Clear the Sunken Approach
Clear the Sunken Approach
Run the fight
This round
The stones tilt underfoot. Each creature on the crossing must succeed on a Dexterity saving throw or fall prone; on a failure by 5 or more, it slides into a deep pocket of water.
Win The party defeats the husks and clears a safe route through the antechamber
Lose All characters are incapacitated or forced to retreat from the submerged stairs
Party 4 players, level 5
System D&D 2024
Cheat sheet
Reach the collapsed doorway and secure the route to the bell below before the husks drive the party back.
Win
Lose
If it goes badly: The husks hold the doorway while the leeches harry anyone crossing back over the water; the enemies do not pursue beyond the stairs.
Forces
- 2 × Swarm of Insects (leeches)AC 12 · HP 22 · CR 1/2
- 2 × Zombie (mudbound husk)AC 8 · HP 22 · CR 1/4
Rounds
- 1The stones tilt underfoot.
- 3A slab drops with a crack.
Read aloud
Say this
The submerged steps drop away beneath your boots, and pale leeches knot together in the water. Two mud-caked bodies drag themselves up from the antechamber, blocking the way down. The cracked stones shift as you approach; probe your footing, or risk being pitched into the dark pockets beside the path.
Forces
2- 2 of them
Swarm of Insects (leeches)
Minion
- AC
- 12
- HP each
- 22
- CR
- 1/2
Swarm · Bites
- Opens
- Surge from a deep water pocket and engulf the nearest creature in the water.
- Targets
- A creature standing in the water or probing the stones alone.
- Flees
- Fights until destroyed; it cannot retreat as a coordinated creature.
- 2 of them
Zombie (mudbound husk)
Bruiser
- AC
- 8
- HP each
- 22
- CR
- 1/4
Undead Fortitude · Slam
- Opens
- Lurch across the cracked stones and slam the first creature blocking the doorway.
- Targets
- The creature nearest the collapsed doorway.
- Flees
- Never flees; presses forward until destroyed.
What happens
3 to 5 rounds- 1
At the end of round 1, if any creature crossed the cracked stones without probing a route.This round
The stones tilt underfoot. Each creature on the crossing must succeed on a Dexterity saving throw or fall prone; on a failure by 5 or more, it slides into a deep pocket of water.
- 3
At the end of round 3.
A slab drops with a crack. The crossing becomes difficult terrain until the stones are tested and a stable route is marked.
The battlefield
Zones
- 1
Sunken stairs25 ft
Submerged steps, waist-deep water, and leeches clinging beneath the surface.
- 2
Cracked crossing25 ft
Cracked stepping stones cross a dark pocket; weight shifts the loose slabs.
- 3
Collapsed antechamber25 ft
A collapsed chamber with slick walls and shallow water around a blocked stone doorway.
What the party can use
Scaling
Low
One fewer Zombie (mudbound husk)
Remove one swarm of insects.Low
Low
One more Swarm of Insects (leeches)
Add one zombie in the antechamber.Treasure
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