Trit One-Ear
Explorer
Hey guys,
So this Thursday my players are going to finish tracking down a thief they've been stalking for a few sessions now. While I wouldn't be surprised if they tried to get the information out of him diplomatically, they have just fought their way through two large rooms of his gang-mates, killing or maiming most of them.
For this combat I had hoped to use two elites as the main threats. Lazarus, the quick-thief they've been tracking, and Rolph, his strong-arm fighter comrade. I based them off/stole monsters from the compendium to save myself some work and tweaked them. Then I threw in some interesting traps to give the thieves a little edge.
My main concern is that I have never really run a two-elite fight before, and want to make sure this one will be challenging enough for the players without being too hard and feeling like a climactic show-down (Lazarus is, after all, just a master thief, not a powerful necromancer). Here's what I have for their stats.
[FONT="]Lazarus[/FONT]
[FONT="]Medium natural humanoid
[/FONT]
[FONT="]AC [/FONT][FONT="]21; Fortitude 19; Reflex 19; Will 19[/FONT]
[FONT="]Speed [/FONT]7
[FONT="]Saving Throws [/FONT][FONT="]+2; Action Points 1[/FONT]
[FONT="]Traits[/FONT]
[FONT="]Combat Advantage[/FONT]
[FONT="]Deals 2d6 extra damage against any target granting combat advantage.[/FONT]
[FONT="]Standard Actions[/FONT]
mWounding Dagger[FONT="] (weapon) • At-Will[/FONT]
[FONT="]Attack: [/FONT][FONT="]+12 vs. AC (crit 19-20)[/FONT]
Hit: 1d6 + 6 damage (crit 1d6 +12) and ongoing 5 damage (save ends)
M [FONT="] Dance of the Knife (weapon) • At-Will [/FONT]
[FONT="]Attack: [/FONT][FONT="]+12 vs. AC (crit 19-20)[/FONT]
Hit: 1d6 + 6 damage (crit 1d6 +12). Lazarus shifts two squares after the attack and makes one more attack against the same target or a different one. Lazarus then shifts two squares.
Move Actions
Peerless Tumble * Recharge 5 6
Effect: Lazarus shifts 4 squares, ignoring difficult terrain. If Lazarus is marked, this ends any mark conditions on him.
[FONT="]Skills [/FONT][FONT="]Stealth: +8[/FONT]
[FONT="]Str [/FONT][FONT="]15 (+2)[/FONT]
[FONT="]Dex [/FONT][FONT="]17 (+3)[/FONT]
[FONT="]Wis [/FONT][FONT="]16 (+3)[/FONT]
[FONT="]Con [/FONT][FONT="]17 (+3)[/FONT]
[FONT="]Int [/FONT][FONT="]13 (+1)[/FONT]
[FONT="]Cha [/FONT][FONT="]18 (+4)[/FONT]
[FONT="]Alignment Unaligned [/FONT][FONT="]Languages Common, Thief's Cant[/FONT]
I'll post Rolph below for simplicity's sake.
Trit
So this Thursday my players are going to finish tracking down a thief they've been stalking for a few sessions now. While I wouldn't be surprised if they tried to get the information out of him diplomatically, they have just fought their way through two large rooms of his gang-mates, killing or maiming most of them.
For this combat I had hoped to use two elites as the main threats. Lazarus, the quick-thief they've been tracking, and Rolph, his strong-arm fighter comrade. I based them off/stole monsters from the compendium to save myself some work and tweaked them. Then I threw in some interesting traps to give the thieves a little edge.
My main concern is that I have never really run a two-elite fight before, and want to make sure this one will be challenging enough for the players without being too hard and feeling like a climactic show-down (Lazarus is, after all, just a master thief, not a powerful necromancer). Here's what I have for their stats.
[FONT="]Lazarus[/FONT]
[FONT="]Level 7 Elite Skirmisher [/FONT]
[/FONT]
[FONT="]XP 600[/FONT]
[FONT="]HP [/FONT][FONT="]162; Bloodied 81[/FONT][FONT="]AC [/FONT][FONT="]21; Fortitude 19; Reflex 19; Will 19[/FONT]
[FONT="]Speed [/FONT]7
[FONT="]Saving Throws [/FONT][FONT="]+2; Action Points 1[/FONT]
[FONT="]Initiative[/FONT][FONT="] +8[/FONT]
[FONT="]Perception [/FONT][FONT="]+14[/FONT]
[FONT="]Combat Advantage[/FONT]
[FONT="]Deals 2d6 extra damage against any target granting combat advantage.[/FONT]
[FONT="]Standard Actions[/FONT]
mWounding Dagger[FONT="] (weapon) • At-Will[/FONT]
[FONT="]Attack: [/FONT][FONT="]+12 vs. AC (crit 19-20)[/FONT]
Hit: 1d6 + 6 damage (crit 1d6 +12) and ongoing 5 damage (save ends)
M [FONT="] Dance of the Knife (weapon) • At-Will [/FONT]
[FONT="]Attack: [/FONT][FONT="]+12 vs. AC (crit 19-20)[/FONT]
Hit: 1d6 + 6 damage (crit 1d6 +12). Lazarus shifts two squares after the attack and makes one more attack against the same target or a different one. Lazarus then shifts two squares.
Move Actions
Peerless Tumble * Recharge 5 6
Effect: Lazarus shifts 4 squares, ignoring difficult terrain. If Lazarus is marked, this ends any mark conditions on him.
[FONT="]Skills [/FONT][FONT="]Stealth: +8[/FONT]
[FONT="]Str [/FONT][FONT="]15 (+2)[/FONT]
[FONT="]Dex [/FONT][FONT="]17 (+3)[/FONT]
[FONT="]Wis [/FONT][FONT="]16 (+3)[/FONT]
[FONT="]Con [/FONT][FONT="]17 (+3)[/FONT]
[FONT="]Int [/FONT][FONT="]13 (+1)[/FONT]
[FONT="]Cha [/FONT][FONT="]18 (+4)[/FONT]
[FONT="]Alignment Unaligned [/FONT][FONT="]Languages Common, Thief's Cant[/FONT]
I'll post Rolph below for simplicity's sake.
Trit