Building the Chasm of Fire - help a hurried GM - Haraiva players stay out

Greybar

No Trouble at All
Haraiva players stay out

With the impending arrival of my first child, it become necessary for me to get to a good climatic end point for the game to go on hiatus. I have three game sessions from now until childbirth classes begin and the last of my time goes away. I didn't forsee this well enough, so I'm appealing to the ENWorld community to help me with ideas to fashion a good high point for the game to out on. Yes, this is my terribly un-updated story hour game. :(

So I'd appreciate any help. In exchange, I hope people will find this location interesting or at least some kernels for their own games.

The backstory:
The people of Haraiva were attacked suddenly by the evil forces of the Dark Shores 300 years ago. In the seige of a major city, the hero-god of Thunder (Tarranus) was defeated and cast down from the skies. His "body" was caught by another being and spirited away, but the axe that is the totem of his power fell to earth. The axe rent a chasm in the ground that has issued smoke and fire ever since.

The Goal:
Our heroes want to recover the Axe of the Thunderer. Part of this is to gain a weapon against the enemy of their people, and part of it is as a tool to reawaken Tarranus and thus return him as an active god.

The Heroes, mechanics wise:
Six PCs of which three will be ECL11 and three ECL10. They are not super-optimized by any means.

Arlissa Clr11 - actually some PrC, but that's good enough for understanding
Daphna Rog2/Pal6/Devoted Defender 2 - joined at the hip to Daphna
Berke Exp2/Wiz9 - was a smith before a Wizard, meaning the party's Sor/Wiz power is below standard levels.
Balius Rgr5/Brd5 - bit of a jack of all trades
Karrinkas Rgr/Mnk - fast moving grappler/fighter
Samus Ftr10 - actually Ftr6/PrC4, but consider him a heavy-hitting fighter type
 

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Here's the tale of an NPC that had made an attempt upon this place:


Roi's Tale
First thing - when most people talk about the Chasm, they act like it is a huge hole in the ground. I admit it, I embellish a bit too when I'm singing the song. In reality though, the chasm itself isn't *that* big. There's a pretty big hole and a long split in the earth, and a lot of land all broken and smoking, but that's about it. Not even a quarter-mile long.

Never figured out the divination that we asked about where the best place to approach the chasm was. "Enter the dragon by its tail, not its mouth. Once in the belly, go within the within to find the heart."

Karzdan's bees - Theodocious took some of the honey and had us eat it. As soon as it was sliding down my throat, it felt like the heat of the place faded away. That lasted for a whole day. When it wore off it suddenly felt like I was breathing fire myself. Theodocious immediately put a spell on us that protected us from the heat again, but I wouldn't want to try to sing The History of Dana's House unprotected in that place.


What they fought, as Roi tells it
- Karzdan's Bees: Just an annoyance really. Theodocious captured a lot of them and brought them home. They're apparently pretty trainable, but when they aren't in serious heat they go to sleep. Theodocious kept some at home in his smithy. Scared the hell out of his wife when one got out in the house proper once, I hear.
- Salamanders: These things had long snake bodies and a man's torso, covered all over with black and red scales. Some were mansized, some were bigger. They carried all-metal spears that are blazing hot. Some of them were sorcerous and caused fireballs to explode around us. Once they even managed to dispel some of the magics off of us.
- Elemental beings of rock and/or fire seem to serve the salamanders, particularly as guards.

Karzdan's Bees
History: According to legend, the original prototype for this item/creature was created by Karzdan himself. Karzdan reportedly went to to create an entire bee colony, including a queen. Some tales say that he hoped they would be able to make a special honey for him, while others say that his own creations chased him away with their stings. Numerous colonies of these bees now thrive in the heat of the Chasm of Fire.

Description:
As an item - usually found in a honey-colored wooden box, this item looks like a brass replica of a bee. Intricate clockwork mechanisms are coiled inside. Some bees have tiny inscriptions on their bodies, with pet names or the mark of the maker.
When placed amongst the coals of a fire, the bee begins to come to life. After about 5 minutes, the bee flies free of the fire, and begins circling the fire. It takes note of any creatures within the light of the fire, and considers them friends. It then circles the fire at the limits of the fire's light. If any creatures that are not friends cross this boundary, it will attack them while making a fierce buzzing sound. If reduced to zero hit points, the bee will fall to the ground motionless, but could be repaired. If damaged below -10 hit points it will be destroyed.
The bee will remain animated for about 8 hours, afterwhich it cannot be used again for another 8 hours. The bee will generally drift back towards the fire as it reaches the limit of its duration, but more than one owner has lost her bee after it drifted off amonst the underbrush.

As a creature - these beings can live and reproduce in unnaturally hot locations. If cooled, they drop into inanimate state. They are smart enough to not intentionally get too far from heat to make it back to the colony.

The honey that these bees create can be eaten, and provides the effect of an Endure Elements: Fire.
 
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The Salamaders (primary opponents)

After the axe fell, the Green Vizier (an evil sorcerer of the Dark Shores) forsaw that it was a threat to them. He could not destroy the divine artifact but he could make it very difficult for someone to retrieve. He opened a Gate to the Elemental Plane of Fire and invited a clan of salamanders to populate the chasm and protect the axe. The salamanders received land on the Prime and access to metals and gems that had been exposed in the chasm.

Now the chasm has a small family of noble salamanders (CR9 + class level), a dozen or so "average" salamanders, and a pile of flamebrothers.

The throne room of the noble chief is set directly in front of where the Axe of the Thunderer in plunged excaliber-like into firey stone. The homes they have built trap the heat in, making them more like their original elemental plane.

The salamanders need magical protection to leave the chasm, so they are naturally contained. The flamebrothers do the mining and gather honey from the Karzdan's bees, which they then brew into a potent firemead.

They have also set up some trade with the humans and demihumans. They are excellent smiths, and enjoy having meat and such brought to them.
 

And finally -

I have a rough idea that there is a ghost of a previous devotee of Tarranus who attempted to reclaim the axe. He perished but his spirit remains around, and could be a guide and advisor to the heroes.


About the divination mentioned by Roi:
"Enter the dragon by its tail, not its mouth. Once in the belly, go within the within to find the heart."

Viewed from overhead, the chasm looks like a dragon-shape. The body is the deep and wide part of the chasm, while a fracture line snakes south like a tail. The last group tried to fly straight down the wide area, which is where the salamanders expect people to try to enter. They have sentries that quickly will bring a lot of fire-power (literally) against intruders flying through the smoke.

Entering sneakily along the "tail" fracture line is a narrow passage where only a few traps and bound elementals guard the way. That passage will lead down into the caves of the chasm and closer to the target.

(whew)

john
 

Okay, they're through the outer reaches and are heading to the Palace of Fire.

Berke urges Balius to the wheel of the flying boat, eagerly brandishing his wand as he leans against the front rail. The boat swings out over the ledge and into the valley of the Chasm of Fire. Balius puts the boat into a shallow dive to gain speed.

Gary slides in alongside the boat, keeping a careful eye on the wheeling firey avians that sweep in small flocks through the smoke. From time to time they dive down towards the ground, sweeping about a hundred feet off the ruddy glowing fields.

The boat lurches, sending everyone grabbing towards the rail. Balius grins as he positions the boat into the hot down-draft, further increasing its speed. The current seems to flow down the cliff-sides of the valley and across the fields back towards the central dome. There three huge pillars of fire roar into the dark false-sky, framing the largest of the dome buildings.

This world in minature is lit faintly by the sun's light that penetrates the clouds of smoke and steam, but just as much by these pillars of flame. This hellish light shines off of the brass and polished stone of the large dome building.

Even with the wind-assisted speed, the boat takes over five minutes to make the distance from the ledge to the center of the valley. Enough time for the heroes to make any last preparations and quickly make plans.

The small house-sized domes pass by as the boat drops closer to earth, riding the hot wind. Smaller four-foot tall denizens work the black soil, growing plants vaguely like reddish sunflowers whole petals glow with lambent heat. Some of these farmers turn to stare as the boat sails through, others scampering away from its path. Daphna catches sight of an orange four-footed beast retreating between the rows of flameflowers, not unlike a large dog or cat.

But directly ahead the great dome shows an entrance with two great double doors fashioned of brass. As the boat closes in, the doors spring open before four of the man-sized denizens of this place. They undulate on the snake-like lower bodies, while carrying broad-headed spears in both mannish hands. Black and red scales cover their lower bodies. Their torsos are covered with black-ringed mail ornamented with brass. Their heads are almost hawkish, with a few scant red or black feathers projecting off the back of their heads like a cruel aspected helmet.

They look up in surprise at the onrushing flying boat.

Inside the Palace is an environment meant for Fire dwellers. Mechanically it will start taking on the aspects of the Elemental Plane of Fire - continuous fire damage. Inside the great hall I was planning on going to the 3d10 fire damage/round, though I may tone that down to 3d6. Fire spells maximized for free...

I'm thinking of a couple pits with larvae salamanders, which should also give some good terrain changing. A balcony over the hallway would give some more depth as well. Prisoners to be sacrificed might actually be along that balcony, where the Prince can pick one of desire. The prisoners would need to be in cages that imbue a <I>Planar Attunement</I> effect - no fun sacrificing them if they die of the heat first.

The big throw down:
Salamander Prince (noble salamander) (CR10)
Salamander Priest Cleric5/Runecaster4 (CR11?)
guards - Salamander Fighter1 (CR7)

The good news for the heroes is that the salamanders only have about 5 minutes notice that there are intruders in the area. The guards will be running around and the Prince and Priest won't have been able to do any big prep. The Prince will be able to call on the Huge Fire Elemental that is his right as a noble, of course...

any ideas for settings appreciated... or comments if you think the opposition is too easy/too hard.

thanks,
john
 

No scrolls, no potions, how to salamanders bottle up cheap power?
Runes!

Salamander Cleric5/Runecaster4

Salamander (CR6) plus 9 levels of Cleric
Medium Outsider (Extraplanar, Fire)
HD: 9d8+9d8+54 (135 hp)
Init: +1
Speed: 20 ft. (4 squares)
AC: 18 (+1 Dex, +7 natural), touch 11, flat-ft 17
BAB/Grapple: +15/+16
Attack: Spear +11 melee (1d8+3/x3 plus 1d6 fire)
Full: Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire
and tail slap +9 melee (2d6+1 plus 1d6 fire)
Space/Reach: 5 ft./5 ft. (10 ft. with tail)
SA: Constrict 2d6+1 plus 1d6 fire,
heat, improved grab
SQ: Damage reduction 10/magic, darkvision 60 ft.,
immunity to fire, vulnerability to cold
SV: Fort +17, Ref +8, Will +17
Str 13, Dex 11, Con 16, Int 14, Wis 20, Cha 16
Skills: Bluff +11, Craft (blacksmithing) +19,
Diplomacy +3, Disguise +1 (+3 acting),
Hide +11, Intimidate +3, Listen +8,
Move Silently +11,Search +12, Spot +8
Feats: Alertness, Multiattack, Power Attack,
Inscribe Rune, Spell Focus (Conjuration),
Augmented Summoning
Alignment: Lawful Evil

Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.

Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.

Domains: Fire, Magic
Spells: DC 15+ level
Prepared: 6, 6+1, 5+1, 4+1, 3+1, 2+1
0
1 - Nystul's Magic Aura,
Bless,
Shield of Faith,
Cure Light Wounds (1d8+5) x3,
Command
2 - Identify, Owl's Wisdom, Align Weapon,
Make Whole, Augury (used), Sound Burst
3 - Dispel Magic,
Prayer,
Prot from Energy (108 pts of damage absorbed)
Cure Serious (3d8+9)
Summon Hell Hound (1)
4 - Wall of Fire, Discern Lies,
CureCrit (4d8+9)
Summon Hell Hounds (1d3)
5 - Fire Shield, Greater Command,
Summon Monster V (either 1d4+1 Hellhounds
or 1 Bearded Devil)


Treasure/Items:
Magic Spear
Holy Symbol (flaming forge disk)
Necklace of Runes:
* Summon Monster V
(Bearded Devil or 1d4+1 Hell Hounds)
* Flame Strike (9d6 damage, half unholy)
* Cure Light Wounds, Mass (9 targets, 1d8+9)
* Sending
* Cure Critical Wounds (4d8+9)

Description:
* Around his neck is a necklace of metal plates threaded on a platnium chain.
 

John, the only problem with this thread is that it's hard to pick a particular, easily answerable questions out of all the cool background information. Can you give me a quick summary of what would be most useful to you?
 

Piratecat said:
John, the only problem with this thread is that it's hard to pick a particular, easily answerable questions out of all the cool background information. Can you give me a quick summary of what would be most useful to you?

I'll second that. I'm not entirely sure how I can help you. It definitely sounds like you have thought this place out. :) It even sounds like you have been able to keep the game going. So, how can we help?
 

Ah yes, thank you. I thought that the brain-dump might have been part of the problem. Sorry 'bout that, and I appreciate the queries.

Some things I've love to hear ideas on:

* What structural elements inside of a Palace of Salamanders might be cool to add?
--- from a combat point of view? (pits of fire seems too obvious)
--- from a flavor point of view? (gems aglitter across a domed brass ceiling)

* What kind of rooms might the assexual, non-eating, fire-living salamanders need in the palace?
--- this is a Prince with no harem, no queen, no scully, no dining hall

* What kind of items might Salamanders have or prize?
--- for instance, I've substituted runes engraved on sheets of metal for scrolls and potions. I've also put some of the Salamanders in armor to enhance their natural melee defenses.

* What icky tactics would you use if you were a Salamander in a firey enclave on the Prime?

thanks!

john
 

* What structural elements inside of a Palace of Salamanders might be cool to add?

Fountains of molten metal (brass?) Even better, magically contained sculptures made from molten metal that wriggle and arc through the air before cascading into golden-red "waterfalls."

Pillars of fire that a salamander could hide within.

A tremendous forge making weapons of war.

Animated flame that tells a story.
 

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