The AaWBlog’s appetite knows no bounds, and the adventure path continues well past the Disputed Territories and Pradja.
Taking a valuable shipment of alligotonium down to Timeaus, the PCs are suddenly and inexplicably transported into an ambush beneath the authoritarian city of Nyamo! Throughout the month they fight off thieves, deceive guards, and either infiltrate or protect the airship production yards of the High Mages there. Whether the adventurers side with the (unjust) rulers or the beleaguered resistance movement, they ultimately leave the conflict on an airship!
You are encouraged to check out these pieces of content for the adventure path here!
Naturally, the PCs don’t get very far in their airborne vessel—a magical mishap sends them tumbling through dimensions to the strange demiplane of Uklonjen in Uralicans Uncut. Here the AaWBlog Adventure Path brings PSIONICS into the mix, as well as space jamming and all kinds of good stuff: portals to HEL, gateways to the Plane of Ooze, and all the cosmic adventure you can shake a stick at!
AIZSKARTZ ASTEROIDCR11 XP 12,800
NE Colossal construct (psionic) Init -2; Senses blindsight 400 ft., darkvision 240 ft.; Perception +20 Aura gravitic field (15 ft., DC 30, 3d6 bludgeoning and grab)
DEFENSE AC 26, touch 4, flat-footed 26 (-2 Dex, +4 deflection, +22 natural, -8 size) hp 184 (16d10+96) fast healing 4 Fort +7, Ref +5, Will +11 Defensive Abilities all-around vision; Immune cold, construct traits, electricity; PR 21; Resist acid 10, fire 10
OFFENSE Speed fly 100 ft. (perfect) Melee slam +24 (4d6+24 plus bull rush) Ranged four boulders +8 (2d8+16, Range 240 ft.) Space 60 ft.; Reach 5 ft. Special Attacks gravitic field (DC 30, 3d6 bludgeoning and grab), trample (DC 34, 4d6+24)
TACTICS Before Combat An aizskartz asteroid uses its control of psionic energy to masquerade as an asteroid with a dense gaseous exterior, sneaking up on unsuspecting foes until they are within range for a charge attack. During Combat First the aizskartz asteroid flings itself at enemies with a charging bull rush, using Power Attack and Improved Vital Strike to deal the optimum amount of damage immediately (slam +22, 12d6+24). Afterward its gravitic field grabs up foes, and the aizskartz asteroid slams again with bull rush to increase the damage opponents take when they are drawn to its surface once more. Any opponents that attempt to teleport away are placed 15 ft. away from its surface if it successfully uses divert teleport against them. Morale Few foes can stand against an aizskartz asteroid and retreat is an unlikely option at best.
STATISTICS Str 42, Dex 6, Con —, Int 16, Wis 18, Cha 15 Base Atk +16; CMB +40 (+44 bull rush/grapple); CMD 38 (42 vs. bull rush) Feats Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Natural Attack (slam), Improved Vital Strike, Power Attack, Toughness, Vital Strike Skills Disguise +16 (+36 as asteroid), Knowledges (all) +8, Perception +20; Racial Modifiers +20 Disguise (as an asteroid); Size Modifiers -8 Fly, -16 Stealth Languages telepathy 1,000 ft.
ECOLOGY Environment demiplane of Uklonjen, space Organization always solitary Treasure quadruple
SPECIAL ABILITIES Gravitic Field (Ps) Any creature within 15 feet of an aizskartz asteroid must make a DC 30 Fortitude save or be pulled by the pulsing microgravity field and against the aizskartz asteroid. For each 5 feet a creature travels within the gravitic field, they take 3d6 points of bludgeoning damage and are subject to a grapple combat maneuver by the aizskartz asteroid at the end of their turn. Using this ability, an aizskartz asteroid can grapple up to ten creatures simultaneously with no penalty.
This ability also grants the aizskartz asteroid a +4 deflection bonus to AC.
The Uralicans justly fear aizskartz asteroids, great masses of psionically empowered stone that wander the cosmos destroying entire fleets of ships—and if what some legends claim are true, entire civilizations. Little is known about these oddities, save that they are to be avoided at all costs.
One of these terrifying, monstrous rocks has wandered Uklonjen for some time and at the last moment, discovers the PCs escaping to Aventyr! The portal is too small to fit the massive aizskartz asteroid, and rather than allow the party to use the Ancestral Gateway, if they dally too long, it has time enough to catch up to the adventurers and try to stop them out of spite.
As the PCs make their final step of the journey to the Ancestral Gateway it becomes obvious they are traveling towards a bright beacon of light that is surrounded by a vast shroud of asteroids. This is an artificial star that marks the point in which Uklonjen and the Prime Material Plane were once connected through the Ancestral Gateway.
When the great cataclysm occurred generations ago and the ancestors of the Uralicans were forever severed from contact with their brethren in the Prime Material Plane, the Ancestral Gateway violently collapsed in upon itself. The great portal’s implosion compressed all of the arcane energies within into a single, infinitely small point—in that instant, the focus of so much power into such a minute space caused the birth of an artificial star. A shining beacon of light has continuously radiated its arcane light ever since, forever marking the exact spot where the portal once existed in this dimension; it is to this point that the crystal compass is being drawn.
It takes the PCs seven days of travel to navigate through the dangerous asteroid field that envelopes the area and reach the parameter of the gateway star; a DC 30 Profession (sailor) or Profession (soldier) check reduces this to four days. The gateway star’s generates a stronger field of gravity than Uklonjen, causing the shroud of asteroids to slowly shift, roam, and collide as they revolve around it (posing a major hazard to the party.
There is a 75% chance each day that an errant asteroid suddenly shifts towards the PCs’ ship as it travels through the area. A DC 20 Profession (sailor) or Profession (soldier)check avoids the oncoming asteroid; otherwise it collides with the ship, dealing 3d12 bludgeoning damage.
On the third day traversing the asteroid field the PCs spot a glint in the distance—a twinkling metallic gleam reflecting the bright light emanating from the star. A DC 15 Perception check reveals the exact location of the oddity.
Traveling toward the strange reflection, the PCs soon notice the glint repeating in a rhythmic pattern, blinking in and out of existence. When the party is within 100 feet of the peculiarity, they discover a spyglass (eyes of the traveler) floating in open space and covered by a fine layer of silver space dust.
The collapse of the Ancestral Gateway and birth of its remnant star caused a magnificent shockwave that permeated throughout Uklonjen, and many of the ancestor’s interdimensional airships were instantly destroyed, cast into the massive asteroids that drifted in and around the portal site. The majority of these vessels smashed against the largest of a dozen asteroids within the parameter of the star, and the xyrx crystals powering their arcane engines slowly expanded until the wreckage (and even the asteroid itself) became encased within a single massive xyrx crystalis that now orbits the star.
This place is forbidden to the Uralicans; despite being the most logical point for their ancestors to have attempted to open another portal to return home, the light emitted from the star causes a sort of mindlessness, known to them as “blinding of the mind”. This has prevented research at the site for generations.
The blinding of the mind causes the descendants of those exposed to the initial shockwave from the star’s birth to quickly lose their cognitive abilities (-1 Intelligence each round) when within 10 miles of the star. The effect continues until the victim’s Intelligence is reduced to zero, at which point their minds are forever lost and they immediately die. If taken out of the area of effect before completely losing their minds, any Uralican affected by the blinding of the mind can fully recover in 1d4 +1 hours for each Intelligence point lost.
A DC 20 Knowledge (arcana) check reveals that to re-open the Ancestral Gateway, the xyrx crystalis must be knocked out of orbit, sent plummeting towards the gateway star. When the ship nears it, it begins to glow and reverberate with a loud hum as the crystalis tomb haunt triggers. After overcoming the haunt the PCs can continue in their attempt to ram the floating crystal mass.
Altering the trajectory of the crystalis toward the gateway star requires a DC 25 Profession (sailor) or Profession (soldier)check; on a failure the massive object travels towards the star but fails to collide with it, continuing past it and away from the star (additional attempts are made with a cumulative +1 DC). When the enormous crystalis finally crashes into the gateway star, the beacon’s blinding light goes dark. There is a deafening vacuum-like sucking sound and a sudden rush of wind as the portal to Aventyr tears open once more, the ship and surrounding debris (a dozen huge-sized asteroids) sucked into the resulting gravity well.
As the ship and debris are sucked towards the narrow dimensional tear they all violently collide, dealing 10d10 bludgeoning damage to the party’s airship and obliterating the asteroids. A successful DC 30 Profession (sailor) or Profession (soldier)check to pilot the ship during its uncontrolled acceleration into the sucking void reduces this damage by half (a result of 40 or higher reduces the damage by half again).
When the ship emerges into Aventyr, the dimensional tear and portal in which they traveled through closes with a deafening clap and they find themselves addled with the ship roughly landed upon the ground within a very large, very dark cavern. [Continued in January when the AaWBlog explores Aventyr once again! –MM]