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*Dungeons & Dragons
Out of the Abyss- Post your pre-set encounters *Spoilers*
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<blockquote data-quote="Kestrel" data-source="post: 6713434" data-attributes="member: 384"><p>I did some random generation of encounters today and came up with following encounters that I liked. I've been using a result of 1 on the light rolls to determine if the encounter area is within the Faerzress.</p><p></p><p>Day 7 Narrow sized area, Dark</p><p>Patch of Green slime in area. A rocktopus that is immune to green slime is hiding camouflaged in the slime. It is covered in the slime and inflicts damage per the hazard if a creature is grappled by the rocktopus.</p><p></p><p>Day 8</p><p>During a rest period, a mad Stone Giant named Grondurr wanders into camp. His madness is "Being drunk is the only way I stay sane" He has an Alchemy Jug in his possession, which he is drinking beer from. If the Alchemy Jug is stolen or taken from him, he will attack to get it back because he knows that when he becomes sober, he will go insane.</p><p></p><p></p><p>Day 20</p><p>During travel, party comes across a wide area, lit by Faerzress. An 18 inch ledge skirts one side of 80' deep ravine, party's speed slowed by half for the day DC 10 Dex save to avoid a fall. Precautions allow characters to make save with advantage. Increase pursuit by one. 4 orogs use this area for ambushes and are hiding on the other side of the ravine. They will attack as the party moves along ledge. The orogs are roped to stalactites for swinging across the ravine and will attempt a shove action to push a party member into the ravine if they are not roped together. The next round the orog will swing back and then try again on another target the following round. Attacking an orog's rope is AC 11 but at disadvantage if the rope is moving. The rope has 5 hps. If the rope is cut while an orog is in mid-swing (requiring a ready action), the orog will fall into the ravine, taking full damage. If the rope is cut while they are on the other side of the ravine, the orog has a stable side to stand on and will begin throwing javelins. If the rope is cut on the party side, the orog will have to make a DC 10 Dex Save or fall. All party members fighting on the ledge side have to make a dex save 10 if fighting or fall. Alternatively, they can choose to use their action to make a Str (Athletics) or Dex (Acrobatics) check to stay on the ledge.</p><p></p><p> The orogs have a small cave on the other side of the ravine that contains the following: 1900 cp, 900 sp, 100 gp, Bloodstone (50 gp), Chalcedony (50 gp), 3 x Chrysoprase (50 gp), Jasper (50 gp), 2 x Onyx (50 gp), Potion of Clairvoyance, Potion of Superior Healing, Potion of Invulnerability, Elixir of Health. The orogs have no idea what the potions are, one of their number drank a poison potion and died so now they are too scared to test the others.</p></blockquote><p></p>
[QUOTE="Kestrel, post: 6713434, member: 384"] I did some random generation of encounters today and came up with following encounters that I liked. I've been using a result of 1 on the light rolls to determine if the encounter area is within the Faerzress. Day 7 Narrow sized area, Dark Patch of Green slime in area. A rocktopus that is immune to green slime is hiding camouflaged in the slime. It is covered in the slime and inflicts damage per the hazard if a creature is grappled by the rocktopus. Day 8 During a rest period, a mad Stone Giant named Grondurr wanders into camp. His madness is "Being drunk is the only way I stay sane" He has an Alchemy Jug in his possession, which he is drinking beer from. If the Alchemy Jug is stolen or taken from him, he will attack to get it back because he knows that when he becomes sober, he will go insane. Day 20 During travel, party comes across a wide area, lit by Faerzress. An 18 inch ledge skirts one side of 80' deep ravine, party's speed slowed by half for the day DC 10 Dex save to avoid a fall. Precautions allow characters to make save with advantage. Increase pursuit by one. 4 orogs use this area for ambushes and are hiding on the other side of the ravine. They will attack as the party moves along ledge. The orogs are roped to stalactites for swinging across the ravine and will attempt a shove action to push a party member into the ravine if they are not roped together. The next round the orog will swing back and then try again on another target the following round. Attacking an orog's rope is AC 11 but at disadvantage if the rope is moving. The rope has 5 hps. If the rope is cut while an orog is in mid-swing (requiring a ready action), the orog will fall into the ravine, taking full damage. If the rope is cut while they are on the other side of the ravine, the orog has a stable side to stand on and will begin throwing javelins. If the rope is cut on the party side, the orog will have to make a DC 10 Dex Save or fall. All party members fighting on the ledge side have to make a dex save 10 if fighting or fall. Alternatively, they can choose to use their action to make a Str (Athletics) or Dex (Acrobatics) check to stay on the ledge. The orogs have a small cave on the other side of the ravine that contains the following: 1900 cp, 900 sp, 100 gp, Bloodstone (50 gp), Chalcedony (50 gp), 3 x Chrysoprase (50 gp), Jasper (50 gp), 2 x Onyx (50 gp), Potion of Clairvoyance, Potion of Superior Healing, Potion of Invulnerability, Elixir of Health. The orogs have no idea what the potions are, one of their number drank a poison potion and died so now they are too scared to test the others. [/QUOTE]
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