Hussar: Yeah, I was pretty tired of things by the last 6 months or so. But was determined to get though it.
erucsbo: NOT fighting the WE wasn't an option. I made sure they knew that if it escaped it would turn into the Worlds Largest Graveyard (per the book. )
Giants: My group had fought the giants before so the giants were aware of them. Instead of having the fight in the caves I moved it out to the big open area outside the Giants home. I had the 3 clerics cast lots and lots of Glyphs of Warding all over the place with the ones down by the connection to the southern regions and along the lake go off as sonic damage.
This then turned into a big massive fight with about 30 Winter Wolfs, 40 Frost Giants plus the named ones. It make things easier I gave the saves, and AC to the players and when they cast area effect spells or attacked they took care of the saves or if they hit or not. I just had them give me the number of the bad guy they hit and how much damage it took.
The big open area allowed for spells like Storm of Vengeance, Thornwalls, Blade Barriers, Fireballs and what not. Once the fight started the Big Cleric Guy and the small ones started buffing up themselves and the other named Giants.
The fight lasted for 3 sessions but it was never in doubt. The party cut though them with no problems. The giants and their crappy ranged attack couldn't hit the party and they were not tough enough to stand toe to toe with them.
For fun I had the 3 hydra show up about round 15. One of the party members mass charmed them.
As for the big guy... lets just say that Irresistible Dance would rapidly become one of my most hated spells if we kept going at high level. 'Do nothing but Dance for 3 Rounds generating AoO's each round'. Great...
They got the Ramoraz at the end with the same spell. Sigh.
Now I get to PLAY in a game one of the players is going to run. Something Monte Cook is building on line with maps and stuff...? We're doing 4th ed. I can relax and just worry about my guy.
rv
erucsbo: NOT fighting the WE wasn't an option. I made sure they knew that if it escaped it would turn into the Worlds Largest Graveyard (per the book. )
Giants: My group had fought the giants before so the giants were aware of them. Instead of having the fight in the caves I moved it out to the big open area outside the Giants home. I had the 3 clerics cast lots and lots of Glyphs of Warding all over the place with the ones down by the connection to the southern regions and along the lake go off as sonic damage.
This then turned into a big massive fight with about 30 Winter Wolfs, 40 Frost Giants plus the named ones. It make things easier I gave the saves, and AC to the players and when they cast area effect spells or attacked they took care of the saves or if they hit or not. I just had them give me the number of the bad guy they hit and how much damage it took.
The big open area allowed for spells like Storm of Vengeance, Thornwalls, Blade Barriers, Fireballs and what not. Once the fight started the Big Cleric Guy and the small ones started buffing up themselves and the other named Giants.
The fight lasted for 3 sessions but it was never in doubt. The party cut though them with no problems. The giants and their crappy ranged attack couldn't hit the party and they were not tough enough to stand toe to toe with them.
For fun I had the 3 hydra show up about round 15. One of the party members mass charmed them.
As for the big guy... lets just say that Irresistible Dance would rapidly become one of my most hated spells if we kept going at high level. 'Do nothing but Dance for 3 Rounds generating AoO's each round'. Great...
They got the Ramoraz at the end with the same spell. Sigh.
Now I get to PLAY in a game one of the players is going to run. Something Monte Cook is building on line with maps and stuff...? We're doing 4th ed. I can relax and just worry about my guy.
rv