Gnaritas
2010-06-13, 05:13 AM
I am a DM.
My party is currently in some kind of mine, last session they went down into a huge gap (kilometers wide) some 200 ft down, and coming session they are likely to go up that same route.
This time there will be soldiers in the tunnel they are climbing up to.
The party consists of level 7 characters:
Goliath Warblade
Dwarf Barbarian
Human Sacred Fist (homebrew)
Human Rogue
I think only the Rogue has a ranged weapon.
The party will be able to climb the wall and some will be able to climb accelerated.
The soldiers are only level 3 fighters.
The soldiers will probably start attacking when the party is 60 ft down.
4 archers will be in front, with the ability to shoot 2 arrows as a full attack.
Other soldiers with Halberds or Sword/Shield will be ready to step up as the party nears the tunnel.
Now i wonder what happens when they try to go up. Can they draw a weapon and attack the soldiers while still climbing the wall? Do they try to grab a soldier and pull them down? The soldiers get +1 attack from being on higher ground. Should the soldiers get cover (+4 AC) since they are mobile on the ground while those still hanging on the wall are less? Does the party even have a chance to make it up? What are tactics the party and/or the soldiers could use?
At the very least i want to make it hard for them to get up, maybe even discourage them to go up.
---------------------------------------------------------------
Another question:
I am planning an Assassin Vine as a encounter, but i want it to be tougher and not multiple.
I upgraded the basic one to 8 HD, made it huge and added a second attack when full attacking.
How much would that increase it's CR?
It now looks like this:
Assassin Vine
Size/Type:
Huge Plant
Hit Dice:
8d8+40 (76 hp)
Initiative:
+0
Speed:
5 ft. (1 square)
Armor Class:
17 (-2 size, -1 dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple:
+6/+23
Attack:
Slam +13 melee (1d8+13)
Full Attack:
2 Slams +13 melee (1d8+13)
Space/Reach:
15 ft./15 ft. (30 ft. with vine)
Special Attacks:
Constrict 1d8+13, entangle, improved grab
Special Qualities:
Blindsight 40 ft., camouflage, immunity to electricity,
plant traits, resistance to cold 10 and fire 10
Saves:
Fort +11, Ref +1, Will +3
Abilities:
Str 28, Dex 8, Con 20, Int Ø, Wis 13, Cha 9
Challenge Rating:
?
My party is currently in some kind of mine, last session they went down into a huge gap (kilometers wide) some 200 ft down, and coming session they are likely to go up that same route.
This time there will be soldiers in the tunnel they are climbing up to.
The party consists of level 7 characters:
Goliath Warblade
Dwarf Barbarian
Human Sacred Fist (homebrew)
Human Rogue
I think only the Rogue has a ranged weapon.
The party will be able to climb the wall and some will be able to climb accelerated.
The soldiers are only level 3 fighters.
The soldiers will probably start attacking when the party is 60 ft down.
4 archers will be in front, with the ability to shoot 2 arrows as a full attack.
Other soldiers with Halberds or Sword/Shield will be ready to step up as the party nears the tunnel.
Now i wonder what happens when they try to go up. Can they draw a weapon and attack the soldiers while still climbing the wall? Do they try to grab a soldier and pull them down? The soldiers get +1 attack from being on higher ground. Should the soldiers get cover (+4 AC) since they are mobile on the ground while those still hanging on the wall are less? Does the party even have a chance to make it up? What are tactics the party and/or the soldiers could use?
At the very least i want to make it hard for them to get up, maybe even discourage them to go up.
---------------------------------------------------------------
Another question:
I am planning an Assassin Vine as a encounter, but i want it to be tougher and not multiple.
I upgraded the basic one to 8 HD, made it huge and added a second attack when full attacking.
How much would that increase it's CR?
It now looks like this:
Assassin Vine
Size/Type:
Huge Plant
Hit Dice:
8d8+40 (76 hp)
Initiative:
+0
Speed:
5 ft. (1 square)
Armor Class:
17 (-2 size, -1 dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple:
+6/+23
Attack:
Slam +13 melee (1d8+13)
Full Attack:
2 Slams +13 melee (1d8+13)
Space/Reach:
15 ft./15 ft. (30 ft. with vine)
Special Attacks:
Constrict 1d8+13, entangle, improved grab
Special Qualities:
Blindsight 40 ft., camouflage, immunity to electricity,
plant traits, resistance to cold 10 and fire 10
Saves:
Fort +11, Ref +1, Will +3
Abilities:
Str 28, Dex 8, Con 20, Int Ø, Wis 13, Cha 9
Challenge Rating:
?