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Fires of Creation Lv 1-5

Table of Contents

General GM Information

  • Links that end with a carat (^) are custom converted content and will take you to their statblock in this repository. Links without it should take you to Archives of Nethys or another SRD source.

Advancement Track

There generally aren't enough encounters in this chapter for characters to level up so play fast and loose with rewarding players for story beats. This conversion makes an attempt at providing some extra XP to boost players into the correct levels at the right spots, but if you find you're lacking don't be shy to send some enemies at the players while they're in town using the Torch Encounters table.

Level XP Progression Milestone
1 PCs begin at Lv 1 PCs begin at Lv 1
2 After completing Part 2 After completing Part 2
3 After completing Part 3 After completing Part 3
4 After completing Part 4 After completing Part 4
5 After completing Part 5 After completing Part 5

Part 1: A Dying Torch

Strange Headaches

Each morning, have the PCs make a DC 2 Flat Check. On a failure, have them make a DC 12 Fortitude Save. If they fail this save, they become stupefied 1 without the chance to lose a spell being cast.

Missing Councilor

The bounty for finding Khonnir Baine is 250 gp, and a scroll of raise dead if they bring Khonnir Baine back alive. Similarly, the bounty for reigniting Torch is also 250 gp.

Visiting the Foundry (30 XP, Trivial Threat)

Part 2: Black Hill Caves

A1. Entry Caves (60 XP, Low Threat)

  • Skills:
    • Identify Alchemy Action - As foul as it is, it doesn't seem to be dangerous.
    • Track (Survival): DC15 - There appear to have been several people that climbed onto the five-foot-high ledge.
    • Climb (Athletics): DC10 - Required to climb the five-foot-high ledge, although if rope is used, the DC is reduced to 5.
  • Creatures:

A2. First Expedition's Fate (60 XP, Low Threat)

  • Creatures:
  • Loot: One of the dead halflings under the mounds of mold
    • 12 gp, 9 sp

A3. Stalagmite Forest

  • Skills:
    • Recall Knowledge (Torch Lore): DC10 - Recalls Parda Garr was a popular brawler in town.
    • Recall Knowledge (Medicine): DC15 - Confirms that Parda Garr was killed by multiple stab wounds from a short-bladed weapon.
  • Loot: Parda Garr's body
    • 6 gp, 2 sp
  • XP Award: If the PCs deliver Parda Garr's body back to the town, award them 80 XP.

A4. Dark River Cave (60 XP, Low Threat)

A5. Skulk Watch Post (40 XP, Trivial Threat)

  • Skills:
    • Recall Knowledge (Society): DC20 - Realises chalk drawings are of some unknown race.
  • Creatures:
  • Loot Rubble and refuse
    • 7x silverdisks
  • XP Award: If PCs decipher the meaning of the chalk drawings, award them 100 XP.

A6. Mold-ridden Tunnel (12 XP Hazard)

  • Skills:
    • Climb (Athletics): DC10 - Climb down the 10-foot ledge.
    • Perception: DC25 - Notices strange filaments growing along Gerrol's body.
    • Recall Knowledge (Dungeoneering Lore): DC20 - Recognises filaments as russet mold^
    • Recall Knowledge (Torch Lore): DC12 - Remembers Gerrol recently proposed to Emilia Otterbie.
    • Request (Diplomacy): DC15 - Convincing Emilia to cremate Gerrol's body to stop a vegepygmy^ spawning.
  • Hazard: Brown Mold
  • Loot: Gerrol Sonder's body
  • XP Award: If PCs recognize Gerrol Sonder and bring his body back to Emilia Otterbie, award them 100 XP. If PCs recognize the Russet Mold and help to deal with it, award them another 100 XP. Emilia's father will craft each PC a +1 weapon of their choice, but this is only delivered once they finish Part 2.

A7. Skulk Lair (80 XP - 180 XP, Moderate to Extreme Threat)

A9. Junkyard Cave (60 XP, Low Threat)

A10. Gremlin Caves (144 XP, Moderate to Severe Threat)

Gremlin Caves are split into rooms marked A10a and A10b. Each one of these marked rooms contains the listed encounters.

A10a. Spring-loaded Spike Trap (8 XP Hazard)

A10b. Gremlin (40 XP, Trivial Threat)

A11. Jazvit's Lair (60 XP, Low Threat)

NB Jinkin Gremlins in PF1e could cast dimension door at will, which was used to explain their presence in these caves. This was removed when they were translated into 2e, likely for balance reasons. However this creates a weird plothole. Come up with your own explanation for how these Gremlins got in, and how they're able to resupply their traps without ever leaving the cave (I used a fey portal).

The wall here has Hardness 18, HP 72 (BT 36), if the PCs want to try smashing.

Torch Event 1: Invitation to Silverdisk Hall

Garmen Ulreth^ gives the PCs a certificate for 15x silverdisks that can be exchanged at Silverdisk Hall.

  • Skills:
    • Recall Knowledge (Torch Lore): DC10 - Knows Garmen Ulreth is someone with influence.
    • Recall Knowledge (Torch Lore): DC20 - Recalls Garmen Ulreth is associated with the Ropefists.
  • Creatures: If the PCs cause trouble at Silverdisk Hall
  • XP Awards: If the PCs RP Gambling well, or learn of the unscrupulous business practices here, award them 100 XP.

Part 3: The Buried World

B2. Guardian on Standby (80 XP, Moderate Threat)

Sneaking past the repair drones should award the same amount of XP as if they were defeated.

B3. Wildlife Staging Room

B5. Functional Biolock

If the PCs restore power to the area (see B12) the Biolock can cast remove disease once a day at Counteract Level 5 with a +18 modifier.

B6. Taboo Cavern (40 XP, Trivial Threat)

B7. Alien Habitat (120 XP, Severe Threat)

  • Skills:
    • Climb (Athletics): DC25 - To scale the dome's walls.
    • Seek (Perception): DC15 - Able to see a glow coming from B10.
  • Creatures:

B8. Ancient Alien Den

  • XP Award: If the PCs learn of the Kasatha cave drawings, award them 200 XP

B9. Ancient Alien Den (60XP, Low Threat)

For the sake of the vermin repellant agent, ghelarns count as an arthropod.

B10. Glowing Tunnel

  • Skills:
    • Seek (Perception): DC11 - Able to see through the hologram as if it were an illusory object.
  • XP Award: If the PCs see through the hologram, award them 100 XP

B11. Malfunctioning Biolock (30 XP Hazard)

B12. Habitat Controls

Machines here have Hardness 5, 20 HP (10 BT).

  • XP Award: If the PCs reactivate the habitat controls, award them 300 XP

B13. Observation Room (80 XP, Moderate Threat)

  • Skills:
    • Recall Knowledge (Religion): DC17 - Identifies crude paintings as representation of Zyphus' unholy symbol.
  • Creatures:
  • Loot: On Hetuath's body
  • Loot: Under the table.
    • 1x Black-level access keycard

NB: As speak with dead is no longer a spell (its closest equivalent is talking corpse - an uncommon 4th level spell) and other spells that can possibly illuminate Hetuath's backstory aren't until higher levels - long after the PCs have left Torch. DMs that wish to relay his tragic tale to PCs may want to leave additional clues.

B16. Blocked Exit

  • Skills:
    • Disable a Device (Thievery): DC20 - Dismantles the jury-rigged seal and opens the door.

Torch Event 2: Meeting Sanvil Trett

Part 4: Technological Terrors

C1. Security Desk

  • Skills:

    • Disable a Device (Thievery): DC18 - Picks the lock to the storage closet without a black access keycard.
    • Disable a Device (Thievery): DC20 - Picks the lock to the white bin in the storage closet without a white access keycard.
      • Remember to apply the -5 penalty if these checks aren't made with an expended charge of an e-pick^
  • Loot: Storage Closet

  • Loot: If the PCs manage to open the white bin

The white glaucite bin in the room has Hardness 5, HP 20 (BT 10). But smashing it has a 50% chance of detonating all of the grenades.

C3. Chemistry Lab (60 XP, Low Threat)

C4. Geology Lab (60 XP, Low Threat)

C5. Break Room

C6. Xenobiology (40 XP, Trivial Threat)

C7. Greenhouse (90 XP, Moderate Threat)

C8. Hydroponics Station (90 XP, Moderate Threat)

  • Creatures:
  • XP Award: If the PCs help Vrilledt and his tribe back down to the Darklands in A7, grant them the same XP as having defeated them in battle and an additional 80 XP.

C9. Elevator

  • Skills:
    • Seek (Perception): DC15 - Notices ceiling is hollow.
    • Climb (Athletics): DC15 - To climb the shaft above the elevator.
    • Disable a Device (Thievery): DC15 - To remove the broken element from the power cable
      • This does not incur the -5 penalty for making a check on a technological device without an e-pick^ charge.
    • Force Open (Athletics): DC15 - To remove the broken element from the power cable.
    • Repair (Crafting): DC21 - To fix the broken element. Activity takes 8 hours instead of 10 minutes.
  • XP Award: Award the players 100 XP for fixing the Elevator

The ceiling has Hardness 5, HP 20 (BT 10) for those that wish to climb the shaft.

C11. Medical Lab (60 XP, Low Threat)

C12. Sick Bay (120 XP, Severe Threat)

Torch Event 3: Sanvil's Betrayal (40 XP - Trivial Threat)

Torch Event 4: Saving Khonnir Baine

Each day Khonnir Baine^'s stupefied value increases by 1. When it reaches stupefied 5, Khonnir can no longer speak. To remove this affliction, one needs to cast remove disease with an effect level of 4 and a DC of 20, but the counteract check takes a -5 penalty if it is not coming from a technological device.

  • Skills:
    • Recall Knowledge (Medicine): DC24 - Reveals that the serum the robots injected Khonnir with is affecting his mind.
  • XP Award: Award the players 80 XP if they manage to cure Khonnir Baine of his sickness.

Torch Event 5: Garmen's Warehouse (100 XP - Moderate Threat)

  • Skills:
    • Recall Knowledge (Torch Lore): DC15 - To find the location of the warehouse.
    • Gather Information (Diplomacy): DC15 - To find the location of the warehouse.
    • Seek (Perception) DC15 - To notice that the front and back doors aren't actually boarded up.
    • Pick a Lock (Thievery): DC30 - To pick the locks on the front and back doors. Treat as a Good Lock.
    • Disable a Device (Thievery): DC20 - To half the time spent dismantling a boarded up door and to avoid the guards noticing.
    • Seek (Perception): DC15 - To notice that the front and back doors aren't actually boarded up.
  • Creatures:
  • Loot Garmen's Desk
    • 50x silverdisks
  • XP Award If the PCs shut down the Power Relay and stop the headaches in Torch, award them 80 XP

A boarded up door has has Hardness 3, HP 12 (BT 6) if people want to just smash it.

Part 5: Meltdown

D1. Improvised Kennel (60 XP - Low Threat)

D2. Power Distribution Hub (8XP Hazard)

D3. Loading Dock (40 XP - Trivial Threat)

The locker's door has Hardness 9, HP 21 (BT 18) if the PCs wish to finish the job.

D4. Storeroom (45 XP - Trivial Threat)

D5. Engineering Lounge (100 XP - Moderate Threat)

D6. Robotics Lab (40 XP - Low Threat)

  • Skills:
    • Recall Knowledge (Society): DC15 - For a PC that understands Androffan to realise this is a manufacturing lab.
    • Disable a Device (Thievery): DC20 - For a PC that understands Androffan to sabotage the machine.
      • This check does not incur the -5 penalty for checks without an e-pick charge as the machine is already logged in.
  • Creatures:
  • XP Award: When the PCs activate the command core reboot for the first time, award them XP for any robots they have not yet defeated from Part 3 onwards. If they manage to destroy the command core, award them 80XP.

The machine has Hardness 5, HP 20 (BT 10) if PCs can't disable the machine and want to try smashing it.

D7. Fabrication Lab (60 XP - Low Threat)

D8. Navigation Control Room (60 XP - Low Threat)

D9. Reactor Core (120 XP - Severe Threat)

  • Skills:
    • Disable a Device (Thievery): DC20 - Deactivates the power transmitter if the character doing so knows Androffan.
    • Disable a Device (Thievery): DC30 - Deactivates the power transmitter If the character does not know Androffan.
      • These checks do not incur the -5 penalty for checks without an e-pick charge as the terminals were already logged in.
  • Creatures:
  • Loot: Meyanda
  • XP Award: If the PCs manage to deactivate the power transmitter and reboot the reactor, award them 80XP for concluding the adventure.

Torch Gazetteer

Torch

2. General Store

Wares adventuring gear, +1 striking flaming warhammer, staff of abjuration, 5 trauma packs^, a wand of technomancy^ and a filter mask^

Inkrit Kollisun (N female human shopkeep 3, Indifferent, Perception DC 18, Will DC 20)

11. Market Square

Sanvil's Stand

Wares ion tape^, zipstick^, universal serum, 2 doses of vitality serum^ and 5 batteries^

Technological Appraisal Sanvil Trett offers to identify technological finds for the PCs using his Engineer Lore skill for 1 gp per object.

Sanvil Trett (CE male human magus 3, Indifferent, Perception DC 17, Will DC 16) Sanvil will appear to support the PCs potentially through discounts if they mention they are exploring the caves under Black Hill.

12. Tempting Tonics

Wares alchemical poisons, antidotes, elixirs, cureall^, grades I to IV of hemochem^, 2 doses of cardioamp^ and 6 medlances^

Jhestine Imierin (N female half-elf witch 4, Indifferent, Perception DC 18, Will DC 20, Primal DC 20, Spell Attack +10)

15. Town Hall

Dolga Feddert (N female dwarf councilor 5, Indifferent, Perception DC 21, Will DC 21)

17. Temple of Brigh

Wares divine spellcasting, magical items, flare gun^, 3 scrolls of restoration, a scroll of raise dead and a wand of rebuke technology^

Joram Kyte (N male human cleric of Brigh 6, Friendly, Perception DC 24, Will DC 24, Divine DC 22, Spell Attack +12) Joram Kyte is an old friend of Khonnir Baine^ and will support the PCs once he hears they're looking for him.

21. Torch Guildhouse (Level 12)

Wares weapons and armor, +1 striking cold siccatite longsword, +1 mithral heavy crossbow, adamantine bolts, +1 striking construct-bane adamantine dagger, +2 breastplate, +1 mithral chain shirt, +2 greater striking spiked steel shield

Bazlundie Otterbie (N female human guildhead 5, Indifferent, Perception DC 22, Will DC 22)

Torch Encounters

d% Result Encounter Level
01-06 1 boilborn^ 1
07-09 1d6 giant rats 1
10-13 1d4 giant centipedes 1
14-18 1 giant fly 1
19-23 1d6 flash beetles 1
24-28 2 vexgit gremlin 2
29-32 1d6 young slime molds^ 2
33-35 1 cockroach swarm 2
36-39 1d6 giant maggots 2
40-46 1 pilo^ 2
47-51 1d6 Ropefist thugs^ 3
52-57 2 tsaalgrend^ 3
58-63 1d6 vegepygmies^ 3
64-68 2 giant flea 3
69-74 1d4 giant amoebas 3
75-79 2 vermlek 4
80-86 1d6 jinkin gremlins 4
87-91 1d6 skulks 4
92-96 2 violet fungus 4
97-100 1 gray ooze 4