Alas
Explorer
So, I did the math for this scenario with a party of 4 x 15th level PCs in mind, but it could theoretically scale up by 25% without too much adjusting. The tactics and philosophy behind the encounters remain the same-- just a matter of tweaking the number of foes until they match the party.
Further caveat: I'm not a regular optimizer, so I don't calculate DPR and hit probabilities and what-not beyond what I can eyeball and do in my head. But! I've got a lot of experience adjusting things at the table.
Thus...
The High Level Party Resource Attrition Challenge
Goals:
Four level 15 adventurers, including 3 spellcasters (but no cleric) and a battlemaster fighter.
Resources
To really wear down the party's resources, I need all the encounters to happen in one day. My personal taste is two encounters in a 1-2 punch, allow a short rest, and then hit them 1-2 again. Hopefully that allows the party to keep their hit points up, but steadily wear down high level spells and daily class features. The key to keeping the pressure on is making sure the monsters control the tempo. The party can't think they have all the time in the world to rest up-- the next wave is always coming. I have a couple strategies for that:
I haven't got a solid plot or setting to justify all the parts, but here's the first draft of what I'd do using just monsters out of the 2024 manual:
Encounter One: The Coven
The villainous archmage has set these hunters on the party to make later scrying and targeting easier.
Composed of: 4 x CR 13 vampires
Plan of attack: The vampires want blood and hair samples from every PC. They get this when every PC has been bitten at least twice.
Exit strategy: If they get what they're after, or the PCs are hitting back to hard, the vampires exit via mist, bat form, flight, climbing... vampires have lots of options for this, really.
Tweaking: Vampires are all the excuse I need to throw in as many wolves, bats, or stirges as I want to make things complicated.
Encounter Two: The Furies
Armed with sorcerous links to the party, winged avengers gate in and swoop down from the sky.
Composed of: 4 x CR 12 erinyes
Plan of attack: The erinyes have been tasked with branding the PCs. They accomplish this when every PC has been restrained and struck at least twice. They'll strategize with their ropes to restrain first at best possible range, then close to hit-hit-hit.
Exit strategy: If the erinyes brand the PCs, they fly off-- mission accomplished. Alternately, they could fight to the death and save themselves the trip back to the inferno.
Tweaking: They might be kinda vulnerable to banishing. I might have to mix in some ettercaps or ropers more mortal that can hold the party down for a little bit while the erinyes make their marks.
Encounter Three: Eyes of the Storm
The party have had a chance to rest, but the brands repel their allies and shine like a beacon for some very weird mercenaries.
Composed of: 3 x CR 13 beholders
Plan of attack: The beholders have been tasked with bringing the party to the archmage, hopefully softened up. Their goal is to get the whole party petrified or charmed at the same time, then signal that the villain's order is ready for pickup.
Exit strategy: If the beholders have to retreat, they'll lay down antimagic "suppressive fire" and make for prepared bolt holes until they can ambush again.
Tweaking: Choosing which ray the beholders use on whom, and removing the randomness, should keep this tough. The goal should be to have at least two rays hitting/threatening everybody every round.
Encounter Four: The Anti-Party
The archmage de-petrifies the party to gloat at their expense before the finishing blow.
Composed of: Archpriest, Archmage, Pirate Admiral, Questing Knight (all CR 12)
Plan of attack: Make the party suffer, and/or steal their stuff! The pirate and knight want to separate the characters from their magic items; the mage wants to humiliate the party further by beating them down (25% hp or less); the priest wants to keep the other three up and fighting.
Exit strategy: The wizard or priest can teleport the anti-party out if they have to.
Tweaking: If the encounter's proving too tough, the pirate or priest may bail early, especially if they get an item they want. If the party is still blowing through too easily, bring back any foe from the previous encounters for a rematch.
... and that's what I'd do. There's still a lot of work to cobble it together logically, and terrain will make a HUGE difference in strategy, but I'd feel comfortable approaching my table with these notes.
(Edited to correct some CR citations)
Further caveat: I'm not a regular optimizer, so I don't calculate DPR and hit probabilities and what-not beyond what I can eyeball and do in my head. But! I've got a lot of experience adjusting things at the table.
Thus...
The High Level Party Resource Attrition Challenge
Goals:
- Stress out the party's resources
- Give them a reason not to nova every encounter
Four level 15 adventurers, including 3 spellcasters (but no cleric) and a battlemaster fighter.
Resources
- 15 HD each for recouping during a rest
- probably around 86 Hit Points each (average, before Con modifiers)?
- Fighter can make 3 attacks per round; spellcaster cantrips do 3dX BUT...
- ... Spellcasters will have enough low-level slots to cast a 2nd - 4th level spell every round of every encounter (see below)
- The real thing I need to watch out for are 6th, 7th, and 8th level slots, which the party probably has 2-3 of each (6-9 total) and the fighter's action surge
To really wear down the party's resources, I need all the encounters to happen in one day. My personal taste is two encounters in a 1-2 punch, allow a short rest, and then hit them 1-2 again. Hopefully that allows the party to keep their hit points up, but steadily wear down high level spells and daily class features. The key to keeping the pressure on is making sure the monsters control the tempo. The party can't think they have all the time in the world to rest up-- the next wave is always coming. I have a couple strategies for that:
- For each encounter, the monsters need a plan of attack and an exit strategy
- Succeed or fail, the monsters retreat after 3-4 rounds
- If the monsters succeeded in their goal, move on to next encounter
- If the monsters fail, the same encounter group comes back 2 minutes later to attempt the same goal again
I haven't got a solid plot or setting to justify all the parts, but here's the first draft of what I'd do using just monsters out of the 2024 manual:
Encounter One: The Coven
The villainous archmage has set these hunters on the party to make later scrying and targeting easier.
Composed of: 4 x CR 13 vampires
Plan of attack: The vampires want blood and hair samples from every PC. They get this when every PC has been bitten at least twice.
Exit strategy: If they get what they're after, or the PCs are hitting back to hard, the vampires exit via mist, bat form, flight, climbing... vampires have lots of options for this, really.
Tweaking: Vampires are all the excuse I need to throw in as many wolves, bats, or stirges as I want to make things complicated.
Encounter Two: The Furies
Armed with sorcerous links to the party, winged avengers gate in and swoop down from the sky.
Composed of: 4 x CR 12 erinyes
Plan of attack: The erinyes have been tasked with branding the PCs. They accomplish this when every PC has been restrained and struck at least twice. They'll strategize with their ropes to restrain first at best possible range, then close to hit-hit-hit.
Exit strategy: If the erinyes brand the PCs, they fly off-- mission accomplished. Alternately, they could fight to the death and save themselves the trip back to the inferno.
Tweaking: They might be kinda vulnerable to banishing. I might have to mix in some ettercaps or ropers more mortal that can hold the party down for a little bit while the erinyes make their marks.
Encounter Three: Eyes of the Storm
The party have had a chance to rest, but the brands repel their allies and shine like a beacon for some very weird mercenaries.
Composed of: 3 x CR 13 beholders
Plan of attack: The beholders have been tasked with bringing the party to the archmage, hopefully softened up. Their goal is to get the whole party petrified or charmed at the same time, then signal that the villain's order is ready for pickup.
Exit strategy: If the beholders have to retreat, they'll lay down antimagic "suppressive fire" and make for prepared bolt holes until they can ambush again.
Tweaking: Choosing which ray the beholders use on whom, and removing the randomness, should keep this tough. The goal should be to have at least two rays hitting/threatening everybody every round.
Encounter Four: The Anti-Party
The archmage de-petrifies the party to gloat at their expense before the finishing blow.
Composed of: Archpriest, Archmage, Pirate Admiral, Questing Knight (all CR 12)
Plan of attack: Make the party suffer, and/or steal their stuff! The pirate and knight want to separate the characters from their magic items; the mage wants to humiliate the party further by beating them down (25% hp or less); the priest wants to keep the other three up and fighting.
Exit strategy: The wizard or priest can teleport the anti-party out if they have to.
Tweaking: If the encounter's proving too tough, the pirate or priest may bail early, especially if they get an item they want. If the party is still blowing through too easily, bring back any foe from the previous encounters for a rematch.
... and that's what I'd do. There's still a lot of work to cobble it together logically, and terrain will make a HUGE difference in strategy, but I'd feel comfortable approaching my table with these notes.
(Edited to correct some CR citations)
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