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Finally switching my campaign from 4th to 5th Edition.
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<blockquote data-quote="Flamestrike" data-source="post: 6790650" data-attributes="member: 6788736"><p>I made it up on the spot mate (and I dont know the exact ins and outs of your party), so tread with care. There was some inspiration from the movie the Ring there obviously!</p><p></p><p>I figure the cleric should be able to handle some of the undead (skeletons, mummy, ghouls, wight, zombies) with channel divinity (recharges on a short rest; he should have time to take around three short rests in this adventure) and I was banking on your Champion being a GWM type. The Sorcerer probably spams sleep as his go-to (so an ambush of the bandits should bring down those mooks, leaving just the cultist and the thug to fight). He hopefully has somethign else up his sleeve, as the rest of the monsters are oozes, constructs and undead - so sleep wont help! Hopefully he also has a decent at will 1st level attack spell like magic missile he can spam with sorcery points. Even then, your casters have around 5 spells each at 3rd level. Between 8 encounters, theyre going to be relying on cantrips more ofthen than not.</p><p></p><p>Bard + Cleric covers healing for the party also. With 3 short rests allowed, that means the fighter gets an extra 4d10+12 HP to play with from second wind, and hopefully they have a healing potions or two (or someone with the healer feat).</p><p></p><p>Its a very long rest resource heavy party (bardic inspiration, three spell casters) with short rests only being needed for spending HD and healing, the fighters action surge and second wind, and the clerics channel divinity. The encounters were based around that paradigm; hopefully the party cottons on pretty fast that they need to conserve resources and dont go spamming everyting they have on the first few encounters and wind up confronting the BBEG wounded, and relying on cantrips. Encourage them to short rest from time to time [I banked on around three; one before descending the well, one before the BBEG and another one when needed]- and when they go to drop a big boom spell, remind them that they may need to conserve those big booms for more encounters before they all turn into pumpkins at midnight.</p><p></p><p>This is important to bear in mind as this party advances in level also. If you dont police the 'six encounter/ 2 short rest' adventuring day, the three primary casters will dominate, and your champion fighter will suck badly and get left behind. He's more or less entirely dependent on short rests. The other three; not at all barring the Bard from 5th level when inspiration recharges on a short rest, and the cleric channel divinity (situationally useful).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6790650, member: 6788736"] I made it up on the spot mate (and I dont know the exact ins and outs of your party), so tread with care. There was some inspiration from the movie the Ring there obviously! I figure the cleric should be able to handle some of the undead (skeletons, mummy, ghouls, wight, zombies) with channel divinity (recharges on a short rest; he should have time to take around three short rests in this adventure) and I was banking on your Champion being a GWM type. The Sorcerer probably spams sleep as his go-to (so an ambush of the bandits should bring down those mooks, leaving just the cultist and the thug to fight). He hopefully has somethign else up his sleeve, as the rest of the monsters are oozes, constructs and undead - so sleep wont help! Hopefully he also has a decent at will 1st level attack spell like magic missile he can spam with sorcery points. Even then, your casters have around 5 spells each at 3rd level. Between 8 encounters, theyre going to be relying on cantrips more ofthen than not. Bard + Cleric covers healing for the party also. With 3 short rests allowed, that means the fighter gets an extra 4d10+12 HP to play with from second wind, and hopefully they have a healing potions or two (or someone with the healer feat). Its a very long rest resource heavy party (bardic inspiration, three spell casters) with short rests only being needed for spending HD and healing, the fighters action surge and second wind, and the clerics channel divinity. The encounters were based around that paradigm; hopefully the party cottons on pretty fast that they need to conserve resources and dont go spamming everyting they have on the first few encounters and wind up confronting the BBEG wounded, and relying on cantrips. Encourage them to short rest from time to time [I banked on around three; one before descending the well, one before the BBEG and another one when needed]- and when they go to drop a big boom spell, remind them that they may need to conserve those big booms for more encounters before they all turn into pumpkins at midnight. This is important to bear in mind as this party advances in level also. If you dont police the 'six encounter/ 2 short rest' adventuring day, the three primary casters will dominate, and your champion fighter will suck badly and get left behind. He's more or less entirely dependent on short rests. The other three; not at all barring the Bard from 5th level when inspiration recharges on a short rest, and the cleric channel divinity (situationally useful). [/QUOTE]
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Finally switching my campaign from 4th to 5th Edition.
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