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View Full Version : Advice Needed - Final Encounter (EL2) For Level 1 Adventure



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:

Kurald Galain
2007-06-24, 06:51 AM
If you don't want your PCs to die, perhaps you should consider changing the goal of the bad guy from "kill the PCs" to "capture the PCs and hold them for ransom".

Tengu
2007-06-24, 06:54 AM
Swap Sleep for another spell, maybe? Save or Suck kills everyone, and I don't think you want this. Maybe Summon Monster I?

Nocturne
2007-06-24, 07:07 AM
If you don't want your PCs to die, perhaps you should consider changing the goal of the bad guy from "kill the PCs" to "capture the PCs and hold them for ransom".

Hmm, that sounds like a good idea. The basic premise is that Siwan works for someone who is owed money by Anastasia's grandfather. The catch is that both Anastasia and her father believed her grandfather to be dead. Siwan doesn't believe this, and is trying to extract information from Anastasia's father about the whereabouts of her grandfather. Siwan may well have the brainstorm of kidnapping Anastasia and threatening her with pain in the hopes her father will talk. I like this twist. I'll give it some thought. Thanks!


Swap Sleep for another spell, maybe? Save or Suck kills everyone, and I don't think you want this. Maybe Summon Monster I?

I could do this, and it may well be what I end up doing. Thing is, I really don't want to have to feel like I'm putting any kid gloves on. Worse, I don't want the players to feel like that's what I'm doing. :smallfrown:

Tengu
2007-06-24, 07:12 AM
Your players will probably be pelted by arrows when they enter the room - it already might end with a lot of wounds. The players don't sound as very experienced, are they? Fighting against one more opponent should already be quite a match for them.

Nocturne
2007-06-24, 08:17 AM
Your players will probably be pelted by arrows when they enter the room - it already might end with a lot of wounds. The players don't sound as very experienced, are they? Fighting against one more opponent should already be quite a match for them.

My player's aren't very experienced at all. They don't know what's available to them. I'll probably have to help the Wizard and Cleric prepare spells. I'm not that experienced myself, but at least I know the rules...

Maybe I should just scrap the sorcerer, and have the two warriors led by a Fighter or something? They've never faced a magic user before, though - I thought this might be a good opportunity to introduce it to them.

Cheers
Nocturne

Inyssius Tor
2007-06-24, 08:29 AM
As far as flavor goes-- you could swap out the Sorcerer's current spells for, say, obscuring mist and burning hands (or enlarge person). They're all nicely cinematic spells for a final encounter. Sleep may be an optimal spell, but it's both anticlimactic ("You all fall asleep") and save-or-lose.

Nocturne
2007-06-24, 10:24 AM
As far as flavor goes-- you could swap out the Sorcerer's current spells for, say, obscuring mist and burning hands (or enlarge person). They're all nicely cinematic spells for a final encounter. Sleep may be an optimal spell, but it's both anticlimactic ("You all fall asleep") and save-or-lose.

Now that's a nice idea! As you say, it fits the flavour nicely. So what's the strategy for Siwan and his men? Cast Obscuring Mist centered on the party, then skirt around the mist waiting to cast Burning Hands on the first person to come out?

Edit: Just re-read the Obscuring Mist spell description: "Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high" (Underline mine). So the strategy therefore is to cast Obscuring Mist around Siwan and his men, escape behind the mist, then wait until the PC's enter the mist. Then skirt around the mist waiting to cast Burning Hands on the first person to come out.

tbarrie
2007-06-24, 01:32 PM
Hi, All
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.


Sleep has a casting time of 1 round. That means that not only is it a full-round action to cast (meaning Siwan won't be able to move and then cast it), but it won't take effect until the beginning of Siwan's next action. By that point, it's unlikely the PCs will still be bunched up no matter who won initiative.



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.


Even in that scenario, the Rogue can wake one of them, who can then wake the other. Wasting those actions will certainly make the fight difficult, but I'm not sure it's a guaranteed death sentence.

tbarrie
2007-06-24, 01:35 PM
As far as flavor goes-- you could swap out the Sorcerer's current spells for, say, obscuring mist and burning hands (or enlarge person). They're all nicely cinematic spells for a final encounter. Sleep may be an optimal spell, but it's both anticlimactic ("You all fall asleep") and save-or-lose.

Sleep is decidedy not save save-or-lose. It's "save-or-the-guy-standing-next-to-you-misses-his-next-standard-action".

Nocturne
2007-06-24, 02:34 PM
Sleep has a casting time of 1 round. That means that not only is it a full-round action to cast (meaning Siwan won't be able to move and then cast it), but it won't take effect until the beginning of Siwan's next action. By that point, it's unlikely the PCs will still be bunched up no matter who won initiative.


That's a very good point! I missed that piece of information entirely! I've already gone with Inyssius Tor's advice and given the sorcerer Burning Hands and Obscuring Mist. I tend to agree with him that it just makes thing "feel" more exciting.
And after your post, I'm glad I did. Seems my Sleep/Magic Missile strategy would probably not have have worked, anyway.

Thanks all for the suggestions and input!

Cheers
Nocturne

Matthew
2007-06-27, 03:30 PM
Sounds like it is going to be a fun adventure.

I was wondering, though, how likely it really is that the Adventurers will simply bunch up next to the door anyway. If they are careful, they should almost certainly get a Surprise Round before their enemies get a chance to react.

Anyway, let us know how it turns out.

magicwalker
2007-06-27, 05:16 PM
Kick in door + suprise round charge + power attack + cleave = crazy delicious

Level 1 fighters for the win =)