Combat 2: The Portal (Level 7)
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Combat 2: The Portal (Level 7)

by archivist

Combat 2: The Portal (Level 7)

A large rectangular stone chamber, 10 squares wide and 8 squares deep, carved into volcanic rock. Four massive stone pillars arranged in a symmetrical grid, each filling a 2x2 square area. Walls are rough-hewn basalt with faint veins of glowing orange. The floor is dark stone with hairline cracks. Faint outlines of ruined sleeping alcoves along the walls — this was once a barracks. Entry archway on the left wall, exit passage on the bottom-right corner. A faint purple glow suffuses the centre of the room. Use orange wash on the wall veins and faint purple wash in the room's centre.

3 Possessed Fire Giants + 2 Intellect Devourers — Hard. Portal Recall happens here.

Former giant barracks — wider chamber carved into the rock. Pillars hold the ceiling.

Intellect Devourers (ceiling, not visible initially):

  • One on ceiling near entry (drops on a caster)
  • One on ceiling near exit (blocks retreat path)

Portal event (Round 3):

  • Mark the portal zone: a 10ft circle, centre of the room, between the party and the exit
  • The portal opens 30ft from Lux → triggers Grip Check #2 (DC 14)

Tactical notes:

  • Pillars provide half cover (+2 AC, +2 Dex saves)
  • Room is big enough for the party to spread out — but spreading thin means intellect devourers pick off stragglers
  • Giants will try to engage melee fighters while psychic lashing the casters
  • When the portal opens, describe it visually but it CLOSES at end of the recalling giant’s next turn — so the party has one round to react to it