Trying my hand at Dming by converting a module for another game, but I feel like there’s an encounter that is confusing, so I want to replace it with a recap encounter. Here’s what I have so far:
When party stops to camp at night have them role investigation. On a 10+ they spot mushrooms growing in a patch of soil that are stained dark red, less than 10 they don’t find them. If they spot the mushrooms and want to know more, role a nature check to find out what the mushrooms are. 15+ they seem familiar, PC recalls them from a story they were told by an elder when they were a child. In particular in halfling fairy tales, redcaps were said to be former halflings cursed as punishment for betrayal, but these were just stories and nothing more.
If the PC rolls less that 15 describe them as “ they appear like tiny mushrooms with a saturated red coloring, just pushing their caps out of the soil, they’re probably poisonous given their dark red appearance, but you can try to eat them if you want”.
Moonlight should shine on the caps and produce redcap(s) overnight. Determine when this occurs based on rolls from PCs standing watch. If the watch rolls high they see the moonlight hit the mushrooms and they begin to glow. If they roll low they see nothing and the redcaps will attack with opportunity. The Number of redcaps produced depends on party makeup.
Inevitably, a PC is going to try and eat a mushroom, my question is “what should happen to a PC who eats a redcap mushroom?”
You might give them the Outsized Strength feature the Redcap has (maybe also an 18 STR), but every time they walk they make the sound of clanking iron boots, making Dexterity (Stealth) checks impossible (or just imposing disavantage, or a flat -10 penalty, like an anti-pass without trace). Effects persist until dawn, as long as the character is in moonlight.
I was thinking of making a table and having PCs make a constitution check resulting in different effects.
After some more pondering and based on redcap’s origin story I think the PCs should def face the threat of poisoning.. maybe even having a redcap burst from inside them on a Nat 1... But that might be fatal.
I was thinking of making a table and having PCs make a constitution check resulting in different effects.
After some more pondering and based on redcap’s origin story I think the PCs should def face the threat of poisoning.. maybe even having a redcap burst from inside them on a Nat 1... But that might be fatal.
yes it would be.
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Hi all,
Trying my hand at Dming by converting a module for another game, but I feel like there’s an encounter that is confusing, so I want to replace it with a recap encounter. Here’s what I have so far:
When party stops to camp at night have them role investigation. On a 10+ they spot mushrooms growing in a patch of soil that are stained dark red, less than 10 they don’t find them. If they spot the mushrooms and want to know more, role a nature check to find out what the mushrooms are. 15+ they seem familiar, PC recalls them from a story they were told by an elder when they were a child. In particular in halfling fairy tales, redcaps were said to be former halflings cursed as punishment for betrayal, but these were just stories and nothing more.
If the PC rolls less that 15 describe them as “ they appear like tiny mushrooms with a saturated red coloring, just pushing their caps out of the soil, they’re probably poisonous given their dark red appearance, but you can try to eat them if you want”.
Moonlight should shine on the caps and produce redcap(s) overnight. Determine when this occurs based on rolls from PCs standing watch. If the watch rolls high they see the moonlight hit the mushrooms and they begin to glow. If they roll low they see nothing and the redcaps will attack with opportunity. The Number of redcaps produced depends on party makeup.
Inevitably, a PC is going to try and eat a mushroom, my question is “what should happen to a PC who eats a redcap mushroom?”
You might give them the Outsized Strength feature the Redcap has (maybe also an 18 STR), but every time they walk they make the sound of clanking iron boots, making Dexterity (Stealth) checks impossible (or just imposing disavantage, or a flat -10 penalty, like an anti-pass without trace). Effects persist until dawn, as long as the character is in moonlight.
@MastofConflict That’s a good one, I Ike it!
I was thinking of making a table and having PCs make a constitution check resulting in different effects.
After some more pondering and based on redcap’s origin story I think the PCs should def face the threat of poisoning.. maybe even having a redcap burst from inside them on a Nat 1... But that might be fatal.
yes it would be.