Demons & Devils: Help me scale it up

Eye Tyrant

First Post
Really I only need help right now on the last encounter of the first adventure...

Spoiler alert

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The central chamber of Crane's Dungeon features 3 Cornugons... Now I'm taking a 13th level party through this and was just wanted to test them a bit at the end... How can I make this a bit more challenging. The adventure is written for a 9th level party... The group consists of the following:

13th Level Half Orc Cleric of Gruumsh
10th/3rd Level Fighter/Weapons Master
9th/4th Level Wizard/Red Wizard
I forget the levels right now but the last is a Rogue/Monk/Assassin

and there may be a Barbarian at the next game....

Ideas?
 

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If you posted this at the Necromancer Games boards, you might get an answer from the author or publishers.

But my idea would be to add some lesser devils to the mix, to distract and delay, having the party use up some resources before they get to the 3 cornugons.

Another idea would be to advance one of the cornugons. Use the rules in the MM to advance him in hit dice or whatever, try to keep him looking like the other 2 so there is no obvious difference in power levels.
 

enworldatemylogin said:
If you posted this at the Necromancer Games boards, you might get an answer from the author or publishers.

...

Use the rules in the MM to advance him in hit dice or whatever, try to keep him looking like the other 2 so there is no obvious difference in power levels.

That's good advice, IMO. :)
 

Actually, with an EL of 15, these aren't a bad challenge for the party, as is especially after they summon a few barbazu to absorb some damage... while they toss a few fireballs around.

However, why not throw a few levels of Fiend of Corruption on one of them (cf Fiend Folio) and start tempting one or more of the party members as well?

Cheers
D
 

Advancing by Hit Dice gives more BAB and hit points for little CR advancement so that is always a nice option.

Templates are another good way to make them nastier, but not many go onto outsiders. Perhaps the devils have been corrupted by the Cthulhu pantheon and have the alienist template from Tome and Blood.

What sourcebook resources do you have access to?

Advancing by class can add some nastiness, raging devils? extra fighter feats? Add in some sneak attack damage.

Some single use magic items can also increase their nastiness a little.

A few minor minions to distract and give the area of effect spells or cleave warriors something to do is always nice.

I forget do they have animate dead? A few undead adventurers to make the cleric spend some time turning adds a little time to the conflict.
 

All very good ideas, thanks to all...

The Cornugons will definitely be summoning the barbazu (1d6 each I think it is)... The undead adventurers is a nice twist too... Since I'm running the only Cleric (who is evil and who gets rebuke/command undead) I can make sure the undead are a tough group...

So with 3 Cornugons, and 3-18 Barbazu, plus possible undead adventurers... that should do nicely...

Any other ideas... ?
 

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