Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Special Combat Setups you have found particularly effective
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 8516701" data-attributes="member: 5889"><p>So while its fine to just have two balls of enemies knock out each other here and there, memorable combats are often about neat setups and special tactics. So tell us about some of the combat setups that you found creating really interesting combats, perhaps even very deadly ones!</p><p></p><p>My most recent one, that turned out to be very engaging for the party:</p><p></p><p>The party heads down a very narrow corridor that has a waterfall of antimagic water (strips the spell buffs off someone, it also serves to stop the undead, a barrier to prevent their exit). It leads into a 30 by 30 ft room. The corners of the room each have a wight (with chainmail so AC 16). In the middle of the room is a circle of dark skulls, and a coffin in the middle (containing a Vampire Spawn). On the far side is a locked door, above the door is a grate leading to a narrow (air vent like) tunnel, containing a Spirit Naga.</p><ul> <li data-xf-list-type="ul">The Anti-magic water stripped off one of the players Enhance Ability buffs, the rest of the group used blankets and other equipment to make it through without issue.</li> <li data-xf-list-type="ul">The Dark Skulls act on Initiative 20. They release a pulse up to 40 feet away (aka just outside the room). People that fail a Str Save DC 13 are pulled in 10 feet. This yoinked the scout who had just opened the door into the room (I find its good to prevent the party from using doorways to funnel monsters). Further, the Dark Skull deal 1d8 necrotic damage to anyone in their area, and heals any undead the same amount. The skulls can be disabled like a trap using thieves tools, or religion to purify them.</li> <li data-xf-list-type="ul">The spirit naga pops in its head on its initiative, casts a spell, and then pulls back up into the safety of the tunnel.</li> </ul><p></p><p>This turned into a hell of a fight for the party. The cleric managed to turn 3 of the wights who ran back into the antimagic water, which took them out. However, the vampire got a hold of the scout and started biting into them. Several of the party did not have magic weapons, and so the vampire resistance + normal healing + skull healing made it quite durable. The naga dominated the barbarian, who then started beating into the rogue. The bard managed to disable the skulls using religion, just as the naga came down a second time, casting a 5th level sleep spell, which dropped the bard (would have gotten the rogue as well if they were not an elf). The scout slipped out of the vampire's grasp and moves back to use arrows, but the vampire decides to move onto the unconscious bard and rip into them! The bard is nearly killed, but awakes, and gets the vampire with a Tasha's hideous laughter. The barbarian takes some damage and finally awakens from the dominate, and tries to get the naga through the grate, and the naga retreats with dimension door (to another section of the tunnel).</p><p></p><p>The party finishes the last wight, and beats on teh vampire. The barbarian than grapples the vamp and pulls her under the water. The vampire takes 20 acid damage from the "running water vulnerability", and is eventually killed.</p><p></p><p></p><p>The party then heads to another very narrow corridor, with another grate. As expected, the naga drops down. The barbarian races ahead to try and grab the naga, but the naga goes first and manages to get off a lightning bolt. In the narrow corridor, everyone has disadvantage on reflex saves and everyone takes the bolt, leaving them reeling. The barbarian does manage to grapple the naga, and they get some hits in, but the naga d doors once again, battered but alive. The party now heads into the final area of the dungeon, swearing vengeance on the naga (who is now enemy number 1)!</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8516701, member: 5889"] So while its fine to just have two balls of enemies knock out each other here and there, memorable combats are often about neat setups and special tactics. So tell us about some of the combat setups that you found creating really interesting combats, perhaps even very deadly ones! My most recent one, that turned out to be very engaging for the party: The party heads down a very narrow corridor that has a waterfall of antimagic water (strips the spell buffs off someone, it also serves to stop the undead, a barrier to prevent their exit). It leads into a 30 by 30 ft room. The corners of the room each have a wight (with chainmail so AC 16). In the middle of the room is a circle of dark skulls, and a coffin in the middle (containing a Vampire Spawn). On the far side is a locked door, above the door is a grate leading to a narrow (air vent like) tunnel, containing a Spirit Naga. [LIST] [*]The Anti-magic water stripped off one of the players Enhance Ability buffs, the rest of the group used blankets and other equipment to make it through without issue. [*]The Dark Skulls act on Initiative 20. They release a pulse up to 40 feet away (aka just outside the room). People that fail a Str Save DC 13 are pulled in 10 feet. This yoinked the scout who had just opened the door into the room (I find its good to prevent the party from using doorways to funnel monsters). Further, the Dark Skull deal 1d8 necrotic damage to anyone in their area, and heals any undead the same amount. The skulls can be disabled like a trap using thieves tools, or religion to purify them. [*]The spirit naga pops in its head on its initiative, casts a spell, and then pulls back up into the safety of the tunnel. [/LIST] This turned into a hell of a fight for the party. The cleric managed to turn 3 of the wights who ran back into the antimagic water, which took them out. However, the vampire got a hold of the scout and started biting into them. Several of the party did not have magic weapons, and so the vampire resistance + normal healing + skull healing made it quite durable. The naga dominated the barbarian, who then started beating into the rogue. The bard managed to disable the skulls using religion, just as the naga came down a second time, casting a 5th level sleep spell, which dropped the bard (would have gotten the rogue as well if they were not an elf). The scout slipped out of the vampire's grasp and moves back to use arrows, but the vampire decides to move onto the unconscious bard and rip into them! The bard is nearly killed, but awakes, and gets the vampire with a Tasha's hideous laughter. The barbarian takes some damage and finally awakens from the dominate, and tries to get the naga through the grate, and the naga retreats with dimension door (to another section of the tunnel). The party finishes the last wight, and beats on teh vampire. The barbarian than grapples the vamp and pulls her under the water. The vampire takes 20 acid damage from the "running water vulnerability", and is eventually killed. The party then heads to another very narrow corridor, with another grate. As expected, the naga drops down. The barbarian races ahead to try and grab the naga, but the naga goes first and manages to get off a lightning bolt. In the narrow corridor, everyone has disadvantage on reflex saves and everyone takes the bolt, leaving them reeling. The barbarian does manage to grapple the naga, and they get some hits in, but the naga d doors once again, battered but alive. The party now heads into the final area of the dungeon, swearing vengeance on the naga (who is now enemy number 1)! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Special Combat Setups you have found particularly effective
Top