ricardo440
First Post
How many Balors can the Demon Prince summon into Warterdeep and how often?
Well enough to make a fun memorable encounter and often enough that the PCs need to get off their behinds and sort out your plot.
I think a few people have missed the plot a bit the rules governing monsters.
Those green boxes are for a monster in combat. You can put all of them on a single page, nice an easy for the GM.
Most monsters (99%) will be met in an encounter and die or never be seen again after it.
But what you want is the 1% that is left. The vampire lord who runs the Castle, the Necromancer who is raising the undead army... and you want to know what he can do out of combat.
Well I see no conflict here. but its place is now in the ADVENTURE not in the Monster description. By defining they rate at which the necromancer can Raise dead you are essentially defining the plot of the Adventure. The same with his other abilities. They are all valid things for you to flesh out IF YOU NEED TO. but most of the time you will not. On the few occasions when you DO need to flesh out the monster for the Adventure itself then there is nothing stopping you.
You can write Necromancer of Death knows all rituals up to level 12 and these rituals of level 13-20 and also these 2 special Plot rituals.
He has spies in city X
He has zombie and skeleton minions. He can send these encounter groups out to fight people...
But all of this stuff belongs in the adventure and not in the green box. The green box is for when the PCs have fought past his legions, entered his sanctum and it is time for the final showdown (preferably a rooftop one).
This is not really different to Previous editions either to be fair. In the MM there were rules for Vampires. In Expedition to Castle Ravensloft there are Strahd's combat abilities and then details of what he can and can't do in his realm. There is no reason why 4th ed adventures can't have the same.
Well enough to make a fun memorable encounter and often enough that the PCs need to get off their behinds and sort out your plot.
I think a few people have missed the plot a bit the rules governing monsters.
Those green boxes are for a monster in combat. You can put all of them on a single page, nice an easy for the GM.
Most monsters (99%) will be met in an encounter and die or never be seen again after it.
But what you want is the 1% that is left. The vampire lord who runs the Castle, the Necromancer who is raising the undead army... and you want to know what he can do out of combat.
Well I see no conflict here. but its place is now in the ADVENTURE not in the Monster description. By defining they rate at which the necromancer can Raise dead you are essentially defining the plot of the Adventure. The same with his other abilities. They are all valid things for you to flesh out IF YOU NEED TO. but most of the time you will not. On the few occasions when you DO need to flesh out the monster for the Adventure itself then there is nothing stopping you.
You can write Necromancer of Death knows all rituals up to level 12 and these rituals of level 13-20 and also these 2 special Plot rituals.
He has spies in city X
He has zombie and skeleton minions. He can send these encounter groups out to fight people...
But all of this stuff belongs in the adventure and not in the green box. The green box is for when the PCs have fought past his legions, entered his sanctum and it is time for the final showdown (preferably a rooftop one).
This is not really different to Previous editions either to be fair. In the MM there were rules for Vampires. In Expedition to Castle Ravensloft there are Strahd's combat abilities and then details of what he can and can't do in his realm. There is no reason why 4th ed adventures can't have the same.