DM Startle Toad
Commoner
Posts: 8
Favorite D&D Class: Druid or Warlock
Favorite D&D Race: Lizardfolk
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Post by DM Startle Toad on Feb 3, 2018 13:27:03 GMT
Whenever my group is a player down, we run one-shots. I think I heard this idea from the podcast and am looking for filler ideas as far as challenges.
My players will be commoners working in a tavern under the oppressive control of a cruel employer. A group of adventurers will enter the bar talking about how the owner offered them free room and board to retrieve stolen goods from a small group of goblins on the outskirts of town. Hopefully giving my pcs the idea to go after the loot themselves.
I could use ideas for what sort of things they'll encounter should they do as they always do and take the game in a completely different direction than intended.
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Post by joatmoniac on Feb 5, 2018 1:48:02 GMT
I would also add that the adventurers laugh off the offer to leave it hanging there for the players. You could have the goblins attack for more treasure if the players don't come after it.
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Post by James on Feb 5, 2018 21:25:32 GMT
I wouldn't leave it up to chance whether they embark on the adventure. State at the beginning of the session who the PCs and their employer are, the opportunity that has come before them, and that they've already decided to go after it. That's the premise of the one-shot. If they walk away from it, there isn't an adventure. Their individual personalities and how they go after the treasure is up to them, of course. As for encounters, keep it combat light and don't use too many combatants at once when you do. Just 2 goblins is a very deadly encounter against a group of commoners using the standard NPC stat blocks, but I'm not sure how literal you were when describing them as commoners. If you do use the aforementioned stat blocks, they'll usually get KO'd in one hit, and they'll get hit roughly 70% of the time (AC 10 and 4 HP vs +4 attack bonus for 1dX+2 damage). One way you can tweak combat in their favor is to give them all ranged weapons and make all the NPC enemies melee combatants. If they don't have ranged weapons as part of character creation, present the opportunity to steal/borrow some crossbows from the town guard/militia or something. Their strongest weapon should be planning and cunning use of the environment, however. Some ideas for meaningful decisions/challenges: 1) A formidable enemy (no common goblin!) stands at the edge of a chasm with its back turned to the PCs when they enter the area. They can easily sneak past him (auto success), but then they might have to deal with him on the way back. Alternately, they can try to push him over the edge. If you can plan for methods for pushing him over the edge other than an actual push attack, that'd be great. Telegraph those possibilities where appropriate. 2) An area filled with toxic gas. At the far end and around a corner, they hear singing/chanting/growling/whatever. They can run through the gas, holding their breath to avoid being affected, but the noise will likely alert whatever's at the far end. If they try to move quietly through it, they must succeed on a Constitution save or suffer the poisoned condition for the remainder of the adventure. Or maybe they can find some way of clearing the gas out. Perhaps it's flammable (but the ignition will alert the far end), or maybe it can be neutralized by breathing through a pee-soaked rag. How the PCs might arrive at that last idea I'll leave to you! 3) Gobbos love them some traps. No need to get especially creative here. Trip wires with falling rocks, pit traps, etc. One near the entrance and one near the treasure would be appropriate. The one near the entrance could also include a goblin lookout who, if he detects the PCs, will try to lure them into it. I would be obvious rather obvious about telegraphing his intent, though. The "typical adventuring day" for standard PCs is theoretically 6-8 encounters. For level 1 PCs, 3-4 (or even fewer) is more appropriate IMO. For commoners? 3 should be enough to strain their sense of courage. Hopefully the 3 suggestions above work for you. If not, or if you simply want to add more, a standard combat encounter (or two) should be fine. Again, though, be very careful about using more than 1 or 2 goblins at a time. You can include more if there's an extreme tactical advantage for the PCs (they're firing from elevation and the goblins won't reach them for 2 or 3 rounds, for example). I'd also be generous with letting them rest to recover. Short rest = full HP. They only have 4 HP on average. So they bandage their wounds, grit their teeth, suck it up, and press on. When all is said and done, maybe they'll be level 1.
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Post by phos on Feb 9, 2018 4:53:15 GMT
Okay, so, this just made me want to run a bunch of one shots in the style of Damage Inc, or something along those lines. On nights when a player is missing then the one shot revolves around commoners dealing with something that is adjacent to the rest of the campaign. For instance, in your example I would make the "adventurers" the player's regular party. And maybe the they don't reject the dungeon, but the inn keep over hears them talking about one they've cleared and sends the commoners to see if there is any treasure left (of course its safe!! They already killed everything in side!) But things obviously have to go awry.In general however I imagine things like dealing with the aftermath of a battle, or dealing with the effects of a cursed item the main heroes sold in town or dealing with raiders seeking revenge on the main heroes who've already passed through. I really like the idea of using commoners to explore the ripple effects that their actions during the main campaign have on the world around them. I would hate to see it back fire and affect the way they play on regular nights but I also see some really interesting story telling opportunities and ways to flush out your world, and soooo many ways to inject humor.
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