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I like it! Just make sure that the players find out at some point that their hard-earned taxes went toward causing them pain (maybe they find a big ledger book in y-k-w's place, open to a page that highlights their "contribution" to the cause!).

I think it might be particularly fun to note that the players' money funded the construction of the last of 13 you-know-whats (particularly if you have one of the players end up inside that you-know-what!).


Heh, I was going to post a follow-up on how the scene worked out, but after seeing Aceospades's post, I guess I'd better wait until the story makes it there... ;)


Thanks, those are good ideas. I may combine having the party Templar use a Spell Immunity: Blasphemy combined with an NPC (like Shensen or Nidrama) appearing to help out. Unfortunately, the paladin's cohort is 11th level, so I fear it is curtains for him, at least.


Working on the lake battle scene in Foundations of Flame, and I thought I'd get some feedback from folks who ran it.

The encounter with the Morkoth at the lake... according to the module, the players should be 15th level at this point. I don't see how any party can survive this encounter. Remember the morkoth has Int18, so good tactics from it are to be expected. It has 8-9 rounds before it has to worry about returning to the lake for a breath. Its reflective SR means that most magical attacks will return to the caster (even a pure caster @15th level [without Spell Penetration] will only have a 25% chance of affecting it). Arrows can hurt it, but mostly I was thinking of an infallible tactic from it that should devastate any 15th level party. The mod says it summons the vrocks first, but then all it has to do is swoop down to the party, and unleash a blasphemy. With 21HD, everyone in the party (assuming they're all non-evil, as my group is) will be paralyzed for 1d10 minutes WITH NO SAVE. Any cohorts, companions etc. with <=11HD will be killed outright. With all its foes paralyzed, it can CDG them at its leisure while the vrocks watch.

The only thing I can think of is the party spreading out (although the spell has an 80' diameter) enough to avoid all being hit by the blasphemy. But if any flying heroes rise to meet it before it attacks, it can just unleash the spell and watch as its enemies plummet into the lake, and most likely burn to death before they drown.

Please find a hole in this approach; I don't want to bring in a deus ex machina to save the party but I don't see how a 15th level group can survive this encounter.


I had Jenya try to raise Sarcem as soon as she reached 13th level, but his spirit elected not to return. Remember the dead always have that option...


I agree; I put it in the south because the series calls for a tropical clime (you'd have to rewrite a lot of the wilderness adventures to have it set in a temperate climate zone, IMHO).


I just hope this site isn't blocked at my work... since I can no longer get ENWorld due to a new filter, I may spend more time here if the site isn't categorized as "games".... ;)


114 was the first Dungeon in a while that I read cover-to-cover. Great stuff, very happy to have re-upped.


I'd buy it in a second.


I put Cauldron in the Alamir Mountains in eastern Calimshan. The city of Sassarine became Almraiven.

St. Cuthbert = Helm
Wee Jas = Kelemvor
Kord = Tempus
Pelor = Lathander


NOTE: SPOILERS

First off, I agree with those who commented on the difficulty of the Adventure Path. Some of the modules have not one but multiple encounters of a high EL in rapid succession, or other encounters that are extremely difficult if the party doesn't have the right spell or item combinations (such as the glabrezu at the end of "Demonskar Legacy", the dracolich in "Secrets of the Soul Pillars", or the aforementioned house in "Lords of Oblivion"). As a DM, I feel I could easily kill most parties of the appropriate level given these types of monsters. Fortunately, the series is also rich in NPCs, so the DM should feel free to add help as needed; I often think that 4-PC parties are a bit thin anyway.

As for "Thirteen Cages"... I agree that the module is somewhat weaker than the others, but I liked the various bad guys. My critique, rather, is with their horrible tactics; basically all these ultra-genious evil leaders just wait in their rooms to get slaughtered. When I get to this mod, I intend to completely rewrite their tactics, and maybe set up an epic battle (of course, the PCs will need some help, but I'll get to that...)