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Rat Bastard in Need of Good Illithid Tactics!
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<blockquote data-quote="daemonslye" data-source="post: 914581" data-attributes="member: 6309"><p>First of all we should examine the required EL of the encounter:</p><p></p><p>THE PARTY:</p><p></p><p>(CR11+CR11+CR9+CR9)=CR10 for a challenging encounter</p><p>(4xCR10)+CR10[the halfling]=CR12 for a challenging encounter</p><p></p><p>Assuming you are driving for a slightly more difficult encounter,</p><p>I would shoot for around CR13-14;</p><p></p><p>This can be done through a combo of environmental challenges</p><p> and monster challenges including monster pre-knowledge:</p><p></p><p>THE ENCOUNTER:</p><p></p><p>Environment:</p><p></p><p>A short system of caves designed by the Illithids using slaves;</p><p></p><p>Some factors to consider: Steam (concealment), Slippery floors</p><p>(balance checks based on movement speed), dripping slime (for</p><p>ambience or add some of the deadlier variety for spice); darkness;</p><p></p><p>The room: constricted entrance way, round, with many exits</p><p>and a high ceiling cloaked in darkness; secret doors that open </p><p>behind the party;</p><p></p><p>Monsters:</p><p></p><p>(3) Illithids = CR11</p><p>(1) Big Orc = CR11/CR8 (assuming half hit points)</p><p>(7) Orcs = CR4</p><p>Environmental Factors</p><p></p><p>Total = ~CR13-14</p><p></p><p>Setup:</p><p></p><p>Flayers know the party is coming due to their conversations with the big orc; </p><p>Flayers are all astrally projected (they will fight to the "death")</p><p>The party does not suspect Illithids;</p><p>The dripping slime is opaque (foiling invis - "rat bastard technique 1 (RBT1)")</p><p>Steam from fissures grants 10% miss for concealment & 20%-50% when near a fissure</p><p>Flayers have interrogated the orc regarding the party's tactics (ie. flying</p><p>wizards, sneaking halflings, fireballs, archers, marching order, magic items, etc.)</p><p>The orcs have been slaves for some time</p><p>All of the orcs and mind flayers wear similar hooded robes;</p><p></p><p>Tactics:</p><p></p><p>The flayers would likely start by attempting to bargain for the key;</p><p>An orc would be waiting (unrobed) in an entrance corridor and controlled</p><p>by a nearby illithid (behind a rather thick wooden door); While bargaining,</p><p>the illithid will scan the party using detect thoughts; Likely the paladin</p><p>will detect dim evil around the room and faint auras behind a door with</p><p>no handle; if line of effect is needed for telepathy, a small barred window will </p><p>be present; while bargaining, a charm monster or three may be used against</p><p>the barbarian (but dont tell the player if successful - make sure to have</p><p>the party pre-roll their saves for detect thoughts and charms before you start</p><p>the encounter to preserve surprise - assume that a successful detect thoughts</p><p>roll will result in the player hearing mosquito like noises - none of this</p><p>"caressing of your mind" business); </p><p></p><p>The flayers will try to get the party to separate. "Two of your number may</p><p>accompany me forward with the (magic, gold, whatever), the rest must wait </p><p>here." Likely, this will not work and if so, the orc will attempt to</p><p>drink a potion that will save it (actually some deadly poison - RBT2);</p><p>Clues for the party may be that the orc uses larger words than normal (but its vocal cords still sound orcish).</p><p></p><p>Then it is off to the fight! After many twists and turns leading deeper</p><p>into the mist and slime, the party approaches a room (described above);</p><p>There are many exits spaced about the room each filled with a hooded</p><p>dude. Concealed by the mist are fissures in the floor waiting to swallow</p><p>up the unwary; The flayers float in the darkness above spaced well away</p><p>from each other (vines hang allowing them to move slowly) DC25 to spot?; </p><p>If you want to </p><p>bump the CR into astronomical levels, a couple of the orcs have pots of </p><p>green slime to splash on the charging (whoops make a reflex save - </p><p>its slippery!) fighters; The big orc opens the secret door (or if made </p><p> from painted leaves, just charges through, from BEHIND the party with the </p><p>intent to grapple the mage; If anyone was charmed, they are ordered to </p><p>grapple (the halfling?); And so it goes.</p><p></p><p>Wrap up:</p><p></p><p>Basically, the flayers best chance is to blast then blast then blast, etc.</p><p>Forget anything else; If only one is left and there are multiple stunned</p><p>people around, then go for the "surrender or I eat his brain tactic"; However,</p><p>this takes so long that it is unlikely to work; In either case, when the</p><p>flayers are "killed" and they awake in their sanctuary, they will be most </p><p>interested to repay the party at a later date... With a few of their friends</p><p>and accompanied by the Master...</p><p></p><p>Hope I did not make too many rule mistakes above and you guys have a</p><p>good time either way. It is easy to delete environmental hazards to make</p><p>this an easier encounter.</p><p></p><p>Comments:</p><p></p><p>I have not found anything showing Illithids have domination - but I am not</p><p>looking in the psionics handbook;</p></blockquote><p></p>
[QUOTE="daemonslye, post: 914581, member: 6309"] First of all we should examine the required EL of the encounter: THE PARTY: (CR11+CR11+CR9+CR9)=CR10 for a challenging encounter (4xCR10)+CR10[the halfling]=CR12 for a challenging encounter Assuming you are driving for a slightly more difficult encounter, I would shoot for around CR13-14; This can be done through a combo of environmental challenges and monster challenges including monster pre-knowledge: THE ENCOUNTER: Environment: A short system of caves designed by the Illithids using slaves; Some factors to consider: Steam (concealment), Slippery floors (balance checks based on movement speed), dripping slime (for ambience or add some of the deadlier variety for spice); darkness; The room: constricted entrance way, round, with many exits and a high ceiling cloaked in darkness; secret doors that open behind the party; Monsters: (3) Illithids = CR11 (1) Big Orc = CR11/CR8 (assuming half hit points) (7) Orcs = CR4 Environmental Factors Total = ~CR13-14 Setup: Flayers know the party is coming due to their conversations with the big orc; Flayers are all astrally projected (they will fight to the "death") The party does not suspect Illithids; The dripping slime is opaque (foiling invis - "rat bastard technique 1 (RBT1)") Steam from fissures grants 10% miss for concealment & 20%-50% when near a fissure Flayers have interrogated the orc regarding the party's tactics (ie. flying wizards, sneaking halflings, fireballs, archers, marching order, magic items, etc.) The orcs have been slaves for some time All of the orcs and mind flayers wear similar hooded robes; Tactics: The flayers would likely start by attempting to bargain for the key; An orc would be waiting (unrobed) in an entrance corridor and controlled by a nearby illithid (behind a rather thick wooden door); While bargaining, the illithid will scan the party using detect thoughts; Likely the paladin will detect dim evil around the room and faint auras behind a door with no handle; if line of effect is needed for telepathy, a small barred window will be present; while bargaining, a charm monster or three may be used against the barbarian (but dont tell the player if successful - make sure to have the party pre-roll their saves for detect thoughts and charms before you start the encounter to preserve surprise - assume that a successful detect thoughts roll will result in the player hearing mosquito like noises - none of this "caressing of your mind" business); The flayers will try to get the party to separate. "Two of your number may accompany me forward with the (magic, gold, whatever), the rest must wait here." Likely, this will not work and if so, the orc will attempt to drink a potion that will save it (actually some deadly poison - RBT2); Clues for the party may be that the orc uses larger words than normal (but its vocal cords still sound orcish). Then it is off to the fight! After many twists and turns leading deeper into the mist and slime, the party approaches a room (described above); There are many exits spaced about the room each filled with a hooded dude. Concealed by the mist are fissures in the floor waiting to swallow up the unwary; The flayers float in the darkness above spaced well away from each other (vines hang allowing them to move slowly) DC25 to spot?; If you want to bump the CR into astronomical levels, a couple of the orcs have pots of green slime to splash on the charging (whoops make a reflex save - its slippery!) fighters; The big orc opens the secret door (or if made from painted leaves, just charges through, from BEHIND the party with the intent to grapple the mage; If anyone was charmed, they are ordered to grapple (the halfling?); And so it goes. Wrap up: Basically, the flayers best chance is to blast then blast then blast, etc. Forget anything else; If only one is left and there are multiple stunned people around, then go for the "surrender or I eat his brain tactic"; However, this takes so long that it is unlikely to work; In either case, when the flayers are "killed" and they awake in their sanctuary, they will be most interested to repay the party at a later date... With a few of their friends and accompanied by the Master... Hope I did not make too many rule mistakes above and you guys have a good time either way. It is easy to delete environmental hazards to make this an easier encounter. Comments: I have not found anything showing Illithids have domination - but I am not looking in the psionics handbook; [/QUOTE]
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