Nocturne
2007-06-24, 06:40 AM
Hi, All
I finally got around to finishing the next installment of my campaign. We started in December, and this will be our second adventure together. The adventure is finished, but I'm a little concerned about our final encounter. I'm afraid it could become very easy or very difficult, based on the results of one or two dice rolls early on. I'm looking for some advice. I'd like to make it a climactic, challenging encounter, (Maybe bring one or two PC's to the brink of death) but I don't want a TPK on my hands - In fact, I'd rather not have any PC die, if that's at all possible.
Before I go about describing what I have in mind, let me set the stage:
The PC's
Ravaella Serpenthelm; Human Clr1: CR 1; ECL 1; Size M; HD 1d8; hp 8; Init +0; Spd 20 ft (base 30 ft); AC 14, touch 10, FF 14; Grapple +2; Atk: +2 melee (1d3 + 2, Unarmed), +0 ranged (1d8/crit 19-20, Crossbow, light), +2 melee (1d8 + 2, Mace, heavy), +4 melee (1d8 + 3/crit 19-20, Longsword MW); AL LG; SV Fort +2, Ref +0, Will +5; Str 14, Dex 10, Con 11, Int 11, Wis 16, Cha 13.
Skills and Feats: Concentration +4, Diplomacy +5, Heal +7; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Sacred Healing, Shield Proficiency, Simple Weapon Proficiency.
Possessions: 172 gp, 5 sp, Belt pouch, Heavy mace, Scale mail, Backpack, Bedroll, Flint and steel, 3 Trail rations (per day), 18 Bolt, Light crossbow, Spell component pouch, Wooden holy symbol, 2 Torch, Longsword mw.
Clr Spells Known (3/3+1): 0--Create water, Cure minor wounds, Detect magic, Detect poison, Guidance, Light, Mending, Purify food and drink, Read magic, Resistance, Virtue, 1--Bane, Bless, Bless water, Cause fear, Command, Comprehend languages, Cure light wounds, Detect chaos, Detect evil, Detect good, Detect law, Detect undead, Divine favor, Doom, Endure elements, Entropic shield, Hide from undead, Magic stone, Magic weapon, Obscuring mist, Protection from chaos, Protection from evil, Remove fear, Sanctuary, Shield of faith, Summon monster i.
Kevlamin Dirk; Human Ftr1: CR 1; ECL 1; Size M; HD 1d10+3; hp 13; Init +2; Spd 20 ft (base 30 ft); AC 18, touch 12, FF 16; BAB +1; Grapple +3; Atk: +3 melee (1d3 + 2, Unarmed), +4 melee (1d8 + 2/crit 19-20, Longsword), +3 ranged (1d6/crit x3, Shortbow); AL NG; SV Fort +5, Ref +2, Will +3; Str 14, Dex 14, Con 16, Int 10, Wis 13, Cha 10.
Skills and Feats: Climb +0, Craft (Weaponsmith) +4, Intimidate +4; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Iron Will, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.
Possessions: 91 gp, 5 sp, Belt pouch, Longsword, Backpack, Headband of the Stout Heart (Gives +1 Will when worn, Unidentified), Bedroll, Flint and steel, 3 Trail rations (per day), Heavy steel shield, Scale mail, 13 Arrows, Shortbow, Pearl, Pearl.
Anastasia; Elf Rog1: CR 1; ECL 1; Size M; HD 1d6; hp 6; Init +4; Spd 20 ft (base 30 ft); AC 14, touch 11, FF 13; Grapple +0; Atk: +0 melee (1d3, Unarmed), +0 melee (1d6/crit 18-20, Rapier), +4 (1d4/crit 19-20, Dagger), +4 ranged (1d6/crit x3, Shortbow); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL NG; SV Fort +0, Ref +6, Will +0; Str 10, Dex 19, Con 10, Int 15, Wis 10, Cha 13.
Skills and Feats: Balance +2, Bluff +5, Disable Device +6, Hide +2, Listen +6, Move Silently +2, Open Lock +8, Search +8, Spot +6, Tumble +4; Acrobatic, Armor Proficiency (Light), Simple Weapon Proficiency.
Special Abilities: Low-light Vision, Sneak Attack, Trapfinding.
Possessions: 93 gp, 5 sp, 14 Arrows, Backpack, Bedroll, Flint and steel, 2 Trail rations (per day), Thieves' tools, Dagger, Belt pouch, Rapier, Shortbow, Studded leather, Pearl of Power, 0-level (Unidentified).
Adotiln Darkeyes; Human Wiz1: CR 1; ECL 1; Size M; HD 1d4+2; hp 6; Init +0; Spd 20 ft (base 30 ft); AC 13, touch 10, FF 13; Grapple -2; Atk: -2 melee (1d3 - 2, Unarmed), -2 melee (1d6 - 2, Quarterstaff), +0 (1d4 - 2/crit 19-20, Dagger), +0 ranged (1d8/crit 19-20, Crossbow, light); AL N; SV Fort +2, Ref +0, Will +2; Str 7, Dex 11, Con 15, Int 16, Wis 10, Cha 9.
Skills and Feats: Concentration +6, Craft (Alchemy) +7, Decipher Script +7, Knowledge (Arcana) +7, Knowledge (Local) +7, Spellcraft +7; Combat Familiar, Grenadier, Scribe Scroll.
Special Abilities: Familiar (See Below).
Possessions: 88 gp, 5 sp, Belt pouch, Backpack, Translator's Ring (Grants understanding of Infernal & Abyssal, Unidentified), Lifting belt (+1 Str for purposes of determining carrying capacity, Unidentified), Bedroll, 3 Trail rations (per day), Flint and steel, Torch, Spell component pouch, Wizard's spellbook (blank), 19 Bolt, Quarterstaff, Dagger, Light crossbow, Studded leather, Light wooden shield.
Wiz Spells Known (3/2): 0--Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Detect poison, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Mending, Message, Open/close, Prestidigitation, Ray of frost, Read magic, Resistance, Touch of fatigue, 1--Cause fear, Comprehend languages, Protection from evil, Summon monster i.
Petronila (Adotiln's Familiar); Rat: CR 0.125; Size T; HD 1d2; hp 2; Init +2; Spd 15 ft, climb 15 ft., swim 15 ft.; AC 14, touch 14, FF 12; Grapple -12; Atk: +4 melee (1d3 - 4, Bite); SA -; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2.
BACKGROUND
The party have just returned to town from their last adventure, to discover that Anastasia's father has been kidnapped by a group of bandits, rumoured to have set up camp in an old abandonded monastary, about 3 hours' travel from town. It's 09:00 in the morning, and the party is fully rested (Having slept before returning to town. Ravaella's father (Clr6) casts Detect Magic on all their items, but it will be up to them to have the magic items identified. They will have time and opportunity to do this (There's a Wizard's Guild in town), and time to unload their treasure. The spellcasters will also have time to prepare spells (We assume Ravaella has already prepared spells; she just needs to tell me what they are at the outset of the adventure). After all this preparation is done, I figure they will probably leave for the monastary at around 10:00 to 10:30, arriving at between 13:00 and 13:30.
On the way, they will face three 1st level Warriors (In seperate encounters), and possibly four Goblins in one single encounter (Depending on their choices, they may not encounter the Goblins). Since there won't be very much time for R&R once they leave town, I expect them to be relatively low on resources by the time they reach the final encounter, below.
THE FINAL ENCOUNTER
The final encounter consists of a Sor1 and two War1's. The sorcerer has been Intimidating Anastasia's father all day, and the PC's will have to defeat him and his Warrior henchmen to save the day. The encounter will take place is a closed off room, with one door to the outside. The room will be 30 ft wide by 45 ft long, and the bad guys will be at the far end of of the room. Here are the stats of the enemies:
Siwan Viveka; Human Sor1: CR 1; ECL 1; Size M; HD 1d4+1; hp 5; Init +2; Spd 30 ft; AC 12, touch 12, FF 10; Grapple +2; Atk: +2 melee (1d3 + 2, Unarmed), +2 melee (1d6 + 2/crit 19-20, Sword, short), +2 ranged (1d8 + 1/crit 19-20, Crossbow, light MW); AL CN; SV Fort +1, Ref +2, Will +2; Str 15, Dex 14, Con 12, Int 7, Wis 10, Cha 18.
Skills and Feats: Concentration +5, Spellcraft +2; Combat Casting, Persuasive, Simple Weapon Proficiency.
Special Abilities: Familiar (But he has none).
Sor Spells Known (5/4): 0--Daze, Detect magic, Prestidigitation, Read magic, 1--Sleep, Magic missile.
Possessions: 30 pp, 250 gp, Short sword, Light mw crossbow.
Warriors (2); War1 (One Human, One Elf): CR 1; ECL 1; Size M; HD 1d8+1; hp 4; Init +1; Spd 30 ft; AC 15, touch 11, FF 14; BAB +1; Grapple +3; Atk: +3 melee (1d3 + 2, Unarmed), +3 ranged (1d6 + 1/crit x3, Shortbow), +3 melee (1d6 + 2/crit 19-20, Sword, short); AL CE; SV Fort +3, Ref +1, Will -1; Str 14, Dex 13, Con 13, Int 10, Wis 9, Cha 8.
Skills and Feats: Bluff +0, Intimidate +3, Sense Motive +1, Sleight of Hand +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deft Hands, Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency.
Possessions: Shortbow, Short sword, 20 Arrow melee, Light steel shield, Studded leather.
Tactics
Here's how I see it playing out:
Should Siwan act before them, he will put himself within range, and cast Sleep on the PC's, who will likely still be very closely grouped around the door. He will then target anyone who saved (Preferably the Wizard, if not the Cleric, if not the Fighter, if not the Rogue) with a Magic Missile. If the Fighter and Cleric fail to save against Sleep, the Wizard will die from the Magic Missile, and it's game over for the PC's.
If the PC's act first, they will spread out to attack individual enemies, making Sleep more difficult. In that case, Siwan can still cast two Magic Missiles (If he's still alive) to cause some damage, but ultimately, it should be easy to defeat him and his cronies.
Am I understanding these possibilities correctly? I'd really like some help, as I say. I want this encounter to be difficult, and make the PC's realise their own mortality, but I'd love for them all to survive! Well, I guess if someone dies, he/she can create a new character to pick up in the next village (Starting next session), but at the very least, I'd like Anastasia to live. The current plot arc (And next two or three sessions) depends on her.
Help!!
Oh, I forgot to mention that this adventure, if successful, will put the PC's up to Level 2. None of the players have ever levelled before (Played only one-shots up until now), and I have told them that they'll level next session if they do well. They're all very excited! :smallsmile:
I finally got around to finishing the next installment of my campaign. We started in December, and this will be our second adventure together. The adventure is finished, but I'm a little concerned about our final encounter. I'm afraid it could become very easy or very difficult, based on the results of one or two dice rolls early on. I'm looking for some advice. I'd like to make it a climactic, challenging encounter, (Maybe bring one or two PC's to the brink of death) but I don't want a TPK on my hands - In fact, I'd rather not have any PC die, if that's at all possible.
Before I go about describing what I have in mind, let me set the stage:
The PC's
Ravaella Serpenthelm; Human Clr1: CR 1; ECL 1; Size M; HD 1d8; hp 8; Init +0; Spd 20 ft (base 30 ft); AC 14, touch 10, FF 14; Grapple +2; Atk: +2 melee (1d3 + 2, Unarmed), +0 ranged (1d8/crit 19-20, Crossbow, light), +2 melee (1d8 + 2, Mace, heavy), +4 melee (1d8 + 3/crit 19-20, Longsword MW); AL LG; SV Fort +2, Ref +0, Will +5; Str 14, Dex 10, Con 11, Int 11, Wis 16, Cha 13.
Skills and Feats: Concentration +4, Diplomacy +5, Heal +7; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Sacred Healing, Shield Proficiency, Simple Weapon Proficiency.
Possessions: 172 gp, 5 sp, Belt pouch, Heavy mace, Scale mail, Backpack, Bedroll, Flint and steel, 3 Trail rations (per day), 18 Bolt, Light crossbow, Spell component pouch, Wooden holy symbol, 2 Torch, Longsword mw.
Clr Spells Known (3/3+1): 0--Create water, Cure minor wounds, Detect magic, Detect poison, Guidance, Light, Mending, Purify food and drink, Read magic, Resistance, Virtue, 1--Bane, Bless, Bless water, Cause fear, Command, Comprehend languages, Cure light wounds, Detect chaos, Detect evil, Detect good, Detect law, Detect undead, Divine favor, Doom, Endure elements, Entropic shield, Hide from undead, Magic stone, Magic weapon, Obscuring mist, Protection from chaos, Protection from evil, Remove fear, Sanctuary, Shield of faith, Summon monster i.
Kevlamin Dirk; Human Ftr1: CR 1; ECL 1; Size M; HD 1d10+3; hp 13; Init +2; Spd 20 ft (base 30 ft); AC 18, touch 12, FF 16; BAB +1; Grapple +3; Atk: +3 melee (1d3 + 2, Unarmed), +4 melee (1d8 + 2/crit 19-20, Longsword), +3 ranged (1d6/crit x3, Shortbow); AL NG; SV Fort +5, Ref +2, Will +3; Str 14, Dex 14, Con 16, Int 10, Wis 13, Cha 10.
Skills and Feats: Climb +0, Craft (Weaponsmith) +4, Intimidate +4; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Iron Will, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.
Possessions: 91 gp, 5 sp, Belt pouch, Longsword, Backpack, Headband of the Stout Heart (Gives +1 Will when worn, Unidentified), Bedroll, Flint and steel, 3 Trail rations (per day), Heavy steel shield, Scale mail, 13 Arrows, Shortbow, Pearl, Pearl.
Anastasia; Elf Rog1: CR 1; ECL 1; Size M; HD 1d6; hp 6; Init +4; Spd 20 ft (base 30 ft); AC 14, touch 11, FF 13; Grapple +0; Atk: +0 melee (1d3, Unarmed), +0 melee (1d6/crit 18-20, Rapier), +4 (1d4/crit 19-20, Dagger), +4 ranged (1d6/crit x3, Shortbow); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL NG; SV Fort +0, Ref +6, Will +0; Str 10, Dex 19, Con 10, Int 15, Wis 10, Cha 13.
Skills and Feats: Balance +2, Bluff +5, Disable Device +6, Hide +2, Listen +6, Move Silently +2, Open Lock +8, Search +8, Spot +6, Tumble +4; Acrobatic, Armor Proficiency (Light), Simple Weapon Proficiency.
Special Abilities: Low-light Vision, Sneak Attack, Trapfinding.
Possessions: 93 gp, 5 sp, 14 Arrows, Backpack, Bedroll, Flint and steel, 2 Trail rations (per day), Thieves' tools, Dagger, Belt pouch, Rapier, Shortbow, Studded leather, Pearl of Power, 0-level (Unidentified).
Adotiln Darkeyes; Human Wiz1: CR 1; ECL 1; Size M; HD 1d4+2; hp 6; Init +0; Spd 20 ft (base 30 ft); AC 13, touch 10, FF 13; Grapple -2; Atk: -2 melee (1d3 - 2, Unarmed), -2 melee (1d6 - 2, Quarterstaff), +0 (1d4 - 2/crit 19-20, Dagger), +0 ranged (1d8/crit 19-20, Crossbow, light); AL N; SV Fort +2, Ref +0, Will +2; Str 7, Dex 11, Con 15, Int 16, Wis 10, Cha 9.
Skills and Feats: Concentration +6, Craft (Alchemy) +7, Decipher Script +7, Knowledge (Arcana) +7, Knowledge (Local) +7, Spellcraft +7; Combat Familiar, Grenadier, Scribe Scroll.
Special Abilities: Familiar (See Below).
Possessions: 88 gp, 5 sp, Belt pouch, Backpack, Translator's Ring (Grants understanding of Infernal & Abyssal, Unidentified), Lifting belt (+1 Str for purposes of determining carrying capacity, Unidentified), Bedroll, 3 Trail rations (per day), Flint and steel, Torch, Spell component pouch, Wizard's spellbook (blank), 19 Bolt, Quarterstaff, Dagger, Light crossbow, Studded leather, Light wooden shield.
Wiz Spells Known (3/2): 0--Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Detect poison, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Mending, Message, Open/close, Prestidigitation, Ray of frost, Read magic, Resistance, Touch of fatigue, 1--Cause fear, Comprehend languages, Protection from evil, Summon monster i.
Petronila (Adotiln's Familiar); Rat: CR 0.125; Size T; HD 1d2; hp 2; Init +2; Spd 15 ft, climb 15 ft., swim 15 ft.; AC 14, touch 14, FF 12; Grapple -12; Atk: +4 melee (1d3 - 4, Bite); SA -; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2.
BACKGROUND
The party have just returned to town from their last adventure, to discover that Anastasia's father has been kidnapped by a group of bandits, rumoured to have set up camp in an old abandonded monastary, about 3 hours' travel from town. It's 09:00 in the morning, and the party is fully rested (Having slept before returning to town. Ravaella's father (Clr6) casts Detect Magic on all their items, but it will be up to them to have the magic items identified. They will have time and opportunity to do this (There's a Wizard's Guild in town), and time to unload their treasure. The spellcasters will also have time to prepare spells (We assume Ravaella has already prepared spells; she just needs to tell me what they are at the outset of the adventure). After all this preparation is done, I figure they will probably leave for the monastary at around 10:00 to 10:30, arriving at between 13:00 and 13:30.
On the way, they will face three 1st level Warriors (In seperate encounters), and possibly four Goblins in one single encounter (Depending on their choices, they may not encounter the Goblins). Since there won't be very much time for R&R once they leave town, I expect them to be relatively low on resources by the time they reach the final encounter, below.
THE FINAL ENCOUNTER
The final encounter consists of a Sor1 and two War1's. The sorcerer has been Intimidating Anastasia's father all day, and the PC's will have to defeat him and his Warrior henchmen to save the day. The encounter will take place is a closed off room, with one door to the outside. The room will be 30 ft wide by 45 ft long, and the bad guys will be at the far end of of the room. Here are the stats of the enemies:
Siwan Viveka; Human Sor1: CR 1; ECL 1; Size M; HD 1d4+1; hp 5; Init +2; Spd 30 ft; AC 12, touch 12, FF 10; Grapple +2; Atk: +2 melee (1d3 + 2, Unarmed), +2 melee (1d6 + 2/crit 19-20, Sword, short), +2 ranged (1d8 + 1/crit 19-20, Crossbow, light MW); AL CN; SV Fort +1, Ref +2, Will +2; Str 15, Dex 14, Con 12, Int 7, Wis 10, Cha 18.
Skills and Feats: Concentration +5, Spellcraft +2; Combat Casting, Persuasive, Simple Weapon Proficiency.
Special Abilities: Familiar (But he has none).
Sor Spells Known (5/4): 0--Daze, Detect magic, Prestidigitation, Read magic, 1--Sleep, Magic missile.
Possessions: 30 pp, 250 gp, Short sword, Light mw crossbow.
Warriors (2); War1 (One Human, One Elf): CR 1; ECL 1; Size M; HD 1d8+1; hp 4; Init +1; Spd 30 ft; AC 15, touch 11, FF 14; BAB +1; Grapple +3; Atk: +3 melee (1d3 + 2, Unarmed), +3 ranged (1d6 + 1/crit x3, Shortbow), +3 melee (1d6 + 2/crit 19-20, Sword, short); AL CE; SV Fort +3, Ref +1, Will -1; Str 14, Dex 13, Con 13, Int 10, Wis 9, Cha 8.
Skills and Feats: Bluff +0, Intimidate +3, Sense Motive +1, Sleight of Hand +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deft Hands, Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency.
Possessions: Shortbow, Short sword, 20 Arrow melee, Light steel shield, Studded leather.
Tactics
Here's how I see it playing out:
Should Siwan act before them, he will put himself within range, and cast Sleep on the PC's, who will likely still be very closely grouped around the door. He will then target anyone who saved (Preferably the Wizard, if not the Cleric, if not the Fighter, if not the Rogue) with a Magic Missile. If the Fighter and Cleric fail to save against Sleep, the Wizard will die from the Magic Missile, and it's game over for the PC's.
If the PC's act first, they will spread out to attack individual enemies, making Sleep more difficult. In that case, Siwan can still cast two Magic Missiles (If he's still alive) to cause some damage, but ultimately, it should be easy to defeat him and his cronies.
Am I understanding these possibilities correctly? I'd really like some help, as I say. I want this encounter to be difficult, and make the PC's realise their own mortality, but I'd love for them all to survive! Well, I guess if someone dies, he/she can create a new character to pick up in the next village (Starting next session), but at the very least, I'd like Anastasia to live. The current plot arc (And next two or three sessions) depends on her.
Help!!
Oh, I forgot to mention that this adventure, if successful, will put the PC's up to Level 2. None of the players have ever levelled before (Played only one-shots up until now), and I have told them that they'll level next session if they do well. They're all very excited! :smallsmile: