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So I just ran the Irontooth fight, my party kicked ass!
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<blockquote data-quote="Gothmog" data-source="post: 4299331" data-attributes="member: 317"><p>I played the Irontooth fight about 2 weeks ago with our group, consisting of:</p><p></p><p>dwarven fighter</p><p>human paladin of the Raven Queen (me)</p><p>dragonborn paladin of Kord</p><p>human wizard</p><p>faun warlock</p><p>human rogue</p><p>human warlord</p><p>tiefling cleric</p><p></p><p>The DM added 6 more minions and I think 2 more dragonshields, a skirmisher, and another wyrmpriest. Our rogue scouted the cave and managed some really incredible Stealth rolls, going undiscovered as he looked around, and realized there were 3 entrances to the cave (north, middle, and south). When he got back, we sent the dragonborn, wizard, and rogue to the north entrance, and the rest of us to the south. The wizard then used Ghost Sound to make some noise out of the north passage (I think it was a kobold voice to "come quick- they are almost inside!". One dragonshield, the skirmishers, and most of the minions ran up that direction, and in the narrow confines of the corridor, were obliterated by the dragonborn's breath weapon, and the wizard's Thunderwave. When we heard the Thunderwave go off, we charged into the cave from the south, and took the wyrmpriest and 3 dragonshields by surprise, dropping the wrympriest and one dragonshield in the first round. A round or so later Irontooth shows up and smacked the cleric around pretty badly, before everyone began unloading daily powers on him- and he lasted about 3 rounds total in the fight.</p><p></p><p>I can see how that encounter might be nasty if you just charge in and have to deal with a ton of minions, but by taking the minions and skirmishers out of the picture, they couldn't use flanking, and we could focus our firepower.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4299331, member: 317"] I played the Irontooth fight about 2 weeks ago with our group, consisting of: dwarven fighter human paladin of the Raven Queen (me) dragonborn paladin of Kord human wizard faun warlock human rogue human warlord tiefling cleric The DM added 6 more minions and I think 2 more dragonshields, a skirmisher, and another wyrmpriest. Our rogue scouted the cave and managed some really incredible Stealth rolls, going undiscovered as he looked around, and realized there were 3 entrances to the cave (north, middle, and south). When he got back, we sent the dragonborn, wizard, and rogue to the north entrance, and the rest of us to the south. The wizard then used Ghost Sound to make some noise out of the north passage (I think it was a kobold voice to "come quick- they are almost inside!". One dragonshield, the skirmishers, and most of the minions ran up that direction, and in the narrow confines of the corridor, were obliterated by the dragonborn's breath weapon, and the wizard's Thunderwave. When we heard the Thunderwave go off, we charged into the cave from the south, and took the wyrmpriest and 3 dragonshields by surprise, dropping the wrympriest and one dragonshield in the first round. A round or so later Irontooth shows up and smacked the cleric around pretty badly, before everyone began unloading daily powers on him- and he lasted about 3 rounds total in the fight. I can see how that encounter might be nasty if you just charge in and have to deal with a ton of minions, but by taking the minions and skirmishers out of the picture, they couldn't use flanking, and we could focus our firepower. [/QUOTE]
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So I just ran the Irontooth fight, my party kicked ass!
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