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| #1saramisNov 29, 2008 14:24:25 | These are the first monster's I've created. I don't want a TPK. The 6 person party is currently level 2, and at level one they handled the Irontooth encounter with no problem (KotS), so they are pretty a pretty strong group. Anyway, here's my encounter: Boromar Family Rogue Level: 3 Skirmisher Ability scores: Str: 14, Con: 10, Dex: 17, Int: 11, Wis: 10, Cha: 12 HP: 34, AC: 17, Ref 16, Will, 15, Fort 14, Init +6 Powers: Hand Crossbow (standard At-Will) * weapon ___Ranged 10/20; +7 vs AC; 1d6+3 Shortsword (standard at-will) * weapon ___+5 vs AC; 1d6+2 dmg, shift 1 square Poisoned Bolt (standard; encounter) * weapon ___Requires hand crossbow; ___Primary: Range 10/20 +7 vs AC; 1d6+3 dmg ___Secondary: +8 vs fortitude, ongoing 5 dmg and slowed (save ends both) Combat Advantage ___+1d6 with combat advantage. Skills: Stealth + 9, Streetwise +7, Thievery +9 Warforged Sneak Level 3 Skirmisher Ability scores: Str 14, Con:16, Dex: 16, Int 10, Wis 10, Cha 8, Init +4 HP: 40, AC: 17, Ref 15, Fort 15, Will 13 Powers: Mace (standard at-will) * weapon ___+6 vs AC; 1d8+2 dmg Dazing Strike (standard; encounter) * Weapon ___Requires mace. +6 vs AC; 1d8+5, target is dazed until next turn Warforged Resolve (minor, bloodied-only, encounter) ___Gain 10 temporary hit points Battlefield Tactics ___Gain +1 bonus to melee attacks if there is an ally adjacent to the target. Skills: Stealth +9, intimidate +6, Thievery +9 Callum Boromar Level 5 Controller (Leader) Ability scores: Str: 10, Con 11, Dex 18, Int 16, Wis 11, Cha 14 HP: 51, AC: 19, Ref 18, Will 17, Fort 15, Init +4 Powers: Dagger (standard at-will) * weapon ___Melee/Ranged 5/10; +10 vs AC; 1d4+4 dmg Dagger Storm (standard, encounter) * weapon ___Close Burst 5; +10 vs AC; 1d4+4 dmg, targets are marked Smoke Bomb (standard, encounter) ___Requires smoke bomb item. Area burst 3 within 10; All enemies within burst take -2 to attack rolls. The zone grants ___concealment to everyone throughout the encounter. Riposte (encounter, immediate interrupt when hit by a melee attack) ___The attack misses, make an attack +10 vs AC, 1d4+4 dmg Called strike (standard, encounter) ___Close Burst 5; up to 3 creatures (including Callum) make standard melee attacks. Invisibility Potion (standard, encounter) ___Become invisible until attack or end of encounter |
| #2skill_challengedNov 29, 2008 23:57:34 | Good Evening Saramis, Without knowing the exact makeup of your group, it doesn't seem to be an overly difficult encounter. With only 2 skirmishers and 1 leader equaling about 500 XP worth of Encounter Points, I would venture to say it's probably a little underpowered depending on the skill and tactics of your group. For example, a level 2 encounter for group of six 2nd level adventurers should be 750 encounter points and you're using only 2/3 of that. You might want to throw a brute or two in there to make it a little more challenging for you players. Good luck with your encounter. Let us know how it goes... |
| #3saramisNov 30, 2008 2:30:27 | Good Evening Saramis, Actually there are 4 rogues and 2 sneaks for a total of 6 n+1's and an n+3. My question was more about the individual monsters/NPCs rather than the encounter as a whole. Thanks for responding though! ![]() |