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Prince's fancy

The prince goes to the "faithful's arena" with the party, because he enjoys such things. And the players are mistaken as contestants and have to take part in the arena . The arena is pretty lawless, not much for rules. U can team up, cheat, or anything as long as no one interferes from the outside. But interference isn't even possible because there's a magic barrier that protects the audience from the battles and the barrier goes both ways.

Cash reward is 200 Gold Carvings (not per individual).

Not all players can go in (Only 4 are taken, the weaker looking ones are left out, but all team members get exp)

  First are waves of monsters, 2 wolves and then a black bear   Black Bear If you're open to using a different bear, the Black Bear (CR 1/2) is a better choice for a Level 1 party:   HP: 19 (3d8+6) AC: 11 Attacks: Multiattack: Bite (1d6+2) and Claw (2d4+2). Total potential damage: 11 average per round (less than the Brown Bear). Why it’s better: The Black Bear is still dangerous but much more manageable for a Level 1 party.     Wolf Stat Block CR: 1/4   HP: 11 (2d8+2)   AC: 13 (natural armor)   Speed: 40 ft.   Attack: Bite   To Hit: +4 Damage: 2d4+2 piercing (average 7 damage) Special: If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and not incapacitated.   Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   How It Plays for Low-Level Parties Manageable for Level 1 parties: A single wolf is a fair challenge for a group of 4 Level 1 characters. Adds Complexity in Groups: Wolves become much more dangerous when there are 2 or more due to Pack Tactics, as they will often have advantage on attacks. Guidelines for Party Balance 1 Wolf: Good for a low-difficulty encounter. 2 Wolves: A moderate challenge for a party of Level 1 characters. 3 Wolves: A hard challenge for Level 1 characters but still doable with some strategic play. Conclusion A wolf (CR 1/4) is an excellent enemy for low-level parties, especially when used in small groups for added tactical depth.     Another team of a goblin rogue lvl 1, kobold warlock lvl 1, bugbear fighter lvl 1, hobgoblin cleric lvl 1   Goblin Rogue (Level 1) Combat Stats Armor Class (AC): 15 Hit Points (HP): 10 Speed: 30 ft. Attacks Dagger (Melee or Thrown):   To Hit: +5 Damage: 1d4+3 piercing Shortbow (Ranged):   To Hit: +5 Damage: 1d6+3 piercing Sneak Attack (1d6):   Add 1d6 damage to one attack per turn if: The goblin has advantage on the attack roll, or An ally is within 5 feet of the target and isn’t incapacitated. Features Nimble Escape: Can take the Disengage or Hide action as a bonus action each turn.     Kobold Warlock (Level 1) Armor Class (AC): 13 (Leather Armor + Dexterity) Hit Points (HP): 8 Speed: 30 ft. Attacks Eldritch Blast (Ranged):   To Hit: +5 Damage: 1d10 force Dagger (Melee or Thrown):   To Hit: +4 Damage: 1d4+2 piercing Features Darkvision: 60 ft. Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks in sunlight. Fury of the Small (1/day): Add 1 extra damage to an attack against a creature larger than the kobold. Spells (Warlock, CHA 15) Spell Slots: 1 (Level 1) Spells Known: Hex: Bonus action to curse a target, adding 1d6 necrotic damage to attacks and disadvantage on an ability check. Mage Armor: AC becomes 13 + Dexterity for 8 hours.

  Bugbear Fighter (Level 1) Armor Class (AC): 16 (Chain Mail) Hit Points (HP): 13 Speed: 30 ft. Attacks Morningstar (Melee):   To Hit: +5 Damage: 1d8+3 piercing Javelin (Melee or Ranged):   To Hit: +5 Damage: 1d6+3 piercing Features Long-Limbed: Melee reach increases by 5 ft. (total 10 ft.). Surprise Attack: Once per combat, if the bugbear attacks a surprised creature, add 2d6 damage. Second Wind (Fighter, 1/Short Rest): Use a bonus action to regain 1d10+1 HP.     Hobgoblin Cleric (Level 1) Armor Class (AC): 16 (Chain Mail) Hit Points (HP): 11 Speed: 30 ft. Attacks Warhammer (Melee):   To Hit: +4 Damage: 1d8+2 bludgeoning (or 1d10+2 if used two-handed) Sacred Flame (Ranged, Cantrip):   To Hit: Target makes a DC 13 Dexterity saving throw Damage: 1d8 radiant Features Martial Training: Proficiency with two martial weapons and light/medium armor. Saving Face (1/Short Rest): Add +3 to a failed attack roll or saving throw if allies are nearby. Spells (Cleric, WIS 15) Spell Slots: 2 (Level 1) Prepared Spells: Cure Wounds: Heal 1d8+2 HP. Shield of Faith: Bonus action, adds +2 AC to a creature for 10 minutes.     Players come across fellow party. They greet eachother and stuff and help deal with one of the boss monsters (dire-wolf and death dog) While players fight boss, the other party gets attacked by the leaders of Kronez Players get to choose opponent and if players beat it without much problem then the other monster could be low health and ready for a kill steal. however if players struggle, the other party will help out   Afterwards the other group decides to forfeit (They aren't really in it for the money) and so they can pursue Kronez who fled.

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