Rate Your Encounters

I have a couple more I'll try to post when I can get my notes together- I moved away from my group but run them when I'm in town, and I just visited about a week ago, so we played. Ahh, my gaming fix! (My new local group is only half-ready at this point.)
 

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Oh yeah, this thread. Got caught up in the Iron DM stuff and forgot about it. I'll see if I can't put another encounter or two up this week.
 

Okay, so here are the two combat encounters from the session I ran a week or so ago.

Scenario: In the Chasm

[sblock]XP Encounter Difficulty: Level 17 Encounter (we only had 4 pcs at the beginning of this fight) vs. 17th level party

Brief summary: The party teleports to mystery coordinates that they know are close to their goal but probably dangerous. They face the guards set in their arrival area (at the bottom of a deep chasm).

Area setup: Chasm about 20' across, longer than they can see. No real light from above; the chasm is of unknown but very large height. Two plateaus of rock about 10' in diameter rise up 20' from the base.

Enemies:
3 Wrath Spirits (OG 151; level 17 soldiers) 4800 xp
1 Bone Devil (MM 62; level 17 controller) 1600 xp

Enemy setup: The wrath spirits are ahead of the bone devil; all are about 60' from the party's starting point.

How it went: Pretty well. The bone devil teleported around a bunch, the wrath spirits got to throw their heads and one of them escaped to warn the party's ultimate foe that they are comin' on up. I was disappointed that nobody (except one of the wrath spirits) put the plateaus to any use.

Actual Difficulty: About right, given that an equal level encounter shouldn't tax the party much. This was kind of a warm up encounter since we haven't played in a while.

How well did it work(on a scale of 1-10): 7.5. It worked just fine, but nothing really special. [/sblock]


Scenario: Up the Stairs

[sblock]XP Encounter Difficulty: Level 17 Encounter vs. level 17 party.

Brief summary: The party is ascending a narrow, steep stairway up the chasm from the last encounter. The enemy pours out from above to stop them. It's really easy to fall off the edge of the stairs.

Area setup: The stairway is narrow and steep, hewn from the rock of the cliff, with no bannister or railing. It is slightly less than 10' wide and runs about 40' across and 30' up before switching back on itself as it ascends. A character on the outside square of the stair that is hit must make a saving throw or fall down a level on the switchbacks, taking falling damage. The entire stair is difficult terrain, but a creature can make Acrobatics checks (DC 20) to ignore this effect. Likewise, creatures can climb the wall as well (Athletics DC 20).

Enemies:
12 Strahd's dread zombies (OG 198; level 16 minions)
1 rakshasa assassin (MM 217; level 17 skirmisher)
3 wyverns (MM 268; buffed up to level 17 skirmishers)

Enemy setup: The dread zombies and rakshasa came from above; the wyverns fly at the pcs from outside the stairs.

How it went: Very cool. The dread zombies reanimate at the start of their next turn unless killed by fire or radiant damage, so a lot of them got killed, fell a level down on the stairway (because the chasm gradually widens as you go up), then came back to life to trouble the pcs from below. Eventually the cleric cleaned them up, but for a while they were a little worried about 'em! The wyverns were tough, too, flying by and knocking characters off the edge- until the fighter jumped onto one and rode it to death.

Actual Difficulty: Due to the terrain, prolly a level 18 difficulty.

How well did it work(on a scale of 1-10): 9. The staircase thingie worked really well, and the minions were the coolest minions I've used in ages.

[/sblock]
 

Here's another one -

The party is on the trail of reavers and comes across a strange campsite...

[sblock]

XP Encounter Difficulty: Level 6 Moderate/Hard encounter versus 5 level 6 PC's.

Brief summary: The party is chasing raiders that have been ransacking villages in a swatch of destruction. The raiders have recently been reduced in numbers, wiping out the lord's guards in the process, but are still quite powerful.

Area setup: Rolling tundra, knee high grasses, copses of small brush and plenty of ravines both minor and major.

Enemies:
(these are custom monsters in the 5th to 7th range, nothing spectacular you could use any humanoids/beasts in the same range)
6 Reaver Thugs (soldier minions)
3 Chuk's Level (wolf/wolverine like creatures standard skirmishers)
2 Reaver Archers (standard artillery)
1 Reaver Leader (elite artillery)

Enemy setup: The reaver's know about the pursuing PC's. They've set up an ambush with a partial squad. They've tied three of their captives together. Set at three points around the captives are three Chuks, savage animals that have all the worst traits of wolves and wolverines and bigger teeth. The chuks are staked to the ground on chains that keep them just out of reach of the captives. A single bedroll lays next to a fire with an open backpack. Under the bedroll in a shallow pit lies one of the Thugs. The bedroll appears empty. In a vantage spot, well hidden in natural cover lie the other reavers. The reaver leader will signal at the most opportune time and the reaver under the bedroll will leap out and start freeing the chuks. One per turn. The chuk's will go after the captives unless pulled off with damage or marks. At the same time the artillery will open up from cover.
If the PC's go after the artillery the minions will burst out of cover and use their cudgels against the pc's. The cudgels have an encounter special effect depending on where they hit (thug's choice) of dazing (head), knocking prone ('vitals'), slowing (kneecap) or sliding (chest).

How it went: Not too bad really but not too well for the party. The party was of course suspicious and hung back. This was to be the doom of two of the captives. When they opened fire on one of the chuks from range the leader signaled the minion to start freeing the chuks. Thanks to some misses he was able to free two of the chuks. These started ripping the captives up while the bowmen opened up from across the area. Indecision and their distance from the captives lead to them not pulling the chuk's off the captives in time before two were killed. They put the two freed chuk's down but lost the shaman in the process from the artillery fire who was down and dying. Racing over to the artillery the thugs came out and slowed them down which gave the artillery another round of fire. This cost them the monk who went down dying. The warden, sorcerer and seeker though bloodied were able to finish off the artillery. The sorcerer was able to use her daily inspiring word to recover the shaman who summoned his spirit and recovered the monk. By then they were down to the elite and it was mop up duty. He eventually tried to surrender but the warden and seeker both had lost family to the reavers and he ended up frozen to death with spiders eating him from the inside out. (winters grasp and spider spirits)

Actual Difficulty: Within reason. If they'd of started the combat by moving closer rather than trying to take the chuk's out at extreme range they could most likely have killed the thug before it released the beasts or pulled the beasts off the captives. They also split fire during that round some trying for the minion, other's trying for the chuk's and the ones shooting at the minion missed so he was able to free two of the chuks before he was dropped.

How well did it work(on a scale of 1-10): I would rate it an 8. The characters were pretty broken up they'd cost two captives their lives with their actions or lack of them and realized that the encounter could have easily gone a different way and all three might have been alive. They're now filled with even more resolve to track the reavers down and destroy them. Unfortunately for them, there are more reavers left even after the big ass whuppin they took from the lord's guards than they think...
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the Jester: really dig the second fight on the stairs. I actually had a couple ideas for battles like that (PCs had the chance to fight on some switchback trails a couple times), but my players avoided the frontal assault and scaled a 300' vertical cliff instead so they could ambush the enemy. I think I'm gonna "borrow" bits of that one...

DanmarLOK: might borrow some stuff from yours too; bringing in some NPCs they have to save might help make my PCs less... self-centered? I had a bunch of grand ideas for fights in my game - especially trying to make most fights have some sort of "special goal" aside from "kill every last foozle" and it hasn't worked out that way so far.
 

Scenario: Hunting Scathebeasts
[sblock]XP Encounter Difficulty: Level 11ish(4 Level 9 PCs) - would have been exactly a Level 9 encounter if all 5 PCs had been able to make it.

Brief summary: The PCs were hired by Lord Eldebrast Elissarian Rando Magnoral 17th (imagine a classic 20th century British big-game hunter with khaki shorts, button up shirt, and pith helmet) when they encountered his airship parked in the path of a massive (mutli-million member) Scathebeast migration. Magnoral had lost a couple of his servants trying to bring down an especially large Scathebeast Bull and so hired the PCs to take it down for him.

Area setup
: The setup is pretty simple. The whole board is covered in forest (difficult terrain, light obscurement) except for the path the Bull has pushed through the trees. Since he is huge, their is a 3x20 or so path(normal terrain) through the trees. The PCs start at the map edge, either in the trees or following his path.

Enemies
:
1 Scathebeast Giant, Level 10 Elite Brute (as the level 6 version, just changed his level to 10 and gave him the "property" that any difficult terrain he passes through becomes normal terrain).
4 Scathebeast Cows, Level 6 Controllers(Leader) (actually Scathebeast Bulls from Adventure Tools)

Enemy setup:
The Bull is at the end of the cleared path, working on pushing his way further into the trees. His cows are arrayed behind him so he is the furthest thing from the following PCs. The Cows use their Blast 4 whenever possible and take turns charging to grant each-other charges. If not in position to charge and if their blast doesn't recharge, they spit. The Bull charges into the thick of it.

How it went: The Assassin snuck up through the trees first as the cows turned around and began spitting at the players. The sorcerer moved off into the trees for cover and started blasting while the Barbarian and Cleric waited for the Cows to come (home?).

After the first round of positioning and an exchange of ranged attacks, the bull and cows started charging around at different targets, blasting the clumped PCs with their acidic vomit (some PCs spent 3/4 of the fight immobilized), the PCs unloaded daily after daily on them - the PCs figured rightly that it was going to be the only fight of the day.

After 7-8 rounds of grueling combat they finally managed to put the Bull down and the cows followed quickly after.

Actual Difficulty: Since they were tossing dailies around, they weren't in too much danger though every PC went bloody at least once, some two or three times in the course of the fight.

How well did it work(on a scale of 1-10): It was about an 8. It wasn't designed to be an epic fight, just a little fun side-track on their way to more serious business (finding 5 lost Eladrin cities, forging an artifact, and rebuilding an empire destroyed by the drow). Nice fun little diversion.[/sblock]
 

This is a series of encounters I designed for one of my buddy's campaigns. I posted it once before, but this thread seems like a better place for it. It's designed for a party of level 10 characters.
 

Attachments


Flee the Mad Beholder!

This is a skill challange, rather than a combat encounter. I cribbed the format and some of the basic ideas from Piratecat's 4E campaign notes.

[sblock]
XP Encounter Difficulty: Level 4 (6 level 4 PCs)

Setup The party has a mission to enter the Mournlands, find some sort of artifact and return. Given that it's a dangerous place, I wanted to put them face to face with some really dangerous foes that were well out of their league. Thus I came up with a skill-challenge to escape from a beholder who had spotted them. The party encountered the beholder in the middle of a vast field of ruin, investigating what was reveled to be a petrified victim.

Summary:
I gave each of the players a handout with the following, minus the eye ray section.

[sblock]Flee the Mad beholder!

You must escape from the magic warped creature who's path you've crossed. To make matters worse the land itself seems to be against you, with many hostile arcane barriers in your way and few places to take cover or hide.

Each person must complete a skill challenge: 4 successes before 4 failures. That means you have to make four skill rolls on the Primary Skills list below, before you fail four rolls. The DC starts at DC 12 and increases by +2 every time you use the same skill more than once. A failure on one of these checks causes you to be attacked by the beholder's eye rays. When you succeed you've managed to slip away from the monster, you can still aid your companions (but you can not take the continue on to Thrace action).

If you fail you fall behind and the beholder catches up to you. This is bad.

You can assist others by using the Secondary skills: success gives the person +2, failure gives them -2 on their next Primary roll. Every time you try to use the same skill to help the same person, the DC rises by two.

Skill checks are a standard actions. If for some reason you do not use your move action to flee during your turn you get a -2 penalty to your next primary skill check and MUST use the next attempt to flee or you automatically gain one failure.

Primary skills (start at DC 12): acrobatics, athletics, dungeoneering, endurance, nature, stealth. DC goes up by 2 every time the same skill is used.

Secondary skills (start at DC 12): arcana, insight, nature, history, perception.

Special Actions
Teleport 5 or more squares: 1 automatic success for the teleported party member.
Ranged Attack: Reduce the attack roll of the next eye-ray by 2 on success or grant a single ally member a +2 bonus to their next action on success. On failure you become distracted and wander into an area of magical hazards (can not attack while in a hazardous area).

Continue on to Thrace: While you’re performing the skill challenge, you can try and guide the party towards your final destination of Thrace (if you're not in an area of magical hazards). Make a nature check, DC 17. On success you help redirect the wayward party towards their final destination. If you fail you are attacked by the eye rays or you wander into an area of magical hazards (50/50 chance) as you hesitate to try and pick out your way through the waste. No successes here results in the group being hopelessly lost. One means you know roughly where you are, but loose a day of travel. Two keeps you on course. Three and you find the best path to escape and advance, granting all allies a +2 bonus to any remaining primary checks.

Special: If the beholder acts last everyone starts with one success. If the beholder gets a surprise round everyone unaware starts with one failure, if any players get a surprise round they start with one success.[/sblock]

Eye Rays
[sblock]+19 vs. NAD, 1d8+5 damage + some other effect (depending on the ray).

1) Numbing Cold (cold, fort) - You are slowed (save, endurance or heal[DC 15], others can heal you as well, ends). Your successes do not count until you are no longer slowed.

2) Telekentic Blast (force, reflex, attacks anyone who aided you last turn as well) - you are hurled randomly (1d8)
8: away, you gain 1 success
1-2: backward, you gain 1 failure

3) Fear (psychic/fear, will) - you are shaken (save ends): -2 to defenses and any non-primary skill checks, +1 to primary skill checks.

4) Petrification (fort) - 1 automatic failure, no damage.

5) Venom (poison, fort) - You loose a healing surge.

6) Domination (psychic, will) - You are dominated for 1 round, during which you attempt to hinder an ally with a secondary check and do not flee (success is a -2 to their next check, failure means nothing).

7) Stone to Mud (auto hit, no damage) - You drop neck deep into a pool of sticky mud. You can take no action but try to escape (Athletics DC 12, others can pull you free as well). After you escape you are coated in thick mud, giving you a -2 to all Str/Dex/Con checks and attacks (save ends).

8) Barrage - The beholder makes two ray attacks, against you and one other ally (reroll any 8s)

Anti-Magic Ray (recharge 6): An an interrupt the beholder makes an opposed roll (+10) with the person using the power. On success the power is negated. Utility powers use the most relevant attack bonus, racial powers use your highest stat bonus +1/2 level +2.[/sblock]

Magical Hazards: Random trap, level 1+1d4 (DMG 88), reflavored as a magical hazard. Arcana is an added skill that can be used for most interactions.

Area setup: Abstracted as part of the challenge. I described a success at stealth as ducking behind some rubble and moving silently for a short distance, nature let someone find the clearest path through the broken ground et certera.


Enemies:
I used the stats for a level 15 (solo) Beholder Dethkiss, though just for defenses and HP (the damage was based on the basic deathkiss attack, though the effects weren't).

How it went: We laid the PC's minis out on a large blank sheet of paper in initiative order, and drew a simple set of lines we moved them across to indicate successes, along with the skills used. The warlock opened with otherwind stride (quite gutsy, it's a close burst 1 and he may have had some problems if this failed), and crit. This immobilized the beholder and teleported him far enough for an auto-success. While immobilized I rules that a primary skill failure did not count towards failure (though I wanted them to still eat the eye rays, but forgot), and most people attempted a poor skill. About half of them got it. Near the middle, once everyone at at least one success the memebers with high nature bonuses started making rolls for the secondary objective, we also started to see some failures. The eye rays were rather kind, over the course of the challenge they got 2 fear rays, 1 dominate and a force blast.

The dominate was the most interesting, as I had the PC use bluff to try and convince the rest of the group he needed help after they had escaped. Two others sprinted back (willfully giving up one success) and were prepared to carry him when the compulsion wore off and they all escaped.

Actual Difficulty: Too easy for a number of reasons (not counting the otherwind crit, which was awesome). I would have dropped one of the primary and secondary skills, and made it 5 successes before 3 failures. Having an individual fail isn't the end of the world, the other PCs still would have a chance to save them. The effect I was going for was to put a bit more feat into the PCs, though, so this being harder would have helped. At the end of the skill challenge many people were able to make their last roll on a one, which removed some of the tension I was going for.

How well did it work(on a scale of 1-10): 8. Easily the best skill-challenge I've ever run. Being too easy was partly on account of the Otherwind Stride crit (something I have no problem with), I would have liked some more tension and a better sense of danger to go with the low-level exploration of the Mournlands. But the encounter itself worked really well. I'm going to continue to work on using this format of skill challenge in the future, ones that incorporate combat mechanics (or skill challenges in combat) and include giving the PCs all the information they need up front.[/sblock]
 
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Great ideas in this thread. This was my welcome back encounter after a 3 month break from playing.


Scenario: Crocodiles in the Sewer
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XP Encounter Difficulty: Level 4

Brief summary: The PCs were pursuing a shadar-kai ranger through the sewers. He ambushed them as they came around the corner and stirred up a crocodile and her young to help him.

Area setup:
Using the large "cistern" (?) tile from Streets of Shadow and other sewer tiles. Bridges over the sewage on two sides. Raised ledge on the far side. Dim light throughout.

Enemies:
* Visejaw Crocodile (Level 4 Soldier)
* Young Crocodile Swarm (Level 2 Soldier - reskinned Needlefang Drake swarm, but could not do the extra damage to a prone enemy as part of aura attacks)
* Shadar-Kai Ranger (Level 4 Skirmisher)
* Sewage - any character that entered the sewage was attacked by Nausea inducing Filth which would cause them to retch +6 vs. Fortitude, dazed (save ends). A bloodied character in the filth was also at risk of catching Filth Fever.

Enemy setup: The crocodile and its young started beneath the surface of the sewage. The Shadar-Kai ranger started on the ledge.

How it went: The PCs rolled terribly on their perception checks so didn't spot any of the enemies. The Shadar-Kai surprised them and sniped with a hand-crossbow. As they moved around the cistern, the young crocodiles scrambled out of the sewage and engaged two of the PCs. The old crocodile burst out of the water and grabbed a PC on nearly every turn. But the PCs did everything they could to escape, and were never victim to being pulled into the sewage.

Actual Difficulty: 5. I wasn't sure if they'd lose a PC or two, but 2 criticals in one round finished off the crocodile. Might have been tougher if I hadn't forgot to apply the Shadar Kai's Hunter's Quarry for 3 rounds.

How well did it work(on a scale of 1-10): 8. My players really enjoyed it and were on the edge about whether they'd survive. They actually spent some standard actions to do things other than not attacking such as Second Wind, double-move to get at the sniper, and trying twice to escape the Crocodiles jaws, which made it more fun. They were really afraid of falling in the sewage and didn't trust the wooden bridges, but used teleports and running to get around the safer edges of the map.

[/sblock]
 

I started my new group last night (AT LAST!), and we had several fun, rough encounters. The pcs were running scared by the end of it all!

Scenario: Creekside Ambush

[sblock]XP Encounter Difficulty: Level 1 Encounter vs. 5 1st-level pcs

Brief summary: The pcs are traveling through some scrubby area alongside a creek when they are ambushed.

Area setup: The western side of the battle zone has a 6-square wide creek running through it (shallow enough to wade through as difficult terrain). Several big clumps of dry foliage (difficult terrain, grant concealment) fill about 30% of the rest of the combat area.

Enemies:
10 twig blights (level 1 minion brutes; see below)
2 bloodthorn vines (MM2 205) (level 2 soldiers)

Enemy setup: The twig blights emerged from the foliage all around at the start of combat; the two bloodthorn vines attacked at the start of round 2.

How it went: Very cool, fun encounter; had the pcs running scared. Only 2 of them have any experience with 4e at all, so the minion concept slipped by the rest of the party (they figured out that the twig blights had a small number of hps, but didn't get the "one hit drop" thing, I don't think). The bloodthorn vines almost dragged pcs off on multiple occasions, leading to some additional panic on the part of the players. The wizard really shone, taking down half the minions by himself.

Actual Difficulty: About right; it was a little harder encounter than it should have been due to player inexperience (neither of the rogues had a good handle on how to set up sneak attacks yet). They triumphed in the end without real significant damage- just healing surges and the like.

How well did it work(on a scale of 1-10): I give it an 8.5- a good introductory encounter, it taught the new players a lot about the tactics of 4e, showed them how ongoing damage works (and how deadly it can be- one of the rogues actually dropped from it at one point!), etc.
[/sblock]

The twig blights I ran:

[sblock]
TWIG BLIGHT--- Level 1 Minion Brute
Small fey humanoid (plant)--- XP 25
---
Initiative +3; Senses Perception +0
HP 1 (a missed attack never damages a minion)
AC 13; Fortitude 14; Reflex 14; Will 10
Speed 6 (forest walk)
---
[Melee basic] Scratch (standard; at will) Poison: +3 vs. AC; 4 damage plus ongoing 1 poison (save ends). If the target is already taking ongoing poison damage, instead increase the amount of ongoing poison by 1.
---
Alignment evil; Languages understands Elven
Skills Stealth +8
Str 8; Dex 17; Wis 10
Con 12; Int 5; Cha 7[/sblock]
 

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