New Post! The Crater of Igrevor session write-up
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tabtitle: "Pathfinder One-Shot: The crater of Igrevor"
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title: "Pathfinder One-Shot: The crater of Igrevor"
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topics: [gaming, writing]
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pub: "2020-07-10"
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short_desc: "The first of several one-shot adventures I ran for Pathfinder"
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---
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# Preamble to the Pathfinder
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For many years now, I've been playing in several Pathfinder games. I very much
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enjoy the system, if only because I love options in roleplaying games. During
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the COVID-19 pandemic and lockdown, in addition to my weekly game, a second
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group started a weekly game. This one, unlike the campaign I've been playing in
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for the last 6 years (we're level 9), sees the characters level up after
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each adventure, and is meant more as a quick and fun string of one-shots. After
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a few weeks of Lizzie starting and running the "campaign," I volunteered to run.
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This post covers my one-shot `The crater of Igrevor`.
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## Background
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Before hopping in, a little background. The party at this point had gone on
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several adventures and made a name for themselves in a relatively small town.
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They decided to settle down, and because the details of this town weren't known
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at the time, all the players collaborated to establish the Town of Ulriksted. I
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took some liberties with the what we established, and decided that a powerful
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wizard has also moved to the town, seeing it as an opportunity for trade, but
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also a good place for a fancy tower. Wizards love their towers. Thus, Igrevor
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was born.
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```
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Igrevor Thel'lessell
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Lawful Neutral Elf
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Cleric of Abadar: 3 // Wizard (Conjurer: Teleportation): 3 // Mystic Theurge: 10
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```
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As a follower of Abadar, Igrevor is very interested in trade and travel, both on
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the material and other planes. His arcane studies also focus on extraplanar
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travel and research. And because I've always been interested in the `Mystic
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Theurge` class, I decided this was a perfect opportunity to make use of it. As a
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trader, I focused his build on several magical crafting feats: wonderous items,
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magical arms and armor, and constructs.
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Igrevor's tower sits to the north of town, along the river which flows through
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Ulriksted. He offers his arcane services to the town, as well as crafting and
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selling his magical wares to adventurers when they travel through. Unfortunately
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for him, a powerful [Night
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Hag](https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/hag-night)
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has taken an interest in him, and has been haunting his dreams for a while now.
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Being a powerful wizard, he's been able to defend himself and his tower
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accordingly, but the Hag has decided to get some assistance. You see, Igrevor
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has established a powerful teleportation and planar travel system within his
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tower, albeit a well protected one. The Hag, studying this herself, conspired to
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exploit this with the help of a several extraplanar allies: Several
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[Xill](https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xill)
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raiding parties, to which she provided
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[Nightmare](https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nightmare/)
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mounts; and two [Umbral
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Dragon](https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-umbral/umbral-dragon-juvenile)
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brothers.
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## The crater of Igrevor
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>_While enjoying a pint and a quiet night at Tuckleberry’s tavern, The Leaf and
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>Lyre, the party is rudely interrupted by the sound of a massive explosion,
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>north of town. As they race outside, they see a swirling vortex of colors
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>stretching high into the sky, roughly where Igrevor’s tower is. Screams shortly
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>follow, and as the party pulls their attention closer, they see looming shapes
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>approaching the town._
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**Encounter: Xill Raiding Party**
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>_Four-armed, flame-red insect-like humanoid creatures, riding upon steeds of
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>smoke and fire_
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The first encounter is relatively easy for the party, considering at this point
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they're level 9. There are 4 Xill, each riding a Nightmare. Each has a special
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elemental key, tied to each of the four elemental planes: earth, air, water, and
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fire. The last Xill looted also has a note, written in Infernal: "These keys
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will keep the portals open, and the tower inaccessible. Once you have your new
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hosts, return to the Ethereal plane. DO NOT LOSE THEM!" Whoops.
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>_As you move further, the party can clearly see the vortex of colors that now
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>envelop Igrevor’s tower. A chaotic flow of earth, wind, water and fire create an
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>impenetrable globe around what remains of the upper half of the tower, which
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>hangs unsupported in the sky. Beneath it, a crater is all that remains of the
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>bottom of the tower. As the party draws closer, you can make out 4 shimmering
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>portals, at each of the cardinal directions. From each, a distinct color and
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>element can be seen: north, a verdant green and stony landscape identifies a
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>portal to the plane of earth; south, a clear portal surrounded by gusts of
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>strong winds indicate the portal to the plane of air; to the west, a fiery
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>hellscape indicates the portal to the plane of fire; and to the east, a flood of
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>water flowing from the portal to the plane of water. Where the 4 regions meet,
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>the elements clash and swirl about, surging upward, creating the sphere around
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>the tower. As the party takes in the scene, they suddenly receive a Sending from
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>Igrevor: **In dire need of assistance. Tower under attack. Must close portals.
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>Please hurry! WILL REWARD! Use teleportation circle in foyer; top of tower**_
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At this point, I also introduce a small mechanic related to the portals: Each
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elemental portal gives the PCs a boon:
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- Plane of Earth: DR 1/- for each elemental planar portal open
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- Plane of Fire: Aura, 5ft: 1 fire damage for each elemental planar portal open
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- Plane of Water: Fast Healing 1 for each elemental planar portal open
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- Plane of Air: Bonus 1ft. Movement speed for each elemental planar portal open
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Each of these boons is removed as soon an the associated portal is closed.
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**Puzzle: The Elemental Portals**
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To reach the tower, the party much figure out a way to close the portals.
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Initially, each portal claims a quarter of the ground around the portal. Closing
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a portal causes the adjacent portals to claim the ground, increasing their power
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and decreasing the power of the opposite portal. If coordinated, it should be
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possible for the party to close all portals simultaneously.
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>Earth Portal
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>
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>- Trying to close the earth portal causes vines to sprout. If fire is still
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> open, the fire aura burns away the vines before they can entangle.
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>- Closing the earth portal causes the fire and water portals to increase in
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> power, and the air portal to decrease in power (modified DC)
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>- Entangle, DC 15: Thorny vines restrict movement and deal damage. Each round,
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> any creature trying to move through the area must make a reflex save or become
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> entangled, reducing movement speed to 10 feet and dealing 1d6 acid damage.
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> - If the Fire or Water portal has been closed, the DC increases by 2, to a
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> maximum of 19 if both portals are closed.
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> - If the Air portal has been closed, the DC decreases by 2
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> - If a creature enters the area with the fire aura, the entangle checks
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> automatically succeed: The aura from the plane of wire withers the vines as
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> they try to wrap around you.
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>Fire Portal
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>- Trying to close the fire portal causes intense heat waves. If water is still
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> open, the aura cools the temperature
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>- Closing the fire portal causes earth and air to increase in power, and the
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> water portal to decrease in power (modified DC)
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>- Heat Waves, DC 15: Intense heat radiating from the portal causes damage and
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> fatigue. Each round, any creature trying to move through the area must make a
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> fortitude save or become fatigued and take 1d6 fire damage.
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> - If the Earth or Wind portal has been closed, the DC increases by 2, to a
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> maximum of 19 if both portals are closed
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> - If the water portal has been closed, the DC decreases by 2
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> - If a creature enters the area with the water aura, the fatigue checks
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> automatically succeed: The aura for the plane of water cools the area,
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> keeping the heat at bay.
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>Water Portal
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>- Trying to close the water portal causes buffeting waves and sheets of rain to
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> disorient and hamper the player. If the air portal is still open, the aura
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> keeps visions clear.
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>- Closing the water portal causes the earth and air portals to increase in
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> power, and the fire portal to decrease in power (modified DC)
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>- Stormy Weather, DC 15: Torrential rain and slick ground causes difficult
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> terrain and disorientation. Each round, any creature trying to move through
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> the area must make a reflex save or fall prone, and a will save or become
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> disoriented, moving in a random direction (Roll 1d4: 1, move in intended
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> direction; 2, move to the left; 3, move to the right; 4, move backwards)
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> - If the Earth or Wind portal has been closed, the DC increases by 2, to a
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> maximum of 19 if both portals are closed
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> - If the earth portal has been closed, the DC decreases by 2
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> - If a creature enters the area with the air aura, there is no risk of
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> disorientation. If a creature enters the area with the earth aura, there is
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> no risk of falling.
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>Air Portal
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>- Trying to close the air portal causes strong winds and electrical shocks. If
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> the earth portal is still open, it helps to resist the winds.
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>- Closing the air portal causes the fire and water portals to increase in power,
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> and the earth portal to decrease in power (modified DC)
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>- Tornado, DC 15: Strong winds buffet and shock. Each round, any creature trying
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> to move through the area must make a fortitude save or be blown 10 ft away
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> from the portal, and take 1d6 electricity damage.
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> - If the water or fire portal has been closed, the DC increases by 2, to a
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> maximum of 19 if both portals are closed
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> - If the earth portal has been closed, the DC decreases by 2
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> - If a creature enters the area with the earth aura, the push checks
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> automatically succeed: The earth aura grounds you, giving you resistance to
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> the forceful winds
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>_As the last portal closes, the last remnants of the elemental sphere around the
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>tower dissipate. The tower floats silently above the group, with ruins frozen in
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>the air hanging beneath it. The closest pieces, which could be used to climb
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>into the tower proper, are 20 feet in the air._
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With the four elemental portals closed, the tower is now accessible. The party
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must somehow ascend 20 feet into the air to get to the lowest ruins, and then a
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Climb (DC 10) check to get to the rest of the tower, 10 feet further up. This,
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like a few other obstacles, was a way to force the party to use resources. The
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sorcerer of the group knows fly, and so this was a way to get him to use a
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spell. The way I tend to run many of my games is to try and force my players to
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think about their resources, and manage them accordingly. To be fair, I try to
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give alternatives. For example, the party could use rope to climb up. I think in
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this case, they used either `Mage Hand` or a familiar to loop rope around some
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rubble, then the fighter climbed up and attached a better rope, and they were
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able to ascend without expending many resources at all.
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>_Once inside, there is a corkscrew stairwell along the walls of the tower,
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>ascending roughly another 20 feet. At the top, light and shadows play on the
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>wall near where the stairs enter a new floor._
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If the party is perceptive or stealthy enough, they can notice several figures
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waiting on the next floor, as well as get the drop on them!
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**Encounter: Xill and Night Hag**
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>_A tall, gaunt figure with long limbs stands with two more Xill. Her skin
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>stretches tightly across her bones, and a grin stretches across her nightmarish
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>visage. Claws and fangs betray her intent._
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Here, again, I tried to force a change of tactics. The room the party fights in
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is only 20 by 20. The usual `Fireball` approach would be dangerous. The party
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was clever and perceptive, though, and the sorcerer was able to approach the
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room invisibly, and place a `Fireball` in a way so as to kill the Xill. The Hag
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is immune to fire, conveniently, and so the party had to deal with her some
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other way. Also, she can cast `Invisibility` at will, which helper her get the
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drop on the party. The sorcerer `Fireball`'s the room, ducking down the
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stairwell to avoid the blast. While no one can see her, she goes invisible. The
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party doesn't see any threats, enters the room, and she pounces. Hag's are great
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opponents. They have a great kit for DMs to play with; great defenses, including
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damage reduction, a solid set of immunities, and spell resistance 24! The lore
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of hags, as extraplanar scavengers and traders, is also fascinating. I'd like to
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use one in a future campaign, especially an evil campaign, and have this be a
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companion NPC or something.
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With this encounter completed, the party stands in the aforementioned foyer, and
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on the ground they see an arcane circle: the teleportation circle.
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>_The corpse of the night hag fades into shadow, as it disappears from the
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>material plane. With the room now secured, you see arcane symbols inscribed in
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>the center of the room. This must be the teleportation circle Igrevor mentioned
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>in his sending. As you step into the circle, you find yourself transported to a
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>large, cylindrical room. An inner wall breaks at four equidistant places,
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>revealing an outer wall, and a shimmering pool of light in a small alcove._
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>_Exploring the space, the inner room has the teleportation circle, and many
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>arcane symbols drawn into the stone and the walls._ A Knowledge(Arcana) or
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>Spellcraft, DC 15, reveals the symbols to be protections related to
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>teleportation, plane shifting, and the like. _Checking the outer ring, you find
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>the four aforementioned pools, as well as a wall of force blocking a hallway._
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>_Oh a whim, you glance up, and see two spheres circling the room. One is pure
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>white, and the other black. They maintain a perfect distance from each other._ A
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>Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive
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>and negative energy, respectively. _You now notice, as the spheres pass by the
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>alcoves, the pools briefly shift towards the color of the sphere, and the wall
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>of force slightly..._
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Or, at least, that was the original intention. As so often happens, I wasn't
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quite satisfied with this part of the original adventure, and modified this it
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slightly. Originally, the party was going to fight a "Planar Scion." Initially,
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the party would find two humanoid energy beings, one made of positive energy and
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one made of negative energy. The beings would be indestructible, and the party
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would have to merge them to create a single being, which was now vulnerable.
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But, I couldn't figure out a good way to convey this information, while making
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the combat engaging, in the time I had, so I scrapped it for a puzzle instead.
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**Puzzle: Spheres and Pools**
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>_As you navigate the room, you find the hallway leading from this room, and an
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>opaque barrier blocking the way forward._
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>_Oh a whim, you glance up, and see four spheres circling the room. Two are pure
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>white, and the others black. They maintain a perfect distance from each other._ A
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>Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive
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>and negative energy, respectively. _You now notice, as the spheres pass by the
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>alcoves, the pools briefly shift towards the color of the sphere, and the
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>barrier slightly dissipates_
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The only way through this barrier is to stop the rotating spheres. As alluded to
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in the descriptive text, the pools and the spheres are related. As the spheres
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pass over the pools, they shift the pools from clear towards the color of the
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sphere, and I added that the spheres appear to slow down very slightly. The
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party had to use positive and negative energy sources to shift the pools to the
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appropriate attunement, which stopped the spheres, and opened the barrier.
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**Final Encounter: Umbral Dragon**
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>_As the spheres stop, above the pools, they descend into the pools, and
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> dissolve the barrier blocking the way out of the room. Moving through the
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> hallway, you come to a large meeting hall. An oak table, which could almost
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> seat the entire town of Ulriksted, sits in the middle of the hall, with chairs
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> and tables strewn about. Making your way into hall, you see Igrevor to your
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> right, as he finishes casting a spell and striking down one of two juvenile
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> dragons standing opposite him. He turns to you, and speaks, "The Lords of
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> Ulriksted! And just in time! I am sorry, friends, I cannot assist you further;
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> one of these beasts took most of my arsenal to defeat. I beg your assistance!"
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> As he finishes, you see a sphere arise around him, and him kneel to catch his
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> breath._
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The boss battle! The juvenile Umbral Dragon! I toned down the beast a bit, but I
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definitely shouldn't have. It was a good fight, and the barbarian did not hold
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back. As the party defeated them, Igrevor thanked them, and their reward was any
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single magical item that he can make. In addition, because I'm prone to giving
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my PCs overpowered items, I allowed each of them to have an item made from the
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scales of the dragon, which gives them the immunities of the dragon. This turned
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out to be a _very_ powerful option: immune to cold, death effects, negative
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energy, paralysis, sleep.
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## Aftermath
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I had a lot of fun with this one. The party made their way with through with
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consistent progress, and the boss battle was challenging but not overwhelming. I
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think, if run again, I wouldn't tone down the boss. I ended up running a
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follow-up adventure, which is currently untitled, but which became a two parter,
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and the driving motivation for my upcoming third adventure. I look forward to
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sharing those as well! Feel free to make use of this adventure in your own
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games!
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## MapTools
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But wait, there's more! This adventure was my first foray into MapTools, a free
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and open-source virtual table top system. It allows you to create detailed
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maps, add tokens, set sight lines, and much more. You can host a server locally
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that your players can connect to, and they can move things around themselves.
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Or, if you're a bit lazier like me, you can share your screen on your voice call
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of choice, and just move the tokens for players instead. I had a lot of fun
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crafting Igrevor's Tower in MapTools, and then sharing that with my players
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during the session. It really made the game more enjoyable, and more immersive
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than just a standard voice-and-video call.
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The community for the MapTool suite has built a lot of tokens, tile sets, and
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additional assets to really explore and build _exactly_ what you want. I
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certainly made good use of CSP's Dungeon Geomorphs (available for free directly
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within MapTools, and made by [Kristian
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Richards](https://www.crookedstaff.co.uk/)), [Devin
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Night's](https://immortalnights.com/tokensite/) tokens (some of which are
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available for free, but are well worth the price) and Torstan's Markers and
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Objects (also available directly within MapTools). I'm not sure if the campaign
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will load without those enabled, but for anyone interested, you can find a link
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to the campaign maps for this adventure [here (click to download)](
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{{ site.url }}/src/campaigns/crater_of_igrevor.cmpgn).
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### 100 Days
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I'm writing this post as part of [#100DaysToOffload](https://100daystooffload),
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an initiative to inspire writing habits. Perhaps you could do the same.
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### Sources
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|----|
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|[MapTools](https://www.rptools.net/toolbox/maptool/)|
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src/campaigns/crater_of_igrevor.cmpgn
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