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*Pathfinder & Starfinder
Lair Assault: Attack of the Tyrantclaw
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<blockquote data-quote="Zuche" data-source="post: 5855176" data-attributes="member: 6682151"><p>My latest group opted to tackle nightmare mode shorthanded. At their request, I agreed to hand them two extra turrets. They figured that piling boxes two to three high around the druid, with crossbow turrets on top of the bigger piles, would be enough to stop the attackers while they sniped away at their enemies from the towers.</p><p></p><p>With the way I was rolling for those first few rounds, it might have worked out for them if they'd been playing on regular mode. Two rounds in, I'd only managed to cut two paths in to reach the druid, and they'd already killed one pterodactyl, a reaver, and most of the minions.</p><p></p><p>Then the storm conjurers arrived and obliterated every single box the first two waves had softened up, leaving only one pillar. Round four came, and they breathed a sigh of relief when an anklyosaur came up 1 hit point shy of killing their employer.</p><p></p><p>Then they remembered that there were still seven attackers all lined up to go after her next, and it was all over before the fourth wave even got to act. </p><p></p><p>After some review, I think I've been a bit too generous with the crates and turrets. I'm not sure the usual immunity to forced movement applies when you destroy the crate at the base of the pile or if someone opts to dislodge all of the boxes at the top of the pile. Destroying the base of a pile is likely to damage every object on that pile, and perhaps knock over anyone standing on top of it. </p><p></p><p>I've also taken a look at the victory conditions again, and realized that their plan, intended to ensure their long-term survival by hiding at the top of the towers, is not a winning strategy. If it can't get at them, it's got no reason to stick around--and you need to kill it to win. As I see it, if the group all tries to hide out on the tower, the tyrannosaur leaves soon after to become the Tyrantclaw tribe's version of Shardik, with grim results. </p><p></p><p>We had a group of six merrily curb-stomp their way through this scenario a week ago. Two were unconscious and one had died by the end, but none of the others were bloodied. We'll see how they fare against Nightmare mode next time, now that I know better than to start the heavy dinosaurs on the narrow edges of the map.</p></blockquote><p></p>
[QUOTE="Zuche, post: 5855176, member: 6682151"] My latest group opted to tackle nightmare mode shorthanded. At their request, I agreed to hand them two extra turrets. They figured that piling boxes two to three high around the druid, with crossbow turrets on top of the bigger piles, would be enough to stop the attackers while they sniped away at their enemies from the towers. With the way I was rolling for those first few rounds, it might have worked out for them if they'd been playing on regular mode. Two rounds in, I'd only managed to cut two paths in to reach the druid, and they'd already killed one pterodactyl, a reaver, and most of the minions. Then the storm conjurers arrived and obliterated every single box the first two waves had softened up, leaving only one pillar. Round four came, and they breathed a sigh of relief when an anklyosaur came up 1 hit point shy of killing their employer. Then they remembered that there were still seven attackers all lined up to go after her next, and it was all over before the fourth wave even got to act. After some review, I think I've been a bit too generous with the crates and turrets. I'm not sure the usual immunity to forced movement applies when you destroy the crate at the base of the pile or if someone opts to dislodge all of the boxes at the top of the pile. Destroying the base of a pile is likely to damage every object on that pile, and perhaps knock over anyone standing on top of it. I've also taken a look at the victory conditions again, and realized that their plan, intended to ensure their long-term survival by hiding at the top of the towers, is not a winning strategy. If it can't get at them, it's got no reason to stick around--and you need to kill it to win. As I see it, if the group all tries to hide out on the tower, the tyrannosaur leaves soon after to become the Tyrantclaw tribe's version of Shardik, with grim results. We had a group of six merrily curb-stomp their way through this scenario a week ago. Two were unconscious and one had died by the end, but none of the others were bloodied. We'll see how they fare against Nightmare mode next time, now that I know better than to start the heavy dinosaurs on the narrow edges of the map. [/QUOTE]
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Lair Assault: Attack of the Tyrantclaw
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