Grey Alchemist
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So I am trying to come up with a good set of strategy for the Scorched Hands.
So I first added to Valeria's spell list Alarm, something she carries as a scroll they use when they are setting up a camp. Casting it to the north.
They also carry a chain and padlock, mainly to secure a site, but since this one lacked doors to lock they used it on the western gate.
Aside from these two significant changes to buy more time I believe the following strategy would be viable, but I would love suggestions from anyone else to make this a challenging encounter.
No Matter the approach the Scorched Hand will be aware of PCs. Either by the gate or by the Alarm spell placed in the northern hall by Velriana. Or the extra time by the padlock and chain on the door to the west.
Before combat
If the Players come from the north they will have just 3 rounds to prepare. Due to the alarm spell, Velriana had cast (from scroll) on the northern approach.
Picking a lock is a full round action and with a DC20 shouldn't be too hard. But it will give the Scorched hand 2 rounds.
To slow down any intruders, a simple lock (DC20) and good quality chain has also been applied to the western gate. Hard 10, HP 5, Break DC26.
Round 0
Aziz - Already has Mage Armor on. Will grease the area in front of the doors the pcs approach (1 casting, just enough to cover the whole front of the door) - they are hard corners so can't be diagonally avoided. Then Vanish his familiar (if coming from West - then MM from scroll if time permits). Then ready Flaming Sphere for breach.
His scorpion will move closer, along the wall ready to move in and attack a back field cleric.
Khelru will cast Bulls' Strength and Shield of Faith on Idorii. IF TIME permits he will even cast Bless. (+1 to Hit and Save vs. Fear) Then Effortless Armor (move increase to 30) Then Magic Weapon on his Quarterstaff (+1 to dmg as it is already MWK)
Velriana cast mirror image and uses a charge from wand of shield. If time permits and coming from West - will cast MM as that avoids the cover penalty of the Bronze Gate. Otherwise, Velriana will ready Ray of Enfeeblement on Frontline fighter
Round 1
Velriana's(Init 20) Ray of Enfeeblement will fire. ( +2 vs touch- Drain 1d6+2 STR, Fort DC15 for 1/2)
Idorii (INIT 21 - readied for Velriana’s spell to fire first) moves to engage any who crossed grease zone, if all fail she will toss weapons on those staying on other side. Or engage prone foe, because it is easier to kick them while they are down (+4 to attack).
Aziz (Init 12) Flaming Sphere goes off.(3d6 REFX 15 for half 3 rounds). His scorpion will move up on the group's cleric, hoping to force failed castings.
Scorpion(Init 12) will move to attack climbing the wall to get around the corner.
Khelru (Init 8) will Cast Spiritual weapon will focus it on a caster (note: if he loses line of sight, the weapon will return to him) +5 to hit, 1d8+1 dmg, lasts 3 rounds.
Round 2
Idorii attacks primary foe who threatens Velirana, scorpion is too small to provide a flank. Will stick with one foe until they are down.
Velriana will cast Scorching Ray on any obvious spell casters or anyone standing (no need to give herself the -4 to hit prone targets, or -2 on those in battle with Idorri) (4d6 vs. Touch AC)
Aziz will use move action to direct sphere and use standard action to cast force missile 1d4+1 auto hit on whomever is engaged with Idorii.
Khelru will heal by Readying for a wounded ally and staying mobile. Using CLW over channeling initially. If no one is injured will use hold person (DC 15 will negates). (Spiritual Weapon)
Round 3
So at this point it really depends on what is going on
Idorii will focus on a single foe until unconscious (they or her)
Velriana - if cornered will 5 foot back and cast from scroll warding weapon and then resume casting (warding weapons for 4 rounds means she doesn't have to cast defensively)
Otherwise Scorching Ray, then Acid Arrow, then Burning Hands, and lastly Magic Missle.
Has Glitterdust to deal with Invisible foes once aware of them.
Aziz - Force Missile and Flaming Sphere
Khelru - Heal (Spiritual Weapon)
Round 4:
Aziz Flaming Sphere is gone so he will stick to force missiles, again focusing fire on Idorri's target.
Khelru's Spiritual Weapon is gone, but he will be busy healing. If he gets a breather he will use Sun Metal on his staff. Afterwards he will use Hand of the Acolyte to hit ranged targets.
Things to be aware of, at this point the PCs will have create Pit. So need to be spread out. So have them all take cover behind different pillars (the four farthest from the entrance the PCs are entering from.) Expect Idorri to be primary target.
Trick to know: Grease give +10 to escape from grapple. Something Aziz is well aware of and will use to aid anyone hugged by the Monk.
