D3 The Demon within - GM hints? GH conversion


Adventures


I just decided that I will spring this adventure on my knight group I will resurrect soon. As my characters are 9th level at the moment, it will take them a bit until they reach the required level. Considering that I have only three PCs (ranger1/fighter8, knight6/knight of holy shielding3, cleric 5/radiant servant of pelor 4, IIRC - don´t have the sheets right at hand.) and no arcane caster, this will be hard on them. But they have above average stats and good equipment, so this should be ok at level 11.

So, does anyone have any advice for running that adventure? TPK situations, stumbling blocks or anything else?

What´s more, I will have to redesign it partially to my campaign, as it is set in 576 CY in Greyhawk/Shield Lands. It allows easily for a border keep like that in the module - I guess I will set it close to Law´s Forge/Deepshuttle delve on the northeastern border. I will keep the demon theme as it is, even if the main enemy of the Shield Lands are still the devils from the Horned Society in 576 CY. The church will be one of Heironeous, of course. Overall, the topic of this adventure should fit well overall to the shield lands.

If anybody wants to add something on that topic, go ahead.

Now I just have to find something for them to reach level 11...

Stefan


I'm not sure a party of only 3 characters is going to do that well. I ran this for a party of 6 and it was still challenging. You might need to shave the numbers of enemies in certain situations.

The Vrocks in the Upper Bailey, telekinetically battering you w/ big rocks, could be a serious problem.

Only character death was a knight/cleric who rolled a "1" on a Nabassu death gaze attack =:0

I think putting it in the Shield Lands like you're doing is a great idea, and wish you luck w/ it.


BenS wrote:

I'm not sure a party of only 3 characters is going to do that well. I ran this for a party of 6 and it was still challenging. You might need to shave the numbers of enemies in certain situations.

The Vrocks in the Upper Bailey, telekinetically battering you w/ big rocks, could be a serious problem.

Only character death was a knight/cleric who rolled a "1" on a Nabassu death gaze attack =:0

I think putting it in the Shield Lands like you're doing is a great idea, and wish you luck w/ it.

From browsing that adventure, I had the impression that there is quite a number of powerful foes in it, and could easily result in a TPK. Perhaps I will either wait until 12th level, or add an NPC specifically for that adventure. As my campiagn is set before the wars, I think an representative of every barony in the Shield Lands will be in attendance, so I might add someone easily. Perhaps I will even add Artur Jakartai - they encountered him once already, and he is a powerful fighter. This might just be what they need there.

Thanks for your answer.

Stefan

Dark Archive RPG Superstar 2013 Top 32

I'm running this mod via TTopRPG for a group of 5 players, all 11th level using the PFRPG rules. So far, I've noticed that it's rather laughably easy as written. I've even ramped up a couple of the bad guys in order to challenge them more.

So far, they're crushing everything I've thrown at them. The new PF "Smite Evil" is the majority of the reason, since it's being used by a two-weapon fighting paladin with a speed weapon. He shreds through the demons in the blink of an eye. The energy resistances and saves of the creatures in it have made the sorcerer almost completely useless except for his party buffs (he cast stoneskin on 3 party members and has pretty much saved one of them as a result).

For the record, my party is:

  • Paladin (TWFer)
  • Cleric (Adabar)
  • Sorcerer (Earth Elemental Bloodline)
  • Rogue/Shadowdancer (archery-focused)
  • Fighter/Barbarian (greatsword w/Power Attack)


I can't be surprised, in my opinion pathfinderRPG makes many formerly tough opponents easily dealt with, undead, outsiders and constructs lose alot of their impact. assuming you have a cleric a rogue and a paladin, especially undead seem to be laughable, but outsiders won't be able to stand toe to toe with a paladin very well either.


Remco Sommeling wrote:
I can't be surprised, in my opinion pathfinderRPG makes many formerly tough opponents easily dealt with, undead, outsiders and constructs lose alot of their impact. assuming you have a cleric a rogue and a paladin, especially undead seem to be laughable, but outsiders won't be able to stand toe to toe with a paladin very well either.

That´s basically what I would expect from a Paladin - being able to fight extraplanar evils and undead quite well. This adventure is written to give them a chance to shine.

Stefan


Fatespinner wrote:

I'm running this mod via TTopRPG for a group of 5 players, all 11th level using the PFRPG rules. So far, I've noticed that it's rather laughably easy as written. I've even ramped up a couple of the bad guys in order to challenge them more.

So far, they're crushing everything I've thrown at them. The new PF "Smite Evil" is the majority of the reason, since it's being used by a two-weapon fighting paladin with a speed weapon. He shreds through the demons in the blink of an eye.

Well, that is a killer combo against demons - smite evil, TWF and a speed weapon. Let me calculate this at 11th level. Say, ST +2 and weapons with +2 also, thats +4 on attacks. I´d guess he has the TWF feat and the off-hand weapon is light, so that would be a net +2 bonus each.

Basically, it is +13/+8/+3 in a full attack, plus off-hand +13 as well. Add another +13 attack for the speed weapon, and you are at +13/+13/+8/+3 D 1-8+4 each, and +13 D1-6+3 for the off-hand attack.
Add Smite Evil with a CH bonus of +3, and you are at +16/+16/+11/+6 and a Damage of 1-8+26 for each attack, with +16 and 1-6+25 for the off-hand attack as well.
A Hezrou (CR 11) has an a AC of 25 and 145 hp. That equals average 17,17,9 and 3 hp damage per main attack, and another 15 hp for the offhand attack, if you go for statistical averages, not counting criticals. Thats 59 hp a round on the average, or less than three rounds for the hezrou (remember, the DR doesn´t count). With some luck, the hezrou would last only two rounds.
I guess that the Paladin would have an AC of about 25 as well. So, the hezrou would have a 60% chance of hitting. That would be 11,8 and 8 points per round. 27 hp a round. The Paladin does more than double that a round, and that is a CR 11 monster. If the PC has stoneskin aktive as well, it is a small wonder they walk over the demons.

Stefan


I guess I didn't make clear I played this 3.5 module w/ 3.5 rules. I don't know how tough or not it would be w/ PF rules.


I´m playing mainly 3.5 rules with a few pathfinder ideas thrown in - namely, the fighter armor and weapon training, and I think some beta version of the cleric domains. The 3.5 healing domain just doesn´t cut it for me - +1 caster level on healing spells is lame.

Stefan

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