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I was just reading Stalker0's great thread where S'mon wrote up some quick summaries of his encounters so far and how they went and I thought it would be a cool idea to have a thread with a stockpile of such encounters.
Could be useful to look through to see what worked for people and what didn't.
Here's a few examples of what I was thinking of from the game I'm running currently. I put the template I used at the bottom of the thread.
Scenario: PC Round-up
Spoiler:
XP Encounter Difficulty: Level 7(Party was level 3)
Brief summary: The local watch are rounding up the PCs at the behest PC-hostile neighbor empire/kingdom that just took over the village the PCs have entered.
Area setup: The town square of a village, with a big open area with fountains, a park, etc and many narrow streets and alleys running out of it.
Enemies:
1 batch of 6 Level 1 minions (Human Militia)
4 batches of 1d4 Level 1 minions. (Human Militia)
4 Level 1 Artillery (Custom Rifleman)
2 Level 1 Soldiers (Custom Spearmen)
2 Level 2 Skirmishers (Custom Swordsmen)
Enemy setup: The PCs are surrounded and accosted by the first 6 local watch. If (when) they resist, the militia call for help. Each of the next 4 turns, a new batch of militia trickles in from various alleys around the square.
On turn 6, a group of actual soldiers from the nearby hostile kingdom arrive at opposite sides of the town square in two squads(2 Artillery, 1 Soldier, 1 Skirmisher per group).
How it went:The PCs slaughtered the uncoordinated militia as they trickled in, making the enemy soldiers seem far more fearsome, especially when the enemy Artillery focused fire and dropped a player on the first turn they arrived. The PCs had to split up against the enemy squads, making for interesting tactics and positioning.
Actual Difficulty: Easier then XP prediction. The squads of troops were tough, but the minions were a push-over.
How well did it work?: I'd give it a 7. The PCs got to kick butt, the enemy soldiers came off as tough and coordinated after the militia, and the players pulled through after a tough fight. It was a pretty good fight for the first of my campaign(PCs started at level 3).
Scenario: The Secret Gate
Spoiler:
XP Encounter Difficulty: Level 11(Party was level 7)
Brief summary: The Dwarves are under siege and a group of Changeling infiltrators have discovered an ancient forgotten gate that will let the enemy hordes into the Dwarven mountain citadel. The PCs are sent by the Dwarven Lords to stop the enemy from opening the gates or at least hold them until a Dwarven Lord can bring his personal guard to the gate.
Area setup: A large open cavern area with a 12 square wide gate at the north end. Along each side of the cavern are series of 3 battlement-topped towers connected by ramps. Towers are 20', 30', and 40' feet tall and at the top of the 40' tall towers are the gate controls. The ramps leading down from the 20' towers are surrounded by 10' tall walls, each with a reinforced wooden door. The doors have about 50 hp (enough to withstand 2-3 rounds of damage) or a moderate-to-hard Strength break DC.
It takes two turns of both gate controls being operated before the gates start to slide open (into the walls), then they widen 1 square per turn, allowing enemy minions to start pouring in. The gates can be closed 1 square per turn via access to either set of controls(only need access to one side to close the gates, both to open them).
Enemies:
4 Level 8 Elite Lurkers (Custom Changelings)
Infinite Level 8 Minions(Hobgoblin Warriors, outside the gates)
Allies:
12 Level 5 Minions (Custom Dwarves)
Dwarf Lord + Personal Guard(Plot, arrive if the gates open too far and start slowly pushing the enemy army back if the PCs can close the gates)
Enemy setup:
One Lurker is at the top of each of the 40' towers at the controls. One Lurker at the top of each of the 20' towers. The ones on the 20' towers try to stall the PCs however they can while the others try to open the gates.
How it went: The PCs split up and battered down the side doors with the help of their minion guard allies. The barbarian went right and got in a heated 1v1 duel with a Lurker, while the Sorcerer blasted the one at the controls on the right. The other PCs charged the two Lurkers on the left, while the dwarven minion allies rushed to hold the hobgoblins that started pouring in through the slowly opening gates.
All the PCs on the left died (partially due to some Dailies used too late, partially due to overly-powerful custom monsters, and partially to some great DM rolling for the monsters) The PC barbarian reached the gate controls on the right and closed the gates - while battling a stream of minions that threw themselves at his tower - as the Dwarven Lord and his guard killed off the hobgoblin horde that had made it inside.
The two infiltrators on the left managed to jump off the tower and slip outside before the gates closed.
Actual Difficulty: Harder than XP prediction. With more balanced lurkers than the ones I used, probably about right. Before the session I planned 2 solos, but decided I wanted 4 elites instead. Changed them from solo to elite right before the session without also balancing their powers...
How well did it work? I'd give it an 8. The fight and setup was great, tense, and cinematic, but 4/5 dead players wasn't as cool. If less players had died, probably a 10/10 - especially since the PCs discovered the existence of the ancient, forgotten gate on their own after a 3-day investigation trying to track down the infiltrators(skill challenge).
Template
Scenario: (remove spaces around sblocks below)
[ sblock ] XP Encounter Difficulty: Level +/- X
Brief summary:
Area setup:
Enemies:
X Level+/-Y Role
Enemy setup:
How it went:
Actual Difficulty:
How well did it work(on a scale of 1-10):
[ /sblock ]
I'll probably post more later. I'd love to see other people's encounters, good and bad - even if you don't want to use my template. Can never have too many good encounter ideas!
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
Last edited by Iron Sky; 1st October 2009 at 10:00 PM..
XP Encounter Difficulty: Level 7+4
(Used on a level 7 party, but it is a level 11 encounter)
Brief summary: Adult White dragon blasting the snow away from graves awakening the dead.
Area setup: An island in the middle of a icy river with precarious stepping stones. The island has a big graveyard, the graves are covered by snow.
Enemies:
Adult White Dragon Level 9 Solo brute with 20% fewer hp, so award 1600xp
3xChillborn zombie Level 6 Soldier
3xMad Wraith Level 6 Controller
Enemy setup: The Dragon awakens as the party bicker like hell crossing the river, fights them as they come onto the island. It uses its breath weapon to blast the snow away from some graves awakening the chillborn zombies the following round. It stays flying and uses its breath weapon a few rounds later to awaken the Mad Wraiths in the same way
How it went: The archer in the party was scouting and noticed the dragon, shot it and started the fight with only two PC's on the stepping stones. Otherwise it went about as planned. One of the fighter pushed the gravestones over the chillborn zombies as they awakened, slowing them by one round. (I didn't let them use the aura when they had a gravestone on top of them). The dragon never landed and flew away after getting down to 25% hp.
Actual Difficulty:
The encounter is a little easier than it might seem, as the dragon uses it's breath weapon to uncover the graves and the undead used some rounds getting up of the graves. Difficulty about as a level 10 encounter. The players used all available dailies.
How well did it work(on a scale of 1-10):
The multiple enemies that had to be handled and the big bad guy made for a very interesting encounter for every character type. The encounter has plenty of suspense and the characters feel threatened but not overwhelmed. I would give it an 8.5.
I really dig the breath-weapon uncovering the graves and the snowy island graveyard. Might steal this one for my game.
Are Mad Wraiths the ones with the daze aura + regen + insubstantial + weakening attacks? If so, they might not be as much of a problem in an outdoor fight with room to move, but inside without much room to move those ones are TPK material.
Also, was the gravestone-tipping something you already had planned or was that DM-rewarded player creativity?
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
XP Encounter Difficulty: Level 2 encounter (party was 1st level)
Brief summary: The pcs are on the run from an army of mixed humanoids. Searching for a secret tunnel that runs under the mountains, the party encounters a group of drakes. In the middle of the fight, a group of goblins, attracted by the noise, cuts the pcs' retreat off.
Area setup: The fight takes place in a curving canyon about 140' long that dead ends at the back, our of sight of the pcs' starting area. It is about 20' wide in most places. Near the end, a ledge juts out 20' up, upon which one of the monsters dwells. There is no easy access to it from the canyon; pcs must climb to reach it (Athletics DC 15). Outside of the canyon are the edges of the mountain range to one side and scrubby plains to the other.
Enemies:
One needlefang drake swarm (level 2 soldier);
One spitting drake (level 3 artillery);
Four goblin cutters (level 1 minions);
Two goblin sharpshooters (level 2 artillery),
Enemy setup: The pcs initially see the spitting drake, which is on a ledge 20' up. The needlefang swarm comes in from the back of the canyon, starting off out of line of sight from the pcs. At the end of round 3, the goblins arrive at the entrance to the canyon, possibly cutting off the pcs' retreat.
How it went: A very good, very tough fight. The fighter climbed up the cliff to get at the spitting drake while the needlefang drake swarm tore into the rest of the party. There were cool terrain issues (between the canyon and the ledge the drake was on) that made the fight fun, and the combination of the swarm and minions made it nice and hard to deal with the artillery. No pcs died.
Actual Difficulty: More like a level 4 encounter than a level 2. The combination of terrain factors and the needlefang's general badassitude made this a tough fight.
How well did it work(on a scale of 1-10): It really made for a scary fun fight that could have easily left a couple of pcs dead. I love a good, high-lethality game, so I'll rate it at a 9. Very few other 4e encounters that I've run have felt nearly as dangerous.
Are Mad Wraiths the ones with the daze aura + regen + insubstantial + weakening attacks? If so, they might not be as much of a problem in an outdoor fight with room to move, but inside without much room to move those ones are TPK material.
Will you believe me if I said I forgot all about the aura? It would really up the difficulty of the encounter...
(They don't weaken though)
Quote:
Originally Posted by Iron Sky
Also, was the gravestone-tipping something you already had planned or was that DM-rewarded player creativity?
Player creativity. The player couldn't attack the dragon and the Chillborn Zombie corpses weren't quite alive yet, so the player wanted something to do in the mean time.
By the looks of it, we have somewhat similar styles Jester; push your PCs to the limit and see how they fare. Looks like a fun encounter.
Quote:
Originally Posted by Blackbrrd
Will you believe me if I said I forgot all about the aura? It would really up the difficulty of the encounter...
I've done that before, missing an aura here or there that would have made the fight waaay harder. Gotta love those moments 4 rounds in when you go "Oh, uh, I guess the boss suddenly turns his aura on..."
Scenario: The Pinman
Spoiler:
XP Encounter Difficulty: Level 9(PCs level 4)
Brief summary: The PCs discover a madman's lair inside an ancient, rusting, half-destroyed spine-covered metal snake.
Area setup: The fight starts inside the snake's mouth and winds down the innards of the snake. The snake is anywhere from 4-6 squares wide and all the squares next to the wall are covered with spines that do 1d6 damage per square a creature moves through them.
Scattered in hidden alcoves the length of the snake are suits of armor the Pinman can put on as he retreats down the snake.
Enemies:
Pinman, Level 6 Custom Elite Controller (Specializing in many flavors of AoE ongoing damage)
4 Spine Golems, Level 5 Custom Soldiers (Mark imposes ongoing damage if marked PCs don't attack them and they explode when killed)
10 suits of Pinman armor, Level 1 minions
4 Spine Traps, Level 2 Custom traps
Enemy setup:
The Pinman and two Spine Golems face the PCs at the mouth of the snake. The Pinman begins with a suit of armor on that absorbs all the damage of the first hit against him as a minion and falls of when hit.
The Pinman leaves retreats down the snake to put on new suits of armor while the Spine Golems hold off the party. If the party pursues, they likely hit the hidden Spine traps the Pinman has built in here and there in the snake. Half-way down the snake, two more Spine Golems wait.
How it went: The idea was a hit-and-run fight with the madman down the length of the snake, while he kept throwing on new crazy suits of spiked armor, all with lots of ongoing damage, spike traps, and harassment by the Spine Golems. Instead, the party knocked the Pinman prone and kept him prone and dazed the rest of the fight. The whole fight happened just inside the snake's mouth.
The Spine Golems however inflicted huge damage since when they died they exploded in a Close Burst 2 shower of spines that did decent damage and ongoing - and the party's sorcerer killed 3 of them in the same round while they were surrounding the party. So, in all, it didn't go exactly as planned.
Actual Difficulty: Due to most of the pinman armor (minions) not being used and avoiding all the traps until after the fight, it was much easier than planned. Since the Pinman got the "prOWNed" condition (what we call dazed + prone), he was fairly uninteresting while the Spine Golem's were terrifying when 3 died at once and nearly took 2 players to negative bloodied.
How well did it work(on a scale of 1-10): 5. It was a challenging fight, but the party's lockdown of the Pinman nerfed the whole hit-and-run idea, the traps, and the "minion armor". The Spine Golems explosions were supposed to make the players work on positioning bloodied Golems away from the group, but ended up nearly killing some party members instead.
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
Last edited by Iron Sky; 1st October 2009 at 10:03 PM..
Brief summary: The party is in pursuit of a ravaging band of raiders from the west and sees the unfortunately all too common sight of pillars of smoke on the horizon. They loosen their shovels and head over to see, yet again, if there are any survivors and to bury the dead. They arrive to find the village still smoldering with burned and savagely hacked corpses.
Area setup:
It's a small village with a central area with a well that's been collapsed down so it's now a pit that drops down 30' to water. Assorted obstacles, destroyed stands, smouldering wagons and piles of bodies create difficult terrain. Peasant cottages are still burning at a low level or collapsed into piles of embers creating zones of damage from heat. Drifting smoke makes the entire area hazy granting concealment to creatures that are more than 10 squares away.
Enemies:
Undead -
Level 7 Elite Controller x 1
Level 5 Solider x 2
Level 5 Skirmisher x 2
Level 6 Minion Skirmishers 2x5 waves (with a third wave held in reserve pending DM judgment)
Enemy setup: The Elite is in the center of the area and triggers the remainder of the enemies who claw their way from piles of bodies or emerge from the rubble. The minions attack in waves.
How it went:
The party showed up as expected and went to survey the damage and look for survivors. As they entered the center of the village they hear a low pitched moaning coming from one of the piles of the bodies. They move closer to investigate expecting to find a survivor and OOC "some clues as to the bandits they've been chasing that are causing all the mayhem." As the group got closer they saw the tortured remains of a woman who's eyes opened and she let loose a piercing cry of pain and anguish that blasted them all back several squares and knocked them prone. Other corpses started shifting and emerging forth at the cry and the battle was on.
The party was comprised of an avenger, a bard, an invoker, a fighter, a rogue.
It went well enough. The minions had an encounter power where they could inflict the psychic trauma of their burning to death against their targets, the soldiers were set up with good grab powers and the bard spent two turns climbing up out of the well after being dropped into it. The non-minion skirmishers had interupts that interfered with the parties attacks while the elite would freeze PC's in turn in place with her outpouring of pain.
During the fight there was the sound of wood creaking and groaning from one of the smoldering huts and the avenger moved toward it thinking it was reinforcements only to catch a full on explosion as a cask of alcohol inside finally exploded, the blast also destroying most of another wave of minions that were crawling forward. I did make a reference to the sign of a ale mug still hanging by one strap to which I got the comment, "Oh great now we get to fight drunk zombies."
Actual Difficulty: Level 5 the radiant abilities really wreaked havoc with the undead but I expected that. The minions went down like so much popcorn which is why I had another wave in reserve but things were starting to look a bit tense since they are lacking in healing abilities so I burned most of them up in the explosion. If I did it over again I might shift some of the minions into more standards that arrived in a second wave.
How well did it work(on a scale of 1-10): 8'ish. The party really enjoyed the imagry as I painted a picture of the rage and pain the undead were consumed by as they tried to protect their village even after death. The smells of burnt flesh and the choking smoke making it hard to see, the corpses stumbling to life around them. Having to hack these poor villagers tortured bodies up was really unpleasent for them (in a good way) and increased their fervor to go after the group responsible and make them pay for their crimes.
Tactically it went well enough. The having to avoid the hot zones, and after the bard was tossed into the well, everyone shifting targets to get rid of the grabby zombies was fun. The explosion was a high point with a lot of "You illegitimate child, I thought you were bringing in a brute or something out of that thing." type emotion.
The creatures they were fighting had a lot of impeding style abilities but nothing that really shut a player down. Dazed or Immobilized was the worst of it with slows and weakens. I've found I really dislike Stunning powers. The obvious references to the Witch from L4D were brought up but I didn't have her in mind when I made the creature but those game related visuals and audibles helped cement her as a pitiful but deadly creature for the players.
__________________ Player: "What are you going to do us next?! Key our cars after the session?!"
XP Encounter Difficulty: Level 13 (pcs were level 13, so level +0 encounter)
Brief summary: The party enters the encounter via teleport circle, not knowing exactly where they would end up but knowing that it's in enemy territory. They find themselves facing gun-toting undead and a bone golem.
Area setup: A large, mostly open area with a teleport circle at one end; a catwalk 15' above the floor level crosses the room. Two exits lead to twisting hallways with stairs up leading to the walkway. Each exit has two closed doors between the room the pcs are in and the walkway, thereby slowing down the pcs.
Enemies:
1 bone golem (level 12 elite brute; MM2)
2 pistol wraiths (level 16 artillery; converted from Monsternomicon; stats here)
Enemy setup: The pistol wraiths begin on the catwalk; the bone golem begins play directly behind the teleport circle.
How it went: A very fun fight, with the party forced to focus on the bone golem initially while the pistol wraiths took pot shot after pot shot at them. This was a good fight without too much grind, with only a few enemies and with a real sense of danger due to the pistol wraiths' combination of good damage, weakening and insubstantial. (I know, I know- "weakness + insubstantial is MEAN, waah!" Well, okay then- I'm mean to my players.) One of the pcs is playing a custom paragon path- the pistol mage- and so the pistol wraiths really focused fire on him and had him running very, very scared for a lot of the fight, using their grave shot on him whenever it recharged. Ow!!
Actual Difficulty: About as anticipated. It's always a little hard to figure encounter levels for me, since my group has about 8 players, and we usually have 5-8 at a time, but I never know exactly how many in advance. But yeah, about a level-equivalent encounter.
How well did it work(on a scale of 1-10): 8. The terrain worked as intended, the tactics worked as intended, the monsters worked as intended. I guess the only reason it was "only" an 8 is because nothing extra spectacular happened.
Loving this thread! Here's a fight of mine that I think worked pretty well.
Scenario: Spider Caves (adapted and expanded from encounters C5a and C5b in Eyes of the Lich Queen)
Spoiler:
XP Encounter Difficulty: Level 13 (against level 11 PCs.)
Brief Summary: The party plunges into a dark, cobweb-filled cave and finds a host of spiders big and small, as well as some web-covered zombies, waiting to greet them. Some of the zombies are filled to the brim with spiders and might become even more dangerous when slain!
Area Setup: A deep cave with a few twisting and looping passages; I segmented it out onto 4 sheets of paper with bottlenecks at each edge of the page, so I could leave parts of the cave unrevealed until a PC got close enough to take a look. Sticky webs that could be destroyed, but otherwise required a skill check to move through at full speed without becoming Restrained, coated the edges of the room and cut off a few of the passageways. Enemies could move through the terrain without hindrance.
Enemies:
(all monsters were custom-built, even if they happen to sound like or were based upon existing monsters)
1 giant spider (level 11 elite controllers)
2 tomb spiders (level 9 skirmishers)
12 web husk zombies (level 7 minion soldiers)
3 special web zombies - they were a different-colored mini, and upon dying, each turned into a spider swarm (level 7 soldier swarm)
Enemy Setup: A few scattered web zombies and a tomb spider were initially visible. The other zombies trickled in from one direction in the cave, while the remaing big spiders crawled in through the other path.
How it went: The party didn't get much of a reason to venture deeper into the cave until some of the spiders began retreating back into the shadows when injured - I had to expend a little extra effort on making the fight mobile rather than making the monsters operate at peak tactical efficiency, which I thought was a fine tradeoff.
My major goal for the fight succeeded, though; after the PCs blew up the first special web zombie, they quickly figured out that they DIDN'T want to deal with any more swarms if they didn't have to, and so when the second and third special web zombies showed up, they went out of their way to ignore them and avoid killing them. This was exactly what I was hoping would happen, so I was quite happy with that . The last action the big spider took before dying was to go and pop the one remaining special zombie herself.
Actual Difficulty: Probably lower than a straight-up encounter of the same level could have been. In the end, the PCs got through the fight with a few expended surges and dailies, but no severe losses or near-death experiences. I'm fine with that, I bled off some of the tactical advantages in favor of keeping the fight moving and the enemies suitably skittery.
How well did it work: I'd put it at, uh, 8.5. I wish I had come up with a better way to get the PCs to run through the cave with the giant spider hot on their heels (ala Shelob), but the bursting web zombies was a good way to make it so that the PCs could make the fight easier on themselves by paying attention, and it worked exactly as planned.
I feel like I should also post an example of a fight that had a good apparent setup but worked out poorly in practice; if I find one trawling the archives of my campaign, I'll post it. Examples of what not to do are just as useful as examples of what works.
DunmarLOK: Really dig the mood you invoked for the fight and the exploding cask. Normally I have difficulty thinking in pictures, but I could the layout of Avenging Dead right away. Very cool.
theJester: My last couple campaigns I've started to introduce gunpowder-age empires to my games, but the thought never even occurred to me to have undead using guns... Those were originally from 3rd edition?
NthDegree256: Thanks for gracing us with your second post! Love the minions-popping-to-swarms idea. I've had minions that explode when they die, but never into a swarm. It's like killing a regular monster and having a solo pop out of it!
I'm also trying to remember some of my fights that didn't go as well. I posted the Pinman one earlier that didn't go exactly as planned, but it was still ok. I don't think I've had one yet that went worse than that...
Also, I use alot of custom monsters in my game. Would it be useful to anyone if I posted their stat blocks in their own [ sblock ]s near their relevant encounters?
Anyway, awesome encounters, keep em coming!
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
theJester: My last couple campaigns I've started to introduce gunpowder-age empires to my games, but the thought never even occurred to me to have undead using guns... Those were originally from 3rd edition?
Yeah, they are from a (very, very good) 3rd party monster book.
Although, imc there is no gunpowder per se; instead, a group of orcs have developed "sunpowder," which is made by orcish priests of the god of the Light from sunlight that they must first distill into a highly volatile liquid. There's quite a tale there, but the long and the short of it is, orcs are pretty close to the only guys that have it in my campaign.
XP Encounter Difficulty: Level 9(Party was level 6)
Brief summary: The players have stolen a Hegemony flying craft, a 3x5 square open sided craft that they are using to fly over the Goblin siege of the Dwarven Citadel of Mt. Holm. As they fly over the enemy army, a pair of Wyvrens laden with goblins rise to face them.
Area setup: The PCs are on the flying craft 50 or so squares above the enemy lines. If they drop below 20 squares for more than one turn, they risk being targeted by enemy siege weapons and archers. If they are 20 squares or lower for two or more rounds, they take 1d10 attacks as Hobgoblin archers and 1 attack vs. the craft, +10 vs Arcana(see below).
The Hegemony craft is "hotwired"(the PCs don't have the ritual to control it) so they have to make DC 25 Arcana checks to make it do something other than what it's doing.
One character at the front of the craft can make the checks and up to two other players can assist. If the check fails, the craft continues doing what it was before. If it fails by 5 or more, the PCs lose control and the craft begins to plummet(20 squares a round - which we set as falling speed in the game for anything that falls).
If they crash, the piloting PC can make a DC 30 Arcana attack to crash land safely, otherwise all PCs are dropped to 0hp(then promply swarmed, stabilized, and captured by the Goblin army).
If it falls, a DC 25 check stops it from falling, but all characters must make a DC 20 Acrobatics check or be knocked prone.
When the combat starts, the craft is moving 5 squares forward, 5 squares higher at the end of every round. It's maximum speed is 20, but going more than 10 requires characters to make Acrobatics checks equal to the craft's speed or fall prone and slide 1 square towards the back of the craft. If already at the back of the craft, they must make saving throws or go over.
The railings on the craft grant +5 on saves vs falling over and cover against other attacks.
If the Wyverns attack the craft, they make a Strength roll and the piloting player must make a Arcana check with a DC equal to the Wyvern's attack roll or the craft goes out of control.
Enemies:
2 Wyverns, Level 10 Skirmishers
8 Goblin Warriors, Level 1 Skirmishers (attached by harnesses to the bottoms of the Wyverns, using Javelins). Note: If the Wyvern moves 4 or more squares, the Warriors get their bonus damage.
2 Hobgoblin Archers, Level 3 Artillery (riding the Wyverns)
Enemy setup: The Wyvrens start 20 squares below and behind the flying craft, rising quickly to take it on. They fly up level within 2 squares of the craft and make reach attacks while the archers and goblins make ranged attacks. If they take too much damage or get dropped below the craft due to prone, stun, etc, they make an attack against the craft(see above).
How it went: The Wyverns attacked, the Sorcerer blasted one prone, dropping it down while the other one pulled up alongside, attacking anyone in reach while the archer and goblins rained arrows and javelins on the party.
The PCs did some clever stunts, attacking the harnesses and saddle-straps of the goblins and hobgoblins to kill them in one shot. Then the other wyvern slammed into the bottom of the craft and they had two rounds of free-fall before the Swordmage could get control again, leaving them 50'(10 squares) above the goblin army, looking down at hordes of archers and a couple catapults and ballista training in on them.
The Swordmage piloting the craft proceeded to pull up at an extreme angle for a couple rounds, sending several players almost falling off the back. They shot the harnesses and saddles of one wyvern and bloodied it (so it ran) and killed the other wyvern outright.
Actual Difficulty: Slightly easier due to the goblins being level 1, probably balanced by the risk of the craft crashing and killing them all or falling off the sides of it.
The goblins were low enough level that they didn't hit much, but since the wyverns were moving around alot so when they did hit they hit decently hard - and the PCs had fun sniping their crude harnesses off and watching them fall.
How well did it work(on a scale of 1-10): 9.5. It might have been able to go better, but I'm not sure how. They got a little taste of everything I wanted to have happen: sniped by goblins, flybys by Wyverns, the PC satisfaction of killing standard monsters in one shot (even if they were low level), the panic of a couple rounds of free-fall, a couple near-misses with falling off the craft, crazy piloting checks and maneuvers... it was great.
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
Last edited by Iron Sky; 3rd October 2009 at 05:31 AM..
Here's the custom monsters I used in the Scenarios above. And a bonus monster I made for my buddy's 10-player Forgotten Realms game.
PC Round-up
Hegemony Rifleman
Spoiler:
Hegemony Rifleman Level 1 Artillery
Medium natural humanoid XP 100
Initiative +3 Senses Perception +0
HP 22; Bloodied 11
AC 13; Fortitude 13; Reflex 14; Will 13
Speed 6
m Bayonet (standard; at-will)
+8 vs. AC; 1d6 + 3
r Rifle (standard; encounter)
20; +8 vs. AC; 2d10 + 3
Reload (standard; at-will)
The Rifleman's Rifle power recharges.
Volley (no action; at-will)
Riflemen gain +1 to attack and damage per Rifleman within 2 squares.
Alignment Unaligned Languages Common
Skills Athletics +5, Streetwise +5
Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Hegemony Swordsman
Spoiler:
Hegemony Swordsman Level 2 Skirmisher
Medium natural humanoid XP 125
Initiative +6 Senses Perception +1
HP 35; Bloodied 17
AC 16; Fortitude 14; Reflex 15; Will 14
Speed 6
m Blade (standard; at-will)
+7 vs. AC; (Shift 1 before or after the attack.); 1d10 + 3
M Leap Attack (minor; encounter)
After hitting with a Blade attack; shift up to 3 and make another Blade attack.
M Sweeping Attack (standard; encounter)
Make two Blade attacks at -2 to hit.
Skirmishing (no action; at-will)
Swordsmen deal +1d6 damage against targets they have Combat Advantage against.
Alignment Unaligned Languages Common
Skills Athletics +6, Stealth +9
Str 11 (+1) Dex 17 (+4) Wis 11 (+1)
Con 11 (+1) Int 11 (+1) Cha 11 (+1)
I deleted the Hegemony Spearman since the Human Soldier in Adventure Tools was better than what I'd made.
The Secret Gate
Dwarf (the minion allies)
Spoiler:
Dwarf Level 5 Minion Soldier
Medium XP 50
Initiative +4 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18; Reflex 16; Will 17
Speed 6
M Axe (standard; at-will)
+12 vs. AC; 4 damage.
Sturdy (no action; at-will)
When hit by a push, pull, or slide power, the Dwarf is moved one less square. If knocked prone, the Dwarf can make a saving throw to remain standing.
Alignment Unaligned Languages Dwarven
Skills Athletics +11, Streetwise +7
Str 18 (+6) Dex 10 (+2) Wis 12 (+3)
Con 14 (+4) Int 10 (+2) Cha 10 (+2)
Hegemony Dragoon Infiltrator (note, these are the "fixed" elites, not the "broken" ones I actually used).
Spoiler:
Hegemony Dragoon Infiltrator Level 8 Elite Lurker
Medium natural humanoid (shapechanger) XP 700
Initiative +13 Senses Perception +10
HP 138; Bloodied 69
AC 25; Fortitude 18; Reflex 23; Will 21
Saving Throws +2
Speed 6
Action Points 1
m Hammer (standard; at-will) • Weapon
+13 vs. AC; 3d6 + 5 damage.
M Twin Hammers (standard; at-will)
Make two Hammer attacks.
M Shapeshifter Feint (minor; recharge 4 5 6)
+11 vs. Reflex; the doppelganger assassin gains combat advantage against the target until the end of the doppelganger assassin’s next turn
M Strike-switch (immediate reaction; recharge 5 6)
When hit by an enemy in melee, the Infiltrator may Change Shape to appear as the enemy, may switch places with the target, and makes a Bluff check with a +5 bonus. Until the start of the Infiltrator's next turn the enemy must beat the Infiltrator's Bluff check with an Insight roll to tell which is the Infiltrator. If the Insight check fails, any attack has a 50% chance to target the wrong creature.
Combat Advantage
The doppelganger assassin deals an extra 2d6 damage against any target it has combat advantage against.
Change Shape (minor; at-will) • Polymorph
A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Unity Armor (minor; encounter)
Usable when bloodied; the Infiltrator gains Regen 5 and all attacks do an additional 1d6 acid, cold, fire, thunder, or lightning damage.
Alignment Evil Languages Common
Skills Bluff +15, Insight +12, Stealth +14, Acrobatics +14
Str 12 (+5) Dex 21 (+9) Wis 12 (+5)
Con 15 (+6) Int 13 (+5) Cha 19 (+8)
The Pinman
The Pinman
Spoiler:
Pinman Level 4 Elite Controller
Medium natural humanoid XP 350
Initiative +3 Senses Perception +9
Pin-tear aura 5; Anyone who makes their save against ongoing damage while in the aura takes 1d6 damage of the ongoing damage's type. The ongoing damage type of all Needle Golems in the area shift when the Pinman's does.
HP 108; Bloodied 54
AC 19; Fortitude 16; Reflex 17; Will 18
Resist 5 Untyped, See Instability.
Saving Throws +2
Speed 6
Action Points 1
m Pinstrike (standard; at-will) • Varies
+8 vs. Reflex; 5 ongoing damage(save ends). See Instability for damage type.
A Pin Blast (standard; at-will) • Varies
Area burst 1 in 10; +8 vs. Reflex; 1d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type.
C Pin Volley (standard; encounter, Recharge Bloodied) • Varies
Close Blast 5; +8 vs. Reflex; (targets enemies); 3d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type.
C Pinstorm (standard; encounter, Recharge Bloodied) • Varies
Close burst 3; +8 vs. Reflex; (targets enemies); 3d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type.
Instability (immediate interrupt; at-will)
Gain resist 5 against the attack's damage. The Pinman's resistance and ongoing damage type shifts to that type.
Alignment Unaligned Languages Common
Skills Acrobatics +8, Insight +9
Str 12 (+3) Dex 12 (+3) Wis 14 (+4)
Con 14 (+4) Int 14 (+4) Cha 14 (+4)
Needle Golems
Spoiler:
Needle Golem Level 4 Soldier
Medium natural animate (construct) XP 175
Initiative +4 Senses Perception +2
HP 56; Bloodied 28
AC 20; Fortitude 17; Reflex 16; Will 16
Immune Disease
Speed 5
m Needle Strike (standard; at-will) • Weapon
+11 vs. AC; 1d6 + 4 damage and the target is marked until the end of the Needle Golem's next turn.
Marked Dart (free; at-will)
If a creature within 5 marked by the Needle Golem makes an attack that doesn't include the Needle Golem, it takes 5 ongoing damage(save ends).
C Needle Burst (no action; encounter)
Close burst 1; When reduced to 0 hitpoints.; +7 vs. Reflex; 3d6 + 4 damage and 5 ongoing damage(save ends).
Alignment Unaligned Languages —
Skills Athletics +11
Str 18 (+6) Dex 10 (+2) Wis 10 (+2)
Con 16 (+5) Int 8 (+1) Cha 10 (+2)
Minion Armor
Spoiler:
Pinman Armor Level 1 Minion Soldier
Medium natural animate (construct) XP 25
Initiative +0 Senses Perception -1*
HP 1; a missed attack never damages a minion.
AC +1*; Fortitude +1*; Reflex +1*; Will +1*
Speed -1*
m Pinswipe (minor; at-will, The Wearer of the armor may use this power in addition to any other powers they may have)
+8 vs. AC; 5 ongoing damage(save ends).
Wearable (free, no action)
This may be worn by any medium humanoid creature. The first time each day a creature dons minion armor, they lose a healing surge. The statistics with a * denote they modify the wearing creature's stats.
Oh, and in a little note, there was another fight in tonight's session with the PCs in the Hegemony Airship and we re-read some of the aerial combat rules. Turns out everyone falls 100 squares a round normally in free-fall (not the 20 we've used previously). Good to know...
Bonus monster:
Early on in my buddy's game, his players faced a difficult decision: Stop a mad cultist from summoning a terrible abomination from the Far Realm or save a town from rampaging undead. They chose the latter. Due to their decision, 10 levels later they ran into the cultist and the abomination he successfully summoned.
When they first faced the Aspect, it was submerged under water and used nothing but tentacle attacks until it was bloodied(think the Kraken in LotR), then swam away, evading the PCs without revealing its true nature.
The second time they faced it, it rose from the water part-way into the fight, revealing its true nature. The characters fled.
The third time it was a fight to the death and ended with 7/10 of my buddy's PCs dead or dying when they finally killed it (and ALL of his players caught the Ghaundaur Mutation).
The Aspect of Ghaundaur(also known as "The Beholder-Kraken")
Spoiler:
Aspect of Ghaundaur Level 16 Solo Controller
Huge aberrant magical beast XP 7,000
Initiative +12 Senses Perception +17; all-around vision, darkvision
Eyes of the Beholder aura 5; at the start of each enemy's turn, if that creature is within the aura and in the Aspect-'s line of sight, the Aspect uses one random Eye Ray power against that creature.
HP 640; Bloodied 320
AC 30; Fortitude 32; Reflex 28; Will 30
Resist 10 Acid
Speed 3, fly 6 (hover), Swim 10
Action Points 2
m Tentacle Attack (standard; at-will)
Reach 3; +21 vs. AC; 2d8 + 7 damage and grabbed(until escape). The Aspect of Ghaundaur can grab any number of characters up to 3 squares from it.
m Prime Tentacles (standard; at-will)
Reach 5; +21 vs. AC; 3d8 + 7 damage and the target slides 4.
M Tentacle Frenzy (standard; recharge 5 6)
Make one Tentacle or Prime Tentacle attack against each creature in reach of one of those attacks.
"The Aspect's tentacles thrash out in all directions."
C Engulfing Maw (standard; recharge 5 6)
Close Blast 3; +20 vs. Fortitude; 1d10 + 7 damage and any creature hit by the attack is grabbed. ALL creatures grabbed by the Aspect after this attack is resolved take a secondary attack:
+20 vs. Fortitude; 1d10 + 7 damage. Creatures hit are pulled into the Aspect's Maw.
"The Aspect's Maw opens, shooting out dozens of slender tongue-tentacles, grabbing enemies, stuffing them into its mouth, and swallowing."
Maw (no action; at-will)
All creatures in the Maw are removed from the battle, take 20 ongoing acid, are restrained, prone, and no creatures outside the Maw have line of sight or line of effect to them(save ends all). On a successful save, the target escapes from the maw and is prone in a square of their choice adjacent to the Aspect.
Each failed save: The Aspect heals a number of hit points equal to the creature's surge value and the creature loses a healing surge. If the creature has no healing surges, it suffers an amount of damage equal to its surge value.
"The Aspect rapidly digests the creatures in its Maw."
Main Eye (minor; at-will)
Ranged 10; +20 vs. Will; The Aspect slides the target 5 squares and the target is also dazed until the end of the Aspect's next turn.
Eye Rays(standard, at-will)
1 - Withering Ray(Necrotic): range 10; +20 vs. Will; 1d10 + 7 necrotic and 10 ongoing necrotic damage (save ends).
2 - Blinding Ray(Psychic): range 10; +20 vs. Will; 1d10 + 7 psychic damage and the target is blind(save ends).
3 - Dissolving Ray(Acid): range 10; +20 vs. Reflex; 1d10 + 7 acid damage and the target takes 10 ongoing acid damage(save ends).
4 - Enfeebling Ray: range 10; +20 vs. Fortitude; The target is weakened(save ends). First Failed Save: The target is dazed and weakened(save ends both). Second Failed Save: The target is stunned(save ends).
5 - Disarming Ray(Psychic): range 5; +20 vs. Will; 1d10 + 7 psychic damage and the target throws whatever they are carrying in their main hand into the Aspect's space. If they are not carrying anything in their main hand, they throw their off-hand item. Otherwise, they throw a random magical item they are carrying.
6 - Confusion Ray (Charm): range 10; +20 vs. Will; 1d10 + 7 psychic damage and the target charges its nearest chargeable ally and makes a melee basic attack against it.
The Aspect can use up to two different eye ray powers (chosen from the list below). Each power must target a different creature. Using eye rays does not provoke opportunity attacks.
Eye Ray Frenzy (standard; recharge 5 6)
Usable only when bloodied; As eye rays above, except the Aspect makes four eye ray attacks.
Body Shield (immediate interrupt; at-will)
When the Aspect is targeted by an attack, it may make one creature in its Maw the target instead. After the attack is resolved, the target creature used as a Body Shield is considered to have saved from the Maw(see above).
C Death Cloud (no action; when reduced to 0 hit points)
Close Burst 5; +20 vs. Fortitude; 2d8 + 7 poison damage and the target contracts Ghaundaur Mutation.
"The Aspect's body vents a cloud of noxious gas as it dies."
Alignment Chaotic Evil Languages Common, Deep Speech
Skills Arcana +18, Endurance +20, Insight +17, Stealth +17
Str 26 (+16) Dex 18 (+12) Wis 18 (+12)
Con 24 (+15) Int 20 (+13) Cha 18 (+12)
Ghaundaur Mutation:
Endurance DCs: Worsen (25 or less), Maintain(26-29), Recover(30 or more)
Subject Recovers
<-
Initial State: Subject loses one healing surge immediately after extended rest.
<->
At the beginning of each combat encounter, the PC loses a healing surge and sprouts an eyestalk that, at the start of the player's turn, makes a random Eye Ray attack (as the Aspect of Ghaundaur above) against a random ally as a free action. The eyestalks have the defenses of the character they are sprouting from and hp equal to the healing surge value of the character they are sprouting from.
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
Last edited by Iron Sky; 4th October 2009 at 12:54 PM..
Scenario: Battling demons on the deck of a spelljammer
Spoiler:
XP Encounter Difficulty: Level 28 (+2)
Brief summary: PCs are traveling to the astral dominion of Kalandurren aboard a spelljammer. As they cruise in over the dominion, they are attacked by a group of demons.
Area setup: The deck of the spelljammer -- used a basic deck plan for a medium-sized ship.
Enemies:
Balor (level 27 elite brute)
Marilith (level 26 elite skirmisher), modified with at-will teleport 6.
5 vrocks (level 26 minion skirmishers), with a group-based dance of ruin ability
Enemy setup:
The balor lands at the aft portion of the ship. The 5 vrocks swoop in, make flyby attacks, then land at the forward part of the spelljammer. The marilith teleports into the center of the action. If the vrocks complete their dance, or the balor explodes on the deck of the spelljammer, the crew is slaughtered, sending the spelljammer spiraling out of control.
How it went: The vrocks landed and started their dance of ruin, which instantly made them a top priority for the party, who recognized the ability right away. The marilith tried to interpose herself, and using teleport harassed the only ranged combatant (the ranger) as much as possible.
The ranger quickly took down the vrocks, while the rest of the party (fighter, paladin, battle cleric) took turns on the marilith and balor. The balor was next to go (since the marilith, with her added teleport movement mode, was very slippery), and it exploded, hurting the party and killing the crew. As the party finished off the marilith, the spelljammer began to plummet.
Some of the PCs had items to mitigate falling damage, but not all, so they engaged in an ad hoc skill challenge, then eventually found the ornithopters stored in the spelljammer's hold, and escaped.
Actual Difficulty: The party was never in serious danger, though the ranger was hurt initially by the marilith, and the balor dished it out a bit. The dancing vrocks had the PCs on edge for a few rounds, until they were all killed. I did not change the balor or marilith much, though in retrospect I would have made the balor hit much, much harder. They really got into the skill challenge part, trying to slow down the spelljammer's descent enough so they could think up a solution.
Cool Mentat, haven't seen an epic-level fight before. What's dance of ruin.
I'm assuming you guys didn't play from heroic all the way to epic already (though I guess I could be wrong).
We've played all the way up to paragon in our first game before we put it on hold. Has epic play been really different?
I was posting another encounter last night, got it all posted, then hit post and our internet went down for the night. So, I guess I'll post it again later...
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.