Are my players in big trouble?

Darklone said:
Your group might have a chance... Single clerics may look horribly strong on paper, but a large group (more than 4 guys as you have) can quickly take them down. I wouldn't worry too much about the fighters, good use of two or three web spells will take care of them. The rangers put against the cleric with readied shots...

If your players are not above sacrificing a few commoners, it should be doable. Perhaps have the aristocrat attack the cleric heroically by putting himself on fire and chain himself to the cleric ;)?

The Aristrocrat is the mayor of the town. He is very upset about his inability to protect the town. He will want to get some action in the battle. It will probably get him killed :(
 

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Various factors can influence this, but if the Wraith stays, the party is toast. Even without the Wraith, it will be a hard battle. On the other hand, single characters are very susceptible to mobbing tactics, so I doubt the Cleric will survive long if the party immobilizies/destroys his fighter support before taking him out. I would suggest the party have the Commoners use Aid Another for Grapples, to keep the Cleric from casting spells. Grappling him than tripping him would really seal the deal.
 

These By the way are his tactics...

Surprise Round (if any): If the foes look dangerous drink Haste Potion. If foes look really dangerous, flee. Otherwise cast Bull Strength or owl’s wisdom depending on whether the opposing group looks melee or magic heavy.

First round: If no surprise round (or if surprised) take a quick assessment of the foes. If they look dangerous or numerous (more than 4) drink haste potion. Then move back or into range and use the hold person wand to hold an armored opponent. If there is no need to be hasted then hold person wand on most likely opponent and move back (or up to use the wand if necessary) if already hasted hold person and cause fear

Second round (hasted): reposition, cast flame strike on any spell casters in range, if in a relatively safe position then if spell casters still exist cast spell resistance.

Second round (not hasted): if the battle looks like it’s not a slaughter then drink haste potion and cast spell resistance: If it’s a slaughter either direct traffic or cast greater magic weapon and prepare to melee (continue melee from this point on unless circumstances dictate otherwise)

Third Round: If combatants are close (one move) but not within reach, spontaneously cast most damaging inflict spell, use it on closest, toughest looking foe and follow up with death knell if they go down otherwise follow up with the hold person wand.

If foes are not close, cast summon monster IV[1] if the battle is not almost over then cast detect good to find likely targets for unholy blight. If the battle is almost over, cast bull strength and close to mop up.

Fourth Round: If taking damage use healing wand and cast endurance. Otherwise cast harrier to harass spell casters and deafness if more than one spell caster or hold person on any unheld opponent.

Fifth Round: If battle is still going and things look grim use hold person wand on closest opponent and think about fleeing. If not start to think about closing to use death touch and slay living.

Sixth Round: Call for surrender of any foes if battle is going well. If the battle is not going well, then Quintuple move back to safety.

<HR align=left width="33%" SIZE=1>[1] If foes seem tough one SM4 monster if foes seem weak 1-3 SM3 monster and if foes seem weak and are numerous (more than 5) 2-5 SM2 monsters
 
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Anabstercorian said:
Why are you all worried about the wraith? If I'm not mistaken, it deals constitution damage. This makes it a HUGE threat to the PC's, but it'll take 2 - 4 hits to take down a typical human if that human isn't already wounded.

Because Wraith's do 1d4 + 1d6 Con damage. With a +5 incorporeal attack, armor means very little and for commoners, the Con damage is a secondary concern. A single melee attack might kill a commoner on damage alone.

Create Spawn works on anybody slain by a wraith, regardless of whether it was melee damage, or Con damage.
 

So the cleric is no melee beast with Cleave feat and Righeous Might/Divine Power? That's good for the PCs. They'll win. Keep the aristocrat in the backhand, a nice mounted charge with lance, then dumping burning oil on the cleric mortally wounded makes for a nice heroic death.
 

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