My Documents
Become a Patron!
# 5e Encounter: Battle of the Bands The lights are dimmed, the crowd hushes, and *fog clouds* are cast. To growing cheers, a lone lutist takes the stage, and the Battle of the Bands begins in earnest. This encounter is designed for parties of any size and level, meant to give the musical (though really this works for anything from dances to intense poetry readings) player characters a place in the limelight without making the rest of the party feel like they have to sit out and do nothing. ## Roles Participation is divided between two roles: the Lead and the Crew. The Lead takes the front and centre of the performance, but their job would be much harder, if not impossible, without the actions of the other characters who support them as their Crew. Each role has its own dice rolls to secure their dominance over rival performances. ### The Lead The main performer and face of the band, who likely plays the most interesting musical track, dances, and/or sings. In many cases, this is the bard, because of course it is, but MAYBE ONE DAY IT DOESN'T HAVE TO BE! Meanwhile the Leads of rival bands will almost certainly be their main NPC in roleplay interactions. Except in rare circumstances, there is only one Lead per band. **Lead rolls:** the Lead MUST make the following rolls, in order, to influence the show's outcome: - **Gauge the Audience:** There's nothing worse than playing the wrong song at the wrong time. The Lead must make an Insight check (DC determined by the DM, usually 10) to glean the mood of the crowd and what sort of performance will go down best. On a successful check, the Lead may choose to add 1d4 to one of their ensuing ability checks; if the Lead is a bard, they may expend a use of Bardic Inspiration to instead roll an Inspiration die. - **Put on a Show:** The main body of the performance, wherein the Lead plays one or several songs, does a cool dance routine, or something else to impress the audience. The Lead must make a Performance check, the total of which will be added to calculate the final "score" of their show. - **Big Finale:** Something spectacular to make sure the crowd remembers your name. The Lead must make a Persuasion check, the total of which is added to calculate their final "score". \columnbreak > ##### Proficiency and Ability Scores > RAW, you can absolutely run this encounter using the normal rules of skill checks, however the DM should feel free to be lenient in granting temporary proficiencies and alternate skill checks where it makes sense to do so, for instance... > > If the Lead is not normally proficient in Insight checks, but their background/backstory is as an entertainer, consider letting them have proficiency (or even Expertise) when Gauging the the Audience. > > If the Lead's routine is less song-focused, such as an interpretive dance routine, consider offering them the choice to use something other than Charisma, such as the Acrobatics skill or even a variant Dexterity (Performance) check. ### The Crew The other members of the band, from backup vocalists to musicians to roadies, everyone has a part to play in ensuring the performance's success. Most rival Crews consist of three individuals, but this can vary. **Crew rolls:** each member of the Crew may take ONE of the following actions, should they choose, except for the Encore action (see below). A Crew roll cannot be attempted more than once per performance. - **Special Effects:** The Crewmember envisions the special effects they wish to prepare to highlight the performance, then makes an ability check with the appropriate artisan's tools or even Spellcasting (determined by the DM if in doubt). The result of the roll lets them add (or subtract) to the final "score" of the Lead: <=5 = -1d4, 6-10 = +0, 10-14 = +1d4, 15-19 = +1d6, 20-24 = +1d8, 25-29 = +1d10, >=30 = +1d12. Special effects can range from props to pyrotechnics, or even enhancing the catering! - **Backup Performer:** The Crewmember assists as a background dancer, backup vocalist, laying down a beat on a musical instrument, or some other additional show. The Crewmember makes a Performance check (DC determined by the DM, usually 10); on a success, they may add their Charisma modifier to the Lead's final "score".
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum - **Heckler:** An underhanded tactic, the Crewmember attempts to disrupt the opposition's performance. They must make an Intimidation check (DC determined by the DM, usually 15); on a success, the opposing Lead has disadvantage on their roll for either Put on a Show or Big Finale (the Heckler chooses). If the opposition employed Security, the Heckler must make a Deception check opposed by the Security's Insight or Perception (Security chooses); on a failure, the Heckler is removed from the venue for the remainder of the battle, and their attempts at heckling automatically fail. - **Security:** Running extra security can prevent ruffians from interrupting the performance. The Security makes a Perception or Insight check contested by the opposing Heckler's Deception and/or the opposing Saboteur's Stealth (they roll separately for each). On a success, the opposing Crewmember's action automatically fails and they are ejected from the venue. - **Saboteur:** Another skulduggerous move, the Saboteur attempts to ruin the opposition's special effects, instuments, etc. The Saboteur must make a Stealth check opposed by the Security's Perception or Insight (Security's choice) - if there is no Security, this check automatically succeeds. On a success, the opposition's Special Effects die is reduced by one tier (+0 to -1d4, +1d4 to +0, +1d6 to +1d4 etc.); if the opposition did not employ Special Effects, the Saboteur instead subtracts 1d6 from the opposing Lead's final "score". On a failed Stealth roll, the Saboteur's attempts are foiled and they are ejected from the venue for the remainder of the battle. - **Encore (special):** By convincing the crowd to call for an encore, the Crewmember allows their Lead to take another shot at glory. The Crewmember makes a Persuasion check, the DC of which is equal to 30 minus the result of the Lead's Put on a Show roll. On a success, the Lead may reroll the d20 for their Big Finale, choosing the higher of the two results to add to their "score" (the lesser roll is discarded). Special: one Crewmember can take this action in addition to the other Crew action they took, so long as that action was not actively involved with the Lead's performance. As a rule of thumb, the Encore action may only be taken by a Crewmember who took one of the following actions (or no action): Special Effects, Security, Heckler (if they were not caught), Saboteur (if they were not caught). \columnbreak ## Victory The Lead with the highest overall "score" from adding and subtracting their various rolls and Crew bonuses wins. In the event of a tie, a tie-breaker is held where each Lead makes an opposed Performance check; multiple tie-breakers can occur. The prize for victory will have been established prior to the battle; it might be money or special items wagered and agreed upon by each side, information, favours, or even a prize pooled from the audience themselves. > ##### Battle Royale of the Bands > This encounter has been designed for one-on-one performance duels, but DMs should have little difficulty adapting them for longer tournaments, either as-is via elimination brackets, or more all-or-nothing stakes by allowing multiple Saboteurs and Hecklers to target other rivals (and have the rivals prey upon each other of course). > > This understandably makes the stakes for Hecklers and Saboteurs getting ejected much more impactful, so DMs should consider allowing Stealth checks or disguises to re-enter the premises, though perhaps with growing penalties for repeated infractions.
Design by Lexi Abbey | Made with GM Binder