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Switch to Forum Live View [4E] 300 Encounters - "An Epic Campaign" by All of You
5 years ago  ::  Nov 12, 2008 - 4:12AM #1
Delazar78
Date Joined: Dec 20, 2007
Posts: 467
Lately I was reading the DMG, and once again I was positively surprised by how modular the planning of a "campaign" can be, how easy it is to plan a series of encounters, with the XP budget and the Treasure Parcels.

So I thought, as a "mental exercise" and also for use by all of us, why don't we create 300 encounters, 10 for each level, all tied up in one big campaign?

The challenge is of course to try to find a connection to what the person that posted before us has done... if someone created an encounter with goblins in a big room, am I going to create another encounter where the PCs get out of the room, and into the wilderness? Or do I keep mapping dungeon rooms?

The idea would be to have as much variety as possible, still trying to keep coherent with each other.

We can have 10 encounter for each level, and each 10 encounters will be one "dungeon" (but can also be one story-line, travel, RP plot, etc), at the end of which the players can go back to their home base (or keep travelling), for levelling up, replenish resources and such.

Each encounter will have the standard XP budget, for the Treasure Parcels, I think we can proceed as follows:

Encounter 01 - Parcel 10
Encounter 02 - Parcel 9
Encounter 03 - Parcel 8
Encounter 04 - Parcel 7
Encounter 05 - Parcel 6
Encounter 06 - Parcel 5
Encounter 07 - Parcel 4
Encounter 08 - Percel 3
Encounter 09 - Parcel 2
Encounter 10 - Parcel 1

With Encounter 10 being the final showdown with the "level-boss"

of course, as DMs, sometimes we put more parcels to one encounter, like when we want to simulate a Dragon's Horde, or a treasure chamber... not sure how we can handle this, but i guess if someone feels like his encounter shouldn't have any treasure, he can "leave it open" for someone else to use in a future encounter.

Same goes for XP budget... usually, I allot less XP to early encounters, and give more for the Final Showdown, but I felt it was better to give all encounters the same XP budget in this situation, so nobody feels neglected

if you post an encounter, you cannot post until 2 OTHER encounters have been posted (so, if you post encounter 1, you need to wait till 4 to post again)

Try to put as much details as you can in your encounter, like a map, tactics, personalities of the creatures involved, skill challenges, description of traps, etc.

Maybe you expect me to start this up with an encounter, but I really just thought about posting this... if I see no responses in the forst few days, I'll come up with something.

ok, I think that's it, if you have any suggestions, feel free to post.

I think this could be a great tool for all DMs on these boards, and honestly I have much more trust in fellow palyers to create scenarios than in "so-called" professionals... but that's another story entirely

have fun!

COMPLETED ADVENTURES

Level 1 - The Tomb of Lord Horian
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5 years ago  ::  Nov 13, 2008 - 3:39AM #2
DKase
Date Joined: Apr 7, 2008
Posts: 473
Question! Are we just going to use monsters straight from the MM or can we custom make some too?
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5 years ago  ::  Nov 18, 2008 - 2:30AM #3
Delazar78
Date Joined: Dec 20, 2007
Posts: 467

DKase wrote:

Question! Are we just going to use monsters straight from the MM or can we custom make some too?


if you feel sure you can create something balanced and interesting, i don't see a problem in creating something new ^^

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5 years ago  ::  Nov 18, 2008 - 12:18PM #4
RichD
Date Joined: Nov 18, 2008
Posts: 30
A very intriguing idea! Should inspiration strike, I'll be in here with an encounter.
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5 years ago  ::  Nov 18, 2008 - 4:50PM #5
Lord_Ventnor
  • Heroic Dungeon Master
Date Joined: Jul 9, 2008
Posts: 5,399
I might give this a shot...
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5 years ago  ::  Nov 20, 2008 - 2:21AM #6
Delazar78
Date Joined: Dec 20, 2007
Posts: 467
01 - Encounter Level 1 - 500 xp



MAP

Kobold Skirmisher x2
Fire Beetles x2
Stirge x1

Setup
This area serves as a guard point for the entrance to the complex.

As the adventurers enter this chamber, read:
Opening the big stone double doors, you find yourselves into a square room of big stone bricks, with openings on all sides. Four colums, representing stout dwarves with angular features, are spaced evenly at the corners of the room. A few torches illuminate the room, togheter with a weird luminescence coming out of two big bugs. In the south, a big cage contains a weird birdlike creature. As you enter, you're welcomed by the screams of "Intruders!"

Features of the Area:
Columns - they grant cover
Stone double doors - none of them are locked, but they require a DC 15 Strength check to swing open.

Tactics:
The kobolds send their bettles charging ahead, as one of them open the cage of the stirge. Then they join the fray, using their mobility to flank. If both beetles and the stirge are dead, the kobolds try to run away to look for help inside the complex.

Treasure (Parcel 10): The column on the northeast hides a secret compartment (DC 12 Search check). If uncovered, it contains an obsidian statuette of a dwarf, worth 40 gp


and that's my first encounter... now up to you to map another room!
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5 years ago  ::  Nov 21, 2008 - 8:02AM #7
Johnny_Angel
Date Joined: Oct 13, 2005
Posts: 2,218
Delazar, you mention that the first room has "openings on all sides." I have a few questions about what exactly you mean by that. Does it mean that there are wide open archways in three directions? You mention double doors, so I am assuming this is not the case; that instead there are 3 doors the players can choose.

From the way I am understanding the description, one of the 'sides' of the room would be where the PCs first enter the complex; the other 3 'sides' have double doors which lead elsewhere.
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5 years ago  ::  Nov 21, 2008 - 7:54PM #8
RichD
Date Joined: Nov 18, 2008
Posts: 30
Have you clicked on the map link, Johnny? Its pretty clear. In any case you have it right. Double doors in the center of the four walls and one of them is the dungeon entrance.
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5 years ago  ::  Nov 21, 2008 - 10:54PM #9
Johnny_Angel
Date Joined: Oct 13, 2005
Posts: 2,218

RichD wrote:

Have you clicked on the map link, Johnny? Its pretty clear. In any case you have it right. Double doors in the center of the four walls and one of them is the dungeon entrance.


Somehow I missed the link the first time around. I'll probably post something to contribute once I come up with something.

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5 years ago  ::  Nov 21, 2008 - 11:02PM #10
Space_Dragon
Date Joined: Nov 8, 2007
Posts: 1,976
I don't have a mapmaking program, unfortunately. Maybe some nice person could draw the map for this one?


02; level 1 encounter (500 XP)


Kobold Minions x4
Ochre Jelly x1
False-Floor Pit Trap x1


Setup

The kobolds noticed the weak and crumbling floor of this room when they took over the complex, and turned it into a trap.

As the adventurers enter this chamber, read: This dingy, low-ceilinged hall is filled with the scent of decay, as well as a strange chemical undertone. There is a door leading away to your right. At the far end of the hall is a pile of junk (crumbled bits of wood, cloth, and rubble) that blocks your view of the far end.

Features of the Area:

Size - the hall is three squares across and six squares long.

Doors - there is one door to the PC's immediate right, and another at the far end of the hall hidden behind the pile of garbage (Perception DC 15 x ). The closer door requires a DC 15 strength check to open, but the hidden one is well used by the kobolds, and opens easily.

Junkpile - Covers two squares at the far end of the hall, in front of the door; grants cover.

Trap - Four squares in the middle of the hall are actually a false-floor pit trap (DMG page 87 x ).


Tactics:

The four kobolds are hidden behind the pile of junk (Spot DC 16 x ). Their job is to guard the concealed door behind them, and will not show themselves. If the PC's do not try to go down the hall, but instead go through the unimportant door on their right, the kobolds will not attack them. If they approach the junkpile, however, the kobolds will start throwing their javelins as soon as the PC's either trigger the pit trap, or notice and try to bypass it. Two of the kobolds attack from behind the junk, using it as cover, but the other two will have to emerge to attack. If the PC's manage to get around the pit, the kobolds will leap out and try to bull rush them into it. If this fails, they will run away through the door they were guarding.

The ochre jelly is inside of the pit trap. If a PC falls in, it will attack.


Special

Since the ochre jelly's presence in the fight depends on someone falling in the pit, another source of XP must be provided if this event does not happen. If it appears that the pit (despite the DM's best efforts) will not claim any victims, have the door burst open and a pair of Skeletons burst in. These skeletons were raised by the evil guy who controls the kobolds, and together are worth the same amount of XP as the jelly.


Treasure (Parcel 9 x ):

One of the kobolds has a potion of healing (which won't help him because he's a minion, lololololol), and there are ten GP buried in the pile of junk (Search DC 10 x ). The gold was stashed there by one of the kobolds, who found it in the dungeon and didn't want to have to share.

Anyway, there should be a relatively plot-unimportant encounter behind the unguarded door, and a major kobold-nest behind the hidden and guarded one. If you don't understand the room layout (which I admit is a bit complicated), I'll see if I can put together a crude diagram in MS Paint.

Also, in retrospect I realize that a wizard could potentially one-shot all four kobolds with an area spell, assuming he hits them all (granted, he'd have to roll well four times, and two of them have cover, but its still possible). Should I weaken the monster in the pit and use that XP to buy tougher kobolds?
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