Pathstrayer

A Refreshing Dip

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A sign that reads "Refreshing Pool" points down a slightly overgrown path. At the end of the path is a ticket booth, manned by a large purple troll. "1 goldpiece for five minutes" he says. "You'll feel very refreshed!" The water is clear and the pool is surrounded by flowers. It looks perfectly fine to just jump right in...

Quest Type: Combat, Relax

Encounter CR: 0

Playing time: 15 minutes

A dip in the pool gives players a small health bonus, at the cost of their skin turning purple for a couple of days.

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Running this Quest

You can adjust any of the information below according to your campaign, preference or imagination. Feel free to experiment and let other visitors know what works for you in the comments below.

You are travelling down a countryside road in nice, sunny weather. After some time you notice a wooden sign coming up on the right side of the road. As you move closer you see it has the words “Refreshing Pool” roughly painted on. It points to a path through some high vegetation which seems to run downhill. It’s hard to tell, for the path is slightly overgrown.

An investigation check (DC 15) will yield large footprints leading down the path. Players with high nature or survival skills will recognize these as troll tracks.

You proceed to walk down the path, clearing some of the overgrowth along the way. After a couple of minutes you arrive in an thinly forested area, where bushes with flowers grow abundantly. At the end of the path you can see a pool of about 20ft accross. Just before that you see a ramshackled wooden ticket booth. Behind it, on a small stool, sits a very large troll.

Players with a natural perception of at least DC 15 will immediately spot that the troll has purple skin. If they ask about this the troll will lie about this and say it is a hereditary condition.

“You have come to the right place, dear travellers!” the troll says. “This is a place where you can relax and revitalise yourself.” The troll points to the pool, which looks even more beautifull up close. It has many colourfull flowers around it and the water is the most clear you have ever seen. “For just one goldpiece you can take a dip in the water and let its natural properties heal your body and soul.” He looks you in the eyes and says “I promise, you will feel very refreshed!”

Risks and rewards

Players who pay the fee can enter the 10ft deep pool. This will give them a 1D4 temporary HP bonus that lasts until the next long or short rest. If they were nice to the troll they also receive a point of inspiration. Any player who entered the pool will wake up from their next long rest completely purple. This effect lasts for 1D4 days and will give players disadvantage on persuasion checks, and advantage on intimidation checks.

Player options

Some players may try to steal the water by filling containers. However, this isn’t of much use, since the water loses its properties after a day.

 

Some players may wish to fight the troll. In this case the troll will enter the pool, which gives him 1D4 HP each round of fighting, up to his max HP.  The large troll can stand in the pool whilst normal sized players must swim. It gives him half cover against ranged attacks. Players receive the same HP bonus when in the pool, but having to swim will cause disadvantage on melee attacks against the troll. In turn, the troll has advantage on melee attacks against swimming players.

 

The troll will want to play the waiting game. If overrun it will try to flee when it has taken damage for two thirds of its hitpoints. If killed, the players find the following treasure: 84 GP, a bone knife, a large wooden amulet, a flask with a red liquid (a minor healing potion).

Monsters and NPC's

Troll

Large giant, chaotic evil

Armor class 15 (Natural Armor)
Hit points 84 (8D10+40)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)
13 (+1)
20 (+5)
7 (-2)
9 (-1)
7 (-2)

Skills Perception +2
Senses Darkvision 60 Ft., passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.

ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

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