Atypical encounter: advanced allip meets 1st level party


3.5/d20/OGL


I'm planning the introductory adventure to a new campaign which I hope to start in another month or so. Part of this adventure will involve the party descending into a sewer/ruin complex underneath an ancient library, pursuing goblin thieves who have just raided a precious scroll. The scene should be thus:

The goblin band passed through the long-forgotten passage and used a (for them, not-so) secret entrance to get into the library to steal the scroll for their boss. While passing through the passages, the goblins disturbed a spirit of the ancient past, which had been laying in near dormancy for over two-thousand years. By the time the raid was over and the goblin band returned to the tunnels, the phantasm had reached the upper passages where the goblins were traveling. Some of the sneaks (including the one with the scroll) managed to escape; but only be running while the spirit savaged their brethren.

I selected the allip for its Wisdom drain. Though the damage won't heal (because it's drain), it also won't kill any party members outright (such as a wraith's attack might). Further, this will lead to what I hope will be an interesting and unusual encounter with several of its goblin victims. As the party enters the passages, they will see some of the goblins laying unconscious on the floor, but seemingly unharmed. (These are the ones that have been reduced to Wisdom 0; they may be rolling in the fits of a nightmare for effect). Next will come several which I will treat as being confused.

But of course, the allip itself must also be encountered. This baddie is going to be somewhere in the CR 6-8 range, thanks to advanced HD and perhaps the Evolved template from Libris Mortis. This obviously isn't going to be a combat encounter. What I'm looking for is an elegant way to allow them to overcome this problem. Simply telling the party that running may be a good idea won't suffice because:

1) It's an incorporeal undead. I doubt running would work at all.

2) It's heavy handed and poor DMing.

3) They need to get past the allip, rather than run away from it, to continue the adventure.

I, however, can't think of how to accomplish this at the moment. I don't want the solution to be so long that it takes up an entire adventure in itself; nor do I simply want them to go to a local priest (the adventure will be in, or rather under, an urban setting) and effectively have an NPC take care of it. Since there's still a long time for preparation before the campaign begins, I though I would appeal to the minds of the Paizo community for assistance. Thoughts?


Try to find another means of showing that the allip is there. If the party realise there may be an allip nearby without actually encountering it, it would make running from it alot easier

Dark Archive

Hmm perhaps whilst having it be there dormant for the most part in the last 2000 years you could have it that it has woken on a rare occasion and had a wander about. Enough so that the area is rumoured to be haunted but not enough for any religious types to bother looking into it (Or if they have looked into it they have shown up when its went dormant again so conclude its a hoax.)

RPG Superstar 2012 Top 32

Maybe include a magical amulet or oil of holiness that is anathema to the allip. If the item is presented bravely, the allip will flee and let the party pass.

Dark Archive Owner - Johnny Scott Comics and Games

What if the Allip is an ancestor of one of the PCs? The Allip, though still insane, may recognize his own bloodline and stay hidden until it comes to grip with what it sees - which allows the PCs to pass the goblin victims and continue their pursuit.

After applying its insane logic to his "family", the Allip may decide to follow the party through the tunnels to see how they react.

If you add in a plot twist that the Allip was driven to madness that resulted in his suicide by an ally of the goblins, the Allip may actually become an ally of the PCs after seeing them go up against its old nemesis. (Of course, this implies that the goblins are working for a long-lived creature such as an elf or dwarf, or some kind of undead or other immortal being).

If the PCs defeat the BBEG, then the Allip could be "redeemed", regain its sanity, and thank his progeny for freeing him before dissipating and being laid to rest.

If you want to keep the BBEG for future adventures, the Allip could flee back into the tunnels after the BBEG escapes, waiting for another opportunity and wondering about his PC relation. You could then use the Allip as a plot device later in the campaign.


Larry Lichman wrote:

What if the Allip is an ancestor of one of the PCs? The Allip, though still insane, may recognize his own bloodline and stay hidden until it comes to grip with what it sees - which allows the PCs to pass the goblin victims and continue their pursuit.

...

If you add in a plot twist that the Allip was driven to madness that resulted in his suicide by an ally of the goblins, the Allip may actually become an ally of the PCs after seeing them go up against its old nemesis. (Of course, this implies that the goblins are working for a long-lived creature such as an elf or dwarf, or some kind of undead or other immortal being).

In thinking about this encounter, I've fleshed out the allip's backstory a bit. Something similar to this occured to me. In life, the allip was a powerful guardian of the library (which is older than the allip itself by centuries). The ancient city in which the library stood was razed to the ground by the army of an evil lich. The guardian (probably a powerful spellcaster) couldn't be defeated in his sanctum, as he knew the words of power to many warding spells. In an effort to force the guardian out, the lich's minions managed to capture and then slew the guardian's loved ones before the library. The guardian's spirit and mind snapped. To keep the lich from gaining the command words, the guardian killed himself. But his tormented soul could not find rest, and has continued to "guard" the library for all that time (though over the ages, he's drifted further and further down into the understructures).

One of the players is female and will certainly make a female character. Perhaps the allip could become confused and identify her as his long-lost wife?

You bring up an interesting point regarding the allip and the goblins' master. I hadn't thought about it previously, but it is, in fact, the cult of that very same lich which has contracted the goblins. Perhaps this could be developed.

Also, what about using Haunts from Pathfinder? I really like those mechanics, and it would be a good way to reveal the allip's story without forcing a direct confrontation (before the PCs are good and ready, at least).

Dark Archive Owner - Johnny Scott Comics and Games

I, too, like the Haunts mechanic and think it could be a good plot device for your scenario.

If the PCs enter the library (or pass through it as part of their pursuit), it would be a great place to put a few of them. I'm thinking at the site of the Allip's families deaths, then the entrance to the library(since the Allip guards it), and finally at the site of the suicide. If they are triggered in this order, it may paint an interesting picture of what happened, and really put a twist on the PCs' assumption of just a pursuit encounter.

What could really drive it home, is having the female PC trigger the first Haunt and seeing "herself" murdered. This reaction could really make your party pause and start to realize there is more to this encounter than meets the eye...

Scarab Sages

Perhaps the PCs carry a token or badge of some sort that associates them with the library.

The allip lets them pass because he recognizes the token and considers the PCs under his protection.


Larry Lichman wrote:

I, too, like the Haunts mechanic and think it could be a good plot device for your scenario.

If the PCs enter the library (or pass through it as part of their pursuit), it would be a great place to put a few of them. I'm thinking at the site of the Allip's families deaths, then the entrance to the library(since the Allip guards it), and finally at the site of the suicide. If they are triggered in this order, it may paint an interesting picture of what happened, and really put a twist on the PCs' assumption of just a pursuit encounter.

What could really drive it home, is having the female PC trigger the first Haunt and seeing "herself" murdered. This reaction could really make your party pause and start to realize there is more to this encounter than meets the eye...

Yes, I like it. The guardian's family was put to the stake and burned (this lich and his minions have a thing for fire); so perhaps a haunt in which the girl PC first notices blackened bones around her, and perhaps a charred stake; then she is wreathed in flames for just an moment before the fire disappears.

The suicide scene could be based largely on the suicide Haunt in RotRL's Foxglove Manor. I'll have to read over it again.

This might not use Haunt mechanics, per se, but when the party ascends the ancient stairs to the old library's doors, perhaps they could slam shut with a wailing screech (Reflex save to avoid being smacked back down the stairs for some moderate damage).

But what would be a good Haunt for the interior of the library itself? The only thing that jumps to mind is perhaps having ambient, echoing whispers give rise to a re-created battle scene between the guardian and the lich's forces. But I'm not sure how to make that 1) creepy, as all good Haunts are, 2) involve the party. It wouldn't really do to simply have them behold this scene without any interaction.

Based on what they witness in the Haunts and some phyiscal clues lying around, they could come up with a way to at least stave off the allip, if not put him to rest completely.

Dark Archive Owner - Johnny Scott Comics and Games

Saern wrote:


But what would be a good Haunt for the interior of the library itself? The only thing that jumps to mind is perhaps having ambient, echoing whispers give rise to a re-created battle scene between the guardian and the lich's forces. But I'm not sure how to make that 1) creepy, as all good Haunts are, 2) involve the party. It wouldn't really do to simply have them behold this scene without any interaction.

Based on what they witness in the Haunts and some phyiscal clues lying around, they could come up with a way to...

What about something along these lines:

As the last member of the party clears the entry way to the library, the scene changes from one of charred ruins, to that of a pristine collection of tomes. The shear volume of books covering the shelves and reading tables is immense, with most of the volumes are in immaculate condition and gilted in gold and silver. As the PCs take in the change of scenery, an ominous challenge is called out to the PCs: "So. It is you again. You are not welcome here. You have no business here with me and mine. Leave immediately." At which point, an image of the Allip (prior to undeath) appears, armed and at the ready - his weapon glowing with the light of the sun.

The party then must make a Will Save, or take on the role of the lich and his henchmen, as if they were part of the original attack. Those failing their save would take 1d4 pts of Wisdom damage and be under a compulsion to attack the image of the Allip (Treat this as Dominate Monster or Charm Person, based on preference). Of course, once either the PCs attack the Allip, or the Allip attacks the PCs, the haunt ends, with all PCs having the image and identity of the Allip's enemy imprinted in their memory.

You could add additional images of the Allip's family, based on where you wanted them to be when the lich originally entered the library, and even an image of the lich himself if the entire party makes their save. You could also have dialogue prepared for the PCs to answer the Allip's challenge for those who fail their save, including having the female PC respond as the Allip's wife.

This could let the PCs experience the actual attack on the Allip first-hand rather than just reading about it.

The next haunt would be the female PC taking the place of the Allip's wife, as she is immolated in front of her husband, followed by the suicide scene, where the Allip takes his own life.

Maybe you could include the Allip's weapon (staff, sword, axe - whatever you decide on) as a prominent feature in each haunt as well, and have the PCs discover the weapon when they encounter the lich. This weapon may have some inscription or symbol on it that could release the Allip from his curse...


Good thoughts; I think instead of having the PCs turn into the lich's minions, I believe I'll have one of the players suddenly have a vision from the perspective of the guardian himself. Perhaps he sees a flash of shadow or hears a strange voice from behind. When he turns, he suddenly sees a beautiful woman, whom he instinctively knows is his wife, and a form of shadow with a crown and eyes of flame. He calls out and attacks the shadowy form. But then the vision fades, and the beautiful wife is replaced by his female adventuring companion; the shadowy lich is none other than the party's own sorcerer (one of the players has already called dibs on the class), which the vision-receiver has just attacked.

Perhaps, in terms of getting past the allip itself, the PCs could either find an ancient nekclace or other peice of jewelry which was the wife's, and then use it to hold the allip at bay. The spirit may be struck dumb and stare longingly at the necklace, following the one who holds it until he comes the edge of his haunt (which he cannot go beyond). As the necklace leaves, the allip begins to wail and scream again uncontrollably.

I'm hesitant to have the party actually end this allip's existence, even by just putting him to rest, because I would prefer not to give them the XP for beating the creature. They're going to be 1st level, and this thing's CR will be at least 6. That would throw off the rate of XP rewards I have otherwise planned; at the same time, I wouldn't feel right not giving the players their full share of the allip's XP if the accomplished such a feat. Actually gaining the allip's aid wouldn't really mesh with the rest of the adventure, either. So, the best way for me would be to have the party bypass the allip, but not ultimately overcome it.


What if he goes for the necklace, ignoring everything else? After a couple of rounds of trying to grab it, he realizes that he's incorporeal and starts attacking the character holding it. If they throw it away, he flies over to where it lands and just stares at it long enough for the PCs to run. (If they start to dawdle, he can say something like, "How dare you defile my wife's remains!" and attack until he's sure they have left and he can be alone with his treasure.) Make the necklace magic, too, so the PCs are actually conflicted about giving it up.


Can allips usually 'turn off' their babbling?
If the female PC is descended from the wife (or in some other way related to the wife- great (many times over) niece?) that might explain an uncanny resemblance.
Or what about some sort of past life 'wife reborn after 'x' generations' thing going on, where the PC has been having weird dreams about the past ever since childhood? (The 'past' life could fit in, in story telling terms, as an explanation for whatever class the PC has now, as a bonus, being what inspired the choice of class and adventuring career.)

Edit:
The Allip babble only hypnotises, not being a problem in itself; only the actual touch attack, or attempts to contact it telepathically, are harmful.
However being hypnotised by the Allip could trigger haunt-like experiences (or 'flashbacks')...

Dark Archive Owner - Johnny Scott Comics and Games

Saern wrote:

Good thoughts; I think instead of having the PCs turn into the lich's minions, I believe I'll have one of the players suddenly have a vision from the perspective of the guardian himself. Perhaps he sees a flash of shadow or hears a strange voice from behind. When he turns, he suddenly sees a beautiful woman, whom he instinctively knows is his wife, and a form of shadow with a crown and eyes of flame. He calls out and attacks the shadowy form. But then the vision fades, and the beautiful wife is replaced by his female adventuring companion; the shadowy lich is none other than the party's own sorcerer (one of the players has already called dibs on the class), which the vision-receiver has just attacked.

Perhaps, in terms of getting past the allip itself, the PCs could either find an ancient nekclace or other peice of jewelry which was the wife's, and then use it to hold the allip at bay. The spirit may be struck dumb and stare longingly at the necklace, following the one who holds it until he comes the edge of his haunt (which he cannot go beyond). As the necklace leaves, the allip begins to wail and scream again uncontrollably.

I'm hesitant to have the party actually end this allip's existence, even by just putting him to rest, because I would prefer not to give them the XP for beating the creature. They're going to be 1st level, and this thing's CR will be at least 6. That would throw off the rate of XP rewards I have otherwise planned; at the same time, I wouldn't feel right not giving the players their full share of the allip's XP if the accomplished such a feat. Actually gaining the allip's aid wouldn't really mesh with the rest of the adventure, either. So, the best way for me would be to have the party bypass the allip, but not ultimately overcome it.

I hear you. A CR6 creature at 1st level could really imbalance the campaign, as the party could level up ahead of schedule.

How about this:

The PCs never encounter the Allip at all during this part of the campaign. They just learn a bit about what happened in the library to foreshadow future events in the campaign.

If they go through the Haunts, they may know something is going on with the library and its former guardian, and they would see the bodies of the goblins, but that may be all for now.

The Allip could watch from the shadows, prepare to strike, then hesitate when he sees his "wife". The Allip could then follow the PCs without their knowledge, or just continue to stay in the shadows as it tries to make sense out of what it sees - eventually returning to the library.

You could then use the information the PCs gain from the haunt, any research they may do after their initial adventure, and add some other well-placed clues in future adventures (such as an object found when they trace the goblins back to their lair), to help the PCs piece together the identity of the Allip. Then, when the party pieces together the entire story and is high enough level to face the lich, they could return to the library and try to enlist the aid of the Allip.


Larry Lichman wrote:

I hear you. A CR6 creature at 1st level could really imbalance the campaign, as the party could level up ahead of schedule.

How about this:

The PCs never encounter the Allip at all during this part of the campaign. They just learn a bit about what happened in the library to foreshadow future events in the campaign.

If they go through the Haunts, they may know something is going on with the library and its former guardian, and they would see the bodies of the goblins, but that may be all for now.

The Allip could watch from the shadows, prepare to strike, then hesitate when he sees his "wife". The Allip could then follow the PCs without their knowledge, or just continue to stay in the shadows as it tries to make sense out of what it sees - eventually returning to the library.

You could then use the information the PCs gain from the haunt, any research they may do after their initial adventure, and add some other well-placed clues in future adventures (such as an object found when they trace the goblins back to their lair), to help the PCs piece together the identity of the Allip. Then, when the party pieces together the entire story and is high enough level to face the lich, they could return to the library and try to enlist the aid of the Allip.

I think something along those lines will prove better for now. The allip can provide nice creepy ambience, perhaps even coming close enough for them to hear (but not actually be affected by) its babbling. I think the scene will "work" so long as they get the sense that there is something very wrong and dangerous about the remains of the ancient library. Thanks for all your help, and all the other contributions and suggestions!

Dark Archive Owner - Johnny Scott Comics and Games

You're welcome! Honestly, it was fun. It's been a while since I actually sat down to puzzle out a home-grown scenario. After helping you with this one, I may try to put one of my own together now. I'm thinking of something with lycanthropy...

Let me know how the encounter turns out. I'm really interested in hearing how your party reacts to the haunts and their little pursuit detour.


It's going to be at least another month before this campaign gets off the ground, but I'll try to remember to resurrect the thread for an update on how the encounter went. If you need any thoughts on fleshing out the lycanthropy scenario, just give a shout!

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