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Balance Concern in Elder Brain/Ulitharid encounter(s)
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<blockquote data-quote="Trit One-Ear" data-source="post: 8511798" data-attributes="member: 6678017"><p>Hey all,</p><p></p><p>So my party FINALLY reached the Elder Brain lair, and we left on the reveal of the Brain as our cliff hanger.</p><p>I now have a week and a half left to fine-tune this encounter and... it's definitely looking rough for them atm.</p><p>They've gone through a few encounters to get here (including a pack of Bulettes that managed to KO the party bard, costing some valuable spell-slots), and are feeling a little worn out. But without taking a Short Rest, they have plunged into the lair.</p><p></p><p>The encounter is designed as such:</p><ul> <li data-xf-list-type="ul">The Elder Brain - Sitting in its pool atop a platform, it is a good distance from the party as the enter the chamber. It has protected itself with a psychic barrier that grants it 3/4 cover to all attacks more than 30ft. away from it. (I am debating giving the party something they can interact with, near the Brain of course, to disable the barrier.)<ul> <li data-xf-list-type="ul">The Brain has 3x hostages currently in its pool that grant it its Legendary Resistance. The party can rescue them by pulling them from the pool, removing the LR charges.</li> </ul></li> <li data-xf-list-type="ul">The Ulitharid - As the lieutenant, its job is to charge the heroes and protect the Brain. However, it values its own survival above the Brain's, and once below 1/3rd hp will planeshit away. Alternatively, it can be persuaded to leave earlier if the heroes see the antagonism between the two villains.<ul> <li data-xf-list-type="ul">The party is discussing (in our time between sessions) fleeing to rest up and bring in reinforcements. That is absolutely an option, though the Brain will try to stop it if possible. I'm considering having the Ulitharid hold the stone door to the chamber closed using Telekinesis, which would at least give the heroes a chance to take out the other monsters before dealing with it.</li> </ul></li> <li data-xf-list-type="ul">3x Mind Flayers - I'm concerned 3 is too many, as the possibility for chain-stuns becomes an exponential problem the more threats there are. (One PC stunned is an issue, 3 is a huge problem etc.) I have devised things for Stunned/Dominated PC's to do while stunned (see below) but I still worry 3x will make the encounter too difficult (or at least too difficult to be fun). Maybe this can be balanced by the Ulitharid holding the door, or maybe I cut down to 2x.</li> <li data-xf-list-type="ul">5x Thralls - I have a number of thralls in the room, all creatures from the village nearby. There are 3x gnomes (CR 2), which should be pretty easy to handle. There are also 2x Leonin, one a Paladin-base, the other a Barbarian-base. They are CR 4 and 5 respectively.<ul> <li data-xf-list-type="ul">While a hero is stunned or dominated, they will mentally be transported to a "psychic plane" where they can interact with other creatures stunned or dominated. If they choose, they can break the psychic chains (currently 3/creature) that hold them as thralls. Once broken, the creature is freed and can join the heroes' side.</li> <li data-xf-list-type="ul">Depending on how things are going, I may have Intellect Devourers burst forth from freed thralls, giving the heroes one last enemy to contend with. (This is something I will cut if the fight is going poorly.)</li> <li data-xf-list-type="ul">I want the Leonin at least to be strong enough that, if freed, they will be a strong enough addition to the heroes' side to be worth it. But that also means until they're freed, they're a pretty powerful threat themselves... maybe bringing their CRs down to 3 and 4 respectively would help.</li> </ul></li> <li data-xf-list-type="ul">Hero Reinforcements - The heroes have sent word to the village nearby to send help when they can, so I have an ace-in-the-hole possible if things start going south fast. A few of the leonin royal guard, including an NPC they've befriended, can show up to help even the odds. Similarly/alternatively, a powerful spiritual leader's soul has been with them for the last two sessions (it's complicated) so perhaps he can summon some help as well.</li> </ul><p>So... all of that! A party of 6x Level 11 characters (short some resources) seem to have their work cut out for them. INT saves are not this party's strong suit, so that shifts the math slightly more against them as well.</p><p>In your opinion, have I prepped a TPK? Or is this going to be a satisfying victory over a truly threatening foe?</p><p></p><p>As always, input and comments deeply appreciated.</p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 8511798, member: 6678017"] Hey all, So my party FINALLY reached the Elder Brain lair, and we left on the reveal of the Brain as our cliff hanger. I now have a week and a half left to fine-tune this encounter and... it's definitely looking rough for them atm. They've gone through a few encounters to get here (including a pack of Bulettes that managed to KO the party bard, costing some valuable spell-slots), and are feeling a little worn out. But without taking a Short Rest, they have plunged into the lair. The encounter is designed as such: [LIST] [*]The Elder Brain - Sitting in its pool atop a platform, it is a good distance from the party as the enter the chamber. It has protected itself with a psychic barrier that grants it 3/4 cover to all attacks more than 30ft. away from it. (I am debating giving the party something they can interact with, near the Brain of course, to disable the barrier.) [LIST] [*]The Brain has 3x hostages currently in its pool that grant it its Legendary Resistance. The party can rescue them by pulling them from the pool, removing the LR charges. [/LIST] [*]The Ulitharid - As the lieutenant, its job is to charge the heroes and protect the Brain. However, it values its own survival above the Brain's, and once below 1/3rd hp will planeshit away. Alternatively, it can be persuaded to leave earlier if the heroes see the antagonism between the two villains. [LIST] [*]The party is discussing (in our time between sessions) fleeing to rest up and bring in reinforcements. That is absolutely an option, though the Brain will try to stop it if possible. I'm considering having the Ulitharid hold the stone door to the chamber closed using Telekinesis, which would at least give the heroes a chance to take out the other monsters before dealing with it. [/LIST] [*]3x Mind Flayers - I'm concerned 3 is too many, as the possibility for chain-stuns becomes an exponential problem the more threats there are. (One PC stunned is an issue, 3 is a huge problem etc.) I have devised things for Stunned/Dominated PC's to do while stunned (see below) but I still worry 3x will make the encounter too difficult (or at least too difficult to be fun). Maybe this can be balanced by the Ulitharid holding the door, or maybe I cut down to 2x. [*]5x Thralls - I have a number of thralls in the room, all creatures from the village nearby. There are 3x gnomes (CR 2), which should be pretty easy to handle. There are also 2x Leonin, one a Paladin-base, the other a Barbarian-base. They are CR 4 and 5 respectively. [LIST] [*]While a hero is stunned or dominated, they will mentally be transported to a "psychic plane" where they can interact with other creatures stunned or dominated. If they choose, they can break the psychic chains (currently 3/creature) that hold them as thralls. Once broken, the creature is freed and can join the heroes' side. [*]Depending on how things are going, I may have Intellect Devourers burst forth from freed thralls, giving the heroes one last enemy to contend with. (This is something I will cut if the fight is going poorly.) [*]I want the Leonin at least to be strong enough that, if freed, they will be a strong enough addition to the heroes' side to be worth it. But that also means until they're freed, they're a pretty powerful threat themselves... maybe bringing their CRs down to 3 and 4 respectively would help. [/LIST] [*]Hero Reinforcements - The heroes have sent word to the village nearby to send help when they can, so I have an ace-in-the-hole possible if things start going south fast. A few of the leonin royal guard, including an NPC they've befriended, can show up to help even the odds. Similarly/alternatively, a powerful spiritual leader's soul has been with them for the last two sessions (it's complicated) so perhaps he can summon some help as well. [/LIST] So... all of that! A party of 6x Level 11 characters (short some resources) seem to have their work cut out for them. INT saves are not this party's strong suit, so that shifts the math slightly more against them as well. In your opinion, have I prepped a TPK? Or is this going to be a satisfying victory over a truly threatening foe? As always, input and comments deeply appreciated. Trit [/QUOTE]
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