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*Dungeons & Dragons
Stirges are a nightmare!
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<blockquote data-quote="Mark1733" data-source="post: 6205881" data-attributes="member: 83142"><p>Okay...This thread has been immensely helpful as I ended my last session with a cliffhanger: The party (4-6 PCs, 2nd and 3rd levels) is on their second night watch in a swampy trail with a fog descending (visibility in all directions is around 15 feet, concelament thereafter). They just killed an attacking bullywug patrol and put the bullywugs' heads on the creatures' spears. So I have stirges coming in as the scent of blood should be hanging heavy and a campfire is glowing through fog (bug light). The watches heard a flitting sound coming in, and they smartly woke the rest of the sleeping party. Now the party is standing around their campfire, awaiting what they believe are stirges. [cue the stinging trumpets, cut to black, "LOST" pops onto the screen] So now, how to best play the stirges?</p><p></p><p>1) First, how many? I am thinking at least around 8-10 (2 per player, Enc Lvl ~4). And randomly determine who they attack, with no more than 2 on a PC.</p><p>2) Being that they can fly 40 ft, they should have no problem staying concealed in the fog and then flying right in on their turn and attacking. Any disagreement?</p><p>3) They are coming from a specific direction, but I am thinking that they are actually coming in a wide-radius flight such that they would not be in close proximity to each other (15 ft radius, 5 ft or more between stirges) but no more than 5-ft difference in their distance to target. How to play that in a 3D space for AOE spells like a cone or something (not even sure they have such spells available)?</p><p></p><p>The party used up some spells in the previous fight with the bullywugs, but suffered very little damage. The party should consist of a H-E ranger, two H-E clerics (one is healing/good, the other is luck/chaos), 1 or 2 H-E druids plus animal companions, a halfling thief, and a gnome illusionist NPC (currently unplayed as he is magically uber-obsessed with a wizard's journal). I like the "miss by 4" rule and would not play the falling rule...I would play that they simply flap away and then back in for attack, provoking an AOO.</p><p></p><p>I appreciate any other thoughts or ideas on how to play this encounter.</p></blockquote><p></p>
[QUOTE="Mark1733, post: 6205881, member: 83142"] Okay...This thread has been immensely helpful as I ended my last session with a cliffhanger: The party (4-6 PCs, 2nd and 3rd levels) is on their second night watch in a swampy trail with a fog descending (visibility in all directions is around 15 feet, concelament thereafter). They just killed an attacking bullywug patrol and put the bullywugs' heads on the creatures' spears. So I have stirges coming in as the scent of blood should be hanging heavy and a campfire is glowing through fog (bug light). The watches heard a flitting sound coming in, and they smartly woke the rest of the sleeping party. Now the party is standing around their campfire, awaiting what they believe are stirges. [cue the stinging trumpets, cut to black, "LOST" pops onto the screen] So now, how to best play the stirges? 1) First, how many? I am thinking at least around 8-10 (2 per player, Enc Lvl ~4). And randomly determine who they attack, with no more than 2 on a PC. 2) Being that they can fly 40 ft, they should have no problem staying concealed in the fog and then flying right in on their turn and attacking. Any disagreement? 3) They are coming from a specific direction, but I am thinking that they are actually coming in a wide-radius flight such that they would not be in close proximity to each other (15 ft radius, 5 ft or more between stirges) but no more than 5-ft difference in their distance to target. How to play that in a 3D space for AOE spells like a cone or something (not even sure they have such spells available)? The party used up some spells in the previous fight with the bullywugs, but suffered very little damage. The party should consist of a H-E ranger, two H-E clerics (one is healing/good, the other is luck/chaos), 1 or 2 H-E druids plus animal companions, a halfling thief, and a gnome illusionist NPC (currently unplayed as he is magically uber-obsessed with a wizard's journal). I like the "miss by 4" rule and would not play the falling rule...I would play that they simply flap away and then back in for attack, provoking an AOO. I appreciate any other thoughts or ideas on how to play this encounter. [/QUOTE]
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