Preamble to the Pathfinder
-
-For many years now, I’ve been playing in several Pathfinder games. I very much
-enjoy the system, if only because I love options in roleplaying games. During
-the COVID-19 pandemic and lockdown, in addition to my weekly game, a second
-group started a weekly game. This one, unlike the campaign I’ve been playing in
-for the last 6 years (we’re level 9), sees the characters level up after
-each adventure, and is meant more as a quick and fun string of one-shots. After
-a few weeks of Lizzie starting and running the “campaign,” I volunteered to run.
-This post covers my one-shot The crater of Igrevor
.
-
-Background
-
-Before hopping in, a little background. The party at this point had gone on
-several adventures and made a name for themselves in a relatively small town.
-They decided to settle down, and because the details of this town weren’t known
-at the time, all the players collaborated to establish the Town of Ulriksted. I
-took some liberties with the what we established, and decided that a powerful
-wizard has also moved to the town, seeing it as an opportunity for trade, but
-also a good place for a fancy tower. Wizards love their towers. Thus, Igrevor
-was born.
-
-Igrevor Thel'lessell
-
-Lawful Neutral Elf
-
-Cleric of Abadar: 3 // Wizard (Conjurer: Teleportation): 3 // Mystic Theurge: 10
-
-
-As a follower of Abadar, Igrevor is very interested in trade and travel, both on
-the material and other planes. His arcane studies also focus on extraplanar
-travel and research. And because I’ve always been interested in the Mystic
-Theurge
class, I decided this was a perfect opportunity to make use of it. As a
-trader, I focused his build on several magical crafting feats: wonderous items,
-magical arms and armor, and constructs.
-
-Igrevor’s tower sits to the north of town, along the river which flows through
-Ulriksted. He offers his arcane services to the town, as well as crafting and
-selling his magical wares to adventurers when they travel through. Unfortunately
-for him, a powerful Night
-Hag
-has taken an interest in him, and has been haunting his dreams for a while now.
-Being a powerful wizard, he’s been able to defend himself and his tower
-accordingly, but the Hag has decided to get some assistance. You see, Igrevor
-has established a powerful teleportation and planar travel system within his
-tower, albeit a well protected one. The Hag, studying this herself, conspired to
-exploit this with the help of a several extraplanar allies: Several
-Xill
-raiding parties, to which she provided
-Nightmare
-mounts; and two Umbral
-Dragon
-brothers.
-
-The Crater of Igrevor
-
-
- While enjoying a pint and a quiet night at Tuckleberry’s tavern, The Leaf and
-Lyre, the party is rudely interrupted by the sound of a massive explosion,
-north of town. As they race outside, they see a swirling vortex of colors
-stretching high into the sky, roughly where Igrevor’s tower is. Screams shortly
-follow, and as the party pulls their attention closer, they see looming shapes
-approaching the town.
-
-
-Encounter: Xill Raiding Party
-
-
- Four-armed, flame-red insect-like humanoid creatures, riding upon steeds of
-smoke and fire
-
-
-The first encounter is relatively easy for the party, considering at this point
-they’re level 9. There are 4 Xill, each riding a Nightmare. Each has a special
-elemental key, tied to each of the four elemental planes: earth, air, water, and
-fire. The last Xill looted also has a note, written in Infernal: “These keys
-will keep the portals open, and the tower inaccessible. Once you have your new
-hosts, return to the Ethereal plane. DO NOT LOSE THEM!” Whoops.
-
-
- As you move further, the party can clearly see the vortex of colors that now
-envelop Igrevor’s tower. A chaotic flow of earth, wind, water and fire create an
-impenetrable globe around what remains of the upper half of the tower, which
-hangs unsupported in the sky. Beneath it, a crater is all that remains of the
-bottom of the tower. As the party draws closer, you can make out 4 shimmering
-portals, at each of the cardinal directions. From each, a distinct color and
-element can be seen: north, a verdant green and stony landscape identifies a
-portal to the plane of earth; south, a clear portal surrounded by gusts of
-strong winds indicate the portal to the plane of air; to the west, a fiery
-hellscape indicates the portal to the plane of fire; and to the east, a flood of
-water flowing from the portal to the plane of water. Where the 4 regions meet,
-the elements clash and swirl about, surging upward, creating the sphere around
-the tower. As the party takes in the scene, they suddenly receive a Sending from
-Igrevor: In dire need of assistance. Tower under attack. Must close portals.
-Please hurry! WILL REWARD! Use teleportation circle in foyer; top of tower
-
-
-At this point, I also introduce a small mechanic related to the portals: Each
-elemental portal gives the PCs a boon:
-
-
- - Plane of Earth: DR 1/- for each elemental planar portal open
- - Plane of Fire: Aura, 5ft: 1 fire damage for each elemental planar portal open
- - Plane of Water: Fast Healing 1 for each elemental planar portal open
- - Plane of Air: Bonus 1ft. Movement speed for each elemental planar portal open
-
-
-Each of these boons is removed as soon an the associated portal is closed.
-
-Puzzle: The Elemental Portals
-
-To reach the tower, the party much figure out a way to close the portals.
-Initially, each portal claims a quarter of the ground around the portal. Closing
-a portal causes the adjacent portals to claim the ground, increasing their power
-and decreasing the power of the opposite portal. If coordinated, it should be
-possible for the party to close all portals simultaneously.
-
-
- Earth Portal
-
-
- - Trying to close the earth portal causes vines to sprout. If fire is still
- open, the fire aura burns away the vines before they can entangle.
- - Closing the earth portal causes the fire and water portals to increase in
- power, and the air portal to decrease in power (modified DC)
- - Entangle, DC 15: Thorny vines restrict movement and deal damage. Each round,
- any creature trying to move through the area must make a reflex save or become
- entangled, reducing movement speed to 10 feet and dealing 1d6 acid damage.
-
- - If the Fire or Water portal has been closed, the DC increases by 2, to a
-maximum of 19 if both portals are closed.
- - If the Air portal has been closed, the DC decreases by 2
- - If a creature enters the area with the fire aura, the entangle checks
-automatically succeed: The aura from the plane of wire withers the vines as
-they try to wrap around you.
-
-
-
-
-
-
- Fire Portal
-
- - Trying to close the fire portal causes intense heat waves. If water is still
- open, the aura cools the temperature
- - Closing the fire portal causes earth and air to increase in power, and the
- water portal to decrease in power (modified DC)
- - Heat Waves, DC 15: Intense heat radiating from the portal causes damage and
- fatigue. Each round, any creature trying to move through the area must make a
- fortitude save or become fatigued and take 1d6 fire damage.
-
- - If the Earth or Wind portal has been closed, the DC increases by 2, to a
-maximum of 19 if both portals are closed
- - If the water portal has been closed, the DC decreases by 2
- - If a creature enters the area with the water aura, the fatigue checks
-automatically succeed: The aura for the plane of water cools the area,
-keeping the heat at bay.
-
-
-
-
-
-
- Water Portal
-
- - Trying to close the water portal causes buffeting waves and sheets of rain to
- disorient and hamper the player. If the air portal is still open, the aura
- keeps visions clear.
- - Closing the water portal causes the earth and air portals to increase in
- power, and the fire portal to decrease in power (modified DC)
- - Stormy Weather, DC 15: Torrential rain and slick ground causes difficult
- terrain and disorientation. Each round, any creature trying to move through
- the area must make a reflex save or fall prone, and a will save or become
- disoriented, moving in a random direction (Roll 1d4: 1, move in intended
- direction; 2, move to the left; 3, move to the right; 4, move backwards)
-
- - If the Earth or Wind portal has been closed, the DC increases by 2, to a
-maximum of 19 if both portals are closed
- - If the earth portal has been closed, the DC decreases by 2
- - If a creature enters the area with the air aura, there is no risk of
-disorientation. If a creature enters the area with the earth aura, there is
-no risk of falling.
-
-
-
-
-
-
- Air Portal
-
- - Trying to close the air portal causes strong winds and electrical shocks. If
- the earth portal is still open, it helps to resist the winds.
- - Closing the air portal causes the fire and water portals to increase in power,
- and the earth portal to decrease in power (modified DC)
- - Tornado, DC 15: Strong winds buffet and shock. Each round, any creature trying
- to move through the area must make a fortitude save or be blown 10 ft away
- from the portal, and take 1d6 electricity damage.
-
- - If the water or fire portal has been closed, the DC increases by 2, to a
-maximum of 19 if both portals are closed
- - If the earth portal has been closed, the DC decreases by 2
- - If a creature enters the area with the earth aura, the push checks
-automatically succeed: The earth aura grounds you, giving you resistance to
-the forceful winds
-
-
-
-
-
-
- As the last portal closes, the last remnants of the elemental sphere around the
-tower dissipate. The tower floats silently above the group, with ruins frozen in
-the air hanging beneath it. The closest pieces, which could be used to climb
-into the tower proper, are 20 feet in the air.
-
-
-With the four elemental portals closed, the tower is now accessible. The party
-must somehow ascend 20 feet into the air to get to the lowest ruins, and then a
-Climb (DC 10) check to get to the rest of the tower, 10 feet further up. This,
-like a few other obstacles, was a way to force the party to use resources. The
-sorcerer of the group knows fly, and so this was a way to get him to use a
-spell. The way I tend to run many of my games is to try and force my players to
-think about their resources, and manage them accordingly. To be fair, I try to
-give alternatives. For example, the party could use rope to climb up. I think in
-this case, they used either Mage Hand
or a familiar to loop rope around some
-rubble, then the fighter climbed up and attached a better rope, and they were
-able to ascend without expending many resources at all.
-
-
- Once inside, there is a corkscrew stairwell along the walls of the tower,
-ascending roughly another 20 feet. At the top, light and shadows play on the
-wall near where the stairs enter a new floor.
-
-
-If the party is perceptive or stealthy enough, they can notice several figures
-waiting on the next floor, as well as get the drop on them!
-
-Encounter: Xill and Night Hag
-
-
- A tall, gaunt figure with long limbs stands with two more Xill. Her skin
-stretches tightly across her bones, and a grin stretches across her nightmarish
-visage. Claws and fangs betray her intent.
-
-
-Here, again, I tried to force a change of tactics. The room the party fights in
-is only 20 by 20. The usual Fireball
approach would be dangerous. The party
-was clever and perceptive, though, and the sorcerer was able to approach the
-room invisibly, and place a Fireball
in a way so as to kill the Xill. The Hag
-is immune to fire, conveniently, and so the party had to deal with her some
-other way. Also, she can cast Invisibility
at will, which helper her get the
-drop on the party. The sorcerer Fireball
’s the room, ducking down the
-stairwell to avoid the blast. While no one can see her, she goes invisible. The
-party doesn’t see any threats, enters the room, and she pounces. Hag’s are great
-opponents. They have a great kit for DMs to play with; great defenses, including
-damage reduction, a solid set of immunities, and spell resistance 24! The lore
-of hags, as extraplanar scavengers and traders, is also fascinating. I’d like to
-use one in a future campaign, especially an evil campaign, and have this be a
-companion NPC or something.
-
-With this encounter completed, the party stands in the aforementioned foyer, and
-on the ground they see an arcane circle: the teleportation circle.
-
-
- The corpse of the night hag fades into shadow, as it disappears from the
-material plane. With the room now secured, you see arcane symbols inscribed in
-the center of the room. This must be the teleportation circle Igrevor mentioned
-in his sending. As you step into the circle, you find yourself transported to a
-large, cylindrical room. An inner wall breaks at four equidistant places,
-revealing an outer wall, and a shimmering pool of light in a small alcove.
-
-
-
- Exploring the space, the inner room has the teleportation circle, and many
-arcane symbols drawn into the stone and the walls. A Knowledge(Arcana) or
-Spellcraft, DC 15, reveals the symbols to be protections related to
-teleportation, plane shifting, and the like. Checking the outer ring, you find
-the four aforementioned pools, as well as a wall of force blocking a hallway.
-
-
-
- Oh a whim, you glance up, and see two spheres circling the room. One is pure
-white, and the other black. They maintain a perfect distance from each other. A
-Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive
-and negative energy, respectively. You now notice, as the spheres pass by the
-alcoves, the pools briefly shift towards the color of the sphere, and the wall
-of force slightly…
-
-
-Or, at least, that was the original intention. As so often happens, I wasn’t
-quite satisfied with this part of the original adventure, and modified this it
-slightly. Originally, the party was going to fight a “Planar Scion.” Initially,
-the party would find two humanoid energy beings, one made of positive energy and
-one made of negative energy. The beings would be indestructible, and the party
-would have to merge them to create a single being, which was now vulnerable.
-But, I couldn’t figure out a good way to convey this information, while making
-the combat engaging, in the time I had, so I scrapped it for a puzzle instead.
-
-Puzzle: Spheres and Pools
-
-
- As you navigate the room, you find the hallway leading from this room, and an
-opaque barrier blocking the way forward.
-
-
-
- Oh a whim, you glance up, and see four spheres circling the room. Two are pure
-white, and the others black. They maintain a perfect distance from each other. A
-Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive
-and negative energy, respectively. You now notice, as the spheres pass by the
-alcoves, the pools briefly shift towards the color of the sphere, and the
-barrier slightly dissipates
-
-
-The only way through this barrier is to stop the rotating spheres. As alluded to
-in the descriptive text, the pools and the spheres are related. As the spheres
-pass over the pools, they shift the pools from clear towards the color of the
-sphere, and I added that the spheres appear to slow down very slightly. The
-party had to use positive and negative energy sources to shift the pools to the
-appropriate attunement, which stopped the spheres, and opened the barrier.
-
-Final Encounter: Umbral Dragon
-
-
- As the spheres stop, above the pools, they descend into the pools, and
-dissolve the barrier blocking the way out of the room. Moving through the
-hallway, you come to a large meeting hall. An oak table, which could almost
-seat the entire town of Ulriksted, sits in the middle of the hall, with chairs
-and tables strewn about. Making your way into hall, you see Igrevor to your
-right, as he finishes casting a spell and striking down one of two juvenile
-dragons standing opposite him. He turns to you, and speaks, “The Lords of
-Ulriksted! And just in time! I am sorry, friends, I cannot assist you further;
-one of these beasts took most of my arsenal to defeat. I beg your assistance!”
-As he finishes, you see a sphere arise around him, and him kneel to catch his
-breath.
-
-
-The boss battle! The juvenile Umbral Dragon! I toned down the beast a bit, but I
-definitely shouldn’t have. It was a good fight, and the barbarian did not hold
-back. As the party defeated them, Igrevor thanked them, and their reward was any
-single magical item that he can make. In addition, because I’m prone to giving
-my PCs overpowered items, I allowed each of them to have an item made from the
-scales of the dragon, which gives them the immunities of the dragon. This turned
-out to be a very powerful option: immune to cold, death effects, negative
-energy, paralysis, sleep.
-
-Aftermath
-
-I had a lot of fun with this one. The party made their way with through with
-consistent progress, and the boss battle was challenging but not overwhelming. I
-think, if run again, I wouldn’t tone down the boss. I ended up running a
-follow-up adventure, which is currently untitled, but which became a two parter,
-and the driving motivation for my upcoming third adventure. I look forward to
-sharing those as well! Feel free to make use of this adventure in your own
-games!
-
-
-
-But wait, there’s more! This adventure was my first foray into MapTools, a free
-and open-source virtual table top system. It allows you to create detailed
-maps, add tokens, set sight lines, and much more. You can host a server locally
-that your players can connect to, and they can move things around themselves.
-Or, if you’re a bit lazier like me, you can share your screen on your voice call
-of choice, and just move the tokens for players instead. I had a lot of fun
-crafting Igrevor’s Tower in MapTools, and then sharing that with my players
-during the session. It really made the game more enjoyable, and more immersive
-than just a standard voice-and-video call.
-
-The community for the MapTool suite has built a lot of tokens, tile sets, and
-additional assets to really explore and build exactly what you want. I
-certainly made good use of CSP’s Dungeon Geomorphs (available for free directly
-within MapTools, and made by Kristian
-Richards), Devin
-Night’s tokens (some of which are
-available for free, but are well worth the price) and Torstan’s Markers and
-Objects (also available directly within MapTools). I’m not sure if the campaign
-will load without those enabled, but for anyone interested, you can find a link
-to the campaign maps for this adventure here (click to download).
-
-100 Days
-I’m writing this post as part of
-#100DaysToOffload, an initiative to inspire
-writing habits. Perhaps you could do the same.
-
-Sources
-
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