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Help making my players sweat? (My players, don't look!)
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<blockquote data-quote="The_Warlock" data-source="post: 3105234" data-attributes="member: 21215"><p>Ranged defenders...even if they are just level 2 and 3 cultists, put about 20 to 30 on balconies or other raised areas. Are they likely to hit the PCs? No. But everyone rolls a 20 now and then, and you can give them specialty or magical arrows for the first salvo - perhaps they unleash a shocking grasp effect (thus only needs to hit a Touch AC), or drops an area dispel magic. Then its just normal arrows from there. They'll likely focus on spellcasters - sure, they won't get through the stoneskins that are likely in place, but they will reduce the overall points of the spell over time due to volume.</p><p></p><p>Also, it's a ritual...on the ground floor between the PCs and the ritual there should be cultists...maybe 100 or 200 kobolds or other small underdark humanoids that are easily led with charisma and evil. Their purpose? Living wave and group grapple. Sure, the monks will be pretty much immune, but when 12 kobolds try to swarm and tackle the priest and the artificer, the monks will redirect their efforts giving the core baddies a chance to do evil things. </p><p></p><p>Also, PCs like to Fly in big battles has been my experience...give them something to dogfight...like Vrocks. Enough of them to perform a dance of ruin (5 or 7, I think), but keep them in reserve. They don't engage unless the PCs leave the ground, and stay full defensive and out of fireball formation until someone tries to fly. Hit the vrocks with a template or two - I like the Shadow-template from Manual of the Planes, find another one to your liking. If someone tries to fly, the vrocks group up appropriately against any flying targets - bull rushing them into the ground...splat...where the cultists try to pin them. </p><p></p><p>~ 30 level 3 warrior cultists ~= EL 12 (13 with the one shot magic arrow)</p><p></p><p>~ 120 level 1 warrior kobolds ~= EL 12 (because of the doubling method though, about 240 kobolds is only EL 14)</p><p></p><p>Perfect anarchy of combat foes for PCs and NPCs alike, and makes sure there is something for everyone to kill every round.</p><p></p><p>The templated vrocks would be mid-range special purpose. And throw in an incorporeal undead of your choice with sorcerer levels as a buffer/counterspeller. It's all about the miss chance and the charisma deflection bonus.</p><p></p><p>Mooks will be taken out in vast swaths by high level magics and breath weapons, but that's fine. It'll give people with mid-range attacks (like the monk's breath weapon) to shine with purpose, but since these enemies are a "Crunch all you want, we'll make more" type, the PCs should see them as a credible threat due to sheer numbers.</p><p></p><p>A point to be made, make sure the ritual location is unhallowed and tied to that spell is remove fear for all creatures of evil alignment. Any smart villain with mooks would put that up, since the weakest link in his defenses is mass fear effects against his lowliest followers.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 3105234, member: 21215"] Ranged defenders...even if they are just level 2 and 3 cultists, put about 20 to 30 on balconies or other raised areas. Are they likely to hit the PCs? No. But everyone rolls a 20 now and then, and you can give them specialty or magical arrows for the first salvo - perhaps they unleash a shocking grasp effect (thus only needs to hit a Touch AC), or drops an area dispel magic. Then its just normal arrows from there. They'll likely focus on spellcasters - sure, they won't get through the stoneskins that are likely in place, but they will reduce the overall points of the spell over time due to volume. Also, it's a ritual...on the ground floor between the PCs and the ritual there should be cultists...maybe 100 or 200 kobolds or other small underdark humanoids that are easily led with charisma and evil. Their purpose? Living wave and group grapple. Sure, the monks will be pretty much immune, but when 12 kobolds try to swarm and tackle the priest and the artificer, the monks will redirect their efforts giving the core baddies a chance to do evil things. Also, PCs like to Fly in big battles has been my experience...give them something to dogfight...like Vrocks. Enough of them to perform a dance of ruin (5 or 7, I think), but keep them in reserve. They don't engage unless the PCs leave the ground, and stay full defensive and out of fireball formation until someone tries to fly. Hit the vrocks with a template or two - I like the Shadow-template from Manual of the Planes, find another one to your liking. If someone tries to fly, the vrocks group up appropriately against any flying targets - bull rushing them into the ground...splat...where the cultists try to pin them. ~ 30 level 3 warrior cultists ~= EL 12 (13 with the one shot magic arrow) ~ 120 level 1 warrior kobolds ~= EL 12 (because of the doubling method though, about 240 kobolds is only EL 14) Perfect anarchy of combat foes for PCs and NPCs alike, and makes sure there is something for everyone to kill every round. The templated vrocks would be mid-range special purpose. And throw in an incorporeal undead of your choice with sorcerer levels as a buffer/counterspeller. It's all about the miss chance and the charisma deflection bonus. Mooks will be taken out in vast swaths by high level magics and breath weapons, but that's fine. It'll give people with mid-range attacks (like the monk's breath weapon) to shine with purpose, but since these enemies are a "Crunch all you want, we'll make more" type, the PCs should see them as a credible threat due to sheer numbers. A point to be made, make sure the ritual location is unhallowed and tied to that spell is remove fear for all creatures of evil alignment. Any smart villain with mooks would put that up, since the weakest link in his defenses is mass fear effects against his lowliest followers. [/QUOTE]
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