thecasualoblivion
First Post
We just finished Keep on the Shadowfell. Going into the final battle:
1. We had six players: 2 Paladins--1 Str, 1 Cha, Infernal Warlock, Archer Ranger, Laser Cleric, and Staff Wizard
2. They knocked three enemies into the hole during the previous battle, two of which survived the fall. They each spent a healing surge and were present for this battle.
3. The Cleric and Warlock fell while trying to descend, and began the battle prone and bloodied.
4. I added a second Deathlock to account for the extra character. The people they knocked into the hole were their problem.
The battle started off with one Paladin taking on the Berserker(fell down the hole, almost at full HP), and the other advancing towards the skeletons, underpriest(fell in the hole, bloodied). The Wizard was in good shape and spent his first turn getting out of the blood after watching the Paladins fall, while the Ranger moved over to the Deathlocks. The Cleric and Warlock spent the first two turns or so getting up and gathering themselves.
The reason this fight became anticlimatic was that the Wizard managed to drop Sleep on the two Skeletal Warriors and the Orcus Underpriest, hitting all three. The Underpriest saved on his first chance, but the Skeletal Warriors failed to move adjacent to a party member thanks to being slowed, and then did not save. One was destroyed by the Wizard(with Staff) and one hit from the Paladin who defeated the Human Berserker(with some help from the Warlock) before it ever woke up, and the other awoke three rounds later with 5hp(One of the Paladins was beating on it until he went after Kalarel instead), and only a Bloodied Kalarel and the two Deathlocks were still alive.
I've heard a lot of people had trouble with this battle, but even adding two enemies from the previous battle who were knocked down the hole, the Wizard getting lucky with Sleep just ended this.
1. We had six players: 2 Paladins--1 Str, 1 Cha, Infernal Warlock, Archer Ranger, Laser Cleric, and Staff Wizard
2. They knocked three enemies into the hole during the previous battle, two of which survived the fall. They each spent a healing surge and were present for this battle.
3. The Cleric and Warlock fell while trying to descend, and began the battle prone and bloodied.
4. I added a second Deathlock to account for the extra character. The people they knocked into the hole were their problem.
The battle started off with one Paladin taking on the Berserker(fell down the hole, almost at full HP), and the other advancing towards the skeletons, underpriest(fell in the hole, bloodied). The Wizard was in good shape and spent his first turn getting out of the blood after watching the Paladins fall, while the Ranger moved over to the Deathlocks. The Cleric and Warlock spent the first two turns or so getting up and gathering themselves.
The reason this fight became anticlimatic was that the Wizard managed to drop Sleep on the two Skeletal Warriors and the Orcus Underpriest, hitting all three. The Underpriest saved on his first chance, but the Skeletal Warriors failed to move adjacent to a party member thanks to being slowed, and then did not save. One was destroyed by the Wizard(with Staff) and one hit from the Paladin who defeated the Human Berserker(with some help from the Warlock) before it ever woke up, and the other awoke three rounds later with 5hp(One of the Paladins was beating on it until he went after Kalarel instead), and only a Bloodied Kalarel and the two Deathlocks were still alive.
I've heard a lot of people had trouble with this battle, but even adding two enemies from the previous battle who were knocked down the hole, the Wizard getting lucky with Sleep just ended this.