There's a great monster bit where the humans are in a thick fog bank and a monster is circling around them, emitting light from its...tummy...thorax...at intervals. So they just see random flash-flash-flash-attack.
That seems like it could translate well into D&D. You could roll a d8 and see if the players can guess which cardinal or ordinal direction the attack comes from? If the players guess right, they get advantage; if the monster is behind them, it gets advantage?
Or maybe a pattern? Set the fight up so that the flash goes off five times each time it ambushes them out of the fog? It gets advantage at first, but if the players spot the pattern they get advantage each time?
I feel like there's a cool encounter mechanic here.
This could work, it would be about deception of where the creature is and where it is going. The creature would have to contend with the players having readied actions so couldn't attack without them attacking it back. You might have to ask them to specify the direction they are anticipating, then give them disadvantage if it's adjacent to the direction (IE comes from north-west when they anticipate west) and deny them any attack if it comes from a different direction.
Skull Island would be a great place for a Party to explore. However, as discussed in that other thread, unless you want a Samuel Jackson style TPK, Kong should not be the BBEG.
I liked the giant stick bug that completely blended in with the flora of its environment. Huge can camoflage.
When you design the encounter, make sure to put yourself in the player's shoes and think about how they'd approach it. I know a lot of players that would simply be frustrated by an encounter where the enemy just gets free shots at them and they can't see anything. I know others that would be racking their brains trying to figure out how to dispel the fog or restrain the monster or otherwise totally throw a wrench in the vision you have for the encounter.
Personally, I'd do this more as a narrative scene setting up the combat, maybe with some skill checks that could affect which side has the upper hand when combat starts. Or maybe even not a combat at all, as whether or not you are in initiative order can greatly affect how a player approaches a problem.
It would make an effective plot feature for an "escape the near impossible foe" encounter. Put them on the top of a cliff or something with only one way to run and several NPC's around (preferably ones they like, or have encountered enough to have some feelings about one way or another) and then orchestrate their mad dash through the fog with these monsters picking off NPC's, and the NPC's shouting for them to run. Encounter ends when they reach a cave/safe space/waterfall, and make it to safety in the nick of time, but after several NPC's have died. This would introduce them to the seriously dangerous monsters without making it a battle they can either "cheat" by blowing wind to remove clouds, or in which they will likely be killed.
I'd open this section of campaign wit ha strict talking-to by an NPC that the island has foes they could never hope to best, so if he shouts "run", they should run! Their purpose is to protect against the more numerous "small" critters on the island.
There's a great monster bit where the humans are in a thick fog bank and a monster is circling around them, emitting light from its...tummy...thorax...at intervals. So they just see random flash-flash-flash-attack.
That seems like it could translate well into D&D. You could roll a d8 and see if the players can guess which cardinal or ordinal direction the attack comes from? If the players guess right, they get advantage; if the monster is behind them, it gets advantage?
Or maybe a pattern? Set the fight up so that the flash goes off five times each time it ambushes them out of the fog? It gets advantage at first, but if the players spot the pattern they get advantage each time?
I feel like there's a cool encounter mechanic here.
This could work, it would be about deception of where the creature is and where it is going. The creature would have to contend with the players having readied actions so couldn't attack without them attacking it back. You might have to ask them to specify the direction they are anticipating, then give them disadvantage if it's adjacent to the direction (IE comes from north-west when they anticipate west) and deny them any attack if it comes from a different direction.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Skull Island would be a great place for a Party to explore. However, as discussed in that other thread, unless you want a Samuel Jackson style TPK, Kong should not be the BBEG.
I liked the giant stick bug that completely blended in with the flora of its environment. Huge can camoflage.
Jander Sunstar is the thinking person's Drizzt, fight me.
When you design the encounter, make sure to put yourself in the player's shoes and think about how they'd approach it. I know a lot of players that would simply be frustrated by an encounter where the enemy just gets free shots at them and they can't see anything. I know others that would be racking their brains trying to figure out how to dispel the fog or restrain the monster or otherwise totally throw a wrench in the vision you have for the encounter.
Personally, I'd do this more as a narrative scene setting up the combat, maybe with some skill checks that could affect which side has the upper hand when combat starts. Or maybe even not a combat at all, as whether or not you are in initiative order can greatly affect how a player approaches a problem.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
No doubt. Act Three of my Orc Campaign. The Birthplace of the Giants.
It would make an effective plot feature for an "escape the near impossible foe" encounter. Put them on the top of a cliff or something with only one way to run and several NPC's around (preferably ones they like, or have encountered enough to have some feelings about one way or another) and then orchestrate their mad dash through the fog with these monsters picking off NPC's, and the NPC's shouting for them to run. Encounter ends when they reach a cave/safe space/waterfall, and make it to safety in the nick of time, but after several NPC's have died. This would introduce them to the seriously dangerous monsters without making it a battle they can either "cheat" by blowing wind to remove clouds, or in which they will likely be killed.
I'd open this section of campaign wit ha strict talking-to by an NPC that the island has foes they could never hope to best, so if he shouts "run", they should run! Their purpose is to protect against the more numerous "small" critters on the island.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!