Has anybody placed ran through this adventure yet? I'm thinking of GMing it within the next month, but I'm a bit worried at the
With his +9 initiative, it almost guarantees he will go first. Then he gets three attacks (claw, claw, bite) with each successful attack getting a chance of paralysis. Armor class of 24 (touch 20, flat 18) is amazingly high. And then he gets DR 10/cold iron and Spell Resistance 15. He also has a special ability that, when a PC misses on a Fort save, s/he suffers -2 on attacks, saves, and skill checks and this Fort save must be taken every round.
Remember, this is for four (4) first-level adventurers. Not many 1sts will be able to penetrate a 24 AC and, if they do, they will find it extremely difficult to get around that DR. I don't know of any beginning characters that have a cold iron weapon and none are found during the adventure.
I did two test runs with the basic PF iconics (fighter, cleric, wizard, rogue) and was able to bring down the baddie both times, but I got lucky with good crits both times. However, I think the lack of a cleric would seriously hamper the party.
If you have run this, were there any changes you made?
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If not that, then give the rogues in the upstairs room a couple potions of magic weapon that they didnt use...instead using the poison on the stat block.
PS: Thanks for buying this module!