Sea Wyvern's Wreckage


Savage Tide Adventure Path

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Catfolk were from Races of the Wild, if I recall. If you dont have easy access to that, I could whip up an appropriate stat block fairly easily.


The Black Bard wrote:
Catfolk were from Races of the Wild, if I recall. If you dont have easy access to that, I could whip up an appropriate stat block fairly easily.

Yep, you recall correctly. RotW page 92.


The Black Bard wrote:
Catfolk were from Races of the Wild, if I recall. If you dont have easy access to that, I could whip up an appropriate stat block fairly easily.

please do!!!


TheWhiteknife wrote:
The Black Bard wrote:
Catfolk were from Races of the Wild, if I recall. If you dont have easy access to that, I could whip up an appropriate stat block fairly easily.
please do!!!

I too would like to see what you did with these poor skinless rakasta. I took the razorclaw shifter race from Eberron and applied the broken soul template on them from Advanced Bestiary. Plus, I gave them regeneration, improved crit range, and bleed as their obsidian nails dislodge painful shards into their victims' wounds.

On another note, my players encountered the savage nymph for the first time and ho boy, did she give them a run for the money. I gave her the advanced template and a couple extra hit dice and she fought them to a draw twice. The cleric later had a dream where she found the nymph sobbing in front of a clear pool of water. The nymph turned to the cleric and mouthed the words "save me" before her eyes rolled back and her face split upon again. The next day, the party finds the nymph's lair and stumbles upon her sleeping after a meal. They eschew the opportunity to kill the nymph while she slept and sailed off to find a way to cure the savage fever. I will probably have the couatl provide them with a means to do so once they clear out the temple.


It still blows my mind to know other people have taken the things I say and brought them to their game table.

The idea that those things actually work well and bring greater enjoyment to the table climbs the slopes of Mount Unbeleivable.

Seriously, your posts make my day in ways you can not know.

Right, I shall post some Agony Walkers after dinner. 3.5 or Pathfinder versions? Or both?


The Black Bard wrote:

It still blows my mind to know other people have taken the things I say and brought them to their game table.

The idea that those things actually work well and bring greater enjoyment to the table climbs the slopes of Mount Unbeleivable.

Seriously, your posts make my day in ways you can not know.

Right, I shall post some Agony Walkers after dinner. 3.5 or Pathfinder versions? Or both?

Ha, you don't know the half of it!

The expressions of my players' faces when Temauhti-Tecauni roared...priceless. "What?! CHA drain?! Sonic damage?! What the hell kind of monster is this?!!!"

When the scorpion impaled the cleric and began to use the party's cleric as a shield: "Are you serious!?"

My answer: "Yes. He is not a member of the I7 for nothing!"

When the savage nymph's face opened up like a perverse flower revealing sinew colored tendrils, one of the female players at my table literally yelped in shock and disgust.

Anyways, I just have one thing to say: please keep the ideas coming!

Also, please put up statblocks for both!


I got much the same response, to which I happily responded with something along the lines of "Muhuhuhahahahahahahahah!!!" I have a most excellent evil laugh and so few chances to use it. >:D

Cesare wrote:
When the savage nymph's face opened up like a perverse flower revealing sinew colored tendrils, one of the female players at my table literally yelped in shock and disgust.

That was the response I got when my players discovered Tavey Nesk in the Fogmire Temple (see the Olangru thread). Several had to excuse themselves from the table for a few minutes, so I've kind of promised to reel back on the horror stuff in the future, heh.


Orthos wrote:

I got much the same response, to which I happily responded with something along the lines of "Muhuhuhahahahahahahahah!!!" I have a most excellent evil laugh and so few chances to use it. >:D

Cesare wrote:
When the savage nymph's face opened up like a perverse flower revealing sinew colored tendrils, one of the female players at my table literally yelped in shock and disgust.
That was the response I got when my players discovered Tavey Nesk in the Fogmire Temple (see the Olangru thread). Several had to excuse themselves from the table for a few minutes, so I've kind of promised to reel back on the horror stuff in the future, heh.

Don't go and do the bold "highlighted" part above ... well, without me causing it at least. >:D


hahaha My gaming group includes a 14 year old. I made him get his moms permission before running Savage Tide. He's not allowed, so im going to pull out all the stops. These messageboards are great for horror-savage tide ideas!

PS: BB I could use the PF version, please. If its any trouble I can convert it myself. Thanks in advance!


Olangru wrote:
Orthos wrote:

I got much the same response, to which I happily responded with something along the lines of "Muhuhuhahahahahahahahah!!!" I have a most excellent evil laugh and so few chances to use it. >:D

Cesare wrote:
When the savage nymph's face opened up like a perverse flower revealing sinew colored tendrils, one of the female players at my table literally yelped in shock and disgust.
That was the response I got when my players discovered Tavey Nesk in the Fogmire Temple (see the Olangru thread). Several had to excuse themselves from the table for a few minutes, so I've kind of promised to reel back on the horror stuff in the future, heh.
Don't go and do the bold "highlighted" part above ... well, without me causing it at least. >:D

Oh I got plenty of cackles during your chapter, sir, and I anticipate plenty more when you make your return appearance.


Olangru wrote:
Orthos wrote:

I got much the same response, to which I happily responded with something along the lines of "Muhuhuhahahahahahahahah!!!" I have a most excellent evil laugh and so few chances to use it. >:D

Cesare wrote:
When the savage nymph's face opened up like a perverse flower revealing sinew colored tendrils, one of the female players at my table literally yelped in shock and disgust.
That was the response I got when my players discovered Tavey Nesk in the Fogmire Temple (see the Olangru thread). Several had to excuse themselves from the table for a few minutes, so I've kind of promised to reel back on the horror stuff in the future, heh.
Don't go and do the bold "highlighted" part above ... well, without me causing it at least. >:D

Ho boy, don't get me started on Olangru. Even though they finally defeated the fiend, my 10th level PCs still refuse to walk through Fogmire.

It may have something to do with the fact that he demonically possessed Tavey and caused the entire party to experience Exorcist flashbacks.

Or it may have something to do with the fact that a young couple (whom they rescued from Siege of the Spider Eaters side quest) happened to skip off the cliff with looks of pure possessed ecstasy the first thing in the morning.

Or it may have something to do with Olangru teleporting the cleric into the lava pit and then gleefully conjuring up a wall of stone over the opening while the poor woman roasted.

There are more, but these are the most notable. As a result, I have a special place in my evil GM's heart for this bad boy.

Orthos wrote:
Oh I got plenty of cackles during your chapter, sir, and I anticipate plenty more when you make your return appearance.

Oh pray tell, what would this "return appearance" entail?


Cesare wrote:
Orthos wrote:
Oh I got plenty of cackles during your chapter, sir, and I anticipate plenty more when you make your return appearance.
Oh pray tell, what would this "return appearance" entail?

It is a long-standing house rule in my group's games that, regardless of whether they are Called or Summoned, an Outsider slain off its plane of origin is NOT dead but rather returned to its home plane. (A summoned one gets off scot free, a Called one is blocked by ancient planar agreements that predate even the gods from returning to the plane where it was slain for several thousand years.) Thus, Olangru being a fiend who bodily traveled to the Prime - essentially the equivalent of being Called just minus the magical aid - his death in Fogmire was not permanent, it simply returned him to the Abyss.

By the time the players get to "Wells of Darkness" Olangru will have had plenty of time to plot his revenge as well as raise some half-fiendish offspring courtesy his female prisoners (with a customized version of the Half-Fiend template that leans more toward Bar-Lgura than the Bestiary/Monster Manual template does, including a Climb speed instead of a Fly speed and Pounce among other things) and will be waiting for them somewhere in the wells... for the moment I'm pretty sure I'm going to put him and his brood in the place of the fiendish girallons above Shami-Amoure's prison. One of the Half-Lguras will be scouting out the party and reporting to Daddy regularly, and Olangru will be setting up a nice little ambush.


Cesare wrote:
Olangru wrote:
Orthos wrote:

I got much the same response, to which I happily responded with something along the lines of "Muhuhuhahahahahahahahah!!!" I have a most excellent evil laugh and so few chances to use it. >:D

Cesare wrote:
When the savage nymph's face opened up like a perverse flower revealing sinew colored tendrils, one of the female players at my table literally yelped in shock and disgust.
That was the response I got when my players discovered Tavey Nesk in the Fogmire Temple (see the Olangru thread). Several had to excuse themselves from the table for a few minutes, so I've kind of promised to reel back on the horror stuff in the future, heh.
Don't go and do the bold "highlighted" part above ... well, without me causing it at least. >:D

Ho boy, don't get me started on Olangru. Even though they finally defeated the fiend, my 10th level PCs still refuse to walk through Fogmire.

It may have something to do with the fact that he demonically possessed Tavey and caused the entire party to experience Exorcist flashbacks.

Or it may have something to do with the fact that a young couple (whom they rescued from Siege of the Spider Eaters side quest) happened to skip off the cliff with looks of pure possessed ecstasy the first thing in the morning.

Or it may have something to do with Olangru teleporting the cleric into the lava pit and then gleefully conjuring up a wall of stone over the opening while the poor woman roasted.

There are more, but these are the most notable. As a result, I have a special place in my evil GM's heart for this bad boy.

Orthos wrote:
Oh I got plenty of cackles during your chapter, sir, and I anticipate plenty more when you make your return appearance.
Oh pray tell, what would this "return appearance" entail?

Hrmmm ... sounds like a dozen or so well-earned Cleric levels may be just the ticket. Cleric ... of ME !! puffs on a rather rancid stogey


Olangru wrote:
Hrmmm ... sounds like a dozen or so well-earned Cleric levels may be just the ticket. Cleric ... of ME !! puffs on a rather rancid stogey

Olangru, Prince of Demons? Has a nice ring to it....


Orthos wrote:
Olangru wrote:
Hrmmm ... sounds like a dozen or so well-earned Cleric levels may be just the ticket. Cleric ... of ME !! puffs on a rather rancid stogey
Olangru, Prince of Demons? Has a nice ring to it....

It appears that one can never be rid of Olangru -- he seems to have sabotaged this thread like he has so many others...

BlackBard: Agonywalkers please!


Cesare wrote:
Orthos wrote:
Olangru wrote:
Hrmmm ... sounds like a dozen or so well-earned Cleric levels may be just the ticket. Cleric ... of ME !! puffs on a rather rancid stogey
Olangru, Prince of Demons? Has a nice ring to it....
It appears that one can never be rid of Olangru -- he seems to have sabotaged this thread like he has so many others...

*waves Olangru over* C'mon big guy, share this one with me.

Mwuhuhuhahahahahahahahahahah!!!


Orthos wrote:
Cesare wrote:
Orthos wrote:
Olangru wrote:
Hrmmm ... sounds like a dozen or so well-earned Cleric levels may be just the ticket. Cleric ... of ME !! puffs on a rather rancid stogey
Olangru, Prince of Demons? Has a nice ring to it....
It appears that one can never be rid of Olangru -- he seems to have sabotaged this thread like he has so many others...

*waves Olangru over* C'mon big guy, share this one with me.

Mwuhuhuhahahahahahahahahahah!!!

Sabotage = positive thread contributions ... ^_^

pals up next to Orthos

Mwuhuhuhahahahahahahahahahah!!!

Prince of Demons has a nice ring to it indeed ...


Bleh, forgot that family was visiting last evening. Here we go, Pathfinder Version first:

Pathfinder Agonywalker:

Agonywalker (CR 8)
XP 4800
N Medium Monstrous Humanoid
Init +5 (+9 in favored terrain); Senses Blindsight 60'.; Perception +5

Defense
AC 21, touch 15, flat-footed 16 (+5 nat armor, +5 dex, +1 shield)
hp 72 (9d10+18)
Fort +8, Ref +13, Will +6
Evasion, Agony, Skinwalker's Curse

Offense
Speed 40 ft. Woodland Stride
Melee Claw +15/+15/+10/+10 (1d6+3), Bite +10 (1d6+3)

Special Attacks: Obsidian Weapons, Favored Enemy: Humanoid (Human) +4, Outsider (Evil) +2.

Spells Prepared (CL 5th)

2nd-protection from energy
1st—endure elements (cast at beginning of day), resist energy, longstrider

Statistics
Str 14, Dex 20, Con 14, Int 8, Wis 12, Cha 12
Base Atk +9; CMB +11; CMD 25

Feats (B) Bleeding Critical, (CS) Two Weapon Fighting, (CS) Improved Two Weapon Fighting, Iron Will, Weapon Focus (Claw), Lightning Reflexes, Weapon Finesse, Two Weapon Defense

Skills Jump

Languages Rakasta

Ecology
Environment any land
Organization solitary, pair, or clan (3–8)
Treasure: Obsidian Claws

Agony (Ex): Agonywalkers live in constant pain, kept alive despite their flayed state by the curse placed upon them by the Skinwalkers. Due to the constant and terrible pain they suffer, they do not actually feel the pain of most wounds. Anyone contacting an agonywalker telepathically takes 2d10 points of damage from the shared agony per round of contact (Will Save DC for Half). Agonywalkers are immune to pain related effects, and can not be charmed, dominated, confused, dazed, nauseated, sickened, or stunned.

Skinwalker's Curse: The rakasta cursed the skinwalkers with their final breaths to "Spend eternity in agony beyond compare" but, cunning and malevolent as they are, their tormentors turned the curse back upon their much abused captives. As a result, Agonywalkers eventually revive from death, returning to full health after a period of 1d10 days. This can be overcome by one of two methods: Holy energy (such as from a holy weapon) can interfere with the dark curse at the moment of death. The holy energy must be in the killing blow, not merely attacks used to bring the creature down. The other method is through remove curse or any other effect that can remove a curse. However, the Agonywalker is unlikely to submit (or be convinced to submit) to the spell, and will attempt to save against it. The DC for the level check of Remove Curse is 20. Ending the curse in this manner removes the supernatural pain placed on the Agonywalker as well as the magics supporting it, placing the creature at -1 hp and bleeding out. Unless healed, the agonywalker will die permanently at -10; it may not self-stabilize until its skin is regrown by magic.

Obsidian Weapons: An agonywalker's claws and teeth have been replaced with jagged shards of obsidian, roughly jammed into the flesh and held by the Skinwalker's Curse. These claws function as +1 keen light weapons for purposes of multiple attacks via base attack (except the bite), attack rolls, damage rolls, and bypassing damage reduction, and critical threats. They can not be disarmed, but they can be sundered (Hardness 8, 5hp). Sundered obsidian weapons are restored by the curse in 1d10 days, or when a slain agonywalker revives. Additionally, they grant the skinwalker the ability to use Bleeding Critical as a bonus feat without needing to meet the prerequisites.

The shards of obsidian from a slain skinwalker (permanently or not) can be worn as a trophy (necklace, earring, no slot required). The echoes of enduring against eternal torment provide a +1 circumstance bonus on will saves against abilities produced by Skinwalkers. The obsidian from a skinwalker who's curse is lifted holds some of the magic that broke the curse, providing a +1 circumstance bonus on all will saves, and an additional +sacred bonus on all saves against effects produced by Skinwalkers. These bonuses do not function for anyone who has not seen a living agonywalker with their own eyes, and felt sorrow for the state they endure.

Note: Agonywalkers have the Nature's Bond, Wild Empathy, and Swift Tracker abilities as appropriate to their level. Due to the Skinwalker's Curse, the indescribable agony they suffer, and that they only tolerate the presence of their own, these abilities either have no appreciable effect or do not function. An agonywalker somehow restored to proper health would regain the use of these abilities.

Lots of text, but consider it a hackjob ecology section smashed into the special ability descriptions. Banging this out while getting ready for my own Savage Tide game this afternoon, so its not as polished as I would like.


Thank You so much BB!


Going back to the initial suggestion of using Fey, I would not go that way. What you did end up with seems much better.

Fey (at least the standard MM fare) don't really belong on the Isle of Dread. The place should be strange and foreign - a nymph is too European in feel. Of course, if you reskin the nymph as some kind of aztec seductive spirit, perhaps even keeping all the abilities but changing it's style, could work.

Another possibility (too late now I suppose) is a Coatl affected by the savage tide.


I love the Agonywalkers.... I think I'll use them, although in my campaign I'll call them the Skinless.

Ken


Carl Cramér wrote:
Another possibility (too late now I suppose) is a Coatl affected by the savage tide.

A couatl is an Outsider, and therefore not subject to the effects of the Tide. It only affects corporeal aberrations, animals, dragons, fey, giants, humanoids, magical beasts, and monstrous humanoids.

Hence why Tonituh at the Temple of the Jaguar wasn't affected when the Tide hit the Rakasta.


Carl Cramér wrote:

Going back to the initial suggestion of using Fey, I would not go that way. What you did end up with seems much better.

Fey (at least the standard MM fare) don't really belong on the Isle of Dread. The place should be strange and foreign - a nymph is too European in feel. Of course, if you reskin the nymph as some kind of aztec seductive spirit, perhaps even keeping all the abilities but changing it's style, could work.

Another possibility (too late now I suppose) is a Coatl affected by the savage tide.

You bring up a valid point; I may ret con the savage nymph a bit in order to explain what exactly she is doing in the Isle of Dread. I like the nature spirit idea.

Seeing as how my players intend to come back with a greater restoration for the poor creature (bless their bleeding hearts), I now need to figure out where she comes from, what she is doing, how she got afflicted, etc.

Any suggestions?

Also, I'm going to use the Agonywalkers tomorrow afternoon! :)

(2-3 more sessions until the invasion of Farshore!)


The PCs met the couatl yesterday in the rakasta temple after dealing with the Agonywalkers.

They were understandably horrified but sympathetic at the plight of the pitiful skinless beasts. I went on to add clues as to what happened, by saying that they saw eight large blood spatters encrusted with gristle and bits of fur arranged in a ritualistic, but chaotic pattern inside the temple. I described the area as having a heavy, suffocating spiritual aura noticeable to everyone due to the atrocities committed here(the chamber was treated as being covered by a desecration spell)

I placed a blood amniote within the pit, which creeped out everyone even more. The monk went to scout and failed his reflex save at the pit's edge. Even though he took no damage from the slow fall, I described how he "plopped" and sunk waist deep in something that smelled familiarly metallic...blood. When the blood started to undulate and move on its own volition, you wouldn't believe how quickly he tried to scram! :)

The couatl encounter was the highlight however. I played him out to be unnaturally apathetic and self loathing. No matter how hard my players tried, they were unable to get him to do anything. That is, until the priestess persuaded him (40 diplomacy) to let her cast protection from evil on him. When she did so, the couatl began convulsing and thrashing madly as it vomited forth a shadowy, translucent horned creature the size of a small dog (quasit wizard 9 with the shadow template), which the priestess identified as a "Despair Demon" (I ripped this scene wholesale from Spirited Away). They battled the creature and forced it to retreat back to its home plane.

Needless to say, the coautl was grateful to them and in addition to granting them four of its multi-hued feathers, enchanted the monk's adamantine tonfas (what Talim from Soul Calibur uses), which he pried from Temauti-Tecauhni's maw and imbued it with the holy property. (I thought that this would be cooler and more personal than just having it give them a bunch of items)

Afterwards, one of my female players insisted that they go back and have the couatl cure the Savage Nymph (she felt really sympathetic towards the creature). Even though the couatl cannot do so in the rules, I decided to use DM override to give that particular creature the ability to cast greater restoration 1/year.

They teleported to the beach where they first met her. It was sunset(they knew from personal experience that she hunted and feasted at night). As her silhouette rose from the waves followed by a horde of charmed and summoned sea creatures, the female duelist boldly stepped forward and summoned the couatl with her feather. The flying serpent arrived amidst a peal of thunder and a flash of light that lit up the area for a brief second. It flew over to the nymph and cast greater restoration on her.

Upon the casting of the spell, I described how her pale skin and bleached hair started to gain color. Her skin became a luminescent bronze and her hair darkened to a lustrous black (she appeared as a beautiful Olman woman in the flower of her youth). She introduced herself as Kusanesa of the Reef, a minor nature "goddess" who protected and tended the beautiful coral reefs that ring the Isle of Dread. As thanks, the restored nymph (or Olman nature spirit) placed her slim hands on the duelist's face and imparted a small measure of nature's beauty onto her. I described her character as gaining a huge surge of self confidence and "presence" in addition to minor cosmetic details such as fuller hair, flawless skin, etc. (The duelist gained a one time +6 permanent boost to charisma. Needless to say, her player was overjoyed even though cha was her dump stat.)

Well, that's all for now folks.


Well, I feel overshadowed now. Consider the Nymph and Couatl/"Despair Demon" subplots yoinked with much fervor.

Although, I may use a sorrowsworn demon instead of a quasit wizard. My PCs deserve it though. *evil grin*.


Damn, I just posted up my matchmaker subplot, but the forums gobbled it up. I'll put it up later I guess. :(

BTW What is a sorrowsworn demon?


Nasty customers from MM3. CR 17s, but easily downgraded by removing hit dice. They are basically demonic emotion vultures, but that really does a disservice to how nasty they can be.

With a BaB of +18, large size, and a Str of 29, they can be ugly customers in melee, especially since the defaults come with +2 glaives. And their natural attacks inflict a point of con damage.
Equally impressive is that their lowest ability score is a 17, and thats Dexterity.

Between Mind Reading (free action skip to round 3 detect thoughts), Aura of Loss (-2 on all rolls), and Whispers of Loss (swift action, choice of stunned 2 rounds, confused 5 rounds, or dazed 3 rounds, save against 1 doesnt protect against others, extra -2 to save if affected by Aura of Loss, stacks with the Aura penalty), they can generally keep the worst of their attackers out of the fight.

They are horribly unsupported by fluff, having only a tiny blip regarding their placement in campaigns, and almost nothing explaining what role they play in the demonic heirarchy (or lack thereof, as you please).

But I still like them. I mean, its a twelve foot tall emaciated humanoid with shriveled bat wings and a sunken face with massive eyes that look like they've seen everything wrong with the world. And it wants to show you everything it's seen. And it can. Straight into your mind.

Then it pulls out its glaive and crouches next to you as you lie thrashing on the ground, caught in the horrors of generations of fathers mourning for their children, widows for their husbands, and a thousand other sorrows and despairs. It places the cold steel of the glaive against your cheek, and its giant, horrifically empathic eyes look down at you. It whispers, "There there, it will all be over soon."

And you are grateful.


Cesare wrote:
... Afterwards, one of my female players insisted that they go back and have the couatl cure the Savage Nymph (she felt really sympathetic towards the creature) ... As thanks, the restored nymph (or Olman nature spirit) placed her slim hands on the duelist's face and imparted a small measure of nature's beauty onto her. ...

This is great on so many levels, so reminiscent of my 1e experiences...

The Black Bard wrote:

... It places the cold steel of the glaive against your cheek, and its giant, horrifically empathic eyes look down at you. It whispers, "There there, it will all be over soon."

And you are grateful.

Ok, now I am going to have to break out my books and revisit THAT critter...

I have to figure out a way to draw out my player's empathy for *something* to get them into this kind of mindset.

Kudos to both of you.


Hired Sword wrote:


This is great on so many levels, so reminiscent of my 1e experiences...

Thanks for the kudos. I try to keep the 1st edition vibe alive in my campaigns. After getting burnt out after drawing out Castle Scarwall in its entirety on several large sheets of graph paper, I decided to leave the miniatures and the flip mat on the shelf. Nowadays, I only take out the flip mat to draw simple sketches to clarify my explanations.

My narrative has improved dramatically and I find that the players are enjoying the games more. I only bring a laptop and dice to my gaming sessions, so it is easier to set up and get going. Basically, I prepare less and have more fun. Also, I'm sure every one of my scenes are more fantastic in the mind's eye of my players than even the most lavishly designed set and beautifully painted miniatures.

Of course, that's just the way my group likes to play. Everyone else's mileage my vary.


The Black Bard wrote:
It places the cold steel of the glaive against your cheek, and its giant, horrifically empathic eyes look down at you. It whispers, "There there, it will all be over soon."

And appropriately, given the discussion earlier, I heard that in Anub'Rekhan's voice....


Orthos wrote:
I wish I'd thought of both of those.

Just an update. I saw the Toss (Ex) ability on page 54 of the Tides of Dread Dungeon mag under the Stegosaurus entry. I'll use this for the basis of the Ankylosaurs augmentations. I think Toss is better than Awesome blow (greater distance and more damage), and I will still add Tail Sweep to get more than one square at a time on that tail attack.


Orthos wrote:
The Black Bard wrote:
It places the cold steel of the glaive against your cheek, and its giant, horrifically empathic eyes look down at you. It whispers, "There there, it will all be over soon."
And appropriately, given the discussion earlier, I heard that in Anub'Rekhan's voice....

Anub'Rekhan ?


Hiya.

I'm a little late in the thread, but what I'd put in it is nothing. Yup. Nothing. Don't take this the wrong way, but any time I see suggestions for 'fixing' something that got 'broken' because of player inginuity, team work and/or luck all I think about is how the GM is dileberately screwing-over or otherwise punishing his players. >:(

If they were smart enough to thouroghly win some encounter and that trouncing makes some other or future encounter moot...good on 'em! They shouldn't be punished for it.

Maybe it's my olde skool 1e talking, but that's how I run my games. If the PC's kick ass, they deserve all the benefit's that enatils. :)

^_^

Paul L. Ming


Even when a completely optimised, "loaded for bear" with the best of late 3.5 splatbooks (and PF) party of six characters - plus assorted hangers-on - tackles an adventure path meant for 4 to 6 standard characters? :)

I think that it's a question of how strong the group of PCs are. If they are very strong, then the average adventure path won't be challenging or interesting enough for them. Winning every fight within five rounds and not even coming close to losing a PC sounds like a boring campaign to me - even as a player.

As always, YMMV. (And I hope that we don't de-rail the thread.)


Bellona wrote:

Even when a completely optimised, "loaded for bear" with the best of late 3.5 splatbooks (and PF) party of six characters - plus assorted hangers-on - tackles an adventure path meant for 4 to 6 standard characters? :)

I think that it's a question of how strong the group of PCs are. If they are very strong, then the average adventure path won't be challenging or interesting enough for them. Winning every fight within five rounds and not even coming close to losing a PC sounds like a boring campaign to me - even as a player.

As always, YMMV. (And I hope that we don't de-rail the thread.)

Bold emphasis mine.

Correct. When an AP is written, it seems to be aimed at what is now the "15 point buy" range. Decent 4d6 (keep best 3 dice) or the 25 point buy method for ability scores easily skews this away from the 'assumed standards' already in place.

6 characters plus cohorts, followers, animal companions, eidolons, summoned monsters equates to a lot of firepower. Kingmaker seems to be the first AP to present "BBEG's" that can tackle that kind of punishment and (hopefully) not be ground into toejam in less than 30 seconds.

And for that I am very very grateful.


A little thread necromancy.

I figured, since my players are finally about to go after him, that I would post my version of Temuahti-Tecuani. He's a brute, and likely underreported for his CR, but hey, hes Infamous. A little backstory: in my game, Big T is ooooold. Like, 200 years old or so. I liked the idea of an animal so old it gained enough experience (real, not XP) fighting that it sort of "acheived" a limited sentience. Sort of a primitive AI, it has robust enough "programming" that it seems oddly intelligent in certain situations. In this case, combat. As a victor of thousands of battles, with demons, olman warriors, other dinosaurs, and who knows what else, Big T has learned how to fight well. He reacts horribly quickly, because he has seen your tactics before, in fact, he knows what your are going to do even before you do.

Part of the inspiration was a Goodman Games product on T-Rexes that had a "final state" for Rexes that got really old: even as their physical power faded, their ego drove them on, and they become psionic creatures. A lot of my Big T inspiration comes from that basic concept.

Spoiler:

Temuani-Tecuani
Precognitive Monster of Legend Advanced Tyrannosaurus CR 14
N Gargantuan animal
Init +16; Senses low-light vision, scent; Perception +39
Defense
AC 26, touch 12, flat-footed 26 (+4 Dex, +14 natural, –4 size, +2 insight)
hp 570 (30d8+330)
Fort +31, Ref +26, Will +19 Immune: Fear, Combat Reflexes
Offense
Speed 40 ft.
Melee bite +28 (16d6+38/19–20 plus grab) *power attack -5, vital strike, Bleeding Critical
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+14, AC 21, hp 50) retains AC benefits due to Foresight
Statistics
Str 38, Dex 18, Con 32, Int 5, Wis 18, Cha 14
Base Atk +22; CMB +40 (+44 grapple); CMD 54
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative (B), Iron Will (B), Run, Skill Focus (Perception), Imp. Natural Attack (bite), Power Attack, Improved Sunder, Vital Strike, Combat Reflexes, Ability Focus (Roar), Quicken SLA (Moment of Prescience)
Skills Perception +37, Climb +20, Swim +19, Acrobatics +10, Stealth +0, Spellcraft +0; Racial Modifiers +8 Perception
SQ powerful bite, greater damage, spell like abilities
Ecology
Environment warm forest and plains
Organization solitary, pair, or pack (3–6)
Treasure none
Special Abilities
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
Greater Damage: All natural weapons are increased by one die step.
SLAs: CL 30: Guidance at will. Augury 3xday. Quickened Moment of Prescience 3xday (+25 insight to one roll, 30 hour duration).

Roar of the Eternal King (Su) Temauhti-Tecuani can roar as a move action or as a free action during a charge. The roar is a fear effect (DC 29) which causes any creatures within 60' to become panicked if they have less than 4 HD, frightened if less than 8, and shaken if more than 8. If already shaken (by Temauhti-Tecuani's Aura of Dread or by other means) the victim becomes frightened if the Roar would make them shaken, and panicked if it would make them frightened. Additionally, any creature not immune to fear in the area must make a second Will save or take 3d4 CHA damage from the crushing weight of Temauhti-Tecuani's ego. A successful save reduces the damage to half.

Great Roar of the Eternal King (Su) As Roar of the Eternal King, except as follows: standard action, deals 10d6 sonic damage in a 30' cone (DC 36 fortitude for half).

Grand Roar of the Eternal King (Su) As Roar of the Eternal King, except as follows: full-round action, deals 10d6 sonic damage in a 60' cone, and does 5d6 sonic damage to all targets in a 30' spread (this damage does not stack with the damage from the cone). DC 36 fortitude saves halve the damage.

Regardless of what version of Roar of the Eternal King is used, Temauhti-Tecuani must wait 1d4 rounds before using Roar of the Eternal King again.

Also, Orthos, your Baaragath is perfect. Forget what I said before, I'm yoinking yours. Will also likely yoink and minor modify Charanka.

Gonna be so much fun when the PCs tangle with Big T. I've warned them, through the Olman people (whom they like and are working on gaining affilation with). They have said that Temauhti-Tecuani is undefeatable. Can you hurt him? Yes. Can you kill him? Depends. Can you kill him before he kills you? Or as the cheif hunter said: "You can draw a bucket from the fastest river, but if you stand in its path, it will sweep you away."


Awesome, Black Bard, just ... awesome.


So here are my ideas:

A house sized scorpion.
- The Scorpion could be surrounded by a tribe of scorpionfolk from the MM2 that worship it as some sort of god. Perhaps this is partially true; perhaps it looks like a horribly mutated scorpion; perhaps it is an aspect of Obox-ob? Perhaps it is a giant scorpion with some fiendish power due to an aspect of Obox-ob being imprisoned beneath the island (could be useful in the EomE)

A reclusive green dragon
- The green dragon itself could be reclusive, but perhaps it has servitors upon the island. A tribe of Olman or greenspawn that serve it and bring it treasure. Perhaps it is reclusive because it is studying the island, and has become itself a repository of lore and is the only being that holds the answer to a crucial question that the PCs have.

A domineering dragon turtle
- Perhaps Emraag the Glutton's shell has become so large, that it is now inhabited by a spellcaster or mindflayer that controls him. Perhaps the domineering is merely the dominated, carrying out the will of the mad spell caster within

A massive shambling mound
This will sound off the wall, but perhaps the Shambling Mound is itself a dungeon. A massive, stinking, changing dungeon. at its dark heart could reside an advanced Mother of All.


Been a while since I looked for the Infamous seven, but as my party wants to eventually get them all, I am loving this thread.

We have run Tecu Rex, and Emraag as written. Used Turin's scorpion.

Going to add mind-flayer or aboleth's or at some minor psionics to the Anklysaur because of this thread. His madness is due to being trapped in an animal body and the loco-weed really helps dull the pain of the former memories.

I want the shambling mound to be like the revisited wolf in sheep's clothing, luring people in by the victims it animates. Anything not subject to crits though will be really challenging for my party. Why not add a dryad of sorts here too? :)

My masher is going to have tons and tons of mooks--normal sized and swarms preferably. How many potions of neutralize poison can you really take? Oh yeah, it will not take long for sharks to enter the area once blood is in the water.

The dragon will be savage. Almost from the first savage tide. (I've posted this in another thread.)

Spoiler:
Dragons will take along time to succumb to the madness, decent saves and high int. It took months before the great red became savage, but when it did it tore every other dragon on the isle to pieces. Then it slept. For centuries. Then it awoke tore the island clean again. (This brutality led to much of the island's ecology--the most violent survived.) Then it slept. For centuries. A second wyrm, drawn by the lack of competition eventually makes it way to the island. Resistance to the acid and catching the other dragon asleep, it eventually won the long battle that ensued. But not before catching the disease. Again dragons take a long time to succumb, and once they do, they also sleep for centuries. Not sure what CR to make her, that will depend on what level the party is before seeking her out. Probably 20+ though. :)

BTW Turin, your scorpion did provide quite the challenge for the party, hence making it one encounter they still talk about O:)


Curaigh, I presume you lifted the scorpion from the campaign journal ?

I'm glad the scorpion makes your players still talk about the beastie ... it makes a GMs heart all warm and fuzzy. ^^


Turin the Mad wrote:

Curaigh, I presume you lifted the scorpion from the campaign journal ?

I'm glad the scorpion makes your players still talk about the beastie ... it makes a GMs heart all warm and fuzzy. ^^

Nae, ...there was a thread about the Infamous Seven. :)


I also used a scorpion from the boards. My players were horrified when the scorpion skewered the cleric and started using her body like a shield. It was a pretty epic fight, but the rewards were well worth it.

...My Scorpion Isle is a veritable diamond mine. (My players definitely needed to mine diamonds en masse to get enough to raise everyone who died.)

Good times! :)

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