How To Run An Adventuring Day Dump Stat Adventures

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As most people understand, Dungeon's Master's Leadership (2014) recommends conflicting 6-8 times a day. The party has more options to endure if these are more light competitions, and if they are fatal competitions. If you're like me, I often have a kind idea of ​​a huge battle, but as a result, I can only play one or two meetings a day. As I thought, the fact that it would be a terrible and no n-safe battle would be a rudimentary fact that the party was not pleased with resources until the end of the battle. The way to avoid such a story is to build an adventure.

What is an Adventuring Day?

An adventure day is a day, or a certain number of days, a day when the party is relaxed and all resources cannot be resumed, and a certain number of meetings are held on this day. These many meetings are likely to connect the test image of testing, but for each meeting to be a real meeting, it is required to take parties resources. It has the potential to be a trap, an environmental threat, a battle, and even a resource to overcome it.

Of course, every day must not be an adventure day. In my opinion, the day of the adventure is a special day in which the party gives up perfect and freezes with a climax, a few days later surveys, travel, and other work climax. That is mandatory. It is not worth the day to create an adventure day in the world of the game, but the 20th value is displayed by a certain number of months.

How Much XP in an Adventuring Day

As an example, I intend to start with a normal character set, cleric, hunter, thief, and wizard. These four classes include the most widespread set of resources described in the future. Apart from that, I hope they are the third value. Although their specific grades are not very important in terms of adventure day, we need this information when they look at some bottom, which is changed to control the master of the dungeon.

The first part of planning an adventure day is incorrectly sought to fill the adventure of 6 or 8 of the medium/ heavy adventure without pressing it for the number of adventures. 。 Share the differences and plan 7 of them and difficult tasks for parties.

This is already a mini dance floor. Go crazy and make a dungeon for the party to go through, a giant haunted house. This haunted house gives you a number of rooms that can be used to break up conflicts, and the party can leave the rooms to rest, which is considered a necessary consideration. If you plan on doing a full day of adventures, make sure you think about how the party can rest (rest). The game assumes that the party will need or want to rest after 30% of encounters and 2 30% of encounters.

Dungeon Master's Guide 2014 Wizard of the Coast

Now that we have determined the number of conflicts, let's test the table on page 84 of the Dungeon Master's Office. For characters with the th value, multiply the value of this table (1. 200 XP) by the number of characters (4) to get 4. 800 XP. This is the budget for the "adventuring day". However, this is not a fixed amount, so it is possible to go a little above or below this. This is just a guideline, and I rarely look at this number because I have a strong sense of confidence in the amount of things I take into account, the number of meetings, and my personal food expenses. As you become more skilled at crafting an adventure-filled day for your table, you will need less and less of this amount until you can't avoid it completely.

Note: If your party likes to destroy defenseless NPCs together, or you have multiple apprentices, such as an owlbear or a large galactic hamster, they will increase their budget for the adventure day. If you increase the budget by an amount equal to their CR, an owlbear's CR3 will increase by 1. 200XP to 6. 000. Then you balance your combat as if you have 5 characters, and the owlbear receives his "share" of XP - it's up to you to increase the grade, but this XP does not go to the player characters.

How to Plan an Adventuring Day

The team XP budget for an adventure day is 4800XP. We want to create seven missions, and at this point you might think we actually need to create seven military missions, but we don't. On page 261 of the Dungeon Master's Guide, there's a section about XP rewards for non-combat missions, and it says that traps, environmental threats, and anything else we come up with that really requires player resources to overcome counts as a "task."

Honestly, it's a bit puzzling that the book doesn't even talk about XP-rewards for overcoming traps, even though it's clearly a possible place. I usually award XP for overcoming traps based on the "danger level of the trap." "Danger level" equals "light" encounters, "danger level" equals "medium," and "deadly" equals "heavy" or "deadly." "Danger level" equals "heavy" or "deadly," but "heavy" or "deadly" depends on the amount of resources used and how dangerous the trap is to life.

Dungeon Master's Guide 2014 Wizard of the Coast

Taking this into account, let's look at a conflict budget for a 3rd level character according to the table in "Dungeon Master's Leadership" on page 82. A mild clash with 4 characters is 300XP (75XP for 4 people), a medium clash is 600XP (150XP x 4), a hard clash is 900XP (225XP x 4), and a deadly clash is 1600XP (400XP x 4).

I want to hold 7 meetings, so I have to decide how many I can hold, so I first decide how hard I want my final meeting with Ghost Hand to be. I always plan the big battle in advance and decide how much XP I want to put into it first, and then spread the rest of the XP out among the remaining meetings.

Now I want a ghost in the final battle, but the XP for that ghost is 1100XP, halfway between hard (900XP) and deadly (1600XP). For example, if I try to give him a minister, I have to multiply each XP value by 1, 5 according to the prefill multiplier table for the "effective" XP budget. So the common "combat power" is 1. 725XP (1. 5 x (1. 100 + 50)). This is too much XP to leave a total budget of 4. 800XP, so I remove the zombies and reduce the XP for this meeting to 1. 100XP. I don't like having one monster/boss at the end of the dungeon, but ghosts are already dangerous so I think they will be normal.

Monster Guide 2014 Wizards of the Coast

So we decided on the first meeting... which turns out to be the last for our players. If we have 3. 700XP left in the adventure day budget and we have 6 more meetings, we probably won't have any other Cr4-beings and will have to rely on the low CR MUVI. I know I want to have a zombie at the end of the mini-landfall, so I put it in the collision list.

  1. .
  2. .
  3. .
  4. .
  5. .
  6. X6 zombie/ average conference/ 600 XP (only 300 XP rewards)/ Discovered in the basement of the family under the house
  7. To ghost/ death, it was sealed in a calm last video camera in the conference/ 100 XP/ crypt.

Judging from the list, I have 700 XP and we still have 300 xp. In this thread, I actually ask for a considerable retreat and adjustment of the number of monsters, as it actually ordered all of the monsters, and Dungeons & AMP; AMP; Dragons calculate the competition. As I am, I am not thinking of my own worshiper. Many of the dispute designers are made, I also use it every day and share it here before (My designer is multiplied by the number of creatures and continues them. Combine the elements of the XP and do not ask them to compare the quantity shown there). I recommend that you apply them to simplify your life.

Spending the Rest of Your Budget

Now that there are two meetings, I'm going to use my personal Vaizat while enjoying the scenery. The important thing in using Buts Hat is to remember what topics you want to make in your dungeon and find a monster that makes it stand out. Creating a conflict with zombies in other battles will be a bad activity and will not cause special attention to players. By adding the contrast with your meeting, you can arrange the adventure day so that it does not look like a hard work.

Well, and finally, the number of meetings is still fixed:

Monster Guide 2014 Wizards of the Coast

  • Change the dimensions of the room, and be aware that monsters and characters move around their friends and use a reasonable place. Monsters have the ability to rent a 5-foot aisle once, which means that the supporters cannot basically pass each other. In a similar story, a monster with an external attack is placed.
  • Change the number of monsters that players confront. Basically, it is an approximate rule to produce the best results as the number of monsters the same as the number of monsters (as there is no failure, so diversity is the most important, so it is the most important. The meeting is similar).
  • Remove your life. If the party is outside the manga house, leave a bottomless haze. This will definitely help you divide the conflict, and it will also give you the opportunity to express yourself to close and lon g-range battle hunters. If the party is in the cave, use MGLU-Obligatory so that the monster can hide in the cave.
  • The valid power of the monster group is not the same as the number of skills they give. Assuming that six zombies consume 600xp, the XP that the party receives is only 300xp. Basically, if you want to slow the XP, the enemy uses a lower one. If you want to do so, you can apply the first or two monsters at once so that the party can be upgraded quickly, and give the party to the party that is more than the budget or adventure day's monster price. 。

Using the remaining three 100XPs, we plan to "buy" two traps and battle with monsters. This will be a combination suitable for Adventure Day, for example, how to apply a different type of creature to create a conflict, such as how to create conflicts.

  1. X4 zombies / No n-wise conferences / 400XP (awarded 200XP) / When they arrive at home, they are found on the ground as Haze / 4 400XP approaches the adventure day budget.
  2. When you enter the dining room Roy/ average meeting/ 700 XP/ dining room, the silver of the table rises, so guarantee for guests/ 3.
  3. West stairs / retreat crisis (light rally) / 300xp / If you try to climb the stairs, you must overcome the stairs collapsed and the party falls 1D6 x 5 feet. You need to find a way to go up to the second floor.
  4. Youkai X2 / Intermediate Encounter / 600XP (only 400XP) / The restless perfume of the killers who were confined and killed in the mansion, walking on the second floor, all living things attack / 2 800xp remains on the budget of the adventure day I was.
  5. The bleeding door of necrosis + shadow / retreat (hard encounter) / 900xp + shadow / 100xp + shadow / House basement basement is the most important door locked by strong necrosis energy and hits the door. Each creature is damaged by 4D10 necrosis and receives the door of the door / on the budget on the adventure day 1.
  6. X6 zombie/ average conflict/ 600 XP (only 300 XP reward)/ found in the basement of the family under the house/ 1.
  7. Ghost/ complicated conflict/ 100 XP/ Crypto's last video camera was sealed/ 100 XP on a gentle adventure day.

The budget is now over! The rest is 100xp. All you have to do is take this XP, clean the ghost, and give the bonus bonus 100XP that the ghost actually sent here. You can arrange them in the same way, and you can throw away all other XPs in elements, and there is a good possibility.

How Long to Complete an Adventuring Day

Now, when we make an adventure day, how long does the player have to do? As a general rule, I borrow a 2-3 session for an adventure that uses almost absolute bubbles, but if your player is in a battle, they need four sessions. You will say you have.

On this adventure day, each character is still assigned a batch with a 1. 000XP difficulty. If they were alone in front of the ghosts who actually ran in the third grade and their homes, they would bring a continuous XP to 900 XP and 2. 700, the same as given. If you repeat the Elemental, which is a day of adventure, you will be graded and overcome the meetings of about 12 to 16 times. Each class is slightly noticeable depending on the number of meetings required by the parties and the number of days of adventure, but in principle, it is a two to three days of adventures.

In fact, almost all dungeons have all opportunities to consist of a 2nd to 3rd days of the adventure, and the adventure of 4-6 days of adventure. At the party, the number of personal grades was increased as two times. For curious people, I usually call each dungeon "mini-sulfur", if not all XP necessary to pass the overall value to the party, the dungeon is "dungeon". When giving all the XPs required to pass the overall value and dungeon to the party -"Mega basement", the party increases a certain amount of 1 during the passing. < SPAN> The budget is over! The rest is 100xp. All you have to do is take this XP, clean the ghost, and give the bonus bonus 100XP that the ghost actually sent here. You can arrange them in the same way, and you can throw away all other XPs in elements, and there is a good possibility.

Ending the Adventuring Day

Now, when we make an adventure day, how long does the player have to do? As a general rule, I borrow a 2-3 session for an adventure that uses almost absolute bubbles, but if your player is in a battle, they need four sessions. You will say you have.

On this adventure day, each character is still assigned a batch with a 1. 000XP difficulty. If they were alone in front of the ghosts who actually ran in the third grade and their homes, they would bring a continuous XP to 900 XP and 2. 700, the same as given. If you repeat the Elemental, which is a day of adventure, you will be graded and overcome the meetings of about 12 to 16 times. Each class is slightly noticeable depending on the number of meetings required by the parties and the number of days of adventure, but in principle, it is a two to three days of adventures.

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In fact, almost all dungeons have all opportunities to consist of a 2nd to 3rd days of the adventure, and the adventure of 4-6 days of adventure. At the party, the number of personal grades was increased as two times. For curious people, I usually call each dungeon "mini-sulfur", if not all XP necessary to pass the overall value to the party, the dungeon is "dungeon". When giving all the XPs required to pass the overall value and dungeon to the party -"Mega basement", the party increases a certain amount of 1 during the passing. The budget is now over! The rest is 100xp. All you have to do is take this XP, clean the ghost, and give the bonus bonus 100XP that the ghost actually sent here. You can arrange them in the same way, and you can throw away all other XPs in elements, and there is a good possibility.

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Elim Rim - Journalist, creative writer

Last modified 04.06.2025

Jul 26 How To Run An Adventuring Day Let's talk about how to set up Adventuring Days and creating better games at the table! Jul 26 How To Run An Adventuring Day Let's talk about how to set up Adventuring Days and creating better games at the table! Stocking a Dungeon. Stuck on building out your dungeon? Use these templates to build out your encounters for an adventuring day.

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