A friend of mine is running Strahd for a few people, and has
wanted to make it the dark, stressful, deadly experience she knows it can be, but... She's very much more of a role-player than a roll-player, and has never fully grasped combat mechanics and such.
Nearing her wits' end, she asked if I could help out with prepping an encounter, because so far she's mostly been using DnDBeyond's rating system and it's so-called "Deadly" encounters have been... Well... Stomped without breaking a sweat. To the point that the players have gotten cocky. Very cocky.
Now, I don't have any experience on that side of the DM screen, but I do know a little bit about game mechanics. ...enough to inform her that some of her players have been building/using their characters incorrectly, and by that I mean shit like the warlock using his genie's vessel basically at-will and using Flock of Familiars to get multiple imps, not to mention letting her in on the fact that Silvery Barbs (and the apparently egregious use it's seen this campaign) isn't strictly speaking a "core" spell.
So now they're, hopefully, going to get a little bit of a rude awakening. They're in
prime position storywise for a big fight/ambush, and in a situation where it's perfectly reasonable that even if they do effectively wipe, it's possible for the story to move forward through mercy/hubris.
I'm not innately familiar with a lot of the mooks in the books, but there's also an excellent candidate in this fight for some player-class fuckery, and I have spent a reasonable amount of time piecing characters together... So now the party is gonna be facing up against the regular assortment of fodder, along with a level 10 Enchanter who's going to hopefully have some fun with the party's universally low INT saves. And total lack of Counterspell.
Of course, this isn't a balls-out optimized character; I didn't want to go full minmax for something that'll be fighting a group that's used to combat encounters they hardly need to think about. Also no hard disables like Hold Person or Hypnotic Pattern, because that's not particularly fun to be hit with. I
do have Raulothim's Psychic Lance in there though, because the synergy with Enchanter 10 is too good to pass up and it's pretty much exactly the thing to put the fear of
god Strahd into the party's powerhouses.
So, hopefully with that and the notes I jotted down to help understand the reasoning and style of play, they're gonna have a proper taste of Barovian hospitality coming up soon. Preferably without it seeming completely unfair. And without also just getting ineffectually squished within the first round or two.
For reference, the party in this case is 4-5 players at level 6, with
mostly max HP rolls, with a Barbearian and a Sorlock who have been making mincemeat of her encounters. While 10 does seem like a bit of a high level for an enemy, the "Mage" template the peep was supposed to be using has spell slots akin to a level 9 Wizard, so it's not thaaaaat much of stretch
(lies)