
oldcoast |

My players are quickly headed for their showdown with Zyrxog
I fear a TPK due their overall low will saves +9,+8,+7,+1,+1
his Mind Blast at DC23 is pretty overwhelming and without above average dice rolls they are going to all get smoked on that initial encounter after Telakins defeat. Question- why is his DC23? as opposed to the standard DC17, I realize he has 7 level of Sorceror but whats pumping up his mind blast DC by 5, what am I overlooking?
I don't want to just arbitrarily make it 17 without a good reason.
I just fear Zyrxog "initative" roll 18+8 = 26, "Unleashes mind blast 60 foot stun cone" DC 23" players throw some bad dice" GAME OVER brain sucked and coup de grace'd by the thralls...ouch. at DC 17 they got a chance...

Demiurge 1138 RPG Superstar 2013 Top 8 |

The DC is in error. The formula for determining the saving throw DC of a spell-like ability, such as mind blast, is 10+spell level+Cha mod. Mind blast is the equivalent of a 4th level spell, so the DC should be 14+Cha mod. With Zyrxog's Cha of 22, the DC is properly 20 (as a score of 22 has a +6 modifier).
If you're really worried about it, a successful Know:dungeoneering check can tell them that, as a spell-like ability, mind blast is effected by the Spell Immunity cleric spell.

Milak |

I changed him into the a Telepath of the same level and never had the chance to mind blast. He levitated up then pushed off the wall above the door to room ending up above the pool 20' up. That ended the fighter threat and forced the group to fall to missle weapons and magic. Fireballs and other psionic goodies worked nicely as I nearly destroyed the group without using mind blast. He mind blasted them earlier in module and only successfully stunned half the group, so he learned from that not to trust it with his life.

Peruhain of Brithondy |

The DC is in error. The formula for determining the saving throw DC of a spell-like ability, such as mind blast, is 10+spell level+Cha mod. Mind blast is the equivalent of a 4th level spell, so the DC should be 14+Cha mod. With Zyrxog's Cha of 22, the DC is properly 20 (as a score of 22 has a +6 modifier).
If you're really worried about it, a successful Know:dungeoneering check can tell them that, as a spell-like ability, mind blast is effected by the Spell Immunity cleric spell.
Thanks for these pointers, Demiurge.
IRT the original poster, the first encounter with Zyrxog is meant to be a teaser, and as such, I'd have him pull out at the first sign of trouble, even if he's already removed several party members from the action. If he takes damage, or if one of his drow minions goes down, that's a good excuse for you as DM to pull the plug on the encounter and have him disappear. At this point, the PCs will know what they're up against, and can start researching ways to counter his mind blast ability and his SR so they'll be prepared for round two. (Demiurge's hint is a good one).
Another note on this encounter (I've run the first but not the second). I didn't think about the tactical implications of the strange flooding mechanism in that room until the encounter started. I had Zyrxog and the two drow come through the secret door just as the PCs were walking out onto the bridge that extends to the pillar. I had modified the room so that there is a mechanism to raise and lower the pillar (and the water) outside the secret door, enabling Zyrxog to enter Telakin's compound without being washed away by a flood from the pillar room. So, Zyrxog and the drow were standing on the floor, and the PCs were on the bridge, with no way to get down because the pillar was lowered. It worked out OK, with the drow climbing on the pillar and trying to ride it up, and Zyrxog levitating--but if I had thought about it I might have had him wait on the other side of the door until the PCs lowered the water, then make his entrance. I'll post more details of the battle, which turned out quite interesting, in my campaign log.

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I have to be honest that I didn't like the Zyrxog shows up, blasts then disappears - particularly because if he stays, he'll most likely finish off the party in my case.
Fortunately (or not as the player concerned found), one of the PCs died allowing me to plant a prisoner (the new PC) in a cell in Telakin's Sanctum. Here, I have had that prisoner witness Zyrxog disgustedly talking to his Thrall Telakin about the doppelganger's complete incompetence in dealing with what should have been a simple matter. I thought this a good use for the expensive mirror too which I'm thinking of giving some measure of intelligence to.
The last correspondence was just before Telakin died to the party, saying he would send some thralls to the lair to help do what Telakin could not. From the new PCs cell position, he could just get the strangest glimpse of an alien creature with tentacles where a mouth should have been. In this way, there is no need for a note and enough clues to lead them to Zyrxog and give them enough clues to find out what they are up against.
Best Regards
Herremann the Wise

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I am getting ready to run area D9 in the Sodden Hold area and have decided to make the room like this:
The stone ledge and the secret door that Zyrxog stands in is on the same elevation (i.e. 50' off of the room floor). When the encounter begins the drow thralls have readied actions to throw the lever on the column, making it decend, as they both step onto the ledge and one casts darkness at the lead PC. At the same time, Zyrxog will use his Mind Blast on the PCs he can get and then leave, shutting the door in the process (next round).
Although I went into this thinking that the DC was wrong for a rounding error, I now see that Spell-like abilities do have a DC of 10 + ability spell level + creatures CHA modifier (Answer in back of MM1).
What has some down about the scrying pool opening up onto the Cathedral of the Mind? My assumption is that Zyrxog is there alreasdy and is floating near the ceiling and possibly eye-level with that balcony, although not within reah of it. I think there is where the final battle will occur and with Suggestion and the Mind Blast - possibly a TPK. Since this is gritty Greyhawk and the BBEG, I'll let those chips fall as they may.
Any other ideas?
FW

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The stone ledge and the secret door that Zyrxog stands in is on the same elevation (i.e. 50' off of the room floor). When the encounter begins the drow thralls have readied actions to throw the lever on the column, making it decend, as they both step onto the ledge and one casts darkness at the lead PC. At the same time, Zyrxog will use his Mind Blast on the PCs he can get and then leave, shutting the door in the process (next round).
Remember, you cannot ready out of combat. They could do this in a surprise round, but the party would get Listen or Spot checks most likely.
Russ

DMR |

What has some down about the scrying pool opening up onto the Cathedral of the Mind? My assumption is that Zyrxog is there alreasdy and is floating near the ceiling and possibly eye-level with that balcony, although not within reah of it. I think there is where the final battle will occur and with Suggestion and the Mind Blast - possibly a TPK. Since this is gritty Greyhawk and the BBEG, I'll let those chips fall as they may.
Any other ideas?
FW
I have not run the encounter with Zyrzog yet, but my players are in HoHR, so it's coming up soon.
I'm thinking about removing the connection between the scrying pool room and the Cathedral. This will force the PCs to go down the long spiral ramp to reach him. Otherwise, the encounter will start with all the PCs up on that balcony! Seems like a bad way to start to me...

Hierophantasm |

Yes, I guarantee that connecting the laboratory and the Cathedral of the Mind (still love that name) with the viewing pool, your party will certainly take that way instead, missing out on some cool tension-building imagery in the hallway (M12). My own party did this; and while it doesn't really throw the fight off balance--simply reposition the accompanying octopins--it is abrupt.
I think most groups will do this, ironically, because they believe that further down the stairs lies the BBEG, and to maximize their adventuring experience, they will search all other avenues before proceeding deeper.
If I had to go back, I would make the entrance to the viewing pool from the laboratory a secret door.