HELP! DM made mistakes, doesent want to scrap game!

Well im going to reduce their loot by having the dragons hoard only be land titles and a keep or two (still filled with the dragons minions mind you). It makes sense in that A. the dragons they fought had all just recently fled from their home where giants are raging an all out war on dragons. and B. because the two dragons whom they slayed were father and son its seemingly possible that they were working in consort to forge a small country. This also gives me plot hooks in thet the guild they belong too will want to take the property as their own, and if they peacfully resolve things with the dragons minions they will have to figure out who was on whos side and who will betray who.

What do you think?
 
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That's a good idea. Plus if they decide to keep the keep, it's a good opening for more games to come. A horde invading their new lands (now that the dragons left) is quite challeging. And it cost a fortune! Building an army, equipping them, feeding them, etc. A keep/pice of land/household is a treasure that costs the players and they'll ask for more ;)
 

Just the run the game for 3 or 4 more sessions and draw it to a close then start a new game at a decent power level. I don't know how a CR 16 dragon was defeated by them but try to use better tacitcs.
I'd recommend being careful with any non-core stuff you allow into the game.

How does the barbarian do that much damage? Just curious. Seems to me that PC is the biggest problem. 2 charge attacks dealing an average of over 50 damage each at level 9? That sounds like something that shouldn't be happening till much higher in level.
 

the keep sounds good, it looks like the party would be vulriable to flying foes, especially if they are backed by a invisible sorcerer with dispel magic. The draconomicon has Dragon kin - 7HD fly 40 (good) - making them all gesalt fighter/sorcerers would seem about right. Having 10-15 of them as eilite fortress guards, who will leave if the PCs take over peacefully.
They really don't need magic items to succeed as they have good NAC, movement and 19 str.

frontline fighter/sorcerer spellls (7th)
Shield, Mage Armor, True Strike, Magic Weapon, Obscuring Mist
Mirror Image, Invisibility, see invisibility
Haste, Blink

Buffer/Backup
Ray of enfeeblement, protection from good, magic missle, shield
Bull Str, Cats Grace, Invisibility
Dispel Magic, Ray of Exhaustion
 

They usually have fly on them all as well, but i was thinking a warlock or two with fell flight and voracious dispelling could be fun.

How the barbarian/fighter girl is so good, leap attack + a feat that allows you to take up to a minus 5 to your AC and add it to your attack, a 29 str when raging and enlarged (she doesent have any str boosting items yet). So she can power attack for 9, which with leap attack grants her +36 to damage +13 from str (two handed weapon) +2 from weapon specilization +1 from a magical hammer. 3d8 for the enlarged hammer, extra attack from haste. All of that equals two attacks at only a -1 to attack when charging for 3d8+52 which means every hit makes medium creatures make saves vs. massive damage. (i was calculating her 8th level damage before, whoops)

Its a high powered campaign setting to begin with, and things would have been much worse ifi had let my player use everything from arcanis, but im much more confident about dealing with this now. Any more ideas on what should be in the keep or just about any of this in general would be appreciated.

(P.S. EvilHalfling AWESOME idea with the dragon kin!)
 

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