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*Pathfinder & Starfinder
(SPOILERS) Tweaking Last Night's D&D Encounters Session
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<blockquote data-quote="the Jester" data-source="post: 5174455" data-attributes="member: 1210"><p>First off, if you've yet to play this weeks Encounters session and you're going to, go away! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I've been running D&D Encounters at the FLGS, and last night was the most recent session, with the hardest fight so far. The pcs (still first level) were scheduled to fight:</p><p></p><p>4 wisp wraiths (level 1 minions)</p><p>1 corruption corpse (level 4 artillery)</p><p>3 zombies (level 2 brutes)</p><p>1 lifedrinker specter (level 4 lurker)</p><p></p><p>The assumption is that there are 5 pcs. If you play with a "weak" party- including if you're down one player- you're supposed to drop one of the lowest level monsters. </p><p></p><p>We actually only had <em>three</em> players, so I changed the encounter around a bit more than that. I could have simply dropped two zombies- but that seemed like it was thinning out the encounter an awful lot. So instead I swapped all three zombies out for 4 1st-level zombie rotters. It made for a "shambling horde of undead" kind of effect that worked really well, with the pcs getting desperate and having a pretty close fight. They never did figure out the encounter's "trick", which would disable the specter's aura (aura 2; an enemy that starts its turn in the aura takes 5 necrotic damage) and disable its regeneration 5- but they focused on the specter and killed it fairly quickly anyhow! By that time they were pretty beat up and the warden went down, so I had the ghost appear and grant them a minor boon that seemed about balanced with the "end aura/regeneration" effect and let each pc heal 10 hit points. </p><p></p><p>It was still close. It came down to a badly wounded corruption corpse against a badly wounded sorcerer, with everyone else down. </p><p></p><p>The three characters were a dwarf fighter, a warden (can't recall the race) and an elven sorcerer. Last week, the only thing the sorcerer got to do was roll death saves- he got knocked out before he even got to act- so it's cool that this week he got to be the hero. Especially because that player pretty much ALWAYS plays fighters or similar characters, so I'm glad he got some good use out of his sorcerer this time.</p><p></p><p>Anyone else tweak this encounter? How did it go for you?</p></blockquote><p></p>
[QUOTE="the Jester, post: 5174455, member: 1210"] First off, if you've yet to play this weeks Encounters session and you're going to, go away! :D I've been running D&D Encounters at the FLGS, and last night was the most recent session, with the hardest fight so far. The pcs (still first level) were scheduled to fight: 4 wisp wraiths (level 1 minions) 1 corruption corpse (level 4 artillery) 3 zombies (level 2 brutes) 1 lifedrinker specter (level 4 lurker) The assumption is that there are 5 pcs. If you play with a "weak" party- including if you're down one player- you're supposed to drop one of the lowest level monsters. We actually only had [i]three[/i] players, so I changed the encounter around a bit more than that. I could have simply dropped two zombies- but that seemed like it was thinning out the encounter an awful lot. So instead I swapped all three zombies out for 4 1st-level zombie rotters. It made for a "shambling horde of undead" kind of effect that worked really well, with the pcs getting desperate and having a pretty close fight. They never did figure out the encounter's "trick", which would disable the specter's aura (aura 2; an enemy that starts its turn in the aura takes 5 necrotic damage) and disable its regeneration 5- but they focused on the specter and killed it fairly quickly anyhow! By that time they were pretty beat up and the warden went down, so I had the ghost appear and grant them a minor boon that seemed about balanced with the "end aura/regeneration" effect and let each pc heal 10 hit points. It was still close. It came down to a badly wounded corruption corpse against a badly wounded sorcerer, with everyone else down. The three characters were a dwarf fighter, a warden (can't recall the race) and an elven sorcerer. Last week, the only thing the sorcerer got to do was roll death saves- he got knocked out before he even got to act- so it's cool that this week he got to be the hero. Especially because that player pretty much ALWAYS plays fighters or similar characters, so I'm glad he got some good use out of his sorcerer this time. Anyone else tweak this encounter? How did it go for you? [/QUOTE]
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(SPOILERS) Tweaking Last Night's D&D Encounters Session
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