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Jaws of Undeath: Challenge #5
Challenge Summary: The PC fights an imp (Monster Manual) and four decrepit skeletons.
Introducing The Challenge: By using the information that he obtained from the necromancer's journal or the bandits, the PC should be able to find the entrance of the cave and make his way there without incident. If the PC only took a short rest before leaving for the cave, he will arrive shortly after twilight. If he took an extended rest, he will arrive just before midnight.
Running the Challenge: If you use a battlemat, the initial setup is as follows:
If the PC does not have a light source, the squares outside the cave and the four squares at the tunnel entrance are dimly lit, while the rest of the cave tunnel is in darkness.
The skeletons attack when the PC enters the tunnel (either square A or square B). If the PC has not noticed them before that, they may surprise the PC. Make a single Stealth check for the skeletons with a +5 bonus (for a total bonus of +8). If the result of the Stealth check beats the PC's passive Perception, the PC is surprised. If the skeletons surprise the PC, they make ranged attacks against him. In addition, the imp also acts during the surprise round, using vanish to turn invisible.
If the PC notices the skeletons before they attack (e.g. he has a light source that enables him to see the skeletons before he enters square A or square B, or the skeletons' Stealth check does not beat his passive Perception), roll for initiative normally.
The skeletons do not move to engage the PC. A skeleton that does not start its turn adjacent to the PC makes a ranged attack against him. Otherwise, it makes a melee attack against the PC, shifting to gain combat advantage against him if it is possible.
The imp alternates between using vanish to turn invisible and attacking the PC with tail sting. The imp only fights until it is bloodied. Once it is bloodied, it uses vanish (if it is not already invisible) and flies deeper into the cave to alert the necromancer.
Introducing The Challenge: By using the information that he obtained from the necromancer's journal or the bandits, the PC should be able to find the entrance of the cave and make his way there without incident. If the PC only took a short rest before leaving for the cave, he will arrive shortly after twilight. If he took an extended rest, he will arrive just before midnight.
Running the Challenge: If you use a battlemat, the initial setup is as follows:
Spoiler:
The skeletons attack when the PC enters the tunnel (either square A or square B). If the PC has not noticed them before that, they may surprise the PC. Make a single Stealth check for the skeletons with a +5 bonus (for a total bonus of +8). If the result of the Stealth check beats the PC's passive Perception, the PC is surprised. If the skeletons surprise the PC, they make ranged attacks against him. In addition, the imp also acts during the surprise round, using vanish to turn invisible.
If the PC notices the skeletons before they attack (e.g. he has a light source that enables him to see the skeletons before he enters square A or square B, or the skeletons' Stealth check does not beat his passive Perception), roll for initiative normally.
The skeletons do not move to engage the PC. A skeleton that does not start its turn adjacent to the PC makes a ranged attack against him. Otherwise, it makes a melee attack against the PC, shifting to gain combat advantage against him if it is possible.
The imp alternates between using vanish to turn invisible and attacking the PC with tail sting. The imp only fights until it is bloodied. Once it is bloodied, it uses vanish (if it is not already invisible) and flies deeper into the cave to alert the necromancer.
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