How to hurt a party KotS style - Ginnel stay out :-p

Rechan said:
I thought it reset every time you managed to stand back up.

Yeah, I thought that too. I will probably continue to play it that way, also. Bleeding out should not happen on a regular basis, it should happen when someone goes down and nobody can reach them for six or seven rounds.
 

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A slinger got inside? Irontooth has been warned?

If that's true there's no 3 round count-in between waves. I'm pretty sure Irontooth wave + skirmisher&minion wave + adding more kobolds to adjust for 6th PC will drop a couple PCs...
 

DM_Blake said:
Hate to say it, but your rogue actuallye died.

3 faield death saves between rests is fatal. He failed 4 death saves between rests.

Just thought you should know.

I don't get that impression reading page 295 of the PHB.

Can you cite a reference that gives you that impression?
 

zero skill LPB said:
I don't get that impression reading page 295 of the PHB.

Can you cite a reference that gives you that impression?

I think that, "Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die." is pretty black and white.
 

silentounce said:
I think that, "Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die." is pretty black and white.

Yup, it totally is. And I totally missed it. Thanks. :)
 


While running this, my party of 5 PCs took the encounter outside the cave fairly easily, with the Ranger hiding in the bushes and picking off 2 minions at a time before they could reach where the rest of the party fought downstream. When the skirmisher escaped into the cave however, the party began to have issues.

First, they finished dealing with the rest of the kobolds outside, and chose to wait for the reinforcements at the mouth of the waterfall. The wizard readied an Icy Terrain to trigger when the first kobold exited the cave, and killed nearly half of the minions that issued forth. Unfortunately, Irontoe had been warned and had marshaled all of his forces from the cave to assault the players. The party was overwhelmed over the next few turns, the Fighter and Warlord stood together and were flanked from almost every angle. There were enough kobolds left over to harry the Cleric, while Irontooth took on the rogue that had foolishly tried to sneak attack him.

Over the next few rounds, the Fighter and Warlord were up and down. The minions allowed the skirmishers to gain combat advantage and just wailed on the party while two dragonshields took the cleric down and Irontooth obliterated the rogue. The saving grace was the ranger who ably took down two minions at a time to lessen the incoming damage on the tanks. The party won, but only after they had exhausted every daily and had literally 2 healing surges left.

I think the point of that rambling story is that especially with more than 5 party members, KotS tends to lose a lot of the challenge factor. The only way I've seen to make it challenging is to trigger multiple encounters at once or in a sequence. For instance, when the party first entered the Keep, one of the goblins snuck off and alerted the dig site and the torture chamber, and the noise eventually alerted the goblin king. This huge encounter was extremely challenging, and I assigned an xp bonus to it, as the party defeated it without having to run away.

Frankly,if I don't cascade encounters like that, the party tends to walk over anything the keep throws at them. They're on the second level now, about 4 encounters away from Kalarel, and I think the added challenge has really made the game more interesting for all involved and we've had a blast.

-Krensus
 

Our fight vs. Irontooth went pretty smoothly. Although the Wizard wasn't present so the minions did prove to be pretty annoying.

Irontooth sure was a beast... well until the +1 Lifedrinking Greataxe wielding dwarf fighter CRIT with his Brutal Strike...ouch... like 52 damage... nasty... He dropped from 60 to 8.. the rogue finished him off the next round.. he only got to make one attack at his bloodied state.
 

Our fight vs. Irontooth went pretty smoothly. Although the Wizard wasn't present so the minions did prove to be pretty annoying.

Irontooth sure was a beast... well until the +1 Lifedrinking Greataxe wielding dwarf fighter CRIT with his Brutal Strike...ouch... like 52 damage... nasty... He dropped from 60 to 8.. the rogue finished him off the next round.. he only got to make one attack at his bloodied state.

Why does a first level PC have a level 5 magical weapon? Granted, it's part of the standard parcel for 1st level encounters, but still. Why does he have it at this point? Or had these characters adventured before? Still first level?
 

I am running into the same thing, even with normal 22 buy that party is going to be strong, I have Fighter, Warlord, Warlock, Ranger, Cleric core and a 6th that bounces in and out (warlock or other).

Party composition can have a huge impact on encounters. Running KoTS with the pre-mades and running it a second time with player made characters are two extremely different games. In my case the Ranger and Warlock replace the Rogue and Wizard and Warlord replaces Paladin, that group has for more damage and healing than the pre gen group.

In your case you have 2 dragonborn, that is going to up the groups power there. It has been my experience also that adding one monster does not = adding one PC so i have taken to adding 2 monsters for each extra PC and that seems to make things a little more even. At 28 pts you may need to add even more.
 

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