Does anyone have any tips for running the fight with Kerestra & Co. in Dungeon of the Mad Mage?
I am prepping to run this level as a stand alone for my players and as I typically do, I ran the encounter vs. myself so that I could check out the important interactions of environments, spells, creatures and characters. It came out a disappointing slaughter of Kerestra in the first turn, twice. For example:
Kerestra goes first, does some minor damage, fails to charm a character, a group of Vampire spawn go next, do some damage. Then the Assassin character goes, even without surprise and using magic arrows, does a ton of damage. Then the paladin goes, misty steps, double swings greatsword +smite, does a boatload of damage, then Cleric goes and finishes of Kerestra with Wall of Fire. The wizard didn't even take his turn. Granted, there's still the spawn and yeti to deal with, but I think the characters can handle that in plenty of time to deal with Kerestra's mist escape.
I guess what I'd be looking for is ways to tie the characters down, or force them to deal with some of the underlings first. I don't need to make the encounter impossible, just at least challenging. I'm not too familiar with Vampires and the monster crew in this encounter, so maybe there's something basic or crucial that I'm missing.
Thanks
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Does anyone have any tips for running the fight with Kerestra & Co. in Dungeon of the Mad Mage?
I am prepping to run this level as a stand alone for my players and as I typically do, I ran the encounter vs. myself so that I could check out the important interactions of environments, spells, creatures and characters. It came out a disappointing slaughter of Kerestra in the first turn, twice. For example:
Kerestra goes first, does some minor damage, fails to charm a character, a group of Vampire spawn go next, do some damage. Then the Assassin character goes, even without surprise and using magic arrows, does a ton of damage. Then the paladin goes, misty steps, double swings greatsword +smite, does a boatload of damage, then Cleric goes and finishes of Kerestra with Wall of Fire. The wizard didn't even take his turn. Granted, there's still the spawn and yeti to deal with, but I think the characters can handle that in plenty of time to deal with Kerestra's mist escape.
I guess what I'd be looking for is ways to tie the characters down, or force them to deal with some of the underlings first. I don't need to make the encounter impossible, just at least challenging. I'm not too familiar with Vampires and the monster crew in this encounter, so maybe there's something basic or crucial that I'm missing.
Thanks