I'm considering using this idea for my next game, and wanted to share the idea here for feedback.
The idea is to make cards for locations or areas which give out 'loading screen' type tips, either actual play tips or lore about the world or location the PCs are in. On the reverse side, you can put your Random Encounters (maybe 2% per card, or 5% if you want to keep it a little simpler). This way, you can draw a random card and display that while you're setting the encounter up, and it can give your players some useful tips about monsters, specific famous NPCs, locations, or just in-world lore. This does require a bit of work to set up from your end, but could include tips like: - Combat is not a requirement to beat an encounter. - If the GM ever asks "are you sure?", think really hard before saying "yes". - Splitting the party might make for tactical advantage and let you approach two problems at once, but it slows down the game. - You have an Action, a Move Action, and (maybe) a Bonus Action. An Action can be a Move Action, but not the other way around. - The d8 is the one with two pyramids stuck together. - A Cantrip doesn't use one of your spell slots, so don't be afraid to use them. - Listen carefully to your GM, and maybe think carefully about the words they're using. The answer to your puzzle might be right... under... your... NOSE! (That's not a clue) - Casting Fireball in enclosed spaces is not just a bad idea, it can be downright murderous to your party members. - The wizard Elminster is famed for being a cantankerous old wizard, but also one of the mightiest wizards in all of the world. Maybe be a little bit careful. - The kingdom of Cormyr is well-controlled and regulated. Its veteran warriors, the Purple Dragon Knights and its famous War Wizards, keep its borders safe. - It's rumoured that there's a little house tucked away near a bridge somewhere in Waterdeep that contains a Lich. Be careful just opening random doors! - The Sunken Coast is a place to find Bloodroot, which is a herb used for treating poisons. - Anything can be a Mimic. Anyone could be a Doppelganger. Even YOU! - If you drop a d4, don't "pick it up later". That might be your foot. - Yes, that stranger offering you a map sounds super sketchy. But what are you gonna do, retire at 2nd level? Meanwhile, the encounter cards might read as follows: 1. A pack of 1d6+4 Wolves, which will keep their distance unless threatened or if you seem weak. 2. A travelling merchant named Petyr, who buys and sells all sorts of goods. He's got about 50 gold in coin, and a bunch of stuff to trade. He's a bit cautious of people, as he's been beaten by bandits a few times. 3. Four Bandits beating up a helpless merchant named Petyr. They've strewn his junk all over the place, and they don't want company. If threatened, they'll run off and leave him. 4. 2d4 Bandits hiding beside the road. They're waiting for easy pickings. 5. A Bear meandering its way through the woods. Unless someone threatens it or has food, it'll keep its distance. 6. A small roadside shrine of stacked rocks, with a few parchment pieces with prayers written on stuffed in between them. Anyone who digs it up gets a curse from Fharlanghn (Bane for 1 full day, no saving throw) but can find 50 gold pieces in a bag. 7. An Ogre throwing rocks at a Bear about 100 feet away. 8. 2d6+1 Goblins inhabiting a broken-down stone ruin, well-prepared with a few traps. 9. 1d6+1 Goblins coming back from a hunt with a captured traveller tied to a pole. They're chattering loudly and you might be able to surprise them. 10. A shadow passes overhead, and an icy fear grips your heart for a moment as you spot a glint of green scales above the trees. And then it passes away into the distance. 11. A harmless spotting of a forest animal, like a bird or squirrel. Someone who can handle animals could try to make friends with it. 12. 1d3+1 Knights swaggering through the woods. They're confident in their abilities, and dismissive towards 'common mercenaries'. They particularly don't like wizards. 13. A Mage trying to avoid a bunch of Knights who have been following him. He's into all sorts of shady magic, and they have good reason to hunt him. 14. A small stone hut with a little old lady living in it. Out the front is a big basket of baked goods which are cooling. It might be a good place for shelter if you need it. 15. Two Wild Boars snuffle through the woods. They're quite aggressive and they will charge you if they get the chance. 16. An itinerant Minstrel is wandering the woods, and about to get into trouble. 17. 2d4-1 other Adventurers are journeying in the same direction as you. They're a diverse bunch, and look to have a few tricks up their sleeve. Are they competing for work with you, or could you co-operate? 18. 1d6+1 dead Adventurers, torn apart by a nearby 1d2 Ogres. One of the Adventurers is badly wounded and sheltering behind a log. 19. A tax wagon bearing the local Baron's heraldry, guarded by 8 Guards. They're cautious of ambush or surprise, and focused on protecting the 1,000 gold pieces they're escorting. 20. The green dragon Malinax swoops from the sky. He'll make one pass with his breath weapon before wheeling to land two rounds later to finish off targets. Also posted on Game Masters Stash on 16 January 2019. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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