Surprise Spawns?
Moderator: NWN2 - 10 DM
Surprise Spawns?
Reposted from the TSM forum...
Been kicking this idea around for a while, now that it's been brought up i'm thinking of it more seriously, woudl like to get general input.
When I don't otherwise have time to DM, I'm thinking of setting up various "surprises" around the server and leaving them there for people to find if they are out exploring. An example would be a bandit encampment complete with loot chest. Would be awesome to set things up so that you could resolve things in some way other than just killing (IE diplomacy checks, etc) but as far as I know there is no way to script "on the fly" so this will have to do.
NOTE: these encounters will vary in terms of the challenge rating....some will be doable by low level groups, some will only be doable by higher levels. In other words, you might die. The first time someone comes to me crying about how the bandits killed them will mean I never do this again. So consider this carefully before you place your vote.
Been kicking this idea around for a while, now that it's been brought up i'm thinking of it more seriously, woudl like to get general input.
When I don't otherwise have time to DM, I'm thinking of setting up various "surprises" around the server and leaving them there for people to find if they are out exploring. An example would be a bandit encampment complete with loot chest. Would be awesome to set things up so that you could resolve things in some way other than just killing (IE diplomacy checks, etc) but as far as I know there is no way to script "on the fly" so this will have to do.
NOTE: these encounters will vary in terms of the challenge rating....some will be doable by low level groups, some will only be doable by higher levels. In other words, you might die. The first time someone comes to me crying about how the bandits killed them will mean I never do this again. So consider this carefully before you place your vote.
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- Blindhamsterman
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Re: Surprise Spawns?
I vote yes, the idea is a good one, perhaps it could be worth doing a selection of NPCs that initiate dialogue to act as highwaymen etc, if you were interested I or perhaps someone more skilled could make these for inclusion 

Re: Surprise Spawns?
I like the idea concept... but this has a lot of potential to get ugly quick at times.
Would there be steps taken to make it easier for people to leave if need be at low levels and the like?
Would there be steps taken to make it easier for people to leave if need be at low levels and the like?
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- Brother Humphrey
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Re: Surprise Spawns?
http://www.youtube.com/watch?v=StHwAffUNxo
And invisibility potions. Nuff said.
Me? I like it. All ahead, warp gazillion.
And invisibility potions. Nuff said.
Me? I like it. All ahead, warp gazillion.
<paazin> Elves I bet are kinda fun to play.
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<BH|werksux> elves wiggle too much
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<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
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- dergon darkhelm
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Re: Surprise Spawns?
I vote yes -
One caveat with random spawn with no DM around is trying to name creatures in such a way that the CR can be somewhat implied by the creature description. I know this isn't exactly PnP ruleset but might prevent some nasty deaths.
Having orcs that range from CR 0.5 to CR7 with no way to differentiate based on size, quality of gear, appearance, etc can lead to some real troubles with no DM about.
But overall I vote YES! --- if I get a vote, that is.
One caveat with random spawn with no DM around is trying to name creatures in such a way that the CR can be somewhat implied by the creature description. I know this isn't exactly PnP ruleset but might prevent some nasty deaths.
Having orcs that range from CR 0.5 to CR7 with no way to differentiate based on size, quality of gear, appearance, etc can lead to some real troubles with no DM about.
But overall I vote YES! --- if I get a vote, that is.
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- Blindhamsterman
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Re: Surprise Spawns?
The important thing to remember is this:
Faerun is supposed to be dangerous, currently it isn't to anyone except lone 1st or 2nd level PCs (that aren't Clerics
) outside of DM events.
The only reason people spend all their time logged in and sitting about in taverns is because going about the same caves is frankly dull when you know what creatures will be there in types and numbers.
Adding spawns like this (not all need to be hugely dangerous, or dangerous at all! some might even be a random merchant from the creator with a more unsual stock (which is done by selling said item to the merchant by the DM)) simply adds life, and if the majority are placed inside caves, in deep forests or in mountain trails, there reall is no issue, low level PCs aren't supposed to go charging into every area available, it's something that has come about by a lack of challange.
Adding real, genuine dangers as well as locks and traps into the servers will achieve the following:
<edit>
Dergons suggestion to give names to NPCs is a good one too e.g. 'manging looking orc' or 'brutish looking orc' or 'heavily armed orc' all imply the level of challenge one might expect.
Faerun is supposed to be dangerous, currently it isn't to anyone except lone 1st or 2nd level PCs (that aren't Clerics

The only reason people spend all their time logged in and sitting about in taverns is because going about the same caves is frankly dull when you know what creatures will be there in types and numbers.
Adding spawns like this (not all need to be hugely dangerous, or dangerous at all! some might even be a random merchant from the creator with a more unsual stock (which is done by selling said item to the merchant by the DM)) simply adds life, and if the majority are placed inside caves, in deep forests or in mountain trails, there reall is no issue, low level PCs aren't supposed to go charging into every area available, it's something that has come about by a lack of challange.
Adding real, genuine dangers as well as locks and traps into the servers will achieve the following:
- -People will party up and consider a plan based on new rumours, resulting in an actual adventure! (this is key)
-People will begin to consider exit strategies, right now most PCs will stand their ground and fight the spawns they come across if they're in a party, the result would instead make spells such as expeditious retreat, invisibility and even summons take on new roles. e.g. Summon a wolf, cast expeditious retreat and get the hell away.
-Locks and the like bring some sorely needed content to rogue types, it also makes a wizard memorizing utility spells useful, which is awesome, as that is supposed to be a wizards role, to have utilities to aid a party.
-People will begin to think up useful combat tactics, right now most enemies are simple attacking types, easiest way to kill being to rush them. If however there were warlocks which target touch AC, or spellcasters which use hold spells etc, the requirement for parties to actually be prepared would dramatically increase, which can only improve immersion.
-Cause players to be inclined to spend their coin on things that don't directly increase character power - e.g. healing potions, alchemical bombs etc.
-Gives players something fun to play through, depending on the detail put into these spawns, it'd be quite easy for the group of players to RP what they see, which can be awesome in and of its self.
-Potential for competition between Adventuring groups, imagine two seperate adventuring parties hear about a tribe of orcs that have set up camp, and supposed reward for removing the menace, do the two groups band together or work independantly toward finding out where these orcs are and disposing of them?
-Lower level parties that wish to tackle a more challenging encounter might choose to hire a higher level PC of a specific class to aid them in their adventure, allowing for further RP opportunities.
-In many ways, most importantly, while some folk have no issue getting DM time, this system would allow for the players that do have issues with getting it to have something different and worthwhile to do.
<edit>
Dergons suggestion to give names to NPCs is a good one too e.g. 'manging looking orc' or 'brutish looking orc' or 'heavily armed orc' all imply the level of challenge one might expect.
Re: Surprise Spawns?
As far as BG, I have been doing this since becoming a DM.
The way I have approached this the deeper into dangerous territory(for example cloakwood) you get, the more difficult the encounter.
I do try to set it up like you said. A campsite with bandits and/or goblins, ogres with an oger mage leader in back of a cave, dryad in a heavily wooded area, water elemental at a waterfall, etc...
I don't know if anyone has actually found any of these random spawns. I have been under the impression this was fine to do, so I don't understand the vote. If I am breaking some rule, just let me know and I will stop.
The way I have approached this the deeper into dangerous territory(for example cloakwood) you get, the more difficult the encounter.
I do try to set it up like you said. A campsite with bandits and/or goblins, ogres with an oger mage leader in back of a cave, dryad in a heavily wooded area, water elemental at a waterfall, etc...
I don't know if anyone has actually found any of these random spawns. I have been under the impression this was fine to do, so I don't understand the vote. If I am breaking some rule, just let me know and I will stop.
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- Blindhamsterman
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Re: Surprise Spawns?
Your dryad was seen at the very leastKsiel wrote:As far as BG, I have been doing this since becoming a DM.
The way I have approached this the deeper into dangerous territory(for example cloakwood) you get, the more difficult the encounter.
I do try to set it up like you said. A campsite with bandits and/or goblins, ogres with an oger mage leader in back of a cave, dryad in a heavily wooded area, water elemental at a waterfall, etc...
I don't know if anyone has actually found any of these random spawns. I have been under the impression this was fine to do, so I don't understand the vote. If I am breaking some rule, just let me know and I will stop.

- Brokenbone
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Re: Surprise Spawns?
You sure aren't breaking any rules in terms of "decorating", this is I think more about "tastes of the playerbase" and a DM suggesting she'll make the efforts here, but also exactly what the consequence of whining will be.Ksiel wrote:As far as BG, I have been doing this since becoming a DM.
The way I have approached this the deeper into dangerous territory(for example cloakwood) you get, the more difficult the encounter.
I do try to set it up like you said. A campsite with bandits and/or goblins, ogres with an oger mage leader in back of a cave, dryad in a heavily wooded area, water elemental at a waterfall, etc...
I don't know if anyone has actually found any of these random spawns. I have been under the impression this was fine to do, so I don't understand the vote. If I am breaking some rule, just let me know and I will stop.
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Re: Surprise Spawns?
I support the idea, but there are a couple things that worry me in practice...
1) For large things like an orc tribe or a bandit camp that's more than a camp fire and a couple of tents, there should be rumors to let PCs know what's going on in the area.
2) For things like I mentioned above, there should also be scouts or other warning signs the PCs can pick up on so that they don't accidentally walk into the middle of an orc camp and get massacred.
3) These things should be spawned with the regular player base in mind. Before something is spawned, whether or not the player base exists which is capable of destroying it should be considered. Sure, it might be harrowing to the run into the Tarrasque in the Cloakwood, but it's also going to be pretty much instant death for anyone.

1) For large things like an orc tribe or a bandit camp that's more than a camp fire and a couple of tents, there should be rumors to let PCs know what's going on in the area.
2) For things like I mentioned above, there should also be scouts or other warning signs the PCs can pick up on so that they don't accidentally walk into the middle of an orc camp and get massacred.
3) These things should be spawned with the regular player base in mind. Before something is spawned, whether or not the player base exists which is capable of destroying it should be considered. Sure, it might be harrowing to the run into the Tarrasque in the Cloakwood, but it's also going to be pretty much instant death for anyone.
Or maybe the second group just follows the first group and sneaks around to the back of the camp and raids the loot chest during the fight.Blindhamsterman wrote:-Potential for competition between Adventuring groups, imagine two seperate adventuring parties hear about a tribe of orcs that have set up camp, and supposed reward for removing the menace, do the two groups band together or work independantly toward finding out where these orcs are and disposing of them?

< Burt> kmj's a jerk, that's what the j stands for. Kyle's a Massive Jerk.
Re: Surprise Spawns?
My feeling on that [note to Ksiel and dergon] is that anything "large" needs to have a DM present. When you're talking about a large war party or somesuch you are getting into the realm of much greater complexity and nuance and I for one do not want to see a couple of higher level PCs mow through an entire orc raiding party; monster AI is simply not up to this task and it ends up being CHEESE.kmj2587 wrote:1) For large things like an orc tribe or a bandit camp that's more than a camp fire and a couple of tents, there should be rumors to let PCs know what's going on in the area
This includes "bandits on the road". I hate seeing bandit spawns on the road because without a DM present it A) railroads the players.. if they can't stealth past they have to fight, because without a DM they can't talk their way past either, and B ) offers no chance to have the bandits do what bandits really should be doing- namely, demanding money.
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Re: Surprise Spawns?
Mirabai, if you'd be interested, I'd be quite happy to create a selection of 'bandits' with dialogues demanding variable amounts of money based on either a) the PC level they speak to or b) their own level. having a fair selection of them would make things more interesting perhaps? (though it's just as possible, you simply don't want to do that, which is fair enough)
What about things like the random merchants? I believe both servers have a few that rarely spawn which could be used as such, spawn them, sell them one or two interesting or unusual items (doesn't need to be powerful, just fun) and leave them there, maybe the next day or time you log in, you despawn him, implying he moved on?
What about things like the random merchants? I believe both servers have a few that rarely spawn which could be used as such, spawn them, sell them one or two interesting or unusual items (doesn't need to be powerful, just fun) and leave them there, maybe the next day or time you log in, you despawn him, implying he moved on?
Re: Surprise Spawns?
Great... in trouble again...
First, let me state, I am not hear to try and kill your PC's on purpose.
Secondly, I will not place a "random" spawn in the middle of the road. None of the random spawns have been on a main road. PC's would have to be well off the roads to meet my spawns.
Thirdly, if you are in the heart of the Cloakwood, while it won't be a dragon on the other hand, don't expect a single kobold. Most of the random spawns I place have a theme or story to why they would be there.
While monster AI is cheese, having absolutely nothing is bigger CHEESE.
First, let me state, I am not hear to try and kill your PC's on purpose.
Secondly, I will not place a "random" spawn in the middle of the road. None of the random spawns have been on a main road. PC's would have to be well off the roads to meet my spawns.
Thirdly, if you are in the heart of the Cloakwood, while it won't be a dragon on the other hand, don't expect a single kobold. Most of the random spawns I place have a theme or story to why they would be there.
While monster AI is cheese, having absolutely nothing is bigger CHEESE.
Mirabai wrote:My feeling on that [note to Ksiel and dergon] is that anything "large" needs to have a DM present. When you're talking about a large war party or somesuch you are getting into the realm of much greater complexity and nuance and I for one do not want to see a couple of higher level PCs mow through an entire orc raiding party; monster AI is simply not up to this task and it ends up being CHEESE.kmj2587 wrote:1) For large things like an orc tribe or a bandit camp that's more than a camp fire and a couple of tents, there should be rumors to let PCs know what's going on in the area
This includes "bandits on the road". I hate seeing bandit spawns on the road because without a DM present it A) railroads the players.. if they can't stealth past they have to fight, because without a DM they can't talk their way past either, and B ) offers no chance to have the bandits do what bandits really should be doing- namely, demanding money.
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Retired but not forgotten: Bhael Ezri, Blaise Dawnbright, Bastian Cross, Tristan Celvante, Logan Castill, Dorian Orthallas, Kharak Aza'DeDuin, Nyx
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Re: Surprise Spawns?
By "large" I meant numbers, not size of the creature.Ksiel wrote:While monster AI is cheese, having absolutely nothing is bigger CHEESE.
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Re: Surprise Spawns?
I am very much in favor of this kind of thing. Mirabai I would suggest that your random spawns need not always be monsters to fight either. The vestiges of a looted caravan with dead bodies and burnt wagons (and maybe a bit of loot the looters missed) is enough to spice up an otherwise mundane night on the server. A group of dead adventurers in the cloakwood or in a cave makes things really interesting to players who come to "expect" the same boring spawns. Even a rotting skeleton in the Cloakwood with a strange tome among the rags can make someone's night. It makes the server dynamic and realistic. Its something to RP about when no DM is on. I am strongly in favor of this and would love to see it across all servers. And don't stop doing it if someone dies and whines. If you are going to go out and adventure be prepared to possibly die. Fair warning is being given. One whiner should not spoil the fun for everyone.
I have only three suggestions:
1. Do not place monster spawns close to AT's. That can indeed induce instant death and is not fair. These types of spawns should be far enough away from ATs so that players can evade them if they choose to.
2. Do not place "flocking" monster spawns because they can wander close to ATs.
3. If you can try to place spawns that further whatever story your DMs have going on on the server. For example, Ksiel has had this lycanthrope story, spawn a wolf pack and a werewolf or something. It will get people RPing and further the story.
Cloud used to do this on TSM all the time. I loved it. It adds great flavor and spice to the server and really makes it come alive. If the random spawns can sometimes be woven into the story of the moment all the better.
I have only three suggestions:
1. Do not place monster spawns close to AT's. That can indeed induce instant death and is not fair. These types of spawns should be far enough away from ATs so that players can evade them if they choose to.
2. Do not place "flocking" monster spawns because they can wander close to ATs.
3. If you can try to place spawns that further whatever story your DMs have going on on the server. For example, Ksiel has had this lycanthrope story, spawn a wolf pack and a werewolf or something. It will get people RPing and further the story.
Cloud used to do this on TSM all the time. I loved it. It adds great flavor and spice to the server and really makes it come alive. If the random spawns can sometimes be woven into the story of the moment all the better.