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I'm one of the players in Koramado's campaign - and occasional sidetrek DM. Our group, too, wanted to go after Gottrod's lair, so I thumbed through my Dungeons for something to use. Then I stumbled across "Old Embers Never Die" from issue 100. Since its a sidetrek and our party as 8th level at the time, I toned it down. I took the kobolds from the first part and made them the guardians of the lair in the second part. I toned them down as follows: 2 4th fighters, 2 5th rogues, 1 9th druid, 1 8th fighter, 1 8th sorcerer, and 1 7th/2nd cleric/dragon adept. I made all the dire rats standard dire rats, the elemental huge, and got rid of all the lake denizens save the druid. The setup was the the druid was in monitor lizard form swimming in the lake and the fighters and rogues were armed with bows and stationed up on the crater rim (where they couldn't easily be seen). As the party followed the trail along the edge of the lake, at a given point the druid (using Natural Spell) started hitting random party members with Call Lightning. This was the signal for the fighters and rogues to open up with arrow fire. I assumed the first arrow each scored a hit with was poisoned, just to make things interesting! When the party damaged one of the archers for more than half their hit points, the injured kobold ducked down into some kobold-sized tunnels, to reappear later and fully healed. The party never did figure out about the lizard. The next section was the tar pit room, where the soecerer used his familiar to drop the portcullis and separate the party. The sorc hit the party with spells until he too was damaged, at which time he ducked into another one of those tunnels. He was guarded by a dire rat on either side so that he'd have a chance to escape. At the same time the druid and her familiar hit the party members on the other side of the portcullis. Finally, the treasure room. The obvious denizen walking in was the kobold champion fighter and two dire rats. When the party moved in to attack them they were hit from both sides by missile fire from the reappearing rogues and fighters. The round after fighting started, the sorc and cleric made their appearances (in my action the druid was killed while the pary was split). The sorc resumed attacking and the cleric summoned the elemental, and a final combat to the death ensued. At the time our party had four of its six members present. Mine was (conveniently) in jail for fighting with some half-orc mercs, and another was alte to the session. Although everyone in the party was 8th level, if I hadn't pulled some punches it would have been a TPK. As it was there was one death and one unconscious. Note that the kobolds in the original adventure had equivalent appropriate to their (higher) levels, so you'll want to tone this down - especially not allowing them to have dragoncraft armor, which would really increase the loot value. For their misc treasure, I just used their list of loot from the adventure. For Gottrod's, I just used the list for a CR10 dragon (we ran Gottrod as a juvenile, though damaged) from the Draconomicon. Be especially careful about the kobold champion's AC: I made it 27 and he was almost unhittable. Note: the crater map from the original Flame adventure in Dungeon #1 is full-page and on hex grid. Also the pictures make nice additions. ![]()
Ok, this may be a strange question for any number of reasons, but I cannot find any sign of what kind of XP players should get or what Big K's CR is. I'm asking because I'm planning a campaign, and I'd like for my players to have the chance to continue on after Dawn of a New Age. Based on Dragotha, I'm guessing at least 30 - and even that's dependant on how effective the party is in weakeningn him. Any thought? Did I miss something somewhere (wouldn't be the first time)? ![]()
Does anybody out there have a list of armor and weapon special abilities that were presented only in either Dragon or Dungeon? If so, would you be willing to share? For example, Dragon #312 has the "Superior Dispelling" ability for weapons. I have most of the abilities, but am afraid that I'm missing some - and I'm trying to put together a complete comprehensive list rather than having to thumb through a plie of resources. ![]()
This just bugs me: both are called out as being 12 feet tall, yet per MM a Balor weighs 4,500 pounds while a Pit Fiend weighs 800. What, is the Pit Fiend hollow or something?? (BTW, Pit Fiend takes the Balor; whaddya think??) (Hey, it could matter: say you want to use "telekinesis" or something on one of 'em.) ![]()
We came across the following issue Saturday night: our dwarf was wieldign an Urgrosh as a double weapon (axe & spear). When doing so, does he get the full 1.5x strength damage bonus since - although its a double weapon - he does have both his hands on a single weapon? Or should he get it only if he's wielding it with both hands as a single (axe OR spear)? We could see both sides of the argument, and couldn't find a clear answer with an quick dive into both the PH and the DMG. |