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Defenses for the Black Academy
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<blockquote data-quote="Old One" data-source="post: 68285" data-attributes="member: 83"><p><strong>Looks into DM's Bag of Nasty Tricks</strong></p><p></p><p>James -</p><p></p><p>These are in no particular order.</p><p></p><p>(1) Silence Pendants - All the melee fighters should have a pendant with silence cast on it to (a) prevent the casters from casting verbal component spells (b) hamper communication among the party (ie, allow no discussion/coordination of actions while in the area of effect - make the players hand sign to each other or write down their actions and give them to you).</p><p></p><p>(2) An undead Roper or Three - Use these in conjunction with the Venom Golems, but give them a temp level drain ability in conjuction with their current abilities (in is the <strong>Black Academy</strong> after all). With tentacles and reach, they should be able to grab ahold of your elusive flying party members!</p><p></p><p>(3) Green Slime and Rot Grub Glass Spheres - Two of my all time favorite things for slowing PCs down! Have the acolytes drop/toss these little terrors, contained in glass balls, onto the party members. On a successful ranged touch attack, the sphere shatters, splatterind the contents all over the PC(s). This attack works best when coordinated with (1) above, since the PCs will have to physically stop and deal with it, instead of being able to use <em>Cure Disease</em>.</p><p></p><p>(4) FPF (Final Protective Fire) - A military term for calling in heavy artillery when you are about to be overrun. First, the final approach(s) should be of relatively short, natural stone corridors. If the Inner Sanctum (or whatever) is about to be breached, one mage's job is to read a <em>Transmute Rock to Mud</em> scroll - targeted at the <strong>ceiling</strong> of the corridor the PCs are coming through, causing significant crushing damage and potentially burying the PCs under the mud. You could follow this up with releasing some mudmen, a barrage of glass globes from (3) above or a couple of vats of oil that are then lit on fire. Even if they have protection from fire, remember that the fire will suck oxygen from an enclosed space AND it is hard to breath when you are buried under 10' of mud!</p><p></p><p>(5) Minor "Buffs" - <strong>Bull's Strength</strong>, <strong>Improved Invisibility</strong> and <strong>Protection from Arrows</strong> should be staples for all of the melee attackers. <strong>Mirror Image</strong> and <strong>Shield</strong> should be up for all the acolytes.</p><p></p><p>If I think of anything else before tonight, I will post!</p><p></p><p>Have fun stormin' the castle, boy<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />!</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 68285, member: 83"] [b]Looks into DM's Bag of Nasty Tricks[/b] James - These are in no particular order. (1) Silence Pendants - All the melee fighters should have a pendant with silence cast on it to (a) prevent the casters from casting verbal component spells (b) hamper communication among the party (ie, allow no discussion/coordination of actions while in the area of effect - make the players hand sign to each other or write down their actions and give them to you). (2) An undead Roper or Three - Use these in conjunction with the Venom Golems, but give them a temp level drain ability in conjuction with their current abilities (in is the [b]Black Academy[/b] after all). With tentacles and reach, they should be able to grab ahold of your elusive flying party members! (3) Green Slime and Rot Grub Glass Spheres - Two of my all time favorite things for slowing PCs down! Have the acolytes drop/toss these little terrors, contained in glass balls, onto the party members. On a successful ranged touch attack, the sphere shatters, splatterind the contents all over the PC(s). This attack works best when coordinated with (1) above, since the PCs will have to physically stop and deal with it, instead of being able to use [i]Cure Disease[/i]. (4) FPF (Final Protective Fire) - A military term for calling in heavy artillery when you are about to be overrun. First, the final approach(s) should be of relatively short, natural stone corridors. If the Inner Sanctum (or whatever) is about to be breached, one mage's job is to read a [i]Transmute Rock to Mud[/i] scroll - targeted at the [b]ceiling[/b] of the corridor the PCs are coming through, causing significant crushing damage and potentially burying the PCs under the mud. You could follow this up with releasing some mudmen, a barrage of glass globes from (3) above or a couple of vats of oil that are then lit on fire. Even if they have protection from fire, remember that the fire will suck oxygen from an enclosed space AND it is hard to breath when you are buried under 10' of mud! (5) Minor "Buffs" - [b]Bull's Strength[/b], [b]Improved Invisibility[/b] and [b]Protection from Arrows[/b] should be staples for all of the melee attackers. [b]Mirror Image[/b] and [b]Shield[/b] should be up for all the acolytes. If I think of anything else before tonight, I will post! Have fun stormin' the castle, boy;)! ~ Old One [/QUOTE]
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