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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > “Dinner Party” – Out of The Box D&D Encounters #31 (Truth Serum & Short Term Madness in a Tavern)

“Dinner Party” – Out of The Box D&D Encounters #31 (Truth Serum & Short Term Madness in a Tavern)

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truth sreum truth rerum rhort term madness tavern   Introduction: The Dungeon Master’s Guide is full of tables, information, and colorful references. However, an encounter idea can come from a simple reference to an item, property, or game mechanic. In this case, I stumbled upon the Sample Poisons listing while looking up Short Term Madness. (Hey, I know what you’re thinking…don’t judge) What I saw was Truth Serum. (p. 358 DMG)
  Imagine your player characters sitting down around a table in an inn, tavern, restaurant, etc., and unknowingly imbibing food tainted with Truth Serum (ingested poison). Do they have conflicting ideals or flaws? Do they have secrets? Do they have secret desires? If you thought last Thanksgiving or Christmas dinner was embarrassing, strap on your big boy pants, because this could get messy.
  Environment: Urban/Small Town/Tavern (or similar setting as you so choose)
Suggested level: Any
 Description: Before you begin this encounter, set-up is key. Have each of your players roll 1d20, a pair of d20 together and a Percentile (d100). If possible, have them roll these dice at least 1 or 2 sessions early so they aren’t focused so much upon it when you want to run this encounter. Record those numbers on a list beside each character’s name. Keep this handy in case the players complain that they were not given saving throws. Keep track of those characters that might have Advantage on such saves, and contact them at a later time for “one more d20 roll, just to check something”, perhaps by email. If you want to make it really random, use the “random draw rule” listed below instead of the d100 Percentile roll. Being a Dungeon Master sometimes means being great at poker. Never let them see you bluff.truth sreum truth rerum rhort term madness tavern
  When they sit down to a formal meal, in any number of settings, the meal will be laced with the Truth Serum poison (page 258 of the Dungeon Master’s Guide), and if they fail their save (only a DC:10 Constitution) after eating/drinking whatever is laced (make it everything so there’s no guess work), they cannot knowingly tell a lie, as per the Zone of Truth Spell. Inform each character of this with a pre-written note. When you hand out the notes, even though they all say exactly the same thing, sort through the notes behind your screen like you’re looking for something specific, and then be certain when you hand them out. Building the illusion that there’s a specific thing for a specific person is important to creating the right illusion.
  Now, insert the right NPC. Perhaps it’s a barmaid, perhaps it’s an inappropriate drunk. Perhaps it’s an agent of the Thieves Guild or a master spy serving the evil burgomeister. The key is to have that NPC ask leading or really private questions. Like who really likes who, or “who do you work for” or “You look strong. Which of you has magic items?”
  If they say openly that they stop eating when they’re handed the note, feel free to end the effect there. But if they continue to eat, even if they passed the secret saving throw, bump up the DC on the save by 5. If their saving throw still makes it, then they’re fine. If not, either use their roll on the d100 Percentile to determine a Short Term Madness (page 259 of the Dungeon truth sreum truth rerum rhort term madness tavernMaster’s Guide), or use the “Random Draw Rule” below.
  The “Random Draw Rule” will take a lot more set-up, but creates player agency. Take the time to write each of the “Short Term Madness” effects on individual pieces of paper. Fold them up tightly and put them into a bowl, hat, or similar container. Should a player fail it’s second check as per above, have them draw once from the container and RP appropriately. Have them hand you the paper after they understand it and place that paper by their name you recorded earlier.
  What may ensue is an evening of hilarity. What may ensue is the blame and murder of the serving girl. What may ensue is nothing. When it comes to player characters, one never knows.
Monsters: Only the players, unless you have other plans.
Treasure: Embarrassment. Humor. Laughter. It’s all about the RP.
Complications: That’s entirely up to your players. Depending on how much they like to RP, how willing they are to give themselves over to this encounter, there could be no end to it’s options. You might have player’s who divulge Flaws, secret loves, hidden plans, or divulge that they’ve been stealing from each other. It’s a Zone of Truth, but through poison. If they fail that save, they might blab anything. If they fail the second save, then Short-Term Madness could spell any number of random roleplaying opportunities.truth sreum truth rerum rhort term madness tavern
  I will add this: if your players are not much for roleplaying, I’d use another encounter. You and your players should be having fun together. But, if you and your players are willing to give some RP a shot, and you don’t want to run a combat encounter, this might be for you. All I ask is that everyone have the right frame of mind and have fun with it.
“Dinner Party” – Out of The Box D&D Encounters #31 (Truth Serum & Short Term Madness in a Tavern)
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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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