Help with a group of players...

steakburger

First Post
There's this group of friends that I've been playing Dungeons and Dragons with for years. We play a little more loosely than some might, as we view it as just a game. I am usually, if not always, the DM, and the other four have been the PCs so many times, that their level is almost to the point of epic (18).

Anyway, when they started the campaign, I let them remake 10th level characters, since they had gotten to level 10 before on a different campagin and we quit playing for a while. They said they had been reading some of the templates in the monster manuals, and asked if they could be one of them, or if they weren't supposed to. I didn't really care, so I was just like "Sure, just make your level lower so your EL always evens out to 10." Well since then, we've played many, many, many adventures, and they reached the last adventure of the campaign yesterday. Their characters consist of Dorias (3rd level cleric/5th level wizard/10th level mystic theurge)...he can cast 7th level divine spells and 8th level arcane spells. Next character is Bane, a 16th level Death Knight with levels of blackguard, and probably some sort of rogue or fallen paladin levels in there somewhere. Next is their Half-Dragon Monk of 16th level, he is by far their best character. Lastly is some rogue guy.

OK so about halfway through our adventure, the PCs stand outside a wide doorway (4 spaces). This is where they decide to start acting stupid. Bane has a pack of ghouls and ghasts with him, due to his levels in blackguard, and his death knight template. He found them in the previous room, with their leader, who was too strong for him to control. Now outside the doorway, the players waltz right into the room without listening, spotting, searching, or anything else, back themselves into corners, and send their weak undead minions in to fight whatever kind of peril lies ahead. Great job guys, their are thirteen 10th level gnoll fighters in there with you (12 CR 10 monsters is an EL 17 encounter, so I would say this is like EL 18). The room is now cramped with pieces, and no one can move without killing something first. It takes about 5 minutes to roll for initiatives, and then the gnolls just walk around slaughtering weak ghouls. Three gnolls set themself up around one of the corners, so if Bane were to move, he would be in flanking position. He even KNEW this, because I heard someone tell him, and he said "I know." So what does he do? HE MOVES INTO POSITION. Wow two dumb moves in a row, terrific. He somehow ends up dying...on the other hand their caster, decides so just stand in place, because he doesn't want to "waste" his spells. Another great idea. Eventually, when his shield guardian is killed, the caster decides to use a maximized fireball, and the monk does lots of damage in melee and uses his breath weapon. On the other side of the room, the rogue is picking off the gnolls from afar, and pretty soon, two gnolls and three players remain...things are looking up. Then the caster decides he wants to attack the two remaining gnolls...so the monk says, "Oh, I have spring attack," and MOVES OUT OF THE WAY so the caster can engage in melee. My jaw literally dropped, and as punishment I made short work of their caser in a single turn. They killed the gnolls in the next turn, but then we had to take a break, because they were getting frustrated, as both of their PCs that cast spells are now dead. I am accused of "going too hard" on them.

What was so hard about this encounter? Yes, there were a lot of gnolls, I realize that, but look at all the mistakes they made. First of all they trapped themselves in a corner, second of all, Bane moved into flanking position and within range of three 10th level gnoll fighters with halberds. Third, the monk moved out of the way, so fourth, the caster could attack in melee. I have a better idea...send your undead friends in first to scout, and then when they are killed in one turn, make battle plans accordingly.

Did I really go too hard on them here? And if so, what should I have done differently. Also, what should I do about the players? They're facing the final encounter of this campaign next, and with two non-casters they will get dominated...This next one was meant to be tough. Any advice for me/them would be very helpful.

Thanks in advance.
 
Last edited:

log in or register to remove this ad

I hate to repost and bump this only an hour after posting, but I really need a quick answer, as the players that were here yesterday are coming to my house today to finish the game. Maybe elaborating on what kind of help I need will make a difference.

The upcoming fight (and as already mentioned, the last fight of the campaign), is against a single NPC/monster. One of those NPCs that you buff your whole party with your best spells, cast invisibility on yourself, and head into the room in a strategic formation. But with two non-casters, the PCs will likely be slaughtered. I need some sort of handicap or something in favor of the players. Even though they are on the 422nd plane of the Abyss in the middle of nowhere, maybe there should be someway they can revive their friends. Maybe their should be some sort of object in the room that works to the PCs' advantage. Maybe the NPC who gave the PCs this quest (a blind, level 20 wizard), should come to their aid and help them fight the big enemy. Any ideas would be greatly appreciated.
 



It's never appropriate to "punish" the players, as the DM is not their superior.

Your group's play sounds extremely unsound from a tactical perspective, which apparently surprises you. If they're not looking for tactical challenges (and if they're making decisions like that I assume they're not) then you should not try to challenge them that way.

Also, I would think it very odd if they proceeded without half the party into the final encounter unless they are totally out of time. It's boring for the two dead guys and stupid for the two living. I suggest you structure things in a way which enables them to retreat/recover, if only very briefly. Maybe the blind mage contacts them and helps them out with resurrection items of some type. Maybe they retreat from the Abyss to visit their old pal the high preist when whatever they're trying to stop the Big Bad from doing starts, and everything goes to hell. Oh no! they have to run back to fight him, ramping up the tension. The friendly mage contributes some sort of teleport/portal thing and they're back in hell, running towards that final encounter. Try to finish big.

I recommend that the end of a campaign always be exciting.
 

Chiaroscuro23 said:
It's never appropriate to "punish" the players, as the DM is not their superior.

Heresy! How do you think one becomes a GM! It's only by the ritual combat of player vs GM that a player can ever ascend to that lofty throne.

"There can be only one!"
 

Well, the wizard did give them a mirror with the effect of greater scrying (the spell). I suppose he could find that they are in danger and cast gate, in order to call them through it. When they get back, perhaps the town should be on the verge of destruction, with the big guy's right-hand man at the helm (they already fought him, and he barely escaped by breaking a staff of power, nearly killing the party and poofing to the Abyss). So you kill him finally and then big nasty shows up, and odds are you will be weakened from your big fight. So the wizard buffs you up using his nifty high-level spells, and then you fight to the death. So by messing with your idea Chia, i end up with exactly what I wanted, thanks!:D
 

Not ready to play monster template

Hello,

I think that your players are not ready to play such template as dead knight the way they are currently playing.
 

JoeGKushner said:
Heresy! How do you think one becomes a GM! It's only by the ritual combat of player vs GM that a player can ever ascend to that lofty throne.

"There can be only one!"

You, sir, are the worse heretic; for...

"THERE CAN BE ONLY NONE!!!"

[/captain_murphy]
 


Remove ads

Top