Category Archives: Role Playing

Planesfinder: Sessions 3 and 4

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 (evilextraplanar)

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 chaosdetect evildetect gooddetect lawdetect magic

At will—deep slumber (DC 16), invisibilitymagic missileray of enfeeblement (DC 14)

At will (with heartstone)—etherealnesssoul bind

STATISTICS

Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17

Base Atk +8; CMB +13; CMD 27

Feats AlertnessCombat CastingDeceitfulMounted 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 ShotWeapon 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 8Cha 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 (chaoticextraplanar)

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 DodgeImproved InitiativeMobilityToughnessWeapon 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 selfbeast shapeelemental 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.

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Planesfinder: Session 2

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:

Doors to the Unknown

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.

Scrambled Eggs

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

XP 25,600

LG Huge dragon (water)

Init +0; Senses dragon sensesPerception +28

Aura frightful presence (180 ft., DC 23)

DEFENSE

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

OFFENSE

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)

3rd (5/day)—dispel magicslow (DC 18)

2nd (7/day)—blurgust of windmirror image

1st (8/day)—alarmmage armorobscuring mistshieldtrue strike

0 (at will)—detect magiclightmessageresistance, 2 more

STATISTICS

Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20

Base Atk +16; CMB +26; CMD 36 (40 vs. trip)

Feats AlertnessCleaveFlyby AttackHoverImproved Vital StrikeMultiattackPower AttackVital Strike

Skills Diplomacy +24, Fly +11, Handle Animals +21, Intimidate +24, Knowledge (arcana, geography) +24, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +11, Swim +35

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

XP 200

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)

DEFENSE

AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)

hp 6 (1d10+1)

Fort +1, Ref +2, Will +2

Resist sonic 10

OFFENSE

Speed 40 ft., burrow 10 ft.

Melee bite +3 (1d6+1)

STATISTICS

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])

Skills Climb +5, Knowledge (engineering) +4, Perception +4 (+8 with hive mind), Profession (miner) +7

Languages Common, telepathy 60 ft.

SQ able assistant, formian traits, peerless bearer

 

 

FORMIAN WARRIOR                                                                           CR 3

XP 800

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)

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

hp 30 (4d10+8)

Fort +3, Ref +7, Will +4

Resist sonic 10

OFFENSE

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

STATISTICS

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

Skills Acrobatics +10 (+14 when jumping), Climb +8, Intimidate +8, Perception +7 (+11 with hive mind), Stealth +7

Languages Common; telepathy 60 ft.

SQ coordinate, formian traits

 

 

FORMIAN TASKMASTERCR 7

XP 3,200

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)

DEFENSE

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)

hp 85 (10d10+30)

Fort +6, Ref +9, Will +10

Resist sonic 10

OFFENSE

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)

3/day—detect thoughts (DC 16), sending (to the hive queen only)

Bard Spells Known (caster level 7th; concentration +11)

3rd (2)—confusion (DC 18), good hope

2nd (4)—heroisminvisibilitysound burst (DC 16), suggestion (DC 17)

1st (5)—charm person (DC 16), comprehend languagescure light woundshideous laughter (DC 16), silent image (DC 15)

0 (at will)—dancing lightsdaze (DC 15), detect magicmendingmessageprestidigitation

 

 

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.

 

 

It Begins:

OWLBEAR                                                                                          n  CR 4

XP 1,200

N Large magical beast

Init +5; Senses darkvision 60 ft., low-light vision, scentPerception +12

DEFENSE

AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)

hp 47 (5d10+20)

Fort +10, Ref +5, Will +2

OFFENSE

Speed 30 ft.

Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)

Space 10 ft.; Reach 5 ft.

STATISTICS

Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10

Base Atk +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)

Feats Improved InitiativeGreat FortitudeSkill Focus (Perception)

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

XP 400

LE Medium outsider (devilevilextraplanarlawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

DEFENSE

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

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

Spellbook—

1stdisguise self, erase, grease, shield, ventriloquism

2ndalter self, flaming sphere, scorching ray, whispering wind

 

Welcoming Party

Halitsu (Spinagon)
Conversion from:

http://guilesworld.com/role-playing-games-stuff/planescape/devils/

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.

 

Planesfinder: Session 1

So last night I ran the first session in my epic Planesfinder game! It went very well and we got through 6 of the “Story Segments” that I had slated for us to use.

My group consisted of 8 players– two evil Drow (an anti-Paladin and a phalanx fighter) from Faerun, a LG Aasimar Priest from Mount Celestia, a CG Bugbear Kineticist prime, a LE Kender Bard from Krynn, a LE Dustman Tiefling Necromancer from the cage, a Gnoll Barbarian from an Astral bound demi-plane, and a LN Transcendent Order Monk from Arcadia.

The pace was pretty good– we were started by 2:30 and paused for about 45 minutes at 5:30 for dinner, then wrapped at 9 PM. The experience they ended up earning based on which of the presented encounters they gave, using the book suggested experience bonuses for story elements (but applied one time and to the group pool) put them to just over 2200, so I tacked on 1000 experience each for story completion to bring them to second level– 6 stories per level is in line with the pace of advancement I need, and the 7th story line being second level will help a lot.

So here is the text from my prep document– it references to published material, so you will need access to the Planescape books to run this– I’m not trying to dodge copyright laws here, though I know there is some argument that I’m near the edge, talking about copyrights of both WoTC and Paizo and mixing the elements for a campaign, but that is why this is available free for the community and not published under any license.

Character Construction Notes:

 

15 point standard Pathfinder point buy

1st level

Must be a mortal Planar or Prime (or a Rogue Modron) 0 ECL race

No Knowledge (the Planes) Skill—replaced by Knowledge (specific plane) Knowledge (Outlands) and Knowledge (Sigil) are two separate skills.

Skill Synergies are back for Planar Knowledge skills!

5 ranks in any Plane gives you +2 to each of its related Planes

10 ranks give you a +4 in related Planes

Astral and Ehtereal Planes: Astral and Ethereal planes are related to one another, the Astral plane is related to all demi-planes

Demi-Planes: Demi-planes are related to the Astral Plane

Elemental Planes: Air, Earth, Fire and Water, Positive and Negative planes are related to their attendant Quasi and Para elemental planes (and vice versa)

Outer Planes: Outer planes are related to the planes adjacent to them to the left and right

Outlands: Outlands is related to Sigil and to all Outer Planes (Know the gate towns, know the planes)

Prime: Primes must be taken separately, however any Prime is related to the Astral and Ethereal planes

Sigil: Sigil is related to the Outlands

 

 

 

Perks:

Each character gets to choose one perk. Perks are here to help to compensate for the difficulty of the planes.

+2 Caster Level: Functions on CL checks to overcome SR of Planar creatures, and counts for the initial level of Divine Caster level for the purposes of caster level reductions due to distance from

3 Contacts: 3 separate contacts on planes of the player’s choice. They will provide aid within reason and assist with information, guide services, and purchasing.

+1 Divine Bonus to Hit: *Must cast divine spells to take* Functions on all planes.


Gate Key:
You have specific knowledge of and an appropriate key to a gate linking two planes of your choice. The exact location of the gate and nature of the key is up to the DM.

+5 Damage versus Creatures with DR: Functions on any creature with DR other than DR/-.

Spell Key: A key to a specific plane for one school of magic to circumvent planar rules.

Session 1:

Introduction: The Lost Tooth Pick

(This segment and the NPCs herein are my original creation.)
The players are in Sigil, in whichever various places that they reside or such. They will be alternately approached by one of two different characters. Either way the pitch is approximately the same—Simone, Sword Taker has lost what her and Phineas describe as a “tooth pick”. This is actually an Abyss forged +5 anarchic great sword. The sword was stolen by a giant some time back, who has since gone to fight with Loki in battle in Pandemonium.

Phineas bel Thineas:

Phineas is a Dust Mephit mage of high level. He is very conceited, but charismatic. He is trailed as he walks by four other mephitis. He has business interests in Sigil, on the Plane of Dust, and on at least one prime plane. Exactly what it is that Phineas does, or where he makes his money; however he seems to always have access to nearly anything legal or otherwise that could be asked of him. If not directly, surely Phineas knows a guy.

Simone, Sword Taker

Simone, Sword Taker is an Alu-Fiend. She is Chaotic Neutral and fiercely loyal to Phineas, with whom she has a romantic/sexual relationship. She is a powerful warrior and an expert in the use of swords.

Once the characters have been summoned to Phineas’ shop in the Market Ward, he explains that Simone’s prized tooth pick has been stolen by a wicked and mean spirited man named Gilbert Trom Bone (Gilbert is actually an Ettin).

“It doesn’t matter what he looks like, he took the tooth pick and isn’t even using it!”

He explains that he has sent one of his mephit familiars as a spy and has confirmed its location—in a hall on Pandemonium, in the kitchen, on the counter.

Phineas has arranged to send the party through the gate to Pandemonium located in the Gate House (the Bleakers headquarters.) He will send one of his Mephit familiars along to lead the way and make the payment to the Bleakers.)

“Once you get to Pandemonium, Zippy will point you in the general direction you need to head—you won’t be able to miss the lodge that Gilbert has the tooth pick in.”

“You’ll be on your own getting back to me—though I expect you should be able to find your way in a relatively efficient manner, no?”

“And don’t think for a second of crossing me! My lovely Simone wants her tooth pick back, and believe me—if you try to keep it for yourself you shall face the wrath of Phineas bel Thineas, greatest of all dust mephits!”

Interlude: Doors to Unknown: Prologue

As the players are travelling from Phineas’ office on the edges of the Lady’s ward to the Hive Ward, they travel past the shattered temple

Stat conversions for the NPCs in this segment have been done here (again, by Guile):

http://guilesworld.com/role-playing-games-stuff/planescape/adventures/doors-unknown/

A Mouse Eyed View (Chaos Pandemonium)

 

This adventure is a two page spread from the Chaos Adventures book section on Pandemonium; book from the Planes of Chaos boxed set. The obvious changes here are that the players were sent by Phineas (in the “Lost Tooth Pick” story segment) to Pandemonium specifically to steal a sword which rests in the silverware drawer of Loki’s kitchen.

The player characters exit the Bleakers’ stronghold they are pointed in a direction by the Mephit who is with them—“Go there!” He says, and then flits away.

The player characters will travel for one day’s time through the tunnels of Pandesmos. They will periodically make Will saves to avoid the Pandemonium madness from the wind. If they have ear plugs, they gain a +2 bonus against these saves.

Save After Time Period DC
1st 6 hours 12
2nd 3 hours 14
3rd 1 hour 16
4th Upon waking 14
5th 1 hour later (after spells!) 16
6th Thirty minutes 18

 

Details on the effects of the madness are in the Book of Chaos from the Planes of Chaos boxed set.

After the 6th roll, proceed to send the characters into Loki’s realm as described in the “A Mouse-Eye View” adventure.

Use 1 Dire Wolf, plus 1 Wolf per PC past 2 (3 PCs= 1 Wolf, 4 PCs= 2 wolves, ect)

Wolf can be found from the PRD here:

http://paizo.com/pathfinderRPG/prd/bestiary/wolf.html#wolf

The head chef will point them towards the kitchen. For the dogs use the following chart to determine which kind of dog wakes up:

01-49: dog

50-79 wolf

80-89 worg

90-94 dire wolf

95-99 yeth hound

00 winter wolf

(All can be found in the Bestiary)

The Petitioners

The following 8 possible petitioners can be found and convinced to help if the players can avoid waking up more than a few dogs. Jysson must be found here in order to instill the characters with the quest for Great Modron March.

Jysson—run the “It Begins” section from the Great Modron March “Chapter 1: the March Begins, however have Jysson present here in Loki’s realm.
“It was then that this nasty two-headed giant snatch me up along with the book and brought us here.”

Bjorn Jorlsen— CG; Ysgard; brewer: Bjorn runs an inn and brewery on Ysgard, the Crowing Cock. Here he has been forced to brew viscous ale and beer for the giants and Loki. If the players free him, they can stay at his Inn free of charge on Ysgard going forward.

Jorge Pickerson— NG; Elysium; winemaker: like Bjorn, Jorge now mostly makes foul wine brews from honey and mixed berries brought back from faraway raids. On Elysium, he makes excellent wines from the grapes growing in abundance there.

Joe Figus— LG; Bytopia; cobbler: Figus will fix or outfit the party with new winter boots. He is a beaten down, though industrious petitioner. If the players come to find him on Bytopia later, he will assist them joyously.

Harley Mechaschnauzz—LN; Mechanus; clockmaker. Harley is a skilled clockmaker and mechanist. Here she has been reduced to tuning and repairing crossbow springs. If the players later find Harley on Mechanus, he will help them with any mechanics they need and even offer them a small device of some variety. Here she can quickly tune any crossbows they have along. This gives the effects of the Point Blank shot (+1 attack and damage) when they are fired until knocked out of alignment. Additionally, the first time the crossbow scores a critical threat it automatically confirms. The crossbow will be out of alignment when they players either critically hit or critically miss.

Wick—CN; Limbo; chef. Wick will lead the players through the rest of hall and introduce them to the other petitioners. He will also point out where the “tooth pick” is in the kitchen, and

Nerus Nixus—LE; Ba’ator; blacksmith: the smith is a weasel-y and untrustworthy fellow from the Iron City on the second layer of Hell on Dis. He will owe the player characters a single favor, if they release him, and he is a man of his word on this—though they can expect little else from him.  Additionally, the players can take a single weapon from the armory while there.

Boris Trill—NE; Gray Wastes; furrier: Boris will grudgingly give the players warm, if not stylish fur coats. On the Gray Wastes Boris traps larvae, and he can repay the players with a few of the creatures, or a mean larvae soup if they ever find themselves near his home on the first gloom.

Whether the players collect everything, or get only the tooth pick, if they make it out of the hall without waking too many giants, they will be able to find their way out of the cold and snow and wolves of Loki’s realm. If they allow them, the petitioners will scatter—willing to take longer in Pandemonium to find portals to their own planes (or closer to it).

The portal the players end up with, which is both the closest and easiest to open leads across the way to Acheron, where the next adventure picks up.

Little Lost Gear Spirit (Acheron)

This adventure is found in the “Acheron” book from the Planes of Law boxed set. Like several of the previous, its a two page spread so it does rely on DM skill to unpack and improvise.

The players find themselves on Acheron, atop one of the cubes on the first layer. There is a war camp nearby, a fairly long standing one as it has some imported wooden buildings alongside the many tents. When they get into the town they find the Modrons are there organizing their search. Alternately, if the players need a night’s rest you can have them stay in the inn and then

Bladelings:

Bladeling information used from this site:

http://guilesworld.com/role-playing-games-stuff/planescape/bladeling/

I have adjusted the bladelings by making their stat adjustments +2 Dex, +2 Con, -2 Cha to match most Pathfinder racial adjustments.

The party will be made up of Forgrazor (Pl/male bladeling/Wizard [Metal Elemental] 5/LE) and one 1st level Bladeling rogue per player character past the first.

The rogues will endeavor to set up flanks to use their sneak attack ability on the players.

Fogrozar will start with his highest level damaging spells first, working down, ending with gravity bow then using his bow until the fight ends one way or another.

 

 

 

Bladeling Rogue                                                                        CR 1/2

XP 200

LE Medium Outsider (Native)

Init +1; Senses dark vision (60 feet); Perception +4

DEFENSE

AC 18, touch 11, flat-footed 17 (+1 Dex, +4 natural, +3 studded leather)

hp 8 (1d6+2)

Fort +1, Ref +3, Will +0

Special Qualities DR 5/bludgeoning, Immune (Acid, rust), Resist (cold & fire) 5

OFFENSE

Speed 30 ft.

Melee long sword +1 (1d8+0)

Special Attacks: Sneak Attack +1d6, razor storm (15-foot cone, 2d6, 1/day)

Space 5 ft.; Reach 5 ft.

STATISTICS

Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 8

Base Atk +0; CMB +0; CMD 11

Feats weapon focus (long sword)

Skills bluff +3, disable device +5, escape artist +5, intimidate +3, perception +4, sleight of hand +5, stealth +5, use magic device +3

 

 

Forgrazor (Planar/male bladeling/ Wizard [Metal Elementalist] 5/ LE)

Bladeling Wizard                                                                          CR 4

XP 1200

LE Medium Outsider (Native)

Init +4; Senses dark vision (60 feet); Perception +5

DEFENSE

AC 18, touch 11, flat-footed 17 (+1 Dex, +4 natural, +3 Iron Skin)

hp 25 (5d6+5)

Fort +1, Ref +1, Will +4

Special Qualities DR 5/bludgeoning, Immune (Acid, rust), resist (cold & fire) 5

Iron Skin (Su): +3 Armor class 5/ day

OFFENSE

Speed 30 ft.

Melee long sword +2 (1d8+0)

Ranged medium crossbow +3 (1d8+1 [2d6 with gravity bow, +3 with arcane strike])

Space 5 ft.; Reach 5 ft.

Wizard spells prepared—

3rdlightning bolt, haste; 2ndshatter, shatter, acid arrow, cat’s grace; 1stgravity bow, shocking grasp, magic missile, magic missile, sleep

Special Attacksrazor storm (15-foot cone, 2d6, 1/day), arcane bond (object),

Metal Rending (Su): Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

STATISTICS

Str 9, Dex 11, Con 11, Int 14, Wis 10, Cha 10

Base Atk +2; CMB +2; CMD 13

Feats arcane strike, point blank shot, improved initiative, craft magic arms & armor, scribe scroll

Skills knowledge (acheron) +10, perception +5, spellcraft +10, use magic device +5

 

Whether the PCs are trying to keep the gear spirit or return it to the Modrons, it can get them off Acheron. If they abscond with the spirit, it leads them to a portal. If they give it to the Modrons, they can follow them through the portal.

Ghost in the Machine

This section is found in the “Mechanus” book in the Planes of Law boxed set. Its the third

Either way this sets up the crime they are arrested for—sneaking onto Mechanus, or detaining a gear spirit. (My party gave back the spirit and sneaked through).

I used the stats for Chaos Imps from Guile’s excellent Great Modron March conversion, found here:
http://guilesworld.com/role-playing-games-stuff/planescape/adventures/great-modron-march/

Since the Imps are incorporeal the players will have a hard time with them, I used one imp per player, but each round had an Imp take over an object. With 8 players it took almost half of the fight before they put it together and started throwing random items (a boot, a coin, a bedroll) to entice the imps.

The Great Modron March Chapter 1: The March Begins

After resolving their issues with Modron justice, the players head towards the gate to the Outlands and Automata—conveniently just in time to witness the start of the March. From this adventure collection.

The “It Begins” section earlier during the section in Loki’s realm– the player’s should have both the book, and the cat Jysson with them now. Skip ahead with the “Arrival” section from that chapter.

Climax:

Stats for the NPCs, guardsmen, and thugs can be found here (courtesy of Guile’s work yet again):

 

http://guilesworld.com/role-playing-games-stuff/planescape/adventures/great-modron-march/

Interlude: Back to Sigil

At this point, Jysson leads the player characters through a portal he has the key to and back to Sigil (where he leaves them to return to the Beastlands having given them the deed and address of his own small building.)

They can return to collect their payment from Phineas bel Thineas now and hand over the Tooth Pick. If they don’t, needless to say Phineas will find them and total party kill will result unless the players can talk their way out of it.

This is also a good time for them to check out and collect their gold from Jysson’s shop. They can also now stay there, at least a few of them—it’s about 10×10 on each of two stories and the bottom story is a shop.

That’s the spot we called it for the night! So far, a rousing success– I’ll report more of the story as it progresses, though due to schedules this game is going to run about once per month.

Comments and ideas are always appreciated!