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<blockquote data-quote="xOgrex" data-source="post: 6801058" data-attributes="member: 6809072"><p>So I've been playing for all of three weeks (unless you want to count that one Friday night in 1983) and forgive me if this is the wrong section of the forum to post this in.</p><p></p><p>A couple of individuals I know continue to insist that D&D is for nerds, and although I've tried bribing them with Cheetos and Mountain Dew, they insist that hey are not interested. I decided to create a quick little scenario that shouldn't take more than 30 minutes to complete in an effort to get them engaged. I figured I could post it here to get some feedback on the things I have right and the things I have wrong. Please forgive my blatant copyright infringement, but I'm a fan of Robert Jordan and it was just too easy to rip things out of the WoT series. So without further ado, I present:</p><p></p><p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'">AN INTRODUCTORY ENCOUNTER</span></span></p> <p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p> <p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #2F5496"><span style="font-family: 'Arial'"><em>Notoriety: A characters reputation affects how an intelligent creature may know about the PC and will set the PC’s individual DC. When encountering an intelligent creature, the PC may be required to roll 1d20 to determine if the NPC knows the PC (typically after introductions, but possibly on sight). The PC gains advantage from Fame (Charisma: deception and persuasion), or disadvantage from Infamy (Charisma: deception, persuasion, and intimidation) checks. For every point of infamy gained, two points of fame are required to redeem oneself. </em></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">While approaching the entrance to The Bawdy Wench, a man wearing a Gleeman’s patchwork cloak approaches the PC’s and introduces himself as Thom Merrilin. He relates a recent encounter with a group of bandits as he was traveling down the High Road, about 5 miles outside of Neverwinter. The bandits demanded his saddle bags which contained all of his money as well as his harp. Being a simple Gleeman and not wanting any trouble, he quickly turned over his saddlebags to the bandits and spurred his horse towards the city. Losing his coin and instrument has put him in a bit of a bind. After all, how is a Gleeman to continue traveling if he has no coin? How is he to make a living if he has no harp? He offers the PC’s a reward of 5SP each if they agree to track down the bandits and retrieve his belongings. </span></span><span style="color: #538135"><span style="font-family: 'Arial'"><em>Do you accept the task? Do you try and persuade the Gleeman to pay more?</em></span></span><span style="color: #2F5496"><span style="font-family: 'Arial'"><em>The Gleeman appears genuine and shows no signs of deception or malice. </em></span></span><span style="color: #BF8F00"><span style="font-family: 'Arial'"><em>Insight DC5: The Gleeman is not hiding anything or attempting to deceive the PC’s; Persuasion DC10: The Gleeman ups the reward to 6SP each.</em></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">About 4.5 miles outside of the city, the PC’s are following the High Road and smell the smoke of a campfire which is apparently being used to roast meat. After a bit of searching, the PC’s come upon a small camp a few hundred feet from the road where </span></span><span style="color: #000000"><span style="font-family: 'Arial'">??</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> bandits are relaxing and preparing a meal. One bandit is sitting apart from the others and appears to be the leader of the bunch. At his side is a set of saddlebags. </span></span><span style="color: #538135"><span style="font-family: 'Arial'"><em>Do you attempt to sneakily find the camp? Do you run through the brush, weapons ready?</em></span></span><span style="color: #2F5496"><span style="font-family: 'Arial'"><em>The bandits are inattentive but have their weapons close at hand. The PC’s are roughly 20ft. from the camp.</em></span></span><span style="color: #BF8F00"><span style="font-family: 'Arial'"><em> Stealth DC10: The PC’s sneak up on the bandits and gain advantage; Persuasion: DC30: The PC’s convince the bandits to turn over the saddlebags; Intimidation DC30: The PC’s bully the bandits into turning over the saddlebags; Sleight of Hand DC40: The PC’s wait until the bandits are asleep and manage to steal the saddlebags.</em></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Upon defeating/persuading/intimidating the bandits or stealing the saddlebags, the PC’s return to Neverwinter.</span></span></p><p></p><p><span style="color: #C00000"><span style="font-family: 'Arial'"><em>?? Bandits: AC12 / 11HP / 30ft / PP10</em></span></span></p><p><span style="color: #C00000"><span style="font-family: 'Arial'"><em>Scimitar - ATK +3; DMG 1d6+1</em></span></span></p><p><span style="color: #C00000"><span style="font-family: 'Arial'"><em>Light Crossbow - ATK +3; DMG 1d8+1; 80/320ft</em></span></span></p><p></p><p><span style="color: #C00000"><span style="font-family: 'Arial'"><em>Bandit Sargent: AC13/20HP/30ftPP10</em></span></span></p><p><span style="color: #C00000"><span style="font-family: 'Arial'"><em>Scimitar - ATK +4; DMG 1d6+1</em></span></span></p><p><span style="color: #C00000"><span style="font-family: 'Arial'"><em>Short Bow - ATK +4; DMG 1d6+2; 80/320ft</em></span></span></p><p></p><p><span style="color: #7030A0"><span style="font-family: 'Arial'">25XP per bandit</span></span></p><p><span style="color: #7030A0"><span style="font-family: 'Arial'">75XP for the Sargent</span></span></p><p></p><p><span style="color: #7030A0"><span style="font-family: 'Arial'">Loot: Good Harp (worth 17GP); 12GP 8SP 7 CP in the saddlebags; 3CP from each bandit; equipment & clothing will fetch 4CP per bandit; 1SP and 2CP form the Sargent; 7CP for the Sergeants equipment</span></span></p><p></p><p><span style="color: #2F5496"><span style="font-family: 'Arial'"><em>Returning the saddlebags gets the PC’s the 5SP each and a round of ale plus the bandit loot</em></span></span></p><p><span style="color: #2F5496"><em><span style="font-family: 'Arial'">Keeping the saddlebags gets the PC’s a run in with the local constabulary, losing the reward, the contents of the saddlebag, and getting 1 infamy each.</span></em></span></p></blockquote><p></p>
[QUOTE="xOgrex, post: 6801058, member: 6809072"] So I've been playing for all of three weeks (unless you want to count that one Friday night in 1983) and forgive me if this is the wrong section of the forum to post this in. A couple of individuals I know continue to insist that D&D is for nerds, and although I've tried bribing them with Cheetos and Mountain Dew, they insist that hey are not interested. I decided to create a quick little scenario that shouldn't take more than 30 minutes to complete in an effort to get them engaged. I figured I could post it here to get some feedback on the things I have right and the things I have wrong. Please forgive my blatant copyright infringement, but I'm a fan of Robert Jordan and it was just too easy to rip things out of the WoT series. So without further ado, I present: [CENTER][COLOR=#000000][FONT=Arial]AN INTRODUCTORY ENCOUNTER [/FONT][/COLOR][/CENTER] [COLOR=#2F5496][FONT=Arial][I]Notoriety: A characters reputation affects how an intelligent creature may know about the PC and will set the PC’s individual DC. When encountering an intelligent creature, the PC may be required to roll 1d20 to determine if the NPC knows the PC (typically after introductions, but possibly on sight). The PC gains advantage from Fame (Charisma: deception and persuasion), or disadvantage from Infamy (Charisma: deception, persuasion, and intimidation) checks. For every point of infamy gained, two points of fame are required to redeem oneself. [/I][/FONT][/COLOR] [COLOR=#000000][FONT=Arial]While approaching the entrance to The Bawdy Wench, a man wearing a Gleeman’s patchwork cloak approaches the PC’s and introduces himself as Thom Merrilin. He relates a recent encounter with a group of bandits as he was traveling down the High Road, about 5 miles outside of Neverwinter. The bandits demanded his saddle bags which contained all of his money as well as his harp. Being a simple Gleeman and not wanting any trouble, he quickly turned over his saddlebags to the bandits and spurred his horse towards the city. Losing his coin and instrument has put him in a bit of a bind. After all, how is a Gleeman to continue traveling if he has no coin? How is he to make a living if he has no harp? He offers the PC’s a reward of 5SP each if they agree to track down the bandits and retrieve his belongings. [/FONT][/COLOR][COLOR=#538135][FONT=Arial][I]Do you accept the task? Do you try and persuade the Gleeman to pay more?[/I][/FONT][/COLOR][COLOR=#2F5496][FONT=Arial][I]The Gleeman appears genuine and shows no signs of deception or malice. [/I][/FONT][/COLOR][COLOR=#BF8F00][FONT=Arial][I]Insight DC5: The Gleeman is not hiding anything or attempting to deceive the PC’s; Persuasion DC10: The Gleeman ups the reward to 6SP each.[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Arial]About 4.5 miles outside of the city, the PC’s are following the High Road and smell the smoke of a campfire which is apparently being used to roast meat. After a bit of searching, the PC’s come upon a small camp a few hundred feet from the road where [/FONT][/COLOR][COLOR=#000000][FONT=Arial]??[/FONT][/COLOR][COLOR=#000000][FONT=Arial] bandits are relaxing and preparing a meal. One bandit is sitting apart from the others and appears to be the leader of the bunch. At his side is a set of saddlebags. [/FONT][/COLOR][COLOR=#538135][FONT=Arial][I]Do you attempt to sneakily find the camp? Do you run through the brush, weapons ready?[/I][/FONT][/COLOR][COLOR=#2F5496][FONT=Arial][I]The bandits are inattentive but have their weapons close at hand. The PC’s are roughly 20ft. from the camp.[/I][/FONT][/COLOR][COLOR=#BF8F00][FONT=Arial][I] Stealth DC10: The PC’s sneak up on the bandits and gain advantage; Persuasion: DC30: The PC’s convince the bandits to turn over the saddlebags; Intimidation DC30: The PC’s bully the bandits into turning over the saddlebags; Sleight of Hand DC40: The PC’s wait until the bandits are asleep and manage to steal the saddlebags.[/I][/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Upon defeating/persuading/intimidating the bandits or stealing the saddlebags, the PC’s return to Neverwinter.[/FONT][/COLOR] [COLOR=#C00000][FONT=Arial][I]?? Bandits: AC12 / 11HP / 30ft / PP10[/I][/FONT][/COLOR] [COLOR=#C00000][FONT=Arial][I]Scimitar - ATK +3; DMG 1d6+1[/I][/FONT][/COLOR] [COLOR=#C00000][FONT=Arial][I]Light Crossbow - ATK +3; DMG 1d8+1; 80/320ft[/I][/FONT][/COLOR] [COLOR=#C00000][FONT=Arial][I]Bandit Sargent: AC13/20HP/30ftPP10[/I][/FONT][/COLOR] [COLOR=#C00000][FONT=Arial][I]Scimitar - ATK +4; DMG 1d6+1[/I][/FONT][/COLOR] [COLOR=#C00000][FONT=Arial][I]Short Bow - ATK +4; DMG 1d6+2; 80/320ft[/I][/FONT][/COLOR] [COLOR=#7030A0][FONT=Arial]25XP per bandit[/FONT][/COLOR] [COLOR=#7030A0][FONT=Arial]75XP for the Sargent[/FONT][/COLOR] [COLOR=#7030A0][FONT=Arial]Loot: Good Harp (worth 17GP); 12GP 8SP 7 CP in the saddlebags; 3CP from each bandit; equipment & clothing will fetch 4CP per bandit; 1SP and 2CP form the Sargent; 7CP for the Sergeants equipment[/FONT][/COLOR] [COLOR=#2F5496][FONT=Arial][I]Returning the saddlebags gets the PC’s the 5SP each and a round of ale plus the bandit loot[/I][/FONT][/COLOR] [COLOR=#2F5496][I][FONT=Arial]Keeping the saddlebags gets the PC’s a run in with the local constabulary, losing the reward, the contents of the saddlebag, and getting 1 infamy each.[/FONT][/I][/COLOR] [/QUOTE]
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