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. Comments are closed.
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