brehobit
Explorer
Briefly, I killed them with the hobgoblins. They blew their dailies in the first hobgoblin fight, and then the two other rooms became one large encounter. The fighter was down to 3 healing surges and had the only daily left (because it was reliable and he kept missing). The leaders ability to shift everyone stopped the retreat.
The baddies AC was almost impossible to hit (the warlord needed like a 16 to hit the leader, the fighter needed a 15 I think). They did real well until the wizard got hit with a crit and a 19 that did 12 points of damage. That was a total of 28 points of damage in two attacks.
I thought they'd pull it off until the wizard dropped. We called it a TPK once only the warlock was left.
Mistakes I made:
* Didn't drop the baddies enough for a party of 4 (only dropped about 200 EXP in a total of something like 1000 EXP fight
* Combining the two rooms might have been a mistake. But I think that is what the module calls for. And I can't imagine the fight didn't make enough noise. But still...
Things that surprised me:
*That shift all allies 3 spaces if they are in range 5 as a minor action power is crazy powerful. Without that, I think they'd have been okay.
*The hobgoblin soldiers are hugely powerful for a level 3. (2d6+4 damage, 22 AC).
Mark
The baddies AC was almost impossible to hit (the warlord needed like a 16 to hit the leader, the fighter needed a 15 I think). They did real well until the wizard got hit with a crit and a 19 that did 12 points of damage. That was a total of 28 points of damage in two attacks.
I thought they'd pull it off until the wizard dropped. We called it a TPK once only the warlock was left.
Mistakes I made:
* Didn't drop the baddies enough for a party of 4 (only dropped about 200 EXP in a total of something like 1000 EXP fight
* Combining the two rooms might have been a mistake. But I think that is what the module calls for. And I can't imagine the fight didn't make enough noise. But still...
Things that surprised me:
*That shift all allies 3 spaces if they are in range 5 as a minor action power is crazy powerful. Without that, I think they'd have been okay.
*The hobgoblin soldiers are hugely powerful for a level 3. (2d6+4 damage, 22 AC).
Mark