Galnörag
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Hey a couple of us have been talking about that really cool end adventure you did
Can we get like all the outline and basics of the adventure you used when they were riding the meteror
Sorry, I know I promised those, if it helps I had a car accident, Christmas and a baby (not in that order) so life's been busy.
So as brief background, by the end of AP 17 the PCs were pretty sick of being used by the cowardly elves, wholly expecting that the elves would flee through the gates to the other planets if the heroes failed. So I really wanted to redeem them in the final chapter.
So at the start of Chapter 18 the queen was pretty apologetic, and a little heavy on the rewards. They also had about a week of down time to figure out where they were going next (the queen's scholars reviewing the materials returned from Thorn's End.) By the end of the week the queen had set them up to head to the land of black blood, and had given them all the resources describe at the setup of 18. She also said she would be preparing strike forces to join them, but that she was concerned she couldn't get them ready in time to stop the Drow.
As the players progressed through AP 18 they returned to Kyonin a couple of times for supplies. Each time the returned I tried to emphasize the following progressing events:
1> Sky Stone was getting closer (and clearly visible)
2> Kyonin was militarizing (obvious signs of huge logistics)
3> Strange magical constructions being built in the palace courtyards (soon too be teleportation circles)
4> The collection of strange stones. (Investigation indicates that these are actual gate fragments from many of the gates in the gate network.
Much later on, a visit to the throne room reveled the sovereign stone on display and heavy guard.
While they never asked, the queen would have freely told them they were preparing to assault either on Abraxxus throne or the sky stone. She also drove the heroes to hurry, as time was running short.
The final battle was made more difficult by having each priest/demon (the marlith with out class levels stopped by for fun) Azernie burst into a column of unholy fire (flame strike, damage dice == CR(d6) of creature, and save DC was based on there stat.) But the columns persisted becoming battle field obstacles.
After the final battle at the Throne of Abraxxus, the queen urged them to quickly dispatch the master glyph (via sending) and then return to kyonin.
Once the master glyph was destroyed (via surrounding it and one PC in a wall of force, and then that pc putting a bag of holding and portable whole together and opening a rift and ripping it all asunder.)
Upon return to Kyonin the players arrived in the court yard to find the queen and her forces assembled, the teleportation circles active, and tasks forces of elves assembled. There were 8 circles (and groups) all radially aligned around the sovereign stone which pulsed with power.
The players were instructed by the queen the stone was no longer protected by glyph magic but had come to close and would now strike true even without the glyph, so that the back up plan had to be enacted. The plan was to place the dismantled gates strategically around the sky stone, and then to activate them, opening a giant gate around the sky stone diverting it to "some where special."
The players were instructed to touch the stone, and then join the battle, and the troops and queen moved to the 8 circles and departed.
The players touched the stone, and entered into some sort of time warp, they felt rejuvenated, and could see beyond the edge of the warp people moving quickly, troops coming and going through gates, wounded and dead returning. Looking to the sky great magical explosions (evidence of a huge conflict erupted on the sky stone.) It was also visible that at least 4 of the gate components had been deployed, and their energy visible on the surface. Those gates which were deployed successfully, and their troops returned resulted in some of the teleportation circles being disables.
When the time warp lapsed the players found themselves rejuvenated (rested, spells/abilities restored, damage healed, level they just got added.) They also had a life bubble spell effect on them.
At this point I had planned the heroes to end up going through two gates, one to warm them up with a little encounter to reinforce the elves, and a second one where the elf strike force had been wiped out and they needed to go it alone. One elf moving from a closed gate to an open informed them of the situation. Spooky space monsters, aberrations, and demons. Players being players did a divination as to where they were needed most, so I rewarded their insight and sent them straight to the second portal.
Once they went to the sky stone I tried to describe it based on the movies Armageddon, or Deep Impact. There was an evident trail to follow from the elf group that had gone before them. They encountered some pretty horrible things like bodies who had gone through explosive decompression when their life bubbles were dispelled, or blood spray suspended and frozen in the cold, and lack of gravity. (The life bubble also gave them the effect of gravity, which was thwarted when they used freedom of movement, which took some of the effectiveness out of a spell that had caused me some trouble.)
The first thing they encountered were the abomination dogs from the AP 14. I advanced them a fair bit on the fly, "Worg, Winter Wolf" would work for stats. I wasn't interested in them being a challenge, just a reminder of some of the earlier fun of the AP. After that they found the sledge which had the gate artifact and the rest of the dead strike force. The sledge had a magic compass directing them to the ideal deployment location.
They had an encounter with some minor demons next, galbrezu. I think the cleric banished them.
They then arrived at the correct location and began assembling the artifact. Mid way through the BBEG showed up, in the form of a Xacbra, and an Aspect of Abraxus. (I used an advanced, gargantuan Balor, and added the Xacbra aura with double range.) Since the Xcabra hadn't been PFRPGd yet I think I was running them with the advanced template, and I made the aura worse, it didn't just force a concentration check, it added the creatures Cha to the DC of the concentration check. Made stuff hard, really hurt the secondary casters.
It was a pretty brutal conflict, the bard who destroyed the glyph (who couldn't make the session) participated ala Tellah from FFII, he was a "ghost" who from the ethereal plane used his performance to inspire courage, and cast a few buff spells.
The one mistake I got caught on is that I basically allowed the bad guys (and thus the good guys) to use sonic effects, which really shouldn't have worked, but both sides got it so it was ok.
After the battle, the heroes setup the artifact, and were teleported back to kyonin, with all the other gates now closed, they witnessed the skystone / sovereign stone both erupt into fury of magic, and the gate opening as intended, and the stone vanishing from the sky, but the sovereign stone disintegrating from the effort..
At this point I did a brief synopsis of the party that ensued, and an epilogue for the elves. I asked each hero to say what became of them, it was a pretty climactic way to end, and it resulted in the elves being somewhat redeemed.
The shin'rokath joined the queen, and the queens plans to extend diplomatic relations with non-elves got more baking, especially since the elves were now permanently stuck on Galorian. The sky stone ended up in Abraxxus's domain causing some long term set back on Abraxxus's plans.
| Joey Virtue |
Thanks
Sorry bout the car accident
Congrats on The baby
And this sounds pretty freakin cool, So did the elves dismantle their gate network?
Yeah I think the combat on the astroid will be alot of fun
Did you destroy sovereign stone to make the elves be stuck on Golarion?
You made it pretty simple and strong at the same time
Galnörag
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Thanks
Sorry bout the car accident
Congrats on The baby
And this sounds pretty freakin cool, So did the elves dismantle their gate network?
Yeah I think the combat on the astroid will be alot of fun
Did you destroy sovereign stone to make the elves be stuck on Golarion?
You made it pretty simple and strong at the same time
They dismantled "many" of their gates, but not all of them, and with the Sovereign stone gone the interplanetary gates (like the Cypher Gate) were useless. I think I explicitly said that large slabs of the Cypher gate were used as one of the dismantled gates.
I really just wanted to tie up as many threads as I could, one of the one things I left open was a nemesis, the Druid from AP 14, but he is on reserve for a one off campaign adventure some time in the future.
Galnörag
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Cool I like the idea of getting rid of the planet teleportation abilities
Im going to use hero lab and build thouse characters im thinking maybe with the super advanced Akatas they could make the Elven teams into Void Zombies but full of their skills and abilities like Void Zombie Lords
Sounds juicy
| Joey Virtue |
Yeah I think they could make it so much meaner some 12th level fighter types with Fast Zombie Lord templats on them
The Akata I think I will make them Huge (use bulets minis I have plenty)
For their Void bite the disease will be brutal doing con onsetting in 1 minute and if you die while having their void disease then you raise as one of the super Void Zombies
| Joey Virtue |
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LEGENDARY AKATA CR 12
Male Akata, Legendary
NN Huge Aberration
Init +7; Senses Darkvision (120 feet), Scent; Perception +10
DEFENSE
AC 28, touch 11, flat-footed 25. . (+3 Dex, -2 size, +17 natural)
hp 208 (16d8+112)
Fort +12, Ref +10, Will +11
Immune cold, disease, poison; Resist fire 30
Weakness Deaf, Salt Water Vulnerability
OFFENSE
Spd 40 ft., Climbing (40 feet)
Melee Bite (Akata, Legendary) +19 (2d6+9/19-20/x2) and
. . Tentacle x2 (Akata, Legendary) +17 x2 (1d8+4/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Void Bite
STATISTICS
Str 28, Dex 16, Con 24, Int 6, Wis 12, Cha 10
Base Atk +12; CMB +23; CMD 36 (40 vs. Trip)
Feats Bleeding Critical, Critical Focus, Improved Critical: Bite, Improved Initiative, Improved Natural Attack: Tentacle, Lightning Reflexes, Multiattack, Power Attack -4/+8
Skills Acrobatics +16, Climb +21, Escape Artist +8, Fly -1, Perception +10, Stealth +11
Languages
SQ Disease Void Death (DC 25) (Ex), Hibernation (Ex), No Breath (Ex)
SPECIAL ABILITIES
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Climbing (40 feet) You have a Climb speed.
Critical Focus +4 to confirm critical hits.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deaf (Ex) Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen.
Disease Void Death (DC 25) (Ex) Bite, Fort incubation 1 minute, dmg 1d6 Dex & 1d6 Con.
Hibernation (Ex) Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth - these fibers qui
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
No Breath (Ex) The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Salt Water Vulnerability (Ex) Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Void Bite (Ex) Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only humanoids make suitable hosts for akata young - all other creature types are immune to this parasitic infe
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John Woodford
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Anyone have any other ideas
Not sure about Destroying the Sovern Stone because thats what Tree Razor Wants and I want to finish the game with a battle against Tree Razor
How about having Treerazer go completely around the bend when the Sovyrian Stone is destroyed? He breaks out of Tanglebriar (because the elves are focused on getting rid of the falling star and can't maintain whatever magic confines him) and heads for Iadara to wreak revenge on the elves for destroying his one chance to return to the Abyss. The elves are too weak to stop both him and his army of demons; the PCs are their only hope.
BTW, if you have the time could you send me your SD conversion files? Address is jbwoodford815 at gmail.com. Thanks much!