Moltenwing help


Shackled City Adventure Path


Hey guys, if anyone can help on short notice, you guys can. The moltenwing description in Thirteen cages states that his disintegration BW is Fort DC 28 or death. Well I was going to change it to the spell which deals 2*CL d6 Fort for half. What CL do I use? His spell-like abilities are at CL 7, which would be 14d6. Is this right? It seems too low. Help, we play in 2 hours.


Checking my SCAP book and Moltenwing is listed as CL17.
Looking at the Draconomicon confirms breath is death or save for no damage.

Steve


I would base breath weapon on his HD, and if they pass the save they take 5d6 damage.


My party is in the firery sanctum now, and I cant wait to run the moltenwing encounter, can you say snatch, grab, and drown in lava?


I actually ran this with a party which had a ninja with the Darkstalker feat (hide normally from blindsense). He completely surpassed Moltenwing's Spot and Listen with Hide and Move Silently, ignored the blindsense, and made off with the dragon's hoard without even realizing there was a dragon there. It was very lame and anticlimactic.


office_ninja wrote:
I actually ran this with a party which had a ninja with the Darkstalker feat (hide normally from blindsense). He completely surpassed Moltenwing's Spot and Listen with Hide and Move Silently, ignored the blindsense, and made off with the dragon's hoard without even realizing there was a dragon there. It was very lame and anticlimactic.

As much as I hate that as a DM, it is still an awsome story this player will tell for a long time. Yeah, I just snuck in there and took all that dragons gold and he never new it.

Of course Moltenwing might be a little pissed off wants he finds out and set off to track down said sneak little rogue.


I did the same thing for Moltenwing in my campaign (or rather, I'm *going* to do it when we get that far). There are too many save-or-die effects already and I tend to find those are not very fun. I just doubled his hitdice with d6 for the damage, and, as someone stated earlier, made it 5d6 if they saved. It was also a reflex save, not a Fortitude.

I plan on making him more of a melee power-house than using the breathweapon. Grappling and swimming in lava *does* sound really fun. :-)


Ogre_Bane wrote:

...I just doubled his hitdice with d6 for the damage, and, as someone stated earlier, made it 5d6 if they saved. It was also a reflex save, not a Fortitude.

...Grappling and swimming in lava *does* sound really fun. :-)

I ended up doing exactly the same thing ogre. The cleric and wizard in my party both saved on the disintegrate breath. Moltenwing tried to grapple the barbarian of the party... but rolled a 1 (d'oh)!. The wizard damaged him quite a bit with 2 polar rays and the melee fighters in conjunction with this finished him off. It was a good fight, no deaths, but the PCs were all scared. Lots of fun!


office_ninja wrote:
I actually ran this with a party which had a ninja with the Darkstalker feat (hide normally from blindsense).

Which book is the Darkstalker feat in? thanks,

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