the ronin - a prefab encounter ( d&d 5e ) (7806182)

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Ronin The FRAMING The Ronin is a fantastic encounter for a DM to challenge the morality of a low level party while also encouraging a little Role Play or backstory development from the more timid players by utilising the NPC’s morality system. It can be also used by a DM to punish particularly chaotic players without them feeling like they are being singled. This encounter works best as a travelling encounter, while PC’s are wandering to or from a particular location and is apt for almost any wilderness environment, with the exception of extreme environments like the Underdark, swamps or lava fields. Morality System This pre-fab will introduce the NPC of The Ronin [Ri], the mechanism of which will be explained during the flow of action. It is through the eyes of the Ronin that the DM can essentially grade the morality of the party overall based upon the actions of the individual PC’s[1]. PC’s start with an inherent score of 0 and the GM should take note of the PC score as they interact in and around the Ronin. N.B. If a PC refuses to talk to the Ronin it should be seen as them trying to be evasive and be awarded with a -1. At the end of the encounter, the group’s score should be calculated and compared to the table to decide the final act. Flow of Action 1. As the PC’s wander through the wilderness, they should begin to see a small hunched figure in the distance, they can make checks to try and identify the figure. As they get closer, they will approach the Ronin [Ri] from behind and realise that he is actually hurt and hobbling, leaning on a walking stave and cloaked in a ragged cloak which is seeped in blood. At this point the cloaked ronin should ask them (in common): “Please, noble travellers. Please spare some pity on a poor, wounded wretch. A little assistance is all I request.” This presents the PC with their first Morality opportunity. The Ronin should tell a story of how he was travelling the world as penance for not being able to protect his master. He was travelling when he was assaulted by bandits. During the assault, a sneak thief made off with a golden wax seal, the only memento the Ronin had of his master and so the Ronin is tracking the bandits down. This presents the PC’s with their Second morality opportunity to decide if they are willing to assist the Ronin. If asked about a reward, the Ronin should first offer a blessing (Boon). If the PC’s do not seem willing, he can then offer whatever loot is found at the bandit camp, except the wax seal. Morality Score Points [1] Alignment Action Score Example Evil -2 No compassion for others and kill without qualm Chaotic -1 Recklessness, resentment toward legitimate authority, arbitrary action Lawful +1 Honor, trustworthiness, obedience to authorit Good +2 Altruism, respect for life, and a concern for the dignit Ot Heus (order #7806182)

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Page 1: The Ronin - A Prefab Encounter ( D&D 5e ) (7806182)

RoninThe

FRAMING

The Ronin is a fantastic encounter for a DM to challenge the morality of a low level party while also encouraging a little Role Play or backstory development from the more timid players by utilising the NPC’s morality system. It can be also used by a DM to punish particularly chaotic players without them feeling like they are being singled.

This encounter works best as a travelling encounter, while PC’s are wandering to or from a particular location and is apt for almost any wilderness environment, with the exception of extreme environments like the Underdark, swamps or lava fields. Morality System This pre-fab will introduce the NPC of The Ronin [Ri], the mechanism of which will be explained during the flow of action. It is through the eyes of the Ronin that the DM can essentially grade the morality of the party overall based upon the actions of the individual PC’s[1].

PC’s start with an inherent score of 0 and the GM should take note of the PC score as they interact in and around the Ronin. N.B. If a PC refuses to talk to the Ronin it should be seen as them trying to be evasive and be awarded with a -1. At the end of the encounter, the group’s score should be calculated and compared to the table to decide the final act.

Flow of Action

1. As the PC’s wander through the wilderness, they should begin to see a small hunched figure in the distance, they can make checks to try and identify the figure. As they get closer, they will approach the Ronin [Ri] from behind and realise that he is actually hurt and hobbling, leaning on a walking stave and cloaked in a ragged cloak which is seeped in blood.

At this point the cloaked ronin should ask them (in common): “Please, noble travellers. Please spare some pity on a poor, wounded wretch. A little assistance is all I request.” This presents the PC with their first Morality opportunity. The Ronin should tell a story of how he was travelling the world as penance for not being able to protect his master. He was travelling when he was assaulted by bandits. During the assault, a sneak thief made off with a golden wax seal, the only memento the Ronin had of his master and so the Ronin is tracking the bandits down.

This presents the PC’s with their Second morality opportunity to decide if they are willing to assist the Ronin. If asked about a reward, the Ronin should first offer a blessing (Boon). If the PC’s do not seem willing, he can then offer whatever loot is found at the bandit camp, except the wax seal.

Morality Score Points [1]

Alignment Action Score Example

Evil -2 No compassion for others and kill without qualm

Chaotic -1 Recklessness, resentment toward legitimate authority, arbitrary action

Lawful +1 Honor, trustworthiness, obedience to authorit

Good +2 Altruism, respect for life, and a concern for the dignit

Ot Heus (order #7806182)

Page 2: The Ronin - A Prefab Encounter ( D&D 5e ) (7806182)

2. The Ronin should indicate that he has been tracking the bandits based off of the tracks left over. A survival check [2] would allow PC’s to see the tracks the Ronin is indicating. Whilst travelling, the Ronin should inquire as to the group’s past. About Past deeds and their backgrounds. The answers the PC’s respond with count as the Third morality opportunities And should be unstructured to promoted roleplaying.

3. The Party will reach a point where they may camp out overnight. While they are able to sleep throughout the night, Early in the morning (after a long rest) they should roll a perception check [3]. The PC’s should be initially confronted by a Bear [Bi] on the first round, followed by two Bear cubs [Bii] the next round of combat. The Ronin should keep himself out of combat, but not interfere with the party. This is the fourth morality opportunity.

4. As the PC’s Approach the Bandit’s camp, the Ronin should instigate a conversation about the plan of attack. He should not initially suggest anything and allow the PC’s to decide. Right before entering, the Ronin should request that if the party resort to violence, that it be non-lethal stating “It would be disrespectful for me to command a man to death simply for trying to make a living. I forgive them their trespasses against me and only wish to return what is mine”. The actions of the PC’s during the battle would be their Fifth morality test.

Environment : Bandit Camp The Bandit camp should be constructed to reflect the surrounding environment and be reasonably well fortified i.e, in Mountains the camp should be in a small cave or behind a wooden wall if in a forrest.

The actual interior of the cap should consist of a 40ft by 60ft rectangle which is littered by the general detritus of 5 bandits living there. There should be one main entrance to the camp and a hidden entrance (DC 15 Perception). This secret entrance is a back entrance to the trapped with a simple falling Net trap [Ti] where as the main

6. After the Wax seal is returned to the Ronin, he will accompany until they make camp or wait at an inn and /or given the party enough time to rest and recover some HP. It is then the GM should calculate the Morality of the score of the party and enact a result

Chest5ft

50ft

BaCiBai1

Bai2Bai3

Bai4

Bai5

Table 10ft

entrance is trapped with a swinging log trap [Tii]. The inner perimeter walls should be cluttered with the spoils of looting as well as barrels of ale and preserved food.

If the party arrives during the day, the Bandits should be up and lively. If the Party arrives at night, the bandit captain and two others should be awake with three other bandits asleep.

Ti

Tii

5. The PC’s Should be confronted by 4 Bandits [Bai] and a Bandit Chief [BsCi] . The bandits should draw their weapons as soon as they notice the party. The chief should then laugh and say “Simmer down lads, they are here to talk business” whilst playing with the wax seal. He should be willing to sell the seal for 500gp, going down to 400gp on a DC20 Cha check. The bandits should only engage in combat if direct action or threats are made.

Ot Heus (order #7806182)

Page 3: The Ronin - A Prefab Encounter ( D&D 5e ) (7806182)

Morality Score

Party Member Evil Acts Chaotic Acts Lawful Acts Good Acts Total

Total

Morality Rewards

Score Reward

Greater than -10

Ronin Immediately attacks PC with lowest score after saying:“I feel that you will only being pain and suffering where ever you go… I have a duty to stop you”

-4 to -7

Ronin is disapproving of the party saying: I am disturbed with what I have seen from you but I remain hopeful you will change your ways, allow this to be your penance” Before cursing a prized item of each PC (DC25 to resist) - Curse gives Disadvantage on saving throws for 7 days

-3 to +3Ronin Leaves the party empty handed, thinking them and wishing them well

+4 to +7Romin offers PC’s choice of one boon saying: I am warmed by your devotion to protecting life and honour. Thank you for your assistance.

Greater than +

10

Ronin offers small boon & his sword to the PC with the highest score saying: I am proud to have served by your side, you have shown me that I need to move forward with my life.

Skill Check - Survival [2]

DC10 The Tracks are barely a day old, they are not too far

DC15 There are human prints and bear prints.

DC25 5 Sets of Human prints, 1 adult bear and 2 bear cubs.

Skill Check - Perception [3]

DC10 It’s too dark to see anything

DC15 You wake up confronted by a Bear

DC20 You wake up with enough time to see a bear moving towards camp

Dungeon Master’s Screen

Ot Heus (order #7806182)

Page 4: The Ronin - A Prefab Encounter ( D&D 5e ) (7806182)

[Bi]Black Bear | Medium Beast, Unaligned

Armor Class 11 (Na) | Hit Points 19 (3d8+6) | Speed 40ft. Climb 30ft.

STR DEX CON INT WIS CHA15

(+2)10

(+0)14

(+2)2

(-4)12

(+1)7

(-2)

Skills: Perception +3 Passive Perception 13 | Languages - |

Challenge 1/2 (100 XP) Keen Smell: Bear has Advantage on Wisdom

(Perception) checks that rely on smellACTIONS: Multiattack: Bear makes two

attacks: One Bite, One Claws

Bite: Melee Weapon Attack. +3 to hit, Reach 5ft, one Target. Hit: 5 (1d6+2) Piercing

damage

Claws: Melee Weapon Attack. +3 to hit, Reach 5ft, one Target. Hit: 5 (2d4+2) slashing

damage

[Bii]Bear Cub | Tiny Beast, Unaligned

Armor Class 10 | Hit Points 3 (3 1d4+1) | Speed 20ft. Climb 5ft.

STR DEX CON INT WIS CHA4

(-3)11

(+0)12

(+1)2

(-4)12

(+1)5

(-3)

Passive Perception 11 | Languages - | Challenge 0 (10 XP)

Keen Smell: Bear has Advantage on Wisdom (Perception) checks that rely on smell

ACTIONS: Bite: Melee Weapon Attack. +2 to hit, Reach

5ft, one Target. Hit: 1 Piercing damage

[BaCi]Bandit Captain | Medium Humanoid,

Chaotic EvilArmor Class 15 (studded leather) |

Hit Points 65 (10d8+20) | Speed 30ft.STR DEX CON INT WIS CHA15

(+2)16

(+3)14

(+2)14

(+2)11

(+0)14

(+2)Saving Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4 Passive Perception: 10

Languages: Common, Elven Challenge 2 (450 XP)

ACTIONS: Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

REACTIONSParry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Creatures

Ot Heus (order #7806182)

Page 5: The Ronin - A Prefab Encounter ( D&D 5e ) (7806182)

[BaCi]Bandit | Medium Humanoid, Chaotic EvilArmor Class 12 (leather) | Hit Points 11

(2d8+2) | Speed 30ft.STR DEX CON INT WIS CHA10

(+0)12

(+1)12

(+1)10

(+0)10

(+0)10

(+0)Passive Perception: 10 Languages: Common, Challenge 1/8 (25 XP)

ACTIONS: Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.

[Ri]Ronin | Medium Humanoid, Lawful GoodArmor Class 17 (Halfplate) | Hit Points 49

(9d8+9) | Speed 30ft.STR DEX CON INT WIS CHA15

(+2)14

(+2)12

(+1)13

(+1)13

(+1)10

(+0)Saving Throws: Con+3, Int+3, Wis+3

Passive Perception: 11 Languages: Common, Challenge 3 (700 XP)

Innate Spellcasting (Psionics). The Ronin’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible) 3/day each:jump, misty step, nondetection (self only)

ACTIONS: Multiattack. The Ronin makes two Katana attacks.

Katana (Greatsword). Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.

ITEMS: Katana (Greatsword) of Blur

1 Charge per day, Blur up to 1 minute

Loot Table

Loot Location

Bandit Loot

Wax Seal On Captain

500gp coin / gem In Chest

250gp coin On Bandits

Assassins blood poison x3

on Captain

Perfume In Chest

Forgery Kit In Chest

Ink In Chest

Scroll of Catapult In Chest

Ronin Loot

Katana of Blur On Ronin

Half plate On Ronin

Sealing Wax On Ronin

Parchment 5 sheets On Ronin

Quill On Ronin

Boons to offer

Ronin’s Protection: +1 AC for 7 Days

Ronin's Skill: One weapon becomes +1 for 7 days

Ronin's Resilience: Advantage on saving throws for 7 days

Traps

Ti - Falling Net Trap(Tripwire, simple)

Covers 10ft AC 10 / 20hp

DC10 Perception to spot DC 15 Dex to disarm (Disadvantage without tools) DC10 Str or knocked prone DC10 Str to escape

Tia-Falling Log (Tripwire, simple) moves in 10ft line

through all creatures

20 (5d4) Damage

DC 15 Perception to spotDC 15 Dex to disarm (Disadvantage without tools)DC 15 Dex to Avoid DC 20 Str to Stop

Creatures, Traps & Loot

Ot Heus (order #7806182)

Page 6: The Ronin - A Prefab Encounter ( D&D 5e ) (7806182)

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Ot Heus (order #7806182)