Scaling the Forge of Fury.... [my players stay out]

Destil

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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...
 

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I won't address the psionic aspect (as I personally detest psionics), but I did have the same challenge -- the party was six characters (now seven) average level 4th, now creeping up to average level 5th.

You're right on track, I think. Adding class levels is a great way to go. Some of my changes included:

- Giving the ogre levels of Ranger (bad move in retrospect -- he went down early to a failed will save)

- Adding some other minions to the tribe (whom I changed to hobgoblins from orcs)

- The roper I didn't change -- he was more than enough challenge for the party as is (they barely escaped with their lives, and only becuase the roper wasn't particularly hungry -- see the latest installment of the story hour, link below).

- I increased the number of hobgoblins, ad gave them some wolves/worgs in addition to their number. The party ran into Worg cavalry patrols outside the Forge.

- Increased the number of trogs (these guys were a real walkover when first encountered), gave a number of them warrior levels, increased the chief's level, and gave him a rogue sidekick.

- Introduced a Myconid circle in the Glitterhame to give some additional roleplaying opportunities.

- We're set in the Realms, so I've made some Realms-appropriate changes to the remainder of the module (which I won't post here since we're still running it and my players hang out on these boards).

If you're interested in how it works out, read diaglo's story hour 9url=http://enworld.cyberstreet.com/showthread.php?s=&threadid=22106]here.[/url] The Forge starts about three pages in, I think. Beware, he rotates the title a lot; sometimes its hard to find.

Have fun!
Edit: D'oh! I forgot about the coin golem (See Gorgoldand's Gauntlet) I added to be the hobgoblin's treasure (as a cursed treasure hoard left over from the dwarves). Given the psionic nature of your adventure, I'd recommend giving psionics to the duergar, in place of their current class levels.
 
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Personally, I would have given the Ogre 3 levels of PsyWar, instead of Psion. Yes, it makes him deadly, but that's rather the point.

If you're interested, you can read my story hour here , and see how I modified (slightly) the module for 6 3rd level characters. Mind you, this was back when Forge of Fury was new, and there are some things that occur prior to the arrival at Blasingdel (and an ambush during an attempted subsequent return to the Forge) that can be ignored.

The Dragon must Must MUST be advanced, if you want it to be any sort of a challenge for your players. In my case, I had the Dragon lay an alarm spell, and made powerful use of expeditious retreat. Make sure and take adavantage of the dragon's home terrain, as well.

The allip could be a dangerous enemy, depending on the cleric (which you describe as 'not being a combat cleric'). Also, be careful of the animated rug, which can be well-nigh indestructible, depending on how it's dealt with.

I gave the Trogs a pet, as you'll see, and had them ambush the players. The trick to making many of the beasties dangerous in the upper areas is to have them fight intelligently, knowing when to retreat and when to take their chances. The gricks can be pretty dangerous, too, if they don't have magical ways to deal with them, or enchanted weapons. Especially since you've got one PC with a NPC class level.
 

I ran into a similiar problem with FoF. The party was creeping up on 6-7th level twds the end. I left in the roper (CR10) and they barely broke a sweat. So I upped the dragon to CR8.

TPK

So, I guess my advice is don't boost the dragon! :)
 

as a Medium size monster the dragon isn't much of a threat.

plus no one can make armor out it afterwards.;)

bump up the size and therefore the abilities and hps. move to Large size.
 

So I upped the dragon to CR8.
TPK.
So, I guess my advice is don't boost the dragon!

Our DM gave it max hit-points but played it without a lot of tactics and it was a good challenge for a party of six 5th levels.

Another DM I know bumped it up an age catagory to face a party with some powerful +ECL characters. That party is five generally 5th levels also, before counting their +ECL. Anyway, he played the dragon tactically, and its been nearly impossible for the party to touch it.

So I'd just advise you to know your playstyle. If the dragon is going to hit & run a lot, then do your players have a way to hurt it? Magic, unusually effective missile weapons, tactical weapons, movement enhancers? If the dragon is going to wade in and fight head-to-head then basic melee characters will be much more useful, and therefore the effective power of your party goes up.
 

kengar said:
they barely broke a sweat. So I upped the dragon to CR8.

TPK

So, I guess my advice is don't boost the dragon! :)

Hmm. My group were all about 5th level when they came on Nightscale, and I'd upped her to a CR8, as well. It was our first big 'boss battle' of the campaign, and of 3E, as well. It was an 8 HOUR SESSION. But while it was a horribly brutal fight, there were no casualties....but they almost lost, and Nightscale almost got away...except for a fast thinking Paladin and his mount.

And this was considering the fact that she was buffed and waiting for them, after the crossed her alarm zone, and already had expeditious retreat running.


Ah, memories. :D
 

We still haven't gotten around to playing Forge, but I have been wondering about the dragon. I just can't see how the pc's are ever going to slay it, since it can just keep under water and wait for them. Its main objective should IMO be to keep them away from its hoard, which should be fairly easy (?) or am I missing something?

darklight
 

darklight said:
We still haven't gotten around to playing Forge, but I have been wondering about the dragon. I just can't see how the pc's are ever going to slay it, since it can just keep under water and wait for them. Its main objective should IMO be to keep them away from its hoard, which should be fairly easy (?) or am I missing something?


You're missing something, namely that by the time they encounter NightScale, the party is supposed to be 5th level, and have either a cleric or mage with them, capable of casting either Water Walk or Water-breathing at least once. If that spellcaster is a wizard, then he can make scrolls, so that multiple party members can be so enchanted.

Without proper preparation, Nightscale is a deadly encounter sure to mess the party up badly. She is meant to. In the primary 'adventure path' series, Nightscale is the first true 'dragon encounter' the players have. Calcyrx, from Sunless Citadel, doesn't count. This is a true 'enter the beasts lair' type of encounter, evoking images of fighting Smaug in Lonley Mountain (as opposed to the battle with Calcryx, which is like saving somebody's mean-spirited dog before it nips your fingers).

There are other stratgies that could be made to work, as well, depending on the character's equipment and mettle. My players still look at the battle with Nightscale as the watermark upon which to judge all other 'big' encounters.

You never forget your first Dragon. :D
 

WizarDru said:

You never forget your first Dragon. :D

I'll say!

My wife, whose ranger was one of Nightscale's casualties that night, grew visibly alarmed when I bought Reaper's "Amber Dragon" mini a few weeks ago at our FLGS.

"You're just painting that thing for fun, right? You'll never actually USE it during play, will you?"

Never shop for creature minis with one of your players. :rolleyes:
 

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