CR, DR and dead heroes...

EntropyDecay

First Post
My group and I had a long discussion yesterday following the death of two characters and a familiar. Topic was: "THAT creature was WAY too high for our group".

The adventurers:
- Human Psychic Warrior 8 / Fighter 1
- Halfelf Ranger 5 / Rogue 2 / Bloodhound 1
- Gnome Illusionist 8
- Human Paladin 8
- Human Cleric 8

The setting:
"The Jackal's Redemption" from Dungeon 95
[Spoilers Alert!]

The party entered the tower of a missing wizard, killed the flesh golem guardian without any problem and decided that the ranger should explore the next levels of the tower under the influence of an invisibility spell. She discovered a Narzugon devil and his fiendish dire boar mount waiting for something in the arcane laboratory and returned to the group. They decided to slay the devil, had the cleric cast bulls strength on the Psychic Warrior, the Paladin & himself and attacked the fiend on his evil mount [Who was not surprised because the boar had heard the ranger while she was in the lab and he was suspecting that he was no longer alone in the tower].
Short version of the battle:
- The paladin fought against the rider for several rounds despite the fact that the few times he was able to penetrate the armour of his opponent [AC:25] his weapon [+1 flaming longsword] was not able to do any damage [DR:20/+2, fire immunity]. The Narzugon hit him on a more regular basis [Attack:+17/+12, higher ground] and brought him down to 13 hp. The paladin did not heal his wounds despite the fact that his lay on hands ability was "full" and a last critical from the devil made short work of him [HP:-12].
- Meanwhile the rest of the group attacked the mount and killed it after a few round [the paladin was dead by then]. The players were a bit frustrated at this time because the boar's hide [DR:5/+2] took some punch out of their weapon attacks [PsyWar: +1 keen greatsword, Clr: +1 frost greatsword, Rgr: +1 longbow arrows]. A last shocking grasp from the illusionists familiar killed the boar.
- A few rounds later: The PsyWar tripped the devil round after round to stop it from using full attack actions and to give the cleric and ranger [now with +1 longsword] a better chance of hitting the Narzugon. They were able to do some damage [to prevent TPK, and save a little bit of frustration from the players, the devils DR had mysteriously dropped to 10/+2] and the devil was wounded [HP: 26 of 55]. The Narzugon decided to flee, but not without a last baleful gaze [Phantasmal killer against all within 30 ft with DC:18]. The ranger and the familiar did not make their saves and died out of fear. In the next round the devil used his teleport without error and escaped.

The discussion:
- The players: The Narzugon [CR:9] and his mount [CR:5] were a challenge WAY too high for the group. The DR of the devil made it too tough and his abilities and elemental immunities were too powerful. It is not possible for a normal group of our level to defeat such an opponent if the group has not bought +2 weapons [I had told them of the DR change and what the normal DR of the fiend was].
- My point of view: There is a way [or more ways] to defeat this opponent even without +2 weapons since a single Narzugon could be an appropriate endboss for a four person party of level 5 or 6. The only example of such a tactic I found was to use Greater Magic Weapon, but I think there must be some more.

Now for my question to you:
How to defeat a Narzugon with our party? How to defeat a Narzugon without someone who has Greater Magic Weapon or when the cleric has it not prepared?

[Complete Narzugon stats can be found here: Dungeon 95, "The Jackal's Redemption" & Manual of the Planes]

Chris
*who REALLY looks forward to the 3.5 DR system*
 

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EntropyDecay said:
Now for my question to you:
How to defeat a Narzugon with our party? How to defeat a Narzugon without someone who has Greater Magic Weapon or when the cleric has it not prepared?

The first thing that jumps to my mind is, once it's clear that the party's weapons can't penetrate the DR, to retreat and come back with GMW prepared. (My group has used this strategy often enough that our cleric has started keeping GMW prepared all the time.)

Standard equipment for an 8th-9th level group would be in the 30,000 gp range. With +2 weapons valued at ~4300 gp, there ought to be several in the group. But the only one in this group was the paladin's weapon, which was neutered in this case by replacing its second plus with an (in this case) useless special ability. CR is (allegedly) balanced against a party with 'normal' levels of equipment.

That said, I'd still agree wholeheartedly with your postscript. This is a good example of how the 3.0 DR system makes the difficulty of encounters way too dependent on having the right equipment. Give that creature DR 10/(magic and blessed) or somesuch, and even though your group doesn't have blessed weapons, they can still fight through it & have a chance.

Oh, and presuming the paladin has been raised, tell him to lay on hands before he dies next time. :D Old Bedouin saying: "The best place to carry your water is in you." Once a character is down below about half hit points, he shouldn't be worried about 'conserving' healing ability. The ability heals the same number of hit points when he has 30 as when he has 5, there's no point waiting for the situation to become 'urgent' to use it.
 

Re: Re: CR, DR and dead heroes...

Christian said:


The first thing that jumps to my mind is, once it's clear that the party's weapons can't penetrate the DR, to retreat and come back with GMW prepared. (My group has used this strategy often enough that our cleric has started keeping GMW prepared all the time.)

But isn't there any other spell, ability, tactic,... to overcome a DR that is higher than any weapon you possess? Hmm, I believe I have seen a "true striking" weapon enchantment in one of the books I have. Comes at a +1 cost modifier and negates all DR, if I remember correctly.
Possibilites so far:
1) +2 weapon
2) +1 true striking weapon
3) "GMW" spell

Christian said:


Standard equipment for an 8th-9th level group would be in the 30,000 gp range. With +2 weapons valued at ~4300 gp, there ought to be several in the group. But the only one in this group was the paladin's weapon, which was neutered in this case by replacing its second plus with an (in this case) useless special ability. CR is (allegedly) balanced against a party with 'normal' levels of equipment.

Last time I looked +2 weapons were at 8000 gp [magic] + 300 gp [masterwork] + X gp [weapon base cost].
The weapons of the cleric and the psychic warrior were also +2:
- Cleric: +1 frost greatsword [useless against devil with 20 cold resistance]
- PsyWar: +1 keen greatsword [would work against the devil, but a bit of bad luck on the players side...]

Christian said:


Oh, and presuming the paladin has been raised, tell him to lay on hands before he dies next time. :D Old Bedouin saying: "The best place to carry your water is in you." Once a character is down below about half hit points, he shouldn't be worried about 'conserving' healing ability. The ability heals the same number of hit points when he has 30 as when he has 5, there's no point waiting for the situation to become 'urgent' to use it.

The player told me later that he forgot to use it in the heat of the battle and when he remembered that he had this ability, he was already dead. :rolleyes:

Chris
*whose real name is Christian and feels a bit like talking to himself :D *
 

Well, I see a few things going on in this situation. The first thing though, depends on you.

How did they get those weapons? Did you give them out as treasure, or did *they* buy them like that?

If *you* gave them to them as treasure, the fault is partly on your side for throwing them up against something that you knew they didn't have the means (weapons) to beat. (sure they can always retreat/run, that's why I said it's only *partly* your fault.)

If *they* bought the weapons like that, then the fault is all on them. "flaming", "keen", and "frost", *are* cool abilities, and I definately can see the enticement of them, BUT, I don't think that PC's should consider getting what I call "cool little bonus abilities" on their weapons untill after they have *at least* a base of +2 weapons. There's just too many things out there that have DR of +2, and quite a good amount of things with DR +3. (+4 is pretty few, and +5 is rare, I can't even recall anything of the top of my head that has DR +5. Of the top of my head that is :p )

Another thing to take into account, even if the Cleric's Frost +1 Greatsword couldn't penetrate the Demon's DR of +2, it *still* would have taken the full Frost Dmg (and I'm not sure, but possibly double dmg from it since it's a fire subtype creature? That's the only thing I'm not sure about).

EDIT- Looks like we where posting at the same time. You say this thing had Fire Immunity AND Cold Resistance of 20? Man that's just harsh! :(

Also, you say the Ranger had reported what he saw, yes? Did you allow any of the party to make any knowledge checks to see if they knew of any vulnerabilities/specifics of those creatures? (Such as a successful knowledge check would let them know that it was immune to fire, and possibly only weapons that where "doubly enchanted" could penetrate it's hide)

About the Paladin, I agree, that's his own fault, he *should* have healed himself, no questions about that.

So you're left with a dead Paladin, Ranger and familiar. I don't think anything could really be done about the familiar, although I'd have to re-read over what happens when they die about bringing them back to life.

About the Paladin and Ranger though, what is the rest of your party doing?? At this point in their careers, they *should* be able to pool together their money and get the Paladin and Ranger raised/ressurected. Don't let this destroy your campaign/dishearten the PC's. Make an adventure out of getting those two Characters raised (let the players of the two fallen heroes play hirelings/cohorts of the party while they accompany the others to going and getting the bodes ressurected/raised.) Let it be a learning lesson for all (hopefully the PC's will see their errors, or I'm sure that since you've talked it over you could just flat out tell them what you think their errors where), and move on from there with your PC's having gained some valuable knowledge. :)
 
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RedSwan78 said:
Well, I see a few things going on in this situation. The first thing though, depends on you.

How did they get those weapons? Did you give them out as treasure, or did *they* buy them like that?

If *you* gave them to them as treasure, the fault is partly on your side for throwing them up against something that you knew they didn't have the means (weapons) to beat. (sure they can always retreat/run, that's why I said it's only *partly* your fault.)

If *they* bought the weapons like that, then the fault is all on them. "flaming", "keen", and "frost", *are* cool abilities, and I definately can see the enticement of them, BUT, I don't think that PC's should consider getting what I call "cool little bonus abilities" on their weapons untill after they have *at least* a base of +2 weapons. There's just too many things out there that have DR of +2, and quite a good amount of things with DR +3. (+4 is pretty few, and +5 is rare, I can't even recall anything of the top of my head that has DR +5. Of the top of my head that is :p )
The "flaming" and "keen" greatswords were bought and the +1 flaming longsword was a treasure. It is a special longsword called Sunrazor but its other abilities were not used/not useful in the combat so I just referred to it as a +1 flaming longsword [other abilities: light 30 ft radius, paladin only: searing light 1/day (caster level 9th)].
Side Note: I believe the whole "We want the cool abilities" thing began, when they met the gravewight Saithnar in "The Standing Stones". He and the paladin had a honor duel [not to the death] and the party was impressed by the high damage output of the +1 frost greatsword of the undead. When the paladin then found Sunrazor with its flaming ability in the following adventure... You can figure out the rest.

RedSwan78 said:
Another thing to take into account, even if the Cleric's Frost +1 Greatsword couldn't penetrate the Demon's DR of +2, it *still* would have taken the full Frost Dmg (and I'm not sure, but possibly double dmg from it since it's a fire subtype creature? That's the only thing I'm not sure about).
A Narzugon has the baatezu qualities which include: fire immunity and cold resistance 20. It is not of the fire subtype.

RedSwan78 said:
Also, you say the Ranger had reported what he saw, yes? Did you allow any of the party to make any knowledge checks to see if they knew of any vulnerabilities/specifics of those creatures? (Such as a successful knowledge check would let them know that it was immune to fire, and possibly only weapons that where "doubly enchanted" could penetrate it's hide)
I agree, the paladin and cleric have knowledge(religion) which could have mentionend something about Narzugons in ancient holy texts and the illusionist has knowledge(the planes) so he could know of the typical qualities of devils. But the whole report of the ranger was something like: "There is a strange man in a spiked full plate upstairs. With him is a mean looking boar with red glowing eyes." Since the characters had until this point no knowledge of the involvement of devils, I decided that this was too less information to know that this "man" was in fact a devil and to know the exact type of devil.

RedSwan78 said:
About the Paladin, I agree, that's his own fault, he *should* have healed himself, no questions about that.
He knows that his characters death was his fault and is not very upset about it. All we had later was a discussion and no argument. A bit tragic is that phantasmal killer is a fear effect and the presence of the paladin would have given the other characters a saving throw bonus. Perhaps they would have made it...

RedSwan78 said:
So you're left with a dead Paladin, Ranger and familiar. I don't think anything could really be done about the familiar, although I'd have to re-read over what happens when they die about bringing them back to life.

About the Paladin and Ranger though, what is the rest of your party doing?? At this point in their careers, they *should* be able to pool together their money and get the Paladin and Ranger raised/ressurected. Don't let this destroy your campaign/dishearten the PC's. Make an adventure out of getting those two Characters raised (let the players of the two fallen heroes play hirelings/cohorts of the party while they accompany the others to going and getting the bodes ressurected/raised.) Let it be a learning lesson for all (hopefully the PC's will see their errors, or I'm sure that since you've talked it over you could just flat out tell them what you think their errors where), and move on from there with your PC's having gained some valuable knowledge. :)
Both players have decided to start new characters (House rule: Average party level - 1). A quest to raise the two characters would be problematic because [SPOILER for "The Jackal's Redemption"] they are investigating the abduction of citizens by Xill that use the town as a resource gathering spot for their breeding chambers. And with each day they wait more and more people disappear and since the party alignment is the spectrum between LG and CG...

Chris
 
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Wow.. hehe

Did the Paladin use the Searing Light? That would have been very helpful! About the Fire Immunity *and* Cold Resistance, that explains it, and man, that is just mean! hehe

After hearing about what kind of description the Ranger gave to the party, I can see why they didn't get any knowledge checks! Did you give the Ranger any and/or how did you describe the "man" to him?

Hmm.. well I can't really give any other suggestions then what's already been said then. The party *did* have "+2" weapons, just that they where "+1 with an added ability." hehe.

Does the party not have access to GMW? I would think that they would want to have at least one casting of it per day for the Ranger with the arrows..?
 

Re: Re: Re: CR, DR and dead heroes...

EntropyDecay said:
Last time I looked +2 weapons were at 8000 gp [magic] + 300 gp [masterwork] + X gp [weapon base cost].
The weapons of the cleric and the psychic warrior were also +2:
- Cleric: +1 frost greatsword [useless against devil with 20 cold resistance]
- PsyWar: +1 keen greatsword [would work against the devil, but a bit of bad luck on the players side...]

Yes, 8300+. My bad.

I guess the players did learn a useful lesson about weapon special abilities, didn't they? :D
 


RedSwan78 said:
Wow.. hehe

Did the Paladin use the Searing Light? That would have been very helpful! About the Fire Immunity *and* Cold Resistance, that explains it, and man, that is just mean! hehe
[Sarcasm] What?! You can do more in battle than just "attack", "full attack" and "charge"? [/Sarcasm] Nope he did not use searing light. Did you expect that a paladin who forgets to use Lay On Hand on himself would use special abilities of his equipment?
Last time I looked ALL devils had fire imm. and cold res. Hey, devils are supposed to be mean. :D

RedSwan78 said:
After hearing about what kind of description the Ranger gave to the party, I can see why they didn't get any knowledge checks! Did you give the Ranger any and/or how did you describe the "man" to him?
Player got a short description and a longer look at the Narzugon picture in the MotP. She was allowed to describe all physical features she saw on it.

RedSwan78 said:
Does the party not have access to GMW? I would think that they would want to have at least one casting of it per day for the Ranger with the arrows..?
The cleric is a priest of Kord and the player a bit of a munchkin who fills most of his spell slots with strenght & constitution enhancers like Bull's Strength or Curse Of The Brute. He even has the Strength domain but has never used it till now. At least he started recently to prepare some protective spells. Perhaps there is hope.
 

jeffwik said:
A paladin was fighting a devil and he didn't cast bless weapon to circumvent its DR and autoconfirm crits? WTF?

We decided that we interpret the spell in the following way:
- negate DR of evil creatures as if weapon was +1
- able to hit evil incorporal creatures as if weapon was +1
Group consensus was that it was too powerful for a level 1 spell if it would negate all DR of evil creatures.

Side note: The Sage recently ruled it in the same way
 

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