This
adventure is designed for use with the Pathfinder
roleplaying game; it draws the party into a plot involving a secret
elven colony and wicked magic. While it is written for a party of
eleventh-level characters, and intended as a sequel to the scenario
Beyond the Pale,
it can easily be adapted for parties with more experience and/or as a
standalone scenario.
Adventure
Background
Over the course of the past year, the PCs have discovering hints
about a grave threat to the solar system; it seems that a hoard of
demons has been working to acquire a relic known as the Godsharp,
an artifact that can be used to destroy a planet. Their intention is
to obliterate Homeworld, the source of many intrepid heroes who stand
against the demons. To that end, one of their servants—a half-orc
necromancer named Cyril—has create a ship of the dead, one that he
can use his wicked divine magic to repair in the heat of battle. He
apparently intends to use that ship to acquire the relic, and then
stage a final assault on Homeworld. It's up to the PCs, then, to take
the Godsharp from him and destroy it once and for all.
For
the Gamemaster
After building his ship of the dead, Cyril set out for the asteroid
belt to visit the area in which the Hiveworld once made its orbit.
There he used necromantic magic to commune with the spirits still
inhabiting that space, and from them learned where the azata
concealed the Godsharp—in an extra-dimensional space in the
middle of the everlasting storm on the gas giant planet. Luckily for
him, his ship of the dead can weather the storm because he can
channel negative energy to repair it in flight. Thus prepared, Cyril
and his minions have set out for that planet in order to claim their
prize, intending to take the relic back to Homeworld and use it to
destroy that planet. It's up to the PCs, then, to discover where he's
gone and then, hopefully, to foil those efforts.
Before they depart, the PCs should also take care of any supplies,
refitting or other such preparations that they deem necessary.
Part
1: The Floating Graveyard
Once they head into the asteroid belt, the PCs face a number of
challenges. First and foremost is the need to find the correct place
in the asteroid belt, something they can accomplish with information
from the orrery in the troglodytes' ziggurat or a DC 25 Knowledge
(geography) or Profession (sailor) check. Failing that, divination
spells could provide that information.
As
they approach that location, the PCs face the difficulty of steering
an aethership into the tangle of drifting rocks, which requires DC 15
Spellcraft or U.M.D. checks to weave through the first small
asteroids, assisted by the crew's DC 15 Profession (sailor) check.
Failure means that the vessel suffers a collision, causing it to
suffer its base ramming damage—that is, 7d8 for a dhow, 8d8 for a
bark, 9d8 for a junk and 10d8 for a merchantman or a galleon.
The PCs are in for another rude surprise when they learn that one of
the asteroids is inhabited by a somalcygot. Becoming aware of the
various metals to be found on the party's aethership, it decides to
attack.
Somalcygot:
Refer to page 234 in Bestiary
5 for details.
Making Contact
A little further
into the belt, the PCs find an area that is rich with powerful energy
of an unusual sort. The destruction of Hiveworld has left behind a
potent spiritual residue, one that retains some of the slain
formians' memories but that doesn't manage to manifest in the manner
of a ghost. Essentially, it's a huge conglomeration of psychic energy
that doesn't have an outlet, and one into which spellcasters can tap
by using the right spells.
In game terms,
the PCs can cast spells such as speak with dead
or similar magic. While the specific effects of those spells
vary, and thus it's up to the GM to adjudicate the exact result of
such magic, in the end the PCs should be able to establish a
connection with what remains of this hive mind. That, then, brings
them to their next obstacle. Cyril and his demonic associates
convinced this remnant of the formian consciousness that they intend
to punish those who were responsible for destroying the Hiveworld;
said claim is essentially true, insofar as the demons are planning to
destroy Homeworld, thereby eliminating all of the good beings in the
solar system so they can conquer what little remains for their wicked
masters—and that includes destroying any good immortals who
interfere with the plot. Essentially, the demons will be able to run
roughshod over their ancient enemies because the good immortals will
no longer have any allies to support them.
The PCs, however,
cannot rightly make any such claim. That is why they must be careful
in how they communicate with the remnant. Said spirit asks them why
they want to know the location of the Godsharp.
Any response other than a desire to punish the azata is met with
refusal. The PCs, therefore, need to spin a compelling lie if they
want to learn where that relic can be found. This requires a DC 20
Bluff or Diplomacy check, depending on the nature of the argument,
with bonuses or penalties assigned as always for good or bad
reasoning or roleplaying. For reference, the GM may wish to consult
the stat block for a formian queen.
Formian
Queen: Refer to page 110
in Bestiary 4 for
details.
As
long as the PCs succeed, the hive mind tells them where to find the
Godsharp—inside an
extra-dimensional space in the middle of the great storm on the gas
giant planet. Should they fail to obtain that information, the PCs
may need to use powerful magic or other means to learn what they need
to know.
Sabotage
Knowing
that the PCs are not behind Cyril, the demons launch another attack
against them. This one takes the form of two kalavakus demons that
teleport onto the PCs' aethership and attack. After granting
themselves haste,
they try to command
the pilot into crashing the vessel, and then tear into others with
melee attacks. Should they be badly hurt, then they invoke their
enslave soul abilities on weaker or more wounded enemies, hoping to
rejuvenate themselves.
Kalavakus
demons (2):
Refer to page 78 in Bestiary
2
for details.
Once
they've dealt with this challenge, the PCs can head for Thunar.
Scrying
Although the PCs won't meet him until the next scenario, the leader of the demons is a nalfeshnee who possesses a crystal ball. As they have become more and more of a threat to his plans, the demon takes time to scry on them and, when possible, to sabotage their efforts. This should |
Part 2: The Unending Tempest
The voyage from the asteroid belt to Thunar is, for once, uneventful,
and the PCs have time to prepare for the coming confrontation.
Navigational
Difficulties
Approaching the great storm on this gas giant world should be an
awe-inspiring sight. After all, it is larger than all of Homeworld,
and boasts slashing wind and driving rain beyond anything ever seen
on the PCs' planet of origin. While the eye of the storm is a little
more calm, it's still not pleasant for steering an aethership. In
game terms, treat this situation as a windstorm (see page 439 in the
Core Rulebook for details). This requires sailing checks with a DC of
20, just as if the vessel were engaged in combat. On a failed effort,
the pilot loses control of the aethership and it is blown in the
direction of the wind (roll for scatter). The pilot may try again on
the following round, but being blown off course could also result in
a collision.
There's also the matter of finding the entrance to the hidden
shrine, something that can be handled by casting the appropriate
divination spells. The PCs might also guess that Cyril's ship of the
dead is already located there, thus aiding in their search.
Here There Be
Monsters
The heart of this tempest is home to a banshee, a creature gives vent
to her endless rage as part of the raging winds and driving rain.
Cyril was able to deal with her using his necromantic magic, in this
case using his ability to command undead. While she is thus pacified,
he and his minions position their ship so that they can access the
extra-dimensional space in which the Godsharp is kept. When he
sees the PCs approaching, he sends her to deal with them first.
Banshee: Refer to page 41 of Bestiary 2 for stats.
The banshee is a being overwrought with sadness and anger, the spirit
of the azata who created the Godsharp and now regrets having
seen it be used to destroy an entire word. For that reason, she
guards the entrance to the extra-dimensional place in which it is
being kept. Initially, she declares the PCs to be “interlopers”
and attacks with all of her fury, trying to prevent them from gaining
access to it. During this battle, however, those who consider the
situation carefully might recognize how Cyril was able to work around
her. That can be accomplished with a DC 25 Knowledge (religion) or
(arcane) check. Given that information, the PCs can then try to
negotiate with the banshee by convincing her that they wish to
destroy the Godsharp rather than let it be used once more
against Homeworld. Doing so requires a DC 30 Diplomacy check, with
circumstance bonuses or penalties assigned for good or bad
roleplaying or reasoning, at the GM's discretion.
However this conflict is resolved—if the PCs can talk their way
past the banshee or if they defeat her in combat—she gives them a
final clue regarding how the artifact can be destroyed: “Only in
the dark embrace of a black hole can its music be silenced.”
The Enemy Vessel
Cyril's ship of the dead hovers next to the entrance of the
extra-dimensional space in which the Godsharp is located. What
is more, the necromancer and his minions stand guard while his mother
and her fellow demons go inside to claim the artifact. For
his part, Cyril opens up by casting his defensive spells, until the
PCs' ship arrives and he orders his undead crew to attack. Then he
casts offensive spells such as unholy
blight,
flame
strike
and various touch spells via his spectral
hand.
Captain
Edward Morris
CR
7
XP
3600
Male
human ranger 8
CN
medium humanoid
Init
+6; Senses Perception +11
DEFENSE
AC
19, touch X, flat-footed X (+2 Dex, +5 armor,
+1
Dodge, +1 Two-Weapon Defense)
hp
57 (7d10+14)
Fort
+9, Ref +9, Will +5
Resist
None
OFFENSE
Spd
30 ft.
Melee
Two scimitars +1, +11/+10/+5 (1d6+5)
Ranged
NA
Special
Attacks Two-Weapon Fighting
STATISTICS
Str
18, Dex 15, Con 14, Int 8, Wis 13, Cha
8
Base
Atk +7; CMB +11; CMD 23
Feats
Dodge, Endurance, Great Fortitude,
Improved
Initiative, Iron Will, Lightning Reflexes, Two-Weapon Defense,
Two-Weapon Fighting
Skills
Climb +14, Heal +11, Perception +11, Profession (sailor +11),
Stealth +12, Survival +11
Languages
Common
SQ
Favored enemy humanoid (orc) +4, humanoid
(goblin)
+2; favored terrain urban; hunter's bond,
woodland
stride
Combat
Gear Chain shirt +1, masterwork cutlass,
cutlass
+1, hat of disguise
Spells
per Day: 2/2
Spells
Prepared (Caster level 4th): Resist
elements,
speak with animal
Edward
Morris is something of a rarity among
rangers,
one who lacks a moral compass. He is a consummate mercenary,
motivated solely by the profit he can make in exchange for his
service. Right now, Baron Stephano is his employer, even if the
ranger has to turn a blind eye toward some of the activities in
which the tiefling necromancer has been involved.
|
Typical
Crew Members
CR
½
XP
200
Various
warrior 1
N
medium humanoid
Init
+0; Senses Perception +1
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
6 (1d10+1)
Fort
+3, Ref +0, Will +1
Resist
None
OFFENSE
Spd
30 ft.
Melee
Shortsword +2 (1d6+1)
Ranged
Light crossbow +1 (1d8)
Special
Attacks None
STATISTICS
Str
13, Dex 10, Con 13, Int 9, Wis 12, Cha
8
Base
Atk +1; CMB +2; CMD 12
Feats
Skill Focus (Profession)
Skills
Climb +5, Profession (sailor) +8
Languages
Common
SQ
None
Combat
Gear Shortsword, light crossbow, case of 10 bolts
|
Cyril
the Necromancer
CR
12
XP
19,200
Male
tiefling cleric 3/wizard (necromancer) 3/mystic theurge 7
LE
medium humanoid
Init
+0; Senses Perception +3
DEFENSE
AC
14, touch 10, flat-footed 16 (+4 armor, +2 shield, -1 Dex)
hp
33 (3d8+3d6+6)
Fort
+7, Ref +4, Will +13
Resist
None
OFFENSE
Spd
30 ft.
Melee
Falchion +6/+1 (2d4)
Ranged
Light crossbow +6 (1d8)
Special
Attacks Channel negative energy
STATISTICS
Str
10, Dex 10, Con 12, Int 17, Wis 17,
Cha 14
Base
Atk +6; CMB +6; CMD 16
Feats
Combat Casting, Extra Channel, Greater Spell Focus, Greater Spell
Penetration, Leadership, Scribe Scroll, Selective Channeling,
Spell Focus (necromancy), Spell Penetration
Skills
Heal +12, Knowledge (arcane) +12, Knowledge (religion) +12,
Linguistics +12, Spellcraft +12
Languages
Common, Abyssal, Celestial, Draconic
SQ
Orc blood, orc ferocity, weapon familiarity, aura, channel energy
1d6, domains (madness, trickery), orisons, arcane bond, arcane
school, cantrips, combined spells (4th)
Combat
Gear Mithril chain shirt, falchion, holy symbol, light
crossbow
Spells
per Day: (Divine) 4/5+1/5+1/4+1/4+1/3+1; (Arcane) 4/5/5/4/3/2
Spells
Prepared: (Divine) Bleed, detect magic, guidance, resistance;
bane, comprehend languages, doom, entropic shield, lesser
confusion, protection from good; augury, bull's endurance,
desecrate, invisibility, owl's wisdom, resist energy (usually
fire); bestow curse, dispel magic, nondetection, prayer;
confusion, divination, freedom of movement, unholy blight; flame
strike, nightmare, spell resistance, true seeing; (Arcane) Detect
magic, light x2, read magic; identify, mage armor, magic missile,
ray of enfeeblement, shield; blindness/deafness, cat's grace,
invisibility, spectral hand, whispering wind; dispel magic, fly,
vampiric touch x2; enervation, fear, stoneskin; magic jar,
teleport
Cyril
is a strange individual, the son of a succubus who has delved into
the art of necromancy in order to gain power over the undead, both
to aid his mother and for his own ends. As such, he is aloof among
“mortals,” as he refers to them. Even so, he has gathered
about himself a cadre of fellow Lamashtu worshippers. Cyril knows
that he plays a vital role in his mother's schemes, and takes
pride in that fact. After all, how many new subjects will be
available to him after they destroy Homeworld?
|
Cyril is aided by a gang of wights, which act as his boarding party.
Wights (6): Refer to page 276 in the Bestiary for
stats.
In Another
Dimension
The entrance to the hidden shrine is a set of marble stairs that seem
to hover in the air at the center of the great storm. They have a
rippling color similar to that of Thunar's storm, something that
would require a DC 25 Perception check to notice them if not for the
fact that Cyril's ship is pulled up alongside them. The rest of the
building is not visible, since it exists beyond this dimension.
1.
Main Hall
Broad
steps the color of sandstone lead up to a pair of large doors; they
are closed when the PC's arrive. Opening them requires a DC 15
Strength check. Inside the main hall is a long chamber with two rows
of five columns that lead to a raised dais. Atop the dais stand two
jackal-headed statues that animate an move to attack any newcomers.
Left here long ago to guard against intruders, the statues attack
ceaselessly as long as someone is present.
Clay
golems (2): Refer to page 159 in the Bestiary for stats.
2.
Servants' Quarters
Comfortable
beds still remain in these sleeping quarters for those who once
served in the palace, but otherwise the room is empty.
3.
Dining Room
A
broad table surrounded by sturdy chairs fills the center of this
room, which was obviously used for serving elaborate meals.
4.
Kitchen
The
far end of this chamber is occupied by a broad hearth filled with
ashes long since gone cold. There's also a spit for roasting meat,
along with preparation tables surrounded by barrels and urns.
5.
Bath
A
short set of stairs leads down into this waist-deep pool. It is,
however, empty.
6.
Bedchamber
A
large, sumptuous canopy bed with gauzy curtains fills the center of
this room.
7.
Shrine to Ptah
This
chamber is dominated by an elaborate shrine, one that includes a
life-size statue depicting an old man wearing regal clothing, one who
has a shaved head and an elaborate beard. A DC 15 Knowledge
(religion) check can identify him as Ptah, a god that some consider
to be the architect of all creation. The state is flanked by trays
for burning incense. A DC 30 Perception check can also reveal a
secret panel in the floor at the statue's feet, and a second such
effort reveals the mechanism for opening it: pulling on the statue's
elaborate beard. Inside the secret compartment is the Godsharp.
Before
the PCs can claim this relic, however, Mistress Nora makes her move.
She is lurking in this chamber using her ethereal jaunt
spell-like ability. While thus protected, the succubus tries to use
her dominate person ability or, failing that, suggestion,
to convince the PC who retrieves the relic to giver it to her. If she
is successful in doing so, then Nora uses ethereal jaunt again
in order to escape. If that doesn't work, then she resorts to more
direct means.
Mistress
Nora, the succubus: Refer to page 68 in the Bestiary for
stats.
The
Godsharp
Aura
strong evocation; CL
20th
Slot
none; Weight
3 lbs.
DESCRIPTION
This item looks like nothing more remarkable than a small golden
harp with fifteen strings. Divination magic can reveal its true
power, however. It is attuned to something the immortals call the
“music of the spheres,” an inaudible harmony created by
movements of the stars, planets and other aetherial bodies. As
such, when it is played it can disrupt those movements. In game
terms, it can have the effect of an earthquake spell that
has the Empower, Enlarge, Extend, Maximize and Widen Spell feats
applied to it. Activating this power requires a DC 30 Perform
check, and the spell effect can be invoked once per round as long
as the performer keeps making successful checks.
DESTRUCTION
The
only way to destroy the Godsharp
is by dropping it into a black hole.
|
Part
3: All or Nothing
While the exact location of this final battle can vary depending on
previous developments, a few of the more likely possibilities are
addressed below.
Attack on
Homeworld
If
Mistress Nora managed to acquire her prize, then she immediately
teleports
back to Homeworld, where she has one last ally ready to help her
unleash its power. This is a cloud giant named Aeolychus, one who is
skilled in music and a fearsome combatant. They target the Holy City
first, using the harp to unleash a wave of earthquakes upon it.
Mistress Nora: Refer to page 68 of the Bestiary for
stats.
Aeolychus the cloud giant: Refer to page 147 of the Bestiary
for stats.
This should make for a dramatic battle, with all manner of hell
breaking loose in the city as the PCs try to recover the artifact.
Refer to the previous scenario, “Beyond the Pale,” to find maps
of those places.
The Lost Arkship
The
only known means of reaching a black hole is through an
interplanetary portal, one that was towed by an elven arkship out to
an unfortunate encounter with a weird alien power. This item
functions in the same manner as the one described previously, during
the events of Beyond the
Pale. The elves have
frozen it into a block of ice, however, in order to keep anyone or
anything from interacting with it. Rather than leading into open
space above the planet Arborea, however, it opens into a stretch of
deep space in which a wrecked arkship drifts in front of a black hole
and its companion star.
The cause of this calamity was an entity known as a colour out of
space. It dwells in this location because of the powerful
gravitational effect that the black hole exerts upon its companion
star, an effect that the colour finds rejuvenating. When the arkship
arrived, the colour attacked its crew; the elves were forced to flee
in their longboat back through the interstellar portal that
they were towing, and then to seal it off from the other side. Since
then, the colour has slowly been preying upon the animals aboard the
arkship, driving some into a frenzy and draining others until they
succumb and acquire the colour-blighted template.
Colour
out of Space: Refer to
pages 38-9 of Bestiary 4
for stats.
More dangerous than that, however, is the sole creature that has
survived from the colour out of space's preying upon the arkship's
animals and crew—Brindisi, an adult bronze dragon. It leaps up and
out from the arkship's cargo hold right after the colour out of space
engages any newcomers.
Brindisi, adult bronze dragon: Refer to pages 104-5 in the
Bestiary for stats.
While the dragon presents a daunting challenge, PCs who succeed at a
Knowledge (dungeoneering) check of DC 25, or a DC 30 Healing check,
can recognize that something is wrong with this normally good dragon.
With that in mind, any sort of healing that restores the dragon's
drained Charisma lets it break free from the colour blighting.
The dragon's collected treasure can be found in the cargo hold of
the arkship; this includes 3007 gp, 9801 sp and 29,954 cp, along with
a scabbard of keen edges and a periapt of wound closure.
Keep in mind, too, that, if Mistress Nora or any of her demon allies
have survived previous encounters, then they can also make
appearances here.
Destroying the
Godsharp
During
all of this fighting, the PCs must somehow also throw the Godsharp
into the black hole. To do that, they have a variety of options; a
few of the more likely ones are detailed below.
One
possibility is that they steer their aethership toward the dark mass,
and then throw the instrument overboard when they are on the edge of
its event horizon. This requires a series of Use Magic Device or
Profession (sailor) checks, with the DC increasing from 15 upward
each round as they approach the black hole. The benefit of this is
that it also determines the DC for any efforts made to intercept the
harp once it is thrown, such as a Fly check or Strength effort.
Failure on a check for the pilot, however, means that the aethership
begins to fly out of control, and a second check is required before
it is pulled over the threshold of gravity and lost forever.
Magic
can provide other means, too. The PCs might use a mage
hand to deliver the
artifact; teleport
spells to move closer and then to escape; a portable
hole tied to an arrow or
other projectile; or something similar. These strategies are, of
course, going to need some adjudication on the part of the GM.
As
long as the PCs do somehow manage the task, then they have won an
epic victory.
For a breathless moment, the harp seems to disappear into
the shadows that surround the black hole, and nothing happens.
Then, visible but silent, ripples of unspeakable power seem to
flow through the circle of infinite darkness, radiating out and
across the very fabric of space itself. Just as quickly, though,
it is gone.
|
While
there may be some more combat left to resolve, it amounts to little
more than a mop-up action. After that, the celebrations can begin.
The elves who accompanied the PCs out to the interstellar
portal fire salutes to
honor the heroes, followed by feasting with plenty of complimentary
speeches. Bards begin to write stories and songs about this deed,
too. While most people in the Sol System don't even know what they've
accomplished, the PCs find that they have an endless, warm welcome in
all those places in which the scope of their deeds is known.
Setting the Scene
To provide a visual for the black hole and its companion “feeder” star, the NASA website provides an excellent image. |
Conclusion
This final battle, then, brings the campaign to its conclusion. By
now the PCs, if they succeeded, are major heroes in the solar system.
They should be 12th-level characters, if not higher. Even so, here
are some possibilities for what they might do in their retirement.
- An elf character who has proven to be brave and honorable could be recruited to join the Elven Navy. Such an elf would like be given the rank of Captain, along with command of a galleon, and could even rival Admiral Beryl for authority.
- With Luciano Reda discredited as the governor of Crossroads, a character with a knack for politics might organize the people to hold an election for a new leader. Given the Royal Interplanetary Company's sizable investment in the settlement, however, this would not be without opposition.
- Considering the nearly limitless possibilities for exploration and discovery throughout the solar system and even beyond it, one or more PCs might want to set up a trading company or go off in search of other stars and worlds. The Church of Ptah is interested in such business, and is happy to recruit capable adventurers for the task.
- There's also the question of what the PCs do with the troglodyte ziggurat on the cold red desert planet and the shrine hidden in the middle of the gas giant planet's great storm. Either of these structures could make an excellent stronghold, a base of operations for whatever kind of business the character(s) wants to conduct out of them.
- It's also possible that one or more characters want to go back to Homeworld. This might seem disorienting at first, given that the PCs have become accustomed to life in space, but they might have elements from their background stories that need to be resolved. Indeed, given that the PCs saved Homeworld from total destruction, they should be regarded as great heroes there. With few people having witnessed the battle, however, it's possible that the locals don't believe such outlandish tales.
Determining these details not only helps provide a satisfying
conclusion to the campaign, but also helps set up background for the
players' next adventures among the stars.
This
concludes the Godsharp Saga.