Thursday, May 6, 2010

Wilderness encounters

So the group is going to be searching through the forest for a group of bandits (I have yet to post sessions 3/4 to explain why). Now while I've created an encampment for the Bandits, I also decided to create a few encounters for the wilderness. I wanted to create a sense of supernatural strangeness to the forest, so I decided on some encounters that go beyond just regular wandering monsters (what a strange statement to make.......regular wandering monsters). Anyway, here it is I'd like to know what others think:
Roll a D8

1.....feel dripping from above and snapping branches.....find a frozen, partially eaten corpse in a tree that comes crashing to the ground.....

2.....See a run down abandoned cabin (chance 50% day/ 50% night)....if the party is in or near the cabin at night they will see a pale luminous women in a white night dress staring out the window with a gaping wound in her chest (only noticeable if she is somehow turned away from the window). She will not respond in any way unless touched, at which point she will turn and chant ---"come back to me my love" over and over. at this point all male characters from right to left must save vs spells, the first to fail will be drawn to the figure's embrace where they will age 10 +1d4 years per round until rescued.

3.....An Orgre and a ___(undetermined sorry)___are sharpening tools and preparing a fire next to them tied to a tree is an unarmed person (level 1 magic user) with an extremely despondent look on his face.

4.....The party comes across a petrified tree with a vaguely humanoid figure and what appears to be a face twisted in extreme agony...if the figure is touched, the mouth begins oozing a dark reddish viscous liquid.

5.....Hear a horrible buzzing which seems to be getting closer and closer.......suddenly the the buzzing stops only to have the party immediately become attacked by a swarm of flying insects.

6....Come across a clearing with a ring of 7 white roses with a stone in the center, bearing some sort of faded inscription.  If they decide to read try to read the inscription roll a dice to see who can make it out (1 in 6 chance) the first to succeed is handed a note saying " "Y'salgoth's roses bloom in the dusk of life".....if anyone else asks about this paper or the inscription you must read this quote out loud".Once read aloud 7 zombies will crawl out of the ground from under the roses.

7...The PC's come across a Cairn made of skulls each one with a single jagged hole in the forehead

8...Undetermined yet

so there's the list. Looking back i notice a few hings:
#1 not all have a supernatural or strange bent, which gives different possibilities a different feel.

#2 Not all would have any game effect  (many have no combat) and with the idea being locating a group of bandits, is creating a strange supernatural mood really necessary...I don't know...

Well there are the ideas so far let me know what you think....

2 comments:

  1. Sounds good. I wonder what the reddish viscous liquid does.

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  2. It turns out it acts to negate ghoul paralyzation, or at least did in my adventure

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