Corsair said:
>> May contain spoilers for those who haven't played RttToEE <<
Ok here is the deal: It is the parties 3rd trip to the moathouse. It is 72 hours since their first incursion, and as such, the cart picking up the remaining clerics is there.
I want to push the party to their limit and make sure its a memorable battle. So far, nothing they've encountered has been that much of a challenge, mainly since nothing they've fought hits that hard. The clerics and undead don't have high enough attack bonuses to hurt them. The baddies also lack any serious ranged attack to be a threat.
The party:
Psion (kineticist) 4
Wizard 4
Warlock 4
Cleric 4 (Helm)
Fighter 2 / Cleric 2 (Torm)
As you can see, they usually just let the two clerics or a beefed up astral construct stand in front while the other three just pound away from the back lines.
So here is what I have to work with so far:
Main Forces: Human cleric 2, Troglodyte Cleric 2, Grick, 2 Gnolls.
Unknown forces: Wagon driver/escorts
Optional Forces: 4 zombies
The twist: Rogue 5 / Assassin 1 (accompanying the party in disguise)
Here is my dilemma: Other than the assassin (who will likely use hit and hide tactics) there is no real threat to the party from these guys, even though the EL is supposedly over 8. So what should I include as Wagon drivers/escorts to make it more of a challenge? Note the massive lack of ranged combat ability on the side of the badguys.
The problem is that other than the assassin, the enemy force isn't that good. They are trying to face PCs with on average twice as many HD and who are better equipped. You really need to use tactics and you should probably replace some of the enemy forces to increase overall force capability. Here are my suggestions.
1. Replace the zombies. They are way too slow, too stupid and lack any form of ranged combat. If you can get 4 gnolls instead that should be much better. Arm all the gnolls with strength bows if possible. If not use crossbows.
The other option is to get the gnolls into melee ASAP. The PCs can't easily block that many gnolls at that level. Make sure they don't all go down to 1 area of effect spell. Have one engage the cleric and one the fighter/cleric. Have all the others gang attack the psion or the wizard before anyone else. Use flanking bonuses and have at least one ready an attack if the target casts a spell or manifests a power. Remember the minions of The Eye play for keeps. Put one caster down then move to the other.
2. Replace the grick, it stinks in a fight. It is a very underpowered CR3. The Cult has ogres in its service, bring one instead. Another possibility is use a bugbear with 1 or 2 warrior levels and a good suit of armor. Bugbears are 1 cr cheaper and nearly as powerful.
3. If the wagon drivers and escorts have NPC class levels, make sure they have at least a light crossbow. Also spread them out so that an area of effect spell doesn't get them all.
4. The Assassin is your best asset. Wait until the PCs are vulnerable to use him. Have him delay until the Wizard or the psion acts. If the psion summons the construct, have the assassin strike him (the psion) first to disrupt the construct. If possible, give the assassin some Dust of Disappearance. It is very cheap and will allow the assassin to sneak attack regularly. Two good sneak attacks should be able to take down the Wizard or the Psion.
5. The clerics. These really are not going to be that helpful. Here are the best spells to use: Cause Fear (on the fighter), Bless (on the best combattant in the group), Obscuring Mist (to cover the approach as the melee combattants close in on the spellcasters), Shield of Faith (increase AC), Divine Favor (increase hit and damage). Don't forget to arm them with crossbows. Don't let them get any closer than they have to to use their spells or fire the crossbow with no penalty. Note however, it may be worthwhile to send the troglodyte in close. It may be able to disable someone with its stench. Go after the psion and wizard, they have the weakest Fort saves.
Tzarevitch