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 Undeads for a 4. level Party

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T O P I C    R E V I E W
Matthus Posted - 02 Nov 2005 : 16:39:46
Maybe you can give me some ideas, how I can have Undead encounters for my 4. level party.( It shoudn't end after 1 or 2 rounds ). The cleric in the group has good CH and WI bonuses, so there should be no problem to destroy the average Undeads (even in a desecrate area). To still have some fun for the rest of the party I'm looking for some practicable situations where the whole group is demanded.

Thanks already.
12   L A T E S T    R E P L I E S    (Newest First)
Thysl Posted - 03 Nov 2005 : 22:43:03
Meh, a pair of any three was my meaning, which would - at worst - be a EL 5.
Kentinal Posted - 03 Nov 2005 : 18:39:31
quote:
Originally posted by Thysl



Oh, BTW: The Ogre Zombie, Shadow and Allip are all CR 3, Don't disregard them!!



Yes if there is only one at a time, put all three together at same time you have an Encounter Level of 6 which is considered Very Difficult. Also I was concerned about the plural used, and posible mixed party as well. Two of them at the same time have an Encounter Level of 5, add 4 CR 1 undead in a mixed party the EL goes up to 7 for the 6 of them.
Thysl Posted - 03 Nov 2005 : 18:28:01
if you went that route I'd say a successful turn attempt would bolster the undead and Cure spells or Disrupt Undead heal the affected undead instead of harm.

Oh, BTW: The Ogre Zombie, Shadow and Allip are all CR 3, Don't disregard them!!
hooper101 Posted - 03 Nov 2005 : 17:38:29
What if the necromancer has created some odd item which he has hidden in the room that inverts a disrupt undead or turn spell to a raise spell and the cleric in the very act of trying to turn a few simple skellies actually raises something more foul. Muhahahaha you could even keep this thing random by creating a random chart so that when the cleric trys to turn you get to roll, always a feared event for my players as I smirk and say, " one moment let me just roll to see the consequences of your actions."
Wooly Rupert Posted - 03 Nov 2005 : 17:30:40
quote:
Originally posted by Kentinal

I would think the wall stops spread of turn attempt rather then reflect the effect.



Ditto. Though, having a cleric turn himself could prove amusing...
Matthus Posted - 03 Nov 2005 : 13:41:51
quote:


"and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect. "

So total cover, like other side of wall, means that undead will not be effected. I would think the wall stops spread of turn attempt rather then reflect the effect.



Yeah - thats what I like with you guys. Even If I could have read the turning description you send a fast and complete answer. Thanks a lot Kentinal !!
Kentinal Posted - 03 Nov 2005 : 12:52:23
quote:
Originally posted by Matthus



There pops another question into my mind - do you know if a turning attempt is reflected if an incorporal undead stays in some kind of rock (lets say some wall)?




"and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect. "

So total cover, like other side of wall, means that undead will not be effected. I would think the wall stops spread of turn attempt rather then reflect the effect.
Matthus Posted - 03 Nov 2005 : 08:05:28
Thank yee!

I think I've got some good ideas - even if I 'll try not to fry the party

There pops another question into my mind - do you know if a turning attempt is reflected if an incorporal undead stays in some kind of rock (lets say some wall)?
Kentinal Posted - 02 Nov 2005 : 22:47:15
quote:
Originally posted by Thysl

Check out Ogre Zombies: Tons of hit points = tons of fun!! They could also take a couple of Shadows or Allips, might be tough but it'd be fun!
Thysl



You should keep in mind it is a level 4 party, some undead can kill all of them.
Thysl Posted - 02 Nov 2005 : 22:01:31
Check out Ogre Zombies: Tons of hit points = tons of fun!! They could also take a couple of Shadows or Allips, might be tough but it'd be fun!
Thysl
Crennen FaerieBane Posted - 02 Nov 2005 : 17:45:44
If you want a good band of undead. You may wish to have a large party of ghouls with a couple of ghast leaders. Let the cleric use his turn/destroy on the Ghouls and then have the ghasts set in, could be a surpise. If you're really feeling me, you could throw in a wight or even an incorporal as the leader.

C-Fb
Kentinal Posted - 02 Nov 2005 : 17:33:50
There are a couple of things you can do, bands or groups of undead (so the first few encounters will go fast) so that the Cleric will run out of turn attemps. Also in set up of quest the Cleric being told of more powerful undead exist protection an item. This way Cleric might not consider using a turn on the first undead seen, perferring to save them for the greater danger.

Another way that you can extend combat problems, used a mixed foe. Goblins with undead guards or something else (goblins can not be turned).

At times one character will stand out as doing the most work, it could be of any class. However the mage can run out of spells, the warror can take too many wounds that he will hide behind everyone else to avoid dying. The theif failing too many times to disarm traps (and takes injuries) will stop trying to disarm them (though still would likely ty to find them).

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