Help Me With The Final Battle In Madness In Freeport

As I recall, when I played in this scenario the entire party spider climbed or flew up the outside of the lighthouse.

The DM was a bit miffed, so moved every single 'named' NPC into the top room.

Talk about a challenging fight!
 

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Eccles said:
As I recall, when I played in this scenario the entire party spider climbed or flew up the outside of the lighthouse.

The DM was a bit miffed, so moved every single 'named' NPC into the top room.

Talk about a challenging fight!

Talk about avoiding all the fun! I really think that they would have thought of something like that in the modules. It's not like it's something that out of the blue for a party to do (although I must admit I hadn't considered it) yet it is not even raised as a possibility in the module.

Hopefully my party won't stop to think about it but if they do then I think moving some, if not all of the named NPC's would make for a suitable challenging fight to finish the Trilogy.

Olaf the Stout
 

I added the Half-Farspawn template to Milton Drac last night. It supposedly only adds +2 to his CR but it looks like it should be higher than that to me.

Just a selection of some of the things it gave him:

Spell Resistance 18
Damage Reduction 5/Magic
Acid Resistance 10
Electricity Resistance 10
2 Tentacle Attacks (1d4+2) in addition to his normal attacks
+3 to his Natural AC
Increased his stats as follows: Str +2, Dex +2, Con +6(!), Wis +4, Cha +2

The ability to use:
Blur 3/day
Blink 3/day
Touch of Idiocy 1/day
Stinking Cloud 1/day
True Strike 1/day

He looks like one bad mutha now! So bad in fact that I don't think that I'm going to change too much else in the encounter otherwise it might be too tough. Milton Drac is now a CR 10 encounter by himself. I'll add the Bane and Unhallow spell effects in and throw in a couple of mooks. Other than that though I think the battle will be challenging enough.

I have to keep in mind though that the PC's don't have to kill all the bad guys. They just have to get the Jade Serpent onto the pedastal and keep it there for a little bit (I haven't decided how long as yet, probably as long as is dramatic). The power of the Jade Serpent will then kill off any bad guys that are still alive.

Any suggestions for round by round tactics to use?

Olaf the Stout
 

The PC's are about to enter the lighthouse tonight. 5 PC's, 4 of them 6th level and 1 5th level (new player). The Cleric 5 has left the group and has been replaced with a Rogue 3/Ranger 2.

Any final suggestions?

Olaf the Stout
 

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