This post will actually be recapping two week's worth of
play. I always like to have some new, usable content for my readers with every
post. Being as I posted the baseline conversion of the whole adveture already,
I'm really looking to the additions and alterations I've made. These come
mostly in the form of deadlier enemies and added deathtraps, so not every
single week is entirely appropriate. This past week has been so; have at thee!
Warning: This is a long-ass post.
When you last checked in on my group, they had defeated the
half-orc/half-arkhosian Lich Barbarian named Yusht (in the original adventure:
Xam'kras) and his cadre of Apostles of the Apocrypha at the base of The
Willgrinder. Yusht, through clever spellcraft, had planned an escape route and
nursed his wounds while the dungeoneers risked another extended rest. I say
risked, because taking an extended rest in The Iron Palace Susurrus is a
dangerous affair, and can lead to very detrimental results.
Attack (fear): +26 vs. Will
Hit: The target cannot use powers outside of its turn (opportunity attacks,
etc.) until it reaches 3 milestones.
Effect: The target takes a permanent -1 penalty to its healing surge value
Effect: The target takes a permanent -1 penalty to its healing surge value
After having run this adventure for a few weeks now, you may
have seen that I've upped the ante. Instead of the healing surge value loss
being tied to a successful hit, it is now an effect that happens at every
single rest. This is the capstone of my entire campaign, and I want this to
feel like an epic struggle for survival. Previously, this effect was a minor
inconvenience. One or two points to surge value doesn't affect the dungeoneers
much, but now they will all be feeling the pain pretty sharply. The loss of
powers outside of your turn I have found to be perfectly punishing. It's a very
harsh penalty that really bones certain characters, but allows everyone to keep
the "meat and potatoes" of their character. The group has also been
blasting through their dwindling reserves of cash with remove affliction
rituals to try and negate this penalty.
Adventure Updates
While running this adventure, I have been continually tweaking and updating the rooms to match what I have learned works and doesn't work, as well as adding some Fourthcore flourishes as we progress. If you've been reading these long posts, then you're probably interested in the full details of what I've been doing. As such, I'll be updating the adventure periodically and posting the results when I do.
While running this adventure, I have been continually tweaking and updating the rooms to match what I have learned works and doesn't work, as well as adding some Fourthcore flourishes as we progress. If you've been reading these long posts, then you're probably interested in the full details of what I've been doing. As such, I'll be updating the adventure periodically and posting the results when I do.
You can find the updated adventure here.
Room 3. Deathlords' Quarters
The group set off and found Room 3 curiously empty, except
for some open Rejuvenation Coffins. At this point, by the way, the dungeoneers
are still distrustful of the coffins and refuse to use them for fear of being
transmuted into an undead being.
Room 4. Deathlords' Quarters
Here the group finds and quickly defeats Yusht and a pack of
four Fiendish Dragonborn Deathlords, gathered from this Room and Room 3. The
dungeoneers have been using the narrow corridors of the dungeon to their
advantage, with the party wizard shutting down the enemy almost completely via
his Wall of ... spells. Inside the room they find a mysterious first clue to
the Bell Puzzle: a granite sundial that always sheds its shadow on 12:00.
Room 11. Scrying Mirror
Running out of visible doors, the group tackles this small
niche near The Willgrinder. Later, there will be speculation about using The Willgrinder as a source of resurrection, but that will not yet be explored. Inside they find a shining silver mirror with
arches formed of twisted goristro spines. The only thing in this bare room, the
dungeoneers investigate and find that it is enchanted with teleportation magic
and tied to a command word. Through excellent inspection and great
dice-rolling, I allowed an ad hoc clue: a small wisp of white cloth (later
revealed to be from a wedding gown) has been caught on one of the goristo
spines spiked vertebrae. Immediately, the players begin spewing out any
wedding-themed phrase they can in an effort to activate the mirror. The Elven
Avenger finally utters "I do", opening a tiny pocket dimension
containing the Iron Lich's Wedding Band, and possibly sealing his marital fate.
From here on out, there is now a running joke/dread that the Elf has formally
wedded himself to the Lich for all of eternity.
The Iron Lich's Wedding Band
inspired by Revenge of the Iron Lich
This silver ring is set with a glimmering ruby, the gem holding the power to change reality.
Wish + Consumable
Standard Action
Effect: The dungeoneer makes a wish and gains one of the following benefits:
+ One dungeoneer learns an encounter power from their class equal to their level or lower.
+ Conjure any common magic item equal to their level or lower.
+ One dungeoneer gains a permanent +2 bonus to saving throws.
+ One dungeoneer gains a permanent +5 bonus to a skill of their choice.
+ Casts any ritual equal to the dungeoneer’s level or lower, with a check result of 40.
inspired by Revenge of the Iron Lich
This silver ring is set with a glimmering ruby, the gem holding the power to change reality.
Wish + Consumable
Standard Action
Effect: The dungeoneer makes a wish and gains one of the following benefits:
+ One dungeoneer learns an encounter power from their class equal to their level or lower.
+ Conjure any common magic item equal to their level or lower.
+ One dungeoneer gains a permanent +2 bonus to saving throws.
+ One dungeoneer gains a permanent +5 bonus to a skill of their choice.
+ Casts any ritual equal to the dungeoneer’s level or lower, with a check result of 40.
Frustrated and feeling a bit like rats in a cage, the
dungeoneers begin to experiment with their environment as best they can. They
have a rumor about flying in this dungeon, and with few options, they give it a
whirl to discover a unique and pervasive terrain power:
Power of the Mind
Terrain Power
The Whispering Palace is a place where the laws of the universe act in strange ways. Using your powerful mind, you are able to contort reality to suit your whim. At-Will
Move Action
Personal
Check: Intelligence, Wisdom, or Charisma DC 30; or expend one psionic power point.
Success: You fly up to your Speed.
Terrain Power
The Whispering Palace is a place where the laws of the universe act in strange ways. Using your powerful mind, you are able to contort reality to suit your whim. At-Will
Move Action
Personal
Check: Intelligence, Wisdom, or Charisma DC 30; or expend one psionic power point.
Success: You fly up to your Speed.
Flying around the tall ceilings of the dungeon, the players
call upon the delving skills they first developed in middle school and searched
for secret doors, finding success. Something that has been really striking with
this run of the adventure is the feel of playing Dungeons & Dragons like
when I was 14. The ruleset is so much smoother now, back then we were in 2nd
Edition, but I feel like I've really captured the nostalgia of that time in my
life by means of this adventure.
It's wonderful.
Room 12. Yusht's Quarters
Yusht's personal quarters, inside the dungeoneers find a
candle-encircled blade and a small ceramic holder of sorts. Later, they will
retrieve two small statuettes depicting two Tieflings, a man and woman, that
fit here and reveal a hidden entryway to Room 13 when the statuettes are
aligned so that they are shown to be holding hands. The implied backstory is
having an impact here. The players are already familiar with Abilene the Iron
Lich's former husband, Hadriel, as he was an NPC in their employ once upon a
time. The scenes they are uncovering tell a touching story of happier times now
lost to bitterness. The story, though, is all merely implied through context.
The players are connecting the dots and filling in the real details themselves,
sometimes making connections I didn't even see. They're investing themselves in
this narrative and, because they have discovered the clues and filled in the
blanks themselves, they feel attached to the story and actually care about the
plot. (A great contrast to this will be coming up in Room 18.) When's the last
time your player's gave a shit about your campaign's story?
Rooms 8 & 9. Unholy Apostles Quarters
In these rooms, the dungeoneers find some treasure hidden
away in trapped containers, including the silver statuettes needed to access
Room 13, as well as a crumbling limestone statue depicting one of the dungeoneers
(Gith Artificer, Warforged Fighter). The players are again drawing their own
conclusions about the mysteries of this dungeon and are convinced that the
statues are akin to voodoo dolls and that Abilene is drawing the dungeoneers’
life force out of them. I just thought it would be a weird mystery that there
were statues of adventurers scattered throughout the dungeon.
The dungeoneers find more and more rejuvenation coffins, and
are tempted to use one, but do not. Out of fear.
Room 13. Yusht's Hidden Lair
The puzzle solved, the dungeoneers enter Yusht's Hidden
Lair. Inside, they find some treasure (a very welcome sight at this point), a
few nods to Yusht's past as an adventurer, and the first piece of astral
driftmetal needed to unlock Abilene's True Sarcophagus (Room 49). The Astral Driftmetal
was handed to the group as a full color printed card, so they knew it was
important, yet they had no real idea as to how or why. This has created another
layer of mystery that I suspect will have a very rewarding payoff when al four
pieces are assembled.
Room 17. Deathlords' Quarters
Entering this room, the adventurers are surrounded by nine,
yes nine, Dragonborn Deathlords. The deathlords hit hard, teleporting at-will
to get the flank, and it is a hard-won fight in the cramped and twisting
corridors. A lot of failed death saves were had, forcing the group to dare
another extended rest.
In the aftermath, they explore. The room has a false
demilich and grim haruspex (from Dr. Davy Jones) setup in
conjunction with a puzzle that is solved by means of discovering Hadriel's and
Abilene's birthstones. After much frustration, the puzzle is solved, but not
before at least one random attempt at solving the puzzle which led to a
seemingly dead dungeoneer. This was a great roleplaying scene, as the
ever-practical Deva Wizard immediately broke out the daggers and was ready to
make the best of the situation and sacrifice the unconscious Shardmind Invoker.
Something sounded fishy to a few in the group, and they decided (wisely) to
instead use the opportunity to test out the Rejuvenation Coffins. They never
did find out the coffins' true powers (see below), however they did find out
that the Shardmind Invoker was never really dead. There was some playful taunts
"I heard you the whole time! You wanted to kill me!" at the table, as
the group realized how close they were to defeating themselves with this
devious little trap.
The puzzle was solved and the group was recovering its
wealth and equipping themselves with some useful potions of mental power, held
onto tightly for an anticipated emergency ectoplasmic door opening.
Rejuvenation Coffin: Creatures taking an extended rest in
this coffin start their next combat encounter with 20 temporary hit points.
Potion of Mental Power
Magic Potion
The liquid burns down your throat like firewater, opening both your natural senses and your latent psychic potential. Minor Action + Consumable
Effect: Gain 1 psionic power point. Until you take a rest, you gain a +5 power bonus to Perception and the following psionic augmentation:
Psionic Lash (psychic) + Consumable
Trigger: You hit with an At-Will Attack power.
Effect: Lose 1 psionic power point. The target takes ongoing 20 psychic damage (save ends) and you gain a +4 power bonus to Will until the end of the encounter.
Magic Potion
The liquid burns down your throat like firewater, opening both your natural senses and your latent psychic potential. Minor Action + Consumable
Effect: Gain 1 psionic power point. Until you take a rest, you gain a +5 power bonus to Perception and the following psionic augmentation:
Psionic Lash (psychic) + Consumable
Trigger: You hit with an At-Will Attack power.
Effect: Lose 1 psionic power point. The target takes ongoing 20 psychic damage (save ends) and you gain a +4 power bonus to Will until the end of the encounter.
Room 16. Chapel of the Dragon Queen
Here the adventurers find a trap. They see a statue of
tiamat, its eyes made of gems of immense value. Should they go after these
gems, however, they will unleash a deadly hazard. The hazard can be mitigated,
however, by taking those gems and arranging them in the order of the
constellation of tiamat, one of the first things seen in this dungeon. The
dungeoneers, a little tired of puzzles, opt to leave this room alone.
Tiamat Altar
Level 24 Elite Obstacle
Trap (XP 12,100)
Trigger
A dungeoneer touches the Altar of Tiamat.
Effect
The doors slam shut and are barred from the outside. Characters standing adjacent to a doorway when the doors close can choose which side of the door they end up on. Swinging pendulum blades cross the area, and magic rays shoot from the mouths of the dragons depicted on the altar.
Electrified Doors
All doors automatically shut and lock, and become electrified. A dungeoneer who touches, attacks with melee or attempts the Thievery skill on the doors triggers a magical lightning trap (+25 vs. Reflex, 3d10+22 lightning damage, miss half). The lightning trap can be nullified for 1 round with a successful DC 28 Arcana or Thievery check, or deactivated with a DC 37 Arcana or Thievery check.
Swinging Pendulum Blades
Creatures starting their turn standing in the room are attacked by swinging pendulum blades.
Attack: +27 vs. AC
Hit: 2d12+19 damage.
Magic Eye Rays
Creatures starting their turn in the room are attacked by magic eye rays.
Attack: Ranged 10; +25 vs. Will
Hit: The target takes ongoing 15 acid damage and is polymorphed into a harmless puddle of slime (save ends both). While polymorphed, the target can take no actions other than moving.
Each Failed Save: The target fails a death saving throw.
COUNTERMEASURES
+ Puzzle: If enough gems are removed from the altar and placed to form the Constellations of Tiamat, the trap stops and the doors retract.
+ Athletics DC 41: A character who makes a successful check as a standard action can break open a locked door.
+ Dealing 500 hit points of damage to the door damages it enough to break it open.
Trap (XP 12,100)
Trigger
A dungeoneer touches the Altar of Tiamat.
Effect
The doors slam shut and are barred from the outside. Characters standing adjacent to a doorway when the doors close can choose which side of the door they end up on. Swinging pendulum blades cross the area, and magic rays shoot from the mouths of the dragons depicted on the altar.
Electrified Doors
All doors automatically shut and lock, and become electrified. A dungeoneer who touches, attacks with melee or attempts the Thievery skill on the doors triggers a magical lightning trap (+25 vs. Reflex, 3d10+22 lightning damage, miss half). The lightning trap can be nullified for 1 round with a successful DC 28 Arcana or Thievery check, or deactivated with a DC 37 Arcana or Thievery check.
Swinging Pendulum Blades
Creatures starting their turn standing in the room are attacked by swinging pendulum blades.
Attack: +27 vs. AC
Hit: 2d12+19 damage.
Magic Eye Rays
Creatures starting their turn in the room are attacked by magic eye rays.
Attack: Ranged 10; +25 vs. Will
Hit: The target takes ongoing 15 acid damage and is polymorphed into a harmless puddle of slime (save ends both). While polymorphed, the target can take no actions other than moving.
Each Failed Save: The target fails a death saving throw.
COUNTERMEASURES
+ Puzzle: If enough gems are removed from the altar and placed to form the Constellations of Tiamat, the trap stops and the doors retract.
+ Athletics DC 41: A character who makes a successful check as a standard action can break open a locked door.
+ Dealing 500 hit points of damage to the door damages it enough to break it open.
Room 15. Deathlords' Quarters
More rejuvenation coffins, and a gruesome scene of a woman
turned to stone and then dropped from the soaring 40 ft. ceiling to be
shattered on the floor. A keepsake, a broken pocket watch, lies amongst the
rubble. The dungeoneers ask, "Who is she and whom did she piss off
royally?"
Room 14. Apostles' Quarters
Similar to Room 8, this has a trapped chest with some other
wealth and a Scroll of Crushing Despair. The dungeoneers strategize about
possible uses of this seemingly harmful ritual, including using it in
conjunction with the Warforged Fighter's stance that already slows him.
Crushing Despair
Ritual Scroll
As your foes draw near, the burden of their task weighs heavily upon them indeed.
Casting Time: 10 minutes (standard action if scroll is consumed)
Duration: 1 day
Component Cost: 10 gp
You ward the room you are in with a supernatural infusion of hopeless emotions. For the duration of the ritual, all creatures in the room are slowed.
Ritual Scroll
As your foes draw near, the burden of their task weighs heavily upon them indeed.
Casting Time: 10 minutes (standard action if scroll is consumed)
Duration: 1 day
Component Cost: 10 gp
You ward the room you are in with a supernatural infusion of hopeless emotions. For the duration of the ritual, all creatures in the room are slowed.
Room 18. Cell
Inside this room, the dungeoneers find the long-lost father
of the Gith Artificer. The dungeoneer's backstory had him perfecting his
mechanical craftwork while growing up completely isolated and alone on a
drifting astral vessel after his people were all destroyed following an
Illithid attack ... in space! Here, the story is revealed. The character's
father is chained up and left to live an eternity imprisoned, his reward for collaborating
with the Illithids and the Iron Lich. The exposition is explained by a Henchmen
Gith Assassin sent to kill The Father. The setup here is a glorious opportunity
for roleplaying, one would think, as the Gith Artificer must now grapple with
the decision of what to do. Accept his father's penitence? Condemn the only
family he has left? But see, this scene was force-fed to the player. The
Dungeon Master setup everything and spelled it all out. The dungeoneer shrugs,
grabs The Father, and murders his character's only living family, his own
father, on the Grim Haruspex to learn the location of Abilene's phylactery
(Answer: Not in this dungeon, loser!).
The Gith Assassin joins the group as an expendable minion, sure to meet his final fate testing out a deadly trap/puzzle.
Without putting in the work of creating the connections,
with everything being handed to him on a platter as it were, the player has no
investment. He just read my short story and killed off my character, not one of
his characters, despite this NPC being absolutely central to Gith Artificer's
story.
Room 20. Dreadnaught Hall
Thems a lot of Dragonborn ... about to be crushed under an Astral Dreadnought. |
A long slog of a fight, made a bit more expedient by the
dungeoneers literally getting the drop on the Dragonborn Deathlords and
unleashing the bloated corpse of an Astral Dreadnaught onto their ritual
casting party by melting the chains holding the beast aloft (ad hoc: 6d10 falling damage and restrained until escape). Once the tide of
battle started to shift in their favor, they immediately began making preparations
for the D&D experience outside of combat. The Deva Wizard let loose an upgraded
Sleep spell, Slumber of the Winter Court or some such fairy sounding name, and were
able to take 4 prisoners back to the Grim Haruspex to be sacrificed. The False
Demilich cracks and is turned to dust by such repeat use of its magic.
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