Moving Ashpeak to Hyrrfellhame (Wicked Spoilers)


Giantslayer


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If this post is too long, read the the TL;DR version at the bottom.

In the first iteration of this thread, it became clear that the Anvil of Fire really isn't an appropriate challenge for 13th-15th level PCs who have made a career of killing giants. Some of the unique encounters are flavorful and fun, but too many rooms involve fighting 1-5 big beefy bois in spacious and mostly featureless caverns. Many of the "defenses" of Ashpeak actually penalize defenders more than potential attackers. Fire Giants are known for their appreciation for tactics and planning- it clashes with the AP as written. So here goes my second ill-fated attempt at "fixing" The Anvil of Fire.

Also- I've brought this up before, but there doesn't seem to be an actual "Anvil of Fire" in this book. Instead of proposing a new name, I'll make the titular Anvil of Fire be the artifact or contract that keeps Ashpeak sequestered in Zursvaater's realm of Hyrrfellhame. More on that later.

Some parameters:

I'll try to keep encounters within +1/-1 CR, unless they're severely under CR in which case I'll beef them up or remove them. Oh, and I treat old age as -1 CR on giants. If that ruffles your feathers, well, you may be a tengu.

While I want to stick to the AP as closely, I'm definitely going to make a lot of changes. Like setting Ashpeak in Hell, diversifying encounters, and modifying lore.

A few disclaimers:

First, the writers of this AP and even book five are infinitely more talented than I am, and I have no delusions that I'm somehow putting more thought or creativity into this than the professionals. I don't think I can Pathfinder better than you. So huge thanks to Sean K Reynolds and all the talented individuals either at Paizo or contracted by them. Y'all are great!

Second, Erpa, Cellion, and Joey Virtue have all contributed a lot to my thoughts on modifying book 5 and the AP in general.

Third, thanks to Patchen Mortimer of the Daily Bestiary Blog/tumblr, even if it's more like the Quarterly Bestiary now. You helped me fall in love with monsters and Pathfinder.

Fourth, thanks to the Glass Cannon Network for their Giantslayer podcast, otherwise I would have never bothered reading what is a highly underrated AP. And probably shot myself at my last job.

Fifth and finally, most or all of this will be written on my phone, so it will be riddled with typos and errors. If this irks you, you may want to get off the train now because it won't get better.

So at least three people (other than myself) read my last thread on this very subject, so I'm hoping that I'll break four this time. I

TL;DR version: I'm dumb, Paizo is great, GCP is great, the forums community is great, I'm gonna change a lot of stuff in GS book 5 and almost no one will read it :)


Adventure Background: This rewrite immediately diverges from the AP as written, but the basics are the same: the adventurers must infiltrate/storm King Tytarian's volcano fortress, defeat him and his retinue before moving on to face the Storm Tyrant Volstus and his cloud castle.

The giants march to war. Implied in this rewrite is that the giant war machine has been unleashed somewhere between book 3 and 4. Shimmerman's Fortune writ large is the state of things as a united coalition of giants begin to swiftly conquerer and overthrow the smallfolk kingdoms of Varisia. The hordes of Belkzen have been unleashed and by book 5 things look grim for those who oppose the Storm Tyrant. Whether Trunau is overrun is up to the GM, but it is assumed to at least be in considerable peril. See the first encounter for now.

The implication of the giants at war is Ashpeak no longer houses a host of fire giants nor is a larger force of giants camped at the mountain's base. I don't see a reason to revisit the first part of book 4, and contrary to the AP, a party of 13th level PCs can absolutely slaughter any number of lower level giants with minimal risk to themselves.

Instead Ashpeak is defended by the denizens and conditions of Hyrrfellhame. Flying around the volcano is particularly perilous, due to the burning ash storm that surrounds the peak and obscures Volstus's newly acquired floating fortress (which is also in Hyrrfellhame under King Tytarian's protection). Access to Ashpeak from the material plane without magic is impossible, as only a fiery shadow of the mountain exists. Characters can pass through this infernal image but take 4d6 fire and 4d6 unholy damage each round they persist within it. There's no benefit to doing this.

This profane sequestering has a second and perhaps greater benefit. While the giant leadership is all but inaccessible to retribution, but also invade wherever they will on the material plane through temporary hellmouth gates. Platoons of giants and their allies can simply appear without warning deep within enemy defenses, bypassing walls and gates. The Prince of Steel has gifted his children the Anvil of Fire- an artifact which not only stole Ashpeak away from the material plane but has the power to create these temporary portals. With these tactical advantages, the giants have become unstoppable. If the PCs are slow to deal with Ashpeak, they are targeted by a strikeforce through one such gate.


Part 0: From Hell's Mouth (CR14)

Proactive groups will find their own way to Hyrrfellhame, but for those who are either stumped, unwilling or unable to pay for magical services, or aren't taking the giant threat seriously, this encounter serves to get the campaign back on track.

If the PCs commonly flee back to a safe location like Minderhall's Forge or Trunau to rest, you can run this encounter to remind them nowhere is safe.

Additional, more brutal encounters are suggested in retribution if the PCs take their time in Ashpeak but don't bother concealing their activity.

Setup: The strikeforce from Ashpeak arrives suddenly but lacks intimate knowledge of the PCs exact location unless they've been particularly brazen. The attack should happen at night, as all the attackers possess nightvision and the PCs are at their most vulnerable. Though the would be assassins have explicit orders to annihilate the party, they happily slaughter or maim innocents if they think it will draw the PCs out unprepared. If possible, the attackers attempt to take one PC alive for interrogation.

The Hellmouth is only open for 10 minutes, at which time it closes permanently regardless of whether any stragglers are left behind. The appearance of the Hellmouth is not subtle: it appears as a black fanged helm wreathed in unholy fire and spewing molten metal. All the attackers are immune to fire, but anyone attempting to enter or exit must pass through the flames (2d6 fire) as well as either fly over the liquid metal (treat as lava) or wade through it. The shimmering heat provides all creatures within 20ft a 20% miss chance on enemy attacks (as the blur spell). As the Hellmouth connects planes, teleportation through or inside it is impossible.

Additionally, the Hellmouth will not open its fanged maw for anyone not bearing the symbol of Zursvaater. A medium or smaller creature can use a DC30 escape artist to squeeze past, but will be exposed to the molten metal. A DC35 STR check can force the mouth open, at which point the duration of the portal drops to 1 minute unless it was already less.

The strikeforce consists of two of Tytarian's most trusted warriors and fellow clansmembers, a pair of hag followers of the Prince of Steel that call themselves the Daughters of Zursvaater, and a red dragon borrowed from the roost. While the fire giants and Daughters focus on slaying the PCs, the red dragon takes to the skies if it can to cause as much carnage as possible and split the attention of the party. The Daughters appear as medium humanoid women in attempt catch the party off guard, but explode out of their skin once combat starts. All five creatures are under the effects of a protection from energy spell (resist cold 20) and each bear a mark of Zursvaater. The fire giants, unwilling to fail their king, fight to the death. The Daughters of Zursvaater fight fearlessly but retreat to the portal in ember form if there is only 1 minute until it closes. They return to their father's realm unless they fear a PC will follow them back to Ashpeak, at which point they stay and fight to the death. The red dragon is under orders to flee back through the Hellmouth if able if reduced to less than 25 hp or if there is only 1 minute left until the Hellmouth closes. Otherwise they fight to the death.

Creatures:

*x2 steel-blessed fire giants (CR10);
-wear mwk halfplate and wield mwk greatswords. Carry 3 metal throwing balls (treat as mwk rocks 1 size larger). Wear the colors of clan Brandrik.

*x2 LE variant large blood hags (CR8);
-size large, +2STR, -2DEX, 3/day heatstroke not deep slumber.

*dominated young red dragon (CR10);
-change spell list
1st) infernal healing, mage armor
0th) detect magic, mending, resistance, spark

Steel-Blessed: The fire giants in Ashpeak have gained a supernatural boon for living in the realm of their god. This bonus lasts as long as they are in Hyrrfellhame plus 1 hour per HD they possess (typically 15). This should probably increase their CR, but I'm not going to.

-see in darkness
-heatsense 60ft (blindsense, only applies to creatures with body heat)
-immunity to profane damage from hellfire and flamestrike
-proficiency in all martial weapons primarily made of metal
-increase the fire damage from heated rock to 3d6 total.
- +4 competence bonus on all appraise and craft checks related to metal
- +2 insight bonus on saving throws vs. mindeffecting
- SLAs (CL15, CHA based)
(3/day) Reach (close) Shackle (DC12), Fireball (DC13), Make Whole
(1/day) Wall of Fire (DC14), Fear (DC14)
(1/week) Fabricate
Each giant has a 50% chance of having already used each of their 1/week slot.

Development:

If the PCs manage to take the Hellmouth either by force or subterfuge, the Anvil of Fire takes notice and severs the connection spitting them out (and any other creatures with them) in Hyrrfellhame 3d6 miles away from Ashpeak in a random direction. At which point the party must make their way to the mountain, which should be visible in the distance.


Corrections:

*Steel-blessed fire giants gain a +4 profane bonus to their charisma, increasing the DC to all SLAs by 2.

*Red Dragon Cantrips: arcane mark, mending, resistance, spark

*The Red Dragon casts mage armor before exiting the hellmouth, and resistance before engaging in combat if they have a chance.

*Daughters of Zursvaater have burning gaze at will instead of inflict moderate wounds.

*The flames around the Hellmouth can be commanded to reduce so they no longer cause damage and the molten metal to cool into a solid surface. A second command can reignite the flames and melt the hardened metal.


I’ll be reading this for sure it’s has tons of potential.


Traveling in Hyrreflamn:

The path to Ashpeak is in of itself perilous, as Zursvaater's realm is inherently hostile to non-natives. Though portions of the Prince of Steel's home are heavily populated and covered in sprawling fortifications and forges, Ashpeak is located near the border between Hyrreflamn and Malebolge proper. This area is treacherous even for Hell, a stretch of jagged mountains and active volcanoes that spew a constant cloud of ash. Rivers of molten lead, iron, and steel pour from cracks in the landscape, and great gouts of unholy flame burst up from the ground seemingly at random. Violent, scorching storms of ash and embers appear suddenly and scour the landscape without warning and often last for days. Traditional spells like control weather or anything that would alter the environment on a large scale must succeed a DC30 caster check and always last the minimum duration, at which point extremely violent effects invariably follow as retribution. Repeatedly meddling with the plane will draw unwanted divine attention, as Zursvaater is a jealous and paranoid god.

In addition, Hyrreflamn counts as Hell (lawful evil aligned) as well as fire dominant (including the 3d10 fire damage). Lawful, evil, and fire spells are enhanced while good, chaotic, and water or cold spells are impeded. Parties unprepared for the constant fire damage can easily be overwhelmed and consumed by the environment, but can find shelter in the many tunnels beneath the surface of the realm. Potentially a desperate party could travel the entire distance to Ashpeak without seeing the surface, but this subterranean path should be at least as dangerous if not more so than the surface, as well as far more circuitous.

Random encounters in Hyrreflamn:

The purpose of these random encounters is not to provide extra xp for the PCs (though it may if they're behind) or challenge them, but to demonstrate how dangerous the plane is. Players should not be penalized or discouraged from avoiding combats, though don't award XP for fights they skip. Since Aspeak is close to Hell proper, random encounters off the Hell planar list are also appropriate if CR relevant. Below are 12 random encounters tailored to Hyrreflamn. Roll a d12 or pick the encounters that work best for your party.

Every hour the party spends in Hyrreflamn, they have a 50% chance of running into an encounter:

Hazards:

1) Molten Lead Pits
2) Noxious Miasma
3) Hellfire Pillars
4) Scorching Ash Storm

Combat Encounters:

5) Fiendish Magma Elemental CR12
6) Giant Hellcat Pride CR13
7) Infernal Valkyries CR14
8) Juggernaught Crew CR15

Non-Combat Encounters:

9) Tesherat Flyover
10) Flaming Warsworn
11) Fire-Infused Jotund Troll
12) Adamantine Golem (Hell Engine)

Encounter Details:

1) Molten Lead Pits:

This hazard is essentially a natural trap. The ground is littered with 10'x10' pits hidden by an illusion of solid rock. Each pit is 3d6x10' feet deep and has 20ft of molten lead at the bottom (treat as lava that does half damage). A DC28 perception is notice the pits and a DC28 reflex not to fall in. The walls are rough and can be climbed with a DC20 climb check.

2) Noxious Miasma:

Poisonous air trapped below the surface is suddenly released. Treat as a deadly gas hazard but increase all DCs by 5.

3) Hellfire Pillars:

Deals 10d6 fire and 10d6 unholy in a 20ft radius, DC25 reflex half. 2d4 pillars spawn at a time.

4) Scorching Ash Storm:

Treat as an ash storm spell that covers the entire landscape and deals 3d6 fire per round as well as counts as smoke for choking.

5) Fiendish Magma Elemental (CR12)

Takes the form of a draconic creature but is an elemental. Appears from a pool of lava or molten metal, preferably just as the PCs are making a perilous crossing or are otherwise vulnerable. Attempts to drag victims under the surface, retreats if reduced to 30 hp or less.

*fiendish elder magma elemental (CR12)

6) Giant Hellcat Pride (CR13)

This small pride of size huge hellcats add led by an alpha (advanced). They stalk areas well lit by infernal flames to utilize their natural invisibility. If the alpha or two regular members are killed the rest of the pride flees

*x4 giant hellcats (CR8)

*advanced giant hellcat (CR9)

7) Infernal Valkyries (CR14)

A pair of outsiders loyal to Zursvaater patrol the fiery skyline. They harass interlopers at range before swooping in for the kill.

*x2 LE variant large valkyries (CR12)
-wear +1 fullplate, wield +1 vicious spiked chains. Full conversion to come

8) Juggernaut Crew (CR15)

Three fire giants ride an unholy war machine of Zursvaater. Though the profane dreadnought requires no crew, it is under the command of the cleric.

*variant juggernaut (CR11)
-faith: Zursvaater; keyed domains: war, fire. Immunity to fire. Has a +1 size large bombard (gargantuan siege engine) integrated into the juggernaut itself, which magically creates powder and ammunition, has no penalty to direct fire, and no misfire chance. The juggernaut can fire the cannon as a full round action and load it as a swift action. The bombard has both the vicious and flaming burst traits when fired directly, and always succeeds at indirect fire (which deals an additional 3d6 fire, reflex half). If the juggernaut is destroyed, so is the bombard.

*x2 steel-blessed fire giants (CR10)
-wear mwk halfplate, wield mwk warhammers and mwk heavy steel shields. Have 3 metal throwing balls each.

*steel-blessed fire giant cleric of Zursvaater 5 (CR12)
-wears +1 halfplate, wields +1 greatsword


9) Tesherat Flyover (CR16)

The adult infernal dragon Tesherat patrols the area around Ashpeak, partly for her own enjoyment and partially at King Tytarian's request. She flies at a high altitude, but will make a perception check to notice the PCs. Tesherat doesn't engage them directly but does report back to Ashpeak of their movements. If an encounter is forced the dragon fights back but dues not pursue, preferring to outpace her assailants in the air.

*Female Adult Infernal Dragon (CR16)

10) Flaming Warsworn (CR17)

A massive collection of giant bodies clad in red hot armor and wreathed in flame snakes its way across the horizon. Avoiding it's path is not difficult, but as soon as it notices living creatures it pursues them relentlessly until they lose it.

*Fiery Warsworn (CR17)

11) Fire-Infused Jotund Trolls (CR18)

A pair of fire-infused jotund trolls feast in the remains of some great worm, which burrowed to the surface before it died. While distracted by food, the trolls are not opposed to snacking in the party. However, they're more curious than hungry and will entertain questions from the PCs with a successful DC30 diplomacy check. Answering the the trolls' mostly inane inquiries gives a +2 on this roll, offering unusual food or spices gives a +5 bonus that stacks. The Trolls only attack if repeatedly pestered or threatened once (even by implication). However, they only make a half-hearted attempt at pursuing unless seriously threatened.

*x2 Jotund Fire-Infused Trolls (CR16)

12) Adamantine Golem (Hell Engine) (CR20)

A towering infernal war machine marches across the hellscape to some unknown order from Zursvaater himself. The golem ignores all engagements unless directly attacked or impeded, at which point it does whatever is necessary to continue on it's journey.

*Adamantine Golem (Hell Engine) CR20


Part 1: Infiltrating Ashpeak

As in the AP as written, there are several entrances to Ashpeak, but the most likely point of first entry is the main gate. With Ashpeak in Hyrrfellhame there isn't much traffic through the main gate, as most traffic comes by hellmouth or teleportation. Though it is possible that the PCs may discover the goat ledges or the guest room windows higher up by flying, they risk not only interference by denizens of the plane but the extreme conditions of the burning storm. Both entrances have their own defenses, and the guest chambers in particular are almost impossible to locate without previous knowledge. Teleportation into most of Ashpeak's winding passages and nondescript chambers carries the risk as written in the AP, but repeated use of teleportation additionally draws unwanted infernal attention. Non lawful evil characters must succeed a DC10 caster level check each time they cast a teleportation or planeshift spell, with a +1 to the DC for every time they have cast such a spell to, from, or within Hyrrfellhame in the past year. Chaotic or Good characters increase the DC by 5, and Chaotic Good characters by 10. Short range spells and abilities like dimension door are not penalized. Casting gate or similar magic increases the DC by 10 and likely draws divine attention.

-A1 The Lava Flow: CR14

The entrance to Ashpeak is surprisingly poorly designed and disadvantageous for the fire giants who guard it. I'm adding an additional floor directly above and the same shape as the space between the portcullises. Stone stairs outside the second portcullis lead up to this second floor. Giant sized murderholes on the second floor give coverage to the entire first floor. Medium and smaller creatures could potentially squeeze up through if they could reach them. The portcullises are operated solely from the second floor. The first portcullis is left open (but will come crashing down on anyone who steps on its space unless locked in place) and the second is left closed and locked. Piles of rocks are stacked on the second floor to drop on intruders. Arrow slits on the second floor looking out into the entrance cavern are cleverly disguised in the cave wall (DC35 perception). They give a +8 cover bonus to AC and reflex to defenders. Also, the floor is littered with the bones of failed invaders, giant and otherwise. These impart a -5 penalty to stealth checks but do not provide cover nor are they valuable. If intruders appear to pose a serious threat the fire giant is sent to get reinforcements immediately.

Creatures:

*The Penitent: Stone Giant Inquisitor of Zursvaater 5 (CR11).
-Wields +1 composite longbow (+9 STR), mwk greatsword, wears +2 halfplate. On second floor watching through arrow slits, buffs up before attacking. 35% chance of being asleep, rests in spartan quarters in back of second floor. Casts alarm in front of 1st portcullis before sleeping.

Covered in religious tattoos, fanatical devotion to Zursvaater to the point that they made the queen uncomfortable and were assigned as far away as possible. Believes that stone giants are inferior versions of fire giants and prays daily for the Prince of Steel to "ascend" them.

*Steel-Blessed variant Fire Giant (CR10) x2.
-Wield mwk ranesurs and +2 heavy crossbows in addition to their standard mwk greatswords. Wear mwk halfplate. On second floor, fire through arrow slits, then stab through murderholes or portcullises with polearm. Guard changes routinely, but the polearms and crossbows are left behind for the next watch.

*Steam Hogs (CR7) x2.
-Patrol in main cavern but sleep inside the portcullises in alcoves on either side of first floor between portcullises. Alcoves have murderholes as well. At least one is always awake.

Same CR, but the defenders are much better positioned. They're still very vulnerable to high level magic but against brute force are far more likely to survive until reinforcements arrive.


So it's come to my mind that there isn't a skald archetype that allows casting in heavy armor. But the image of a skald beating on their fullplate and singing feral ballads of their enemies impending doom is just too metal to not exist. Honestly I'm not that impressed by a +2 or +3 armor bonus to AC, but since this archetype weakens spell keening it won't be desirable for PCs unless there's some heavy armor exploit that I'm unaware of. In which case you could restrict it to followers of Zursvateer or fire giants, but a full blooded orc follower of Gorum feels just as thematic. No surprises here, I need this archetype to make fire giants skalds in heavy armor.

Steel Singer (Skald Archetype):

Spoiler:

Proficiencies:

A Steel Singer Skald is proficient in simple weapons, martial weapons, light, medium, and heavy armor as well as shields except for tower shields. They may cast skald spells in any armor without incurring a spell failure chance.

This replaces a skald's normal proficiencies.

Harbinger of Steel:

At first level, a steel singer gains armor focus as a bonus feat. Additionally, at 5th level they gain the armor training ability from the fighter class, and may move at full speed in medium armor. At 9th level they may move at full speed in heavy armor. They do not gain advanced armor training from this class.

This replaces scribe scroll and spell keening gained at 5th. Spell keening is gained at 11th and 17th, for a total of 2 uses per day.

Mettle:

A steel singer gains a +4 on saving throws vs. fear.

This replaces well-versed.

Raging Song:

In addition to the normal benefits of raging song, creatures wearing medium or heavy armor treat their armor bonus as one higher and their ACP as one lower for the duration of the raging song. However, the bonus to will saves doesn't start until 4th.

This alters raging song.

Song of Unbroken Blades:

Under the effects of this performance, all equipment that a creature carries gains a bonus to it's hardness equal to the skald's level, and all creatures gain a bonus equal to one half the skald's level on CMD vs. sunder attempts.

This replaces song of strength


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Since the PCs are in Hell, why not have the herald of Zursvaater himself aid them? Maybe the importance of the fortress stirred the god to send his servant to protect the Anvil, or maybe the queen called it herself via greater planar binding (probably a scroll of such).

I've statted up such a being below, feel free to tweak it as needed.

Herald of Zurzvaater:
This massive, bat-winged figure appears to be an onyx-skinned giant with flames wreathing its upper torso. It grips a massive greatsword and wears a fearsome fanged helm that sports a pair of cruel horns. His blazingly intense stare surveys all around him.
Oskopnir, Keeper of the Anvil - CR 15
LE gargantuan outsider (fire, evil, lawful, herald)
Init +10
Senses true seeing, perception +25, blindsight 60 ft. (heat sense), discern lies, detect chaos, detect good, darkvision 60 ft., low-light vision
Aura hellfire (30 ft.), will of Zurzvaater (60 ft.)

DEFENSE
AC
32 (+12 natural, +6 dex, +8 profane, -4 size), touch 20, flat-footed 26
hp 202
Fort +18, Ref +19, Will +23
Defensive Abilities fire healing, hellfire armor, will of Zurzvaater Immune fire, sleep, paralysis, stunning, poison, disease, petrification, energy drain Resist electricity 30, acid 30 DR 5/adamantine SR 26 Weakness cold (see hellfire armor)

OFFENSE
Speed
60 ft., fly 100 ft. (poor), swim 30 ft. (magma only)
Space/Reach 20 ft./20 ft.
Melee +3 adamantine greatsword +30/+25/+20 (3d8+27 plus 5d6 hellfire, 17-20) and gore +21 (2d6+7 plus 5d6 hellfire) or 2 slams +26 (1d10+15 plus 5d6 hellfire and grab) and gore +26 (2d6+15 plus 5d6 hellfire)
Ranged rock +25/+20/+15 (2d10+22 plus 5d6 hellfire)
Special Attacks rock throwing (120 ft.), powerful charge (gore, 4d6+15), hellfire
Spell-Like Abilities (CL 15th, concentration +23)
Constant: true seeing, detect chaos, detect good, discern lies
At-will: fireball (DC 22), wall of fire, wall of iron, heat metal (DC 21), shatter (DC 21), greater dispel magic
3/day: quickened fireball (DC 22), incendiary cloud (DC 27), break enchantment, resounding blow, fabricate
1/day: dominate monster (DC 27), delayed blast fireball (DC 26)

STATISTICS
Str 40 (+15), Dex 22 (+6), Con 26 (+8), Int 16 (+3), Wis 24 (+7), Cha 26 (+8)
Base Atk +15, CMB +34 (+36 sunder and bull rush, +44 grapple), CMD 50 (52 vs sunder and bull rush)
Feats Power Attack, Spell Focus (evocation), Weapon Specialization (greatsword)B, Weapon Focus (greatsword)B, Improved Critical (greatsword)B, Improved Sunder, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (fireball), Improved Bull Rush, Awesome Throw
Skills perception +25, intimidate +26, fly +19, sense motive +25, stealth +12, knowledge (planes) +24, knowledge (engineering) +21, craft (armor, weapons) +11, profession (soldier) +12, swim +16, climb +16, acrobatics +7, escape artist +7, disable device +7, handle animal +9, ride +7, diplomacy +7, disguise +7
Languages Common, Infernal, Giant, Undercommon, Draconic
Gear +3 adamantine greatsword

SPECIAL ABILITIES
Fire Healing (Ex)

Oskopnir is healed by fire and hellfire. Whenever he would take such damage, he instead heals 1 point of damage for every 3 points of damage it would deal. Any excess healing gained by this ability is wasted, so that Oskopnir can’t just sit in a pool of lava before the PCs arrive and rack up a bajillion temporary hp.

Will of Zursvaater (Su)
Oskopnir projects an aura of divinely empowered might and alacrity. Any creature within 60 feet with the giant or fire subtypes gain a +6 profane bonus to reflex and will saves (himself included). Creatures within this radius with the humanoid type and the giant subtype cannot be affected by mind-affecting effects that target only humanoids.

Hellfire Armor (Su)
Oskopnir is protected by a layer of raging hellfire. This armor provides no AC bonus, rather, it protects him from cold, empowers his attacks, and sears his foes. All attacks made by Oskopnir, whether natural or with weapons, deal an extra 5d6 hellfire damage. Creatures striking Oskopnir with a non-reach melee weapon also take 5d6 hellfire damage. Whenever Oskopnir is affected by an effect dealing cold damage, the armor absorbs it harmlessly. If the attack deals more than 40 points of cold damage, the armor still absorbs it but dissipates for 1d6 rounds. During these rounds, his attacks don’t deal the extra hellfire damage, and he loses his hellfire aura. While the armor is active, Oskopnir retains the fire subtype but loses his vulnerability to cold.

Hellfire Aura (Su)
Oskopnir emits an aura of hellfire. Creatures beginning their turns within 30 feet of him take 3d6 points of hellfire damage. All creatures that are vulnerable to cold within this aura gain cold resistance 20. Oskopnir does not heal from his own aura.

Lava Lord (Ex)
Oskopnir can walk on the surface of lava, can swim through it with a speed of 30 feet, and can breathe beneath its surface.

Divine Rock Throwing (Su)
Oskopnir’s rocks are created as he throws them. This allows him to make iterative attacks with thrown rocks. When he makes an Awesome Throw combat maneuver with a thrown rock, the target must make a DC 25 fortitude save or be staggered for 1d4 rounds. Rocks thrown by Oskopnir gain a +3 enhancement bonus to attack and damage.

Greatsword Mastery (Ex)
Oskopnir has mastered his god's favored weapon. He gains Improved Critical, Weapon Focus, and Weapon Specialization with the greatsword a bonus feats. While wielding a greatsword, his weapon cannot be sundered or disarmed.

He could be encountered just before the king and queen, maybe accompanied by some giants to make use of his aura (I put it there specifically to boost their sucky saves).


That's freaking awesome and I love it!

I'm planning to have the Anvil of Fire be behind the secret door in behind the feast hall, the way to the cauldera will be somewhere else (on the same level).

I'm not actually certain what the artifact should be.


Artofregicide wrote:

That's freaking awesome and I love it!

I'm planning to have the Anvil of Fire be behind the secret door in behind the feast hall, the way to the cauldera will be somewhere else (on the same level).

I'm not actually certain what the artifact should be.

I’m likely to use the anvil or fire as an army transportation device that hell walks (shadow walks) huge armies into battle.

And I plan on moving forward the war, with very little armies outside the Volcano


Joey Virtue wrote:
Artofregicide wrote:

That's freaking awesome and I love it!

I'm planning to have the Anvil of Fire be behind the secret door in behind the feast hall, the way to the cauldera will be somewhere else (on the same level).

I'm not actually certain what the artifact should be.

I’m likely to use the anvil or fire as an army transportation device that hell walks (shadow walks) huge armies into battle.

And I plan on moving forward the war, with very little armies outside the Volcano

I know what the Anvil does; it keeps Ashpeak in Hyrrfellhame and creates hellmouth gates. It's also intelligent. I guess I'm asking should it be a big fiery anvil or something else? A construct? Can it move or speak. Still considering it.


I’m not going to have Ashpeak in hell but it will be linked with Zumvaateer


Zursvaater's portfolio includes conquest and slavery. Maybe the anvil needs to be fed souls to keep Hyrrfellhame in Malebolge. Some of said souls would be delivered to Zursvaater, and some to Asmodeus. That would be a good way to keep the god in line- his realm is only anchored by giving power to Asmodeus.

It'd also explain the constant need for fire giants to take slaves and conquer new lands. Every time Zursvaater is running low on slaves, he calls another war to bring em in. Maybe overloading the anvil with negative energy would burn off some of the soul-fuel and allow the heroes to return home?

I don't imagine that a fire giant deity who loves slavery would want his realm to be beholden to an intelligent creature that's not 100% loyal to him. If it's able to move, it'd probably be a construct, and its personality would likely be a reflection of Zursvaater's instead of a truly unique one.


Joey Virtue wrote:
I’m not going to have Ashpeak in hell but it will be linked with Zumvaateer

Sure, I was just asking for your thoughts.


TheGreatWot wrote:

Zursvaater's portfolio includes conquest and slavery. Maybe the anvil needs to be fed souls to keep Hyrrfellhame in Malebolge. Some of said souls would be delivered to Zursvaater, and some to Asmodeus. That would be a good way to keep the god in line- his realm is only anchored by giving power to Asmodeus.

It'd also explain the constant need for fire giants to take slaves and conquer new lands. Every time Zursvaater is running low on slaves, he calls another war to bring em in. Maybe overloading the anvil with negative energy would burn off some of the soul-fuel and allow the heroes to return home?

I don't imagine that a fire giant deity who loves slavery would want his realm to be beholden to an intelligent creature that's not 100% loyal to him. If it's able to move, it'd probably be a construct, and its personality would likely be a reflection of Zursvaater's instead of a truly unique one.

I like the idea of the of the Anvil being powered by sacrifice. I'm thinking that the artifact will be infused with a divine spark of Zursvaater's essence. That way it's not merely bound to his will, it is a manifestation of his will. Interestingly, Zursvaater invaded hell and carved out his realm, and while Asmodeus did award him part of the Malebolge I don't think the Prince of Steel owes him allegiance or pays rent. Asmodeus merely has bought his grudging thanks (but knowing Asmodeus he's definitely going to get something out of it).

I think the whole Ashpeak in Hyrrfellhame is a fairly new situation. I think it was a result of Zursvaater's approval of the Storm Tyrant's plans and Tytarian supporting the war for giant supremacy.

I don't want to repeat the Forge of Minderhall, but adding another big beefy baddie to the AP seems redundant, especially with Zursvaater's Herald in the mix. I kind of dig the idea of the PCs talking with the Anvil as a proxy for Zursvaater. Like if they can defeat Tytarian in battle, Zursvaater withdraws his blessing. Just a thought.


I like the idea if the party can defeat the fire giants than he will with draw his blessing


I’m thinking of giving a lot of my more powerful fire giants a Blessing of Zursvaater. I was thinking like 3 or 4 1st or 2nd level spells continuously cast on them what spells should it be?

One will be pro good cause my entire party is good and will stay that way.

But what else would work?


Resist cold, see invisibility, cat's grace.


My party isn’t the invisibility type,

So I’m thinking
1st level
Pro evil
Divine favor
Iron beard (reflavored as flame beard)

2nd Level
Resist energy
Defending Bone (reflavored as a floating sigil of Zursvaater unholy symbol)

So that’s adding
+3 AC
+3 to hit and damage
30 cold resistance
5 DR/Bludgeoning
And a bonus attack

That’s not bad for 3 first level and 2 second level spells


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Joey Virtue wrote:

My party isn’t the invisibility type,

So I’m thinking
1st level
Pro evil
Divine favor
Iron beard (reflavored as flame beard)

2nd Level
Resist energy
Defending Bone (reflavored as a floating sigil of Zursvaater unholy symbol)

So that’s adding
+3 AC
+3 to hit and damage
30 cold resistance
5 DR/Bludgeoning
And a bonus attack

That’s not bad for 3 first level and 2 second level spells

I assume you meant protection from good? In addition to bonus to AC and saves, it'll completely shut down any good enchanters.

Honestly I'm not sure that the giants need a bonus to hit and damage (in melee anyway) unless your party is extremely hp and ac heavy. But you know your group better than me. I like ironbeard btw.

Giving all fire giants massive cold resistance kind of takes the fun out of using cold weapons and spells against them. But again, you know your group better than me.

Also, other than bonus to saves they're still extremely vulnerable to control spells and abilities, which are a bigger weak spot than even cold vulnerability.

PS: I didn't know there were high level parties that didn't abuse the heck out of invisibility... :P


They are 6 dwarves with boom casters and melee whores. So the cold resistance is needed vs the hundreds of fireballs they are going to see.
We are in book 3 and the tank is at a 35 AC vs giants.
This won’t be for all the fire giants just the lieutenants and the better ones. Give them a better magic item for the value then the ring of cold resistance.


What exactly is a "melee whore" and how can I build one?


They get paid in treasure for melee combat. They are murder hobos good 2nd cousins.


Great thread; loving the ideas and discussion. Cool stuff!

Of course, my 3-4 hours of play every 3-4 weeks will take FOREVER to get to this point...especially with mixing Ironfang Invasion into this AP, but hey, I love long drawn out things!


We are already on book 3 running usually once a month for 6 to 7 hours. This AP flows pretty quick


Day-um! Nice movement. It's an online campaign for me, first ever, so it's been a slow burn, but each time has been faster.

I'm enjoying my time so far.


Yeah so are we. The dwarves are a pain in the a$$ but it’s a lot of fun.


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Just popping in to say I'm not dead. I stopped paying to focus on rewriting stat blocks and then was sidetracked by rewriting all of Strange Aeons: The Thrushmoor Terror for an IRL group. But that deserves it's own thread.

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