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Help wanted: Spellcaster Tactics (my players -- out!)
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<blockquote data-quote="Eloi" data-source="post: 2674474" data-attributes="member: 27826"><p>Link some areas of the lair with underwater corridors (stairs down into water on one end, stairs up out of the water on the other end). Undead are not inconvenienced by getting wet, if they can walk out. Parties without Water Breathing available now need extra time to explore the complex- extra time to be ambushed.</p><p></p><p>Invest in Ghasts. Pits with Ghasts in them, silent, waiting. Pits with water in them, and a Ghast underwater at the bottom waiting to drag them under. Know what happens to paralyzed air-breathing creatures underwater?</p><p></p><p>Get a Ghost in behind the PCs while they are fighting, and panic them into fleeing into various unexplored areas in ones and twos. Bonus: the least armored PCs run the fastest, so they can easily become "the first ones to meet the enemy", a.k.a. ground chuck.</p><p></p><p>A Rust Monster with Invisibility cast on it can cause outright terror in the players, if not the characters. A Ghast with a Pebble of Silence can do fearsome damage if all the characters attempt to disbelieve rather than counter the Pebble. An Otyugh with an illusion on it (one favorite: the BBEG, pointing a wand at the party) can cause an extremely-poorly-thought-out grapple attempt by the players, as well as prep the characters to "disbelieve" future encounters.</p><p></p><p>Set up one room to be extra-spacious, with an underwater escape route and four small rooms that are Wizard Locked (which open to the larger room behind the side the party entered by. Get four relatively feral Dire Wolverines, one for each small enclosure, and make them ever-angry. When the BBEG says dramatically, "Release the Wolverines!" out come the wolverines.. (and the BBEG retreats in the confusion.) the party should immediately feel forced to respond to the new threat, allowing the BBEG to retreat.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Eloi, post: 2674474, member: 27826"] Link some areas of the lair with underwater corridors (stairs down into water on one end, stairs up out of the water on the other end). Undead are not inconvenienced by getting wet, if they can walk out. Parties without Water Breathing available now need extra time to explore the complex- extra time to be ambushed. Invest in Ghasts. Pits with Ghasts in them, silent, waiting. Pits with water in them, and a Ghast underwater at the bottom waiting to drag them under. Know what happens to paralyzed air-breathing creatures underwater? Get a Ghost in behind the PCs while they are fighting, and panic them into fleeing into various unexplored areas in ones and twos. Bonus: the least armored PCs run the fastest, so they can easily become "the first ones to meet the enemy", a.k.a. ground chuck. A Rust Monster with Invisibility cast on it can cause outright terror in the players, if not the characters. A Ghast with a Pebble of Silence can do fearsome damage if all the characters attempt to disbelieve rather than counter the Pebble. An Otyugh with an illusion on it (one favorite: the BBEG, pointing a wand at the party) can cause an extremely-poorly-thought-out grapple attempt by the players, as well as prep the characters to "disbelieve" future encounters. Set up one room to be extra-spacious, with an underwater escape route and four small rooms that are Wizard Locked (which open to the larger room behind the side the party entered by. Get four relatively feral Dire Wolverines, one for each small enclosure, and make them ever-angry. When the BBEG says dramatically, "Release the Wolverines!" out come the wolverines.. (and the BBEG retreats in the confusion.) the party should immediately feel forced to respond to the new threat, allowing the BBEG to retreat. Good luck! [/QUOTE]
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