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Clear the Sunken Approach - AI-generated fantasy Encounter

Clear the Sunken Approach

Hold · Low · 4 players, level 5

Clear the Sunken Approach

If the party cannot secure the submerged approach, the route to the Bell Beneath the Reeds remains blocked.

Run the fight

Round
1
3 to 5 rounds
Creatures
4
Low

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

Hold

Reach the collapsed doorway and secure the route to the bell below before the husks drive the party back.

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.

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
  • Swarm of Insects (leeches)

    Minion

    2 of them
    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.
  • Zombie (mudbound husk)

    Bruiser

    2 of them
    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. 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.

  2. 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. 1

    Sunken stairs25 ft

    Submerged steps, waist-deep water, and leeches clinging beneath the surface.

  2. 2

    Cracked crossing25 ft

    Cracked stepping stones cross a dark pocket; weight shifts the loose slabs.

  3. 3

    Collapsed antechamber25 ft

    A collapsed chamber with slick walls and shallow water around a blocked stone doorway.

What the party can use

Probe the cracked stones with a pole or weapon to find the stable route; careful movement avoids the separation hazard.
A creature that stumbles on shifting stones must succeed on a DC 13 Dexterity saving throw or fall prone in a deep water pocket.
A creature shoved or pulled into a water pocket is separated from the group by slick walls and must spend movement to climb out.

Scaling

XP budget300 of 4,400 XP
Weaker

Low

One fewer Zombie (mudbound husk)

Remove one swarm of insects.
As written

Low

Stronger

Low

One more Swarm of Insects (leeches)

Add one zombie in the antechamber.

Treasure

A tarnished bronze bell-clapper is wedged beneath a loose stone in the antechamber.

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