The final confrontation with the coven, as well as the adventure’s conclusion, can all be found in Part 3. Reading further assumes that you understand and are accepting of this.įor descriptions of the adventure’s beginning, including Myrrholm, the swamp’s terrain and curse, and the hag coven, refer back to Part 1. The encounters make use of horror elements (undead, gore, body horror) and are not appropriate for DM’s or players who are not comfortable with these themes. Just like part one, a warning must be given before we proceed. Many encounters (10, 12, 13, and 20 in particular) can also have tracks added for the party to find and follow. This can come in the form of knowing the approximate direction of the Banahogg’s center, assuring them of their heading. Parties including a ranger (as mine did), the Keen Mind feat, or even a Dungeon Delver should have a small advantage to navigation. This lends itself extremely well to a random encounter list, as players must rely on an element of luck to find their destination. The Banahogg’s curse makes for difficult navigation. We will touch on this towards the end of this article. ![]() Many of the encounters can be designed to link together, which you may wish to do if your players are rolling as badly as mine did. This plan developed into having a final stretch of encounters, organically leading to the coven’s ritual altar. I then planned to add the final confrontation into the table in place of one of the encounters they had already faced. Instead, I decided that the party would need to face a certain number of swamp encounters. As such, my initial d20 list did not include the final confrontation as a possible option. The Banahogg should be a long and grueling journey through hostile terrain. Some are combat encounters, others are sources of information, but all of them help maintain the atmosphere and aesthetic of the location. In this case, almost all of the encounters show the motivations and machinations of the hag coven, as well as the curse’s effects. One of the most important details to keep in mind when designing and running the encounters is the intent of the character behind them. Part 1 – A Swamp Adventure | Part 3 – A Hag Encounter It covers everything between the players leaving Myrrholm and their confrontation with the hag coven, with in-depth descriptions and instructions on running them. The party must stop them, but what terrors will they have to encounter on the way?Īs the second part of our Banahogg Swamp adventure, we have the d20 list of swamp encounters. Somewhere in the center, the coven is preparing their final ritual. A necrotic curse hangs in the air and hags have filled the land with monstrous, artificial creations. ![]() The Banahogg is a dangerous and horrific place.
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