GMforPowergamers
Legend
OK, I was asked to fork this thread.
in the thread: Read more: http://www.enworld.org/forum/showth...h-8th-and-9th-level-spell/page6#ixzz3K3UW5zzU
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so I didn't let the PCs make the characters because they didn't know what was being tested, and between making the character and running the game a few things came out...
in the thread: Read more: http://www.enworld.org/forum/showth...h-8th-and-9th-level-spell/page6#ixzz3K3UW5zzU
Can you guys delete you posts and start your own thread? Maybe provide a link to it as an example?
edit: And frankly, if you want to make it interesting, the party should be 4 characters, let actual players make the characters, and see how low level the players can be and still win. Notice I said win, not kill everyone. It is foolish to think most high level PCs are so stupid as to assume the townsfolk would attack them for no reason, when most of the townsfolk would get slaughtered in the process.
[sblock=my posts]
OK, so I am putting together a scenario with pregen PCs... all the players know is that it is to test a crazy scenario I found on the internet, and it will be high level characters...
SO my scenario... take the Mind flayer and a town... the flayer boosted his mind control and will be attacking the PCs mid long rest...
I have 3 players. So I have to choose my pregens carefully, I need 1 full caster, 1 no caster, and 1 inbetween, but I'm not sure what yet.
I figure population 550 people, 65 of them are old enough or sick enough not to matter, 35 of them 'made there save' so 450 controlled usable targets.
right off the bat 365 of them are commoners (MMpg345) fluff wise some of these are women and children...
town guard/milita 20 guards (MM pg347) 2 Knights (MMpg347), 8 Veterans (MMpg 350), 4 scouts (MMpg 349), 1 gladiator (MMpg 346)
10 Nobles (MM pg348) refluffed as merchents
each of those merchants have an ally/employee so 4 Guards, 3 Veterans, 1 Thug (MMpg 350), 1 gladiator, 1 scout,
a thieves guild/ gang about 25 strong... 3 spys, 1 assassin, 7 thugs, 13 bandits (MMpg 343),1 Bandit Captain (MMpg 342)
A local mage (MMpg 347)
1 priest (MMpg348) with 3 Acolytes (MMpg 342)
The set up is simple, the PCs are attacked with no warning... they need to figure out it's the mind flayer that escaped 3 levels ago looking for revenge. They have to not only survive the town, but track the flayer...
365 commoners (MMpg345) cr 0 10xp (3650xp)
24 guards (MM pg347) cr 1/8 25xp (600xp)
2 Knights (MMpg347) cr 3 700xp (1400xp)
11 Veterans (MMpg 350) cr3 700xp (7700xp)
5 scouts (MMpg 349) cr 1/2 100xp (500xp)
2 gladiator (MMpg 346) cr 5 1,800xp (3600xp)
10 Nobles (MM pg348) cr 1/8 25xp (250xp)
8 Thug (MMpg 350) cr1/2 100xp (800xp)
3 spys MMpg 349) cr1 200xp (600xp)
1 assassin (MMpg 343) cr 8 3900xp (3900xp)
13 bandits (MMpg 343) cr 1/8 25xp (325xp)
1 Bandit Captain (MMpg 342) cr 2 450xp (450xp)
1 mage (MMpg 347) cr 6 2300xp (2300xp)
1 priest (MMpg348) cr 2 450 xp (450xp)
3 Acolytes (MMpg 342) cr 1/4 50xp (150xp)
so grand total is 26,675xp or 8,891.7 xp per player... I would round that off to 9k if I were running this as an ongoing...
and that darn assassin is worth more then all the commoners together...
I also am spiceing it up by adding 7 magic items to the town... 1 veteran has a +1 longsword, and another has Adamantine splint armor, One of the knights has a figurine of wondrous power horse, one of the Nobles has both a +1 weapon and a ring of protection, 1 of the gladiators has a +2 defending weapon and the Assassin has a +2 keen dagger (crit 19+)
all of that seems atleast to me with in the spirit of DMing this encounter (not to mention I have to actualy make it fun for the PCs playing)
edit: forgot
Mind FLayer (MMpg 221-222) cr 7 2,900xp
wow he is weaker then the assassin he is controlling... funny but I'm giving him 2 more magic things... a head band of intellect 20, and a mystic/psychic room that works like cerebro from x-men movies/comics as the mcguffen letting him control a whole town...
[/sblock]So ok lets do this… yea 3 18th level PCs…
Lav’en’akshi is a Drow woman who ran away from home as a young adult and never stoped running… today she goes by the name Akshi the Shadow dancer…
Female Drow Charlton lv 18 Monk (way of shadow) 6/ Rogue (arcane trickster) 6/ Bard (College of lore) 6
Str 11, Dex 16, Con 14, Int 16, Wis 12, Cha 20
Spell slots 4/3/3/2
Addit magic secret (9+2 spells), counter charm, cutting words, bardic inspiration d8, expertise(2), jack of all trades, 4 cantrips
Expertise (4), 3d6 sneak attack uncanny dodge, cunning action, Mage hand trick, 4spells, 3 cantrips
unarmed 1d6, 6 ki pts, 45ft mv, shadow arts shadow step
3 feat: Actor, Keen Mind, Martial Adept
Spells known:
Cantrips: Friends, Prestidigitation, True strike, Vicious Mockery, Minor illusion, Mage hand, Message, Blade ward, Druid craft
1st Cure wounds, Identify, Speak w/animals, Detect magic, Silent image, Disguise self, shield
2nd Detect Thoughts, Invisibility, Hold person, blinding smite
3rd Speak w/ dead, Non detection, dispel magic
18d8+36 (122hp)
Skills: Acrobatics(expertise), Deception(expertise), Insight (expertise), Persuasion, Performance, Stealth(expertise), Sleigh of hands
Prof: Theives tools (expertise), Recorder, Disguise kit, Forgery Kit
False Identity
Magic items- Cloak of protection (+1 saves), Shadow mark tattoos (monk unarmed damge as 5 levels higher), +1 hand crossbow, 6 doses of drow sleep poison,
Val’mar is a human wizard who originally set out to be a hero, but got stick with a bunch of mercs and hulagins. His heart is in the right place, but it also has some caluses on it.
Male human Sage 18 Wizard (invoker)
Str 12 Dex 12 Con 14 Int 20 Wis 16 Cha 12
Spell slots 4/3/3/3/3/1/1/1/1
Arcane Recovery 9 Spell Mastery Shield, Magic Missile
Sculpt spell, powerful cantrip, Empowered evocations, over channel
Keen Mind, Linguistic, observant, war caster
Spells Preped:
Cantrip Acid Splash, Light, Poison spray, Ray of frost, Shocking grasp
1st Mage armor, Burning hands
2nd Misty step, spider climb, scorching ray
3rd Fire ball, lighting bolt, counter spell, dispel magic
4Th Fire Shield, Stone skin
5th Cone of Cold, Legend lore, pass wall, Telekinesis, Wall of stone
6th Arcane gate, Disintegrate
7th Finger of Death, Delayed blast fireball
8th Anti Magic field, feeble mind
9th Time Stop
Magic items- Pearl of power level 6, Pearl of power level 3, Wand of +1 save DC, Ring of protection +1, +1 lighting dagger (+1d6 electric damage)
Hp 18d6+36 ( 98hp)
Sir Talian
Yea, he’s not really a knight, but he likes the title sir, it makes him feel important. He is mostly a thug, but one that isn’t really evil per say.
Half elf 18th level Soldier Fighter (battle master) 18
Str 20 Dex 14 Con 16 Int 12 Wis 15 Cha 14
6d12 Superiority Dice
Maneuvers: Disarming attack, Feinting attack, Lunging attack, Maneuvering attack, Parry, Rally, Riposte, Sweeping attack, Trip attack
Relentless, Know your enemy, Student of War, Second wind, Action Surge
Extra Attacks, Indomitable, Fighting style (Defensive)
Feats: Lucky, Mage Slayer, Savage Attacker, Inspiring Leader, 3 stat bumps
18d10+54 ( 161hp)
Magic items: +1 flaming long sword, +1 Shield, +1 long bow, +1 chain armor, Ring of spell storing (hast), 20 flaming arrows
so I didn't let the PCs make the characters because they didn't know what was being tested, and between making the character and running the game a few things came out...