D&D 4E 4E Challenge: Design a TPK

Celebrim

Legend
Some recent threads on the pricing in XP of zombie minions and needlefang drake swarms have got me thinking about the limitations of absolute XP pricing in the same way that I often think about CR.

So my challenge is this:

Using the official monsters we've seen already, with a 500 XP point buy, what is the toughest encounter you can design?

So far ambush by 4 Needlefang Drake Swarms (credit goes to Mengu for really pushing how over the top this would be) seems like a strong contender.

Can you top that?

What's the weakest fight that gives the same XP? 14 Zombie Minions? Or do you do better by abusing the system and creating a handful of relatively high level but very squishy minion brutes?
 
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Easy

Chuul Level 10 Soldier
Large aberrant magical beast (aquatic) XP 500
Initiative +10 Senses Perception +9; darkvision
HP 109; Bloodied 54
AC 27; Fortitude 26, Reflex 20, Will 21
Speed 6, swim 6
Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d6+6 damage, or 3d6+6 damage against
an immobilized creature
Double Attack (standard; at-Paralysis, Poison
The chuul makes two claw attacks. If both attacks hit a single
target, the chuul makes a secondary attack against the same
target with its tentacles. Secondary Attack: +14 vs. Fortitude;
the target is immobilized (save ends)
Tentacle Net Paralysis, Poison
A creature hit by a chuul's opportunity attack is immobilized
until the end of the chuul's next turn.
Alignment Unaligned Languages Deep Speech
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 14 (+7)

Good luck
 

That's a pretty dealable encounter for 5 level 1s, weirdly enough. It burns up daily powers and probably a paladin, though.
 


TerraDave said:
Based on the black dragon at DDXP, very do-able.

I'm not so sure. If the Chuul soldier's AC was about 4 points lower, then I'd agree with you.

But as is, you are stuck relying on 20's and powers that 'hit' on a miss, and its going to take down a party member at least every other round.
 

Its tough. But HP isn't that high. And you don't need 20s. Lots of things attack reflex, and some attack will, especially when you are looking at your damage dealers. Its true that attacks vs AC need some boosting and some luck.

Of course, its also not a good example. It is a level 10 creature...but I don't think its an automatic TPK.
 

Hmm, I have 4 ideas for encounters:

1. 2 Earthen Defenders, 1 Spined Devil, and 1 Orc Minion.
Earthen Defendr can steal weapon and mess up movement.
Spined devil dishes out good damage.
[SBLOCK]
Earthen Defender Level 1 Soldier
Small elemental humanoid XP 100
Initiative +0. Senses Perception +0
Earth Control Aura 1; Enemies treat the ground around an earthen defender as hindered terrain.
HP 32; Bloodied 16 (see Crumble).
AC 20 (15 bloodied); Fort 15, Ref 12, Will 12. Speed 5, Burrow 5
Slam (standard; at-will)
+4 vs. AC; 1d6+1 damage
Stuck Weapon (immediate reaction, when damaged by a melee weapon; recharge 6)
+4 vs. Reflex; disarm weapon. Weapon is trapped, but may be removed with a successful grapple.
Crumble: A bloodied earthen defender suffers a -5 penalty to AC and drops any stuck weapon.
Alignment Unaligned
Str 13 (+1), Dex 10 (+0), Con 16 (+3), Wis 11 (+0), Int 8 (-1), Cha 9 (-1)

Spined Devil Level 6 Skirmisher
Medium Immortal Humanoid (Devil) XP 260
Initiative +5 Senses Perception +5; Nethersight
HP 57/28 AC 20; Fortitude 18, Reflex 18, Will 18 Resist 20 Fire Speed 5 Fly 7
Claw (standard; at-will) +9 vs. AC; 2d4+4 damage.
Double Attack (standard; at-will) The spined devil makes two claw attacks.
Spine Rain (standard; at-will) Range 10; +9 Dex vs. Ref; 1d6+2 plus 2d6 Fire, and the target takes ongoing 5 poison damage and is slowed. (save ends both).
Alignment: Evil Languages: Supernal. Skills: Spot +10.
Str 19 (+7) Dex 14 (+5) Con 15 (+5) Wis 14 (+5) Int 15 (+5) Cha 15 (+5).

Orc Drudge Level 4 Minion
Medium natural humanoid XP 44
Initiative +0. Senses Perception +0; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 12, Will 12. Speed 6 (8 while charging)
m Club (standard; at-will) ✦ Weapon
+9 vs. AC; 5 damage.
Alignment Chaotic evil. Languages Common, Giant.
Str 16 (+3), Dex 10 (+0), Con 14 (+2), Wis 10 (+0), Int 8 (–1), Cha 9 (–1).
Equipment hide armor, club.
Orc Drudge Tactics
Orc minions have no particular sense of honor and simply swarm around a foe and hack it to death. Orc drudges usually begin a fight by charging (they gain extra speed in the charge).
[/SBLOCK]


2nd Idea: 1 Kobold Arcanist (use Force Cage to immobolize so can't move and must stay beside Needlefang), 2 Needle fang Swarms, 1 Kobold Slinger (glue shot if Cage fails), and 2 Kbold minions.
[SBLOCK]
Kobold Arcanist Level 1 Controller
Small natural humanoid XP 100
Initiative +2. Senses Perception +1
HP 26; Bloodied 13. AC 14. Fortitude 11, Reflex 13, Will 13. Speed 6
Rod (standard; at-will) ) Weapon
+3 vs. AC; 1d6 damage.
Force Push (standard; at-will) ) Force
Range 10; +5 vs. Fortitude; 1d6+3 force damage and slide target 2 squares.
Force Cage (standard; recharge 4 5 6) Force
Range 10; +5 vs. Reflex; target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense: The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil. Languages Draconic. Skills Arcana +8, Stealth +4, Thievery +9
Str 8 (-1), Dex 15 (+2), Con 10 (+0), Wis 12 (+1), Int 17 (+3), Cha 13 (+1).
[/SBLOCk]

and 3rd idea: 1 Eye of Gruumush (200), 4 Legion Devil Minions, and 2 Kobold minions.
Hard to hit Legion minions. And when die can hit you due to Gruumush.
[SBLOCK]
Orc Eye of Gruumsh Level 5 Controller (Leader)
Medium natural humanoid XP 200
Initiative +6. Senses: Perception +3; low-light vision.
Wrath of Gruumsh aura 10; orcs in the aura can use death strike (see below).
HP 64; Bloodied 32; see also warrior’s surge and death strike.
AC 19; Fortitude 17, Reflex 14, Will 15. Speed 6 (8 while charging).
Spear (standard; at-will) Weapon
+10 vs. AC; 1d8 + 3 damage.
Warrior’s Surge (standard, usable only while bloodied; encounter)
✦ Healing, Weapon
The eye of Gruumsh makes a melee basic attack and regains 16 hit points.
Death Strike (when reduced to 0 hit points)
The orc makes a melee basic attack.
Eye of Wrath (minor; at-will) Fear
Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save
ends).
Swift Arm of Destruction (standard; recharge 5,6) Healing
Ranged 5; one orc within range makes a melee basic attack (as a free action) and regains 15 hit points on a hit or 5 hit points on a miss.
Chaos Hammer (standard; encounter) Force
Area burst 1 within 10; +8 vs. Reflex; 2d6 + 3 force damage, and the target is knocked prone. Miss: Half damage, and the target is not knocked prone.
Alignment Chaotic evil. Languages Common, Giant.
Skills Endurance +10, Intimidate +10, Religion +7.
Str 17 (+5), Dex 14 (+4), Con 16 (+5), Wis 12 (+3), Int 11 (+2), Cha 17 (+5).
Equipment leather armor, fur cloak, spear.

Legion Devil Grunt - Level 6 Minion
Medium Immortal Humanoid (Devil) - XP 63
Initiative: +4 Senses: Perception: +4; Darkvision.
HP 1; a missed attack never damages a minion.
AC: 22; Fortitude: 18, Reflex: 17, Will: 17; see also Squad Defense.
Resist 5 fire. Speed: 6, teleport: 3.
Longsword (standard; at-will) - Weapon
+11 vs. AC; 5 damage.
Squad Defense
The legion devil grunt gains a +2 bonus to its defenses when adjacent to at least one other legion devil.
Alignment: Evil. Languages: Supernal.
Str 14 (+5) Dex 12 (+4) Con 14 (+5) Wis 12 (+4) Int 10 (+3) Cha 12 (+4).
Equipment: plate armor, heavy shield, longsword.
[/SBLOCK]

Last idea:
Bloat Brute, 2 Needlefang Drakes, 1 Orc Minion
[SBLOCK]
Bloat Brute Level 5 Brute
Natural humanoid XP 200
Initiative +1. Senses: Perception +1
HP 82; Bloodied 41 See Death Burst
AC 16; Fortitude 18, Reflex 12, Will 14.Speed 5
Smash (standard; at-will)
+10 vs. AC; 1d8+5 damage and target is pushed 1 square.
Crush (standard; recharge 5 6)
+10 vs. Reflex; 2d6+5 damage and target is immobilized until end of bloat brute's next turn. If the bloat brute moves, then the target is no longer immobilized.
Death Burst (immediate reaction, when bloat brute reduced to 0 hp)
Close burst 2; +10 vs. Fortitude; 1d6+5 damage and target suffers a -2 penalty to attack rolls (save ends).
Stable: The bloat brute reduces any forced movement effect by 2 squares.
Alignment: Evil. Languages: Common. Skills: Endurance +13.
Str 20 (+7), Dex 9 (+1), Con 22 (+8), Wis 8 (+1), Int 9 (+1), Cha 11 (+2).
[/SBLOCK]

Bloat can immobolize so that combined Needlefang = death.
 
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The Chuul doesn't even come close to a certain TPK. It can be rough on party, but if you've got a defender or two and the rest of the party has ranged attacks or even a good bit of healing, 5 level 1 characters will whip it pretty handily. I've run this encounter twice. Once without a single player down, the second time only the paladin went down (but not dead).


Multiple needlefang swarms are much more dangerous.
 

keterys said:
That's a pretty dealable encounter for 5 level 1s, weirdly enough. It burns up daily powers and probably a paladin, though.

Burned up the whole party when I tried.

TerraDave said:
Based on the black dragon at DDXP, very do-able.

Based on the black dragon at DDXP, it's not very doable.

If you recall, most groups got slaughtered there. This baby has higher AC than the dragon had (defenders need a 20, rogue needs to target reflex or will also need a 20 to hit. Ranger can manage with a 17 if he uses careful shot). All casters need to roll 15+ to hit it.

It also has quite a nasty damage. Just about all attacks will hit. 6d6+12 if immobilized and people will be dropping quickly. Healing won't keep up for long. Average is almost enough to drop the fighter in a single round.
 

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