Monday, May 25, 2009

Encounter: A Quick One

An encounter for five 10th level adventurers
2900 xp



















Q: Quickling Runner - 9 Skirmisher, 400xp
X: Quickling Rogue - 10 Elite Skirmisher, 1,000xp
R: Quickling Renegade - 10 Skirmisher, 500xp
Z: Quickling Zephyr - 14 Lurker, 1,000xp

Yellow: PC's can start in any of these squares

Green Patch: Thick bushes, quicklings get full cover if inside, can move in and out at normal speed. Players cannot move in

Green Wall: Thick brush separating the road from the encounter


Brown Statue: Tree stump, cannot be moved through, can be used as partial cover for small creatures.

Setup
:
The party while traveling pass an outcropping, but don't pay attention to it until someone thinks they see something or hear something (anyone with PP over 20) this is actually a quickling who ran past them, he of course warns the others.
Weather & Illumination: Up to Dm, this is an outdoor encounter that occurred in the middle of the day with no strange weather.

Tactics:
Simple and straight forward, the quicklings will try to hide and use cover the best they can, and constantly moving & using the Quick Cuts attack. If stuck in a situation they will use their fey shift to get out of the area. The Zephyr will flee combat as soon as it becomes bloodied. The rogue will flee if bloodied and another quickling is down but he will try and use his Knockout attack whenever he can on the biggest looking player. (see Xixxit from DCI)

Treasure: Up to DM

Let me know how your party fairs against this encounter, my group was able to take it out in 4 rounds.

1 comment:

  1. Great little encounter. I've been working on a similar series for Dungeon's Master. Looking forward to seeing more encounters like this from you.

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