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Help Me With The Final Battle In Madness In Freeport
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<blockquote data-quote="talien" data-source="post: 3125701" data-attributes="member: 3285"><p>I did a couple of things to tweak the adventure:</p><p>1) Boost the gibbering mouther. As an interim beast it can severely mess up the PCs before they get to the top. 1d4 Constitution damage a round really messes PCs up, especially if they're on the clock. </p><p>2) I changed the serpent people race (which is weak and boring) to the ssanu race from Arcanis; they're 8 HD beasts with the ability to hypnotize people. Much more powerful.</p><p>3) You probably don't have access to that book (the Ssethregore one) if you're not playing in Arcanis; consider changing the serpent people to yuan-ti. That will definitely make them more deadly.</p><p>4) Played correctly, the serpent person spellcaster on the floor just below the main bad guys is deadly. He has flight cast and basically rains death on the PCs. I my campaign the caster nearly took the whole party out, as none of the PCs had the ability to fly and thus couldn't close with him fast enough (while the other serpent people peppered them with arrows). It took a crazy psychic warrior/rogue with a jump potion to take the caster out. </p><p></p><p>I've learned that sometimes environment is as much a factor as hit points; PCs who can't fly with no place to hide are in serious trouble against a flying opponent. </p><p></p><p>All this will be recounted in my story hour: <a href="http://www.enworld.org/showthread.php?p=3120892#post3120892" target="_blank">http://www.enworld.org/showthread.php?p=3120892#post3120892</a></p><p></p><p>When we finally get around to that part of the series, that is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="talien, post: 3125701, member: 3285"] I did a couple of things to tweak the adventure: 1) Boost the gibbering mouther. As an interim beast it can severely mess up the PCs before they get to the top. 1d4 Constitution damage a round really messes PCs up, especially if they're on the clock. 2) I changed the serpent people race (which is weak and boring) to the ssanu race from Arcanis; they're 8 HD beasts with the ability to hypnotize people. Much more powerful. 3) You probably don't have access to that book (the Ssethregore one) if you're not playing in Arcanis; consider changing the serpent people to yuan-ti. That will definitely make them more deadly. 4) Played correctly, the serpent person spellcaster on the floor just below the main bad guys is deadly. He has flight cast and basically rains death on the PCs. I my campaign the caster nearly took the whole party out, as none of the PCs had the ability to fly and thus couldn't close with him fast enough (while the other serpent people peppered them with arrows). It took a crazy psychic warrior/rogue with a jump potion to take the caster out. I've learned that sometimes environment is as much a factor as hit points; PCs who can't fly with no place to hide are in serious trouble against a flying opponent. All this will be recounted in my story hour: [url]http://www.enworld.org/showthread.php?p=3120892#post3120892[/url] When we finally get around to that part of the series, that is. :) [/QUOTE]
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