rahimka
2018-11-11, 02:35 PM
CONTEXT:
I'm a somewhat experienced DM, but pretty new to 5e, with a large party of fairly new players:
Goliath Fighter (Defensive-style, Champion path; the only experienced player)
Dwarf Druid (Shepherd path; very new player who is getting used to what she can do with her powerful class)
Elven Rogue (Thief)
Dragonborn Rogue (Assassin)
Half-Elf Ranger (Revised version, Hunter conclave, Archer)
Half-Elf Warlock (Hexblade, DMPC; token evil teammate, mostly hangs back in combat using his cantrips, tries not to show off how dangerous he can REALLY be in case he has to fight the rest of the party later...)
They are currently lvl4, and making their way from the rural villages and small towns towards the Capital City, taking on random encounters (like being ambushed by a jerk of a Paladin who they beat to the holy relic in a dungeon) and a few small side-quests/single-session adventures along the way (next up is the shady carnival in "No Foolish Matter"). But I want to throw them a REAL CHALLENGE before they get there. Something that will give them some cred as up-and-coming adventurers with folks in the setting who hear about it (like the international Adventurer's Guild, or the folks at the Mage College who the party will be trying to get info from when they get to the city)
What I have in mind: the party is finally reaching the heart of the kingdom, when they arrive at a large town only a few days upriver from the Capital. But danger rears its head when they discover the Lizardfolk of the nearby swamp have suddenly become very aggressive (either ambushing the party ahead of time, or in the midst of a large raid as they arrive). A boatload of supplies and almost a dozen townsfolk have been taken by these raiders, and it falls to the PCs to head out and rescue them. They'll have to navigate the perils of the swamp and find the Lizardfolk lair in some overgrown ruins, but there's a surprise waiting for them in the deepest chamber: A BIG ASS MONSTER WITH LAIR ACTIONS AND ALL THAT JAZZ!
As a relative newbie to DMing in 5e, my questions are: How big of a challenge can I realistically throw at this group? Especially if I'm not giving them a heads-up that there's something REALLY DANGEROUS as the Boss of the Lizardfolk
I'd love to go for something really iconic, like say, a CR7 Young Black Dragon (which could have some fun RP between the Black Dragonborn and the Lizardfolk who worship this monster). But is that too much for a group of 6 at lvl4-ish? Not enough? They've proven adept at focusing down single foes (especially with two rogues and the Druid learning to use her crowd of summons more effectively), so if a CR7 is appropriate for the group size & lvl, maybe I should be sure to include a few mooks in the fight too?
Any advice from DMs who have run encounters like this at this level range would be greatly appreciated
I'm a somewhat experienced DM, but pretty new to 5e, with a large party of fairly new players:
Goliath Fighter (Defensive-style, Champion path; the only experienced player)
Dwarf Druid (Shepherd path; very new player who is getting used to what she can do with her powerful class)
Elven Rogue (Thief)
Dragonborn Rogue (Assassin)
Half-Elf Ranger (Revised version, Hunter conclave, Archer)
Half-Elf Warlock (Hexblade, DMPC; token evil teammate, mostly hangs back in combat using his cantrips, tries not to show off how dangerous he can REALLY be in case he has to fight the rest of the party later...)
They are currently lvl4, and making their way from the rural villages and small towns towards the Capital City, taking on random encounters (like being ambushed by a jerk of a Paladin who they beat to the holy relic in a dungeon) and a few small side-quests/single-session adventures along the way (next up is the shady carnival in "No Foolish Matter"). But I want to throw them a REAL CHALLENGE before they get there. Something that will give them some cred as up-and-coming adventurers with folks in the setting who hear about it (like the international Adventurer's Guild, or the folks at the Mage College who the party will be trying to get info from when they get to the city)
What I have in mind: the party is finally reaching the heart of the kingdom, when they arrive at a large town only a few days upriver from the Capital. But danger rears its head when they discover the Lizardfolk of the nearby swamp have suddenly become very aggressive (either ambushing the party ahead of time, or in the midst of a large raid as they arrive). A boatload of supplies and almost a dozen townsfolk have been taken by these raiders, and it falls to the PCs to head out and rescue them. They'll have to navigate the perils of the swamp and find the Lizardfolk lair in some overgrown ruins, but there's a surprise waiting for them in the deepest chamber: A BIG ASS MONSTER WITH LAIR ACTIONS AND ALL THAT JAZZ!
As a relative newbie to DMing in 5e, my questions are: How big of a challenge can I realistically throw at this group? Especially if I'm not giving them a heads-up that there's something REALLY DANGEROUS as the Boss of the Lizardfolk
I'd love to go for something really iconic, like say, a CR7 Young Black Dragon (which could have some fun RP between the Black Dragonborn and the Lizardfolk who worship this monster). But is that too much for a group of 6 at lvl4-ish? Not enough? They've proven adept at focusing down single foes (especially with two rogues and the Druid learning to use her crowd of summons more effectively), so if a CR7 is appropriate for the group size & lvl, maybe I should be sure to include a few mooks in the fight too?
Any advice from DMs who have run encounters like this at this level range would be greatly appreciated