Pielorinho said:
Some ideas:
-Explain about readying an action to disrupt spellcasting. People with good ranged attacks (especially with magic missiles) excel at this.
-Make sure that the weaker characters know not to charge into melee combat. Inexperienced players often do this and get creamed.
-Make sure that the tougher characters know that they can trip, disarm, and so forth. You don't need to explain the rules; just make sure they know of the possibilities.
-Make sure the rogue knows about flanking.
-Be pretty liberal with allowing people to suggest actions to other players during the battle. If someone is about to do something stupid (cast a spell right next to the shield guardian when they could take a 5' step and then cast), give them an in-game warning ("You're about to cast the spell when the shield guardian swings around to look at you. Casting the spell will mean dropping your guard for a moment; would you rather step back away from him and then cast?") At the same time, don't let other players gang up on the less-experienced ones ("You fool, why didn't you cast dispel magic? Arggh!")
Good luck! This has the potential to be a great session!
Daniel
Thank you all for your advices. They are really helpful and just at the moment I printed all pages out and reading them again.
I like the idea to describe the essential strengths of some characters to the players like the 'Make sure the rogue knows about flanking' thing. That's exactly what I need to do.
And my first intention to let the woman out of the fight is now history, once and for all. You were right on this, really.
The fight with the naga/guardian/nightmare is not the 'Big Fight'.
The big fight will involve some strategy planning from the players, otherwise they will have heavy casualities.
In the 'big fight' there will be
a Firegiant (with 'Boots' with an intellect much like an artifact)
an Oger with his Orc-Gang
a RedWizard with his Thayan Knight
a Gang of Goblins (along with Spellcasters)
This band is full of rivalities and mistrust among each other. These monsters ARE NOT a group that grew together is the past. They are hired mercenaries and have only one job:
They have to dig! Dig for a lost tomb in the near of the aformentioned (see my earlier post) castle ruin. In these tomb they will have to awaken some kind of a 'fallen angel' (not Lucifer himself).
These monsters are local inhabitants and come together for the first time just because the money offered to them were to much to resist. These adventure takes part in the Neverwinter Woods and vicinity.
The RedWizard and the Knight are here because of searching just that: A lost tomb which happens to have an imprisoned 'Sultan Effreet' and the RedWizard thinks now the one they are digging for is this tomb they are hunting for since 2 years. (But it isn't). So the RedWizard and his loyal Knight are having their own plans.
The Oger and his Orc gang were encountered before by the characters of Klaudia, Florian and Daniel. These encounter were won by the PCs that time ago and the Oger/Orc Gang (which have specialised in 'Bridge Tolls') were reduced from 12 to 3 members. Maybe they will remember the PCs at first sight, maybe... (it's been years since this dramatic encounter).
So for Klaudia I know she will fight if the fight is not just a randomise thing, it have to be a story behind it.
And you sure right about the motivation. It's essential!
Before it turns to much into a story hour I will end here.
Thanks again for giving me such wonderful response.
I wish I could have you on my gaming table!
If I find the time I will post the adventure after plaing at the story hour and hope you are interested.
Thanks again
Eric