monster cr question

pancor12

First Post
I'm doing something kinda different in my campaign. They are a group of 14th level characters that accidently went through a portal to a BBEG's fortress in hell. Instead of killing them right out the BBEG just imprisons them and sends them to these slave pits in Hades.

My question is that these characters are going to be noticably weakened because they are sent to the slave pits with absolutely no equipment. The main enemy's in the pit will be yogoloth (some from manual of the planes and some from creature catalog). How would you modify the cr's for the encounters. For example, the mezzoloths from manual of the planes are cr 7, but what's there cr for a group that has absolutely no equipment.

As far as the group. It is fairly powerful. The campaign was originaly going to be nothing but monstrous characters. It ended up being two half fiends each 11th level and a 14th level rogue. So their not total push overs with all the special abilities. There also not going to be without their stuff for to long. They'll get it all back if they can get out of the pits.

Any suggestions?????????????
 

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pancor12 said:
I'm doing something kinda different in my campaign. They are a group of 14th level characters that accidently went through a portal to a BBEG's fortress in hell. Instead of killing them right out the BBEG just imprisons them and sends them to these slave pits in Hades.

My question is that these characters are going to be noticably weakened because they are sent to the slave pits with absolutely no equipment. The main enemy's in the pit will be yogoloth (some from manual of the planes and some from creature catalog). How would you modify the cr's for the encounters. For example, the mezzoloths from manual of the planes are cr 7, but what's there cr for a group that has absolutely no equipment.

As far as the group. It is fairly powerful. The campaign was originaly going to be nothing but monstrous characters. It ended up being two half fiends each 11th level and a 14th level rogue. So their not total push overs with all the special abilities. There also not going to be without their stuff for to long. They'll get it all back if they can get out of the pits.

Any suggestions?????????????

Hum... just going by DMG: Follow the rule for Twice as difficult. Increase the EL (The level for treasure rewards, and teh level that determines whether the challenge is suitable for the group) and raise it by 2.

CR remains 7, but give them double the experience points as per page 167 of the DMG.

The EL is 9, meaning 1 yugoloth would be exactly equal to an un-equiped 9th level fighter (though the logic behind that is... wrong), so you give treasure-ish rewards based on EL 9, and they can only handle about 8 Yugoloths before they will expend there resources.

Really it does come down to how much magic you give your players. If they depend on it... the EL might actually be 11, or even 13 for one yugoloth...

heh I'm confused now... but really just think about it carefully and the answer will appear to you...
 

In all honesty, I'd wait and decide the CR after the battle. I'd just eyeball it -- did it seem like they overcame great odds? Give them a CR 1 or 2 higher than their average party level. Did it seem like they didn't have to work too hard? Give them a CR of around their level or a little lower.
 

Thanks guys. I'll probably use both you suggestions. I'll write it as double xp for monsters but if they have to much trouble or not enough I'll modify it.
 

What is the party made of. Is it all clerics, wizards and fighters?

Or do you have a monk, a Monte Cook Sorc, a druid, and a werebear?

It really depends on the classes of the charachters, for some (like fighters) are screwed w/o equipment, and some (like monks) are almost as powerful.
It also really depends on if their opponents use equipment. If they do, then fighters and rogues can grab weapons and negate part of their disadvantage.

Do they even have cheap weapons. Ex. Heavy picks for mining, clubs, etc? If so that could make a big difference (especially if their foes use equipment.)
 

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