Blue
Ravenous Bugblatter Beast of Traal
wilder_jw said:Yes, but there are 7 PCs. That makes a huge difference. That party should fairly easily handle EL 6.
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You really do seem to be underestimating how much more powerful 7 4th-level characters are than 4. It's very nearly like having 4 4th-level characters under permanent 3.0 haste. They'd need to fight smart, but the challenge is definitely appropriate.
I respectfully disagree. 7 characters have a lot more actions and damage output, but they're a lot more fragile. I agree CR 6 is about right, but think about it.
Think about the standard "equal CR encounter should use up 20% of your party resources". Well, 20% of the total party HPs, concentrated on one or two characters, is a death.
I hate TPKs. I would have fudged a way for them to run (leaving behind all of their horses, undonned armor, etc.) if they were smart enough to take it. Ogres who can be taken in small groups from preparation and surprise are a completely different encounter then one encounter with that many ogres, especially when it's the ogres who have time to buff and have surprise. That's overwhelming force, and if I did that I would expect all of the characters who don't retreat to die. I don't mind throwing PCs against overwhelming force, but I definitely mind throwing them against unavoidable death. It seems like entangle nixed any chance to escape. Smart opponents is fun (and a learning experience). Unescapable death is not.
Some things that could be different:
1. Survival rolls to place the campsight well - defensive, hide the campfire, etc.
2. A band of ogres isn't stealthy. Give the sentry listen checks with range penalties when they first came close and when the leader was casting (hear a spell is DC 0, modified by range. And if they really did it 1/2 a mile away then bull's strength would have more likely then not been gone by the time they got close.
3. Several people mentioned spells and wounds from raiding the barrows. Good idea. Even if the leader gets back spells at night so he can heal, make him down spells.
Mind you, I think having the ogres track them was correct, you just as DM are the only one in position to make sure that such an overwhelming force isn't a TPK, so leave them a way to escape if they want (say, when their friends start dropping). If they don't take it, that's their choice.
Cheers,
Blue