D&DPrinceTandem
2019-03-22, 02:34 AM
So the party (collective CL 15) is going to be soon passing through a swamp area. In Character they have already been warned the dangerous spirits and monsters haunt the eastern swamp lands that they are going to pass through, one of the characters (a ranger) rolled a History and rolled high enough to know that the Eastern swamp lands goes by another name more fitting, "The Souls Light Swamps". and he knows this is more fitting because it is known that the swamps are filled with countless Will o' wisps. He also rolled a Nature check, high enough to know that the shambling mounds they fought while entering the tribal town only grow more common the further into the jungle, and by proxy the swamps, they go. So they have gained enough information to expect at least one encounter containing each of the creatures. I read there stat blocks and info before telling them this information and thought it would be a nice challenge. Now I grow worried for the campaign.
The written battle consists of 1 Shambling mound and 4-8 Will o' wisps. (anywhere from a CR 15 battle to a CR 11 battle). I knew it was going to be challenging and now I am concerned with exactly how challenging it would be. Clarification: the party hasn't reach the upcoming battle yet.
If i am reading correctly here are a few things i am worried about.
(a) the Wisps can travel at a whopping speed of 50ft. This is enough to travel 25ft to the shambling mound, make a shock attack, and move 25ft away.
(b) the Wisps don't need to breath.
(c) 4 wisps hit the Shambling mound healing it on average 36 dmg (8 = 72 average)
(d) Shambling mounds have 208hp (we max all hp for everything)
(e) Shambling mounds moves at 20ft in water (and with this it can hold its breath for 4 minutes)
(f) Shambling mounds have Blindsight 60ft
(g) a creature engulfed by a shambling mound can't breath and drops to 0hp and is dying in a number of rounds = to its con mod
(h) the river/swamp is 40ft deep and murk water (10ft visibility).
This is the planned tactics of the wisps
Go 25ft under the water (they don't need to breath); on there turn come up and touch the bottom of the Shambling mound healing in ~9dmg, ~36-72 dmg a round. If the shambling mound is at full health and a character is engulfed they will attack the character (which they have advantage on).
and here is the planned tactics of the Shambling mound
Attack, a single creature twice. if success the target is grappled and begins to suffocate. Then the mound moves 20ft underwater to escape other creatures. after 5 rounds it rises back to the surface, the party 1 member down and the shambling mound back at what should be full heal no mater how much damage was dealt to it (healed 360 per round)
What do you think U should do? I would let the players down as a DM if I don't included these creatures in a battle. The Players at the start of the campaign have already been warned the this world is a harsh place (such the reason why there are few Adventures). I am okay with killing one player as that would be expected from this level of a campaign, but how do i prevent this from becoming a TPK (because straight numbers, it most likely will be).
The written battle consists of 1 Shambling mound and 4-8 Will o' wisps. (anywhere from a CR 15 battle to a CR 11 battle). I knew it was going to be challenging and now I am concerned with exactly how challenging it would be. Clarification: the party hasn't reach the upcoming battle yet.
If i am reading correctly here are a few things i am worried about.
(a) the Wisps can travel at a whopping speed of 50ft. This is enough to travel 25ft to the shambling mound, make a shock attack, and move 25ft away.
(b) the Wisps don't need to breath.
(c) 4 wisps hit the Shambling mound healing it on average 36 dmg (8 = 72 average)
(d) Shambling mounds have 208hp (we max all hp for everything)
(e) Shambling mounds moves at 20ft in water (and with this it can hold its breath for 4 minutes)
(f) Shambling mounds have Blindsight 60ft
(g) a creature engulfed by a shambling mound can't breath and drops to 0hp and is dying in a number of rounds = to its con mod
(h) the river/swamp is 40ft deep and murk water (10ft visibility).
This is the planned tactics of the wisps
Go 25ft under the water (they don't need to breath); on there turn come up and touch the bottom of the Shambling mound healing in ~9dmg, ~36-72 dmg a round. If the shambling mound is at full health and a character is engulfed they will attack the character (which they have advantage on).
and here is the planned tactics of the Shambling mound
Attack, a single creature twice. if success the target is grappled and begins to suffocate. Then the mound moves 20ft underwater to escape other creatures. after 5 rounds it rises back to the surface, the party 1 member down and the shambling mound back at what should be full heal no mater how much damage was dealt to it (healed 360 per round)
What do you think U should do? I would let the players down as a DM if I don't included these creatures in a battle. The Players at the start of the campaign have already been warned the this world is a harsh place (such the reason why there are few Adventures). I am okay with killing one player as that would be expected from this level of a campaign, but how do i prevent this from becoming a TPK (because straight numbers, it most likely will be).