Zardnaar
Legend
Conan story that was the original inspiration.
Ah only vaguely familiar with Conan outside the Arnie movies.
Conan story that was the original inspiration.
It’s arguably the best of the original stories (and the last written I think). If you have read the module you will know the gist. Conan and Valeria stumble into an advanced lost city and meet some degenerate cultish survivors who are locked in a deadly civil war. They end up all killing each other, Conan shrugs at the stupidity of it all and goes on his way.Ah only vaguely familiar with Conan outside the Arnie movies.
It’s arguably the best of the original stories (and the last written I think). If you have read the module you will know the gist. Conan and Valeria stumble into an advanced lost city and meet some degenerate cultish survivors who are locked in a deadly civil war. They end up all killing each other, Conan shrugs at the stupidity of it all and goes on his way.
OK so, first, I love the Infinite Staircase in general and Nafas as a patron. I am now using it in my Eberron campaign.
Next, my thoughts on the specific adventures:
- The Lost City: I skipped this one because a) my PCs were already past levels 1-3 when the book came out, and b) I don't like this kind of old school adventure design where you've got a bunch of antagonistic factions living in super-close proximity to each other and alongside random monsters in random rooms with no believable explanation as to how they got there. Probably won't ever run it.
- When a Star Falls: I placed this one in the Icetop Mountains in rural Karrnath and incorporated the falling star into the Draconic Prophecy (so the dragon at the end wasn't just a random dragon). The players had a real blast with this one. Would happily run this one again.
- Beyond the Crystal Cave: I started this one off in Tantamar in the Lhazaar Principalities. The players didn't explore the whole garden but they had a lot of fun with the parts they did explore, and they cleverly used ones of their wishes to return to Tantamar shortly after they'd left, thus avoiding the timey-wimey Feywild shenanigans. Would happily run this one again.
- Pharaoh: I am planning on running this one soon. Just gonna it run it at 8th level with no level-ups during the adventure. I'm going to place it in Syrkarn on the continent of Sarlona. I am looking forward to this one.
- The Lost Caverns of Tsojcanth: I didn't really like this one after reading it (for similar reasons to The Lost City) and couldn't think of a good place to put it in Eberron either, so I'm not going to run it for this campaign. Might reconsider it for a different campaign down the track.
- Expedition to the Barrier Peaks: I've never really liked the idea of this adventure, and while I had initially thought I could play it as an experimental House Cannith lab rather than a spaceship, after reading through the early parts, I decided it was just too weird and too sci-fi for my tastes. Probably won't ever run it.
Now, I have also decided to use Nafas and the Infinite Staircase to run the Golden Vault adventure, Shard of the Accursed. I've placed it in the Sun Pillar mountains in Xen'drik, and I've adjusted it so the scholarly hobgoblin quest giver went to Nafas, who then summoned the PCs to help. That got them to Xen'drik more quickly. (Don't worry, I'm planning on running Grasp of the Emerald Claw soon, so they'll get to experience the journey to and across Xen'drik then.)
I might run a few other short-form adventures using Nafas and the Infinite Staircase as well. Basically any adventure where you can frame the adventure hook as someone local making a wish for something to be better can work really well using Nafas and the Infinite Staircase as the framing device. (Like pretty much all of the adventures in the new Dragon Delves anthology.)
I think I would like it better if the adventure was about various factions spread out across an actual lost city, not just confined to close quarters in a small ziggurat.I like Lost City at least as far as Dungeon. hacks go.
1. Not sure. My party took the flame portal.I am intending to run Pharaoh next, and I have some questions. I’ve never run it before.
That’s all I’ve got for now, I think.
- Am I correct in thinking that the only legit way to get from the ground floor to the next level up is through the flame portal? There is the river connection but the text doesn’t say anything about PCs being able to climb up it (unlike the river connection between levels 2 and 3, which even gets a handy side view illustration).
- Any tips on how to practically manage the confusing nature of the Maze of Mists at the table? I get it in theory but I’ve always struggled with mazes in practice. I generally use DDB’s Maps these days, and you can’t rotate the maps. I think it’ll be hard to be mysterious in that format, so I’ll have to switch to TotM or paper for that part, I think.
- Any tips on how to keep track of the passage of time in the pyramid? I’m supposed to check for random encounters once an hour.
- Any tips on how to practically run the doppelgängers? I can’t just handwave it and secretly tell a player their PC has been replaced, but if I initiate a combat, the other players will know what’s happening and will just have to pretend they don’t know their companion has been replaced. How do you maintain the suspense and mystery there?
- How has the gnome commoner survived in the pyramid for five years?! First, how did a commoner get that high up into the pyramid when actual adventurers have perished in earlier parts, and what has he been eating and drinking all this time? Other living creatures in the pyramid have been there for much shorter amounts of time and are already running low on food and such.
OK. Thanks.1. Not sure. My party took the flame portal.
2. I used DdB maps and kept where they were under fog of war, describing intersections to them and changing cardinal directions at each bend. They freaked out when they crossed their own rope line at one point. Super fun.
3. I used a d6 and anytime they did anything other than walk somewhere, rolled. On a 6, random encounter.
4. Don’t run into them, thankfully. Probably would let the player continue to play until the reveal. Even then would probably have them run the dopplegagner in combat.
5. I think the gnome was a prisoner? And only recently escaped?
1. I’m pretty sure there is another way up, but adding another clue or removing the skill check for an intelligent character to read the runes wouldn’t be a bad idea for that anyhow. My players figured it out instantly.OK. Thanks.
- I worry this is a potential bottleneck. If the players can’t figure out the clue (“Lay your offerings of food and drink for the gods in the blazing fire before Amun Sa. That which the gods accept will vanish within the flame.”), then they can’t progress through the rest of the adventure. I mean, in the context, it makes sense for there to be bottlenecks. I just think maybe there needs to be another clue or two to help the PCs figure it out.
- OK but did you stay super-zoomed in so they couldn’t figure out where each intersection and room was in relation to the others or what?
- That sounds simple! Thanks.
- But would you just pass them a note saying their PC had been replaced by a doppelgänger or would you play out the combat? It just feels a bit presumptive to be like, “Hey, your 8th level PC just got taken out by a CR 3 monster. Play along!” But on the other hand, if you play it out, everyone else is gonna know about it and will have to just pretend they don’t. I’m actually thinking I might just leave them out or replace them with something else.
- “This squirrelly gnome commoner is named Prit. He snuck into the tomb five years ago to admire its architecture and has been happily tunneling through these ruins ever since. Prit is obsessed with spoons and doesn’t know much about anything else.” Any yet somehow he not only managed to survive the arduous trek through the empty desert to get here, he’s also been able to make his way up to the second-highest floor without being killed by any of the tomb’s many traps or monsters! He’s just a nobody who has been happy to slowly dig a tunnel through worked stone using nothing but a spoon for half a decade. Also, despite being a short gnome, he somehow managed to climb up into a crack in the high domed ceiling of the east pantry, which is where he began his spoon tunneling, without leaving behind any obvious means of getting there – no stacked boxes, no scaffolding, no climbing equipment. There’s just so much about this guy that screams “not what he seems” that it feels like something got changed at the last minute. Anyone know if this guy was in the original version and, if so, if there was anything special about him?