
MrFish |

If my pcs are not going to Noltus' camp but instead are going to try to sneak onto the island, how could I best run that first fight with the two demons and the skinwalkers? I was thinking of just having them stalk the pcs (secretly doing observation rolls and so on on the pcs' behalf, maybe letting them notice things) and then plan an ambush at a vulnerable point. If this is the case should I still use the same tactics or alter them? One thing I was thinking was if there are no lizardfolk having the ghouls be summoned in place of the animate dead action. I also don't think the pcs would be tricked by a disguise at this particular point.
What I'd been thinking was this:
1. The acolyte might cast his feeblemind first; Onailati makes himself invisible; the julajimus (which might be in the area as a harmless looking small monkey or small dinosaur or something) shifts its form and attacks the toughest looking pc; the skinwalkers use their poisoned arrows.
2. The acolyte casts a fireball at whoever is not being engaged by the julajimus while Onailati summons his ghouls and the skinwalkers follow up the fireball attack with a pounce and attack.
3. The acolyte takes to the air while Onailati begins his death knell, the others continue their tactics.
How does this sound?

Turin the Mad |

If my pcs are not going to Noltus' camp but instead are going to try to sneak onto the island, how could I best run that first fight with the two demons and the skinwalkers? I was thinking of just having them stalk the pcs (secretly doing observation rolls and so on on the pcs' behalf, maybe letting them notice things) and then plan an ambush at a vulnerable point. If this is the case should I still use the same tactics or alter them? One thing I was thinking was if there are no lizardfolk having the ghouls be summoned in place of the animate dead action. I also don't think the pcs would be tricked by a disguise at this particular point.
What I'd been thinking was this:
1. The acolyte might cast his feeblemind first; Onailati makes himself invisible; the julajimus (which might be in the area as a harmless looking small monkey or small dinosaur or something) shifts its form and attacks the toughest looking pc; the skinwalkers use their poisoned arrows.
2. The acolyte casts a fireball at whoever is not being engaged by the julajimus while Onailati summons his ghouls and the skinwalkers follow up the fireball attack with a pounce and attack.
3. The acolyte takes to the air while Onailati begins his death knell, the others continue their tactics.
How does this sound?
Tailor your antagonists' tactics to the information they have learned from their observations, especially if they have any surviving creatures from previous encounters to firm up that intelligence. They strike me as being likely to strike in the aftermath of a wandering monster encounter. Say, with a brood of 3-8 blackfang rhagodessa which are really only a CR 5 or 6 creature as written imo for example, or a murder of 1-6 vrocks which is a legitimate, if nasty, wandering monster encounter on Taboo Island according to the table for determining such that decides to play with some "squishy mortals".
Perhaps they observe from a safe distance, moving to encircle in various innoquous forms, striking from invisibility or any other form of concealment available to them as a group. The Feeblemind would target depending on the bad guy's Spellcraft check the PC that tossed fireballs, cones of cold, and especially those no SR, no save Conjuration 'Orb of' spells while the Fireball would be delayed until after the poisoned arrows (hopefully) strike home, intending to incinerate low-Reflex save foes such as brawny types, divine character types and fireball chuckers if the party is spread out enough to escape the blast. Have the strike team, depending on their HD/levels and qualifications, trained in 2 or 3 Teamwork Benefits (PHB 2) unless you do not allow your PCs to do the same. Onailati wouldn't use a Death Knell unless it is obvious by one means or another that a suitable victim is in range - ideally, a low-Will save brawny type that can be (relatively) easily rubbed out by the spell.
Instead of direct-attack spells, leave the spellcasters invisible and have them summoning in their initial critters, knowing they won't last long but will (properly placed) sow much confusion amidst the volleys of poisoned arrows and the rampaging julajimus tearing into the rogue types with a purpose. Once they have discerned whom to target with their special nastiness, which won't take more than 1 or 2 rounds, the Feeblemind and Fireballs can fly with impunity...
Another option is to have them benefitting from a Telepathic Bond spell or two (via scrolls already used) prior to closer-distance observation and ambush. This allows them in game terms to much more closely convey tactical information while simultaneously eliminating any chance of the characters figuring out what they're up to.

MrFish |

Thanks for the advice--I think I like the idea of using the invisibility and stealth to create a good ambush, use the TP to figure out the party and pinpoint weaknesses. Of course the hunters may become the hunted but I think that's fair enough, would be a feather in the cap of the party's ranger maybe.

Matthew Vincent |
"Gang" doesn't do them justice, so I stole the grouping for crows... Many thanks Sir Carborundum!
Since that is also how they are referred to in the Fiendish Codex I (as seen in this article), you could probably view it as official now.

Turin the Mad |

The pcs more or less did what was expected--they wiped them out. However the noise gave away what happened and alerted other Skinwalkers on the island, so the pcs were kind of whipped into swift action by that. It actually made everything quite dramatic.
That's all you need as the GM are the characters to exteripate in loud, messy violence a group of bad guys to set the rest of 'em on alert.
Now, the results of the rest of Taboo Island are due from the OP some where ...

MrFish |

Actually my modification (combining Golgismorga and Broken Idols) generally paid off--we kind of had a marathon session. The pcs made use of magic to conceal themselves and cover their tracks, and then successfully managed to raid the oyster room.
I'm not sure if anyone else's group does this kind of thing but they tend to avoid stuff like the Flesh Jelly if they're still aware of more mobile and spell-crafty opponents.
Also they avoided the wastrilith area altogether; they used flying magic to avoid travelling on the lake too.