Wow, great write-up! Sounds like the final battle was as climactic as it should be - congrats! I really like the idea of Big D's powers draining round after round instead of having him appear already weakened. My players have almost every splatbook at their disposal and a few house rules to boot, so I need to buff up certain encounters so that they remain suitably challenging. This is definitely one trick I'm likely to yoink. >: )
Turin the Mad wrote: Well, if they think the V-Rex was a nasty critter, your poor players are in for such a rude, rude awakening down the road ... Quoting an old but currently relevant post, since there have been rough times recently. PC: Drake, human warblade 12
The PCs had a hard time with the advanced brain stealer, and after retreating from the first encounter returned to defeat the beast who managed to escape death using a contingency dimension door (the big nasty had a customized spell list). The destruction of Tlaloc's Tear did little to satisfy the PCs. After resting they set off toward the pyramid. Evading a kopru patrol they used a reflective disguise spell to make themselves appear as their foes, allowing them to take the behemoths completely by surprise. Inside the pyramid Drake and Ridley (the Adamantine Chef) dove into Ulioth's flooded chamber, the former protected by freedom of movement and the other by a crystal of aquatic action. Combat ensued instantly with Drake delivering a Rabid Bear Strike as the opener. Ulioth recoiled in pain, only to retort with a pair of full attack actions that left Drake at 0 hp. Ridley managed a hit with his cleaver while Drake used his healing belt - Ulioth, badly wounded by only two of his foe's attacks, decided to retreat to the Bilewretch's chamber for a last stand. Ridley pursued the kopru, while Drake stayed back to get as much healing as possible from whoever could dole some out. Ridley was greeted by the Bilewretch of Holashner, being grappled and nearly pulled apart by numerous appendages. The chef quickly escaped with a use of his teleporting anklets (an item from the MIC), just as the rest of the party came flying down into the chamber to back him up. The Bilewretch decided now was good time for its breath weapon, and when the flaming bile cleared, it was apparent that Drake had not received enough healing. At this point Ulioth reappeared, and the combined forces of the two monsters sent the PCs packing for a second time since their initial visit to Golismorga. Drake's resurrection is expected, so all is not lost. However, spirits are down and little time remains until the alien city floods and the Lords of Dread pack up and move into the next adventure, making it all the more difficult...
I imagine them as the creepy inhabitants of some crumbling demesne, statues given life through magic, and not like a construct - more like a real boy Pinocchio kinda thing going on. Beyond an isolated mansion to perch on, cemeteries are a good place for gargoyles to hang out. How about a cliff face, rock quarry, or abandoned mine where the gargoyles have carved dozens of similar statues to hide amongst? Perhaps they delight in patrolling their territory for victims to kidnap, who they then release into their maze of gargoyles for a painfully drawn-out game of hide and seek? >: )
^^^ Ouch, that's harsh. Sad to hear that your PCs may not get to finish the STAP - if I was on the business end of that flash attack I'd probably feel the same way they do right now. I'm gonna have to go and retool that guy so I don't run into the same trouble. The huge save is a result of massively advanced aberration hit die, isn't it? That's what happens when aberrations increase 1 CR for every 4 HD they gain - their supernatural ability save DCs scale up every 2 HD... the saves get to be overwhelming.
I run a group of 5 players and 1 NPC cleric. Thus, my encounters need a bit of buffing up here and there - I've left a lot of the game intact, but I just can't help myself sometimes. The bullywug cleric in BG got a bit of a buff in terms of remaining spells, and he might have gained a level or two more in cleric. He cast control water to flood the second floor of the manor, and it took a few rounds for all the water to rush down the stairs. In the meantime he summoned some fiendish sharks to aid him. Made for a cool encounter, with the PCs having to split attentions between wounded NPCs tied to chairs and a toad cleric trying to drown everyone and feed them to Dagon's sharks. The bullywug chieftan got his levels switched out for ex-monk/barbarian/drunken master. When the PCs finished off the rust monster the chieftan snatched up a keg nearby and just chugged, then smashed the keg over his head as he raged. The PCs knew what was up. ; ) As for undead, a feat exists in one of the monster supplements I purchased (Creature Collection II I think?) called Death's Blessing that is Unholy Toughness through and through. I usually make sure important undead take it if they don't already have the quality. Also, Gromsfed has Leadership and Rod of Rulership. I can't remember what the Rod does, but what about Leadership? What would Gromsfed's cohort be? Might have to work on that one... St. Kargoth is gonna get a sweet mount too, and a bigger room to brawl in. I'm thinking one of those obyrith from Demogorgon's Demonomicon would make a fine choice...
"No nothing"? Untrue. You get new spells related to the gods in Core Beliefs, as well as a creature you can call on with the Planar Ally spells. Many of the Core Beliefs also contain new items related to the faith. That's a good amount of "crunch." I honestly think it is more important to present information useful to roleplaying a member of the faith in the CB articles than it is to provide stats for the god, its aspect, and a prestige class.
A fiery-looking demon is being summoned in one of the pictures in Demogorgon's entry in the Demonomicon. Is this just an alternate appearance the Big D might use when answering summons? An aspect, perhaps? Was the art ordered this way? It's a fine piece but it seems out of place to me, so I'm curious...
Another death tonight, second time for this character. : ( Name: Skrit
Having just scuttled themselves off the shore of the Isle of Dread, the PCs were collecting their scattered belongings. A hungry V-Rex stepped on top of a sand dune near Skrit and the warblade Drake, scenting them out before bellowing a challenge. Skrit, almost foolishly, approached the beast and flung a hidden blade at it, dripping with poison. It skipped harmlessly off his snout, and now the V-Rex knew who to attack. Up in his jaws Skrit went, and then down it's throat the next round. The rest of the group quickly finished the V-rex off, but by the time they gutted it Skrit was long gone. First Ripclaw, now this. Bad luck with dinosaurs.
I'm so torn now - do I run a Kill Bargle/Return of Bargle/Expedition to Ruins of Greyhawk/Bargle's Back?!/Maure Castle/Bargle 4: This Time It's Personal campaign, or start the new Pathfinder AP? After d/ling the PDF it's a hard decision... I might have to do both. I have to say, I love the art throughout. Warren Mahy is a new favorite of mine thanks to Dungeon and his opening piece is awesome! Also, whoever did the art for Aldern Foxglove and Shalelu is great - I hope that individual stays on for a good long while!
The klurichir's full attack as seen in Dungeon #150 is: Battleaxe +X/+X/+X/+X and 2 pincers +X OR Slam +X and 2 pincers +X. He can also start a grapple for free when he hits with a pincer attack. If he wins he establishes a hold and can make vorpal pincer attacks in the next round. He can hold victims in his maw while taking none of the standard grappling penalties. The klurichir can rend instead of grappling if he hits with both pincers. He can fire his spines as a standard action. He has a TON of spells and SLAs though, so its a desperate move.
Turin the Mad wrote:
A fiendish rhagodessa might fit somewhere on the summon monster list... or how about an advanced pseudonatural rhagodessa called using planar binding? >: )
If the warblade is unable to take a standard action then he cannot use Iron Heart Surge, so you were right about stunning and paralysis. I would not allow a warblade to use Iron Heart Surge if he was dominated, since he is not in control of his actions. I would be hesitant about letting it wipe away charm spells as well. If you pass a save against a spell targeting you, you get a Spellcraft check to identify it. If you fail a save against a spell you get no such check. In my games when someone fails a save against a charm spell they won't suspect anything is wrong until the spell ends. Therefore I'd probably not allow Iron Heart Surge to remove the effect, since the warblade can't effectively identify that he's being affected by a charm until it ends. If I'm in the wrong here someone let me know. : P If the warblade was possessed but in control of his actions I would allow him to use Iron Heart Surge to boot the creature out of his body. I would not allow Iron Heart Surge to end the effect of Magic Jar. I wouldn't allow anyone trapped inside a magic jar actions of any kind, so that rules out Iron Heart Surge. About the rot - I could see it as a disease. Remove disease also kills parasites, so perhaps Demo's scaly hide crawls with microscopic Abyssal skin mites? Or perhaps he merely overflows with entropic death energy? I think that's stretching it, and would lump it in with diseases myself.
Slow session tonight, but entertaining nonetheless. Spoiler: The PCs fought a shambling mound on their way through the jungle to Tamoachan, just for kicks. They also came across a greenvise from the MMII (giant venus flytrap), snacking on a dire boar. They wisely kept their distance. The basilisk turned two people to stone, which was great. >: ) Nobody expected the gibbering mouther either, as I had the statue to the north decorated with a pair of sparkling gemstone eyes just begging to be pried off - everyone stood around while one of them did so, and the mouther erupted from the well, confusing two people into running and another into a gibbering mess like itself. A blast from the trusty wand o' ray of enfeeblement helped to deflate the beast just in time for everyone to snap out of it and mount a successful counter-attack. Can't wait to finish the temple!
I would have had some savage PCs running around except that the NPC cleric with the party had three scrolls of remove disease on hand. When the PCs left Kraken's Cove one was still afflicted, but he recieved daily healing from another NPC cleric (one of the crew of the Sissy, the ship the PCs hired to sail them to Blood Bay). He was on death's door with a single point of Int remaining on the morning the PCs returned to Sasserine! Lucky I say...
Falling damage ignores DR. Also, to cast a spell while grappled you must succeed on a Concentration check, DC 20 + spell level. Pages 70, 156, and 170 of the PHB contain all the relevant info. BTW Tom, those are some awesome ideas! I like the abduction of Thunderstrike, and the backpack TK shenanigans. I might yoink a few of these gems for when my own PCs reach this point. >: )
Perhaps these images could be construed as manga-inspired: That's about it in my honest opinion, after glancing through the covers and remembering what I can from the blog. WAR's work reminds me more of American comics than anything else. If the tired comparison to manga must be made, I'd make it between his work and Masamune Shirow's. The level of detail in both their art is astounding.
About Enora by PaleDimEnora
Spells:
Color Spray Enora releases a 15-foot cone of beautiful colors. All creatures who can see the colors roll a Will save. If they have 1 or 2 hit dice, they are knocked unconscious for 2d4 rounds, then stunned and blinded for 1d4 rounds, then stunned for 1 round. If they have 3 or 4 hit dice, they are stunned and blinded for 1d4
rounds, then stunned for 1 round. Otherwise, they are stunned for 1 round. This is a mind-affecting illusion, so it doesn’t work on some kinds of creatures. Comprehend Languages Enora can understand all languages she reads or hears for 10 minutes, though she can’t speak in those languages. Detect Magic Enora can notice magic in a 60-foot-cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura. Disguise Self Enora can use an illusion to make herself look like a different size Small humanoid for 10 minutes. This grants her a +10 bonus to Disguise checks. Enlarge Person After 1 full round of casting, a medium humanoid target within 25 feet becomes Large for 1 minute, gaining +2 Strength, –2 Dexterity, reach, +1 size bonus to CMB and CMD, –1 size penalty to hit and AC, –4 size penalty to Stealth, –2 size penalty to Fly. If cast on Enora, she would become Medium and would not gain reach, so it is better cast on a bigger ally. Expeditious Retreat Enora’s movement increases to 60 for 1 minute. Grease Enora can grease a 10-foot-by-10-foot square of floor or an item for 1 minute. If she greases the ground, creatures in the area must make a DC 14 Reflex save or fall prone and creatures walking through the area must make a DC 10 Acrobatics check or stop moving and be forced to make the same Reflex save (failing the Acrobatics check by 5 or more makes them fall without a Reflex save). If she greases an object, if the object is attended, the object’s possessor can attempt a Reflex save to make the grease miss the item. Otherwise, if the possessor was holding the object, he drops it, and he must attempt a Reflex save each round to pick up or use the item. If she greases someone’s clothing, they receive a +10 bonus to Escape Artist checks, CMB to escape grapple, and CMD vs. grapple. Liberating Command As an immediate action, Enora can pick an ally within 25 feet. That ally can spend an immediate action to make an Escape Artist check with a +2 competence bonus to escape restraints, bindings, or grapples. Light An object Enora touches sheds light for 10 minutes. She can’t have more than one copy of this spell active at once. Mage Armor Enora’s wand grants a touched target a +4 armor bonus to AC for 1 hour. Message Enora can whisper messages to the target for 10 minutes as long as they remain within 110 feet and aren’t obstructed, and the target can respond each time Enora sends a whisper. Nearby creatures might be able to overhear the messages (DC 25 Perception). Mount Enora can summon a basic light horse or pony for 1 hour. Prestidigitation Enora can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal. Protection from Evil A touched target gets a +2 resistance bonus to saves and a +2 deflection bonus to AC against evil creatures for 1 minute. The target cannot be touched by a nongood summoned creature and is immune to direct mental control and possession from evil creatures. Casting the spell after direct mental control or possession allows the target a new saving throw at a +2 bonus. Shield Enora gains a +4 shield bonus to AC for 1 minute and becomes immune to magic missile. Unseen Servant Enora can create an invisible force that follows her around for 1 hour performing basic unskilled tasks exerting no more than 20 lbs. of force (except it can drag 100 lbs.). Its speed is 15 ft. and though it can’t be targeted, it dissipates if it takes 6 or more damage from area attacks. It also ceases to exist if it ever is more than 25 feet from Enora. It takes a move action to command the servant to perform a task. -------------------- Background:
Like many halflings, Enora has always been driven by an unlikely pairing of curiosity and luck. She grew up in Rahadoum, where religion is banned, and her parents—both professors at one of Rahadoum’s premier arcane institutions, the Occularium—fostered in their only daughter a hunger for knowledge that was rivaled only by her optimism and determination. Enora’s intuition, natural understanding of the mystical inner workings of magic, and fastidious research skills quickly took her to the top of her class.
When she came of age, Enora came out atop a pool of nearly a hundred applicants for a coveted governmental position researching some of the Occularium’s most valued magical treasures from the ancient Jistka Imperium. But years of study of even the most esoteric and enigmatic of Jistkan relics wasn’t enough for Enora, and countless hours in the Occularium’s library aroused in her an uncontrollable sense of wanderlust. She took a leave of absence, intending to research the ruins of Lirgen—one of the two nations completely subsumed by the Eye of Abendego just over a century earlier—where she hoped to rediscover lost information about Lirgeni mastery of astrology. Within a dank and moldering sanctuary, Enora uncovered a stone tablet that radiated a magical aura unlike anything she had ever encountered before, even amid the most powerful of Jistkan artifacts under her charge in the Occularium. Setting her hand upon the arcane writing and reaching forth with her innate arcane abilities, Enora touched the very fabric of the magical energy that pulsed through the artifact, unraveling it ever so slightly to better understand it. Immediately, her mind was flooded with magical revelations—knowledge beyond her wildest dreams. When she pulled her hand away, Enora had a new understanding of the potential for learning that existed beyond the strictly secular libraries and laboratories of Rahadoum. A combination of rage and sadness overwhelmed her as she realized that her own rejection of Nethys and other gods of magic had been holding her back from attaining the knowledge she’d always yearned for. How could she return to Manaket and her governmental position knowing that so much more information remained beyond her grasp, simply because it was held in libraries dedicated to deities her nation had shunned? Enora traveled east into the Mwangi Expanse and found passage down one of the region’s many rivers to the Arcadian Ocean, the entire time assessing her options. In the end, she chose the pursuit of knowledge over the security of the life she’d known, and now lives a life on the edge of two worlds. She works continually through carefully worded letters to maintain her good standing with the Occularium in order to preserve her access to its myriad magical and academic resources, but is afraid to return home, lest her newfound respect for the power of the gods brings punishment upon her head. She travels the Inner Sea in search of a better understanding of the inner workings of magic and the secrets of lost empires whose magic surpassed that of even the most powerful modern archmages. Enora is singularly driven in her search for knowledge, but isn’t above working with others in order to achieve common goals. She remains cheerful and optimistic about most things, yet holds deep-seated anxiety about the conf lict she will inevitably face should she return to Manaket and be outed as a follower of Nethys. She doesn’t talk much about where she came from, but knows that one day her travels will take her back to Rahadoum, and she’ll be hard pressed to keep her secret. |