D&D Encounters is an organized play thing Wizards is doing on Wednesday nights at game stores around the country. On Twitter, they post certain effects that DM’s can grab and use at their table during the session.
While I am not playing in D&D Encounters, I thought it would be kind of neat to collect these and maybe see how adaptable they may be to my home game. Maybe I’ll pull one out if a session is getting a little grindy or boring, or perhaps as a nice roleplay reward for a PC, or as a complication if I feel the situation warrants it….
Anyway, I make the first two weeks of tweets available here in case anyone wants to grab them for the same purpose.
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A putrid stench wafts out of the sewer. Creatures starting their turn in or adjacent to sewer water squares are weakened.
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Dozens of waterlogged rats pour out of the sewer. For the session, all creatures grant combat advantage to all others.
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Psychic attacks have a cloying hold. PCs that score a critical hit on psychic attacks slow the target (save ends).
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Holy energy infuses 1 divine PC. Once this session, a power used by divine PC deals +1d6 radiant damage.
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An inspiring tune plays in the distance. Once this session, 1 PC can make a save against an ongoing effect or spend a healing surge.
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You’ve prepared your weapons well for battle. For this session, PCs score critical hits with weapon attacks on rolls of 19 or 20.
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Malevolent voices pervade the area for entire session. Any creature rolling a natural 1 is dazed until end of their next turn.
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You’re overcome by a feeling that you’ve done this before. Once this session, 1 PC may use the same at-will power 2x on their turn.
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A low hum issues from your weapons. For the rest of the session PCs can push an adjacent enemy 1 as a minor action.
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Jeers & scraps of food rain from the tavern above. Creatures moving on the platform must make a DC 10 Acrobatic check or fall prone
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An ochre-colored mist pervades the area for entire session. All creatures gain concealment.
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Inspiring music drifts down from the tavern. PCs gain a +1 bonus to attack rolls until the end of the session.
If you would like to know more about D&D Encounters, check it out here.
Kieran
March 25, 2010
Nice! Thanks man! I was already thinking of “favouriting” these in Twitter to copy down later, so thanks for taking that one step farther and making it easier for ubernoobs like me. LoL
Ursu
March 25, 2010
Yeah, could easily use this list for some sessions. 🙂
Michael
March 25, 2010
We were playing during the encounters time and I tried to get my dm to give us the effects, but she was a meanie and said no 😦
In all, it’s pretty cool, it reminds me of the Space Alert board game where there are time-based global effects. Maybe there should be some sort of script or program that a DM can run during a game that takes place at an arbitrary time to produce these effects.
The downside is that as a follower of @Wizards_DnD, it clogs up my twitter feed…
Nick
March 25, 2010
Really nice. Thanks for compiling these.
Aaron
March 25, 2010
By the time we have 12 weeks of these tweets, there should be a nice stack of effects that you can throw into a combat. Either as an attempt to salvage a combat that’s looking dull or as an effect from the get-go. More encounters could use battlefield-wide effects to keep players on their toes. I’m going to keep compiling them over at my blog as well.
newbiedm
March 25, 2010
I will not update this post past these tweets. I’ll link over to your post, Aaron….
Shimmer
March 26, 2010
While I was reading these I found them to be pretty random. Of course you could customize them however you want depending on the scenario you are setting up, but then something dawned on me: some of these would be really great rewards or setbacks for succeeding or failing a skill challenge. I’m always trying to find something that is either truly worth the players full effort in a skill challenge, or dampening enough to make them curse failing the skill challenge (while still having fun in the upcoming encounter). “Since you thwarted the wizard’s trap-filled gauntlet in record time, you see the mage at the end of the room still throwing on his robes and preparing his wand for your upcoming battle—he shouts ‘nobody has ever bested my Hall of Blades that fast!’ and a surge of adrenalin and competence fills each of you.” = all players can score critical hits on rolls of 19 or 20.
I really like these simple ideas in the tweets cause they can easily be picked up and used anywhere.
thadeousc
March 29, 2010
NewbieDM you should use the template you used to make the status effect cards to print these out. Then you can have players draw them at random.
Vinciente
April 24, 2010
If anyone actually plans to put cards together with all of the #dndenc “buffs” , I’d love to hear from you on Twitter…
@plays2much_DnD
please message me your site/blog info (or something) so I can get my hands on them.
mike
April 24, 2010
how does this one work
‘Dozens of waterlogged rats pour out of the sewer. For the session, all creatures grant combat advantage to all others.’
i thought you can’t get combat advantage if your granting it?
K-man
April 28, 2010
Here is what I have so far…
Session One
1. Dozens of waterlogged rats pour out of the sewer. For the session, all creatures grant combat advantage to all others.
2. Holy energy infuses 1 divine PC. Once this session, a power used by divine PC deals +1d6 radiant damage.
3. Psychic attacks have a cloying hold. PCs that score a critical hit on psychic attacks slow the target (save ends).
4. You’ve prepared your weapons well for battle. For this session, PCs score critical hits with weapon attacks on rolls of 19 or 20.
5. An inspiring tune plays in the distance. Once this session, 1 PC can make a save against an ongoing effect or spend a healing surge.
6. A putrid stench wafts out of the sewer. Creatures starting turns in or adjacent to sewer water squares are weakened.
Session Two
1. Malevolent voices suffuse the area for entire session. Any creature rolling a natural 1 is dazed until end of their next turn.
2. Inspiring music drifts down from the tavern above – PCs gain a +1 bonus to attack rolls until the end of the session.
3. A low hum issues from your weapons – For the rest of the session PCs can push an adjacent enemy 1 as a minor action.
4. Jeers & scraps of food rain from the tavern above. Creatures moving on the platform must make a DC 10 Acrobatic check or fall prone
5. You’re overcome by a feeling that you’ve done this before. Once this session, 1 PC may use the same at-will power 2x on their turn.
6. An ochre-colored mist pervades the area for entire session. All creatures gain concealment.
Session Three
1. You recall a tip gleaned from a master thief. Once this session 1 PC may reroll a Thievery skill check, keep 2nd roll
2. You have a moment of clarity. Once this session 1 PC rolling a natural 1 on a skill check gains a +10 to the roll.
3. Muttered comments overheard in Downshadow spark ideas. For the session PCs gain a +1 bonus to INT- and WIS-based skill checks
4. The spirits impart their ancient knowledge. Primal PCs gain a +1 bonus to Arcana and Religion checks for the entire session.
5. A thin mist snakes its way past the party and drifts into the shadows ahead. PCs gain a +2 bonus on Dungeoneering checks
6. A fine meal from the Yawning Portal invigorates one of you. One PC gains a +2 bonus to Endurance checks for the entire session
Session Four
1. A shockwave rumbles outward from the glowing circle. All creatures ending turns in or adjacent the circle are pushed 1 square away
2. Sparkling dust drifts down from the ceiling, covering everything – For the session, all creatures gain a +1 bonus to attack rolls
3. The stone of the ground rises up forming a second skin on 1 random PC. That PC gains resist 5 to the next attack that hits them.
4. An ochre-colored mist pervades the area for entire session. All creatures gain concealment.
5. Strange arcane energies distort space for the entire session. PCs trained in Arcana can teleport 2 as a move action.
6. A ghostly man appears and points at the enemies with a wild look – The next hit against an enemy can be treated as a critical hit.
Session Five
1. The air is pierced by a high-pitched tone, sending enemies into a frenzy. For the session, enemies are -1 defenses, and +1 damage.
2. The floor becomes slick for entire session – Creatures moving 3+ squares on their turn make DC 10 Acrobatics check or fall prone
3. The reeking scent of moldy cheese clings to one random PC – As a free action on their turn, that PC can mark one natural beast.
4. A woman’s voice, eerie yet alluring, drifts into the room. Once during the session, one PC can shift 1 and spend a healing surge.
5. ??
6. ??
Session Six
1. Red mist fills the room accompanied by agitated whispers – All creatures deal +2 damage on a hit.
2. A pulse of psychic energy radiates from nearby crystalline rock formations – For the session, all creatures grant combat advantage
3. An iridescent sheen covers one PCs body for the session. That PC gains resistance 5 to the next damage type they’re hit with.
4. A female apparition appears and merges with one PC’s body – That PC deals an extra 5 necrotic damage on a hit for entire session.
5. The everburning candles focus arcane energies. For the session, PCs get a +1 to attacks on all arcane powers.
6. ??
Session Seven
1. A vortex of energy draws everyone inward – All critical hits pull 1 toward the center of the room in addition to other effects.
2. Miniature stars appear and circle around a PC, creating mirror images. For this session one PC gains a +4 to Reflex defenses
3. A wave of blue fire ensorcels a PC’s weapon or implement. For this session, one PC’s weapon or implement is considered +1 magic
4. Blue flames flicker along the floor. For this session, creatures must move 1 square on each of their turns or suffer 5 fire damage
5. ??
newbiedm
April 28, 2010
Awesome, thanks for posting this. I’ll add them to the main article soon.
K-Man
May 6, 2010
Session Eight
1. The whole area hums with power as if alive. For the session any PC that spends a healing surge gets an additional 3 hit points
2. Bloodstains appear all over the floor for entire session. All attacks score critical hits on 19-20.
3. The resonance of a tolling bell reverberates here. For the session bloodied PCs may use their second wind as a minor action
4. Eerie moans fill the room, causing unnatural panic. For the session critical hits push 2 squares in addition to other effects.
wereviking
January 26, 2011
I don’t really know what has happened to the wonderful game from my childhood. The realism and attention to detail seems to’ve died.
W
Zephyr — a superhero webcomic in prose
http://wereviking.wordpress.com
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