Terrible, horrible, no-good, very bad encounters, by type

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
So it's the Fantastic Voyage movie, from 1966, with a hook, line, and sinker.

Then you run a sequel adventure based on the 1991 movie "The Fisher King" with Robin Williams.

Also with a hook, line, and sinker.

I had more in mind Lord Jabu Jabu in Ocarina of Time, I dont know those movies :D
 

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Blue

Ravenous Bugblatter Beast of Traal
Request: A strongly flavorful Underdark scene while traveling in unexplored areas by those with little Underdark experience (but good spelunking skills), where the local Underdark taints all within with madness and psychopathic tendencies. Horror and psychological elements are welcome.

Challenging for level 14-17 characters, but that's tweakable. Does not need to feature combat, and if it does feature combat it can be anything from the focus to just an additional hazard or even a red herring/distraction to the real challenge. Should provide a challenge where lose of resources (spells used, traveling equipment, etc.) or time (days) can definitely be lost.

Bonus points if there's some connection to a sneaky cabal of black dragons who wish to block drow traffic, but that's optional.

Please stay away from: drow/derro/(really, most humanoids), molds/fungi, anything that would introduce major plot arcs to resolve nicely (like an aboleth), devils, and cosmology-specific extraplanars (like modrons, githyanki, named demon lords, etc.).

Oh, and just to summon our prolific encounter writer - hey [MENTION=6871653]vincegetorix[/MENTION].
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Request: A strongly flavorful Underdark scene while traveling in unexplored areas by those with little Underdark experience (but good spelunking skills), where the local Underdark taints all within with madness and psychopathic tendencies. Horror and psychological elements are welcome.

Challenging for level 14-17 characters, but that's tweakable. Does not need to feature combat, and if it does feature combat it can be anything from the focus to just an additional hazard or even a red herring/distraction to the real challenge. Should provide a challenge where lose of resources (spells used, traveling equipment, etc.) or time (days) can definitely be lost.

Bonus points if there's some connection to a sneaky cabal of black dragons who wish to block drow traffic, but that's optional.

Please stay away from: drow/derro/(really, most humanoids), molds/fungi, anything that would introduce major plot arcs to resolve nicely (like an aboleth), devils, and cosmology-specific extraplanars (like modrons, githyanki, named demon lords, etc.).

Oh, and just to summon our prolific encounter writer - hey @vincegetorix.

Did you use your Bonus Action to create a Warding Circle before summoning me?

ahem, so this one, I hope will be more of a social challenge than a straight up fight.

The party emerges in a large cavern containing the remains of a once great hall where only the tattered tapestry remains. Still, with the gold veins covering the walls, the place maintains an air of nobility. The hall was created by a clan of mad Fomorian, driven from the Feydark by a Wild Hunt a century ago. The party arrives at a very special moment; the Mad King is having a ''grand'' ball this very night and the hall is occupied by the Mad King himself, a Fomorian who can cast Otto's Irresistible Dance 1/Long Rest, presently dancing next to 4 Bards who entertain the King's court.

In the main ballroom are currently dancing 6 Ghosts and 8 Poltergeist, under the scrying eyes of a Young Black Dragon with the Shadow Dragon template, who was sent to the ball by the Cabal to kill the Mad King a take possession of the Hall to block this section of the Underdark to Drow trafic.

The Party must navigate the crowd to reach the other side of the cavern. To do so, they need to succeed X Performance DC 13 check to valse with the ghosts without annoying any dancer. Any character within 20' of the Mad King must make the check against a DC 15, the King being harder to impress. The Party must accumulate X successes in Y rounds with each test representing 5 minutes of mad dance moves, or else the court erupt in a large battle ground. Should combat erupt the first time only, all creatures but the Dragon will use their special action to force the players to enter the dance once more, only letting go if all character stop fighting a start to dance again. Any further check is made with disadvantage. If combat erupt once more, then the party must fight their way through the ballroom. The Black Dragon will use the momentum to strike against the Mad King, attacking the party only if members are in the way of his target.
 
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