Olaf the Stout
Legend
I am currently running the Freeport Trilogy for my group. We have just finished Terror in Freeport and are about to start Madness in Freeport. The final battle in Terror was a bit of a walkover for the group. They suffered a total of 1 point of damage between them, partly because of good tactics, partly because of poor rolling on my part.
I really would like the final battle in Madness in Freeport to be a tough, challenging fight so that there is a good climactic ending to the trilogy. To do this I figured that I would enlist the help of the minds of EN World.
There are 5 PC’s in the party and they are all currently 5th level. I expect that they will be up to about 7th level by the time they get to the final encounter. The adventure is designed for 4 PC’s not 5. We use action points and the Swashbuckling cards produced by Barsoomcore. As a result my group will probably be stronger than expected for the fight. The final battle is EL 10. I may have to up the levels of the bad guys or add another one in to compensate.
The Swashbuckling cards basically let the PC’s do a number of things such as automatically critical on a successful hit, gain an extra attack in a round, increase your AC by a couple of points for a round, etc. Overall they make the PC’s a little stronger than if they didn’t have the cards. Each player only gets 2 cards to use in the session so they may or may not have them for the final fight.
The PC’s are:
Sorcerer 5 - Specialises in Cold magic
Fighter 4/Sorcerer 1 – Mainly ranged with a bow
Barbarian 2/Rogue 3 – Uses a spiked chain and is normally up front
Cleric 4/Ranger 1 – Has the Strength and Travel domains. Usually up front in melee with the Barbarian/Rogue. Fights enlarged with full plate and a greatsword
Cleric 5 – Fights with full plate and a longsword. Tends to use attack spells first then gets into melee.
In the last fight the Barbarian/Rogue and the enlarged Cleric/Ranger dominated the fight with their reach. The B/R has combat reflexes and has a +4 Dex modifier, giving him a lot of AoO.
Below are the stats for bad guys in the final battle. The fight takes place at the top of a lighthouse in a 40 ft. x 40 ft. room. The only thing in the room is a pedestal in the centre. The pedestal will have a crystal sitting on it that the PC’s will be trying to remove and replace with a jade serpent. The BBEG and his pals will obviously be trying to stop the. So what tactics would you recommend and what would you do to up the CR if needed?
Olaf the Stout
Milton Drac
Male human Cleric 8: CR 8; Medium humanoid; HD 8d8; hp 52; Init +7; Spd 30 ft.; AC 16, touch 16, flatfooted 13; Base Atk +6; Grap +9; Atk +9 melee (1d6+3, sickle) or +9 ranged (3d6, 20 ft. burst, exploding skull); Full Atk +9/+4 melee (1d6+3, sickle) or +9/+3 ranged (3d6, 20 ft. burst, exploding skull); SA rebuke undead (7/day; +2 synergy bonus); AL CE; SV Fort +6, Ref +5,
Will +10; Str 16, Dex 17, Con 11, Int 18, Wis 18, Cha 18.
Skills and Feats: Balance +4, Bluff +9, Concentration +5, Diplomacy +18, Disguise +4 (+6 acting), Gather Information +5, Intimidate +10, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +11, Search +5, Sense Motive +9, Spellcraft +7, Spot +10; Alertness, Combat Casting, Drac Bloodline , Improved Initiative.
Spells Prepared (7/6/5/5/4; save DC 14 + spell level): 0—cure minor wounds (x2), detect magic, guidance, resistance, virtue; 1st—cause fear*, cure light wounds, divine favor, entropic shield, protection from good, protection from law; 2nd—hold person, owl’s wisdom, shatter, silence, summon monster II; 3rd—blindness/deafness, cure serious wounds, dispel magic, magic circle
against good, magic circle against law*; 4th—chaos hammer*, divine power, lesser planar ally, poison.
*Domain spell. Domains: Chaos (cast chaos spells at +1 caster level); Death (1/day—touch kills target with less than 8d6 hit points).
Possessions: Sickle, 3 exploding skulls, potion of cure light wounds, ring of protection +3, Yellow Sign gold pendant worth 50 gp, jeweled
Captain Brock Wallace, a.k.a. Gorn
Male civilized serpent person Rogue 5: Medium monstrous humanoid (shapechanger); HD 5d6+15; hp 37; Init +7; Spd 20 ft, swim 10 ft. in armor; AC 20, touch 13, flat-footed 17; Base Atk +3; Grp +3; Atk +3 melee (1d6/18-20, cutlass), +3 melee (1d4/19-20, throwing dagger), or +6 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d6/18-20, cutlass), +3 melee (1d4/19-20, throwing dagger), or +6 ranged (1d8/19-20, light crossbow); SA sneak attack +3d6; SQ change shape, darkvision 60 ft., evasion, trap sense +1, trapfinding, uncanny dodge; AL NE; SV Fort +4, Ref +7, Will +1; Str 10, Dex 16, Con 16, Int 15, Wis 10, Cha 10.
Skills and Feats: Balance +8, Bluff +7, Climb +2, Diplomacy +4, Disguise +6 (+8 acting; +16/+18 with change shape), Escape Artist +6, Forgery +8, Gather Information +5, Hide +5, Jump +0*, Listen +4, Move Silently +6*, Perform (sing) +3, Profession (sailor) +5, Search +4, Sense Motive +5, Spot +5, Survival +0 (+2 following tracks), Swim +4, Tumble +6, Use Magic Device +5, Use Rope +3 (+5 with bindings); Dodge, Improved InitiativeB, Point Blank Shot.
Change Shape (Su): Gorn may assume the form of any Small or Medium humanoid. In humanoid form, Gorn loses his swim speed. He can remain in his humanoid form until he chooses to assume a new shape, but may only assume a new shape up to three times per day. A change in
form cannot be dispelled, but Gorn reverts to his natural form when killed. A true seeing spell or ability reveals Gorn’s natural form. When using his change shape ability, Gorn gets a +10 circumstance bonus on Disguise checks.
Possessions: +3 hide armor, cutlass, 2 daggers, light crossbow, 10 bolts, potion of invisibility,
pouch with 75 gp.
Melkior Maeorgan
Male human Fighter 5: CR 5; Medium humanoid; HD 5d10+15; hp 49; Init +7; Spd 20 ft; AC 21, touch 13, flat-footed 18; Base Atk +5; Grp +9; Atk +11 melee (1d4+7/19-20, +1 adamantine dagger) or +9 ranged (1d4+6/19-20, throwing dagger); Full Atk +11 melee (1d4+7/19-20, +1 adamantine dagger) or +9 ranged (1d4+6/19-20, throwing dagger); AL NE; SV Fort +7, Ref +4, Will +3; Str 18, Dex 16, Con 16, Int 15, Wis 15, Cha 12.
Skills and Feats: Climb +3, Diplomacy +4, Forgery +5, Intimidate +4, Jump +3, Listen +4, Ride +4, Search +3, Sense Motive +4, Spot +5, Swim –1; Combat Expertise, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (dagger), Weapon Specialization (dagger).
Possessions: +2 breastplate, +1 adamantine dagger, 4 throwing daggers, potion of cure light wounds, pouch with 100 gp.
I really would like the final battle in Madness in Freeport to be a tough, challenging fight so that there is a good climactic ending to the trilogy. To do this I figured that I would enlist the help of the minds of EN World.
There are 5 PC’s in the party and they are all currently 5th level. I expect that they will be up to about 7th level by the time they get to the final encounter. The adventure is designed for 4 PC’s not 5. We use action points and the Swashbuckling cards produced by Barsoomcore. As a result my group will probably be stronger than expected for the fight. The final battle is EL 10. I may have to up the levels of the bad guys or add another one in to compensate.
The Swashbuckling cards basically let the PC’s do a number of things such as automatically critical on a successful hit, gain an extra attack in a round, increase your AC by a couple of points for a round, etc. Overall they make the PC’s a little stronger than if they didn’t have the cards. Each player only gets 2 cards to use in the session so they may or may not have them for the final fight.
The PC’s are:
Sorcerer 5 - Specialises in Cold magic
Fighter 4/Sorcerer 1 – Mainly ranged with a bow
Barbarian 2/Rogue 3 – Uses a spiked chain and is normally up front
Cleric 4/Ranger 1 – Has the Strength and Travel domains. Usually up front in melee with the Barbarian/Rogue. Fights enlarged with full plate and a greatsword
Cleric 5 – Fights with full plate and a longsword. Tends to use attack spells first then gets into melee.
In the last fight the Barbarian/Rogue and the enlarged Cleric/Ranger dominated the fight with their reach. The B/R has combat reflexes and has a +4 Dex modifier, giving him a lot of AoO.
Below are the stats for bad guys in the final battle. The fight takes place at the top of a lighthouse in a 40 ft. x 40 ft. room. The only thing in the room is a pedestal in the centre. The pedestal will have a crystal sitting on it that the PC’s will be trying to remove and replace with a jade serpent. The BBEG and his pals will obviously be trying to stop the. So what tactics would you recommend and what would you do to up the CR if needed?
Olaf the Stout
Milton Drac
Male human Cleric 8: CR 8; Medium humanoid; HD 8d8; hp 52; Init +7; Spd 30 ft.; AC 16, touch 16, flatfooted 13; Base Atk +6; Grap +9; Atk +9 melee (1d6+3, sickle) or +9 ranged (3d6, 20 ft. burst, exploding skull); Full Atk +9/+4 melee (1d6+3, sickle) or +9/+3 ranged (3d6, 20 ft. burst, exploding skull); SA rebuke undead (7/day; +2 synergy bonus); AL CE; SV Fort +6, Ref +5,
Will +10; Str 16, Dex 17, Con 11, Int 18, Wis 18, Cha 18.
Skills and Feats: Balance +4, Bluff +9, Concentration +5, Diplomacy +18, Disguise +4 (+6 acting), Gather Information +5, Intimidate +10, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +11, Search +5, Sense Motive +9, Spellcraft +7, Spot +10; Alertness, Combat Casting, Drac Bloodline , Improved Initiative.
Spells Prepared (7/6/5/5/4; save DC 14 + spell level): 0—cure minor wounds (x2), detect magic, guidance, resistance, virtue; 1st—cause fear*, cure light wounds, divine favor, entropic shield, protection from good, protection from law; 2nd—hold person, owl’s wisdom, shatter, silence, summon monster II; 3rd—blindness/deafness, cure serious wounds, dispel magic, magic circle
against good, magic circle against law*; 4th—chaos hammer*, divine power, lesser planar ally, poison.
*Domain spell. Domains: Chaos (cast chaos spells at +1 caster level); Death (1/day—touch kills target with less than 8d6 hit points).
Possessions: Sickle, 3 exploding skulls, potion of cure light wounds, ring of protection +3, Yellow Sign gold pendant worth 50 gp, jeweled
Captain Brock Wallace, a.k.a. Gorn
Male civilized serpent person Rogue 5: Medium monstrous humanoid (shapechanger); HD 5d6+15; hp 37; Init +7; Spd 20 ft, swim 10 ft. in armor; AC 20, touch 13, flat-footed 17; Base Atk +3; Grp +3; Atk +3 melee (1d6/18-20, cutlass), +3 melee (1d4/19-20, throwing dagger), or +6 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d6/18-20, cutlass), +3 melee (1d4/19-20, throwing dagger), or +6 ranged (1d8/19-20, light crossbow); SA sneak attack +3d6; SQ change shape, darkvision 60 ft., evasion, trap sense +1, trapfinding, uncanny dodge; AL NE; SV Fort +4, Ref +7, Will +1; Str 10, Dex 16, Con 16, Int 15, Wis 10, Cha 10.
Skills and Feats: Balance +8, Bluff +7, Climb +2, Diplomacy +4, Disguise +6 (+8 acting; +16/+18 with change shape), Escape Artist +6, Forgery +8, Gather Information +5, Hide +5, Jump +0*, Listen +4, Move Silently +6*, Perform (sing) +3, Profession (sailor) +5, Search +4, Sense Motive +5, Spot +5, Survival +0 (+2 following tracks), Swim +4, Tumble +6, Use Magic Device +5, Use Rope +3 (+5 with bindings); Dodge, Improved InitiativeB, Point Blank Shot.
Change Shape (Su): Gorn may assume the form of any Small or Medium humanoid. In humanoid form, Gorn loses his swim speed. He can remain in his humanoid form until he chooses to assume a new shape, but may only assume a new shape up to three times per day. A change in
form cannot be dispelled, but Gorn reverts to his natural form when killed. A true seeing spell or ability reveals Gorn’s natural form. When using his change shape ability, Gorn gets a +10 circumstance bonus on Disguise checks.
Possessions: +3 hide armor, cutlass, 2 daggers, light crossbow, 10 bolts, potion of invisibility,
pouch with 75 gp.
Melkior Maeorgan
Male human Fighter 5: CR 5; Medium humanoid; HD 5d10+15; hp 49; Init +7; Spd 20 ft; AC 21, touch 13, flat-footed 18; Base Atk +5; Grp +9; Atk +11 melee (1d4+7/19-20, +1 adamantine dagger) or +9 ranged (1d4+6/19-20, throwing dagger); Full Atk +11 melee (1d4+7/19-20, +1 adamantine dagger) or +9 ranged (1d4+6/19-20, throwing dagger); AL NE; SV Fort +7, Ref +4, Will +3; Str 18, Dex 16, Con 16, Int 15, Wis 15, Cha 12.
Skills and Feats: Climb +3, Diplomacy +4, Forgery +5, Intimidate +4, Jump +3, Listen +4, Ride +4, Search +3, Sense Motive +4, Spot +5, Swim –1; Combat Expertise, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (dagger), Weapon Specialization (dagger).
Possessions: +2 breastplate, +1 adamantine dagger, 4 throwing daggers, potion of cure light wounds, pouch with 100 gp.