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4E Challenge: Design a TPK
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<blockquote data-quote="Starbuck_II" data-source="post: 4240855" data-attributes="member: 61375"><p>Hmm, I have 4 ideas for encounters:</p><p></p><p>1. 2 Earthen Defenders, 1 Spined Devil, and 1 Orc Minion.</p><p>Earthen Defendr can steal weapon and mess up movement.</p><p>Spined devil dishes out good damage.</p><p>[SBLOCK]</p><p>Earthen Defender Level 1 Soldier </p><p>Small elemental humanoid XP 100</p><p>Initiative +0. Senses Perception +0</p><p>Earth Control Aura 1; Enemies treat the ground around an earthen defender as hindered terrain.</p><p>HP 32; Bloodied 16 (see Crumble).</p><p>AC 20 (15 bloodied); Fort 15, Ref 12, Will 12. Speed 5, Burrow 5</p><p>Slam (standard; at-will)</p><p>+4 vs. AC; 1d6+1 damage</p><p>Stuck Weapon (immediate reaction, when damaged by a melee weapon; recharge 6)</p><p>+4 vs. Reflex; disarm weapon. Weapon is trapped, but may be removed with a successful grapple.</p><p>Crumble: A bloodied earthen defender suffers a -5 penalty to AC and drops any stuck weapon.</p><p>Alignment Unaligned</p><p>Str 13 (+1), Dex 10 (+0), Con 16 (+3), Wis 11 (+0), Int 8 (-1), Cha 9 (-1)</p><p></p><p>Spined Devil Level 6 Skirmisher</p><p>Medium Immortal Humanoid (Devil) XP 260</p><p>Initiative +5 Senses Perception +5; Nethersight </p><p>HP 57/28 AC 20; Fortitude 18, Reflex 18, Will 18 Resist 20 Fire Speed 5 Fly 7 </p><p>Claw (standard; at-will) +9 vs. AC; 2d4+4 damage.</p><p>Double Attack (standard; at-will) The spined devil makes two claw attacks.</p><p>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).</p><p>Alignment: Evil Languages: Supernal. Skills: Spot +10. </p><p>Str 19 (+7) Dex 14 (+5) Con 15 (+5) Wis 14 (+5) Int 15 (+5) Cha 15 (+5). </p><p></p><p>Orc Drudge Level 4 Minion</p><p>Medium natural humanoid XP 44</p><p>Initiative +0. Senses Perception +0; low-light vision</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 15, Reflex 12, Will 12. Speed 6 (8 while charging)</p><p>m Club (standard; at-will) ✦ Weapon</p><p>+9 vs. AC; 5 damage.</p><p>Alignment Chaotic evil. Languages Common, Giant.</p><p>Str 16 (+3), Dex 10 (+0), Con 14 (+2), Wis 10 (+0), Int 8 (–1), Cha 9 (–1).</p><p>Equipment hide armor, club.</p><p>Orc Drudge Tactics</p><p>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).</p><p>[/SBLOCK]</p><p></p><p></p><p>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.</p><p>[SBLOCK]</p><p>Kobold Arcanist Level 1 Controller </p><p>Small natural humanoid XP 100</p><p>Initiative +2. Senses Perception +1</p><p>HP 26; Bloodied 13. AC 14. Fortitude 11, Reflex 13, Will 13. Speed 6</p><p>Rod (standard; at-will) ) Weapon</p><p>+3 vs. AC; 1d6 damage.</p><p>Force Push (standard; at-will) ) Force</p><p>Range 10; +5 vs. Fortitude; 1d6+3 force damage and slide target 2 squares.</p><p>Force Cage (standard; recharge 4 5 6) Force</p><p>Range 10; +5 vs. Reflex; target is immobilized (save ends).</p><p>Shifty (minor; at-will)</p><p>The kobold shifts 1 square as a minor action.</p><p>Trap Sense: The kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment Evil. Languages Draconic. Skills Arcana +8, Stealth +4, Thievery +9</p><p>Str 8 (-1), Dex 15 (+2), Con 10 (+0), Wis 12 (+1), Int 17 (+3), Cha 13 (+1).</p><p>[/SBLOCk]</p><p></p><p>and 3rd idea: 1 Eye of Gruumush (200), 4 Legion Devil Minions, and 2 Kobold minions.</p><p>Hard to hit Legion minions. And when die can hit you due to Gruumush.</p><p>[SBLOCK]</p><p>Orc Eye of Gruumsh Level 5 Controller (Leader)</p><p>Medium natural humanoid XP 200</p><p>Initiative +6. Senses: Perception +3; low-light vision.</p><p>Wrath of Gruumsh aura 10; orcs in the aura can use death strike (see below).</p><p>HP 64; Bloodied 32; see also warrior’s surge and death strike.</p><p>AC 19; Fortitude 17, Reflex 14, Will 15. Speed 6 (8 while charging).</p><p>Spear (standard; at-will) Weapon</p><p>+10 vs. AC; 1d8 + 3 damage.</p><p>Warrior’s Surge (standard, usable only while bloodied; encounter)</p><p>✦ Healing, Weapon</p><p>The eye of Gruumsh makes a melee basic attack and regains 16 hit points.</p><p>Death Strike (when reduced to 0 hit points)</p><p>The orc makes a melee basic attack.</p><p>Eye of Wrath (minor; at-will) Fear</p><p>Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save</p><p>ends).</p><p>Swift Arm of Destruction (standard; recharge 5,6) Healing</p><p>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.</p><p>Chaos Hammer (standard; encounter) Force</p><p>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.</p><p>Alignment Chaotic evil. Languages Common, Giant.</p><p>Skills Endurance +10, Intimidate +10, Religion +7.</p><p>Str 17 (+5), Dex 14 (+4), Con 16 (+5), Wis 12 (+3), Int 11 (+2), Cha 17 (+5).</p><p>Equipment leather armor, fur cloak, spear.</p><p></p><p>Legion Devil Grunt - Level 6 Minion</p><p>Medium Immortal Humanoid (Devil) - XP 63</p><p>Initiative: +4 Senses: Perception: +4; Darkvision.</p><p>HP 1; a missed attack never damages a minion.</p><p>AC: 22; Fortitude: 18, Reflex: 17, Will: 17; see also Squad Defense.</p><p>Resist 5 fire. Speed: 6, teleport: 3.</p><p>Longsword (standard; at-will) - Weapon</p><p>+11 vs. AC; 5 damage.</p><p>Squad Defense</p><p>The legion devil grunt gains a +2 bonus to its defenses when adjacent to at least one other legion devil.</p><p>Alignment: Evil. Languages: Supernal.</p><p>Str 14 (+5) Dex 12 (+4) Con 14 (+5) Wis 12 (+4) Int 10 (+3) Cha 12 (+4).</p><p>Equipment: plate armor, heavy shield, longsword.</p><p>[/SBLOCK]</p><p></p><p>Last idea:</p><p>Bloat Brute, 2 Needlefang Drakes, 1 Orc Minion</p><p>[SBLOCK]</p><p>Bloat Brute Level 5 Brute </p><p>Natural humanoid XP 200</p><p>Initiative +1. Senses: Perception +1</p><p>HP 82; Bloodied 41 See Death Burst</p><p>AC 16; Fortitude 18, Reflex 12, Will 14.Speed 5</p><p>Smash (standard; at-will)</p><p>+10 vs. AC; 1d8+5 damage and target is pushed 1 square.</p><p>Crush (standard; recharge 5 6)</p><p>+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.</p><p>Death Burst (immediate reaction, when bloat brute reduced to 0 hp)</p><p>Close burst 2; +10 vs. Fortitude; 1d6+5 damage and target suffers a -2 penalty to attack rolls (save ends).</p><p>Stable: The bloat brute reduces any forced movement effect by 2 squares.</p><p>Alignment: Evil. Languages: Common. Skills: Endurance +13.</p><p>Str 20 (+7), Dex 9 (+1), Con 22 (+8), Wis 8 (+1), Int 9 (+1), Cha 11 (+2).</p><p>[/SBLOCK]</p><p></p><p>Bloat can immobolize so that combined Needlefang = death.</p></blockquote><p></p>
[QUOTE="Starbuck_II, post: 4240855, member: 61375"] 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. [/QUOTE]
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