I have a solution: Let's write our own encounters!Quasqueton said:I was about to post another encounter, but I'll leave my "review" as it is so far. ...
The apples have no secret compartments. As the party approaches the apples, they hear a howl. A local winter wolf (AC 5; MV 18"; HD 5+1; hp 27 each; #AT 1; Dmg 1-8 [bite]; SA Surprise on 1-4, cold breath; SD immune to cold) has been collecting all the apples in the forest in order to lure prey to the clearing. If anyone takes an apple or gets too close or avoids the apples, the wolf leaps out of the pile and attacks. Roll 1d6 to determine surprise: 1-2: the party is surprised, 3-3, nobody is surprised, 3-5 the party is surprised, 6 the apples are surprised. The wolf once drank a potion of sleep, but is awake now because it is not near a pavilion. It will attempt to use its cold breath on anyone near the apples, or anyone not near the apples. After two rounds of combat wererats (AC 6; MV 12"; HD 3+1; hp 16 each; #AT 1; Dmg 1-8 [sword]; SA Surprise on 1-4; SD Hit only by silver or +1 or better magic weapons) will leap out of the secret door. Roll 1d6 for the sleep spells target.There is a pile of 12 or 13 or 19 apples in the center of the clearing. They look as if they have been here for more that two days but less than four days. None of the apples show signs of being eaten. All of the apples are red. One apple has bites taken out of it. In the clearing you hear the singing of birds, but the birds are not running or joking loudly.
I don't think beer is strong enough. You may need to break out the heavy artillery.Nomad4life said:Whoa! You can buy this adventure as a PDF from Rpgnow.com for $4.95! I may just skip out on beer tonight and pick it up for the sheerheckofit.
Of course, once I do, I'll probably wish I had the beer just to read through it.
This one finally got me. I was snickering all along but this put it over the top!lukelightning said:I have a solution: Let's write our own encounters!
14. The Winter Wolf. As the party enters the clearing, they see a pile of apples. Read the description below:
I like how the river is essentially a pick-pocket. And read that number 1 carefully.Those falling into Wild River do not drown. The river tears away a random article. Roll 1d4 to determine what is lost.
1. A sword or main weapon of a character is lost.
2. A dagger or secondary weapon is lost.
3. A magical item is lost, or 200 gp if the party member has none.
4. Half the person's treasure, to include jewelry and gems but not magic, is swept away.
The water sweeps the party member toward some rocks near the eastern shore of the river. He must once again roll his dexterity or less or receive 1-2 hp of damage from being battered on the rocks.
If any party member falls into the water, he will avoid the damage caused by the rocks if another party member throws him a rope.