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General Tabletop Discussion
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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<blockquote data-quote="GMforPowergamers" data-source="post: 6447159" data-attributes="member: 67338"><p>OK, so I am putting together a scenario with pregen PCs... all the players know is that it is to test a crazy scenario I found on the internet, and it will be high level characters...</p><p></p><p>SO my scenario... take the Mind flayer and a town... the flayer boosted his mind control and will be attacking the PCs mid long rest...</p><p></p><p>I have 3 players. So I have to choose my pregens carefully, I need 1 full caster, 1 no caster, and 1 inbetween, but I'm not sure what yet. </p><p></p><p>I figure population 550 people, 65 of them are old enough or sick enough not to matter, 35 of them 'made there save' so 450 controlled usable targets. </p><p></p><p>right off the bat 365 of them are commoners (MMpg345) fluff wise some of these are women and children...</p><p></p><p>town guard/milita 20 guards (MM pg347) 2 Knights (MMpg347), 8 Veterans (MMpg 350), 4 scouts (MMpg 349), 1 gladiator (MMpg 346)</p><p></p><p>10 Nobles (MM pg348) refluffed as merchents</p><p></p><p>each of those merchants have an ally/employee so 4 Guards, 3 Veterans, 1 Thug (MMpg 350), 1 gladiator, 1 scout,</p><p></p><p>a thieves guild/ gang about 25 strong... 3 spys, 1 assassin, 7 thugs, 13 bandits (MMpg 343),1 Bandit Captain (MMpg 342)</p><p></p><p>A local mage (MMpg 347)</p><p>1 priest (MMpg348) with 3 Acolytes (MMpg 342)</p><p></p><p></p><p>The set up is simple, the PCs are attacked with no warning... they need to figure out it's the mind flayer that escaped 3 levels ago looking for revenge. They have to not only survive the town, but track the flayer...</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 6447159, member: 67338"] OK, so I am putting together a scenario with pregen PCs... all the players know is that it is to test a crazy scenario I found on the internet, and it will be high level characters... SO my scenario... take the Mind flayer and a town... the flayer boosted his mind control and will be attacking the PCs mid long rest... I have 3 players. So I have to choose my pregens carefully, I need 1 full caster, 1 no caster, and 1 inbetween, but I'm not sure what yet. I figure population 550 people, 65 of them are old enough or sick enough not to matter, 35 of them 'made there save' so 450 controlled usable targets. right off the bat 365 of them are commoners (MMpg345) fluff wise some of these are women and children... town guard/milita 20 guards (MM pg347) 2 Knights (MMpg347), 8 Veterans (MMpg 350), 4 scouts (MMpg 349), 1 gladiator (MMpg 346) 10 Nobles (MM pg348) refluffed as merchents each of those merchants have an ally/employee so 4 Guards, 3 Veterans, 1 Thug (MMpg 350), 1 gladiator, 1 scout, a thieves guild/ gang about 25 strong... 3 spys, 1 assassin, 7 thugs, 13 bandits (MMpg 343),1 Bandit Captain (MMpg 342) A local mage (MMpg 347) 1 priest (MMpg348) with 3 Acolytes (MMpg 342) The set up is simple, the PCs are attacked with no warning... they need to figure out it's the mind flayer that escaped 3 levels ago looking for revenge. They have to not only survive the town, but track the flayer... [/QUOTE]
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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