KotS adjustment *spoiler*

f.e.n

First Post
I've been frequenting this site with some regularity since my first 4e qualm came about (which seems like a longgg time ago now). So i'm presenting my case here in the hopes that my next session will go over without complete disaster.

For starters, i'm sure you're wondering, 'who is still playing KotS?'. Well. I am. We began the game in earnest many moons ago. Two planned sabbaticals running up one month a piece has set us back to where we are now. We play once a week (tuesdays= d-day) for a few hours. It keeps the players hungry and the dm (me) able to stay on top of every situation. So enough about the howzit and whysies of KotS still being played. We still are.

Recently, the group ended their session down by the last two encounters. Normal. But last night, we had a new character join. Not normal. It was a great hazing and initiation amidst a rather boring dungeon crawl. I made some adjustments to encounters which seemed to really make things significantly harder.

Here's my logic, since there is no average party level, encounter level, etc. If an encounter is equivalent to 1000 xp, with a party of five, that would equal 200 xp per pc. So, with the addition of a new pc, the party number moves to 6. Now, in order to maintain an encounters integrity of difficulty, it should seem logical that i create an encounter that pans out with each pc maintaining a 200 xp per pc ratio. In this scenario, i would simply add monsters until the total encounter xp was 1200.

This seems to work out pretty alright. But i'm looking at the last two encounters and shaking my head. I sense tpk at any moment in either.

The last encounter is 1350 xp, which comes out to 270xp per pc. With an additional pc, i can add 270 xp worth of monsters to which i've decided on adding an additional Orcus Underpriest and some minions to the last fight. On top of this, Splug (yes, the Splug goblin from the very beginning) is still with the party, and has been a nice comedic element throughout the horribly dull dungeon crawl (thanks wizards for giving a number of encounters with mindless, speechless, enemies. how thrilling). He of course, will use the last encounter to turn on the party who has suffered his horrible antics, lackadaisical combat efforts, and total guess-work directional leading. they love him and hate him. And they're (pc's) going to really blow a gasket when he starts flanking a wizard or bull rushing a player into the curtain of death (ala harry potter style). Gah, and to think of all the suffering he's caused them with the pee-pee pants, goblin jacks, rune triggering marathon runs... they've even gone out of their way to RESCUE him. *sigh*

I anticipate tpk, like i said. I have no problems with this. But is my logic about calculating xp and adjusting encounters correct? I love bashing in pc brains but i do like being fair too.

It would really be darling if you guys could share your final encounter experiences as well. As i see the whole scenario as unfair and overtly difficult.
 

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I am currently expecting a TPK in tomorrow nights game in this very encounter. The big bad is armed with an additional Human Barbarian thanks to a bull rush down the pit that didn't quite finish him off. Also the party is low on healing surges, under time pressure, and has used a few dailies.

It's going to be fun, and I'll be sure to post the result here to help you out.
 

You should really include Splug in the XP total of the encounter if he's going to turn on them.

Also, if the party is loving Splug... you may want to not have him turn on them. NPCs the party loves and you can use to interject fun are worth their weight in gold, as it were.
 

I'm running the final battle tonight!

I replaced the mud mephit or whatever he was with a Wraith. I wanted to shake up the expectations of one of my players (who's running the adventure for a different group), and use some more cool undead.

They didn't kill the wraith, so I'm adding him to the encounter tonight. We have 6 characters, but almost everyone just hit 4th level. I think it will work out, honestly - I see them winning handily.

-O
 

L.D- It would be awesome if you'd share your results here. I'm running the final encounters next tuesday 9/30. The extra barbarian isn't as scary as going into the final encounter some-what spent on powers.

Keterys- That's a good suggestion. I am adding him into the total, however, since he's an addition to the difficulty, i am not including that in the encounter level. It's adhoc in my eyes. besides, splug is fairly puny. And the paladin and cleric have been dying to kill him. He's served his purpose and the booklet clearly states splug is attempting to escape when the moment is right. I think, in a way, him betraying the pc's ought to make him even more memorable.

Obryn- I can see a party of level 4 players doing well in this fight. My party consists of level 3 rogue, wizard, warlock, cleric, paladin, and a level one fighter. (I've killed two people so far, so the cleric and paladin just barely reached 3) So i think they will struggle much more than your party. The fighter might hit level 2 before the final fight against kalarel.

I guess i'm doing the adjustments correctly then? Still would love to hear how the final encounter actually plays out. It's so dastardly.
 

Our splug was loyal and helpful....and was stabbed in the back by that elven spy lady. Our adventuring party erected a memorial to splug (complete with life-sized portrait) over the fireplace mantle in our guild-hall.
 

My party originally wanted to kill Splug immediately, but resisted due to our goody-goody Paladin's vehement objections. Eventually, the rest of the PC's grew affectionate towards him, despite his cowardly combat presence and 2 near escapes from the party.

Then, in an encounter where our Paladin's player was absent (his character stayed in town), Splug was killed through no special effort on my part as DM. The other PC's were distraught but didn't want to leave the Keep to bury him, so they placed his body in a goblin-coffin-sized crate in one of the hobgoblin rooms.

When our Paladin returned, I DMed him solo for a bit while he caught up with the other PCs by following the destruction they left in their wake, and he stumbled upon Splug's "grave." Both the player and his character were genuinely surprised and pissed off. :D
 

I would honestly suggest that if Splug is a threat to the PC's then they should get XP for killing him - after all, if you added a Zombie minion to the encounter, despite the fact that they're the least powerful monster in the game, your players would expect the XP for killing them.

Looking forward to seeing how it's all going to turn out - I have between 5 and 7 players in my group so I've had to make notes on how to add monsters to each encounter. We'll see what happens when they get near the end.
 

L.D- It would be awesome if you'd share your results here. I'm running the final encounters next tuesday 9/30. The extra barbarian isn't as scary as going into the final encounter some-what spent on powers.

The Cleric has used his Shield of Faith, the Fighter has used his Brute Strike (against the ghoul in a previous room, IIRC), the Ranger has used Split the Tree, and I /think/ the rogue may have used her Positioning Strike (or whatever the name of the daily is that lets you shift the enemy on a hit). The Paladin has his Daily left, and his 1 use of Lay on Hands...but aside from those I think the group is pretty much going to be relying on their Encounter powers during the fight.

They do still have all of their Item Daily powers, though. Dwarven Chain, Bloodcut Armor, and Aecris' free healing surge. So, that'll help them out a little.

I was thinking about changing the Barbarian into another skeleton knight to make it three in the final encounter (he'd have less hp, but a slightly higher AC) and possibly a slight bit easier...or just have the Big K finish him off for his failure. I'll have made the decision by game time tonight.

I'm just wanting them to group around Kalarel, so I can have the wight come down and scare them all through the portal. It'd be a cheap shot, but absolutely and totally awesome. :D Though, I think that's the reason the module says the wight will stay out of melee and just use ranged attacks.
 

I'm just wanting them to group around Kalarel, so I can have the wight come down and scare them all through the portal. It'd be a cheap shot, but absolutely and totally awesome. :D Though, I think that's the reason the module says the wight will stay out of melee and just use ranged attacks.

My players would kill me if i tried that! And undoubtedly come up with myriad arguments how it shouldn't/couldn't work, some which may even be valid.
 

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