Help with DMing 3.5E adventure

dirtDM1

First Post
I've never posted here and am still kind of new to 3E and 3.5E. I played 2E for 10+ years.

I would welcome suggestions as I don't seem to be playing monsters up to their full potential. The group seems to have a fairly easy time progressing up from 1st level (in about 10 6-hour sessions). I have allowed the 3 Base Books and the four "Complete" books (CA, CV, CD, CW) for allowed feats and classes. Anyway, I tend to change monsters slightly or alot, depending on whim, to confuse players. I do this to prevent the 2 players that quote the MM to me from knowing exactly what they face. So, if in the following paragraphs the monsters are not quite by the book, you'll know why.

I am currently DMing a group of about level 9 or 10, with cleric having hired ten 4th level fighters as support. I currently have them in a swamp about 2 days away from the edge of the swamp. The party is there investigating why the rogues most recent endeavor (supplying weapons for the war between the great kingdom and the Land of Iuz) is failing. The two most recent caravans have dissappeared on the road to the best port town in the area. Without getting too detailed, the road must be cleared to continue buisiness. They have just killed 5 trolls with relative ease.

I currently have 20 more trolls in the tribe at the area they are approaching along with a rather dull (only 12 INT-dumb for a dragon) Adult Black Dragon that domineers them. The troll tribe is currently warring with the Yuan-Ti tribe that also lives in the same swamp. 2 of the trolls have Character Levels or Rgr2/Ftr2 and Rgr4. One is an archer with a magic composite bow and the other is TWF scimitar wielder. I have house ruled that trolls in this setting are sexless and that they reproduce by eating the still beating heart of an opponent and then severing a limb that eventually grows into another troll in one day.

On the other side, the Yuan-Ti are pretty much standard MM fare except for the following changes:

1) I have adjusted the society so that half-breeds are in control, there is only one abomination that is a Mon8 (grappler), the half-breeds include a leader Drd3/Sor4/MystTh7, Wiz9, Rgr8 (archer - firebow), and five Rgr 3 (archers with wizard attached to cast flame arrow). There are 90 tribe members with the half-breed/fullblood ratio of 1:8. All tribe members are armed with melee weapons and have three bottles of oil.

2) Yuan-Ti reproduce by the venom that the half-breeds carry. Two failed Fort saves versus the venom means that you will slowly be transformed into a pureblood. Purebloods cannot transmit this. It's kinda like lycanthropy and it means that the Yuan-Ti tribe has swelled by transforming all the traffic attempting to cross the swamp.

One other important note to make life hard on the players ... The swamp is infested with a form of Green Slime that thrives in sunlight. In fact, the slime can move very slowly while in sunlight and can sense living creatures up to 60' away. At night the slime is dormant and is safe to touch. Both the yuan-ti and trolls sleep during the day in the trees where the slime cannot follow. The party has not figured out the tree thing yet.

Both tribes will fight to the death (including the dragon) as they are under the influence of an artifact (Heward's Mystical Organ - a MUSICAL organ) that rests inside the base of a gigantic tree stump (220' diameter) beneath the swamp. Both sides are warring to gain control of the tree. The organ is guarded by first a Gargantuan 24 HD Gelatinous Cube (550 hp) that is powerful enough to paralyze the dragon and is semi-intelligent (but is still not subject to mind affecting magic - call it an effect of the organ). It has Reg 20 from the number of trolls it has killed.

Beyond that is an Erinyes that has an evil powerful sword (+8 total bonus) and armor (summonned by the Yuan-Ti and bound to the area to guard against the other tribe). The tribe has faced this opponent recently, and barely got away.

Whew, that was long. I probably left some stuff out, but suggestions are welcome. I prefer not to give the tribe Uber-Magic items as the party will eventually gain them.

Occasionally, I have had to back off in the past to avoid TPK. I see my job as the DM to provide a challenge that the party can handle (with much difficulty) but that does not kill all of them (some is OK). However, I do throw in the occasional monster they can't beat, but I usually leave an avenue of escape as I myself hate "killer DM's".
 
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Welcome to the boards.. and that is an interesting first post!

First of, kudos for the amount of prep you have put into this set-up. I like the concept very much.

That being said, if I was running these encounters against my normal group of 6 players... it would be a TPK.

More so if you ruled that the Troll's could be affected by the Yuan-ti's transformation effect..meaning a couple pure-bloods with regen floating around.

More so as I tend to run swamps as dangerous terrain themselves.

As to the Dragon.. INT 12 is not dumb.. its just not brilliant. It should use its natural enviroment against any enemies...striking from concealment and fading back out of reach.

The Trolls, being outnumbered by the Yuan-ti, will also be more defensive... strike hard, fade and regen.. strike again. And on occasions the Dragon will set in ambush when they fade.

This dynamic puts the Yuan-ti as the offensive ones, doing active patrols trying to find the nasty Trolls.

I presume the goal is to destroy the Organ, so you will need to have serious hints as to its effect, some way to lead the players to it.

In play, this means the PC's will first encounter Yuan-ti patrols that are being very cautious.. prepared against ambush.
Then the PC's could encounter a Troll ambush

Alter as needed, perhaps have an Ambush happen just out of range, so the PC's can hear the battle but don't reach it in time.

Scale these up as you go.. remembering that the Yuan-ti can afford losses while the Trolls will always cart away thier wounded. Use the Green Slime liberally to destroy items after battles occur.

Watch 'Platoon Leader' :)

The Cube could end up boring.. as the party can back off and prepare for it. The Erinyes should be hidden until the last moment..making melee combat unavoidable.

Sounds like an interesting game.. perhaps you could do a story hour on it later :)
 

The trolls are immune to transformation. They also supplement their numbers by killing local crocodiles (in fact, a giant croc. dragged on of the horses of a 4th level Ftr into the water and killed it - the Ftr made a DC18 Reflex Save to avoid going under also).

The trolls typically will wade into battle after hacking a hand off and throwing it 100 ft. behind them into the water. Less damage, but very hard to kill, since the hand will be difficult to find. Oh, some of the trolls have bows, the dragon is trying to up their game.

The party has observed swimming snakes coming close to the roadway at night, but are not aware that these are Yuan-Ti gathering intel. One player was awarded bonus XP for realizing the odd behavior.

My initial idea was to the have the Yuan-Ti attack after the party finishes pressing their attack on the trolls and dragon, or if the party retreats, attack then. I am hoping they (the party) can figure out some way to have the 2 sides fight each other and then the party can clean up, as the dragon will present a great challenge. In any case, the party is safe from the tribes during the day, if they can figure the tree thing out.

Why is the Cube bad? Multiple hits with DC 22 Fort saves (very high CON) against most characters is dangerous. Any ways to improve the cube? Room design, shaping of cube, additional abilities?
 



Oops, major error!! The second paragraph SHOULD SAY "I DON'T seem to be playing the monsters up to their full potential."

Fixed first entry.
 

Platoon leader is pretty decent Vietnam war movie.. the style I would imagine you could use for this..

As to Trolls, per the RAW pieces of Troll do not become new cretures in and of themselves.. otherwize you get into that silly 'carry a bottle of Troll blood' around. The main portions of the Troll is the only part that regens.. and it has to breathe and eat or it too will die off.
As you stated how your Trolls reproduce, I can presume the above tactic cannot work for them.

The Yuan-ti are capable of wiping the Trolls out the way you describe them... but only if the Trolls do standup fights. So, the Trolls become the elusive fighters... using range and concealment to thier best advantage. Knowing a long combat will draw more enemies, they will hit for small objectives.. take out the parties NPC's one at a time.
The Yuan-ti.. after sizing the party up..will have to chose to try to use them against the Trolls... or if its safer to get the unknowns off the board. My preference would be the later. This way the potential for alliance with the Trolls is likely *if* the players can get over the archtype and *if* they can interupt an ambush long enough to parley.

I don't have much experience with Gelatinous Cubes.. but my impression is that, unless encountered in close quarters, it can be kept at missile/spell range. The 20 regen will be a pain, but unless you have some way of forcing the players in close.... or possibly underwater I am sure the Cube could be aquatic. Have the main stump area flooded would go along way to making the encounter much more memorable and difficult.
The Erinyes could also be an aquatic variety..with an evil Trident {less a chance of the party using it later..balance this nerf with cool armor of water breating or something useful}

The outside, swamp encounters should be the ones choosing the territory.. and with the Yuan-ti Druidic leader..Entangle and other terrain controlling spells..
Basically, never charge the party and engange in toe-to-toe mellee to death. Set up ambushes at range, hit and run on the ends of the party string.. flank manuevers and other fun tactics.

Inside the stump, preferably flooded to at least chest height, utilize the opponents unrestricted movement and proper weapons choices {piercing.. slashing and bludgening deal half damage underwater}. Also, I don't think any of the Stump opposition needs light to fight, so it should be pitch black, with a throbbing pulse of the organ causing ripples in the water {paranoia is good}
Again, the Erinyes should strike hard and fade before the brunt of the groups power can be effecitinvly focused
 

Correction, the Yuan-Ti Leader is a Wiz3/Dru3/MysTh8.

Here is a list of the Wizard selection. Along with Ordinary Druid spells, what would be a good spell progression (Similar to the Round-by-Round deal in the MM) given the party will be approaching the spell caster while troops engage with ranged weapons.

0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Touch of Fatigue;
1st -- Alarm, Cause Fear, Color Spray, Expeditious Retreat, Mage Armor, Magic Missile, Protection from Law, Ray of Enfeeblement, True Strike
2nd -- Cat`s Grace, Ghoul Touch, Protection from Arrows, Spectral Hand
3rd -- Dispel Magic, Fireball, Protection from Energy, Vampiric Touch
4th -- Dimension Door, Enervation, Invisibility (Greater), Wall of Fire
5th -- Cone of Cold, Ghostform, Persistent Image, Transmute Mud to Rock
6th -- Dispel Magic (Greater), Globe of Invulnerability

I keep going about things in 2E terms, and the spells I have my NPC's use is, well, underwhelming. The party is generally not challenged enough by my selections, and I want to present a challenge to them. In 3E, I have only played a Ftr, Clr, and Mon.

I am thinking that the Yuan Ti would begin peppering the party with fire arrows from 200' with Wizards throwing fireballs. The party has not focused much on ranged non-magical attacks, and I am wondering if this is something that could be exploited.

As far as the Trolls, I was thinking that the dragon could create +1 arrows with "acidic" quality (similar to flaming - a +1 cost) for his troops. I thought this would be different and it would make sense that a black dragon could create an item of this type.

Anyway, suggestions are welcome (and needed) as I think the players have caught onto my thinking patterns and strategies. Also, where could I find some published 3.5 planar adventures? Specifically, the organ will begin sending the party to random planes - I haven't tried a long plane hopping campaign and think it would be interesting. I need inner and outer planes.
 
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Definately engage at range, with Fire.. they will be loaded for bear in this regard due to fighting Trolls. Fireballs, Flaming Sphere, Alchemist fire,...
Probably closer than 200' tho. With Swamp being difficult terrain it will still take a normal human 3 rounds to close on them at 100'. {no running.. only double move at half speed}
That is not counting any fallen lags, streams, bogs, or other terrain issues.

If you alter the core Entangle to better fit the swamp enviroment, the Druid could drop a serious problem on the characters as they rush forward..that 100' or so..
Swamp Entangle said:
Transmutation
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium(100 ft. + 10 ft./level)
Area: Swamp land terrain in a 40-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: see text
Spell Resistance: No

The swamp land alters to an entangling patch of quicksand, with swamp grasses wrapping, twisting, and entwining creatures in the area or those that enter the area, entangling and dragging them down into the mire.
Each round creatures area may attempt a REF Save vs the spell, failure results in a -4 penatly to Swim checks as the swamp grass entwines about them, dragging them into the depths of the swamp.
See core book for rules on quicksand and Swim checks

Also make sure you read up on combat underwater :) A creature in quicksand would quickly gain cover against ranged opponents.. although I am not sure the players would consider this a good thing!

Of course, this could easily be a TPK opportunity when half the PC's go swimming mid combat. The Tank in the party would be prime for centering the effect on, taking him out of the fight for at least 3 rounds, if not permanently. A Dispell would be the best thing, but if the Druid readies the spell once the PC's are close enough it can still be devastating.

Drd: Ready to cast spell when that dude is within 30'...
Trident: Ready to charge that dude after Drd cast the spell...
Rogue: Ready to push Caster Dude into the quicksand after Trident Dude charges...

Tank lunges forward...*spell*, splat, shove.. Aargh!!!

Caster now swimming for dear life, denied dex, with Rogue right next to him :)
Don't think a Dispell Magic is coming soon!

{edit.. above play by play typed after below pre-buff plan..}

eh, this variant may even be 3rd level material... or I am just mean :heh:

Me, I am not that good with spell planning, altho I would generically do:
Pre buffs: Globe of Invulnerability, Protection from Arrows {on as many allies possible}, Expiditious retreat on the heavy melee dude...with a trident.. G.Invis on the Yuan-ti Rogue
Initial Assault, Fireball
depending on tactics:
if charged: Swamp Entangle
If PC's attempt a Flanking move, Wall of Fire blocking the side with the most spell casters
If PC is in quicksand.. Ray of Enfeeblement :eek:

Trident dude charges into the quicksand {thier swim speed negates most of the problem..should be able to take 10 and still beat DC 20 and allows the Charge action}
Rogue Dude also hits the Quicksand.. or takes out the spellcaster... probably bullrushing him into the quicksand.

In the event the PC's get close.. retreat, covered by Cone of Cold while the archers flee.. followed by Ghost form for the caster to flee. The PC's should not be able to keep up in the water environment...

Keep in mind.. this is a 'every spell in one combat', which the caster will only do if it is obvious this will be their end. They are in dangerous territory and expect ambushes/raids all day long.

As to the acid arrows.. I am not sure Trolls would want such a thing around. Perhaps the Dragon has a ring of Fire Resistance that he grants to the lead Troll :)
Wands of Lighting Bolts would also be interesting... when they hit the water they turn into an emanation that deals max dice at 10' and lose 1 dice per 10' spread. {HRd version of course... :)} Handy versus Yuan-ti that like hiding in the water.
Note: if you use the spread in the water, you should not also use direct line effects... one or the other.


For planar stuff.. you will have to ask someone else.. never ran planar adventures myself!
 

I was reading the adventure Sons of Grumsh this morning and found the author's use of a constant, natural fog to be very intriguing (the adventure is set in the wastelands of Thar in the Forgotten Realms, where hard packed, desolate earth gives way to marshy bogs and swamps).

Basically the fog limits sight out to 5' max (foes have partial concealment at 5') and full concealment at 10' or further out.

Since we've sort of established that the Trolls are to be stealthy and the campaign is in a swampy area, maybe you could include mists, sudden fog or obscuring vapors/swamp gasses as part of the Terrain.

Then have the Trolls use hit-and-run tactics on the party to wear them down and eventually overcome them. With their numbers the Trolls (perhaps with the aid of their dragon leader from in the air) can simply melt back into the mists, regenerate, outflank the party and attack again.

Also, you could use this tactics with Primitive Screwheads's suggestion, such that the Trolls move in and 'grab' a PC and pull him or her into the mists, out of the group's line of sight. If you're really feeling mean, you could have the Trolls do this to lure the PCs into a full ambush on Terrain that favors the Trolls and the Dragon.

Also, does either tribe use any fortifications? Also, how are your fights going? Any PC tactics that are getting the better of your monsters?

Anyway, just some thoughts...

J. Grenemyer
 

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