A party boasting a number of ranged attacks will have a field day at the beginning of this fight. Assuming they can see to the bottom of the vent, the goblin ghouls will suffer a number of rounds of complete vulnerability as they slowly work their way up the ramp. This is fine. If the party wants to play it cautious for this one encounter and take advantage of their abilities, let them.
Terrain Features:
- Sloping ledge: navigating the ledge is tricky. A character can either climb along it (only a DC of 5) or attempt to balance while moving down or up the slope (a DC of 15). Characters who fail either check by 5 or more slide down the ledge, taking 1d10 points of damage for every 2 squares they move along the ledge on their way to the bottom. This damage can be mitigated as if it were falling damage.
I suggest the following encounter for a party of five adventurers:
Total: 1,000 xp (Level 5 Encounter)
1 comment:
I ended up combining the two ghoul caves (using de-leveled ghouls) from the original AP and the bat cave (2 shadowhunter bats) with the vent, adding them along the slope of the vent. The players managed to have their floating lantern snatched up by a ghoul, which was promptly attacked by the bats and that ended in the monsters doing half the players' job. The lantern and a ghoul also promptly slid down the slope, and one ghoul has already been pushed over the edge. They're still in the middle of the fight, so I hope for some more falling, sliding and pushing around.
(note: My players are still 4th level as I've been cutting out unimportant fights, e.g. agains the rat swarms in the basement, because I'm running it in PbP and each additional combat makes progress through the story that much slower.)
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