Look Out Mokmurian, A Freight Train is Coming [SPOILERS]


Rise of the Runelords

Grand Lodge

So my RotRL group is headed for their confrontation with Mokmurian. I believe the big show down will be sometime in the next two weeks. I have come to the resolute conclusion that even after giving him better loot (including a headband of vast int +4 to raise the saves of his spells) there is little to no chance of him lasting more than three or four rounds against my group.

Most of those rounds will be spent with him trying to do ANYTHING to slow them down so they don't surround/kill him.

TLDR: Does anyone have any helpful hints or suggestions about running Mokmurian?

Here is the party:

black blade/hex magus 12
cavalier/fighter (with griffin mount) 12 (not sure of exact combo)
cleric of groetus 12
sorcerer/diabolist 12
alchemist (grenadier) 12

Here is my current spell list for him:

Mok's Spells:
Spells Prepared (CL 12th; concentration +16)
6th—disintegrate (DC 23, 2), quickened scorching ray, quickened obscuring mist, leashed shackles, unwilling shield
5th—cloudkill, quickened shield, telekinesis (DC 22, 2), wall
of force, lightning arc (DC 22), waves of fatigue
4th—dimension door, fire shield*, black tentacles (DC 21),
solid fog, stoneskin*, lesser globe of invulnerability*
3rd—dispel magic, fireball (DC 20), fly, greater magic weapon,
slow (DC 20), stinking cloud (DC 20)
2nd—fog cloud, glitterdust (DC 19), resist energy (elec)*, scorching
ray, defensive shock*, whispering wind(2), admonishing ray
1st—alarm, mage armor, magic missile (2),
protection from good, ray of enfeeblement (DC 18), reduce
person (DC 18), obscuring mist
0 (at will)—arcane mark, light, mage hand, prestidigitation,
touch of fatigue (DC 17)

This is how I figure it will go:
Prep: Mokmurian casts obscuring mist so it extends out into the other room at least ten feet before the door is opened.
Round 1: Door is opened and Mok casts solid fog overlapping with the mist near the door and then a quickened obscuring mist immediately in front of his platform.
Magus and Cavalier double move fly into the room taking them more than half way (or all the way through in the magus' case) the solid fog.
*Special bonus combat ending move: Sorcerer uses staff of heaven and earth to blow away solid fog. He is burning those charges pretty fast though.
Sorcerer uses a fireball to burn away obscuring mist?
Cleric probably buffing and closing.
Alchemist?
Round 2: Mok chooses whether to wall of force the magus or the cavalier. (Probably Cavalier/Magus will Dim Door Through).
Magus closes with Mok.
At this point I can count on the sorcerer to dim door the others into the room or cast vision of hell. They love that spell.
Cleric buffing and closing.
Alchemist?
Round 3: Mok - Telekinesis the magus? Will save too high. 20 ft meh.
Unwilling shield the alchemist? DC 25 concentration check is chancy.
Leashed Shackles on cleric? Disintegrate on sorcerer?

I've read other threads about how quickly Mokmurian can get crushed and many others about how easily he is killed. I incorporated some of that into his spell list.

Anyone have suggestions?

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Minions.

Start with minions. Always.

You can do Giants. You can also do Summoned and Called Creatures. Earth elementals and air elementals are a good place to start.

Add a Web or Evard's tentacles to the SOlid Fog. That will REALLY slow them down.

Prep Slow to counter Haste. Quickened on Scroll as a throwaway.

Some of the Runeslave buffed Giants with a couple extra buffs thrown on them.

Remember he's a Wizard. He has the ability to make scrolls. He should have a plan of attack for invaders, especially a suite of pre-buffs. If you bring in minions, it will be all the better.

It's even better if he can go on the attack. If he can hit the party with Greater Dispel Magic while they are clustered and buffing, he can really annoy them. Remember he can move through his own Solid Fog and tentacles, and really has no reason to sit on his throne if taking advantage of the movement is to his benefit.

He's a wizard. Play him sly, cunning and cowardly. Any wizard that can summon help, snipe and flee to fight another day should be memorable.

==Aelryinth


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Did they kill Lokansir in a previous foray without disrupting the Runeslave Cauldron? If so, I see no reason he wouldn't be back. His club is easy to replace with GMW. Other giants with more gear are harder, but I'd look to the fallen foes to build an appropriate meat shield for Mokmurian.


When we fought Mokmurian, he had cloudkill up to. I don't think fireball does anything to obscuring mist.

In the mists, he had a wall of giants, and at least one T.Rex. He had a high enough Armour Class that even our grossly overpowered synthesis summoner was missing him half of the time when we finally managed to close with him, and had both fire shield and the spell that hurts people who miss you in melee. These almost killed the melee types. My wizard was almost killed by a reverberating word spell.

He was eventually taken down by the void wizard specialist ability, used by our arcane trickster who had also confused most of the giants and the T.Rex.

It was an excellent fight.


Gilarius fought a Mokmurian boosted by about 2 caster levels. All the giants in the fog were giants they had killed in a previous attack runeslaved by the cauldron. He had precast all of his buff spells as well as summoning a Dire Tiger and a T-Rex, he stayed on his throne as I had a lesser globe of invulnerability around it and hit the pc's with offensive spells while the giants and summons kept people off him, along with his rather viscous defenses.
I reinforced the fog as Solid Fog plus cloudkill to make the players day more fun

Mokmurian is clever he should be casting before they enter the room certainly all of his multi minute a level buffs should be up , I had him cast the rest while the pc's were prepping and fighting the hounds. If you wait to buff until the pc's enter then he will lose for certain and not achieve much, with his defenses up in advance he is free to attack the pc's and will achieve more

Mokmurian:

Mokmurian CR 14
XP 38,400
Male stone giant transmuter 13 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Bestiary 151)
CE Large humanoid (giant)
Init +7; Senses low-light vision; Perception +24
--------------------
Defense
--------------------
AC 35, touch 16, flat-footed 31 (+4 armor, +3 deflection, +3 Dex, +1 dodge, +11 natural, +4 shield, -1 size)
hp 337 (25 HD; 13d6+12d8+238)
Fort +21, Ref +11, Will +16
Defensive Abilities rock catching; DR 10/adamantine
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 defending spell storing club +22/+17/+12 (1d8+8) or
. . 2 slams +16 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
Arcane School Spell-Like Abilities (CL 13th; concentration +19)
. . At will—change shape (beast shape iii or elemental body ii, 13 rounds/day)
. . 9/day—telekinetic fist (1d4+6 bludgeoning)
Transmuter Spells Prepared (CL 13th; concentration +19)
. . 7th—deflection[APG], resonating word[UM] (2, DC 23)
. . 6th—disintegrate (DC 22), disintegrate (2, DC 22), globe of invulnerability, hellfire ray, quickened scorching ray
. . 5th—cloudkill (DC 21), cloudkill (DC 21), quickened shield, telekinesis, telekinesis (2), wall of force
. . 4th—boneshatter (DC 20), dimension door, fire shield, mass reduce person (DC 20), mass reduce person (2, DC 20), solid fog, stoneskin
. . 3rd—dispel magic, fireball (DC 19), fly (2), greater magic weapon, slow (2, DC 19), stinking cloud (DC 19)
. . 2nd—fog cloud, glitterdust (DC 18), resist energy, resist energy, scorching ray, see invisibility, whispering wind, whispering wind (2)
. . 1st—alarm, enlarge person (2, DC 17), mage armor, magic missile, protection from good, ray of enfeeblement (DC 17), reduce person (2, DC 17)
. . 0 (at will)—arcane mark, light, mage hand, prestidigitation, touch of fatigue (DC 16)

Statistics
--------------------
Str 25, Dex 17, Con 28, Int 22, Wis 14, Cha 14
Base Atk +15; CMB +23; CMD 40
Feats Combat Expertise, Combat Reflexes, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Dodge, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Scribe Scroll, Spring Attack, Vital Strike, Whirlwind Attack
Skills Acrobatics +3 (+7 to jump), Climb +33, Fly +10, Knowledge (arcana) +34, Knowledge (engineering) +32, Knowledge (geography) +32, Perception +24, Stealth +24 (+32 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Aklo, Common, Draconic, Giant, Orc, Terran, Thassilonian
SQ arcane bond (+1 defending spell storing club), physical enhancement (+3)
Combat Gear robe of runes, scroll of limited wish, wand of bear's endurance (13 charges); Other Gear +1 defending spell storing club, bag of holding ii, fog-cutting lenses, ring of protection +3, diamond dust (worth 500 gp)
--------------------
Special Abilities
--------------------
Arcane Bond (+1 defending spell storing club) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Change Shape II (beast shape iii or elemental body ii, 13 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Greed (Transmutation) Transmuters use magic to change the world around them.
Improved Rock Catching (+4) (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Physical Enhancement +3 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Scroll of limited wish Add this item to create a scroll with spells on it.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telekinetic Fist (1d4+6 bludgeoning, 9/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Vital Strike Standard action: x2 weapon damage dice.
Wand of bear's endurance (13 charges) Add this item to create a wand of a chosen spell.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
--------------------

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Grand Lodge

Adventure Path Charter Subscriber

Mokmurian can be a tough fight. He should have a smattering of defensive spells up: stoneskin, mage armor, and protection from good perhaps. He should know their coming and he should be ready to start casting as soon as they enter the room. Obscuring mist, cloudkill, and solid fog to stymy the heroes. Wall of force is good for splitting the party. Use rays to zap the heroes that fly out of the mists or try to skirt around the edges. Dimension door will allow him to relocate once they get close (although I would be tempted to swap that with another quickened spell if able).

This was one of the tougher fights for my players, even though none of them died.

-Skeld

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