This encounter is intended for five characters of 2nd level
It dawned on me that I had perhaps been getting too elaborate with many of my encounters. Mind you I didn’t want to just spit out a lot of “10 square by 10 square with 5 skirmishers of player’s level” snooze fests – but at the same time I might be getting a tad over dramatic with the set-piece encounters. Not everything needs to be a big, epic, hours long brawl, I know. So I’m going to attempt to offer some quicker and more easily planted encounters interspersed with the over-the-top cinematic fights I happen to love so much. My goal with this blog was to provide content that could easily be slapped into any night’s session. Set-pieces have a way of forcing you to work around their schedule.
I’ve also been neglecting the dungeon! Madness! To alleviate that I intend to produce more “drag and drop” dungeon chamber encounters. The place where most games can afford to have an on-the-fly addition is in the dungeon – so it stands to reason that you’ll likely get the most mileage out of some pre-generated dungeon encounters.
Set Up and Backstory
This encounter can be a series of rooms in any old dungeon of your choosing. Its presumed that some other creatures – kobolds or goblins or what have you – occupy the dungeon (to serve as a food source). This particular niche was carved by desperate townsfolk long ago; who buried an ogre that had been destroying crops, caravans, and people for years. They feared him so much that it was rumored even death would not slow the brute down, and so a few bold souls interred his corpse in the dungeon, and filled a pit with holy water to make certain he didn’t come lumbering out.
A few were superstitious enough to bury the monster with some valuables in the hopes that would appease it in the afterlife. Sadly, it wasn’t enough, and the rotting ogre’s corpse has been stomping impatiently in front of the holy water moat for a very long time.
Some of the dungeon’s denizens have been making forays into this area to try and recover the treasure from the ogre zombie’s side of the moat – but found themselves food for the cave fisher lurking nearby. The beetles are picking clean what the fisher doesn’t want.
Rooms: Are roughly hewn stonework. Relatively smooth walls and floor, save for cracks and the occasional debris. The ceiling is in disrepair. The obvious light sources are the fire beetles (emanate light at half the distance of a normal torch) and some distant rays of sunshine beating down through the cracks in the ceiling of the zombie ogre’s chamber (bright enough to treat the room as normally lit).
The cave fisher is hidden in a shadowy corner of the antechamber where it has adjourned to digest its last meal. It gains a +5 bonus to it’s stealth check while concealed here. If need be it will creep forward along the ceiling to get in range of prey, keeping a +2 bonus from the relative camouflage of the broken and uneven ceiling.
Sitting at the foot of the pool are the remains of some unfortunate dungeon denizen is now a meal for the fire beetles – thus continuing the dungeon circle of life.
Pool: this stone moat dips drops to a depth of about four and a half feet and is filled with sanctified water. If submerged or splashed onto an evil creature it deals Ongoing 5 radiant damage. The zombified ogre is unwilling to step foot in or even chance crossing the pool due to his instinctive repulsion by consecrated places.
Loose Ceiling: The ceilings in these chambers are worn and buckled with age. Already stones and pieces of rubble are strewn about the dungeon floor and more sections seem at risk of collapsing. The ceiling height is 4 squares (20 feet) or in more practical terms, a 2d10 fall.
A section of ceiling directly above the pool is especially loose. If the players come within sight of the hulking zombie it very well might smash the walls in frustration, causing a section of rubble to fall into the pool. This would give the zombie stepping stones to cross over – escaping its prison and entering the fray. Allow this to happen when the players are finally gaining the advantage in the fight. If you are utilizing dungeon tiles, use a 2 by 2 square rubble tile to indicate the pathway across the holy water pool
x1 Hulking Zombie (Monster Vault pg. 294)
x1 Cave Fisher Angler – Marked “C” (Monster Manual 3 pg. 28)
x3 Fire Beetles (Monster Manual pg. 30)
Making good on a previous intention – the map for this encounter was composed with individual tiles from the “Dungeon Tiles” master set “The Dungeon.”