Tuesday, May 28, 2024

Guide to Running Light of Xaryxis: Chapter 10 - Space Invaders

So begins the final part of Light of Xaryxis. This whole last part is a lot of combat with thin slices of high drama. 


  • Knight of Tu’narath
    • Read the box text and bad joke.
    • Most characters will be smart enough to avoid combat here. Remind them fighting a red dragon doesn’t help with their goals in any way. If they still pick a fight, I would pull no punches.
    • Characters might be able to gain favor if they tell the Dragaz about the mind flayer bodies on the Lucent Edict, or if they killed a mind flayer in the extra encounter provided in this supplement in Bral. Dragaz could show up at a critical moment later if the characters befriend him here.
    • The only other reason to include this is if you would like to use Vlaakith or the githyanki in later stages of the campaign.
  • The Citadel
    • Relate details of the travel to Xaryxispace.
    • Characters can easily find citadel in a day.
    • Read box text.
    • Begin combat between the characters’ ship and the Xaryxia. Combat starts at 1000 feet or skip ship combat if you prefer.
    • Note the commander of the Xaryxia is Vael, who led the attack on Faerun.
    • Focus on the battle between the two lead ships, but have other ships come by each round that can drop off additional attackers or be targeted by the characters.
    • At the start of battle, the Xaryxian armada consists of 30 ships. The characters armada will vary in size based on the last chapter. There are 29 ships possible from the prior chapter, plus the Second Wind, The Last Breath, and The Moondancer if you choose to have it join the battle.
    • Each side loses one ship each round.
    • When the Xaryxia is defeated, 7 young solar dragons join the larger battle for the Xaryxians. Two head towards the characters’ ship but won’t attack if Xedalli’s ring of shooting stars is brandished.
    • Unfortunately, the fleet is doomed. The characters can make a break for the citadel or surrender. I would frame this as, “We’re losing, but we have one chance…” an encourage making a break for the citadel.
    • The fight with the Xaryxia is a big, difficult one. I only had 4 PCs, so I gave each player one of Topolah, Grimzod, Warwyck, and Krux. The giffs’ grenades will be very helpful since there are so many astral elves.
    • I skipped the solar dragon battle. It was too much combat in one session, and the characters were already depleted, with another fight in the next chapter before a long rest.
    • I added random events at the top of each round as well:


  • I’m not going to summarize the Xaryxispace information here as I do not think it matters for the campaign.

Tuesday, May 21, 2024

Guide to Running Light of Xaryxis: Chapter 9 - Discord and Diplomacy

I found this chapter difficult to run. The characters are bystanders in the initial scene and have little agency to change the outcome. Then it’s checking a bunch of boxes with very alien factions that the characters haven’t seen before. The party’s best Charisma (Persuasion) character is going to get all the limelight if you don’t work hard to find reasons for other characters to be involved. In retrospect, I would have introduced some of these leaders earlier in the Rock of Bral, and others in the previous chapter. I would pick two factions with similar races to the characters to be the ones that the characters impressed in the arena, and make sure the characters get a chance to interact with them in Chapter 8.

Guide to Chapter 8 - Arena of Blood

Guide to Chapter 10: Space Invaders

This dude looks like a great hang


·    Introduction

o    The solar dragon is real, but Prince Xeleth is a illusion.

o    Xeleth tracked down Xedalli using divination.

o    Xeleth is aboard Xaryxia, one of twelve star moths surrounding Vocath’s base.

o    Vocath is mad the characters brought this drama to his doorstep and wants Xedalli to surrender to Xeleth and get out of his nonexistent hair.

o    Read the box text of the exchange between Xeleth and Xedalli concerning the coronation.

o    While this happens, Xedalli casts mislead and communicates with the characters to let them know she dropped her ring of shooting stars in the sand of the arena.

o    Xedalli surrenders to Xeleth.

o    There is a “Xeleth Denied” section, but this is a railroad: Xedalli is going with Xeleth no matter what the characters do. Let them know if they are trying too hard to look for an alternative.

·    Alliance in Doomspace

o    Vocath convenes the factions. The characters need to convince them to go to war with Xaryxis.

o    Two factions determined by DM are friendly thanks to character’s exploits in arena.

o    Must succeed at Charisma check to convince faction to join, dependent on faction attitude:

§  Hostile: DC 20

§  Indifferent: DC 15

§  Friendly: DC 10

o    Each time characters add a faction to the coalition, they can retry with failed factions.

o    Hadozee 

§  Leader: Dakaer

§  Ship: Tarrasque

§  Summary: Doesn’t want war but does want better weaponry.

§  Gifts

·        Artisan’s or Navigator’s tools

·        Healing kit or potion of healing

·        Musical instrument

·        Magical weapon

o    Aarakocra

§  Leader: Rika

§  Ship: Skyrra

§  Summary: Desire freedom – looking for a Wildspace system where they can thrive

§  Gifts

·        Wildspace Orrery

·        Navigational chart for another system

o    Thri-kreen

§  Leader: T’kitka

§  Ship: Vrusk

§  Summary: Looking for more helms for ships and have been eating aartuks due to food scarcity.

§  Gifts

·        Spelljamming Helm

·        30 days’ worth of food

o    Aartuk

§  Leader: Vortshu

§  Ship: Remora

§  Summary: Adversarial warmonger who picked a fight with thri-kreen, who decided they had a taste for aartuk flesh.

§  Gifts

·        Dueling T’kitka

·        Defeating Vortshu in a wrestling match

o    SSuran

§  Leader: Zoth’ess

§  Ship: Gadabout

§  Summary: Needs gold to repair her ship and pay debts to Vocath.

§  Gifts

·        500 gp

·        Uncommon rarity or higher magic item

o    If 4 factions agree to assault Xaryxis, Vocath will commit his mercane forces.

o    Once assembled, the force heads for Xaryxispace.

o    Read cliffhanger text.

o    Level Up!

Monday, May 20, 2024

Guide to Running Light of Xaryxis: Chapter 8 - Arena of Blood

On to chapter 8. This chapter is pretty straightforward - go to Vocath's base, do a little negotiating, and then fight a gauntlet of foes for Vocath's amusement. And then the BBEG crashes the victory celebration.

Guide to Chapter 7: Trust Issues

Guide to Chapter 9: Discord and Diplomacy


Vocath

·    Introduction

o    Read Warwyck box text.

o    Vocath evacuated hundreds of people from the doomed world of Fyreen.

o    Vocath has a base that orbits one of the nine moons of En.

o    Vocath enjoys bloods sports. Factions send their greatest champions to do battle in his arena.

o    Krux and Warwyck spend the three travel days catching up.

·    Vocath’s base

o    Docked ships:

§  slip 1: Skyrra, shrike ship crewed by aarakocra

§  slip 2: Remora, lamprey ship crewed by aartuks

§  slip 4: Tarrasque, space galleon crewed by hadozee

§  dock 5: Gadabout, wasp ship crewed by ssurans

§  dock 6: Vrusk, scorpion ship crewed by thri-kreen

§  dock 8: Devil’s Deal, a damselfly yacht belonging to Vocath

·    Base effects

o    Vocath can communicate with anyone in the base via telepathy.

o    The base is brightly lit with continual flame spells.

o    Walls of force separate part of the base; Vocath can move through the walls at will.

o    Vocath has two bodyguards.

§  Y’thraka, jovial githyanki knight

§  Sergeant Burt Fluke, foul mouther giff shock trooper

·    Characters talk to guards to get audience with Vocath.

o    Read box text.

o    Let characters have a chance to plead their case to Vocath.

o    To get Vocath’s aid, survive three fights in arena. If characters did a good job convincing him to help, have them make a DC 20 Charisma (Persuasion) check and Vocath will allow them a moment to prepare, granting them advantage on initiative.

·    Match 1: 2 b’rohgs with disadvantage on initiative.

o    The b’rohgs default to Multiattack until they become bloodied, Hideous Rend the target that has damaged them the most out of rage.

·    Match 2: Braxat, brown scavver and gray scavver.

o    The braxat will default to Multiattack, saving its Acid Breath as a last resort if below 50 hit points. Its spellcasting isn’t very useful here, but it does use Psionic Shield each round at the first opportunity. The brown scavver will attack any small sized creature with the goal to swallow them whole, and the gray scavver will attack any isolated spell casters or lightly armored foes.

·    Match 3: Space guppy, eaten and replaced by a 100 ft long megapede named Queen Gorma.

o    The megapede is going to attack the nearest, most isolated character within its each time. If it has at least three characters nearby it uses Life Drain; if not, it defaults to Psychic Bomb against the same character it plans on attacking in hopes of incapacitating them and gaining advantage. This monster is very capable of taking characters of this level down in one hit.

·    End with Xeleth’s big entrance.

Tactics courtesy of The Monsters Know What They're Doing.

Chapter 9: Discord and Diplomacy

Monday, May 13, 2024

Guide to Running Light of Xaryxis: Chapter 7 - Trust Issues

 

Chapter 7: Trust Issues

 I used this chapter for character development. I let the characters know up front all of the NPCs they could talk to after an initial conversation with the Princess. I then let each character choose an NPC they want to speak with one on one. Once everyone had spoken with one person, I ran an event with Topolah and a Deck of Many Things, then I let social encounters continue until we neared the end of the session. Once we reached the end, I made the scene with Warwick escaping from the aartuks the cliffhanger.


·    It will take 21 days for the Second Wind to reach its destination in Doomspace.

·    Princess Xedalli

o    Her twin, Prince Xeleth, ordered the attack on the character’s home world under orders from her dying father, Emperor Xavan.

o    When the timing is appropriate, read her box text.

o    Xedalli is purely motivated by vengeance.

o    Xedalli pretends to be rational and compromising but would sooner die than surrender her claim to the throne.

o    Xedalli vows to save Faerun if the characters impress her, but she doesn’t take the vow very seriously.

o    Xedalli wears a ring of shooting stars.

o    Xedalli never reveals her ability to summon a Solar Dragon.

o    Things she will share with the characters:

§  Xedalli and Xeleth were meant to share the throne. (true)

§  Emperor Xavan wants to become one with Light of Xaryxis when it is at its brightest, thus the attack on Faerun to siphon energy and brighten the star. (true)

§  The only way to save Faerun is to destroy the star Xaryxis. (true)

§  A member of the royal family can destroy Xaryxis by performing a ritual at the astral front in the Temple of Light in the Imperial Fortress. (false – anyone with a ring of shooting stars can perform the ritual)

§  The Imperial fortress will orbit the star until Xavan ascends, then the fortress will return to the Astral Sea. (true)

·    NPC Interactions during travel

o    Commodore Krux

§  Krux is sulking because he tried to destroy the Imperial Fortress some time ago, but his fleet was routed.

§  Xeleth’s solar dragon did massive damage to his ship. He turned tail and ran, and it embarrasses him.

§  DC 13 Charisma (Persuasion) check to get him to buck up.

§  Krux will tell characters they need to find old mate Warwyck Blastimoff, who left for Doomspace to join the anti-Xaryxian coalition.

§  Krux and Warwyck were communicating regularly before Krux lost his sending stone on Bral.

§  When they last spoke, Warwyck was in Doomspace, on the moon of Aruun, looking for allies.

§  Once he is out of his melancholy, things to do with Krux:

·        Shoot guns (opposed ranged attack rolls)

·        Tell war stories (Charisma (Performance) checks.)

o    Gambling with Grimzod Gargenhale

§  Use the rules from Dead Hand’s Dice in Turn of Fortune’s Wheel

§  Each participant’s player chooses any number of d6s (known as “bones”) and shakes them in a cup.

§  You choose any number of d6s as well, and roll for the dealer and participating NPCs.

§  Everyone rolls and reveals their dice at once.

§  The participant with the highest total wins, but anyone who rolls a 1 automatically loses.

o    Deck of Many Things with Topolah

§  Have Topolah perform a fortune telling using the cards from the Deck of Many Things. You can find details on how to do this in the FortuneTelling section of Chapter 14 in the Book of Many Things.

§  Topolah will also allow characters to draw cards from the deck if they so choose. This can be game breaking, though the Book of Many Things does a good job of giving DMs the tools to deal with negative outcomes.

o    Sails and Styles with Mister Flinch

§  Characters can help Mister Flinch mend sails.

§  Alternatively, Mister Flinch will pointedly critique any characters style as long as they are willing to hear his candid critiques.

o    Very little with Starbough

§  Starbough will mostly ignore the characters.

§  Repeated attempts, along with signaling interest with Wildspace and Exploration, might eventually get Starbough to warm up to a character.

§  If he does, Starbough can impact all of the information about Doomspace from later in the chapter.

·    Random encounter ideas

o    Mage named Ralph Strange traveling via astral projection.

o    Sleeping cosmic horror.

o    Monodrone lost from the Great Modron March.

o    Unicorns merrily dancing across the Astral Sea

·    Doomspace

o    Show characters maps of Doomspace.

o    General backstory: clash with gods led to creation of Eye of Doom. All planets rotate closer and closer to Eye of Doom, when a planet reaches the Eye it is destroyed.

o    Fyreen is closest to the eye and has already lost one moon to it. It will lose a second in a month’s time.

o    Fyreen’s residents have already been evacuated to the nine moons of En.  

·    The Aartuks of Aruun

o    Read the box text but add a pair of battling Tarrasques in the wasteland. It’s the coolest part of Doomspace! A moon overrun with Tarrasques!

o    Read the box text of Warwyck escaping the Aartuks. I used this as the cliffhanger and started the next session with the combat. I also then left out the bulette combat. That worked better for timing for me since we had a full session of roleplaying during travel. Then the next session took us through chapter 8, and featured a lot of combat.