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![]() Not everything is that bad, you for example are currently fighting gnolls, a "PC" (in terms of power) race. This encounter table is designed to vary sharply in power curve, however if you do take "reasonable" precautions (such as a watch every night and the like) you shouldn't be surprised by the "big boys". None of them have stealth whatsoever, basically if it's big it's going to have a hard time sneaking up on you. In other words you have time to escape if need be. ![]()
![]() The Red Woman moves forward and attacks, she seems to glow with a blood red Aura... Then she leaps in and attacks mercilessly... She slaughter's a Hyena with ease. Hyena 1 will save1d20 + 1 ⇒ (10) + 1 = 11 attack 1 (dual wield)1d20 + 8 ⇒ (10) + 8 = 18
damage (main hand)1d4 + 1 + 3 ⇒ (4) + 1 + 3 = 8
The shot misses from Zander's rifle... And a gnoll runs up and aims with his javelin at Jimara... attack1d20 + 1 ⇒ (8) + 1 = 9 damage1d8 + 2 ⇒ (7) + 2 = 9 And misses, the rest of the gnolls and hyena gang up on the woman... attack 11d20 + 3 ⇒ (19) + 3 = 22 damage1d8 + 2 ⇒ (7) + 2 = 9 attack 21d20 + 3 ⇒ (4) + 3 = 7 damage1d8 + 2 ⇒ (1) + 2 = 3 attack 31d20 + 3 ⇒ (20) + 3 = 23 damage1d8 + 2 ⇒ (2) + 2 = 4 Hyena attack 11d20 + 3 ⇒ (7) + 3 = 10 damage1d6 + 3 ⇒ (5) + 3 = 8 Gnoll crit confirm1d20 + 3 ⇒ (11) + 3 = 14 Two gnolls strike her with their spears but it doesn't seem to slow her down... Indeed the pulsaating aura that surrounds her begins to eerily look like fresh blood... Then you realize that it is. ![]()
![]() The group follows the tracks... "roll of doom"1d100 ⇒ 77 2d6 ⇒ (4, 2) = 6
The group crests a sand dune and before them see a battle being waged, a strange robed figure who wields dual kukris engages with a force of gnolls, by your count six and 2 hyenas... roll Initiative everyone
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![]() Not a mulligan, their is plenty on that table that can kill your party at your current level... Some things should not be fought, also however remember that their are ways equalize a fight. If you want to lure a troll into a deep gorge and drop one ton of acid on him to kill him I would go with that (so long as you could find and transport said acid). Be cunning, be smart and be ruthless in the wastes. ![]()
![]() You do have 2 free potions of cure lights wounds each and yes running is an option... Note that some of the content in the table comes from the monster codex, this particular example you are facing is a troll who attended "college" (four levels of barbarian)... Another note is that many traditional monsters (such as trolls) will be reflavored as mana wastes mutants... ![]()
![]() Thunderscape rules for weapon sizes. will save1d20 + 8 ⇒ (14) + 8 = 22 The Golemoid and gnome successfully strike at the massive mutant... Before their eyes however the creature's wounds start to reseal... The creature not terribly wounded but visibility enraged strikes the Golem with it's claws... attack 1d20 + 17 ⇒ (19) + 17 = 36, damage1d6 + 17 ⇒ (1) + 17 = 18 ![]()
![]() Sense Jimara already detected it no reason James... As you all turn at Jimara's warning you see the creature... It is a massive green skinned creature with strange, blue and purple warts... It leers at you hungrily. Knowledge local, dc 20:
This is one of the "big ones" mutants so warped in size and strength that they are akin to troll... These mutants are among the most powerful of their kind, feared and dreaded by all... Knowledge dungeoneering dc 15: This is one of the "big ones" mutants so warped in size and strength that they are akin to troll... These mutants are among the most powerful of their kind, feared and dreaded by all... ![]()
![]() Considering the encounter table I rolled up takes inspiration from Dark Sun tables... Yes I needed to warn you, but since you seem to want one... You find no trace of the Ironbloom mushrooms in the pond... encounter table roll1d100 ⇒ 88 perception check dc 15: You hear the sound of something big moving towards you somewhere within a 100 feet of you... ![]()
![]() You all setup camp near the silt pond... As the sun rises overhead you awaken groggily... A note from now on whenever you make camp/rest an "encounter roll" will be made, this is to simulate the dangers of the Mana Wastes and may be far above the group's CR... In other words running may be advisable... ![]()
![]() random roll1d10 ⇒ 4 As you all move forward you have clear sight of the objective but it will take one day to get their at your present pace... You come across a small, stagnant pool of water and see a faint glow under some rocks... Night falls and makes the glowing even more obvious... Make the survivial check only if you lift the rocks up, Jimara your previous survival check means that effectively you won't get lost for the journey to the next objective. You will need to roll a new one for this. Survival: You find Glowmold, a form of mutant mold found in the Mana Wastes that can serve as a light source for three days before failing. ![]()
![]() The apothecary looks at you and speaks, "the malady has claimed many, I suspect it is a mana plague of some sort as mutants seem unaffected by it. The plague is so far local. As for where to get what you need I have directions prepared..." Jimara:
This definitely sounds to you like a dreaded mana plague, mana plagues are maladies of varying degrees of lethality spawned from the mana wastes. James:
These all sound like the hardy, resilient and magically altered plants that are native to the mana wastes which has a very unique and unnatural ecology. Directions: Warpwood would likely be found north in the wastes, any warpwood trees would inevitable grow near the few remaining sources of water. The closet source of water would be the Silt Pond, five miles due north and west. Ironbloom mushrooms would be located in one of the few, deep, damp grottos left in the wastes. I do know of these grottos other then that they exist. Rat's tail is something that the Sand Stalker, a mutant who lurks ten miles west and north of here might know of. Be careful she isn't known for being nice or friendly and she will ask for something in return for her knowledge... Finding her may take some time, she is nomadic but generally moves around a ten-20 mile radius. ![]()
![]() This is still golorian but you basically won't be going out of Alkenstar, as such you can pretty much consider the place to be it's own isolated universe of sorts... The bartender awakens suddenly and hearing Winchester speak talks in a burly voice, his fat, human frame making him winded. "If your looking to do the apothecary job I can tell you where to go... Best set of directions here in these parts." Sense motive 15: The Bartender isn't lying to you or trying to deceive you but he is...anxious.
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