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Author Topic: Putting together an encounter  (Read 494 times)
Azza
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« on: October 15, 2009, 06:24:19 PM »

Hi,
I've got to come up with an adventure for tonight.  My idea is that the characters go with a nobleman and his retinue to a smallish family tomb.  He sends them in to clear it out before going in with the special key to unlock the heirloom he is after.  For anyone familiar with Morrowind that is what the game is based on.
The adventure is going to be challenge rating 2 and there are three starting first level characters.  The characters haven't been made yet but I'll fudge anything
I'm thinking the final encounter will be a special character zombie knight, and another encounter with a mob (3) skeletons.  I'm hoping you guys can suggest maybe another 3 or 4 interesting combat encounters and  maybe a trap or two!
Thanks!
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Daedalus
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« Reply #1 on: October 15, 2009, 07:01:34 PM »

Prelude:
For a trap, simply choose an appropriate mechanism from the lists on p. 339 (not sure if you have a horror or mechanical taste) choose a level of difficulty (Threat Level 2 yields 11/16/17/22 DC's), a level of concealment, (you roll this against their Notice/Search) and an effect.  For first-timers, you might want to softball them with some light damage, but I found that the sickened quality is easy to track (-2 to every d20) for first timers as well.  Don't forget to add the XP column values and multiply by TL (2) at the end for every character.

Meat:
You want more than one fight, eh?  A Standard group (or two, or three) is an easy way to try out combat mechanics for you and your players.  I'd suggest monstrous insects(p. 275) since your characters are likely not to want to reason with them, and they're likely to not want to reason right back.


Finale:
The Skeletal Men-at-Arms(p. 294) are probably fine as they are in the book, but you can give them any equipment you want up to Complexity 15, and alter their ability blocks using the NPC creator to taste. 

For the Zombie Knight, start with the Risen Template,(p. 293) and add it to the Man-at-Arms or Knight "Rogue" NPC's.  Give him any special abilities you want to really see in combat.  If the tomb is large enough to accommodate a horse, add he Skeletal or Zombie Template to that, too, if you choose knight.  If the tomb is small, use the Warlord "Rogue" instead, though they are worth decent XP.

Statblocks:  If you don't have a lot of time, use the NPC Converter to make transform their blocks into usable numbers, instead of Roman numerals, but don't forget all qualities need to be added manually, and damage save penalties for size aren't included.
« Last Edit: October 15, 2009, 07:36:42 PM by Daedalus » Logged
Azza
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« Reply #2 on: October 16, 2009, 06:40:21 PM »

Thanks for the ideas.  As it was we only got through making characters and one encounter but they did enjoy battling the monstrous insect fire beetles!
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Daedalus
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« Reply #3 on: October 16, 2009, 06:52:19 PM »

Thanks for the ideas.  As it was we only got through making characters and one encounter but they did enjoy battling the monstrous insect fire beetles!

Glad to hear it.  How many did you have them fight?  I hope you liked the Standard NPC rules.  You can make them really close to 4e minions or you can make them really tough and able to stand a few decent hits.  Remember that specials are more resilient, but a group focusing on one can take it down in no time, especially if they find its weaknesses.

BTW, usually we would ask for a little more time than one day to help you prep for a session, hehe.  This board doesn't get quite as much traffic as the general RPG boards out there.  I didn't know if you'd gotten a good look at the tools available to you so I had to add those links.  Wink
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