
Sqwonk |
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I liked the story of WoTR. But was not thrilled with the Mythic rules. But based on a read thru of the AP and some board posts I decided to run it “non-mythic +”
I have a group of 5 experienced players. I have added +2 APl in the past and that seems fairly accurate. So I am hoping that mythic sort of balances that back down a bit.
My rule changes:
20 point buy
Hit points are rolled but always at least half (so a fighter that rolls a 3 gets 5)
Daily Hero points ( a tweaked version)
I will post how things are progressing and probably ask for advice. Comments and questions are welcome.

Sqwonk |
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Hero Points – my version
You start with 1 at first level. You gain additional daily hero points as the adventure goes along. You get them all back after a full night’s rest. Any feat / trait that affects hero points can apply.
You can only use 1 point per round (unless specified). Using a Hero Point is a free action.
Uses:
1pt: Add 1d6 to a roll (the die gets larger as the adventure goes along)
(can be used after the roll – but must be declared before the result is announced)
1pt: Re- roll one roll
(can be used after the roll – but must be declared before the result is announced)
1pt: Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
1pt: Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
1pt: Other uses for hero points spelled out in the item/ability.

Sqwonk |
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I have been leveling them up as suggested in the AP
We play for about 3 ½ hrs every other week
Session 1
Fell into darkness. Found Nevia, Ravishanal and Gwerm.
Fought some maggots, a demonic fly, some rats and some giant cock roaches
Leveled up to 2nd
Session 2
Helped the mongrelmen. Found Neoholm. Talked to the chief.
Killed some wounded dreteches. Destroyed the bad mongrelmen.
Destroyed Hosilla and her cultists. Found radiance.
Leveled up to 3rd
Session 3
Up to surface. Killed abrikidabra demons. Killed Vagorg. Killed a Brimorak.
Defeated Chaleb and brought him to Defender’s Heart as their next stop.
Spoke with Irabeth
Leveled up to 4th (they will not be 5th level before taking on the Grey Garrison)

Sqwonk |
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Session 4
There was some discussion about how leveling up so fast and treasure was not keeping up. I explained that they had gotten all the treasure the AP provided.
Ravashnial gives them the Riftwarden cache.
Attack on Grey Garrison. No NPCs join them.
Used a silence arrow to get in front door quietly.
Killed tieflings, cultists and Orthorubo the alchemist (he was underwhelming)
Found the Hidden Armory. Found +1 admantine warhammer. Found Irabeth’s sword.
Stopped session at step up to second level.
No longer concern for treasure amount.

Sqwonk |

Session 5
Went up to second floor of the Grey garrison – crushed some cultists, schir demons an tieflings.
The half-fiend minotaur guarding the 3rd floor door scared them. But they greased his greataxe away and his claws and horns are not nearly as nasty.
I added 2 alu demons to help Jeslyn guard the wardstone. Nice fight, they shattered the wardstone in the middle. The power healed them 100% - but no DR etc. No babaus.
They saw and heard Areelu, but the rift closed before any demons stepped thru.
Went back to Defenders heart - everyone happy. That night everyone has a dream.

Sqwonk |

I wanted to give each character a little more juice, but not use Mythic rules per se. So this is what they got.
- Level up to 5th
- +2 to one stat
- One more hit dice (not Con bonus)
- 2 hero points per day
Paladin
Aura of Courage (Su): expands to 20ft and allies (and paladin) are immune to fear.
Shout of Defiance (Su): You can channel holy energy into a righteous shout of defiance. As a standard action, you can expend one hero point and one use of lay on hands to create a 60-foot burst of healing energy. All allies (not enemies) within this burst (including you) heal a number of hit points equal to 1d6 plus half your level.
Trait - - Touched by Divinity: The PC can select a second domain granted by his affiliated deity. He can use the first-level spells of both domains as spell-like abilities a number of times per day (each) equal to his level/3 (round down).
By expending one hero point, he may use any of these two domains' spells as a spell-like ability, but
may only use spells of a level equal to or less than his level/3 (round down).
Cleric
Faith’s Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of close (25 ft. + 5 ft./2 levels). If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Recalled Blessing (Su): As a standard action, you can expend one hero point to cast any one domain spell (that you are a high enough level to cast) without expending a prepared spell. You can’t apply metamagic feats to this spell.
Trait - Exposed to Awfulness: The PC gain the Toughness feat. (This stacks with another Toughness feat.)
When the PC is reduced to negative hit points by an attack or effect from a demon, as an immediate action the PC can expend one hero point to heal 2d8 of damage. This healing occurs after the damage from the attack is done -if the damage is enough to kill the PC, she cannot activate this ability.
Ranger
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Endless Hatred (Ex): You can expend one hero point as a free action to increase all of your favored enemy
bonuses by +2 for 1 minute. When you activate this ability, for the rest of your first turn any attacks you make against a favored enemy bypass all damage reduction.
Trait - Chance Encounter: The PC gains a +2 trait bonus on Reflex saves.
By expending one hero point, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Inquisitor
Godspeed (Ex): Your base speed increases to 40 ft.
Judgment Surge (Ex): You can expend one hero point as a free action to call upon one more judgment (at a time) than normal.
Trait - Touched by Divinity: The PC can select a second domain granted by his affiliated deity. He can use the first-level spells of both domains as spell-like abilities a number of times per day (each) equal to his level/3 (round down).
By expending one hero point, he may use any of these two domains' spells as a spell-like ability, but
may only use spells of a level equal to or less than his level/3 (round down).
Wizard
Enduring Armor (Su): You are protected by armor made of force. This armor grants you an armor bonus
to AC equal to 3 + (1/3rd your level rounded down). This ability is an abjuration effect with a spell level equal to 1/3rd your level rounded down). If this armor is dispelled or otherwise ended, you can reactivate it as
a swift action.
Rapid Preparation (Su): You can prepare a spell in an open spell slot in only 1 minute instead of the normal 15 minutes. You can prepare spells in all of your available spell slots in only 15 minutes instead of the normal 1 hour. As a swift action, you can expend one hero point to instantly prepare one spell in an open
spell slot.
Trait - Riftwarden Orphan: The PC gains a +2 trait bonus on caster level checks to penetrate a demon's spell resistance.
By spending a hero point, this bonus can be increased by an additional +2 for one round.

Sqwonk |

I am not sure if I will give them more "pseudo-mythic juice" as the campaign continues. Definitely not for at least 5 levels.
I decided I was going to make "Epic DR" be half and non-avoidable even by paladins. So if the bad guy had DR10/ cold iron and epic - if you had cold iron you would bypass 5 of the 10.
There does not seem to be very many actual Mythic bad guys in the next 2 books at least. Does anyone see any problems with this method of DR? Or have a method they used that worked better?
Thanks

JosueV |

I'm doing a Wrath game without mythic as well, and for the Epic DR have come up with a use for their Hero Points to overcome it. In the mythic rules it allowed for a power to negate Epic DR for a round, but as I don't give as many Hero Points as mythic points I allow a single hero point to allow a character to bypass Epic DR for 1 min. Allows the players to feel special, as no one else will have the ability to do so.

Sqwonk |

Session 6
Met with Queen – got “lead army and take drezen” quest
Don’t like the mass battle subsystem – so the PCs just fought a part of each army.
'army encounter" - Group of Orcs. The large raging Orc took 2 PCs unconscious only to miss that the cleric channeled and was eviscerated as he stepped over the “bodies”
"army encounter" - Group of tieflings – easy fight
Session 7
Lost chapel – I added more ghouls and it was still easy fight. Nulkineth is not that tough and Maugla was laughable after the party all made their saves.
"army encounter" - I used 2 tiefling troops and Brae-Hagen from the PFS – Assault on the wound. But I made it more of a battlefield fight. It was ok, but a bunker fight would have probably been more challenging.
The troop mechanics were ok – but they were not as effective when they started a ways away from the PCs
Level up to 6th
Session 8
The swarm of vscavors – I played them sort of like the Borg. They would ignore the PCs unless they got very close.
In the cave the fight was 3 swarms and the queen. Tough – but no PCs went down.
Drezden
The PCs decide to take out the ghouls first. The went after the Haunted vault. The berbalang was tough, but the “ghoul minions” that attacked in the cemetery were laughable. After a brief fight against the incorporeal berbalang it retreated to the vault. So in the vault were the now corporeal berbalang, a few advanced template ghouls and a “dark ghoul “ wizard who kept shooting enervation rays. It was scary for 2 rounds and then was over quick.

Ssyvan |

I'm not sure exactly what you mean by your channeling cleric comment, but remember that it heals allies and enemies within range. This has come up a few times in my games when Galvak (Dwarven Cleric of Torag) has channeled and healed up enemies.
And it sounds like with everything you've added (20 rather than 15 point buy, Extra PC, Hero Points which per point do more than a mythic point at early tiers, 2 mythic abilities, an extra level, an extra HD, and so on definitely adds up to the single tier they'd have at this point. Do you plan on slowing the pace of those additions?
As for your Session 7, the ghouls did nothing to my group either. However I remember they bought time for the two clerics, and babaus. Specifically the babaus got into flanking positions and managed to rack up quite a bit of damage on our Barbarian. Eventually one of the clerics fled to Nulkineth, and I had the spare cleric use Nulkineth's Wand of Hold Person on the party. They actually struggled quite a bit through the Lost Chapel, but some of that had to do with the fact that they alerted the entire chapel before entering.
Anyways, I'm really enjoying reading your journal! Thanks for sharing!

Sqwonk |

An interesting comparison. Using the ranger as an example- I compare the AP version vs mine.
Per the AP
15 point buy – level 7 (Drezen missions)
From Devotion: +2 to one skill, +5 hit points, Extra Feat, +2 to one stat
Trait - Chance Encounter
Tier 1 Mythic – hard to kill, Mythic feat, 5 mythic points per day
Champion – tier 1 – Fleet charge, Endless Hatred
My “juiced” version
20 pt buy – level 6
+2 to one stat, +1 hit dice roll (not Con bonus)
2 hero points per day
Hard to Kill (Ex): standard, Endless Hatred (Ex): standard,
Trait - Chance Encounter: standard
I would say that the AP version and my version are fairly close in power. Adding a 5th juiced PC was a big power boost. I have been counting them as APL+2 when I try to balance encounters.
I have not decide if I am going to juice them again (if ever). I was going to see how they stack up as the campaign goes on. So they will end Sword of Valor 2 tiers behind (and maybe a level behind.)

Sqwonk |

I'm not sure exactly what you mean by your channeling cleric comment, but remember that it heals allies and enemies within range. This has come up a few times in my games when Galvak (Dwarven Cleric of Torag) has channeled and healed up enemies.
The Cleric has selective channeling so healing enemies has not been an issue. The 5th pc amps up the power of action economy. Channeling allows that extra action to remain in combat longer.
Knowing that much of the AP is vs demons allowed the players to create very focused (ie strong) characters. The ranger with his falchion is pretty bad ass already. I have (and will continue) to change some encounters to be non-demons. For example, Soltengrebe will not count as a demon.

Ssyvan |

An interesting comparison. Using the ranger as an example- I compare the AP version vs mine.
Per the AP
15 point buy – level 7 (Drezen missions)
From Devotion: +2 to one skill, +5 hit points, Extra Feat, +2 to one stat
Trait - Chance Encounter
Tier 1 Mythic – hard to kill, Mythic feat, 5 mythic points per day
Champion – tier 1 – Fleet charge, Endless HatredMy “juiced” version
20 pt buy – level 6
+2 to one stat, +1 hit dice roll (not Con bonus)
2 hero points per day
Hard to Kill (Ex): standard, Endless Hatred (Ex): standard,
Trait - Chance Encounter: standardI would say that the AP version and my version are fairly close in power. Adding a 5th juiced PC was a big power boost. I have been counting them as APL+2 when I try to balance encounters.
I have not decide if I am going to juice them again (if ever). I was going to see how they stack up as the campaign goes on. So they will end Sword of Valor 2 tiers behind (and maybe a level behind.)
Oh! I'd missed that they were a level behind the AP. I thought they were expected level along with those adjustments, sorry! Still I think the difference between expectation and what you've got a close when you factor in the 5th PC. I've got a 5th in my game too, and I know exactly what you mean about how that impacts the action economy. =p

Sqwonk |

In between sessions I decided to have them level up to 7th. The levels have been coming pretty quickly. I want them to to to 9th when they clear the citadel and get the Sword. 9th gives them teleport and hallow – which they need for downtime in the beginning of Book 3.
I have not been doing mass combat, instead having them fight a unit of the army and narrating the the rest of the big battle based on the result of their small battle. There have been a number of 1 fight per day situations on the way to Drezen. So in the next session I wanted to push a little harder.

Sqwonk |

Session 9
The group decides to clear out Paradise hill. So the first small battle was against 5 schir demons, a orc cleric (7th) and a greatsword wielding fighter (8th). A nice little resource use but not very scary fight.
In between the next small battle they hear Soltengrebe roar.
Small battle 2 – started out against 2 babaus – who they did not realize where just scouting and trying to bring them closer to the building with the other bad guys – 5 tiefling rogues (4th), a tiefling bow sniper (7th), and unchained tiefling monk (8th) and a small tiefling wizard (8th) with wings. This was a much tougher fight – the ranger went down and the inquisitor had to retreat. But the cleric is a healing machine and they both got back into the fray quickly.
I was tempted to hit them with Soltengrebe when they were way down on spells. That is what they were afraid of. But I wanted to see how a tough single BBEG with dual initiative would do against them at full strength.
Soltengrebe had attacked other parts of the city – so they learned he was an unusual chimera who had cold breath weapon. So they were prepared for his breath. It was an ok fight, but not epic b/c the party was pretty buffed up.

Sqwonk |

Session 10
The sneaky ranger checked out the tower – Soltengrebes lair. Can’t cast detect magic so he just grabbed a few of the weapons.
The party decided to use fly and invisiblity sphere to get on the NE rampart. They killed the brimoraks on the wall and broke the two catapaults.
First Room: 3 fiendish gorillans
Temple of Torag ( I did not like the modules graven Guardians.)
Conchar demon – I had a cool anime picture I made into a huge size pawn. I made up her stats - Based on a Greruor demon (from ToH Compete) and a large frog. It had a 15ft tongue. And cast Blasphemy on round 1. She had DR 10/ good which would have been really tough except the paladin was nearest and she swallowed him whole. His 'smite through any DR" ability" - His spike gauntlets got him out in 1 round. The demon did not last much longer. There were also 3 brimoraks and 5 tielflings in the temple that did not do a whole lot.
Just as that fight was finishing I had “2 Jestaks” charge in. I did not look at her closely before the session. She is a pretty week barbarian that only had an 18 strength when raging. Even with 2, The party took them down fairly quickly.

Sqwonk |

Session 11
*The inquisitor player could not attend at the last minute. As I did not have a recent copy of his character sheet, I had a generic Paladin of Iomadae join them.
I changed the Chorussina ritual scene to be in the temple of Iomadae. I am making major changes to the dungeon level and I have the cool temple flipmat that has a “evil ritual” version on one side. I also added the succubus Karina to this encounter.
So it was 5 schir, Chorussina and Karina. Karina tried to dominate the ranger, but he was next to the generic paladin and her bonus aura let him just make the save. Karina did a little damage, Chorussina very little, and the schir almost none. It was never very scary for the party.
Then they investigated the armory and the secret vault. I skipped the mimics and instead added the phantasmal killer trap. (From the Hall of deception in the dungeon.) All the players knew it was a trap, so only the half-orc paladin went in and picked up the fake sword. He easily made the save. And now he is wearing the Armor of the Pious
But it used up enough of their remaining resources that they decided to retreat and come back again the next day.
On their second assault into the Citadal –
Encounter 1 was with 2 mythic babaus. (From Legendary Games’ Mythic Monster Manual). These guys were tough with their DR10 Cold Iron & Good. Both paladins needed to burn a smite to get through the DR. And the explosion upon death was a surprise.
In the Officers’ Court room I had a large group of 10 tieflings, a cambion fighter 8, Barrid Isen (from the changed bridge encounter), and 2 shadows (foreshadowing as it were.) They had set up some barricades and shot short-bows. It was a good long fight. The half-orc paladin even went down, but was quickly healed.

Sqwonk |

Concerning mooks:
The schir have become mostly speed bumps at this point.
I have been using Tiefling Rogue2 with the Outflank feat as mooks also. If a bunch can't get into flanking position, they don't do much.
I see the Thoxel Demon in the back of SoV. They are CR5. Has anyone used them? On paper they look like a viable next level of mooks.

Sqwonk |

Session 12
They smashed down the down the door as Joran was yelling “leave us alone”. (The admantium warhammer is the best door opener.) Inside they fought Joran and 4 mythic baubaus. After several rounds, Staunton came riding in on his wasp. I sued Scorpions version of Staunton and the warmonger mount. The battle was tough with a few PCs going unconscious. But in the end prevailed. They kept Joran alive.
Session 13
I had them level up to 8th before entering the dungeon.
I modified the dungeon significantly – there is basically a small dungeon, the forge and the shadow demon’s lair.
The 2 mythic spectre guards were pretty scary. Several levels were drained. The economy of actions made short work of Theruk Null. I thought the AP’s Vamp spawn would seem weak and lame. But I should have given him at least a couple minions.
The 2 Azers in the forge room were a nice palette cleanser – not too tough or weak.
Being prepared with Prot from Evil made the Eustoyriax fight not as epic as I had hoped. Even with 2 shadow mastiff minions the PCs were never in any serious danger. Especially with the cleric channeling several times.

Sqwonk |

End of Book 2
I had them level up to 9th in preparation for Demon’s heresy. Mainly so the wizard could cast Teleport so they could go to a big city to sell loot and buy shiny stuff. (They have not really had a chance since the start and had a significant pile of loot.)
I had not planned on giving them a “feaux mythic” bump yet, but I had been working with the Ranger/Shadowdancer player to deal with his lame dog and shadow. So I gave everyone a bump.
Ranger/Shadow dancer
-Shadowy Companion: ranger/shadow - The companion’s level will be equal to your Ranger and Shadowdancer levels added together. (Not ranger – 3 like now)
It has +4 to Stealth
Paladin
- Sword Bound: You may use your bonded weapon as the focal point of your spells/lay on hands. It counts as any material components up to 500 gp. You can touch allies/enemies with the pommel for touch spells or LoH. (You no longer need a “free hand”.)
- Gain Detect Evil ability lost by “redeemer” archetype
Inquisitor
- Line of Torag: Your racial bonus on saving throws against spells/spell-like abilities and poison increases by 1 to +3
- You gain the Acrobatic Steps feat even if you don’t qualify.
Cleric
- Gain a free bonus feat.
- Sustained by Faith (Su): You require no food, water, or sleep. You can regain spells once per day by spending 1 hour in uninterrupted meditation.
You can expend 1 hero point to also not need to breathe for 24 hours
Wizard
- Talented Teleporter (Ex): You learn the Teleport spell. You gain an additional 5th level spell slot that can only be used for Teleport. When you cast Teleport it is cast as a 20th level spell. (This was mainly to deal with the ranger’s new large companion)
- Max Spell : You can spend a hero point to maximize a spell that is cast at demons. (Or includes demons in the group area.) This spell cannot be of the highest level you can cast – so now at 9th you can’t maximize a 5th level spell.

waltero |

I ran this AP using the mythic rules. The combination of class abilities plus mythic made many encounters trivial. After book 3, I had to add mythic templates to all creatures and increase their numbers.
I think the mythic was overkill. Level 20 class abilities are probably enough for the endgame.
I think an interesting experiment would be to try the AP as NPC classes with the full mythic progression (although the Commoner might need a boost - maybe a banyard animal companion). This would test whether it was mythic that busted the game.
Sorry to derail. I think you are on the right track with hero points.

Sqwonk |

Session 14
The party investigated the tainted church of Erastil. On the way to Delamere’s tomb, I had 2 drake riders attack. After 3 rounds, 1 drake was down but I had the incubus rider call in a “squad” of 6 Thoxel demons. Each drake rider got in 1 charge during the whole battle - which did a good deal of damage. But the whole fight was not too much of a challenge.
I wish the module would have broken out the damage of the lance. ( I think I have this correct now – but not at the session.)
Base it does 1d8+11+1d6 electrical
While mounted it does 2d8+22+1d6 electrical
A mounted “spirited charge” it does 5d8+55+1d6 electrical
Delamere’s Tomb
The shadowdancer snuck in, scouted, snuck back and reported to the party. The rivers of lava were a concern. He then went back and tried to talk Jesker off the ledge and ended up tackling him. While the rest of the party was dealing with the rivers of lava.
The party was a little confused by the “angel” – but the paladin detected evil and the attack on the shachath demon began. She only lasted 2 rounds with 5 on 1.

Ssyvan |

I was just running the Drake Riders last session (need to update my journal soon), and the numbers I was using for Mounted Spirited Charge are 3d8+66+1d6.
Spirited Charge should be a total of times three, not times five. Alter Self should add an additional +1 to hit, but a +2 damage (due to two-handing). Add in Power Attack -3 to hit, but +9 to Damage and you're at 1d8+22+1d6(electrical).
Not to mention the Rift Drake also gets his pounce on the charge which is (adding in charge and higher ground): bite +21 (2d8+10/19–20 plus bleed), tail slap +15 (1d10+3 plus trip) -or- bite +18 (2d8+16/19–20 plus bleed), tail slap +12 (1d10+6 plus trip) if you're power attacking.
If all connect, you have a PC that just took over 100 damage and may be bleeding and prone.
I'm curious, how did your party prevent the charges on those 3 rounds both drakes were up, and the additional rounds the second one was up? My party tried summoning creatures in front of him, but couldn't block him entirely. They're a pretty scary encounter, at least for my party, every time they've encountered one at least one PC has died.

Sqwonk |

I'm curious, how did your party prevent the charges on those 3 rounds both drakes were up, and the additional rounds the second one was up? My party tried summoning creatures in front of him, but couldn't block him entirely. They're a pretty scary encounter, at least for my party, every time they've encountered one at least one PC has died.
I was a little scared that they would kill 2 pcs a round. So I had the drakes take big turns and the pcs were purposely moving around some rock outcroppings to make it hard for the drakes to charge. The drakes did not land and only made one lance flyby attack. One attack missed on the hvy armored paladin. They did do alot of damage to the paladin and the inquisitor - but the cleric was close to heal them up.
So yeah - If I would have played them "normal" more characters would have gone down. The encounter did show the party they are pretty weak on ranged attacks.

Sqwonk |

Session 15
The Family Crypt
- I don’t have a pc with children of the crusades trait. So they were just investigating missing scouts.
The spoke with Alyrs and headed down into the crypt. I wanted a break from demons – so I changed out the bodaks and Skulgrym for a Necromancer/Mage, a Cleric of Sikfesh and some buffed up zombies. It was a nice little fight with more magic.
Marhavok’s Hall
This started out interesting as Marhavok bellowed to the party to enter the hall as they were sneaking around. The Cleric’s player – (touched by awfulness) was really confused. He had never heard of Jerribeth. And was not sure what he was "supposed to" say or do. The rest of the player’s weren’t sure if this as supposed to be a one-on-one fight. I played M as just getting more angry as the conversation went on. He charged and the other barbarians joined.
I did not use his pet drake and beefed M and all 10 barbarians up a bit – but it was not much of a fight. M’s damage with his hands/claws was just too little.
Since the party has not been really challenged - I am beefing up the Scalazar encounter a lot . (They saw the woundwyrm flying and are going to investigate.

Sqwonk |

Session 15
Scorizar's Den
I decided to pump up the encounter to see how tough the PCs could handle. I used scorizar from the AP, but added in a "husband" using a young blue dragon as a base and adding entropic shield.
But I added a warpwave effect based on Scorpion's stat blocks
There is a rift at the lair's entrance that the characters have to cross in order to enter the cave, and the cave can be seen clearly through the rift.
When entering the rift – the pc must make the save. Then each round after the player must roll a d4
On a 1 = Character has to make a DC 25 Fort save Or be affected by the chaotic energies inside the cave. Roll on the warpwave effect table. All the effects are at CL 15th.
d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is paralyzed by filaments of energy for 1d4 rounds.
11 Target becomes fatigued (or exhausted if already fatigued).
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target is teleported 2d10 squares in a random direction – stopping if hit wall.
17 Target is deafened for 1d4 rounds.
18 Target is “healed” of 1 warp effect.
19 Target gains 4d6 temporary hit points.
20 Target is affected by a heal spell (CL 15)

Sqwonk |

I thought it was a great fight. The party was prepped for acid based on the surrounding countryside and a melted group of crusaders. So did not take damage from teh breath weapon. But Scorizar used his Entropic Breath as battlefield control. The poor Ranger got stuck in the confusion plus got a 1 and failed save to roll on the warp chart. The ranger and paladin were very close to going down, but were saved by a timely channel or 2.
I felt good b/c at one point there was some discussion about retreating and coming back the next day. But they stayed and prevailed. As the 2nd wyrm dropped there was a mad dash to exit the warp while still being wary of the confused ranger.
They had to go back to Dresen and pickup some wagons to transport all the loot. I had Vorimeraak and 3 vrocks attack at that point. Nice fight but I though Vorimeraak woudl be tougher.
At the end of the session they were off to shop in Nerosayn and I had them level up to 10th.

Sqwonk |

Session 16
Fallen Thane – I made it a lost temple of Torag to match with the dwarven inquisitor. I used Scorpion’s Zenadra, Svennabeth and the statue. Along with 6 templars.
The statue and Svenn were damn tough and the fight lasted many rounds. The party cleric spent a lot of healing resources to keep everyone alive.
But like many encounters in DH, it was the “one encounter per day” issue.

Sqwonk |

Session 17
The Redoubt.
I got rid of the silly grimslakes and will o’ wsips.
The encounter was Jaruunicka, 1 Derakni and 1 retriever.
The party let the shadowdancer scout ahead as they waited in the tree line about 50 yards away. He was invisible and overly confident. Jaruunicka hit him with both claws & rend on the first attack and became visible. The derakni went after the inquisitor who was the first party member to arrive. Neither could hit each other with some especically bad dice rolling. The retriever appeared on the back wall just as the rest of the party arrived. At this point, Arushalae started shooting arrows at the retriever which was the only target available. Team Evil had some nice high armor classes for a change which made it a good tough fight. It would have been tougher but the retriever got off only 1 eye beam before the Wizard dismissed it.
I have made Arushalae much weaker and with less nifty magic items. She is about the equivalent of a 9th level character – good with her bow. After the Ivory Sanctum, she will not remain with the party.
The party decides to travel directly the where the Ivory Sanctum is.

Sqwonk |

Session 18
I am looking forward to see how the party can handle/manage several tough fights in one day.
Ivory Sanctum – p1
Arushalae leads them to the gorge and explains where the illusioned entrance is.
I had replaced the basilisks in the gorge with a big lizard that had blur effects like Predator.
The Wiz cast true seeing before they entered the gorge and that made things a lot easier. He was able to see the true entrance/portcullis and teleport everybody in before the lizard had a chance to pounce.
The party made short work of the 3 fiendish minos in the “vestibule”.
I smooshed a few encounters together. So in the main cathedral there was 6 templars. 4 Blackfire adepts (with mirror image pre-cast) and a Blackfire adept leader.
The party stayed back for the first round because they were sure the statue of Baphomet was going to come to life. But the wizard and the cleric of Sarenrae launched 2 fireballs and 2 acid fireballs in that round using hero points. Those took a toll on the Adepts.
It was an un-exciting fight that used a little bit of their resources.
I have to tweak up the Templar stats I am using to make them a little more effective.
Blackfire Adepts are just lame. Maybe b/c I don’t like using so many low level summons as part of Team Evil. The mostly just magic missiled each round.

Sqwonk |

Session 17
The 3 brain collectors barely slowed them down.
Jerribeth was a tough fight. I left her in “elvish from” for the whole encounter. He whispers kept the ranger confused for a few rounds. Her dual initiative, nasty claws, and high AC made it a good fight. But eventually the 3 party frontliners just had more attacks per round.
For the “barracks encounter” I used Scorpion’s Scion of Baphomet ( fiendish minotaur anti-paladin) and my own Hand of Baphomet (Fiendish minotaur monk). The room was a little small for 2 large creatures to do a lot of maneuvering. The Scion did some nice damage smiting the paladin – but the party cleric kept him healed up.
They cleared out the vaults. I gave each pc a unique item.

Sqwonk |

These are the items. Comments?
Many of these break the "slot cost" rules. But I don't consider that when creating them. Just if they are cool.
Wizard
Plain platinum band – companion band to bonded ring must be worn next to bonded ring on same finger.
*Once bonding ritual is completed:
-The band imparts magic protection to the arcane caster in the form of a +1 resistance bonus on all saving throws. This bonus increases by +1 for every 3 additional arcane caster levels, to a maximum of +5 at 19th.
- You may cast one additional spell per day which you have in your spellbook and are capable of casting, even if the spell is not prepared. If the arcane caster specializes in an arcane school, this spell must come from that school. [This is in addition to the extra spell from your bonded ring]
- You may still craft the original bonded ring per the bonded item rules.
Cleric
Rod – stylized elemental runes
> 3 times per day can maximize a channel
> 3 times per day may change the damage of a spell with the fire descriptor to “Holy Fire”. Fire Resistance would not apply. The spell must be 6th level or lower.
Paladin
Scabbard – filigree matches Radiance:
“Bryce” – consciousness within (voice sounds like John Cleese) - belonged to Yaniel.
Yaniel - Paladin of Iomedae – known for her regaining her faith in a solo mission into the Worldwound. She disappeared about 6 years ago on another solo mission. She was ambushed by a lillitu named Minagho.
While in combat, the Bryce scabbard hurls threats of righteous retribution in a loud, clear voice.
He is valorous and stridently condemns displays of cowardice or dishonesty.
->Three times per day, Bryce can cast bless weapon (CL 10) on Radiance.
> 1/day he can make a knowledge X check at +15 having to do with the Worldwound
Note: Also Radiance upgrades to a +3 holy weapon
Ranger
Ring (with a small cockroach in an amber stone)
> +2 on REF saves vs spells / spell-like. +4 on REF saves vs spells cast by allies.
> When you successfully use evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.
> Once per day, you gain a number of temporary hit points equal to your character level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent dying. These temporary hit points last for 1 minute.
> As long as you have 2 hands free, you can move on vertical surfaces or even upside down along ceilings with a climb speed of 20 feet. [Not on severely slippery surfaces—icy, oiled, or greased surfaces]
Inquisitor
Cloak - cloth but has a slight metallic look
> +2 resistance bonus on all saves
> Grants a constant endure elements effect to the wearer
> Gives you Light Fortification (as the armor property)

Sqwonk |

Session 18
..The party leveled up to 11 the before this session. Per the AP they should be Level 12 / Tier 5
I had Grixlbee and 8 “elite” Templars in the Strategy room. The party wizard smartly cast an ice area spell that killed the locust swarms but did not hurt the papers. The party mopped up the bad guys.
Nasty Vang
He was fling and invisible when the encounter started. He “sent” for a Hezrou who teleported through the circle and came in “heroic and hasted”. He summoned 4 babaus for his first action.
Then a quick mythic web followed by a cloudkill. Which blocked up about half the room. With the cleric’s blade barrier blocking off the other half.
**I don’t like a lot of invisible combat – so Vang ony had regular invisibility cast and that went away after his spells. **
Most of the party dealt with the babaus and hezrou while the inquisitor flying charged up to Vang.
Vang hit him with 2 mythic enervations. Before the flying ranger got close enough to attack Vang.
Vang hit the wizard and some summoned creatures with Arrow Storm (1001 spells) which pinned the wizard for a few rounds.
The ranger and the wizard’s summoned flying triceratops eventually did enough damage to take Vang out.
But it was a good fight. The inquisitor could not hit Vang’s AC with 7 negative levels. The paladin is far less effective because he can’t fly. Vang probably should have teleported away, but what fun is that. And there had not been a lot of loot for the wizard.