I’m running the second zero session for another two players in the party: a monk named Krolm and a fighter name Direcris. I chose these two because they both have more serious, individualistic backstories. I designed their encounter to require cooperation and to build a little trust between them. Hopefully this will give them a bit of hook as they join up with the broader party.
Like last time, my goal is primarily to help these players flesh out their characters and get a bit more comfortable role playing. So even though this encounter is for a couple brawling characters, I don’t plan on having much traditional combat.
[If you want to follow along with the campaign as a story, spoilers ahead]
Instead, I’ve prepared a tournament with three challenges. After the three challenges, there’s a brief combat with a hobgoblin, but I’ve lowered the difficulty on that to make it a bit more straightforward.
To force the players to cooperate, they’re chained together. To add some tension and to keep the pace up, they’re racing against another team of two.
I wanted challenges that would give the players an opportunity to form bonds. The premise I came up with for this is that they’ve joined a tournament that’s kind of like American Idol for adventurers. As a result, the tournament tests all of the various skills an adventurer might need, rather than being a pure strength test.
The first challenge is a chance for the characters to trust each other, so I wanted something that requires one player to put their faith in the other, followed by something that tests that faith.
What I came up with was a pit. Midway down that pit hangs the key to the door they need to pass through. But once they’ve dangled one of the players into the pit, a lightning trap will spring and begin to charge. There’s nowhere for the top player to hide – they have to choose between undoing their manacle in order to run, or holding firm and taking the lightning to hold onto their partner.
Again, the zero sessions are supposed to be easy, just creating some fodder for the players to build their characters off of. So I inscribe on the wall “A test of courage” to make it obvious that running probably isn’t the right choice.
The pit‘s depth is also an illusion, so players could also solve the problem by both jumping in.
Next, the players will come to a room with a giant badger. The giant badger has a key that they need to reach the next room. They can fight the badger, but if they chatted up the guard in the waiting room before the tournament began, they’ll have found out that secretly the badger isn’t that vicious and responds well to scratches behind the ears.
Finally, to create a bit of dialogue between the characters, the final challenge is a hallway. Polls will leap out randomly and I’ll have the players make dexterity saving throws. If they fail, they’re hit by the pole and knocked back 10 feet. If they succeed, they have to write where they jump in secret. If the players jump to different sides, then the pole catches their chain and knocks them back.
The poles will come out vertical, horizontal, 2 at a time, and then as 2 side by side X’s. My goal is to help them start making plans.
After all this, the pair will be dumped into a large arena with a chalice that they need to retrieve and bring to a pedestal at the edge of the arena. A hobgoblin defends the chalice. To make the combat easier, I lowered the hobgoblins AC to 16.
They’ll have to coordinate their moves, since the chain only allows 7 feet of distance between them.
Also, depending on how well they did on the other challenges, the other contestants might show up:
For this encounter, I needed a game master and a guard to explain the rules to them at the beginning:
Kliats
Stusx
I also want to set up the first adventure hook for the main campaign. The reward for winning the tournament is a meeting with a representative from the Korranberg Chronicles. Getting an in with the Chronicles is a great way to start your career as an adventurer. That NPC:
Davvry Whistone
After the tournament, the characters will meet Davvry. If they lose, I’ll have Davvry seek them out to say that he was impressed even though they lost. Davvry will offer to take them to Korranberg to get a provisional mission for the Chronicles.
On the road to Korranberg, the party will be ambushed in the night and Davvry kidnapped. That’s where we’ll end the session. The campaign will begin with the rest of the characters stumbling upon Krolm and Direcris (the two players for this zero session) looking around their campsite for clues.