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. Comments are closed.
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