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*Dungeons & Dragons
Out of the Abyss- Post your pre-set encounters *Spoilers*
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<blockquote data-quote="Goober4473" data-source="post: 6818475" data-attributes="member: 6675240"><p>Here are a few Darklake encounters I put together. I'd like to spice up the hag encounter a little, and provide some more choices for the party, but I'm not sure how.</p><p></p><p><strong>A Tight Spot (1,600 XP)</strong></p><p> </p><p>A tight passage causes the boat to get stuck (no check to avoid; I want to provide choices, not just rolls). Two successful DC 14 Strength (Athletics) checks free the boat, but a character must get out and push to make these checks. The party can instead spend a half hour slowly pushing the boat forward from inside, but the drow pursuit track is increased by 1 if they do.</p><p> </p><p><strong>Creatures:</strong> Four swarms of quippers (MM 338, CR 1) attack anyone that enters the water. A passive perception (or check) of 13 or better reveals an odd number of fish in the water.</p><p> </p><p><strong>Troll Toll (1,800 XP)</strong></p><p> </p><p>A massive stone water lock provides passage beyond a waterfall, but the mechanism to control it is hidden. A successful DC 15 Intelligence (Investigation) locates the switch within a nearby wall after a few minutes. On a failure, the search takes over an hour, and the drow pursuit track is increased by 1.</p><p> </p><p><strong>Creatures:</strong> An aquatic troll (MM 291, CR 5; swim 30 ft., breathes water) guards the lock and knows where the switch is. The troll demands to eat one of the party in exchange for passage. If they refuse, it attacks them.</p><p></p><p>A successful DC 14 Charisma (Persuasion) check convinces the troll to take 40 pounds of meat as tribute instead. Another DC 18 Charisma (Persuasion) can persuade the troll to lower this offer to 20 pounds.</p><p></p><p>A successful DC 18 Charisma (Deception) check convinces the troll that the party tastes bad or aren’t worth fighting, but tastier or easier food is following them. The troll will not only let them pass, but will delay the drow. Reduce the drow pursuit track by 1.</p><p> </p><p><strong>Hag Help (700 XP)</strong></p><p> </p><p>The party becomes hopelessly lost in a maze of watery passages.</p><p> </p><p><strong>Creatures:</strong> Nanny Plunk, a green hag (MM 177, CR 3), appears on a nearby rock in the guise of a wizened old drow. She offers to help them find their way in exchange for payment. She will accept virtually any offer, since she only wants to lead them into danger, but she first requests anything obvious and shiny one of the characters wears or holds.</p><p></p><p>If the players accept her guidance, she hops into their boat and leads them around erratically, wasting their time until they get wise to her or their pursuers catch up to them.</p><p></p><p>If they attack her, she attempts to turn invisible and flee. If they capture her, or she is reduced to half hit points, she surrenders and will lead them out of the maze.</p></blockquote><p></p>
[QUOTE="Goober4473, post: 6818475, member: 6675240"] Here are a few Darklake encounters I put together. I'd like to spice up the hag encounter a little, and provide some more choices for the party, but I'm not sure how. [B]A Tight Spot (1,600 XP)[/B] A tight passage causes the boat to get stuck (no check to avoid; I want to provide choices, not just rolls). Two successful DC 14 Strength (Athletics) checks free the boat, but a character must get out and push to make these checks. The party can instead spend a half hour slowly pushing the boat forward from inside, but the drow pursuit track is increased by 1 if they do. [B]Creatures:[/B] Four swarms of quippers (MM 338, CR 1) attack anyone that enters the water. A passive perception (or check) of 13 or better reveals an odd number of fish in the water. [B]Troll Toll (1,800 XP)[/B] A massive stone water lock provides passage beyond a waterfall, but the mechanism to control it is hidden. A successful DC 15 Intelligence (Investigation) locates the switch within a nearby wall after a few minutes. On a failure, the search takes over an hour, and the drow pursuit track is increased by 1. [B]Creatures:[/B] An aquatic troll (MM 291, CR 5; swim 30 ft., breathes water) guards the lock and knows where the switch is. The troll demands to eat one of the party in exchange for passage. If they refuse, it attacks them. A successful DC 14 Charisma (Persuasion) check convinces the troll to take 40 pounds of meat as tribute instead. Another DC 18 Charisma (Persuasion) can persuade the troll to lower this offer to 20 pounds. A successful DC 18 Charisma (Deception) check convinces the troll that the party tastes bad or aren’t worth fighting, but tastier or easier food is following them. The troll will not only let them pass, but will delay the drow. Reduce the drow pursuit track by 1. [B]Hag Help (700 XP)[/B] The party becomes hopelessly lost in a maze of watery passages. [B]Creatures:[/B] Nanny Plunk, a green hag (MM 177, CR 3), appears on a nearby rock in the guise of a wizened old drow. She offers to help them find their way in exchange for payment. She will accept virtually any offer, since she only wants to lead them into danger, but she first requests anything obvious and shiny one of the characters wears or holds. If the players accept her guidance, she hops into their boat and leads them around erratically, wasting their time until they get wise to her or their pursuers catch up to them. If they attack her, she attempts to turn invisible and flee. If they capture her, or she is reduced to half hit points, she surrenders and will lead them out of the maze. [/QUOTE]
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