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Making Spelljammer Scavver Encounter interesting (help needed)
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<blockquote data-quote="M_Natas" data-source="post: 9296291" data-attributes="member: 7025918"><p>The "space coral" cave inside the smaller asteroid is a nice Idea. I already introduced some magical plants in the asteroid belt that could do the trick. Shadow moss (feeding of magical background energy) could do the trick - and crystal rank grapes... so now we actually got a small eco system. Tiny fish feed of and hide inside the moss and ranks inside the cave, feeding the smaller scavvers.</p><p>The wreck is 80 years old - so maybe we could have the remains of another salvage crew thetr, that thought stopping there was a good idea, till the scavvers came back ...</p><p>Or even a small abandoned pirate outpost (there is an pirate base in the belt with a new Neogi Pirate how is enslaving asteroid settlements the Party also wants to find - so getting another hint there where the pirate base could be would help).</p><p></p><p>They encountered a wandering wild magic zone on the way to the wreck ... but that could be a little to mean ^^. Having the scavver push some smaller rocks could be a good opening and definitely something the party wouldn't expect.</p><p></p><p>There is also a plant I already introduced, a dust thistle, that when disturbed can generate clouds of dust - they could be on the asteroids and the scavver could art them off to hide even better.</p><p></p><p>That Is a fun thought. There will be definitely attempts now to push characters of the asteroid.</p><p></p><p>That is mean, I like it. If I do it raw it wouldn't even be deadly (raw the night scavver can bite or do something else with its action, like push) - so a character that is pushed by the night scavver will not take any damage from him, being happy at first, till the gray scavver swarm arrives ...</p><p></p><p></p><p>Yeah - I ended the last session with them spitting the night scavver - so I think having him fade back into the asteroid field first, out of sight, will increase the tension. Then going with the other suggestion, he could launch some smaller rocks at the players to distract them and them come from below the asteroid they are on, out of sight.</p><p></p><p>So I would start with the Night Scavver disappearing again, maybe giving a screech or something (so the Gray Scavvers get a signal to come out and attack the PCs).</p><p></p><p>I really like the idea of it not being seen for one or more rounds between attacks.</p><p>Especially also with the dust thistles mentioned earlier where we now have dust clouds covering half the asteroid, intentionally set up by the night scavver. So line of sight will get pretty limited.</p><p></p><p>While I like the idea behind that, that would make the battle extremely deadly.</p><p></p><p>oh, they will. I'm will have to see if they leave the asteroid hopper to group together on the deck of the wreck and forget, that they have some space sheep with them. If the group together, the goal of the night scavver will be to push one of the characters of the asteroid - into the reach of the qaiting swarm.</p><p></p><p>Hit and and Run it will be.</p><p></p><p>Yeah, I was planning for the Night scavver to flee if it gets to low. Having such a recurring monster ... could be fun. So we have to see if the Party will kill it or not.</p><p></p><p>Nice scary idea. Could be the first time I really scare the players <img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /></p><p></p><p>I thought about adding some mechanics to the night scavver - but right now I'm not inclined to do that, because adding more damage abilities could get really deadly really quickly. Even now one bite of the night scavver could put any party member to 0 HP, with lucky damage rolls even the Barbarian.</p><p></p><p>So as I mentioned before, he gets more of something like Lair actions, like with the Dust Thistle creating dust clouds to impair vision.</p><p></p><p>And if the night scavver survives and flees, we can level him up over time - he is getting bigger and smarter the more sailors he eats ...</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9296291, member: 7025918"] The "space coral" cave inside the smaller asteroid is a nice Idea. I already introduced some magical plants in the asteroid belt that could do the trick. Shadow moss (feeding of magical background energy) could do the trick - and crystal rank grapes... so now we actually got a small eco system. Tiny fish feed of and hide inside the moss and ranks inside the cave, feeding the smaller scavvers. The wreck is 80 years old - so maybe we could have the remains of another salvage crew thetr, that thought stopping there was a good idea, till the scavvers came back ... Or even a small abandoned pirate outpost (there is an pirate base in the belt with a new Neogi Pirate how is enslaving asteroid settlements the Party also wants to find - so getting another hint there where the pirate base could be would help). They encountered a wandering wild magic zone on the way to the wreck ... but that could be a little to mean ^^. Having the scavver push some smaller rocks could be a good opening and definitely something the party wouldn't expect. There is also a plant I already introduced, a dust thistle, that when disturbed can generate clouds of dust - they could be on the asteroids and the scavver could art them off to hide even better. That Is a fun thought. There will be definitely attempts now to push characters of the asteroid. That is mean, I like it. If I do it raw it wouldn't even be deadly (raw the night scavver can bite or do something else with its action, like push) - so a character that is pushed by the night scavver will not take any damage from him, being happy at first, till the gray scavver swarm arrives ... Yeah - I ended the last session with them spitting the night scavver - so I think having him fade back into the asteroid field first, out of sight, will increase the tension. Then going with the other suggestion, he could launch some smaller rocks at the players to distract them and them come from below the asteroid they are on, out of sight. So I would start with the Night Scavver disappearing again, maybe giving a screech or something (so the Gray Scavvers get a signal to come out and attack the PCs). I really like the idea of it not being seen for one or more rounds between attacks. Especially also with the dust thistles mentioned earlier where we now have dust clouds covering half the asteroid, intentionally set up by the night scavver. So line of sight will get pretty limited. While I like the idea behind that, that would make the battle extremely deadly. oh, they will. I'm will have to see if they leave the asteroid hopper to group together on the deck of the wreck and forget, that they have some space sheep with them. If the group together, the goal of the night scavver will be to push one of the characters of the asteroid - into the reach of the qaiting swarm. Hit and and Run it will be. Yeah, I was planning for the Night scavver to flee if it gets to low. Having such a recurring monster ... could be fun. So we have to see if the Party will kill it or not. Nice scary idea. Could be the first time I really scare the players 😅 I thought about adding some mechanics to the night scavver - but right now I'm not inclined to do that, because adding more damage abilities could get really deadly really quickly. Even now one bite of the night scavver could put any party member to 0 HP, with lucky damage rolls even the Barbarian. So as I mentioned before, he gets more of something like Lair actions, like with the Dust Thistle creating dust clouds to impair vision. And if the night scavver survives and flees, we can level him up over time - he is getting bigger and smarter the more sailors he eats ... [/QUOTE]
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