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Help Me With The Final Battle In Madness In Freeport
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<blockquote data-quote="atom crash" data-source="post: 3107180" data-attributes="member: 22162"><p>IMC the final battle of Madness saw 4 PCs of 7th-9th level (plus one 6th level NPC cleric) finally defeat the Sea Lord and his cronies. I made it more challenging in several ways:</p><p></p><p>-- the ritual was already underway when the PCs stormed the top level of the lighthouse, so the clock was really ticking for them to stop the Sea Lord.</p><p>-- I added the half-farspawn template (from Lords of Madness) to the Sea Lord for extra fun. Hey, he's a high-ranking cult member worshipping a power from outside our reality, after all.</p><p>-- I advanced Wallance and Maeorgan each by a level or two, upgrading their gear as apprpopriate.</p><p>-- the top level was in effect an evil temple, with <em>unhallow</em> and <em>bane</em> in effect.</p><p>-- I also had some other bad guys (three drow: a warlock in the room, and a rogue and fighter hiding outside the window waiting to spring a well-timed ambush) join in the fight. I had already introduced these as villains in the campaign, but the PCs didn't yet known their true intentions. They basically were there to make sure the ritual was completed but that the Sea Lord was also defeated, so when the battle turned in favor of the PCs they split.</p><p>-- you may consider adding another enemy (I'd suggest a pseudonatural creature as a summoned bad guy). </p><p></p><p>So I take it that you've already done the battle on the lighthouse stairs? When I ran that part, the sorceror flew around out of range and dropped fireballs and flaming spheres on the PCs as they desperately ran up the stairs. He softened them up a good bit, and the PCs weren't able to mount a decent defense or counterstrike because they were running at different speeds and thus become more separated. The PCs stopped outside the top level to heal, seriously depleting their resources before the final battle began. The NPC cleric had no healing spells left for the final battle, so he was pretty much useless. </p><p></p><p>In the final battle, the mooks did a good job of keeping the PCs contained in one half of the room while the Sea Lord stood back and cast spells. His <em>entropic shield</em> spell was used for good effect against the PC archer. I also switched out some of his spells for some [Evil] spells from the BoVD and Spell Compendium -- <em>fleshripper</em> (?) and <em>wrack</em>.</p></blockquote><p></p>
[QUOTE="atom crash, post: 3107180, member: 22162"] IMC the final battle of Madness saw 4 PCs of 7th-9th level (plus one 6th level NPC cleric) finally defeat the Sea Lord and his cronies. I made it more challenging in several ways: -- the ritual was already underway when the PCs stormed the top level of the lighthouse, so the clock was really ticking for them to stop the Sea Lord. -- I added the half-farspawn template (from Lords of Madness) to the Sea Lord for extra fun. Hey, he's a high-ranking cult member worshipping a power from outside our reality, after all. -- I advanced Wallance and Maeorgan each by a level or two, upgrading their gear as apprpopriate. -- the top level was in effect an evil temple, with [i]unhallow[/i] and [i]bane[/i] in effect. -- I also had some other bad guys (three drow: a warlock in the room, and a rogue and fighter hiding outside the window waiting to spring a well-timed ambush) join in the fight. I had already introduced these as villains in the campaign, but the PCs didn't yet known their true intentions. They basically were there to make sure the ritual was completed but that the Sea Lord was also defeated, so when the battle turned in favor of the PCs they split. -- you may consider adding another enemy (I'd suggest a pseudonatural creature as a summoned bad guy). So I take it that you've already done the battle on the lighthouse stairs? When I ran that part, the sorceror flew around out of range and dropped fireballs and flaming spheres on the PCs as they desperately ran up the stairs. He softened them up a good bit, and the PCs weren't able to mount a decent defense or counterstrike because they were running at different speeds and thus become more separated. The PCs stopped outside the top level to heal, seriously depleting their resources before the final battle began. The NPC cleric had no healing spells left for the final battle, so he was pretty much useless. In the final battle, the mooks did a good job of keeping the PCs contained in one half of the room while the Sea Lord stood back and cast spells. His [i]entropic shield[/i] spell was used for good effect against the PC archer. I also switched out some of his spells for some [Evil] spells from the BoVD and Spell Compendium -- [i]fleshripper[/i] (?) and [i]wrack[/i]. [/QUOTE]
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