rorrik and I felt that if anything is inevitable in a sandbox world like many of us run, it’s that the players are going climb over the sandbox walls and run wild across the surrounding grass and maybe even into the road where they get hit by a car. In preparation for this eventuality, we are going to be building on Dungeon Masters Block episode 175-The Great Voyage with Rich Howard and prepare some things for the players to meet beyond the shore:
1. What is the encounter?
2. What are the first perceivable clues the encounter is coming?
3. What is the first event of direct interaction with the encounter?
Keeping with the "great voyage" theme of the episode as the players toddle about outside of the sandbox before invariably facing down the metaphorical truck that is Power Word Kill hits them. So that photo inspired an encounter my party had a little while ago while on the open seas.
1. What is the encounter? The encounter is with a a beautiful siren that does not realize she has died. I took a merfolk, gave it the Luring Song feature, and the traits of an undead. This siren had fallen in love with a mortal man as she watched his ship sail by time after time. When she attempted to draw his attention, she had accidentally lured him and his ship into rocks out in the ocean where he drowned. So wrought with grief she died from a broken heart after leading the man she had been so smitten with to his death. Unaware of her transition, or lack there of to the afterlife, she remains on her rocky outcropping and tries to warn any sailors of the doom that lies hidden beneath the surf.
2. What are the first perceivable clues the encounter is coming? The almost unnaturally beautiful female in the middle of ocean calling out.
3. What is the first even of direct interaction with the encounter? Well, if not driven by her beauty alone the party or crew of the ship the party is aboard may wish to come and save the seemingly stranded woman trapped at sea.
4. What is the fallout if the players fail? Well, the party and/or ship's crew may become smitten by her beauty and voice. Instead of hearing her shouting warnings and instead become overcome with the urge to approach and boldly save her from being trapped at sea. As the ship approaches it would scrape against the rocks causing the hull to fracture and splinter. After a few moments of water flooding the lower decks the ship would take its place amongst the graveyard of other ships on the ocean floor.
5. What is the reward if the players triumph? Aside from catastrophe being avoided, the players upon coming closer may make a perception check to perceive her undead nature. Assuming they do not outright kill her from the beginning, perhaps they will listen to her tragic story. and take sympathy. Assisting her move on and realize what she has become. In return, she could impart a piece of obscure information about a rare object that rests with one of the many ships that have sunk or the means of accessing a nearby island that has been believed to be inaccessible due to strong winds, shallow shore, etc.
6. You do you? Nothing comes to mind offhand, but will add later if it does!
First time posting, so bare with me, new to the D&D world as a whole.
1. What is the encounter? A mischievous rouge feind is a pide piper style creature who's trying rise an amry of beasts under his control, and he's trying to trick adventurers into a pit, where his beasts practice and feed. He will come off as pleasent and friendly, and ask if they wanna here or learn his song that will make 'anyone compelled to have great time dancing." If they here is music for over 10 min., they must succeed a Wis Save, or be charmed and will auto fail any suggestion spell casted on them for an hour, and after the charm breaks, they have no memory of the time charmed. If he's engaged, he will attempt to cast Sleep, or charmed person until all the adventures are asleep or he is killed.
2. What are the first perceivable clues the encounter is coming? They hear faint music coming from ahead that sounds very pleasant.
3. What is the first event of direct interaction with the encounter? They see a man (in disguise) playing his flute to a gathering of small creatures who are dancing and having a good time, maybe there's even a chimp drink a cup of ale.
4. What is the fall out if the players fail? They wake up in deep dirt a pit, where the piper is standing above. There's a back and forth detailing his breast army and how they need to practice. Then plays a melody and his creatures begin to enter (based on your PC levels to decide the 'what')
5. What is the reward if the players triumph? They get an escape, but if the piper is killed, they will get a magical flute (modded to at least one PCs benefit) but to defult, can cast 5 charges of Suggestion, but it works on Animals (beasts have disadvantage on saves)
6. You do you? I'd just make the first scene of seeing him come off as real friendly and open and loving so that they wanna stay 🙂