Changing the Tree of Death (Ancient Night Twist)


Age of Worms Adventure Path


Based on A LOT of threads regarding the easy demise of the old scary tree and the fact that my group has picked up two more PCs (making my group 6), I think the Tree needs some work. I'm already envisioning my group of divine spellcasters getting at the maximum range for medium spells, and unleashing flamestrikes til the thing's crispy, laughing at its mindtricks due to protection spells. Not very climatic and way too easy for a 20th level encounter.. Has anybody else done anything to 'up' this thing? I'm running it in 4 hours, so here's my idea thus far:
1)Tree's biggest weakness is its own environment. With a clearing 1000 feet around, any brainless bird could tell from the air that 'something' was down there. Also, assuming the party all makes their saves against the song (and with a bard in the party), that's giving them as much prep time as they need to walk up and kill the thing. Boo.
Solution: Huge trees grow around the thing in it's grove, but they're all dead and dessicated. This gives the thing cover, helps it blend in with its environent, and helps set up some the solution to 2.
2)Tree has no ranged attacks. Barring Weird and phantasmal killer (two DC 20 saves is laughable at this level), the creature has no way to attack anyone inside its grove once they begin closing. It might get someone with the song, but this just sets up the low will save Fighters in hitting position. As stated, all the PCs need to do is sit back and throw fuel on the fire.
Solution: Give the thing 2 additional spell-like abilities and 1 new special ability. . SP-Ability1:Maddening Whispers (Spell Compendium 135, (Basically, nausea, panic, stun, or choice of attacking nearest living thing if failed save, caster's choice.) Since its an 8th level spell and a potenitial killer, it gets only one use. Sp-Ability2: Deadfall (SC 59, 20ft radius, 20d6 of falling debris, branches, reflex negates knocking prone only, LONG RANGE!) The thing basically rattles the trees above. Since its auto damage but not deadly, it gets it twice a day. Finally, as a special ability, I'm letting the thing have a 'root attack'. Basically, anywhere within 625', the thing may as a standard action use it roots to attack anything on the ground six times. The roots are secondary attacks at a distance and are done with little visual aid, so I'll half the base attack for a total of +22 to grab people. The roots will get 1/2 str for grapples, for a total of +31 and if pinning do 1d8+8 dmg. This should make the closing more exciting.
3) Tree is a singular entity. In my experience, all but the most powerful single foes get tromped by PCs who are able to gang up quickly. While giving the thing Fiendish Treants as it suggests might help, I think it would just ultimately slow down the fight with the same results (burning trees). Thus as a minor solution, I advanced the tree two HD (upping it's DCs by 1 and giving it more HP), which gives it an additional Feat: Quicken Spell Like Ability. It needs this for Phantasmal Killer, giving it more ways to attack different targets. Thus, it can slightly compensate by doing more in a round.
These changes should up it to about a CR 22... Any thoughts or suggestions?


For those interested, the advancements worked out great, resulting in an exciting fight. Predictably enough, all the spellcasters set up at medium range while those effected by the song (originally all but 2 PC's, but a carefully worded Wish off a ring allowed new saves, which most made) spent a good 5 rounds closing with the thing before it walloped them, forcing them to withdraw. Without the Deadfall and root ability, the fight would have been a yawn, especially since the party was immune to fear thanks to their daily heroes' feast (No Phantasmal Killer or Weird:(. Maddening Whispers also effected the fighter types, some of which were close to the spellthrowers, forcing them to deal with them. If anyone is packing primarily divine spellcasters in their party, I recommend upping the tree as I did. It's almost not even worth rolling out otherwise, as my PCs still did hideous amounts of damage with Flamestrikes, Firestorms, and the like. I must admit it was humorous watching a summoned huge fire elemental sit in front of the tree since it failed the save against the song...


Nice. Thanks Rakshaka. I was indeed curious how it all came out. It sounds like an appropriately lengthy encounter with plenty of antics and hijinks for the amusement of all.

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