HOH final fight (Spoilers)


Carrion Crown

Shadow Lodge

First let me say I know I have made some mistakes in running this game and I will tell you about some of them... but I really don't want to dwell things that I can't change.

So... my group walked all over the Splatter Man. At the time they were 5 level 3 characters with Epic point builds. Honestly I had a plan and I think I should have given them a good fight, but two things happened that hurt that plan. The cleric cast a spell that made the Splatter Man solid (or at least more solid) so I couldn't just ghost between the different cells. The other issue was that the paladin had a +2 Fiery Burst... and that just did bad things to a Splatter Man that couldn't get away. I did run the Blood Writ Names encounter at the same time, to make it more challenging... but it didn't make much difference. The group took the Splatter Mans body out of the Prison, but we will get back to that.

So The Lopper is left... just based on how they explored things. So here is what I am thinking, he got to see what the party did to the Splatter Man and does not want to have this happen to him as well. First since he is able to travel the whole prison area at this time, he was able to see the Whispering Way doing their ghost-knapping he does have some information on that. Also in my game Adivion Adrissant attended the funeral, and hung around for a few days afterward. The Lopper has this information based on watching and listening to the Whispering way... SO he is coming to talk to the group when they return to the prison and offer them a deal, he says he will give them the information in exchange to killing the warden's wive's ghost, and for destroying the badge. Now I know the players will not take that deal, and even if they did the Lopper would not honor it.

So the battle plan for the Lopper is to have some advanced burning skeletons, and some Skeleton archers fire arrows at the group when ever they come in to view of the hall way. The archers will be out of the range of the holy channeling The bars to the hallway will also be closed behind the characters. The group will chew through these if they can reach them, but the hope is that they hurt and distract the party, while the Lopper pops in and does an attack and then gets out. One thing he will do to deal with the spell that makes him solid is that he will have it cast on him before locking the gates.

Yes, yes this is a lot of planning that the Lopper is doing, but I want a good fight for this over powered group (my doing) and I think the way to do this is to make the Lopper smart enough to learn from the fall of Splatter.

On to Splatter Man... once his body is away from the Prison, could he rise again in the middle of the grave yard? If so he might get the fight he really should have gotten the first time around.

Thoughts?


The paladin had a + 4 weapon at level 3? That's something that's normal around level 13.

Shadow Lodge

Yeah that was one of my mistakes, and the reasoning behind it is all related to a side story that is going on with the main game and the players background. While this is an issue its not one I am planning to reverse.

This does however bring up something I should ask, this weapon in their hands, how many CR do you think I should add to an encounter to help counter its power? Between the extra player and the epic build I am adding 2 or 3 to each encounter. Should I add more?


The only problem is don't raise it so the one character doesn't overpower the game only to make it to hard for the other characters.

Had that happen to me before. A min/maxer/munchkin player with a halfdragon gnome barbarian wielding a large greataxe with out any penalties.

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