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*Pathfinder & Starfinder
How to hurt a party KotS style - Ginnel stay out :-p
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<blockquote data-quote="silentounce" data-source="post: 4344517" data-attributes="member: 67099"><p>Yeah, I'm running it to with some slight modifications that haven't kicked in it. Mostly plot stuff.</p><p></p><p>Right now they've only had the first two encounters. We've got a minotaur fighter greataxe fighter, dwarven cleric of bahamut/moradin, githyanki star pact warlock, and a githyanki rogue. The first combat went smoothly, they weren't hurt too badly and then hit the town. After messing around for a while and going to a nearby farm, and talking to the lord they hit the sack. They handled the first encounter well so I decided not to take any enemies off of the ambush. They burned all their dailies, healing powers, action points, and most took a second wind. But they were rolling very poorly and I was rolling really well. I think I rolled at least a half dozen 20s, three of them were from minions though, so really not a crit. The minotaur went down, but didn't die. I mean, he's the sole defender though, that's his job. And, well, let's just say that mob power that gives the dragonshields a +1 per ally adjacent combined with shifty is really badass. It was funny though, it played like it was supposed to because the warlock hardly got hit at all, he stayed to the back, and the cleric took minimal damage as well. The big minotaur was up front soaking it. The rogue got immobilized by a glue pot at the very beginning of the battle, so that caused him to take more than he normally would. After the battle I realized that I accidentally gave the ambushers a full round of actions instead of just a standard action during the surprise round, but it didn't really matter because most had to use double moves to reach the party. What was up with that anyway, a DC 25 perception check for 1st level ambush? I guess the designer really wanted to surprise them all. I thought about adjusting that but I'm trying to play it as written just to see how it plays.</p><p></p><p>They're heading back to town to regroup. I think next time, if we still only have four (our group fluctuates between five and nine) then I may adjust the encounters only because I don't want them to have to take an extended rest after every encounter. I'm not sure what to do about Irontooth. If I have at least five PCs I may play it as is but warn them ahead of time that it's a sixth level encounter and that many people have had TPKs. They love a challenge. I may add some other encounters from later on earlier in the adventure and create a few of my own to get them to second level before Irontooth. Or maybe I'll just swap Balgron and Irontooth. We'll see what happens.</p><p></p><p>I was going to try to keep detailed stats from the encounter to post here, but it was late after an earlier session in a different campaign. I guess instead of starting my own thread I'll just come back here and update what happens next.</p><p></p><p></p><p>And, yeah, 28 point buy is pretty ridiculous if you're not going to adjust things at all. 4e is very sensitive to small pluses and minuses, see my comment about the mob attack thing above. That +3 to 4 that the kobolds were getting and the +2 from combat advantage meant that Bevo, Minotaur Warrior was getting his ass handed to him. Having a controller to help take out the minions would have helped a bit.</p></blockquote><p></p>
[QUOTE="silentounce, post: 4344517, member: 67099"] Yeah, I'm running it to with some slight modifications that haven't kicked in it. Mostly plot stuff. Right now they've only had the first two encounters. We've got a minotaur fighter greataxe fighter, dwarven cleric of bahamut/moradin, githyanki star pact warlock, and a githyanki rogue. The first combat went smoothly, they weren't hurt too badly and then hit the town. After messing around for a while and going to a nearby farm, and talking to the lord they hit the sack. They handled the first encounter well so I decided not to take any enemies off of the ambush. They burned all their dailies, healing powers, action points, and most took a second wind. But they were rolling very poorly and I was rolling really well. I think I rolled at least a half dozen 20s, three of them were from minions though, so really not a crit. The minotaur went down, but didn't die. I mean, he's the sole defender though, that's his job. And, well, let's just say that mob power that gives the dragonshields a +1 per ally adjacent combined with shifty is really badass. It was funny though, it played like it was supposed to because the warlock hardly got hit at all, he stayed to the back, and the cleric took minimal damage as well. The big minotaur was up front soaking it. The rogue got immobilized by a glue pot at the very beginning of the battle, so that caused him to take more than he normally would. After the battle I realized that I accidentally gave the ambushers a full round of actions instead of just a standard action during the surprise round, but it didn't really matter because most had to use double moves to reach the party. What was up with that anyway, a DC 25 perception check for 1st level ambush? I guess the designer really wanted to surprise them all. I thought about adjusting that but I'm trying to play it as written just to see how it plays. They're heading back to town to regroup. I think next time, if we still only have four (our group fluctuates between five and nine) then I may adjust the encounters only because I don't want them to have to take an extended rest after every encounter. I'm not sure what to do about Irontooth. If I have at least five PCs I may play it as is but warn them ahead of time that it's a sixth level encounter and that many people have had TPKs. They love a challenge. I may add some other encounters from later on earlier in the adventure and create a few of my own to get them to second level before Irontooth. Or maybe I'll just swap Balgron and Irontooth. We'll see what happens. I was going to try to keep detailed stats from the encounter to post here, but it was late after an earlier session in a different campaign. I guess instead of starting my own thread I'll just come back here and update what happens next. And, yeah, 28 point buy is pretty ridiculous if you're not going to adjust things at all. 4e is very sensitive to small pluses and minuses, see my comment about the mob attack thing above. That +3 to 4 that the kobolds were getting and the +2 from combat advantage meant that Bevo, Minotaur Warrior was getting his ass handed to him. Having a controller to help take out the minions would have helped a bit. [/QUOTE]
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