Another thing you could do to use werewolves-just have them run away if their hp hits, say, below half. Have the werewolves terrorize some villages, fight some scaled down werewolf infected commoners (wolf stats but say they look like humanoids) and bring them back for a final showdown when the PCs are higher level.
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DM: He doesn't have much besides the skin on his bones.
Me: I'll take the skin on his bones, then.
Also, this is for Redwall nerds: Eeeeeuuuuulllllllaaaaaaaalllllllliiiiiiiiiaaaaaaaaa!!!!!!!!!!!!
I'm trying to plan a one-shot for brand new players in hopes of getting them hooked so we can keep a game going. My thought is to pit them against a pack of lycanthropes (werewolves), with the alpha being much more powerful than the rest.
The Monster Manual says werewolves have 58 hit points. Is this too easy for a party that will be level 2 or so at the end of the adventure? Please don't tell me I'm dumb or boring. It's my first attempt.
I"m sure other people have probably mentioned this, but its important to realize that in 2014, Werewolves are immune to normal damage that isn't silvered. 2024 no longer has this, but their hp is increased to 71 to compensate. You can probably only have 1 werewolf per 2 pcs. The werewolf is going to do 14 points a damage per round if they hit with both attacks. (A PC is probably doing 10-15 points of damage on average at level 2. So it will take 4 PCs 1+ rounds to kill one werewolf, while it will take one werewolf 1 round to kill 1 PC. (At AC 11, the PCs are probably always hitting the werewolf). I find its best to assume the monsters are always hitting, unless you have multiple PCs at AC 20 or the PCs are a much higher level where they have a lot more tools.
You would only want two werewolves max. Even then it could be bad for the party.
Personally I would recommend only using CR 1/4 to CR 1 creatures. With a CR 2 create being a boss. But that is only once they get to level 2. For level one characters you want to stay around CR 1/4, and even then you need to pay attention to the damage output and the healing capabilities of the party.
Another thing you could do to use werewolves-just have them run away if their hp hits, say, below half. Have the werewolves terrorize some villages, fight some scaled down werewolf infected commoners (wolf stats but say they look like humanoids) and bring them back for a final showdown when the PCs are higher level.
That is kinda similar to the order of lycan bloodhunter: after starting their turn at under half their HP in hybrid form, they have to attack the nearest creature near them - friend or foe - with their bite attack.
Oh, OK. Well, they could dip into the Blood Hunter class to get the Order of the Lycan subclass, giving them the ability to control their lycanthropy.
I mentioned that to them, (the campaign is ongoing) but they said they have a plan. We'll probably kill Strahd before 30 days anyways.
From my game: NPC: How do you plan to defeat the Devil Strahd and free this land? Player, 100% straight faced: With our secret Weapon: The power of friendship. Other player: We are so (*&(*#&@#'d.
Oh, OK. Well, they could dip into the Blood Hunter class to get the Order of the Lycan subclass, giving them the ability to control their lycanthropy.
I mentioned that to them, (the campaign is ongoing) but they said they have a plan. We'll probably kill Strahd before 30 days anyways.
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Another thing you could do to use werewolves-just have them run away if their hp hits, say, below half. Have the werewolves terrorize some villages, fight some scaled down werewolf infected commoners (wolf stats but say they look like humanoids) and bring them back for a final showdown when the PCs are higher level.
DM: He doesn't have much besides the skin on his bones.
Me: I'll take the skin on his bones, then.
Also, this is for Redwall nerds: Eeeeeuuuuulllllllaaaaaaaalllllllliiiiiiiiiaaaaaaaaa!!!!!!!!!!!!
I"m sure other people have probably mentioned this, but its important to realize that in 2014, Werewolves are immune to normal damage that isn't silvered. 2024 no longer has this, but their hp is increased to 71 to compensate. You can probably only have 1 werewolf per 2 pcs. The werewolf is going to do 14 points a damage per round if they hit with both attacks. (A PC is probably doing 10-15 points of damage on average at level 2. So it will take 4 PCs 1+ rounds to kill one werewolf, while it will take one werewolf 1 round to kill 1 PC. (At AC 11, the PCs are probably always hitting the werewolf). I find its best to assume the monsters are always hitting, unless you have multiple PCs at AC 20 or the PCs are a much higher level where they have a lot more tools.
You would only want two werewolves max. Even then it could be bad for the party.
Personally I would recommend only using CR 1/4 to CR 1 creatures. With a CR 2 create being a boss. But that is only once they get to level 2. For level one characters you want to stay around CR 1/4, and even then you need to pay attention to the damage output and the healing capabilities of the party.
That is kinda similar to the order of lycan bloodhunter: after starting their turn at under half their HP in hybrid form, they have to attack the nearest creature near them - friend or foe - with their bite attack.
I have quite a plan indeed...
"Uh, I have Illusory Script. I think I can read that."
From my game:
NPC: How do you plan to defeat the Devil Strahd and free this land?
Player, 100% straight faced: With our secret Weapon: The power of friendship.
Other player: We are so (*&(*#&@#'d.
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