QUICK D&D4e ENCOUNTERS


    EXPERIENCE
VALUE
  SKILL CHALLENGES   DEFENSES           HIT POINTS/BLOODIED
LEVEL     Easy Moderate Hard   AC F/R/W   ATTACK   DAMAGE   Low Medium High  
1 | 100 xp  | DC 8DC 12DC 19 | 1513 | 1d20+6  | Severity 4  | 30/15 32/16 34/17
2 | 125 xp  | DC 9DC 13DC 20 | 1614 | 1d20+7  | Severity 4  | 36/18 40/20 44/22
3 | 150 xp  | DC 9DC 13DC 21 | 1715 | 1d20+8  | Severity 5  | 42/21 48/24 54/27
4 | 175 xp  | DC 10DC 14DC 21 | 1816 | 1d20+9  | Severity 5  | 48/24 56/28 64/32
5 | 200 xp  | DC 10DC 15DC 22 | 1917 | 1d20+10  | Severity 5  | 54/27 64/32 74/37
6 | 250 xp  | DC 11DC 15DC 23 | 2018 | 1d20+11  | Severity 6  | 60/30 72/36 84/42
7 | 300 xp  | DC 11DC 16DC 23 | 2119 | 1d20+12  | Severity 6  | 66/33 80/40 94/47
8 | 350 xp  | DC 12DC 16DC 24 | 2220 | 1d20+13  | Severity 6  | 72/36 88/44 104/52
9 | 400 xp  | DC 12DC 17DC 25 | 2321 | 1d20+14  | Severity 7  | 78/39 96/48 114/57
10 | 500 xp  | DC 13DC 18DC 26 | 2422 | 1d20+15  | Severity 7  | 84/42 104/52 124/62
11 | 600 xp  | DC 13DC 19DC 27 | 2523 | 1d20+16  | Severity 8  | 90/45 112/56 134/67
12 | 700 xp  | DC 14DC 20DC 28 | 2624 | 1d20+17  | Severity 8  | 96/48 120/60 144/72
13 | 800 xp  | DC 14DC 20DC 29 | 2725 | 1d20+18  | Severity 8  | 102/51 128/64 154/77
14 | 1,000 xp  | DC 15DC 21DC 29 | 2826 | 1d20+19  | Severity 9  | 108/54 136/68 164/82
15 | 1,200 xp  | DC 15DC 21DC 30 | 2927 | 1d20+20  | Severity 9  | 114/57 144/72 174/87
16 | 1,400 xp  | DC 16DC 22DC 31 | 3028 | 1d20+21  | Severity 9  | 120/60 152/76 184/92
17 | 1,600 xp  | DC 16DC 23DC 31 | 3129 | 1d20+22  | Severity 10  | 126/63 160/80 194/97
18 | 2,000 xp  | DC 17DC 23DC 32 | 3230 | 1d20+23  | Severity 10  | 132/66 168/84 204/102
19 | 2,400 xp  | DC 17DC 24DC 33 | 3331 | 1d20+24  | Severity 10  | 138/69 176/88 214/107
20 | 2,800 xp  | DC 18DC 25DC 34 | 3432 | 1d20+25  | Severity 11  | 144/72 184/92 224/112
21 | 3,200 xp  | DC 19DC 26DC 35 | 3533 | 1d20+26  | Severity 11  | 150/75 192/96 234/117
22 | 4,150 xp  | DC 20DC 27DC 36 | 3634 | 1d20+27  | Severity 12  | 156/78 200/100 244/122
23 | 5,100 xp  | DC 20DC 27DC 37 | 3735 | 1d20+28  | Severity 12  | 162/81 208/104 254/127
24 | 6,050 xp  | DC 21DC 18DC 37 | 3836 | 1d20+29  | Severity 12  | 168/84 216/108 264/132
25 | 7,000 xp  | DC 21DC 29DC 38 | 3937 | 1d20+30  | Severity 13  | 174/87 224/112 274/137
26 | 9,000 xp  | DC 22DC 29DC 39 | 4038 | 1d20+31  | Severity 13  | 180/90 232/116 284/142
27 | 11,000 xp  | DC 22DC 30DC 39 | 4139 | 1d20+32  | Severity 13  | 186/93 240/120 294/147
28 | 13,000 xp  | DC 23DC 30DC 40 | 4240 | 1d20+33  | Severity 14  | 192/96 248/124 304/152
29 | 15,000 xp  | DC 23DC 31DC 41 | 4341 | 1d20+34  | Severity 14  | 198/99 256/128 314/157
30 | 19,000 xp  | DC 24DC 32DC 42 | 4442 | 1d20+35  | Severity 15  | 204/102 264/132 324/162


DAMAGE SEVERITY


A faster, cleaner alternative to "#dx+#dx+#" rolling. Roll 1d20 and apply hp damage based on the attack's Severity.

    ROLL 1d20...    
Severity   1 2 3   4 5 6   7 8 9   10 11 12   13 14 15   16 17 18   19 20   Examples
Severity 1|111|112|222|233|333|444|44|dagger, shuriken, unarmed punch or kick
Severity 2|111|222|333|344|455|566|66|club, short sword, sling
Severity 3|112|233|344|556|667|788|99|crossbow, longsword, mace, quarterstaff, shortbow, spear
Severity 4|233|445|566|788|9910|101111|1212|10-foot fall, greatclub, most polearms
Severity 5|234|456|678|8910|111112|131314|1515|battleaxe, broadsword, flail, longbow, warhammer
Severity 6|345|678|8910|111213|141415|161718|1919|greataxe, acid arrow spell
Severity 7|345|678|91011|121314|151617|181920|2122|heavy flail, maul
Severity 8|567|8910|121314|151617|182021|222324|2526|fireball spell, ogre's strike, wrymling dragon's bite
Severity 9|567|91011|131415|161819|202223|242627|2829|30-foot fall, hill giant's strike
Severity 10|679|101213|151618|192022|232526|282931|3233|thunderlance spell, frost giant's or fire giant's strike
Severity 11|689|111214|161719|202224|252728|303233|3536| 
Severity 12|7911|121416|181921|232526|283032|333537|3940|40-foot fall, storm titan's strike
Severity 13|7911|131517|192123|242628|303234|363840|4243|disintegrate spell
Severity 14|91113|151719|212325|272931|333537|394143|4547|adult dragon's bite
Severity 15|91113|151720|222426|283133|353739|424446|4850|50-foot fall
Severity 16|101215|171922|242629|313336|384043|454750|5254| 
Severity 17|101215|172022|252730|323537|404245|475052|5557| 
Severity 18|111416|192224|273032|353840|434648|515456|5961|60-foot fall, elder dragon's bite
Severity 19|111417|202225|283134|363942|454850|535659|6264|meteor swarm spell
Severity 20|121518|212427|303336|394245|485154|576063|6668| 
Severity 21|131619|222528|313437|404447|505356|596265|6871|70-foot fall
Severity 22|141720|232730|333640|434649|535659|626669|7275| 
Severity 23|141721|242731|343841|444851|555861|656872|7578| 
Severity 24|151922|262933|364043|475154|586165|687275|7982|80-foot fall
Severity 25|151923|263034|374145|485256|606367|717478|8285|ancient dragon's bite
Severity 26|162024|283236|394347|515559|636670|747882|8689|90-foot fall
Severity 27|162024|283236|404448|525660|646872|768084|8892| 
Severity 28|182226|303438|434751|555963|677276|808488|9296| 
Severity 29|182226|313539|444852|566165|697478|828791|9599|100-foot fall
Severity 30|192328|323741|465055|596368|727781|869095|99103| 


NOTES


LEVEL & EXPERIENCE VALUE: Characters who overcome an encounter's challenges earn this many experience points. (For example, a level 8 encounter for five characters should be made up of about 1,750 xp worth of monsters, traps and/or skill challenges and would reward 1,750 xp divided equally among successful characters.)

SKILL CHALLENGES: Complexity 1 skill challenges need 4 successes before 3 failures; Complexity 2 need 6 successes; Complexity 3 need 8 successes; Complexity 4 need 4 successes; and Complexity 5 needing 12 successes before 3 failures.

DEFENSES: Add 2 to AC for Controllers, Lurkers, Skirmishers and Minions. Add 4 to AC for Soliders. For Fortitude, Reflex and Will, add +1 to one stronger Defense and -1 to one weaker Defense.

ATTACK: Bonus shown is versus Armor Class. Apply -2 if targeting Fortitude, Reflex or Will.

DAMAGE SEVERITY: Modify as follows: Brutes +2 Severity, encounter powers +4 Severity, multiple targets affected by hit -2 Severity. Solos multiply Severity by 1.75. For minions, "take 10" instead of rolling for damage on the table.

HIT POINTS: Artillery, Lurker = Low; Controller, Skirmisher, Solider = Medium; Brute = High; Elite: Hit points x 2; Solo: Hit points x 4

DAMAGE TYPES: Pick or roll 1d20: (1-2) Acid, (3-4) Cold, (5-6) Fire, (7-8) Force, (9-10) Lightning, (11-12) Necrotic, (13-14) Poison, (15-16) Psychic, (17-18) Radiant or (19-20) Thunder.

SPECIAL EFFECTS & CONDITIONS: In addition to hit point damage, attacks may cause targets to suffer one or more conditions or other penalties, or help the attacker. Limited attacks that cause conditions typically are only usable once per encounter, when recharged on a roll of 5 or 6 on 1d6, when the creature is first blooded, or when some other specific trigger happens. An affected target may attempt a save to end the condition at the end of a turn, or when allowed a save due to a power or feat. A roll of 10 or higher on 1d20 saves unless special modifiers apply.

* Ability Bonus: The attacker gains one of the following until the end of its next turn: +2 to attack rolls, +2 to one Defense (AC, Fortitude, Reflex or Will) or +2 to saves.
* Ability Hindrance: You suffer one of the following until the end of your next turn: -2 to attack rolls, -2 to one Defense (AC, Fortitude, Reflex or Will) or -2 to saves.
* Ally Bonus: One of the attacker's allies may do one of the following actions: Make a save to end a condition, shift its Speed, make a basic attack against the target just hit (if able to do so), or recover hit points equal to the attacker's level.
* Blinded: You grant combat advantage. You can't see any target (your targets have total concealment). You take a –10 penalty to Perception checks. You can't flank an enemy.
* Bloodied: Your hit points are less than half your total hit points but more than 0.
* Dazed: You grant combat advantage. You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions. You can't flank an enemy.
* Deafened: You can't hear anything. You take a –10 penalty to Perception checks.
* Dominated: You're dazed. The dominating creature chooses your action. The only powers it can make you use are at-will powers.
* Dying: You're unconscious. You're at 0 or negative hit points. You make a death saving throw every round.
* Grabbed: You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide. Unless otherwise noted, a grab lasts until the end of the grabber's next turn, and the grabber can sustain the grab as a minor action and end it as a free action. (Certain circumstances end a grab: if the grabber is affected by a condition that prevents it from taking opportunity actions, if either the grabber or the creature it's grabbing moves far enough away that the grabbed creature is no longer in the grabber's reach, or if the grabbed creature escapes. See also rules for "Escape" and "Grab" actions.)
* Healing Drain: You lose one healing surge, recovered after an extended rest. (This effect is common among powerful undead.)
* Helpless: You grant combat advantage. You can be the target of a coup de grace. (Note: Usually you're helpless because you're unconscious.)
* Forced Movement (Pull, Push or Slide): You are moved "X" number of squares away toward the attacker (pull), away from the attacker (push) or in any direction (slide). (As a rule of thumb, figure "X" squares being equal to half the attacker's level unless otherwise noted.) Forced movement does not provoke opportunity attacks or other opportunity actions, nor is it hindered by difficult terrain. Forced movement can't move a target into a space it couldn't enter by walking, force it into an obstacle or make it squeeze into a space. Targets forced off a cliff are allowed a save roll (typically 10 or better on 1d20) to avoid falling, instead ending movement while just hanging on.
* Immobilized: You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.
* Marked: You take a –2 penalty to attack rolls for any attack that doesn't target the creature that marked you.
* Ongoing Damage: You suffer a specific type of damage at the start of your turn each round. Damage of the same type does not stack; for example, ongoing 5 fire damage and ongoing 10 fire damage would cause 10 points of damage per turn, but ongoing 5 fire damage and ongoing 10 acid damage would cause 15 points of damage. Resistance to a specific damage type also reduces ongoing damage from that type.
* Petrified: You have been turned to stone. You can't take actions. You gain resist 20 to all damage. You are unaware of your surroundings. You don't age.
* Prone: You grant combat advantage to enemies making melee attacks against you. You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies. You're lying on the ground. (If you're flying, you safely descend a distance equal to your fly speed. If you don't reach the ground, you fall.) You take a –2 penalty to attack rolls. You can drop prone as a minor action.
* Removed From Play: You start and end as normal, but can't take actions unless specified otherwise. You have neither line of sight nor line of effect to anything, and nothing has line of sight or line of effect to you.
* Restrained: You grant combat advantage. You're immobilized. You can't be forced to move by a pull, a push, or a slide. You take a –2 penalty to attack rolls.
* Slowed: Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can't increase your speed above 2, and your speed doesn't increase if it was lower than 2. If you're slowed while moving, stop moving if you have already moved 2 or more squares.
* Stunned: You grant combat advantage. You can't take actions. You can't flank an enemy.
* Surprised: You grant combat advantage. You can't take actions, other than free actions. You can't flank an enemy.
* Unconscious: You're helpless. You take a –5 penalty to all defenses. You can't take actions. You fall prone, if possible. You can't flank an enemy.
* Vulnerable: You take extra damage from a specific damage type. For example, if you have vulnerable 5 fire, then any time you take fire damage, you take an additional 5 fire damage.
* Weakened: Your attacks deal half damage.