Silt Raiders Adventure in the DSCG

Post/Author/DateTimePost
#1

Adamaro23

Aug 28, 2010 9:29:05
Alright, so I ran the adventure in the back of the Campaign Setting last night as a precursor to "The Vault of Darom Madar," the adventure released in Dungeon. Anyways, I'm more or less posting this as  a heads up to anyone planning to run it.

The very first encounter, which includes Silt Runner Ragers, has what I believe to be a misprint. One that outright killed two characters in the very first encounter of my campaign. It mentions their "Penetrating Spear" attack deals 4d6+4 damage... and there's 3 of them. Running this as is, like I said, outright killed the party's warlord, and wizard in the second round of combat.

The reason I believe it to be a typo, is two encounters later, the PCs fight more ragers. Except these ones deal 2d6+4 with their penetrating spears...

4d6+4 (plus vulnerable 5 to all damage) is pretty brutal at first level. Especially with 3 of these guys in the first encounter. I may have to apologize to my PCs.

But, yeah. Just a heads up for anyone wanting to run this. Even if for some reason it's not a typo, I advise against running it as is. It really put the fear of "Dark Sun" into my players though, lol.
#2

rollawaythestone

Aug 28, 2010 14:21:05
I thought this was a typo as well, but it turns out that in the Dark Sun Creature Catalogue, the Silt Runner Rager also is printed with 4d6+4 for penetrating spear. At least that is what others with the CC have told me.

Even if it was printed again in the CC, I still think that they made some sort of mistake.

For those of you with the CC - do any other first level soldiers/brutes do anywhere near as much damage?
#3

Adamaro23

Aug 28, 2010 14:48:42
Hmm, seems you're correct. They deal 4d6+4 in the Creature Catalog as well. And after looking through, the only thing that comes close at level 1 is a Jhakar, which once per encounter asa triggered action can deal 3d6...

I'm still making them deal 2d6 from now on anyways... 
#4

rollawaythestone

Aug 28, 2010 14:54:18
Yeah. If no other creatures come close to damage - I would use the reduced stats for the Rager in the third encounter of Sand Raiders
#5

Sarlax

Aug 28, 2010 14:59:15
I just ran through the Compendium for other L1 Brutes, and pulled the Fire Beetle. Filling the exact same role, the SR Rager is noticeably tougher. Similar HP and defenses, but everything else is tougher. They have an auto damage effect. +6 to hit vs +5, 2d6+5 vs. 2d4+2 damage, and three uses of a power which deal 4d6+4 damage (one use of which also grants vulnerable 5 to all). Oh, and all these attacks have reach 2. The rager seems to be pushing the limits. The beetle just has a recharge blast.

CC also has the Hejkin Sparker, L1 Soldier. It's damage output isn't as high, but it's a solider (and a well-designed one, it seems), so it shouldn't be too crazy on the damage.

We could compare the Silt Runner Rager with the Hejkin Raver, an L2 brute. Raver has +50% HP, a normal step up in defenses, +7/2d10+4 damage, an ability to recover a few HP on a strike, and some powers to really screw bloodied enemies (knock them prone as a minor action, attack enemies when they become bloodied).

The Dwarf Conscript, also L2 brute. Unimpressive in abilities (+7 AC / 2d6+6 damage, crit rider) until we get to the end, where its Singular Focus works like Hunter's Quarry: conscript picks one enemy and deals +5 damage to it until it drops, at which point it picks another enemy to use the power on.

From MM to CC, monsters seem to have gradually gotten tougher and more tactically interesting.
#6

rollawaythestone

Aug 28, 2010 15:03:00
They have gotten tougher, but something is wrong when the Lvl 1 rager does more damage than supposedly similarly designed creatures from the CC that are higher level. It just seems broken.
#7

Mock

Aug 28, 2010 15:58:45
I agree, they seem far too potent for their level. A darter and a rager dropped our Level 2 Mul fighter in the first round of the combat, and the darter really didn't contribute much (in fact, I started pulling punches because the ragers were dropping everyone). I think I'll be using the reduced numbers later in the DSCG. 
#8

matthra

Aug 28, 2010 16:40:13
Ran it last night and they seemed fine, they do alot of damage, but with only a +5 to hit they often missed the PCs, especially the defenders. Their defenses were low, and they didn't have a ton of HP, so the PCs had downed two in about about a round and a half, and had them in full route by the middle of the second. Final body count was three PC's bloddied, and no survivors on the silt runners side.

The third encounter with the watered down ragers was actually much harder, though in all fairness it because of poor PC tactics. The monk got gung ho, broke ranks and got a KO for his trouble, and the tank rushed to help him, leaving the sorcerer facing two ragers, which ended predicatbly. Once the line was reestablished things went much better for the PCs, who finshed off the fight after taking a few more hits.
#9

tallric_kruush

Aug 28, 2010 17:44:16
We just ran through these encounters today. These figures explain a lot.

We were lucky to avoid many hits. Our Fighter did take a pretty big shot from one of these guys, taking him from fresh to bloodied. It was kind of an "oh sh#t" moment. Our Barbarian then came charging in to lay a wicked blow, herself, and that Rager was dead before it attacked again. None of the other Silt Runners managed much, and none survived to regroup or gather reinforcements.

The Silt Runners in the Tower faired somewhat better. That encounter took a little longer due to less than stellar tactics, I think. We were all tired by then, and maybe weren't on top of our game. That said, no one dropped, and our Wizard may as well have been standing behind a wall with our Fighter in front of her. The Brawler Fighter seems to be very capable of locking enemies down.
#10

jahatch28

Aug 28, 2010 17:56:47
The fact that there are 2 different entries for the exact same creature only 4 pages apart worries me... somebody is using a version different than intended.. and 4d6+4 damage is way too high for a level 1 creature in my books ... so, 2d6+4 it is for my PCs... creature catalog or no creature catalog =p

Plus, if for some reason they roll over those 3 lizards in the first place, I can always have reinforcements arrive!

Josh
#11

frydendahl

Aug 28, 2010 19:24:00
The 4d6 Rager stats are definitely not right. A lvl 1 monster shouldn't have a 5% chance to crit a player for 24 damage on two different encounter attacks.
#12

Mock

Aug 29, 2010 9:31:22
Ran it last night and they seemed fine, they do alot of damage, but with only a +5 to hit they often missed the PCs, especially the defenders. Their defenses were low, and they didn't have a ton of HP, so the PCs had downed two in about about a round and a half, and had them in full route by the middle of the second. Final body count was three PC's bloddied, and no survivors on the silt runners side.

The third encounter with the watered down ragers was actually much harder, though in all fairness it because of poor PC tactics. The monk got gung ho, broke ranks and got a KO for his trouble, and the tank rushed to help him, leaving the sorcerer facing two ragers, which ended predicatbly. Once the line was reestablished things went much better for the PCs, who finshed off the fight after taking a few more hits.



Admittedly, part of the problem we had was that the Ragers hit every single time with those powers. First hit bloodied the fighter in one go; when they laid in the second hit about a round later, he was down. 

In fact, I think in the entire combat, the silt runners only missed twice (both times with blowgun). They never missed, otherwise, and just gutted the party. However, as you say they are relatively weak on defense, so the players rarely missed either. The whole fight was over in 3 rounds, but they were a brutal 3 rounds.

However, per the revised damage guidelines in the last rules update, 4d6+4 appears to be correct: it's the limited-high damage expression, ramped up 25% for a brute.  Craziness.
#13

tallric_kruush

Aug 29, 2010 9:56:38
Admittedly, part of the problem we had was that the Ragers hit every single time with those powers. First hit bloodied the fighter in one go; when they laid in the second hit about a round later, he was down. 

In fact, I think in the entire combat, the silt runners only missed twice (both times with blowgun). They never missed, otherwise, and just gutted the party. However, as you say they are relatively weak on defense, so the players rarely missed either. The whole fight was over in 3 rounds, but they were a brutal 3 rounds.

However, per the revised damage guidelines in the last rules update, 4d6+4 appears to be correct: it's the limited-high damage expression, ramped up 25% for a brute.  Craziness.




The one serious blow that a Rager landed on our Fighter was an eye-opener. I'm glad they didn't land anymore than that, as things may have gone south very quickly.

I need to go ahead and get MM3, I think. I have waited because I don't expect to DM for a while, but I'd really like to see the new guidelines first hand, I think.

If only Amazon would ship my damn DSCC...

#14

Mock

Aug 29, 2010 10:14:55
The one serious blow that a Rager landed on our Fighter was an eye-opener. I'm glad they didn't land anymore than that, as things may have gone south very quickly.

I need to go ahead and get MM3, I think. I have waited because I don't expect to DM for a while, but I'd really like to see the new guidelines first hand, I think.



I don't know if any of the brutes have that damage expression, actually, in the MM3. I arrived at 4d6+4 by fiddling with average damage in the monster builder, actually, and it ended up coming up with that damage ...note that I may have done something wrong, so I only say that it appears to be right). I can't find anything similar in the MM3, though. Damage is increased in general, but there aren't any directly available comparisons.



If only Amazon would ship my damn DSCC...




I feel your pain. Waiting on my DSCC as well.
#15

tallric_kruush

Aug 29, 2010 10:54:20
The one serious blow that a Rager landed on our Fighter was an eye-opener. I'm glad they didn't land anymore than that, as things may have gone south very quickly.

I need to go ahead and get MM3, I think. I have waited because I don't expect to DM for a while, but I'd really like to see the new guidelines first hand, I think.



I don't know if any of the brutes have that damage expression, actually, in the MM3. I arrived at 4d6+4 by fiddling with average damage in the monster builder, actually, and it ended up coming up with that damage ...note that I may have done something wrong, so I only say that it appears to be right). I can't find anything similar in the MM3, though. Damage is increased in general, but there aren't any directly available comparisons.



If only Amazon would ship my damn DSCC...




I feel your pain. Waiting on my DSCC as well.




I gotcha. I completely forgot about Monster Builder.

I just checked my Amazon account, and it now lists my DSCC as being prepared to ship. I was worried, honestly. Maybe we'll all have our CC soon.

Overall, I have great experiences with Amazon- enough so that I've been a Prime Member for quite a while, now. There was one bad experience with a preorder, though, that this was starting to mirror. The vendor made changes to their product (as WotC did in changing the DSCC from Paperback to Hardcover) and this somehow seemed to screw up the fulfillment of my order. I had to cancel my preorder and reorder the item.

Thankfully, this doesn't seem to be a problem this time, and I'm getting a Hardcover Creature Catalog for something like $12! That's worth a couple of weeks' wait, in my mind.
#16

rollawaythestone

Aug 29, 2010 15:01:01
I haven't found a single level 1 anything that does that much damage in MM3. Or in any other supplement. As a challenge, can anyone find a level 1 creature that does more damage? Or is the Silt Runner Rager the baddest mofo level 1 creature there is? Solo doesn't count. But, it would be funny if even the Solo's do less.
#17

Mock

Aug 29, 2010 19:16:02
Well, judging from the Compendium, you're looking at level 2 and 3 Pre-MM3 solos before you start seeing that kind of damage expression. Sir Keegan, for instance, can deliver 2 x 1d10+10 damage with one power, but he's a level 4 solo. If you factor in multiple attacks or burst/blast, the solos are doing more, but still...4d6+4 is something that the older monsters don't touch.

See, here's a similar power:

Z2a.gif Bear Hug (standard, recharge 5a.gif6a.gif)


+6 vs Fortitude; 3d8+4 damage and the target is grabbed (see hurl).


3d8+4 comes out to around the same average damage, I think (somewhere around 18); but that power comes from a level 4 solo, Lurg the Brawler.


 
#18

errvalunia

Aug 29, 2010 20:20:58
The silt runners also have extremely low defenses. Pathetic defenses really. Usually when playing low-level characters we go by a 'rule of 20' (anything over a 20 is usually a hit) but with these guys it became a rule of 15. Combat with these mofos becomes faster and more frantic--they knocked out BOTH our defenders in the first round (b/c of the surprise round) but we managed to hit them pretty much every time we attacked them, and kill them pretty quickly. They are majorly glass-cannony

It makes combat a lot more interesting, and makes it go a lot faster. 
#19

tallric_kruush

Aug 29, 2010 20:35:27
It makes combat a lot more interesting, and makes it go a lot faster. 



A well reasoned post, this is. I believe the sentiment above is exactly the point of the new monster guidelines. The devs would be pleased, I think, to here it expressed this way.
#20

rollawaythestone

Aug 29, 2010 20:54:40
The Silt Runner Rager's defenses are typical for a 1st level Brute. In fact, some Brutes have lower defenses. So I don't think low defenses is an arguement against the Rager being overpowered.
#21

errvalunia

Aug 29, 2010 21:15:38
The Silt Runner Rager's defenses are typical for a 1st level Brute. In fact, some Brutes have lower defenses. So I don't think low defenses is an arguement against the Rager being overpowered.




They do hit hard, but I still don't feel they're overpowered because the combat just goes FASTER. We kill them faster, and they do as much damage as would usually have been drawn out over 15 rounds in 5 rounds instead. This is my perspective as a player (not a DM), from a party with a striker, controller (me), leader, and two pseudo-defenders (offensively-built defenders who both have AC of 17 and aren't using shields)
#22

rollawaythestone

Aug 29, 2010 21:24:06
Faster compared to what? The combat should go as fast fighting them as any other 1st level Brute. Their defenses aren't any lower than what a typical 1st level Brute has. Yes, combat may be fast against Brutes. That doesn't mean the Rager isn't overpowered compared to other Brutes.
#23

Duke5150

Aug 29, 2010 22:51:55
Ragers have very high damage for level 1 brutes. My calculations might be off, but it appears they're dealing +50% 6th level damage. They do an average of 18 damage with a max of 28.

Again, I might be doing this wrong.
Using the setting damage chart, A level 1 brute deals 1d10+5 (1d8+4 (12) +25% = 15) Even if you add +50% to 15, you come up with 22.5. Even 15+75% doesn't get a max of 28. So, it's either an error or more likely, the rager is suppose to be a seriously brutal opponent. I'd suggest either changing the damage or finding another method to help.

IMO, the rager should be dealing 18 max damage. (which is it's current average) 2d6+6 seems like the perfect damage output. Top that with the added Vulnerability 5 and you still end up with a deadly power at level 1.

I think whomever designed this monster might have made a mistake and used it's max damage as it's average. Then again, I don't use average damage as my guideline, I use max damage. (so I can end up with different dice combinations dealing different damage averages yet never break the max damage limit by level, which is 18 at level 1 with a +50% limited power. 21 with a +75% limited power.

Just my own method and it seems to work perfect IMO. So, My honest opinion is that the rager is an error.
#24

Mock

Aug 29, 2010 23:36:57
I think they're punching above their weight, but I don't think it ruined the encounter in any way. My group wrapped it up in 3 rounds, but as mentioned, it was 3 frantic rounds. While I've been arguing that the damage seems high, I'm doing so because it seems high (the only Level 1 brute in the MM3 has 2d6+6 as their limited/recharge power, and similar defenses as the Silt Runners, but that's one data point), and I'm wondering if there was a mistake somewhere along the line. 

If it's accurate - for instance, if Dark Sun creatures are just meaner than MM3 critters - or if the devs just said "uh...yeah, we felt like making it way high," that's cool too - Athas is hard.
#25

kildaere

Aug 31, 2010 19:50:27
Not saying that 4d6 is not a misprint on Penetrating Spear (I think it might be) but you did see that they can only use it when they are bloodied? So with some tactics and focus fire a party should be able able to take them out. They do hit hard though. Brutal spear is enough to hose a PC. Nasty.
#26

Mock

Aug 31, 2010 22:48:08
Not saying that 4d6 is not a misprint on Penetrating Spear (I think it might be) but you did see that they can only use it when they are bloodied? So with some tactics and focus fire a party should be able able to take them out. They do hit hard though. Brutal spear is enough to hose a PC. Nasty.



Yeah, it's limited, but they still get 3 uses of a 4d6+ attack (unless you put 'em down before they get enough turns to use 'em, which is a very good idea - that's the trick, taking their first hit and then killing 'em ded before they can unload the other two uses). 
#27

jahatch28

Sep 01, 2010 19:05:51
maybe I'm wrong here, but the idea that the PCs know ahead of time that these Silt Runners who they are in all likelihood encountering for the first time, will know that these guys become brutally damaging when bloodied is a bit of a stretch...

unless the DM goes out of his way to explain how angry and fierce they are getting every time they get hit and get closer to bloodied, most parties are going to be a bit put off when you grab 4d6 for one attack from a level 1 monster... IMHO anyway...

this isn't like an elemental or swarm where the PCs may have an idea what time of attacks to use or what the creature might be vulnerable to... this is a level 1 monster that can more than bloody a defender in one hit and potentially kill a wounded controller, striker, or leader with one attack on the first battle of a brand new campaign without the PCs using horrible tactics or leaving themselves foolishly flanked....

just seems odd .. and for those of you who are using the encounter as published, are you bumping up the damage for the silt runners in the 3rd encounter where their attacks are down to 2d6 dice?

- note to self, gotta get me the creature catalog asap!! -

Josh
#28

Mock

Sep 01, 2010 20:22:46
maybe I'm wrong here, but the idea that the PCs know ahead of time that these Silt Runners who they are in all likelihood encountering for the first time, will know that these guys become brutally damaging when bloodied is a bit of a stretch...

unless the DM goes out of his way to explain how angry and fierce they are getting every time they get hit and get closer to bloodied, most parties are going to be a bit put off when you grab 4d6 for one attack from a level 1 monster... IMHO anyway...

this isn't like an elemental or swarm where the PCs may have an idea what time of attacks to use or what the creature might be vulnerable to... this is a level 1 monster that can more than bloody a defender in one hit and potentially kill a wounded controller, striker, or leader with one attack on the first battle of a brand new campaign without the PCs using horrible tactics or leaving themselves foolishly flanked....

just seems odd .. and for those of you who are using the encounter as published, are you bumping up the damage for the silt runners in the 3rd encounter where their attacks are down to 2d6 dice?

- note to self, gotta get me the creature catalog asap!! -

Josh



No no, I meant if you survive your first encounter, hopefully you do better the next time ;)

#29

Nyarlathotep

Sep 01, 2010 21:32:10
Not saying that 4d6 is not a misprint on Penetrating Spear (I think it might be) but you did see that they can only use it when they are bloodied? So with some tactics and focus fire a party should be able able to take them out. They do hit hard though. Brutal spear is enough to hose a PC. Nasty.



Yeah, it's limited, but they still get 3 uses of a 4d6+ attack (unless you put 'em down before they get enough turns to use 'em, which is a very good idea - that's the trick, taking their first hit and then killing 'em ded before they can unload the other two uses). 




Where do you get  three uses from?  It's an encounter power.  Which, unless I am sorely mistaken, means they get to use it once, period. 
#30

Mock

Sep 01, 2010 22:09:20
Not saying that 4d6 is not a misprint on Penetrating Spear (I think it might be) but you did see that they can only use it when they are bloodied? So with some tactics and focus fire a party should be able able to take them out. They do hit hard though. Brutal spear is enough to hose a PC. Nasty.



Yeah, it's limited, but they still get 3 uses of a 4d6+ attack (unless you put 'em down before they get enough turns to use 'em, which is a very good idea - that's the trick, taking their first hit and then killing 'em ded before they can unload the other two uses). 




Where do you get  three uses from?  It's an encounter power.  Which, unless I am sorely mistaken, means they get to use it once, period. 



They have two 4d6+4 powers: 

Brutal Spear: 4d6+4, recharge when first bloodied

Penetrating Spear: 4d6+4, encounter power, must be bloodied to use

So, 3 uses - 2 brutal spears, 1 penetrating spear. Hopefully, you put them down before they get two turns after being bloodied, or you hope they miss. (Potentially only 2 uses, if the GM does not start monsters with an available use of recharge powers with that kind of recharge limitation). 
#31

ritorix

Sep 02, 2010 18:07:20
I'm running the first CG encounter right now for a play-by-post game, you can see how its going.  I went with the rager stats from encounter 3 in the CG instead of encounter 1 so I dont insta-kill the party (we are playing things as they roll).

Besides the raw damage, the other component people miss is the +2 to-hit difference between the two sets of silt-runner-rager stats.  While using the stats from encounter 3, the ragers have a harder time hitting even with their highly damaging powers.  The darters become the true threat in this fight, especially with their immobilize poison.
#32

Mock

Sep 02, 2010 18:13:39
I'm running the first CG encounter right now for a play-by-post game, you can see how its going.  I went with the rager stats from encounter 3 in the CG instead of encounter 1 so I dont insta-kill the party (we are playing things as they roll).

Though the damage is fairer, the other component people miss is the +2 to-hit difference between the two sets of stats.  While using the stats from encounter 3, the ragers have a harder time hitting and the darters become the real threat in this fight, especially with their immobilize poison.




You know, I didn't notice that - and if I recall, one of the things they did to brutes in the most recent update was take away their -2 to-hit offset (all creatures attack AC at Level + 5 now). Since Level + 5 for these guys is +6, I'm thinking the only clarification we're going to get is that the Encounter 3 stats are the wrong ones. 
#33

ritorix

Sep 02, 2010 18:23:15
I'm running the first CG encounter right now for a play-by-post game, you can see how its going.  I went with the rager stats from encounter 3 in the CG instead of encounter 1 so I dont insta-kill the party (we are playing things as they roll).

Though the damage is fairer, the other component people miss is the +2 to-hit difference between the two sets of stats.  While using the stats from encounter 3, the ragers have a harder time hitting and the darters become the real threat in this fight, especially with their immobilize poison.




You know, I didn't notice that - and if I recall, one of the things they did to brutes in the most recent update was take away their -2 to-hit offset (all creatures attack AC at Level + 5 now). Since Level + 5 for these guys is +6, I'm thinking the only clarification we're going to get is that the Encounter 3 stats are the wrong ones. 

Hmm so the difference between the two statblocks in the CG could be pre- and post-MM3 stats. 

That would also explain how Penetrating Spear went from 2d6+5 to 4d6+4. 12 average damage to 18, which is a 50% boost recommended for encounter powers.