Thunder Breath (Recharge 5–6).Constitution Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8)Thunder damage and the target falls prone. Success: Half damage. Destroys buildings,, such as houses, turning them into rough terrain.
Bonus Actions
Running Leap: The BBW has a powerful leap that allows it to cover a significant distance with a relatively small cost of its movement.
Long Jump: It can leap up to 40 feet horizontally.
High Jump: It can jump up to 20 feet vertically.
Movement Cost: This powerful jump only costs the BBW 10 feet of its movement speed.
First of all, I was advised to give it some kind of jumping movement speed, but I can’t figure out how to do that.
What kind of stats should the “pigs” have? Also, should I have any of the pigs fighting back? So far I only have the brick pig doing it. If so, what should be his weapon? Do i make it on par with the party’s stats? I don’t want a DMPC, but I’d like the characters to feel alive and different: Straw Pig is too scared to run or fight, Wood Pig runs and Brick Pig fights. I was even advised to give the pigs other family members, but I’m not sure if that’s getting too complex! I already have four tokens to keep track of. Thoughts?
What access to items should i give my players?
Lastly, what’s a good prize for a job that involves killing the equivalent of a level 7 great wyvern?
I had a whole list of changes i made, but the more i typed, the more got deleted, so these are the main questions i had.
Better yet, quiz me! Ask me a question i might need to answer during play so that I’m better prepared!.
I was advised to give it some kind of jumping movement speed, but I can’t figure out how to do that.
What do you mean? Are you trying to automate the monster on VTT? Just look at Harengon or 2024 Jump spell for how you give a creature jump-based movement options.
What kind of stats should the “pigs” have?
How do you want the game to go? Do you want the "pigs" to get the killing blow on the BBW or do you want your players to get it? Do you want the "pigs" to die to show the players how dangerous BBW is? Do you want the "pigs" to require saving by the party? Do you want the "pigs" to save the party?
What access to items should i give my players?
What would be the purpose of the items? Do you want the BBW to be unkillable until they have found / obtained a certain item? Do you want the combat to be more of a puzzle about how to hit the BBW with the one thing that can kill it?
Lastly, what’s a good prize for a job that involves killing the equivalent of a level 7 great wyvern?
What does it make sense for the NPCs to offer? Is this part of an on-going campaign or a one-shot? For a one-shot prizes at the end of the one-shot are irrelevant because they will never get to use it.
I was advised to give it some kind of jumping movement speed, but I can’t figure out how to do that.
What do you mean? Are you trying to automate the monster on VTT? Just look at Harengon or 2024 Jump spell for how you give a creature jump-based movement options.
What kind of stats should the “pigs” have?
How do you want the game to go? Do you want the "pigs" to get the killing blow on the BBW or do you want your players to get it? Do you want the "pigs" to die to show the players how dangerous BBW is? Do you want the "pigs" to require saving by the party? Do you want the "pigs" to save the party?
What access to items should i give my players?
What would be the purpose of the items? Do you want the BBW to be unkillable until they have found / obtained a certain item? Do you want the combat to be more of a puzzle about how to hit the BBW with the one thing that can kill it?
Lastly, what’s a good prize for a job that involves killing the equivalent of a level 7 great wyvern?
What does it make sense for the NPCs to offer? Is this part of an on-going campaign or a one-shot? For a one-shot prizes at the end of the one-shot are irrelevant because they will never get to use it.
1. No. I might try the jump spell and see if it’s compatible. How many charges should it get?
2. I mean, I’d like a shot at a happy ending. Having said that, I had a plan that the BBW would swallow the pigs whole at one point and take damage inside the beast, but after the battle the party could use a check of somekind to free the pigs. That begs the question how much damage should be done to the pigs each turn inside the wolf?
For a basic character with no constitution modifiers, a 6 sides hit dice times level 7 would mean 42 hit points. Not sure whether or not to give the tougher pigs a bigger hit dice or not.
3. The purpose of the items is to add customization, but more importantly make it a fair fight. I wouldn’t think basic equipment at level 7 would be. Would it? But no, i didn’t have anything planned for it. Although… I could say they have X amount of gold each to spend in town and if they know it’s a werewolf they can buy silver weapons. Still, this is suppose to take place far away and I wanted the investigation to take place once they arrived far away from big towns.
4. Maybe the brick pigs weapon if not all of their weapons. Of course, then they have nothing to defend themselves, but then again they don’t seem like wealthy people. That’s true it’s probably irrelevant unless we use these characters for other oneshots, but I’d like to give them some sort of motivation besides “It’s the plot.” Or “It’s the right thing to do.”
…
So yeah, how many charges of jump should a level 7 character/creature have?
Also, how many hit points should the pigs have if they will likely be spending most of their time in the wolf’s belly?
Then, again, what kind of “starting” weapons or gold should i give them access to?
and finally still: what’s a fitting reward for a level 7 character?
Don’t misunderstand; i really appreciate your feedback; it indeed made me think more about things in the campaign I hadn’t. I just need to decide on more
"So yeah, how many charges of jump should a level 7 character/creature have?" Charges are unnecessary, enemies get 3-6 rounds of combat to exist before they die. Just give it a permanent Jump so you don't have to keep track of charges / uses. Make life easy on yourself. Make it as simple as possible.
"how many hit points should the pigs have if they will likely be spending most of their time in the wolf’s belly?" If that's what you want for the pigs, then pick a number for how much damage the wolf's stomach acid does per round, multiply it by how many rounds you think it will take the party to kill the wolf. That's how many hit points the pigs have.
"Then, again, what kind of “starting” weapons or gold should i give them access to?" For a level 7 party allow them 1 uncommon magic item from the Dungeon Master's Guide, two potions of Uncommon rarity or lower, and up to 10 pieces of equipment which can include common magic items. Don't do a shopping scene in the one-shot that just wastes a ton of time and stalls the plot.
"what’s a fitting reward for a level 7 character?" Again, it does not matter. It is a one-shot, promise them 1000gp a piece or have it be 500 gp but if no humans die it is bumped to 1000 gp each if you want to incentivize them to save the pigs. It does not matter because in all likelihood the characters will never be played again. But really it DOES NOT MATTER. Pick a number, any number, and cut it in half for the reward if they don't save the pigs. Give them 20,000 gp, who cares? Stop worrying about it, and instead focus on making the game fun. Your players are there to have fun, playing the game in itself is the reward.
I won’t call them that in the campaign; i was just using those “names” here simply for clarity’s sake. I actually named the Straw Pig Al for alfalfa, the Wood Pig Woody (duh), and the Brick Pig Rick.
Interesting ideas for the weapons! I’ll make a note of this for sure! Thank you.
If you wanted to build the NPCs like PCs (which I don't necessarily recommend as they usually end up too complicated to run efficiently), Straw Pig might be a bard, charming & outgoing but not at all practical, Wood Pig might be a Ranger, and Brick Pig might be a Forge or War Cleric.
Another interesting idea. At the very least it adds backstory to them.
I’m torn between a few more things:
I’m wondering if for simplicities sake if I should have mini’s for them or have them on the initiative tracker. Seems like it would bog things down. The only “exception” would be if the BBW makes it into the brick house with all of them. At which point i would start tracking hit points for them, but they would still be theatre of the mind.
Also, if so, I’m curious if any of them should attack or just run/“hide” like they do in the story. Maybe depending on what is said they might loan their weapons. Again, I do love the weapon ideas given, and ai want them to seem real without over-impacting the combat. I could say they make attempts to attack but are too overcome with fear to hit.
Then, and again if so, should I have them be +1 magical weapons. The main reason against this is that I gave the BBW resistance to nonmagical bludgeoning, piercing and slashing damage. It doesn't sound fun for the NPC’s to do most of the damage.
One last thought might be in order to make it tougher would be to have the players start with basic equipment but give them an option to use the Bacon’s weapons if they are +1. Then we can just say too that they get to keep them as a reward. I was even thinking of having Al (the straw pig) offer his +1 weapon as a reward after meeting them in the tavern. Again, I wanted the Bacon’s houses to be far away enough that locals wouldn’t help.
What I do for NPCs, is have one token/mini to represent a group of them. So, e.g. a farmer & his family just get one large sized token that goes and hides in a corner for the whole combat, but it means the PCs have to be careful with AoEs not to kill them. I also treat their "turns" in combat like lair actions - there is one slot in the initiative order (usually at the end) for if any of the non-combatants do anything if they need to otherwise I just skip them.
If the NPCs have weapons on them the PCs will expect them to fight, on the other hand if they have weapons hanging up sort of ceremonially - e.g. a sword & shield above the fire as decorations - they won't wexpect them to fight but to simply tell the PCs to take the weapons and fight for them.
The only thing is I don’t know where all 3 are going to be. If you go by the story they all start out separately. I want to give them the opportunity to persuade them to hunker down in one place, but there’s no telling whether they will or not.
I guess since i plan to destroy the houses in order I could have one of the pieces that represents just Al at first, then when he reaches the second house and it is destroyed it can represent both Al and Woody and finally once they reach Rick’s house I can have the one piece represent all 3 of the Bacon’s. Does that sound reasonable?
I could try using them like a lair action, sure!
I’ll have to do some thinking on the weapons I guess. My one idea based on another comment was to have Al offer his as payment in the very beginning and it’s up to the players whether or not to accept it and when, Woody could try to throw his spear once but keep running and its’ up to the players to think to pick it up, and Rick could toss his weapon out before locking the door to protect his brothers in the last house.
If i do, I think I will make them +1 magic weapons that bypass the BBW’s resistances. I had the idea for them to be family heirlooms, so most are hesitant to give them up, save for Al who sees the beast up close. Another idea might be for Woody to have saved Al at that point before the campaign by tossing his spear at the BBW and it running off with it still stuck, but the players find it if they investigate the area.
Another idea might be for Woody to have saved Al at that point before the campaign by tossing his spear at the BBW and it running off with it still stuck, but the players find it if they investigate the area.
Rewarding players for investigating is always a good idea!
I couldn’t find scythe in weapons when making homebrew… except for the Golden Scythe which would be way to powerful. How about a sickle? I couldn’t find how to make them silvered either. Also, when I check the weapons I do have access to, I don’t see an option for a +1 silvered item. Am I just missing something?
Thunder Breath (Recharge 5–6).Constitution Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8)Thunder damage and the target falls prone. Success: Half damage. Destroys buildings,, such as houses, turning them into rough terrain.
Bonus Actions
Running Leap: The BBW has a powerful leap that allows it to cover a significant distance with a relatively small cost of its movement.
Long Jump: It can leap up to 40 feet horizontally.
High Jump: It can jump up to 20 feet vertically.
Movement Cost: This powerful jump only costs the BBW 10 feet of its movement speed.
Do you think it’s still CR7 with the ability to move so well combined with its’ power. Either way, do you think the possibility of up to 3 weapons it’s vulnerable to is enough to make it a fair fight?
Either way, do you think the possibility of up to 3 weapons it’s vulnerable to is enough to make it a fair fight?
The absolute best thing about having friendly NPCs in the scenario is that you don't need to worry about if the fight is fair or not. In fact you can make it deliberately unfair, so that the PCs need the help of the NPCs and can't just run off into the forest to hunt the BBW by themselves.
IMO the fight should not be fair and the PCs should lose if it is just them vs the BBW out in the forest. They should need the advantage of being able to hide in Brick House, being able to trap it inside the room with the fireplace, or to get bear traps from Brick Pig to counter its movement, and convince the pigs to lend them their weapons.
The only thing with that is I don’t want to seem like I’m using a DMPC (let alone 3). I did make some player sheets based on if these were level 7 characters themselves that just couldn’t handle the beast on their own, but that was more for if/when push comes to shove and they can no longer run.
As much as I like freedom of choice, I’m not sure I want to give them the option of fighting it if I know they are going to probably fail. Plus I’m not sure if a 3 player difference would mean so. I did have the idea that Rick doesn’t believe Al or Woody, so maybe they find it and have the option to go get backup… only for it to be gone! It would leave traces of “blood”, but Rick would dismiss it as smelly grey mud.
Having said that, I do love the persuasion concepts as well as setting up a trap. I don’t think I’ve mentioned this yet, but I wanted to reenact the part in the story where the wolf climbs into the chimney and ends up in the pot on the fire! The difference is rather than it causing damage it would just loose its’ resistances. But yeah, as long as the characters think to bring it up, I’m totally down with them working together with the Bacons (pigs) to boobytrap the house and even just camp there!
Is there an actual bear-trap item in the game? I couldn’t find one. What kind of numbered check would it take to get out of it? Either way it’s a great idea that would help to eat up its’ action!
Again, you have given me a lot to think about, and I appreciate it!
I’m not sure how many people we will have that do or don’t want to play when I try DMing. We could possibly have up to 7, plus 3 NPC’s. Wow! Here I was thinking I was going too easy on them. I can always decide how scared the Bacons are in the moment and that will determine how much help they get or not.
What CR rating would you give for a party of 7?
Do you know a stronger monster similar to the Wyvern I could customize to make a stronger BBG? I really love the claw and bite mechanics and how biting combos with the custom breath weapon I did; I just need to know how much stronger to make it
When increasing the number of players its tricky, because just increasing the CR makes instant-death much more likely. I tend to instead increase the HP of the enemy and the number of attacks the enemy gets per round - e.g. changing attacks/action and/or number of legendary actions. In proportion to the number of players.
I see. I mean, it already has a 3 hit attack plus the possibility of a breath weapon 3 hit combo! I also gave it increased movement speed and jumping powers. Then there’s the whole resistance list against players mostly with resistances.
I mean, a CR7 is designed for 5 level 7 players, right. So if I were to say double the amount of players (7 plus the 3 DMPC’s), I could double the BBG’s HP and damage?
I just worry it’s going to be harder to go easier on them with a harder monster than it is to go harder on them with an easier. I can have the DMPC’s pull back, and worst case scenario could extend the fight if they do too well.
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A month or two ago I posted about making a Three Little Pigs oneshot and had some more questions:
First of all, here is the BBG. Or rather, the…:
Multiattack. The BBW makes one Bite attack and two Claw attacks. It can replace the Claw attack with a use of Thunder Breath if available.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4)Piercing damage if the BBW had Advantage on the attack roll.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Thunder Breath (Recharge 5–6).Constitution Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8)Thunder damage and the target falls prone. Success: Half damage. Destroys buildings,, such as houses, turning them into rough terrain.
First of all, I was advised to give it some kind of jumping movement speed, but I can’t figure out how to do that.
What kind of stats should the “pigs” have? Also, should I have any of the pigs fighting back? So far I only have the brick pig doing it. If so, what should be his weapon? Do i make it on par with the party’s stats? I don’t want a DMPC, but I’d like the characters to feel alive and different: Straw Pig is too scared to run or fight, Wood Pig runs and Brick Pig fights. I was even advised to give the pigs other family members, but I’m not sure if that’s getting too complex! I already have four tokens to keep track of. Thoughts?
What access to items should i give my players?
Lastly, what’s a good prize for a job that involves killing the equivalent of a level 7 great wyvern?
I had a whole list of changes i made, but the more i typed, the more got deleted, so these are the main questions i had.
Better yet, quiz me! Ask me a question i might need to answer during play so that I’m better prepared!.
What do you mean? Are you trying to automate the monster on VTT? Just look at Harengon or 2024 Jump spell for how you give a creature jump-based movement options.
How do you want the game to go? Do you want the "pigs" to get the killing blow on the BBW or do you want your players to get it? Do you want the "pigs" to die to show the players how dangerous BBW is? Do you want the "pigs" to require saving by the party? Do you want the "pigs" to save the party?
What would be the purpose of the items? Do you want the BBW to be unkillable until they have found / obtained a certain item? Do you want the combat to be more of a puzzle about how to hit the BBW with the one thing that can kill it?
What does it make sense for the NPCs to offer? Is this part of an on-going campaign or a one-shot? For a one-shot prizes at the end of the one-shot are irrelevant because they will never get to use it.
1. No. I might try the jump spell and see if it’s compatible. How many charges should it get?
2. I mean, I’d like a shot at a happy ending. Having said that, I had a plan that the BBW would swallow the pigs whole at one point and take damage inside the beast, but after the battle the party could use a check of somekind to free the pigs. That begs the question how much damage should be done to the pigs each turn inside the wolf?
For a basic character with no constitution modifiers, a 6 sides hit dice times level 7 would mean 42 hit points. Not sure whether or not to give the tougher pigs a bigger hit dice or not.
3. The purpose of the items is to add customization, but more importantly make it a fair fight. I wouldn’t think basic equipment at level 7 would be. Would it? But no, i didn’t have anything planned for it. Although… I could say they have X amount of gold each to spend in town and if they know it’s a werewolf they can buy silver weapons. Still, this is suppose to take place far away and I wanted the investigation to take place once they arrived far away from big towns.
4. Maybe the brick pigs weapon if not all of their weapons. Of course, then they have nothing to defend themselves, but then again they don’t seem like wealthy people. That’s true it’s probably irrelevant unless we use these characters for other oneshots, but I’d like to give them some sort of motivation besides “It’s the plot.” Or “It’s the right thing to do.”
…
So yeah, how many charges of jump should a level 7 character/creature have?
Also, how many hit points should the pigs have if they will likely be spending most of their time in the wolf’s belly?
Then, again, what kind of “starting” weapons or gold should i give them access to?
and finally still: what’s a fitting reward for a level 7 character?
Don’t misunderstand; i really appreciate your feedback; it indeed made me think more about things in the campaign I hadn’t. I just need to decide on more
"So yeah, how many charges of jump should a level 7 character/creature have?"
Charges are unnecessary, enemies get 3-6 rounds of combat to exist before they die. Just give it a permanent Jump so you don't have to keep track of charges / uses. Make life easy on yourself. Make it as simple as possible.
"how many hit points should the pigs have if they will likely be spending most of their time in the wolf’s belly?"
If that's what you want for the pigs, then pick a number for how much damage the wolf's stomach acid does per round, multiply it by how many rounds you think it will take the party to kill the wolf. That's how many hit points the pigs have.
"Then, again, what kind of “starting” weapons or gold should i give them access to?"
For a level 7 party allow them 1 uncommon magic item from the Dungeon Master's Guide, two potions of Uncommon rarity or lower, and up to 10 pieces of equipment which can include common magic items. Don't do a shopping scene in the one-shot that just wastes a ton of time and stalls the plot.
"what’s a fitting reward for a level 7 character?"
Again, it does not matter. It is a one-shot, promise them 1000gp a piece or have it be 500 gp but if no humans die it is bumped to 1000 gp each if you want to incentivize them to save the pigs. It does not matter because in all likelihood the characters will never be played again. But really it DOES NOT MATTER. Pick a number, any number, and cut it in half for the reward if they don't save the pigs. Give them 20,000 gp, who cares? Stop worrying about it, and instead focus on making the game fun. Your players are there to have fun, playing the game in itself is the reward.
Ok i see your logic. Thanks for your input!
The breath weapon only attacks creatures? How does it blow their houses down?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Oh. Didn’t know that. I might have to allow it for the plot.
Still, you make a good point. Maybe i should write that into the breath weapon that it destroys certain things.
Straw Pig is too scared to run or fight, Wood Pig runs and Brick Pig fights.
For weapons the wood pig has a piercing weapon (spear/javelin/punji stick)
Brick pig has a bludgeoning weapon (warhammer/maul/etc.) no magic.
Wood pig has a piercing weapon (spear/javelin/arrows) (magical?)
Straw pig would have a scythe. This is magical & silvered (so a player would need to take it from the pig to use.)
Don't call them brick/wood/straw. Use colors of their clothes.
I won’t call them that in the campaign; i was just using those “names” here simply for clarity’s sake. I actually named the Straw Pig Al for alfalfa, the Wood Pig Woody (duh), and the Brick Pig Rick.
Interesting ideas for the weapons! I’ll make a note of this for sure! Thank you.
If you wanted to build the NPCs like PCs (which I don't necessarily recommend as they usually end up too complicated to run efficiently), Straw Pig might be a bard, charming & outgoing but not at all practical, Wood Pig might be a Ranger, and Brick Pig might be a Forge or War Cleric.
Another interesting idea. At the very least it adds backstory to them.
I’m torn between a few more things:
I’m wondering if for simplicities sake if I should have mini’s for them or have them on the initiative tracker. Seems like it would bog things down. The only “exception” would be if the BBW makes it into the brick house with all of them. At which point i would start tracking hit points for them, but they would still be theatre of the mind.
Also, if so, I’m curious if any of them should attack or just run/“hide” like they do in the story. Maybe depending on what is said they might loan their weapons. Again, I do love the weapon ideas given, and ai want them to seem real without over-impacting the combat. I could say they make attempts to attack but are too overcome with fear to hit.
Then, and again if so, should I have them be +1 magical weapons. The main reason against this is that I gave the BBW resistance to nonmagical bludgeoning, piercing and slashing damage. It doesn't sound fun for the NPC’s to do most of the damage.
One last thought might be in order to make it tougher would be to have the players start with basic equipment but give them an option to use the Bacon’s weapons if they are +1. Then we can just say too that they get to keep them as a reward. I was even thinking of having Al (the straw pig) offer his +1 weapon as a reward after meeting them in the tavern. Again, I wanted the Bacon’s houses to be far away enough that locals wouldn’t help.
What I do for NPCs, is have one token/mini to represent a group of them. So, e.g. a farmer & his family just get one large sized token that goes and hides in a corner for the whole combat, but it means the PCs have to be careful with AoEs not to kill them. I also treat their "turns" in combat like lair actions - there is one slot in the initiative order (usually at the end) for if any of the non-combatants do anything if they need to otherwise I just skip them.
If the NPCs have weapons on them the PCs will expect them to fight, on the other hand if they have weapons hanging up sort of ceremonially - e.g. a sword & shield above the fire as decorations - they won't wexpect them to fight but to simply tell the PCs to take the weapons and fight for them.
The only thing is I don’t know where all 3 are going to be. If you go by the story they all start out separately. I want to give them the opportunity to persuade them to hunker down in one place, but there’s no telling whether they will or not.
I guess since i plan to destroy the houses in order I could have one of the pieces that represents just Al at first, then when he reaches the second house and it is destroyed it can represent both Al and Woody and finally once they reach Rick’s house I can have the one piece represent all 3 of the Bacon’s. Does that sound reasonable?
I could try using them like a lair action, sure!
I’ll have to do some thinking on the weapons I guess. My one idea based on another comment was to have Al offer his as payment in the very beginning and it’s up to the players whether or not to accept it and when, Woody could try to throw his spear once but keep running and its’ up to the players to think to pick it up, and Rick could toss his weapon out before locking the door to protect his brothers in the last house.
If i do, I think I will make them +1 magic weapons that bypass the BBW’s resistances. I had the idea for them to be family heirlooms, so most are hesitant to give them up, save for Al who sees the beast up close. Another idea might be for Woody to have saved Al at that point before the campaign by tossing his spear at the BBW and it running off with it still stuck, but the players find it if they investigate the area.
Instead of +1 just have it silvered. It can do damage, but no bonus to hit or damage.
To repeat, just have Al's weapon be magical as he will be too scarred to use it and I believe it has a low damage.
Rewarding players for investigating is always a good idea!
I couldn’t find scythe in weapons when making homebrew… except for the Golden Scythe which would be way to powerful. How about a sickle? I couldn’t find how to make them silvered either. Also, when I check the weapons I do have access to, I don’t see an option for a +1 silvered item. Am I just missing something?
By the way, here’s an updated version of the BBW:
Multiattack. The BBW makes one Bite attack and two Claw attacks. It can replace the Claw attack with a use of Thunder Breath if available.
Bite.Melee Attack Roll:+7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4)Piercing damage if the BBW had Advantage on the attack roll.
Claw.Melee Attack Roll:+7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Thunder Breath (Recharge 5–6).Constitution Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8)Thunder damage and the target falls prone. Success: Half damage. Destroys buildings,, such as houses, turning them into rough terrain.
Do you think it’s still CR7 with the ability to move so well combined with its’ power. Either way, do you think the possibility of up to 3 weapons it’s vulnerable to is enough to make it a fair fight?
The absolute best thing about having friendly NPCs in the scenario is that you don't need to worry about if the fight is fair or not. In fact you can make it deliberately unfair, so that the PCs need the help of the NPCs and can't just run off into the forest to hunt the BBW by themselves.
IMO the fight should not be fair and the PCs should lose if it is just them vs the BBW out in the forest. They should need the advantage of being able to hide in Brick House, being able to trap it inside the room with the fireplace, or to get bear traps from Brick Pig to counter its movement, and convince the pigs to lend them their weapons.
The only thing with that is I don’t want to seem like I’m using a DMPC (let alone 3). I did make some player sheets based on if these were level 7 characters themselves that just couldn’t handle the beast on their own, but that was more for if/when push comes to shove and they can no longer run.
As much as I like freedom of choice, I’m not sure I want to give them the option of fighting it if I know they are going to probably fail. Plus I’m not sure if a 3 player difference would mean so. I did have the idea that Rick doesn’t believe Al or Woody, so maybe they find it and have the option to go get backup… only for it to be gone! It would leave traces of “blood”, but Rick would dismiss it as smelly grey mud.
Having said that, I do love the persuasion concepts as well as setting up a trap. I don’t think I’ve mentioned this yet, but I wanted to reenact the part in the story where the wolf climbs into the chimney and ends up in the pot on the fire! The difference is rather than it causing damage it would just loose its’ resistances. But yeah, as long as the characters think to bring it up, I’m totally down with them working together with the Bacons (pigs) to boobytrap the house and even just camp there!
Is there an actual bear-trap item in the game? I couldn’t find one. What kind of numbered check would it take to get out of it? Either way it’s a great idea that would help to eat up its’ action!
Again, you have given me a lot to think about, and I appreciate it!
I’m not sure how many people we will have that do or don’t want to play when I try DMing. We could possibly have up to 7, plus 3 NPC’s. Wow! Here I was thinking I was going too easy on them. I can always decide how scared the Bacons are in the moment and that will determine how much help they get or not.
What CR rating would you give for a party of 7?
Do you know a stronger monster similar to the Wyvern I could customize to make a stronger BBG? I really love the claw and bite mechanics and how biting combos with the custom breath weapon I did; I just need to know how much stronger to make it
When increasing the number of players its tricky, because just increasing the CR makes instant-death much more likely. I tend to instead increase the HP of the enemy and the number of attacks the enemy gets per round - e.g. changing attacks/action and/or number of legendary actions. In proportion to the number of players.
I see. I mean, it already has a 3 hit attack plus the possibility of a breath weapon 3 hit combo! I also gave it increased movement speed and jumping powers. Then there’s the whole resistance list against players mostly with resistances.
I mean, a CR7 is designed for 5 level 7 players, right. So if I were to say double the amount of players (7 plus the 3 DMPC’s), I could double the BBG’s HP and damage?
I just worry it’s going to be harder to go easier on them with a harder monster than it is to go harder on them with an easier. I can have the DMPC’s pull back, and worst case scenario could extend the fight if they do too well.