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[Kombat Kraziness] Help me build a 17th level encounter
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<blockquote data-quote="Graf" data-source="post: 4320653" data-attributes="member: 3087"><p>[sblock=Encounter 2 - getting there but still needs work]</p><p>Basically the dimensional distortions have brought in a bunch of Slaad. Sorta a thematically weak encounter... but... spice it up with random stuff from limbo?</p><p></p><p>Lets say the Slaad offer to trade for the artifact. "Give us something interesting, and we'll go."</p><p></p><p>Need a massive room. Big columns, some open areas, lots of space for large creatures to get some hurt on.</p><p></p><p>The altar is near the lambent rainbow area.</p><p></p><p>[sblock=XP Budget]</p><p>16,000 seems a bit high for an easier encounter...</p><p>Still</p><p></p><p>1,200 - Altar</p><p>3,600 - Reds x3</p><p>3,200 - Blues x2</p><p>2,000 - Green</p><p>2,800 - Black</p><p></p><p>3,200 left over</p><p></p><p>[sblock=Creatures]</p><p>Altar of Zealotry (DMG pg 92 1,200 xp) -- dedicated to the Elder Ones </p><p></p><p>Red Slaad (Blood Slaad) Level 15 Soldier</p><p>Large elemental humanoid XP 1,200</p><p></p><p>Blue Slaad (Talon Slaad) Level 17 Brute</p><p>Large elemental humanoid XP 1,600</p><p></p><p>Green Slaad (Curse Slaad) Level 18 Controller</p><p>Large elemental humanoid XP 2,000</p><p></p><p>Black Slaad (Void Slaad) Level 20 Skirmisher</p><p>Large elemental humanoid XP 2,800</p><p>[/sblock][/sblock]</p><p></p><p></p><p>[sblock=OLD]<em><span style="color: YellowGreen">It would be wise to try to block the destroy the Resonance Crystals before facing the so-called-Prophet. It approaches the... proper time... and the prophet has made some connection to the beyond. He may be overwhelmingly powerful if you can not weaken his connection to the Elder Ones. The Kuo-toa apparently believe that they must avoid this room in order to "remain pure" prior to the ceremony, but it has defenders of its own.</span></em></p><p></p><p>XP budget: ~16,000</p><p></p><p>Room: ? maybe thin beams over water? Altar of Zealotry (DMG pg 92 1,200 xp)?</p><p></p><p>Victory Conditions: Destroy the "resonating things" without tipping off the kuo-toa that they're under attack?</p><p></p><p>There is something about the shrine that "resonates". Maybe some magical columns that need to be broken? There are thin beams over water holding a number of glowing crystals. The encounter itself isn't hard, but the trick is to deal with it (and any defenses stationed here) -without- alerting the Kuo-toa.</p><p>The kuo-toa themselves are engaged in ritual purification and can not enter the room themselves. This does -not- stop them from coming to the edge of the room (there are 4 entryways) and blasting the snot out of the PCs/ harpooning them out of the room and into melee, etc.</p><p></p><p>Need better ideas for this one. This one, unlike the other two, should be a cakewalk if the PCs are slick.[/sblock][/sblock]</p><p></p><p>[sblock=Encounter 3]</p><p></p><p>[sblock=XP Spend]</p><p>8,000 The Mad Prophet Blel-Plibbit (Monitor + cleric + rogue templates ? -- <em>is this going to make a useful monster?</em>)</p><p>2,800 Whip Bodyguard (16th level elite -- Whip + Bodyguard (DMG 177))</p><p>2,800 "Whip" with the Horn of the Sea (16th level elite artillery with sonic powers (burst and blasts) -- need something to "reskin" as a Whip. The horn is used to sound the alarm and blast the PCs)</p><p>5000 Harpooner x5 (most in the side rooms)</p><p>7000 Guard x 20 (most in the side rooms)</p><p><u>5000</u> Monitors x5 (most in the side rooms)</p><p></p><p></p><p><strong>33,000 xp</strong></p><p></p><p>[sblock=Creatures]Kuo-toa Guard Level 16 Minion</p><p>Medium natural humanoid (aquatic) XP 350</p><p></p><p>Kuo-toa Harpooner Level 14 Soldier</p><p>Medium natural humanoid (aquatic) XP 1,000</p><p></p><p>Kuo-toa Monitor Level 16 Skirmisher</p><p>Medium natural humanoid (aquatic) XP 1,400 (hiding up in the corners above the PCs</p><p></p><p>Kuo-toa Whip Level 16 Controller (Leader)</p><p>Medium natural humanoid (aquatic) XP <s>1,400</s> 2,800</p><p>+Bodyguard template[/sblock][/sblock]</p><p>Victory Condition: Kill Blel-Plibbit </p><p>Secondary Victory Condition: Live long enough to escape</p><p></p><p>Room</p><p>A room 32 squares long and 20 squares wide (4 -2 canal - 8 -2 canal - 4). The ceiling is 8 squares high (this becomes important when the room starts flooding). There is a raised dais at the far room (last 4 squares from the far wall), canals two squares wide run down the room from the dais. Water in the canals is provided by hideous looking frog statues that act as fountains. (Frog statues can act as cover for some people on the dais</p><p>There should be two "states". One where an alarm was triggered in the 2nd encounter (On alert) and one where it wasn't (Praying).</p><p></p><p>In the canals are several electric eels that set up current arcs on any non-KT (like a trap). If it hits again you're zapped (dazed or immobilized?)</p><p>[sblock=Electrified Zone - Base is Electrified Floor] Level 14 Elite Obstacle Trap XP 2000</p><p>The area between the two canals smells slightly of ozone and crackles.</p><p>Trap: This trap consists of 12 squares between the two that contain electrified zone (to close to either side of the canal and the effect doesn't work). When the trap is triggered, it attacks.</p><p>Perception</p><p>✦ DC 32 (+4 level +2 elite): The character can discern the slight crackle and zone between the two canals.</p><p>Additional Skill: Nature</p><p>✦ DC 28(+4 level +2 elite): The character’s knowledge suggests that creatures are responsible for the condition and can identify the area of the trap.</p><p><strong>Trigger:</strong> When a creature enters or begins its turn in an electrified square, the trap attacks that creature.</p><p>Attack: Opportunity Action Melee 1</p><p>Target: Creature in a trapped square</p><p><strong>Attack:</strong> +17 vs. Fortitude | <strong>Hit: </strong>3d10 + 8* lightning damage and target is stunned (save ends). <strong>Miss:</strong> Half damage.</p><p>*=includes +2 for level increase</p><p></p><p>Countermeasures</p><p>✦Kill them eels[/sblock]</p><p></p><p><u><strong>Hazard:</strong></u> On round 1 somebody spends a minor to start flooding the chamber.</p><p>It's waist deep (0.5 square) by round 2 (the electric eels starts swimming around, and zapping PCs) - difficult terrain (see DMG)</p><p>It's head deep (1 squares) by round 3</p><p>It's 2 squares by round 3</p><p>It's 4 squares by round 4</p><p>It's completely full (8 squares) by round 5</p><p></p><p>If they have the Stone of Zir from encounter 1 the PCs will be able to breath normally but will still be effected by the corporeal effects of the water. [/sblock]</p></blockquote><p></p>
[QUOTE="Graf, post: 4320653, member: 3087"] [sblock=Encounter 2 - getting there but still needs work] Basically the dimensional distortions have brought in a bunch of Slaad. Sorta a thematically weak encounter... but... spice it up with random stuff from limbo? Lets say the Slaad offer to trade for the artifact. "Give us something interesting, and we'll go." Need a massive room. Big columns, some open areas, lots of space for large creatures to get some hurt on. The altar is near the lambent rainbow area. [sblock=XP Budget] 16,000 seems a bit high for an easier encounter... Still 1,200 - Altar 3,600 - Reds x3 3,200 - Blues x2 2,000 - Green 2,800 - Black 3,200 left over [sblock=Creatures] Altar of Zealotry (DMG pg 92 1,200 xp) -- dedicated to the Elder Ones Red Slaad (Blood Slaad) Level 15 Soldier Large elemental humanoid XP 1,200 Blue Slaad (Talon Slaad) Level 17 Brute Large elemental humanoid XP 1,600 Green Slaad (Curse Slaad) Level 18 Controller Large elemental humanoid XP 2,000 Black Slaad (Void Slaad) Level 20 Skirmisher Large elemental humanoid XP 2,800 [/sblock][/sblock] [sblock=OLD][i][COLOR=YellowGreen]It would be wise to try to block the destroy the Resonance Crystals before facing the so-called-Prophet. It approaches the... proper time... and the prophet has made some connection to the beyond. He may be overwhelmingly powerful if you can not weaken his connection to the Elder Ones. The Kuo-toa apparently believe that they must avoid this room in order to "remain pure" prior to the ceremony, but it has defenders of its own.[/COLOR][/i] XP budget: ~16,000 Room: ? maybe thin beams over water? Altar of Zealotry (DMG pg 92 1,200 xp)? Victory Conditions: Destroy the "resonating things" without tipping off the kuo-toa that they're under attack? There is something about the shrine that "resonates". Maybe some magical columns that need to be broken? There are thin beams over water holding a number of glowing crystals. The encounter itself isn't hard, but the trick is to deal with it (and any defenses stationed here) -without- alerting the Kuo-toa. The kuo-toa themselves are engaged in ritual purification and can not enter the room themselves. This does -not- stop them from coming to the edge of the room (there are 4 entryways) and blasting the snot out of the PCs/ harpooning them out of the room and into melee, etc. Need better ideas for this one. This one, unlike the other two, should be a cakewalk if the PCs are slick.[/sblock][/sblock] [sblock=Encounter 3] [sblock=XP Spend] 8,000 The Mad Prophet Blel-Plibbit (Monitor + cleric + rogue templates ? -- [I]is this going to make a useful monster?[/I]) 2,800 Whip Bodyguard (16th level elite -- Whip + Bodyguard (DMG 177)) 2,800 "Whip" with the Horn of the Sea (16th level elite artillery with sonic powers (burst and blasts) -- need something to "reskin" as a Whip. The horn is used to sound the alarm and blast the PCs) 5000 Harpooner x5 (most in the side rooms) 7000 Guard x 20 (most in the side rooms) [u]5000[/u] Monitors x5 (most in the side rooms) [b]33,000 xp[/b] [sblock=Creatures]Kuo-toa Guard Level 16 Minion Medium natural humanoid (aquatic) XP 350 Kuo-toa Harpooner Level 14 Soldier Medium natural humanoid (aquatic) XP 1,000 Kuo-toa Monitor Level 16 Skirmisher Medium natural humanoid (aquatic) XP 1,400 (hiding up in the corners above the PCs Kuo-toa Whip Level 16 Controller (Leader) Medium natural humanoid (aquatic) XP [s]1,400[/s] 2,800 +Bodyguard template[/sblock][/sblock] Victory Condition: Kill Blel-Plibbit Secondary Victory Condition: Live long enough to escape Room A room 32 squares long and 20 squares wide (4 -2 canal - 8 -2 canal - 4). The ceiling is 8 squares high (this becomes important when the room starts flooding). There is a raised dais at the far room (last 4 squares from the far wall), canals two squares wide run down the room from the dais. Water in the canals is provided by hideous looking frog statues that act as fountains. (Frog statues can act as cover for some people on the dais There should be two "states". One where an alarm was triggered in the 2nd encounter (On alert) and one where it wasn't (Praying). In the canals are several electric eels that set up current arcs on any non-KT (like a trap). If it hits again you're zapped (dazed or immobilized?) [sblock=Electrified Zone - Base is Electrified Floor] Level 14 Elite Obstacle Trap XP 2000 The area between the two canals smells slightly of ozone and crackles. Trap: This trap consists of 12 squares between the two that contain electrified zone (to close to either side of the canal and the effect doesn't work). When the trap is triggered, it attacks. Perception ✦ DC 32 (+4 level +2 elite): The character can discern the slight crackle and zone between the two canals. Additional Skill: Nature ✦ DC 28(+4 level +2 elite): The character’s knowledge suggests that creatures are responsible for the condition and can identify the area of the trap. [B]Trigger:[/B] When a creature enters or begins its turn in an electrified square, the trap attacks that creature. Attack: Opportunity Action Melee 1 Target: Creature in a trapped square [B]Attack:[/B] +17 vs. Fortitude | [B]Hit: [/B]3d10 + 8* lightning damage and target is stunned (save ends). [B]Miss:[/B] Half damage. *=includes +2 for level increase Countermeasures ✦Kill them eels[/sblock] [U][B]Hazard:[/B][/U] On round 1 somebody spends a minor to start flooding the chamber. It's waist deep (0.5 square) by round 2 (the electric eels starts swimming around, and zapping PCs) - difficult terrain (see DMG) It's head deep (1 squares) by round 3 It's 2 squares by round 3 It's 4 squares by round 4 It's completely full (8 squares) by round 5 If they have the Stone of Zir from encounter 1 the PCs will be able to breath normally but will still be effected by the corporeal effects of the water. [/sblock] [/QUOTE]
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[Kombat Kraziness] Help me build a 17th level encounter
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