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Cooperative Dungeon IV: Update
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<blockquote data-quote="Conaill" data-source="post: 1561024" data-attributes="member: 1264"><p>Yikes, Thulgrim! Keep in mind that this is supposed to be a <strong>level 3</strong> adventure! EL 6-8 is just going to wipe the floor with the party, especially this early in the dungeon (they will presumably have gone up a level by the time they reach #21).</p><p></p><p>I would get rid of the quasit altogether. If it's played well, there's no way the party can prevent it from getting help (invisibility at will - remember?) from any of the dozen or so other gnolls in the complex. The Gnoll Ftr2 and Clr2 are an EL 5 encounter by themselves, which is a challenging encounter for a 3rd lvl party.</p><p></p><p>Edit: You may also want to try avoid having four 2nd level NPCs following the party around for the rest of the encounter. The Wiz and Clr may be out of spells, but the Ftr2 and Rgr2 would be valuable allies. And if the party decides to rest for a night after clearing out the front half of the dungeon, they'll have two more spellcasters as well. I would recommend you find a reason to send them away, so the PCs won't have a troupe of NPCs tagging along. Chopped off limbs, burned out eyes, madness (always a good one to drop a few prophetic hints)... anything that can't be solved by a simple Cure Light from a 3rd level Cleric. Have the released prisoners head back to their village, with a promise that they'll send reinforcements - that also sets up an opportunity to bail out the party later if need be.</p></blockquote><p></p>
[QUOTE="Conaill, post: 1561024, member: 1264"] Yikes, Thulgrim! Keep in mind that this is supposed to be a [b]level 3[/b] adventure! EL 6-8 is just going to wipe the floor with the party, especially this early in the dungeon (they will presumably have gone up a level by the time they reach #21). I would get rid of the quasit altogether. If it's played well, there's no way the party can prevent it from getting help (invisibility at will - remember?) from any of the dozen or so other gnolls in the complex. The Gnoll Ftr2 and Clr2 are an EL 5 encounter by themselves, which is a challenging encounter for a 3rd lvl party. Edit: You may also want to try avoid having four 2nd level NPCs following the party around for the rest of the encounter. The Wiz and Clr may be out of spells, but the Ftr2 and Rgr2 would be valuable allies. And if the party decides to rest for a night after clearing out the front half of the dungeon, they'll have two more spellcasters as well. I would recommend you find a reason to send them away, so the PCs won't have a troupe of NPCs tagging along. Chopped off limbs, burned out eyes, madness (always a good one to drop a few prophetic hints)... anything that can't be solved by a simple Cure Light from a 3rd level Cleric. Have the released prisoners head back to their village, with a promise that they'll send reinforcements - that also sets up an opportunity to bail out the party later if need be. [/QUOTE]
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