![]() Party finds a strange maze with something apparently desirable at the end of it. Time the number of actions and dithering/talking at the start. Balance checks to run along the log - failure means another person to rescue. To retrieve them from quicksand, perhaps have the dwarf (or barbarian, or anyone with an axe) roll 3 consecutive DC15 strength checks to cut down a tree. Must devise a means to rescue the inoccent. The party find a "damsel in distress" who is drowning/stuck in quicksand/trapped in a burning building/whatever. The DMG has some guidance on these sorts of encounters.ģ. Avalanches can work in the right terrain (though are not as long lasting), as could a tornado, flood or the like. Also serves to herd them in the right direction. The choice to stop and help creatures/people that are in danger (or not) allows for role-playing tension. Since the party is in a forest, an uncontrollable forest fire is a good encounter. Allow visual clues for the observant (don't roll Spot checks, sneak them into the description).Ģ. Failure equates to objects returning after the party deals with something bad (random summoned annoying monster, magical trap etc). Must place the objects in the correct order to pass. The "lock" consists of three slots, into which the objects will fit. Make them interesting objects, like precious or semi-precious gems. Next to the door are three (or more) objects (or you could have the PCs try to retrieve them from elsewhere). Some ideas that are off the top of my head, so may not be applicable to your party or campaign.ġ.
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