TEXT: Nest beyond 
  The stars
  
  Nest Beyond the Stars
  Rumours & Hooks 
  Master Ballard, scholar of ancient cultures 
  and artefact hunter, is in need of a capable 
  band of explorers. He wishes to venture into 
  the Suurat Jungle in search of the Quotaal 
  Ziggurat, thought to be a monument 
  devoted to primordial reptile gods.   
  Missing Expedition 
  Early in the Second Age, before the world cooled 
  and the Scaled Ones retreated to humid climes, 
  reptiles reigned. For more than a thousand years, 
  cold bloods ruled the “man monkeys”, enslaving 
  them as labourers, playthings and gladiators, 
  offering their souls to unblinking deities beyond 
  the stars. 
  The Quotaal Ziggurat is one such edifice, 
  dedicated to the scaled pantheon shared by  
  Serpentmen, Iguaato (lizardfolk), and other 
  slithering 
  creatures 
  long 
  forgotten 
  by 
  humankind.  
  Marcos Ballard (human male, 40s, long grey hair, 
  pulls at ear when speaking) an anthropologist 
  living in Crow’s Keep, believes he has discovered 
  the location of the ziggurat and wishes to recover 
  any valuable artefacts that might remain. His first 
  expedition crew departed two months ago but 
  never returned (captured by Iguaato who 
  worship at the site). Burdened by guilt, and 
  unbridled curiosity, Ballard is more determined 
  than ever to unearth Quotaal’s secrets.  
  Ballard is willing to pay 300 gp (100 up front, 200 
  on completion) to be accompanied into the 
  Suurat Jungle to locate and explore the ziggurat. 
  2
  
  He is not prepared to send any more explorers to 
  their deaths while he remains safe in the city 
  archives, poring over faded maps.  
  In addition to the set fee, Ballard is prepared to 
  offer the party a half share in any treasure, in 
  recognition of the genuine danger of the 
  expedition. His only caveat is that objects of 
  special cultural significance must be returned to 
  the city’s Antiquities Guild.  
  Marcos Ballard, AC 14 (medium armour & 
  shield), HD 1 (6 hp), Spear 1d6+1, 19: Marcos 
  trips his target, S11 D10 C12 I14 P10 W15 Ch10, 
  L8, Mv 30 ft.  Advantage on jungle navigation 
  related checks. Marcos may use his shield to 
  negate a single directional attack (LFG p.66). 
  Treat as a PC for death and injury purposes.  
  The party might become involved in this 
  adventure by (i) accompanying Ballard on his 
  quasi rescue expedition, (ii) discovering a map to 
  the hidden ziggurat in a prior adventure, or (iii) 
  stumbling across the site whilst exploring the 
  jungle at large.  
  Jungle Trek Encounters 
  Reaching the ziggurat is at least seven days trek 
  into the sweltering wilds of the Suurat Jungle. 
  The tangled vegetation includes towering kapok 
  and ficus trees, strangler figs, flowery aroids and 
  thick, choking liana vines.  
  In the absence of recent animal trails, 
  pathfinding is taxing and requires a cutting blade 
  to make reasonable progress. The jungle is 
  humid but generally well lit, the tree tops only 
  partially shielding against the sun and nightly 
  downpour. Mosquitoes and leeches are a 
  constant plague.  
  Animal life is a cornucopia, with many species of 
  birds, small mammals, apes and reptiles, 
  including giant serpents, man eating monkeys 
  and scorpions. Jaguars, tigers and their sabre 
  tooth cousins also prowl here. 
  There is a 35% chance of an encounter every 12 
  hours. If an encounter occurs, roll 1d12.  
  1.
  A particularly thick cloud of mosquitoes
  descends on the party, biting at any
  exposed limbs or faces. A Luck (Con) save
  is required to avoid contracting Black
  Retch (with advantage if the PCs cover up
  as much as possible, use herbalist insect
  repellents, etc).
  Black Retch: This deep belly illness causes 
  disorientation and nausea within 1d6 hours, 
  inflicting 2d4 Dex loss and disadvantage on 
  balance related checks. Carriers cannot 
  abide food or drink, and vomit up a foul, 
  black coloured fluid every few hours. The 
  sickness passes in 1d4 days. An apothecary 
  with the right healing herbs halves the 
  duration.  
  2.
  5d6 vicious Man Eating Monkeys (LFG
  p.117) begin following the party, hooting
  and taunting them from the trees
  (throwing faeces, fruit, stones). They
  hope to draw large predators to the PCs,
  intending to scavenge the remains (PCs
  or predators; they’ll eat either way).
  3.
  A pair of Sabretooth Tigers (LFG p.127)
  are hiding within nearby scrub, waiting
  for an opportunity to pounce. One will
  attack the rear PC (or hireling etc) and
  run off with them. The other will try to
  hold up the party for a time, before also
  fleeing.
  3
  
  4.
  An old 11 ft Giant Trapdoor Spider lives
  beneath the earth nearby. It hibernates
  between meals, allowing vines etc to
  regrow on its trapdoor lid (a Perc
  (Wilderness Lore) check notices the
  newer growth). It is presently awake,
  and very hungry.
  Giant Trapdoor Spider, AC 15, HD 8+2, Bite 2d6 
  + poison, 19: the PC is thrust behind the monster,
  pushed into its cramped burrow (opposed Str or
  Dex check to squeeze back out), S19 D14 C14 I3
  P10 W11 Ch4, L9, Mv 40 ft inc walls, ceilings etc.
  Poison causes paralysis in a random limb for 1d4
  days (Luck (Con) save resists, apothecary check
  halves duration).
  5.
  5d6 four foot Skinkrunners, patrolling
  their patch of jungle. They are not
  necessarily hostile, but speak only the
  serpentmen tongue. They might be
  willing to trade for some rare healing
  jungle poultices.
  Skinkrunner, AC 12, HD 1d6 hp, Spear 1d6+1, 
  19: the target is tripped by the Skinkrunner’s tail, 
  S9 D15 C8 I7 P12 W8 Ch10, L3, Mv 40 ft inc up 
  walls. Amphibious. 
  6.
  The party ventures into a particularly
  thick area of jungle requiring many
  deviations and no visible landmarks. An
  Int (Wilderness Lore) check is required to
  avoid getting lost (lose one day’s travel).
  7.
  5d6 Flesh Eating Vines (Midlands p.98)
  are growing here, sprouting curious
  yellow flowers with black tips. A Perc
  (Detection) test notices animals/birds
  seem to avoid the area.
  8.
  This evening’s nightly rain is extremely
  heavy and persists into the next day. The
  ground  turns into a viscid ankle deep
  mire. Slogging through the mud requires
  a Con check to avoid losing 1 point of
  Con due to exhaustion. Alternatively the
  party might lose a day holed up
  somewhere till the rain abates.
  9.
  Glow bugs linger around a dense thicket
  of flowering plants, where the skeletal
  remains of a long dead explorer can be
  seen (dug up by an animal, or mud
  washed away by recent rain). Searching
  the bones garners 1 x Carry Loot.
  10. Rufua, a human female (Fighter 1) of the
  Ebari (“Moon Thorn”) tribe is in trouble,
  fending off 1d6+3 hungry Raptors. She
  speaks only the local Moon Thorn
  dialect.
  4
  
  Raptor, AC 13, HD 3, Bite 1d10, 19: another 
  Raptor suddenly leaps out of the jungle! S14 D14 
  C10 I3 P10 W10 Ch4, L6, Mv 60 ft. Raptors gain 
  advantage on attack rolls when flanking with 
  another raptor or humanoid master. 
  11. A war party of 3d10+30 cannibals (as
  Bandit, LFG p.114, spears, shortbows)
  are on the hunt for rival tribes to eat. The
  adventurers would do just as well, and
  have bonus loot, too.
  12. 1d4+1 Iguaato exploring the outer
  regions, or patrolling grounds close to
  the ziggurat. They prefer to capture
  humans for sacrifice at Area 14, but will
  strike to kill if necessary.
  The Ziggurat 
  The Quotaal Ziggurat is a small stepped pyramid, 
  50 ft high, 150 ft on a side, fashioned of 
  crumbling, grey igneous rock mined from Mount 
  Rokan (a volcanic peak in the north eastern 
  jungle). All doorways are mirror like black stone, 
  10 ft wide double doors that swing inward, with 
  bronze pull rings on the reverse (the doors are 
  well balanced, and do not swing closed by 
  themselves). The interior is generally lit by 
  recessed candles or flickering torch sconces.  
  Built by human slaves in the distant past, the 
  ziggurat is a debased shrine to the Nest Beyond 
  the Stars, occupied by resident Iguaato clerics, 
  occasional serpentmen pilgrims, and other more 
  unique allies.  
  Iguaato, AC 14, HD 3, Bite 1d10+1 or weapon, 
  19: the Iguaato emits a nauseating stench (Luck 
  (Con) save or lose 1d2 Str, S14 D8 C11 I8 P11 W10 
  Ch9, L6, Mv 30 ft inc up walls. May speak with 
  reptiles. 
  5
  
   
   
   
  Iguaato are bulky 7 ft reptile humanoids, with 
  strong jaws, armoured scales, and spines running 
  down their back. They are carrion feeders 
  (including their own kind), leaving prey to rot 
  before devouring it some days later. Iguaato may 
  speak with other reptiles, and share an 
  instinctive bond with serpentmen. They are 
  forced into hibernation in cold climates.  
   
  Ziggurat Encounters 
  Random encounters reflecting the daily routine 
  of the inhabitants are provided below. There is a 
  25% chance of a random encounter every 15 
  minutes if the PCs are being stealthy.  
   
  If the party is not being particularly quiet, 
  increase the chance to 50%. If the party is very 
  loud, they automatically draw attention from 
  adjacent rooms and/or the chance increases to 
  90%. If an encounter occurs, roll 1d8: 
   
  1. A single Iguaato acolyte can be heard 
  shuffling around the corner ahead, 
  hissing to itself in deep contemplation of 
  the Crawling Host.  
   
  2. Curious snorting, scraping and clinking 
  noises can be heard nearby. A snaggle-
  toothed Giant Crocodile (Tetzal, LFG 
  p.103, a long time Iguaato pet) is trying 
  to pull open a door with its jaws (the 
  doors do not swing close of their own 
  accord). Tetzal is well loved; if killed and 
  the body found, all hell will break loose 
  in the ziggurat.   
   
  3. A prisoner from Area 8 (Synderson, if not 
  yet found, else a tribesman) is being 
  conveyed to Area 14 for sacrifice by 1d4 
  Iguaato novices. The prisoner is drugged 
  and moaning loudly in an ecstatic state 
  (forewarning of their approach). 
  4. A 10 yr old tribal slave boy referred to by 
  the Iguaato as Mah-Nuku (“crap carter”) 
  is dragging a copper pot with faeces in it 
  to the jungle to empty it. His tongue was 
  removed at an early age and he is ritually 
  scarred in multiple places. Mah-Nuku is 
  deathly afraid of his cruel masters, but 
  might be persuaded to draw the PCs a 
  map of the complex if he thinks they can 
  help him escape (he longs to escape back 
  to his tribe, which he has only fleeting 
  memories of, before being snatched 
  away one night). 
   
  5. 1d4+2 Iguaato novices can be heard 
  barking and hissing to each other in their 
  reptilian tongue, about to turn the 
  corner. They are in good spirits, with 
  blood on their claws, having just finished 
  a torture session with the prisoners in 
  Area 4. 
   
  6. 1d3 hatchling Iguaato (only 1 ft tall), 
  recently born in Area 16, are hiding from 
  the adventurers somewhere nearby 
  (they did not have time to scuttle away). 
  A Perc (Det) contest vs Dex 8 is required 
  to spot them. If unnoticed, they alert 
  their closest kin. 
   
  7. 1d6+1 Iguaato acolytes are on their way 
  from Area 13 to Area 8 to see the High 
  Priestess (or vice versa). They are either 
  well fed and content, lulled on jungle 
  wine, or anxious about their impending 
  meeting with their holy matron. 
   
  8. Nebbuchek (Area 5) or High Priestess 
  Veskaal (Area 7) is about to appear from 
  a nearby entryway, on their way to Area 
  14 for ritual duties (or back to Area 5 or 
  7, having completed such).  
  6
  
  Map 
  
  Area 1 – Abandoned Camp 
  Ballard’s expedition made it as far as the foothills 
  of the ziggurat before being attacked by Iguaato. 
  The four tents are marginally intact, stained and 
  weather beaten, some with large tears.  
  Within each are bedrolls, backpacks, and other 
  travel gear, bloodstained and broken. Tracks on 
  the ground indicate bodies being dragged up the 
  hill and grey stone steps, leading to the pyramid. 
  If the tents are thoroughly searched, roll 1d6 to 
  determine what might be scavenged from each: 
  i.
  1 x Carry Loot.
  ii.
  A fire pot, still gripped by a half eaten
  porter’s corpse.
  iii.
  A dropped lantern, half full of oil.
  iv.
  A small pouch of iron rations (1d4 days),
  mixed up in the remains of a bedroll.
  v.
  A fine compass (5d10+50 gp) with a lion
  motif, hidden in a sock.
  vi.
  A recently arrived Iguaato pilgrim,
  quietly poking about inside one of the
  tents.
  Area 2 – Ziggurat Entrance 
  The large double door entrance is at the base of 
  the ziggurat, inscribed with serpent and lizard 
  icons, shedding their skins as a gigantic hydra 
  towers above them. The doors are heavy but 
  unlocked (Str (Athletics) check at advantage to 
  push open).  
  Tracks on the ground suggest bipedal and 
  slithering reptiles entering and exiting the 
  ziggurat, along with drag marks of the captives 
  from Area 1.  
  Area 3 – Hall of Guardians 
  This 50 ft by 30 ft hall has a 20 ft ceiling, with 
  faded black tiles on the walls and ceiling. A pink 
  blue nebula, with multiple stardust tendrils, 
  dominates the ceiling overhead (if it is a genuine 
  star system, no human astronomer can identify 
  it). A number of “stars” are in fact gemstones 
  (1d6 x 100 gp worth if pried out).   
  In each corner of the chamber is a single Reptile 
  Golem (bronze, dinosaur like humanoid in 
  armour). The golems animate and attack, 
  attempting to force out any humans that try to 
  open the east, west or northern doors. The 
  guardians cannot leave the ziggurat. 
  Reptile Golem, AC 15, HD 4, Claw 1d10+1, 19: 
  special, S17 D8 C19 I- P10 W- Ch-, L7, Mv 30 ft. 
  On a Nat 19, the target is grabbed and dragged 
  towards the entry. Once within 10 ft, the target 
  is hurled outside. The target cannot re-enter the 
  ziggurat without making a Luck (Will) save (may 
  attempt once per round).  
  Area 4 – Holding Cells 
  This 30 ft by 40 ft chamber houses 1d3 thuels 
  (barbarians) and Synderson (Fighter 2, 3 hp, her 
  head and body shaved in preparation for her 
  coming sacrifice), trussed up with ropes or 
  locked in manacles attached to the walls. Each of 
  them is in a poor state: blooded, missing limbs or 
  teeth, etc; clearly tortured and broken.  
  If freed (Dex (Traps & Locks) check for manacles, 
  or cut ropes) they are not fit for fighting, but half 
  of them can provide information about Areas 6, 
  7, 9 and 11, which they have passed through on 
  their way to Area 14 for sickening blood rituals. 
  Synderson has been broken by the experience, 
  and just wants to escape, but is smart enough to 
  know her best chance is with the PCs. 
  8
  
  Area 5 – Waiting Room 
  This 20 by 30 ft chamber is used as a waiting 
  room for visiting pilgrims or guests, until seen to 
  by an Acolyte from Area 6. The walls are painted 
  with a faded mural of reptile kin wading through 
  swamp and jungle lands, raising skull lanterns to 
  the night sky. Stone pews run around the 
  western and southern walls. There is a 40% 
  chance a visitor is in waiting when the PCs arrive 
  at the ziggurat; if so roll 1d4:  
  1.
  2d4 Hraarsk Serpentmen (LFG p.122)
  come to pay their respects.
  2.
  1d4 Iguaato with a recent hatchling, to
  be offered as a new initiate or
  alternatively sacrifice.
  3.
  1d4 Ghouls (LFG p.109) with a paralysed
  barbarian male in tow (a weekly tithe to
  the Iguaato, with whom they have a
  fragile 
  neutrality 
  agreement. 
  The
  2d10+5 member undead pack hunts in
  the region).
  4.
  The 
  blasphemous 
  human 
  exile
  Nebbuchek (Magic User 3), in league
  with the reptiles these many years. He
  has come to ask a favour of the High
  Priestess.
  Area 6 – Acolytes’ Chambers 
  1d4+2 Iguaato yellow robed acolytes live in this 
  20 ft by 30 ft room, sleeping in decorated nests 
  of soft bracken. 7 ft prayer staves (kapok wood, 
  carved in the Serpentmen tongue, which Iguaato 
  speak) line the walls.  
  There is a 50% chance the acolytes are here, 
  otherwise they are in Area 9 or Area 11/14 
  performing a daily ritual.  
  Searching the area reveals 2d4 vials of Red Grin 
  (refined saliva from the highly rare Crimson Horn 
  Centipede, one dose per vial. If imbibed Luck 
  (Con) save or incapacitated with overwhelming 
  ecstasy for 3d6 minutes, then lose 1d4 Con. 
  Extremely addictive).  
  Area 7 – Oceltol’s Sarcophagus 
  This 30 ft by 40 ft chamber contains a stone 
  statue (an imposing, leering serpentwoman) and 
  sarcophagus, housing the remains of Oceltol, the 
  first Iguaato priest to be sacrificed in the ziggurat. 
  Oceltol’s spirit lingers here still, drifting through 
  the corridors, invisible to all, but perhaps 
  perceived as an inexplicable chill, the slightest 
  ripple across one’s shadow, or a momentary 
  blockage of the throat (as if choking). 
  Opening the sarcophagus requires a Strength 
  (Athletics) check. Inside are powder like bones 
  wrapped in decayed linen, clutching a blue scaled 
  egg. The magical egg is 8 inches long, bound to 
  the Veil from which it siphons power from time 
  to time. If attuned to, the user’s DDM tally starts 
  at 4 instead of 1, but once per week they may 
  spend an action to invoke a spell (determined 
  randomly, 1d4 level, then 1d20; LFG p.62). The 
  user knows which spell is available before 
  invoking it.  
  Humans are forbidden from touching the stone 
  coffin, 
  and 
  what 
  remains 
  of 
  Oceltol’s 
  consciousness 
  will 
  be 
  incensed 
  if 
  the 
  sarcophagus is opened. Anyone claiming the egg 
  experiences signs of his presence, up until 
  midnight, at which point his ghost manifests to 
  kill them and reclaim the relic! If the egg is 
  abandoned before midnight, he does not appear 
  (and the egg mysteriously vanishes). 
  9
  
  Oceltol, Ghost, AC 12, HD 8, Touch 1d4 + special, 
  19: the target ages twice as much as usual, S- D15 
  C- I10 P13 W17 Ch3, L9, Mv 30 ft flying.
  Incorporeal. A ghost’s awful caress instantly ages
  the target 3d10 years (no Luck save permitted)
  and requires a Luck (Will) save to resist suffering
  a serious madness. If a target is aged more than
  its expected lifespan, it dies a desiccated husk.
  Area 8 – High Priestess’ Chamber 
  High Priestess Veskaal’s chamber is 30 ft by 40 ft, 
  decorated with a 20 ft tapestry. The hanging 
  depicts a nest of snakes, serpentmen and Iguaato 
  whipping or murdering Neanderthal humans, 
  beneath a sky of glittering reptile eyes.  
  8 ft prayer staves topped with gold line a rack on 
  the northern wall (1d6 x 100 gp). There is a 50% 
  chance Veskaal is here, otherwise she is in Area 
  14 performing one of her daily rituals. 
  High Priestess Veskaal, AC 14, HD 5 (29 hp), 
  Bite 1d10+1 and Sword 1d8+1, 19: Veskaal emits 
  a nauseating stench (Luck (Con) save at disad or 
  lose 1d4 Str, S14 D8 C11 I13 P11 W14 Ch13, L8, 
  Mv 30 ft inc up walls. May speak with reptiles. 
  Veskaal has Minor Exploit Protection and may 
  cast the following spells up to three times per 
  combat: Cure Light Wounds, Magic Missile, 
  Hideous Laughter, Levitate, Web, Invisibility, 
  Slow. 
  Veskaal is accompanied at all times by her unique 
  pet, the 8 ft Gorrhino; a wicked joining of a 
  saurian’s armoured scales and a gorilla’s rage, 
  spawned from one of the sect’s unholy rites.  
  Gorrhino, AC 15, HD 6+3, 2 x Fists 1d6+2 and 
  Horn 2d4, 19: bear hug, S19 D12 C16 I3 P10 W15 
  Ch4, L8, Mv 30 ft. 10 ft reach. The Gorrhino flies 
  into a rage when staggered, gaining Off Turn 
  Attacks. A hit with both fist attacks draws the 
  victim into a crushing hug, forcing a roll on the 
  Injuries & Setbacks table (a Luck (Con) save 
  resists).  
  Searching this chamber garners 1 x Carry Loot 
  and 1 x Valuables, as well as a Spellstaff (as 
  random magic scroll, but in 8 ft prayer staff form). 
  Area 9 – Reading Alcove 
  This large reading nook includes a stone desk 
  with wooden stools, and chests containing 
  various tomes and scrolls in the Serpentmen 
  tongue.  
  If examined by a PC, roll 1d12 to determine the 
  most precious (1d6 x 10 gp) book they find 
  (inferred from the illustrations, if not reading the 
  words): (i) arcana, (ii) demons, (iii) torture and 
  interrogation, (iv) humanoid flesh recipes, (v) 
  curses, (vi) reptilian illnesses, (vii) astronomy, 
  (viii) jungle herbalism, (ix) ziggurat history (x)
  expense accounts (xi)  local human tribes (xii)
  random magical scroll.
  10
  
  Area 10 – Trapped Corridor 
  The stairs descending to the lower level are 
  trapped. Standing on the step before the landing 
  (50% chance) on the way down causes it to 
  depress, shooting bolts from above the doorway 
  to Area 9 down the corridor (+8 to hit, 2d8+2 
  dmg). Inspecting relevant areas allows a Perc 
  (Detection) check to notice concealed dart holes 
  above the door, or that the step is particularly 
  clean (the residents don’t step on it). 
  Area 11 – Worship Nave 
  This 50 ft square chamber is decorated with 
  reptile symbols, hanging litany scrolls, and 
  carved prayer poles. Wall murals depict a scaled 
  worm crushing or devouring various humanoids 
  and large beasts such as owlbears, giant 
  scorpions, horses, and so on.  
  3d6 Iguaato are worshipping here at any one 
  time, hissing, swaying and fornicating amidst a 
  haze of hallucinogenic incense (doesn’t affect 
  human). The worshippers’ drug induced stupor 
  requires them to make a Perc test to even notice 
  the PCs, and imposes disadvantage on tests to 
  see through any deception the party attempts. 
  Area 12 – Sarcophagi Tomb 
  This enormous 120 ft by 30 ft catacomb holds 5 
  ancient sarcophagi, flanked by grey statues of 
  prehistoric reptilian gods (similar to the cover, 
  but also depicting a colossal scaled worm, a 
  hydra, a dual headed humanoid crocodile, and a 
  nest of intertwined serpents cradling a star).  
  The sarcophagi contain the fragile bones of early 
  Iguaato clerics, laden with sacred writings from 
  the earliest reptilian epoch. The remains are 
  being examined by Yex’Vorsu, a young Razkarrt 
  Serpentman, convinced that the scriptures 
  contain some hidden secret of the multiverse. 
  Like all serpentmen, Yex considers humans 
  nothing more than ignorant man monkeys, 
  worthy only of enslavement, torture and death.  
  Yex’Vorsu, Young Razkarrt, AC 15, HD 6, Bite 1d6 
  + Poison (Luck (Con) save or 1d6 and 1 Str loss),
  19: the Razkarrt unleashes a potent charm effect,
  Luck (Will) save or Confusion, S10 D17 C12 I15
  P14 W15 Ch14, L9, Mv 30 ft. Yex may spend an
  action to shift between human, noble and hybrid
  forms. He may cast the following spells up to four
  times per combat: Detect Magic, Disguise Self,
  Shield, Wizard Lock, Phantasmal Force, Hypnotic
  Pattern, Lightning Bolt.
  If Yex is defeated, and the sarcophagi looted, up 
  to  2 x Carry Loot, 2 x Valuables and 1 x Trinkets 
  & Curios is located.  
  Area 13 – Gathering Chamber 
  This enormous 120 ft by 30 ft chamber has a 20 
  ft ceiling, where the occupants of the complex 
  spend much of their free time when not 
  attending to chores (or in the jungle). Sacred 
  statues of past lizardkin clerics line the alcoves of 
  the western wall, and the northern chest 
  contains spoiling carrion (almost ready to eat). 
  Small tables, chairs and sitting nests of bracken 
  litter the area. Cooking pots hang above coal fires 
  in the corners, fumes disappearing up narrow 
  ventilation shafts that vent to the surface. 
  There are 3d6 Iguaato in here at any one time 
  (acolytes, 
  novices, 
  pilgrims, 
  etc), 
  eating, 
  socialising, carving their prayer staves, etc. 
  Area 14 – Inner Sanctum 
  This 50 ft diameter circle chamber has a 20 ft 
  ceiling. The meticulously tiled floor is inscribed 
  with arcane rune circles, at the centre of which is 
  a bloodstained, basalt altar.   
  11
  
  1d4 Iguaato acolytes (and Veskaal, if not already 
  dealt with) are here sacrificing a Skorn 
  (beastman) to the reptile gods via a gruesome 
  ritual.  If the High Priestess is present, she 
  attempts to flee to Area 15 while her novices 
  keep the PCs busy. 
  Using magic within 10 ft of the altar draws 
  heightened attention from dark forces beyond 
  the Veil: double the chance of a DDM effect (ie, 
  double the character’s DDM tally, and add 2 per 
  spell instead of 1).  
  Concealed doors in the southern wall (Perc (Det) 
  check to spot) lead to narrow natural passages, 
  and the ziggurat’s most assiduously kept secret: 
  the Worm Pool.  
  Area 15 – Worm Pool 
  Twin natural passages descend steeply into an 
  unlit, 90 ft by 60 ft underground cavern, with a 
  40 ft ceiling.  
  At the base of the cavern is a small, crudely 
  fashioned altar (in the shape of a wide, flat, snake 
  summons the Scaled Worm, which Veskaal will 
  do if given the chance). Two recently sacrificed 
  human corpses lay on the altar, shaved hairless, 
  their hearts removed, rotting in the dark.  
  like skull) cut from the surrounding stone, and a 
  large 5 ft bronze gong (ringing the gong 
  summons the worm). 
  A 40 ft wide pool is adjacent to the altar. The 
  water is black and quietly rippling (it connects to 
  the river adjacent to Area 1, and disappears deep 
  underground). Lurking within is a colossal 80 ft 
  Scaled Worm from the Second Age, covered in 
  sharp spines.  
  The reptiles worship the worm as an “avatar” of 
  the gods, leaving it sacrificed corpses to eat (left 
  on the skull altar for the worm to devour at its 
  leisure). The monster generally dwells in the 
  underground deeps; the river outlets here are 
  too narrow for it to pass through.  
  Scaled Worm, AC 18, HD 14 (82 hp), Bite 6d6, 
  19: special, S21 D10 C20 I3 P8 W15 Ch2, L14, Mv 
  90 ft slithering or swimming. Minor Exploit 
  Protection. Fire Breath 10 ft wide line up to 180 
  ft long, 10d8 damage (Luck (Dex) save for half),  
  recharge 30%. Swallows targets on Nat 19-20. 15 
  ft reach.  
  
  A swallowed target may attack the monster’s 
  guts with a small weapon such as a dagger, 
  suffering 3d8 crushing and acidic damage on the 
  monster’s turn.  
  There is no treasure to be had in this area unless 
  the worm is slain, in which case 1 x Carry Loot 
  and 1 x Valuables may be found lodged in its 
  innards, left over from centuries old meals.  
  Area 16 – Egg Nest 
  A nest of 3d6 Iguaato eggs (worth 100 gp each to 
  the right buyer) are half buried in fine earthen 
  dunes, marked with finely inscribed runes (to 
  receive the blessings of the acolytes, then 
  collected by parents, or donated as novices or 
  sacrifices).  
  Aftermath 
  Ballard will be over the moon if Synderson lives, 
  and/or any cultural artifacts are retrieved from 
  the ziggurat (in particular any prayer staves, or 
  books/scrolls from Area 9). If Ballard is killed, the 
  Antiquities Guild will press for an explanation as 
  to how, which may impact on the party’s 
  reputation in certain circles.  
  If the present Iguaato retinue are wiped out, 
  others take their place over time, fortifying the 
  complex to resist any further incursions. If this is 
  somehow 
  prevented, 
  the 
  Scaled 
  Worm 
  eventually burrows its way through one of the 
  secret passages, and emerges from the ziggurat, 
  looking for food. 
  13
  
  CREDITS 
  Author: 
  Stephen J. Grodzicki, Copyright © 2018 Pickpocket Press. 
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
  Artwork: 
  Cover and some other art copyright Dean Spencer, used with permission. 
  Some art copyright 2015 drbjr, used with permission. 
  Some artwork copyright Daniel Comerci, used with permission. 
  Map copyright 2018 Miska Fredman, used with permission.  
  Ink splashes copyright 123RF, used with permission. 
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