Planescape Enhancing Turn of Fortune's Wheel

The AL modules have up to a 5 level spread, so very necessary there!
Yeah. :)

It would be nice if WotC provided adventure difficulty scaling suggestions in the hardcovers, but it's not that hard to figure out how difficult a given encounter should be using the DMG encounter guidelines and then adjust accordingly. (If Encounter A should be a Medium encounter for four level 5 PCs, but you've got four level 6 PCs, then figure out how many XPs worth of monsters you need to add to the encounter to keep it at a Medium difficulty).
 

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Bit of thread necromancy but thought I'd start here before doing a new thread.

IMO, the adventure is not NEARLY deadly enough considering the premise!

I'm running this for a group of relative newbies who have no idea what optimization even is - and they just waltzed through the initial encounters. I don't like increasing difficulty on new players, but (again considering the premise) I started to ramp up the difficulty about half-way through and then even more toward the end. Managed a whopping 2 character "deaths" so far. Next time I run this, definitely giving it a lethality makeover!

Really? I'm with you generally with the gate-towns because there are just few encounters laid out (though there is still potential for death like being dragged into water).

What about the walking castle? If they don't successfully intimidate or bribe the veterans that is a guaranteed TPK as written.
 

Really? I'm with you generally with the gate-towns because there are just few encounters laid out (though there is still potential for death like being dragged into water).

What about the walking castle? If they don't successfully intimidate or bribe the veterans that is a guaranteed TPK as written.
The gate towns had little danger except when I started ramping up the difficulty.

The walking castle was one of the few VERY dangerous encounters because there were a decent number of foes. This was actually 1 of the deaths because the group got careless, made WAY too much noise and got swarmed (and had to fight in magical darkness against multiple foes with blindsight) - still though only 1 death (admittedly this was partly because the Paladin got some very lucky smites in). But this early encounter was, by far, the exception.
 

The gate towns had little danger except when I started ramping up the difficulty.

The walking castle was one of the few VERY dangerous encounters because there were a decent number of foes. This was actually 1 of the deaths because the group got careless, made WAY too much noise and got swarmed (and had to fight in magical darkness against multiple foes with blindsight) - still though only 1 death (admittedly this was partly because the Paladin got some very lucky smites in). But this early encounter was, by far, the exception.

If I remember correctly it was 4 CR 5 and a CR 8 creature all attacking them at once with cloudkill and blindsight and being attacked from all sides in a small room.

How could they possibly win that and only 1 die?

This is why I disregard when people say that adventures are too easy.
 

If I remember correctly it was 4 CR 5 and a CR 8 creature all attacking them at once with cloudkill and blindsight and being attacked from all sides in a small room.

How could they possibly win that and only 1 die?

This is why I disregard when people say that adventures are too easy.

The Gladiators were not a huge problem - the group encountered them first and took care of them. That's when the noise was made and the Yugoloth's attacked. Tough fight but as I said, they made it out with 1 "fatality." (In quotes because of the nature of the module). And that's about as tough as it got.
 

The Gladiators were not a huge problem - the group encountered them first and took care of them. That's when the noise was made and the Yugoloth's attacked. Tough fight but as I said, they made it out with 1 "fatality." (In quotes because of the nature of the module). And that's about as tough as it got.
And again, the complaint is specific. The nature of this module should mean tougher in general - not just 1 or 2 tough encounters throughout.
 

The Gladiators were not a huge problem - the group encountered them first and took care of them. That's when the noise was made and the Yugoloth's attacked. Tough fight but as I said, they made it out with 1 "fatality." (In quotes because of the nature of the module). And that's about as tough as it got.

They were able to defeat 2 CR 5 creatures within 1 round?

The yugoloth and mezzoloths should both attack on the 2nd round.

If you are just having them be static in their rooms then yeah of course.
 

They were able to defeat 2 CR 5 creatures within 1 round?

Yes, because the module gives a supposedly difficult out - DC 18 Persuasion or intimidation check. The Paladin and cleric both had good persuasion and with one aiding the other (I forget who actually spoke) they passed it. The Module actually says the gladiators turn on their employers, which would have made the following combat even easier - I just had them leave instead.

The yugoloth and mezzoloths should both attack on the 2nd round.

If you are just having them be static in their rooms then yeah of course.
I had, the Loths set up an ambush, which would have been much nastier if one of the group didn't have a weapon of warning (Which, frankly, is a bit too good to be the uncommon item it is).
 

Maybe I wasn't clear, I said if they fail the social encounter then they're going to die.

In my game they did fail.
Yes, because the module gives a supposedly difficult out - DC 18 Persuasion or intimidation check. The Paladin and cleric both had good persuasion and with one aiding the other (I forget who actually spoke) they passed it. The Module actually says the gladiators turn on their employers, which would have made the following combat even easier - I just had them leave instead.


I had, the Loths set up an ambush, which would have been much nastier if one of the group didn't have a weapon of warning (Which, frankly, is a bit too good to be the uncommon item it is).
 

I had, the Loths set up an ambush, which would have been much nastier if one of the group didn't have a weapon of warning (Which, frankly, is a bit too good to be the uncommon item it is).
That's one of several magic items that I never hand out. If I see one in an official adventure, I just swap it out for something else. Why would any DM want to make it so the party can't ever be ambushed?!
 

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