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Finally switching my campaign from 4th to 5th Edition.
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<blockquote data-quote="Flamestrike" data-source="post: 6790569" data-attributes="member: 6788736"><p>And finally...</p><p></p><p>Dungeon encounters:</p><p></p><p>1) A 10' wide 35' long coridoor. Halfway down it, two sets of <strong>animated armor</strong> concealed in 5' alcoves hidden behind behind fake plaster walls animate once a PC gets to the halfway point, burst through and attack. They are armed with longswords (multiattack, +4 to hit, increase damage to 1d10+2). The fake walls are noticed by any PC with a passive perception of 15 or more (or by anyone actively searching v DC 15). The animated armor do not get surprise (the bursting through the walls slows them down and gives the PCs time to react), Roll initaitive normally.</p><p></p><p>2) A single larger than normal <strong>Ochre jelly </strong>has taken up residence in one room. It slurks about on the ceiling looking for food. Increase its strength to 16 (+5 to hit, 2d6+3 damage plus 1d6 acid), and add 2 HD (give it 60HP). Increase its CR to 3. Dont forget to laugh maniacally when whoever holds [the weapon] strikes it and it splits into two smaller puddings.</p><p></p><p>3) A <strong>mummy </strong>(the foully animated corpse of the lady in samites husband) still clad in chainmail AC 16 - wanders the halls. A DC 12 perception check reveals an identical ring (50gp) to the lady in samites on the same finger. It is mindless but retains a supernatural awareness of the matching ring. If one of the PCs has the lady in samites ring it instinctively senses this, and launches into a berserk rage, gaining advantage on its rotting fist attacks, and imposing disadvantage on that PCs saves against mummy rot and its dreadfull glare. It focusses its attacks on that PC to the exclusion of all others. If the PCs left the ring, it instead senses their holy mission and helps them - it speaks to them and thanks them for putting things to right, and dissolves into dust in a wave of positive energy. Each PC immediately gets healed for 3d6 HP. </p><p></p><p>Feel free to use this as a wandering monster.</p><p></p><p>4) 6 <strong>Skeletons </strong>animate to attack the group in another room.</p><p></p><p>5) BBEG - the Black knight and his servants - a <strong>Wight </strong>and <strong>4 Zombies.</strong> Increase the Wights HP to 66. He wears full plate (AC 18), has the 'hellfire orb' special ability - 1/day as an action, hurls a ball of fire. 60' range, 10' radius burst. Dex save DC 13 for half. 3d6 fire, and 3d6 necrotic. Add 'Parry' as a reaction - adds +2 to its AC against one melee attack that would hit him. Increase CR to 4. He monologues a bit then attacks. Any PC who attacks him with [the weapon] is immune to his life drain attack, and gets advantage on attack rolls against him.</p><p></p><p>In addition to [the weapon] generate a CR5 horde for this room, reducing any magic items by 1 [to account for the weapon], and omitting PP (this money is accounted for in the full plate). Dont forget to toss in a 'forgotten treasure map' or other macguffin as a hook for another adventure!</p><p></p><p>Thats 5 dungeon encounters, plus the ghouls on the way in, the cultist and the thugs/ bandits and the trap. A total of eight medium to hard encounters, with the opportunity for around 3 short rests.</p><p></p><p>Reckon your PC's can handle this OK?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6790569, member: 6788736"] And finally... Dungeon encounters: 1) A 10' wide 35' long coridoor. Halfway down it, two sets of [B]animated armor[/B] concealed in 5' alcoves hidden behind behind fake plaster walls animate once a PC gets to the halfway point, burst through and attack. They are armed with longswords (multiattack, +4 to hit, increase damage to 1d10+2). The fake walls are noticed by any PC with a passive perception of 15 or more (or by anyone actively searching v DC 15). The animated armor do not get surprise (the bursting through the walls slows them down and gives the PCs time to react), Roll initaitive normally. 2) A single larger than normal [B]Ochre jelly [/B]has taken up residence in one room. It slurks about on the ceiling looking for food. Increase its strength to 16 (+5 to hit, 2d6+3 damage plus 1d6 acid), and add 2 HD (give it 60HP). Increase its CR to 3. Dont forget to laugh maniacally when whoever holds [the weapon] strikes it and it splits into two smaller puddings. 3) A [B]mummy [/B](the foully animated corpse of the lady in samites husband) still clad in chainmail AC 16 - wanders the halls. A DC 12 perception check reveals an identical ring (50gp) to the lady in samites on the same finger. It is mindless but retains a supernatural awareness of the matching ring. If one of the PCs has the lady in samites ring it instinctively senses this, and launches into a berserk rage, gaining advantage on its rotting fist attacks, and imposing disadvantage on that PCs saves against mummy rot and its dreadfull glare. It focusses its attacks on that PC to the exclusion of all others. If the PCs left the ring, it instead senses their holy mission and helps them - it speaks to them and thanks them for putting things to right, and dissolves into dust in a wave of positive energy. Each PC immediately gets healed for 3d6 HP. Feel free to use this as a wandering monster. 4) 6 [B]Skeletons [/B]animate to attack the group in another room. 5) BBEG - the Black knight and his servants - a [B]Wight [/B]and [B]4 Zombies.[/B] Increase the Wights HP to 66. He wears full plate (AC 18), has the 'hellfire orb' special ability - 1/day as an action, hurls a ball of fire. 60' range, 10' radius burst. Dex save DC 13 for half. 3d6 fire, and 3d6 necrotic. Add 'Parry' as a reaction - adds +2 to its AC against one melee attack that would hit him. Increase CR to 4. He monologues a bit then attacks. Any PC who attacks him with [the weapon] is immune to his life drain attack, and gets advantage on attack rolls against him. In addition to [the weapon] generate a CR5 horde for this room, reducing any magic items by 1 [to account for the weapon], and omitting PP (this money is accounted for in the full plate). Dont forget to toss in a 'forgotten treasure map' or other macguffin as a hook for another adventure! Thats 5 dungeon encounters, plus the ghouls on the way in, the cultist and the thugs/ bandits and the trap. A total of eight medium to hard encounters, with the opportunity for around 3 short rests. Reckon your PC's can handle this OK? [/QUOTE]
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Finally switching my campaign from 4th to 5th Edition.
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