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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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<blockquote data-quote="LostSoul" data-source="post: 4616690" data-attributes="member: 386"><p>Here are the random encounters I've created to replace the old ones. Some may not lead to combat.</p><p></p><p><strong>1. Webbed Death (950 xp)</strong></p><p>1 ettercap webspinner</p><p>3 ghouls</p><p>patch of doomspore</p><p></p><p>The PCs hear someone shouting for help. If they investigate, in a darkened room they see someone trapped in a web. There's something moving in the shadows beyond. The person in the web is actually a ghoul, and when the PCs enter the room the ettercap will blast them from behind with a web.</p><p></p><p>Dungeoneering DC 15: The fungus is doomspore.</p><p>Perception DC 17: There's something funny about that person...</p><p>Perception DC 21: There are other creatures in the shadows, but they don't look like spiders.</p><p></p><p><em>Treasure:</em> Hidden in webs and bones in a small cave at the back of the room is a Light Manticore Shield +2 (Power (Daily): Standard Action. Atk Dex +2 vs. AC, area burst 1 within 10; hit 1d8+str). Searching through the webs and bones for treasure will trigger another doomspore attack unless the PCs succeed at a DC 17 Perception check. This will cancel out the Short Rest and will trigger another random encounter.</p><p></p><p></p><p><strong>2. The Trade</strong></p><p>1 eladrin fey knight </p><p>5 gnome skulks (925 xp)</p><p>Treasure: ?? (something for Paldemar)</p><p>plus</p><p>3 enigmas of vecna</p><p>2 human berserkers</p><p>1 human mage (1275 xp)</p><p>Treasure: ?? (something about the Feywild - link to Trollhaunt Warrens?)</p><p></p><p>The PCs spot a faint, starry glow down a nearby passage and hear some angry voices. They are arguing over payment (some secret that has to do with the Feywild/Winter Court). When the PCs show up, chaos erupts.</p><p> </p><p><strong>3. Cavern of Flames</strong> (1025 xp)</p><p>1 magma strider </p><p>1 magma hurler</p><p>2 magma claws</p><p>The PCs notice that it's getting really hot. They come into a cavern, the source of the heat. Bren notices that some of the rock looks strange, like scorpions. There's a milky pool in the middle of the room.</p><p></p><p>Tactics: The magma strider will charge into the midst of the PCs, taking OAs without care. The magma hurler will keep throwing fire at as many PCs as possible, while the magma claws will keep PCs pinned down.</p><p></p><p>Environment: A pool of water has been superheated. Any character moving into these squares takes 1d10 damage. If a PC moves into one of these squares, the magma claws will spew lava on them, trying to pin them down. If a magma beast or fire effect is in one of these squares, steam erupts, granting concealment in burst 1 and 5 fire damage if you enter or start your turn there; this steam lasts until the end of the next turn.</p><p></p><p><em>Treasure:</em> In the pool there is a magic item that has so far resisted the heat. It is an orb of fickle fate. Anyone trying to grab it will take 1d10 damage. The orb is under the milky water, so only if a PC enters will he feel the orb, or if he makes a DC 19 Perception check.</p><p></p><p></p><p><strong>4. Lizardfolk Patrol</strong> (1300 xp)</p><p>1 greenscale marsh mystic </p><p>2 blackscale bruisers </p><p>1 greenscale darter </p><p>2 greenscale hunters </p><p></p><p>Now that their enemies - the troglodytes - have fallen, the Lizard King has sent patrols out to take as much land as possible (and to reward those who helped slay the trogs). The Lurker is moving ahead (Perception DC 21) and will flank the PCs, coming from a different direction. They will talk with the PCs in Draconic: "Who wishes to speak to servants of the Lizard King?"</p><p></p><p>Environment: the sewer map.</p><p></p><p>Tactics: The mystic will go first and lay down a swamp's grasp. Then the others will move into the area. The bruiser will push Wexley once he sees his control and allow the others to move around him to engage squishier targets. The darter will target Jace or Armok.</p><p></p><p>Development: If the lizardfolk find out that the PCs are the ones who killed the trogs, they will offer them a gift - a Crown of Doors - and then offer to guide them back to their lair to meet the Lizard King. Could be a valuable place to rest. </p><p> </p><p><strong>5. Bloodreaver's Revenge</strong> (1500 xp)</p><p>1 hobgoblin hand of bane</p><p>1 hobgoblin commander</p><p>1 hobgoblin warcaster</p><p>1 hobgoblin archer</p><p>2 hobgoblin soldiers</p><p> </p><p>Revenge for those who killed the Bloodreavers! The hobgoblins have been tracking the PCs for some time, and have finally caught up with them. </p><p></p><p>Tactics: Single out a target to kill and take care of it. First the front line will go, and then the Warcaster will slide the target around the hobgoblin soldiers, who will attack him and leave him behind their ranks.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4616690, member: 386"] Here are the random encounters I've created to replace the old ones. Some may not lead to combat. [b]1. Webbed Death (950 xp)[/b] 1 ettercap webspinner 3 ghouls patch of doomspore The PCs hear someone shouting for help. If they investigate, in a darkened room they see someone trapped in a web. There's something moving in the shadows beyond. The person in the web is actually a ghoul, and when the PCs enter the room the ettercap will blast them from behind with a web. Dungeoneering DC 15: The fungus is doomspore. Perception DC 17: There's something funny about that person... Perception DC 21: There are other creatures in the shadows, but they don't look like spiders. [i]Treasure:[/i] Hidden in webs and bones in a small cave at the back of the room is a Light Manticore Shield +2 (Power (Daily): Standard Action. Atk Dex +2 vs. AC, area burst 1 within 10; hit 1d8+str). Searching through the webs and bones for treasure will trigger another doomspore attack unless the PCs succeed at a DC 17 Perception check. This will cancel out the Short Rest and will trigger another random encounter. [b]2. The Trade[/b] 1 eladrin fey knight 5 gnome skulks (925 xp) Treasure: ?? (something for Paldemar) plus 3 enigmas of vecna 2 human berserkers 1 human mage (1275 xp) Treasure: ?? (something about the Feywild - link to Trollhaunt Warrens?) The PCs spot a faint, starry glow down a nearby passage and hear some angry voices. They are arguing over payment (some secret that has to do with the Feywild/Winter Court). When the PCs show up, chaos erupts. [b]3. Cavern of Flames[/b] (1025 xp) 1 magma strider 1 magma hurler 2 magma claws The PCs notice that it's getting really hot. They come into a cavern, the source of the heat. Bren notices that some of the rock looks strange, like scorpions. There's a milky pool in the middle of the room. Tactics: The magma strider will charge into the midst of the PCs, taking OAs without care. The magma hurler will keep throwing fire at as many PCs as possible, while the magma claws will keep PCs pinned down. Environment: A pool of water has been superheated. Any character moving into these squares takes 1d10 damage. If a PC moves into one of these squares, the magma claws will spew lava on them, trying to pin them down. If a magma beast or fire effect is in one of these squares, steam erupts, granting concealment in burst 1 and 5 fire damage if you enter or start your turn there; this steam lasts until the end of the next turn. [i]Treasure:[/i] In the pool there is a magic item that has so far resisted the heat. It is an orb of fickle fate. Anyone trying to grab it will take 1d10 damage. The orb is under the milky water, so only if a PC enters will he feel the orb, or if he makes a DC 19 Perception check. [b]4. Lizardfolk Patrol[/b] (1300 xp) 1 greenscale marsh mystic 2 blackscale bruisers 1 greenscale darter 2 greenscale hunters Now that their enemies - the troglodytes - have fallen, the Lizard King has sent patrols out to take as much land as possible (and to reward those who helped slay the trogs). The Lurker is moving ahead (Perception DC 21) and will flank the PCs, coming from a different direction. They will talk with the PCs in Draconic: "Who wishes to speak to servants of the Lizard King?" Environment: the sewer map. Tactics: The mystic will go first and lay down a swamp's grasp. Then the others will move into the area. The bruiser will push Wexley once he sees his control and allow the others to move around him to engage squishier targets. The darter will target Jace or Armok. Development: If the lizardfolk find out that the PCs are the ones who killed the trogs, they will offer them a gift - a Crown of Doors - and then offer to guide them back to their lair to meet the Lizard King. Could be a valuable place to rest. [b]5. Bloodreaver's Revenge[/b] (1500 xp) 1 hobgoblin hand of bane 1 hobgoblin commander 1 hobgoblin warcaster 1 hobgoblin archer 2 hobgoblin soldiers Revenge for those who killed the Bloodreavers! The hobgoblins have been tracking the PCs for some time, and have finally caught up with them. Tactics: Single out a target to kill and take care of it. First the front line will go, and then the Warcaster will slide the target around the hobgoblin soldiers, who will attack him and leave him behind their ranks. [/QUOTE]
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