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*Dungeons & Dragons
The Abyss sealed, the drow freed, the campaign reaches its climax
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<blockquote data-quote="pemerton" data-source="post: 6599550" data-attributes="member: 42582"><p>I can post my Orcus stats, because the players already know them (but for hit points and defences) - it's the MM Orcus, but adjusted by reference to Demonomicon (especially Zuggtmoy) plus a few ideas of my own (defences and ability scores are as from the MM; hit points are as appropriate for a post-MM3 solo).</p><p></p><p>When the player of the wizard/invoker made his Arcana check (auto, or very close to) and I read out the relevant stats, the player of the drow sorcerer/bard reflected that Orcus might do them in . . .</p><p></p><p style="margin-left: 20px">Orcus Level 33 solo brute</p> <p style="margin-left: 20px">Gargantuan elemental humanoid (demon)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Perception +28, darkvision</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Speed 6, fly 10 (clumsy), teleport 6</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Immune disease, poison, necrotic</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Aura 20 of death: enemies that enter or ST take 17 necrotic (35 necrotic if Orcus is bloodied)</p> <p style="margin-left: 20px">Aura 5 of rot: enemies suffer -4 to Fortitude, -2 to saving throws and lose necrotic resistance/immunity</p> <p style="margin-left: 20px">Aura 2 of soul-stealing: if an enemy spends a HS, Orcus makes a melee basic attack as a free action with +5 to hit and +10 to damage</p> <p style="margin-left: 20px">Aura 6 of ‘the dead rise’: DT for enemies; at the S_Orcus’s_T, all dead creatures (other than any killed by the Wand of Orcus) rise as Abyssal husk under Orcus’s control</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Power of Thanatos: even if dazed, stunned or dominated Orcus may take actions as normal on his turn</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Standard Actions – at will unless indicated otherwise</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Wand of Orcus (melee 4 vs 1 creature): +37 vs Fort for 6d12+17 necrotic & wk (SE); if target is killed it rises as an Abyssal wraith under Orcus’s control at the S_Orcus’s_NT (provided it is still dead at that time)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Terror of Thanatos: Orcus makes 3 basic attacks (4 if bloodied) – if dazed, stunned or dominated he loses 1, 2 or 3 of these (if dominated he also performs his dominated action as a free action on his turn)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Touch of Death (R5,6; necrotic; melee 4 vs 1 creature): +33 vs Fort, target is reduced to 0 hp (necrotic resistance or immunity does not apply) Miss: target suffers necrotic damage equal to its bloodied value</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Final Word (R6; enemies in cl burst 10): +38 vs Fort for 4d12+12 necrotic, and undead in the burst regain 20 hp</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Minor Actions – may use 1x/round only</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Sweeping blow (cl blast 4 vs enemies): +37 vs AC for 5d12 +14 necrotic, push 2 sq & knock prone; if target is killed it rises as an Abyssal wraith under Orcus’s control at the S_Orcus’s_NT (provided it is still dead at that time)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Tail lash (melee 5 vs 1 creature): +38 vs AC for 3d12+16, knocked prone and stunned til E_Orcus’s_NT</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Triggered Actions</p> <p style="margin-left: 20px">If an enemy moves or shifts adjacent, use tail lash as an immediate reaction</p><p></p><p>Orcus won't be on his own, but I'll post about that after this weekend (I'm pretty sure we'll be playing). Overall I have a level 37 encounter planned, which should be suitable. A mix of demons (obviously) and undead (equally obviously) plus a twist or two.</p><p></p><p>For the throne room I've drawn up my own map (4 A4-pages each of 12x17 squares, so 24x34 altogether), combining the Raven Queen's throne room from module E1 with Orcus's throne room from H4 Throne of Blooodstone. There are some big open spaces but also some architectural features that I think might be interesting.</p><p></p><p>I took pity on the players, who have not had a treasure drop for a long time, and decided that the Raven Queen intercepted their teleport to Thanatos to give them some power-up items (some other gods also got in on the action, for a few blessings etc). (This was emailed through last weekend, so that when the session starts we can get into the action!)</p><p></p><p>The sorcerer's change of paragon path, plus loss of Cloak of Winter, is a big hit to the PCs' auto-damage zones, which is what they relied on heavily against both Torog and Lolth. The fact that they're going in fresh has pros (full surges and dailies) but also cons (the paladin's Meliorating Armour is not charged up, and the invoker/wizard's ring's stave-off-death ability only works after a milestone). So I think it could be pretty tough. Fatal? We'll see, but I think as a party they've pulled through worse.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6599550, member: 42582"] I can post my Orcus stats, because the players already know them (but for hit points and defences) - it's the MM Orcus, but adjusted by reference to Demonomicon (especially Zuggtmoy) plus a few ideas of my own (defences and ability scores are as from the MM; hit points are as appropriate for a post-MM3 solo). When the player of the wizard/invoker made his Arcana check (auto, or very close to) and I read out the relevant stats, the player of the drow sorcerer/bard reflected that Orcus might do them in . . . [indent]Orcus Level 33 solo brute Gargantuan elemental humanoid (demon) Perception +28, darkvision Speed 6, fly 10 (clumsy), teleport 6 Immune disease, poison, necrotic Aura 20 of death: enemies that enter or ST take 17 necrotic (35 necrotic if Orcus is bloodied) Aura 5 of rot: enemies suffer -4 to Fortitude, -2 to saving throws and lose necrotic resistance/immunity Aura 2 of soul-stealing: if an enemy spends a HS, Orcus makes a melee basic attack as a free action with +5 to hit and +10 to damage Aura 6 of ‘the dead rise’: DT for enemies; at the S_Orcus’s_T, all dead creatures (other than any killed by the Wand of Orcus) rise as Abyssal husk under Orcus’s control Power of Thanatos: even if dazed, stunned or dominated Orcus may take actions as normal on his turn Standard Actions – at will unless indicated otherwise *Wand of Orcus (melee 4 vs 1 creature): +37 vs Fort for 6d12+17 necrotic & wk (SE); if target is killed it rises as an Abyssal wraith under Orcus’s control at the S_Orcus’s_NT (provided it is still dead at that time) Terror of Thanatos: Orcus makes 3 basic attacks (4 if bloodied) – if dazed, stunned or dominated he loses 1, 2 or 3 of these (if dominated he also performs his dominated action as a free action on his turn) Touch of Death (R5,6; necrotic; melee 4 vs 1 creature): +33 vs Fort, target is reduced to 0 hp (necrotic resistance or immunity does not apply) Miss: target suffers necrotic damage equal to its bloodied value Final Word (R6; enemies in cl burst 10): +38 vs Fort for 4d12+12 necrotic, and undead in the burst regain 20 hp Minor Actions – may use 1x/round only Sweeping blow (cl blast 4 vs enemies): +37 vs AC for 5d12 +14 necrotic, push 2 sq & knock prone; if target is killed it rises as an Abyssal wraith under Orcus’s control at the S_Orcus’s_NT (provided it is still dead at that time) Tail lash (melee 5 vs 1 creature): +38 vs AC for 3d12+16, knocked prone and stunned til E_Orcus’s_NT Triggered Actions If an enemy moves or shifts adjacent, use tail lash as an immediate reaction[/indent] Orcus won't be on his own, but I'll post about that after this weekend (I'm pretty sure we'll be playing). Overall I have a level 37 encounter planned, which should be suitable. A mix of demons (obviously) and undead (equally obviously) plus a twist or two. For the throne room I've drawn up my own map (4 A4-pages each of 12x17 squares, so 24x34 altogether), combining the Raven Queen's throne room from module E1 with Orcus's throne room from H4 Throne of Blooodstone. There are some big open spaces but also some architectural features that I think might be interesting. I took pity on the players, who have not had a treasure drop for a long time, and decided that the Raven Queen intercepted their teleport to Thanatos to give them some power-up items (some other gods also got in on the action, for a few blessings etc). (This was emailed through last weekend, so that when the session starts we can get into the action!) The sorcerer's change of paragon path, plus loss of Cloak of Winter, is a big hit to the PCs' auto-damage zones, which is what they relied on heavily against both Torog and Lolth. The fact that they're going in fresh has pros (full surges and dailies) but also cons (the paladin's Meliorating Armour is not charged up, and the invoker/wizard's ring's stave-off-death ability only works after a milestone). So I think it could be pretty tough. Fatal? We'll see, but I think as a party they've pulled through worse. [/QUOTE]
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