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Tag Archives: Level 2

The Thing in The Pit

This encounter is intended for 3-5 characters of 2nd level and makes use of current playtest/5th Edition data as of July 6th 2014


This one is a quickie: a room I designed for a one-shot dungeon crawl that unfortunately got passed over. Some of the party will be forced to fend off the slapping appendages of an abhorrent otherworldly creature, while the rest of the team attempts to breach the entrance to the dungeon before the lot of them are crushed. Make certain to have a player character on hand who can pick locks – or else this encounter is far from being fair.

Map

                                

Features of the Area

    Terrain: Each large block of dungeon floor is 10 feet by 10 feet. Any 5 foot squares marked with a star are considered difficult terrain

   The Pit: This yawning chasm reaches far down into the Underdark, where a massive, amorphous beast from the Far Realm is trapped. The drop is 20 feet where tight cracks and crevices leech deeper into the ground. The elastic tentacles have wormed their way up through these openings. Because the uneven walls of the pit provide good handholds, no check is necessary to climb back up (the writhing tentacles may pose their own challenges, however)

   Treasures: The locations of the two treasure caches are indicated by gold sunbursts on the map (see “Rewards” below)

   Exit Door: This sturdy steel door is a half-foot thick and incredibly heavy. It is shut up tight by three identical locks. Passage to and through the door is blocked by a toppled over column (see below).

      •Each lock requires a DEX DC 10 check to open, and some appropriate lock-pick must be used (a set of Thief Tools would suffice, and Proficiency in such tools grants advantage as normal). 

   Broken Columns: One of these collapsed columns has fallen in front of the locked exit door. With the stone ruins blocking the way, it will be impossible to unlock the door.

      •The column is very heavy, and another party member will be needed to lift it, if not completely move it out of the way. A STR DC 10 check is sufficient to lift the column up, allowing access to the lock. This same character can keep the column elevated for several rounds without having to make another check, but must use their action on their turn to do so. A STR DC 15 check will allow the character to shove the column aside and out of the way for good.

Monsters

The otherworldly abomination is far too massive and durable to be killed by a few paltry, low-level heroes. Fortunately for them, the beast cannot drag its squamous bulk through the caverns below to reach them. Instead, it has extended several of its slimy, mouth-covered tentacles to probe for prey. Though each individual tentacle can be destroyed with some ease, more will take their place, and the creature itself will take little damage. Is the monster regenerating these tentacles, or does it just have a near inexhaustible number on its body? That’s a question bets left unanswered.

•x(# of PCs) Tentacles (40 EXP each)

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     Beast Tentacle (Medium Aberration – Limb)

AC 12 (Vulnerable: Slashing)

HP 8

   Available Actions:

Slam  (Within 15 feet of any part of the pit; one creature) +3 to hit (1d6+3 bludgeoning damage); automatic hit and +1d6 bludgeoning damage if target is already restrained

Trip  (Within 15 feet of any part of the pit; up to two creatures) DEX save DC 12 or target(s) are knocked prone

Ensnare (Within 15 feet of any part of the pit; one creature) +4 vs. STR or DEX (target’s choice); on hit target is restrained and may attempt the check again to escape as an action. A tentacle that has ensnared a target in this way may deal it 1d6+3 piercing damage as an action

   Traits:

•Each time a beast tentacle is destroyed, roll 1d4-1 (minimum of 1) – a new tentacle replaces it after that number of rounds has passed.

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Tactics

The tentacles have supernatural blindsight, and the best has enough intelligence to try and interrupt any character attempting to escape. Otherwise, they try to kill and eat every PC (like you do, when you are an amorphous beast)

Rewards

In the nook in the north part of the room, the skeleton of an unfortunate explorer (wounded by the beast and unable to escape) is crumpled against the wall. Amid the ragged ruin of bones and torn clothes are x1 Healing Potion, a silver ring worth 10 gp, and three raw, uncut gems worth a total of 100 gp

One of the water basins in the eastern section of the dungeon is home to the formation of some uncut precious stones. A STR DC 10 check (advantage if a dagger, prybar, or other tool is used) will free the gems, which can be sold for 50 gp

 

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Infiltrating Zinnaatis’ Outpost

This encounter is intended for three players of 2nd level and uses the August D&D Next Playtest Rules

One of the difficulties of living in a subterranean hell-hole like the Underdark, is that you cannot make/grow all the things you desire to use in your various plans and plots. Thus, trade with the surface world is inevitable. For the Drow and other Underdark dwellers, this means dealing with the disreputable and cruel elements that lurk topside. To facilitate this, trade posts are often established within a few miles of an access point to the surface. Though not truly in the Underdark due to their proximity to more typical caves and caverns, these establishments are just as dangerous, and likely to be full of sinister humanoids (if you’re lucky!) from both above and below, each just as suspicious and contemptuous of the others.

This week’s encounter will take the PCs into one such outpost in search of a McGuffin (The ecounter will presume this is the stolen journal of a long dead wizard, but you can substitute and item appropriate for your campaign). The encounter is meant for a smaller group of PCs, and hinges on their use of stealth, deception, bribery, and diversion. If the whole camp is alerted, the PCs won’t stand a chance in open combat. But by being careful and clever, they can get in and out without ever being noticed.

Setup

A recent contact of the PCs with a magical background is piecing together the research of a long dead wizard in order to make sense of the old mage’s spell book. In trying to dig up his belongings, the contact found that most of them were stolen not long ago in a raid on a trade caravan. Some sleuthing anda little  divination   lead him to locate the dead wizard’s journal – a half mile below the surface in a Drow traders den called Zinnaatis’ Outpost. The book’s exact whereabouts weren’t precisely discovered, so the contact will need the PCs to investigate the outpost, and sneak out with the book.

Each area on the map has some activity going on that might help or hinder the PCs efforts to search for the book. The events and relevant stats are noted below. All creatures referenced are from the Bestiary document unless otherwise noted.

Zinnaatis’ Outpost

     Established by an overly ambitious Drow soldier, this forward camp is close to the surface world; making it an ideal trading post, and an even better place for spies to nest. It’s been around for a good ten years now, and its success is based largely on Zinnaatis hands-off approach to management. A wise businesswoman, if not a loyal soldier, she made sure that traders had privacy, a few creature comforts, and a heaping helping of her own religious zealotry.

     Guard duty is covered by various mercenaries hired from among the surface traders by Zinnaatis. She permits her various trade contacts to come and go as they please, so long as they pay the entry toll and shoulder the brunt of her unusually high taxes (much of which find their way into her personal coffers). Among them are hobgoblins, kobolds, orcs, and even some unsavory human bandits. 

I Prefer A Straight Fight to all this Sneaking Around…

     Ostensibly the PCs would not be welcome in a place like Zinnaatis’ Outpost. Thus they must take measures to conceal their identities and intentions. Anything from disguises, to a good cover story (slaves are traded through here regularly, and some treacherous humans, half-orcs, and half-elves serve as mercenaries down here, and are thus not unheard of) to some good old fashioned stealth would suffice. Make the players work for it through roleplaying and careful planning. A solid cover story or disguise should stand on its own, calling for rolls only if the PC’s behavior becomes suspicious.

     However, if the party insists on picking a fight, even the fractious creatures of the outpost know they have many common enemies on the surface – with the most likely foe being adventurers! Any monsters in the area who witness the PCs behaving suspiciously will most likely turn on them – and some will probably even slink off to the others sections of the cavern for reinforcements! Remind the PCs that this is a dangerous mission, and that discretion is the better part of valor.

A Blade in the Dark

     These kinds of infiltration narratives when presented in films like (any) James Bond, literature, or video games like Metal Gear Solid and Assassin’s Creed, feature protagonists getting the drop on their foes and dispatching them quickly and quietly. The D&D Next rules don’t provide any specific insight on this sort of situation (it doesn’t exactly fit the circumstances of a coup de grace), as the “one-shot kill/incapacitation” tends to be a rare situation and a cause for easy abuse of the rules. At the same time, this encounter presents circumstances where it would be perfectly logical for a PC to drop a foe with a single roll – and that’s likely how your players will be thinking! While game balance is always important, maintaining verisimilitude keeps players happy and makes your world consistent – and sometimes that requires a bit of fudging int he rules. Since not everyone is a rogue and benefits from sneak attack, here are a few suggested rules “hacks” when dealing with this very specific situation:

   •A foe that is caught completely unaware might be considered eligible for a “coup de grace.”

   •Otherwise you might allow such an attack to deal 2 or 3 weapon damage dice (giving the foe an unlikely chance to survive, while not ignoring the fact that rogues should be better at this kind of work than any other class.

   •Snapping the neck of a sentry could be represented as a simple STR vs. Opponents CON score as DC roll. This would require the assailant make a DEX roll to sneak up on his/her target first (thus ensuring that rogues remain superior at wetwork to other classes).

These sorts of ambushes rarely require the PCs to roll initiative(unless their victim spots them first, or survives the attack). After stealthily eliminating a foe, there is always the problem of what to do with the body, of course…

Map

       

A full poster version of this map is included in Vaults of the Underdark. All sections of rubble and furniture count as difficult terrain.

It’s Never That Simple

     If your PCs were successfully subtle, consider having one of the patrols follow them as they attempt to reach the surface, and attack them en route. This will discourage them from lingering, and given any players feeling dejected by a lack of combat a chance to wet their blade.


Patrols – These patrols wander around and outside the outpost, looking for suspicious activity and on hand to quell any hostilities flaring up from a deal gone awry. Each patrol’s path is dictated on the map, and it will take them about 5 minutes to complete a circuit (they are searching the area, chatting with visitors, and taking their time). 

     Unlike some of the other occupants of the outpost, the patrols will know right away that the PCs do not fit in, and will accost them, attacking quickly if the PCs don’t have cover stories or disguises that hold up. If they see the PCs approaching or leaving the outpost (essentially in areas “off the map”) they will charge after them without questioning.

     Features of the Area – Patrol 1 (P1 on Map) – x1 Drow (pg. 39), and on a leash, x1 Guard Spider(As “Spider, Giant) but 10 HP and medium size); Patrol 2 (P2 on Map) – x2 Hobgoblins (pg. 55), x1 Hobgoblin leader (pg. 55) 

1. Statue of Lolth – This sixteen foot tall effigy occupies the high-ceilinged middle chamber of the outpost. Zinnaatis is an especially pious drow, and sings her Demon-Web Godess’ praises to all of her trade partners. Right now, however, a crowd is gathered round the statue. A tall human clad in black robes and wearing a skull-like mask is screaming an angry sermon from the base of the massive artifact. 

     He asserts that his God (pick whichever evil deity you deem appropriate) is far superior to he lowly bug-witch of the drow. The statue has angered him, and threatens that his cultists will refuse to trade with the outpost if they are not given equal religious representation. For all his unscrupulousness, the priest knows his audience, and is managing to work the crowd into an uproar. Many of the creatures in this are are packed together to listen, two or three at a time occupying the same five foot space.

     It would not be difficult to begin a riot in this crowd which might provide convenient cover to the PC’s actions. However, getting caught in the rioting is its own danger. Moving through a rioting crowd can be accomplished with a STR DC 10 check at Half Speed. For every round stuck in the crowd, a PC must make a CON DC 10 save. Failure results in 1d6 bludgeoning damage and the PC is knocked prone, save for half damage.

     Features of the Area – Creatures here have Disadvantage on WIS checks due to their distraction with the oration. This chamber is brightly lit by torches.

     Creatures – x1 Skull-Masked Priest (Dark Adept pg. 11) and his x4 Dark Adepts (pg. 10), x10 Kobolds (pg. 59), x12 Goblins, x3 Orcs, x4 Hobgoblins, x2 Drow

2. Trading Floors – These rooms are crammed with merchants and shoppers. Those trading offer all kinds of mundane wares at or below book price (since they are primarily stolen). Magical items are traded in the “library.” It is not entirely unusual for violence to break out on the trade floors and is acceptable so long as it is brief and contained. The traders are from al walks of the Underdark and the surface, and they all keep a close eye out for thieves. Guards patrol the cramped crowds, but have Disadvantage on WIS checks to notice any foul dealings due to the size of the crowd (this is not true for merchants keeping an eye on their goods). The punishment for stealing here is the summary removal of both hands. If asked about a book, anyone here will recommend checking with the magical item vendors in the library.

     Features of the Area – Creatures here have Disadvantage on WIS checks due to their distraction with the bustle. This chamber is brightly lit by torches.

     Creatures – The guards consist of x2 Hobgoblins, x3 Goblins

3. Latrines – This room is perforated by holes in the ground full of stinking biological waste. It is the unfortunate duty for some kobold or goblin to clean the pits as punishment once a day. There is little for PCs to find here save disease. If they are using a light source, grant them a WIS DC 10 check with Disadvantage to Spot. A succeeding PC notices a glint coming out of one of the pits. One of the hobgoblins concealed a gem worth 100 gp that he pinched from the latest cache of loot. Good luck retrieving it.

     Features of the Area – This room is unlit.

4. Sealed Storage – Inside this chamber are all of the large and expensive trade items that merchants would prefer a little extra security for (at a cost, of course). The door to this room is made of heavy steel, and shut with a lock (DC 15 to pick). There are always two sentries on the landing outside (choose from the creature near the Statue of Lolth above). Within the room are four well armed and disciplined hobgoblins. They imedietly question anyone entering the chamber and are very suspicious of anyone not accompanied by one of the Drow (Disadvantage on checks to Bluff or Intimidate).

     Most of the supplies are piled up in crates and boxes in the center of the room, leaving only 5 feet ofclearance  along each edge. Hobbling over the supplies counts as difficult terrain.

     Features of the Area – Dimly lit by a single lantern hanging above the door. The heavy door and noise outside mean that it is very difficult to hear anything in this room past the stoop outside. sentries who might hear yelling or the din of battle make their WIS checks with Disadvantage. At the back of the room are armor stands with 5 medium and 1 small (a gift for a particularly loyal goblin!) suit of Drow Chainmail. In addition there are various traders crated here (DM discretion). The warehouse floor is always attended by a goblin known as “His Majesty the Count” who does Zinnaatis’ counting and sums – he is easily recognized for his smudged apron and tiny leather visor, as well as the oversized ledger book he constantly lugs around.

Drow Chainmail – AC 16 (Otherwise as “Mithril Chain”)
These shirts of extremelly light, shimmery black mail are prized by the vicious dark elves. Drow Chain is infused with the magical contamination Of the Underdark and as such, cannot survive long outside such environs. It breaks down into a black dust after exposure to sunlight in 2d6 days.

     Creatures – x5 Hobgoblins, x1 goblin

5. The “Orb and Weaver” Tavern – Cramped, hot, and reeking of cheap grog and sweat, the sign of the Orb and Weaver refreshes the surly raiders and bodyguards that service the Underdark merchants. Hanging above the bars entrance and well lit by phosphorescent lichen is a wooden sign, painted in purple and featuring the image of a spider hanging over a loom, its abdomen appearing to be a crystal ball. The echoing of the chamber means that even on a sparse night the bar is booming with a cacophony of voices. 

     The bartender, Luhrg the Mugbreaker (Use the “Oorog” stat block) has been working this tavern for a year now and is a surprisingly quick study for an orc – he stays friendly with everyone and is happy to sell rumors and information for a price (typically between 5-15 gp). Luhrg hears about everything eventually, and knows every face that passes through; meaning that he knows where to find whatever you want. It also means he’ll be extremely nosey about the PCs presence, battering them with friendly questions in order to loose the details from them. If the PCs play along and their cover story holds up, Luhrg will be amiable and helpful. Close lipped PCs will find themselves being overcharged, ahrassed by the customers, and eventually tossed out.

     The PCs will needs be on their best behavior here. The patrons are all drunk and spoiling for a fight. So long as no weapons are drawn, it would be acceptable for a barroom scuffle to occur, though that will likely mean the end of the PCs stay for causing trouble. A fistfight with one table of ruffians might cause the whole bar to erupt in flying fists, or only attract the cheers of other tables (at the DM’s discretion). Given the cruelty and grudging nature of the inhabitants, a bar fight would likely mean the patrons attacking one another just as soon as the PCs! To keep the peace, Luhrg has hired on a Drow waitress who is fully armed beneath her revealing bustier (use the Drow stats with AC 12).

     Luhrg serves he normal fare for a low quality tavern, grog, moonshine, watered down ale, as well as more exclusive local drinks with vile names like “Mushroom Musk” and “Umberhulk Sweat.” The tavern’s most expensive drink, the “Mindflayer Mucous Shot” has an unusual effect on those that can resist it. Any PC who downs the shot makes a CON DC 12 Save. They instantly fall unconscious for 2d10 minutes on a failed save. A successful save grants Advantage on any lore roll for the next 1d4 days.

    Features of the Area – Well lit by candles, lanterns, and lambent lichens. Moving anywhere in the cramped bar requires double movement.

     Creatures – x1 Orog (pg. 71), x1 Drow, x1 Orc, x3 Goblins, x2 Hobgoblins, x2 Gnolls, x4 kobolds (at the bar, on booster seats)

6. The Library – Not dissimilar to the trading floors, this oddly cozy nook houses several bookshelves as well as magical oddities strewn about on carpets. There is a sales counter in this room, attended by a rather grubby looking human hedge-wizard who eyes everyone entering as though they are a potential meal. He grumbles to himself at odd intervals. At the moment, most of the sellers are not on hand, just a fewgoblin assistants   attending to their master’s wares. 

     The book the PCs seek is sitting plainly upon the largest shelf, and the attending wizard will explain that it is worth 550 gp or the equivalent in barter. 

     The open space outside the Library consists of a crowd of gathered villains. They talk and mill quietly amongst themselves, trading gossip and making impromptu deals. The crowd can easily be used as cover for sneaking PCs, or a source of information.

     Blocking the northward entrance into the gallery where the Statue of Lolth looms is a blockade consisting of gnoll ruffians. They will not allow the PCs to pass by, snarling something about the magical sundries beyond are only for privileged shoppers approved of by Zinnaatis herself (albeit much less eloquently). Though the sentries are very adamant, a CHA DC 20 check to intimidate might convince them to let a PC by (any demonstration of magic prior to this grants the roll advantage). What they don’t realize is that any such sentries guarding the rear entrance are incapacitated.

     At the intersection The alley west of the Library are a pile of drunk goblins. Though mostly unaware of their surroundings, the leader is an angry drunk, and will get belligerent and combative if the PCs are too loud or try to talk to him. The PCs might be able to get away with fighting these goblins (the crowd nearby has little concern for the wretched creatures) though efforts would needs be taken to make it appear as one of the expected brawls that occasionally crop up in the outpost.

     Features of the Area – This chamber is brightly lit by torches.

     Creatures – x1 Human Witch Doctor (pg. 58), x1 Drow, x2 Goblins; The blockade in the alley consists of – x3 Gnolls (pg. 48); The crowd outside the Library is made up of – x1 Green Hag (pg. 53), x2 Drow, x2 Doppelgangers (pg. 32), x3 Dark Adepts, x1 Cultist of Asmodeus (pg. 9); In the west alley – x3 Goblins, x1 Goblin Leader (pg. 49)

7. Zinnaatis’ Mansion – Calling this underground holdfast a “mansion” is generous. It is little more than a barracks. The first floor contains kitchen, storage, bunks, armory, and a few offices. The second floor is reserved as Zinnaatis’ private apartments. From here the Drow officer tends to the business matters of the trading post, keeping her collected taxes (and bribes) locked in a magical safe containing a “Bag of Holding” within which is her horde. The mansion is not included in the scope of this adventure. The divinations used to scry out the McGuffin mark it being in the trade floor, not within the walls of this complex. However, players being players, you may wish to pull out some appropriate map in case they decide to investigate. Stats for Zinnaatis are given below, though a scrape with her would be a suicidal fight for a small number of PCs at this level.

Rewards

     The D&D Next Playtest gives relatively good guidelines for rewarding players for non-combat situations. Given that this encounter involved a great deal of guile and problem solving, it would be a shame to overlook experience rewards merely because the PCs avoided open confrontation. That said, their accomplishments would not equate tot he same value as all the monsters who appear in this encounter, many of whom serve as intimidating set dressing and a reminder that the PCs are in over their heads and vastly outnumbered. 

     As a general rule, for every chamber the PCs successfully navigate without starting a fight, grant them 100 EXP (grant combat experience as normal). If their plan is especially clever, dramatic, amusing, or effective, feel free to throw another 50 EXP in as a bonus. Completing the entire encounter successfully is worth an additional 100 EXP. 

 

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Showdown at the Rumbling Cabin

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Lilian – Halfling Warrior

This encounter is intended for five characters of 2nd level

So – I have a confession. Sometimes it takes me while to get posts out not just because of the many hats I wear but because making tactical maps for even a brief and simple combat encounter takes a long time. I’s fun work when I’m in the mood, and I’m usually very happy with how they turn out (even using my off-the-cuff and amateurish photoshopping) but setting this weekly deadline for myself means I usually dread the task. But my laziness should not be an excuse to withhold good ideas!

I also have this terrible habit of obtaining great maps (overworld, encounter grid, or otherwise) and never making much use of them. So I’m deciding to alleviate both these flaws by incorporating more ready-made maps, or even building encounters around maps I’ve found that inspired me to build some story around them. Thus these aren’t original works, and I’ll be sure to link to their true authors or sources.

This week’s encounter is inspired by a slick map I found will perusing Chris Perkins’ “Dungeon Master Experience” over on the official D&D website a while ago. He posted a handful of his favorite maps (in varying sizes and image qualities) and the abandoned cabin stuck out to me for both being cool, and for being in sharp resolution that looked great on a retina screen!

You can find the map in question here.

Setup
In this scenario, a group of renegades has holed up in an abandoned woodsman’s cabin. Their status depends on the needs of your campaign: they might be simple bandits, fleeing criminal masterminds, spies from another nation or plane, Freedom fighters fleeing the wrath of a tyrant, religious heretics, etc. They might be plotting their next move, taking a break in a safe haven from the stresses of being on the run, or using the cabin as a “safe house” until their allies can lend aid.

Meanwhile, they are being tracked by a rival faction that has located the cabin, and is battening down outside for a tense standoff. The hunters might be legitimate or corrupt law enforcement, an armed religious inquisition, bounty hunters, agents of a crime lord, or a rival adventuring company. Whatever their origin, the hunters are seeking for a safe way to assault the cabin, with limited intelligence on what they face inside.

What neither faction realizes is why this cabin was abandoned in the first place: it sits at the epicenter of territory shared by a pair of Ahnkegs. Because the renegades have been trying to avoid suspicion, they have moved around little and stayed quiet, which helped them avoid the notice of the subterranean beasts. But as soon as hostilities break out, the giant carnivorous bugs will detect the movement of multiple potential meals above, and burrow up from below to strike when they are least expected – and least desired!

Cops and Robbers
The PCs represent one of the two factions. They might be The Hunted, using this abandoned logging cabin as a safe-house. Alternately, they might represent The Hunters, surrounding the renegades hiding in the cabin and entrenching themselves for an intense stand-off. Wether they were hired for the task, beholden to an organization, or mistaken for one group or the other is up to your campaign’s needs.

Who’s Side Are You On?!
On paper, this seems to be an incredibly difficult encounter. But bear in mind, the ankheg have only one agenda: eating. They will attack the most convenient target, regardless of their faction. The chaos of the attack can be used to help the PCs turn the tables on their foes advantage, or to allow you to challenge players with an encounter that might otherwise be a cakewalk. Though the ankhegs have a set of tactics they usually follow, feel free to use a little DM omniscience to guide them toward whatever target will make the encounter more interesting – and chalk it up to the random behavior of a thoughtless bug-monster. I’m not advocating meta-gaming here, merely pointing out that a wild animal can sometimes act in ways that are dramatically potent!

Tactics
Renegades: Those holed up in the cabin are unwilling to exit and will force a siege. They know that the thick underbrush and sturdy trees are likely to conceal more of the PC’s party, and aren’t willing to pick a fight without the advantage of their ramshackle fortification. They will station a sniper on the second floor to serve as lookout and to take potshots at any PCs who come too close to the cabin. The renegades stay near each exit; both to anticipate being attacked on all sides – and in case the stand-off takes a turn for the worse and a chance to escape presents itself (no honor among thieves, after all!)

    The Enforcers: The lawmen (or perhaps the more organized criminals) approach the cabin with caution if not stealth. They move from cover to cover and attempt to do so quietly. Their goal is to surround the cabin or, at the very least, be in sight (and crossbow range) of each of the major exits. Once they are in position, their leader will call out for the PC’s surrender. The enforcers are reluctant to enter the cabin – knowing that doing so puts them at an extreme disadvantage. That said, after a few hours, or if an opportunity to turn the tables (capturing a PC who has exited the cabin, sneaking onto the roof, starting a fire in the cabin, summoning a monster or area effect spell inside, etc.) they will spring into action. This is about when the ankhegs will strike as well.

     Ankhegs: The ankhegs can spring on their initiative, or in the round when it would be most dramatically valuable. Try to toss them in during the second or third round of combat to maximize their effectiveness and to keep this conflict a three-way fight. As a general rule, the ankheg will attack the nearest target granting Combat Advantage, regardless of whether or not that will provoke an opportunity attack. When bloodied, they will be more discerning in their targets. If an ankheg is at 10 HP or less, it will flee for its life, burrowing swiftly into the ground to retreat.

The ankheg’s goal is to snatch a target, drag it underground (Using Gnaw and Scuttle to shift 2 squares using its burrow speed in the squares directly under where it was just standing), and begin tearing into it with impunity on the following turn. The victim’s allies are welcome to climb down into the ankheg’s hole – if sliding into a dimly lit tunnel full of screams and giant, flailing, insectoid limbs sounds appealing.

Monsters
x2 Ankheg – (Monster Manual II pg. 11)

Renegades
x4 Common Bandit – (Monster Vault pg. 170)
x1 Cluff MacLire – [If this source isn’t available, substitute any Level 4 Soldier with the “Leader” keyword] – (Dungeon 181)
x1 Halfling Wilder/”Halfling Sniper” [Replace “Mind Thrust” with “Crossbow” which deals normal damage] – (Dark Sun Creature Catalogue pg. 60)

OR, if the stats for this creature are not available:
x1 Hobgoblin Archer/”Elf Sniper” [Replace “Hobgoblin Resilience” with “Elven Accuracy”] – (Monster Manual pg. 139)

Enforcers
x4 Town Guard – (Monster Vault pg. 171)
x1 Cluff MacLire – [If this source isn’t available, substitute any Level 4 Soldier with the “Leader” keyword] – (Dungeon 181)
x1 Halfling Wilder/”Halfling Sniper” [Replace “Mind Thrust” with “Crossbow” which deals normal damage] – (Dark Sun Creature Catalogue pg. 60)

Map

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The link to Wizard’s website above has a higher quality version

Features of the Area
  Shrubs and Brush – Grants concealment
  Felled Trees, Stumps, Rocks – Difficult terrain; Ankheg’s cannot surface in these squares
  Tree Trunk – Blocking terrain that grants cover; Ankheg’s cannot surface in these squares
  Fences – Passing over fences requires two squares of movement. Can be used as cover.
  Well – Grants cover. Drops down two squares before the water level.
  Cabin Floorboards – These flimsy, termite-eaten boards do not deter the Ankheg’s from surfacing.
  Tables and Chairs – This flimsy furniture does not deter the Ankheg’s from surfacing.
  Curtains – Grant total concealment. Passing through requires two squares of movement.
  Windows – though there is glass still in the panes, it is easily broken. Windows require two squares of movement to pass through.
  Stairs – These rickety stairs are difficult to ascend, requiring two squares of movement. All terrain on the ruined, partially collapsed second floor is rough terrain.

Rewards
Experience rewards on this one are a little tricky, especially given that some of the enemies are fighting one another. I’d argue for calculating the total, and giving the players half. Adjust for more or less, depending on how difficult the fight was. Ultimately, I feel that giving the players more EXP is never the wrong choice – they will feel accomplished and powerful, and let’s face it: how many campaigns have you run all the way from 1-30? Speeding things along won’t hurt.

 
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Posted by on November 14, 2012 in Combat Encounter, Not Playtested

 

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Siege on the Oak and Splinters Inn

This encounter is intended for five players of 2nd Level

You may have noticed that in my business and negligence that I skipped a post. Well this weeks encounter is a double-header in order to rectify my ghastly offense: a skill challenge to support a follow-up combat encounter! While it isn’t unusual to see small skill challenges during combat (and indeed, tends to make those scenes memorable and engaging) I decided to try something a bit different here. In addition to having the usual experience reward, this skill challenge has a direct impact on the fight it precedes, providing the PCs with every necessary advantage (terrain control, artillery, extra swords beside them, and the confidence to win) that they can muster. And considering that the enemies come in waves, they’ll need every bit of help they can get.

Purpose
These encounters are modified from an adventure I wrote for a friend a while back. They took a good bit of converting since his game was in (gasp!) the old AD&D 2nd edition. The plan stayed the same, but out came the THAC0 and in came the Healing Surges. I picked monsters that fit the spirit of the original when a one-to-one trade didn’t work (you yourself are a monster if you think throwing level 2 characters up against a 4th Edition owlbear is fair. And don’t even get me started on that swarm of deadly dire squirrels). In the original adventure, the PCs are investigating a rash of inexplicable animal attacks happening along an important trade road. Animals of all different kinds, including those not typically prone to violence, are attacking travelers unprovoked, and in a coordinated fashion. Local druids have determined that the cause is a corruption at the heart of the forest that has been driving animals, magical beasts, and even the plant life mad. The druids needed help to complete a ritual to cleanse the forest, and that is where the PCs come in.

You needn’t have such a complicated explanation for why your PCs are besieged by an army of normally uncooperative animals. An evil druid might be attempting to rub them out in order to curry favor with one of the party’s recurring villains. Or perhaps some powerful demon has been corrupting the wildlife to amuse itself. The attacks might be part of a plot by an enemy nation to disrupt trade (a similar overarching goal of the villain in the original adventure). Whatever the case may be, make it clear to the players that what they are experiencing is a sign that greater dangers are afoot.

Setup
The PCs arrive at the ‘Oak and Splinters Inn’ (so named for the prevalence of the tree, and the prevalence of the barbs that found their way into the original builder’s hands during construction), either coincidentally, or in response to reports of strange animal behavior. When they arrive the inn is sparsely occupied, unusual for an establishment on such a popular trade route. Before they can finish their meals, a man bursts into the inn, raving about an impending attack. He was traveling with a supply wagon to restock the establishment and rushed to arrive when he saw a pack of wolves, bears, stirges, and more, all bearing down on the lonely establishment. The attitude in the inn is one of impending doom and despair. Few of the patrons have any fighting prowess and are resigned to their fate. It is up to the PCs to prepare the building for an impending invasion.

This likely consists of rallying the patrons to fight, boarding up doors and windows, setting up makeshift traps, preparing medical supplies, and perhaps even raiding the bar to make a flaming alcohol grenade! Each check in this skill challenge determines if the PC succeeds in whatever element of the siege they are planning, but it also boosts the overall spirit of those defending the inn (including the other PCs). Success means a bonus going into the fight, failure means a disheartened atmosphere and advantage going to the attacking beasts. Following this skill challenge, the PCs will be battered by waves of animals, crazed for human blood by an unnatural calling. Each wave is progressively more difficult, and the PCs will not always have time for a short rest in between, and thus must conserve their resources wisely.

Plot Text
You can’t help but notice the feeling of unease present in the inn. Conversations are hushed and infrequent. A few inquiries is all it takes to put the pieces together: the quietness of the forest as you were on your way here, that feeling of being watched, the barely perceptible crackle of energy in the air. The animals of the forest have been – cursed or driven mad, bewitched – something. They are attacking travelers with cunning and coordination that is outside the bounds of reasonable behavior. These travelers are worried for their safety.

That’s when the door flings open, and a man hobbles in, bleeding from several wounds – bites and pecks and slashes – he shakes a clump of biting spiders from his shoulder. The innkeep approaches, here eyes wide, “Thom! What happened! Get inside, quickly!”

The young man takes some time to catch his breath, guzzling the strong ale that is brought to him in one quaff. “They’re coming…all…all of them the whole forest has gone mad! The animals are on their way, howling like crazy. I think…I think they’re going to attack us here!”

There’s little that can be gained from questioning poor Thom. The innkeep’s children take him up to a bed to rest and recover. The baying and screeching of animals arrives from outside – distant, but quickly moving in. He’s right. The animals of this forest will be attacking in force.

“We’re doomed.” sighs one of the three traders in the corner of the inn. “Our only chance is to hide somewhere. They’ll catch us and kill us all if we try to run.”

“The basement!” squawks the inkeep. We can lock ourselves into the room we use to store the ale and foodstuffs. The door is sturdy, and they can’t work a lock surely. It might be our only chance.”

You know better. There are enough creatures in this forest that can bust down even a sturdy wooden door, and there’s no chance that cowering in the dark would hide you from the keen nose of a wolf or bear. Hiding isn’t an option for you anyway. Your spells are powerful, your blades are strong.

By tomorrow, you’ll have a lot of new pelts to trade.

Map

20120830-094926.jpg

This map can be found in the old “City of Peril” map pack, but I’m hooking you up from the results of a Google image search for your convenience. There are thousands of “inn-and-tavern” maps out there but I’m fond of this one, and it works well for the encounter.

Features of the Area
Tables: Tables can provide partial or full cover

Stools and Chairs: Count as rough terrain

Windows: The inn does not have glass in its windows but instead shutters them to keep out the cold. Animals from outside could easily jump in. Moving through a window space requires 2 extra squares of movement

Hearths: There is ample firewood and kindling to light these. Flying animals might use them to enter the inn

Inn Patrons – There are more visitors to the inn than your PCs. Some can be convinced to stand alongside the PCs and hold the building against attack. The remainder take their chances hiding out in the storage room down in the basement, trusting (vainly) to the sturdiness of the door to keep the animal’s fury at bay. Each of the noteworthy patrons are detailed below. Seeing as how they are not accustomed to battle, the patrons all use the same stat block listed below (NOTE: damage values are listed for improvised weapons. Arming a patron will grant them the damage die of that weapon):

Kipra and Durgot: A distraught young halfling woman and a grizzled old dwarf in a wide brimmed leather hat, these two describe themselves as “miners.” Kipra is beside herself at the notion of being torn apart by wild animals, weeping uncontrollably – but Durgot is calm enough to converse with the PCs. He explains that the two were panning for gold along a nearby river, when an owlbear chased them away from their camp, all the way to the inn.
-Kipra +2 Bluff -Durgot +2 Diplomacy or Intimidate -An additional +5 on attempts if one of the two has already agreed to help the PCs

Winter: This white haired, wild eyed, half-elf druid is the only person in the inn managing some measure of calm. Winter despises cities and is a wanted outlaw, but cannot help but admit a fondness for this rather unobtrusive inn. All the same, she’s a survivor, and hopes to use her powers to simply flee when the attack begins.
-Intimidate -5, Bluff -2, Nature +2. If the PCs convince winter to help she forgoes her attack to instead use an at-will spell to channel her energies into a single creature, stunning it until the start of her next turn. She otherwise has the same stats as all NPCs in this encounter. (It may seem that Winter would not approve of killing animals, but once she sees the extent of the beast’s untreatable corruption she will heavy heartedly agree that putting he beasts down is a valid course of action.)

Solomon, Harker, and Wolter: Three traders from a neighboring nation, these men lost their small caravan and the guards they hired a few nights back. Now they can’t decide on the best course of action for survival. Wolter needs his confidence bolstered, while Solomon and Harker need to be convinced of the PC’s trustworthiness before they will lend their sword arms against whatever comes in. Solomon is a slight man with nervous eyes, and is easily cowed.
-Wolter +2 Bluff -Solomon +2 Intimidate -Harker +2 Diplomacy -An additional +5 on attempts if one of the men has already agreed to help the PCs

Miss Potts, Daisy Potts, and Thom Potts: The innkeeper and her children are still waiting for a husband who has been missing for almost a week now. Miss Potts has done a good job of holding down the fort, as it were, but animals and beasts keep creeping closer to the Inn. A firm or friendly word will get the Potts’ cooperation, but they are hardly fighting material. During the combat encounter they hide in the storage chamber of the basement, locking themselves in.
– If the PCs are kind to her, Miss Potts will send her children to assist with one task before heading below. +2 on the next Athletics, Arcana, or Thievery roll

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Skill Challenge: Preparing the Inn

Complexity – Successes before 3 Failures – All checks are Moderate difficulty unless otherwise stated

Easy 8 Moderate 12 Hard 18

Goal: Prepare the Inn as best you can for the impending attack. Direct benefits for the successful application of each skill are detailed below, but as always, if your players have some other use for the skill, encourage it and extrapolate a result using the below suggestions as a guideline. The players should be thinking in terms of a reasonable plan of action, not staring down at their skill list
Suggested Primary Skills: Athletics, Arcana, Dungeoneering, Diplomacy, Bluff, Intimidate, Nature, Stealth, Thievery

  • Athletics / Dungeoneering – Hammering boards over a door or window will deny the beasts an entry point. Boarded up portals are treated as having 50 HP and are hit automatically.
  • Arcana – Using your knowledge of basic alchemy, you can mix together a combination of alcohol and some of the unguents the inn keeper has stashed away to make a potent explosive: Improvised Explosive •Weapon •Fire Power (Consumable) DEX, + 1 accuracy bonus – range 4 close burst 1, 1d8 + 4 fire damage. Each use of the skill creates 2 such grenades.
  • Diplomacy / Bluff / Intimidate – These skills are used to convince the inn’s patrons to make their stand alongside the PCs, instead of cowering in the basement and hoping the beasts pass by. Each patron will respond more favorably to one approach or another, as detailed in their descriptions (see “Features of the Area” below). A successful check means the PC has convinced the patron to take up arms, and they will participate in the combat encounter. Though not especially brave, they will obey the PCs commands and trusting their judgement (within reason). Stats for the patrons are given below.
  • Nature – Though these creatures are under the influence of dark magic, their fighting behavior will remain the same. Each successes also means that the PC has time to attend to one of the following precautions: •Lighting fires in each hearth to prevent flying creatures from entering •Covering any holes or niches in the basement to deter rats from creeping in •Patching weakened floorboards to confound burrowing creatures •A success at this skill may also grant a +2 on stealth checks by this or another PC (See also the NPC Inn patron, Winter)
  • Stealth – The PC scouts out the horde’s approach, and discovers that the beasts are not approaching from every side of the inn. Randomly select a cardinal direction on the map. When the combat encounter begins, no creatures will ever enter from that side (but might move around to it.) The PC knows this. A failure indicates the PC was caught and chased, his hurried return to the inn will only add to the feeling of desperation.
  • Thievery – A successful roll allows the PC to concoct a trap using the spare bits of wood and metal housed in the Inn’s basement or stables. This trap is largely left up to the imagination of the player. This will require a lot of adjudication on your part but be fair, and stick to the spirit of the player’s intentions. If the player wants to cover the floor in broken glass to serve as caltrops to slow his opponents down, then the trap will likely inflict little damage but add the “Slowed” condition. Traps attack with a +4 vs Defense and deal an appropriate amount of damage, and likely cause a condition.

Suggested Secondary Skills: Insight, Perception

  • Insight – Reading the reactions of the patrons at the inn, the PC can determine how best to persuade them. Use one check for each NPC. A successful check reveals which social skill the NPC is most susceptible to; a failure imposes a -2 penalty on social rolls attempted for that NPC. Successes and Failures do not count toward the overall completion of the skill challenge.
  • Perception – The PC keeps a close eye on the efforts to shore up the inn’s defenses, pointing out flaws, gathering needed supplies and spotting weaknesses in the building’s construction that were not readily apparent. Make one roll for a particular PC. A success grants that PC a +2 on the next Athletics, Arcana, or Thievery roll. A failure imposes a -2. Successes and Failures do not count toward the overall completion of the skill challenge.

Success! The PCs have bolstered the spirits of the inn’s patrons…as well as their own. Until such a time as a character becomes bloodied, the PCs and all their allies have combat advantage.

Failure! Despite their best efforts to prepare the inn’s defenses and embolden her patrons, the efforts were too little, too late, and took too long to prepare. The hopelessness in the air is infectious and the dark powers afflicting the attacking animals permit them to sense this fear, driving them to frenzy. Each animal has combat advantage on its first attack.

Combat Encounter: An Unnatural Siege
The cursed animals that attack the inn are being driven from near and far, and come in waves. The creatures in each wave are described below. Pick a random side of the map for each group of creatures to enter from. Though this encounter includes suggestions for how many rounds into combat each group should arrive, use your judgement. if the PCs are having too easy or hard of a time, adjust accordingly.

Monster tactics are as stated in their stat blocks. However some creatures might have a unique means of sneaking into the inn and past the PCs more obvious defenses (this will be noted next to their entry).

Taking Rests
The idea behind this encounter is for it to be a grueling experience. That said, certain parties will handle this kind of battle better than others. You may wish to adjust when the players can take a short rest.

Ideally, they will have time for a short rest right after the second wave.

Wave 1 – Begins immediately
x3 Bloodhawks (Monster Manual 2 pg. 142) -Enter through any open windows on the second floor

x4 Stirges (Monster Vault pg. 259) -Enter through the chimneys

X1 Scurrying Rat Swarm (Monster Vault pg. 299) -Enter though the drain (grating) in the basement

Wave 2 – Begins 4 rounds into combat
x1 Spitting Drake (Monster Vault pg. 83) -Approaches from a randomly chosen cardinal direction. It uses its projectile attacks to melt barricades first, moving on to attack PCs second

x5 Wolves (Monster Vault pg. 304) -Approaches from a randomly chosen cardinal direction. The wolves either leap through windows, attack unbarricaded doors, or wait for the spitting drake to clear a path

x 2 Badger [Use stats for the Dire Rat from Monster Vault pg. 298 with the following modifications: •Replace the climb spree with Burrow Speed 4. •Ignore the filth fever capability. The Badger instead gains the ability to deal + 1d6 damage while bloodied) -Burrow up through the floorboards on the first floor

Wave 3 – Begins after a short rest
x3 Bears (Monster Vault pg. 296) -Each approaches from a different randomly determined cardinal direction

Possible rewards and EXP
In addition to the standard experience for both the skill challenge and combat encounter, consider awarding an additional 100 EXP to the group for the difficulty of the siege given the player’s inability to gain a short rest between waves. Any Inn patrons that are rescued might serve as contacts, or may even give the players rewards for saving their lives.

 

 

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The Ogre Zombie’s Tomb

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.

Map

Map Features
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

Monsters
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)

Map Tiles
Making good on a previous intention – the map for this encounter was composed with individual tiles from the “Dungeon Tiles” master set “The Dungeon.”

 

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The Library Inferno

This encounter is intended for five characters of 2nd level

Again, this comes from a now defunct ongoing D&D game I ran a while back. I’m purposefully extricating any of the campaign specific bits to make this encounter easier to adapt – and the map took some reconstruction but it should hold up.

Purpose
The heroes are seeking some piece of knowledge (be it a book, scroll, etc.) stashed away in a small library inside some relatively civilized area: perhaps a city but more likely some count or duke’s own castle. When I ran this encounter I had the PC’s returning after having set the librarian to the task of digging up and translating a few works for them – and I’d recommend a similar approach to add a little pathos to the situation. When they return they find several barbarians and their leader; a wizard wearing an iron mask, in the process of burning down the library to destroy anything the PCs might be seeking. The group’s allegiance is up to you and they just as well might be local mercenaries for hire.

Map

20120328-210316.jpg

Features

Bookshelves – The long heavy bookshelves can be pushed down onto opponents on the other side, pinning them to the ground until they can muscle or wriggle free. The chest high bookshelf running down the middle of the room can’t be used to pin targets like the big bookshelves can, but it can be used as partial cover.

  • Pushing over a large bookshelf: Standard action – Moderate Athletics roll – all squares adjacent to the bookshelf on the opposite side of the pushing character are effected. All creatures effected are knocked prone, restrained, and take 1d8 damage. Following the attack, all effected squares are made rough terrain
  • Pulling down a small bookshelf: The same action and results as a large bookcase, but only the creature directly in front of the bookcase is targeted
  • Crawling out from under a bookcase: Make an escape check with either Athletics or Acrobatics, using a moderate DC. As a move action, an ally can aid another on this check. Remember that after escaping the creature is still prone.

Inferno – Each round on initiative 0, the fires raging in the library spread. A creature that begins its turn in or enters a square of fire takes 1d6 fire damage

  • Roll 1d8 for each square currently on fire to determine which adjacent square it spreads to: 1 = north, 2 = north east, 3 = east, etc. After round 2 this might get tedious, in which case you can simply roll for the two newest fire squares per clump. If your scatter roll would place the fire in a square where the blaze is already present then nothing happens.
Windows – Sections of wall with a blue bar in them contain windows. Each window is barely big enough for a good sized humanoid male to fit through. Squeezing through the window takes four squares of movement. Leaping through a window takes an Acrobatics Moderate check and requires only one square of movement

Large Table – The table in the northeast corner is strewn with books and papers. If your PCs here are for a specific tome or scroll that is located here. If the heroes neglect to retrieve it then it will be lost with the building

Plot Text
You can see the thin trails of smoke from halfway across the courtyard. There’s a fire in the library and if the smoke is any indicator, it’s getting bigger quick. As you burst through the door it’s obvious the place is in disarray: books are strewn on the ground, some with pages ripped haphazardly from their spines, the smell of burning vellum assails your nose. “What were they looking for!” demands a voice, slightly muffled. The librarian, a sweet older woman of slight frame, begs almost incoherently through her tears to be spared. A number of human men, their arms corded with thick muscle, their faces concealed behind heavy metal helms are setting fire to piles of books with torches. At the sound of your footfalls the man who was terrorizing the librarian steps into view. The ornate golden mask reflects no emotion; though the dark silken robes he wears send a clear enough message: he’s a wizard of some obscure order. “We have intruders!” he calls to his companions. “Kill them!”

Monster Stats

Tactics
As usual for brutes, the Barbarians will close to melee quickly and try to lock down other melee opponents. The Harriers will maneuver around behind and attempt to flank opponents. If any of the Barbarians or Harriers is in a position to hit two PCs by pushing over a bookshelf he will attempt it once.

Meanwhile, the Pyromancer hangs back, using his area attack in the first round and moving it into clumps of PCs, and thereafter firing off his ranged attack. He flees behind bookshelves for cover to avoid charging PCs and ranged attack.

Special Considerations
Rescuing Books – Some of your nerdier PCs might risk life and limb to save some of the books in the library. Scooping up a pile of books is a move action. Dumping them out a window or out the door is a free action. If the players do so, consider using the following incremental reward system per load of books saved:

    • 1 Pile – 30 exp for each player for their heroism
    • 2 Piles – 20 gp per player for having saved some rare and valuable books
    • 3 Piles – An additional 20 exp and 10 gp
    • 4 Piles – A ritual of the average player level + 1
    • 5 Piles -The PCs save a very rare and insightful tome. If they spend 3 days reading from it, they gain a permanent +1 Miscellaneous bonus to the Nature, Arcana, or History skill (your choice)

The Librarian The librarian is hardly an able combatant but is paralyzed by fear of both the barbarians and the blaze. If the players rescue her, grant them an exp bonus equal to a monster of their average level -1. She otherwise cowers in the corner, and will attempt to escape through a window if an opening presents itself.

 
 

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