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Lost City of Omu for high-level PCs (spoilers)
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<blockquote data-quote="CapnZapp" data-source="post: 7388851" data-attributes="member: 12731"><p><u>The nine shrines</u></p><p></p><p>In general, I'm a bit conservative with upgrades here. I already have beefed up the Red Wizards (both as individuals, but mainly by having them stick together) and Bag of Nails/Kings of Feather, and added a couple of dangerous locations (many more Yuan-Ti, House of Dead...)</p><p></p><p>My general assumption going into a detailed read-thru of the nine shrines, is that a simple doubling of any trap damage and just possibly a general +2 save DC bump might do it. Let's see if I'm correct <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p><strong>F. Kubazan (original location #3)</strong></p><p></p><p>I'll probably keep the sole Froghemoth, only making the pool deeper so it can snatch one PC and force anyone else to dive into the pool*. Also, the party doesn't need the advance warning, so don't have it reveal itself by sticking up its eyestalks - it really only stands a chance of a decent encounter if the party needs to come to it. If they can just kill it from afar it's just a sitting duck. Or frog.</p><p></p><p>*) rule you don't have line of sight to the submerged 'hemoth from above the surface.</p><p></p><p>The puzzle and traps inside are easy, but that's okay. Possibly make the stakes deal 2d6 damage, but I don't anticipate the Rogue failing his Dex check.</p><p></p><p>I'd add a gust of wind preventing the heroes from simply jumping across (a recurring theme with ToA - its designers clearly have never contemplated jumping heroes, in several areas the distances are trivial)</p><p></p><p><strong>I. Shagambi (original location #4)</strong></p><p></p><p>Fighting the Kamadans is trivial at this point, so I'm thinking doing that should be a fail move - we need Shagambi to curse anyone hurting the cubs. Easiest is a vanilla DC 15 Bestow Curse, easily removed with Remove Curse, but still sends a signal you displeased Shagambi. </p><p></p><p>Inside, I'm thinking "fighting with honor" is key. I know I'm already using the "single combat" idea for Kings of feather, but it feels appropriate here to challenge each monster on an "honorable" duel like 1:1 or otherwise as Shagambi (the DM) deems fair (or its spear crumbles to dust, and a replica monster appears the next day).</p><p></p><p>I'm aware these gladiators have caused level-appropriate groups plenty of grief - but my group is neither level-appropriate or afraid of hard fights <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>R. I'Jin (original location #10)</strong></p><p>Again, curse anyone killing the almiraj.</p><p></p><p>As for the traps themselves... they're strangely hollow. What about not sticking to plans? Just sensible trap-avoidance really works, so it seems something's missing here.</p><p></p><p>I would have the rule be "don't step on the same animal twice" and the exception be "except for almirajs". Instead of getting temp hp (which high-level heroes don't need) make it so you actually have to depress all almirajs to remove the puzzle cube.</p><p></p><p>As for the axe traps, the intent seems to punish secret door finders (why else walk up close to the dead end) and I guess that's okay. I would still have each square of the mini-labyrinth feature a pressure plate, so the party gets skittish and doesn't just run around freely. (I guess the druid will simply turn into a spider and do just that anyway)</p><p></p><p>Furthermore I'd have the 10D doors only open if both doors are opened at the same time (the fact the party needs to split up will always freak out my party).</p><p></p><p><strong>W. Wongo (original location #12)</strong></p><p>A complex one. If the character chooses to fight, I'd give the su-monsters "regenerate 27 per turn", meaning that a single character needs to kill one, or it's fully fresh for the next. (Fleeing the room is one option) Their stun ability doesn't have a high save DC, but if four character get trapped behind the portcullis (and so it's only one or two PCs left) this might turn out to be interesting... </p><p></p><p>If the character chooses to curse, it appears the challenge is merely to dispel any affected character before the adventure continues, which isn't interesting enough at high level. I'd make each cursed character get attacked by a su-monster each, and to have the portcullis drop regardless. Any character that passes the save will easily kill "its" attacker; and only if the characters stayed in the four corridors will the actual fight become interesting - I'd have each character killed (in animal form) by a Su-Monster stay dead when the Polymorph wears off.</p><p></p><p><strong>b. Moa (original location #6)</strong></p><p>I'm thinking there needs to be something like Reverse Gravity making it non-trivial to cross the 60 ft gulf... My party will probably suspect a trap and rather be safe than sorry and teleport across. If this means they send a lone PC across, all the better <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Researching Jaculis, I find online: "they are large (8' to 12') but fairly feeble (1 HD) serpents, most commonly found in woods or trees. They feed on tree mosses and insects. Usually encountered in swarms of 11-20..." and there we have it. Of course even twenty 1 HD critters should be a trivial Fireball away from dead, but still..</p><p></p><p>In 5E they're only 1/2 a HD, so even less cause for concern. I'll probably allow them to take 20 on their camouflage, since DC 24 will still probably mean they're spotted.</p><p></p><p>Inside, the only change I'd make is to have all twelve archers focus-fire on the lead PC.</p><p></p><p>d. Unkh (original location #8) </p><p>This is the shrine I'd choose to be empty. The ghasts is an excellent misdirection, and Unkh's cube is the one you "can do without" at the tomb entrance.</p><p></p><p>As for changes, I'll probaby use the suggestion I found on Reddit to make the keys white, so the "put all the colors of the rainbow together" becomes a good clue. Especially given the powers of a Flail Snail.</p><p></p><p>I'm reading about the Flail Snail's stun effect, and so I'd have the statue emit this light, which makes its dazzling rays slightly more of a concern. I'd have the statue keep this up while the wrong key is inserted, making this a nice (if unlikely) TPK if everybody fails their stunning save <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>h. Obo'laka (original location #19)</strong></p><p>I agree (with Reddit) it's better to start with the torches and simply have to shine their light onto the cube, than having to figure out that they must be placed in the sconces outside (for no apparent reason). I don't see how Mage Hand trivializes the puzzle. Either you use magic to protect the torchlight during pool transport, or you find and use the secret passageway. The mirror idea is clever though and ought to get a pass from a generous DM. </p><p></p><p>Since defeating the Red Wizard is trivial at this level (he won't survive the surprise round and will never get to make a single action), I'm removing his gear (a henchman brought it back to base, also informing Zagmira that Voj needs stone-to-fleshing, which they haven't come around to doing just yet). </p><p></p><p><strong>r. Papazotl (original location #16)</strong></p><p>Ouch. Dat puzzle. At least make close inspection of the 16C riddle inscription reveal that each letter is inscribed in a faint square (to hint that it needs to be put on the grid).</p><p></p><p>t. Nangnang (original location #18)</p><p>As I understand it, the adventure makes us want to believe Chief Yorb never tried offering the treasures to Nangnang - that he always had his underlings (in plural) carry them for him?</p><p></p><p>In other words, that the one thing Chief Yorb never tried, was to be alone in making the offerings. That sounds preposterous for a self-centered chief. </p><p></p><p>I guess I have to let this slide - the puzzle is hard enough as it is.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7388851, member: 12731"] [U]The nine shrines[/U] In general, I'm a bit conservative with upgrades here. I already have beefed up the Red Wizards (both as individuals, but mainly by having them stick together) and Bag of Nails/Kings of Feather, and added a couple of dangerous locations (many more Yuan-Ti, House of Dead...) My general assumption going into a detailed read-thru of the nine shrines, is that a simple doubling of any trap damage and just possibly a general +2 save DC bump might do it. Let's see if I'm correct :) [B]F. Kubazan (original location #3)[/B] I'll probably keep the sole Froghemoth, only making the pool deeper so it can snatch one PC and force anyone else to dive into the pool*. Also, the party doesn't need the advance warning, so don't have it reveal itself by sticking up its eyestalks - it really only stands a chance of a decent encounter if the party needs to come to it. If they can just kill it from afar it's just a sitting duck. Or frog. *) rule you don't have line of sight to the submerged 'hemoth from above the surface. The puzzle and traps inside are easy, but that's okay. Possibly make the stakes deal 2d6 damage, but I don't anticipate the Rogue failing his Dex check. I'd add a gust of wind preventing the heroes from simply jumping across (a recurring theme with ToA - its designers clearly have never contemplated jumping heroes, in several areas the distances are trivial) [B]I. Shagambi (original location #4)[/B] Fighting the Kamadans is trivial at this point, so I'm thinking doing that should be a fail move - we need Shagambi to curse anyone hurting the cubs. Easiest is a vanilla DC 15 Bestow Curse, easily removed with Remove Curse, but still sends a signal you displeased Shagambi. Inside, I'm thinking "fighting with honor" is key. I know I'm already using the "single combat" idea for Kings of feather, but it feels appropriate here to challenge each monster on an "honorable" duel like 1:1 or otherwise as Shagambi (the DM) deems fair (or its spear crumbles to dust, and a replica monster appears the next day). I'm aware these gladiators have caused level-appropriate groups plenty of grief - but my group is neither level-appropriate or afraid of hard fights :) [B]R. I'Jin (original location #10)[/B] Again, curse anyone killing the almiraj. As for the traps themselves... they're strangely hollow. What about not sticking to plans? Just sensible trap-avoidance really works, so it seems something's missing here. I would have the rule be "don't step on the same animal twice" and the exception be "except for almirajs". Instead of getting temp hp (which high-level heroes don't need) make it so you actually have to depress all almirajs to remove the puzzle cube. As for the axe traps, the intent seems to punish secret door finders (why else walk up close to the dead end) and I guess that's okay. I would still have each square of the mini-labyrinth feature a pressure plate, so the party gets skittish and doesn't just run around freely. (I guess the druid will simply turn into a spider and do just that anyway) Furthermore I'd have the 10D doors only open if both doors are opened at the same time (the fact the party needs to split up will always freak out my party). [B]W. Wongo (original location #12)[/B] A complex one. If the character chooses to fight, I'd give the su-monsters "regenerate 27 per turn", meaning that a single character needs to kill one, or it's fully fresh for the next. (Fleeing the room is one option) Their stun ability doesn't have a high save DC, but if four character get trapped behind the portcullis (and so it's only one or two PCs left) this might turn out to be interesting... If the character chooses to curse, it appears the challenge is merely to dispel any affected character before the adventure continues, which isn't interesting enough at high level. I'd make each cursed character get attacked by a su-monster each, and to have the portcullis drop regardless. Any character that passes the save will easily kill "its" attacker; and only if the characters stayed in the four corridors will the actual fight become interesting - I'd have each character killed (in animal form) by a Su-Monster stay dead when the Polymorph wears off. [B]b. Moa (original location #6)[/B] I'm thinking there needs to be something like Reverse Gravity making it non-trivial to cross the 60 ft gulf... My party will probably suspect a trap and rather be safe than sorry and teleport across. If this means they send a lone PC across, all the better :) Researching Jaculis, I find online: "they are large (8' to 12') but fairly feeble (1 HD) serpents, most commonly found in woods or trees. They feed on tree mosses and insects. Usually encountered in swarms of 11-20..." and there we have it. Of course even twenty 1 HD critters should be a trivial Fireball away from dead, but still.. In 5E they're only 1/2 a HD, so even less cause for concern. I'll probably allow them to take 20 on their camouflage, since DC 24 will still probably mean they're spotted. Inside, the only change I'd make is to have all twelve archers focus-fire on the lead PC. d. Unkh (original location #8) This is the shrine I'd choose to be empty. The ghasts is an excellent misdirection, and Unkh's cube is the one you "can do without" at the tomb entrance. As for changes, I'll probaby use the suggestion I found on Reddit to make the keys white, so the "put all the colors of the rainbow together" becomes a good clue. Especially given the powers of a Flail Snail. I'm reading about the Flail Snail's stun effect, and so I'd have the statue emit this light, which makes its dazzling rays slightly more of a concern. I'd have the statue keep this up while the wrong key is inserted, making this a nice (if unlikely) TPK if everybody fails their stunning save :) [B]h. Obo'laka (original location #19)[/B] I agree (with Reddit) it's better to start with the torches and simply have to shine their light onto the cube, than having to figure out that they must be placed in the sconces outside (for no apparent reason). I don't see how Mage Hand trivializes the puzzle. Either you use magic to protect the torchlight during pool transport, or you find and use the secret passageway. The mirror idea is clever though and ought to get a pass from a generous DM. Since defeating the Red Wizard is trivial at this level (he won't survive the surprise round and will never get to make a single action), I'm removing his gear (a henchman brought it back to base, also informing Zagmira that Voj needs stone-to-fleshing, which they haven't come around to doing just yet). [B]r. Papazotl (original location #16)[/B] Ouch. Dat puzzle. At least make close inspection of the 16C riddle inscription reveal that each letter is inscribed in a faint square (to hint that it needs to be put on the grid). t. Nangnang (original location #18) As I understand it, the adventure makes us want to believe Chief Yorb never tried offering the treasures to Nangnang - that he always had his underlings (in plural) carry them for him? In other words, that the one thing Chief Yorb never tried, was to be alone in making the offerings. That sounds preposterous for a self-centered chief. I guess I have to let this slide - the puzzle is hard enough as it is. [/QUOTE]
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