For the first encounter (and actually first two), I was concerned about challenging the heroes but also not killing them immediately. They are level 1, which means they can only take a hit or two before dropping- and anything dealing consistently heavy damage (as in 10 or more points) is going to spell instant death, and possibly a total party wipe. I wanted to avoid that, but I also wanted to avoid having them face one giant rat so they can get a few hero points banked cheaply. The first encounter should be winnable, but challenging. This encounter has to introduce the heroes to the dungeon, provide a challenge, and set some sort of tone for what’s to follow. Flipping through monsters, dread blacktail hornets felt like a good introductory challenge. Against four heroes, 1 of these wasn’t going to be much of a threat, but a group of them may be too much. I decided to split the difference, and use the new rules for combat time and show what they can do right away.
It was also important that the actions of the heroes had a direct bearing on how easy or hard things would be right out of the gate. The hive containing the hornets is not too difficult to notice (DT 6) if they look for it, but if they barrel along, they are going to get attacked, and be in bad shape. In the end, I decided to make this encounter timed along the turn- at intervals during the countdown, new hornets emerge from the hive and join combat. This can end up being the whole group against a swarm of hornets (which would be bad), but a little planning and teamwork can allow them to take the hornets on one at a time, or (if they are smart) take out all of the little buggers at once. The hornets emerge from the hive at the rate of one every 20 segments- this allows most heroes to take two actions before another hornet joins the fray. Even with poor rolling, they shouldn’t be too overwhelmed here. However, since they are taking on multiple hornets, this becomes a normal encounter, and they get a decent chunk of hero points for destroying the hive.
Inside the hive, I decided that the honey would act as a potion, since this had a little more flavor (get it? Flavored honey?) and also allow for a skill roll (nature, alchemy or lore, so it’s pretty broad- someone should be allowed to roll) to figure it out. The PWS bonus will help the melee fighters, who will need this in the next encounter (since most combat will be done at close range).
For the second encounter, I again used this idea of a programmed encounter where creatures add during the fight. I have had this image in my head for years of a hall filled with bones where the undead rise up, piles of bones combining into skeletal fighters to take the heroes on. Originally, I thought of this as a single creature that keeps gathering bones to become larger and more powerful, but since they are only level 1, it was a bit much for them right now. Instead, the bones form into different skeletal wardens. These come at the heroes a little more quickly (at delays of 15 rather than 20 segments), but otherwise provide a similar challenge to the hornets.
The south door has a minor trap to allow someone with burglary to make a roll. Since they are level 1, the effect of the trap is a nuisance and is not meant to kill them, just to make them wish they’d successfully bypassed the trap- a penalty to MGT (something no one would want to take, but also doesn’t gimp a primary attack ability- it could affect damage, but not the ability to actually strike).
Again, I went with potions for the treasure, because the heroes are level 1. Potions of regeneration were a good fit for level 1, since these would give the heroes the ability to take on a slightly tougher foe and know that they had some built-in healing for the challenge.
Between these two challenges, I felt that the players would get a good sense of game time, would be able to develop their team work, and would earn enough hero points and some treasure to let them feel like they’ve got their feet under them going forward.
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