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Old 01-22-2008, 11:18 AM   #4
Mozenwrathe
Symbol of Cyric
 

Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
Default Re: Try out Levels 8 and 14 again... Tweaked them

Now on the way to Level Eight - The Underground Forest. Once more with the Drow Champion and Roddybug The Sage....

Elthorion Kinslayer (AB +66, AC 71) and Roddybug The Sage (AB +31, AC 78). And yes, I realize that somehow Roddybug was more protected than my own character. I still don't know how that happened... Okay, strolling backwards through the forest isn't the best way to test how powerful the foes are - or so you would think. Went from Level Ten - The Lizardman Realms through Leven Nine and into The Underground Forest. Faced no opposition initially to test my steel on. That was fine, as I knew there were guaranteed ambush points. Malarite Hunters went down easily enough - that was thanks to a Devestating Critical on one of them. Though they did get a few good shots in on me. The real test is yet to come though, as I go looking for Zhentarim Agents. The Malarite Visionist goes down with a Devestating Critical, and the Malarite Panther Warriors are soon to follow, but they have enough talent to tag me for 25% of my life. So they still hit hard, but we can hit them back more often. I like that. As proof they still hit back hard, they killed off Roddybug even though he had a higher AC than I did. apparently +31 is enough to hit some of the foes down here now. That is a good sign. (Roddybug actually took down a few in one on one fights.) Found a Zhentarim Agent... well, Roddybug did. I found another one creeping up on Roddybug, and slew him with a few dozen good hits. (More than I usually get, might I add.) Droch IsBruionach Tuili (lvl 30 character, not mine) also came down for the party... and smacked the taste out the mouth of a few Zhentarim Agents and Panther Guards. Guss was there as well, just chewing on some straws... Remember everyone - magic is NOT your friend. Implosion ONLY works on PCs. And most importantly, an ambush is still an ambush. Got waxed three times in a row by the Priestesses... though I can finally hit them on less than a 19. And after a few Implosions, using Dev.Crit on THEM was only fair... and satisfying. Note to magic users - scrolls are your friends here as well. Using Mordenkainen's Disjunction and Greater Spell Breach in combination is a good idea. I had to drop a few of those on a couple people that refused to die.

More on the quest of taking Level Eight. Inside the Tree Stump there are the normal hordes of softer enemies, but my Drow Champion had problems slaying the Crypt Things. Not a bad thing, actually, given how fast the other foes went down. Perhaps another boss within the Tree Stump would be appropriate, given the amount of undead things we fought. Loved the script with Moka Dea. (Needs to have a few dozen more HP and some more spells - even if we were using lvl 30 and lvl 40 characters. Doesn't need to be harder to hit, just longer to kill. Will make characters going up against him at the regular levels for the Underground Forest really work for it.) As well, Moka Dea's sword ought to be revised. Right now it's just a basic Balor Sword...

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Balor Sword
- enhancement +1
- On Hit Vorpal DC-14

perhaps instead...
Greater Balor's Deadly Blade
- enhancement +7
- On Hit Vorpal DC-20
- immunity Fire 25%
- immunity Negative Energy 25%
- immunity Slashing 25%
- Vampiric Regeneration +7

just a thought...
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Into The Dark Tower we go. And the priests are as easy as I remember them being. Which is good, as for most regular level characters, the priests were a good challenge at lvl 15 to lvl 25 or so. Same thing with most of the undead. Now as for the dragon. Well, there is a reason she was considered one of the toughest in the entire module. Right now I am typing this while allowing my character to attack mindlessly (and fruitlessly). The rest of this minature region is perfect as it is toughness wise.

I would strongly suggest in here (and the other areas of Level Eight) that there be a Thieftaker character running around and collecting (i.e. removing from module) all the stuff left behind by players rampaging through. The same would go for Levels Eleven and Twelve. They tend to be the worst for "litter." The character ought to be invincible, though, in order to prevent players from slaying them and preventing them from completing their duties. Pity there's no way to have a character like that start at 10 HP, and for every item they collect they gain another 10 HP and +1 AB/+1 AC. It's just too improbable to code properly, and it's not that necessary. So just an invincible "sweeper" would be perfect. Preferably with a flag on his back of the appropriate level with a Weapon Of Harm...
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There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you.
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