Monster Synergies, and the craziness that can follow...

Wik

First Post
So, last night, we had our usual tuesday night session - except that the player of the Warlock didn't show up. But, hey, we still had five characters, and things looked pretty good. The group decided to explore the ruins of Spellgard (in my mind, the loosely-defined setting of Spellgard is much better than the detailed encounters, and my players seem to agree with me... we're having a lot of fun just straying off the beaten path). Only, they decided "hey, let's explore it at night!"

Well, I had already dropped the warning that the ruins were dangerous at night, and they knew it was going to be rough, so I took off the kiddie gloves. I had an encounter I had pre-made, and quickly changed the map on the fly so that it could be run.

(the map went from a dungeon room to an above-ground guardhouse... in more or less the same dimensions, though there were a few minor changes)

Now, I've been trying to do things "by the book" lately, and make fights where the monsters support one another, because that's something I've been kind of lax on lately. So, when I made this fight, I kept in mind how they'd work together.

The fight?

The Blinkstone Companions (AKA "The Good Guys")
A Drow Artful Dodger Rogue (5)
A Halfling Brutal Scoundrel Rogue (5)
An Eladrin Tactical Warlord (5)
A Minotaur Two-Handed Fighter (5)
A Dwarven Cleric (5)

The Bad Guys
2 Vine Horrors (Controller)
2 Vine Horror Spellfiends (Artillery)
2 Ettercap Fang Guards (Soldier) - Retooled as Vine Horrors, with Forest Walk and Malleability, but less damage.

The Setup: The PCs enter a dark gatehouse, and are in a narrow hallway when the vine horrors attack. The Spellfiends open up with their Caustic Blast, blinding everyone in the hallway (except the halfling), and causing ongoing 5 damage. The 2 Vine Horrors move up - one from the front, while the other squeezes through the walls using it's malleability power to get a flank. They use their at-will ability to make vines squeeze up and start grappling everyone - and it hits them all, meaning everyone is now restrained, and taking ongoing 10 damage.

In the first round, the entire group but 1 Rogue is taking 15 ongoing damage, is restrained, and blinded.

The Ettercaps moved forward and engaged the rogue, getting flanks so they could use their special poisonous bite attack. Later, they'd be able to use their powers against restrained foes, as well.

This was a disastrous fight. The PCs - lacking in a melee attacker, because the Warlock didn't show - were taking a lot of damage and were unable to move into a good position. Their usual reliance on narrow hallways to form bottlenecks were now killing them, leaving them open to attacks from the artillery's burst attacks. And the poor rogue found herself surrounded by the monsters, because she was the only one who won initiative, and had charged into the room.

The fight has taken over an hour and a half so far, and it's still going on (the positions are marked on my battlemat). Right now, two PCs are dying (the cleric and the rogue); all the group's big dailies have been spent; action points have been spent; all the healing words have been used up (along with a nice chunk of surges); and only half the monsters are down. It's a damn tough fight...

...but I think it's also one of the better ones I've put together.

The moral of the story? The DMG is right - if you actually try to put together a fight where the monsters influence one another, you can make a fight much more challenging than if you were to just throw bigger and better monsters at the group.

(Also, the pure desperation of the PCs has led to them doing some crazy things, like trying to use a desk as a battering ram to knock a hole in a wall, to give them a bit more maneuverability... Or really trying to help each other getting into flank positions, drawing AoO's on the way).
 

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If by "disastrous fight" you mean "awesome challenge" it sounds like you got it right! FWIW, I would have loved to be a player in that session :D

My two favourite moments in the session had nothing to do with monsters working together, or players getting some tactical edge, or anything like that. My two favourite moments were when the players started thinking outside the box, beyond their powers. That was when I knew everything was firing.

The only door out of the guardhouse is blocked by a monster, and the PCs need to get out to get some room... so they try to use an oaken desk to break through a crumbling wall and move around. We made a skill challenge on the spot, and they gave it a try. It failed (or, rather, they ran out of time to do it, as the horrors seeped into the room)... but it was cool.

The other awesome moment was when the minotaur was being constricted by vines, and the rogue (at this point, the only mobile PC) looked at me and said "Hey, can I cut through the vines?".

RAW, no. But, I fudged things, explained my ruling, and left the choice to her. She decided against it, but it was one of those moments that made me suddenly a lot more comfortable with 4e.
 

My two favourite moments in the session had nothing to do with monsters working together, or players getting some tactical edge, or anything like that. My two favourite moments were when the players started thinking outside the box, beyond their powers. That was when I knew everything was firing.

That, as both a player and a DM, is also what has made for some (not all, but some) of my most memorable experiences. Getting everyone out of their rut/comfort zone and thinking differently (be it different tactics or what not).

Sounds like it was a great time!
 

I love finding little synergies like that.

My favorite combo: Any monster that provides Immobilization (like a Deathlock Wight, or a Harpy's singing, etc) paired with any soldier that does extra damage to immobilized targets (Ghouls, Chillborn zombies, or Ettercap Fang Guards).

Another I found recently: Mad Wraths have an aura of dazing. Corpses of Despair (Creature Incarnations this month) do extra damage to dazed targets.
 
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That, as both a player and a DM, is also what has made for some (not all, but some) of my most memorable experiences. Getting everyone out of their rut/comfort zone and thinking differently (be it different tactics or what not).

Sounds like it was a great time!
[sblock=War stories]I used my powers (so it might not count), but I felt I was rather creative the other night. We were battling these soldiers that, their basic attack marks you and if you don't attack them, you take damage. Suddenly, a mage opened the door across the room and started flinging lightning bolts at us.

So I said to the wizard, "Ready a minor action to use mage hand on my command." I dominated the soldier, had it charge INTO the next room to attack the wizard (it hit, marking him), and then said "Now, use mage hand, close the door!" The mage had to spend a round blowing the soldier through the door. :D

Later in the same fight, everyone was grappled by these animated curtains, and I used a power that slid everyone in a Burst 10 2 squares, freeing all my team mates.

In an earlier battle, I used athletics to run up the back of a carrion crawler to escape a pit I was in. It got an OA on me (and hit), but I was out of a real tight spot.

(In another game, I managed to shove a giant statue onto a spider, effectively killing it. I was rather proud of that, too).[/sblock]
 

It's certainly been a difficult fight so far, but I think it's mostly because the dice have really not been loving us. Wik's had a bunch of crits and other good rolls, while we're whiffing away in the 2-5 range.

Also, I suspect the whole fight would have gone much better if our dedicated ranged attacker (the darklock) had not been absent from the game.
-blarg
 

Oooh... Vine Horrors are nasty. And fun!

(...well, for the DM. My players hate them with a burning passion...)

Good choice.
 

It's certainly been a difficult fight so far, but I think it's mostly because the dice have really not been loving us. Wik's had a bunch of crits and other good rolls, while we're whiffing away in the 2-5 range.

Also, I suspect the whole fight would have gone much better if our dedicated ranged attacker (the darklock) had not been absent from the game.
-blarg

Henh henh. I forgot to mention... on the very first round of combat, on one of the spellfiends attacks, it got two criticals on the caustic blast. Back to back, 3d8+4 (or something), really adds up. Especially when it's coupled with ongoing damage AND blindness.

As for the Warlock... henh henh henh.
 

Later in the same fight, everyone was grappled by these animated curtains, and I used a power that slid everyone in a Burst 10 2 squares, freeing all my team mates.

In an earlier battle, I used athletics to run up the back of a carrion crawler to escape a pit I was in. It got an OA on me (and hit), but I was out of a real tight spot.

(In another game, I managed to shove a giant statue onto a spider, effectively killing it. I was rather proud of that, too).

The burst to move one is a biggie, and I can see that being an awesome moment for you. The Carrion Crawler thing, to me, is even cooler. I mean, ten points!

And, yeah, I'd be pretty proud of the statue. I love it when stuff like that happens, especially if it was unplanned or unseen by the GM. I need to start throwing in stuff like that.

In fact, I think I need to start setting up encounters more like I did with this fight - not necessarily in terms of lethality, but in terms of environment and setup.
 

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