Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The rocky experience of a KotS test run (spoilers)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JustKim" data-source="post: 4241564" data-attributes="member: 5478"><p>Just finished A3 and it was a TPK. Three characters ended up unconscious and two died from the three strike rule.</p><p></p><p>We started it a 5 minute rest after A2 so the PCs could recover encounter abilities. The rogue snuck into the cave to check things out, and wanted to explore deeper into the cave where Irontooth and company show up later. I ruled this was not possible since there was nowhere to squeeze through the enemy lines while hidden. The fighter and paladin snuck in successfully, and a surprise round started with the cleric and wizard still outside.</p><ul> <li data-xf-list-type="ul">The encounter doesn't give a DC for sneaking inside even though it's mentioned as a possibility. I decided it would be 11 since the highest modifier among the first wave is +1, and this seems to be how the stealth DC in A2 worked.</li> </ul><p></p><p>The PCs attacked the northmost cave, which meant that the wizard's area spells were not as effective. Once the kobolds acted they began coming up on both sides of the wall dividing the north and central cave. Area spells took out the minions two at a time, so the minions lasted longer, but they did not do much damage. I noticed that the flat damage of minions means they cannot benefit from critical hits, which is clever.</p><p></p><p>The paladin snagged a skirmisher from afar with its ranged mark and once again ended up taking a lot of damage from two of them in a flanking position. The paladin was healed once and used a surge to keep its hit points high, but the PCs were doing well up until the 3rd round of combat when Irontooth and company appear.</p><p></p><p>The tactics section says that Irontooth tries to flank with a dragonshield. Since the dragonshields are much better infiltrators, I had them take the initiative and push into the PCs' ranks.</p><ul> <li data-xf-list-type="ul">Can a creature shift diagonally across squares adjacent to an enemy? I ruled no, based on the fact that you can't shift diagonally through squares adjacent to an obstacle, and you can't move through an enemy's space even though enemies are not described as obstacles.</li> </ul><p>Since the kobold minions had pushed the PCs together in the middle, this meant that both the cleric and the wizard had enemies adjacent to them that they couldn't shift away from. They used action points to double-shift and cast one last time, but the next round it was the same situation.</p><p></p><p>One way I see this could have been avoided is if the rogue used a shifting power to move a dragonshield over to the fighter, or just away. Unfortunately it didn't work out that way. Irontooth used an action point to attack both the paladin and rogue twice, both of them were reduced to single digits and picked off by the wyrmpriest. In 3 rounds the rogue failed 3 death saves and died.</p><p></p><p>The fighter hit Irontooth with Brute Strike, which brought his hit points down to the 40s and caused him to be bloodied. With the spellcasters reduced to ineffective melee attacks all the damage against Irontooth came from the fighter. Every round Irontooth regained 5 health. The fighter bought it, then the wizard, and then the cleric.</p><p></p><p>So A3 concluded with a bunch of sad sideways-tuned PC counters, the wyrmpriest untouched, one dragonshield and Irontooth unmoved from the 40-50 range of hit points where he became bloodied. I'm sure things could have gone better but they also could have gone worse, and when I run the adventure with my regular gaming group they won't have the luxury of doing test runs to see what works and what doesn't.</p><p></p><p>While looking ahead at the treasure the dead PCs would not be getting, I noticed the first magic item. I also noticed it doesn't give enough information about it.</p><ul> <li data-xf-list-type="ul">The +1 dwarven chain mail says it gives a +1 bonus to AC. Doesn't it depend on what armor your were wearing before? Who can wear it? What is the penalty? I have no idea.</li> </ul><p></p><p>My conclusion is that the A3 encounter is too difficult. I'm thinking maybe I should remove the wyrmpriest, and reduce the effect of Irontooth's Blood Crazed power- likely by removing the healing.</p></blockquote><p></p>
[QUOTE="JustKim, post: 4241564, member: 5478"] Just finished A3 and it was a TPK. Three characters ended up unconscious and two died from the three strike rule. We started it a 5 minute rest after A2 so the PCs could recover encounter abilities. The rogue snuck into the cave to check things out, and wanted to explore deeper into the cave where Irontooth and company show up later. I ruled this was not possible since there was nowhere to squeeze through the enemy lines while hidden. The fighter and paladin snuck in successfully, and a surprise round started with the cleric and wizard still outside. [list][*]The encounter doesn't give a DC for sneaking inside even though it's mentioned as a possibility. I decided it would be 11 since the highest modifier among the first wave is +1, and this seems to be how the stealth DC in A2 worked.[/list] The PCs attacked the northmost cave, which meant that the wizard's area spells were not as effective. Once the kobolds acted they began coming up on both sides of the wall dividing the north and central cave. Area spells took out the minions two at a time, so the minions lasted longer, but they did not do much damage. I noticed that the flat damage of minions means they cannot benefit from critical hits, which is clever. The paladin snagged a skirmisher from afar with its ranged mark and once again ended up taking a lot of damage from two of them in a flanking position. The paladin was healed once and used a surge to keep its hit points high, but the PCs were doing well up until the 3rd round of combat when Irontooth and company appear. The tactics section says that Irontooth tries to flank with a dragonshield. Since the dragonshields are much better infiltrators, I had them take the initiative and push into the PCs' ranks. [list][*]Can a creature shift diagonally across squares adjacent to an enemy? I ruled no, based on the fact that you can't shift diagonally through squares adjacent to an obstacle, and you can't move through an enemy's space even though enemies are not described as obstacles.[/list] Since the kobold minions had pushed the PCs together in the middle, this meant that both the cleric and the wizard had enemies adjacent to them that they couldn't shift away from. They used action points to double-shift and cast one last time, but the next round it was the same situation. One way I see this could have been avoided is if the rogue used a shifting power to move a dragonshield over to the fighter, or just away. Unfortunately it didn't work out that way. Irontooth used an action point to attack both the paladin and rogue twice, both of them were reduced to single digits and picked off by the wyrmpriest. In 3 rounds the rogue failed 3 death saves and died. The fighter hit Irontooth with Brute Strike, which brought his hit points down to the 40s and caused him to be bloodied. With the spellcasters reduced to ineffective melee attacks all the damage against Irontooth came from the fighter. Every round Irontooth regained 5 health. The fighter bought it, then the wizard, and then the cleric. So A3 concluded with a bunch of sad sideways-tuned PC counters, the wyrmpriest untouched, one dragonshield and Irontooth unmoved from the 40-50 range of hit points where he became bloodied. I'm sure things could have gone better but they also could have gone worse, and when I run the adventure with my regular gaming group they won't have the luxury of doing test runs to see what works and what doesn't. While looking ahead at the treasure the dead PCs would not be getting, I noticed the first magic item. I also noticed it doesn't give enough information about it. [list][*]The +1 dwarven chain mail says it gives a +1 bonus to AC. Doesn't it depend on what armor your were wearing before? Who can wear it? What is the penalty? I have no idea.[/list] My conclusion is that the A3 encounter is too difficult. I'm thinking maybe I should remove the wyrmpriest, and reduce the effect of Irontooth's Blood Crazed power- likely by removing the healing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The rocky experience of a KotS test run (spoilers)
Top