You can find Post #1 HERE!
Illustration by Ryan Barger
Act I: And So It Begins
Our
story begins with the characters sleeping: Ask each player what his character
is likely to be dreaming about, then guide each with a giant harpy eagle to the
common dream location of Zewthra‘s balcony.
Example
As
you move toward the object of your desire, it morphs into an enigmatic giant
harpy eagle and flies down a hole that suddenly appears in the ground.
If the character does not follow:
Abruptly the aperture becomes a
gigantic sinkhole and you fall landing next to your companions in a strange wondrous
location.
Cartography by Jonathan Roberts
Full Map HERE!
Location # 1: The Glass Balcony (EL 3)
With a feeling of instant vertigo, you
are unexpectedly in the center of an open-air sheer glass balcony entirely
lacking protective railing. It is half-shrouded in mist created by two
waterfalls spilling into the basin far below. A brilliant rainbow arches
through the balcony. The glass pane appears to connect to the brown stone door
of a lovely multilevel red house with a number of similar glass balconies.
Floating point down just out of reach over the basin is a brilliant
crystal-woven golden longsword.
The
albino harpy eagle flies up and observes all the PCs but does not speak to them
or answer questions they may have. (The balcony is 30’ wide at the base,
narrowing to 5’, and extends 20’ out over the falls at its farthest point.)
Let
the players look about, talk to each other, discuss why they are all having the
same dream. At an appropriate point, perhaps when they go to open the door or
make an attempt at the floating longsword, Zewthra will open the door.
You
see a dwarfish woman with red-wine colored skin, her eyes purple within black.
Her long hair stands straight out like long black pine needles, her face
contorted in a painfully blank expression. Her garb is a patchwork of different
colored fabrics, a different pattern on each piece (polka-dots, stripes, swirls,
splotches, and silhouettes) and makes her look like some macabre doll.
Let
the PCs react to her appearance. She is completely unresponsive to the PCs,
until at an appropriately dramatic moment.
A
whisper issues forth from the strange woman: “Help me.” Then the crystal-woven
golden blade disappears over the falls and appears in her hand, and she raises
it as if preparing to attack. In total contrast to her actions, her face
remains void of expression.
SPECIAL
CONDITIONS:
TERRAIN:
If
a character moves their full speed, they take the chance of falling and
sliding, possibly off the edge (Acrobatics DC 10, failure results in
falling prone and sliding to the limit of the character’s speed in a random
direction. If they collide with an object, they bounce off and move half their
remaining speed).
Characters
can make a Climb check to grab hold of the edge if they slide over (DC 20). A
failed check results in the character taking 2d6 points of nonlethal damage
(see below).
DAMAGE:
All
attacks in the dream appear to deal lethal damage, but in reality are only
dealing nonlethal damage. A character reduced to zero or fewer hit points
leaves the dream world and wakes for a moment in the real world before falling
unconscious again, but gets a glimpse of Vethkar’s house along with a crazed
looking Zewthra.
1st Round: The giant harpy eagle takes the hardest blow from her phantasmal killer spell and it
disappears. Throughout the fight Zewthra will attack, though her demeanor is
very strange,
·
“I am sorry” she will say,
·
a tear drop will appear on her face,
·
she will scream in terror,
·
she will even make the hand sign for a ritual of
greeting;
2nd Round: Zewthra attacks with her luckblade this round and each round
afterwards.
3rd Round: A 5’ section of the balcony
cracks like a spider web.
4th Round: The cracked section falls away
and the cracks spread to the next 10’ section.
5th Round: This pattern will repeat until there is nothing of the balcony left.
The best way to
win this fight is to push Zewthra over the edge. She is substantially more
powerful than the PCs but her Acrobatics check is poor. If they do this, the giant
harpy eagle reappears and each character hears a voice in their mind.
The choirs of heaven sings to me of a profound
wrong endangering all. This wrong has caught Zewthra in its snare, help her.
The giant harpy eagle then disappears and the PCs
awaken in Plunging Steam Manor.
Zewthra CR 3 (9, cured)
XP 6,400
Female verrik witch (circle warden, see The Secrets of Adventuring) 10
CG Medium humanoid
(verrik)
Init +2; Senses Perception +9
Defense
AC 13, touch
13, flat-footed 10 (+2 Dex, +1 dodge)
hp 37 (10d6)
Fort +3, Ref +5, Will +8
Special Defenses Aegis of protection.
Special Defenses Aegis of protection.
Offense
Speed 30 ft.
Melee +1 longsword +4 (1d8+1/19-20)
Witch Spells
Prepared (CL
9th; concentration +13)
5th—break enchantment
4th—blessing of fervorAPG, cure
serious wounds, phantasmal killer (DC 18),
3rd—accept affliction, blood biographyAPG, heroism,
rain of frogsUM
2nd—aid, cure moderate wounds, hold
person (DC 17), soothing word,
vomit spidersAPG
1st—beguiling gift (DC 15), shield
of faith, command (DC 15), cure light wounds, ill-omenAPG
0 (at will)—detect magic, message, read
magic, stabilize
Patron portents
Statistics
Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 14
Base Atk +5; CMB +4; CMD 15
Base Atk +5; CMB +4; CMD 15
Feats Combat Casting, Dodge, Great
Fortitude, Lightning Reflexes, Magical Aptitude, Mobility
Skills Diplomacy +6, Fly +11, Intimidate +13, Knowledge (arcana) +15, Knowledge (nature) +15, Perception +9, Sense Motive +9, Spellcraft +21, Swim +3, Use Magic Device +19
Languages Common, Verrik, Giant, Draconic, Dwarven.
Skills Diplomacy +6, Fly +11, Intimidate +13, Knowledge (arcana) +15, Knowledge (nature) +15, Perception +9, Sense Motive +9, Spellcraft +21, Swim +3, Use Magic Device +19
Languages Common, Verrik, Giant, Draconic, Dwarven.
SQ astral union, hexes (channel, fortune,
good luck talisman), token of fellowship (luckblade),
white hexes
Special
Abilities
Token of
Fellowship:
A circle warden witch does not form a bond with a familiar; instead, she
creates a special link with a fellowship. Symbolizing this fellowship is an
object of great personal value, a fetish made with components bearing great
significance to the fellowship, or the representation of an association (her
luck blade).
The circle warden witch must commune with
her token to prepare her spells. During the communion, the circle witch may
link her fetish's spiritual energies to any number of willing, sentient
creatures that she wishes to take upon her protection, including herself. A
witch may attune additional creatures during the day by taking one hour to
meditate, and draw talismans on the creatures she wishes to ward. A token of
fellowship otherwise works as a familiar.
Aegis of
Protection (Su): Zewthra
may protect allies within the area of her wreath of community. As a move
action, she may draw eldritch patterns that provide to all attuned allies
within her wreath of community the properties of a protection from evil (alignment chosen during the move action)
spell. The circle warden may instead provide them with a resist energy 10 (energy chosen during the move action).
By spending a full-round action instead,
Zewthra creates a powerful sanctuary for any living being she wishes to protect
inside her wreath of community; this ability works as normal, except that
instead of protection from evil it
reproduces the effects of a magic circle
against evil (alignment chosen during the full-round action), and a
creature needs not to be attuned to her fellowship to benefit from her
protection. These effects last until the beginning of her next turn. This
ability can only provide each creature with one attempt per day to suppress
effects that are controlling them.
Astral Union (Su): Zewthra can leave
her body as a standard action to bind her soul to one of her allies within the
area of her wreath of community. This works as per the magic jar spell, except that the circle warden does not need a gem
and her soul does not trap the ally's soul, nor overtakes his body. While
mindless, her body is not lifeless, and it can do a move action each round. The
physical and the astral body still share their actions on each round.
While bound to an ally, Zewthra may cast
spells on him that are normally restricted to a range of touch or personal and
use hexes that normally affect her to affect him instead. Thanks to the insight
the circle warden can provide to him, the bound ally also gains the benefits of
the shield of faith spell (caster
level equal to the witch's level), plus the effects of a continuous Fortune
hex.
If her body is slain or the ally leaves
her wreath of community, her soul stays with her bound ally for 10 days after
which she dies; or until the ally returns into the area of her wreath of
community or her body is brought back to life, at which point she goes back
into her body. During this time, her ally still gains the benefits of the
astral union but her senses are limited to what her bound ally can perceive;
she may also not cast spells onto any other creature than the bonded ally, nor
use her wreath of community without a body.
Channel (Su): Zewthra can use a
hex to channel positive energy like a 10th level cleric. Whether or
not the creature makes a successful save, a creature cannot be the target of
this hex again for 1 day.
Good Luck Talisman
(Su): By
spending one hour to write a mystic charm on a creature, Zewthra can ward a
creature, as per the Ward hex. She can have 4 active good luck talismans at the
same time equal to her Intelligence modifier.
Gyre of the
Eldritch (Su):
Zewthra may use a hex on two attuned creatures as a standard action, as per the
Split Hex feat. This hex lasts one less round than usual (minimum 1) and may
target two creatures anywhere on the circle warden's wreath of community.
4/day, Zewthra may also cast any spell
with a range of touch on any attuned creature within the aura of her wreath of
community, as if the spell was prepared with the Reach Spell metamagic feat.
White Hexes: Zewthra’s hexes are
made to protect and ward. She cannot target unwilling targets with her hexes.
Wreath of
Community (Su):
Zewthra emits a 10-foot aura of abjuration. Once per round whenever an ally
attuned to the Zewthra's fellowship is standing within the wreath of
community's area, he may create a shield
other effect in relation to any other attuned ally within the wreath of
communitiy's area as a free action spell-like ability. The spell's caster level
10 (though the person activating the ability is consider the caster for all
other purposes).
Description
Zewthra is
autistic. Her actions are always extreme, and her facial expressions,
mannerisms, and speech are usually in direct opposition to those actions. She
was a gifted gambler and prankster in her youth before the autism imprisoned
her. Now she can perform only the most basic tasks, and when in an extremely
agitated state her powers lash out at random. Around her father, witches, faen,
humans, and other verrik, she is normally very compliant. She has manic attacks
if confronted by non-witch litorians and generally ignores almost all other
creatures, unless they cause her harm. Zewthra values her father and the
feeling of safety he has created around her. She fears her own power and within
her mind she longs to be normal again. Though unable to express it,
Zewthra understands her father’s finances even better than he does. She also
still has friends at court. If cured she could become a powerful ally of the
PCs.
History: (Diplomacy
(gather information), or Knowledge (local) DC 15) All of Zewthra’s needs have
been cared for by her father, ever since the accident. Fearing his government
would put her in the Damned Depository, her father fled with her to Far-Rough.
Secret: (Diplomacy (gather
information), or Knowledge (noblity) DC 25) Zewthra killed a young minotaur in
a prank gone wrong; he was the only son of a clan leader, and a runechild (A
being favored by Our Sovereigns in Heaven).
Racked with guilt she chose to suppress her power rather than risk harming
someone again. This has caused unusual random changes in her thought patterns,
however, ultimately resulting in her autism.
Is this the chosen method of release for the Pathfinder conversion of this adventure, through blog entries in several parts? Or are these blog entries considered 'previews'?
ReplyDeleteIs this the chosen method of release for the Pathfinder conversion of this adventure, ie through blog entries? Or are these blog entries just "previews"?
ReplyDeleteI will eventually compile it into a PDF and print product and sell it.
ReplyDelete