I have a unique group of people playing and their classes are as follows, Rogue, Two Rangers, Fighter, Monk, and a Warlock. This can vary depending on who shows up, and so far its been as few as two people and at most five people during a session. Was just wondering what kind of encounters could I create that would be challenging but not put them at great risk of character death?
Various skill challenges generally won't put the characters in a do-or-die situation. It appears the majority of the party is Dexterity savvy, so acrobatics and stealth challenges wouldn't be too challenging for them. Having to rely on Strength based skills might be a challenge for this group, save for the fighter, the characters probably would have to get really creative to solve an problem with Athletics.
For combat encounters, a group like this might find a mob fight both fun and challenging. First, give the group an objective such as a rescue so-and-so, retrieve the such-and-such, or escape the blah-blah-blah. Second, once the character reach the objective, swarm them with really low CR creatures to fight (even CR 0, if their only 1st or 2nd level). After the second or third round of combat, the group should be made aware that the creatures will just continually keep coming until they get out.
I recommend reusing creatures. The Monster Manual is full of interesting creatures and the temptation to never have them fight the same thing twice is intense. I can't recommend enough taking the time learn the ins and outs of just a handful of baddies. Take bandits for example; no crazy abilities just scimitars and crossbows. Take a handful of A-holes get them drunk and swinging swords in the bar or bored on watch.
Your players get used to walking up and killing brigands no big whoop, till the bandits get smart. They start ambushing the players in dark alleys, rigging traps, poisoning ale, posting snipers, joining forces with local cults.
But be careful, your players will learn their foes. This ordinarily has the opposite effect of putting them at greater risk and can make your encounters too easy, but sometimes players get cocky, you do something unexpected, aaaand... the rogue's dead cause he missed allowing the thug with a maul to live long enough to splatter his brains like a watermelon. True story.
After seeing all these non-standard mimics, there should then be a chest with a sign on it. It can read either "Definitely not a mimic" or "definitely a mimic". It is important that this be a chest with some worthwhile treasure in it, and definitely NOT be a mimic. The rest of the session will basically be your players questioning everything they known and deciding whether or not to believe the sign and whether or not to open the chest
Hi everyone!
I have a unique group of people playing and their classes are as follows, Rogue, Two Rangers, Fighter, Monk, and a Warlock. This can vary depending on who shows up, and so far its been as few as two people and at most five people during a session. Was just wondering what kind of encounters could I create that would be challenging but not put them at great risk of character death?
Various skill challenges generally won't put the characters in a do-or-die situation. It appears the majority of the party is Dexterity savvy, so acrobatics and stealth challenges wouldn't be too challenging for them. Having to rely on Strength based skills might be a challenge for this group, save for the fighter, the characters probably would have to get really creative to solve an problem with Athletics.
For combat encounters, a group like this might find a mob fight both fun and challenging. First, give the group an objective such as a rescue so-and-so, retrieve the such-and-such, or escape the blah-blah-blah. Second, once the character reach the objective, swarm them with really low CR creatures to fight (even CR 0, if their only 1st or 2nd level). After the second or third round of combat, the group should be made aware that the creatures will just continually keep coming until they get out.
Cool tips! Thanks a lot for the advice LightSpeed! This should help a lot with making some new encounters before our next meet!
I recommend reusing creatures. The Monster Manual is full of interesting creatures and the temptation to never have them fight the same thing twice is intense. I can't recommend enough taking the time learn the ins and outs of just a handful of baddies. Take bandits for example; no crazy abilities just scimitars and crossbows. Take a handful of A-holes get them drunk and swinging swords in the bar or bored on watch.
Your players get used to walking up and killing brigands no big whoop, till the bandits get smart. They start ambushing the players in dark alleys, rigging traps, poisoning ale, posting snipers, joining forces with local cults.
But be careful, your players will learn their foes. This ordinarily has the opposite effect of putting them at greater risk and can make your encounters too easy, but sometimes players get cocky, you do something unexpected, aaaand... the rogue's dead cause he missed allowing the thug with a maul to live long enough to splatter his brains like a watermelon. True story.
Alternatively, based on the classes
MIMICS! MIMICS EVERYWHERE! Mimic doors, mimic carpets, mimic stair cases, mimic chandeliers, mimic mattresses, mimic toilets, mimic tables!
After seeing all these non-standard mimics, there should then be a chest with a sign on it. It can read either "Definitely not a mimic" or "definitely a mimic". It is important that this be a chest with some worthwhile treasure in it, and definitely NOT be a mimic. The rest of the session will basically be your players questioning everything they known and deciding whether or not to believe the sign and whether or not to open the chest
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
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Spartanwhimp and Sam_Hain, thanks for the additional ideas as well! I will try them out this weekend on my friends!