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?
My temple of blood revamp.
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- Far-Sighted Wanderer
- Posts: 47
- Joined: Tue Aug 23, 2005 5:43 pm
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
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
Wicked Fantasy Factory editor-in-chief
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
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DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com
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?
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?
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- Far-Sighted Wanderer
- Posts: 47
- Joined: Tue Aug 23, 2005 5:43 pm
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.
Wicked Fantasy Factory editor-in-chief
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com
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.
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.
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)
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)
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