Help Me With The Final Battle In Madness In Freeport

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.
 

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Ok. First question: Does the barbarian/rogue fight with a spiked chain or a greatsword?

Remember that you can't get an AOO if your target has cover relative to you. So if you are fighting with a spiked chain and try an AOO against a foe 10' away the space between you cannot be occupied by another combatant.( In addition, regular attacks are at a -4 to hit these targets)

Second question: Those swashbuckling cards sound pretty powerful, especially when combined with action points. Do NPC's get these too?

I have the module and am familliar with this battle and the situation, especially what happens if that pedestal sits empty for too long :uhoh:

IMHO, especially if the answer to question 2 is no, the PC's will wipe the floor with these guys and not break much of a sweat if they level twice before the encounter. What is needed here are some good old fashioned minions like the Ftr 2 serpent men to form a blockade of bodies around the pedestal with orders to grapple anyone trying to go near it. This forces the party to split forces between the fodder and the heavy hitters.
 

Kormydigar said:
Ok. First question: Does the barbarian/rogue fight with a spiked chain or a greatsword?

Remember that you can't get an AOO if your target has cover relative to you. So if you are fighting with a spiked chain and try an AOO against a foe 10' away the space between you cannot be occupied by another combatant.( In addition, regular attacks are at a -4 to hit these targets)

Second question: Those swashbuckling cards sound pretty powerful, especially when combined with action points. Do NPC's get these too?

I have the module and am familliar with this battle and the situation, especially what happens if that pedestal sits empty for too long :uhoh:

IMHO, especially if the answer to question 2 is no, the PC's will wipe the floor with these guys and not break much of a sweat if they level twice before the encounter. What is needed here are some good old fashioned minions like the Ftr 2 serpent men to form a blockade of bodies around the pedestal with orders to grapple anyone trying to go near it. This forces the party to split forces between the fodder and the heavy hitters.

The Barbarian/Rogue fights with a spiked chain.

In regards to your second question, the NPC's don't normally get Swashbuckling cards but I'm quite happy to make an exception for this fight. While the cards may seem powerful, most, but not all of them are useful in combat. They do definitely give the PC's something extra in combat though which is why I'm not averse to giving them to the NPC's as well or upping the CR by a good couple of levels for this fight.

Do you think I would be better off upping the levels of the BBEG's by 1 or 2 or by adding in a couple of lower-level fodder?

Olaf the Stout
 

Adding fodder would make the battle more challenging. The adventure was designed for 4 PC's of no higher than 6th level. Since you have 5 PC's and you estimate them to be 7th by the time this battle happens, extra opponents make sense. Because of the special nature of this fight having only three bad guys vs. five PC's seems weak. Four members of the party could keep the bad guys busy while the other one strolls up and does the jade serpent thing. The way to add tension and excitement here is to put bodies between the PC's and the pedestal, even if they are not individually powerful.
 

IMC the final battle of Madness saw 4 PCs of 7th-9th level (plus one 6th level NPC cleric) finally defeat the Sea Lord and his cronies. I made it more challenging in several ways:

-- the ritual was already underway when the PCs stormed the top level of the lighthouse, so the clock was really ticking for them to stop the Sea Lord.
-- I added the half-farspawn template (from Lords of Madness) to the Sea Lord for extra fun. Hey, he's a high-ranking cult member worshipping a power from outside our reality, after all.
-- I advanced Wallance and Maeorgan each by a level or two, upgrading their gear as apprpopriate.
-- the top level was in effect an evil temple, with unhallow and bane in effect.
-- I also had some other bad guys (three drow: a warlock in the room, and a rogue and fighter hiding outside the window waiting to spring a well-timed ambush) join in the fight. I had already introduced these as villains in the campaign, but the PCs didn't yet known their true intentions. They basically were there to make sure the ritual was completed but that the Sea Lord was also defeated, so when the battle turned in favor of the PCs they split.
-- you may consider adding another enemy (I'd suggest a pseudonatural creature as a summoned bad guy).

So I take it that you've already done the battle on the lighthouse stairs? When I ran that part, the sorceror flew around out of range and dropped fireballs and flaming spheres on the PCs as they desperately ran up the stairs. He softened them up a good bit, and the PCs weren't able to mount a decent defense or counterstrike because they were running at different speeds and thus become more separated. The PCs stopped outside the top level to heal, seriously depleting their resources before the final battle began. The NPC cleric had no healing spells left for the final battle, so he was pretty much useless.

In the final battle, the mooks did a good job of keeping the PCs contained in one half of the room while the Sea Lord stood back and cast spells. His entropic shield spell was used for good effect against the PC archer. I also switched out some of his spells for some [Evil] spells from the BoVD and Spell Compendium -- fleshripper (?) and wrack.
 

A gibbering mouther might make a good addition to the fray, given what's going on.

I'd also highly recommend some mooks. Perhaps Barbarian1/Rogue1s -- they'll have 20ish hp if done right, and when they see the PCs enter the room, they'll cut themselves with ritual daggers and charge madly towards the PCs. Give them the Mad Foam Rager feat for extra nastiness: (from the Previews for April and Beyond article: http://www.wizards.com/default.asp?x=dnd/iw/20060406a )

MAD FOAM RAGER
Prerequisite: Rage or frenzy ability.

Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability.


One more thing: Instead of 'classic' barbarian rage, give them the Whirling Frenzy alternate class feature, and consider swapping out their fast movement for the Diehard feat(as per the first ability of the Boar totem barbarian)

In fact...

Insane Cultist, Variant Barbarian1/Rogue1, CR2

HD: 2 (19 hp) (1d12+1d6+4)
Speed: 30ft, Init +1
AC: 15 (T11, FF14) (+1 Dex + 4 chainshirt under robes), when raging: AC 17(T11)
Saves: Fort +4, Ref +3(+5 during frenzy), Will -1

Attacks(during frenzy): masterwork kukri +6 (1d4+4/18-20) or
masterwork kukri +4/+4 (1d4+4/18-20)

Special Attacks:
Whirling Frenzy(10 rounds, +4 Str, +2 AC, gains flurry of blows)
Sneak Attack +1d6
Mad Foam Rager(during frenzy, delay effect of a spell/attack for 1 round)
Diehard(keeps fighting until -10 hp)

Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 8
Skills: Probably irrelevant, decide on a few
Feats: Mad Foam Rager, Extend Rage
 
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Kormydigar said:
Adding fodder would make the battle more challenging. The adventure was designed for 4 PC's of no higher than 6th level. Since you have 5 PC's and you estimate them to be 7th by the time this battle happens, extra opponents make sense. Because of the special nature of this fight having only three bad guys vs. five PC's seems weak. Four members of the party could keep the bad guys busy while the other one strolls up and does the jade serpent thing. The way to add tension and excitement here is to put bodies between the PC's and the pedestal, even if they are not individually powerful.

That's a good point about having as many opponents as PC's. Someone strolling up to put the serpent on the pedastal unhindered wouldn't be very dramatic now would it. :)

Olaf the Stout
 

atom crash said:
IMC the final battle of Madness saw 4 PCs of 7th-9th level (plus one 6th level NPC cleric) finally defeat the Sea Lord and his cronies. I made it more challenging in several ways:

-- the ritual was already underway when the PCs stormed the top level of the lighthouse, so the clock was really ticking for them to stop the Sea Lord.
-- I added the half-farspawn template (from Lords of Madness) to the Sea Lord for extra fun. Hey, he's a high-ranking cult member worshipping a power from outside our reality, after all.
-- I advanced Wallance and Maeorgan each by a level or two, upgrading their gear as apprpopriate.
-- the top level was in effect an evil temple, with unhallow and bane in effect.
-- I also had some other bad guys (three drow: a warlock in the room, and a rogue and fighter hiding outside the window waiting to spring a well-timed ambush) join in the fight. I had already introduced these as villains in the campaign, but the PCs didn't yet known their true intentions. They basically were there to make sure the ritual was completed but that the Sea Lord was also defeated, so when the battle turned in favor of the PCs they split.
-- you may consider adding another enemy (I'd suggest a pseudonatural creature as a summoned bad guy).

So I take it that you've already done the battle on the lighthouse stairs? When I ran that part, the sorceror flew around out of range and dropped fireballs and flaming spheres on the PCs as they desperately ran up the stairs. He softened them up a good bit, and the PCs weren't able to mount a decent defense or counterstrike because they were running at different speeds and thus become more separated. The PCs stopped outside the top level to heal, seriously depleting their resources before the final battle began. The NPC cleric had no healing spells left for the final battle, so he was pretty much useless.

In the final battle, the mooks did a good job of keeping the PCs contained in one half of the room while the Sea Lord stood back and cast spells. His entropic shield spell was used for good effect against the PC archer. I also switched out some of his spells for some [Evil] spells from the BoVD and Spell Compendium -- fleshripper (?) and wrack.

As of last session the PC's just finished the Lighthouse Ball scene and are headed back to the Temple of Knowledge to find out from K'Stallo what the strange man's message meant. They haven't even got the Jade Serpent yet. I'm just trying to get in early on this once since the finale to Terror was a bit of an anti-climax.

The bane and unhallow spells are a great idea. I'll definitely be using them. Any other ideas?

Olaf the Stout
 

Kunimatyu said:
A gibbering mouther might make a good addition to the fray, given what's going on.

I'd also highly recommend some mooks. Perhaps Barbarian1/Rogue1s -- they'll have 20ish hp if done right, and when they see the PCs enter the room, they'll cut themselves with ritual daggers and charge madly towards the PCs. Give them the Mad Foam Rager feat for extra nastiness: (from the Previews for April and Beyond article: http://www.wizards.com/default.asp?x=dnd/iw/20060406a )

MAD FOAM RAGER
Prerequisite: Rage or frenzy ability.

Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability.


One more thing: Instead of 'classic' barbarian rage, give them the Whirling Frenzy alternate class feature, and consider swapping out their fast movement for the Diehard feat(as per the first ability of the Boar totem barbarian)

In fact...

Insane Cultist, Variant Barbarian1/Rogue1, CR2

HD: 2 (19 hp) (1d12+1d6+4)
Speed: 30ft, Init +1
AC: 15 (T11, FF14) (+1 Dex + 4 chainshirt under robes), when raging: AC 17(T11)
Saves: Fort +4, Ref +3(+5 during frenzy), Will -1

Attacks(during frenzy): masterwork kukri +6 (1d4+4/18-20) or
masterwork kukri +4/+4 (1d4+4/18-20)

Special Attacks:
Whirling Frenzy(10 rounds, +4 Str, +2 AC, gains flurry of blows)
Sneak Attack +1d6
Mad Foam Rager(during frenzy, delay effect of a spell/attack for 1 round)
Diehard(keeps fighting until -10 hp)

Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 8
Skills: Probably irrelevant, decide on a few
Feats: Mad Foam Rager, Extend Rage

Kunimatyu, that looks like a pretty nasty CR2. I like it! :)

Olaf the Stout
 

Milton Drac should have access to everything the PCs have. And that means Action Points, those cards, the works.

Ditto on the stair approach. IMC, the stairs became enough of a challenge for 2 PCs to bail out through the windows (with fly spells) and fly up to the top of the lighthouse. So have somebody to soften them up - preferably somebody who's tough enough to merit using some of the party's high-powered resources.

In this combat you may also want to use your PCs' weaknesses against them. Not enough to make your players feel they're getting screwed - just enough to make them sweat a little. That means throwing Will save spells at the barbarian and Reflex saves at the cleric/ranger. Oh, and definitely have somebody (or something) with reach guard the crystal. While the PCs should eventually get to replace the crystal, they should work for it.
 

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