The group of adventures just escaped the clutches of the Slave Lords and are now trying to survive a dangerous dinosaur infested jungle and find a way to escape. They have limited supplies and very few weapons. They found the old ruins of a temple garden as they travelled through mangrove everglade like biome. They were attacked by yellow musk zombies and a deadly snake as they finally found a place to rest for the night. They have some beat up rafts and know of a river nearby.
Couple others were split from the party after surviving a dangerous roper ambush, and near death they crawled out of a cave near a "?" village (in my game these are race of vulture people) these natives aid the slavers in capturing escapees. The players do not know where the first group is, but they aren't too far off.
They know about the secret docks where the slavers keep their ships but do not know where it is and they know there is some pirate town but also do not know the direction it is.
There is something that lives at the Ruins they have not encountered.
There goal is to escape
My question are ... if this was your game.
What would be that encounter at the Ruins? Friendly, Dangerous, potentially both?
What type of village could the other group encounter? What type of encounters could happen with the other group? Is it instantly dangerous or could the party find allies there?
How as a DM would you try to get the party back together?
What means of escape or tools for escape would you sprinkle in or would you leave it up to the players to creatively solve?
The ruin encounter could be a loose cannon, someone that could either help them or be dangerous given how they react and behave, a smuggler, adventurer in search of something in the region.
The Village could be made out of people that managed to stay away from the slavers and the other predators of the place, through Mystical means( Shamanistic /Druidic powers), they would be afraid of the strangers, but with the right social interaction they coumd offer some help, food and shelter for a time and even some primitive weapons, but they would'nt want to risk their village safety and so they won't do more then that, they can however send a guide with them, someone that ahs the habit of slipping outside the village for foraging and hunting.
Both parties could decide that their best bet to get out of this place is to either stow away in one of the ships on the slavers docks or to steal One, and has they make their way there, they either find each others or they encounter each others on the Docks.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
If they encountered the zombies near the ruins, then the ruins have likely been corrupted by some undead/fiend. That might also help ward off the search parties sent by the slavers. They would be able to find the ingredients for healing potions in the garden, if anyone thinks to look(unlikely).
The village is filled with wererats who basically have a business deal with the slavers. I would put one person in the village who actually isn't a wererat and works with an anti-slave group that tries to help runaways. They can gain some basic supplies there, through multiple options, and might gain a map of the area, or be told of the pirate towns location. They also would have a chance of learning where the last squad of slavers searchers stopped following the other half of the party believing them to be dead.
Beyond that, the players at the ruins might make survival checks to gain information on their location. If they are not to far away, then they might be able to find their way to the village. Perhaps along the way, they find clues pointing to this being the ancient location of a slave empire.
Once/If the party is back together, we can move on to them making good their escape. In my experience, this usually includes burning something down.
Once/If the party is back together, we can move on to them making good their escape. In my experience, this usually includes burning something down.
HAHA love this! so true
The ruin encounter could be a loose cannon, someone that could either help them or be dangerous given how they react and behave, a smuggler, adventurer in search of something in the region.
I was thinking it could be good or bad depending on how they react. I was thinking of a Hag. But, the idea of another adventurer is interesting.
The Village could be made out of people that managed to stay away from the slavers and the other predators of the place, through Mystical means( Shamanistic /Druidic powers), they would be afraid of the strangers, but with the right social interaction they coumd offer some help, food and shelter for a time and even some primitive weapons, but they would'nt want to risk their village safety
That's a different way to go. I was thinking they aid the slavers, but the idea of a hidden natives so to speak that could potential aid or hinder is another way to go. They sorta ran into this in the caverns below with myconids.
If they encountered the zombies near the ruins, then the ruins have likely been corrupted by some undead/fiend. That might also help ward off the search parties sent by the slavers. They would be able to find the ingredients for healing potions in the garden, if anyone thinks to look(unlikely).
The zombies were yellowmusk creeper zombies so... fungus zombies. But, I like the idea of finding things to help them in the area. :)
The village is filled with wererats who basically have a business deal with the slaver ... I would put one person in the village who actually isn't a wererat and works with an anti-slave group that tries to help runaways.
I like the potential ally in the village. I also like wererats :) actually that is already in play.
I'm pretty sure they'll try to steal a boat. If I was playing I think I would try to make one from the rotting canoes.
The group of adventures just escaped the clutches of the Slave Lords and are now trying to survive a dangerous dinosaur infested jungle and find a way to escape. They have limited supplies and very few weapons. They found the old ruins of a temple garden as they travelled through mangrove everglade like biome. They were attacked by yellow musk zombies and a deadly snake as they finally found a place to rest for the night. They have some beat up rafts and know of a river nearby.
Couple others were split from the party after surviving a dangerous roper ambush, and near death they crawled out of a cave near a "?" village (in my game these are race of vulture people) these natives aid the slavers in capturing escapees. The players do not know where the first group is, but they aren't too far off.
They know about the secret docks where the slavers keep their ships but do not know where it is and they know there is some pirate town but also do not know the direction it is.
There is something that lives at the Ruins they have not encountered.
There goal is to escape
My question are ... if this was your game.
The ruin encounter could be a loose cannon, someone that could either help them or be dangerous given how they react and behave, a smuggler, adventurer in search of something in the region.
The Village could be made out of people that managed to stay away from the slavers and the other predators of the place, through Mystical means( Shamanistic /Druidic powers), they would be afraid of the strangers, but with the right social interaction they coumd offer some help, food and shelter for a time and even some primitive weapons, but they would'nt want to risk their village safety and so they won't do more then that, they can however send a guide with them, someone that ahs the habit of slipping outside the village for foraging and hunting.
Both parties could decide that their best bet to get out of this place is to either stow away in one of the ships on the slavers docks or to steal One, and has they make their way there, they either find each others or they encounter each others on the Docks.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
If they encountered the zombies near the ruins, then the ruins have likely been corrupted by some undead/fiend. That might also help ward off the search parties sent by the slavers. They would be able to find the ingredients for healing potions in the garden, if anyone thinks to look(unlikely).
The village is filled with wererats who basically have a business deal with the slavers. I would put one person in the village who actually isn't a wererat and works with an anti-slave group that tries to help runaways. They can gain some basic supplies there, through multiple options, and might gain a map of the area, or be told of the pirate towns location. They also would have a chance of learning where the last squad of slavers searchers stopped following the other half of the party believing them to be dead.
Beyond that, the players at the ruins might make survival checks to gain information on their location. If they are not to far away, then they might be able to find their way to the village. Perhaps along the way, they find clues pointing to this being the ancient location of a slave empire.
Once/If the party is back together, we can move on to them making good their escape. In my experience, this usually includes burning something down.
HAHA love this! so true
I was thinking it could be good or bad depending on how they react. I was thinking of a Hag. But, the idea of another adventurer is interesting.
That's a different way to go. I was thinking they aid the slavers, but the idea of a hidden natives so to speak that could potential aid or hinder is another way to go. They sorta ran into this in the caverns below with myconids.
The zombies were yellowmusk creeper zombies so... fungus zombies. But, I like the idea of finding things to help them in the area. :)
I like the potential ally in the village. I also like wererats :) actually that is already in play.
I'm pretty sure they'll try to steal a boat. If I was playing I think I would try to make one from the rotting canoes.