Rukia
2013-03-16, 03:47 PM
So long story short I'm running a group of 6(2 are NPC's) characters through the Village of Hommlet module. Characters are all level 3 now and last night's game ended with them basically finding Lareth's area. Just as an FYI I am not going to send them through the Temple, I just wanted them to experience some classic D&D and then they'll be moving on to another leg of the campaign.
Setup thus far:
We started in Faerun. They took a job in Waterdeep to investigate an mysterious portal that popped up a few miles outside the city. They stepped through it and ended up near the Village of Hommlet(they plane shifted to Greyhawk) with no return portal in sight. Basically they went about searching for information for a way to get home and eventually ended up at the Moathouse. So instead of ending it with Lareth, they will be finding a trap door in Lareth's chambers that will lead to a hidden underground cavern.
Basic idea is that Lareth and his Wizard partner were trying to find a way to summon Lolth to their world unbeknownst to the temple itself. In this hidden cavern will be a gateway with a sort of magical control panel which will be sort of a puzzle for them to figure out how to set the portal back home.
So basically the final BBEG will be a Wizard who has been the one experimenting with portals and why the random one popped up at all. I was going to create him as a level 5 Drow so that he had access to some level 3 spells. Question is just how optimized/intelligent should I play him? My instinct is to go all out in his defensive capabilities to slow down the fight and let his comrades(likely low level Drow fodder) wear down the PC's, but not really focus on his offense. I'm afraid a couple of fireballs could be a TPK if I roll good and they roll bad.
I'm thinking he would have setup an alarm so he'd be aware of their presence as they descend into the cavern and be able to pre-buff(greater mage armor/shield). He'd have nerveskitter ready along with the fighter bonus feat ACF(improved initiative) and decent dex to stand a good shot at winning initiative. Was thinking about casting blur and mirror image so that even if they reach him it won't be so easy to hit him and would allow his minions to continue their assault. Perhaps he could cast a slow on the party, maybe a single fireball just to get them sweating and then perhaps summon a few monsters while the PC's cut through the fodder. He could always turn invisible, fly, etc.. but they aren't really equipped for the flying part just yet.
The PC's are definitely not optimized, but a couple are decent. There is a wizard, 2 clerics, warforged crusader with adamantine body, shapeshift(the druid one) variant ranger and a beguiler. They are a little behind in WBL by design and will catch up as soon as they complete this part and can return to Faerun for their reward.
My worry is if I go too crazy I might end up actually killing them, but if I go too easy then the fight will be a dud and he'll go down in a couple of rounds. Just looking for a few thoughts from what others tend to do in a situation like this where balancing the fight is difficult.
Setup thus far:
We started in Faerun. They took a job in Waterdeep to investigate an mysterious portal that popped up a few miles outside the city. They stepped through it and ended up near the Village of Hommlet(they plane shifted to Greyhawk) with no return portal in sight. Basically they went about searching for information for a way to get home and eventually ended up at the Moathouse. So instead of ending it with Lareth, they will be finding a trap door in Lareth's chambers that will lead to a hidden underground cavern.
Basic idea is that Lareth and his Wizard partner were trying to find a way to summon Lolth to their world unbeknownst to the temple itself. In this hidden cavern will be a gateway with a sort of magical control panel which will be sort of a puzzle for them to figure out how to set the portal back home.
So basically the final BBEG will be a Wizard who has been the one experimenting with portals and why the random one popped up at all. I was going to create him as a level 5 Drow so that he had access to some level 3 spells. Question is just how optimized/intelligent should I play him? My instinct is to go all out in his defensive capabilities to slow down the fight and let his comrades(likely low level Drow fodder) wear down the PC's, but not really focus on his offense. I'm afraid a couple of fireballs could be a TPK if I roll good and they roll bad.
I'm thinking he would have setup an alarm so he'd be aware of their presence as they descend into the cavern and be able to pre-buff(greater mage armor/shield). He'd have nerveskitter ready along with the fighter bonus feat ACF(improved initiative) and decent dex to stand a good shot at winning initiative. Was thinking about casting blur and mirror image so that even if they reach him it won't be so easy to hit him and would allow his minions to continue their assault. Perhaps he could cast a slow on the party, maybe a single fireball just to get them sweating and then perhaps summon a few monsters while the PC's cut through the fodder. He could always turn invisible, fly, etc.. but they aren't really equipped for the flying part just yet.
The PC's are definitely not optimized, but a couple are decent. There is a wizard, 2 clerics, warforged crusader with adamantine body, shapeshift(the druid one) variant ranger and a beguiler. They are a little behind in WBL by design and will catch up as soon as they complete this part and can return to Faerun for their reward.
My worry is if I go too crazy I might end up actually killing them, but if I go too easy then the fight will be a dud and he'll go down in a couple of rounds. Just looking for a few thoughts from what others tend to do in a situation like this where balancing the fight is difficult.