Rate Your Encounters

Scenario: Abyssal Rifts in the Elder Wyld
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XP Encounter Difficulty: Level 7+(Level 5 party)

Brief summary: The PCs are tracking down a pair of Kenku who stole their Abyssal Portal book (don't ask how the PCs got it). They finally catch up to them too late; the Kenku has 5 Kenku hatchlings gutted and the ritual is complete, 5 demonic rifts rending open out of the bodies of the sacrificed baby Kenku.

Area setup
: The area is a grove deep in the woods. The PCs enter at the southern edge of the map. Squares are difficult terrain (bushes, deadfall) unless stated otherwise. Scattered around are Medium and Large trees that function as walls.

Near the north edge of the map, about 20 squares from the PCs is the stump of an ancient tree where the two Kenku have just finished summoning a Gnarled Demon. Around the stump for about 10 squares the difficult terrain has withered away and is normal terrain. The rift itself is Large.

Entering the rift deals 10 necrotic damage on entering and at the start of any creature's turn that is inside it. Standing in a square adjacent to the rift deals 5 necrotic damage.

The larger rift can be closed by any creature within 3 squares of it making 5 DC 20 Arcana checks. If the main rift is closed, roll a d4 at the start of each round. If the roll equals the number of one of the smaller rifts that's still open(see below), that rift closes.

There are 4 small rifts scattered around the map. They deal 10 necrotic damage to any creature than enters them and may be closed by any adjacent creature that makes a DC 20 Arcana check.

Small Rifts:
1) In a small hacked-out clearing in the woods about 10 squares to the west and 5 squares north of where the PCs start.

2) At the edge of the main clearing to the north, about 15 squares north of rift 1.

3) As 1), except 10 squares to the east and 5 squares north.

4) 10 squares north of rift 3), but 4 squares up, atop a broken-off, 20' tall Large tree.

Enemies
:
1+ Gnarled Demon, Level 5 Elite Brute (Custom monster)
[sblock]Gnarled Demon Level 5 Elite Brute (Leader)
Large elemental magical beast(demon) XP 400
Initiative +2 Senses Perception +3
Demonswarm aura 5; All demons in the aura do 1 extra damage per demon adjacent to their target. When the Gnarled Demon is bloodied, all Demons in the aura also do an additional 1d6 damage if at least two demons are adjacent to the target.
HP 160; Bloodied 80
AC 19; Fortitude 20; Reflex 16; Will 17
Resist 10 varies (2/encounter); Vulnerable 5 radiant
Saving Throws +2
Speed 4
Action Points 1

m Claw (at-will; standard) • Necrotic
Reach 2; +8 vs AC; 2d8 + 4 damage and 5 ongoing necrotic damage(save ends).

C Demon Fury (at-will; standard)
Close burst 1; +6 vs AC; 1d10 + 4 damage, +1d10 if the Demon hits more than one target, and 5 ongoing necrotic damage(save ends).

Dangerous Foe (at-will; immediate reaction)
When hit by a melee attack; make a Claw attack aginst the target.

No Obstacle (recharge 5 6; move)
The Gnarled Demon makes a saving throw, then moves its speed+2, ignoring difficult terrain.

Rift Shield (recharge 5 6; minor)
All demons in the Gnarled Demon's aura gain resist 10 radiant until the end of the Gnarled Demon's next turn and 1d6 temp hp.

Alignment Chaotic Evil Languages Abyssal
Skills Athletics +11
Str 18 (+6) Dex 10 (+2) Wis 12 (+3)
Con 20 (+7) Int 10 (+2) Cha 15 (+4)[/sblock]

3+ Demonling Hunters(see enemy setup below), Level 5 Minion Skirmishers (Custom monsters)
[sblock] Hunter Demonling Level 5 Minion Skirmisher
Small elemental magical beast(demon) XP 50
Initiative +8 Senses Perception +3; darkvision
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17; Reflex 18; Will 16
Resist 10, all types except radiant.
Speed 6, climb 3

m Claw (at-will; standard)
+10 vs AC; 5 damage.

Leap (at-will; move)
The Demonling makes a jump check and doubles the result. This jump can exceed it's normal movement.

Alignment Chaotic Evil Languages —
Skills Athletics +9, Stealth +11
Str 14 (+4) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 10 (+2)[/sblock]

1+ Demonling Scythewing(see enemy setup below), Level 5 Minion Skirmisher (Custom monster)
[sblock]Scythewing Demonling Level 5 Minion Skirmisher
Small elemental magical beast(demon) XP 50
Initiative +8 Senses Perception +4; darkvision
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17; Reflex 18; Will 17
Resist 10, All except radiant.
Speed 3, fly 6

m Claw (at-will; standard)
+10 vs AC; 5 damage.

Unbalancing Flyby (at-will; standard)
The Demonling flies its speed and makes a Claw attack. If it hits, any movement it makes does not provoke opportunity attacks from the target until the end of the Demonling's turn.

Alignment Chaotic Evil Languages —
Skills Athletics +9, Stealth +11
Str 14 (+4) Dex 18 (+6) Wis 14 (+4)
Con 14 (+4) Int 8 (+1) Cha 10 (+2)[/sblock]

1 Riftwalker Cultist, Level 3 Controller (Custom monster)
[sblock]Riftwalker Cultist Level 3 Controller (Leader)
Medium natural humanoid XP 150
Initiative +1 Senses Perception +1
HP 43; Bloodied 21
AC 17; Fortitude 15; Reflex 15; Will 16
Speed 6

m Dagger (at-will; standard)
+6 vs AC; 1d6 + 3

A Dark Energy (at-will; standard) • Necrotic
Area burst 1 in 5; +7 vs Reflex; 1d6 + 3 necrotic damage. Effect: The center square becomes a zone of necrotic energy that lasts until the end of the Cultist's next turn. Any creature entering or starting it's turn in the square takes 5 necrotic damage.

Riftleap (encounter; immediate interrupt, when targetted by a melee attack)
The cultist teleports 5 squares. The square it left becomes a Dark Energy square. The attacker is pulled into the Dark Energy Square.

C Riftswell (recharge 5 6; standard) • Necrotic
Close burst 5; all Dark Energy squares in the burst persist for another round. All allies in the burst deal 1d6 extra necrotic damage on their next attack before the end of the Cultist's next turn.

Alignment Unaligned Languages Common
Skills Arcana +6, Stealth +6
Str 11 (+1) Dex 11 (+1) Wis 11 (+1)
Con 11 (+1) Int 11 (+1) Cha 14 (+3)[/sblock]

1 Riftchanged Cultist, Level 4 Soldier (Custom monster)
[sblock]Riftchanged Cultist Level 4 Soldier
Medium natural humanoid XP 175
Initiative +5 Senses Perception +4
HP 54; Bloodied 27
AC 20; Fortitude 17; Reflex 15; Will 16
Speed 5

m Scythe Arm (at-will; standard) • Necrotic
+11 vs AC; 1d6 + 4 damage, 5 ongoing necrotic damage(save ends), and the target is marked until the end of the Cultist's next turn.

Mutate (encounter; standard)
Usable when bloodied. The Cultist gains 3d6+3 temporary hitpoints, +2 to all defenses, +1d6 damage to all attacks, vulnerable 5 radiant, and gains the Elemental and Demon types.

Alignment Chaotic Evil Languages Common
Skills Arcana +7, Athletics +11, Endurance +9
Str 18 (+6) Dex 12 (+3) Wis 14 (+4)
Con 14 (+4) Int 10 (+2) Cha 10 (+2)[/sblock]

Enemy setup: 1 Demonling is adjacent to Rifts 1, 2, and 3. The Skythewing is adjacent to rift 4. At the end of each round, roll a d4 for the number of Demonlings that come through the rifts. For each, roll another d4 to see which rift they come from. If the Demonling spawns at 4, it's a Scythewing, otherwise it's a Hunter.

If the main rift isn't closed at the end of 5 rounds, a second Gnarled Demon can be seen clawing its way through the abyss towards the mouth of the rift. It takes the Gnarled Demon 2 rounds after that to enter the battle. For purposes of attacks targeting it, the Demon is dazed until it exits the rift.

How it went: The party druid cranked his speed way up and rushed up ahead, where he took focused fire from the two Cultists, the Gnarled Demon, and a couple Demonlings. The others slogged their way slowly through the difficult terrain, battling Demonlings as they went.

Once they reached the main clearing, they went toe-to-toe with the Riftchanged cultist and the Gnarled Demon, harassed by Demonlings on every side and blasted by the Riftwalker Cultist. In intense fighting, they managed to take down the Riftchanged and the party swordmage started attempting to close the large rift.

The druid bled out since he was behind the enemy lines and at the time, the party had no leader to bring him back.

They managed to take down first Gnarled Demon - to a round of cheers - but the exultation was short-lived as the second Gnarled Demon became visible.

The swordmage and sorcerer busted out the arcana to try to close the rift, but the Gnarled Demon got through anyway. They managed to take it down by the skin of their teeth (and every encounter, daily, item daily, and all but 1 of their healing potions) - and still had the rifts open spitting out minions.

They managed to finish closing the main rift and, to their relief, saw one of the other rifts wink out. The swordmage managed to close a couple of the rifts, the last one winked out, and they barely dispatched the last minion.

Actual Difficulty: It was far harder than the initial xp value would have predicted. 1d4 minions around over 7-8 rounds of combat AND an extra elite made it much harder, especially since one of the players went down in round 1 and died in round 4.

How well did it work(on a scale of 1-10): 9. It was supposed to be hard and scary(I don't think fights vs demons should ever be "fun" or "easy"). I wasn't anticipating the druid bleeding out, so that was a bit of a bummer, but they pulled it off!
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This sounds cool. I'll do the encounters from the last few games. PCs are level 5-6.

Scenario: Coming across a goblin hunting party in the woods.
[sblock]Brief summary: Random encounter. PCs are travelling through Harken Forest; I roll a bunch of goblins coming back from a raid with an elven prisoner.

Area setup: I draw the map at the table on the fly. Terrain is forest with a road cutting through it, lots of difficult terrain. PCs made their Perception and Stealth checks, so they place their PCs down where they want after I show the path of the goblins.

Enemies: 20 goblins: 16 warriors (converted to minions), 2 sharpshooters, 1 hexer, 1 lolthbound goblin.

Enemy setup: They're headed back home in a column with an elven prisoner tied to a post, carried by two of them. As they cross the road, the sharpshooters take up a watch position.

How it went: The goblin warrior minons all targetted the elven ranger and brought him down, but they died pretty quickly. Good fight, wasn't supposed to be difficult. The PCs let one goblin go after working out a deal with him and rescued the elven prisoner.

Actual Difficulty: Not very.

How well did it work(on a scale of 1-10): 6. (1 sucks, 5 is good, 10 is best ever.)[/sblock]

Scenario: Front gate of Daggersburg Keep
[sblock]Brief summary: PCs assault the front gate of a ruined keep.

Area setup: A gatehouse over a small entrance. Gatehouse has murder holes. Leads into a ruined courtyard. Portcullis blocks the way in, though PCs can squeeze through it with a check.

Enemies: Two goblin cutters hiding in the gatehouse with some burning pitch, and a swarm of bloodweb spiders hiding with them.

Enemy setup: They're all hiding, waiting until PCs get into the gatehouse for the oil to be poured on them.

How it went: PCs got burned and bitten, but took care of the bad guys pretty quickly.

Actual Difficulty: Not very. More than expected because of the oil trap.

How well did it work(on a scale of 1-10): 4.[/sblock]

Scenario: Courtyard of Daggersburg Keep
[sblock]Brief summary: PCs enter the courtyard and spot some deathjump spiders lurking along the towers and battlements.

Area setup: A keep with a well in the middle, some ruined areas, the previously-mentioned gatehouse. Thick ropy spiderwebs strewn across the battlefield. Mostly open with a little difficult terrain.

Enemies: 4 deathjump spiders.

Enemy setup: 3 deathjump spiders hiding (but seen) at different points; one lurking in the well, to come out later.

How it went: Rather well. The spiders used their jumps and climbing/shift movement to target specific PCs. The combat alterted the goblins in the tower to the presence of the PCs.

Actual Difficulty: Moderate. One PC was downed with a crit.

How well did it work(on a scale of 1-10): 7. Pretty fun.[/sblock]

Scenario: Wailing Ghost
[sblock]Brief summary: The PCs encounter a banshee on the shore of an underground lake.

Area setup: A lake with deep cold water, a small shore, an alcove with a skeleton, and some stairs leading to a barred door. Darkness.

Enemies: One banshee.

Enemy setup: Banshee is hiding, waiting for the PCs to approach.

How it went: Very well. The PCs talked to the banshee instead of cutting her down.

Actual Difficulty: Hard. They probably could have killed her if they fought, but it would have been difficult.

How well did it work(on a scale of 1-10): 8. If all encounters were as good as this I'd be very happy.[/sblock]

Scenario: Dark Elf Archanomancer
[sblock]Brief summary: The PCs flee from the banshee into the drow's room, where she's ready for them.

Area setup: Bedroom with an altar, stairs leading up on the far side, PCs coming in through a door. Curtained area to the left of the door, drow across from the PCs.

Enemies: One drow archanomancer.

Enemy setup: Standing across from the PCs, about 25 feet.

How it went: Well. She dropped a zone on them that tore into the PCs and kept them away from her; her high defenses provided some level of protection, but it wasn't enough and she dropped quickly. PCs were seriously hurt and their resources badly depleted.

Actual Difficulty: Hard. There could have been a few deaths.

How well did it work(on a scale of 1-10): 7.[/sblock]
 
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Ths thread continues to kick ass. :) I'll post another.

Scenario:The Dark Lake
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XP Encounter Difficulty: Level 1 (party was 1st level, but there were 8 pcs)

Brief summary: The pcs are traveling along the edge of a lake in the Underdark when they are assaulted from the water.

Area setup: A wandering stone path, varying from 10’ to 30’ across, runs along the edge of a great subterranean lake. Water within 2 squares of the path is difficult terrain (about two to five feet deep) but it drops off rapidly, and pcs that end up further away from the path must swim.

Enemies:
4 giant crabs (level 4 soldiers)
2 blindheims (level 2 controllers)

Enemy setup: The crabs emerge first, attacking from the water. One blindheim attacks the rear pc from behind at the start of round 2; the other lurks off shore until a pc is separated from the others.

How it went: Fairly well. The blindheims were maddening, but once the pcs turned their attention to them, they cleaned up. The crabs were tough to hit, being 4th-level soldiers against 1st-level pcs.

Actual Difficulty: The crabs were tough and, iirc, dropped a couple of pcs, but the party had three leaders in it at that point, so they triumphed in the end. Still, I'd rate this as being around a 3rd level encounter in practice. Then again, the group was still really new to 4e and we were all still learning the ropes.

How well did it work(on a scale of 1-10): 6. It was unexpectedly tough, which was okay, but not the original intent.
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Here are the giant crabs I used:

[sblock]
GIANT CRAB Level 4 Soldier
Medium natural beast (aquatic) XP 175
---
Initiative +6 Senses Perception +4
HP 59; Bloodied 29
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 5
---
[Melee basic] Claw (standard; at will): +11 vs. AC; 2d8+4 damage.
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned Languages -
Str 16 Dex 15 Wis 15
Con 19 Int 1 Cha 5
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And here's my blindheim:
[sblock]
BLINDHEIM Level 2 Controller
Small natural magical beast XP 125
---
Initiative +3 Senses Perception +10; darkvision
HP 34; Bloodied 17
AC 16; Fortitude 12; Reflex 14; Will 16
Speed 6, swim 6
---
[Melee basic] Bite (standard; at will)
+7 vs. AC; 1d6+1 damage (1d6+6 vs. a blinded target).
[Ranged] Blinding Beams (minor; at will)
Range 16; +6 vs. Reflex; target is blinded until the end of its next turn, then suffers -1 on attack rolls (save ends).
[Area] Blinding Flash (standard; encounter)
Close blast 6; targets all creatures within the blast; +4 vs. Reflex; Hit: 2d6 radiant damage and target is blinded (save ends); Miss: Half damage and target suffers -1 on attack rolls (save ends).
---
Alignment unaligned Languages Blindheim
Skills Perception +10
Str 11 Dex 14 Wis 19
Con 10 Int 5 Cha 11
[/sblock]
 


Here's a relatively recent dungeon encounter that I ran:

Scenario: The mud pit

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XP Encounter Difficulty: Level 13 encounter vs. level 12? party

Brief summary: A dungeon room has collapsed into a mud pit, within which a pair of terrible monsters lurk.

Area setup: The room was about 40'x60' iirc. The mud pit was about 20'x20' in the center of the area. There is only one entrance to the room.

Enemies:
1 roper (R) (level 14 elite controller)
1 dire bunyip (level 15 elite brute)

Enemy setup: The dire bunyip is intially hiding in the mud pit. The roper is concealed at the edge of the room, looking like a lump of stone.

How it went: An excellent fight that really encouraged the pcs to try to fight from a distance. The fighter had to get in the muck and get into it by the end, though. The dire bunyip's roar recharged the round after it was first used, and it roared on round one and two. I don't think it ever managed to use drowning worry on anyone.

Actual Difficulty: About right.

How well did it work(on a scale of 1-10): 7.5. The monsters were a bit easier to defeat than I had expected. [/sblock]

Here's the dire bunyip:

[sblock]
DIRE BUNYIP Level 15 Elite Brute
Large natural beast (aquatic) XP 2400
---
Initiative +12 Senses Perception +12, low-light vision
HP 175; Bloodied 87
AC 29; Fortitude 29; Reflex 29; Will 27
Speed 6, swim 6
---
[Melee basic] Savage Bite (standard; at will)
+18 vs. AC; 4d8+6 damage.
[Melee] Muck Rake (standard; recharge 5 6)
+18 vs. AC; 4d8+6 damage, and the target is knocked prone.
[Melee] Drowning Worry (standard; recharges when the bunyip hits with its savage bite)
Only when target is in water; +16 vs. Fortitude; Hit: 6d6+7 damage and the target is knocked prone and held thrashing underwater (save ends). While held thrashing underwater, the target takes ongoing 10 damage and loses a healing surge at the start of its turn.
[Close] Roar (standard; recharge 5 6) Fear, Thunder
Close burst 6; attacks living enemies; +14 vs. Will; Hit: 5d10+6 thunder damage and the target is dazed (save ends); Miss: target suffers -1 on attack rolls until the end of its next turn.
Underwater Escape (immediate interrupt; when a creature without the aquatic keyword that is in the water hits the bunyip with a melee, close or area attack; recharges when the dire bunyip makes a melee attack)
The bunyip ducks under the water and gains Resist 10 against the triggering attack.
---
Alignment unaligned Languages Bunyip
Skills Athletics +19, Stealth +12
Str 25 Dex 20 Wis 20
Con 15 Int 9 Cha 18
[/sblock]
 

Lost Soul, were those encounters all relevant to some larger quest/adventure the PCs are on? To purge Daggersburg Keep perhaps.

Jester, I could see those Blindheims being frustrating. What exactly is a Blindheim. I've noticed that in the Monster Builder too - sometimes I'll read a monster and say "this thing seems neat/nasty/cool/whatever, but what the heck is it?

Speaking of, that Bunyip looks nasty "on paper". What is it? Was the mud just difficult terrain or did it impose any other disadvantages? I kinda dig the image of a tough battle slogging through waist-deep mud. Brings cool images to mind.
 

Jester, I could see those Blindheims being frustrating. What exactly is a Blindheim. I've noticed that in the Monster Builder too - sometimes I'll read a monster and say "this thing seems neat/nasty/cool/whatever, but what the heck is it?

Speaking of, that Bunyip looks nasty "on paper". What is it?

Blindheims are little frog-like humanoidish thingies that shoot blinding beams of light from their eyes. Bunyips are a semi-aquatic bean predator mammal beastie. Both are from the original Fiend Folio, and both made 2e; I don't know that either one ever officially got updated to 3e, but I used blindheims once or twice in the 3e era.

Was the mud just difficult terrain or did it impose any other disadvantages? I kinda dig the image of a tough battle slogging through waist-deep mud. Brings cool images to mind.

Really, the mud pit's other advantage was that it enabled the dire bunyip's drowning worry.
 




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