tough DM strategies (heroic tier)

fireinthedust

Explorer
So I have a game tomorrow. The PCs are (for some reason) going into a town where Hobgoblins are the town guards now (read it in my Sig's ongoing 4e game, if you want details). Basically they're going to try to get around town with opportunities to fight Hobgoblins; as well as Undead (skeletons, zombies, ghosts) in the sewers.


I have to admit: my DM tactics need work.

1) How do I make the PCs work to survive in the combat?

2) What are time-honored things that will really screw the PCs up? Like, spellcasters on platforms, or archers in second story windows, that sort of thing.


One combat I played in had a Goblin Hexer standing on a platform nailing us with spells while other goblins cut us to pieces. When I run them, goblins get mowed over.
 

log in or register to remove this ad


ive always found that if you adjust terrain enough to the favor of what your fighting even lv appropriate encounters are hard. as for hobgoblins? i would recomend this for an encounter.
2x very high ac phalanx warrior types
1x skirmisher in the back
1x leader type
the rest artillery.
make the terrain very narrow aka only to spaces wide for the 2 defenders to block while the artillery punishes them in relative safety. the skirmisher is there for when eventually a pc finds a way past them.the right terrain can make or break the difficulty of a fight.

--------------------------------------------------------[
[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
------------------------ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
-------------------------[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
-------------------------[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
-------------------------[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
---------------------------------------------------------

edit i tryed to make a diagram of a room example but failed.
 
Last edited:


if they are at least lv 2 this should be ok for the terrain i recommended
-hobgoblin commander
-hobgoblin soldier
-hobgoblin warcaster
-hobgoblin archer
-hobgoblin mercenary
775 exp total

if they are lv 3 or 4 add 1-3 additional archers
 
Last edited:

I would go for multiple warcasters. The daze attack really ruins the fighters day. BAM! dazed, so no OA or Immediate actions, one shift away and he is out of luck without quickdraw for a round. The hobgoblin soldier is pretty descent as well, with very high AC.

Make two pairs of Hobgoblin Warcaster/Soldier and add three Goblin sharpshooters archers at long range (20 squares) for some really tough decisions for the party.

The two pairs should try to keep some distance from each other, while the two sharpshooters should go for the dazed targets. (They probably start with in hiding, so should get 2d6+4 damage at least the 2-3 first rounds.)
 

I would go for multiple warcasters. The daze attack really ruins the fighters day. BAM! dazed, so no OA or Immediate actions, one shift away and he is out of luck without quickdraw for a round. The hobgoblin soldier is pretty descent as well, with very high AC.

Make two pairs of Hobgoblin Warcaster/Soldier and add three Goblin sharpshooters archers at long range (20 squares) for some really tough decisions for the party.

The two pairs should try to keep some distance from each other, while the two sharpshooters should go for the dazed targets. (They probably start with in hiding, so should get 2d6+4 damage at least the 2-3 first rounds.)
yea warcasters are great but their only ranged attack is re-charge so doubling up on them seems to not fit the terrain i provided but goblin sharp shooters would be nice if you want to barrage them.

black i like your idea what do you think ideal terrain would be for this? maybe some rough terrain in front of the sharpshooters?
 

also i feel hobgoblins are not quite hobgoblins without a hobgoblin commander in the fray they are great at turning the most ragtag group of goblins into a fighting force to be feared.
 

I would use the warcaster at melee range with his Shock Staff and Force pulse. The point of the warcasters is the Shock Staff that dazes (gives CA to the sharpshooters), the Force pulse that knocks prone (once again gives CA to the sharpshooters). The sharpshooters should always shoot at something giving CA.

Getting first hit for 2d10+4 damage from the shock staff and dazed, then getting 2x 2d6+4 damage from the sharpshooters is downright scary.

I would
 

Classes and Level:

Level 4 party, though I've been a bit generous with items and such. I built most of the PCs myself, and on top of that they found a Deck of Many Things (including several wishes and magic items).

Dragonborn Paladin
Goliath Barbarian
Human Cleric
Half-elf Feylock

plus two others who have to make their characters tomorrow.

EDIT: one of them will be a level 4 Swordmage Eladrin I need to level up from my pregen collection.
 
Last edited:

Pets & Sidekicks

Remove ads

Top