2. No; the person you thought could help refuses and adds another complication to the situation. (Example complications: they demand payment for a past debt, they are with someone you wanted to avoid, or they call the authorities regarding your illegal activities.) 3. The person you know who could help has gone missing, you’d have to find them first. 4. Yes, but they demand a steeper price than you would expect. Furthermore, if you refuse they will be offended. 5. Yes, but things are awkward between you. The price they ask will be generous, but only after an uncomfortable conversation. 6. Yes, but the help they can offer is sub-par, or only half of what you need. 7. Yes, but they need you to do a small favor for them right now before they help you. 8. Yes, but you’ll owe them one. Could be a future favor they call on, or a cut of whatever money you’re after, or something else. 9. Yes; they’ll give you a good price but it’s not free. 10. Yes, but they don’t seem too happy about it - you’ll have to look for help somewhere else next time. 11. Yes, there’s someone who owes you one and you can cash in that favor. 12. Yes, and that person also gives you an unrelated piece of helpful information.
Sometimes you need to really throw something threatening the party’s way, something out of their league. Not in a DM v Players situation, in a genuine reaffirmment that stakes are real and character death is possible. The goal is never to kill players, but a truly terrifying and epic fight is sure to leave the players feeling awesome for defeating such a powerful enemy.
Challenge Rating is not an accurate measurement of a creature’s strength, a single CR9 could be easily beaten by a band of level 4s. I won’t go into action economy because that’s not what this post is about.
So how do we throw a deadly encounter at our players to make them feel cool?
Well first, pick or redesign a monster to play to the party’s strengths in subtle ways.
Have an archer PC? Give the monster a vulnerable point that’s hard to hit. For example in my most recent game a low level party fought a large clockwork dragon, illusionist and a swarm of cultists, the dragon had 3 weaknesses 1. A maintainance hatch that if hit could deal critical damage, perfect for a rangers well placed and timed arrow to hit. 2. A combustion engine that could be extinguished briefly using our sorcerers water or ice spells. 3. Legs that were vulnerable to attack from the barbarian causing it to lose movement. These weak points were hard to hit and required tactical thinking to approach and exploit adding complexity to the combat. This could be achieved in many ways, perhaps the basalisk has a soft underside that would leave it vulnerable if they could get close enough to strike it, or the armour of a battle ogre has a cannon shot hole in it perfect for a well placed arrow. Make these weak points easy to spot, and hard to act on without forethought.
Second, tailor the environment to the encounter
If your monster is too powerful, give the players pillars and tables to duck for cover behind. Hanging chandeliers or breakable platforms are great assets to an offensive and battlefield changing encounter. But these features aren’t exclusively helpful, powder kegs and coal heaps are great for both players to utilise in strategic attack but also pose a constant threat to anyone close enough that a well placed scorching ray may leave them unconscious. Chances are your players will take on the information and strategise, luring a creature to a dangerous place or having to choose between facing the beast head on or risking a trip over the rickety bridge. My last campaign ended with the PCs ultimately tricking a demon lord to the edge of a cliff before banding together to trip them over. A good set piece may be the foundation to a satisfying fight! (This applies to all encounters not just boss monsters)
Finally, Don’t pull punches!
The players will be way more proud and excited about their victory if it’s earned. Yes, there is a time and a place for fudging rolls or having a monster not attack the lowest health character for a while. But don’t rig the combat, to challenge your players and give stakes to your game the reality that PCs can die is important. So yes, don’t go all out on the players with a monster well out of their league, but definitely don’t turn the frightful beholder into a plush toy who’s eye beams keep narrowly missing while it sits and soaks up damage. There’s a very fine balance you have to find between keeping the fight even and keeping the fight threatening. But in my experience if one or two PCs are downed and the healer is scrambling to save them both, as the fight comes to a close and everyone barely scrapes through alive are usually the ones that get the best reactions. Again the goal is NOT to try and kill PCs, the goal is to push your players to strategise and earn their victories and feel AMAZING going it!
If anyone has any further advice or just stories of a perilous battle feel free to share them, and remember the number one rule of D&D is that everyone should be having fun!
Flamingo Wyvern
This one is a hybrid between a flamingo and a wyvern, as the title says! It’s one of my favourite creature designs that I did actually!
goblin of the week NO.1
goblin of FIBERGLASS INSULATION
Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.
Greetings!
The infiltration has been a success so far. The crafty heroes have managed to get inside the cult without them noticing their intentions.
After an initiation that almost went horribly wrong, several gruesome missions and a lot of false prayers to Baphomet, they have finally gained the right to visit their dark church.
Besides taking the cult down, they hope to gain access to the Labyrinthine Teleporter: a magic device of immense power capable of taking them to Baphomet’s Labyrinth and many other planes.
But tonight is Offering Night, and a sacrifice is on the schedule too. Can they stop all the evil plans before they are discovered?
You can see a preview of this map’s Patreon content by clicking here.
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Potion of [Stat.]
Roll one D10 and one D4 on use.
The D10 determines how much the stat changes by. The D4 determines if the change is positive (even number) or negative (odd number).
The potion lasts until the effects are no longer amusing to the DM.