Viliana |
Hi everyone!
Wanna ask something. Gonna buy a module soon, but would like to ask first about your opinion and suggestion: which adventure module (already published) between levels 3-9 is the MOST DEADLY and character grinding?
I read some reviews but non of them answered my question. I know that no adventure is designed for killing and it's not my purpose, but still I would like to know which one is the hardest one, though!
Wanted to do "Tomb of Horrors" first but I've found similar topic here and it stated that 3.5 conversion just sucks and it's lame. I don't want to make a conversion from dnd 1.0 to pf too.
Thanks for answers, guys!
ecw1701 |
Well, any module can be *made* difficult.
I've been posting elsewhere about my 12 person Rise of the Rune Lords campaign and how to keep it fresh and challenging, and you essentially have the same problem.
You can double the number of enemies, add 3 to all their ACs, cast grease on the floor and protection from arrows on the BBEG. Assume the mobs know the party is coming, and adjust their #s and tactics accordingly, rule every monster in the place comes back to life unless they cut it's head off, etc.
But, to answer your question: In terms of being balanced without being soul-crushing, my group is quite enjoying Rise of the Rune Lords.
Wyrd_Wik |
Carrion Crown wiped our party out 6 times over before we made it to the third module...we kind of gave up on it after that.
Not to sidetrack the thread, but how? We just started the third book and the party is not at all optimized and while the cleric has been on deaths door numerous times I often ramp up the difficulty to keep it challenging.
Scavion |
Seven Swords of Sin is horribly brutal. I've run it three times and all three times they've never made it to the boss.
Type mechanical and magical; Search DC 29;
Disable Device DC 29
Effects
Trigger proximity; Reset automatic (10 minutes)
Effect Atk +15 ranged (3d6+10 fire, lava balls);
multiple targets (4 per round, one per target,
attacking creatures or objects in order from
largest to smallest); floor slants up and is
covered in grease spells (DC 11 Reflex to
avoid falling down).
Note The cauldron has Hardness 5 and 172 hp,
and may be disabled if reduced to 0 hp.
Then a few rooms after that we get to these guys.
Abyssal Raptors (2) CR 7
Half-fiend advanced awakened deinonychus
rogue 2
CE Medium outsider (augmented animal,
extraplanar, native)
Init +6; Senses darkvision 60 ft., low-light
vision, scent; Listen +21, Spot +21
Defense
AC 25, touch 14, flat-footed 19
(+5 armor, +6 Dex, +6 natural, –2 rage)
hp 113 (10 HD, 8d8+2d6+70)
Fort +13, Ref +15, Will +3 (+4 vs. charm and fear)
Defensive evasion; DR 5/magic; Immune
poison; Resist acid 10, cold 10, electricity 10,
fire 10; SR 20
Offense
Spd 60 ft., fly 60 ft. (average)
Melee talons +13 (1d8+13) and
2 foreclaws +11 (1d4+11) and
bite +11 (2d4+11)
Special Attacks pounce, smite good 1/day (+10
damage), sneak attack +1d6
Spell-Like Abilities (CL 10th)
3/day—darkness, poison (DC 18)
1/day—contagion (DC 18), desecrate, unholy
blight (DC 18)
Tactics
Before Combat Before combat, each raptor
receives a rage spell from its rider
(preventing it from using its spelllike
abilities).
During Combat In the surprise round, each
raptor charges a foe, using pounce if it
hits and gaining a full attack. Each round
thereafter, the raptors charge new foes to
use pounce, if able, and using 5-point Power
Attacks. The raptors prefer to attack blinded
foes, gaining sneak attacks.
Morale The raptors must serve Tirana to return
home, so they fight to the death.
Statistics
Str 30, Dex 22, Con 24, Int 14, Wis 10, Cha 18
Base Atk +7; Grp +16
Feats Dodge, Mobility, Multiattack, Power Attack
Skills Balance +15, Hide +27, Intimidate +11,
Jump +44, Listen +21, Move Silently +13, Sense
Motive +5, Spot +21, Survival +19, Tumble +19
Languages Abyssal
SQ trapfinding
Gear +1 mithral chain shirt barding
Base Statistics
AC 27, touch 16, flat-footed 21
hp 103 (8d8+2d6+60)
Fort +12, Ref +15, Will +2
Melee talons +16 (2d6+9) and
2 foreclaws +14 (1d4+4) and
bite +14 (2d4+4)
These disgusting things are only half of the encounter. They have these super templated up goblins on riding them as well. With Lances.
mplindustries |
I have to agree with Carrion Crown, but with the caveat that it's all about party composition. If you have a dedicated healer, especially with positive energy channeling, it's all pretty easy. Without one, almost every encounter has a good chance of killing at least one player, if not the whole party.
Ravingdork |
I have to agree with Carrion Crown, but with the caveat that it's all about party composition. If you have a dedicated healer, especially with positive energy channeling, it's all pretty easy. Without one, almost every encounter has a good chance of killing at least one player, if not the whole party.
Our first party consisted of a cleric, an inquisitor, an oracle, and a paladin. We had healing and anti-undead abilities in abundance. Lot of good it did us. I think only one of the characters survived to module 2. The inquisitor if I recall.
Scavion |
mplindustries wrote:I have to agree with Carrion Crown, but with the caveat that it's all about party composition. If you have a dedicated healer, especially with positive energy channeling, it's all pretty easy. Without one, almost every encounter has a good chance of killing at least one player, if not the whole party.Our first party consisted of a cleric, an inquisitor, an oracle, and a paladin. We had healing and anti-undead abilities in abundance. Lot of good it did us. I think only one of the characters survived to module 2. The inquisitor if I recall.
Did he run away? Heh.
Mojorat |
There was an incredibly difficult module one of the 3.5 dungeon craawl classics. They had a thing on the inside showing the success rate from conventions and every party my friend Dm'd going through the module was decimated.
I am afraid I cannot remember the name though, it was some sort of Dragon themed keep 100 feet up the side of a cliff. The Entrance had an anti-magic field covering the first room and outside the entrance to the cliff with a Construct consisting the head and neck of a dragon.
Sadly, other than half dragon cloud giants and a half dragon etin i cant remember much more of the module. Just that it was hard :P
In regards to Tomb of Horrors its so brutal that even making common sense decisions will also get you killed.
gamer-printer |
There's a Kaidan one-shot adventure called Up from Darkness, where the PCs begin with amnesia from coffin like chambers at the bottom of a deadly dungeon. Using Kaidan's reincarnation mechanic and repeated bouts of amnesia, every PC can expect to die at least once, though perhaps multiple times, before learning the truth and escaping with their lives at the end (though there's no guarantee of survival). It is designed to be a very deadly dungeon with traps, lots of undead and a shocking surprise at the end. I can solidly make the claim that this is the deadliest dungeon ever created, though as stated it's a one shot, maybe 5 hour gaming session for the whole thing (designed for 7th level PCs).
Jorshamo |
If you're still interested in the ToH, there's this fan conversion. I'm not super familiar with the original, so my expertise is limited, but it looks like a good one. I'm considering running it as a 1 shot for my regular group.
CWheezy |
Our first party consisted of a cleric, an inquisitor, an oracle, and a paladin. We had healing and anti-undead abilities in abundance. Lot of good it did us. I think only one of the characters survived to module 2. The inquisitor if I recall.
Of course, you had no wizard, that would have helped