Pathfinder Adventure Path: Shattered Star Part 3 - The Asylum Stone
James L. Sutter
- The hunt for the seven shards of the Shattered famous person maintains, with the heroes following the path around the face of Varisia and into the infamous urban of Strangers — Kaer Maga! There, the heroes come across unusual enemies and stranger allies as their quest for the traditional Thassilonian artifact embroils them within the politics of Varisia's such a lot unique urban. What secrets and techniques lie hidden at nighttime and lethal geographical regions deep below Kaer Maga, the place issues top kept away from from day's mild and sane minds lie in wait? Will the heroes continue to exist their descent under, or will the darkish Rider declare their heads for his ever-growing assortment?
- Continuing the Shattered megastar event Path, The Asylum Stone is a Pathfinder Roleplaying video game adventure for 7th-level characters. The Asylum Stone contains numerous brief, bonus, city-based encounters and side-quests and a glance on the unusual factions of Kaer Maga. New monsters fill the Pathfinder Bestiary, whereas invoice Ward (Return of the Sword) maintains a brand new novella within the Pathfinder’s Journal.
Of its cage are a foot aside, delivering the creature little safety. If the computers kill the grodair or can eliminate its steel cap (via a winning disarm, sunder, or grapple wrestle maneuver), the water within the room instantly vanishes. G RODA IR XP 1,6oo hp sixty six (Pathfinder RPG Bestiary three 143) CR five 813. catch : once the grodair believes that it has as many desktops as attainable contained in the room, it triggers the seize. metal doorways slam down from the arches, sealing the chamber, and the water rises.
method of the Shard Chamber (area C18) and ready patiently for the subsequent time the Namin9 Pool sends him into Varisia on a venture of homicide and horror. He seems to be a tall guy wearing night-black plate mail and conserving either an ice-dripping longsword and what seems to be the barbed backbone of a humanoid. All that is lacking is any signal of his head, because the neck of his armor results in inky blackness. The darkish Rider sits astride his mount, a fiendish warhorse. The dullahan is the grasp.
The wall in the back of one ofthe pipes. Hidden within the hole at the back of it really is Maligast's emergency equipment: a field of blackened, rune- carved stone from Eox containing scrolls ofplane shift-one divine and one arcane. Maligast secured them the following in case he or a messenger ever have to flee or report back to Karzoug. C18. SHARD CHAMBER T h i s l o n g c h a m b e r is co m p l etely sealed, its wa l l s of b a re sto n e . on the fa r e n d , t h e domed cei l i n g rises a b ove a twe nty foot-ta l l p i l l a r.
Shard is got rid of, as soon as it truly is faraway from its place atop the pillar, 3 issues happen. First, the 3 angels on the pillar's base without warning shriek in mortal discomfort. Their our bodies convulse and thrash, their faces rip from the steel furniture of their eyes, after which they droop to the floor and speedily decay away into mounds of foul- smelling corruption. moment, the total darkish woodland shakes and thunders, as though struck by way of a minor earthquake. The air caliber grows surprisingly stale, and the sparkling.
Commanding voice belonged to a massive guy in rusty half-plate. He was once dark-skinned and weathered like lots of the pirate crews round Riddleport, as though he had spent a life-time uncovered to wind and solar. round his neck hung a grotesque necklace of humanoid ears. All around the chamber the struggling with had stopped, and in basic terms my pals and that i and a handful of the Clippers and wererats remained. The pirate strode over the our bodies of the fallen towards the guts of the room, a scepter raised excessive in his left.