Zardnaar
Legend
So here the party I'm dealing with as DM. Level 7.
2024 classes
Dragon Sorcerer lightning.
Light Cleric of Amaunator
Celestial Bladelock.
Glamour Bard.
Monk. 2014 version but I allow finesse weapons as monk weapons. He doesn't want to use 2024 monk. Likes champions.
They are getting close to max attuned items. Most of them aren't super relevant outside the bladelock using Hazirawn. Eg cleric has gauntlets of ogre power, Monk has Cacophony from BG3 (+1 quarterstaff,+1d4 thunder damage), spellcasters have +1 wand, amulet, rod.
The big bad is a CR 14 devourer with support in a desecrated area. Second big bad is a CR 10 or 11 Cleric of Shar.
Mooks die to fireball/lightning bolt/hunger of hadar/radiance of the dawn/spirit guardians. Chromatic Orb gets used when they can stack the odds in their favor ( eg bless, Innate sorcerery, paralyzed opponents).
Larger mixed groups get AoE. Survivors get hit with command/hold person. Monks also knocking stuff prone and stunning strike. Moderate damage plus large amounts of control. Hold Person, 3/5 can use command including as a bonus action via bard and twinned command from Sorcerer. Hold persons including twinned ones. Vicious Mockery and Warding flare.
Mostly there's not much I can do. Two combats involved darkness via Shar shadow locks (cr 2 DM specials 5th level locks), dark justicier (souped up gladiator), and a dark disciple with counterspell. I gave the Sharrans devil sight. Celestial Warlock and Light Cleric have daylight spell.
I'm using CR 1/2 to 2 "moooks) including spell casters and CR 5 and 6 leaders DM specials. Generally modified mages, priests, gladiators, half dragons often tweaked (more hp, attacks, AC, saves, immunity etc). Alot of sharrans have extra psychic danage, devil sight, dark blessing (charisma to all saves). Dark Justiciers are proficient in wisdom saves and charisma to their saves. One of them hurt a lot. Bonus action spear of night that can blind them on a failed con save (recharge 5/6).
A smattering of the dead 3 cultists have been used. A few banites, 2 bhaalists and BBEG Myrkul tie in. They're working with Sharran's for now. I'm also using terrain eg water, puts, traps.
Short of adding 4 casters to every fight with counterspell any ideas? They're brute forcing their way through so far. Minor mistakes but they're figuring things out fast. Wife's basically the tactics one (she's played a lot of BG3 MP with me so knows my tricks). The bard player she has been plotting with her as well. Monk player is experienced likes champions, Sorcerer and Light Cleric tend towards boom spells.
2024 classes
Dragon Sorcerer lightning.
Light Cleric of Amaunator
Celestial Bladelock.
Glamour Bard.
Monk. 2014 version but I allow finesse weapons as monk weapons. He doesn't want to use 2024 monk. Likes champions.
They are getting close to max attuned items. Most of them aren't super relevant outside the bladelock using Hazirawn. Eg cleric has gauntlets of ogre power, Monk has Cacophony from BG3 (+1 quarterstaff,+1d4 thunder damage), spellcasters have +1 wand, amulet, rod.
The big bad is a CR 14 devourer with support in a desecrated area. Second big bad is a CR 10 or 11 Cleric of Shar.
Mooks die to fireball/lightning bolt/hunger of hadar/radiance of the dawn/spirit guardians. Chromatic Orb gets used when they can stack the odds in their favor ( eg bless, Innate sorcerery, paralyzed opponents).
Larger mixed groups get AoE. Survivors get hit with command/hold person. Monks also knocking stuff prone and stunning strike. Moderate damage plus large amounts of control. Hold Person, 3/5 can use command including as a bonus action via bard and twinned command from Sorcerer. Hold persons including twinned ones. Vicious Mockery and Warding flare.
Mostly there's not much I can do. Two combats involved darkness via Shar shadow locks (cr 2 DM specials 5th level locks), dark justicier (souped up gladiator), and a dark disciple with counterspell. I gave the Sharrans devil sight. Celestial Warlock and Light Cleric have daylight spell.
I'm using CR 1/2 to 2 "moooks) including spell casters and CR 5 and 6 leaders DM specials. Generally modified mages, priests, gladiators, half dragons often tweaked (more hp, attacks, AC, saves, immunity etc). Alot of sharrans have extra psychic danage, devil sight, dark blessing (charisma to all saves). Dark Justiciers are proficient in wisdom saves and charisma to their saves. One of them hurt a lot. Bonus action spear of night that can blind them on a failed con save (recharge 5/6).
A smattering of the dead 3 cultists have been used. A few banites, 2 bhaalists and BBEG Myrkul tie in. They're working with Sharran's for now. I'm also using terrain eg water, puts, traps.
Short of adding 4 casters to every fight with counterspell any ideas? They're brute forcing their way through so far. Minor mistakes but they're figuring things out fast. Wife's basically the tactics one (she's played a lot of BG3 MP with me so knows my tricks). The bard player she has been plotting with her as well. Monk player is experienced likes champions, Sorcerer and Light Cleric tend towards boom spells.
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