bojac6
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Hi, so I'm running a long running game with 6 characters (and a badass wolf companion) that has gotten into the high levels (16-17) and combat has become a slog and a chore. So I'm spicing things up by making encounters very non-traditional, to keep them interesting.
Currently, they are after a list of documents secure in a powerful devil's library. In order to get the documents they will need to unlock the shelf. Unlock consists of doing the right type of damage, depending on a symbol. So they see the symbol for bludgeoning, force and fire, and they do those damage types to the lock in the same round it to unlock it. Then somebody gets access to the document, reads it, and they move on to the next one.
What I want is for them to be underattack the whole time by a lot of minor, but still threatening enemies. Basically, I want them to have to think "Ok, we need 4 characters to hit it with damage, but we also need to clear some space, so all of us spend a round clearing the area around us to buy time for 4 of us to open the lock while only 3 of us are fending off the baddies." I don't mind them slowing down to discuss the strategy at the table, in fact I want that. There's enough role play in the group that even with them playing tactically, there will be tension and engagment.
So my question is, what should these waves of enemies be? I mean I can flavor them however I want, no problem there, but what makes an enemy threatening enough that you want to deal with it, but easy enough to take out quickly. I don't want this to turn into another slog against some tough enemy with a thousand hit points, but I also don't want it to be something they can just ignore. My gut says something like a ghoul, but with the save versus paralysis really cranked up so it's tough.
Any good ideas, suggestions?
