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Help with 19th level boss fight
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<blockquote data-quote="Charles Rampant" data-source="post: 7145049" data-attributes="member: 32659"><p>I think that <em>Forcecage</em> is more unfun than the Silver Dragon simply because the party has zero answer to it. If Vlaakith casts it, the party has absolutely no way of ending it on the affected members, since it has no save and does not require Concentration, while they lack the main answer to it (Disintegrate or teleportation spells) due to the party's lack of a real arcane caster. It's probably about as effective in the long run, but I feel that the one which lets them at least roll dice and use Greater Restoration spells to deactivate is the more entertaining option for everyone. </p><p></p><p> I didn't even know that the Shapechange spell existed. It seems like a somewhat better version of True Polymorph, but without the permanent duration. I might use it instead - the Concentration is the thing that'll limit it, not the actual spell duration itself, I would imagine. </p><p></p><p>The Fright effect from the Unhallow is one that I explicitly mentioned to the party on their arrival, so I'm looking forward to reminding them if the Paladin goes down or they get separated (e.g. if he gets Mazed). It's a fun idea! Meanwhile, the Horn of Valhalla I believe they've kept in reserve, so they should have it available. It'll be interesting to see if they decide to change plan and go for that instead, which would make the combat even grindier than it already will be, but also lets them control the situation with a mass of bodies. (I've already found that combats at this level are slow, simply because you have to use so many Gith Warriors to make it a challenge - so I expect this combat to be a whole session affair anyway.) </p><p></p><p>I like [MENTION=20564]Blue[/MENTION]'s suggestion of using Counterspell only on the Clerical version of Antimagic Field. That seems appropriate - and also preserves the level 9 slot for my own use, while I sacrifice the level 8 slot to guarantee the counter. Plus the players will probably try and force them both through at the same time, since Vlaakith only has the one reaction, while the Kr'y'izoths are unable to guarantee the level 9 Counterspell.</p><p></p><p><strong>Summation</strong>: I think that my plan remains mostly the same - cast Shapechange with Vlaakith, toss spells with Kr'y'izoths, let the Dragons go wild - but the responses here have made it clear that holding back with counterspells and the like wouldn't feel right. The players did, after all, have the free opportunity to walk away from here with a victory in their wider goals, so I should give them both barrels in response to their gamble. I think that what'll actually matter the most is the first initiative roll, and what the first actors do - if Vlaakith wins, then it might be all over, while the Monk blowing the horn or anti-magic fielding will change everything. I'll try to remember to come back and report what happened, since I think that it'll be a fairly interesting fight all in.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7145049, member: 32659"] I think that [i]Forcecage[/i] is more unfun than the Silver Dragon simply because the party has zero answer to it. If Vlaakith casts it, the party has absolutely no way of ending it on the affected members, since it has no save and does not require Concentration, while they lack the main answer to it (Disintegrate or teleportation spells) due to the party's lack of a real arcane caster. It's probably about as effective in the long run, but I feel that the one which lets them at least roll dice and use Greater Restoration spells to deactivate is the more entertaining option for everyone. I didn't even know that the Shapechange spell existed. It seems like a somewhat better version of True Polymorph, but without the permanent duration. I might use it instead - the Concentration is the thing that'll limit it, not the actual spell duration itself, I would imagine. The Fright effect from the Unhallow is one that I explicitly mentioned to the party on their arrival, so I'm looking forward to reminding them if the Paladin goes down or they get separated (e.g. if he gets Mazed). It's a fun idea! Meanwhile, the Horn of Valhalla I believe they've kept in reserve, so they should have it available. It'll be interesting to see if they decide to change plan and go for that instead, which would make the combat even grindier than it already will be, but also lets them control the situation with a mass of bodies. (I've already found that combats at this level are slow, simply because you have to use so many Gith Warriors to make it a challenge - so I expect this combat to be a whole session affair anyway.) I like [MENTION=20564]Blue[/MENTION]'s suggestion of using Counterspell only on the Clerical version of Antimagic Field. That seems appropriate - and also preserves the level 9 slot for my own use, while I sacrifice the level 8 slot to guarantee the counter. Plus the players will probably try and force them both through at the same time, since Vlaakith only has the one reaction, while the Kr'y'izoths are unable to guarantee the level 9 Counterspell. [b]Summation[/b]: I think that my plan remains mostly the same - cast Shapechange with Vlaakith, toss spells with Kr'y'izoths, let the Dragons go wild - but the responses here have made it clear that holding back with counterspells and the like wouldn't feel right. The players did, after all, have the free opportunity to walk away from here with a victory in their wider goals, so I should give them both barrels in response to their gamble. I think that what'll actually matter the most is the first initiative roll, and what the first actors do - if Vlaakith wins, then it might be all over, while the Monk blowing the horn or anti-magic fielding will change everything. I'll try to remember to come back and report what happened, since I think that it'll be a fairly interesting fight all in. [/QUOTE]
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