diff --git a/_posts/2020-07-10-crater-of-igrevor.md b/_posts/2020-07-10-crater-of-igrevor.md new file mode 100644 index 0000000..1956ca0 --- /dev/null +++ b/_posts/2020-07-10-crater-of-igrevor.md @@ -0,0 +1,345 @@ +--- + tabtitle: "Pathfinder One-Shot: The crater of Igrevor" + title: "Pathfinder One-Shot: The crater of Igrevor" + topics: [gaming, writing] + pub: "2020-07-10" + short_desc: "The first of several one-shot adventures I ran for Pathfinder" +--- + +# 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](https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/hag-night) +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](https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xill) +raiding parties, to which she provided +[Nightmare](https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nightmare/) +mounts; and two [Umbral +Dragon](https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-umbral/umbral-dragon-juvenile) +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! + +## MapTools + +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](https://www.crookedstaff.co.uk/)), [Devin +Night's](https://immortalnights.com/tokensite/) 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)]( +{{ site.url }}/src/campaigns/crater_of_igrevor.cmpgn). + + +### 100 Days +I'm writing this post as part of [#100DaysToOffload](https://100daystooffload), +an initiative to inspire writing habits. Perhaps you could do the same. + + +### Sources + +|----| +|[MapTools](https://www.rptools.net/toolbox/maptool/)| diff --git a/src/campaigns/crater_of_igrevor.cmpgn b/src/campaigns/crater_of_igrevor.cmpgn new file mode 100644 index 0000000..c506360 Binary files /dev/null and b/src/campaigns/crater_of_igrevor.cmpgn differ