Scepter Tower of Spellgard Prequel Report – Area 2

This one went well, but was far too easy. I messed up the power level by failing to properly raise the difficulty. Tired of unoriginally boosting a room by adding a critter, I wanted to add a trap instead.

So my 6 players were facing 3 kobolds… and 2 traps, because I didn’t figure out where to put a 3rd trap and, quite frankly, 2 such traps was enough for the room.

What I did right, though, I have the kobolds take advantage of the traps. I played them more aggressively – effectively pulling a few players into the trap. But two of them were no match for the party.

And I started to see what kind of min-maxing, combo building group I was facing.


I have a rogue who’s constantly hidden and always throws dagger from total concealment – doing a boatload of damage each time.

Check this out:
Using Sly Flourish:

  • + 9 Attack bonus
  • 1d4 +2d8 + 8 damage. That’s 1d4 + dex +charisma + sneak attack damage (brutal scoundrel)

This brutal thing deals **minimum** 11 damage when using combat advantage. She actually killed a full-health creature with 1 dagger!

She has a potential of doing 28 damage in one single, sneaky flick of her knife-throwing hand!

So, this assassin is obviously awesome. And I obviously wasn’t prepared for it. Obviously.

Arkanis also was this awesomely annoying power where he can « force-pull » an opponent to an adjacent square. Effectively throwing a bone into most of my strategies. Obviously, I’ll have to clever-up to give them a challenge.

Right now, I’m a pez-dispenser with a DM’s head throwing away XP.

Nevertheless, we had a jolly time in this room – Arkanis and Iris the cleric were finding the rigged tiles. The technique consisted in Arkanis crawling on the floor and, when paralyzed by a dart, Iris would pull him away from the trigger.

Then, they placed a kobold’s corpse on the tile – forcing the trap to keep firing until it was emptied of all darts.

When they ran out of kobold corpses, they simply marked the trigger tiles with kobold blood.

All this time, the rogue was… feeding her baby girl.

Searching the room, the players found some papers describing parts of a ritual. The cleric and wizard examined the paper and figured out that it described a ritual used to bring something back from the dead.

The resurrection ritual called from some exotic components and wards. It requires sacrifices both from victims and from devoted practitioners, willing to die for the ritual.

Offended by the affront such a ritual is to his goddess, Arkanis burned the paper to dust.

Tomorrow: the tackles Area 3



Les commentaires de 5 sur “Scepter Tower of Spellgard Prequel Report – Area 2

  1. Regarding the rogue, there’s still tweaking to do:

    re-reading the phb we did abuse the sneaking rules a tiiiny bit in one place. but not by much.

    to balance it out, we actually forgot to add the combat advantage bonus to the hit roll.. to do all that dmg, she’s actually at +11 ! 🙂 and the extra dmg is d8s instead of d6s because of the backstabber feat.

    and with all that she never got to use her drow abilities!! next time instead of hiding it’ll probably be a lot more like run up to target *poof* darkness cloud, melee mega dmg. Next (cloud still there) mega dmg again, retreat.

    The tradeoff is yeah, she sucks at discovering stuff in the rooms, and we have to actually guide her to traps.. « Brutal Scoundrel » is indeed a good description of her style.

    To cover the search aspect Iris might really take skill feats (the feat choices are sucky for healing clerics.. hope that’s fixed when the divine power book comes out).. I have 20/15 passives, 20/20 could be cool ..

    Martin´s last blog post..Rendez-vous avec le neurologue

  2. @Martin :

    Well… for the part where she did 24 damage on a Kobold, I guess you had the dice right 🙂

    I’ll need to do some brushing up on how hiding works – I might have allowed a bit too much « hiding in plain sight ».  I’ll have to be a bit more mindful of creature’s perceptions, and hiding opportunities in the room.

    It should be more exciting she ducks behind a coffin, if the group tries a distraction or if she uses some powers to get her hiding going 🙂

    That being said, I expect we’ll see much more of not seeing her in the sessions to come! 😛

  3. Oh btw – Martin remind me that i also forgot a tiiiiny little detail about my weapon.

    Turns out, my sword is considered has being high critical. Which means that when i crit on something, i do 8 + 4 + 1d8 bonus damage.


  4. The sneaking errata is long but rather clear now.. I think perception check is something we really need to integrate.. from a DM POV it should give a hint about the level of detail that is seen at first..

    Stealth (Revision)
    Player’s Handbook, page 188

    Stealth: At the end of a move action.

    ? Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a –5 penalty to the Stealth check. If you run, the penalty is –10.

    ? Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.

    ? Success: You are hidden, which means you are silent and invisible to the enemy (see “Concealment” and “Targeting What You Can’t See,” page 281).

    ? Failure: You can try again at the end of another move action.

    ? Remaining Hidden: You remain hidden as long as you meet these requirements.

    Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden.

    Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.

    Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.

    Don’t Attack: If you attack, you don’t remain hidden.

    ? Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.

    ? Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.

    Martin´s last blog post..Rendez-vous avec le neurologue

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