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![]() The Starpearl Tower
The Starpearl Tower is a Pathfinder adventure designed for 5th-level characters; PCs should reach 8th-level by its conclusion. Background
Meanwhile, Velika gave birth to Heveril’s daughter and hatched a plan to use the child to bring him back under her influence. Velika and her two hag coven-sisters left the infant in Jula where Heveril had established a small church to Erastil, and come to be known by the locals as “Father.” The hag queen knew that the changeling babe would one day feel the calling to return to her. Though she mourned the loss of her beloved child, she focused on preparations for the return of both her daughter and her former lover, confident that they would all be reunited. Heveril took the child in and named her Calla. He raised her alongside the other orphans in his humble church, but as she grew older he gradually became certain of her parentage. He kept the secret to himself and prayed every night to Erastil to help her overcome the destiny of her blood. Calla grew up to be kind and compassionate, though she longed to know her true heritage. Over time, however, her mood grew pensive and her temperament volatile. When finally she came of age the call was too strong and she was unable to resist its pull. She stole away in the night, drawn to her mother’s summons. Getting Involved
Corruption System
Chapter 1: The Caves of Salt and Blood
Father Heveril clarifies that Calla, the missing girl, is a changeling he found as an infant. He explains that hags transform their changeling offspring into beings like themselves through a dark ritual carried out under the new moon. The new moon is a mere week away. Father Heveril does not reveal that he is Calla’s father, and instead tells the PCs of a sea hag by the name of Emelda who lairs in the coral caverns beneath Jula. He believes Emelda is involved in Calla’s disappearance. The PCs depart for the sea hag’s lair, but are waylaid by bandits that also call these caves home. Further inside, they encounter a territorial dispute between vodyanoi and boggard factions which they have the chance to influence. After that is resolved, the PCs discover a fossegrim residing in the sea hag’s pool which they must deal with before entering the underwater caverns below. The PCs explore the beautiful, labyrinthine coral caves, which are home to giant sea life such as alpheid shrimp, sea anemones, and seahorses. They can make skill checks to use the seahorses as mounts for the remainder of the chapter. Once the PCs reach Emelda’s lair, they find her ready for them thanks to Velika’s warning and hidden traps greet them at the entrance. Inside, they face the sea hag herself along with her ceratoidi guard and pet nycar. Upon Emelda’s defeat, the PCs have a chance to interact with Calla through an enchanted mirror. This interaction affects Calla’s corruption score. After the connection abruptly ends, an enslaved nixie comes forward to tell the PCs about the three hag sisters. She believes Calla is Velika’s daughter and retrieves a starpearl from Emelda’s corpse. The nixie gives the gem to the PCs, explaining it is one of two keys they need to enter Velika’s lair – the Starpearl Tower. The nixie offers to heal them and invites them to stay for the night. In the morning she escorts them to the sea hag’s enchanted boat which takes them to the holder of the second key – a storm hag named Crescentia. New Monster: Giant Alpheid Shrimp (CR 3)
Unique Treasure: Starpearl
Chapter 2: Eye of the Storm
The ship graveyard is home to a crew of draugr, a shark-eating crab, and a number of reefclaws. After navigating through the mass of rotting ships, the PCs come face to face with the Crescentia, her incutilis-controlled servitors (including the young offspring of the merrow they previously encountered), a lacedon, and, if they aren’t careful, a swarm of jellyfish waiting just under the weakened floorboards. The defeat of the hag earns the PCs the second starpearl they need to access the gates to Velika’s lair. Another enchanted mirror gives PCs a second chance to interact with Calla and affect her corruption score before her image disappears. Chapter 3: Confrontation with Destiny
Two karkinoi guards await the PCs at the gate, ready to attack. Once they have been defeated, the PCs use the starpearl keys to open the enchanted portal gate and enter the tower. On the ground level, the PCs encounter a pair of enlightened contemplatives who guard the secrets of their deceased Lirgeni masters. They test the PCs with a series of puzzles so they may prove themselves worthy to move further into the tower. If they fail, they face a cephalophore guardian. If they pass, they receive temporary sanctuary to rest. On the upper floors, they must contend with creatures from the void such as newly hatched lunarma and a fiendish mothman who hunts the PCs at the star hag’s command. At the top floor, PCs enter an observatory with a massive armillary sphere. Floating in the center of the quickly spinning bands, Velika reveals the truth of Father Heveril’s involvement along with his sinister past. She explains her desire to use Father Heveril’s affection for Calla to lure him back to the tower so they can be reunited as a family. Velika refuses to allow the PCs to take Calla, and will fight to the death with her witch underlings at her side. New Monster: Star Hag (CR 9)
New Location: The Starpearl Tower
Conclusion
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![]() Bracken Moor Bridge
Alvina Breslau, the daughter of a local official, fell in love with a supposed Molthune defector named Kalenthar Wyndris. Forbidden to see each other by her father, Alvina and Kalenthar hatched a plan to flee and live off the profits made from selling her family heirloom - a locket with a hidden inscription that allows access to the Breslau vaults. However, after many of Alvina’s friends and family warned her of Kalenthar, she decided to test him. She wore an imitation locket to their meeting while hiding the real one in her pouch. Unfortunately for Alvina, Kalenthar was indeed a Molthune spy, and after handing over the locket she was rewarded with a dagger plunged into her stomach. Dying and now aware of Kalenthar’s true motivation, Alvina leapt from the Bracken Moor Bridge and into the kelpie infested waters below to keep the real locket from him. Kalenthar has since learned the locket is fake and now desperately searches to find it before the Breslau’s find evidence of their daughter’s murder. To this end, he has approached the PCs with a sob story of their love and hired them to help find her, or at least prove that the moor spirits killed her, not him. In truth, he suspects the real locket was on Alvina at the time of her death after having searched everywhere else for it, but knows there is a kelpie and will-o’-wisp lairing near the bridge that he needs help in defeating. He accompanies the PCs on their journey in hopes of retrieving the locket without any questions, unaware that the jilted spirit yearns to tell her tale. He leads the PCs to the bridge, which he claims is where they were supposed to meet in order to run away together. The PCs arrive from the southeastern hill, following a safer high ground trail known by Kalenthar. North is on the top of map, orientation as displayed. Each square equals five feet. The Haunted Crossing (CR 9)
Kalenthar doesn’t mention the kelpie hoping a few PCs die, saving him from paying them. He also doesn’t want to appear too knowledgeable of the situation. When the haunt on the bridge is activated it identifies Kalenthar as both a traitor and murderer. Once this happens Kalenthar tries to kill the PCs to keep his secret safe. He tries to use his knowledge of the terrain and monsters to his advantage. The locket being searched for has been found by a fungus leshy who has a mushroom garden under the bridge which has been fertilized by the kelpie’s leavings of rotting hearts and livers. It has a collection of other small treasures from victims of the kelpie, and decided this one seemed important after witnessing Kalenthar’s betrayal. The spirits of Bracken Moor are a well-fed kelpie and will-o’-wisp who have formed a symbiotic relationship for hunting and feeding. When the PCs enter they intend to feast as they have on countless travelers before. Creatures: Kalenthar Wyndris starts with the PCs on the southeastern path. The kelpie starts in the shallow bog in the northern recess of the water, pretending to be a white steed caught in the quagmire and neighing loudly in distress. The will-o’-wisp is invisible and hides in the bushes near the kelpie. The fungal leshy that has found the locket is under the bridge on the northern bank. Advanced Kelpie CR 5
Kalenthar Wyndris CR 5
Leshy, Fungus CR 2
Will-o’-Wisp CR 6
The Maiden on the Bridge CR 3
Hazard: Land squares adjacent to water count as shallow bog (Pathfinder Core Rulebook 427). Water squares adjacent to land count as deep bog (Pathfinder Core Rulebook 427). Other water squares are 10ft deep still water. The light mist counts as rain (Pathfinder Core Rulebook 438) for visibility. Development: After the kelpie and will-o’-wisp are dealt with the PCs can find the fungus leshy with a DC 24 perception check. It has little interest in the locket, but knows Kalenthar killed Alvina and doesn’t think he should have the locket. The leshy hands over the locket if made friendly. Its starting attitude is indifferent towards the PCs unless they appear to be working with Kalenthar, in which case it’s unfriendly. If the haunt is not triggered and Kalenthar gets the locket, he pays the agreed upon sum to the heroes and asks if they will talk to the town folk and tell them of the kelpie. While the PCs do this, he plans to raid the Breslau vault and then return to Molthune. ![]()
![]() Empty eyes peer out from beneath the hood of this pale maiden’s patchwork cloak. The silhouette of scissors and sewing needle are outlined in her shadow’s hands. Sorrow Stitcher CR 8
Init +9; Senses low-light vision; Perception +16 ----Defense----
----Offense----
Spell-Like Abilities (CL 11th; concentration +16)
----Statistics----
----Ecology----
Special Abilities
Patchwork Soul Stitching (Su)When the sorrow stitcher affects a creature with its Hollow Heart Curse, it gains fast healing 1 and a +1 morale bonus on saving throws against charm and fear effects, and attack and damage rolls for 1 hour. These bonuses stack and its fast healing increases by 1 for each creature affected by its curse, up to 5. These effects end if the curse is removed or the sorrow stitcher loses its cloak. Separate Shadow (Su) A sorrow stitcher’s shadow acts separately though it is one creature. When taking a full attack action the sorrow stitcher can replace either its claws or touch attacks with a spell like ability. Sorrowful Gaze (Su) Blinded by tears for 1d6 rounds, range 30 feet, Will DC 16 negates. Creatures that succeed are instead dazzled for 1d6 rounds. The save DC is Charisma-based Decendents of fey exiles, these creatures share their forbearers’ curse of a severed connection from the First World. First appearing near the Forestheart rift in the Grungir Forest they have since spread throughout Golarion. They are born with broken spirits and empty hearts, their very shadows warped by their innate grief. Desperate to experience happiness, the sorrow stitchers gravitate toward cities, jealously drawn to festivals where they steal the joy from the hearts of unsuspecting revelers. Armed with shadowy scissors and sewing needle, the sorrow stitcher’s shadow cuts the emotion from its victim which manifests as a colorful scrap of fabric that the shadow sews into the sorrow stitcher’s patchwork cloak. They will try to extract as many patches as they can before fleeing to savor the sensation of bliss, only venturing back out when they grow greedy for more. Pale and slender, sorrow stitchers could be mistaken for adolescent humans if not for their blank eyes and razor sharp nails. They are never seen without their patchwork cloaks and would fight to the death before being parted from it. Other creatures who gain possession of a sorrow stitcher’s cloak find it functions as a shawl of life-stealing. ![]()
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![]() Figurine of Wondrous Power, Ruby Butterfly
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