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General Tabletop Discussion
*Dungeons & Dragons
Upper level limit solo encounter for this party...?
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<blockquote data-quote="Quickleaf" data-source="post: 6107161" data-attributes="member: 20323"><p>Good comments! <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=":)" /> Continuing with the spoiler tags...</p><p></p><p>[sblock]</p><p><strong>Bloodied</strong></p><p></p><p>Narratively, there's a couple ways I could explain it: The Planeshift Ritual Focus lending her strength. The dragon roars or rolls in her treasure and is rejuvenated (a monster's version of second wind). </p><p></p><p>And I'm using 'bloodied' as a breath weapon recharge trigger / trigger for worldbreaker powers already.</p><p></p><p>But maybe it makes more sense to have her third phase be the 'bloodied' phase (for PC power purposes) as per AngryDM's suggestion?</p><p></p><p><strong>Defenses</strong></p><p></p><p></p><p></p><p>I am using L+14 for AC and L+12 for NADs (and giving her a slightly higher Will since she's a mage). This is how the old solos were done in the offline Monster Builder (with an extra +2 to defenses, which was subsequently dropped in newer monster design). I wanted to give Infyrana the "Blur" spell which she casts before PCs' arrive, since her schtick is "paranoid red dragon mage with divination powers", but I didn't want her to have total concealment against PCs further than 5 squares for the *entire* fight. Instead, I put that concealment part of "Blur" into the <em>Minor Globe of Invulnerability</em> - which only is in play during stage 1 - and gave her +2 all defenses for the rest of the fight. But that's just justification for getting to what I feel are the *right* to-hit values for the party, which I think is around 50% for a boss (higher for melee warriors, with combat advantage, or with attack bonus-granting powers).</p><p></p><p>Note: I am considering about changing her higher NAD during the stages, but not yet sure how to work that in narratively...</p><p></p><p><strong>Damage</strong></p><p></p><p></p><p></p><p></p><p>Hold on, the damage values I'm using are the updated ones from Sly Flourish's DM Cheat Sheet: <a href="http://slyflourish.com/master_dm_sheet.pdf" target="_blank">http://slyflourish.com/master_dm_sheet.pdf</a>. For 14th level that means (taking into account the updated DMG damage expression table from <a href="http://www.wizards.com/dnd/files/UpdateDMG.pdf" target="_blank">http://www.wizards.com/dnd/files/UpdateDMG.pdf</a>):</p><p></p><p><span style="color: DarkOrange">Low 2d8+7 (average 16) - the multi-target base damage for an at-will</span></p><p><span style="color: DarkOrange">Medium 3d6+12 (average 22) - the single target base damage for an at-will</span></p><p><span style="color: DarkOrange">High 3d6+17 (average 27)</span></p><p><span style="color: DarkOrange">High Limited 3d6+22 (average 32)</span></p><p></p><p>So yes, Beguiling Strands is probably too low but maybe it should be around 16 average, not 21...at least using latest guidelines. But her Breath Weapon averages 25 (more than Medium), which is about +50% from 16. But [MENTION=6696971]Manbearcat[/MENTION] you're saying it should be closer to High Limited. Why so high? Am I determining it wrong somehow? Is the Sly Flourish sheet out of date? Am I misinterpreting it?</p><p> [MENTION=82555]the[/MENTION]Jester I like your guideline that a solo should be doing the damage of 5 monsters - very useful guideline. <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=":)" /></p><p></p><p>Thanks for the comments about adding miss effects...will incorporate that into my revision.</p><p></p><p><strong>Other Comments</strong></p><p></p><p></p><p>Thanks <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=":)" /> Yes, I'm saving that stuff for stage 2 which is fire-themed. The basic idea is that Infyrana is heating up sort of like a volcano dragon from MM3, so during stage 1 there's less of this, but then the s&! hits the fan in stage 2.</p><p></p><p></p><p>No, I didn't have a range in mind on the Arcana checks for deactivating the <em>Minor Globe of Invulnerability</em>, but my intent is that the casters - who will probably be at range - can attempt it so long as they have line of sight to the globe.</p><p></p><p></p><p>I like that idea... Right now I have it as part of her stage 2 & 3 aura - she deals fire damage to anyone adjacent, but if they have fire resistance instead of taking damage they lose that resistance while in the aura. But your suggestion would let her do it at range. The party will definitely have some kind of Mass Resistance to fire cast on them before facing Infyrana, but I worry that stripping it away permanently would be too punitive. Maybe an "until end of next turn" or "save ends" effect?</p><p></p><p></p><p>OK, the idea is that her stage 2 is a Skirmisher with a fiery aura, so she'll *want* to be in close with the PCs at the stage transition. So I'm not sure how to incorporate an "ultimate escape" ability between stage 1 and 2 and have it be coherent. Any ideas?</p><p></p><p></p><p>No. I had planned to have Infyrana try to trick them another way, but as it turns out the party may have presented a better option. I'm still figuring it out, but it should be devious fun. We game this coming weekend and I'll post how it goes. <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=":)" /></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6107161, member: 20323"] Good comments! :) Continuing with the spoiler tags... [sblock] [b]Bloodied[/b] Narratively, there's a couple ways I could explain it: The Planeshift Ritual Focus lending her strength. The dragon roars or rolls in her treasure and is rejuvenated (a monster's version of second wind). And I'm using 'bloodied' as a breath weapon recharge trigger / trigger for worldbreaker powers already. But maybe it makes more sense to have her third phase be the 'bloodied' phase (for PC power purposes) as per AngryDM's suggestion? [b]Defenses[/b] I am using L+14 for AC and L+12 for NADs (and giving her a slightly higher Will since she's a mage). This is how the old solos were done in the offline Monster Builder (with an extra +2 to defenses, which was subsequently dropped in newer monster design). I wanted to give Infyrana the "Blur" spell which she casts before PCs' arrive, since her schtick is "paranoid red dragon mage with divination powers", but I didn't want her to have total concealment against PCs further than 5 squares for the *entire* fight. Instead, I put that concealment part of "Blur" into the [I]Minor Globe of Invulnerability[/i] - which only is in play during stage 1 - and gave her +2 all defenses for the rest of the fight. But that's just justification for getting to what I feel are the *right* to-hit values for the party, which I think is around 50% for a boss (higher for melee warriors, with combat advantage, or with attack bonus-granting powers). Note: I am considering about changing her higher NAD during the stages, but not yet sure how to work that in narratively... [b]Damage[/b] Hold on, the damage values I'm using are the updated ones from Sly Flourish's DM Cheat Sheet: [url]http://slyflourish.com/master_dm_sheet.pdf[/url]. For 14th level that means (taking into account the updated DMG damage expression table from [URL]http://www.wizards.com/dnd/files/UpdateDMG.pdf[/URL]): [COLOR=DarkOrange]Low 2d8+7 (average 16) - the multi-target base damage for an at-will Medium 3d6+12 (average 22) - the single target base damage for an at-will High 3d6+17 (average 27) High Limited 3d6+22 (average 32)[/COLOR] So yes, Beguiling Strands is probably too low but maybe it should be around 16 average, not 21...at least using latest guidelines. But her Breath Weapon averages 25 (more than Medium), which is about +50% from 16. But [MENTION=6696971]Manbearcat[/MENTION] you're saying it should be closer to High Limited. Why so high? Am I determining it wrong somehow? Is the Sly Flourish sheet out of date? Am I misinterpreting it? [MENTION=82555]the[/MENTION]Jester I like your guideline that a solo should be doing the damage of 5 monsters - very useful guideline. :) Thanks for the comments about adding miss effects...will incorporate that into my revision. [B]Other Comments[/B] Thanks :) Yes, I'm saving that stuff for stage 2 which is fire-themed. The basic idea is that Infyrana is heating up sort of like a volcano dragon from MM3, so during stage 1 there's less of this, but then the s&! hits the fan in stage 2. No, I didn't have a range in mind on the Arcana checks for deactivating the [I]Minor Globe of Invulnerability[/i], but my intent is that the casters - who will probably be at range - can attempt it so long as they have line of sight to the globe. I like that idea... Right now I have it as part of her stage 2 & 3 aura - she deals fire damage to anyone adjacent, but if they have fire resistance instead of taking damage they lose that resistance while in the aura. But your suggestion would let her do it at range. The party will definitely have some kind of Mass Resistance to fire cast on them before facing Infyrana, but I worry that stripping it away permanently would be too punitive. Maybe an "until end of next turn" or "save ends" effect? OK, the idea is that her stage 2 is a Skirmisher with a fiery aura, so she'll *want* to be in close with the PCs at the stage transition. So I'm not sure how to incorporate an "ultimate escape" ability between stage 1 and 2 and have it be coherent. Any ideas? No. I had planned to have Infyrana try to trick them another way, but as it turns out the party may have presented a better option. I'm still figuring it out, but it should be devious fun. We game this coming weekend and I'll post how it goes. :) [/sblock] [/QUOTE]
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Upper level limit solo encounter for this party...?
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