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Running Innenotdar WotBS #2 (spoilers)
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<blockquote data-quote="sfedi" data-source="post: 4976464" data-attributes="member: 15746"><p>Today I begun running The Indomitable Fire Forest of Innenotdar (I loooove spelling it all) to one of my groups.</p><p></p><p>In the first encounter I wasn't totally sure about how I handled it.</p><p>Is it as simple as putting the fire out of Durval and that's it? He's alive?</p><p>Wasn't he an undead?</p><p>What if he leaves the forest and outside the sphere of influence of Indomitable?</p><p></p><p>After that, we begun An Unnatural Hunt.</p><p>I modified the encounter as follows:</p><p>Made both bats Elites. Just duplicated their hitpoints, and added a second attack in it's Flyby Attack.</p><p>Also, I corrected it's AC to 20, the one corresponding to a level 6 skirmisher.</p><p>I dropped the Claw attack.</p><p>Modified the Bite attack as: +11 vs AC, 1d10 + 4 damage + 1d6 fire damage</p><p>Because that way it makes sense that the bat attacks and damages the goblin. And it also doesn't make the bat's attack totally worthless against fire protected creatures.</p><p>Also, the added damage scales well with the character's hitpoints.</p><p></p><p>Of course, this makes the encounter harder.</p><p></p><p>Another modification I made was to the Endurance checks to withstand the forest fire.</p><p>As it was, at DC 26, it is extremely difficult for a character to succeed at the check and a total of 7 to 9 healing surges could be spent a day (3 per 8 hour period and 3 to 4 more because of encounters).</p><p>The problem with this is that it doesn't makes much difference if you have Endurance or not, your chances are very small.</p><p>I changed it so that if you have lots of healing surges and a good Endurance bonus, you can risk going through the forest without taking potions.</p><p>This, in turn, will give the party more margin with the potion problem.</p><p></p><p>The change:</p><p></p><p>Endurance check DC 18 for every 3 hours exposed to the fire forest.</p><p>Success: You endure the fire forest.</p><p>Failure: You loose a Healing Surge.</p><p></p><p>This mechanic is made so a typical trained PC, with a +7 Endurance bonus, will loose between 2 to 4 healing surges a day.</p><p>Enough to make a difference and to make it worth a try.</p><p>It also rewards the characters if they find and use a sheltered place to rest in.</p><p></p><p>Another change was to the hazards.</p><p></p><p>The grass would deal 1d6 if you enter a square with this hazard. Maximum 1 per round.</p><p></p><p>Given that, it seems strange that a burning bush would posibbly deal less than this damage.</p><p></p><p>So I changed it to:</p><p>1d6 if you enter a burning bush square.</p><p>+4 vs Reflex. Hit: 5 ongoing damage.</p><p></p><p>That way, it's ALWAYS worse to enter a burning bush than burning grass.</p><p></p><p>I haven't dealt with the smoke and cinders yet.</p><p></p><p>PD: Flaming/Burning Brush? Shouldn't it be a Flaming/Burning Bush/Shrub?</p></blockquote><p></p>
[QUOTE="sfedi, post: 4976464, member: 15746"] Today I begun running The Indomitable Fire Forest of Innenotdar (I loooove spelling it all) to one of my groups. In the first encounter I wasn't totally sure about how I handled it. Is it as simple as putting the fire out of Durval and that's it? He's alive? Wasn't he an undead? What if he leaves the forest and outside the sphere of influence of Indomitable? After that, we begun An Unnatural Hunt. I modified the encounter as follows: Made both bats Elites. Just duplicated their hitpoints, and added a second attack in it's Flyby Attack. Also, I corrected it's AC to 20, the one corresponding to a level 6 skirmisher. I dropped the Claw attack. Modified the Bite attack as: +11 vs AC, 1d10 + 4 damage + 1d6 fire damage Because that way it makes sense that the bat attacks and damages the goblin. And it also doesn't make the bat's attack totally worthless against fire protected creatures. Also, the added damage scales well with the character's hitpoints. Of course, this makes the encounter harder. Another modification I made was to the Endurance checks to withstand the forest fire. As it was, at DC 26, it is extremely difficult for a character to succeed at the check and a total of 7 to 9 healing surges could be spent a day (3 per 8 hour period and 3 to 4 more because of encounters). The problem with this is that it doesn't makes much difference if you have Endurance or not, your chances are very small. I changed it so that if you have lots of healing surges and a good Endurance bonus, you can risk going through the forest without taking potions. This, in turn, will give the party more margin with the potion problem. The change: Endurance check DC 18 for every 3 hours exposed to the fire forest. Success: You endure the fire forest. Failure: You loose a Healing Surge. This mechanic is made so a typical trained PC, with a +7 Endurance bonus, will loose between 2 to 4 healing surges a day. Enough to make a difference and to make it worth a try. It also rewards the characters if they find and use a sheltered place to rest in. Another change was to the hazards. The grass would deal 1d6 if you enter a square with this hazard. Maximum 1 per round. Given that, it seems strange that a burning bush would posibbly deal less than this damage. So I changed it to: 1d6 if you enter a burning bush square. +4 vs Reflex. Hit: 5 ongoing damage. That way, it's ALWAYS worse to enter a burning bush than burning grass. I haven't dealt with the smoke and cinders yet. PD: Flaming/Burning Brush? Shouldn't it be a Flaming/Burning Bush/Shrub? [/QUOTE]
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