Karoht
2012-08-31, 08:39 PM
So in an upcoming session, the plan is to harass the players via several encounters with a trio of Druids. The background is that the Players are responsible for pretty much destroying a town, the nearby Necromancers who have been giving the locals trouble actually had to come and drive the party away. The Druids of the forest are not pleased at all.
The concept is to have a series of escalating engagements, using some hit and run tactics. Start out as minor annoyances and work up to a considerable threat.
Party is 4 members all whom are level 7. A Barbarian, a Summoner, a Rogue, and a Monk.
Druid group is 3 Druids. One level 7-9, two level 3-5. The Druids will NOT risk their Animal Companions needlessly, so unless otherwise stated, assume that any encounter with this group does not use the Animal Companions (or the companions are hiding and waiting to help their masters should things turn sour for the Druids) unless otherwise stated. Animal Companions are not currently selected, though one druid (probably the level 9) will probably have a bird of some sort for scouting purposes.
Their motive is just to use nature to encourage them to leave the area, not murder them while they sleep. The Druids want to maintain their advantage of using the Wilderness against the party (and the DM wants to keep that theme where possible), and to slowly test the party. The Druids are actually somewhat afraid of one party member and are not sure what to make of the rest, so they want to see what everyone is capable of before they commit to a lethal engagement, and adjust their tactics accordingly as they go.
For reference, this game uses a combo of Pathfinder and 3.5.
Encounters described under Spoiler cut:
Wake Up
Party discovers that every single square around their tents for quite a distance is now Spike Stones as per the spell. Odds are, they will discover this the hard way, by stepping on them. But, there is a Rogue in the party, so hopefully he will wake up first and warn everyone. The second someone starts shouting to warn others, an Entangling Roots spell will be cast. The druids then flee immediately.
Yes, the Druids could just cast Spike Stones where their tents are while they are sleeping. Again, their motive is just to use nature to encourage them to leave the area, not murder them while they sleep.
Throughout the Day
Party is attacked by creatures via Summon Nature's Ally and maybe some Swarms, all of which will likely be 2nd Level spells.
Druids remain hidden or 'buzz' the party in the forms of Birds.
This may take place several times in one day.
Later that Day
Same as the camp story, except add Downdraft (two party members have wings) and Call Lightning to the mix.
That Night
Nothing. Absolutely nothing.
Next Day Nearing Noonish
Druids ambush using Summon Natures Ally.
Druids proceede to cast Spike Stones + Downdraft + Call Lightning + Aqueous Orb. Possibly Stonecall as well. Possibly Control Weather if Downdraft proves unsuccessful.
That Night
Nothing. Absolutely nothing.
Next Day Early Morning
Druids cast Control Weather before engaging party.
Druids ambush using Summon Natures Ally.
Druids proceede to cast Spike Stones + Entangling Roots + Downdraft + Call Lightning (Empowered by Control Weather) + Aqueous Orb.
Animal companions MAY be involved in this combat, likely to evacuate the Druids if need be.
From this point onwards, the party should be out of the Druids territory, or far enough away for the Druids to leave them alone for a while.
Is this too harsh to throw at a 4 Player Level 7 party?
Should they get experience for each of these encounters?
Any other Harassment suggestions?
Any other Druid spell suggestions?
Any item suggestions for the Druids?
Any Summon Nature's Ally suggestions? We're thinking mostly Wolves and Vermin.
The concept is to have a series of escalating engagements, using some hit and run tactics. Start out as minor annoyances and work up to a considerable threat.
Party is 4 members all whom are level 7. A Barbarian, a Summoner, a Rogue, and a Monk.
Druid group is 3 Druids. One level 7-9, two level 3-5. The Druids will NOT risk their Animal Companions needlessly, so unless otherwise stated, assume that any encounter with this group does not use the Animal Companions (or the companions are hiding and waiting to help their masters should things turn sour for the Druids) unless otherwise stated. Animal Companions are not currently selected, though one druid (probably the level 9) will probably have a bird of some sort for scouting purposes.
Their motive is just to use nature to encourage them to leave the area, not murder them while they sleep. The Druids want to maintain their advantage of using the Wilderness against the party (and the DM wants to keep that theme where possible), and to slowly test the party. The Druids are actually somewhat afraid of one party member and are not sure what to make of the rest, so they want to see what everyone is capable of before they commit to a lethal engagement, and adjust their tactics accordingly as they go.
For reference, this game uses a combo of Pathfinder and 3.5.
Encounters described under Spoiler cut:
Wake Up
Party discovers that every single square around their tents for quite a distance is now Spike Stones as per the spell. Odds are, they will discover this the hard way, by stepping on them. But, there is a Rogue in the party, so hopefully he will wake up first and warn everyone. The second someone starts shouting to warn others, an Entangling Roots spell will be cast. The druids then flee immediately.
Yes, the Druids could just cast Spike Stones where their tents are while they are sleeping. Again, their motive is just to use nature to encourage them to leave the area, not murder them while they sleep.
Throughout the Day
Party is attacked by creatures via Summon Nature's Ally and maybe some Swarms, all of which will likely be 2nd Level spells.
Druids remain hidden or 'buzz' the party in the forms of Birds.
This may take place several times in one day.
Later that Day
Same as the camp story, except add Downdraft (two party members have wings) and Call Lightning to the mix.
That Night
Nothing. Absolutely nothing.
Next Day Nearing Noonish
Druids ambush using Summon Natures Ally.
Druids proceede to cast Spike Stones + Downdraft + Call Lightning + Aqueous Orb. Possibly Stonecall as well. Possibly Control Weather if Downdraft proves unsuccessful.
That Night
Nothing. Absolutely nothing.
Next Day Early Morning
Druids cast Control Weather before engaging party.
Druids ambush using Summon Natures Ally.
Druids proceede to cast Spike Stones + Entangling Roots + Downdraft + Call Lightning (Empowered by Control Weather) + Aqueous Orb.
Animal companions MAY be involved in this combat, likely to evacuate the Druids if need be.
From this point onwards, the party should be out of the Druids territory, or far enough away for the Druids to leave them alone for a while.
Is this too harsh to throw at a 4 Player Level 7 party?
Should they get experience for each of these encounters?
Any other Harassment suggestions?
Any other Druid spell suggestions?
Any item suggestions for the Druids?
Any Summon Nature's Ally suggestions? We're thinking mostly Wolves and Vermin.