Defended Waterway (Down In the Ice Caves)
Overview:
This section is what happens to your PCs in the case that they fail to stop the guards in the guard room. They will be winding their way through a narrow path, dealing with both traps and attacks raining down. In the case they decide to go this way even after the door does not close, then they will still deal with traps, but the Merblins will be preparing their defenses for the invasion they think is coming through the central entrance. This is one of two possible second encounters for our Down in the Ice Caves Series!
Initial Description:
After failing to prevent the green aquatic goblins from putting out the fire, your party is forced to take a route that is clearly more protected than the main hallway. Clearly this path will be difficult, but you don’t have many other choices if your going to slay the creature you were sent here for. As you swim through the deep cold water you see small outlets 15 feet above which would make for perfect alcoves of which to attack from. You also see the water begin to move in front of you. Great you think…. Roll Initiative.
Enemies:
Reef Shark (MM) - Will all attack whoever is the most wounded and continue to attack until they are incapacitated. Will then begin to feed on that character. Don’t differentiate between PCs and merblins.
MEREBLINS JAVILNEERS
One each turn the merblins will move forward, attack, then retreat back into their caves to prevent getting attacked.
HP 12 AC 16 MOV 30ft SWM 40ft
STR +0 DEX + 4 INT -1 CON +3 WIS -2 CHA -2
Attack: (+7 to hit) Range 30/60 1d8 + 4 damage.
Aquatic: This creature does not suffer disadvantage on attack rolls underwater. It can breathe underwater and does not need to make constitution saving throws to save from the cold water.
Spearmen: If more than one enemy is engaged with an enemy they get advantage on their attacks.
Brutal Hunters: For every enemy engaged with the same enemy the mereblin gets on additional d4 damage.
Objectives:
Main:
Get to the Other Side of the waterway.
Map:
Overview:
A few important notes about this map. The red areas are tunnels above the water below. They are located 15 feet above with a ranged attack. This gives them advantage against the party as they swim.
Key:
Green X - Merblin guards
Purple X - Pack of 5 Reef Sharks
Brown X - Snuffed Torches that when light will open the frozen ice
Green O - Where the PCs Start
Blue Lines - Ice walls
Light Red - Tunnel network
Dark Blue - 30 foot deep water
Special Mechanics:
Difficult Climb - DC 20 athletics check to climb up. It is a 15 foot ice climb from chilly water. Takes an action.
Tactical Height - Creatures attacking at range from above get advantage, those attack from below get disadvantage.
Extras:
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