Beefing up runeforge


Rise of the Runelords


Ok my players are cakewalking through runeforge (gluttony, sloth and wrath done for now and only the gluttony presented challenge) and i want to ask if anyone has made other builds for the encounters in the other wings.
I think i have located the problem for that, one being that my players are very good at what they do and the second one is that some of the builds of the encounters are for laughs (for example the highlady of wrath), or maybe it is becuase the runeforge was meant to be completed without resting but i have no way to enforce that.
I am about to start remaking some of the encounters but i don't have much time and the builds at this level take a fair amount of time.
I would be very grateful if anyone offers his rebuilds.


leo1925 wrote:

Ok my players are cakewalking through runeforge (gluttony, sloth and wrath done for now and only the gluttony presented challenge) and i want to ask if anyone has made other builds for the encounters in the other wings.

I think i have located the problem for that, one being that my players are very good at what they do and the second one is that some of the builds of the encounters are for laughs (for example the highlady of wrath), or maybe it is becuase the runeforge was meant to be completed without resting but i have no way to enforce that.
I am about to start remaking some of the encounters but i don't have much time and the builds at this level take a fair amount of time.
I would be very grateful if anyone offers his rebuilds.

The Highlady of Wrath begs to be rebuilt with Dazing Spell. She was vastly more effective having done so, since her ability to take multiple PCs out of the fight for multiple rounds made up for action economy (I also threw the escaped white dragon at them and the Shemhazian demon, so it was a near-death experience for all of them). Other than that, I rebuilt the entire Lust section to still have the sisterhood of enchanters in it (it seemed kind of hokey that one planar bound succubus had taken them all out) and changed Ordikon a little bit to make him better at Flesh to Stone (reflavored as Flesh to Mithral). They still would have had no problem with him if they hadn't lost several characters to fish before, but as it was, only the barbarian escaped non-mithral and non-fish (but fortunately he had spell sunder so he unfished everyone).


Alas the white dragon Arkrhyst lies dead at the foot of rimeskull.
Do you still have the rebuild of the mithral man Ordikon?
Also how do you made the lust wing? Do you used the same terrain? What did you do with Delvahine? (did you remove her entirely?) How many enchanters did you place?


leo1925 wrote:

Alas the white dragon Arkrhyst lies dead at the foot of rimeskull.

Do you still have the rebuild of the mithral man Ordikon?
Also how do you made the lust wing? Do you used the same terrain? What did you do with Delvahine? (did you remove her entirely?) How many enchanters did you place?

Well, Ordikon wasn't based off the Anniversary version since I only got that after they finished part 5. I basically just leveled him up once (to get the correct CR since NPCs are one lower in Pathfinder) and gave him traits (I give important NPCs traits too). This allowed him to use Persistent Spell on Flesh to Mithral as a level 7 spell.

What I did with the Lust wing is probably not what your group needs if they are looking for a combat challenge rather than RP and respite. Mine was taking a beating and knew that they had enemies still alive out there (the dragon and the lich), so they needed somewhere safe to rest for the night (I was pretty hard line on dimensional magic being used in Runeforge, so rope trick was right out). The "passion" section offered them a "safe" place to rest and perform tantric activities with the Sisterhood that granted the effects of heroism for the next 24 hours (but what they didn't know is that it also put a home-converted version of the enchantment spell from the back of the book on all of them (they waived the saving throw by accepting the hospitality) to divert the power of Karzoug's Runewell to Sorshen's Runewell under Korvosa. The Sisters don't see any reason to kill the PCs, as like Vraxeris they would rather have pawns to stop the rise of Karzoug (and help Sorshen return). The Sisters charmed the socks off the PCs with kindness and persuasive arguments rather than spells and never hid their intent to bring back Sorshen, but they portrayed her as a much better option than the other Runelords, "The slaves in Eurythnia enjoyed their lot. Surely it is a better to enjoy one's lot in life? Lady Sorshen has the power to prevent a tyrant like Karzoug from threatening these lands." When the PCs refused to directly help with Sorshen, the Sisters agreed that stopping Karzoug was important enough that they would not withhold their aid even so, thus endearing themselves more to the PCs (and the Sisters knew they had a trump card anyway). The PCs agreed to take the sisters who could leave the Passion wing along with them to Golarion (though this was only the youngest among them and the ones descended from Delvahine who had longer lifespans, as the others would die of old age). Delvahine was an extremely rebellious messenger that the Sisters used to communicate with the other wings. When out of earshot of the Sisters, she tried to convince the PCs that the Sisters were playing them and to side with her and kill them all, but they wouldn't. I never had to fully build the stats of all the Sisters due to the PCs making it clear they weren't going to fight them, but I do have general notes.

I also added a daughter of Vraxeris and Delvahine to the "Confidence" section. She chafed at the patronizing nature of her father's simulacra and did not assist either side in the battle. She later became the party's Eldritch Knight's cohort after Shalelu decided that being his cohort was hurting their relationship and that she shouldn't come with him to his work (he is ridiculously obsessed with ancient lore and ignores her when on the job).

Finally, I made my own map of the "Efficiency" section before we got the new bits in the Anniversary Edition, including a modified Well of Many Worlds and rooms themed after different planes of existence. The party had explored the whole place with an arcane eye but not in person by the time I got the AE, so I decided to add Jordimandus back into it and put him behind a secret door that the arcane eye had missed.

~RE


I think that my players will enter the iron cages of lust with guns blazing. In fact i am sure that if they can they will f**k Delvahine like the b***h she is and then put her down like a dog (puns intented).

I am thinking of creating an azlanti enchantress (with a staff, i love staves and i was disappointed that Jordimandus didn't have one) and making her the dominant, also i am thinking of adding more alu demons in order to keep the Delvahine as she is (anyway she is no danger since the party has a full bard who can't be affected by dominate person because he is an assimar). From what i can see the dominant PrC (to which i don't have access) has full spellcasting, at least up to 5th level correct?

What did you do (if anything) with the shimmering veils of pride?


leo1925 wrote:

I think that my players will enter the iron cages of lust with guns blazing. In fact i am sure that if they can they will f**k Delvahine like the b***h she is and then put her down like a dog (puns intented).

I am thinking of creating an azlanti enchantress (with a staff, i love staves and i was disappointed that Jordimandus didn't have one) and making her the dominant, also i am thinking of adding more alu demons in order to keep the Delvahine as she is (anyway she is no danger since the party has a full bard who can't be affected by dominate person because he is an assimar). From what i can see the dominant PrC (to which i don't have access) has full spellcasting, at least up to 5th level correct?

What did you do (if anything) with the shimmering veils of pride?

That would be the "confidence" section. I added an alu-demon daughter of Vraxeris and Delvahine who had been trained as an Illusionist (Phantasm Subschool Thassilonian Specialist) and who didn't really like her father's simulacra, so she stayed out of the fight. I also added a room that creates lifelike illusions, sort of like a holodeck kind of thing, and a separate sleeping area for Kiranda (the daughter). The fights I kept the same, though I decided to make the two sets of Mirror of Opposition a bit different from each other (one was a palette swapped version of the PCs, but the other I individually built characters that were the opposite of each PC, so for instance a purity sunshine and rainbows healing cleric of Sarenrae for the party's cleric of Urgathoa).


Do you have the stats of Kindara?
Also on your notes about the enchanters do you have a rough spell list?
Interesting thing about the mirror of opposition but i think that there it's too much work (and my party consists of a barb/fighter, a bard, a witch and a fighter so no interesting palette version of PCs).
Can you give me more information about the holodeck? it sounds interesting.


leo1925 wrote:

Do you have the stats of Kindara?

Also on your notes about the enchanters do you have a rough spell list?
Interesting thing about the mirror of opposition but i think that there it's too much work (and my party consists of a barb/fighter, a bard, a witch and a fighter so no interesting palette version of PCs).
Can you give me more information about the holodeck? it sounds interesting.

Kiranda has leveled up since then and I didn't do her spellbook since they found Daddy's before it became relevant and he had a superset of hers. Here's my best quick reconstruction of most of her stuff back at level 8, skills and feats notwithstanding:

Kiranda:
Kiranda, Reduced HD Alu Demon Thassilonian Specialist Illusionist8 (Phantasm)
Str 15
Dex 19
Con 17
Int 21
Wis 15
Cha 18
CN Medium outsider (native)
Init +4; Senses darkvision 120 ft.
hp 89 (3d10+8d6+41)
Fort +8, Ref +9, Will +9
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
Speed 30 ft., fly 50 ft. (average)
Spell-Like Abilities (CL 8th)
3/day—charm person (DC 14), detect thoughts (DC 15), disguise self, suggestion (DC 16);
1/day—dimension door (self + 50 lbs of gear)
Languages Abyssal, Common; telepathy 100 ft.
Vampiric Touch (Su)
Kiranda gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target’s current hit points + the target’s Con score (which is enough to kill the target). The temporary hit points disappear in one hour.

For the enchantresses, since they were working together to consolidate spell knowledge, I gave them all core and APG enchantment spells that they had many sisters who could cast (Their current leader was only level 13, with many going up to level 9 or so, so I gave them all of those spells up to level 5). I added in all the spells from the core that weren't prohibited to them and that I felt were mainstay spells that they wouldn't be without. I don't think those musings survived my computer crash, however.

The "holodeck" was basically a room with mirrors everywhere and a strange sphere in the center. It could read the dreams and memories of those touching it and basically cast a Mirage Arcana based on scenes from these memories. The Superstitious Shoanti Barbarian was the only one who went there with Kiranda, and he found it to be "foul tshamek magic". Kiranda, who was born in Runeforge and never saw the world outside, often used the room to imagine exploring Golarion. Think Prospero and Miranda if Prospero was evil and Miranda was half-demon.


Ok i think i am going to use the holodeck, it sounds really interesting.
Thank you for the stats of Kiranda but i don't think i will be using it, but i will take the name for the enchantress that i will place as the wizard of the iron cages of lust.
I am thinking of making her either wizard 10/dominant 5 or wizard 11/dominant 5, what do you think?

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