| OneCrazyCanadian |
Chapter 3: The City of Toil
Unlike the Candlestone Caverns, Hagegraf has a full gazetteer and map in the adventure allowing GMs to flesh out a great set piece of the adventure. The used 3 main themes from the gazetteer to impress on my players:
- Always be toiling
- Pyramid scheme level for education and economy. If you can teach someone something or create something, you will make money for life and have societal status
- The Clergy of Droskar are ever present and the law
The party arrived at the Highhelm embassy to meet the ambassador who was accompanied by Thivaldgo. The building was a highly vulnerable structure outside the city walls. The ambassador provided them 100 gold each to be used for taxes and fees likely to be levied against them for being surface dwarves. They warned the PCs not to cause trouble because of on going negotiations. Thivaldgo continued to be snooty towards the PCs.
The PCs plan was to be a group working and toiling under the wizard, who wanted to get a business license in Hagegraf. Their cover story worked along with the Cleric citing some Droskar religious tenants that were false but true enough to fool regular guards. They had to pay a surface dwarf tax, magic item tax, hands were not calloused tax, visitor tax, and the tax tax for not being taxed enough…. You get the idea.
A day before approaching Hagegraf, they heard King Taargick being ripped from their relics/minds. They actually enjoyed the silence and did not think anything of this.
Party wandered the city, often trying to take back alleys to avoid being taxed by random law enforcement, here are the highlights:
Day 1
- They found the Silent Forge Inn where they were treated normally
- Found Duruzzin in the Lightend Lamp, avoided two Caligni and their shadow, Durruzzin said 4 days to decipher the map after a negotiated price. Party decided to investigate Narseigus.
- Failed to make it into the Central district which lead the wizard to spend time getting a business license
- Druid found some work at a food gathering place, the Hyrngar manager asked for some of the spores from the Spore Staff (item in book 1) and the druid declined to share the spores or give the IP over to the hryngar.
- Players made multiple toiling attempts to great hiliarity. Two of them carried brooms and swept cavern dust wherever they walked, successfully toiling and not getting taxed.
- Night one, the druid was ambushed in the embassy by a Hryngar assassin trying to steal the spore staff, the assassin had clockwork tech. Almost got away if not for the wizard long range fireball.
They let the assassin go after taking her equipment, in return, the assassin would get them into the central district where the rumors of Narseigus led.
Day 2
- Taxed again upon entry but this time the brought disguises to avoid paying many taxes.
- More rumor collecting
- Debate with a clergy hryngar led to the hryndar being murdered, the wizard casting instant parade multiple times as everyone escaped to the silent forge to lay low.
- To further escape the authorities the spent the rest of the day in forge district
- They discovered a large shipment of weapons and armor designed for various people other than hryngars was sent out weeks ago
- They met and help Rorbek in her smithy, provided rumors and clues to Narseigus’ surprising rise to power. He skipped over Rorbek’s friend, Bronwyl, in the Bureau of Magic.
- They visited the Infinite Quarry and Qualto. Discovering Jhbek they wanted to free him.
- Challenging Qualto to some gambling, beating him, then catching him cheating.They chose to free Jhbek who would allow them to do some stone shaping when called upon.
- Party choose to stay at the Silent Forge to avoid more taxes
Day 3
- At this point the party could tell there were more guards around Hagegraf. They decided to check in on Durruzzin who was trying to sell the map to the two Caligni and their shadow. The combat was not difficult and they threatened Durruzzin who helped.
- They learned that the Worm seemed to make a tunnel to the Volcano, Avernakkus. He guesses that would be its home for brooding.
- Wanting to speak with Bronwyl in the Bureau of magic, the party grabs a magic item from Durruzzin. They used this item to lie about a business appointment with the bureau of magic to get to the inner city.
- Continuing crazy deception rolls, they get a meeting with Bronwyl who is not fooled. She is spiteful against Narseigus and any chance to embarrass him the better.
- Narseigus has the King’s ear and had access to the piece of the Great King’s Crown but do not know what he is planning. Narseigus left a few days ago with a large caravan of equipment.
- She casually leaves the address of Narseigus’ home on the table stating it would be a shame if someone broke in. She would have to investigate.
At Narseigus’ home, they scale the next building and then fly/jump over starting combat with the guards. Inside, they find all the information they need about Narseigus’ plans
- Wormcalling ritual
- Wormcalling experiments on others
- Drootorca Cavern and the bloodbane coalition, Rolgrimdur
- Books on Dwarven history and King Taargick
- Hryngar history of Quest for the Sky
There are 3 books on the 3 different archetypes that the adventure path offers in the Toolbox sections. After the party rests, I reward each of them with one of those free archetypes and a free feat within their chosen archetype.
The party managed to trigger all the potential combats at once that almost led to a TPK with the Glass Golem, Kurobozus, Crimson Worm Statue, Frozen mist trap.A piece of the King’s crown was on the statue and the party could hear King Taargick’s calls for help.
After the combat he reveals that he got trapped in the statue because of his connection to Crimson Worm, he thinks Narseigus is going to use the worm to lead an attack on Rolgrimdur as Narseigus used him for information. The party uses their power of jumping (barbarian), flying (cleric, wizard, monk, rogue), and animal form (druid), to escape the inner city but the alarm was raised. They have a couple of encounters but nothing serious as they race to the embassy.
The ambassador is there with Thivaldgo demanding answers as their negotiations got sidelined the previous day. Upon showing the King’s Crown piece and impending situation with Narseigus. The ambassador is impressed and Thivaldgo is fuming mad. The ambassador breaks out the emergency teleportation scroll and they flee to Highhelm.
All in All, this was the longest book for my players because of two sandboxy cities. They enjoyed both places with the changes I made and the freedom they had to make decisions. For anyone running this book, I recommend having fast travel options through the Darklands if you want to keep the story moving at a steady pace.
Book 3: Heavy is the Crown
I found book 3 to be very fast like book 1. The objectives become clear, the action is constant, and some encounters can be completely bypassed or are unnecessary (The Sky King’s Tomb for example). I did more fast travel between Highhelm and Rolgrimdur and then using the Everywhen Map, Rolgrimdur to Drootorca Cavern.
In my experience, the party leveled up incredibly fast in this book using the milestone leveling system.
Chapter 1: Shadow War
Back in Highhelm with Clan Tolorr, the party informs Bulgra what happened. They hand over the Great King’s Crown piece, and she tells them to teleport to Rolgrimdur to raise the warning. She will handle talking to Highhelm’s King and other clans. Before going, Bulgra says they should take Krohan who has Rivethun magic. The plays vaguely know about the magic barriers sealing the lift in Rolgrimdurr through lore checks
They have a successful meeting in Rolgrimdur getting scouts and sapper squads. General Sagginsdotter wants to attack the coalition but recommends sabotaging the camp before proceeding up the Kor Well to disable the barriers. She gives the PCs a signal horn connected to Rolgrimdurr’s security system. After using the horn, the army will descend 24hrs later.
Drootorca Cavern was a lot of fun because of the sabotage elements with the different factions. The open ended nature of the operation allows for tons of creativity. My party focused on 3 things:
Scouting Caravans and eventually collapsing that tunnel
Sabotaging the Dam and flooding different camps
Freeing the cavern dragon, which almost led to 2 player deaths. The rogue survived with one 1hp trying to escape the Dragon vs Troll fight
The players did not interact with the Orcs until there was lots of chaos going around and this caused a perceived problem for them. They figured out that they would need the Volcanic Vigor tattoo because Narseigus got one but they were out of many spells and hit points on day 3 of sabotaging. The camp was also falling into in fighting so they forwent sleep so everyone could get a tattoo. The party then raced to the Kor Well entrance and deceived the Hryngar Guards before ambushing them.
Chapter 2: Kor Well
The Kor Well was pretty straight forward dungeon crawl. Running the dungeons as is went pretty quickly. Krohan was tagging along with them to help in rituals and calm spirits. My party went in this order:
- Cave D, turn around because of cave in. We had the barbarian, who missed the two sessions, move all the rocks.
- Cave C, cleared easily but party finds signs of demonic corruption which was a theme everywhere
- Cave B, the rogue disabled all the constructs with the saboteur ability. It probably saved the party due to lack of resources. Barbarian meets them for a long rest
- While resting, the Assassin they spared in Hagegraf finds them and makes them a deal. They realize the folly of Narseigus’ plans but her group cannot simply abandon him. The party gives the Assassin a magic item they were not using in the deal. This avoids that encounter in the book.
Next Day
- Cave E made the druid happy
- Cave D, the party found the barbarian laying down on the ground after setting off the explosive run trap.
- Big combat involving the alchemist and traps. The Monk used the genie Jhbek’s gift to carve a new passage to the alchemist’s hideout and took him out. The party fought with the Monk who picked up the Demon Knot. Critical success from a high level Cleric spell to free the Monk of holding on to it.
Party uses horn to signal Rolgrimdurr and rests in Cave B.
Since the party nearly achieved a crazy amount of sabotage points by splitting up and did the Kor-Well in with only 1 sleep, I ruled that the army encounter was handily won by Rolgrimdurr without the need for Party intervention.
Chapter 3: Taargick’s Legacy
Down towards Avernakkus, they hear Narseigus’ voice echo and taunt them (he has tremor sense after all), he monologues about carving a new breach in the Five Kings Mountains and being the best Worm Caller in a generation. He will use the Sky King’s Tomb to blackmail dwarven clergy to worship Droskar.
I presented Narseigus with a nasally, higher pitched voice that was insufferable. The party never interacts with him, so I present him as a threat but someone who does not inspire fear. It worked in the final combat as my players just wanted me to stop taunting them in that voice.
The encounter with Narseigus and Zogotataru works well as written. As I had 6 players, I increased the successes need to free the worm, added another brood, and made environmental hazard of Zogotataru more deadly.
After 4 rounds of combat, the barbarian was in the magma, the monk saved 2 attempts of the Nevermind Spell, the rogue did not like Narseigus’ precision resistance, the druid pacifying the cave worm swarms, and the wizard and cleric casting enough dispel magics to break the worm free. The monk finished off Narseigus holding a necklace of fireballs and flying directly into him, setting them all off at once. The monk still had 50 hp after all the damage rolls.
This mini dungeon was fun but I thought the encounters were mostly fluff. No one in the party was against the dwarven pantheon so the celestial archons were more there as guards when the tomb was opened. I played them as dwarves reminiscing about the Quest for the Sky. The party got a bunch of free loot, learned from Taargick’s etchings on walls, and came to his tomb where 4 offerings had to be made.
For this part, I made it more of a skill challenge in King Taargick’s memory, and see if they would act as their Relics wanted them to. 3 out of 4 players succeed, which put the final encounter with Stone River in an indifferent mood. This is where the crux of the main theme comes to a head in the adventure. Does the party want to keep the dogma that the Quest for the Sky has become or risk the chaos with Taargick’s truth in his tomb.
At the end of their questions (which i took from the book) with Stone River, I had Thivaldgo appear. He is sweaty, taken lots of heat damage and 2 archons were behind him. He branished a King’s badge, same as the wizard. He stated that the High King was concerned about what the party would find and ask Stone River and the wizard PC to follow the current King’s orders and not risk the schism Stone River fears.
The Wizard PC tossed his badge into the magma pool and gave a speech convincing Stone River to side with them, avoiding one last combat and sending Thivaldgo into madness of being upstaged one last time.
Epilogue
Stoneriver took the Demon's Knot to celestial jail.
Druid retired to her mushroom tower and spent time making more spore born and sharing healing rocks within the Darklands and spreading spores.
The Barbarian married Mr Pearlcask and succeed the waterfall climbing challenge from Chapter one. She did this by simply jumping twice.
The Wizard renounced working for the current King in Highhelm and devoted his life to retelling Taargick’s tale and studying Kalmaug’s journal that the druid passed to him. A true Archelogist.
The Monk, carrying Sky Sunder, acted as a guide to the Sky King’s Tomb. More followers of Trudd joined him, providing safe passage in Avernakkus. He is seen as an example of dwarven doughtiness. The Mountain Stance monk that could fly like a mountain.
The rogue went on to research and track down more pieces of the Great King’s Crown. She became a famous dungeon delver.
The Cleric of Grunnidar skyrocketed within the clergy and Clan Tolorr. She was seen as a new example of dwarven forgiveness and reconciliation with past history. The player did not know what had happened in Pathfinder Lore so I informed her that during the Gods Reign, Grunnidar sacrificed himself to try and save a dwarven town (I forget which). She added that she likely became the head of Grunnidar’s faith and gained mythic power.
My last thoughts are that Sky King’s Tomb is an excellent introduction to PF2e adventure. The three biggest things I think each GM should do in preparing players for the adventure are:
1) Explain that this adventure is not a save the world adventure against a terribly compelling villain.
2) Have King Taargick stick around through the Relics. He is a great exposition tool and a recurring NPC
3) Fast Travel. Do not be afraid to do this, it can keep the pace of the adventure moving nicely.
Feel free to ask me any questions and if you ran this adventure, what changes did you make?