Post by joatmoniac on Jul 4, 2017 0:13:42 GMT
As we set out across the world of Dayeimbe we will need us some random encounter tables!!
We can look once again to the map of Dayeimbe to help us plan some of these outs.
We have three defined continents, and a fairly well defined city!
We can start out with four d10 tables, one for each area.
Vasoror (Tundra)
1. A band of rugged youths from the Stormrider Clan (Berserker CR2,MM p.344) raid the party as a rite of passage. If they return home with the weapons of their fallen enemies, they may be granted a stormbird. They only attack openly, target martial classes first, ignore spell casters, and fight to the death. If no martial classes are available, they scoff and jeer at the PCs, but will not engage in combat.
They may be trembling from excitement and appear eager to fight, but a successful DC15 Wisdom (Insight) check reveals that the boys are afraid and unsure. A subsequent successful DC15 Charisma (Persuasion or Intimidation) check may convince the youths to leave, but only if PCs give up a martial weapon.
Throwback to DMNastics #40 - By Odin's Beard - dmsam
2. 'The characters leave a gentle snow flurry when they step upon the ever frozen Lake of War. The lake holds thousands of warriors frozen mid battle a mere 10 feet below the translucent ice. Warriors are held bows drawn, faces sneering in rage, and spears mid flight.
Before them are looters digging into the ice to steal ancient relics. What do they do?'
With a simple History check the characters know of a mysterious battle known as 'The Freeze' was fight over a beneficial plot of land, but the warriors never returned. Neither clan was able to determine what happened to their men since everyone that fought in the battle was frozen as the characters now see them. The land was deemed cursed and forbidden.
-the horror-
With a high enough History check they can learn that this land was once sacred to a very devout pacifistic Druid. Any conflict here results in cold damage. The battle of 'The Freeze' was such a sudden and violent act that the entire valley froze into a solid block of ice.
The characters now must either face the looters and suffer cold damage, or find a different path. - dmcaleb
3.
4.
5.
6. A young boy, 16 or 17, dressed in old wrappings and leathers literally runs into the party as he crests a large snowbank. He is exhausted and out of breath. Probably from running in the snow while lugging that large backpack on his shoulders, which looks to have some large animal bones protruding from it. He pleas to the party for aid as he is being chased by a group of people he says want to kill him.
Before much more can be explained, the barking of hounds can be heard and from the hill a hunting party of some sort emerges from behind it. Their leader looks to be a dragonborn in the white reinforced robes of a battle cleric, with the banner of Vasoror emblazoned on their chest.
Created with Inspiration from DM-Nastics #84 - lasersniper
7. An unusual pack of arctic foxes enters the camp in the night. They creep carefully toward the camp until they are close, then rush through the camp grabbing valuables (especially magical items) small enough to carry in their mouths. They continue in a straight line through the camp and out the other side, running into the wilds without looking back. The foxes' eyes glow softly with an ominous green hue. - rorrik
8.
9.
10.
Unudiris (Forest)
1. low level encounter- a PC steps onto soft ground that gives way into a small pit. Inside: a giant wolf spider who'd love to eat you! In the pit is also a skeleton- PC makes a 10 or higher PER check, oh look, the skeleton has a treasure map! Seems from the map that whatever the poor bloke was looking for is close...wonder what it is..... - finallyfoundahobby
2. The party comes across the tiny and humble dwelling of a forest gnome named Squintlittle. He is a little vacant and keep talking about losing his marbles. He asks the party to help him. The party may think him jsut a crazy old gnome and pass him by, but he really did lose his marbles and these marbles are magic stones into which he placed his most important memories and knowledge. (Inspired in part by the movie Hook ) Perhaps they are just lost in his house. Perhaps a squirrel stole them and has them high in a tree. Or perhaps a dark elf has stolen them to extract their precious information. If the party reclaims them for Squintlittle surely he will grant them a favor in return. - finallyfoundahobby
3. A small band of twigoid bandits attacks, ambushing from the branches above and rushing from the brush beneath. If the battle is not going their way, they grab what they can and get out, hiding again in the trees. - rorrik
4. As the party makes their way through the forest, they hear rhythmic thuds approaching. A galeb duhr approaches the players, and outstretches its arm opening its hand to reveal a pixie. The pixie asks the players for their help. There is a troll who has been eating the other fey of the forest, slowly gaining characteristics of his prey. - dmdanielsan
5.
6.
7.
8.
9. One of the PCs finds something he wished for really hard. What is it and how bad do things get after that?
an old idea of mine that I think fits here. - orinen
10.
Shelsharres (Desert)
1. Giant scarab beetles. Ranging from 1ft to 10ft across. Shells are glossy black with shades of indigo (female) & cyan (male). If you think about how much they would eat, its a real problem. Burrow into the sand at hottest part of the day. One in a hundred is a 3rd level Cleric of the Earth spirits. - Blake Ryan
2.
3.
4. Pavel von Shteetnaa, a deluded paladin fanatic who thinks all nonhuman are evil fiends in disguise. He will attempt to smite but can be easily deceived. Should the party be whole human, he would try to be helpful, perhaps overly so... (but ultimately failing every task) - Orinen
5.
6.
7. On a 7, adventurers find a fulgurite (naturally occurring glass; created when lightning strikes sand. Basically). I think in the D&D setting, they should be the remnants of breath attacks from blue and brass dragons. Perhaps the fulgurite could even be a material component to a spell that harnesses the residual energy from the respective dragon's breath attack; like a one-shot dragon's breath (or a fraction of it) spell. - mjrollins
8.
9.
10.
Lusina Tirion (City)
1.
2. Thief worshipers of Yithalin move through the crowded street cutting purses and picking pockets. Maybe one makes a pass at the party members. The blessing of their Lord of Darkness improves their thieving ability but leaves a subtle sense of evil on them. If confronted, they flee to the hiding holes they have throughout the city, waiting until it is safe to reemerge.
"They kneel only in secret and with their god's blessing on their hands they stand all the day, doing his work." - rorrik
3.
4.
5.
6.
7.
8.
9.
10. Mudutu Jara the Sage may not have been seen in many generations, but he does dimension door out of his tower into the city from time to time. With no record of his appearance in living memory, he often does so without disguise, just an old man wandering the streets. You see, immortal or no, he still takes pleasure in watching people and learning from the common man. If he sees something interesting, his curiosity drives him to investigate. He will often approach adventuring parties and ask probing and unusual questions, vanishing back to his tower before they can get a good look at him. - rorrik
Pick one of the numbers from the table and add your own encounter for a table for use in the world of Dayeimbe! Remember it is an encounter, so it need not be just monsters, but could be anything you can dream up to spice up adventuring through the lands of Dayeimbe!!
We can look once again to the map of Dayeimbe to help us plan some of these outs.
We have three defined continents, and a fairly well defined city!
We can start out with four d10 tables, one for each area.
Vasoror (Tundra)
1. A band of rugged youths from the Stormrider Clan (Berserker CR2,MM p.344) raid the party as a rite of passage. If they return home with the weapons of their fallen enemies, they may be granted a stormbird. They only attack openly, target martial classes first, ignore spell casters, and fight to the death. If no martial classes are available, they scoff and jeer at the PCs, but will not engage in combat.
They may be trembling from excitement and appear eager to fight, but a successful DC15 Wisdom (Insight) check reveals that the boys are afraid and unsure. A subsequent successful DC15 Charisma (Persuasion or Intimidation) check may convince the youths to leave, but only if PCs give up a martial weapon.
Throwback to DMNastics #40 - By Odin's Beard - dmsam
2. 'The characters leave a gentle snow flurry when they step upon the ever frozen Lake of War. The lake holds thousands of warriors frozen mid battle a mere 10 feet below the translucent ice. Warriors are held bows drawn, faces sneering in rage, and spears mid flight.
Before them are looters digging into the ice to steal ancient relics. What do they do?'
With a simple History check the characters know of a mysterious battle known as 'The Freeze' was fight over a beneficial plot of land, but the warriors never returned. Neither clan was able to determine what happened to their men since everyone that fought in the battle was frozen as the characters now see them. The land was deemed cursed and forbidden.
-the horror-
With a high enough History check they can learn that this land was once sacred to a very devout pacifistic Druid. Any conflict here results in cold damage. The battle of 'The Freeze' was such a sudden and violent act that the entire valley froze into a solid block of ice.
The characters now must either face the looters and suffer cold damage, or find a different path. - dmcaleb
3.
4.
5.
6. A young boy, 16 or 17, dressed in old wrappings and leathers literally runs into the party as he crests a large snowbank. He is exhausted and out of breath. Probably from running in the snow while lugging that large backpack on his shoulders, which looks to have some large animal bones protruding from it. He pleas to the party for aid as he is being chased by a group of people he says want to kill him.
Before much more can be explained, the barking of hounds can be heard and from the hill a hunting party of some sort emerges from behind it. Their leader looks to be a dragonborn in the white reinforced robes of a battle cleric, with the banner of Vasoror emblazoned on their chest.
Created with Inspiration from DM-Nastics #84 - lasersniper
7. An unusual pack of arctic foxes enters the camp in the night. They creep carefully toward the camp until they are close, then rush through the camp grabbing valuables (especially magical items) small enough to carry in their mouths. They continue in a straight line through the camp and out the other side, running into the wilds without looking back. The foxes' eyes glow softly with an ominous green hue. - rorrik
8.
9.
10.
Unudiris (Forest)
1. low level encounter- a PC steps onto soft ground that gives way into a small pit. Inside: a giant wolf spider who'd love to eat you! In the pit is also a skeleton- PC makes a 10 or higher PER check, oh look, the skeleton has a treasure map! Seems from the map that whatever the poor bloke was looking for is close...wonder what it is..... - finallyfoundahobby
2. The party comes across the tiny and humble dwelling of a forest gnome named Squintlittle. He is a little vacant and keep talking about losing his marbles. He asks the party to help him. The party may think him jsut a crazy old gnome and pass him by, but he really did lose his marbles and these marbles are magic stones into which he placed his most important memories and knowledge. (Inspired in part by the movie Hook ) Perhaps they are just lost in his house. Perhaps a squirrel stole them and has them high in a tree. Or perhaps a dark elf has stolen them to extract their precious information. If the party reclaims them for Squintlittle surely he will grant them a favor in return. - finallyfoundahobby
3. A small band of twigoid bandits attacks, ambushing from the branches above and rushing from the brush beneath. If the battle is not going their way, they grab what they can and get out, hiding again in the trees. - rorrik
4. As the party makes their way through the forest, they hear rhythmic thuds approaching. A galeb duhr approaches the players, and outstretches its arm opening its hand to reveal a pixie. The pixie asks the players for their help. There is a troll who has been eating the other fey of the forest, slowly gaining characteristics of his prey. - dmdanielsan
5.
6.
7.
8.
9. One of the PCs finds something he wished for really hard. What is it and how bad do things get after that?
an old idea of mine that I think fits here. - orinen
10.
Shelsharres (Desert)
1. Giant scarab beetles. Ranging from 1ft to 10ft across. Shells are glossy black with shades of indigo (female) & cyan (male). If you think about how much they would eat, its a real problem. Burrow into the sand at hottest part of the day. One in a hundred is a 3rd level Cleric of the Earth spirits. - Blake Ryan
2.
3.
4. Pavel von Shteetnaa, a deluded paladin fanatic who thinks all nonhuman are evil fiends in disguise. He will attempt to smite but can be easily deceived. Should the party be whole human, he would try to be helpful, perhaps overly so... (but ultimately failing every task) - Orinen
5.
6.
7. On a 7, adventurers find a fulgurite (naturally occurring glass; created when lightning strikes sand. Basically). I think in the D&D setting, they should be the remnants of breath attacks from blue and brass dragons. Perhaps the fulgurite could even be a material component to a spell that harnesses the residual energy from the respective dragon's breath attack; like a one-shot dragon's breath (or a fraction of it) spell. - mjrollins
8.
9.
10.
Lusina Tirion (City)
1.
2. Thief worshipers of Yithalin move through the crowded street cutting purses and picking pockets. Maybe one makes a pass at the party members. The blessing of their Lord of Darkness improves their thieving ability but leaves a subtle sense of evil on them. If confronted, they flee to the hiding holes they have throughout the city, waiting until it is safe to reemerge.
"They kneel only in secret and with their god's blessing on their hands they stand all the day, doing his work." - rorrik
3.
4.
5.
6.
7.
8.
9.
10. Mudutu Jara the Sage may not have been seen in many generations, but he does dimension door out of his tower into the city from time to time. With no record of his appearance in living memory, he often does so without disguise, just an old man wandering the streets. You see, immortal or no, he still takes pleasure in watching people and learning from the common man. If he sees something interesting, his curiosity drives him to investigate. He will often approach adventuring parties and ask probing and unusual questions, vanishing back to his tower before they can get a good look at him. - rorrik
Pick one of the numbers from the table and add your own encounter for a table for use in the world of Dayeimbe! Remember it is an encounter, so it need not be just monsters, but could be anything you can dream up to spice up adventuring through the lands of Dayeimbe!!