Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The 4e Solo Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 6247955" data-attributes="member: 20323"><p>[MENTION=1210]the Jester[/MENTION] Nice one! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Wear points? Your house rules are blowing my mind.</p><p></p><p>Here's a solo I wrote up and ran for Dragon Mountain: a Kobold Horde. It was supposed to be a level 11 solo that represented a running battle against countless kobolds, but the PCs undertook an improvised skill challenge to prepare defenses and control where the fight happened, so I narrated all their traps/plans devastating a bunch of kobolds, then down-leveled two levels to 9th. What's fun about it is that it blurs the line between combat and skill challenge. And, as one of my players said with a big grin, "this encounter smells like cheese."</p><p></p><p><span style="font-size: 15px"><strong>Kobold Horde</strong> --- Level 9 Solo Skirmisher</span></p><p>Gargantuan natural humanoid (swarm) --- XP 2,000</p><p>HP 368; Bloodied 184; Initiative +10</p><p>AC 23, Fort 21, Ref 22, Will 21; Perception +13 Darkvision</p><p>Resist half damage form melee and ranged attacks</p><p>Vulnable 5 close and area attacks</p><p>Saving Throws +5; Action Points 2</p><p></p><p><strong>TRAITS</strong></p><p></p><p><strong>From All Sides</strong></p><p>The kobold horde occupies an enormous undefined area, and it can move into and thru enemies' spaces and does not provoke opportunity attacks. It is considered to be adjacent to all enemies in the encounter at all times, and has combat advantage from flanking on opportunity attacks unless the PC succeeds a DC 25 Insight or Perception check.</p><p></p><p><strong>Swarm Attack</strong></p><p>At the start of each of the kobold horde's turns, all enemies in the encounter are grabbed, and the horde doesn't need to spend a minor action to sustain the grab. An enemy starting their turn grabbed by the horde takes 5 damage.</p><p></p><p><strong>Horde Immunities</strong></p><p>The kobold horde is immune to all conditions that don't originate from area effect, close blast, or close burst powers. However, conditions like dazed and stunned, even if they don't affect the horde, still cause it to let go of grabbed creatures. In addition, the horde may take 92 damage to shake of any condition.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p></p><p><strong>(melee basic) Any Weapon You've Got * At-Will</strong></p><p>+14 vs AC; Hit: 2d8+8 damage, knocked prone, and grabbed. Against targets granting combat advantage deal +2d8 damage.</p><p></p><p><strong>(melee) Overwhelming Surge * At-Will</strong></p><p>Effect: Make a melee basic attack against each enemy in the encounter. If an enemy was disarmed of a magic weapon (and it hasn't been reclaimed yet) then one of these attacks is made with that weapon.</p><p></p><p><strong>MOVE ACTIONS</strong></p><p></p><p><strong>The Horde Presses Down * At-Will</strong></p><p>Each enemy in the encounter must make a DC 25 Dungeoneering (find a safe passage out of path of kobolds), Intimidate (hold kobolds at bay), Perception (navigate quickly and safely thru tunnels ahead of kobolds), or Stealth (hide from kobolds) check. A failed check indicates the PC has been separated form the rest of the party, in addition to the following guidelines:</p><p>Dungeoneering - The PC is forced into a tight passage until the end of their next turn; while in the tight passage their speed is halved, they suffer -5 attack, and grant combat advantage.</p><p>Intimidate - The PC is restrained by kobolds until the end of their next turn, and the Kobold Horde gets a free basic attack against them.</p><p>Perception - The PC is forced into a trapped passage (roll on Random Trap Table in <a href="http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion-complete!)" target="_blank">DRAGON MOUNTAIN 4e</a>) and trigger the trap.</p><p>Stealth - The PC loses their current light source(s) and they are forced into a pitch black passage until the end of their next turn.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p></p><p><strong>(melee) Swarm the Fallen * At-Will</strong></p><p>Target all prone enemies in the encounter; +14 vs Fortitude; Hit: 2d8+8 damage and disarmed of one held item (if a light source it is extinguished).</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p></p><p><strong>Kobold Summons * Encounter</strong></p><p>Trigger: When first bloodied</p><p>Effect (No Action): One kobold (see <a href="http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion-complete!)" target="_blank">DRAGON MOUNTAIN 4e</a>) enters play adjacent to each enemy.</p><p></p><p>---</p><p></p><p>Skills Dungeoneering +13, Stealth +13, Thievery +13</p><p>Str 9 (+3) Dex 18 (+8) Wis 13 (+5)</p><p>Con 12 (+5) Int 9 (+3) Cha 9 (+3)</p><p>Alignment evil; Languages Draconic</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6247955, member: 20323"] [MENTION=1210]the Jester[/MENTION] Nice one! :) Wear points? Your house rules are blowing my mind. Here's a solo I wrote up and ran for Dragon Mountain: a Kobold Horde. It was supposed to be a level 11 solo that represented a running battle against countless kobolds, but the PCs undertook an improvised skill challenge to prepare defenses and control where the fight happened, so I narrated all their traps/plans devastating a bunch of kobolds, then down-leveled two levels to 9th. What's fun about it is that it blurs the line between combat and skill challenge. And, as one of my players said with a big grin, "this encounter smells like cheese." [size=4][b]Kobold Horde[/b] --- Level 9 Solo Skirmisher[/size] Gargantuan natural humanoid (swarm) --- XP 2,000 HP 368; Bloodied 184; Initiative +10 AC 23, Fort 21, Ref 22, Will 21; Perception +13 Darkvision Resist half damage form melee and ranged attacks Vulnable 5 close and area attacks Saving Throws +5; Action Points 2 [b]TRAITS[/b] [b]From All Sides[/b] The kobold horde occupies an enormous undefined area, and it can move into and thru enemies' spaces and does not provoke opportunity attacks. It is considered to be adjacent to all enemies in the encounter at all times, and has combat advantage from flanking on opportunity attacks unless the PC succeeds a DC 25 Insight or Perception check. [b]Swarm Attack[/b] At the start of each of the kobold horde's turns, all enemies in the encounter are grabbed, and the horde doesn't need to spend a minor action to sustain the grab. An enemy starting their turn grabbed by the horde takes 5 damage. [b]Horde Immunities[/b] The kobold horde is immune to all conditions that don't originate from area effect, close blast, or close burst powers. However, conditions like dazed and stunned, even if they don't affect the horde, still cause it to let go of grabbed creatures. In addition, the horde may take 92 damage to shake of any condition. [b]STANDARD ACTIONS[/b] [b](melee basic) Any Weapon You've Got * At-Will[/b] +14 vs AC; Hit: 2d8+8 damage, knocked prone, and grabbed. Against targets granting combat advantage deal +2d8 damage. [b](melee) Overwhelming Surge * At-Will[/b] Effect: Make a melee basic attack against each enemy in the encounter. If an enemy was disarmed of a magic weapon (and it hasn't been reclaimed yet) then one of these attacks is made with that weapon. [b]MOVE ACTIONS[/b] [b]The Horde Presses Down * At-Will[/b] Each enemy in the encounter must make a DC 25 Dungeoneering (find a safe passage out of path of kobolds), Intimidate (hold kobolds at bay), Perception (navigate quickly and safely thru tunnels ahead of kobolds), or Stealth (hide from kobolds) check. A failed check indicates the PC has been separated form the rest of the party, in addition to the following guidelines: Dungeoneering - The PC is forced into a tight passage until the end of their next turn; while in the tight passage their speed is halved, they suffer -5 attack, and grant combat advantage. Intimidate - The PC is restrained by kobolds until the end of their next turn, and the Kobold Horde gets a free basic attack against them. Perception - The PC is forced into a trapped passage (roll on Random Trap Table in [url=http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion-complete!)]DRAGON MOUNTAIN 4e[/url]) and trigger the trap. Stealth - The PC loses their current light source(s) and they are forced into a pitch black passage until the end of their next turn. [b]MINOR ACTIONS[/b] [b](melee) Swarm the Fallen * At-Will[/b] Target all prone enemies in the encounter; +14 vs Fortitude; Hit: 2d8+8 damage and disarmed of one held item (if a light source it is extinguished). [b]TRIGGERED ACTIONS[/b] [b]Kobold Summons * Encounter[/b] Trigger: When first bloodied Effect (No Action): One kobold (see [url=http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion-complete!)]DRAGON MOUNTAIN 4e[/url]) enters play adjacent to each enemy. --- Skills Dungeoneering +13, Stealth +13, Thievery +13 Str 9 (+3) Dex 18 (+8) Wis 13 (+5) Con 12 (+5) Int 9 (+3) Cha 9 (+3) Alignment evil; Languages Draconic [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The 4e Solo Thread
Top