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Keep on the Shadowfell - Irontooth
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<blockquote data-quote="CM" data-source="post: 4714060" data-attributes="member: 18340"><p>Both groups I ran this for ended remarkably similarly: No deaths, but only 2 or 3 characters left standing in a 5-person and 6-person group.</p><p></p><p>First party was dragonborn paladin, human rogue, elf wizard, half-elf cleric, dwarf fighter. Second party was human fighter, tiefling wizard, dwarf paladin, human cleric, elf ranger, halfling rogue. To balance out the 6-person group I added a wyrmpriest and dragonshield.</p><p></p><p>This is certainly a (In WoW terms) highly-tuned encounter. There is a very real danger that some bad rolls on the players' side and good rolls on the DM's side will turn it into a TPK. </p><p></p><p>Both parties had just come fresh from town (as it's only a few miles away), and neither used daily powers in the outdoor encounter. Both parties managed to blow away all the minions before any had a chance to flee and warn the lair. The wizards and ranger were instrumental in this.</p><p></p><p>Both parties snuck in their stealthier members (ranger, rogue, wizard) to gain a surprise round, taking out the two minions near the door and wounding the skirmisher. They formed a line in the entrance cave, with defenders and strikers in front and casters in the rear. AoEs (especially flaming sphere) were devastating. Some of the blasts spilled over into the wyrmrpriest room, so I had them join on round 2 rather than waiting for round 3.</p><p></p><p>In both cases the minions were gone by the time round 3 hit and Irontooth rolled initiative. The kobolds formed their own line with dragonshields protecting the wyrmrpriest and skirmisher. Irontooth joined the fight with two or three kobolds left standing. Both parties had defenders on Irontooth right away while others continued on kobold mop-up. Once he was bloodied though and his <em>blood-crazed dual axe</em> came into play, everyone was shocked and focused all attention on getting him down fast. </p><p>The first party's irontooth died in 2 rounds after becoming bloodied, but the second party's lasted at least five due to some bad rolling by the players.</p><p></p><p>All in all a very fun fight, but as a DM you may need to fudge a few rolls if things go too far in your direction.</p></blockquote><p></p>
[QUOTE="CM, post: 4714060, member: 18340"] Both groups I ran this for ended remarkably similarly: No deaths, but only 2 or 3 characters left standing in a 5-person and 6-person group. First party was dragonborn paladin, human rogue, elf wizard, half-elf cleric, dwarf fighter. Second party was human fighter, tiefling wizard, dwarf paladin, human cleric, elf ranger, halfling rogue. To balance out the 6-person group I added a wyrmpriest and dragonshield. This is certainly a (In WoW terms) highly-tuned encounter. There is a very real danger that some bad rolls on the players' side and good rolls on the DM's side will turn it into a TPK. Both parties had just come fresh from town (as it's only a few miles away), and neither used daily powers in the outdoor encounter. Both parties managed to blow away all the minions before any had a chance to flee and warn the lair. The wizards and ranger were instrumental in this. Both parties snuck in their stealthier members (ranger, rogue, wizard) to gain a surprise round, taking out the two minions near the door and wounding the skirmisher. They formed a line in the entrance cave, with defenders and strikers in front and casters in the rear. AoEs (especially flaming sphere) were devastating. Some of the blasts spilled over into the wyrmrpriest room, so I had them join on round 2 rather than waiting for round 3. In both cases the minions were gone by the time round 3 hit and Irontooth rolled initiative. The kobolds formed their own line with dragonshields protecting the wyrmrpriest and skirmisher. Irontooth joined the fight with two or three kobolds left standing. Both parties had defenders on Irontooth right away while others continued on kobold mop-up. Once he was bloodied though and his [I]blood-crazed dual axe[/I] came into play, everyone was shocked and focused all attention on getting him down fast. The first party's irontooth died in 2 rounds after becoming bloodied, but the second party's lasted at least five due to some bad rolling by the players. All in all a very fun fight, but as a DM you may need to fudge a few rolls if things go too far in your direction. [/QUOTE]
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