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Unleash the Beast (Down in the Ice Caves)

Down in the Ice Caves.jpg

Overview:

This is the beginning of a series of encounters that occur in an ice theme dungeon. The PCs are hunting a giant serpent that was frozen in the ice long ago. Though unlike our last series these will come as inspiration comes to us, rather than in the order they would actually occur. This would be the second to last combat. They are unfreezing the mystical ice prison that the serpent has been kept in.

Initial Description:

You walk down into a cold chamber, the ground full of snow. Hanging from ceiling are icicles thicker than tree trunks and must be miles long. The parabolic shape of the slopes of this room help to emphasize how massive the icicles really are. As you stare at icicles the size of icebergs you begin to see something contained within them. As you look closer you realize there are hundreds, if not thousands of some aquatic looking humanoid figures forever frozen into these icicles, but what catches your attention most is the giant serpentine figure; gaping mouth swallowing its prey. Roll for initiative.

Enemies: 

Mereblin - they are intent on keeping the Leviathan from awakening again. They will do whatever they can to put out the torches. They are a dark green color, small, ugly, with webbed feet and toes.

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 + 3 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 mereblin is engaged with an enemy they get advantage on their attacks.
The Numbers!: For every mereblin engaged with the same enemy the mereblin gets on additional d4 damage.

Objectives:

Main:

Melt the icicles - Torches need to remain lit for three rounds in order to unfreeze the leviathan.

Side Objectives:

Keep the numbers down - Too many mereblins will mean being overwhelmed.
Don’t let them put it out - the mereblins will try to keep you from lighting all of the torches.

Map:

Merblin.png
Unleash the Beast.jpg

Overview:

 This contains two view as the cave will start to fill up with water. It’s important to note that even though the water level will continue to rise even after the “tops” of the bowl.

Key:

Brown X - Torches

Special Mechanics

They keep coming: For each torch lit 1d4 merblins appear (who can act on the next turn).

The Flood - Each round any icicle is melting the water in the room rises about 2.5 feet. By the fourth round the PCs are swimming.

The Cold! - Recently melted ice in the cold is not fun. Each round PCs must roll DC 15 Constitution saving throw. On a failed save they take 1d6 cold damage, their movement is halved and they may only take one of the following actions on their turn.

  • Cast a spell

  • Move

  • Attack (once not an attack action)

On a  successful save they take half as much damage.

Extras:

Inspirations, Shoutouts, and Thanks - Allen Beard for giving the seed that became this encounter! Look forward to his upcoming article!

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