As the party enters the outskirts of the dense forest, they spot a small, wooden cabin on the edge of the tree line. A withered, elderly figure hobbles out of the cabin's front door, dressed in a tattered brown robe with a gnarled wooden staff in hand. The figure introduces themselves as "The Gatekeeper", their voice quivering with a mix of fear and concern. The Gatekeeper warns the party of the dangers lurking within the woods, speaking of strange happenings, mysterious disappearances, and whispers of dark magic at play.The Gatekeeper could offer the party supplies or equipment that he has on hand, such as healing potions or enchanted items, in exchange for a favor or payment.
Beneath the Witch's Moon
This encounter is perfect for a high fantasy RPG game, and can be easily modified to suit any campaign setting. With the Gatekeeper acting as a hook, players will be intrigued and ready to take on the dangers of the forest. Once they reach the witch's lair, Dungeon Masters can use the various roleplay options to allow players to interact with the witch in a way that fits their character's personality. With the possibility of two different outcomes, DMs can use this encounter to create a branching story that will keep players engaged and on their toes. The encounter can also be easily adapted into a one-shot, with the party tasked with a specific mission from the witch, and the outcome determining the success or failure of the mission. Overall, this encounter provides a perfect blend of roleplay, danger, and intrigue that is sure to keep players engaged and excited for what's to come.
As the party enters the outskirts of the dense forest, they spot a small, wooden cabin on the edge of the tree line. A withered, elderly figure hobbles out of the cabin's front door, dressed in a tattered brown robe with a gnarled wooden staff in hand. The figure introduces themselves as "The Gatekeeper", their voice quivering with a mix of fear and concern. The Gatekeeper warns the party of the dangers lurking within the woods, speaking of strange happenings, mysterious disappearances, and whispers of dark magic at play.The Gatekeeper could offer the party supplies or equipment that he has on hand, such as healing potions or enchanted items, in exchange for a favor or payment.
The Gatekeeper could offer to provide the party with information about the forest and the witch, but only if they complete a task for him first. For example, he might ask them to retrieve a rare herb from deep within the forest.
As the party ventures further into the dense forest, they come across a small clearing. In the center of the clearing stands an ancient, twisted tree with dark, gnarled branches that reach up towards the sky like skeletal fingers. The tree seems to emit an aura of malevolence, and the air around it feels thick with dark energy. Suddenly, the party hears a faint, ethereal whispering coming from the tree. The whispering becomes louder and more distinct, and soon the party realizes that the tree is actually inhabited by malevolent spirits who are trying to lure them closer. The spirits offer them power and wealth beyond their wildest dreams, but at a terrible price. If the party gets too close to the tree, the spirits will try to possess them and use them as vessels for their evil purposes. The party must decide whether to resist the allure of the spirits or risk becoming their pawns in exchange for power and wealth.
As the party approaches the witch's lair, they notice that the air around them has become eerily still. The trees seem to bow down towards the ground, and the leaves rustle with a strange, almost whispered, sound. As they move closer, the smell of burnt herbs and spices fills their nostrils, making their heads spin. The witch's lair is a dark, forbidding place, with gnarled trees and twisted vines wrapping around the entrance. Strange symbols are carved into the bark of the trees, and the ground is littered with bones and other detritus. The air is thick with a sense of danger, and the party can feel their hair standing on end. They can hear a low, guttural chanting coming from within, and a faint glow emanates from the entrance, flickering like candlelight. The witch's lair is a place of power, and it is clear that the party is not welcome here.
Outcome 1: The meeting goes well As the party approaches the witch's lair, they hear the sound of rustling leaves and twigs snapping underfoot. Suddenly, the witch emerges from the shadows, her long hair whipping around her in the wind. The witch introduces herself, revealing that she has been expecting the party's arrival. She invites them into her lair, where they discuss their shared goals and objectives. After a long and productive conversation, the witch agrees to help the party on their quest, providing them with valuable information and magical items to aid them in their journey.Outcome 2: The meeting turns bad As the party approaches the witch's lair, they hear the sound of rustling leaves and twigs snapping underfoot. Suddenly, the witch emerges from the shadows, her eyes flashing with anger. She accuses the party of trespassing on her territory and demands that they leave immediately. The party attempts to reason with her, but the witch becomes increasingly agitated, hurling curses and threats at them. As the situation escalates, the witch unleashes a powerful spell, attacking the party and forcing them to retreat.
As the party enters the outskirts of the dense forest, they spot a small, wooden cabin on the edge of the tree line. A withered, elderly figure hobbles out of the cabin's front door, dressed in a tattered brown robe with a gnarled wooden staff in hand. The figure introduces themselves as "The Gatekeeper", their voice quivering with a mix of fear and concern. The Gatekeeper warns the party of the dangers lurking within the woods, speaking of strange happenings, mysterious disappearances, and whispers of dark magic at play.The Gatekeeper could offer the party supplies or equipment that he has on hand, such as healing potions or enchanted items, in exchange for a favor or payment.
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