Past Encounter Notes. Enjoy!

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swrider
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Posts: 7153
Joined: Thu Aug 10, 2017 2:36 am
Location: Phoenix, AZ

Past Encounter Notes. Enjoy!

#1

Post by swrider » Wed Apr 18, 2018 10:25 pm

I thought some of you might be interested in seeing the layout of the campaign as you play through them. I will move my note sheet over after we complete everything on them so you can see how the encounters were set up and how difficult they were supposed to be. I may change things slightly such as removing or changing some of the treasure. I also will only post the full stats for home-brew or open source monsters. If you are interested the information will be here if not, you can ignore this thread.

GM Notes don't look! You are on the honor system. Encounter finished go ahead!
Day 1.png
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Day 1.png
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Encounter notes
Swarm of Insects
Medium swarm of Tiny beasts, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.
Twig Blight
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR DEX CON INT WIS CHA
6 (−2) 13 (+1) 12 (+1) 4 (−3) 8 (−1) 3 (−4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the blight remains motionless, it is
indistinguishable from a dead shrub.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.
A twig blight is an awakened plant that resembles a
woody shrub that can pull its roots free of the ground.
Its branches twist together to form a humanoid-looking
body with a head and limbs.
Warhorse
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on
the same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the
horse can make another attack with its hooves against it as a
bonus action.

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Poisonous Snake
Tiny beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4)
Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
Warhorse
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on
the same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the
horse can make another attack with its hooves against it as a
bonus action.

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR DEX CON INT WIS CHA
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life
but can’t speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Undead zombies move with a jerky, uneven gait. They
are clad in the moldering apparel they wore when put to
rest, and carry the stench of decay.
Vulture
Medium beast, unaligned
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
7 (−2) 10 (+0) 13 (+1) 2 (−4) 12 (+1) 4 (−3)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Sight and Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll
against a creature if at least one of the vulture’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Ghoul
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
other than an elf or undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
With their razor-sharp teeth and jagged claws, ghouls
roam the night in packs, driven by an insatiable hunger
for humanoid flesh.

User avatar
swrider
ISB Deputy Director
Posts: 7153
Joined: Thu Aug 10, 2017 2:36 am
Location: Phoenix, AZ

Past Encounter Notes

#2

Post by swrider » Thu May 17, 2018 10:22 pm

Moved above so as to appear first

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