Adventures in post-apocalyptic worlds can be a lot like adventures in a medieval fantasy- you can wander the earth, run into monsters and bandits, and towns in need of help. However, your seting is generally quite different, and societies are changed in the way that they react to things. Here are some quick adventure hooks which you can use for a post-apocalyptic setting, with a nod to the Fallout universe, which a friend of mine is using for running a game at the moment.
1. The Way- A couple has gone missing from their home where their adult children lived with them- their things are gone, and they seem to have just packed and left before dawn. They might have headed off to a local market some miles away, but no-one there has seen them, and some of their things are found at the side of the road, days later and leagues away. Have they fallen prey to bandits? Why would they have gone so far? 2. Crossroad Blues- A traveller urgently needs to reach another town to save the life of their friend, and time is running short. They have stopped at a crossroad, begging any passers-by for help. What is it that is so urgent about their journey? What is threatening their friend? 3. Stormy Weather- The weather conditions locally have worsened, and the moods of people locally are growing worse. People are growing short-tempered with one another, and even friends are grating on one another. Is it just the weather, or has something awful from Before been stirred up by the storms, mutating minds and bodies alike? 4. Red Sails In The Sunset- Raiders are travelling using some form of wind-powered land vessels, and spying their red sails on the horizon stirs fear in the heart of people. How is it that they're travelling so swiftly, and can anyone else use these devices? 5. In A Shanty In An Old Shanty Town- A young person is desperate to escape their family to reach their distant lover, who dwells in a very scrappy area of town. Their family wants them to stay safe and healthy, and is willing to pay money to strangers to shepherd them home, or at least keep them protected. 6. Summertime- The stinking heat of summer has brought wild beasts out of the wastes, looking for plentiful food sources. The living has been easy for a little while, and people's defenses have been lowered, and urgent action will be needed to protect a town, including a newborn which can't be quieted. 7. Thanks For The Memory- A memory-harvesting machine has been built, able to record and relive memories from people willing to undergo the procedure. The owner asks for help to find interesting individuals with memories that could be entertaining for others to relive- adventurers, rulers, entertainers. 8. Tumbling Tumbleweeds- A desolate area seems to be inhabited only by dust and tumbleweeds blowing in the wind. However, local rumour says that the vast fenced-off area contains a few old military robots, and some curious warehouses at its centre, but with miles of wasteland to cross, it may be too much danger to risk for the little possibility of reward. Also posted on Game Masters Stash on 15 June 2021. While Dragons are literally THE titular monster of Dungeons and Dragons, they can sometimes make it a bit tricky to involve them. Here are a few small adventure hooks you can use to bring a dragon into your adventures:
1- Patron. A dragon looks after a particular geographical area (it might be out of enerosity, or it might be a protection racket) in exchange for something valuable- cattle, tithing of gold, or human sacrifices (perhaps it takes them to be servants, taking inventory of its treasure hoard, polishing its scales, or even running the administration of its empire). For whatever reason, the village is unable to pay its price, and asks the PCs to intercede for them. Maybe they're bringing a different or substandard offering, or maybe they're trying to renegotiate the deal. Maybe the PCs aren't even aware that there is a deal... 2- Tyrant. A dragon imposes its will on the nearby area by force. It's powerful and dangerous, and the bones of would-be heroes adorn the scorched fields near its lair. Those who would win glory and renown would do well to end this dragon's reign of terror. 3- Vicious Beast. A dragon has been wounded by something which has lodged within it. This might be a poisoned thorn, the axe of a would-be killer, or something it has eaten. Whatever the injury, this has driven the dragon into a rage, despoiling the area. A reward is offered for bringing peace to the region again. 4- Territorial conflict. Some kind of dragon lives in the region, and has an uneasy peace with the humanoid that live there. However, a younger, but more powerful dragon is looking for territory nearby and is trying to drive the first dragon away. If you can make things uncomfortable for the new dragon, it might seek a lair elsewhere. 5- Undercover Boss. A dragon lives peacefully in shapehanged humanoid form, pretending to be a simple noble or perhaps a sorcerer. When someone discovers the dragon's identity, they call in professional dragon-slayers (perhaps including the PCs) and try to win themselves a hoard and a name. If the dragon is good-aligned, it may even seek out some of the slayers to neutralize or recruit them against its foes. 6- Power Vacuum. The death of an ancient dragon causes a 'gold rush' of sorts, with various adventuring parties, wizards, and even nations sending caravans to claim part of the dragon's hoard. Whether the dragon's descendants (perhaps including Dragonborn or Half-Dragons) agree to this is irrelevant. Perhaps the dragon even had a Will instructing what should be granted to each of its many descendants. Also posted on Game Masters Stash on 22 May 2021. A Symbol spell is an incredibly powerful spell which can be inscribed on a surface to inflict a variety of effects, from outright death to fear, insanity, or sleep for everyone close enough to see it. An option as a unique magical effect could be to feature a spellcaster who has found a way to 'super-size' the effects of this spell, making it visible from a great distance in the sky, and affecting all those who gaze upon it (the 'drone QR code in the sky' from not too long ago comes to mind).
Imagine a blazing symbol so bright and so gigantic that everyone who can comprehend it is instantly stunned by its power, or cursed into sleep. This could act as an impressively powerful defense against invaders, or a tool for subjugating the masses. Just surviving the sight of the grand symbol will be difficult, but then evading its baleful light and making your way to the enormous crystal maintaining its power (as an example) could be a dangerous feat. Perhaps the caster has even recruited blinded or unseeing monsters (like Grimlocks or Grimbrutes) as protection, which are able to navigate regardless of the grand symbol's effects. Also posted on Game Masters Stash on 21 May 2021. Lower-level adventures can be hard to write for- you don't want to have world-shaking or even kingdom-threatening threats, but you want players to feel like their actions have meaning and importance. Here are a few quick hooks which you can use to populate a bounty board, or offer to your players if they're looking for work.
1 - Bandits have been attacking travellers on the Western Road. They seem to have attacked multiple caravans at once, and are clearly more than just a single, disorganized band. 500 gold pieces have been offered for bringing their leader in alive, and ending the threat. 2 - A Manticore has been preying on sheep from the town of Redhill, and has taken over a dozen from shepherds' flocks this month. A purse of 300 gold coins to anyone who brings in its head. 3 - A thief took the armour from the body of Father Adwun, a priest who fell in battle recently. 100 gold for returning the armour, double that if the thief is brought to justice as well. 4 - Sir Agraine, a knight of the crown, has gone missing while on quest to find an ancient banner of the kingdom. A gold coin for words of his location, a hundred gold coins for finding his body, another fifty if he lives. 5 - A pair of thieves have been deceiving and stealing from nobles, taking valuable pieces of jewellery. One-tenth of the jewellery's value is the reward for returning each piece, and an extra hundred gold pieces for capturing the thieves. 6 - A family of vicious Bugbears, the Zarrunk clan, have long lived in the Photus Woods, setting terrible traps and ambushes for travellers. They are skilled trappers and survivalists, and experts at stalking their prey. In the ast twenty years, three major bands of hunters have gone after them, and only two survivors have returned, babbling of skulls staked into trees and grim warnings to those who would pursue them. A thousand gold pieces have been offered for burning their homes to the ground and exterminating the entire clan. Also posted on Game Masters Stash on 14 May 2021. Royal courts are filled to the brim with rumours, and any one might be lethal for people. Here are 6 you can use in a game, either as things that could spark off a quest, or ideas to overhear while at a ball.
1. The recent orders to expel refugees from the border may have had an ulterior motive- some say that spies have been trying to infiltrate disguised as pilgrims! 2. Lady Valotton appeared at the ball last week in a scandalous outfit spun out of Phase Spider web. It was magnificent until the entire dress all, er, ...phased out at once. 3. Someone's been hiring mercenaries out on the Eastern March recently- several companies have been hired in their entirety at once, and won't discuss details of the contracts. 4. The Seneschal has been glimpsed visiting a very doubtful tavern by the docks, twice a month like clockwork. He wears a long cloak with a hood, but how many 6'4" people wearing silver-filigreed cloaks do you know? 5. Some people say that the new flower patterns in the palace gardens have a hidden meaning. Some say they form arcane patterns of entrapment centred on the dungeons, while others say they show different words if you view them from a distance while bending your head to the correct angle. One thing's for certain- those new purple tulips have a fabulous colour! 6. Several of the serving-men in the palace have reported feeling watched while going about their business. It's been a generation since the spirit of the Whispering Lady was seen- perhaps she has returned? Also posted on Game Masters Stash on 8 May 2021. A ruler, or their servants, might have all sorts of jobs to pass on to eager adventurers. Here are a few different jobs your adventurers might be able to solve, for gold or glory. You can roll 1d6 or pick one (or more) from the list, whatever works for you:
1 - In his youth, the King was er... indiscreet. The youth he (ahem) sired is now of age and is setting out on an adventuring career, and the King would like to make sure that he's well-protected on his first expedition or two. [Complication:the adventuring party he's signed up with can clearly see his parentage, and they're angling to be well-rewarded] 2 - A chambermaid has been accused of thieving a noblewoman's jewelry, and although she swears innocence, her husband is known to hang around with a gang of street toughs. 3 - A young noble begs discreetly to be kidnapped from his marriage of dipplomacy- he wishes to run away to be with his true love, a dairymaid. However, an important alliance rests on this marriage. 4 - A noblewoman's cousin has been arrested for making indiscreet comments about the Duke's niece. Although the comments are true, they were hideously cruel about her appearance. The noblewoman begs for someone to intervene with the Duke regarding her cousin's sentencing. 5 - In a war between two families, the Stricher family siezed the Fridrich family's traditional war-sword as loot, and has paraded it for a generation. The Fridrich family want it stolen back without re-igniting the war. 6 - A border-dispute has raged for several generations between two counties- one county's charter says that their territory extends to the edge of a river, while the other's charter says that after a dam was erected twenty years ago, the river's course changed by twenty miles, and that the land should be theirs. Frustrations are escalating quickly, and the Duke would like an investigation performed quickly. Also posted on Game Masters Stash on 30 April 2021. Queen Mardyth, more properly titled Dowager Queen Mardytha I, is ruler of the kingdom she was born and grew up in, a renowned noble of proper birth and upbringing, and a widely-known murderess. She was chosen by the late King Reinwald as his wife, and on their first night of marriage, she most vilely slew him and took his crown. All of the kingdom breathed a sigh of relief that his tyrannical ways had finally been ended, and promptly sentenced her to life imprisonment as their new ruler.
Queen Mardyth is fair, kind, and everything her once-husband failed to be. She grieves for the loss of her potential, the ability to be anything but her people's queen, but is still joyous that King Reinwald's evil has been ended. Untangling the decades of neglect and wickedness which he wrought will take her even longer, but it is the task she set herself. However, the kingdom's coffers are nearly bare, squandered on many vile delights and wicked pasttimes for her husband. How you can use Queen Mardyth in your games: - Queen Mardyth makes an excellent semi-secret patron for a group of good-aligned adventurers. She seeks out people who have an interest in doing good, and although she cannot pay well, there may yet be rewards in the houses of downcast noble families or mercenary companies who served Reinwald. - PCs travelling throuh the kingdom ruled by Queen Mardyth may find it an unusual place, and her particular case a very odd one. Her enemies tell stories of a land ruled ruled by a vile murderer who slew a just king, and though she does not dispute the murder, those around her tell that the circumstances are very different. - Queen Mardyth is still young, and although she has no interest in continuing the crown's hereditary rule over her land, she would not mind finding love herself. A handsome face may catch her eye and perhaps even earn her favour, if they show compassion and a good heart. Also poste on Game Masters Stash on 23 April 2021. Urakidai is a mysterious being- some kind of local demigod and undead being, who collects and preserves mementos of the dead. It prefers skulls and bones, but relics of any living creature which has died are valued as tribute to it. It honours these gifts with continued good weather and good harvest, but can be easily offended if the creature has not truly died, or if the offering is 'unworthy' somehow, then refusing to co-operate for weeks of months at a time.
Those who would pass by its necropolis would do well to bring gifts, the more exotic the better. The tailbones of a manticore, the skull of a remorhaz, the teeth of a demilich- these things delight it and may even result in an exchange of gifts. Those who refuse to offer tribute, or who offer unworthy or insulting gifts, may draw its ire and a dreadful curse dooming their family. Although several adventuring missionaries have set out to destroy the creature, none have proved to be victorious, and their skulls now seem to adorn Urakidai's walls. How you can use Urakidai, Bone Antiquary in your games: - Merely passing through the creature's territory can be a frightening and dangerous affair: the necropolis is beset by mobs of ghouls, and although they are individually weak, their numbers can draw down even mighty attackers. They do seem to flee at the presence of Urakidai, however, so bringing some favour to offer is a very wise move. - Characters who hear tell or see sketches of this creature might feel it necessary to venture forth to destroy it, realizing little of its cultural importance and power. With statistics roughly equivalent to a Skull Lord, this mighty spirit will have little struggle in shrugging off attacks, and merely wishes for distance. If they press the attack, its curse might give them pause, although its phsical might is highly respectable. - Those who have knowledge of Urakidai's powers, especially its curse, might try to 'game' the system- a player character descended from the Big Bad Guy could level a curse upon them . The fallout might threaten other members of their family, whether they know their identity or not- which could lead to a whole new quest in lifting the curse before it finishes them! Also posted on Game Masters Stash on 10 April 2021. Stories in the city of Bhaengyl tell of the terrible Red Service at Sunset Chapel, a day that took the lives of hundreds of the faithful. When the screams stopped and the Beast of Bhaengyl fled into the night, and the doors were hauled open, the floor was awash with blood and torn viscera. Only a single member of the parish lived to tell the tale- a young acolyte named Rhyc. Blood-spattered and terrified, he shakily stammered out the terror of witnessing the Beast tear apart every member of the congregation, wolfing down bites in between savage attacks. The Beast was never found, and many years have passed. Now young Rhyc has become the deacon of Bhaengyl, and shepherds his flock in the very chapel that saw such desecration. He is welcoming to adventurers, and if they are doing works to protect the city, he is willing to offer healing for free.
One ancient woman of the town, however, accosts adventurers who come nearby. She tells the story from a different angle- she was a young woman at the time, late to chapel because she had been dallying with a farmhand. She missed the Red Service itself, but saw the Beast as it fled the scene, springing down from the steeple and bounding into an alley behind- where she saw it change form inexplicably into a young man. She tells the story because she wants those responsible for her parents' deaths brought to justice. How you can use the Red Service in your games: - Rhyc is some kind of Were-beast, and was responsible for the deaths of his parishioners years ago. This was his first transformation, and took him and others by surprise. Since then, he has learned to prey on animals or travelers outside the city when the time comes, laving him blameless. - Rhyc was a Were-beast, but through prayer and meditation, controls his beast-form, having claimed no more lives since the Red Service. He is truly contrite, and tries to live the most moral life he can to make up for the slaughter at this hands. If confronted, he admits his mistake in his teenage years, and asks them to consider whether his service can be balanced against the evil he once did. - Rhyc was only another victim of the Were-beast of Bhaengyl, and the true Beast is someone else from town, who has concealed their responsibility - a dwarven cooper named Deffyd. If he hears that an investigation into the Beast's identity has begun, he may try to silence witnesses, starting with the old lady, Myrdia, and moving on to the PCs. Also posted on Game Masters Stash on 3 April 2021. And here we are- the culmination of seven months' work and over 30,000 words written so far on the Sorcerer-Kingmaker adventure path conversion. My many thanks to Clinton Boomer for inspiring this conversion, and to the original authors of these adventures (respectively: Tim Hitchcock, Rob McCreary, Greg A. Vaughan, Neil Spicer, Jason Nelson, and Richard Pett, as well as Paizo's creative director James Jacobs).
By this point, the PCs will have confronted Nyrissa, for good or ill, and the dice have fallen. All that remains is the outcome. If Nyrissa triumphs, the Tablelands might be swept away by the growth of the Blooms and the growth of the First World erupting into the Burnt World- unless others stop her. Perhaps some of the remaining Sorcerer-Kings unite to stop her, perhaps Borys or Dregoth is forced to step in. Such a titanic struggle will undoubedly change the recognizable face of Athas. Hopefully more likely, the PCs have cast down Nyrissa, ending her ancient life and the threat to their homeland. The High Folly begins to violently crumble as a Storm of Vengeance erupts from her body, maintained by her supernatural psionic power until it rages itself out of existence. The First World immediately becomes coterminous with the forest of Thousandbreaths, and is likely destroyed immediately by the terrible devastation unleashed. The threat to the Tablelands is ended, but something of ancient beauty has been lost forever. With the Blooms finished and the threat done away with, all of the PCs' settlement's Economy, Loyalty, and Stability scores are restored, and are increased by +4 each. In addition, exposure to the First World's energies infuse the PCs who survive- depending on their skills and class levels, they may be eligible to become Advanced Beings or gather enormous armies in their service. But this doesn't have to be the end, if you don't want it to be. The original adventure path included some further hooks in case you want to continue, and I'll quickly cover adaptations of those below. Fury of the First Age After a period of some years of relative peace, the PCs find a mysterious creature upon their doorstep- a figure of terrifying power and inhuman might. This figure is Maghd, Nyrissa's first Champion and a Cleric who has completed his transformation into an elemental being. He reveals his mission to exact answers from the PCs, and to atone for the destruction which Nyrissa's death has set in place. The First World was tied to Athas in incomprehensible metaphysical ways, and its destruction is hastening Athas' own doom. Only by seeking out and restoring these ties, linked to incredibly powerful elemental beings (such as ancient Drakes) and fabulous and distant locations, can this doom be ceased. Return of the Warbringer If the events of the Prism Pentad have not occurred in your world, you could steal the core plot from these wholesale, and have the First Sorcerer begin to return from his exile in The Black. You could even use this in your own fashion, having his bindings falter more softly and restoring him in mortal form. For years, the Warbringer might wander the Burnt Lands, taking up his ancient tradition of teaching Preserver magic to the people. If he keeps his head down long enough, he could avoid coming to the attention of the Sorcerer-Kings for a long time, but might come as a nameless visitor to the PCs' settlement, searching for those unconnected to his past life as allies. The Great Dictator of Balic Finally threatened into action by witnessing the PCs' heroics, Dictator Andropinis of Balic musters his forces in a war that will shake the Tablelands, leaving the War of the Silt Princes as nothing but a fond memory of past glory. The full might of a Sorcerer-King and nascent Dragon will descend on the PCs, calling in every favour and treaty owed to him, leaving them beset on all sides and even facing political pressure from their original home in Tyr. Into the Unknown The Southern Wastes, which border the PCs' settlement, are a seemingly never-ending sandy waste, of which fanciful tales are told- forests of stone pillars as far as the eye can see, rivers of fire, oceans of salt, plains of smoking ash, and maze-like wind-carved canyons. Somewhere in its depths is a ruin named Hask-Ultharan, the "Cairn of Many Torments", where something ancient and wicked stirs to life. It has been awakened by the magic of the Lens of Abaddon, and now the race of Giants rises to power once more. Fall of the Iron Storm Out of the Tyr-storms that plague the Tablelands sweep a new threat, endangering cities old and new. Rulers from the Mountains of the Sun have long kept spies in the Tablelands, and they have reported on the changes happening. Now the warlords Angdrathus and Coclavlis the Iron Mage have chosen their time, and compete for land and lives to take as their own. Their troops are armoured and equipped in a manner unknown to most Athasians, and they travel on steeds that can traverse the Tyr-Storms unharmed, giving them unmatched mobility and power. The Outlaw Council With the solidification of their realm, the PCs receive an invitation to the ruined city of Celik, there to meet with a council of independent landholders. But do these lawless lords actually seek to invite them as peers, or to ambush them to sieze what they have held? How could mere bandit-lords hope to compete with such mighty heroes, or do they have some unexpected power up their sleeves? Are they even human, or could the Psurlon empire beneath the earth have infiltrated its insidious agents into even the PCs' own settlements? And so, thank you to everyone who has read this far. I hope you've enjoyed it all - if you'd like links to download the collated books, they're here. If you have any suggestions or feedback, please let me know! Also posted on Game Masters Stash on 2 April 2021. In a remote, forsaken place of the world, it is said that there is a place where the borders of reality are thin, where a portal leading to another realm can be found, and that a secretive group of blasphemous monks guard it. If the correct offerings are brought to them, it is said that one can cross over into another world, one where reality's rules no longer apply, where one cannot be constrained any longer. This place, the site of the Forbidden Portal, leads to the alien shores of the Far Realm- and to the monsters that dwell in such a place.
How you can use the Forbidden Portal in your games: - The Forbidden Portal is such a place that might lead crusading souls to halt a villain breaching the veils of reality forever, journeying through and perhaps bringing back some being that does not belong. - Perhaps a player who serves one of the Great Old Ones may feel a pull to the Portal. This may be something that empowers them, or a betrayal which will steal their power. - Even those who do not serve the Great Old Ones might feel a need to consult the denizens of the profane monastery that watches over the portal. Their knowledge may be necessary for some quest, but dealing with their strange requests may push the friendship a little. Also posted on Game Masters Stash on 31 March 2021. Inspired by the burtality, the might, the inherent rejection of order that titans represent, some deranged mortals build shrines to their magnificence. These mortals may recover pieces of their bodies, grind them up, eat their flesh to gain their power, and do whatever it takes to gain the might they think they deserve. These mortals often transform into monsters themselves, becoming warped by the primal energies of the beasts they serve.
This may be a way to explain all the 'wierd monsters' that exist in your world- if some kind of Tarrasque-like abominations are the end-state of such monsters, this can also assist with giving your villains a way to 'level up' into stronger forms as they continue to develop. Perhaps these effects start off small for mere cultists- twin irises within their eyes, flesh growths, or other concealable signs- but then grow as they ingest or absorb more of the Titan's energy. Also posted on Game Masters Stash on 27 March 2021. In times long past, a great danger threatened, and a brave band of heroes united to forestall its advance. At a time-honoured arch of rock, they made their stand, and there each of them fell in turn. History does not record the danger they faced, nor the results of their campaign. However, the heroes somehow remained, their spirits bound by the enduring oaths they swore to one another. They stand as silent sentinels, ghostly guardians warding the rock and one another against foes who have long since ceased.
How you can use the Final Watch in your games: - Some secret of the Final Watch might aid the players in a more modern quest - finding a lost artifact, the weakness of an ancient foe, the location of a forgotten place. Trying to commune with the spirits to learn the secret might awaken other foes, too. - If the ancient enemy that slew the heroes rises again, the rock arch is still a valuable tactical position, a place where a military advance can be stalled. Trying to defend its location against the same foes might stir the spirits to ultimately fulfil their oaths. This can be a crowning moment of glory for your players, standing among heroes whose names and deeds they know. - If the ancient war has ceased, the people who the heroes struggled against may have peacefully integrated into the local society. These spirits may not understand the amount of time that has passed, and their vengeance upon the unsuspecting descendants of their killers might be unpredictable. Perhaps these ghosts only arise on a full moon, or the anniversary of their deaths. Also posted on Game Masters Stash on 21 March 2021. This chapter of the final book of the Sorcerer-Kingmaker adventure path conversion takes your PCs into the First World, the faery-dimension in which Nyrissa has been imprisoned for millennia. It is a place of wondrous and growth, a sky of perfect cerulean blue, and the most pure air which any of them have ever breathed, filling them with elation and joy. It is also a place of treacherous druidic magic and psionic enchantment.
Using the trophies from Nyrissa's blooms allow the PCs to travel from the rooftop of the Tower of Thorns, deep within Thousandbreaths, into the prison dimension of the First World. The portal opens silently, like a curtain being drawn aside in a ring around them, revealing the breathtaking azure skies. Breathing the air brings a feeling of life and joy. The soil underfoot is warm and moist. The water shimmers like diamond and tastes purer than any water they've ever tasted. Even fire burns clear and hot in the oxygen-enhanced environment. However, breathing the volatile atmosphere for too long overwhelms mortal systems, leaving any of the First Races (dwarves, elves, halflings or humans, and any races who are descended from them) taking 1 level of Exhaustion. Within the thick jungle can be heard constant disembodied voices constantly calling, whispering, and crying out. Anyone sleeping within The First World are subjected to the True Dreams of the Nightmare Rook, and have disadvantage on saving throws against its effects, if it still lives. Exploring the thick and alien landscape might take multiple trips, for the First World is a vast place with many fantastical locations. Each of the trophies gained from Nyrissa's blooms is linked to a Glade within the First World, and while carrying this trophy, a creature immediately gains Inspiration on entering the linked Glade, and regains it at the start of each of their turns. List of Locations A. The Tower of Thorns. The Tower of Thorns exists in both dimensions, and stands empty unless it has been inhabited since dealing with Irovetus. When Briar is brought here the first time, it sends out a pulse of energy, and sprouts tiny quick-growing leaves along its shaft, but leaving the point clean. Its enchantment increases, and any critical hit with the weapon inflicts an additional 14 piercing damage. B. Glade of the Whirling Shore. This glade contains a vast lake of dark water ringed by enormous hills of thick vegetation, with black-scaled fish easily the size of a Kank swimming beneath the lake's surface. If hunted, these are harmless and surprisingly tasty, with very moist flesh. However, the true threat is the four gigantic Shambling Mounds which lurch to life and try to draw foes in to engulf them. If the elementals of the Whirling Lake bloom have not been dealt with, they are also present here. Linked trophy: The quartz fish. C. Glade of the World Tree. This glade rings a gigantic tree dwarfing that of the Fourth Bloom- stretching farther than the eye can possibly see upwards, and seemingly a mile or more in diameter.. Within the cavernous twists of the tree's roots can be found a winding passage leading inwards to the heart of the tree. Its flesh is warm and damp. In the heart of the tree can be found a chasmlike chamber, oozing dark sap, and a sliver of the tree is missing. The amber-coloured sap functions as a series of huge Black Puddings, their acid dissolving stone and metal but leaving wood fibres untouched. If Briar is touched to the space of the missing sliver, it visibly strengthens, increasing its enchantment to +3. If the treants protecting the Tree of Death bloom have not been dealt with, they also appear here as saplings springing from the flesh of the colossal tree itself. Linked trophy: Heartwood from the Death Tree. D. Glade of the Nightmare Spire. A mile-wide glade surrounds a tower of glossy black obsidian, upon which stretches the terrifying Nightmare Rook. A starry expanse can be glimpsed through the utter darkness of its wings, and it easily spies any who approach it. If any creature approaches within one hundred feet of the tower, it swoops and attacks. The Nightmare Rook is a Roc of double normal size and hit points, with tremendous psionic power and the ability to use the Id Insinuation psionic attack as a legendary action. If the Nights of Dread bloom has not been dealt with, the Nightmare Rook is also blinking constantly. Linked trophy: The Nightmare Rook's feather. E. Glade of the Fruiting Orchard. A wall of simple mud bricks, thirty feet high, protects a glad of luscious plants with giant, sweet-smellin pods hanging from their branches. These pods each hold a human-sized Mandragora blight, and there are likely thousands growing here. If any are slain, they assemble and grow together into a vast and gigantic Mandragoric Titan, sixty feet tall. They wail constantly, threatening swift death on any who can hear them. If the Mandragora swarms of the second bloom have not been dealt with, some of these are present as well, attacking underfoot and joining themselves to the Titan to heal its damage. Linked trophy: The dead Mandragora. F. The Glade of the Shunned Falls. This glade was formed as part of the original prison dimension, and is guarded by a floating and withered head- a defiling Demilich named Arishat, once Rajaat's apprentice and a failed Champion. Although wicked, Arishat hungers for knowledge and is willing to converse and perhaps offer a brief respite. He might, however, be tempted to attempt to energy drain a sleeping target who he thinks may not be missed. This glade does not generate a bloom, and has no linked trophy. G. Glade of the Mire. This glade opens onto a watery swamp perhaps a mile across. The mud swarms with handfuls of violet-coloured worms of normal size, as well as a further trio of Purple Worms which burrow and pounce on any living creature approaching. If the Rise of the Mireworms bloom was not dealt with, there are an additional trio of purple worms here, although only about three will be above-ground during any round. Linked trophy: Knotted handful of violet worms. H. Glade of the Knurly Palace. This glade surrounds a tumbled and run-down palace of marble in ancient styling, overgrown with gigantic brambles. Although there are easily a dozen more Yellow Musk Giant Zombies wandering the ruins and idly tending the Yellow Musk Creeper pods, they do not immediately attack, and generally ignore intruders. An odd musical humming can be heard deeper within the ruin, though- the Knurly Witch, once a Pyreen who served as Nyrissa's friend and confidante, but has become warped and joined with the Yellow Musk itself. She has become one with the spores themselves, and although some traces of her mind remain and she can give a little information about Nyrissa, she will eventually turn on them and bring down all of the zombies upon them at once. If the Knurly Briars bloom has not been defeated, there are an additional dozen zombies present. Linked trophy: Yellow musk creeper pod. I. Expanse of the Hatori. This glade borders a trackless desert that reaches the horizon. This was the home of the Great Hatori. The sand churns with activity as a trio of 'lesser' Hatori, each fifty feet long themselves, approach across the desert. The brood of the Great Hatori hunger for the flesh of mortal creatures, and launch at anyone approaching. If the Great Hatori was not defeated, it joins in the second round, erupting from the sand and shouldering its brood aside. Linked trophy: Eye of the Great Hatori. J. Glade of the High Folly. A great glade surrounds the shining white tower in which Nyrissa lives, built with alien architecture and ringed by a moat several hundred feet wide, filled with deep, dark water. Around the tower wheels the tremendous form of a Water Drake, Ilthuliak, flying with its psionic power to watch the nearby area. If The War of the High Folly has not yet taken place or been defeated, the glade is filled with Nyrissa's army, making it nearly impassable. The tower gardens filled with tumbled-down white stone ruins, overgrown with partly-tended gardens, and lead to a causeway dropping away into dark water below. The drake Ilthuliak holds vast hatred for humanoid races, and gives no quarter to intruders, attacking as people cross the causeway towards the tower. The archway is lined by a pair of double-life-size statues of Nyrissa, one holding a spear that is the twin to Briar, the other holding an elegantly-wrought staff. The doors open at the touch of any sentient creature. Linked trophy: Obsidian sand. Return next week for exploration of Nyrissa's tower! Also posted on Game Masters Stash on 5 March 2021. The first chapter of the final book of the Sorcerer-Kingmaker adventure path conversion deals with Nyrissa's plan to sweep the Tablelands, and then all of Athas, clear of humanoid life. Unlike the other adventures, this book begins taking place on a set timeframe- each of the blooms begins as a patch of fertile land and a spring of water bubbling forth, rapidly expanding in size until it swiftly becomes an expanse of virulent and hostile nature, miles in diameter. Once dealt with, each bloom leaves a trophy which can be used to force entry to the First World.
First Bloom (day 1): The Whirling Lake. The first bloom appears as a rapid churning and expansion of an oasis or lake somewhere within the PCs' settlements. Initially, this seems to be a miracle bringing elemental life to the burnt land, but the water expands at the rate of tens of feet per minute, swiftly turning to muddy filth and overwhelming buildings which were never intended to withstand a flood. The water is infected with Sight Rot, and all of those who drink from it begin bleeding from the eyes until their eyes eventually rot away (Constitution saving throw DC 15 to resist). Within the centre of the lake are a quartet of Greater Water Elementals, which slow their churn and will defend the area if anyone approaches. Each takes the form of an inky-black fish, the understanding of which may be lost on residents of Athas. If all four of the elementals are slain, the water shoots up as a great geyser, hundreds of feet in the air, and then drains away naturally, leaving a morass of mud and silt. Trophy: A smoky-black quartz fish, about two feet long and weighing forty pounds. Second Bloom (day 8): The Shrieking Children. The second bloom appears in the Narlmarches or in Thousand Breaths forest, (or in the forest of the Sootstripe halflings, if you prefer a closer threat). Thousands of living vines (mobs of Blights) animate themselves and walk the land, killing and imprisoning any humanoids they come across. In addition, Mandragora Blights emerge as a more threatening version, attacking towns with their psychic screams, with the power of a banshee's wail attack. The swarms of Mandragora Blights are highly dangerous, even to well-equipped adventurers, but vanquishing two of them at the fungal heart of the bloom will cause it to crumble and die rapidly. Trophy: A dead Mandragora. The Unseen Threat (day 9): Sensing that her plans have been interfered with already by the PCs, Nyrissa unleashes a band of merciless hunters, squeezing them out from the portal from the Tower of Thorns- a dozen Invisible Stalkers, with instructions to hunt, and kill, each of the PCs. They journey tirelessly across the land at a flying speed of 5-10 miles per hour, unerringly making their way towards their prey, and ambush them when they have an opportunity. If they slay the PC who carries Briar, they take it and flee immediately, heading back to the Tower of Thorns as fast as they can. Third Bloom (day 12): Nights of Dread. This bloom manifests in the most densely-populated place on your campaign map- either Balic, or the PCs' home town (whichever will be more meaningful to your players). The inhabitants begin to be plagued by terrifying and disturbing dreams, and within a day or two, begin dying in horrifying ways, leaving their bodies eviscerated. This is the doing of the Nightmare Rook, an immensely powerful psionic creation which can force biofeedback on those who sleep. Confronting the Nightmare Rook might require a specific trance or consulting with a psionic master who can bring all of the party into someone's dreaming state. A variety of nightmare creatures will confront any brave dreamers (use the Quori statistics from Eberron: Rising from the Last War, if you have it) before the Nightmare Rook itself confronts them, a vast and sky-blotting birdlike shape of infinite blackness, peppered with the light of dying stars from beneath its wings. A vast feat of willpower is required to drive it away, waking everyone instantly. Trophy: A feather from the Nightmare Rook's wing, clutched in someone's hand. Fourth Bloom (day 16): The Tree of Death. This bloom grows from any tree in the lands, swiftly becoming a towering tree hundreds of feet in height and nearly fifty feet in diameter. Its roots writhe and crush structures nearby, and any water dries up rapidly as it absorbs any moisture in the area. Other trees begin to sprout around it, and grow almost as rapidly. Luckily the entire tree need not be destroyed, but enough of its roots must be severed or the trunk cut through. A spellcaster who chooses to Defile in this region treats everything within a mile of the tree as lush terrain. Once the tree is felled, it rots rapidly, and the water table slowly restores to its normal level. In the vicinity are a half-dozen Treants, which protect the trunk with their lives. Trophy: A scrap of heartwood from the colossal tree, which oozes sap. Fifth Bloom (day 17): The Knurly Briars. This bloom manifests anywhere in Hills or Plains, transforming into a vast area of briars scores of feet tall and round, like a vast, primeval forest. Their spikes are sharp enough to pierce mekillot hide, and shred humanoids with ease. Within the growth of toxic-green briars can be seen some gigantic figures stalking effortlessly through the briars. Reaching the heart of the bloom will require battling through several Plains Giants which have become Yellow Musk Zombies, and then confronting the colossal Yellow Musk Creeper, defended by yet more of the zombies. On slaying the Creeper, the briars begin to wither. Trophy: A seed pod from the Yellow Musk Creeper. Sixth Bloom (day 22): Rise of the Mireworms. This bloom manifests in the Hooktongue Slough, where wriggling violet worms infest the mud and drag down any creatures slow enough not to escape them. Some grow to truly enormous size, and become a trio of Purple Worms which attack through the muddy mire. The worms continue to grow, and the mud must be excavated to a depth of around ten feet, finding the writhing knot of worms from which they seem to be spilling. Trophy: The knot of worms, about the size of a man's fist. Seventh Bloom (day 25): Old Man of the Desert. This bloom manifests as a colossal heaving of sand out in the desert, which might be witnessed by traders or travellers, but might just as likely go unnoticed. However, tales swiftly begin to be told of a mountain range that is there one minute and gone the next, or of isolated settlements which have vanished, buildings and all, into the sand. The truth is that a truly enormous Hatori, over two hundred feet long, has emerged from the First World and cruises the sandy wastes without equal or fear. This beast is all but unstoppable, and able to demolish entire infantry companies in moments. If slain, one of its eyes falls to the ground as its body begins to decay, an uncut green gemstone the size of a human's torso. Trophy: The Hatori's eye gemstone. Eighth Bloom (day 26): War of the High Folly. The final bloom manifests not far from the PCs' capital city, unleashing a horde of First World soldiers upon their defenses. This will involve a large mass combat, defending the walls from murderous beasts, giants wielding bizarre life-shaped weapons and armour, blood-drinking plants, and even more strange things. In the distance, a white marble tower can be seen against the insanely blue sky of the First World, with a vast winged, reptilian figure flying lazy circles around it. This attack is disorganized and poorly-arranged, each 'group' of combatants powerful but varied, and with no strong leadership or battle-plan. Nyrissa's minions are not grouped in ways that make their talents or powers synergistic, and sometimes even confuse one another with their attacks. This battle will be desperate, and the PCs should be hard-pressed but on their home ground. Fighting off the attack and pressing forward to the heart of the bloom means the PCs can close the portal, leaving all of the vegetation gone, and a 100-foot radius of shining black obsidian sand. Trophy: A handful of obsidian sand. Ninth Bloom (day 28): Cataclysm Beast. Nyrissa's last and most deadly minion is a creature which she has painstakingly life-shaped for centuries, hoping that such an avenue would never be needed. On the day of this final event, although no clouds are to be seen in the sky, peals of thunder rumble across the Tablelands every ten minutes or so, like a Tyr-storm is above. From dusk, these become even more frequent, and with a flash of green light and a final ear-splitting crash, a rent from the First World tears open at the site of the eighth bloom. What emerges is a monster unlike Athas has seen before- what would be termed a kaiju in other planes of existence. This creature is imbued with the resilience of an earth drake, the might of a Nightmare beast, and the bio-engineered powers conferred by life-shaping. The cataclysm beast is around fifty feet tall and seventy feet long, with glowing bioluminescent lines and spots on its hide that glow as its taps into its powers. The beast is enormous, and moves with slow but inexorable power. It makes a beeline for the city walls and immediately begins wreaking havoc, impervious to all but the most powerful weapons. If it can be felled, it begins to fall apart into separate pieces, decaying rapidly until its glowing heart is all that remains, nearly as big as a half-giant. Trophy: The Cataclysm Beast's heart. CATACLYSM BEAST Gargantuan monstrosity (titan), unaligned Armour Class 21 (natural armour) Hit Points 450 (25d20 + 175) Speed 40ft. Str 25 (+7); Dex 9 (-1); Con 25 (+7); Int 3 (-4); Wis 11 (+0);Cha 1 (+0) Saving Throws Dexterity +6, Constitution +14, Intelligence +2 Damage Immunities Lightning, poison; Bludgeoning, piercing, and slashing from non-steel attacks Damage Resistances Psychic, fire, force Condition Immunities Charmed, frightened, paralyzed Senses Blindsight 10ft., passive Perception 10 Languages - Challenge 21 (33,000 XP) Forged in Lightning. When the cataclysm beast would take damage from a lightning effect, it is healed half the amount of damage it would take instead. Legendary Resistance (2/day). If the cataclysm beast fails a saving throw, it can choose to succeed instead. Magic Resistance. The cataclysm beast has advantage on saving throws against spells and other magical effects. Prismatic Reflection. Any time the cataclysm beast is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, it has a 50% chance to be unaffected, as the effect simple reflects harmlessly from its hide. Siege Monster. The cataclysm beast deals double damage to objects and structures. Actions Multiattack. The cataclysm beast uses its Frightful Presence, then attacks with either two claws or its bite and its tail. It may alternately use its Frightful Presence, and then make tail attacks against up to three targets who are adjacent to one another. Bite. Melee weapon attack: +13 to hit, reach 10ft., one target. Hit: 30 (3d12+7) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the cataclysm beast can't bite another target. Claw. Melee weapon attack: +13 to hit, reach 10ft., one target. Hit: 21 (3d8+7) slashing damage. Tail. Melee weapon attack: +13 ro hit, reach 20ft., one target. Hit: 21 (4d6+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. Frightful Presence. Each creature within 100 feet of the cataclysm beast and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Cataclysm Beast is in line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cataclysm beast's Frightful Presence for the next 24 hours. Charge. The cataclysm beast's bioluminescent marks begin to glow brightly, and it can move up to half its speed. On its next turn, it can use its Ultrablast action. Ultrablast. The cataclysm beast cannot use this ability unless it has used the charge action in the previous turn. The cataclysm beast emits a line 100 feet long and 10 feet wide from its chest. Each creature in the line must make a Dexterity saving throw (DC 21). A creature takes 35 (10d6) lightning damage and 35 (10d6) force damage on a failed save, or half as much damage on a successful one. Legendary Actions The cataclysm beast can take 2 legendary actions, choosing from the options below. Only one legendary action option can be chosen at a time, and only at the end of another creature's turn. The cataclysm beast regains spent legendary actions at the start of its turn. Attack. The cataclysm beast makes one claw attack or bite attack, or one tail attack. Move. The cataclysm beast moves up to half its speed, demolishing any buildings in its way and turning them into difficult terrain. With her month of terror ended, Nyrissa will again try to breah the planar barriers from the First World, with a 10% chance of success per bloom which hasn't been shut down. If she fails, she will not be able to attempt such a feat for another year, while the PCs are equipped with the trophies they can use to open the portal from their side. Tune in next week for details on exploring the First World! Also posted on Game Masters Stash on 26 February 2021. This is the third chapter of Book 5 of the Sorcerer-Kingmaker conversion for Pathfinder's adventure path, detailing the Gelebon Highlands, through which the War of the Silt Princes will rage, and the PCs will have a chance to explore in their travels.
Exploring the Gelebon Highlands A. Mekillot Graveyard: Along the northern slopes of the Branthlend Mountains, the sandy hills of Gelebon stretch out to the north and the east, becoming progressively drier and craggier as one travels. All manner of strange creatures dwell in these regions, but here along the northeastern edge of the Gelebon Highlands, the primary denizens are vast, roaming herds of Mekillots. At this specific point is an immense box canyon which creates a straneg gathering place for the wandering Mekllots who sense that their time is coming. This has been a graveyard for their kind for thousands of years, and the floor of the canyon is littered with crushed remnants of their shells. This particular graveyard, however, is watched over by an incredibly old mekillot that was Awakened by a druid decades ago. It calls itself Hillstomper, and is a weathered and ancient creature with fresh scars. If the PCs give it the chance, it communicates telepathically with them, explaining that it guards this graveyard, and has been driven out by a big creature from beneath the sand (a Sand Vortex), which is is devouring the remains of his kind. In the gullet of the Sand Vortex can be found a variety of treasure, including some magical and psionic gear. B. Steam Grotto: This area contains several dozen sulphuous-smelling holes and unwholesome springs dot the hills in this area, most containing active geysers that spurt boiling water and steam hundreds of feet in the air, mostly evaporating before any of it lands. This is a dangerous region that can strip the skin from an unlucky or unwary creature in moments. C. Mount Branthlend: This mountain, just short of a mile high, is the tallest peak in all of the Stolen Lands, and is a knob-like pinnacle of white stone. Local legend tells that the peak was scoured of life and vegetation by a powerful defiler atop its crown, hundreds of years ago. D. Whiterose: This area is detailed in Part 4. E. Ilthuliak's Lair: The Whisper River plummets over a 900-foot cliff into the side of a 150-foot deep tarn, surrounded by a 2-mile radius of tangled vines and densely vegetated swamp. The skull of a gigantic Silt Wyrm can be found impaled upon a shattered log overlooking the cliff, a bizarre warning from the previous inhabitant- Ilthuliak, a water drake. Having been won over by the mad Pyreen Nyrissa, Ilthuliak has retreated into the First World with his treasures, and no longer haunts this region. F. Hungerdark: At the dark edge of Thousand Voices, a dark cleft cuts up the face of the mountains, almost as if a titanic axe struck the 500-foot tall cliff here. A brackish pool of water collects in the deepest recesses of this cavern, but few animals approach within miles of this region, for Hunderdark is far from abandoned. An immense wyvern, a matriarch of her kind, has laired in Hungerdark for over two centuries. Known by the regional tribes as Minognos-Ushad ("Eater of armies"), the wyvern has survived countless attempts to slay her and has more than earned her name from the countless warlords she has consumed. G. Tower of Thorns (Hidden): One of the most notorious ruins in Thousand Voices looms among the tangled underbrush and twisted trees here- the infamous Tower of Thorns. This strange structure phases in and out of the Elemental Planes, and is currently out of phase with the Material world. H. Ilora's Camp: A former gladiator by the name of Ilora and a band of bandits who call themselves the Dust Blades make their home on the shores of the Silt Sea here. There are some parallels to the Sun King, of Stolen Land, but Ilora and her people are exiled natives of Altaruk, making them potential allies in the war, if the PCs can win her over by staged combat or promises of revenge or power. I. Shell Riders: A large tribe of Desert Giants has dwelt in the southern Gelebon Highlands for decades. A constant thorn in the sides of both Balic and the regional tribes' sides, these giants are notable for their bond with a large herd of mekillots they've trained as mounts. They are curently led by a psionically-powerful chief named Kob Moleg, from whom High Praetor Irovetus recently managed to secure the Shell Riders' allegiance with a combination of gold, silver-tongued promises, and magic. He's ordered them to wait until he gives the command to ride into the PCs' home area, but the giants are growing impatient and unruly with the wait. J. The Balic Horde: The barbarian tribes of the Gelebon Highlands have been welded into a unified fighting force under High Praetor Irovetus' manipulation and bribery. If Armag was slain in the previous adventure, these tribes are fractious and only allied by the threat of Balic's might being focused on them, however if he survived, they are united under his leadership and a truly terrifying force. K. Littletown: This town of farmers and vintners was used as 'currency' by Irovetus to pay off the wyvern riders. They were allowed to devour the entire town's population, leaving this region deserted and ruined, the lair of a few stragglers. Should evidence of Irovetus' crimes come to light through investigation, unrest in Balic swells, and Andropinis, as part of his retraction, removes some of Irovetus' powers. L. Hemlock Island: This island in the Silt Sea has a reputation for being 'haunted' by mysterious lights. However, the only denizens of the island are rainbow-coloured egrets which scream like human women when slain. A large spring of fresh water can be found on the island. M. The Weeping Grove: Although very few of them remain today in Thousand Voices, the legendary Trees That Weep are one of the more frequently whispered rumours about this dense forest. Said to possess twisted, humanoid faces and the ability to weep tears of pure fear, these creatures are in fact even more terrifying and dangerous. N. Rushlight Festival Grounds: This area is detailed in Part 1, adjacent to the city of Balic. O. Razorwing Camp: The Razorwing Marauders consist of the displaced Thieves' Guild of Balic, forced out of the city some years ago. They eventually became a mercenary band of warriors and assassins, and were paid a not-insignificant sum from Balic's treasury to work against the PCs' city. They maintain a semi-permanent camp amid a small oasis here. Return next week for the showdown with High Praetor Irovetus at Whiterose! Also posted on Game Masters Stash on 29 January 2021. This is the second chapter of Book Five of the Sorcerer-Kingmaker adventure path conversion for Dark Sun. Although the PCs may have had a chance at victory in the Rushlight Games in the last chapter, someone from their home territory comes rushing to find them after the closing ceremony, letting them know that their territory came under attack, only a few days after they left. You should make this an NPC they're fond of, someone trusted and unlikely to be lying. They tell of an attack by a flight of trained pterrax riders, supported by a regiment of soldiers and some kind of giant in a great bronze helmet. Tearfully, they tell of the sack of their town, and the deaths and enslavement of dozens of their people.
The original adventure is a little short on plotted detail for this chapter, and leaves the PCs in the same city as the guy who has apparently just attacked them. I'm not sure about your players, but I feel like mine would go for the throat and try to kill (or maybe just confront) King Irovetti as soon as they find out. I feel like an urgent need for the PCs to return home can offer some drive to save their people rather than just gank Irovetus. The other puzzling part is that despite being titled "War of the River Kings", there's only really one King who takes part (pending whatever title the PCs call themselves), and given Irovetti's demonstrated preference for forcing confrontations through cats' paws (Baron Drelev, in the previous adventure), it seems odd for him to jump to immediately confronting the PCs himself. Therefore, this chapter will introduce an additional complication- Irovetus has launched an attack on Altaruk at the same time he has attacked the PCs' settlement, and made the attacks appear to be from one another. The competitors from Altaruk hear of the attack on the same evening, and as the PCs are staggering from hearing of the attack, they swiftly desert, heading out the city gates. Their encampment is abandoned, and partygoers are still milling about confusedly. They tell that a messenger came, and the mercenaries grabbed their gear and headed off out the city gates without a word, and had Balic's gladiator champion Villamor Koth with them (unless he died earlier). This lends a sense of urgency and requires response. The PCs should fence back and forth with Altaruk's forces across the region, seeing Balic's soldiers and Templars watch cautiously and keep the peace against both sides, preventing water sources being fouled and villages being burned. Villamor Koth serves as general of Altaruk's forces, and his personal might can overcome almost any defences arrayed against him, although the PCs' personal involvement can blunt his advances. His military strategy is passable, but his combats have generally been small-scale, rather than organizing troop logistics and movement, so the PCs will have opportunities to outflank and defeat his strategies. The troops of Altaruk are generally mercenaries, with some citizen levies. If questioned, they maintain that the PCs' settlement attacked first, though they are confused about exact timing. Specific battle sites: 1. Defense of the Rhana valley: The PCs' first action against the forces of Altaruk come in a defence action in the Rhana Valley, a narrow pass with a small watchtower. A regiment of two hundred soldiers, backed by a dozen half-giant juggernauts and a trio of mercenary Defilers, expect to march through this valley to reach the PCs' region. Reaching the valley in time will be difficult, and may involve taking a level of exhaustion to take up fortified positions before the troops arrive. 2. The storming of Heliosta village: Heliosta, a small village on the shore of the Sea of Silt, is being used as a staging-point by Altaruk's troops. A regiment has taken up positions at the village's drinking-holes and several silt-skimmers monitor traffic along the coast and protect the swift troop movements. Holding this point means having a point to ferry soldiers up and down the Sea of Silt. Taking this town will mean slowing the progress of Altaruk's army, and being able to insert the PCs' troops (and perhaps the PCs themselves) closer to Altaruk. 3. Battle of the Anamesh defile: A seemingly-easy victory at the oasis town of Anamesh lures overextension of resources, which Villamor Koth is only too happy to exploit. His infantry fall back along the side of the Defile, an ashy ravine outside town, as his hidden cavalry, riding heavy crodlus, sweep around the flank to launch a surprise attack. 4. Strike on Mardahal: A garrison the PCs are supervising comes under attack moments before a Tyr-storm hits. The attackers swarm out of the dust and lightning, protected by a pair of conscripted druids, overwhelming the defences as the weather crashes in. 5. Ambush at Tarat: A spy brings word of a slow and heavy wagon train on a secret route, bringing paychests for Altaruk's mercenary troops draws close to the small town of Tarat, allowing an opportunity to sieze their resources and reduce their army's morale. However, it is in an armoured Mekillot wagon, and defended by mercenary sharpshooters in cover. 6. Last Stand at Altaruk: Villamor Koth stages a desperate last stand behind the walls of Altaruk, as Balican soldiers prepare to reinforce them, bringing a heavy cavalry unit up behind the PCs' troops, enough to completely overwhelm. As they prepare to strike, an attack horn blows among Balic's troops, signaling their betrayal. Several Templars among their ranks bolster their forces in a devastating attack leaving no doubt as to the identity of their ultimate attacker. This will be a very hard fight, with the PCs pressed from both sides. If the PCs survive, this leaves the next step as launching an attack on Balic itself. However, their victory in the field gives them an edge which Andropinis recognizes as a true danger to his city. He decides to cut his losses and takes to the city walls himself, appearing unshielded before the PCs. The mighty sorcerer-king gazes at them impassively, then sends a messenger (perhaps Velemandus, who brought them word to begin this adventure) who approaches them fearfully. The messenger bears a golden laurel wreath on a pillow, and a map, and provides a memorized speech: "Greetings from the undisputed and indomitable Dictator of Balic. This wreath is a gift from Mighty Andropinis for the victor of the War of the Silt Princes, and is His apology for His servant's eagerness. The map contains directions to Whiterose in the Branthlend Mountains foothills, where he currently plans a trap for you. The Dictator of Balic wishes to convey that His servant has taken his household guard with him, as well as his loyal servant Mnoedon, a giant. The Dictator hopes that this settles any lingering ill will, and wishes to convey that no tribute is due for [the PCs' settlement] for the next decade as a further expression of His benevolence." This leads the PCs to the next chapter, where they can close on Irovetus and hope to bring the War of the Silt Princes to its end. Also posted on Game Masters Stash on 22 January 2021. This last part of Chapter 4 of the ongoing Sorcerer-Kingmaker adventure path conversion, today's chapter includes statistics for Ovinrbaane, Enemy of All Enemies, as well as conversion of the included side quests.
Ovinrbaane, Enemy of All Enemies is a weapon crafted during the time of the Cleansing Wars of enchanted steel and ogres' bones, instilled with a vicious personality by the incredible psionic powers of the Sorcerer-King Kalak himself. Its head is heavy and viciously sharp, and it was the signature weapon of Armag, Kalak's first lieutenant, in his battles against the ogres. Although Armag's rage and prowess were legendary, the powers of this axe were equally well-storied. Weapon (greataxe), legendary (requires attunement by slaying 20 Hit Dice of creatures) You gain a +2 bonus to attack and damage rolls made with this magic steel greataxe. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with this attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each tim you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself with a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check ending the effect of such wounds on it by a success. Abilities: Int 11, Wis 12, Cha 15 (Ego DC 14) Communication: empathy, senses with hearing and normal vision out to 60 feet Alignment: Chaotic neutral Characteristics: Bloodthirsty, prone to rage Special purpose: Bane (all enemies); Special powers: The axe can cast Counterspell without the wielder needing to spend an action. It can cast this again after a short rest. Side Quests Cha'thrang shell armour Source: A druid who offers to craft the item. Task: A druid in the region, named Borzoki, offers to craft armour from the shell of a Cha'thrang, if someone can bring the remains of the creature for him. Completion: The shell and remains of a Cha'thrang (area P) will meet Borzoki's needs. Reward: Borzoki builds and enchants a +1 Breastplate from the Cha'thrang's remains. Wanted: Speartooth Source: Wanted poster, backed by seals of each of the local cities Task: The silt wyrm Speartooth has long agued the hills west of the silt flats. They say he's killed and eaten a hundred people. So far, no-one has brought the beast down. Completion: Find Speartooth, kill it, and bring its 22-inch long fangs to the captain of the guard in any local city. Reward: The local cities have agreed on a bounty of 8,000 ceramic pieces for this feat. Drinks in any local bar will likely be free, on telling of the deed. Road to the Wyvernstone Bridge Source: Loy Rezbin, mayor of Siltford Task: The mayor of Siltford wants to increase traffic and trade. He's drafted plans for a road between his village and Wyvernstone Ford over the silt flats, but he doesn't have any workers to start building the road. Completion: Build a road that connects Siltford to the Wyvernstone Ford. Reward: Not only will building this road help travel and trade, but the influx of business fom the East Sellen also increases the nation's Economy by +1. The next Sorcerer-Kingmaker post will begin the War of the Silt Princes, coming next week! Also posted on Game Masters Stash on 8 January 2021. In chapter 2 of Blood for Blood, part of the ongoing Sorcerer-Kingmaker adventure path conversion for Dark Sun, the PCs head out looking for information- and possibly revenge- from House Drelev for their cowardly attack on Siltford. The Hooktongue Badlands, a craggy and dangerous area to the southwest of the Stolen Lands, holds many challenges and foes which the PCs might run across.
Exploring the Hooktongue Badlands A. Collapsed Mine: A wooden mine head frame in the side of a sloped hill marks an old House Drelev mine site. It collapsed when a wall gave way and flooded the mine entrance with sand. A rich vein of silver lies several hundred feet below the surface, but tons of loose sand, and several vengeful dwarven banshees block access to the treasure. B. Giants' Cave: An old mekillot caravan has been torn apart and scattered about the entrance to the cave. Some enormous bones and shell fragments belonging to the mekillot are scattered around. A trio of desert giants dwell loudly within the cave, and their paranoia and xenophobia have led them to attack any travellers who pass by. C. Wyvernstone Ford: A cobbled stone ford once attempted to bridge the silt flow here. Built over two hundred years ago, it has settled and sunk in substantially, with little maintenance. Its two ends are marked with wyvern statues in Kalidnay's stylized aesthetic. D. Dwarven Ruin: This ancient dwarven ruin is detailed in Part 4. E. Cloudberry Field: This region holds a field several hectares wide of golden cloudberries, a semi-tart fruit used in pies, jams, and prized alcoholic drinks. The berries ferment in sunlight, making the field attractive to wildlife. This area usually attracts a random encounter roll, with a 35% chance that whatever creatures are encountered are heavily intoxicated, their mouths stained yellow with the berries. F. Slig Ambush: A war-party of 14 Sligs have laid an ambush in a canyon here, leaving the corpse of an elf (badly gnawed and very truly dead) curled around a half-empty water-barrel in the open as bait. They launch the attack with a shower of bone javelins, then close the distance, trying to flank and bring down their prey. G. Decayed Corpse: The remains of a long-dead Tyrian explorer lie partially buried here in a cleft. Most of their gear has rotted away, but they have fallen upon a finely-made shield (+1 enchantment) of stretched Hatori hide. The scale pattern is immense, implying that the beast must have been one of the greater variety, perhaps hundreds of feet long. H. Tembo litter: A twisting set of burrows houses a mated pair of Tembo, and their two juveniles. The adults are vicious and hardened killers, able to lure off explorers and take them by surprise with their psionic powers. Exploring this den could be lethal. I. Mastyrial Crevasse: A crevasse in the valley floor here is devoid of vegetation and littered with bones. The nearby stone outcroppings bear large scratch marks left behind by some unseen animal or beast. A trio of Desert Mastyrials make their home here, and the great scorpion-like beasts prey on anything in the area. However, they will flee if they are badly wounded, burrowing into the sand. J. Silt Flats: This area is littered with patches of still silt, and exploring the area risks an explorer falling prey to stepping into a silt hollow. K. Spinewyrm Lair: A narrow valley filled with thorny plants lies nestled between two sharp-sloped hills here, with a forbidding rock outcropping towering nearly seventy feet from the floor. This is the lair of a mature adult Spinewyrm that the local folk have named Speartooth. So far, it has eluded every effort from Fort Drelev to capture or kill it, and has killed no less than two dozen of its hunters over the last decade. Among the picked-clean bones in its nest are shattered and whole weapons carried by many of the hunters, including a magical Spear of Wounding. L. Haunted Vale: The entire northern area of the Hooktongue Badlands has a reputation for being haunted, but this particular stretch of jagged stones is the worst, and is known locally as the Haunted Vale. Rumours speak of how hunters and escaped slaves who stray too far into this vale hear voices calling out for them, and bodies found have often had their brains and eyes nibbled away but have left the rest of the body relatively untouched. In reality, it is the home of a Gaj which likes to savour the fear of its prey, sending small rocks tumbling and deliberately giving its victims red herrings to increase their panic. M. Fort Drelev: This area is detailed in Part 3. N. M'botuu: This is the home of more than fifty Sligs, having built themselves a very crude mud-and-rock fortress over a network of caves, littered with traps which they can all activate quickly and easily upon attackers. They are warlike and determined, and curiously, have no leader- all of the sligs communicate via local-range telepathy. They have Ka-Kekt, a Thri-Kreen, as hostage and/or food for later. He will communicate his thanks for being freed, if possible, and invites them to visit his clutch, if they have a chance. O. Hooktongue Badlands: The deep, shadowed canyons of the Hooktongue Badlands reach a height of several hundred feet in some places, and when the rare rains come, the canyons are awash with fast-moving, angry water. The canyons are said to be the lair of Hooktongue, an ancient Nightmare Beast which slumbers for years or decades at a time before awakening to devastate the lands around. Hooktongue still slumbers for the purposes of this adventure, but the canyons are far from safe- they are the home of gargantuan megapedes, large nests of antloids, and great crab-like chasmdevils. P. Bamboo Glade: This area contains a large glade of patchy bamboo and muddy pools, as well as a Cha'thrang, a great turtle-like monster which can fire spines into its prey and haul them back to be chewed with its large beak. Q. The Bad Scar: Some terrible event here has scarred the badlands here in primordial times, tearing through towering rocks and stretching across gaps, with a vast crater at its centre. The crater is riddled with the rubble of the rock towers around, forming lots of little nooks and crannies. Making her home here is the spirit naga Ngara, a voracious and avaricious creature with psionic charms and sorcerous power. R. Wild Inixes: A large pack of over twenty inixes roam the wastes here, led by one that is noticeably larger, with red colouring on its frills. They are wild, but could be captured and domesticated, with some work, and used for heavy cavalry. S. Chuul Lair: A rocky cave marks a steep hillside by the edge of the badlands, nearly hidden from sight by high scrubby bushes screening it from view. Four Chuuls make their lair in this cavern, the walls decorated with crude depictions of tentacled crab-beasts eating elves, formed of dried blood. T. Weird Water: A large, crystal-clear pool of water, easily a hundred feet across, is nestled in a canyon with a very narrow opening. At the water's edge is a Grey Render, entranced by the serpentine figure of water (a Water Weird, awakened by Nyrissa, the mad Pyreen) before it. However, if they are disturbed, the water weird 'instructs' the Grey Render to attack anyone approaching. U. Lily Patch: The azure lily is a highly sought-after, and incredibly dangerous, plant growing almost exclusively in the Hooktongue Badlands. This cluster of the rare flowers has five of them, each loaded with enough toxic pollen to permanently paralyze a mekillot. Someone taking the risk to harvest and develop the rare pollen could make a lot of money. V. Toqu'Nixhrat: A clutch of a dozen Thri-Kreen make their homes here. Although Thri-Kreen are generally nomadic, the Badlands offer sufficient nourishment for the clutch, but are dangerous, meaning they have formed a semi-permanent home of snail resin and the existing rock. The Thri-Kreen are insular and standoffish, but if they have rescued Ka-Kekt from the Slig castle M'botuu, they are welcomed as pack members and offered warm sap and food. Their clutch leader Toqu'Tekt is an aged warrior, and is familiar with the ways of city-dwellers. W. Hall of Bones: Carved into the rock of the badlands is a colonnade and wide opening, leading into the hillside. The wind itself is still and silent here, and the ever-present sand has been swept away, leaving the steps clean. The tunnel is masterfully-cut into the stone, and holds alcoves lined with dwarven skulls, stretching back into the darkness for dozens of feet before terminating in a cataclysmic cave-in. Everything beyond this point has been ruined, and thousands of hours of work, even with magical assistance, would be required to begin clearing this region. Walking calmly from the darkness comes a baroquely-clad dwarf with an intricately-braided beard, calling a challenge. This sister complex to the Dwarven Ruin at area D was destroyed in an earthquake centuries ago, although the dwarven Meorty that guards it has kept it as tidy as it could. It warns that trespassing is forbidden, and refuses to acknowledge even a modern dwarf as one of its race, lacking the signature beard and braided hair. If challenged, it summons up a magical axe and defends the complex with its blade and psionic powers, seeking to drive intruders out rather than slaying them, if it can. X. Desperate Refugees: A forlorn group of refugees who have fled from Balic have been making their way towards what they have heard is a kinder, gentler land - the PCs' settlement. However, their journey has met with disaster, violence, and horror- they have lost their wagons to accidents, their belongings to bandits, and six of them died only recently after an attack by an enormous Hydra. They are crafters, traders, and experts, and will benefit the settlement greatly if rescued. Y. Hydra Den: One of the most dangerous predators in all the Badlands dwells here- a 12-headed Hydra. The beast lies mostly submerged under warm sand when resting, which grants it a +10 bonus on Stealth. Z. Pterrax Nest: A high alcove hosts a nest of a half-dozen Pterrax, which wheel and swoop on prey if they spy it. With effort and magic, they could be captured and trained. Also posted on Game Masters Stash on 18 December 2020. Effulgence is a greatsword hammered from a moonbeam by the master Dwarven smith Nemril. It glides through the air without sound, and glows with an inner radiance. Dust or small objects nearby the sword which are left unattended orbit around it slowly.
Effulgence Weapon (greatsword), unique (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also counts as being silver. The sword has 1d8+1 charges. You can spend 1 charge to cast Sacred Flame at your character level, and 2 charges to cast Moonbeam at your character level. The sword regains a maximum of 1 charge per night if exposed to moonlight, and 1 charge per hour if exposed to the full moon's light. The sword's luminous blade emits bright light in a 10-foot radius and dim light for an additional 20 feet. This light counts as moonlight. You can use an action to expand or reduce its radius of bright and dim light, to a minimum of 5 feet of dim light. How you can use Effulgence in your game: - Some say that the blade was forged for the Lunar Eladrin, who rule the distant moons, and that it has slipped from their grasp when Accretian, the Bad Moon, rose. They may come seeking it again, jealous of its radiance being held by another. - This weapon is feared and respected by the Were-clans of the Elden Reach. Its use against them may trigger panic, and a quickly escalated reaction. They may even convene a Meet to bring one of their clan warlords before its wielder, authorised to visit terrible violence, or trade some great treasure, for its use. - As a powerful and unique magical blade, this item might be sought out by collectors of rare and exotic weapons. The Gith, for example, might send first exploratory agents seeking out the rumour of such a weapon, and then a strike-team to seize it from whoever currently holds it. Also posted on Game Masters Stash on 2 December 2020. |
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