Actions

Difference between revisions of "List of Deadly Encounters"

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

(100% TPK)
(Death House, specter)
 
Line 37: Line 37:
 
==Not near-certain TPKs but so deadly at least one PC will likely die==
 
==Not near-certain TPKs but so deadly at least one PC will likely die==
  
=== Death House, specter ===
+
=== Death House, [[Specter]] ===
  
party likely level - 1; monster CR - 1 ("appropriate" CR but listed because the specter insta-kills the majority of level 1 PCs in one hit + one failed save - and potentially anyone else soon after since the failed save damage can't be healed; also it has double HP thanks to DR and clerics can't turn at level 1; finally if played intelligently it would hit-and-run until at least one death)[http://www.enworld.org/forum/showthread.php?483009-where-you-re-going-to-die-in-CoS-%28spoilers%29]
+
party likely level - 1; monster CR - 1 ("appropriate" CR but listed because the [[Specter]] insta-kills the majority of level 1 PCs in one hit + one failed save - and potentially anyone else soon after since the failed save damage can't be healed; also it has double HP thanks to DR and clerics can't turn at level 1; finally if played intelligently it would hit-and-run until at least one death)[http://www.enworld.org/forum/showthread.php?483009-where-you-re-going-to-die-in-CoS-%28spoilers%29]
  
 
=== Arrigal from the Vistani camp ===
 
=== Arrigal from the Vistani camp ===

Latest revision as of 08:14, 11 July 2018

100% TPK

... if the party doesn't run or have spectacular luck/tactics or the GM doesn't cheat in their favor somehow

Bottom of Death House

party likely level - 2; monster CR - 5 (only so brutal because they're such a low level; it can easily be outrun though)[1]

Windmill

party likely level - 3; monster CR - 11+ (playing the hags intelligently should always TPK any low level party; also, the party is very highly incentivized to fight, making this even more dangerous; one of the most deadly encounters in the adventure given the party's likely level and willingness to engage)[2]

Vallaki coffin shop

party likely level - 4; monster CR - 13 (during the day it's slightly less dangerous since they can run, otherwise it's a CR 13 ambush and the monsters will force a fight; a cleric/paladin is required for any chance at killing them; one of the most deadly encounters in the adventure given the party's likely level and being forced to fight)[3]

Church in Vallaki

(note: only happens if coffin shop encounter doesn't happen): party likely level - 4+; monster CR GREATER THAN 20 or "only" CR 15 if Strahd ignores them (the only upshot is that the monsters will likely waste many turns killing innocents, giving the PCs a slight opening to escape, and Strahd will likely ignore them - but forcing an engagement with either the spawn or Strahd is a TPK)[4]

The Abbot

party likely level - 5; monster CR - 11 (deva + flesh golem) (fortunately a fight can be avoided but good-leaning parties will likely force a fight eventually; at level 5 it's extremely deadly, especially if both golems and lots of mongrel folk join in)[5]

Yester Hill, Strahd shows up

party suggested level - 6; monster CR - 18 (18 is assuming the druids ignore the party and the berserkers attack; unlike the church, Strahd will specifically defend the druids here along with his horse; the good thing is that they can run away and will fight a much weaker foe - CR 7 - instead of Strahd)[6]

Amber Temple, entrance

party suggested level - 9; monster CR 14+ (powerful enemies fighting from an extremely tactically advantageous position who initiate combat on sight and escape to fight again when hurt; the only upshot is the PCs can run, and +5 CR at higher levels is less of a big deal thanks to some powerful spells, but lower than level 9 parties will likely get TPK'd in a straight fight)[7]

Castle, Brazier Room

party suggested level - 9; monster CR 19 (it's a trap which can be avoided, but if they pull the 2 iron golems - which locks the doors to the room - pretty much any party is toast; their only chance is to open those doors before they're all dead)[8]

Not near-certain TPKs but so deadly at least one PC will likely die

Death House, Specter

party likely level - 1; monster CR - 1 ("appropriate" CR but listed because the Specter insta-kills the majority of level 1 PCs in one hit + one failed save - and potentially anyone else soon after since the failed save damage can't be healed; also it has double HP thanks to DR and clerics can't turn at level 1; finally if played intelligently it would hit-and-run until at least one death)[9]

Arrigal from the Vistani camp

party likely level - 4; monster CR - 8 (can do well over 50 points of damage to a single target in one round - or much worse if they are surprised, which they probably will be)[10]

Mad Mage

party likely level - 5+; monster CR - 11ish (12 but missing some spells) (extremely high chance for a fight but fortunately the fight will likely be stopped early, although it's still highly possible he will kill someone first)[11]

Van Richten's Tower

party suggested level - 6 (the tower itself can kill characters easily if they aren't careful; also the wagon outside can down squishies easily if they aren't careful; fortunately both can be avoided)[12]

Van Richten's Tower, werewolf pack

party suggested level - 6; monster CR - 13ish (7 werewolves + 9 wolves) (if the pack attacks it will be extremely deadly, but fortunately the party may have the tower to use defensively and there's a reasonable explanation for them capturing some PCs instead of TPKing the group)[13]

Yester Hill, just the druids and berserkers

party suggested level - 6; monster CR - 11 (best case scenario is that the party fights this battle, and it's still 3x "deadly" - but at least they can run and return)[14]

Werewolf den, Kiril returns

party suggested level - 7; monster CR - 13 to 17 (unlike the tower, the PCs don't have tactically advantageous positions and will likely be pincered; the CR depends on how many remaining werewolves are in the den when Kiril shows up; again, their only hope may be capture)[15]

Castle, elevator trap

(this trap is designed to make sure at least one character is taken by Strahd as its primary purpose is to split the party; if you don't want to use it this way, just be aware)[16]

Castle, Strahd final battle

party suggested level - 9; monster CR 15 - 17 depending on location (obviously Strahd's final battle is intense, but hopefully the PCs will be well-prepared; the worst location for fighting him is in his tomb, since 3 vampire spawn can join him)[17]


Other CR spikes to keep in mind

Winery

party likely level - 5; CR 6 -> 11 (this starts as a CR 6ish but after 5 rounds it's ballooned to a CR ~11; fortunately running is easy)[18]

Silver Dragon lair

(seriously, who can spell that?), Chapel: party suggested level - 7; monster CR - 9-10 (this isn't quite as deadly to a level 7+ party but three boosted CR 5 monsters would be a serious threat to a low level party; fighting is guaranteed but fortunately they can run)[19]

Silver Dragon lair, Vladimir

party suggested level - 7; monster CR 11ish (fortunately they can very much avoid fighting but if it comes to that it will go badly for a low level group)[20]

Tsolenka Pass

party suggested level - 8; monster CR 11+ (roc attacking while they're on a bridge)[21]

Berez

party suggested level - 8; monster CR 11 or 13ish (Baba Lysaga OR her hut; both is worse; fortunately there's a secret way to stop both of them)[22]

Amber Temple lich

party suggested level - 9; monster CR 10 but could go to 21 (without spells a lich shouldn't be a problem for a level 9 group even with its legendary actions - although if you added lair actions [a fair choice] it would probably bump this to CR 11+; restoring his mind would drastically raise the CR but also make it less likely they're going to fight it, but if they did ...it would be suicidal)[23]

Amber Temple, Amber Vault

party suggested level - 9; monster CR 13 (just wanted to note that 6 vampire spawn here is actually STILL a 2x "deadly" encounter)[24]


A note about the Castle

Ironically, there aren't many difficult combat encounters in the castle, especially if they wait until level 9 or 10 to show up. (Perhaps they expected some parties to head here straight away?) However, there are a LOT of combat encounters (and other places that will hurt you), and very few places you would want to rest - and some combat encounters that only happen if you try to leave (presumably at your worst). Also, there are a few traps that are tricky, and some that might kill PCs, but the ones listed above are really the worst.[25]

Closing Remarks

Also keep in mind this isn't an exhaustive list: nearly any combat can be a TPK under the right circumstances. Generally, any time you see gobs and gobs of monsters, or several decently challenging monsters (like 4+ vampire spawn), it's seriously dangerous. Presumably one of the reasons the undead encounters tend to run a little high is because you will have specific undead-fighting capabilities which then trivialize the encounter (like the sunsword, for example).[26]