[Kombat Kraziness] Help me build a 17th level encounter

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
  • 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).
Encounter 2 -- isn't built to the point where it's got the xp budget spent yet
  • 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]


[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?
:bmelee: 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).
:close: 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).

:ranged: 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.
:ranged: 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.
:ranged: 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.

:area: 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.

:close: 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.


:area: 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.


:close: 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]
 

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[sblock=Encounter 2 - getting there but still needs work]
Basically the dimensional distortions have brought in a bunch of Slaad. Sorta a thematically weak encounter... but... spice it up with random stuff from limbo?

Lets say the Slaad offer to trade for the artifact. "Give us something interesting, and we'll go."

Need a massive room. Big columns, some open areas, lots of space for large creatures to get some hurt on.

The altar is near the lambent rainbow area.

[sblock=XP Budget]
16,000 seems a bit high for an easier encounter...
Still

1,200 - Altar
3,600 - Reds x3
3,200 - Blues x2
2,000 - Green
2,800 - Black

3,200 left over

[sblock=Creatures]
Altar of Zealotry (DMG pg 92 1,200 xp) -- dedicated to the Elder Ones

Red Slaad (Blood Slaad) Level 15 Soldier
Large elemental humanoid XP 1,200

Blue Slaad (Talon Slaad) Level 17 Brute
Large elemental humanoid XP 1,600

Green Slaad (Curse Slaad) Level 18 Controller
Large elemental humanoid XP 2,000

Black Slaad (Void Slaad) Level 20 Skirmisher
Large elemental humanoid XP 2,800
[/sblock][/sblock]


[sblock=OLD]It would be wise to try to block the destroy the Resonance Crystals before facing the so-called-Prophet. It approaches the... proper time... and the prophet has made some connection to the beyond. He may be overwhelmingly powerful if you can not weaken his connection to the Elder Ones. The Kuo-toa apparently believe that they must avoid this room in order to "remain pure" prior to the ceremony, but it has defenders of its own.

XP budget: ~16,000

Room: ? maybe thin beams over water? Altar of Zealotry (DMG pg 92 1,200 xp)?

Victory Conditions: Destroy the "resonating things" without tipping off the kuo-toa that they're under attack?

There is something about the shrine that "resonates". Maybe some magical columns that need to be broken? There are thin beams over water holding a number of glowing crystals. The encounter itself isn't hard, but the trick is to deal with it (and any defenses stationed here) -without- alerting the Kuo-toa.
The kuo-toa themselves are engaged in ritual purification and can not enter the room themselves. This does -not- stop them from coming to the edge of the room (there are 4 entryways) and blasting the snot out of the PCs/ harpooning them out of the room and into melee, etc.

Need better ideas for this one. This one, unlike the other two, should be a cakewalk if the PCs are slick.[/sblock][/sblock]

[sblock=Encounter 3]

[sblock=XP Spend]
8,000 The Mad Prophet Blel-Plibbit (Monitor + cleric + rogue templates ? -- is this going to make a useful monster?)
2,800 Whip Bodyguard (16th level elite -- Whip + Bodyguard (DMG 177))
2,800 "Whip" with the Horn of the Sea (16th level elite artillery with sonic powers (burst and blasts) -- need something to "reskin" as a Whip. The horn is used to sound the alarm and blast the PCs)
5000 Harpooner x5 (most in the side rooms)
7000 Guard x 20 (most in the side rooms)
5000 Monitors x5 (most in the side rooms)


33,000 xp

[sblock=Creatures]Kuo-toa Guard Level 16 Minion
Medium natural humanoid (aquatic) XP 350

Kuo-toa Harpooner Level 14 Soldier
Medium natural humanoid (aquatic) XP 1,000

Kuo-toa Monitor Level 16 Skirmisher
Medium natural humanoid (aquatic) XP 1,400 (hiding up in the corners above the PCs

Kuo-toa Whip Level 16 Controller (Leader)
Medium natural humanoid (aquatic) XP 1,400 2,800
+Bodyguard template[/sblock][/sblock]
Victory Condition: Kill Blel-Plibbit
Secondary Victory Condition: Live long enough to escape

Room
A room 32 squares long and 20 squares wide (4 -2 canal - 8 -2 canal - 4). The ceiling is 8 squares high (this becomes important when the room starts flooding). There is a raised dais at the far room (last 4 squares from the far wall), canals two squares wide run down the room from the dais. Water in the canals is provided by hideous looking frog statues that act as fountains. (Frog statues can act as cover for some people on the dais
There should be two "states". One where an alarm was triggered in the 2nd encounter (On alert) and one where it wasn't (Praying).

In the canals are several electric eels that set up current arcs on any non-KT (like a trap). If it hits again you're zapped (dazed or immobilized?)
[sblock=Electrified Zone - Base is Electrified Floor] Level 14 Elite Obstacle Trap XP 2000
The area between the two canals smells slightly of ozone and crackles.
Trap: This trap consists of 12 squares between the two that contain electrified zone (to close to either side of the canal and the effect doesn't work). When the trap is triggered, it attacks.
Perception
✦ DC 32 (+4 level +2 elite): The character can discern the slight crackle and zone between the two canals.
Additional Skill: Nature
✦ DC 28(+4 level +2 elite): The character’s knowledge suggests that creatures are responsible for the condition and can identify the area of the trap.
Trigger: When a creature enters or begins its turn in an electrified square, the trap attacks that creature.
Attack: Opportunity Action Melee 1
Target: Creature in a trapped square
Attack: +17 vs. Fortitude | Hit: 3d10 + 8* lightning damage and target is stunned (save ends). Miss: Half damage.
*=includes +2 for level increase

Countermeasures
✦Kill them eels[/sblock]

Hazard: On round 1 somebody spends a minor to start flooding the chamber.
It's waist deep (0.5 square) by round 2 (the electric eels starts swimming around, and zapping PCs) - difficult terrain (see DMG)
It's head deep (1 squares) by round 3
It's 2 squares by round 3
It's 4 squares by round 4
It's completely full (8 squares) by round 5

If they have the Stone of Zir from encounter 1 the PCs will be able to breath normally but will still be effected by the corporeal effects of the water. [/sblock]
 
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Setup - gave it it's own section, editing was making me crazy

The actual setup is now the IC thread.

[sblock=old]

You've made a deal with a devil, in this case the rogue aboleth Z'nasrha, to try to stop an even greater evil. The kuo-toa mystic, Blel-Plibbit, a mad-prophet apparently foretold by ancient prophesy, stands on the brink of calling forth an elder evil. For reasons of their own the aboleth are assisting the kuo-toa and allowing Blel-Plibbit access to the hidden shrine of Yog.
Z'nashra, in exchange for a favor (the memory of which you'd like to scour from your mind forever), has provided you with access to the teleport portal the aboleth use to access the hidden shrine.

At the fateful time you meet his agent, a hideously deformed half-orc and apparent member of a cult dedicated to the aboleth, at a remote tower. The aboleth was very specific about the timing, assuring you that it was necessary to arrive at the proper time.

Per your agreement the cultist has brought a special scroll that will allow you to teleport into the tower. In addition to the payment it requires, (which was teleported away and inspected by the Aboleth in its far off lair) you've brought with you the Thumb of Ao, an artifact that the creature has assured you will be essential to your quest.

[sblock=The Ark of Ao]The Ark of Ao is a box that contains the awesome power of the thumb. Exactly who or what Ao was isn't known. It supposedly dates back to prehistory, and it has been asserted that it is connected in some way to the Cerulean Sign.

The Ark is big and heavy, filling one square. It requires four normal people to carry. It's made entirely of stone quarried from the deepest earth. Aside from being almost indestructible; and containing the thumb without harm, it has no other useful properties.
Four people can lift and carry the ark usually. Two people can man handle it around but their speed drops by 4 (or 2 if their strengths are both over 20).
If you're moving the ark you need to all move on the same initiatives.

The Thumb has several unusual properties.
  • No one can ever remember what it looks like. Writings about the thumb tend to degrade or disappear. People who've tried to study it in depth likewise develop severe memory problems and/or debilitating insanities.
  • It suppresses all arcane and divine magic within a substantial range.
    ---If the ark is simply unlatched all arcane and divine magic (anything with the arcane and divine source) is suppressed within 20 squares under the thumb's stabilizing influence.
    ---If the arc is opened a) the opener is instantly slain (or else becomes a god in a far off dimension -- divinations are vague) b) all divine/arcane powers/items etc within a half mile is suppressed c) everything within an undetermined area begins to disintegrate.
    ---The hypothetical act of removing the thumb from the ark has never been properly tested. There have been suggestions that the thumb suppresses memories of catastrophes that it's removal from the ark has triggered. The most prominent advocate of this theory apparently recently sliced his own head open and ate his brain with a spoon.
[/sblock]

It's mind completely dominated by the aboleth the half-orc speaks in a hideous burbling voice My pod-sibling, N'haraz, has wielded the Eye of the Great One and overseen the Shrine of Yog for thousands of your years. It is a position of high honor with my people, and N'haraz jealously guards it's prerogative.

The shrine itself was... not... built by the blessed ones. It is more than hospitable to surface dwellers. And it is remote from the aboleth community; it would take reinforcements at least thirty minutes to travel there by normal methods.

The Eye of the Great One is an orb; it is set within a shaft, and forms a staff. The Eye is tuned to the shrine and the shrine, to it. Reality is... soft... around the shrine, with experience there are few things the possessor of the staff can not accomplish. And N'haraz has had the staff for a very long time.

The eye itself is indestructible, but even N'haraz can not call upon it's power if it is not in the proper setting. If you can shatter the staff magical access to the shrine, teleportation and the like, will be completely cut off.

The staff is the key. Without my aid you would not even be able to enter the shrine, and even then once N'haraz becomes aware of you and your intent you will never be able to escape so long as it controls the staff.

If you can not destroy the staff quickly... N'haraz is not the most inventive creature, but it can call upon allies and with time it will be able to turn the shrine else against you.

The staff is the key. Destroy it and... you may succeed or even... survive.


The half-orc takes a long pause, gently rubbing a massive cyst around its left eye.

If you have destroyed the staff, the shrine's geography should destabilize. The... softness ... combined with the natural pull of the shrine should begin to pull the shrine partially out of reality. There will be unusual aural and visual effects, dimensional distortions. These may be troublesome for you, but will almost certainly be equally confusing for the mentally deficient kuo-toa and their mad leader.

You have brought the Thumb of Ao?
The orc looks down at the box and makes an unpleasant purring sound.Excellent. Yes. The central shrine contains a lambent area. Moving the Thumb of Ao into position and ... relaxing... the wards on it's vessel should cut off the shrine from the other dimensions including Blel-Plibbit's so-called-connection to the Elder Ones. At least so long as the Ark remains within the room.

Kuo-toa apparently believe that they must avoid this room in order to "remain pure" prior to their ceremony. You should be able to perform this with little difficulty.


The half-orc pauses to allow that to sink in.

Blel-Plibbit and his followers believe he is the blessed one. It is an article of faith that he will be able to call forth the Elder Evil at the... proper time ...even without the support of the aboleth and or the connection provided the shrine.

Perhaps he is mistaken, but I do not think you can take the chance, hmm?
[/sblock]
 
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Friend and I were talking over the weekend.
Since the aboleth is artillery I want B-P to mix it up. I'm thinking Cleric (battle oriented) and Battle Champion (if a solo isn't too much). Frequent crits and helping others flank gives him a sort of leader/monk aspect.

And his buddy the whip bodyguard is going to have to go paladin (bleh, character templates are the pits....). The "bodyguard" template doesn't actually do much bodyguarding.
 

And the Slaad in the 2nd encounter will be "corrupted Kuo-toa" who were banished and are trying to do a "land grab" by shifting in during the planar discordance and communing with the elder gods at the proper moment.
 

Round 1 halftime

So my initial reaction (WD just posted Belkars action - so we're still just a few actions into round 1) is mixed. People are ignoring the staff (though, I think I may add in a bit of a kicker to get them moving on that front, the aboleth's up soon), and they seem intimidated by the trap (which is weird because it's 13th level, I forgot to have it do damage, and I'm having it attack once a round instead of "when a creature enters or begins it's action...).

Still they couldn't avoid the trap so maybe that's contributing... but for 800 xp I didn't expect this sort of response (and with no damage and only attacking once a round it's probably half as effective as normal).

WD seems to be taking the Belkar name seriously though, so we'll see how that shakes out.

[sblock=N'h stats]416/478
AC → 33 til R2_25.5[/sblock]
 
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So the aboleth went. Objectively speaking the PCs did pretty well. It flubbed its attempt to dominate Lasra (which cost it an action point).

Crushing Tentacles (which is just a flavor changed Crushing Titan’s Fist) only hit three people. Of course one or two of them are stuck on the trap, but they are fighting a controller....
(And a solo, which has to be pretty decent at what it does).

Of course, the PCs don't know they'll only be fighting the aboleth until it's bloodied, so it probably looks tougher. Objectively speaking I should probably have banged the staff thing harder in the introduction. But I think there were no less than three or four lines about it.
Calling it out OOC would probably have been the right thing to do but I didn't...

I had to make a quick ruling regarding the whole shift reality thing. Moving away from Belkar without giving him a roll seemed unfair. So I just had N'h roll to attack vs will. It missed and so Belkar "went along with".

The darkness stuff is pretty annoying. I didn't want the fight to involve darkness really. But thems the rules and I think I ought to stick with them. I know my character's going to have cannith goggles.
 
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So the aboleth teleported around and inflicted some serious hurting. The Solo's get 2 APs thing? Pretty good. It's actually working its way through its encounters and dailies.
Enslave is more to scare people than anything else I think. It'd be a terrible decision to actually use it.
Dominating? Not so awesome. Most at wills aren't really going to do much damage or be a big deal.

Theoretically somebody could have interrupted it when it teleported in close, maybe. That's a ranger thing though, and Belkar is on the other side of the board and Aeloishi is ranged.
I should say, Belkar did try to interrupt, but the interrupt that WD wanted to use only works on adjacent foes. And the aboleth moved away from him last round.

Originally it was going to summon more crap every round. But there's enough on the board. They can't really kill a lasher and a slime mage every round...

I was going to let it "reverse" Lasra's attack and bring back its servitors, but I figured two "free" teleports were enough. (Though it didn't spend a minor or a move this round, but anyway).
But if they don't start targeting the staff soon?
It's more minions at the least.
 
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Soooo, it's round 3; everyone is beating up the Lasher, nobody's attacking the staff, or spending a minor on perception checks.
Hadn't really thought about the effects of daze visa vie healing word. Annoying for Jack I'm sure.

But they seem to be able to strip off status effects better and faster than the Aboleth can drop them.
Of course, it goes next. I'm thinking it summons a ____ton of stuff with the staff and beats up Belkar for a while.
Dazed creatures can still charge. I if you're dominated, are you still an enemy?

[sblock=N'h stats]406/478[/sblock]

My map was total ____ last round. Didn't have the aura's in the right place. Fixed now. Still, there was less marked before, so I can argue toward generosity I suppose.
 
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Spitballed up a quick perception check table so people can take charge of their character's perceptiveness.

Other people do this on other threads.
I should probably have put it up sooner.
But the whole "darkness" thing, I guess discouraged me from being too specific.
Just mentioning it on the OOC thread was apparently not enough push.

Of course, we are talking about a creature that's 20ish squares away so people's actions are limited.

And with the bucket o' summons coming in this round they're going to have some trouble getting around.
(Still, I gave them a free round with no summons, so that's something, right?)
 

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