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<blockquote data-quote="Virtue" data-source="post: 4589651" data-attributes="member: 19059"><p><strong>Fortress of the Stone Giants</strong></p><p></p><p>Fortress of the Stone Giants </p><p></p><p>Return to Sandpoint</p><p>• After saving Turtleback Ferry and reclaiming Fort Rannick things have really slowed down for the winter PCs have 3 months to make Magic Items travel where they would like and so forth </p><p>• Each of the PCs get a message from Sandpoint they are having the spring festival with you guys as the guests of honor </p><p>• Shalelu contacts PCs that in the surrounding areas she has discovered Giant activity in the surroundings of Sandpoint</p><p></p><p>March of the Giants</p><p>• If any PCs have a Romantic involvement with Shalelu she is always out at dawn every morning so they might have a chance to see them coming</p><p></p><p>The Northgate Siege</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p></p><p>Chaos at Tanner’s Bridge</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• The Dire Bears have 125 HP each </p><p>• There are 3 Stone Giants and 4 Dire Bears (if all 6 PCs are present)</p><p></p><p>Dragonfire Inferno</p><p>• Listen +23, Spot +23</p><p>• HP 252 </p><p>• Fort +14 Ref +11 Will +13</p><p>• Melee Attacks Base attack +18 Grapple +31</p><p>o Bite +27 2d6+10 19-20x2 </p><p>o 2 Claws +25 1d8+5</p><p>o 2 Wings +25 1d6+5</p><p>o Tail +25 1d8+14</p><p>• Breath Weapon 40ft cone 8d10 Reflex 24 Half </p><p>• Feats Hover, Power Attack, Improved Critical Bite, Multiattack, Improved Init, Ability Focus Breath Weapon</p><p>• CR 11</p><p></p><p>Mill Pond</p><p>• Teraktinus has 200 HP</p><p>• The Stone Giants each have 140 HP </p><p>• Speed 40 ft </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• There are 3 Stone Giants (if all 6 PCs are Present)</p><p></p><p>Beer or Death</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• There are 3 Stone Giants (if all 6 PCs are Present)</p><p></p><p>Looting Scarnetti Manor</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• There are 4 Stone Giants (if all 6 PCs are Present)</p><p></p><p>Retreat!</p><p>• 10 Stone Giants or Dire Bears have to die as a part of the route (if all 6 PCs are Present)</p><p></p><p>Ogre Cattle Rustlers </p><p>• Ogres have 104 HP</p><p>o While Raging </p><p> He has 120 HP </p><p> AC becomes 17 touch 8 Flatfooted 17 </p><p> His attacks become +18/ +13 3d6+16 X3</p><p> Saves change to Fort +14 Will +4</p><p>• There is an Ogre per PC </p><p></p><p>The Storval Stairs</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• There is a Stone Giant per PC </p><p></p><p>Iron Peak Patrols</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• The Dire Bears have 125 HP each </p><p>• There are 3 Giants and 5 Dire Bears (if all 6 PCs are Present) </p><p></p><p>Watchpost</p><p>• The Taiga Giant has 155 HP </p><p>• AC 27 Touch 12 Flat Footed 24 </p><p>• Speed 40ft </p><p>• Full Attack +19/+15 3d8+16 </p><p>• Ranged Attack +14/+9 3d8+11</p><p>• The Ettins each have 80 Hp </p><p>• There are 3 Ettins (if all 6 PCs are Present)</p><p></p><p>Caverns of the Night Wyverns</p><p>• The Night Wyverns each have 100 HP </p><p>• There are 4 Wyverns (if all 6 PCs are Present)</p><p></p><p>Deathweb Cave</p><p>• The Deathwebs each have 120 HP </p><p>• There are 5 Deathwebs (if all 6 PCs are present)</p><p></p><p>Beholders cave </p><p>• This cave has been taken over by a Darklands Beholder who has heard about the great Thasolian Library. Its willing to deal with the PCs if they will let him look at the Library </p><p>• Beholders Guards he has 2 Cildabrin from pg 141 Lords of Madness </p><p>• The Cildabrin each have 120 Hp</p><p>• Beholder has </p><p>o Pink Rhomboid Ioun Stone (+2 Con)</p><p>o Dusty Rose Prism Ioun Stone (+1 Insight Bonus AC)</p><p>o Pale Lavender Ellipsoid (15 Levels of spell absorbtion Left)</p><p>o And 220 PP </p><p></p><p>Longtooth’s Cave </p><p>• See Dragonfire Inferno </p><p></p><p>Jorgenfist Walls</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2</p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• There are 2 Stone Giants per tower (if all 6 PCs are present)</p><p></p><p>The Stone Gate</p><p>• The Harpy Monks have 105 HP each </p><p>• There are 5 Harpy Monks (if all 6 PCs are present) </p><p></p><p>The Black Tower</p><p>• In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save.</p><p>• The Black Monk has 105 HP </p><p>• He has the Knockdown Feat (Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target)</p><p>• Black Monk gets +10 for his Trip Roll</p><p>• The Black Monk has Unholy Fortitude giving him the Bonus HP and a +3 to his Fort Save </p><p></p><p>The Spire</p><p>• The Roc’s each have 235 HP</p><p></p><p>The Mammoth Stables</p><p>• The Mammoths each have 150 HP </p><p></p><p>The Feasting Hall</p><p>• Embers has 208 HP </p><p>• Power attack at +5 if best AC is 30 </p><p>• There are two “Embers” (if all 6 PCs are Present)</p><p></p><p>The Bear’s Hall</p><p>• The Frost Giant has 154 Hp</p><p>• There are 2 Frost Giants (if all 6 PCs are Present)</p><p></p><p>Cave of the Dire Bears</p><p>• The Dire Bears have 125 HP each </p><p>• There are 4 Dire Bears (if all 6 PCs are Present)</p><p></p><p>The Elders’ Entryway</p><p>• If the Compound is on Alert there is a Stone Giant per PC here </p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2 Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• Crona the Wise has 208 HP </p><p></p><p>The General’s Lair</p><p>• Galenmir has 225 HP</p><p></p><p>The Great Cave of Jorgenfist</p><p>• If the Compound is not on Alert there is a Stone Giant per PC here </p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2 Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p></p><p>Kitchen</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2 Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• She has no interest in a fight and will only fight if provoked </p><p></p><p>Enga’s Cave</p><p>• Enga has 156 HP </p><p>• She has a Type 7 Necklace of Fireballs (new)</p><p>• +3 Falchion +20/+15/+10 (1d6+14) 15-20 x2 2 point of power attack </p><p>• Enga has an Oil of Keen Edge that she applied to her weapon </p><p>• She Drinks a Potion of Shield of Faith +5 and A Potion of Barkskin +5 to give her an AC 28 (if 6 PCs are present)</p><p></p><p>The Small Tunnels</p><p>• The Red Caps each have 80 HP </p><p></p><p>Tannery</p><p>• The Ogre has 38 Hp</p><p>• His attacks are +8 3d6+7 x3</p><p>• There are 12 Ogres (if all 6 PCs are present)</p><p></p><p>Armory</p><p>• The Stone Giants each have 140 HP </p><p>• AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>• Speed 40 ft </p><p>• Full Attack +18/+13 2d8+12 19-20x2 </p><p>• Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club</p><p>• Align Neutral Evil </p><p>• There are 3 Stone Giants (if all 6 PCs are present)</p><p></p><p>Chamber of the Sihedron</p><p>• Lokansir has 275 HP </p><p>• AC 28 Touch AC 6 Flatfooted 28 (+2 Hide Shirt)</p><p>• Saves Fort +22, Ref +8 Will +10 (Cloak of Resistance +3)</p><p>• Melee +3 Greatclub +26/+21/+16/+11 (3d8+25/19–20) </p><p></p><p>Red Dragon Captives</p><p>• The Dragons each have 170 Hp </p><p>• The Dragons AC 25 Touch 9 Flatfooted 24</p><p>• Spells Cast </p><p>o Shield CL 1st</p><p></p><p>Cavern of the Lamia Priests</p><p>• The Clerics each have 204 Hp</p><p>• AC 25 AC 27 vs. Good Characters Touch 16, Flatfooted 20 </p><p>• 20% miss Chance Vs missile Weapons </p><p>• +2 flail +27/+22/+17/+12 (2d6+10) and touch +20 (1d4 Wisdom drain) and 2 claws +20 (1d4+5) (with Divine Power and Divine Favor)</p><p>• Saves Fort +17 Ref +15 Will +15</p><p>• Spells prepared </p><p>o 4th Unholy Blight DC 20, Poison DC 22, Divine Power, Freedom of Movement </p><p>o 3rd Magic Vestment, Cure Serious Wounds x2, Dispel Magic Blindness DC 21, Bestow Curse DC 21</p><p>o 2nd Bull Strength, Bears Endurance, Cure Moderate Wounds x2, Cats Grace, Spiritual Weapon </p><p>o 1st Divine Favor, Sanctuary, Protection from Good, Cure Light Wounds x3 Entropic Shield </p><p>o 0 Detect Magic, Read Magic, Stabilize, Bleed, Mending </p><p>• Spells in effect </p><p>o Divine Power CL 8th </p><p>o Freedom of Movement CL 8th </p><p>o Magic Vestment CL 8th </p><p>o Bears Endurance CL 8th (37 Hp) +2 Fort </p><p>o Cats Grace CL 8th +2 AC +2 Ref Saves </p><p>o Mirror Image CL 9th 1d4+3 Images </p><p>o Divine Favor CL 8th </p><p>o Protection from Good CL 8th </p><p>o Entropic Shield CL 8th </p><p>• Additional items Wand of Sending 22 charges</p><p>• There are 3 Lamia Priests (if all 6 PCs are present)</p><p></p><p>Tyrant Trolls</p><p>• War Trolls have 156 Hp</p><p>• Replace these two trolls with War Trolls from Monster Manual 3 and give them Ranseur’s to keep the same tactic </p><p>• There are 3 War Trolls (if all 6 PCs are present)</p><p></p><p>Chamber of Reduction</p><p>• Rune Slave has 120 Hp (Fights to -15 Hp)</p><p>• While he is Hasted his AC is 21 and Ref Save is +4</p><p>• There are 2 Rune Slaves (if all 6 PCs are present)</p><p>• The giants can make 5 Rune Slaves a day if the PCs try Hit and Run Tactics </p><p>o Typical Stone Giant Rune Slave Changes</p><p>o Full Attack +20/+15/+20 2d8+15 19-20x2</p><p>o Speed 60 ft </p><p>o AC 27 Touch 11 Flatfooted 24 (Armor Hide Shirt)</p><p>o Saves Will +6 A runeslave takes a –8 penalty on any save made to resist a mind-affecting spell or ability</p><p>o If used on any of the named giants Plus +4 Str and -1 on will saves and Haste them for the combat </p><p></p><p>The Cauldron of Giantkind</p><p>• The Stone Golem has 142 HP </p><p>• Advanced Stone Golem (if all 6 PCs are there +1 CR)</p><p>o Has 175 Hp</p><p>o 2 Slams +21 (2d10+9)</p><p>o Saves Fort +6 Ref +5 Will +6</p><p>o Slow effect DC 19 Will </p><p></p><p>The Ogre Lord’s Gallery</p><p>• The Headless Lord has 130 Hp </p><p>• His attacks Runechill hatchet +17/+12 (1d8+13/19-20×3) and Runechill hatchet +17 (1d8+8/19-20×3)</p><p>• Feat Change no Great Fortitude instead Improved Critical </p><p>• Hill Giant Zombies have 291 Hp </p><p>• There are 6 Hill Giant Zombies (if all 6 PCs are present)</p><p></p><p>Scanderig’s Lair</p><p>• The Scanderig has 140 Hp </p><p>• He uses hit and run tactics the entire time the PCs are on the Library Level </p><p>• There are 2 Scanderigs (if all 6 PCs are present)</p><p></p><p>Library Entrance</p><p>• The Shinning Child has 180 Hp </p><p>• Spells in effect </p><p>o Spell Turning (1d6+6 Levels)</p><p></p><p>Library of Thassilon</p><p>• The Librarian has 100 Hp</p><p></p><p>Lean and Athirst</p><p>• The Hound of Tindalos each have 100 Hp </p><p>• AC 21 with the Haste</p><p>• Melee bite +17 (2d6+2) and 2 claws +12 (1d6+1) (and Bite +17 (2d6+2) Haste)</p><p>• Spells Cast </p><p>o Invisibility CL 10th </p><p>o Haste CL 10th </p><p>• There are 3 Hound of Tindalos (if all 6 PCs are present)</p><p></p><p>Mokmurian’s Lair</p><p>• Mokmurian has 252 Hp + 1d10+5 + 48 </p><p>• Mokmurian’s AC is 38 (40 Vs Good PCs) </p><p>• Special Defense DR 10/ Adamantine (140HP) 50 percent miss chance </p><p>• Mokmurian’s Spells</p><p>o Prohibited Schools Enchantment and Necromancy </p><p>o 7th Level Reverse Gravity, Prismatic Spray DC 23, Mage Sword (+20 to hit)</p><p>o 6th Level Disintegrate DC 24, Acid Fog, Greater Dispel Magic, Repulsion DC 23, Quickened Scorching Ray</p><p>o 5th Level Overland Flight, Baleful Polymorph DC 23, Cone of Cold DC 21, Wall of Force, Quickened Magic Missile </p><p>o 4th Level Stoneskin, Mass Reduce Person DC 22, Fire Shield, Black Tentacles DC 20, Dimension Door, Resilient Sphere DC20 </p><p>o 3rd Level Dispel Magic, Fire Ball DC 19, Greater Magic Weapon, Slow DC 21, Empowered Magic Missile, Displacement </p><p>o 2nd Level Cats Grace, Mirror Images, Scorching Ray x2, Resist Energy x2, Spider Climb,</p><p>o 1st Level Shield, Alarm, Protection from Good, Expeditious Retreat, Magic Missile x2 , Ray of Enfeeblement</p><p>o 0 Level Detect Magic, Read Magic, Touch of Fatigue DC17, Mage Hand </p><p>• Spells Active </p><p>o Overland Flight CL 14th </p><p>o Spell Turning CL 13th 9 levels (Ring) </p><p>o Stoneskin CL 14th </p><p>o Fire Shield CL 14th </p><p>o Greater Magic Weapon CL 14th </p><p>o Displacement CL 14th Extended </p><p>o Cats Grace CL 14th </p><p>o Mirror Images CL 14th 1d4 +4 images </p><p>o Bears Endurance CL 3rd </p><p>o False Life CL 5th </p><p>o Resist Energy CL 14th </p><p>o Resist Energy CL 14th </p><p>o Spider Climb CL 14th </p><p>o See Invisibility CL 14th Permanency </p><p>o Shield CL 14th Extended </p><p>o Protection from Good CL 14th </p><p>o Expeditious Retreat CL 14th </p><p>• Tactics Repulsion followed by Acid Fog, then Reverse Gravity, Cast Mage Sword on the mage. Pick off any one who has gotten through the 3 spells after 14 rounds when everything starts to expire should have the party pretty much destroyed </p><p>• Feats Alertness (when Clathmere is in arm’s reach), Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Dodge, Improved Initiative, Iron Will, Empower Spell, Quicken Spell, Scribe Scroll, Spell Focus Transmutation, Greater Spell Focus Transmutation, Spell Focus Abjuration </p><p>• Extra Equipment Sihedron Medallion, Scroll or Limited Wish, Rod of Metamagic Extend Lessor, Ring of Spell Turning Wand of Magic Missile 9th 40 charges</p></blockquote><p></p>
[QUOTE="Virtue, post: 4589651, member: 19059"] [b]Fortress of the Stone Giants[/b] Fortress of the Stone Giants Return to Sandpoint • After saving Turtleback Ferry and reclaiming Fort Rannick things have really slowed down for the winter PCs have 3 months to make Magic Items travel where they would like and so forth • Each of the PCs get a message from Sandpoint they are having the spring festival with you guys as the guests of honor • Shalelu contacts PCs that in the surrounding areas she has discovered Giant activity in the surroundings of Sandpoint March of the Giants • If any PCs have a Romantic involvement with Shalelu she is always out at dawn every morning so they might have a chance to see them coming The Northgate Siege • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil Chaos at Tanner’s Bridge • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • The Dire Bears have 125 HP each • There are 3 Stone Giants and 4 Dire Bears (if all 6 PCs are present) Dragonfire Inferno • Listen +23, Spot +23 • HP 252 • Fort +14 Ref +11 Will +13 • Melee Attacks Base attack +18 Grapple +31 o Bite +27 2d6+10 19-20x2 o 2 Claws +25 1d8+5 o 2 Wings +25 1d6+5 o Tail +25 1d8+14 • Breath Weapon 40ft cone 8d10 Reflex 24 Half • Feats Hover, Power Attack, Improved Critical Bite, Multiattack, Improved Init, Ability Focus Breath Weapon • CR 11 Mill Pond • Teraktinus has 200 HP • The Stone Giants each have 140 HP • Speed 40 ft • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • There are 3 Stone Giants (if all 6 PCs are Present) Beer or Death • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • There are 3 Stone Giants (if all 6 PCs are Present) Looting Scarnetti Manor • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • There are 4 Stone Giants (if all 6 PCs are Present) Retreat! • 10 Stone Giants or Dire Bears have to die as a part of the route (if all 6 PCs are Present) Ogre Cattle Rustlers • Ogres have 104 HP o While Raging He has 120 HP AC becomes 17 touch 8 Flatfooted 17 His attacks become +18/ +13 3d6+16 X3 Saves change to Fort +14 Will +4 • There is an Ogre per PC The Storval Stairs • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • There is a Stone Giant per PC Iron Peak Patrols • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • The Dire Bears have 125 HP each • There are 3 Giants and 5 Dire Bears (if all 6 PCs are Present) Watchpost • The Taiga Giant has 155 HP • AC 27 Touch 12 Flat Footed 24 • Speed 40ft • Full Attack +19/+15 3d8+16 • Ranged Attack +14/+9 3d8+11 • The Ettins each have 80 Hp • There are 3 Ettins (if all 6 PCs are Present) Caverns of the Night Wyverns • The Night Wyverns each have 100 HP • There are 4 Wyverns (if all 6 PCs are Present) Deathweb Cave • The Deathwebs each have 120 HP • There are 5 Deathwebs (if all 6 PCs are present) Beholders cave • This cave has been taken over by a Darklands Beholder who has heard about the great Thasolian Library. Its willing to deal with the PCs if they will let him look at the Library • Beholders Guards he has 2 Cildabrin from pg 141 Lords of Madness • The Cildabrin each have 120 Hp • Beholder has o Pink Rhomboid Ioun Stone (+2 Con) o Dusty Rose Prism Ioun Stone (+1 Insight Bonus AC) o Pale Lavender Ellipsoid (15 Levels of spell absorbtion Left) o And 220 PP Longtooth’s Cave • See Dragonfire Inferno Jorgenfist Walls • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • There are 2 Stone Giants per tower (if all 6 PCs are present) The Stone Gate • The Harpy Monks have 105 HP each • There are 5 Harpy Monks (if all 6 PCs are present) The Black Tower • In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. • The Black Monk has 105 HP • He has the Knockdown Feat (Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target) • Black Monk gets +10 for his Trip Roll • The Black Monk has Unholy Fortitude giving him the Bonus HP and a +3 to his Fort Save The Spire • The Roc’s each have 235 HP The Mammoth Stables • The Mammoths each have 150 HP The Feasting Hall • Embers has 208 HP • Power attack at +5 if best AC is 30 • There are two “Embers” (if all 6 PCs are Present) The Bear’s Hall • The Frost Giant has 154 Hp • There are 2 Frost Giants (if all 6 PCs are Present) Cave of the Dire Bears • The Dire Bears have 125 HP each • There are 4 Dire Bears (if all 6 PCs are Present) The Elders’ Entryway • If the Compound is on Alert there is a Stone Giant per PC here • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • Crona the Wise has 208 HP The General’s Lair • Galenmir has 225 HP The Great Cave of Jorgenfist • If the Compound is not on Alert there is a Stone Giant per PC here • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil Kitchen • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • She has no interest in a fight and will only fight if provoked Enga’s Cave • Enga has 156 HP • She has a Type 7 Necklace of Fireballs (new) • +3 Falchion +20/+15/+10 (1d6+14) 15-20 x2 2 point of power attack • Enga has an Oil of Keen Edge that she applied to her weapon • She Drinks a Potion of Shield of Faith +5 and A Potion of Barkskin +5 to give her an AC 28 (if 6 PCs are present) The Small Tunnels • The Red Caps each have 80 HP Tannery • The Ogre has 38 Hp • His attacks are +8 3d6+7 x3 • There are 12 Ogres (if all 6 PCs are present) Armory • The Stone Giants each have 140 HP • AC 26 Touch 11 Flatfooted 24 (Armor Hide Shirt) • Speed 40 ft • Full Attack +18/+13 2d8+12 19-20x2 • Feats Combat Reflexes, Power Attack, Iron Will, Weapon Focus Great Club, Improved Critical Great Club • Align Neutral Evil • There are 3 Stone Giants (if all 6 PCs are present) Chamber of the Sihedron • Lokansir has 275 HP • AC 28 Touch AC 6 Flatfooted 28 (+2 Hide Shirt) • Saves Fort +22, Ref +8 Will +10 (Cloak of Resistance +3) • Melee +3 Greatclub +26/+21/+16/+11 (3d8+25/19–20) Red Dragon Captives • The Dragons each have 170 Hp • The Dragons AC 25 Touch 9 Flatfooted 24 • Spells Cast o Shield CL 1st Cavern of the Lamia Priests • The Clerics each have 204 Hp • AC 25 AC 27 vs. Good Characters Touch 16, Flatfooted 20 • 20% miss Chance Vs missile Weapons • +2 flail +27/+22/+17/+12 (2d6+10) and touch +20 (1d4 Wisdom drain) and 2 claws +20 (1d4+5) (with Divine Power and Divine Favor) • Saves Fort +17 Ref +15 Will +15 • Spells prepared o 4th Unholy Blight DC 20, Poison DC 22, Divine Power, Freedom of Movement o 3rd Magic Vestment, Cure Serious Wounds x2, Dispel Magic Blindness DC 21, Bestow Curse DC 21 o 2nd Bull Strength, Bears Endurance, Cure Moderate Wounds x2, Cats Grace, Spiritual Weapon o 1st Divine Favor, Sanctuary, Protection from Good, Cure Light Wounds x3 Entropic Shield o 0 Detect Magic, Read Magic, Stabilize, Bleed, Mending • Spells in effect o Divine Power CL 8th o Freedom of Movement CL 8th o Magic Vestment CL 8th o Bears Endurance CL 8th (37 Hp) +2 Fort o Cats Grace CL 8th +2 AC +2 Ref Saves o Mirror Image CL 9th 1d4+3 Images o Divine Favor CL 8th o Protection from Good CL 8th o Entropic Shield CL 8th • Additional items Wand of Sending 22 charges • There are 3 Lamia Priests (if all 6 PCs are present) Tyrant Trolls • War Trolls have 156 Hp • Replace these two trolls with War Trolls from Monster Manual 3 and give them Ranseur’s to keep the same tactic • There are 3 War Trolls (if all 6 PCs are present) Chamber of Reduction • Rune Slave has 120 Hp (Fights to -15 Hp) • While he is Hasted his AC is 21 and Ref Save is +4 • There are 2 Rune Slaves (if all 6 PCs are present) • The giants can make 5 Rune Slaves a day if the PCs try Hit and Run Tactics o Typical Stone Giant Rune Slave Changes o Full Attack +20/+15/+20 2d8+15 19-20x2 o Speed 60 ft o AC 27 Touch 11 Flatfooted 24 (Armor Hide Shirt) o Saves Will +6 A runeslave takes a –8 penalty on any save made to resist a mind-affecting spell or ability o If used on any of the named giants Plus +4 Str and -1 on will saves and Haste them for the combat The Cauldron of Giantkind • The Stone Golem has 142 HP • Advanced Stone Golem (if all 6 PCs are there +1 CR) o Has 175 Hp o 2 Slams +21 (2d10+9) o Saves Fort +6 Ref +5 Will +6 o Slow effect DC 19 Will The Ogre Lord’s Gallery • The Headless Lord has 130 Hp • His attacks Runechill hatchet +17/+12 (1d8+13/19-20×3) and Runechill hatchet +17 (1d8+8/19-20×3) • Feat Change no Great Fortitude instead Improved Critical • Hill Giant Zombies have 291 Hp • There are 6 Hill Giant Zombies (if all 6 PCs are present) Scanderig’s Lair • The Scanderig has 140 Hp • He uses hit and run tactics the entire time the PCs are on the Library Level • There are 2 Scanderigs (if all 6 PCs are present) Library Entrance • The Shinning Child has 180 Hp • Spells in effect o Spell Turning (1d6+6 Levels) Library of Thassilon • The Librarian has 100 Hp Lean and Athirst • The Hound of Tindalos each have 100 Hp • AC 21 with the Haste • Melee bite +17 (2d6+2) and 2 claws +12 (1d6+1) (and Bite +17 (2d6+2) Haste) • Spells Cast o Invisibility CL 10th o Haste CL 10th • There are 3 Hound of Tindalos (if all 6 PCs are present) Mokmurian’s Lair • Mokmurian has 252 Hp + 1d10+5 + 48 • Mokmurian’s AC is 38 (40 Vs Good PCs) • Special Defense DR 10/ Adamantine (140HP) 50 percent miss chance • Mokmurian’s Spells o Prohibited Schools Enchantment and Necromancy o 7th Level Reverse Gravity, Prismatic Spray DC 23, Mage Sword (+20 to hit) o 6th Level Disintegrate DC 24, Acid Fog, Greater Dispel Magic, Repulsion DC 23, Quickened Scorching Ray o 5th Level Overland Flight, Baleful Polymorph DC 23, Cone of Cold DC 21, Wall of Force, Quickened Magic Missile o 4th Level Stoneskin, Mass Reduce Person DC 22, Fire Shield, Black Tentacles DC 20, Dimension Door, Resilient Sphere DC20 o 3rd Level Dispel Magic, Fire Ball DC 19, Greater Magic Weapon, Slow DC 21, Empowered Magic Missile, Displacement o 2nd Level Cats Grace, Mirror Images, Scorching Ray x2, Resist Energy x2, Spider Climb, o 1st Level Shield, Alarm, Protection from Good, Expeditious Retreat, Magic Missile x2 , Ray of Enfeeblement o 0 Level Detect Magic, Read Magic, Touch of Fatigue DC17, Mage Hand • Spells Active o Overland Flight CL 14th o Spell Turning CL 13th 9 levels (Ring) o Stoneskin CL 14th o Fire Shield CL 14th o Greater Magic Weapon CL 14th o Displacement CL 14th Extended o Cats Grace CL 14th o Mirror Images CL 14th 1d4 +4 images o Bears Endurance CL 3rd o False Life CL 5th o Resist Energy CL 14th o Resist Energy CL 14th o Spider Climb CL 14th o See Invisibility CL 14th Permanency o Shield CL 14th Extended o Protection from Good CL 14th o Expeditious Retreat CL 14th • Tactics Repulsion followed by Acid Fog, then Reverse Gravity, Cast Mage Sword on the mage. Pick off any one who has gotten through the 3 spells after 14 rounds when everything starts to expire should have the party pretty much destroyed • Feats Alertness (when Clathmere is in arm’s reach), Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Dodge, Improved Initiative, Iron Will, Empower Spell, Quicken Spell, Scribe Scroll, Spell Focus Transmutation, Greater Spell Focus Transmutation, Spell Focus Abjuration • Extra Equipment Sihedron Medallion, Scroll or Limited Wish, Rod of Metamagic Extend Lessor, Ring of Spell Turning Wand of Magic Missile 9th 40 charges [/QUOTE]
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