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<blockquote data-quote="MarauderX" data-source="post: 2228472" data-attributes="member: 9990"><p><strong>Guarded Entrance/Exit</strong></p><p></p><p>This wall with two stairways on either side provided a good means for defense. The vantage point enabled the bad guys to see those who were coming an launch medium and long range spells at them, such as Blindness/Deafness (trying to blind the party archers or deafening the casters or preventing others from hearing bard songs) or Hold Person (to slow down and split the party advance). Meanwhile a few peons (hyenas and high AC skeletons on leashes) would be able to intercept and harass while the caster, main archer and support tanks fired arrows as they approached for a few rounds. The tanks at the top were to do death-from-above attacks if the party might surprise me with running straight to the magical gate that they need to go through. The guy with the leashes also weilded dual dagger-whips to ready actions and use Combat Reflexes to trip them should they try to ignore the melee guys. </p><p></p><p>They didn't run for the gate, and to make matters worse (for me, the DM) the bard PC got a Confusion off first to delay the guy holding the leashes and sending two more running around. The battle lasted quite a while, as the barbarian/bard became fatigued, had his bard song run out, and the confusion finally stopped too. The paladin got tagged a bit by the tanks as they used Improved Trip and Overrun on him, but his mount really stepped up to help him out. The druid was foiled from summoning something nasty by the bad guy archer, but that didn't stop him from casting Obscuring Mist to thwart the ranged abilities for those on top of the wall then going ape all over using his longer reach. The rogue stayed toward the back and found open targets wherever he could. The shadowdancer even entered the fray despite being outside and not have many shadows to dive into.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 2228472, member: 9990"] [b]Guarded Entrance/Exit[/b] This wall with two stairways on either side provided a good means for defense. The vantage point enabled the bad guys to see those who were coming an launch medium and long range spells at them, such as Blindness/Deafness (trying to blind the party archers or deafening the casters or preventing others from hearing bard songs) or Hold Person (to slow down and split the party advance). Meanwhile a few peons (hyenas and high AC skeletons on leashes) would be able to intercept and harass while the caster, main archer and support tanks fired arrows as they approached for a few rounds. The tanks at the top were to do death-from-above attacks if the party might surprise me with running straight to the magical gate that they need to go through. The guy with the leashes also weilded dual dagger-whips to ready actions and use Combat Reflexes to trip them should they try to ignore the melee guys. They didn't run for the gate, and to make matters worse (for me, the DM) the bard PC got a Confusion off first to delay the guy holding the leashes and sending two more running around. The battle lasted quite a while, as the barbarian/bard became fatigued, had his bard song run out, and the confusion finally stopped too. The paladin got tagged a bit by the tanks as they used Improved Trip and Overrun on him, but his mount really stepped up to help him out. The druid was foiled from summoning something nasty by the bad guy archer, but that didn't stop him from casting Obscuring Mist to thwart the ranged abilities for those on top of the wall then going ape all over using his longer reach. The rogue stayed toward the back and found open targets wherever he could. The shadowdancer even entered the fray despite being outside and not have many shadows to dive into. [/QUOTE]
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