|The Mad Comrade|
Does not need to change if you think it's a fair fight. I was going probably add 1 more Roc.
If i may suggest, if your group could have problems with weather sheninegans, I would switch Antheus and his rocs with a Sun Giant (CR 16) followed by murder of hippogryphs.You should invent something to allow such enemy to fly, but i would avoid putting more giant birds because:
1) It reduces, to me, the narrative impact of the phoenix and of the stormborn king of book 4.
2) If you play weather in favour of the rocks, it becomes extremely tedious to fight something gigantic that can easily grapple you while you must roll to even walk straight.
3) A Sun giant, possibly buffed with more templates likes classe templates or the good old half celestial, becomes more of a solo, brutal boss fight which can also allow your characters's minions a chance to do something useful outside of the two endgame dungeons.
Weather in favor of the good guys is absolutely a Thing. The Bad Guys (PCs) have months to plan their soire into the valley. They're also, what, 11th level going into the place? They have impressive - but not yet phenomenal - cosmic power available to them. This is a place where they get to use it and sicc an army on the Good Guys.
Having rocs plowing through the storm giant's windstorm absolutely should be a Thing. The Bad Guys have had access (barring some really weird 'builds') to freedom of movement and cloak of winds for 5+ levels by this point. If they don't think to prepare for being grappled by called celestial grapple-monsters ... well, they'll learn in a hurry and may have to beat a hasty retreat.
If you're looking to "upgrade" the encounters, adding Aerial Creature or Thunder Child wouldn't necessarily be a bad plan. As for the rocs, give them the Divine mythic template and make sure one of their spells if freedom of movement. It's the small things that add up to make an encounter more challenging for the bad guys.
Taking a moment to step back to more of the beginning stages of the book now the Battle of Saints Bridge I've been reading this chapter over and over again and trying to understand exactly how the chain of events begins because it seems like you send people in to deal with the low-level troops which would be the holy Warriors and such first when you have the golems and you have the creatures on top.
However is this the start of the battle of Thames Bridge in which they have to move forward towards sanctum and then you start going through each battle scenario? Maybe it's just me and I'm having a hard time standing why wouldn't sound the gong as soon as they felt a large presence of evil.
How exactly are all the other battles alerted to the fact that you're evil players are making their way to the sanctum or is this just the standard formation for all of those different scenarios Example The Archers are always in place in some sort of General spot ready to attack evil the archons are always at the bridge the dwarves are ready to fight and so on.
did all of these different scenarios gift started because of what was going on in book 2?
Taking a moment to step back to more of the beginning stages of the book now the Battle of Saints Bridge I've been reading this chapter over and over again and trying to understand exactly how the chain of events begins
I believe you should view this encounters as events on the battlefield.Truth is, an army of bugbears cannot take the valley alone, but sure could overcome the first few troops, getting nevertheless chocked by the mitrans at one of the bridges. Sanctum cannot bear a siege, therefore the mitrans tactic is to stop the army at one of this chokeholds.
You should present such encounters as situation which emerge in the middle of the battle, giving your players the option of regroup and "deal with them" personally or, at least, send a cohort with reinforcements.
If your players can predict what the mitrans may do, you should allow them to target - either by long range effects or by sneaking on them in the cover of the night - a few of these land-based groups while they are still rushing towards their own positions. You should however leave the last 2 events play out as written since the charge of the aasimar flying paladins and the priests of Mitra is the last stand of the city.
|The Mad Comrade|
|carborundum RPG Superstar 2010 Top 32|
Well, that was fun!
My party solve the last riddle and arrive at the Flame. Sambethe introduces herself and the Master, and gives the party the chance to leave. Needless to say, they decline, and the Master gestures to the party monk to come forward. (À la Morpheus in The Matrix, one hand beckoning). He then avoids every attack, drops the monk and kicks him several times while he's down. Cue silence at the table :D
Sambethe drops a blade barrier right down the middle of the party, slicing up 6 skeletons and hurting the rest of the party and their undead mini-horde. the party Cleric opens an Infernal Crevasse stretching around the front of the Flame, and tentacles flop around Sambethe's ankles before grabbing her tightly.
The Master spring attacks the Cleric and bounds back to the Flame. Unfortunately he fluffs his attack, but it was close. Undead crocodiles, all the way from Book 2, charge the Master and get kicked into bone dust. The vampire Hexblade can't touch the master but manages to avoid being tripped or repositioned.
Sambethe can't get free (darned gammy leg) and doesn't think she'll get a summon off with the pain of the tentacles disturbing her concentration. Instead she Flame Strikes the party, hoping to finish off the wounded before dispelling next round. Bad luck, they hang in there (thanks to some quickened channeling last round), and start causing more trouble.
The Cleric casts anti-life shell and laughs as the Master leaps over the crevasse to jump-kick him in the face and bounces off the ward. The vampire grabs the Master when he lands, sucks a few levels and grapples him. Sambethe can't get to the Master and doesn't trust a dispel - she uses another blade barrier instead, killing some undead but still no party members!
The necromancer''s spectral hand drops an enervation on the Master and the vampire pins him and takes two more levels. He's now down 8 levels. Sambethe pulls out a Holy Word (a bit late) before two quickened channels and the tentacles kill her. The vampire keeps his headlock on the Master and finishes him off too.
|carborundum RPG Superstar 2010 Top 32|
After hiding out and resting the party crept out of their hideyhole to see two rocs circling. They come out and are promptly hit by a chain lightning from an invisible Storm Giant. Two swooping rocs miss with every. Single. Claw.
"How can little runts like you cause so much dama...GACK! KOFF! KOFF!"
Anteus gets a personal acid fog around his head and shoulders, and while he can still move he can't see his feet. Which is where the necromancer and vampire are...
In a few seconds he is hit with a greater hexblade's curse (-4 to lots of stuff) and drained two levels.
The cleric then tags him with a feeblemind which works. He is at INT 1.
The necromancer tags him with a nasty brain fever, doing 4 more INT damage.
Anteus drops unconscious out of the acid fog thanks to his freedom of movement.
Asmodeus hasn't even started to whisper "Give him to meeeee" at this point.
|The Mad Comrade|