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Can't touch the PCs! What's a DM to Do?
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<blockquote data-quote="Darklone" data-source="post: 142014" data-attributes="member: 1372"><p><strong>Hmm</strong></p><p></p><p>They are diablo2 like. Know those bunchies.</p><p></p><p>Ok. First of all: Did they made enemies yet and how many of those got away? Allies will do. Now that villain will get some specialists to take care of the players. On the wizards homepage there is a minimodule called "Eye for an eye" or something like that with a nice bunch of assassins.</p><p></p><p>Another proposal: Did they clash with some barbarians? Your players are around lvl6? A barbarian strike team should look like this: </p><p></p><p>- Bbn1/sor7: Big boss kinda shaman. Give him invis, fireball, fireball, fireball and fireball (If your players don't have exorbitant fire protection). Fly is nice too. Make him a lvl8 sorcerer if you want Impr. invis.</p><p></p><p>- Bbn5/Brd1: Unflankable skald type. Will dish out quite some damage and that inspire courage will come in VERY handy for the whole bashers.</p><p></p><p>- 3 Bbn2/Rog3: Strike team. They always flank. You can let them fight twohanded or simply dish out damage with sneakattacking greataxes. Perhaps invis. Give them track. </p><p></p><p>- 2 Bbn6: Greataxes, greatswords. Whatever. Bash them. Those guys should have at least an Endure Elements(Fire) from the sorcerer. But usually they got enough hitpoints for anything. </p><p></p><p>- Bbn1/Clr5: Bless, Prayer... You know what a cleric can do. Divine Favour plus Greater Magic Weapon will let him dish out lotsa damage too. </p><p></p><p>This group should encounter the players outdoors, perhaps after the players spoiled a traditional attack on a caravan from some youngsters of the tribe (lvl1-2barbarians, waste them!) Your players will probably go for a kill rather than let most of them escape. The slaughter will call for revenge!</p><p></p><p>Outdoors: The scouts of this group are likely to find the players and follow them unseen. (Ok, you got an elven rogue, but this is hometown for those guys! Spot checks are nasty at long ranges. Let the scouts follow the group at 200ft and noone will notice them except perhaps some animal companions of the druid. Shoot those down with arrows far away from the camp.)</p><p></p><p>First thing the players are going to notice: Animal companions of the druid don't come back.</p><p>Second thing: Assault, perhaps even a roared challenge from the barbarians who ask for retribution. Well melee... I am sure you get the picture. Bard and cleric stay back and protect the sorcerer, the rest melees and the sorcerer drops fireballs at everyone. Let the rogues tumble around to flank, noone is going to have fun with a 5ft step and drinking a potion.</p><p></p><p>This encounter can easily waste a group without many magical items at the barbarians.</p></blockquote><p></p>
[QUOTE="Darklone, post: 142014, member: 1372"] [b]Hmm[/b] They are diablo2 like. Know those bunchies. Ok. First of all: Did they made enemies yet and how many of those got away? Allies will do. Now that villain will get some specialists to take care of the players. On the wizards homepage there is a minimodule called "Eye for an eye" or something like that with a nice bunch of assassins. Another proposal: Did they clash with some barbarians? Your players are around lvl6? A barbarian strike team should look like this: - Bbn1/sor7: Big boss kinda shaman. Give him invis, fireball, fireball, fireball and fireball (If your players don't have exorbitant fire protection). Fly is nice too. Make him a lvl8 sorcerer if you want Impr. invis. - Bbn5/Brd1: Unflankable skald type. Will dish out quite some damage and that inspire courage will come in VERY handy for the whole bashers. - 3 Bbn2/Rog3: Strike team. They always flank. You can let them fight twohanded or simply dish out damage with sneakattacking greataxes. Perhaps invis. Give them track. - 2 Bbn6: Greataxes, greatswords. Whatever. Bash them. Those guys should have at least an Endure Elements(Fire) from the sorcerer. But usually they got enough hitpoints for anything. - Bbn1/Clr5: Bless, Prayer... You know what a cleric can do. Divine Favour plus Greater Magic Weapon will let him dish out lotsa damage too. This group should encounter the players outdoors, perhaps after the players spoiled a traditional attack on a caravan from some youngsters of the tribe (lvl1-2barbarians, waste them!) Your players will probably go for a kill rather than let most of them escape. The slaughter will call for revenge! Outdoors: The scouts of this group are likely to find the players and follow them unseen. (Ok, you got an elven rogue, but this is hometown for those guys! Spot checks are nasty at long ranges. Let the scouts follow the group at 200ft and noone will notice them except perhaps some animal companions of the druid. Shoot those down with arrows far away from the camp.) First thing the players are going to notice: Animal companions of the druid don't come back. Second thing: Assault, perhaps even a roared challenge from the barbarians who ask for retribution. Well melee... I am sure you get the picture. Bard and cleric stay back and protect the sorcerer, the rest melees and the sorcerer drops fireballs at everyone. Let the rogues tumble around to flank, noone is going to have fun with a 5ft step and drinking a potion. This encounter can easily waste a group without many magical items at the barbarians. [/QUOTE]
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