Waldo's page

12 posts. No reviews. No lists. No wishlists.




I'm getting ready to run this, but I'm a little dubious about it.

There are really four separate, only loosely connected adventures here, right?

1) The attack by the assassins

2) The "whodunit" quest to find the sender of the assassins

3) The fight(s) at the Temple of Wee Jas, and

4) The dungeon crawl

Oh, and the half-dragon, who can be thrown in anywhere.

It seems a little... disjointed. Like a collection of encounters strung together, rather than a single adventure. The fights look good and challenging, but could easily be separated from each other, and the dungeon crawl is really completely unrelated.

Have others found this to be true? And does anyone have any suggestions on how best to run this?

thanks in advance,

Waldo


Sign of the Smoking Eye (variant template)

At all times, you gain the following attributes:

-- +1 to all saving throws. Occipitus is subtly watching out for you.

-- +1 to all attack rolls.

-- +1 caster level for all spells and spell-like abilities.

-- Evil spells affect you as if you were evil, not good. Thus, an Unholy Blight won't hurt you.

-- Lie in State: If you die, after 1 minute your body disappears and reappears dead but intact in the Skull's eye socket in Occipitus.

-- Appearance: Your right eye is replaced with a magical flame that gives no heat and does not burn the surrounding flesh. When your eye is open, it gives illumination as a candle. Your vision is unaffected -- you can see through the eye normally. The eye also gives off wisps of bitter smoke, which will make you easier to track by scent.

When you are in Occipitus:

-- Call Plasms: once per hour, you can call 1d3 plasms (see below). You can control them as a move-equivalent action. Note that if you are not in the Skull, it will take 10 rounds for the plasms to descend from the sky.

-- Terror of the Smoking Eye: You have +8 to Bluff or Intimidate any chaotic or evil inhabitant of Occipitus. The creature must see that you bear the Sign.

-- Planar Awareness: You are instantly aware of major events on the plane. Major events would include (for example) a balor Planeshifting onto the plane, a party of high level adventurers destroying the Cathedral of Feathers, or someone casting a Wish or Miracle spell.

-- Spell resistance equal to 10 + 1/2 your level + your Cha modifier.

-- Damage resistance 5/Good.

-- You may be able to command the surviving servants of Adimarchus (such as the Mummy Lord proctors), if you can find them.

When you are in the Skull:

-- Vision of the Smoking Eye: you can see and hear anywhere in Occipitus, like Clairvoyance/Clairaudience with unlimited range and duration. You can move your vision to anyplace in the plane. If you designate a location (i.e., the Cathedral of Feathers) you see and hear everything and everyone there, no saving throw. If you designate a creature, ("I want to see the fallen angel Saureya"), then the creature gets a Will save, DC 10 + 1/2 your level + your Cha modifier.

-- Voice of the Smoking Eye: you can communicate telepathically with any creature on Occipitus that you are aware of. The creature may choose whether to respond.

-- Call of the Smoking Eye: you can call any inhabitant of Occipitus to you. "Inhabitant" is defined as any creature on the plane that has spent at least a week on the plane. Unwilling creatures get a Will save. You do not control the creature, and called creatures may not have a friendly attitude.

-- Planar Step: From the Skull, you can Teleport without error to anywhere in Occipitus, or Planeshift to anywhere in the multiverse. These abilities are one-way, and do not help you return to the Skull.

-- Immortality: While in the Skull, you do not age.

-- Morphic potential: You have the potential to change the landscape and nature of Occipitus. This power will increase if you are more powerful (higher level).

-- Once per year, you can cast a Wish. There is no xp cost; Occipitus itself grants you this power.

Plasms: plasms are mindless creatures of flame and evil. Treat them as Large (20' x 10') constructs. They have a fly speed of 30' (perfect), always moving on initiative 0. They don't attack, but simply move into squares like a swarm. Plasms inflict 8d6 of flame damage and 8d6 of evil damage every round. They can be destroyed by doing either 30 points of cold damage or 30 points of Holy damage. If left uncontrolled, a plasm will move towards any living thing within 120 feet. If there is no living thing within range, the plasm will rise back into Occipitus' sky.


I have a party of 5 PCs plus Kaurophon about to face the final encounter in TotSE. And I'm racking my brains trying to think of a way to make this interesting.

The problem: Kaurophon is too wussy. I gave him an extra level, to 12th (so he can now cast Disintegrate 3x/day) but it's still hard to see how he can seriously challenge a well-played 10th-11th level party.

Greater Invisibility? The party clerics always have _True Sight_ ready, and the arcane spellcaster has _glitterdust_. Also, the party barbarian has +12 Listen.

Buffs? The party is well stocked with _dispel magics_.

Combat? It is to laugh. Kaurophon has 75 hp and AC 20. The party tanks will take him down in a round or two. He can't fly, so he can't easily avoid them.

Cone of Cold? 15d6 is nice, but it's only average 52 points of damage. Only two party members have fewer hp than that, and one of them is the rogue.

If Kaurophon buffs up too much in advance -- like, Greater Invisibility -- the rest of the party will be on their guard. If he doesn't, then he gets a surprise round. Then he casts either Cone of Cold or Disintegrate, maybe kills one PC, and then the party swarms him and kills him.

He's got two things going for him: his Disintegrates and the scroll of Mass Suggestion. The Disintegrates don't really make it an interesting fight, though... they just kill PCs with weak Fort saves. Both the party tanks, with 12+ Fort saves and 100+ HP, will laugh at Disintegrate.

The Mass suggestions... the three spellcasters have good-to-great Will saves. The fighters, not; but Suggestion doesn't let Kaurophon just take them over.

I'm choking a little here. Any ideas?

thanks in advance,

Waldo


Hi everyone,

I'm running TotSE right now, out of the original Dungeon magazine. (That was a great issue... it had another excellent adventure, "Mellorn Hospitality". And Evard too!)

Couple of questions.

1) There's an obvious cut in the Dungeon version. After the PCs get through the Plain of Cysts, they get teleported to the second mummy. The text for this says something like, "It's another mummy. And this time, he's not alone..." But when you read the rest of the description, he /is/ alone... all that happens is, he pats them on the back and sends them to the Skull.

Furthermore, the EL for this encounter is given as EL *15*, which is too high for the mummy.

It looks as if the author originally put something else there, but it got cut. (We know a lot of stuff was cut from the Dungeon versions for space reasons.) Does anyone know what was originally here?

2) Are there any major changes to TotSE in the hardcover? Just curious...

thanks in advance,

Waldo