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Post by GRWelsh on Jun 11, 2021 12:12:22 GMT -5
As a follow up to "The Sword of Justice" adventure I'm having the party go to a bandit hideout at the game tomorrow... basically a mini-dungeon not too far into the Dim Forest. The concept is that it used to be an alchemist's home, and there is a secret room with potions the party may be able to find.
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Post by Scott on Jun 11, 2021 15:05:30 GMT -5
Sounds similar to the first part of the Sinister Secret of Saltmarsh, a gang of smugglers/pirates is using an old, abandoned mansion as their offloading base. An illusionist owned the mansion and disappeared mysteriously years ago.
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Post by grodog on Jun 12, 2021 10:51:29 GMT -5
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Post by GRWelsh on Jun 13, 2021 6:37:58 GMT -5
Thanks Allan. It's always a good idea to have several large MM encounters rolled up and detailed ahead of time, so that could be useful. Last night, I had the players go up against a small outpost of bandits, so your cave lair could be the larger group they are part of!
My four players did well against a dozen bandits including their leaders who were two fighters and a thief. They found some potions in a secret room so that was helpful. For that particular secret door check I had them each roll a d6 out in the open, and Ray rolled a 1 so his dwarf found it! After that was a big fight which they won easily by using various potions. They rescued the daughter of a serf and returned to Farstead as heroes!
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