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Dungeon Difficulty: post your dungeon stats
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<blockquote data-quote="meomwt" data-source="post: 6875129" data-attributes="member: 47885"><p><em>Temple of Elemental Evil</em> plus some side quests beforehand. Again, I'll be b*gg*r*d if I'm listing all the monsters in there, but over the last few sessions, they have encountered: </p><p></p><p>1 off CR1 Snake (dealt with by the Druid doing Animal Handling on it, so it now won't attack)</p><p>10 off CR 1/2 Skeletons (most of whom exploded the minute that the Cleric of Sotillion pointed his Holy Symbol at them)</p><p>6 off CR2 Gnoll Skeletons, four of whom were Turned by the Cleric and <u>remain at large</u> in the vicinity</p><p>12 off CR 1/2 Guards plus 2 off CR5 leaders - combat occurred by a 20' deep pit trap (filling with water) into which the Druid had fallen, with half the guard contingent sneaking up on the party whilst they were rescuing their comrade - the warlock's Hunger of Hadar accounted for the majority of those troops, whilst the rogue managed to duel with their leader</p><p>1 off Ogre Leader CR4, 10 off CR 1/2 Gnolls (one a level 1 caster) and 1 off CR 1 bugbear armed with a four-bolt heavy crossbow (all of which managed to miss the Battlemaster as he closed range). </p><p></p><p>They are Long Resting after that last encounter, and have a number of new passageways to head down. </p><p></p><p>I'm mostly converting monsters and troops in the Temple like-for-like to 5th Edition (where the creatures exist), and - as my Players are now Level 6 and a bit overpowered for the dungeon - upping the CR of the bad guys as and when, using templates which can adjust defensively (AC and HP up), offensively (attack bonus and damage up) or a mixture of both, and it seems to be making the fights closer. Lots of opponents maximises the chances of them hitting (the Ogre was well down on HP before he was able to summon aid), and makes the battles feel more deadly (even if they aren't).</p></blockquote><p></p>
[QUOTE="meomwt, post: 6875129, member: 47885"] [i]Temple of Elemental Evil[/i] plus some side quests beforehand. Again, I'll be b*gg*r*d if I'm listing all the monsters in there, but over the last few sessions, they have encountered: 1 off CR1 Snake (dealt with by the Druid doing Animal Handling on it, so it now won't attack) 10 off CR 1/2 Skeletons (most of whom exploded the minute that the Cleric of Sotillion pointed his Holy Symbol at them) 6 off CR2 Gnoll Skeletons, four of whom were Turned by the Cleric and [u]remain at large[/u] in the vicinity 12 off CR 1/2 Guards plus 2 off CR5 leaders - combat occurred by a 20' deep pit trap (filling with water) into which the Druid had fallen, with half the guard contingent sneaking up on the party whilst they were rescuing their comrade - the warlock's Hunger of Hadar accounted for the majority of those troops, whilst the rogue managed to duel with their leader 1 off Ogre Leader CR4, 10 off CR 1/2 Gnolls (one a level 1 caster) and 1 off CR 1 bugbear armed with a four-bolt heavy crossbow (all of which managed to miss the Battlemaster as he closed range). They are Long Resting after that last encounter, and have a number of new passageways to head down. I'm mostly converting monsters and troops in the Temple like-for-like to 5th Edition (where the creatures exist), and - as my Players are now Level 6 and a bit overpowered for the dungeon - upping the CR of the bad guys as and when, using templates which can adjust defensively (AC and HP up), offensively (attack bonus and damage up) or a mixture of both, and it seems to be making the fights closer. Lots of opponents maximises the chances of them hitting (the Ogre was well down on HP before he was able to summon aid), and makes the battles feel more deadly (even if they aren't). [/QUOTE]
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