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<blockquote data-quote="LostSoul" data-source="post: 5110239" data-attributes="member: 386"><p>I'll let you know when I'm finished! I still have a lot of work to do.</p><p></p><p>A lot of it is based on converting <a href="http://kellri.blogspot.com/" target="_blank">Kellri's</a> Old School Encounters Reference to 4e.</p><p></p><p>One thing I'm trying to work on is some sort of sub-game that deals with building up settlements and towns. I'm not sure exactly how I want it to work yet, though.</p><p></p><p>Here is an example of a Lair (one of the possible options when you're rolling to see what's in a Hex):</p><p></p><p>[code]------------------------------------ GNOLLS ------------------------------------</p><p>Groups # Appearing: 4-7 (1d4+3), Level 6 random encounter</p><p>Every 5 gnolls 1 deathpledged/marauder, 2 huntmasters, 2 claw fighters</p><p> + 2 hyenas</p><p>Every 20 gnolls + fang of yeenoghu</p><p></p><p>01-50 Raiding Party # Appearing: 20-30 (1d3x5+15)</p><p> + 2d6 hyenas</p><p>51-00 Slavers # Appearing: 6-9 (1d4+5), Level 8 random encounter</p><p> + 2d6 slaves</p><p></p><p>Lairs # Appearing: 20-200 (20d10)</p><p>(01-85) Underground + Gnoll demonic scourge +5d4 Gnoll gorgers</p><p> +200% young (packrunners)</p><p>(86-00) Ruins + demonic scourge +5d4 Gnoll gorgers</p><p>Non-Combatants +200% young (packrunners)</p><p>Guardians 35% +1d3 Trolls</p><p> 10% +1d8 Witherlings</p><p> 5% +1d4 Cacklefiend Hyenas</p><p>Slaves +1 per 10 gnolls </p><p> 50% 1d4 slave champions</p><p>Allies +1d6 Evistro</p><p> +2d6 Dretches</p><p> +1d8 Gnaw Demons</p><p></p><p>Slave Champions</p><p>1d6 Type</p><p>1 Dragonborn Soldier</p><p>2 Half-Orc Scarthane</p><p>3 Human Javelin Dancer</p><p>4 Half-Elf Bandit Captain</p><p>5 Tiefling Heretic</p><p>6 Dwarf Hammerer[/code]</p><p></p><p>I have a bunch of other ones like this (bandits, cults, other humanoids). For almost all of them I have to change the "#Appearing" with a smaller range based on level (ie. 20 gnolls might be a level 8 Lair, and 200 might be a level 12 Lair), so that you figure out what level the lair is first and then how many gnolls hang out there.</p><p></p><p>Another note: One of the rules is that, if a PC is 4 or more levels higher than the bad guy, you treat him as a minion (with +4 to atk/def). This means those level 2 human bandits can hang around in the game for a while longer.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5110239, member: 386"] I'll let you know when I'm finished! I still have a lot of work to do. A lot of it is based on converting [url=http://kellri.blogspot.com/]Kellri's[/url] Old School Encounters Reference to 4e. One thing I'm trying to work on is some sort of sub-game that deals with building up settlements and towns. I'm not sure exactly how I want it to work yet, though. Here is an example of a Lair (one of the possible options when you're rolling to see what's in a Hex): [code]------------------------------------ GNOLLS ------------------------------------ Groups # Appearing: 4-7 (1d4+3), Level 6 random encounter Every 5 gnolls 1 deathpledged/marauder, 2 huntmasters, 2 claw fighters + 2 hyenas Every 20 gnolls + fang of yeenoghu 01-50 Raiding Party # Appearing: 20-30 (1d3x5+15) + 2d6 hyenas 51-00 Slavers # Appearing: 6-9 (1d4+5), Level 8 random encounter + 2d6 slaves Lairs # Appearing: 20-200 (20d10) (01-85) Underground + Gnoll demonic scourge +5d4 Gnoll gorgers +200% young (packrunners) (86-00) Ruins + demonic scourge +5d4 Gnoll gorgers Non-Combatants +200% young (packrunners) Guardians 35% +1d3 Trolls 10% +1d8 Witherlings 5% +1d4 Cacklefiend Hyenas Slaves +1 per 10 gnolls 50% 1d4 slave champions Allies +1d6 Evistro +2d6 Dretches +1d8 Gnaw Demons Slave Champions 1d6 Type 1 Dragonborn Soldier 2 Half-Orc Scarthane 3 Human Javelin Dancer 4 Half-Elf Bandit Captain 5 Tiefling Heretic 6 Dwarf Hammerer[/code] I have a bunch of other ones like this (bandits, cults, other humanoids). For almost all of them I have to change the "#Appearing" with a smaller range based on level (ie. 20 gnolls might be a level 8 Lair, and 200 might be a level 12 Lair), so that you figure out what level the lair is first and then how many gnolls hang out there. Another note: One of the rules is that, if a PC is 4 or more levels higher than the bad guy, you treat him as a minion (with +4 to atk/def). This means those level 2 human bandits can hang around in the game for a while longer. [/QUOTE]
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