The Ronin - A Prefab Encounter (D&D 5e) (7806182)
The Ronin - A Prefab Encounter (D&D 5e) (7806182)
The Ronin - A Prefab Encounter (D&D 5e) (7806182)
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.
Score
Example
Evil
-2
Chaotic
-1
Lawful
+1
Good
+2
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.
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.
Bai5
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
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
-3 to +3
Total
DC15
DC25
+4 to +7
DC10
DC15
DC20
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]
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
DEX
CON
INT
WIS
CHA
15
(+2)
16
(+3)
14
(+2)
14
(+2)
11
(+0)
14
(+2)
[Ri]
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)
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
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
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