Tindalen |
I have spent the last month GMing the series leading up to waking rune. I have been prepping for the finale since the start. I will be running hard mode 10-11 on Saturday and have come across some discrepancies that have not been called out elsewhere.
Hard mode has you replace a quickened summon monster five for a summoned monster nine. This would lead to a break in the Thessalonian specialist and where I noticed the discrepency. Rune lord krune follows the archetype except for spell level 7 and eight. And spell level 9 on hard mode.
I know I should play as written, but this scenario is hard enough without the discrepancies. It's also why I am limiting myself to hard covers and rune lord specific material for the npc tactics.
Any thoughts beyond the three year old GM prep post?
Eric Clingenpeel Venture-Captain, Michigan—Mt. Pleasant |
Belafon |
Remember that quicken is your friend and that hyper intelligent ancient enemies should be run as the tactical geniuses that they are.
Sigh. One of these days I'm actually going to get to play this scenario.
Had to prep it to GM once (table didn't make) and never have gotten a chance since.
Tindalen |
I have been prepping it for a couple weeks now. I have some surprises in store for them I think should be entertaining if they work.
Mark Stratton |
This happened at my con last week (I was running the con, but the players at the table told me about this.)
During the very first encounter, the bad guy plane shifted two of the characters, the paladin to hell and the fighter to the negative energy plane. The other four characters decided to teleport out. That was the whole game. Over partway through the first encounter.
Tindalen |
Tindalen wrote:** spoiler omitted **I have been prepping it for a couple weeks now. I have some surprises in store for them I think should be entertaining if they work.
** spoiler omitted **
** spoiler omitted **
Spoiler conversations. YAY!
Jayson MF Kip |
2 people marked this as a favorite. |
Steven G. wrote:Tindalen wrote:** spoiler omitted **I have been prepping it for a couple weeks now. I have some surprises in store for them I think should be entertaining if they work.
** spoiler omitted **
** spoiler omitted **
Spoiler conversations. YAY!
** spoiler omitted **
Auke Teeninga Regional Venture-Coordinator, Baltic |
Tindalen |
** spoiler omitted **
Casting
Casting Time 1 standard action
Components V, S, M (diamond worth 25,000 gp)
Effect
Range see text
Target, Effect, or Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes
Silbeg |
(Why are we spoilering in the GM Discussion -- not needed)
If they are actually able to kill Kurshu, I'd think the resurrection would be the best way to go. Don't go for any sort of summons, because then he might as well recall SMIX (which isn't a bad idea).
Another idea, which might be even nastier... if he gets a PC in the same room as him, separated from everyone else, would be to wish for Greater Possession. He could then attack with impunity from the shell of a PC.
As for the binding, perhaps a Nemisis Devil would be better. It has Harm and Heal (each 3X/day), with greater invis, wall of stone, and other stuff. Its claws cause 2d6 Bleed, and it hits HARD.
Though, I will say that your Apostate Devil looks decent. Oh, and note, if you do it, since they are called, and not summoned, they keep their summon and teleport abilities!
Getting in 1d6 Bone Devils, or a Horned Devil (depending on which one you choose) wouldn't hurt, either.
Tindalen |
(Why are we spoilering in the GM Discussion -- not needed)
If they are actually able to kill Kurshu, I'd think the resurrection would be the best way to go. Don't go for any sort of summons, because then he might as well recall SMIX (which isn't a bad idea).
Another idea, which might be even nastier... if he gets a PC in the same room as him, separated from everyone else, would be to wish for Greater Possession. He could then attack with impunity from the shell of a PC.
As for the binding, perhaps a Nemisis Devil would be better. It has Harm and Heal (each 3X/day), with greater invis, wall of stone, and other stuff. Its claws cause 2d6 Bleed, and it hits HARD.
Though, I will say that your Apostate Devil looks decent. Oh, and note, if you do it, since they are called, and not summoned, they keep their summon and teleport abilities!
Getting in 1d6 Bone Devils, or a Horned Devil (depending on which one you choose) wouldn't hurt, either.
Greater Possession is definitely an option. I was liking the Apostate devil for the CL 18 blasphemy which, if everyone makes their save, will do 2d6/2 strength damage for 2d4 rounds, and paralyze everyone for one round. The 1d6 wisdom drain on a +28 with a 19-20 crit and boundless reach is pretty nasty as well. Though 1d6 ice wall creatures would be fun to split the group up.
Jason Daugherty Venture-Captain, Massachusetts—North Shore |
thistledown Venture-Captain, California—San Francisco Bay Area North & East |