Hey, did the backups get erased?
Nebulous said:Im starting to think at 10th level it's near impossible for them to die unless they get strung out on resources without a long rest. I used to be able to ad hoc encounters. I can't anymore, I have to plan challenging ones. I think I might even have them fight Olhydra in the water node just to see what happens.
I would have agreed with you two weeks ago, then I nearly had a TPK in the water node.
A relatively fresh 11th level 4-person party made it to the water portal and Gar. Gar had been scrying the party and was aware of who they were and their usual tactics. I swapped out tidal wave from his spell list for dispel magic with that in mind.
Gar's first action was to dispel the heavily armored cleric's water walk spell. From that moment on, everything fell apart. The cleric was focused on staying afloat rather than battlefield control or healing. The paladin tank leaped into melee combat with Gar and his water elemental, leaving the cleric vulnerable to the attacks of the crocodiles and putting himself out of the cleric's healing reach. Worried about losing his own water walk, the warlock cast fly on himself and the paladin. The ranger stayed well away from combat raining arrows down on the crocs.
Gar was able to pepper the party with call lightnings while the crocs grappled and restrained the cleric. Gar himself was able to grapple the paladin while he and the elemental attacked the paladin. Before anyone knew what was happening, both the cleric and paladin were unconscious, the ranger was too far away to do anything about it, and the warlock was alone on the island with the elemental and Gar.
Gar killed the dwarf (auto crits vs unconscious character) and kicked his corpse into the pool. All for the glory of Olhydra. The ranger then spent all his actions getting to the cleric and popping a goodberry in his mouth. The cleric was up long enough to heal the ranger (who only took damage because he got too close to the crocs in order to heal the cleric) before going back under. Fortunately, the dwarvern spirit inside the paladin’s axe was able to seize control of the paladin’s body, crawl up out of the pool, kill Gar with several devastating axe blows, and eventually toss Drown into the portal.
Before collapsing, the dwarven spirit asked the party to take his axe and the body of their fallen comrade to his tomb. The ranger made a hasty escape and the warlock grabbed the paladin’s body before dimension dooring out of the portal cavern. The crocs were left to feast on the body of the cleric as the two survivors retreated back to the Fane of the Eye.
The party made several mistakes, including panicking when their normal battle plan fell apart, separating themselves from each other on the large battlefield, and not working cooperatively. Additionally, they spent too much time (and actions) trying to escape the grapples rather than fighting or some other productive activity.
At least they were able to defeat Gar and close the portal. They’re regrouping in a nearby dwarven temple before assaulting the Black Geode.
Session #49 - Temple of the Crushing Wave, Part 4: A Coven of Hags
https://app.box.com/s/3odov1egbtsi73z1a1m4z3016sc5nmiv
Do you have the links to #47 & 48? Might as well complete the series.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.