| Metacaspase |
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Hey everyone!
This forum has been extremely helpful in terms of finding additional content/connective tissue to further fill out the map. In my pre-game survey, hexploration was the part of the campaign that my players were most excited for. As such, I seeded some "random" encounters along the road to Oleg's tradepost to kick off some plot threads. I am going to try out slow leveling (1500 xp per level) to start, may adjust as neccesary.
1. Shrine to Erastil
Along the road to Oleg's tavern, players discover an old boulder covered in odd carvings, with dried fruits left on top of it. A DC 15 Religion check reveals it to be an old shrine to Erastil (players who worship Erastil have a DC 13 Check). Players can either succeed on a second DC 15 check to recall the proper rites to honor Erastil, or can leave an appropriate offering. If successful, a magnificent Stag wanders out of the woods and nods to them respectfully.
After a minute, the Elk snorts in alarm, giving PCs a +2 circumstance bonus on initiative checks against 2 wolves (moderate level 1 encounter).
I plan to make Erastil a more active force in Chapter 3, opposing the Stag Lord. If players enjoy the Elk Temple and other encounters, Erastil could be a force against Nyrissa overall.
2. Run in with dwarves
During the first night camping, randomly select one of the PCs on watch. When they are on watch, they have a chance to detect a troop of dwarves stumbling down the road in the dark. I had this as a DC 15 check.
Critical Success: You spot a group of 5 dwarven miners stumbling in the dark. They look lost and exhausted
Success: Five humanoids are stumbling in the dark. You have 1 minute before they find your camp.
Failure: Five humanoids are stumbling in the dark and are right outside your camp!
Critical Failure: Start with the dwarves in the camp.
The dwarves have Miner stats, and will not attack first. If players try to make an impression, offering food, healing, and shelter decrease the DC. DC is increased if any party members are Kobolds.
These Dwarves are coming down the road from Rostland, and are headed down towards the mountains near Lake Silverstep to prospect. (I have PCs who are Kobolds, and am adding a kobold settlement in those mountains). They will happily share rumors from the Central Stolen lands.
Moderate encounter for Level 1 (100 xp)
3. Rostland Checkpoint.
On a road hex in the Rostland Hinterlands, three guards in Brevoy colors are manning a small hut with a watchtower (10 ft in the air with a ladder, one square big). They demand that the party identify themselves and prove that they are not bandits. A DC 18 Society check notices that these guards have Surtovan accents and uniforms (though identifying insignias have been removed). The guards are reluctant to fight the party, but are eager to read the Charter they bear. Hidden in the hut is a Wand of Animal Messenger. The hut also has several cages of pigeons. The guards will report the party's progress and charter back to Surtova. This is the first case of Surtovan interference in Lady Jamandi's plans for the Stolen lands.
3 guards. Severe, although I made it moderate, as the guards are not looking to fight.
Let me know what you think of these, and I would love to read about additional encounters y'all have come up with!