
Xargell |
So maybe I'm a bad GM, I really hope not, but here goes. I've come across a problem. Between the Cleric and the Shaman in my party, the entire party can airwalk, which removes a lot/all of the situational terrain difficulties in a couple major combats.
While I congratulate them on their ingenuity, it seems like the removal of hazardous terrain is making these battles too easy.
Any suggestions on alternate methods of giving these battles a little more oomph before the enemies die in the second round of combat to a paladin's sneeze?
I don't want to stack the deck too much in the bad guys favor, but I would like to make these battles a little more epic.

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Also, if you're worried about them finding Renchurch too easy... may I shamelessly plug this thread? ^_^
If you find yourself in need of aid (whether it's this problem or a different one), feel free to ask - here, in the linked thread, or via PM.

GrimSpider |
2 people marked this as a favorite. |

I started out from the edge of the forest that any use of flight magic would summon the storms from the back of the book.
Each time they attempted to use it I rolled a d4 for rounds to effect and described the gathering magic storm. After 2 triggering they got the idea and wont use flight for more than 2 rounds at a time.