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Race to the Yellow Lotus
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<blockquote data-quote="Simon Collins" data-source="post: 2012586" data-attributes="member: 9860"><p>Archer</p><p></p><p>Thanks for your comment. I hadn't come across the "each doubling of monster numbers is +1 EL" rule before. The chart on page 100 of the DMG shows 12 CR 1/2 orcs being EL 5-7. I'm interested to know where you got this rule from. Also, only 75 of the orcs were CR 1/2. 20 more were CR 2 rangers, another 4 were CR 3 barbarians, and the leader was a CR 5 ettin. As the adventure rightly points out, attacking the main army directly is suicide and the EL given is 14 (which is then changed to EL 8 for the final attack, presumably because the PCs are expected to have thinned out the army, though this is not necessarily true - it would have been better to have given a scaled EL for the amount of enemies remaining or none at all).</p><p></p><p>Its admittedly a fair point that with all the abilities 5th-level characters have, that they could potentially do a lot of damage to the orc horde. Note however, a 5th-level sorcerer cannot cast fireball as he does not gain the possibility of using that spell until 6th-level. Since the adventure was designed for max. 5th-level characters, a sorcerer would not have had access to this spell. A wizard has access to possibly two fireball spells per day at 5th-level. A marching army, strung out along a trail, should not take much damage from this (especially taking into account possible successful saving throws) though a camped army would be more vulnerable - it depends on how smart the players are. Not negating your point here, just pointing out that it takes a group with a reasonable sense of tactics and forethought to make it happen. Which is one of the good points about this adventure.</p><p></p><p>Simon Collins</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2012586, member: 9860"] Archer Thanks for your comment. I hadn't come across the "each doubling of monster numbers is +1 EL" rule before. The chart on page 100 of the DMG shows 12 CR 1/2 orcs being EL 5-7. I'm interested to know where you got this rule from. Also, only 75 of the orcs were CR 1/2. 20 more were CR 2 rangers, another 4 were CR 3 barbarians, and the leader was a CR 5 ettin. As the adventure rightly points out, attacking the main army directly is suicide and the EL given is 14 (which is then changed to EL 8 for the final attack, presumably because the PCs are expected to have thinned out the army, though this is not necessarily true - it would have been better to have given a scaled EL for the amount of enemies remaining or none at all). Its admittedly a fair point that with all the abilities 5th-level characters have, that they could potentially do a lot of damage to the orc horde. Note however, a 5th-level sorcerer cannot cast fireball as he does not gain the possibility of using that spell until 6th-level. Since the adventure was designed for max. 5th-level characters, a sorcerer would not have had access to this spell. A wizard has access to possibly two fireball spells per day at 5th-level. A marching army, strung out along a trail, should not take much damage from this (especially taking into account possible successful saving throws) though a camped army would be more vulnerable - it depends on how smart the players are. Not negating your point here, just pointing out that it takes a group with a reasonable sense of tactics and forethought to make it happen. Which is one of the good points about this adventure. Simon Collins [/QUOTE]
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