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Tactical Advice for a high-level fight
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<blockquote data-quote="Nifelhein" data-source="post: 1366421" data-attributes="member: 14129"><p>I would take the snowstorn indeed, aside from that use the rogue skills to the npcs advantage, the narrow areas mght require a escape artist chck to get through or take tie to make a long way around, the snowstorm will require the balance checks, aside from spot and listen being harder.</p><p></p><p>I would also make situations where clmb would be needed, jump and tumble might come in game too.</p><p></p><p>For example, the main tree, where they actually meet the npcs, might be a large trunked one with 3 passageways out of it, the place they are is trapped, this trap need not be hard, the best choice is one that they can beat by more than 10, thus bypasing it.</p><p></p><p>The snowstorm also will require concentration checks fo spells and make it harder to hit those ranged things. The fake torch would be protected all the time while the real one would be standing right where none would look, one of the wall torches would be the real one, for example, if it is somewhat different in desing, all of them may be so or a simple illusion spell might disguise it.</p><p></p><p>I would also consider using some unique monsters, thus I would modify driders to make a unique group of ghostly dead elven souls that are tortured nowadays, they would eb responsible for the webs.</p><p></p><p>I would too add some scrolls to the mix, the rogues could use it with use magical device, for example. I would also consider having some kind of ghost effect on the whole place, like ghosts that scream and make listen harder or that follow the group al the time while speaking endlessly, make it a childish ghost that means no harm and let the players deal with it...</p><p></p><p>Well, I may stop before making what I would surely do in this kind of situation... turn this into a group of sessions instead of a single encounter... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Nifelhein, post: 1366421, member: 14129"] I would take the snowstorn indeed, aside from that use the rogue skills to the npcs advantage, the narrow areas mght require a escape artist chck to get through or take tie to make a long way around, the snowstorm will require the balance checks, aside from spot and listen being harder. I would also make situations where clmb would be needed, jump and tumble might come in game too. For example, the main tree, where they actually meet the npcs, might be a large trunked one with 3 passageways out of it, the place they are is trapped, this trap need not be hard, the best choice is one that they can beat by more than 10, thus bypasing it. The snowstorm also will require concentration checks fo spells and make it harder to hit those ranged things. The fake torch would be protected all the time while the real one would be standing right where none would look, one of the wall torches would be the real one, for example, if it is somewhat different in desing, all of them may be so or a simple illusion spell might disguise it. I would also consider using some unique monsters, thus I would modify driders to make a unique group of ghostly dead elven souls that are tortured nowadays, they would eb responsible for the webs. I would too add some scrolls to the mix, the rogues could use it with use magical device, for example. I would also consider having some kind of ghost effect on the whole place, like ghosts that scream and make listen harder or that follow the group al the time while speaking endlessly, make it a childish ghost that means no harm and let the players deal with it... Well, I may stop before making what I would surely do in this kind of situation... turn this into a group of sessions instead of a single encounter... ;) [/QUOTE]
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