Killer Encounter Combos #2, CR 6
Saturday, February 21, 2009 at 01:21PM Welcome to the second entry in U20's Killer Encounter Combos series. This one's for 3.5E, but check out the Extra Mileage section for a fine 4E critter combo suggestion.
Please note that this particular room is best used in a dungeon incorporating water, and thanks to its water and the critter abilities it may prove to be much more deadly than the average CR 6 encounter. Please, enjoy, and let me know how it goes if you use it.
The Setup
The heroes are heading down a hallway. Read them the following.
You hear the low rushing and splashing of gallons of water from somewhere up ahead. The air cools as moisture beads on your skin and armour. Down the hallway is an open doorway, the arch and room beyond crusted with moss and algae. A slick, stone walkway crosses a pool of frothy water being filled continuously by twin marble faucets high on the far wall, and emptying continuously through twin grates. At the end of the walkway is a closed door.
The pool is 15 feet deep, and thanks to the churning water, algae, and poor lighting, it should be very difficult to see to the bottom.
The semicircles are the faucets.
The Critters
One Sea Hag - Hidden just underwater under the stream from one of the faucets.
One Merrow (Aquatic Ogre) -Hidden somewhere else under the water.
Sort of a sea hag; kind of an ogre.
The Combat
The sea hag should wait until the heroes explore the room a little before opening combat by revealing itself to as many PCs as possible from the water. This unleashes its Horrific Appearance which, at this level, may cripple one or two PCs. The sea hag then continues with its Evil Eye ability on likely targets. Finally, the merrow can use its large longspear (20-foot reach) to stab PCs from the water or reach out and grab creatures dazed by the Evil Eye to pull them into the water and drown them. Keep your critters in the water the whole fight to benefit from the added cover and easy escape if things turn sour.
Extra Mileage
- Bingo tokens are great for marking underwater critters.
- One of the grates on the near wall could be broken, and the hag or merrow could squeeze into the channels to reach a different part of the dungeon to flank the PCs, or to escape.
- The slippery walkway could require a balance check to walk across, adding to the challenge.
- Have your underwater creatures charge out of the water PCs off the walkway, to surprise grapple spellcasters, or to pursue escaping PCs down the hall.
- I don't believe there are any rules for it, but casting underwater should be, at the very least, something arcane spellcasters are not used to. Besides not being able to talk, you maywant to append a 20% spell failure chance to spells with somatic components if they are cast underwater
- Enlarge the room and substitute a group of kuo-toa for the hag and merrow. Be sure to include a couple of harpooners (level 14 soldiers) who can harpoon and drag PCs into the water to be dealt with. Lastly, a Kelp Mummy would could really wreak some havoc by yanking PCs into the pool.
- As mentioned, be sure to award your PCs a bit extra in treasure and XP if they survive this encounter. The possibility of drowning and fighting in the water can be very difficult challenges to overcome.
RPG Ike |
2 Comments |
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Reader Comments (2)
Another great Killer Encounter Combo. I really like how you’ve made the terrain an important part of the combat. Nothing’s more boring than facing your opponent in a room that’s a flat, featureless, 30ft x 30ft square.
I’ve always found that aquatic creatures are underutilized because DMs don’t want to bother looking up the rules for fighting underwater. You’ve found a great compromise by making some of the room submerged. I can’t wait to see the next article in this series. Keep them coming!
Thanks, Ameron! That's exactly what I like to hear. :) I've found that my more useful posts often get ignored in the comments--people take the information and presumably they go use it--so I really appreciate your feedback.
I've found that terrain can, and often should, be an integral part of any encounter Much like the setting in a story, it's easy to overlook but can add so much.
I'm working on the next one as we speak. Watch for it later this week.