The Ronin - A Prefab Encounter (D&D 5e) (7806182)

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The

Ronin

FRAMING
The Ronin is a fantastic encounter for a DM to challenge the morality of a
low level party while also encouraging a little Role Play or backstory
development from the more timid players by utilising the NPCs morality
system. It can be also used by a DM to punish particularly chaotic players
without them feeling like they are being singled.
This encounter works best as a travelling encounter, while PCs are
wandering to or from a particular location and is apt for almost any
wilderness environment, with the exception of extreme environments like
the Underdark, swamps or lava fields.

Morality System
This pre-fab will introduce the NPC of The Ronin [Ri], the mechanism of
which will be explained during the flow of action. It is through the eyes of
the Ronin that the DM can essentially grade the morality of the party
overall based upon the actions of the individual PCs[1].
PCs start with an inherent score of 0 and the GM should take note of the
PC score as they interact in and around the Ronin. N.B. If a PC refuses to
talk to the Ronin it should be seen as them trying to be evasive and be
awarded with a -1. At the end of the encounter, the groups score should be
calculated and compared to the table to decide the final act.

Morality Score Points [1]


Alignment Action

Score

Example

Evil

-2

No compassion for others and kill without qualm

Chaotic

-1

Recklessness, resentment toward legitimate authority, arbitrary action

Lawful

+1

Honor, trustworthiness, obedience to authorit

Good

+2

Altruism, respect for life, and a concern for the dignit

Flow of Action

1. As the PCs wander through the wilderness, they should begin to see a
small hunched figure in the distance, they can make checks to try and
identify the figure. As they get closer, they will approach the Ronin [Ri]
from behind and realise that he is actually hurt and hobbling, leaning on a
walking stave and cloaked in a ragged cloak which is seeped in blood.
At this point the cloaked ronin should ask them (in common): Please,
noble travellers. Please spare some pity on a poor, wounded wretch.
A little assistance is all I request.
This presents the PC with their first Morality opportunity.
The Ronin should tell a story of how he was travelling the world as
penance for not being able to protect his master. He was travelling when he
was assaulted by bandits. During the assault, a sneak thief made off with
a golden wax seal, the only memento the Ronin had of his master and so
the Ronin is tracking the bandits down.
This presents the PCs with their Second morality opportunity to decide
if they are willing to assist the Ronin. If asked about a reward, the Ronin
should first offer a blessing (Boon). If the PCs do not seem willing, he can
then offer whatever loot is found at the bandit camp, except the wax seal.

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2. The Ronin should indicate that he has been tracking the bandits based
off of the tracks left over. A survival check [2] would allow PCs to see the
tracks the Ronin is indicating.
Whilst travelling, the Ronin should inquire as to the groups past. About
Past deeds and their backgrounds. The answers the PCs respond with
count as the Third morality opportunities And should be unstructured
to promoted roleplaying.
3. The Party will reach a point where they may camp out overnight.
While they are able to sleep throughout the night, Early in the morning
(after a long rest) they should roll a perception check [3]. The PCs should
be initially confronted by a Bear [Bi] on the first round, followed by two
Bear cubs [Bii] the next round of combat. The Ronin should keep himself
out of combat, but not interfere with the party. This is the fourth
morality opportunity.

4. As the PCs Approach the Bandits camp, the Ronin should instigate a
conversation about the plan of attack. He should not initially suggest
anything and allow the PCs to decide. Right before entering, the Ronin
should request that if the party resort to violence, that it be non-lethal
stating It would be disrespectful for me to command a man to
death simply for trying to make a living. I forgive them their
trespasses against me and only wish to return what is mine. The
actions of the PCs during the battle would be their Fifth morality test.
The PCs Should be confronted by 4 Bandits [Bai] and a Bandit
Chief [BsCi] . The bandits should draw their weapons as soon as they
notice the party. The chief should then laugh and say Simmer down
lads, they are here to talk business whilst playing with the wax seal.
He should be willing to sell the seal for 500gp, going down to 400gp on a
DC20 Cha check. The bandits should only engage in combat if direct
action or threats are made.

5.

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Environment : Bandit Camp


The Bandit camp should be constructed to reflect the surrounding environment and be
reasonably well fortified i.e, in Mountains the camp should be in a small cave or
behind a wooden wall if in a forrest.
The actual interior of the cap should consist of a 40ft by 60ft rectangle which is
littered by the general detritus of 5 bandits living there. There should be one main
entrance to the camp and a hidden entrance (DC 15 Perception). This secret entrance
is a back entrance to the trapped with a simple falling Net trap [Ti] where as the main
entrance is trapped with a swinging log trap
Ti
5ft
[Tii]. The inner perimeter walls should be
Chest
cluttered with the spoils of looting as well as
BaCi
barrels of ale and preserved food.
1
Bai

Bai5

If the party arrives during the day, the


Bandits should be up and lively. If the Party
arrives at night, the bandit captain and two
others should be awake with three other
bandits asleep.

Table

10ft

50ft
Bai4
Bai3

Bai2

Tii

6. After the Wax seal is returned to the Ronin, he will accompany until they make camp
or wait at an inn and /or given the party enough time to rest and recover some HP. It is
then the GM should calculate the Morality of the score of the party and enact a result

Dungeon Masters Screen


Morality Rewards

Morality Score
Party Member

Evil Acts

Chaotic Acts

Lawful Acts

Good Acts

Total

Score

Reward
Ronin Immediately attacks PC with lowest score after

Greater
than -10

saying:
I feel that you will only being pain and suffering
where ever you go I have a duty to stop you
Ronin is disapproving of the party saying:
I am disturbed with what I have seen from you but

-4 to -7

I remain hopeful you will change your ways, allow


this to be your penance
Before cursing a prized item of each PC (DC25 to resist) Curse gives Disadvantage on saving throws for 7 days

-3 to +3
Total

Skill Check - Survival [2]

DC15
DC25

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wishing them well


Romin offers PCs choice of one boon saying:

+4 to +7

DC10

Ronin Leaves the party empty handed, thinking them and

The Tracks are barely a day


old, they are not too far
There are human prints and
bear prints.
5 Sets of Human prints, 1
adult bear and 2 bear cubs.

honour. Thank you for your assistance.

Skill Check - Perception [3]


DC10

Its too dark to see anything

DC15

You wake up confronted by


a Bear

DC20

You wake up with enough


time to see a bear moving
towards camp

I am warmed by your devotion to protecting life and

Greater
than +
10

Ronin offers small boon & his sword to the PC with the
highest score saying: I am proud to have served by
your side, you have shown me that I need to move
forward with my life.

Creatures

[BaCi]
Bandit Captain | Medium Humanoid,
Chaotic Evil

[Bi]

[Bii]

Black Bear | Medium Beast, Unaligned

Bear Cub | Tiny Beast, Unaligned

Armor Class 11 (Na) | Hit Points 19


(3d8+6) | Speed 40ft. Climb 30ft.

Armor Class 10 | Hit Points 3 (3 1d4+1) |


Speed 20ft. Climb 5ft.

STR

DEX

CON INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

15
(+2)

10
(+0)

14
(+2)

12
(+1)

7
(-2)

4
(-3)

11
(+0)

12
(+1)

2
(-4)

12
(+1)

5
(-3)

2
(-4)

Skills: Perception +3
Passive Perception 13 | Languages - |
Challenge 1/2 (100 XP)
Keen Smell: Bear has Advantage on Wisdom
(Perception) checks that rely on smell
ACTIONS: Multiattack: Bear makes two
attacks: One Bite, One Claws
Bite: Melee Weapon Attack. +3 to hit, Reach
5ft, one Target. Hit: 5 (1d6+2) Piercing
damage
Claws: Melee Weapon Attack. +3 to hit, Reach
5ft, one Target. Hit: 5 (2d4+2) slashing
damage

Passive Perception 11 | Languages - |


Challenge 0 (10 XP)
Keen Smell: Bear has Advantage on Wisdom
(Perception) checks that rely on smell
ACTIONS:
Bite: Melee Weapon Attack. +2 to hit, Reach
5ft, one Target. Hit: 1 Piercing damage

Armor Class 15 (studded leather) |


Hit Points 65 (10d8+20) | Speed 30ft.
STR

DEX

CON

INT

WIS

CHA

15
(+2)

16
(+3)

14
(+2)

14
(+2)

11
(+0)

14
(+2)

Saving Throws: Str +4, Dex +5, Wis +2


Skills: Athletics +4, Deception +4
Passive Perception: 10
Languages: Common, Elven
Challenge 2 (450 XP)
ACTIONS:
Multiattack. The captain makes three melee
attacks: two with its scimitar and one with its
dagger. Or the captain makes two ranged attacks
with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
5 (1d4 + 3) piercing damage.
REACTIONS
Parry. The captain adds 2 to its AC against one
melee attack that would hit it. To do so, the

captain must see the attacker and be wielding a


melee weapon.

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Creatures, Traps & Loot


[BaCi]

[Ri]

Bandit | Medium Humanoid, Chaotic Evil

Ronin | Medium Humanoid, Lawful Good

Armor Class 12 (leather) | Hit Points 11


(2d8+2) | Speed 30ft.

Armor Class 17 (Halfplate) | Hit Points 49


(9d8+9) | Speed 30ft.

Loot Table

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

10
(+0)

12
(+1)

12
(+1)

10
(+0)

10
(+0)

10
(+0)

15
(+2)

14
(+2)

12
(+1)

13
(+1)

13
(+1)

10
(+0)

Passive Perception: 10 Languages:


Common, Challenge 1/8 (25 XP)
ACTIONS:
Scimitar. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (ld6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to
hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1)
piercing damage.

Traps
Ti - Falling Net Trap
(Tripwire, simple)
Covers 10ft
AC 10 / 20hp
Tia-Falling Log
(Tripwire, simple)
moves in 10ft line
through all
creatures
20 (5d4) Damage

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DC10 Perception to spot


DC 15 Dex to disarm
(Disadvantage without tools)
DC10 Str or knocked prone
DC10 Str to escape
DC 15 Perception to spot
DC 15 Dex to disarm
(Disadvantage without tools)
DC 15 Dex to Avoid
DC 20 Str to Stop

Saving Throws: Con+3, Int+3, Wis+3


Passive Perception: 11
Languages: Common,
Challenge 3 (700 XP)
Innate Spellcasting (Psionics). The Ronins
innate spellcasting ability is Intelligence. It can
innately cast the following spells, requiring no
components:
At will: mage hand (the hand is invisible)
3/day each:jump, misty step, nondetection (self
only)

ACTIONS:
Multiattack. The Ronin makes two Katana attacks.
Katana (Greatsword). Melee Weapon Attack:+4
to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing
damage plus 7 (2d6) psychic damage.

ITEMS:
Katana (Greatsword) of Blur
1 Charge per day, Blur up to 1 minute

Loot

Location
Bandit Loot

Wax Seal

On Captain

500gp coin / gem

In Chest

250gp coin

On Bandits

Assassins blood
poison x3

on Captain

Perfume

In Chest

Forgery Kit

In Chest

Ink

In Chest

Scroll of Catapult

In Chest

Ronin Loot
Katana of Blur

On Ronin

Half plate

On Ronin

Sealing Wax

On Ronin

Parchment 5 sheets

On Ronin

Quill

On Ronin
Boons to offer

Ronins Protection: +1 AC for 7 Days


Ronin's Skill: One weapon becomes +1 for 7
days
Ronin's Resilience: Advantage on saving throws
for 7 days

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