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Encounters for 4 10th level characters using CR1s
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<blockquote data-quote="J-H" data-source="post: 8356144" data-attributes="member: 7020951"><p><strong>Dryad swarm</strong></p><p>8 dryads engage the party in conversation. During the conversation, they attempt to surreptitiously charm the party members, using a Deception check of +4 vs. the party's passive(?) insight checks.</p><p>If someone catches on but they have already charmed some of the PCs, the charmed characters will need to take it in the best possible light and accept the dryad explanation for what they are doing.</p><p>With 8 different dryads, nobody is likely to pass all of the saves. A successful save only grants immunity to that dryad's charm.</p><p></p><p>They have entangle and tree stride if mobility becomes an issue.</p><p></p><p>How is this a threat?</p><p>1) The dryads could get the party to sleep, and then take them out one by one, using their "favorable approach" to persuade whoever is on watch to wander off and get ganged up on (7 attacks at +6 for 1d8+4?)</p><p>2) The dryads persuade the party to stay with them and rest for a day or two, or to help them deal with some local issue - when the party is in fact under a time crunch and a 2-day delay means the BBEG's plans go off un-interrupted.</p><p></p><p><strong>Ghouls</strong></p><p>A pack of ghouls squat [not prone], motionless, in covered foxholes, behind bushes, near the door to a McGuffin building the party needs to enter. They have full concealment against the party, so unless someone goes looking, they won't be spotted. The area is under the effects of an UnHallow, filled with total silence. The ghouls rise and attack when half the party has stepped into the building, allowing them to focus fire for a round or two. Depending on the DM, they may get in a surprise round when they stand and charge.</p><p>If someone is distracted inside, the ghouls may maintain a numbers advantage for more time.</p><p></p><p>They are within 30' and should all get some attacks off even in round 1. With +4 to hit, the claw attack will hit maybe 25% of the time, and then there's a DC 10 CON save that someone will fail at least 1/4 of the time on hit. I'd expect an average of 1 paralysis per round. Once someone is paralyzed, all ghouls next to that target have advantage on attacks, and auto-crit on hit, making the damage stack up quickly. </p><p></p><p><strong>Evil Chickens</strong></p><p>A group of 8 cockatrices sneak up on the party while they are resting (Stealth +1). 8 attacks at +3 to hit, with each successful hit causing a DC 11 save against petrification.</p><p>This may not kill a PC in time (depending on AC), but it will scare them!</p></blockquote><p></p>
[QUOTE="J-H, post: 8356144, member: 7020951"] [B]Dryad swarm[/B] 8 dryads engage the party in conversation. During the conversation, they attempt to surreptitiously charm the party members, using a Deception check of +4 vs. the party's passive(?) insight checks. If someone catches on but they have already charmed some of the PCs, the charmed characters will need to take it in the best possible light and accept the dryad explanation for what they are doing. With 8 different dryads, nobody is likely to pass all of the saves. A successful save only grants immunity to that dryad's charm. They have entangle and tree stride if mobility becomes an issue. How is this a threat? 1) The dryads could get the party to sleep, and then take them out one by one, using their "favorable approach" to persuade whoever is on watch to wander off and get ganged up on (7 attacks at +6 for 1d8+4?) 2) The dryads persuade the party to stay with them and rest for a day or two, or to help them deal with some local issue - when the party is in fact under a time crunch and a 2-day delay means the BBEG's plans go off un-interrupted. [B]Ghouls[/B] A pack of ghouls squat [not prone], motionless, in covered foxholes, behind bushes, near the door to a McGuffin building the party needs to enter. They have full concealment against the party, so unless someone goes looking, they won't be spotted. The area is under the effects of an UnHallow, filled with total silence. The ghouls rise and attack when half the party has stepped into the building, allowing them to focus fire for a round or two. Depending on the DM, they may get in a surprise round when they stand and charge. If someone is distracted inside, the ghouls may maintain a numbers advantage for more time. They are within 30' and should all get some attacks off even in round 1. With +4 to hit, the claw attack will hit maybe 25% of the time, and then there's a DC 10 CON save that someone will fail at least 1/4 of the time on hit. I'd expect an average of 1 paralysis per round. Once someone is paralyzed, all ghouls next to that target have advantage on attacks, and auto-crit on hit, making the damage stack up quickly. [B]Evil Chickens[/B] A group of 8 cockatrices sneak up on the party while they are resting (Stealth +1). 8 attacks at +3 to hit, with each successful hit causing a DC 11 save against petrification. This may not kill a PC in time (depending on AC), but it will scare them! [/QUOTE]
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