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Encounters for 4 10th level characters using CR1s
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<blockquote data-quote="CleverNickName" data-source="post: 8356723" data-attributes="member: 50987"><p>How about....</p><p></p><p><strong>6 Dryads: </strong>as described in the Monster Manual, except as noted below.</p><ul> <li data-xf-list-type="ul">These dryads are also equipped with longbows. They dip their arrows in the stagnant bog-water (a bonus action) prior to firing them.</li> <li data-xf-list-type="ul">These dryads don't have the <em>druidcraft </em>cantrip, instead they have <em>infestation.</em></li> <li data-xf-list-type="ul">These dryads don't have the <em>goodberry </em>spell, instead they have <em>healing word.</em></li> </ul><p>The dryads focus their longbow attacks on a single target at a time, starting with the first target to demonstrate magical ability. The dryads never end their turn closer than 20 feet to an enemy. If an enemy approaches within 20 feet, a dryad will use their Tree Stride ability to move further away on their turn, Disengaging if necessary.</p><p></p><p><strong>2 Swarm of Quippers:</strong> as described in the Monster Manual.</p><p></p><p><strong>Poison Bog: </strong> the battle takes place in a marsh full of stagnant, waist-deep water and tall diseased trees (the battlefield is considered difficult terrain, and all the trees are Large sized and 10-15 feet apart to let the dryads use their Tree Stride ability). The water is cloudy, and obscures the vision of any creature that doesn't have a Swim speed.</p><p></p><p>The dryads cultivate a rare and poisonous type of algae in this bog. Consequently the water is toxic, and causes a creature to gain the Poisoned condition for 1 hour (Con DC 12 negates) if it comes in contact with an open wound. If a living creature has less than full hit points, they must make this Constitution save for each round they are in contact with the bog water to resist being Poisoned. The dryads and the quippers are immune to this specific poison.</p><p></p><p><strong>Underwater Pits: </strong> at a handful of locations around the battlefield, the dryads have dug out some pits beneath the surface of the murky water. These pits are 10' wide and 10' deep, and have hunting traps at the bottom that the dryads have scavenged from the poachers and trespassers who dare to invade their swamp. A creature that moves into a pit area will be submerged and need to use Strength (Athletics) checks to keep their head above water and/or swim out of the pit...provided they didn't get snagged by the hunting trap at the bottom.</p><p></p><p><strong>Caltrops: </strong> In other locations around the bog, the dryads have placed caltrops in the muck below. A creature that moves through a square with a javelin trap must make a DC 15 Dexterity save or take 1 piercing damage (and must make a Constitution save to avoid being poisoned by the bog water.) Creatures that do not have a swim speed cannot see beneath the bog, and therefore make this Dexterity save at Disadvantage.</p><p></p><p>It probably won't be a TPK, but it will be a long time before the players ever forget this battle. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite29" alt=":devilish:" title="Devil :devilish:" loading="lazy" data-shortname=":devilish:" /> The cleric is waist-deep in invisible quippers, the rogue is drowning in poison with his foot caught in a hunting trap, the fighter is puking and huffing back and forth chasing shadows, the wizard is getting peppered with a half-dozen arrows every round...</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8356723, member: 50987"] How about.... [B]6 Dryads: [/B]as described in the Monster Manual, except as noted below. [LIST] [*]These dryads are also equipped with longbows. They dip their arrows in the stagnant bog-water (a bonus action) prior to firing them. [*]These dryads don't have the [I]druidcraft [/I]cantrip, instead they have [I]infestation.[/I] [*]These dryads don't have the [I]goodberry [/I]spell, instead they have [I]healing word.[/I] [/LIST] The dryads focus their longbow attacks on a single target at a time, starting with the first target to demonstrate magical ability. The dryads never end their turn closer than 20 feet to an enemy. If an enemy approaches within 20 feet, a dryad will use their Tree Stride ability to move further away on their turn, Disengaging if necessary. [B]2 Swarm of Quippers:[/B] as described in the Monster Manual. [B]Poison Bog: [/B] the battle takes place in a marsh full of stagnant, waist-deep water and tall diseased trees (the battlefield is considered difficult terrain, and all the trees are Large sized and 10-15 feet apart to let the dryads use their Tree Stride ability). The water is cloudy, and obscures the vision of any creature that doesn't have a Swim speed. The dryads cultivate a rare and poisonous type of algae in this bog. Consequently the water is toxic, and causes a creature to gain the Poisoned condition for 1 hour (Con DC 12 negates) if it comes in contact with an open wound. If a living creature has less than full hit points, they must make this Constitution save for each round they are in contact with the bog water to resist being Poisoned. The dryads and the quippers are immune to this specific poison. [B]Underwater Pits: [/B] at a handful of locations around the battlefield, the dryads have dug out some pits beneath the surface of the murky water. These pits are 10' wide and 10' deep, and have hunting traps at the bottom that the dryads have scavenged from the poachers and trespassers who dare to invade their swamp. A creature that moves into a pit area will be submerged and need to use Strength (Athletics) checks to keep their head above water and/or swim out of the pit...provided they didn't get snagged by the hunting trap at the bottom. [B]Caltrops: [/B] In other locations around the bog, the dryads have placed caltrops in the muck below. A creature that moves through a square with a javelin trap must make a DC 15 Dexterity save or take 1 piercing damage (and must make a Constitution save to avoid being poisoned by the bog water.) Creatures that do not have a swim speed cannot see beneath the bog, and therefore make this Dexterity save at Disadvantage. It probably won't be a TPK, but it will be a long time before the players ever forget this battle. :devilish: The cleric is waist-deep in invisible quippers, the rogue is drowning in poison with his foot caught in a hunting trap, the fighter is puking and huffing back and forth chasing shadows, the wizard is getting peppered with a half-dozen arrows every round... [/QUOTE]
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