How to ensure PCs face Nabthatoron at full strength?


Shackled City Adventure Path


Demonskar Legacy suggests (rightly) that the PCs face Nabthatoron at full strength. Unfortunately, he is placed at the end of a dungeon, beyond the hag encounter (which has an EL two or three above party level).

My PCs will enter Vaprak's Voice next session, and I'm concerned they will fight the hill giants, ettins, and hags (avoiding Dugobras) but not be worn down enough to think to rest before entering the Starry Mirror. They'd then meet Nabthatoron at significantly reduced strength. I don't want to have to rescue them using Nidrama.

Anyone else who has already run Demonskar Legacy have ideas on how to plan for this? Thanks.


Do the hags have Dispel? If so, have them debuff as many people as possible. They'll want to rest up before going on.

Granted, that makes the hags a tougher fight...


Perhaps they spot Nab within the mirror the same way they spot Alex?

Or just delay Nab's appearance once they get to the far side. They meet Alex, talk, try to decide how to get home, rest, and then Nab appears.

Grand Lodge

Wow, your PCs aren't in the habbit of rejuvinating every time they catch their breath's? Perhaps this would be a good opportunity to teach them this survival technique.

Have them walk out into the sand with Alek, even at half strength, thinking the fights are over. Then when they see they're stranded have Nab appear and start kicking the ever luvin s*@# out of 'em. They run back into the room with the mirror and close the door. Now, you'll have to make the door with some kind of still functioning magical lock -- no need to explain it to the PCs (shouldn't be too hard this was the entrance to a treasure vault -- locks from the inside are important). Then as they lay there bleeding have Nab start pounding the door to smitherings (little pig, little pig, let me...). The PCs will know he's coming through soon and will start preparing. Allow them to hear Nab's curses of frustration and then, after a pause, the incantations to some powerful spell of opening. They'll prepare faster. If they need more time to prepare then have Nab's first spell not do the whole trick. Anyway, you get the idea.

And your PCs will (rightly) never think a dungeon is over again and rejuvenate whenever they get a chance.

Grand Lodge

This will also really help at the end of Test of Smoking eye. Rakshasa, fire giant, insane clay golemn, Lich, betraying demon, all in a few minutes.


W E Ray wrote:
This will also really help at the end of Test of Smoking eye. Rakshasa, fire giant, insane clay golemn, Lich, betraying demon, all in a few minutes.

First off, Nab's got teleport at will, so he can just jump into the room any time he wants. I'd suggest that Nab just waits. He spends the time while they're resting trying to figure out where the party went to. Then, poof, he finds them and attacks. My party was fully rested and had to buff during the fight. We lost one member, and almost two. If you're really worried, make Nab a standard Glabrezu and get rid of his utterly-broken improved trip feat. With that, and not much range combat (like my party), he's likely to wipe them.

W E Ray, I thought my party would have a tough time with the Rakshasa and the giant, but they didn't. Litteraly took them two rounds to wipe the monsters. Sure, rak's are scary with 27 SR, but throw a war mage at him with those painful orb spells (no SR!), he dies in a round.


Preparing for the session, I just noticed that the hags can cast forcecage, which would last for 22 hours:
http://www.d20srd.org/srd/spells/forcecage.htm

If they can get this spell off (which allows no save or SR) on one of the PCs, the party will be forced to wait out the duration of the cage before moving through the mirror.

How did the battle with the hags work for those who have already run it?


Yoav Spiegel wrote:
How did the battle with the hags work for those who have already run it?

My battle with hags was not difficult at all. Honestly, the hags were more of an irritation than an actualy threat. I even threw in the nerra and skeletons later to make it a bit more challenging.

Evard's Black Tentacles really changes a combat in that small room. :-\


The eastiest way is to impose that time passes as the party trys to escape from the mirror maze. As it is a pocket dimention you can easyly alter time while in it....The party becomes very tired and hungery....poof...all healed up.


Yoav Spiegel wrote:


How did the battle with the hags work for those who have already run it?

It was a really great (and tough) fight. I (DM) was getting frustrated with the ease with which my PCs were getting along, so I had something planned for them. After the hags were correctly identified as false sisters, they retreated to the room and made preparations. My PCs were not directly following, so they had the time. They used their polymorph covey ability to turn one of them into a huge monstrous spider, all turned invisible and then they waited...

With a web on the floor for the first unfortunate PC to step into. With the spider, waiting on the ceiling, invisible. The PCs only luck was their wizard who had see invisibility active and immediately sent Magic Missiles onto the two hags he discovered after the door slid open.

The others were still surprised and the party tank got dominated right away. Then they split. I don't know why, but they started to attack here and there, not knowing what they were up against and not knowing about the brutal covey abilities, missing to penetrate spell resistance, shooting while they were still invisible (miss chance), running in to get into melee, which the hags countered simply by flying away in time. The web on the floor didn't get noticed, so it also caused some delay.

The bard meant to be more intelligent and used his boots of spider climb to get into the room and fire off a spell at the hags, only to meet an attack of opportunity and a regular bite from the waiting spider. He made both saves against the poison, but failed the later ones. Including a weakness attack, he went to STR 0 at some point.

While some characters were spreading out, two stayed close together, ideal target for the forecage. And it came, thanks to the wand of magic missiles, rarely penetrating the spell resistance and thus not foiling any spell attempts. It looked very grim for them at that point.

They were assuming to lose at least one or two characters, when the rogue/fighter got in a pretty hefty sneak attack (I think he hit twice for a total of 30 or so). They eventually brought that one down. The remaining two might have still killed two or three PCs (with two more in the forcecage), but at that point, I ruled in the party's favor and had the forcecage disappear. They were already severely hurt and I didn't have to push it.

It was mopping up time. The third one tried to flee, but failed her concentration check (DC17 for invisibility) and received more attacks, which after the magic missiles got luckier was enough to end the fight for good. (They will still meet the nerra and the skeletons...)

Anyway, if your party seems rarely challenged and you need to teach them a lesson, look through the monster manual, pick the monsters with great extraordinary abilities (you get those, when you polymorph, without losing your other abilities in the change) and make them afraid, very afraid of losing their characters...

Cheers,
Nib


Yoav Spiegel wrote:

Preparing for the session, I just noticed that the hags can cast forcecage, which would last for 22 hours:

http://www.d20srd.org/srd/spells/forcecage.htm

If they can get this spell off (which allows no save or SR) on one of the PCs, the party will be forced to wait out the duration of the cage before moving through the mirror.

How did the battle with the hags work for those who have already run it?

It was almost a TPK. Maybe because I gave the hags a surprise round in which they were able to cast confusion, domination and eyebite. The next round they flew up and started to cast forcecage, which the PC's were unable to disturb (SR and good reflex saves). After the fighter was caught in the cage and the group partially confused, I thought the end was near. I decided to let the hags attack with their strength reducing claws, instead of waiting until the party had killed its own members. Some lucky dice for the confused ones eventually saved the day.

So indeed they had to sit out the 22 hrs, could sleep and relearn spells. Not that it mattered much during the battle against Nabthatoron. The only thing the demon had to do was to kill Alec, which proved very easy (impossible to miss the poor paladin). I didn't use his stun ability, nor reverse gravity and he teleported away (after he bit off the head of Alec) with 50 Hp's left.

It was a pretty predictable battle, contrary to the hags encounter, there every outcome was possible (oh those dice)

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