Does this sound like a fair fight?


Gamer Life General Discussion


For the boss fight in the next part of the campaign I'm running, their continued adversary is a sorcerer named Nam'sha. They are 4-member party, level 3-4 (Rogue, Paladin, Monk, and Cleric). I have designed the sorcerer at level 7. He knows Rope Trick and will have a body guard contingent come down and do his dirty work him.

Does this sound like a fair fight to you?

Thanks.

The Exchange

How many body guards? What level are the guards?

My first insticnt is its a TPK waiting to happen, however there are so many variables its hard to tell. Spell selection on the sorceror can make l teh difference. If you've loaded the mage up with combat spells and not so many utilitarian spells then he/she will walk all over teh party from the safety of the rope trick room.

You've already set up an encounter that is 3 to 4 levels higher than the party (though that's harder to judge when you have four players and against one baddy).

I'd be tempted to drop the sorcerors level somewhat if he/she has a body guard contingent.

It's only advice though. You know your players and what they can do better than I do.

Cheers


Thanks, wrath.

Thus far they have been tromping on everything I've thrown at them within 3 rounds. They're not playing crazy power builds, either. Some of it is good dice rolling and some of it is good tactical play.


One thing that I DON'T WANT is a tpk. Do you think I should back him down to lvl 5?

The Exchange

sure, this keeps him at the same spell levels as the party.

Add a couple of thugs and maybe a ranged supporter and you're good to go.

To make the last fight really tough, have enough baddies to keep everyone occupied. Don't bring the sorceror out till the paty are engaged with everyone else. If you can wrangle it, get the party to split their resources on two fronts, then engage them with mr arcanist.

At level 3 and 4 they have enough hit points to take a bit of a pounding. The biggest problem you faced with the rope trick idea was that your group may have no way of getting to the sorceror while he's 30 feet up and raining arcane destruction down on them with impunity. No access to fly at that level I believe

cheers


Thanks, Wrath. I've rescaled the sorcerer down to 4th level; he still retains Rope Trick, loses the really powerful stuff (Mirror Image, Blink and Fire Ball), his hp went down 50% ... much more balanced to the party. I gave him a mail shirt and Arcane Amour Training which brings his AC up a touch and only a 10% spell failure rate.

This particular bad guy has a Charisma of 18 and is a bit of an egomaniac, so my plan was to have him throw up the rope and down pops the first wave of thugs. Since I can fit 8 of 'em up there, I was going to have them come down as 3, 3, and 2. In the confusion he will do what he can to wreak a bit of additional havoc.

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