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<blockquote data-quote="Herobizkit" data-source="post: 5778272" data-attributes="member: 36150"><p>Hey gang. After the KotS debacle, I've taken over as DM. We're now in Eberron, and I'm running a Delve-style campaign which may or may not include the Chaos Scar series of adventures.</p><p></p><p>I recently ran Orc Stronghold (a level 3 Delve from the Dungeon Delve supplement) for a group of level 3 PCs:</p><p></p><p>Eladrin Bladesinger (melee-focused; a 'Striketroller')</p><p>Warforged Artificer (range-focused; a 'Leadtroller')</p><p>Shifter Life Warden with Fey Panther (reach-focused; a 'Leadefender')</p><p>Changeling Wellblade (skirmish-focused; Striker through and through)</p><p></p><p>The final fight:</p><p>[sblock]The PCs face off against:</p><p>Dire Wolf [Skirmisher 5]</p><p>two Orc Berserkers [Brute 4]</p><p>Orc Chieftain [Elite Brute 8]</p><p></p><p>The room also contained a fireplace that did 1d6 fire + 3 ongoing to creatures entering the area.[/sblock]In short, the PCs were able to efficiently take down </p><p>their foes, making great use of slides, immobilization and prone effects to burn away the wolf. The Hexblade handled one of the lesser Orcs with stick and move tactics. </p><p></p><p>The toughest Orc was locked down pretty quickly. He was also shoved into the fireplace, knocked prone, then the PCs mobbed him until he was dead. I tried to Bull Rush out, using an action point, which failed. Even after his surge ability, he was taken down with little effort.</p><p></p><p>Now, this surprised me. I expected this fight to murder them. Instead, it was a minor inconvenience. Only the Hexblade needed to spend surges and was able to do so safely thanks to his teleporting powers.</p><p></p><p>This is by far and away a HUGE improvement over our last party. I know that some of the efficiency is due to our play experience in KotS - the PCs are no longer afraid to take risks, confident that what they may try will actually work for once. <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>In the end, the game was FUN, WAY more fun than the Keep. So I'm happy. But I'm also curious as to what might make the PCs sweat. I'm thinking lots of minions and weaker creatures, but is there anything else that might be interesting and challenging?</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 5778272, member: 36150"] Hey gang. After the KotS debacle, I've taken over as DM. We're now in Eberron, and I'm running a Delve-style campaign which may or may not include the Chaos Scar series of adventures. I recently ran Orc Stronghold (a level 3 Delve from the Dungeon Delve supplement) for a group of level 3 PCs: Eladrin Bladesinger (melee-focused; a 'Striketroller') Warforged Artificer (range-focused; a 'Leadtroller') Shifter Life Warden with Fey Panther (reach-focused; a 'Leadefender') Changeling Wellblade (skirmish-focused; Striker through and through) The final fight: [sblock]The PCs face off against: Dire Wolf [Skirmisher 5] two Orc Berserkers [Brute 4] Orc Chieftain [Elite Brute 8] The room also contained a fireplace that did 1d6 fire + 3 ongoing to creatures entering the area.[/sblock]In short, the PCs were able to efficiently take down their foes, making great use of slides, immobilization and prone effects to burn away the wolf. The Hexblade handled one of the lesser Orcs with stick and move tactics. The toughest Orc was locked down pretty quickly. He was also shoved into the fireplace, knocked prone, then the PCs mobbed him until he was dead. I tried to Bull Rush out, using an action point, which failed. Even after his surge ability, he was taken down with little effort. Now, this surprised me. I expected this fight to murder them. Instead, it was a minor inconvenience. Only the Hexblade needed to spend surges and was able to do so safely thanks to his teleporting powers. This is by far and away a HUGE improvement over our last party. I know that some of the efficiency is due to our play experience in KotS - the PCs are no longer afraid to take risks, confident that what they may try will actually work for once. ;) In the end, the game was FUN, WAY more fun than the Keep. So I'm happy. But I'm also curious as to what might make the PCs sweat. I'm thinking lots of minions and weaker creatures, but is there anything else that might be interesting and challenging? [/QUOTE]
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