Trogs are they really CR1?

I threw a group of trogs at a 4th level party and for a while at least I was afraid the party was going to be pasted.

Should these things really be CR1? There were 6 trogs in all and when the melee action got all mixed up none of the characters suceeded in making all of their saving throws.

Of course the situation was made worse by the leader of the trogs being a sorcerer who threw out lots of sleep spells but really should a DC12 sleep spell be that dangerous to a 4th level party?

Finally what kind of bonus to fort save would you give a player who knew there were trogs and used something to pin their nose shut like wax?
 

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I guess that you´re talking about the encounter in area 18 a-c and 19,and yes, that should be a very hard encounter,even for a lvl 4 party I guess. The Shaman and his lizard is an EL 5 and the rest of the Trogs is also an EL 5.

My players begun Forge of Fury yesterday, so they have not reached this area (and I don´t think they ever will,because they are charching the Mountain Door:rolleyes: ),but it´s going to be very tough.

If they knew about the Trogs strech and cowered their noses and mouths I would give them a + 2 to their fort-saves.

And yes, I fear those sleep spells, I really do. I have a min/maxed barbarian that WILL fail his will save and possible the other fighter as well.

Asmo
 

Well my party made a bad situation worse. They attacked through the door by beating the door down. So the trogs definately knew they were coming and had plenty of time to prepare for their arrival.

They are starting to hate the Trog Sorcerer. This is the second time they have encountered him in the mountain and both times when they finally have a chance to hurt him he casts Invisibility and retreats.
 

It may be relevant to point out that trogs have been errata'd from causing ability damage, to causing an enhancement penalty to Str. Basically, this means that it doesn't matter how many trogs there are, you can only lose 6 points of Str at most (since the penalties overlap, they don't stack). You won't go down from Str loss just because you failed several saves in a row.
 


That is not the problem. Though I was going by the MM stats and didnt read the module portion on them that close so I think one person ended up getting screwed with a double penalty.

The real problem is the sheer number of saving throws they have to make. Rather quickly they al failed the saves and I make my players roll their own poison which really sucked when they were all rolling 6's. ;)
 


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