Unlike my usual weekly adventures, this is more of a resource for DM’s, GM’s and everyone else who run games. Instead of a full adventure, this week you will get a square map, designed for anyone to use in their games, and 8 different battle encounter suggestions. Each encounter will be unique from the other 7, and there will be two encounters for each level bracket (1-3, 4-6, 7-9, and 10-12).
The Map
The map for this week's resource is designed to be usable in many different situations. It is a square map (25x25 squares in the gridded version, but if you use the un-gridded, whatever dimensions you wish), built for encounters in a number of different situations. This weeks map is a waterfall scene, on the edge of a woodland/forest, with a sheer cliff and a broken campsite. If your party are travelling between locations, and you want a quick encounter map for; cliffside, woodland, forest edge, campsite, river or road, then this could easily fit into your game.
If you have a battle you would like to run, then this map should be a good fit for the above settings, but if you don’t know what to run, then have a look through the below suggestions. I have included 8 different combat encounters, designed for parties of different levels, to fit the map provided.
Daytime Battlemap |
Encounter 1: Water Motes (level 1-3) Easy
The party needs to get from one area to another, but the only river crossing for miles is the bridge at the top of the cliff. As they approach, strange spheres of water rise out of the water, hovering ominously in place until approached. Clearly the work of some powerful sorcerer or druid, 2d2+(2xparty level) Water Motes are defending the crossing from outsiders, and no one can cross without either permission or a fight.
The Water Motes are a favourite monster of mine, as they can prove to be a fun combat for parties of all levels, whilst also adding something new to the game. A few fun mechanics, and a decent damage output for such a low CR creature add up to a fun and memorable combat for your party, as well as for you as a DM! Check out the statblock for these creatures below in the Statblock section, and for more information on how they fight, check out my Water Mote post on my blog.
Encounter 2: Poachers (level 1-3) Average/Hard
Three Poachers (see statblock in below section) and two Wolves (basic rules - p159), tamed by the poachers, will attack, and will not allow the party to escape without a fight.
Encounter 3: Wolf Pack (level 4-6) Average
Halfway down the road, the party hears a low growling noise coming from the treeline. A few moments later, two sickly looking wolves emerge, and flank the party on either side. Four other Wolves (basic rules - p159) and two Dire Wolves (basic rules - p123) begin to approach from the woods, but seem wary of the two wolves already out. The two Diseased Wolves (statblock below) will attack immediately, whilst the rest of the pack will hold back until the party causes harm to any of the wolves, at which point they will try to protect their own.
The Diseased Wolves are a great way to spice up a simple wolf encounter, as they will make it a lot harder for the party to pass the strength saving throws the Wolves and Dire Wolves will cause them to make with every attack. This could easily prove to be a near deadly encounter, if played right, with a combination of the Strength Sap disease and the wolves Pack Tactics.
Encounter 4: Bugbear Tribe (level 4-6) Average/Hard
Encounter 5: Druidic Clan (level 7-9) Average
Halfway along their journey, the party find themselves suddenly surrounded by vines and weeds, grasping to hold them in place. After attempting to struggle free, three figures step out of the woods, and hold spiky/thorny staffs at the ready. One of the figures steps forward, and accuses the party of damaging the forest. As the players look, he has a blank expression in his eyes, and does not seem able to be reasoned with.
Three Druids (basic rules - p398) and one Dryad (basic rules - p304) attack the party, all muttering about how they are “responsible for destroying sacred places”. Despite reasoning from the party, they will not be able to be reached. An intelligence (arcana) check, DC 16, will reveal that they are under the effects of some kind of spell. Every round, on initiative count 20, a new area will become overgrown, as if under the effects of the spell Entangle, when it does so, the previously entangled area will become clear again. The Dryad will attempt to stay as far from combat as possible, and killing it will cause the three Druids to come to their senses, apologise, and try to run away.
Encounter 6: Gorgon Attack (level 7-9) Very Hard
I know two gorgons might seem like overkill, but it’s only a CR 10 encounter. A party of level 7-9 adventurers should be able to cope, as long as they are careful and good with resources.
Encounter 7: Bulette Ambush (level 10-12) Hard
Two Bulettes (basic rules - p266), a mating pair, have taken up residence in the woods, and are extremely territorial. Any creatures passing through are fair game, and they won’t let up until they are dead. On initiative count 20, every round, a tunnel created by one of the Bulettes collapses in on itself, underneath the weight of one of the party, causing them to make a Dexterity save (DC 17) or be knocked prone (taking 1d6 fall damage). Saving this throw causes the character to avoid taking damage, but they will still find themselves in soft ground, 10-15 feet below the surface (counted as difficult terrain, and also requiring the player to climb out if they want to continue movement).
Encounter 8: Troll Attack (level 10-12) Hard/Deadly
The Stone Giant will attack any creature it sees, and will release the Trolls from their leashes at the first sign of a fight. The trolls will listen to the Giant’s commands, but will attempt to run after the Giant is killed/subdued.
Appendix: Statblocks etc.
Daytime Battlemap (With Grid) |
Nighttime Battlemap |
Nighttime Battlemap (With Grid) |
Evening Battlemap |
Evening Battlemap (With Grid) |
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