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Help me plan THE END (My players can look now)
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<blockquote data-quote="Rel" data-source="post: 1895361" data-attributes="member: 99"><p>Given the levels we're talking about I'd initially say that the party would have a big advantage because they would tend to nuke the enemy airship with spells from range. But your PC's aren't really all that "wizardly". I'd ask myself how fixed they are with area effect spells anyway. I'm not totally clear on what (if anything) the Artificer could pull off on that vein.</p><p></p><p>If they've got much at all in the way of AoE spells then I think it is going to be more or less a cakewalk for them. They can pound the decks of the enemy ship with such spells and kill off most or all of the enemy mooks. At that point they can either finish them off with ranged attacks or close and board. Either way the PC team will have a heavy advantage in numbers and therefore firepower.</p><p></p><p>The enemy could try to do the same thing but you've already said that the only two spellcasters of real consequence are going to be tied up with the McGuffin. I seriously doubt the other 4th level Druids are going to be a major irritant to the party's ship spellwise.</p><p></p><p>I think that one way you could use the same set of baddies and stretch their utility and make the combat a more even affair is to have them establish some sort of "base" or fort on the ground. It doesn't have to be fancy. Just a few hastily constructed structures or even a few big tents would do. The key thing is that upon approaching, the PC's don't know whether the McGuffin is in one of the tents or in the airship circling above.</p><p></p><p>That puts the PC's in the position of having to split their forces or risk that they pick wrong and BAD THINGS happen. So what I'd probably do is this:</p><p></p><p>They see the little tent-fort and the airship above. Bad guys see them too. Airship immediately takes off. The party would assume that the Wacky Warforged and McGuffin must be on the airship or it wouldn't have fled. But the baddies might know that too and they only need a little while to end the world so the party can't risk that (or maybe they do). Either way the tension is heightened by the fact that they probably need to set down and send in some troops to attack the fort and all the while the other airship is getting further and further away...</p><p></p><p>For added fun in this kind of scenario, add some "neural bombs" (these were a Rolemaster - Shadow World item). They look like a red crystal that's been pressed into the foreheads of the enemy guys. When that guy dies, the crystal explodes, kinda like a Fireball. Crazy? Sure! But these guys are Nihilists! [Lebowski]"Say what you will about the tenets of national socialism, at least it's an ethos!"[/Lebowski]</p><p></p><p>I had a great fun battle on the back of a flying whale one time with a group of Nihilists wearing the Neural Bombs. I recommend it. <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></blockquote><p></p>
[QUOTE="Rel, post: 1895361, member: 99"] Given the levels we're talking about I'd initially say that the party would have a big advantage because they would tend to nuke the enemy airship with spells from range. But your PC's aren't really all that "wizardly". I'd ask myself how fixed they are with area effect spells anyway. I'm not totally clear on what (if anything) the Artificer could pull off on that vein. If they've got much at all in the way of AoE spells then I think it is going to be more or less a cakewalk for them. They can pound the decks of the enemy ship with such spells and kill off most or all of the enemy mooks. At that point they can either finish them off with ranged attacks or close and board. Either way the PC team will have a heavy advantage in numbers and therefore firepower. The enemy could try to do the same thing but you've already said that the only two spellcasters of real consequence are going to be tied up with the McGuffin. I seriously doubt the other 4th level Druids are going to be a major irritant to the party's ship spellwise. I think that one way you could use the same set of baddies and stretch their utility and make the combat a more even affair is to have them establish some sort of "base" or fort on the ground. It doesn't have to be fancy. Just a few hastily constructed structures or even a few big tents would do. The key thing is that upon approaching, the PC's don't know whether the McGuffin is in one of the tents or in the airship circling above. That puts the PC's in the position of having to split their forces or risk that they pick wrong and BAD THINGS happen. So what I'd probably do is this: They see the little tent-fort and the airship above. Bad guys see them too. Airship immediately takes off. The party would assume that the Wacky Warforged and McGuffin must be on the airship or it wouldn't have fled. But the baddies might know that too and they only need a little while to end the world so the party can't risk that (or maybe they do). Either way the tension is heightened by the fact that they probably need to set down and send in some troops to attack the fort and all the while the other airship is getting further and further away... For added fun in this kind of scenario, add some "neural bombs" (these were a Rolemaster - Shadow World item). They look like a red crystal that's been pressed into the foreheads of the enemy guys. When that guy dies, the crystal explodes, kinda like a Fireball. Crazy? Sure! But these guys are Nihilists! [Lebowski]"Say what you will about the tenets of national socialism, at least it's an ethos!"[/Lebowski] I had a great fun battle on the back of a flying whale one time with a group of Nihilists wearing the Neural Bombs. I recommend it. ;) [/QUOTE]
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