Theory to Encounter: 30 by 30 Orc Room Remastered
Overview:
This encounter comes from our article on creating choices with impact and how to add that to encounters. You can check that out in our contemplations section. This is a bonus release. We don't want to short change readers by giving them an encounter they have already read in our longer article, but thought it might be nice to keep it in encounter form as well. Check out the article to see some of the thinking behind why we made the encounter the way we did.
Make sure that you pay attention to the fact that the melee orcs have a 10ft reach (not a 5) and they have a special ability that stops an opponent from being able to move. This is an important point because that helps build up some of that choice. This encounter is described in a fantasy world, but would be just as at home in a sci-fi setting by tweaking nothing more than your description of the room.
Initial Description:
You slowly walk through the winding cave path and as you come to an opening of a chamber you see typical dark cave features, including columns running the entire height of the cavern and stalactites on the ceiling.
Enemies:
CASTER ORCS
HP 10 AC 12 MOV 30ft
STR 0 DEX +1 CON +2 INT +3 WIS 0 CHA 0
Darkvision 60ft
Attack: (+5 to hit) 2d6 + 3 damage.
Creepy Crawler: If a character is engaged with three or more enemies, the baby spiders can crawl onto an opponent. When spiders have crawled onto an opponent the opponent can use an action to remove all of the spiders. If the spiders explode the character gets disadvantage on their saving throw against the explosion.
Explosive: On death the spider explodes. Each creature in a 20ft radius needs to makes DC 12 DEX saving throw or take 2d6 fire damage (half as much on a success). Any red spider hit by fire damage dies instantly, exploding.
GUARD ORCS
HP: 20 AC 15 MOV 30ft
STR +3 DEX -2 CON +3 INT -2 WIS 0 CHA 0
Darkvision 60ft Passive Perception 10
Attack:
Halberd: Melee Attack + 5 to hit, one target (1d6 + 3), reach 10ft, a successful attack with the halberd ends the targets movement until the beginning of the targets next turn.
Special Ability
Defensive Posture: Whenever a creature walks into a square the orc threatens they may use their reaction to strike the target.
Objectives:
Main:
Slay them! - Defeat the orcs. (the party could alternatively find a way to get to the other end, but running through will mean orcs following them).
Map:
Overview:
It's a simple map with tight spacing. You can draw your own cave walls if these are a little to straight for your liking. Make sure though that their is not anymore than 10 feet between the guard orcs and on the side in order for their special ability to be useful.
Key:
Grey Squares - Full Columns, they should provide 3/4 or full cover.
Grey Triangles - Stalactites (see special mechanics)
Blue X - Caster Orcs
Blue Circle- Guard Orcs.
Green Line - Party Entrance
Red Line - Next Room
Special Mechanics:
Bringing Down the House - If any stalactites take 10 or more damage they fall to the floor and everyone in a 10 foot radius circle of the stalactite needs to make a DC 12 DEX saving throw taking 2d10 damage on a failed save or half as much on a successful one.
Cover Rules - Check your game for what the rules on cover are. It is important that the orc casters have some cover in this encounter.
Extras:
Easy Re-skins - You can re-skin this to any type of fight with a group that might have an organized army. The army just needs to be able to consist of different units.
Inspirations, Shoutouts, and Thanks - The The Angry GM who did an excellent series on monster design and creating group tactics. It's good stuff!
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