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Yoshi
![]() So if I have this right we are each making one encounter for a 5th level party involving whichever team we picked. Then run that encounter for everyone else here. That about right?
Ranger might work for a pirate as well and I guess i'll make a cleric then. ![]()
Yoshi
![]() We can do it that way with a one shot. If it were a whole adventure id want buildup first. Spy missions, diplomacy and interigation, political maneuvering, basic training. that sort of thing before the full conflict begins. Firearms are rather expensive and a full conflict requires a lot of funding. Prof. with firearms is one feat and you get them all so any class could use them by lv. 3 and if your close enough its still a touch attack. I prefer to keep 95% of NPCs as NPC classes so no army of gunslingers. It allows the PCs to stand out above everyone else. ![]()
Yoshi
![]() Me and my friend were talking about an Andorn game revolutionary america basically and the tensions with its neighbors. Lots of potential with a pre-war/waring area. Higher level encounters are more dificult and time consuming I wouldn't want to start in the double digits as I'm still new to this part of dnd. We should start with one adventure enough to level PCs at least once and see how this style of building with multi. People works out and expand from there. Start small get our barings and a feel for how everyone here thinks and designs a game. ![]()
![]() Application from Captain Moonscar
“The encounter takes place in an ancient ruin. The players have already gotten past a few rooms and defeated skeletal tribal-warriors, a zombie juju witch and a stone tiger construct. They have found a few ancient treasures and after getting past a deadly waterfall/javelin spear trap, they open a stone door and...” -Crocodiles Lair EL 5; An encounter intended for a party of 4th to 5th level - Draft: … They find themselves in an earthen chamber. Scattered vines are spread out along the walls and ceiling of this dimly lit room and a lone lantern rests on the wall near the entrance. The floor of this room quickly descends into a man-made pond, tall grass and other plant life reach out above the surface and several stones line up to create a path through the makeshift marshland. In order to progress into the next area PCs must make their way across the room, either taking the stepping stones or swimming across, then climb up the vines 20ft where a ledge awaits them with a rope-ladder that can be lowered down and a door leading into the next area. PCs traveling through this room soon realize that they are not alone. 3 hungry Crocodiles await them trained first to attack anyone with a light source. In addition a perception check is required to notice the false stone along the path. Any creature stepping onto this stone falls into the water a Reflex save allows them to make it to the next stone along the path unharmed. Any creature completely submerged into the water takes a -2 armor check penalty as their cloths retain water they also treat any steeping stones as slippery terrain; this penalty does not stack with an existing armor check penalty use the greater value of any that apply. This penalty lasts until the creature has an opportunity to dry itself.
The room is 60ft across and 30ft high from water level, the aquatic habitat is 30ft deep. Any creature traveling faster than half-speed across the stones must make an acrobatics check of fall into the water. This is a DC 5 check, or DC 10 acrobatics check if creature has fallen once already. The room is shrouded in darkness save for the lone lantern and any light source the PCs bring with them. Perception Check for the false stone is DC 15; and the vines have a Climb DC 15. If a crocodile is reduced to 1 quarter hit points or less it retreats using an underwater passage (several hundred feet) leading to the surface outside the dungeon. Encounter: 3 Crocodiles; Cr 2 each. See Bestiary.
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