Post subject: Re: DMing and you - how best to torture your players.
Posted: Thu Sep 30, 2010 7:45 am
Smells like the Foot
Joined: Fri Apr 09, 2010 11:14 pm Posts: 288
The Bullettes were taken rather well. They made for a dramatic mini-mini-boss and definitely forced my players to consider their actions VERY carefully during the fight. After that was going after Rankir, which ended up being the hardest thing the party did throughout this brief campaign.
The Pit ended up being really neat. Eventually, a guest playing my PC (revolving GM game) used daggers to lumber his large sized self across one wall of the pit (I gave him a +2 bonus - I figure that a strength of 27 stabbing into sandstone can't be too hard). Then the halflings swung over, which ended in a natural 1 that almost killed the Bard if not for some quick thinking on their parts.
The fight with the dragon ended up being too fast. I wasn't right in the head or something and didn't get distance with him or anything, and although he did almost kill two of their number the battle lasted only three or four rounds. I should've Meta-Godded it and kept it going longer. If you're using this thing, up that mofo's age category by one.
After that, seeing my PCs disappointments, I threw in the Deck of Wondrous Things. This ended up being REALLY convenient for a revolving GM game because now the Bard is forever destroyed, permanently, the Rogue got 10k XP for free and has his soul imprisoned SOMEWHERE, and the Paladin and Dragon Disciple got 50k gold a piece and enmity with an outsider. Coincidentally, the Bard is leaving the group (and State) after next week and the Rogue's player is up on the DM queue.
Summary: Bullettes and final Monk fight were great, up the DC of checks for the Pit, Push the Dragon's Age category up.
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As if you could kill time without injuring eternity. - Henry David Thoreau
Post subject: Re: DMing and you - how best to torture your players.
Posted: Fri Nov 26, 2010 11:37 pm
Smells like the Foot
Joined: Fri Apr 09, 2010 11:14 pm Posts: 288
Tried running a 3.5 Module set a level higher than the party and my rogue got punked by a Symbol of Death trap. So not going with that. It was disastrous. I saw a fellow cry. No good, folks, no good.
So to cater to his tastes, I'm doing some Zelda shit. That's right, I'm going there.
Thoughts and Suggestions for what all to do differently? Link and the Master Sword and etc...it's been a while for me and to be honest, I only beat Ocarina of Time. I was very far through Zelda 2 when the copy I had was denied me. =p
[EDIT - Removed much of what would otherwise be repeated below]
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As if you could kill time without injuring eternity. - Henry David Thoreau
I revised my idea and came up with something more polished. Gannon will be an extra-dimensional deity directing and aiding Gannondorf (half-fiend dire boar rogue/sorcerer), his illegitimate material plane son, who has gathered Boris, Tourniquette and Zelda in order to enact the ritual necessary to materialize the Triforce of Power. First they'll be going through The Steel Tower and Ikana, fighting Twinmold at the end of the dungeon before being let out onto Gerudo desert - home of Gannondorf and his band of thieves. So to complete preparations for Game 1 I need to come up with a full dungeon.
This is where I need the Zelda players. If you can think of some good traps and puzzles from the other games that would translate acceptably into D&D, let me know.
It's been a quiet spell in the keep and the days are filled with training, leisure and drinking as things have been relatively calm in the region. A few serfs approach the castle requesting assistance and in due order Knight Watch deals with the occasional pack of wolves, rogue bandits and dangerous animals. It seems as if someone, somewhere, decided that everyone deserved a rest.
It's been a few weeks now since Boris left on his trip to gather worshippers. Poonjob and Lenny have begun to gripe about his absence here and there, and then can't be found themselves for a few days. The party is sitting down for dinner and the goblin is unusually somber, bringing up that he and the ranger Lenny could not find their draconic sorcerer friend, but he was at one point in Steel Tower, in Ikana.
If the party still doesn't go looking in Ikana for Boris, they will be approached by Gestalt, Ternik and Gurnak the next day at the keep, as Gestalt has deduced that the disappearance of a princess, Tourniquette and Boris all coincide and that the Shining Stone is interested in creating a temporary partnership with Knight Watch in order to solve this problem. Otherwise have the party meet each other in Tora-tah-tah's Tavern in the small city at the base of the Stone Tower.
Ikana is a kingdom found in the western regions. It has gone through years and years of bloody wars, under the leadership of king, Igos du Ikana of the Ikana Royal Family. Eventually, the kingdom was all but abandoned and destroyed, and became a wasteland. Ikana functions under a monarchy. The king rules from the Ancient Castle of Ikana, situated at the top of Ikana Canyon at the base of the Stone Tower. Prior to the downfall of Ikana, the area was once a grand kingdom in the midst of a bloody war with the Garo. Little is factually known about the wars other than Captain Keeta (Knowledge: Local/History DC 22 now transformed into a massive Stalchild after the Stone Tower's Temple Doors were opened) was the general of the Ikana army and that the Garo would often spy on the kingdom of Ikana from the nearby mountains. Going through the region is a river which eventually becomes a waterfall draining into the Southern Swamp.There is barely any vegetation in Ikana, only some areas of crabgrass and an occasional tree. A massive desert is accessible through the Stone Tower Temple, {Knowledge Nobility/Local/History DC 22) the home of Twinmold, (Knowledge: Geography/Local 22) after traversing the heart of the dungeons there. If no party member has applicable knowledge skills, use Diplomacy with a +2 DC) Locales Tora-tah-tah's Tavern - Clearly this place has lost much of its' luster. The hardwood that makes up the entirety of the building has started to splinter and pulp from decades of use and abuse putting the scent of oak into the air. The seats are as comfortable as they are worn and the drink prices seem just as old. The food matches suit. Tora-tah-tah himself is a creature unlike any you've ever seen, with skin the same texture and color as the stone mugs he serves brew as strong as he is from. Huge, orange sized pure black eyeballs dominate his face, with a flat, almost imperceptive snout and a huge mouth. It looks as if he wanted to, he could easily tuck into a ball perfect for rolling. He is unlike anyone else in all of Stone Tower, aside from his brother, Gukana. Gokara-na-na's Extremities - Carved straight out of the rock wall of the canyon, there are strange ash and blast scarring outside of the upper windows. The voice of the owner Gokara-na-na can be heard even as you enter town. The inside of the shop is all carved to fit, tables permanently anchored in the walls and floor. The reasons for this become apparent as you see the blast scarring become more pronounced on the ceiling, floor and walls. Sparsely populated by objects of questionable durability, some brand new and shiny, others black with ash. Ikana Castle - Boxed in by three sides into the back of the canyon, Ikana Castle is a sight to behold. Equal parts are woven into the canyon and free standing, making the several dozen story structure even more magnificent and structurally possible. Guards patrol along every other other wall, the only sights visible against it's hewn mason and natural surface aside from them are long streaming dark green and red banners. The Stone Temple - Hidden behind Ikana Castle, the Stone Temple is actually a massive granite column as tall as the canyon itself. The first dozen stories make a huge tribal face, the doors making up the figure's mouth. The doors opened once a few decades ago but haven't seen the light of day since. Ikana River - Emerging from under the Stone Temple, the Ikana River runs through Stone Tower and out into the Kokiri Forest. Rumors persist of Sahaguin or some sort of fish creatures living in the waters but nobody can claim to have seen them or any evidence of their existence.
A few days after arriving in Ikana, if the party hasn't already found Link (Diplomacy DC 19) he will approach them inside of Tora-tah-tah's Tavern. What they haven't learned from gathering information or knowledge checks he will divulge here, and that he may have an idea of who the source of these disturbances is but doesn't want to divulge the name because he has spies everywhere. He suggests that the party make for the Garo desert through the Stone Temple while he pursues other possible leads, insisting upon going alone.
Gannon, Nalfeshnee Demon Lord of the Vile Pit CR 16 CE Huge Outsider, Speed 30ft (40 ft Fly, poor) Darkvision 60ft, True Seeing, Perception +31 Unholy Aura (DC 23), Init +5 AC 29 (13 Touch, 28 FF); HP 203 CMB +31, CMD 46 Fort +22, Ref +9, Will +21 DR 10/Good; Immune to Electricity, Poison; Resist Acid, Cold, Fire/10 Spell Resistance 25, Space 15 ft, Reach 15ft Melee Bite +23/+18/+13 (3d8+11, 19-20), Claws +23/+23 (2d6+11) Trident of the Triforce of Evil +30/+25/+20 (2d10+24+2d6 vs Good, Crit x3; Magical +7, Unholy, Throwing, Returning, Seeking) Unholy Nimbus: 3/Day, free action. Next round 60ft light burst, Will DC 22 or dazed 1d10 rounds with visions of madness Spells: At Will - Call Lightning (DC 18), Feeblemind (DC 20), Greater Dispel Magic, Slow (DC 18), Greater Teleport (self +50lbs or objects only) 1/Day Summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40% or 1d4 vrocks 50%) Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Gannondorf, CE Large Anthropomorphic Half-Fiend Dire Boar Rogue 4/Sorcerer 6 CR 16 Spd 40ft Space 10ft Reach 5ft Init +4; Darkvision 60ft, Scent; Perception +18 AC 36 (10 + 10 Armor + 4 Shield -1 size, +4 Dex , +7 natural, +1 misc +1 insight) HP: 160; DR 7/ - , Cold/Fire/Elec Resistance 5, SR 27 Fort +13 Ref +15 Will +10 Str 31, Dex 18, Con 20, Int 18, Wis 14, Cha 26 BAB +11/+6/+1; CMB +22; CMD 36 Claws +21/+21/+16/+11 (1d6+10, Crit x2, Magical, 11/Day) Sword of Execution +24/+19/+14 (3d6+16+1 Bleed, Crit 18-20/x2; +1 Magical, Wounding, Throwing, Distanced, Returning - 60K) Ranged +15 (3d6+16+1 Bleed, Crit 18-20/x2) Feats: Alertness, Combat Expertise, Dodge, Diehard, Endurance, Greater Trip, Improved Feint, Improved Trip, Leadership, Supernatural Damage Reduction Skills: Acrobatics +14, Bluff +14, Diplomacy +18, Intimidate +18, Knowledge: Arcana +14, Perception +18, Sense Motive +18, Spellcraft +14, Use Magic Device +18 Rogue Talents: Bleeding Wound, Combat Trick (Greater Feint), Sneak Attack +2d6, Evasion, Uncanny Dodge, Trap Sense +1, Trapfinding Bloodline Powers - Claws, Damage Resistances, Cause Fear, Bull's Strength, Rage Ferocity(Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 7 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day. Immunity to Poison Spells 1st (8): Shield, Magic Missile, Feather Fall, Ray of Enfeeblement, Cause Fear; 2nd (7): Mirror Image, Blindness/Deafness, Bull's Strength 3rd (5): Blink, Rage Equipment: Sword of Execution, +4 Adamantine Breastplate, Cape of the Mountebank, Winged Boots, Contingency (<10 HP) Planeshift, Eyes of the Eagle, Glove of Storing Keen Edges, Dusty Rose Iouon Stone, Rope of Entanglement (AC 22, 12 HP, Hardness 10, DR 5/Slashing, 20ft range, DC 20 Str or EscArt to break free)
The Company of the Shining Stone
Gestalt NE Human Wizard 10 Spd 30ft, Arcane Sight 60ft, Perception +2 HP 75; AC 31 (10+9A+4S+3D+2D+2N+1M) Init +3; BAB +5; CMB +6; CMD 19 Fort +5, Ref +6, Will +9 Bonded Quarterstaff +7 (1d6+2, Magic) Telekinetic Fist +8 Ranged Touch, 1d4+5 Force Damage, 7/Day (Standard Action 30ft Range) Str 12, Dex 16, Con 14, Int 18, Wis 14, Cha 12 1st - Shield, Magic Missile x5 2nd - Scorching Ray x5 3rd - Suggestion, Fly, Hold Person x2 (DC 17) 4th - Fire Shield, Stoneskin, Enervation, Dimension Door (DC 18) 5th - Cone of Cold, Baleful Polymorph x2, Telekinesis (DC 19, DC 23 Transmutation) Feats: Scribe Scroll, Dodge, Toughness, Spell Focus and Greater Spell Focus: Transmutation (+4 to DCs), Armor Proficiencies Light and Medium, Arcane Armor Training, Arcane Armor Mastery School Specialization: Transmutation (Exclude Conjuration and Illusion) - Physical Enhancement- Con +2, Telekinetic Fist, Change Shape 10 Rounds/Day Skills: Appraise +14, Knowledge (Arcana) +14, Knowledge (Planes) +14, Knowledge (Dungeoneering) +14, Knowledge (History) +9, Knowledge (Geography) +9, Spellcraft +14 Equipment: +3 Elven Chainmail (No Arcane Spell Chance Failure) 10k, Ring of Protection +2, Amulet of Natural Armor +2, Potion of Heal, Potion of Haste, Continual Flame Stone
Ternik, N Dwarven Fighter 10 Spd 30ft, Low Light Vision, Perception +2 AC 37 (10+10A+7S+3D+2D+3N+2M) HP 149; Damage Reduction 3/- Init +3; BAB +10/+5; CMB +14; CMD 27 Fort +11, Ref +8, Will +7 +1 Dwarven Waraxe +18/+13 (1d10+9, Crit x3) +1 Composite Shortbow +14/+9 (1d8+5, Crit x3) Str 18, Dex 16, Con 20, Int 12, Wis 14, Cha 10 Bravery - +2 to Will vs Fear, Armor Training - -2 to AC Penalty, +2 to Max Dex, Normal Speed in Medium Armor, Weapon Training: Axes +2 to Dmg/Atk, Shield +1 to Dmg/Atk Feats: Weapon Focus, Weapon Specialization: Dwarven Waraxe, Dodge, Two-Weapon Fighting, Two-Weapon Defense, Toughness, Shield Focus, Greater Shield Focus, Iron Will, Lightning Reflexes, Combat Expertise Skills: Climb +9, Intimidate +10, Survival +12, Swim +9 Equipment: +1 Dwarven Waraxe 2k, +3 Lion's Shield (3/Day, Free Action shield Bite:+13/+8, 2d6+3) 21k, +4 Dwarven Breastplate 31k, +1 Composite Shortbow, 20 Arrows 2k, Ring of Protection +2, Amulet of Natural Armor +3, Potion of Heal, Potion of Haste, Continual Flame Stone
Gurnak, NE Large Sized Half-Orc Barbarian 10 Spd 40ft, Reach 10ft, Darkvision 60ft, Perception +17 HP 150 (170 Raging); Damage Reduction 4/- (5/- Raging) AC 18, 16 Raging (10+7A+2D+1M - 1S) Init +2; BAB +10/+5; CMB +18; CMD 29 Fort +13 (+15 Rage), Ref +6, Will +5 (+7 Rage) +4 Falchion +21/+16, 2d6+14, 15-20/x2 Crit, Magical +3 +1 Composite Longbow +14/+9, 1d10+8, x3 Crit, 20 Arrows Str 24, Dex 14, Con 18, Int 8, Wis 14, Cha 8 Rage, Fast Movement, Improved Uncanny Dodge, Trap Sense +3 Rage Powers: Mighty Swing (Auto Confirm 1 Crit), Renewed Vigor (2d8 + Con HP), Increased Damage Reduction, No Escape, Unexpected Strike (Surprise AoO 1/Day), Permanently Enlarged Feats: Dodge, Weapon Focus, Improved Critical: Falchion, Critical Focus (+4 on crit confirms), Toughness Skills: Acrobatics +12, Intimidate +9, Perception +12 Equipment: +4 Falchion 32k, +1 Composite Longbow 2k, +1 Light Adamantine Breastplate 15k, Ring of Sustenance 6k, Eyes of the Eagle 5k, Potion of Heal, Potion of Haste, Continual Flame Stone
Link, LG Half-Elf Paladin 5/Fighter 6 Spd 40ft, Low-Light Vision 120ft, Perception +10 HP 124, AC 45 (10+11A+9S+6D+4D+4N+1M) Init +9; BAB +11/+6/+1; CMB +15; CMD 31 Fort +19, Ref +14, Will +15 +5 Master Sword +23/+23/+18/+13, 1d8+1d6Elec+13 (+2d6 vs Evil, Crit 18-20/x2+1d10 Elec) +5 Composite Longbow +22/+17, 1d8+10 (Crit x3) +3 Starknife +20/+15, 1d4+8 (Crit x3, Distanced, Returning, Seeking, 40ft) Str 20, Dex 22, Con 20, Int 18, Wis 18, Cha 20 Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus, Weapon Specialization: Longsword, Shield Focus, Greater Shield Focus Skills: Acrobatics +11, Climb +11, Diplomacy +10, Handle Animal +11, Heal +9, Intimidate +11, Knowledge (religion) +9, Knowledge (history) +5, Perception +10, Ride +13, Sense Motive +10, Stealth +11, Swim +11 Aura of Good, Detect Evil, Smite Evil 2/Day (+5 to Atk, +4 to Dmg, +5 Deflection to AC) , Divine Grace, Lay on Hands (+2d6 HP, 7/Day), Aura of Courage (Immune to Fear), Divine Health (Immune to all Diseases), Mercy (Fatigued), Channel Positive Energy (3/Day, +2d6 HP), Divine Bond (Epona), Bravery +2, Armor Training 1, Weapon Training: Blades Equipment: Master Sword +5 (Holy, Keened, Ghost Touch, Shocking Burst, Speed, Init +4), Elven Chain +5, Mirror Shield +5 ( Spell Turning 5/Day), Boots of Striding and Springing, Cloak of Elvenkind, Amulet of Natural Armor +4, Ring of Protection +4, Hookshot (Rod of Ropes - 600 ft of rope, Grapple Gun/Fishing Line up to 1,000 lbs or Bull Rush with User's CMB)
Epona LG Large-Sized Horse Spd 80ft, Low-Light Vision 120ft, Scent, Perception +4 HP 55 AC 32 (10+14A+2D-1S+ 6N+1M) Init +2; BAB +3; CMB +11; CMD 23 Fort +7, Ref +6, Will +2 Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6 Bite +7 (1d4+4, Crit x2) and Hooves +5/+5 (1d6+2, Crit x2) Skills: Acrobatics +4, Perception +4 Feats: Dodge, Toughness, Defensive Combat Training Link, Share Spells, Evasion Equipment: +5 Full Platemail, Horseshoes of Speed
You walk into a room that is MASSIVE. It has to be magically constructed and it must be some sort of tesseract. It's several football fields in volume, and appears to be a self-sustaining desert in the bottom of the dungeon.
A Gargantuan Insect, consisting of two large, segmented worm-like creatures which each have large pincers and three large eyes with rows of legs coming off their bodies, sharing a tail on their stinger. Twinmold CR 13 NE Gargantuan Magical Insect Spd 40ft, Climb 15ft, Space 20 ft. Reach 15 ft. Darkvision 60ft, Tremorsense 40ft, Perception +16 Init +1; HP: 252; Each head has 126 HP. DR 4/ - , SR 23, Cold/Fire Resistance 10 AC 22 (FF 21 Touch 7) CMB +34; CMD 45 Fort +21, Ref +12, Will +8 Bite +28, 3d6+18, Crit x2 Constrict +42, 3d8+12, Crit x2 6 Rakes (only with successful Constrict) +28, 1d6+6, Crit x2 Swallow Whole (+8 acid) +44, 3d8+12, Crit x2 Full Attack: Bite (w/Improved Grab) +28/+28 2d6+18, Crit x2 Stinger +30, 2d12+18, Crit x2 On each successful attack with the stinger, Twinmold's poison takes hold. Initial save Fort DC 18 or -2 Dex/Str, Secondary in five rounds or -1d4 Dex/Str. Special Attacks Poison, Improved Grab, Constrict Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 12 Skills: Acrobatics +3, Climb +14, Craft (Weaponsmithing) +0, Handle Animal +3, Intimidate +3, Perception +4, Ride +3, Survival +4, Swim +14 Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action. Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously.
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As if you could kill time without injuring eternity. - Henry David Thoreau
Someone on the Paizo board suggested changing Gannondorf into a Warlock. Thematically and mechanically appropriate, I think.
Gannondorf, CE Large Half-Fiend Orc (Native Outsider) Warlock 12 CR 14 Spd 30ft, Fly 60ft (average); Space 10ft Reach 5ft Init +8; Darkvision 60ft, Tremorsense 60ft; Perception +21 AC 32 (10 + 7 Armor + 4 Shield -1 size, +8 Dex, +2 natural, +1 misc +1 insight) HP: 127 ; DR 7/Stone, Cold/Fire/Elec Resistance 10, SR 27 Fort +9 Ref +16 Will +12 Str 18, Dex 26, Con 20 , Int 20, Wis 18, Cha 20 BAB +9/+4; CMB +14; CMD 32
Sword of Execution (Falchion) +13/+8 (3d4+13+1 Bleed, Crit 15-20/x2; +1 Magical, Wounding) Bite +12 (1d8+4, Crit x2) Claws +7/+7 (1d6+2, Crit x2) Eldritch Blast +17/+12 or +15/+15/+10 (12d6 Fire or 10d6 of Hellfire for 1/2 damage to Fire Immune or 8d6 of Unholy; Ranged Touch, 55ft, Crit x2)
Ferocity: An orc is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Immune to Poison, Magical Death Effects Smite Good 1/day Gannondorf can smite a good foe and add an additional 12 damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Spell-Like Abilities: Darkness 3/day, Desecrate 1/day, Unholy Blight 1/day, Poison 3/day, Contagion 1/day, Blasphemy 1/day; Caster Level 12 Class Abilities: Eldritch Blast, Sphere, Fiendish Similarities, Sphere x5, Call Fiends (1/day summon an outsider with CR<3 than Character Level, more if CR is reduced by two per doubling - 1 CR 10 fiend, 2 CR 8, 4 CR 6, 8 CR 4, 16 CR 2), Hellfire Blast, Damage Reduction, BF: Harmless Form (Change Shape into a medium sized Humanoid, +10 to disguise checks - mirrors show true form), Dark Blast, Fiendish Servant
Spheres Advanced Death - Immune to Magical Death Effects. Healed by negative energy. Death Knell, Ghoul Gauntlet, Vampiric Touch, Enervation, Raise Dead, Symbol of Death ALL 3/Day, DC 21
Advanced Seduction - +2 Bluff/Diplomacy/SenseMotive Entice Gift, Suggestion, Glibness, Charm Monster, Sympathy, Mass Suggestion ALL 3/Day DC 21
Voracity - Heal 5HPs per negative level/ability point inflicted. Death Knell, Shadow Spray, Vampiric Touch, Enervation, Magic Jar, Power Leech ALL 1/Day DC 21
Equipment: Sword of Execution, Bracers of Armor +7, Cape of the Mountebank, Contingency (<10 HP) Planeshift, Eyes of the Eagle, Glove of Storing Keen Edges, Dusty Rose Iouon Stone, Rope of Entanglement (AC 22, 12 HP, Hardness 10, DR 5/Slashing, 20ft range, DC 20 Str or EscArt to break free), Permanency Enlarge Person
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As if you could kill time without injuring eternity. - Henry David Thoreau
Worked out the dungeon levels and drew up some maps as well as fixing a few monsters and adding a couple more. I think this is going to be a pretty Zelda-riffic experience and I'd be just beside myself if some folks tried putting their groups through it and shared how it was. THIS BOOK: http://www.kobolds-keep.net/smoke/Zelda%20D20%20Sourcebook.pdf A Zelda RPG ready for D&D use, was an excellent aid.
The Stone Temple Level 1: Platforms to jump across (DCs of 10s and 12s with some optional longer jumps) as they roll d20+BAB vs Deku's d20+BAB to try and hit the Deku with their own seed shots - if they take a hit, they get a -5 to their check. If they do not remove at least 5 Deku (keeping the total number of deku vague to speed things along) then the seeds will become a shower requiring a reflex save DC 16 or a -10 to their acrobatics check, a -5 on a success (but no damage). The final platform leads down to level 2. Level 2: A tesseract room of eight hallways: 1, 3, 5, and 7 lead back to themselves, 2, 4 and 6 lead to rooms with Deku and 2 BDSTs, the way they came leads now to Vitreous, two Bloody Dire Skeletal Tigers and the key they need. Unlocking the door to level 3. Level 3: First the Arrghus holding a key inside of a 90ftx40ftx40ft pool of water, and then a huge hall with a long 20ft wide bridge in the center and a gigantic ceiling. Here the bebelith has been trapped - on one perpendicular side, accessible via ropes, is a switch to free him - the other side, via deku and platforms (same rules as level 1), has a Magnetization Disc (+10 vs Disarm attempts, +20 vs Disarmoring attempts). At the end of the hall is are the stairs leading down to level 4. Level 4: A room that is MASSIVE. It has to be magically constructed and it must be some sort of tesseract. It's several football fields in volume, and appears to be a self-sustaining desert in the bottom of the dungeon and it contains Twinmold. After defeating him, the sands sweep away and cover it's body, revealing the exit out to Gerudo desert.
LEVEL 1 Deku N Small Plant CR 1 HP 5; Init: +0; Spd: 20 ft AC: 13 (+1 size, +2 natural) Seed shot +1 ranged (1d3 subdual) Fort +3, Ref +0, Will -1 Str 11, Dex 11, Con 13, Int 10, Wis 8, Cha 10 Skills: Hide +4, Spot +1 Deku scrubs are tiny sentient plants that live in most forests. A deku scrub is about a foot and a half tall and weighs about 20 pounds. It has two foot-like appendages, a pair of primitive eyes, and a “mouth” that it uses to absorb water and nutrients. Broad leaves cover it and provide natural camouflage. Deku scrubs speak Sylvan.
Bloody Skeletal Dire Tigers NE Large Undead CR 8 Spd 40ft, Space 10ft, Reach 5ft Init +7; Low-Light Vision, Scent; Perception +12 AC 19 (10 + 2 Dex + 8 Nat - 1 Size) HP: 91; DR 5/Bludgeoning Fort +6, Ref +6, Will +9 Str 27, Dex 17, Con -, Int -, Wis 10, Cha 14 BAB +11/+6/+1; CMB +19 (+23 Grapple); CMD 31 (+35 vs Trip) 2 Claws +18/+18 (2d4+8 plus grab) Bite +18 (2d6+8, plus grab) Feats: Improved Init, Iron Will, Run, Skill Focus (Perception), SkilL Focus (Stealth), Weapon Focus (bite, claw) Skills: Acrobatics +3, Stealth +2, Swim +8 Immune to Cold; Fast Healing 7; Channel Resistance +4 Deathless: Destroyed at 0 hit points but after one hour get 1 hit point, and fast heal back up. Permanently killed when destroyed by positive energy, reduced to 0 hit points in a bless or hallow, or if the remains are sprinkled with a vial of holy water.
LEVEL 2 Vitreous N Huge Aberration CR 8 Speed: 20ft, Space 10ft, Darkvision 60ft, Perception +20 HP 120; Init: +0; DR 8/- Defense: 10 (-2 size, +2 Natural) Base Attack/Grapple: +6/+13 Slam +13 melee (2d4+7) Special Attacks: Lightning blast Fort +7, Ref +3, Will +6 Str 25, Dex 11, Con 18, Int 3, Wis 10, Cha 3 Skills: Perception +20 Feats: Alertness Lightning Blast (Su): Every 4 rounds, Vitreous can constrict its pupil and release a 30 foot cone of lightning 8d6. Reflex DC 26 Vitreous is a gigantic, all-seeing eye, sitting in a puddle of slime with a myriad of smaller eyes sitting in front of it. It guards a hoard of treasures. Starts combat by sitting in slime, sending smaller eyes to attack (twenty) (Small aberrations, 1d8 hp, slam +0 melee, 1 hp damage), and emitting lightning blasts from its pupil. When it loses all of its smaller eyes, Vitreous jumps out of the slime puddle and starts charging.
LEVEL 3 Arrghus NE Huge Aberration CR 9 Spd: fly 20 ft. (clumsy), Swim 30 ft; Space 10ft Darkvision 60ft, Perception +20 HP: 58; Init: +1; DR 10/Cold Iron AC: 11 (-2 size, +1 Dex, +2 racial) Fort +2, Ref +3, Will +6 Slam +8 melee (1d6+8) Str 26, Dex 12, Con 10, Int 3, Wis 10, Cha 3 Skills: Perception +20 Feats: Power Attack Satellites (Ex): Arrghus has 20 Tiny crustaceans floating around him. They have an AC 15 and 5 HP, and have to be removed from his body before they can be attacked. Every attack that hits him has a 50% chance of hitting a tiny crustacean until he is down to 10, when Concealment becomes 20%. Arrghus is a giant sea jelly-like monster with a single gigantic eyeball and a number of small creatures attached to its skin. Ganon created this hideous monstrosity to guard the treasures of the Watergate Dungeon by conducting magical experiments on biris and baris, the sea jellies of Hyrule.
Bebelith CE Huge outsider (chaotic, evil, extraplanar) CR 10 Spd 40ft, Climb 20ft; Space 15ft; Reach 15ft Init +5; Darkvision 50ft, scent; Perception +16 AC 22 (10+1 Dex, +13 Natural, -2 Size) BAB +12; CMB +23; CMD 34 (46 vs Trip) HP 150; DR 10/Good; Telepathy 100ft Fort +15, Ref +11, Will +7 Bite +19 (2d6+9 plus Rot) 2 Claws +19 (2d4+9, 19-20/x2 Crit) Special Attacks: Dismantle Armor (On successful claw attacks, peel away armor and shield as a free action with a CMB. DC 25 Reflex save or the armor is broken and loses 1/2 it's HP), Penetrating Strike (Natural weapons are chaotic and magical to beat DR), Rot (Fort DC 23 or 2 points of Con, cured with two consecutive saves or a Heal, 5 round duration), Web +11 Ranged, DC 23, 12 HP Planeshift (Bebelith only) - At Will Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13 Feats: Cleave, Improved Crit (claws), Improved Init, Iron Will, Lightning Reflexes, Power Attack Skills: Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16
LEVEL 4 Twinmold NE Gargantuan Magical Insect CR 13 Spd 40ft, Climb 15ft, Space 20 ft. Reach 15 ft. Darkvision 60ft, Tremorsense 40ft, Perception +16 Init +1; HP: 252; Each head has 126 HP. DR 4/ - , SR 23, Cold/Fire Resistance 10 AC 22 (FF 21 Touch 7) CMB +34; CMD 45 Fort +21, Ref +12, Will +8 Bite +28, 3d6+18, Crit x2 Constrict +42, 3d8+12, Crit x2 6 Rakes (only with successful Constrict) +28, 1d6+6, Crit x2 Swallow Whole (+8 acid) +44, 3d8+12, Crit x2 Full Attack: Bite (w/Improved Grab) +28/+28 2d6+18, Crit x2 Stinger +30, 2d12+18, Crit x2 On each successful attack with the stinger, Twinmold's poison takes hold. Initial save Fort DC 18 or -2 Dex/Str, Secondary in five rounds or -1d4 Dex/Str. Special Attacks Poison, Improved Grab, Constrict Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 12 Skills: Acrobatics +3, Climb +14, Craft (Weaponsmithing) +0, Handle Animal +3, Intimidate +3, Perception +4, Ride +3, Survival +4, Swim +14 Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action. Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously. A Gargantuan Insect, consisting of two large, segmented worm-like creatures which each have large pincers and three large eyes with rows of legs coming off their bodies, sharing a tail on their stinger.
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As if you could kill time without injuring eternity. - Henry David Thoreau
So they made it halfway through level 3 of the dungeon, with Arrghus and Twinmold left.
Ironically, the player I designed this for has never played a Zelda game. That being said, he thoroughly enjoyed the last game session, as did my PC familiar with the games. There was a decent appeal to it from both sides of the fan spectrum.
The first level proved to be a challenge to the rogue (rolled a REALLY bad jump check, trying to cut across and avoid most of the platforms - DC 32) and the paladin had a rope of climbing, which worked out wonderfully for both this challenge and the Bebelith on level 3. Batting back the Deku seeds also turned out pretty cool, just treat them as ranged touch for subdual damage and apply a -4 if the PC has no blunt weapon.
Second level was great but the amount of trouble they had with the BSDTs was surprising. For the battle with Vitreous I removed one of them and the rogue cleverly, via invisibility, blew up Vitreous' satellites with a goron bomb. Consider tacking on True Seeing. Arrghus is getting it before they start that encounter.
The third level thing with the bebilith was awesome. With the telepathy and no way to see it, they were mostly convinced that this 'demon hunter' that was trapped here was for benign reasons. That bit lasted a while. The Deku side turned out easy - they destroyed them all this time, and the rope swing was excellent. With the Bebilith shooting down webs both got caught, the paladin whilst on his rope of climbing, and had I not foolishly engaged in melee combat too early the fight could've gone on much longer.
Very pleased with how things went down.
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As if you could kill time without injuring eternity. - Henry David Thoreau
Much has occurred. The party soon after fought a Froghemoth (just like it sounds), dropped Roc eggs onto bandits waiting to ambush them and then died soon after the paladin was kidnapped, caged in Gannon's dimension. They broke free, got the people they needed out, killed most of the Company of the Shining Stone (freeing the Rogue after killing just the fighter and barbarian) and lost their Holy Avenger. HOWEVER, while there the greedy rogue dropped from Neutral Good to True Neutral when he knowingly exposed Boris the Dragon Disciple to a Book of Opposite Alignment - from which he failed his save, changing from Neutral Good to Neutral Evil.
In the next game they traveled to a far off island, saved some druids, influenced a chain of reactions from a legend (shoggoth!), and destroyed a vile worm wizard thing. During their time there the Rogue fails a save vs Insanity gas and drops to Chaotic Evil. After returning to their Keep, Boris' Church to himself has finished the basic construction and has gotten onto detailed work.
An ambassador arrives from a country to the north under seige by it's neighbors. After a mushroom trip in the wilds (not my idea, but my PC got a +1 to his Wisdom!) the party splits, the rogue heading for the attacking kingdom. After routing a few battallions the paladin and Boris arrive at the castle as the rogue teleports in via a scroll with the corpse of the opposing country's king. After destroying most of the head of command and their heavy troops (clay golems) Boris and the rogue kidnap and charm the new Battallion Commander and get a treaty signed, basically handing over both Saxodsky, the nation under seige and Moldnistrea, the attacking state, to Trianestra - the small country that our characters have established as their territory outside their keep. During these escapades, the Paladin finally realizes that Boris is evil (not that the Rogue has also become evil) and has not acted on that knowledge yet.
It's my turn to run again. My idea is for a tribal man from the woods to arrive at the keep with a message inscribed on a piece of bark reading: "Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." (In one of the previous games they attended a spellcasting tournament as a backdrop to a larger plot). When Boris touches it, he gets hit with a Flesh to Stone. Hopefully this takes him right out of the game so I don't need to worry about his involvement. I assume this means that the PCs will take the Ranger NPC and track the tribal. They get led into a trap of Summoned Nature's Allies by the Shaman of a tribe which worships a local Green Dragon (Prend) who masquerades as a wizard for the tournament each year, and collects statues of the winners. He also is the unspoken lord of this territory, which the Rogue and Boris want to annex into Trianestra. This is a smaller thing to occupy the players while I get a bigger thing set up with either the Imperial Alliance to the south or the Nation of Connorea to the Northeast (although the Port City-State of Lethis is to the west, they have established level 18 casters - these level 12 characters are not ready for that).
There is also the Church of the Green Avenger to consider, which at this point is becoming something like a religious mafia. There is an Awakened Rabbit with a level of Sorcerer as well as a few arcane apprentices in that wing of the church, two fifth level warriors in the militarized wing and the Rogue leads the shadow wing. Presiding over the general population is a 6th level Cleric.
THE QUESTIONS I POSE TO YOU: What do I do with the Paladin? He's not keen on doing anything else with the character - we talked about maybe going Anti-Paladin or something but he had no interest in it. According to the Cursed Opposite Alignment rules Boris isn't supposed to want to change his alignment back and doing so is quite a pain in the ass.
Nobody knows that the Rogue has gone insane and evil either - I can get that to come out in the next game though, but should I? It'd be about the same time frame for when Boris became Evil and got exposed.
Ideas for Wilderness traps. I'm thinking the tribe could live up in a grand tree that is tied to the dragon, so upon his death (he living in the highest reaches of the canopy) the whole thing topples down slowly, but that's an after the fact kind of thing. Trapped by the Druid via plenty of Summoned Animals. Maybe have her Dominate Animal a Tyrranosaur and have it run them off their trail to the tribe's dwellings?
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As if you could kill time without injuring eternity. - Henry David Thoreau
As construction continues on the Church of the Green Avenger, a woodsman arrives with a piece of bark on which a message is written in Draconic, which he hands to a follower/worker while growling and then scampers off. It reads: "Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." As soon as Boris touches the bark, he must make a DC 30 Fortitude save or become Petrified via Flesh to Stone. Only Boris must make this check and on a successful save the charge on the bark is lost and loses all magical properties. With a successful DC 25 Survival Check they can follow his trail, moving a few miles each day through underbrush, vines and thorns. Otherwise they are doomed to be lost - see the appropriate section in the book.
A week after traveling into the Forests of Entri they enter the territory of the Green Claw. Every half mile or so is a statue. "Set into the ground with no living thing within fifteen feet of it is an ebony tree that is devoid of foliage. Staked and tied against it are the skeletal bones of a myriad of creatures. The legs are birdlike, the torso from an owlbear, the several arms of a girrallon, the skeletal wings of some giant bird and the slender predatory skull of something otherwise unrecognizable. The visage in front of you is clearly fiendish." (Successful Knowledge: Nature or History Check 25 - Displacer Beast) Passing the statues and entering the territory, they will begin to get followed by Hawkeye, the Druid's familiar. Once they work themselves into the forest as far as they can get, the track going cold instantly, Grenthed the Shaman emerges from the woods with nine summoned Girallons. “Emerging from the wood equidistantly with a 5 Girallons on each side, encircling the three of you, is a tall, slender wood elf female dressed in a set of black dragonhide fullplate. The plant life contorts around her, equally desiring to be near her and terrified of actually getting her attention. When she speaks it with a smooth and slow wisdom that resonates in dissonance with the forest around you.” A quick talk is had where she commands them to leave as they have already procured the statue of what is now Boris - if the PCs are smart and drag it out longer than a minute and a half (in-game time), the summoned Girallons begin to disappear. If not, the Druid departs and they attack.
After traveling for a while they will find that there is one gigantic tree larger than all the others, and that it seems to be in the center of Green Claw territory. As they approach any side of the tree, there will be a Fiendish Giant Flytrap waiting for them about 50 feet from the trunk. With Tremorsense and the amount of cover from foliage it can get within reach to snatch at minimum one of the party members for a surprise round. Once they've thwarted it, they will be approached by a fancifully dressed Gnome playing the lute. This is Tahrr Entz the Glabrezu, a demon who used to have worshippers in these woods. The past century or so, however, a more powerful foe has taken root and now they worship him. This is unacceptable for Tahrr, but he lacks the power to overcome both the Tribe and the Dragon. If, however, the Player Characters have any interest in resolving this matter for him he would be MORE than happy to make it worth their while and offer what limited magical assistance is available to him (a Wish spell). All that he requires in return is that they leave all but their friend up in the trees, for him to help. All of this will be veiled in lies. If they manage to see through his ruse and combat ensues, he will first Reverse Gravity and then attempt to summon allies, following with Power Word Stun, Chaos Hammer, Unholy Blight and Confusion. Ultimately if he doesn't think he can win he'll flee, leaving the PCs to climb the tree. "A small fancifully dressed Gnome cautiously gripping his lute wanders towards you from the base of the tree. 'Ho there! You wouldn't be looking for those statues would you?' His spiel: 'Well it's a pleasure to meet you. The knightwatch, I assume! You must be Feeliu. You are so very well known in these parts. And you, Archibald. Well just the kind of adventurers I was hoping to see! My dilemma, gentlemen, is thus: I told an old adventuring friend about these statues, which an old drunk barbarian in a tavern informed me about. He is incredibly interested and wants them for research, to restore these people to their natural state and all you understand. For a few weeks now I've been trying to get up there to do recon so my friend can teleport here, but the Tribe simply will not let me! I can't do it myself; I'm infirm, you see, but I am predigiously talented with scrolls and my wizard friend, Alteer, provided me with a scroll to give one good adventurer, like yourselves, a boost in their desire and ability to get him to those statues! So what do you say boys?"
If they can succeed on beating average Perception checks (+11) they may be able to get up to the canopy without being noticed. If not they find their path subtly leading to the treetop village of the Green Claws and are quickly surrounded and herded to the central branch by dozens of barbarians. There is a pit 50ft across carved 20ft down into the wood with a sickly green well in the center. “Dropping into the pit in front of you is probably the most fit thing you’ve ever seen, a primal elf. He peaks above seven feet in height and is rippling with lithe muscle with a grace matched only by brute strength. Your unease with him turns to a mutual respect tinged with fear as he begins to speak, unholstering the two picks slung across his back and dipping them into the well, where you notice the phrases ‘Murderstick’ and ‘Murderpick’ on his weapons. His voice echoes in the pit as he bellows, “You have invaded the territory of the Green Claw Tribe. We have but one law in our territory - Do not tread where you may bleed. The Green Claws leave no tracks. - Therefore my sister and I Grenthed challenge the two of you to combat. Draw your blades, dip them into the Well of Prend and prepare to die.””
The two of them will answer any questions related to the battle but otherwise remain silent until someone rolls initative, where Grenthel Rages and Grenthed Wild Shapes into something Huge. As the battle moves on she will change to Diminutive size and try to revive Grenthel, calling in Hawkeye to create a distraction.
After successfully subduing their two leaders, the Green Claw tribe descend onto the bodies, ripping out pieces of flesh to consume (brain and heart included) while stripping the bodies of what they can, they then disband into the woods. The Druid’s Full Plate will probably be all the PCs can salvage. A perception check in the pit will yield granite and with an Intelligence Check DC 15 they can figure out where above them it fell from - leading them to Prend’s lair. As they climb and clear the giant bough, they see this: “Strolling casually among dozens of statues is a miserly old man with a gigantic wizard’s hat, nearly as tall as he is. As he passes each statue he spends a moment of reflection in each, sometimes casting a small Illusion spell that replays the events of each Arcane Tournament Champion. Among the assembled petrified spellcasters are creatures of every race, some powered through divinity. The only dragon disciple among them, however, is Boris, who takes the center of all the statues (also being the largest). It is here where he stops to look directly and and address you. “Welcome to my home. I saw what you did below, but that’s not a great matter. They can be easily replaced. I have to do so because of one or another roving bands of adventurers anyway. Tell me, do you like my collection?”” From there the party is welcome to attempt negotiation, but success is unlikely. Prend is not interested in sharing his lands, and will be absolutely and totally unwilling to release any of the petrified spellcasters (of which only three are evil, including Boris)
Grenthel Elven Barbarian 11/Ranger 2 CR 13 Init +6; Spd 40ft; Low-Light Vision; Perception +21 AC 25 = 10+ 6 Dex+ 6 Armor+ 1 Shield + 2 Deflection HP: 162; BAB +13/+8/+3; CMB +19; CMD 25; DR 2/ - Fort +13, Ref +12, Will +4 Melee: +18/+13/+8 Heavy Pick (1d6+7+1d6 Acid, Crit 19-20/x4) and +18/+13/+8 Light Pick (1d4+7, Crit 19-20/x4) Special Abilities: Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Greater Rage (Fiend Totem and Lesser and Greater, Improved Damage Reduction, Mighty Swing), Favored Enemy: Humans +1, Track, Wild Empathy, Combat Style: Two-Weapon Fighting Skills: Acrobatics +22, Climb +22, Knowledges (Geography, Nature) +12, Intimidate +18, Perception +21, Survival +19, Stealth +24 Feats: Double Slice, Improved Two-Weapon Fighting, Greater Two Weapon Fighting, Two-Weapon Defense, Improved Critical: Heavy Pick, Improved Critical: Light Pick, Toughness Str 22, Dex 22, Con 16, Int 16, Wis 12, Cha 16 Equipment: +1 Furious Corrosive Heavy Pick (+3 Raging), +1 Furious Corrosive Light Pick (+3 Raging), +2 Mithral Shirt with Moderate Fortification, +2 Ring of Protection RAGING - HP: 195 , DR 3/ -, Str 28, Con 22, Will +7 Full Attack +23/+18/+13 Heavy Pick (1d6+12+1d6 Acid, Crit 19-20/x4) and +23/+18/+13 Light Pick (1d4+12+1d6 Acid, Crit 19-20/x4) and Gore +18 (1d8+5 Piercing) Barbed, anyone striking with a melee weapon, unarmed strike or natural weapon takes 1d6 piercing. Aura of Menace: Good creatures adjacent are Shaken and take 2d6 Slashing at the beginning of the barbarian's turn. Neutral are Shaken but take no damage. Evil are unaffected.
Grenthed, Elven Druid 11 CR 11 Init +3; Spd 30ft; Low-Light Vision; Perception +28 AC 25 =10+10 Armor+3 Dex+2 Deflection HP 100; BAB +8/+3; CMB +10; CMD 26 Fort +9, Ref +6, Will +13 Melee +10/+5; Ranged +11 Spells 0th At Will Detect Magic, Light, Mending, Purify Food/Drink, Read Magic, Stabilize 1st 6+1 Calm Animals, Cure Light Wounds x4, Entangle x2 2nd 6+1 Hold Animal, Barkskin (+4 NA) x2, Bear's Endurance, Bull's Strength, Flame Blade, Owl's Wisdom 3rd 5+1 Dominate Animal, Poison x3, Cure Moderate Wounds (2d8+10), Greater Magic Fang (+2) 4th 4+1 Summon Nature's Ally IV, Cure Serious Wounds (3d8+11) x3, Reincarnate 5th 3+1 Beast Shape III, Animal Growth, Baleful Polymorph, Cure Critical Wounds (4d8+11) 6th 2+1 Antilife Shell, Greater Dispel Magic x2 Special Abilities: Nature Bond (Animal Domain), Nature Sense (+2 K/N and Survival), Orisons, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (4/Day, Diminutive to Huge Animals as Beast Shape III, Small to Large Elemental/Plant as Elemental Body III/Plant Shape II), Venom Immunity, Speak with Animals 14 Rounds/Day Skills: Fly +18, Handle Animal +16, Knowledges (Geography, Nature) +11, Perception +28, Spellcraft 16, Survival +20 Feats: Combat Casting, Dodge, Mobility, Natural Spell, Skill Focus: Perception, Toughness Equipment: Dragonhide Fullplate of Wild Speed, +2 Ring of Protection Str 14, Dex 16, Con 14, Int 14, Wis 22, Cha 14
Hawkeye; Small Neutral Evil Hawk 9HD Speed 10 ft, Fly 80 ft (Average) AC 19 =10+4 Dex+5 natural armor HP: 36+8d8 Fort +7, Ref +9, Will +4 Attack: +8 Bite (1d4+3) Talons +3/+3 (1d4+1) Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 9 Skills: Fly +11, Perception +17, Stealth +21 Feats: Run, Skill Focus (Stealth), Skill Focus (Perception), Stealthy Special Abilities: Link, Share Spells, Evasion, Devotion
Girallon N Large Magical Beast CR 6 Spd 40ft, Climb 40ft; Space 10ft, Reach 5ft Init +7; Darkvision 60 ft, Scent; Perception +11 AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size) HP 86; BAB +7; CMB +12; CMD 25 Fort +9, Ref +8, Will +5 Melee: Bite +10 (1d6+4), 4 Claws +10 (1d4+4; if two or more hit, +1d4+6 Rend) Feats: Improved Initiative, Iron Will, Skill Focus (Perception), Toughness Skills: Climb +14, Perception +11, Stealth +5 Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
Giant Fiendish Flytrap N Huge Plant CR 11 Spd 10ft; Space 15ft; Reach 15ft Init +8; Darkvision 60ft, Tremorsense 60ft; Perception +10 AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size) HP 149; BAB +9; CMB +18 (+22 grapple); CMD 32 (can't be tripped) Fort +17, Ref +8, Will +5 DR 5/Good; Resist Cold,Fire/10; SR 16 Immune: Mind-Affects, Paralysis, Poison, Polymorph, Sleep, Stun; Resist Acid 20 Melee Bites +15/+15/+15/+15 (1d8+7 plus grab) Feats: Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite) Skills: Perception +10, Stealth +9 (+17 in undergrowth) Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6 Engulf: Turn begins with opponent two sizes smaller grappled, it closes jaws with new CMB as a Pin. 1d8+7 and 2d6 Acid. Airtight.
Tearhh Entz the Glabrezu CE Huge Outsider CR 13 Init +0; Darkvision 60 ft, True Seeing; Perception +26 Spd 40ft; Space 15ft; Reach 15ft AC 28, touch 8, flat-footed 28 (+20 natural, –2 size) HP 200; BAB +12; CMB +24; CMD 34 Fort +18, Ref +4, Will +11 DR 10/Good; Immune: Electricity, Poison; Resist Acid, Cold, Fire/10; SR 24 Melee: Pincers +20/+20 (2d8+10/19–20), Claws +20/+20 (1d6+10), Bite +20 (1d8+10) Special Attacks: Rend (2 Pincers, 2d8+15) Spell-Like Abilities (CL 14th) Constant—True Seeing At Will—Chaos Hammer (DC 19), Confusion (DC 19), Dispel Magic, Mirror Image, Reverse Gravity (DC 22), Greater Teleport (self plus 50lbs of objects only), Veil (self only), Unholy Blight 1/day—Power Word Stun, Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%) 1/month—Wish (granted to a mortal humanoid only) Feats: Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike Skills: Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (History, Local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17 Languages: Abyssal, Celestial, Draconic; Telepathy 100 ft. Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Prend, Mature Adult Green Dragon LE Huge Dragon (Air) 17HD CR 13 Init +0; Darkvision 120ft, Blindsense 60ft; Perception +27 Speed 40ft, Fly 200ft (Poor), Swim 40ft Space 15ft; Reach 10ft (15ft with Bite) Aura: Frightful Presence (210ft, DC 21) AC 30 (Touch 8, Flat-Footed 30; +22 natural, -2 size) HP 195; BAB +17; CMB +28; CMD 38 (42 vs. trip) DR 10/Magic; SR 24; Immune: Acid, Paralysis, Sleep Fort +15, Ref +10, Will +15 Melee: Bite +24 (2d8+13/19-20), 2 Claws +24 (2d6+9/19-20), 2 Wings +22 (1d8+4), Tail Slap +22 (2d6+13) Special Attacks: Breath Weapon (50-ft. cone, DC 23, 14d6 Acid), Crush (Small creatures, DC 23, 2d8+13) Spell-Like Abilities (CL 17th; Concentration +20) At Will—Charm Person (DC 14), Entangle (DC 14), Suggestion (DC 16) Spells Known (CL 7th; Concentration +10) 3rd (5/Day)—Fireball (DC 16), Haste 2nd (7/Day)—Alter Self, Detect Thoughts (DC 15), Mirror Image 1st (7/Day)—Magic Missile, Shield, Silent Image (DC 14), Summon Monster I, Ventriloquism (DC 14) 0 (At Will)—Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Resistance, Prestidigitation Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16 Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (Bite, Claws), Iron Will, Multiattack, Power Attack Skills: Fly +12, Knowledge (Arcane, Nature) +23, Perception +27, Spellcraft +23, Stealth +12, Survival +23, Swim +37, UMD +23 Languages Common, Draconic, Elven, Sylvan Special Abilities: Trackless Step, Water Breathing, Woodland Stride LOOT: Potion of Greater Magic Fang (+3), Robe of Blending, +1 Thundering Speeded Repeating Heavy Crossbow, 16,000 Gold
EDIT: Added in the Demon thing for spice and to consolidate the plot threads of why the hell there's a fiendish thing going on with a lawful evil green dragon lording over all the shit. The flytrap also qualifies as a trap, I think.
Thoughts and suggestions welcome. Still not sure how to handle the paladin situation.
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As if you could kill time without injuring eternity. - Henry David Thoreau
Post subject: Re: DMing and You - Conquering the World and what it offers.
Posted: Sat Mar 05, 2011 3:04 pm
Smells like the Foot
Joined: Fri Apr 09, 2010 11:14 pm Posts: 288
The Paladin left the party and Boris was kidnapped soon after. After talking past the druid, they destroyed the fiendish flytrap and...
Spoiler
In the Forests of Entri on a quest to save Boris from petrification in a collection of spellcaster statues by the mysterious wizard Prend, Feeliu was fooled and tricked into accepting a Wish from the Barbazu demon Tearhh Entz. The trickster assumed the visage of a crippled Gnome Bard and approached the halfling rogue and her strange compatriots, seeking aid for magical research. Enticed by the opportunity to become a shadow dancer, Feeliu spoke, "I wish that the past few months were different and that I learned to shadow dance."
Reality shifted.
Events that were, never occurred. Lovers never met. Children were never born. Wrongs were never righted.
A pious warrior monk named Rankir escaped the battle for Syrenteh, continuing to serve the Alliance by scouting and reporting on the activities of Knightwatch.
The Goron Alchemist Dinson still wanders the wastes of the Gerudo Desert, pondering the strange doings of a clan of female warriors and their recent resistance movement against a well known warlock of the region.
The Company of the Shining Stone endures but with a deep hatred for the disbanded members of the Knightwatch, who in an opportune moment stranded them in the extraplanar lair of Gannon the Nelfashnee Demon Lord.
The grizzled old ranger Lenny O'Malley left the group shortly after the Gerudo Desert debacle and lives in Lethis, serving as a military advisor.
The Druid Circle of Hesron sustained the loss of their two most powerful members in what became an epic battle in the town of Vericoste, destroying 50% of the settlement before Nyan fleed and the worm wizard was destroyed.
The Master Spy Nyan has been revived, but with all his memories intact - including his experience in hell, as well as the knowledge of what would have been. This has overloaded Nyan's ability to reason and driven him insane, manifesting as multiple personalities, the original with schizophrenia. All, however, have a burning hatred for Boris as Nyan's skull is permanently marked with his signature.
The Duke of Moldnistrea and their armies fought bravely against Knightwatch before the group's final dissolution after the final blow of the battle was struck. The Paladin Archibald refused to engage Duke Boris with the armies of Moldnistrea at his command and vowed to return with the edict of Iomadae, and that all false idols must pay for their arrogance.
The grisly details of the public execution of the former royalty of Moldnistrea have created a reputation of fear and respect for the savage dragon disciple, exacerbating the xenophobic tensions of the various states and leading to the creation of militias to combat the growing threat presented by Trianestra.
The halfling rogue Feeliu did meet the wizard Yawvil, but upon inquiring about shadow dancing she was quickly placed in the caring hands of the master shadow dancer Syresthena Tieran (Rogue 5/Shadow Dancer 10), an old adventuring associate of the enigmatic spellcaster. She has passed on the mantle of the far flung guild to Feeliu on her deathbed. The guild itself is a remnant of what it once was after the new King Threncewell brutally dismantled their network during his Trials of Order. Her reasons for reaching the canopy statue garden in the Forests of Entri are to restore the guild's mage, Virth Krinstar (Sorcerer 6/Shadow Mage 5) to consolidate her power base and regain the hidden glory that the guild once personified.
STAT WISE Feeliu lived differently, becoming a Shadow Dancer at the lowest possible level and advancing as far as possible in the prestige class during character creation. Where and what she did is up to Dixi, but he'll leave plenty of tasty plot hooks for people to utilize later. Equipment change with 140,000 gold to spend.
Boris has no Staff of Fire but he did keep his Tan Bag of Tricks, which is how the party has been getting through traps.
I've also laid out the plans for the next story arch to follow this thing with Prend.
HOWEVER, before you look: Do you live in Pittsburgh? Do you like D&D? Does this sound like a good time to you? What do you do wednesday nights and can you reach Squirrel Hill?
If you answered yes to most of those questions, you should play in our game and not read anything below. Message me if you are interested and we'll swap more info.
Spoiler
This installation includes the assassination of a Monk King, his adventuring party and includes the Artificer class and 'Kerai Man'. It's pretty tasty.
The Defense of the Imperial Alliance The Imperial Alliance lays to the southeast of Trianestra, East of Ikana Canyon, bordered in by the Syrenteh Desert and Terra Range by the south and the Persepolys River from the east. Heavily patrolled and governed from the capital Terrapolis, the ruling family has governed the Alliance for centuries. King Reginald Joseph Threncewall is the current ruler, ascending to the throne after completing the Trials of the Order of Law monk sect, succeeding his father King Yesan in honor combat. He, as his fathers have, rules by the law and the law alone. The long standing dynasty has created a number of odd ruling powers within the hierarchy. There is a known but officially denied thieves guild, headed by the mysterious Alseir Hellspaht, who has protected the dynasty from below for as long as anyone can remember. Beezlow Yuntrell is an ambitious and powerful young spellcaster who has risen to the position of High Mage, with rumors that he and Trask Drasleen, Commander of the Imperial Guard, accompanied King Threncewell on some of his trials to attain the crown, shadowed by an elf named Elaith Tarryndorn. Recently King Threncewell has seen fit to open the country to commerce but for centuries they remained an isolated state. During the decade of his rule the exotics of Syrenteh and the Jungles of Ternak have spilt out into the mainland and the taxes levied on the goods have allowed for the burst in infrastructure and production, doubly bolstered by the rapid militarization and expansion of the Imperial Alliance itself. The whole of the nation worships Abadar, Judge of the Gods, so here, Law is All. The party receives an invitation to King Threncewell's Court. Shortly after, however, Zuzu, the daughter of Zarzuzu Beinter, arrives with a gift (The Alka-Seltzah, DC 15 UMD) and invitation to Kerai before they travel to Terrapolis. As they travel there they notice the strange goods and creatures people have as they approach Alliance territory and walk the patrolled roads inside the nation. The first thing that stands out to you as you approach the Imperial Alliance is the Wall. About twelve miles south of Villageopolis and extending as far as the eye can see east and west there is a thirty foot high wall made of granite reaching up towards the sky. Along the top of the wall you can see a guard walking idly down the length and back, with a small shack sitting every ten miles or so. The gate on the main road is massive, huge slabs of heavy oak framed and latticed by steel. Small teams of horses on either side of the doors pull them open and close on the massive, squeaking and groaning hinges. Once inside the gate you walk a short distance along the wide bricked roadways and start across the unnaturally verdant and beautiful lands of the Alliance. The whole countryside is segmented into small plotted farms which were placed very carefully in geometric patterns to maximize yield, water distribution and general efficiency, each larger plot serviced by an irrigation channel. The roads are heavily patrolled by pairs of soldiers nearer the border and farther in towards Terrapolis and outside Kerai they travel in threes, one of which rides a wolf the size of a horse with ebony fur and red eyes that occassionally snort smoke, fitted in fie-schorched barding.
Nessian Warhound LE Large Outsider (Evil, Extraplanar, Fire, Lawful) 12 HD CR 9 Space 10ft; Reach 10ft; Spd 40ft HP 126; Init +6; Darkvision 60ft, Scent; Perception +12 AC 24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, –1 size) BAB +12; CMB +21; CMD 33 (37 vs. trip) Fort +13, Ref +10, Will +5 Immune: Fire; Weaknesses: Vulnerability to Cold Bite +20 (2d6+12/19–20 plus 2d6 fire) Special Attacks Breath Weapon (30ft Cone, every 1d4 rounds, 10d6 Fire, Reflex DC 21) Feats: Alertness, Improved Critical (bite), Improved Initiative, Skill Focus (Stealth, Survival), Weapon Focus (bite) Skills: Acrobatics +16, Perception +12, Stealth +21, Survival +13; Languages: Infernal, +2 Chain Shirt Barding Str 27, Dex 15, Con 21, Int 4, Wis 12, Cha 6
Elite Guardsmen LN Human Fighter 11 CR 11 Init +3; Speed 30ft; Low-Light Vision; Perception +12 AC: 26=10 + 9 Armor +3 Dex +4 Shield, Phalanx 28 HP 117; BAB +11/+6/+1; CMB +14; CMD 27 (+18 and 31 in Phalanx) Fort +10, Ref +6, Will +4 Bonus Feats Improved Shield Bash, Two-Weapon Fighting, Shield Slam, Shield Master, Shield Focus, Greater Shield Focus Bravery +3, Armor Training x3, Weapon Training Spears +2/Heavy Blades +1 Melee +17/+12/+7 Spear (1d8+5, Crit x3) or +14/+9/+4 Longsword (1d8+4, Crit 19-20/x2) and +13/+8 Shield Bash (1d6+2, Crit x2, Free Bull Rush) Skills: Acrobatics +14, Intimidate +11, Perception +12, Sense Motive +12, Linguistics +2 (Infernal) Feats: Toughness, Improved Two-Weapon Fighting, Two-Weapon Defense, Dodge, Shield Wall, Coordinated Maneuvers, Coordinated Defense Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 12 Equipment: MW Longspear, MW Longsword, MW Heavy Shields, MW Full Plate, Potion of CCW
Kerai The lands themselves have prospered as King Threncewell promoted a subsect of monks devoted to nature who have aided the farmers, creating a second agricultural revolution that sustains the booming population, which is almost entirely human. A small enclave of gnomes have persisted in the hills between Terrapolis and Terra Range in a town named Kerai. Kerai's relationship with the Imperial Alliance has been a tenuous one after they proved to be the only humanoid population resistant enough to survive the genocides of the evil King Jareth some five centuries ago. Since that time they have maintained an uneasy treaty, recently opening up trade of their unique artificer items, a movement largely attributed to Zarzuzu Beinter, Mayor of Kerai, Noble of the Court and Master Artificer. They have long fought for independence from the Alliance for the small delta made between the two realms, but King Reginald does not recognize their right to rule themselves. About five miles off the paved road and onto the beaten path, the outer settlements of Kerai come into view. Little people living in little homes built into little hillsides. Most dip into their holes in the ground the instant they get sight of Boris, and those few gnomish children too bewildered to know any better are quickly dragged inside by their frightened parents. The small plots of land and animal pens surrounding the pathway are clearly cared for meticulously and grow in abundance. After about an hour of walking you reach the center of Kerai, where a few guards stand wielding strange devices, eyeing the party warily. Before you can reach the square a one-eyed gnome walks out of the most elaborate building, one carved into the root system of a gigantic oak tree. The small assemblage of guards move aside as he walks out, and before greeting the party he slaps the medallion on his chest with one hand. Metallic rings spring out and wrap around his figure, making chainmail as the medallion itself floats off and becomes a one foot across disc that moves around his person in an orbit. Morphing out of the rings on each shoulder are cannons of some kind, and across his back extending into the air above his head some kind of miniature catapult. He floats in the air, having bulked up considerably once the armor linked itself together and surrounded by a field of transparent bark and stone. "Ho there! I am Kerai-Man, Zarzuzu Beinter, and we need to talk! Come inside, come inside. Your, Boris! Our homes are modest and not accustomed to guests of your...stature. This is a reduce person potion and yours; please consider it a gift of goodwill." Once inside his private office, Zarzuzu will explain the details of the genocide and Kerai's hatred for the Imperial Alliance and their unwillingness to recognize their sovereignty. The past seven fathers of his generations have all died in combat against the Kings of Threncewell fighting for independence, and he has trained his entire life to do the same. He knows the layout, he knows the defenses, and he has a plan. The plan his father detailed as he lay dying froma mortal wound inflicted by King Yesan. Zarzuzu himself has a rivalry with King Reginald, explaining his ill-attempt during youth to eliminate the then Prince. He pledges his support for Boris' rule if they would be willing to give Kerai sovereignty, and the aid of a rebel faction in the sanctioned Thieve's Guild of Terrapolis.
Zarzuzu Beinter, Small N Gnome Artificer 12 Init +8; HP 69; Speed 20ft; Low-Light Vision; Perception +20 AC: 29=10+9(6) Armor +4 Shield +4 NA +1 Size + 1 Dodge BAB +9/+4; CMB +9; CMD 23; Fort +11, Ref +8, Will +11 The Pick +11/+6 (1d6+2, Crit x4); Ranged +14 Devices Special Abilities: Jack of All Trades, Weird Science, Item Creation, Scribe Scroll, Brew Potion, Bonus Feats (Magical Aptitude, Quicken Spell, Maximize Spell), Craft Wondrous Item, Craft Magic Arms and Armor, Salvage, Metamagic Science, Craft Wand, Craft Rod, Elbow Crease (Craft +6), Craft Staff, Improved Metamagic Science Feats: Spell Focus+Greater (Necromancy), Dodge, Mobility, Shot on the Run, Improved Initiative Skills: Appraise +10, Craft (Alchemy, Armorsmithing, Weaponsmithing) +29, Diplomacy +16, Disable Device +19, Escape Artist +20, Knowledge (Arcana, Engineering) +21, Perception +20, Sense Motive +8, Spellcraft +25, Stealth +7, Use Magic Device +22; Str 12, Dex 18, Con 16, Int 22, Wis 16, Cha 16 Equipment: Antimagic Grenades x6, Throwing Bola, Inventions 6/Day each, UMD of 15 to Activate by others, broken for good on a 1. DC to use after charges: Royalty 31, Gook Catapulizer 26, Others 21) Royalty: Deafness (Fortitude DC 20 Negates); Ray of Enfeeblement (1d6+5 Str, Fort DC 19 Half) 6 Charges/Day; Bestow Curse (-6 to 1 Abil Score, -4 to Attacks, Saves and Checks, 50% chance to not act each round, DC 22 Will) Alka-Seltzah: Entangle (40ft radius, Reflex DC 16; Difficult Terrain only, Fail: Entangled, DC 16 Escape or Strength) 6/Day Gook Catapulizer: Heatstroke (Ray of Exhaustion: 1d4 Nonlethal, -4 to save by clothed/armored, Fort DC 19 for Fatigue); Acid Arrow (2d4 Acid for 3 Rounds) Robotic Monster Balls (Summon Monster IV, 3 Random Monsters from 3rd Level List per charge by HIM) Kerai-Man Armor: +3 Unfolding Elven Chain Shield (+4 AC, 10 Minutes per use) Kerai's Lament (Spiritual Weapon: Slingstaff, Range 80ft, 1d8+3, Auto Attack, 10 Rounds) 6/Day Wind Cannon (Hurricane Blast: 25ft Radius Burst, Medium can't move forward, Small are prone, Reflex DC 19) Darkvision Goggles (10 Hours per Use) Shoulder Dragon Cannon (Dragon's Breath DC 20 Reflex for Half, 10d6 elemental) Enchantments: Bull's Strength, Bear's Endurance, Cat's Grace, Barkskin (+4NA), Haste, Fly: 2/Day Haste, Stoneskin, Improved Invisibility 1/Day
The city of Terrapolis is a wonder to behold. It doesn't have the same grand scale in population that Lethis has, but unlike the port city it's architecture is unravaged by time. The gigantic facade on the Terra Range is a symbol of balance, creating a wondrous castle below. The rich quarter immediately surrounds the keep and it progressively gets more poverty stricken the farther from the castle you get, until the Military District, which occupies the outer ring of the city proper. There is an emphasis on archways and in comparison to Lethis the additional features of the buildings are spartan at best their bleak exteriors broken only by the countless statues of Abadar in varying sizes, all covered in gold, all kneeling with the gavel on the ground. The people themselves are quiet in demeanor and mind their own business, socializing in the streets only briefly, fleeing as soon as they catch sight of Boris. There seems to be a guard every other corner and virtually no crime to be seen as you approach Threncewell Keep. You notice carved into the mountainside the symbol of balance, on one side are demons and devils, liches and monsters, and on the other angels and the forces of good. The accoutrements of the palace are just as sparse here as on the surrounding buildings, and the objects inside are either extremely mundane such as oil rag torches or extremely complicated, like the curious grandfather clock in the entryway. If it isn't a flame, it's old and wooden, and if not it's clockwork. The whole thing is bizarre but makes a certain sense.The court is the one grandiose room in the whole palace, a chamber twenty five feet across and high, perhaps fifty feet in, placed deep within the mountain itself and adorned with ancient banners, with the freshest looking one of the bunch above the throne upon which the King sits. Adorned in a golden robe and expensive looking delicate spectacles atop his head is a jeweled crown that radiates a quiet power and sense of calm, a certainty to his movements and words. His demeanor is regal and strong, imposing but carefully maintained. On one side of him sits a grizzled human, large and bulky but clearly battle worn, a small rod siting ominously atop his knees. On the other side of him is a much younger human likely still in his teens, idly petting the head of an extremely small, chicken sized thunder lizard. As you enter the room you realize you've passed another figure that stands out from the litany of guards, a humanoid dressed for travel in the wilderness, his cowl pulled down to cover his face.
Threncewell debates Boris' legitimacy, ending in a brief combat and escape or dismissal from the court; regardless, Threncewell swears to end Boris' life. Either way, the party will be enticed into the sewers (fearing the flying around Lawgiver) by rebel members of the rogue's guild seeking Alseir's demise. There they will be directed to use the alternate routes to reach the bathrooms in the royal quarters and therein, King Threncewell. The alternate route is unfortunately laden with traps (two Negative Energy, one Icebox, two Max Fireballs, finally a Rolling Boulder Trap before) including a colossal lower chamber where the Lawgiver sits, waiting for anyone attempting to enter the castle via the passages in the mountain, carved by dwarves centuries ago.
THE SEWERS OF TERRAPOLIS Fleeing the castle seemed daunting enough but as the claxons go off and spellcasters float into the sky by the dozens, while the clamor of platoons amassing around the city rings out, the options for escape begin to dwindle quickly. As you run down an alleyway a halfling child motions for you to follow, and soon after you leap down an opened grate into the sewers. The walls of the fifteen foot high and across tunnels are granite, soaked black with moisture and years of it's toxic environment. It smells sickly and pungent with the odor of human waste (Fortitude DC 13 or Sickened 5d6 Rounds, save every 10 minutes). Even walking on the walls doesn't help to escape the occassional scraping of excrement from getting onto your clothing and person, Dremil being the only one lucky enough to get away clean on his floating disk. It quickly becomes clear that the tunnels never get any real maintenance but occassionally a spell goes off and some of the tunnel is cleaned, although it never interferes with your movement. Several times you come to intersections but a map that one of the halfling children stuffs into your hands proves to be spot on accurate, and with some deliberation and a few turn arounds the party manages to circumvent the one or two tunnels that have collapsed. Every once in a while the rabbit squeaks up proclaiming, "We're about fifty feet under the mountain at this point. A hundred now. Hundred twenty five? I'm losing count. This whole counting bit is new to me. Useful sure but I'm not sure what use I've got for it," gradually getting more and more talkative as you move forward. Eventually, the map ends but the tunnels do not. There are three different passages, left, straight, and right.
The LEFT passage appears to have caved in. The jump is about eight feet across. On the other end of the expanse is an Icebox Trap (Perception DC 30; Disable Device DC 30; With a successful Perception, anyone who noticed the trap can make a DC 20 Reflex Save to stop their jump. If they fail the save, their jump check DC goes up by 10; If the Icebox Trap goes off, a Maximized Fireball trap goes off immediately). After the jump, the tunnel goes slightly upward for about 100 feet opening up into a gigantic room. The CENTER passage is the only one of the three that has a sewage channel running through it. After venturing in about thirty feet, there are pressure sensitive panels on each of the walkways that run parallel to the channel that each activate an Energy Drain Trap (Perception DC 34; Disable Device DC 34). Once the party has passed these stones they walk another thirty feet, where an Alarm Spell activates a Rolling Boulder Trap (Perception w/Detect Magic DC 20; Disable Device DC 25; Perception to hear boulders DC 30) that forces the party to either destroy a 10ftx10ft boulder or sprint into a gigantic room. The RIGHT passage is a small maintenance tunnel. Every forty feet into it there are steps with Energy Drain Traps (Perception DC 34; Disable Device DC 34) but it is otherwise unremarkable. After the second trapped step, there are a set of stairs going up which lead onto a balcony in a gigantic room.
Energy Drain Trap CR 10; Type: Magic; Perception DC 34; Disable Device DC 34 Trigger Visual (True Seeing); Reset None Spell Effect: Energy Drain, Atk +10 Ranged Touch, 2d4 temporary negative levels, DC 23 Fortitude negates after 24 hours Icebox Trap CR 10; Type Magic; Perception DC 30; Disable Device DC 30 This trap forms a 1-foot-thick wall of ice along every wall (blocking doorways) and reduces the temperature in the room to –30º F for 12 minutes. Once the trap runs its course, both doors unlock, but the walls of ice blocks remain for 12 minutes. Trigger: Proximity (Alarm); Duration 7 rounds; Reset Automatic Spell Effect (Wall of Ice covers every wall of entire room; CL 12th); Extreme Cold (1d6 cold damage/minute; creatures in contact with exposed metal take an additional 1d6 points of cold damage per round); multiple targets Maximized Fireball Trap CR 13; Type: Magic; Perception DC 31; Disable Device DC 31 Trigger: Proximity (Alarm); Reset: None Spell Effect (Fireball, 60 Fire Damage, DC 14 Reflex save for half damage); Multiple Targets (All Targets in a 20-ft.-Radius Burst) Rolling Boulder Trap CR 10; Type: Mechanical; Perception DC 30; Disable Device DC 25 Trigger: Location (3 minute delay); Reset: Automatic Effect Rolling Boulders (12d6 bludgeoning damage; DC 25 Reflex save for half); Multiple Targets (All targets in the ground or below 20ft in the air in a 15ftx200ft line)
As you exit the tunnel you enter into a massive room. About five feet below you are a complex array of channels, making a maze of water. You quickly realize that this must be the center distribution chamber for the entire sewer system of Terrapolis. All in all it's about a hundred feet high and two hundred across and in. A gigantic statue of Abadar, Judge of the Gods, sits in a center dias in the sewer, occupying most of the massive cavern. A massive gavel rests in one hand against the ground where it kneels in perpetual silence. As they approach the statue they notice it is conspicuously completely clean of any grime or residue of any kind. (From 100ft, Perception DC is 45, 80ft 40, 60ft 35, 40ft 30, 30ft 25 Once the party is within 30ft or goes to pass by the Lawgiver it will act.)
Lawgiver LN Gargantuan construct (extraplanar) CR 15 Spd 40ft, Fly 60ft (Perfect); Space 20ft; Reach 20ft HP 200; Init +1; All-Around Vision, Darkvision 60ft; Perception +33 AC 34, touch 7, flat-footed 33 (+1 Dex, +27 natural, -4 size) BAB +18; CMB +33; CMD 44; Fort +6, Ref +7, Will +13 Construct Traits; DR 15/Chaos; Immune: Acid/Elec/Flank/Rust; Resist Cold/Fire 10; SR 25 Gavel of Abadar +25/+20/+16 (4d6+16) or 2 Slams +25 (1d8+11) Feats: Alertness, Awesome Blow, Cleave, Furious Focus, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Skill Focus (Knowledge [religion]) Skills: Appraise +7, Fly +7, Knowledge (Architecture and Engineering) +8, Knowledge (Local) +8, Knowledge (Religion) +26, Perception +33, Sense Motive +29; Racial Modifiers +4 Perception Str 32, Dex 12, Con --, Int 14, Wis 24, Cha 20 Languages Celestial, Common, Draconic, Infernal All Around Vision: +4 racial bonus on Perception checks. Cannot be flanked. Freeze: An observer must succeed on a DC 25 Perception check to notice the Lawgiver is really alive and not a statue. Gavel of Abadar: A Gargantuan warhammer that is treated as though it had the axiomatic weapon quality. Aside from dealing the usual +2d6 points of damage to creatures of chaotic alignment, three times per day, as a standard action, the Lawgiver can touch a creature with the hammer. Any creature touched in this way is affected by the spells cure serious wounds, neutralize poison, remove blindness/deafness, remove curse, remove disease, and remove paralysis, as if cast by an 18th level cleric. If the Gavel of Abadar is ever removed from the Lawgiver’s hands, the herald can summon the weapon back to its hand as a standard action. Golden Body: A creature of living gold and blessed steel, it has immunity to acid, electricity, critical hits, and rusting effects. Wings of Abadar: Free action to manifest, 60ft flight with perfect maneuvability, dismiss at will. Standard action to assume the form of a two-headed golden eagle. Normal HP and Perception but Eagle Stats.
After walking straight through the tunnels another fifty feet you are approached by a cloaked humanoid figure that steps out of the shadows. "Greetings, Boris the Green Avenger, Pecka of the Green Claw, Dremil, Poonjob, Zarzuzu the Mayor of Kerai and of course - Feeliu, the shadowy figure of two pasts. Congratulations on destroying the Lawgiver. You've got a day until they know. So now you're on a timeline to get Threncewell Killed, am I right? Well I'm Alseir Hellspaht, we need to talk." The Beholder will talk the party around while moving them into better position to use all of his eye rays, and has no pretense of cutting a deal. He cannot be bribed and doesn't want to dismantle his network, and he certainly knows that Feeliu would attempt to absorb it into the Shadow Dancers. The tunnel is 15 feet high and across, and once he makes his move Alseir drops the Alter Self so the party really knows what they're dealing with.
Alseir Hellspaht, Beholder LE Large Aberration, Rogue 2 CR 15 Init +6; Senses All-Around Vision, Darkvision 60 ft, Perception +23 Spd: 5 ft, fly 20ft (Good); Space 10 ft. Reach: 5 ft. AC 31; Touch 12, Flat-Footed 28 (–1 size,+4 Armor +2 Dex, +15 NA, +1 Dodge) Hp 111; Base Atk +9, CMB +8 CMD 20 (cannot be tripped) Fort +9, Ref +8, Will +11 Ranged Eye rays +10 Ranged Touch, Range 150ft Melee bite +2 (2d4) Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 Feats Dodge, Flyby Attack, Hover, Great Fortitude, Improved Initiative, Iron Will, Skill Focus: Perception, Skills: Bluff +20, Fly +18, Intimidate +16, Knowledge (Arcana) +16, Perception +23, Sense Motive +20, Spellcraft +17, Stealth +12, Survival +16 Special Abilities: Trapfinding, Sneak Attack +1d6, Evasion, Rogue Talent: Honeyed Words Languages Aklo, Common; Treasure: Double; Ring of Alter Self, +1 Studded Leather with Moderate Fortification Eye Rays (Su): Each of an Eye Tyrant’s small eyes can produce a magical ray once per round as a free action. During a single round, a creature can aim only three eye rays (Eye Tyrant) at targets in any one 90-degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs, or not at all. An Eye Tyrant can tilt and pan its body each round to change which rays it can bring to bear in any given arc. Each of an Eye Tyrant’s ten eye rays resembles a spell cast by a 13th-level caster but follows the rules for a ray. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma based. The ten eye rays include: Charm Monster: The target must succeed on a Will save or be affected as though by the spell. Eye Tyrants use this ray to confuse the opposition, usually employing it early in a fight. The Eye Tyrant generally instructs a charmed target to either restrain a comrade or stand aside. Charm Person: The target must succeed on a Will save or be affected as though by the spell. Eye Tyrants use this ray in the same manner as the charm monster ray. Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell (26d6). The Eye Tyrant likes to use this ray on any foe it considers a real threat. Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. Eye Tyrants like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition. Finger of Death: The target must succeed on a Fortitude save or be affected as though by the spell (130 hp). The target takes 3d6+13 points of damage if its saving throw succeeds. Eye Tyrants use this ray to eliminate dangerous foes quickly. Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. Eye Tyrants like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the Eye Tyrant takes the statue to its lair as a decoration.) Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half). Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Eye Tyrants like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack. Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. Eye Tyrants often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it. Telekinesis: An Eye Tyrant can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save. Antimagic Cone (Su): An Eye Tyrant’s central eye continually produces a 150- foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed—even the Eye Tyrant’s own eye rays. Once each round, during its turn, the Eye Tyrant decides whether the antimagic cone is active or not (the Eye Tyrant deactivates the cone by shutting its central eye). All-Around Vision (Ex): Eye Tyrants are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they can’t be flanked. Flight (Ex): An Eye Tyrant’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
At the end of that long hallway where the beholder's corpse lay on the ground is a chute dispensing excrement and waste into a channel that runs along below a grating in the granite floor. The five foot across chute smells horrendous (Fortitude DC 20 or sickened 5d6 rounds) and runs up at a 60 degree angle into the darkness. A Climb check (DC 20) allows you to get up the shaft without much trouble, exiting into a small chamberpot deep within the recesses of the royal castle.
THE PALACE OF ABADAR "I know the way," Zarzuzu says as the last member of the party exits the chamberpot, "just follow me. Don't worry about making a ruckus - I've got us covered." He then says some gnomish word (Donkeyf%#$*!), disappears and suddenly the scent of cannibus reaches your nose. Dremil's ears perk up and he says, "Oh I can follow him. Everyone, hold Dremil's hand and follow!" He turns invisible and in turn hits everyone else with it. You exit the bathroom and pass through the empty halls of the castle, as at this point it is far after hours and into the evening. After a few minutes of walking down twisting hallways you come to a grand door, where three small silver and red balls sit. Shortly after, Zarzuzu's armored form condenses in front of you. He pulls out six perfectly formed golden balls and affixes a throwing scoop to his right hand. "Wait twelve seconds, then come in. Your magic won't work. We have the advantage in numbers, and I'll ruin him enough that you should be able to finish him off." He turns to rush in, tapping his medallion and suiting up before he points to the silver and red balls. "Feeliu, I need you to throw these down the hallway and basically block them off from reaching this door while we do this. Just hit this button and try to feel it out. Wish me luck!" And with that, the cyclopic gnome opens the door to the Royal Chamber and darts inside. Zarzuzu will throw all the antimagic field balls at once and then fire the wind cannon (quickened), on the next round he will turn the Darkvision goggles on (quickened), and hit him with the The Royalty. The party enters the next round into complete darkness as his Slingstaff (quickened), and then the Gook Catapulizer go off. Threncewell will destroy Zarzuzu first, unless another party member proves to be a bigger threat. Elaith does not strike until it seems the situation is beyond King Threncewell's control.
King Reginald Joseph Threncewall of the Imperial Alliance Human Lawful Neutral Monk 14/Rogue 4 CR 19 Speed: 70ft, Climb 35ft, Walk on Air 35ft; True Sight; Perception +34 HP: 259; BAB +13/+8/+3; CMB +26; CMD 47; SR 24 AC: 50 = 10+5 Armor +8 Dex +8 Wis +4 Shield +5 Deflection +5 Natural Armor +4 AC +1 Dodge Fort +24, Ref +27, Will +24 Melee +25/+25/+20/+20/+15/+15 Unarmed (2d8+9+1d6 Fire, Melee Touch Attack, Crit 19-20/x2) Ranged +26/+26/+21/+21/+16/+16 (1d2+11+1d6 Frost, Crit x2, Range 10ft) Special Abilities: Sneak Attack +2d6, Trapfinding, Trap Sense +1, Evasion, Uncanny Dodge, Rogue Talents (Minor Magic: Detect Magic 3/Day, Major Magic: Shield 1/Day), Bonus Feats (Dodge, Mobility, Spring Attack, Improved Critical: Unarmed), Unarmed Strike (2d8), Flurry of Blows (+14/+14/+9/+9/+4/+4), Stunning Fist (19/Day, Fort Save DC 26 or Staggered 1d6+1), Fast Movement +40ft, Maneuver Training, Still Mind, Ki Pool (Magic, Lawful, 15 Points), Slow Fall 70ft, High Jump, Purity of Body, Wholeness of Body, Improved Evasion, Diamond Body, Abundant Step, Diamong Soul, AC Bonus +4 Feats: Improved Initative, Combat Expertise, Spider Step, Cloud Step, Combat Reflexes, Improved Disarm, Greater Disarm, Quick Draw, Luck of Heroes, Skill Focus: Perception, Snatch Arrows Skills: Acrobatics +29, Bluff +26, Climb +17, Diplomacy +26, Knowledge (Dungeoneering, History, Local, Religion) +16, Linguistics +25, Perception +29, Sense Motive +29, Sleight of Hand +20, Stealth +29, Use Magic Device +25 Str 26, Dex 26, Con 26, Int 22, Wis 26, Cha 20 Equipment: Belt of Physical Perfection +6 (K), Monk's Robe, +1 Amulet of Brilliant Energy Mighty Fists (K), Shirt of Wisdom +6 (K), Amulet of Natural Armor +5 (K), Bracers of Armor +5 (K) (Greater Fortification, Determination, Glamered), Ring of Protection +5 (K), Ring of Freedom of Movement, Crown of The Imperial Alliance (K) (Helm of Brilliance), Cloak of Resistance +5, Spectacles of True Sight (K), 50 +3 Icy Burst Shurikens
Elaith Tarryndorn Half-Elven Master Scout Fighter (Archer) 11/Ranger 2/Rogue 4 CR 18 Init +12; Spd 30ft; Darkvision 60ft; Perception +45 AC: 28 =10+5 Armor+9 Dex+5 Deflect+3NA+1 Dodge HP 130; BAB +16/+11/+6/+1; CMB +19; CMD 44 Fort +13, Ref +19, Will +7 Ranged +34/+34/+29/+24/+19 Longbow (1d8+14+1d6 [x2 on first hit in full attack] Electricity, Crit 19-20/x3, 130ft) Skills: Acrobatics +22, Knowledge (Geography, Nature, History) +16, Perception +45, Stealth +53, Survival +34 Bonus Feats: Dodge, Quick Draw, Rapid Shot, Precise Shot, Improved Precise Shot, Manyshot Feats: Improved Initiative, Weapon Focus+Greater: Composite Longbow, Weapon Specialization+Greater: Composite Longbow, Mobility, Shot on the Run, Toughness, Skill Focus: Perception, Skill Focus: Survival Str 16, Dex 28, Con 14, Int 16, Wis 16, Cha 14 Abilities: Trapfinding, Evasion, Rogue Talents (Fast Stealth, Sniper's Eye), Sneak Attack +2d6, Trap Sense +1, Uncanny Dodge, Favored Enemy: Humans +1, Track, Wild Empathy, Combat Style Feat: Point Blank Shot, Hawkeye, Trick Shots (Disarm, Sunder, Trip at -4 CMB), Expert Archer +4, Safe Shot Equipment: Bracers of Armor +5 (Greater Shadow), +5 Shocking Keened Composite Longbow, Belt of Dexterity +6, Ring of Protection +5(K), Amulet of Natural Armor +3, Cloak of Elvenkind, Eyes of the Night Eagle, Boots of Speed, 4 Potions CSW
King Threncewell lay dead at your feet in the darkness, his bodyguard slain not too far away. You all pant from the rush of battle, replete of some strength after the king's relentless assaults. Your amplified senses can distinctly hear the combat outside the doorway; Beezlow Yuntrell's high pitched voice echoes arcane power into the hallways of the castle and Trask Drasleen's cries havoc in battle, the clamor of his two-bladed sword striking the clockwork monsters coming less frequently as you imbibe potions and loot the bodies of the dead.
Trask Drasleen Commander of the Imperial Guard Human LN Fighter 15 CR 16 Init: +4; Speed 30ft; Darkvision 60ft; Perception +16 HP 169; BAB +15/+10/+5; CMB +22; CMD +36 AC: 37=10 +14 Armor +4 Dex +5 Deflection +3 NA +1 Dodge Fort +13, Ref +9, Will +6 Melee +29/+29/+24/+24/+20/+20 (1d8+16+1d6 Fire/1d8+12+1d6 Frost, Crit 18-20/x2) Ranged: +22/+22/+17/+12 (1d8+13+1d6 Elec, Crit x3, Range 120ft) Special Abilities: Bravery (+4 Will vs Fear), Armor Training +4, Weapon Training Double +3/Bows +2/Monk +1, Bonus Feats: Dodge, Mobility, Spring Attack, Quick Draw, Point Blank Shot, Rapid Shot, Precision Shot, Shot on the Run Feats: Exotic Weapon Proficiency, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical: Two-Bladed Sword, Two Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting Skills: Acrobatics +19, Intimidate +20, Sense Motive +16, Perception +16 Str 24, Dex 18, Con 18, Int 14, Wis 12, Cha 14 Equipment: Dwarven Belt, Boddice of Strength +6, +4 Flaming Burst/+4 Frost Burst Two-Bladed Sword, +3 Electric Burst Composite Longbow (K), +5 Fullplate of Speed
Beezlow Yuntrell High Mage of the Alliance LN Human Wizard 15 CR 16 Init +12; Speed 30ft; Low-Light Vision; Perception +2 HP 120; BAB +7/+2; CMB +7; CMD 26 AC: 30=10+5 Armor +4 Dex +5 Deflection+ 5 NA+ 1 Dodge Fort +12, Ref +14, Will +16 Melee +7/+2; Ranged +11/+6 Special Abilities: Arcane Bond: Skweezee the Compsagnathus Familiar (Init +2), Arcane School: Universal, Cantrips, Scribe Scroll, Bonus feats (Silent Spell, Still Spell, Spell Perfection: Hold Monster) Skills: Knowledges (Arcana, Engineering, Geography, History, Local, Nature, Nobility, Planes) +25, Linguistics +25, Spellcraft +25 Feats: Improved Initiative, Combat Casting, Toughness, Dodge, Spell Focus+Greater: Transmutation , Spell Focus+Greater: Enchantment, Spell Perfection: Baleful Polymorph Str 10, Dex 18, Con 14, Int 24, Wis 14, Cha 14 Equipment: Headband of Int +6, Ring of Protection +5 (K), Bracers of Armor +5, Cloak of Resistance +5, Ring of Natural Armor +5 (K) Spells /Day DC +2 DC to all Enchantment/Transmutation Spells 0th 4 17 Detect Magic 1st 4+2 18 Shield x2, Magic Missile x4 2nd 4+2 19 Scorching Ray x3, Glitterdust x2, Bear's Endurance 3rd 4+2 20 Haste x2, Dispel Magic x4 4th 4+1 21 Greater Invisibility x2, Fire Shield, Dragon's Breath x2 5th 4+1 22 Baleful Polymorph x2, Hold Monster x2, Dismissal 6th 3+1 23 Disintegrate x2, Greater Heroism, Enemy Hammer 7th 2+1 24 Banishment, Greater Teleport, Summon Monster VII 8th 1 25 Form of the Dragon III
Skweezee the Compsognathus Familiar LN Tiny Magical Beast 15HD CR 14 Init +6; Low-light Vision, Scent; Perception +4 Speed 40 ft, Swim 20 ft; Space 2-1/2 ft.; Reach 0 ft. AC 25, touch 16, flat-footed 23 (+2 Dex, +9 Natural, +4 size) HP 60; BAB +7; CMB +2; CMD 14; SR 20 Fort +7, Ref +7, Will +9 Melee: Bite +9 (1d3–1+Poison, Fort DC 12 Frequency 1/rd for 4; -1d2 Str, cure 1 save) Feats: Improved Initiative Skills: Acrobatics +20, Perception +19, Stealth +28, Swim +7 Str 8, Dex 15, Con 14, Int 13, Wis 11, Cha 5 Special Abilities: Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance, Scry on familiar
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