I need some insight...


Shackled City Adventure Path


Here goes, take two (my other thread has dissapeared)...

Hi guys. I’m looking for some insight on how to run an encounter. We’re in the middle of Lords of Oblivion, my group is finishing the Trumpet and are about to take on House Raviadi. With all the big meanies there, I’m worried that this could be the end for my adventuring party. I want to avoid this at all costs.

So, have any of you played out this encounter? How did it go? Did anyone find something they wished they’d have done differently?

Write up ladies and gentlemen, don’t be shy. My game is tomorrow (Saturday).

Ultradan


Most of the enemies there are hired mercenaries. If things look too tough, just have some of them leave when combat starts (haven't been paid yet, this isn't what they signed up for, they only attack when they have surprise).

Sovereign Court

Deja Vu! did'nt i do this a few hours ago?


heh...not sure which threat to post on so i'll pick this one arbitrarily.

I found this encounter to be deceptively easy...sure it has a whole heap of baddies but take a look at the tactics.

Mhad and Hate leave ASAP; these are easily the two most deadly combatants in the room and as long as your players leave them be they will leave.

This leaves Rhiavadi; IMC she was attacked first and since the party got a drop on her initiative wise, she took enough damage to cause her first action to be retreating.

The rest of the combatants are either not really pleased to be fighting (Adrick and his minions), or fighting amongst themselves (Zarn and the half-fiend last laugh dude).

The baddies will probably not work together very well; for example the BauBau's spell like abilities (darkness) will probably be more of a hinderance to everyone else including their fellow combatants.

The close quarters also are quite the hinderance to the baddies (i.e. my party started with a web spell that pretty much spelled d-o-o-m for most in the room. Coupled with a prismatic spray (? whichever spell it is that fascinates creatures) or even a burst spell and you're party'll have it under control.

How many players are you running this with? What level are they? I had 6 players and they were a level below the recommended amount (which works out to be just about right). Most of these combatants are around CR 10 which for a party of around CR 12 shouldn't be too much of a challenge; My party ripped through them like so many paper tigers.

Party tactics are certainly important in this mission; some of the party disguised themselves as halfling servants while the rest scryed on them and waited for the right moment to teleport in. Thus they got a little bit of a drop on them and were privvy to Rhiavadi's speech. If your party just waltzes in a TPK is very possible, but then again they should understand that a meeting of the evil minds is happening and waltzing in is a bad idea; if they do this, they deserve what's coming to them.

The primary purpose of the encounter is giving the PCs the explicit information of who is behind the recent events in Cauldron and the fact that trouble is brewing. It is also a chance to spank a whole heap of badguys (which they'll prolly love after being besieged by Wee Jas assassins, demons, and so forth in recent adventures).

The real challenge about this encounter, IMO is running it. Good luck! Let us know how it goes.


Thanks Grunk, I'll let you know.

Thanks All.

Ultradan


When faced with a large, important encounter or "Boss Monster," if I have time I like to write up a round-by-round plan of attack against my players, with room for improvisation. Obviously, initiative and the PCs throw big monkey wrenches in your plans. Example:

Round 1:
Ashmantle orders babaus to attack (free action).
Babau 1, Babau 2, Daxavalt, and Kerg move to attack, giving spellcasters time to prepare.
Garthun moves to flank the PCs, attacking whomever looks the least armored.
Ashmantle casts greater invisibility (pg 245).
Rhiavadi casts stoneskin (pg 284).
Bonesworn casts magic vestment (pg 251).
Mhad and Hate lurk at the edges of the room.
Thazo casts bull's strength (pg 207).
Kyass casts greater invisibility (pg 245).
Melagorn waits for the opportune moment for his spells. (i.e. when 2 or more PCs are in a straight line, he casts lightning bolt in a straight line to take them out.

Then I add my own little notes like: Ashmantle teleports out when reduced to less than 20 hp.

Keep in mind that these are evil villains and as such, the majority of them are perfectly willing to sacrifice each other to kill the party (i.e. cast cloudkill even if its radius encompasses their erstwhile allies).

Hope this helps!


Holy Texas Chainsaw Massacres!!!

My group finished the fight in three rounds flat!! They 'Dimensioned Doored' into the room, and rolled high initiatives. The cleric started off with a blade barrier, cutting (excuse the expression) the room in half, then the sorceress cast an empowered fireball (effectively killing two right there). Rhiavadi teleported herself outta there (she was down to 4 hp!!), Mhad watched the PCs for another round before she turned into a puff of smoke and made a quick getaway. The rest pretty much fell to the blade of the PC Fighter and the arrows of the Ranger.

No contest.

I guess I was worried for nothing!

Ultradan


Same experience. The encounter looks dangerous but since 99 out of 100 pcs will also know it’s a dangerous encounter they will be as prepared as they can possibly be. Combined with the divisive nature of their adversaries and they are no buffed its not really an EL20 encounter.

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