Forge of Fury: Deathtrap? (spoilers)

I am actually playing through Forge of Fury right now. And I haven't read many of the posts in this thread either for fear of spoiling anything. I just wanted to say that our party suffered a TPK 2 sessions ago. Now I already know about the roper as our DM removed it and we actually didn't even come across where it would have been or its replacement monster (which I don't know what it is). We have even met up with the dragon and started battling it (we had to end last session in the middle of the fight).

So what caused our TPK? The #%&!* animated rug!! As a group we had been getting really good rolls against the monsters. The wight proved nothing for our cleric. He just turned it and we took it down. So when we found the room with the nice big rug and looking like it might be full of treasure, we all just walked in. Four lucky touch attaks later, we were all grappeled and taking something like 12-20 points of damage a round from the damn thing. Didn't take long for all of us to be rug food.

How embarrasing is that, we got munched by a rug. :eek:
 

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Ranger5 said:
How embarrasing is that, we got munched by a rug. :eek:

"Mustn't make inappropriate comment! Must fight baser urges for sake of grandma!"

*makes Will Save. leaves thread.*
 

Rel said:
"Mustn't make inappropriate comment! Must fight baser urges for sake of grandma!"

*makes Will Save. leaves thread.*

LOL. Sorry, didn't mean for to have to make a Will save like that. :lol: (Though I secretly knew what I was typing when I did it ;))
 

Klaus said:
It's a 3.5 thing. The different Knowledge skills cover different types of creatures. It makes sense if you realize that the characters have always lived in a world where such creatures have always existed. I mean, we know a great deal about real-world animals and even extict creatures like dinosaurs, so why wouldn't fantasy characters (specially scholar types like wizards and loremasters and bards) not know stuff about creatures?
Thanks for putting up the link to your article. If you don't mind, I'd like your view on which Knowledge skill should contain info on humanoids, if not K(Local).

To keep this thread on FoF stuff, I made a new thread for this over here.
 

Grayhawk said:
Thanks for putting up the link to your article. If you don't mind, I'd like your view on which Knowledge skill should contain info on humanoids, if not K(Local).

To keep this thread on FoF stuff, I made a new thread for this over here.
Just replied there! Thanks for reading!
 

My group that I dm:ed never made it to the duergars and the animated rug, but reading and preparing for this area, the rug seems like a very nasty thing, absolutely.
Any other group that had problems with this encounter?

Asmo
 

Balsamic Dragon said:
This is the same Barbarian, by the way, who sucessfully _grappled_ the dragon later in the adventure, and held on for most of the combat (taking massive damage, of course!)
Balsamic Dragon

I love this sentence. That is SO barbarian.
 

My group that I dm:ed never made it to the duergars and the animated rug, but reading and preparing for this area, the rug seems like a very nasty thing, absolutely.

We had a memorable running battle with the Duergar (we agreed to a truce and to retreat after both sides had taken considerable damage; they felt we hadn't kept our end of the bargain when we only retreated back up the stairs into the axe room and barricaded ourselves) which was cool.

The Rug we wiped out without much trouble. How many people can it Grapple at once? We may have played this wrong; in our world the Rug only grappled the Monk. Once it did this it became a sitting duck for the rest of the party. (As a player I assumed the Rug had Improved Grab, which would allow it to Grab one guy pretty easily, but then take a -20 if it wanted to Grab anyone else, right?)
 

Question about an area

The end of the Sinkhole description (top of page 18) says:

"Characters can also enter this area via the orc tunnel (see Search the Hill at the beginning of the adventure)." Under Orc Tunnel in the aforementioned section, it says that the orc tunnel leads to area 21 (I assume entry point B on the map). What am I missing?

Thanks in advance.

AR
 

Ranger5 said:
So what caused our TPK? The #%&!* animated rug!! As a group we had been getting really good rolls against the monsters. The wight proved nothing for our cleric. He just turned it and we took it down. So when we found the room with the nice big rug and looking like it might be full of treasure, we all just walked in. Four lucky touch attaks later, we were all grappeled and taking something like 12-20 points of damage a round from the damn thing. Didn't take long for all of us to be rug food.

How embarrasing is that, we got munched by a rug. :eek:
Yeah. When I ran FoF that's where all the PCs got taken down. In part I suppose I should have forced the rug to take a -20 on it's grapple checks in order to grapple more than one person (and also perhaps simply imediatly grappled the 1st person who stepped onto it, it 'waited' for a group of 3 which dosn't follow construct behavior very well).

Ah, well. Live and learn... well... not the PCs... but...

Lookie! Notes on changing the modue to include some psionics (was running in a world with about 40% magic 60% psionics) and some weird shadow-plane connectivity I wanted to tie into the next adventure...
(also from a meta-game standpoint I had PCs one level higher than the norm, and I wanted some undead for the pre-hunter of the dead to bash on).

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.

Make the Adept in the Orc area a cleric 5, Evil and Death Domains, also 7 zombies.
Give trogs some levels, rogue, fighter and cleric (darkness domain) are common.
 

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