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Can't touch the PCs! What's a DM to Do?
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<blockquote data-quote="bret" data-source="post: 140738" data-attributes="member: 713"><p>Have them fight hobgoblins, using a few cannon-fodder scouts such as goblins. Have a smart leader, about one or two levels higher than the party, and a couple of lieutenants of about equal level. For fun, you might consider a cleric and a sorcerer or wizard in the mix.</p><p></p><p>You need a reason for the hobgoblins to be there. For now, lets go with collecting new slaves for some giants or something.</p><p></p><p>The goblins are the initial encounter or two. They are supposed to harrass and disengage. Never go over three rounds. The idea is that the Hobgoblins interrogate the goblins to find out how the party fights.</p><p></p><p>Once they have a rough idea of how the party fights, have the hobgoblins plan a trap.</p><ul> <li data-xf-list-type="ul">A few hobgoblins go out and attack the party, retreating early. The idea is to get the party to follow these hobgoblins into a trap.</li> <li data-xf-list-type="ul">Since the party seems to depend on potions for a lot of stuff, at the ambush site have the Hobgoblin Wizard cast Shatter. That should take care of the potions.</li> <li data-xf-list-type="ul">Bows are the hobgoblin's friend. The hobgoblins will have superious numbers, use it with missles set up in a crossfire. About six groups of archers pop up and start peppering them with missle fire.</li> <li data-xf-list-type="ul">Since the hobgoblins set up the area, no reason the archers shouldn't have cover. The bonus for 50% cover is pretty nice, especially when the enemy doesn't have any.</li> <li data-xf-list-type="ul">Have the hobgoblins fight smart. Try and draw the group into pit traps and caltraps (directly in front of the archers), retreat and regroup. If you get a situation where the party divides itself, try and pick off the lone stragglers by having the groups on that side meet up.</li> <li data-xf-list-type="ul">Have the villians plan their escape route. The party has proven itself to be dangerous (that is how they got to this level, right?), have the enemies treat them that way.</li> <li data-xf-list-type="ul">The leader is safely tucked away in his hideout, waiting for the results of the battle. Don't overcommit your forces to this, start small so you get a feel for their abilities and then adjust.</li> <li data-xf-list-type="ul">Since you gave the hobgoblins a cleric, any hobgoblins that make it back can be healed. The hobgoblins know this, make them use it.</li> </ul><p></p><p>That should get you started.</p><p></p><p>You might want to consider picking up some basic strategy books as well. I'm talking real world strategy books, not the stuff you find for CRPGs, FPS and RPGs. Thinks like 'The Art of War.'</p></blockquote><p></p>
[QUOTE="bret, post: 140738, member: 713"] Have them fight hobgoblins, using a few cannon-fodder scouts such as goblins. Have a smart leader, about one or two levels higher than the party, and a couple of lieutenants of about equal level. For fun, you might consider a cleric and a sorcerer or wizard in the mix. You need a reason for the hobgoblins to be there. For now, lets go with collecting new slaves for some giants or something. The goblins are the initial encounter or two. They are supposed to harrass and disengage. Never go over three rounds. The idea is that the Hobgoblins interrogate the goblins to find out how the party fights. Once they have a rough idea of how the party fights, have the hobgoblins plan a trap. [list] [*]A few hobgoblins go out and attack the party, retreating early. The idea is to get the party to follow these hobgoblins into a trap. [*]Since the party seems to depend on potions for a lot of stuff, at the ambush site have the Hobgoblin Wizard cast Shatter. That should take care of the potions. [*]Bows are the hobgoblin's friend. The hobgoblins will have superious numbers, use it with missles set up in a crossfire. About six groups of archers pop up and start peppering them with missle fire. [*]Since the hobgoblins set up the area, no reason the archers shouldn't have cover. The bonus for 50% cover is pretty nice, especially when the enemy doesn't have any. [*]Have the hobgoblins fight smart. Try and draw the group into pit traps and caltraps (directly in front of the archers), retreat and regroup. If you get a situation where the party divides itself, try and pick off the lone stragglers by having the groups on that side meet up. [*]Have the villians plan their escape route. The party has proven itself to be dangerous (that is how they got to this level, right?), have the enemies treat them that way. [*]The leader is safely tucked away in his hideout, waiting for the results of the battle. Don't overcommit your forces to this, start small so you get a feel for their abilities and then adjust. [*]Since you gave the hobgoblins a cleric, any hobgoblins that make it back can be healed. The hobgoblins know this, make them use it. [/LIST] That should get you started. You might want to consider picking up some basic strategy books as well. I'm talking real world strategy books, not the stuff you find for CRPGs, FPS and RPGs. Thinks like 'The Art of War.' [/QUOTE]
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