OP
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Joined: Feb 2020
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And SOME sort of discouraging encounters would also help to set the tone in the minds of players. You CAN rest as much as you want, but maybe you shouldn't. Bad things might happen. To be honnest, I'd like to have suggested possible events eventually more combats oriented if you rests in mini camps depending the situation. But many people here are getting sick when they heard something that makes them think about "random encounters". So I gave the basics. It could be improved ofc. And the event suggestions you made in private message, without necessarily being all very suitable for this suggestion are all very inspiring. Here is the list, I forgot to post it yesterday after I wrote this wall of text and turned off my computer at 1:30 am. Scenario 1 Wolves - You return to camp just fine and your party has gathered around the fire to eat dinner. Suddenly, you hear movement. A pack of wolves enters your camp. The alpha is a Dire Wolf. There is 1 regular wolf per character in the camp (so all origins plus MC would be 6 wolves and 1 Dire Wolf). The wolves are hungry, and they have smelled your food. You have 4 choices 1st : Flee - They let you escape to the back of the camp where you climb up on something so it's hard for them to get you. You lose an entire Long Rest worth of Camping Supplies (currently 40). 2nd : Distract them - You make an Animal Handling check of 10 or higher. If successful, you manage to catch the attention of half the pack. They follow you as you flee to where you climb up on something so it's hard for them to get you. The rest of the pack eats their fill, including the alpha. Then the alpha summons the back when he's done, and they all leave. Thus, you only lose half Long Rest worth (currently 20) of Camping Supplies as only some of the wolves ate some of your food. If you fail, you have to fight. (See option 4.) 3rd: Intimidate them - Make an Intimidation check of 10 or higher. If successful, you scare the wolves away. No food loss. If failure, the wolves attack. (See option 4.) 4th : Attack - Wolves don't fight to the death. Each one that loses half their health flees to edge of camp and thus flees combat. If alpha is reduced to half health or less, he also flees, and the whole pack then flees. During the fight, wolves will dart in and steal food during the fight. You will lose as much food as they are able to steal. So, some will attempt to steal food as opposed to attack you. During combat, you have the ability to minimize how much food they take, but you may also suffer greater injury, etc.
Scenario 2 Looters - You return to camp to find a group of 8 Bandits is trying to rob you. Any party members you left (including Volo and Halsin and Scratch, etc. - Withers is just not there) at camp are tied up and unconscious. They were ambushed. You have 4 choices. 1st : Hide and observe - They load up their packs and steal ALL your stored items at camp. If you selected this option, you will get a second chance to stop them. The game will ask, "It looks like they are about to take off with all your stored goods. What do you do?" You can then choose to either let them take all your stuff (and they do), Intimidate (see option 2), Persuade (see option 3) or Attack (see option 4). 2nd : Intimidate them ("Drop everything or die!") - You have to succeed in a 10 or higher Intimidate check to make them drop your stuff and leave. If you fail, you have to fight (see option 4). 3rd : Persuade them ("Hi. Nice to meet you. So, what can I do to convince you to not take all my stuff?") - You have to succeed in a 15 or higher Intimidate check. If you do, you also have to bribe them with 50 gold. If you can't pay, they give you the choice of backing off and letting them steal your stuff, or fight. If the former, they take all your stuff from camp. You lose everything but what you have on your party. (Any party members at camp who are tied up and unconscious also lose all their gear.) If you attack, see option 4. 4th: Attack. Like the wolves, bandits don't fight to the death. If they think it's not worth it, they'll flee. Unlike the wolves, they aren't trying to snatch and grab. They're trying to beat you down or chase you off so they can run off with your goods. So, they will drop your gear on the ground and fight you. If they lose half HP, they flee. And like the alpha male, if the bandit leader (NOT bandit captain stats but maybe buffed bandit stats - like double normal bandit stats) suffers half HP loss, he flees and everyone else does as well. If they flee, they take nothing. If you flee, they take everything.
Scenario 3 Goblins - A goblin patrol (4 goblins and 1 goblin boss) finds your camp and sneaks up on you to ambush you while you're sleeping. Random roll is made to determine which camp member is on watch duty. That character makes a Perception check versus the goblins' stealth checks. If successful, the party member on watch wakes everyone. No surprise for the goblins. If failed, goblins surprise the party and get into close range with weapons at everyone's throats. You have 5 choices. 1st : Attack - You initiate combat. If you were not surprised, combat is as normal. If surprised, all your party members, except the one on watch, are prone. Thus, they all have disadvantage against melee attacks if they lose initiative. They also have to use movement to get up on their turn. There is no surprise round, for the surprise round was the goblins getting into close range. Goblins, like others, will only fight until half HP lost or until their leader flees. 2nd : Ambush (Only available if the party member on guard duty alerts everyone.) - Party immediately ducks into hiding. Each has to succeed in a Stealth check. Whoever wins Stealth check gets to act in a Surprise Round. Those that fail do not and act as normal. Also, those that succeed in Stealth get advantage as long as they remain in hiding during the Surprise Round. 3rd: Hide and Observe (Only available if the party member on guard duty alerts everyone.) - Same as 2nd option except that you don't attack. You just watch and see what they're going to do. The goblins enter the camp, ransack it a bit, take some of your items (Half Long Rest of Camping Supplies, currently 20, and maybe 50 gold and/or 10 random items you had in storage at camp - pays to maybe not always store stuff at camp) and leave as they laugh and eat your food and drink your water/wine. This option allows you one last chance to Ambush before you lose whatever the goblins take. You can either choose to Ambush (option 2) or Let them go. 4th : Deceive - Make a 10 or higher Deception check. If successful, you convince the goblins that you are allies, and if they mess with you and your companions, they will have to answer to their superiors for it. They will then agree to leave you alone (taking nothing). If failed, a fight ensues. (See option 1.) 5th: Intimidate - Make a 10 or higher Intimidate check. If successful, they flee and even drop a few of their own items because they're so scared. If fail, they fight.
Scenario 4 Thieves - A group of 4 thieves is trying to sneak into your camp to steal your stuff while the character you have set on watch isn't looking. You, however, have awakened to spot one of the thieves attempting to pick the lock on your storage container. Two others are rifling through backpacks, and the fourth is trying to keep an eye on everyone in your camp, as a lookout. You have the following options 1st : Attack - Fight ensues. Looters immediately grab backpacks and attempt to flee with them. Only those who have to get past your party members will fight. Otherwise, they all just try to flee with the packs. You must kill the thieves with the two packs before they reach the edge of camp, or you lose 10 random items per pack and/or 50 gold per pack and/or 10 Camping Supplies per pack. 2nd: Sneak up on the lookout - Stealth check of 12 or higher. On a sucessfull check, you sneak up on the lookout and slit his throat. You can then go to options 3, 4 or 5. On a fail, the lookout spots you and alerts his companions. Fight immediately ensues. (See option 1.) 3rd: Sneak up on the one by the storage container. Same as option 2. If successful, you can go to options 2, 4 and 5. If fail, you are spotted. However, the individual at the container takes an automatic hit from your character, thus starting combat with some damage already. (See option 1.) 4th: Sneak up on the thief by the pack on the right. Same as option 3. 5th: Sneak up on the thief by the pack on the left. Same as option 3. 6th: Intimidate - Make an Intimidate check of 10 or higher. If successful, they flee without taking anything. If failed, they attack. (See option 1.) 7th: Persuade - Make a Persuade check of 10 or higher. If successful, they apologize for trying to rob you. They didn't mean any harm. Then they flee. Scenario 5 Fishermen - You awaken to find a fisherman sifting through your supplies. Your character on guard duty has not spotted them, but you have awakened to see them messing around with your supply crate. You have the following options 1st: Attack 2nd: Wake your party, sneak up (Stealth) and surround 3rd: Sneak up (Stealth) and pin down (Athletics opposed) 4th: Persuade. Say, "Excuse me. What do you think you're doing?" 5th: Intimidate. Say, "Hey! Get outta here!" 6th: Let the fisherman break into your supply crate and steal some food. (Lose enough Camping Supplies for 1 Long Rest, 40 supplies currently)
Regardless, the fisherman attempts to flee. If you tried talking, he succeeds in fleeing towards the exit of the camp (wherever that might be) where he seems to wait for you. You can then either pursue or let him go. If you pursue, he attacks. If you let him go, he finally does leave and the encounter ends.
If you attacked, pinned or surrounded, or you pursued him to the exit of the camp, combat is initiated. Surprise! Two more fishermen then appear at the exit of the camp. All 3 fishermen have low health, but after they die, intellect devourers spring out. They are regular devourers, so resistance and everything. They can devour intellect and body thief as well. Except your tadpole prevents both. Thus, giving you a slight advantage as they waste a few attacks attempting to do such things. After they realize you aren't good prey, and you have tadpoles, they flee. Scenario 6 Boggle - You're at camp. A boggle suddenly uses dimensional rift to pop up on the party and steal an item from a party member (something small but valuable, like a Dagger + 1 or Shortsword + 1 or an onyx stone or other gemstone). Boggles aren't inherently evil. They're chaotic neutral. He's like a Kender from Dragonlance. He's just curious about the item and has taken it because he's interested. Party spots him and can: 1st: Attack - He immediately flees. As he does, he cries out for help. Four more boggles then arrive to help him. They all work to flee your camp. If he and/or they reach the edge of the camp, they rift away and the encounter ends. No food loss. 2nd: Persuade - DC 10 and he'll gladly give the item back. "I was just curious, is all," he tells you. "No harm done. Here you go." He then becomes your friend and says, "You nice. Me like you. Me and other boggles, we be friends now. If you need help, boggles help. We mostly live in bog, but me wander and see you and follow you here. I is good wanderer. You in bog, we help. Yes. But... um... not against hags or redcaps or anything at the docks. Those is all scary places. But anything else." Then he concludes by saying. "Say, friends eat friends' food. You food good." He opens another rift, steals some food, and bounds away while eating it. "Thanks, Friends! Me won't forget." You lose 1/8 Long Rest amount of Camping Supplies (currently 5). However, you find that he left you 5 gold in return. 3rd: Intimidate - DC 10 and he'll fearfully give the item back. "I's sorry! Please don't hurts me! I's was only lookin'! I's sorry! I's sorry!" Then he runs off. In the morning, you wake up to find that you are mysteriously missing half a Long Rest worth of Camping Supplies (currently 20). Boggle footprints indicate that he left and returned with friends who made off with your food. Little miscreants! 4th: Capture - Try to capture him by using Athletics to grapple and pin - Same as option 1 except that if the Athletics roll succeeds, the boggle is slippery and manages to break free of your grip immediately before combat begins. They have slippery oil that they excrete, so they are great escape artists. 5th: Observe - Stealth check 11 or higher. If successful, you follow him to a quiet corner of the camp where he's examining the item. He plays with it and then sets it down and dimension rifts away. Fail and he hears a noise. This scares him, and he dimension rifts away with the item. You lose the item. 6th: Let him go - Same as option 5 except in the morning you find the item and retrieve it.
Scenario 7 Ghosts - Your party spots ghosts flitting about and hears wails echoing throughout the camp. This wakes you up. You have the following options: 1st: Persuade - Try talking to the ghosts, DC 10. If you succeed, the ghosts appear and are friendly. There are four children. They tell you about how they live in Moonhaven. It's not far from your camp. You should go there. They have a blacksmith and a pharmacist and a miller, but many go down to the Chionthar and fish. Then one of the children seems to shudder. "But the Pharmacist," the girl says. "He's... He's... Don't ever let him catch you alone." She suddenly twists and jerks violently as her appearance takes on a more zombie-like one. "He's not a normal pharmacist. He's a..." The other children also seem to be having the same issue. "Murderer," they begin to chant. "Kidnapper. Murderer," they repeat in ethereal voices. "Stay away from the Apothecary!" Then they wail and vanish. If you fail, they become hostile, flitting about wailing as they dance around your camp. "You're with HIM, aren't you? You're his friends. The Necromancer! The Necromancer! We know you're with him. We know you're his friends! Murderer! MURDERERS!" Then they attack, having quarter HP of typical ghosts and no Possession abilities. They're children and only do 2d6+3 damage also with their withering touch. The battle lasts for only 4 rounds, regardless of how much damage you do to them (unless you destroy all four). 2nd: Ignore them - They disturb your rest that night. You only gain half Long Rest due to the moanings, wailings, sounds of children laughing, etc. that occur all night long periodically through the night. 3rd: Turn Undead (Cleric Only) - Cleric chases the child ghosts away, and you benefit from a peaceful night's rest (and maybe gain a +1 bonus to all rolls for the next day as the cleric has purged the area of restless spirits.) 4th: Necromancy of Thay Option Only - If you have the Necromancy of Thay, the ghosts will immediately become hostile, appearing before you with frightening appearances. "The book! The book! It's all because of that book! He kidnapped us! He murdered us! All for his experiments! You are his friends. You have the book. You must die." You can either Persuade them to not kill you, DC 15 to tell them you plan on destroying it, or you can give them the book to appease them. If you give them the book, they will take it and vanish. If you do not succeed in the Persuade roll, or you refuse to give them the book, they will fight you to the death. (Remember, they only have quarter HP and only do 2d6+3 damage with withering touch. They also cannot possess. However, they will not stop until you die, and they have many resistances and immunities.) Scenario 8. Suddenly, while you are all having dinner at camp, they beaten and bloodied up halfling woman stumbles into camp. She cries out to you and begs for your help. She asked you to save her. Before she can explain further, six armed men charge into the camp. When they see you they pause. They demand that you hand the halfling over immediately. She is a runaway slave and a criminal. She tells you that yes she was a slave, but it was only because they are slavers and they kidnapped her. She is a refugee from Elturel and they accosted her on the road. An insight role is made. 10 or higher. If you succeed, you determine that she is telling the truth. If you fail, you believe that the armed men are telling the truth. Either way, you can:
1. Turn her over to them. 2. Turn her over for money. Persuade check 10 or higher to get 100 gold. Failure means they refuse to pay. You can always fight them. 3. Persuade them to leave and let her go. Persuade check is 10 or higher. You must pay them a bribe of at least 50 gold. 100 gold if you fail. You can refuse to pay and fight. 4. Intimidate. Check is 15 or higher. Failure means you have to fight. 5. Attack. These thugs were sent by someone to get her back. Therefore, they are too afraid to go back without her. They will fight to the death. If you save her, you can direct her to The Grove to take refuge. She thinks you most profusely, and she takes off The Grove. Scenario 9. Rats. Eight giant rats. This scenario is sort of a throwback to the PlayStation Baldur's Gate game. No matter where you are, You can always run into rats. An alternative for this scenario would be spiders. Both giant spiders and swarms of spiders. The event begins with one character at Camp chosen at random to be ambushed and swarmed by the creatures. Spiders would immediately try to ensnare the person in webs. The objective of the encounter is actually to save that character from being killed and dragged off out of the camp. Your party is surprised. The enemy gets a surprise round to try to kill or poison to unconsciousness the character that is targeted. If they reduce the character to 0 HP, they drag the character towards the edge of the camp. Your party must reduce the creature to 0HP that is attempting to drag the incapacitated character to the edge of the map. Especially now that you can pick up characters, this is something that you might be able to do to save the incapacitated character - basically pick them up and throw them back towards the campfire.
If you succeed, the character is saved and remains in your camp. If you fail, and the creatures reach the edge of the map, that character is lost to you. They are dead and cannot be resurrected. Scenario 10 Dryad - You are sitting off by yourself in quiet contemplation about things when suddenly a dryad steps out of a tree using her tree stride ability. She immediately tries to charm you, Wisdom save DC 14. If you succeed, you fight it off normally. If you fail, the tadpole suddenly stirs. 1. Do you give in to the dryad's charm 2. Do you give in to the tadpole's power?
If tadpole, it comes to your aid to defeat her charm, but you will now have a Dream Lover dream, etc.
If you resist either on your own or via tadpole, you can:
1. Attack - She flees immediately by stepping into the tree using tree stride again,. The encounter ends. 2. Try to talk with her about why she tried charming you.
If she charms you, or you talk to her about the situation, she explains that she's been watching you. She likes you and thinks you will save her forest from the evils in it. There are cultists and goblins and their allies everywhere. Will you be her hero?
1. Agree to be her hero - You agree, whether charmed or not. She is beyond ecstatic. Then she gives you a ring, placing it on your finger. "You are my mate now," she tells you. "The ring binds us.". It is a ring made of roots with some flowers on it. "If you do something I approve of, I will aid you. If you do something I don't like, I will hinder you. Serve nature, especially my forest, and we'll be fine. Oh, and you can never leave the forest... Ever. You're mine now. Love you!". Then she giggles and darts into the tree. 2. Reject her request - If charmed, you must make a DC 14 Wisdom roll to reject her request. If you succeed, or you outright reject her, she leaves, very forlorn, stepping back into the tree. If you fail, you accept. See option 1.
If you are her hero, you gain a magic ring that is cursed. It grants you the ability to cast Entangle and Goodberry 3/day, and Barkskin, Pass Without a Trace and Shillelagh 1/day but ONLY against enemies of the grove (goblins, cultists, etc.). The spells are disabled against the tieflings, druids, the hag, etc. You can also talk to animals.
If you leave the forest, you suffer disadvantage on all rolls, unless you are going to the goblin camp to kill off the goblins. So, beyond Moonhaven, the bog, spider lair, Underdark, the road... All disadvantages. Only the forest and goblin camp grant you powers.
There are three ways to remove the cursed ring:
1. Use the tadpole. An option that should pop up if you select Unequip or you try to remove it. Doing so moves you a step closer to the Dream Lover.
2. Kill the goblin leaders and wipe out the camp. She will then appear to you again that night during the celebration and she has decided to release you from her engagement. She's got someone else in mind now - and she indicates Rath. So you are free to be with whoever you desire.
3. The hag's lair. One of her potions releases you from the cursed ring. Broken Promises, or something like that.
Last edited by Maximuuus; 27/04/22 07:59 AM.
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