Events Come to a Head - RSP Encounter
Area Features
The area has several features of note:- Trail: A 10 ft. wide trail wends through the swamp. On the trail, movement is without penalty.
- Bogs: Bogs stretch for a mile each side of the trail. It costs 2 squares of movement to move into a square with a shallow bog; the DC of Acrobatics checks in such a square increases by 2. Bogs increase the DC of Stealth checks by 2.
- Deep Bogs: A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to enter a square with a deep bog, or must swim (DC 10 Swim check). Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover (+4 AC, +2 Reflex saves)for Medium or larger creatures. Smaller creatures gain improved cover (+8 AC, +4 Reflex saves). Medium or larger creatures can crouch as a move action to gain improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater. Deep bogs increase the DC of Stealth checks by 2.
Running the Encounter
Scartail Whort
This spindly kobold is almost five feet tall and is missing most of its tail. He holds a hulbous burlap sack over his shoulder. He also has a small light catapult (under the effects of shrink item) and 40 GP The tailless leader of the band is Scartail Whort, a siege engineer and woodsman experienced in executing raids on unsuspecting towns. Scartail’s modus operandi is a devious form of biological warfare. Assisted by cunning traps, the Gharndral capture trolls indigenous to their lands and slowly dismember them until all that remains is a still-regenerating head. Scartail carries a Small light catapult ensorcelled with shrink item, and plans to launch the troll heads into the village during the dead of night. Once inside, the enraged trolls regenerate before slaughtering the unprepared townsfolk. To prevent the trolls prematurely regenerating, Scartail used Vermin Heart to collect a swarm of tiny, biting spiders, which now share the sack with the heads.Tactics
Kobolds: The kobold guards form a shieldwall, taking advantage of their Shield Wall teamwork feat. Panicked, Scartail inadvertently drops the sack containing the three troll heads. Scartail and the kobold raiders flee when they lose three of their number, or if one of the trolls regains its body. Troll Heads: Each of the troll heads ends up somewhere different when Scartail drops his sack.- The first head falls into a deep bog. The swamp water extinguishes fires and dilutes acid, so the PCs must retrieve the submerged troll head before they can safety dispatch it. Finding the head in the murky water requires a DC 10 Swim check followed by a DC 20 Perception check.
- The second spills free of the sack, but only travels 15 feet before coming to rest in the coarse swamp grass. The head gurgles and spasms while it regenerates on the ground behind the wall of kobold fighters.
- The final head remains in the sack along with the writhing, agitated spider swarm. The spider swarm escapes the sack when the PCs investigate it, leaving the third troll head to regenerate while the PCs deal with the swarm.
Statblocks
Scartail Whort Stat BlockScartail Whort CR: 1
STR
12 +1
DEX
15 +2
CON
14 +2
INT
8 -1
WIS
9 -1
CHA
10 +0
Initiative: 1d20+2
Passive Perception 11
Dragon’s Resistance: The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black 3–4, cold (white 5–6, fire (red 7–8, lightning (blue 9–10, poison (green). Heart of the Dragon: If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack: The kobold makes two melee attacks. Spear Melee or Ranged Weapon Attack: 1d20+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6+1 piercing damage, or 1d8+1 piercing damage if used with two hands to make a melee attack. Light Crossbow Simple Ranged Weapon Attack: 1d20+2 to hit, range 80/320 ft., Hit 1d8+1 piercing damage. Has 10 bolts. GEAR: Small light catapult (under the effects of shrink item), 40 GP
Kobold Guard CR: 1
STR
10 +0
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
8 -1
CHA
8 -1
Initiative: 1d20+2
Passive Perception 11
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack: The kobold makes two melee attacks. Spear Melee or Ranged Weapon Attack: 1d20+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6+1 piercing damage, or 1d8+1 piercing damage if used with two hands to make a melee attack.
Spider Swarm/Swarm of Insects
CR: 1/2
STR
3 -4
DEX
13 +1
CON
10 +0
INT
1 -5
WIS
7 -2
CHA
1 -5
Actions
Bite. Melee Weapon Attack 1d20+3 to hit, reach 0 ft., one target in the swarm's space. Hit: (roll:4d4) piercing damage, or 5 2d4 piercing damage if the swarm has half of its hit points or fewer.
Comments