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Out of the Abyss- Post your pre-set encounters *Spoilers*
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<blockquote data-quote="DMCF" data-source="post: 6715601" data-attributes="member: 6790388"><p>I don't know how to mark spoilers so I am going to be vague in Day 1, but DMs will know what I mean. I have a large party so we aren't using NPCs in combat. Therefore I feel all my encounters should involve an NPC interaction or two. Since I can't know how the dice will fall (who may die) I don't think to far ahead. Certain NPCs (see day 1) I love and I want to keep them alive for their story arc.</p><p></p><p><strong>Day 1:</strong> Drow harry the group. If they wait in ambush the party can, with a <strong>5DC </strong>steath check, ambush 2 drow scouts from Velkenvelve. +50 xp each if they interrogate and learn that they are being followed. Party perception <strong>DC 10</strong> finds a certain someone extracting drow intestines. <strong>DC 15</strong> finds that the intestines are laid our symmetrically.</p><p></p><p><strong>Day 2: </strong>Traveling through a fissure they are at a dead end. <strong>DC 5 </strong>perception, finds a small urn under a mushroom. <strong>DC 10</strong> finds a path up the rocks to climb out of the fissure. Disturbing the urn summons a <strong>CR4</strong> banshee 120 ft. (no improved darkvision in group) back in the fissure and it assails them. <strong>DC10</strong> insight for anyone assessing the situation notices the Drow NPC peering up the path and he will suggest leaving the banshee for the Drow following. <strong>DC 10</strong> athletics check to climb out of the fissure. The banshee does not follow. Leaving the banshee alive reduces chase by 1. </p><p></p><p><strong>Day 2 or 3:</strong> They encounter strange growth. Mushroom-like but luminescent and with colors coursing along it when touched. A <strong>DC 10</strong> Arcana check will trap the mind of the wizard who (the group agrees annoyingly) <em>always rolls Arcana on everything</em>. He is incapacitated (surprise round) and suffers 1d10+1 damage per round. The growth is actually a warped/sentient Zurkwood (<strong>CR5</strong> Cambion minus fire ray and spores for attack). If the party asks Stool what the growth is they can avoid the surprise round. *note* this encounter is mean't to teach a certain someone a lesson. If the wizard falls unconscious the NPCs will join up and hack the monster to bits in the following round.</p></blockquote><p></p>
[QUOTE="DMCF, post: 6715601, member: 6790388"] I don't know how to mark spoilers so I am going to be vague in Day 1, but DMs will know what I mean. I have a large party so we aren't using NPCs in combat. Therefore I feel all my encounters should involve an NPC interaction or two. Since I can't know how the dice will fall (who may die) I don't think to far ahead. Certain NPCs (see day 1) I love and I want to keep them alive for their story arc. [B]Day 1:[/B] Drow harry the group. If they wait in ambush the party can, with a [B]5DC [/B]steath check, ambush 2 drow scouts from Velkenvelve. +50 xp each if they interrogate and learn that they are being followed. Party perception [B]DC 10[/B] finds a certain someone extracting drow intestines. [B]DC 15[/B] finds that the intestines are laid our symmetrically. [B]Day 2: [/B]Traveling through a fissure they are at a dead end. [B]DC 5 [/B]perception, finds a small urn under a mushroom. [B]DC 10[/B] finds a path up the rocks to climb out of the fissure. Disturbing the urn summons a [B]CR4[/B] banshee 120 ft. (no improved darkvision in group) back in the fissure and it assails them. [B]DC10[/B] insight for anyone assessing the situation notices the Drow NPC peering up the path and he will suggest leaving the banshee for the Drow following. [B]DC 10[/B] athletics check to climb out of the fissure. The banshee does not follow. Leaving the banshee alive reduces chase by 1. [B]Day 2 or 3:[/B] They encounter strange growth. Mushroom-like but luminescent and with colors coursing along it when touched. A [B]DC 10[/B] Arcana check will trap the mind of the wizard who (the group agrees annoyingly) [I]always rolls Arcana on everything[/I]. He is incapacitated (surprise round) and suffers 1d10+1 damage per round. The growth is actually a warped/sentient Zurkwood ([B]CR5[/B] Cambion minus fire ray and spores for attack). If the party asks Stool what the growth is they can avoid the surprise round. *note* this encounter is mean't to teach a certain someone a lesson. If the wizard falls unconscious the NPCs will join up and hack the monster to bits in the following round. [/QUOTE]
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