The Hook Mountain Massacre (GM Reference)


Rise of the Runelords

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Liberty's Edge

Mary Yamato wrote:

In retrospect I wish I'd worried about it earlier; drawing up a timeline would have helped me a lot. The timing of the attack on the Fort and the raid on the dam were particularly troublesome.

My advice:

Very good advice! I agree completely on 1, 2, 3. For 4, I'm tempted to kill it also, but to give this a sense of urgency, I had the village priest receive a vision of an upcoming unspecified disaster. It can be averted entirely if the group gets to the dam soon enough. I have exactly the same problem you do with the flood - how do the group know the town is flooding to go help, how would they get there in time over the flooded river, and why an encounter with something they can't fight? I may skip that entirely also, and let Magga attack them briefly at the dam.

Thanks for the other advice also. I'd planned on modifying both somewhat, if not entirely skipping Whitewillow. I will try to keep Vale or Jakardos alive to take over the fort, I doubt the group will be interested.
I do, however, really like the table of events that could occur if they stay at the fort.

Perhaps Barl mentions the giant scouting parties and the planned attack on Sandpoint to send them in the right direction? They also won't collect their reward from the Mayor if they don't get back to Magnimar.

Grand Lodge

Im skipping the ghost and wight sub plot. I cant see any reason to keep it in, is there story stuff in there I am missing?

jamie


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
JavertCMH wrote:

Im skipping the ghost and wight sub plot. I cant see any reason to keep it in, is there story stuff in there I am missing?

jamie

Having run the whole AP, I found no point at which the Myriana/Lammatar subplot was important to later events. If it connects at all, the connections are subtle. So I'd say you can leave it out without any harm. This combines well, in my opinion, with having Barl and his forces attack the PCs rather than vice versa. Hook Mountain is underdeveloped and we did not find the fights there to be interesting: having the PCs defend for once instead of attack would change the tactics somewhat. (Just be careful, as many PC parties are about half strength if attacked when not ready.)

Mary

Liberty's Edge

JavertCMH wrote:

Im skipping the ghost and wight sub plot. I cant see any reason to keep it in, is there story stuff in there I am missing?

jamie

I can't really see a reason to keep it in, except for the possibility that it is a different type of encounter/adventure for the players, not the usual hack and slash with a reward of gold. Maybe one alternative is to just have Yap show up and mention that Myrianna is looking for Lamatar, and anything the group can do that would ease her suffering would help?

How did you run the initial attack on the fort by your PC's? Did all the ogres in the fort rush to the attack? Did any? How would the ogres in the keep even know an attack is going on?

Also, how did you resolve the structural problems with the fort and inner keep? There's no way that 2nd floor round tower sits on top of the interior walls of the 1st floor. Ditto the small tower that's appended onto the 2nd floor tower. Is there a roof on the first floor? What's that made of? Are there windows or arrow slots (not mentioned anywhere?) in the inner keep? Battlements on the outer walls?

The Exchange

JavertCMH wrote:
Im skipping the ghost and wight sub plot. I cant see any reason to keep it in, is there story stuff in there I am missing?

There is a not-so-important connection between Myrianna and her cousin Svevenka (in PF#6). If you rescue Myrianna in HMM, you get some information about Xin-Shalast and the occluding field and some hints to Xin-Shalasts proximity to Leng, which may be helpful to the SC. Though I don't think it too much of a stretch if the SC can get said infos if simply being friendly to Svevenka

Liberty's Edge

A couple of questions about the Mothers of Oblivion:

1) What's the duration of the confusion effect for their breath of madness ability?

2) How in Lamashtu's name do they have a Hide modifier of +26?!


Shisumo wrote:

A couple of questions about the Mothers of Oblivion:

1) What's the duration of the confusion effect for their breath of madness ability?

1d6 rounds (this is found in the ability description):

HHM wrote:
Breath of Madness (Su) A Mother of Oblivion can exhale a cloud of foul-smelling, narcotic breath: 60-foot cone, once per minute, 1d6 points of Wisdom damage and confusion for 1d6 rounds, Reflex DC 27 half Wisdom damage and no confusion. This breath is a mind-affecting poison effect. The save DC is Constitution-based.

the 1d6 rounds has to be for the confusion effect, it can't be for the wisdom damage because ability damage has its own rules about how and when it is recovered, and isn't a duration mechanic.

Shisumo wrote:
2) How in Lamashtu's name do they have a Hide modifier of +26?!

I have no clue about this one, it looks like it should be +6 (18 ranks -12 for being gargantuan).


Would it be a bad thing to switch all the Ogres in Fort Rannick to Ogre Hooks?


Question on map logistics for the Hook Clan Hold. (chapter 5)

are the stairs all going up? or down? or up to GM ruling?
i lean to up, since the throne/Barl room is open to the sky.
just curious.

...the party is going in next week...


Link (for future reference purposes):
*Thread with some answers on political/financial considerations regarding Fort Rannick (including tax-revenue clarifications)*.

The Exchange

Adventure Path Charter Subscriber
Mary Yamato wrote:
... having Barl and his forces attack the PCs rather than vice versa. Hook Mountain is underdeveloped and we did not find the fights there to be interesting: having the PCs defend for once instead of attack would change the tactics somewhat.

I like the idea of having the PCs defend against a counter-attack, but it occurs to me that the next module opens with the PCs defending Sandpoint against attack.

Any suggestions for making an attack on Fort Rannick distinct from the attack on Sandpoint?

RPG Superstar 2013 Top 8

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evilvolus wrote:


I like the idea of having the PCs defend against a counter-attack, but it occurs to me that the next module opens with the PCs defending Sandpoint against attack.

Any suggestions for making an attack on Fort Rannick distinct from the attack on Sandpoint?

I took Mary's suggestion to heart and had the PCs defend against Barl Breakbones. How I made it differ was this:

1) Concentration. The stone giants attack Sandpoint from all angles, over a period of multiple rounds. I ran the siege of Fort Rannick as much more concentrated, with most of the forces storming from the same direction, which makes things simultaneously easier (for parties with strong area of effect spells) and more intense (for the melee guys).

2) Defensibility. Fort Rannick is, well, a fort. It has fortifications and other terrain features that make it difficult for the ogres to break in and start wrecking stuff. Sandpoint has a wall on only one side, and no other defensive structures.

3) Desperation. The stone giant raiding party is a small army in its prime--everyone is healthy, well equipped, and morale is high. The remaining ogres attacking the fort... weren't.

4)Special Units. The stone giants only have one special unit--the dragon. The dragon provides them with a powerful AoE sweeper and great mobility. With the final Kreeg assault, even as written, you have ogres, hags, a wight and a spellcaster.

I spiced things up even more in my version. Most of the Kreeg ogres that besieged Fort Rannick were undead, slain by Barl Breakbones in his rage or simply worked to death. Barl also brought along a skeletal hydra from his period of exile, and had animated the Runebound King as a super-skeleton. Inside the guts of the Runebound King I stationed the three hags (one upgraded to a witchfire hag from PF 5) and Lamatar's wight (upgraded to a winterspawn from Frostburn to justify his awesome illustration). Barl Breakbones then cast fly on himself and his stone giant bodyguard to fly over the fort from the mountains and surprise the PCs.

Oh, and one last thing. You should definitely split up a siege at Fort Rannick from the attack on Sandpoint. I devoted an entire session to tying up Fort Rannick, returning to Sandpoint, doing shopping in Maginmar, more roleplaying in Sandpoint, introducing a few mini-quests to tie up loose ends with Sandpoint NPCs, continue my own added subplots, etc. The session ended with the smoke from giant campsites being spotted on the horizon--made for a good cliffhanger.

The Exchange

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FrBen wrote:
I am looking for a post from Mary Yamato (i think) about making Fort Rannick more dynamic less static, with adjustements for patrols

One thing I did was take a page from The Hills Have Eyes. I added two patrols of Ogre Degenerates (Classic Monsters Revisited)to Fort Rannick. Each patrol is made up of two Ogre Degenerates, each with five levels of rogue, Stealthy, Skill Focus: Stealth, and the Nightstalker feat from Classic Monsters Revisited. This ends up with a +15 Stealth check. I also added Brutal Throw and a couple throwing axes each. These patrols are so deranged that even the base Kreegs fear them, as they are sneaky, brutal, Utterly Psychotic, and have throwing axes!

Ryn, who looks forward to killing Vale with an axe from the dark...


I stated up Lamatar Bayden

• Lamatar Bayden
• Advanced Elite Wight
• Medium Undead Cold
• Hit Dice: 8d12 (80 hp)
• Initiative: +3
• Speed: 30ft
• Armor Class: 17 (+3 Dex +4 Natural)
• Base Attack/Grapple: +4/+8
• Attack: Slam +8 (1d6+4 +1d6 Cold Plus Energy Drain)
• Space/Reach: 5 ft. /5 ft.
• Special Attacks: Create Spawn, Energy Drain
• Special Qualities: Darkvision 60ft Undead Traits, Immune to Cold
• Saves: Fort +3, Ref +6, Will +8
• Abilities: Str 18, Dex 16, Con —, Int 11, Wis 15, Cha 18
• Skills: Hide +12, Listen +12, Move Silently +20, Spot +12
• Feats: Ability Focus (Energy Drain), Improved Natural Attack (Slam), Blind Fighting
• CR 5
• Energy Drain DC 20

Contributor

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Rynthief wrote:
FrBen wrote:
I am looking for a post from Mary Yamato (i think) about making Fort Rannick more dynamic less static, with adjustements for patrols

One thing I did was take a page from The Hills Have Eyes. I added two patrols of Ogre Degenerates (Classic Monsters Revisited)to Fort Rannick. Each patrol is made up of two Ogre Degenerates, each with five levels of rogue, Stealthy, Skill Focus: Stealth, and the Nightstalker feat from Classic Monsters Revisited. This ends up with a +15 Stealth check. I also added Brutal Throw and a couple throwing axes each. These patrols are so deranged that even the base Kreegs fear them, as they are sneaky, brutal, Utterly Psychotic, and have throwing axes!

Ryn, who looks forward to killing Vale with an axe from the dark...

Dude...that's so wrong...I LOVE IT! :-)

Contributor

Joey Virtue wrote:

I stated up Lamatar Bayden

• Lamatar Bayden
• Advanced Elite Wight
• Medium Undead Cold
• Hit Dice: 8d12 (80 hp)
• Initiative: +3
• Speed: 30ft
• Armor Class: 17 (+3 Dex +4 Natural)
• Base Attack/Grapple: +4/+8
• Attack: Slam +8 (1d6+4 +1d6 Cold Plus Energy Drain)
• Space/Reach: 5 ft. /5 ft.
• Special Attacks: Create Spawn, Energy Drain
• Special Qualities: Darkvision 60ft Undead Traits, Immune to Cold
• Saves: Fort +3, Ref +6, Will +8
• Abilities: Str 18, Dex 16, Con —, Int 11, Wis 15, Cha 18
• Skills: Hide +12, Listen +12, Move Silently +20, Spot +12
• Feats: Ability Focus (Energy Drain), Improved Natural Attack (Slam), Blind Fighting
• CR 5
• Energy Drain DC 20

Nice. If you have access to the Dread Wight template that might be a good one to slap on to a mid-high level ranger as well. Can't remember which book its in offhand...though I should, I use it all the time. Argh, curse my failing memory.


Nicolas Logue wrote:
Nice. If you have access to the Dread Wight template that might be a good one to slap on to a mid-high level ranger as well. Can't remember which book its in offhand...though I should, I use it all the time. Argh, curse my failing memory.

That would be Advanced Bestiary. :)

Paizo Employee Creative Director

WOAH! Is that NICK LOGUE I SEE POSTING? Yay!


James Jacobs wrote:
WOAH! Is that NICK LOGUE I SEE POSTING? Yay!

HE LIVES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Your Friendly Neighborhood Dalesman
""Bringing Nick D**n Logue to the Bad Guys Since 1369 DR"

;D


Hi there, I have a spoilery-y question about area B13.

Spoiler:

Are there really supposed to be six +2 shocking burst arrows? As I understand it, a +2 shocking burst arrow costs 32,007 gp, so a cache of six costs 192,042 gp - that's 96,021 gp if sold. For a typical party of four, that becomes a 24,005 gp share. Such an amount is equal to the expected increase in wealth from 8th to 10th level (in other words, there shouldn't be any other treasure for the rest of the adventure).

So is this a misprint for, say, six +1 shock arrows? Have I done the calculations wrong? Or is there some other reason?


Ken Finlayson wrote:

Hi there, I have a spoilery-y question about area B13.

** spoiler omitted **

50 +2 shocking burst arrows would cost 32,350 gp. A single +2 shocking burst arrow cost 647 gp (32,350 divided by 50). Six +2 shocking burst arrows costs 3882 gp. Which is still a pretty good haul for this level.

DMG: pp. 222-223. Table 7-9:Weapons and table 7-13: Common Ranged Weapons. With appropriate footnotes.


Nicolas Logue wrote:


Nice. If you have access to the Dread Wight template that might be a good one to slap on to a mid-high level ranger as well. Can't remember which book its in offhand...though I should, I use it all the time. Argh, curse my failing memory.

I was worried that a templated Ranger would make the encounter with the hags to difficult cause I think it can be hard already


James Jacobs wrote:
WOAH! Is that NICK LOGUE I SEE POSTING? Yay!

James, you can't blame him. Its deepest darkest essex which is to blame. It swallows people, like the bermuda triangle, only with more white trainers.

Paizo Employee Senior Software Developer

[moving thread out of the archives so it can be stickied]


Is there a map anywhere of the events when the flood hits turtleback ferry?


Werecorpse wrote:
Is there a map anywhere of the events when the flood hits turtleback ferry?

anyone?

what did you do about the set up of this encounter?

Sovereign Court

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I'm just finishing up running this adventure for my group. I did some heavy editing of the story flow to improve transitions.

0. Linking from Skinsaw: easy enough, I had comments in Xanesha's list of targets, suggesting some names (merchants from TF and other nearby towns) be referred on to Lucrecia. (I dropped the whole Magnimar hook to TF; I never felt the connection was strong enough between the city and town/fort.)

1. Flood & Skull's Crossing: After coming to TF and finding the gambling barge sunk, and Lucrecia ostensibly dead, the PCs were at a loss. They got to meet some of the Black Arrows at the tavern; the Fort was still standing at this point. The flood came the next day. (I included Black Magga; I had no problem with them wanting to pursue her as she left-I made them suitably scared of her.) After aiding the town, the mayor asked them to investigate the dam. The town in the meantime sent runners to the Fort, asking for more post-flood help.

2. Graul Farm: The town never heard back from the Fort; the runners never returned. The PCs set out to investigate, getting sidetracked by the Graul craziness while on their way there.

3. Fort Rannick: With the aid of the freed Black Arrows, the PCs retook the Fort. In the process they uncovered Kaven's treachery and learned more backstory from him.

4. Seige: I plan to take the advice of others and have Barl's forces assault the Fort, a week after the PCs retook it. I will not let Barl spill any beans about Jorgenfist.

Then time for more down-time, allowing the PCs to enjoy their new fort. I'll let them winter there, craft items, and have them invited back to Sandpoint somehow. I like the "Goblin Day" idea in FOTSG, but waiting until next Fall? Too long.

Also, I've dropped the whole Myriana-Lamatar sidestory; it was merely an excuse/hint to go up Hook Mtn, which I've unnecessary with the seige.

Sovereign Court

Werecorpse wrote:
Werecorpse wrote:
Is there a map anywhere of the events when the flood hits turtleback ferry?

anyone?

what did you do about the set up of this encounter?

There are maps of TF, but I haven't seen one staging the particular events. I simply drew up my own tactical map for the town, with a water line that moved periodically (I use Paizo's battle mat). I set up some Diplomacy challenges for the PCs to manage the townspeople and organize their evacuation. I included the school children/raft encounter, dropped the snake, and kept Black Magga as the capper for the whole event.

Liberty's Edge

tdewitt274 wrote:

Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: Burnt Offerings
Chapter 2: The Skinsaw Murders
Chapter 3: The Hook Mountain Massacre
Chapter 4: Fortress of the Stone Giants
Chapter 5: Sins of the Saviors
Chapter 6: Spires of Xin-Shalast

The Hook Mt Massace link appears to no longer work. Is there a copy available elsewhere?


Would it help with adventure Continuity if you put Sihedron Runes on The Kreegs as marks from Barl just as the ones in the Fortress?

Dark Archive

cyrusduane wrote:


The Hook Mt Massace link appears to no longer work. Is there a copy available elsewhere?

The address has been changed, which has caused a few problems. It used to be:

http://paizo.com/paizo/messageboards/pathfinder/runelords/theHookMountainMa ssacreGMReference

but has changed to:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/runelords/theHookMountainMassacreGMReference

Adding those extra parts - the ones in bold - often solves the problems with older links.

Another common problem occurs when the links on the Paizo messageboards stop working because the linked thread moves from the first page to the archives.

For example, the linked adress for the HMM thread would be:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/runelords/theHookMountainMassacreGMReference

but if it moved to the archive, it's new adress would be:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/runelords/archive/theHookMountainMassacreGMReference

I hope it helps.

By the way, this is the Hook Mt Massacre thread :)


I have the Hook Mountain Massacre unofficial Errata finally done. This document covers a combination of mistakes I found and those mentioned in this thread and puts it all together in a easy to read format. Or at least I hope its easy to read. ;)

Unofficial Errata - Hook Mountain Massacre

My main site where the above errata and a few other things are available is SGW - RotRL DM's Reference.

Hope this helps out.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My players are finishing the module tonight.

I have attempted to stat up Barl under the Beta rules. Here is the result -- not too different from the OGL version, although he gets better HP and necromantic school powers. I traded his familiar for making his earthbreaker a bonded weapon.

Barl Breakbones
Male Stone Giant Necromancer 7
Large Giant (earth)
Init +2, Senses Darkvision 60 ft, low-light vision, perception +23
DEFENSE
AC 25 (+4 mage armor, +1 Dex, +11 natural, -1 size), touch 10, flat-footed 24
hp 172 (Hit Dice: 14d8 + 7d6 + 84)
Fort +15, Ref +7, Will +13
Defensive abilities: rock catching, Resist Cold 10 (ring)
OFFENSE
Spd 40 ft
Melee: mwk earth breaker +23/+18/+13 (3d6+9/19-20/x3)
Ranged: rock +13 (2d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Grave Touch (Su): melee touch attack (standard action), deals 1d6+3 cold damage, targets automatically fail stabilization checks for 1 round
Arcane Bond: masterwork earth breaker deals vampiric touch 1/day
Necromancer Bonus: Can control up to 54 HD of undead per day
Spells Per Day: 4/5+3/4+1/3+1/1
4th -- fear (DC 19)
3rd -- fly, ray of exhaustion, vampiric touch (x2)
2nd -- blindness/deafness (DC 17), command undead, false life, ghoul touch (DC 17), spectral hand
1st -- chill touch (DC 16) x3, mage armor, magic missile x3, ray of enfeeblement
0 -- touch of fatigue x4 (DC 15)
Prohibited Schools: abjuration, enchantment
STATISTICS
Str 29, Dex 12, Con 18, Int 17, Wis 14, Cha 14
Base Attack +13 / CMB +23 / Size -1 attack
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necro), Improved Bull Rush, Improved Critical (earth breaker), Iron Will, Power Attack, Scribe Scroll, Spell Focus (necro), Weapon Focus (earth breaker)
Skills: Athletics +30, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +23, Spellcraft +27


Pathfinder Roleplaying Game Charter Superscriber

Thank you for sharing Barl!


Ken Finlayson wrote:

Hi there, I have a spoilery-y question about area B13.

** spoiler omitted **

Yeah but with the lack of good treasure this entire adventure has (All kinds of Large Weapons and Armors that the PCs are going to have a hard time selling) this might be helpful to the party

Contributor

James Jacobs wrote:
WOAH! Is that NICK LOGUE I SEE POSTING? Yay!

Heh. Took me like seven years to find this and post again! I suck!

Contributor

Zombieneighbours wrote:
James Jacobs wrote:
WOAH! Is that NICK LOGUE I SEE POSTING? Yay!
James, you can't blame him. Its deepest darkest essex which is to blame. It swallows people, like the bermuda triangle, only with more white trainers.

Its so true... :-(

The Exchange

So why don't you come over the channel (to Germany for example), we have theatres as well and our food is much better :D


James Jacobs wrote:
WOAH! Is that NICK LOGUE I SEE POSTING? Yay!

Oh, and Nick Logue, I still owe my players a trip to visit the Grauls. I plan it to be shoehorned into either Council of Thieves or Kingmaker as my own "Setpiece". >:)


1 person marked this as a favorite.

I started Rise of the Runelords not long ago, and my last session ended in the glassworks, with all the goblins dead and Tsuto out cold and tied up. The party is going to be deputized and tasked with transporting the dangerous criminal to Magnimar, where he will stand trial under the honorable Justice Irionbriar. Here he will be found guilty of murdering his father, organizing a raid by monsters which resulted in multiple deaths as well as extensive property damage, and the publication of infernal pornographic material. His scentence is going to be a life of community service spent defending civilization from future nastiness with the Black Arrows.

While at the fort I would like the party to hook up with our newest character, a human rogue. Me and the rogues player got talking about the Black Arrows, and figured that would be as good a place as any for him to jump in. Now, I haven't made it back to my house yet to see what all info is in the actual adventure, but I've spent the last hour or so sniffing around the sight for details on the organization, and found nothing so far.

Anyone have any fan made info on them? Any references to official info? Advice and/suggestions?


I have worked on converting the Kreeg ogres to PRPG standard.
The stats have been worked out based on the Bestiary ogre entry and combined with the AP 3 stats for Kreeg ogres.
I suggest these for general use as classed ogres as well.
Comments will be appreciated. I hope you will find them useful:

The first Kreeg variant are the barbarians. They are probably standard for most ogre liutenants and ogre chiefs. This ogre variant is well suited for general destruction and mayhem and will make short work of any lightlyarmored or unarmored heroes.
This was a standard build in the D&D 3.5 MM.

Kreeg Ogre Barbarian:

Kreeg Ogre 4th level Barbarian CR 7
XP 3,200
CE Large humanoid (giant)
Init 0; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 19, touch 9, flat-footed 19 (+5 armor, 0 Dex, +5 natural, –1 size)
hp 101 (4d8 +4d12 +52)
Fort +13, Ref +2, Will +5
Special Uncanny Dodge
Offense
Speed 40 ft. (50 ft. base)
Melee ogre hook +14/+9 (3d6+11/x3)
Ranged javelin +7/+2 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Rage points 15; Rage Powers – Powerful Blow (+2), Surprise Accuracy (+2),
Power Attack (+12/+8 (3d6+17)
Statistics
Str 24, Dex 10, Con 21, Int 6, Wis 12, Cha 4
Base Atk +7; CMB +15; CMD 25
Feats Iron Will, Toughness, Power Attack, Cleave
Skills Climb +15, Perception +6
Languages Giant
Treasure
+1 hide shirt, +1 ogre hook, 2 mwk. javelins

Raging
Defense
AC 17, touch 7, flat-footed 17 (+5 armor, 0 Dex, +5 natural, –1 size, -2 rage)
hp 117 (4d8 +4d12 +68)
Fort +15, Ref +2, Will +7
Special Uncanny Dodge
Offense
Speed 40 ft. (50 ft. base)
Melee ogre hook +16/+11 (3d6+14/x3)
Ranged javelin +7/+2 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Rage points 17; Rage Powers – Powerful Blow (+2), Surprise Accuracy (+2)
Power Attack (+14/+10 (3d6+20)
Statistics
Str 28, Dex 10, Con 25, Int 6, Wis 12, Cha 4
Base Atk +7; CMB +17; CMD 27

This Kreeg ogre variant benefits from more diversity in feats and better overall combat abilities. It is very well suited for engaging strong fighters. Its Vital Strike feat will make its hits count if faced by armored foes against which reiterative attacks will probably fail.

Kreeg Ogre Fighter:

Kreeg Ogre 5th level Fighter CR 8
XP 4,800
CE Large humanoid (giant)
Init 0; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 19, touch 9, flat-footed 19 (+5 armor, 0 Dex, +5 natural, –1 size)
hp 99 (4d8 +5d10 +50)
Fort +15, Ref +2, Will +3
Special Bravery (+1 vs. fear), Armor training
Offense
Speed 30 ft. (40 ft. base)
Melee ogre hook +17/+12 (3d6+14/19-20/x3)
Ranged mwk composite longbow +8/+3 (2d6+7/x3)
Space 10 ft.; Reach 10 ft.
Special Weapon Training (axes), Cleave,
Power Attack (+14/+9, 3d6+23), Vital Strike (+17, 6d6+14),
Power Attack +Vital Strike (+14 (6d6+23)
Statistics
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4
Base Atk +8; CMB +16; CMD 26 (+2 to bull rush)
Feats Cleave, Great Fortitude, Improved Bullrush, Improved Critical (ogre hook),
Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook), Vital Strike
Skills Climb +15, Perception +3
Languages Giant
Treasure
Potion of cure moderate wounds (2d8+3hp), +1 hide shirt, +1 ogre hook,
mwk. composite longbow [+7] w. 20 arrows

Hookmaw Kreeg has elsewhere been stated to be a standard ogre. That however will not do!
The Hookmaw miniature from the Pathfinder series deserves much more. Keeping within the scope of the encounter CR Hookmaw kan have 4 class levels without oofsetting the balance of the encounter very significantly. I have therefore made Hookmaw a special ogre barbarian.
His rage powers differ from the standard to better demonstrate the power of his metalic jaw. While the Animalistic Fury only gives the ogre barbarian a 1d6 bite attack I have incresed the damage to 1d8 which corresponds to a large creatures bite attack (they are after all very menacing steel jaws). One of Hookmaws feats has also men asigned to Improved Natural Attack (bite) to give further weight to this attack.

Hookmaw Kreeg:

Hookmaw Kreeg 4th level Barbarian CR 7
XP 3,200
CE Large humanoid (giant)
Init 0; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 19, touch 9, flat-footed 19 (+5 armor, 0 Dex, +5 natural, –1 size)
hp 101 (4d8 +4d12 +52)
Fort +11, Ref +2, Will +5
Special Uncanny Dodge
Offense
Speed 40 ft. (50 ft. base)
Melee ogre hook +14/+9 (3d6+11/x3)
Ranged javelin +7/+2 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Rage points 15; Rage Powers – Animalistic Fury, Strength Surge
Power Attack (+12/+8, 3d6+17)
Statistics
Str 24, Dex 10, Con 21, Int 6, Wis 12, Cha 4
Base Atk +7; CMB +15; CMD 25
Feats Toughness, Power Attack, Cleave, Improved Natural Attack(bite)
Skills Climb +15, Perception +6
Languages Giant
Treasure
+1 hide shirt, +1 ogre hook, 2 mwk. javelins

Raging
Defense
AC 17, touch 7, flat-footed 17 (+5 armor, 0 Dex, +5 natural, –1 size, -2 rage)
hp 117 (4d8 +4d12 +68)
Fort +13, Ref +2, Will +7
Special Uncanny Dodge
Offense
Speed 40 ft. (50 ft. base)
Melee ogre hook +16/+12 (3d6+14/x3), bite +10 (2d6+4)
Grappling bite +17 (2d6+13)
Ranged javelin +7/+2 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Rage points 17; Rage Powers – Animalistic Fury, Strength Surge
Power Attack (+14/+9, 3d6+20)
Statistics
Str 28, Dex 10, Con 25, Int 6, Wis 12, Cha 4
Base Atk +7; CMB +17; CMD 27

Jaagrath Kreeg does not represent a unique ogre variant. It will probably not be rare at high level campaigns where they can make out the fist of a powerful humanoid horde.

Jaagrath Kreeg:

Jaagrath Kreeg 7th level Barbarian CR 10
XP 9,600
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 17, touch 9, flat-footed 17 (+2 armor, +1 Dex, +5 natural, –1 size)
hp 109 (4d8 +7d12 +40)
Fort +12, Ref +4, Will +2
Special Uncanny Dodge, Improved Uncanny Dodge, DR 1/-
Offense
Speed 40 ft. (50 ft. base)
Melee ogre hook +19/+14 (3d6+13/19-20/x3), vs. humans +21/+16 (3d6+15 plus 2d6)
Space 10 ft.; Reach 10 ft.
Special Rage points 21; Rage Powers – Powerful Blow (+2), Surprise Accuracy (+2), Roused Anger
Power Attack (+16/+11, 3d6+22), Vital Strike (+19, 6d6+13)
Power Attack +Vital Strike (+16, 6d6+22)
Statistics
Str 26, Dex 12, Con 16, Int 6, Wis 8, Cha 9
Base Atk +10; CMB +19; CMD 30 (+2 to bull rush)
Feats Cleave, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Vital Strike
Weapon Focus (ogre hook), Cleave, Vital Strike
Skills Climb +13, Intimidate +6, Perception +9
Languages Giant
Treasure
2x Potion of cure serious wounds (3d8+5), +1 human bane ogre hook, bracers of armor +2,
belt of giant strength +4

Raging
Defense
AC 15, touch 7, flat-footed 15 (+2 armor, +1 Dex, +5 natural, –1 size, -2 rage)
hp 131 (4d8 +7d12 +62)
Fort +14, Ref +4, Will +4
Special Uncanny Dodge, Improved Uncanny Dodge, DR 1/-
Offense
Speed 40 ft. (50 ft. base)
Melee ogre hook +21/+16 (3d6+16/19-20/x3)
Space 10 ft.; Reach 10 ft.
Special Rage points 23; Rage Powers – Powerful Blow (+2), Surprise Accuracy (+2), Roused Anger
Power Attack (+18/+13, 3d6+25), Vital Strike (+21, 6d6+16)
Power Attack +Vital Strike (+18, 6d6+25)
Statistics
Str 30, Dex 12, Con 20, Int 6, Wis 8, Cha 9
Base Atk +10; CMB +21; CMD 32 (+2 to bull rush)

This ogre variant represents a strong tribal witch-doctor. This particular configuration uses the fey bloodline. The reason for this being the paralel between the deformed Kreeg offspring and the grotesqueness of the unseely. My first association were the misshapen fomorian giants. While not quite as obvious as the abyssal bloodline the Fey bloodline has very useful powers such as Greater Invisibility and Poison spells, which work well with the Enchantment focus of this sorceres.

Dorella Kreeg:

Dorella Kreeg, Ogre 9th level sorcerer [fey] CR 10
XP 9,600
CE Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, –1 size)
hp 105 (4d8 +9d6 +53)
Fort +11, Ref +3, Will +10
Offense
Speed 40 ft.
Melee dagger +10/+5 (2d8+7)
Ranged Acid arrow +5 (2d4)
Space 10 ft.; Reach 10 ft.
Special Point Blank Shot, Precise Shot, Concentration +11(+15)
Bloodline powers Laughing touch (5/day), woodland stride, greater invisibility (9 rounds/day)
Spells Known (CL 9th, +5 ranged touch)
4th (4/day)confusion (DC 18), poison (DC 16), shout (DC 16)
3rd (6/day)deep slumber (DC 17), dispel magic, lightning bolt (DC 15), Suggestion (DC 17)
2nd (7/day)blindness/deafness (DC 14), hideous laughter (DC 16), mirror image, scorching ray,
touch of idiocy
1st (7/day)charm person (DC 15), entangle, mage armor, magic missile, shield, true strike
0acid splash, dancing lights, daze (DC 14), ghost sound (DC 12), mage hand, mending,
message, prestidigitation
Statistics
Str 18, Dex 8, Con 18, Int 8, Wis 13, Cha 15
Base Atk +7; CMB +12; CMD 21
Feats Alertness (familiar), Combat Casting, Eschew Materials, Extend Spell,
Greater Spell Focus (enchantment), Improved initiative, Iron Will, point Blanck Shot, Precise Shot,
Spell Focus (enchantment)
Skills Climb +9, Perception +9
Languages Giant
Treasure
Wand of acid arrow (43 charges), dagger, amulet of natural armor +2, cloak of charisma +2

Sovereign Court

Isn't Jaagrath Kreeg described as taking pleasure in biting faces off in a grapple? I read that barbarian raging bite attack description and immediately thought they put that in the rulebook just for him.

Otherwise, thanks for saving me some work!!

Sovereign Court

Here are some things I've noticed about those ogre conversions:

Dorella shouldn't have a familiar unless she is of the Arcane bloodline.

Dorella's Cloak should be a headband.

All the ogres' base speeds are 10' too fast (Ogre base is now 30')

All of the ogres have too many hit points. It seems like you are giving them max hp with their first level in a class, but are showing it by adding 1/2 the hd as bonus hp, is that right?

Hide shirts are not in PRPG. Dunno if that matters to you or not, I'm ok with them being campaign world specific.

That's all I found on first glance. Thanks for posting these!

Sovereign Court

Oops, never mind about the base speed. Duh.

Carry on, one and all.


1 person marked this as a favorite.
Twowlves wrote:


Isn't Jaagrath Kreeg described as taking pleasure in biting faces off in a grapple? I read that barbarian raging bite attack description and immediately thought they put that in the rulebook just for him.

Otherwise, thanks for saving me some work!!

That is a very good point.

Roused anger should probably be changed for animalistic fury in stead.

I forgot all about Jaagrath's grappling bite.


Twowlves wrote:


Here are some things I've noticed about those ogre conversions:

Dorella shouldn't have a familiar unless she is of the Arcane bloodline.

Dorella's Cloak should be a headband.

Two good points. Thanks.

Twowlves wrote:
All the ogres' base speeds are 10' too fast (Ogre base is now 30')

;D

Twowlves wrote:
All of the ogres have too many hit points. It seems like you are giving them max hp with their first level in a class, but are showing it by adding 1/2 the hd as bonus hp, is that right?

The extra hp are from favored class. The 1st lvl max is calculated into the hp but not listed in the parentheses.

Twowlves wrote:
Hide shirts are not in PRPG. Dunno if that matters to you or not, I'm ok with them being campaign world specific.

Hide shirt and hide armor are both +4 armor. I believe the real difference is in max dex and armor pen., which are not very important. I might have missed Armmor pen.s altogether

Twowlves wrote:
That's all I found on first glance. Thanks for posting these!

Thanks a lot. I am glad you will be able to use it.

Scarab Sages

The Grandfather wrote:
Hide shirt and hide armor are both +4 armor. I believe the real difference is in max dex and armor pen., which are not very important. I might have missed Armmor pen.s altogether.

Hide shirt is much more expensive (90 gp, I think).


Tom Baumbach wrote:
The Grandfather wrote:
Hide shirt and hide armor are both +4 armor. I believe the real difference is in max dex and armor pen., which are not very important. I might have missed Armmor pen.s altogether.
Hide shirt is much more expensive (90 gp, I think).

And light armor, right?

Scarab Sages

pres man wrote:
And light armor, right?

Affirmative.

Sovereign Court

But didn't they make Hide Shirts specifically so that barbarians would use that over Hide Armor because of the movement penalty? At this point, esp for NPCs, I don't see a reason why they can't be in Hide Armor.

Like I said before, either way is fine with my IMC.

I also think Dorella needs to be of the Aberrant bloodline. At 9th level, she gets the equivalent of Light Fortification, and she can shoot acid darts (she already has a wand of Acid Arrow). Seems to fit the inbred nature of the bunch better IMO.

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