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2015-01-24, 04:51 AM (ISO 8601)
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- Feb 2014
Best Low Level Monsters/Encounters?
Hi all readers, I have done D&D before about a year ago, and was DM for most games. I am now starting a new campaign again, but I want to mix up early level encounters! Any suggestions on low level monsters/encounters which dont involve Kobolds? (My party are all starting Rank 1)
Thanks people, Tom
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2015-01-25, 08:26 AM (ISO 8601)
- Join Date
- Aug 2010
Re: Best Low Level Monsters/Encounters?
I must admit, I build all my own monsters and I change the level to match their hit dice in older editions. That gives me the full range of kobolds, goblins, orcs, hobgoblins, and gnolls to play with at low levels. It doesn't take long to be able to do the same.
But the real issue is more to do with your campaign. What are your plans? Is there a goal? Is there a theme? Where is it set?Cheers
Scrivener of Doom
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2015-01-25, 05:09 PM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
My intentions with the Campaign were to have my players start in a small village, and be given a map of the local area. Then after being asked by the innkeep (or similiar NPC) to complete some quest, they will adventure out into the forest areas where they would find some low level creatures smuggling some treasure from passers by (like highwaymen)
The setting will be very foresty and rural, as one of the players has developed a very interesting Dryad Character!
There isnt really a final goal, as we dont have the time to do a full campaign, this is just for fun really, so I intent to plan as little as possible and go with the flow of the players
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2015-01-26, 01:05 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
Always been a big fan of the MM3/Monster Vault basic Wraiths; tremendously flexible and capable of all kinds of interesting tactical shenanigans and rude surprises.
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2015-01-26, 02:54 PM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
I did some reading, the wraith seems really interesting, but I think I would need to tone it down to make it appropriate for a lower level encounter. How could I scale down its stats? Or do I even need to? Could three of them make a fair encounter level 1? Here are the stats, save you finding them!
-- HP 37 Bloodied 18
-- AC 16; Fortitude 13, Reflex 16, Will 14
-- Regen 5
-- Shadow Touch (standard; at-will) ✦ Necrotic
+8 vs. Reflex; 1d6 + 4 necrotic damage, and the target is
weakened (save ends).
-- Combat Advantage ✦ Necrotic
The wraith deals an extra 1d6 necrotic damage against any
target it has combat advantage against.
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2015-01-26, 03:33 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
Oh no, that's not the Wraith I'm talking about; that's their old stat block.
This is the new Wraith:
Wraith
Medium shadow humanoid (undead)
HP 53: Bloodied 26
AC 19. Fortitude 17. Reflex 18. Will 15
Speed 0, fly 6 (hover): phasing
Immune disease, poison: Resist 10 necrotic
Level 5 Lurker
XP 200
Initiative +10
Perception +2
Darkvision
TRAITS
Insubstantial
The wraith takes half damage from all attacks, except those that deal force damage. Whenever
the wraith takes radiant damage, it loses this trait until the start of its next turn.
Spawn Wraith
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this
wraith's next turn. The new wraith appears in the space where the humanoid died or in the
nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the
Dungeon Master's control.
STANDARD ACTIONS
Shadow Touch (necrotic) • At-Will
Attack: Melee 1 (one creature); +8 vs. Reflex
Hit: 2d6 + 6 necrotic damage, or 4d6 + 14 necrotic damage if the wraith was invisible to the
target when it attacked.
TRIGGERED ACTIONS
Shadow Glide (teleportation) • At-Will
Trigger. An attack that does not deal force or radiant damage hits the wraith.
Effect (Free Action): The wraith becomes invisible until it hits or misses with an attack or until the
end of the encounter. The wraith teleports up to 6 squares and cannot attack until the end of
its next turn.
Skills Stealth +11
Str 4 (-1) Dex 18 (+6) Wis 10 (+2)
Con 17 (+5) Int 6 (+0) Cha 15 (+4)
Alignment chaotic evil Languages Common
To scale it up or down in level, simply add/subtract 1 to/from its defenses, attack and damage, 0.5 to/from skills, and 6 to/from its HP per level.
Wraiths are great for ambushing parties, and hitting their flanks/rear where the weaker and squishier party members usually are. They're also great for hit and run on key targets.
I like to play them as cunning, predatory spirits with an eye for weakness. They'll usually beeline towards and swarm the target with the lowest current hit points if there are no enemies wielding force and/or radiant damage. Whenever they can, they'll abuse Shadow Glide to vanish, stealth and on the following turn reposition before moving through walls and obstacles to converge on their target of choice, typically flying out of melee range until attacking, using walls, floors, ceilings and other normally impassable obstacles to block line of effect while they're stalking targets during turns they can't attack, as they can easily phase through them.Last edited by Surrealistik; 2015-01-26 at 04:48 PM.
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2015-01-26, 05:18 PM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
Amazing post, so useful! I look forward to using this in my campaign!
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2015-01-26, 06:33 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
Haha, no problem, glad to help.
If you want to be especially evil, keep in mind that Wraiths are not at all impeded by poison or water, and can exploit both tremendously well in the case of a flooded room, or vats/flows of poison they might leap out from, and tactically utilize. One of my favourite encounters as DM involved their emergence from deep pools of viscous necrotic sludge as the room slowly filled with the same.Last edited by Surrealistik; 2015-01-26 at 06:36 PM.
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2015-01-26, 06:48 PM (ISO 8601)
- Join Date
- Jul 2013
Re: Best Low Level Monsters/Encounters?
Ugh...can I comment, as a player, how much I utterly loathe Wraiths? Not because they're overpowered, but because they're boring- the "new" versions are level 5, and have standard hit points for a level 5 Lurker, but are insubstantial. If you're not doing Radiant or Force damage, they turn combats into slow, grindy things.
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2015-01-26, 07:20 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
I would agree that they can be very grindy if your party has no radiant/force at its disposal, or no encounter specific means of destroying them (like Religion checks, destroying some altar/tomb, etc). In this case, the solution is as easy as reducing their HP, or running them as if they don't have insubstantial. In all honesty unless there is an encounter specific way to destroy them or remove insubstantial (outside of things that specifically interact with it otherwise) I often don't even bother with that property, and remove the force/radiant bypass on their reaction.
That all said however, the combination of invisibility, teleportation and phasing allows for all kinds of interesting tactical situations and tense moments for the PCs; it's often difficult to control and even track them at the levels they appear, and they can exploit terrain in all kinds of different ways, making for an unsettling opponent that can attack nearly any target from pretty much any angle for a lot of spike damage.Last edited by Surrealistik; 2015-01-27 at 10:41 AM.
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2015-01-27, 11:55 AM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
My party doesn't have any radiant damage as far as I am aware. However I agree that sounds very interesting tactially!
My Party is comprised of a Fighter, Wizard, Warlock, Warlord and Druid. I may be wrong but I believe the parties only flaw is nobody seems to use attacks vs reflex? Any thoughts on how to deal with this? Should I exploit the weakness by using high AC, Fortitude and Will mosnters?
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2015-01-27, 12:23 PM (ISO 8601)
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- Aug 2011
- Gender
Re: Best Low Level Monsters/Encounters?
That party should have attacks that target reflex; in particular I don't think it's possible to build a Druid without at least one vs. Reflex attack, since all the Beast Form At-Wills hit reflex.
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2015-01-27, 12:23 PM (ISO 8601)
- Join Date
- Jul 2013
Re: Best Low Level Monsters/Encounters?
Sometimes.
The general rule should be that sometimes you find ways to thwart your players. But at other times, you should allow what they are awesome at to be, well, awesome. A player focused on using fire should occasionally run into fire resistant monsters, for example, but doing that in more than one or two encounters per level just means that you've declared their choices to be useless. Same with a party that lacks a lot of ranged powers- it's fine to throw in Encounters where ranged characters benefit from time to time, but throwing them in every encounter ends up causing a lot of bitter feelings.
Basically- their cool tricks should be cool, except on the occasions when they're not, rather than their cool tricks being worthless, except on the occasions when they're not.
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2015-01-27, 01:28 PM (ISO 8601)
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- Feb 2014
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2015-01-28, 12:16 PM (ISO 8601)
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- Feb 2014
- Location
- Arcadia
- Gender
Re: Best Low Level Monsters/Encounters?
On wraiths; remember they create spawn whenever they kill any humanoid. Adding a bunch of weak commoners the PC's must protect to the fight can make things very interesting.
Creator of the LA-assignment thread.
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2015-01-28, 09:12 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
Last edited by Surrealistik; 2015-01-28 at 09:13 PM.
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2015-01-29, 03:41 AM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
I really like the sound of that, defending commoners to prevent more wraiths spawning! I'm sure this would work well with the parties setup too. So theoretically, how would I best spend approximately 500/600 points on wraiths, and what level should I make each one? (Remembering I will have humanoids with me who may summon more wraiths)
Do you think this would work? I have reposted anything that has been scaled down for a level 2 wraith
Medium shadow humanoid (undead)
Level 2 Lurker
XP 125
HP 35: Bloodied 17
AC 16. Fortitude 14. Reflex 15. Will 12
Shadow Touch (necrotic) • At-Will
Attack: Melee 1 (one creature); +6 vs. Reflex
Hit: 1d6 + 3 necrotic damage, or 2d6 + 6 necrotic damage if the wraith was invisible to the
target when it attacked.
(I am unsure with the damage here)
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2015-01-29, 02:00 PM (ISO 8601)
- Join Date
- Feb 2008
Re: Best Low Level Monsters/Encounters?
Thinking more like this:
Wraithling
Medium shadow humanoid (undead)
HP 35: Bloodied 17
AC 16. Fortitude 14. Reflex 15. Will 12
Speed 0, fly 6 (hover): phasing
Immune disease, poison: Resist 10 necrotic
Level 2 Lurker
XP 125
Initiative +5
Perception +2
Darkvision
-------------------------------------------------------------------
TRAITS
Insubstantial
Counts as insubstantial for the purpose of game effects and interactions other than damage.
Spawn Wraith
When the wraithling kills a humanoid, that humanoid becomes a wraithling at the start of this wraith's next turn. The new wraithling appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraithling acts under the Dungeon Master's control.
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STANDARD ACTIONS
Melee Basic, Shadow Touch (necrotic) • At-Will
Attack: Melee 1 (one creature); +5 vs. Reflex
Hit: 2d6 + 3 necrotic damage, or 4d6 + 9 necrotic damage if the wraith was invisible to the target when it attacked.
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TRIGGERED ACTIONS
Shadow Glide (teleportation) • At-Will
Trigger: An attack hits or damages the wraithling.
Effect (Free Action): The wraithling becomes invisible until it hits or misses with an attack or until the end of the encounter. The wraithling teleports up to 6 squares and cannot attack until the end of its next turn.
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Skills Stealth +10
Str 4 (-1) Dex 18 (+6) Wis 10 (+2)
Con 17 (+5) Int 6 (+0) Cha 15 (+4)
Alignment chaotic evil Languages Common
Hauntling
Medium shadow humanoid (undead)
HP 41: Bloodied 20
AC 16. Fortitude 12. Reflex 14. Will 15
Speed 0, fly 6 (hover): phasing
Immune disease, poison: Resist 10 necrotic
Level 2 Controller
XP 125
Initiative +5
Perception +2
Darkvision
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TRAITS
Insubstantial
Counts as insubstantial for the purpose of game effects and interactions other than damage.
Spawn Hauntling
When the hauntling kills a humanoid, that humanoid becomes a hauntling at the start of this wraith's next turn. The new hauntling appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new hauntling acts under the Dungeon Master's control.
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STANDARD ACTIONS
Melee Basic, Rend Soul (necrotic, psychic) • At-Will
Attack: Melee 1 (one creature); +5 vs. Reflex, +5 vs. Will
Hit (Reflex): 1d6 + 5 necrotic and psychic damage.
Hit (Reflex and Will): The target is dazed and takes a -2 penalty to Will and saves against the effects of attacks that target Will until the end of the Hauntling's next turn. If Ghostly Possession isn't expended, the Hauntling immediately uses it on the target, otherwise it recharges.
Ghostly Possession (psychic) • Recharge when first bloodied, or the Hauntling hits a target's Reflex and Will with Rend Soul (see Rend Soul)
Attack: Melee 1 (one creature); +5 vs. Will
Hit: The Hauntling is removed from play. The target is dominated (save ends). The Hauntling can end this effect as a Free Action. Until this effect ends, once at the start of each of the target's turns it can take psychic damage equal to 8 + its level to make a saving throw to end this effect. This damage cannot be reduced. If the target is subject to this effect when the encounter ends and fails its next two saves against this effect, the target is fully controlled by the Hauntling instead of dominated and this effect becomes permanent. A successful Remove Affliction ritual performed on the target ends this effect, even if it's permanent.
Aftereffect: The Hauntling returns to play in the closest unoccupied space with line of effect to the target. The target is dazed until the end of its next turn.
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Skills Stealth +10
Str 4 (-1) Dex 18 (+6) Wis 10 (+2)
Con 17 (+5) Int 6 (+0) Cha 15 (+4)
Alignment chaotic evil Languages CommonLast edited by Surrealistik; 2015-02-03 at 12:55 PM.
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2015-01-30, 07:19 PM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
This is literally amazing, thanks for taking the time to help me <3 This will make a great encounter, my area map has a graveyard ready for this!
I dunno if this interests people but here is my current area map, the sea of salt is not the real name, just an in joke with my players!
The Talis Church is where the wraith encounter will take place, I was wondering if the wraiths could be summoned by a corrupt wizard/sorcerer?
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2015-01-31, 02:37 AM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
Sure. You could even design a custom ritual for it.
One neat thing you could do with the Hauntlings is have them start out possessing a couple of apprentices or captives; when they're killed, and the Hauntlings reveal themselves, the real horror begins.
I'd also consider seeding the area with some scrolls (or potion equivalents) of Remove Affliction just in case a player is permanently possessed by a Hauntling.Last edited by Surrealistik; 2015-01-31 at 03:23 AM.
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2015-02-01, 12:32 PM (ISO 8601)
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- Feb 2014
Hard Level 1 Encounter (750 Points)
I would also like to add a boss fight as the players are about to reach level 2, where they find a Beastmaster and his wolf companion. Any idea what rules I could adapt to fit this? I was thinking something along these lines:
Beastmaster (Human) Controller
Great Wolf - Brute
Young Wolfs - Minions
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2015-02-03, 01:05 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
Here's the stat block for the minions and great wolf; the Beastmaster will come later; note that Pinning Maul occurs _before_ the target actually stands up, so it gets combat advantage for that attack.
Alpha Wolf
Large natural beast
HP 56; Bloodied 28
AC 15. Fortitude 16. Reflex 15. Will 14
Speed 10
Level 3 Brute
XP 150
Initiative +3
Perception +7
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TRAITS
Pack Attack
If the Wolf is adjacent to an enemy that is also adjacent to an ally with this trait, it counts as flanking that enemy and gets a +1 bonus to its attack rolls against that enemy for every such ally beyond the first.
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STANDARD ACTIONS
Melee Basic, Bite • At-Will
Attack: Melee 2 (one creature); +8 vs. AC and +6 vs. Fortitude
Hit (AC): 2d6 + 7 damage +1d6 extra damage if the Wolf has combat advantage against the target and +2d6 extra damage if the target is prone.
Hit (AC & Fortitude): The target is knocked prone.
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TRIGGERED ACTIONS
Pinning Maul • At-Will
Trigger: An enemy that the Alpha Wolf can see attempts to stand from prone while in its reach.
Target: The triggering enemy
Effect (Immediate Interrupt): The Alpha Wolf makes a Bite attack against the target. If it hits, the target remains prone.
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Skills Stealth +10
Str 12 (+2) Dex 18 (+5) Wis 10 (+1)
Con 12 (+2) Int 3 (-2) Cha 8 (+0)
Alignment unaligned Languages none
Pack Wolf
Medium natural beast
HP 1 (a missed attack never damages a minion)
AC 17. Fortitude 13. Reflex 15. Will 13
Speed 10
Level 2 Minion Skirmisher
XP 31
Initiative +7
Perception +7
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TRAITS
Pack Attack
If the Wolf is adjacent to an enemy that is also adjacent to an ally with this trait, it counts as flanking that enemy and gets a +1 bonus to its attack rolls against that enemy for every such ally beyond the first.
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STANDARD ACTIONS
Melee Basic, Bite • At-Will
Attack: Melee 1 (one creature); +7 vs. AC and +5 vs. Fortitude
Hit (AC): 4 damage or 7 damage if the target is prone. The wolf and an ally with the Pack Attack trait adjacent to the target can shift 1 square as a free action.
Hit (AC & Fortitude): The target is knocked prone.
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TRIGGERED ACTIONS
Snapping Death • Encounter
Trigger: The Wolf is destroyed
Target: One enemy the Wolf can see within its reach
Effect (Immediate Interrupt): The Wolf makes a Bite attack against the target.
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Skills Stealth +10
Str 12 (+2) Dex 18 (+5) Wis 10 (+1)
Con 12 (+2) Int 3 (-2) Cha 8 (+0)
Alignment unaligned Languages noneLast edited by Surrealistik; 2015-02-06 at 01:58 PM.
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2015-02-06, 03:38 PM (ISO 8601)
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- Feb 2008
Re: Best Low Level Monsters/Encounters?
And here's the Beastmaster:
Beastmaster
Medium natural humanoid (human)
HP 192; Bloodied 96
AC 17. Fortitude 15. Reflex 14. Will 16
Speed 6
Level 3 Solo Controller (Leader)
XP 650
Initiative +3
Perception +9
Action Points: 2
Saving Throw Bonus: +5
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TRAITS
Channel the Wolf Spirit
At the start of his turn the Beast Master can stun any number of allies with Pack Attack of his level or lower within 20 squares until the end of their next turn. For each ally stunned in this way, he can make a saving throw against an enemy effect on him with a conditional duration, even if it wouldn't normally end on a save. Alternately he can expend an Action Point to end all such effects.
Pack Attack
If the Beastmaster is adjacent to an enemy that is also adjacent to an ally with this trait, it counts as flanking that enemy and gets a +1 bonus to its attack rolls against that enemy for every such ally beyond the first.
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STANDARD ACTIONS
Melee Basic or Ranged Basic, Hand Axe (weapon) • At-Will
Attack: Melee 1 or Ranged 5/10 (one creature); +8 vs. AC & +6 vs. Fortitude
Hit (AC): 1d6 + 8 damage.
Hit (AC & Fortitude): The target is slowed until the end of the Beastmaster's next turn, pushed or pulled 3 squares or knocked prone.
Inspiring Onslaught • At-Will
Effect: The Beastmaster makes three Basic Attacks, or four Basic Attacks while Bloodied. For each attack that hits, up to 2 Minions worth of Natural Beast Allies that can see him can shift 1 square and make a Basic Attack as a Free Action after those attacks resolve.
Battle Orders • At-Will
Target: Up to 8 Minions (10 while Bloodied; Standards count as 4 Minions, Elites as 8) worth of natural beast allies that can hear the Beastmaster and are his level or lower.
Effect: The target move up to its speed and makes a Basic Attack as a Free Action. These Basic Attacks get a +2 power bonus to hit and, while the Beastmaster is Bloodied, deal +2 extra damage.
Call of the Wild • Recharge when the Beastmaster ends his turn without using this power
Requirement: The Beastmaster has less than 8 Minions (10 while Bloodied) worth of allies in the encounter.
Effect: Natural Beast Minion allies of the Beastmaster's level or lower appear in unoccupied squares of total or partial concealment in the encounter area, and/or in unoccupied squares within a close burst 2 of the Beastmaster until the Beast Master has 8 Minions (10 while bloodied) worth of allies in the encounter. Their initiative is equal to the Beastmaster's initiative minus 10. While Bloodied, the Beastmaster can have Natural Beast Standards appear in this way instead of 4 Minions. Creatures that appear in this way have the Pack Attack trait.
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MINOR ACTIONS
Feral Chant • At-Will (1 / turn; 2 / turn when bloodied)
Effect: The Beastmaster bestows up to 20 Temporary Hit Points divided between any number of natural beast allies that can hear him until the end of the encounter, or he dies or becomes unconscious in minimum sets of 5. Allies with them gain a +2 bonus to their attack rolls, attack damage and all saves and checks.
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TRIGGERED ACTIONS
Heroic Effort • Recharge when first bloodied
Trigger: The Beastmaster misses an attack roll or fails a saving throw.
Effect (No Action): The Beastmaster gains a +4 racial bonus to the triggering attack roll or saving throw.
Blood Howl • Encounter
Trigger: The Beastmaster is first bloodied during an Encounter
Effect (No Action): All enemy effects on the Beastmaster with a conditional duration end, and the Beastmaster immediately uses Call of the Wild and Battle Orders in any order you choose as a Free Action.
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Skills Athletics +9, Nature +9, Stealth +8, Survival +9
Str 16 (+4) Dex 15 (+3) Wis 16 (+4)
Con 16 (+4) Int 12 (+2) Cha 13 (+2)
Alignment unaligned? Languages common, druidic, elvenLast edited by Surrealistik; 2015-02-20 at 11:26 AM.
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2015-02-18, 06:17 AM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
Sorry for not responding, your post is incredible! <3
How do you actually generate these rules and stats? It seems as if its come straight from a rulebook by the way it is written!
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2015-02-20, 08:26 AM (ISO 8601)
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- Jul 2011
- Location
- Charlotte, USA
- Gender
Re: Best Low Level Monsters/Encounters?
He's been at this for awhile.
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2015-02-28, 01:13 PM (ISO 8601)
- Join Date
- Feb 2008
Re: Best Low Level Monsters/Encounters?
Haha, thanks.
It's generally a product of adapting the MM3/Monster Vault wording conventions to my ideas as closely as possible, and otherwise using language that's as precise and concise as possible.
The stats themselves are pretty cut and dry in terms of quantitative parameters; you just follow the MM3/MV instructions. I've created a spreadsheet that automatically gives me the correct stats for any set of inputs which simplifies and expedites monster creation:
https://docs.google.com/spreadsheets...it?usp=sharing
Feel free to make and use a copy.Last edited by Surrealistik; 2015-02-28 at 01:14 PM.
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2015-03-01, 02:24 PM (ISO 8601)
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- Feb 2014
Re: Best Low Level Monsters/Encounters?
I really like the idea, I might give making my own a try (finally put those Microsoft Excel skills to test!)
As for the concise wording, I will just have to practice to get better at that one
Thanks again!