Tag: Encounter 1

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  • First Adventure

    You and your new adventuring group are heading out on your own for the first time. You spend four days travelling West through the woods, camping every night and setting up watch to protect your campsite. On the fourth night out, disaster strikes in …

  • 07

    You plummet into the chasm, falling into water, taking 1d10 damage from the fall, and landing prone. (If a tainted root is dragging you, it dies from the fall.) If the fall reduced you to 0 hit points, you quickly drown and your adventure is over. …

  • 014

    You escape the frightful campsite and make it back to a nearby town. After a night in a warm inn bed, you awaken with your memory intact and the realization that you left your comrades to an unknown fate in the chasm. You can return to the chasm to rescue …

  • 022

    [[:friendsplug | Splug]] squeals like a terrified pig, and he disappears into the chasm. He splashes down, taking 1d10 damage, followed by disconcerting silence. At least the root that dragged him into the chasm apparently died from the fall. Go back to …

  • 027

    These black roots are natural roots tainted by some foul magic, and they’re mindless. They likely have a central control in some larger plantlike entity. Killing that creature is likely to render these roots harmless again. Go back to [[Encounter 1]] and …

  • 035

    [[:friendsplug | Splug]] says, “You da boss!” You get what you want out of him, although he seems a little sulky if you intimidated him. Go back to what you were doing.

  • 037

    You can fasten the rope to a tree and then use it to climb down (Athletics DC 5 to climb). Doing so takes 3 rounds. Make note of the number of the square where you drop the rope into the chasm. If you fall while climbing, go to [[058]] otherwise, go to …

  • 042

    You reach the bottom of the chasm, which ends in the ceiling of a cavernous chamber, with a stream 10 feet below. You can climb back up (go to [[069]]), or you can jump down (go to [[098]]).

  • 058

    You plummet into the chasm, falling into water, taking 1d10 damage from the fall and landing prone. (If a tainted root is dragging you, it dies from the fall.) If the fall reduced you to 0 hit points, you quickly drown and your adventure is over. …

  • 062

    [[:friendsplug | Splug]] simply won’t do what you want, and seems a little hurt that you’re pushing the issue. Really. Tears well up. You can attempt the check again with another skill. Or you can go back to what you were doing.

  • 065

    The creature that entered the campfire square takes 1d4 fire damage. That creature takes another 1d4 fire damage each time it ends its turn in the fire. Being in the campfire square grants a +2 bonus to defenses against the tainted roots. Go back to [[ …

  • 069

    Climbing the side of the chasm requires a successful DC 15 Athletics check. Make note of the number of the square where each hero enters the chasm. If you fall while climbing, go to [[058]] otherwise, go to [[042]] or go back to [[Encounter 1]]’s …

  • 070

    The root leads back up to the campsite in [[Encounter 1]], in the square shown here. A fall while climbing deals 1d10 damage and lands the hero prone in the water in square “D.” Getting back to the campsite requires a jump across the chasm (Athletics DC …

  • 081

    Grabbing the tree provides the hero who grabbed it greater leverage, granting a +2 bonus to attempts to escape and a +2 bonus to Fortitude against the drag attack. Go back to [[Encounter 1]] and continue it.

  • 103

    As it is grabbed, the tent falls down! The hero who grabbed it takes a –2 penalty to attempts to escape and a –2 penalty to Fortitude against the drag attack until the start of that hero’s next turn. Go back to [[Encounter 1]] and continue it.

  • 113

    You quickly recover a rope (50 feet), a healing potion, your backpack, your bedroll, an extra bedroll, 1 sunrod, a metal pot, a metal pan, and a full waterskin. You can take any or all of this gear. Note what you take. This takes 6 rounds. Now, go back to …

  • 116

    Attempt a Bluff, Diplomacy, or Intimidate check (DC 12). You gain a +2 bonus to this check if [[:friendsplug | Splug]] is better than you are at the task, such as when his skill is higher than yours. You take a –2 penalty to this check if you are better …

  • 122

    You sense residual magic in the area. The eerie glow and the monsters are likely a result of this magic. If you spend a minor action to investigate further, go to [[023]] otherwise, go back to [[Encounter 1]] and continue it.

  • 128

    Go to [[Encounter 2]]. You arrive in the start area, in a numbered square corresponding with the numbered square you came from in [[Encounter 1]]. If [[:friendsplug | Splug]] follows you this way, he arrives in an unoccupied square adjacent to you in the …

  • 131

    The chasm wall ends after about 10 feet, but it opens into a wider area lit by a green light. The light shimmers on running water about 20 feet below. On the far side of the chasm dangles a root that could allow easy climbing. You would need to jump about …

  • 133

    You sense residual magic in the area. The chasm and the creepy roots are likely a result of this magic. You remember the burning eyes in your dream, and you suspect you’ll be facing someone or something that has necromantic powers. Go back to [[Encounter …