So after the death of the cryohydra, the players are free to descend through the fissure, which leads to a path that gradually descends 100ft over the course of a quarter mile. Which... is about as 'Underdark' as a bomb shelter. As they wander through, there's
random encounters oh joy.
Every hour there's a 10% chance of encountering: a behir, a drider, 1d3+1 minotaurs, 1d3+1 centipede swarms, 1 gauth, 1d3+1 derro, 1 ettin, 1d3 gargoyles, 1d3+1 ghasts, 1d3+1 gricks, 1d4+1 shadows, 1d4+2 giant bombardier beetles, 1d3+1 bugbears, 1d4+4 dire bats, 1d4+2 drow, 1d3 ogres, or 1 troll, in descending order of encounter level. The reasoning that most of this shit isn't killed by insane inbred fishmen? They're busy worshiping and monitoring and preparing for their next 'major battle', supremely convinced of their invincibility due to the crazy dwarf with demon-visions leading them to victory.
Sorry, I still can't get over how fucking hilarious and metal that mental image is. A
dwarven defender going insane and managing to become the de facto leader of a bunch of speciesist inbred fishmen. Whatever Noonan did later, in 2003 he was
hilarious.
Anyways, something not really brought up in Adventure Paths since is the fact that it's perfectly okay if the PCs take several forays into the kuo-toan temple of Bhal-Hamatugn, but after their first attack on the temple they'll be hunted down by the spearmaster Hlanamm and four kuo-toan soldiers who will somehow discover where they're camping and pick off stragglers. But PCs at this level sleep in
rope tricks so that's a non-starter, so whatever, I'm not bothering to look up the named fishman.
A few more nice details to have; kuo-toan whips prepare their spells every midnight due to a "water clock" telling them what time it is - though you'd think the way circadian rhythms work they'd pretty much figure that shit out for themselves without need for a 3,000gp item, especially since their spell preparation involves a probably ritualistic "meditation about Blipdoolpoolp's slimy majesty". I'm not sure who Blipdoolpoolp is. The kuo-toan deity is Blibdoolpoolp.
Also the kuo-toans have some text about responding to the PCs; any use of
daylight spells has them preparing
darkness and
deeper darkness the next time they prepare spells, where whips continually ready actions to counter any daylight spells with darkness.
I mean, this is actually stuff that's nice to have if you're not familiar with the genetically mutated fishmen and how they act, so again, whatever Noonan became later, this is actually nicely written.
Anyways, Bhal-Hamatugn is a phosphorescent temple in the center of a rift, crafted in the shape of a prehistoric spined fish, and to get into the temple you have to walk through the fish's mouth. To get over to it, as it's surrounded by a lake, the PCs can take a ferry. Shortly after reaching the lake a kuo-toan monk will pole his ferry over to them and ask them what they want, unless he's attacked at which he'll throw a spear at them, dive into the lake, and come back with reinforcements from the temple. But he only speaks Kuo-Toan so unless someone prepared
tongues or set one of their free languages on fire, whatever.
This monk, Aabhaca, is actually pretty friendly for a member of the race that is genocidal against everyone who isn't a sister-marrying fishman. He talks in cryptic ways, and will gladly ferry them across to Bhal-Hamatugn so long as he doesn't believe they're lying to him. If he does, he flips the boat halfway across, gets reinforcement, and you get to have a lovely fight in the water. If he believes them, he drops them off at the place and fucks off.
We get some nice detail again in that we get hardness, HP, and break DCs of the walls and doors (8/90/35 and 8/60/28 respectively) and that all the floors and stairs are covered in slippery water that only matters if you're having to perform balance, tumble, or move silently checks on them, or if you're running or charging down the stairs.
Reaching the temple itself is just as simple as going up the stairs and trying to enter, where they're immediately attacked by kuo-toans in the fish-head's eyesockets. Kuo-toan soldiers that can see moving invisible creatures. Anyways, the rest of this adventure is pretty much fighting your way through the temple with clusters of 4 kuo-toan soldiers at a time, and is different in a couple of cases.
The first is a prison containing a wererat human fighter 4 named White-Eye, and an evil male halfling sorcerer 6 named Cherrit. Cherrit was down here looking for Zenith, having done some adventuring with him in the past and spotted his birthmark, and has some inkling of the Cagewrights' plans so knows the birthmark is important. White-Eye was just down here looking to loot the temple.
And since they're both evil, they lie flagrantly and if any of the PCs are wounded when they free them they immediately attack. If they're let go they run away and promise never to return, only come back a few hours later for dwarf-finding and temple-looting respectively. They can be annoying little pricks if you're tackling this place in multiple gos and don't actually kill them the first time around.
The second difference is the Shrine to Blibdoolpoop, the Sea Mother, which contains 4 whips and 4 soldiers with some kind of amusing stuff in it. There's a permanent widened unhallow that covers most of this place. There's a statue that adds +3 to the whips' ability to lightning bolt things every 1d4 rounds, so that a single whip can do a 4d6 lightning bolt all on their lonesome, and the 4 whips in here can do 7d6. There's a statue that whenever a non-evil character enters its area it conjures up Aushanna, an advanced erinyes devil, who attacks and fights for the kuo-toa for 10 minutes then can't come back for an hour. Killing Aushanna requires a 15th level Cleric of Bilbdoolpoolp to learn the name of another demon or devil and make a deal through the statue for another guardian.
There's balconies and shit that the kuo-toa try to bullrush PCs off of down a 60ft drop, and so on, so forth. There's also a greater glyph of warding on some clay pot that triggers on any non-kuo-toa that isn't also wearing holy symbol of their fucking god Blibdoolpoolp for 8d8 and it holds some bullshittery treasure.
And then there's a meditation chamber containing a kuo-toa Cleric 8 and a duergar slave, who if the former has any warning about the PCs he buffs himself up then engages the PCs. There's a torture champer with a mummy named Garekk in another room, Hlanamm has his own room (revealed here as a kuo-toan rogue 5), there's a wraith haunting a room, some draconic fingerlings...
Oh yeah, these kuo-toans also have a fucking DRAGON as an ally. Dhorlot, the Dragon-Father, which is a stupid title for a young adult dragon. Anyways, it's a black dragon who has no room to fly and strafe, so he's a closet troll in this instance. Finally, there's a kuo-toa monk 3/assassin 3 that likes to cling to ceilings while hiding, studying the PCs, then dropping down and Death Attacking them, focusing arcane casters, then runs away.
Now we get to Zenith's chamber, who will briefly talk to the PCs rather than attack them on sight, while he throws his sphere of the unseen to summon up an invisible stalker, then he won't leave his throne and makes the PCs fight him on it. He rants and raves prophesies of PC doom while using his dwarven defender stuff to fuck with people as they come in melee range. Once he's knocked down to 20 or less HP he runs to a nearby teleportation circle to another area, readying attacks to kill people who come through after him.
If the PCs beat him down but don't kill him, he becomes docile and follows them along like a puppy, taking food and water and adopting defensive stances in battle so he can dwarven defender at things. Anyways, once he's in hand, the PCs get to go back to Cauldron for their reward. Only to be met by Asshole Gummi himself, Vhalantru, who claims Celeste is a close friend of his who asked him to take over custody of Zenith. Turns out Celeste ACTUALLY got her shit kicked in by Vhalantru while trying to figure shit out, then got charmed and bound into a painting.
Anyways, Vhalantru pays them whatever Celeste promised them, if they insist on delivering Zenith to his father he says it'll take a day or two to arrange a meeting, then Cagewrights teleport in in the night and steal Zenith away while they're sleeping.
And that's Zenith Trajectory. After looking up some of the awful shit Noonan's done since 2003, I can really not believe this is the same guy. This is ... really well written, has the most hilarious mental image I've ever heard of, and aside from exactly 3 pieces of stupid shit, is probably the best part of any adventure path I've ever read.
Not taking into account PCs beating a CL check of 22 with a zone of truth, the railroading nonsense at the end, and the fact that Celeste, a ghaele eladrin, could have solved this all solo... eh. It's APs. It's a good adventure, and I'd actually run this as a drop-in to another game. Good on you, Noonan. You did good in 2003. The tactical advice is solid, the NPCs are memorable, the backstory isn't reams of bullshit, and the encounters are varied nicely. Gold star. Worth a run.
EDIT: I forgot to include this, because of how shocked I was at how good this part of the AP was overall. There's this line of stupidity involved during the black dragon fight:
Because Dhorlot readily flees, and because the close-quarters terrain favors the PCs, award 10% less experience for this encounter
No, fuck you, fuck off, fuck you to death Noonan. You were WELL FUCKING AWARE of the [Dragon] type tag being [Awesome] and you shoved a goddamned closet troll in here. But really, that's the only other standout bit of rage I've got for this.
Anyways, hopefully Tito Leati can generate more hate for me.