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Stop Svarik Feeding the Dragon Remains - AI-generated fantasy Encounter

Stop Svarik Feeding the Dragon Remains

Hold · Medium · 7 players, level 3

Stop Svarik Feeding the Dragon Remains

If Svarik finishes feeding the remains, the mouther will break out of the cistern and hunt through the nearby settlements.

Run the fight

Round
1
4–6 rounds
Creatures
5
Medium

This round

Nothing planned.


Win Svarik is stopped and the mouther is slain

Lose Svarik completes the feeding ritual after 5 rounds


Party 7 players, level 3

System D&D 2014

Cheat sheet

Hold

Stop Svarik feeding the dragon remains to the mouther; defeat him, drive him off, or destroy the remains.

Win

Svarik is stopped and the mouther is slain, driven off, or cut off from the remains.

Lose

Svarik completes the feeding ritual after 5 rounds, or the party is forced from the cistern while the mouther remains alive.

If it goes badly: Svarik retreats through the sluice passage if the party breaks his hold; the cultists cover his escape.

Forces

  • 1 × Svarik, cult fanaticAC 13 · HP 33 · CR 2
  • 1 × Gibbering MoutherAC 9 · HP 67 · CR 2
  • 3 × CultistsAC 12 · HP 9 · CR 1/8

Rounds

  • 2The abomination's gibbering swells.
  • 4The loose chain snaps taut and the sluice gate drops.

Read aloud

Say this

Svarik shoves another emerald scale into the heaving mass, and it bites down with a dozen wet mouths. Three cultists rush to bar the cistern steps as the thing's many eyes turn toward you. The sluice chain rattles overhead.

Forces

3
  • Svarik, cult fanatic

    Controller

    1 of them
    AC
    13
    HP each
    33
    CR
    2

    Dark Devotion

    Opens
    Cast Spiritual Weapon, then use Sacred Flame or Inflict Wounds against a character threatening the remains.
    Targets
    A character who attacks the remains or tries to reach him.
    Flees
    Flees when reduced to 8 hp or fewer, unless the mouther is still alive and feeding.
  • Gibbering Mouther

    Bruiser

    1 of them
    AC
    9
    HP each
    67
    CR
    2

    Gibbering · Aberrant Ground

    Opens
    Move into the largest cluster of characters and use Gibbering; bite a creature already in its reach.
    Targets
    The nearest creature, favoring anyone standing in its Aberrant Ground.
    Flees
    Does not flee; fights until destroyed.
  • Cultists

    Minion

    3 of them
    AC
    12
    HP each
    9
    CR
    1/8

    Scimitar · Dark Devotion

    Opens
    Use scimitars to hold the cistern steps while the mouther closes.
    Targets
    A character trying to reach Svarik or the remains.
    Flees
    Flee if Svarik falls and the mouther is no longer between them and the exit.

What happens

4–6 rounds
  1. 2

    At the end of round 2

    The abomination's gibbering swells. Each creature in the Feed Pen must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.

  2. 4

    At the end of round 4

    The loose chain snaps taut and the sluice gate drops. Creatures beneath it must succeed on a Dexterity saving throw or take bludgeoning damage and fall prone; the gate blocks the passage afterward.

The battlefield

Zones

  1. 1

    Feed Pen25 ft

    A low stone pen, slick with feed and crowded by the abomination.

  2. 2

    Sluice Walk25 ft

    A narrow platform above the pen; the chain to the sluice gate is within reach.

  3. 3

    Dry Cistern25 ft

    A drained cistern where Svarik has piled the ancient emerald dragon's remains.

What the party can use

Kick the cracked feed trough: spill one round of emerald-charged remains across the floor; the mouther's speed is halved until the next round.
Cut the chain holding the sluice gate: it slams shut, dividing the room and blocking movement through the south passage.

Scaling

XP budget1,950 of 2,800 XP
Weaker

Medium

One fewer Cultists

Remove one cultist; Svarik has already spent his 2nd-level spell slots.
As written

Medium

Stronger

Hard

One more Svarik, cult fanatic

Svarik begins with Shield of Faith active and one additional cultist guards the Sluice Walk.

Treasure

Svarik carries a purse of mixed silver and a scrap of notes describing the remains as a source of power.

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