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First Post - Ideas for Encounters
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<blockquote data-quote="iserith" data-source="post: 7470268" data-attributes="member: 97077"><p>Here are some random encounters I put together for use when my Planescape PCs are wandering around the Infinite Staircase. Roll 1d10. (Some of these encounters refer to my specific rules for Activities While Traveling.)</p><p></p><p>1. A gray, hairless cat with two small horns protruding from its head. This exotic cat accidentally passed through a doorway onto the Infinite Staircase, leaving its owner far behind. Now it wanders aimlessly, looking for food and possibly a new owner. Its collar says it's named Graysac.</p><p></p><p>2. A young human girl named Frigg has wandered onto the Staircase by accident. She comes from a prime world subjugated by giants and speaks only Giant. Frigg is scared of others, but can be won over. She likes to draw and is quite good at it, so she can Draw a Map for the PCs while traveling if given the proper supplies.</p><p></p><p>3. A gnome traveler, Enbo Tinkpickle, coming from where the PCs are headed. He's in a bit of a hurry but if he can be made to talk, he can help the PCs Find the Flights, reducing the remaining travel time by 1 hour.</p><p></p><p>4. Inert warforged that calls itself Feedback. If repaired, he's excellent at helping with tasks and can Work Together with another character; however, cannot resist constantly commenting on the state of things and asking for input on a scale of 1 to 10. Feedback has a habit of making an irritating high-pitched squeal periodically, making stealthy movement impossible.</p><p></p><p>5. Fertyl, a Lillend, warns them of a monster ahead (determined randomly) which they can choose to confront or avoid, but only if they demonstrate inspirational creativity.</p><p></p><p>6. A grick alpha and 2 gricks that wandered through a door from a prime world covered in ruins. These specimens can hide in plain sight when on the Staircase. They've set up an ambush for anyone traversing the platform where they hide.</p><p></p><p>7. Clay golem on a mission for a proxy of Lei Kung, a power of Vengeance on Acheron. The dark of its eyes are actually six black pearls worth 500 gp each. It won't attack except to defend itself.</p><p></p><p>8. A night hag, Baggy Nana, leading a mezzoloth to a prospective buyer. She will entertain offers for the mezzoloth's service, but she's more interested in souls and pledges to perform some wicked service than gold. She will brook no trouble from the PCs.</p><p></p><p>9. Two wood woads guarding a landing to a prime world dominated by a magical forest. Trees and grass can be found on the landings. The PCs can fight the wood woads to get past or find another route, adding 1d4 hours to their journey.</p><p></p><p>10. Two galeb duhr guarding a landing with a door to Lith, the Stone World. Boulders can be found strewn about. The PCs can fight the galeb duhr to get past or find another route, adding 1d4 hours to their journey.</p></blockquote><p></p>
[QUOTE="iserith, post: 7470268, member: 97077"] Here are some random encounters I put together for use when my Planescape PCs are wandering around the Infinite Staircase. Roll 1d10. (Some of these encounters refer to my specific rules for Activities While Traveling.) 1. A gray, hairless cat with two small horns protruding from its head. This exotic cat accidentally passed through a doorway onto the Infinite Staircase, leaving its owner far behind. Now it wanders aimlessly, looking for food and possibly a new owner. Its collar says it's named Graysac. 2. A young human girl named Frigg has wandered onto the Staircase by accident. She comes from a prime world subjugated by giants and speaks only Giant. Frigg is scared of others, but can be won over. She likes to draw and is quite good at it, so she can Draw a Map for the PCs while traveling if given the proper supplies. 3. A gnome traveler, Enbo Tinkpickle, coming from where the PCs are headed. He's in a bit of a hurry but if he can be made to talk, he can help the PCs Find the Flights, reducing the remaining travel time by 1 hour. 4. Inert warforged that calls itself Feedback. If repaired, he's excellent at helping with tasks and can Work Together with another character; however, cannot resist constantly commenting on the state of things and asking for input on a scale of 1 to 10. Feedback has a habit of making an irritating high-pitched squeal periodically, making stealthy movement impossible. 5. Fertyl, a Lillend, warns them of a monster ahead (determined randomly) which they can choose to confront or avoid, but only if they demonstrate inspirational creativity. 6. A grick alpha and 2 gricks that wandered through a door from a prime world covered in ruins. These specimens can hide in plain sight when on the Staircase. They've set up an ambush for anyone traversing the platform where they hide. 7. Clay golem on a mission for a proxy of Lei Kung, a power of Vengeance on Acheron. The dark of its eyes are actually six black pearls worth 500 gp each. It won't attack except to defend itself. 8. A night hag, Baggy Nana, leading a mezzoloth to a prospective buyer. She will entertain offers for the mezzoloth's service, but she's more interested in souls and pledges to perform some wicked service than gold. She will brook no trouble from the PCs. 9. Two wood woads guarding a landing to a prime world dominated by a magical forest. Trees and grass can be found on the landings. The PCs can fight the wood woads to get past or find another route, adding 1d4 hours to their journey. 10. Two galeb duhr guarding a landing with a door to Lith, the Stone World. Boulders can be found strewn about. The PCs can fight the galeb duhr to get past or find another route, adding 1d4 hours to their journey. [/QUOTE]
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