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Schmoe's Encounter-a-Week

Schmoe

Adventurer
Over the past year or so, I've really enjoyed providing interesting and challenging encounters to my group of PC's. In fact, I enjoy it so much I've got about 10 "set piece" encounters ready to go and drop in the lap of the party. As a DM, I like to read about these kinds of things, so I figured others might as well. That's why I'm starting this thread.

Every week I'll write up one of the encounters I've either already used or I plan to use, complete with set-up, stats, and treasures. Some of the encounters will be fairly plot-specific, while others will not. Some of the crunchy bits may not be core rules, but much of it will. I can't guarantee that everything or even anything you read here will be easy to use in your own campaign, but hopefully this can give others some neat ideas or just be a fun thread to read. Heck, if others have interesting encounters they'd like to share, they can feel free to post here, too.

Just one more thing. While I encourage people to use encounters and ideas they read here for their own games, please do not distribute anything from this site beyond your own private use. Who knows, maybe I'll get ambitious and try to publish something using this material.

Also, I'll try to provide some structure to the posts to make them easy to follow, but I'm not a pro (yet), and I don't have a professional layout that I'm comfortable with. If you have any suggestions as to the layout of the encounters, please feel free to post them here.
 

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Kisishtri, Vengeance of the Juniper Lord

This encounter is one that I've not yet run, but I anticipate will be coming up soon.


Setup/Prelude
The characters have recently uncovered the deception of the Juniper Lord, a powerful Unseelie Lord, and they have communicated the deception to an ancient elven druidess who rules the Circle of Oak. The Circle of Oak warned the party to flee and then went to do battle with the Juniper Lord, setting a massive forest fire to purge the forest of the Juniper Lord's influence. Although the Juniper Lord was defeated, he learned about the party's involvement in his defeat. And so he has sent Kisishtri to be his agent of vengeance.

Kisishtri has tracked the party as a wildshaped wolf for nearly a day. As the party flees the oncoming flames, striding swiftly through the thickening smoke, with the distant boom of trees exploding into flames, comes Kisishtri, a tall, powerful man whose skin is like the bark of an oak and whose hair is like fallen leaves. A small swarm of wooden, faerie like creatures surrounds him.

"I am Kisishtri, and you are weeds. The Juniper Lord may be defeated, but he lives yet, and he has sent me to be your reaper."


Setting/Environment
This encounter takes place in a medium forest during winter. A tremendous forest fire, fueled by druidic winds, burns just over a mile behind the party. The faint haze of smoke is in the air. Forest animals screech as they scamper past, panicked by the oncoming fire.

Movement is at 3/4 speed. Because of the intervening branches, every 25' of distance provides 1/4 cover. Sight is completely blocked beyond 100'.


Foes

Kisishtri
Male, Human, Druid 7/Verdant Lord 1 (MotW)
HD: 8d8+16 (62 HP);Init: +1; Speed: 30'; AC: 14 (Touch 11, FF 13); BAB: +6/+1; Attacks: Quarterstaff +9/+4 melee, 1d6+3, 20/x2; Special: Create Infusion (MotW), Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 3/day; Saves: Fort +9, Ref +3, Will +10; Abilities: Str-14 , Dex-13, Con-14, Int-11, Wis-17, Cha-12; Skills: Concentration +12, Hide +5, Wilderness Lore +13, Intuit Direction +9, Knowledge Nature +9, Swim +9, Profession Herbalist +8; Feats: Plant Control (MotW), Plant Defiance (MotW), Combat Casting, Track; Equipment: +1 Leather Armor, Boots of Endurance (MotW), Wilding Clasp (MotW, on boots), Masterwork Quarterstaff, 6 Goodberries, Dispel Magic Infusion, Cure Mod Wds Infusion, Tree Shape Infusion x2, Warp Wood Infusion, Forestfold Infusion (MotW);
Spells (DC 13+level): 6/5/4/4/2
0th - Scarecrow, Guidance, Know Direction, Light, Create Water, Resistance
1st - Camouflage, Cure Lt Wds, Faerie Fire, Goodberry, Invis to Animals
2nd - Regenerate Mod Wds, Might of the Oak, Green Blockade, Barkskin
3rd - Protection from Elements, Plant Growth, Spikes (DotF), Cure Mod Wds
4th - Control Plants, Summon Nature's Ally IV


8 Woodstingers
Woodstinger
Tiny Fey
HD: 1d6 (3 HP);Init: +3; Speed: 20', Fly 40' (Poor); AC: 17 (Touch 15, FF 14); BAB: +0; Attacks: Bite +5 melee, 1d6-2+poison, 20/x2; Special: Spikes, Pant-like, Wood Sense; Saves: Fort +0, Ref +5, Will +4; Abilities: Str-7, Dex-16, Con-11, Int-12, Wis-14, Cha-13; Skills: Hide +15*, Move Silently +7, Escape Artist +7, Intimidate +5, Bluff +5, Craft (Traps) +5, Listen +8, Spot +8, Search +3; Feats: Weapon Finesse (Bite), Dodge; Equipment: None;

Poison (Su) – The Wood Stinger’s teeth are coated with a sticky black sap that has magical effects. The poison has initial damage of Slow (1 minute) and secondary damage of Paralysis (1 hour). The save DC is 10.

Plant-like (Ex) – Although a Wood Stinger is a fey creature, its anatomy is nearly identical to that of a plant. As such, it gains many of the qualities of a plant creature. A Wood Stinger is immune to poison, polymorph, sleep, paralysis, stunning. It is not subject to critical hits.

Wood Sense (Ex) – A Wood Stinger can automatically sense the presence of any creature within 60’ that is in contact with vegetation, even if the Wood Stinger is not in contact with that same vegetation itself.

Spikes (Ex) – As a standard action, a Wood Stinger can fire a number of sharp, thorny spikes equal to its HD. The spikes have a range of 120’ with no range increment, they strike with a +5 bonus to hit, and they inflict 1d6-2 points of damage. The Wood Stinger can use this ability once per day.

Skills – A Wood Stinger’s body is well camouflaged to blend into the forest surroundings. Therefore, it gains a +5 racial bonus on Hide checks when it is in a forested area.


Tactics

Kisishtri tracked the party until he reasoned they were less than 1/2 hour away. Then he stopped to cast: Might of the Oak, Spikes, Barkskin, Protection From Elements: Fire, Camouflage. That gave him the following adjusted stats:

AC: 17 (Touch 10, FF 17); Attacks: Quarterstaff +12/+7 melee, 1d6+14, 19-20/x2; Reflex +2; Hide +14; Fire Protection 96 points;

When combat begins, Kisishtri starts by trying to cast Summon Nature's Ally IV to summon an Assassin Vine on a spellcaster while the Woodstingers run interference. He then casts Plant Growth to create a massive thicket, trapping the party. Visual distance within the thicket is limited to 10'.

Kisishtri follows by moving through the thicket toward the center of the party and casting Control Plants, allowing him to entangle everything but himself within a 45' radius. If he has the time, Kisishtri will then cast Regenerate Moderate Wounds before walking through the thicket to the (hopefully) isolated characters and finishing them off one-by-one with his very deadly staff.


Treasures/Rewards

The only treasure or reward to be gained from this encounter is Kisishtri's equipment, worth a total of roughly 25000 gp.
 
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Thanks, Schmoe

I think your set encounters will be quite good, if they are all as good as this one.

Thanks for going to all the effort, I can already see how to use this one.

Gilladian
 

Re: Thanks, Schmoe

Gilladian said:
I think your set encounters will be quite good, if they are all as good as this one.

Thanks for going to all the effort, I can already see how to use this one.

Gilladian


You're welcome, and thanks for the kind words!

I have a question, though. Some of these encounters would be better served if I could scan a map of the area and attach the picture. Would you find this useful, or should I rely on a verbal description of the area?
 

I Loooove maps. However, since I use a Mac, sometimes forma t is a problem. Conquer that, and I'd love to see maps.

Gilladian
 

Gilladian said:
I Loooove maps. However, since I use a Mac, sometimes forma t is a problem. Conquer that, and I'd love to see maps.

Gilladian

Or if you don't have time to make one, try something in WotC's map-a-week that fits. Of course, its use is optional.
 

This encounter took place beneath the sewers of Rushington, which was in the throes of rebellion. This was one of those encounters that can really test the group’s decision making. At the time of the encounter, my party was 6th level on average, and the opponent is a CR 10. Because of the close confines of the sewer tunnels, I would add +1 to the EL, and because of some special tactical circumstances I’ll explain later, I would add another +1 to the EL. It starts as one of those “Run or die” type of encounters, and it becomes one of those “How fast can you run?” type of encounters.


Setup/Prelude
When I ran this encounter, the group was trying to sneak out of the city unnoticed, and so they jumped down the first sewer grate that they found. At the bottom of the iron ladder, two tunnels led into the darkness, one ahead and one to the left. A horrible hydra, mutated from countless years of dwelling in the disease-ridden dankness of the Rushington sewers, dwells in a dead-end chamber at the end of the left-most passage. The party’s entrance to the sewers has awoken the creature, and it is hungry.

When the party reaches the bottom of the sewers, an augury tells them “Jaws of death lurk to the left.” As the iron grate overhead clangs back into place, they heard a loud splash echoing in the darkness to the left. A few moments later, the water in the main channel surged, splashing over the lip of the walkway. Thinking to make haste, they quickly proceed down the other tunnel. Coming to a four-way intersection, they continue straight which, unbeknownst to them, leads to another dead-end chamber with an iron grate in the ceiling. The splashes behind them grow closer, and they can hear a horrible rasping, as of breath issuing from many heads. Moving quickly now, they rush down the tunnel, careful not to loose their footing on the slippery walkway. As they burst into the chamber, behind them they hear a horrible hiss, and the sewer water swells again, wetting their feet. Like a creature of nightmare, the many heads of the hydra loom out of the darkness, fangs snapping in anticipation.

Setting/Environment
This encounter takes place in the sewers of Rushington. The sewer tunnels are typically about 15’ wide, 12’ of which is occupied by a water-filled channel, with the remaining 3’ consisting of a flat ledge that serves as a walkway. The ceiling is about 8’ overhead. The stones of the tunnels are slick with slime and moss. Thick strands of algae hang down from the ceiling, concealing it completely in a forest of sickening greens and browns. The stomach-churning stench of the air is so powerful you can practically feel it. The water of the channel is about 3’ deep and filled with excrement and unidentifiable lumps and masses. The sound of water is a constant, with trickles, splashes, and burbles intermittently echoing throughout the tunnels.

The room that the tunnel leads to is 25’ square, with the walkway leading around the right edge to the iron rungs of a ladder on the far left-hand wall (picture an “L”). Water flows out of several smaller, 2’ diameter pipes and trickles down the walls. The water in the center of the room is deeper than that in the channels, about 8’. The ladder leads to a heavy iron grate in the ceiling 12’ overhead, and the stars of the night sky can be seen beyond the bars of the grate.

Moving faster than ½ speed per round on any of the ledges requires a Balance check (DC 12) to keep from falling into the water.

The ladder is slippery with slime, requiring a climb DC of 3.

The iron grate overhead is 200 lbs, requiring a strength of at least 15 to lift.

The hydra appears at the edge of the most keen-sighted party member’s vision. In my party, this was 60’ away, due to a lantern and an elf. At this point, roll for initiative.

Foes

Sewer Beast
Modified 9-headed Hydra (CR 10)
HD: 9d10+45 (94 HP);Init: +1; Speed: 20’, Swim 20’; AC: 17 (Touch 9, FF 16); BAB: +6; Attacks: 9 bites +9 melee, 1d10+5; Special: Scent, Slimy Skin, Wounding, Disease; Saves: Fort +11, Ref +7, Will +3; Abilities: Str-21, Dex-12, Con-20, Int-8, Wis-10, Cha-14; Skills: Listen +10, Spot +11, Escape Artist +9; Feats: Combat Reflexes

Slimy Skin – The Sewer Beast’s skin is slimy and crusted with the algae and mold from decades of dwelling in sewage. This grants the creature Fire and Acid resistance of 5 and also grants the creature a +8 circumstance modifier to Escape Artist checks.

Wounding – Any wound inflicted by the Sewer Beast continues to bleed for an additional 1 HP of damage each round until the wound is bound (DC 15 Heal check), the creature receives magical healing, or the creature dies. Bleeding from multiple wounds is cumulative.

Disease – Any creature wounded by the Sewer Beast must make a Fortitude check (DC 13) or be inflicted with Filth Fever.

A mass of serpentine necks rises out of the water, each one topped by a fearsome head with jaws big enough to bite a man in two. The necks all converge to become a single, slug-like mass that extends to the rear. Each head is vaguely reptilian in appearance. The skin of the monster, where it is visible beneath the slime and the mold, is black and scaly. The creature’s teeth come to needle-like points, and thick saliva drips from the corner of each mouth. Its black eyes gleam with malevolence, and its breathing is a gurgling rasp that issues from each of its nine gaping mouths.


Tactics

The Sewer Beast is a straightforward opponent. It pushes forward through the slime, trying to threaten as many tasty targets as possible, and it spreads its attacks to make the best use of the Wounding property of its saliva. It will certainly risk attacks of opportunity in order to get into the best possible position, and it has little or no respect for humanoid opponents.

Treasures/Rewards

The most precious reward the characters get from this encounter is escape with their lives. I also rewarded half of the experience they would receive for defeating the creature. Of course, if the party are resourceful enough to trick the creature out of its lair or otherwise find a way to get in, they can find a few choice items. The lair is in a dead-end chamber similar to the one the characters find themselves in the encounter setup. The only difference is that there is no grate in the ceiling overhead, and the smell of decay is overlaid with the smell of death. You can read the following, if you wish.

“The final chamber at the end of the tunnel is a nightmarish scene. Hundreds of bones float on the surface of the brackish water, obviously the collection of many years. Some have collected into irregular masses, and here and there algae-covered skulls grin at you from the water. The low-hanging moss overhead grows nearly to the floor, and you have to push your way through it to make any progress along the ledge. An oppressive weight hangs in the air here, the weight of decades of stagnation and death.”

If characters search the chamber, they can uncover the following items in various locations:
- A rotted pouch containing: 142 gp, a piece of rock crystal (40 gp), and a white pearl (100gp)
- A black opal (800 gp)
- A Potion of Reduce (CL 5)
- A +1 Slick Chain Shirt
 


Angelsboi said:
These are REALLY cool!!! Just make sure to include some lower level ones as well!!

Thanks, Angelsboi! I really appreciate that.

Don't worry, I plan to cover some of the encounters from my campaign's early days, too. Next week, I think that I'll post the group's climactic encounter with a vile creature from the realm of Shadow. :) It was designed for a group of about 4th level. I just need to iron out the kinks with my scanner before then...
 


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