ENCOUNTERS Plot in Velheim | World Anvil
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ENCOUNTERS

ENCOUNTERS Encounters tend to be flavoured by one of two things: Flame or planeshifting (ethereal, undead, hellspawn, astral sea, fey realm). If they’re not flavoured, they tend to be linked to pirates, slave trade, cover-up, or war. The planets are aligning and the rifts between planes are beginning to weaken and magical beings are finding it easier to cross over. Wizards are starting to use the weakened rifts to perform riskier spells as well as tear their way across planes. This is causing even more creatures to find their way through. Undead, hellspawn, aberrations and fey. Some creatures from the prime material plane are finding their way into other planes and returning not quite the same. On top of this, there is an ancient prophecy among followers of Kossuth that on the day the planets align, if his people complete the ancient genasi ritual, they can summon the wrath of Kossuth on their enemies through Armageddon. It is rumoured that this happened 2000 years ago, and was the ritual that sparked the Calamity. Jin Song and the cult of Armageddon have already begun the extensive ritual, and as a result Othela and Ichar are seeing more and more creatures of the fire domain.
  Lvl 1
  (Ichar and Coast) Cultists, Wolves (fey flavoured), Boars (undead), Swarm of rats (undead), Dretches, Thugs, Pirates, Blackbears (abberation).
  Lvl 2
  (Ichar/Othela and Coast) Bugbears, Imps, Quasits, Specters.
  Lvl 4+
  (Ichar/Othela and Coast) Ghasts, Gibbering Mouthers, Bearded devil, Hellhound, Phase spiders (at the former Earth Genasi tribe crater), Gold dragon wyrmling, Cult fanatics,
  Strange beasts:
  This animal has a scaly muted purple hide and a body shaped like a turtle's. Its face resembles that of a moose and its eyes are buggy and jet-black. It has clawed feet and a frill around its neck.
  Purple turtle lizard with a shark fin and yellow cat eyes.
  Fey Wolves:
  AC 13 - HP 18 They can blink (at the beginning of their turn they roll to see if they get their teleport back: 1-2 they stay put, 3-4 they teleport somewhere random within 50ft *roll a d10, on a 1-2 they vanish until they can roll above 3 on the d10, if they don’t vanish roll a d8 for compass direction*, 5-6 they teleport to a place they want) When they die they puff into smoke like a fey or they do at first but then the smoke implodes and their bodies appear dead on the ground. 1-4 body, 5-6 smoke.
  Phase Spiders:
  Mama Spider: AC 14 - HP 14 Attack - bite +6 1d6 +3 (DC 13 Con save to halve 3d6 poison damage) Bonus Action - Plane Shift (to or from the ethereal plane) Every time a spider jumps to the ethereal plane it will make a flat perception check against Trey’s +2 stealth. If it beats him, it stays for that round and tries to bite him, unless taunted, etc.
  Baby spiders (3): AC 13 - HP 6 Attack - bite +3 1d4 +2 (DC 11 Con save to halve 1d6 poison damage) Bonus Action - Plane Shift
  Trey: AC 12 - HP 10
  Bandits: Bandit Captain (half elf) + 6 Bandits (1 half elf, 1 elf, 2 tieflings, 2 humans)
  Pirates (Dock Encounter):
  Elf rogue: AC 16 - HP 26 Attack - light crossbow +6 1d8 +4 or dagger +6 1d4 +4 (sneak attack 2d6) Bonus Action - hide, disengage, dash
  Triton fighter: AC 14 - HP 4 (Resistant to Cold) Attack - morning star +4 1d8 +4 or javelin +3 1d6 +3 Action: Fog Cloud (20ft radius fixed point obscured) or Gust of Wind (60ft long 10ft wide, Strength save 14 or pushed back 15ft, movement is halved trying to push through the wind) Bonus Action - second wind 1d10 +4 once a day or move Gust of Wind
  Silas (Half-orc ranger): AC 17 - HP 3 + relentless endurance Attack - rapier +5 1d8 +3 (Feat: Hordebreaker - Attack again if another player is within 5ft - Note: Silas will have two captives chained together with him, if he feels threatened he will make his hordebreaker attack on one of the captives to distract, straight roll dis/adv cancel out, any bodyguard reaction is at advantage) or longbow +5 1d8 +3 Bonus Action: Hunter’s Mark Spells (3 slots): Cure Wounds (1d8) and Alarm
  Guard (Elf): AC 18 - HP 35 Attack - longsword +5 1d8 (d10 double handed) or light crossbow +5 1d8
  Bosco (Elf servant): AC 12 - HP 3 Attack - dagger +3 1d4 +3
  Captives (8): AC 10 - HP 8
  Pirates (Ship Encounter): Captain Jade: https://www.reddit.com/r/UnearthedArcana/comments/8bd71d/pirate_captain_5e_monster_cr7ish/ + 5 pirates (bandits)
  Tulio’s Apprentices (human, half elf, and elf): AC 12 - HP 20 Spells: Message, Firebolt (+5), Magic Missile, Mage Armour, Shield, Alarm. (Sora has 2 3rd level slots of Misty Step and Sleep.)
  Tulio Severmen (high elf wizard): https://www.dndbeyond.com/monsters/mage Has a modified Teleportation Circle spell instead of Cone of Cold. He also has a device that he can activate a rift with (instead of Ice Storm) to bring out waves of Imps or Quasits (roll 1d4 +1 for how many fiends are summoned, then however many d4s to determine which fiends (1-3: quasit, 4: imp) The rift can be dispelled (which would make all summoned fiends disappear), and no matter if it stands or not it takes Tulio a 3rd-5th level to reopen/summon more fiends, however if it remains open every round there’s an increasing chance that another fiend will come through. If the device he’s holding is destroyed, he won’t be able to summon anymore and all summoned fiends disappear.
  Thugs: 6 hired thugs (2 humans, 1 triton, 1 tiefling, 1 elf, 1 half-elf) HP 12 - AC 11 Attack - Shortsword +6 (1d6 + 2) or Hand Crossbow +6 30/120 ft. (1d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
  Guards: A barricade of 10 guards, 4 blocking the way, two trailing, four hidden on either side of the path with crossbows. One of the 4 blocking will call out a warning, this is the main/only chance to avoid conflict if badges are shown here.
  Second wave of assassination: 2 bandits on horses - HP 14, AC 12 Attack: Light crossbow +5 (d8 +1) or Scimitar +4 (d6 +1) 3 bandits (Just scimitars) - HP 12, AC 12 (2 half elves, 1 triton *on horses - 1 half-elf, 1 triton, 1 human) The human has a teleportation handaxe. +5 (d6) When this axe is thrown and hits a target, the user automatically teleports to the axe in a position where they’re holding the handle. *DM note, every time the axe is thrown, roll a d20, on a nat 1 the user will swap places with a halfling adventurer somewhere else in the world.
  1 soldier (human, Jaques) HP 11, AC 18 Attack: Rapier +6 (d8) or Tackle +6 (opposed strength) with the Hell Hound. Reaction: Parry (+2 to AC)
  Hell Hound “Blaire” HP 9, AC 15. https://5thsrd.org/gamemaster_rules/monsters/hell_hound/ Attack (at advantage within 5ft of ally other than the rider): Bite +5 (d8 +3 piercing +2d6 fire) or Fire Breath 15ft cone (DC 12 Dex save to halve 6d6 fire damage - recharge on a 5-6)
  Sarge Zyron - HP 16, AC 16 Attack: Longsword +5 (d10) or Heavy Crossbow +5 (1d0 +3) *both two-handed Donny - HP 14, AC 15 Attack: Longsword +6 (d8) or light crossbow +6 (d8 +2)
  3rd wave: Four zombies (armoured) AC 9 - HP 31 Attack +6 (d6+1) Movement 20ft https://www.5esrd.com/database/creature/zombie-common/ Bela’luur AC 15 - HP 49 +11 Bela’luur is a necromancer without the 5th level slots and instead of ice storm or stone skin, she has Curse* DC 15 wisdom saving throw or be bound to a curse until she releases you or dies, with the effects limited to that of a wizard/bard cantrip. *She will be down 2 3rd levels from summoning the zombies. She will be down one 1st level from mage armour and be down 1 2nd level from casting false life prior to battle* https://www.5esrd.com/gamemastering/monsters-foes/npc/spellcasters/necromancer/
  Water fight (DC 10 Dex save to avoid being pinned to ceiling by mattress, Calculate breath time (Wraith can hold his breath forever unless he goes unconscious), any speech/spells with verbal components will cost a round of breath, con save when damaged or lose round of breath, death saves can’t stabilize you underwater, movement is halved, lightning damage is doubled against yourself and against an opponent on a hit and the regular damage becomes AOE 15ft, thunder damage could shatter the window and release the water):
 
  Imps (7) - AC 13 - HP 10 Attack: Sting/Bite +5 (1d4 +3) piercing AND Con Save 11 to halve 3d6 poison. Advantage on saves and magical effects.
  Ghost - AC 11 - HP 45 Attack +5 *Look at sheet!* https://www.dndbeyond.com/monsters/ghost
  Abandoned Mine Encounter:
  Ghast (2) - AC 13 - HP 36 Attack: Bite +3 (2d8 +3) or Claws +5 (2d6 +3) Stench: Any creature that starts turn within 5ft make Con save 10 or be poisoned until its next turn, immune once you save. https://www.dndbeyond.com/monsters/ghast
  Ghoul (1) - AC 12 - HP 22 Attack: Bite +2 (2d6 +2) or Claws +4 (2d4 +2) https://www.dndbeyond.com/monsters/ghoul
  Every round, roll a d6, on a 5-6 add (1d4) skeletons to the battle. Skeleton (?) - AC 13 - HP 13 (-5) Attack: Pickaxe +4 (d6 +1)
  Farm Battle:
  Undead boar 1 - AC 12 - HP 88 -80 (+relentless) Undead boar 2 - AC 11 - HP 79 -65 (+relentless) Charge. 15 ft straight toward a target and then hits it with its tusks on the same turn, the target takes an extra (2d6) slashing. DC 13 Strength saving throw or be knocked prone. Multiattack. Two attacks, only one of which can be with its tusks. Tusks. +5 (2d6 + 3) slashing. DC 12 Constitution saving throw or be poisoned. Hooves. +3 (2d4 +2) bludgeoning. Boar - AC 11 - HP 11 (+relentless) Charge. 20 ft then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing. DC 11 Strength saving throw or be knocked prone. Relentless. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Attack: Tusks +3 (1d6 + 1) slashing. Innocents (5 adults - HP/AC 10, 2 kids - AC 8, HP 5), Dogs (2 - HP 5, AC 12)
  New Order Attack:
  Rogues (5) - AC 17, HP 85 (Stealth +8) Attack (Sneak Attack is 5d6): Dagger +8 20/60ft (d4 + con save 15 to halve 3d6 poison damage and not be poisoned 1hr) or Light crossbow +7 30/120 ft. (1d8 + 2) piercing, DC 16 Con save or poisoned 1hr. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Bonus Action: Cunning Action (Hide, Dash, Attack).
  Master Elian - AC 13, HP 75-56 Attack: Dagger +6 con save 18 to halve 5d6 poison damage and avoid being poisoned for 3hrs, if saving throw fails by 5 or more you fall unconscious and continue rolling con saves. If you fail by 5 or more again, you start rolling death saves. Also: Has 2 superior health potions, one smoke bomb, one invis potion, and 3 splash potions of 3d6 acid damage (con save to halve).
  Wrath - AC 14, HP 8(25) Attack: Dagger (3) +5 (d4 + con save to halve 3d6 poison damage) or Extendable Metal Quarterstaff +5 (d6 +1) or Fists +5 (d4). Devotion - AC 13, HP 2 Attack: Short sword (2) +4 (d6) or Hand Crossbow +4 (d6).
  Elemental:
  https://5thsrd.org/gamemaster_rules/monsters/fire_elemental/ https://5thsrd.org/gamemaster_rules/monsters/earth_elemental/
  Earth/Fire Elemental (30ft movement) - AC 15, HP 120 (resistant to non-magical attacks, immune to fire/poison, for half of it's health it's vulnerable to thunder damage, afterwards it takes cold damage from water instead, 1 per gallon) Attack (Earth form): Two slams +8 (2d8 +5) bludgeoning Can burrow through the ground to move. Attack (Fire form): Touch +6 (2d6 +3) and ignite taking 1d10 fire damage end of every turn (if not doused).
  Roll d6 top of every round, on a 5-6 roll a d4 for how many more magmin are added. https://5thsrd.org/gamemaster_rules/monsters/magmin/
  Magmin (30ft movement) - AC 14, HP 9 (resistant to non-magical attacks, immune to fire, take cold damage from water) Attack: Touch +4 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes (1d6) fire damage at the end of every turns. Death Burst: 10ft radius dex save DC 11 to halve 2d6 fire damage
 

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