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*Dungeons & Dragons
Fair Undead encounter for 1st or 2nd level charterers
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<blockquote data-quote="The_Gneech" data-source="post: 6398120" data-attributes="member: 6779"><p>First level characters are mighty squishy in 5E. If you want a big, flashy fight, I recommend:</p><p></p><ol> <li data-xf-list-type="ol">Skeletons are CR 1/4, so if you want to throw them at the party, start with the necromancer in some kind of "dark shield" magic and just send a wave of 2-3 skellys by themselves at the PCs while they can still escape if they have to. This will teach them what they need to know about skeletons and be a good appetizer. (Hard encounter, 300 XP)</li> <li data-xf-list-type="ol">The "Evil Mage" from the Starter Set is CR 1, so he's pretty much a solo at this stage. I'd suggest using the Acolyte from the MM, and ruling that his Cure Wounds also works on undead, and then give him a pair of skelly guards as backup. Make sure the party is able to refresh before going into this. (Again, a hard encounter, 300 XP)</li> <li data-xf-list-type="ol">If you want to increase the pressure, have the necromancer "open a portal" or have a black cauldron or some such, that produces one (extremely weak) skeleton per round, to a maximum of two, as long as the necromancer is alive. The weak skelly has disadvantage on all actions and only 1 hp. This will probably bump it up to a deadly (400 XP) encounter or worse, so give them some way to get out if things start going pear-shaped.</li> <li data-xf-list-type="ol">Make sure the PCs have a cleric among them (or an NPC cleric with them) and are fresh for the fight.</li> </ol><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p><strong>EDIT:</strong></p><p></p><p>PS: Everything [MENTION=13009]Paraxis[/MENTION] said is good, too! Do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 6398120, member: 6779"] First level characters are mighty squishy in 5E. If you want a big, flashy fight, I recommend: [LIST=1] [*]Skeletons are CR 1/4, so if you want to throw them at the party, start with the necromancer in some kind of "dark shield" magic and just send a wave of 2-3 skellys by themselves at the PCs while they can still escape if they have to. This will teach them what they need to know about skeletons and be a good appetizer. (Hard encounter, 300 XP) [*]The "Evil Mage" from the Starter Set is CR 1, so he's pretty much a solo at this stage. I'd suggest using the Acolyte from the MM, and ruling that his Cure Wounds also works on undead, and then give him a pair of skelly guards as backup. Make sure the party is able to refresh before going into this. (Again, a hard encounter, 300 XP) [*]If you want to increase the pressure, have the necromancer "open a portal" or have a black cauldron or some such, that produces one (extremely weak) skeleton per round, to a maximum of two, as long as the necromancer is alive. The weak skelly has disadvantage on all actions and only 1 hp. This will probably bump it up to a deadly (400 XP) encounter or worse, so give them some way to get out if things start going pear-shaped. [*]Make sure the PCs have a cleric among them (or an NPC cleric with them) and are fresh for the fight. [/LIST] -The Gneech :cool: [B]EDIT:[/B] PS: Everything [MENTION=13009]Paraxis[/MENTION] said is good, too! Do that. ;) [/QUOTE]
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