Help me figure out EL for a DCC2 (Tsathzar Rho) encounter
Posted: Thu Aug 23, 2007 11:17 am
Warning: this is a spoiler for anyone who is intending to play DCC2 ([i]The Lost Vault of Tsathzar Rho[/i]), which is also part of the [i]Dragon Cult Saga[/i].
So after my players managed to get up to the hidden tunnel (1-7, attached to the giant cavern 1-2) they foolishly left the tunnel.
I decided when the kobolds went to "change the guard" they found the bodies of the former guard (3 bodies, the last was captured) they beefed up that guard outpost and used the rope the party left behind to "set a trap".
So when the players come back there are two new crossbow kobolds, and the previous two footman are now beefed up to four (to make it harder to punch through the footman and then kill off the crossbowman). Then there is one more footman who is on duty to cut the rope the players are climbing up (they put a quiet bell on it).
The old encounter was EL1. I have nearly doubled the number of kobolds, which I think would normally make it an EL2. I added a trap ("the rope you are climbing goes slack...then after what seems like a sickeningly long wait gravity takes over and you fall 30 feet, any last words? No more then six seconds worth please.")
Does the trap merely make it EL2, or would it be enough to make it an EL3?
(as it turns out the party went up with two grappling hooks and the original rope all at once and were roped together, so while the "trap" caused much stress and worry, it didn't end up damaging any of them -- but failure to be killed by a trap is a fine reason to assign XP for it!)
So after my players managed to get up to the hidden tunnel (1-7, attached to the giant cavern 1-2) they foolishly left the tunnel.
I decided when the kobolds went to "change the guard" they found the bodies of the former guard (3 bodies, the last was captured) they beefed up that guard outpost and used the rope the party left behind to "set a trap".
So when the players come back there are two new crossbow kobolds, and the previous two footman are now beefed up to four (to make it harder to punch through the footman and then kill off the crossbowman). Then there is one more footman who is on duty to cut the rope the players are climbing up (they put a quiet bell on it).
The old encounter was EL1. I have nearly doubled the number of kobolds, which I think would normally make it an EL2. I added a trap ("the rope you are climbing goes slack...then after what seems like a sickeningly long wait gravity takes over and you fall 30 feet, any last words? No more then six seconds worth please.")
Does the trap merely make it EL2, or would it be enough to make it an EL3?
(as it turns out the party went up with two grappling hooks and the original rope all at once and were roped together, so while the "trap" caused much stress and worry, it didn't end up damaging any of them -- but failure to be killed by a trap is a fine reason to assign XP for it!)