Graf
Explorer
Kombat Kraziness is a rotating-DM PbP 'game' to stress test the paragon levels of 4e.
I'm asking for help designing our first encounter KK1:The Grotto of the Kua-toa.
There are crude maps attached.
Naturally if you're playing in the game please don't read this thread.
(we actually have a player's slot that just opened up if you're interested come check out the thread) closed, but come around if you like; there may be slots open in the next KK encounter.
[sblock=Specific Problems I need help with]
[sblock=skill test to destroy a held object]
The skill test to destroy the Eye of the Other (a powerful rod wielded by the Aboleth N'haraz) -- see set up for fluff.
I figure it should be straight attack rolls vs a Difficult Difficulty (30 -- the Aboleth's lowest AC is a 31 or so... so this should be cake) which get easier with perception and arcana checks.
Normally its 20/24/28
So a 24 perception check lets people see the staff isn't connected to the eye itself (IDEA=shoot at the staff) + opens up arcana
arcana 24 (there are polarity runes at four points around the ring the eye floats inside) - (IDEA = shooting at that ring, which is under high pressure, should more easily rupture the staff)
So somebody who makes the perception check is aiming at DC 26
And somebody who makes perception + arcana? DC 22 (which is the definition of cake, me thinks)
the chart is annoying, I get why it'd be +2 for AC, but why another +5 for skill checks?
3 successes are required to destroy the eye
1st Failure: No penalty
2nd Failure: The aboleth realizes the eye is being attacked and pulls it into the pool (It would never consider that anyone would actually try to damage the eye; it's worth in Aboleth society is without measure and N'haraz loves to wave it around and impress people). This raises the difficulty of attacking the eye to Hard.
3rd Failure: The aboleth flees into the deep ocean through it's pool. N'haraz's position in society is defined by his possession of the eye <--> his caretakership of the Shrine of Yog.
In a certain sense this is a sort of victory, with the eye gone the PCs can destroy the teleport portals that are gating in aboleth and buy themselves some time. But they're doomed. Without the eye destroyed (or under their control) they won't be able to teleport out. Even committing suicide won't stop the aboleth from taking their revenge upon them.
This result should also make the other two encounters harder in some way (maybe amphibious worshipers of the elder evils get +2 to defenses within the shrine and impossible for any effect (including magic) to make terrain "difficult")?
Plus what the Aboleth can actually do with the eye... linking the appearance of other aboleths to it seems worthy. So some of the xp budget is tied to how quickly the PCs can destroy the eye.
It's powers should be scary, but being connected to a -not-so-creative-Aboleth not tremendously game changing. Sliding around the geography of the room might be interesting (it's not that large....).[/sblock]
[sblock=Adding templates]I'm -sure- I'm going to get my math wrong somewhere... and there's already errata somewhere too right :/ ?[/sblock]
[sblock=XP budgets given situational factors]
Encounter 1
Encounter 3 -- in some ways this is the inverse of A3
[sblock=Keep on the Shadowfell spoiler]In A3 -if- the party is careful in the preceeding encounter they can avoid dealing with the more powerful monsters for several rounds; letting them chew through minions and grunts and set themselves up for the big fight with the elite and his backup.
In KK1:GofK-t (as it is currently written) PCs who avoid setting off the alarm in Encounter 2 will get a round or two do deal with the main boss and his minions -before- he can summon the rest of the encounter. [/sblock]
[sblock=Overall fairness]Do these encounters look fair and reasonable? Bear in mind the comparision between the game and A3 from Keep on the Shadowfell. (i.e. challenging but not impossible)[/sblock]
[sblock=Monster stuff]
I need
[/sblock]
Is the setup good? (does it give hints but not -too- much away? is it flavorful? have I misspelled kuo-toa anywhere? Am I lame beyond words for stealing Pcat's kuo-toa names instead of making up my own?)
[/sblock]
edit: moved setup down. Editing was making me crazy.
[sblock=Encounter 1]
[sblock=XP spend]
N'haraz the Shrine Tender (Aboleth glyph master) - Solo
-->Aboleth Overseer (elite) + wizard template (?) (~10,000)
+ several paralysis wards (keyed: non-amphibian creatures); immediately around the teleport circle (a revamped spectral tendrils trap) (800xp)
+ servitor minions x8 (350 xp each) (2,800)
Each round an Aboleth Lasher -and- a Aboleth Slime Mage is teleported into the room (1,600 xp+1,600) -- only the first 3,200 come out of the XP budget?[/sblock]
[sblock=Backstory]Unbeknownst to the party N'haraz awaits their arrival. Provision of additional sacrifices, powerful mortals from the surface, to use as sacrifices will ensure the favor of the temperamental Blel-Plibbit. Z'nasrha has assured his pod-brother that he has prepared a number of suitable subjects and will transport them. N'haraz is expecting them to be bound and unconscious but, ever paranoid, has carved several paralysis glyphs around the circle (not shown on map yet), just be sure.
Since it wishes to reveal it's prizes at a suitable time (i.e. right before the ceremony) it is waiting for the PCs with only a handful servitors (8) to carry them and has locked and barred the room, preventing the Kua-toa accessing the chamber (or even noticing the fight). Once it sees the creatures are not bound, it swallows it's pride and begins to summon aboleth's from the nearby city to it's defense (but doesn't inform the kuo-toa partially due to racial pride and partially due to the fact that it's certain that the paranoid Blel-Plibbit will slay it for secretly transporting in surface dwellers during the most holy of ceremonies)[/sblock]
Room: 12 squares wide and 25 long. Dominated by a pool in the middle that's 4 squares on a side (plenty of room for a large aboleth to swim around) and goes down for 12 squares before connecting to the blackest depths of the ocean. The party appears on a 3x3 square in the middle of one end. There are 2x2 portals at diagonal corners. The far wall (the opposite wall from where the PCs appear) are locked and barred doors (can't be opened unless the eye is destroyed or out of range) leading to the rest of the complex.
With the Eye of the Old Ones in the room everything (doors, walls, etc) is effectively indestructible. If it's destroyed in the skill challenge or the aboleth flees then it's all normally destructible/openable.
[sblock=N'haraz]
Good god this thing has more powers than it could ever possibly use...
Aboleth Wizard Overseer Level 18 Solo Controller (Leader)
Large aberrant magical beast (aquatic) XP 10,000
Initiative +12 Senses Perception +16; darkvision
Mucus Haze aura 5; enemies treat the area within the aura as
difficult terrain.
HP 478; Bloodied 239
AC 35; Fortitude 33, Reflex 31, Will 35 + blur
Saving Throws +4
Speed 5, swim 10
Action Points 1+1?
Tentacle (standard; at-will)
Reach 2; +22 vs. AC; 1d8 + 8 damage (3d8 + 8 damage against a
dazed target), and the target is dazed (save ends).
Psychic Slime (standard; encounter; recharges:bloodied ✦ Psychic)
Close burst 10; targets enemies; +20 vs. Will; 2d8 + 8 psychic
damage, and the target is dazed (save ends).
Dominate (standard; at-will) ✦ Charm
Ranged 10; targets a dazed humanoid; +20 vs. Will; the target is
dominated (save ends). An aboleth overseer can dominate only
one creature at a time.
Enslave (standard; at-will) ✦ Charm, Psychic
Ranged 5; targets a dominated creature; +20 vs. Will; 6d8 + 8
psychic damage. A target reduced to 0 hit points or fewer by
this attack doesn’t die but becomes enslaved in preparation for
the Aboleth Servitor ritual. Enslaved targets are dominated, and
only the death of the overseer can end this domination. Once
a creature is enslaved, an aboleth overseer is free to dominate
other creatures.
✦Invisibility (minor; encounter) ✦ Illusion
The aboleth overseer and one ally within 10 squares of it turn
invisible until the end of the aboleth overseer’s next turn.
[sblock=Spells]
1 At Will Illusory Ambush
2 Utilites: Blur and Illusory Wall
1 Daily: Prismatic Beams
2 Encounters: Crushing Titans Fist (reflavored) and Thunderlance
Illusory Ambush (standard; At-Will✦ Arcane, Illusion, Implement
It creates an illusion of swirling spectral assailants that swarm over your enemy.
10 squares (1 creature) | Attack: +15 vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of N'h's next turn.
✦Blur (minor; encounter) ✦ Arcane, Illusion
Effect: Until the end of the encounter, you gain a +2 power
bonus to all defenses, and enemies 5 or more squares away from you cannot see you.
Illusory Wall (standard; Encounter ✦ Arcane, Illusion, Implement
--wall 8 within 20 squares
[sblock=Illusory Wall Effect]Effect: The aboleth creates the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, N'h can make an attack (+15 vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.[/sblock]
Sustain Minor: You can sustain this power until the end of the encounter.
Prismatic Beams (standard; Daily✦ Arcane, Fire, Implement, Poison
Scintillating beams of rainbow-colored light spring from N'h's
outstretched tendrils, affecting its foes in unpredictable ways.
Close burst 5 | Target: Each enemy in burst | Attack: +15 vs. Fortitude, Reflex, Will
Hit (Fortitude): 2d6 + 15 poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): 2d6 + 15 fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Crushing Tentacles (standard; Encounter ✦ Arcane, Force, Implement
The aboleth wraps some of it's tentacles together, and crushing force seizes it's enemies like the tentacles of an invisible elder one.
Encounter ✦ Arcane, Force, Implement
burst 2 w/in 20 | +15 vs. Reflex
Hit: 3d8 + 15 force damage, and the target is immobilized until the end of your next turn.
Effect: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action.
Thunderlance (standard; Encounter ✦ Arcane, Implement, Thunder
A thunderous pulse of concussive energy rolls from its tentacle ,
bowling over the party enemies.
Close blast 5 (each creature) | +15 vs. Reflex
Hit: 4d6 + 15 thunder damage, and push the target 4 squares.
[/sblock]
********************************************
Alignment Evil Languages Deep Speech, telepathy 20
Skills Arcana +20, Dungeoneering +21, Insight +21, History +20
Str 26 (+17) Dex 16 (+12) Wis 25 (+16)
Con 22 (+15) Int 23 (+15) Cha 22 (+15)[/sblock]
[sblock=The Trap]
Technically, this trap shouldn't probably have a +13 vs Fort (the original was AC...) but it's 13th level vs 17th level characters, its really just filler.
Paralysis Glyphs Level 13 Obstacle (XP 800) - based on spectral tendrils DMG 91
Trap: This trap consists of a continuous field of 9 squares.
When a creature is within the the area of this attack, their body is assaulted by fatigue.
Perception
✦ DC 27: The character notices something strange the carvings on the ground.
Additional Skill: Arcana
✦ DC 23: The character recognizes some the gylphys, that serves as the trap’s focus.
✦ DC 31: The character’s knowledge provides a +2 bonus to
Thievery checks to disable the trap.
Trigger
When a creature enters or begins its turn in a trapped
square, the trap attacks.
Attack
Opportunity Action Melee
Target: Creature in trapped square
Attack: +18 vs.ACFort
Hit: 2d10 + 6 necrotic damage and dazed until the end of the
target’s next turn.
Aftereffect: Dazed until the end of the target’s next turn.
Countermeasures
✦ A character who makes a DC 27 Acrobatics check can
move through a trigger square without provoking the
attack. The squares count as difficult terrain.
✦ An adjacent character can disable a section of glyphs with a
DC 31 Thievery check.
[/sblock]
Victory Conditions: Destroy the Orb of the Hidden Shrine (held by N'haraz) and force the aboleth to flee (it flees when bloodied) OR kill N'haraz and use the Orb to close off the teleport portals (arcana hard difficulty but bonus if you can make moderate insight + history checks).
Treasure: the Stone of Zir (hidden in a recessed cavity in N'haraz's pool) (was ostensibly supposed to go to Z'nasrha as payment) --
[sblock=the Stone of Zir]
An large stone circle (about 0.5 meters wide and 20 points) that allows the carrier (not wielder; you just need to have it in you bag) and any allies within 4 squares survive as if they were in a hospitable environment.
The awesome thing about it (the reason why it's valuable) is that it's technically an artifact. It works everywhere. Even in the Shrine of Yog, the homes of the gods, etc.
It doesn't make it easy for you to move, or let you resist traps or hazards but you're completely immune to environmental type effects (even in the presence of deities, etc). Just the sort of thing an aboleth would want when heading on an extradimensional journey.
It'd probably even hold off the weirdness of the far realm for a while.
This could/will be important if the party brings it to encounter 3.except that the PCs seem to have kitted themselves out with waterbreathing stuff.
Oh well, it wasn't that brilliant an idea anyway. And better that they be rewarded with getting to use it, right?[/sblock]
[/sblock]
I'm asking for help designing our first encounter KK1:The Grotto of the Kua-toa.
There are crude maps attached.
Naturally if you're playing in the game please don't read this thread.
[sblock=Specific Problems I need help with]
[sblock=skill test to destroy a held object]
The skill test to destroy the Eye of the Other (a powerful rod wielded by the Aboleth N'haraz) -- see set up for fluff.
I figure it should be straight attack rolls vs a Difficult Difficulty (30 -- the Aboleth's lowest AC is a 31 or so... so this should be cake) which get easier with perception and arcana checks.
Normally its 20/24/28
So a 24 perception check lets people see the staff isn't connected to the eye itself (IDEA=shoot at the staff) + opens up arcana
arcana 24 (there are polarity runes at four points around the ring the eye floats inside) - (IDEA = shooting at that ring, which is under high pressure, should more easily rupture the staff)
So somebody who makes the perception check is aiming at DC 26
And somebody who makes perception + arcana? DC 22 (which is the definition of cake, me thinks)
the chart is annoying, I get why it'd be +2 for AC, but why another +5 for skill checks?
3 successes are required to destroy the eye
1st Failure: No penalty
2nd Failure: The aboleth realizes the eye is being attacked and pulls it into the pool (It would never consider that anyone would actually try to damage the eye; it's worth in Aboleth society is without measure and N'haraz loves to wave it around and impress people). This raises the difficulty of attacking the eye to Hard.
3rd Failure: The aboleth flees into the deep ocean through it's pool. N'haraz's position in society is defined by his possession of the eye <--> his caretakership of the Shrine of Yog.
In a certain sense this is a sort of victory, with the eye gone the PCs can destroy the teleport portals that are gating in aboleth and buy themselves some time. But they're doomed. Without the eye destroyed (or under their control) they won't be able to teleport out. Even committing suicide won't stop the aboleth from taking their revenge upon them.
This result should also make the other two encounters harder in some way (maybe amphibious worshipers of the elder evils get +2 to defenses within the shrine and impossible for any effect (including magic) to make terrain "difficult")?
Plus what the Aboleth can actually do with the eye... linking the appearance of other aboleths to it seems worthy. So some of the xp budget is tied to how quickly the PCs can destroy the eye.
It's powers should be scary, but being connected to a -not-so-creative-Aboleth not tremendously game changing. Sliding around the geography of the room might be interesting (it's not that large....).[/sblock]
[sblock=Adding templates]I'm -sure- I'm going to get my math wrong somewhere... and there's already errata somewhere too right :/ ?[/sblock]
[sblock=XP budgets given situational factors]
Encounter 1
- assumes that the PCs will destroy the eye before the begining of the aboleth's second turn (i.e. only one lasher and slime mage are paid for from the budget)
- Took back some of the XP for the solo in the room (N'haraz) - since he flees when bloodied...
- ...and uses it to pay for traps (the paralyzing glyphs around the teleport portal).
- I'm thinking that it'll involve twisted elementals of some sort. If the Kua-toa become aware of the invaders they come to the edges of the room and start blasting the PCs (this --> lots of pain for the party if they leave the room to go for the artillery then the kuo-toa can attack them.)
- If it looks like the PCs are going to win Blel-Plibbit can recall the elementals and the PCs face an even tougher 3rd encounter
Encounter 3 -- in some ways this is the inverse of A3
[sblock=Keep on the Shadowfell spoiler]In A3 -if- the party is careful in the preceeding encounter they can avoid dealing with the more powerful monsters for several rounds; letting them chew through minions and grunts and set themselves up for the big fight with the elite and his backup.
In KK1:GofK-t (as it is currently written) PCs who avoid setting off the alarm in Encounter 2 will get a round or two do deal with the main boss and his minions -before- he can summon the rest of the encounter. [/sblock]
- I was very taken with the idea that waist deep water becomes difficult terrain; I like the idea that once the PCs enter the canals overflow rapidly and begin to fill the room. So a surprise round is normal and dry, round one sees waist deep water (1/2 a square high) -> difficult terrain, round two has water 1 square deep, round 3 has water two squares deep, round 4 has 4 squares and round 5 has the chamber completely filled (all 8 squares).
This should give us a chance to "test" the water combat rules as well.
-->I have no idea how to "charge" for something like this. It's like a hazard right? - The trap in the first round (an arc of electricity between a set of dire electric eels) becomes a monster in later rounds (two electric eels swimming around and zapping things) -> two dire eels with an electric aura swimming around and zapping things. Since the trap goes away after one round (and it'd be really annoying for the PCs if it continued) I think that's fair.
- Potentially (if the PCs fail the skill test in encounter 1, fail to destroy the resonators in encounter 2 and/or set off the alarm) this combat could get very very hard))
[sblock=Overall fairness]Do these encounters look fair and reasonable? Bear in mind the comparision between the game and A3 from Keep on the Shadowfell. (i.e. challenging but not impossible)[/sblock]
[sblock=Monster stuff]
I need
- zappy dire eels as soldiers (maybe an aura that immobilizes or stuns, and their hit's are electric damage vs reflex) Use Base Trap
- some sort of level ~17 sonic artillery with bursts and blasts (preferably a nasty encounter one)
- monsters for encounter 2
[/sblock]
Is the setup good? (does it give hints but not -too- much away? is it flavorful? have I misspelled kuo-toa anywhere? Am I lame beyond words for stealing Pcat's kuo-toa names instead of making up my own?)
[/sblock]
edit: moved setup down. Editing was making me crazy.
[sblock=Encounter 1]
[sblock=XP spend]
N'haraz the Shrine Tender (Aboleth glyph master) - Solo
-->Aboleth Overseer (elite) + wizard template (?) (~10,000)
+ several paralysis wards (keyed: non-amphibian creatures); immediately around the teleport circle (a revamped spectral tendrils trap) (800xp)
+ servitor minions x8 (350 xp each) (2,800)
Each round an Aboleth Lasher -and- a Aboleth Slime Mage is teleported into the room (1,600 xp+1,600) -- only the first 3,200 come out of the XP budget?[/sblock]
[sblock=Backstory]Unbeknownst to the party N'haraz awaits their arrival. Provision of additional sacrifices, powerful mortals from the surface, to use as sacrifices will ensure the favor of the temperamental Blel-Plibbit. Z'nasrha has assured his pod-brother that he has prepared a number of suitable subjects and will transport them. N'haraz is expecting them to be bound and unconscious but, ever paranoid, has carved several paralysis glyphs around the circle (not shown on map yet), just be sure.
Since it wishes to reveal it's prizes at a suitable time (i.e. right before the ceremony) it is waiting for the PCs with only a handful servitors (8) to carry them and has locked and barred the room, preventing the Kua-toa accessing the chamber (or even noticing the fight). Once it sees the creatures are not bound, it swallows it's pride and begins to summon aboleth's from the nearby city to it's defense (but doesn't inform the kuo-toa partially due to racial pride and partially due to the fact that it's certain that the paranoid Blel-Plibbit will slay it for secretly transporting in surface dwellers during the most holy of ceremonies)[/sblock]
Room: 12 squares wide and 25 long. Dominated by a pool in the middle that's 4 squares on a side (plenty of room for a large aboleth to swim around) and goes down for 12 squares before connecting to the blackest depths of the ocean. The party appears on a 3x3 square in the middle of one end. There are 2x2 portals at diagonal corners. The far wall (the opposite wall from where the PCs appear) are locked and barred doors (can't be opened unless the eye is destroyed or out of range) leading to the rest of the complex.
With the Eye of the Old Ones in the room everything (doors, walls, etc) is effectively indestructible. If it's destroyed in the skill challenge or the aboleth flees then it's all normally destructible/openable.
[sblock=N'haraz]
Good god this thing has more powers than it could ever possibly use...
Aboleth Wizard Overseer Level 18 Solo Controller (Leader)
Large aberrant magical beast (aquatic) XP 10,000
Initiative +12 Senses Perception +16; darkvision
Mucus Haze aura 5; enemies treat the area within the aura as
difficult terrain.
HP 478; Bloodied 239
AC 35; Fortitude 33, Reflex 31, Will 35 + blur
Saving Throws +4
Speed 5, swim 10
Action Points 1+1?

Reach 2; +22 vs. AC; 1d8 + 8 damage (3d8 + 8 damage against a
dazed target), and the target is dazed (save ends).

Close burst 10; targets enemies; +20 vs. Will; 2d8 + 8 psychic
damage, and the target is dazed (save ends).

Ranged 10; targets a dazed humanoid; +20 vs. Will; the target is
dominated (save ends). An aboleth overseer can dominate only
one creature at a time.

Ranged 5; targets a dominated creature; +20 vs. Will; 6d8 + 8
psychic damage. A target reduced to 0 hit points or fewer by
this attack doesn’t die but becomes enslaved in preparation for
the Aboleth Servitor ritual. Enslaved targets are dominated, and
only the death of the overseer can end this domination. Once
a creature is enslaved, an aboleth overseer is free to dominate
other creatures.
✦Invisibility (minor; encounter) ✦ Illusion
The aboleth overseer and one ally within 10 squares of it turn
invisible until the end of the aboleth overseer’s next turn.
[sblock=Spells]
1 At Will Illusory Ambush
2 Utilites: Blur and Illusory Wall
1 Daily: Prismatic Beams
2 Encounters: Crushing Titans Fist (reflavored) and Thunderlance
Illusory Ambush (standard; At-Will✦ Arcane, Illusion, Implement
It creates an illusion of swirling spectral assailants that swarm over your enemy.

Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of N'h's next turn.
Effect: Until the end of the encounter, you gain a +2 power
bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

--wall 8 within 20 squares
[sblock=Illusory Wall Effect]Effect: The aboleth creates the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, N'h can make an attack (+15 vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.[/sblock]
Sustain Minor: You can sustain this power until the end of the encounter.

Scintillating beams of rainbow-colored light spring from N'h's
outstretched tendrils, affecting its foes in unpredictable ways.
Close burst 5 | Target: Each enemy in burst | Attack: +15 vs. Fortitude, Reflex, Will
Hit (Fortitude): 2d6 + 15 poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): 2d6 + 15 fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.

The aboleth wraps some of it's tentacles together, and crushing force seizes it's enemies like the tentacles of an invisible elder one.
Encounter ✦ Arcane, Force, Implement
burst 2 w/in 20 | +15 vs. Reflex
Hit: 3d8 + 15 force damage, and the target is immobilized until the end of your next turn.
Effect: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action.

A thunderous pulse of concussive energy rolls from its tentacle ,
bowling over the party enemies.
Close blast 5 (each creature) | +15 vs. Reflex
Hit: 4d6 + 15 thunder damage, and push the target 4 squares.
[/sblock]
********************************************
Alignment Evil Languages Deep Speech, telepathy 20
Skills Arcana +20, Dungeoneering +21, Insight +21, History +20
Str 26 (+17) Dex 16 (+12) Wis 25 (+16)
Con 22 (+15) Int 23 (+15) Cha 22 (+15)[/sblock]
[sblock=The Trap]
Technically, this trap shouldn't probably have a +13 vs Fort (the original was AC...) but it's 13th level vs 17th level characters, its really just filler.
Paralysis Glyphs Level 13 Obstacle (XP 800) - based on spectral tendrils DMG 91
Trap: This trap consists of a continuous field of 9 squares.
When a creature is within the the area of this attack, their body is assaulted by fatigue.
Perception
✦ DC 27: The character notices something strange the carvings on the ground.
Additional Skill: Arcana
✦ DC 23: The character recognizes some the gylphys, that serves as the trap’s focus.
✦ DC 31: The character’s knowledge provides a +2 bonus to
Thievery checks to disable the trap.
Trigger
When a creature enters or begins its turn in a trapped
square, the trap attacks.
Attack
Opportunity Action Melee
Target: Creature in trapped square
Attack: +18 vs.
Hit: 2d10 + 6 necrotic damage and dazed until the end of the
target’s next turn.
Aftereffect: Dazed until the end of the target’s next turn.
Countermeasures
✦ A character who makes a DC 27 Acrobatics check can
move through a trigger square without provoking the
attack. The squares count as difficult terrain.
✦ An adjacent character can disable a section of glyphs with a
DC 31 Thievery check.
[/sblock]
Victory Conditions: Destroy the Orb of the Hidden Shrine (held by N'haraz) and force the aboleth to flee (it flees when bloodied) OR kill N'haraz and use the Orb to close off the teleport portals (arcana hard difficulty but bonus if you can make moderate insight + history checks).
Treasure: the Stone of Zir (hidden in a recessed cavity in N'haraz's pool) (was ostensibly supposed to go to Z'nasrha as payment) --
[sblock=the Stone of Zir]
An large stone circle (about 0.5 meters wide and 20 points) that allows the carrier (not wielder; you just need to have it in you bag) and any allies within 4 squares survive as if they were in a hospitable environment.
The awesome thing about it (the reason why it's valuable) is that it's technically an artifact. It works everywhere. Even in the Shrine of Yog, the homes of the gods, etc.
It doesn't make it easy for you to move, or let you resist traps or hazards but you're completely immune to environmental type effects (even in the presence of deities, etc). Just the sort of thing an aboleth would want when heading on an extradimensional journey.
It'd probably even hold off the weirdness of the far realm for a while.
Oh well, it wasn't that brilliant an idea anyway. And better that they be rewarded with getting to use it, right?[/sblock]
[/sblock]
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