I worked out the Dirges of Apollyon. English is not my first language and I have done them in german. This is only the inferior translation to english. I hope it makes sense and is readable.
Supplication of darkness
Cursing of the light
Call across the void
Last session my group of villains wiped out Hallacks crew. It was a rather pityful fight. Forewarned by Zadira they concentrated a lot of their forces in the boggard caves (Hextor and Vextor, a bloody minotaur skeleton, two bloody ogre skeletons, the summoner called his eidolon and 3 infernal hyaena shortly before Hallacks crew arrived). The combat lasted two rounds. The pc´s didn´t even have to intervene. They don´t killed them - they stabilized them an throw them into the cells.
The summoner now wants Tiadora (he called her with the clay seal) to write some contracts if the "young unexperienced heroes" want maybe to sign a hellish contract. He read about pacts with hell in Lords of the damned. Their lives against servitude until the ritual is over.
Do you think someone of them would give in? The female cleric under no circumstances. I could see Hallack sign if they promise to let Bianca free and do her no harm. About the others... I am unclear. I think their Horn is already well protected (and they haven´t even repaired the golem or called the hell hounds and the nightmare so far). So I don´t want to have even more guards around for them. On the other side I want to play my NPC as real as possible and have good ideas of the pc´s work!
Whom would you expect to give in?
(maybe the moon dogs rescue some - depends on how much time they spend)
Oh while talking about the moondogs. I just recognized they got Shades 1/day. A fricking 9th level spell. What would be a good use for this? If I use it to call a elder elemental with both the Horn will be shacken!
Thank you Gary. My players always want to know specifics. I hate it when I must make something up on the fly. A organisation size would have been nice.
In the case of the boggards: That means you gain one boggard action per week per 8 individuals in the tribe? All without taking Leadership?
While preparing the next session (put all members of Hallacks crew on 1 page and "optimized" them a bit) I came to the conclussion you did not give all of them their favored class bonus! Either hitpoints nor skillpoints. So I gave them all their favored class bonus (only exception I found was Bianca DeVallya - she had the bonus hp from favored class).
Because Hallack and Yorgun make a fighting team I took them a teamwork feat (Outflank, +4 attack when flanking and a aoo when some ot these two crits).
Yorguns and James O´Tooles´ attack bonus is wrong!
Since you gave us his damage while power attacking and he is using a large weapon you forgot to subtract either power attack (-2) OR the malus for wielding a large weapon (-2). So his total attack bonus is +7 not +9 as listed.
O´Tooles´ attack bonus under Flurry is wrong too. If I am right it should be +11/+11/+6 (not +13/+13/+8).
If Ezra is a real dread wraith (and the PCs know about this through high enough Knowledge Religion rolls) I suppose they don´t want to piss her off (until she decides herself its time to cease cooperation).
But otherwise your statement it´s true.
So far the encounter with Ezra went really well - I approached the Antipaladin Skeleton Champion (Thorn didn´t raise him - he animated him) alone. I made her female - because I found it more interesting, Ezra sounds female in my opinion and lastly because my players are more hesitant to attack woman (even in undead form) than males!
Momentary they see her as a ally - a potentially dangerous ally. They don´t dare to attack / control her. Because she could break free and then their chain of command would be broken. But the think about making a deal with her to make some wraiths for the Knot. One player already anticipates a betrayal of Ezra so he is the against that. We will see how long the others will uphold his words.
Another question: Is Ezra and the other wraiths bound to the Horn or can they leave it?
Ah and here is the Art I used for her. Did really leave an impression!
A question about the DCs in Branderscar:
You give a DC 20 for the second failes attempt to pick a lock.
Base DC 20 (hear the sound of a key being turned in a lock)
Did you forget to include distance in your DC?
Same with follow up rolls for further failed attempts or the check for the pc´s when they try to listen to the guard conversation (a really low DC 15)!
Also: Whats the starting attitude of Grumblejack? What Diplomacy DC would you set? You only wrote about intimidate. Personally I would make him at least unfriendly (with his Cha a DC 19 to convince him to aid with the escape).
I´m planing to foreshadow her in a very sinister way. A way not every player would like cause it takes some of his control over his character.
I´m very inspired by the movie "Excalibur". I will let her sleep with one of the pc (favorably with the leader of the group and future king, our paladin). This will happen after book one, after the group received the new charta and a stream of settlers rush into the stolen lands.
The player will know this only through vivid dreams about her and their intercourse. She will give birth to this bastard son (has anyone seen a half-fey template?) and raise him in the First World (where she nurtures his hate toward his father). Like Morganna did with Mordred. She also speed up his aging (or does the feyblood) that he can confront his father.
OK folks - my personal version of Karzoug is ready now. I hope you will enjoy him. Some remarks from me:
1. I made him an thassilonian specialist wizard. Like someone said: he is the archetype of this wizard school! This gives him 9 spells more than the 3.5 Karzoug!
2. I grant him the bonus for high age on his stats while discarding the penalty. He was ofer 500 years old throug his reign over Shalast. I see no point why a immortal shouldn´t get the bonus as normal for his race (I give them to liches on regular basis too - but maybe I´m just an a%~~*&* DM)
3. Left his gear alone. Only added 3 amber spindles ion stones (raising the resistance bonus to saves to +5)
4. I gave him summon monster as one of his spells in spell level 9. So he can summon up reenforcements to support him. I actually play with the tought to summon an good outsider (Ghaele, Azata or Trumpet Archon) that MUST cast a healing spell every round on him. Or just an Glabrezu or Nalfashnee for melee support.
5. Made heavy use of the Metamagic Feat from APG Persistent Spell. Now you have to made 2 saves against many of his most deadly spells. :)
Karzoug the Claimer:
Karzoug the Claimer CR 21
Male human wizard 20 (thassilonian transmuter)
NE Medium humanoid
Init +11; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +24
AC 37, touch 22, flat-footed 30 (+6 armor, +5 deflection, +7 dexterity, +5 natural, +4 shield)
hp 305 (20d6+140+20+60+15 false life), fast healing 10
Fort +18, Ref +18, Will +21
Defensive Abilities freedom of movement; Immune mind-affecting effects SR 24
Speed 30 ft., fly 60 ft. (perfect)
Melee Karzoug’s +2 burning dancing glaive +20/+15 (1d10+12 and 1d6 fire/19-20 x3) or
2 talons of Leng +17/+17 (1d4+8/x3)
Arcane school Spell-like abilities (CL 21st, concentration +35)
Feats Scribe Scroll, Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Craft Wand, Spell Focus (Necromancy), Tenacious Transmutations, Craft Wonderous Item, Craft Magic Arms & Armor, Weapon Prof. (glaive), Quicken Spell, Inscribe Rune, Arcane Blast, Persistant Spell, Minor Spell Expertise, Major Spell Expertise.
Skills Appraise +34, Bluff +26, Craft (alchemy) +37, Diplomacy +26, Fly +30, Intimidate +26, Knowledge (Arcane) +37, Knowledge (Engineering) +37, Knowledge (Geography) +37, Knowledge (History) +37, Knowledge (Nobility) +37, Knowledge (Planes) +37, Perception +24, Sense Motive +24, Spellcraft +37, Stealth +27, Use Magic Device +26.
Languages Abyssal, Common, Draconic, Dwarf, Elven, Giant, Sylvan, tongues
SQ contingency (if Karzoug is affected by a spell preventing him from acting on his own, a greater dispel magic targets him), permanent spells (darkvision, arcane sight, see invisibility, tongues), summon familiar (none currently), inherent bonuses (+5 to Int, +4 to all others)
Yeah, I know the 5th Anniversary Edition is coming out next year. But my players will face him at the end of ROTRL in a few weeks. Can´t wait this long.
There is no version of him on d20pfsrd, so I´m updating him personally.
1. How did he manage to be so old. His stats list him still as a normal human being. So how could he achieve to reign over 466 years?
2. Would you grant him the mental boost for high age? I play with the tought - and it would sit well. In my version his stats woulb then be like: St 20 (+6 enhancement, +4 inherent), Dex 24 (+6 enhancement, +4 inherent), Con 24 (+6 enhancement, +4 inherent), Int 38 (+6 enhancement, +5 inherent, +4 age, +2 human, 5 ability increases), Wis 18 (+4 age, +4 inherent), Cha 22 (+4 age, +4 inherent)
3. Maybe he is cloning himself to stay young? Would you grant him the age bonus without giving him penalties like I did?
4. Here are the feats I selected (in exact order). Any problems? I didn´t looked into ultimate magic. Any must haves for him in there?
Level 1: Scribe Scroll, Spell Focus (Transmutation), Improved Ini
I let out Eshew Materials (waste), skill focus (no longer needed cause no archmage anymore) and spell focus (conjuration).