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Saturday, May 10, 2014

Proud Mary

Apologies to CCR fans everywhere.

I anticipate that the next adventure will be taking my players on a trip down the river.  Which naturally made me wonder what mishaps and misadventures could I enliven their evening with.  They (unless they throw a curve at me) will be travelling with the current at a rate of 25 miles a day, this will necessitate that they make two (1 in 6) encounter checks each day.  If they chose to push their movement (equivalent to a forced march) they will need to make a third check, but will go an extra 10 miles that day.  When and encounter occurs roll d20

Roll
Encounter Description
1 – 4
Flight of d6 arrows from unseen attackers. Roll to hit random targets +2 to hit 1d6 damage
5-6
Trade boat being poled up river
7-9
Raft of logs being floated down river by lumberjacks. Profession – Sailor DC 12 to avoid collision. If collision occurs the boat begins to leak. Craft – Carpentry DC 8 to repair. Add a day to travel time
10-11
Attack by beastmen, coming alongside in canoes to board
12-13
Attack by orcs shooting arrows from the bank
14-16
Run aground Profession – Sailor DC14 to avoid taking damage to the boat. If damaged, the boat begins to leak. Craft – Carpentry DC 8 to repair. Add a day to travel time in either case. (Series of shallows that require unloading and portaging the contents of the boat)
17-18
Sawyer – A floating tree that has snagged on the bottom, the current makes it bob up and down like a saw. Profession – Sailor DC18 to avoid capsizing the boat. If capsized, loose two days travel time and every one loses 1d3-1 random items other than clothing and armor being worn. Note that if the character states they are wearing armor they must make three successful Swim checks to reach shore. (Unarmored characters can float)
19
Strike a rock. The boat takes 1d6 structural damage, which may be repaired with carpentry skill at the rate of one point per day on a successful skill check DC12.
20
Natural dam. Choose a course of action, steer to shore and portage around, Profession – Sailor DC 10 to see the dam in time. Loose one day. Alternative – or if they fail the first check. Go for broke, Profession – Sailor DC 20 to go over the dam. Failure capsizes the boat. If capsized, loose two days travel time and every one loses 1d3-1 random items other than clothing and armor being worn. Note that if the character states they are wearing armor they must make three successful Swim checks to reach shore. (Unarmored characters can float)
As always, suggestions for more mishaps are welcome.

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