## Level 12 Encounter: Wranglers and the Hippo ### Scenario Overview **Hook:** The party hears of illegal animal wranglers operating nearby who have captured a magical baby hippo. Rumour has it the hippo is no ordinary creature—it has ties to a local deity. Rescuing the hippo becomes an urgent mission as whispers suggest the wranglers intend to auction it off to a nefarious buyer. As the party progresses through the layers of the wranglers' hideout, they discover that a group of **slave goblins** is being held alongside the magical baby hippo. These goblins are victims of the wranglers' cruel trade, forced into servitude to capture and care for animals. The goblins’ circumstances are dire, and they may play an important role depending on the party's actions. **Setting:** A fortified riverside hideout with multiple defensive layers and wranglers patrolling the area. The terrain includes cages, campfires, and magical wards. **Key Objectives:** - Rescue the baby hippo, which is locked in a reinforced magical cage. - Navigate through wranglers and their beasts without killing innocents (if desired). - Handle the magical Bestial Orb, which powers the warding defenses of the hideout. **Complications:** - Iron Defenders patrol the area and raise alarms. - A powerful Bestial Orb in the central area empowers enemies. - Sub-boss wranglers each have unique motivations and tactics, making diplomacy an option for some. - The crocodile matriarch, furious over its hatchlings’ imprisonment, rampages through the scene at a pivotal moment. --- ### Encounter Layers #### **Layer 1: The Perimeter** The party must deal with: - **Iron Defenders:** Mechanical hounds patrolling the area in groups of 2-3. - *Detection*: DC 15 Stealth to bypass; failing triggers their attack and alarms. - *Combat Strategy*: They swarm intruders, use their Deflect Attack ability to protect one another, and repair themselves if damaged. - **Traps:** Simple but effective snares and pitfalls. - *Snares*: DC 14 Perception to notice; DC 15 Dexterity to disarm. Failing the check restrains the victim. - *Pitfalls*: DC 15 Investigation to spot and bypass. #### **Layer 2: Outer Encampment** Key challenges: - **Tessle the Rogue:** Guards the outer encampment with stealth and illusions. - She monitors the area invisibly (*Invisibility spell active*). - *Tessle’s Objective*: Harass and delay intruders with Mirror Image and sneak attacks while summoning reinforcements. - **Bulette Hatchlings:** Tessle releases these creatures if the party progresses too quickly. - *Terrain Effects*: Their burrowing creates difficult terrain. DC 15 Acrobatics to avoid falling prone. #### **Layer 3: Central Encampment** Major elements include: - **The Bestial Orb:** Radiates magical energy that strengthens allies. - *Effect*: All enemies within 30 feet deal +5 damage. - *Interaction*: DC 18 Arcana to deactivate; failure triggers a burst of energy dealing 3d8 lightning damage to anyone within 10 feet. - **Mara Tanglewood:** Positioned on elevated terrain with clear sightlines, Mara provides ranged cover to allies. - *Tactics*: Uses Planar Warrior and Hail of Thorns to maximize damage. If approached, she teleports away using Misty Step. #### **Layer 4: The Slaves' Pit** **Slave Goblins:** - **Number:** 5 goblins, each in shackles, confined to a cage near the baby hippo. - **Behaviour:** The goblins are in poor health and understandably frightened, but they’re capable of basic communication. They’ll be reluctant to speak at first but can provide valuable information if the party earns their trust. - **Skills:** The goblins are proficient in stealth, with skills in thievery, and they can provide information about the hideout layout and the best way to bypass the wranglers. **Encounter Dynamics:** - **Complication:** The slave goblins have been starved and tortured by the wranglers and will initially distrust the party, especially if they act too aggressively. However, if the party tries to communicate or free them, the goblins could help in noncombat ways, like setting traps for the wranglers or sabotaging the Iron Defenders. - **Motive:** The goblins are eager to escape, but they fear retribution from the wranglers if they make their intentions known. A successful Persuasion (DC 14) or Insight (DC 15) check could help earn the goblins’ trust. - **Skill Opportunity:** If the party successfully frees or gains the goblins’ trust, they might also provide guidance on disabling magical wards or triggering alarms to avoid detection. **Additional Consequences:** 1. **Dilemma** – The party faces a moral decision: if they let the goblins escape, they risk causing further chaos. However, ignoring the goblins may lead to them being sold into deeper exploitation, marking the party’s refusal to intervene as an additional moral consequence. 2. **Reward** – The goblins could aid the party by neutralizing a minor threat or manipulating the hideout’s internal mechanics (e.g., triggering traps or unlocking paths), giving the players a tactical advantage for future encounters. #### **Layer 5: Final Stand** Here, the party encounters: - **Jakob Ironhide:** Commanding the remaining forces with Spirit Guardians activated. - *Objective*: He delays the party long enough for reinforcements or to bargain for his life if outmatched. - **Grott the Barbarian:** Rages into the fray with reckless attacks, prioritizing anyone who threatens Jakob. - *Tactics*: Targets casters or vulnerable characters. - **Giant Crocodile Matriarch:** Escapes her holding pen mid-battle. - *Complication*: She attacks indiscriminately, including wranglers. --- ### Stat Blocks { "**Jakob Ironhide** (Human Warlord)": { "CR": 8, "AC": 19, "HP": 150, "Speed": 30, "Abilities": { "Commander's Strike": "As a bonus action, choose an ally within 60 feet who can see and hear you. They can immediately use their reaction to make one weapon attack, adding +5 damage to the attack.", "Spirit Guardians (1/Day)": "Cast Spirit Guardians (DC 15) centered on Jakob, dealing radiant or necrotic damage depending on alignment.", "Multiattack": "Jakob makes two attacks with his glaive.", "Glaive (+8 to hit)": "Reach 10 ft., one target, Hit: 1d10+5 slashing damage." }, "Saves": {"Str": 6, "Con": 5, "Wis": 4}, "Skills": {"Athletics": 7, "Persuasion": 6}, "Passive Perception": 14 }, "**Mara Tanglewood** (Elf Horizon Walker Ranger)": { "CR": 7, "AC": 16, "HP": 100, "Speed": 30, "Abilities": { "Planar Warrior": "As a bonus action, designate a target within 30 feet. The next hit deals an extra 2d8 force damage.", "Misty Step (Recharges on Short Rest)": "Teleport up to 30 feet to an unoccupied space.", "Hail of Thorns (1/Day)": "On a hit with a ranged weapon, all creatures within 5 feet of the target must make a DC 15 Dexterity saving throw or take 2d10 piercing damage.", "Longbow (+9 to hit)": "Range 150/600 ft., one target, Hit: 1d8+4 piercing damage plus 2d8 force (if Planar Warrior used)." }, "Saves": {"Dex": 6, "Wis": 5}, "Skills": {"Perception": 7, "Stealth": 8}, "Passive Perception": 17 }, **"Grott** (Half-Orc Zealot Barbarian)": { "CR": 8, "AC": 15, "HP": 160, "Speed": 40, "Abilities": { "Rage": "While raging, Grott has advantage on Strength checks and saves, deals +2 damage with melee weapons, and has resistance to bludgeoning, piercing, and slashing damage.", "Zealot Rage (Radiant Damage)": "While raging, Grott's weapon attacks deal an additional 1d6 radiant damage.", "Thunderous Smite (2/Day)": "On a hit, the target takes an extra 2d6 thunder damage and must make a DC 14 Strength save or be pushed 10 feet away and knocked prone.", "Multiattack": "Grott makes two attacks with his greataxe.", "Greataxe (+8 to hit)": "Reach 5 ft., one target, Hit: 1d12+4 slashing damage (plus 1d6 radiant if raging)." }, "Saves": {"Str": 7, "Con": 6}, "Skills": {"Athletics": 8, "Intimidation": 5}, "Passive Perception": 13 }, "**Tessle** (Halfling Arcane Trickster Rogue)": { "CR": 6, "AC": 17, "HP": 90, "Speed": 25, "Abilities": { "Sneak Attack (5d6)": "Once per turn, deal 5d6 extra damage if Tessle has advantage or an ally is within 5 feet of the target.", "Mirror Image (1/Day)": "Create three illusory duplicates. Attacks against Tessle hit a duplicate unless a roll (d20) is greater than 11, reducing the count by one.", "Shadow Blade (1/Day)": "Summon a blade of darkness dealing 2d8 psychic damage per hit (finesse, light, thrown 20/60).", "Shortsword (+8 to hit)": "Reach 5 ft., one target, Hit: 1d6+4 piercing damage plus 5d6 sneak attack if applicable.", "Evasion": "When Tessle succeeds on a Dexterity saving throw against an effect that would deal half damage, she takes no damage instead." }, "Saves": {"Dex": 7, "Int": 6}, "Skills": {"Stealth": 9, "Sleight of Hand": 8}, "Passive Perception": 14 }, "**Giant Crocodile Matriarch**": { "CR": 10, "AC": 14, "HP": 250, "Speed": 30, swim 50, "Abilities": { "Bite (+10 to hit)": "Reach 5 ft., one target, Hit: 3d10+8 piercing damage, and the target is grappled (escape DC 16).", "Tail Attack (+10 to hit)": "Reach 10 ft., one target, Hit: 3d8+8 bludgeoning damage, and the target must succeed on a DC 16 Strength save or be knocked prone.", "Death Roll": "While grappling, the crocodile matriarch can roll, forcing the grappled creature to take 6d10+8 damage unless it succeeds on a DC 17 Strength saving throw.", "Thrash": "As an action, the matriarch can thrash violently, forcing all creatures within 15 feet to make a DC 17 Strength saving throw or be knocked prone." }, "Saves": {"Str": 8, "Con": 6}, "Skills": {"Perception": 5, "Stealth": 6}, "Passive Perception": 15 }, "**Iron Defenders**": { "CR": 3 each, "AC": 18, "HP": 45, "Speed": 40, "Abilities": { "Bite (+6 to hit)": "Reach 5 ft., one target, Hit: 2d6+4 piercing damage.", "Deflect Attack": "When a creature within 5 feet of the Iron Defender is hit by an attack, the defender imposes disadvantage on the attack roll.", "Repair (Recharge 5-6)": "The defender regains 2d8+4 hit points." } }, "**Bulette Hatchlings**": { "CR": 5 each, "AC": 17, "HP": 65, "Speed": 40, burrow 20, "Abilities": { "Bite (+7 to hit)": "Reach 5 ft., one target, Hit: 3d10+4 piercing damage.", "Leap": "As an action, the bulette can leap up to 15 feet and land on a target within range, forcing them to make a DC 14 Strength saving throw or take 3d6 bludgeoning damage and fall prone." } }, "**Displacer Beast**": { "CR": 7, "AC": 13, "HP": 90, "Speed": 40, "Abilities": { "Displacement": "Attackers have disadvantage on attacks until the beast is hit. Once hit, the displacement effect is disrupted until the start of the next turn.", "Tentacle Attack (+6 to hit)": "Reach 10 ft., one target, Hit: 2d6+4 bludgeoning damage plus 1d6 piercing damage.", "Multiattack": "The displacer beast makes two tentacle attacks." } }, "**Bestial Orb**": { "AC": 18, "HP": 50, "Abilities": { "Empower Wranglers": "All wranglers within 30 feet gain resistance to damage and advantage on attack rolls.", "Destruction Burst": "When destroyed, the orb explodes, dealing 4d10 force damage in a 20-foot radius (DC 15 Dex save for half)." } } "**Slave Goblin**": { "CR": 1/4, "AC": 15 (natural armor), "HP": 9, "Speed": 30, "Abilities": { "Fury of the Wretched": "When reduced to below half HP, the goblin can make a full movement and dash as a reaction.", "Poison Immunity": "The goblin is immune to poison damage and the poisoned condition.", "Skilled": "The goblin is proficient in Stealth, Sleight of Hand, and Thieves' Tools.", "Sneak Attack": "Once per turn, the goblin can deal an extra 2d6 damage on an attack if it has advantage or an ally within 5 feet of its target." }, "Saves": {"Dex": 4, "Con": 2}, "Skills": {"Stealth": 6, "Sleight of Hand": 5, "Thieves' Tools": 5}, "Passive Perception": 12 } }