Hell in Freeport <*Spoilers*>

gfunk

First Post
Hi everyone,

I am planning to run my party through Hell in Freeport (Green Ronin) after the Banewarrens. Though the module is recommended for 4 10th level PCs, it seems very, very difficult. The last confrontation in particular seems to be a TPK affair. The last guy is Jalie Squarefoot and for those of you that don't have Legions of Hell, he's basically a Pit Fiend Lich.

The advice the module gives to play him is pretty weak, considering the guy is CR 18. If I were Squarefoot, I would summon a Pit Fiend and order him to repeatedly cast Blasphemy while I used all my buffing spells. I might put a Wall of Force around myself as a protective cocoon during this process. *THEN* I would unload with all my offensive spells/capabilities.

But if I play him to his maximum, as I said, it may be TPK. But the guy has a 24 INT! Any suggestions?

BTW, I wouldn't mind if this thread turned into a meta-discussion about playing NPCs and monsters to their maximum ability -- especially the really intelligent ones.
 

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The answer I usually give is this: the NPC and you as DM are outnumbered 4, 5, or 6 to one. Not only do you get one action against numerous attacks by the party, but there are many brains competing with just your one. So yes, pull out all the stops. Ask yourself if Jalie considers the party a genuine threat. If he sees his life is in danger, why wouldn't he summon a Pit Fiend? On the other hand, if he feels he can win and that he isn't in immediate danger, he probably won't summon the fiend. After all, Pit Fiends aren't just any devils. I just try to play monsters realistically. If the PCs fight ogres, the big dumb brutes ignore any real strategy, move out of flanking positions, walk right into attacks of opportunity, etc. On the other hand, an NPC with a 24 INT isn't going to make any mistakes other than one: overconfidence... that would be prevented by an exceptional Wisdom, but I don't have the module in front of me right now. PCs in 3e MUST learn sound strategy, preparation, and teamwork... otherwise, it is a very difficult game these days.
 

I would think ogres could flank. There is *some* tactics, even with a 6 int creature (Although Very light; they attack together, or hide and ambush). I mean, Trap Door Spiders ambush their prey, so there has to be something at work. :)
 

That opening Horrid Wilting is pretty nasty. It took our whole party down to near-death, and we spent several rounds just healing and fighting off the consort. By the time we were done, Jalie was invisible and flying, chucking spells all over the place--definitely bad news. But a pit fiend would have been even nastier . . .
 

I saw Banewarrens the other day at Barnes and Noble, but my hand was slapped so I put it back down:D However, the idea that a Int 24 creature should be played down is not using the creature correctly. I agree that overconfidence can lead it to not use its full powers immediately. Still there is a line of thought that if the party made it pass all the other obstructions set before them they must be strong enough to have the need to be taken down quickly. A lich, dragon, or outsider who has encountered the party before the time they actually enter the inner santium of said creature, will take NO prisoners. The party had the chance to leave earlier when they saw what they were up against. To me it sounds AWFUL chessy to make a cool NPC and then say "Oh tone it down so the players can reap all the phat treasure a creature of this level has."
 

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