Ruslan
2016-12-29, 06:19 PM
The party must find a certain destination in the deep of the forest. Rather than create a detailed map of the forest with locations, I created a loose set of encounters the party may go through. So, here goes:
For each hour for searching the woods, roll 1d6. This roll has the following modifiers:
Add the highest Survival modifier of any party member
Add the highest Investigation modifier of any party member
Add +1 for each encounter successfully dealt with
Add +2 if the party has the map obtained from the Goblins (see random encounter #1)
Add +1 if the party peacefully negotiated with the Druid (see random encounter #2)
Subtract -2 if the party met with the competing adventuring party (see random encounter #3) and are using their fake map
On a result of 20 or higher, the party find their destination. Otherwise, roll 1d12 for a random encounter. All encounters
start hostile unless noted otherwise. Encounters are balanced for a 6-person 2nd level party.
Goblin hunting party (1x Goblin Boss, 8x Goblin)
Druid and his pets (1x Druid, 4x Vine Blight). Starting attitude is neutral, unless PCs damage the forest or its inhabitants.
Competing adventuring party (6x Thug). Rather than fight the party, want to thwart them. Have a fake map they will be glad to share.
Mounted tribal scouts (4x Scout, 4x Worg). Territorial, do not pursue if the party flees.
Wizard's hut. The wizard is long dead, but his servants are keeping watch (6x assorted Animated Object)
Stirge swarm attack (16x Stirge)
Wolf pack attack (10x Wolf)
Ancient graveyard (4x Specter or 1x Ghoul + 8x Zombie, equal chance of each)
Cavern of luminescent mushrooms (6x Myconid adult)
Arachnid ambush (1x Ettercap, 1x Giant Spider, 3x Giant Wolf Spider)
Skill challenge - physical (ravine, cliff, slippery rocks, raging river, etc)
Skill challenge - mental (runes, magical trap, illusions, clues, etc)
Assuming the party has someone with +4 Survival and someone with +4 Investigation, they will (very likely) find their destination after between 5 and 10 encounters.
Let me know what you think. And feel free to share your own encounter tables!
For each hour for searching the woods, roll 1d6. This roll has the following modifiers:
Add the highest Survival modifier of any party member
Add the highest Investigation modifier of any party member
Add +1 for each encounter successfully dealt with
Add +2 if the party has the map obtained from the Goblins (see random encounter #1)
Add +1 if the party peacefully negotiated with the Druid (see random encounter #2)
Subtract -2 if the party met with the competing adventuring party (see random encounter #3) and are using their fake map
On a result of 20 or higher, the party find their destination. Otherwise, roll 1d12 for a random encounter. All encounters
start hostile unless noted otherwise. Encounters are balanced for a 6-person 2nd level party.
Goblin hunting party (1x Goblin Boss, 8x Goblin)
Druid and his pets (1x Druid, 4x Vine Blight). Starting attitude is neutral, unless PCs damage the forest or its inhabitants.
Competing adventuring party (6x Thug). Rather than fight the party, want to thwart them. Have a fake map they will be glad to share.
Mounted tribal scouts (4x Scout, 4x Worg). Territorial, do not pursue if the party flees.
Wizard's hut. The wizard is long dead, but his servants are keeping watch (6x assorted Animated Object)
Stirge swarm attack (16x Stirge)
Wolf pack attack (10x Wolf)
Ancient graveyard (4x Specter or 1x Ghoul + 8x Zombie, equal chance of each)
Cavern of luminescent mushrooms (6x Myconid adult)
Arachnid ambush (1x Ettercap, 1x Giant Spider, 3x Giant Wolf Spider)
Skill challenge - physical (ravine, cliff, slippery rocks, raging river, etc)
Skill challenge - mental (runes, magical trap, illusions, clues, etc)
Assuming the party has someone with +4 Survival and someone with +4 Investigation, they will (very likely) find their destination after between 5 and 10 encounters.
Let me know what you think. And feel free to share your own encounter tables!