Easy DMs Anonymous


log in or register to remove this ad

More combat suggestions:

-ranged weapons.
-weapons that trip or entangle. Bolas and net come to mind.
-use suprise.
-know the terrain. have the low CR monsters know where to hide or where the pits are.
-buffing spells. A third level cleric can cast bless on a bunch of allies and then aid on the champion before combat.
-posion really helps.
-cover bous.
- attack from higher ground.
-any spell that hampers movement.


Combining these are the key. Five goblins with a third level cleric leader can challenge a 6th level party.
-Have the cleric bolster up the goblins
-Have the goblins set up shop on top of a 100 foot hill while they are standing behind 3 foot stones.
-The goblins fire crossbows (heavy ones for increased damage) at the PCs.
-The first round of bolts are posioned.
- The hill could contain a bunch of holes in it so that running or charging requires a refles save of 15 to avoid tripping.
-The goblins either delay there actions to fire at spellcaster to disrupt there spell OR throw nets or bolas at the charging characters.
-The cleric can cast hold person on one character.

That would challenge a 5-6th level party in my book. I would put it at a EL of 6 or so do to the increased equitment costs and suprise advantages.
 

I am at work, but there was a mega adventure, something of the Dwarven Axe. It had several tactics making what would be low CR creatures very deadly. Most of the encounters were designed for mid level characters and consisted of low level creatures working in units. Some of the tactics were mentioned above, but I will see if I can't find some more.
 

Traps

In one game I ran last summer I had the PCs run into a lizardfolk ambush. I ran them as very organized and disciplined soldiers.

When they launched their ambush they half the archers struck the hind end of the horses' the PCs were riding. I made the PCs make Ride checks and the ones who didn't make it experienced their mounts bolt. After making another Ride check to stay on- the ones that made that roll were lead straight into a rack of spears that were buried and then raised as the horses ran into them!

It was quite effective as one PC was thrown from his horse and another PC was pinned underneath his horse for most of the fight (unfortunately for the group it was their cleric)

I guess my point to this thread is to add in some clever traps that enemies would use in their ambushes. There might not be a claymore mine in your world- but there's probably an equivalent!

-mac1504
 

Read PC's and Sagiro's stpry hour

Having the villains surround themselves with an antimagic shell: mean
Having the same villains strap babies to their chests as armour: evil
One of them teleporting behind the PCs holding polymorphed rust monsters: rat bastard
 

CamelToe said:
I am at work, but there was a mega adventure, something of the Dwarven Axe. It had several tactics making what would be low CR creatures very deadly. Most of the encounters were designed for mid level characters and consisted of low level creatures working in units. Some of the tactics were mentioned above, but I will see if I can't find some more.

Axe of the dwarvish lords.

Has about 20 pages on the stuff. The only one I remember is that a bunch of goblins could fire enough arrows in a 10x10 square that all characters had to make a reflex saving throw to avoid damage.
 

Remove ads

Top