My D&D Group needs a really good encounter

Kill them

Send at them a highlevel fighter goblin or kobold with the improved critical feat on kurki (1d4, crit 18-20/x2, tiny, slashing), give him a keen vorpal kurki. On a roll of 12 or higher and a hit he kills automatically. Give him potions of true strike. Also, make sure he has the feat spring attack so he can move in slash and move out.
 
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Master of Monkeys :
Send at them a highlevel fighter goblin or kobold with the improved critical feat on kurki (1d4, crit 18-20/x2, tiny, slashing), give him a keen vorpal kurki. On a roll of 12 or higher and a hit he kills automatically. Give him potions of true strike. Also, make sure he has the feat spring attack so he can move in slash and move out.

i think this came up a million times before- but...

vorpal only works on the original threat range of a weapon. So keen and impr crit doesnt help on the crit.

the best weapon (before errata) is the bladed gauntlets- 17-20*3. but after the errata, the best for vorpal woud prolly be a scimitar 18-20*2.

kobolds and goblins are always fun. tehy are dinky, but a couple lvl of sorc and they can really do damage...

in your example, the best thing to do is prolly a kobold monk with a kukri. that way, he can a lot of iterative attacks with a vorpal weapon, although i dont think the DM wants them dead...
 
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Sodalis said:
i think this came up a million times before- but...

vorpal only works on the original threat range of a weapon. So keen and impr crit doesnt help on the crit.

(Un)Common house rule, but not true.
 


Okay some ideas I have,

Firstly, an assasin death squad is something I like too, but combine that with Legions of Hell. The faceless are an elite group of assasins. I'd also give them character levels to help with their attacks. Anyway, first they round up and train a bunch of trolls and also find an Ogre Magi with some levels in wizard. Then they sicc them on an unsuspecting town. They also manage to give the Ogre Magi some power over undead, probably a lot of Zombie shock troops and skeletons. Unknown in ALL this conflict however, is a little adept who has been making deals with Demogorgon. He's already planned to hand these souls over to him, when the time is right for a powerful ritual that would ensure such souls go to the abyss. So he's rightly pissed off and pleads with Demogorgon to send a champion to help deal with these intruders. (Hey he's wanting more power and can't hack it. The Big D would understand) So out come in about four days after the raids, a Death Knight and his contingint of fiendish undead. Also he brings along a Blade Demon, as a means of reaping souls. So now, they raid against the trolls, who also have managed to find in the vast foot hills, a few Hill Giants. Thus it's a tough fight, and then in jumps the PCs! :D So now it's upto them to figure out just WHO to help and who to kill. Not to mention the Faceless do want them dead AND Demogorgon doesn't mind if their souls end up along with them.

I love these kinds of plots!

I hope that's been helpful! (And I only used ONE SL creature! :) )
 

15th level, eh? Sounds familiar. :)

Here's an idea. They're being tracked by fiendish bounty hunters. the group consists of:

- Half-fiend hill giant with 7 levels of ranger (imagine a tree trunk in one hand, a smaller tree in the other, as it attacks two-handed.) This is the tracker of the group. He minds the pack of two pet canoloths which run down his prey.

- Tiefling conjurer 12. Equipped with the maximize and extend feats, along with a magical stone that gives all of his summoned monsters +1 hp/die and +1 to hit/dmg. Invisible, he hides and summons beast after beast after beast.

- Erinyes bard 10. She inspires everyone else, using her charms to turn hero against hero.

- Half-fiend halfling rogue 10. He can turn his sneak attacks into subdual damage thanks to a feat; improved invisible thanks to the conjurer, he works his way from person to person, nailing them with enough subdual damage that it is easier for the hill giant and the summoned creatures to knock them out. the group's goal is to capture, not kill. Their masters in Hell have more important things planned for this lot....
 



If you wanna be nasty. Use their srength's agaisnt them. Ask for their character sheets the week before the game session. (Tell them you wanna check them over). Now you copy the character sheets out, exactly. And read them over enough to get a feel for how they work. You have ot know them good.

Then while they are traveling have them se a mysterious showdy image, run by and move into some rubble building. When the Pc's investgate they encounter mirror (s)? of Opposition, and battle agaisnt themselves.

If the PC's survive, they are left wondering who this mysterious figure who lured them in was. You mysteriosu figure could be someone who has now scouted out the characters and know what they ar capable of and prepare for a ambush based off nay of the ideas listed above or something else.
 
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going off that last "usetheir str against them" you can have a group of fighters with spell turning armor.

That way, a mage who has super save DCs will end up hurting himself with the spell.

or you can come up with your own armor- armor of defelction- like a tarrasque's carapace- it will deflect all spells that have a ray or targets the person or armor. Roll a D8 to see what direction it is deflected. Area effects are not deflected by this armor...

Of course- highlvl monks are always the bane of parties- high saves, super abilities- iteractive attacks-
 

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