Encounter too hard? (My players out)

Doesnt anyone carry alchemist fire? With one of those, plus the warmage, and maybe a couple of tanglefoot bags this encounter is nearly over before it even begins ;)
 

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Thanee said:
Well, if they act smart, they shouldn't have too much trouble.

Both the sorcerer and the warmage can ready actions to disrupt the spellcaster, while the paladin and the scout can fight the undead minions (they better have weapons to beat the DR :)).

It's the color spray I'd be worried about, though. If he casts that, at least if they flank him, he can't hit them both. Otherwise, one of them will probably be affected (15' wide room), and both of them going unconcious would not surprise me. They don't know that, of course. The great thing about the setup is that the undead are immune. I love that. :D

Another possibility is that as soon as they see the summoned creature, they all retreat out of the room waiting for the short duration of the spell to get rid of the creature for them. This gives them and the opponent time to prepare (so he can cast his false life if he hasn't already) and the PCs can start ruining your day with their crazy ideas. Like leaving. ;)
 

If no pc is an elf, even a sleep can kill pcs at low levels.
The group has as melee fighters only the ex-paladin and the scout. These two must fight 4 undeads. Without cleave they need at least two rounds to finish the undeads. Two rounds in which the wizard can cast spells. The warmage and sorc can help the melee fighters to finish the undeads or attack the wizard by ranged-touch spells.

IMHO I would reduce the numbers of undeads by one.
 

This is a very creative combat encounter and and I'm taking notes.

That said, how'd the wizard get the undead? IMC I like, as far as possible, to create encounters wherein the bad guys as constrained to the RAW.

Again, nice design.
 



Undead? With an Enchanter?

m-guy, that was my question too.

I would trade out the undead for charmed goblins and orcs respectively. Additionally, it might be funny to have them delay until the elf screams at them - "you incompetent buffoons! your supposed to be killing them!" "oh sure thing boss! um, which buffoons should we kill?" - I love monty python moments.

I try to keep in mind that its about the Fun... (with lots of screaming and running in
between) - "Oh so my mindless wretches were no match for you - Say hello to my little friend... <enter sleepy looking Ogre stage left>"

~D
 

The party has one Sorcerer and one Warmage. They can simply cast spells on the enchanter and that enchanter may fail in concentration check to keep the summon monster spell going (or the enchanter may just die within 3 rounds). Or,if the undeads are in close formation, the warmage can just take care of multiple zombies and skeletons. Given 3 rounds, the warmage can repeat Hail of Stone 3 times (2d4 + int bonus in 5-foot radius).

But in general, it is true that small room and barricade tend to favor a villain spell caster. Maybe you can consider the situation is favoring the villain enchanter and add +1 to the encounter level (raise the XP by 50%) if you think the terrains are making this encounter significantly difficult.
 


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