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View Full Version : DM Help Will my party defeat their Linear guild?



anamiac
2022-01-25, 12:54 AM
So, I'm in a westmarches style Play by Post game, and it's my turn to be the DM. The players however are not just normal adventurers. Oh no. We're all little godlings with a ton of divine abilities and perks. So, I looked at monster encounters and wasn't feeling it, but then I thought... why not throw some evil aligned adventurers at them, built using the same character generation rules? Like how when the order of the stick ran into the linear guild.

Now I've got the stat blocks created. Admittedly, these don't show nearly everything - everyone has access to two domains and four spells, and I'm not giving you their feats or skills (tbh, I'm still working on these for my villians). But I wanted to share what I have, and ask... am I just going to TPK my party, or would you expect that they'd be able to survive something like this? If I need to nerf the evil adventurers, which ones could I keep and which ones would need to go? I want the challenge to be difficult, and I'm okay with a few character deaths, but I don't want a wipeout.


The evil enemy
CharacterDivine Ability 1Divine Ability 2ACHPSavesAttacksTo HitDamageSpecialSpecial 2
MedusaDivine InspirationDivine Archery3877r11 c10 w93 (longbow)25d8+16 and d8 str (dc 15 fort negates)Stone Glimpse - 40 foot gae attack, DC 23 will or petrifyHas some weak adventurers (leadership feat, charm person).
Baby BeholderDivine BlastMass Divine Blast35101r16 c18 w16AoE 50' cone10 (touch)3d12+7Anti-Magic Eye, gaze of charming, gaze of slumber, gaze of fear, DC 19 will.
Deadly Dancer MonkDivine MonkDivine Air Mastery47106r19 c17 w114 (vorpal appendages)222d12+15Deadly dance - move 100' and attack any opponents passed
BardCall CreaturesDivine Bard3879r17 c17 w17~~~Call creatures - three 4-headed hydras
PyromancerDivine Fire MasteryDivine Shield3371r9 c7 w9Produce Flame8 (touch)d6+5Fireball in melee, 30hp shield she can do 5 times
Baby NagaGift of LifeInstant counterspell31133r6 c17 w10Bite15d8+10 + poison d8 con (dc 22 saves)Probably going to buff, counterspell, ressurect, and stay back.Can she use Gift of Life every round??
NecromancerLife DrainUndead Mastery3286r4 c11 w11Vampiric Touch7 (touch)2d6Animate Dead - up to 21 HD, has some zombie hydrasLife drain is a 30' radius cloud that kills (dc 19 will) or bestows negative levels
Gargantuan Gelatenous Cube BarbarianDivine RageAlter Size38155r5 c25 w6Slam24d8 + 17 + save vs ParalysisEngulf (dc 29 reflex)Paralysis (dc 30 con save)

The Party
CharacterDivine Ability 1Divine Ability 2ACHPSavesAttacksTo HitDamageSpecialSpecial 2
AngelFast healing 23Avatar4395r16 f16 w162 (Greatsword)172d6+9Can heal in a large area d8+1Has a cohort of comparable value
RangerDivine Ranger3788r14 f9 w83 (Longbow)15d8+5
HexbladeDivine DodgeDivine Rage3195r5 f5 w62 (Falchion)172d4+12Enemy miss chance - 53%
Warforged GunslingerCraft Artifact2950r8 f3 w12 (Lance)9d8
ArtificerCreate ObjectAutomatic Metamagic2380r6 f5 w82 (Hammer)5d8+2
EruditeAutomatic Metamagic (persistent)Automatic metapsionic (quicken)3894r7 f9 w92 (Greatsword)133d6+14
Warforged ArtificerAutomatic Metamagic (persistent)4061r7 f11 w102 (warhammer)142d6+12
SouledgeFast healing 2329100r9 f7 w112 (armament)16d8+9Player probably inactive
Colossal 6 headed HydraAlter SizeIrresistible Blows65133r16 f28 w166 (bite)223d8+226/day Irresistible Blow - touch attack stuns for d10 rounds (dc 35 fort negates)

mucat
2022-01-26, 11:57 AM
One thing I notice is that the antagonists have quite a lot of save-or-lose abilities whose DCs outclass the PCs' relevant saves. Unless your group has a good way to boost those saves, and enough advance warning to use it, their only chance will be to prevent the bad guys from using those abilities...which sounds like a game of rocket tag. Whoever acts first has a good chance to dominate the fight.

anamiac
2022-01-26, 03:41 PM
One thing I notice is that the antagonists have quite a lot of save-or-lose abilities whose DCs outclass the PCs' relevant saves. Unless your group has a good way to boost those saves, and enough advance warning to use it, their only chance will be to prevent the bad guys from using those abilities...which sounds like a game of rocket tag. Whoever acts first has a good chance to dominate the fight.

Yea, I've noticed that. I think what I'm going to do is break up the combat. Throw six of the enemies at the party in one encounter, then have a second encounter in a cave where they fight the baby beholder, the gelatinous cube, and any survivors of the first fight.