Long story short: I am in the process of making Baldur's Gate into a campaign. The party is at the end of the city chapter and they are going to go creative, which means the battle against Sarevok's acolytes won't go as planned. I need to modify the encounter.
The party: two druids, a blaster, a bunch of non-caster NPCs. (they get the fun of blowing stuff up, I get the fun of RPing Minsc)
The original story: In the game, the party infiltrates (or just barges into) the large 5 story house containing the HQ of the Iron Throne trading company. At the top, they can get the info that will push the campaign forward, but not before meeting a bunch of fanatics that Sarevok left there to kill the party when they inevitably arrive.
Planned enemy set-up: Level 8: a fighter (halberd tripper), a ranger (archer - with a heavy crossbow enchanted to reload itself so he can full attack with it) a bard (inspire courage) a rogue (spams invisibility potions) a wizard (close combat : self buffs + trollshape) a wizard (illusionist)
The enemy has used some divinations so they know the party is coming sometimes this week and they know their typical strategy ( which is to stay away from the battle, invisible if possible, spamming summoned animals faster than the enemy can kill them and blasting anyone that might counter this tactic. They also use animal companions to pinpoint invisible foes) - the illusionist will use that last trick himself, using his bat familiar.
The fun begins: A large part of the fun in this campaign comes from watching how the players can derail the original plot. In this case, the party main decision maker is a druid, who doesn't care about politics. Her attitude can be summed up as "You are a rich merchant, the city's apex predator. I can respect that. But now you have attacked my pack, so I will torch your nest". And that is exactly what she is going to do. Of course, a large stone building is hard to set on fire - so what she is going to do is fly there in the middle of the night, summon a bunch of thoqquas on the roof and have them tunnel downwards through the walls. The rest of the team and summons are to wait outside and kill anyone who tries to get out.
Now the campaign-sensitive info I can get them in a different ways, but a final fight of the chapter should be more interesting than watching giant eagles/hippogriffs/dire wolverines flank and kill the villains as they rush out of their lair.
So, what can the acolytes do to put up a fight in this unexpected situation? I have a couple of ideas already but I'd like to hear yours.