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Estoma
2018-02-01, 02:55 AM
Hi there. Thanks in advance for reading over this.

I've been playing for about a year (avarial druid, likes to turn into a cat and sneak into players' beds), but this is my first time DMing and I'm quite concerned I might accidentally kill my players. I also don't want to make it too easy for them.

The 'big boss' they will fight at the end of the oneshot will be a sorceress, but I'm not sure what level she should be. There will be 3 players (level 8) and possibly an NPC (unless they fail to get his help).

What would be a good level for my sorceress?

Thank you :)

Malifice
2018-02-01, 03:18 AM
I really don't get why peeps want to stat up Pcs for bbegs.

Personally I would use one of the NPC from the MM. Probably the mage.

How many encounters will they have before tackling the sorcerer? How rested will they be?

Estoma
2018-02-01, 03:25 AM
In my case, probably because I didn't even think of that, ooops! I might have to look into that.

They'll have faced some puzzles, but only a small fight (to let them test their new characters) so will be reasonably well-rested, if they are smart.

Quoz
2018-02-01, 03:25 AM
For a spellcaster enemy it's a lot less about level and a lot more about what spells you use. If you play mean, targeting what you know to be weak saves and focusing fire on the vulnerable party members to incapacitate them, force them to waste actions to heal or defend, ect. you can do with a lower level. If you spread out the damage with area spells, target the tank over the caster, and generally play into the party's strengths they can take a lot more.

The biggest factor for a boss fight is the number of actions per turn on each side. A lone sorcerer on a level playing field has a tough fight at 3 or 4 to one. But with minions, time to prepare, and choosing the battlefield things get a lot different.

The difficulty you set and spells available should depend on what the party has to work with. At this level, a paladin pumping up the party saving throws could shut down half your spell list. I would recommend you open with a shock-and-awe round, burning through high level spells and sorcery points to twin or quicken and put the party on a back foot and raise the tension, then soften as they deplete the enemy's spell slots. Go for conditions that take players out of the fight temporarily, like a twinned hold person.

I'm sorry I can't be more specific but a lot of this depends on your players and what they want and how they play. Also, if this is really a one shot don't worry too much if you kill a player or two (especially any NPC they bring along) so long as the party wins and everyone has fun.

Estoma
2018-02-01, 03:32 AM
For a spellcaster enemy it's a lot less about level and a lot more about what spells you use. If you play mean, targeting what you know to be weak saves and focusing fire on the vulnerable party members to incapacitate them, force them to waste actions to heal or defend, ect. you can do with a lower level. If you spread out the damage with area spells, target the tank over the caster, and generally play into the party's strengths they can take a lot more.

The biggest factor for a boss fight is the number of actions per turn on each side. A lone sorcerer on a level playing field has a tough fight at 3 or 4 to one. But with minions, time to prepare, and choosing the battlefield things get a lot different.

The difficulty you set and spells available should depend on what the party has to work with. At this level, a paladin pumping up the party saving throws could shut down half your spell list. I would recommend you open with a shock-and-awe round, burning through high level spells and sorcery points to twin or quicken and put the party on a back foot and raise the tension, then soften as they deplete the enemy's spell slots. Go for conditions that take players out of the fight temporarily, like a twinned hold person.

I'm sorry I can't be more specific but a lot of this depends on your players and what they want and how they play. Also, if this is really a one shot don't worry too much if you kill a player or two (especially any NPC they bring along) so long as the party wins and everyone has fun.

Thanks, you make some good points. I'll make use of those! My silly party has decided that nobody wants to be a healer (that's usually me when we play our regular campaign) so they had better watch out.

Malifice
2018-02-01, 03:36 AM
In my case, probably because I didn't even think of that, ooops! I might have to look into that.

They'll have faced some puzzles, but only a small fight (to let them test their new characters) so will be reasonably well-rested, if they are smart.

I suggest weakening them with a couple of minor encounters first. And putting them on the clock so they can't long rest.

Kill the sorcerer before she completes a ritual a midnight (releasing a demon lord) kind of thing.

Have the clock set for 4 hours till midnight. Leaves them time for 2-3 short rests.

From there stat out 5 medium difficulty encounters using the XP budget for 3 8th level PCs.

She's the 6th encounter. Make her at the upper end of hard (even deadly). Ensure she has mook support and a heavy.

A Mage, 5 Thugs, and an Ogre with an extra 50 HP, plate armor and multiattack should do.

Customise her spells to suit.

Estoma
2018-02-01, 03:42 AM
I suggest weakening them with a couple of minor encounters first. And putting them on the clock so they can't long rest.

Kill the sorcerer before she completes a ritual a midnight (releasing a demon lord) kind of thing.

Have the clock set for 4 hours till midnight. Leaves them time for 2-3 short rests.

From there stat out 5 medium difficulty encounters using the XP budget for 3 8th level PCs.

She's the 6th encounter. Make her at the upper end of hard (even deadly). Ensure she has mook support and a heavy.

A Mage, 5 Thugs, and an Ogre with an extra 50 HP, plate armor and multiattack should do.

Customise her spells to suit.

They have to stop her opening a portal to hell, so yep, there's definitely a time limit :D

Before they reach the boss fight, I'm anticipating that they will have been poisoned somewhat. And no healer=no lesser restoration, tee hee!

Good idea to pop in a few thugs. Thanks!

MrStabby
2018-02-01, 06:52 AM
What was said at session 0 about difficulty? Are the players in the game expecting to heroically stomp things, expecting a tough game or even accepting the possibility of failure?

This is a big question to get clear. There is no clear line in planning between PC defeat and victory - just probabilistic shades of success.

If you want to drain resources, consider undead like wights with max HP drain and Shadows for Str drain prior to the fight. Leave the party very much on edge.

Mooks are good to include - even if weak. It gives players who specialised in more mass combat than single creature takedowns to be able to contribute. Work out what is fun for everyone first then balance after.

Estoma
2018-02-01, 07:05 AM
Thanks for all your suggestions :)

I’ve let my party know that they might not all survive it. As deaths are rare in our regular campaign it’ll be a nice shakeup, I think!

ImproperJustice
2018-02-01, 08:05 AM
One houserule I have seen in play, and that I like, is that the BBEG gets to act after each player’s turns.

Your mileage may vart, since D&D is not built terribly well around that kind of combat, but you may be suprised just how fast 4 PCs can pile on the damage against a single foe.

In our weekly session last week, we fought a sea hag and troll buddy. Round 1, the Paladin double attacked, and unloaded both of her level 2 smites, with second being a critical to boot. She rolled really well and the BBEG had only 1 hp left from her attacks alone.

O would definitely grant your evil sorcerous some mooks and some favorable terrain.

SirGraystone
2018-02-01, 09:02 AM
One houserule I have seen in play, and that I like, is that the BBEG gets to act after each player’s turns.


It's call Legendary Action and some creature in the Monster Manual have those. For example an ancient black dragon can do 3 Legendary Actions: Detect, Tail Attack or Wings Attack (which costs 2 actions).

A spellcaster villain should have minions to slow the PCs and no be kill too quickly. Spells do use to help the sorcerer survive include magic armor, shield, magic mirror (if you feels mean let the paladin use smite before rolling to see if its a copy), blur.

Nidgit
2018-02-01, 11:22 AM
If you're still planning on making the sorceress in question based on the PC class, I'd probably aim for around 11th or 12th level but with max HP and probably a few extra Sorcery Points. Legendary actions could include one cantrip, one defensive spell, and one directed strike from whatever minions are around.

willdaBEAST
2018-02-01, 02:32 PM
Because you're running a one shot, I would worry far less about killing your players. If anything you should worry if anyone will care if they die, since I assume they haven't become attached to these new characters.

My advice is that if you recognize that a player is about to do something that might get them killed, be very clear about it and give them some kind of opportunity to react or avoid the danger. What is obvious to you as the DM can be easily missed by players. Avoid situations where a player is like, "I walk 10 feet forward" and you respond with "you step off the edge of the platform and fall into lava". Make sure the players are fully away of their environment and the context.

Estoma
2018-02-01, 03:25 PM
Lots of good suggestions there. Thank you! I’ll see how I go on Sunday.