Elder Earth Elementals are BRUTAL!!!

Flexor the Mighty!

18/100 Strength!
Wow the tenth level party ran into ONE and it was a massacre. Between the +3/15 DR and it's four attacks starting at +27 it's a monster! The party only had one guy who could do good damage to it and he went down in a flurry of blasts, only to be brought back from the brink of death to do it over and over again. I was encouraging them to run but they refused. 3 of 4 members died. Maybe they will not understand that sometimes a tactical withdrawl is a good thing.


I've got a plan to lessen the blow for them with some DI, I think it fits in the context of the adventure they are in so it will not be cheesy I hope.
 

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As always, acting stupid gets people killed.

I like to point out at the beginning of the campaign that they can't defeat everything they encounter, and I'm not going to fudge it up just because they've got thick skulls and don't get it. Then they surely have nobody to blame but themselves when they buy it.

Edit: Were they supposed to defeat the thing? If so, that's probably not a good encounter for such a party. :)
 
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Every now and then, running is the way to survive. I think your players have gotten used to the idea that you won't throw anything at them that they can't handle.

Next session, have them run into a round dozen Elder earth elementals, trying to figure out why their scout didn't come back yesterday. That's when the role-playing starts, as opposed to the roll-playing.
 
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Huh, they're only CR 11. I guess if you can fly earth elementals are nothing to be scared of, but if you're stuck on the ground... ouch.
 

4 attacks? You mean they stood still and let the elemental hit them?

I've trained my players enough to move about when that happens - they would only get hit half as often if they move around, less if they Spring Attack.

PS that's a good reason why the DR rules should change.
 

(Psi)SeveredHead said:


PS that's a good reason why the DR rules should change.

Huh? What's wrong with the DR rules? The party took on a critter and didn't use their brains. I'd hardly blame the system. In any case a 10th level party should have a caster with greater magic weapon memorized (or already cast). That will grant a +3 weapon. This should not have been a massacre.

buzzard
 

Not to say all about those wonderful spells designed against outsiders ...

Even with the new DR rules it will not change the fact that without thinking in combat the "swing-weapon/magic-missile-fireball/cure-wounds" tactic only goes so far ...
 

Wow. Um, that sounds kinda dim of the party. Was there a reason that they didn't just have someone stand in front of it with Protection from Evil armed? Or Magic Circle, to get all of them? That would have stopped the creature from approaching anyone who wasn't directly attacking.

Fly. Duh. A flying wizard with a few fireball spells could have handled the elemental without a ton of difficulty, and one Greater Magic Weapon on the party archer's arrows would have whittled it down.

Heck, off-hand:

Party Fighter: Accept every possible spell to buff up the AC and the hit points. Then use hit and run tactics to keep the elemental's attention. Use a pole arm to limit the ugliness of the reach battle. Don't get sucked into trading full-round attacks. Get Hasted by the wizard, and have your round be "Move close enough to attack creature, probably just a five foot step, make single attack, then make a full attack, and then use your hasted partial to get away." Focus on keeping yourself alive and drawing its fire, not on doing damage. Be happy with one attack per round, either fighting defensively or using Expertise.

Cleric: Protection from Evil. Greater Magic Weapon. Maybe a damaging spell or two if you've got 'em. Why wasn't he Flame Striking?

Sor/Wiz: Mobility. Get party members up in the air. Get party members invisible or AC-buffed. Above all, simply do damage to the creature. Its saves are unimpressive, and a barrage of fireballs or lightning bolts works great against a big, slow monster with no SR or elemental resistance."

Rogue: You can't flank, you can't sneak attack, and it's not really gonna fall for traps. Don't melee with it. Use ranged weapons as best you can. Tumble through occupied areas to deliver potions of healing as necessary. Hide or use other skills to stay safe, so that the cleric doesn't have to waste time healing you and the wizard doesn't have to buff you up. Honestly, aside from ranged support or momentary distractions, this is not a rogue's fight.

Ta-dah.

-Tacky
 

Magic Circle vs. Evil. Magic Missile as needed (bring a chair (and a wand)--it could take a while).

Slow+barbarian with +3 GMW, spring attack, and boots of striding and springing. (Bring popcorn, it'll be fun to watch).

Slow+Monk with +3 GMW or Greater Magic Fang, boots of striding and springing and spring attack. See above.

As above. Substitute Fly for Boots and Slow. (Everyone else run away and come back when the fighting's over).

Fly + Fireball/Cone of Cold as needed. (Run but bring marshmellows for when it's over)

Mounted Archery + GMW arrows (watch the archer do his thing)

As above. Substitute Fly for mounted Archery.

As above. Substitute Boots of Striding and Springing and add shoot on the run.

Earth elementals are tough if you try to stand up to them in melee. The trick is not standing up to them in melee. Since you have other options and they don't, it becomes a lot easier.
 

Flexor the Mighty! said:
I was encouraging them to run but they refused. 3 of 4 members died. Maybe they will not understand that sometimes a tactical withdrawl is a good thing.

Sounds like they were using AD&D 2e tactics that time...you know clear the level out and refuse to retreat or run. :D
 

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