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<blockquote data-quote="Shadowdweller00" data-source="post: 6953376" data-attributes="member: 6778479"><p><strong>The Howling Horror </strong>(Wilderness, Night)</p><p></p><p>While the PCs are camped in the wilderness at night, driving rain and a chilling wind spring up; punctuated shortly thereafter by wild shrieking sounds. The shrieking has a 50% chance to be caused by incorporeal undead. It is otherwise caused merely by the wind whipping past nearby terrain. Any PC on watch at the time can attempt a DC: 15 nature check (scaled appropriately to party level or ability) to recognize the sounds as natural or unnatural - which is rolled secretly by the DM. Failure by 5 or more yields false information; whereas failure by less than 5 is merely inconclusive. Any PC who is not woken up can safely sleep through the weather, suffering no ill effects from fatigue at dawn (unless attacked or roused during any subsequent battle). HOWEVER, any PC who is woken and who does not possess a tent (or can think of any other appropriate strategy for dealing with the unpleasant weather) must succeed at a DC: 15 Wisdom save to fall asleep again. Failure on this check means that the PC is unable to sleep, does not benefit from a long rest that evening, and suffers 1 level of exhaustion when morning comes.</p><p><u><em></em></u></p><p><u><em>If the shrieking is caused by incorporeal undead:</em></u> The undead wait 1d3 hours before finding and attacking the PCs, which may be long enough that the PCs drop their guard again and (try to) go back to sleep. The undead ultimately find and attack the PCs unless everyone is woken up and they travel at least 5 miles before camping again; potentially getting themselves lost in the dark. At the DM's discretion, if the PCs search the area the next dawn for at least 1 hour after defeating the undead during the night, they may find a burial site, old battlefield, ruin, cairn, scattered sets of bones, or some other site to which the undead were previously bound. This site may contain CR-appropriate treasure. Some level appropriate encounter groups for a party of four (according to DMG criteria which may, to be fair, be wildly off):</p><p></p><p>Party Level:</p><p>1 -> 1 spectre or 1d2 shadows (and beware limited resources and/or chance of instadeath with bad rolls)</p><p>3 -> 1d4 spectres; or 1d4+1 shadows; </p><p>5 -> 1 wraith coupled with 1d2-1 spectres; 1 banshee or ghost coupled with 1d3-1 spectres; or 1d6+4 spectres; or 1d4+8 shadows</p><p>8 -> 1d3 ghosts or banshees; 1 wraith/ghost/banshee and 5 spectres; 10 spectres; 14 shadows</p><p>10 -> 1 wraith and 1d2 ghosts; 1d3+1 ghosts or banshees; 1 wraith/ghost/banshee and 7 spectres; 2 ghosts and 4 shadows</p><p></p><p>...or 1 kobold / goblin / kenku / pixie / forest gnome with a hollow, leather cone.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6953376, member: 6778479"] [B]The Howling Horror [/B](Wilderness, Night) While the PCs are camped in the wilderness at night, driving rain and a chilling wind spring up; punctuated shortly thereafter by wild shrieking sounds. The shrieking has a 50% chance to be caused by incorporeal undead. It is otherwise caused merely by the wind whipping past nearby terrain. Any PC on watch at the time can attempt a DC: 15 nature check (scaled appropriately to party level or ability) to recognize the sounds as natural or unnatural - which is rolled secretly by the DM. Failure by 5 or more yields false information; whereas failure by less than 5 is merely inconclusive. Any PC who is not woken up can safely sleep through the weather, suffering no ill effects from fatigue at dawn (unless attacked or roused during any subsequent battle). HOWEVER, any PC who is woken and who does not possess a tent (or can think of any other appropriate strategy for dealing with the unpleasant weather) must succeed at a DC: 15 Wisdom save to fall asleep again. Failure on this check means that the PC is unable to sleep, does not benefit from a long rest that evening, and suffers 1 level of exhaustion when morning comes. [U][I] If the shrieking is caused by incorporeal undead:[/I][/U] The undead wait 1d3 hours before finding and attacking the PCs, which may be long enough that the PCs drop their guard again and (try to) go back to sleep. The undead ultimately find and attack the PCs unless everyone is woken up and they travel at least 5 miles before camping again; potentially getting themselves lost in the dark. At the DM's discretion, if the PCs search the area the next dawn for at least 1 hour after defeating the undead during the night, they may find a burial site, old battlefield, ruin, cairn, scattered sets of bones, or some other site to which the undead were previously bound. This site may contain CR-appropriate treasure. Some level appropriate encounter groups for a party of four (according to DMG criteria which may, to be fair, be wildly off): Party Level: 1 -> 1 spectre or 1d2 shadows (and beware limited resources and/or chance of instadeath with bad rolls) 3 -> 1d4 spectres; or 1d4+1 shadows; 5 -> 1 wraith coupled with 1d2-1 spectres; 1 banshee or ghost coupled with 1d3-1 spectres; or 1d6+4 spectres; or 1d4+8 shadows 8 -> 1d3 ghosts or banshees; 1 wraith/ghost/banshee and 5 spectres; 10 spectres; 14 shadows 10 -> 1 wraith and 1d2 ghosts; 1d3+1 ghosts or banshees; 1 wraith/ghost/banshee and 7 spectres; 2 ghosts and 4 shadows ...or 1 kobold / goblin / kenku / pixie / forest gnome with a hollow, leather cone. [/QUOTE]
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