D&D 5E Challenging 15th level PCs, a Tier III Finale Play Report

OB1

Jedi Master
Yes, it is possible to challenge high level PCs run by experienced players.

Had a fantastic session this weekend and thought I would share with everyone the results of a 6 PC, 15th level combat that was challenging, fun and appropriately epic. The combat itself was 4 hours of a 5 ½ hour session.

The Style: I run a summer blockbuster style game that is part Mission Impossible, part Avengers. Players have broad control over how to approach the missions they are given by their Captain in the Worldwide Agency. Each player runs 2 PCs, who are typically split on different missions but who all come together for Tier Finale sessions.

The Setting: Duotin, a small blob of material plane in the Far Realms. Cut off from Divine power except for a benevolent force known as Ki, the light of the world (but no resurrection magic). All races were brought here by Illithid millennia ago attempting to hide from the Gith and re-establish their empire. The Illithid were killed off shortly after arrival by The Darkness Itself. The races they brought remained and thrived under the protection of Ki.

The PCs: All 15th level, all with +2 weapons (with other effects) plus an assortment of other rare/very rare gear. Human Assassin, Human Batlemaster, Human Four Elements monk (with healing abilities), High Elf Hunter Ranger, Drow Shadow Monk, Illithid (home brew) Transmuter Wizard. All got an additional ASI at 1st level, reflecting their status as Agents.

The Mission: A powerful Lich, Arath Sindo, who has been pulling the strings behind the events of the last three Tiers has revealed herself and is preparing her final plan to bring a Great Old One known as The Darkness Itself into the world in an attempt to raise a massive undead army. Our six heroes, having foiled two other plans as separate teams of 3, have joined back together to confront this threat, though they believe it may be a trap. Players are given a “Life Support System” as a final magic item boon before the mission, they can regain 50hp as a bonus action, or, when they drop to 0 HPs, can activate as a reaction and go to 25hp instead. This is a one-time use item.

The Encounter: Decided to put all of the daily XP allotment (108,000) into a single, two part combat in the ruined, mountain top tower that is the lair of the Lich. Given the advantages my PCs have, I tend to have the Tier finales against an enemy who is about 150% of their level in CR. In this case, a CR22 Lich in her lair. I also used Sly Flourish’s guide to running the deadly Lich, giving Arath both a Staff of the Magi and Robe of the Archmagi.

Part 1: After tempting the players with the promise to turn them into powerful undead to help in the coming war against the Illithid that the players rejected, combat begins against a Lich Clone (Half HP, only 4th level spells and below) riding a Blue Dracolich. The main goal of the Lich is to extract Ki from the monks to open a portal for The Darkness Itself. A DC 22 Con save could be activated by the Lair or the Clone (as a Legendary Action) and on a fail a Ki point is taken (this was the trap).

This part works almost exactly as I intended, with the PCs taking out the clone halfway through the second round and the portal having extracted enough Ki to open.

Interlude: The real Arath, who has been watching from a crystal ball in an extradimensional space connected to the lair, uses a Time Stop Scroll to come out of hiding and meet The Darkness Itself along with two Shield Guardians and an Iron Golem. But alas, it turns out the insane great old one had other plans, and doesn’t come through the portal (Tier IV setup stuff that I won’t go into here). Enraged, Arath prepares to destroy the party, first getting herself into good position and then unleashing Meteor Swarm to end the Time Stop and officially start Part 2 of combat.

Part 2: Four of the six PCs end up having to use their Life support system to prevent themselves from dropping from the Meteor Swarm. Additionally, the swarm has begun an avalanche that cuts the board in half making it tricky to get back and forth and almost sweeping one PC over an 80’ drop. With such a massive initial blow, the PCs have trouble getting their feet under them, having to choose each round between rising up falling comrades or trying to deal damage to the enemy. They manage to take out the Dracolich in round 5, but by round 7, with 3 PCs down and the other 4 enemies remaining, it begins to look like it might end in a TPK (which I had a fail forward plan for).

That’s when the Elements Monk (who has healing) takes a huge risk to get into position to use his remaining Ki to heal the 3 PCs (including the shadow monk and wizard who both were down with 2 death strikes against them). I take him out with the next three turns (Lich, Shield Guardian, Golem), but also award inspiration to the survivors for his sacrifice.

That ends up being the turning point in the battle, as the Wizard takes out the two Shield Guardians (who were low on HP) allowing the group to focus on Arath. Arath commands the Golem to take out the wizard as she fights for her life. The wizard puts himself in extreme jeopardy to line up a sunbeam against the Golem and the Lich, dealing enough damage to Arath that the shadow monk is able to take her out the next turn. But the Golem follows its last command, attacking the Wizard until it is first down and then finishing him with a sword through the heart as the rest of the party attacks it. It’s too late, but they finally get the Golem down.

Wrap up: PCs are able to find and destroy the Phylactery, but with 2 PCs dead it’s a somber walk back home.

At the end of the 5 hour 10 round combat and story wrap, we talked about the results as players. Everyone believed that fight was challenging and fair (there had been plenty of hints and warnings beforehand to let them know what to expect and just how difficult this would be) and thought that this was one of the best sessions of the entire campaign (which began during the playtest).
My biggest concern was the Iron Golem taking a death strike against the Wizard when he was down, but the player respected the decision. He heard the Lich give the command to kill him and put himself in danger anyhow. With Arath down, he thought it made sense that the Golem would continue following its last command.

Curious to hear what Enworld thinks of the combat and happy to answer questions anyone might have.
 

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Sounds like a pretty intense fight. Pretty scary with a Meteor Swarm appetizer from the BBEG to start off the real fight. Got any more details on the gear the players were using, how much recon they had prior to the fight, and any spells used going into it? Fights like this can really swing on whether or not the players are being smart or just charging in, which so many do. Me, I grew up playing a wizard in 1E from 1st to 12th level without dying, so whenever it was even remotely possible I made sure to look before I lept. Still deeply informs my playstyle to this day.
 

They were able to scout the terrain beforehand by the Wizard using his transmutation stone to polymorph into a bird and fly up the mountain ahead of the rest of the party, but it didn't give much info as he was too scared to come in close. They knew they were facing a lich, a lich clone and a dracolich, and had a general idea of the capabilities of each, but didn't know about the shield guardians and iron golem. So I'd put them halfway between charging in and being smart, they at least spread out quickly and used the terrain to their advantage.

Not sure why any Lich would use Power Word Kill vs a Meteor Swarm against a group of PCs. Two of the PCs did manage to take no damage from it due to evasion though.

The Shadow Monk had a staff of power, the 4Elements/Healer Monk had a Staff of Healing (used twice for mass cure wounds) and bracers of defense. Battlemaster had a "Targeting" Helm that allowed him to lock onto an enemy as a bonus and then crit on a 19 or 20. The Assassin had a Nine Lives Stealer Rapier +2, but ended up using her +1 crossbow up until the last round of combat. The Wizard had a cloak of displacement. Everyone had several 4d8 healing potions.

My personal favorite moment was seeing the joy of the wizard when he force caged the lich turn to dust when he got hit for 56 points of damage two enemies later and failed his DC26 concentration check. Lich didn't even lose a turn. Not sure why that spell is considered to be so great :)

My favorite tactic was using fireballs to both heal the Iron Golem and nail the party members trying to take it down at the same time.
 

My personal favorite moment was seeing the joy of the wizard when he force caged the lich turn to dust when he got hit for 56 points of damage two enemies later and failed his DC26 concentration check. Lich didn't even lose a turn. Not sure why that spell is considered to be so great :)

Forcecage isn't a concentration spell?
 


Forcecage isn't a concentration spell?!? Jeeeebus

Anyway, question for the OP: were these "created" PCs, stated at high level, or were they grown "organically" from lower levels?
 

Forcecage isn't a concentration spell?!? Jeeeebus

Anyway, question for the OP: were these "created" PCs, stated at high level, or were they grown "organically" from lower levels?

Four were created during the playtest at level 1 and have grown organically for three years. 2 were created at 7th level when they joined the party and grew from there.

And I know right? It was the player who reminded me that he needed to make a concentration check when I hit him with the damage, I didn't even stop to think about it. Later we realized he shouldn't have even been able to cage the Lich since she was large at the time. Great example of how just ruling and moving on tends to work itself out even when you don't get things exactly right.
 

Four were created during the playtest at level 1 and have grown organically for three years. 2 were created at 7th level when they joined the party and grew from there.

And I know right? It was the player who reminded me that he needed to make a concentration check when I hit him with the damage, I didn't even stop to think about it. Later we realized he shouldn't have even been able to cage the Lich since she was large at the time. Great example of how just ruling and moving on tends to work itself out even when you don't get things exactly right.

The reason I was asking is because I've noticed that when high level characters are created from scratch, they often lack depth - they may have a few "power combos" but that's it. The "organic" ones may be less optimized, but the players know them inside out and can squeeze every ounce of goodness out of them. (In general, of course!). Knowing what "kind" of PCs we are talking about allows me to understand the context of the post better :)

Oh we all make mistakes at the GMing table. Last big fight the party was with a group of NPCs and were basically presented in a "we take these bad guys, you take those bad guys" situation... but nope, they went after *both* group of enemies. This should have been reaaaaly bad... but I forgot that the kraken priests had damage resistance. So yeah, it sort of balanced out.

Lastly about forcecage: I knew it was a problematic spell, but I always assumed it was a concentration one due to its power and mechanics. The fact that it isn't astounds me.
 

Wrap up: PCs are able to find and destroy the Phylactery, but with 2 PCs dead it’s a somber walk back home.

At the end of the 5 hour 10 round combat and story wrap, we talked about the results as players. Everyone believed that fight was challenging and fair (there had been plenty of hints and warnings beforehand to let them know what to expect and just how difficult this would be) and thought that this was one of the best sessions of the entire campaign (which began during the playtest).
My biggest concern was the Iron Golem taking a death strike against the Wizard when he was down, but the player respected the decision. He heard the Lich give the command to kill him and put himself in danger anyhow. With Arath down, he thought it made sense that the Golem would continue following its last command.

Curious to hear what Enworld thinks of the combat and happy to answer questions anyone might have.

I don't have much to say about the combat itself, since it's not sketched in much detail. Obviously you did the right thing by swapping out Power Word Kill (weak and unfun) for Meteor Swarm (both strong and fun).

The main thing I'm puzzled about is why the lich's phylactery was right there the whole time, practically just waiting to be destroyed as an afterthought as soon as the lich herself was. It wasn't even a separate game session, just the denoument of the battle. If that's how a lich treats her phylactery she might as well not even have one. Shouldn't it be, well, hidden in a demiplane or in a hole at the bottom of the ocean? Were there special circumstances in play?

(And if I were a PC in that campaign, I'd be paranoid about the possibility that the thing we just destroyed WASN'T the phylactery, but only a decoy. Because that's what I'd do if I were a lich.)
 

Lastly about forcecage: I knew it was a problematic spell, but I always assumed it was a concentration one due to its power and mechanics. The fact that it isn't astounds me.

The lack of concentration is the interesting part of its mechanics. If it weren't for that clause it would just be a more expensive, slightly worse version of Wall of Force.
 

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