| Diachronos |
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I'm currently running a Majora's Mask-themed campaign every other week. The campaign is nearing its end; the party has freed the four giants of Termina and are currently going up against a cult of Majora that cropped up under Clock Town. Thanks to a power boost they got by completing a set of sacred trials, they were able to defeat one of the high priests - a gestalt Slayer/Warden using a sniper build.
The party has just entered a secret exit to the cultists' lair and confronted a trio of bards paired with a small pack of Wolfos. I had the group set up so that the Wolfos skald would buff his packmates with his raging song (also giving them the benefits of the beast totem rage power chain) and two of the bards would buff them using a combination of their inspire courage performance (plus the Counterpoint to Inspiration teamwork feat) and magic. The other bard was a court bard who would debuff the PCs with his performances and spells. Of the other four Wolfos, three were rogues, and their Alpha was a barbarian with all seven of the Linnorm Death Curse rage powers. I thought it would be an interesting fight that would give the party a decent challenge.
As it turns out, the hours I spent building the Wolfos pack would have been better spent just designing a bunch of pinatas hanging over a sign reading "Free lootz and XP!", because the party steamrolled over the entire encounter.
You see, throughout most of the campaign, the closest thing the party has had to a caster was the group's ragechemist, so I've had to build things while keeping a martial-exclusive party in mind. After some recent PC deaths/changes, there is now an oracle, a witch, and a druid in the party, all at level 16. Because this change happened so recently, I wasn't expecting the entire enemy party to be neutered by a combination of reverse gravity and silence spells.
At this point I'm in a serious bind, because the cultists had little to no way of challenging the PCs before aside from sheer numbers even during the party's last attempt to infiltrate their lair. Now, I'm beginning to question whether even the high priests (who are all level 20, equipped as PCs, and gestalted through artifact masks given to them by Majora) are strong enough to be any kind of challenge, especially since only one of them has anything usable against caster PCs (which he only has because of the Myth-Weavers mishap a few weeks back).
At the moment, the cultists I have are:
Male/Female Half-Orc Fighter 9
NE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +15
Defense
AC 31, touch 14, flat-footed 27 (+3 Dex, +10 armor, +3 shield, +1 dodge, +4 natural)
hp 162 (9d10+72)
Fort +13, Ref +6, Will +5; +2 vs. fear
Defensive Abilities armor training 2, bravery +2
Offense
Speed 30 ft.
Melee +1 tonfa +20 (1d6+12) or +1 heavy steel shield +20 (1d6+12)
Attack Options full attack: +1 tonfa +16/+11 (1d6+12), +1 heavy steel shield +16/+11 (1d6+12)
Statistics
Str 24, Dex 17, Con 24, Int 10, Wis 14, Cha 12
Base Atk +9; CMB +14; CMD 28
Feats Dodge, Double Slice, Improved Shield Bash, Improved Two-Weapon Fighting, Shield Slam, Two-Weapon Fighting, Weapon Focus (tonfa, heavy shield), Weapon Specialization (tonfa, heavy shield)
Skills Acrobatics +15, Intimidate +15, Perception +15
SQ advanced weapon training (warrior spirit 3/day; +2), weapon training 2 (close)
Languages Common, Orc
Other Gear +1 tonfa (1d6), +1 heavy steel spiked shield, +1 full plate, ring of protection +1,
Male/Female Catfolk Fighter 1/Unchained Rogue (Knife Master) 8 (9/10)
CE Medium humanoid
Init +6; Senses low-light vision; Perception +14
Defense
AC 21, touch 16, flat-footed 15 (+5 Dex, +4 armor, +1 deflection)
hp 83 (1d10+8d8+9)
Fort +6, Ref +12, Will +5
Defensive Abilities blade sense +2, cat’s luck, evasion, improved uncanny dodge
Offense
Speed 30 ft.
Melee +1 dagger +14/+9 (1d4+7; 19-20)
Attack Options Two-weapon fighting: +1 dagger +12/+7 (1d4+7; 19-20), +1 dagger +12 (1d4+4; 19-20)
Two-weapon feint: feint +29, +1 dagger +12 (1d4+4; 19-20), +1 dagger +7 (1d4+7; 19-20)
Special Attacks debilitating injury, finesse training (dagger), sneak attack (+4d8 with daggers, +4d4 with other weapons)
Statistics
Str 12, Dex 22, Con 12, Int 14, Wis 14, Cha 20
Base Atk +7; CMB +8; CMD 24
Feats Weapon FinesseB, Combat Expertise, Gang Up, Greater Feint, Improved Feint, Skill Focus (Bluff), Two-Weapon Feint, Two-Weapon Fighting
Skills Acrobatics +18, Bluff +22 (+29 to feint), Diplomacy +19, Disable Device +18, Intimidate +17, Knowledge (local) +7, Knowledge (engineering) +7, Perception +14, Sense Motive +16, Sleight of Hand +18, Stealth +18, Use Magic Device +17
SQ clever cat, hidden blade +4, rogue’s edge (Acrobatics), rogue talents (combat trick, fast stealth, major magic (dazzling blade 4/day, CL 8), minor magic (message)), sprinter
Languages Common, Catfolk, Abyssal, Elven
Other Gear 2 +1 daggers, +1 studded leather, ring of protection +1, belt of dex +2, 3 potions of cure moderate, silver Majora holy symbol worth 25g, 196g
Male/Female Human Warpriest 9 (6/8)
NE Medium humanoid (human)
Init +3; Senses Perception +6
Defense
AC 31, touch 17, flat-footed 27 (+3 Dex, +7 armor, +2 shield, +5 natural, +1 dodge, +3 deflection)
hp 99 (117) (9d8+27 (45))
Fort +8 (+10), Ref +6, Will +12
Defensive Abilities sacred armor +1
Offense
Speed 20 ft.
Melee +1 whip +13/+7 (10ft reach; 1d8+8)
Attack Options Power Attack: +11/+6 (1d8+12)
Special Attacks channel energy (3d6, DC 20), fervor 3d6 (10/day), sacred weapon +2 (1d8)
Warpriest Spells Prepared (CL 9th, concentration +15)
3rd - bestow curse (2) (DC 19), cure serious (2)
2nd -
1st - cure light wounds (2), infernal healing (2), murderous command (DC 17),
0th (at will) - create water, detect magic, light, read magic
Statistics
Str 16 (20), Dex 16, Con 14 (18), Int 12, Wis 22, Cha 14
Base Atk +6; CMB +9; CMD 28
Feats Cleave, Combat Casting, Combat Reflexes, Dodge, Great Cleave, Improved Whip Mastery, Power Attack, Weapon Focus (whip), Weapon Specialization (whip), Whip Mastery
Skills Diplomacy +14, Knowledge (religion) +13, Sense Motive +18, Spellcraft +13
SQ blessings (Destruction, Evil) 9/day
Languages Common, Abyssal
Combat Gear potion of false life, potion of blur, 2x potion of cure moderate wounds; Other Gear +1 whip, +1 breastplate, +1 light steel shield, headband of wisdom +2, silver holy symbol of Majora with compartment worth 30g, 10g
Male/Female Human Cleric of Majora 11 (3/3)
NE Medium humanoid (human)
Init +3; Senses Perception +6
Defense
AC 31, touch 17, flat-footed 27 (+3 Dex, +7 armor, +2 shield, +5 natural, +1 dodge, +3 deflection)
hp 99 (117) (9d8+27 (45))
Fort +9 (+10), Ref +6, Will +13
Offense
Speed 20 ft.
Melee +1 conductive whip +13/+7 (10ft reach; 1d4+6)
Special Attacks channel energy 7/day (6d6, DC 20), destructive aurea +5 11/day, destructive smite +5 9/day, scythe of evil (5 rounds) 1/day, touch of evil (5 rounds) 9/day
Warpriest Spells Prepared (CL 11th, concentration +17)
6th - elemental assessor, epidemic (DC 22), harmD (DC 22)
5th - flame strike (DC 21), ghoul army, shoutD (DC 21), slough (DC 21)
4th - cure critical wounds (2), forceful strike, greater infernal healing, unholy blightD (DC 20)
3rd - bestow curse (2) (DC 19), cure serious (3), rageD (DC 19)
2nd -
1st - cure light wounds (2), infernal healing (2), protection from goodD,
0th (at will) - create water, detect magic, light, read magic
Domains Evil, Destruction
Statistics
Str 16 (20), Dex 16, Con 14 (18), Int 12, Wis 22, Cha 18
Base Atk +6; CMB +9; CMD 23
Feats Channel Smite, Combat Casting, Combat Reflexes, Improved Whip Mastery, Selective Channel, Weapon Focus (whip), Whip Mastery
Skills Diplomacy +18, Knowledge (religion) +15, Sense Motive +20, Spellcraft +15
SQ blessings (Destruction, Evil) 9/day
Languages Common, Abyssal
Other Gear +1 conductive whip, +1 breastplate, +1 light steel shield, headband of wisdom +2, gold holy symbol of Majora with compartment worth 505g, potion of resinous skin (DC 15), potion of effortless armor, potion of cure moderate wounds (2), scroll of freedom of movement, scroll of blade barrier, scroll of mass cure moderate wounds, 35g
NE Medium humanoid
Init +6; Senses darkvision 60 ft., low-light vision; Perception +17
Defense
AC 27, touch 17, flat-footed 21 (+6 Dex, +5 armor, +3 shield, +1 deflection, +2 natural)
hp 120 (10d8+20 (40))
Fort +7, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities well-versed, elven immunities; Immune sleep
Offense
Speed 30ft ft.
Ranged +1 adaptive composite shortbow +14/+9 (1d6+4; X3)
Melee +1 shortsword +11/+6 (1d6+4; 19-20)
Special Attacks bardic performance 38 rounds/day
Bard Spells Known (CL 10th, concentration +16)
4th (2/day) - cure critical wounds, song of healing
3rd (4/day) - cure serious wounds, displacement, haste, reviving finale
2nd (6/day) - allegro, cure moderate wounds, gallant inspiration, heroism, invisibility
1st (7/day) - cure light wounds, dazzling blade (DC 17), grease (DC 17), timely inspiration, vanish
0th (at will) - detect magic, dancing lights, ghost sound, mage hand, open/close, prestidigitation
Statistics
Str 12 (16), Dex 18 (22), Con 14 (18), Int 16, Wis 14, Cha 22
Base Atk +7; CMB +10; CMD 26
Feats Basic Harmony, Compelling Harmonies, Counterpoint to Inspiration, Discordant Voice, Harmonic Spell, Skill Focus (Perception)
Skills Acrobatics +20, Bluff +18, Diplomacy +18, Knowledge (local) +21, Knowledge (nobility) +21, Perception +23, Perform (Sing) +19, Sense Motive +15, Stealth +20
SQ bardic knowledge, bardic performance (standard action), countersong, distraction, fascinate (DC 21), dirge of doom (DC 21), inspire competence +3, inspire courage +2, jack of all trades, lore master, versatile performance (sing)
Languages Common, Elven, Abyssal, Draconic, Sylvan
Other Gear +1 adaptive composite shortbow (+1 Str), 20 arrows, +1 shortsword, +1 mithral shirt, +2 buckler, ring of protection +1,
Male/Female Half-elf Court Bard 10 (3/3)
NE Medium humanoid
Init +6; Senses darkvision 60 ft., low-light vision; Perception +17
Defense
AC 27, touch 17, flat-footed 21 (+6 Dex, +5 armor, +3 shield, +1 deflection, +2 natural)
hp 120 (10d8+20 (40))
Fort +7, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities well-versed, elven immunities; Immune sleep
Offense
Speed 30 ft.
Ranged +1 adaptive composite shortbow +14/+9 (1d6+4; X3)
Melee +1 shortsword +11 (1d6+4; 19-20)
Special Attacks bardic performance 38 rounds/day
Bard Spells Known (CL 10th, concentration +16)
4th (2/day) - dominate person (DC 22), hold monster (DC 22)
3rd (4/day) - confusion (DC 21), fear (DC 19), slow (DC 19), thundering drums (DC 19)
2nd (6/day) - cure moderate wounds, haunting mists (DC 18), invisibility, rage (DC 20), shamefully overdressed (DC 20)
1st (7/day) - cure light wounds, dazzling blade (DC 17), grease (DC 17), timely inspiration, vanish
0th (at will) - detect magic, dancing lights, ghost sound, mage hand, open/close, prestidigitation
Statistics
Str 12 (16), Dex 18 (22), Con 14 (18), Int 16, Wis 14, Cha 22
Base Atk +7; CMB +10; CMD 26
Feats Spell Focus (enchantment), Greater Spell Focus (enchantment), Discordant Voice, Harmonic Spell, Lingering Performance, Skill Focus (Perception)
Skills Acrobatics +20, Bluff +18, Diplomacy +23, Knowledge (local) +21, Knowledge (nobility) +21, Perception +23, Perform (Sing) +19, Sense Motive +15, Stealth +20
SQ bardic performance (standard action), countersong, distraction, fascinate (DC 21), glorious epic (DC 21), mockery -3, satire -2, heraldic expertise 3/day, versatile performance (sing), wide audience (40ft radius or 80ft cone)
Languages Common, Elven, Abyssal, Draconic, Sylvan
Other Gear +1 adaptive composite shortbow (+1 Str), 20 arrows, +1 shortsword, +1 mithral shirt, +2 buckler, ring of protection +1,
Male/Female Dhampir (Vetala-born) Necromancer 10 (3/3)
NE Medium humanoid (dhampir)
Init +8; Senses Lifesight 10 ft.; Perception +12
Defense
AC 28, touch 18, flat-footed 24 (+4 Dex, +4 armor, +4 shield, +2 natural armor, +3 deflection, +1 insight)
hp 82 (114) (10d6+22+32 (greater false life))
Fort +5, Ref +7, Will +9
DR 10/adamantine (70/100)
Offense
Speed 30 ft.
Arcane School Spell-like abilities (CL 10th, concentration +18)
Grave touch (5 rounds) 9/day
Power Over Undead (Command) 9/day, DC 21
Life Sight 10 ft., 10 rounds/day
Wizard Spells Prepared (CL 10, CL 12th if necromancy, concentration +16)
5th - blood boil (2; DC 24), ghoul army, vampiric shadow shield
4th - boneshatter (DC 23), echoing vampiric touch,
3rd - accursed glare (2; DC 22), empowered vampiric touch (2), ray of exhaustion (DC 22)
2nd - boneshaker (2; DC 21), ghoul touch (2; DC 21), limp lash (2),
1st -
0th - detect magic, ray of frost, touch of fatigue, message
Opposition Schools Conjuration, Enchantment
Statistics
Str 9 (8), Dex 18, Con 14, Int 24, Wis 14, Cha 14
Base Atk +5; CMB +4; CMD 18
Feats Command Undead, Echoing SpellB, Empower SpellB, Greater Spell Focus (necromancy), Maximized Spell, Scribe Scroll, Spell Focus (necromancy), Vampiric Familiar, Weapon Finesse
Skills Appraise +20, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +12, Spellcraft +20
SQ familiar (Compsognathus)
Traits Metamagic Mastery (vampiric touch), Magical Lineage (vampiric touch)
Languages Common, Abyssal, Necril, Draconic, Infernal, Elven
Other Gear dusty rose prism (5,000g), headband of intelligence +2 (4,000g), necklace of fireballs IV (5,400g), potion of barkskin +2 (300g), potion of shield of faith +3 (350g), scroll of animate dead 12HD (1,000g), gold holy symbol of Majora worth 100g, 200 gp worth of black onyx
The necromancers also have undead minions:
Init +2; Senses Perception +17
Defense
AC 21, touch 12, flat-footed 19 (+2 Dex, +4 armor, +5 natural armor)
hp 156 (12d8+60)
Fort +7, Ref +6, Will +10
DR 5/bludgeoning; Resist 5 cold; Immunities undead traits
Offense
Speed 30 ft.
Melee 2 claws +17 (1d6+7)
Attack Options Power Attack: 2 claws +14 (1d6+13)
Special Attacks rend (2 claws, 1d6+10)
Statistics
Str 24, Dex 14, Con -, Int 13, Wis 14, Cha 16
Base Atk +9; CMB +16; CMD 28
Feats Gang Up, Improved Natural Attack (claw), Multiattack, Outflank, Power Attack, Precise Strike, Toughness, Weapon Focus (claw)
Skills Climb +22, Intimidate +18, Perception+17, Sense Motive +17, Stealth +17
SQ death throes
Death Throes (Su) When destroyed, the necrocraft explodes in a burst of negative energy. The explosion deals 1d4 points of damage plus an additional 1d4 points of damage per 2HD of the necrocraft to all creatures within 25 ft. This damage is negative energy, and so heals undead and other creatures that are healed by negative energy. Creatures in the blast can attempt a DC 19 Reflex save for half damage. The save is Charisma-based.
Init +5; Senses Perception +15
Defense
AC 26, touch 15, flat-footed 21 (+5 Dex, +5 armor, +6 natural armor)
hp 150 (10d8+70)
Fort +8, Ref +8, Will +9
DR 5/slashing and adamantine; Resist 5 cold; Immunities undead traits
Offense
Speed 40 ft.
Melee bite +12 (1d6+3 plus trip)
Statistics
Str 14, Dex 20, Con -, Int 13, Wis 14, Cha 20
Base Atk +7; CMB +12; CMD 24 (28 vs trip)
Feats Agile Maneuvers, Bodyguard, Combat Reflexes, In Harm’s Way, Multiattack, Toughness, Weapon Finesse
Skills Climb +15, Intimidate +18, Perception+15, Sense Motive +15, Stealth +18
SQ death throes, master’s guard
Death Throes (Su) When destroyed, the necrocraft explodes in a burst of negative energy. The explosion deals 1d4 points of damage plus an additional 1d4 points of damage per 2HD of the necrocraft to all creatures within 25 ft. This damage is negative energy, and so heals undead and other creatures that are healed by negative energy. Creatures in the blast can attempt a DC 19 Reflex save for half damage. The save is Charisma-based.
Master’s Guard (Su) When using the Bodyguard feat to increase its master’s AC, the necrocraft provides its master with a +4 bonus instead of a +2.
The high priests aren't 100% done, but the basic gists of them are:
* The Fist of Majora, a human Brawler/Esoteric Magus built for sheer damage and shenanigans with combining Awesome Blow with either reach or with the Dimensional Assault feat chain
* The Voice of Majora, a drow Inquisitor (Infiltrator/Preacher))/Warpriest built for survival and for harassing the party by disarming and tripping with his whip
* The Guile of Majora, a half-elf Court Bart/Mesmerist built for debuffing the party with enchantment spells. Also the Voice's daughter
* The Caller of Majora, a half-orc Master Summoner/Transmuter who focuses on whittling the party down with hordes of buffed summoned creatures before buffing herself and attacking. Her panic button is to cast time stop, then buff herself and her familiar with form of the dragon III, transformation, and other spells.
The current party makeup is:
* A fighter built around Vanguard Style. No ranged weapons (player spent the last session throwing a passive-aggressive fit about being useless due to the reverse gravity shenanigans), and may be switching out to pursue his current flight of fancy in the form of a Brewmaster from Paths of the Righteous
* A lashunta ragechemist, easily one of the scariest members of the party
* A ranger, chosen combat style is two-weapon but he's been shoehorned into being an archer for most of the campaign because everybody else built melee-exclusive characters at the start.
* A druid, usually wild shapes and casts spells from a safe distance
* An oracle, not sure what his build is other than having the blindness curse and knowing silence as one of his spells
* A half-orc scarred witch doctor, built with good AC and an interesting array of hexes and spells.
* A swashbuckler, player is inexperienced but has amazing Stealth and can do decent damage
These players are present as well, but they don't show up often because of real life issues like work scheduling
* A rogue/shadowdancer; not sure of the exact build, but the player is known among our circle as "The Nat 1 King" for good reason
* A maneuver master monk with absurdly high AC
* A ki mystic/sensei built to be a support character
* A diviner wizard with a pseudodragon familiar
At the moment I'm debating the idea of giving the remaining cultists some kind of template (probably half-fiend, or making a Majora-flavored variant), but are there any tips that you might have to offer?
| Alderic |
Get your hands on those character sheets asap, and design your encounters accordingly.
For example, if the enemy can fly, reverse gravity a lot less scary.
They like silence spells ? Let's see how they like a silence spell tied to an Hallow (or unhallow) spell
Your necromancers have minions, who said they need to control all of them ? Have they make more, and keep them in isolated areas, if they're mindless they won't even wander off and will attack anything in sight, and even if they're intelligent, they might have no reason to go anywhere, and still act as your guards.
How good are your party trapfiding skills ? add some traps here and there, and even in the same rooms where the fights will happen
| Diachronos |
How good are your party trapfiding skills ? add some traps here and there, and even in the same rooms where the fights will happen
Pretty poor, actually. There was a competent rogue in the original set of characters, but he died when the party was fighting a magma dragon. The fighter built a phantom thief rogue not long after that because the party desperately needed a proper skill monkey... only to retire the character because he didn't like feeling useless in combat.
I'm not sure if the shadowdancer is built for trapfinding, but he's not the attentive sort so I'm assuming they'll be using the tried-and-true method of "have the biggest guy walk in first".
The best part of that is that they already know that at least one room in this place was littered with summon monster traps.
| zza ni |
not going to redo your bosses but how about some chalanges?
for combat, you mantioed necromancers. go to this link. type 'shadow' filter for monsters and take your pick (better scale it no higher then the chalangerating you don't want an over kill) i like the shadow golem myself (in a long fight his breath attack would be devestating since even a save still take str damage).
in betwin fights graeter gylph of warding set for spell traps can go up to 6th level spells. here are a few ideas:
intensified fireball, disinigration, extanded suffocation, empowered enervation, highten confusion, greater dispel magic, create pit (all kinds i like the acid since taking damage while climbing can easly make you fall), or just a no save geas\quest ('kill the intruders').
oh and the evil bosses taht must be killed? have them set up a plane shift glyph in their chember set to a plane they can survive and havea hidoout in. ether they get the pc off plane or they can use it and then telepot to safty in case of overwelming odds.
have fun with that.
Malag
|
I'v led a campaign once, Rise of the Runelords up to lv20. From levels 15-20 campaign was simply a massacre. Such high levels require different mindset of gameplay as a GM, a mindset which you can obtain only through trial and error. My own mistake was that I blindly thought that party can be challenged by these encounters, but it couldn't. I beefed them up with CR+5 templates even, it didn't do much besides prolonging ever so long combat. I wasn't too happy leading that AP anymore really, but at least I learned few things...
1) Think out of the box. What would NPC do in given circumstances? Think realistically. Even a lv1 rogue can kill lv20 wizard while he is asleep, so there must be a way for NPC to counter or temporarily negate PC as a threat.
2) Read the combat section. Read it again. Read it 3rd time. Good. Now, you can use additional tactical knowledge to increase or decrease challenge of any encounter in the game. You wish to softball encounter? Let NPC use demoralize or untrained CMB check. You wish to increase the challenge? Set up NPCs on elevated ground, add difficult terrain or cover. It all piles up eventually.
3) A personal advice. PF tends to be too mechanical and combat focused game. Step away from combat sometimes, storytell a bit, add a investigation/mystery quest where common spells might not work (GM's prerogative). It will refresh you from too much blood on the battle mat.
Those are a few thoughts, though not exactly solutions to your problem.
Adam
| Diachronos |
Okay, I've done a bit of reworking and come up with some possible solutions.
The main worship hall is now covered with an unhallow effect, containing a silence spell. In the center is a glyph of warding with a disintegrate spell, and at the far end of the room is a "statue" of Majora's true form that is really a fiend-infused noqual golem.
Both the training hall and one of the living quarters rooms are under an unhallow spell containing freedom of movement, and there is a glyph of warding with black tentacles in it.
The infirmary has a glyph of warding with slough attached to it.
The Caller's room has a glyph of warding with chain lightning.
The cult's vault is guarded by four shadow golems.
After playing quite a bit of Breath of the Wild, I'm debating whether to make a Lynel as a guardian in the lair as well.
All the spells are keyed to affect servants of Majora if beneficial, or enemies of Majora if harmful.
When it comes to a hallow/unhallow effect, how does dispel magic work if it's tied to it?
W E Ray
|
Eleven PCs!
You could force some of them to move to South Florida and join one of my games; we could use some more Players while you could use to cut a few.
But really,
Outside of your Hallow/Unhallow areas there are places and situations where high level spells can help, such as Maze, Project Image, Prismatic Sphere, and Time Stop. Spend some time going through 7th, 8th and 9th level spells and employ things that your NPCs would have time to employ. ....Use Wish. (Use Wish to add another or two spells to the Unhallow.)
Your PCs are high level and there are many of them; you need higher level NPCs with access to high level magic.
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Regarding Dispel Magic -- I believe it has NO effect whatsoever on Instantaneous spells.
But I would also ask the Rules Fourm.
One could rule that the Hallow's Magic Circle can be suppressed -- it is a spell effect on a magic item, maybe. (The area's like an item -- a location with a spell that can be suppressed.)
One should rule that the Sacred/Profane bonus bonus to resist positive/negative energy canNOT be suppressed. Further, dead still can't be changed to undead.
Like above, one could rule that the spell attached to the Hallow (Silence for example) can be suppressed.
Basically, the spells in the Instantaneous effect, Magic Circle & (for example) Silence can be suppressed because they are spells made with Permanancy (sort of), but still spells. The other effects, on the other hand, are not spells but just instantaneous effects.
I would rule that Anti-Magic also cannot get rid of the non-spells but would get rid of the Magic Circle & (for example) Silence.
NOTE that Dispel Magic suppresses items for only 1d4 rounds!
| Darksol the Painbringer |
The big problem is the number of PCs being both considerably higher than the expected 4, and being inconsistent (no fault of theirs, of course, but the fact still remains), and quite frankly they have all of the bases covered, which means the only way you can challenge them is by simply being better at an Arms Race than them (which, for a GM, who controls the world, is trivial).
I'm also surprised that you can run a game with that many PCs without it being a train-wreck of determining who's turn it is, what they're doing, and so on, and most especially without them getting out their phones and doing stuff on there too. While I should give you props, this is going to be another factor you have to consider with balancing encounters, especially with 11 PCs. If those 11 PCs can go before the bad guys, then chances are they're just going to unleash a combo-attack before the bad guys have a chance to react, and get slaughtered.
I only recently realized this sort of thing with my last encounter, where half my bad guys would go, all of the PCs would go, and then the remaining bad guys would go. The PCs approached and surprised the peons, and turned them into mincemeat. On the flip side, I had two of the BBEG's Lieutenants (who arrived later, with an almost-simultaneous Initiative) charge my Warpriest PC and basically insta-kill them with their high damage. (And that PC had the highest AC of the party.) If that PC could've used a Fervor or even a Cure Light Wounds spell, he would've been in the negatives at least, and not flat-out dead. In short, coordination and combination requires the work of multiple creatures. And with that many PCs, it's a lot easier for them to combo their attacks.
But, if you have bad guys go interchangably between the PCs, it will challenge them more, since they may have to delay any combinations they may make to deal with whatever the bad guys are doing to counteract them. Of course, this is more difficult since you have over 10 PCs at your table.
Halek
|
Ok so you have a wizard in the party he might be a problem. Now take a boss and replace him with a level 20 wizard.
Have this wizard use mass explosive rune bombings. Take a book fill it with explosive runes make the cover out of lead and shove it on a bookshelf also lined with lead.
In that room have their be a riddle that points towards a nonmagical book being amazing. Have all the other books have a false aura.
Party finds the book and you kill a party member. We are rolling now.
Now this is just something a level 20 wizard can do during downtine. Using fabricate he can have arbitrarily high money. Have him make simalcrums of himself. Have these simalcrums hide and act like a level 20 wizard.
Scatter them throughout the dungeon and give them spellbooks filled with explosive runes.
Troll the party. Have a section of the dungeon be a mages magneficient mansion. Have them think they have found the wizard. Then when they walk up to confront him or our standing around having killed him have the unseen sercants walk up with pamplhet and attempt to erase the runes. Instant bomb.
And have that wizard not be the real one.
Play a level 20 wizard to his fullest. Show them why it it a tier 1 class.
Any objections to using this strategy?
| Tarik Blackhands |
Ok so you have a wizard in the party he might be a problem. Now take a boss and replace him with a level 20 wizard.
Have this wizard use mass explosive rune bombings. Take a book fill it with explosive runes make the cover out of lead and shove it on a bookshelf also lined with lead.
In that room have their be a riddle that points towards a nonmagical book being amazing. Have all the other books have a false aura.
Party finds the book and you kill a party member. We are rolling now.
Now this is just something a level 20 wizard can do during downtine. Using fabricate he can have arbitrarily high money. Have him make simalcrums of himself. Have these simalcrums hide and act like a level 20 wizard.
Scatter them throughout the dungeon and give them spellbooks filled with explosive runes.
Troll the party. Have a section of the dungeon be a mages magneficient mansion. Have them think they have found the wizard. Then when they walk up to confront him or our standing around having killed him have the unseen sercants walk up with pamplhet and attempt to erase the runes. Instant bomb.
And have that wizard not be the real one.
Play a level 20 wizard to his fullest. Show them why it it a tier 1 class.
Any objections to using this strategy?
Yeah, why do all that when you can just do have the guy swarm the party with snow-cone Cthulhus and chain summoned Solars?
Also to get the binder of the explosive runes to detonate at the same time you need to actually fail to dispel them. Reading one page just detonates one page which won't exactly kill anyone.
| Tarik Blackhands |
Well if you want to just be annoying there's all sorts of goofy things you can do with things like kobold wizards in fullplate and tower shields running up to people and spiking necklaces of fireballs at their feat (while carrying a couple dozen other necklaces of fireballs) for PF style suicide bombers. Or just cast Mage's Disjunction and waste a massive amount of time as every individual item is checked AND you more than likely permanently turn a few items into paper weights further salting the wound!
| Darksol the Painbringer |
Yeah guys; GM is looking for ways to challenge the PCs, not kill them.
Any GM can kill a PC. I mean come on, they're the GM, they can do anything they want, including kill the PCs by means of saying they had an aneurysm. (Or most notably, "Rocks Fall, Everyone Dies.")
But not every GM can make an encounter challenging or fun for the players, which is what's being asked here. And if a GM can do that, then that's a sign of a good GM.
| dharkus |
I'd argue the GM is supposed to kill the PCs occasionally (or maybe even frequently) at high lvls when they can be resurrected (even in combat with breath of life) - it's a good way to make a hard fight even harder - in my groups WotR game in the fight against Baphomet one PC died twice and in another fight (the cleric leader of baphomet's religion), both Melee PCs died and the casters just about won the encounter - they're currently at lvl 19 MT9 so I expect more
| SmiloDan RPG Superstar 2012 Top 32 |
100 kobold sorcerer 1 with wands of magic missile with 1 charge each. (Another DM did that to friends of mine. Make that ex-DM....)
Heightened sanctuary summoners and ranged healers.
Use terrain and negative conditions, like stacking shaken and sickened on the PCs in deep snow while the NPCs use cover.
Counterspell.
| Diachronos |
Any objections to using this strategy?
A couple, namely that "mass explosive runes" gets boring really quickly and the fact that one of the high priests is already a 20th level wizard. Not to mention that I'm one of the few that doesn't automatically place Wizards as the best class to ever exist.