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Making Challenging Combats?
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<blockquote data-quote="aco175" data-source="post: 8748512" data-attributes="member: 27385"><p>I like to have waves of bad guys. Last night we had a fight with the 5th level PCs fighting some dragon cultists. I had a CR5 leader and a CR3 caster which is easy for the PCs. I added 4 base cultists to the room at CR1/4 each and had another 4 circling around the PCs to get to the rear of them. That is 10 bad guys but 8 of them tend to die with one hit from the fighter or barbarian. The PCs kicked in the door and met the first 4 mooks and began to press into the room. One of the PCs noticed the other 4 coming around to the rear of the PCs and went to take them 4 out leaving the other PC to go into the room. At the same time, the barbarian failed his save and is now held. Now there is 3 PC in the room and the 2 boss bad guys after the other mooks died. </p><p></p><p>Now the rogue is trying to attack the bad caster, but does not have help so dealing like 7 damage with no backstab. The cleric steps up and is dealt lots of damage by the CR5 leader after taking a lightning bolt and part of a fireball. The cleric drops about the same time the barbarian breaks the hold. The gut in the hall kills the last of the mooks and gets to come back in to the main room. The bad caster cast a mass cure and now a couple of the mooks stand back up to attack the mage PC who cast fireball. In the end, the rogue managed to get the cleric a healing potion and the rest of the PCs now had a 5 on 2 advantage that quickly turned to 5 on 1 leaving the CR5 guy dying the next round. </p><p></p><p>The fight was challenging and tough enough with the dividing the party and spell saves needed. In the end, things went fine for the PCs but was a bit hairy for a while.</p></blockquote><p></p>
[QUOTE="aco175, post: 8748512, member: 27385"] I like to have waves of bad guys. Last night we had a fight with the 5th level PCs fighting some dragon cultists. I had a CR5 leader and a CR3 caster which is easy for the PCs. I added 4 base cultists to the room at CR1/4 each and had another 4 circling around the PCs to get to the rear of them. That is 10 bad guys but 8 of them tend to die with one hit from the fighter or barbarian. The PCs kicked in the door and met the first 4 mooks and began to press into the room. One of the PCs noticed the other 4 coming around to the rear of the PCs and went to take them 4 out leaving the other PC to go into the room. At the same time, the barbarian failed his save and is now held. Now there is 3 PC in the room and the 2 boss bad guys after the other mooks died. Now the rogue is trying to attack the bad caster, but does not have help so dealing like 7 damage with no backstab. The cleric steps up and is dealt lots of damage by the CR5 leader after taking a lightning bolt and part of a fireball. The cleric drops about the same time the barbarian breaks the hold. The gut in the hall kills the last of the mooks and gets to come back in to the main room. The bad caster cast a mass cure and now a couple of the mooks stand back up to attack the mage PC who cast fireball. In the end, the rogue managed to get the cleric a healing potion and the rest of the PCs now had a 5 on 2 advantage that quickly turned to 5 on 1 leaving the CR5 guy dying the next round. The fight was challenging and tough enough with the dividing the party and spell saves needed. In the end, things went fine for the PCs but was a bit hairy for a while. [/QUOTE]
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