“Dinner Party” – Out of The Box D&D Encounters #31 (Truth Serum & Short Term Madness in a Tavern)
December 2, 2016
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.
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 Master’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.
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.
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