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The Annals of Glen Forkovian

The Chamber of Rectitude

- Posted in The Shadowdim by

Chamber of Rectitude and the combat profile for the Albino Baboons.

  1. Location: The Chamber of Rectitude (Room 3-14) The Thothian Focus Stone (the carnelian heart) is kept here. This room is the spiritual nerve center for the Thothian Remnants on this level.

Coordinates: It is located in the northeastern quadrant of Level 3.

The Guardians: The room is guarded by 4 Thothian Zealots (1st level Fighters) and 1 Thothian Initiate (2nd level Cleric).

The Trap: The stone sits on a pressure-sensitive altar. Removing the stone without placing an object of equal weight (exactly 50 coins/5 lbs) triggers a portcullis that seals the room and begins venting sand from the ceiling.

  1. Creature Profile: Albino Baboons These aren't just monkeys; they are the "Hounds of Thoth." They are fast, mean, and highly coordinated.

AC: 6 [13]

HD: 2 (9 hp)

Attacks: 1 × Bite (1d4) + 1 × Club/Stone (1d6)

Special: Screech. When more than four baboons are present, their collective screeching requires a Save vs. Spells. Failure means you are "Shaken" (-2 to hit) for 1d4 rounds.

Morale: 8 (They are brave, but will flee if their alpha is killed).

  1. Tactical Map: The "Heart" Run To get from the Chamber of Rectitude to the Great Statue (Room 3-24) effectively:

The Choke Point: You must pass through the Hall of Pillars. This is where the Set Cultists often set up ambushes.

The Halfling Shortcut: There is a secret door on the south wall of the Hall of Pillars. It leads to a narrow "crawlway" that bypasses the Setite main camp and puts you right at the back entrance of the Statue room.

Cost: The Halflings will demand a "finder's fee" (usually 100gp or a magic item) to let you use it.

Summary Checklist for Activation [ ] Obtain the Stone: From Room 3-14 (The Chamber of Rectitude).

[ ] The Weight: Ensure you have a 5lb counter-weight (50gp works) to swap for the stone.

[ ] The Phrase: Memorize "Ma’at thon-takar thon-vahl."

[ ] The Offering: Place the stone in the Statue’s left hand while chanting.

One final warning: The Set Cultists have a spy among the Thothian Remnants. If you spend more than 2 turns in the Chamber of Rectitude, a runner will alert the Setite Priests, and they will be waiting for you at the Statue.


The Priest’s Inventory:

Item Desc Property
Asp-headed Mace +1 silver-plated, +2 vs lawful a stylized striking cobra
Onyx Serpent Eye palm-sized, polished black stone key to Lv 4 sluice gates
Pouch of Star-Leaf A pungent, herb used in Setite rituals worth 50 gp/distracts baboons
Tithe Bag leather purse embroidered with gold thread 150-gp in ancient coins

For defeating the priest, 3 wardens, two cobras, and 4 baboons: 400 xp

The "Arden Vul" Factor: Gold is XP In Arden Vul (and most OSR games), the bulk of your experience comes from Gold Pieces (GP) recovered, rather than blood spilled. 1 GP usually equals 1 XP.

Potential Treasure XP:

Setite Tithe Bag: 150 XP

Star-Leaf Pouch: 50 XP

Signet Ring/Misc Jewelry: 50 XP

Censer of Choking Coils: ~500 XP (If sold or valued as a magical trophy)

The Carnelian Heart: 1,000+ XP (This is a major quest item; the XP is usually awarded when it is successfully placed in the Statue).

Estimated Total Potential XP: ~2,150

If the heroes manage to detect/stop Kaelen the Spy: +100 XP more


Here is a cinematic "Victory Description" to read to your players once the Thothian Focus Stone is placed and the mechanism is triggered:

"As the Carnelian Heart settles into the open palm of the Great Statue, a low, resonant hum vibrates through the flagstones beneath your feet. For a heartbeat, the ruby-red stone flares with an inner light, casting long, dancing shadows of the towering pillars against the chamber walls.

From deep within the statue’s stone torso, you hear the heavy grind of ancient counterweights. Slowly—almost reluctantly—the great idol begins to rotate. Following the secret lore you recovered, you guide the ivory head of the Thoth-beast until it gazes directly toward the darkening West.

There is a sharp, metallic clack.

The floor directly behind the statue’s pedestal does not merely open; it uncurls. Stone slabs slide into hidden recesses to reveal a perfect, tight spiral of silver-veined marble steps winding down into the lightless depths. The air that wafts up from below is different—cooler, smelling of dry papyrus and a strange, metallic ozone.

Behind you, the snarling screeches of the Albino Baboons fade into frustrated whimpers, and the distant shouts of the Setite cultists echo uselessly through the Hall of Pillars. The way to the Inner Sanctum is open, and for the first time in centuries, the path of the Rectitude is yours to tread."


If the heroes fail to rotate the statue’s head to the West, or if they are chased onto the stairs by the Setites and lose their footing, the "Crushing Descent" triggers. The spiral stairs flatten into a smooth, steep slide, dumping the intruders into Room 4-01: The Pit of Eternal Hunger.

The Environment: A Grave of Gluttony The pit is a 30-foot-deep, circular shaft located directly beneath the Great Statue. The floor is not stone, but a three-foot-deep layer of pulverized bone and dry husks.

The Smell: A cloying, sweet scent of rot mixed with the musk of a thousand reptiles.

The Sound: A constant, dry rustling—like autumn leaves being stirred by a wind that isn't there.

The Inhabitant: The Great Ouroboros Spawn At the center of the pit lies a Giant Albino Python (the "Eternal Hunger"). It is bloated, nearly 40 feet long, and blinded by centuries in the dark. It senses its prey through heat and the vibrations in the bone-pile.

Attribute Stats
AC 13
HD 5 (22 hp)
Atk 1 bite (1d8+constrict)
Spec constrict (2d4/round)
Weak Blind

The Hazard: The Bone-Sands The layer of bones on the floor acts like quick-sand.

Movement: Any character in the pit moves at 1/3 their normal speed.

The Sucking Sound: Every round a character moves more than 5 feet, they must make a Dexterity/Save vs. Paralysis. Failure means they sink to their waist and are "Entangled," giving the Python an automatic hit on its next turn.

The "Only" Way Out The walls of the pit are smoothed and greased with snake bile. Climbing them is impossible without magic or specialized gear (Climb Walls check at -30%).

The Feeding Chute: There is a small iron grate in the wall 10 feet up. This is where the Setite Priests drop "sacrifices" (usually halflings or prisoners). It leads to the Setite Lair on Level 4.

The Hidden Lever: Buried deep in the bone pile is a rusted bronze lever. Pulling it causes the "slide" to turn back into stairs for 3 turns—but finding it requires a turn of searching while the Python is active.

The "Grisly" Reward If the heroes kill the Python and sift through the bones, they find:

A tarnished Silver Amulet: Shaped like an Ibis (25gp).

A +1 Dagger: Clutched in the skeletal hand of a previous victim.

The "Digested" Key: A heavy brass key inside the snake’s stomach that opens the iron grate to the Setite Lair.

If the party falls victim to the pressure plate trap on the stairs beneath the statue, see The Blasphemy of the Maw.

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