Well of Worlds: Chapter Three Love Letter (Prelude)
Run the It Begins section of this adventure here with the following modifications— the Cornugan is less mysterious about his identity as he knows the players, though he still won’t reveal he is a Baatzu. Instead of an inn he asks them to return to him at Hizshad’s Fluffy Pillow Emporium. Instead of transporting the characters from Sigil, he explains the device will light up when they are within range and only then can they activate it to be teleported to the correct location. (In this case, that is one plane away—and since she lives on the Abyss that would be either Carceri or Pandemonium.
(This should trigger during the short quests that Gilp has the characters doing after Well of Worlds Chapter 1).
The First Door: The Thuldanin Gargoyle
Once the players have cashed in all their previous jobs, they should head to Gray Dragon Lane to meet up with Balthazar Thames. Proceed to “A tour of Gray Dragon Lane”
Again, I was using stats from here:
A Skeletal Summons
After the characters return from the first door, with Beranda she will inform them where Balthazar Thames is (on Thistlewind Lane at the Healing Hovel. They can begin researching the Four Doors now if they desire—running parts of that adventure up to but short of actually entering the second door.
As they are moving about Sigil they will eventually notice that they are being tailed by several skeletons. These skeletons are unique in that they are wearing Tuxedos, dressed like liveried servants. When they players move towards the skeletons they hold out a note, with a mysterious address written on a card. Once the message has been delivered to the players, the skeletons turn and walk away.
Whether the players follow the skeletons, or travel to the address on the card it will lead them to the same location—a house that’s actually a giant gargantua skull with two massive gems in its eye sockets. As the players approach the skull opens and they can walk into the opening.
Inside is a lush apartment, velvet carpet, a chase lounge and several velvet colored chairs, and a row of hooks with red velvet smoking jackets.
Another skeleton walks in, wearing a smoking jacket with a pipe. “Please, come in, come in—help yourselves to smoking jackets and pipes.”
“My name is Skel Ton, Esquire. I used to be just like these butler skeletons. That is, until, our master found himself inconveniently barred from entry to Sigil, and sadly, unable either to return to his home plane.”
“So, what he has asked me to impart to you is the need to go to his domicile on the prime and retrieve a particular item.”
The only known portal to the prime in question is located on Arcadia in the realm of Marduk. The players need only journey to Arcadia, get to Marduk, go through the one-way portal to the prime, then find a way back to the planes and return the item to Artex in his current realm on the Gray Wastes.
“Look, I only speak for my master, I can’t really promise you anything—I can send him a message with what you’ve asked for, but really I’m just a skeleton here. I’m sure he will gladly help you out with whatever sum of gold is appropriate here.”
The characters can get from Sigil, to the outlands—Skel Ton, Esquire has a pass to get them through the portal to the outlands, where they can use the gate town to find themselves on Arcadia. Once they are there, proceed forward to the “Scrambled Eggs” adventure from the Arcadia book of the Planes of Law boxed set.
Begin the adventure as the characters are traveling down the road to Marduk. Remember that they will need to think good thoughts, and have a good character lead the way for them to make progress towards their destination.
They should definitely not fight the dragon, who is named Elgrezier the Grand. The Formian Queen is Hvix’mnac and the city is Klictrik. At some point have the PCs make a perception check to notice a very small patch of the Iron Shadow—a single formian worker infected.
ADULT BRONZE DRAGONCR 13
Aura frightful presence (180 ft., DC 23)
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 184 (16d12+80)
Fort +15, Ref +10, Will +15
DR 5/magic; Immune electricity, paralysis, sleep; SR 24
Speed 40 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 (1d8+4), tail slap +20 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 23, 12d6 electricity), crush, repulsion breath
Spells Known (CL 7th)
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
Languages Aquan, Common, Draconic, Elven, Gnome, 2 more
SQ change shape, water breathing, wave mastery
For Formians, use mostly workers with a few warriors, and 1 taskmaster if the players directly conflict with them/try to steal the egg. Obviously the CR 17 Formian Queen would eat the players at this level, so that should be an obvious no.
FORMIAN WORKER CR 1/2
LN Small monstrous humanoid
Init +0 (+4 with hive mind); Senses blindsense 30 ft., darkvision 60 ft., hive mind; Perception +4 (+8 with hive mind)
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 6 (1d10+1)
Fort +1, Ref +2, Will +2
Resist sonic 10
Speed 40 ft., burrow 10 ft.
Melee bite +3 (1d6+1)
Str 13, Dex 10, Con 13, Int 10, Wis 10, Cha 9
Base Atk +1; CMB +1; CMD 11 (15 vs. trip)
Feats Skill Focus (Profession [miner])
Languages Common, telepathy 60 ft.
SQ able assistant, formian traits, peerless bearer
FORMIAN WARRIOR CR 3
LN Medium monstrous humanoid
Init +3 (+7 with hive mind); Senses blindsense 30 ft., darkvision 60 ft., hive mind; Perception +7 (+11 with hive mind)
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +4
Resist sonic 10
Speed 40 ft.
Melee sting +6 (1d4+2 plus poison), 2 claws +6 (1d4+2 plus grab)
Ranged javelin +7 (1d6+2 plus poison)
Special Attacks deadly grasp, poison
Str 14, Dex 17, Con 15, Int 11, Wis 10, Cha 12
Base Atk +4; CMB +6 (+10 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Acrobatics), Step Up
Languages Common; telepathy 60 ft.
SQ coordinate, formian traits
FORMIAN TASKMASTERCR 7
LN Medium monstrous humanoid
Init +2 (+6 with hive mind); Senses blindsight 30 ft., darkvision 60 ft., hive mind; Perception +16 (+20 with hive mind)
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 85 (10d10+30)
Fort +6, Ref +9, Will +10
Resist sonic 10
Speed 40 ft.
Melee sting +13 (1d4+3 plus poison), 2 claws +13 (1d4+3)
Ranged dart +12/+7 (1d4+3)
Special Attacks poison
Spell-Like Abilities (CL 10th; concentration +14)
Bard Spells Known (caster level 7th; concentration +11)
The Missing Item of Significance
Once the characters reach Marduk, this should be a relatively simple matter—they present the letter from Skel Ton, Esquire to the guards, who usher them into the city and to a pub known as the “Wyrmslayer’s Rest”.
The proprietor is a Centaur name Poal, a prime originally from Kesperex. He has agreed to help Skel Ton, Esquire in exchange for a property back on that plane. Unfortunately, the pathway to Kesperex is a one-way gate. (Because how else could there be plot?)
The characters exit from the portal into the city of Riverport, a massive metropolis split into 12 sectors that are controlled by 12 very different oligarchs. One of the regions is controlled by a super neutral evil, super powerful lich.
The players won’t have any trouble locating his stronghold—it towers above most of the buildings in the area in the form of a gigantic garngantua skeleton. How to get in is another problem.
Once the characters manage to get in, they should be able to find the item in a crate stacked in a closet labelled, “Artex’s Junk”.
Once the players have the item, they can sneak on out and then they will just need to find their way back to the planes. Proceed to the Well of Worlds: Chapter 1
Well of Worlds Chapter 1: to Baator and Back
During their looking for a portal back to the planes they are told about a wizard in the wilderness who had done a great deal of research into this area of study.
OWLBEAR n CR 4
N Large magical beast
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 47 (5d10+20)
Fort +10, Ref +5, Will +2
Speed 30 ft.
Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
Space 10 ft.; Reach 5 ft.
Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
Base Atk +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Skills Perception +12
Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.
LEMURE CR 1
Init +0; Senses darkvision 60 ft., see in darkness; Perception +0
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10
Speed 20 ft.
Melee 2 claws +2 (1d4)
Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 12
1st—disguise self, erase, grease, shield, ventriloquism
2nd— alter self, flaming sphere, scorching ray, whispering wind
Gateway to Freedom
The gate is to Darkspine, not directly to sigil in this case. Once the characters go through, they will immediately be dropped into the next scenario.
Hot Time in Darkspine
The players arrive in Darkspine now, and find that the town is over run by the abishai.
The leader of the Darkspine offers the players a folding boat, for use on the Styx in exchange for simply taking a message to a contact on the Outlands in Ribcage (the gate town to Baator).
The gate out on this side is heavily guarded, and no one is being allowed through, so this sets up the travel on the river for the start of the third session.
As always, comments are appreciated.