Alright, I've completed my preliminary Village encounter. It feels a bit rough, so I'm leaving it to you lot to assist with the refinement. I appreciate all the hard work.
Looking forward to your comments,
The Golem
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Encounter #1: Village attacked!
This is a encounter The following first-level encounter is intended to test the characters' skills – and how the players use them. The encounter takes place whenever the DM feels it is appropriate. To start the encounter, read the following text. (If you choose, have one character perform a Perception Check.:
The initial encounter deals with the goblinoid forces wreaking havoc on the poor farming town. Members of the monstrous troupe include:
At the end of Phase 1, a town official comes rushing up to the adventurers, screaming wildly about some of the towns citizens trapped in one of the blazing houses:
Phase II: Rescuing the Loved Ones. (Skill Challenge)
Level: Equal to the level of the party.
Complexity: 2 ( Requires 6 successes before 3 failures )
Skills: Acrobatics, Heal, Diplomacy, Knowledge (or Dungeoneering), Nature.
Endurance: All participants may have to make an Endurance check each cycle (after the first one) or lose a Healing Surge (Normal for the firefighter, Hard for the searchers).
Acrobatics (Moderate DC): You try to twist and tumble your way through the haze, looking for the survivors. A failure means some timbers loosen and fall, blocking your path back.
Diplomacy (Moderate DC): You are able to convince citizens to make a water chain, helping to fight the fire. Failure means you incorrectly dampen the fire, creating more smoke fumes, increasing the difficulty of further Endurance checks.
Heal (Moderate DC): You quickly lead one of the victims away from the burning building, and successfully treat them for smoke inhalation. A failure means that victim falls unconscious (but not dead), and increases the DC of each consecutive heal check.
Knowledge or Dungeoneering (Moderate DC): Using what you know about structures, you are able to support the structure, preventing a near cave-in. A failure in this area closes off this approach, apparently you don't know as much as you thought.
Nature (Moderate DC): You notice a breeze picking up, and quickly set-up a fire-break or a wind-funnel to direct the flames away from the rest of the city. A failure closes off this area.
Success: The PCs earn the gratitude of the village official, and are presented with 100GP each.
Failure: Disaster was inevitable, but the official doesn't begrudge the PCs for this. Downtrodden, they continue on their way.
Looking forward to your comments,
The Golem
______________________________________________________
Encounter #1: Village attacked!
This is a encounter The following first-level encounter is intended to test the characters' skills – and how the players use them. The encounter takes place whenever the DM feels it is appropriate. To start the encounter, read the following text. (If you choose, have one character perform a Perception Check.:
You see a dark plume of smoke rising (seemingly) out of the hillside; it's thicker and darker than the lazy tentrils of smoke you'd seen along the way earlier. Alarmed, you alert your comrades, and quicken your pace, hoping for the best. As you round the bend, you notice several more. With your keen eyes, you recognize the war-banner of Turrosh Mak. It dawns on you this village is under seige his nefarious underlings. Furious at his audacity to issue an attack in broad daylight, you race towards the village in defence.
Phase I: Defeating the Goblin marauders.
The initial encounter deals with the goblinoid forces wreaking havoc on the poor farming town. Members of the monstrous troupe include:
2 Goblin Warriors – 200 XP
2 Goblin Backblades – 200 XP
5 Goblin Cutters – 125 XP
This is a Level 2 Encounter intended for 5 Player Characters. However, feel free to rearrange the monsters as you see fit. Use the XP Budgeting rules found in the DMG.2 Goblin Backblades – 200 XP
5 Goblin Cutters – 125 XP
At the end of Phase 1, a town official comes rushing up to the adventurers, screaming wildly about some of the towns citizens trapped in one of the blazing houses:
Phase II: Rescuing the Loved Ones. (Skill Challenge)
“Praise be to <deity>, you saved us from those hideous creatures!” the official exclaims. He then motions wildly towards a burning house. “But, my wife, my children,” he cries, “They're trapped inside the house. I tried to get them myself, but the smoke was too much for me. Please! You must help them!”
In this skill challenge, the PCs try to extract civilians from a burning building. Taking too long causes the building to collapse, killing the people trapped inside.
Level: Equal to the level of the party.
Complexity: 2 ( Requires 6 successes before 3 failures )
Skills: Acrobatics, Heal, Diplomacy, Knowledge (or Dungeoneering), Nature.
Endurance: All participants may have to make an Endurance check each cycle (after the first one) or lose a Healing Surge (Normal for the firefighter, Hard for the searchers).
Acrobatics (Moderate DC): You try to twist and tumble your way through the haze, looking for the survivors. A failure means some timbers loosen and fall, blocking your path back.
Diplomacy (Moderate DC): You are able to convince citizens to make a water chain, helping to fight the fire. Failure means you incorrectly dampen the fire, creating more smoke fumes, increasing the difficulty of further Endurance checks.
Heal (Moderate DC): You quickly lead one of the victims away from the burning building, and successfully treat them for smoke inhalation. A failure means that victim falls unconscious (but not dead), and increases the DC of each consecutive heal check.
Knowledge or Dungeoneering (Moderate DC): Using what you know about structures, you are able to support the structure, preventing a near cave-in. A failure in this area closes off this approach, apparently you don't know as much as you thought.
Nature (Moderate DC): You notice a breeze picking up, and quickly set-up a fire-break or a wind-funnel to direct the flames away from the rest of the city. A failure closes off this area.
Success: The PCs earn the gratitude of the village official, and are presented with 100GP each.
Failure: Disaster was inevitable, but the official doesn't begrudge the PCs for this. Downtrodden, they continue on their way.
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