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last encounter was totally one-sided
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<blockquote data-quote="CapnZapp" data-source="post: 6950693" data-attributes="member: 12731"><p>To be honest, I didn't present him as a Diviner. </p><p></p><p>Why did I pick the Diviner NPC stat block, instead of an Enchanter or Conjurer? Mostly because I liked his spell loadout.</p><p></p><p>In this scenario his statblock represented Master Thalder of the Cult of the Dragon, first aide to revered Keeper Alandra (the Archdruid) on her mission to ally (read ensnare) Claugiyliamatar, a green dragon of some stature, possibly using (read stealing) the necromantic energy of the local Death Knight.</p><p></p><p>I did plan on using an ambush (which probably would have been a nicer word for "complete wipeout") if the party had stayed completely passive. That is, if they had entered the village without concealing their Bruenor and Silvanus and Harper allegiances, or if they otherwise would have clued the lord and his guests into the danger they pose, the bad guys would promptly have grouped together to unleash a no-holds-barred ambush.</p><p></p><p>To give them a fighting chance, I added three possible allies/benefits to the scenario:</p><p>1) an old lady approaches them before reaching the village saying "servants of the forest father aren't welcome in this village". This should give them a reason to scout out the village before riding right in with banners and symbols flaring.</p><p>2) the villagers all mourn their fallen folk hero, the bar keep Delgara Dauntsword. She challenged the captain of the lord's guard and lost (i.e. the Blackguard serving the disguised Death Knight). By resurrecting her from the graveyard, they would have gained a <strong>Gladiator</strong> NPC as an ally. (A rather beefy NPC at least compared to commoners and regular militia)</p><p>3) if they talked to the teenager girl living in a hut by herself, one player character could have become blessed by the goddess Mystra, who sent the girl here to keep tabs on Myrkul's creation. This blessing would have meant this PC could not be harmed or targeted by the Death Knight, Blackguard or Warlock (but still by the dragon cultists the Archdruid and Diviner). </p><p></p><p>Since their approach was rather blunt and direct, 2 & 3 never happened. </p><p></p><p>The scenario started out with the dragon cultists in the inn, the blackguard in the town hall and the death knight and his court wizard up at the keep (by chance they arrived after sunset), so I was open to them taking out their enemies in separate fights. I did give all the bad guys Sendings to regroup as quickly as possible, but as you know, even 6 seconds worth of delay can be devastating in this game.</p><p></p><p>They came close to taking out the Blackguard on his own, but since they listened to the town scribe detailing the village history, they gave their enemies a minute. Which was all they needed to at least make it one single combat, if not to actually turn the tables on the PCs.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6950693, member: 12731"] To be honest, I didn't present him as a Diviner. Why did I pick the Diviner NPC stat block, instead of an Enchanter or Conjurer? Mostly because I liked his spell loadout. In this scenario his statblock represented Master Thalder of the Cult of the Dragon, first aide to revered Keeper Alandra (the Archdruid) on her mission to ally (read ensnare) Claugiyliamatar, a green dragon of some stature, possibly using (read stealing) the necromantic energy of the local Death Knight. I did plan on using an ambush (which probably would have been a nicer word for "complete wipeout") if the party had stayed completely passive. That is, if they had entered the village without concealing their Bruenor and Silvanus and Harper allegiances, or if they otherwise would have clued the lord and his guests into the danger they pose, the bad guys would promptly have grouped together to unleash a no-holds-barred ambush. To give them a fighting chance, I added three possible allies/benefits to the scenario: 1) an old lady approaches them before reaching the village saying "servants of the forest father aren't welcome in this village". This should give them a reason to scout out the village before riding right in with banners and symbols flaring. 2) the villagers all mourn their fallen folk hero, the bar keep Delgara Dauntsword. She challenged the captain of the lord's guard and lost (i.e. the Blackguard serving the disguised Death Knight). By resurrecting her from the graveyard, they would have gained a [B]Gladiator[/B] NPC as an ally. (A rather beefy NPC at least compared to commoners and regular militia) 3) if they talked to the teenager girl living in a hut by herself, one player character could have become blessed by the goddess Mystra, who sent the girl here to keep tabs on Myrkul's creation. This blessing would have meant this PC could not be harmed or targeted by the Death Knight, Blackguard or Warlock (but still by the dragon cultists the Archdruid and Diviner). Since their approach was rather blunt and direct, 2 & 3 never happened. The scenario started out with the dragon cultists in the inn, the blackguard in the town hall and the death knight and his court wizard up at the keep (by chance they arrived after sunset), so I was open to them taking out their enemies in separate fights. I did give all the bad guys Sendings to regroup as quickly as possible, but as you know, even 6 seconds worth of delay can be devastating in this game. They came close to taking out the Blackguard on his own, but since they listened to the town scribe detailing the village history, they gave their enemies a minute. Which was all they needed to at least make it one single combat, if not to actually turn the tables on the PCs. [/QUOTE]
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