Oh, dear; they're all going to die. (spoilers)


Rise of the Runelords

Sovereign Court

I need some DM advice. My players want to roleplay their characters - they are not heavily into finding mechanical advantages and being prepared for every combat possibility.
In recognition of this I gave them a good way to role stats and they're looking pretty tough. They are;
dwarf paladin
human ranger
half-elf sorcerer
human rogue
human cleric

And when we get to the Yeth Hounds they're all going to die. Only the paladin can overcome DR10 (ranger is an archer, rogue doesn't do combat, cleric has a mace and moderate strength...) and the possibility of the party splashing out on silver weapons before thistletop is less than miniscule.

I don't mind killing characters because they screw up, or have terribly unlucky roles, but I'm not that eager to kill them simply because they can't see the future.

suggestions, anyone?

Scarab Sages

Fire.
Tipped-over cauldron of boiling soup.
Falling (huge) chandelier.
Wrap it in a sack and throw it off a cliff.
Lure it into a side room with a sausage and lock it in.


What's wrong with them running away?

The Exchange RPG Superstar 2011 Top 32

Get rid of the hounds, or find some way to provide some silver weapons (perhaps the corpses of unknown warriors still have silvered blades, perhaps, or even a vial or two of silversheen).

Really, you should applaud having such an interesting group that ISN'T geared on min-maxing.

Sovereign Court

mwbeeler wrote:
What's wrong with them running away?

Absolutely nothing. However;

Initiative: +6
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Attack: Bite +6 melee (1d8+4)

The PCs won't know what a Yeth Hound is, they'll start fighting, they'll run when they start getting pounded and the Yeth Hounds can outpace them until they get to the daylight.

If I can find a way to let them escape, regroup (perhaps get some advice on what they fought) and go back prepared then that's dandy. But a generous estimate with the encounter as published is 2 deaths minimum.

The Exchange RPG Superstar 2011 Top 32

Well... you still have the sorceror. And you can always throw in a spare silvered longsword or the silversheen for them to find, like I suggested.


Then just remove the damage reduction.

If it looks like they are wailing on them after all, put it back on (it was “suppressed” I think is what you are looking for here).

Sovereign Court

Sect wrote:
Really, you should applaud having such an interesting group that ISN'T geared on min-maxing.

They are a fantastic group - which is why I don't want them dead.

I'm currently pondering some cheap, dodgy silversheen (described as experimental by the maker) being sold by the inept alchemist - If I rp him well enough they're bound to get carried away and buy the silver-ish-sheen and alchemical fire he tries to foist on them.

Please don't anyone take the OP as any kind of gripe, I'm just looking for ideas and options.


divine intervention.
there's an ex paladin in town, perhaps he donates his left over kit to the new hero-paladin.

Paladin gets a dream where silver plays a part, suggesting he needs it.

I can't recall off the top of my head where the hounds are compared to a reasonable place to put a prisoner, but you could have the group rescue a prisoner who's the survivor of a group trounced by the hounds - can describe the ineffectiveness of their weapons.

To be quite frank I think I will have the same problem - not many of my players will look to silversheen at such a low level. I might foreshadow it with an encounter earlier with something else weak but with DR/silver. Thanks for the heads-up!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

An archer character should always invest in a few alchemical silver and cold iron arrows when possible (especially considering how inexpensive they are); a ranger, more than anyone, would know that there are dangerous beasts that are resistant to normal weapons. The spellcasters should concentrate on buffs/heals and direct damage (remember that energy and force damage is not affected by DR). If you want, the paladin's smite damage could be considered divine energy, which would bypass DR.

If you feel they need a silver weapon and they haven't purchased one, then you can make the "glittering metal and ivory" replica of Alaznist's ranseur in the Catacombs of Wrath be alchemical silver (or otherwise substitute an alchemical silver version for a weapon found before they get to the yeth hounds). Koruvus has a silver dagger, also.


If they make nice with the goblin druid have him travel along with them, just to keep an eye on em and make sure they dont do any unnecessary killing of goblins. His flame blade will help alot with the yeth hounds.

Although the foreshadowing of finding a silver weapon on the mutated goblins in the catacombs of wrath should have been a strong hint that silver weapons will be needed in the near future.


My party took a severe beating at the paws of the first two yeth hounds. The cleric didn't make a high enough Knowledge (planes) check, so he just knew they were outsiders. Cries of "The magic sword didn't hurt it? Try the cold iron battleaxe! What do you mean 'that didn't work either'?" echoed throughout the battle. They had Shalelu with them, who happened to have 20 silver arrows, but she failed her Will sve against the bay and ran like a crying child into the prison cells in the other room. When the fear-effect wore off, she didn't know what to hit them with either. Luckily, our half-orc barbarian nickle-and-dimed them down, while our gnome jester put the wand of shocking grasp to some good use. Needless to say, I put a spare silver short sword on Orik and when he mentioned another "demon dog" with Nualia, they snatched it up. The final yeth hound went down rather quickly.

Now, at least everyone has some sort of "special" weapon for the WTFDR monsters.


GeraintElberion wrote:


Speed: 40 ft. (8 squares), fly 60 ft. (good)

Yeth Hounds Fly!? Why have I not been using these things!

Sovereign Court

My group had one death from the hounds. All they had was the silver dagger from Koruvus, and a wand of magic missile.

But they captured Nualia alive (after she made her save vs. decapitation from the Critical Hit deck), and the grateful town sponsored a raise dead.

Then the idjits went toe-to-toe with Malfeshnekor, despite having all kinds of warnings about how badass he was (including a very good Knowledge roll by the wizard for M's capabilities). Lost another one there, this time permanently when the survivors ran like hell.


GeraintElberion wrote:

I need some DM advice. My players want to roleplay their characters - they are not heavily into finding mechanical advantages and being prepared for every combat possibility.

In recognition of this I gave them a good way to role stats and they're looking pretty tough. They are;
dwarf paladin
human ranger
half-elf sorcerer
human rogue
human cleric

And when we get to the Yeth Hounds they're all going to die. Only the paladin can overcome DR10 (ranger is an archer, rogue doesn't do combat, cleric has a mace and moderate strength...) and the possibility of the party splashing out on silver weapons before thistletop is less than miniscule.

I don't mind killing characters because they screw up, or have terribly unlucky roles, but I'm not that eager to kill them simply because they can't see the future.

suggestions, anyone?

It is against creatures like this that the spellcasters shine. The fighter types protect them, while the spellcaster uses magic to bypass the damage reduction. For the fighter types, Power Attack suddenly becomes worth it against these creatures. Also don't forget that people like the rogue can flank and aid (AC 10 -> allie gets +2 on attack or AC). So:

paladin = tank, occasionally damage
rogue, ranger = aid and flank
sorcerer = damage with spells
cleric = keep everyone standing

Of course you sorcerer might need a wand of some kind offensive spell to keep going depending on how many spells they have left or if they have picked offensive ones or not.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

non-OGL, Ray of stupidity (Sor/Wiz 2) does Intelligence damamge with an INt of 6 a couple of shots, or one good crit, can drop them.

OGL, Ego Whip, Power attack, alchemist fire, silversheen, bluff, illusions, mind affecting powers/spells. And never forget Tanglefoot bags!

RPG Superstar 2008 Top 16

Throwing a mildewed quiver with a handful of masterwork silver-tipped arrows wouldn't be a bad idea.

A battered book of old folktales could be found in a side-trek, with the tale of a hero who faces vicious flying demon-hounds, impervious to normal weapons.

I've often ruled that alchemical silver is silver purified to a higher standard that is normally found. As such, luxury goods are sometimes an equivalent grade of silver: "Professor Plum killed the hounds in the temple with the candlestick!"

Liberty's Edge

pres man wrote:
For the fighter types, Power Attack suddenly becomes worth it against these creatures. Also don't forget that people like the rogue can flank and aid (AC 10 -> allie gets +2 on attack or AC).

Aiding is a pretty valid tactic, but flanking is all but impossible against flying enemies at the levels this fight takes place at. Also, yeth hounds have a regular AC of 20, so Power Attack is a tricky choice at best. I recommend spells that don't require attack rolls (though admittedly their touch AC is only 12, which is a lot more hittable).


My player came across the quasit's prized book of demons and prayers to Lamashtu, detailing various demons, and I just gave a high circumstance bonus to the knowledge roll when seeing the Yeth Hound. Between the sorcerer's evocation spells and the cleric's spiritual weapon, they survived the hounds.


One word : Doors
While retreating , your players can close the doors
The yeth hound might be intelligent but they lack hands


Spoiler:
My party just finished the Catacombs of Wrath, and the player running a Dwarf Cleric told me he is planning on going back to smash up the altar to Lamashtu with a sledgehammer. I'm scheduling him for some nasty nightmares the night afterwards, to which he will awake, only to find baleful red eyes glaring back out at him through the second-floor bedroom window at the Rusty Dragon Inn (Lamashtu sends a Yeth Hound as a payback for smashing up her altar).

The Yeth Hound will smash through the window to attack the dwarf, waking the rest of the party, who will rush to his aid (if the window smash doesn't wake the party, the Yeth Hound's baying will) while the dwarf lunges for his weapons.

Hopefully, tussling with this single Yeth Hound will encourage the party to invest in some silver weapons, so when they head to Thistletop they will be forewarned and forearmed.

Sczarni

David Herman wrote:
** spoiler omitted **

be careful though, at this level one is bad enough that it could kill someone.. possibly have it as one the the ones from thistletop, running when it gets to 25% hp? that way if they kill it, theres one less later, if they don't figure out silver hurts it in the fight, those are the only wounds still seeping blood when they meet later


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EDIT, sorry Robin, didn't see you had mentioned doors as well. Great minds and all that.

Yeth hounds don't have opposable digits do they? If not, then they only have to run as far as a door.

Also, if Orik is befriended, have him know more about the hounds instead, especially that they can't be hurt with normal weapons. In my campaign, the hounds were the children of Nualia, so it had really grossed him out.

i am sure there is at least one silver dagger in the adventure as well, I might be wrong about that as i don't have it with me, if not, it is easy to add one.


It seemed a bit crass to me to have the town mayor of Foxglove give the PCs small sacks of cash as rewards for saving the town. I was thinking a similarly valuable trinket would be more appropriate (and more fondly remembered by the players).

Perhaps having Aldern give the party silver daggers (with the Foxglove family crest) as tokens of thanks might have a more practical use here...


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

You don't want to rely on the PCs closing the door, because of the fear magic: they may be running in a panic and unable to do so. Running PCs with pursuing yeth hounds is a near-guarantee TPK, as the hounds are faster....

Mary

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