D&D General The Big Thread of Interesting Combat Examples

Stalker0

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The purpose of this thread is to provide examples for people of combat's you ran (not just thought of) that went very well. Combat's that were interesting and exciting to your players. This provides a nice reference for DMs who want to add more spice to their combats.

For people's convienience, please use spoilers to keep the posts tight and allow a person scrolling to go through them more easily.

LASTLY, to keep this thread nice and tight, I created a seperate thread specifically for commentary or questions: D&D General - Commenting on "The Big Thread of Interesting Combat Examples"

Lets keep this thread just for actual examples, and then any feedback we can reference in the other thread.

Split Screen Combat - The Dual Mirror Room (Challenge for 4 lvl 7 PCs)
Setup
The players move through a mirror in a 30 by 30 ft room that leads to an identical looking room. However, only two of the PCs are able to make it through, the mirror solidifies and the other two are left behind. Emerging from the mirror in each room is a "glass golem" (see below). So there are now two fights going on simultaneously. Both fights are run together, but the PCs have no true knowledge of what is happening in the other room. If one side beats their golem, the portal reopens and they can move to the other side to assist.

In addition to the golems, on a single initiative both rooms experience a lightning burst that emanates from the mirror. The burst starts as a 1d6 lightning damage DC 15 (reflex negates not half). And the burst gets stronger each round (2d6, 3d6, 4d6) until it caps at 4d6 damage.

Glass Golem - A reskinned Flesh Golem. Aversion to Fire is changed to aversion to Sonic damage (and things like Shatter). Also when bloodied, the creature will leave glass shards in the PC when they are hit. The glass does 5 damage at the end of a player's turn unless they take an action to remove the glass.


Why it Works
In a "splitscreen" combat, both combats are run simultaneously. I use a single initiative list, but I switch back and forth between the rooms as initiatives come up. This lets players enjoy watching their fellows fight, and creates some tension when one side sees the other doing poorly and wants to help. This creates a unique experience not seen in most combats.

By splitting the party like this, it really shakes up the normal roles. Suddenly your tanks have to switch to damage, your spellcasters are right in the front of the action, everyone has to rethink what their characters normally do.

The lightning both heals the golem (keeping the combat going) and does a steady stream of damage to everyone in the room, creating a time tension beyond just beating the monster. The players can try to disrupt the lightning, or just try to wreck the golem. Then when the golem goes to half health and things are stating to look up, the new glass shard impact adds a new injection of damage and tension that forces the players to really push themselves to win.

This is a fairly simple combat to run (just two monsters and an effect) but it generates a lot more threat than normal and leads to a much longer combat in terms of number of rounds, allowing various kinds of effects that normally aren't all that great to really shine (like spending a round to cast certain buffs that normally wouldn't be worth the time in a 3 round combat).
 

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The Necrotic Ritual, Level 12 party of 4
thgis fight happenned after I've run more higher-level Castle Amber for the group, to...mixed result. The party felt the adventure was too detached from overall campaign and goals. I felt a need to get them back into being engageg and excited, focus on their own goals and wants and try to show consequences the past adventure had on present (this is Mystara campaign, where Castle Amber is originally from)

The party:
Hsiao (Owlfolk) Armorer Artificer
Human Necromancy Wizard/Undead Warlock (refered to as Wizard)
Elf Hexblade Warlock, wielder of Blackrazor, THE Blackrazor
Lupin (dog people), wielder of Whelm, the legendary hammer
Each one with NPC sidekick, raging from Sea Elf warrior with Wave the legendary trident to a Goblin givign everyone help action.

During the adventre, Hexblade got dragged into Shadowfell, and the party got sent to a portal at the edge of a high cliff, where they could get her back. To their surprise, they found there a "Sad Necromancer", a tragic villain they ran into in the past, whom Wizard was very interested in. Necromancer was flying on a Drolem (flesh golem made of Dragon parts), while surrounded by army of skeletons, ghouls and undead giants, lead by undead Medusa. She was, in fact, they old enemy/ally the party left to die with her pet Displacer Beast. Necromancer ressurected them as one abomination (modified Maralith with signature Medusa and Displacer Beast abilities), and made his right-hand. Necromancer was there condoning a ritual to summon a Nightwalker under his command. Wizard and Artificer put their minds together and I told them they could hijack this ritual to get Hexblade back. But it would require someone to attune to the ritual and defeat Necromancer in battle of wills (opposed Arcana rolls, made at disadvantage if you took damage since your last round) for multiple turns, during which if either one of them would perish, the portal would go off like a nuke. Wizard volunteered.

As the fight begun, in the portal appeared two trapped figures - Hexblade and a Nightwalker. A Nightwalker with special trait, that made Shadows spawn off its body whenever it took damage. Neither could for now leave the portal, so they were fighting. Wizard was struggling with Necromancer, trying to talk him down before realizing, from subtle clues and good rolls, that Necromancer is scared to stop and talk because someone far worse is making him do all of this and also watching him. Barbarian was happy to be able to whack some Giants with Whelm and Artificer realzied his long D&D dream of grappling a Dragon, basically throwing the Drolem over his shoulder and make it fall to the ground.

Then in the middle of combat, over head of each of the PCs a werewolf teleported and tried to grab them, proclaiming that "Malachie du Marais sends his regards" - a clear indicator during their visit in Castle Amber, the party made a powerful enemy. At one point one of Werewolves grabbed Artificer into grapple and jumped with him off the cliff!

Why it worked:
I gave the combat multiple objectives - keep Hexblade alive against a Nightwalker and Shadows and defeat Necromancer and stop his ritual without killing him. This satisfied Wizard's desire to return to that plot and get more social element into combat. Isolating Hexblade made the party less prone to NOVA everything, since she is party's main damage dealer. Multiple unique enemies (giants, taken from Bigby's, Drolem and Maralith-Medusa-Displacer monstrosity) kept the combat away from being just exchange of attack rolls. Drolem helped Artificer realzie one of his player goals by knocking a "dragon" off the sky. Werewolves added extra variety and helped connecting the past adventure with the present. I consider it one of most entertaining combats I've run and am proud I managed avoid my biggest bane of running 5e - PC's focusing fire on the boss and ignoring everything else. In fact, I do not think they hit Necromancer even once and later took him prisoner to interrogate in safe place.

One of my favorite sessions.
 

Zombies in Dumathoin's Temple, Level 3 party of 6+

PCs delved into sealed off Temple of Dumathoin (dwarf god hoarding secrets) that had fallen to zombie attacks. Inside, they faced zombies of the invading drow, derro, humans, and other Underdark baddies. However... there were illusory walls (identifiable by images of Dumathoin freely sharing wealth & secrets with dwarves)... which the stupid zombies moved right through, making blind grappling attacks as PCs descended stairs.

A twist was that one of the zombies carried a magical horn the PCs were on the look out for in order to open the lower doors of the Temple.

To complicate matters, there were clues that dwarven rune-mages left powerful wards on the temple during the retreat. There was an undischarged lightning glyph of warding trap that was on a time-delayed trigger, which they were able to use to annihilate the mass of zombies, at the cost of heavily crisping two PCs and a pet.

An environmental twist, a trap, and a situational twist coupled with a bit of "show don't tell" narrative development elevated the zombies into something really interesting.
 

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