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Rise of Tiamat: Attack on Waterdeep
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<blockquote data-quote="Quickleaf" data-source="post: 7021326" data-attributes="member: 20323"><p>I like that you're mixing it up <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm not too familiar with <em>The Rise of Tiamat</em> except the broad strokes, but I can imagine and I have <em>Volo's Guide to Monsters</em> which has stats for a CR 5 enchanter and CR 9 abjurer which I'm assuming are lifted from <em>The Rise of Tiamat.</em> Lots of wicked spell strategies you could come up with for them, and for the mezzoloth's <em>cloudkill</em> to.</p><p></p><p>If I was prepping an encounter with that assassination squad, I'd consider the following strategy:</p><p></p><p>The <strong>enchanter</strong> is at large in the Field Ward, and has been undercover for quite some time, agitating the peasants. Either through rhetoric (countered by PC role-playing and/or Charisma checks) OR a <em>charm person</em> (cast at 5th-level, countered by <em>dispel magic</em>), the enchanter convinces a group of 5+ <strong>commoners</strong> to undertake an act of sabotage or turn against the PCs for some perceived slight. Foreshadowing the enchanter's presence in Waterdeep is a must, even if just a little bit! "Someone has been agitating the field workers..." Maybe the enchanter uses <em>suggestion</em> on a guard sergeant to enact a terrible defensive strategy (e.g. "burn the homes nearest the inner wards to repel the flames, these demihuman rabble be damned"). During the actual fighting, some of the enchanter's best tactics will be to stay safe behind <em>mage armor</em> + cover and (1) cast <em>dominate beast</em> on a creature the PCs usually rely upon as an ally (or perhaps on a herd of rampaging cattle, stretching the spell description a little), and </p><p></p><p>The <strong>abjurer</strong> should also do a bit of planning, beginning with <em>Rary's telepathic bond</em> to communicate with his teammates, and maybe dropping a <em>delayed blast fireball</em> in a location where they try to lure the PCs to, so the fireball just gathers strength meanwhile. Again, it's only fair to foreshadow this, maybe witnessing a glowing red orb falling from one of the dragon's into an old temple. And casting an <em>arcane lock</em> on the building's door or even a <em>wall of force</em> once the PCs are in would be suitably villainous. Also, the abjurer can <em>teleport</em> his team to the PCs' position in an attempt to surprise them, though since he lacks divination magic he'll need to get a sight line to the PCs, probably from an elevated perch like a tower warded by <em>globe of invulnerability.</em></p><p></p><p>Both casters should attempt <em>flesh to stone</em> on any flying creature, whether a mount, NPC, or PC, and watch them plummet from the sky. Wicked laugh optional.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7021326, member: 20323"] I like that you're mixing it up :) I'm not too familiar with [I]The Rise of Tiamat[/I] except the broad strokes, but I can imagine and I have [I]Volo's Guide to Monsters[/I] which has stats for a CR 5 enchanter and CR 9 abjurer which I'm assuming are lifted from [I]The Rise of Tiamat.[/I] Lots of wicked spell strategies you could come up with for them, and for the mezzoloth's [I]cloudkill[/I] to. If I was prepping an encounter with that assassination squad, I'd consider the following strategy: The [B]enchanter[/B] is at large in the Field Ward, and has been undercover for quite some time, agitating the peasants. Either through rhetoric (countered by PC role-playing and/or Charisma checks) OR a [I]charm person[/I] (cast at 5th-level, countered by [I]dispel magic[/I]), the enchanter convinces a group of 5+ [B]commoners[/B] to undertake an act of sabotage or turn against the PCs for some perceived slight. Foreshadowing the enchanter's presence in Waterdeep is a must, even if just a little bit! "Someone has been agitating the field workers..." Maybe the enchanter uses [I]suggestion[/I] on a guard sergeant to enact a terrible defensive strategy (e.g. "burn the homes nearest the inner wards to repel the flames, these demihuman rabble be damned"). During the actual fighting, some of the enchanter's best tactics will be to stay safe behind [I]mage armor[/I] + cover and (1) cast [I]dominate beast[/I] on a creature the PCs usually rely upon as an ally (or perhaps on a herd of rampaging cattle, stretching the spell description a little), and The [B]abjurer[/B] should also do a bit of planning, beginning with [I]Rary's telepathic bond[/I] to communicate with his teammates, and maybe dropping a [I]delayed blast fireball[/I] in a location where they try to lure the PCs to, so the fireball just gathers strength meanwhile. Again, it's only fair to foreshadow this, maybe witnessing a glowing red orb falling from one of the dragon's into an old temple. And casting an [I]arcane lock[/I] on the building's door or even a [I]wall of force[/I] once the PCs are in would be suitably villainous. Also, the abjurer can [I]teleport[/I] his team to the PCs' position in an attempt to surprise them, though since he lacks divination magic he'll need to get a sight line to the PCs, probably from an elevated perch like a tower warded by [I]globe of invulnerability.[/I] Both casters should attempt [I]flesh to stone[/I] on any flying creature, whether a mount, NPC, or PC, and watch them plummet from the sky. Wicked laugh optional. [/QUOTE]
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