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The Dead Heart of Xin

This is a conversion of the Adventure Path The Dead Heart of Xin (Shattered Star Book 6) to Pathfinder 2nd edition. This is intended to be a conversion from the original adventure meant for 4 players. Since I am running this for 5 players I will also note potential additions for 5 players. Expected level up points are noted and threat level of encounters are relative to those expected levels. However, I use milestone leveling, so specific XP values are not given. Since I am already converting the entire adventure path I am trying to make it cover the entire leveling range from 1-20. For this module, that means that it will be covering levels 18-20. Characters are expected to be mid-way through level 18 at the beginning of the adventure and will level up to 20 part way through the adventure, so that they have some time to play at max level.

Note, since the characters are now several levels above where they were in the original adventure we will often have to increase the levels of the creatures in the adventure. Rather than list the full stats for these creatures I will list these as Advanced 'creature' (Level x) where x is the level the creature has been increased to. You can use a digital tool to advance the stats and abilities of these creatures, or reference the creature building benchmarks in the game mastery guide to figure out what the new creature stats should be.

Level 18

Part One: The Sihedron Reborn

Benefits of Fame

Begin each player with 10 fame points. If characters have feats or class features that would make them more famous increase their starting fame by 1-4 points for each feat or feature. For example, a feat like Legendary Performer might increase fame by 4 points, while Entourage might increase it by 2.

Part Two: Xin Rising

  • Event 1: The Earthquake (Moderate 18)

    • Enormous Shriezyx (Use Weak Vazgorlu)
      • Change size to huge
    • Each round each character must make a DC40 reflex save
      • Critical Success No effect
      • Success All terrain is treated as difficult terrain
      • Failure Fall prone
      • Critical Failure Fall prone and take 3d6 bashing damage
    • For 5 players remove the Weak adjustment.
    • Treasure: The Sihedron may now be claimed by the party.
    • Development: Once the Shriezyx has been defeated allow each character to make a DC40 perception check. On a success they notice the flurry of activity in Beacon's Point which can clue them in on the incoming tsunami. A DC35 Nature check can tell the characters that a tsunami typically follows a costal earthquake, while a critical success gives them more precise timing.
  • Event 4: Heralds of Xin (Low 18)

  • Event 5: Enraged Denizen (Moderate 18)

    • The streets of Magnimar remain flooded. Small creatures must swim to move, while medium creatures treat the streets as greater difficult terrain if trying to walk on foot. The DC to swim is 25.
    • Aureusa
    • Treasure: Thassilon-era gold jewelry worth 1000 gp, Bracers of Armor III
    • For 5 players give Aureusa the elite adjustment and add another 1000gp of jewelry.

Aftermath

Level 19

Part Three: Crystal Palace

Xin Island Features

  • Each hour spent searching the island characters must make a DC35 Fortitude save due to the stench of decay. On a failure they are sickened 1 (sickened 2 on a critical failure) for the next hour of searching.

Crystal Palace General Features

  • All light sources are reduced by 1 level Bright to Dim, Dim to nothing. Effects of Level 20 or higher (such as the Sihedron) ignore this.
  • All walls act like opaque level 10 Walls of Force that regenerate 20 hp/round. The walls are immune to fire and cold damage. Sonic damage bypasses hardness, and the walls have weakness 20 sonic. Climbing the wall is DC40.
  • The walls block all types of teleportation through them although rooms that are not completely enclosed can be teleported into/out of by spells that do not require line of sight.
  • Doors can be locked by Xin's spirit. Locked doors can be broken down with a DC45 athletics check, or DC45 thievery check to disable the lock.

Xin's Spirit

  • Xin-Haunted Construct (+1 Level)

    • Add the elite adjustment to the creature. If the creature already has the elite adjustment instead add +1 to AC, attack modifiers, DCs, saving throws, Perception and skill modifiers; add +1 damage to strikes and offensive abilities, or +2 to limited use abilities; increase the creature's HP by 30.
    • Gain the following Spells DC42, +34
    • 10th - Cataclysm
    • 9th - Meteor Swarm, Power Word Stun, Summon Draconic Legion
    • 8th - Finger of Death, Dispel Magic, Scintillating Pattern, Telekinetic Bombardment
    • 7th - Reverse Gravity, Chain Lightning, Prismatic Spray, Cone of Cold
    • The spells come from Xin's spirit, so once used can not be used by additional haunted constructs until the next day.
    • The construct can be damaged by positive or lawful damage. If it takes 30 or more positive or lawful damage in a single round Xin is temporarily ejected from the creature. It becomes stunned 1 and may not use any spellcasting from Xin's Spirit for a round.
    • Characters can learn about the Xin-Haunted abilities with a DC42 Recall Knowledge check (Religion or Occultism)
  • Palace Traps

Ground Floor

  • A1. Pockmarked Portal (Low 19)

  • A2. Foyer (Trivial 19)

    • Axiomite of Xin (Advanced Axiomite (level 16)) (3)
      • Increase all spells by 4 levels
    • The axiomites begin Indifferent to the characters. Their attitude can be changed using bluff or diplomacy as normal.
    • Treasure: +1 Greater Striking Axiomatic Longsword 1/axiomite, Bracers of Armor II 1/axiomite
    • For 5 players add an additional axiomite
  • A3. Throne Room (Moderate 19)

    • Xin Legionnaires (Advanced Clockwork Soldier (Level 15)) (5)
      • Increase all resistances and weaknesses to 10
      • Add the Powder Blast ability from the Clockwork Cannoneer
    • Xin-Haunted Legionnaire
    • Clockwork Cannoneer (2)
    • Treasure: +2 Greater Striking Halberd 1/legionnaire
    • For 5 players add 2 more Legionnaires
  • A4. Shrine of Lissala (Moderate 19)

  • A5. Banquet Hall (Low 19)

    • Advanced Shining Child (Level 17) (3)
      • Increase all spells by 2 levels
    • Treasure: Fine place settings worth 2000 gp.
    • For 5 players add 1 more Shining Child and 1000 gp of place settings.
  • A6. Audience Chamber (Low 19)

  • A7. Spellwell of Generosity (Trivial 19)

    • Hazard: Crystal Slivers
    • With a DC35 arcana check an arcane prepared caster can use the spellwell while preparing spells to prepare any common transmutation spell. In addition, transmutation spells they cast that day count as 1 level higher for the purpose of counteracting them. All others must make a DC35 basic will save or take 5d8 nonlethal mental damage and become stupified 1 for an hour (stupified 2 on a critical failure).
    • Treasure: The adamantine chair is worth 500 gp.
  • A8. Azlanti Archives (Severe 19)

    The Lower Hold

    • The water is near freezing, but treat it as Extreme Cold, with the damage increased to 6d6 cold every 10 minutes due to the chilling nature of water.

    • See Aquatic Combat rules

    • The water is barely moving and typically only requires a DC10 Swim Check

    • Since this entire area is flooded all encounters are rated at higher difficulty.

    • Treat all of the Illusory Walls as spell level 9 effects with a counteract DC of 40.

    • Ogonthunn (Use Advanced Veiled Master (Level 22)))

      • Increase all spells by 4 levels (max 9)
      • Increase Dominate spells to level 10
    • B1. The Brass Battalion (Moderate 19)

    • B2. Spare Parts (Low 19)

      • Hazard: Creatures near the door when it's opened are swept into the room. Creatures with 10 feet must make a DC40 swim check to avoid this, reduce the DC by 5 for every 5 feet further a creature is. Creatures swept into the room take 10d6 bludgeoning damage (doubled on a critical failure) and are subjected to the trap below.
      • Hazard: Crushing Crystal Hand
    • B3. Foundry (Severe 19)

    • B4. Hall of Gears (Moderate 19)

      • Advanced Clockwork Assassin (Level 17) (3)
      • For 5 players add 1 more assassin.
      • Development: A DC40 perception check allows characters to notice Ogonthunn at the end of the vision.
    • B5. Armory (Low 19)

    The Workshops

    • C1. Hall of Golems (Moderate 19)

    • C2. Clockwork Orchestra (Moderate 19)

    • C3. Abyssal Biology (Trivial 19)

    • C4. The Homunculus Vats (Low 19)

      • Homunculus Mass (Use Sthira)
        • Note, since this creature is cold themed, you may want to add some corpse freezers and an unnatural chill to the description of this room
      • For 5 players add the elite adjustment to the Homonculus Mass
    • C5. Inevitable Confrontation (Moderate 19)

      • Axiomite of Xin (see A2) (3)
      • Advanced Kolyarut (level 19)
      • For 5 players add 1 more Axiomite
    • C6. Collapsed Chamber

      • Treasure: DC40 perception (master) can find a safe which can be opened with a DC43 Pick a Lock check requiring master thievery. Inside is an iron amulet that can control the golem in B5. The wielder of the amulet can command the golem, each command takes the same number of actions that the golem uses to follow the command similar to the Command an Animal action, but without any necessary checks.
    • C7. Hungry Treasury (Trivial 19)

    • C8. Spellwell of Kindness

      • Treasure: This spellwell functions like the spellwell in A7 but for evocation spells. The chair is made of siccatite and deals 1d6 fire damage per round when sat in. The chair is worth 250gp.
    • C9. Spellwell of Love (Trivial 19)

      • Hazard: Crystal Slivers (2)
      • Hazard: Crushing Crystal Hand
      • Treasure: This spellwell functions like the spellwell in A7 but for enchantment spells. The chair is made of djezet and is worth 100gp.
    • C10. Skymetal Nexus (Severe 19)

      • Note: I designed this room as a "boss room" so the initial Marut is in the room and does not need to be summoned
      • Advanced Marut (Level 22)
        • Increase all spells by 3 levels (max 10)
      • Hazard: Activating the rune incorrectly causes a force explosion. 10d10 force damage with a basic DC40 reflex save to everyone within 20 feet. Each creature also falls prone and is pushed 10 feet on a failed save, 20 feet on a critical failure. A new advanced Marut is also instantly summoned and attacks the intruders. This Marut is has the weak adjustment and vanishes after 10 rounds.
      • Treasure: The first Marut's chestplate can be worn as a Rebounding Breastplate
      • For 5 players add an Advanced Kolyarut (level 19)

    Level 20

    The Skymetal Vaults

    • D1. Horacalcum Vault (Low 20)

      • Advanced Bythos (Level 21)
      • Treasure: +3 greater striking High-Grade Orichalcum weapon of the player's choice, Timeglass
        • The Timeglass is an Obsidian Crystal Ball with the additional ability to see through time. Clues learned from these visions of the past reduce recall knowledge DCs by 2 levels of difficulty (e.g. from normal to very easy). Knowledge gained of the furture acts as a 24 hour foresight spell for the user.
      • For 5 players advance the Bythos to level 22 and add a scroll of Time-Beacon and a scroll of Summon Irii
    • D2. Adamantine Valut (Moderate 20)

    • D3. Djezet Vault (Moderate 20)

      • Advanced Mezlan (Level 20) (2)
        • In addition to the stat increases allow the absorb spell ability to work on any spell cast within 30 feet of them. If the mezlan was not a target of the spell (such as if they try to absorb a beneficial spell cast by the PCs) they can use an occultism check against the spell dc to try to absorb the spell.
      • Treasure: 100 Djezet Doses
      • For 5 players advance the Mezlan to level 21 and add a Major Staff of the Dreamlands
    • D4. Inubrix Vault (Low 20)

    • D5. Noqual Vault (Moderate 20)

      • Elite Lerritan
        • Reduce size to huge, and the reach of it's strikes to 15 feet
      • Hazard: The noqual in this room absorbs magic, when casting spells the caster must pass a DC5 flat check or the spell is lost.
      • Treasure: True Staff of the Desert Winds, +3 Greater Resilient High-Grade Noqual Full Plate, 20,000 gp worth of various Standard-Grade Noqual weapons and armor.
    • D6. Siccatite Vault (Moderate 20)

    • D7. Abysium Vault (Moderate 20)

    The Apex

    • E1. Reliquary Workshop

      • A DC40 Recall Knowledge (craft or religion) reveals that the clockwork reliquary is vulnerable to positive energy.
      • Note: This is a good place to rest before the final battles. In my game I allowed my players to scavenge top tier fundamental weapon and armor runes from the clockwork components here to make sure everyone was geared up for the final battle.
    • E2. The Assassin's Grave (Severe 20)

      • Shasthaak, Advanced Rune Giant (Level 22)
        • Increase spells by 2 levels
        • Add the Weapon Master, Negative Healing, and Rejuvination graveknight abilities
        • Add the Devestating Blast (15d12 fire, DC45) graveknight ability
        • Add undead immunities
      • Hazard: Exploding Crystals
        • At the start of each round make a DC11 flat check for each creature. On a failure the creature is in the area of an exploding molten crystal. A targeted creature takes 8d12 fire and 6d12 piercing damage with a DC40 basic reflex save. On a critical failure they take 2d12 persistent fire damage. The heat of this room increases all flat checks to remove persistent fire damage by 2.
      • Hazard: Smoky Haze - All creatures in this room are concealed by smoke.
      • Shasthaak spends the first 2 rounds doing nothing but attacking in melee. Once he regains his senses he will try to charm/dominate/convince the party to ally with him against Xin. If the party does not ally with him he will use all of his available abilities in future rounds.
    • E3. Spellwell of Temperance

      • This spellwell boosts evocation spells in the same way as the other spellwells.
    • E4. The Dead Heart of Xin (Extreme 20)

      • Clockwork Reliquary
        • The clockwork reliquary may use any remaining daily spells from Xin's Spirit with an increased DC. These are listed in the reliquary's stat block.
      • Axiomite of Xin (4)
        • When the reliquary is below maximum HP the axiomites each use one of their actions to repair the reliquary. For each living axiomite the reliquary gains fast healing 10.
      • Clockwork Amalgam
      • If there are 5 players add a second Amalgam.
      • If the players have allies the reliquary can spend an action to add additional Clockwork Amalgams or other clockwork creatures to add to the difficulty as necessary.