A question of tactics [Archive] - Wizards Community

Post/Author/DateTimePost
Ogmug

02-10-06, 05:50 PM
Ok it is time to ask how:


A small side adventure I have involves the players investigating a crypt. The summary is as follows.

1. The entrance to the lair below the crypt is trapped with an alarm spell.
2. The lair is small, only that of a smart vampire spawn that has gained free will.
3. the vampire spawn was a cleric in a former life, at 2nd level
4. he controls 2 ghasts, and 16 skeletons

As to tactics. If the players set off the alarm, the two ghasts will investigate. This should be an even encounter, if slightly below their level. However if they players were able to defeat the trap, they will enter un-noticed (unless they are noisy).

At one point, another trap will be encountered, which drops an area of magical darkness and opens two secret doors that allow 16 skeletons to spill out. If they players made it this far without encountering the ghasts, the ghasts will hide (the trap is on the way to a dead end with two ornate coffins). If the skeletons defeat the part (not likely) then they will attack once the party comes to investigate the coffins.

One of the coffins contains the lever to the secret room of the vampire spawn. Since it is on the other side of a hall, the vampire should have ample time to prepare, and thus not be surprised if the party comes into his private rooms.

Now to the tactics I need validation on, or a better suggestion.

Once the players enter into his lair, he will attempt to dominate one of them. He is smart enough to know that a cleric will not be the best choice, so instead will go for either the ranger, the rogue, or the fighter in the group. (the group consists of a ranger, rogue, fighter, monk, warlock, and cleric. Sometimes a druid). Once he has the character under his control (if he can), he will make him act as a guard while he talks to the party. He has no desire to kill them, but rather would like to reach a deal which will be mutually benefitial to the party (if they continue). His help is NOT needed to defeat the final encounter.

If this fails, he will cause fear on the cleric in an attempt to take him out of the battle. His next action will be to cast obscuring mist, and finally bane before attacking.

Does this sound like a valid tactic that should challenge the party? Any further information needed?
tharivol266

02-10-06, 06:18 PM
actually sounds really good. the spawn weas a cleric so knows how to spot them so metagaming is no problemo
Ogmug

02-10-06, 06:24 PM
The "villain's" stat block

Venin D'Bralantim, Male Vampire Spawn Undead4/Clr2: CR 6; Medium Undead ; HD 4d12(Undead) , 2d8(Cleric) ; hp 39; Init +6; Spd 30; AC:15 (Flatfooted:13 Touch:12); Atk +6 base melee, +5 base ranged; +6 (1d6+4, Slam); SA: Energy Drain (Su) , Blood Drain (Ex) , Domination (Su) ; SQ: Racial Traits: Undead, Gaseous Form (Su), Spider Climb (Ex), Resistance: Turn (Ex): +2, Damage Reduction (Su): 5/Silver, Darkvision (Ex): 60 ft., Fast Healing (Ex): 2, Resistance: Cold (Ex): 10, Resistance: Electricity (Ex): 10, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Stun (Ex), Immunity: Disease (Ex), Immunity: Death Effects (Ex), Immunity: Critical hits (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Death from Massive Damage (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Raise Dead (Ex), Immunity: Reincarnate (Ex), Immunity: Exhaustion (Ex), No Natural Healing (Ex), Immunity: Fatigue (Ex); AL CE; SV Fort +4, Ref +5, Will +8; STR 16, DEX 14, CON --, INT 13, WIS 13, CHA 14.
Skills: Bluff +6, Climb +6, Concentration +9, Diplomacy +11, Heal +2, Hide +6, Jump +10, Knowledge (History) +10, Knowledge (Religion) +10, Listen +7, Move Silently +6, Search +5, Sense Motive +5, Spellcraft +10, Spot +7.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Dodge, Empower Turning, Heighten Turning, Improved Initiative, Lightning Reflexes, Shield Proficiency, Simple Weapon Proficiency.
Spells Known (Clr 4/3): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Aegis of the Gods, Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Faith Healing, Handfire, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Rosemantle, Sanctuary, Shield of Faith, Summon Monster I, Vision of Glory, Wieldskill.
Spells Prepared (Clr 4/3): 0 - Detect Magic, Guidance, Inflict Minor Wounds, Read Magic; 1st - Bane, Cause Fear, Obscuring Mist.
Possessions:
UmbraLux

02-10-06, 06:46 PM
Just a note, but cause fear on the cleric has a good chance of failing. Your vampire spawn would be better off using cause fear on whichever PC looks like the strongest melee threat. I'd also recommend that he spend a round or two buffing himself if he's alerted ahead of time. Sanctuary is a good choice if you want to make a round or two of talking more likely. Shield of Faith and Magic Weapon are also good choices at his level.

You may also want to hold a few minions back to help defend the vampire spawn. He can sic them on casters while he deals with whichever PC becomes the immediate threat.
Ogmug

02-10-06, 07:08 PM
I suppose he could have some scrolls (after all, he is limited per day on the number of spells he can cast.). Does dominate count as an attack spell?

This would also go into his treasure (the unused scrolls that is. I woudn't necessarily count the ones he used as part of his treasure)

Since he is a 2nd level cleric, and has 2 ghasts already under his control, would the 16 skeletons also be? if so, then his total number of controlled undead is wrong (almost 22hd).

he has empowered and Heightened turning, so i THINK his total hd he can control is 6 hd (or do i count his vampire levels in, in which case it would be closer to 16 i think? i dont have my books here at work)
Ogmug

02-11-06, 02:01 AM
Sanctuary is only 1 round per level, I think the vampire would need more than 2 rounds of "protection"