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Battle vs. Frenzied Berserker

Palskane

First Post
Inspired by this thread: http://www.enworld.org/showthread.php?t=186094&page=1&pp=40

My group is currently getting ready to engage a FB in battle. The group is on a rescue mission, and this FB has been sent out, solo, to take them down before they reach the fortress of the BBEG.

The group consists of:

7th level Druid
7th level Wizard
7th level Barbarian
8th level Fighter
8th level Cleric
8th level Wizardess
8th level Rogue

They are very well equipped, and were initially built with a 32 point buy.

I built the FB at 10th level, and looking everything over it STILL seems like this could turn into a TPK. A half-orc with a regular 20 STR gets bumped to 30 with Rage and Frenzy. Wielding a greataxe, her bonuses look like she will rarely miss and she will possibly do 1d12+32 on each hit with Power Attack... quite possibly more.

Her Frenzy will last quite some time.

With what little info I have given, does this encounter look like it might need to be scaled back?
 

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Where does the battle take place and can the group fly? If the battle is outside and the group can just fly away from the FB and rain death down on him it will be over before it starts.
 

It does take place in a wooded area. Quite open, but with cover of trees. Nobody can fly.

The only one with that ability is the one who has been captured that they are trying to rescue.
 


Nothing in the deathless frenzy description stops your arcane casters from killing him via stat damage... What is it's INT?

probably 2 rounds of Ray of Stupidity from both casters... or 1 round if quicken and/or empowering is involved... and you've got one dead FB.

Mike
 

Palskane said:
It does take place in a wooded area. Quite open, but with cover of trees. Nobody can fly.

The only one with that ability is the one who has been captured that they are trying to rescue.

I think your party likely has a large number of ways to deal with a single melee combatant outdoors without ever letting her get a swing off.

The 7th level druid alone has access to entangle, soften earth and stone, plant growth (this one is especially nasty), sleet storm, snare (no save), spike growth, and spike stones.

There's also air walk, so unless you're using non standard spell lists, they do have access to some flying type tech.
 

mikebr99: INT is 8

Looking over their spell lists, I don't see any of the spells you mentioned listed as prepared, IanB. But it is possible I have missed something.
 

Entangle isn't as handy as one might hope - with a Str of 30, he can make the DC20 Str check by taking 10. 40 foot radius will only slow him up by two rounds...

But two wizards and a cleric should have a variety of Will-Save-or-Goodnight spells between them...

-Hyp.
 


Palskane said:
Looking over their spell lists, I don't see any of the spells you mentioned listed as prepared, IanB. But it is possible I have missed something.

Do the PCs use good tactics? And what do they have prepared and on scrolls and wands and things?
 

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