All Tied Up
Overview:
This encounter has your PCs wake up being tied together, having to coordinate their efforts in escaping. It is more for interesting combat roleplaying opportunities than challenge. It is based on the idea that your party was somehow caught. Either as part of the adventure or that they were captured. There are some low level enemies guarding them and they need to get out of the chair while fighting the goblins.
Initial Description:
You hear the dripping of water on your head and your eyes start to flicker open. A green creature starts to slap your face quickly waking you up. “Ah they is awake! Master will want to see this! Others will wait here while I goes and gets master.” The creature bounds out of the room. You realize you are all tied to the same round piece of stone. It’s quite heavy and you don’t see way to get out of your binds, but if you work together you may be able to stand up and move about. Maybe even get your gear which is being held in the next cage over.
Enemies:
Goblins (or other low HP enemy) - They will attack the PCs confidently believing there is no way they can be overwhelmed with their hands tied.
Objectives:
Main: Get out of the binds!
Special Mechanics:
Move the Pillar- The heroes can move if they work together. In order to move they need to make a group athletics/strength check. To keep it appropriately challenging make the DC = 10 x # of PCs. Total all of the PCs check value and see if they beat the DC. If a PC wants to take an action other than move, they role their action instead of helping the group. If the group beats the check they move to where they want to go and stay up right, if the group gets within 10, roll a d8 and a d6. Use the d8 to determine a direction (1-north, 2 - northeast, 3 east etc) and multiply the d6 by 5 . The PCs move that many feat in the direction you rolled. If the roll is 10 below then randomly determine a PC, the pillar starts tipping in their direction resulting in 2d6 bludgeoning damage. The player tied opposite to that player is no longer touching the ground (thought they can still help with the check and take other actions that make sense)
Bludgeoning Rules - Don’t forget the rules from the PBH for unarmed damage (1d4 / 2 + STR)
Extras:
Inspirations, Shoutouts, and Thanks - Crusaders of the Lost Ark and so many other movies that have similar scenes.
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