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<blockquote data-quote="Zombie-a-GoGo" data-source="post: 1297008" data-attributes="member: 15749"><p>Ok, if you happen to be Keith, John, Cory, or Steve, don't you dare read any further...</p><p></p><p></p><p></p><p></p><p>Since you're not, please help me out here. I'm running a mini-climax in my D&D game today and I'm concerned that the last fight might be too tough. Here's the setup...</p><p></p><p>The PCs are returning to the Abbey (Pelor and Heironeous) where they grew up; i.e., started the game; unfortunately, it's been overrun by Orcs. The Abbey has two main buildings; the Pelorite church and the keep where the Heironeal soldiers stay. A library beneath the church is the Orcs' objective, and they are currently rooting through the books stored down there for a specific history book.</p><p></p><p>If this seems strange, I'll just say that these Orcs are under the command of some, shall we say, <em>devilish</em> influences...</p><p></p><p>Anyway, the PCs will receive no help from the people at the abbey, as the priests have taken them all to a safe shelter. A lot of the grunt orcs followed them there, putting them out of the picture for now (breaking the siege at the shelter will be the "mop-up" adventure). A lone Heironeal knight has barricaded himself inside the Keep and is flying a "Help!" banner out the window; the rest of the Heironeals fell in battle to the Orcs during the Abbey's defense. Ao, anyway, that's that...</p><p></p><p>The final battle takes place in the basement between the PCs and two NPCs. Upon heading down the stairs to the basement, they'll get hit with a <em>Glyph of Warding</em> tied to a <em>Summon Monster III</em> spell. This will alert the NPCs downstairs and allow them to prepare for battle.</p><p></p><p>And here's the NPCs:</p><p></p><p><strong>TAGARUK</strong> (Half-Orc/Half-Fiend Bbn3)</p><p>CR 4</p><p></p><p>Hit Dice: 3d12+12</p><p>HP: 42 (48)*</p><p>AC: 18 (+1 natural, +3 Dex, +4 chain shirt), (16)*</p><p>Initiative: +3</p><p>Speed: 40’</p><p>BAB: +3 / Grapple: +10 (+12)*</p><p>Melee: Greataxe +11 (+13)* (1d12+7) (1d12+9)* and Bite +8 (+10)* (1d6+5) (1d6+7)*</p><p>Special Attacks: Smite Good 1/day (+3 dmg), darkness 3/day, Rage 1/day (5 rounds)</p><p>Special Qualities: Uncanny Dodge (never loses Dex bonus), Darkvision 60’, damage reduction 5/magic, resistance 10 acid, cold, electricity, fire </p><p>Saves: Fort +8 (+10)*, Ref +4, Will +1</p><p>Abilities: Str 24 (28)*, Dex 16, Con 18 (22)*, Int 9, Wis 10, Chr 11</p><p>Skills: Spot +6. Listen +6</p><p>Feats: Weapon Focus (Greataxe), Multiattack</p><p>Alignment: CE</p><p></p><p><strong>GAVISH</strong> (Half-Orc Clr5 {Dispater})</p><p>CR 5</p><p></p><p>Hit Dice: 5d8+10</p><p>HP: 38</p><p>AC: 18 (+6 splint mail, +2 large wooden shield)</p><p>Initiative: +0</p><p>Speed: 20’</p><p>BAB: +3 / Grapple: +6 </p><p>Melee: Morningstar +6 (1d8+3)</p><p>Special Attacks: ---</p><p>Special Qualities: Cleric spells, Darkvision 60’, Aura </p><p>Saves: Fort +6, Ref +1, Will +7</p><p>Abilities: Str 16, Dex 10, Con 14, Int 12, Wis 16, Chr 15</p><p>Feats: Toughness, Toughness</p><p>Alignment: LE</p><p>Spells: (L1: dc14) Bane, Cure Light Wounds, Sanctuary, Shield of Faith (L2: dc15) Cure Moderate Wounds x2, Hold Person (L3: dc16) Summon Monster III (cast), Glyph of Warding (cast)</p><p></p><p>The PCs are:</p><p></p><p>Hmn Pal3</p><p>Hmn Clr1/Ftr2</p><p>Hlf Rog3</p><p>Hmn Hex2</p><p></p><p>All of them have high ability scores, but no magic equipment to speak of. Their builds are "classic" for their classes; pretty much what you'd expect. Do you think they'll stand a chance?</p><p></p><p>Tagaruk will fight to the death; Gavish will attempt to flee as soon as the battle looks hopeless.</p></blockquote><p></p>
[QUOTE="Zombie-a-GoGo, post: 1297008, member: 15749"] Ok, if you happen to be Keith, John, Cory, or Steve, don't you dare read any further... Since you're not, please help me out here. I'm running a mini-climax in my D&D game today and I'm concerned that the last fight might be too tough. Here's the setup... The PCs are returning to the Abbey (Pelor and Heironeous) where they grew up; i.e., started the game; unfortunately, it's been overrun by Orcs. The Abbey has two main buildings; the Pelorite church and the keep where the Heironeal soldiers stay. A library beneath the church is the Orcs' objective, and they are currently rooting through the books stored down there for a specific history book. If this seems strange, I'll just say that these Orcs are under the command of some, shall we say, [i]devilish[/i] influences... Anyway, the PCs will receive no help from the people at the abbey, as the priests have taken them all to a safe shelter. A lot of the grunt orcs followed them there, putting them out of the picture for now (breaking the siege at the shelter will be the "mop-up" adventure). A lone Heironeal knight has barricaded himself inside the Keep and is flying a "Help!" banner out the window; the rest of the Heironeals fell in battle to the Orcs during the Abbey's defense. Ao, anyway, that's that... The final battle takes place in the basement between the PCs and two NPCs. Upon heading down the stairs to the basement, they'll get hit with a [i]Glyph of Warding[/i] tied to a [i]Summon Monster III[/i] spell. This will alert the NPCs downstairs and allow them to prepare for battle. And here's the NPCs: [b]TAGARUK[/b] (Half-Orc/Half-Fiend Bbn3) CR 4 Hit Dice: 3d12+12 HP: 42 (48)* AC: 18 (+1 natural, +3 Dex, +4 chain shirt), (16)* Initiative: +3 Speed: 40’ BAB: +3 / Grapple: +10 (+12)* Melee: Greataxe +11 (+13)* (1d12+7) (1d12+9)* and Bite +8 (+10)* (1d6+5) (1d6+7)* Special Attacks: Smite Good 1/day (+3 dmg), darkness 3/day, Rage 1/day (5 rounds) Special Qualities: Uncanny Dodge (never loses Dex bonus), Darkvision 60’, damage reduction 5/magic, resistance 10 acid, cold, electricity, fire Saves: Fort +8 (+10)*, Ref +4, Will +1 Abilities: Str 24 (28)*, Dex 16, Con 18 (22)*, Int 9, Wis 10, Chr 11 Skills: Spot +6. Listen +6 Feats: Weapon Focus (Greataxe), Multiattack Alignment: CE [b]GAVISH[/b] (Half-Orc Clr5 {Dispater}) CR 5 Hit Dice: 5d8+10 HP: 38 AC: 18 (+6 splint mail, +2 large wooden shield) Initiative: +0 Speed: 20’ BAB: +3 / Grapple: +6 Melee: Morningstar +6 (1d8+3) Special Attacks: --- Special Qualities: Cleric spells, Darkvision 60’, Aura Saves: Fort +6, Ref +1, Will +7 Abilities: Str 16, Dex 10, Con 14, Int 12, Wis 16, Chr 15 Feats: Toughness, Toughness Alignment: LE Spells: (L1: dc14) Bane, Cure Light Wounds, Sanctuary, Shield of Faith (L2: dc15) Cure Moderate Wounds x2, Hold Person (L3: dc16) Summon Monster III (cast), Glyph of Warding (cast) The PCs are: Hmn Pal3 Hmn Clr1/Ftr2 Hlf Rog3 Hmn Hex2 All of them have high ability scores, but no magic equipment to speak of. Their builds are "classic" for their classes; pretty much what you'd expect. Do you think they'll stand a chance? Tagaruk will fight to the death; Gavish will attempt to flee as soon as the battle looks hopeless. [/QUOTE]
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