Interesting encounters are short descriptions of encounters that GMs can use to build on. They combine unique aspects of different types of foes, terrain, skill checks, weather, combat, etc in order to provide more unique challenges than hit monster; repeat.
The PCs are walking through caverns deep in the earth. This particular cavern is entirely inside an antimagic field, faerzress, or other magical anomaly. As the PCs approach the area, any magical items (especially magical lights) will blink off and on and then stop working. The antimagic field is just large enough so that light from the edge of the zone cannot light the caverns ahead.
Inside the pitch black cavern is a scorched giant corpse. The smell from the corpse, for those with relevant experience, indicates the corpse is several days old and heavily charred. Also inside the cavern is a significant build-up of dangerous gas, that can both asphyxiate the PCs and explode if lit. This gas can be smelled and identified by an experienced spelunker or miner. The cavern is wide enough across that it is not certain that a PC can navigate it easily in the dark. The exit cavern is also pitch black. Small vermin are scurry about the cavern.
Should the PCs enter the cavern with a lit torch, the gas will explode. Should they engage the small vermin and critically miss, there is some chance that their metal weapon hitting the rocks can set off a spark and ignite the gas. Should the PCs go into the cavern without lights and without darkvision, the PCs may get lost and come out the entrance rather than the exit. Also, with no light, darkvision or not, the vermin will bite and nibble at the PC. A rope, 10 ft pole, halberd, or item may be used to try to guide the PCs through.
If the PCs encounter the giant corpse, they will find it has a tough outer layer and a gooey center. Search of the gooey center will produce some small amount of coin or loot.
The PCs are walking through caverns deep in the earth. This particular cavern is entirely inside an antimagic field, faerzress, or other magical anomaly. As the PCs approach the area, any magical items (especially magical lights) will blink off and on and then stop working. The antimagic field is just large enough so that light from the edge of the zone cannot light the caverns ahead.
Inside the pitch black cavern is a scorched giant corpse. The smell from the corpse, for those with relevant experience, indicates the corpse is several days old and heavily charred. Also inside the cavern is a significant build-up of dangerous gas, that can both asphyxiate the PCs and explode if lit. This gas can be smelled and identified by an experienced spelunker or miner. The cavern is wide enough across that it is not certain that a PC can navigate it easily in the dark. The exit cavern is also pitch black. Small vermin are scurry about the cavern.
Should the PCs enter the cavern with a lit torch, the gas will explode. Should they engage the small vermin and critically miss, there is some chance that their metal weapon hitting the rocks can set off a spark and ignite the gas. Should the PCs go into the cavern without lights and without darkvision, the PCs may get lost and come out the entrance rather than the exit. Also, with no light, darkvision or not, the vermin will bite and nibble at the PC. A rope, 10 ft pole, halberd, or item may be used to try to guide the PCs through.
If the PCs encounter the giant corpse, they will find it has a tough outer layer and a gooey center. Search of the gooey center will produce some small amount of coin or loot.
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