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Counter to Spike Growth?
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<blockquote data-quote="Nailen" data-source="post: 7504254" data-attributes="member: 6896493"><p>Thanks for all the replies everyone.</p><p>Just to be clear, they don't *always* use Spike Growth and Silence. The party is 5 PCs between 4 players (we were hoping a 5th would return to the group, but fatherhood won't let him go just yet!) - fighter, monk, ranger, thief/illusionist and druid/barbarian.</p><p>The encounter last session was in the market hall area in the Water cult temple. There is a fathomer overseeing three cultists as they sort through sacks, boxes etc of loot that have come in from Joliiver's river pirates. Anyone remember?</p><p>To make it semi-realistic, the cultists were loosely grouped along one wall with the Fathomer behind them. In this instance Silence was cast at the gong to prevent them ringing it. The cultists, as described in MM, don't have a thrown weapon.</p><p>I guess in part, I sometimes plan how I think the encounter will play out and then forget it in the heat of battle!</p><p></p><p>To answer the question of why the spellcaster doesn't walk out of the area of silence - they often do, but the PCs have high DEX so often come in high on the initiative order and so the spellcaster can easily have taken multiple arrows/other damage before they even get a chance to move.</p><p></p><p>I don't want to 'add' anything - I'm not even sure that any of the cultist casters have Counterspell or Dispel Magic, but I think the cults will start to change their tactics - shouting alerts "It's the spikes", and using any kind of ranged attack, and the players may find that there are more escapers to alert the rest of the complex.</p></blockquote><p></p>
[QUOTE="Nailen, post: 7504254, member: 6896493"] Thanks for all the replies everyone. Just to be clear, they don't *always* use Spike Growth and Silence. The party is 5 PCs between 4 players (we were hoping a 5th would return to the group, but fatherhood won't let him go just yet!) - fighter, monk, ranger, thief/illusionist and druid/barbarian. The encounter last session was in the market hall area in the Water cult temple. There is a fathomer overseeing three cultists as they sort through sacks, boxes etc of loot that have come in from Joliiver's river pirates. Anyone remember? To make it semi-realistic, the cultists were loosely grouped along one wall with the Fathomer behind them. In this instance Silence was cast at the gong to prevent them ringing it. The cultists, as described in MM, don't have a thrown weapon. I guess in part, I sometimes plan how I think the encounter will play out and then forget it in the heat of battle! To answer the question of why the spellcaster doesn't walk out of the area of silence - they often do, but the PCs have high DEX so often come in high on the initiative order and so the spellcaster can easily have taken multiple arrows/other damage before they even get a chance to move. I don't want to 'add' anything - I'm not even sure that any of the cultist casters have Counterspell or Dispel Magic, but I think the cults will start to change their tactics - shouting alerts "It's the spikes", and using any kind of ranged attack, and the players may find that there are more escapers to alert the rest of the complex. [/QUOTE]
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