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Revenge of the Iron Lich
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<blockquote data-quote="Saagael" data-source="post: 5903302" data-attributes="member: 84839"><p>I've run this adventure 3 times so far (all for conventions) and love it. This kind of dungeon won't fit well into an ongoing game with how deadly it is. However, there are a few things you an do to make it work. Here's what I suggest.</p><p></p><p>I like the idea of upping the time limit, but do not remove it. If you remove the time limit the puzzles become just stumbling blocks as the PCs spend a half hour trying to figure them out. 5 hours should be enough for a decent group to get through it.</p><p></p><p>The adventure comes with a built-in mechanism for dealing with dead PCs: they become ghosts that can help out 1/encounter. There are also ways of bringing back these dead PCs: there's the Goddess of Fate that grants a Wish spell if the players put the broken holy symbol (random item, but consider giving it to them for free) in the wooden box from the treasure horde in the obelisk. There's also the lich-ification sarcophagus, which I decided would work even on dead PCs (brings them back with no surges, and hit points).</p><p></p><p>Consider making it so that if the PCs complete the adventure, all dead PCs are brought back somehow. Only if there's a TPK do the PCs stay dead.</p><p></p><p>Tone done the save-or-die effects, and adventure-long effects. Effects on the deck of mortals, or the traps, or the monsters that have adventure-long effects should be toned down. Instead of blinded for the adventure, the PC takes -10 to perception and grants combat advantage. Instead of turning to a statue of pure gold, the PC is slowed until the end of the adventure.</p><p></p><p>The skill challenge with the skeleton should be toned down (IIRC, if any PCs are bloodied, he kills them all). Not sure how you run skill challenges so I'll leave this up to you.</p><p></p><p>For the final encounter, I'd tone down the Necromancer Congregation and Lich Robot thing to be elites, instead of solos, and then severely tone down the powers of the Iron lich (power word Kill, flesh to steel, etc). I don't know how capable your group is so I can't say how much to tone it down.</p><p></p><p>The last option for running this as part of a campaign (which I'm doing soon) is to run it at level 26 or higher, with only slight changes in numbers. At that level the players can cheat death and are really powerful, and can take on such challenges. I'll be doing this when my group hits level 28 in a few months.</p><p></p><p>Hope this helps! <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></blockquote><p></p>
[QUOTE="Saagael, post: 5903302, member: 84839"] I've run this adventure 3 times so far (all for conventions) and love it. This kind of dungeon won't fit well into an ongoing game with how deadly it is. However, there are a few things you an do to make it work. Here's what I suggest. I like the idea of upping the time limit, but do not remove it. If you remove the time limit the puzzles become just stumbling blocks as the PCs spend a half hour trying to figure them out. 5 hours should be enough for a decent group to get through it. The adventure comes with a built-in mechanism for dealing with dead PCs: they become ghosts that can help out 1/encounter. There are also ways of bringing back these dead PCs: there's the Goddess of Fate that grants a Wish spell if the players put the broken holy symbol (random item, but consider giving it to them for free) in the wooden box from the treasure horde in the obelisk. There's also the lich-ification sarcophagus, which I decided would work even on dead PCs (brings them back with no surges, and hit points). Consider making it so that if the PCs complete the adventure, all dead PCs are brought back somehow. Only if there's a TPK do the PCs stay dead. Tone done the save-or-die effects, and adventure-long effects. Effects on the deck of mortals, or the traps, or the monsters that have adventure-long effects should be toned down. Instead of blinded for the adventure, the PC takes -10 to perception and grants combat advantage. Instead of turning to a statue of pure gold, the PC is slowed until the end of the adventure. The skill challenge with the skeleton should be toned down (IIRC, if any PCs are bloodied, he kills them all). Not sure how you run skill challenges so I'll leave this up to you. For the final encounter, I'd tone down the Necromancer Congregation and Lich Robot thing to be elites, instead of solos, and then severely tone down the powers of the Iron lich (power word Kill, flesh to steel, etc). I don't know how capable your group is so I can't say how much to tone it down. The last option for running this as part of a campaign (which I'm doing soon) is to run it at level 26 or higher, with only slight changes in numbers. At that level the players can cheat death and are really powerful, and can take on such challenges. I'll be doing this when my group hits level 28 in a few months. Hope this helps! :) [/QUOTE]
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