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Help with DMing 3.5E adventure
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2588963" data-attributes="member: 20805"><p>Definately engage at range, with Fire.. they will be loaded for bear in this regard due to fighting Trolls. Fireballs, Flaming Sphere, Alchemist fire,...</p><p>Probably closer than 200' tho. With Swamp being difficult terrain it will still take a normal human 3 rounds to close on them at 100'. {no running.. only double move at half speed}</p><p>That is not counting any fallen lags, streams, bogs, or other terrain issues.</p><p></p><p> If you alter the core Entangle to better fit the swamp enviroment, the Druid could drop a serious problem on the characters as they rush forward..that 100' or so..</p><p> </p><p></p><p> Also make sure you read up on combat underwater <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A creature in quicksand would quickly gain cover against ranged opponents.. although I am not sure the players would consider this a good thing!</p><p> </p><p> Of course, this could easily be a TPK opportunity when half the PC's go swimming mid combat. The Tank in the party would be prime for centering the effect on, taking him out of the fight for at least 3 rounds, if not permanently. A Dispell would be the best thing, but if the Druid readies the spell once the PC's are close enough it can still be devastating.</p><p></p><p>Drd: Ready to cast spell when that dude is within 30'...</p><p>Trident: Ready to charge that dude after Drd cast the spell...</p><p>Rogue: Ready to push Caster Dude into the quicksand after Trident Dude charges...</p><p></p><p>Tank lunges forward...*spell*, splat, shove.. Aargh!!!</p><p></p><p>Caster now swimming for dear life, denied dex, with Rogue right next to him <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Don't think a Dispell Magic is coming soon!</p><p></p><p> {edit.. above play by play typed after below pre-buff plan..}</p><p></p><p> eh, this variant may even be 3rd level material... or I am just mean <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p> Me, I am not that good with spell planning, altho I would generically do:</p><p> Pre buffs: Globe of Invulnerability, Protection from Arrows {on as many allies possible}, Expiditious retreat on the heavy melee dude...with a trident.. G.Invis on the Yuan-ti Rogue</p><p> Initial Assault, Fireball</p><p> depending on tactics:</p><p> if charged: Swamp Entangle</p><p> If PC's attempt a Flanking move, Wall of Fire blocking the side with the most spell casters</p><p> If PC is in quicksand.. Ray of Enfeeblement <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p> Trident dude charges into the quicksand {thier swim speed negates most of the problem..should be able to take 10 and still beat DC 20 and allows the Charge action}</p><p> Rogue Dude also hits the Quicksand.. or takes out the spellcaster... probably bullrushing him into the quicksand.</p><p> </p><p> In the event the PC's get close.. retreat, covered by Cone of Cold while the archers flee.. followed by Ghost form for the caster to flee. The PC's should not be able to keep up in the water environment...</p><p></p><p> Keep in mind.. this is a 'every spell in one combat', which the caster will only do if it is obvious this will be their end. They are in dangerous territory and expect ambushes/raids all day long.</p><p></p><p>As to the acid arrows.. I am not sure Trolls would want such a thing around. Perhaps the Dragon has a ring of Fire Resistance that he grants to the lead Troll <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> Wands of Lighting Bolts would also be interesting... when they hit the water they turn into an emanation that deals max dice at 10' and lose 1 dice per 10' spread. {HRd version of course... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />} Handy versus Yuan-ti that like hiding in the water.</p><p> Note: if you use the spread in the water, you should not also use direct line effects... one or the other.</p><p></p><p></p><p>For planar stuff.. you will have to ask someone else.. never ran planar adventures myself!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2588963, member: 20805"] Definately engage at range, with Fire.. they will be loaded for bear in this regard due to fighting Trolls. Fireballs, Flaming Sphere, Alchemist fire,... Probably closer than 200' tho. With Swamp being difficult terrain it will still take a normal human 3 rounds to close on them at 100'. {no running.. only double move at half speed} That is not counting any fallen lags, streams, bogs, or other terrain issues. If you alter the core Entangle to better fit the swamp enviroment, the Druid could drop a serious problem on the characters as they rush forward..that 100' or so.. Also make sure you read up on combat underwater :) A creature in quicksand would quickly gain cover against ranged opponents.. although I am not sure the players would consider this a good thing! Of course, this could easily be a TPK opportunity when half the PC's go swimming mid combat. The Tank in the party would be prime for centering the effect on, taking him out of the fight for at least 3 rounds, if not permanently. A Dispell would be the best thing, but if the Druid readies the spell once the PC's are close enough it can still be devastating. Drd: Ready to cast spell when that dude is within 30'... Trident: Ready to charge that dude after Drd cast the spell... Rogue: Ready to push Caster Dude into the quicksand after Trident Dude charges... Tank lunges forward...*spell*, splat, shove.. Aargh!!! Caster now swimming for dear life, denied dex, with Rogue right next to him :) Don't think a Dispell Magic is coming soon! {edit.. above play by play typed after below pre-buff plan..} eh, this variant may even be 3rd level material... or I am just mean :heh: Me, I am not that good with spell planning, altho I would generically do: Pre buffs: Globe of Invulnerability, Protection from Arrows {on as many allies possible}, Expiditious retreat on the heavy melee dude...with a trident.. G.Invis on the Yuan-ti Rogue Initial Assault, Fireball depending on tactics: if charged: Swamp Entangle If PC's attempt a Flanking move, Wall of Fire blocking the side with the most spell casters If PC is in quicksand.. Ray of Enfeeblement :eek: Trident dude charges into the quicksand {thier swim speed negates most of the problem..should be able to take 10 and still beat DC 20 and allows the Charge action} Rogue Dude also hits the Quicksand.. or takes out the spellcaster... probably bullrushing him into the quicksand. In the event the PC's get close.. retreat, covered by Cone of Cold while the archers flee.. followed by Ghost form for the caster to flee. The PC's should not be able to keep up in the water environment... Keep in mind.. this is a 'every spell in one combat', which the caster will only do if it is obvious this will be their end. They are in dangerous territory and expect ambushes/raids all day long. As to the acid arrows.. I am not sure Trolls would want such a thing around. Perhaps the Dragon has a ring of Fire Resistance that he grants to the lead Troll :) Wands of Lighting Bolts would also be interesting... when they hit the water they turn into an emanation that deals max dice at 10' and lose 1 dice per 10' spread. {HRd version of course... :)} Handy versus Yuan-ti that like hiding in the water. Note: if you use the spread in the water, you should not also use direct line effects... one or the other. For planar stuff.. you will have to ask someone else.. never ran planar adventures myself! [/QUOTE]
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