Tzarevitch
First Post
Chriskaballa said:Okay, I'll give you a quick-and-dirty rundown.
Party of six 6th level characters: human sorc, human cleric, human druid, human fighter, elven rogue, and dwarven monk/psion.
I CANNOT touch them.
I have not inflicted a *single* point of damage on them that has lasted more than a minute since they hit fifth level, with the exception of a poison.
They get injured (god forbid something hits them and deals damage before they annihilate it!) and out come the CLW potions. I poison them, out come the neutralizer potions. I challenge them with a physically strong enemy, they get the jump with their good initiatve bonuses, find some way to get a surprise round, and hack it to death on the first or second round. I challenge them with a spellcaster and their minions, they just hack it faster. I challenge them with a trap, their saves prevent them from harm and if they take damage they cure it up immediately.
I need a challenge, a situation, or a creature that will be able to get the jump on the PCs and hack them apart the way ther PCs are doing to my creatures.
Any suggestions?
~Chris
No offense, but I think you need to think your encounters out a little better. There is no way a 6th level party should be beating the daylights out of whatever they encounter like you say.
There are only two PCs with any form of Spot in class. I can't imagine how they could spot an ambush before they fall into it (unless you are allowing them too-easy access to skill enhancing magic items). The max spot that group should have (not including Wis or any feats or racial abilities) is +9. As I recall in the DMG, foes waiting in ambush do not roll Hide checks. They take their bonus to Hide +25 because they have had time to set up (See section on Spot in the DMG).
It sounds like you may be presenting the PCs with bad guys right under their guns. Inferior foes need to use range and cover. Try a a group of 20 Dextrous 1nd lvl goblin brigands (fighters) with Rapid shot (and its prerequisite) and shortbows should be able to do a lot of damage to them.
Place the goblins in the trees or in prepared holes that are too small for the medium-sized PCs to follow them into or on a high rock (anywhere that inhibits movement and provides cover and in a position where the PCs can't charge them and have their mobility impaired). Make sure the goblins slather their arrows with the cheapest useful poison. If at all possible, the goblins should try not to get any closer than charge range (60 feet for normal people). Spread the goblins out so that one fireball can't get more than 2, and make sure that they aren't so close that they can be cleaved or whirlwinded. If the PCs charge a goblin. He should do nothing but run to the next cover location (so as not to draw an attack of opportunity).
Try not to use one big foe against them unless that foe has VERY good defenses. 6 on 1 is lousy odds for nearly anything.
With regard to traps, only two PCs have evasion. Use traps that save for 1/2 or ones that make an attack roll.
Tzarevitch