Rolero
2019-07-19, 04:58 AM
Hi there fellas, I'm having trouble creating encounters or finding interesting monsters that can challenge my players or give them an interesting fight. I know that not every encounter needs to be meaninful, but most of their last battles were no danger to them.
Before going on, I'll present you my party of PC. We have been playing for about a year and a half, so they have accumulated a decent array of magic items and gear:
-Human Vengeance Paladin 6 / Blade Fiend Warlock 3: Tank+DPS. He's got an adamantite fullplate, a Cimitar of speed and a Ring of Spell storing. He uses the ring asking the wizard to charge it with Shield and Absorb Elements. He goes sword+board and as a result has very high AC, is impervious to critical hits, Paladin blessings for high ST as well and goes Crit fishing with the Scimitar to Smite.
-Half Orc Arcane Knight Fighter 8 / War Cleric 1: another Tank and occasional DPS (when he surges combined with War priest) He's got Storm Herald (a Legendary Hammer from the Madness of the Rat King module), a Dragon Slayer TH Sword, a Ring and a Cape of Protection. High AC, some support spells.
-Tabaxi Lore Bard 9: Face and support specialist. Tend to be the emergency healer in combat, plus using cutting words, bless, counterspell, polymorph and other usual tricks of the class. Very competent player. He's got a +2 Rapier and a Periapt of Wound Closure.
-Human Shadow Sorcerer 9 - She loves blasting things. Like, it is always her first choice. Still, She has some utility spells and has learned (the hard way) to save her strength and not spend everything on one encounter. She has a Broom of Flying, a +1 Wand of the Warmage and a Pearl of Power. Her Metamagics are Subtle and Empowered.
-Human Evoker Wizard 9 - Fireball is his second name. With Sculpt Spells he takes out any minions the party might face in one spell. As any other mage, he has accumulated a good collection of spells, so he can prepare for lots of scenarios if allowed time for it. He's got the Staff of Dreams (from the Mind Blast module) allows for Sleep, Slow and Suggestion. He also have several Scrolls.
The group also have a figurine of wondrous power (Griffon) a Bag of Tricks (Gray) and various potions (notably, 2x Fire Giant Strenght)
So, a very powerful group, as it should be at this state of the campaign.
Some background info of my game. The campaign is set in a group of uncharted islands, that have been isolated from the world for milenia. Two world powers send their forces to colonize, an Empire and a League of Nations, creating two separate settlements. My players has aligned with the Empire, but (unaware for them) it is in the brink of civil war between a Cousin of the Emperor and the Cancellor who is governing the island (whose in reality is an Ancient Blue Dragon posing as human).
The next chapter in my log is the start of this power struggle, making my players pick a side. I expect them to pick the cousin, as she has been a loyal ally in the past and although they don't know the real identity of the governor, they don't trust him.
So, right know they are on a race trying to find the remnants of an ancient civilization with ruins across all the islands, trying to figure out how to use a macguffin that can (literally) alter reality. They got fire on their tails (again literally) as they run into a Red Dragon that knows about the powers of the artifact they are carrying, and has started pursuit. My players just flee his domains (a remote volcano) and a dessert that surrounds it.
They are about to return to the city and encounter the civil war that is about to start. However, most probably, they will go out again to investigate some leads I gave them: Two sets of ruins, one in the dessert, another in other island in the middle of a deep jungle.
TL;DR, very powerful group of players, high stakes political intrigue, the menace of war and two ancient dragons that want what the party has.
I have some ideas for NPC lackeys this powers can throw to the party, however, I tend to struggle creating random encounters or interesting fights when they are on the wild. Most monsters are sacks of HP that hit hard and nothing else. At this level, even big critters won't pose a real threat to them.
So, what do I need?
Some encounter suggestions and monsters themed for a Tropical Island Setting, Jungle locations and Fey lands, that can be a challenge for my players. Unless they are in a dungeon, it is rare that the encounter more than one or two fights when travelling, and I prefer to have one good fight than five footnote battles.
Thanks in advance ;)
Before going on, I'll present you my party of PC. We have been playing for about a year and a half, so they have accumulated a decent array of magic items and gear:
-Human Vengeance Paladin 6 / Blade Fiend Warlock 3: Tank+DPS. He's got an adamantite fullplate, a Cimitar of speed and a Ring of Spell storing. He uses the ring asking the wizard to charge it with Shield and Absorb Elements. He goes sword+board and as a result has very high AC, is impervious to critical hits, Paladin blessings for high ST as well and goes Crit fishing with the Scimitar to Smite.
-Half Orc Arcane Knight Fighter 8 / War Cleric 1: another Tank and occasional DPS (when he surges combined with War priest) He's got Storm Herald (a Legendary Hammer from the Madness of the Rat King module), a Dragon Slayer TH Sword, a Ring and a Cape of Protection. High AC, some support spells.
-Tabaxi Lore Bard 9: Face and support specialist. Tend to be the emergency healer in combat, plus using cutting words, bless, counterspell, polymorph and other usual tricks of the class. Very competent player. He's got a +2 Rapier and a Periapt of Wound Closure.
-Human Shadow Sorcerer 9 - She loves blasting things. Like, it is always her first choice. Still, She has some utility spells and has learned (the hard way) to save her strength and not spend everything on one encounter. She has a Broom of Flying, a +1 Wand of the Warmage and a Pearl of Power. Her Metamagics are Subtle and Empowered.
-Human Evoker Wizard 9 - Fireball is his second name. With Sculpt Spells he takes out any minions the party might face in one spell. As any other mage, he has accumulated a good collection of spells, so he can prepare for lots of scenarios if allowed time for it. He's got the Staff of Dreams (from the Mind Blast module) allows for Sleep, Slow and Suggestion. He also have several Scrolls.
The group also have a figurine of wondrous power (Griffon) a Bag of Tricks (Gray) and various potions (notably, 2x Fire Giant Strenght)
So, a very powerful group, as it should be at this state of the campaign.
Some background info of my game. The campaign is set in a group of uncharted islands, that have been isolated from the world for milenia. Two world powers send their forces to colonize, an Empire and a League of Nations, creating two separate settlements. My players has aligned with the Empire, but (unaware for them) it is in the brink of civil war between a Cousin of the Emperor and the Cancellor who is governing the island (whose in reality is an Ancient Blue Dragon posing as human).
The next chapter in my log is the start of this power struggle, making my players pick a side. I expect them to pick the cousin, as she has been a loyal ally in the past and although they don't know the real identity of the governor, they don't trust him.
So, right know they are on a race trying to find the remnants of an ancient civilization with ruins across all the islands, trying to figure out how to use a macguffin that can (literally) alter reality. They got fire on their tails (again literally) as they run into a Red Dragon that knows about the powers of the artifact they are carrying, and has started pursuit. My players just flee his domains (a remote volcano) and a dessert that surrounds it.
They are about to return to the city and encounter the civil war that is about to start. However, most probably, they will go out again to investigate some leads I gave them: Two sets of ruins, one in the dessert, another in other island in the middle of a deep jungle.
TL;DR, very powerful group of players, high stakes political intrigue, the menace of war and two ancient dragons that want what the party has.
I have some ideas for NPC lackeys this powers can throw to the party, however, I tend to struggle creating random encounters or interesting fights when they are on the wild. Most monsters are sacks of HP that hit hard and nothing else. At this level, even big critters won't pose a real threat to them.
So, what do I need?
Some encounter suggestions and monsters themed for a Tropical Island Setting, Jungle locations and Fey lands, that can be a challenge for my players. Unless they are in a dungeon, it is rare that the encounter more than one or two fights when travelling, and I prefer to have one good fight than five footnote battles.
Thanks in advance ;)