OotA Encounter Plan
OotA Encounter Plan
1) Boneyard, former lair of a behir. Old behir scales, smells musty and old, not
recent. Practically wading through the bones (difficult terrain). Dim light of
faerzress, 9 skeletons. They rise up when the characters reach the middle of the
area. Can choose to embrace the madness of the situation: make a madness save
(DC10) and strike before they are fully formed. Anyone who chooses to can get a
surprise round before the madness kicks in.
Treasure: behir scales and bones can be used to craft arrows. 5 rusty
weapons, 2 battered shields, 3 “armor scraps” AC 11, 20 arrows. (All
gross, need prestidigitation and mending to fix). Lots and lots of bones
(clubs for free, other stuff if the PCs come up with it)
Night: Escaped Slave: 1 moon elf commoner (Otihorn Darksbane). Was taken
because of his name (named after an ancestor known as the Daerwalthia, who was
known as the Darksbane). Prestidigitation cantrip (or mending). Dim light of
bioluminescent fungi. MAKE DC 10 CON OR WIS SAVE TO GET LONG
REST Wake up to find Ront missing. Find him several hundred feet from the
camp, with his intestines wrapped in an intricate pattern on the floor around him.
2) Crystal clusters, dim light, 5 bandits and a bandit captain. They throw the crystals
from a 10’ ledge. Dim light in the area, faerzress. 10’ radius blinding light of
thrown, DC 10 con save or blinded for 1 minute (save again at the end of each
turn).
Treasure: 4 50gp gemstones in leader’s pouch, 6 scimitars, 5 light
crossbows, 50 bolts, dagger. Can harvest 12 crystals but the time will
increase pursuit level by 1.
Night: Fungus Cavern with carrion crawler. Patches of bright and dim light.
Domesticated. Has a saddle that says Zyn on it. Handle animal DC 13 to tame it.
Can ride it on the ceiling if strapped into the saddle.
Treasure: 8 types of fungus. 14 ormu, 11 Zurkhwood (66 lbs of food; each
pound can be traded for crafting “wood” item), 4 fire lichen, 15 torchstalks, 8
trillimac (56 lbs of food, each pound can be traded for “leather” crafting, requires
1/3 gal of water to prepare each pound of food), 12 barrelstalks (72 gal water, 84
lbs food), 9 nightlights, 4 nillog’s nose. MAKE DC 10 CON OR WIS SAVE
TO GET LONG REST
3) Gas leak with a giant roctopus. Dark. Passive percept DC 14 (DC 9 if using
nilhog nose). Go around carefully but cut travel time in half (add a day and
increase pursuit level by 1). Go through, DC 12 con (5 or 2 dmg) and fight Giant
roctopus. Fire in the area DC 15 Dex (10 or 5 dmg)
Treasure: 8 trinkets it has collected (silver spoon with an M engraved on
it, a mosaic tile with a multicolored glaze, a single caltrop made of bone, a
pipe that blows bubbles, an old key, A nightcap that, when worn gives
pleasant dreams (advantage on long rest check), a tiny cage with no door,
a tiny mechanical spider that move around when unobserved), An arcane
focus. Spellbook with protection from evil and good, feather fall,
witchbolt, charm person, identify, fog cloud.
This could be a good place to set a trap for the drow using, say, a
torchstalk and the exploding gas, if the trail is made obvious. (Can
decrease pursuit by 1 level).
Night: Cliff and Ladder. At a junction, notice the ladder up a side
passage. DC 15 athletics to climb up and get the ladder (60’ up, a failure is a fall
from 30’). Take it with you to decrease pursuit by 1. Find a member of the
society of brilliance (Grazilaxx the Mind Flayer) up there. Dark. Area of
Faerzress, dim light. Working on determining if the Faerzress is related to the
madness. Can convince him to share his camp with you. Maybe convince him to
tell the drow you went the other way. Maybe convince him to journey with you. .
MAKE DC 10 CON OR WIS SAVE TO GET LONG REST
5) The Silken Paths (pg. 31). Assuming they get help from Yul Yuk and Spiderbait,
only need to travel 4000 feet. All dark, assuming light
a. 6 Giant spiders come from all directions
b. 3 drow with 3 quaggoth slaves. Derendil (if asked) convinces the
quaggoths to turn on the drow and follow him. If any drow escape,
increase pursuit by 1. (120 silver, 50 gp, 9 azurites worth 10gp each, opal
dice worth 25gp, silver pitcher worth 25gp, soapstone locket worth 25gp,
bloodstone framed mirror worth 25gp, potion of healing, scroll of
longstrider, scroll of friends, scroll of detect poison and disease). They are
two webs above the party. Need to climb to get to them (then they jump
down)
c. Mimic (appears to be a chest stuck in the webs). Perception DC 15 to
notice bones stuck in the webs below it. 15 sp.
d. Spectator floats up to them, warning telepathically about the “demons
rising from the dark.” Tiny chance of winning it over.
e. Web break when you reach for a cocoon (ALSO IF TAKE DAMAGE)
(DC 15 dex or fall). Succeed and grab a nearby strand, fail drop 1d10X10
feet and become restrained DC 12 str save to break free at end of each
turn, advantage if another creature in reach helps as their action.
i. 6 chitnes come to investigate.
ii. There’s a cocoon with a corpse of a knight and 50 gp, 4 eye agates
worth 10 gp each, demon half plate that gleams black and wicked
in the light with a prominent decoration of a leering face that
causes discordant music to play in the user’s mind. History DC 15
to know it was worn by a paladin of cyric in the overthrow of
Ravensbluff; you feel depressed and melancholy when wearing it.
A demonic sentinel shield that never becomes dirty or sullied,
though it constantly seems to crack and crumble. You recall such
a shield (Arcana DC 15) figures into a prophecy. Also has a
longbow and 20 arrows.
f. Cocooned Halfling. Poisoned and paralyzed. 1 Darkmantle swoops down
when you get him.
Night: Shelter, out of the way and easily defended. Yuk yuk and spiderbait show
you the way. You can take a long rest here with no troubles.
6) Green slime hazard (DMG pg 105). Clearing it away means you can’t hide your
tracks for the day. Spore Servants: 2 drow sitting on a ledge watching. Sarith
twitches as they go by.
Night: Spiderbait wakes up screaming. Says someone was trying to strangle him.
Yuk Yuk has a Lennie moment to calm him down. MAKE DC 10 CON OR WIS
SAVE TO GET LONG REST
7) Sink hole (DC 12 dex save or fall 20 feet for 7 dmg with a DC 15 athletics t climb
out). 4 gricks lair down there, disturbed by the avalanche. There’s a corpse with
nonmagical armor (appropriate type).
Night: Horrid sounds blast through for an hour, shrieks, gibbering, moaning. DC
11 wis save of increase madness level. In the chaos, a shield dwarf commoner
slave from Gracklestugh stumbles in. Breela Warstout the shipwright.
8) Strange fungi around a mudpit. Difficult terrain with disadv on dex saves.
Obscures your travel (lowering pursuit by 1). Can go around, but adds a day of
travel. Three gas spores float above the muck. Arcana DC 15 to know that
beholders hate each other. Nature DC 15 to recognize gas spores. If stay 30’
away (stealth DC 10), they don’t notice. If everyone makes it with even 1 spore
left, decrease pursuit by one more.
Night: nothing or reach Sloopludop.
9) No encounter day or night MAKE DC 10 CON OR WIS SAVE TO GET
LONG REST
10) No encounter day or night MAKE DC 10 CON OR WIS SAVE TO GET
LONG REST
11) Steam vent erupts beneath random party member (Dex DC 12 or 7 fire dmg). An
ochre jelly is alerted by the vent.
Reach sloobludop
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3) During travel, party comes across a wide area, lit by Faerzress. An 18 inch ledge
skirts one side of 80' deep ravine, party's speed slowed by half for the day DC 10
Dex save to avoid a fall. Precautions allow characters to make save with
advantage. Increase pursuit by one. 4 orogs use this area for ambushes and are
hiding on the other side of the ravine. They will attack as the party moves along
ledge. The orogs are roped to stalactites for swinging across the ravine and will
attempt a shove action to push a party member into the ravine if they are not
roped together. The next round the orog will swing back and then try again on
another target the following round. Attacking an orog's rope is AC 11 but at
disadvantage if the rope is moving. The rope has 5 hps. If the rope is cut while an
orog is in mid-swing (requiring a ready action), the orog will fall into the ravine,
taking full damage. If the rope is cut while they are on the other side of the ravine,
the orog has a stable side to stand on and will begin throwing javelins. If the rope
is cut on the party side, the orog will have to make a DC 10 Dex Save or fall. All
party members fighting on the ledge side have to make a dex save 10 if fighting or
fall. Alternatively, they can choose to use their action to make a Str (Athletics) or
Dex (Acrobatics) check to stay on the ledge.
The orogs have a small cave on the other side of the ravine that contains the
following: 1900 cp, 900 sp, 100 gp, Bloodstone (50 gp), Chalcedony (50 gp), 3 x
Chrysoprase (50 gp), Jasper (50 gp), 2 x Onyx (50 gp), Potion of Clairvoyance,
Potion of Superior Healing, Potion of Invulnerability, Elixir of Health. The orogs
have no idea what the potions are, one of their number drank a poison potion and
died so now they are too scared to test the others.
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6) Hook Horror Hunt
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Blingdenstone to Surface