Brent |
Olangru is one awesomely powerful enemy. In the parties first encounter with him in the fogmire a few weeks ago, he killed the parties druid and abducted their sorcerer. When they finally tracked him into the temple, they weren't able to defeat all 3 of his mates in the harem. So one of the mates teleported and warned Olangru the PC's were there, so he teleported into their midst and suprised them. Then he killed the parties Warforged Charger replacement PC, and killed the parties NPC wizard ally. With their third group of characters, Olangru killed the parties fighter replacement character and had two other characters in the negatives (with the help of his Lemorian Golem), before they finally managed to kill him.
What a fearsome monster. The sheer damage dealing potential of the combination of pounce and skirmish mechanics was just unreal. Extremely well done. This AP is just too awesome. I shiver with anticipation when I look at what Vanthus is going to do the hapless PC's when they encounter him in the next adventure. He has TPK written all over him.
Jeremy Mac Donald |
I kind of got the impression that Olangru was split up from his mates in the temple on purpose. The attack in the Fogmire is pretty blatently outside of the players power range. The EL is just way over the top of what the parties average level should be. However Olangru is not here to kill them but to take a prisoner to further the plot. Since the plot gets derailed if he does not capture anyone DMs are given outragous resources to make sure that there is little the players can reasonably do to stop the kidnapping.
In the temple he's split from his mates because seperatly these are tough but doable encounters for a party of the appropreate levels.
The Black Bard |
I run high end "heroic" games, 32 point buy, core, complete, races, spell compendium all fair game, other Wizards books approved case by case but usually approved, custom material approved only after two weeks consideration. My party is a human sorcer/frost mage, an ice troll fighter/hulking hurler, an aventi druid/barbarian/beastrager (custom wildshape/rage PrC), and a dwarven cleric/battlefield medic. I also have some houserules that help with being "heroic" like rerolling hit points if the roll is below your con mod, and adding the fortitude save to the -10 threshold, so most characters aren't dead till about -20-25.
They are strong, like crazy, and Olangru actually killed one of them. First actual death of the game. Granted the druid raised the slaughtered sorceror with revivify one round later, but even then it was a close fight.
And the only change I made to Olangru was to trade one of his feats for Leap Attack! I had to completely rework Vanthus to make him an appreciable threat, but Olangru just spanked the party nearly as is!
Brent |
I kind of got the impression that Olangru was split up from his mates in the temple on purpose. The attack in the Fogmire is pretty blatently outside of the players power range. The EL is just way over the top of what the parties average level should be. However Olangru is not here to kill them but to take a prisoner to further the plot. Since the plot gets derailed if he does not capture anyone DMs are given outragous resources to make sure that there is little the players can reasonably do to stop the kidnapping.
In the temple he's split from his mates because seperatly these are tough but doable encounters for a party of the appropreate levels.
I'm sorry I didn't mean to imply that I had Olangru attack the party with his mates. The party ran into the mates in the harem. As the battle wound down, two of the mates were dead and the remaining one teleported to the alter room to tell Olagnru adventurers were in the temple. Then Olangru teleported into their midst when unexpected and used his suprise round to charge the wizard dropping him to negatives before initiative was rolled. He does 6d6+26 pts of damage on a successful charge where all 3 attacks hit. Not that hard to do when the parties Wizard had an AC of 15 flat footed. So the Wizard takes 47 pts of damage in the suprise round dropping him to -14. Prior to that he had taken some damage from the mates and hadn't healed. Then everyone roles initiative and Olangru roles a natural 18 on the d20 bringing him to 25 with his +7 to initiative. He proceeds to charge from the Wizards corpse to the Warforged Charger dropping him by 50 hp. The charger attacks and hits Olangru twice, but Olangru's DR reduces the damage to 12 hp. Olangru then hits the charger with all 3 attacks on a full attack hitting a critical on one of the claws. The Charger fails on the percentage dice to negate the critical and takes a total of 40 more pts of damage. He's down and the Druid flees.
Unreal battle. Olangru is one tough mo fo.
The Black Bard |
No offense to your play style, but keep in mind that you can't charge during the surprise round: standard actions only. 3.0 had a partial charge in the surprise round, but this has been, as far as I know, eliminated in 3.5.
If im wrong, let me know, because I hate being wrong almost more than I hate being right.
Jon O'Guin |
PHB3.5 Pg 155, third paragraph under the picture.
"If you are able to take only a standard action or a move action on you turn, you can still charge, but you are only allowed to move up to your speed (instead of double you speed). You can't use this option unless you are restricted to taking only a standard action or a move option on your turn (such as during a surprise round).
So yeah, that's still viable. I can't wait until my party gets this far. Unfortunately, we only got as far as looting the Blue Nixie before our schedules imploded. ONE DAY!