You open a door to find an empty room save for your questing item sitting on a pedestal (fish hook)l in the middle of the room.
A) Enter the room as an entire party, then proceed as a group towards the pedestal
B) Send one party member into the room to grab the item.
C) Summon a magical creature to fetch the item
D) Remember that barer you hired two secessions ago to reduce your encumbrance modifier is still listed on your character sheet
E) Say "Nope" and shut the door.
This is fairly complete encounter write up. So what are you envisioning as the trigger for this room? For example, lets say a PC chooses to levitate into the room while you are GMing?Go to Comment
Martell, our guide, inclined his head slightly towards the lumbering figure that was stagger along the road toward us.
“Sis is no correct. Dat mon is an etranger. Moi desert, she will not care for his kind.”
The PCs encounter either a campsite or a heavily burdened figure walking alone along the desert road. This figure is a young man in his late teens or early twenties. He is well prepared in terms of his equipment, but there is something off about him. His clothes are garish. His supplies are new but poorly maintained. His eyes are frightened, his skin is pale or freshly sunburnt, he is physically weak and overburdened. He is not from this desert and he is not use to hard labor.
This young man heard of prophecies about a messiah type figure that will come out of this desert. He became to believe that he was this prophet, and he left his relatively easy life to venture into the desert. But the desert is harder and more pitiless than he thought. He has had no epiphanies and his vision of how this would go has not matched the realties of his experiences. He is a soft man who wants help and reassurances. If the PCs show him any kindness he will latch onto them. Despite his pride, he possess an overwhelming need. He will want two things from the PCs: some one to care for him/help him and two he will look for some sort of affirmation or conclusion. As much as he wants someone to guide him out this waterless hellhole, part of him is still hoping that these PCs will help him become the import person that he deeply wants to be. Are they sign he has
RPing: If your PCs are like most game parties they are in this desert for some violent and/or dangerous purpose. This guy will be a burden. Also, while he has been humbled by his experience, he is still extremely self-centered. He will try to engage the PCs in long conversations about his life and look for them to tell him it is okay. He will not pick up on cues or hints. He will eat up supplies and game table time that could be spent fighting giant monsters. How will the PC deal with this sad but not entirely sympathetic character? Will they derail their own plans to help him? Will they allow him to slow them down? Or will they scrape him off their boots? Whatever choice they make could come back to haunt them in the future.Go to Comment
1: I really like that this is written from an in-game/in-world perspective. In this way we learn about the world indirectly: a world in which maces and frost spells are equipped and used to solve practical and seemingly mundane problems (The way high-risk work-place protocols today may require two-way radios, and hazmat suits). You could still tighten up the language a bit, so it is consistently formal, but you clearly communicate a perspective and attitude in the tone of the piece.
2: I like the open-ended nature of this creature, this might make a nice handout for players and it is a good hook.
3: This a good description of the creature. For me, I almost always land on the side of too much information. But by focusing only the limited knowledge of the people interacting with the beast, you leave out a lot of information, but you do clearly describe the creature and present what an awful threat it is. (which is gross...nice)
Nice post.Go to Comment