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Help Wanted with ideas for Chapter 3 (levels 9-14) of my campaign
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<blockquote data-quote="Lackhand" data-source="post: 3124280" data-attributes="member: 36160"><p>None of them have Dim Door, Telekinesis, or Wall of Force?</p><p>Or even Dispel Magic?</p><p>Because they could hold action to screw with the bad talky-man's plans by IDing anything he does, and counterspelling it.</p><p>Or casting the wall of force between their favorite NPC and the falling orb.</p><p></p><p>Yes, it would take quick reflexes, but the villain is clearly *taunting* -- they're (probably?) going to want to interfere, unless it's not as obvious. Maybe use Spot versus his Sleight of Hand (at -10 for distance, at least!) to see the marble, and/or Sense Motive checks as a sort of initiative check, opposed by his Bluff (or something), to figure out whether they spot the *evil* before it's done?</p><p></p><p>Finally, 100 feet is *not* 4 rounds of movement -- if they can run, they can get 120 feet; they probably can't in a crowded hall, but they certainly can try to double move, 60' a round. Given the height advantage, they may start looking for ropes to swing on, even -- and a spider climb or expeditious retreat (or both!) could cause strange reactions.</p><p></p><p>This all assumes the interaction is taking place in a fairly open room. If there are more obstructions, then this is a lot harder for them to meddle in.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 3124280, member: 36160"] None of them have Dim Door, Telekinesis, or Wall of Force? Or even Dispel Magic? Because they could hold action to screw with the bad talky-man's plans by IDing anything he does, and counterspelling it. Or casting the wall of force between their favorite NPC and the falling orb. Yes, it would take quick reflexes, but the villain is clearly *taunting* -- they're (probably?) going to want to interfere, unless it's not as obvious. Maybe use Spot versus his Sleight of Hand (at -10 for distance, at least!) to see the marble, and/or Sense Motive checks as a sort of initiative check, opposed by his Bluff (or something), to figure out whether they spot the *evil* before it's done? Finally, 100 feet is *not* 4 rounds of movement -- if they can run, they can get 120 feet; they probably can't in a crowded hall, but they certainly can try to double move, 60' a round. Given the height advantage, they may start looking for ropes to swing on, even -- and a spider climb or expeditious retreat (or both!) could cause strange reactions. This all assumes the interaction is taking place in a fairly open room. If there are more obstructions, then this is a lot harder for them to meddle in. [/QUOTE]
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Help Wanted with ideas for Chapter 3 (levels 9-14) of my campaign
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