The Merblin Living Quarters (Down In the Ice Caves)
Overview:
This encounter is for if the PCs made it through the guardroom door. This encounter is much easier than the previous. In fact the enemies spend the vast majority of their time fleeing. It’s more to give information (and reward the players by giving them an easy encounter).
Initial Description:
You stop the guards from snuffing out the torch. As you approach the next room you see that there is an abrupt cliff with a ladder. There are hundreds of the green creatures in this room. As the notice you a wave of panic and fear goes over them and they start to run, some come out from the pack to meet you in combat. Roll Initiative.
Enemies:
1d6 Merblins and 1d6 Merblin Javilneers throwers - They will come attack the players to hold them off. They will be attacking upward and trying to climb up a ladder to get to the PCs.
Once one set goes down more will comb. Once the third round come most of them seem to be gone.
MEREBLINS
HP 12 AC 16 MOV 30ft SWM 40ft
STR +0 DEX + 4 INT -1 CON +3 WIS -2 CHA -2
Attack: (+7 to hit) 1d4 + 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.
Pack Tactics: If more than one merblin is engaged with an enemy they get advantage on their attacks.
Brutal Hunters: For every mereblin engaged with the same enemy the mereblin gets on additional d4 damage.
MEREBLINS JAVILNEERS
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:
Slay 3 rounds of guards.
Map:
Overview:
Key:
Pink X - Ladders
Blue Line - 3/4 Cover
Light Blue - The merblin living area
Brown X -Torches
Light Red - Area raised 15 feet above ground
Green O - Staring Point of PCs
Red X - Exit Tunnel
Special Mechanics:
Once Everyone Leaves - once the third wave of guards appears the rest of the merblins leave, snuffing out the torches. This causes the water to running over the top of the tunnels to freeze over, making them inaccessible.
Too Scared to Fight- Players who attempt to make there way through the panicking merblins need to make a DC 12 Strength check or be knocked prone. No damage will come to them in the mess, but it is considered difficult terrain and need to make the check whenever they start or end their turn in the crowd.
Short cut - if they make it to one of the tunnels guarding a torch they can go directly to the Unleash the Beast Encounter.
Anger the Mob - If they attack one of the merblins in the mob the merblins will trample them. 5d10 damage no saving throw, from the sheer number of attacks they receive (or if you prefer you could follow the merlin rules, make approximately twenty attacks with each hit counting around 20 d4s.
Extras:
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