Encounter: A Fiendish Infestation

blargney the second

blargney the minute's son
I'm writing an encounter for my PCs, and I'd like to hear if you think it's a reasonable challenge.

4 PCs + 1 NPC, all 3rd level:
Hexblade
Monk/Druid
Rogue
Unknown new PC
NPC Wizard

vs

1 Advanced 3-HD Vargouille Druid 1 with elite array (CR 4, like aranea)
2 MM Vargouilles (CR 2 each)
1 Half-fiend Medium Monstrous Centipede (CR 2)
1 Fiendish 2-HD Centipede Swarm (CR 1)

The advanced vargouille (AV) is a native outsider that was released into the world as a result of the PCs' first encounter. It kissed the two inhabitants on a farm nearby, transforming them into lesser fiends. One DM hand-wave later, it spontaneously grew class levels and became able to manipulate the natural world. One more DM hand-wave later, it spawned a nasty half-fiend centipede that became its vermin (animal) companion. The centipede is in turn about to spawn a horde of lesser centipedes.

All things being equal, the fight will probably go like this:

R1: 2x lesser vargouilles attack, starting with their shriek ability.
R2: Continue fight with 2x lesser vargouilles. AV + centipede come to investigate (sneaking).
R3 (possibly surprise round): AV + companion arrive and attack. Entangle and darkness respectively.
R4: Centipede births a writhing mass of centipedes that swarm to attack PCs. (If she dies before this, they eat their way out.) AV casts Produce Flame.
R5: Fight to the death, smiting good wherever possible.

There are going to be LOTS of Fortitude saves in this fight: poison, vargouille attacks, etc. Will I slaughter my PCs, or is this about appropriate? Note that the swarm is immune to weapon damage, and has fire restistance 5!

-blarg
 
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Doug McCrae said:
Probable TPK. Nice encounter, though.

I agree on both accounts. Maybe you should save this encounter for when the PCs gone up a level?

The only thing I have a problem with here, is the half-fiend centipede sneaking around, just seconds before giving birth. I'd change that a bit; maybe have the "babies" come out if the mamapede recives a hit from a slashing weapon or is otherwise dealt serious damage. Then let the babies gather their wits for a round or two before they start feeding on the PCs. With this approach combat will last longer, but the PCs probably won't have to deal with everything at the same time, so the encounter isn't quite as overwhelming for them.



Edit: Looking over the PCs again, those babypedes could actually prove to be the toughest challenge for them. They just don't have the right weaponry. The NPC wizard could perhaps deal with them, but with all the fortitude saves they'll be making he might not be around long enough.

Which IMHO makes saving the babies for last seem like an even better idea. If the PCs have to run from them, you can announce that the swarm starts feeding on the corpse of their mother rather than chasing after them.

Still; excellent encounter! I'm *joink*ing it!
 
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I smell TPK. That's about a CR7 encounter, and at lower levels, groups don't have the flexibility to take tough multi foe encounters that are way over the party level.

Swarms suck. It can probably kill the entire party by itself unless they're somehow prepared for it, and it sounds like they won't be. Odds are the entire party will fail at least one vargouille save and they will all die before any of them have a chance to do anything.

Unless the party has some serious ace in the hole you didn't mention, they're just dead and they can't even run away.
 

I sort of suspected it was little much for them to handle, thanks for confirming that! :)

I think I'll keep the encounter the same, but only have the swarm appear once the last baddie is down. They should have ample opportunity to get out of Dodge. Would anybody be interested in the stats for the beasties?

-blarg
 

Naturalized Vargouille: Advanced 3-HD Vargouille Druid 1
Small outsider [Evil, Native]
HD: 4d8 (26 hp)
Init: +7
Speed: Fly 30 ft. (good) (6 squares)
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
BAB/Grapple: +3/+0
Attack: Bite +6 melee (1d4+1 plus poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Shriek (DC 13), Kiss (DC 16), Poison (DC 13)
Special Qualities: Darkvision 60 ft, Nature Sense, Wild Empathy, Spontaneous Casting (SNA), Vermin Companion (Link, Share Spells)
Saves: Fort +5, Refl +6, Will +7
Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 14, Cha 10
Feats: Weapon Finesse, Improved Initiative
Languages: Infernal
Skills: Bluff +6, Concentration +4, Escape Artist +9, Hide +13, Intimidate +8, Listen +8, Move Silently +9, Spot +8, Tumble +9
CR: 4

Spells prepared:
Orisons: Flare, Guidance, Resistance
Level 1: Entangle, Produce Flame
 
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Vermin Companion: Half-Fiendish Monstrous Centipede
Medium Outsider [Evil, Native, Augmented Vermin]
HD: 1d8+1 (9 hp)
Init: +4
Speed: 40 ft, Climb 40 ft, Fly 40 ft. (average) (8 squares)
AC: 15 (+2 Dex, +3 Nat), touch 12, flat-footed 13
BAB/Grapple: +0/+1
Attack: Bite +4 melee (1d8+1 plus poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison (Dex 1d3, DC 11), Smite Good (1/day, +1 damage)
Special Qualities: Darkvision 60 ft, Darkness (3/day), SR 11, DR 5/magic, Immune to poison, Resist 10 {acid, cold, electricity, fire}, Vermin Companion (Link, Share Spells), Lay Swarm (1/week)
Saves: Fort +3, Refl +4, Will +0
Abilities: Str 13, Dex 19, Con 12, Int 4 (hand-wave), Wis 10, Cha 4
Feats: Weapon Finesse (B), Improved Natural Attack (B), Flyby Attack
Languages: Infernal
Skills: Climb +16, Hide +16, Move Silently +8, Spot +8, Swim +5
CR: 2
 

Centipede Swarm: Fiendish Regressed 2-HD Centipede Swarm
Diminutive Magical Beast [Evil, Native Outsider, Swarm, Augmented Vermin]
HD: 2d8-2 (10 hp)
Init: +4
Speed: 40 ft, Climb 40 ft, Fly 40 ft. (average) (8 squares)
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
BAB/Grapple: +1/--
Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft (shapeable)/0 ft
Special Attacks: Distraction (DC 11), Poison (Dex 1d2, DC 10), Smite Good (1/day, +2 damage)
Special Qualities: Darkvision 60 ft, Tremorsense 30 ft, Immunity to weapon damage, SR 7, Resist 5 {cold, fire}, Swarm traits (+50% damage from area effects)
Saves: Fort +2, Refl +4, Will +0
Abilities: Str 1, Dex 19, Con 8, Int 3, Wis 10, Cha 2
Feats: Weapon Finesse (B), Alertness
Skills: Climb +12, Listen +7, Spot +6
CR: 2
 


Crap, I might have to hold this off for a level. If I gave them a one-shot magic item that can do a Gust of Wind, would that help them to overcome the swarm? (at least temporarily..)

-blarg
 

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