im turning on to you my fellow DMs because i am having a little bit off truble with an encounter design for my Group.
Background: My Party (6 People) did scam a very influencal Drug Lord / Kartell Leader in my World by promising to help him in return for some Information and Contacts he had. He did eaven kill a Priest of a Sunchurch for them which are also a very strong Force in my World. The enden up stealing and selling his drugs, lifting his smugglers and dealers and raiding his hideout. All in all a very succesfull Adventure which was very good executet from my Party. However the Mafia Boss himself escaped and he is looking for Revenge now which i told my Players and they new that was going to happen.
My Problem: I want to design a encounter of Highly skilled Assasins that will track them down and give them i very very hard fight. The thing is normally i am designing my Encounters based on what fits in the World, is logical and fits the need of the Indivdualls they are fighting for. Giving my Player Room to adopt there Strategy based on what they are fighting. But this time i want to Turn it around and make the Encounter as hard as humanly possible for my PCs (not so that it is impossible to pull of, only so that every Single mistake is punished very hard)
My Partymembers include: A Dragonborn Shadowsorcerer, a Halforc Paladin Oath of Conquest, a Human trickery Domain Cleric, a Assimar Hexblade Warlock, a Woodelf Monk Way of the Open Hand and a Woodelf Druid Circle of the Moon. All at LvL 7.
I am looking for a Group of Hitman to basically make them regret there life Choices. Maybe 7-8 LvL 6 NPC or 6 LvL7 or 5 LvL8 NPCs.
Do you have any tipps, tricks and recommendations for my Hitman Sqaud for Example very good Class or Spell combinations that would do the Job.
Sounds like the only ranged character that you have in that party is the sorcerer, so have rangers, rogues, gunslingers, wizards, and other ranged characters in that party.
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Please check out my homebrew, I would appreciate feedback:
Use yugoloths. They are fiendish mercenaries from the Gehenna, one of the lower planes. MM: Arcanaloth CR 12, Mezzoloth CR 5, Nycaloth CR 9, Ultroloth CR 13. MToF: Canoloth CR 8, Dhergoloth CR 7, Hydroloth CR 9, Merrenoloth CR 3, Oinoloth CR 12, Yagnoloth CR 11.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
They also cannot be permanently slain except on Gehenna, so use can use them later on too.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Then you'll need to play your group intelligently. That is they won't force a direct confrontation. They'll wait and be patient. They'll look to split the party, attack when the group is least suspecting it or when they think the party has spent all their resources after a big battle. They'll always have an escape route. The Boss would have passed on the information he has including party makeup, skills and include any perceived weaknesses he's noticed. He may have even recruited to exploit those weaknesses. But because his empire has been disrupted he doesn't have the necessary funds to buy the best.
Tactics could include Invisibility, poison, control spells, Ranged attacks, bonus actions, create paranoia - something's gone missing, notes in camp after a long rest, even finding a way to apply disadvantage to attack rolls could be enough. Ultimately your players should be able to win based on 6 minds vs 1 but you'll have heaps of fun in the meantime.
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Hello,
im turning on to you my fellow DMs because i am having a little bit off truble with an encounter design for my Group.
Background: My Party (6 People) did scam a very influencal Drug Lord / Kartell Leader in my World by promising to help him in return for some Information and Contacts he had. He did eaven kill a Priest of a Sunchurch for them which are also a very strong Force in my World. The enden up stealing and selling his drugs, lifting his smugglers and dealers and raiding his hideout. All in all a very succesfull Adventure which was very good executet from my Party. However the Mafia Boss himself escaped and he is looking for Revenge now which i told my Players and they new that was going to happen.
My Problem: I want to design a encounter of Highly skilled Assasins that will track them down and give them i very very hard fight. The thing is normally i am designing my Encounters based on what fits in the World, is logical and fits the need of the Indivdualls they are fighting for. Giving my Player Room to adopt there Strategy based on what they are fighting. But this time i want to Turn it around and make the Encounter as hard as humanly possible for my PCs (not so that it is impossible to pull of, only so that every Single mistake is punished very hard)
My Partymembers include: A Dragonborn Shadowsorcerer, a Halforc Paladin Oath of Conquest, a Human trickery Domain Cleric, a Assimar Hexblade Warlock, a Woodelf Monk Way of the Open Hand and a Woodelf Druid Circle of the Moon. All at LvL 7.
I am looking for a Group of Hitman to basically make them regret there life Choices. Maybe 7-8 LvL 6 NPC or 6 LvL7 or 5 LvL8 NPCs.
Do you have any tipps, tricks and recommendations for my Hitman Sqaud for Example very good Class or Spell combinations that would do the Job.
TLDR: Best NPC Party vs 6 LvL 7 Player Party?
Thanks for your Help and keep em Dice Rolling
(Sry for my Englisch not my Native Tounge)
Sounds like the only ranged character that you have in that party is the sorcerer, so have rangers, rogues, gunslingers, wizards, and other ranged characters in that party.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Use yugoloths. They are fiendish mercenaries from the Gehenna, one of the lower planes. MM: Arcanaloth CR 12, Mezzoloth CR 5, Nycaloth CR 9, Ultroloth CR 13. MToF: Canoloth CR 8, Dhergoloth CR 7, Hydroloth CR 9, Merrenoloth CR 3, Oinoloth CR 12, Yagnoloth CR 11.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
They also cannot be permanently slain except on Gehenna, so use can use them later on too.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Then you'll need to play your group intelligently. That is they won't force a direct confrontation. They'll wait and be patient. They'll look to split the party, attack when the group is least suspecting it or when they think the party has spent all their resources after a big battle. They'll always have an escape route. The Boss would have passed on the information he has including party makeup, skills and include any perceived weaknesses he's noticed. He may have even recruited to exploit those weaknesses. But because his empire has been disrupted he doesn't have the necessary funds to buy the best.
Tactics could include Invisibility, poison, control spells, Ranged attacks, bonus actions, create paranoia - something's gone missing, notes in camp after a long rest, even finding a way to apply disadvantage to attack rolls could be enough. Ultimately your players should be able to win based on 6 minds vs 1 but you'll have heaps of fun in the meantime.