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<blockquote data-quote="CapnZapp" data-source="post: 7538579" data-attributes="member: 12731"><p>Now we're getting somewhere! <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><p></p><p>Just a quick nitpick before sleep: </p><p></p><p>Temporary hp doesn't count for purposes of Sleep, Power word kill, etc. </p><p></p><p>As written, the encounter <em>will</em> insta-kill one (or two!) PCs. Only question is: does the party have Revivify? (Here's hoping they destroyed the Soulmonger <em>before</em> killing the Atropal! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" />)</p><p></p><p>My reason for keeping the 50 thp buffer? To show the players how the RAW module intends to have level ~10 heroes fight a CR 23 legendary. </p><p></p><p style="margin-left: 20px"><strong>EDIT:</strong> Actually, I'm considering making the Trickster bonus <em>stronger</em>!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Not only do you get 50 temp hp each round, you can also let the trickster god handle one saving throw each round. Trickster gods have a +10 bonus. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Why? Because I want to avoid cases where heroes must make a save or die roll where they have +3 or -1 and must roll 23!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the heroes can allow their trickster to make the roll for them, this means that even if Acecerak does cast Psychic Scream (for instance), their shot at success is 35%. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Point is: they will escape the stun effect <em>eventually</em>. (If they don't die first). Maybe not great, but beats having to spend the whole afternoon doing nothing except making an impossible save once an hour...</p> <p style="margin-left: 20px"></p><p></p><p></p><p>(That his book spell loadout is downright anemic is something they don't need to know) </p><p></p><p>Plus, hopefully it will be more awesome when Acecerak's battle plan cuts right through their defenses like butter even with the extra hit points! <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><p></p><p>The fact the fight won't be that difficult if they just survive the initial onslaught is another thing I don't need to tell my players. Hopefully they will be suitably shell shocked that when they put him down, they are merely grateful and relieved. <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><p></p><p>More later...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7538579, member: 12731"] Now we're getting somewhere! :) Just a quick nitpick before sleep: Temporary hp doesn't count for purposes of Sleep, Power word kill, etc. As written, the encounter [I]will[/I] insta-kill one (or two!) PCs. Only question is: does the party have Revivify? (Here's hoping they destroyed the Soulmonger [I]before[/I] killing the Atropal! :eek:) My reason for keeping the 50 thp buffer? To show the players how the RAW module intends to have level ~10 heroes fight a CR 23 legendary. [INDENT][B]EDIT:[/B] Actually, I'm considering making the Trickster bonus [I]stronger[/I]! Not only do you get 50 temp hp each round, you can also let the trickster god handle one saving throw each round. Trickster gods have a +10 bonus. Why? Because I want to avoid cases where heroes must make a save or die roll where they have +3 or -1 and must roll 23! If the heroes can allow their trickster to make the roll for them, this means that even if Acecerak does cast Psychic Scream (for instance), their shot at success is 35%. Point is: they will escape the stun effect [I]eventually[/I]. (If they don't die first). Maybe not great, but beats having to spend the whole afternoon doing nothing except making an impossible save once an hour... [/INDENT] (That his book spell loadout is downright anemic is something they don't need to know) Plus, hopefully it will be more awesome when Acecerak's battle plan cuts right through their defenses like butter even with the extra hit points! :) The fact the fight won't be that difficult if they just survive the initial onslaught is another thing I don't need to tell my players. Hopefully they will be suitably shell shocked that when they put him down, they are merely grateful and relieved. :) More later... [/QUOTE]
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