So I was a Kickstarter backer of Obojima and have been very excited to see it released on DnD Beyond such that I can easily run a campaign with friends. While Obojima's an amazing setting, and the included adventures are a great start, I was thinking it'd be nice to have some shared tools as DMs to have one-off sessions per the spirit of Obojima. Basically, just a bit more of a starting point to plan a session's worth of adventure than what's been provided in the campaign setting book.
For instance, take Okiri's Adventure Hooks section. It's easy to see how those Adventure Hooks could lead to a session, but let's pool our resources to make planning a full session a bit easier (like a writers room brainstorm where we share ideas).
For the Party Crashers adventure hook, it's basically a festival and it might be disrupted. Straightforward and great simple adventure hook. So what gaps do we need to fill in for this session? Well... we'll need a festival, and so we'll want festival games etc... The book notes Blotcher as a main game of the town, so that probably wants to be part of it. If you're a DM and you've already thought of an Okiri Village festival that fits this adventure hook, or literally anything else you've fleshed out from the book, share it below!
Place: Okiri village Adventure Hook: Party Crashers The celebratory air of one of the village’s vegetable festivals attracts a rowdy band of yokarios whose antics threaten to disrupt all the fun.
Simple adventure hook and excuse to hold a festival. Here's a bunch of content I've got for an Okiri festival. The yokarios disrupt the Blotcher tournament before the final round.
Festival Games (with modifier at start)
These Festival games don't really have tangible prizes. But it's understood that people who do well at one of the games tend to earn the apppreciation and respect of the townsfolk. This is mechanically tied to the ultimate event: Blotcher. Players who win their respective games receive high praise from the crowd, and are likely to be bought drinks or otherwise gain fans in the festival atmosphere. Mechanically, this gives them one Inspiration to be used in Blotcher, where a crowd member will shout to inspire them, or tell them to, e.g., "watch out on your left!"
STR - Wrestling tournament (sumo rules)
Three rounds, 8 people total, contested Athletics or Acrobatics checks. To improve on sheer randomness, players get a conditional 1d4 sometimes. the format is:
Players roll their D20 check
Players put a hidden 1d4 in front of them to signal whether they will use their desparation die. If their 1d4 is placed with 4 up, then they are opting to use the 1d4. Otherwise they save it.
Players use 1d4 when they want to use a boost in desparation. Once they have used their 1d4, it will recharge in three rounds. So if the player uses 1d4 on round 1, it will be recharged for round 4.
DEX - Dragon sheep shepherd sling test of accuracy
Tossing stones to try and get them through holes in wooden boards 50’ away. The targets have a DC20 to get one through a hole. Players get 5 stones, and compete among groups of four at once. Slings typically have a range of 30 (120).
INT - Latchhook.
Players inspect a latchhook square from behind, where the player has to pick the exact centre of a square and latchhook just that strand. The player latches the hook, then the success/failure is revealed by turning it over. Players roll an Investigation check to determine the ideal spot. DC 22 to land it perfect. Costs one Copper bud to try (max 5 tries), and first to win gets a jar full of jelly beans.
CON – Pumpkin mead drinking contest
5 people on stage, race to finish 2 flagons (2.2 litres)
Roll repeated CON saves during this, where each CON save is increasingly more difficult.
But! If players do exceedingly well on the previous CON save (>5 above the DC), they roll with advantage on the next one. Likewise, if the player rolls >5 less than the DC, then they get disadvantage on the next round.
Ex: if the DC is 10, then a 16 roll gives the player advantage for the next round. A roll of 4 would give the player disadvantage.
If players fail 2 CON saves in a row, they are out (barf, defeated, other).
Rd1 = DC10, and every successive round is +1 to the DC
WIS – Sheep dragon herding, race to get the sheep dragon to fly through a series of hoops
Think dog show, run by the Torrelli Brothers. Players should use animal handling or persuasion to get the Sheep Dragon to do as they want.
See rules for Mead drinking contest, but here we’re using WIS/CHA and a sheep dragon on an obstacle course.
Hoop 1 = DC10, and every successive round is +1 to the DC
CHA – Dance of the wool harvest
A traditional dance to give thanks to the island for the harvest, often performed alongside a Sheep Dragon and which is full of elegant swoops to play to the grace of Sheep Dragons. Players should use animal handling or persuasion to get the Sheep Dragon to do as they want.
Break into 4 segments reflecting the seasons, each with their own DC15 check to see how well they perform:
the sowing of the seeds for feed
the raising of the young
the boundless joy of the summer
the autumn wool harvest
Main event: BLOTCHER TOURNAMENT
The main event is the village’s local game: Blotcher
The tournament has 8 teams, 3 rounds.
The grand prize this year is a bicycle / a set of simple potions / a piece of tech
The Yokarios should disrupt the tournament after/during the semifinal, which lets the final be the grand finale of the night.
Rules for Blotcher: (teams of [INSERT PARTY SIZE]) compete in a sling-based game of paintball/dodgeball using overripe produce.
The field is 30x65 rectangle split into two sides with a 5’ no-man's land gap between each side. Players start at their side by their produce bin. On their turn, they can move their total movement, but keep in mind a Sling’s range is 30 (120). So you may end your turn near the front, or the very back.
As a bonus, attacks made against opponents just 10’ away are made with +2 to the attack roll.
"2 hits and you’re out.” After a player is hit twice by an opposing team, they must drop their produce and leave the field.
This game uses special rules. By default, players get no bonus actions. Teammates can use one of four custom actions:
Reload. the teammate fetches produce from the bin for the team to use. Roll 1d4 + INT or WIS to see how much produce they get to equip the team. The teammate can dispense whatever they wish to their teammates if they are within 5' of them. The teammate taking the Reload action can also collect produce from a fallen teammate this way as a bonus action if they move to within 5' of where the fallen teammate left their produce.
Sling. using a Sling (i.e. literally the DnD item), the player launches an attack using their normal Sling stats. Players should add a Sling to their inventory to make it easy.
As an extra rule for Blotcher, the attacker can sling an extra piece of produce at once if they have it, increasing their roll by +2 and consuming both pieces of produce.
Block.a player wielding a shield (often a pot lid) can take their action to Block. The player cannot move on their turn. If the player chooses the Block action, they perform a sort of Bait and Switch maneuver as a reaction, with a reach equal to their movement speed. How it works: the Block player prepares a Reaction to switch places with a teammate of their choice in an attempt to move them out of harm’s way. The player moves to the target teammate and pushes them one space back towards their produce bin. The Block player rolls 1d6 and then adds this number either to their own AC, or to the AC of the target teammate. If, after adding the 1d6 to the player or teammate's AC, the teammate’s AC is still lower than the attack roll, the teammate is hit anyways. If the player’s AC is lower than the attack roll, the player gets hit in their place. If both player and teammate’s AC is lower than the attack roll, the player chooses who gets hit. If both ACs are higher than the attack, the attack is completely blocked.
Hold.the player can hold their Sling action to wait for an opportune moment. The player receives a +3 to their AC for the round, and rolls a d20 Sling attack to set their “Hold” DC. If the enemy team rolls an attack lower than half that DC, the player using the Hold action can use their Reaction to fire a Sling action with advantage at that opposing player.
Ex: if the player uses Hold and rolls a 14, then if any of the opposing team rolls a 7 or below, the Hold player gets to launch a reaction Sling attack with advantage.
So I was a Kickstarter backer of Obojima and have been very excited to see it released on DnD Beyond such that I can easily run a campaign with friends. While Obojima's an amazing setting, and the included adventures are a great start, I was thinking it'd be nice to have some shared tools as DMs to have one-off sessions per the spirit of Obojima. Basically, just a bit more of a starting point to plan a session's worth of adventure than what's been provided in the campaign setting book.
For instance, take Okiri's Adventure Hooks section. It's easy to see how those Adventure Hooks could lead to a session, but let's pool our resources to make planning a full session a bit easier (like a writers room brainstorm where we share ideas).
For the Party Crashers adventure hook, it's basically a festival and it might be disrupted. Straightforward and great simple adventure hook. So what gaps do we need to fill in for this session? Well... we'll need a festival, and so we'll want festival games etc... The book notes Blotcher as a main game of the town, so that probably wants to be part of it. If you're a DM and you've already thought of an Okiri Village festival that fits this adventure hook, or literally anything else you've fleshed out from the book, share it below!
I'll start with mine as 1st response.
Cheers -- Crawkletoes
Place: Okiri village
Adventure Hook: Party Crashers
The celebratory air of one of the village’s vegetable festivals attracts a rowdy band of yokarios whose antics threaten to disrupt all the fun.
Simple adventure hook and excuse to hold a festival. Here's a bunch of content I've got for an Okiri festival. The yokarios disrupt the Blotcher tournament before the final round.
Festival Games (with modifier at start)
These Festival games don't really have tangible prizes. But it's understood that people who do well at one of the games tend to earn the apppreciation and respect of the townsfolk. This is mechanically tied to the ultimate event: Blotcher. Players who win their respective games receive high praise from the crowd, and are likely to be bought drinks or otherwise gain fans in the festival atmosphere. Mechanically, this gives them one Inspiration to be used in Blotcher, where a crowd member will shout to inspire them, or tell them to, e.g., "watch out on your left!"
STR - Wrestling tournament (sumo rules)
DEX - Dragon sheep shepherd sling test of accuracy
INT - Latchhook.
CON – Pumpkin mead drinking contest
WIS – Sheep dragon herding, race to get the sheep dragon to fly through a series of hoops
CHA – Dance of the wool harvest
Main event: BLOTCHER TOURNAMENT
I haven't even purchased obojima yet and this makes me even more excited for it