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Survivability for "Heart of Nightfang Spire"?
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<blockquote data-quote="Victim" data-source="post: 662289" data-attributes="member: 78"><p>Despite its difficulty, I loved playing through the adventure. With good tactics and preparation, it would become much easier - but still tough. You can't go through on automatic pilot, following the old charge-hack-hack, fireball-magic missile, heal routine. If you can use spells or mobility to prevent full attacks from Girallons, then they aren't so tough.</p><p></p><p>The tricky part is getting the group to actually do it. Our group just bludgeoned through - our "leader's" motto was Charge, along with Force March. That's why we could have been getting discounts from the "Frequent Donors" program at the temple of lathandar from all the dang resurrections. </p><p></p><p>Amazingly, we seemed to do much better when only the original 4 characters showed up. </p><p></p><p>However, when we played through it, Gulthias and that wight assassin thing didn't make an appearence until we attacked them in the middle. But that bum had been scrying us - even while we buffed up to go after him - and thus knew who to target. Both our wizard and sorceress died right away. That fight was great, but would have been rather strange to watch. Everyone was flying and Improved Invis. If I remember right, the module recommends a huge tactical error for Gulthias - Globe of Invulnerability. While spell effects can freely leave the sphere, even the caster's spells are suppressed while within. It's real smooth for the caster to lose his Haste, See Invis, Fly, II, and who knows what else in the middle of a fight. I think he was supposed to attempt to nail the cleric too, but changing that targeting priority was a smart move on the DM's part.</p></blockquote><p></p>
[QUOTE="Victim, post: 662289, member: 78"] Despite its difficulty, I loved playing through the adventure. With good tactics and preparation, it would become much easier - but still tough. You can't go through on automatic pilot, following the old charge-hack-hack, fireball-magic missile, heal routine. If you can use spells or mobility to prevent full attacks from Girallons, then they aren't so tough. The tricky part is getting the group to actually do it. Our group just bludgeoned through - our "leader's" motto was Charge, along with Force March. That's why we could have been getting discounts from the "Frequent Donors" program at the temple of lathandar from all the dang resurrections. Amazingly, we seemed to do much better when only the original 4 characters showed up. However, when we played through it, Gulthias and that wight assassin thing didn't make an appearence until we attacked them in the middle. But that bum had been scrying us - even while we buffed up to go after him - and thus knew who to target. Both our wizard and sorceress died right away. That fight was great, but would have been rather strange to watch. Everyone was flying and Improved Invis. If I remember right, the module recommends a huge tactical error for Gulthias - Globe of Invulnerability. While spell effects can freely leave the sphere, even the caster's spells are suppressed while within. It's real smooth for the caster to lose his Haste, See Invis, Fly, II, and who knows what else in the middle of a fight. I think he was supposed to attempt to nail the cleric too, but changing that targeting priority was a smart move on the DM's part. [/QUOTE]
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