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SexyPlantLover
2010-02-02, 02:19 AM
Hi all. I’m needing help balancing the final battle in the module I’m running, Lost Tomb of the Sphinx Queen (3.5, Dungeon Crawl Classic #15 by Goodman Games). This module is for 4-6 players at level 14-15, and I have 9 players at levels 14-18, who are prepared and will spend the next 8 rounds casting before they open the door to try and kill the lich sphinx queen and take her shadow crown.

They are in a long hall and the door at the end will open on a 120 foot diameter room with six 40ft tall stone pillars and an illusion ceiling that she is hiding above, 70ft total ceiling. Opposite the door is a 20ft wide, 40ft long, 5 ft high platform with what looks like a sphinx-mummy, surrounded by piles of treasure, and hidden symbol traps. She is supposed to be prepared as well, then summon four CR 8 greater shadows, then attack herself.

So, I don’t really know how all this prep casting will effect the battle, and how to make it interesting and fun for everyone without TPK, one hit killed PC’s, or one turn and the monster is killed. Please give me suggestions to up the monster (I haven't even given it the lich template yet) and equiptment or change the area and tactics. And please point out anything glaringly dangerous to my game.
Thanks in advance!

Ankharet the Queen, ageless advanced gynosphinx:
CR 18; Huge magical beast; HD 24d10+144; hp 276; Init +5; Spd 50 ft., fly 70 ft. (average); AC 28, touch 13, flatfooted 27;

Base Atk +24; Grp +44; Atk Claw +34 melee (2d6+12 plus 1d10 cold); Full Atk 2 claws +34 melee (2d6+12 plus 1d10 cold);
Space/Reach 15 ft./10 ft.; SA pounce, rake (2d6+12 plus 1d10 cold), spell-like abilities, charm gaze; SQ darkvision 60 ft., low-light vision, fast healing 5, immunities (see below), timeless body, regal bond;

AL NE; SV Fort +20, Ref +15, Will +15; Str 34, Dex 12, Con 22, Int 21, Wis 20, Cha 27. Skills and Feats: Bluff +28, Concentration +21, Diplomacy +28, Hide +29, Intimidate +28, Knowledge (history) +13, Listen +25, Sense Motive +31, Spellcraft +15, Spot +26; Combat Expertise, Flyby Attack, Hover, Improved Disarm, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Iron Will.

Ageless: Ageless is a unique template that grants the Sphinx Queen a +4 deflection bonus to AC, the feat Iron Will, and the following abilities, as described below: charm gaze, fast healing 5, immunities, and timeless body. Her royal heritage grants her the regal bond ability.

SA – Spell-Like Abilities: At will – clairaudience or clairvoyance, detect magic, read magic, see invisibility; 3/day – comprehend languages, locate object, dispel magic, remove curse (DC 22), legend lore. Caster level 14th. Once per day Ankharet can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as per the spells (caster level 18th), except that all save DCs are 26 and each symbol remains a maximum of one month once scribed.
SA – Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.
SA – Rake (Ex): Two claw attacks +34 melee, damage 2d6+12 plus 1d10 cold.
SA – Charm Gaze (Su): Gaze attack, as charm monster spell, 100-ft. range, Will save DC 30.
SQ – Immunities (Su): Ageless creatures are immune to disease, poison, sleep, paralysis, stunning, energy drain, and death from massive damage.
SQ – Timeless Body (Ex): An ageless creature’s body does not age or fatigue, nor can it die from age, starvation, or thirst. Ageless creatures do not need sleep.
SQ – Regal Bond (Ex): All physical and magical damage from sphinxes and sphinx-like creatures is changed to non-lethal damage, which regenerates at a rate of 15 points per round.

Possessions: The Shadowcrown (see page 29: can
call forth greater shadows; grants nondetection, resistances 15 (acid, cold, electricity, and fire), SR 25, DR 10/holy; detect thoughts at will within 100 ft. (Will DC 20); +1d10 cold damage to all attacks; +15 Hide), torc of illusions (illusion spells; see page 29), amulet of health +4.

My players pertinent basic info and Spells cast upon them:

Malik : Wild Elf Cleric 11, Ordained Champion of Olidamara 5
HP 94, AC 20, Saves 12/7/15,
TWF with Rapier of Desperate Measures and a Shortsword (aka Longsword) of the Planes. Has the Domains of Luck, Celerity, and War, with domain spontianity Celerity and War. Mix of spells, all buff self and damage enemy.
Special equiptment includes a Robe of Eyes, Ring of Invisibilty, Belt of Battle, Animated Lt Steel Shield.
Spell effects at start: Hero’s Feast, Life’s Grace, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Bears Endurance, Resist Energy Cold and Acid, Superior Resistance, Phantom Steed, Surge of Fortune, Bolt of Glory channeled into rapier.
Tactics are run in and cut up whatever it is.

Bruce: Gray Elf Wizard (Focused Conjurer) 3, Master Specialist 10, Archmage 1, Wayfarer Guide 1
HP 107, AC 23, Saves 13/11/18.
Specialized in Conjuration, Banned Abjuration, Enchantment, Evocation. Mix of battlefield control with some disingrate and utility.
Special equitment includes a Staff of the Magi, +1 Seeking Longbow of Greater Dispelling, Circlet of Rapid Casting, Belt of Battle, Scrying Shard, Pearl of Power 7, Ring of Spell Battle.
Spell Effects at Start: Hero’s Feast, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Resist Energy Acid and Cold, Superior Resistance, Elemental Body.
Tactics are shape the area, cast distingrate or greater dispel magic or something from the staff, and be ready to help out others.

Syalp: Elf Sorc 15
HP 78, AC 28, Saves 7/11/11.
Focused on fire spells that are subbed/admixtured to acid.
Special equiptment includes the Phonix Regalia except the mask, Casting Glove, Belt of Battle, Bracers of Arcane Freedom, Ring of Spell Battle, Greater Rod of Empower, Momento Magica 4.
Spell Effects at Start: Hero’s Feast, Death Ward, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Resist Energy Acid and Cold, Superior Resistance, Contigency (spoken word) Dimension Door, Dragonskin, Spell Flower with both hands holding Maximized Admixtured Combust, and Analyze Dweomer.
Tactics are to interrupt me with Greater Celerity to cast Maximized, Subbed, Admixtured, Greater Fireburst, and if it doesn’t die use Wall of Force and more damage spells while turing my spells against me.

Clank: Human Fighter 16
HP252, AC 30, Saves 17/15/10.
+1 Holy (with Truedeath crystal) LargeSpiked chain trip-monster.
Special Equiptment includes Celestrial Armor, Bracers of Opportunity, Third Eye Dampening, Ring of Freedom of Movement.
Spell Effects at Start: Hero’s Feast, Life’s Grace, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Resist Energy Acid and Cold, Superior Resistance, Holy Transformation into Hound Archon.
Tactics are to AoO trip and beat to death.

Koga: Human Druid 5/Master of Many Forms 7/ War Shaper 2
HP 143, AC and Saves vary.
Favorite Forms are Gelatinous Ooze, Fire Giant, Mind Flayer, Delver, Troll, Tendriculos, Shambling Mound.
Special Equiptment includes Monk’s Belt, Mask of Beast Sense, Beast Fang Amulet.
Spell Effects at Start: Hero’s Feast, Sheltered Vitality, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Bear’s Endurance, Resist Energy Acid and Cold, Superior Resistance, Longstrider, Jump, Griallions Blessing, Evards Menacing Tentacles, Crabwalk.
Tactics are to maul it.

MissT: Tiefling Rogue 10/ Swashbuckler 3/ Night Enforcer 2
HP 124, AC 25, Saves 15/24/14.
TWF with +2 Holy Fiercebane (Evil Outsider) (with Truedeath crystal) Short Sword of Subtlty and +2 Rapier of Puncturing and Crippling Strike (2 str dmg with sneak atk).
Special Equiptment includes a Circlet to see invisible and etheral, Celestrial Armor, Ring of Invisibilty, Belt of Healing.
Spell Effects at start: Hero’s Feast, Sheltered Vitality, Death Ward, Holy Word, Haste, Maxmimzed Fire (and Acid and Cold) Shield, Ghost Touch Weapon, Resist Energy Acid and Cold, Superior Resistance, Darkness.
Tactics are to flank and stab until the str and con damage kill it.

Pixie: Pixie Ninja 12
HP 87, AC 33, Saves 12/23/19, SR 27, DR 10/cold iron.
TWF with two +1 Holy, Returning, Deadly Precision Daggers.
I don’t have the equiptment list.
Spell Effects at Start: Hero’s Feast, Death Ward, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Resist Energy Acid and Cold, Superior Resistance.
Tactics are to go up invisible and etheral to stab to death.

Adarian: Half-Celestrial Human Ranger 9/Scout 5
HP 138, AC 37 + 5 if moved, Saves 16/21/11, SR 28.
+2 Intelliegent Holy Seeking Force Composite Longbow (can cast snakes swiftness and exacting shot, relic power as Talisman of Pure Good from DMG). Favored enemies are Undead, constructs, and oozes, and uses Knowledge Devotion.
Special Equiptment includes Mellenial Chainmail of Quickness and Deathward, Piercer Cloak, Ring of Invisibility, Greater Bracers of Archery, Belt of Battle, Skirmisher Boots.
Spell Effects at Start: Hero’s Feast, Death Ward, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Bear’s Endurance, Resist Energy Acid and Cold, Superior Resistance, Surefooted, Daylight.
Tactics are to get max bonus from knowledge dev, then fly around shooting 4 force arrows/rd until it dies.

Boone: Half-Elf Cleric 4/ Warlock 3/ Eldritch Disciple 10/ Hierophant 1
HP 201, AC 31/ Saves 25/12/27, DR 1/cold iron.
Chain Eldritch Blast with damage or healing and Domains are Celerity and Protection.
Special Equiptment includes Gloves of Eldritch Admixture, Warlock Scepter, Animated Blinding Lt Steel Shield, Healing Belt, Boots of Undending Journey, Ring of Invisibility, Horn of Plenty (Hero’s Feast for everyone), Rod of Metamagic Empower.
Spell Effects at State: Hero’s Feast, Holy Word, Haste, Maximized Fire (and Acid and Cold) Shield, Resist Energy Acid and Cold, Superior Resistance, Spell Resistance 30.
Tactics are to chain Eldritch Blast or Healing as needed, and Teleport over to revify anyone who dies.

Runestar
2010-02-02, 02:26 AM
I don't know where you are getting those stats, but that sphinx is definitely too weak for a cr18. Compare it with a xorvintaal dragon of the same cr, its stats clearly pale in comparison.

You will probably need a lot of generals, minions, traps and difficult terrain to divide up the party and prevent them from focusing fire on the sphinx.

SexyPlantLover
2010-02-02, 07:05 PM
Definately too low, since the module is for CR 14-15. I just don't know how to increase it properly. Where is that dragon located so I could compare?
I'm not sure if I can add a lot of other monsters, cuz she was supposed to be locked in this room alone cuz she was sooo evil. and my players can pretty much ignore difficult terrain with fly, freedom of movement, teleport and high saves.