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<blockquote data-quote="Greenfield" data-source="post: 6110368" data-attributes="member: 6669384"><p>Okay, here's how it played out:</p><p></p><p>Their campsite at an oasis was being swarmed by Dustwight, a form of undead earth elemental. They're CR 7, and shouldn't really be a challenge, even en mass. +10 to hit, and a soft armor class for the party level.</p><p></p><p>The primary fighter, on their first encounter, got pounded, mainly because his AC was also soft for the level.</p><p></p><p>In the second encounter he failed four out of five Fort saves, while foolishly dancing with them. One was enough, and he was turned to stone. The by-the-book behavior of the creatures says that once they petrify someone, they break the statue to pieces.</p><p></p><p>The party's decision was to abandon the campsite and just leave. Some hid up a <em>Rope Trick</em>, some flew away on <em>Phantom Steed</em>, some just out ran the slow moving creatures (base move of 20).</p><p></p><p>The Druid turned into a Dire Badger and burrowed over to the PCs remains, going under the monsters that were stomping their campsite to ruin, and the others who were chasing the fleeing party. He recovered the broken pieces.</p><p></p><p>Afterwards their guide expressed concerned: That PCs all had magical bags and haversacks, and they'd had time to grab gear before the horde hit. The NPC guards and guides lacked these magical conveniences, and were now lacking bedrolls, water skins, their tent (shredded by the monsters), and everything except the weapons they'd brought out for the fight. The key was when the guide mentioned that "there was nothing here except twenty miles of flat, empty glass." The party realized that they were in the wrong place. They asked the key question, "Where is the Road of Glass". They guide tome them that they were hundreds of miles north of there.</p><p></p><p>So they cast <em>Wind Walk</em>again and headed south. The found the road, and realized that they'd actually passed the place they were looking for.</p><p></p><p>I threw them the clue, that the place they were didn't hold a glass mountain. They took it from there.</p><p></p><p>They faced a blue dragon, and finally caught up with the enemy party at the glass mountain.</p><p></p><p>The enemy were on a stone barge (<em>Wall of Stone</em>) working their way across a lake of molten glass towards the goal.</p><p></p><p>I expected a furious battle. One of the party casters threw <em>Invisibility</em> and <em>Fly</em> to scout the area. He swa what they were up to and threw <em>Transmute Rock to Mud</em> on their barge. Caught me by surprise, and made the epic battle I had planned a lot less epic.</p><p></p><p>The enemy had cast <em>Energy Immunity</em>on the high level types, but hadn't had enough for everyone, so the mid level troops only had <em>Resist Energy</em>. That's fine for being close to the molten glass, but not for actual immersion.</p><p></p><p>So everyone went swimming, but they didn't all make it.</p><p></p><p>The party killed the enemy's head wizard (and party leader), <em>Banished</em> the Succubus, and beat both the Ranger and Fighter down to single digits before they managed to escape.</p><p></p><p>So the party won, got the Chariot of Helios out of the lake of glass and back into the sky. Retiring demi-god PC drove it up,met with the divine avatar of his half brother, Apollo, who finally welcomed him into the family, ald left to him the duty of driving the chariot of the sun, at least until the god-wars are done. Fanfare of music, and the hero rides off into the sunset.</p><p></p><p>Literally.</p><p></p><p>They won, partly because of my poor planning, but also because they rose to the occasion.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6110368, member: 6669384"] Okay, here's how it played out: Their campsite at an oasis was being swarmed by Dustwight, a form of undead earth elemental. They're CR 7, and shouldn't really be a challenge, even en mass. +10 to hit, and a soft armor class for the party level. The primary fighter, on their first encounter, got pounded, mainly because his AC was also soft for the level. In the second encounter he failed four out of five Fort saves, while foolishly dancing with them. One was enough, and he was turned to stone. The by-the-book behavior of the creatures says that once they petrify someone, they break the statue to pieces. The party's decision was to abandon the campsite and just leave. Some hid up a [I]Rope Trick[/I], some flew away on [I]Phantom Steed[/I], some just out ran the slow moving creatures (base move of 20). The Druid turned into a Dire Badger and burrowed over to the PCs remains, going under the monsters that were stomping their campsite to ruin, and the others who were chasing the fleeing party. He recovered the broken pieces. Afterwards their guide expressed concerned: That PCs all had magical bags and haversacks, and they'd had time to grab gear before the horde hit. The NPC guards and guides lacked these magical conveniences, and were now lacking bedrolls, water skins, their tent (shredded by the monsters), and everything except the weapons they'd brought out for the fight. The key was when the guide mentioned that "there was nothing here except twenty miles of flat, empty glass." The party realized that they were in the wrong place. They asked the key question, "Where is the Road of Glass". They guide tome them that they were hundreds of miles north of there. So they cast [I]Wind Walk[/I]again and headed south. The found the road, and realized that they'd actually passed the place they were looking for. I threw them the clue, that the place they were didn't hold a glass mountain. They took it from there. They faced a blue dragon, and finally caught up with the enemy party at the glass mountain. The enemy were on a stone barge ([I]Wall of Stone[/I]) working their way across a lake of molten glass towards the goal. I expected a furious battle. One of the party casters threw [I]Invisibility[/I] and [I]Fly[/I] to scout the area. He swa what they were up to and threw [I]Transmute Rock to Mud[/I] on their barge. Caught me by surprise, and made the epic battle I had planned a lot less epic. The enemy had cast [I]Energy Immunity[/I]on the high level types, but hadn't had enough for everyone, so the mid level troops only had [I]Resist Energy[/I]. That's fine for being close to the molten glass, but not for actual immersion. So everyone went swimming, but they didn't all make it. The party killed the enemy's head wizard (and party leader), [I]Banished[/I] the Succubus, and beat both the Ranger and Fighter down to single digits before they managed to escape. So the party won, got the Chariot of Helios out of the lake of glass and back into the sky. Retiring demi-god PC drove it up,met with the divine avatar of his half brother, Apollo, who finally welcomed him into the family, ald left to him the duty of driving the chariot of the sun, at least until the god-wars are done. Fanfare of music, and the hero rides off into the sunset. Literally. They won, partly because of my poor planning, but also because they rose to the occasion. [/QUOTE]
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