If they give the rest of the town a miss, then they will go and attack the real source of the evil. Then that will mean that I will need to prepare a couple random encounters. Some real random ones and some planned encounters. One for the forest and one for the swamp. They are heading north so an encounter with some Orcs would make sense. Perhaps an Orc reading party, nine individuals.
Which brings up a question of order of the party in the wilderness as opposed to the dungeon or the town. If the Ranger is out front he might spot danger better because he can be stealthy. In any case depending on who gets that jump on the other the attack will go like that. When the encounter happens one of the orcs will drop back and raise a horn to his lips and blow it. A couple rounds later they will hear an answering horn and then another. The reason would be to signal to e characters that they are not alone and that they might be being hunted. Give them a bit of pressure. All through the day they will hear the horn blasts, but no more encounters in that section of the trip. I will tell them that the trip is faster in the forest, so the trip through the forest will take five days, and that will mean that they get to each roll a d12 twice. A 10 means they hear something close by that does not see them. An 11 means a light encounter and a 12 a strong encounter. Not that there will be a difference in either encounter.
For the Swamp they should encounter a patrol of six troglodytes and a giant lizard, the lizard should be something nasty with a venomous bite and charge attack with water walking ability. The battle would occur with hazardous terrain, water and quicksand. The lizard could ignore the terrain but noth the Troglodytes. Lizard attacks three times and spits a gooey mucus Dex (14) save or be glued up until successful save. The lizard attacks that target with advantage and the target attacks with disadvantage. Claws d4x2, bite d8 plus poison, Con (14) save. Lizard has 50 hp AC 12.
Four days in the swamp, eight encounters, same rules. If the lizard dies easily, and one of the troglodytes is still alive, one will run away and the party will see increased patrols as they near the complex, if the troglodyte escapes. None of them will come close, but they will have to hide. They will see snake men in the group too. That is just to spice up the encounter. Give them a bit of foreshadowing, maybe one with zombies.
In the temple they will go, they will have a crude map from the interrogation, but he will say, "Fro 'emeory mind, 'een a 'ile ince I az last 'ere. An did 'ot 'xplor 'en I waz. ". Just general directions clear about two levels and a route to the stairs but not clear about the rest of the levels, also not clear about where they kept the treasure, but he tells them that there is one there, that they keep taking treasure there so it must be lots there. If they don't give him back his treasure he won't give them any help. He won't want to go in any case.
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