The Amber Prison: Steal this DnD Encounter
Yesterday in a brief moment of respite while subbing,
The Amber Prison
PCs discover and enter the cave by some means
PCs explore the cave system, encountering research, burly thugs, bandits, and miners employed by the wizards.
PCs enter the cave nexus wherein the wizards are performing their final ritual of releasing and binding the demon from the amber.
Should the PCs ignore the quest or leave at some point. The demon and the wizards will wreak havoc on the nearby settlement, seeking to gain control of it for their plans.
The demon might also be released and the binding failed, leaving it to roam free and sow chaos.
Combat Encounter Overview: A ritual will be in the midst of taking place once the PCs arrive on the scene. Roll initiative at the start to begin the race against time. In 5 or d8 rounds, the demon will be set free, and in 4 or d6 more, it will have its blade.
The PCs must make it through the minions of the wizards and also defend themselves against the wizard’s apprentices before the ritual can be completed.
If the demon breaks free, but the enchanter is dead, it will become a force of chaos, attacking friend and foe alike with fury and fervor.
Use level appropriate enemies for your party. Each squad should be one difficulty level and will be denoted beside them.
Enemy Combatants and Tactics
This is very dependent on PCs and their level. Assuming about tier 2 level, the following should be appropriate. The combat should take place in a large chamber with boulders and interesting terrain with the amber prison near the back of the chamber opposite of the PCs entry point.
Squad 1 (Easy): PCs x 2 amount of bandits and miners. Can be low HP or even minions.
Tactics: Get in the way of the PCs, attempt to grapple, and pin the PCs down. Using their reactions for attacks of opportunity.
Squad 2 (Medium): Apprentice Wizards 1 - transmuter and 1 enchanter.
Tactics: While occupied with the melee combatants, the two wizards will use mostly controlling spells to additionally hinder the PCs and make it easier for the melee minions to hit them. They will use a concentration spell first, and then use ranged attacks against the opposing casters to break their concentration. Magic missiles are especially effective in this regard.
Squad 3 (Hard): Master Transmuter and Master Enchanter
Tactics: Their first priority is releasing and subsequently binding the demon their whole concentration will be placed on those tasks. Once the timer set at the beginning is complete, the demon will be under their control and will fight alongside them.
If the Master Wizards are incapacitated before that, the demon will remain trapped.
If they are incapacitated after the demon is freed, they will lose control of it, and it will have it’s free will again.
Squad 4 (Deadly): Ancient Demon
Tactics: The ancient demon can either be bestial or intelligent. If it is bestial it will attack the nearest foe until the fall, or target the creature who recently did the most damage to it. If it is intelligent, it will attack the easiest to hit party member who can deal the most damage, generally casters. It will ignore high AC opponents if it misses them once.
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