Zardnaar
Legend
Do they have to be combat encounters?
I decided to design a dungeon where I would grind the PCs down. This is because if party composition and they gave a tendency to nova.
They were warned via an NPC that this dungeon the resident Dragon is known for her hit and run tactics.
So they had six encounters with a 7th for next week. On 2 if them though towards the end the dragon made an appearance. One time she breathed on them and sodded off.
The next time she breathed in them, stuck around 2 rounds then sodded off.
The encounter next week is in her hoard area.
Anyway one of my players can be a bit of a rules lawyer. The 6-8 encounter thing assumed 2 short rests and doesn't have to be combat encounters.
I threw the encounter guidelines out and for the most part used CR 1/2 to 5 critters with a 7 and 9 chucked in. A large encounter was 6 mooks, 3 or 4 CR 3's and a single CR 5.
Or 7,9, and 3 CR2. For 5 8 th level PCs. Terrain and tactics were used along with spells.
I hate 5Es attrition model but can use it if I have to, in this case they think they're low on resources. They still have 2-3 level 3 and 4 spells each, half their charges and Dragonlances (dragonslayer lance's and spears). They're panicking but I know the sorcerer can twin a haste or fly spell, the wizard likes to fireball first and ask questions later and the fighter/Warlock still has an active hex spell and a 4th level slot.
They also got 2 short rests.
I think the Dragon (CR17) with prepared buffed PCs will go down like a wet fart. Aid for 20hp is still active combined with 12hp inspiring leader.
Monk and Rogue just tend to run through things like wall if fire due to evasion.
I pointed out that with 2 short rests I can expect around 16 level 3 and 4 spells incoming each long rest. In a bad day the warlock will have at least 4.
I have to attrition then out. In encounter 7 they have at least 5 level 3+ spells available. A long fight is 3 rounds, most are over in 2, mop up is maybe round 4 at the longest. Fleeing survivors tend to get fireballed.
So I ran RAW for the most part and it's taken 2 sessions so far with a 3rd next week we play for around 3 hours.
Normally I design a lot less with some social type encounters, 2-4 is probably more typical. 6-8 is a dungeon hack.
So 6-8 encounters do they have to be combat? I include traps in that and any encounter that depletes resources.
Roleplaying a merchant doesn't count but using enhance ability on charisma in a social encounter does.
So yeah minor grumbling as I've designed a stinker. If the sorcerer for example twins a spell the dragon can just sod off. I've dropped rock's on them, used archers, murder holes, terrain, burrowing, flying, attrition, spells, AoEs, hold spells, flamestrikes, fireballs, two lots of dragon breath, half dragons, Dragonborn, and Gnolls and they're still standing.
I decided to design a dungeon where I would grind the PCs down. This is because if party composition and they gave a tendency to nova.
They were warned via an NPC that this dungeon the resident Dragon is known for her hit and run tactics.
So they had six encounters with a 7th for next week. On 2 if them though towards the end the dragon made an appearance. One time she breathed on them and sodded off.
The next time she breathed in them, stuck around 2 rounds then sodded off.
The encounter next week is in her hoard area.
Anyway one of my players can be a bit of a rules lawyer. The 6-8 encounter thing assumed 2 short rests and doesn't have to be combat encounters.
I threw the encounter guidelines out and for the most part used CR 1/2 to 5 critters with a 7 and 9 chucked in. A large encounter was 6 mooks, 3 or 4 CR 3's and a single CR 5.
Or 7,9, and 3 CR2. For 5 8 th level PCs. Terrain and tactics were used along with spells.
I hate 5Es attrition model but can use it if I have to, in this case they think they're low on resources. They still have 2-3 level 3 and 4 spells each, half their charges and Dragonlances (dragonslayer lance's and spears). They're panicking but I know the sorcerer can twin a haste or fly spell, the wizard likes to fireball first and ask questions later and the fighter/Warlock still has an active hex spell and a 4th level slot.
They also got 2 short rests.
I think the Dragon (CR17) with prepared buffed PCs will go down like a wet fart. Aid for 20hp is still active combined with 12hp inspiring leader.
Monk and Rogue just tend to run through things like wall if fire due to evasion.
I pointed out that with 2 short rests I can expect around 16 level 3 and 4 spells incoming each long rest. In a bad day the warlock will have at least 4.
I have to attrition then out. In encounter 7 they have at least 5 level 3+ spells available. A long fight is 3 rounds, most are over in 2, mop up is maybe round 4 at the longest. Fleeing survivors tend to get fireballed.
So I ran RAW for the most part and it's taken 2 sessions so far with a 3rd next week we play for around 3 hours.
Normally I design a lot less with some social type encounters, 2-4 is probably more typical. 6-8 is a dungeon hack.
So 6-8 encounters do they have to be combat? I include traps in that and any encounter that depletes resources.
Roleplaying a merchant doesn't count but using enhance ability on charisma in a social encounter does.
So yeah minor grumbling as I've designed a stinker. If the sorcerer for example twins a spell the dragon can just sod off. I've dropped rock's on them, used archers, murder holes, terrain, burrowing, flying, attrition, spells, AoEs, hold spells, flamestrikes, fireballs, two lots of dragon breath, half dragons, Dragonborn, and Gnolls and they're still standing.
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