Kabalite
2016-06-19, 09:58 PM
Hi All,
So it's been almost five years since I have DMed/played Dungeons & Dragons and I'm fairly rusty. I am also trying teach/lead our intrepid (and new) adventurers without killing them. I do want to foster the feeling that the "true enemy" is formidable and has competent foot soldiers. This is what I have:
Party
4 Drow Barbarian (charger, tank, frenzy)
4 Drow Sorcerer
4 Drow Cleric (Knowledge)
4 Drow Rogue (socially oriented)
4 Drow Ranger (range/stealth oriented)
*I let all characters have a feat at level 1.
*Constructed using 27 point buy.
*First Level Kit
The Boss(es)
5 Drow Sorcerer
Has Alert Feat. Has converted Spell slots into Sorcery Points for Quicken
MO
Cast Quickened Haste on Fighter; Cast Scorching Ray on Ranger or Sorcerer
Cast Quickened Scorching Ray at Ranger Sorcerer, Move, Attack
Quicken Burning Hands on Barbarian/Cleric, Attack
Quicken Invisibility, Escape
4 Human Fighter
Has Alert and Great Weapon Mastery Feats. Battle Master with Precision Strike, Disarm, and Riposte. Great Weapon Fighting.
MO
Action Surge and attack Barbarian 3 times. 1st Disarm, 2nd & 3rd Precision with Great Weapon Fighting
Disarm, Riposte, or Precision with Great Weapon Mastery as needed against Barbarian/Cleric
Melee attack until at 25% health or Drow escapes. Attempt escape or surrender.
Possible Addition
If the party is flying high, can introduce a level 2 fighter with the Protection Fighting Style. Sorcerer Twin's Haste so Shield Mate has AC 19 and Great Weapon guy has 17 plus disadvantage against the Barbarian's melee attacks. Obviously changes Sorcerer's casting/attack sequence.
Concerns
Depending on how smart/aggressive the players are during their prison rescue, they may have depleted resources. Typical guard is a 2nd level fighter with a glaive & crossbow and they move in patrols of 2-3. If the players are clever, they might have to fight as few as 2 such patrols but the facility has about 100 guards in total.
There is the possibility that one of the PC's may just be brutally nuked to death with the Scorching Rays. My intent is to scare the backfielders more than anything. Provided the Barbarian has a rage left, I expect she can withstand the Figther's brutal onslaught but I don't know about the Cleric. If the Barbarian does not a rage, I may not cast Haste and not go with the Precision Strike/Two Handed Mastery combo.
Sorcerer has not picked his spells for real yet (2nd session) so I am unsure what to do.
Advice? Thoughts? Criticisms? Thanks!
So it's been almost five years since I have DMed/played Dungeons & Dragons and I'm fairly rusty. I am also trying teach/lead our intrepid (and new) adventurers without killing them. I do want to foster the feeling that the "true enemy" is formidable and has competent foot soldiers. This is what I have:
Party
4 Drow Barbarian (charger, tank, frenzy)
4 Drow Sorcerer
4 Drow Cleric (Knowledge)
4 Drow Rogue (socially oriented)
4 Drow Ranger (range/stealth oriented)
*I let all characters have a feat at level 1.
*Constructed using 27 point buy.
*First Level Kit
The Boss(es)
5 Drow Sorcerer
Has Alert Feat. Has converted Spell slots into Sorcery Points for Quicken
MO
Cast Quickened Haste on Fighter; Cast Scorching Ray on Ranger or Sorcerer
Cast Quickened Scorching Ray at Ranger Sorcerer, Move, Attack
Quicken Burning Hands on Barbarian/Cleric, Attack
Quicken Invisibility, Escape
4 Human Fighter
Has Alert and Great Weapon Mastery Feats. Battle Master with Precision Strike, Disarm, and Riposte. Great Weapon Fighting.
MO
Action Surge and attack Barbarian 3 times. 1st Disarm, 2nd & 3rd Precision with Great Weapon Fighting
Disarm, Riposte, or Precision with Great Weapon Mastery as needed against Barbarian/Cleric
Melee attack until at 25% health or Drow escapes. Attempt escape or surrender.
Possible Addition
If the party is flying high, can introduce a level 2 fighter with the Protection Fighting Style. Sorcerer Twin's Haste so Shield Mate has AC 19 and Great Weapon guy has 17 plus disadvantage against the Barbarian's melee attacks. Obviously changes Sorcerer's casting/attack sequence.
Concerns
Depending on how smart/aggressive the players are during their prison rescue, they may have depleted resources. Typical guard is a 2nd level fighter with a glaive & crossbow and they move in patrols of 2-3. If the players are clever, they might have to fight as few as 2 such patrols but the facility has about 100 guards in total.
There is the possibility that one of the PC's may just be brutally nuked to death with the Scorching Rays. My intent is to scare the backfielders more than anything. Provided the Barbarian has a rage left, I expect she can withstand the Figther's brutal onslaught but I don't know about the Cleric. If the Barbarian does not a rage, I may not cast Haste and not go with the Precision Strike/Two Handed Mastery combo.
Sorcerer has not picked his spells for real yet (2nd session) so I am unsure what to do.
Advice? Thoughts? Criticisms? Thanks!