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View Full Version : Overloading The Encounter Die In The Shadowfell



Sparky McDibben
2021-03-10, 06:11 PM
Hey friends,

I'm a big fan of using an encounter die to abstract "moving through a dangerous location." I'm trying to use this to model an extended journey in the Shadowfell using the system below. Specifically, they're moving through a big bog, at least 4 days from their destination at a regular pace. I'd love some feedback on if this seems workable, or if there's something in here that will be a real problem for my party (Barbarian, Bard, Cleric/Ranger, Druid, and Warlock, all level 8).

Procedure of Play:
Exploration Turn: 8 hours (so three rolls per day)
Every exploration turn, roll the Encounter Die (1d6) and consult the following tables.



1d6
Effect


1
Encounter


2
Perception (clue, spoor)


3
Location-Specific Action


4
Exhaustion / Sickness / Poison


5
Resource Depletion


6
No effect





2d6
Encounter


2
Sorrowsworn pack: 1d4 Lonely and 2d10 Wretched


3
Sorrowsworn: 1 Angry


4
1 necromancer, 1d6 ghouls, and 2d10 zombies


5
1 bog kraken (as shambling mound, but inflicts psychic damage)


6
2d6 water weirds


7
1d6+1 shadar-kai


8
2d6 yeth hounds (possibly the hounds of a hunting party?)


9
2d6 wraiths guarding a tomb


10
3d6 bandits (slaver gang)


11
Night hag (disguised)


12
Shadow dragon





2d6
Encounter Distance


2
Within melee range of the party


3 - 5
30 feet from the party


6 - 8
60 feet from the party


9 - 11
90 feet from the party


12
120 feet from the party





2d6
Reaction Roll


2
Immediately hostile


3 - 5
Cautious / unfriendly to party


6 - 8
Neutral to party


9 - 11
Curious / friendly to party


12
The party is exactly what the monsters need





1d6
Location Specific


1
Random character hits quicksand (see DMG, p 110)


2
DC 15 Charisma saving throw to avoid altering an ideal, bond, or flaw


3
Heavy precipitation (see DMG, p 110) until the next exploration turn


4
Fall into frigid bog water (DC 15 Athletics to swim out; adv if they drop something)


5
Necrotic Tempest (TCoE, p 164); run as 6/3 skill challenge, damage per failure


6
Roll 1d6; on a 1, they enter another plane (see Astral Plane, DMG, p 47)





1d6
Exhaustion / Sickness / Poison


1
All characters must succeed on a DC 10 Con save or take a level of exhaustion


2
One character must succeed on a DC 15 Athletics check or take a level of exhaustion


3
One character succeeds on a DC 15 Con save or contract slimy doom (as contagion)


4
One character succeeds on a DC 15 Con save or become poisoned / blinded for 8 hrs


5
One character succeeds on a DC 13 Con save or become poisoned for 24 hours


6
One character exposed to sight rot (see DMG, p 257)





1d6
Resource Depletion


1
All characters must succeed on a DC 15 Con save or lose half their Hit Dice


2
Random character loses either 1d6 spell levels or 1 other ability until refresh


3
One character must succeed on a DC 18 Con check or lose all their Hit Dice


4
Wet wood; no fires can be lit, causing disadv to all Con saves for 24 hours


5
One character makes a DC 15 Athletics / Acrobatics check or lose one piece of gear


6
All characters lose one day of food and water