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Red Hand of Doom, players hunted by Dragon
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<blockquote data-quote="Lord Zardoz" data-source="post: 3791093" data-attributes="member: 704"><p>My party is not quite that combat optimized, at least not for toe to toe battles.</p><p></p><p>- 6th level Cleric, mostly support / ineffective melee</p><p>- 6th level Sorcerer with mostly enchantment and summon spells</p><p>- Ftr 2 Ranger 4, dual weilding, with feats for disarming, good dex makes for decent archery.</p><p>- 6th level Gnome Rogue</p><p>+ Guard Captain sorianna, 5th level fighter, mostly archery</p><p></p><p>The Gnome is an NPC, but I added it because most of the time, I only have 3 out of 4 of my players show up (In our line of work, its a known issue). The Gnome NPC allows me to avoid having to rebalance fights expecting 4 players. The primary tank fighter is unable to play for a while, but he is mostly geared for Mounted Combat. The party can be scary effective at times. Between the cleric's Hold Person and the sorcerer laying out Hideous Laughter, most human type combatants get to play Save or be Screwed. The sorcerer's monster summoning is also doing nicely, since the Celestial Bison / fiendish Ape have damage resistance that most of the Hobgoblins cannot bypass. The Ranger is also able to do quite well for himself. And while the Cleric sucks at melee combat, he is doing pretty decently with a very high AC. All the characters are at least functional at ranged combat. </p><p></p><p>The dragons AC and HP give it a great deal of staying power, more so than pretty much any other fight the players have come into. It can also dictate the terms of the fight, as I outlined in my first post. It does have enough staying power that I can afford to drop to the ground for 1 or 2 rounds of melee and get off a full attack. </p><p></p><p>It also helps that my players were not expecting to find a Dragon. They got do the bridge encounter on the morning of Day 7, and from the notes they got from Wyrmlord Koth, they knew they did not have time to select optimized spells. Still, only the Cleric suffered for that. The Dragon did some pretty solid damage, and it can come back at full HP. The players have to deal with some pretty heavy damage, and the Sorcerer has used up a fair number of his spells. The rest of the day will suck for them.</p><p></p><p>Also, while they got Wyrmlord Koths notes, they did not caputure or kill Koth. And given that they also heard the dragon order the Hobgoblins to "Go fetch Koth", that things are going to get nasty for them.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3791093, member: 704"] My party is not quite that combat optimized, at least not for toe to toe battles. - 6th level Cleric, mostly support / ineffective melee - 6th level Sorcerer with mostly enchantment and summon spells - Ftr 2 Ranger 4, dual weilding, with feats for disarming, good dex makes for decent archery. - 6th level Gnome Rogue + Guard Captain sorianna, 5th level fighter, mostly archery The Gnome is an NPC, but I added it because most of the time, I only have 3 out of 4 of my players show up (In our line of work, its a known issue). The Gnome NPC allows me to avoid having to rebalance fights expecting 4 players. The primary tank fighter is unable to play for a while, but he is mostly geared for Mounted Combat. The party can be scary effective at times. Between the cleric's Hold Person and the sorcerer laying out Hideous Laughter, most human type combatants get to play Save or be Screwed. The sorcerer's monster summoning is also doing nicely, since the Celestial Bison / fiendish Ape have damage resistance that most of the Hobgoblins cannot bypass. The Ranger is also able to do quite well for himself. And while the Cleric sucks at melee combat, he is doing pretty decently with a very high AC. All the characters are at least functional at ranged combat. The dragons AC and HP give it a great deal of staying power, more so than pretty much any other fight the players have come into. It can also dictate the terms of the fight, as I outlined in my first post. It does have enough staying power that I can afford to drop to the ground for 1 or 2 rounds of melee and get off a full attack. It also helps that my players were not expecting to find a Dragon. They got do the bridge encounter on the morning of Day 7, and from the notes they got from Wyrmlord Koth, they knew they did not have time to select optimized spells. Still, only the Cleric suffered for that. The Dragon did some pretty solid damage, and it can come back at full HP. The players have to deal with some pretty heavy damage, and the Sorcerer has used up a fair number of his spells. The rest of the day will suck for them. Also, while they got Wyrmlord Koths notes, they did not caputure or kill Koth. And given that they also heard the dragon order the Hobgoblins to "Go fetch Koth", that things are going to get nasty for them. END COMMUNICATION [/QUOTE]
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