Quixotic1
2022-09-27, 09:48 AM
A brief explanation: one session, 4 hours, five lvl3 characters.
They will most likely have to deal with 1-3 of the following, depending on their actions.
The rest of the game will include up to 1-3 other combats (one with a single and extremely powerful foe, one with a mob and one with two fairly powerful foes) and 1-2 high stakes primarily social encounters, along with a smattering of navigation, discovery, escape, etc.
5e is very new to me, and the way it differs from 3rd or Pathfinder 1st has me doubting a few things.
I want to challenge them but give them a reasonable chance at success. If a couple of them don't make it, that's fine. But overall, they should be able to pull through if they're attentive and make smart choices.
I mostly just looked at what I thought were staple monsters from the Manual and tried to stat up something that felt in the same ballpark.
And of course, there's no such thing as a "combat encounter"; combat is just one of the ways they can resolve the conflict. So there are very few instances where they have to fight, and none where they have to fight to the last if they'd rather try a different approach.
Into the Brambles (encounter)
Setting: a thorny hedge
Question: can they continue on their journey safely?
Establishing shot: "the moon filters through the dead, thorny vines above you. You push your way through the thicket, but then you hear it. A low, snuffling breath and a deep grunt. There is something here."
Conflict: there is a foul-tempered black boar with piglets nearby. There are pale, bloated spiders in the thicket.
Decision Points: combat, the hedge versus open ground, the piglets
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: the Pinetar Swamp, on the hilltop, the black grove
The boars are protecting their young (nature DC12 or perception DC16 to notice them) and will not enter the thicket. The spiders have advantage on anyone in the thicket and will not leave it.
Black boar (2): AC14, 34hp, 35ft, Str +2, Dex +1, Con +4, Int -4, Wis +1, Cha -3, perception +3 (advantage with scent), tusks +4 (1d8+2 slashing), charge (Str save DC12 or knocked prone, +1d8 damage), 450xp
Piglets (5), 0xp
Ghost spiders (9): AC13, 1hp, 15ft, perception 13, Str -5, Dex +3, Con +0, Int -5, Wis +1, Cha -5, Stealth +5 (advantage in thicket), bite +5 (1 piercing and poison- DC10 or disadvantage on two ability checks* for 1 hour. Each failed save adds one hour), 5xp
*Str and Con or Dex and Wis, depending on the path they're on
The Pinetar Swamp (encounter)
Setting: the Pinetar Swamp
Question: can they continue on their journey safely?
Establishing shot: "the light from your lanterns glances off the surface of still, cold water. The drone of flies grows louder. This must be the Pinetar Swamp."
Conflict: the howler eels are hungry. And the midges, too.
Decision Points: combat, finding solid ground, getting out of the water.
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: into the brambles, on the hilltop, the black grove
The eels hide in the murk and observe, hoping someone will fall in with them. If the PCs seem to be making good progress, the eels begin howling in an attempt to draw them in. Int (nature) DC14 reveals areas with saw grass are marshy (difficult terrain) and ares with pinkish-white flowers are not ground at all (Dex save DC16 or fall in).
Howler eels (6): AC13, 15hp, swim 30ft, perception 13, Str -1, Dex +2, Con -1, Int -3, Wis +1, Cha +1, bite +4 (2d4-1 piercing) or howl (Wis DC11 or disadvantage on Dex and Wis checks for 1 hour. Each failed save adds one hour), 100xp
On the Hilltop (encounter)
Setting: a small clearing
Question: can they continue on their journey safely?
Establishing shot: "the trees give way to a small clearing, the ground rising steeply before you. There is a hill in the center of the clearing, a ring stones at it's top jut from the grass like teeth in a broken grin."
Conflict: the spirits buried here are restless and envy the hot, steaming blood in their veins.
Decision Points: combat, the riddles and the barrows
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: into the brambles, the Pinetar Swamp, the black grove
There is ancient writing on three standing stones, if any can read them:
- "Cold gleam of gold entombed, we shall guard it from light of sun, star and moon."
- "For as long as my bones lie here, we shall stay. When they are gone, we must away."
- "Undying, unchanging, unending are we, 'til stout hearts and true shall come set us free."
If the seals are broken (Str DC15 or disable device DC13), the spirits are banished.
Carin wraiths (3): AC11, 16hp, 20ft, vulnerable to radiant, resistant to non-magic, immune to necrotic and poison, darkvision 120ft., perception 10, Str -5, Dex +1, Con +0, Int -3, Wis +0, Cha +3, fell blade +3 (2d6+1 necrotic and 2d6 cold), 100xp
The Black Grove (encounter)
Setting: a grove of ancient, gnarled trees.
Question: can they continue on their journey safely?
Establishing shot: "the trees here are different. Black and gnarled, like bitter old men. Maybe there was a fire? It's quiet here. No nightbirds, no crickets. Even the air feels still and heavy in this place."
Conflict: the trees are hungry. Their roots are strong and their leaves are sharp.
Decision Points: combat
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: into the brambles, the Pinetar Swamp, on the hilltop
The wicked spirit within the Hungry Tree can influence root and branch nearby (nature DC14 or perception DC16 to detect where the presence is coming from). The rooks are cruel and love eyes, but they will flee if reduced to half health.
Hungry tree (1): AC13, 59hp, 0ft, vulnerable to fire, resistant to piercing, slashing, necrotic and poison, perception 15, Str +4, Dex -5, Con +2, Int +0, Wis +3, Cha +2, root or branch +6 (1d6+4 bludgeoning and grappled DC14), reach 50ft. or sleep charm (Cha DC12 or fall asleep), 450xp.
Parliment of rooks (3): AC12, 24hp, fly 50ft, Str -2, Dex +2, Con -1, Int -4, Wis +1, Cha -2, perception +5, resistant to physical damage, beaks +4 (2d4 and Dex save DC12 or disadvantage on Dex and Wis checks for 1 hour), 50xp each
They will most likely have to deal with 1-3 of the following, depending on their actions.
The rest of the game will include up to 1-3 other combats (one with a single and extremely powerful foe, one with a mob and one with two fairly powerful foes) and 1-2 high stakes primarily social encounters, along with a smattering of navigation, discovery, escape, etc.
5e is very new to me, and the way it differs from 3rd or Pathfinder 1st has me doubting a few things.
I want to challenge them but give them a reasonable chance at success. If a couple of them don't make it, that's fine. But overall, they should be able to pull through if they're attentive and make smart choices.
I mostly just looked at what I thought were staple monsters from the Manual and tried to stat up something that felt in the same ballpark.
And of course, there's no such thing as a "combat encounter"; combat is just one of the ways they can resolve the conflict. So there are very few instances where they have to fight, and none where they have to fight to the last if they'd rather try a different approach.
Into the Brambles (encounter)
Setting: a thorny hedge
Question: can they continue on their journey safely?
Establishing shot: "the moon filters through the dead, thorny vines above you. You push your way through the thicket, but then you hear it. A low, snuffling breath and a deep grunt. There is something here."
Conflict: there is a foul-tempered black boar with piglets nearby. There are pale, bloated spiders in the thicket.
Decision Points: combat, the hedge versus open ground, the piglets
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: the Pinetar Swamp, on the hilltop, the black grove
The boars are protecting their young (nature DC12 or perception DC16 to notice them) and will not enter the thicket. The spiders have advantage on anyone in the thicket and will not leave it.
Black boar (2): AC14, 34hp, 35ft, Str +2, Dex +1, Con +4, Int -4, Wis +1, Cha -3, perception +3 (advantage with scent), tusks +4 (1d8+2 slashing), charge (Str save DC12 or knocked prone, +1d8 damage), 450xp
Piglets (5), 0xp
Ghost spiders (9): AC13, 1hp, 15ft, perception 13, Str -5, Dex +3, Con +0, Int -5, Wis +1, Cha -5, Stealth +5 (advantage in thicket), bite +5 (1 piercing and poison- DC10 or disadvantage on two ability checks* for 1 hour. Each failed save adds one hour), 5xp
*Str and Con or Dex and Wis, depending on the path they're on
The Pinetar Swamp (encounter)
Setting: the Pinetar Swamp
Question: can they continue on their journey safely?
Establishing shot: "the light from your lanterns glances off the surface of still, cold water. The drone of flies grows louder. This must be the Pinetar Swamp."
Conflict: the howler eels are hungry. And the midges, too.
Decision Points: combat, finding solid ground, getting out of the water.
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: into the brambles, on the hilltop, the black grove
The eels hide in the murk and observe, hoping someone will fall in with them. If the PCs seem to be making good progress, the eels begin howling in an attempt to draw them in. Int (nature) DC14 reveals areas with saw grass are marshy (difficult terrain) and ares with pinkish-white flowers are not ground at all (Dex save DC16 or fall in).
Howler eels (6): AC13, 15hp, swim 30ft, perception 13, Str -1, Dex +2, Con -1, Int -3, Wis +1, Cha +1, bite +4 (2d4-1 piercing) or howl (Wis DC11 or disadvantage on Dex and Wis checks for 1 hour. Each failed save adds one hour), 100xp
On the Hilltop (encounter)
Setting: a small clearing
Question: can they continue on their journey safely?
Establishing shot: "the trees give way to a small clearing, the ground rising steeply before you. There is a hill in the center of the clearing, a ring stones at it's top jut from the grass like teeth in a broken grin."
Conflict: the spirits buried here are restless and envy the hot, steaming blood in their veins.
Decision Points: combat, the riddles and the barrows
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: into the brambles, the Pinetar Swamp, the black grove
There is ancient writing on three standing stones, if any can read them:
- "Cold gleam of gold entombed, we shall guard it from light of sun, star and moon."
- "For as long as my bones lie here, we shall stay. When they are gone, we must away."
- "Undying, unchanging, unending are we, 'til stout hearts and true shall come set us free."
If the seals are broken (Str DC15 or disable device DC13), the spirits are banished.
Carin wraiths (3): AC11, 16hp, 20ft, vulnerable to radiant, resistant to non-magic, immune to necrotic and poison, darkvision 120ft., perception 10, Str -5, Dex +1, Con +0, Int -3, Wis +0, Cha +3, fell blade +3 (2d6+1 necrotic and 2d6 cold), 100xp
The Black Grove (encounter)
Setting: a grove of ancient, gnarled trees.
Question: can they continue on their journey safely?
Establishing shot: "the trees here are different. Black and gnarled, like bitter old men. Maybe there was a fire? It's quiet here. No nightbirds, no crickets. Even the air feels still and heavy in this place."
Conflict: the trees are hungry. Their roots are strong and their leaves are sharp.
Decision Points: combat
Goals/outcomes: they continue on their journey, are injured or drained or they perish
Exit points: into the brambles, the Pinetar Swamp, on the hilltop
The wicked spirit within the Hungry Tree can influence root and branch nearby (nature DC14 or perception DC16 to detect where the presence is coming from). The rooks are cruel and love eyes, but they will flee if reduced to half health.
Hungry tree (1): AC13, 59hp, 0ft, vulnerable to fire, resistant to piercing, slashing, necrotic and poison, perception 15, Str +4, Dex -5, Con +2, Int +0, Wis +3, Cha +2, root or branch +6 (1d6+4 bludgeoning and grappled DC14), reach 50ft. or sleep charm (Cha DC12 or fall asleep), 450xp.
Parliment of rooks (3): AC12, 24hp, fly 50ft, Str -2, Dex +2, Con -1, Int -4, Wis +1, Cha -2, perception +5, resistant to physical damage, beaks +4 (2d4 and Dex save DC12 or disadvantage on Dex and Wis checks for 1 hour), 50xp each