I am going to dm a short solo session around the PCs local town (Phandalin from a just finished lost mine of phandelver) for each of my players, on their own, before we go back into the campaign.
They're probably going to go around and buy stuff at the start but I want to do something fun with them after. I was trying to bring in parts of character backstorys but for some of them there isn't really anything applicable.
Anyone have any ideas of what I can do?
All help would be greatly appreciated and thanks to all those who respond.
Good Ol'Tavern Brawl! Have it start with a PC knocking a drink over or someone cheating at gambling. Let it run for a few rounds before the town guards show up and restore order.
You Gotta Pick A Pocket Or Two! A local "youth" is trying to prove his worth to the local thieves guidl or is just trying to make ends meet and "bumps" into a PC, roll Slieght of hand vs PC's passive perception and see if the PC notices, if they don't have the youth escape with something interesting.
The Old Reverse Pickpocket! Someone pumps into a PC and places a stolen item into their pocket, another Slight of Hand vs Passive Perception check to see if successful, if it is then add a stolen ring to their equipment and possible have the owner come looking for it at a later stage.
An Ode To First Love! One of the PC's is appraoched by a local in need of some advice and possibly a wingman to woo the love of his life. Have some performance checks to write/read some poetry, music or songs and see what happens.
The Woman Who Cried Rat! A PC hears a cry for help and finds a woman stuck half in/half out of a sewer. She claims a half human/half rat like creature tried to pull her into the sewers. Repeat as needed with slightly different locations such as a well, the tavern cellar, local church crypt etc.
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Good Ol'Tavern Brawl! Have it start with a PC knocking a drink over or someone cheating at gambling. Let it run for a few rounds before the town guards show up and restore order.
You Gotta Pick A Pocket Or Two! A local "youth" is trying to prove his worth to the local thieves guidl or is just trying to make ends meet and "bumps" into a PC, roll Slieght of hand vs PC's passive perception and see if the PC notices, if they don't have the youth escape with something interesting.
The Old Reverse Pickpocket! Someone pumps into a PC and places a stolen item into their pocket, another Slight of Hand vs Passive Perception check to see if successful, if it is then add a stolen ring to their equipment and possible have the owner come looking for it at a later stage.
An Ode To First Love! One of the PC's is appraoched by a local in need of some advice and possibly a wingman to woo the love of his life. Have some performance checks to write/read some poetry, music or songs and see what happens.
The Woman Who Cried Rat! A PC hears a cry for help and finds a woman stuck half in/half out of a sewer. She claims a half human/half rat like creature tried to pull her into the sewers. Repeat as needed with slightly different locations such as a well, the tavern cellar, local church crypt etc.
Famous: Have a PC followed by two cloaked NPCs, subtle at first, but persistent, bring in a bit of paranoia, let him escape just to have them show up a bit later. If the PC confronts them turns out it's just two very dedicated fans, that admire the PC and the stories they heard about them.
The horse deal: A merchant steps up to a PC on the Street with a beautiful and strong Horse he wants to sell (Could also be a magic weapon, whatever fits the PC best) let them haggle and give them the feeling they made the better deal, An hour later the Illusion fades and the PC is left with a normal, cheap horse (or a shabby weapon, it's magical, but the only magic is 1hr/day to look like a valuable magic weapon) the merchant is nowhere to be found.
Celebrity judge: There's a bard contest at the townsquare, and PC is asked to act as a judge in the last round (just get two funny poems from the www) for the rest of the day he gets offered free beer and a 5% discount on anything they're buying.
The Fortuneteller: A PC gets offered a palm reading from a wise old woman, she sees a lot of good things, luck in haggling, a new, loyal friend, them finding a treasure, but an inevitable misfortune at the end of the day. PC has luck in striking a bargain (fudged DM roll), a friendly dog starts following them around, they find a golden trinket on the street... at the end of the day someone bumps in to them spilling red wine on their clothes (or something similar trivial).
Famous: Have a PC followed by two cloaked NPCs, subtle at first, but persistent, bring in a bit of paranoia, let him escape just to have them show up a bit later. If the PC confronts them turns out it's just two very dedicated fans, that admire the PC and the stories they heard about them.
The horse deal: A merchant steps up to a PC on the Street with a beautiful and strong Horse he wants to sell (Could also be a magic weapon, whatever fits the PC best) let them haggle and give them the feeling they made the better deal, An hour later the Illusion fades and the PC is left with a normal, cheap horse (or a shabby weapon, it's magical, but the only magic is 1hr/day to look like a valuable magic weapon) the merchant is nowhere to be found.
Celebrity judge: There's a bard contest at the townsquare, and PC is asked to act as a judge in the last round (just get two funny poems from the www) for the rest of the day he gets offered free beer and a 5% discount on anything they're buying.
The Fortuneteller: A PC gets offered a palm reading from a wise old woman, she sees a lot of good things, luck in haggling, a new, loyal friend, them finding a treasure, but an inevitable misfortune at the end of the day. PC has luck in striking a bargain (fudged DM roll), a friendly dog starts following them around, they find a golden trinket on the street... at the end of the day someone bumps in to them spilling red wine on their clothes (or something similar trivial).
I am going to dm a short solo session around the PCs local town (Phandalin from a just finished lost mine of phandelver) for each of my players, on their own, before we go back into the campaign.
They're probably going to go around and buy stuff at the start but I want to do something fun with them after. I was trying to bring in parts of character backstorys but for some of them there isn't really anything applicable.
Anyone have any ideas of what I can do?
All help would be greatly appreciated and thanks to all those who respond.
Look up the app "RPG Generator" on the Google Play store. It'll be a white icon, with two dragon serpents slightly coiling around each other. I haven't really used it all too much myself, BUT, it may offer you inspiration, and or maybe ideas that might compound further for you on this matter.
Rollback Post to RevisionRollBack
Enjoy your slop. I'll be enjoying good products elsewhere.
The Fortuneteller: A PC gets offered a palm reading from a wise old woman, she sees a lot of good things, luck in haggling, a new, loyal friend, them finding a treasure, but an inevitable misfortune at the end of the day. PC has luck in striking a bargain (fudged DM roll), a friendly dog starts following them around, they find a golden trinket on the street... at the end of the day someone bumps in to them spilling red wine on their clothes (or something similar trivial).
I created a Fortune teller npc with a d100 table for 'fortunes' (most of which may be entirely BS but you can always use some to incorporate into the game at later times...even just to mess with their minds - LOL!)
"Sitting within the dark shadows of this tent is an elderly tiefling with deep red skin and striking golden eyes. She wears flowing robes adorned with trinkets and charms, and her long fingers are adorned with ornate rings. She moves with a graceful, almost hypnotic sway, and her voice is soft and alluring which seems to draw visitors in and make them feel at ease.
Her tent is a permanent fixture in the revitalized Refugee district just outside Helm's Hold, exuding an air of dark mystery. The tent is made of thick, black canvas supported by a sturdy wooden frame. The entrance is adorned with a deep purple velvet curtain that shimmers in the moonlight.
As visitors enter the tent, they are greeted by the scent of burning incense and the flickering of candles. The tent's interior is dimly lit, with shadowy corners and alcoves. The furnishings are simple but elegant, with a few plush cushions and a small wooden table. On the table sits a crystal ball, a deck of tarot cards, and various other divination tools."
Basic Reading: 2sp In-depth reading: 5sp Love reading: 1gp Curse (removal or bestowal-on an enemy): 10gp Mediumship(contacting the dead): 15gp
Madame Seraphina is a mysterious fortune-teller who operates a small tent in the revitalized Refugee district just outside of Helm's Hold, offering her services to those seeking guidance or answers. She is rumored to have access to divination magic and is known for her enigmatic predictions that often come true. However, she is also known to be manipulative and deceptive, using her talents to exploit the vulnerabilities of her clients for her own gain.
In truth, Madame Seraphina is a charismatic huckster whose readings and predictions are unequivocally false, though vague and observationally informed enough to seem accurate more often than not. Unbeknownst to her, there are occasions when she received flashes of more accurate insight. When She performs a reading, roll a d20; on a 20, you may choose to integrate her prediction into the life of the player/victim.
Using a percentile die, the following table can provide a brief, 'basic reading' or be used as the creative starting point for a more 'in-depth' or 'love reading.'
)Can't take credit for the table below, I pinched most of it from somewhere online and made modifications as I saw fit. Feel free to do the same.)
d100
Entry
1
Beware of the blinding red light. If you see this light, you must flee. It will only bring you death!
2
You will find the answer to a long, mysterious riddle in your family bloodline buried between two oak trees west of the village you grew up in.
3
A path of death lies in your wake.
4
Greed is a poor man’s compass; I see gold and riches in your future.
5
A single wolf is slaughtered by many enemies that surround it. Let this be a warning sign of danger that is preventable by the pack.
6
The truth will come from a child’s toy. The lie will come from a weapon.
7
You must drink of the poison well and eat of the spoiled pantry.
8
Follow the flight of birds, never in winter, always returning.
9
A song contains a wish. Only the name will answer.
10
The mother has disguised herself. Her babe is lost and will not return. She will nurse no other.
11
The gears turn long after the machine has been broken. He who built it cannot mend it. He who holds it cannot carry it. He who finds it cannot speak it.
12
Gaze through the cracked window, and only then will you see clearly.
13
Beware the men with gills. Speak not to the sea or the southern wind.
14
Beware the snake’s venom, not its bite.
15
Travel five days with the silver star at your heels, then cross the raging river. There you will come to realize your true self.
16
The light will be in the shadowiest darkness.
17
Not all the frogs are in the pond; beware of them.
18
One for the fire, two for the clouds, and three for the knights.
19
Don’t trust the song of the birds.
20
Cloak in the water. The man is crying. Let the leaf falls, and everything will be fine.
21
For one wish to make, it’ll be more wish to crumble.
22
In the high plain, there’s a dark moon. Don’t follow the light.
23
When the dawn comes on the birthday of the mother, rats and snakes will devour all hope.
24
Near the mountains, there is a grey falcon. Look at the eyes, and you’ll die. Look at the tail, and you’ll be rich.
25
Don’t move when the night song comes, or you’ll gain something you don’t want and lose something you want to keep.
26
Today was possibly the most important day of your life! Congrats.. oh… you missed it… tsk tsk tsk… What a shame… A do-over, then! Tomorrow you will wake up, and it will be today. Make sure you return, or that decree will stay. k, Bye!
27
Do not trust your thoughts. They will hinder your victory.
28
A figment in blue will cross your path tomorrow. You will know it when you see the sign. You must turn around four times and speak the following words (choose one of the following phrases):
"Gaze into the beyond."
"Embrace your destiny's calling."
"Unleash the power within."
"Find the truth inside."
"Seek the hidden knowledge."
"Unlock your inner sight."
"Chase your dreams courageously."
"Open your mind's eye."
"Discover your path ahead."
"Let your spirit soar."
29
And through the drifts the snowy clifts Did send a dismal sheen: Nor shapes of men nor beasts we ken The ice was all between.
30
If you believe in telekinesis, raise my hand. The fortune teller then proceeds to raise their hand.
31
When you are done, the spirit haunting will pass over you.
32
A dragon will give you a jewel. Beware the generous miser.
33
The path less traveled is paved in gold.
34
Find the woman who gives birds their song.
35
Beware, young mouse, for the lion is thorned.
36
(Do/Do not) Cross the Mountain!
37
(1d10) Stars Mark the Path!
38
The Moon Shines Brightest to Those in Her Favor.
39
Speak Not The Name Unspoken; They Listen, Always.
40
Beware, for the Great Gyre is Nigh; The Slouching Beast Will Soon Arrive!
41
Swords Shall Pierce Thine Heart; Pin Thy Love Lest It Be Lost.
42
Three Crones Shall Visit Thee, and Their Lights Shall Reveal the Truth of What Thou Doth Seek!
43
Keep a candle burning, lest the dark take even your fears away.
44
Build Not Houses of White Stone.
45
Three Coins Must Ye Pay; Three Prices Dear, Secrets Thrice Revealed, ‘ere The Light of Day.
46
Gold, Silver, Copper; Never in the Opposite Order!
47
Spill Forth a Dram for the Lost; Make Merry in the Name of Those Who Pay the Highest Price!
48
You Must Seek the Leaf that Grows Not On Any Tree!
49
Jump the Broom; Dance above the Blades!
50
Sphinx of Black Quartz, Judge Thy Vow.
51
Seek the Egg of Stone; Face the Dragon!
52
Your nights will grow colder still to match the heat of growing fires.
53
Trust the twin with no siblings, but abhor the lone child.
54
The face of the one you seek is thus- a busker at dawn; a composer at noon; a patron at dusk; a maestro under the stars.
55
Your money, here, have it back. The fortune you’ve asked me to read, never shall I speak of it in this life or any hereafter.
56
A wilting lineage droops to shadowy lows. What the rotten fruit begets chokes out the tree of its birth.
57
Beware! Blessings from above may be curses from below!
58
A helping hand will come from an unlikely place. Trust it at your own peril.
59
When the leaves fall from the trees so too shall the stars fall from the sky.
60
The wisest men envy the grave.
61
The poison of the moon lies only once.
62
There be dragons in ye head. Make sure to feed them.
63
The treasure you are looking for is in the fruit.
64
Poorly dressed skanks like you will die alone. Naked, and alone. (Works best in an arctic setting, or not.)
65
Never bring upon yourself the wrath of the chicken. You may think this a metaphor, but it is not. Their beaks are sharp, like my toes.
66
Your hands will taste of orange in the near future.
67
That which you hold most dear will turn against you and lead you to ruin
68
Your actions have had unintended and unforeseeable consequences and have placed into action the final piece of that which now approaches you. You are the harbinger of your own death
69
The thoughts you have had but not put into action are leading you down a path to your own undoing
70
The fall of slow rain upon the barren field will lead you to the house which shelters your destiny
71
Steel your heart for the darkness ahead. Your betrayal has already happened though you do not yet know it.
72
Seek ye the good behind the bad and beware the bad behind the good.
73
Never lick a horse in the mouth; they bite.
74
A Fall is Coming; Winter Just Round the Bend; Enjoy Spring; Summer Shall Bring An End!
75
Let Not Cold Enter Your Heart, For Then Only Love Can Drive It Out!
76
The black sky will shield you from your enemies. Travel by night.
77
The rope with which you climb may also hang you if you are not careful.
78
You will be an old man/woman by the time your quest is complete.
79
Fools will take great heed of your words. Use this to your advantage.
80
A shrewd and very attractive fortune teller has put a curse on you. I will remove it for an additional sum.
81
Trust not the travelers numbering odd.
82
Take something old, give something new, doubt something red, trust something blue.
83
Left at the stream, at the face, look right, crawl through the dark, and you will find the light!
84
Salt thy wounds, relish the sting, sweet is the knave, and bold is the king.
85
Thrice will call the raven, heed its warn lest the fourth cry your dirge.
86
Between silver and gold, choose evil’s bane. Between fire and chill, the lady’s kiss.
87
The shadow of the dragon is an omen, but coming of the wolf is the sign.
88
Begrudge not the thieving monkey, lest you take its place in the tiger’s jaws.
89
Lay not your head in the barn animals’ bed, for the headsman soon calls.
90
A copper for the maid, a silver to the beggar, and a gold for a lonely tune may open the vault of riches to you.
91
Someone you remember, someone you forget, someone with a favor, another with a threat.
92
Poor fortune for ye unless you confess your guilt to the willow tree.
93
Your luck is a shame until you trade with your mate who has one of the same.
94
A fortune most cold if you do as you’re told.
95
Torch and candle, wax and wick, in the hall of fire, move right quick!
96
Look for the priestess; she will bring salvation.
97
An ancient empire will rise from the waves along with ancient secrets.
98
Only when the lovers are reunited can the curse be broken.
99
As the hermit emerges from hiding, darkness shall soon emerge as well.
100
Watch for a nobleman in red, for he is a devil in disguise.
Hello my fellow masters of the dungeons 👋.
I am going to dm a short solo session around the PCs local town (Phandalin from a just finished lost mine of phandelver) for each of my players, on their own, before we go back into the campaign.
They're probably going to go around and buy stuff at the start but I want to do something fun with them after. I was trying to bring in parts of character backstorys but for some of them there isn't really anything applicable.
Anyone have any ideas of what I can do?
All help would be greatly appreciated and thanks to all those who respond.
Here's a few:
Good Ol'Tavern Brawl! Have it start with a PC knocking a drink over or someone cheating at gambling. Let it run for a few rounds before the town guards show up and restore order.
You Gotta Pick A Pocket Or Two! A local "youth" is trying to prove his worth to the local thieves guidl or is just trying to make ends meet and "bumps" into a PC, roll Slieght of hand vs PC's passive perception and see if the PC notices, if they don't have the youth escape with something interesting.
The Old Reverse Pickpocket! Someone pumps into a PC and places a stolen item into their pocket, another Slight of Hand vs Passive Perception check to see if successful, if it is then add a stolen ring to their equipment and possible have the owner come looking for it at a later stage.
An Ode To First Love! One of the PC's is appraoched by a local in need of some advice and possibly a wingman to woo the love of his life. Have some performance checks to write/read some poetry, music or songs and see what happens.
The Woman Who Cried Rat! A PC hears a cry for help and finds a woman stuck half in/half out of a sewer. She claims a half human/half rat like creature tried to pull her into the sewers. Repeat as needed with slightly different locations such as a well, the tavern cellar, local church crypt etc.
Thanks very much for the help!
The titles are great.
Famous: Have a PC followed by two cloaked NPCs, subtle at first, but persistent, bring in a bit of paranoia, let him escape just to have them show up a bit later. If the PC confronts them turns out it's just two very dedicated fans, that admire the PC and the stories they heard about them.
The horse deal: A merchant steps up to a PC on the Street with a beautiful and strong Horse he wants to sell (Could also be a magic weapon, whatever fits the PC best) let them haggle and give them the feeling they made the better deal, An hour later the Illusion fades and the PC is left with a normal, cheap horse (or a shabby weapon, it's magical, but the only magic is 1hr/day to look like a valuable magic weapon) the merchant is nowhere to be found.
Celebrity judge: There's a bard contest at the townsquare, and PC is asked to act as a judge in the last round (just get two funny poems from the www) for the rest of the day he gets offered free beer and a 5% discount on anything they're buying.
The Fortuneteller: A PC gets offered a palm reading from a wise old woman, she sees a lot of good things, luck in haggling, a new, loyal friend, them finding a treasure, but an inevitable misfortune at the end of the day. PC has luck in striking a bargain (fudged DM roll), a friendly dog starts following them around, they find a golden trinket on the street... at the end of the day someone bumps in to them spilling red wine on their clothes (or something similar trivial).
Thanks!
Look up the app "RPG Generator" on the Google Play store. It'll be a white icon, with two dragon serpents slightly coiling around each other. I haven't really used it all too much myself, BUT, it may offer you inspiration, and or maybe ideas that might compound further for you on this matter.
Enjoy your slop. I'll be enjoying good products elsewhere.
I created a Fortune teller npc with a d100 table for 'fortunes' (most of which may be entirely BS but you can always use some to incorporate into the game at later times...even just to mess with their minds - LOL!)
"Sitting within the dark shadows of this tent is an elderly tiefling with deep red skin and striking golden eyes. She wears flowing robes adorned with trinkets and charms, and her long fingers are adorned with ornate rings. She moves with a graceful, almost hypnotic sway, and her voice is soft and alluring which seems to draw visitors in and make them feel at ease.
Her tent is a permanent fixture in the revitalized Refugee district just outside Helm's Hold, exuding an air of dark mystery. The tent is made of thick, black canvas supported by a sturdy wooden frame. The entrance is adorned with a deep purple velvet curtain that shimmers in the moonlight.
As visitors enter the tent, they are greeted by the scent of burning incense and the flickering of candles. The tent's interior is dimly lit, with shadowy corners and alcoves. The furnishings are simple but elegant, with a few plush cushions and a small wooden table. On the table sits a crystal ball, a deck of tarot cards, and various other divination tools."
POI Card image link
For the DM:
Pricing:
Basic Reading: 2sp
In-depth reading: 5sp
Love reading: 1gp
Curse (removal or bestowal-on an enemy): 10gp
Mediumship(contacting the dead): 15gp
Madame Seraphina is a mysterious fortune-teller who operates a small tent in the revitalized Refugee district just outside of Helm's Hold, offering her services to those seeking guidance or answers. She is rumored to have access to divination magic and is known for her enigmatic predictions that often come true. However, she is also known to be manipulative and deceptive, using her talents to exploit the vulnerabilities of her clients for her own gain.
In truth, Madame Seraphina is a charismatic huckster whose readings and predictions are unequivocally false, though vague and observationally informed enough to seem accurate more often than not. Unbeknownst to her, there are occasions when she received flashes of more accurate insight. When She performs a reading, roll a d20; on a 20, you may choose to integrate her prediction into the life of the player/victim.
Using a percentile die, the following table can provide a brief, 'basic reading' or be used as the creative starting point for a more 'in-depth' or 'love reading.'
)Can't take credit for the table below, I pinched most of it from somewhere online and made modifications as I saw fit. Feel free to do the same.)
A figment in blue will cross your path tomorrow. You will know it when you see the sign. You must turn around four times and speak the following words (choose one of the following phrases):
"Gaze into the beyond."
"Embrace your destiny's calling."
"Unleash the power within."
"Find the truth inside."
"Seek the hidden knowledge."
"Unlock your inner sight."
"Chase your dreams courageously."
"Open your mind's eye."
"Discover your path ahead."
"Let your spirit soar."
Nice one!