Encounter of Doom

Rechan

Adventurer
I wanted to create an encounter, and see if just plucking rules from the DMG (skill DCs in Difficult Terrain) plus some creative monster usage was okay. I'd like to get a general rate to see if this encounter is harder than it is, if I did anything wrong, to see if anyone likes it, and hopefully if someone will use it. :)

Without further adue:

In Over Your Head

Encounter Level 5 (1,025 XP).

Setup

This cave provides underground access to a cabal's complex, a Necromancer's laboratory, or some other nefarious site. It is filled with water eight feet high.

1 Deathlock Wight (Level 4 Controller. XP 175)
2 Chillborn (Level 6 Soldier. XP 500).
1 Rotwing (Level 4 Skirmisher. XP 175)
1 Corruption Corpse (Level 4 Artiller. XP 175)

The cavern is six squares across by twenty squares long.

The PCs will be in a rowboat or raft, navigating the flooded cavern. It is utterly dark, requiring the PCs to use light sources. The rowboat or raft moves at a speed of 3.

When the characters are close to the encounter itself, read the following:
The air in the cavern is muggy and hot. Along with the humidity, you can smell death and rot choking up the air. But as you travel down the water, your light plays across fog. A little water splashes up onto your leg; it's icy cold."

The fog is created by the chillborn; their aura turns the water choppy.

Tactics

When the PCs are 12 squares from the Deathlock, it begins to fire grave bolts from the darkness. As soon as the boat is 10 squares from the deathlock, the corruption corpse begins to fire. The Deathlock will aim at the most melee-capable of attackers, or those rowing the boat, hoping to immobilize. When the PCs engage the Deathlock, it begins firing at the boat. The Corruption corpse only fires at PCs.

When the boat is rowed between the chillborn, the boat and everyone inside begins taking 10 cold damage per round due to the Chillborn's aura. They attack as soon as the boat is fully between them. While the chillborn are in the water and scaling the boat, they have cover (+2 AC). The zombies may climb aboard with a standard action. When two or more begin melee with the chillborn on board, someone must make an Athletics or Acrobatics check (DC 22) or the boat capsizes.

The Chillborn focus on foes immobilized by the Deathlock's Grave Bolts. If a Chillborn is bloodied, it will make a Grab attack at a foe and attempt to drag them into the water. If the boat receives 40 points of damage, it is sinking; in two rounds, it will be submerged. Anyone making attacks in the boat receive a -2 during the two rounds it sinks.

One round after the Chillborn attack, a Rotwing will dive from its perch above, charging and attacking anyone in the rear of the boat. The next round, it will shift upwards, then spend another move action to fly higher. On the third round, it will repeat. Remember the Rotwing will take damage from the Chillborns' aura as well, if it begins its turn near them.

As soon as two PCs reach the docks and climbs aboard, the Deathlock will use its Horrific Visage to push the PCs back into the water. If any stands on the dock and uses ranged weapons, the Deathlock targets the dock. The deathlock will use its Reanimate on the Corruption Corpse. If the Deathlock is bloodied, it will flee.


Features of the Area
Illumination. Darkness.
Boat. The boat has a speed of 3, an AC of 4 and 40 hit points. An oar is an improvised two handed weapon that does 1d8 points of damage.
Water. The water is eight feet deep, but is five feet deep at the rocky edge. Normal athletics DC is 10, but within the Chillborn's aura, the DC is 15 because the water turns icy and thick. Swimming characters give combat advantage to the rotwing, while they are considered prone to the Deathlock and Corruption Corpse (-2 to ranged attacks).
Dock. Climbing onto the old wooden dock is a standard action. The dilapidated, rotten wood is difficult terrain. If a square sustains eight points of damage, it is destroyed.
Ledge. A sloping ledge runs along the side of the cavern all the way to the Wight's position. A player could jump to the ledge from the boat with an 18 athletics check. However, a section is coated in thick slime, requiring an Acrobatics check of 22 to not fall into the water.



Map.

Code:
Square: X. Chillborn: CB. CorruptionCorpse CC. 
Deathlock Wight: D. Rotwing perch: R. Ledge: L
X
X
X
X
x                     R
X
X
X                     L
X   CB         Cb     L
X                     L      
X                     L
X                     L
X                     L
X                     L
X                     L
X_______Dock___________
X
X       CC  D
X           
x


Scaling the encounter.

If you have a party of four PCs, this becomes a 6th level encounter at its base.
4th level: Remove the corruption corpse.
6th level: Add a gravehound as the Deathlock's bodyguard. The deathlock will use its reanimate on the Gravehound; reanimation will allow the Gravehound to use a second Death Jaws, on its second death.
 
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Design Notes:

I love the idea of chillborn (and other zombies) in the water reaching out to grab people in a boat, pulling them underwater. Were the Deathlock and its pushing/immobilizing powers not so perfect to match with Chillborn, I would've filled the encounter with regular zombies, for their grab attack. The threat though is that the chillborn's aura is going to do damage to regular zombies (a threat that the Rotwing has to deal with as well).

This encounter is difficult, mainly because no one but undead have dark vision. Thus, the Deathlock and CC can snipe from relative safety while the PCs are floundering in the water.

Rules I used

Swimming: Normal DC 10, but rough water: 15. I figure the chillborn's aura would have an effect that would be the aquatic equivalent of difficult terrain, but rather than effect movement, I thought a harder DC might be more appropriate. What are your thoughts?

A large wood object has an AC 4 and 40 hitpoints. A large wooden object (size of a wagon) seems about right for that.

The DCs are plucked straight from page 61's "Skill Check Difficulty Class".

The one big area I'm not sure about is the boat tippage and how the Chillborn get cover while they're trying to climb the boat/in the water. On the one hand, being mostly in water seems appropriate for cover (3.5 gave it). But while climbing on the boat shouldn't, attacking while sitting in a boat is also difficult, because the boat's edge is right there.

Part of me feels that, because of the way the encounter is stacked, especially with the two ranged monsters firing from utter darkness, this is harder than a typical encounter with five monsters.
 
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If I understand the rules right, you're leaving two "creatures" out of the xp calcuation. The water obstacle and the darkness obstacle. The water is probably a level 5 creature, if that's what you are getting the DCs based on. I'm not sure how to account for the darkness/cover.
 

I was about to mention that... the water is definitely a significant factor in this encounter, probably higher than fifth level equivalent. The fact that the PCs cannot move is extremely significant here, and really makes an otherwise ordinary encounter vicious (great job with that!). I'm not sure what the hazard rules are, but I'm sure there would be a significant chunk of xp allocated to that.
 

MortalPlague said:
I was about to mention that... the water is definitely a significant factor in this encounter, probably higher than fifth level equivalent. The fact that the PCs cannot move is extremely significant here, and really makes an otherwise ordinary encounter vicious (great job with that!). I'm not sure what the hazard rules are, but I'm sure there would be a significant chunk of xp allocated to that.
Roughly, as I've only skimmed so far, hazards are a subset of traps. As traps have levels, hazards too have levels. The level sets the difficult of the relevant DCs. I haven't seen rules for creating traps/hazards, so I'm not sure how to evaluate the water. It might even be an elite trap.
 

I didn't think this qualified as a hazard or trap, really, given that I plucked the DCs out of the "terrain" section. And the water is pretty normal; the only problem is the fact the chillborns' aura raises the Regular swim DC from 10 to 15.

Now, if their aura turned the water into Difficult terrain that was also hazardous terrain (delt damage), I could see what you mean.

Though I can see what you mean with regards to the Wight and Chillborns' Immobilizing abilities plus water. However, if you look at the drowning rules, they're very very tame (You make endurance checks until you fail every round or take damage in combat, you then start losing one healing surge per round, you then start taking damage equal to your level. When you get air, your healing surges return.)

makes an otherwise ordinary encounter vicious (great job with that!).

Thanks! :)
 

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