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1st level Adventures...I hate 'em, and I need 'em!
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<blockquote data-quote="Oberton" data-source="post: 1986599" data-attributes="member: 153"><p><strong>Simple first encounter</strong></p><p></p><p>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..</p><p>-------------------------------------------------------------------</p><p>All of the characters are based off of the 25 point buy system. </p><p>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.</p><p>I have read Sean's article about the topic--encounters for large parties...</p><p>( <a href="http://www.seankreynolds.com/rpgfiles/misc/handlinglargeparties.html" target="_blank">http://www.seankreynolds.com/rpgfiles/misc/handlinglargeparties.html</a> ) </p><p></p><p>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...</p><p></p><p>------------------------------------------------</p><p>------------------------------------------------</p><p>--- Encounter: Graveyard </p><p>--- Level 1 Scene </p><p>------------------------------------------------</p><p>-- This is a grave yard with three encounters </p><p>-- in it. It should drain the group almost </p><p>-- completely by the end, requiring them to </p><p>-- rest up before moving on... </p><p>------------------------------------------------</p><p>-- Encounter 1: Undead Dire Rat Skeletons (5) </p><p>-- Encounter 2: 2 Warrior Skeletons (5) </p><p>-- Encounter 3: 1 Adept, 2 Warrior Skeletons </p><p>-- 1 Cleric Lvl 1 </p><p>------------------------------------------------</p><p>-- Reward: Parchment with clue leading to </p><p>-- group leader in near by cave. </p><p>------------------------------------------------</p><p></p><p>------------------- Encounter 1 ------------------</p><p>A fast and easy combat if the characters act smartly... </p><p>Will the parties cleric use a turn? If so, the combat will be very easy... </p><p>Almost no challenge...</p><p></p><p>Undead Dire Rats (5)</p><p>Small Undead</p><p>Hit Dice 1d12 (6hp)</p><p>Init +8</p><p>Speed: 40ft, Climb 20ft</p><p>Armor Class 16 (+1 size, +4 Dex, +1 Nat) Touch 15, Flat Footed 12</p><p>Base Attack / Grapple +0 / -4</p><p>Attack Bite +1 Melee (1d4)</p><p>Full Attack Bite +1 Melee(1d4)</p><p>Space / Reach 5ft / 5 ft</p><p>Special Attacks --</p><p>Special Qualities Damage Reduction 5 / bludgeoning, darkvision 60ft, immunity to cold, undead traits</p><p>Saves Fort +0, Ref +4, Will +2</p><p>Abilities Str 10, Dex 19, Con -, Int -, Wis 10, Cha 1</p><p>Feats Improved Initiative</p><p>Challenge Rating 1/3</p><p>Encounter Difficulty % 20% Rating</p><p>This encounter falls into the Easy if handled properly, otherwise –Challenging. The main purpose of this encounter is to burn a clerics turn.</p><p>Number Encountered (5) 5 creatures due to 6 players</p><p>Experience Point Award Cr 1/3 = 100 exp for each creature</p><p>Total exp: 500 exp</p><p>Treasure: NONE</p><p></p><p>------------------- End of Encounter 1 ------------------</p><p></p><p></p><p></p><p>------------------- Encounter 2 ------------------</p><p>This encounter is placed to use up a bit of the groups </p><p>resources before the next major encounter...</p><p></p><p>Encounter Area 2</p><p>Human Warrior Skeleton Medium Undead (5)</p><p></p><p>Hit Dice: 1d12 (6 hp)</p><p>Initiative: +5</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14</p><p>Base Attack/Grapple: +0/+1</p><p>Attack: Scimitar +1 melee (1d6+1/18–20) or claw +1 melee (1d4+1)</p><p>Full Attack: Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: --</p><p>Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits</p><p></p><p>Saves: Fort +0, Ref +1, Will +2</p><p>Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1</p><p>Feats: Improved Initiative</p><p></p><p>Environment: Temperate plains</p><p>Organization: Any</p><p>Challenge Rating: 1/3</p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement: --</p><p>Level Adjustment: --</p><p>Encounter Difficulty % 20% Rating</p><p>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...</p><p></p><p>Number Encountered (5) 5 creatures due to 6 players</p><p>Experience Point Award Cr 1/3 = 100 exp for each creature</p><p>Total exp: 500 exp</p><p>Treasure: NONE</p><p></p><p>-------------------- End Encounter 2 --------------</p><p></p><p></p><p>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...</p><p></p><p>----------------- Encounter 3 ------------------</p><p></p><p></p><p>Encounter 3: 1 Adept, 2 Skeletons, 1 Cleric Lvl 1</p><p></p><p></p><p>This encounter should be Difficult for the party and the Cleric will bolster the undead to help them resist turning...</p><p></p><p>Skeletons use the stats above...</p><p></p><p>--------------------</p><p>1st level Adept</p><p>Name: Astrid</p><p>Alignment: Neutral evil</p><p>Gender: Female</p><p>Race: Human</p><p>Height: 5' 6"</p><p>Weight: 150 lbs</p><p>Abilities Str:10 (+0)Dex:10 (+0)Con:11 (+0)Int:11 (+0)Wis:12 (+1)Chr:11 (+0)</p><p>Hit Points: 1d6 (6)</p><p>Armor Class: 10</p><p>Speed: 30 ft.</p><p>Initiative: +0</p><p>CR: 1</p><p>Total Gear Value: 900 gp</p><p>Classes: Adept 1</p><p>Saving Throws: Fort: +0 (+0 Base)</p><p>Ref:+0 (+0 Base)</p><p>Will:+3 (+2 Base, +1 Wis)</p><p>Attack Bonuses: Melee: +0 (+0 Base)</p><p>Ranged:+0 (+0 Base)</p><p>Languages Common</p><p>Skills Points:</p><p>Adept 12</p><p></p><p>Skills:</p><p>Heal: +5(+4 Rank, +1 Wis)</p><p>Hide: +4 (+4 Rank, +0 Dex)</p><p>Knowledge: (Local)+4(+4 Rank)</p><p>Listen: +1(+1 Wis)</p><p>Move Silently: +0</p><p>Spot:+1(+1 Wis)</p><p>Feats:</p><p>Improved Init (+4 to Init)</p><p>Iron Will (+2 to will saves_</p><p>Adept Spells Per Day:</p><p>0th-level: 3 (DC 11 where applicable)</p><p>1st-level: 2 (DC 12 where applicable)</p><p>Total: 5</p><p>0th level Spells:</p><p>1. Touch of Fatigue X2</p><p>2. Guidance (cast right before combat)</p><p>1st level Spells:</p><p>1. Burning Hands</p><p>2. Sleep</p><p>Primary Motivation: A desire for money/treasure.</p><p>Secondary Motivation: A deep fear of holy orders. The character is terrified, and will act out of fear.</p><p>------------------End of Adept ------------</p><p></p><p>--------Cleric ---------</p><p></p><p>Name: Halldis</p><p>Alignment: Neutral evil</p><p>Gender: Female</p><p>Race: Human</p><p>Height: 5'</p><p>Weight: 106 lbs</p><p>Abilities: Str:15 (+2)Dex:12 (+1)Con:8 (-1)Int:14 (+2)Wis:14 (+2) Chr:13 (+1)</p><p>Hit Points:</p><p>1d8-1 (7)</p><p>Armor Class:</p><p>Shield of Faith +2 to AC Deflection Bonus 11 (+1 Dex) VS ranged: +2 Breast Plate +5</p><p>AC: 16 / 18 Ranged</p><p>Speed: 30 ft.</p><p>Initiative: +1 (+1 Dex)</p><p>CR: 1</p><p>Total Gear Value:900 gp</p><p>Classes: Cleric 1</p><p>Saving Throws:</p><p>+ 1 to all with resistance bonus spell</p><p>+ 1 to all with competence bonus spell. Fortitude:+1 (+3) (+2 Base, -1 Con)</p><p>Reflex:+1 (+3) (+0 Base, +1 Dex)</p><p>Will:+4 (+6) (+2 Base, +2 Wis)</p><p></p><p>Attack Bonuses: Melee:+2 (+0 Base, +2 Str) Ranged:+1 (+0 Base, +1 Dex)</p><p>Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2</p><p>Scythe 18 gp 1d6 2d4 x4 — 10 lb. Piercing or slashing</p><p>Ranged Weapons</p><p>Crossbow, heavy 50 gp 1d8 1d10 19–20/x2 120 ft. 8 lb. Piercing</p><p></p><p>Languages: Common, Elven, Orc</p><p>Skills Points: Cleric 20 Escape Artist:+3 (+2 Rank, +1 Int)</p><p>Heal: +6 (+4 Rank, +2 Wis)</p><p>Hide: +3 (+1 Dex, +2 Ranks)</p><p>Knowledge (Religion): +6 (+4 Rank, +2 Int)</p><p>Knowledge (The Planes): +6 (+4 Rank, +2 Int)</p><p>Listen:+2 (+2 Wis)</p><p>Move Silently: +1 (+1 Dex, +2 Rank)</p><p>Spot: +4 (+2 Wis, +2 Rank)</p><p>Feats Improved Rebuke</p><p>Spell Focus (+1 to DC) : DEATH</p><p></p><p>Domain DEATH</p><p>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</p><p>1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p></p><p>Cleric Domains Death (Selected) (focus +1 to DC), Evil, Trickery</p><p>Cleric Spells Per Day: 0th-level:3 (DC 12 where applicable)</p><p>1st-level:2+1 (DC 13 where applicable, +1 if Death spell = DC 14)</p><p></p><p>Spells Memorized</p><p>Order of casting / Combat.</p><p>Shield of Faith, Resistance, Guidance, Bane, Cause fear, then finally Death Touch</p><p></p><p>Level 0th Spells</p><p>Resistance: Subject gains +1 on saving throws (resistance bonus).</p><p>Guidance: +1 on one attack roll, saving throw, or skill check (competence bonus).</p><p>Inflict Minor Wounds: Touch attack, 1 point of damage.</p><p>Level 1st Spells</p><p>Bane: Enemies take –1 on attack rolls and saves against fear.</p><p>Shield of Faith: Aura grants +2 or higher deflection bonus.</p><p>DOMAIN SPELL: Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p></p><p></p><p>Primary Motivation: A deep hatred of half-elves. The character's hate runs deep, and dominates their personality.</p><p></p><p>........................................ ........................................ .</p><p>........................................ ........................................ .</p><p></p><p></p><p>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...</p><p></p><p>I fully expect and will suggest if needed that the party rest and recover completly before they enter the tomb... If they are smart...</p><p></p><p>Encounter EL & XP Calculator 4.01</p><p>For 3.5 use, by arcady based on work from Tiera Starr and John Dells</p><p><a href="http://www.quatrilien.com/Encounter.html#credits" target="_blank">http://www.quatrilien.com/Encounter.html#credits</a></p><p></p><p>This is just an amazing tool... Check it out...</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: DarkRed"><strong>NOTE: The attachment is not a completed encounter I am still tweaking it and such...</strong></span></span></p></blockquote><p></p>
[QUOTE="Oberton, post: 1986599, member: 153"] [b]Simple first encounter[/b] 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... ( [url]http://www.seankreynolds.com/rpgfiles/misc/handlinglargeparties.html[/url] ) 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 [url]http://www.quatrilien.com/Encounter.html#credits[/url] This is just an amazing tool... Check it out... [SIZE=3][COLOR=DarkRed][B]NOTE: The attachment is not a completed encounter I am still tweaking it and such...[/B][/COLOR][/SIZE] [/QUOTE]
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