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Shadowdark - A few beginner's questions
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<blockquote data-quote="JohnF" data-source="post: 9064041" data-attributes="member: 88851"><p>Because there's no XP for killing monsters, PCs are better off outwitting or outrunning them if they're tough. So, the short adventures for 3rd level characters are technically less lethal if LV 1 PCs don't use the 5e mindset of slaying every creature they meet. (And the DM might want to be aware of lessening the severity of very damaging traps, too.)</p><p></p><p>The mini-adventure "The Hidden Leprechaun Hollow" is a perfect example of that. I've run it with 4 LV 1 PCs, and no one got hurt that badly. Several of the monsters in the Hollow could easily slaughter low-level PCs, but there are other more amusing things they could do to PCs, and the PCs have other non-lethal ways to go about succeeding (most of the monsters have motivations to exploit). It's a fun little romp with real-time pressure (2 <em>real</em> hours, or else)! A great first adventure for you all to try! </p><p></p><p>And once the adventure is done, make sure you give the players a chance to go carousing for laughs and more XP!</p><p></p><p>Of course, if your group <em>must</em> fight all monsters to the death or it isn't D&D to them, don't use a mini-adventure. Roll up a small or medium adventuring site as per page 130, and use 1-3 each of any of these monsters:</p><p></p><p>[SPOILER]</p><p>LV 0</p><p>Jellyfish</p><p>Kobold</p><p>Rat</p><p>Scorpion</p><p>Spider</p><p>Sting Barnacle (MM)</p><p></p><p>LV 1</p><p>Acolyte</p><p>Apprentice </p><p>Badger</p><p>Bandit</p><p>Beastman </p><p>Centipede, Giant</p><p>Darkmantle</p><p>Fairy </p><p>Fungibold (MM)</p><p>Goblin</p><p>Guard </p><p>Mastiff</p><p>Orc</p><p>Peasant</p><p>Pirate</p><p>Rat, Giant</p><p>Skrell (CS1)</p><p>Snake, Cobra</p><p>Stingbat</p><p>Tar Bat (CS1)</p><p>Thug</p><p>Vulture</p><p></p><p>LV 2</p><p>Animated Armor</p><p>Ape</p><p>Bat, Giant </p><p>Berserker</p><p>Bogthorn (CS1)</p><p>Camel</p><p>Cultist</p><p>Deep One</p><p>Demon, Dretch</p><p>Devil, Imp </p><p>Drow</p><p>Duergar</p><p>Dung Beetle, Giant</p><p>Elf</p><p>Frog, Giant</p><p>Ghoul</p><p>Gnoll</p><p>Gray Ooze</p><p>Hexling (CS1)</p><p>Hobgoblin </p><p>Horse</p><p>Leech, Giant</p><p>Lizardfolk</p><p>Merfolk </p><p>Rat, Dire</p><p>Rot Flower</p><p>Sahuagin</p><p>Skeleton</p><p>Soldier</p><p>Spider, Swarm</p><p>Velociraptor </p><p>Violet Fungus</p><p>Wasp, Giant</p><p>Will-O’-Wisp</p><p>Wolf</p><p>Zombie</p><p>[/SPOILER]</p><p></p><p>Additionally, I've found that a solo boss monster could be as high as LV 4-6 vs. a party of 4-5 LV 1 PCs without it <em>necessarily</em> leading to a TPK.</p><p></p><p></p><p>Stabilizing stops the dying condition, but not the condition of being unconscious. The PC needs at least one HP from their roll of a natural 20, a healing spell, a potion, a ranger's salve, a boon, whatever. "A character who goes above 0 HP wakes up and is no longer dying."</p><p></p><p>That said, if you find that rule would be frustrating to players, just come up with your own version of waking them up with an automatic 1 HP. Should be fine.</p></blockquote><p></p>
[QUOTE="JohnF, post: 9064041, member: 88851"] Because there's no XP for killing monsters, PCs are better off outwitting or outrunning them if they're tough. So, the short adventures for 3rd level characters are technically less lethal if LV 1 PCs don't use the 5e mindset of slaying every creature they meet. (And the DM might want to be aware of lessening the severity of very damaging traps, too.) The mini-adventure "The Hidden Leprechaun Hollow" is a perfect example of that. I've run it with 4 LV 1 PCs, and no one got hurt that badly. Several of the monsters in the Hollow could easily slaughter low-level PCs, but there are other more amusing things they could do to PCs, and the PCs have other non-lethal ways to go about succeeding (most of the monsters have motivations to exploit). It's a fun little romp with real-time pressure (2 [I]real[/I] hours, or else)! A great first adventure for you all to try! And once the adventure is done, make sure you give the players a chance to go carousing for laughs and more XP! Of course, if your group [I]must[/I] fight all monsters to the death or it isn't D&D to them, don't use a mini-adventure. Roll up a small or medium adventuring site as per page 130, and use 1-3 each of any of these monsters: [SPOILER] LV 0 Jellyfish Kobold Rat Scorpion Spider Sting Barnacle (MM) LV 1 Acolyte Apprentice Badger Bandit Beastman Centipede, Giant Darkmantle Fairy Fungibold (MM) Goblin Guard Mastiff Orc Peasant Pirate Rat, Giant Skrell (CS1) Snake, Cobra Stingbat Tar Bat (CS1) Thug Vulture LV 2 Animated Armor Ape Bat, Giant Berserker Bogthorn (CS1) Camel Cultist Deep One Demon, Dretch Devil, Imp Drow Duergar Dung Beetle, Giant Elf Frog, Giant Ghoul Gnoll Gray Ooze Hexling (CS1) Hobgoblin Horse Leech, Giant Lizardfolk Merfolk Rat, Dire Rot Flower Sahuagin Skeleton Soldier Spider, Swarm Velociraptor Violet Fungus Wasp, Giant Will-O’-Wisp Wolf Zombie [/SPOILER] Additionally, I've found that a solo boss monster could be as high as LV 4-6 vs. a party of 4-5 LV 1 PCs without it [I]necessarily[/I] leading to a TPK. Stabilizing stops the dying condition, but not the condition of being unconscious. The PC needs at least one HP from their roll of a natural 20, a healing spell, a potion, a ranger's salve, a boon, whatever. "A character who goes above 0 HP wakes up and is no longer dying." That said, if you find that rule would be frustrating to players, just come up with your own version of waking them up with an automatic 1 HP. Should be fine. [/QUOTE]
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