Will this be to hard for my players? (my group stay out!!)

Asmo

First Post
I´m planning an encounter for five 13 lvl PC:s wich are fairly powerful with great stats and pretty good equipment.
The party: a Monte Cook bard, a frenzied berserker (this guy is deadly), a fighter, a fighter/deepwood sniper (also very deadly) and a cleric (wich never played one before, wich scares me a bit, he always plays fighter types).
This adventure is based upon the "Gorgoldands gauntlet" ( from Dragon annual 5, 2000) adventure when it comes to the location.
They will reach the starting point through a teleportingsystem invented by a group of psionic drows. The resistance will be:
3 lvl 9 Derro fighters with great stats ( dex 18 ) and a 14 lvl Derro Savant (Derro sorcerer),also with great stats. His feats will be: Imp: init, Ironwill, Spell focus:evocation and enchantment and Spell penetration (most of his spells will be in those schools). The fighters will be hasted (from a potion) and Protection from Good:ed. They have +1 studded leather and +1, +1 spiked bucklers, keen heavy picks and +1 repeating heavy crossbows of Speed.
Feats: Exotic weap: repeating crossbow, weapon focus: heavy crossbow and heavy pick,expertise, improved init, improved crit: heavy pick, power attack, iron will and weapon spec: heavy pick.
They will be placed on a 10 feet wall about 60 feet from where to pc:s will enter.There´s a magic mouth that the players has a good chance to activate. If the Derro is prepared and not surprised the general plan will look something like this: first pc arrives (they can only teleport one at time). Sorcerer activates his boots of speed and cast a Delayed blast fireball attached in the roof above them, planning to delay for 5 rounds. next round, next pc arrives. Sorcerer casts a wall of force, sealing of the area from the spot of arrival to the corridor and the wall, and Grease the corridor and the wall. Delays until all players are in the area then:boom! (The bard should be able to take down the wall with " destroy utterly with song",bard variant of Disintegrate). After that the sorcerer will dismiss the wall of force and start hurling spells, while the fighter will be using their poisoned crossbowsbolts. They will attack at 14/14/10.
The sorcerer can cast :delayed blast fireball, disintegrate, chain lightning, dominate person, wall of force, cone of cold,confusion,dimension door,phantasmal killer , polymorph other, haste , fly, dispel magic,hold person,blur,invisibility, see invisibility, prot: arrows, resist elements, true strike,grease magic missile ,prot:good and shield.
What do you say guys? Is this to hard, or should the party be able to handle this if they play wisely? (assuming that the cleric casts healing spells). Something that needs reworking?
I know that I could have maxed out this group even more, but I think it´s enough (if I want to I could polymorph the fighters, could have choosen Stoneskin).
Fire away, I want your opinions!

Asmo
 

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Are the characters aware that they could face some heavy resistance by teleporting in? Once they teleport in, can they teleport out if the fight goes badly? Will they be prepared (buff spells active, invisibility, etc.)?

If the fight starts out like this:
PC 1 arrives
Sorcerer activates boots of speed
Sorcerer casts delayed blast fireball
PC 2 arrives
Sorcerer casts delayed blast fireball
Sorcerer casts Wall of force

Then the characters stand a chance of getting hit by 28d6 points of fire damage (ave. 100 points of damage) once the party has arrived. I'll assume that the characters have about that amount of HP (probably less for the bard, more for the berserker) when teleporting in, so you could lose a character in the beginning of the fight.

You have 3 characters that probably have weak Will saves. A dominate person or confusion spell, followed by unlucky rolls, and the PC's are mostly dead.

I'D say that IF the characters are aware that they might face armed resistance as soon as they teleport in (ie they know it's a guarded entrance) and prepare accordingly, they have a good chance of being victorious, but will probably see one character fall.

If they don't prepare and are caught unaware, they it's bye-bye for them, I'm afraid.

You basically have a CR15, and 3 CR10, which probably amounts to a CR16 encounter, maybe CR17 since the party arrives one person at a time and they are pretty much automatically surprised. CR17 vs. APL13. Ouch. Of course, there are 5 characters, so that makes it a little more even, but they only have 1 arcane caster, and it's a bard.

Hope this helps!

AR
 

Altamont Ravenard wrote:

"Then the characters stand a chance of getting hit by 28d6 points of fire damage..."

The PHB clearly states that Delayed Blast Fireball is 1 d8/level, I don´t know where you get 28 d6 from?
The party has been here before, so they know this place. They had a mission to search for a large group of villagers captured by Derro slavers. They failed the last time, so the head of their clan will send them back to explore deeper into this complex. Last session ended when they destroyed a portal wich probably should have lead them somewhere closer to the captured people. (This adventure is based on an another dm:s work, and the thought is that the next dm will pick up where the previous one left off, and that next dm is me :D ).
So I will send them back, and they will be aware that the teleportationsystem is active again (they tried to destroy as much as possible while retreating),and that the derro and mindflayers are active again. So I`m pretty sure that they will be buffed and prepared for worst case scenario.
(Last time we played the encounters was far to easy, it wasn´t even fun, so I´ve hinted that it will be much tougher this time).
They have pretty high willsaves, because of the mindflayers,and all have Ironwill as a free feat. Most have Cloaks of resistance or items that boosts the will save.
And yes,they can teleport out if they want to.
Asmo
 
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Asmo said:
Altamont Ravenard wrote:

"Then the characters stand a chance of getting hit by 28d6 points of fire damage..."

The PHB clearly states that Delayed Blast Fireball is 1 d8/level, I don´t know where you get 28 d6 from?

Hehe we have the same 1st printing PHB, but as Wormwood pointed out, the spell was errata'd to 1d6/level, and corrected in subsequent printings of the PHB.

As you present the situation, it will be a tough fight for certain, but the characters should pull through.

AR
 

One comment. It is a huge assumption that the Derro is not surprised. Combat begins when the first PC teleports in. Unless the Derro is tipped off just moments before the PCs come crashing in, he would normally be surprised, even if he had been hanging around all day with nothing to do but wait in ambush.

Of course, it is quite possible that the Derro will get the appropriately tipped off by some scout or by scrying, and all will go exactly as you planned.

OTOH, it is possible that he PCs evade or take out any trip wire encounters without the Derro finding out.
 

Ridley's Cohort wrote:

" Of course, it is quite possible that the Derro will get the appropriately tipped off by some scout or by scrying,"

Yes, that would be the best plan I guess.
The party has been here before and killed both derro and mindflayers so they know that the party is pretty tough. So I´ll probably have a scout garding the entrance area, ready to teleport in and warn the the rest of the derro.
Ah, can´t wait and see how they will handle this!

Asmo
 

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