Introduction trope revised
Rather than bump into each other in a tavern, and then spotting a cloaked figure in the bar to get information/quest.
- Have the characters individually been asked to meet here by an acquaintance they all share
- How their characters feel about turning up on time?
How they answer this dictates how and when they arrive.
As they arrive, this is a way for characters to introduce themselves, by their looks, actions and then when they sit.
- What's the first thing they do when they enter the tavern?
- What do they order?
- Do they tip the bartender?
- Where do they sit at the table?
- What do they do if someone is sitting where they wanted to sit?
Now they have all arrived, rather than a cloaked figure in the corner trope, the figure sits down at the last seat at the table, and can cut straight to the chase as they have been invited there with something like “Good, good you are all here, I find introductions tiresome, let's get to the matter at hand”.
Travel tips
· Overland travel, stitch together a few random enounters to provide a mini story.
o For example rolled Attacked by Bandits, Griffon and Werebear
§ Encounter 1: You see an NPC’s caravan from the parties past being attacked by bandits.
· Bandits will let everyone live if the NPCs give up their loot – hostage situation
· Bandits are from a gang lead by <insert name> who is notorious and has a bounty against them in the town you are heading towards.
§ Encounter 2: See a tied up and netted Griffon surrounded by dead bandits with same insignia/markings as previous bandits.
· Can you free the Griffon? Without being hurt?
· Search the Bodies, Note, Leader has craving for Griffon meat and to bring a griffon to location of gang hideout (ruined/abandoned building on route)
§ Encounter 3: Meet Blood hunter on the route, who asks to join the party to hunt the monster, as he knows he cannot do it single handed
· If Griffon Freed can turn up to help
· Boss fight against bandit Wearbear n gang
· Put a timer on Travel, this way if you give choices of say, take a direct route, dangerous crossing, or spend 3 days bypassing it. This makes even small choices impactful
· Marching full distance each day, should take a toll on the body
o so potential needs, as not being able to rest without
§ Need dry resting place
§ Camps
§ Fires
§ Food
§ Water
o Accumulating negatives (increased survival DC each Day – ie DC15 minus each of the above points performed, plus days of non stop travel)
§ Exhaustion regardless of long rest due to n days of non stop marching
o Potential ways to get back on track
§ Double Long Rest, to remove Exhaustion due to n days of full fast marches
§ No Short rests, just long rests, 8 hrs Rest, 8hrs march, 8hrs rest etc
§ Full 24hr rest
§ Spells to remove exhaustion/provide magical long rest
Combat tips
Not every combat encounter needs to be kill the BBEG, other options include
2. King of the hill
3. Headquarters
4. Sabotage
5. Search and Destroy
6. VIP (where the VIP, is not powerful, but their security/traps are)
a. Kill
b. Abduct
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