NotActuallyTim
First Post
Storm of Vengeance PHB pg 279. Actually far less damaging, it only lasts for 10 rounds, only has an AoE of 360 radius in comparison. Big, scary, for a spell, not actually on the Air Orbs level.
While some of what you did won't work for my campaign, you've made an excellent point. I'd forgotten that the air cult prefers to avoid direct confrontation. The "Cult Retaliation" scenario seems to ignore that aspect. I guess the idea is that the cult has been riled up enough by then.... and I think it fits the less direct confrontation of the Air cult well.
I agree. However, it might also seem a little unfair if there's literally nothing the PCs can do to stop it. I suppose I could follow PotA's methodology and have the air cult destroy another town first, as an indirect way of saying, "Look what we can do. Your town could be next."
True. I'm sure many of the more important structures in town have cellars. Still, it seems like, once the orb detonates, there's nothing you can do to stop it from destroying the town, even if you can save most (if not all) of the town's inhabitants. I'm not sure I'm ready to destroy their home base just yet ...Technically, they have plenty of time. They just need to find a place out of the wind. Gotta remember them tornado drills.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.