 Nephthys or other powerful cleric CR varies
31–45 Steam Golem (Midgard Bestiary 60) CR 14
46–55 Contract Killer (Pathfinder NPC Codex 150) CR 8
56–70 4 Traitorous Brigands (Pathfinder NPC Codex 81) CR 8
71–85 2 Grizzled Mercenaries (Pathfinder NPC Codex 268) CR 8
85–100 Wrath Priest (Pathfinder NPC Codex 49) CR 8

Appendix A: Major Temples in Bourgund
Bourgund (Midgard Campaign Setting 166) is a city on the edge of the wasted west and a wide variety of faiths can be found among its population.

The following describes some of the major temples in Bourgund, the high or priest or priestess in residence, and their motivations involving Face of the Gods.

Ailuros (Bastet)
Colorful silks and beads drape the entryway into this squat, sprawling complex of buildings. Inside more silks and fabrics adorn the windows and walls. Many candles light the richly appointed rooms full of cushioned wicker chairs and couches. Cats wearing jeweled collars slink underfoot. A system of narrow, winding hallways lead to a room lined with golden statues depicting, mostly, a woman with a cat’s head.
High Priestess: Nephthys (CN female catfolk Cleric 2/Rogue 4/Shadow Dancer 3)
Motivation and Reward: Bastet is the patron goddess of Bourgund, and as such very few residents would speak ill of her resident high priestess. PCs who gather information about Nephthys may find out that while she appears human she is more than what she seems, and that she is known to be flighty and dangerous if crossed. PCs can also make a DC 30 Perception check to realize that Nephthys is a catfolk disguised as a human. Nephthys offers the PCs a +1 glamered scimitar and jewels worth 2,000 gp.

Bourgund’s temple of Lada is a complex of tidy rooms that serve as a hospital, nursery, and childcare center. Women with heavy wombs lounge and talk in sunny rooms and young children scamper and play in the halls. Bunches of fresh flowers and potted plants flourish on every shelf, windowsill, and table.
High Priestess: Ella Brightblossom (NG female human cleric 6/paladin 2)
Motivation and Reward: Ella was once a crusader, but refused to study war after witnessing a particularly bloody battle. She founded a temple to Lada nearly 20 years ago, and now cares for the sick, pregnant, and orphaned of the city. PCs who gather information about Ella Brightblossom hear that she is respected and loved by residents of the city, most of whom recount a personal story of her kindness and healing skills. If PCs insist on giving Ella Brightblossom the artifact, she apologizes for not having a suitable reward. Thinking on her feet, she offers the PCs her medical bag, which is actually a bag of holding (type III). In addition, she grants the PCs up to 500 gp worth of healing gratis, either immediately or at a later time. If PCs wish to bargain with Ella, she may instead offer all future healing at a 20% discount (not including reagents for spells like restoration).

Stone pillars surround an open shrine. Swords, spears, and scraps of armor lie in a pile at the foot of the shrine, a towering statue of a man in a horned helmet.
High Priest: Burne Bronson (N male human warpriest 8)
Motivation and Reward: In his youth Burne Bronson was a renowned warrior in the West. After he was crippled in battle he retired to tend the shrine of Mavros. Burne is transparent about his motivation; he wants to use the Face of the Gods to rejoin his brothers in battle and defend the city of Bourgund if ever a threat arises. If given the artifact Burne Bronson will craft a magic weapon worth up to 2,000 gp for each PC.

This small, cramped building houses a single shrine to Rava. The temple doubles as a workshop, and tables full of mechanical parts and metal scraps litter the small room. A dog-like creature crafted of metal, gears, and springs greets you with a wag of its mechanical tail.
High Priestess: Shora Gearheart (NG female dwarf cleric 10)
Motivations and Reward: Shora built this tiny temple when she moved to Bourgund from Zobeck 6 years ago. Many of Bourgund’s residents are unfamiliar with the temple but some will recognize Shora’s name and praise her as an accomplished craftswoman. If PCs give the artifact to Shora, she will craft a loyal clockwork hound (Midgard Bestiary 25) for the party.


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