Smoking Eye: How to win with Kaurophon?


Shackled City Adventure Path


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


Waldo wrote:

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.
Waldo

There's another thread somewhere that goes into more detail on this subject but I can relate. I have a party of 8 characters. First off dispense with the "A sacrifice? No problem!" line unless the party has been seriously beat upon the lich, flesh golem and the rakshasa. If they go in beat up this will be a tough encounter and anticipating that the end is near (in more ways) then one Kaurophon would try to get the characters to go on even if they are sub-optimal (whichmeans he might still have his buffs on). In one post I think someone mentioned that he talked one party member into scouting ahead with him and came back alone later to announce that he was the new ruler of Occipitus.

Kaurophon can fly under his own power so he doesn't really need the spell fly. If you are worried about AC give him a potion of shield of faith; someone hearing him while he's invivsible a lesser metamagic rod, silent.

If you are worried about a particular wizard or sorcerer that might pose an immidiate threat disintergate them. Otherwise whip out the cone of cold so people know they've been in a fight, or if most of the Will saves are marginal at the point use the scroll of mass suggestion. Also he can telekinetically toss people at the plasma stream (via [i]telekinesis[i]). All of these have the potential to be dramatic rolls.

GGG


I just ran the finale on Sunday. The party had seperated from Kaurophon around the first test when the party wizard said something like "We should kill him soon." in front of him. Ever since they have been semi-cautiously watching their backs.

They waltzed through the lich after the wizard telekenesed/grappled him out of the nexus and held on as the rest of the party surround and beat him mercilessly. Most of the summoned animals couldn't do much to the party but they definetly made the fight last a lot longer.

After getting to the plasm, Kaurophon (well buffed with Cat's Grace, Bear's Endurance) teleported in at the nexus(I gave him a scroll), touched it, did a cone of cold (which knocked 2 of the party members into the negatives but they stabilized.) The party barbarian immediately ran up and hit him for almost half his HP. He then began to take flight and was hit by a critical attack of oppurtunity from the barbarian. Once in midair, he telekenised/grappled the wizard directly into the flames. Kaurophon gained the smoking eye template for, oh about a round, because the next thing that happened was a piddly searing light (i think 19hp damage) that did just enough to knock him out.

I would recomend having him take flight first thing. That makes it harder for the tanks to get at him. Cone of cold is good especially if he touches the nexus of evil and it does 15d6 damage. Telekenising the spellcasters (or other physically weak) spellcasters is also a good idea. Overall, it was a rather anticlimactic fight but we still had a lot of fun. You shoulda seen the expression on the face of the wizard when he was being telekenised since he had just done the same to the lich in the last room.

The party ranger/aasimar type thingy ended up getting the smoking eye template when he decided to sacrifice himself in hopes of saving the wizard who had already gone in. It didn't work, but he still gained the template.


A little background.

The Rakshasa/fire giant encounter also seemed too weak. So I gave both monsters another level, and added a halfling rog 11 to their party.

Sure enough: the giant got Charm Monster'd on the second round, the rakshasa got nailed with a lucky Flame Strike that got past his spell resistance and took half his hp, and the halfling got grabbed with a Telekinesis. The rakshasa ran, the giant surrendered, and they've been carrying around the wrapped-up halfling ever since.

-- BTW, it's too late now for the hardcover, but: the tactical suggestion about the fire giant using Sunder? Does Not Work. That's because you can't Sunder magical weapons unless you're striking with an equally powerful magic weapon. (Confusingly, this rule is in the DMG, not in the Sunder description.) Since the giant only has a plain greatsword, he's just going to waste attacks against a typical 10th-11th level fighter. Dan Noonan is a brilliant writer, but that single rules slip helped to seriously nerf that encounter for my PCs.

Anyway. So now the party is travelling with the halfling (identified as Chaotic Evil) tied up and chained in the dwarf's backpack, and the fire giant (identified as Lawful Evil) on parole -- he's sworn to work with them in return for a trip home. Meanwhile the rakshasa, invisible, has flitted ahead and is now waiting for them at the plasm geyser.

So I'm going to try this. First the giant will go mad and try bull rushing PCs into the geyser. He's not that tough, so they'll probably take him down. Then the rak will appear, lift the halfling out of the dwarf's backpack (the halfling was part of his party = ally) and try flinging him in.

I'm hoping the confusion will provide sufficient cover for Kaurophon to make his move.

Further complication: I want to give Kaurophon a suitable Bad Guy soliloquy. So he needs to be invisible and Dimension Dooring around for a round or two.

Fingers crossed.

Waldo


52 points of damage and a character death is pretty good for a surprise round. On Kaurophons first round cast greater invisibility and wreaks haveoc. My party lost two members and the rest where pretty beat up and there were 6 of them.

Paizo Employee Creative Director

Waldo wrote:
-- BTW, it's too late now for the hardcover, but: the tactical suggestion about the fire giant using Sunder? Does Not Work. That's because you can't Sunder magical weapons unless you're striking with an equally powerful magic weapon. (Confusingly, this rule is in the DMG, not in the Sunder description.) Since the giant only has a plain greatsword, he's just going to waste attacks against a typical 10th-11th level fighter. Dan Noonan is a brilliant writer, but that single rules slip helped to seriously nerf that encounter for my PCs.

Actually, the DMG is in error here—this was a remnant from the 3.0 rules that didn't get cut out of the DMG. The 3.5 DMG errata omits the 1st sentance after Hardness and Hit Points: on page 222 of the 3.5 DMG.

Magic weapons have their hardness increased by +2 and their hit points by +10 for each +1 of enhancement bonus the magic weapon has. Thus, you can still break more powerful magic weapons with less powerful ones; you just need to hit harder. Which shouldn't be a problem for a giant.

In a case like this where the Player's Handbook and the Dungeon Master's Guide conflict, you should always go with the rules as presented in the Player's Handbook.

As for the battles in Smoking Eye being too easy... your mileage may vary, I suppose. For some folks, these encounters are really tough. For others, not. Depends on the makeup of your party mostly. In any case... I personally don't have a problem with bad guys getting mulched super easy by the PCs; it lets the PCs feel tough. There's plenty of other encounters in Shackled City that'll give the PCs a chance to be humble and beaten.


I have to agree. It's great when the PCs kick some butt and look like the heroes they are supposed to be. When that false sense of security comes back to bite them, it makes for some good times.(Insert evil laugh).


Waldo wrote:


Further complication: I want to give Kaurophon a suitable Bad Guy soliloquy. So he needs to be invisible and Dimension Dooring around for a round or two.

To quote the Incredibles..."You sly dog, you. You caught me monologuing!"

Keep in mind that the Lich is likely to have a couple rounds to summon creatures as the combat with the golem ensues. A nice large-huge creature blocking the entrance to his chamber makes that fight take a bit longer and gives him the chance to send some more spells through the way of the players.

Let Kaurophon buff up in that fight; it's a good way to do so. If you can severely diminish the player's power in that fight, it helps too. (Harm, Slay Living are both good options for this). Dismissal is great, as at this point the PCs are extraplanar, but it does take out one player for the rest of the module.

Finally, if you want to play him this way...here's what I did. The PCs decided to rest after fighting the lich and his myriad of minions. By this point, they were down to 3 (a sorceror, a warlock, and a fighter) and Kaurophon. During the fighter's watch, a quick hold person is all it took...TK the fighter up the stairs to the plasma, and throw him in. Kaurophon got the template and went away. The others woke up, discovered that both the fighter and Kaurophon were missing. To this point, IC they don't know exactly what happened.


Well, that was interesting.

The lich killed the fire giant with a Harm spell. So, no hope there. In the course of that battle, the lich summoned an acheirai, which drove one NPC cohort insane for three hours. The party slapped manacles on the cohort and proceeded. That made two prisoners... they still had the halfling rogue (the one I added to the rakshasa encounter) tied up and hanging off the dwarf's back.

So the party goes to the eye chamber, and I have Kaurophon go invisible, in the context of "anyone buffing"? This slips past the PCs; great. In a couple of rounds he upgrades this to Improved Invisibility, silently cast (I gave him Silent Spell as his 12th level feat). So far so good, and Kaurophon starts Silently casting all his buffs.

To my amazement, as soon as the mummy announces the test, the cleric PC tries to throw himself into the fire! The other PCs restrain him, but the dwarf announces that "if he doesn't, I will!" Daaamn... guess those subtle clues I planted weren't as subtle as I thought!

So, distraction time: the invisible, flying rakshasa, who has been waiting here for hours, swoops down, grabs the helpless bound halfling, and prepares to sacrifice him. A round of mayhem, as PCs attack unsuccessfully -- the rak's spell resistance and DR are too high.

Then, the chaotic good barbarian's player announces that he's changing alignment! His character grabs the manacled cohort and flings him in! Occipitus shakes as the barbarian gets the Sign. A moment later the rak throws the halfing in and joins him in joint rulership.

Their reign is brief. The party cuts loose on their treacherous comrade with everything, while Kaurophon attacks the rakshasa with alternating Disintegrates and Cones of Cold. Three rounds later, the barbarian is dead, and Kaurophon has gotten lucky with a CoC and dropped the rak frozen to the chamber floor.

Then Kaurophon starts going after the halfling PC cleric with Telekinesis, to grab him and throw him in. Several more rounds of wackiness ensue; it's a Will save to resist TK used that way, so the cleric only needed a 4 or so, but every round was wild suspense as the PCs frantically tried to find the invisible enemy.

Kaurophon finally cut loose with another Cone, which dropped another PC to negative points. NOW the human cleric, in desperation, threw himself into the fire. Yes! Smoking Eye PC.

But it still looked like they were going to get toasted, as an angry Kaurophon was about to finish them off. Two PCs and the surviving NPC Planeshifted away, leaving the Smoking Eye PC to face Kaurophon alone.

At the end I bent the scenario rules, because the PC came up with something clever.

"I'm ruler of Occipitus now?"

"Yes, but like I said, you're not powerful enough to do much with it. The template just gives you some minor bonuses."

"Well, what about servants? Did Adimarchus have any? Might they obey me?"

"Um... yes, they might, but most died in the final battle. And the rest were chaotic evil, so now they're scattered all over the place. You could give orders to one of them, and maybe it would obey, but you'd have to find one first."

"Oh, that's easy." [in game] "Hey! Mummy! Kill that guy for me!"

I allowed it on an opposed Cha check... which the player won!

So, the mummy lord fought Kaurophon to a standstill, and he Planeshifted away screaming in rage and swearing revenge.

Now the PC cleric is set to become an NPC; he'll try to rule Occipitus with the help of Saureya and occasional Planar Allies. The two surviving PCs planeshifted 165 miles away from where they wanted to be, which puts them 50 miles inside the boundaries of my world's big lawful evil empire.

So, it didn't work out as planned -- but the planning helped nonetheless; studying the situation, and the NPC's abilities, in advance let me respond a lot better.

And a fun time was had by all, which is what matters.

Waldo

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