| Dox of the ParaDox twins |
My second level party made it into a dwarvern village of my design and I plan on having them have issues in the mines (cliche I know if anyone has better ideas I'd love to hear them) and I need some monsters that would make a good encounter, my party consists of a rogue, paladin, barbarian, sorcerer, druid, bard, brawler, and gunslinger. (Not optimized any of them) I know it's a large party I can't help it it's a school club I run and have no other choice.
| Dox of the ParaDox twins |
but as long as it doesn't need to be done right away i can help design some encounters if you would like but its gata wait a few hours heading off to work in a few
Yeah that would be great, no time crunch I have until the Thursday after thanksgiving so I got a while.
Andre I do kinda like the idea of ankhegs
| Drejk |
I like the idea but their first level was spent in a crypt so I'd like to stay away from undead
Reasonable.
Giant ants? Fire beetles? (a fire beetle with advanced template and burrow speed of 20 ft. is even called "mining beetle")
Giant centipedes/cockroaches?
Dire rats or small giant spiders? All adventurers worth their salts should have an encounter with dire rats or giant spiders early in their career!
A patrol of vegepygmies that came from beneath the mine.
| Azothath |
on the left of this webpage is Adventures, then Adventure Finder which is useful for targeting a level. Scenarios link is above that (see below). The only oddball thing is the Adventure Finder search is literal using descriptive text rather than actual levels that can run in an adventure. So a level 1-5 will show up at levels 1 and 4 but not 2, 3, 5. It is handy for targeting level appropriate adventures but use odd numbers (at or below APL of group) and the even number at or below the APL of the group (a bit of hunting).
Lower down on the left is Pathfinder Society, then Scenarios. That will go to a Scenarios page and clicking Seasons will list them by Season.
| Azothath |
Off the top of my head; dwarves, mines, etc Lvl 1-5
#35 (change to dwarves), 37, 45, 4-17(lvl 5-9), 4-18(change lead to dwarf), 6-12,14,16(jungle), 6-21(lvl 5-9)(change to prime mtrl), 6-22 change town but mostly social...
on the newbie side there are Quests which are designed for new players. You could adapt those but location is not static (PCs travel about).
Mr. Bonkers
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The mentioned Cave Fisher could lead to a fun encounter: Let it start higher then them (an alcove or something), and if it manages a surprise round, string one PC up. Then every round, pull that PC up and have the rest try to either take it down on grab hold of the PC. The PC itself can try to get himself/herself free or prepare for close combat when it is all the way up.
Another thing you could fill the caves with are Gremlins. These buggers are all low on health, but have nasty abilities. Dwarves also hate them, because they tend to destroy stuff for fun. Most of them have low damage output, so you could fill the entire mine with them without seriously putting your party in danger. Jinkins tend to curse stuff and people, Pugwampis are everyone's bane, Nuglubs are their strongmen (be careful with these, they can hit hard), Hobkins redirect ineffective attacks towards other people/things, and Nunos curse anyone automatically that does something that harms their lifestyle. Also, the last one is capable of training/commanding Ants, if you want to mix it up a bit.
| Lady-J |
ok im back from work ill need a run down of what exp level they are at right now(fresh lvl 2 or half way to level 3 nearly at level 3 some were in between) and what level you would like them to be at after all of this is done and i can design a few encounters and maybe even a boss fight if you would like
| Lady-J |
heres what i got so far
kobold warrior x4
cr 1 300 exp
warrior 3
LE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +8 ,
DEFENSE
AC 18, touch 12, flat-footed 17 (+4 armor, +1 shield +1 Dex, +1 natural, +1 size)
hp 30 (3d10)
Fort +3, Ref +2, Will 0
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d6–1/19-20)
STATISTICS
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +1; CMD 12
Feats Skill Focus (Perception) improved initiative
Skills Craft (trapmaking) +6, Perception +7, Stealth +9; Racial Modifiers+2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Draconic
SQ crafty
crafty (Ex)
Craft (trapmaking) and Stealth are always class skills for a kobold.
Loot per kobold small longsword, small chain shirt, small light steal shield and a small cracked ruby worth 10gp
kobold leader
cr 2 600exp
barbarian 3
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 19(17 in rage), touch 12 (10 in rage), flat-footed 18 (16 in rage) (+6 armor, +1 Dex, +1 natural, +1 size)
hp 39 (3d12+3)
Fort +5, Ref +2, Will +2(+4 in rage)
OFFENSE
Speed 30 ft.
Melee great club +4 (1d8+5/x2) in rage +6 (1d8+7/x2)
STATISTICS
Str 12, Dex 13, Con 12, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 15
Feats Skill Focus (Perception) power attack
Skills Craft (trapmaking) +6, Perception +11, Stealth +11; Racial Modifiers+2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Draconic
SQ crafty , fast movement +10, rage, uncanny dodge, trap sense +1 superstitious
crafty (Ex)
Craft (trapmaking) and Stealth are always class skills for a kobold.
Rage
+4 str +4 con -2 ac +2 willsaves (9 rounds per day)
superstitious
+2 to saves vs spells
Loot small great club, small breast plate small ruby worth 35 gp and a sack of coins 45 gp
this will leave 21.8k exp and 15219 gold for other encounters what do you think of the 1st encounter? if it looks to tough feel free to nerf it a bit or if it looks to weak feel free to buff it
| Sindenky |
8 man party. In a lot of cases, especially large or skilled groups I tend to just ignore what class they are, as they should be creative in most cases.
Here is what I suggest. First pick the difficulty of the game. This will be represented by either the Fast, Medium, or Slow exp progression. I'm partial to Slow, but i will give you all 3 to play with.
First take the EXP required to level up, and divide it by a target number of encounters. The Game assumes every 12 encounters you will level so lets use that, but it can be ANY number you want.
2nd => 3rd level exp
Fast
3,300-1,300=2,000exp
Medium
5,000-2,000=3,000exp
Slow
7,500-3000=4,500exp
Experience per encounter(12) Rounded
Fast
2,000/12=166exp
Medium
3,000/12=250exp
Slow
4,500/12=375exp
Now decide how hard the individual fight should be.
1/2 = Easy
1 = Average
2 = Challenging
3 = Hard
4 = Epic
Once you have decided on the challenge rating, some quick math tells you what to have them fight.
Take the EXP per encounter and multiply by the challenge rating you selected. This gives us how much EXP each player will earn after the fight. Now take this number, and multiply by the number of players. This tells us the "purchase" pool you have to build the encounter.
EXP per Encounter * CR * Player count = EXP pool
Fast EXP polls
Easy
166*1/2*8=664exp
Average
166*1*8=1,328exp
Challenging
166*2*8=2,656exp
Hard
166*3*8=3,984exp
Epic
166*4*8=5,312exp
--------------
Medium EXP polls
Easy
250*1/2*8=1,000exp
Average
250*1*8=2,000exp
Challenging
250*2*8=4,000exp
Hard
250*3*8=6,000exp
Epic
250*4*8=8,000exp
--------------
Slow EXP polls
Easy
375*1/2*8=1,500exp
Average
375*1*8=3,000exp
Challenging
375*2*8=6,000exp
Hard
375*3*8=9,000exp
Epic
375*4*8=12,000exp
I would avoid going past the x4 mark as every time I toss am epic encounter at my party, we get borderline dead.
You can adjust the numbers if you add more or less players, and if NPC's are involved in the fight.
| Lady-J |
worked on the boss encounter
duergar henchmen x2
cr 2 600 exp
warrior 4
LE humanoid (dwarf)
init. +2; senses darkvision 120 feet; perception +7
Defense
AC 22(20 while enlarged), touch 11(9 while enlarged), flat-footed 21 (20 while enlarged)(+9 armor, +2 shield +1 Dex)
hp 52 (4d10+12)
Fort +4, Ref +2(+1 while enlarged), Will +6
Weaknesses light sensitivity
offense
speed 20 feet
melee long sword +7 (1d8+2 /19-20) ( +7 (2d6+3/19-20) while enlarged)
statistics
str 15, dex 12, con 15, int 8, wis 16, cha 6
base attack +4, cmb +6, cmd 18
feats weapon focus long sword, iron will
skills perception +7
languages common, dwarven and undercommon
SQ Slow and Steady, Duergar Immunities, Stability, Enlarge Person Spell-Like Ability (Sp), Invisibility Spell-Like Ability (Sp), Superior Darkvision
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Enlarge Person Spell-Like Ability (Sp): A duergar can use enlarge person once per day, using its character level as its caster level and affecting itself only.
Invisibility Spell-Like Ability (Sp): A duergar can use invisibility once per day, using its character level as its caster level and affecting itself only.
Superior Darkvision: Duergar have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Loot per duergar long sword, full plate, heavy steal shield
half elf master
cr 6 2400 exp
summoner 7
CN humanoid (elf and human)
init. +2; senses; low light vision; perception +7
Defense
AC 21, touch 14, flat-footed 18 (+6 armor, +2 Dex +1 dodge, +1 natural armor, +1 diflection)
hp 70 (7d8+14)
Fort +5, Ref +6, Will +8
offense
speed 30 feet
cast haste on allies and self
cast mage armor on edolon
cast shield on self
sit and watch battle unfold
statistics
str 8,dex 14,con 14,int 10,wis 13,cha 20
base attack +5, cmb +4, cmd 16
feats skill focus knowledge plains,extra evolution, medium armor, extra evolution, dodge
skills ill let you decide skills here
modifiers Keen Senses +2 perception
languages common, elven
SQ Elven Immunities, summoner stuff
favored class bonus summoner bonus evolution point every time
items belt of +2 con, mithril breast plate, headband of cha +2, ring of protection +1, amulet of natural armor +1 cloak of resistance +2 for now (i know its more than what hes suposta get but hes suposta survive the encounter.
Edolon (biped base form)
CN outsider
senses darkvision 60 feet
defense
AC 23, touch 13, flat-footed 20 ( +2 Dex +1 dodge, +10 natural armor)
hp (6d10+)
Fort +7, Ref +4, Will +5
offense
speed 30 feet
speed 50 feet perfect manoeuvrability flight but don't use the flight against the party just yet
4 claws +11 1d4+4/x2 (+9 (1d4+8/x2) when power attacking)
statistics
str 18, dex 14, con 14, int 7, wis 10, cha 11
base attack +6, cmb +, cmd
feats weapon focus claws, dodge, power attack
skills ill let you do skills here too (4 skill points per hit die)
modifiers
SQ evasion, link, share spells, devotion
Link (Ex)
A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells (Ex)
The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.
This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Evasion (Ex)
If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex)
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evolutions limbs arms, limbs legs, claws (free)/ limbs arms 2 points, claws 1 point, immunity fire 2 points, improved natural armor 1 point, immunity electricity 2 points, flight 5 points
| Lady-J |
One thought from me - since this is the early levels, it's good to help the PCs feel heroic. A fight against a fairly large group of weak enemies - ideally ones they can reliably take down in 1-2 blows - can help build a sense of confidence. ^^
actually i find that leads to more tpks as the players then get over confident and over zealous and then take on more than they can handle
| Dox of the ParaDox twins |
I just finished up our game and my players are currently level 3 we meet next month for our next game due to the holidays. They had a ton of fun and met Garry the duergar who is now an awesome character as we had a player leave and someone else was like yo can I join. Thanks for all the help y'all gave me