This
adventure is designed for use with the Pathfinder
roleplaying game; it is provide some of the first interplanetary
encounters for an Aetherial
Adventures
campaign. While it is written for a party of third-level characters,
and intended as a sequel to the scenario Out
of the Blue,
it can easily be adapted for parties with more experience and/or as a
standalone scenario.
Adventure
Background
While most people believe that their homeworld provides the
boundaries of their existence in life, a select few know that it's
only one of many planets and other places in the galaxy. Even rarer
still are those with the daring and talent to set out and explore the
void. In this case, the PCs are part of a band that fits into the
latter group, setting sail into the aether in the hope of finding
knowledge, fortune, glory, or something else entirely.
For
the Gamemaster
Unlike adventures that have a fairly linear plot, this scenario
presents a number of encounters that the PCs can face as they make
their first voyage beyond the heavens of their Homeworld. While they
are presented in an order in which could be run, there's no reason
why the GM should feel obligated to do so. For example, the PCs might
not think to make all of the preparations suggested in Part 1 before
leaving their homeworld, thereby making some of them more
complicated. It's also easy to modify some of the encounters to make
them more challenging if the PCs should face them after gaining more
experience.
Part
1—Preparations on Homeworld
This adventure begins with the assumption that the PCs recently
completed the events of the scenario Out of the Blue. In doing
so, they have gained complete or partial ownership of a dhow
aethership. Refer to that scenario to find stats and deck plans for
that vessel.
Assuming that they wish to explore the limits of Homeworld, as well
as the new frontiers of the spacelanes, then they are most likely
making preparations for setting sail. To do so, they are likely to
deal with one or more of the following considerations.
Note, too, that this scenario uses a generic, Earth-inspired setting
known as Homeworld as the starting place for a space fantasy
campaign. GMs who prefer other settings can, of course, tailor the
events to work from other launching ports as well.
Naming the Ship
Given that Syeknyg did not paint a name on the transom of his dhow,
and does not refer to the vessel by name in his journals, the PCs
have a clean slate for naming the ship. Just how they do so, of
course—brainstorming and voting, choosing by random lot, etc.—is
up to them.
Making a Flag?
If they're feeling even more ambitious, the PCs could also design a
flag to fly from their vessel. In addition to the players deciding on
a suitable emblem, one of the characters would need to make a Craft
(sewing) check to assemble it. In this case, there's not a minimum DC
for success, but the result of the check determines how well it is
put together.
Doing Some
Exploring
In order to recognize the potential of their aethership, the PCs are
likely to take it for a flight. This should make for a memorable
occasion, one in which they soar up through the clouds and into the
open void of aetherspace for the very first time. While this scene
has few mechanical implications, it should be one that establishes
atmosphere and a spirit of adventure for the rest of the campaign.
Hiring a Crew
Characters who participated in Out of the Blue have a couple
of options for finding crew members. One source is the sailors from
the Intrepid; upon learning of aetherial travel, some of them
are bold enough to sign aboard. There are also the natives who
survived the akata outbreak on the island, some of whom want to learn
more about the creatures that decimated their tribe. Because the dhow
is a small vessel, these two sources should suffice. In the event
that the PCs want more options, however, they might return to
port—perhaps to the very tavern in which they first met Thaddeus—to
do some recruiting.
Speaking of the wizard, he can serve as a capable pilot or navigator
for the vessel. He's willing to sign on for a share of the profits,
since gaining knowledge is as important to him as making money.
Assigning Positions and Watches
While they are hiring their crew, the PCs should select people to
fill certain roles aboard the ship. The pilot is one such, and they
might want to choose two or more characters to handle that
responsibility during different watches. Beyond that, they might wish
to assign one character as the “officer of the watch” for each
group of crew members. Other positions include navigator, ship's
cleric or surgeon, and—in the event of battle—the captain.
Watches and Times 20:00 – 0:00 / First watch 0:00 – 4:00 / Middle watch 4:00 – 8:00 / Morning watch 8:00 – 12:00 / Forenoon watch 12:00 – 16:00 / Afternoon watch 16:00 – 18:00 / First dog watch 18:00 – 20:00 / Second dog watch |
At the same time, the PCs should divide themselves and other
characters into different watches, groups who are on duty at any
given time aboard the ship. Ideally this is three different groups,
allowing for eight hours of uninterrupted rest at some point during
the day, but in a pinch two groups could handle these
responsibilities. Such an arrangement is referred to as using a
“skeleton crew.”
Laying in Supplies, Equipment and Cargo
If they want to survive an extended voyage, the PCs need to load
their vessel with plenty of food and water. Doing so could be as easy
as spending the money for the goods, or might include making Survival
checks to hunt animals, gather fruit and the like. Indeed, this could
set up a montage of skill checks. What is more, enterprising
characters might think to cut down trees for lumber and harvest fish
or other foodstuffs, potentially precious commodities in the depths
of space. Should the PCs have recruited some of the island's natives
as part of their crew, this business could be part of their
negotiated deal with them.
Additionally, while they are filling their cargo hold, the PCs need
to decide where everyone aboard the vessel sleeps. This is important
for two reasons. For one, knowing that characters are bunking down
amid stacked cargo adds to the atmosphere and roleplaying
opportunities. For another, in the event of a potential combat
encounter (see below), it's important to know just where everyone is
when the action starts.
Taking on Passengers?
In the event that the PCs do return to civilization, it's possible
that word of their discovery begins to spread. That should be a big
deal. After all, very few people on Homeworld know that aetherial
travel is a thing. Even so, if word of the PCs' new enterprise does
leak, then they might find others who wish to join them on their
voyage beyond the heavens. This is a good chance for the GM to
introduce other NPCs for future plot hooks and roleplaying
opportunities.
Part
2—Encounters in Space
The following encounters can occur in any order, depending on the
direction in which the PCs choose to travel. Each has a suggested
location, kept generic so as to fit into Homeworld's solar system.
A. First
Impressions
As the PCs take their aethership up and out of homeworld's atmosphere
for the first time, they witness a truly unusual scene. The land
below them falls steadily away, until they can see far-flung locations
in the same glance. Then clouds begin to drift beneath them and
slowly obscure what lies below. At the same time, the blue sky
darkens to black, and then the pinpoint lights of stars become
visible.
B. Lost in Space
The first travelers that the PCs encounter is a drifting ship's
longboat filled with huecuva. These were once pilgrims heading for a
sacred destination, but they died following a mishap that left them
adrift in the void and causing them to renounce their vows, suffering
undeath as a result of their sacrilege. At first glance they look
like regular people, however, and try to signal the PCs for help. If
they physically interact with the huecuva and make a DC 12 Will save,
the PCs can recognize them for what they are.
Assuming that combat does eventually erupt, this gives the players
and GM a good chance for mass combat, having players also control
crew members. In addition to setting up a big swashbuckling fight,
this can also help establish crew members as important background
characters during this and future voyages.
Huecuva: Refer to page 150 of Bestiary 3 for stats.
In addition to their aetherial longboat, the huecuva possess
treasure including 500 gp in mixed coins, a flask containing an
unguent of timelessness, and a chain shirt +1.
Longboat
Huge space
vehicle
Squares
8 (7½ ft. by 20 ft.); Cost
5625 gp
DEFENSE
AC
2; Hardness 5
hp
120 (59)
Base
Save +0
OFFENSE
Maximum
Speed 180 ft. (magical);
Acceleration 30
ft. (magical)
CMB
+7; CMD 19
Ramming
Damage 7d8
DESCRIPTION
This boat has a
small step-up mast and oarlocks for when it is used on the water.
Propulsion
magic (1 mast, 15 squares of sails, 75 hp)
Driving
Check Profession (pilot)
Forward
Facing the boat's forward
Driving
Device orb
of control
Driving
Space the square or squares
occupied by the pilot with the orb
of control
Crew
1 +
6 passengers (or 200 lbs. cargo per passenger space)
Decks
1
Weapons
None
|
C. Void Natives,
Part 1
At some point during their voyage, the PCs spy an oma swimming
through the void. What is more, this magnificent creature turns and
heads toward their ship. After describing this scene for the players,
let them decide just how their characters react. While it might seem
like a dangerous situation, this is in fact a visit from another
groups of curious travelers, a trio of brethedans who take advantage
of the oma's carrier and starflight abilities to use it as a source
of transportation. Once the creature draws along the PCs' ship, it
opens its great mouth and the aliens move emerge from it, and then
ask for permission to come aboard the party's vessel. They are filled
with questions about the PCs, the world from which they hail and the
business that they are pursuing. Additionally, they can serve as a
source of information about the other planets in Homeworld's solar
system, perhaps answering questions the PCs have about how to
continue their business. Most notably, they know of the elven star
fort on the icy moon of a nearby gas giant planet, and direct the PCs
there if they seek to pursue some of the clues from Captain
Quinariel's vessel.
Brethedan: Refer to page 23 of Bestiary 4 for stats.
Oma: Refer to page 209 of Bestiary 4 for stats.
D. Bad Business
This encounter assumes that Homeworld's solar system has an asteroid
belt in it, and that the PCs eventually pass through it on their way
to another destination (perhaps the aforementioned icy moon that is
home to the elven star fort). As they do, characters who are on deck
or in the rigging can make Perception checks; the one with the
highest result is first to notice a blinking light coming from one of
the drifting asteroids. It is a steady pulse that could easily be
misconstrued as a signal. In truth, however, it is the glow of a
will-o'-the-wisp that was attracted to the asteroid by the pain and
fear others have suffered while being held on it.
As long as the PCs choose to explore it, refer to the map and area
descriptions below.
1. Entrance
The only indication that this asteroid has been worked
is a hole fifteen feet in diameter. Should the PC's wish to access
it, they'll need to maneuver their aethership along a path that
follows the asteroid's drift, requiring a DC 15 check—with failure
by five or more indicating a collision. Crew members must snag it
with a grappling hook or some other such device, requiring ranged
attacks against AC 10 and then a DC 10 Strength check (and multiple
characters can combine on the latter).
2. Main Chamber
This broad, open area is nearly fifty feet long as well
as wide; it has a ceiling thirty feet high. The interior is pitch
dark. Scattered about the floor is evidence of the mine's old
purpose—a broken shovel, a rusted pickaxe, and similar detritus,
now covered in dust. Closer inspection (a DC 15 Survival check)
reveals tracks that seem much fresher than the abandoned tools would
indicate. This chamber is also home to the will-o'-the-wisp, which
attacks as soon as fresh prey enters its lair.
Will'-o'-the'-wisp: Refer to page 277 of the
Bestiary for stats.
If pressed, the monster uses retreats into one of the
tunnels and then uses its natural invisibility to circle around and
gain the drop on another victim.
3. Tunnels
The height of any given tunnel section generally matches
its width. These areas were dug out in pursuit of the asteroid's ore,
but have more recently been used by slave traders who use it as a
place for storing their illicit living cargo. In fact, evidence of
this traffic still remains, in the form of messages carved into the
walls. These include examples such as “May the gods save us all,”
“Ned was here,” “Damnation to the I.R.C.” and “There are no
gods.”
E. The Thing
from Beyond
While the ship drifts through space, a phase spider attacks those
aboard it. It emerges from the ethereal plane in an out-of-the-way
place and attacks an unsuspecting victim; allow Perception checks for
characters to notice it, opposed to its Stealth effort. If
successful, it becomes ethereal again and allows its poison to work,
and then returns to claim its prey. This should make for a
challenging, drawn-out encounter, but one for which the PCs only need
to wound the creature sufficiently to make it flee.
Phase Spider: Refer to page 226 of the Bestiary for
stats.
F. Out of
Control
Recently Captain Axelrod, a gnomish inventor, has been experimenting
with new ways of making his crew more efficient. Specifically, he
dismissed his crew and used magical means to summon a ravid, a
creature from the positive energy plane that can animate objects
as per the spell. At first this seemed to work well, allowing Axelrod
to pilot the ship while the sails set themselves. After a while,
however, the ravid became bored with such tedious business and the
gnome's magical control of it failed. That is why, when the PCs
encounter his dhow, the Redoubtable, it is being overrun by
attacking items and the captain has been forced to flee belowdecks,
where he has holed up.
Animated Objects: Refer to page 14 in the Bestiary for
stats.
In addition to their base statistics, different kinds of animated
objects have special attacks based on their specific natures. A few
examples include the following.
- A coil of rope could make trip attacks.
- A few belaying pins create a pummeling swarm, something akin to a monk's flurry of blows.
- Animated sailcloth tries to wrap up a foe, equivalent to a grapple attack.
- A boarding axe hacks away at its unfortunate opponent.
- A barrel of water makes bull rush attacks, in an effort to push a character overboard.
CR
6
XP
2400
Male
gnome wizard (conjurer) 7
CG
small humanoid
Init
+3; Senses Perception -1; low-light vision
DEFENSE
AC
13, touch 13, flat-footed 10 (+3 Dex, +1 natural, +1 deflection)
hp
25 (5d6+5)
Fort
+4, Ref +6, Will +5
Resist
illusion resistance
OFFENSE
Spd
20 ft.
Melee
Quarterstaff +2 (1d4)
Ranged
Light crossbow +5 (1d6)
Special
Attacks Acid dart
STATISTICS
Str
10, Dex 16, Con 12, Int 17, Wis 8, Cha
12
Base
Atk +3; CMB +2; CMD 15
Feats
Augment Summoning, Magical Aptitude, Scribe Scroll, Spell Focus
(conjuration), Spell Mastery (Summon Monster I, II and III)
Skills
Appraise +13, Knowledge (arcane) +13, Linguistics +13, Profession
(sailor) +9, Spellcraft +15
Languages
Gnomish, Common, Sylvan, Elven, Draconic
SQ
Defensive training, gnome magic, hatred, illusion resistance, keen
sense, obsessive, weapon familiarity, arcane bond (quarterstaff),
arcane school (conjuration), cantrips
Combat
Gear Clothing, spellbook, component pouch, quarterstaff, light
crossbow with 20 bolts, cloak of resistance +1, ring of
protection +1, amulet of natural armor +1; 2000 gp worth
of cargo
Spells
per Day: 4/5/4/3/1
Spells
Known: All cantrips; grease, mage armor, mount, summon monster I,
unseen servant; acid arrow, glitterdust, summon monster II, web;
dispel magic, phantom steed, stinking cloud, summon monster III;
dimension door, summon monster IV
Axelrod
is a friendly, happy-go-lucky, brave (some would say foolish) and
inventive gnome.
CR
5
XP
1600
N
medium outsider (extraplanar)
Init
+4; Senses Perception +1; Darkvision 60 ft.
DEFENSE
AC
25, touch 10, flat-footed 25 (+15 natural)
hp
16 (2d8+3)
Fort
+4, Ref +3, Will +4
Resist
Immunity to fire
OFFENSE
Spd
20 ft.; fly 60 ft.
Melee
Tail slap +4 (1d6+1 plus positive energy)
Special
Attacks Positive energy lash +4 melee touch; 2d10 damage against
undead; animate objects (see below)
STATISTICS
Str
13, Dex 10, Con 13, Int 7, Wis 12, Cha
14
Base
Atk +3; CMB +4; CMD 14
Feats
Improved Initiative, Multiattack
Skills
Escape Artist +6, Perception +7, Stealth +6, Survival +7
Languages
Details
SQ
Animate Objects: Once per round, a ravid can animate nearby objects
as if casting the spell at 20th level
Combat
Gear None
Ravids
are strange creatures from the Positive Energy Plane. They possess
the unusual ability to animate non-living objects, something that
they do almost unconsciously. For that reason, they are often
encountered with an entourage of such items following and protecting
them.
For its part, the ravid float up to the top of the dhow's mainmast
and sits there using its power to create more foes. In order to deal
with it, someone needs to climb up into the rigging—while being
attacked—and then somehow incapacitate it or convince it to stop.
The GM should, of course, feel free to improvise other types of
animated objects in order to make this a memorable fight for the PCs.
As long as the PCs can eliminate the animated objects and deal with
the ravid, they can find Captain Axelrod and learn his story. The
gnome thanks his rescuers and offers to pay them a reward—if they
will help him deliver his cargo to its destination, an asteroid known
as The Grotto.
G. Void Natives, Part 2
As the PCs approach the gas giant planet, a lunarma drops out of the
air and attacks the ship. It opens up with its acid breath weapon
before lashing out with its tentacles. Again, this is a good chance
to involve the ship's crew in the fight, especially since the
lunarma's CR makes it a challenge for a third-level party. Sadly for
the PCs, the lunarma possesses no treasure, having eaten everything.
Lunarma: Refer to page 185 of Bestiary 4 for stats.
H. Other Ships (and Plot Hooks)
While it might be beyond the scope of this scenario, the PCs could
run into all manner of ships and their crews. These could include an
expedition of the Dwarven mining guild; kasatha firearms dealers; a
mercane who buys and sells magical items; humans or others on a
religious expedition (one friendly or hostile to the PCs' own
religious inclinations); or witchwyrds transporting a cargo of
the-gods-only-know-what. This can be a good opportunity for the GM to
introduce NPCs and other story elements, especially ones connected to
the PCs' own background stories and future plans.
The Grotto (and More Trading Opportunities)
As mentioned in the encounter with Axelrod the gnome, above, a
good place for the PCs to buy and sell cargo is a location in the
Asteroid Belt known as the Grotto. More details about it can be
found in a related article.
|
Tracking Movement in
the Sol System
In order to track the PCs' movements between worlds, the GM can refer to two separate charts. At the start of a campaign, each planet is placed in a position of its orbit, at the GM's discretion. Then, as time passes, the planets move one step after a certain period of time: Wodan (5 and a half days), Freya (15), Homeworld (24), Tyr (46), the Asteroid Belt (86), Thunar (270 days), Kronos (662). To determine the amount of time for an interplanetary voyage, then, just use a straightedge to connect the planet of origin and destination. Every space through which that line passes represents ten days of travel time. |
Part
3—The Powers That Be
Moments after their run-in with the lunarma, the PCs find their ship
approached by one much bigger than their own. It is, in fact, an
elven galleon, with a full crew. As it draws alongside—close
enough, indeed, that it shares an air pocket with the PCs' vessel—its
captain shouts across the span, telling them that they've entered the
space of the Elven Navy and should stand by and prepare to be
boarded. To set the scene, refer to the deck plans, location
descriptions and stats for an Elven galleon, below.
This
broad area is flanked forward by the forecastle, and aft by the
quarterdeck. The mainmast juts upward from it, while the cargo hatch
and stairways provide access to lower levels. Some vessels carry six
cannon on this deck, three to each side.
2.
Passenger Cabins
Six
small cabins in this area can provide sleeping space for a variety of
passenger, or even for lesser officers aboard a ship.
3.
Steering Station
In
seagoing vessels, the ship was steered by a crew member in control of
the whipstaff or wheel here. Now it is little more than a
companionway.
4.
Great Cabin (Captain)
This
large cabin provides space for the captain, along with room enough
for hosting meals and meetings. A typical arrangement of furnishings
could include a bed, writing desk and wardrobe, along with a table
and chairs.
5.
Crew Quarters
Despite
this area's relatively small size, it can easily hold a dozen
hammocks or more. Given that crew members tend to share this sleeping
space when they are not on duty, this allows a large number of
sailors to be quartered here.
6.
Beak
This
open area in front of the forecastle is used for little more than
storage.
7.
Forecastle
The
raised platform here is common on merchant and military vessels, but
pirates often remove it to provide more open space for combat. As a
result, members of a pirate crew are forced to sleep on the open deck
or to string up a hammock somewhere belowdecks. The foremast
protrudes through here.
8.
Quarterdeck
A
short set of stairs leads from the main deck up to here, and another
leads from here up to the poop deck. The mizzenmast rises up through
this area.
9.
Navigator's Cabin
The
person in charge of plotting the ship's course is quartered here,
with a view better than that of anyone other than the lookouts in the
rigging overhead. This cabin is outfitted much like the captain's
cabin, albeit without the table and chairs for hosting.
10.
Poop Deck
At
the very aft of the ship is this raised deck, from which the
bonaventure mast rises. In the back of this area is the transom, on
which the ship's name is usually painted; one or more bright lanterns
are often mounted here, too, to provide illumination for crew members
working during the night.
11.
Gun Deck
Underneath
the main deck is this level. It is most often filled with cannon,
with gunports cut in the sides. At least six cannon can fit on a
side, with perhaps a couple more facing aft as chase guns. Depending
on the needs of the crew, their could be some hammocks strung up in
the middle of the deck to provided more sleeping space.
12.
Pump
This
pump, aboard a seagoing vessel, often meant the difference between
life and death when a vessel is flooded. Now it provides a mechanism
for providing air to diving bells and similar devices (see below for
more details).
13.
Orlop Deck
This
deck, along with the one below it, provide most of the space for
cargo and supplies aboard the ship. As such, both can be divided as
necessary by erecting temporary bulkheads. For example, one section
might hold the ship's water barrels, while another is filled with
spare timber, rope and canvas. There could also be a sealed rooms for
holding treasure or weapons. Finally, extra space for passengers,
especially soldiers, can be set up here.
14.
Lower Deck
All
of the masts except the bonaventure mast have their steps here, and
the pipe leading up to the bilge pumps can also be found runs through
the floor here to reach the bilge. Other than that, this area
functions in the same manner as the orlop deck, with one exception.
Given that it is hard to keep this deck dry, it's not likely that
people are quartered here.
Galleon
Colossal space
vehicle
Squares
175 (35 ft. by 125 ft.); Cost
25,000 gp
DEFENSE
AC
2; Hardness 5
hp
2625 (1312)
Base
Save +0
OFFENSE
Maximum
Speed 180 ft. (magic);
Acceleration 30
ft. (magic)
CMB
+10; CMD 16
Ramming
Damage 10d8
DESCRIPTION
Perhaps the apex
of shipbuilding, this vessel is big and elegant. It has four full
decks, along with fore- and sterncastles and an elevated poop
deck.
Propulsion
magic (4 masts, 60 squares of sails, 300 hp)
Driving
Check Profession (pilot)
Forward
Facing the ship's forward
Driving
Device orb
of control
Driving
Space the square or squares
occupied by the pilot with the orb
of control
Crew
40
(not including weapons crews)
Decks
4
|
Development
This
encounter—and the one that follows it—should provide a
roleplaying challenge for the PCs. After all, they shouldn't have
anything to hide, and stand to gain a fair amount by making a good
impression on the elves. In game terms, the PCs can make a Diplomacy
check, with bonuses or penalties applied as always for good or bad
roleplaying. Note that news of Captain Quinariel's death, along with
his journal—which the PCs should have found aboard the wreck of the
Intrepid—provides
an important bargaining chip that they can use for leverage in
obtaining a meeting with the elven Admiral Beryl.
As
long as the PCs cooperate at least a little bit, Captain Corwyn asks
them to accompany her in a longboat—either hers or their own—down
to Star Fort Station. Failing that, she could order their arrest and
then take them down to the fortress as prisoners, suspected of foul
play in the death of Captain Quinariel.
CR
8
XP
4800
Various
elf fighter 9
N
medium humanoid
Init
+3; Senses Perception +2; Low-light vision
DEFENSE
AC
18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp
64 (9d10+18)
Fort
+9, Ref +8, Will +6
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +15/+10 (1d8+7)
Ranged
Longbow +15/+10 (1d8+5)
Special
Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str
14, Dex 16, Con 12, Int 10, Wis 12, Cha
10
Base
Atk +9; CMB +11; CMD 25
Feats
Far Shot, Improved Critical (Longbow and Longsword), Point Blank
Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor),
Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow,
Longsword)
Skills
Climb +14, Profession (sailor) +16
Languages
Elven, Common, one other
SQ
Low-light vision, elven immunities, elven magic, keen senses, weapon
familiarity, bravery +2, armor training 1 & 2, weapon training 1
& 2 (heavy blades and bows)
Combat
Gear Studded leather armor +2, longsword +2,
longbow +2, 20 arrows, cloak of resistance +2
CR
12
XP
19,200
Various
elf fighter 13
N
medium humanoid
Init
+3; Senses Perception +2; Low-light vision
DEFENSE
AC
18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp
64 (9d10+18)
Fort
+14, Ref +13, Will +11
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +20/+15/+10 (1d8+8)
Ranged
Longbow +20/+15/+10 (1d8+8)
Special
Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str
14, Dex 16, Con 12, Int 10, Wis 13, Cha
10
Base
Atk +13; CMB +11; CMD 25
Feats
Critical Focus, Far Shot, Great Fortitude, Improved Critical (Longbow
and Longsword), Iron Will, Lightning Reflexes, Point Blank Shot,
Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon
Focus (Longbow, Longsword), Weapon Specialization (Longbow,
Longsword)
Skills
Climb +18, Profession (sailor) +20
Languages
Elven, Common, one other
SQ
Low-light vision, elven immunities, elven magic, keen senses, weapon
familiarity, bravery +2, armor training 1 & 2, weapon training 1
& 2 (light and heavy blades and bows)
Combat
Gear Studded leather armor +3, longsword +3,
longbow +3, 20 arrows, cloak of resistance +3
The Planet
This frozen world looks from above like a truly inhospitable place,
covered as it is by a thick layer of ice. That ice conceals a
saltwater sea that is warmed by volcanic vents, however, creating a
place where life can thrive. That, indeed, is why the elves have
built their star fort here, since they hope to mold the planet's
ecosystem into one that can eventually support them, too. Until that
time, however, this place is still rather uncomfortable, with cold
temperatures and none of the plant life to which elves are normally
accustomed.
Star Fort
Station
The fortress stands out as a stone structure surrounded by an
otherwise almost unbroken field of ice. Again, refer to the
appropriate map and location descriptions to set the scene as the PCs
are brought to the elven stronghold. While the PCs are not invited to
do any exploring, there's always the chance that they do some without
an invitation.
1. Front
Gate
In the front of the fort stand two
broad, iron-bound wooden doors. They are mostly ornamental, seeing as
how longboats coming to the fort actually land in the main courtyard
(see below). The exception is non-elven visitors, who are required to
land outside of the fort and approach it on foot.
2. Towers
Each of these structures rises above
the surrounding fort, providing a position from which guards can
watch their environs and fire on enemies if necessary. There is also
a privy located in the base of each tower (not pictured).
3. Courtyard
The middle of this area is dominated by
a reservoir, one that provides a landing space for incoming
longboats. Sixteen mooring posts are positioned for tying up these
vessels. While it might seem strategically disadvantageous that this
area is open to the sky above, the truth is that ships in orbit
provide all of the defense that the fort needs.
Elemental Obelisk
Aura
strong conjuration; CL
9th
Slot
NA; Price
100,000 gp; Weight
10,000 lbs.
Description
This
item is a tall pillar of stone with a square base and a
pyramid-shaped cap. Its sides are inscribed with the symbols of
the four elements, one to a side. While it seems unassuming in
appearance, it in fact contains powerful magic; they create
gravity, warmth, moisture, and breathable air on a suitable
surface. The exact volume of livable space one can create with
each of these devices is left up to the discretion of the GM.
Construction
Requirements
Craft Wondrous Item; create
water, flaming sphere, gust of wind, wall of stone;
Cost 50,000 gp |
4. Barracks
Beds line the walls of this room; there
are also tables and chairs for off-duty soldiers. Each elf also has a
footlocker, kept under his or her bed.
5. Storage
The walls of this room are line with
shelves, and three sets of storage units occupy the middle of the
chamber. In it one can find all of the merchandise being transported
through the fort, including foodstuffs and other cargo.
6. Mess Hall
Tables and chairs fill this room,
providing a place to share meals and recreation for off-duty elves.
In the wall opposite the entrance is a door leading to the kitchen
(see below).
7. Kitchen
Cooking fires are positioned against
the outside wall of this room; the middle is occupied by preparation
tables, while barrels of water and wine stand in the outside corner.
8. Meeting Room
A broad conference table is the
dominant feature of this room, surrounded by tall wooden chairs. In
the wall opposite the entrance is a door leading to the officers'
quarters (see below).
9. Officers' Quarters
Four officers staff the base at all
times, all captains. Each has a bed, a footlocker, a wardrobe and a
writing desk. In the angle of the wall opposite the door stands a
statue of a famous elven admiral.
Further
Development
As long as the PCs cooperate, Admiral Beryl questions them regarding
what they know about the late Captain Quinariel. He is especially
interested in the ship's log, but admits to no wrongdoing on the part
of the elves insofar as the outbreak of akata and void zombies is
concerned. He is a powerful and proud fellow, after all, and views
the PCs as little more than spacefaring ne'er-do-wells. After the
debriefing, he sends the PCs to check in with Mr. Lemuel, a half-elf
druid who works for the elves and who was working with Quinariel on
“certain projects” about which the admiral knows (or cares)
little.
Part 4—The Depths of Depravity
The elves send a squad of five soldiers, led by a lieutenant and
traveling in a separate longboat, to escort the PCs to Mr. Lemuel's
garden dome. It's a short jaunt. Refer to the following map and
location descriptions to set the scene once the PCs arrive.
The garden dome is a beautiful sight, formed from ice imbued with
glowing algae from the volcanically warmed seas. This ice seems to
capture the scant light and warmth provided by the sun and the
nearby gas giant planet, and then to radiate it outward with a steady
glow. The dome is more than two hundred feet in diameter, and rises
to a height of just over one hundred feet.
1. Landing
Here paving stones been put down on the ice to provide a sure footing
for those who traverse it. What is more, steps have been cut from the
ice, leading up from the water to ground level. There are also
mooring posts for visitors to tie up their boats. At the other end of
the platform, a narrow doorway leads into the dome.
2. Interior
The dome's interior glows with a faint green light created by the
algae in the ice. Its floor is filled with dirt, providing a place
where Mr. Lemuel can grow various types of flowers, trees and other
plants. For those who've been in space for a time, this should be
quite the breath of fresh air—especially since many of the trees
growing here bear exotic fruits and spices.
3. Elemental Obelisk
Refer to the stats provided above for this device, which makes it
possible for the dome to support life.
Arrival and
Attack
Before they can disembark from their boats, the PCs suffer an
unexpected attack; a trio of fiendish squids come darting up from the
depths and attack.
Fiendish
Squids: Refer to page 259 in
the Bestiary
for base stats, and then add darkvision to 60 ft., cold and fire
resistance 5, and SR 6.
These fiendish squids are but harbingers of the true evil that
threatens the area, but the PCs need to talk to Mr. Lemuel if they
want to learn more about this situation.
Mr.
Lemuel
CR
7
XP
3200
Male
half-elf druid 8
CG
Medium humanoid
Init
+1; Senses Perception +2; Low-light vision
DEFENSE
AC
14, touch 13, flat-footed 11 (+1 Dex, +1 Dodge, +1 natural, +1
deflection)
hp
36 (8d8)
Fort
+6, Ref +3, Will +9
Resist
Elven immunities; bramble armor
OFFENSE
Spd
30 ft.
Melee
Weapon +6/+1 (1d6, quarterstaff)
Ranged
Weapon +7/+2 (None)
Special
Attacks Wooden fist
STATISTICS
Str
10, Dex 12, Con 10, Int 10, Wis 18,
Cha 16
Base
Atk +6/+1; CMB +6; CMD 17
Feats
Brew Potion, Dodge, Natural Spell, Self-Sufficient
Skills
Handle Animal +14, Heal +15, Knowledge (nature) +11, Survival
+15, Swim +11
Languages
Elven, Common
SQ
Spells, nature bond (grants him access to the Plant domain),
nature sense, wild empathy, woodland stride, trackless step, resist
nature's lure, wild shape 3/day
Combat
Gear Druid's vestments, amulet of natural armor +1, ring of
protection +1, potion of water breathing
Spells
Per Day: 4/5+1/4+1/4+1/3+1
Spells
Prepared: Detect magic,
guidance, resistance, stabilize; calm animals, create water, endure
elements, entangle, shillelagh, speak with animals; animal messenger,
barkskin, hold animal, resist energy, tree shape; daylight, plant
growth, protection from energy, speak with plants; air walk, command
plants, dispel magic, freedom of movement.
Mr.
Lemuel is something of an enigma insofar as his service in the Elven
Navy is concerned. This half-elf druid experiments with ways to
import various flora and fauna to colony worlds, an activity for
which this icy moon's volcanically heated seas are promising. While
the elves accept that this is a valuable investigation, they have
little real interest in it and thus mostly leave Lemuel to his work.
The Druid's
Story
Once they've dealt with their attackers, the PCs can learn more about
what is happening on this moon. Through conversation, Mr. Lemuel
provides the following details.
- He is employed by the elves to study this moon's volcanically warmed seas and, gradually, to stock them with living things.
- In this task he is assisted by Mr. Akham, an arborling.
- Arborlings look like trees, but they are sentient beings. Mr. Akham is an emissary from their planet, one who returned with the first elves to visit it.
- Recently, Lemuel has noticed that some of the creatures in the sea—descended from the ones with which he stocked it—seem to have an evil nature to them.
- The fiendish squids that attacked the PCs are a case in point.
- What is worse, Mr. Akham has gone missing, lost after he ventured out in Lemuel's boat.
- Lemuel and the elves conducted a search, but were unable to find him. The druid fears that he was captured or killed by whatever evil thing is polluting these waters and corrupting their inhabitants.
Having
shared this information, the druid makes his pitch. He'd like to hire
the PCs to search for Mr. Akham; he offers a reward of trade goods
worth 2000 gp, and sends along his potion
of water breathing.
While
finding the missing arborling might seem a daunting task, the use of
magic can make it relatively easy. After all, the PCs should have
access to a locate object
spell—Thaddeus the Wizard (refer to Out
of the Blue to find
stats for him) has it if no one else does—and Mr. Lemuel can
confirm that the arborling wore a phylactery
of faithfulness at all
times. Eventually the search leads the PCs to a spot along the
glacial rift, where the lure of the spell indicates that they need to
enter the water.
The Underwater
Cavern
Refer to the map below for the following area descriptions.
0. Sunken Rowboat
Not pictured on the map is what remains of Mr. Akham's rowboat, which
lies upside down in forty of water not far from shore. While the
arborling is not present, the boat is occupied by a pair of fiendish
giant crabs that rush out to attack the party.
Fiendish
Giant Crabs: Refer to page 50
in the Bestiary
for base stats, and then add darkvision to 60 ft., cold and fire
resistance 5, and SR 6.
1. Entrance
Concealed
by a curtain of seaweed made to resemble the surrounding kelp, it
takes a DC 20 Perception check to find it. Of course, PCs who are
using a locate object
spell are drawn toward it, providing a +5 circumstance bonus to the
check. Just inside this curtain is a narrow entry in which a DC 12
Survival check can reveal the recent tracks of humanoid beings coming
and going from the cavern.
2. Gate
The tunnel leading into the caverns is barred by a gate that requires
a DC 25 Disable Device or Strength check to open; it has hardness 5
and 30 hp. Smashing it open, however, is a sure way to alert the
cavern's inhabitants of intruders.
3. Main Tunnels
Inside the cavern is dark, requiring some kind of light source for
those who lack Darkvision. In general, the celings in here are half
as tall as the tunnels and other chambers are wide.
4. Sleeping Niches
The skum who inhabit the cavern take their rest in these alcoves.
There are seven in total, who can respond to disturbances in groups
of two or three. They can appear in waves during an extended combat,
possibly overwhelming the PCs if they are slow or incautious.
Skum:
Refer to page 253 in the Bestiary
for base stats.
5. Shrine to Lamashtu
Dominating this chamber is the statue of a demonic woman, one that a
DC 10 Knowledge (religion) check can identify as Lamashtu, the patron
goddess of monsters. Mr. Akham is kept here, as well, tied by his
wrists to a stake in the alcove to the statue's left, being kept as a
sacrifice to her since his flesh was unsuitable for eating. As soon
as the PCs enter, the statue animates and attacks them, functioning
just like a caryatid column.
Caryatid
Column: Refer to page 46 in
Bestiary 3
for base stats.
If the PCs can rescue Mr. Akham, then the arborling could provide
assistance during subsequent encounters, at the GM's discretion.
CR
2
XP
600
Arborling
ranger 3
CG
medium humanoid (arborling)
Init
+0; Senses Perception +8; low-light vision
DEFENSE
AC
10, touch 10, flat-footed 10
hp
30 (3d10+9)
Fort
+6, Ref +4, Will +3
Resist
+2 racial bonus on saves vs. mind-affecting effects, paralysis,
poison, polymorph, stunning, exhaustion or fatigue
OFFENSE
Spd
30 ft.
Melee
Unarmed +4 (1d4+1)
Ranged
None
Special
Attacks Two-Weapon Combat
STATISTICS
Str
13, Dex 13, Con 16, Int 8, Wis 14, Cha
10
Base
Atk +3; CMB +4; CMD 15
Feats
Endurance, Improved Grapple, Improved Unarmed
Strike, Two-Weapon Combat
Skills
Climb +7, Heal +8, Knowledge (nature) +7, Perception +8, Survival
+10, Swim +7
Languages
Arborling, Common
SQ
Growth, plant traits, rooted, slam, sunlight dependent; favored enemy
(outsider, fire), track, wild empathy, favored terrain (forest)
Combat
Gear Phylactery of faithfulness
When
the Elven Navy first made contact with his homeworld, Akham
volunteered to return with them to their own planet so that he could
serve as an ambassador and learn of their culture. He did not
anticipate coming to live on this icy moon, but has come to enjoy
working with Mr. Lemuel. Akham is modest and moderate in his way, but
can become very loyal to those who demonstrate their good qualities
and thus win his trust.
Note:
This character is created using the Player's Toolbox: Arborlings
supplement from Clockwork Gnome Publishing. It is available from
online distributors such as rpgnow.com.
6. Spawning Pool
It is here that Uthoi has been using summoned beasts to spawn more of
their kind, breeding them with normal animals. Eggs fill the bottom
of the pool, ones that a DC 15 Survival or Knowledge (nature) check
can confirm belong to electric eels. Of course, there are also a pair
of fiendish eels that jealously guard these eggs.
Fiendish
Electric Eels: Refer to page 50
in the Bestiary
for base stats, and then add darkvision to 60 ft., cold and fire
resistance 5, and SR 6.
7. Chieftain's Chamber
Given
the rank of the creature who inhabits it, this chamber is perhaps
surprisingly austere. Indeed, the sole furnishing is a wooden throne,
one in which the skum sorcerer contemplates his evil schemes and from
which he commands his minions. A DC 20 Perception check reveals a
strongbox buried beneath the throne, which contains the pack's
treasure, including 1000 gp worth of mixed coins, a pearl worth 500
gp, a letter from his mother (see the appendix for details), and a
potion of cure moderate
wounds.
CR
7
XP
X
Skum
sorcerer 5
LE
medium monstrous humanoid (aquatic)
Init
+1; Senses Perception +5; darkvision 60 ft.
DEFENSE
AC
14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 deflection)
hp
38 (2d10+5d6+10)
Fort
+2, Ref +5, Will +7
Resist
cold 10
OFFENSE
Spd
20 ft., swim 40 ft.
Melee
2 claws +1 (1d4+1) and bite +1 (1d6)
Ranged
acidic ray +5 (1d6+3) 5/day
Special
Attacks Multiattack, acidic ray
STATISTICS
Str
11, Dex 13, Con 13, Int 10, Wis 10, Cha
15
Base
Atk +4; CMB +3; CMD 14
Feats
Augment Summoning, Extend Spell, Multiattack, Spell Focus
(conjuration), Toughness
Skills
Bluff + 10, Intimidate +12, Perception +5 (+9 underwater), Spellcraft
+8, Stealth +5 (+9 underwater), Swim +14
Languages
Aboleth, Undercommon
SQ
amphibious; bloodline powers and spell, cantrips, eschew materials
Combat
Gear Ring of protection +1
Spells
per Day: Unlimited/6/5
Spells
Known: Resistance, detect magic, daze, touch of fatigue, message,
mage hand; mage armor, magic missile, shield, summon monster I; blur,
summon monster II
Uthoi
is the son of a skum mother and, it turns out, a succubus that had
changed her shape. That demonic blood is what gives him his magic
power and thus has allowed him to become the chieftain of his pack.
For that reason he serves his mother on this icy world, using his
spells to summon monsters for breeding with the local animals. Just
why she wishes for him to do this, he does not know; nor is it his
place to ask. Uthoi is wicked and ruthless, enjoying seeing others
suffer.
Development
The skum in these caverns could present an overwhelming threat if
they are able to gang up on the PC all at once. For that reason, the
PCs would do well to employ stealth and other such strategies,
concealing their presence for as long as possible. For his part,
Uthoi takes some time to cast defensive spells on himself before
summoning monsters to fight against the intruders.
Conclusion
If they can defeat the skum and return Mr. Akham safely to Mr.
Lemuel, then the druid thanks them effusively and pays them the
promised reward. What is more, he writes them a letter of
introduction so that they can come visit him without facing
interrogation from the elves (in theory, at least). Finally, he
suggests a place where they can sell the cargo he gives them, an
asteroid colony known as Crossroads, that is in the belt not far from
the icy moon and its gas giant planet.
Appendix—Uthoi's
Letter
This missal is written in Undercommon, and so must be translated with
a Linguistics check or some kind of magic if the PCs want to learn
anything from it. The letter is meant to be a hint at future
adventures, helping to tie this scenario together with others into a
cohesive whole.
Uthoi,
My plans are proceeding as expected. You continue to do your part—harry and distract the elves—and soon our day of reckoning, our moment of triumph, will be at hand.
-Mother
|
Appendix:
Rules for Space Fantasy Environments
Although the Pathfinder RPG core rulebook provides
mechanics for many of the environments that PCs face in traditional
fantasy scenarios (see Chapter 13), adventures in space present new
types of hazards. To that end, this article details rules for
situations such as fluctuations in gravity, temperature and air
quality.
Fouled
Air/Vacuum
If, for some reason, the air aboard an aethership or in
a similar location becomes fouled—such as when the flying sails
and wind cordage are damaged by enemy attacks, or when the
magic in an elemental obelisk fails—then it should be
handled with the same rules used for drowning (see page 445 in the
core rulebook). It takes a DC 30 Perception check to recognize that
the air is fouled, with a cumulative +1 bonus to that check for every
round spent in the fouled air.
Note also that characters who are exposed to vacuum
stand a good chance of suffering extreme cold, too.
Beyond
Extreme Heat
This represents the kind of heat one faces when passing
too close to a star, or on the surface of worlds with think
atmospheres such as Freya. It works similar to the heat rules as
detailed on page 444 of the core rulebook, except that characters
must make Fortitude saves every round during such exposure. Failure
means they suffer 1d6 damage. What is more, flammable objects must
also make checks or catch on fire.
Beyond
Extreme Cold
While the weather on planetary surfaces can be downright
frigid, the depths of space are even colder. This is similar to the
rules for cold detailed on page 442 in the core rulebook, except that
characters must make Fortitude saves every round or suffer damage.
High,
Low and Zero Gravity
Some planets have very little gravity when compared to
Homeworld, and deep space has none at all save what is provided by an
aethership. Others, of course, have a much stronger pull. These
variations act as multipliers on various game mechanics—distance
for ranged attacks; movement from Acrobatics checks to jump; carrying
capacity; and the like—as detailed on the chart below. For
reference, Homeworld's gravity is considered to be the standard when
compared to other planets and bodies in space.
Note that movement in zero gravity requires either a
surface from which a character can push off, or magical aid from a
spell like fly or something similar. What is more, movement
and other actions on worlds with crushingly high gravity can become
impossible.
High
and Low Pressure
Just as there are no rules to govern the potentially
crushing effects of deep water during exploration of that terrain,
this article does not present mechanics for those elements.
Air
Pockets aboard Aetherships
For reference, the pocket of warm and breathable air
aboard an aethership extends in a sphere from the middle of the
vessel's hull to a diameter of twice the ship's keel length. For
example, the air pocket aboard a bark—with a keel length of eighty
feet—extends in all directions for eighty feet from the point where
the ship's mainmast passes through its upper deck.
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