Warlock of Firetop Mountain - Encounter Analysis 4

Okay yeah this post on Friday idea is probably a bust, I'm just gonna set my schedule to "Saturday Probably". This update covers the majority of the remaining pre-river area. We're almost there!

Encounters

The Bench

Summary: At the corner of a corridor, there is a large sturdy bench, with a sign above which reads "Rest Ye Here Weary Traveller". If the player chooses to rest here, an enchantment on the bench will give them additional healing on top of that gained by resting.
I like these sort of "designated rest" spots in dungeons, because it allows you to throw bigger stuff at them later on without killing them outright, though I certainly feel that this encounter could be a little more interesting. It could be used to add a small side story to the dungeon, or just give a little exposition about the dungeon. For example, maybe the players find some abandoned belongings by the bench which once belonged to a past adventure?

The Giant Spider

Summary: The player enters a large cavern bordered with stalactites and stalagmites. As the player enters, they notice a pair of new-looking boots. The player can continue to explore the cavern, try on the boots, or leave the cavern. If they continue to explore, the player is attacked by a giant spider. If the player decides to try on the boots, they turn out to be cursed, fixing the player in place, at which point the giant spider attacks the player. After the fight, the player is able to hack the boots off their feet.
A nice combat encounter plus a cursed item to boot (pun intended). I would probably give the giant spider a big dramatic entrance here, like descending from the ceiling right onto one of the PC's. In 5E, you've also got the option to use a regular Giant Spider (MM page 328, CR 1) or multiple Giant Wolf Spiders (MM page 330, CR 1/4), depending on how tough you want this encounter to be.

The Merchant

Summary: The player enters a small room, with shelves lining the walls, stacked with dishware and old books. On a rocking chair in the room sits an old man. If the player attempts conversation with him, he turns out to be a merchant, and suggests that the player buys a blue candle for 20 gold pieces, with the hint that they may need it sooner than they may think. If the player attacks the old man, the player seems to collide with thin air before him, and he mocks the player for being so foolish as to think him defenceless in this place. The player is then forced to leave.
Although it isn't fleshed out much in the book, a social encounter like this could prove very interesting if properly prepared. The players could start asking all sorts of questions - like why a merchant would set up shop in a villain's lair full of monsters - and its probably worth having a rough idea about the answers to these. I'm not a big fan of the way the blue candle is used to be honest, which I will go into more detail after the next encounter.

The Mural Room

Summary: The player enters an apparently empty room, and notices the murals on the walls, at which point their lantern goes out and refuses to light again. At this point, sounds of screaming and wailing noises fill the room, steadily becoming loud enough to hurt the player. Their lantern will not re-light, however if they pull out a blue candle from their pack it immediately lights of its own accord, stopping the noise and allowing the player to view the murals on the walls. The murals appear to be moving, and all the figures within it seem to be in pain. The player can also see the exit door while the candle is lit. However, if they investigate for too long, the candle burns out quickly, and the painful noise returns as the room is plunged into darkness. If this happens, or the player never had a blue candle, they are forced to search along the walls by touch to find the exit, steadily taking damage from the noise until they escape.
With this encounter, you've basically got a case of "if you didn't do the right thing before you're screwed now", which is probably not the sort of message you want to be sending to your players. But, to be completely honest, I don't see a simple way to fix this issue. If you totally remove the blue candle from this encounter and make another solution to the problem, then you remove most of the utility from the Merchant encounter. However, if you don't you're left with a not-great encounter. A decent solution probably lies somewhere in the middle-ground, where a blue candle can still be used to gain an advantage on this encounter, but it also has an alternative solution that's a little less preferable? Like maybe the demons or whatever they are can't extinguish magical light, and can be killed with radiant damage or something.

The Fountain

Summary: The player enters a small room, empty save a fountain in the centre. The fountain isn't particularly fancy, composing a fish with a jet of water from its mouth. Hanging from the fish is a worn wooden sign, written in the goblin language. In the book, the player can only read the last two of the three words, which are "...Not Drink". If the player chooses to drink from it, the water turns out to be extremely refreshing, healing the player.
Rewarding the player for going against common sense? Perfection! I would run this encounter by initially not telling the players what the sign reads at all (unless any of them happen to speak goblin), and an intelligence check can let them decipher some of the words at random. A really good check would give them all of the words, but a poorer check might only give one or two. I'd also probably work on the assumption that the first word is "Goblins" or something that would give similar meaning to this.

The Helmets

Summary: The player enters a room containing a table in the centre, with two helmets on it. One of the helmets seems to be made from iron, and the other bronze. If the player tries on the bronze helmet, they find it to be cursed, preventing them thinking straight and they are unable to remove it. If the player tries on the iron helmet, they begin to feel more powerful and confident, and get stat bonuses in future battles as long as they are wearing it.
A totally luck-based encounter. Great. I jest, but this encounter can actually be very fun to run, as the PC's argue about who should try on what helmet. I would be wary about giving out a cursed item at this point though, as it might be a bit much for low-level players to deal with. Also I can't quite decide if these helms should give out an attack bonus, an AC bonus or some sort of stat alteration.

The Cavemen

Summary: A large cavern, with a smouldering fire in the centre and crude stone weapons strewn about the floor. As the player turns to leave, they find two "neanderthal cavemen" barring their exit, who subsequently attack the player. Upon their defeat the player leaves the cavern.
Not only is this encounter fairly bland, it also manages to feel out of place. I mean, I get that this boom is written in a sort of "weird fantasy" setting, but seriously? Cavemen halfway into a dungeon? With no explanation at all? I don't think this translates well into many D&D settings, and will probably just remove it (there are plenty of combat encounters already), but if you really want to keep it, you could run the cavemen as Tribal Warriors (MM page 350, CR 1/8) or Grimlocks (MM page 175, CR 1/4).

The Giant Bats Beach

Summary: The player enters a large pebbled beach on the south bank of an underground river. As they enter, three giant bats swoop down from the ceiling to attack the player. The player can escape them by jumping into the river, where they are carried by the current to another beach, or stay and fight them. After they are defeated, the player investigates the river to determine if it is safe to swim. At this point, they notice a gleaming sword lying in the river several steps from the beach. Upon inspection, this sword appears to be light and very sharp, seemingly superior to a standard weapon. As the player picks up the sword, they hear a telepathic voice compelling them to throw a different sword back into the river. If they do, the telepathic voice gives them thanks. However, if they choose to keep their weapon, the sword they pickup up in the river seems to animate, dealing a single attack to the player. After this, it appears to turn rubbery and become useless. After this encounter, the player chooses to jump into the river to progress.
The Giant Bats (MM page 323) here are kind of a cool combat encounter, and it would certainly be nice to see how a party without much ranged capability would handle it. I really like the sword in the lake part, though, as it really punishes players for being too greedy while raising even more questions about the dungeon.

That's all for this week. Next week the encounters will cover the rest of the pre-river area, and the different methods for crossing the river. See you then!

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