05 July 2021

Secluded Cove Battlemap + 8 Encounters

 It’s been far too long since we’ve released any kind of content on this blog, and that needs to change! The last couple of months have been hectic, and trying to establish a work-life balance has proven difficult. I’ve recently started working on a couple of new campaigns for my own groups, one of which will hopefully be getting streamed in the next month or so. As such, a lot of my spare time has been taken up by the worldbuilding that comes with writing a brand new campaign setting.

  For now, I have decided to share a few of the maps that I have created for these new campaigns, along with a large number of encounters to run on them. For this first map, I have chosen one of my favourites, the Secret Cove. This was originally made with a pirate ship anchored in the waters of this cove, but I have since removed it to allow for a wider range of encounters to be run.

  The main idea of this map is to severely limit the amount of dry land the party can stand on. The point of limiting the land is to force the party to either work from a limited area, or to fight in less than ideal circumstances - in the water. The map has three main levels, the ground, underwater, and on top of the cliffs. Each of these levels provides you with an opportunity to introduce different elements to your combat, with the cliffs providing cover and high ground for ranged fighters, the land providing a base level for your party, and the water providing an area for aquatic monsters and foes.

Fishy Jellies (Level 1-3) Average

As they are walking through the town, the party hear a woman shouting for her son. She seems frantic, growing more irate as time goes by. She will begin approaching people asking them if they have seen him anywhere. As she approaches the party to ask them, another passerby will rush over to intercept her, informing her that he saw her son playing down by the cove, and saw him fall into the water. Panicked, the woman will ask the party if they can help her retrieve her child, as there are dangerous creatures living in the cove waters.

Should they accept, the woman will offer something of value in recompense (some piece of jewelry, or similar). They will find their way down to the cove, either by climbing the cliffs, by following the coastline, or by using the cave system that leads to it, and when there will see a young boy splashing in the mouth of the cove, clearly scared. Surrounding him, the party will notice some faint shapes moving in the water, as 2d3+2 Jelly Fish (statblock below) begin to make their way towards the child.

Smugglers Cove (Level 1-3) Average

Tasked by the lawmakers, or some similar authority figure within the town the party find themselves in, they have been tasked with the removal of a gang of smugglers from the cove. These Smugglers (statblock below)  are currently moving some of their stock into the cave within the cove, and will fight from two different vantages, some from the ground level, and others from the cliffs above firing down with their crossbows. Roughly 1d3+1 on each level.

This encounter could also prove to be a great introduction to the Smugglers Cave adventure, should the party use the “dry” entrance to get into the caves.

Weird Weird Waters (Level 4-6) Average/Hard

For whatever reason, the party need something underneath the water, and they have clearly just traversed through a cave system to reach the location where it is. When the find themselves on the beach in the cove, they can see the item they need clearly at the bottom of the bay. Unfortunately, as soon as one of them enters the water, a single tendril of water will rise out and strike them. Two Water Weirds will make themselves known, and fight to prevent the party from gaining access to whatever the item is.

Piratical Problems (Level 4-6) Average/Hard

Unfortunately, the town has recently developed a problem with Pirates. They have been raiding the town, attacking all incoming ships, and even hiding out in the local cove. The party have been tasked with removing the threat, and to do so, they must find their way into the Pirates Cove.

One Pirate Captain (using the Bandit Captain statblock), and 1d3+2 Pirates (using the Thug statblock) will be in the area, with the Captain and half the Pirates on the beach, and the remaining pirates above, firing crossbows down at the party.

Secret Cove-n (Level 7-9) Hard/Very Hard

Local legends talk of the hideous creatures that make their home within the cave in the secluded cove nearby. Residents occasionally hear strange noises, and see haggard old women with scarred and twisted faces moving around in the bay. This has never been a problem, but now some local children have started going missing, and the residents know where to look.

Tasked to deal with these Hags, the party head down to the bay, only to find three Sea Hags (in a coven) coming out to meet them. One will take the beach, and two will dive into the water, attacking the party from underneath, attacking whatever vessel they used to sail into the bay.

Serpentine Situation (Level 7-9) Average/Hard

Recently, a lot of ships have been entering the harbour with heavy damage, covered in jagged bite marks, acid burns, and heavy cracking to their wood from being slammed by something heavy. The sailors who return tell tales of a local sea monster, a Lesser Serpent (statblock below) that has made its home in the nearby cove, and spends its days harassing and attacking the local seafaring population. The adventurers are drafted in to deal with the threat, and must head into its lair to do so.

A Marid Man (Level 10-12) Very Hard/Deadly

Within the cove to the south of the town, lives a powerful Marid. For years, he has not been a problem for the residents of the village, but something has caused his temper to turn. The once peaceful elemental creature now threatens to use his powers to destroy the town. When the party approach, they will find the Marid along with two Water Elementals preparing to move towards the settlement. Should they attempt to reason with him, they will learn of the recent pollution that has been happening to the waters of the bay, and how the townsfolk had ignored his warnings. The party can resolve this peacefully by negotiating with the townsfolk, or they can resort to violence, either killing the Marid, or helping him attack the town.

Shell Shocked (Level 10-12) Very Hard/Deadly

Out of its proper environment, and somehow stuck within the waters of the secluded cove, a gargantuan Dragon Turtle resides. This creature is fiercely protective, and will attack nearly anything that approaches it. The only ways to resolve the issue are to either kill the creature, or find some way of freeing it back into the ocean proper. How they manage this is up to them (and you) but would without a doubt be a dangerous undertaking, and potentially end in one or more taking a high amount of damage.

As mentioned before; I have a new premium adventure out! For a chance to win a free copy of A Crap Job simply share an experience that you have had running one of my adventures/encounters or using one of my monsters with me (either by commenting on this post, or sending me a message on Reddit). I will pick my favourite in a week (on July 12th) and get in touch with them with a free copy of the adventure! (make sure you include an email address or some way for me to contact you to win)

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