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Battle vs horde of weak monsters, how to make this fun?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 7349384" data-attributes="member: 30438"><p>One hundred Gibberlings. If I recall the 2e stats, there thing is coming in hundreds. </p><p>With large groups of monsters, yeah, if they got swarmed, the sheer number of hits can wear the PCs down. And even if they don’t, it can easily become routine. On the other hand, these sorts of encounters give the AOE folks time to shine when they take out whole swaths of foes.</p><p></p><p>I don’t know how much leeway you have with that section of the module, but I’d recommend the following:</p><p></p><p>1 - Give lots of things for the PCs to interact with, like chandeliers they can drop on the Gibberlings, barrels of explosives they can trap and trigger, weird wizard stuff that does who-knows-what.</p><p></p><p>2 - Have the combat environment change throughout the combat. Maybe a section of ceiling, floor, or wall collapses under the weight. Or the blood turns everything into difficult terrain. When in doubt, set everything on fire and see what happens. If those Spirit Guardians are creating a choke point, this is a great way to mix things up.</p><p></p><p>3 - If there aren’t enough AOE abilities, put some ballistae or magic cannons (limited use, naturally) where the PCs can get to them.</p><p></p><p>4 - Allow them to use strategy and plan. When their plan works at first, they'll cheer. When an unexpected complication forces them to adapt, that will create tension anew.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7349384, member: 30438"] One hundred Gibberlings. If I recall the 2e stats, there thing is coming in hundreds. With large groups of monsters, yeah, if they got swarmed, the sheer number of hits can wear the PCs down. And even if they don’t, it can easily become routine. On the other hand, these sorts of encounters give the AOE folks time to shine when they take out whole swaths of foes. I don’t know how much leeway you have with that section of the module, but I’d recommend the following: 1 - Give lots of things for the PCs to interact with, like chandeliers they can drop on the Gibberlings, barrels of explosives they can trap and trigger, weird wizard stuff that does who-knows-what. 2 - Have the combat environment change throughout the combat. Maybe a section of ceiling, floor, or wall collapses under the weight. Or the blood turns everything into difficult terrain. When in doubt, set everything on fire and see what happens. If those Spirit Guardians are creating a choke point, this is a great way to mix things up. 3 - If there aren’t enough AOE abilities, put some ballistae or magic cannons (limited use, naturally) where the PCs can get to them. 4 - Allow them to use strategy and plan. When their plan works at first, they'll cheer. When an unexpected complication forces them to adapt, that will create tension anew. [/QUOTE]
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