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The Hallway

Overview:

This is a good encounter to use as an information reveal as well. It has a bunch of enemies flooding into the room while one of the PCs is trying to access information (magically or otherwise). To further complicate things the PC is moving along the wall meaning that they can't just whole up in one place. Also more weak exploding enemies. We love weak exploding enemies here.

Initial Description:
You walk through the doors into a large hallway. There is a subtle aura encasing the room that seems to be keeping the monsters back, though you don't know how long it will last. On the north facing wall there is a giant mural spanning the length of the entire room. At first glance it seems to be depicting some great conflict, however as you try and focus on any one part of the mural, it become fuzzy and unrecognizable.  There is a small pedestal on the west-most side of the wall.
(Players figure out which McGuffin goes on the pedestal)
[The character that put the McGuffin on the pedestal] is enveloped by the same aura and is slowly lifted into the air. As you look at the mural suddenly pictures flood your brain as though you are suddenly remembering hundreds of forgotten life times.

The rest of you see your friend lifted into the air, then the room goes dark. The aura that was protecting this room is gone, you hear footsteps coming your way and see black misshapen creatures coming out the hallways entering this chamber. Roll initiative.

Enemies:

Goals:
All of the enemies come from a single alien consciousness. It's goal is to stop the PCs from gaining the information they want and will gladly sacrifice small parts of itself. The following three creatures manifest from the void in this location:
 Voidlings - A dark oozy looking thing. They explode when they get close to enemies. 
Void Caster - A spell caster that can create an impenetrable shield around an enemy.
Void Bruisers - Big void constructs that hit hard.

Enemy Stat Blocks:

VOIDLING
HP 5 AC 15 MOV 40ft
STR +1 DEX +3 CON -2 INT -2 WIS -2 CHA -2
Void Sense - If one part of the void knows where you are, all of the void knows where you are.
Attack: When the voidling approaches an enemy they explode. Any creature within a 20ft radius must make a DC 15 dexterity saving throw or take 2d6 acid damage (half as much on a success).
Explosive: On death the voidling explodes.  Each creature in a 20ft radius needs to makes DC 15 DEX saving throw or take 2d6 acid damage (half as much on a success). Any voidling hit by acid damage dies instantly and explodes.

VOID CASTER
HP 50 AC 14 MOV 40ft
STR -1 DEX +1 CON 0 INT  +2 WIS +2 CHA +2
Void Sense - If one part of the void knows where you are, all of the void knows where you are.
Attack: Ranged 20ft (+7 to hit) 1d6 acid damage.  
Sphere of Protection: When the void caster spawns they put a impenetrable bubble around a group of voidlings or a void bruiser. This sphere is immune to all damage, spells, and effects. The sphere disappears.
Void Defense - Immune to the voidlings explosive damage.

Void Bruiser
BABY RED SPIDERS

HP 75 AC 18 MOV 40ft
STR +5 DEX +3 CON +3 INT -2 WIS -2 CHA -2
Void Sense - If one part of the void knows where you are, all of the void knows where you are.
Attack: Melee. Multi attack 2 times (+7 to hit) 2d8 + 5 bludgeoning.
Void Defense - Immune to the voidlings explosive damage.

 

Objectives:

Main:
Figure it Out! - The PC needs to find and figure out the information they need. Whoever is making the check (we used DC 15 Wisdom as they were trying to get all of the information straight in their brain) is too focused on the work to defend themselves, their AC is zero and they fail any saving throw caused by an enemy. When they finish their work you can either A have the PCs try to escape or B have the magic/system evaporate the encroaching enemy.

Side Objectives
Keep Away - The PCs need to keep creatures off of the PC who is figuring out the information.
Break the Barriers - The void casters create impenetrable barriers around groups of the voidlings and hide from view of the PCs. They will have to kill the void casters before they can get to the voidlings.
 

Map:

The Hallway.jpg

Overview:
The hallway needs to stay tight, it's what make the enemies a real threat and force the players to move around. It becomes quite a hectic battle once the enemies start coming. There are two versions of the map to give you slightly different feels. The first one may be a harder combat then the second.

Key:
Green Numbers - Spawn points for enemies.
Red Numbers - Key information points.

Special Mechanics

Getting what we came for - The PC who is learning the information has to move between (or is forcefully moved between depending on how you run this encounter) each of the key information points (red numbers on the map). At each of those key information points he needs to make three successful checks. We used DC 15 wisdom, and counted a DC 20 as two successes and DC 25 as three successes. You can do whatever works for your system. When the checks are finished at the last key information point (10) you can either have the magic/system activate a defense system, in which it elimenates the enemy, or you could make the PCs then escape with everything going on.

Timer Bonanza! - In this encounter you will need to use three timer dice. Essentially, you roll a d4  and count down until something happens. Once the event occurs you roll the die again. We prefer to leave the timer dice in the view of players, but that is totally up to your discretion. You will want three different colored d4s so you know what goes with what.

Spawning:
Voidling Spawn -
 Each turn 1d6 voidlings spawn at each hallway.
Void Caster Spawn - Timer dice number one. When the timer dice hits zero one Void Caster spawns at each spawn point.
Void Bruiser Spawn - Timer dice number two. When the timer dice hits zero one void bruiser spawns. Roll a d4 to determine at which location.

The Reach of the Void - Timer dice number three. The void reachers out with a dark tentacle and slams a random PC (roll to determine). They make a dexterity saving throw. On a failed save they take 2d8 damage and are blinded for a round. On a success they take half as much.

Extras:

How We Used it - In our game this was a big reveal moment. The PCs had started getting swept up in a conflict they didn't know existed. The information was reveled through a magic item that grew a bond with one of the PCs. They found out that there was a big cyclical conflict and that two longtime NPCs they had been friends with were involved, along with some really scary enemies they had been fighting.

Easy Re-skins - Computer consul, Ancient Map, Military Plans.

Inspirations, Shoutouts, and Thanks - Runehammer games for the inspiration on using a d4 for a timer dice.

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