D&D 5E Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day


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Misty visions can be used in an interesting way. If you're good with illusions, that would be useful. The one thing that always disappoints me is when they give so many high level creatures blindsight or truesight making illusions far less useful. I wish they could find some way to give creatures the capacity to see like they want without making a very cool ability like illusion generation useless. I've always enjoyed playing with illusions.
 

Misty visions can be used in an interesting way. If you're good with illusions, that would be useful. The one thing that always disappoints me is when they give so many high level creatures blindsight or truesight making illusions far less useful. I wish they could find some way to give creatures the capacity to see like they want without making a very cool ability like illusion generation useless. I've always enjoyed playing with illusions.
Worst case scenario it never gets used but its less of a liability than the disguise self invocation if it goes wrong!
 

Picking up devilsight mostly. Misty visions and then I would pick up mage hand blade Ward as cantrips and take hex protection from evil and good.

I'm sure Flamestrike has a few creatures to see through darkness, but being able to scout and attack from inside in complete darkness like you were out under the sun is a huge advantage, especially for an assassin.
 

Worst case scenario it never gets used but its less of a liability than the disguise self invocation if it goes wrong!

And you can use the illusion to draw out ambushes. Send an image of something ahead, see if something pounces on it. You also use it slow creatures down. There are a ton of uses for illusions. So fun to come up with creative uses. With your high investigation, hopefully you'll be able to see through them. It's pretty rare that a monster has a high enough investigation to detect your illusions very well.
 

What kind of tactics are you accustomed to employing?

I tend to like to take down soft targets with dangerous spellcasting first. Control brutes until the soft targets or healers are down. Then get to range, release the brutes, and drop them as they try to make it to your group. If they're highly mobile outsiders or heavy hitters, that's a different animal. You focus fire one target a time to reduce the number of attacks incoming as fast as possible. I guess we'll see once the encounters start coming.
 

[MENTION=5834]Celtavian[/MENTION] Okay, thanks. For some reason I though you said you were making a different cleric. My bad.

Are you okay with the "Rescue the Wizard and help him banish the demon" plan? I would ask you IC but we can skip the role-playing. "Kill the Wizard and take his stuff" is presumably (in the fiction) what went badly for the rival group and ended up with releasing the demon, so my paladin (i.e. me) thinks we should try something different.

I think the rp was just a way to pass some time while waiting for specifics to be hammered out
Yup. Also, it gives the DM some ammunition if he wants to improvise and, for example, try to drive a wedge between our characters by exploiting our backstories. Not sure how relevant that's going to be, the way we are doing things, though. And maybe it stops the audience getting restless while we are doing the back-stage stuff :)
 

What kind of tactics are you accustomed to employing?

I tend to like to take down soft targets with dangerous spellcasting first. Control brutes until the soft targets or healers are down. Then get to range, release the brutes, and drop them as they try to make it to your group. If they're highly mobile outsiders or heavy hitters, that's a different animal. You focus fire one target a time to reduce the number of attacks incoming as fast as possible. I guess we'll see once the encounters start coming.
Sounds pretty much the usual day in the office there. With advantage and expertise in stealth being less than 3ft tall and worse case scenario lowest I can roll is a 10 we should get the drop most of the time and get priority target down before action
 

Picking up devilsight mostly. Misty visions and then I would pick up mage hand blade Ward as cantrips and take hex protection from evil and good.

Go for it mate.

Tonight im just tweaking the encounters now that I know the final groups composition, and Ill sketch out some encounter maps and take photos of them so I can post them as they come up.

I wont need a full dungeon as it were. Just individual encounter maps should do, and details of the encounters.

Use this time to ask Myrkyn any questions about the adventure (while your wizard finishes his rarys telepathic bond ritual) and I'll log on later to answer them. Again, I not the Bard has a persuasion of +12 so go crazy.

What you do know so far:


  • Keraptis the archmage stole 3 weapons from the royal armory.
  • One of those weapons wasnt really a weapon at all, it was a rift in space-time in the shape of a sword. It held the trapped form of a creature known as an Atropal (the sword Blackrazor). The atropal is powerful enough to annhilate the entire multiverse.
  • Myrkyn seems to think this creature has escaped for some reason. Its your job to stop it.
  • Adventurers were dispatched to recover the three weapons (presumably unaware of Blackrazors true nature).
  • White plume mountain lies a day or twos travel to the north.
  • The world ends in 4 hours and 55 minutes (4 hours and 45 minutes by the time you finish the Rary ritual)
 

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