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<blockquote data-quote="Libertad" data-source="post: 9582454" data-attributes="member: 6750502"><p style="text-align: center"><span style="font-size: 22px"><strong>Vinyotian D10 Encounters</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/P0z2Sm5.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><a href="https://www.furaffinity.net/view/46800106/" target="_blank">Vibin in Venice by SoftMare of Fur Affinity.</a></p><p></p><p>These encounters are designed specifically for the Trade League of Vinyot.</p><p></p><p><strong>Conflict</strong></p><ol> <li data-xf-list-type="ol">A group of bank robbers (Thug stats) are attempting to break open a portable safe. A magical trap is primed to go off if it is opened without the right password, coating everyone in a 5 foot radius with purple sigils marking them as thieves. The sigils are permanent until dispelled (treat as 5th level spell).</li> <li data-xf-list-type="ol">A band of Sellswords (Tier 1: 1d4 Bandits + 1 Apprentice Wizard; Tier 2: 2d6 Thugs + Mage; Tier 3: 1 Archmage + 1d3 Gladiators) view the Delvers as competition, and tell them that their services aren’t needed in the area. Don’t necessarily want to fight, but put up a show of intimidation.</li> <li data-xf-list-type="ol">Oozes from the Dungeon or a rogue science experiment (Tier 1: 1d3 Ochre Jellies; Tier 2: 1d3 Black Puddings; Tier 3: 1 Elder Oblex + 1d4 Adult Lblex [MPMM]) broke free and are making their way across the land.</li> <li data-xf-list-type="ol">A group of laetine scientists (Commoner stats, but Arcana & Nature +4) activate constructs from the Invader War to fight Dungeon monsters, which become unpredictable themselves (Tier 1: Animated Armor; Tier 2: Iron Cobras or Stone Defenders [MPMM]; Tier 3: Stone Golem; Tier 4: Hellfire Engine [MPMM] or Iron Golem). Use other monster results from this and Region-Neutral encounters for the non-construct monsters.</li> <li data-xf-list-type="ol">While near the coast, weather-themed Dungeon monsters attack during a nasty storm (Tier 1: 1d4 Ice and Smoke Mephits, evenly distributed; Tier 2: 1d2+1 Air and Water Elementals; Tier 3: Behir + Frost Salamander [MPMM]; Tier 4: 1 Storm Giant Quintessent + 2 Storm Giants).</li> <li data-xf-list-type="ol">The druids responsible for safeguarding the Kelvonostro Wetlands view the burgeoning delver subculture as a threat to the sanctity of the wilderness, and seek to waylay the PCs by attacking their wagon with large animals (Tier 1: 1 Druid + 3 Boars; Tier 2: 1 Druid + 2 Stegosauruses; Tier 3: 1 Archdruid + 1 Tyrannosaurus Rex).</li> <li data-xf-list-type="ol">Gabriella Stringsummer (Deck of Delvers: Champions) or some other villainous bard created a chorus of <a href="https://www.5esrd.com/database/creature-family/animated-objects/" target="_blank">animated instruments</a> to take advantage of the Vinyotian love of music to bring about tragedy in a town the PCs pass through (Tier 1: 2d6 Animated Instruments; Tier 2: 3 Animated Quartets; Tier 3; 1 Animated Symphony).</li> <li data-xf-list-type="ol">A pirate (can cast Control Weather 1/day at all Tiers. Tier 1: bandit captain stats; Tier 2: champion stats [MPMM]; Tier 3: warlord stats [MPMM]) found a less risky means of extorting port towns via targeted castings of a powerful spell. The PCs are staying in a town or passing through as it suffers the pirate’s magical maladies, and must deal with the pirate to ensure safe passage.</li> <li data-xf-list-type="ol">A gathering of merchants part of an extended family (Commoner stats) plan to cast Speak with Dead on their deceased elders in order to determine inheritance rights. One of them made a deal with Veronette in order to be the sole surviving beneficiary, and the spell will be sabotaged to summon undead (Tier 1: 12 Zombies; Tier 2: 1 Bodak [MPMM] + 1 Flameskull; Tier 3: 1 Mummy Lord; Tier 4: 1 Nightwalker).</li> <li data-xf-list-type="ol">A <a href="https://www.5esrd.com/database/creature/devil-gilded-3pp/" target="_blank">Gilded Devil</a> is manipulating a town’s entrepreneurs to steal and hoard wealth so that the fiend can consume it, permanently taking the money out of circulation. At Tier 1, the monster can be substituted with a bearded devil. Higher Tiers can have bodyguards to form the real challenge: Tier 2: 1d3 merregon devils [MPMM]; Tier 3: 1d3 bone devils; and Tier 4: 1 Amnizu [MPMM]).</li> </ol><p></p><p><strong>Delving</strong></p><ol> <li data-xf-list-type="ol">A traveling merchant (Mage stats) who specializes in spell components is willing to do business with the party. Has 2,000 gold total worth of stock, and no individual item is worth more than 500 gold. Would-be robbers must deal with the merchant and 3 summoned air elementals.</li> <li data-xf-list-type="ol">A business owner asks the PCs for an investment of 300 gold in their start-up which specializes in delver supplies. If the PCs loan them money, then several adventures later the crew will receive a package from the Donkey Post thanking them for their patronage. They get double their money back plus level-appropriate treasure.</li> <li data-xf-list-type="ol">A group of tenebrine are engaged in an argument over whether or not to turn to delving as a means of taking care of their family. On the one hand, a good haul can make them enough money to move to a better place, but if they die then they won’t be there to care for their loved ones. They ask the PCs their professional opinion as delvers.</li> <li data-xf-list-type="ol">A wizard is building their own line of clockwork beasts (animated armor stats), claiming that the automatization of adventurers will make delving safer. Since they’re still prototypes, the wizard is eager to find someone to help test their inventions in the field.</li> <li data-xf-list-type="ol">A lawyer is casting an Identify ritual on a magic item obtained from a group of dead adventurers, in order to find out whether it’s Dungeon-created or made by willful creatures in order to determine proper ownership.</li> <li data-xf-list-type="ol">A delver crew with an amphibious wagon are doing salvage work on the side, hauling back the bounty of a wrecked sea vessel.</li> <li data-xf-list-type="ol">Representatives of a trade lord are in negotiations with a group of Shamans over finding ways to mass-produce acid buttons from the Broken World. The Shamans are unwilling to sacrifice such valuable objects in risky experiments, but the representatives argue that they can revolutionize technology in the Beast World.</li> <li data-xf-list-type="ol">A delving crew’s wagon is covered in fungal growth, the consequence of stowaway spores from the Calorwood. The crew’s druid claims that they’re good luck charms, giving them a self-refreshing source of food. The others aren’t as optimistic, but tolerate their companion’s eccentricities.</li> <li data-xf-list-type="ol">A battalion of Sellswords are transporting gemstones from Fortunata Hills to the Littfeld Caravan, as they’re a vital element of material components for spellcasting.</li> <li data-xf-list-type="ol">A shifty-looking individual at a local watering hole offers to tell the PCs the location of buried treasure somewhere in Hidden Waters for a “fair price.” The figure is actually a pirate whose cache was swallowed up by the Dungeon, and plans to ambush the PCs with their fellow pirates once they leave the Dungeon.</li> </ol><p></p><p><strong>Flavor</strong></p><ol> <li data-xf-list-type="ol">A scout working for a delving crew is engaging in speculative investments as a side hustle. Will provide castings of Augury spells in regards to financial actions. Charges 100 gold per casting, but the d100 roll is made with advantage to avoid random readings.</li> <li data-xf-list-type="ol">A street performance tells a slapstick story involving character archetypes from the Comedy of the Guild: the Gambler encourages the Baker to take part in a pie-eating contest in order to impress the Grocer, but in actuality is an attempt to get rid of defective baked goods supplied by the Lord/Lady.</li> <li data-xf-list-type="ol">An artist offers to paint a group portrait of the PCs for 50 gold pieces.</li> <li data-xf-list-type="ol">Religious pilgrims are heading to or from Springbok’s Flight or the Haven of the High Bethel.</li> <li data-xf-list-type="ol">While along the coast, a trade lord’s pleasure cruise can be seen on the horizon while fanciful magical illusions light up the surrounding water and sky.</li> <li data-xf-list-type="ol">A fear mongering citizen is doomsaying about Dungeon Town, claiming that its permanent fixture in the region is evidence of a growing extraplanar incursion that will eventually cover the entire Beast World.</li> <li data-xf-list-type="ol">A dragon dressed in fine threads and jewelry looks down their nose at the “nouveau riche,” extolling the virtues of physical hoards over more modern innovations of banking and investments.</li> <li data-xf-list-type="ol">A newspaper vendor’s latest issue (1 copper piece per paper) discusses a fierce debate of whether or not the local trade lords should continue minting electrum pieces. Advocates in favor of continuation claim that they’re a reasonable ground between common silver and prestigious gold, while critics claim they’re an old legacy and a confusing exception to the rule of tens for copper, silver, and gold currency.</li> <li data-xf-list-type="ol">Visitors from Allemance are celebrating their safe arrival, having made their way out of the arid, monster-plagued Luck’s End region.</li> <li data-xf-list-type="ol">Several beasts are engaged in an increasingly tense debate over whether the Brethren “did enough” to make up for the devastation of Southwinds during the Invader War. One of the beasts is secretly a member of the Ferals, putting forth the argument against human inclusion into mainstream society.</li> </ol><p><strong>Obstacle</strong></p><ol> <li data-xf-list-type="ol">A celebrity opera singer was cursed to have their voice cause pain to those who listen, and is living in a cabin in the wilderness. Remove Curse cast as a 5th level spell, or enduring several minutes worth of singing (1 thunder damage per round; Tier 1: 30 rounds; Tier 2: 50 rounds; Tier 3: 100 rounds; Tier 4: 250 rounds) breaks the curse. Ending the curse earns the PCs free seating at their next performance and can live an aristocratic lifestyle for free during their next period of downtime, provided it’s in Vinyot.</li> <li data-xf-list-type="ol">A wainwright with more money than good sense wants the PCs to test drive their sail-powered draughtless wagon. Will pay the PCs in gold or a free wagon attachment if they can survive handling the vehicle under adverse weather.</li> <li data-xf-list-type="ol">A scalper is tracking the passage of delver crews to buy up adventuring supplies in the nearest city, then sell them at much higher costs. Will pose as a curious traveler to learn what the PCs are in need of; unless the PCs catch on to and prevent their scheme, common adventuring supplies will be five times more expensive in the next population center.</li> <li data-xf-list-type="ol">A bronze dragon is performing aerial cartography of the surrounding landscape at the behest of a merchant consortium, hoping to freely publish the knowledge once completed. Hasn’t read the fine print in regards to exclusive findings and will end up in legal trouble unless the PCs point this out or otherwise engage in some creative legalese (Cartographer’s Tools, Forgery Kit, History, Navigator’s Tools). If successful, the dragon will share knowledge of secret routes that can cut the travel time to their next destination in half.</li> <li data-xf-list-type="ol">A group of tenebrines formed their own community to escape Vinyotian prejudice, and are wary of the PCs and their intentions. Proper roleplaying and skill checks (tenebrine PCs have advantage or autopass depending on circumstance) can assuage their worries; failure causes the party to be given wrong directions, encounter traps on the road, or are unable to restock and resupply while in the region. Success helps ensure a safer journey, letting them begin the next overland combat encounter with advantage on initiative and +5 passive Perception.</li> <li data-xf-list-type="ol">An Aubadian from the Isle of the Twilit Tryst is being tried for crimes of piracy, but insists that they were actually hunting pirates. It’s up to the DM whether they’re guilty or innocent; either way, the Aubadian’s comrades will attempt to stage a jailbreak if they remain unreleased.</li> <li data-xf-list-type="ol">A druid of Varasta lost 1d4 cards from their Wild Card deck from a strong wind, and asks the PCs for help in locating them. The individual cards let out one-time magical effects which once collected, either bestowing the Enhance Ability (random ability score) on the finder, setting off a magical trap (Tier 1: Entangle; Tier 2: Ice Storm; Tier 3: Reverse Gravity; Tier 4: Earthquake), or summoning a beast of random disposition as per Conjure Animals. Number of cards is up to the DM, but helping the druid find them all causes them to reward the party with a deck of magical cards. The deck grants double proficiency in card game tool checks, and as an action once per long rest can grant Inspiration to the holder.</li> <li data-xf-list-type="ol">A group of mole miners are draining water from flooded sections of the Loamlink due to Gonlaro’s collapse. PCs who have a means of braving underwater traps and hazards can help the miners plant magical depth charges and bags of holding to make this section of the tunnel network safe to traverse again.</li> <li data-xf-list-type="ol">An unscrupulous company of generational debt collectors is exploiting the families of sentenced criminals in order to create a profitable underclass. A small family fleeing from indentured servitude asks the PCs to help protect them from their debtors (2d6, use bandit stats for Tier 1, thug for Tier 2 and higher).</li> <li data-xf-list-type="ol">An important NPC in the campaign (true identity up to the DM) is in disguise and pretends to be at risk of danger or inconvenience. PCs who help are thanked and offered an invitation to the Sunset Lounge, finding the organization’s trademark magical card among their belongings the next time they take a long rest.</li> </ol></blockquote><p></p>
[QUOTE="Libertad, post: 9582454, member: 6750502"] [CENTER][SIZE=6][B]Vinyotian D10 Encounters[/B][/SIZE] [IMG]https://i.imgur.com/P0z2Sm5.jpeg[/IMG][/CENTER] [URL='https://www.furaffinity.net/view/46800106/']Vibin in Venice by SoftMare of Fur Affinity.[/URL] These encounters are designed specifically for the Trade League of Vinyot. [B]Conflict[/B] [LIST=1] [*]A group of bank robbers (Thug stats) are attempting to break open a portable safe. A magical trap is primed to go off if it is opened without the right password, coating everyone in a 5 foot radius with purple sigils marking them as thieves. The sigils are permanent until dispelled (treat as 5th level spell). [*]A band of Sellswords (Tier 1: 1d4 Bandits + 1 Apprentice Wizard; Tier 2: 2d6 Thugs + Mage; Tier 3: 1 Archmage + 1d3 Gladiators) view the Delvers as competition, and tell them that their services aren’t needed in the area. Don’t necessarily want to fight, but put up a show of intimidation. [*]Oozes from the Dungeon or a rogue science experiment (Tier 1: 1d3 Ochre Jellies; Tier 2: 1d3 Black Puddings; Tier 3: 1 Elder Oblex + 1d4 Adult Lblex [MPMM]) broke free and are making their way across the land. [*]A group of laetine scientists (Commoner stats, but Arcana & Nature +4) activate constructs from the Invader War to fight Dungeon monsters, which become unpredictable themselves (Tier 1: Animated Armor; Tier 2: Iron Cobras or Stone Defenders [MPMM]; Tier 3: Stone Golem; Tier 4: Hellfire Engine [MPMM] or Iron Golem). Use other monster results from this and Region-Neutral encounters for the non-construct monsters. [*]While near the coast, weather-themed Dungeon monsters attack during a nasty storm (Tier 1: 1d4 Ice and Smoke Mephits, evenly distributed; Tier 2: 1d2+1 Air and Water Elementals; Tier 3: Behir + Frost Salamander [MPMM]; Tier 4: 1 Storm Giant Quintessent + 2 Storm Giants). [*]The druids responsible for safeguarding the Kelvonostro Wetlands view the burgeoning delver subculture as a threat to the sanctity of the wilderness, and seek to waylay the PCs by attacking their wagon with large animals (Tier 1: 1 Druid + 3 Boars; Tier 2: 1 Druid + 2 Stegosauruses; Tier 3: 1 Archdruid + 1 Tyrannosaurus Rex). [*]Gabriella Stringsummer (Deck of Delvers: Champions) or some other villainous bard created a chorus of [URL='https://www.5esrd.com/database/creature-family/animated-objects/']animated instruments[/URL] to take advantage of the Vinyotian love of music to bring about tragedy in a town the PCs pass through (Tier 1: 2d6 Animated Instruments; Tier 2: 3 Animated Quartets; Tier 3; 1 Animated Symphony). [*]A pirate (can cast Control Weather 1/day at all Tiers. Tier 1: bandit captain stats; Tier 2: champion stats [MPMM]; Tier 3: warlord stats [MPMM]) found a less risky means of extorting port towns via targeted castings of a powerful spell. The PCs are staying in a town or passing through as it suffers the pirate’s magical maladies, and must deal with the pirate to ensure safe passage. [*]A gathering of merchants part of an extended family (Commoner stats) plan to cast Speak with Dead on their deceased elders in order to determine inheritance rights. One of them made a deal with Veronette in order to be the sole surviving beneficiary, and the spell will be sabotaged to summon undead (Tier 1: 12 Zombies; Tier 2: 1 Bodak [MPMM] + 1 Flameskull; Tier 3: 1 Mummy Lord; Tier 4: 1 Nightwalker). [*]A [URL='https://www.5esrd.com/database/creature/devil-gilded-3pp/']Gilded Devil[/URL] is manipulating a town’s entrepreneurs to steal and hoard wealth so that the fiend can consume it, permanently taking the money out of circulation. At Tier 1, the monster can be substituted with a bearded devil. Higher Tiers can have bodyguards to form the real challenge: Tier 2: 1d3 merregon devils [MPMM]; Tier 3: 1d3 bone devils; and Tier 4: 1 Amnizu [MPMM]). [/LIST] [B]Delving[/B] [LIST=1] [*]A traveling merchant (Mage stats) who specializes in spell components is willing to do business with the party. Has 2,000 gold total worth of stock, and no individual item is worth more than 500 gold. Would-be robbers must deal with the merchant and 3 summoned air elementals. [*]A business owner asks the PCs for an investment of 300 gold in their start-up which specializes in delver supplies. If the PCs loan them money, then several adventures later the crew will receive a package from the Donkey Post thanking them for their patronage. They get double their money back plus level-appropriate treasure. [*]A group of tenebrine are engaged in an argument over whether or not to turn to delving as a means of taking care of their family. On the one hand, a good haul can make them enough money to move to a better place, but if they die then they won’t be there to care for their loved ones. They ask the PCs their professional opinion as delvers. [*]A wizard is building their own line of clockwork beasts (animated armor stats), claiming that the automatization of adventurers will make delving safer. Since they’re still prototypes, the wizard is eager to find someone to help test their inventions in the field. [*]A lawyer is casting an Identify ritual on a magic item obtained from a group of dead adventurers, in order to find out whether it’s Dungeon-created or made by willful creatures in order to determine proper ownership. [*]A delver crew with an amphibious wagon are doing salvage work on the side, hauling back the bounty of a wrecked sea vessel. [*]Representatives of a trade lord are in negotiations with a group of Shamans over finding ways to mass-produce acid buttons from the Broken World. The Shamans are unwilling to sacrifice such valuable objects in risky experiments, but the representatives argue that they can revolutionize technology in the Beast World. [*]A delving crew’s wagon is covered in fungal growth, the consequence of stowaway spores from the Calorwood. The crew’s druid claims that they’re good luck charms, giving them a self-refreshing source of food. The others aren’t as optimistic, but tolerate their companion’s eccentricities. [*]A battalion of Sellswords are transporting gemstones from Fortunata Hills to the Littfeld Caravan, as they’re a vital element of material components for spellcasting. [*]A shifty-looking individual at a local watering hole offers to tell the PCs the location of buried treasure somewhere in Hidden Waters for a “fair price.” The figure is actually a pirate whose cache was swallowed up by the Dungeon, and plans to ambush the PCs with their fellow pirates once they leave the Dungeon. [/LIST] [B]Flavor[/B] [LIST=1] [*]A scout working for a delving crew is engaging in speculative investments as a side hustle. Will provide castings of Augury spells in regards to financial actions. Charges 100 gold per casting, but the d100 roll is made with advantage to avoid random readings. [*]A street performance tells a slapstick story involving character archetypes from the Comedy of the Guild: the Gambler encourages the Baker to take part in a pie-eating contest in order to impress the Grocer, but in actuality is an attempt to get rid of defective baked goods supplied by the Lord/Lady. [*]An artist offers to paint a group portrait of the PCs for 50 gold pieces. [*]Religious pilgrims are heading to or from Springbok’s Flight or the Haven of the High Bethel. [*]While along the coast, a trade lord’s pleasure cruise can be seen on the horizon while fanciful magical illusions light up the surrounding water and sky. [*]A fear mongering citizen is doomsaying about Dungeon Town, claiming that its permanent fixture in the region is evidence of a growing extraplanar incursion that will eventually cover the entire Beast World. [*]A dragon dressed in fine threads and jewelry looks down their nose at the “nouveau riche,” extolling the virtues of physical hoards over more modern innovations of banking and investments. [*]A newspaper vendor’s latest issue (1 copper piece per paper) discusses a fierce debate of whether or not the local trade lords should continue minting electrum pieces. Advocates in favor of continuation claim that they’re a reasonable ground between common silver and prestigious gold, while critics claim they’re an old legacy and a confusing exception to the rule of tens for copper, silver, and gold currency. [*]Visitors from Allemance are celebrating their safe arrival, having made their way out of the arid, monster-plagued Luck’s End region. [*]Several beasts are engaged in an increasingly tense debate over whether the Brethren “did enough” to make up for the devastation of Southwinds during the Invader War. One of the beasts is secretly a member of the Ferals, putting forth the argument against human inclusion into mainstream society. [/LIST] [B]Obstacle[/B] [LIST=1] [*]A celebrity opera singer was cursed to have their voice cause pain to those who listen, and is living in a cabin in the wilderness. Remove Curse cast as a 5th level spell, or enduring several minutes worth of singing (1 thunder damage per round; Tier 1: 30 rounds; Tier 2: 50 rounds; Tier 3: 100 rounds; Tier 4: 250 rounds) breaks the curse. Ending the curse earns the PCs free seating at their next performance and can live an aristocratic lifestyle for free during their next period of downtime, provided it’s in Vinyot. [*]A wainwright with more money than good sense wants the PCs to test drive their sail-powered draughtless wagon. Will pay the PCs in gold or a free wagon attachment if they can survive handling the vehicle under adverse weather. [*]A scalper is tracking the passage of delver crews to buy up adventuring supplies in the nearest city, then sell them at much higher costs. Will pose as a curious traveler to learn what the PCs are in need of; unless the PCs catch on to and prevent their scheme, common adventuring supplies will be five times more expensive in the next population center. [*]A bronze dragon is performing aerial cartography of the surrounding landscape at the behest of a merchant consortium, hoping to freely publish the knowledge once completed. Hasn’t read the fine print in regards to exclusive findings and will end up in legal trouble unless the PCs point this out or otherwise engage in some creative legalese (Cartographer’s Tools, Forgery Kit, History, Navigator’s Tools). If successful, the dragon will share knowledge of secret routes that can cut the travel time to their next destination in half. [*]A group of tenebrines formed their own community to escape Vinyotian prejudice, and are wary of the PCs and their intentions. Proper roleplaying and skill checks (tenebrine PCs have advantage or autopass depending on circumstance) can assuage their worries; failure causes the party to be given wrong directions, encounter traps on the road, or are unable to restock and resupply while in the region. Success helps ensure a safer journey, letting them begin the next overland combat encounter with advantage on initiative and +5 passive Perception. [*]An Aubadian from the Isle of the Twilit Tryst is being tried for crimes of piracy, but insists that they were actually hunting pirates. It’s up to the DM whether they’re guilty or innocent; either way, the Aubadian’s comrades will attempt to stage a jailbreak if they remain unreleased. [*]A druid of Varasta lost 1d4 cards from their Wild Card deck from a strong wind, and asks the PCs for help in locating them. The individual cards let out one-time magical effects which once collected, either bestowing the Enhance Ability (random ability score) on the finder, setting off a magical trap (Tier 1: Entangle; Tier 2: Ice Storm; Tier 3: Reverse Gravity; Tier 4: Earthquake), or summoning a beast of random disposition as per Conjure Animals. Number of cards is up to the DM, but helping the druid find them all causes them to reward the party with a deck of magical cards. The deck grants double proficiency in card game tool checks, and as an action once per long rest can grant Inspiration to the holder. [*]A group of mole miners are draining water from flooded sections of the Loamlink due to Gonlaro’s collapse. PCs who have a means of braving underwater traps and hazards can help the miners plant magical depth charges and bags of holding to make this section of the tunnel network safe to traverse again. [*]An unscrupulous company of generational debt collectors is exploiting the families of sentenced criminals in order to create a profitable underclass. A small family fleeing from indentured servitude asks the PCs to help protect them from their debtors (2d6, use bandit stats for Tier 1, thug for Tier 2 and higher). [*]An important NPC in the campaign (true identity up to the DM) is in disguise and pretends to be at risk of danger or inconvenience. PCs who help are thanked and offered an invitation to the Sunset Lounge, finding the organization’s trademark magical card among their belongings the next time they take a long rest. [/LIST] [/QUOTE]
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