Encampment Encounters: Hold Person

Tags: Dungeon/Caves, Magic, Monstrous Humanoids or Bandits

Setup: The PCs are exploring a dungeon or cave complex and decide they need to rest inside, rather than falling back. The area they are resting in is somewhat open or has a secret entrance the PCs don’t know about.

Strategy:

  • A monstrous humanoid shaman or human/demi-human bandit wizard sneaks up on the PC on guard, getting just close enough to cast hold person. The PC has a chance to hear the wizard moving, but the wizard gets just close enough to be in range for the spell.
  • Before getting close, the shaman/wizard can also cast silence on a stone and throw it near the guard when his back is turned.
  • If the shaman/wizard has surprise or goes first, he’ll cast the spell. If not, the PC can investigate. The shaman/wizard will fall back as fast as possible if the PC comes his way or the spell fails.
  • If the spell succeeds, the shaman/wizard gestures for his allies to approach and he attempts to slay the held PC.
  • The sleeping PCs have a slim chance to hear the shaman/wizard and his allies approach.
  • The creatures attempt to slay the PCs in their sleep, but each round the PCs have a chance to hear them and wake up.

Follow-up Ideas:

  • If the PC on guard was never held, the PCs can hunt down these creatures.
  • The PCs will learn to take better precautions the next time they rest.