D&D 2e Deck of Encounters Set Two.pdf
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e
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Attribute:
Strength
Encounter
Type:
NPC
Add’l
Info:
PHBRl
(Fighter)
Charisma,
Turnabout
war-mlsbess.
The
chancten are
led
into
a nomadic
vil-
~WhaF*aRparadedbtheEn~
ithe,
ccmpimdy,
is
set
on
the
vast,
Situation
While riding
acrm
a
great
plains
encounter
uae
are
no
mpr-
sent.
Finally,
the
party isbrarght
tefore
an
Pb.
area, the
party
spien
a
large
cloud
of
dust
moving
toward it.
In
a
short
lime,
the
dust ch
authoritative
WMM~
who does
not
ever
the
party.
onlythmugh
theperalMivewndscfthefrma*a(orofthe
ma*sbursLtdthrGughtheotherpmazoM,
if
thereare
nomanen
in
the
party)
will
the
putVmemtersbeforgimforthEir~
ing,
Even
if
the
malcs
speak
the
same
h-
gwgeM~unuons,
Upywillbeipmd.
in
to reveal
20
warriors
on
hcrae-
back
thundering
toward the pup.
As
the
riders
approach, it
ia
apparent
that
all
of
them are female.
bows
and
out, the
amazons
quickly
surround
FCs
Short
"r
umw~
and
demand
to
know why they are
Tnmbkmay
mdt
if
the&
penist.
party
has
to
say,
but
unless
the
characters
are on
a
miseion
that
listen
to
what
the
Qui&
*tm
Amazon
wurinr
(50);
Mv
R
F5);
hp
7
(leader
34);
THACO
20 (16); #Att 1;
Dmg
by
weapon
(short
bows,
(leader
directly
benefidal
to
the
Mbe,
the
women
infonn
the pupthat
they must
be
taken
in
to
smk
with
Is
spears);
MR
Nil
the
01594lxrLlnr.
M
Ryha
Rncrvrd
An;
This
OF
address
the&
sr
ing
In
Mbal territory.
12; AC 5;
Terrain:
Urban
Attribute:
Charisma
Encounter
Type: NPC
Add’l Info: PHBW
(Thien
An
Ounce of Prevention
less
reputable districts will
work well, though doing
so
might attract
the attention
ot
muggers.
Finally, the party
is
covertly approached
by Caradln, a carefree, young elf who
is
willing to accept the pb if the party can
convince her that she
is
not king
set
up by
the watch.
If they succeed, she agrees
to
or town.
Situation:
Having just finished moving
into her recently construaed manor, the
mayor requests an audience with the
party.
This
encounter take place in any
She
tells
them that she is pleased
with her new home, but she is not con-
vinced it
is
as well protected
as
she was
promised. She
the
fol-
lowing night, but actually breaks in the
same night that the bargain
is
shuck. The
mayor is displeased, but prosecutes her
builders, not the thief.
Quick
Statx
Buqlu:
try
the party
to
use
their
various contacts
to
track down a qualified
but unknown burglar, whom she will offer
500
gp
to
break into her house.
The party has
several
options at this
point. The easiest solution is
to
bail out
a
jailed thief, but it
is
reasonable to assume
that the best burglars do not get caught.
Throwing around a lot
of
cash at seedy
asks
T8; hp
39;
THACO
17;
#Att
1;
Dmg
by weapon;
MR
MV
12;
AC
4:
Nil
OIPrTSP..~~.AUF'.I~hbhaRnmrd.
The party
is
hired by a religious
order
to
wrta priest to
a
needy village in
the mountains. Unfortunately
for
the char-
acters, the priest
is
of noble blood and con-
siders himself to
be
of
a
higher status than
the common folk, including the
party
During
the
entire
journey, the priest
complains about the hardship. He
knows that the party's fee depends upon
his safe arrival in the
village.
After several weeks of putting up with
the priest's snobbery, the characters dis-
cover their destination. Sadly, the priest-
hwd never consulted the villagers about
sending a representative to the mountains
and, after
a
few moments with
him
the
residents are quite positive they do not
want him to stay.
To earn their pay, the party must now
return the priest to his original home,
s
makes
no effort
to
conceal his dislike
for
the situ-
ation, and refuees to help in any manual
labor. After all, he
is
above
such things,
while the party members were hired
specifically
to
serve him.
Even sink-or-swimtactics fail in all but
the most life-threatening instances, for he
ndlng another few weeks suffering
tEugheven more whining than before.
Qulck
Stats
Nobleman
Mesh
MV
12;
AC
3; CZ; hp 9; THACO
20;
(IAtt
1;
Dmg by
weapon;
MR
Nil; Spells
01594
TSR
I*.
AU Rlghb
-.
Mistaken Identity
Area:
This
encounter
begins
in
a
small
town or city, but could lead to the sur-
rounding terrain.
Situation:
The despotic governess of
a
small town has
been
told
by
her advisors
of a prophecy revealing her violent down-
fall. The desaiption of the usurpers was
given to her bumbling spies who were told
to watch out for
a
group of travelers
matching their appearance.
However, the careless spies find instead
the party of characters,some of whom
p"
sibly have visual counterparts in the
prophecy, and begin following them all
about town. It
is
a
fairly simple matter to
notice the spies, for they rarely cover their
tracks, wear inappropriate colors, and
ins
and outs of the town quite
well. The party should quickly perceive
that someone
is
watching them, but it
should be
dlfficult
to
uncover who.
If the party capturesthe spies insideof a
week, the underpaid servants will reveal
all.
Othemis,
the spies shadow the party
for the
entire
time, even if they leave town.
Finally, the party
is
acmsted by
a
patrol
from the governess's amy and must talk
their way to freedom.
Quick
Stam Spies
(3):
MV
9;
AC
6;
PI; hp
5;
THACO
20;
(IAtt 1;
Dmg by weapon
(short
sword);
MR
Nil
taverns or in
law
Area
city
Status Quo
An:
This encounter
is
set
in a treacherous
mountain
pas.
Situation:
always forget to pay hush money during
inquiries. However, catchingthe fleet-foot-
ed spies is
e
little more difficult, for they
know the
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