Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Changes to Rise of The Rune Lords for 6 PCs (Spoilers )
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Virtue" data-source="post: 4589664" data-attributes="member: 19059"><p><strong>Sins of the Saviors</strong></p><p></p><p>Sins of the Saviors Changes</p><p></p><p>After The Fortress of the Stone Giant </p><p>• The PCs have 2 months to do any research or item construction before Father Zantus summons them </p><p></p><p>Meeting with Father Zantus</p><p>• There has not been a cave in the town but the Catacombs or Wrath has become active again. They had armed guards at all time in the tunnels, they went missing a day ago they have emptied the Glassworks and sent out for the group </p><p></p><p>Back into the Catacombs</p><p>• Once back in the catacombs the walls are now covered in Scribbling DC 20 Religion Prayers to Lamashtu all over the walls in Ancient Thasonlian </p><p>• The Runewell of Wrath has been reactivated </p><p>• The Stairway in B 10 has been cleared and leads down to the next level</p><p></p><p>The Scribbler</p><p>• The Scribbler has 120 Hp (161 Hp with Divine Power, Righteous Might and Bears Endurance ) DR 10 Adamantine (120HP) </p><p>• The Scribblers AC is 29, touch 15, flat-footed 24 (+8 armor, +4 deflection, +4 Shield +1 Dex, +2 natural) (31 vs. Good Protection from Good) </p><p>• AC 28 During Righteous Might </p><p>• Melee Attacks Divine fanged falchion +29/+24/+19 (2d4+19/15–20) +2 more vs. Good and 2d6 damage vs. good (oil of keen edges) (This includes Divine Power Righteous Might and Divine Favor) Grapple +26</p><p>• Ranged +1 cold iron returning dagger +17 (1d4+13/19–20)</p><p>• Spells Known </p><p>o 6th Level Heal, Quickened Spiritual Weapon, Stoneskin, Summon Monster VI</p><p>o 5th Level Extended Greater Magic Weapon, Righteous Might, Spell Resistance, Summon Monster V Flame Strike DC 21</p><p>o 4th Level Confusion (DC 20), Cure Critical Wounds, Divine Power, Freedom of Movement, Extended Magic Vestment </p><p>o 3rd Level Blindness/Deafness (DC 19), Cure Serious Wounds, Dispel magic, Nondetection, Protection from Energy, Bestow Curse DC 19</p><p>o 2nd Level Bear’s Endurance, Spiritual Weapon, Cure Moderate Wounds (2), Hold Person (DC 18), Invisibility, Extended Shield of Faith </p><p>o 1st Level Command (DC 17), Cure Light Wounds, Disguise Self, Divine Favor (2), Protection from Good, Sanctuary (DC 17)</p><p>o 0 Level Stabilize, Bleed, Guidance, Read Magic, Detect Magic</p><p>• Spells Active </p><p>o Stone Skin CL 12th </p><p>o Extended Greater Magic Weapon CL12th </p><p>o Righteous Might CL 12th (1 round a Level)</p><p>o Spell Resistance CL 12th </p><p>o Divine Power CL 12th (1 round a Level)</p><p>o Freedom of Movement CL12th </p><p>o Keen Edges CL 8th </p><p>o Nondetection CL 12th </p><p>o Protection from Energy CL 12th </p><p>o Extended Shield of Faith CL12th </p><p>o Divine Favor CL 12th </p><p>o Protection from Good CL 12th </p><p>o Shield CL 8th </p><p>• Additional Gear Scroll or Monster Summoning IX x2 Elixir of Shield (Already Used) Oil of Keen Edges (Already Used)</p><p>• Additional Tactics Once the PCs engage the Glabrezu he uses a scroll or Monster Summoning IX to summon a Hezrou Once the PCs Defeat the Glabrezu. When he has grown tired of the group he begins by using his quickened summon VI to bring in an Arrow Demon (MMIII) and use his 2nd Scroll of Monster Summoning XI to summon another Hezrou the next round quickened summon V to bring in a Babau and Righteous Might The next round cast Quickened Spiritual Weapon and Divine Power. The last round he casts Divine Favor and D Doors in for combat </p><p></p><p>Shrine of Monsters and Madness</p><p>• The Glabrezu has 190 Hp </p><p>• Spells Active </p><p>o Mirror Image 1d4+4</p><p>• The Hezrous has 150 Hp </p><p>• Can’t Summon Demons Cause he was summoned </p><p>• The Babau have 77 Hp </p><p></p><p>The Scribbler’s Kennel</p><p>• Hounds of Lamashtu</p><p>o NE Large outsider (extraplanar)</p><p>o Init +5; Senses darkvision 60 ft., scent; Listen +12, Spot +12</p><p>o AC 15, touch 10, flat-footed 14 (+1 Dexterity, +6 natural -1 Size)</p><p>o HP 95 each (8d8+48)</p><p>o Fort +10, Ref +8, Will +8 </p><p>o Melee bite +15 (2d6+10 19-20x2)</p><p>o Special Attacks bay (DC 16), Trip +11 </p><p>o Str 25, Dex 12, Con 22, Int 4, Wis 12, Cha 14</p><p>o Base Atk +8; Grp +19</p><p>o Feats Improved Initiative, Improved Natural Attack (bite), Track, Weapon Focus (bite) Improved Critical (bite)</p><p>o Hide +12, Listen +12, Move Silently +12, Spot +12, Survival +12 (+17 tracking by scent)</p><p>o CR 8</p><p>o I decided to increase them by one size instead of making them elite array way tougher monster </p><p>• There is 1.5 Hounds per PC present </p><p></p><p>The Sihedron Circle</p><p>• Arkrhyst has 360 Hp </p><p>• Arkrhyst AC is 41, touch 10, flat-footed 33 (+4 armor, +23 natural, +4 shield, +2 Deflection,–2 size)</p><p>• Spells Known (CL 5th, +22 ranged touch)</p><p>o 2nd (4/day)—Bull Strength, Resist Energy</p><p>o 1st (7/day)—Mage Armor, True Strike, Shield, Shield of Faith </p><p>o 0 Level — Acid splash, Daze (DC 11), Detect Magic, Prestidigitation, Ray of Frost, Read Magic</p><p>• Spell Effects </p><p>o Resist Energy CL 5th (Fire)</p><p>o Bull Strength CL 5th</p><p>o Shield CL 5th </p><p>o Mage Armor CL 5th </p><p>o Shield of Faith CL 5th </p><p></p><p>Xin’s Stairway</p><p>• Earth Elementals have 230 Hp </p><p>• There are 3 Earth Elementals (if all 6 PCs are present)</p><p></p><p>Part Five: The Ravenous Crypts</p><p>• Permanent Desecrate Effect (CL 20th); desecrated area contains a shrine the modifiers are doubled (-6 profane penalty on turning checks, +2 profane bonus on attack rolls damage rolls and saving throws and +2 hit points per HD for undead in the area).</p><p>o Wraiths have 60 Hp each </p><p>o Incorporeal touch +7 melee (1d4+2 plus 1d6 Constitution drain)</p><p></p><p>Crypts of the Builders</p><p>• Thassilonian Mummies have 140 Hp each</p><p>• Saves Fort +9, Ref +11, Will +14</p><p>• Melee slam +20 (1d8+17 plus mummy rot DC19)</p><p>• There are 1.5 Mummies per PC </p><p></p><p>The Crypt of Lord Mankray of the House of Inib</p><p>• Advanced the Clay Golem to 16 HD +1 CR</p><p>• The Clay Golem has 150 HP </p><p>• AC 30, touch 8, flat-footed 30 (+8 armor, –1 Dexterity, +14 natural, –1 size)</p><p>• Attack Slam +20 Melee 2d10+8 Plus Cursed Wound Full attack 2 Slams +20 Melee 2d10+8 Plus Cursed Wound </p><p>• Saves Fort +4, Ref +3, Will +4 </p><p></p><p>Infusion Chamber</p><p>• Dread Wraiths each have 190 Hp</p><p>• Melee Incorporeal touch +18 melee (2d6+2 plus 1d8 Constitution drain)</p><p>• Saves Fort +7 Ref +16 Will +16</p><p>• There are 3 Dread Wraiths (if all 6 PCs are present)</p><p></p><p>Crypt Guardians</p><p>• Thassilonian Mummies have 140 Hp each</p><p>• Saves Fort +9, Ref +11, Will +14</p><p>• Melee slam +20 (1d8+17 plus mummy rot DC19)</p><p>• There are 1.5 Mummies per PC</p><p></p><p>Research Lab</p><p>• Xyoddin Xerriock has 160 Hp (Fast Heal 10)</p><p>• Saves Fort +8, Ref +11, Will +11</p><p>• Melee +2 human bane dagger +23/+18 (1d4+12/17–20) and bite +15 (1d4+6)</p><p></p><p>Assembly Room</p><p>• Kazaven has 156 Hp +1d10+10</p><p>• AC 30, touch 14, flat-footed 23 (+5 armor, +3 deflection, +3 Dexterity, +5 natural, +4 Shield)</p><p>• Saves Fort +8, Ref +11, Will +14</p><p>• Melee touch +9 (1d8+7 negative energy plus paralysis; Will DC 19 half damage, Fort DC 19 negates paralysis)</p><p>• Spells Prepared (CL 13th; +9 touch, +10 ranged touch)</p><p>o 7th— Finger of Death (DC 27), Quickened Vampiric Touch, Project Image </p><p>o 6th— Chain Lightning (DC 24), Mislead (DC 24) Quickened Blindness/Deafness (DC 22), Disintegrate (DC24)</p><p>o 5th—Quickened Magic Missile, Wall of Force, Waves of Fatigue, Cone of Cold, Extended Greater Invisibility</p><p>o 4th—Bestow Curse (DC 24), Dimension Door, Fear (DC 24), Phantasmal Killer (DC 22), Stone Shape, Black Tentacles, Empowered Scorching Ray </p><p>o 3rd—Extended False Life , Fly, Gaseous Form, Vampiric Touch, Displacement, Empowered Magic Missile , Tongues</p><p>o 2nd—Blindness/Deafness (DC 22), Ghoul Touch (DC 22), Cats Grace, Mirror Image, Scorching Ray, Spectral Hand, See Invisibility </p><p>o 1st—Chill Touch (DC 21), Shield, Magic Missile (3), True Strike, Expeditious Retreat</p><p>o 0—Arcane Mark, Mage Hand, Mending, Prestidigitation, Detect Magic, Read Magic</p><p>• Spell Effects </p><p>o Extended Greater Invisibility CL 13th </p><p>o Extended False Life CL 13th </p><p>o Tongues CL 13th </p><p>o Cats Grace CL 13th </p><p>o Mirror Image CL 13th </p><p>o See Invisibility CL 13th </p><p>o Spectral Hand CL 13th </p><p>o Shield CL 13th </p><p>o Expeditious Retreat CL 13th </p><p>• Change in feats change Maximize to Empower spell </p><p>• Magic Items Change Ring of Protection +2 to a Ring of Protection +3</p><p>• Tactics Cast preps once he knows the PCs are close cast Project Image While Greater Invisibility using all his spells once the combat goes bad Cast Mislead and Wall of Force to get back to his phylactery</p><p></p><p>The Vault of Greed</p><p></p><p>Trouble with Mephits</p><p>• The Water Mephits have 24 Hp </p><p>• There are 2d6 Water Mephits (if all 6 PCs are present)</p><p></p><p>Fountains (only the two next to room G6) </p><p>• In each fountain full of Goldfish there is a pile of about 45,000 gold coins in each of these fountains. The fountains are about 20 feet deep and spread out under the floored area of the room </p><p>• The gold coins are actually a Coin Golem Blackdirge’s Dungeon Denizens Pg 46 </p><p>• The Coin Golem won’t attack a greedy character unless they attack it first </p><p>• The Coin Golem has 170 Hp </p><p>• The Golem has 48,000 gold pieces for its body </p><p></p><p>Research Center</p><p>• Ordikon, the Mithral Mage has 96 Hp +1d10+10</p><p>• AC 29, touch 13, flat-footed 26 (+4 armor, +3 Dexterity, +8 natural, +4 shield)</p><p>• Fort +12, Ref +11, Will +13</p><p>• Spells Prepared (CL 12th, +8 touch, +10 ranged touch)</p><p>o 6th—Disintegrate (DC 23), Greater Dispel Magic, Quickened Scorching Ray </p><p>o 5th—Baleful Polymorph x2 (DC 22), Cone of Cold (DC 20), Wall of Force, Quickened Magic Missile</p><p>o 4th—Dimension Door, Fear (DC 19), Mass Reduce Person (DC 21), Stoneskin, Black Tentacles (Grapple Check +20)</p><p>o 3rd—Dispel Magic, Fireball x2 (DC 18), Fly, Extended False Life, Protection from Energy</p><p>o 2nd—Acid Arrow, Cat’s Grace, Glitterdust (DC 17), Extended Mage Armor, Scorching Ray, Resist Energy</p><p>o 1st—Expeditious Retreat, Magic Missile (3), Reduce Person (DC 18), Shield, Ray of Enfeeblement </p><p>o 0—Acid Splash, Arcane Mark, Mage Hand, Open/Close, Prestidigitation</p><p>• Spells Cast </p><p>o Stoneskin CL 12th </p><p>o Fly CL 12th </p><p>o Extended False Life CL 12th </p><p>o Protection from Energy CL 12th (Electricity)</p><p>o Cat’s Grace CL 12th </p><p>o Extended Mage Armor CL 12th </p><p>o Resist Energy CL 12th (Electricity)</p><p>o Expeditious Retreat CL 12th </p><p>o Shield CL 12th </p><p>• Staff of Mithral Might CL 12th DC 10+5+2+ Spell Level </p><p>• Additional Items Change Robe of Resistance +1 to a +3</p><p></p><p>Part Seven: The Iron Cages of Lust </p><p></p><p>Cathedral of Seduction</p><p>• Eryalla, Lelyrin, Voivod, and Zevashala have 130 Hp </p><p>• There is one submissive per PC </p><p>• Additional Names for Submissives Grimhilda, Jenly </p><p></p><p>Pavilion Entrance</p><p>• Change the Stone Giants to Fire Giants </p><p>• The Fire Giants have 175 Hp </p><p>• There is one Fire Giant per PC </p><p></p><p>Mistress Delvahine’s Chambers</p><p>• Delvanhine has 170 Hp </p><p>• AC 31, touch 16, flat-footed 25 (+6 armor, +6 Dexterity, +9 natural)</p><p>• Spells Known</p><p>o 4th (3/day)—Dominate Person (DC 28), Freedom of Movement, Greater Invisibility</p><p>o 3rd (6/day)—Confusion (DC 27), Dispel magic, Displacement, Fear (DC 26)</p><p>o 2nd (6/day)—Blindness/Deafness (DC 25), Cure Moderate Wounds, Eagle’s Splendor, Mirror Image</p><p>o 1st (7/day)—Charm Person (DC 25), Cure Light Wounds, Hideous Laughter (DC 25), Undetectable Alignment </p><p>o 0 —Ghost Sound (DC 23), Mage Hand, Mending, Message, Prestidigitation, Read Magic</p><p>• Spells Cast </p><p>o Freedom of Movement CL12th </p><p>o Displacement CL 12th (if PCs are attacking everyone)</p><p>o Eagles Splendor CL 12th </p><p>o Mirror Image CL 12th 1d4+3 Images (If PCs are attacking everyone)</p><p>o Undetectable Alignment CL 12th </p><p></p><p>The Shimmering Veils of Pride </p><p></p><p>Reflected Enmity</p><p>• The trap makes can make duplicates of each PC present instead of only 4 total </p><p>• This is going to take a lot of side prep get copies of the PCs character sheets before the game </p><p></p><p>The Peacock Shrine</p><p>• The Simulacrum of Vraxeris the Illusionist have 60+1d10+10 Hp each </p><p>• Defenses DR 10/adamantine (first 90 points of damage), Resist Fire 20, 50% Miss Chance,</p><p>• Spells Prepared (CL 9th, +6 ranged touch)</p><p>o 5th—Feeblemind (DC 19), Empowered Fireball (DC 17), Shadow Evocation (DC 21)</p><p>o 4th—Confusion (DC 18), Greater Invisibility, Phantasmal Killer (DC 20) Stoneskin </p><p>o 3rd—Dispel Magic, Displacement, Fireball x3 (DC17)</p><p>o 2nd—Invisibility (2), False Life , Mirror Image, Resist Energy, Scorching Ray</p><p>o 1st—Charm Person (DC 15), Magic Missile (2), Ray of Enfeeblement, Shield, Color Spray (DC 17)</p><p>o 0—Arcane Mark, Ghost Sound (DC 16), Mage Hand, Mending, Prestidigitation</p><p>• Spells Cast </p><p>o Stone Skin CL 9th </p><p>o Greater Invisibility CL 9th (once they walk around the corner)</p><p>o False Life CL 9th </p><p>o Mirror Image CL 9th (1d4 +3 Images)</p><p>o Resist Energy CL 9th (Fire) </p><p>o Shield CL 9th </p><p></p><p>The Halls of Wrath</p><p></p><p>Iron Guardian</p><p>• Advance the Iron Guardian 4 HD (if all 6 PCs are present)</p><p>• HP 22d10+30 206 HP </p><p>• AC 31, touch 9, flat-footed 31 (+22 natural, –1 size)</p><p>• Fort +7, Ref +7, Will +5</p><p>• Melee 2 slams +25 (2d10+11)</p><p>• Ranged Arrows of Wrath +14/+9/+4 touch (3d6)</p><p>• Str 33, Dex 10, Con —, Int —, Wis 11, Cha 1</p><p>• Base Atk +14; Grp +30</p><p>• Once the Iron Guardian is defeated an Alarm sounds through the entire complex warning of intruders </p><p></p><p>Barracks and Training Hall</p><p>• Once the alarm sounds the Warriors begin to prep </p><p>• Give Each Warrior of Wrath an additional Level of Eldritch Knight</p><p>• Warriors of Wrath each have 70 Hp (86 HP with Bears Endurance)</p><p>• AC 16, Touch 10, Flat-Footed 15 (+6 armor, +1 Dodge -1 Size )</p><p>• Saves Fort +11, Ref +3, Will +7</p><p>• Melee +1 Great Sword +11 (3d6+6/18–20)</p><p>• Spells Prepared (CL 6th; 10% spell failure chance, +7 ranged touch)</p><p>o 3rd—Displacement, Fireball (DC 19), Keen Edge , Haste,</p><p>o 2nd—Bull’s Strength, Mirror Image, Scorching Ray, Spider Climb Bears Endurance </p><p>o 1st—Burning Hands (DC 17), Magic Missile (2), Enlarge Person, True Strike</p><p>o 0—Acid Splash, Dancing Lights, Flare (DC 16), Light, Ray of Frost</p><p>• Spells Cast </p><p>o Displacement CL 5th (Cast First Round of Combat)</p><p>o Keen Edge CL 6th </p><p>o Haste CL 6th </p><p>o Spider Climb CL 6th </p><p>o Bull Strength CL 6th </p><p>o Mirror Image CL 6th </p><p>o Bears Endurance CL 6th </p><p>o Enlarge Person CL 6th </p><p>• There is 1.5 Warrior of Wrath per PC </p><p>• The Sinspawn Axemen have 95 Hp each Fast Heal 1 </p><p>• AC 23, touch 14, flat-footed 20 (+7 Armor, +3 Dexterity, +2 Natural +1 Dodge)</p><p>• Melee +1 Greataxe +13/+7+12 (1d12+13/×3) and Bite +9 (1d6+4 plus wrathful bite)</p><p>• Spell effects </p><p>o Haste CL 6th </p><p>• They Charge into combat to protect the Warriors of Wrath </p><p>• There is 1.5 Sinspawn Axemen per PC </p><p></p><p>Fleshwarping Lab</p><p>• Check Barracks and Training Hall for the new Write up on Warriors of Wrath </p><p>• There are 2 Warriors of Wrath per PC fully prepped </p><p></p><p>Hall of Testing</p><p>• Highlady Athroxis has 155 HP +1d10+10</p><p>• AC 28 Touch 16, Flat-Footed 24 (+9 Armor, +3 Deflection, +2 Dex, +1 Insight, +2 Natural, +1 Dodge)</p><p>• AC 27 with spells cast -2 for Enlarge Person +1 because of Haste </p><p>• Melee +3 Adamantine Flaming Ranseur +21/+16/+11 (2d4+8/19–20 x3 plus 1d6 fire) </p><p>• Melee +3 Adamantine Flaming Ranseur +21/+16/+11/+21 (2d4+10/19–20 x3 plus 1d6 fire) (Hasted and Enlarged) </p><p>• Spells Prepared (CL 12th, +17 melee touch, +16 ranged touch; 5% spell failure chance)</p><p>o 6th—Chain Lightning 2 (DC 23), Disintegrate (DC 21)</p><p>o 5th—Cone of Cold (DC 22), Maximized Scorching Ray, Empowered Vampiric Touch, Wall of Force</p><p>o 4th—Phantasmal Killer (DC 19) Maximized Magic missile, Empowered Scorching Ray, Fear (DC 19), Greater Invisibility </p><p>o 3rd—Fly, Greater Magic Weapon, Haste, Keen Edge Displacement Empowered Magic Missile</p><p>o 2nd—Blindness/Deafness (DC 16), False Life, Mirror Image, Scorching Ray x2, See Invisibility</p><p>o 1st—Magic Missile (3), Enlarge Person, True Strike (2)</p><p>o 0—Detect Magic, Flare (DC 17), Ray of Frost, Read Magic, Detect Magic </p><p>• Spells Cast </p><p>o Greater Invisibility CL 12th </p><p>o Fire Shield CL 15th </p><p>o Fly CL 12th </p><p>o Greater Magic Weapon CL 12th </p><p>o Haste CL 12th </p><p>o Keen Edge CL 12th </p><p>o False Life CL 12th </p><p>o Mirror Images CL 12th (1d4+4 Images) </p><p>o See Invisibility CL 12th </p><p>o Enlarge Person CL 12th </p><p>• Feats Arcane Strike, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Empower Spell Iron Will, Maximize Spell, Power Attack, Scribe Scroll, Spell Focus (evocation), Weapon Focus (ranseur)</p><p>• Combat Gear Wand of Lightning Bolt (10th, 25 Charges), Wand of Clairvoyance/Clairaudience (32 Charges); Other Wand of Dispel Magic (8th 20 Charges) Gear +5 Mithral Chainshirt, +1 Adamantine Flaming Ranseur, Amulet of Natural Armor +2, Belt of Magnificence +2, Ring of Protection and Resistance +3, Ring of Counter Spells (Dispel Magic), Spell Component Pouch, Spellbook</p><p>• The Shemhazian Demon has 225 Hp</p><p>• Spells Effects </p><p>o Haste CL 12th +1 Hit, and Reflex Saves and 1 Additional Attack </p><p>o Invisibility CL 16th </p><p>o Fly CL 16th </p><p></p><p>A Runelord Enraged</p><p>• The Greater Stone Golem has 370 Hp </p><p>• The Stone Golem stays for as many rounds as there are PCs </p><p></p><p>Concluding the Adventure</p><p>• The PCs will be ready to head after Karzoug, they will have as much time as they want to research and upgrade any equipment that they want</p></blockquote><p></p>
[QUOTE="Virtue, post: 4589664, member: 19059"] [b]Sins of the Saviors[/b] Sins of the Saviors Changes After The Fortress of the Stone Giant • The PCs have 2 months to do any research or item construction before Father Zantus summons them Meeting with Father Zantus • There has not been a cave in the town but the Catacombs or Wrath has become active again. They had armed guards at all time in the tunnels, they went missing a day ago they have emptied the Glassworks and sent out for the group Back into the Catacombs • Once back in the catacombs the walls are now covered in Scribbling DC 20 Religion Prayers to Lamashtu all over the walls in Ancient Thasonlian • The Runewell of Wrath has been reactivated • The Stairway in B 10 has been cleared and leads down to the next level The Scribbler • The Scribbler has 120 Hp (161 Hp with Divine Power, Righteous Might and Bears Endurance ) DR 10 Adamantine (120HP) • The Scribblers AC is 29, touch 15, flat-footed 24 (+8 armor, +4 deflection, +4 Shield +1 Dex, +2 natural) (31 vs. Good Protection from Good) • AC 28 During Righteous Might • Melee Attacks Divine fanged falchion +29/+24/+19 (2d4+19/15–20) +2 more vs. Good and 2d6 damage vs. good (oil of keen edges) (This includes Divine Power Righteous Might and Divine Favor) Grapple +26 • Ranged +1 cold iron returning dagger +17 (1d4+13/19–20) • Spells Known o 6th Level Heal, Quickened Spiritual Weapon, Stoneskin, Summon Monster VI o 5th Level Extended Greater Magic Weapon, Righteous Might, Spell Resistance, Summon Monster V Flame Strike DC 21 o 4th Level Confusion (DC 20), Cure Critical Wounds, Divine Power, Freedom of Movement, Extended Magic Vestment o 3rd Level Blindness/Deafness (DC 19), Cure Serious Wounds, Dispel magic, Nondetection, Protection from Energy, Bestow Curse DC 19 o 2nd Level Bear’s Endurance, Spiritual Weapon, Cure Moderate Wounds (2), Hold Person (DC 18), Invisibility, Extended Shield of Faith o 1st Level Command (DC 17), Cure Light Wounds, Disguise Self, Divine Favor (2), Protection from Good, Sanctuary (DC 17) o 0 Level Stabilize, Bleed, Guidance, Read Magic, Detect Magic • Spells Active o Stone Skin CL 12th o Extended Greater Magic Weapon CL12th o Righteous Might CL 12th (1 round a Level) o Spell Resistance CL 12th o Divine Power CL 12th (1 round a Level) o Freedom of Movement CL12th o Keen Edges CL 8th o Nondetection CL 12th o Protection from Energy CL 12th o Extended Shield of Faith CL12th o Divine Favor CL 12th o Protection from Good CL 12th o Shield CL 8th • Additional Gear Scroll or Monster Summoning IX x2 Elixir of Shield (Already Used) Oil of Keen Edges (Already Used) • Additional Tactics Once the PCs engage the Glabrezu he uses a scroll or Monster Summoning IX to summon a Hezrou Once the PCs Defeat the Glabrezu. When he has grown tired of the group he begins by using his quickened summon VI to bring in an Arrow Demon (MMIII) and use his 2nd Scroll of Monster Summoning XI to summon another Hezrou the next round quickened summon V to bring in a Babau and Righteous Might The next round cast Quickened Spiritual Weapon and Divine Power. The last round he casts Divine Favor and D Doors in for combat Shrine of Monsters and Madness • The Glabrezu has 190 Hp • Spells Active o Mirror Image 1d4+4 • The Hezrous has 150 Hp • Can’t Summon Demons Cause he was summoned • The Babau have 77 Hp The Scribbler’s Kennel • Hounds of Lamashtu o NE Large outsider (extraplanar) o Init +5; Senses darkvision 60 ft., scent; Listen +12, Spot +12 o AC 15, touch 10, flat-footed 14 (+1 Dexterity, +6 natural -1 Size) o HP 95 each (8d8+48) o Fort +10, Ref +8, Will +8 o Melee bite +15 (2d6+10 19-20x2) o Special Attacks bay (DC 16), Trip +11 o Str 25, Dex 12, Con 22, Int 4, Wis 12, Cha 14 o Base Atk +8; Grp +19 o Feats Improved Initiative, Improved Natural Attack (bite), Track, Weapon Focus (bite) Improved Critical (bite) o Hide +12, Listen +12, Move Silently +12, Spot +12, Survival +12 (+17 tracking by scent) o CR 8 o I decided to increase them by one size instead of making them elite array way tougher monster • There is 1.5 Hounds per PC present The Sihedron Circle • Arkrhyst has 360 Hp • Arkrhyst AC is 41, touch 10, flat-footed 33 (+4 armor, +23 natural, +4 shield, +2 Deflection,–2 size) • Spells Known (CL 5th, +22 ranged touch) o 2nd (4/day)—Bull Strength, Resist Energy o 1st (7/day)—Mage Armor, True Strike, Shield, Shield of Faith o 0 Level — Acid splash, Daze (DC 11), Detect Magic, Prestidigitation, Ray of Frost, Read Magic • Spell Effects o Resist Energy CL 5th (Fire) o Bull Strength CL 5th o Shield CL 5th o Mage Armor CL 5th o Shield of Faith CL 5th Xin’s Stairway • Earth Elementals have 230 Hp • There are 3 Earth Elementals (if all 6 PCs are present) Part Five: The Ravenous Crypts • Permanent Desecrate Effect (CL 20th); desecrated area contains a shrine the modifiers are doubled (-6 profane penalty on turning checks, +2 profane bonus on attack rolls damage rolls and saving throws and +2 hit points per HD for undead in the area). o Wraiths have 60 Hp each o Incorporeal touch +7 melee (1d4+2 plus 1d6 Constitution drain) Crypts of the Builders • Thassilonian Mummies have 140 Hp each • Saves Fort +9, Ref +11, Will +14 • Melee slam +20 (1d8+17 plus mummy rot DC19) • There are 1.5 Mummies per PC The Crypt of Lord Mankray of the House of Inib • Advanced the Clay Golem to 16 HD +1 CR • The Clay Golem has 150 HP • AC 30, touch 8, flat-footed 30 (+8 armor, –1 Dexterity, +14 natural, –1 size) • Attack Slam +20 Melee 2d10+8 Plus Cursed Wound Full attack 2 Slams +20 Melee 2d10+8 Plus Cursed Wound • Saves Fort +4, Ref +3, Will +4 Infusion Chamber • Dread Wraiths each have 190 Hp • Melee Incorporeal touch +18 melee (2d6+2 plus 1d8 Constitution drain) • Saves Fort +7 Ref +16 Will +16 • There are 3 Dread Wraiths (if all 6 PCs are present) Crypt Guardians • Thassilonian Mummies have 140 Hp each • Saves Fort +9, Ref +11, Will +14 • Melee slam +20 (1d8+17 plus mummy rot DC19) • There are 1.5 Mummies per PC Research Lab • Xyoddin Xerriock has 160 Hp (Fast Heal 10) • Saves Fort +8, Ref +11, Will +11 • Melee +2 human bane dagger +23/+18 (1d4+12/17–20) and bite +15 (1d4+6) Assembly Room • Kazaven has 156 Hp +1d10+10 • AC 30, touch 14, flat-footed 23 (+5 armor, +3 deflection, +3 Dexterity, +5 natural, +4 Shield) • Saves Fort +8, Ref +11, Will +14 • Melee touch +9 (1d8+7 negative energy plus paralysis; Will DC 19 half damage, Fort DC 19 negates paralysis) • Spells Prepared (CL 13th; +9 touch, +10 ranged touch) o 7th— Finger of Death (DC 27), Quickened Vampiric Touch, Project Image o 6th— Chain Lightning (DC 24), Mislead (DC 24) Quickened Blindness/Deafness (DC 22), Disintegrate (DC24) o 5th—Quickened Magic Missile, Wall of Force, Waves of Fatigue, Cone of Cold, Extended Greater Invisibility o 4th—Bestow Curse (DC 24), Dimension Door, Fear (DC 24), Phantasmal Killer (DC 22), Stone Shape, Black Tentacles, Empowered Scorching Ray o 3rd—Extended False Life , Fly, Gaseous Form, Vampiric Touch, Displacement, Empowered Magic Missile , Tongues o 2nd—Blindness/Deafness (DC 22), Ghoul Touch (DC 22), Cats Grace, Mirror Image, Scorching Ray, Spectral Hand, See Invisibility o 1st—Chill Touch (DC 21), Shield, Magic Missile (3), True Strike, Expeditious Retreat o 0—Arcane Mark, Mage Hand, Mending, Prestidigitation, Detect Magic, Read Magic • Spell Effects o Extended Greater Invisibility CL 13th o Extended False Life CL 13th o Tongues CL 13th o Cats Grace CL 13th o Mirror Image CL 13th o See Invisibility CL 13th o Spectral Hand CL 13th o Shield CL 13th o Expeditious Retreat CL 13th • Change in feats change Maximize to Empower spell • Magic Items Change Ring of Protection +2 to a Ring of Protection +3 • Tactics Cast preps once he knows the PCs are close cast Project Image While Greater Invisibility using all his spells once the combat goes bad Cast Mislead and Wall of Force to get back to his phylactery The Vault of Greed Trouble with Mephits • The Water Mephits have 24 Hp • There are 2d6 Water Mephits (if all 6 PCs are present) Fountains (only the two next to room G6) • In each fountain full of Goldfish there is a pile of about 45,000 gold coins in each of these fountains. The fountains are about 20 feet deep and spread out under the floored area of the room • The gold coins are actually a Coin Golem Blackdirge’s Dungeon Denizens Pg 46 • The Coin Golem won’t attack a greedy character unless they attack it first • The Coin Golem has 170 Hp • The Golem has 48,000 gold pieces for its body Research Center • Ordikon, the Mithral Mage has 96 Hp +1d10+10 • AC 29, touch 13, flat-footed 26 (+4 armor, +3 Dexterity, +8 natural, +4 shield) • Fort +12, Ref +11, Will +13 • Spells Prepared (CL 12th, +8 touch, +10 ranged touch) o 6th—Disintegrate (DC 23), Greater Dispel Magic, Quickened Scorching Ray o 5th—Baleful Polymorph x2 (DC 22), Cone of Cold (DC 20), Wall of Force, Quickened Magic Missile o 4th—Dimension Door, Fear (DC 19), Mass Reduce Person (DC 21), Stoneskin, Black Tentacles (Grapple Check +20) o 3rd—Dispel Magic, Fireball x2 (DC 18), Fly, Extended False Life, Protection from Energy o 2nd—Acid Arrow, Cat’s Grace, Glitterdust (DC 17), Extended Mage Armor, Scorching Ray, Resist Energy o 1st—Expeditious Retreat, Magic Missile (3), Reduce Person (DC 18), Shield, Ray of Enfeeblement o 0—Acid Splash, Arcane Mark, Mage Hand, Open/Close, Prestidigitation • Spells Cast o Stoneskin CL 12th o Fly CL 12th o Extended False Life CL 12th o Protection from Energy CL 12th (Electricity) o Cat’s Grace CL 12th o Extended Mage Armor CL 12th o Resist Energy CL 12th (Electricity) o Expeditious Retreat CL 12th o Shield CL 12th • Staff of Mithral Might CL 12th DC 10+5+2+ Spell Level • Additional Items Change Robe of Resistance +1 to a +3 Part Seven: The Iron Cages of Lust Cathedral of Seduction • Eryalla, Lelyrin, Voivod, and Zevashala have 130 Hp • There is one submissive per PC • Additional Names for Submissives Grimhilda, Jenly Pavilion Entrance • Change the Stone Giants to Fire Giants • The Fire Giants have 175 Hp • There is one Fire Giant per PC Mistress Delvahine’s Chambers • Delvanhine has 170 Hp • AC 31, touch 16, flat-footed 25 (+6 armor, +6 Dexterity, +9 natural) • Spells Known o 4th (3/day)—Dominate Person (DC 28), Freedom of Movement, Greater Invisibility o 3rd (6/day)—Confusion (DC 27), Dispel magic, Displacement, Fear (DC 26) o 2nd (6/day)—Blindness/Deafness (DC 25), Cure Moderate Wounds, Eagle’s Splendor, Mirror Image o 1st (7/day)—Charm Person (DC 25), Cure Light Wounds, Hideous Laughter (DC 25), Undetectable Alignment o 0 —Ghost Sound (DC 23), Mage Hand, Mending, Message, Prestidigitation, Read Magic • Spells Cast o Freedom of Movement CL12th o Displacement CL 12th (if PCs are attacking everyone) o Eagles Splendor CL 12th o Mirror Image CL 12th 1d4+3 Images (If PCs are attacking everyone) o Undetectable Alignment CL 12th The Shimmering Veils of Pride Reflected Enmity • The trap makes can make duplicates of each PC present instead of only 4 total • This is going to take a lot of side prep get copies of the PCs character sheets before the game The Peacock Shrine • The Simulacrum of Vraxeris the Illusionist have 60+1d10+10 Hp each • Defenses DR 10/adamantine (first 90 points of damage), Resist Fire 20, 50% Miss Chance, • Spells Prepared (CL 9th, +6 ranged touch) o 5th—Feeblemind (DC 19), Empowered Fireball (DC 17), Shadow Evocation (DC 21) o 4th—Confusion (DC 18), Greater Invisibility, Phantasmal Killer (DC 20) Stoneskin o 3rd—Dispel Magic, Displacement, Fireball x3 (DC17) o 2nd—Invisibility (2), False Life , Mirror Image, Resist Energy, Scorching Ray o 1st—Charm Person (DC 15), Magic Missile (2), Ray of Enfeeblement, Shield, Color Spray (DC 17) o 0—Arcane Mark, Ghost Sound (DC 16), Mage Hand, Mending, Prestidigitation • Spells Cast o Stone Skin CL 9th o Greater Invisibility CL 9th (once they walk around the corner) o False Life CL 9th o Mirror Image CL 9th (1d4 +3 Images) o Resist Energy CL 9th (Fire) o Shield CL 9th The Halls of Wrath Iron Guardian • Advance the Iron Guardian 4 HD (if all 6 PCs are present) • HP 22d10+30 206 HP • AC 31, touch 9, flat-footed 31 (+22 natural, –1 size) • Fort +7, Ref +7, Will +5 • Melee 2 slams +25 (2d10+11) • Ranged Arrows of Wrath +14/+9/+4 touch (3d6) • Str 33, Dex 10, Con —, Int —, Wis 11, Cha 1 • Base Atk +14; Grp +30 • Once the Iron Guardian is defeated an Alarm sounds through the entire complex warning of intruders Barracks and Training Hall • Once the alarm sounds the Warriors begin to prep • Give Each Warrior of Wrath an additional Level of Eldritch Knight • Warriors of Wrath each have 70 Hp (86 HP with Bears Endurance) • AC 16, Touch 10, Flat-Footed 15 (+6 armor, +1 Dodge -1 Size ) • Saves Fort +11, Ref +3, Will +7 • Melee +1 Great Sword +11 (3d6+6/18–20) • Spells Prepared (CL 6th; 10% spell failure chance, +7 ranged touch) o 3rd—Displacement, Fireball (DC 19), Keen Edge , Haste, o 2nd—Bull’s Strength, Mirror Image, Scorching Ray, Spider Climb Bears Endurance o 1st—Burning Hands (DC 17), Magic Missile (2), Enlarge Person, True Strike o 0—Acid Splash, Dancing Lights, Flare (DC 16), Light, Ray of Frost • Spells Cast o Displacement CL 5th (Cast First Round of Combat) o Keen Edge CL 6th o Haste CL 6th o Spider Climb CL 6th o Bull Strength CL 6th o Mirror Image CL 6th o Bears Endurance CL 6th o Enlarge Person CL 6th • There is 1.5 Warrior of Wrath per PC • The Sinspawn Axemen have 95 Hp each Fast Heal 1 • AC 23, touch 14, flat-footed 20 (+7 Armor, +3 Dexterity, +2 Natural +1 Dodge) • Melee +1 Greataxe +13/+7+12 (1d12+13/×3) and Bite +9 (1d6+4 plus wrathful bite) • Spell effects o Haste CL 6th • They Charge into combat to protect the Warriors of Wrath • There is 1.5 Sinspawn Axemen per PC Fleshwarping Lab • Check Barracks and Training Hall for the new Write up on Warriors of Wrath • There are 2 Warriors of Wrath per PC fully prepped Hall of Testing • Highlady Athroxis has 155 HP +1d10+10 • AC 28 Touch 16, Flat-Footed 24 (+9 Armor, +3 Deflection, +2 Dex, +1 Insight, +2 Natural, +1 Dodge) • AC 27 with spells cast -2 for Enlarge Person +1 because of Haste • Melee +3 Adamantine Flaming Ranseur +21/+16/+11 (2d4+8/19–20 x3 plus 1d6 fire) • Melee +3 Adamantine Flaming Ranseur +21/+16/+11/+21 (2d4+10/19–20 x3 plus 1d6 fire) (Hasted and Enlarged) • Spells Prepared (CL 12th, +17 melee touch, +16 ranged touch; 5% spell failure chance) o 6th—Chain Lightning 2 (DC 23), Disintegrate (DC 21) o 5th—Cone of Cold (DC 22), Maximized Scorching Ray, Empowered Vampiric Touch, Wall of Force o 4th—Phantasmal Killer (DC 19) Maximized Magic missile, Empowered Scorching Ray, Fear (DC 19), Greater Invisibility o 3rd—Fly, Greater Magic Weapon, Haste, Keen Edge Displacement Empowered Magic Missile o 2nd—Blindness/Deafness (DC 16), False Life, Mirror Image, Scorching Ray x2, See Invisibility o 1st—Magic Missile (3), Enlarge Person, True Strike (2) o 0—Detect Magic, Flare (DC 17), Ray of Frost, Read Magic, Detect Magic • Spells Cast o Greater Invisibility CL 12th o Fire Shield CL 15th o Fly CL 12th o Greater Magic Weapon CL 12th o Haste CL 12th o Keen Edge CL 12th o False Life CL 12th o Mirror Images CL 12th (1d4+4 Images) o See Invisibility CL 12th o Enlarge Person CL 12th • Feats Arcane Strike, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Empower Spell Iron Will, Maximize Spell, Power Attack, Scribe Scroll, Spell Focus (evocation), Weapon Focus (ranseur) • Combat Gear Wand of Lightning Bolt (10th, 25 Charges), Wand of Clairvoyance/Clairaudience (32 Charges); Other Wand of Dispel Magic (8th 20 Charges) Gear +5 Mithral Chainshirt, +1 Adamantine Flaming Ranseur, Amulet of Natural Armor +2, Belt of Magnificence +2, Ring of Protection and Resistance +3, Ring of Counter Spells (Dispel Magic), Spell Component Pouch, Spellbook • The Shemhazian Demon has 225 Hp • Spells Effects o Haste CL 12th +1 Hit, and Reflex Saves and 1 Additional Attack o Invisibility CL 16th o Fly CL 16th A Runelord Enraged • The Greater Stone Golem has 370 Hp • The Stone Golem stays for as many rounds as there are PCs Concluding the Adventure • The PCs will be ready to head after Karzoug, they will have as much time as they want to research and upgrade any equipment that they want [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Changes to Rise of The Rune Lords for 6 PCs (Spoilers )
Top