DarkJester
First Post
Last night's game was kind of a let down, mostly due to the first encounter. I'm running THE LOST CITY OF BARAKUS so if you don't want any spoilers I'd stop here.
The Cast:
Half Orc Barb 1 Fighter 1
Whisper Gnome Ninja 2
Sun Elf Necromancer 2
Dwarf Dread Necromancer 2
Human Samurai 2
Human Healer 2
Half Orc Monk 2
Well, the party ended up fighting some giant insects in a underground cave that included a lake. The beetles were extremely easy, but during the fight a water mephit decided it would be easier to try to take on the party while they were distracted. The mephit watched the fight with the pc's progress as they start to slaughter the beetles. When only 2 beetles remain, the mephit puts a stinking cloud over the party. Ok, no big deal, I figure they'll regroup and stomp this little guy, but the party suprises me and heads to two opposite sides of the cloud completely blocking vision from one another and leaving the only light source away from the healer and wizard. Mephit's next action is to acid arrow the closest being...now, the mephit is out in the water near the extent of his darkvision and it just so happened that the characters with darkvision were far from the shore, so, at this point no one has still seen the mephit yet.
The rogue takes a nasty hit from the arrow but is still standing, the rest of the party kind of sits around in confusion, the rogue player doesn't do anything other than yell out. Still in this round, the healer casts light and that in combination with low light vision is enough for some of the party to be able to see the creature. The party fires a round of arrows and finds them ineffective vs its damage reduction, while the mephit rushes forward useing the stinking cloud as cover and flying high. The acid arrow procedes to knock the rogue out but the healer get's him back on his feet. Most of the party readies melee attacks, but the mephit has no intention of going toe-to-toe with these heavily armored adventurers and fly's around for a round using its breath weapon. The party fires some more arrows, and the monk trys to jump and grab the creature but fails. On the creatures turn it flys back into the water to use its fasthealing to heal what damage the arrows did. The next time he resurfaces (on the shoreline) he breathes again on the party, hitting the same three he did last time, the party again trys ranged attacks (although at least 2 characters could have got into melee with it at this point), the wizard casts cause fear and the mephit flees. I figure this will be the end of the encounter but I roll a 1 for rounds fleeing, and the party continues to stay on the waters edge, well within in range of the mephits breath weapon. The mephit comes back, sees the opportunity (I give him 50% chance to give up, even though he hasn't been harmed yet due to the spellcasters, but the roll says he'll try again). He comes back and procedes to breath on the party. This continues for quite a while (breath weapon, going back under water, coming back, breath weapon etc), the stinking cloud has disapeared and the party really hasn't done any damage to the mephit because it won't leave the water, has damage reduction, and the party will not attempt to melee it (arrow's arn't really doing enough to get past the DR and fast healing). Finally the big barbarian rages and charges, and the samurai follows suit taking the critter out in one round.
The party was really bummed out at this point and there were some comments about the creature not being smart enough to use those kind of tactics. As a result the rest of the game was kind of glum and not much was accomplished. Do you think I was being to tactical with the 6 intelligence mephit? I just figured he'd like to fight from the water where his fast healing was working, besides, it is a water mephit. The party split themselves up and limited their own light sources not him, and the fight would have been over as soon as the creature came in to use its breath weapon the second time if the melee fighters would have engaged it like they eventually did. I didn't say anything though and just let the issue die as it had already drained a lot of people.
I'm not the most experienced DM and I'm not sure how to handle the issue. On one hand I want to have a fun game, but at the same time I don't want to spoon feed exp to the party in the form of creatures that just charge into melee regardless of their abilities.
The Cast:
Half Orc Barb 1 Fighter 1
Whisper Gnome Ninja 2
Sun Elf Necromancer 2
Dwarf Dread Necromancer 2
Human Samurai 2
Human Healer 2
Half Orc Monk 2
Well, the party ended up fighting some giant insects in a underground cave that included a lake. The beetles were extremely easy, but during the fight a water mephit decided it would be easier to try to take on the party while they were distracted. The mephit watched the fight with the pc's progress as they start to slaughter the beetles. When only 2 beetles remain, the mephit puts a stinking cloud over the party. Ok, no big deal, I figure they'll regroup and stomp this little guy, but the party suprises me and heads to two opposite sides of the cloud completely blocking vision from one another and leaving the only light source away from the healer and wizard. Mephit's next action is to acid arrow the closest being...now, the mephit is out in the water near the extent of his darkvision and it just so happened that the characters with darkvision were far from the shore, so, at this point no one has still seen the mephit yet.
The rogue takes a nasty hit from the arrow but is still standing, the rest of the party kind of sits around in confusion, the rogue player doesn't do anything other than yell out. Still in this round, the healer casts light and that in combination with low light vision is enough for some of the party to be able to see the creature. The party fires a round of arrows and finds them ineffective vs its damage reduction, while the mephit rushes forward useing the stinking cloud as cover and flying high. The acid arrow procedes to knock the rogue out but the healer get's him back on his feet. Most of the party readies melee attacks, but the mephit has no intention of going toe-to-toe with these heavily armored adventurers and fly's around for a round using its breath weapon. The party fires some more arrows, and the monk trys to jump and grab the creature but fails. On the creatures turn it flys back into the water to use its fasthealing to heal what damage the arrows did. The next time he resurfaces (on the shoreline) he breathes again on the party, hitting the same three he did last time, the party again trys ranged attacks (although at least 2 characters could have got into melee with it at this point), the wizard casts cause fear and the mephit flees. I figure this will be the end of the encounter but I roll a 1 for rounds fleeing, and the party continues to stay on the waters edge, well within in range of the mephits breath weapon. The mephit comes back, sees the opportunity (I give him 50% chance to give up, even though he hasn't been harmed yet due to the spellcasters, but the roll says he'll try again). He comes back and procedes to breath on the party. This continues for quite a while (breath weapon, going back under water, coming back, breath weapon etc), the stinking cloud has disapeared and the party really hasn't done any damage to the mephit because it won't leave the water, has damage reduction, and the party will not attempt to melee it (arrow's arn't really doing enough to get past the DR and fast healing). Finally the big barbarian rages and charges, and the samurai follows suit taking the critter out in one round.
The party was really bummed out at this point and there were some comments about the creature not being smart enough to use those kind of tactics. As a result the rest of the game was kind of glum and not much was accomplished. Do you think I was being to tactical with the 6 intelligence mephit? I just figured he'd like to fight from the water where his fast healing was working, besides, it is a water mephit. The party split themselves up and limited their own light sources not him, and the fight would have been over as soon as the creature came in to use its breath weapon the second time if the melee fighters would have engaged it like they eventually did. I didn't say anything though and just let the issue die as it had already drained a lot of people.
I'm not the most experienced DM and I'm not sure how to handle the issue. On one hand I want to have a fun game, but at the same time I don't want to spoon feed exp to the party in the form of creatures that just charge into melee regardless of their abilities.