I picked up Session 3, immediately after the “Hot Time in Darkspine” encounter last time with some interweaving some more small ones together.
Styxing Around
(Original section)
Once the characters have given up on the concept of getting out through the cursed Gate, the next obvious path is to take the river styx. If the players do not think of this themselves, then the resistance can suggest it.
If the players sweet talk Coidan Madcome enough she can even provide them with a folding boat in order to be able to ride the Styx out of Hell. Barring this, they can easily hire a Marraenoloth.
Once they have done this, they get to the Gray Wastes with relatively little difficulty. They head to the realm they have been told, and here they meet Artex, Emperor of Japan.
If the characters talk to him, he explains his situation. Artex, a prime adventurer who had come to the planes with a companion of his, one Seymour Gilp Andreas Villandrean Esquire. Artex explains that the two had a falling out, and he had set up shop in Sigil and Gilp had departed to the more neutral planes to study the nature of nature.
After that, on one of his journeys Artex came to this, the realm of a deity from Kesperex he had previously worshipped named Rikaard. Now Rikaard was a total lame doucher, and he tricked Artex into trading places with him—Rikaard was feeling tired of being a god, and Artex desired divine power. Of course, once the trade had been made and Rikaard departed to take up residence in Artex’s home in Riverport and Artex had gained divine power Artex realized that he was now barred from going to both Sigil where he had taken up residence, and to Kesperex due to a prohibition against gods stepping foot there. (He could send an avatar, but sadly Artex has not yet learned to create an Avatar of himself to even visit his original home.)
So now Artex would like the players to seek out Gilp on Arborea in order to deliver a message to this effect, and ask for the Druid’s assistance.
Once the players collect their payment from the first task for Artex, they can be on their way. In order to move up to the upper planes from the Gray Wastes, the easiest path is to find their way to Ygsdraggil. Along the way, detour the players through the “Land of the Dead” adventure below
In the Land of the Dead
This adventure is drawn from the “Adventures in Conflict” book from the Planes of Conflict boxed set.
At this point, as the characters cross the Wastes they are attacked by a pack of larvae; while they can easily mop up the larvae a Night Hag comes along and quickly kills one of them, yelling at them to leave her crop alone.
Preferably kill a cohort, follower, or a player who is not there currently.
LARVA CR 1 XP 400
Human petitioner
CE Medium outsider (extra planar)
lnit +O; Senses darkvision 60 ft.; Perception +5
DEFENSE AC 10, touch 1 0, flat-footed 10
hp 16 (2d 10+5)
Fort +4, Ref +3, Will +O
Resist cold 1 0, electricity 1 0, fire 10
OFFENSE Speed 30 ft.
Melee bite +2 (1d6)
STATISTICS
Str 11, Dex 1 0, Con 1 3, Int 1 0, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Intimidate +2, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5, Survival +2 Languages Abyssal
NIGHT HAG CR 9
XP 6,400
NE Medium outsider (evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 92 (8d10+48)
Fort +14, Ref +8, Will +11
DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep; SR 24
OFFENSE
Speed 30 ft.
Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
Special Attacks dream haunting
Spell-Like Abilities (CL 8th)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14)
At will (with heartstone)—etherealness, soul bind
STATISTICS
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Atk +8; CMB +13; CMD 27
Feats Alertness, Combat Casting, Deceitful, Mounted Combat
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid, alter self), heartstone
Once this is accomplished, they will find their way to a bar in the Gray Wastes where they meet Jalaci Avori in a small gray town. In this version, Xaln and his bar are also in this shitty little town consisting of three or four bars.
He explains why/how it is actually easier to sneak into hades through the tunnels from Olympus coming down from Arborea than from the ground level inside the wastes itself. “It’s much easier, from here to start up the world tree, then when you’re on the gentler plain make your way back to Olympus and come down into the Land of the Dead.”
Proceed onto the “Nuts” adventure in the midst of this one!
Nuts
This adventure is drawn from the “Chaos Adventures” book from the Planes of Chaos boxed set.
This scenario should not offer any combat, and should focus on improving the Ratotosk and Bariur—generally a fairly short divergence without the need to resolve anything with a dice roll, though a strong diplomacy check will help the sides accept whatever arbitration the players arrive at.
In the Land of the Dead [Redoux]
Having either helped or ignored the Arborean stalemate the players are free to continue to the “Goatherd” scenario.
Petra Kourakis CR 3
XP 800
Male human (demi-god) Fighter 2
CN Medium humanoid (human, god-touched)
Init +3; Senses Perception +1
DEFENCE
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 Dodge)
hp 16 (2d10+5)
Fort +4, Ref +3, Will -1
Special Defenses Bravery +1, Immune to Charm, Enchantment, Compulsion. Cannot fail a saving throw while in sunlight. Invulnerable when in sunlight. Vulnerable in shadow; immediately falls to sleep in darkness.
OFFENCE
Speed 30 ft.
Melee +5 Shepard’s crook (1d6+3)
Special Attacks none
STATISTICS
Str 16, Dex 16, Con 13, Int 12, Wis 8, Cha 16
Base Atk +2; CMB +5; CMD 18
Feats Dodge, Power Attack, Toughness, Weapon Focus (Shepard’s Crook)
Skills 10 Handle Animal +8, Perception +1, Perform (stringed instruments) +5, Ride +8, Survival +4
Languages Common, sylvan
Gear shepherd’s crook
While the characters are in the mountain, have them stumble upon a group of Faun. These are unpredictable CN variants of Faun (closer to how satyrs are described in the Pathfinder) who will attack the characters for interrupting their party.
FAUN CR 1
XP 400
CG Medium fey
Init +3; Senses low-light vision; Perception +8
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 13 (3d6+3)
Fort +2, Ref +6, Will +5
DR 2/cold iron
Speed 30 ft.
Melee dagger +4 (1d4+2/19–20)
Ranged shortbow +4 (1d6/×3)
Special Attacks panpipes
Spell-Like Abilities (CL 3rd; concentration +6)
At will—ghost sound (DC 13)
1/day—hideous laughter (DC 15), sleep (DC 14)
Str 14, Dex 16, Con 13, Int 11, Wis 14, Cha 17
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Weapon Finesse
Skills Acrobatics +8, Bluff +9, Perception +8, Perform (wind) +11, Sense Motive +7, Stealth +9, Survival +4
Languages Common, Sylvan
Treasure standard (dagger, shortbow with 20 arrows, masterwork panpipes, other treasure)
Panpipes (Su) Three times per day, a faun can use its masterwork panpipes to augment its spell-like abilities. Doing so is a swift action that increases the DC of the next spell-like ability it uses on its turn by +2.
Ichthion CR 6
XP 2400
Male centaur Fighter 3
CG Large Monstrous humanoid (centaur)
Init +2; Senses Perception +10; Darkvision 60 ft.
DEFENCE
AC 19, touch 12, flat-footed 16 (+2 Dex, -1 Size, +7 Banded Mail, +1 Dodge)
hp 38 (7d10+7)
Fort +4, Ref +7, Will +7
Special Defenses Bravery +1, Armor Training 1, 20% Miss chance against ranged attacks when moving more than 5 feet
OFFENCE
Speed 50 ft.
Melee +12 Lance (1d6+4) Charging +14 Lance (2d6+4) plus overrun
Special Attacks none
STATISTICS
Str 18, Dex 15, Con 10, Int 14, Wis 15, Cha 14
Base Atk +7; CMB +11 (+15 overrun); CMD 21 (23 vs. overrun)
Feats Charge Through, Dodge, Greater Overrun, Improved Overrun, Natural Jouster, Weapon Focus (Lance), Wind Stance
SQ Undersized Weapons
Skills Climb +7, Diplomacy +3, Handle Animal +10, Perception +10, Survival +10, Swim +7 (Armor check penalty included)
Languages Common, elven, sylvan
Gear Banded Mail, Lance, Rusty Dagger
Diakk (Varath)
Stats converted to Pathfinder—
CR 5 XP 2400
NE Large Outsider (Evil, Diakk)
Init +;1 Senses Perception +8; Darkvision 60 ft.
DEFENCE
AC 20, touch 10, flat-footed 19 (+1 Dex, -1 Size, +10 natural)
hp 39 (6d10+12)
Fort +7, Ref +3, Will +4
Special Defenses SR 20
OFFENCE
Speed 40 ft.
Melee +12 Bite (1d12+7)
Special Attacks Spell like abilities—1/day— bestow curse (DC 15), ventriloquism; 2/day—jump
Dance of Weakening (Su): Once per day four Diakk can dance for four rounds to cause 1d6 strength damage to all enemies within 60 ft.
STATISTICS
Str 20, Dex 12, Con 14, Int 6, Wis 8, Cha 15
Base Atk +6; CMB +11; CMD 22
Feats Ability Focus (Bestow Curse), Death from Above, Skill Focus (Acrobatics)
Skills Acrobatics +14, Climb +14, Perception +8, Stealth +11
Languages Common, Loth Speak
Gear none
Cerebrus stats are found here:
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/cerberus
Despite the scenario describing battling Cerebus, in Pathfinder this is a certain death sentence. Steer your characters away from this. My party offered up a cherished item to pass.
PETITIONER CR 1
XP 400
Human petitioner
Any alignment Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee slam +2 (1d4)
STATISTICS
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
SQ petitioner traits
The Ask
(Original section continuing the Artex/Gilp storyline)
Having rescued their friend from Hades, the players are returned to Arborea where they seek out Gilp’s grove. Gilp is friendly, and thanks the players for bringing him tidings from his friend.
He agrees that he will help the players—but of course there is a catch. Gilp needs them to bring him what he calls the “Elements of Chaos”.
These are representative elements from each of the chaotic plains (Ysgard, Limbo, and the Abyss).
These are nestled into the three adventures from the Chaos Adventures booklet from the Planes of Chaos box set—“Street Crew”, “Arsenic”, and “Snipe Hunt”.
The items are—
3 yule logs from Ysgard (Snipe Hunt) one from a half-aesir camp, one from a bariur camp, and one from a camp of petitioners
A stabilized globule of chaos stuff from Limbo (Street Crew), he explains that they will need someone experienced at shaping the stuff, perhaps an Anarch; he also suggests that they should start at the town of Barnstable, a Halfling berg not far from the tree—he insists it must be a Halfling and sends a sealed letter explaining what he needs it formed into.
From the Abyss, Gilp explains that he has a contact, an Innkeeper named Yusef who runs an Inn on the plane of portals known as the “Rotten Egg”; Yusef has an item put up for Gilp that they can get and retrieve.
The players can do these in any order, though the Yule logs are the largest so should go last.
Players can transit between all the Planes for the purposes of these scenarios by using Yggdrasil.
Arsenic
This adventure from the “Chaos Adventures” boxed set
Once the players set foot on the Abyss the glass trinket which Hizshad has given them begins to go off—they can definitely tell that activating this now will take them to the location of the Pillow salesman’s love. The Rotten Egg is closer, so the players likely finish that first, but then they should take the time to close out Hizshad’s request as well.
Stats for cranium rat can be found here—
https://olddungeonmaster.files.wordpress.com/2014/04/cranium-rat.pdf
Once the players have quieted the situation, Yusef gives them what Gilp sent them for—a glass pipe.
Well of Worlds: Chapter 3: The Love Letter
Since we have modified this scenario to trigger “when close enough” the player’s gizmo should start blinking when they arrive in the Abyss; they can do this and “Arsenic” in either order.
Since this will be being run by low level (4th) characters here the Erinyes/Barbazou and Elasmasaurus encounters are skipped, jumping straight ahead to the eye-wings (4). They should be able to accomplish without any further combat—though all the listed devils and demons are in PF bestiary 1.
http://guilesworld.com/role-playing-games-stuff/planescape/eyewing/
Street Crew
Once again, “Chaos Adventures” boxed set
The young Halfling Anarch is named Lillian, and the mayor is an old Halfling named Roberto. When Lillian forms and gives the players the item she stresses not to open it from its bag.
CHAOS BEAST CR 7
XP 3,200
CN Medium outsider (chaotic, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
hp 85 (9d10+36)
Fort +9, Ref +8, Will +4
Defensive Abilities amorphous, resistant to transformation; SR 18
OFFENSE
Speed 20 ft.
Melee 4 claws +13 (1d6+3 plus corporeal instability)
STATISTICS
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 11
Base Atk +9; CMB +12; CMD 25 (can’t be tripped)
Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Focus (claw)
Skills Acrobatics +14 (+10 jump), Climb +15, Escape Artist +14, Perception +13, Stealth +14, Swim +15
Incorporeal Instability (Su) Claw—contact (curse); save Fort DC 17; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves. The save DC is Con-based.
A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove thecurse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange andstoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).
Resistant to Transformation (Ex) Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.
Snipe Hunt
The final section right now from “Chaos Adventures”.
For the Aesir camp, use a DC 30 Strength check, allowing all the players to assist (for +2 each). If they fail for several attempts, you can allow Knowledge (Engineering) or another relevant skill to rig a method to lift.
PETITIONER CR 1
XP 400
Human petitioner
Any alignment Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee slam +2 (1d4)
STATISTICS
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
SQ petitioner traits
The Reward
(Final original section here)
Once the players have wrapped up getting the three items they return them to Gilp, who thanks them profusely. He then puts the three yule logs together, smoldering, opens the sealed pack which contains limbo stuff formed into herb which he lights off the yule log.
“It’s the absolute best high in all the multiverse.” He explains. (Yes, Gilp is a Druid who smokes massive amounts of weed. Stereotypical I know).
He then gives them players a magical crown which he has and instructs them to return this to Artex. The players can easily skip back down Yggdrasil to the Grey Wastes to Artex’s realm where upon the receipt of the crown, he bestows upon them their final reward—a mythic rank.
(If you don’t like to or want to use Mythic, you can apply any amount of gold here– Artex and his minions have been exceedingly non-committal on the actual rewards to this point. I applied the mythic rank since I was going with slow track EXP and Planescape tends towards brutal deaths, of which we have already racked up one by this point).
At this point Artex leads them to the back of his realm where they walk into the back end of a gargantuan skeleton which ports them back to Sigil out the mouth of that gargantua.
The Eternal Boundary
The player characters find themselves back on Sigil at this point, so it’s a great time to launch into the “Eternal Boundary” adventure– this one should be basically a whole session on its own, it starts and ends in Sigil and is good up till level 5 (my characters are 3 right now).
Conversion NPC stats can be found here:
http://guilesworld.com/role-playing-games-stuff/planescape/adventures/eternal-boundary
Thanks for joining me on this adventure, fellow Planesfinders– I’ll be back with more after our next session.