Warning spoilers for P1- do not read on if you intend playing this module.
We're in the midst of P1 King of the Trollhaunt warrens and my PCs are having too easier time of it, I've tried combining encounters which makes for titanic battles (and the players love them by the way) but we're looking for simpler solutions- like implementing the MM3 damage changes.
So I'd like some of you kind people to check my working out- help me get the damage settings right.
For the complete picture the PCs are-
Fighter 13 (Defences 27/25/21/21),
Wizard 13 (23/22/25/23),
Cleric 13 (25/22/20/25),
Warlord 12 (28/25/26/22) &
Rogue 13 (26/22/27/23),
they're not pimped in any way- they started life as the WOTC KOTS pregens,
None of my players come here (or any other D&D/RPG site so it's safe to talk), the encounters I need to alter are all of those in the Feywild section of the module, so I'll tell you what I think I should do and you critique (I don't want to fiddle with what's already in the book however ie change the combatants, just get the threat right)-
Oh and the PCs should be able to complete all of these encounters without needing an extended rest, and I promise I'll not combine any of them.
#1 C1: Cliffside Portal (3600XP Level 12)
3 Helmed Horrors (13 Soldier) & a Skill Challenge
Elemental Greatsword +20 vs AC 1d10+7 + 1d10 cold, fire, lightning or thunder
changes to-
Elemental Greatsword +20 vs AC 2d6+11 + 1d10 cold, fire, lightning or thunder
The HH have an encounter power that grants them two of the above attacks & Regen 5.
#2 C2: Outpost (4000XP Level 13)
Formorian Dark Initiate (13 Solo Controller)
MBA- Necrotic Staff +17 vs Ref 1d10+7 Necro & Push 1
changes to-
MBA- Necrotic Staff +17 vs Ref 2d6+11 Necro & Push 1
Black Flame Area Burst 1 within 10 +17 Ref 2d8+7 Fire & Necro
changes to-
Black Flame Area Burst 1 within 10 +17 Ref 3d6+7 Fire & Necro
Mind Wrack Close Blast 5 +15 Will 2d6+7 Psychic & Dazed
changes to-
Mind Wrack Close Blast 5 +15 Will 2d8+7 Psychic & Dazed
ENC Dark Step Close Burst 1 +17 vs Fort 1d10+7 Necro + Teleport
changes to-
ENC Dark Step Close Burst 1 +17 vs Fort 2d8+7 Necro + Teleport
The creature also a recharge 456 Double Spell- Black Flame & Mind Wrack power
High defences and 650HP- pretty sturdy to say the least.
#3 C3; Waterfall (4000XP Level 13)
2 Feymire Crocodiles (10 Elite Soldiers)
MBA Bite +17 vs AC 2d8+6 & Grabbed
changes to-
MBA Bite +17 vs AC 2d8+9 & Grabbed
Clamping Jaws (vs Grabbed target) +17 vs AC 3d8+6 Miss: Half
changes to-
Clamping Jaws (vs Grabbed target) +17 vs AC 3d8+9 Miss: Half
Also has a +15 vs Fort Swallow power
Regen 5 cancelled Fire
2 Quickling Zephyrs (14 Lurkers)
MBA Shortsword +19 vs AC 1d6+9
changes to
MBA Shortsword +19 vs AC 1d6+12
High defences again and +2d6 on CA.
#4 C4 Guardhouse (4500XP Level 13)
6 Cyclops Guards (14 Minions)
MBA Battleaxe +17 vs AC 7 damage
changes to-
MBA Battleaxe +17 vs AC 12 damage
They also have an IR if missed by melee attack- make an MBA.
3 Cyclops Impalers (14 Artillery)
MBA Spear +19 vs AC 1d10+6
changes to-
MBA Spear +19 vs AC 2d6+9
RBA Spear +19 vs AC 1d10+6
changes to-
RBA Spear +19 vs AC 2d6+9
Impaling Shot (Recharge 6) 2 attacks +19 vs AC 2d6+6 + ongoing 5
changes to-
Impaling Shot (Recharge 6) 2 attacks +19 vs AC 2d8+7 + ongoing 5
Evil Eye power +2 bonus to Ranged
Again good defences.
#5 C5 Entrance Cavern (4000XP Level 13)
Ghost Troll Devourer (13 Lurker) Insubstantial although cancelled if Acid/Fire/Radiant
MBA Spirit Bite +18 vs Fort 1d8+5 + ongoing 5 Necro
changes to-
MBA Spirit Bite +18 vs Fort 2d6+11 + ongoing 5 Necro
Entrapping Jaws (Recharge 56 & when bloody opponent) +20 vs AC 2d6+7 + Restrained & +2 to all Defences
changes to-
Entrapping Jaws (Recharge 56 & when bloody opponent) +20 vs AC 3d6+11 + Restrained & +2 to all Defences
2 Ghost Troll Renders (13 Brute) Insubstantial although cancelled if Acid/Fire/Radiant
MBA Spirit Claws +15 vs Reflex 2d10+7
changes to-
MBA Spirit Claws +15 vs Reflex 2d10+14
ENC Terror Strike +14 vs Will 3d6+3 Psychic + Slowed- Fail save Unconscious (Save ends)
changes to-
ENC Terror Strike +14 vs Will 5d6+6 Psychic + Slowed- Fail save Unconscious (Save ends)
These boys have 121 HP each (and Insubstantial)
Displacer Beast Packlord (13 Elite Skirmisher)
MBA Tentacle +18 vs AC 2d6+7
changes to
MBA Tentacle +18 vs AC 2d6+11
Bite +18 vs AC 3d6+7
changes to
Bite +18 vs AC 3d6+11
Beast's Fury with CA make 2xTentacle + Bite same target- NASTY.
Displacement 50% all attacks miss, until one hits- recharge if move 2.
Threatening Reach 3
Superior Shifting- on Miss because of Displacement (FREE ACTION not Immediate Interrupt or Reaction)- Packlord makes MBA and Shifts 1
I take it FREE means I can do this as many times PCs are still missing due to Displacement- this could be nasty too if that's the case.
Good defences and 258 HP.
#6 Cauldron Chamber- the finale (7000XP Level 16)
4 Ghost Troll Devourers (as above)
Stone Cauldron (14 Controller)
Attack +16 vs Will 6d6 Psychic + Pushed 3 Miss- roll attack again for next nearest PC
stays the same.
Only way to stop it is to destroy it which requires Vard's (see below) magical eye to be thrown in the cauldron.
Vard (16 Elite Brute)
MBA Claw +19 vs AC 3d8+7
changes to-
MBA Claw +19 vs AC 3d8+14
Frenzied strike (FREE)- bloody target make a MBA
Propelling Swipe (Close Blast 2) +17 vs Ref 3d8+7 + Push 2 + Prone
stays the same.
Necrotic Blood IR Vard takes damage- target takes ongoing 10 Necro
Baleful Eye (Minor) +19 vs Will Slowed & no Teleport
ENC Smoldering Eye Close Blast 5 +19 vs Reflex 2d10+7 Fire +10 ongoing Fire & -2 To Hit
changes to
ENC Smoldering Eye Close Blast 5 +19 vs Reflex 4d6+12 Fire +10 ongoing Fire & -2 To Hit
If cauldron is still intact when Vard dies (which is going to be the case approx. 100% of the time- unless the PCs somehow wrench his eye out and work out they need to throw it in the cauldron- unlikely) then Vard gest back up with bloodied hit points although he can no longer use Baleful or Smoldering Eye (you'd have thought he would have already used Smoldering Eye).
Good defences and 348 HP- Regen 10 cancelled with Fire/Acid
I've tried to use the table found on page 4 of the errata (Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Updates)) but... well what do you think, I think the To Hits should stay the same but this is my first time messing with damage- any clues?
We're in the midst of P1 King of the Trollhaunt warrens and my PCs are having too easier time of it, I've tried combining encounters which makes for titanic battles (and the players love them by the way) but we're looking for simpler solutions- like implementing the MM3 damage changes.
So I'd like some of you kind people to check my working out- help me get the damage settings right.
For the complete picture the PCs are-
Fighter 13 (Defences 27/25/21/21),
Wizard 13 (23/22/25/23),
Cleric 13 (25/22/20/25),
Warlord 12 (28/25/26/22) &
Rogue 13 (26/22/27/23),
they're not pimped in any way- they started life as the WOTC KOTS pregens,
None of my players come here (or any other D&D/RPG site so it's safe to talk), the encounters I need to alter are all of those in the Feywild section of the module, so I'll tell you what I think I should do and you critique (I don't want to fiddle with what's already in the book however ie change the combatants, just get the threat right)-
Oh and the PCs should be able to complete all of these encounters without needing an extended rest, and I promise I'll not combine any of them.
#1 C1: Cliffside Portal (3600XP Level 12)
3 Helmed Horrors (13 Soldier) & a Skill Challenge
Elemental Greatsword +20 vs AC 1d10+7 + 1d10 cold, fire, lightning or thunder
changes to-
Elemental Greatsword +20 vs AC 2d6+11 + 1d10 cold, fire, lightning or thunder
The HH have an encounter power that grants them two of the above attacks & Regen 5.
#2 C2: Outpost (4000XP Level 13)
Formorian Dark Initiate (13 Solo Controller)
MBA- Necrotic Staff +17 vs Ref 1d10+7 Necro & Push 1
changes to-
MBA- Necrotic Staff +17 vs Ref 2d6+11 Necro & Push 1
Black Flame Area Burst 1 within 10 +17 Ref 2d8+7 Fire & Necro
changes to-
Black Flame Area Burst 1 within 10 +17 Ref 3d6+7 Fire & Necro
Mind Wrack Close Blast 5 +15 Will 2d6+7 Psychic & Dazed
changes to-
Mind Wrack Close Blast 5 +15 Will 2d8+7 Psychic & Dazed
ENC Dark Step Close Burst 1 +17 vs Fort 1d10+7 Necro + Teleport
changes to-
ENC Dark Step Close Burst 1 +17 vs Fort 2d8+7 Necro + Teleport
The creature also a recharge 456 Double Spell- Black Flame & Mind Wrack power
High defences and 650HP- pretty sturdy to say the least.
#3 C3; Waterfall (4000XP Level 13)
2 Feymire Crocodiles (10 Elite Soldiers)
MBA Bite +17 vs AC 2d8+6 & Grabbed
changes to-
MBA Bite +17 vs AC 2d8+9 & Grabbed
Clamping Jaws (vs Grabbed target) +17 vs AC 3d8+6 Miss: Half
changes to-
Clamping Jaws (vs Grabbed target) +17 vs AC 3d8+9 Miss: Half
Also has a +15 vs Fort Swallow power
Regen 5 cancelled Fire
2 Quickling Zephyrs (14 Lurkers)
MBA Shortsword +19 vs AC 1d6+9
changes to
MBA Shortsword +19 vs AC 1d6+12
High defences again and +2d6 on CA.
#4 C4 Guardhouse (4500XP Level 13)
6 Cyclops Guards (14 Minions)
MBA Battleaxe +17 vs AC 7 damage
changes to-
MBA Battleaxe +17 vs AC 12 damage
They also have an IR if missed by melee attack- make an MBA.
3 Cyclops Impalers (14 Artillery)
MBA Spear +19 vs AC 1d10+6
changes to-
MBA Spear +19 vs AC 2d6+9
RBA Spear +19 vs AC 1d10+6
changes to-
RBA Spear +19 vs AC 2d6+9
Impaling Shot (Recharge 6) 2 attacks +19 vs AC 2d6+6 + ongoing 5
changes to-
Impaling Shot (Recharge 6) 2 attacks +19 vs AC 2d8+7 + ongoing 5
Evil Eye power +2 bonus to Ranged
Again good defences.
#5 C5 Entrance Cavern (4000XP Level 13)
Ghost Troll Devourer (13 Lurker) Insubstantial although cancelled if Acid/Fire/Radiant
MBA Spirit Bite +18 vs Fort 1d8+5 + ongoing 5 Necro
changes to-
MBA Spirit Bite +18 vs Fort 2d6+11 + ongoing 5 Necro
Entrapping Jaws (Recharge 56 & when bloody opponent) +20 vs AC 2d6+7 + Restrained & +2 to all Defences
changes to-
Entrapping Jaws (Recharge 56 & when bloody opponent) +20 vs AC 3d6+11 + Restrained & +2 to all Defences
2 Ghost Troll Renders (13 Brute) Insubstantial although cancelled if Acid/Fire/Radiant
MBA Spirit Claws +15 vs Reflex 2d10+7
changes to-
MBA Spirit Claws +15 vs Reflex 2d10+14
ENC Terror Strike +14 vs Will 3d6+3 Psychic + Slowed- Fail save Unconscious (Save ends)
changes to-
ENC Terror Strike +14 vs Will 5d6+6 Psychic + Slowed- Fail save Unconscious (Save ends)
These boys have 121 HP each (and Insubstantial)
Displacer Beast Packlord (13 Elite Skirmisher)
MBA Tentacle +18 vs AC 2d6+7
changes to
MBA Tentacle +18 vs AC 2d6+11
Bite +18 vs AC 3d6+7
changes to
Bite +18 vs AC 3d6+11
Beast's Fury with CA make 2xTentacle + Bite same target- NASTY.
Displacement 50% all attacks miss, until one hits- recharge if move 2.
Threatening Reach 3
Superior Shifting- on Miss because of Displacement (FREE ACTION not Immediate Interrupt or Reaction)- Packlord makes MBA and Shifts 1
I take it FREE means I can do this as many times PCs are still missing due to Displacement- this could be nasty too if that's the case.
Good defences and 258 HP.
#6 Cauldron Chamber- the finale (7000XP Level 16)
4 Ghost Troll Devourers (as above)
Stone Cauldron (14 Controller)
Attack +16 vs Will 6d6 Psychic + Pushed 3 Miss- roll attack again for next nearest PC
stays the same.
Only way to stop it is to destroy it which requires Vard's (see below) magical eye to be thrown in the cauldron.
Vard (16 Elite Brute)
MBA Claw +19 vs AC 3d8+7
changes to-
MBA Claw +19 vs AC 3d8+14
Frenzied strike (FREE)- bloody target make a MBA
Propelling Swipe (Close Blast 2) +17 vs Ref 3d8+7 + Push 2 + Prone
stays the same.
Necrotic Blood IR Vard takes damage- target takes ongoing 10 Necro
Baleful Eye (Minor) +19 vs Will Slowed & no Teleport
ENC Smoldering Eye Close Blast 5 +19 vs Reflex 2d10+7 Fire +10 ongoing Fire & -2 To Hit
changes to
ENC Smoldering Eye Close Blast 5 +19 vs Reflex 4d6+12 Fire +10 ongoing Fire & -2 To Hit
If cauldron is still intact when Vard dies (which is going to be the case approx. 100% of the time- unless the PCs somehow wrench his eye out and work out they need to throw it in the cauldron- unlikely) then Vard gest back up with bloodied hit points although he can no longer use Baleful or Smoldering Eye (you'd have thought he would have already used Smoldering Eye).
Good defences and 348 HP- Regen 10 cancelled with Fire/Acid
I've tried to use the table found on page 4 of the errata (Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Updates)) but... well what do you think, I think the To Hits should stay the same but this is my first time messing with damage- any clues?