el-remmen
Moderator Emeritus
This is from my remix of N1 - Against the Cult of the Reptile God and a good example of the kinds of battles I set-up (this was not climatic battle, but potentially the penultimate one for this adventure).
The Troglodyte Egg Chamber
This cavern's floor is sunken about 12 feet below the narrow outer edge which varies from 3 feet to 7 feet wide and the center portion is a maze of stalagmites ranging from three feet to 12 feet away from each other and ranging in heights from 5' high to 18' high (and the taller ones have the tops smashed off creating uneven pedestals throughout the chamber. The ceiling is 15 feet from the surrounding lip. Near the center (marked with an "S" on the map) is a great stone bowl full of troglodyte eggs atop an 8' high stone pedestal and surrounded by tall braziers to keep it warm. At the center of the eggs is an oversized fertility symbol in the form of a platinum oversized egg (and incredibly valuable). There are other treasures piled around the pedestal between the four braziers.
The outer path above the main floor is patrolled by two troglodyte meatseekers, who remain camouflaged as long as possible. When attacking they try to use their "Feed the Tribe" ability to knock opponents into the lower level. There are also three normal trogs and two trog scouts in the upper area who help to distract the PCs for the meatseeker attacks (particularly the scouts using missile weapon attacks to draw the PCs in more).
The meatseekers are adept at climbing and jumping. Jumping from spire to spire requires an athletics check to make standing long jump (assuming it is within the jump distance allowed for individual character). A successful check means the jumper lands safely atop the flattened spire. The DC should be 8 + distance jumped. A failed check by less than 5 means they have jumped and grasped on to the top/side of the spire. Failure means falling to the lower floor below. If a character does not have at least one hand free when jumping (to grab the other spire) the check is made at disadvantage. Because the meatseekers are adept at climbing and jumping and have claws, they do not suffer this penalty while jumping. Anyone falling takes 1d6 points of damage is automatically prone. Assuming someone is jumping without the goal of landing atop of a flattened spire, they can add a few feet to the distance by aiming to grab the top of the spire, landing astride it and pulling themselves up. The DC is the same, but add 3 feet for medium creatures, 2 feet for small creatures, and 1 foot for tiny creatures.
In the lower area is the main guardian of the egg chamber, the Troglodyte Juggernaut, who will remain curled in a ball camouflaged until someone falls, jumps, or climbs into the lower area OR if an enemy makes it to the egg bowl.
Other Notes:
The Troglodyte Egg Chamber
This cavern's floor is sunken about 12 feet below the narrow outer edge which varies from 3 feet to 7 feet wide and the center portion is a maze of stalagmites ranging from three feet to 12 feet away from each other and ranging in heights from 5' high to 18' high (and the taller ones have the tops smashed off creating uneven pedestals throughout the chamber. The ceiling is 15 feet from the surrounding lip. Near the center (marked with an "S" on the map) is a great stone bowl full of troglodyte eggs atop an 8' high stone pedestal and surrounded by tall braziers to keep it warm. At the center of the eggs is an oversized fertility symbol in the form of a platinum oversized egg (and incredibly valuable). There are other treasures piled around the pedestal between the four braziers.
The outer path above the main floor is patrolled by two troglodyte meatseekers, who remain camouflaged as long as possible. When attacking they try to use their "Feed the Tribe" ability to knock opponents into the lower level. There are also three normal trogs and two trog scouts in the upper area who help to distract the PCs for the meatseeker attacks (particularly the scouts using missile weapon attacks to draw the PCs in more).
The meatseekers are adept at climbing and jumping. Jumping from spire to spire requires an athletics check to make standing long jump (assuming it is within the jump distance allowed for individual character). A successful check means the jumper lands safely atop the flattened spire. The DC should be 8 + distance jumped. A failed check by less than 5 means they have jumped and grasped on to the top/side of the spire. Failure means falling to the lower floor below. If a character does not have at least one hand free when jumping (to grab the other spire) the check is made at disadvantage. Because the meatseekers are adept at climbing and jumping and have claws, they do not suffer this penalty while jumping. Anyone falling takes 1d6 points of damage is automatically prone. Assuming someone is jumping without the goal of landing atop of a flattened spire, they can add a few feet to the distance by aiming to grab the top of the spire, landing astride it and pulling themselves up. The DC is the same, but add 3 feet for medium creatures, 2 feet for small creatures, and 1 foot for tiny creatures.
In the lower area is the main guardian of the egg chamber, the Troglodyte Juggernaut, who will remain curled in a ball camouflaged until someone falls, jumps, or climbs into the lower area OR if an enemy makes it to the egg bowl.
Other Notes:
- The normal trogs and scouts are kind of afraid of the juggernaut and tend to stay away from it.
- The juggernaut is 12' tall and can attack foes up on the walkway with its claws, but at disadvantage.
- If the eggs are visibly harmed by the PCs all troglodytes (except the dim juggernaut) in the chamber gain advantage on all attacks.
- If the juggernaut goes berserk it might harm the eggs (which the other trogs take as a sign from their god)
- Assuming the juggernaut is dealt with (it cannot be called off unless it feeds), threatening to harm the eggs could put the PCs in a position to negotiate with the trogs
- When my PCs ran through this, the party druid wildshaped into an ape and had a delightful time leaping from spire to spire and distracting the juggernaut while the PCs dealt with the rest of the threats.