Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Monday, March 31, 2014

13 Days of 13th Age XIII: The Flasks of the Nephilim

This was my first module written for use with 13th Age, and I had to do a bit of clean-up to get it current with my growing understanding of the system (but errors may still float in the text). It's part I of an ongoing campaign, but the party has cut their way through this section so far. 

Personally it wasn't structured in an ideal manner for my tastes; it doesn't require the PCs to do anything they don't want to, and if they take a tactic that assumes a "wait and see" position the GM will need to be ready to adjudicate a different sort of experience. The locations and events below serve only as a template of possibility....more than half of what I describe below didn't play out quite as described. 


I: The Flasks of the Nephilim

Reward for the Death of Alabask Phenar!
The cruel and insidious ashtarth warlord Alabask Phenar has at last been driven from the lands of righteous men! The vile cur has retreated from the battlefield, his force of ne’er-do-wells scattered hither and yon. Rangers of the fabled order of Kom’Huandyr have tracked the fiend to the entrance of his subterranean demesne within the depths of the Lower Dark, deep beneath the caverns of the Lost Mantle in the eastern range of the Slithotendan Mountains. Lady Siddara of Hyrmyskos has sent forth an armed delegation of ambassadors to speak with the ashtarth of Dahik, where they were informed that the “traitorous” Alabask Phenar had been exiled from their kingdom a decade earlier, and that Eilith, the Infernal Queen of Darkness did not recognize Alabask’s authority to speak on behalf of her people. She specified an unstated reward to those who could claim the head of the “craven fool.”
Emperor Usyllyses has also proclaimed that the first hero to bring forth proof of Alabask’s demise will be rewarded with a generous sum of money in the form of 1,000 gold crowns and the issuance of both knighthood and ten acres of land along the lush shores of the Nyarlith Delta. Hundreds of eager blades and clever free agents have already stated that they will see to the death of this most hated foe of the Empire…”

--Excerpted from Gazette of the Royal Sun, Hyrkan’ien, Ca. 1,952 aw

Twenty years ago an entrepreneurial warrior of the dark elf kingdom of Dahik rose to power, joined the movement against the Infernal Queen, and like his brethren failed to cast her down. Many of those who survived the failed coup attempt were captured or killed in Dahik’s dark arenas, but Alabask Phenar was not among them. He had paid carefully to receive the best bodyguards ashtarth coin could buy, and was protected by three dark fiends who served as allies and bodyguards, all in exchange for a piece of his soul. When the time came to make his escape, Alabask called upon his fiendish protectors and fled. Each fiend sacrificed itself for him that he could escape, willingly.

Alabask made his escape, and eventually took refuge in the troll city of Hoggoth, where he had a torrid and brief affair with the troll queen Invidia herself. But his time with the mistress of the Evil Eye was brief, and he was soon forced out of the city when the Infernal Queen Eilith called upon Invidia to honor her ages-old alliance with Dahik. Invidia did so, though not before insuring Alabask had opportunity to make his escape.

Alabask eventually retreated to the deeps of a region known as the Lost Mantle, located in the eastern end of the Mountains of Madness, deep below the Great Pass used by the Empire’s trade routes for overland north-south travel. Here he found a degenerate tribe of dark elves called the Salabari, who had been cast out centuries ago due to their depraved standards…..so depraved in fact that even the demon-worshipping blood-sacrificing ashtarth had a problem with them.
The Salabari had long ago given up their worship of the demon gods and now sought an even deeper truth, listening to the maddening whispers and dreams of a being buried hundreds of miles beneath the earth of the mountains, the whispering mad god Slithotep. The degenerate elves revealed some of the elaborate mysteries that unfolded from Slithotep’s psychic dreams to Alabask as he stayed with them.

Alabask was impressed at the madness and power evident within Slithotep’s dreams, and it became clear that this being was a very old agent of chaos. He sought to learn more, and delved deep to learn as many mysteries as he could. While he did so he made more allies in the deeps of the Lower Dark, and eventually he stumbled across a tribe of degenerate troglodytes who claimed they knew of an ancient tomb that may belong to the mysterious Slithotep, where his corporeal body had been slain the the War of the Gods.

What Alabask found was not a tomb to the mad god but instead a forgotten temple and tomb to another unknown chaos god, who had fallen in the two-thousand year old War of the Gods. This chaos lord was called Siny’Math (sin-yee-math), and she was the lost goddess of corruption. Transfixed by the eerie beauty of her statuary, Alabask decided that he must restore her lost worship. He braved the temple with his followers, and eventually after many casualties they restored it. He then penetrated the tomb, seeking the reliquary of the goddess that he might use it to contact her spirit which he felt sure must be wandering in the planes of Limbo, lost and without followers for so long.

Alabask, after many losses, penetrated the depths of the tomb and uncovered Siny’Math’s remains. Within her tomb he found two artifacts: the Reliquary of Siny’Math which contained the vial of her cosmic blood, and the Spear of Corruption, her unholy weapon which chose him as her avatar champion the moment he seized it. From that moment on he became her zealous follower.
Little is known of the three years that followed this time, other than stories of how salabari dark elves rode forth in the night across the wilderlands of the Empire, seeking out allies to forge an army in the name of Alabask and his dark goddess. Priests of the new cult spoke in whispers of Alabask’s terrible fascination for the goddess, and how her soul would descend the planar realms to possess her physical remains for a time, and that he had terrible carnal visits with the goddess. Other priests remarked that the terrible all-pervasive presence of Slithotep only grew stronger with the manifestation of Siny’Math, and that it was often difficult to distinguish between Slithotep’s dark dreams and those prophetic revelations of the undead goddess. One priest dared question if Siny’Math was even real, and not just another feverish dream of the mad god, but Alabask slew the priest after a prolonged torture session for daring to suggest such; his remains were then fed the goddess, who grows stronger with each sacrifice.

Recently, Alabask has resurfaced, prompting renewed interest in his capture. He, along with a force of Salabari warriors and khitteck attacked at the heart of the Grand Temple in Hyrmyskos, during the visit of the High Sacrimori herself. The attack appeared to be targeted at the high priestess, but it was in fact an act of misdirection: the real intent was for a small cadre of warriors to infiltrate Nistur’s Temple of Knowledge to find an ancient tome on the Secrets of Corti’Zahn, dead city of the gods.

Within that book Alabask found what he sought: lore on the enigmatic Orb of Oblivion, said to bethe secret to granting all knowledge in the world, at the price of despair at the stark truths of existence. Alabask, convinced his madness would protect him from such revelations and instead open up new avenues to power, decided to pursue the Orb.

Secrets within Secrets: Siny'Math may in fact be in league with the dreaded Elder God of chaos that lies imprisioned beneath the Mountains of Madness called A'kall...but discovering this bit of information is very difficult.

The Journey

Alabask made his way into the deserts, staying briefly with a sympathizer ogre before using the map in the tome to find the fabled White Station, an ancient bastion of divinity which the lost kings of the Fertile Empire used to travel to the floating towers of Corti’Zahn to commune with their gods directly.

Alabask found the White Station, and he and his men evaded the purple worm guardian with judicious use of slaves. They then encountered the mind flayer Severes who served as its caretaker, with his abominable guardians. Alabask had no trouble sacrificing his men in exchange for use of one of the four airships at the land-dock. So impressed was Severes with this drow that he converted to the worship of Siny’Math on the spot. Once Alabask left this left three airships, one of which had fallen into disrepair beyond even the capacity of Severus to fix.

The adventurers following Alabask to the White Station will first have to overcome the purple worm which lurks in the area as an eternal guard (deception works best) and then convince Severes to also let them use one of the skyships. This will be difficult….Severes has been tainted badly by the visions of power Alabask showed him. If they can find a way to coerce or convince him then he will allow access to one. Alternatively, if they manage to slay him somehow, a brutal fight if ever there would be one (treat as mind flayer but with escalation die bonus and ability to shrug off stun effects as a quick action) then he will relent and teleport away when he is staggered (although killing him also works).

The airships are harnessed ether-engines, powerful machines that could enter space if so rigged. These models have been restrained from spaceflight, but if someone were to find a ritual to enchant their atmospheric engines to allow for artificial air, heat and protection from the harsh conditions of space, and then freed the ether engines of the “gravity harness” which keeps them from leaving orbit then the machine could become space-worthy. The ship itself is directed in the atmosphere by an electric sprite, a small blue woman who appears on a complex stained glass round table in the navigation room. She is currently programmed for a number of specific destinations:
  1. The Tower of Oblivion (last utilized destination; where Alabask went in Corti’Zahn)
  2. The Arc of the Seraphs (a great arc-monument in Corti’Zahn, now collapsed)
  3. The Tomb Lands (along the far western slopes of the Slithotendan Mountains)
  4. The Gates of Starthias (this may surprise some)
  5. The Palace of the Empire (the one she has programmed is not the current era palace; it will take the PCs to a vast ruin deep in the deserts to the south where the old Imperial Palace of Hyradakas rests)
The sprite is named “Azima” after “azimuth.” A clever PC in talking with her will learn the destinations are all programmed in, but there are many more, as well as a freeform style of navigation, but only the ship captain and navigator can be granted access. Inquiring about how to prove ownership as such will reveal that the PCs would need to find the proper deed of ownership, last held by the captain. Where is the captain? According to the sprite, before her vessel was docked she knew he was returning to the Capitol to be married…..(possible side quest).


Arriving At Corti’Zahn

The airship took Alabask to the tower of Aurumurvox first, one of the few towers who now rested only feet above the desert sand. There he met the enigmatic living god, and was told that the Orb of Oblivion would accept –or reject—any who sought its ownership. Alabask indicated he needed only ask it a question, a revelation…Aurumurvox assented, for the god knew it was destined.

Alabask was right: his mind was protected by Siny’math’s weave of spells that she had crafted, even in death, to protect her greatest avatar and first true worshipper in eons. Alabask’s madness helped as well; he had already had dark truths of chaos revealed to him, knew in his heart of the inevitable death of creation as the great worms of chaos were destined to devour it.

The Orb revealed its secrets to him: as he parsed through the vast flood of knowledge he found his mind focused on one singular bit of information, though unknown to him it was that single piece of lore which it was that Siny’Math and Slithotep desired he find: The lost knowledge of the Flasks of the Nephilim.

In the dawn of time, when the gods were young, they crested a servitor race of beings called the Prehunates. The prehunates were nearly immortal for in this early era the gods saw fit that their creations would one day serve the needs of the gods. In this early era, the god’s direct immortal servants were the Seraphim. The seraphim were true angelic beings, and each represented one ideology, ethos, vice or virtue of the world. The seraphim were entranced by the first men, the prehunates, and had relations with them. From these relations were born the first giants, the nephilim.

The nephilim were the original true giants. They saw themselves as greater than men, greater than seraphim, and aspired to be gods by virtue of their celestial blood. The first nephilim contented with the rule of the early prehunates, but in time their lust for power grew, and they sought to steal celestial power from their divine parents. This was a time of great conflict, as the nephilim used elemental magics to change themselves, and sought out powers of both order and chaos without consideration of consequence. They built up the prehunates and used them as great armies to steal the power of the seraphim.

The tales of this time are largely undocumented, but it is known that in this primal era that the nephilim were ultimately cast down, and survive today as the remote giantkin of the world, still touched with elemental traits, but forever barred from the immortality and divinity they once sought; only the titans, who are a different breed of giant entirely (though few realize this) are different.

The lore that Alabask sought from this time was simple: power. In the tale of the Nephilim the Orb revealed that one of the greater weapons of the Nephilim were the legendary Flasks of the Nephilim, sacred elixirs used to imbue the giantkin with elemental power and create horrible monsters; alchemy most foul. The Flasks were potent artifacts of what may have been the first war in the word’s ancient prehistory. They rested in the high floating Towers of War, a monument to the gods of war, including Hargameth, Hanahook, Vishannu, Morrigante, and the dead lost gods Argolos and Sakragei. Each flask had been placed in one of the monuments to each deity, and the pathways to each remained treacherously guarded.

Alabask realized what he needed: if he could secure three of the flasks, he would be able to perform a ritual of resurrection that would grant the dark goddess Sniy’Math a new body…

PCs who follow Alabask will find that he traveled to the Tower of Oblivion first. There, they will find an expectant living God with the Orb of Oblivion…Aurumurvox will explain that a madman, touched by the chaos of a god long dead, is on a mad quest. The adventurers must stop him from getting the Flasks of the Nephilim, for they will allow a great corruption to enter the world, one tainted by an ancient and unholy magic that has not existed for an eon.

If anyone inquires as to why Aurmurvox did nothing, he will explain that it is not his place to act in the world of men; he can only serve as keeper of the Orb of Oblivion, and caretaker of the ruined necropolis the gods once called home. He can, however, inform the adventurers of their destiny, should they choose to embrace it…

The Towers of War

The adventurers are close behind Alabask, but may not pick the same paths he has. Each tower is as follows:

Tower of Hargameth: the god of primal war, blood & thunder and great strength.

Tower of Hanahook: god of strength and might in Amech.

Tower of Vishannu: the lord of the art and cunning of war.

Tower of Morrigante: the goddess of war, including spite, vengeance and fury.

Tower of Argolos: dead god once the dark and terrible spectre of doom on the battlefield; god of loss.

Tower of Sakragei: dead god, once the god of valor and honor, slain in the War of the Gods.

The Tower Hub Docking Station:
The towers are reached via a common dock station, overrun with foliage and filled with the relics of the War of the Gods; dried husks, bleached bones and rusted arms and armament litter the station. There is no evidence of another airship, suggesting that the drow following Alabask have left; in fact they are circling, using clouds and other towers as cover, and plan to return when the adventurers abandon their vessel so they can seize it.

A solitary guardian remains on the docking platform, the whispery seraph Occanulos, long dead but still existing as a vestige. His angelic corpse remains frozen in death near the center of the carnage, impaled by a great spear that seethes with lightning. His vestige will warn the visitors to turn away, but if they do not then he raises a small army of skeletons to drive them out.


Encounter: 20 decrepit skeletons (3 levels), 4 warrior skeletons (4 levels) 1 blackamber skeletal legionnaire (2 levels); secondary possible: Occanulos Wight (his damage attacks are electrical)
Adventurers who look around will see some clues: evidence of blood spilt that was not their own, and some barbed black ashtarth arrows from the Salabari, Less evident is which paths they have taken so far, though a scrutinizing ranger may be able to identify at least one path.

Occanulos can be freed of his deathly state if someone can dislodge the lightning spear from his corpse in the center of the platform. The corpse will rise and attack any who come too close, as a wight with barrow-touch but the damage is lightning instead of negative energy due to the spear.

If someone manages to grasp the spear it deals 4D6 lightning damage (+5 vs. PD) but a strength check (DC 15) can pull it free; once done the body turns to dust and bones. The adventurer who holds the spear for three consecutive rounds without being injured is now attuned to the spear and is its master:

Morrigante’s Spear of Lightning: This weapon grants the tier bonus (+1 at adventurer, +2 heroic and +3 epic) plus once per battle (recharge 16+) it deals 1D6 lighting damage in addition to the base 1D8 spear damage. This damage levels up with the base damage. Once per encounter the wielder may instead charge the weapon as a free action and release the lighting at a target that is nearby as a ranged attack. Anytime the wielder misses and rolls a natural 1, the weapon discharges it’s lightning against the wielder instead, dealing the wielder’s level’s worth of lighting damage. Quirk: The wielder of the weapon develops a fascination for lighting storms that some might consider suicidal.
Anyone who tries to take the weapon and tries to attune to it is subject to three consecutive electrical discharge attacks at the attack bonus of the wielder vs. PD, dealing the wielder’s level in D6 damage. If three consecutive attacks miss or deal no damage then the wielder is safe and attuned to the weapon; only missing in combat on a 1 causes risk of more damage.

Paths 1 through 6 match the towers in order, above.


1. The Tower of Hargameth
The floating causeway is riddle with holes where the eldritch spells have at last given out, or been compromised by the war fought here so long ago. While navigating the treacherous expanse adventurers will find that ghostly images of the warriors who fought in the War of the Gods manifest all about them, as if they fight on forever upon the great bridge.

Each minute that passes on the bridge (and it will take five minutes to cross) increases the odds of the wraith noticing the PCs. Touching a wraith will provoke an accidental “attack by contact” and the wraiths are so thick as they move along that each minute requires a check to see if the PCs draw attention or an unwanted attack: DC 10 for round one, then DC 12, DC 14, DC 16 and lastly DC 18 vs. Dexterity (acrobatics or similar skills will apply here).

If an adventurer fails a check or deliberately seeks attention, roll to see what sort:

D10:
1-4 The wraith brushes up against the PC or moves to strike where it thinks a phantom stands; PC subject to a single random wraith attack (roll normally); if the PC does not engage with the wraith it will move on.
5-7 A wraith focuses on the PC. Roll a D6: 1-3 the wraith is a warrior of Hargameth and will react to the PC only if the PC looks like a foe; 4-6 it is a demonic wraith and will likewise react if the PC looks like a foe; the wraith will engage for one round before breaking off distracted, unless the PC pursues. The wraith in this instance is a weak vestige (mook wraith 9 HP).
8-9 As above, but the wraith is a greater wraith of full normal strength.
10 The PC has attracted the attention of multiple wraiths! 1D6 mook wraith and 1D2 full strength wraiths turn on him. Note that if a full battle is engaged, the PCs will have to make a Dexterity check at the current DC level per round to avoid drawing further wraith attention. The DC goes up by two for any who are engaged during the battle.

After crossing the bridge the PCs realize that they have arrived at an immense, monolithic temple constructed in the likeness of the god of raw battle. Hargameth’s energy seethes within this monument, and for each minute the PCs are here they must make a DC 10 Wisdom check to avoid succumbing to the bloodlust that permeates the temple. A PC who fails a check will find themselves acting in violence against a nearby ally for that round, and every round thereafter until an easy Save is made (6+).

A careful search reveals that there is a ladder along a far wall of the inner monument, leading up into the hollow of the temple-colossus figure of Hargameth. In the hollow of Hargameth’s “body” are multiple platforms and ladders, and on the one roughly where the god’s heart might be mounted rests a pedestal with the Burning Flask of the Nephilim upon it. There is only one problem: there is a temple guardian, a brutal blue dragon named Keravosk who has claimed the temple for his lair. In addition, a laf-dozen ashtarth warriors sent here by Alabask still live; a dozen more drow lie dead on platforms throughout the inner complex having been hunted by Keravosk.

Encounter: Keravosk, Medium Blue Dragon (Raw Power: uses 2D20 and picks better for melee attacks; also, an escalation level creature)(HP 76)
6 Salabari ashtarth dark elves (leader: Crokais Sparthane)

One Ashtarth Officer: Crokais Spoarthane (Drow elf)
Level 4 Rogue (humanoid dark elf)
Initiative +9
Melee: scimitar attack (+9 vs. AC; 14 damage)
Ranged: hand crossbow (+10 vs. AC; 10 damage and +8 vs. PD or target is weakened and takes 5 ongoing damage per round (Save 11+ to end))
Exceptionally Cruel: when the escalation die is even, any attack deals an additional 10 damage.
Shadow Walk (recharge Escalation 3+); the dark elf can disengage and move to any nearby point via shadows; arrives stealthed (DC 20 wisdom check to spot).
AC: 20 HP: 54
PD: 18
MD: 14

Five Asharth Elf Minions
Level 3 mook rogues (humanoid dark elves)
Initiative +7
Melee: scimitar attack (+8 vs. AC; 10 damage)
Ranged: hand crossbow (+9 vs. AC; 8 damage and secondary attack +7 vs. PD or target weakened (-4 attacks and defenses) plus 5 poison damage per round, 11+ save to end)
Exceptionally Cruel: when the escalation die is even, any attack deals an additional 10 damage.
Shadow Walk (recharge Escalation 3+); the dark elf can disengage and move to any nearby point via shadows; arrives stealthed (DC 20 wisdom check to spot).
AC: 19 HP: 10
PD: 17
MD: 13
Treasure:

Dark Elf Treasure: The Drow have their crossbows and scimitars, which are each +1 imbued weapons. They also have 2D6 platinum pieces (worth 10 GP per coin) in their pockets, and one vial with three applications of their poison (+7 vs. PD or target weakened and 5 ongoing damage, save 11+)

The Flask of Elemental Fire: The first of the flask of the nephilim, merely drinking from this flask requires +10 vs. PD check or the drinker takes 20 ongoing fire damage (save 11+ to end). Making the save will imbue the drinker with immunity to fire for 24 hours. Rituals can be constructed to make this effect permanent, but in the process imbues the drinker with elemental properties, and unexpected side effects of monstrous nature.

The Dragon’s Hoard: 125 GP in coin and stolen relics the dragon has pulled from the temple into its hoard per person (so assuming 8 PCs there will be 1,000 GP in treasure heaped on the same platform as the flask). The dragon greatly valued the flask but was afraid to use it, having been badly injured during its first attempt. This left Keravosk with his unusual fear of fire.

The dragon’s hoard also contains some oddities, including stacks of musty old tomes it has been trying to decipher, to find the rituals that let it use the flask. If the PCs grab it all, a clever soul can spend 1D6 weeks sorting through before finding a partial scroll called the Incantations of the Nephilim Vol. III On Fire with the proper Ritual of the Nephilim of Fire upon it; the ritual will permanently turn one giantkin into a fire giant, or one human into a fire elemental with humanoid form, but it requires an ingot of Pure Fire from the Elemental plane of Fire itself to complete the ritual.

2. The Tower of Hanahook
Reaching this tower requires navigating a series of stone steps suspended by thick vines and leaves hanging suspended in the sky between the tower and the station. Although the path looks treacherous it is in fact safe enough. Large birds like condors swoop by and periodically land on the vines, but make not threatening actions (and if the PCs attack them they scatter).

The tower is immense, designed out of a single piece of basalt such that the front entrance looks like the great elephant god Hanahook reclining, immense statuary of his harem at his feet; between his feet rests the entrance to the inner tower-temple. Inside, PCs will notice that the floor is earthen, and there is a vast open area with a great dome that glitters with sacred glowing jewels marking the constellations of Amech can be found. At the center of the dome is an impressive abstract statue of Amechain design, in a style which predates that of modern art styles in Belladas; the abstraction is reminiscent of dozens of figures merging together, but with tusks and animal imagery thrown in at random angles.

Striding around the immense statue is a Hanadako, an elephant man of Amech. He introduces himself briefly, “I am Gocha, guardian of the temple.” Gocha will explain, is asked that the Statue of the Oracles, as he calls rthe monument, can reveal the secret of the Flasks of Nephilim to those who ask…..but to ask, Hanahook demands a proof of might. That proof comes from defeating Gocha.

Gocha is a formidable opponent, but when the challenge is accepted by whatever means he stomps his feet twice and his pet, a bullette, bursts from the earth to attack.

To win this fight the PCs need only reduce one or both of their opponents to the staggered condition, at which time Gocha will relent and allow passage.

If the statue is asked to relinquish the Flask it will do so, but the voices of the oracles in the statue will warn that the curse of the nephilim will haunt those who use it. The oracles will also divulge a manuscript, an ancient codex, on request containing the ritual of use for the flask.

Encounter: Gocha the Hanadako Elephant Man (use minotaur stats) and one bullette

Treasure: a madman seeking to extract the stones from the ceiling may climb up and do so, but each timer the attempt is made a Dexterity check (with thieving skills) at DC 22 is required to pull one free. Fail and it explodes for 3D6 fire damage.

The Flask of Earth: a giant who drinks this becomes an earth giant (hill or stone depending on size). A humanoid who drink this gains the power to move through the earth at will for 24 hours unless they fail against a +8 vs. PD check in which case the drinker turns to stone. One save at 11+ after 24 hours, modified by CON modifier; fail and it is permanent. With the Codex of the Earth Nephilim the rituals inside allow a bearer to turn themselves into an earth elemental or earth giant (stone, hill or other) but they must secure a sacred Arkenstone….a stone of the mountain heart, to complete the ritual. These can only be found on the elemental planes.
3. The Tower of Vishannu
The passage to this tower is a treacherous series of stone blocks suspended in the air. Harpies zig and zag back and forth, about a half dozen, but they seem disinterested in attacking the PCs. It becomes apparent when the temple is reached that Alabask has already been here; a dozen amazon warriors lie dead near the tower entrance, but one amazon woman named Venice Kong is not dead, merely delirious from poison and badly injured. She can tell them what happened if they earn her trust; the drow and his driders, ashtarth warriors and scorpion man allies rushed the temple and cut their way through. They found the vault and looted it; inside, on a platform can be found an ancient teleporter which the amazons use to reach the temple, and she is not sure but suspects they may have used it to escape.

Venice Kong will join the PCs if they heal her, but not before she summons a sprite to get work back to her people in Vyrindia about the attack on the tower.

Venice Kong
Level 6 amazon warrior
Initiative +10
Melee Katana (+11 attack 21 damage; On a natural 19-20 she does triple damage)
Ranged Long bow (+10 attach 21 damage)
Escalating: Venice Kong may benefit from the Escalatoion die bonus
Whirlwind Attack: Once per battle Venice can attack an engaged opponent, then move and attack a nearby opponent, and continue to do so (getting a free disengage) until she runs out of opponents or misses an attack. This resets on Escalation die 4+
AC: 23 HP: 90
PD: 21
MD: 16

4. The Tower of Morrigante
This stern black keep is closest to the dock station, and the bridge to it is an actual stone bridge stretching over space. The tower is decorated with jutting spikes, and foul birds eclipse the sky around it. Closer to the temple and a darkness overwhelms the area, for it appears the Plane of Shadow covers the area around the tower.

While crossing the bridge an old one-eyed man with a gnarled staff can be seen midway along it’s length, scrutinizing the PCs as they move closer. His name is Caedos, and he is an ancient, wizened priest of Morrigante, exiled now for a century at her temple. His crime is unnamed, though he will admit that he probably deserved this duty; from discussion it should be apparent when he refers to “Gloomwrought” that he is not a native to Lingusia, but instead the Shadowfell.

Caedos will suss the party out, and if he finds them wanting he will inform them that he can take them to the temple to study up on the nature of the Flasks of the Nephilim, but that if indeed Morrigante keeps such an ancient relic in her vault it is beyond his means to retrieve it. “The Lady does not give of her vault lightly,” he explains.

Inside the keep the party is surprised by a furious encounter: shadows battling dark elves and driders who have stealthed their way past the old priest:

Encounter: Allies: 3 shadows, 1 greater shadow, and Caedos (see here for shadow stats)
Enemies: 12 rogue drow (see earlier mook stats) led by one drow officer (Catalia Svornen; use prior officer stats but she replaces Force Missile for crossbow; auto hit but no poison) plus one drider sorceress named Sadisty’ann.

Caedos will join the fight to aid the PCs if they have earned his trust; if they haven’t he summons four more shadows (one greater) to also attack them.

Caedos
Level 4 Cleric Human
Melee staff (+9 attack for 14 damage)
Ranged Javelin of faith (+9 attack for 14 damage, or 18 damage against an uninjured target)
Cure Wounds (Daily; nearby ally can heal as free action spending a recovery; also may remove one bad condition)
Heal: 2/battle quick action; nearby target can spend a recovery to heal
Justice: grant attack reroll blessing to self or ally when hit, once per turn
Summon Shadows: once per battle Caedos can summon 3 shadows and 1 greater shadow as a quick action.
AC: 18 HP: 54
PD: 14
MD: 20

After all the fighting is done, Caedos will be remorseful to discover that the drow Alabask has already made off with the Flask of Shadow…..PCs may see him on the bridge, where he seemingly jumps to doom, buit instead lands on the deck of his invisisble ship somewhere below.

The Flask of Shadow: this can create shadow giants, though no such creatures roam the modern world, so just how terrifying such a being would be remains unknown. Anyone who drinks the potion and makes a save (11+) gains the Shadow Walk ability (as per the dark elves), allowing them once per encounter to pop free of any engaged target and move to any other nearby location, making a stealth check on arrival. Failing the save however means the target begins to take 10 ongoing shadow damage (save ends) and if the target reaches zero hit points before the effect stops becomes a shadow (if level 1 to 6) or greater shadow (if level 7+) immediately.
5. The Tower of Dead Argolos
The passage to this tower is effectively absent, and it appears the tower’s magic failed entirely; a close study of the ground below shows an impact crater and strewn remnants of the tower. Astute PCs may remember that there is a teleporter to the surface in Vishannu’s Tower. This is the quickest way to get there unless one PC has managed to learn to use the Control Sprite on the airship.

The tower ruins are a devastated mess, and it is unclear as to whether anything, be it god or artifact, could have survived such an impact. A cleen sweep reveals nothing…at first. In a heap of debris inside the crater there is a large intact stone wedged at an angle. There are a gang of scorpion men working furiously to break in, supervised by one of Alabask’s lieutenants, the cruel Hadasan Katai. Astute adventurers will realize they have already hammered open the stone vault and extracted its contents.

Encounter: 12 scoprion men laborers, 4 scorpion men warriors, and the ashtarth sorcerer Hadasan Katai


Hadasan Katai, Master Ashtarth Sorcerer
Level 5 infernal sorcerer
Initiative +10
Melee scimitar (+10 attack 18 damage)
Ranged Infernal Bolts of the Evil Eye (+11 attack 20 damage; on an even roll the target instead takes 10 damage but the sorcerer may become invisible for one round and can also disengage if desired)
Escalation Foe: Hadasan gains the attack benefit of the escalation die.
Fire Resistance: 16+
On the first round Hadasan will drink from the Flask of Blackfire, gaining this power:
Black Firestorm: On Escalation 1+ Hadasan may cast a firestorm that engulfs all nearby targets. He may ignore allies but for each one he allows to be hurt the spell gains +5 damage. +10 vs. PD; base damage is 10 to all nearby targets hit, plus sacrifice bonus. Damage is both negative energy and fire. Recharges in Escalation 6.
AC: 21 HP: 72
PD: 15
MD: 20

Hadasan will fight for three rounds before a skyhook from the invisible drow airship drops to give him a lift. If the PCs fail to stop him he escapes with the flask, which he and his agents have already extracted from the tomb-stone.

Flask of Blackfire: this is one lost to time, but is possible the power behind rare death giants. A drink from this will convert a giant into a death giant, and a humanoid will gain the Black Firestorm ability for 24 hours. However, the drinker is first hit by a +10 vs. PD attack; failure means the fire consumes the drinker who drops immediately to 0 hit points and dies unless a Save 11+ is made; if made, the drinker can spend a recovery to stop the death but still hits zero HP.

Contents of the Vault: 1,000 GP in rare miscellaneous valuables, as well as an impressive scythe, an awkward weapon but it is magical: Scythe of Argolos (base 1D6 damage, +1 adventurer bonus) and grants the bearer a resistance 16 + and grants the user a 16+ save resistance to all negative energy damage. The scythe also grants the user the ability to understand most undead and in general undead will react neutrally or positively to the user before attacking. Once per day the user may attempt a mental attack at his normal mental attack value (IN+Level vs. MD) vs. one undead; if the undead fails it is effectively dominated for 1 hour.

6. Tower of Sakragei
The path to this tower has collapsed, though the distant floating tower has not. Interspersed like crude stepping stones are a dozen floating rocks, and each rock has etched on its top surface a pentagram. There is one at the base entrance of the dock station as well. Stepping on the pentagram and invoking Sakragei’s name (it is written in the pentagram in the Old Tongue and in the Primordial tongue) will cause the person to teleport to the next stone, and so forth, to the tower.
Problem is, there are four drow archers waiting at the base of the tower, aiming to shoot at those who are following! All adventurers are considered faraway until they get to the seventh stepping stone.

Four Drow Ashtarth Archers
Level 2 Archers
Initiative +6
Ranged scimitar (+7 attack, 7 damage)
Ranged Longbows (+8 attack, 8 damage)
Shadow Step (once per battle, quick action, may disengage to teleport via shadows to anywhere nearby, stealthed on arrival)
Cruel (once per session may add 10 ongoing damage if they roll even on an attack)
AC: 18 HP: 36
PD: 16
MD: 12

The drow are buying their boss time. Commander Vortan Sidhey Plagistron is the drow in charge, and he is securing the Flask of Storms as they speak. They need to keep the PCs occupied for four rounds, On the fifth round the drow airship will swoop in and grab Vortan by skyhook and take off.

The tower itself is derelict, a hollow shell that has mostly collapsed. In the midst of thre carnage Vortan unearths an ancient case in which he finds a variety of treasure, but all he cares for is the flask. There is no book of note that he finds, though PCs digging deeper will find an old codex to the flask.

Vortan Sidhey Plagistron
Level 6 Drow Assassin-Mage
Initiative +12
Melee Daggers (2) (+11 attack; 21 damage plus +12 vs. PD or take 10 ongoing poison save 11+)
Ranged Force Bolts (+11 attack; 21 damage)
Storm of Swords (manifests 7 swords nearby, each strikes for +7 vs. PD dealing 8 force damage; one sword goes away each time the escalation die goes up a notch)
Escalation Foe: Vortan and his magic swords gain the escalation bonus.
AC: 23 HP: 108
PD: 17
MD: 17

Flask of Storms: If the mage does not escape with this one, the PCs will have access to a flask which turns other giantkin into storm giants, humanoids into storm/air elementals with the right rituals, and drunk once now can grant the PC the power to deal electrical damage twice per battle for 24 hours: Level+INT vs. PD or deal 1D8 per two levels (round up) electrical damage to one nearby foe per level. Drinking it means a +10 vs. PD check however, or taking the PCs level in D8 electrical damage instead.

Possible Success/Failure at this Stage:

When the PCs nave either acquired some or all of the flasks, they need to determine what to do next. This depends on how many they got:

One to Three Flasks: Alabask has at least three flasks then, and that’s what he needs to concoct a new body for his goddess. The PCs will need to track him down. One way to gain this knowledge, assuming they don’t have a live prisoner, is to go back to Aurumurvox and ask the Orb. Pursuing will lead them to Part II: Siege of the Deep Fortress!

Four or more Flasks: Alabask is short what he needs; he will have to assault/hunt the PCs to secure the remaining flasks he needs. The PCs can stand and fight (a nebulous prospect to fight an invisible ship full of drow) or barter for escape. Part II becomes “Escape from Death,” followed by the Siege…


PCs should get one “pick” for advancement for every three fights, plus a bonus pick if they secure 3 flasks, and two picks if they secure 4 or more. Give them an entire level if they got all 6 flasks.

The Actual Play Aftermath: there's a lot more to the game I ran than what was represented in the prior text, and when I wrote this it was prior to all the other recent content I worked up for 13th Age. Some stuff had to be revised to work better with my understanding of the rules after a few sessions; other stuff remains as-is. Other parts were the adventurers deviating into unusual areas, and me simply going back to the campaign guide I run from to adjudicate (they visited other floating temples in Corti'Zahn, for example, and found a way to liberate the airship's sprite so she now has free will and serves them as an ally).

In actual play the game is still ongoing; they got three of six flasks, and are pursuing Alabask Phenar and his cronies to their subterranean lair in the Mountains of Madness, to stop his mad quest to resurrect Siny'Math....but that tale shall be presented at a future date....!


Monday, March 17, 2014

13 Days of 13th Age VII: The Rescue of Princess Fatana

Usually on this Saturday night I run bi-weekly Pathfinder game, but the principle host had to cancel so instead I opted to run a one-shot intro game to 13th Age at the FLGS. I got three energetic players which made for a great single night session. I designed the game for some 3rd level characters to help show off the interesting differences of 13th Age that aren't always so obvious a level 1. The group had Ithilia the half-elf ranger who was raised by owlbears, Brennis the human barbarian who is the bastard son of the queen of Naminthia, and Brelliard the Bard, who has perfect hair, always. Perfect.

The scenario, in outline, lies below:

Princess Fatana

The Rescue of Princess Fatana

The adventurers are all employed by the king, Padishah Xanethes Ismulin, of Naminthia to take care of his daughter, Fatana. She has been committed to a wedding with the Al'Jirian prince Ramadus of the great city Dangkhari across the Bloodsea on the eastern continent of southern Takkai. 

(in last night's tale the ranger had been her loyal bodyguard for years, the barbarian was given special retainer by the queen, Malekeh Afirin who is actually his mother, and the bard was the princess's teacher of languages and cultural liaison).  

The ship which carried the princess across the sea was the great galleon Burning Sky, captained by the reliable but always intoxicated Captain Golvaram Durnos, a man of mixed Naminthian and Cretean descent. On the night that they reach the shoreline of Al'Jhira, the ship finds itself along a desolate stretch of coast about six hundred miles north of Dangkhari. The region is safe to navigate, safer than a direct sea approach to the great city in the captain's estimation. Then...disaster strikes!

The ship comes under attack by something hideous...a great mass of darkness from which immense tentacles emerge drops from the sky and cracks the ship in two. A lucky adventurer (roll 11+ on D20) might have wandered topdeck in time to see two things: a girl, one of the ship's scullery maids, up front at the prow performing a dark ritual in the robes of an unknown cult. She invokes "in the name of S'Groth, I command thee to descend upon this vessel and render it in twain!" and that's exactly what it does. The adventurer(s) who happened to wander top deck could also make a DC15 wisdom check (perception) to notice that the ship's dinghies are already missing. 

Either way, in seconds the ship is sundered...the visage of a green dragon swoops down and grabs the priestess off the deck, whisking her away to safety. Not good.  If anyone inquires about finding the princess in all this, they will discover that her room appears to be empty and ransacked...

Although you could start the game from Naminthia, I had to keep this one focused so the adventure didn't turn into a campaign, and the game properly started with everyone washing up on shore and recalling in vivid detail the horrors of what befell the Burning Sky. Everyone can make a DC10 CON check to see who's conscious at the start. Aside from the adventurers, a number of sailors have washed ashore, many drowned. Also, the Captain who appears to be unconscious, and the captain's loyal quartermaster, the minotaur named Bull. (Captain is a very generic level 3 dude, see page 254 in the core book for baseline stats). But there's a problem: hideous beasts are ravenously grabbing up and devouring any sailors who look alive!

There will be three of these hideous beasts plus one more for every two players over three you have in the group called addanc (from Book of Beasts: Monsters of the Great Druid by Jon Brazer Enterprises) or substitute dire bears from the core book and reskin them accordingly. The addanc are a salt water variant that thrive at the river mouths of the many outlets along the coast of this rocky, mountainous stretch of shore. They favor moving targets due to their crocodillian natures, seeking to devour and rend flesh, then regurgitate the bones for use in making their charnel dams at the entrances to their river mouth lairs. Fight is on!

addanc

After the battle, the PCs hopefully saved the captain and/or Bull. if they didn't then they find the 1st Mate Atag Humaris alive as well, shaken up but okay. One or more will point out that they are all dead men if they don't find the princess alive; the prince of Al'Jhira will surely kill them for losing his bride, assuming that the Padishah of Naminthia doesn't do the same for losing his daughter.

(Plot bit: the 1st mate was having a tryst with the maiden Issada the night of the ship's sinking. She fed him a powerful cocktail to knock him out before approaching her two accomplices to spirit the princess off the ship...while she summoned a demon of the Outer Chaos to make the ship conveniently "disappear...")

Searching along the coast (DC 15 Wis check unless a good background is available) will eventually reveal one of the missing dinghies. It's clear something happened here: there are tracks leading away, lots of them, and not very human looking (lizard man). There's a single arrow lodged in the ground and blood spatters evident; the dinghy itself is loaded with a coffer and steamer trunk of the princess's finest silken garb, about 2D6 of her nicest items of jewelry (about 1D6X50 GP in value each) and the coffer itself contains 200 GP. There's a note dropped in the boat: it says in Naminthian's native script, "When you bring the girl ashore you will be greatly rewarded. Seek out the northern shore, and wait for the scaled ones. Signed, V."

The arrow is an arrow of lethal strike (+1D10 when it strikes) and is covered in a mossy poison that will induce paralysis on a +5 vs. PD strike (once). 

The Wilderness: Tracking the Lizard Men

Assuming the group figures out the direction to go, there is evidence of tracks leading directly into the mountainous jungle along the coast, and a ranger can follow it easily enough (or DC 15 Wisdom check). The trail leads about four miles inland before something odd: the tracks continue, but the evidence of the girl disappears. If the PCs have a way of tracking her scent (say, the ranger's beast companion) then it can tell something odd happened here, and there's a faint, brief trace of a draconic scent as well! In fact what happened was that the dragon aiding the tribe, a young whelp named Vangnar, swooped down to carry the princess from the tribe to their village, though there is precious little evidence of this event except for two much larger reptilian prints.

At some point and for dramatic effect the PCs should find evidence of two men, sailors on the ship who actually kidnapped Fatana and brought her ashore, with clear evidence they were hunted down and killed by the lizard men.

Anji

Encounter: The Ascetic

If the adventurers take a break or seem confused during the tracking they happen upon an ancient wizened man with great white hair and dark, ruddy, wrinkled skin. He is kindly acting from the get go, a local ascetic named Anji who chose long ago to live in the deep mountains to teach the local mountain tribes called the Anunjari how to write and count. Anji has been following the lizard men and knows what has gone down. 

Assuming the PCs befriend him and aren't trigger happy, Anji will explain that the human and lizard man tribes locally live in fear of a great green dragon in the mountain called Drohvas who commands that all in his vicinity must worship him like a god. Although Anji does not know details, he knows the lizard men seek to gain favor by offering up sacrifices, and he is sure they intend to sacrifice Fatana. Anji knows that the lizard men of the Poisonscale tribe are affiliated with the degenrate son of Drohvas named Vangnar but does not know how the son plays into all of this.

(Plot bit: Drohvas hates his bastard son, and drove him out; Vangnar approached the shaman of the village called Ssurak and explained that as a worshiper of the chaos god S'Groth he had many contacts, including a priestess who could gain access to Fatana's vessel across the sea....and that her presentation to Drohvas would be a grand event).

Whenever the name of Drohvas is at last mentioned, either the Captain or 1st Mate if they are present, or one of the PCs who may have served Fatana directly will recognize the name: he is the rapacious elder dragon of the broken coast in Al'Jhira who has thrice now tried to kidnap Fatana to be his unholy bride. Bad news, in other words.

Anji explains there are many human tribes which he can take the players to. 

Traveling in the Mountain Jungles of the Anunjari

There are several options for the PCs here. For the purposes of my one night session they decided to have the ascetic take them to a nearby village. He introduced them to the leader of the village, a burly warrior named Tan whom they convinced to aid them with forty able-bodied warriors who all hate the lizard men anyway, giving necklaces to each of Tan's increasingly robust three wives from Fatana's stash that was on the dingy. 

The Anunjari have about seven different clans in the region, each one constantly at war with the others. The tribal center's wall is decorated with the skulls of other tribesmen and lizard men alike; this is a brutal region. The local tribe that Tan rules is called the Unhashar, and they are a bit more cultured by the western standards of the PCs due to the ascetic's efforts to teach them language, math and how to barter with the merchants of Dangkhari. 

The lizard men have three main tribes, all close to the mountain in which Drhovas dwells, but the tribe with the affiliation with the bastard wyrm-son is not too far. If the PCs take advantage of the villagers willingness to fight then they have forty men plus Tan to aid them. If they go it alone it will be a tougher slog....

Either way head to the Poisconscale village next...

The poisonscales

The Poisonscale Village

The lizard men are about two-hundred strong, consisting of about forty warriors and twice as many children and women who are primarily noncombatants. The village consists of dozens of wattle-and-daub mud huts surrounding a large earthen pyramid-platform with an elavating path running along it's length. At the thirty foot height of the platform are positioned two tall wooden poles between which dangles a cage with a winch to hoist it up high. Inside the cage is Princess Fatana.



sample image for an idea of what the village of the lizard men looks like
The village has the following possible enemies, depending on how the PCs approach this:

Lizard Men Warriors: forty lizard men (core rulebook, but only 5 are normal stats; the rest should be treated as mooks)

Lizard Man Brute: this lizard man is a actually a humongous crocodillian mutant.  Use the regular lizard man, but double HP (64), +2 on attacks and double damage on all strikes. His job is the protection of the temple platform and the sacrifice.

Lizard Man Shaman: Use the lizard man magician in the core book page 307.

Lizard Man Leader: he uses the lizard man stat block with the following mods:
Level 3 wrecker (humanoid)
Initiative: +7
Inimical Longbow of lethal striking +1 (+9 attack, 16 damage to target and 6 to self; on hit secondary attack is +7 vs. PD or target is helpless, save ends)
Claw and Bite (+8 vs. AC; 10 damage and can make a ripping frenzy attack against target next turn)
Ripping Frenzy (+10 vs. AC; 3 attacks; 5 damage)
AC 18      HP 52 
PD 18
MD 13
Treasure: the Inimical Longbow and six poison-tipped Lethal Strike arrows. 


Priestess Issada: this cruel woman is the priestess who betrayed the ship and masqueraded as one of it's crew. She actually is a cleric of the Al'Jhiran chaos god S'Groth and a dedicate to Drovhas. She has fallen in love with his son, Vangnar, who like all Lingusian dragons can shape-shift at will into a humanoid form. Vangnar appears as a bull of a man with vaguely reptillian features when in his humanoid form.
Level 3 Caster (humanoid)
Initiative +8
Lightning Blast (+9 vs. PD against 1D3 nearby targets; deals 8 damage to each) on an even attack roll the blast ricochets back dealing 8 more damage to each target!
Shroud of the Dragon (free action: +8 vs. all engaged targets; all targets engaged with her take 5 plus escalation number in poison damage per round while engaged)
AC 17      HP 45
PD 13
MD 19

The Green Dragon Vangnar: Vangnar is a medium green dragon (page 219) with the raw power trait. Vangnar doesn't usually hang out in the village, choosing instead to lurk in a nearby cave. Either Issada, the lizard man leader, shaman or the temple guard can invoke him with an alarm spell to call to his aid as a quick action. 

Vangnar is the one behind all this mess: he wants to present Fatana as a gift to his father so he can get back in good graces. As a young wyrm he's been exiled from the brood for some time now, but he greatly desires a chance to get back in good graces. 

For extra fun, if you have worked out icon relationships you could treat Drohvas as one of the the Three, which can have interesting consequences for how the PC with a relationship with The Three approaches this situation. On the other hand, it's not too likely an advocate for The Three would have knowingly been placed in charge of Fatana's protection, so take it where you will.


Concluding the Adventure:

Within the scope of a four hour session my group survived the coastal fight, met the ascetic, spent a lot of time at the village seeking aid, and then assaulted the lizard man village in a huge fight, taking out everyone including the dragon. They loved the mook effect (where damage to mooks cascades) and I deliberately used minis on the board to show visually how different 13th Age combat worked compared to Pathfinder; when you realize that just because you're standing next to someone on the board doesn't mean you're at risk since you're not engaged....or when you deal 27 points of damage and run wildly through the crowd dropping three mooks in a row, it instills a very liberating sense of just what you can do in a more freeform and permissive combat system like 13th Age. 

In the end they rescued Fatana and decided to journey south, paying Tan and some of his men to act as a guide. The bard had smuggler as a background, and wanted to see if he knew of any smuggling operations along the coast....and as it turned out there was a smuggling cove five days south, which also partook of some local slave trading. Nonetheless they paid their way in with the remainder of the princess's coffers and got her, with only a week's delay, to her wedding in Dangkhari. 

I like the advance system for rewards, as it works well to provide an immediate reward to PCs without leveling too quickly. For this adventure I rewarded two advances.