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<blockquote data-quote="Allanon" data-source="post: 2290775" data-attributes="member: 8513"><p>Last sunday I had my party encounter an Bebilith a CR 10 (according to WotC) or CR 13 (According to Silver Rule Upper_Krusk rules). The party consists of 5 members, averaging 7th level. Consisting of a Cleric, Fighter, Sorcerer and 2 rangers (one bow and one two-handed). The fight started of with both parties aware of eachother and 80 feet away from one another. It was in an enclosed arena with a radius of 45 feet. </p><p></p><p>It started of dandy with the Bebilith quickly closing the gap with the party having won initiative and biting the sorcerer. The sorcerer failed the save vs. poison and at his turn proceeded to take flight out of range of the Bebilith. The rest of the party made some small dents but especially the rangers were hindered by the DR 10/Evil.</p><p></p><p>The second round saw the sorcerer again failing his Fortitude save and dropping to 2 Con and -9 hitpoints (not bleeding though). The bow ranger was caught in a web from the Bebilith and the fighter and second ranger again didn't really dent it's armor. The Cleric summoned some monster to provide flanking bonusses for the melee fighters and proceeded to aid the bow ranger.</p><p></p><p>The third round proceeded with the Bebilith missing ALL it's attacks against the main fighter. Both melee fighters on the other hand succeeded in hitting and both critting the Bebilith, which resulted in him being left at 70 HP (of 150). The Cleric proceeded to cure moderate the sorcerer, which on his turn proceeded to blast the Bebilith with a Fireball. Again I rolled low failing the reflex save and the Bebilith ended up at 38 HP.</p><p></p><p>The fourth round saw the Bebilith jump up and try to land on the sorcerer (it weighs two tons so I ruled it would to 10d6 damage if it succeeded). Unfortunately I again rolled a one* on the jump check and subsequently missed the sorcerer. Both melee fighters rushed it and hit, and the add injury to insult after the cleric blessed the arrows of the bow ranger she proceeded to double critical it, ending the fight.</p><p></p><p>Is it just me? After evaluating my recent dice rolling spree of the last couple of sessions it seems as though whenever a dice roll really matters my dice fail me. This encounter was meant to teach them the lesson that running away is good tactics, sadly afterwards I fear they more then ever will proceed to tough it out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p>/end of sad DM sob story <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>*We play by the house roll that a 1 on a skill check results in the check being made with an effective -10 to the roll. A 20 gives a +10 to the roll.</p></blockquote><p></p>
[QUOTE="Allanon, post: 2290775, member: 8513"] Last sunday I had my party encounter an Bebilith a CR 10 (according to WotC) or CR 13 (According to Silver Rule Upper_Krusk rules). The party consists of 5 members, averaging 7th level. Consisting of a Cleric, Fighter, Sorcerer and 2 rangers (one bow and one two-handed). The fight started of with both parties aware of eachother and 80 feet away from one another. It was in an enclosed arena with a radius of 45 feet. It started of dandy with the Bebilith quickly closing the gap with the party having won initiative and biting the sorcerer. The sorcerer failed the save vs. poison and at his turn proceeded to take flight out of range of the Bebilith. The rest of the party made some small dents but especially the rangers were hindered by the DR 10/Evil. The second round saw the sorcerer again failing his Fortitude save and dropping to 2 Con and -9 hitpoints (not bleeding though). The bow ranger was caught in a web from the Bebilith and the fighter and second ranger again didn't really dent it's armor. The Cleric summoned some monster to provide flanking bonusses for the melee fighters and proceeded to aid the bow ranger. The third round proceeded with the Bebilith missing ALL it's attacks against the main fighter. Both melee fighters on the other hand succeeded in hitting and both critting the Bebilith, which resulted in him being left at 70 HP (of 150). The Cleric proceeded to cure moderate the sorcerer, which on his turn proceeded to blast the Bebilith with a Fireball. Again I rolled low failing the reflex save and the Bebilith ended up at 38 HP. The fourth round saw the Bebilith jump up and try to land on the sorcerer (it weighs two tons so I ruled it would to 10d6 damage if it succeeded). Unfortunately I again rolled a one* on the jump check and subsequently missed the sorcerer. Both melee fighters rushed it and hit, and the add injury to insult after the cleric blessed the arrows of the bow ranger she proceeded to double critical it, ending the fight. Is it just me? After evaluating my recent dice rolling spree of the last couple of sessions it seems as though whenever a dice roll really matters my dice fail me. This encounter was meant to teach them the lesson that running away is good tactics, sadly afterwards I fear they more then ever will proceed to tough it out. :( /end of sad DM sob story ;) *We play by the house roll that a 1 on a skill check results in the check being made with an effective -10 to the roll. A 20 gives a +10 to the roll. [/QUOTE]
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