Scales of War Module 1 Final Battle ?

Istar

First Post
Have people considered the final battle against 1 orc enemy to be pretty much a walk in the park.

We do have 7 members instead of the normal 4 to 5.
And the module has been ramped up accordingly.

And potentially we are under powered only having 1 or 2 magic items each at level 2.

But is this evidence of power creap as SOW was written and send out before a lot of these new books and now we have lots more potent feats and combinations.

Anyone else found this last encounter and a few others a little too easy.

And what effect has the new Cleric power "Astral Seal" had on gameplay as this is huge source of health for the tanks and others without having to dip into surges or spend time using surges.
 

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Sinruth was challenging, but not especially difficult for my group. Granted, they pulled out all the stops for him. The only thing that really saved the party was the cleric's daily power that inflicted a -8 penalty to Sinruth's damage rolls. If not for that, multiple PCs might have gone down.

What was more difficult was the first level, where the goblins and gnomes kept up a constant sniping, fighting retreat... the PCs kept chasing them and managing to smear several encounters together into one long encounter without the benefits of even short rests between them.

The Wight King and his cadre, also, were a more challenging fight.


Our party's cleric has Astral Seal. While it can be a powerful source of healing, it hasn't been quite as useful as the players excepted it to be, because A) the cleric has to hit with it, and B) the person who needs healing has to be the next to hit the same target. In play, it's not always easy to get that lined up just right.
 

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