TheProdigalson1965
First Post
I made an encounter for my next gaming session. We have a player that doesn't like
when things are "shaken up" by tweaking monsters. So I made a CR1 into a CR 2 by taking the
special abilities of the CR1, but adding giving it the HPs and spell abilities of the CR2. But also I have set up
the startegy in a way that I think would be realistic, and challenging. They walk through pretty easily all the "hard" encounters I have sent up to now. So here is the scenario:
Party=4 (maybe 5) 6th level PCs 1 warrior 1 barbarian 1 war cleric 1 pally 1 bladesing (wiz/fighter)
6 CR 2s 4 fighters and 2 clerics
THE DUERGAR ENCOUNTER:
Components: V,S, M (a sprinkling of holy water)
Duration: Concentration,up to 1 minute (10 rounds)
Youbless up to three creatures of your choice within range. Whenever atarget makes an attack roll or a saving throw before the spell ends,the target can roll a d4 and add the number rolled to the attack rollor saving throw
Components: V,S
Duration: Concentration,up to 10 minutes
Forthe duration, no sound can be created within or pass through a20-foot-radius sphere centered on a point you choose within range.Any creature or object entirely inside the sphere is immune tothunder damage, and creatures are deafened while entirely inside it.Casting a spell that includes a verbal component is impossible there.
Components: V,S
Duration: 1round
Aflash of light streaks toward a creature of your choice within range.Make a ranged spell attack against the target. On a hit, the targettakes 4d6 radiant damage, and the next attack roll made against thistarget before the end of your next turn has advantage, thanks to themystical dim light glittering on the target until then.
when things are "shaken up" by tweaking monsters. So I made a CR1 into a CR 2 by taking the
special abilities of the CR1, but adding giving it the HPs and spell abilities of the CR2. But also I have set up
the startegy in a way that I think would be realistic, and challenging. They walk through pretty easily all the "hard" encounters I have sent up to now. So here is the scenario:
Party=4 (maybe 5) 6th level PCs 1 warrior 1 barbarian 1 war cleric 1 pally 1 bladesing (wiz/fighter)
6 CR 2s 4 fighters and 2 clerics
THE DUERGAR ENCOUNTER:
- The dwarves will know the party is coming. There will have been a minor skirmish and word has been sent. The clerics wll prepare the battlefield beforehand.
- The dwarves will split up, with four facing the partyand two coming in from a side tunnel from behind surrounding them.
- The cleric (#1) will have cast “Bless” on the two that are coming from behind, and 1 in the front. Casting Time: 1 action
Components: V,S, M (a sprinkling of holy water)
Duration: Concentration,up to 1 minute (10 rounds)
Youbless up to three creatures of your choice within range. Whenever atarget makes an attack roll or a saving throw before the spell ends,the target can roll a d4 and add the number rolled to the attack rollor saving throw
- Once the party is in between the dwarves, the 4 warriors “enlarge” effectively sealing any escape route for the party. They can pass through the squares, but AoO will be incurred
- The cleric (#2) cast “silence” centered in the middle of the party. The goal is to stop any spellcasting. Casting Time: 1 action
Components: V,S
Duration: Concentration,up to 10 minutes
Forthe duration, no sound can be created within or pass through a20-foot-radius sphere centered on a point you choose within range.Any creature or object entirely inside the sphere is immune tothunder damage, and creatures are deafened while entirely inside it.Casting a spell that includes a verbal component is impossible there.
- As the warriors fight, the clerics concentrate on their initial spells, and can still cast Guiding Bolt as offensive ones. Casting Time: 1 action
Components: V,S
Duration: 1round
Aflash of light streaks toward a creature of your choice within range.Make a ranged spell attack against the target. On a hit, the targettakes 4d6 radiant damage, and the next attack roll made against thistarget before the end of your next turn has advantage, thanks to themystical dim light glittering on the target until then.