pukunui
Legend
Hi all,
I'm prepping an adventure for tomorrow's 5e session, and the opening encounter involves an ambush by a party of gnoll antiheroes.
The original 3e adventure ("Wedding Bells", from Dungeon 89) calls for a bunch of "elite gnolls with class levels - a ranger, a barbarian, and a sorcerer, with the option to include a druid with a hyena companion.
For my 5e adaptation, I've gone with a gnoll scout (with 50 hp; CR 2), a gnoll berserker, and a gnoll druid (5th level spellcaster with War Caster). I've dropped the sorcerer and replaced him with four gnoll-bred hyenas (AC 12, 22 hp, rampage; CR 1/4), partly because I didn't want to juggle two spellcasters at once, but also because I want to leave the option open for the PCs' revenant nemesis (who has some cleric spells) to show up if they demolish the gnolls too quickly.
The PC party consists of five 4th level PCs: a half-orc life cleric, a human red dragon sorcerer, a human arcane trickster rogue, a mtn dwarf champion fighter, and a human lore bard.
Given that most of the druid's spells are concentration-based, what would you guys recommend as a good strategy for the gnolls to employ? I originally thought that a well-placed spike growth to keep the PCs in one place, but since the gnoll berserker and the hyenas need to be in melee, hindering their ability to get there isn't really a good idea. Perhaps the druid should open with a 3rd level hold person. Assuming she gets one (if not two) PCs, her allies will target them first. She'll then switch to call lightning as she withdraws deeper into the forest. If the PCs take care of her allies and come after her, she could then use spike growth to slow them down. If that doesn't work, she can use pass without trace to get away.
Oh, and before the battle, she'll cast longstrider on the scout and berserker to bump up their speed for the duration of the battle.
In case it matters, I'll be staging the ambush on the forest road map from Red Hand of Doom:
What do you guys think? Anyone got any better ideas?
I want this to be a challenging fight because there are only two combats in this adventure. I'll make sure to give the gnolls some good loot for the PCs to acquire.
I'm prepping an adventure for tomorrow's 5e session, and the opening encounter involves an ambush by a party of gnoll antiheroes.
The original 3e adventure ("Wedding Bells", from Dungeon 89) calls for a bunch of "elite gnolls with class levels - a ranger, a barbarian, and a sorcerer, with the option to include a druid with a hyena companion.
For my 5e adaptation, I've gone with a gnoll scout (with 50 hp; CR 2), a gnoll berserker, and a gnoll druid (5th level spellcaster with War Caster). I've dropped the sorcerer and replaced him with four gnoll-bred hyenas (AC 12, 22 hp, rampage; CR 1/4), partly because I didn't want to juggle two spellcasters at once, but also because I want to leave the option open for the PCs' revenant nemesis (who has some cleric spells) to show up if they demolish the gnolls too quickly.
The PC party consists of five 4th level PCs: a half-orc life cleric, a human red dragon sorcerer, a human arcane trickster rogue, a mtn dwarf champion fighter, and a human lore bard.
Given that most of the druid's spells are concentration-based, what would you guys recommend as a good strategy for the gnolls to employ? I originally thought that a well-placed spike growth to keep the PCs in one place, but since the gnoll berserker and the hyenas need to be in melee, hindering their ability to get there isn't really a good idea. Perhaps the druid should open with a 3rd level hold person. Assuming she gets one (if not two) PCs, her allies will target them first. She'll then switch to call lightning as she withdraws deeper into the forest. If the PCs take care of her allies and come after her, she could then use spike growth to slow them down. If that doesn't work, she can use pass without trace to get away.
Oh, and before the battle, she'll cast longstrider on the scout and berserker to bump up their speed for the duration of the battle.
In case it matters, I'll be staging the ambush on the forest road map from Red Hand of Doom:

What do you guys think? Anyone got any better ideas?
I want this to be a challenging fight because there are only two combats in this adventure. I'll make sure to give the gnolls some good loot for the PCs to acquire.
Last edited: