generalhenry
First Post
have one of the kobolds defect and help the party.
I'd knock off a few of the monsters instead of using the same number of monsters but weaker. Might be hard with solos, though.I'm getting ready to start running this for a party of four (ranger, wizard, paladin, warlord). They've got the healing going on, but I'm a little worried about how they'll take on the fights. I might just give them an item that grants +1 to all attacks and defenses: this should be the equivalent of knocking all monsters down by one level, right?
The Monster Manual one is a lower level.It might help if you use the correct HP for a YWD from the MM, which I believe is 200. For an average party of PCs, that's probably 1 extra round of damage they don't have to put up with, and 1 round can turn almost dead into all dead.![]()
- Human Paladin - Went down twice and was dying at the end of the battle with no healing surges (having spent his last to do a lay on hands on the rogue right before going down). Her mark was very useful during the battle (the extra damage when harming the rogue and warlock helped).
How's that extra damage for attacking two characters work when you only have one creature to mark and the mark says that the creature only takes damage the first time it chooses not to attack you? Were you doing something like having the paladin stop challenging to re-challenge the next round? Which I believe you can't do and would be really cheesy.
If I am reading this correctly I think you or your DM works Divine Challenge incorrectly. It does damage each round that the target is marked and chooses to attack something besides the paladin ( and of course the paladin keeps engaging it )