Type magical; Perception DC 33; Disable Device DC 33 Trigger visual; Reset automatic (1d4+2 rounds) Effect 20 ft.-square area explodes with rubble from a nearby wall (3d6+4; DC 22 Reflex for half damage). When raining rubble resets, the section of exploded wall rebuilds itself, dealing the same damage to any creatures still in the area
When a member of one of the Orders of Timeaus walks nearby (or a member of the Banlan Brotherhood activates it) a rune inscribed on the wall explodes, showering the area with rubble; a few rounds later the trap casts mend to reform itself. Originally used by the people of Timeaeus to do repairs on the Nyamo Wall, it was later adopted by the Banlan Brotherhood for guerrilla warfare against the Orders.
DESCRIPTION This many-faceted orb has been run through with a long adamantine needle extending out one end.
A scribe orb is a magical tool capable of examining and writing in detail the properties of any magical items it encounters. Three times per day the orb can be activated to examine a target item for one minute. Once the examination is complete, the orb takes on a faint light and then inscribes all the details of the item (upon a piece of paper, stone tablet, or even a wall) as though it had used analyze dweomer in a process that takes an additional minute. This second ability does not have to be used immediately, but if not activated before the scribe orb is used to examine another item, what would have been scribed is lost.
HISTORY DC 15Scribe orbs were created by Timean professors to judge the exact properties of their students’ work. DC 25 Some scribe orbs have needles extending from the top as well as the bottom. They glow when they inscribe, as though they were writing such information into the air. DC 30 Cursed scribe orbs are used by the orders of Timeaus to secretly gather information about other groups. They can occasionally be seen writing in the air information that it is magically sending to its creator.
CONSTRUCTION Requirements Craft Wondrous Items, analyze dweomer; Cost 5,000 gp
On the note a PC may have received from a befriended infiltrator (immediately before the dimensional funnel trap was sprung) is a carefully drawn symbol—the sign of the Banlan Brotherhood. Any PC possessing a note or other item with the insignia is completely ignored by the haunt (until they deal damage to it, at which point it targets them next).
Tracking after the members of the Banlan Brotherhood is exactly what they want; as soon as the party leaves the caravan unattended (or lightly guarded), a score of their agents (N Human rogue 6; see the “Tomb Raider” entry in the NPC Gallery chapter of the Pathfinder Roleplaying Game: Gamemastery Guide) enter the chamber from a secret door in its ceiling. Any creatures or PCs watching over the caravans are ambushed and the Banlan Brotherhood absconds with as much of the alligotonium as they possibly can.
If all of the infiltrators were befriended by the party before the teleportation trap went off, the rogues—well versed in the layout of the tunnels—lead them in pointless circles for twenty minutes (long enough for their allies to complete their task) before drinking potions of pass without trace.
This is unlikely, however, and there should be at least one infiltrator still indifferent to the PCs; he does as he was ordered to, leading the adventurers deeper into the catacombs. Staying just far enough in front of the party to spur them into sprinting, the agent’s trail ends in a wide chamber with a running channel of disgusting, brackish water. Drinking a potion of invisibility, a potion of pass without trace, and a potion of spider climb, their quarry escapes down either side of the tunnel but before the PCs can investigate, movement from under the disgusting slurry beneath them catches the eye of anyone that succeeds a DC 18 Perception check.
Something rises from the water…[…on tomorrow’s Statblock Sunday! -MM]
Beneath the most prolific port city of Timeaus are vast catacombs that weave all around Nyamo, some of them hundreds if not thousands of years old. While rogues and smugglers of all kinds make use of these underground tunnels, one particular region is favored by the Banlan Brotherhood, the leader of its inception having organized a powerful tool to insure the safety of his subordinates. The spirit of a potent druid has been anchored to the Material Plane since the first stones of the city were set, destroyed by the High Mages of Timeaus as a heretic.
Knowing that he fought a losing battle, Ingan fled beneath the coves of Cape Fin, preparing and executing a series of rituals that triggered when a series of empowered and maximized lightning bolts finally claimed his life. His murderers, however, were too taxed to defend themselves against the tunnels themselves turning against them, spectral animals dragging many beneath tepid waters or ripping them apart as the mages struggled against cave-ins and collapsing walls. These dangers persist to this day, giving a section of the catacombs a name that rings through the taverns and drinking halls of the city above—Ingan’s abattoir.
Only creatures wearing an insignia of the Banlan Brotherhood (or those traveling with a member of the resistance) are immune to these hazards. For every 10 minutes of travel through Ingan’s Abattoir, there is a 50% chance a creature is targeted by one of these hazards; if a creature displays arcane spellcasting talents, the likeliness of their being targeted increases to 80%. Besting any of these hazards is equivalent to overcoming an obstacle with a CR equal to spell level + 1.
d100 Hazard (all CL 18th, with the exception of revenge of Ingan)
1-24 tentacles drag the target beneath the water (as black tentacles)
25-47 chamber collapses (reassembles after 100 rounds; CR 8)
48-67 wall collapses, target attacked by ghostly animals (as spectral weapon)
68-86 ambushed by 2d4+1 greater elementals (as summon nature’s ally VII)
87-100 revenge of Ingan
Dimensional Funnel CR 11 Type magical; Search/Perception DC 38; Disable Device destroy dimensional tethers (see text) Trigger teleportation spell; Reset none Effect spell effect (plane shift; all creatures and items within 30 ft. of the dimensional tethers are not teleported to their intended destination, instead drawn to a second matching set of dimensional tethers which may be located on any plane; increase the DC to resist the triggering teleporting effect by +5)
The high mages of Timeaus are true masters of arcane energies and one of them—a subversive agent for the Banlan Brotherhood—was involved with researching alligotonium, discovering a means to teleport the enchanted material despite its unique properties. Using a practiced ritual of the high mages (the dimensional funnel trap) he has treated some of the magical ore already in their possession, crafting a total of 12 dimensional tethers. 6 of these have been pegged down far beneath Nyamo in the city’s catacombs, and the rest are in the hands of agents traveling with the party.
When the dimensional wheels activate, the whole caravan the PCs are traveling in is hurtled across the planes to eventually land in the Ingan Abattoir, a place the infiltrators know only too well—but will the party fare well once they arrive, or fall prey to its dangers?