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When the PCs Can Beat Everything
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<blockquote data-quote="kensanata" data-source="post: 4113742" data-attributes="member: 47845"><p>My party is very optimized and hasn't taken a lot of damage lately. The fighter is a tank with 120+ hp and AC 30+, enlarged, with spiked chain, and extends a terrible umbrella of protection. But if he can't defend his friends... Basically I'm challenging the fighter by going after the weaker characters. The player keepts telling me I need to double the number of enemies, where are the real bad guys, and nobody has taken any damage yet...</p><p></p><p>I also like to use terrain. The party (levels 9-12) is on the Plane of Fire, in a salamander temple. Small tunnels. They fight a noble salamander, six normal salamanders and seven flamebrother salamanders plus two flamefiends. They quickly finish the group with two ice storms and the archer dealing around 70 points of damage per round. Then they realize a second noble salamander has summonned a huge fire elemental in the tunnel behind their back. The elemental has two slams at +17 and deals 4d6+4 each to archer and wizard. It can't be flanked as it blocks the tunnel. The noble salamander cannot be reached. They fighters fall back. The noble salamander casts fireball. Since they are on the plane of fire, the fireball is maximized and enlarged. All enemies are immune to fire. 60 points of damage on a failed save. They start healing each other and moving away from the elemental because they can't kill it in one blow. Another maximized and enlarged fireball. The cleric has reached -29, the wizard has barely survived with 11 hp (rescued by new magic items from the Magic Item Compendium). Eight new flamebrother salamanders are climbing out of the lava, the huge elemental still has twelve rounds to go, and there's one last fireball waiting for the party.</p><p></p><p>Suddenly everything is changed.</p><p></p><p>Check out my <a href="http://www.emacswiki.org/alex/CityOfBrass" target="_blank">City of Brass</a> sessions.</p><p></p><p>Some sessions back four huge earth elementals bursting out of the ground because they were guarding the Dread Pagoda (first encounter of the third part in the arc of Sehan Dungeon adventures)... The party had to retreat, fearing for their lives. 15 ft. reach, awesome damage, no time to buff before combat starts, going for the weak guys... It all came together.</p></blockquote><p></p>
[QUOTE="kensanata, post: 4113742, member: 47845"] My party is very optimized and hasn't taken a lot of damage lately. The fighter is a tank with 120+ hp and AC 30+, enlarged, with spiked chain, and extends a terrible umbrella of protection. But if he can't defend his friends... Basically I'm challenging the fighter by going after the weaker characters. The player keepts telling me I need to double the number of enemies, where are the real bad guys, and nobody has taken any damage yet... I also like to use terrain. The party (levels 9-12) is on the Plane of Fire, in a salamander temple. Small tunnels. They fight a noble salamander, six normal salamanders and seven flamebrother salamanders plus two flamefiends. They quickly finish the group with two ice storms and the archer dealing around 70 points of damage per round. Then they realize a second noble salamander has summonned a huge fire elemental in the tunnel behind their back. The elemental has two slams at +17 and deals 4d6+4 each to archer and wizard. It can't be flanked as it blocks the tunnel. The noble salamander cannot be reached. They fighters fall back. The noble salamander casts fireball. Since they are on the plane of fire, the fireball is maximized and enlarged. All enemies are immune to fire. 60 points of damage on a failed save. They start healing each other and moving away from the elemental because they can't kill it in one blow. Another maximized and enlarged fireball. The cleric has reached -29, the wizard has barely survived with 11 hp (rescued by new magic items from the Magic Item Compendium). Eight new flamebrother salamanders are climbing out of the lava, the huge elemental still has twelve rounds to go, and there's one last fireball waiting for the party. Suddenly everything is changed. Check out my [url=http://www.emacswiki.org/alex/CityOfBrass]City of Brass[/url] sessions. Some sessions back four huge earth elementals bursting out of the ground because they were guarding the Dread Pagoda (first encounter of the third part in the arc of Sehan Dungeon adventures)... The party had to retreat, fearing for their lives. 15 ft. reach, awesome damage, no time to buff before combat starts, going for the weak guys... It all came together. [/QUOTE]
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