Destil
Explorer
I'm currently running a group through The Forge of Fury, which is built for 3rd levels. My party is currently 4th, has more than 4 people and also is more powerful than the standard level asumed in the core rules (32 point buy). Thus I'm scaling up the adventure somewhat.
I'm also changing it to some degree to help it fit into my game more: I'm adding some psionics (rather common in my world) and also trying to intergeate some minor aspects of other planes, since my prime is a bit... fuzzy around the edges and planar bleed is fairly common. Lastly I want to make sure my players have the oppertunity to use their abilities. My party:
Ian, Human Palidin of Aethe 4. Looking to become a hunter of the dead (the church of Aethe is focused on undead slaying).
Durin, dwarf savant 4. With 20 Con fuling his psycokenetic powers he's rather formidable psionicly, and in a melee. (note that I've modified psions a bit: they have bonus psionic feats every 3 levels and d6 HD, with 2 secondary diciplines that get a bonus from your primary score)
Dirge: human ranger 4. Favored enemy Orcs, traded two weapon feats for point bank and rapid shot, uses a greatsword in melee.
Leet: elf rogue 2/ fighter 2. not going the two weapon route, yet, though I think this will change over the next few levels. Has the skills of a classic thief (stealth, pick locks / pockets, search et).
???: Githzeri psyhic warrior 2. A new PC who I don't have the sheet for at the moment. He's built like a monk: speed of thought, tallons, combat precognation, improved unarmed strike and the like.
Azadian(NPC): Half-elf expert 1 / sorcerer 3. Expert on relaity manuplation magics, with a lot of wizzard and rogue style skills form his expert level.
Thyene(NPC): Human Cleric of Hyas 3 / expert 1, knowlegde and travel domains. Not a combat cleric, focused on information skills (27 ranks of knowladge skills and a +6 total bonus through feats).
So the're a large 4th level party. The 'zeri will be a prisoner in the cell in the first orc area, as will the halflings and a cleric of the evil god Thoes (cleric 5: domains Law and Wall), who may or may not join the party depending on their actions. The group has cleared out the first few rooms, where I added some skelletons and more orcs. The've taken down the wolves, around 12 orcs and 8 skeletons and zombies thus far and are in need of rest. The next session should begin with freeing the people the orcs have in holding.
Thus far here are my efforts to modify the advnture, I was looking for some feedback and also some ideas on the parts I havn't done yet:
Great Ulfe: Ogre Psion 3; Large Giant; HD 4d8+3d6+32; hp 59+3t [verve]; Init -1; Speed 30’; AC 18 (17) [Combat Precognition](-1 dex -1 size +4 scale +4 natural armor +1 insight); Atk +9 melee (2d8+7/x3, mw greataxe); AL CE; SV Fort +8, Ref +2, Will +8; Str 21, Dex 9, Con 16, Int 8, Cha 9
Skills and Feats: Climb +6, Handle Animal +2, Intimidate +3, Listen +4, Spot +4, Swim +6, Concentration +13 (+17 defensive); Iron Will, Weapon Focus (greataxe), Stand Still [reserve 1+] (PsiHB 30), Combat Manifestation, Psionic Focus (psycokenetic)
Psionics: (Egoist, secondary psycokenetic [19, +4] and clearsentent [16, +3] ); manifester level 3rd; 7 PP/day; 6 talents / day; powers 2+d / 2+d; combat modes: Id Insinuation (+7), Thought Crush (+1), Mind Shield, Empty Mind.
0th – Verve(1 minuet, 3 tHP), Inkling, Far Punch; 1st - Biofeedback (3 minuets, 6 subdual / attack), Stomp (DC 1d20+7), Combat precognition (3 minuets / +1 AC).
Possessions: Psicrystal of resolve (+2 Will Saves); Psionic Tattoos: Wyrm breath @ 4th ML, 2 Body Adjustment (+3d6 HP) @ 4th ML, Shroud of Resistance +1 (psionic); Huge MW greataxe, Large Scale Male.
Activates Combat Precognition, Biofeedback and Verve before combat, -2pp & 1 talent. Displays spot DC 0+1/5 feet for CP & Bio
Biofeedback display – Excessive amounts of slightly lumenescent bluish blood flow from various small abrasions in the skin all along the ogre’s body as it’s muscles deform and inflate before becoming more lean and sinuous. It’s skin takes on a horridly bruised appearance when struck with ‘lethal’ force. Combat precognation display- the creatures eyes glow white for 1 round. Wyrm Breath Tatoo Display - Frost forms about the ogre’s neck and it sheds a cold mist, also the scent of a snowstorm fills the area.
Tattoos: A silver and white stylized tattoo of a reptilian creature opening it’s toothy maw (Wyrm Breath); two simple intertwined red and blue lines looping about the left wrist & bicept (Body Adjust).
Shroud of Resistance: A soft grey / washed out blue cloak on the outside with a faintly cloudy looking tubular pattern running up the back, the interior is a flat featureless dim grey with tiny silver points that are slightly luminescent simmering within it’s folds. Wrapped about the neck with a simple silver cord. Psionic Cloak of Astral Resistance +1 (+1 resistance bonus to saves)
The roper becomes a creature with the stats of a shadow hydra (6 headed). The chamber beyond the river is weakly linked to the plane of shadow. The Trogs worship this creature as a god and feed sacrifices to it. "A creature with dull splotchy grey and black skin, the lower body a hulking mass of muscular legs each with a massive obsidian-black claw. Six twisted snake-like necks, each ending with a gaping maw of black void sorrounded by uneven rows of jagged, opal-white teeth petrude nearly 12 feet from this base. A single yellow pale yellow, cat-like eye at the center of the lower body stares at you from the shadows of the cave."
Shadow Hydra (6 headed) Huge Magical Beast; HD 6d10+30 (63 hd); Init +1; Speed 30' (swim 30'); AC 15(-2 size, +1 dex, +6 natural); Atk 6 bites +5 melee (1d10+3); Face/Reach: 20ft by 20ft/10ft; SQ: Scent, Cold Resist 12, Shadow Blend (9/10ths concealment in shadow), Fast Healing 2; Saves: Fort +10, Ref +6, Will +2; Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills and Feats: Listen +6, Move Silently +7, Spot +6; Combat Reflexes (6 AoO / round - 1/head)
Wyrm breath
Psycomatabolic (Str)
Level: Psion 2 / Psychic Warrior 2
Display: Me, Of
Manifestation Time: 1 action
Range: Short (25’ + 5’/level)
Area: Cone
Duration: Instantaneous
Power Points: 3
Power Resistance: Yes
Save: Reflex Half
You gain the ability to breath freezing a cold blast of breath, emulating a frost wyrm. This deals 3d4 cold damage to everything within the area of effect.
Ulfe was a good place to add some psionics, I decided. He's got a few psionic items as well, to compensate for the harder challange.
The roper I didn't like, instead I stole the idea from someone on the board that the trogs worship some weird creature here as a god, and may subdue the party and sacrifice them. The plane of shadow is linked into hooks I've added to the adventure, and has to do with the forging of a minor artifact that can affect the planes that the church of Thous is investigating.
Other things I've been thinking about:
The orc adept will be a cleric with the death domain (thus the undead all over the place). There will be more 1HD orcs and skelletons scattered about the upper level.
Trogs will gain class levels. I'd like to show leet's player the synergy betwen multi-weapon fighting and bonus damage die, so a few rogues, even rogue 1 or 2 is a good possibility. Clerics or Adepts with access to darkness spells would be good, too, and the chief I'm thinking of making a 6th level sorcerer and giving some shadow themed spells... perhaps he's even a shadow-plane planetouched?
No idea about the duerger, or if the dragon should be advanced at all (I don't think I'll be giving the party much chance to advance in level, they may be stuck at 4 in the lower levels).
I'd like to replace the succubus with something to advance my grand plot schemes, but I'm not too sure what...
I'm also changing it to some degree to help it fit into my game more: I'm adding some psionics (rather common in my world) and also trying to intergeate some minor aspects of other planes, since my prime is a bit... fuzzy around the edges and planar bleed is fairly common. Lastly I want to make sure my players have the oppertunity to use their abilities. My party:
Ian, Human Palidin of Aethe 4. Looking to become a hunter of the dead (the church of Aethe is focused on undead slaying).
Durin, dwarf savant 4. With 20 Con fuling his psycokenetic powers he's rather formidable psionicly, and in a melee. (note that I've modified psions a bit: they have bonus psionic feats every 3 levels and d6 HD, with 2 secondary diciplines that get a bonus from your primary score)
Dirge: human ranger 4. Favored enemy Orcs, traded two weapon feats for point bank and rapid shot, uses a greatsword in melee.
Leet: elf rogue 2/ fighter 2. not going the two weapon route, yet, though I think this will change over the next few levels. Has the skills of a classic thief (stealth, pick locks / pockets, search et).
???: Githzeri psyhic warrior 2. A new PC who I don't have the sheet for at the moment. He's built like a monk: speed of thought, tallons, combat precognation, improved unarmed strike and the like.
Azadian(NPC): Half-elf expert 1 / sorcerer 3. Expert on relaity manuplation magics, with a lot of wizzard and rogue style skills form his expert level.
Thyene(NPC): Human Cleric of Hyas 3 / expert 1, knowlegde and travel domains. Not a combat cleric, focused on information skills (27 ranks of knowladge skills and a +6 total bonus through feats).
So the're a large 4th level party. The 'zeri will be a prisoner in the cell in the first orc area, as will the halflings and a cleric of the evil god Thoes (cleric 5: domains Law and Wall), who may or may not join the party depending on their actions. The group has cleared out the first few rooms, where I added some skelletons and more orcs. The've taken down the wolves, around 12 orcs and 8 skeletons and zombies thus far and are in need of rest. The next session should begin with freeing the people the orcs have in holding.
Thus far here are my efforts to modify the advnture, I was looking for some feedback and also some ideas on the parts I havn't done yet:
Great Ulfe: Ogre Psion 3; Large Giant; HD 4d8+3d6+32; hp 59+3t [verve]; Init -1; Speed 30’; AC 18 (17) [Combat Precognition](-1 dex -1 size +4 scale +4 natural armor +1 insight); Atk +9 melee (2d8+7/x3, mw greataxe); AL CE; SV Fort +8, Ref +2, Will +8; Str 21, Dex 9, Con 16, Int 8, Cha 9
Skills and Feats: Climb +6, Handle Animal +2, Intimidate +3, Listen +4, Spot +4, Swim +6, Concentration +13 (+17 defensive); Iron Will, Weapon Focus (greataxe), Stand Still [reserve 1+] (PsiHB 30), Combat Manifestation, Psionic Focus (psycokenetic)
Psionics: (Egoist, secondary psycokenetic [19, +4] and clearsentent [16, +3] ); manifester level 3rd; 7 PP/day; 6 talents / day; powers 2+d / 2+d; combat modes: Id Insinuation (+7), Thought Crush (+1), Mind Shield, Empty Mind.
0th – Verve(1 minuet, 3 tHP), Inkling, Far Punch; 1st - Biofeedback (3 minuets, 6 subdual / attack), Stomp (DC 1d20+7), Combat precognition (3 minuets / +1 AC).
Possessions: Psicrystal of resolve (+2 Will Saves); Psionic Tattoos: Wyrm breath @ 4th ML, 2 Body Adjustment (+3d6 HP) @ 4th ML, Shroud of Resistance +1 (psionic); Huge MW greataxe, Large Scale Male.
Activates Combat Precognition, Biofeedback and Verve before combat, -2pp & 1 talent. Displays spot DC 0+1/5 feet for CP & Bio
Biofeedback display – Excessive amounts of slightly lumenescent bluish blood flow from various small abrasions in the skin all along the ogre’s body as it’s muscles deform and inflate before becoming more lean and sinuous. It’s skin takes on a horridly bruised appearance when struck with ‘lethal’ force. Combat precognation display- the creatures eyes glow white for 1 round. Wyrm Breath Tatoo Display - Frost forms about the ogre’s neck and it sheds a cold mist, also the scent of a snowstorm fills the area.
Tattoos: A silver and white stylized tattoo of a reptilian creature opening it’s toothy maw (Wyrm Breath); two simple intertwined red and blue lines looping about the left wrist & bicept (Body Adjust).
Shroud of Resistance: A soft grey / washed out blue cloak on the outside with a faintly cloudy looking tubular pattern running up the back, the interior is a flat featureless dim grey with tiny silver points that are slightly luminescent simmering within it’s folds. Wrapped about the neck with a simple silver cord. Psionic Cloak of Astral Resistance +1 (+1 resistance bonus to saves)
The roper becomes a creature with the stats of a shadow hydra (6 headed). The chamber beyond the river is weakly linked to the plane of shadow. The Trogs worship this creature as a god and feed sacrifices to it. "A creature with dull splotchy grey and black skin, the lower body a hulking mass of muscular legs each with a massive obsidian-black claw. Six twisted snake-like necks, each ending with a gaping maw of black void sorrounded by uneven rows of jagged, opal-white teeth petrude nearly 12 feet from this base. A single yellow pale yellow, cat-like eye at the center of the lower body stares at you from the shadows of the cave."
Shadow Hydra (6 headed) Huge Magical Beast; HD 6d10+30 (63 hd); Init +1; Speed 30' (swim 30'); AC 15(-2 size, +1 dex, +6 natural); Atk 6 bites +5 melee (1d10+3); Face/Reach: 20ft by 20ft/10ft; SQ: Scent, Cold Resist 12, Shadow Blend (9/10ths concealment in shadow), Fast Healing 2; Saves: Fort +10, Ref +6, Will +2; Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills and Feats: Listen +6, Move Silently +7, Spot +6; Combat Reflexes (6 AoO / round - 1/head)
Wyrm breath
Psycomatabolic (Str)
Level: Psion 2 / Psychic Warrior 2
Display: Me, Of
Manifestation Time: 1 action
Range: Short (25’ + 5’/level)
Area: Cone
Duration: Instantaneous
Power Points: 3
Power Resistance: Yes
Save: Reflex Half
You gain the ability to breath freezing a cold blast of breath, emulating a frost wyrm. This deals 3d4 cold damage to everything within the area of effect.
Ulfe was a good place to add some psionics, I decided. He's got a few psionic items as well, to compensate for the harder challange.
The roper I didn't like, instead I stole the idea from someone on the board that the trogs worship some weird creature here as a god, and may subdue the party and sacrifice them. The plane of shadow is linked into hooks I've added to the adventure, and has to do with the forging of a minor artifact that can affect the planes that the church of Thous is investigating.
Other things I've been thinking about:
The orc adept will be a cleric with the death domain (thus the undead all over the place). There will be more 1HD orcs and skelletons scattered about the upper level.
Trogs will gain class levels. I'd like to show leet's player the synergy betwen multi-weapon fighting and bonus damage die, so a few rogues, even rogue 1 or 2 is a good possibility. Clerics or Adepts with access to darkness spells would be good, too, and the chief I'm thinking of making a 6th level sorcerer and giving some shadow themed spells... perhaps he's even a shadow-plane planetouched?
No idea about the duerger, or if the dragon should be advanced at all (I don't think I'll be giving the party much chance to advance in level, they may be stuck at 4 in the lower levels).
I'd like to replace the succubus with something to advance my grand plot schemes, but I'm not too sure what...