| Post/Author/DateTime | Post |
|---|---|
| Nerdicus12-19-07, 03:30 PM | My group needs a good fight in Sharn. They are 5-6 players just reached level 6. So far their fights in SHarn have been the sort that can't out right kill their enemy, and they are getting antsy for some real killing. Story wise they have made friends with a Boromar and enemies with some Daask in Lower Dura. They have also stumbled onto a plot involving the Inspired in SHarn(Deneith) and the Boromars and the City watch. For this they have come across an item that holds evidence that needs to be gotten to a Citadel Captain. I would like to kick off next session with a fight in which they can fight all crazy like and make with the killy kill kill. Any thoughts guys? They are new to Sharn and are having trouble grasping some of the Eberron-esque-ness of the setting. Like they are all about shoot first ask questions if the enemy survives sort of players, and i have been trying to stress to them that killing whilly-nilly will land them in jail. Well, they get that now, but now they want to kill something...blood thirsty bastards that they are. So far I have a Daask strikeforce that hits them while they are traveling in sharn, some hired thugs from Denieth who are after the evidence they have, or just a random fight in which they can kick some butt. Any ideas would be great. Oh, and think way tougher then you would think the ECL should be. Everything I throw at them goes down like water down the drain..... Another thing to add, the group all have magical vests that give them the ability to fly for short bursts of time. I would like to use these to make for some crazy fights. Last night I had them chasing after a shifter monk who is like a Parkour runner, and the fight was great. Had points where the group had to walk/run, so that slowed them down ( the shifter monk had a speed of like 50 or more so in the run he had the huge advantage), parts where they lost him and had to reply on some skill checks to find him and everything. Great chase, but not enough blood shed for the guys. |
| Belkar12-19-07, 03:58 PM | Daask is a great idea. The Watch (or the city) isn't going to care if they slaughter "monsters" - which is how most Brelish view Droaam immigrants. You wan't something hard? Throw three trolls at them, led by an ogre mage. They have no goals but to slaughter the PC's. They would rather die than flee. On it's own... this is a hellish battle. Add goblin puds (about 4 or 5 level 2 rogues) to the mix, and you've got sneak attackers who focus on flanking... If you want to do Deneith... then structure a well-coordinated strike force. Not "generic warrior level 7". Have them face a team that plays with combat tactics. A 5th level Marshal. Three 4th level fighters, each with his own schtick (ie: battlefield control a la Spiked Chain; Two-Weapon Smasher; Grapple-Master). A 5th level artificer or wizard who contstantly casts illusions or enchantments. Add two Deneith mercenaries: level 3 hobgoblin rangers (archery) with favored enemy [human]. Perhaps replace the Marshal or one of the fighters with a 6th level knight who specialized in tripping and AoO. The problem here is that if they slaughter Deneith openly - it'll probably lead to repercussions. You may want to arrange a "private" venue, such as an empty warehouse or secluded back-alley where the party is ambushed. |
| pentadrone12-19-07, 04:31 PM | Have the Daask strike force lead into an exciting chase through the bad neighborhoods in the cogs. Take some inspiration from "Black Hawk Down". The PCs are in a terretory that is unfriendly, where any group of shop keeps can suddenly turn into a combat encounter, and where they can see that little bit of blue sky peeking through the clouds of smoke that equates to safety. But they need to get to a skyboat or some kind of lift before the gnoll enforcers of daask can get to them. Make it challenging enough and then they'll be scared of the cogs and you can use it as a plot device again and again. They'll always remember their nightmarish trip down to the bottom. And the next time they fall off a bridge it won't be the falling damage that will scare them, it'll be "oh no! I'm headed into Daask territory!". |
| Nerdicus12-19-07, 05:12 PM | Well guys, i'm thinking Daask is the way to go for this next one. Something tough, mean, that they can kill without being too worried about getting arrested. Like the idea of the ogre mage and some trolls too....but I think they need a few gargoyles in there to draw out some in flight action....Word. Wait, ogre-mage can fly! hmmm. still gargoyles, trolls and an ogermage. yeah, that's a fight they will remember. This will have to hit in middle Dura though, as that as where they are going to be trying to buy or rent some retail space.....yeah. And if they win the fight they will get some huge cred if it is in the area they are going to be running a business. |
| Belkar12-20-07, 02:39 PM | I think you're on the right track, nerdicus! One other thing I can recommend - is to flavor up the MM entries with class levels. Fighting a troll is scary, but fighting a troll in full plate wielding a greatsword with power attack is scarier (and it's just 1 level of fighter, my friend). A harpy is nasty, but a harpy with 2 or 3 levels of bard... is deadly... Too many DM's just take vanilla stat blocks from the MM and toss them at their players. Daask is a talented, successful criminal organization. That means the occasional class level... ;) |
| Nerdicus12-20-07, 03:36 PM | Indeed Belkar! And givent hat we aren't playing next week duet o Christmas, I have an extra week to plan!! I'm planning on having the Gargoyles or Harpies( don't know which yet) find the group as they are setting up their new shop and play up the fact that there are monsters watching them. Then wait for a good opportunity to have a rip roaring good fight. Might even include a distraction for the watch to keep them from getting involved.... |
| Shady31412-20-07, 05:28 PM | If you're looking to use an ogre mage you should use this one. I apologize if you are already aware of it. http://www.wizards.com/default.asp?x=dnd/dd/20060721a I like the idea of making the PCs fight through Daask territory getting harrassed. Adding grenadiers at points above the PCs throwing down tanglefoot bags, thunderstones etc. to back up this main force would make the fight really challenging. Adding class levels on to monsters is also a good idea as was said. Ogres with rogue levels that flank the party are a very unexpected and nasty surprise. |
| Nerdicus12-20-07, 09:30 PM | That is a great ogremage!! I have always felt that the ogremage was lacking in fire power for how high a CR it was, and i think this new version will be great. I'm just going to add Deflect arrows as a bonus feat because the groups ranger will otherwise destroy the thing way too fast. Thanks for the ideas guys! Once again the online community comes to the rescue. |
| naturax12-21-07, 08:44 PM | In my world, ogre mage = ogre + 8 levels of sorcerer + blue skin. Allows you to make them way more cool. |
| clayball12-25-07, 06:15 PM | Have them slap down a Radiant Idol from SCoT and his cultists. Any being that wants to be a god that isn't deserves to have his butt kicked. |
| Belabras12-27-07, 05:15 PM | Want a really cool encounter? Check out Kinger's Edge of Sky post here (http://forums.gleemax.com/showpost.php?p=10440316&postcount=5) |
| DrunkMonk12-31-07, 07:11 PM | http://www.waynereynolds.com/WOTCGallery2A/2.jpg I dont know if that works, but if it does - it is a great place to start from. We had a fight where one of our guys (barbarian) jumped from the sky coach on to the bad guys sorcerer and had to make a deal as they fell out of the sky. He said he wanted to be like the shifter in the picture. DM |
| Gurv12-31-07, 07:52 PM | I apologize that I haven't read the entire thread carefully. Sorry if I'm saying something identical to another post. Something that I have found is that regardless of what the foe is, what can really make a fight interesting is the terrain and conditions. Places to hide, points to snipe from, fog or darkness. All of them can change an encounter entirely. Sharn is the ultimate place for this kind of thing. I've seen that skycoaches have been mentioned, and that is a great idea. But just having a ledge or fighting on a bridge can be enough to change things. Stairs and balconies mean higher ground and sniping/spellcasting. Have all of that and then involve a skycoach and a lift. Have the ambush happen on a stormy night, with wind and rain obscuring vision and hampering ranged attacks. |