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Lost City of Omu for high-level PCs (spoilers)
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<blockquote data-quote="CapnZapp" data-source="post: 7472371" data-attributes="member: 12731"><p>Eep. Wow, that was one detailed play report. </p><p></p><p>Yes, there has been more sessions since, but unfortunately I cannot provide detailed commentary. </p><p></p><p>The party has finished with Omu - collecting all the cubes, cleaning house in the Fane, and entered the Tomb just before summer break.</p><p></p><p>Highlights:</p><p>I modified Broken Nails so his gods gave him three slaying arrows each morning with the names of today's quarries written on them (three random PCs). With his Oathbow he can shoot for 20d6 damage at 600 ft distance without disadvantage (a slight simplification of his damage, sneak damage, slaying damage, and oath(?) damage). </p><p></p><p>First he merely grazed one PC for ~55 dmg but then he critted the careless second one for well over average dmg (let's say 180 dmg): instant death (taking the rogue from fully healed to negative maximum in one hit). There went their only ressurrection scroll... ;-)</p><p></p><p>The rogue got his revenge, though: successfully sneaking up on the feline senior citizen Rambo, evading all his traps, find him snugly in bed sleeping like the old codger Broken Nails really is. It was a tense moment though. Since they did not believe they could cure his dementia, he mercy-killed the sleeping Tabaxi.</p><p></p><p>The fight against another mythic King was also a success - the King of Feathers. As I might have explained somewhere, I made the Powers that Be ensure he WILL be killed in single combat: each party member approaching the amphitheater enters strange mists: a "pocket plane", very similar to your own ethereal plane only containing one hunter and one copy of the dino. Back away, and that effect disappears again (you're not trapped). Unless you have ethereal travel or force spells, you can't help your fellow hunters against their copy (but you can still see into their dimensions up to 60 ft away). Once one copy is dead, we have a Master Hunter and the mythic effect dissipates (all planes joining back together).</p><p></p><p>This fight was - like all separated fights - very tense, with some classes predictably doing much better than others. The Sorcerer and Paladin could nova to kill the dino before it killed them (but in the Sorq's case it was up to the final initiative). The monk and rogue stood no chance of killing their respective King, but rather easily survived until the end. The end result was two Master Hunters (killing their King during the same round).</p><p></p><p>Other encounters in the city were mostly of the cool non-combat variety. I recommend adding the encounters from the Tomb of Annihilation Companion from Power Score. (Somewhere I've posted my version of the Omu map, where you can see how many locations I added)</p><p></p><p>The players tired somewhat on the puzzles for the cubes, or perhaps the best ones came first...</p><p></p><p>The Fane of the Serpent became a HUGE fight, but it really had to (or there would be no challenge). </p><p></p><p>Again, instead of beefing up monsters (=replacing them), I mostly had the whiole temple try to attack the heroes in one fight, no holding back. </p><p></p><p>They killed Ras Nsi, his bodyguard, his hydra and a bunch of guards in his throne room (him getting backstabbed by Fenthaza). They in turn broke their deal with her (that is, they never had any intention of leaving before everything was dead), but thought they could get in a short rest by barricading themselves in Ras' private chambers.</p><p></p><p>I could not allow them to trivialize the fight by splitting it up with a rest, so I let Fenthaza collect every guard there was, and assaulting them in waves. Cultists, purebloods, malisons, the Awakened snake's mesmerizing incense, spawn of Kyuss, minotaur skeletons and an elite bone naga, lots more yuan-ti, and Fenthaza and her oracle priestesses. Instead of trying to hold out, however, they charged out as soon as the first wave was defeated, and the fight ended up in the main temple. </p><p></p><p>That fight took most of two long sessions and resulted in something like 85 dead monsters... but nothing could prevent the heroes from winning. Not even the surprise Red Hag (from Tome of Beasts) hiding in the pool of blood!</p><p></p><p>At least I managed to fully deplete them - all abilities, points, items, and resourced used up, and most of them were bloodied as well <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>That said I don't recommed this approach - it simply takes very long. D&D works better with more capable monsters that ultimately die quicker. In this case, I felt I had to make the point the temple was a tough nut to crack, and that the option to make a deal with Fenthaza would have been quicker. </p><p></p><p>Side note: my players HATE to diplomatize with irredeemably evil races (Drow, Yuan-Ti). The idea to make deals with conssumate backstabbers is incomprehensible to them. Yet, so many D&D supplements that take that possibility into account...</p><p></p><p>Then they entered the Tomb (fully longrested)... the only big modification I can remember offhand is that I've decided Withers and his crew gets auto-ressurrected each night, so they can't relax after just killing them once.</p><p></p><p>As before I'm restricting long rests (with the Ubtao's favor or whatitscalled), which would require them to leave the tomb temporarily.</p><p></p><p>I still have the party of Red Wizards as an ace up my sleeve. Think their stats is above(?) - as Volo specialist wizards whose tattoos give heroes disadvantage on saves, they should be much more dangerous working as a team than the anemic suggestion from the adventure text to have Red Wizard Mage NPCs spread out to be taken down one by one... Undecided on when to best use them, however; except I won't save them until last. (Don't like to reward heroics with a tough fight when they believe they've already completed the entire campaign)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7472371, member: 12731"] Eep. Wow, that was one detailed play report. Yes, there has been more sessions since, but unfortunately I cannot provide detailed commentary. The party has finished with Omu - collecting all the cubes, cleaning house in the Fane, and entered the Tomb just before summer break. Highlights: I modified Broken Nails so his gods gave him three slaying arrows each morning with the names of today's quarries written on them (three random PCs). With his Oathbow he can shoot for 20d6 damage at 600 ft distance without disadvantage (a slight simplification of his damage, sneak damage, slaying damage, and oath(?) damage). First he merely grazed one PC for ~55 dmg but then he critted the careless second one for well over average dmg (let's say 180 dmg): instant death (taking the rogue from fully healed to negative maximum in one hit). There went their only ressurrection scroll... ;-) The rogue got his revenge, though: successfully sneaking up on the feline senior citizen Rambo, evading all his traps, find him snugly in bed sleeping like the old codger Broken Nails really is. It was a tense moment though. Since they did not believe they could cure his dementia, he mercy-killed the sleeping Tabaxi. The fight against another mythic King was also a success - the King of Feathers. As I might have explained somewhere, I made the Powers that Be ensure he WILL be killed in single combat: each party member approaching the amphitheater enters strange mists: a "pocket plane", very similar to your own ethereal plane only containing one hunter and one copy of the dino. Back away, and that effect disappears again (you're not trapped). Unless you have ethereal travel or force spells, you can't help your fellow hunters against their copy (but you can still see into their dimensions up to 60 ft away). Once one copy is dead, we have a Master Hunter and the mythic effect dissipates (all planes joining back together). This fight was - like all separated fights - very tense, with some classes predictably doing much better than others. The Sorcerer and Paladin could nova to kill the dino before it killed them (but in the Sorq's case it was up to the final initiative). The monk and rogue stood no chance of killing their respective King, but rather easily survived until the end. The end result was two Master Hunters (killing their King during the same round). Other encounters in the city were mostly of the cool non-combat variety. I recommend adding the encounters from the Tomb of Annihilation Companion from Power Score. (Somewhere I've posted my version of the Omu map, where you can see how many locations I added) The players tired somewhat on the puzzles for the cubes, or perhaps the best ones came first... The Fane of the Serpent became a HUGE fight, but it really had to (or there would be no challenge). Again, instead of beefing up monsters (=replacing them), I mostly had the whiole temple try to attack the heroes in one fight, no holding back. They killed Ras Nsi, his bodyguard, his hydra and a bunch of guards in his throne room (him getting backstabbed by Fenthaza). They in turn broke their deal with her (that is, they never had any intention of leaving before everything was dead), but thought they could get in a short rest by barricading themselves in Ras' private chambers. I could not allow them to trivialize the fight by splitting it up with a rest, so I let Fenthaza collect every guard there was, and assaulting them in waves. Cultists, purebloods, malisons, the Awakened snake's mesmerizing incense, spawn of Kyuss, minotaur skeletons and an elite bone naga, lots more yuan-ti, and Fenthaza and her oracle priestesses. Instead of trying to hold out, however, they charged out as soon as the first wave was defeated, and the fight ended up in the main temple. That fight took most of two long sessions and resulted in something like 85 dead monsters... but nothing could prevent the heroes from winning. Not even the surprise Red Hag (from Tome of Beasts) hiding in the pool of blood! At least I managed to fully deplete them - all abilities, points, items, and resourced used up, and most of them were bloodied as well :-) That said I don't recommed this approach - it simply takes very long. D&D works better with more capable monsters that ultimately die quicker. In this case, I felt I had to make the point the temple was a tough nut to crack, and that the option to make a deal with Fenthaza would have been quicker. Side note: my players HATE to diplomatize with irredeemably evil races (Drow, Yuan-Ti). The idea to make deals with conssumate backstabbers is incomprehensible to them. Yet, so many D&D supplements that take that possibility into account... Then they entered the Tomb (fully longrested)... the only big modification I can remember offhand is that I've decided Withers and his crew gets auto-ressurrected each night, so they can't relax after just killing them once. As before I'm restricting long rests (with the Ubtao's favor or whatitscalled), which would require them to leave the tomb temporarily. I still have the party of Red Wizards as an ace up my sleeve. Think their stats is above(?) - as Volo specialist wizards whose tattoos give heroes disadvantage on saves, they should be much more dangerous working as a team than the anemic suggestion from the adventure text to have Red Wizard Mage NPCs spread out to be taken down one by one... Undecided on when to best use them, however; except I won't save them until last. (Don't like to reward heroics with a tough fight when they believe they've already completed the entire campaign) [/QUOTE]
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