Momma, are we there yet? In the next room, the original encounter set a trap door. An adventurer trying to open door would get hit by both the trap and a skeleton jumping out of the rubble. Okay, good thing I used minions in the last battle. This guy will be for real – at least as far as a Level 3 Soldier real. This could prove an interesting choice because the PCs could be complacent after the last horde of skeletons went down so easy. I used the False-Floor Trap again with minor tweaks to turn it into my Wicked Blade Trap.
Once the PCs deal with the one skelly ambush, they run into their old friends, the goblin archer and warrior. Next, hello, more locked doors. Next, is supposed to be a Minotaur. Oh no! I have to make another monster? In the words of Al from the show Home Improvement, “I don’t think so Tim.” I’m not that attached to the minotaur and his “maze” doesn’t look like much of a maze anyway. I decided I would stick with the goblin theme but to prevent utter boredom (sharpshooter, warrior much?) we’ll throw some totally new guys in here. I thought a Goblin Hexer and a pair of Blackblades might bring something new to the table. I couldn’t remember if the combo of controller with two lurkers was a no-no.
Technically, I supposed the controller and lurkers all would have preferred to have some muscle in there but I decided to make exception since the controller was also a leader who could incite bravery and there was also the terrain effect of a blood-red stone platform which adds +1 dmg to people hit on it (that I decided to leave as is).
At this point, I realized I needed to go back through and make sure to tally up the xp total so far. It looked like about 625 xp each for a party of 3 (give or take some xp depending on how quickly the altar or coffins were destroyed to prevent more minion skeleton spawns).
The next encounter included a gargoyle. Not again! The first gargoyle listed is way too powerful. Oh no, more math. Too. Much. Math.
At this point, it was late. I was tired. I’d been working on it nonstop for many hours (a little obsessive compulsive). I had no idea if it was roughly balanced. I was trying to follow along with the core books but I was nervous about having to go off on my own and recreate so much – customizing monsters (harpy), hacking traps (Wicked Blade), throwing in minions (I like minions!). Would it be too hard for 3 Level 1s? Had I totally screwed up the whole bloody thing? Was I missing some easier, less crunchy way to tone down the gargoyle?
I did in fact find a less crunchy way of lowering or raising the level of a monster. It works best within 5 levels. Gargoyle is too high for that. So I would have start over again. I scoured the book for a suitable substitute but eventually decided it was going to be a gargoyle, even if that meant math. (I need to make a cheat sheet for monster making because it seems like I have to look in too many different places for the info I need). I started with the standard array because it is, standard, and rolling would mean getting up for dice and customizing would mean…I don’t know what the hell that means. Standard works for monsters.
Gargoyle Level 3 Lurker
Medium elemental humanoid (earth) XP 200
Initiative +4 Senses Perception +7; darkvision
HP 25; Bloodied 12
AC :17 Fortitude 15, Refl ex 15, Will 15
Immune petrification
Speed 6, fly 8; see also flyby attack
M Claw (standard; at-will)
+8 vs. AC; 2d6 + 3 damage.
M Flyby Attack (standard; recharges after using stone form)
The gargoyle flies up to 8 squares and makes a melee basic attack at any point during the move without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone.
Stone Form (standard; at-will)
The gargoyle becomes a statue and gains resist 10 to all damage, regeneration 3. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action).
Alignment Evil Languages Primordial
Str 14 (+2) Dex 16 (+3) Wis 12 (+1)
Con 13 (+1) Int 10 (+0) Cha 11 (+0)
This room also featured a fire skeleton that popped up out of the spider webs in the corner, should the adventurers look there. The fire skeleton felt tossed in there to me. How could a fire skeleton sit in cobwebs? The cobwebs would burn. You see cobwebs, you think spider, not flaming bones. I decided to reward my PCs for being snoops with spiders! It’s a swarm baby! I also used the conversion for raising or lowering by up to 5 levels vs the whole works.
Bloodweb Spider Swarm Level 2 Soldier
Medium natural beast (spider, swarm) XP 100
Initiative +7
Swarm Attack aura 1; the bloodweb spider swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. In addition, an enemy that enters or starts its turn in the aura is slowed (save ends) by strands of crimson webbing.
HP 30; Bloodied 15
AC 16; Fortitude 11, Reflex 15, Will 11
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed 4, climb 4 (spider climb)
MSwarm of Fangs (standard; at-will) ✦ Poison
+5 vs. Reflex; 1d10 +3 damage, and ongoing 3 poison damage (save ends).
Alignment Unaligned Languages —
I followed the DMG on raising or lowering monster levels but noticed there was no way to adjust things like strength, dexterity, etc. I wondered how you did that…I also wasn’t sure how to fix stealth on any of the monsters I tinkered with but figured there wouldn’t be much use for it this time anyway – I want to know for next time though!
Nosey PCs get a face full of spider but they are also rewarded for their efforts. Magic Weapon! Mmmm +1 to attack and damage.
It was time for the final encounter. Tusenmaug the dragon! Technically, he is blue. I think he’ll be a young white (statistically) though for simplicity.
Entering the next area, the adventurers find a goblin muttering about treasure. They could use diplomacy or intimidation here to get information about the rest of the area. One set of doors are thick and really locked, which forces (bleh) the PCs into a room with tiled floor. There are runes on the floor, 3 are glowing blue instead of red. The language is supposed to be draconic, so arcane or a dragonborn character will reveal a good bit about the nature of the tiles (summoning). Perception will at least reveal a difference in colors. They can hit them 1, 2, and use athletics or acrobatics to hop to the last. They summon a gargoyle. This one is supposed to only be vulnerable to magic attack. I’m going to have 3 people. What if one does not choose a wizard? What if they don’t find the magic weapon by looking in that room? They would be unable to fight this thing. Chance that they will find the weapon or roll a wizard? No, I need more options. Okay, so maybe the goblin has a magic weapon. If they use diplomacy he’ll run in and help. If they kill him, he’ll be holding the magic weapon they passed up earlier. If they intimidate him, he runs into that room and dies. If they check him out, they get his weapon and kick the gargoyle’s butt. Okay…add in optional fluff about something shiny...done.
They get the key from the gargoyle and they go into the vault. There is…another harpy in the vault. Seriously? No, no. Not another stupid harpy. Not another gargoyle. A guard… I needed a guard. Hello Iron Defender + Skeleton Minions.
Finally, the Young White (Read Blue) dragon. Oof. He looks tough. He’s in a room so he can’t fly. I took away a few of his attacks and debating whether to lower the HP. He is supposed to be the big boss of bosses though so I left it alone.
Young Blue Dragon Level 3
Solo BruteLarge natural magical beast (dragon) XP 750
Initiative +1 Senses Perception +7; darkvision
HP 200; Bloodied 100; see also bloodied breath
AC 18; Fortitude 20, Refl ex 16, Will 17
Resist 15 cold
Saving Throws +5
Speed 6
Action Points 2
M Bite (standard; at-will) ✦ Cold
Reach 2; +6 vs. AC; 1d8 + 4 plus 1d6 cold damage (plus an extra 1d6 cold damage on a successful opportunity attack).
M Claw (standard; at-will)
Reach 2; +6 vs. AC; 1d8 + 4 damage.
C Breath Weapon (standard; recharge 5 6 ) ✦ Cold
Close blast 5; +4 vs. Reflex; 3d6 + 4 damage
C Bloodied Breath (free, when first bloodied; encounter) ✦ Cold
The dragon’s breath weapon recharges, and the dragon uses it immediately.
Alignment Evil Languages Draconic
Skills Athletics +15
Str 18 (+5) Dex 10 (+1) Wis 12 (+2)
Con 18 (+5) Int 10 (+1) Cha 8 (+0)
Finally, finished! I still have concerns about how balanced the fights are and how interesting they are considering there are a number of one vs one fights in this encounter. Of course, I did throw in a lot of extra monsters on some of the fights
Now to wait on my DM Gurus to weigh in so I can tweak as needed.