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Need help for complex encounter: Gates of Firestorm Peak.
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<blockquote data-quote="Ancalagon" data-source="post: 7296992" data-attributes="member: 23"><p>So the party adventured into the hallway. The caltrops and spiked walls weren't enough of a clue that something was terribly wrong, no efforts were made to scout ahead, and so the party got semi-ambushed by the duergars, and thus the big fight started.</p><p></p><p>At this stage they are progressing well but took a lot of damage. Almost all the 2 rows of elite duergars have perished, and they haven't started taking fire from the group in the back yet (I've decided to make them crossbowmen - they don't have the reach necessary to "work" as pikemen). </p><p></p><p>They are doing well but I'm a bit worried about the amount of damage they are taking. It's also not helping that the cleric's first 2 rounds were quite ineffective (first cast tongue to negociate, too late for that, then dispel magic on a single Duergar - sure it removed the enlarge but it was halfway dead already with the Paladin whaling on thim). Its now quite low on 3rd level slots. The party's paladin is starting to run out of steam, the NPC Tiny servant has been destroyed (it delivered two blasts of fire and took 2 attacks, it did its job!). The paladin's player, at the start of the game, made a big deal about his new protective aura. Of course, no one is near him.</p><p></p><p>One thing the party did well is avoiding over extending and avoiding AOO from the long polearms - the use of misty steps and disengage proved important. The monk has had no luck with stunning fist but showed good timing on when to fight defensively (dodging) and when to press the attack. </p><p></p><p>I think I'll have to provide a bit of help from some of the party's NPCs in the form of smoke bombs to provide cover from some of the crossbowmen.</p><p></p><p>The fight confirmed my impression that the fact that all but the absolutely weakest monsters have at *least* +3/+4 to hit instead of Thacos of say, 19, makes a pretty big difference when facing hordes of "mooks" - hordes are dangerous!</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7296992, member: 23"] So the party adventured into the hallway. The caltrops and spiked walls weren't enough of a clue that something was terribly wrong, no efforts were made to scout ahead, and so the party got semi-ambushed by the duergars, and thus the big fight started. At this stage they are progressing well but took a lot of damage. Almost all the 2 rows of elite duergars have perished, and they haven't started taking fire from the group in the back yet (I've decided to make them crossbowmen - they don't have the reach necessary to "work" as pikemen). They are doing well but I'm a bit worried about the amount of damage they are taking. It's also not helping that the cleric's first 2 rounds were quite ineffective (first cast tongue to negociate, too late for that, then dispel magic on a single Duergar - sure it removed the enlarge but it was halfway dead already with the Paladin whaling on thim). Its now quite low on 3rd level slots. The party's paladin is starting to run out of steam, the NPC Tiny servant has been destroyed (it delivered two blasts of fire and took 2 attacks, it did its job!). The paladin's player, at the start of the game, made a big deal about his new protective aura. Of course, no one is near him. One thing the party did well is avoiding over extending and avoiding AOO from the long polearms - the use of misty steps and disengage proved important. The monk has had no luck with stunning fist but showed good timing on when to fight defensively (dodging) and when to press the attack. I think I'll have to provide a bit of help from some of the party's NPCs in the form of smoke bombs to provide cover from some of the crossbowmen. The fight confirmed my impression that the fact that all but the absolutely weakest monsters have at *least* +3/+4 to hit instead of Thacos of say, 19, makes a pretty big difference when facing hordes of "mooks" - hordes are dangerous! [/QUOTE]
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