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<blockquote data-quote="Libertad" data-source="post: 9524398" data-attributes="member: 6750502"><p><h3 style="text-align: center">Roadside Encounters</h3> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/9UMbdB4.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 623px" /></p> <p style="text-align: center"></p> <p style="text-align: center"><a href="https://www.reddit.com/r/DnDart/comments/sdpmy3/adventure_wagon_illustration_digital_battle_map/#lightbox" target="_blank">Adventure Wagon by Floris Roding as part of a collaboration</a></p><p></p><p>Many Dungeons & Dragons campaigns emphasize the mobile nature of adventurers, traveling from town to town, wilderness hex to wilderness hex, in a vibrant world of fantasy. Some campaigns take place at the more local level, set entirely or largely within a single city or province. The Delver’s Guide to Beast World embraces the traveling spirit, from the nomadic nature of the delver subculture to the intricate customization of wagons as mobile bases for the party.</p><p></p><p><strong>Roadside Encounters</strong> is a collection of d10 tables to spring upon wagon-bound PCs on their way to the next big adventure. Encounters are divided into four general categories: <strong>Conflict</strong> carries an element of danger, from hostile enemies to deadly hazards; <strong>Delving</strong> pertains to encounters related to the delver subculture; <strong>Flavor</strong> are mostly non-combat encounters, designed to enrich the world and highlight local aspects; <strong>Obstacle</strong> indicates some puzzle, dilemma, or other inconvenience that might not be immediately dangerous, but carries some element of risk and reward for the PCs.</p><p></p><p>I plan to make this a recurring element, with each post detailing a major region of the Beast World.</p><p></p><p>In regards to Conflict, the sample monsters and NPCs might not be balanced for particular tiers of play. Unless otherwise noted, NPCs use Commoner statistics. For NPC delvers, use Veteran, Priest, Mage, & Assassin stat blocks for appropriate roles. Those new to adventuring use Guard, Acolyte, Apprentice Wizard (MPMM), and Scout stat blocks instead.</p><p></p><p>For setting up level-appropriate guidelines for traps and related threats, <a href="https://roll20.net/compendium/dnd5e/Traps#content" target="_blank">use these quick reference links.</a></p><p></p><p>Rules for Wilderness Survival and weather-related threats are in Chapter 5 of the 2014 Dungeon Master’s Guide.</p><p></p><p>Stat blocks reference use the 2014 Core Rules or Mordenkainen Presents: Monsters of the Multiverse. The latter is abbreviated as MPMM. In the event I use other sources, I will provide an appropriate link to the 5esrd.</p><p></p><h3>Region-Neutral d10 Encounters</h3><p></p><p>These encounters can be plausibly placed anywhere in the Beast World.</p><p></p><p><strong>Conflict</strong></p><p></p><ol> <li data-xf-list-type="ol">A planar rupture causes an outbreak of berserk creatures to attack those nearby (Tier 1: 2d4+2 mephits; Tier 2: 1d4+1 elementals; Tier 3: 2d4 myrmidons [MPMM]; Tier 4: Leviathan or Phoenix [MPMM]).</li> <li data-xf-list-type="ol">A necromancer of Veronette raises the corpses of those she recently massacred (Tier 1: Acolyte + 1d4 zombies; Tier 2: Mage + 2 ghasts; Tier 3: Archmage, Wraith, + 1d3 Will-o-Wisps; Tier 4: Archmage + 1 of either Adult Dracolich, Death Knight, or Demilich). Add swarms of minor undead mooks as needed.</li> <li data-xf-list-type="ol">A band of ruffians decide that the PCs are easy marks (Tier 1: 1d6 Bandits or Guards + 1 Bandit Captain: Tier 2: 1d3 Berserkers, 1d4 Scouts, 1 Bandit Captain; inappropriate for later Tier 3 and Tier 4 parties).</li> <li data-xf-list-type="ol">A mighty warrior or mage (Gladiator or Mage stats) challenges the most powerful PC in their complementary field to a duel. It might either be a friendly match, or part of a personal vendetta.</li> <li data-xf-list-type="ol">A humongous monster takes offense to the wagon and chases it (Tier 1: Brontosaurus [MPMM]; Tier 2: Hydra or Remorhaz; Tier 3: Purple Worm; Tier 4: Ancient Dragon or Empyrean).</li> <li data-xf-list-type="ol">An aerial monster and mount begins stalking the PCs, using their flight and ranged attacks to harry the party over time, ideally interrupting their next short or long rest (Tier 1: Manticore + Scout; Tier 2: Assassin + Chimera; Tier 3: Archdruid [MPMM] + Roc).</li> <li data-xf-list-type="ol">Weather takes a sudden turn for the worse, such as a thunderstorm, blizzard, or hurricane. May or may not be supernatural in origin.</li> <li data-xf-list-type="ol">Flash flood, landslide, earthquake, quicksand, or other terrestrial natural hazard appears suddenly or is otherwise camouflaged in the terrain.</li> <li data-xf-list-type="ol">Magical ordnance from the Invader War remains untriggered and dangerous.</li> <li data-xf-list-type="ol">A subterranean entrance to the Dungeon is camouflaged along the road. PCs who fall in or get too close are ambushed by a group of monsters (stats vary depending upon desired environment and Dungeon theme).</li> </ol><p><strong>Delving</strong></p><ol> <li data-xf-list-type="ol">A passing delver wagon is traveling in the opposite direction of the PCs. They are willing to engage the PCs in conversation to talk shop and learn about the area.</li> <li data-xf-list-type="ol">A scout is gathering information about potential Dungeon entrances. They’ve fallen out of favor with their crew, and offer their services to the party once they’re done with their current job. Might be tricked into giving up their current leads, but this will lead to resentment from both the scout and their delver crew once uncovered.</li> <li data-xf-list-type="ol">The Littfeld caravan is nearby.</li> <li data-xf-list-type="ol">A novelist wishes to interview the PCs in hopes of coming up with a great story inspired by their exploits. A successful check (Calligrapher’s Supplies, History, Performance, etc) gives them enough motivation to pen a bestseller. PCs are given proceeds of royalties when published.</li> <li data-xf-list-type="ol">An unaccompanied wagon without draughts is running wild across the land, granted movement by a malfunctioning Animate Objects spell. PCs who manage to stop it and return to its rightful owners will have some very grateful delvers in their debt.</li> <li data-xf-list-type="ol">A group of delvers are fighting off a horde of weak yet numerous monsters from their wagon. They are running out of ammo and spell slots, and the PCs’ arrival can help ensure their survival.</li> <li data-xf-list-type="ol">A lone delver separated from their crew asks if they can hitch a ride with the PCs to the next way station or population center. If reunited, they will pay back the PCs by coming to their aid during a later encounter or adventure.</li> <li data-xf-list-type="ol">Fiametta’s wagon is encountered. She is either organizing a race between a group of delver crews, or simply traveling somewhere. She’s willing to make repairs and modifications to the PC’s wagon for a reasonable rate, or offering a free modification to the winner of a race.</li> <li data-xf-list-type="ol">A small town or village the PCs pass through has a list of notice boards seeking experienced delvers to deal with local problems, not all of which are Dungeon-related. Can be used as a stepping stone to larger quests, or to generate small-time encounters with meager rewards yet grateful villagers.</li> <li data-xf-list-type="ol">A crew of delvers got trapped in their own wagon via a malfunctioning Extraspatial Cube. The wagon appears to have abruptly stopped at an inconvenient place to indicate that something’s wrong, and the PCs will need to brave non-Euclidian and kaleidoscopic dimensions to rescue the delvers.</li> </ol><p></p><p><strong>Flavor</strong></p><ol> <li data-xf-list-type="ol">A beggar (commoner stats but can cast a certain spell once per long rest) sits on the side of the road, asking for alms. A character who donates even a copper piece will have the beggar reveal themselves to be an oracle as they cast a divination spell for the donating PC free of charge (Tier 1: up to 3rd level; Tier 2: up to 5th level; Tier 3: up to 7th level; Tier 4: up to 9th level).</li> <li data-xf-list-type="ol">An ox-drawn cart with a merchant (commoner stats, Insight and appropriate tool proficiencies +4) affably approaches the PC’s wagon, offering items for sale of interest to delvers. Item rarity is based on Tiers of play, merchant has bodyguards (Gladiator and/or Mage stats) if transporting magic items beyond Common rarity.</li> <li data-xf-list-type="ol">A coaching inn offers a place for the PCs to rest and resupply. Gives one more Hit Die to spend during short rests, restores all Hit Dice on a long rest.</li> <li data-xf-list-type="ol">A group of mounted knights/rangers/soldiers on patrol are transporting the carcass of a slain monster, or a live but caged outlaw, that’s been troubling the region.</li> <li data-xf-list-type="ol">A traveling priest of Pirhoua warmly greets the PCs, offering to mend their wounds and heal any maladies. Anything beyond their means (use NPC Priest stats) will have the PCs be pointed in the direction of the nearest bethel or city, with the priest sharing the name of a more accomplished healer who might be of help.</li> <li data-xf-list-type="ol">A VIP and their armed retinue (Noble & Knight stats) are traveling towards a political summit. Inquiring PCs can learn about regional affairs regarding the VIP’s homeland and their intended destination.</li> <li data-xf-list-type="ol">A beautiful natural feature, statue, cozy village, or other pleasing scenery fills the PCs with Inspiration.</li> <li data-xf-list-type="ol">A group of Brethren, bats, kobolds, or other relative newcomers to the Beast World are on tour, marveling at things long since treated as normal.</li> <li data-xf-list-type="ol">An Aubadian is seeking to best nature itself by enduring extreme discomfort against the elements. They’re currently engaged in some dangerous activity like wearing only their underwear in freezing temperatures or binding themselves to a rope as they’re violently tossed around a whirlpool. PCs who attempt to provide help may be met with either anger at having their trials messed up, or a good-hearted “thanks, but no thanks,” depending on circumstance.</li> <li data-xf-list-type="ol">PCs come upon a recently-cleared Dungeon: wagon trails, an interior passage full of now-dead monsters, opened chests, and sprung traps. The PCs may or may not find a secret room missed by the last delver crew.</li> </ol><p></p><p><strong>Obstacle</strong></p><ol> <li data-xf-list-type="ol">The main bridge is broken, or the road is obstructed by debris. This forces the PCs to take a risky alternative route, clear out the debris, or otherwise find a way around.</li> <li data-xf-list-type="ol">The roads and directions are wildly different from what’s on the map. PCs need to make appropriate checks (Cartographer’s Kit, History, Survival, etc) to avoid getting lost.</li> <li data-xf-list-type="ol">A passing lawman (Knight stats) with documents informs the PCs that the local government has imposed a 10% “adventuring tax” on delver crews. Might be either a charlatan with a forgery or a legitimate writ which can be determined by a successful check (History, Insight, Forger’s Kit, etc).</li> <li data-xf-list-type="ol">PCs find a message written in delver pictograms, Thieves’ Cant, Druidic, or another appropriate coded language. It indicates some future danger on the road, and if deciphered grants each PC advantage on the next attack roll, ability check, or saving throw.</li> <li data-xf-list-type="ol">A jackal or feylike being cast Hallucinatory Terrain over a stretch of unstable road “in protest of the noisy traffic.” PCs risk damaging their wagon if passed through.</li> <li data-xf-list-type="ol">A peaceful monster or construct capable of speech claims to have been granted the gift of knowledge by Yttrus, and asks the PCs various questions on the meaning of existence. Giving a satisfying answer (appropriate Intelligence or Charisma skill check) grants that PC advantage on Intelligence and Wisdom ability checks for 1 week. Failure causes the monster to grow aggravated and attack.</li> <li data-xf-list-type="ol">A group of scientists (Mage stats, or [School] Wizard if using MPMM) are testing out theoretical, unstable spells and devices “in a controlled environment.” The PCs’ arrival either puts them unexpectedly in the crosshairs, or they’re hired on to help the experiments with the offer of due compensation in the form of gold and magic items. Use the guidelines in the introduction for designing suitable tests.</li> <li data-xf-list-type="ol">A shaman with a Broken World device that can transfer frozen moments of time into picture form wishes to capture the likenesses of particularly rare animals and/or monsters. Will pay the PCs a pretty price to help them set up some shots (Painter’s Supplies, Tinker’s Tools, Nature, Stealth, etc).</li> <li data-xf-list-type="ol"><a href="https://www.5esrd.com/database/creature/npc-human-paladin/" target="_blank">Paladins of the Motherguard</a> quarantine an area that the PCs need to pass through to get to their location, citing threats from Unnature. PCs must either circumvent the watcher sentries or otherwise convince them that they can help handle the threat.</li> <li data-xf-list-type="ol">Varasta comes upon the party, and feeling in a festive mood challenges them to a game of chance (use full rules from a suitable minigame or contested tool checks with a gaming set). If the PCs win, he gives them a magic item (Tier 1: Deck of Illusions; Tier 2: Wand of Wonder; Tier 3: Marvelous Pigments; Tier 4: Deck of Many Things). A losing PC will be affected by Polymorph as cast by a 20th level caster, the form randomly determined.</li> </ol></blockquote><p></p>
[QUOTE="Libertad, post: 9524398, member: 6750502"] [HEADING=2][CENTER]Roadside Encounters[/CENTER][/HEADING] [CENTER] [IMG width="623px"]https://i.imgur.com/9UMbdB4.jpeg[/IMG] [URL='https://www.reddit.com/r/DnDart/comments/sdpmy3/adventure_wagon_illustration_digital_battle_map/#lightbox']Adventure Wagon by Floris Roding as part of a collaboration[/URL][/CENTER] Many Dungeons & Dragons campaigns emphasize the mobile nature of adventurers, traveling from town to town, wilderness hex to wilderness hex, in a vibrant world of fantasy. Some campaigns take place at the more local level, set entirely or largely within a single city or province. The Delver’s Guide to Beast World embraces the traveling spirit, from the nomadic nature of the delver subculture to the intricate customization of wagons as mobile bases for the party. [B]Roadside Encounters[/B] is a collection of d10 tables to spring upon wagon-bound PCs on their way to the next big adventure. Encounters are divided into four general categories: [B]Conflict[/B] carries an element of danger, from hostile enemies to deadly hazards; [B]Delving[/B] pertains to encounters related to the delver subculture; [B]Flavor[/B] are mostly non-combat encounters, designed to enrich the world and highlight local aspects; [B]Obstacle[/B] indicates some puzzle, dilemma, or other inconvenience that might not be immediately dangerous, but carries some element of risk and reward for the PCs. I plan to make this a recurring element, with each post detailing a major region of the Beast World. In regards to Conflict, the sample monsters and NPCs might not be balanced for particular tiers of play. Unless otherwise noted, NPCs use Commoner statistics. For NPC delvers, use Veteran, Priest, Mage, & Assassin stat blocks for appropriate roles. Those new to adventuring use Guard, Acolyte, Apprentice Wizard (MPMM), and Scout stat blocks instead. For setting up level-appropriate guidelines for traps and related threats, [URL='https://roll20.net/compendium/dnd5e/Traps#content']use these quick reference links.[/URL] Rules for Wilderness Survival and weather-related threats are in Chapter 5 of the 2014 Dungeon Master’s Guide. Stat blocks reference use the 2014 Core Rules or Mordenkainen Presents: Monsters of the Multiverse. The latter is abbreviated as MPMM. In the event I use other sources, I will provide an appropriate link to the 5esrd. [HEADING=2]Region-Neutral d10 Encounters[/HEADING] These encounters can be plausibly placed anywhere in the Beast World. [B]Conflict[/B] [LIST=1] [*]A planar rupture causes an outbreak of berserk creatures to attack those nearby (Tier 1: 2d4+2 mephits; Tier 2: 1d4+1 elementals; Tier 3: 2d4 myrmidons [MPMM]; Tier 4: Leviathan or Phoenix [MPMM]). [*]A necromancer of Veronette raises the corpses of those she recently massacred (Tier 1: Acolyte + 1d4 zombies; Tier 2: Mage + 2 ghasts; Tier 3: Archmage, Wraith, + 1d3 Will-o-Wisps; Tier 4: Archmage + 1 of either Adult Dracolich, Death Knight, or Demilich). Add swarms of minor undead mooks as needed. [*]A band of ruffians decide that the PCs are easy marks (Tier 1: 1d6 Bandits or Guards + 1 Bandit Captain: Tier 2: 1d3 Berserkers, 1d4 Scouts, 1 Bandit Captain; inappropriate for later Tier 3 and Tier 4 parties). [*]A mighty warrior or mage (Gladiator or Mage stats) challenges the most powerful PC in their complementary field to a duel. It might either be a friendly match, or part of a personal vendetta. [*]A humongous monster takes offense to the wagon and chases it (Tier 1: Brontosaurus [MPMM]; Tier 2: Hydra or Remorhaz; Tier 3: Purple Worm; Tier 4: Ancient Dragon or Empyrean). [*]An aerial monster and mount begins stalking the PCs, using their flight and ranged attacks to harry the party over time, ideally interrupting their next short or long rest (Tier 1: Manticore + Scout; Tier 2: Assassin + Chimera; Tier 3: Archdruid [MPMM] + Roc). [*]Weather takes a sudden turn for the worse, such as a thunderstorm, blizzard, or hurricane. May or may not be supernatural in origin. [*]Flash flood, landslide, earthquake, quicksand, or other terrestrial natural hazard appears suddenly or is otherwise camouflaged in the terrain. [*]Magical ordnance from the Invader War remains untriggered and dangerous. [*]A subterranean entrance to the Dungeon is camouflaged along the road. PCs who fall in or get too close are ambushed by a group of monsters (stats vary depending upon desired environment and Dungeon theme). [/LIST] [B]Delving[/B] [LIST=1] [*]A passing delver wagon is traveling in the opposite direction of the PCs. They are willing to engage the PCs in conversation to talk shop and learn about the area. [*]A scout is gathering information about potential Dungeon entrances. They’ve fallen out of favor with their crew, and offer their services to the party once they’re done with their current job. Might be tricked into giving up their current leads, but this will lead to resentment from both the scout and their delver crew once uncovered. [*]The Littfeld caravan is nearby. [*]A novelist wishes to interview the PCs in hopes of coming up with a great story inspired by their exploits. A successful check (Calligrapher’s Supplies, History, Performance, etc) gives them enough motivation to pen a bestseller. PCs are given proceeds of royalties when published. [*]An unaccompanied wagon without draughts is running wild across the land, granted movement by a malfunctioning Animate Objects spell. PCs who manage to stop it and return to its rightful owners will have some very grateful delvers in their debt. [*]A group of delvers are fighting off a horde of weak yet numerous monsters from their wagon. They are running out of ammo and spell slots, and the PCs’ arrival can help ensure their survival. [*]A lone delver separated from their crew asks if they can hitch a ride with the PCs to the next way station or population center. If reunited, they will pay back the PCs by coming to their aid during a later encounter or adventure. [*]Fiametta’s wagon is encountered. She is either organizing a race between a group of delver crews, or simply traveling somewhere. She’s willing to make repairs and modifications to the PC’s wagon for a reasonable rate, or offering a free modification to the winner of a race. [*]A small town or village the PCs pass through has a list of notice boards seeking experienced delvers to deal with local problems, not all of which are Dungeon-related. Can be used as a stepping stone to larger quests, or to generate small-time encounters with meager rewards yet grateful villagers. [*]A crew of delvers got trapped in their own wagon via a malfunctioning Extraspatial Cube. The wagon appears to have abruptly stopped at an inconvenient place to indicate that something’s wrong, and the PCs will need to brave non-Euclidian and kaleidoscopic dimensions to rescue the delvers. [/LIST] [B]Flavor[/B] [LIST=1] [*]A beggar (commoner stats but can cast a certain spell once per long rest) sits on the side of the road, asking for alms. A character who donates even a copper piece will have the beggar reveal themselves to be an oracle as they cast a divination spell for the donating PC free of charge (Tier 1: up to 3rd level; Tier 2: up to 5th level; Tier 3: up to 7th level; Tier 4: up to 9th level). [*]An ox-drawn cart with a merchant (commoner stats, Insight and appropriate tool proficiencies +4) affably approaches the PC’s wagon, offering items for sale of interest to delvers. Item rarity is based on Tiers of play, merchant has bodyguards (Gladiator and/or Mage stats) if transporting magic items beyond Common rarity. [*]A coaching inn offers a place for the PCs to rest and resupply. Gives one more Hit Die to spend during short rests, restores all Hit Dice on a long rest. [*]A group of mounted knights/rangers/soldiers on patrol are transporting the carcass of a slain monster, or a live but caged outlaw, that’s been troubling the region. [*]A traveling priest of Pirhoua warmly greets the PCs, offering to mend their wounds and heal any maladies. Anything beyond their means (use NPC Priest stats) will have the PCs be pointed in the direction of the nearest bethel or city, with the priest sharing the name of a more accomplished healer who might be of help. [*]A VIP and their armed retinue (Noble & Knight stats) are traveling towards a political summit. Inquiring PCs can learn about regional affairs regarding the VIP’s homeland and their intended destination. [*]A beautiful natural feature, statue, cozy village, or other pleasing scenery fills the PCs with Inspiration. [*]A group of Brethren, bats, kobolds, or other relative newcomers to the Beast World are on tour, marveling at things long since treated as normal. [*]An Aubadian is seeking to best nature itself by enduring extreme discomfort against the elements. They’re currently engaged in some dangerous activity like wearing only their underwear in freezing temperatures or binding themselves to a rope as they’re violently tossed around a whirlpool. PCs who attempt to provide help may be met with either anger at having their trials messed up, or a good-hearted “thanks, but no thanks,” depending on circumstance. [*]PCs come upon a recently-cleared Dungeon: wagon trails, an interior passage full of now-dead monsters, opened chests, and sprung traps. The PCs may or may not find a secret room missed by the last delver crew. [/LIST] [B]Obstacle[/B] [LIST=1] [*]The main bridge is broken, or the road is obstructed by debris. This forces the PCs to take a risky alternative route, clear out the debris, or otherwise find a way around. [*]The roads and directions are wildly different from what’s on the map. PCs need to make appropriate checks (Cartographer’s Kit, History, Survival, etc) to avoid getting lost. [*]A passing lawman (Knight stats) with documents informs the PCs that the local government has imposed a 10% “adventuring tax” on delver crews. Might be either a charlatan with a forgery or a legitimate writ which can be determined by a successful check (History, Insight, Forger’s Kit, etc). [*]PCs find a message written in delver pictograms, Thieves’ Cant, Druidic, or another appropriate coded language. It indicates some future danger on the road, and if deciphered grants each PC advantage on the next attack roll, ability check, or saving throw. [*]A jackal or feylike being cast Hallucinatory Terrain over a stretch of unstable road “in protest of the noisy traffic.” PCs risk damaging their wagon if passed through. [*]A peaceful monster or construct capable of speech claims to have been granted the gift of knowledge by Yttrus, and asks the PCs various questions on the meaning of existence. Giving a satisfying answer (appropriate Intelligence or Charisma skill check) grants that PC advantage on Intelligence and Wisdom ability checks for 1 week. Failure causes the monster to grow aggravated and attack. [*]A group of scientists (Mage stats, or [School] Wizard if using MPMM) are testing out theoretical, unstable spells and devices “in a controlled environment.” The PCs’ arrival either puts them unexpectedly in the crosshairs, or they’re hired on to help the experiments with the offer of due compensation in the form of gold and magic items. Use the guidelines in the introduction for designing suitable tests. [*]A shaman with a Broken World device that can transfer frozen moments of time into picture form wishes to capture the likenesses of particularly rare animals and/or monsters. Will pay the PCs a pretty price to help them set up some shots (Painter’s Supplies, Tinker’s Tools, Nature, Stealth, etc). [*][url=https://www.5esrd.com/database/creature/npc-human-paladin/]Paladins of the Motherguard[/url] quarantine an area that the PCs need to pass through to get to their location, citing threats from Unnature. PCs must either circumvent the watcher sentries or otherwise convince them that they can help handle the threat. [*]Varasta comes upon the party, and feeling in a festive mood challenges them to a game of chance (use full rules from a suitable minigame or contested tool checks with a gaming set). If the PCs win, he gives them a magic item (Tier 1: Deck of Illusions; Tier 2: Wand of Wonder; Tier 3: Marvelous Pigments; Tier 4: Deck of Many Things). A losing PC will be affected by Polymorph as cast by a 20th level caster, the form randomly determined. [/LIST] [/QUOTE]
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