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Comment
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GlordFunkelhand 
Faen
(6/16/03 1:14 am)
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Nulb?
Are you guys hinting your players not to visit Nulb before they have a party level of 7 or 8?
Or do you just let them wander into their doom?
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madfox
Verrik
(6/16/03 1:22 am)
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Re: Nulb?
Doom? Hardly. When asking about the surroundings of Hommlet the villagers mentioned Nulb to be haunted and dangerous. Though I did not make these warning really that omnious, after all what might be dangerous to a commoner does not have to be dangerous to adventurers. The PCs had just defeated a dragon, so most villagers assumed that they would probably be able to deal with any undead as well. At first the PCs did not enter Nulb, but on their way back from the hobgoblins they did. After the encounter with Wat, they decided to leave Nulb alone. Mind you, they did not had the idea that they needed to kill Wat, so they fled the moment they saw him.
So I doubt any PC will die in Nulb perse as long as you give them the oppertunity to flee and as long as your players are used to the fact that there is an option to flee. Too often I have read stories on these and other message boards on players who never even considered fleeing an option and then complain about certain encounters that were never intended to end in a fight
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GlordFunkelhand 
Faen
(6/16/03 1:56 am)
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Re: Nulb?
Um... undead assasins doing a death attack is a very bad diea, IMO. The time tehy realize something is up, one of them might be dead
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Infiniti2000
Verrik
(6/16/03 5:24 am)
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ezSupporter
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Re: Nulb?
"Um... undead assasins doing a death attack is a very bad diea, IMO. The time tehy realize something is up, one of them might be dead."
Very true, but consider that the same thing might happen for the bad guys at some point in the future. I'm sure the players would not think it poor sport to not give the bad guys a chance to prepare first. Besides, a simple see invisible spell would uncover Wat before he was able to make a death attack. Anyone going into a known haunted and dangerous area should surely have see invisible.
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JRedGiant
Faen
(6/16/03 5:38 am)
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Re: Nulb?
The Fort save to survive Wat's death attack is not that difficult. Even the least hardy PCs will have a 50/50 shot at survival. His Horrific Appearance is much more brutal. IMC, Y'day and the PCs are having issues, so when she found out they were heading to Nulb, rather than trying to dissuade them uselessly she simply figured out travel time there and back and planned on memorizing a lot of Restorations for that day...a little extra cash for the church of Helm never hurt.
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Skippy099
Faen
(6/16/03 6:12 am)
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See Invisibility??
Hey Infiniti....
Does see Invis allow you to see a ghost? I thought they were ethereal until they manifest? I could be wrong?
As far as Nulb goes, watch out for that random monster chart....that was the killer against my group. As they were entering the town of Nulb I rolled for 4 shadows as an encounter that kicked the $hit out of my group of 3 6th lvl PC's. They rested a ways off from nulb for 3 days to sleep off the Str drain but they were still low entering town.
Wat took out the rogue with his death attack(Rolled 11 on save), but the other 2 killed Wat a few rounds later! A new PC cleric entered the group to replace rogue(Y'dey sent him to help) and a rough fight with Lareth ensued....they killed him.....but beforehand he was coaxed to reveal all sorts of interesting, INSANE banter to the group!!
Nulb was a lot of fun, but I have to say it was pretty challenging for the group.....only PC kill so far in my game. (The Dragon in the CRMs came pretty close to taking out the Rgr but that is a whole other story!! hehehe)
Skippy
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madfox
Verrik
(6/16/03 6:24 am)
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Re: See Invisibility??
See invis allows one to see into the ethereal plane, hence ghosts will be seen.
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ZansForCans 
Giant
(6/16/03 10:55 am)
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Re: See Invisibility??
My group of 5 was 4th going on 5th when they tackled Nulb. They got pretty hurt in a couple of places, but with good tactics (like disarming Wat), no one died. There was plenty of ability drain to go around (6 Con permanent on one player who only had 10 to give), but such is the fight with spirits of the undead. They were well warned and not too badly prepared. I nerfed only the first death attack to make it paralytic (before the rolls to hit & save) on the grounds that Wat was going to play with these wandering fools.
I think there are a few tough spots like this early on for good reason (big U & Nulb especially). They always have Hommlet to fall back on here. They won't have that in the CRM and there are plenty of suddenly tougher encounters they will stumble on. It's meant to be a fairly deadly adventure unless you tweak it down and it's good for your party to get that idea now rather than later. They need to think about alternative tactics & preparation and even the occasional retreat.
My group has become cautious enough that they wiped out a fully prepared and buffed Lareth in about 4 rounds in the obelisk room (with its own auto-buff for him). I was worried about Nulb as well, but I think they are a better working group because of it and are well prepared for the CRM now even though they are still a bit shy of 6th level.
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JRedGiant
Faen
(6/17/03 5:10 am)
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Re: See Invisibility??
The tough fights (Wat, Lareth, Big U, the mill and Festrath depending on the campaign) are good learning experiences for the players before hitting the CRM. It drives home the point that RttToEE means business and that foolish players will be reaching for 4d6 soon...I think that's good for everyone's enjoyment and helps their survival odds later.
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Offgall Fizziwigg
Faen
(6/17/03 8:19 am)
Reply
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Re: Nulb
My group hit Nulb at 5th level. Only 2 had magic weapons. That made things pretty interesting.
Nulb was a freakin' Scag horde for my. The group had 4 random encounters in and around Nulb. 3 encounters were Scags! Those were fun. I love the rending damage!
The paladin IMC turned the wraiths in the riverboat before they could drain any con. He also turned Wat after he missed with the death attack. It still proved a nasty battle when the paladin attacked him and "unturned" Wat.
Lareth was tough too. I had him beefed to +19 to hit! His average damage with the quarterstaff was 13. Too bad the party beat him on iniative. I couldn't get off any good spells. I tried casting confusion, but Lareth failed his concentration check.
Needless to say, I scared the crap out of the group. The funniest thing was watching them fight the ochre jelly. None in the group had fought one before. Before the mage cast a lightening bolt, it had split into four pieces! That room was full of slime and wraiths!
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