2nd Level Group Holds off Group of 6th level/9th level Clerics (Long)

So, of course...when they wake up in the dungeon cells in the morning and find The Boss there, the first thing he says is: "Would you like a job?". After all, the Clerics were quite impressed with the small group of ragtag adventurers.

lol

Oh, how I wish I was there (as a player)... It is so much fun to frustrate DM's:D Unfortunatly mine uses lucky dice that don't role below 15. Except that one time he forgot them and we had him use a d20 that had 1-10 on it, twice without differences. That was fun...
 

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Hmm...

Xarlen said:


If you move 30 feet and attack, you draw an AoO. You either have to charge, or do a five foot step.

Since when? PHB page reference, please?

As to the fight: Why would a group of higher-level evil clerics need to capture anyone alive? That's what speak with dead and raise dead are for.
 

Xarlen said:


If you move 30 feet and attack, you draw an AoO. You either have to charge, or do a five foot step.

Nope -- the only time movement ever draws an AoO is when you move out of a threatened square. Moving into a threatened square doesn't draw an AoO -- although if you're moving from threatened square A to threatened square B (both threatened by the same opponent), that movement draws an AoO, since you were moving out of threatened square A.

Furthermore, touch spells aren't discharged by a missed attack. After the cleric missed the rogue with his Slay Living attack, he could have held the spell's charge and tried to hit the rogue again next round.

But why did he go into battle with that spell prepared, if he was planning on taking prisoners? Wouldn't Greater Command have been a better choice?

It does sound like a fun battle! I think the DM made some rules-errors and some tactics-errors and was super-generous with the pack-full-of-plants trick, but as long as everyone had fun, that's what matters. My rules-points above will hopefully be helpful in future fights.

Daniel
who just learned that Protection from Evil doesn't help you against hold person :(.
 

Re: Hmm...

Mark Chance said:

As to the fight: Why would a group of higher-level evil clerics need to capture anyone alive? That's what speak with dead and raise dead are for.

Presumably the DM doesn't want the players to resort to the tired old "kill them all and then ask questions" trick either, and is willing to make some concessions on his own part as a result. Not to mention that raise dead may not work, since the subject has a choice based on the alignment of the person casting the spell.
 
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Thanks for the input, guys. I realize I made some rule/tactical errors (im not going to deny that), but hopefully will be able to better run the next game.

Some points...

The Cleric had slay living prepared because the cleric wasn't expecting anyone to come and try to attack the temple - - he didn't know he was going to be taking prisoners. He had cast it because he had just taken a good deal of damage due to the rogue. Figuring 4 prisoners work as well as 5...

While the spell could have done its job next round, he was already held by then.

The four additional clerics were thrown in because at 3am, the battle with the other four was just going on and on. The other four were in the temple but not stationed at that area. I couldv'e left just the four and continued with the clerics taking a few more rounds to try and subdue the party with melee attack, but based on the rolls so far - that couldve taken ages. Maybe that was another error on my part.

Perhaps I should take another read over the PHB, or find someone else to DM next time.
 

AereonBlaze said:

Perhaps I should take another read over the PHB, or find someone else to DM next time.

No way! There's two tests of being a good DM:
1) You had fun.
2) Your players had fun.

Sounds like you passed these tests with flying colors, and that's all that matters.

The rules nitpicking here is just that: nitpicking. I've been DMing for 20 years, DMing 3E since it came out, and I still learn new things every session. The folks who playtested 3E are the same way. Don't feel discouraged cuz you flubbed a rule or two. If your group isn't particularly rules-oriented, don't even worry about learning the rules better.

As long as everyone had a blast, you've done fine.

Daniel
 

Forrester said:


Ah.

I see.

You allowed that, eh? I'm beginning to get a better idea of precisely how the party managed to survive. You'd better not run any battles with dragons, or else BADD is going to get your number.

We already have AereonBlaze under surveillance.
 

Pielorinho: Thanks. At the very least though, I should try and make less mistakes next time around. :)

Wolfspider:

*notices the black, unmarked helicopter hovering above his house*

I'll let you know if I ever try to run a dragon ingame. Honest.

*runs away screaming*

:D
 

Pielorinho has it absolutely right. You made some errors, who cares. Your group had fun, so you did your job. Now you know about those errors (and presumably your players do as well) and won't make them again.

Your 9th-level clerics should learn flamestrike through. :) That will take care of those "painfully benevolent interlopers." I'm guessing 9d6, even with a save, would have taken out many of them. At least to negatives when they can blow a cure spell to stop them from dying completely.

Unholy blight is another nasty one...some minor damage and a stun. Nothing neuters a fighter like having them drop their weapon.
 

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