Matticussama
2013-04-02, 01:30 AM
I am currently designing an encounter which is meant to be a fairly difficult fight for a group of 6 level 5 characters. Thus far I have more-or-less had them face off against moderate challenges, since low levels can be so deadly. Now that they're level 5, however, I want to ramp up the challenge. They are all moderately optimized, although I've dissuaded them from taking some of the more cheesy options, spells, etc.
Even though the party is only composed of 6 PCs, the animal companion and undead minion makes it so that I have to balance combat against 8 combatants. That is part of my difficulty in judging if this encounter will be too difficult or not; I don't want a TPK, but I do want them to have to work hard and use good strategies in order to win.
Party composition:
Warblade 4/Fighter 1
Ranger 5 (homebrew rule giving Ranger access to a limited number of maneuvers)
Rogue 5 (homebrew rule giving Rogue access to a limited number of maneuvers)
Cloistered Cleric 5
Dread Necromancer 5 (w/Rock Wyrm skeleton minion; 8HD dragon with pounce)
Druid 5 (w/Hyena animal companion)
Enemy:
4 Dread Warriors (From Unapproachable East; undead warrior level 4)
2 Bards (level 3; built for ranged combat, plus inspire courage and spells like Grease, Cause Fear and Charm)
2 Rangers (level 3; 1 bow ranger, 1 TWF)
1 modified Green Hag given Sorcerer casting equal to 1/2 HD (level 4 Sorc casting, mostly Evocation)
1 modified 6HD Sea Hag given Dread Necromancer casting equal to HD
1 Paladin of Tyranny 2/Warblade 1/Cleric 3 (Greatsword + Full Plate melee combatant, with maneuvers and spells focused on melee)
Basically, the party is seeking out the Hags and the Paladin of Tyranny who have established a compound in a swamp. The enemies will have the home field advantage; the ranged characters & Hags will be using cover, while the melee characters know the terrain hazards (which areas will force balance checks, which areas are quick sand, etc). The compound itself is in the middle of a small lake (about 50ft from shore to the compound), so swimming to reach it will give the Sea Hag the advantage.
The party has already been warned that it will be a difficult encounter, so they will have some prep time. They also know some of what they will be facing (undead and casters) to prepare spells accordingly but not the total numbers or exact composition.
I am more than willing to provide additional information as needed.
Even though the party is only composed of 6 PCs, the animal companion and undead minion makes it so that I have to balance combat against 8 combatants. That is part of my difficulty in judging if this encounter will be too difficult or not; I don't want a TPK, but I do want them to have to work hard and use good strategies in order to win.
Party composition:
Warblade 4/Fighter 1
Ranger 5 (homebrew rule giving Ranger access to a limited number of maneuvers)
Rogue 5 (homebrew rule giving Rogue access to a limited number of maneuvers)
Cloistered Cleric 5
Dread Necromancer 5 (w/Rock Wyrm skeleton minion; 8HD dragon with pounce)
Druid 5 (w/Hyena animal companion)
Enemy:
4 Dread Warriors (From Unapproachable East; undead warrior level 4)
2 Bards (level 3; built for ranged combat, plus inspire courage and spells like Grease, Cause Fear and Charm)
2 Rangers (level 3; 1 bow ranger, 1 TWF)
1 modified Green Hag given Sorcerer casting equal to 1/2 HD (level 4 Sorc casting, mostly Evocation)
1 modified 6HD Sea Hag given Dread Necromancer casting equal to HD
1 Paladin of Tyranny 2/Warblade 1/Cleric 3 (Greatsword + Full Plate melee combatant, with maneuvers and spells focused on melee)
Basically, the party is seeking out the Hags and the Paladin of Tyranny who have established a compound in a swamp. The enemies will have the home field advantage; the ranged characters & Hags will be using cover, while the melee characters know the terrain hazards (which areas will force balance checks, which areas are quick sand, etc). The compound itself is in the middle of a small lake (about 50ft from shore to the compound), so swimming to reach it will give the Sea Hag the advantage.
The party has already been warned that it will be a difficult encounter, so they will have some prep time. They also know some of what they will be facing (undead and casters) to prepare spells accordingly but not the total numbers or exact composition.
I am more than willing to provide additional information as needed.