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[Princes of the Apocolypse] Random Encounters way to hard?
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<blockquote data-quote="Baumi" data-source="post: 6659571" data-attributes="member: 2569"><p>My players will just leave the Red Larch Surroundings for the first time (become 3rd Level) and I prerolled (all hail Inspiration Pad!) the Encounters for there next few days:</p><p></p><p>------------------------------------------------------------------------------</p><p>Weather: It's warm </p><p>Morning: Nothing Happens</p><p>Afternoon: Nothing Happens</p><p>Evening: Nothing Happens</p><p>Midnight: Nothing Happens </p><p></p><p>Weather: It's warm and with light rain/snow</p><p>Morning: Nothing Happens</p><p>Afternoon: Nothing Happens</p><p>Evening: Nothing Happens</p><p>Midnight: Nothing Happens </p><p></p><p>Weather: It's warm , a bit windy </p><p>Morning: Nothing Happens</p><p>Afternoon: Nothing Happens</p><p>Evening: Nothing Happens</p><p>Midnight: Nothing Happens </p><p></p><p>Weather: It's warm and with heavy rain/snow</p><p>Morning: Nothing Happens</p><p>Afternoon: Water cult marauders*</p><p>Evening: Nothing Happens</p><p>Midnight: 5 orcs</p><p></p><p>Weather: It's warm , with strong Wind </p><p>Morning: Fire cult raiders*</p><p>Afternoon: Nothing Happens</p><p>Evening: Dwarf miners*</p><p>Midnight: Nothing Happens </p><p>------------------------------------------------------------------------------</p><p></p><p></p><p>The first three days are quite nice, but then there are water cult marauders in the afternood, 5 Orcs at night and Fire cult Raiders in the morning!</p><p></p><p>I will set the Orc-Encounter a few days earlier and start the Session there (start with a fight always gets the blood pumping) and the Water Cult will be a chance to Roleplay since they will have fought the Fire Raiders a day before and are licking there wounds, which give the Players a chance to make them Allies instead of Enemies (but depending on the players it could get either way). But the following Day the Fire Raiders will catch up and fight them.</p><p></p><p>So thanks to pre-rolling I will soften the blow, while still using the Table, but my problem is that the Cultist Groups are EXTREMLY strong. I rolled nearly minimum for the Water Marauders (3 Reavers, 1 Priest and 1 Fathomer), but this would still add up to an Encounter XP of 2400 (1600 is deadly for a four player group of 3rd Level Characters).</p><p></p><p>This is already very hard, but this is nothing against the fire Raiders (10 Guardians, 1 Priest) which add ups to 15.600XP!</p><p></p><p>Of course I can just change the encounters, but what use is the Table if I have to do it myself anyway..</p><p></p><p>So what are your experiences with it and what would/did you do?</p></blockquote><p></p>
[QUOTE="Baumi, post: 6659571, member: 2569"] My players will just leave the Red Larch Surroundings for the first time (become 3rd Level) and I prerolled (all hail Inspiration Pad!) the Encounters for there next few days: ------------------------------------------------------------------------------ Weather: It's warm Morning: Nothing Happens Afternoon: Nothing Happens Evening: Nothing Happens Midnight: Nothing Happens Weather: It's warm and with light rain/snow Morning: Nothing Happens Afternoon: Nothing Happens Evening: Nothing Happens Midnight: Nothing Happens Weather: It's warm , a bit windy Morning: Nothing Happens Afternoon: Nothing Happens Evening: Nothing Happens Midnight: Nothing Happens Weather: It's warm and with heavy rain/snow Morning: Nothing Happens Afternoon: Water cult marauders* Evening: Nothing Happens Midnight: 5 orcs Weather: It's warm , with strong Wind Morning: Fire cult raiders* Afternoon: Nothing Happens Evening: Dwarf miners* Midnight: Nothing Happens ------------------------------------------------------------------------------ The first three days are quite nice, but then there are water cult marauders in the afternood, 5 Orcs at night and Fire cult Raiders in the morning! I will set the Orc-Encounter a few days earlier and start the Session there (start with a fight always gets the blood pumping) and the Water Cult will be a chance to Roleplay since they will have fought the Fire Raiders a day before and are licking there wounds, which give the Players a chance to make them Allies instead of Enemies (but depending on the players it could get either way). But the following Day the Fire Raiders will catch up and fight them. So thanks to pre-rolling I will soften the blow, while still using the Table, but my problem is that the Cultist Groups are EXTREMLY strong. I rolled nearly minimum for the Water Marauders (3 Reavers, 1 Priest and 1 Fathomer), but this would still add up to an Encounter XP of 2400 (1600 is deadly for a four player group of 3rd Level Characters). This is already very hard, but this is nothing against the fire Raiders (10 Guardians, 1 Priest) which add ups to 15.600XP! Of course I can just change the encounters, but what use is the Table if I have to do it myself anyway.. So what are your experiences with it and what would/did you do? [/QUOTE]
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