Hello, all!
I just purchased Crypt of the Devil-Lich after previewing it (and checking John Cooper's review on ENWorld). I like it a LOT. It's good stuff in the Old School style.
Has anyone attempted to run it for higher level characters? I'm planning on adjusting it for Epic-Level characters (25th level, in my case) and toughening up many of the encounters.
Does anyone have any suggestions for running the module at those levels? I plan on using an ELH demi-lich instead of the devil lich at the end of the module, but was curious if anyone had any specific suggestions about the rest of the module.
DCC 13: Crypt of the Devil-Lich - Epic Level Suggestions?
Moderators: DJ LaBoss, finarvyn, Harley Stroh
Well, in the pursuit of my own answer (and feel free to chime in with ideas, folks), I'll start with some preliminaries from my first pass through.
1: Replace the devil-lich with a 3.5 ELH Demi-Lich.
2. Raise most trap, search and lock DCs by 10.
3. I've already established in-game that the Tomb of Horrors has an entrance that moves constantly throughout the Vast Swamp. Therefore, I'm making the entire area a demi-plane that is coterminous with the Prime (and only at the entrance), and subject to specific restrictions. It will be Finite-Size, have Static Morphology that is subject to Normal Gravity but Erratic Time. The plane will be Negative-Dominant and Strongly Evil-Aligned. I'm considering adding the Impeded Magic restriction for any living creatures, as well...but I'm still deciding on that one.
4. Advance most creatures CR by 5, at least.
I may or may not decide to restrict 'Find the Path'....but some of it's inherent restrictions may make it so I don't have to do that.
1: Replace the devil-lich with a 3.5 ELH Demi-Lich.
2. Raise most trap, search and lock DCs by 10.
3. I've already established in-game that the Tomb of Horrors has an entrance that moves constantly throughout the Vast Swamp. Therefore, I'm making the entire area a demi-plane that is coterminous with the Prime (and only at the entrance), and subject to specific restrictions. It will be Finite-Size, have Static Morphology that is subject to Normal Gravity but Erratic Time. The plane will be Negative-Dominant and Strongly Evil-Aligned. I'm considering adding the Impeded Magic restriction for any living creatures, as well...but I'm still deciding on that one.
4. Advance most creatures CR by 5, at least.
I may or may not decide to restrict 'Find the Path'....but some of it's inherent restrictions may make it so I don't have to do that.
For those so interested, you can follow the story-hour (written by my players) here:
http://www.enworld.org/showthread.php?p ... ost2297972
The first half of this entry deals with them completing a mission for Wastri, the Hopping Prophet, a demi-god of Greyhawk who knows the way to get to the Tomb of Horrors (in reality DCC13).
When I have time, I'll post stat-blocks for some of the Epic Level creatures that the PCs have faced, such as the epic-level versions of the Hellwasp swarms (or, as I renamed them, the Horror Hellwasps).
http://www.enworld.org/showthread.php?p ... ost2297972
The first half of this entry deals with them completing a mission for Wastri, the Hopping Prophet, a demi-god of Greyhawk who knows the way to get to the Tomb of Horrors (in reality DCC13).
When I have time, I'll post stat-blocks for some of the Epic Level creatures that the PCs have faced, such as the epic-level versions of the Hellwasp swarms (or, as I renamed them, the Horror Hellwasps).
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goodmangames
- Cold-Hearted Immortal
- Posts: 2704
- Joined: Sun Dec 01, 2002 12:41 pm
- Location: San Jose, CA
This is pretty cool. I've always wanted to publish an adaptation of Tomb of Horrors for 3E, but could never get permission from WotC to do it. I love the giant crab; it reminds me of the Erol Otus illo from White Plume Mountain.
Is the Bolo name by any chance inspired by the old Macintosh game of the same name?
Is the Bolo name by any chance inspired by the old Macintosh game of the same name?
Sorry for the delay in replying: I've been out of town one week, going again next week and have had lots of stuff in between. We actually haven't gamed this particular module for a couple of weeks due to absences (and prolly may not play for another week or so). That said, I'll post more stat-blocks when I have a chance.goodmangames wrote:This is pretty cool. I've always wanted to publish an adaptation of Tomb of Horrors for 3E, but could never get permission from WotC to do it. I love the giant crab; it reminds me of the Erol Otus illo from White Plume Mountain.
Is the Bolo name by any chance inspired by the old Macintosh game of the same name?
The character of Bolo is not, to my knowledge, based on that most excellent game of years past. I think it just popped in his head, but he might have grabbed it from somewhere.
And yes, I LUV the crab, too. =)
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goodmangames
- Cold-Hearted Immortal
- Posts: 2704
- Joined: Sun Dec 01, 2002 12:41 pm
- Location: San Jose, CA
Heh. I never did, though I had friend who did. The character of Bolo got his name from...somewhere. I'd be lying if I said I knew where from. 
Back from Vacation (AGAIN).
Tonight, the PCs will be reaching the second level, and that means....
Foegar; Lich Clr20: CR 22; ECL 20; Size M; HD 20d8; hp 117; Init +6; Spd 0 ft, 30 ft; AC 40, touch 25, FF 39; BAB +15/+10/+5; Grapple +18; Melee Weapon +7/+2/-3 (1d6 + 3); SA Fear aura (DC 23 Will save), paralyzing touch (DC 23 Fortitude save); SQ Turn resistance (+4), DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph, and mind-affecting attacks, undead traits; AL CE; SV Fort +18, Ref +7, Will +21; Str 16, Dex 14, Con 0, Int 10, Wis 24, Cha 12.
Skills and Feats: Concentration +23, Heal +19, Knowledge (Religion) +6, Listen +16, Spellcraft +15; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Combat Reflexes, Extra Turning, Greater Spell Focus, Improved Initiative, Lightning Reflexes, Shield Proficiency, Simple Weapon Proficiency, Spell Focus.
Clr Spells Prepared (6/7/7/7/6/6/5/5/4/4): 0--Detect magic (2), Guidance, Read magic, Resistance, Virtue, 1--Bane, Command (2), Divine favor, Shield of faith, 2--Aid, Darkness, Silence (2), 3--Bestow curse, Blindness/deafness, Dispel magic, Inflict serious wounds (2), 4--Divine power, Inflict critical wounds (2), Spell immunity, 5--Break enchantment (2), Greater command (2), Summon monster v, 6--Animate objects, Antilife shell, Blade barrier, Harm (2), Heal (2), Mass bull's strength, 7--Destruction (2), Dictum, Mass inflict serious wounds, Repulsion, Word of chaos, 8--Fire storm (2), Greater spell immunity, Holy aura, Shield of law, 9--Energy drain, Implosion, Mass heal, Miracle.
Equipment: Chaos-box (full plate +3) (10150 gp, 50 lb), Chaos-slate (shield heavy steel +2) (4170 gp, 15 lb), Scarab of protection (38000 gp, 0 lb), Periapt of wisdom +6 (36000 gp, 0 lb).
Foegar
Special Attacks: Fear aura (DC 23 Will save), paralyzing touch (DC 23 Fortitude save)
Special Qualities: Turn resistance (+4), DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph, and mind-affecting attacks, undead traits
DOMAINS: Healing and Chaos (*indicates domain
spell)
Chaos-Slate: +2 Heavy Steel Shield that grants Fire Resistance 20
Chaos-Box: +3 Full-Plate that grants +6 Profane Bonus to Wisdom
The more astute readers may note that Foegar doesn't have every spell picked out for 5th level. This is a practical matter, really. He'll never cast that many spells for it to be important for me to bother selecting them.
More stat-blocks as I get to them. Need to find where I saved the advanced Flint Golem...
Back from Vacation (AGAIN).
Tonight, the PCs will be reaching the second level, and that means....
Foegar; Lich Clr20: CR 22; ECL 20; Size M; HD 20d8; hp 117; Init +6; Spd 0 ft, 30 ft; AC 40, touch 25, FF 39; BAB +15/+10/+5; Grapple +18; Melee Weapon +7/+2/-3 (1d6 + 3); SA Fear aura (DC 23 Will save), paralyzing touch (DC 23 Fortitude save); SQ Turn resistance (+4), DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph, and mind-affecting attacks, undead traits; AL CE; SV Fort +18, Ref +7, Will +21; Str 16, Dex 14, Con 0, Int 10, Wis 24, Cha 12.
Skills and Feats: Concentration +23, Heal +19, Knowledge (Religion) +6, Listen +16, Spellcraft +15; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Combat Reflexes, Extra Turning, Greater Spell Focus, Improved Initiative, Lightning Reflexes, Shield Proficiency, Simple Weapon Proficiency, Spell Focus.
Clr Spells Prepared (6/7/7/7/6/6/5/5/4/4): 0--Detect magic (2), Guidance, Read magic, Resistance, Virtue, 1--Bane, Command (2), Divine favor, Shield of faith, 2--Aid, Darkness, Silence (2), 3--Bestow curse, Blindness/deafness, Dispel magic, Inflict serious wounds (2), 4--Divine power, Inflict critical wounds (2), Spell immunity, 5--Break enchantment (2), Greater command (2), Summon monster v, 6--Animate objects, Antilife shell, Blade barrier, Harm (2), Heal (2), Mass bull's strength, 7--Destruction (2), Dictum, Mass inflict serious wounds, Repulsion, Word of chaos, 8--Fire storm (2), Greater spell immunity, Holy aura, Shield of law, 9--Energy drain, Implosion, Mass heal, Miracle.
Equipment: Chaos-box (full plate +3) (10150 gp, 50 lb), Chaos-slate (shield heavy steel +2) (4170 gp, 15 lb), Scarab of protection (38000 gp, 0 lb), Periapt of wisdom +6 (36000 gp, 0 lb).
Foegar
Special Attacks: Fear aura (DC 23 Will save), paralyzing touch (DC 23 Fortitude save)
Special Qualities: Turn resistance (+4), DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph, and mind-affecting attacks, undead traits
DOMAINS: Healing and Chaos (*indicates domain
spell)
Chaos-Slate: +2 Heavy Steel Shield that grants Fire Resistance 20
Chaos-Box: +3 Full-Plate that grants +6 Profane Bonus to Wisdom
The more astute readers may note that Foegar doesn't have every spell picked out for 5th level. This is a practical matter, really. He'll never cast that many spells for it to be important for me to bother selecting them.
More stat-blocks as I get to them. Need to find where I saved the advanced Flint Golem...
The Flint Golem
Ahhh. Here he is.
The Flint Golem; Large Construct: CR 24; Size L; hp 398; Init +1; Spd 20 ft.; AC 33, touch 21, FF 32; BAB +49; Grapple +72; Melee Slam +71 (8d8 + 23); Full Attack: 2 Slams; SA Slow (1/every 2 rounds, Will DC 29); SQ Construct traits, DR 10/adamantine, darkvision 60 ft, immunity to fire, immunity to magic, low-light vision; AL N; SV Fort +21, Ref +22, Will +23; Str 56, Dex 13, Con 0, Int 0, Wis 14, Cha 1.
SA - SLOW (SU): Once every 2 rounds as a free action, a flint golem can use a slow effect, as per the spell. It has a range of 10 feet, duration of nine rounds, and requires a DC 29 Will save to negate.
I'll be honest here, the Slow DC is purely made up, based on experience. Scary as this fellow looks, he's a speed-bump more than anything else to a 25th level party. The original DC 19 was far too low, but if I advance it based on Hit Dice, it's ridiculously high. Advance based on stats, and it's ridiculously low. This is a common problem with high-level/epic creature creation. Then I learned to stop worrying and love the Bomb, and it was all OK.
The Flint Golem; Large Construct: CR 24; Size L; hp 398; Init +1; Spd 20 ft.; AC 33, touch 21, FF 32; BAB +49; Grapple +72; Melee Slam +71 (8d8 + 23); Full Attack: 2 Slams; SA Slow (1/every 2 rounds, Will DC 29); SQ Construct traits, DR 10/adamantine, darkvision 60 ft, immunity to fire, immunity to magic, low-light vision; AL N; SV Fort +21, Ref +22, Will +23; Str 56, Dex 13, Con 0, Int 0, Wis 14, Cha 1.
SA - SLOW (SU): Once every 2 rounds as a free action, a flint golem can use a slow effect, as per the spell. It has a range of 10 feet, duration of nine rounds, and requires a DC 29 Will save to negate.
I'll be honest here, the Slow DC is purely made up, based on experience. Scary as this fellow looks, he's a speed-bump more than anything else to a 25th level party. The original DC 19 was far too low, but if I advance it based on Hit Dice, it's ridiculously high. Advance based on stats, and it's ridiculously low. This is a common problem with high-level/epic creature creation. Then I learned to stop worrying and love the Bomb, and it was all OK.
Oh, and the Dire Shark Ghosts? A little nastier:
Dire Shark Ghost; Huge Undead (aquatic, incorporeal): CR 17; Size H; HD 38d12+456; hp 721; Init +1; Spd 0 ft, fly 30 ft (perfect), swim 60 ft; AC 22, touch 8, FF 21; BAB +23/+18/+13/+8/+3; Grapple +46; Melee Weapon bite +40 (1d6 + 23+1d4 points of any one ability score); SA corrupting gaze (Fort DC 21), corrupting touch, draining touch, horrific appearance (Fort DC 21); SQ manifestation, keen scent; AL NE; SV Fort +30, Ref +18, Will +24; Str 56, Dex 12, Con 34, Int 1, Wis 12, Cha 16.
Skills and Feats: Listen +12, Spot +11, Swim +51; Blind-Fight, Cleave, Great Cleave, Improved Natural Attack, Power Attack, Power Critical, Powerful Charge, Toughness, Weapon Focus.
Special Attacks: corrupting gaze (Fort DC 21), corrupting touch, draining touch, horrific appearance (Fort DC 21)
Special Qualities: manifestation, keen scent
SA - CORRUPTING GAZE (SU): Range 30 feet, Fort save DC 21 or 2d10 damage and 1d4 Charisma damage.
SA - DRAINING TOUCH (SU): The ghost sharks heal 5 points of damage for every successful touch attack.
SA - HORRIFIC APPEARANCE (SU): Range 60 feet, any target that views ghost, Fort save DC 21 or 1d4 (2) points of Strength, Dexterity, and Con damage; successful save indicates cannot be affected for 24 hours.
SQ - MANIFESTATION (SU): When on the ethereal plane or against ethereal opponents, the ghost sharks retain their normal bite attack (+18 melee, 2d8+9), their improved grab ability, and their swallow whole ability. Otherwise, a ghost must manifest to attack. A manifested ghost can attack only with its touch or gaze attacks, and is subject to a 50% miss chance from corporeal attacks.
Dire Shark Ghost; Huge Undead (aquatic, incorporeal): CR 17; Size H; HD 38d12+456; hp 721; Init +1; Spd 0 ft, fly 30 ft (perfect), swim 60 ft; AC 22, touch 8, FF 21; BAB +23/+18/+13/+8/+3; Grapple +46; Melee Weapon bite +40 (1d6 + 23+1d4 points of any one ability score); SA corrupting gaze (Fort DC 21), corrupting touch, draining touch, horrific appearance (Fort DC 21); SQ manifestation, keen scent; AL NE; SV Fort +30, Ref +18, Will +24; Str 56, Dex 12, Con 34, Int 1, Wis 12, Cha 16.
Skills and Feats: Listen +12, Spot +11, Swim +51; Blind-Fight, Cleave, Great Cleave, Improved Natural Attack, Power Attack, Power Critical, Powerful Charge, Toughness, Weapon Focus.
Special Attacks: corrupting gaze (Fort DC 21), corrupting touch, draining touch, horrific appearance (Fort DC 21)
Special Qualities: manifestation, keen scent
SA - CORRUPTING GAZE (SU): Range 30 feet, Fort save DC 21 or 2d10 damage and 1d4 Charisma damage.
SA - DRAINING TOUCH (SU): The ghost sharks heal 5 points of damage for every successful touch attack.
SA - HORRIFIC APPEARANCE (SU): Range 60 feet, any target that views ghost, Fort save DC 21 or 1d4 (2) points of Strength, Dexterity, and Con damage; successful save indicates cannot be affected for 24 hours.
SQ - MANIFESTATION (SU): When on the ethereal plane or against ethereal opponents, the ghost sharks retain their normal bite attack (+18 melee, 2d8+9), their improved grab ability, and their swallow whole ability. Otherwise, a ghost must manifest to attack. A manifested ghost can attack only with its touch or gaze attacks, and is subject to a 50% miss chance from corporeal attacks.