RttToEE: Moathouse climax battle - Need advice!

Ah. That's what I get for not reading your first post carefully enough. I didn't realize the assassin was with the party. I don't think you'll need anything else. With BG's tactics your party could be in very serious trouble.

Have fun. :)
 

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JimAde said:
Ah. That's what I get for not reading your first post carefully enough. I didn't realize the assassin was with the party. I don't think you'll need anything else. With BG's tactics your party could be in very serious trouble.

Have fun. :)


Yeah the more I think about it, Chatrilon (the assassin) should be more than capable of doing in the party, as long as clerics, gnolls, and undead keep the party busy. Also, regardless of how the fight is turning out, I have Big U up my sleeve. The party didn't kill him initially, only drove him off. He is now angry with the party (and rightfully so) though he wouldn't mind messing with the clerics a bit more.
 

Corsair said:
>> May contain spoilers for those who haven't played RttToEE <<


Ok here is the deal: It is the parties 3rd trip to the moathouse. It is 72 hours since their first incursion, and as such, the cart picking up the remaining clerics is there.

I want to push the party to their limit and make sure its a memorable battle. So far, nothing they've encountered has been that much of a challenge, mainly since nothing they've fought hits that hard. The clerics and undead don't have high enough attack bonuses to hurt them. The baddies also lack any serious ranged attack to be a threat.

The party:

Psion (kineticist) 4
Wizard 4
Warlock 4
Cleric 4 (Helm)
Fighter 2 / Cleric 2 (Torm)

As you can see, they usually just let the two clerics or a beefed up astral construct stand in front while the other three just pound away from the back lines.

So here is what I have to work with so far:

Main Forces: Human cleric 2, Troglodyte Cleric 2, Grick, 2 Gnolls.
Unknown forces: Wagon driver/escorts
Optional Forces: 4 zombies

The twist: Rogue 5 / Assassin 1 (accompanying the party in disguise)



Here is my dilemma: Other than the assassin (who will likely use hit and hide tactics) there is no real threat to the party from these guys, even though the EL is supposedly over 8. So what should I include as Wagon drivers/escorts to make it more of a challenge? Note the massive lack of ranged combat ability on the side of the badguys.

The problem is that other than the assassin, the enemy force isn't that good. They are trying to face PCs with on average twice as many HD and who are better equipped. You really need to use tactics and you should probably replace some of the enemy forces to increase overall force capability. Here are my suggestions.

1. Replace the zombies. They are way too slow, too stupid and lack any form of ranged combat. If you can get 4 gnolls instead that should be much better. Arm all the gnolls with strength bows if possible. If not use crossbows.

The other option is to get the gnolls into melee ASAP. The PCs can't easily block that many gnolls at that level. Make sure they don't all go down to 1 area of effect spell. Have one engage the cleric and one the fighter/cleric. Have all the others gang attack the psion or the wizard before anyone else. Use flanking bonuses and have at least one ready an attack if the target casts a spell or manifests a power. Remember the minions of The Eye play for keeps. Put one caster down then move to the other.

2. Replace the grick, it stinks in a fight. It is a very underpowered CR3. The Cult has ogres in its service, bring one instead. Another possibility is use a bugbear with 1 or 2 warrior levels and a good suit of armor. Bugbears are 1 cr cheaper and nearly as powerful.

3. If the wagon drivers and escorts have NPC class levels, make sure they have at least a light crossbow. Also spread them out so that an area of effect spell doesn't get them all.

4. The Assassin is your best asset. Wait until the PCs are vulnerable to use him. Have him delay until the Wizard or the psion acts. If the psion summons the construct, have the assassin strike him (the psion) first to disrupt the construct. If possible, give the assassin some Dust of Disappearance. It is very cheap and will allow the assassin to sneak attack regularly. Two good sneak attacks should be able to take down the Wizard or the Psion.

5. The clerics. These really are not going to be that helpful. Here are the best spells to use: Cause Fear (on the fighter), Bless (on the best combattant in the group), Obscuring Mist (to cover the approach as the melee combattants close in on the spellcasters), Shield of Faith (increase AC), Divine Favor (increase hit and damage). Don't forget to arm them with crossbows. Don't let them get any closer than they have to to use their spells or fire the crossbow with no penalty. Note however, it may be worthwhile to send the troglodyte in close. It may be able to disable someone with its stench. Go after the psion and wizard, they have the weakest Fort saves.

Tzarevitch
 

Tzarevitch said:
The problem is that other than the assassin, the enemy force isn't that good. They are trying to face PCs with on average twice as many HD and who are better equipped. You really need to use tactics and you should probably replace some of the enemy forces to increase overall force capability. Here are my suggestions.

Any suggestions are good!

1. Replace the zombies. They are way too slow, too stupid and lack any form of ranged combat. If you can get 4 gnolls instead that should be much better. Arm all the gnolls with strength bows if possible. If not use crossbows.

The other option is to get the gnolls into melee ASAP. The PCs can't easily block that many gnolls at that level. Make sure they don't all go down to 1 area of effect spell. Have one engage the cleric and one the fighter/cleric. Have all the others gang attack the psion or the wizard before anyone else. Use flanking bonuses and have at least one ready an attack if the target casts a spell or manifests a power. Remember the minions of The Eye play for keeps. Put one caster down then move to the other.

Actually the Zombies are story related. They are the result of an Animate Dead on some previously killed characters. Should be fun to beat on the party with their own 23 strength half-orc who has been zombified. I suppose I could use skeletons instead, but they'd only have 1 HD.

2. Replace the grick, it stinks in a fight. It is a very underpowered CR3. The Cult has ogres in its service, bring one instead. Another possibility is use a bugbear with 1 or 2 warrior levels and a good suit of armor. Bugbears are 1 cr cheaper and nearly as powerful.

I was considering this. I was looking at the grick the SRD, and it'll die to one good attack from any of the characters. Definately getting replaced. Maybe by a pair of well equipped bugbears. (is 2 CR 2 critters worth the same as CR 3?)

3. If the wagon drivers and escorts have NPC class levels, make sure they have at least a light crossbow. Also spread them out so that an area of effect spell doesn't get them all.

The wagon "driver" will likely be another low level cleric or PC-classed adversary.

4. The Assassin is your best asset. Wait until the PCs are vulnerable to use him. Have him delay until the Wizard or the psion acts. If the psion summons the construct, have the assassin strike him (the psion) first to disrupt the construct. If possible, give the assassin some Dust of Disappearance. It is very cheap and will allow the assassin to sneak attack regularly. Two good sneak attacks should be able to take down the Wizard or the Psion.

Luckily Chatrilon the assassin has a wand of Invisibility.

5. The clerics. These really are not going to be that helpful. Here are the best spells to use: Cause Fear (on the fighter), Bless (on the best combattant in the group), Obscuring Mist (to cover the approach as the melee combattants close in on the spellcasters), Shield of Faith (increase AC), Divine Favor (increase hit and damage). Don't forget to arm them with crossbows. Don't let them get any closer than they have to to use their spells or fire the crossbow with no penalty. Note however, it may be worthwhile to send the troglodyte in close. It may be able to disable someone with its stench. Go after the psion and wizard, they have the weakest Fort saves.

Luckily the Trog cleric has a pretty good AC. He can tank against the FTR/CLR and Cleric in the party.

I suspect that if I replace the Grick with a pair of bugbears and add a level 3 cleric as the wagon "driver", I should be ok. If I can get the undead, gnolls, bugbears, and Trog in among the party quickly, I should be ok. The party will get quickly swarmed under hopefully.

The main thing is the last few combats spellcasting really won the day, and the warrior types (the two clerics) didn't get to do much. This should keep them on their toes.
 

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