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where you're going to die in CoS (spoilers)
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<blockquote data-quote="Koren" data-source="post: 6871355" data-attributes="member: 6802236"><p>I like the mummy idea, another very dangerous but less up front deadly. There's a good chance anyone infected with rotting fist won't be able to get to a remove curse in time, though, as it's a 3rd level spell and that's 2 more levels of adventuring after Death House. You could give them to means to cast it a few times in some of the treasure in the house, though, scrolls and such.</p><p></p><p>We covered the Shambling Mound to death in some of the other CoS threads Those of us who are running the game at tables with lots of new players are changing it with something a little less deadly to level 2s after hearing of others' TPKs.</p><p></p><p>I'm using a gibbering mouther, which potentially locks down half of the party on any given round, but has no resistances, only one condition immunity, and a lot less health. One or two characters will likely go down due to its high damage bite, but no-one is likely to be killed outright (unless by a confused, raging party member), and the fight should be over before death saves become an issue. Others are going with something more in the undead/diabolist theme (and changing the grick encounter too).</p><p></p><p>Green hags for the night hag are a good idea. Even a coven of them is overkill against level 3s-4s. Other ways of rebalancing include changing up the coven spell list for a list containing more illusions/utility and less straight up murder-the-party, and that way the hags aren't just leaving children's bones out in the open for characters to spot on casual observation when they make a house call. Make them do their Scooby Doo work while the hags aren't at home if they're suspicious, and/or de-emphasize/put off Dream Biscuits until after they've got a couple of more levels. I'm moving the Dream Biscuits encounter to Vallaki so that it's less obvious that they are hags to a party that goes to the Old Bonegrinder because of the deed in Death House.</p><p></p><p>Give them opportunities to learn about hags' weaknesses and the power of covens so they can design a strategy to break the coven quickly. Maybe a book in Death House or a friendly NPC who has fought covens of hags before (Ezmerelda or van Richten?). Hags are intelligent monsters capable of complex plots and possessing self-preservation instincts. As powerful as those coven spells are, the hags shouldn't be too quick to engage a party of adventurers that outnumbers them when they can disguise themselves and their environment. Just a lonely old woman with her two spinster daughters. Nothing to see here.</p></blockquote><p></p>
[QUOTE="Koren, post: 6871355, member: 6802236"] I like the mummy idea, another very dangerous but less up front deadly. There's a good chance anyone infected with rotting fist won't be able to get to a remove curse in time, though, as it's a 3rd level spell and that's 2 more levels of adventuring after Death House. You could give them to means to cast it a few times in some of the treasure in the house, though, scrolls and such. We covered the Shambling Mound to death in some of the other CoS threads Those of us who are running the game at tables with lots of new players are changing it with something a little less deadly to level 2s after hearing of others' TPKs. I'm using a gibbering mouther, which potentially locks down half of the party on any given round, but has no resistances, only one condition immunity, and a lot less health. One or two characters will likely go down due to its high damage bite, but no-one is likely to be killed outright (unless by a confused, raging party member), and the fight should be over before death saves become an issue. Others are going with something more in the undead/diabolist theme (and changing the grick encounter too). Green hags for the night hag are a good idea. Even a coven of them is overkill against level 3s-4s. Other ways of rebalancing include changing up the coven spell list for a list containing more illusions/utility and less straight up murder-the-party, and that way the hags aren't just leaving children's bones out in the open for characters to spot on casual observation when they make a house call. Make them do their Scooby Doo work while the hags aren't at home if they're suspicious, and/or de-emphasize/put off Dream Biscuits until after they've got a couple of more levels. I'm moving the Dream Biscuits encounter to Vallaki so that it's less obvious that they are hags to a party that goes to the Old Bonegrinder because of the deed in Death House. Give them opportunities to learn about hags' weaknesses and the power of covens so they can design a strategy to break the coven quickly. Maybe a book in Death House or a friendly NPC who has fought covens of hags before (Ezmerelda or van Richten?). Hags are intelligent monsters capable of complex plots and possessing self-preservation instincts. As powerful as those coven spells are, the hags shouldn't be too quick to engage a party of adventurers that outnumbers them when they can disguise themselves and their environment. Just a lonely old woman with her two spinster daughters. Nothing to see here. [/QUOTE]
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