CapnZapp
Legend
This thread contains spoilers for Chapter 4 of Tomb of Annihilation.
My players assaulted Ras Nsi & Co in his headquarters during the last two sessions. Finally I managed to fit several encounters into one long rest! (Actually all the below happened without even a short rest)
Here's a summary of the opposition they overcame, from outside the Fane main gate (#1 on the Fane map) up until they defeated the last (well) of the opposition. Since they feigned support for Fenthaza's plan (to kill Ras Nsi and then leave), he died already the first out of two play sessions.
I beefed up the security in several locations, including "location #0" (outside the ramp leading down to #1).
#0: A guard barracks commanded by Alea, an Abomination and 4 Malisons and 4 Broodguard; four Purebloods stationed down the ramp with specific orders to sound the alarm
#1: Nahth (Malison) plus 4 Broodguards and swarms of poisonous snakes
#2: Soakosh (Pureblood), 4 broodguards, 2 basilisks, 1 Triceratops
At this point the main party followed Fenthaza to be teleported into the Throne Room, but two party members made a futile attempt to catch Soakosh before he could sound the alarm. They killed him, but not before they reached #14, and had to fight the following:
#13 Azi Mas Giant Constrictor and his Mesmerising Incense
#14 Xopal (Pureblood) and 5 zombies
From main hall: 8 Cultist Followers
They retreated after killing Xopal and his zombies since the Rogue succumbed to the incense.
They then entered the throne room in approx four rounds:
#11 Ras Nsi (buffed with a better bracers, and a copy of the flying shields), 2 Malisons, 3 broodguards, 4 ghasts, Sekelok (champion), Hydra (seven-headed, max hp)
Then they retreated to Ras Nsi's chambers in the hopes of beling allowed a short rest. Fenthaza realized that since they didn't leave, their intention was to wipe out every Yuan-Ti, and so she found them within twenty minutes.
The assault was planned in waves, but since the Barbarian didn't want to waste a Rage, the party gradually took the fight to the yuan-ti, eventually finishing in the Fane itself. All of the following blended into one rather long combat.
1st Wave: 6 Cult Followers and 8 Tribal Warriors, led by two Purebloods; when most of those are defeated: thrown poisons + four Malisons, 6 purebloods, led by an Abomination
2nd Wave: Mesmerizing Incense + Ukurlahmu the bone naga (with max hp and +2 save dc), one Spawn of Kyuss that freaked the frak out of the players and I had the Barbarian deal 46 self-inflicted damage to herself
, four zombies and four minotaur skeletons, a small number of purebloods scouting (can't remember exact number, no more than four)
3rd Wave: Fenthaza (a slightly buffed nightmare speaker), her air elemental (actually, two air elementals, since when Fenthaza tried to dispel the druid's summoned Air Elemental, she rolled a 20, so I let her wrest control over the summon from him), four broodguards, and the three oracle maidens (malisons with eldritch blasts, and a "nightmare apparition" ability, essentially a ranged version of the Nightmare Speaker ability) , four more purebloods to operate the cauldron
4th Wave: This is actually as far as we managed. Just as they triumph, the Red Hag (Tome of Beasts) appears from the bottom of the Fane's blood pool and drags the druid inside...
When they've dealt with the Red Hag, they really must find somewhere safe to take a short rest. While in Ras Nsi's chambers they were scried upon, but I had the Fane automatically try (and succeed) to counter-scry on the scryer. So they know the Red Wizards know where they are, and that they are in combat with the Yuan Ti.
In ten minutes time or so, the entire team of Red Wizards will reach the fane, desperately trying to force a combat before the winners of the fight (heroes or Yuan-Ti, they don't know) will have time to recover. As I am sure I have posted elsewhere this is four Volo NPCs (One Abjurer, two Evokers and one Diviner, with the main buff that their spells are saved at with disadvantage to mimic the Red Wizard Tattoo feat from 3rd edition; plus a smattering of mercenaries, guards and veterans).
This wouldn't be a trivial fight under the best of circumstances, but after this harrowing combat they are flat out. I think they have used up almost every single ability, spell, item and consumable, or very close to it!
My players assaulted Ras Nsi & Co in his headquarters during the last two sessions. Finally I managed to fit several encounters into one long rest! (Actually all the below happened without even a short rest)
Here's a summary of the opposition they overcame, from outside the Fane main gate (#1 on the Fane map) up until they defeated the last (well) of the opposition. Since they feigned support for Fenthaza's plan (to kill Ras Nsi and then leave), he died already the first out of two play sessions.
I beefed up the security in several locations, including "location #0" (outside the ramp leading down to #1).
#0: A guard barracks commanded by Alea, an Abomination and 4 Malisons and 4 Broodguard; four Purebloods stationed down the ramp with specific orders to sound the alarm
#1: Nahth (Malison) plus 4 Broodguards and swarms of poisonous snakes
#2: Soakosh (Pureblood), 4 broodguards, 2 basilisks, 1 Triceratops
At this point the main party followed Fenthaza to be teleported into the Throne Room, but two party members made a futile attempt to catch Soakosh before he could sound the alarm. They killed him, but not before they reached #14, and had to fight the following:
#13 Azi Mas Giant Constrictor and his Mesmerising Incense
#14 Xopal (Pureblood) and 5 zombies
From main hall: 8 Cultist Followers
They retreated after killing Xopal and his zombies since the Rogue succumbed to the incense.
They then entered the throne room in approx four rounds:
#11 Ras Nsi (buffed with a better bracers, and a copy of the flying shields), 2 Malisons, 3 broodguards, 4 ghasts, Sekelok (champion), Hydra (seven-headed, max hp)
Then they retreated to Ras Nsi's chambers in the hopes of beling allowed a short rest. Fenthaza realized that since they didn't leave, their intention was to wipe out every Yuan-Ti, and so she found them within twenty minutes.
The assault was planned in waves, but since the Barbarian didn't want to waste a Rage, the party gradually took the fight to the yuan-ti, eventually finishing in the Fane itself. All of the following blended into one rather long combat.
1st Wave: 6 Cult Followers and 8 Tribal Warriors, led by two Purebloods; when most of those are defeated: thrown poisons + four Malisons, 6 purebloods, led by an Abomination
2nd Wave: Mesmerizing Incense + Ukurlahmu the bone naga (with max hp and +2 save dc), one Spawn of Kyuss that freaked the frak out of the players and I had the Barbarian deal 46 self-inflicted damage to herself

3rd Wave: Fenthaza (a slightly buffed nightmare speaker), her air elemental (actually, two air elementals, since when Fenthaza tried to dispel the druid's summoned Air Elemental, she rolled a 20, so I let her wrest control over the summon from him), four broodguards, and the three oracle maidens (malisons with eldritch blasts, and a "nightmare apparition" ability, essentially a ranged version of the Nightmare Speaker ability) , four more purebloods to operate the cauldron
4th Wave: This is actually as far as we managed. Just as they triumph, the Red Hag (Tome of Beasts) appears from the bottom of the Fane's blood pool and drags the druid inside...
When they've dealt with the Red Hag, they really must find somewhere safe to take a short rest. While in Ras Nsi's chambers they were scried upon, but I had the Fane automatically try (and succeed) to counter-scry on the scryer. So they know the Red Wizards know where they are, and that they are in combat with the Yuan Ti.
In ten minutes time or so, the entire team of Red Wizards will reach the fane, desperately trying to force a combat before the winners of the fight (heroes or Yuan-Ti, they don't know) will have time to recover. As I am sure I have posted elsewhere this is four Volo NPCs (One Abjurer, two Evokers and one Diviner, with the main buff that their spells are saved at with disadvantage to mimic the Red Wizard Tattoo feat from 3rd edition; plus a smattering of mercenaries, guards and veterans).
This wouldn't be a trivial fight under the best of circumstances, but after this harrowing combat they are flat out. I think they have used up almost every single ability, spell, item and consumable, or very close to it!
