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. The apogee of the Sorcerer-Kingmaker adventure path conversion, the battle with the legendary Pyreen princess Nyrissa will be a thing of legend, one that shakes both the First World and Athas alike, and either outcome will lead to change in the burnt world forever. This confrontation has been millennia in the making, and sadly no honeyed words or assurances can set aside Nyrissa's plans. A cataclysmic battle is set to take place.
As a truly ancient Pyreen, and one of Rajaat's contemporaries, Nyrissa's power is well beyond any individual mortal. However, she lacks the use of Rajaat's Obsidian Lens, and has not yet fully transcended mortality. Her mastery of druidic magic and psionic power is extraordinary, and over her thousands of years in the First World, she has been able to observe and learn almost any skill that has crossed her mind. She can turn her mind to swordplay techniques or grappling combat as easily as the specific local varieties of basketweaving common to the northern villages bordering the Sea of Silt, and has forgotten more artistic style than the PCs have ever witnessed. She is not to be trifled with or confronted lightly, and is rarely alone, even when at her weakest. Although Nyrissa is willing to take thousands, even millions, of lives, she expresses conflict over this choice, and sincerely believes that this will restore more life, better life, to a world in its dying throes. If she were to be quizzed against the old alignment chart, her powers of nature and psionics combined mean that she would reject the concept of the question "we're out of water, who gets the last of it?"- she would create more, use her psionic powers to establish a lower metabolic rate in everyone so that they needed less, and then also invite strangers in to share in what little remained. Her cause could be considered good (restoring a world that has long since scorched away), but the means she has chosen now are undoubtedly evil, even in the dubious ethics of the Burnt World. For this reason, her alignment has not been listed as normal - she is the final challenge to be overcome, and her cause sets her terminally at odds with the PCs' cause. Her death will doom the First World and everything that lives within it, the last elements of the Green Age swept away. The only alternative, however, is an ecological catastrophe which will cost countless lives. Unless the PCs can agree wholeheartedly and undoubting to her cause, the Pyreen princess must die. In battle, Nyrissa wields the Staff of the First World, an artifact which she forged even before her exile. It is an elegant creation of steel, crystal, and pale wood, and she uses it to discharge a clap of thunder each time it strikes, with a flash of brilliant green energy. She fights furiously when challenged, weaving magic and weapon strikes almost interchangeably. Nyrissa wears life-shaped armour which has long since become a part of her, shifting forms as necessary to appear like an archaic and cultured robe in times of calm, and thickening to grant thick bark-like hide as it senses hostile proximity. Informed well by her former servant Castor Irovetus, and from watching the PCs' progress over the last months, Nyrissa will be well-informed of the PCs' capabilities, and will use and exploit every weakness she can think of, without mercy. Nyrissa, Princess of the Pyreen, Mistress of the First World Medium fey (Pyreen) Armour Class 19 (natural armour) Hit Points 304 (32d8 + 160) Speed 40ft., fly 40ft. (hover) Str 22 (+6); Dex 21 (+5); Con 20 (+5); Int 25 (+7); Wis 25 (+7); Cha 27 (+8) Saving Throws Int +14, Wis +14, Cha +15 Skills Arcana +14, Insight +14, Nature +14, Perception +14, Persuasion +15 Damage Resistances Poison, psychic Condition Immunities Blinded, charmed, exhaustion, frightened, poisoned Senses truesight 120ft., passive Perception 24, communion with nature 1,000ft. Languages All spoken languages after hearing them for at least 1 round, telepathy 120ft. Challenge 22 (41,000 XP) Communion with Nature. Nyrissa is constantly aware of the natural world surrounding her to a range of 1,000 feet, as a Commune with nature spell. She knows of the presence of any creature touching the ground or water, or breathing the air, within 1,000 feet of her at the start of her turn. Legendary Resistance (3/day). If Nyrissa fails a saving throw, she may choose to succeed instead. Magic Resistance. Nyrissa has advantage on saving throws against spells and other magical effects created by any creature that has ever defiled. Pyreen Magic. Nyrissa commands druidic magic as a 20th-level caster. Nyrissa's druidic spellcasting ability is Wisdom (spell save DC 22, +14 spell attack modifier). Nyrissa can maintain concentration on one druidic power as well as one psionic power at a time. For the purposes of this encounter, she can innately cast the following spells, requiring no material components: At-will: Charm person, druidcraft, produce flame (4d8), thorn whip (4d6) 2/day each: Call lightning (4d10), conjure elemental*, healing word (14 hit points). 1/day each: Feeblemind, sunbeam, sunburst, storm of vengeance. As the PCs approach, Nyrissa will have conjured two CR 5 elementals of her choice to assist her. Pyreen Psionics. Nyrissa commands psionics as a 20th-level manifester. Nyrissa's psionic manifestation ability is Charisma (power save DC 23, +15 psionic attack modifier). Nyrissa can maintain concentration on one druidic power as well as one psionic power at a time. For the purposes of this encounter, she possesses 150 PSPs, and can manifest the following powers, with a maximum PSP limit of 15: Psionic Attack/Defense modes: All Sciences: At-will devotions: Ballistic attack (4d8), combat mind, disengaging sidestep, psionic blast (4d8/4d12), sapping twinkle (4d4). 1st level (PSP cost 2): Beast mastery, deflect 2nd level (PSP cost 3): Biofeedback, conceal thoughts, false sensory input, strength of the land 3rd level (PSP cost 5): Accelerate, awe, ejection, kinetic control 4th level (PSP cost 6): Control body, dimensional door, precognition, synaptic static 5th level (PSP cost 7): Body control, spatial distortion 6th level (PSP cost 9): Domination, energy containment, mass suggestion 7th level (PSP cost 10): Nerve manipulation, time shift 8th level (PSP cost 11): Mindwipe, psionic vampirism 9th level (PSP cost 13): Gravitational void, mindflame Regeneration. Nyrissa regains 20 hit points at the start of her turn. If she takes necrotic damage, this trait doesn't function at the start of her next turn. Nyrissa dies only if she starts her turn with 0 hit points and doesn't regenerate. Teleport. As a bonus action, Nyrissa can teleport up to 30 feet to an unoccupied space she can see. Unknowable Mind. If a creature tried to read Nyrissa's mind or deals psychic damage to her, that creature must make a DC 21 Intelligence saving throw or be stunned for 1 round. Actions Multiattack. Nyrissa makes two attacks with the staff of the first world, and either casts one of her at-will druidic spells or manifests one of her at-will psionic devotions. Alternately, Nyrissa casts one spell or manifests one psionic science, and makes one attack with the staff of the first world. Staff of the First World. Melee weapon attack: +13 to hit, reach 5ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage and 4 (1d8) thunder damage. Legendary Actions Nyrissa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a timeand only at the end of another creature's turn. Nyriss regains spent legendary actions at the start of her turn. Cast Spell (2 actions). Nyrissa casts a spell. Manifest Psionic Science (2 actions). Nyrissa manifests a psionic science. Rejuvenation Revenge (1 action). Nyrissa rejuvenates an area of nature which has been defiled that she can see within 100 feet, restoring the defiling damage to it, and causing the defiler to make a Constitution saving throw (DC 21) or take 1d6 necrotic damage per level of the spell used to defile. Staff of the First World (1 action). Nyrissa makes one attack with the Staff of the First World. Next week's post should wrap up the final details and epilogue, bringing this long journey to its end. Also posted on Game Masters Stash on 26 March 2021. Part 3 of the Sorcerer-Kingmaker adventure path conversion, this chapter explores the tower at the heart of Nyrissa's prison in the First World, called the High Folly. This tower was part of the original sub-dimension built by Rajaat to exile Nyrissa, and keeps elements of the original Pyreen architecture. Here, Nyrissa's strongest allies and servants guard her from attacks. The ceilings are 40 feet high per level and vaulted, the angles oddly geometric and organic at the same time, with classical stylings. While there seem from the outside to be no windows, the interior is well-lit by elemental enchantments. (You can add incidental levels if you want mundane areas like sleeping rooms, kitchens, etc.- I've only detailed levels likely to hold enemies or places of special interest)
The original adventure features an outspread manor house, but in converting this adventure path, a single tower feel more thematically appropriate, and is easier to write. Level 1: Grand Atrium This floor's wide and ornate atrium has a height of 100 feet, ringed by torus-shaped balconies at forty and eighty feet above the floor, and encircling spiral staircases, which also lead further upwards. In the centre of the room is a vast mosaic forty feet wide, depicting an incredibly detailed Nyrissa emerging from a pearlescent shell (in the style of Botticelli's Venus). Within this level, a dozen elven Raaigs guard the entrance, kept from death by their supernatural enslavement by Nyrissa. These ancient and incorporeal elves use trained tactics an superior weaponry to defend the entrance to their mistress' tower. One appears at the door, formally denying entrance in a long-dead dialect of the elven language. They retreat instantly if attacked, or if intruders continue inside past the central mosaic. The Raaigs use life-shaped weapons which hurl venomous spines at great distance, attacking from the high balconies with the advantage of cover and their supernatural mobility. Level 2: Statue Display The floor has a large central feature of an ornate black sculpture formed of innumberable sharp curving angles intertwining. The sculpture separates into a pair of Obsidian Retrievers (from Mordenkainen's Tome of Foes) forged by Nyrissa and asigned to ward the area against intruders. They are merciless hunters with enslaved elemental spirits, made to slay her enemies. Level 3: Colonnade This floor is ringed with ornate pillars, and a series of psionically animated mosaics on the wall laboriously detail the history of Nyrissa's opposition to Rajaat's plan, his betrayal and imprisonment of her, and then the PCs' defeat of her plans, ending with the figures denoting the PCs reading a circular series of mosaics and then looking backwards over their shoulders towards themselves. The mosaics set up off a psionic trap causing observers to make a Charisma save (DC 18), taking 28 (8d6) psychic damage on a failed save, or half damage on a successful saving throw. Level 4: Shadow Grove This floor is decorated with wall-mosaics of gorgeous white trees against a blue sky. If investigated closely, there are shadowy figures peering from behind the trees and observing any intruders. These figures are former apprentices of Rajaat, and have been spying on Nyrissa's activities for centuries, hidden within the mosaic from her perception. These three Kaisharga have defiling and psionic powers, and have observed Nyrissa's distress. Although they do not wish her plans to succeed, they feel more threatened by the PCs' success against her, and while one attracts their attention, the other two launch a surprise attack from other sides of the room. Level 5: Dancing Trophies This floor features dozens of tall glass domes enclosing Athasian animals which Nyrissa brought back from her periodic visits, slaying them and then animating them with her powers. They have a wide range of bizarre and strange creatures, from gold scorpions, kanks, and even a small Silt Horror. Each moves and scuttles, permanently animated. At the centre of the room is her prize, a perfectly-preserved Gaj which hovers in place, its eyes refocusing and its feathery antennae waving. It moves to attack if anyone gets too close, as a large-sized Animated Object. If destroyed, it causes a colossal explosion of force which shatters the glass domes in the rest of the room in a cascading wave. Anyone in the room is required to make a Dexterity saving throw (DC 22), taking 63 (18d6) slashing damage on a failed saving throw, or half damage on a successful save. Level 6: Gallery of Champions On this level of the tower, Nyrissa has made sculptures of living wood, representing many of her past mortal champions on Athas. The PCs may recognize Eirikk and Castor Irovetus among their number, but they go back for thousands of years, representing many different cultures and beings. Level 7: Well of Blinding Purity This level contains a capped well which descends below the surface of the floor to a depth of 10 feet. It contains a portal leading to the Elemental Plane of Water. However, Nyrissa's enchantments have poisoned the water with blinding sickness, affecting any of the mortal races who drink from it (Constitution save DC 18). Level 8: Salon of Confusing Sounds This level of the tower is sumptuously decorated with vivid frescoes of primeval forests filled with incredible blooms and humanoids of incredible beauty. The sounds of distant celebration can be heard, echoing from place to place. Mortal creatures within the tower level are supernaturally distracted (Wisdom save DC 15). On a successful saving throw, creatures are unaffected and can carry out activities as desired. On a failed saving throw, a creature becomes completely obsessed with finding the source of the sound, and takes 3d6 psychic damage if someone interrupts them. Level 9: Level of Weeping Daemons An empty pool dominates the centre of this level of the tower, made of twisted and chaotically-shaped monsters, each sobbing in terror. Inspecting the faces in great detail (Investigation or Perception DC 25) finds one face which is smiling, and pressing in this face causes each of the other faces to weep tears of blood-red sap for one minute. These can be gathered and ingested, with a total of 10 d8s of healing for the entire minute. The device resets after 24 hours. Level 10: Sights of the Blue Age This level appears to have three vast windows, twenty feet high and fifty feet wide, looking out on vistas of the Blue Age. The 'windows' are psionic enchantments which depict idealized pastoral scenes, even more fantastically alien than the First World outside. Joyful halflings skip and work among life-shaped buildings; trackless seas crash and roll; water falls bountifully from the sky onto lush green vegetation. Each window is accompanied by a soundscape and psionically-stimulated sensations that mimic the surrounds: fat raindrops trickling through hair; vegetation coiling gently around limbs; soft silt giving way underfoot; children laughing and whispering. This will likely be terrifying and instantly put any Athasian on edge. Nyrissa walks this room to relax, and the sensations are entirely harmless. Level 11: Nyrissa's Throne Room This level is rarely used, and is now hung with opaque curtains. Nyrissa's throne room is walled with living wood, gone slightly to rot. Behind the tall and elegant wooden structure slinks one of Nyrissa's lieutenants, the Wriggly Man - another of Nyrissa's Pyreen allies and the one responsible for her life-shaped creations. The Wriggly Man has life-shaped himself beyond the point of his own mortal being, and now consists only of various life-shaped creatures which stick together in a hideous approximation of mortality (a Star Spawn Larva Mage). He slithers towards the party hands wide, and offers his aid- he believes that Nyrissa's intent has grown too grand, and wishes to stop her. All he asks is to be allowed to rule the First World when Nyrissa's threat is ended. He is, however, lying - he predictably attacks at the first opportunity. Level 12: Great Hall This hall is Nyrissa's favoured gathering-place for her servants. Its wooden panels are inlaid with mother-of-pearl panels sheets over five feet wide, and incredibly valuable. Living vines adorned with sweet-smelling flowers twine around each of the columns and the staircases. The hall is guarded by another dozen of Nyrissa' elven Raiigs. They hold defensive positions and defend their mistress determinedly against assault. Level 13: Nyrissa's Redoubt This rooftop is ringed with a colonnade looking out over the First World, over a thousand feet from the ground. Here, under the bizarre blue sun of the First World, the desperate Pyreen princess holds her final ground against those who would see her dead. ...Coming next week, of course! Also poste on Game Masters Stash on 19 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 heralds the beginning of the end of the Sorcerer-Kingmaker adventure path conversion, starting to tie together all of the threads established over the last six months.
Campaign Background Nyrissa, a princess of the Pyreen and one of Rajaat's contemporaries, found much in common with the Warbringer, but could not agree with his methods. She found his wars of genocide tiring and brutal, and his use of defiling sorcery abhorrent. Driven to madness by the long death of her world, she staged a coup against the Warbringer, hoping to bring about a unified and scientific approach. However, she was cast down and finally imprisoned in a subplanar 'bubble' now called the First World. However, with Rajaat's imprisonment, the structure of the First World began to fade, and Nyrissa has been able to make her way out into Athas for a brief few weeks or months at a time. For several centuries, she has taken responsibility for the growth of the mighty primeval forest named Thousandbreaths, and over the past few decades, she has accomplished (among many others) the following deeds: - Slaying the Nightmare Beast located in the Stolen Lands, taking one of its horns as a trophy - Saving a young Sun Lord and inspiring him on his path - Teaching the B'rohg warrior Hargulka tactics and leadership skills - Arming one of her agents, Eirikk, with a life-shaped dagger (which can be found in the Braxat which attacks towards the end of Sands Stained Red) - Slaying the earth elemental drake which can be found in the Tors of the Levenies, taking its skull and arm as trophies - Subverting the former High Praetor of Andropinis, Castor Irovetus, and inspiring him to set up the attack by House Drelev against the PCs' settlement, and then later the War of the Silt Princes between the PCs' settlement and Altaruk - Awakening the water weird in the Hooktongue Badlands - Setting free the Trees That Weep from Thousandbreaths - Recruiting the water drake Ilthuliak, which now dwells with her within the First World With the end of the War of the Silt Princes, the PCs will have been left with the artifact weapon Briar, made of some of Nyrissa's essence, but the Tower of Thorns has phased out of synchronicity with the First World, leaving them with peace in the Stolen Lands for the first time in decades. The PCs should be 15th-16th level at the time this adventure starts, and might reach 20th level by the time it finishes, making them the epitome of their craft and true forces to be reckoned with in the burnt world of Athas. Some time should have passed since the War of Silt Princes- perhaps some months, perhaps even some years- before the First World comes into synchronization with Athas again. And when that rolls around, Nyrissa's frustration and hatred boils forth into a destructive and desperate plot which threatens to wipe out the remainder of humanoid life on the burnt world, replacing it with lush and deadly vegetation from the Green Age. This takes place in the form of toxic Blooms, beginning as fertile land and sprouting into enormous growths, miles in radius. Each of these spreads at the rate of hundreds of feet of radius per day, growing over even defiled ash, although at a slower rate. These Blooms initially attract settlers, but quickly overgrow them, as monsters and primal vegetation from the First World slip through, devouring everything inside. To save the burnt world, the PCs will need to intervene, closing off these Blooms from their planar home. The creatures within have been changed by powers similar to those of the Pristine Tower, often emerging with extra limbs, vastly increased size, or bizarre additional powers. Tune in next week for details on the Blooms of Terror! Also posted on Game Masters Stash on 19 February 2021. To finish off Book Five of Sorcerer-Kingmaker, this chapter will deal with the siege of the Tower of Thorns, the confrontation with Praetor Irovetus, and the reveal of Nyrissa's identity, leading into book Six: The Sound of a Thousand Screams.
The most recent chapter ended with the PCs going in pursuit of Praetor Irovetus and discovering something that he had taken instead- Briar, an ancient spear made from the spirit of a Pyreen. They also have a lead on his location, and can take their armies to the Tower of Thorns for a showdown. The Tower of Thorns is a jagged spur of stone amid the violent forest tangle known as Thousand Breaths, and reaching it with an army will be difficult. Examination can show that a sizeable force made its way through in the recent past (perhaps weeks, perhaps days- there won't be many trackers in Athas who will know the difference in a dense forest context). Finally, after following trails for miles and battling with venomous flora and fauna, the Tower of Thorns can be reached. The walls are overgrown with foot-thick vines and roots, but sentries stand guard, defending it from attack. There are hundreds of troops, clearly prepared, and yet another battle seems to be the only way to overcome its defences and come to grips with the traitorous Irovetus. As this part in the original book dealt with the PCs besieging King Irovetti's castle, I've had to rewrite this section substantially. The Tower of Thorns is itself more of a fortress complex, rather than a large castle, and the siege should have a valuable and narrative role in the campaign's story. Currently, the tower is defended by all of Irovetus' household guards and conscripted soldiers, as well as several half-giant and elven mercenaries and Mnoedon, his loyal Giant warrior and general. He has also prepare surprises for attackers, with several druids at his disposal. This means that the dense vegetation and roots will be yet another enemy for the PCs to overcome. His household guards, well-equipped soldiers, have prepared fortifications and siege weapons, and are able to hold them against superior attackers. Inside the Tower, Irovetus prepares himself, making offerings and bonding with Briar. As his warrant of service from Andropinis was revoked, he has instead sought service at Nyrissa's feet, and become a Warlock, replacing his Templar powers. Locations of the Tower of Thorns T1-4 cover the ground floor of the tower. T5 is the second floor upwards, T6-7 are the third floor, and T8-9 are the fourth floor. T10 covers the rooftop with the portal to Nyrissa's realm. T1. Grand Plaza: The plaza outside the Tower was once lined with shaped cobblestones, and a series of towering, hooked inhuman statues. A quartet of charmed Half-Giant Juggernauts guard the plaza against intrusion. T2. Guard rooms: A pair of Irovetus' elite Knights guard each of these guard rooms, clad in armour of braxat shell and bronze trimmings. Each fights with a carrikal with polished obsidian blades. T3. Great Hall: A trio of Spies hide behind the pillars of this room, trying to flank and eliminate any intruders. T4. Staircase Colonnade: If the Tower is breached, Irovetus' general and friend Mnoedon waits here with a pair of Gladiators at the top of the stairs. Mnoedon is a desert giant with jet-black skin and a helmet forged of bronze and steel. He carries a tremendous trikal and has no concern for any collateral damage he inflicts in battle. If he survived the War of Silt Princes, Villamor Koth, the veteran gladiator, joins the fight here to prevent intruders proceeding upwards. T5. First Floor: This floor is an open-plan floor, with a pair of Half-Giant Juggernauts standing guard with Datchi clubs, while a trio of Spies wait on landings heading further upwards, with javelins ready to take advantage of a lull in combat. T6. Second Floor: Alasen, leader of the Razorwing Marauders, waits here with her Spy lieutenants. She is an Assassin, who fights with Cahulaks and gives orders to focus attention on one intruder at once, trying to permanently eliminate them. T7. Second Floor Barracks: Another pair of Irovetus' knights stand guard here, and will rush to assist in combat in the next room, if they hear it. T8. Third Floor Observatory: This tower floor is open to the elements, enclosing a smaller room and heavily overgrown. A trio of Air Elementals have been conjured to defend against intruders, reinforced by a pair of Druids within the Greenhouse. T9. Greenhouse: Irovetus has coerced or persuaded a half-dozen druids into his service. At any point, two are kept here to guard him. T10. Portal to the First Realm: Irovetus awaits confrontation with his two pet Tembos and his last two Knights atop the Tower of Thorns, adorned with all his former trappings and wielding Briar against his foes. Despite all his entreaties, the portal has waned shut again, and Nyrissa's true emergence into Athas is delayed once more. His new allegiance is revealed by the bizarre life-shaped creation now obscuring half of his face, and the thorny spear in his right hand glows with magic. His fragile ego, torn asunder by Andropinis' casting him aside, has crossed the line into megalomania. He starts into a villainous speech, and then unleashes his Tembos and attacks. Former Praetor Irovetus, Warlock of the Pyreen Nyrissa Medium humanoid (human), Neutral Evil Armour Class 16 (drake leather armour) Hit Points 176 (27d8 + 54) Speed 30ft., fly 30ft. (hover) Str 14 (+2); Dex 18 (+4); Con 14 (+2); Int 17 (+3); Wis 13 (+1); Cha 21 (+5) Saving Throws Wisdom +7, Charisma +11 Skills Arcana +9, Deception +11, History +9, Nature +9, Perception +7, Persuasion +11, Religion +9 Condition Immunities Charmed, frightened Damage Resistance Poison damage Senses Darkvision 60ft., passive Perception 17 Languages Common, Elven, Sylvan Challenge 18 (20,000 XP) Beguiling Defenses. Irovetus is immune to being charmed, and when a creature tries to charm him, they take 10 (3d6) psychic damage instead. Legendary Resistance (1/day). If Irovetus fails a saving throw, he can choose to succeed instead. Life-Shaped Mantle. Irovetus' life-shaped creations grant him darkvision with a range of 60ft., resistance to poison damage, and immunity to the poisoned condition, as well as several increases to his ability scores (already included in the statistics shown). Magic Resistance. Irovetus has advantage on saving throws against spells. Spellcasting. Irovetus is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +11 to hit with spell attacks). Irovetus has 4 spell slots, which can be used to activate the following spells, all at slot level 5. Warlock spells: Blight (9d8 damage), Counterspell, Dominate person, Greater invisibility, Hellish rebuke (6d10 damage), Hold monster, Plant growth. Mystic Arcanum. Irovetus can cast each of the following spells once per day. 6th level: Conjure fey (one Shambling mound) 7th level: Finger of death 8th level: Power word stun 9th level: Power word kill Actions Multiattack. Irovetus makes one attack with Briar and two Quickblade attacks. Briar. Melee or ranged weapon attack: +8 melee or +10 ranged, range 5ft., one target. Hit: 8 (1d6+5) piercing damage or 9 (1d8+5) piercing damage if used two-handed, plus 7 (2d6) necrotic damage. Quickblade. Melee weapon attack: +10 to hit, range 5ft., one target. Hit: 8 (1d6+5) piercing damage. Eldritch Blast. Ranged spell attack: +12 to hit, ranged 300ft., four targets. Hit: 11 (1d10+6) force damage and the target is pushed 10 feet away. Legendary Actions Former Praetor Irovetus has 1 legendary action per turn, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Irovetus regains a spent legendary action at the start of his turn. Briar root. Irovetus throws Briar, and after inflicting damage, it triggers Spike growth on the target, before returning to Irovetus' hand. Cast spell. Irovetus casts a spell from his warlock spells. Eldritch Blast. Irovetus fires an eldritch blast at 1 - 4 targets. Mystic arcanum. Irovetus casts one of his Mystic Arcanum spells. If Irovetus is defeated, the danger has passed- Briar finds a new master, the Tower of Thorns begins to phase away from the Material Plane again, and Nyrissa's scheme comes to naught, for now. The vegetation of Thousand Breaths eases its relentless growth and mutation. It seems like the Stolen Lands can find peace for the first time in many years. Get ready for the Sound of a Thousand Screams, starting next week and bringing an epic end to the Sorcerer-Kingmaker adventure path! Also posted on Game Masters Stash on 12 January 2021. Continuing the ongoing Sorcerer-Kingmaker conversion, this will be the fourth chapter of book 5, the War of the Silt Princes. In this chapter, the PCs delve into the old Whiterose psionic monastery, revealing the trap laid for them by Prateor Irovetus and his master Andropinis, discovering the secret buried far beneath the monastery, and finally being able to free the ancient weapon Briar from its hiding-place.
The History of Whiterose Monastery The spear known as Briar is more than just a weapon to the mad Pyreen, Nyrissa- it contains a spark of her being, and without it, she is not quite whole. Yet the nature in which it was taken makes it impossible for her to find it, as long as it remains quiescent in the Material Plane. High Praetor Irovetus is just the latest in a long line of champions she has chosen to find the spear, though he is the first to have succeeded in locating it. Irovetus has sensed his powers from Andropinis have been withdrawn, and he has now sworn loyalty to Nyrissa in body and soul, taking Briar in an attempt to reach her. In the Green Age, the bygone enemies who imprisoned Nyrissa chose a low, nameless mound in the foothills of the Branthlend mountains to serve as Briar's hidden vault, hiding the spear in a subterranean vault and entrusting it to a fey spirit of water named Evindra. For thousands of years, she stood warden of the weapon, until an order of psionicists, taken by the beauty of the white desert roses that grew on the hill, founded a monastery here. They erected a vast and polished stone tower to serve them as a place of reflection and safety, naming it Whiterose. Over the decades that followed, the curiosity and need for companionship drove Evindra to contact the psionicists, and they eventually welcomed her presence, seeing her as a benevolent spirit after she taught them to purify and filter water. One of the order's members, a deformed and horrid specimen who titled himself The Master, fell in desperate lust with Evindra, and stole away some of her essence, enslaving her to him and imprisoning her within a detailed water-clock which he built. He discovered Briar and used it to slay the other inhabitants of the monastery in a murderous rampage, finally retreating to the subterranean vault to whisper to Evindra for years on end, sustaining himself with moss and clean water. Irovetus' agents finally tracked the presence of Briar to Whiterose, and made their way inside. They slaughtered the maddened psionicist, and stole away the spear, giving it to Irovetus. They left the nereid trapped in her water clock, unaware of her enslavement. The Gardener, angered beyond death and driven by pure rage, returned as a Racked Spirit and now haunts the place. This latest development is unknown to High Praetor Irovetus - he chose this place to launch an ambush on the PCs due to its remote location. To ensure such a fate, the Prince-Regent of the Sellen has sent some of his most dangerous minions - a Thri-Kreen assassin by the name of K'chk'tane, and a small group of elite soldiers. However, The Master's interference has resulted in some difficulty for the assassins in preparing their deadly reception for the PCs. Irovetus has taken Briar and taken his troops to fortify the Tower of Thorns for a showdown. On to the Whiterose Monastery Patches of white desert roses still grow around the hill, but in the absence of Briar's influence, the hill has grown wild in recent years. A low stone wall surrounds the monastery at the distance of perhaps a quarter-mile. Few signs remain of the once-exact gardens remain, although here and there, overgrown tangles of wild brambles hint at the building's past. The monastery itself is a glossy black monolith with three narrow levels, surrounded by arched rock outcroppings. D1. Plaza: At the end of a dusty track lies a wide area where the scale of the monastery is finally revealed- a truncated and glossy black stone monolith, reflecting back the surrounding landscape with mirror-like sheen. D2. Whistletower: One of Balic's spies stands guard atop this tall tower which was once adorned with great reed whistles for alarm, waiting to see if the PCs pass and readying themselves to descend and alarm their colleagues. The first time the PCs pass this area, they can hear a ghostly sound as if the fallen pipes, clearly in the sand, are whistling distantly. This ceases abruptly if they are touched. D3. Entryway: This area has sandy stairways stretching upwards and downwards to either side. The walls and ceiling are decorated with ceramic tiles in painted vine patterns, and a door directly opposite the entry seems to lead into the monastery further, although the wooden door looks a little warped. It squeaks loudly on the tiles when disturbed. D5. Washroom: Based on the shatered remains of the basins here, this must have once been a washroom and lavatory. The first time the PCs enter, one of the basins appears to be whole and brimming with crystal-clear water. As soon as it is touched, this vanishes with a splashing noise. D6. Sanctuary: This wide, colonnaded hall is marked by rounded bays that run to either side, each containing dusty old barrels. Above, wooden rafters form a complex network of supports for the roof, and below, a number of bedrolls of recent make litter the floor. Here, K'chk'tane and her band of assassins make their move. If they've been alarmed by the spy atop the whistletower, they have prepared an ambush, otherwise they are lurking here and might be surprised. K'chk'tane is coolly ready and waiting in the rafters at any point, but the eight Veterans and four Spies included are all frightened for the first round of any combat, clearly unsettled by something before their instincts take over. Among their belongings are sketches of each of the PCs and brief details written about them ("warrior who favours the trident"; "elf defiler with command of fire magics", for example). It should be clear that this is a trap set for them. D7. Vine Tangle: The graveyard of the monastery has been overgrown by a gigantic tangle of brambles. If anyone approaches, the ground heaves and the gravestones seem to tumble as a pair of gigantic Shambling Mounds emerge, rampaging forth to slay any living creature nearby. D9. Library, above the monastery: The first floor of the monastery contains a shelf of books and racks of scrolls that contain the collected psionic knowledge of the order, as well as focusing-crystal orbs and a variety of ritual components. There are also several comfortable-looking shallow bowls carved into the floor for sitting to meditate within. A psionicist who has access to these has advantage on relevant Arcana checks, and you can use this to introduce some new powers or options for your characters, if you like. D10. Abbott's room: The highest floor contains the former abbott's quarters, with a large desk and more shelves. A large bloodstain mars the wooden floor. On entry, the PCs feel a sudden sharp pain in their chest, as if they have been stabbed in the heart with a spear. A Wisdom save (DC 16) prevents the PC from being stunned for one round, and anyone affected will bear a white circular scar over their heart until they receive any magical healing. D12. Psionicists' cells, below the monastery: The eight slain psions who were murdered by the Master have become Will-o'-wisps, manifesting their latent rage in the only way that they can communicate. D14. Ruined water shed: The shed, a few hundred feet from the monastery, leads to the ancient cistern where Evindra once lived. The pools used for the water distillation and purification here have fallen into disarray. However, the now-polluted waters host a trio of angry and muddy water elementals that emerge from the pools. Once dealt with, the way to the cistern is clear- a tunnel leading nearly nine hundred feet downwards into a rock face. D16. The Cistern: The tunnel leading downwards is in complete darkness, ending at a large, vaulted cavern filled with a crescent-shaped pool of luminous and softly-rippling clear water. The arc of the pool cuts across the end of the passage, separating the tunnel from an island covered with moss and softly-writhing green fungus, although a rickety-looking wooden bridge spans the gap. On the island itself, a brass contraption whirs as the water clicks through it, while above, a set of winking lights slowly wriggle and move, slowly forming and reforming strange constellations in a false night sky. Here, The Master and another half-dozen Will-o'-wisps lurk, biding their time until they are disturbed again. The Master, as a powerful psionicist, has retained many of his abilities as a Racked Spirit. THE MASTER (using A Classic Psionic System for 5e rules) Medium undead (human), chaotic evil Armour Class 15 (natural armour) Hit Points 117 (18d8+36) Speed 0ft., fly 30ft. (hover) Str 7 (-2); Dex 17 (+3); Con 15 (+2); Int 12 (+1); Wis 18 (+4); Cha 22 (+6) Damage Resistances Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from attacks that aren't made with steel weapons Damage Immunities Necrotic, poison Condition Immunities Charmed, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60ft., passive Perception 14 Languages telepathy with beings within 60 feet Challenge 15 (13,000 XP) Corrupting Gaze. When a creature that can see the Master's eyes starts its turn within 30 feet of the Master, the Master can force it to make a DC 16 Charisma saving throw or become Poisoned and take one level of exhaustion. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Master again until the start of its next turn, when it can choose whether to avert its eyes again. If the creature looks at the Master again in the meantime, it must immediately make the save. Incorporeal Movement. The Master can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object. Innate Psionics. The Master is an 18th-level psionicist. His manifesting ability is Charisma (power save DC 21, +11 to hit with power attacks). PSPs: 114 (PSP limit: 13); MAC 11 Disciplines known: Telepathy (primary), clairsentience, psychokinesis, psychometabolism, pyschoportation Devotions known: All-around vision, empathy, incarnation awareness, insect mind, slipstream of initiative 1st-level sciences (2 PSP): Inflict pain, psychic impersonation, sensory link, telepathic disguise 2nd-level sciences (3 PSP): Aura alteration, conceal thoughts, daydream, hallucination 3rd-level sciences (5 PSP): Acceptance, awe, suppress fear, telepathic projection 4th-level sciences (6 PSP): Impossible task, mind blast 5th-level sciences (7 PSP): Mind bar, temporal shunt 6th-level sciences (9 PSP): Domination, mental prison 7th-level sciences (10 PSP): Cascade contact 8th-level sciences (11 PSP): Psionic vampirism 9th-level sciences (13 PSP): Mass domination, unearthly visions Attack/Defense modes known: All / all Actions Corrupting Touch. Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: 10 (3d6) necrotic damage and the target must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion. Evindra the Water Weird is still imprisoned within the mechanical clock, and anyone drinking (or being immersed in) the water can feel a buzzing in their jaw and throat, and a faint voice, begging for freedom from the "device of metal". If freed, the water cascades back into the pool and a flare of brightness shines forth from the water before a humanoid shape arises the next round, resembling a vaguely female form. If The Master is still around, she takes action to aid those fighting him, and bring about his final destruction, before telling her saviours that she brings hope to those who need healing, and served as the guardian of Briar before it was stolen away from her. She tells that she can feel that its essence has travelled through the ancient forest known as Thousand Voices, and has reached the Tower of Thorns. There, its new wielder entreats his mistress, Nyrissa the Pyreen, and attempts to restore her essence to her. Tune in next week for the big seige! Also posted on Game Masters Stash on 5 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 will be the first part of the fifth book of the ongoing Sorcerer-Kingmaker adventure path conversion.
At this stage of the adventure path, the PCs should be around 13th level, and their nascent city-state should be well-developed- perhaps even enough that they should need to consider the Dragon's tithe of 1,000 slaves, should the Dragon still be alive (depending on the timing and develeopment of your campaign world). "War of the Silt Kings" can begin at any time, but ideally before they begin to seriously explore the Gelebon Highlands. High Praetor Irovetus has the patience and power to wait and watch, and is wise enough not to rush his plans. You might consider a time jump of six months or even a few years from the last adventure. This adventure begins when High Praetor Irovetus sends a messenger, inviting the PCs to attend and participate in the Rushlight Games. The messenger, Velemandus, is a clean-shaven elven slave who delivers the memorized invitation perfectly by voice, even if distracted: "Greetings from his supreme and and inimitable magnificence, Castor Irovetus, by the grace of the almighty Andropinis the High Praetor of the city-state of Balic, Marvel of Numeria, Master of Mormouth, and Prince-Regent of the Sellen. It is with greatest honour that I greet you, my fellow Princes of the Silt. I would wish you the honour of accepting my invitation to attend the fifth Rushlight Games as my guests, before the glorious presence of Dictator Andropinis Himself. I know you to be discerning lords of your domain, and trust you would not want to miss such extravagance and an attempt to win the approval of the Dictator personally. And to sweeten the port, as it were, I have secured a mighty magical item, a gold and gemstone rod which confers lordly might, which I am willing to bestow upon the lord who proves themselves by fielding the true Rushlight Games champion! Could this champion even be among your own august personages? Please confirm your attendance by this invitation's most discretionary courier. I look forward to your attendance! Delivered from the voice of Castor Irovetus, High Praetor of Balic." Velemandus is willing to wait a day overnight for the PCs' response. It is the expected thing to offer food and shelter for him, and to fill his waterskins- doing otherwise would be quite rude. Velemandus himself is unfailingly polite, although if the PCs show open friendliness to him, he might accidentally let slip some details about the Games' challenges, especially the surprising presence of the renowned Mul gladiator Villamor Koth in the Midnight Melee, formerly of House Jarko. Koth had retired last year after earning his freedom, but was apparently offered a "princely sum" by Irovetus himself to compete. His skill with the carrikal is somewhat legendary, and he once fought a three-hour tournament against a trio of giants under the blazing sun. Travel to Balic should be relatively uneventful- the army has driven out any bandits or beasts in the area in preparation. By the time they arrive, the city-state of Balic has swelled by nearly half of its usual population- a veritable shanty-town of market-sellers and travellers has set up outside its white marble walls, although the uniformed guards keep the roadways clear with judicious application of lance shaft blows and snapping crodlu mounts. The Elven Market, as well as the agoras, are bustling with visitors hawking wares great and small. Thieves are having a field day, but keeping a low profile. Once they are recognized, the PCs are delivered a message by a trio of Praetors and a squad of armed guards that High Praetor Irovetus wishes to speak with them on their arrival. He can be found overseeing the Games' preparation, and the guards wil keep them safe and escort them to him, while they are in the city. Irovetus is a handsome and well-toned man in deep red velvet robe. He is eager to meet and observe the PCs face-to-face, but has already had one of Balic's court Defilers cast mind blank on him, making him immune to thought-detection abilities. In any case, he is a welcoming but cautious host, and gifts them each with an oilskin filled with water from Andropinis' own fountain. There is a barrel set aside filled with similar oilskins for the other guests. Each of the oilskins contains cool, clean water for refreshment, and is simply a gift. Expressing rudeness towards their host or towards Sorcerer-King Andropinis will see Irovetus' demeanour shift to icy disdain instantly, although their invitation is still valid. The competitors are other powerful players from other areas along Balic's region of the Silt Sea. Ledopolus: The dwarves of Ledopolus send some of their number along each time the Rushlight Games are held, usually a team of dour professionals. Each wears a copper band on their upper arm bearing the emblem of a bridge. Samarah: Samarah's competitors from the eastern end of the Estuary of the Forked Tongue are well-mannered and friendly, but eager to win - the town has experienced troubles in its last few years, and could do with the stability and glory. Altaruk: The competitors of Altaruk are mercenaries hired by the trading-town. They wear scarves printed with a white square, representing the fortress walls. They are eager for the experience and the travel, but have no overall loyalty to Altaruk. Gulg: Although their relationship with Balic is sometimes rocky, competitors from the forest city-state have been welcomed to the Fifth Rushlight Games. They are arrogant, confident in their own ability. Balic: The competitors from Balic are specially-selected and highly-trained citizens, defending the honour of their city and ruler personally. If they are successful, each will be well-rewarded. The Games Regular gladiatorial matches and displays of entertainment will be occurring over the next five days, but these are well below the PCs' pay grade. The big games will occur one per day, culminating in the Midnight Melee to close out the grand spectacle. There are three core rules to the games: Harm no spectators, kill no competitors, and don't get caught cheating. For each of the main events, competitors will be announced by Andropinis' chief herald, Mnerion Arpaia. Event One: Javelin Toss On the second day, one competitor from each city is provided with a basket of finely-made and polished javelins, and provided with three targets, one at 30 feet worth one point, one at 60 feet worth three points, and one at 90 feet worth 5 points (targets beyond 30 feet have disadvantage). Each competitor gets six throws at their choice of targets. The prize for victory in this round is a Javelin of Lightning with a point polished from a fulgurite. Event Two: Test of the Flame On the third day, Balic's laws on spellcasting are temporarily lifted for this test, and competitors are challenged to come up with the most impressive display of magic or Will in five casts each. This will be the first time many citizens of the city-state have openly seen spellcasting, and draw incredible amounts of attention, not to mention fearful crowds. Irovetus has deliberately arranged this to reveal powerful spellcasters so as to learn of their powers, and watches with scribes taking notes. The most impressive feat in any round wins 5 points, and the second prize wins 3 points. The prize for victory in this test is a simple golden diadem (a Circlet of Blasting). Event Three: Test of Wordfame On the fourth day, one competitor from each city is invited to take a podium in the centre of the stadium and boast to the audience of their greatest achievement. The story requires four checks, which can include Deception, Intimidation, Performance, and Persuasion, with disadvantage for a second check of the same kind. The highest skill check in any round wins 5 points, and the second prize wins 3 points. The prize for victory in this test is a Helm of Telepathy made from a Gaj's exoskeleton. Andropinis himself watches this event, and can be seen to chuckle if someone scores a 30 or more on one of their checks. This earns an additional two points. Event Four: The Midnight Melee The evening of the fifth day culminates in the 'big-ticket' event (which starts a little after sundown, rather than truly midnight). The stands are full to bursting, and the entire arena is lit by torches placed around the outside and on tall stands. Each city is invited to bring a team of up to five warriors to battle one another. Each has instructions to surrender when they are badly wounded (at half hit points or less), although some choose to push the envelope a little. Forcing a member of a team to surrender is worth five points. Victory in the Midnight Melee earns hearty congratulations from the crowd, and a Mace of Smiting as the prize. At the end of the night, no matter how early in the morning it is, all competitors from each team are called together for the award ceremony, where High Praetor Irovetus awards his grand prize- a Rod of Lordly Might. Attendance at celebrations and post-Games drinks is expected, but someone from the PCs' city is likely to find them before dawn to deliver urgent news. Also posted on Game Masters Stash on 15 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. The fourth part of Book 4 of the Sorcerer-Kingmaker conversion, this chapter will deal with the barbarian warlord named Armag Twiceborn, the Loud Sisters of the Cult of Cold Malice, and the artifact weapon Ovinrbaane.
The original Armag was a lieutenant of Kalak the Ogre-Doom during the Cleansing Wars, and a trusted friend. After his battle against a mighty army of ogres led to his death, Kalak honoured him by having his army build a tomb for Armag, laying his mighty axe to rest with him. He transformed one of his powerful templars, Zorek, into a Raaig to watch over the tomb, and for thousands of years, this tomb has been undisturbed. Perhaps forty years ago, the tomb was discovered by the wicked members of the Cult of Cold Malice, driven out into the wilderness from Balic and sheltering from a sandstorm. They explored the complex, stumbling across the power of Armag's axe, and lost several members to its power before retreating. They did, however, formulate a plan to harness its power- to raise a warrior in Armag's name and image, believing he was the heir to the original Armag's title and possessions. They have raised this young man in the wilderness for decades, bringing him to rulership of a barbarian tribe and introducing him to Zorek, who now believes that he truly is the original Armag. His charisma and prowess have forged his tribe into a real threat to the southern Tablelands. Following his victories against House Drelev forcing an alliance, the Loud Sisters decided to bring him to the tomb and finally attune him to Armag's axe Ovinrbaane, Enemy of All Enemies. The weapon requires shedding blood to attune, and they had planned to bring the five daughters of House Drelev for this purpose, but Kisandra's escape forced the sacrifice of some of the barbarians instead. The barbarian tribe has sent its warriors along with the expedition, making camp outside the complex. On the steps are stationed a band of a half-dozen barbarian warriors, guarding the entrance until Armag is done. They will fiercely defend the steps and entrance to the tomb with their lives. Each is a veteran who has stood with Armag through many battles, and they have a variety of looted equipment, making them veyr heavily-equipped. From area D2 onwards, Zorek's powers guard the entire complex against intruders, while allowing the Loud Sisters and the barbarians the ability to protect it. Using Guards and Wards isn't terribly fun, I've found, so I would instead suggest that the entire complex is warded by protecting against extraplanar travel into it, as well as allowing Zorek to level a curse against anyone he believes is disturbing his tomb (not the barbarians, but definitely the PCs). As they enter area D1, they see the ghostly image of a templar wearing Tyr's badge of office appear before them, arms crossed. He bars their way, speaking in an archaic style of speech to let them know that that this is the tomb of Armag, Beloved of Kalak, Enemy of All Enemies, Mighty of Melancholies and Thews Alike, and that their presence is unwelcome here. If they proced, he warns that only death shall await them, before fading away. Unless Zorek has been destroyed, any intruders who are unwelcome in such a way take 1d8 additional necrotic damage from any attack or spell for the duration of the time they are in the tomb, and an additional 24 hours afterwards. The temple complex also consists of several tests of cleverness, might, agility, and other things which Kalak found admirable in his youth. Passing these confuses Zorek's almost-unwavering belief that the new Armag truly is his ward returned to life. If the PCs fight or attempt to treat with Zorek, persuading him that the Loud Sisters have lied to him, they have advantage on one roll for each of the Tests which they have successfully completed. D2. Test of Strength: The Test is completed by manuevering each of the rounded boulders into its appropriate depression up a flight of long stairs, before the boulders crash down upon them. This requires successive Strength rolls of increasingly difficulty (DC 16 for the smaller boulder, DC 18 for the second boulder, DC 20 for the third boulder, and DC 22 for the largest boulder of all) each round, to move them 30 feet. D3. Test of Endurance: When entering this room, the walls which have been covered in polished bronze sheets radiate the full strength of the sun at midday, and the doors crash down. Anyone present in the room takes 2d6 fire damage each round (in addition to the necrotic damage, if Zorek's curse is still active). The doors must be raised by hauling upon an ancient bronze chain, requiring seven successive Constitution saving throws to avoid gaining exhaustion levels. Once the door has been hauled open, the sun's light blessedly cools, and the room returns to a more normal temperature. D5. Test of Tactics: Sixteen sigils have been carved into this wall, keeping the names of Armag's lieutenants alive and preventing them from true death. Only if these names are marred or erased can each of the sixteen skeletal champions be destroyed forever. A Shadow Giant has been set to guard this hall, lurking partway in the Black and attacking anyone who attempts to interfere with the sigils. D6. Tilting Floor: This room is as written- a disc balanced on a pivot in the middle of the room, causing it to pivot and wobble, depositing adventurers into pit traps at the north and south ends of the room. D7. Test of Agility: This test consists of navigating a number of columns above a thirty-foot drop to the floor below, inhabited by swarms of biting red ants. In addition, the first person to reach the other side activates a magical Gust of Wind which affects everyone else still standing on the columns. D9. Test of Prowess: This room holds a towering Stone Golem, adorned with spikes and made in Armag's bearded appearance. It is 'programmed' to kneel once it reaches 20 or fewer hit points, and can be painstakingly repaired by Zorek, although he has rarely had to do so. D10. Cavern of the Slain: Eight of Armag's skeletal champions wait here, their dreadful intellect keeping them bound to his will, or that of the sword's wielder. They ambush passers-by with javelins, spears, and axes. If felled, their bones slowly reform, unless their names have been removed from the wall in area D5. D11. Test of Obedience: This large room is made in imitation of Kalak's own throne room, should any of the PCs have seen that. Pillars adorned with gold leaf and lapis lazuli mark passage down the hall, and a colossal stone statue carved in the likeness of King Kalak dominates the far wall. Here, Zorek waits to administer the final test or deal with intruders. He is a Raaig, and although he was once one of Kalak's greatest Templars, he has felt his faith waver in the past decade or so. Those who try to persuade him of the Sorcerer-King's death (if this has happened in your game) can cause his faith to waver even further, and a series of five successive Persuasion checks (at DC 20) can cause him to fade away entirely. D12. Armag's Armoury: The hacked bodies of the four captives from House Drelev, as well as another half-dozen of Armag's barbarians, are scattered across this room. The barbarians seem to have fought back, but even they were not able to hold back Armag once he awoke Ovinrbaane. His immediate rage sated, he has been sent into the next room to attune to it more thoroughly, along with the remaining skeletal champions. Here, the Loud Sisters of the Cult of Black Malice wait, and guard their champion. The two are older than presented in the original adventure, but are highly-skilled, and will bring the full weight of their elemental magic against anyone attempting to stop them. They have literally waited a generation to bring about this plan, and no-one can bring a halt to the destruction which will be unleashed. D13. Armag's Tomb: The walls here are covered in bas-reliefs of a barbarian warrior wielding an axe. In the centre of the room kneels Armag, communing with the axe's violent spirit and becoming one with the original Armag once and for all. He is guarded by the last eight of his skeletal champions, and will only rise during the second round of combat, unleashing his rage upon any intruders. He will be a very tough fight, combining his own rage and skill at battle with the magical powers of Ovinrbaane. Killing Armag and the Loud Sisters is enough to settle the barbarian tribes for a few more generations, and they will cause no united harm to the PCs' new city as it grows. High Praetor Irovetus, grows more daring, and will next unleash his grand plan to destroy them once and for all, in the upcoming War of the Silt Kings. Also posted on Game Masters Stash on 1 January 2021. Part 3 of the ongoing Sorcerer-Kingmaker conversion leads the PCs to House Drelev and a confrontation with Baron Hannis Drelev, a lean and tough dune trading baron. This fight will take resources and a small army to bring down, as his manor is well-fortified and he is protected by an army of mercenaries, barbarian tribesfolk, and his elite half-giant juggernaut guards.
Hannis Drelev has always been a mean, opportunistic man. His early years on the streets of Balic are littered with incidents of betrayal, violence, and taking advantage. After one particularly violent year, he shipped out as a merchant guard on a caravan taking trade goods to Tyr, barely surviving an attack by the Jura Dai elves, but escaping with the wagon's pay-chest. He lived it up for a couple of days, and then was persuaded that he should invest in a better standard of living. So he started his own caravan, hiring gang members as guards, and shipping stolen iron back to Balic. Over the years, he has resorted to poisoning, murder, betrayal, and all but outright treason to survive. He has formed his fledgling dune trader enterprise into a powerful trading house, a fearsome military presence in the Stolen Lands, and a borderline- independent outpost on its own, staffed with thousands of slaves. Recently, an attack by barbarian tribes and forces of Balic (led by High Praetor Irovetus) forced a surrender from House Drelev, and oaths of fealty to Sorcerer-King Andropinis. As part of the treaty, five of House Drelev's children were to be handed as slaves to the barbarians. Terrion Numesti, one of the mercenary captains who served the house, protested, and was punished with imprisonment. However, his daughter Kisandra dressed herself in soldiers' clothes and escaped, pursued by a sizeable force of soldiers. After this force was presumably defeated at the Siege of Siltford, House Drelev has recalled all of its traders and slaves, and hired on extra guards, turning into a fortified outpost. While the PCs will still likely end up infiltrating, this should be against the background of conflict between House Drelev and the PCs' settlement- armies clashing; half-giants rampaging; the struggle for resources, respect, and riches; bloody violence on the sands. Fort Drelev holds a town of perhaps two thousand slaves, and is currently garrisoning near three hundred warriors. Its resources are already stretched thin, and the warriors have been commandeering supplies and slaves from the nearby area. Not only do the PCs need to take revenge for the unprovoked attack by Drelev's forces, they will need to take proactive action to safeguard the region from further attacks. Liberation of the slaves will be the best way to triumph in this situation. Key NPCs of House Drelev - Baron Hannis Drelev, neutral evil, Challenge 8 (disengage, sneak attack, and poison attacks) - Pavetta Stroon, Lady Drelev, neutral evil, Challenge 1/2 (poisoned daggers) - Imeckus Stroon, court Defiler for Andropinis, lawful evil, Challenge 6 (use 'Mage' statistics) - 'Lady' Quintessa Maray, bard and assassin, chaotic neutral, Challenge 8 (use 'Assassin' statistics) - Captain Terrion Numesti, mercenary captain, neutral good, Challenge 3 (use 'Veteran' statistics) - Three dozen barbarian warriors, chaotic, Challenge 2 (use 'Berserker' statistics) - About 200 mercenary warriors, neutral evil, Challenge 1/2 (use 'Thug' statistics) - Two dozen Half-Giant Juggernauts, neutral Challenge 6 (see statistics in Part 1) - Four mercenary captains, neutral evil, Challenge 2 (use 'Bandit Captain' statistics) - Fifty skirmishers, neutral, Challenge 1/2 (use 'Scout' statistics) If she is present, Kisandra will aid the PCs in trying to free her father Terrion, who can talk around forty of his mercenaries into deserting. He can also warn of some of the Baron's plans and help them fight back, as well as warning that the other four prisoners were taken away by the Loud Sisters, and that they said they would be used to 'wake the axe', whatever that means. Once the situation at Fort Drelev has been resolved, the PCs should be free to pursue Armag Twiceborn, and come to the finale of this adventure. Also posted on Game Masters Stash on 25 December 2020. 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. Beginning Book 4 of the ongoing Sorcerer-Kingmaker conversion, this book will be changing a little to reflect some more of Athas' themes, and the themes. The overall synopsis is the same, but some events will need to be altered.
This adventure should begin shortly after the PCs return from completing The Dusthold Disappearance, which means they should be around 9th-10th level. The original Kingmaker modules include rules for mass combat as of the next adventure (War of the River Kings), but it feels appropriate to introduce some elements here. This compares favourably to this 'tier' of 2nd edition, which was when players would start accumulating followers, armies and strongholds, and I like the feeling of having larger responsibilities than just personal heroics. Background: The 'Black Sisters' of the original module are replaced with the Loud Sisters of the Cult of Cold Malice, last encountered at the start of Sands Stained Red. They are a nihilistic cult who follow the power of elemental Rain, wishing to wash away the city-states and Sorcerer-Kings of the Tablelands to usher in a new age of thunder and flowing waters. They are outlawed and hunted in all of the city-states. The Loud Sisters raised their child to be a warrior, a champion of their cause, and to rule the barbarian slave-tribes of the wastes. Armag Twiceborn, as he has become known, is a peerless warrior and has been attuning to the ancient weapon of the Cleansing which was located within an ancient Dwarven ruin- Ovinrbaane, Enemy of All Enemies. The barbarian tribes' wars against House Drelev, and High Praetor Irovetus of Balic, are about to cause troubles for the PCs' nascent city-state, leading to House Drelev's attack on Siltford. This adventure begins with the PCs being contacted by Loy Rezbin, who they may have met some time earlier (in Sands Stained Red). He's impressed with their success, and wants to show how well Siltford, the town he has founded, is going. He'd like it to be a part of their territory, and is happy to render the appropriate tribute to them to make this happen. The village is now cozy and well-kept on the shores of the silt flow, with a few hundred comfortable inhabitants. Loy Rezbin is likeable, loyal, and down-to-earth, but concerned for the needs of his people. It is when the PCs arrive to visit that they meet Kisandra Numesti, a tough young woman dressed in the manner of the soldiers of House Drelev, who has been captured by Siltford's militia. She warns that House Drelev has sent an army of near a hundred mercenaries to take Siltford, as well as a few dozen barbarian warriors, and six of their elite half-giant Juggernauts, under the control of Ameon Trask, an unassuming-looking psion. This gives the PCs just enough time to mount a defence, letting them set archers, build barricades, use magical defenses, set snipers on rooftops, leave traps in the wastes to slow their attackers, dig trenches, or even to attract local wildlife to assist, and also to send for aid from their own lands, giving them access to some of their allies and troops to assist in the battle. Throwing back the siege will take some fighting- the mercenaries are skilled combatants, but not in any particular rush to accomplish their goals. The barbarians are powerful and fervent in their attacks, but lack the discipline of soldiers. The half-giants are dosed up on a combination of bloodvine extract and tamarisk sap, making them all but impervious to pain, and dreadful combatants. Half-Giant Juggernauts Large humanoid (half-giant), Neutral Armour Class: 14 (scale mail) Hit Points: 95 (10d10 + 40) Speed: 40ft. Str 20 (+5); Dex 12 (+1); Con 18 (+4); Int 8 (-1); Wis 9 (-1); Cha 8 (-1) Skills: Athletics +8, Intimidate +8 Senses passive Perception 9 Languages Common, Giant Challenge 6 (2,300 xp) Juggernaut Resilience. Once per round, a half-giant juggernaut has resistance to bludgeoning, piercing, or slashing damage against one attack. Actions Multiattack. The half-giant juggernaut makes three Wrist Razor attacks against the same or different targets. If the attacks are made against the one target, the attacks gain a +3 bonus to damage. Rampage. The half-giant juggernaut moves up to 50 feet, with resistance to damage against any opportunity attacks. All creatures or objects in the way must make a Dexterity save (DC 16) or take 16 (2d10+5) bludgeoning damage. Wrist Razor. Melee weapon attack; +8 to hit, reach 5ft., one target. Hit: 9 (1d8+5) slashing damage. Overcoming the besieging troops will allow the PCs to investigate further, heading out towards Fort Drelev to find some answers about why Siltford was attacked. Also posted on Game Masters Stash on 11 December 2020. The final major part of book 3 of my conversion of Pathfinder's Kingmaker adventure path conversion to Dark Sun, this deals with the psionic lich beast-headed giant, Vordakai. Not truly the first of his name, this psionic warlord of days past assumed the identity of his master, and was imprisoned by the wemics of the Iobarian lands before their annihilation at the hands of Tectuktitlay. Imprisoned in his tomb, the psionic warlord placed himself in a torpor, to rest until he could be freed. The last surviving wemics of Athas, the Nomen tribe, have guarded his tomb for three and a half thousand years. However, they missed an explorer who slipped through their territory not too long ago- one who chanced upon Vordakai's tomb and tripped an alarm before escaping with one piece of treasure- a jade giant-size ring, mistaken for a bracelet by the humans. This alarm was enough to awaken the now-atrophied Vordakai, his powers much lessened due to his long, long absence. Nevertheless, his power and his collection of artefacts and servant have been enough to utterly empty the town of Dusthold in one horrid evening, and may cast a longer shadow across the Stolen Lands yet...
Vordakai stays in his tomb absorbing the knowledge of the inhabitants of Dusthold, unless he psionically observes an opportunity to expand his territory and crush his enemies. He will use one of his artefacts, an ancient obsidian orb known as the Lens of Abaddon, to summon up a Caller in the Darkness and send it after his foes. These incorporeal psionic monsters steal the essence of their victims and devour them, and the PCs are likely to be the victims of one such attack soon after they learn any hint of his existence. Locations of the Tomb: Locating Vordakai's tomb within a hundred-foot-tall bluff on an island in the silt is not an easy task, but following Xamanthe's trail through Olah-Kakanket may be the easiest way. W3 - Wyvern Bluff: Atop the bluff lair a pair of Desert Wyverns, sandy-coloured and aggressive. W6 - Cairn Entrance: The cairn's entrance has had some collapse in the stonework over the past few milennia, but contains some shattered amphorae spilling golden coins and another giant-sized jade ring, matching the one that Uriusyne Ganus stole away with. W7 - Sepulcher: A pair of Vordakai's servants, giants imprisoned within their own decaying bodies for millennia, guard the region. Their minds have rotted away to near-dust, but some elements of his commands remain. These giants overcame Xamanthe, and bore her away upstairs to area W15. W8 - Pool: The giants' source of water has stayed here for many long years, kept safe from the devastation outside. Within can be found several swarms of Quippers, which will feast on anyone dipping more than a hand or bucket into the silty water. W10 - River trap: This trap originally vented the river above into the chamber. However, the river was long ago replaced with silt, and the trap mechanisms jam open, dropping portcullises at either end and flooding the room with dry, dense sand. This will leave the chamber filling with silt, choking and crushing anyone trapped within, including the two thinking zombie giants. A variety of infant silt horrors, the size of a human's hand, flop about and attack anyone slow enough not to escape. W12 - Psionic focus chamber: This room is made of elegantly-hewn and polished slabs of marble, and decorated with several crystal orbs resting on tripods of polished brass. The orbs can be used to aid concentration, giving advantage on any psychic checks but increasing the time taken to one minute. The doors are inlaid with psionic circuitry, requiring that a user attune themselves to the door using a Charisma saving throw, or be telepathically confronted with a premonition of their own death, taking 10d10 psychic damage. This trap is powerful but can be avoided by using one of the crystal orbs to assist. W14 - Guard chamber: Vordakai entrusted his prisoners to the guardianship of a great crystalline golem built in an age past. It stands down on hearing his name, but will not allow anyone to pass with a prisoner from area W15, no matter how many times they mention his name. Its structure absorbs any psionic power directed its way harmlessly, but it is affected by magical effects. W15 - Prison: Xamanthe has been imprisoned and held paralyzed here since her capture. If freed from her paralysis, she can tell that she has only flashes of memories—periodic visits by other undead giants who brought her foul-tasting food, pain filled dreams and nightmares, and a growing sense of despair. She does say that she has a particularly disturbing memory of a nearly skeletal cyclops with a glowing gem wedged in his otherwise-empty eye socket, who whispered the following to her at some point during her ordeal after she’d been imprisoned here: “You should be honored to be a guest of Vordakai, beastwoman. I shall return once your fear and dread drive all semblance of will and self from your mind, at which point you will thank me for these gifts of pain.” If invited, the headstrong Xamanthe readily joins the PCs in exploring the tomb, but she knows she may well be out of her depth here. Although she has no reward to give them, she describes the spear she brought with her, tipped in a leaf-shaped cold iron blade, and says that they are welcome to it if they can find it in the tomb (currently amid the other treasures at area W27). W16 - Central crypt: Vordakai's minions arose from their repose when Uriusyne Ganus disturbed the tomb. Two Callers in the Darkness have been bound to guard this area, and float in the darkness of the vaulted ceiling. W19 - Lens focus: This chamber is empty. Its walls bear eye-shaped patterns and carvings, all of which seem to be looking at a point on the eastern wall where a single carving of a giant, stylized eye looms. The eye's pupil is an intricately ingraved relief roughly the size of a human palm. The eye carving is actually part of an intricate psionic enchantment binding Vordakai's intellect, and linked to the Lens of Abaddon which he carries. If it is destroyed, Vordakai receives a searing jolt of pain and inflicts a 20% failure chance on an psionic powers he manifests, as well as disabling the powers of the Lens. If this happens, he will immediately mobilize and seek out the PCs, calling up another Seeker in the Darkness if he has time. W20 - Hell pool: This wide chamber is filled with boiling-hot volcanic tar and noxious sulfurous gases, and guarded by Ervil Pendrod- once a member of the Veiled Alliance who had come to Dusthold to study the bracelet recovered by Uriusyne Ganus. He was interrogated by Vordakai and brutally murdered, finding himself transformed unwillingly into a tortured undead monster who needs to feed on humanoid brains to sustain himself. He will attack any living creature travelling through the room, muttering mixed apologies and growls of hunger for brains. W22 - Secondary crypts: This crypt, strewn with rubble and grave-filth, stretches into darkness. Sprawled on the floor is the corpse of a man wearing a Balican toga over leather armour. This was Uriusyne Ganus, who recovered from Vordakai's beckoning just as the feast began, and ran for his life. He fought valiantly for his life with the stone dagger in his hands, but was overcome and his brains devoured by the giants at Vordakai's service. His horror and the madness of the situation caused Ganus's spirit to flee and become a Spectre. W23 - Feasthall: Four of Vordakai's giant thinking zombies stand guard over the corpses of their victims here. More than thirty of Dusthold's inhabitants were horrifically slain here, and their brains devoured by Vordakai and his servants. The victims include Maegar Varn and some other faces, but not everyone known to be missing from Dusthold- many have been imprisoned in Vordakai's Vitality Orbs. W26 - Pool guardian: In ages long past, Vordakai's will dominated a powerful water elemental and imprisoned it here as his final guardian. It has no moral alignment, but after such a long time of imprisonment, it finds a great deal of enjoyment in crushing and drowning mortals. W27 - Throne of Bones: Vordakai's throne room is dominated by a giant-sized throne of thousands of ancient bones, strengthened to take his weight. He spends much of his time here gazing outward and using the Lens of Abaddon to scry the surrounding territories. His arrogrance, even with his reuced power, might surprise the PCs and allow them a chance to overwhelm him if they are quick. However, his psionic powers are by no means weak, and facing him may be their hardest challenge so far. W28 - Dungeon of vitality: This room contains rack upon rack of fist-sized obsidian orbs, lit from within by dim sparks. The sight is eerie and beautiful, and contains the remaining population of Dusthold, their intellect and animating spirits trapped forever in these orbs. When at the peak of his power, Vordakai would have used these to fuel his more powerful psionic enchantments, and any of the Sorcerer-Kings would be willing to pay a small fortune for this hoard. However, even the vilest PCs might balk at the option, as handling one of the orbs gives a small empathic connection to the intellect imprisoned inside. Vordakai, atrophied psionic lich beast-headed giant Large undead, neutral evil Armour Class 16 (natural armour) Hit Points 127 (15d10 + 45) Speed 30ft. Str 22 (+6); Dex 11 (+0); Con 17 (+3); Int 16 (+3); Wis 14 (+2); Cha 20 (+5) Saving Throws Int +7, Wis +6, Charisma +9 Skills Arcana +7, History +11, Insight +6, Perception +6 Damage resistances cold, lightning, necrotic; bludgeoning, piercing and slashing from non-obsidian weapons Condition immunities charmed, exhausted, frightened, paralyzed, poisoned Senses truesight 60ft., passive Perception 16 Languages Common, Giant, telepathy (60ft.) Challenge 12 (8,400 xp) Legendary Resistance (1/day). If Vordakai fails a saving throw, he can choose to succeed instead. Limited depth perception. Vordakai takes disadvantage on any ranged attack rolls more than 30 feet away. Rejuvenation. If destroyed, Vordakai can psionically reform himself in 1d10 days, regaining all his hit poitns and becoming active again. The new body appears within 5 feet of his phylactery and focus, at area W19. Psionics. Vordakai's power has atrophied significantly due to his thousands of years out of his body, and his current power level is that of a 12th-level psion. His manifesting ability is Charisma (power save DC 17, +9 to hit with power attacks). Vordakai prefers telepathic powers, which are augmented by the Lens of Abaddon. (Sorry for no specific psionics rules, Tasha's Cauldron hasn't yet released at the time of this publication where I live) Turn Resistance. Vordakai has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee spell attack: +9 to hit, reach 10ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 15 Constitution saving throw or be restrained. A creature which is already restrained instead becomes paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Vordakai can take 1 legendary action, choosing from the options below. Only one legendary action opton can be used at a time, and only at the end of another creature's turn. Vordakai regains spent legendary actions at the start of his turn. Talent: Vordakai can manifest a talent (usually Mind Sliver or Mystic Charm) Recharge: Vordakai regains 1d4 psi points. Also posted on Game Masters Stash on 27 November 2020. Part 3 of Book 3 of the Sorcerer-Kingmaker Dark Sun adaptation of Pathfinder's Kingmaker adventure path begins with the PCs on the trail of a race long thought not only dead, but annihilated at the hands of the sorcerer-king Tectuktitlay. This seems like one of the largest changes to the adventure path so far, as the Wemics are canonically all dead. However, they fit the flavour of Dark Sun much better than keeping the Centaurs, and the last surviving members of an almost-extinct race can make for some great storytelling.
Overall Wemics and Centaurs are a lot alike, statistics-wise, and probably don't need any changes made from the Monster Manual, except making their natural attacks claws instead of hooves, and inflicting slashing damage. Narratively, they can substitute in pretty easily, inhabiting open plains areas and taking up the same kind of niche, the major difference being their supposed extinction. While knowledge of their existence might interest and/or irk the mighty Tectuktitlay, he likely has other things on his mind than chasing up a valley of creatures that he won a title for exterminating over three millennia ago. Templars who serve him might be commanded, should they choose to send him word, to slay them in his name, but even their reduced numbers do not leave them weak. Draj is far enough away that even should Tectuktitlay wish to bring a final end to these last few Wemics, he could never mobilize an army all the way across the Tablelands through the territories of the other Sorcerer-Kings. Weady for the Wemics The Nomen tribe are matriarchal and not friendly to humanoids, driven by millennia of cultural fear of their extinction. The tribe is made up of perhaps 200 Wemics, who are well-organized and hunt sparingly in their tribal lands, not overburdening the resources of the area. Their numbers have dwindled over time, and they have perhaps another three or four generations before their genetic diversity curdles. The PCs' first encounter with them is likely to be trespassing into their lands and encountering a hunting-party of eight warriors, who will cross the plains with frightening speed, and challenge the PCs with wood and stone weapons ready. Diplomacy is a wise option here, as the hunting-party will be quite a challenge, using clever tactics- circling in a widespread skirmish formation, or darting in and out to eliminate weaker members of the PCs' "pack". They hate psions, and will attack anyone they witness manifesting powers. If the PCs come peacefully, and especially if they present the relic weapon 'Skybolt', found in Dusthold, they will be led to the Nomen camp, where a series of tents rings a bountiful oasis, and young and old Wemics can be seen lounging, playing, or practicing warfare with vicious efficiency. There, they can meet Aecora Silverfire, a scarred and irritable Druid who has guided her tribe for many years, and her family. She is concerned about the disappearance of Dusthold, and worried that this could happen to her people as well. However, she does not trust strangers easily, and her eldest son Dehkgan is itching to test them. If they have not returned and given over the bow Skybolt, she allows the armoured warrior Dehkgan to challenge the PCs, and depending on their conduct, to perhaps slay one in combat. However, if they are respectful and show mercy to her son if the chance arises, she calls off the challenge. Dehkgan, Wemic champion Large monstrosity, Chaotic Neutral Armour Class 15 (scale armour) Hit Points 110 (17d8+34) Speed 50ft. Str 19 (+4); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 14 (+2); Cha 14 (+2) Saving Throws Dexterity +4, Constitution +5, Wisdom +5, Charisma +5 Skills Athletics +7, Perception +5, Survival +5 Senses passive Perception 15 Languages Common, Sylvan, Wemic Challenge 5 (1,800xp) Champion Charge. If Dehkgan moves at least 30 feet straight forward towards a target and then hits it with a spear attack on the same turn, the target takes an extra 14 (4d6) piercing damage. Pack Tactics. Dehkgan has advantage on an attack roll against a creature if at least one of his allies if within 5 feet of the creature and the ally isn't disadvantaged. Actions Multiattack. Dehkgan makes two attacks: one with his spear and one with his claws, or two with his longbow. Spear. Melee weapon attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d10+4) piercing damage. Claws. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage. Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 5 (1d8+1) piercing damage. Rearing Strike (Recharge 5-6). Dehkgan rears back and slashes nearby attackers with his claws. He can make two claw attacks. If a target is hit by two claw attacks, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Dehkgan can make one additional claw attack against them as a bonus action. This causes Dehkgan to take a -2 penalty to his Armour Class until the start of his next turn. Eventually, the PCs may win Aecora's grudging trust, and perhaps even a glimmer of respect from the reckless but doughty Dehkgan. They can tell of the name "Vordakai", a slumbering warlord from the time of the mother tribes. She tells of the valley they call "Olah-Kakanket, and that it is forbidden to her people, although one of her hunters spied a lumbering figure up a narrow mountain trail leading up into the mountains. With some persuasion, she may admit that this hunter was her own daughter, the headstrong and wilful Xamanthe. She worries (correctly) that her daughter has violated taboo and ventured into Olah-Kakanket, and asks them to keep their nostrils wide for any sign of her daughter. If one of your PCs has died, or dies at a point in the future, a Wemic from the Nomen tribe makes an ideal, if exotic, PC choice. If you have access to Mythic Odysseys of Theros, you can combine some of the elements of the Centaur and Leonin PC races to create something that seems appropriate. Check back in next week for the big showdown with Vordakai, the psionic lich beast-headed giant! Also posted on Game Masters Stash on 20 November 2020. Part 2 of Book 3 of the ongoing Dark Sun conversion of Pathfinder's Kingmaker Adventure Path deals with the disappeared district of Dusthold, emptied of its inhabitants by the beast-headed giant, Vordakai.
The town was founded by Maegar Varn, third son of one of Balic's Patricians, at about the same time as the PCs arrived in the Verdant Belt. Dusthold is a plain little town with not much to show for its hundred or so inhabitants, but is peaceful and organized enough. The PCs' settlement may have had a contact or two with Dusthold's agents coming to explore the area and trade, but are unliely to have ventured out to find the town themselves. The town's trouble began perhaps a year ago, when a treasure-hunter named Uriusyne Ganus, another native of Balic, reached Dusthold. He possessed an ancient map claiming to lead to a long-forgotten crypt in the mountains southwest of the new colony. Yet, when he finally located the tomb, he gained naught but a single jade bracelet before awakening an ancient evil. Eager to cover up his foolish brush with death, Ganus adjusted his story and claimed he had found the jade bracelet abandoned in an desert grove while scouting the Tors. Lord Varn, being something of an amateur historian, took a great interest in the jade bracelet, and sent for one of Balic's philosopher-scholars (and a secret member of the Veiled Alliance), a man named Ervil Pendrod. This sage was able to recognize the bracelet by its description and the drawing sent as being a relic of the long-forsaken Wemic culture, thought to have been annihilated by the Sorcerer-King Tectuktitlay during the Cleansing Wars. However, he was not the only one to show an interest. In times long past, the beast-headed giants of the Tors of Levenies ruled this land unopposed, headed by the terrifyingly powerful Vordakai, whose psionic might threatened even a Sorcerer-King. He was trapped eventually by one of his own apprentices who lured him into a psionic torpor, and imprisoned him in a complex that Vordakai had built to help focus his mind. For thousands of years, his mind has wandered the planes, unattached to his physical body. However, the theft of the jade bracelet awakened him and returned the antediluvian psionic lich to his crumbling body, his powers significantly weakened by the vast stretches of time since he lived. Following his awakening, he armed many of the psionic enchantments guarding his complex, and then set out to learn about the changes to the world. Following his senses to the town of Dusthold, he unleashed ancient psionic power and emptied the settlement of its inabitants in a single night of horror, trapping them in obsidian orbs holding their soul energy. Now, Vordakai studies the lore he has learned from Dusthold's disappearance and draws up his plans to establish a new empire. The empty village has, in the meantime, been taken over by the Culchek tribe of Hej-Kin, and wil be dangerous for explorers to venture into. A flock of Kes-trekel can be seen over the town, circling the 1. The Kank Farm: The Kank farm here on the outskirts of Dusthold has been overrun by a dire Crodlu which has slaughtered all of the Kanks and made itself a nest within the farmhouse. It viciously lashes out at anyone approaching, guarding its valuable clutch of eggs. 4. The Selenford: A horrid Chuul dwells in the muddy oasis here, and has attacked several of the Hej-Kin which have approached already. 8. Outfitters: The long, low building in the middle of town has several slaughtered livestock, picked at by a vast flock of Kes'trekels. If disturbed, the hundreds of carrion-eaters rise in several swarms and descend on the unlucky explorers. 12. The Siltbeast: The town's inn has a 'door' of lizard scales threaded on string, half torn down. The inn's sign, on a ceramic shingle, hangs uneasily, and on the wall is carved a single word- "NOMEN". This is the last sign left by Ervil Pendrod before his mind failed to Vordakai's will. Inside can be found a single Hej-Kin that stands, silent and perfectly still, facing a paper-strewn desk in one corner of the common room, one hand clutching a book. This unlucky creature stumbled upon Pendrod's trapped spellbook which bore a Glyph of Warding, which slew it instantly. Among the scrolls and clay tablets which Pendrod had among his possessions can be found some writings about the Nomen wemics and some very slight details about the beast-headed giants who once lived in the area, and the name 'Vordakai'. 13. Sacred Spring: The sanctified spring has been thoroughly looted, and the waters muddied and befouled by the Hej-Kin. In a cask weighted with rocks and sealed with pitch can be found several recently-written parchment spell scrolls. 15. Grange: Since the disappearance, the beetles which have long plagued the town's grain storage have reached crisis level. Fiercely territorial and aggressive, the beetles swarm to attack anything they perceive as trespassing, pursuing foes outside the grange for 1d4 rounds before they return to continue their feeding. At this stage, the town's grain is hopelessly befouled without magical intervention. 18-37: Dusthold Stockade: The stockade and manor-house of Maegar Varn have been siezed by almost two dozen Hej-Kin of the Culchek tribe, including their skilled hunters and some skilled with clerical earthen magic. They are clearly uncomfortable making their home above the ground, but have found the lure of ready water and food just too good to resist. The Hej-Kin have a pack of four leashed Jhakar which they will loose on foes if threatened. Their chieftain Agai is a mighty cleric of the Earth, and has powerful magic which he will use to defend his tribe. Within the stockade can be found several magical items, including Agai's Bag of Holding, a magical ring matching the one on Vordakai's hand itself, and Skybolt- a beautifully-crafted longbow of incredibly heavy pull, inlaid with ivory panels. This was stolen from the Nomen wemics by the Hej-Kin many months ago, and they will recognize it and welcome its return. In Maegar Varn's quarters can be found a mosaic map built into the wall, detailing the area within around twenty to thirty miles of town, including the location of the Wemics' hunting grounds. From here, the clues point the PCs in search of the missing townsfolk towards the pridelands of the Nomen wemics, a race thought extinct. Coming soon in part 3! Also posted on Game Masters Stash on 13 November 2020. The Dusthold Disappearance is the third book of the Sorcerer-Kingmaker adventure path conversion, establishing the PCs' new city in the wastes of Athas and the challenges facing them. This book will deal with the covert Wemic nation of Nomen, long hiding from the annihilation of their race during the Cleansing Wars, and the terrifying beast-headed giant, Vordakai, who has been awoken from his long psionic reverie.
The adventure begins as the PCs hear of a mysterious loss of communication between the village of Dusthold to the east and the rest of the world. The PCs should already know that Dusthold was established at about the same time as they established their own settlement - the agents sent into the Nomen Heights by Balic consisted of a group of mercenaries led by a man named Maegar Varn, third son of one of the city's Patricians. Although the events in "the Dusthold Disappearance" are serious, they're not on a timer. The prisoners that Vordakai has taken from Dusthold are either already beyond any aid, or able to wait for rescue for some time, so as a result you should let the PCs set the pace of the adventure. You might wish to set this adventure a year or two past the end of "Sands Stained Red", to let them expand their settlement until it reaches a respectable size, perhaps extending slightly into the Nomen Heights to the west of the Tors of Levenies) before beginning this adventure. Exploring the Nomen Heights A. Fort Serenko: This wooden trading-fort has stood for years but the soldiers here were recently recalled to Tyr. The fort itself is abandoned, but an examination reveals evidence that it was evacuated in an orderly manner. B. Nivatka's Crossing: The southernmost village in the area is an alert town of tradesmen, hunters, and trappers. The village itself is surrounded by a wooden palisade and set on the northeastern bank of the Shrike oasis, controlling the nearby source of water. It is an excellent place for the PCs to rest, shop, and trade in the area. C. Restov: Restov is a chaotic but well-established large town under Balic's nominal protection. It has large olive orchards and is protected by a citizen levy under the guidance of Andopinis' Templars. This makes a good trading-point for PCs who need greater access to resources than their own settlement has currently. D. Crooked Cliffs: Over a distance of about a mile, the land drops by about three hundred feet over the course of one to five cliffs. Many Kes'trekels live in this area, and will mob living creatures for food if disturbed. E. Dead Noble: The body of an unfortunate and foolish man named Tomin Hanvaki, the eldest son of a minor aristocrat in one of the PCs' settlements, lies dead in a shallow gulch in the foothills here. His body has drawn carrion-eaters which might be spotted by PCs. F. Nomen Burial Mounds: A number of 8-foot high mounds of loose stone, arranged in a strange spiraling pattern connected to each other by a low wall, are located here. A trio of Cilops have made this area their home, and will stealthily surround and attack the PCs if they approach. G. Shrike Cascade: The Shrike Cascade is a single waterfall over 50 feet high, quite breathtaking to behold, and dropping into a safe and clean pool, currently unclaimed by any druid. H. Ettercap Lair: A massive web hangs between two crags on the mountainside here. The web is 30 feet wide and hangs above a 50-foot high chasm, the walls of which are riddled with shallow caves. The web itself is not sticky and appears to be some sort of exotic rope bridge across the chasm. The area is inhabited by a clutch of six ettercaps, who will hungrily stalk any trespassers, but may jump the gun if any of their favourite food, Thri-Kreen, is present. I. Kiravoy Bridge: This simple wooden bridge is a new construction, recently built by the settlers at Dusthold. The bridge itself is sturdy and well-constructed, but it doesn't show much evidence of use, as it was only finished recently. J. Anakore Fields: A group of Anakores have moved into this area for hunting, and will encircle and burrow up from beneath the dunes to attack PCs who visit. K. Dusthold Pass: The rugged Tors of Levenies dip low here, creating a natural pass from east to west. There are 150-foot high sheer cliffs to the north and south, making it relatively secure. A single stone watchtower sits at the top of the pass, which is currently abandoned, albeit with no signs of struggle. On a clear day, the town of Dusthold can be seen to the southeast. L. Dusthold: This area is detailed in Part 2. M. Blood Furrows: A number of strange furrows scar the plains in this area, disrupted here and there by sinkhole-like depressions and mounds of earth and soil. This region is the territory of a single, cantankerous bulette that the Nomen wemics have called Kankerata ("world chewer"). Kankerata has dominated this region for decades , and by now it is part of the Dunsward's landscape. The wemics are fond of daring each other to race through Kankerata's network of drifts and nests- they view this feat as a test of bravery and often use it to settle disputes. N. Talon Peak: A crumbling watchtower stands atop a low mountain here. Known locally as Talon Peak because the jagged ruins of the tower look almost like a sharp claw protruding from the peak of the steep mountain, this location has been the nesting-ground of a midnight-black Athasian Roc for years. Locals likely know the stories of the "giant black bird" that hunts in and haunts the skies above this region. O. Culchek Cave: Once the lair of the Culchek tribe of Hej-Kin, this cave is currently abandoned. The entrance is hidden from sight, but surrounded in mystical markings of ochre left by the Hej-Kin who lived here. The 15-room complex of unworked stone is now completely empty - the Hej-Kin took everything of value when they moved into Dusthold, and destroyed anything that was left behind. P. Nomen Tribe: This area is detailed in Part 3. Q. Mud Flats: This 3-mile long, 1,500-foot-wide swath of lakeshore is a stretch of bubbling mud and silt, heated by geothermal activity. The air is thick and muggy, and more than a little sulfurous. A nest of a dozen Mud Fiends make their home at the northern end of the mud flats, and resist anyone harvesting the fertile mud. R. Sandwyrm's Grave: The bones of a truly colossal sandwyrm lie protruding from the sands here, the curved bones forming a long series of arches sticking into the air like strange trees, and providing nesting grounds for dozens of families of Kes'trekels. Pairs of Mekillots graze this area, and the Nomen wemics sometimes hunt them for food. S. The Silver Springs: The cleanest and clearest source of water in the Stolen Lands, the Silver Springs are adjacent to the mud flats and carefully-guarded by local wildlife. Within the water can be found silver eels, which make for great tasty eating and are a local delicacy, when they can be caught. T. The Ghost Stone: A strange, grey stone monolith, its sides polished and smooth, stands at the western end of the valley here. The stone is known by locals as the Ghost Stone, for, at night, the air surrounding the stone within a 120-foot radius darkens and becomes almost impenetrable to light, and strange ghostly figures can be seen in the darkness. The stone once served as the foundation for a structure reaching into the plane of The Black, and the veil between planes is still weak here. At some point before actually reaching the stone, the PCs will be approached by a Phase Spider by the name of Zzamas, seeking help. A trio of Shadow Giants are trying to emerge from the Black here, and their escape could be tremendously dangerous. U. Dragonleaf Gulch: The Little Sellen river narrows here as it passes through a gully between two rocky hillsides, flowing around an oblong island thick with vegetation. Among the vegetation present is a single giant flytrap which will eagerly devour any living beings that venture close enough for it to eat. V. Ironstone Gully: Just west of Little Sellen, a shallow cave extends into the mountainside. While to the untrained eye this cave (which currently serves as the lair of a flock of harmless cave bats) might seem unremarkable, the far wall of the cave bears an incredibly rich vein of iron ore that can be mined for a very valuable resource. W. Vordakai's Tomb: This area is detailed in Part 4. X. Valley of the Dead: The entrance to this wide valley is marked by a series of posts decorated with bones and skulls every 50-60 feet, a wall of warnings erected by the Nomen wemics that runs for the entire 6-mile opening to the valley. The Nomen call the lands beyond this valled "Olah-Kakanket"- the Valley of the Dead. Beyond the warning wall of bone totems, the valley doesn't seem much different than the surrounding foothills. Yet the further one travels towards the mountains, the more a strange feeling of oppression grows, the wind seems oddly muted as it flows through the sparse dead trees and rocky badlands, the sun seems dimmer, and the unusually regular crags along the surrounding mountains seem almost to crouch in expectation of the PCs' approach. A mile past the bone totems, the first of the gravestones appears. These 6- to 11-foot high steles are badly weathered, and many are partially or wholly collapsed, each bearing strange runes that glow in sunlight, and list ancient names in the tonue of Giants. There are thousands of gravestones in the valley, but the bodies beneath them have long since decayed into soil - all that remains are the fragments of bones. Guarding the throat of the stairs is a Giant Meorty who was tasked, thousands of years ago, with ensuring that only the worthy could pass into the crypt. Y. Whispering Grotto: A strange and somewhat unsettling sound almost as if the sound of whispering conspirators were carried on the wind, blows through an otherwise unremarkable dale between two hills. Careful investigation reveals numerous small holes and fissures, generating the bizarre noise. Carefully digging into these fissures will uncover glittering tangles of crystals, leading to subterranean deposits of gemstones, likely guarded by earth elementals and crystal beings, but worth a considerable value to a settlement. Z. Dead Drake's Lair: Deep in the trackless reaches of the Tors of Levenies lies a large cave entrance. Within, a 50-foot wide tunnel stretches 30 feet into the mountain before opening into a large vaulted chamber around 140 feet in diameter. Yet more impressive are the dry bones of an elemental earth drake itself, which lie sprawled in the center of the cavern, and the signs of cataclysmic damage done to the surrounding area, as if two like titans had done battle. The drake's remains are missing the right forearm and claw, as if removed altogether. No sign of the drake's skull remains, as if taken as a trophy. Also posted on Game Masters Stash on 6 November 2020. |
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|