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Story Hour
Cooperative Dungeon 04 -- When Heroes Fall
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<blockquote data-quote="Conaill" data-source="post: 2753167" data-attributes="member: 1264"><p>Hm... number of opponents is the obvious one. With a party of 6, I wouldn't hesitate to throw 50% more opponents at them in a big brawl like you just had. I doubt they would have fared as well if they had been faced with 4 more regular gnolls in that encounter.</p><p></p><p>In addition, you have the equivalent of a 5th level party, instead of the 3rd lvl the dungeon is designed for. You could always *double* the number of opponents, but that may get somewhat unwieldy. </p><p></p><p>Here's some suggestions for the rooms I designed:</p><p></p><p></p><p>14.5 The Howling Winds: </p><p></p><p>Make sure to fully exploit all the synergies between the various elements of this encounter. For example, anyone attempting to jump over the scythe trap counts as "Flying" for the Gust of Wind effect, and may be blown back as a result. If anyone is blown into someone else due to the GoW or the statue, I would make the second character roll a Balance check, or an extra Fort save against the GoW. Make sure to use all the GoW size penalties as well: familiars and Small characters will have a much harder time here. </p><p></p><p>Another easy tweak is to make the Howling Winds corridor 10' wide, and/or eliminate the "squeezing" penalties on the animated statue. That means it'll get a speed of 30' instead of 15', and extra +4 to attack and AC, and it can charge to bullrush. Making the corridor wider also means more people can go toe-to-toe with the statue, which should be more enjoyable for the players in such a large party.</p><p></p><p></p><p>20 Yinopu's Vigil:</p><p></p><p>Increase Yinopu to Clr4, and the Swarm to 4 or 5HD (or simply have *two* swarms). Use the Optional Element on page 39 to increase the CR of the next chamber (at the expense of perhaps not getting as much of the more mundane loot out of rooms 15-21).</p></blockquote><p></p>
[QUOTE="Conaill, post: 2753167, member: 1264"] Hm... number of opponents is the obvious one. With a party of 6, I wouldn't hesitate to throw 50% more opponents at them in a big brawl like you just had. I doubt they would have fared as well if they had been faced with 4 more regular gnolls in that encounter. In addition, you have the equivalent of a 5th level party, instead of the 3rd lvl the dungeon is designed for. You could always *double* the number of opponents, but that may get somewhat unwieldy. Here's some suggestions for the rooms I designed: 14.5 The Howling Winds: Make sure to fully exploit all the synergies between the various elements of this encounter. For example, anyone attempting to jump over the scythe trap counts as "Flying" for the Gust of Wind effect, and may be blown back as a result. If anyone is blown into someone else due to the GoW or the statue, I would make the second character roll a Balance check, or an extra Fort save against the GoW. Make sure to use all the GoW size penalties as well: familiars and Small characters will have a much harder time here. Another easy tweak is to make the Howling Winds corridor 10' wide, and/or eliminate the "squeezing" penalties on the animated statue. That means it'll get a speed of 30' instead of 15', and extra +4 to attack and AC, and it can charge to bullrush. Making the corridor wider also means more people can go toe-to-toe with the statue, which should be more enjoyable for the players in such a large party. 20 Yinopu's Vigil: Increase Yinopu to Clr4, and the Swarm to 4 or 5HD (or simply have *two* swarms). Use the Optional Element on page 39 to increase the CR of the next chamber (at the expense of perhaps not getting as much of the more mundane loot out of rooms 15-21). [/QUOTE]
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Cooperative Dungeon 04 -- When Heroes Fall
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