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<blockquote data-quote="orcmonk220" data-source="post: 3583480" data-attributes="member: 49104"><p>Hi all</p><p>Well, I compiled a list of all the creatures and other problems encountered in the adventure:</p><p></p><p><strong>Knowledge Skills:</strong> (Arcana; History; Religion)</p><p><strong>Notable Skills:</strong> Search; Disable Device; Open Lock; Swim</p><p><strong>Spells which Ward the Tomb:</strong> Unhallow; Magic Circle Against Good; Forbiddance</p><p><strong>Spells Affected:*</strong> Augury; Commune; Contact Other Plane; Divination; Prying Eyes; Commune with Nature; Detect Alignment; Detect Undead; Detect Secret Doors; Find the Path; Legend Lore; Scrying.</p><p><strong>Spells PCs may find Useful:</strong> (Color Spray; Light; Sleep; Control Water; Deeper Slumber; Blindness; Continual Flame; Neutralize Water; Purity Food and Drink); Bigby’s Forceful Hand; Break Enchantment; Control Water; Dimension Door; Dispel Chaos; Levitate; Fabricate; Freedom of Movement; Fly; Greater Teleport; Gust of Wind; Passwall; Phase Door; Reserve Gravity; Teleport; Water Walk)</p><p><strong>Monsters (Notes):</strong> Advanced Stone Golems (DR 10/adamantine); Hill Giant Mummies (Fire Vunerability; DR 5/-); Yurushyu’s Automaton (DR 10/adamantine; immune elec., fire, sonic, rust atks; resist cold 20; elec. damage); Ctenixil, Spirit Naga Sorcerer 5; Ulzaada, Annis Hag Rogue 2/Assassin 5 (DR 2/Bludgeoning, Hidden behind Illusionary Wall); Large Water Elemental; Dread Wraith; Mud Golem (DR 10/Adamantine and Bludgeoning; Immunity to all Spells except Transmute Mud to Rock (slows it), Transmute Rock to Mud (heals all damage), Stone to Flesh (negates DR)); Tzila, Female Human Cleric 9/Elemental Savant 7 (All energy damage spells deal acid damage); Majalor, Male Unique Undead Human Fighter 14 (DR 10/-); The Beast in the Banner; Tzolo’s Guardian (Regen. 10; DR 15/adamantine, SR 24, many other abilities)</p><p><strong>Additional Comments:</strong> Taalese as a Language? There are many, many traps here, many of them illusion-based.</p><p></p><p>* The Tomb affects many spells, changing how they work. Mostly, these spells are rendered useless.</p><p></p><p>Therefore, I need PCs to take advantage of this. So far, I have come up with the concept for a Dwarven Fighter 14, who spent much of his life patrolling mines in his mountain homes. Therefore, he has feats that are useful to someone if him situation, such as Endurance and Diehard, Improved Initiative, Alertness and Quick Draw. The idea behind him is that he should be tough, with high AC and 137 hp, but that his Will save is poor (+3). He'll also back an adamantine morningstar. Basically, I feel that all the PCs for the adventure should contribute something unique and useful in this dungeon, but also have something that makes they weak in the environment (due to the number of illusion traps, for example, this character's weakness is Will save).</p><p>I'm also thinking something like an undead hunting ranger, and an elven thief. However, I haven't quite figured out how they may be weak. I'm considering giving the Cleric low Reflex saves (there are a few breath weapons here, and a few reflex-based traps), but a ton of healing spells due to a fair amount of damage output.</p><p>What do you all think?</p><p>Chris</p></blockquote><p></p>
[QUOTE="orcmonk220, post: 3583480, member: 49104"] Hi all Well, I compiled a list of all the creatures and other problems encountered in the adventure: [b]Knowledge Skills:[/b] (Arcana; History; Religion) [b]Notable Skills:[/b] Search; Disable Device; Open Lock; Swim [b]Spells which Ward the Tomb:[/b] Unhallow; Magic Circle Against Good; Forbiddance [b]Spells Affected:*[/b] Augury; Commune; Contact Other Plane; Divination; Prying Eyes; Commune with Nature; Detect Alignment; Detect Undead; Detect Secret Doors; Find the Path; Legend Lore; Scrying. [b]Spells PCs may find Useful:[/b] (Color Spray; Light; Sleep; Control Water; Deeper Slumber; Blindness; Continual Flame; Neutralize Water; Purity Food and Drink); Bigby’s Forceful Hand; Break Enchantment; Control Water; Dimension Door; Dispel Chaos; Levitate; Fabricate; Freedom of Movement; Fly; Greater Teleport; Gust of Wind; Passwall; Phase Door; Reserve Gravity; Teleport; Water Walk) [b]Monsters (Notes):[/b] Advanced Stone Golems (DR 10/adamantine); Hill Giant Mummies (Fire Vunerability; DR 5/-); Yurushyu’s Automaton (DR 10/adamantine; immune elec., fire, sonic, rust atks; resist cold 20; elec. damage); Ctenixil, Spirit Naga Sorcerer 5; Ulzaada, Annis Hag Rogue 2/Assassin 5 (DR 2/Bludgeoning, Hidden behind Illusionary Wall); Large Water Elemental; Dread Wraith; Mud Golem (DR 10/Adamantine and Bludgeoning; Immunity to all Spells except Transmute Mud to Rock (slows it), Transmute Rock to Mud (heals all damage), Stone to Flesh (negates DR)); Tzila, Female Human Cleric 9/Elemental Savant 7 (All energy damage spells deal acid damage); Majalor, Male Unique Undead Human Fighter 14 (DR 10/-); The Beast in the Banner; Tzolo’s Guardian (Regen. 10; DR 15/adamantine, SR 24, many other abilities) [b]Additional Comments:[/b] Taalese as a Language? There are many, many traps here, many of them illusion-based. * The Tomb affects many spells, changing how they work. Mostly, these spells are rendered useless. Therefore, I need PCs to take advantage of this. So far, I have come up with the concept for a Dwarven Fighter 14, who spent much of his life patrolling mines in his mountain homes. Therefore, he has feats that are useful to someone if him situation, such as Endurance and Diehard, Improved Initiative, Alertness and Quick Draw. The idea behind him is that he should be tough, with high AC and 137 hp, but that his Will save is poor (+3). He'll also back an adamantine morningstar. Basically, I feel that all the PCs for the adventure should contribute something unique and useful in this dungeon, but also have something that makes they weak in the environment (due to the number of illusion traps, for example, this character's weakness is Will save). I'm also thinking something like an undead hunting ranger, and an elven thief. However, I haven't quite figured out how they may be weak. I'm considering giving the Cleric low Reflex saves (there are a few breath weapons here, and a few reflex-based traps), but a ton of healing spells due to a fair amount of damage output. What do you all think? Chris [/QUOTE]
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