Strategies for Kyuss to use against the marauding player characters


Age of Worms Adventure Path


Mr. Jacobs, Mr. Leati, and fellow readers & posters, I'm interested in useful strategies and experiences to assist Kyuss (the Rev. Jim Jones of the D&D game) in annihiliating my player's characters. I'll periodically post a few ideas and thoughts and hope some of you will offer comment or feedback on them.

For starters, can Kyuss be harmed while in his monolith? (I recognize that the Monolith itself is invulnerable). Can he retreat back into the Monolith during the fight to heal up in safety?

Am I correct that although Kyuss cannot directly communicate with his minions (those on/within the spire) while in his prison, he can see what they see given that they are in a 'shrine' to him.

WHY the insane limitation against Kyuss acting against the PC's on the first round following his emergence from the prison? What purpose does this serve other than getting him killed? How have other GM's dealt with this limitation, other than disregarding it entirely (which is what I'm likely to do)?

When Kyuss "emerges" from his prison to combat the PC's, can he take only a 5 foot step and be partially still contained within his prison to maintain some degree of cover bonus and deny PC's attacks of opportunity if they have positioned themselves just outside of his monolith?

I'll post more questions in the future. Thanks in advance for feedback. ~AS

Shadow Lodge

Allen Stewart wrote:
For starters, can Kyuss be harmed while in his monolith? (I recognize that the Monolith itself is invulnerable). Can he retreat back into the Monolith during the fight to heal up in safety?

I believe that the intention was yes, he could be harmed. That's how I ran it, although it didn't occur to my players to attack him (they buffed instead).

Allen Stewart wrote:
WHY the insane limitation against Kyuss acting against the PC's on the first round following his emergence from the prison? What purpose does this serve other than getting him killed? How have other GM's dealt with this limitation, other than disregarding it entirely (which is what I'm likely to do)?

I considered it him taking a one-round action to emerge from the monolith. I.E., his action starts in the first round and finishs just before his action in the second round.

I'm afraid I don't have answers for the other questions, though.


You do realize that an anti-magic field will suppress ALL supernatural effects (along with the more obvious spells and spell-like abilities) within its area of effect?

(Thus, you will need to burn an action to dismiss the field - but it will at least buy you the time to handily thwart Sir Ineptus' rampaging hormones, as it only needs to remain up for a full round [until Sir Ineptus' next round begins] to achieve the desired result ... depriving him of his beloved Overkill-Arcane-Strike interpretation.... before being dropped to resume dismemberments, decaptitations, devourings, maimings and mutilations...


Don't forget about his Time Stop, with it he can heal himself or buff up. Also an Anti-Life Shell is a good way to keep pesky warriors off you for a bit.


Allen's AoW has reached an ... interesting conclusion. How he reports this shall prove ... enlightening, I suspect, once he posts it of course. ^_^


Turin the Mad wrote:
Allen's AoW has reached an ... interesting conclusion. How he reports this shall prove ... enlightening, I suspect, once he posts it of course. ^_^

Grrr Turin...what happened?! Allen, you need to post!


Yasha0006 wrote:
Turin the Mad wrote:
Allen's AoW has reached an ... interesting conclusion. How he reports this shall prove ... enlightening, I suspect, once he posts it of course. ^_^
Grrr Turin...what happened?! Allen, you need to post!

I'm working on the post. It's long and complicated. If I can't get it up tonight, I'll have it up tomorrow for sure. I think...

I'll give you a tid bit that there were SEVEN PC Fatalities:)


The FINAL post is up Kiddies'. Go visit the thread for a peek:D

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