Made a module and need help / advice on finishing it!


Homebrew and House Rules


Hey guys,

So the remaining PC's of my Rise of the Runelord's Campaign find themselves in another Demi-Plane. When they come out, I have two PC's coming in to join them, but I wanted to create something fun for mine and my girlfriend's characters to take part in before the new players join, as they don't have their wealth by level in treasure (due to players dropping out/not being able to play anymore and still keeping their loot).

The "Contents to work with" section is what I need a bit of help/advice with, and here's what I'd like from those of you willing to help, please:

1. A list of treasures or unique items I can include in this module
2. A way inside the complex without detection
3. Three hellish creatures (similar level to Vargouilles) appropriate for 2 PC's
4. A build for an Elven Clonemaster Alchemist of around level 6 or 7 (I want him to be challenging but not an overwhelming threat)

The Party:

Tristan level 5 - 3 levels Magus, 2 levels Rogue
Brik level 6 - 2 levels Fighter, 4 levels Cleric

My Created Module (it's still a little rough):

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The short module:
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The PC's find themselves out of Sandpoint and out of Golarion in this module!

After killing a human alchemist dressed as Father Abadamas (Santa) around Abadamas (Christmas) time, a portal to another realm had been left open, and in order to close it and secure safety to the town of Sandpoint once more, the PC's must now enter this realm to close the portal from the inside once and for all!

As the adventure unfolds, the PC's find themselves in a bizarre plane, riddled with black, pointed crystalline spires that serve as this realms terrain. Gold veins run through every rock face, black asphalt forms the ground and blackish/grey storm clouds can be seen throughout. The sea here is of purple colouring and the rain that falls is green, with the land shrouded in what can only be described as permanent darkness (low-light vision can see ok).

In the distance, a very large Sundial can be seen, only at closer inspection it's some kind of facility, consisting of technology that nobody in Golarion would have ever witnessed in their life.

The grounds outside are protected by a red lasered fence that runs around the entire proximity of the facility. Unmanned towers with fixed floodlights beam with a bright light onto the grounds and out into the distant spires of the land.

How will the players enter this facility? Will they make it back to Sandpoint, or be forever lost to the abyss of a madman?

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Creatures Present:
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1 Elven Clone Master Alchemist:

Voltrax the Unseen (An Elf afraid of his own mortality and now insane with power)

Hellish creatures:

1 Bulette
60 Otyugh's
37 Drider's

1d6 creatures get through, with 1d2 of the 6 arriving through in parts as the portal closes in on them.

Note:

The two PC's will only be fighting Voltrax. The Bulette is encased in a reinforced glass container, with a force field around it. When the PC removes whatever goody the stand holds for them, the force field drops and the Bulette breaks out 1d3 rounds later, chasing them and fighting the other creatures, as the place is being overrun.

Will have scares like creatures moving in the night, crawling up walls, skittering past in the distance. Have this complex abandoned, but then have alarms in place that trigger, causing a massive beam of red light to shine out across the demi-plane, alerting every creature/horror to their presence. The creatures will then climb through the laser grid fences and begin to over run the facility. This is when the two PC's have to find a keycard to deactivate lasers encasing an aritfact.

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Contents to work with:
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Along some of the walls are panels (they are keyboards and monitors, similar to what you'd see in NASA's control room)

1st floor - Has lots of storage: Crates, shipping containers and the like, with a stand at one end holding something powerful (not sure what), and what looks like a neverending abyss. This is where the Bulette is located.

2nd floor - Control panels, living quarters, prison cells, secret room with 3 alien/hellish creatures, a keycard and a treasure chest, Orb/Sphere for teleporting behind a laser protected field (can be opened with a jolt of electricity if keycard isn't found), Dark and Gloomy Throne Room with 20 capsules filled with all differently raced bodies lining the walls (10 on each side), with enemy Clone Master Alchemist; "Voltrax the Unseen".

3rd floor - Control deck, with one single chair and stairs leading up either side to a walkway that has a sheer drop to nothingness below it. This is where the portal will be.

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Removing the artifact and making their escape:
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As soon as this artifact is removed, an announcement repeats "WARNING! 3 minutes until total annihilation!", the ground begins to shake and the facility starts falling apart, as the plane begins to collapse in on itself.

The two PC's must then run to the top of the facility and place the ball into a spherical dip on the control deck, though the only way up is to enter the throne room and sit in the throne, which is pressure sensitive and will take PC's to the control room. As soon as they do this, the creatures break through, the windows show the outside of the complex warping, crumbling and disappearing into nothingness and the only way out is to open the portal by placing the ball into the spherical dip on the control panel.

The portal then opens up 5ft off of the walkway, and this is when the PC's arrive back in Golarion.

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Getting back to Sandpoint:
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Leaving the time zone:

Roll d% to see when and where you end up.

Time:

86-100 Sandpoint, seconds after leaving.
1-85 You don't end up in your timezone. Roll 1d6 to determine when you appear.

1. Seconds: Roll 1d6 and multiply it by 10
2. Minutes: Roll 1d6 and multiply it by 10
3. Hours: Roll 2d12
4. Days: Roll 1d8-1
5. Weeks: Roll 1d4
6. Months: Roll 1d12

Roll d% to determine where you appear.

Place:

1-25 Brinewall - Chance to run the module for two characters at level 5 and 6.
26-50 Magnimar - Nobody would remember Brik & Tristan but Sheriff Belor Hemlock here.
51-75 Riddleport - Brik Gambled here, has enemies/Tristan lived with a girl & her father.
76-100 Sandpoint - If arriving late, roleplay the disappearance of Brik and Tristan.

Feel free to use this in your own AP's. :)


Any advice at all guys?

If you've got a Clonemaster build lying around, it'd be awesome if you could just chuck it in here, and if there are any horror like creatures you have in mind/treasures you think would be appropriate for this, it'd be great if you could suggest things.

I was thinking some kind of Tome that up's stats for the first character who touches it. Maybe a +2 to Strength or something.

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