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1st level Adventures...I hate 'em, and I need 'em!

Ellie_the_Elf

First Post
I've used the Challenge of Champions tournaments from Dungeon to open two campaigns now- what I like is that they allow the PCs to do interesting things, and solve problems, without being lethal, and if you have a festival of some kind going on around the tournament there's plenty of roleplay opportunities too. Both times, my group got enough XP from the tournament and roleplay with NPCs at the festival to get to 2nd level without rolling initiative once :)

Ellie
 

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Oberton

First Post
Simple first encounter

I posted this encounter at the Wizards site to get advice on figuring out the correct Cr /EL for a 6 member party, but I figured it could also be used here... The attachment is a bit more fleshed out and such..
-------------------------------------------------------------------
All of the characters are based off of the 25 point buy system.
Now, I have been trying to figure out a good CR / EL for the encounters due to the increased number of players/characters... The group has your typical character mix of classes.
I have read Sean's article about the topic--encounters for large parties...
( http://www.seankreynolds.com/rpgfiles/misc/handlinglargeparties.html )

This encounter is the setup for a tomb crawl and has a clue that will lead the party to the tomb that a evil group is using as a base so they can raid the local town using undead and etc...

------------------------------------------------
------------------------------------------------
--- Encounter: Graveyard
--- Level 1 Scene
------------------------------------------------
-- This is a grave yard with three encounters
-- in it. It should drain the group almost
-- completely by the end, requiring them to
-- rest up before moving on...
------------------------------------------------
-- Encounter 1: Undead Dire Rat Skeletons (5)
-- Encounter 2: 2 Warrior Skeletons (5)
-- Encounter 3: 1 Adept, 2 Warrior Skeletons
-- 1 Cleric Lvl 1
------------------------------------------------
-- Reward: Parchment with clue leading to
-- group leader in near by cave.
------------------------------------------------

------------------- Encounter 1 ------------------
A fast and easy combat if the characters act smartly...
Will the parties cleric use a turn? If so, the combat will be very easy...
Almost no challenge...

Undead Dire Rats (5)
Small Undead
Hit Dice 1d12 (6hp)
Init +8
Speed: 40ft, Climb 20ft
Armor Class 16 (+1 size, +4 Dex, +1 Nat) Touch 15, Flat Footed 12
Base Attack / Grapple +0 / -4
Attack Bite +1 Melee (1d4)
Full Attack Bite +1 Melee(1d4)
Space / Reach 5ft / 5 ft
Special Attacks --
Special Qualities Damage Reduction 5 / bludgeoning, darkvision 60ft, immunity to cold, undead traits
Saves Fort +0, Ref +4, Will +2
Abilities Str 10, Dex 19, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative
Challenge Rating 1/3
Encounter Difficulty % 20% Rating
This encounter falls into the Easy if handled properly, otherwise –Challenging. The main purpose of this encounter is to burn a clerics turn.
Number Encountered (5) 5 creatures due to 6 players
Experience Point Award Cr 1/3 = 100 exp for each creature
Total exp: 500 exp
Treasure: NONE

------------------- End of Encounter 1 ------------------



------------------- Encounter 2 ------------------
This encounter is placed to use up a bit of the groups
resources before the next major encounter...

Encounter Area 2
Human Warrior Skeleton Medium Undead (5)

Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1/18–20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1
Feats: Improved Initiative

Environment: Temperate plains
Organization: Any
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --
Encounter Difficulty % 20% Rating
This encounter falls into the Easy if handled properly, otherwise –Challenging. The main purpose of this encounter is to burn a clerics turn other wise they will have to really fight this one out...

Number Encountered (5) 5 creatures due to 6 players
Experience Point Award Cr 1/3 = 100 exp for each creature
Total exp: 500 exp
Treasure: NONE

-------------------- End Encounter 2 --------------


I do not intend to let the party to rest all that much before the bad guys move to attack them. They can heal up and such, but no long term resting... At this point the bad guys are aware of the group. They will be in position to attack very quickly. But being a nice DM, I will allow the group to heal up a bit before this encounter fires...

----------------- Encounter 3 ------------------


Encounter 3: 1 Adept, 2 Skeletons, 1 Cleric Lvl 1


This encounter should be Difficult for the party and the Cleric will bolster the undead to help them resist turning...

Skeletons use the stats above...

--------------------
1st level Adept
Name: Astrid
Alignment: Neutral evil
Gender: Female
Race: Human
Height: 5' 6"
Weight: 150 lbs
Abilities Str:10 (+0)Dex:10 (+0)Con:11 (+0)Int:11 (+0)Wis:12 (+1)Chr:11 (+0)
Hit Points: 1d6 (6)
Armor Class: 10
Speed: 30 ft.
Initiative: +0
CR: 1
Total Gear Value: 900 gp
Classes: Adept 1
Saving Throws: Fort: +0 (+0 Base)
Ref:+0 (+0 Base)
Will:+3 (+2 Base, +1 Wis)
Attack Bonuses: Melee: +0 (+0 Base)
Ranged:+0 (+0 Base)
Languages Common
Skills Points:
Adept 12

Skills:
Heal: +5(+4 Rank, +1 Wis)
Hide: +4 (+4 Rank, +0 Dex)
Knowledge: (Local)+4(+4 Rank)
Listen: +1(+1 Wis)
Move Silently: +0
Spot:+1(+1 Wis)
Feats:
Improved Init (+4 to Init)
Iron Will (+2 to will saves_
Adept Spells Per Day:
0th-level: 3 (DC 11 where applicable)
1st-level: 2 (DC 12 where applicable)
Total: 5
0th level Spells:
1. Touch of Fatigue X2
2. Guidance (cast right before combat)
1st level Spells:
1. Burning Hands
2. Sleep
Primary Motivation: A desire for money/treasure.
Secondary Motivation: A deep fear of holy orders. The character is terrified, and will act out of fear.
------------------End of Adept ------------

--------Cleric ---------

Name: Halldis
Alignment: Neutral evil
Gender: Female
Race: Human
Height: 5'
Weight: 106 lbs
Abilities: Str:15 (+2)Dex:12 (+1)Con:8 (-1)Int:14 (+2)Wis:14 (+2) Chr:13 (+1)
Hit Points:
1d8-1 (7)
Armor Class:
Shield of Faith +2 to AC Deflection Bonus 11 (+1 Dex) VS ranged: +2 Breast Plate +5
AC: 16 / 18 Ranged
Speed: 30 ft.
Initiative: +1 (+1 Dex)
CR: 1
Total Gear Value:900 gp
Classes: Cleric 1
Saving Throws:
+ 1 to all with resistance bonus spell
+ 1 to all with competence bonus spell. Fortitude:+1 (+3) (+2 Base, -1 Con)
Reflex:+1 (+3) (+0 Base, +1 Dex)
Will:+4 (+6) (+2 Base, +2 Wis)

Attack Bonuses: Melee:+2 (+0 Base, +2 Str) Ranged:+1 (+0 Base, +1 Dex)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Scythe 18 gp 1d6 2d4 x4 — 10 lb. Piercing or slashing
Ranged Weapons
Crossbow, heavy 50 gp 1d8 1d10 19–20/x2 120 ft. 8 lb. Piercing

Languages: Common, Elven, Orc
Skills Points: Cleric 20 Escape Artist:+3 (+2 Rank, +1 Int)
Heal: +6 (+4 Rank, +2 Wis)
Hide: +3 (+1 Dex, +2 Ranks)
Knowledge (Religion): +6 (+4 Rank, +2 Int)
Knowledge (The Planes): +6 (+4 Rank, +2 Int)
Listen:+2 (+2 Wis)
Move Silently: +1 (+1 Dex, +2 Rank)
Spot: +4 (+2 Wis, +2 Rank)
Feats Improved Rebuke
Spell Focus (+1 to DC) : DEATH

Domain DEATH
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Cleric Domains Death (Selected) (focus +1 to DC), Evil, Trickery
Cleric Spells Per Day: 0th-level:3 (DC 12 where applicable)
1st-level:2+1 (DC 13 where applicable, +1 if Death spell = DC 14)

Spells Memorized
Order of casting / Combat.
Shield of Faith, Resistance, Guidance, Bane, Cause fear, then finally Death Touch

Level 0th Spells
Resistance: Subject gains +1 on saving throws (resistance bonus).
Guidance: +1 on one attack roll, saving throw, or skill check (competence bonus).
Inflict Minor Wounds: Touch attack, 1 point of damage.
Level 1st Spells
Bane: Enemies take –1 on attack rolls and saves against fear.
Shield of Faith: Aura grants +2 or higher deflection bonus.
DOMAIN SPELL: Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


Primary Motivation: A deep hatred of half-elves. The character's hate runs deep, and dominates their personality.

........................................ ........................................ .
........................................ ........................................ .


Ok that is it mostly, still have to make sure the NPC's are fully equiped, rule compliant and such.. But over all they are finished...

I fully expect and will suggest if needed that the party rest and recover completly before they enter the tomb... If they are smart...

Encounter EL & XP Calculator 4.01
For 3.5 use, by arcady based on work from Tiera Starr and John Dells
http://www.quatrilien.com/Encounter.html#credits

This is just an amazing tool... Check it out...


NOTE: The attachment is not a completed encounter I am still tweaking it and such...
 

Attachments

  • Woodtown+Graveyard+Rev+2.doc
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Last edited:

Plane Sailing

Astral Admin - Mwahahaha!
I found the Sunless Citadel worked well for 1st level adventurers (with a slightly larger than average party).

If you can still find it, I think that Of Sound Mind from fiery dragon (written by Piratecat) is an excellent adventure that can start PCs off at 1st level.

Cheers
 

"The Mad God's Key" in Dungeon 114 (possibly 115?) is a pretty kick-ass low-level game that blends intrigue, city chases, and a small dungeon. We had a lot of fun with it.

Plane Sailing said:
I found the Sunless Citadel worked well for 1st level adventurers (with a slightly larger than average party).

If you can still find it, I think that Of Sound Mind from fiery dragon (written by Piratecat) is an excellent adventure that can start PCs off at 1st level.

Cheers
 

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