#Encounter of the Day!

129 messages · Page 1 of 1 (latest)

rocky saddle
#

Inspired by Jenny [REDACTED]'s Monster of the Day and Finaljas90's minimalist map style, I've decided I'm going to try to make drop-in encounters for the remaining days of February!

We're starting with frogs, cause I love the little buggers. In this encounter, the heroes need to take control of a pond at the base of a small waterfall. Why? That's up to you! Perhaps the angulotls have been corrupted by a fae presence in the pool, or perhaps a faerie ring leads to a gnome's pocket dimension if only the heroes can stay within the space long enough.

I have included reference to "Calling Cut!," my way of saying to players at my table that the fight is over. I usually say "Cut!" and let them narrate together the cool way they wipe the floor with the rest of the monsters, how the magic whisks them away just in the nick of time, etc. and so on.

Please let me know what you think of the presentation or if you ever use one of these encounters at your game night! My hope is that over February I get better at making compelling encounters with interesting win conditions.

dreamy creek
#

ooh, cool idea

valid crypt
#

This is awesome

arctic rain
#

presentation wise i think the dotted lines makes it hard to focus on where "avalible space" is

#

i recognize this is in excel so ur options are limited tho

#

the strong black lines are a good way of delinating elevation, good tech

#

good size of CZ and EDZs are nicely placed around the map. lots of cover, restrictions for movement lanes, and lines of attack

valid crypt
#

Not to invalidate jas's perspective, but the dotted lines don't bother me personally

arctic rain
#

it might be a color thing honestly

rocky saddle
#

Thank you for the feedback!

I could try either using solid lines for the grid or going with a darker color for the “normal” squares. Do you think either of those approaches might make it more readable?

arctic rain
#

either works, imo

rocky saddle
#

I’ll give that a go for today’s encounter blob_hero

rocky saddle
#

I went ahead and whipped up a fight against some orcs while having my morning coffee! I present "I Wish We Had a Godcaller," a capture the flag-esque encounter featuring orcs and way too much difficult terrain. Good thing orcs don't have a way to just ignore that.

For readability, I tried getting rid of the dotted line grid and using lighter colors for "normal" squares and darker colors for trees and stones that have a height difference from the height tier they are on.

errant sedge
rocky saddle
#

A shadow-curse falls upon the land! The dead rise! Feed the Flame until the sun rises or join them!

I wanted to take a stab at a Hold Them Off encounter and really nail down on the feeling of pushing back against overwhelming odds. Waves of enemies flood in from the edges, and the heroes need to feed a Sacred Flame atop a dais in order to avoid a corrupting curse. However, the materials required to feed that flame all lie outside of its light, some of them quite far away after something destroyed their platforms.

I also really liked the idea of giving a revenant PC an encounter where they very clearly have an advantage against the forces of darkness.

Edit: The bleeding from the curse should be treated as "Save ends"

rocky saddle
arctic rain
#

im a bit hesistant about that big open space with no interactables in the center but other than that this is a solid design.

rocky saddle
#

Thank you!
At the NSEW points of the “altar” are statues, maybe I could bring them onto the altar and make them height three to provide cover.

Ultimately, I was aiming for the flow of the encounter to be based on going out of the light and then coming back to it for safety, so I wanted it to feel less complex. That might not be the way to go though…

valid crypt
#

Based on my experience, the difficult terrain needs to be bigger patches to be impactful. The 10x10 or whatever suggested in the Monsters book DTOs seen excessive but are probably closer to the size you need to have a meaningful effect on the fight

rocky saddle
rocky saddle
#

Now This is Worg Racing

"They can move HOW FAR?!"

Things I'd love to hear my players complain about and have done absolutely nothing with, I designed an encounter around goblins and their favorite dogs. The players must race against a mounted team of goblins to collect -insert plot relevant items in your game here- and get to the high ground to get out.

This intended flow of the encounter goes as follows:

  • The goblins, mounted, get to most objectives first
  • Because the objectives are weighted toward the heroes' side of the map, the goblins are in range of the heroes to do their cool stuff and stop the goblins from getting out
  • Everybody loves the dogs
rocky saddle
#

Inspired by a conversation in ds_director-advice, I whipped up this encounter focused on a griffon-mounted bugbear! In the center of the map atop a metal platform is an ancient steel dwarven anti-air weapon, used long ago when the world was younger to protect an installation of some sort nearby.

The mounted bugbear fights tactically, using the height of the surrounding stone and the flight of its mount to play keep away, meaning for most parties, it will be a rough fight conventionally. If they can get that cannon working, though, it should be enough to decisively end the fight then and there!

Edit: Please ignore the "extraction" zone, I copied the workbook from yesterday's encounter. There is no extraction in this scenario.

tardy walrus
#

Lookin sick!

tardy walrus
#

Quick version I did. I'd probably adjust a few things if I gave it a second pass but overall I'd use this

rocky saddle
#

Very cool! Looking nice and clean

#

Do you think the cannon is still raised on a platform in your version? Or is it submerged in the water?

tardy walrus
#

It's a bit of a place holder, mostly I don't have an asset that matches perfectly. Easy enough to change a small detail like that

tardy walrus
#

Would you mind if I made any more of these into maps? And just share them here? I could make my own thread if you want just to not clutter up here

rocky saddle
#

Friend, nothing would make me happier!

tardy walrus
#

Sick. Also, in the Bugbear Rider map I used tree stumps mostly for map clarity. They could be full trees or whatever. I use DungeonDraft to make them. It's a really nice software. I put that together in maybe 30 minutes

#

Oh, if anyone else is looking, I see that react emoji, feel free to steal maps I post

rocky saddle
#

Oh yeah, stumps are definitely the way to go for clarity! Looking forward to see what you put into the daily encounters, it’ll be really neat to see different renditions of the maps

rocky saddle
#

Yesterday, we were talking about a gnoll river pirate encounter in one of the other chats. really liked the idea of the scenario proposed of gunking up the river with debris, so I put this together!

I definitely think given the strength of cackletongue and the never-ending supply of gnoll reinforcements, this should both be a hard encounter and one that forces the issue with regards to the objective.

rocky saddle
#

Today's encounter is a result of me flipping through the dwarf entries in Monsters and thinking "wow, these guys are really cool, but their malice features really kind of demand a specific kind of map."

So this map features a lot of rocky pillars that can be destroyed by Breaching Charge or climbed with Rappeling Barrage. The dwarves themselves have a lot of slow, slide, and restrain effects, and the heroes need to get some prisoners to a ship that is set up to evacuate.

I also think this map can be a fun way to really help a table nail down the mindset of "the world is attackable in this game." At the very least, the metal cage holding the prisoners needs to be destroyed, and the dwarves will be blowing stuff up.

valid crypt
rocky saddle
rocky saddle
steel copper
#

Hi! Me and my group are currently in our Draw Steel era, and we like to do combat test runs to try things out

I'd like to give these encounters a try; would it be fine if I post a combat report / review every once in a while?

rocky saddle
#

Please do! It’d be really great to hear how these actually play out, I’m mostly putting my faith in the encounter math and hoping these scenarios arent too much.

rocky saddle
#

Since I started after the 1st of the month, I will need to do a few extra encounters to have 28 at the end of February.
Went ahead and made the first bonus encounter!

This one is very potentially a little too nasty, but I read the High Elf Ordinator's stat block and could not help myself. The first knock-down drag out fight so far, this fight at the site of a fallen high elven sky-city ends when the Ordinator dies. However, the objectives are magical fixtures made to protect their masters and must be destroyed if the heroes are to be successful.

Edit: Just realized it should read that metal statues are height 3.

rocky saddle
#

For today's encounter, I wanted to try making an encounter around a solo. The heroes need to claim back the heads of some important NPCs before time runs out.

If I'm being honest, I had a bit of a hard time planning a fight against a solo; this feels less dynamic to me than some of the other encounters this month. Maybe that's okay, though, since the solo is supposed to take center stage and has a lot of cinematic stuff baked into its kit? If any of you have had a good solo encounter, I'd love to hear about what you've done to make it interesting.

tardy walrus
#

The main thing off the top of my head is dynamic terrain activating on it's own. Might be a cheat(basically adding a specialized enemy) but I think that'd be fine.

rocky saddle
#

Hmmm, I’ll have to think on what kind of dynamic terrain might spice up a bredbeddle. Maybe lean into the Green and have a bunch of overgrown plants growing off of the trees.

valid crypt
#

(in my experience)

#

You hit the nail on the head that they have the cinematic element baked in

rocky saddle
# valid crypt Solos definitely seem built primarily for fights to the death, or at least not o...

I’ve run two so far, a not-Delian werewolf and Arixx.

The werewolf I added stuff for her to jump off of and made her Negotiatable while winded, which was ok as a first solo fight experience.

The Arixx was very much “plop a token on the board” situation because I run in the morning my time for people overseas and I had gone out the night before.

It might just be ok for solos to be simpler scenarios. I might not do a ton of them though, could just be a sometimes treat.

valid crypt
#

Right, is definitely helpful to glance at the statblock and look for terrain that would benefit them

tardy walrus
#

I think the Bredbeddle wants a lot of pits or other things he can shove people into. Mud, pits, braziers

rocky saddle
tardy walrus
tardy walrus
#

I'm still reviewing my books but I think terrain like that adds EV technically as well

rocky saddle
#

The dynamic terrain absolutely does. I have not been mathing out any of these, though lol

rocky saddle
#

Today, I wanted to take a swing at an arena fight between the heroes and a team of rivals! This definitely sits high above the typical encounter budget, as it deploys a number of rivals = to the heroes, so the heroes will need to be crafty and play to the objective if they want to come out ahead.

valid crypt
#

Ooh I like this a lot

rocky saddle
#

Thank you! I think some minor variations on this idea could be used for all kinds of very game-y bloodsport encounters

rocky saddle
#

Alright, whipped something together while nursing a cold. The heroes have to get through an aggressive wode elven platoon while racing to get somewhere, depending on what you need the encounter for!

It's a simple one, brain doesn't want to process much at the moment.

rocky saddle
rocky saddle
#

Alright, looks like the fever is gonna have me out of work for a bit. Bad news, but the good news is that I can get an extra encounter in now that I have some medicine that has brought my fever down.

This is a new take on an encounter I've actually run on a different map; A werewolf has kidnapped a beloved NPC, seeing themself as the protector of that NPC. The heroes can fight this werewolf, who jumps off of the pillars and calls down the moon over an unsettling, foreign sun (Dusk's sun, in my case), causing an eclipse.

Upon the Werewolf becoming Winded, the PCs can begin to try to negotiate with the Werewolf, or the PCs can get the NPC out of the wolf's den.

I was unable to fit it in my form, but the PCs gain an additional victory for extracting with the NPC while keeping the Werewolf alive or by completing the Negotiation. I have opted not to include specific details about the Negotiation in this version so that it is more usable at different tables.

rocky saddle
#

Today's encounter plays around with Time Raiders! I thought it would be cool to mix things up and throw heroes on a space station that has recently had a hole blasted into it; the map is dominated by a huge tear that creatures can jump across (or get blasted across).

I also liked the idea of activating the usual 10 malice ability Psi-Cage at the start, and then have the PCs interact with the environment instead of just killing a monster.

rocky saddle
#

I think this officially puts me ahead of my goal, but I wanted to try to hit some of the encounter objectives I haven't touched on yet. This demon-summoning encounter covers Assault the Defenses: the heroes will need to find a way to get up onto a ledge that is pouring forth demons. Maybe the scale the surface straight away or fly up, maybe they climb a tree and leap from its boughs, maybe they get a little boost from what was honestly just a cute little doodle at the bottom edge.

rocky saddle
#

For today's encounter, Shadow Elves are coming to snatch up NPCs from town to checks notes turn them into arrows or something.

I made some changes to the key and am presenting deployment zones and interactive objectives using thinner lines. I would love to hear what anyone thinks of those changes, as I've got some split internal opinions on how it reads.

rocky saddle
#

Today I draw inspiration from that most classical of love stories: Shrek. Make your way past a pair of ogres and their Big Donkey to activate an ancient Caelian portal that takes the heroes where they want to go.

Oh, and the cave is very, very destructible.

rocky saddle
#

Today's encounter sees the heroes taking control of a fortified war dog position and includes a completely optional objective if they want to split themselves up to gain an additional victory.

valid crypt
#

Are those 20 sq towers? And the heroes need to be adjacent to them to win?

rocky saddle
# valid crypt Are those 20 sq towers? And the heroes need to be adjacent to them to win?

The towers are height 20 above where the heroes start. However, if they go up both sets of stairs and get up to the third level, they are 10 height above the ground. I’m picturing snipers in the nests, then the heroes need to find a way to get them out. Maybe they climb a nearby building and then do a ranged push to knock them out, maybe they just blow up the tower itself.

#

And yes, once the heroes have gotten enemies out of both control zones and occupy them, the encounter ends in their favor

rocky saddle
#

Perhaps there’s a better way to consistent show height… If anyone has any ideas, please lmk! This was my first go at using the numbers instead of just lines.

valid crypt
#

The labelling with numbers is more clear than it has been for sure. I think it could be even clearer if at least every major elevation had a number. So not just the buildings but the ground levels too

rocky saddle
#

I’ll give that a go in the next one, thanks for the feedback!

rocky saddle
#

Oops, got caught up watching a video this morning and almost missed my timing to upload. I threw this one together before heading to work, it doesn't have the usual amount of terrain as a result.

The heroes have gotten themselves into a voiceless talker base of operations to bust some captives out before they're fed to the body banks! They need to split up; controls to release the prisoners are in a separate room from the prisoners themselves, and the monsters are deadly enough that it's a bad idea to just try to take them all on.

rocky saddle
#

Today's encounter was very much inspired by an encounter design posted in director advice yesterday by finaljas90, who used these little container-door-corridor things that block line of effect but are enterable through activatable doors. That's such a neat idea that I wanted to build an encounter around it, so here's some kobolds and shield-containers that were dropped in from orbit by the kobolds' allies from around the timescape. That sounds like a level 1 Draw Steel adventure concept 100%.

rocky saddle
#

Having a hard time sleeping, so I went ahead and got a jumpstart on tomorrow's encounter. Here we have a boss fight against the Mummy Lord, with the twist of needing to take out their loyal guards bfore the Lord can be damaged themself. I've tried more consistent numbering to denote height.

alpine siren
#

Some great encounters here guys

rocky saddle
#

Today's encounter sees the heroes doing a heist on an infernal courthouse that has requisitioned a high-profile devil's wealth. It also assumes a montage leading into it that gives the heroes access to some of the elite devils' true names before rolling up to the encounter. Without doing so, it's probably more deadly than it already is, which should be "quite."

I think the center looks a little open, but I also think that might be okay, given the difficulty of the encounter, and the focus on moving along the edges. I could be convinced to just slap some difficult terrain in the middle, but it might be a bit strange given the framing of the encounter. Maybe they have a garden of humans frozen in place but still aware, or something.

rocky saddle
#

Here's one I actually am going to be using! Today, probably! My players are heading into a warren of Radenwights to try to stop them from smuggling a manifold bomb into the local city (it works by causing all organic matter to be ripped apart and teleported to other manifolds on a per-cell level, effectively vaporizing defenders and leaving their infrastructure in tact).

So anyway, here's a very simple bossfight against radenwights. The difficulty assumes a party of level 2 heroes with quite a few victories, since that's what I'm working with in today's session.

rocky saddle
#

Ope, totally blanked on the swiftpaw being a minion. Group 2 should read 8 mischievers + 1 Bruxer

#

And group 5/6 should be 8 minions apiece.
Y'all, don't sleep in and panic prep

rocky saddle
#

Put the map above in front of my crew at the end of the session. Being used to Cze Peku pretty-but-not-very-tactical, their reaction was playful ribbing as expected. Here’s hoping a couple fights on this type of map wins them over.

valid crypt
#

It will! At least that's my experience with the same thing

#

Did you run the fight or did they not get to it yet?

rocky saddle
#

We start with it next week. I’m sure once I put one in front of them with the more interesting structures it’ll get them into it

#

I do think this is one of the weaker pitches for the style, but it’s how the scenario is built up haha

rocky saddle
#

Alright, final stretch! This last week of February, I'm going to make a string of encounters meant to work together. In March, I'm going to try to create an adventure that strings these encounters together.

These encounters are going to revolve around lake goblins! Have you ever heard of marimo? They're cute little moss balls that grow at the bottom of lakes in parts of Europe and in northern Japan, specifically prevalent in Lake Akan of Hokkaido. In the native Ainu tongue of Hokkaido, these little guys are called torasampe, or "lake goblins."

This stretch of level 1 encounters are going to revolve around "homebrew" monsters inspired by these moss balls. Any angulotl or goblin statblock can be used as a lake goblin. Any goblins that have Crafty have Toxiferous instead. All lake goblins benefit from Wet as outlined in the angulotl section of Monsters. As I picture these as particularly round, mossy, squishy guys, any typed damage they deal also inflicts Wet on their target.

Finally, lake goblins use their own malice features based on the marimo life cycle! They roll around and (creative liberty taken here) get bigger as they do so, like little katamari. Finally, with 7 malice, they can burst, creating new marimo!

Especially welcome is any feedback relating to these malice features. I think that the 3 and 5 malice cost abilities are fine and thematic, but the 7 malice ability feels really cinematic, cool, and maybe undertuned? For 7 malice I'm considering letting it target all size 2 lake goblins, what do y'all think?

#

Marimo (also known as Cladophora ball, moss ball, moss ball pet, or lake ball) is a rare growth form of Aegagropila brownii (a species of filamentous green algae) in which the algae grow into large green balls with a velvety appearance.
The species can be found in a number of lakes and rivers in Japan and Northern Europe. Colonies of marimo ball...

steel copper
#

I have like 32 minions on board and they're not making me hate myself

#

3 players are working together, planning around, delegating, to try and survive

rocky saddle
#

Wow, thank you so much for letting me know! How are the players handling it? Does it get the feeling right of "If this goes on much longer we're toast, we just need to hold on a little longer....!"?

steel copper
#

they're reasonably fearing the onslaught of minions, but I don't think they're desperately spooked

#

the fire has been handled

#

the fourth round is working quite well as the threat is still up

#

ah, for context we're just playing a oneoff combat

#

this is what my friend said

rocky saddle
#

Good luck gang! Please let me know if they clinch the victory, I wasn’t sure if that one was going to be too hard overall for a level 1 encounter

steel copper
#

they did it well!

#

though the Shadow finished within 1 Stamina of being dead dead

#

one's a Beastheart

#

one's a Troubadour

#

the Shadow particularly did invaluable damage with Coup de Grace, I think

#

popping eight minions with one ability is very exhilirating

#

Troub kept SP topped

#

and Beastheart did AoEs too

rocky saddle
#

Hell yes! Just shy of death but pcs still win is the ideal.

And it felt ok to run on your end?

steel copper
#

it felt amazing even with 32 minions in on board

#

thanks for the encounter! I really only need to set up the map

sand mural
#

Can confirm i ran the same encounter but with some changes, players had a blast!

steel copper
#

and by that I mean "just choose which asset"

rocky saddle
#

Glad to hear that the undead wave encounter works out well blob_aww

rocky saddle
#

After the heroes successfully recovered the MacGuffins from the lake goblins yesterday and have found a good place to store them, the lake goblins have mounted a counterattack! In today's encounter, the lake goblins try to rush past the heroes in order to steal the goods. Can the heroes stop the swarm of mossballs from crossing the finish line?

Note: I have changed the lake goblin 7 Malice to detonate ALL size 2 lake goblins. I'm sure there are some other adjustments that will be needed down the line.

rocky saddle
#

Today's encounter includes a new piece of dynamic terrain: the Aether Vent! Magic Strikes are empowered by the Vent and trigger a deadly explosion.

The scenario itself sees the Heroes needing to split up to take control of multiple control zones.

I do wonder if players would actually play to the objective for this one or just try to kill everything. Not an uncommon concern for this type of scenario, honestly. It often feels like I need to use very powerful enemies or waves that don't stop to force the issue.

rocky saddle
#

Was feeling stuck this morning, but was bailed out by @hallow hare ! Thanks for the inspiration.

Today's encounter against the checks notes vicious moss balls sees the heroes in a cave filled with more nacreous gas. This time, though, the gas doesn't explode and enhance magic. Instead, it makes people bigger! The heroes will need to balance big and small in order to navigate this fae cave of whimsy and get to extraction at the far end of the cave.

rocky saddle
#

Today's encounter finds the heroes taking their fight to the bottom of the lake! The lakebed is filled with poisonous sealakeweed, aether vents, and a few activatable air bubbles that could help the heroes claim this staging ground for a final assault on the lake goblins!

rocky saddle
#

I needed a bit of time for today's encounter, a double feature boss fight where the players take the fight to the leaders of the lake goblins. This is, akin to the opening of The Fall of Black Bottom, a couple of encounters smooshed right together. Tomorrow I'll take some time to review all of my maps this month and give some of my thoughts on this experiment.

valid crypt
#

Love this!

#

What an exciting project, I'm in awe you did the entire month. It's been super fun and inspirational for me

rocky saddle
#

For the last time this month I sit down in this channel with my coffee and look back at a whole bunch of encounter maps I threw together in google sheets. I'll break my thoughts down below.

I'm glad I went with the idea of using a google sheets template with conditional formatting. These maps are 100% gameable on a VTT, there is very clear readability as to what any given square represents mechanically, and they can be made in 20 minutes or less.

I find that whenever I have tried to make maps in the past using software that can make pretty options, I get a lot less done. Because this is going to look like a bunch of squares no matter what I do, it forced the issue on me focusing on what's important: objectives, deployment zones, height differences, DTOs, etc.

There were definitely some encounters that I felt more inspired putting together than others. Feed the Flame! from February 5th was one I was very excited for, and it was so neat that multiple people ended up running it at their tables. Some other encounters I think really nail a solid fantasy are:

  • When Bugbears Fly from the 7th
  • Down by the Pillars on the 9th
  • Smack the Sunmage (also on the 9th, I was vibing that day)
  • Howl on the 12th (This gets a lot of juice from the werewolf having one of the best malice options I've seen in their Moonfall ability)
  • Light in the Lake on the 27th

I think the above would all be worth me revisiting at some point and trying to make them look nicer, maybe make some kind of zine where they're collected together like a mini book of encounters, not sure.

I do think, though, that every other encounter would also make for a decently fun game session with my friends, which isn't bad for 20-30 minutes of prep on average. A lot of that is just thanks to Draw Steel's awesome design. You can have fun with this game in open fields, so the baseline is going to be pretty good no matter what I do. (1/3)

#

https://discord.com/channels/332362513368875008/1455755508425429165
Gub's Theory of Mapping was an invaluable resource as I sat down each morning, especially earlier in the month before I started to get into a groove. As you can see from my list of encounters I'm most confident in above, I maybe should have continued referencing it in the middle and near the end of the month, as I think some of my best encounters came from thinking from those first principles. I got comfy in the middle, and sometimes that level of comfy can make things less unique.

Also, man, just a shoutout to finaljas90. I wouldn't have thought to do this if it wasn't for their very clear maps posted in other channels. Discussions in ds_director_advice and ds_general have done a lot to make me think of the importance of breaking up sightlines, throwing more difficult encounters at the players, and how much a good piece of unique terrain can change things up. I love the containers I used in the kobold encounter on the 18th and in the final encounter on the 27th, and those were ripped straight from a jas encounter. I also saw they used a conveyer belt situation in a dwarf fight recently, and that's just inspired. I need to keep my eyes peeled for that kind of inspired terrain that really warps an encounter around itself.

I think it was a good call to start including the heights of standalone terrain like trees or boulders directly on the object, for clarity's sake.

Oh, and the Monsters! This got me to really look hard at a LOT of monsters, and some of these dives really got me excited to run things that I previously had little interest in. Standouts are:

  • High Elves. Man, these guys pack some scaaaaaary synergy, they seem like they'd make for a really tough couple of encounters in an adventure built around them.
  • Time Raiders. I did a complete 180 on the fantasy of these guys purely because their monster design is so fucking cool.
  • Dwarves. These seem so scary on the right map (2/3)
#

Finally, while I think 6-7 encounters with one set of enemies might be a little much, I am overall pretty pleased with the design intention of the lake goblins. Take two same-echelon bands, make them work together, and make up 3 new malice abilities is very little design overhead for what can quickly give you a whole lot of new permutations for keeping things fresh.

This can be especially helpful in some of the higher echelons, I think, since the options are a little narrower the higher up you go. I think the broad bands that cover multiple echelons, like war dogs, undead, and demons, could be a really good set to combine with other smaller bands for use over a campaign. I could see:

  • Echelon 1: War Dogs + Goblins
  • Echelon 2: War Dogs + Voiceless Talkers
  • Echelon 3: War Dogs + Trolls
  • Echelon 4: War Dogs + Undead

For example, being a solid framework for a long A or B plot that doesn't start to feel too stale.

Thanks everyone for the support and feedback throughout the month! It's been a blast. I might take a break for a few weeks, but I intend to start another project in not too long from now and try to build up some full adventures. (3/3)

arctic rain
rocky saddle
steel copper
#

Thanks for making these!

rocky saddle
celest ibex
# rocky saddle For the last time this month I sit down in this channel with my coffee and look ...

I'm printing some of your scenarios and making forge steel encounters for them, some look like a lot of fun. Did you note the level intended for anywhere on them? For example, down by the pillars is 62 EV it looks like, while the undead one about light is 24EV. I see the one with the undead they get damaged and get to do extra damage if they are aflame, so that may make up some EV, plus the PC's getting damaged out of the light (very cool). On the pillars one that's high EV, I don't see anything limiting the power, so am I right to assume this is for higher level PC's? Some "balanced for level x" may be a good addition. Thanks and looking forward to trying them.