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My temple of blood revamp.

Posted: Mon Jul 09, 2007 1:18 am
by Donny DM
Ok I have 5 gestalt characters all lvl 3. So I had to bump up the challenge of the temple of blood. I made all the pissed lizards lvl 3 warriors instead of one. Made kralnak a lvl 6 Barbarian. Made the Centipedes into 2 centipede swarms cr 4s. Bump the blood spirit up to a 3rd lvl cleric /ghost.
Then made Belzin Darr a lvl 5 clr. So heres the break down.

room 1 EL 5 2 (lvl 3) warriors lewt -1,600
room 2 EL 10 12 (lvl 3) warriors lewt - 5,800
room 3 EL 5 2 (lvl 3) warriors lewt - 1,600
room 4 EL 7 1 (lvl 6) barbarian, 2 (lvl 3) warriors lewt - 2,600
room 5 EL 6 2 (cr 4) centipede swarms lewt - 2,000
room 6 EL 5 1 (cr 5) ghost/3rd clr lewt - 1,600
room 7 EL 8 1 (cr 7) 5 clr/wormling, 3 (lvl 3) warriors lewt - 3,400

Total lewt = 18,600

I figure the module should be a challenge for lvl 5 normal toons. Any suggestions on lewt changes. Need loot for a rogue/fighter, a paladin/sorcerer and cleric/fighter. Also do those lvl encounters seem about right?

Posted: Mon Jul 09, 2007 4:28 pm
by Luke Johnson
Ha! That's awesome, and I suddenly realize that gestalt characters are *perfect* for WFF adventures!

Off the top of my head, some appropriate lewt might be:

Rogue/fighter: Boots of striding and springing
Paladin/sorcerer: Cloak of Charisma +2
Cleric/fighter: +1 or +2 armor or shield

Thanks

Posted: Mon Jul 09, 2007 7:41 pm
by Donny DM
Ok gonna have the barbarian wearing the boots. The Rod wrapped in the cloak. And will have the final bad guy wear the armor and I'll make the Chain mail +2. Thanks.

Posted: Thu Jul 12, 2007 12:24 am
by Donny DM
According to the Magic Item Compendium
Rogue/fighter: Boots of striding and springing = lvl 10
Paladin/sorcerer: Cloak of Charisma +2 = lvl 8
Cleric/fighter: +2 Chain Mail = lvl 8

Are these items too much to give to characters that will be lvl 4.
Even thou the loot fits the challenges.
Do you think these challenges are a little too high?

Posted: Thu Jul 12, 2007 9:41 am
by Luke Johnson
Eh, I don't normally pay much attention to what the magic item compendium says. Giving away all three of those items in such a short adventure might be a little much, but one or two certainly sounds viable.

Posted: Sun Jul 15, 2007 12:29 am
by Donny DM
room 1 EL 5 2 (lvl 3) warriors lewt -1,600 They 1 rounded these guys
room 2 EL 10 12 (lvl 3) warriors lewt - 5,800 This was a good fight for them. Has a challenge and some danger. But way too easy still.
room 3 EL 5 2 (lvl 3) warriors lewt - 1,600 again One round
room 4 EL 7 1 (lvl 6) barbarian, 2 (lvl 3) warriors lewt - 2,600 this was like 2 rounds
room 5 EL 6 2 (cr 4) centipede swarms lewt - 2,000 1 round
room 6 EL 5 1 (cr 5) ghost/3rd clr lewt - 1,600 1 round
room 7 EL 8 1 (cr 7) 5 clr/wormling, 3 (lvl 3) warriors lewt - 3,400 2 rounds

And my players got lvl 4. So my next module is gonna need to be insane.
And I had 6 players not 5. So tired must sleep now.

Posted: Mon Jul 16, 2007 9:38 am
by vagen
sounds like your having the same problem I was having in x-crawl, you've got an overpowered party with bags of damage output and no way to reign them in with out giving them stuff.

I find that potions work well, specificalyl mage armor, shield, bark/stoneskin line are always fun.
any of the attribute buff spells, cats grace/bulls strength, you could make the badguys ghestaldt as well.
Levels of barbarian, nothing equalizes a game like rage.
Also, because its funny the 1st level ray of enfeeblement, nothing stops a team like the thug/tank losing D4+1 strength.

A D&D off book that helped me was the dungeonscape book, lots of nits and tips for setting up encounters.

also nothing funnier than ghoul monks(Claw attacks+flurry+paralzation+stunning fist)

Posted: Mon Jul 16, 2007 1:38 pm
by Donny DM
Thanks for the tip on the dungeonscape book. Bought a copy from work today. Hope it helps.