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Need help with buffs for teleport blitz
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<blockquote data-quote="random user" data-source="post: 1818062" data-attributes="member: 16581"><p>It's going to be 5 NPC's teleporting into a courtyard. One NPC is planning on casting a modified gate spell (which still only takes one round) to summon something nasty and then teleporting back out. If they think they have time they will possibly toss out a couple other destructive spells -- a basic hit and run, but their aim is to just cause as much destruction as possible, rather than eliminating any specific target.</p><p></p><p>That's the plan at least, but of course it's quite possible that that plan won't survive contact with the players. The players aren't going to be the direct target, but they may be close enough that they will have a chance to affect the outcome, either by inpeding the teleporters in some way, or by aiding the defense, etc. (They may also choose to do nothing, of course.)</p><p></p><p>I'm pretty ok with just about anything happening, but I do want it to seem plausible. I don't want the players to, for example, hold person the teleporter, when the teleporter would have had access to the spell freedom of movement and almost certainly would have thought to cast it beforehand. In other words, the enemy teleporter and friends should be reasonable smart about having defenses up.</p><p></p><p>However, I've never actually had a chance to do a teleport blitz in 3e; I've looked through the PHB as I could to try and think of intelligent buffs and precautions to have in place, but I was hoping that someone who had done it before could help out with advice.</p></blockquote><p></p>
[QUOTE="random user, post: 1818062, member: 16581"] It's going to be 5 NPC's teleporting into a courtyard. One NPC is planning on casting a modified gate spell (which still only takes one round) to summon something nasty and then teleporting back out. If they think they have time they will possibly toss out a couple other destructive spells -- a basic hit and run, but their aim is to just cause as much destruction as possible, rather than eliminating any specific target. That's the plan at least, but of course it's quite possible that that plan won't survive contact with the players. The players aren't going to be the direct target, but they may be close enough that they will have a chance to affect the outcome, either by inpeding the teleporters in some way, or by aiding the defense, etc. (They may also choose to do nothing, of course.) I'm pretty ok with just about anything happening, but I do want it to seem plausible. I don't want the players to, for example, hold person the teleporter, when the teleporter would have had access to the spell freedom of movement and almost certainly would have thought to cast it beforehand. In other words, the enemy teleporter and friends should be reasonable smart about having defenses up. However, I've never actually had a chance to do a teleport blitz in 3e; I've looked through the PHB as I could to try and think of intelligent buffs and precautions to have in place, but I was hoping that someone who had done it before could help out with advice. [/QUOTE]
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Need help with buffs for teleport blitz
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