A wintry wilderness and dungeon adventure for 17th-level characters.
Entombed in the Ice
The witch queens of Irrisen must abdicate their thrones every 100 years when their mother, Baba Yaga, places a new daughter on the throne. But one queen was unwilling to relinquish her rule, and led a doomed rebellion against the Mother of Witches. Afterward, Baba Yaga entombed her wayward daughter in an icy necropolis known as the Veil of Frozen Tears, along with a powerful artifact called the Torc of Kostchtchie, hiding them both far from mortal eyes.
Now, almost 500 years later, the tomb has been found, and the race is on to plunder its treasures. Will the PCs follow Elvanna, the current queen of Irrisen, in her attempt to recover the Torc, or will they join forces with the demon lord Kostchtchie? What secrets does the Veil of Frozen Tears conceal? Can the PCs reclaim the lost artifact and keep it from those who also seek its power, or will they fall victim to the denizens of the tomb and end up as eternal guardians themselves?
The Witchwar Legacy is an adventure for 17th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure features an icy necropolis frozen in time, cursed dragons, twisted giants, and the fell magics and devious riddles of the Queen of Witches herself! It also includes a description of the frost giant fortress of Holvirgang, and a new monster, the extraplanar scions of the titans called the Abyss gigas. This adventure is set in the northern reaches of the wintry land of Irrisen in the Pathfinder campaign setting, but can be easily adapted for any game world.
The Witchwar Legacy is a delightfully twisted high level module that really showcases what a powerful witch can do! Check out my full review: The Witchwar Legacy
This review is going to be one big spoiler, so if you're planning to play it, don't read on.
Still here? I haven't gotten to playtest this adventure yet but if my group survives, I will. So how easily is it usable by a 17th-level party?
First, the quest here is to retrieve a minor artifact. Very groovy for this level.
There are two evil factions after the artifact, Queen Elvanna and the demon lord Kostchtchie. The PCs could work for either one or be in a race against both of them.
So this adventure would work for evil, neutral, or good PCs if they want to gain a minor artifact. If they want to destroy it at the end, that would be an even bigger adventure.
There are 21 numbered encounters here plus 1 that happens with ethereal movement and 1 at the end. Entering the location is only possible physically (no cold damage) or with planar travel (with cold damage inflicted). Other magical movement is blocked.
The map to the dungeon is complex and spread throughout the module, but I could follow it through. A DM will have some flipping to do unless he has copies of the maps compiled. Also, due to the size of the monsters in the module, the scale is one square is 10 feet which makes sense and makes the Veil much bigger than the maps seem to show.
Encounters include both traps and monsters. Depending on whom the PCs choose to negotiate and/or ally with they may have to fight everyone or may bypass some encounters or even add some allies. Many monsters are drawn from OGL sources and several have interesting twists including templates, curses, and class levels. I really liked the various monsters and how they all fit the theme of the adventure.
There is an option for how to add a wendigo to the adventure and what might happen if the PCs keep the artifact (or turn it in).
The adventure has a new artifact, a new monster, a new template, a settlement of frost giants, and four PCs (no wizard so no wish spell).
From my read through, this adventure is excellent for high level PCs. It covers how divinations and magical travel function and how various NPCs and factions will react. Woven throughout the adventure is the history of both Irrisen and Baba Yaga.
While Baba Yaga does not appear in the adventure directly, one dangling plot hook could lead the PCs to look for her after the adventure ends.
I'm fairly sure Greg looks like an Invisible Stalker, only one with a malicious aura and constantly drooling acid.)
Hence he has no visible avatar.
Also, beings of pure malice like Greg Vaughan normally have several varying avatars/aspects roaming around.
Yes, it does make sense now that we've reached this conclusion... wait... is that slobbering I hear behind me? And constant dripping of acid on rune-engraved floor tiles? *Urk*... it must be Invisible Vaughan, for all my enslaved oozes have been fed for the night! Beware, Vaughan, for all Chosen Servants of Almighty Asmodeus wield and breathe Hellfire, and my rigorous studies as an Infernal Librarian have granted me several monk levels...
She has the Martial Weapon Proficiency feat right there in the "Feats" section of her stat block. Technically, it should be followed with (kukri) in parentheses, but since those are the only martial weapons she has, it's hopefully pretty obvious which weapon she chose for the feat. :)
Had a question that came to mind. I just ran this module(17th level cleric, part of a 5 man group) And, in the final area, with the Torc, I cast Holy Aura. I dunno how to warn about spoilers so....
======SPOILERS AHEAD, DO NOT READ IF YOU HAVEN'T BEAT IT ALREADY======:
Its my understanding, the spell protects from mental influence. Regardless of who is casting it. The DM just flat out said no, the 'curse' affects me anyway, which I don't understand. The spell doesn't say 'if the caster is X level, or stronger, or a god.' It says 'Protection from Mental Influence.' Period.
That really irked me, and I wonder if anyone else had perspectives on this?
well holy aura protects from charms and compulsions as protection from evil. if the curse is not listed as a charm or compu
sion it will affect you ( even if it's effectively acting as such) I read the module a while ago and cannot remember the specifics however.
Is anyone else thinking the identity of Baba Yaga's rebellious daughter is who I think they're implying it is??
;-D
Cheers, JohnH / Wanda
Oh My Gosh... until you said that, and I thought about the rebellious daughter's name (provided in the module)... WOW... yeah, yeah I think that's EXACTLY who it is.
** spoiler omitted **
If that's who "we" think it is. ;)
Dean
It helps that according to the adventure: ** spoiler omitted **
That sounds an awful lot like the beginnings of another well known witch of awesomeness we know about.
Kind of sounds like Iggwiliv. Not sure if I spelled that right.
I downloaded the Pathfinder Chronicle for this adventure, but noticed there are no rules for adapting it for Pathfinder Society play. Will those rules be added soon?
The rules for running all Pathfinder Modules for Pathfinder Society Credit are included in the current Guide to Pathfinder Society Organized Play. Since they've been standardized, there's no longer the need to repeat them in multiple places.
is there a gap though? between tomb of the iron medusa and witchwar legacy? that'll get character's that've completed the retirement arc, academy of secrets, and iron medusa up to 15th level + 1exp. but there's nothing to get them to 16th level to meet the minimum to play Witchwar Legacy.
Ahh k, cool, hadn't heard about Moonscar coming out.
Yay, i'll get to actually play through to 17th eventually... if i can find a GM for the Modules and other players
I wonder if the Reign of Winter will make this module obsolete or if this would be able to serve as a bonus adventure after the forthcoming AP. Anyone know?
I wonder if the Reign of Winter will make this module obsolete or if this would be able to serve as a bonus adventure after the forthcoming AP. Anyone know?
Some of the events in The Witchwar Legacy serve as foreshadowing for certain events and elements in Reign of Winter. I'm pretty sure that Reign of Winter won't make the adventure itself obsolete, although you might have to make a few minor adjustments to a few things here and there.
I'm hoping to run this after Reign of Winter and modify the elements some to accommodate for whatever happens in the final chapter of RoW. I'm curious if anyone else has similar ideas?
I'm hoping to run this after Reign of Winter and modify the elements some to accommodate for whatever happens in the final chapter of RoW. I'm curious if anyone else has similar ideas?
I was wondering if you ever had the chance to run this after the RoW AP? I am currently running the RoW and I am planning on running The Witchwar Legacy after.
If you did have a chance to run it; how did it go? And what modifications did you need to make?
So I'm running this as second "oneshot"(after moonscar) for my RotR campaign's unusued backup characters players created for fun. I need to know because of what happened in session: Do you guys think Baba Yaga's plot curse on certain npc can be removed with Miracle?
(also, is product discussion thread right for these sorts of questions, or should I do that in module discussion section?)