Skip to main content

Halcyon Gander Encounter




The Red Pear Tree.


The encounter below is written as the seventh floor of a dungeon within a towering, direfly infested tree bearing vile, red fruit the size of boulders. This is written as a Waning Princes scenario. This is written as a hard to dangerous encounter for level 10-11 player characters.


Encounter


A thick layer of dust covers the contents of this room. Just a few feet from a wooden staircase leading down lays a pristine corpse of an Animus Artisan. The dead fey is missing its iron arm and weapons. A mummified hand grips the artisan’s throat and wears a golden ring etched with eight skulls. From the coloration of the fey’s face and its bulging eyes, it’s clear the mummified hand strangled the artisan. Six massive, mechanical ganders crafted from brass and bronze sit equidistant from one another along the wall. Underneath each goose is a ruddy-stained basket. Likewise, there are old patches of crusty red goo here and there across the floor. The breast of one of the automatons is open, the plate laying off to the side and complex flywheels, gears and pistons exposed. A bag of tinkerer tools sits nearby.


In the center of the room is an ornate, metal spiral staircase leading to the level above that does have footprints in the dust that lead back to staircase going down.



Halcyon Gander Device.


Each halcyon gander has a chance to process 100 gallons of raw blood honey into a golden egg worth 100 gold. However, when not properly run or if there is a glitch it will produce a Honeycombed Horror instead and damage the machine. Assessing the function of a halcyon gander requires a DC 15 Intelligence (Arcana) check, if a character’s check is 20 or higher they also realize a monster is spat out when the machine doesn’t run properly. Once a halcyon gander is filled it can be run with a DC 20 Intelligence (tinker tool) check. On success a 100-gold piece egg is produced after 24 hours. However, on failure a honeycomb horror is immediately produced in the basket and is hostile to all other creatures.


Finishing the repairs on the damaged Halcyon Gander requires a DC 20 Intelligence (tinker tool) check.


Trap:


Force-Ring Hand.


Removing the hand activates a necromantic trap on it. The hand will float in the same square as the character that removed it who is now cursed. Whenever the cursed creature attacks another creature the hand lashes out at the end of the cursed character's turns. The hand attacks a random creature within 30ft with the Eldritch Blast spell. The hand has a +6 to hit with this spell attack and inflicts damage as if it was same character level as the cursed character it is attached to. Once activated the hand can only be destroyed by casting remove curse on the cursed character it is attached to.


Treasure:


Potentially the party has access to geese who lay golden eggs. Likewise, they may be able to sell each halcyon gander to a collector or even its parts by a good chunk of coin. Of course, if the party peddles monster making machines it will likely come back to haunt them.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned