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<blockquote data-quote="Morrus" data-source="post: 1420907" data-attributes="member: 1"><p>You guys are fantastic! I'm getting so many ideas here, and I'll be sure to let you all know what I go with and how it all works out! Inconsequenti-AL is writing a Story Hour, in fact (although he hasn't posted any of it yet), so bug him to do so at any opportunity you get! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>Anyway, I haven't made any firm decisions yet (so much to choose from!) but here are some of my thoughts so far, mainly based on ideas you guys have given me:</p><p> </p><p>1) The bad guys absolutely need to remove the advantage that the copse gives the PCs. It's the only cover for miles around (other than the fort itself), so we need at least one of the bad guys doing something which destroys the copse entirely.</p><p> </p><p>2) I loved the idea about negative energy damage which harms PCs but heals the bad guys. What are my options regarding area of effect spells which do this?</p><p> </p><p>3) It's obvious that thee bad guys need a spread of classes. A cleric, a wizard and a good archer (or two) seem essential.</p><p> </p><p>4) The two PCs I'm most worried about are the elf archer (with manyshot, he's throwing out six shots per round all with additional holy damage - he's likely to dish out 1d8 + 2d6 + (say) 4 in misc. bonuses per shot - that's a potential of 120+ points of damage per round (say, average 60). He *always* hits - his attack bonuses are very high <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There have been some great suggestions on how to reduce his effectiveness, from obscuring tactics to using skeletal foes.</p><p> </p><p>The other worrisome PC is the wizard. He likes his evocation magic (fireball is a favourite), and there's a good chance he'll have disintegrate before this fight begins. Then again, he may choose to take a summoning spell this level, the consequences of which could be nasty.</p><p> </p><p>Those are my thoughts for now. Keep those ideas coming - they're fantastic! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Morrus, post: 1420907, member: 1"] You guys are fantastic! I'm getting so many ideas here, and I'll be sure to let you all know what I go with and how it all works out! Inconsequenti-AL is writing a Story Hour, in fact (although he hasn't posted any of it yet), so bug him to do so at any opportunity you get! :) Anyway, I haven't made any firm decisions yet (so much to choose from!) but here are some of my thoughts so far, mainly based on ideas you guys have given me: 1) The bad guys absolutely need to remove the advantage that the copse gives the PCs. It's the only cover for miles around (other than the fort itself), so we need at least one of the bad guys doing something which destroys the copse entirely. 2) I loved the idea about negative energy damage which harms PCs but heals the bad guys. What are my options regarding area of effect spells which do this? 3) It's obvious that thee bad guys need a spread of classes. A cleric, a wizard and a good archer (or two) seem essential. 4) The two PCs I'm most worried about are the elf archer (with manyshot, he's throwing out six shots per round all with additional holy damage - he's likely to dish out 1d8 + 2d6 + (say) 4 in misc. bonuses per shot - that's a potential of 120+ points of damage per round (say, average 60). He *always* hits - his attack bonuses are very high :) There have been some great suggestions on how to reduce his effectiveness, from obscuring tactics to using skeletal foes. The other worrisome PC is the wizard. He likes his evocation magic (fireball is a favourite), and there's a good chance he'll have disintegrate before this fight begins. Then again, he may choose to take a summoning spell this level, the consequences of which could be nasty. Those are my thoughts for now. Keep those ideas coming - they're fantastic! :) [/QUOTE]
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