Author Topic: Thoughts on this rough idea for an adventure?  (Read 4743 times)

Offline ksbsnowowl

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Thoughts on this rough idea for an adventure?
« on: June 21, 2012, 01:09:35 PM »
Adventure ideas come in fits and spurts, and I've been trying to come up with the future direction of my campaign for a month or so now.  Last night I think I hit upon a workable idea, but I wanted to get some feedback on the plot before I invest a lot of prep time into it.

Background (the game so far)
(click to show/hide)

One of the devils that will come through the "rift" will be a Horned Devil.  He will eventually find a keep high in the mountains above the silver mines controlled by the young king the party helped back around 5th level.  This keep was built by a hunting party of Frost Giants who had accidentally crossed over from Jotunheim and got "trapped" in Midgard several decades ago (most of the Nine Worlds "align" and coterminate at certain times, not unlike the planes of Eberron).  In their time here in Midgard, they eventually kidnapped some women and bred with them, producing "half-frost-giants" (Goliath with the Improved Cold Endurance feat).

With the Horned Devil having assaulted them in their own keep, the Frost Giant leader knew enough that silver would be needed to help defeat him.  Thus, he sends a raiding party to steal the silver that is being excavated from the mines.

The young king's men are not able to deal with the raids effectively, and so he has his cleric adviser use sending to contact the PC's (who he holds in high regard for having saved his life).

The party (by then 12th level, and had most of winter during this time to craft items for themselves) will then face off against a raiding party of Frost Giants and 3rd-6th level Goliath, and eventually work their way back to the frost giants' keep, perhaps learning the reason for the giants' action, but perhaps not, and maybe face some more of them in battle.  They will then have the opportunity to face off against the Horned Devil, which will be a difficult boss fight (Gestalt CR 15 equivalent) to a party of maybe 13th level characters by that point.

I'll also have a chance to lay a few more clues as to the 20th level capstone adventure (which I've been lightly alluding to a few times throughout the campaign), which will involve the cursed silver of Sigurd (of Norse mythology).

Obviously this is just a thumbnail sketch of a plot, but does it seem too contrived?  Is it reasonable?

Offline phaedrusxy

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Re: Thoughts on this rough idea for an adventure?
« Reply #1 on: June 21, 2012, 02:46:21 PM »
It doesn't seem contrived at all. I've always enjoyed reading about your campaign. I ran one with quite a few similarities a few years ago myself. It was set mostly in Thesk (also in the UE, near Rasheman), and the overarching plot culminated in the PCs and their allies defending a "stonehenge" against a force of evil (in my case the main cohort of the Rotting Man, a necromancer, and her undead horde) during a ritual conducted by a druidic circle to prevent demons from entering the realm during a time of "planar weakness".

Due to distance and time constraints, I only ever wound up running the first few adventures, and then the "final battle". I'd moved away from the area, but once when I came back for a visit we "fast forwarded" the plot to the end, and had everyone level up their characters appropriately for it. It was a lot of fun, and I'd love to run the entire thing someday, but I probably will never have time (maybe when I'm retired ;) ).
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #2 on: June 21, 2012, 05:28:30 PM »
I always hate that when Life gets in the way of a good campaign.

I felt bad that my Viking pbp fell apart (due to my inactivity on the matter), but it fell victim to new hobbies, and having a real-life outlet for the Viking setting.  I hope you continue to enjoy reading about it; I plan to make another update over the weekend, and my goal is to hopefully be caught up to real-time by the end of the summer.

I truly hope that I'm able to take it all the way to early-epic levels with this group.  The ~20th level capstone adventure should be quite fun.  Let's just say that the individual who ended up with Fafnir's silver after Sigurd died, also inherited the curse, which had picked up some qualities based upon Fafnir's greed.  It should be epic.

This adventure is just one of many I'll need before I get there.  Some travel through the Nine Worlds is probably in order.

Now to design a frost giant keep...

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #3 on: June 22, 2012, 01:41:54 AM »
Figured out how the Frost Giants fairly easily constructed their keep - among their number is a Frost Giant Spiritspeaker, which gets Wall of Stone 1/day as an SLA.

I also want to get them Disintegrate somehow, so the keep can extend a little ways down into the bedrock.  Frost giant clerics get access to the Destruction domain, which gets disintegrate as a 7th level spell.  However, a 13th level frost giant cleric is CR 15 or 16...  It's not super important, though.  Just an idea.  They could get the same result with a little excavation (they've had 50 years or so, mind you).  A frost giant Wizard 11 is only CR 14/15...

Sorry, just a little late-night rambling.  The 2002-ish free adventure Crumbling Hall of the Frost Giant Jarl is a decent help for a little bit of idea-forming.  I won't be running that adventure, but it gives me an example of a layout and attendant creatures, as well as a few example EL's to throw into one location.

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #4 on: June 23, 2012, 12:36:44 AM »
A few more ideas.

Since the frost giants were a hunting party, give them their hounds.  Several Winter Wolves, and one Thrym Hound (MM5).  Frost giant make-up will be a Frost Giant Spiritspeaker, two Frost Giant Tundra Scouts, several "normal" frost giants, and the leader.

Which would be a more interesting/memorable encounter?  The leader being a Frost Giant Cleric (10th level makes him CR 14) or a "Frost Giant Elder" (Eldritch Giant [MM3] with the Cold subtype) along with some scrolls and wands?

The frost giants would also have a few local evil creatures in their service.  Ogres or a troll or two (these will then have abandoned the frost giants in favor of the horned devil).  Plus a decent handful of their "Half-Giant" Goliath progeny.

For the Horned Devil, drop the Weapon Focus, Cleave, and Improved Sunder feats for Combat Expertise, Improved Trip, and Combat Reflexes.  Typical full-attack routine with the spiked chain would be Attack/Attack/Trip attempt (follow-up attack), changing targets any time he stuns someone.

The Horned Devil's Stun ability really makes me want to pair him up with an Assassin Devil or two...  Someday...
edit: Make the local mooks either half-ogre rogues or Eneko rogues.

Just for added interesting properties, I think I'll give the Frost Giant leader a nearly-depleted Helm of Brilliance.  This means I'll need to go with the Cleric route, giving him Practiced Spellcaster and Craft Wondrous Item.  Due to spell requirements, I also need to have a Goliath Druid 3 and a Goliath Wizard 13 who helped him craft the helm.  Maybe I'll gestalt that into one foe.  I wonder how you price out a Helm of Brilliance (for treasure values) that is nearly depleted (maybe has 3 gems left on it)?

Actually, I could just make the Goliath Wiz 13 the crafter... and I should make him a Frostmage.

Ideas, ideas...

Goliath 1/Druid 12//Wizard 5/Frost Mage 8 (or 7 & 1 level in something else?)
Feats:
1 - Snowcasting
3 - Frozen Magic
5 - ?
6 - Natural Spell
9 - Craft Wondrous
12 - Powerful Wildshape

Also gets Scribe Scroll and Piercing Cold for free.

Either he or the Frost Giant cleric needs Craft Wondrous, and it would be interesting to play with Powerful Wildshape and a Dire Wolf's trip ability, though perhaps impractical at 13th level.

Getting Auspicious Markings and the subsequent feat that lets you re-roll saves 3 times per day could be handy... Probably more useful than Powerful Wildshape...

The reason I don't move Craft Wondrous to the Wizard 5 feat is because of a house rule that doubles the caster level prerequisite to take each crafting feat, so he doesn't qualify by 5th level.

Of course, if the PC's end up being a smidge higher level by the time this guy is encountered, I could change him to Druid 14//Goliath 1/Wizard 5/Frost Mage 8, and he'd qualify to take Craft Wondrous with his Wiz 5 feat, due to his Druid caster level being 6th.

The other thing is that it may be advantageous to be a Sorcerer rather than a Wizard...
Also, take the 12th level Druid racial sub level for Goliath, so he can wildshape into a Large Earth Elemental.  Earthglide through a stone complex will be helpful.
« Last Edit: June 23, 2012, 04:14:52 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #5 on: June 23, 2012, 01:36:11 PM »
More ideas.

The PC's will fight the Frost Giants in a new camp they have erected since being evicted from their keep.  One casting of Wall of Stone from the Spiritspeaker can make a stone "igloo" of a half-sphere 7' 4" in radius.  Several of these would have been erected for the Goliath.  Later, larger structures would have been erected to house the Frost Giants themselves (four castings of Wall of Stone can get a small circular building 21 feet in diameter, 10 feet high, with a 10.5 foot radius stone dome on top of that (total inside height 20.5 feet in center).

Arrange these "igloos" in a rough circle, then erect walls of stone between them, making a courtyard ringed by igloos that are incorporated into the wall.

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #6 on: November 16, 2012, 08:26:14 PM »
Statted out the Goliath "mooks" that will be encountered in the initial raiding party.  I'll probably change a few of them to using Longspears.  Will probably also have to give them some potions of Shield of Faith or something as well, as their AC's are just abysmal.

"Half-Jotun" Frost Berserker
Goliath Barbarian 4/Fighter 1/Ranger 1//LA 1/Scout 5
Medium Giant
Hit Dice: 4d12 +1d10 +1d8 +18 (54 hp) [67 hp]
Initiative: +1
Speed: 50 ft.
Armor Class: 15 (+4 chain shirt, +1 Dex), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Large Greataxe +11 melee (3d6+7 /x3) or Large Comp Longbow +7 ranged (2d6+5 /x3) [110 ft]
Leap Attack (-2): Large Greataxe +11 melee (5d6*+13 /x3)   *skirmish applied
Full Attack: Large Greataxe +11/+6 melee (3d6+7 /x3) or Large Comp Longbow +7/+2 (2d6+5 /x3) [110 ft]
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 2/day, Skirmish +2d6/+1 AC, Favored Enemy (Human) +2
Special Qualities: Low-light vision, acclimated, mountain movement, powerful build, fast movement, uncanny dodge, trapkiller, trapfinding, battle fortitude +1, fast movement, trackless step, evasion, resistance to cold 5
Saves: Fort +12 (+2 vs environmental cold), Ref +5*, Will +3   *evasion
Abilities: Str 20, Dex 12, Con 16, Int 12, Wis 14, Cha 10
Skills: Balance +8 [5], Climb +12 [7], Hide +6 [5], Intimidate +4 [4], Jump +24 [9], Listen +11 [9], Move Silently +6 [5], Sense Motive +6 [2], Spot +7 [5], Survival +11 [9], Tumble +8 [5]
Feats: Cold Endurance, Imp Cold Endurance, Track*, Power Attack*, Quick Draw*, Leap Attack
Environment: Cold mountains
Organization: Solitary, gang (2-5), or hunting party (6-9 plus 35% noncombatants plus 1 adept or cleric of 3rd-5th level plus 2-4 winter wolves and 2-3 frost giants)
Challenge Rating: [GCR 6]
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +1

Rage:  Hit Points: (66 hp) [79 hp]
AC 13 (+4 chain shirt, +1 Dex, -2 Rage), touch 9, flat-footed 13
Full Attack: Greataxe +13/+8 melee (3d6+10 /x3) or Large Comp Longbow +7/+2 (2d6+5 /x3)
Leap Attack (-2): Greataxe +13 melee (5d6*+16 /x3)   *skirmish applied
Saves: Fort +14 (+2 vs cold), Ref +5*, Will +5   *evasion
Skills: Climb +14, Jump +26

Trapkiller:  Gain Trapfinding, use Survival instead of search (take -5); disable mechanical traps with attack roll.
Mountain Movement: can make standing long jumps and standing high jumps as if they were running long jumps and running high jumps.  Can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #7 on: November 16, 2012, 09:32:54 PM »
      Horned Devil (Cornugon)
Size/Type:    Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:    15d8+105 (172 hp)
Initiative:    +7
Speed:       20 ft. (4 squares), fly 50 ft. (average)
Armor Class:    35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Mag Cir AC*:   37 (-1 size, +7 Dex, +19 natural, +2 deflection), touch 18, flat-footed 30   *versus Good only
Dispel Chaos/Good AC*:  39 (-1 size, +7 Dex, +19 natural, +4 deflection), touch 22, flat-footed 32   *vs Chaos/Good only
BAB/Grapple: +15/+29
Attack:    Spiked chain +24 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full Attack:    Spiked chain +24/+19/+14 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound);
         or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Space/Reach:    10 ft./10 ft. (20 ft. with spiked chain)
Spec Attacks:    Fear aura, infernal wound, spell-like abilities, stun, summon devil
Spec Qual:    Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10,
         regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.
Saves:       Fort +16, Ref +16, Will +15
Abilities:    Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills:       Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22,
         Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)
Feats:       Combat Reflexes (8 AoO's), Combat Expertise, Iron Will, Multiattack, Power Attack, Improved Trip (Trip +18)
Environment:    A lawful evil-aligned plane
Organization:    Solitary, team (2-4), or squad (6-10)
Challenge R:    16 [GCR 15]
Treasure:    Standard coins; double goods; standard items
Alignment:    Always lawful evil
Advancement:    16-20 HD (Large); 21-45 HD (Huge)
Level Adj:    —

A horned devil is 9 feet tall and weighs about 600 pounds.

Combat
   Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly.
   A horned devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Combat Expertise:
Armor Class:   40 (-1 size, +7 Dex, +19 natural, +5 dodge), touch 21, flat-footed 28
Mag Cir AC*:   42 (-1 size, +7 Dex, +19 natural, +5 dodge, +2 deflection), touch 23, flat-footed 30   *vs Good only
Dispel Chaos/Good AC:  44 (-1 size, +7 Dex, +19 natural, +5 dodge, +4 deflection), touch 25, flat-footed 32   * vs Chaos/Good only
Full Attack:    Spiked chain +19/+14/+9 melee (2d6+15 plus stun) and bite +17 melee (2d8+5) and tail +17 melee (2d6+5 plus infernal wound);
         or 2 claws +19 melee (2d6+10) and bite + 17 melee (2d8+5) and tail +17 melee (2d6+5 plus infernal wound)
Trip:  +18

Spell-Like Abilities: 
   At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19). Caster level 15th. The save DCs are Charisma-based.

Fear Aura (Su):
   A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su):
   Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su):
   The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp):
   Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex):
   A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #8 on: November 17, 2012, 09:31:06 PM »
Beginning work on the Gestalt Frost Mage:


Goliath 1/Druid 12//Wizard 5/Frost Mage 8 (or 7 & 1 level in something else?)
Feats:
1 - Snowcasting
3 - Frozen Magic
5 - ?
6 - Natural Spell
9 - Craft Wondrous
12 - Powerful Wildshape

Also gets Scribe Scroll and Piercing Cold for free.

Still not sure what feat to take at 5th level.  Maybe I'll just take Extend Spell; that one always comes in handy for a Druid.  Or maybe Sudden Extend, which would be handy for True Haste (ie - 3.0 Haste).

He will spend most of his time wildshaped into a Dire Bear.  Combined with his increased natural armor from Frost Mage, and Barkskin, his Natural Armor will be +15.  One of his prepared Wizard Spells will be Scintillating Scales.

He will also take the 12th level Goliath Racial substitution level for Druid, gaining the ability to turn into an Earth Elemental instead of a plant creature.  This will allow him to Earth Glide (I use what is basically the Masters of the Wild 3.0 update of Wildshape, which grants all Extraordinary abilities), and it will give him a massive natural armor of +18, which will of course become a deflection bonus via scintillating scales.  He also gains the DR 5/- (because that type of DR is an [Ex] ability).

Evard's Menacing Tentacles (PBH2) would be a fun addition, especially if he wanted to go into Dire Wolf form to start trying to trip people; it would mitigate the fact he only has one natural attack in that form.  Of course, it would be even more fun in Dire Bear form.  Even if you were grappling, I'm pretty sure the tentacles would still get their AoO's...

Debating if I should make him a specialist....  He can't give up Evocation due to needing the spells to have crafted a Helm of Brilliance.  He could probably do with banning Abjuration, since his Druid level is just one lower than his Wizard level.  And why would he spend his wizard spellbook slots on spells he could freely cast from his druid side anyway? 

Ban Enchantment and Abjuration, and call it good?
He would miss out on "Protection from X" spells, though
Hmmm....  I'd make him a transmuter.

Ideas, ideas...

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #9 on: November 18, 2012, 01:26:25 AM »
36 point buy - Str +4, Dex -2, Con +2
Str 12 (4), Dex 14 (6), Con 14 (6), Int 16 (10), Wis 16 (10), Cha 8 (0)
Racial Adjust:  Str 16, Dex 12, Con 16, Int 16, Wis 16, Cha 8
3 level bumps:  Str 16, Dex 12, Con 16, Int 18, Wis 17, Cha 8

"Half-Jotun" Frozen Wilderness Mage
Goliath Wizard 5/Frostmage 8//LA 1/Druid 12
Medium Giant
Hit Dice: 1d4 +12d8 +39 (95 hp) [109 hp]
Initiative: +1
Speed: 30 ft. [Longstrider 40 ft]
Armor Class: 18 (+4 Mage Armor, +1 Dex, +3 Natural Armor), touch 11, flat-footed 17
Base Attack/Grapple: +9/+16
Attack: Large Greataxe +12 melee (3d6+4 /x3) or Large Comp Longbow +10 ranged (2d6+3 /x3) [110 ft]
Full Attack: Large Greataxe +12/+7 melee (3d6+4 /x3) or Large Comp Longbow +10/+5 (2d6+3 /x3) [110 ft]
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Low-light vision, acclimated, mountain movement, powerful build, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, Wild Shape 4/day (Tiny, Small, Medium, Large), venom immunity, Wild Shape (Earth), Summon Familar, Natural Armor Increase (+3), Resistance to Cold 10, Gain Knowledge (Conjure Ice Beast 1-3; animate snow)
Saves: Fort +11, Ref +5, Will +13
Abilities: Str 16, Dex 12, Con 16, Int 18, Wis 17, Cha 8
Skills: Concentration +19 [16], Jump +3 [0 ] (Longstrider +7), Kn (Arcana) +20 [16], Kn (Nature) +24 [16], Kn (Planes) +20 [16], Listen +15 [12], Spellcraft +22 [16], Spot +15 [12], Survival +11 [6], Survival (aboveground & other planes) +13; Wild Empathy +11
Feats: Scribe Scroll*, Snowcasting, Frozen Magic, Sudden Extend Spell, Natural Spell, Craft Wondrous, Piercing Cold*, Powerful Wildshape
Environment: Cold mountains
Organization: Solitary, gang (2-5), or hunting party (6-9 plus 35% noncombatants plus 1 adept or cleric of 3rd-5th level plus 2-4 winter wolves and 2-3 frost giants)
Challenge Rating: [GCR 13]
Treasure: Standard
Alignment: Chaotic neutral
Advancement: By character class
Level Adjustment: +1

Mountain Movement: can make standing long jumps and standing high jumps as if they were running long jumps and running high jumps.  Can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Spells:
Druid: CL 12th, DC 13+spell level (6/6/5/5/3/3/2)
0:
1: Entangle, Produce Flame, Pass w/o Trace, Lesser Vigor, Snowsight, Surefooted Stride
2: Heart of Air, Barkskin, Obscuring Snow, Lesser Restoration, Listening Lorecall
3: Heart of Water, Protection From Energy, Greater Magic Fang, Mass Lesser Vigor, Mass Resist Energy
4: Air Walk, Heart of Earth, Hibernal Healing
5: Wall of Thorns, Heart of Fire, Unicorn Blood
6: Antilife Shell, Transport Via Plants, Greater Dispel Magic (in Spellstaff)

Possibly put Obscuring Snow on a scroll, and prepare Blood Snow in its place.

Wizard: CL 13th, DC 14+spell level (4/5/5/5/5/3/2/1)

Spellbook:
0: all core except enchantment and abjuration
1: Mage Armor, Expedition Retreat, Feather Fall, Chill Touch, Ray of Enfeeblement, Magic Missile Shocking Grasp, True Strike, Grease, Shield (2 extra)
2: Wraith Strike, Glitterdust, Web, Scorching Ray, Blur, Mirror Image, Scintillating Scales (3 extra)
3: Dimension Step, Arcane Sight, Clairaudience/Clairvoyance, Displacement, Ray of Exhaustion, Vampiric Touch, Slow, Evard's Menacing Tentacles, Fireball, Dispel Magic (6 extra)
4: Evard's Black Tentacles, Dimension Door, Enervation, Polymorph Self, Polymorph Other, Rary's Mnemonic Enhancer (2 extra)
5: Cloudkill, Prying Eyes, Magic Jar?, Lightning Leap, True Haste (1 extra?)
6: True Seeing, Contingency, Disintegrate, Mage's Lucubration, Ghorus Toth's Magnetism (1 extra)
7: Prismatic Spray, Ethereal Jaunt, Bigby's Grasping Hand (1 extra)

Animal Companion is an advanced brown bear.
« Last Edit: November 18, 2012, 08:42:23 PM by ksbsnowowl »

Offline Garryl

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Re: Thoughts on this rough idea for an adventure?
« Reply #10 on: November 18, 2012, 02:18:27 AM »
For the Frost Mage, how about Cold Spell Focus (+1 DC of all Cold spells)? I don't know if you can take it as a Wizard bonus feat, but you can move Craft Wondrous up from level 9 into the level 5 bonus feat to free up a general slot, regardless.

Quicken Spell is also a valid choice, as he's high enough level that giving up a couple of 5th or even 6th level slots is feasible. Doubly so if he'll be mixing it up in melee with Wild Shape.

That's a neat trick about Menacing Tentacles while grappling or tripping, since they seem to act almost like separate creatures.

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #11 on: November 18, 2012, 11:08:47 AM »
For the Frost Mage, how about Cold Spell Focus (+1 DC of all Cold spells)? I don't know if you can take it as a Wizard bonus feat, but you can move Craft Wondrous up from level 9 into the level 5 bonus feat to free up a general slot, regardless.
Cold focus is not a wizard bonus feat.

Craft Wondrous is where it is at due to a house rule for this campaign setting, whereby the requisite caster level to take any item crafting feat is doubled.  Thus, he needs a CL of 6 before he can take it.

If I were to swap Druid and Wizard, making him a Druid 13//LA 1/Wiz 5/Frost Mage 7, then he would qualify for Craft Wondrous with his 5th level Wiz bonus feat, but then I'd have to bump him up a level, as he needs 7th level Wizard spells, as I need him to have crafted a Helm of Brilliance.

Quote
Quicken Spell is also a valid choice, as he's high enough level that giving up a couple of 5th or even 6th level slots is feasible. Doubly so if he'll be mixing it up in melee with Wild Shape.
That's not a bad idea.  He doesn't need it near as much, as I have what is basically 3.0 Haste as a 5th level spell.  But throwing up a low-level buff at the same time he's casting Haste wouldn't be a bad idea.

Quote
That's a neat trick about Menacing Tentacles while grappling or tripping, since they seem to act almost like separate creatures.
Yeah, I just realized the interaction with grappling yesterday.  I've wanted to use this spell on an Arcane Hierophant-type character for a long time now.  This is just my first opportunity.

Wildshape into a Tiger, cast Girallon's Blessing, cast Evard's Menacing Tentacle, cast Displacement = Displacer Beast.  :lmao

Offline nijineko

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Re: Thoughts on this rough idea for an adventure?
« Reply #12 on: November 18, 2012, 01:09:33 PM »
speaking of frost giants...

my players recently had a run in with a frost giant barbarian, with some pets. as the party was about 17th level, and the was encounter designed for lower level characters, i decided to make the minor adjustment of adding some levels of frenzied berserker. that single adjustment allowed the npc to hold off the entire party for something like 10 rounds. she actually died when the rage/frenzy finally ended, which put pause to the party when they found that they couldn't overwhelm her with hp damage. they wound up having to run her around in circles keeping out of her reach until time ran out. they didn't have access to non-damaging crippling effects due to party mix, so it was amusing seeing them scramble for an alternate solution other than "hit it until it dies". good for the players to shake it up every now and then.

might not be the best encounter for your specific situation, but it sure is good way to put some scare into a party. maybe more towards a capstone moment in one of the adventure sub-arcs.
« Last Edit: November 18, 2012, 01:12:37 PM by nijineko »

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #13 on: November 18, 2012, 04:44:01 PM »
Crap, I just realized that Scintillating Scales is Abjuration...  So, no banning Abjuration.  I guess he might just have to be a generalist.

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Re: Thoughts on this rough idea for an adventure?
« Reply #14 on: November 29, 2012, 06:13:58 PM »
Finished Stats on the Wilderness Mage (but need to stat up a few wildshape forms):
(click to show/hide)

The Wilderness Mage's Brown Bear animal companion:

      Brown Bear (Advanced, +4 HD)
Size/Type:    Large Animal
Hit Dice:    10d8+40 (85 hp)
Initiative:    +2
Speed:       40 ft. (8 squares)
Armor Class:    20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
BAB/Grapple:    +7/+21
Attack:    Claw +16 melee (1d8+10)
Full Attack:    2 claws +16 melee (1d8+10) and bite +11 melee (2d6+5)
Space/Reach:    10 ft./5 ft.
Special Attack: Improved grab
Special Qual:    Low-light vision, scent, share spells
Saves:       Fort +11, Ref +9*, Will +4 [+4 vs Enchantment] *evasion
Abilities:    Str 30, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Skills:    Jump +14 [-], Listen +4 [3], Spot +11 [10], Swim +14 [-]
Feats:       Endurance, Run, Track, 9th
Environment:    Cold forests
Organization:    Solitary or pair
Challenge Rate: 4
Advancement:    7-10 HD (Large)
Level Adjust:    —

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

Combat

A brown bear attacks mainly by tearing at opponents with its claws.

Improved Grab (Ex):  To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills:  A brown bear has a +4 racial bonus on Swim checks.


4 bonus HD (4d8) to 10 HD
+3 BAB
+2 Fort, +2 Ref, +1 Will
4 skill points
1 feat

+4 Natural Armor, +2 Str, +2 Dex, (+1 stat bump - Str), 3 bonus tricks (9 total)
Link, Share Spells, Evasion, Devotion (+4 vs. Enchantment)

Offline ksbsnowowl

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Re: Thoughts on this rough idea for an adventure?
« Reply #15 on: December 16, 2012, 12:40:36 PM »
The Frost Mage's stats in Large Earth Elemental form:

(click to show/hide)

Don't forget to give him a few scrolls of True Strike, and he has Iron Bands of Bilarro.

Once he is made aware of the threat, he will buff up and start attacking from the perimeter buildings while the frost giants and goliath first deal with the PC's.  He will hold off on Haste until he actually engages.

(True Strike) Iron Bands of Bilarro - tiger druid
(True Strike) Ghorus Toth's Magnetism - Barb//Beguiler
(True Strike) Enervation - (on a different PC)
Enervation

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Re: Thoughts on this rough idea for an adventure?
« Reply #16 on: December 16, 2012, 07:14:25 PM »
The initial ambush near the mining camp will be composed of a Frost Giant Tundra Scout, three normal Frost Giants, a "Half-Frost Jotun" Goliath LA 1/Bard 5//Barb 2/Ranger 1/Fighter 2/Dawncaller 1, and three "Half-Frost Jotun" Goliath LA 1/Scout 5//Barb 2/Ranger 1/Fighter 2/Highland Stalker 1's.  That makes for a Gestalt EL 13 encounter.

I think I will also have a patrol nearer to the frost giant camp that the party can deal with if they wish to. Also Gestalt EL 13, but this one is composed of a GCR 9 Thrym Hound, two GCR 10 "Half-Frost Jotun" Goliath LA 1/Scout 9//Barb 2/Ranger 1/Fighter 2/Highland Stalker 1/Frenzied Berserker 4's, and two of the GCR 6 Scout guys listed above.

That will be quite the little challenge when they can't get the Frenzied Berserkers to drop.

Anyway, the Thrym Hound stats:
(click to show/hide)

Offline nijineko

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Re: Thoughts on this rough idea for an adventure?
« Reply #17 on: December 16, 2012, 07:39:24 PM »
That will be quite the little challenge when they can't get the Frenzied Berserkers to drop.

yea! i'm glad that suggestion turned out to be of use.