#session-34
#star-forge-arc
#battle-map
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