Chapter 5: "Herald of the Ivory Labyrinth"
by Wolfgang Baur
The cult of Baphomet has been delivered a critical blow, yet the demon lord remains undeterred. Now he’s taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most dangerous and audacious mission yet—travel to Baphomet’s Abyssal realm known as the Ivory Labyrinth, navigate its trackless mazes, and find the ancient prison in which he’s keeping the abducted herald. Can the heroes rescue the goddess’s messenger, or are they already too late? And was the abduction merely a ruse by the demon lord to lure the heroes into his clutches?
This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:
"Herald of the Ivory Labyrinth,” a Pathfinder RPG adventure for 15th-level characters with 7 mythic tiers, by Wolfgang Baur.
A look into Baphomet—demon lord of beasts, labyrinths, and minotaurs—and the workings of his sinister cults, by Sean K Reynolds.
An exploration of the foul fiends known as demodands and their place in the Abyss, by Amanda Hamon.
Betrayal and bloodshed in the Pathfinder’s Journal, by Robin D. Laws.
Four new monsters, by Amanda Hamon, James Jacobs, Ron Lundeen, and Jason Nelson.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
ISBN–13: 978-1-60125-586-0
"Herald of the Ivory Labyrinth" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.6 MB PDF).
Other Resources: This product is also available on the following platforms:
Just to get this out of the way, let me start with the following obligatory advice:
Advice on adjusting the difficulty level of this AP:
Before running this AP, I was warned that the power of mythic PCs quickly outpaced the difficulty of the encounters the AP provides. Despite taking a number of precautions to mitigate this (having players use a 10 point-buy, applying advanced templates to every mythic creature, etc), I found this to be true.
In light of our experiences, and those reported on the boards, the consensus seems to be that there are two generally viable ways to deal with these problems:
Option 1: Power-down the PCs.
(a) Don't give the PCs mythic ranks.
(b) [Optional:] Use the Hero Point system introduced in the APG, and give the PCs a number of Hero Points per day equal to the number of mythic ranks they're supposed to have. (This makes players a bit more robust.)
(c) More or less play the AP as is. (Though there are a couple of encounters in book 6 that will probably need to be made a bit easier).
Option 2: Power-up the encounters.
(a) Give the PCs mythic ranks as the AP suggests (possibly with the nerfs suggested in Mythic Solutions).
(b) Use the (vastly) upgraded stat blocks presented in Sc8rpi8n_mjd's modified stat blocks document to upgrade encounters, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)
Our experience, FWIW: We played books 1-4 more or less as is, and (despite my efforts to boost and combine encounters) found books 3 and 4 to be far too easy to be fun. We then adopted something like option 2 for books 5 and 6, and found that to be much more challenging and enjoyable. But we also found that combat can take forever -- don't be surprised if you find yourself needing to spend more than one session to get through a fight.
The story of this leg of the AP is fantastic -- the players have to head to Baphomet's Ivory Labyrinth and break into a prison in which he keeps his most dangerous foes. More than any other AP, this AP feels epic and "heavy metal", and the flavor of this leg of the AP is awesome.
Unfortunately, the difficulty level of this AP feels way off. The encounters in this leg of the AP are trivial for mythic PCs. Heck, most of the encounters of this AP would be too easy for non-mythic PCs. Given the awesome story of this leg of the AP, this was disappointing.
--Fun of playing this leg of the AP, as written: 0/5
--Fun of the story of this leg of the AP: 5/5
--Total score: 2.5/5 (rounded down)
Although Herald of the Ivory Labyrinth diverges the PCs from their main quest for a little while, it is still a highly exciting adventure with a scary setting, high rewards, and a truly thrilling conclusion.
Our PCs were honored to have one of their Gods actually appear to them and personally ask for their aid. It’s not very often that characters come face to face with a deity, so Iomedae’s appearance was an unexpected treat. The magic items she lent the players to help them on their quest were very interesting artifacts as well. I’m not quite sure why she felt the need to give us a history exam first, but it’s not my place to question the Gods.
The Ivory Labyrinth was a weird setting and felt like more of a sandbox than I would have liked, but I was glad for the fun encounters of weird monsters and unexpected allies waiting within. I especially liked the opportunity to resurrect Malakia, the unfortunate Astral Deva.
I also appreciated that PCs are given a chance to save the fallen Herald of Iomedae. Simply killing him when his fall from grace wasn’t his own fault would have been too sad. Redemption is a big part of this adventure path, and our group liked to help others wherever they could.
The battle with Baphomet was an incredible event, a feat that only mythic characters would have been able to manage. Actually slaying a demon lord isn’t something players get to do every day. Needless to say, we all had great fun with that.
There are a lot of nice little things to mention about Herald of the Ivory Labyrinth as well; the art continues to be fantastic. The portraits of Ylleshka, Svendack and the Bonepowder Ghoul are quite worthy of note. Dawnflower’s Kiss was a wonderful gift. Our cleric, who had the Touched By Divinity trait (with Sarenrae as her parent) was overjoyed to wield that weapon!
Herald of the Ivory Labyrinth, written by Wolfgang Baur, manages to be one of the most original and exciting outer plane adventures I’ve read in some time. While The Midnight Isles, its immediate predecessor in Wrath of the Righteous, is rather ordinary as far as planar adventures go, Herald brings back the mythic feel that was present in the earlier instalments of the adventure path. This is an adventure where the PCs face off against some of the deadliest foes in the multiverse, but also leaves ample room for investigating, roleplaying, and drama. And it brings with it some incredible rewards for the PCs—assuming they succeed, of course.
In "Herald of the Ivory Labyrinth", the PCs are caught in what my be one of the biggest stories ever told in an AP - the demon lord Baphomet lured Iomedae's herald into a trap, kidnapped him and corrupted him, and is no holding him prisoner. Iomedae herself addresses the PCs and requests that they help free her herald.
As an individual adventure, this is really, really cool. And the adventure is written in a way that capitalizes on the kind of high level adventuring it requires. We get an excellent description of Bephomet's realm, and the long dungeon crawl the adventure culminates in, The Ineluctable Prison, is the coolest yet in the AP. There's something awesome about seeing all those CR20 or more encounters, and I imagine playing through them will feel appropriately mythic.
Having said all those good things and given the adventure the high 5 starts rating it deserves, I do have a caveat or three. Firstly, as was hotly debated in the product description forum, I feel the section of the adventure that handles talking with Iomedae was a major spoof. Another small issue that I have is that the story doesn't really make sense - Baphomet is insanely angry at the PCs, but fears to confront them because of his vulnerable state - however, he knows full well that the PCs will be trying to free the herald from his Ineluctable Prison. Yet for some reason, instead of summoning a screaming horde of a million fiends to defend it for him, he... does nothing? seriously, he is inactive during the entire adventure, even though it is said many times that he is angry and looking for a way to get revenge at the PCs for all the trouble they caused him.
The greatest issue I have with this adventure is that it feels like the side quest - the main story of the campaign is forgotten and pushed to the background, and the PCs run off to do a mission that, while certainly accomplishes something great and important, also has nothing to do with the larger plot of the campaign. After the 3rd adventure, that was just a huge waste of time, and the fourth adventure, that also put the PCs far away from the action, I feel that a large oppertunity to play up the crusade aspect of the story was missed. Hopefully the last adventure will compensate for that, but for now it kind of feels like the PCs are away from the action running errands for most of the campaign. Compare to, say, Curse of the Crimson Thrones, where the PCs carry the torch of the plot from the second adventure all the way to the 6th, and what they are doing is always the crucial, necessary next step. That was a much better constructed story, in my opinion.
But, still, despite some problems that I have with the structure of the campaign as a whole, Herald of the Ivory Labyrinth is one of the coolest adventures Iv'e seen in a long while, and it makes me hope that the next one would be even more awesome.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Feros wrote:
Irnk, Dead-Eye's Prodigal wrote:
Please tell me you are going to be having Reaper do a mini based on that Baphomet picture. I mean, I would really like to see one for all the individuals I have seen on the covers of this AP so far, but that one practically screams metal.
Well, Paizo has a sculpt, but it is going to be plastic and pre-painted I'm afraid. :)
Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber
We'll since we get the 3 base demon sands as mini in the new set I kind of hope w get this mysterious 4th in the set as well. Suppose that depends on when the art was available.
We'll since we get the 3 base demon sands as mini in the new set I kind of hope w get this mysterious 4th in the set as well. Suppose that depends on when the art was available.
Nope; just the base 3. The art for the 4th came in several months after we finalized the set list and sculpts.
I always hated the minatour version....well done ;)
I'm psyched for Baphomet in general. I can't wait to see what kind of power he has, and I'll probably use his stat-block outside of WoTR in one of my homebrew campaigns.
Ok so we just finished the Midnight Isles so now we need this one.
Uh, wow. That is fast. How often and long do you play?
About once a week for usually 3 hours or more if we can but it is also only me and a friend playing one character a piece so it is a little faster. Also with mythic we are destroying most encounters. Now my friend and I are waiting for Herald of the Ivory Labyrinth.
Not to dampen your enthusiasm for the AP as I am sure it is amazing, but in the future could you kindly use Spoiler tags for revealing what's in the AP?
Not to dampen your enthusiasm for the AP as I am sure it is amazing, but in the future could you kindly use Spoiler tags for revealing what's in the AP?
I'm fairly certain that all of the information that Abyssal Lord posted was featured in various previews on the store blog.
Either way, if you feel that a post should have a spoiler tag, you can always flag it for a mod.
Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber
Kudos to Wolfgang (and to James) for an awesome adventure path chapter, reads like the finale to any other AP! My mind boggles at what Pett must have prepared for the final chapter!
Pretty standard for his CR, which is 27. Compared to Nocticula, he's a joke.
So it's obvious why she could so easily one-round or two-round him, then? What sort of unique abilities does he gain?
And is there the option for the PCs to confront and/or destroy him?
Oh yeah, Baph makes an appearance and as usual with demons with lots of hiit points, to get rid of him the party has better win initiative and all attack at once and do enough damage before he telleport away. Otherwise the chance is there to be rid of him.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Alleran wrote:
magnuskn wrote:
Alleran wrote:
Kevin Mack wrote:
Got it and wow I have to say it is awesome.
What do Baphomet's stats look like?
Pretty standard for his CR, which is 27. Compared to Nocticula, he's a joke.
So it's obvious why she could so easily one-round or two-round him, then? What sort of unique abilities does he gain?
Nothing really good, which is why he is so "Eh..." compared to Nocticula, who can destroy a party just by standing around nearby and talking to herself.
Alleran wrote:
And is there the option for the PCs to confront and/or destroy him?
Baphomet's Scroll Use ability has interesting ramifications - he can use any scroll as though he knew the spell, and any scroll he uses casts at 27th level. So he could do some pretty crazy stuff with a nice scroll selection (a really simple thing would be popping mage armor + bark skin scrolls for +9 AC - not bad for 175 gold).
Though I guess attack spells off scrolls aren't nearly as cool - unless I'm mistaken, such spells would still use the low save DCs from the scrolls. A 27th level Wail of the Banshee or Weird isn't quite as scary if the DC is only 23ish.
Anyways, be damn sure to figure out what scrolls he's packing before you run an encounter with him!
Outside of the crazy scroll use, he merely hits hard with his glaive (2d8+55 with power attack and no buffs, if I did the math right) and a DC 32 caster level check is required to heal anyone he's struck with his glaive.
His anti-devil abilities wouldn't matter against PCs (unless someone's a hellknight, perhaps).
So yeah, other than Scroll Use, Baphomet doesn't have any combat abilities that're really "wait, he can do what?" abilities (like, for example, Sifkesh healing from being critted).
Heh. Baphomet's better at being impressive support than he is at being the primary muscle. Considering what's in his article about him, that actually makes sense. Dude's a lover*, not a fighter =D
*With all the horrible ramifications of the lover being Baphomet.
It kind of makes sense that Baphomet wouldn't be *extremely* powerful, seeing as how he's more of a manipulator and cult-commander then anything else. But I hope he's not TOO much of a pushover; he plays a huge role in the campaign and has been getting hyped since book 1.
Let me just say... the idea that a CR 27 creature could be though of as a "pushover" is all sorts of amusing.
For what it's worth, I don't think he's a pushover at all. He's going to kill a lot of PCs if they're not careful. Against a party of 17th level tier 8 PCs, who should be facing CR 21 encounters, a fight against Baphomet should be akin to a group of 14th level characters fighting a balor. Not a guaranteed TPK, but good luck making it otherwise!
(note that in most demon fights you're not just fighting one demon... they tend to summon help!)
Oh yeah, Baph makes an appearance and as usual with demons with lots of hiit points, to get rid of him the party has better win initiative and all attack at once and do enough damage before he telleport away. Otherwise the chance is there to be rid of him.
I would think at this point after fighting so many countless powerful demons one after another that can teleport at will that the party would have multiple uses of items and spells to dimensionally anchor creatures almost always on hand.
Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber
I don't think he's a pushover. With a CR 3 lower than Nocticula I expected him to be greatly weaker than her, I wouldn't say he's a joke. Certainly my initial glance left me thinking he may be too easy, but having looked at his stats and abilities in more detail I think he has potential to be a vicious opponent and a memorable encounter - which he should be.
I'll be interested when I run this to see how the other encounters go. My initial impression are encounters range from way too easy to punishing, brutal beats. (spoilers because it hints at encounter types)
:
There seem to be a lot of encounters below the PC's effective level, only by 1 but at this stage, with mythic abilities, this is a big gap.
Similarly there are many encounters made up of groups of significantly lower CR - 12, 13 or 15 initially, but typically around 3 lower than the PC's level. Effectiveness here depends on how well rested the PC"s can be.
Need to digest it a bit more but it looks damned good. It has a more Abyssal feel than the previous volume and the enemies are hugely varied. I'm not sure why, but I'm a little disappointed in
:
the Herald for which the module is named. It's based on one of the coolest looking of the Heralds in the game and I was expecting so much more for a fallen angel left to Baphomets graces.
On a last note anyone have any ideas for a unique look for the Balors of Baphomets realm? I have a few but would like to see what others envision.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Alleran wrote:
Generic Villain wrote:
Wow, wasn't expecting to...
** spoiler omitted **
!
What do you learn about the latter? Very much please do tell.
.
Stuff:
The greatest 'knowledge' is a new 9th level Arcane spell, 'Rune of Jandelay', which anchors a 120' radius sphere to make it very uninviting to anything Chaotic & also proof against almost any kind of 'terrain effect' type of spell effect or SLA. That, & the musings of the former Runelord in question seem to imply that the Oliphaunt might not be a defender of Jandelay so much as possibly it's prisoner.
I'm a little underwhelmed (which in and of itself is surprising) by the first part of the adventure where
Spoiler:
The PCs meet Iomedae.
I would have figured that there would be at least some more detail on the kinds of responses Iomedae could give to probing questions. I know at least one player who would openly ask of her why she is not directly lending a hand in this. While I could imagine up an answer, I was curious what an official stance would be.
We know that Gods tend not to get involved in mortal affairs for fear of doomsday escalation of conflicts, but some context as to why they fear this or at least some more room for discourse would have been good.
For the first appearance of an actual God in a Pathfinder adventure, it left me feeling wanting. The descriptions of locations and effects were fine, but the actual content felt thin. I get that it wasn't the focus of the adventure, but that itself made it feel a little... superfluous?
Something felt absent from the meeting, I just can't put my finger on exactly what would have improved it on this first reading. Did anyone else feel this way?
Aside from the above, this book is insane and excellent. I'm absolutely in love with the encounter with Alderpash, as well as the battle with the eponymous Herald of the Ivory Labyrinth. The entire mechanic with the heart is exactly something I like seeing.
Having just finished my first read-through I'm saying that this really feels like the climax (how can this really be topped), and aside from the awkward start I really enjoy it and can tell everyone involved had fun creating this adventure.
Just got to perusing the bestiary, and the Vilsteth demon's art is strikingly reminiscent of the old rogue eidolon artwork from 3rd edition D&D. In fact when I was first scrolling through my PDF I thought that perhaps it was an updated version of the rogue eidolon.
I'm a little underwhelmed (which in and of itself is surprising) by the first part of the adventure where
** spoiler omitted **
Well, actually
Carrion Crown Book 3:
At the Stairs of the Moon the party can make direct contact with Desna, receiving a vision of the final battles of books 3, 4, 5, and 6. The party comes away from the encounter physically and mentally marked (their irises turned silver and they gain an inherent bonus to a mental stat). As huge a deal as this is, it's also optional and can be completely missed by the party.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Just so others can noticed Baphomet is not given his mythic stats in this and they need to be applied, however in review of earlier demon lord stats they are not given mythic either. So DMs need to apply it to them when faced in their lair.
Just so others can noticed Baphomet is not given his mythic stats in this and they need to be applied, however in review of earlier demon lord stats they are not given mythic either. So DMs need to apply it to them when faced in their lair.
His stats actually change very little. He gains a few new spell-like abilities and the like, but his actual numbers don't change.